Move non-swords not damaging enemies to high bit of special weapons
This commit is contained in:
@@ -10,7 +10,7 @@ DamageClassCalc:
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JSL Ganon_CheckAncillaVulnerability
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RTL
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+
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LDA SpecialWeapons : CMP #$06 : BEQ .cane_immune ; only crystal switches in bee mode
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LDA SpecialWeapons : AND.b #$7F : CMP #$06 : BEQ .cane_immune ; only crystal switches in bee mode
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PLA
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CMP #$01 : BEQ .red_cane
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CMP #$2C : BEQ .red_cane
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@@ -19,19 +19,15 @@ DamageClassCalc:
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BRA .not_cane_or_beam
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.red_cane
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PHA
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LDA SpecialWeapons : CMP #$01 : BEQ .cane_immune
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CMP #$03 : BEQ .cane_immune
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CMP #$04 : BEQ .special_cane
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CMP #$05 : BEQ .special_cane
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CMP #$08 : BEQ .cane_immune
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LDA SpecialWeapons : AND.b #$7F : CMP.b #$04 : BEQ .special_cane
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CMP.b #$05 : BEQ .special_cane
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LDA SpecialWeapons : AND.b #$80 : BNE .cane_immune
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BRA .normal
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.blue_cane
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PHA
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LDA SpecialWeapons : CMP #$01 : BEQ .cane_immune
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CMP #$03 : BEQ .special_cane
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CMP #$04 : BEQ .cane_immune
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CMP #$05 : BEQ .special_cane
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CMP #$08 : BEQ .cane_immune
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LDA SpecialWeapons : AND.b #$7F : CMP.b #$03 : BEQ .special_cane
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CMP.b #$05 : BEQ .special_cane
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LDA SpecialWeapons : AND.b #$80 : BNE .cane_immune
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BRA .normal
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.cane_immune
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LDA $0E20, X : CMP.b #$1E : BEQ .normal ; crystal switch
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@@ -47,7 +43,7 @@ DamageClassCalc:
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RTL
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.beam
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PHA
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LDA SpecialWeapons : CMP #$02 : BNE .normal
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LDA SpecialWeapons : AND.b #$7F : CMP.b #$02 : BNE .normal
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PLA
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LDA #$05
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RTL
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@@ -55,7 +51,7 @@ DamageClassCalc:
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PLA
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.not_cane_or_beam
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CMP #$07 : BNE .no_change
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LDA SpecialWeapons : CMP #$01 : BNE .normal_bombs
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LDA SpecialWeapons : AND.b #$7F : CMP #$01 : BNE .normal_bombs
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LDA SpecialWeaponLevel : BEQ .normal_bombs
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LDA $0E20, X : CMP.b #$D6 : BEQ .unstunned_ganon
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CMP.b #$D7 : BEQ .stunned_ganon
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@@ -105,7 +101,7 @@ DamageClassCalc:
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RTL
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.actual_silver_arrows
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LDA $0E20, X : CMP.b #$D7 : BNE +
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LDA SpecialWeapons : CMP #$01 : BEQ .normal_arrows
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LDA SpecialWeapons : AND.b #$7F : CMP #$01 : BEQ .normal_arrows
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LDA #$20 : STA $0F10, X
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+
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LDA #$09
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@@ -127,21 +123,21 @@ Utility_CheckAncillaOverlapWithSprite:
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JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
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RTL
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.giant_moldorm
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LDA $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
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LDA.l SpecialWeapons : CMP #$01 : BNE ++
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LDA $0C4A, X : CMP #$07 : BEQ .check_collision_moldorm
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LDA.w $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE ++
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LDA.w $0C4A, X : CMP.b #$07 : BEQ .check_collision_moldorm
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BRA .ignore_collision ; don't collide with non-bombs
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++ : LDA.l SpecialWeapons : CMP #$03 : BNE ++
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LDA $0C4A, X : CMP #$31 : BEQ .check_collision_moldorm
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++ : CMP.b #$03 : BNE ++
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LDA.w $0C4A, X : CMP.b #$31 : BEQ .check_collision_moldorm
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BRA .ignore_collision ; don't collide with non-byrna
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++ : LDA.l SpecialWeapons : CMP #$04 : BNE ++
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LDA $0C4A, X : CMP #$01 : BEQ .check_collision_moldorm
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CMP #$2C : BEQ .check_collision_moldorm
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++ : CMP.b #$04 : BNE ++
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LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_moldorm
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CMP.b #$2C : BEQ .check_collision_moldorm
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BRA .ignore_collision ; don't collide with non-somaria
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++ : LDA.l SpecialWeapons : CMP #$05 : BNE .ignore_collision
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LDA $0C4A, X : CMP #$01 : BEQ .check_collision_moldorm
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CMP #$2C : BEQ .check_collision_moldorm
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CMP #$31 : BEQ .check_collision_moldorm
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++ : CMP.b #$05 : BNE .ignore_collision
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LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_moldorm
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CMP.b #$2C : BEQ .check_collision_moldorm
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CMP.b #$31 : BEQ .check_collision_moldorm
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BRA .ignore_collision ; don't collide with non-canes
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.check_collision_moldorm
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@@ -154,20 +150,20 @@ Utility_CheckAncillaOverlapWithSprite:
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RTL
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.trinexx
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LDA.l SpecialWeapons : CMP #$01 : BNE ++
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LDA $0C4A, X : CMP #$07 : BEQ .check_collision_trinexx
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE ++
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LDA.w $0C4A, X : CMP.b #$07 : BEQ .check_collision_trinexx
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BRA .ignore_collision ; don't collide with non-bombs
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++ : LDA.l SpecialWeapons : CMP #$03 : BNE ++
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LDA $0C4A, X : CMP #$31 : BEQ .check_collision_trinexx
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++ : CMP.b #$03 : BNE ++
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LDA.w $0C4A, X : CMP.b #$31 : BEQ .check_collision_trinexx
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JMP .ignore_collision ; don't collide with non-byrna
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++ : LDA.l SpecialWeapons : CMP #$04 : BNE ++
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LDA $0C4A, X : CMP #$01 : BEQ .check_collision_trinexx
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CMP #$2C : BEQ .check_collision_trinexx
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++ : CMP.b #$04 : BNE ++
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LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_trinexx
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CMP.b #$2C : BEQ .check_collision_trinexx
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JMP .ignore_collision ; don't collide with non-somaria
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++ : LDA.l SpecialWeapons : CMP #$05 : BNE .ignore_collision
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LDA $0C4A, X : CMP #$01 : BEQ .check_collision_trinexx
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CMP #$2C : BEQ .check_collision_trinexx
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CMP #$31 : BEQ .check_collision_trinexx
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++ : CMP #$05 : BNE .ignore_collision
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LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_trinexx
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CMP.b #$2C : BEQ .check_collision_trinexx
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CMP.b #$31 : BEQ .check_collision_trinexx
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JMP .ignore_collision ; don't collide with non-canes
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.check_collision_trinexx
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@@ -244,46 +240,34 @@ SetUpMoldormHitbox:
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;--------------------------------------------------------------------------------
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; start with X = ancilla index, Y = sprite index
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Utility_CheckHelmasaurKingCollision:
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LDA.l SpecialWeapons : CMP #$01 : BNE ++
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LDA $0C4A, X : CMP #$07 : BEQ .collide
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE ++
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LDA.w $0C4A, X : CMP.b #$07 : BEQ .collide
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BRA .normal ; normal behavior with non-bombs
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++ : LDA.l SpecialWeapons : CMP #$03 : BNE ++
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LDA $0C4A, X : CMP #$31 : BEQ .collide
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++ : CMP.b #$03 : BNE ++
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LDA.w $0C4A, X : CMP.b #$31 : BEQ .collide
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BRA .normal ; normal behavior with non-byrna
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++ : LDA.l SpecialWeapons : CMP #$04 : BNE ++
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LDA $0C4A, X : CMP #$01 : BEQ .collide
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CMP #$2C : BEQ .collide
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++ : CMP.b #$04 : BNE ++
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LDA.w $0C4A, X : CMP.b #$01 : BEQ .collide
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CMP.b #$2C : BEQ .collide
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BRA .normal ; normal behavior with non-somaria
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++ : LDA.l SpecialWeapons : CMP #$05 : BNE .normal
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LDA $0C4A, X : CMP #$01 : BEQ .collide
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CMP #$2C : BEQ .collide
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CMP #$31 : BEQ .collide
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++ : CMP.b #$05 : BNE .normal
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LDA.w $0C4A, X : CMP.b #$01 : BEQ .collide
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CMP.b #$2C : BEQ .collide
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CMP.b #$31 : BEQ .collide
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BRA .normal ; normal behavior with non-canes
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.collide
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CLC
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RTL
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.normal
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LDA $0DB0, Y : CMP.b #$03
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LDA.w $0DB0, Y : CMP.b #$03
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RTL
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; returns carry set if there is collision immunity
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;--------------------------------------------------------------------------------
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Utility_CheckHammerHelmasaurKingMask:
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LDA.l SpecialWeapons : CMP #$01 : BEQ .no_effect
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LDA $0301 : AND #$0A
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RTL
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.no_effect
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LDA #$00
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RTL
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;--------------------------------------------------------------------------------
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Utility_CheckImpervious:
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LDA $0E20, X : CMP.b #$CB : BNE .normal
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.trinexx
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LDA SpecialWeapons : CMP #$01 : BEQ +
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CMP #$03 : BEQ +
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CMP #$04 : BEQ +
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CMP #$05 : BEQ +
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CMP #$06 : BEQ .check_sidenexx
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CMP #$08 : BEQ +
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LDA SpecialWeapons : AND.b #$7F : CMP.b #$06 : BEQ .check_sidenexx
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LDA SpecialWeapons : AND.b #$80 : BNE +
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BRA .normal
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+
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LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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@@ -297,13 +281,7 @@ Utility_CheckImpervious:
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LDA $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
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LDA $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
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JSL Ganon_CheckHammerVulnerability : BCS .not_impervious
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LDA SpecialWeapons : CMP #$01 : BEQ +
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CMP #$03 : BEQ +
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CMP #$04 : BEQ +
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CMP #$05 : BEQ +
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CMP #$08 : BEQ +
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BRA .not_impervious
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+
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LDA SpecialWeapons : AND.b #$80 : BEQ .not_impervious
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LDA $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
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CMP.b #$40 : BEQ .not_impervious ; aga barrier
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BRA .impervious
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@@ -313,23 +291,11 @@ Utility_CheckImpervious:
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LDA #$01 : RTL
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.sidenexx
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LDA $0CAA, X : AND.b #$04 : BEQ .vulnerable
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LDA SpecialWeapons : CMP #$01 : BEQ +
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CMP #$03 : BEQ +
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CMP #$04 : BEQ +
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CMP #$05 : BEQ +
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CMP #$08 : BEQ +
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BRA .not_impervious
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+
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LDA.l SpecialWeapons : AND.b #$80 : BEQ .not_impervious
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LDA $0CF2 : CMP #$06 : !BLT .impervious ; swords are ineffective
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BRA .not_impervious
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.vulnerable
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LDA SpecialWeapons : CMP #$01 : BEQ +
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CMP #$03 : BEQ +
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CMP #$04 : BEQ +
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CMP #$05 : BEQ +
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CMP #$08 : BEQ +
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BRA .not_impervious
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+
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LDA.l SpecialWeapons : AND.b #$80 : BEQ .not_impervious
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LDA $0CF2 : CMP #$06 : !BGE .impervious ; non-swords are ineffective
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BRA .not_impervious
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; returns nonzero A if impervious
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@@ -338,11 +304,11 @@ Utility_CheckImpervious:
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; start with X = sprite index
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;--------------------------------------------------------------------------------
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AllowBombingMoldorm:
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LDA SpecialWeapons : CMP #$01 : BEQ .no_disable_projectiles
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CMP #$03 : BEQ .no_disable_projectiles
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CMP #$04 : BEQ .no_disable_projectiles
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CMP #$05 : BEQ .no_disable_projectiles
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CMP #$06 : BEQ .no_disable_projectiles
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .no_disable_projectiles
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CMP.b #$03 : BEQ .no_disable_projectiles
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CMP.b #$04 : BEQ .no_disable_projectiles
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CMP.b #$05 : BEQ .no_disable_projectiles
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CMP.b #$06 : BEQ .no_disable_projectiles
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INC $0BA0, X
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.no_disable_projectiles
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JSL !SPRITE_INITIALIZED_SEGMENTED
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@@ -352,11 +318,11 @@ 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 SpecialWeapons : CMP #$01 : BEQ .no_disable_projectiles
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CMP #$03 : BEQ .no_disable_projectiles
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CMP #$04 : BEQ .no_disable_projectiles
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CMP #$05 : BEQ .no_disable_projectiles
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CMP #$06 : BEQ .no_disable_projectiles
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .no_disable_projectiles
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CMP.b #$03 : BEQ .no_disable_projectiles
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CMP.b #$04 : BEQ .no_disable_projectiles
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CMP.b #$05 : BEQ .no_disable_projectiles
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CMP.b #$06 : BEQ .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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@@ -364,7 +330,7 @@ AllowBombingBarrier:
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;--------------------------------------------------------------------------------
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DrawBombInMenu:
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JSL LoadBombCount16 : AND.w #$00FF : BEQ .noBombs
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LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BNE .vanillaBombs
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LDA SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BNE .vanillaBombs
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LDA.l SpecialWeaponLevel : AND.w #$00FF : BEQ .noBombs : STA $02
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LDA.w #$FC81 : STA $04
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BRA .done
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@@ -379,7 +345,7 @@ DrawBombInMenu:
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RTL
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;--------------------------------------------------------------------------------
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DrawSwordInMenu:
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LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BEQ .specialSword
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LDA SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BEQ .specialSword
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CMP.w #$0003 : BEQ .specialSword
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CMP.w #$0004 : BEQ .specialSword
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CMP.w #$0005 : BEQ .specialSword
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@@ -400,7 +366,7 @@ DrawSwordInMenu:
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;--------------------------------------------------------------------------------
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DrawBombInYBox:
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CPX.w #$0004 : BNE .done
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LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BNE .vanilla
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LDA SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BNE .vanilla
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LDA SpecialWeaponLevel : AND.w #$00FF : CLC : ADC.w #$00BD : BRA .done
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.vanilla
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LDA.w #$0001
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@@ -417,7 +383,7 @@ DrawBombOnHud:
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MVN $7E, $21
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PLB
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LDA.l SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BNE .regularBombs
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LDA.l SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BNE .regularBombs
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LDA.l SpecialWeaponLevel : AND.w #$00FF : ASL #2 : TAX
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LDA.l BombIcon, X : STA.l $7EC71A
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LDA.l BombIcon+2, X : STA.l $7EC71C
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@@ -427,7 +393,7 @@ DrawBombOnHud:
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BombSpriteColor:
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db $04, $08, $04, $02, $0A, $0A
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SetBombSpriteColor:
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LDA.l SpecialWeapons : CMP.b #$01 : BNE .normal
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE .normal
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PHX
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LDA.l SpecialWeaponLevel
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TAX
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@@ -440,7 +406,7 @@ SetBombSpriteColor:
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RTL
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;--------------------------------------------------------------------------------
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StoreSwordDamage:
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LDA.l SpecialWeapons : CMP #$02 : BEQ +
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LDA.l SpecialWeapons : AND.b #$7F : CMP #$02 : BEQ +
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LDA.l $06ED39, X : RTL
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+
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LDA #$05
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@@ -454,8 +420,8 @@ BeeDamageClass:
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db $FF, $01, $01, $FF, $FF
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;--------------------------------------------------------------------------------
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CheckDetonateBomb:
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LDA.l SpecialWeapons : CMP.b #$01 : BEQ .detonate_bombs
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CMP.b #$06 : BEQ .release_bee
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .detonate_bombs
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CMP.b #$06 : BEQ .release_bee
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CLC : RTL
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.detonate_bombs
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LDX.b #09
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@@ -496,7 +462,7 @@ CheckDetonateBomb:
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RTL
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;--------------------------------------------------------------------------------
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SetBeeType:
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LDA.l SpecialWeapons : CMP.b #$06 : BEQ .bee_mode
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BEQ .bee_mode
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LDX.w $0202
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.check_bee_type
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LDA.l $7EF33F, X
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@@ -516,7 +482,7 @@ SetBeeType:
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BRA .regular_bee
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;--------------------------------------------------------------------------------
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ArrghusBoing:
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LDA.l SpecialWeapons : CMP.b #$06 : BNE .done
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LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BNE .done
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LDA.w $0F60, X : AND.b #$BF : STA.w $0F60, X
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.done
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; what we wrote over
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@@ -536,7 +502,7 @@ LDA.w $0F00,Y
|
||||
BNE .unsuitable_target
|
||||
|
||||
; in bee-mode skip targets that the bee can't hurt
|
||||
LDA.l SpecialWeapons : CMP.b #$06 : BNE +
|
||||
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BNE +
|
||||
JSR BeeCheckDamage
|
||||
CMP.b #$00 : BEQ .unsuitable_target
|
||||
+
|
||||
@@ -551,7 +517,7 @@ BNE .unsuitable_target
|
||||
LDA.w $0F60,Y
|
||||
AND.b #$40
|
||||
BEQ +
|
||||
LDA.l SpecialWeapons : CMP.b #$06 : BNE .unsuitable_target
|
||||
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BNE .unsuitable_target
|
||||
; in bee mode, allow targetting anti-fairies, bunny beams, and keese
|
||||
LDA.w $0E20,Y
|
||||
CMP.b #$15 : BEQ + ; anti-fairy
|
||||
@@ -596,7 +562,7 @@ RTS
|
||||
CheckBugNet:
|
||||
LDA.w $037A : AND.b #$10 : BEQ .done ; normal behavior if not bugnet
|
||||
PHP ; we want to preserve the carry bit
|
||||
LDA.l SpecialWeapons : CMP.b #$08 : BNE .return_10 ; normal behavior if not bugnet mode
|
||||
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$08 : BNE .return_10 ; normal behavior if not bugnet mode
|
||||
.bugnet_mode
|
||||
LDA.w $0E20, X : CMP.b #$E3 : BEQ .return_10 ; normal behavior if fairy
|
||||
CMP.b #$79 : BEQ .return_10 ; normal behavior if bee
|
||||
@@ -608,7 +574,7 @@ PLP : LDA.b #$10
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
SetHammerClass:
|
||||
LDA.l SpecialWeapons : CMP.b #$08 : BNE .normal ; normal behavior if not bugnet mode
|
||||
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$08 : BNE .normal ; normal behavior if not bugnet mode
|
||||
LDA.w $037A : AND.b #$10 : BEQ .normal ; normal behavior if not bugnet
|
||||
LDA 4, S : TAX ; get sprite index off of stack
|
||||
LDA.w $0E20, X : CMP.b #$88 : BNE .not_mothula
|
||||
|
||||
Reference in New Issue
Block a user