Cleanup deku_scrub.asm
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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 DekuScrub (can be 0 to 7)
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!Hitbox = 03 ; 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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@@ -34,7 +34,7 @@
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; =========================================================
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Sprite_DekuScrub_Long:
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{
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{
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PHB : PHK : PLB
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JSR Sprite_DekuScrub_Draw ; Call the draw code
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@@ -90,7 +90,7 @@ Sprite_DekuScrub_Prep:
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Sprite_DekuScrub_Main:
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{
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LDA.w SprAction, X
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw EstadoInactivo
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@@ -110,9 +110,8 @@ Sprite_DekuScrub_Main:
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%PlayAnimation(0, 1, 16)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($140) : BCC .no_hablaba
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%GotoAction(1)
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.no_hablaba
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%GotoAction(1)
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.no_hablaba
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RTS
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}
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@@ -120,35 +119,32 @@ Sprite_DekuScrub_Main:
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{
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%PlayAnimation(0, 1, 16)
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LDA $FE : BEQ .ninguna_cancion
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STZ $FE
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(2)
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.ninguna_cancion
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STZ $FE
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(2)
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.ninguna_cancion
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RTS
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}
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DarMascara:
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{
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%PlayAnimation(0, 1, 16)
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LDA.w SprTimerD, X : BNE +
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%ShowUnconditionalMessage($141)
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(3)
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+
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LDA.w SprTimerD, X : BNE +
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%ShowUnconditionalMessage($141)
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(3)
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+
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RTS
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}
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Regalo:
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{
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LDA.w SprTimerD, X : BNE +
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LDY #$11 : STZ $02E9 ; Give the Deku Mask
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JSL Link_ReceiveItem
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LDA.b #$01 : STA.l $7EF301
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%GotoAction(4)
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+
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LDY #$11 : STZ $02E9 ; Give the Deku Mask
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JSL Link_ReceiveItem
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LDA.b #$01 : STA.l $7EF301
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%GotoAction(4)
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+
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RTS
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}
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@@ -170,7 +166,7 @@ Sprite_DekuScrub_Main:
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{
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%PlayAnimation(4, 4, 10)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($0C3)
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%ShowSolicitedMessage($0C3)
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RTS
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}
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@@ -210,7 +206,6 @@ Sprite_DekuScrub_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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@@ -237,14 +232,10 @@ Sprite_DekuScrub_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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@@ -305,4 +296,5 @@ Sprite_DekuScrub_Draw:
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; .sizes
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; db $02, $02, $02, $02
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; db $02, $02, $02, $02
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}
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}
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