Refactor inventory code and add more labels
Refactored highest sword, shield, and mail counting Refactored how heart pieces, heart containers, and crystals are counted Moved quickswap lock bit to high byte of InventoryTracking Fixed sword and shield item downgrade Added PreFluteLocations counter
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21
newitems.asm
21
newitems.asm
@@ -142,9 +142,6 @@ macro ValueShift()
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BRA ?start : ?end:
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endmacro
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;--------------------------------------------------------------------------------
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!CHALLENGE_TIMER = "$7EF454"
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!GOAL_COUNTER = "$7EF418"
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;--------------------------------------------------------------------------------
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;carry clear if pass
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;carry set if caught
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;incsrc eventdata.asm
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@@ -170,7 +167,7 @@ ProcessEventItems:
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SEP #$10 ; set 8-bit index registers
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LDA GoalItemRequirement : BEQ ++
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LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
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LDA GoalCounter : INC : STA GoalCounter
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CMP GoalItemRequirement : !BLT ++
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LDA TurnInGoalItems : BNE ++
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JSL.l ActivateGoal
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@@ -192,7 +189,7 @@ AddReceivedItemExpandedGetItem:
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;JSR.w ProcessEventItems : CPX.b #$00 : BEQ ++
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; ;JSL.l Main_ShowTextMessage_Alt
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; LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
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; LDA GoalCounter : INC : STA GoalCounter
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; LDA.b #$01 : STA $7F50XX
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; JMP .done
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;++
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@@ -283,20 +280,20 @@ AddReceivedItemExpandedGetItem:
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JMP .done
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+ CMP.b #$5B : BNE + ; Red Clock
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REP #$20 ; set 16-bit accumulator
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LDA !CHALLENGE_TIMER : !ADD.l RedClockAmount : STA !CHALLENGE_TIMER
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LDA !CHALLENGE_TIMER+2 : ADC.l RedClockAmount+2 : STA !CHALLENGE_TIMER+2
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LDA ChallengeTimer : !ADD.l RedClockAmount : STA ChallengeTimer
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LDA ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA ChallengeTimer+2
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SEP #$20 ; set 8-bit accumulator
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JMP .done
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+ CMP.b #$5C : BNE + ; Blue Clock
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REP #$20 ; set 16-bit accumulator
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LDA !CHALLENGE_TIMER : !ADD.l BlueClockAmount : STA !CHALLENGE_TIMER
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LDA !CHALLENGE_TIMER+2 : ADC.l BlueClockAmount+2 : STA !CHALLENGE_TIMER+2
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LDA ChallengeTimer : !ADD.l BlueClockAmount : STA ChallengeTimer
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LDA ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA ChallengeTimer+2
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SEP #$20 ; set 8-bit accumulator
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JMP .done
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+ CMP.b #$5D : BNE + ; Green Clock
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REP #$20 ; set 16-bit accumulator
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LDA !CHALLENGE_TIMER : !ADD.l GreenClockAmount : STA !CHALLENGE_TIMER
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LDA !CHALLENGE_TIMER+2 : ADC.l GreenClockAmount+2 : STA !CHALLENGE_TIMER+2
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LDA ChallengeTimer : !ADD.l GreenClockAmount : STA ChallengeTimer
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LDA ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA ChallengeTimer+2
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SEP #$20 ; set 8-bit accumulator
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JMP .done
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+ CMP.b #$5E : BNE + ; Progressive Sword
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@@ -323,7 +320,7 @@ AddReceivedItemExpandedGetItem:
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+ CMP.b #$6C : BNE + ; Goal Collectable (Multi/Power Star) Alternate Graphic
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.multi_collect
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LDA GoalItemRequirement : BEQ ++
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LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
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LDA GoalCounter : INC : STA GoalCounter
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CMP GoalItemRequirement : !BLT ++
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LDA TurnInGoalItems : BNE ++
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JSL.l ActivateGoal
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