Housekeeping, whitespace cleanup
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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 = 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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@@ -40,7 +40,7 @@ Sprite_IceBlock_Long:
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.not_being_pushed
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LDA.w $0DF0, X : BEQ .retain_momentum
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LDA.b #$01 : STA.w SprMiscC, X
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LDA.b #$84 : STA $48
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LDA.b #$84 : STA $48
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LDA.b #$04 : STA.b $5E
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.retain_momentum
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@@ -58,7 +58,7 @@ Sprite_IceBlock_Long:
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Sprite_IceBlock_Prep:
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{
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PHB : PHK : PLB
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; Cache Sprite position
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LDA.w SprX, X : STA.w SprMiscD, X
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LDA.w SprY, X : STA.w SprMiscE, X
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@@ -116,13 +116,13 @@ Sprite_IceBlock_Main:
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LDA.b #$01 : STA.w $0642
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.no_switch
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JSL Sprite_Move ; Sprite MoveXY
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JSL Sprite_Move ; Sprite MoveXY
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JSL Sprite_Get_16_bit_Coords ; Get 16bit coords
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JSL Sprite_CheckTileCollision ; Check Tile collision
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JSL Sprite_CheckDamageToPlayerSameLayer
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BCC NotInContact
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JSR ApplyPush
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; Set timer
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; Set timer
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LDA.b #$07 : STA.w $0DF0, X
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JSL $079291 ; Sprite_RepelDash_long
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@@ -134,7 +134,7 @@ Sprite_IceBlock_Main:
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; LDA.w StatueSpeed_y,Y
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; STA.w SprYSpeed,X
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; JSR Statue_HandleGrab
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LDA.w SprX, X : AND #$F0 : STA.w SprX, X
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LDA.w SprY, X : AND #$F0 : STA.w SprY, X
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RTS
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@@ -239,7 +239,7 @@ Sprite_IceBlock_Main:
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}
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}
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; Check if the tile beneath the sprite is the sliding ice
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; Check if the tile beneath the sprite is the sliding ice
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; Currently unused as it doesnt play well with the hitbox choices
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IceBlock_CheckForGround:
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{
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@@ -252,7 +252,7 @@ IceBlock_CheckForGround:
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JSL $06E87B ; GetTileType_long
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PLY
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LDA.w $0FA5
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LDA.w $0FA5
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CMP.b #$0E : BNE .stop
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SEC
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RTS
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@@ -402,17 +402,17 @@ Sprite_IceBlock_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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@@ -429,14 +429,14 @@ Sprite_IceBlock_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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@@ -457,4 +457,4 @@ Sprite_IceBlock_Draw:
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db $24, $64, $A4, $E4
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.sizes
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db $00, $00, $00, $00
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}
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}
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