First pass-through adding labels
Added items, equipment, and tracking/indicators Added playername changes Removed some defines
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14
openmode.asm
14
openmode.asm
@@ -6,15 +6,15 @@
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!INFINITE_MAGIC = "$7F50CA"
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SetUncleRainState:
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LDA.l OpenMode : BEQ + : RTL : + ; we're done if open mode is on
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LDA.b #$01 : STA $7EF3C5
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LDA.b #$01 : STA ProgressIndicator
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RTL
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;--------------------------------------------------------------------------------
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InitOpenMode:
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LDA.l OpenMode : BEQ + ; Skip if not open mode
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LDA $7EF3C5 : CMP #$02 : !BGE + ; Skip if already past escape
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LDA.b #$02 : STA $7EF3C5 ; Go to post-escape phase (pre aga1)
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LDA $7EF3C6 : ORA #$14 : STA $7EF3C6 ; remove uncle
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LDA $7EF3C8 : CMP #$05 : BEQ ++ : LDA.b #$01 : ++ : STA $7EF3C8 ; set spawn points to house+sanc unless already house+sanc+mountain
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LDA ProgressIndicator : CMP #$02 : !BGE + ; Skip if already past escape
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LDA.b #$02 : STA ProgressIndicator ; Go to post-escape phase (pre aga1)
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LDA ProgressFlags : ORA #$14 : STA ProgressFlags ; remove uncle
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LDA StartingEntrance : CMP #$05 : BEQ ++ : LDA.b #$01 : ++ : STA StartingEntrance ; set spawn points to house+sanc unless already house+sanc+mountain
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LDA $7EF29B : ORA.b #$20 : STA $7EF29B ; open castle gate
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JSL MaybeSetPostAgaWorldState
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+
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@@ -22,8 +22,8 @@ RTL
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;--------------------------------------------------------------------------------
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MaybeSetPostAgaWorldState:
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LDA.l InstantPostAgaWorldState : BEQ + ; Skip if not enabled
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LDA.b #$03 : STA $7EF3C5 ; Go to post-aga phase
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LDA.b #$03 : STA ProgressIndicator ; Go to post-aga phase
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LDA $7EF282 : ORA.b #$20 : STA $7EF282 ; make lumberjack tree accessible
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+
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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