Another WRAM label pass
Deleted compression.asm
This commit is contained in:
53
inverted.asm
53
inverted.asm
@@ -67,13 +67,13 @@ Overworld_CreatePyramidHoleModified:
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LDA.w #$FFFF : STA.w $1012, Y
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.ending
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LDA.w #$3515 : STA.w $012D
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LDA.w #$3515 : STA.w SFX1
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SEP #$30
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LDA.l OverworldEventDataWRAM+$5B : ORA.b #$20 : STA.l OverworldEventDataWRAM+$5B
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LDA.b #$03 : STA.w $012F
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LDA.b #$03 : STA.w SFX3
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LDA.b #$01 : STA.b $14
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@@ -138,26 +138,27 @@ RTL
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GanonTowerAnimation:
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LDA.l InvertedMode : BEQ .done
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LDA.b #$1B : STA.w $012F
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STZ.w $04C6
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STZ.b $B0
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STZ.w $0710
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STZ.w $02E4
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STZ.w $0FC1
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STZ.w $011A
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STZ.w $011B
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STZ.w $011C
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STZ.w $011D
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LDA.b #$02 : STA.w $012C
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LDA.b #$09 : STA.w $012D
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RTL
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.done
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LDA.b #$05 : STA.w $04C6 ;what we wrote over
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STZ.b $B0 ; (continued)
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STZ.b $C8 ; (continued)
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LDA.l InvertedMode : BEQ .done
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LDA.b #$1B : STA.w SFX3
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STZ.w OWEntranceCutscene
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STZ.b SubSubModule
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STZ.w SkipOAM
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STZ.w CutsceneFlag
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STZ.w FreezeSprites
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STZ.w BG1ShakeV
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STZ.w BG1ShakeV+1
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STZ.w BG1ShakeH
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STZ.w BG1ShakeH+1
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LDA.b #$02 : STA.w MusicControlRequest
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LDA.b #$09 : STA.w SFX1
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RTL
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.done
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LDA.b #$05 : STA.w OWEntranceCutscene ; what we wrote over
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STZ.b SubSubModule ; (continued)
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STZ.b ScrapBufferBD+$0B ; (continued)
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RTL
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GanonTowerInvertedCheck:
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@@ -166,7 +167,7 @@ GanonTowerInvertedCheck:
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LDA.b #$01 ; Load a random value so it doesn't BEQ
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RTL
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.done
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LDA.b $8A : CMP.b #$43 ;what we wrote over
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LDA.b OverworldIndex : CMP.b #$43 ;what we wrote over
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RTL
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}
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@@ -177,7 +178,7 @@ HardcodedRocks:
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LDA.l InvertedMode : AND.w #$00FF : BEQ .normalrocks
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BRA .noRock2
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.normalrocks
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LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock
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LDA.w #$020F : LDX.b OverworldIndex : CPX.w #$0033 : BNE .noRock
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STA.l $7E22A8
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.noRock
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CPX.w #$002F : BNE .noRock2
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@@ -202,9 +203,9 @@ MirrorBonk:
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; otherwise fall through to .normal
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PHX : PHP
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PHB : PHK : PLB
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LDA.b $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
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LDA.b OverworldIndex : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
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REP #$30
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LDX #$0000
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LDX.w #$0000
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.loop
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LDA.l .bonkRectanglesTable, X ;Load X1
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CMP $22 : !BGE ++
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