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@@ -64,7 +64,6 @@ GiveBonkItem:
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JSR LoadBonkItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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JSR LoadBonkItem
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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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LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
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LDA.b #$2F : JSL Sound_SetSfx3PanLong
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@@ -3,37 +3,39 @@
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;--------------------------------------------------------------------------------
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HeartPieceGet:
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PHX : PHY
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JSL LoadHeartPieceRoomValue
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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TAY
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JSL MaybeMarkDigSpotCollected
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.skipLoad
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JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .not_heart
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LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter
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.not_heart
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STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
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JSL MaybeUnlockTabletAnimation
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JSL LoadHeartPieceRoomValue
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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JSL MaybeMarkDigSpotCollected
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JSL Player_HaltDashAttackLong
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STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
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JSL Link_ReceiveItem
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JSL MaybeUnlockTabletAnimation
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PLY : PLX
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RTL
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;--------------------------------------------------------------------------------
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HeartContainerGet:
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PHX : PHY
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JSL IncrementBossSword
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LDY.w SpriteID, X : BNE +
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JSL LoadHeartContainerRoomValue : TAY
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+
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BRA HeartPieceGet_skipLoad
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JSL IncrementBossSword
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JSL LoadHeartContainerRoomValue : TAY
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;--------------------------------------------------------------------------------
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DrawHeartPieceGFX:
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PHP
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JSL Sprite_IsOnscreen : BCC .offscreen
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PHA : PHY
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LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
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JSL HeartPieceSpritePrep
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JMP .done ; don't draw on the init frame
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.skipInit
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LDA.w SpriteID, X ; Retrieve stored item type
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@@ -44,23 +46,21 @@ DrawHeartPieceGFX:
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PLX
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LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
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PLA
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JSL DrawDynamicTile
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LDA.b Scrap00
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CLC : ADC.b #$04
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STA.b Scrap00
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JSL Sprite_DrawShadowLong
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BRA .done
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+
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PLX
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PLA
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JSL DrawDynamicTile
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JSL Sprite_DrawShadowLong
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.done
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PLY : PLA
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.offscreen
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PLP
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JSL Sprite_IsOnscreen : BCC .offscreen
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JSL HeartPieceSpritePrep
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JSL DrawDynamicTile
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JSL Sprite_DrawShadowLong
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JSL DrawDynamicTile
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JSL Sprite_DrawShadowLong
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RTL
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;--------------------------------------------------------------------------------
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DrawHeartContainerGFX:
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@@ -80,20 +80,20 @@ DrawHeartContainerGFX:
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HeartContainerSound:
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE +
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LDA.w ItemReceiptMethod : CMP.b #$03 : BEQ +
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JSL CheckIfBossRoom : BCC + ; Skip if not in a boss room
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LDA.b #$2E
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SEC
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RTL
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+
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CLC
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JSL CheckIfBossRoom : BCC + ; Skip if not in a boss room
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RTL
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;--------------------------------------------------------------------------------
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NormalItemSkipSound:
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; Out: c - skip sounds if set
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
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JSL.l CheckIfBossRoom : BCS .boss_room
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JSL CheckIfBossRoom : BCS .boss_room
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TDC
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CPY #$17 : BEQ .skip
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CPY.b #$17 : BEQ .skip
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CLC
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RTL
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.boss_room
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@@ -117,10 +117,10 @@ HeartPieceSpritePrep:
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LDA.b #$00 : STA.l RedrawFlag
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JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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STA.w SpriteID, X
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JSL LoadHeartPieceRoomValue
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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STA.w SpriteID, X
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JSL PrepDynamicTile_loot_resolved
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.skip
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@@ -132,10 +132,10 @@ HeartContainerSpritePrep:
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LDA.b #$00 : STA.l RedrawFlag
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JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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STA.w SpriteID, X
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JSL LoadHeartContainerRoomValue ; load item type
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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STA.w SpriteID, X
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JSL PrepDynamicTile_loot_resolved
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PLA
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@@ -144,31 +144,30 @@ RTL
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LoadHeartPieceRoomValue:
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LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
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.indoors
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JSL LoadIndoorValue
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JMP .done
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.outdoors
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.done
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JSL LoadIndoorValue
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JSL LoadOutdoorValue
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.done
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RTL
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;--------------------------------------------------------------------------------
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HPItemReset:
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PHA
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
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PLA
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JSL GiveRupeeGift ; thing we wrote over
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BRA .done
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.skip
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PLA
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.done
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PHA : LDA.b #$01 : STA.l RedrawFlag : PLA
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JSL GiveRupeeGift ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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MaybeMarkDigSpotCollected:
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PHA : PHP
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LDA.b IndoorsFlag : BNE +
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REP #$20 ; set 16-bit accumulator
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LDA.b OverworldIndex
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CMP.w #$2A : BNE +
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LDA.b OverworldIndex : CMP.w #$002A : BNE +
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LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
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+
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PLP : PLA
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@@ -223,6 +223,7 @@ MirrorBonk:
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PLB : PLP : PLX
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BRA .forceBonk
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++
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TXA : !ADD.w #$0008 : CMP.w #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
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TAX
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BRA .loop
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.endbonkRectanglesTable
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@@ -232,7 +233,6 @@ MirrorBonk:
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.normal
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;Not forcing a bonk, so the vanilla bonk detection run.
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LDA.b Scrap0C : ORA.b Scrap0E
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TXA : !ADD.w #$0008 : CMP.w #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
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JML MirrorBonk_NormalReturn
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.forceBonk
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JML MirrorBonk_BranchGamma
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