deku mask housekeeping, change poltergeist sprite id
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@@ -6,9 +6,6 @@ incsrc "Dungeons/sanctuary_transition.asm"
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incsrc "Dungeons/entrances.asm"
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print "End of entrances.asm ", pc
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incsrc "Dungeons/mothula.asm"
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print "End of mothula.asm ", pc
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incsrc "Dungeons/enemy_damage.asm"
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print "End of enemy_damage.asm ", pc
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@@ -378,7 +378,8 @@ DekuLink_HoverBasedOnInput:
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.auto_cancel
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STZ $5D
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; Reset LinkState to Default
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STZ $5D
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#_08B6A5: LDA.b #$01
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#_08B6A7: STA.w $0AAA
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@@ -412,6 +413,10 @@ DekuLink_HoverBasedOnInput:
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#_08B6F1: STZ.b $5E
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#_08B6F3: STZ.w $0325
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; Set height at end of hover
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; This makes it so the landing animation timer looks correct
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; Floating for a bit, then slowly landing on the ground
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LDA.b #$12 : STA $24
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.no_cancel
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RTL
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@@ -1,5 +1,5 @@
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!SPRID = $A4; The sprite ID you are overwriting (HEX)
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!SPRID = $AF; The sprite ID you are overwriting (HEX)
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!NbrTiles = 4 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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