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@@ -10,10 +10,10 @@ NMIHookActionEnemizer:
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LDA.l !SHELL_DMA_FLAG : BEQ .return ; check our draw flag
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AND.b #$01 : BNE .loadKholdstare
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LDA.l !SHELL_DMA_FLAG : AND #$02 : BNE .loadTrinexx
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LDA.l !SHELL_DMA_FLAG : AND.b #$02 : BNE .loadTrinexx
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BRA .return ; just in case
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;BIT #$01 : BEQ .loadKholdstare
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;BIT #$02 : BEQ .loadTrinexx
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;BIT.b #$01 : BEQ .loadKholdstare
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;BIT.b #$02 : BEQ .loadTrinexx
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.loadKholdstare
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JSL DMAKholdstare
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@@ -15,7 +15,7 @@ pullpc
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check_blind_boss_room:
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LDA.b RoomIndex ; load room index (low byte)
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CMP.b #172 : BNE + ; Is is Thieves Town Boss Room
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CMP.b #$AC : BNE + ; Is is Thieves Town Boss Room
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LDA.l !BLIND_DOOR_FLAG : BNE + ; Blind maiden does not need rescuing
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LDA.l FollowerIndicator : JML Check_for_Blind_Fight
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@@ -57,10 +57,10 @@ boss_move:
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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;Close the door if !BLIND_DOOR_FLAG == 1
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LDA.l !BLIND_DOOR_FLAG : BEQ .no_blind_door
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INC.w $0468 ; $0468[0x02] - Flag that is set when trap doors are down.
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STZ.w $068E ; $068E[0x02] - (Dungeon) ???? related to trap doors and if they are open ; possibly bomb doors too? Update: module 0x07.0x4 probably uses this to know whether it's a key door or big key door to open.
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STZ.w $0690 ; $0690[0x02] - (Overworld) Generally is used as an animation step indicator, only for doors that animate when they open, such as the Santuary and Hyrule Castle doors. This variable is incremented up to a value of 3, at which point a logic check kicks in and stops animating the opening of a door.
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INC.w $0CF3 ; $0CF3[0x01] - free ram
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INC.w TrapDoorFlag
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STZ.w TileMapDoorPos
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STZ.w DoorTimer
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INC.w BossSpecialAction
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; ;That must be called after the room load!
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.no_blind_door
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BRL .move_to_bottom_right
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@@ -1,6 +1,6 @@
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org $8780CA ; Bank07.asm(179)
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JSL CheckIfLinkShouldDie : NOP : NOP : NOP
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;SEC : SBC.b $00 : CMP #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
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;SEC : SBC.b Scrap00 : CMP.b #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
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org $8780D1
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BNE linkNotDead : NOP : NOP ; Bank07.asm(183) - CMP.b #$A8 : BCC .linkNotDead
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@@ -3,8 +3,8 @@
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org $9DD88E
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{
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; original: GiantMoldorm_Draw+5lines (sprite_giant_moldorm.asm)
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; lda.b $90 : add.w #$0008 : sta.b $90
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; INC.b $92 : INC.b $92
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; lda.b OAMPtr : add.w #$0008 : sta.b OAMPtr
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; INC.b OAMPtr+2 : INC.b OAMPtr+2
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JSL Moldorm_UpdateOamPosition
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NOP #08
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@@ -13,36 +13,36 @@ org $89C50B ; 0x4C50B
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}
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org $89C510 ; 0x4C510
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LDA.b [$00], Y ; replace LDA ($00), Y
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LDA.b [Scrap00], Y ; replace LDA ($00), Y
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; CMP.b #$FF : BEQ .stopLoading
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; INY #2
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org $89C518 ; 0x4C518
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LDA.b [$00], Y ; replace LDA ($00), Y
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LDA.b [Scrap00], Y ; replace LDA ($00), Y
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; DEY #2 : CMP.b #$F4 : BNE .notFallingRocks
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; INC.w $0FFD
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; INY #3
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; BRA .nextSprite
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; .notFallingRocks ; Anything other than falling rocks.
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org $89C528 ; 0x4C528
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LDA.b [$00], Y ; replace LDA ($00), Y
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LDA.b [Scrap00], Y ; replace LDA ($00), Y
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; PHA : LSR #4 : ASL #2 :
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org $89C531 ; 0x4C531
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STA.b Scrap0A ; STA.b $02
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; INY
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org $89C534 ; 0x4C534
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LDA.b [$00], Y ; replace LDA ($00), Y
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LDA.b [Scrap00], Y ; replace LDA ($00), Y
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; LSR #4 : CLC
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org $89C53B ; 0x4C53B
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ADC.b Scrap0A ; ADC.b $02
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; STA.b $06
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; PLA : ASL #4 : STA.b $07
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org $89C546 ; 0x4C546
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LDA.b [$00], Y ; replace LDA ($00), Y
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LDA.b [Scrap00], Y ; replace LDA ($00), Y
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; AND.b #$0F : ORA.b $07 : STA.b $05
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; INY
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org $89C54F ; 0x4C54F
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LDA.b [$00], Y ; replace LDA ($00), Y
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; LDX.b $05 : INC A : STA.l $7FDF80, X
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LDA.b [Scrap00], Y ; replace LDA ($00), Y
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; LDX.b Scrap05 : INC A : STA.l $7FDF80, X
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; ; $4C558-
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; ; Move on to the next sprite / overlord.
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@@ -6,25 +6,25 @@ JSL LoadUnderworldSprites : NOP
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; also needs to change the use of $02 to $03 for slot index to make that possible
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org $89C2B2
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LDA.b [$00]
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LDA.b [Scrap00]
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org $89C2C1
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C2CA
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INC.b Scrap03 ; change slot variable to $03
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;org $09C329 standing items overwrote this one
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;LDA.b [$00],Y
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;LDA.b [Scrap00],Y
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org $89C332
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C345
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DEC.b Scrap03 : LDX.b Scrap03
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org $89C350
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C35A
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DEC.b Scrap03
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@@ -36,31 +36,31 @@ org $89C383
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LDX.b Scrap03
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org $89C38C
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C398
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C3AA
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C3BF
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C3DF
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LDA.b Scrap03
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org $89C3F3
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C3FB
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C404
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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org $89C416
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LDA.b [$00],Y
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LDA.b [Scrap00],Y
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@@ -2,7 +2,7 @@ pushpc
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org $9EC147
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JSL NewKodongoCollision
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JMP.w .continue : NOP #2
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JMP .continue : NOP #2
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.continue
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org $9EC152
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@@ -2,13 +2,6 @@
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lorom
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;================================================================================
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!ADD = "CLC : ADC"
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!SUB = "SEC : SBC"
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!BLT = "BCC"
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!BGE = "BCS"
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;=Constants======================================================================
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!BUSHES_FLAG = "$368100"
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@@ -58,7 +58,7 @@ SpritePrep_EyegoreNew:
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.mimic
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SBC.b #$6C : STA.w SpriteTypeTable, X : JSL SpritePrep_LoadProperties ; pretending to be $83 or $84
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JSL SpritePrep_Eyegore_become_mimic
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; LDA.w SpriteTypeTable, X : ADC #$6C : STA.w SpriteTypeTable, X ; set the sprite back to special mimic
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; LDA.w SpriteTypeTable, X : ADC.b #$6C : STA.w SpriteTypeTable, X ; set the sprite back to special mimic
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; todo? unsure about this code - seems unnecessary
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; LDA.w $0CAA, X : AND.b #$FB : ORA.b #$80 : STA.w $0CAA, X ; STZ.w $0CAA, X
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RTL
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@@ -4,8 +4,8 @@ Moldorm_UpdateOamPosition:
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LDA.l !MOLDORM_EYES_FLAG : TAX
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.more_eyes
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LDA.b $90 : CLC : ADC.w #$0004 : STA.b $90
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LDA.b $92 : CLC : ADC.w #$0001 : STA.b $92
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LDA.b OAMPtr : CLC : ADC.w #$0004 : STA.b OAMPtr
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LDA.b OAMPtr+2 : CLC : ADC.w #$0001 : STA.b OAMPtr+2
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DEX : BPL .more_eyes ; X >= 0
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PLX
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@@ -3,9 +3,9 @@
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;================================================================================
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check_special_action:
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{
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LDA.w $0CF3 : BEQ .no_special_action
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LDA.b #$05 : STA.b GameSubMode ; $11[0x01] - (Main) Submodule Index (See $B0)
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STZ.w $0CF3 ; $0CF3[0x01] - free ram
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LDA.w BossSpecialAction : BEQ .no_special_action
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LDA.b #$05 : STA.b GameSubMode
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STZ.w BossSpecialAction
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.no_special_action
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JSL Player_Main
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RTL
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