optimize draw code, swap horiz prop based on direction of player
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@@ -77,24 +77,26 @@ Sprite_Booki_Main:
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{
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%PlayAnimation(0,1,16)
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JSR Sprite_Booki_Move
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RTS
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}
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HideFromPlayer:
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{
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%PlayAnimation(0,5,16)
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%PlayAnimation(0,4,16)
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RTS
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}
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HiddenFromPlayer:
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{
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%PlayAnimation(5,5,16)
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%PlayAnimation(4,4,16)
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RTS
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}
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ApproachPlayer:
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{
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%PlayAnimation(6,10,16)
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%PlayAnimation(5,9,16)
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}
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}
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@@ -104,6 +106,13 @@ Sprite_Booki_Move:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_IsToRightOfPlayer : CPY.b #$01 : BNE .ToRight
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LDA.b #$01 : STA.w SprMiscC, X
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JMP .Continue
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.ToRight
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STZ.w SprMiscC, X
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.Continue
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LDA.w SprMiscB, X
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JSL UseImplicitRegIndexedLocalJumpTable
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@@ -127,9 +136,10 @@ Sprite_Booki_Draw:
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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LDA.w SprMiscC, X : STA $09
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ; amount of tiles -1
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LDY.b #$00
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.nextTile
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@@ -143,10 +153,10 @@ Sprite_Booki_Draw:
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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LDA $00 : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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LDA $02 : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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@@ -159,13 +169,19 @@ Sprite_Booki_Draw:
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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LDA.b $09 : BEQ .ToRight
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LDA.b #$39 : JMP .Prop
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.ToRight
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LDA.b #$79
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.Prop
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STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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@@ -182,59 +198,15 @@ Sprite_Booki_Draw:
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db $00, $01, $02, $03, $04, $05, $06, $07, $08, $09
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.nbr_of_tiles
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db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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.x_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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dw 0
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.chr
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db $0E
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db $0C
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db $0A
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db $2C
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db $2E
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db $0E
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db $0C
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db $2E
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db $0A
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db $2C
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db $2E
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.properties
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db $39
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db $39
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db $39
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db $39
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db $39
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db $79
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db $79
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db $79
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db $79
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db $79
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.sizes
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $02
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db $0C
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db $0E
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}
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