Switch standing item gfx to a different slot
Rain state fix
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@@ -176,7 +176,7 @@ org $02d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
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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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JSL RainPrevention : BCC + : RTS : NOP : +
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org $1edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
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JSL StandardAgaDmg
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@@ -94,9 +94,16 @@ FreeUWGraphics:
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dw $8800>>1
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dw $8840>>1
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dw $8980>>1
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dw $9960>>1
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dw $9CA0>>1
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dw $9DC0>>1
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; dw $8800>>1
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; dw $8840>>1
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; dw $8980>>1
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; dw $9960>>1 # Arghuss Splash apparently
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; dw $9C00>>1
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; dw $9CA0>>1
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; dw $9DC0>>1
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;===================================================================================================
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@@ -150,8 +157,8 @@ DynamicOAMTile_thin:
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dw 0, 0 : db $4C, $00, $20, $00
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dw 0, 8 : db $5C, $00, $20, $00
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dw 0, 0 : db $CB, $00, $20, $00
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dw 0, 8 : db $DB, $00, $20, $00
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dw 0, 0 : db $E5, $00, $20, $00
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dw 0, 8 : db $F5, $00, $20, $00
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dw 0, 0 : db $EE, $00, $20, $00
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dw 0, 8 : db $FE, $00, $20, $00
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@@ -166,7 +173,7 @@ DynamicOAMTile_full:
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dw -4, -1 : db $4C, $00, $20, $02
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dd 0, 0
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dw -4, -1 : db $CB, $00, $20, $02
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dw -4, -1 : db $E5, $00, $20, $02
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dd 0, 0
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dw -4, -1 : db $EE, $00, $20, $02
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@@ -118,7 +118,7 @@ RetrieveBunnyState:
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+ RTL
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RainPrevention:
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LDA $00 : XBA : AND #$00FF ; what we wrote over
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LDA $00 : XBA : AND #$00FF : STA.b $0A ; what we wrote over
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PHA
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LDA $7EF3C5 : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
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LDA.l $7EF3C6 : AND #$0004 : BNE .done ; zelda's been rescued
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@@ -131,9 +131,11 @@ RainPrevention:
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LDX #$FFFE
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- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
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CMP $A0 : BNE -
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LDA.l RainDoorMatch, X : CMP $00 : BNE -
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PLA : LDA #$0008 : RTL
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.done PLA : RTL
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SEP #$20 : LDA.l RainDoorMatch, X : CMP $00 : BNE .continue
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REP #$20 : PLA : SEC : RTL
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.continue
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REP #$20 : BRA -
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.done PLA : CLC : RTL
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; A should be how much dmg to do to Aga when leaving this function
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StandardAgaDmg:
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