Mirror scroll spawns in Zelda's cell instead of last entrance (mirror remains unchanged)
Tapestry is open when spawning in the throne room.
This commit is contained in:
@@ -518,6 +518,9 @@ Dungeon_SaveRoomData_justKeys:
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org $02B861
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org $02B861
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Dungeon_SaveRoomQuadrantData:
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Dungeon_SaveRoomQuadrantData:
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org $02D9B9
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Underworld_LoadSpawnEntrance:
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org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
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org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
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LoadGearPalettes_bunny:
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LoadGearPalettes_bunny:
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@@ -2439,6 +2439,9 @@ NOP #6 ; remove check
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org $068841 ; <- 30841 - sprite_prep.asm:269 (LDA $0D00, X : ADD.b #$03 : STA $0D00, X)
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org $068841 ; <- 30841 - sprite_prep.asm:269 (LDA $0D00, X : ADD.b #$03 : STA $0D00, X)
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JSL.l Mantle_CorrectPosition : NOP #2
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JSL.l Mantle_CorrectPosition : NOP #2
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $02D6FC ; <- bank02 : Underworld_LoadEntrance.not_a_respawn (LDA.w $010E : AND.w #$00FF)
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JSL MirrorScrollSpawnZelda : NOP #2
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;--------------------------------------------------------------------------------
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org $0DFA53 ; <- 6FA53 - hud check for lantern
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org $0DFA53 ; <- 6FA53 - hud check for lantern
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JSL.l LampCheck
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JSL.l LampCheck
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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17
mantle.asm
17
mantle.asm
@@ -2,7 +2,9 @@
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; Mantle Object Changes
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; Mantle Object Changes
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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Mantle_CorrectPosition:
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Mantle_CorrectPosition:
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LDA ProgressFlags : AND.b #$04 : BEQ +
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LDA.l ProgressFlags : AND.b #$04 : BNE .spawnOpen
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LDA.l StartingEntrance : CMP.b #$04 : BNE +
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.spawnOpen
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LDA.b #$0A : STA $0D10, X ; just spawn it off to the side where we know it should be
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LDA.b #$0A : STA $0D10, X ; just spawn it off to the side where we know it should be
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LDA.b #$03 : STA $0D30, X
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LDA.b #$03 : STA $0D30, X
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LDA.b #$90 : STA $0ED0, X
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LDA.b #$90 : STA $0ED0, X
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@@ -10,3 +12,16 @@ Mantle_CorrectPosition:
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LDA $0D00, X : !ADD.b #$03 ; thing we did originally
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LDA $0D00, X : !ADD.b #$03 ; thing we did originally
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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MirrorScrollSpawnZelda:
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SEP #$20
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LDA.l StartingEntrance : CMP.b #$02 : BNE +
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LDA.l MirrorEquipment : CMP.b #$01 : BNE +
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REP #$20
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PLA ; remove JSL 16 bits
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PEA.w Underworld_LoadSpawnEntrance-1
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RTL
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+ REP #$20
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; what we replaced
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LDA.w $010E : AND.w #$00FF
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RTL
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