Merge remote-tracking branch 'baserom/master' into MergeDecompression
# Conflicts: # LTTP_RND_GeneralBugfixes.asm # bookofmudora.asm # build.bat # catfish.asm # compasses.asm # contrib.asm # darkworldspawn.asm # entrances.asm # events.asm # floodgatesoftlock.asm # flute.asm # framehook.asm # goalitem.asm # halfmagicbat.asm # heartpieces.asm # hooks.asm # inventory.asm # invertedmaps.asm # itemtext_lower.asm # lampmantlecone.asm # mantle.asm # msu.asm # music.asm # newhud.asm # newitems.asm # pendantcrystalhud.asm # ram.asm # rngfixes.asm # roomloading.asm # shopkeeper.asm # stats.asm # stats/credits.asm # stats/creditsnew.asm # stats/statConfig.asm # tables.asm # tablets.asm # utilities.asm # zoraking.asm
This commit is contained in:
59
flute.asm
59
flute.asm
@@ -2,39 +2,38 @@
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; Randomize Flute Dig Item
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;--------------------------------------------------------------------------------
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SpawnHauntedGroveItem:
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LDA $8A : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove
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LDA $1B : BEQ + : RTL : + ; Skip if indoors
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LDA.b OverworldIndex : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove
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LDA.b IndoorsFlag : BEQ + : RTL : + ; Skip if indoors
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; todo - how does this work now?
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LDA.l HauntedGroveItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
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JSL.l PrepDynamicTile
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LDA.b #$EB
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STA $7FFE00
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STA.l MiniGameTime
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JSL Sprite_SpawnDynamically
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LDX.b #$00
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LDA $2F : CMP.b #$04 : BEQ + : INX : +
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LDA.b LinkDirection : CMP.b #$04 : BEQ + : INX : +
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LDA.l .x_speeds, X : STA $0D50, Y
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LDA.l .x_speeds, X : STA.w SpriteVelocityX, Y
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LDA.b #$00 : STA $0D40, Y
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LDA.b #$18 : STA $0F80, Y
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LDA.b #$FF : STA $0B58, Y
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LDA.b #$30 : STA $0F10, Y
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LDA.b #$00 : STA.w SpriteVelocityY, Y
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LDA.b #$18 : STA.w SpriteVelocityZ, Y
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LDA.b #$FF : STA.w EnemyStunTimer, Y
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LDA.b #$30 : STA.w SpriteTimerE, Y
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LDA $22 : !ADD.l .x_offsets, X
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AND.b #$F0 : STA $0D10, Y
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LDA $23 : ADC.b #$00 : STA $0D30, Y
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LDA.b LinkPosX : !ADD.l .x_offsets, X
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AND.b #$F0 : STA.w SpritePosXLow, Y
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LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
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LDA $20 : !ADD.b #$16 : AND.b #$F0 : STA $0D00, Y
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LDA $21 : ADC.b #$00 : STA $0D20, Y
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LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
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LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
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LDA.b #$00 : STA $0F20, Y
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LDA.b #$00 : STA.w SpriteLayer, Y
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TYX
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LDX $8A ; haunted grove (208D0A)
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LDA OverworldEventDataWRAM, X : AND.b #$40 : BNE +
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LDX.b OverworldIndex ; haunted grove (208D0A)
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LDA.l OverworldEventDataWRAM, X : AND.b #$40 : BNE +
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LDA.b #$1B : JSL Sound_SetSfx3PanLong
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+
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RTL
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@@ -53,30 +52,30 @@ RTL
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}
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;--------------------------------------------------------------------------------
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FluteBoy:
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LDA $10 : CMP.b #$1A : BEQ +
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LDA.b #$01 : STA $0FDD
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LDA.b GameMode : CMP.b #$1A : BEQ +
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LDA.b #$01 : STA.w $0FDD
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JML.l FluteBoy_Abort
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+
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LDA $0D80, X : CMP.b #$03 ; thing we wrote over
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LDA.w SpriteActivity, X : CMP.b #$03 ; thing we wrote over
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JML.l FluteBoy_Continue
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;--------------------------------------------------------------------------------
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FreeDuckCheck:
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LDA.l InvertedMode : BEQ .done
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LDA FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active
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LDA.l FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active
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; check the area, is it #$18 = 30?
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LDA $8A : CMP.b #$18 : BNE .done
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LDA.b OverworldIndex : CMP.b #$18 : BNE .done
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REP #$20
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; Y coordinate boundaries for setting it off.
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LDA $20
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LDA.b LinkPosY
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CMP.w #$0760 : BCC .done
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CMP.w #$07E0 : BCS .done
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; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
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LDA $22
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LDA.b LinkPosX
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CMP.w #$01CF : BCC .done
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CMP.w #$0230 : BCS .done
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@@ -85,7 +84,7 @@ FreeDuckCheck:
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SEP #$20
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; Apparently a special Overworld mode for doing this?
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LDA.b #$2D : STA $11
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LDA.b #$2D : STA.b GameSubMode
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; Trigger the sequence to start the weathervane explosion.
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LDY.b #$00
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@@ -95,12 +94,12 @@ FreeDuckCheck:
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BRA .skipSong
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.done
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SEP #$20
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LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer
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LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
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LDA.b #$13
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RTL
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.skipSong
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SEP #$20
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LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer
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LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
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LDA.b #$00
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RTL
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;--------------------------------------------------------------------------------
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