Another WRAM label pass
Deleted compression.asm
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@@ -331,7 +331,7 @@ Shopkepeer_CallOriginal:
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LDA.b #ShopkeeperJumpTable>>16 : PHA
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LDA.b #ShopkeeperJumpTable>>8 : PHA
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LDA.b #ShopkeeperJumpTable : PHA
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LDA.w $0E80, X
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LDA.w SpriteItemType, X
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JML.l UseImplicitRegIndexedLocalJumpTable
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;--------------------------------------------------------------------------------
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Sprite_ShopKeeper:
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@@ -370,7 +370,7 @@ RTL
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;--------------------------------------------------------------------------------
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macro DrawMerchant(head,body,speed)
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PHX : LDX.b #$00
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LDA.b $1A : AND.b <speed> : BEQ +
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LDA.b FrameCounter : AND.b <speed> : BEQ +
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-
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LDA.w .oam_shopkeeper_f1, X : STA.l BigRAM, X : INX
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CPX.b #$10 : !BLT -
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@@ -420,7 +420,7 @@ Shopkeeper_DrawMerchant_Type1:
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LDA.b #$01 : STA.b Scrap06 ; request 1 OAM slot
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LDA.b #$04 : JSL.l OAM_AllocateFromRegionA ; request 4 bytes
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STZ.b Scrap07
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LDA.b $1A : AND #$08 : BEQ +
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LDA.b FrameCounter : AND #$08 : BEQ +
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LDA.b #.oam_shopkeeper_f1 : STA.b Scrap08
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LDA.b #.oam_shopkeeper_f1>>8 : STA.b Scrap09
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BRA ++
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@@ -464,8 +464,8 @@ Shopkeeper_SetupHitboxes:
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JSR.w Setup_ShopItemInteractionHitbox
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JSL.l Utility_CheckIfHitBoxesOverlapLong : BCC .no_interaction
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LDA.b $F6 : AND.b #$80 : BEQ .no_interaction ; check for A-press
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LDA.b $10 : CMP.b #$0C : !BGE .no_interaction ; don't interact in other modes besides game action
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LDA.b Joy1B_New : AND.b #$80 : BEQ .no_interaction ; check for A-press
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LDA.b GameMode : CMP.b #$0C : !BGE .no_interaction ; don't interact in other modes besides game action
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JSR.w Shopkeeper_BuyItem
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.no_interaction
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INY #4
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@@ -496,13 +496,13 @@ Shopkeeper_BuyItem:
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LDA.b #$7A
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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LDA.b #$3C : STA.w $012E ; error sound
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LDA.b #$3C : STA.w SFX2 ; error sound
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JMP .done
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.full_bottles
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LDA.b #$6B
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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LDA.b #$3C : STA.w $012E ; error sound
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LDA.b #$3C : STA.w SFX2 ; error sound
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JMP .done
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.buy
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LDA.l ShopType : AND.b #$80 : BNE ++ ; don't charge if this is a take-any
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@@ -544,7 +544,7 @@ Setup_ShopItemCollisionHitbox:
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SEP #$20 ; set 8-bit accumulator
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; load shopkeeper X (16 bit)
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LDA.w $0D30, X : XBA : LDA.w $0D10, X
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LDA.w SpritePosXHigh, X : XBA : LDA.w SpritePosXLow, X
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REP #$20 ; set 16-bit accumulator
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PHA : PHY
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@@ -561,7 +561,7 @@ Setup_ShopItemCollisionHitbox:
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STA.b Scrap04 : XBA : STA.b Scrap0A
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;load shopkeeper Y (16 bit)
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LDA.w $0D20, X : XBA : LDA.w $0D00, X
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LDA.w SpritePosYHigh, X : XBA : LDA.w SpritePosYLow, X
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REP #$20 ; set 16-bit accumulator
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PHY : INY #2
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@@ -624,7 +624,7 @@ RTS
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Sprite_HaltSpecialPlayerMovementCopied:
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PHX
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JSL Sprite_NullifyHookshotDrag
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STZ $5E ; Set Link's speed to zero...
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STZ.b LinkSpeed ; Set Link's speed to zero...
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JSL Player_HaltDashAttackLong
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PLX
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RTS
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