Converting item GFX drawing to use pottery draw method
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@@ -411,8 +411,7 @@ PrepDynamicTile:
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+
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TXA
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JSR.w LoadDynamicTileOAMTable
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CMP.b #$34 : BCC +
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CMP.b #$36+1 : BCS + : BRA ++ ; if rupees, don't draw to OAM
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CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS + : BRA ++ ; if rupees, don't draw to OAM
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+ JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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++ LDA.b #$00 : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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@@ -424,8 +423,6 @@ RTL
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; LoadDynamicTileOAMTable
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; in: A - Loot ID
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;-------------------------------------------------------------------------------- 20/847B
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!SPRITE_OAM = "$7EC025"
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;--------------------------------------------------------------------------------
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LoadDynamicTileOAMTable:
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PHA : PHP
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@@ -435,8 +432,8 @@ LoadDynamicTileOAMTable:
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STA.l !SPRITE_OAM+2
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LDA.w #$0200 : STA.l !SPRITE_OAM+6
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SEP #$20 ; set 8-bit accumulator
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LDA $01,s : CMP.b #$34 : BCC +
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CMP.b #$36+1 : BCS + ; if rupees, use animated gfx already in OAM
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LDA $01,s
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CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS + ; if rupees, use animated gfx already in OAM
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LDA.b #$0B : BRA ++
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+ LDA.b #$24
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++ STA.l !SPRITE_OAM+4
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@@ -451,8 +448,8 @@ LoadDynamicTileOAMTable:
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BRA .done
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.narrow
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LDA $02,s : CMP.b #$34 : BCC +
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CMP.b #$36+1 : BCS + ; if rupees, use animated gfx already in OAM
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LDA $02,s
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CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS + ; if rupees, use animated gfx already in OAM
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REP #$20
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LDA.w #$1B00 : BRA ++
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+ REP #$20
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@@ -474,7 +471,6 @@ RTS
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;--------------------------------------------------------------------------------
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; This wastes two OAM slots if you don't want a shadow - fix later - I wrote "fix later" over a year ago and it's still not fixed (Aug 6, 2017) - lol (May 25th, 2019)
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;-------------------------------------------------------------------------------- 2084B8
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!SPRITE_OAM = "$7EC025"
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!SKIP_EOR = "$7F5008"
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;--------------------------------------------------------------------------------
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DrawDynamicTile:
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