INCLUDE "hardware.inc"
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INCLUDE "input.inc"
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INCLUDE "oam.inc"
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INCLUDE "util.inc"
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Section "Player Data", WRAM0
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playerWorldX: dw
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playerWorldY: dw
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; player data
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PLAYER_X:: db
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PLAYER_Y:: db
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PLAYER_DIR:: db
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PLAYER_JUMPING:: db
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PLAYER_VY:: dw
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PLAYER_OLD_Y: db
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Section "Player Code", ROM0
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spriteData:
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INCBIN "png/sprite/player.2bpp"
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DEF SPRITE_OAM_IDX EQU 0
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DEF SPRITE_IDX EQU 32 ; tile index, rename later
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DEF SPRITE_WIDTH EQU 2
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DEF SPRITE_HEIGHT EQU 2
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DEF GRAVITY EQU (0 << 8) | 8
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DEF INIT_VY EQU (2 << 8) | 40
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Player_Init::
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; Clear player data
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ld hl, PLAYER_X
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ld [hl], 0
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inc hl
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ld [hl], 144-32
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inc hl
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ld [hl], 0
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inc hl
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ld [hl], 0
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inc hl
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ld [hl], 0
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inc hl
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ld [hl], 0
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; Copy sprite to VRAM
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ld bc, _VRAM8000 + SPRITE_IDX * 16
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ld hl, spriteData
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ld d, 16 * (SPRITE_WIDTH * SPRITE_HEIGHT)
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call memcpy
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; Initialize OAM entries with player state
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call update_oam
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ret
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Player_Update::
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ld hl, keys
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ld b, [hl]
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; check for jump
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ld a, b
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and BTN_UP
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jr z, .update_jump
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; initialize jump state if not already jumping
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ld hl, PLAYER_JUMPING
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ld a, [hl]
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or a
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jr nz, .update_jump
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ld [hl], 1
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ld hl, PLAYER_VY
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ld [hl], HIGH(INIT_VY)
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inc hl
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ld [hl], LOW(INIT_VY)
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.update_jump:
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ld hl, PLAYER_JUMPING
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ld a, [hl]
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or a
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jr z, .right
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; load y velocity into bc
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ld hl, PLAYER_VY
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ld b, [hl]
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inc hl
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ld c, [hl]
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; adjust velocity by gravity
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ld a, c
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sub LOW(GRAVITY)
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ld c, a
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ld a, b
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sbc HIGH(GRAVITY)
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ld b, a
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ld hl, PLAYER_VY
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STORE16 bc
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; old_y = y
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ld hl, PLAYER_Y
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ld a, [hl]
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ld hl, PLAYER_OLD_Y
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ld [hl], a
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; y -= floor(vy)
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ld hl, PLAYER_Y
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ld a, [hl]
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sub b
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ld [hl], a
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; roll back jump if there was a collision
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call player_bg_collides
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jr nz, .update_jump_oam
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ld hl, PLAYER_OLD_Y
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ld a, [hl]
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ld hl, PLAYER_Y
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ld b, [hl]
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ld hl, PLAYER_VY
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ld [hl], 0
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; if colliding below, stop jump state
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cp b
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jr nc, .right
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ld hl, PLAYER_JUMPING
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ld [hl], 0
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.update_jump_oam:
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call update_oam
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; check for move right
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.right:
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ld hl, keys
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ld a, [hl]
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and BTN_RIGHT
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jr z, .left
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; check for right boundary
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ld hl, PLAYER_X
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ld a, [hl]
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add 16
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cp SCRN_X
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jr nc, .left
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inc [hl]
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inc [hl]
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call player_bg_collides
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jr z, .right_rollback
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ld hl, PLAYER_DIR
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ld [hl], 0
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call update_oam
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ret
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.right_rollback:
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ld hl, PLAYER_X
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dec [hl]
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dec [hl]
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ret
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.left:
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; check for left button
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ld hl, keys
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ld a, [hl]
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and BTN_LEFT
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ret z
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; check for left boundary
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ld hl, PLAYER_X
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ld a, [hl]
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or a
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ret z
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dec [hl]
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dec [hl]
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call player_bg_collides
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jr z, .left_rollback
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ld hl, PLAYER_DIR
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ld [hl], $ff
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call update_oam
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ret
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.left_rollback:
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ld hl, PLAYER_X
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dec [hl]
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inc [hl]
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ret
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; Update player metasprite with positional data
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update_oam:
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ld hl, PLAYER_DIR
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ld a, [hl-] ; dir (0 = right , $ff = left)
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and OAMF_XFLIP
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ld c, a
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ld a, [hl-] ; y
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add 16
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ld d, a
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ld a, [hl] ; x
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add 8
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ld b, a
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ld a, d
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ld_OAM_y hl, SPRITE_OAM_IDX
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; top left sprite
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ld [hli], a
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ld [hl], b
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inc hl
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ld [hl], SPRITE_IDX
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inc hl
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ld [hl], c
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inc hl
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; top right
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ld d, a
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ld a, b
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add 8
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ld b, a
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ld a, d
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ld [hli], a
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ld [hl], b
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inc hl
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ld [hl], SPRITE_IDX + 1
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inc hl
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ld [hl], c
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inc hl
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; bottom left
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add 8
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ld d, a
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ld a, b
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sub 8
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ld b, a
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ld a, d
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ld [hli], a
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ld [hl], b
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inc hl
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ld [hl], SPRITE_IDX + 2
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inc hl
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ld [hl], c
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inc hl
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; bottom right
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ld d, a
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ld a, b
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add 8
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ld b, a
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ld a, d
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ld [hli], a
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ld [hl], b
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inc hl
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ld [hl], SPRITE_IDX + 3
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inc hl
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ld [hl], c
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; flip tile indices if necessary
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ld a, c
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or c
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jr z, .done
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ld_OAM_tile hl, SPRITE_OAM_IDX
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ld [hl], SPRITE_IDX + 1
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ld_OAM_tile hl, SPRITE_OAM_IDX + 1
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ld [hl], SPRITE_IDX
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ld_OAM_tile hl, SPRITE_OAM_IDX + 2
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ld [hl], SPRITE_IDX + 3
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ld_OAM_tile hl, SPRITE_OAM_IDX + 3
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ld [hl], SPRITE_IDX + 2
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.done:
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ret
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