Converting item GFX drawing to use pottery draw method
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@@ -436,36 +436,40 @@ SpriteKeyPrep:
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LDA.w SpawnedItemMWPlayer : STA SprItemMWPlayer, X
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LDA.w SpawnedItemFlag : STA SprItemFlags, X : BEQ +
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LDA.l SpawnedItemID : STA $0E80, X
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PHA
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JSL.l GetSpritePalette : STA $0F50, X ; setup the palette
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PLA
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CMP #$24 : BNE ++ ;
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LDA $A0 : CMP.b #$80 : BNE +
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LDA SpawnedItemFlag : BNE +
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LDA #$24 ; it's the big key drop?
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++ JSL RequestStandingItemVRAMSlot
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++ JSL RequestSlottedTile
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+ PLA
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RTL
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SpriteKeyDrawGFX:
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JSL Sprite_DrawRippleIfInWater
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PHA
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LDA $0E80, X
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CMP.b #$24 : BNE +
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LDA $A0 : CMP #$80 : BNE ++
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LDA SpawnedItemFlag : BNE ++
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LDA #$24 : BRA +
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++ PLA
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PHK : PEA.w .jslrtsreturn-1
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PEA.w $068014 ; an rtl address - 1 in Bank06
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JML Sprite_DrawAbsorbable
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.jslrtsreturn
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RTL
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+ JSL DrawPotItem
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CMP #$03 : BNE +
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PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
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+ JSL.l Sprite_DrawShadowLong
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PLA : RTL
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JSL Sprite_DrawRippleIfInWater
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PHA
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LDA.w !SPRITE_REDRAW, X : BEQ +
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LDA $0E80, X
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JSL RequestSlottedTile
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BRA .skipDraw
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+ LDA $0E80, X
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CMP.b #$24 : BNE +
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LDA $A0 : CMP #$80 : BNE ++
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LDA SpawnedItemFlag : BNE ++
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LDA #$24 : BRA +
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++ PLA
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PHK : PEA.w .jslrtsreturn-1
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PEA.w $068014 ; an rtl address - 1 in Bank06
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JML Sprite_DrawAbsorbable
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.jslrtsreturn
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RTL
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+ JSL DrawSlottedTile : BCS .skipDraw
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; draw shadow
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CMP #$03 : BNE +
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PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
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+ JSL.l Sprite_DrawShadowLong
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.skipDraw
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PLA
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RTL
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KeyGet:
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LDA CurrentSmallKeys ; what we wrote over
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