Allow bombing barrier and getting tablet checks with L2+ bombs
This commit is contained in:
14
dialog.asm
14
dialog.asm
@@ -366,11 +366,8 @@ DialogEtherTablet:
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PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
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+
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BIT $F4 : BVC - ; Show normal text if Y is not pressed
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LDA.l AllowHammerTablets : BEQ ++
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LDA $7EF34B : BEQ .yesText : BRA .noText
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++
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LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
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;++
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JSL CheckTabletSword : BMI .yesText
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CMP.b #$02 : !BGE .noText
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.yesText
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PLA
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LDA.b #$0C
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@@ -388,11 +385,8 @@ DialogBombosTablet:
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PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
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+
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BIT $F4 : BVC - ; Show normal text if Y is not pressed
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LDA.l AllowHammerTablets : BEQ ++
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LDA $7EF34B : BEQ .yesText : BRA .noText
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++
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LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
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;++
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JSL CheckTabletSword : BMI .yesText
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CMP.b #$02 : !BGE .noText
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.yesText
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PLA
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LDA.b #$0D
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@@ -2730,7 +2730,7 @@ BRA + : NOP #5 : +
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org $088DB1 ; Bank08.asm@1207 (PHY : PHX : TYX : ... )
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JSL Utility_CheckAncillaOverlapWithSprite
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BRA + : NOP #7 : +
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--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $0882E8 ; Bank08.asm@456 (LDA $0DB0, Y : CMP.b #$03)
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JSL Utility_CheckHelmasaurKingCollision
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NOP
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@@ -2747,6 +2747,10 @@ org $068F94 ; sprite_prep.asm@1984 (INC $0BA0, X : JSL Sprite_InitializedSegment
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JSL AllowBombingMoldorm
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BRA + : NOP : +
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;--------------------------------------------------------------------------------
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org $06892F ; sprite_prep.asm@548 (LDA $0D00, X : SUB #$0C : STA $0D00, X : ...)
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JSL AllowBombingBarrier
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RTS : NOP #7
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;--------------------------------------------------------------------------------
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org $0DEE05 ; equipment.asm@2065 (LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : ...)
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JSL DrawSwordInMenu
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BRA + : NOP #16 : +
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@@ -239,14 +239,24 @@ AllowBombingMoldorm:
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JSL !SPRITE_INITIALIZED_SEGMENTED
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RTL
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;--------------------------------------------------------------------------------
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AllowBombingBarrier:
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; what we wrote over
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LDA $0D00, X : !SUB.b #$0C : STA $0D00, X
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LDA $0E20, X : CMP #$40 : BNE .disable_projectiles
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LDA SpecialBombs : BNE .no_disable_projectiles
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.disable_projectiles
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INC $0BA0, X
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.no_disable_projectiles
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RTL
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;--------------------------------------------------------------------------------
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DrawSwordInMenu:
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LDA SpecialBombs : AND.w #$00FF : BNE .bombSword
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LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : BEQ .noSword
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.hasSword
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STA $02
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LDA.w #$F859 : STA $04
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RTL
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.noSword
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LDA SpecialBombs : AND.w #$00FF : BNE .bombSword
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LDA.w #$0000 : STA $02
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LDA.w #$F859 : STA $04
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RTL
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@@ -134,6 +134,10 @@ CheckTabletSword:
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LDA $7EF34B : BEQ + ; check for hammer
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LDA.b #$02 : RTL
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+
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LDA.l SpecialBombs : BEQ +
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LDA $7EF4A8 : CMP #$01 : !BLT + ; check for master bombs
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LDA.b #$02 : RTL
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+
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LDA $7EF359 ; get actual sword value
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RTL
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;================================================================================
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