added second animation
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										32
									
								
								ass/villager.ass
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								ass/villager.ass
									
									
									
									
									
										Normal file
									
								
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			@ -0,0 +1,32 @@
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SECTION "VillagerWaving", ROM0
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VillagerTiles::
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DB $1F,$18,$3F,$20,$7F,$48,$74,$57
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DB $26,$25,$0E,$09,$0E,$0A,$1E,$12
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DB $F8,$18,$FC,$04,$FE,$12,$2E,$EA
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DB $64,$A4,$70,$90,$70,$50,$78,$48
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DB $0F,$08,$1F,$12,$1D,$14,$1F,$10
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DB $0F,$09,$07,$04,$03,$02,$07,$04
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DB $F0,$10,$F8,$48,$B8,$28,$F8,$08
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DB $F0,$90,$E0,$20,$C0,$40,$E0,$20
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $01,$01,$03,$02,$03,$02,$07,$04
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $80,$80,$C0,$40,$C0,$40,$E0,$20
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DB $0F,$08,$1F,$10,$1F,$12,$1D,$14
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DB $0F,$08,$07,$05,$03,$02,$07,$04
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DB $F0,$10,$F8,$08,$F8,$48,$B8,$28
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DB $F0,$10,$E0,$A0,$C0,$40,$E0,$20
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DB $07,$04,$1F,$18,$3F,$20,$7C,$4F
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DB $76,$55,$2E,$29,$0E,$0A,$1E,$12
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DB $E0,$20,$F8,$18,$FC,$04,$3E,$F2
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DB $6E,$AA,$74,$94,$70,$50,$78,$48
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DB $0F,$08,$1F,$12,$1D,$14,$1F,$10
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DB $0F,$09,$07,$04,$03,$02,$1F,$1C
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DB $F0,$10,$F8,$48,$B8,$28,$F8,$08
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DB $F0,$90,$E0,$20,$C0,$40,$F8,$38
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DB $3F,$20,$7F,$48,$77,$54,$24,$27
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DB $06,$05,$0E,$09,$0E,$0A,$1E,$12
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DB $FC,$04,$FE,$12,$EE,$2A,$24,$E4
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DB $60,$A0,$70,$90,$70,$50,$78,$48
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VillagerTilesEnd::
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											BIN
										
									
								
								ass/villager.gbr
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								ass/villager.gbr
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
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			@ -7,6 +7,7 @@ SECTION "Actor", ROM0
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ActorROM::
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.structs:
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   dw ActorIdle
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   dw VillagerWaving
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ActorIdle::
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   db 60
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   db 15
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			@ -48,3 +49,77 @@ ActorIdle::
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   db  0, -8, 15, 0
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   db  0,  0, 16, 0
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.frameVoEnd
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VillagerWaving::
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   db 90
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   db 15
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   dw .vwFrame01
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   db 15
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   dw .vwFrame02
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   db 15
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   dw .vwFrame03
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   db 15
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   dw .vwFrame04
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   db 15
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   dw .vwFrame05
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   db 15
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   dw .vwFrame06
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.vwFrame01
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   db (.vwFrame01End - @) / 4
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   db  8, -16,  17, 0
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   db  8,  -8,  18, 0
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   db  0, -16,  19, 0
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   db  0,  -8,  20, 0
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   db -8, -16,  21, 0
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   db -8,  -8,  22, 0
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.vwFrame01End
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.vwFrame02
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   db (.vwFrame02End - @) / 4
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   db  8, -16,  17, 0
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   db  8,  -8,  18, 0
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   db  0, -16,  23, 0
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   db  0,  -8,  24, 0
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   db -8, -16,  21, 0
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   db -8,  -8,  22, 0
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.vwFrame02End
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.vwFrame03
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   db (.vwFrame03End - @) / 4
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   db  8, -16,  25, 0
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   db  8,  -8,  26, 0
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   db  0, -16,  23, 0
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   db  0,  -8,  24, 0
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   db -8, -16,  21, 0
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   db -8,  -8,  22, 0
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.vwFrame03End
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.vwFrame04
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   db (.vwFrame04End - @) / 4
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   db  8, -16,  17, 0
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   db  8,  -8,  18, 0
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   db  0, -16,  23, 0
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   db  0,  -8,  24, 0
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   db -8, -16,  21, 0
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   db -8,  -8,  22, 0
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.vwFrame04End
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.vwFrame05
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   db (.vwFrame05End - @) / 4
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   db  8, -16,  17, 0
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   db  8,  -8,  18, 0
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   db  0, -16,  19, 0
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   db  0,  -8,  20, 0
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   db -8, -16,  21, 0
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   db -8,  -8,  22, 0
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.vwFrame05End
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.vwFrame06
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   db (.vwFrame06End - @) / 4
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   db  8, -16,  29, 0
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   db  8,  -8,  30, 0
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   db  0, -16,  27, 0
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   db  0,  -8,  28, 0
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   db -8, -16,  21, 0
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   db -8,  -8,  22, 0
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.vwFrame06End
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			@ -29,9 +29,9 @@ Start:
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   call CopyDMARoutine 
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   ld a, 72
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   ld a, 100
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   ld [Player_YPos], a
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   ld a, 80
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   ld a, 40
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   ld [Player_XPos], a
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   ld a, $FF
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   ld [Player_GFXCounter], a
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			@ -49,15 +49,16 @@ Start:
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   ld [NPC01_XPos], a
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   ld a, 20
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   ld [NPC01_GFXCounter], a
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   xor a
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   ld a, 1
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   ld [NPC01_GFXState], a
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   xor a
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   ld [NPC01_TileData], a
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   ld a, HIGH(ActorROM)
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   ld [NPC01_GFXData+1], a
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   ld a, LOW(ActorROM)
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   ld [NPC01_GFXData], a
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   ld a, 24
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   ld a, 48
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   ld [NPC02_YPos], a
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   ld a, 48
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   ld [NPC02_XPos], a
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			@ -71,9 +72,9 @@ Start:
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   ld a, LOW(ActorROM)
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   ld [NPC02_GFXData], a
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   ld a, 48
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   ld a, 72
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   ld [NPC03_YPos], a
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   ld a, 48
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   ld a, 72
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   ld [NPC03_XPos], a
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   ld a, 40
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   ld [NPC03_GFXCounter], a
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			@ -85,9 +86,9 @@ Start:
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   ld a, LOW(ActorROM)
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   ld [NPC03_GFXData], a
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   ld a, 48
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   ld a, 96
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   ld [NPC04_YPos], a
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   ld a, 24
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   ld a, 96
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   ld [NPC04_XPos], a
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   ld a, 50
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   ld [NPC04_GFXCounter], a
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			@ -99,9 +100,9 @@ Start:
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   ld a, LOW(ActorROM)
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   ld [NPC04_GFXData], a
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   ld a, 64
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   ld a, 130
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   ld [NPC05_YPos], a
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   ld a, 64
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   ld a, 130
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   ld [NPC05_XPos], a
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   ld a, 10
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   ld [NPC05_GFXCounter], a
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			@ -2,6 +2,7 @@ INCLUDE "inc/hardware.inc"
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INCLUDE "inc/structs.asm"
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INCLUDE "ass/parecivo.ass"
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INCLUDE "ass/tiles.ass"
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INCLUDE "ass/villager.ass"
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INCLUDE "ass/map.ass"
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INCLUDE "src/animation.asm"
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INCLUDE "src/entry.asm"
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										15
									
								
								src/misc.asm
									
									
									
									
									
								
							
							
						
						
									
										15
									
								
								src/misc.asm
									
									
									
									
									
								
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			@ -31,6 +31,14 @@ PC_Update:
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   ld a, [Player_YPos]
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   add b
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   ld [Player_YPos], a
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.a:
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   ld a, [hNewKeys]
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   and %00000001   ; a pressed
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   cp %00000001
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   jr nz, .end
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   ld a, [Player_GFXState]
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   xor %00000001
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   ld [Player_GFXState], a
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.end:
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   ret
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			@ -74,14 +82,13 @@ Clear_Map:
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   ret
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Load_Tiles:
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   ld hl, _BGTILES
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   ld de, parecivo_tile_data
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   ld bc, parecivo_tile_data_size
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   call MemCpy
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   ld hl, _VRAM
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   ld de, parecivo_tile_data
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   ld bc, parecivo_tile_data_size
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   call MemCpy
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   ld de, VillagerTiles
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   ld bc, VillagerTilesEnd - VillagerTiles
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   call MemCpy
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   ret
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Load_Map:
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