Clear standing item data on transition to overworld
Standard+retro no arrow filler unless you have the bow
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@@ -114,17 +114,23 @@ RefreshRainAmmo:
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+ CMP.b #$03 : BNE + ; Uncle
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+ CMP.b #$03 : BNE + ; Uncle
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
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%SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle)
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LDA.l ArrowMode : BEQ ++
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BRA .done
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LDA.l BowEquipment : BEQ +++
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++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle)
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+++ BRA .done
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+ CMP.b #$02 : BNE + ; Cell
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+ CMP.b #$02 : BNE + ; Cell
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell)
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell)
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%SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell)
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LDA.l ArrowMode : BEQ ++
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LDA.l BowEquipment : BEQ .done
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++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell)
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BRA .done
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BRA .done
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+ CMP.b #$04 : BNE + ; Mantle
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+ CMP.b #$04 : BNE + ; Mantle
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle)
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle)
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%SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle)
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LDA.l ArrowMode : BEQ ++
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LDA.l BowEquipment : BEQ .done
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++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle)
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+
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+
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.done
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.done
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RTL
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RTL
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@@ -9,6 +9,10 @@ org $829C25
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org $89C2BB
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org $89C2BB
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JSL ClearSpriteData
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JSL ClearSpriteData
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; underworld -> overworld transition
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org $8282D1
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JSL ClearSpriteData2
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org $89C327
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org $89C327
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JSL LoadSpriteData
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JSL LoadSpriteData
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@@ -303,6 +307,7 @@ RTS
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ClearSpriteData:
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ClearSpriteData:
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STZ.b $02 : STZ.b $03 ; what we overrode
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STZ.b $02 : STZ.b $03 ; what we overrode
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ClearSpriteData_Shared:
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PHX
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PHX
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LDA #$00 : LDX #$00
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LDA #$00 : LDX #$00
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.loop
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.loop
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@@ -312,6 +317,10 @@ ClearSpriteData:
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PLX
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PLX
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RTL
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RTL
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ClearSpriteData2:
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LDA.b #$82 : STA.b $99
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JMP ClearSpriteData_Shared
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; Runs during sprite load of the room
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; Runs during sprite load of the room
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LoadSpriteData:
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LoadSpriteData:
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INY : INY
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INY : INY
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