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Add sprite back into initialization
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@ -36,7 +36,7 @@ DOWN_ARROW equ $0A
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ldy #0
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jsl SetPalette
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ldx #256
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ldx #256 ; 32 x 22 playfield (704 tiles, $580 tiles)
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ldy #176
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jsl SetScreenMode
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@ -44,23 +44,24 @@ DOWN_ARROW equ $0A
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jsr BG0SetUp
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; Initialize the sprite's global position (this is tracked outside of the tile engine)
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stz PlayerX
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stz PlayerY
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lda #64
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sta PlayerX
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sta PlayerY
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stz MapScreenX
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stz MapScreenY
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; Add a sprite to the engine and save it's sprite ID
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; Add a sprite to the engine and save its sprite
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SPRITE_ID equ {SPRITE_16X16+1}
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OKTOROK equ {SPRITE_16X16+79}
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; lda #SPRITE_ID ; 16x16 sprite
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; ldx PlayerX
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; ldy PlayerY
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; jsl AddSprite
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; bcc :sprite_ok
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; brl Exit ; If we could not allocate a sprite, exit
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;:sprite_ok
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; sta PlayerID
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lda #SPRITE_ID ; 16x16 sprite
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ldx PlayerX
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ldy PlayerY
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jsl AddSprite
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bcc :sprite_ok
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brl Exit ; If we could not allocate a sprite, exit
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:sprite_ok
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sta PlayerID
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; Add 4 octoroks
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; lda #OKTOROK
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@ -123,7 +124,7 @@ EvtLoop
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brl Exit
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:not_q
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brl EvtLoop
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cmp #'d'
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bne :not_d
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inc PlayerX
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