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Use 'tile' and 'tiles' macros
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commit
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30 changed files with 188 additions and 303 deletions
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@ -250,11 +250,11 @@ DoFlyAnimation:
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LoadBirdSpriteGraphics:
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ld de, BirdSprite
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ld hl, vNPCSprites
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lb bc, BANK(BirdSprite), $0c
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lb bc, BANK(BirdSprite), 12
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call CopyVideoData
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ld de, BirdSprite + $c0 ; moving animation sprite
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ld de, BirdSprite tile 12 ; moving animation sprite
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ld hl, vNPCSprites2
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lb bc, BANK(BirdSprite), $0c
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lb bc, BANK(BirdSprite), 12
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jp CopyVideoData
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InitFacingDirectionList:
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@ -381,8 +381,8 @@ FishingAnim:
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ld hl, wd736
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set 6, [hl] ; reserve the last 4 OAM entries
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ld de, RedSprite
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ld hl, vNPCSprites
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lb bc, BANK(RedSprite), $c
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ld hl, vNPCSprites tile $00
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lb bc, BANK(RedSprite), 12
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call CopyVideoData
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ld a, $4
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ld hl, RedFishingTiles
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@ -479,22 +479,18 @@ FishingRodOAM:
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db $50, $40, $FE, $00 ; player facing left
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db $50, $58, $FE, $20 ; player facing right ($20 means "horizontally flip the tile")
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fishing_gfx: MACRO
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dw \1
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db \2
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db BANK(\1)
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dw vNPCSprites tile \3
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ENDM
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RedFishingTiles:
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dw RedFishingTilesFront
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db 2, BANK(RedFishingTilesFront)
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dw vNPCSprites + $20
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dw RedFishingTilesBack
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db 2, BANK(RedFishingTilesBack)
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dw vNPCSprites + $60
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dw RedFishingTilesSide
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db 2, BANK(RedFishingTilesSide)
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dw vNPCSprites + $a0
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dw RedFishingRodTiles
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db 3, BANK(RedFishingRodTiles)
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dw vNPCSprites2 + $7d0
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fishing_gfx RedFishingTilesFront, 2, $02
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fishing_gfx RedFishingTilesBack, 2, $06
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fishing_gfx RedFishingTilesSide, 2, $0a
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fishing_gfx RedFishingRodTiles, 3, $fd
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_HandleMidJump::
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ld a, [wPlayerJumpingYScreenCoordsIndex]
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