add oam buffer info for reference
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@@ -205,21 +205,33 @@ SprBulletproof = $0BA0
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Sprite_SetSpawnedCoords = $09AE64
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; The record format for the low table is 4 bytes:
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; byte OBJ*4+0: xxxxxxxx
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; byte OBJ*4+1: yyyyyyyy
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; byte OBJ*4+2: cccccccc
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; byte OBJ*4+3: vhoopppN
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; The record format for the high table is 2 bits:
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; bit 0/2/4/6 of byte OBJ/4: X
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; bit 1/3/5/7 of byte OBJ/4: s
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; Xxxxxxxxx = X position of the sprite. signed but see below.
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; yyyyyyyy = Y position of the sprite.
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; cccccccc = First tile of the sprite.
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; N = Name table of the sprite. See below for VRAM address calculation
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; ppp = Palette of the sprite. The first palette index is 128+ppp*16.
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; oo = Sprite priority. See below for details.
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; h/v = Horizontal/Vertical flip flags.
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; s = Sprite size flag. See below for details.
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SpriteData_OAMProp = $0DB359
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; =========================================================
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; set the oam coordinate for the sprite draw
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Sprite_PrepOamCoord = $06E416
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; =========================================================
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; check if the sprite is getting damage from player or items
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Sprite_CheckDamageFromPlayer = $06F2AA
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; =========================================================
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; check if the sprite is touching the player to damage
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Sprite_CheckDamageToPlayer = $06F121
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; =========================================================
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; damage the player everywhere on screen?
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Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
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; =========================================================
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; Draw the sprite depending of the position of the player
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@@ -235,21 +247,32 @@ OAM_AllocateFromRegionF = $0DBA94 ; Above
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Sprite_DrawMultiple_quantity_preset = $05DF70
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; =========================================================
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; check if the sprite is getting damage from player or items
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Sprite_CheckDamageFromPlayer = $06F2AA
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; =========================================================
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; check if the sprite is touching the player to damage
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Sprite_CheckDamageToPlayer = $06F121
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; =========================================================
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; damage the player everywhere on screen?
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Sprite_AttemptDamageToPlayerPlusRecoil = $06F41F
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; =========================================================
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; makes all the sprites on screen shaking
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org $0680FA
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ApplyRumbleToSprites:
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ApplyRumbleToSprites = $0680FA
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; =========================================================
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; args:
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; !pos1_low = $00
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; !pos1_size = $02
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; !pos2_low = $04
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; !pos2_size = $06
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; !pos1_high = $08
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; !pos2_high = $0A
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; !ans_low = $0F
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; !ans_high = $0C
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; pos1_low = $00
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; pos1_size = $02
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; pos2_low = $04
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; pos2_size = $06
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; pos1_high = $08
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; pos2_high = $0A
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; ans_low = $0F
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; ans_high = $0C
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; returns carry clear if there was no overlap
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CheckIfHitBoxesOverlap = $0683E6
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