Sprite housekeeping
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@@ -37,17 +37,13 @@
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Sprite_Booki_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Booki_Draw ; Call the draw code
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JSR Sprite_Booki_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_Booki_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Booki_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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@@ -55,11 +51,9 @@ Sprite_Booki_Long:
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Sprite_Booki_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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STZ.w SprMiscB, X
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PLB
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RTL
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@@ -34,97 +34,82 @@
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Sprite_Poltergeist_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Poltergeist_Draw ; Call the draw code
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LDA $E0 : CMP #$F0 : BNE .onscreen
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LDA.w SprMiscA, X : BEQ .SpriteIsNotActive
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STZ.w SprState, X ; kill the sprite if offscreen and activated
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.onscreen
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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_Poltergeist_Main ; Call the main sprite code
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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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PHB : PHK : PLB
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JSR Sprite_Poltergeist_Draw
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LDA $E0 : CMP #$F0 : BNE .onscreen
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LDA.w SprMiscA, X : BEQ .SpriteIsNotActive
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STZ.w SprState, X ; kill the sprite if offscreen and activated
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.onscreen
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Poltergeist_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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; =========================================================
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Sprite_Poltergeist_Prep:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA #$00 : STA.w SprHitbox, X ; Persist
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LDA #$00 : STA.w SprDefl, X ; Sprite persist in dungeon
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LDA #$02 : STA.w SprNbrOAM, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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LDA #$00 : STA.w SprHitbox, X ; Persist
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LDA #$00 : STA.w SprDefl, X ; Sprite persist in dungeon
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LDA #$02 : STA.w SprNbrOAM, X ;1 tile by default
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LDA #$01 : STA.w SprAction, X ; by default it's a chair
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LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
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STZ.w SprMiscA, X
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STZ.w SprAction, X
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JMP .done
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LDA.w SprSubtype, X : CMP #$10 : BNE .notPictureFrame
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STZ.w SprMiscA, X
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STZ.w SprAction, X
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JMP .done
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.notPictureFrame
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.notPictureFrame
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CMP #$11 : BNE .notAxe
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LDA #$07 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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BRA .done
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.notAxe
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CMP #$11 : BNE .notAxe
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LDA #$07 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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BRA .done
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CMP #$12 : BNE .notKnife
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LDA #15 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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.notKnife
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.notAxe
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CMP #$13 : BNE .notFork
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LDA #37 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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.notFork
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CMP #$12 : BNE .notKnife
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LDA #15 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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CMP #$14 : BNE .notBed
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LDA #5 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$06 : STA.w SprNbrOAM, X
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BRA .done
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.notBed
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.notKnife
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CMP #$15 : BNE .notDoor
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LDA #36 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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BRA .done
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.notDoor
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CMP #$13 : BNE .notFork
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LDA #37 : STA.w SprFrame, X
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LDA #$02 : STA.w SprAction, X
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BRA .done
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LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set
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LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X
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BRA .done
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.secondset
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.notFork
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LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
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LDA.w SprSubtype, X
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CMP #$14 : BNE .notBed
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LDA #5 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$06 : STA.w SprNbrOAM, X
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BRA .done
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.notBed
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CMP #$15 : BNE .notDoor
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LDA #36 : STA.w SprFrame, X
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LDA #$01 : STA.w SprAction, X
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LDA #$04 : STA.w SprNbrOAM, X
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LDA.w SprY, X : SEC : SBC #$0C : STA.w SprY, X
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LDA.w SprX, X : CLC : ADC #$08 : STA.w SprX, X
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BRA .done
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.notDoor
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LDA.w SprSubtype, X : AND #$08 : BNE .secondset ;2nd set
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LDA.w SprSubtype, X : CLC : ADC #23 : STA.w SprFrame, X
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BRA .done
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.secondset
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LDA.w SprSubtype, X : AND #$07 : CLC : ADC #30 : STA.w SprFrame, X
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LDA.w SprSubtype, X
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.done
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PLB
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RTL
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.done
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PLB
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RTL
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}
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; Subtype:
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@@ -153,12 +138,12 @@ Sprite_Poltergeist_Prep:
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Sprite_Poltergeist_Main:
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{
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LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
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LDA.w SprAction, X : JSL UseImplicitRegIndexedLocalJumpTable
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dw PictureFrame
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dw Chair
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dw Axe
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dw SpawnerTester
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dw PictureFrame
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dw Chair
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dw Axe
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dw SpawnerTester
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}
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PictureFrame:
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@@ -392,23 +377,20 @@ Axe:
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PlayAxe:
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{
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%PlayAnimation(7, 14, 6)
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RTS
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%PlayAnimation(7, 14, 6)
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RTS
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}
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PlayFork:
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{
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%PlayAnimation(37, 44, 6)
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RTS
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%PlayAnimation(37, 44, 6)
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RTS
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}
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PlayKnife:
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{
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%PlayAnimation(15, 22, 6)
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RTS
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%PlayAnimation(15, 22, 6)
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RTS
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}
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SpawnerTester:
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@@ -45,10 +45,10 @@ Sprite_MoveHoriz:
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; make the sprite move both directions (also height)
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Sprite_MoveXyz:
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JSL Sprite_MoveAltitude
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JSL Sprite_MoveAltitude
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Sprite_Move:
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JSL Sprite_MoveHoriz
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; no RTL, just continue into Sprite_MoveVert
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JSL Sprite_MoveHoriz
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; no RTL, just continue into Sprite_MoveVert
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; =========================================================
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; make the sprite move Y axis
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@@ -99,12 +99,11 @@ Sprite_MoveAltitude:
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; movement, collision are handled by this function
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; $09 = speed, $08 = max height ( e.g. height:20 = vitreous)
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Sprite_BounceTowardPlayer:
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{
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JSL Sprite_MoveAltitude
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DEC.w SprTimerF, X : DEC.w SprTimerF, X
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LDA.w SprHeight, X : BPL .aloft
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JSL Sprite_MoveAltitude
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DEC.w SprTimerF, X : DEC.w SprTimerF, X
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LDA.w SprHeight, X : BPL .aloft
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STZ.w SprHeight, X
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LDA.b $08 : STA.w SprTimerF, X ; set height from 08
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LDA.b $09 : JSL Sprite_ApplySpeedTowardsPlayer
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@@ -113,7 +112,7 @@ Sprite_BounceTowardPlayer:
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LDA.w SprHeight, X : BEQ .dontmove
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JSL Sprite_Move
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.dontmove
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RTL
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RTL
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}
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; A = Speed
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@@ -700,7 +699,6 @@ GetDistance8bit_Long:
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RTL
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}
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; =========================================================
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Intro_Dungeon_Main:
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