let's dev 1/17/18
added bob toggle more updates to shops (fixed sprite overload issues)
This commit is contained in:
@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$18, #$01, #$08 ; year/month/day
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db #$20, #$18, #$01, #$17 ; year/month/day
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;================================================================================
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@@ -44,7 +44,7 @@ DrawBonkItemGFX:
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.skipInit
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JSR LoadBonkItem
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JSL.l DrawDynamicTile
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JSL.l DrawDynamicTileNoShadow
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.done
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PLA
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@@ -1042,11 +1042,11 @@ JSL.l GetMagicBatItem
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;================================================================================
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; Replacement Shopkeeper
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;--------------------------------------------------------------------------------
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;org $068BEB ; <- 30BEB - Bank07.asm:1125 - (INC $0BA0, X)
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;JSL.l SpritePrep_ShopKeeper : RTS
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org $068BEB ; <- 30BEB - Bank07.asm:1125 - (INC $0BA0, X)
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JSL.l SpritePrep_ShopKeeper : RTS
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;--------------------------------------------------------------------------------
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;org $1EEEE3 ; <- F6EE3 - sprite_shopkeeper.asm:7 - (LDA $0E80, X)
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;JSL.l Sprite_ShopKeeper : RTS
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org $1EEEE3 ; <- F6EE3 - sprite_shopkeeper.asm:7 - (LDA $0E80, X)
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JSL.l Sprite_ShopKeeper : RTS
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;--------------------------------------------------------------------------------
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;================================================================================
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@@ -24,6 +24,38 @@ RTL
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;--------------------------------------------------------------------------------
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!BIGRAM = "$7EC900";
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;--------------------------------------------------------------------------------
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!SPRITE_OAM = "$7EC025"
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; A = Tile ID
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macro UploadOAM(dest)
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PHA : PHP
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PHA
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REP #$20 ; set 16-bit accumulator
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LDA.w #$0000 : STA.l !SPRITE_OAM
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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.b <dest> : STA.l !SPRITE_OAM+4
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LDA $01,s
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JSL.l GetSpritePalette
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STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13
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PLA
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JSL.l IsNarrowSprite : BCS .narrow
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BRA .done
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.narrow
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REP #$20 ; set 16-bit accumulator
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LDA.w #$0000 : STA.l !SPRITE_OAM+7
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STA.l !SPRITE_OAM+14
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LDA.w #$0800 : STA.l !SPRITE_OAM+9
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LDA.w #$3400 : STA.l !SPRITE_OAM+11
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.done
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PLP : PLA
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endmacro
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;--------------------------------------------------------------------------------
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; $0A : Digit Offset
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; $0C-$0D : Value to Display
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@@ -51,6 +83,8 @@ macro DrawDigit(value,offset)
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LDA $0E : !ADD.w #$0008 : STA $0E ; move offset 8px right
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endmacro
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;--------------------------------------------------------------------------------
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!COLUMN_LOW = "$7F5020"
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!COLUMN_HIGH = "$7F5021"
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DrawPrice:
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PHX : PHY : PHP
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LDY.b #$FF
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@@ -75,7 +109,16 @@ DrawPrice:
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SEP #$20 ; set 8-bit accumulator
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TXA : LSR #3 : STA $06 ; request 1-4 OAM slots
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ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4-16 bytes
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;ASL #2 : JSL.l OAM_AllocateFromRegionB ; request 4-16 bytes
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ASL #2
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PHA
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LDA $22 : CMP !COLUMN_LOW : !BLT .off
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CMP !COLUMN_HIGH : !BGE .off
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.on
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PLA : JSL.l OAM_AllocateFromRegionB : BRA + ; request 4-16 bytes
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.off
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PLA : JSL.l OAM_AllocateFromRegionA ; request 4-16 bytes
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+
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TXA : LSR #3
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PLP : PLY : PLX
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RTS
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@@ -87,9 +130,19 @@ dw $0230, $0231, $0202, $0203, $0212, $0213, $0222, $0223, $0232, $0233
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dw 4, 0, -4, -8
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;--------------------------------------------------------------------------------
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SpritePrep_ShopKeeper:
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;LDA.b #$AF ; Generic small key
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LDA.b #$4F ; 1/4 magic
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;%UploadOAM(#$24)
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JSR.w LoadDynamicTileOAMTable
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JSL.l GetSpriteID ; convert loot id to sprite id
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JSL.l GetAnimatedSpriteTile_variable
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;%UploadOAM(#$C2)
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;%UploadOAM(#$C4)
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RTL
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;--------------------------------------------------------------------------------
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!COLUMN_LOW = "$7F5020"
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!COLUMN_HIGH = "$7F5021"
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Sprite_ShopKeeper:
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PHB : PHK : PLB
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JSL.l Sprite_PlayerCantPassThrough
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@@ -114,7 +167,12 @@ Sprite_ShopKeeper:
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; Draw Items
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LDA.b #$03 : STA $06 ; request 3 OAM slots
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LDA #$0C : JSL.l OAM_AllocateFromRegionA ; request 12 bytes
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LDA $20 : CMP.b #$60 : !BGE .below
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.above
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LDA #$0C : JSL.l OAM_AllocateFromRegionA : BRA + ; request 12 bytes
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.below
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LDA #$0C : JSL.l OAM_AllocateFromRegionB ; request 12 bytes
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+
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LDA.b #$03 : STA $06 ; request 3 OAM slots
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STZ $07
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LDA.b #.oam_items : STA $08
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@@ -125,7 +183,16 @@ Sprite_ShopKeeper:
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LDA.b #$00 : STA.l !SKIP_EOR
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; $22
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; 0x48 - Left
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; 0x60 - Midpoint 1
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; 0x78 - Center
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; 0x90 - Midpoint 2
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; 0xA8 - Right
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LDA.b #$00 : STA !COLUMN_LOW
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LDA.b #$60 : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #1234 : STA $0C ; set value
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LDA.w #-40 : STA $0E ; set coordinate
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@@ -142,7 +209,9 @@ Sprite_ShopKeeper:
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ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
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PLA
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!ADD $92 : STA $92
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LDA.b #$60 : STA !COLUMN_LOW
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LDA.b #$90 : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #5678 : STA $0C ; set value
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LDA.w #8 : STA $0E ; set coordinate
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@@ -159,7 +228,9 @@ Sprite_ShopKeeper:
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ASL #2 : !ADD $90 : STA $90 ; increment oam pointer
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PLA
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!ADD $92 : STA $92
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LDA.b #$90 : STA !COLUMN_LOW
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LDA.b #$FF : STA !COLUMN_HIGH
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REP #$20 ; set 16-bit accumulator
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LDA.w #9012 : STA $0C ; set value
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LDA.w #56 : STA $0E ; set coordinate
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@@ -206,4 +277,4 @@ dw 48, 56 : db $32, $02, $00, $00
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dw 56, 56 : db $33, $02, $00, $00
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dw 64, 56 : db $30, $02, $00, $00
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dw 72, 56 : db $31, $02, $00, $00
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -724,6 +724,10 @@ org $308172 ; PC 0x180172
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GenericKeys:
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db #$00 ; #00 = Dungeon-Specific Keys (Default) - #$01 = Generic Keys
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;================================================================================
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org $308173 ; PC 0x180173
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Bob:
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db #$01 ; #00 = Off - #$01 = On (Default)
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;================================================================================
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org $308190 ; PC 0x180190
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TimerStyle:
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db #$00 ; #$00 = Off (Default) - #$01 Countdown - #$02 = Stopwatch
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@@ -424,6 +424,7 @@ DrawDynamicTile:
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LDA #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l !SKIP_EOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA.b #$00 : STA.l !SKIP_EOR
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PLB
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LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired
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@@ -431,6 +432,32 @@ DrawDynamicTile:
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PLA
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RTL
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;--------------------------------------------------------------------------------
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DrawDynamicTileNoShadow:
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JSL.l IsNarrowSprite : BCS .narrow
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.full
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LDA.b #$01 : STA $06
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LDA #$04 : JSL.l OAM_AllocateFromRegionC
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BRA .draw
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.narrow
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LDA.b #$02 : STA $06
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LDA #$08 : JSL.l OAM_AllocateFromRegionC
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.draw
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LDA.b #!SPRITE_OAM>>0 : STA $08
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LDA.b #!SPRITE_OAM>>8 : STA $09
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STZ $07
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LDA #$7E : PHB : PHA : PLB
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LDA.b #$01 : STA.l !SKIP_EOR
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JSL Sprite_DrawMultiple_quantity_preset
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LDA Bob : BNE + : LDA.b #$00 : STA.l !SKIP_EOR : + ; Bob fix is conditional
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PLB
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LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired
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LDA $92 : INC #2 : STA $92
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; Sprite_IsOnscreen
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