441 lines
11 KiB
NASM
441 lines
11 KiB
NASM
; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_BeanVendor
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!NbrTiles = 05 ; 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 = 00 ; Number of Health the sprite have
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!Damage = 00 ; (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 = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 03 ; 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_BeanVendor_Prep, Sprite_BeanVendor_Long)
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Sprite_BeanVendor_Long:
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{
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PHB : PHK : PLB
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LDA.w SprMiscD, X : BNE +
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JSR Sprite_BeanVendor_Draw
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JSL Sprite_DrawShadow
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+
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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LDA.w SprSubtype, X : BEQ +
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JSR Sprite_VillageElder_Main
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JMP ++
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+
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JSR Sprite_BeanVendor_Main
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++
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.SpriteIsNotActive
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PLB
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RTL
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}
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Sprite_BeanVendor_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$40 : STA.w SprTimerA, X
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STZ.w SprMiscD, X
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LDA.b $1B : BNE +
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LDA.b $8A : CMP.b #$00 : BNE +
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LDA.l MagicBeanProg : BNE .in_progress
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LDA.b #$01 : STA.w SprMiscD, X
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LDA.b #$05 : STA.w SprAction, X
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JMP +
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.in_progress
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LDA.l MagicBeanProg : CMP.b #$3F : BCS .not_flower
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; Sprite is the flower on ranch map
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LDA.b #$05 : STA.w SprAction, X
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.not_flower
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STA.w SprFrame, X
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+
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PLB
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RTL
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}
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Sprite_BeanVendor_Main:
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{
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%SpriteJumpTable(BeanVendor,
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MagicBean,
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BeanVendor_SpawnMagicBean,
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BeanVendor_PlayerSaidNo,
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MagicBean_FertileSoil,
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MagicBean_RanchFlower,
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MagicBean_DragPlayer,
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MagicBean_Finished)
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BeanVendor:
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{
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%PlayAnimation(0,0,1)
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JSL Sprite_PlayerCantPassThrough
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%ShowSolicitedMessage($142) : BCC .no_message
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%GotoAction(2)
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.no_message
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RTS
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}
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MagicBean:
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{
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%SetFrame(1)
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LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting
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LDA.w $0309 : CMP.b #$02 : BNE .not_lifting
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LDA.b $8A : BEQ +
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JSR MagicBean_BottleLogic
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+
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RTS
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.not_lifting
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LDA.b $8A : CMP.b #$00 : BNE ++
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LDA.b #Sprite_BeanVendor
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JSL Sprite_CheckCollisionWithSprite
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LDA.w SprMiscF, X : BEQ ++
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STZ.w SprState, X
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++
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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BeanVendor_SpawnMagicBean:
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{
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%PlayAnimation(0,0,1)
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LDA $1CE8 : BNE .player_said_no_or_not_enough_rupees
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REP #$20
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LDA.l $7EF360
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CMP.w #$64 ; 100 rupees
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SEP #$30
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BCC .player_said_no_or_not_enough_rupees
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REP #$20
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LDA.l $7EF360
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SEC
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SBC.w #$64 ; Subtract 100 rupees
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STA.l $7EF360
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SEP #$30
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LDA.w SprX, X : CLC : ADC.b #$16 : STA $00
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LDA.w SprY, X : STA $02
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LDA.w SprYH, X : STA $03
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LDA.w SprXH, X : STA $01
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LDA.b #$07
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JSL Sprite_SpawnDynamically
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JSL Sprite_SetSpawnedCoords
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LDA.b #$01 : STA.w SprAction, Y
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; TODO: Set a flag that says you've got the magic bean
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%ShowUnconditionalMessage($145)
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%GotoAction(0)
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RTS
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.player_said_no_or_not_enough_rupees
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%GotoAction(3)
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RTS
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}
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BeanVendor_PlayerSaidNo:
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{
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%PlayAnimation(0,0,1)
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%ShowUnconditionalMessage($144)
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%GotoAction(0)
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RTS
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}
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MagicBean_FertileSoil:
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{
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LDA.b #Sprite_BeanVendor
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JSL Sprite_CheckCollisionWithSprite
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LDA.w SprMiscF, X : BEQ +
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INC.w SprAction, X
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LDA.l MagicBeanProg
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ORA.b #$01
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STA.l MagicBeanProg
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STZ.w SprMiscD, X
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+
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RTS
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}
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MagicBean_RanchFlower:
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{
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%SetFrame($06)
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LDA.l MagicBeanProg : AND.b #$02 : BNE +
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; Check for the bee pollination (79:bee,B2:good bee)
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LDA.b #$B2 : STA.b $00
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JSL Sprite_CheckForPresence : BCC +
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PHX
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LDA.b $02 : TAX
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JSL Sprite_SetupHitBox
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PLX
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JSL Sprite_SetupHitBox_Alt
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JSL CheckIfHitBoxesOverlap : BCC +
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LDA.l MagicBeanProg
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ORA.b #$02
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STA.l MagicBeanProg
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LDA.b #$2D : STA.w $012F
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+
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LDA.l MagicBeanProg : CMP.b #$3F : BNE ++
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LDA.b #$1B : STA.w $012F
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LDA.b #$04 : STA.w SprFrame, X
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LDA.b #$5F : STA.w SprTimerC, X
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INC.w SprAction, X
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LDA.b #$00 : STA.w SprMiscC, X
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++
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RTS
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}
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MagicBean_DragPlayer:
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{
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LDA.b #$04 : STA.w SprFrame, X
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JSL Link_SetupHitBox
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JSL Sprite_SetupHitBox
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JSL CheckIfHitBoxesOverlap : BCC +
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LDA.b #$01 : STA.w SprMiscE, X
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+
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LDA.w SprMiscE, X : BEQ +
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JSL InitMovement_Long
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LDA.b #$01 : STA.w $037F
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LDA.b #$02 : STA.w LinkSomaria
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LDA.b #$08 : STA.b POSZ
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LDA.b #$04 : STA.w SprHeight, X
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LDA.w SprMiscC, X
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CMP.b #$00 : BNE .p1
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LDA.b #$F8 : STA.w SprXSpeed, X
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.p1
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CMP.b #$01 : BNE .p2
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STZ.w SprXSpeed, X
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LDA.b #$F8 : STA.w SprYSpeed, X
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.p2
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CMP.b #$02 : BNE .p3
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STZ.w SprYSpeed, X
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LDA.b #$F2 : STA.w SprXSpeed, X
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.p3
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LDA.w .direction, Y
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PHY : TYA
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JSL DragPlayer
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PLY
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PHX
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JSL HandleIndoorCameraAndDoors
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JSL Link_CancelDash
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LDA $22 : SEC : SBC $3F : STA $31
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LDA $20 : SEC : SBC $3E : STA $30
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PLX
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LDA.w SprTimerC, X : BNE +
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LDA.b #$5F : STA.w SprTimerC, X
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LDA.w SprMiscC, X : INC A : CMP.b #$03 : BCC ++
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STZ.w SprXSpeed, X
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INC.w SprAction, X
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JMP +
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++
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STA.w SprMiscC, X
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+
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JSL Sprite_Move
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RTS
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.direction
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db $02, $00, $02
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}
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MagicBean_Finished:
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{
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LDA.l MagicBeanProg : CMP.b #$7F : BEQ +
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STZ.w $037F
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STZ.w SprHeight, X
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LDA.b #$FF : STA.b POSZ : STA.b POSZH
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STZ.w LinkSomaria
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LDA.l MagicBeanProg
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ORA.b #$40
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STA.l MagicBeanProg
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+
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RTS
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}
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}
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InitMovement_Long:
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{
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LDA.b $22 : STA.b $3F
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LDA.b $23 : STA.b $41
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LDA.b $20 : STA.b $3E
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LDA.b $21 : STA.b $40
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RTL
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}
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ReleaseMagicBean:
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{
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; X is the bottle ID
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LDA.b $8A : CMP.b #$00 : BNE .not_the_ranch
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LDA.b #$07
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JSL Sprite_SpawnDynamically : BMI .not_the_ranch
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LDA $20 : STA.w SprY, Y
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LDA $21 : STA.w SprYH, Y
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LDA $22 : STA.w SprX, Y
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LDA $23 : STA.w SprXH, Y
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LDA.b #$01 : STA.w SprAction, Y
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LDA.b #$02 : STA.l $7EF35C, X
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RTL
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.not_the_ranch
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%ShowUnconditionalMessage($030)
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RTL
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}
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MagicBean_BottleLogic:
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{
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LDA.l $7EF35C : CMP.b #$02 : BEQ .bottle1_available
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LDA.l $7EF35D : CMP.b #$02 : BEQ .bottle2_available
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LDA.l $7EF35E : CMP.b #$02 : BEQ .bottle3_available
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LDA.l $7EF35F : CMP.b #$02 : BEQ .bottle4_available
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%ShowUnconditionalMessage($033)
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JMP .return
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.bottle1_available
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LDA.b #$09 : STA.l $7EF35C
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%ShowUnconditionalMessage($034)
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JMP .finish_storage
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.bottle2_available
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LDA.b #$09 : STA.l $7EF35D
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%ShowUnconditionalMessage($034)
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JMP .finish_storage
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.bottle3_available
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LDA.b #$09 : STA.l $7EF35E
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%ShowUnconditionalMessage($034)
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JMP .finish_storage
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.bottle4_available
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LDA.b #$09 : STA.l $7EF35F
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%ShowUnconditionalMessage($034)
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.finish_storage
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LDA.b #$01 : STA.w SprMiscE, X
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STZ.w SprState, X
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.return
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RTS
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}
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; =========================================================
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Sprite_BeanVendor_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, $04, $05, $0B, $11, $13, $15
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.nbr_of_tiles
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db 3, 0, 5, 5, 3, 1, 1
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.x_offsets
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dw -4, 4, 4, -4
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dw 0
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dw -4, -4, 4, 4, -4, -4
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dw -4, -4, 4, 4, -4, -4
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dw -8, 8, -8, 8 ; Flower
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dw 0, 8
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dw 0, 8
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.y_offsets
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dw 4, 4, -4, -4
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dw 0
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dw 4, -4, 4, -4, 8, 16
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dw -4, 4, 4, -4, 8, 16
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dw 0, 0, -16, -16 ; Flower
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dw 4, 4
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dw 4, 4
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.chr
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db $A8, $A9, $99, $98
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db $A6
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db $9B, $8B, $9B, $8B, $BB, $BC
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db $8B, $8D, $8D, $8B, $BB, $BC
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db $A8, $A8, $A4, $A4 ; Flower
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db $C8, $C9
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db $CA, $C8
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.properties
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db $3B, $3B, $3B, $3B
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db $3B
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db $3B, $3B, $7B, $7B, $3B, $3B
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db $3B, $3B, $7B, $7B, $3B, $3B
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db $3B, $7B, $3B, $7B ; Flower
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db $32, $72
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db $32, $72
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.sizes
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db $02, $02, $02, $02
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db $02
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db $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02, $00, $00
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db $02, $02, $02, $02 ; Flower
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db $00, $00
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db $00, $00
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}
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