WIP
This commit is contained in:
@@ -183,6 +183,7 @@ incsrc multiworld.asm
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incsrc textrenderer.asm
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incsrc crystalswitchbook.asm
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incsrc mimicdash.asm
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incsrc souls.asm
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warnpc $A58000
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org $A28000
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@@ -14,4 +14,4 @@ incsrc hooks/damage_hooks.asm
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incsrc hooks/overworld_sprite_hooks.asm
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incsrc hooks/underworld_sprite_hooks.asm
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incsrc hooks/underworld_sprite_hooks.asm
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@@ -26,7 +26,7 @@ SpritePrep_Eyegore_become_mimic:
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;JSL resetSprite_Mimic : NOP
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org $86ED9E ; Sprite_ApplyCalculatedDamage, skip high sprite id early exit
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JSL IsItReallyAMimic : NOP
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; JSL IsItReallyAMimic : NOP ; now hooked into from souls.asm
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org $86EDA6 ; Sprite_ApplyCalculatedDamage .not_absorbable
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JSL notItemSprite_Mimic
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@@ -108,4 +108,4 @@ notItemSprite_Mimic:
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.continue
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; restore code
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REP #$20 : ASL #2
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RTL
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RTL
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28
hooks.asm
28
hooks.asm
@@ -2747,3 +2747,31 @@ LDA.b #$30
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;--------------------------------------------------------------------------------
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org $9EC7BE
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JSL MimicDirection
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;===================================================================================================
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;--------------------------------------------------------------------------------
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; Boss souls changes
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;--------------------------------------------------------------------------------
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org $8DB866
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JSL CheckBossSoul : BRA + : NOP #2 : +
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org $86ED9E
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JSL CheckInvincibleFlag : NOP
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org $85DFFE
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JSL SoulPaletteSet : BRA + : NOP #5 : +
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org $85DFB7
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JSL SoulPaletteApply : NOP #2
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org $9E8086
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JSL HelmasaurPaletteFix : BRA + : NOP #2 : +
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org $9E838C
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JSL HelmasaurHammerFix : NOP
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org $9DD884
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JSL MoldormPaletteFix_b : NOP
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org $9DDB2E
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JSL MoldormPaletteFix_d : NOP
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@@ -1818,4 +1818,4 @@ db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
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db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
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db $FF ; END
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org $89CA55
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dw Overworld_Sprites_Screen1A_2&$FFFF
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dw Overworld_Sprites_Screen1A_2&$FFFF
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3
ram.asm
3
ram.asm
@@ -687,7 +687,8 @@ MapTotalsWRAM: skip $10 ; / on boot for tracking.
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skip $20 ; Reserved for general dungeon tracking data. May have over
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; allocated here. Feel free to reassign.
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MapCompassFlag: skip 2 ; Used to flag overworld map drawing.
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skip $3E ; Unused
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SpriteInvincibilityFlag: skip $10 ; Used for boss soul shuffle
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skip $2E ; Unused
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skip $260 ; Unused
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DialogBuffer: skip $100 ; Dialog Buffer
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;
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152
souls.asm
Normal file
152
souls.asm
Normal file
@@ -0,0 +1,152 @@
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;================================================================================
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; Boss Souls
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;================================================================================
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SoulPaletteSet:
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LDA.l SpriteInvincibilityFlag, X
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BEQ .normal
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LDA.b #$FF
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STA.w $0CFE
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RTL
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.normal
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CMP.b #$08
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BNE +
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LDA.l $7FFA3C, X
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STA.w $0CFE
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+
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RTL
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;================================================================================
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SoulPaletteApply:
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AND.w #$F1FF
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PHA
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LDA.w $0CFE
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AND.w #$00FF
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CMP.w #$00FF
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BEQ .blackout
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.ice
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PLA
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ORA.w #$0400
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RTL
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.blackout
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PLA
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ORA.w #$0600
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RTL
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;================================================================================
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HelmasaurPaletteFix:
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LDA.w $0B89, X
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AND.b #$F1
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PHA
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LDA.l SpriteInvincibilityFlag, X
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BEQ .normal
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.blackout
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PLA
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ORA.b #$0A
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STA.w $0B89, X
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RTL
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.normal
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PLA
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STA.w $0B89, X
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RTL
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;================================================================================
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HelmasaurHammerFix:
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LDA.l SpriteInvincibilityFlag, X
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BEQ .normal
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LDA.b #$00
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RTL
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.normal
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LDA.w $0301
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AND.b #$0A
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RTL
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;================================================================================
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MoldormPaletteFix:
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.b
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LDA.b #$0B
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BRA .apply
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.d
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LDA.b #$0D
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.apply
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PHA
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LDA.l SpriteInvincibilityFlag, X
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BEQ .normal
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PLA
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LDA.b #$07
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BRA .write
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.normal
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PLA
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.write
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STA.w $0F50, X
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RTL
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;================================================================================
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CheckInvincibleFlag:
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LDA.l SpriteInvincibilityFlag, X
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BEQ .normal
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LDA.w $0E20, X
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SEC
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RTL
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.normal
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JML.l IsItReallyAMimic
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;================================================================================
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CheckBossSoul:
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PHA : PHX
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LDA.b #$00
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STA.l SpriteInvincibilityFlag, X
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; check if boss id
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LDX.b #.boss_ids_end-.boss_ids-1
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TYA
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- CMP.l .boss_ids, X
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BEQ .match
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DEX
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BPL -
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.normal
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PLX : PLA
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STA.w $0E60, X
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AND.b #$0F
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STA.w $0F50, X
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RTL
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.match
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; X is boss index
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; make palette black
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LDA.b #$00
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LDX.b #$1D
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- STA.l $7EC462, X
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STA.l $7EC662, X
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DEX
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BPL -
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LDA.b #$01
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STA.b $15 ; update palette
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PLX
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LDA.b #$01
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STA.l SpriteInvincibilityFlag, X
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PLA
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ORA.b #$40
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STA.w $06E0, X
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AND.b #$01
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ORA.b #$06
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STA.w $0F50, X
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RTL
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.boss_ids:
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db $53 ; armos
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db $54 ; lanmolas
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db $09 ; moldorm
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db $92 ; helma king
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db $8C ; arrghus
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db $8D ; arrghus puff
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db $88 ; mothula
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db $CE ; blind
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db $A2 ; khold
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db $A3 ; khold shell
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db $BD ; vitreous big eye
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db $BE ; vitreous small eye
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db $CB ; trinexx
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db $CC ; trinexx
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db $CD ; trinexx
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db $7A ; agahnim
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..end
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4
sram.asm
4
sram.asm
@@ -237,7 +237,9 @@ CompassCountDisplay: skip 2 ; Compass count display flags (bitfield)
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; High Byte: x c e d a s p m
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; x = Sewers | c = Hyrule Castle | e = Eastern Palace | d = Desert Palace
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; a = Castle Tower | s = Swamp Palace | p = PoD | m = Mire
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skip 10 ;
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BossSoulMissing: skip 2 ; bitfield for boss soul acquisition
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; 0 = has soul, 1 = soul missing
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skip 8 ;
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Aga2Duck: skip 1 ; Used in lieu of pyramid hole for checking if the duck should come
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; 0 = Haven't called post-Aga 2 bird | 1 = Have called post-Aga 2 bird
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NpcFlags: skip 2 ; l - c s t k z o (bitfield)
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