handle portal sprite dismissal on tile collision
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@@ -311,7 +311,7 @@ CheckForDismissPortal:
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STZ.w $0DD0, X
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STZ.w $0DD0, X
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DEC.w $06FE
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DEC.w $06FE
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PLX
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PLX
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JMP .return
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.DespawnOrange
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.DespawnOrange
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@@ -320,6 +320,7 @@ CheckForDismissPortal:
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STZ.w $0DD0, X
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STZ.w $0DD0, X
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DEC.w $06FE
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DEC.w $06FE
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PLX
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PLX
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RTS
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.return
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.return
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INC $06FE ; This ticker needs to be reset when transitioning rooms and maps.
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INC $06FE ; This ticker needs to be reset when transitioning rooms and maps.
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@@ -336,12 +337,14 @@ RejectOnTileCollision:
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; Load the tile index
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; Load the tile index
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LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds
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LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds
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CMP.b #$48 : BEQ .not_out_of_bounds
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; Clear the sprite and make an error sound
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; Clear the sprite and make an error sound
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LDA #$3C ; SFX2.3C Error beep
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LDA #$3C ; SFX2.3C Error beep
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STA $012E ; Queue sound effect
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STA $012E ; Queue sound effect
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LDA #$00 : STA $0DD0, X
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LDA #$00 : STA $0DD0, X
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DEC $06FE
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.not_out_of_bounds
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.not_out_of_bounds
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RTS
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RTS
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