Good Bees now spawn automatically under pots
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@@ -75,6 +75,8 @@ org $868283
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Sprite_SpawnSecret_NotRandomBush:
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org $86828A
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Sprite_SpawnSecret_SpriteSpawnDynamically:
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org $8682A5
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Sprite_SpawnSecret_SetCoords:
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org $86d23a
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Sprite_DrawAbsorbable:
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org $9eff81
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@@ -262,6 +264,8 @@ SaveMajorItemDrop:
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LDA.w #$001A : BRA .substitute
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+ CPY.w #$00B0 : BNE + ; Bee Trap
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LDA.w #$001B : BRA .substitute
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+ CPY.w #$00B5 : BNE + ; Good Bee
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LDA.w #$001C : BRA .substitute
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+ STA $0B9C ; indicates we should use the key routines or a substitute
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RTL
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.substitute
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@@ -560,6 +564,7 @@ SubstitionTable:
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db $DE ; BOMB REFILL 8 - 0x19
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db $AC ; APPLES - 0x1A
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db $79 ; BEE TRAP - 0x1B
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db $79 ; GOOD BEE - 0x1C
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SubstituteSpriteId:
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@@ -577,6 +582,22 @@ RTS
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CheckSprite_Spawn:
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JSR SubstituteSpriteId
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CPY.b #$1C : BNE + ; good bee handling
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JSL Sprite_SpawnDynamically
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BMI .check
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PHX
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TYX : JSL.l Sprite_LoadProperties
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PLX
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JSL.l GoldBee_SpawnSelf_SetProperties
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PLA : PLA : PLA ; pop the return address
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PHX : LDX.b #$03
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JML Sprite_SpawnSecret_SetCoords
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+ CPY.b #$1A : BCC + ; all other non-normal pot sprite spawns
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JSL Sprite_SpawnDynamically
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BMI .check
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LDA.b #$10 : STA.b $0D ; lets the outside code treat this sprite like a Stal (most normal table values)
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RTL
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+
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JSL Sprite_SpawnDynamically
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BMI .check
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RTL
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