Merge branch 'DRMain' into OWMain
This commit is contained in:
139
cuccostorm.asm
139
cuccostorm.asm
@@ -1,74 +1,75 @@
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;================================================================================
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StartCuccoStorm:
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;STA $FFFFFF
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PHA : PHX : PHY : PHP
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SEP #$30 ; set 8-bit accumulator & index registers
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LDA $1B : BNE .done ; skip if indoors
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!CUCCO_STORM = "$7F50C5"
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!IS_INDOORS = "$7E001B"
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!ENEMY_STATE_TABLE = "$7E0DD0"
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!ENEMY_TYPE_TABLE = "$7E0E20"
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!ENEMY_AUX1_TABLE = "$7E0DA0"
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!ENEMY_AUX2_TABLE = "$7E0DB0"
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!ENEMY_DIRECTION_TABLE = "$7E0EB0"
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!CUCCO = "#$0B"
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!INERT = "#$00"
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!INIT = "#$08"
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!ALIVE = "#$09"
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!CUCCO_ENRAGED = "#$23"
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!LINK_POS_Y_LOW = "$20"
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!LINK_POS_Y_HIGH = "$21"
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!LINK_POS_X_LOW = "$22"
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!LINK_POS_X_HIGH = "$23"
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!ENEMY_POS_Y_LOW = "$7E0D00"
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!ENEMY_POS_X_LOW = "$7E0D10"
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!ENEMY_POS_Y_HIGH = "$7E0D20"
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!ENEMY_POS_X_HIGH = "$7E0D30"
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CuccoStorm:
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SEP #$30 ; set 8-bit accumulator index registers
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LDA.l !CUCCO_STORM : BEQ + ; only if storm is on
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LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors
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LDA.l !LOOP_FRAMES_LOW : AND.b #$7F : BNE + ; check every 128 frames
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-
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;==== Find a Cucco
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LDY.b #$0A
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LDA.b #$0B : JSL Sprite_SpawnDynamically_arbitrary : BMI .done ; spawn a chicken
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JSL Sprite_SetSpawnedCoords
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LDA.b #$24 : STA $0DA0, Y ; turn it into an attack chicken
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LDA.b #$01 : STA $0DB0, Y
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LDY.b #$FF : PHY ; push "cucco not found"
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LDX.b #$00 : -- : CPX.b #$10 : !BGE .ldone
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LDA.w !ENEMY_STATE_TABLE, X : CMP.b !ALIVE : BEQ +++
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; enemy not found
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CMP.b !INERT : BNE ++
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; log inert enemy slot
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PLA : PHX
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BRA ++
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+++
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; found an enemy
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LDA.l !ENEMY_TYPE_TABLE, X : CMP.b !CUCCO : BNE ++
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; it's a cucco
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TXY ; record where we found the living cucco in case we don't find any angry ones
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LDA.w !ENEMY_AUX1_TABLE, X : CMP.b !CUCCO_ENRAGED : !BLT ++
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PLA : BRA + ; we found an angry cucco, done
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++ : INX : BRA -- : .ldone
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.done
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PLP : PLY : PLX : PLA
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RTL
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;================================================================================
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SpawnAngryCucco:
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TXA : EOR $1A : AND.b #$0F : ORA $1B : BNE .spawn_delay
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LDA.b #$0B
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LDY.b #$0A
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JSL Sprite_SpawnDynamically_arbitrary : BMI .spawn_failed
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PHX
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TYX
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LDA.b #$1E : JSL Sound_SetSfx3PanLong
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PLX
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LDA.b #$01 : STA $0DB0, Y
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PHX
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JSL GetRandomInt : STA $0F : AND.b #$02 : BEQ .vertical_entry_point
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LDA $0F : ADC $E2 : STA $0D10, Y
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LDA $E3 : ADC.b #$00 : STA $0D30, Y
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LDA $0F : AND.b #$01 : TAX
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LDA $9F3C, X : ADC $E8 : STA $0D00, Y
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LDA $E9 : ADC.b #$00 : STA $0D20, Y
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BRA .set_velocity
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.vertical_entry_point
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LDA $0F : ADC $E8 : STA $0D00, Y
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LDA $E9 : ADC.b #$00 : STA $0D20, Y
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LDA $0F : AND.b #$01 : TAX
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LDA $9F3C, X : ADC $E2 : STA $0D10, Y
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LDA $E3 : ADC.b #$00 : STA $0D30, Y
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.set_velocity
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TYX
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LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayerLong
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PLX
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LDA.b #$30 : JSL Sound_SetSfx2PanLong
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.spawn_failed
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.spawn_delay
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;==== Create a Cucco
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CPY.b #$FF : BNE ++
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; we didn't find a cucco, so try to create one
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PLY
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CPY.b #$FF : BEQ + ; fail if no slots found
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LDA.b !CUCCO : STA.w !ENEMY_TYPE_TABLE, Y
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LDA.b !INIT : STA.w !ENEMY_STATE_TABLE, Y
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LDA.b !LINK_POS_Y_LOW : STA.w !ENEMY_POS_Y_LOW, Y
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LDA.b !LINK_POS_Y_HIGH : STA.w !ENEMY_POS_Y_HIGH, Y
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LDA.b !LINK_POS_X_LOW : STA.w !ENEMY_POS_X_LOW, Y
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LDA.b !LINK_POS_X_HIGH : STA.w !ENEMY_POS_X_HIGH, Y
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BRA +++
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++
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PLA
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+++
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;==== Enrage a Cucco
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LDA.b !CUCCO_ENRAGED : STA.w !ENEMY_AUX1_TABLE, Y ; enrage the cucco
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LDA.b #$00 : STA.w !ENEMY_AUX2_TABLE, Y : STA.w !ENEMY_DIRECTION_TABLE, Y
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;====
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+
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RTL
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;================================================================================
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@@ -669,6 +669,10 @@ db $07,$07,$02,$02,$02,$02,$07,$07,$07,$20,$20,$07,$20,$20,$20,$07
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;27f300
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;
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org $27ff00
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SancDarkWorldFlag:
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db 0
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;org $27ff00
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org $27fff0
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LinksHouseDarkWorld:
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dw $ffff
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SanctuaryDarkWorld:
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dw $ffff
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15
dr_lobby.asm
15
dr_lobby.asm
@@ -1,10 +1,9 @@
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CheckDarkWorldSanc:
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CheckDarkWorldSpawn:
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STA $A0 : STA $048E ; what we wrote over
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LDA.l InvertedMode : AND #$00FF : BNE +
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LDA.l SancDarkWorldFlag : AND #$00FF : BEQ +
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SEP #$30
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LDA $A0 : CMP #$12 : BNE ++
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LDA.l $7EF357 : BNE ++ ; moon pearl?
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LDA #$17 : STA $5D : INC $02E0 : LDA.b #$40 : STA !DARK_WORLD
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++ REP #$30
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LDA.l DRFlags : AND #$0200 : BEQ + ; skip if the flag isn't set
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LDA.l $7EF357 : AND #$00FF : BNE + ; moon pearl?
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LDA.l LinksHouseDarkWorld : CMP $A0 : BEQ ++
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LDA.l SanctuaryDarkWorld : CMP $A0 : BNE +
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++ SEP #$30 : LDA #$17 : STA $5D
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INC $02E0 : LDA.b #$40 : STA !DARK_WORLD : REP #$30
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+ RTL
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@@ -165,7 +165,7 @@ org $08c450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
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JSL RetrieveBunnyState : NOP
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org $02d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
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JSL CheckDarkWorldSanc : NOP
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JSL CheckDarkWorldSpawn : NOP
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org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
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JSL RainPrevention : NOP #2
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@@ -4,7 +4,9 @@
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;--------------------------------------------------------------------------------
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LockAgahnimDoors:
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LDA.l AgahnimDoorStyle : AND.w #$00FF
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BEQ .exit ; don't need to load 0, because we'd have it if we reached here
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BNE +
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;#$0 = Never Locked
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LDA.w #$0000 : RTL
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+ : CMP.w #$0001 : BNE +
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LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
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JSR.w LockAgahnimDoorsCore : RTL
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@@ -35,7 +37,7 @@ LockAgahnimDoors:
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.unlock
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LDA.w #$0000 ; fallback to never locked
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.exit
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RTL
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;--------------------------------------------------------------------------------
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LockAgahnimDoorsCore:
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@@ -202,14 +204,14 @@ RTL
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AnimatedEntranceFix: ;when an entrance animation tries to start
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PHA
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LDA.l InvertedMode : BEQ + ;If we are in inverted mode
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PLA
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BIT $8A : BVS ++ ; and in the light world
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LDA $8A : AND.b #$40 : BNE + ;and in the light world
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PLA
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STZ $04C6 ; skip it.
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LDA #$00
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RTL
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+
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PLA
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++ STA $02E4 ;what we wrote over
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STA $02E4 ;what we wrote over
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STA $0FC1 ;what we wrote over
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STA $0710 ;what we wrote over
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RTL
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@@ -18,6 +18,7 @@ OnDrawHud:
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JSL.l DrHudOverride
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JSL.l NewDrawHud
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JSL.l SwapSpriteIfNecissary
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JSL.l CuccoStorm
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JSL.l PollService
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JML.l ReturnFromOnDrawHud
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;--------------------------------------------------------------------------------
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@@ -8,7 +8,7 @@ DrHudOverride:
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HudAdditions:
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{
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lda.l DRFlags : and #$0008 : beq ++
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LDA.w #$28A4 : STA !GOAL_DRAW_ADDRESS
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; LDA.w #$28A4 : STA !GOAL_DRAW_ADDRESS
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lda $7EF423
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jsr HudHexToDec4DigitCopy
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LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
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@@ -757,8 +757,8 @@ RTS
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;--------------------------------------------------------------------------------
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Link_ReceiveItem_HUDRefresh:
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LDA $7EF343 : BNE + ; skip if we have bombs
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LDA $7EF375 : BEQ + ; skip if we are filling no bombs
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LDA $7EF370 : !ADD.l StartingMaxBombs : BEQ + ; skip if we can't have bombs
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LDA $7EF375 : BEQ + ; skip if we are filling no bombs
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DEC : STA $7EF375 ; decrease bomb fill count
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LDA.b #$01 : STA $7EF343 ; increase actual bomb count
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+
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@@ -271,10 +271,10 @@ DrawHUDDungeonItems:
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.dungeon_positions
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dw 0 ; Hyrule Castle
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dw 2 ; Agahnims Tower
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dw 6 ; Eastern
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dw 8 ; Desert
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dw 10 ; Hera
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dw 2 ; Agahnims Tower
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dw 14 ; PoD
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dw 16 ; Swamp
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dw 18 ; Skull Woods
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@@ -286,10 +286,10 @@ DrawHUDDungeonItems:
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.small_key_x_offset
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dw $7EF37D-$7EF37D ; Hyrule Castle
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dw $7EF380-$7EF37D ; Agahnims Tower
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dw $7EF37E-$7EF37D ; Eastern
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dw $7EF37F-$7EF37D ; Desert
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dw $7EF386-$7EF37D ; Hera
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dw $7EF380-$7EF37D ; Agahnims Tower
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dw $7EF382-$7EF37D ; PoD
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dw $7EF381-$7EF37D ; Swamp
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dw $7EF384-$7EF37D ; Skull Woods
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@@ -302,10 +302,10 @@ DrawHUDDungeonItems:
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.dungeon_bitmasks
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dw $4000 ; Hyrule Castle
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dw $0800 ; Agahnims Tower
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dw $2000 ; Eastern
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dw $1000 ; Desert
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dw $0020 ; Hera
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dw $0800 ; Agahnims Tower
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dw $0200 ; PoD
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dw $0400 ; Swamp
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dw $0080 ; Skull Woods
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@@ -317,10 +317,10 @@ DrawHUDDungeonItems:
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.boss_room_ids
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dw $80*2 ; ; Hyrule Castle (BNC)
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dw $20*2 ; ; Agahnim
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dw $C8*2 ; ; Eastern
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dw $33*2 ; ; Desert
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dw $07*2 ; ; Hera
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dw $20*2 ; ; Agahnim
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dw $5A*2 ; ; PoD
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dw $06*2 ; ; Swamp
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dw $29*2 ; ; Skull Woods
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@@ -362,7 +362,7 @@ DrawHUDDungeonItems:
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-- STA.w $1686,X
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STA.w $16C6,X
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STA.w $1706,X
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DEX : DEX : BPL --
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@@ -445,7 +445,7 @@ DrawHUDDungeonItems:
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LDA.w #$2826
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LDX.w .dungeon_positions,Y
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STA.w $1706,Y
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STA.w $1706,X
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..skip_boss_kill
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INY : INY
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@@ -1507,7 +1507,7 @@ dw #9999 ; Rupee Limit
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; $7F50C2 - Armor Modifier
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; $7F50C3 - Magic Modifier
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; $7F50C4 - Light Cone Modifier
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; $7F50C5 - Unused
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; $7F50C5 - Cucco Storm
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; $7F50C6 - Old Man Dash Modifier
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; $7F50C7 - Ice Physics Modifier
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; $7F50C8 - Infinite Arrows Modifier
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