Fix Bow item always shooting silver arrows

This commit is contained in:
scawful
2023-08-30 21:03:50 -04:00
parent 6ed152550c
commit f936a7f895
4 changed files with 200 additions and 155 deletions

View File

@@ -13,7 +13,7 @@ NothingGFX:
BowsGFX:
dw $28BA, $28E9, $28E8, $28CB ; Empty bow
dw $28BA, $284A, $2849, $28CB ; Bow and arrows
dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows

View File

@@ -4,7 +4,7 @@
; ==============================================================================
; Vanilla HUD Hijack
; Vanilla HUD Hijack
org $0DFB91
JSL HUD_Update
@@ -32,15 +32,15 @@ org $0DFDAB
JSL HUD_UpdateHearts
RTS
; Partial hearts draw position
; Partial hearts draw position
org $0DF14F
SEP #$30
SEP #$30
LDA.b #$44 : STA $00
LDA.b #$C7 : STA $01
LDA.b #$7E : STA $02
; ==============================================================================
; New Code Region Starts Here
; New Code Region Starts Here
org $2E8000
@@ -49,42 +49,44 @@ org $2E8000
HUD_Update:
{
; JSL LinkState_GameboyForm
JSR HUD_UpdateItemBox
.ignoreItemBox ; ALTERNATE ENTRY POINT
SEP #$30
; need to draw partial heart still though.
; need to draw partial heart still though.
LDA.b #$FD : STA $0A
LDA.b #$F9 : STA $0B
LDA.b #$0D : STA $0C
LDA.b #$44 : STA $07
LDA.b #$C7 : STA $08
LDA.b #$7E : STA $09
REP #$30
; Load Capacity health.
LDA $7EF36C : AND.w #$00FF : STA $00 : STA $02 : STA $04
; First, just draw all the empty hearts (capacity health)
JSR HUD_UpdateHearts
SEP #$30
LDA.b #$03 : STA $0A
LDA.b #$FA : STA $0B
LDA.b #$0D : STA $0C
LDA.b #$44 : STA $07
LDA.b #$C7 : STA $08
LDA.b #$7E : STA $09
; Branch if at full health
LDA $7EF36C : CMP $7EF36D : BEQ .healthUpdated
; Seems absurd to have a branch of zero bytes, right?
SEC : SBC #$04 : CMP $7EF36D : BCS .healthUpdated
@@ -92,24 +94,24 @@ HUD_Update:
; A = actual health + 0x03;
LDA $7EF36D : CLC : ADC.b #$03
REP #$30
AND.w #$00FC : STA $00 : STA $04
LDA $7EF36C : AND.w #$00FF : STA $02
; filling in the full and partially filled hearts (actual health)
JSR HUD_UpdateHearts
.ignoreHealth ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
REP #$30
; Magic amount indicator (normal, 1/2, or 1/4)
LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normalMagicMeter
; draw 1/2 magic meter
; draw 1/2 magic meter
LDA.w #$2851 : STA $7EC730
LDA.w #$28FA : STA $7EC732
@@ -118,8 +120,8 @@ HUD_Update:
; check player magic (ranges from 0 to 0x7F)
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
; these four writes draw the magic power bar based on how much MP you have
; these four writes draw the magic power bar based on how much MP you have
LDA.l (MagicTilemap)+0, X : STA $7EC76A
LDA.l (MagicTilemap)+2, X : STA $7EC76C
LDA.l (MagicTilemap)+4, X : STA $7EC76E
@@ -128,27 +130,27 @@ HUD_Update:
; Load how many rupees the player has
LDA $7EF362
JSR HexToDecimal
REP #$30
; The tile index for the first rupee digit
LDA $03 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79C
; The tile index for the second rupee digit
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79E
; The tile index for the third rupee digit
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0
; Clear digit tiles
; Clear digit tiles
LDA #$A00C : STA $7EC7B0
LDA #$A00C : STA $7EC7B2
; Check if the user has bombs equipped
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0004 : BNE .not_bombs
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0004 : BNE .not_bombs
; Number of bombs Link has.
LDA $7EF343 : AND.w #$00FF
@@ -163,20 +165,20 @@ HUD_Update:
.not_bombs
; Check if the user has arrows equipped
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0001 : BNE .not_arrows
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0001 : BNE .not_arrows
; Number of Arrows Link has.
LDA $7EF377 : AND.w #$00FF
; converts hex to up to 3 decimal digits
JSR HexToDecimal
REP #$30
; The tile index for the first arrow digit
; The tile index for the first arrow digit
LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
; The tile index for the second arrow digit
; The tile index for the second arrow digit
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
.not_arrows
@@ -190,7 +192,7 @@ HUD_Update:
; The key digit, which is optionally drawn.
; Also check to see if the key spot is blank
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
CMP.w #$247F : BNE .dontBlankKeyIcon
; If the key digit is blank, also blank out the key icon.
@@ -204,12 +206,12 @@ HUD_Update:
; =============================================================================
Full = $3C5F
MostlyFull = $3C4D
KindaFull = $3C4E
HalfEmpty = $3C4F
AlmostEmpty = $3C5E
Empty = $3C4C
Full = $3C5F
MostlyFull = $3C4D
KindaFull = $3C4E
HalfEmpty = $3C4F
AlmostEmpty = $3C5E
Empty = $3C4C
New_MagicTilemap:
dw Empty, Empty, Empty, Empty, Empty
@@ -232,9 +234,9 @@ MagicTilemap:
dw $3C4D, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C4E, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
; value 80
dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
; value 0x80 aka 128
HUD_DrawMagicMeter:
{
@@ -242,8 +244,6 @@ HUD_DrawMagicMeter:
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
.draw_magic_meter
LDA.l (MagicTilemap)+0, X : STA $7EC76A
@@ -253,19 +253,29 @@ HUD_DrawMagicMeter:
LDA.l (MagicTilemap)+8, X : STA $7EC772
}
; ============================================================================
; ============================================================================
; *$6FAFD-$6FB90 LOCAL
HUD_UpdateItemBox:
{
SEP #$30
; Dost thou haveth the the bow?
LDA $7EF340 : BEQ .havethNoBow
LDX.b #$04
LDA $7EF340 : BEQ .no_bow
CMP.b #$03 : BCC .no_silver_arrows
; check how many arrows the player has
LDA $7EF377 : BNE .drawBowItemIcon
LDA $7EF377 : BNE .drawBowItemIcon
LDX.b #$03
BRA .drawBowItemIcon
BRA .drawBowItemIcon
.no_silver_arrows
LDX.b #$02
LDA $7EF377 : BNE .drawBowItemIcon
LDX.b #$01
.drawBowItemIcon
; values of X correspond to how the icon will end up drawn:
@@ -275,34 +285,34 @@ HUD_UpdateItemBox:
; 0x04 - silver bow with silver arrows
TXA : STA $7EF340
.havethNoBow
REP #$30
LDX $0202 : BEQ .noEquippedItem
LDA $7EF33F, X : AND.w #$00FF
.no_bow
REP #$30
LDX $0202 : BEQ .noEquippedItem
LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0004 : BNE .bombsNotEquipped
LDA.w #$0001
.bombsNotEquipped
CPX.w #$0006 : BNE .bottle1NotEquipped
JMP .loadBottleContent
JMP .loadBottleContent
.bottle1NotEquipped
CPX.w #$000C : BNE .bottle2NotEquipped
LDA.w #$0002
JMP .loadBottleContent
JMP .loadBottleContent
.bottle2NotEquipped
CPX.w #$0012 : BNE .bottle3NotEquipped
LDA.w #$0003
JMP .loadBottleContent
JMP .loadBottleContent
.bottle3NotEquipped
CPX.w #$0018 : BNE .bottleNotEquipped
LDA.w #$0004
.loadBottleContent
TXY : TAX : LDA $7EF35B, X : AND.w #$00FF : TYX
.bottleNotEquipped
.bottleNotEquipped
CPX.w #$000D : BNE .fluteNotEquipped
LDA $030F
LDA $030F
.fluteNotEquipped
@@ -310,7 +320,7 @@ HUD_UpdateItemBox:
TXA : DEC A : ASL A : TAX
LDA $FA93, X : STA $04
LDA $02 : ASL #3 : TAY
; These addresses form the item box graphics.
LDA ($04), Y : STA $7EC776 : INY #2
LDA ($04), Y : STA $7EC778 : INY #2
@@ -334,19 +344,19 @@ HUD_UpdateHearts:
; Notice no SEC was needed since carry is assumedly set.
SBC.w #$0008 : STA.b $00
LDY.w #$0004
JSR .drawHeart
INX #2
BRA .nextHeart
JSR .drawHeart
INX #2
BRA .nextHeart
.lessThanOneHeart
CMP.w #$0005 : BCC .halfHeartOrLess
LDY.w #$0004
BRA .drawHeart
BRA .drawHeart
.halfHeartOrLess
CMP.w #$0001 : BCC .emptyHeart
LDY.w #$0002
BRA .drawHeart
BRA .drawHeart
.emptyHeart
RTS
@@ -367,30 +377,30 @@ HUD_UpdateHearts:
HexToDecimal:
{
REP #$30
STZ $0003
REP #$30
STZ $0003
LDX.w #$0000
LDY.w #$0002
.nextDigit
CMP $F9F9, Y : BCC .nextLowest10sPlace
CMP $F9F9, Y : BCC .nextLowest10sPlace
SEC : SBC $F9F9, Y
INC $03, X
INC $03, X
BRA .nextDigit
.nextLowest10sPlace
INX : DEY #2
BPL .nextDigit
STA $05
SEP #$30
INX : DEY #2
BPL .nextDigit
STA $05
SEP #$30
LDX.b #$02
.setNextDigitTile
LDA $03, X : CMP.b #$7F
BEQ .blankDigit
LDA $03, X : CMP.b #$7F
BEQ .blankDigit
ORA.b #$90
.blankDigit
STA $03, X
DEX : BPL .setNextDigitTile
RTS
}
}
; =============================================================================
@@ -404,15 +414,23 @@ HudItems:
dw $F701, $F6F1, $F6A1, $F6B1, $F7C9, $F751
; flute, book, somaria, byrna, feather, bottle3
dw $F859, $F741, $F799, $F7A9, $F731, $F751
; deku, zora, wolf, bunny, stne
; deku, zora, wolf, bunny, stone, bottle4
dw $F6E1, $F821, $F6D1, $F7B9, $F811, $F751
}
; F711
org $0DF629
dw $20F5, $20F5, $20F5, $20F5 ; No bow
dw $28BA, $28E9, $28E8, $28CB ; Empty bow
dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
; Ocarina
org $0DF859
dw $2CD4, $2CD5, $2CE4, $2CE5
dw $2CD4, $2CD5, $2CE4, $2CE5 ; Blue
dw $2CD4, $2CD5, $2CE4, $2CE5
dw $2CD4, $2CD5, $2CE4, $2CE5 ; Blue
dw $3CD4, $3CD5, $3CE4, $3CE5 ; Green
dw $24D4, $24D5, $24E4, $24E5 ; Red
@@ -428,13 +446,13 @@ org $0DF751
dw $2837, $2838, $2839, $283A ; Bee
dw $2837, $2838, $2839, $283A ; Good bee
; Boomerang
; Boomerang
org $0DF651
dw $20F5, $20F5, $20F5, $20F5 ; No boomerang
dw $2CB8, $2CB9, $2CC9, $ACB9 ; Blue boomerang
dw $24B8, $24B9, $24C9, $A4B9 ; Red boomerang
; Powder
; Powder
org $0DF689
dw $20F5, $20F5, $20F5, $20F5 ; No powder
dw $2444, $2445, $2446, $2447 ; Mushroom
@@ -456,9 +474,8 @@ org $0DF6A1
; Fire Rod
org $0DF6B1
dw $2CB0, $2CBE, $2CC0, $2CC1
; Mirror
; Mirror
org $0DF7C9
dw $20F5, $20F5, $20F5, $20F5 ; No mirror
dw $2C62, $2C63, $2C72, $2C73 ; Mirror
@@ -477,28 +494,28 @@ org $0DF6E1
; Zora
org $0DF821
dw $20F5, $20F5, $20F5, $20F5
dw $2C88, $6C88, $2C89, $6C89
dw $20F5, $20F5, $20F5, $20F5
dw $2C88, $6C88, $2C89, $6C89
dw $2C88, $6C88, $2C89, $6C89
; Wolf
; Wolf
org $0DF6D1
dw $3086, $7086, $3087, $7087
dw $3086, $7086, $3087, $7087
dw $3086, $7086, $3087, $7087
; Bunny
; Bunny
org $0DF7B9
dw $3469, $7469, $3479, $7479
dw $3469, $7469, $3479, $7479
; Stone Mask
org $0DF811
dw $20F5, $20F5, $20F5, $20F5
dw $20F5, $20F5, $20F5, $20F5
dw $30B4, $30B5, $30C4, $30C5
; =============================================================================
; $6FE77-$6FFC0
; $6FE77-$6FFC0
org $0DFE77
HUD_Tilemap:
@@ -506,11 +523,11 @@ HUD_Tilemap:
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F
; magic bar top part
dw $200B, $200C, $200C, $200C, $200C, $200C
; item frame top part
dw $206C, $206D, $206E, $206F
; item frame top part
dw $206C, $206D, $206E, $206F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
@@ -518,30 +535,30 @@ HUD_Tilemap:
; rupee icon key icon
dw $3CA8, $FCA8, $207F, $2071, $207F
; magic bar
dw $201B, $344B
dw $344B, $344B, $344B, $344B
; item frame left part
; item frame left part
dw $20DE, $207F, $207F, $20DF
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F
; magic bar bottom part
; magic bar bottom part
dw $A00B, $A00C
dw $A00C, $A00C, $A00C, $A00C
; item frame right part
; item frame right part
dw $20EE, $207F, $207F, $20EF
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
dw $207F, $207F, $207F, $207F
; item frame bottom part
dw $207C, $207D, $207E, $201D
@@ -578,30 +595,30 @@ FloorIndicatorNumberLow:
; *$57D0C-$57DA7 JUMP LOCATION (LONG)
org $0AFD0C
FloorIndicator:
{
REP #$30
LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
INC A : CMP.w #$00C0 : BNE .dontDisable
{
REP #$30
LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
INC A : CMP.w #$00C0 : BNE .dontDisable
; if the count up timer reaches 0x00BF frames, disable the floor indicator during the next frame.
LDA.w #$0000
.dontDisable
STA $04A0
PHB : PHK : PLB
STA $04A0
PHB : PHK : PLB
LDA.w #$251E : STA $7EC7F0
INC A : STA $7EC832
INC A : STA $7EC830
INC A : STA $7EC832
INC A : STA $7EC830
LDA.w #$250F : STA $7EC7F2
LDX.w #$0000
; this confused me at first, but it's actually looking at whether $A4[1]
; has a negative value $A3 has nothing to do with $A4
LDA $A3 : BMI .basementFloor
LDA $A3 : BMI .basementFloor
; check which floor Link is on.
LDA $A4 : BNE .notFloor1F
LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
SEP #$20
LDA $A4 : BNE .notFloor1F
LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
SEP #$20
; Check the world state
LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
; cause the ambient rain sound to occur (indoor version)
LDA.b #$03 : STA $012D
.noRainSound
@@ -611,37 +628,37 @@ FloorIndicator:
LDA $A4 : AND.w #$00FF
BRA .setFloorIndicatorNumber
.basementFloor
SEP #$20
SEP #$20
; turn off any ambient sound effects
LDA.b #$05 : STA $012D
REP #$20
INX #2
LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
REP #$20
INX #2
LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
.setFloorIndicatorNumber
ASL A : TAY
LDA FloorIndicatorNumberHigh, Y : STA $7EC7F0, X
LDA FloorIndicatorNumberLow, Y : STA $7EC830, X
SEP #$30
PLB
; send a signal indicating that bg3 needs updating
INC $16
RTL
; *$57D90 ALTERNATE ENTRY POINT
.hideIndicator
REP #$20
; disable the display of the floor indicator.
LDA.w #$007F : STA $7EC7F0 : STA $7EC830 : STA $7EC7F2 : STA $7EC832
SEP #$30
RTL
}
}

View File

@@ -11,7 +11,7 @@ Menu_ItemIndex:
; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
db $08, $0C, $12, $0D, $07, $0B
; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
db $11, $0F, $08, $10, $13, $0B
db $11, $0F, $08, $10, $13, $0B
; -----------------------------------------------------------------------------
; Decides which graphics is drawn

View File

@@ -1,18 +1,18 @@
;==============================================================================
; Sprite Properties
;==============================================================================
!SPRID = $9E; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!Health = 0 ; Number of Health the sprite have
!Damage = 0 ; (08 is a whole heart), 04 is half heart
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Palette = 0 ; Unused in this template (can be 0 to 7)
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
!Persist = 00 ; 01 = your sprite continue to live offscreen
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
!CollisionLayer = 00 ; 01 = will check both layer for collision
@@ -20,7 +20,7 @@
!DeflectArrow = 00 ; 01 = deflect arrows
!WaterSprite = 00 ; 01 = can only walk shallow water
!Blockable = 00 ; 01 = can be blocked by link's shield?
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
!Sound = 00 ; 01 = Play different sound when taking damage
!Interaction = 00 ; ?? No documentation
!Statue = 00 ; 01 = Sprite is statue
@@ -53,7 +53,10 @@ Sprite_MakuTree_Prep:
{
PHB : PHK : PLB
LDA.l $7EF300
BNE .intro_is_done
STZ.w $0DD0, X ; Kill the sprite
.intro_is_done
PLB
RTL
@@ -63,14 +66,39 @@ Sprite_MakuTree_Prep:
Sprite_MakuTree_Main:
{
LDA.w SprAction, X; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
dw MakuTree_Speak
dw MakuTree_Handler
dw MakuTree_MeetLink
dw MakuTree_GiveBow
MakuTree_Speak:
MakuTree_Handler:
{
%ShowSolicitedMessage($20)
; Check the progress flags
LDA $7EF3CB : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
}
MakuTree_MeetLink:
{
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3CB
%GotoAction(2)
.no_talk
RTS
}
MakuTree_GiveBow:
{
; Give Link the Bow
LDY #$0B : JSL Link_ReceiveItem
%GotoAction(0)
RTS
}
@@ -88,7 +116,7 @@ Sprite_MakuTree_Draw:
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
@@ -98,20 +126,20 @@ Sprite_MakuTree_Draw:
PHA ; Keep the value with animation index offset?
ASL A : TAX
ASL A : TAX
REP #$20
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
AND.w #$0100 : STA $0E
AND.w #$0100 : STA $0E
INY
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
CLC : ADC #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
STA $0E
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)