Added better GFX for fairy and good bee
This commit is contained in:
@@ -54,6 +54,20 @@ RequestSlottedTile:
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : STA.w SprItemGFX,X
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JMP .success
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+ CMP.b #$B5 : BNE + ; if good bee, use bee OAM slot
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LDA.b $1B : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : INC : STA.w SprItemGFX,X
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JMP .success
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+ CMP.b #$B2 : BNE + ; if fairy, use fairy OAM slot
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LDA.b $1B : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ STA.w SprItemGFX,X
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JMP .success
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+
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PHA : PHX
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@@ -202,6 +216,7 @@ DrawSlottedTile:
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PLA : SEC : RTL
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+
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PLA
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STA.b $BD ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call
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JSL.l IsNarrowSprite : BCS .narrow
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; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into !SPRITE_DYNAMIC_OAM
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@@ -254,6 +269,23 @@ DrawSlottedTile:
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STA.w !SPRITE_DYNAMIC_OAM : STA.w !SPRITE_DYNAMIC_OAM+8
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.draw
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; special handling
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LDY.b $BD : CPY.b #$B2 : BNE + ; fairy
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LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
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LDA.w !SPRITE_DYNAMIC_OAM+4 : CLC : ADC.w #$02 ; use other fairy GFX
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STA.w !SPRITE_DYNAMIC_OAM+4
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++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
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LDA.w !SPRITE_DYNAMIC_OAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
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STA.w !SPRITE_DYNAMIC_OAM+2
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+ CPY.b #$B5 : BNE + ; good bee
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LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
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LDA.w !SPRITE_DYNAMIC_OAM+12 : SEC : SBC.w #$10 ; use other fairy GFX
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STA.w !SPRITE_DYNAMIC_OAM+12
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++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
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LDA.w !SPRITE_DYNAMIC_OAM+10 : SEC : SBC.w #$02 ; move fairy up 2 pixels
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STA.w !SPRITE_DYNAMIC_OAM+10
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+
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LDA.w #!SPRITE_DYNAMIC_OAM : STA.b $08
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SEP #$20
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STZ.b $07
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@@ -292,6 +324,9 @@ DynamicOAMTileUW_thin:
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dw 0, 0 : db $6B, $00, $20, $00 ; key
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dw 0, 8 : db $7B, $00, $20, $00
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dw 0, 0 : db $7C, $00, $20, $00 ; good bee
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dw 0, 8 : db $F4, $00, $20, $00
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DynamicOAMTileUW_full:
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dw -4, -1 : db $40, $00, $20, $02
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dd 0, 0
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@@ -308,6 +343,11 @@ DynamicOAMTileUW_full:
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dw -4, -1 : db $EE, $00, $20, $02
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dd 0, 0
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; add new slots above this line
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dw -4, -1 : db $EA, $00, $20, $02 ; fairy
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dd 0, 0
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DynamicOAMTileOW_thin:
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; dw 0, 0 : db $40, $00, $20, $00
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; dw 0, 8 : db $50, $00, $20, $00
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@@ -332,6 +372,9 @@ DynamicOAMTileOW_thin:
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dw 0, 0 : db $6B, $00, $20, $00 ; key
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dw 0, 8 : db $7B, $00, $20, $00
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dw 0, 0 : db $7C, $00, $20, $00 ; good bee
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dw 0, 8 : db $F4, $00, $20, $00
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DynamicOAMTileOW_full:
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; dw 0, 0 : db $40, $00, $20, $02
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; dd 0, 0
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@@ -348,3 +391,8 @@ DynamicOAMTileOW_full:
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;dw 0, 0 : db $EE, $00, $20, $02
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;dd 0, 0
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; add new slots above this line
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dw 0, 0 : db $EA, $00, $20, $02 ; fairy
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dd 0, 0
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@@ -809,18 +809,53 @@ Shopkeeper_DrawNextItem:
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SEP #$20 ; set 8-bit accumulator
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PLY
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STZ $0E ; $0E will be used temporarily to store a non-zero value if VRAM slot is in OAM1
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PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
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LDA.l !SHOP_INVENTORY, X ; get item palette
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LDA.l !SHOP_INVENTORY, X
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++
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CMP.b #$2E : BNE + : BRA .potion
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+ CMP.b #$2F : BNE + : BRA .potion
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+ CMP.b #$30 : BEQ .potion
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+ CMP.b #$34 : BCC .normal : CMP.b #$36+1 : BCS .normal
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CMP.b #$2E : BNE + : JMP .potion
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+ CMP.b #$2F : BNE + : JMP .potion
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+ CMP.b #$30 : BNE + : JMP .potion
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+ CMP.b #$B2 : BNE + : BRA .fairy
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+ CMP.b #$B5 : BNE + : BRA .goodbee
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+ CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS +
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BRA .rupee
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+
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.normal
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LDA.w .tile_indices, Y : BRA + ; get item gfx index
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.rupee
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LDA.b #$0B ; rupee is #$0B because it's already there in VRAM
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STA.b $0E
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BRA .vramLoc
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.fairy
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REP #$20
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LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
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LDA.l !SPRITE_OAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
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STA.l !SPRITE_OAM+2
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++
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SEP #$20
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LDA.b $1A : AND.b #$20 : BEQ ++ ; alternate every 32 frames
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LDA.b #$EC ; use other fairy GFX
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STA.b $0E
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BRA .vramLoc
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++
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LDA.b #$EA ; fairy is #$EA/EC because it's already there in VRAM
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STA.b $0E
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BRA .vramLoc
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.goodbee
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REP #$20
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LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
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LDA.l !SPRITE_OAM+2 : SEC : SBC.w #$02 ; move bee up 2 pixels
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STA.l !SPRITE_OAM+2
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++
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SEP #$20
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LDA.b $1A : AND.b #$20 : BEQ ++ ; alternate every 32 frames
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LDA.b #$D4 ; use other bee GFX
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STA.b $0E
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BRA .vramLoc
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++
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LDA.b #$E4 ; good bee is #$E4/D4 because it's already there in VRAM
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STA.b $0E
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BRA .vramLoc
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.potion
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LDA.b #$C0 ; potion is #$C0 because it's already there in VRAM
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@@ -835,15 +870,13 @@ Shopkeeper_DrawNextItem:
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AND #$FE
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.vramLoc
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STA.l !SPRITE_OAM+4
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PHA
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PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
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LDA.l !SHOP_INVENTORY, X ; get item palette
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++
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JSL.l GetSpritePalette : STA.l !SPRITE_OAM+5
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PHX : LDA #0 : XBA : TXA : LSR #2 : TAX : LDA.l !SHOP_INVENTORY_DISGUISE, X : PLX : CMP #$0 : BNE ++
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LDA.l !SHOP_INVENTORY, X ; get item palette
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++
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JSL.l GetSpritePalette : STA.l !SPRITE_OAM+5
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PLA
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AND.b #$01 : BNE .oam1 ; special case for rupee item
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LDA.b $0E : BNE .oam1 ; item uses VRAM in OAM1
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LDA.w .tile_indices, Y : AND.b #$01 : BEQ ++ ; get tile index sheet
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.oam1
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LDA.l !SPRITE_OAM+5
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@@ -866,6 +899,10 @@ Shopkeeper_DrawNextItem:
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LDA.b #$00
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STA.l !SPRITE_OAM+7
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JSR.w PrepNarrowLower
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LDA.b $0E : AND.b #$0F : CMP.b #$04 : BNE +
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; special exception for bee gfx, need top tile to be blank
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LDA.b #$7C : STA.l !SPRITE_OAM+4
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+
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LDA.b #$02
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++
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PHX : PHA : LDA !SCRATCH_TEMP_X : TAX : PLA : JSR.w RequestItemOAM : PLX
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@@ -295,7 +295,7 @@ RTL
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db $08 ; Fairy
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db $08 ; Chicken
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db $08 ; Big Magic
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db $08 ; Good Bee
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db $04 ; Good Bee
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
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@@ -364,7 +364,7 @@ IsNarrowSprite:
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LDX.b #$00 ; set index counter to 0
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;----
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-
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CPX.b #$24 : !BGE .false ; finish if we've done the whole list
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CPX.b #(.smallSprites_end-.smallSprites) : !BGE .false ; finish if we've done the whole list
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CMP.l .smallSprites, X : BNE + ; skip to next if we don't match
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;--
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SEC ; set true state
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@@ -387,7 +387,8 @@ RTL
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db $15, $18, $24, $2A, $34, $35, $36, $42
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db $43, $45, $59, $A0, $A1, $A2, $A3, $A4
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db $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC
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db $AD, $AE, $AF, $B4, $FF, $FF, $FF, $FF
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db $AD, $AE, $AF, $B4, $B5
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.smallSprites_end
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}
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;--------------------------------------------------------------------------------
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