Cleanup Pols Voice
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@@ -1,6 +1,6 @@
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; =========================================================
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; =========================================================
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; Sprite Properties
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; =========================================================
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; =========================================================
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!SPRID = Sprite_PolsVoice
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!NbrTiles = 02 ; Number of tiles used in a frame
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@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -37,28 +37,22 @@
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Sprite_PolsVoice_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_PolsVoice_Draw ; Call the draw code
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JSR Sprite_PolsVoice_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_PolsVoice_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_PolsVoice_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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; =========================================================
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Sprite_PolsVoice_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprTimerA, X
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LDA.b #$00 : STA.w SprDefl, X
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LDA.b #$00 : STA.w SprTileDie, X
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PLB
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RTL
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}
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@@ -84,7 +78,7 @@ Sprite_PolsVoice_Main:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_DamageFlash_Long
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%DoDamageToPlayerSameLayerOnContact()
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JSL GetRandomInt : AND #$3F : BNE .not_done
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@@ -94,10 +88,10 @@ Sprite_PolsVoice_Main:
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JSL Sprite_CheckDamageFromPlayer : BCC .no_damage
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JSL Sprite_DirectionToFacePlayer
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; Apply the speed positive or negative speed
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LDA $0E : BPL .not_up
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LDA #$20 : STA.w SprYSpeed, X
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LDA #$20 : STA.w SprYSpeed, X
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BRA .not_down
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.not_up
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LDA #$E0 : STA.w SprYSpeed, X
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@@ -133,10 +127,8 @@ Sprite_PolsVoice_Main:
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.no_damage
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RTS
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}
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}
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; =========================================================
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Sprite_PolsVoice_Draw:
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@@ -155,17 +147,17 @@ Sprite_PolsVoice_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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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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CLC : ADC #$0010 : CMP.w #$0100
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@@ -182,14 +174,14 @@ Sprite_PolsVoice_Draw:
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INY
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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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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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -233,4 +225,4 @@ Sprite_PolsVoice_Draw:
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db $02
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db $02
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db $02, $02
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}
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}
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