Move maku tree to NPCs, fix Twinrova errors
This commit is contained in:
@@ -396,7 +396,7 @@ Sprite_Twinrova_FireAttack:
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_CheckTileCollision : BNE .no_collision
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JSL Sprite_Move
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JSL Sprite_Move
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.no_collision
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.no_collision
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JSR Sprite_Twinrova_FireAttack_AddFireGarnish
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JSR AddFireGarnish
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JMP TrinexxBreath_AltEntry
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JMP TrinexxBreath_AltEntry
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}
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}
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@@ -420,10 +420,10 @@ AddFireGarnish:
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LDA.b #$10 : STA $7FF800, X : STA $0FB4
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LDA.b #$10 : STA $7FF800, X : STA $0FB4
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TYA : STA $7FF92C, X
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TYA : STA $7FF92C, X
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LDA SprX, Y : STA $7FF83C, X
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LDA.w SprX, Y : STA $7FF83C, X
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LDA SprXH, Y : STA $7FF878, X
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LDA.w SprXH, Y : STA $7FF878, X
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LDA SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.b #$7F : STA $7FF90E, X
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LDA.b #$7F : STA $7FF90E, X
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STX $00
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STX $00
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@@ -453,10 +453,10 @@ AddIceGarnishV2:
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LDA.b #$0C : STA $7FF800, X : STA $0FB4
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LDA.b #$0C : STA $7FF800, X : STA $0FB4
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TYA : STA $7FF92C, X
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TYA : STA $7FF92C, X
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LDA SprX, Y : STA $7FF83C, X
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LDA.w SprX, Y : STA $7FF83C, X
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LDA SprXH, Y : STA $7FF878, X
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LDA.w SprXH, Y : STA $7FF878, X
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LDA SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
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LDA SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
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LDA.b #$7F : STA $7FF90E, X : STX $00
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LDA.b #$7F : STA $7FF90E, X : STX $00
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@@ -1,6 +1,6 @@
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;==============================================================================
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; =========================================================
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; Sprite Properties
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; Sprite Properties
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;==============================================================================
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; =========================================================
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!SPRID = $9E ; The sprite ID you are overwriting (HEX)
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!SPRID = $9E ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!NbrTiles = 00 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -31,81 +31,79 @@
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%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
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%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Long:
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Sprite_MakuTree_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_MakuTree_Draw ; Call the draw code
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JSR Sprite_MakuTree_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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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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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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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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RTL ; Go back to original code
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}
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}
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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Prep:
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Sprite_MakuTree_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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; Check if the intro has executed already.
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LDA.l $7EF300
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LDA.l $7EF300 : BNE .intro_is_done
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BNE .intro_is_done
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STZ.w $0DD0, X ; Kill the sprite
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STZ.w $0DD0, X ; Kill the sprite
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.intro_is_done
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.intro_is_done
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PLB
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PLB
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RTL
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RTL
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}
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}
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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Main:
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Sprite_MakuTree_Main:
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{
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{
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LDA.w SprAction, X ; Load the SprAction
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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JSL UseImplicitRegIndexedLocalJumpTable
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dw MakuTree_Handler
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dw MakuTree_Handler
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dw MakuTree_MeetLink
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dw MakuTree_MeetLink
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dw MakuTree_GiveBow
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dw MakuTree_GiveMoonPearl
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MakuTree_Handler:
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MakuTree_Handler:
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{
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{
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; Check the progress flags
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; Check the progress flags
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LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
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LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
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%GotoAction(1)
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%GotoAction(1)
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RTS
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RTS
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.has_met_link
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.has_met_link
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%ShowSolicitedMessage($22)
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%ShowSolicitedMessage($22)
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RTS
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RTS
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}
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}
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MakuTree_MeetLink:
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MakuTree_MeetLink:
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{
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{
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%ShowSolicitedMessage($20) : BCC .no_talk
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%ShowSolicitedMessage($20) : BCC .no_talk
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LDA #$01 : STA $7EF3D4
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LDA #$01 : STA $7EF3D4
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LDA #$06 : STA $7EF3C7
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LDA #$06 : STA $7EF3C7
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%GotoAction(2)
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%GotoAction(2)
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.no_talk
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.no_talk
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RTS
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RTS
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}
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}
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MakuTree_GiveBow:
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MakuTree_GiveMoonPearl:
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{
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{
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; Give Link the Moon Pearl
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; Give Link the Moon Pearl
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LDY #$1F : JSL Link_ReceiveItem
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LDY #$1F : JSL Link_ReceiveItem
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%GotoAction(0)
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%GotoAction(0)
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RTS
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RTS
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}
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}
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}
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}
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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Draw:
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Sprite_MakuTree_Draw:
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{
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{
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@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
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RTS
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RTS
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;==============================================================================
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; =========================================================
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.start_index
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.start_index
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.nbr_of_tiles
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.nbr_of_tiles
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@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
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incsrc "Sprites/Bosses/kydrog_boss.asm"
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incsrc "Sprites/Bosses/kydrog_boss.asm"
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print "End of kydrog_boss.asm ", pc
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print "End of kydrog_boss.asm ", pc
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incsrc "Sprites/maku_tree.asm"
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incsrc "Sprites/NPCs/maku_tree.asm"
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print "End of maku_tree.asm ", pc
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print "End of maku_tree.asm ", pc
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incsrc "Sprites/NPCs/mask_salesman.asm"
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incsrc "Sprites/NPCs/mask_salesman.asm"
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