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