Implmented New Item GFX System
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@@ -2,22 +2,20 @@
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; Randomize Book of Mudora
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;--------------------------------------------------------------------------------
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LoadLibraryItemGFX:
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LDA.l LibraryItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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STA.w SpriteID, X
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JML RequestStandingItemVRAMSlot
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LDA.l LibraryItem_Player : STA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
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STA.w SprSourceItemId, X
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JML RequestStandingItemVRAMSlot
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;--------------------------------------------------------------------------------
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DrawLibraryItemGFX:
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PHA
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LDA.w SpriteID, X
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LDA.w SprItemReceipt, X
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JSL DrawPotItem
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PLA
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RTL
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;--------------------------------------------------------------------------------
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SetLibraryItem:
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LDY.w SpriteID, X
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LDY.w SprItemReceipt, X
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JSL ItemSet_Library ; contains thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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@@ -29,17 +27,14 @@ RTL
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LoadBonkItemGFX:
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LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over
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LoadBonkItemGFX_inner:
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JSR LoadBonkItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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JSR LoadBonkItem_Player : STA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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JSR LoadBonkItem
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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STA.w SpriteItemType, X
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STA.w SpriteID, X
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STA.w SprSourceItemId, X
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JSL RequestStandingItemVRAMSlot
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PHA : PHX
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LDA.w SpriteID,X : TAX
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LDA.w SprItemReceipt,X : TAX
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LDA.l SpriteProperties_standing_width,X : BNE +
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LDA.b #$00 : STA.l SpriteOAM : STA.l SpriteOAM+8
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LDA.b #$00 : STA.l SpriteDynamicOAM : STA.l SpriteDynamicOAM+8
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+
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PLX : PLA
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RTL
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@@ -52,7 +47,7 @@ DrawBonkItemGFX:
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BRA .done ; don't draw on the init frame
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.skipInit
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LDA.w SpriteID,X
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LDA.w SprItemReceipt,X
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JSL DrawPotItem
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.done
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@@ -60,8 +55,8 @@ DrawBonkItemGFX:
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RTL
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;--------------------------------------------------------------------------------
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GiveBonkItem:
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JSR LoadBonkItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
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JSR LoadBonkItem
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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LDA.w SprItemReceipt, X
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JSR AbsorbKeyCheck : BCC .notKey
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.key
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PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key
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