Move portal sprite to objects, update sprite ID, move other NPC sprites
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@@ -1,11 +1,7 @@
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org $07A471 ; Mudora
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JSR LinkItem_PortalRod
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RTS
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; =========================================================
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; Portal Rod Item
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warnpc $07A493
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; *$3A50F-$3A568
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; LinkState_UsingEther
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org $07A50F
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RodAnimationTimer:
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db $03, $03, $05
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@@ -70,7 +66,7 @@ endmacro
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LinkItem_FirePortal:
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{
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LDA.b #$B8
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LDA.b #$03
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JSL Sprite_SpawnDynamically : BPL .continue
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RTS
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.continue
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@@ -3,7 +3,7 @@
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; Portal Sprite
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; =========================================================
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!SPRID = $B8 ; The sprite ID you are overwriting (HEX)
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!SPRID = $03 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 01 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -36,7 +36,7 @@ incsrc ZSpriteLib/sprite_new_table.asm
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org $318000
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incsrc ZSpriteLib/sprite_new_functions.asm
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incsrc "Sprites/farore.asm"
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incsrc "Sprites/NPCs/farore.asm"
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print "End of farore.asm ", pc
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incsrc "Sprites/Bosses/kydrog.asm"
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@@ -81,10 +81,10 @@ incsrc "Sprites/Bosses/kydreeok_head.asm"
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incsrc "Sprites/Objects/deku_leaf.asm"
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print "End of deku_leaf.asm ", pc
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incsrc "Sprites/portal_sprite.asm"
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incsrc "Sprites/Objects/portal_sprite.asm"
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print "End of portal_sprite.asm ", pc
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incsrc "Sprites/impa.asm"
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incsrc "Sprites/NPCs/impa.asm"
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print "End of impa.asm ", pc
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incsrc "Sprites/Enemies/poltergeist.asm"
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