Housekeeping, whitespace cleanup
This commit is contained in:
@@ -56,32 +56,28 @@ Sprite_DekuScrub_Prep:
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LDA.b #$80 : STA.w SprDefl, X
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; Peacetime Deku Scrub NPCs
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LDA.b $8A : CMP.b #$2E : BNE .check_next
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; Deku Butler
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LDA.b #$07 : STA.w SprAction, X
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JMP .PlayIntro
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JMP +
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.check_next
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CMP.b #$2F : BNE .continue
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LDA.b #$08 : STA.w SprAction, X
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JMP .PlayIntro
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JMP +
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.continue
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LDA.w SprSubtype, X : CMP.b #$01 : BEQ .DekuButler
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CMP.b #$02 : BEQ .DekuPrincess
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LDA.l $7EF301
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BEQ .PlayIntro
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LDA.l $7EF301 : BEQ +
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LDA.b #$04 : STA.w SprAction, X
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.PlayIntro
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PLB
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RTL
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JMP +
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.DekuButler
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LDA.b #$05 : STA.w SprAction, X
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PLB
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RTL
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LDA.b #$05 : STA.w SprAction, X
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JMP +
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.DekuPrincess
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LDA.b #$06 : STA.w SprAction, X
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LDA.b #$06 : STA.w SprAction, X
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+
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PLB
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RTL
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}
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@@ -9,7 +9,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 01 ; 01 = small shadow, 00 = no shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this MaskSalesman (can be 0 to 7)
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!Hitbox = 02 ; 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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@@ -31,7 +31,7 @@
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%Set_Sprite_Properties(Sprite_MaskSalesman_Prep, Sprite_MaskSalesman_Long);
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Sprite_MaskSalesman_Long:
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{
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{
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PHB : PHK : PLB
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JSR Sprite_MaskSalesman_Draw ; Call the draw code
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@@ -49,7 +49,6 @@ Sprite_MaskSalesman_Long:
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Sprite_MaskSalesman_Prep:
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{
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PHB : PHK : PLB
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PLB
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RTL
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}
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@@ -59,7 +58,7 @@ Sprite_MaskSalesman_Main:
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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JSL UseImplicitRegIndexedLocalJumpTable
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dw InquiryHandler
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dw NoOcarina
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@@ -75,7 +74,7 @@ Sprite_MaskSalesman_Main:
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; 0x00
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InquiryHandler:
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{
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{
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%PlayAnimation(0, 1, 16)
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; Player has a Lv1 Ocarina, skip to the you got it message
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@@ -133,11 +132,11 @@ Sprite_MaskSalesman_Main:
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RTS
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}
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; 0x03
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; 0x03
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TeachLinkSong:
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{
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LDA #$02 : STA $7EF34C ; Increment the number of songs Link has
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LDA.b #$13
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LDA.b #$13
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STA.w $0CF8
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JSL $0DBB67 ; Link_CalculateSFXPan
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ORA.w $0CF8
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@@ -148,7 +147,7 @@ Sprite_MaskSalesman_Main:
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; 0x04 - Offer Bunny Hood
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OfferBunnyHood:
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{
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($07F) ; Bunny Hood for 100 rupees?
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@@ -158,7 +157,7 @@ Sprite_MaskSalesman_Main:
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; 0x05 - Offer Stone Mask
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OfferStoneMask:
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{
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($082) ; Stone Mask for 650 rupees?
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%GotoAction(9)
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@@ -208,14 +207,14 @@ Sprite_MaskSalesman_Main:
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SEP #$30
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%ShowUnconditionalMessage($063)
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%GotoAction(0)
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RTS
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.not_enough_rupees
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%GotoAction($0A)
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RTS
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.player_said_no
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.player_said_no
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%GotoAction(6)
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RTS
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}
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@@ -251,7 +250,7 @@ Sprite_MaskSalesman_Main:
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.not_enough_rupees
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%GotoAction($0A)
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RTS
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.player_said_no
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.player_said_no
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%GotoAction(6)
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RTS
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}
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@@ -266,7 +265,7 @@ Sprite_MaskSalesman_Main:
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}
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Sprite_MaskSalesman_Draw:
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{
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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@@ -280,17 +279,17 @@ Sprite_MaskSalesman_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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@@ -307,14 +306,14 @@ Sprite_MaskSalesman_Draw:
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INY
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LDA .properties, X : 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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@@ -9,7 +9,7 @@
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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 = 02 ; 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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