342 lines
7.0 KiB
NASM
342 lines
7.0 KiB
NASM
;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $9F ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 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 = 20 ; Number of Health the sprite have
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!Damage = 04 ; (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 = 01 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this AntiKirby (can be 0 to 7)
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!Hitbox = 00 ; 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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!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
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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 = 00 ; 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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!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_AntiKirby_Prep, Sprite_AntiKirby_Long);
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Sprite_AntiKirby_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_AntiKirby_Draw ; Call the draw code
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JSL Sprite_DrawShadow
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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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JSR Sprite_AntiKirby_Main ; Call the main sprite code
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.SpriteIsNotActive
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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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}
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Sprite_AntiKirby_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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PLB
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RTL
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}
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!RecoilTime = $30
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Sprite_AntiKirby_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw AntiKirby_Start
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dw AntiKirby_WalkRight
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dw AntiKirby_WalkLeft
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; dw AntiKirby_Main
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; dw AntiKirby_Moving
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; dw AntiKirby_Collision
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dw AntiKirby_Hurt
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dw AntiKirby_Suck
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dw AntiKirby_Full
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dw AntiKirby_Death
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; AntiKirby_Main:
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; {
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; %PlayAnimation(0, 0, 10) ; Idle
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; .TileCollision
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; ; Reset some stuff
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; JSL Sprite_CheckDamageToPlayer
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; JSL Sprite_CheckDamageFromPlayer
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; JSL Sprite_MoveLong
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; JSL Sprite_CheckTileCollision
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; LDA $0E70, X : BNE .TileCollision
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; RTS
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; }
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AntiKirby_Start:
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{
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; %PlayAnimation(0, 0, 10) ; Idle
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JSL Sprite_DirectionToFacePlayer
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TYA : CMP.b #$02 : BCC .WalkRight
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.WalkLeft
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; JSL Sprite_IsBelowPlayer : BCS .WalkRight
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%GotoAction(2)
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RTS
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.WalkRight
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JSL Sprite_IsBelowPlayer : BCS .WalkLeft
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%GotoAction(1)
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RTS
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}
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AntiKirby_WalkRight:
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{
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%PlayAnimation(0, 3, 10) ; Walk Right
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; JSL Sprite_CheckTileCollision : BEQ .Collision
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PHX
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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LDA #!RecoilTime : STA SprTimerA, X
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%GotoAction(3) ; Hurt
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PLX : RTS
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.NoDamage
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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%MoveTowardPlayer(10)
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.Collision
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%GotoAction(0)
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RTS
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}
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AntiKirby_WalkLeft:
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{
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%PlayAnimation(4, 7, 10) ; Walk Left
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PHX
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JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage
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LDA #!RecoilTime : STA SprTimerA, X
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%GotoAction(3) ; Hurt
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PLX : RTS
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.NoDamage
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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%MoveTowardPlayer(10)
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%GotoAction(0)
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RTS
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}
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AntiKirby_Hurt:
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{
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%PlayAnimation(8, 8, 10) ; Hurt
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; Check health
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LDA SprHealth, X : BNE .NotDead
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%GotoAction(6)
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RTS
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.NotDead
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LDA SprTimerA, X : BNE .NotDone
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%GotoAction(0)
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.NotDone
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RTS
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}
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AntiKirby_Suck:
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{
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%PlayAnimation(9, 10, 10) ; Suck
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RTS
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}
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AntiKirby_Full:
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{
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%PlayAnimation(11, 11, 10) ; Full
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RTS
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}
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AntiKirby_Death:
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{
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%PlayAnimation(8, 8, 10) ; Death
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LDA.b #$06
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STA.w $0DD0,X
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LDA.b #$0A
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STA.w $0DF0,X
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STZ.w $0BE0,X
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LDA.b #$09 ; SFX2.1E
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JSL $0DBB8A ; SpriteSFX_QueueSFX3WithPan
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RTS
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}
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}
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Sprite_AntiKirby_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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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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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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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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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 #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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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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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $01, $02, $03, $05, $06, $07, $08, $0A, $0B, $0D, $0F, $11
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.nbr_of_tiles
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db 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1
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.x_offsets
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dw 0
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dw 1
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dw 0
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dw 0, 16
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dw 0
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dw -1
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dw 0
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dw 0, -16
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dw 0
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dw 0, 16
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dw 0, 16
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dw -4, 12
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dw -4, 12
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.y_offsets
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dw 0
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dw 0
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dw 0
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dw 0, 0
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dw 0
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dw 0
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dw 0
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dw 0, 0
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dw 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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.chr
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db $00
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db $02
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db $00
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db $04, $06
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db $00
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db $02
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db $00
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db $04, $06
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db $20
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db $08, $0A
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db $28, $2A
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db $22, $24
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db $22, $24
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.properties
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db $37
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db $37
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db $37
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db $37, $37
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db $77
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db $77
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db $77
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db $77, $77
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db $37
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db $37, $37
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db $37, $37
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db $37, $37
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db $37, $37
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.sizes
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db $02
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db $02
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db $02
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db $02, $02
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db $02
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db $02
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db $02
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db $02, $02
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db $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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} |