new sprite function lib cleanup
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@@ -1,17 +1,13 @@
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; =========================================================
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;Long function, return Carry Set if Active
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; return carry set if active
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Sprite_CheckActive:
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{
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; Deactivates the sprite in certain situations
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LDA $0DD0, X : CMP.b #$09 : BNE .inactive
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LDA $0FC1 : BNE .inactive
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LDA $11 : BNE .inactive
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LDA $0CAA, X : BMI .active
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LDA $0F00, X : BEQ .active
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.inactive
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@@ -28,12 +24,12 @@ Sprite_CheckActive:
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Sprite_MoveHoriz:
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{
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LDA.w $0D50, X : BEQ .no_velocity
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LDA.w SprXSpeed, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D70, X : STA.w $0D70, X
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LDY.b #$00
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LDA.w $0D50, X
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LDA.w SprXSpeed, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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@@ -61,12 +57,12 @@ Sprite_Move:
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Sprite_MoveVert:
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{
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LDA.w $0D40, X : BEQ .no_velocity
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LDA.w SprYSpeed, X : BEQ .no_velocity
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ASL : ASL : ASL : ASL
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CLC : ADC.w $0D60,X : STA.w $0D60,X
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LDY.b #$00
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LDA.w $0D40, X
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LDA.w SprYSpeed, X
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PHP : LSR : LSR : LSR : LSR : PLP
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BPL ++
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@@ -92,9 +88,7 @@ Sprite_MoveAltitude:
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LDA.w $0F80, X : PHP
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LSR : LSR : LSR : LSR
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PLP : BPL .positive
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ORA.b #$F0
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.positive
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ADC.w $0F70,X : STA.w $0F70,X
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@@ -160,8 +154,8 @@ Sprite_FloatTowardPlayer:
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Sprite_FloatAwayFromPlayer:
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{
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LDA $0D50, X : EOR.b #$FF : INC : STA $0D50, X
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LDA $0D40, X : EOR.b #$FF : INC : STA $0D40, X
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LDA SprXSpeed, X : EOR.b #$FF : INC : STA SprXSpeed, X
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LDA SprYSpeed, X : EOR.b #$FF : INC : STA SprYSpeed, X
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JSL Sprite_MoveAltitude
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@@ -171,16 +165,22 @@ Sprite_FloatAwayFromPlayer:
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Sprite_BounceFromTileCollision:
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{
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JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
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LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
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LDA.w SprXSpeed, X : EOR.b #$FF : INC : STA.w SprXSpeed, X
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INC.w $0ED0, X
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++ LDA.w $0E70, X : AND.b #$0C : BEQ ++
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LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
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LDA.w SprYSpeed, X : EOR.b #$FF : INC : STA.w SprYSpeed, X
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INC.w $0ED0, X
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++ RTL
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}
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Sprite_ProjectSpeedRandomly:
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{
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}
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; =========================================================
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DragYL = $0B7C
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DragYH = $0B7D
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@@ -254,10 +254,8 @@ DragPlayer:
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Intro_Dungeon_Main:
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{
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;test to see if we are at a place where a guardian is present
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LDA $0E20 : CMP.b #$92 : BNE .notGuardian
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LDA $0E30 : BEQ .notGuardian
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LDA $0E20 : CMP.b #$92 : BNE .not_sprite_body_boss
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LDA $0E30 : BEQ .not_sprite_body_boss
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LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
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; free ram used to check if the sprite ran this frame, if 0, it didn't run
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@@ -268,7 +266,7 @@ Intro_Dungeon_Main:
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STZ.b SpriteRanCheck
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.notGuardian
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.not_sprite_body_boss
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REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
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LDA $E2 : RTL ;return to normal intro
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@@ -453,61 +451,35 @@ Link_SetupHitBox:
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Sprite_SetupHitBox:
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{
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PHB : PHK : PLB
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LDA.w $0F70, X
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BMI .too_high
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LDA.w $0F70, X : BMI .too_high
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PHY
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LDA.w $0F60, X : AND.b #$1F : TAY
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LDA.w $0D10, X : CLC : ADC.w .offset_x_low, Y : STA.b $04
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LDA.w $0F60, X
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AND.b #$1F
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TAY
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LDA.w $0D30, X : ADC.w .offset_x_high, Y : STA.b $0A
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LDA.w $0D10, X
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CLC
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ADC.w .offset_x_low, Y
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STA.b $04
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LDA.w $0D30, X
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ADC.w .offset_x_high, Y
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STA.b $0A
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LDA.w $0D00, X
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CLC
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ADC.w .offset_y_low, Y
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LDA.w $0D00, X : CLC : ADC.w .offset_y_low, Y
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PHP
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SEC
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SBC.w $0F70, X
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STA.b $05
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LDA.w $0D20, X
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SBC.b #$00
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SEC : SBC.w $0F70, X : STA.b $05
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LDA.w $0D20, X : SBC.b #$00
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PLP
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ADC.w .offset_y_high, Y
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STA.b $0B
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LDA.w .width, Y
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STA.b $06
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LDA.w .height, Y
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STA.b $07
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ADC.w .offset_y_high, Y : STA.b $0B
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LDA.w .width, Y : STA.b $06
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LDA.w .height, Y : STA.b $07
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PLY
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PLB
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RTL
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; ---------------------------------------------------------
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.too_high
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LDA.b #$80
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STA.b $0A
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LDA.b #$80 : STA.b $0A
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PLB
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RTL
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.offset_x_low
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@@ -729,7 +701,9 @@ Sprite_SetupHitBox:
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db 48 ; 0x1D
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db 8 ; 0x1E
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db 12 ; 0x1F
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}
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; =========================================================
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Sprite_ApplySpeedTowardsPlayerXOrY_Long:
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{
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