Animate standing rupees instead of drawing new OAM slot
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@@ -411,9 +411,11 @@ PrepDynamicTile:
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+
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TXA
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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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LDA.b #$00 : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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CMP.b #$34 : BCC +
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CMP.b #$37 : 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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PLY : PLX : PLA
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RTL
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;--------------------------------------------------------------------------------
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@@ -433,7 +435,11 @@ 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.b #$24 : STA.l !SPRITE_OAM+4
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LDA $01,s : CMP.b #$34 : BCC +
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CMP.b #$37 : 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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LDA $01,s
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@@ -445,11 +451,14 @@ LoadDynamicTileOAMTable:
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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 $02,s : CMP.b #$34 : BCC +
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CMP.b #$37 : REP #$20 : BCS + ; if rupees, use animated gfx already in OAM
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LDA.w #$1B00 : BRA ++
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+ LDA.w #$3400
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++ STA.l !SPRITE_OAM+11
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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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