Fix for avoiding Arrghus/Zora splash GFX issues
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@@ -200,7 +200,7 @@ 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 ; Arghuss Splash apparently
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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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@@ -321,6 +321,9 @@ DynamicOAMTileUW_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 $E0, $00, $20, $00
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dw 0, 8 : db $F0, $00, $20, $00
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@@ -348,6 +351,9 @@ DynamicOAMTileUW_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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dd 0, 0
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dw -4, -1 : db $E0, $00, $20, $02
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dd 0, 0
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@@ -428,3 +434,9 @@ ConditionalPushBlockTransfer:
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.return
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RTL
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pushpc
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; fix Arghuss/Zora splash graphics
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org $068595
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db $E7, $E7, $E7, $E7, $E7, $C0, $C0
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pullpc
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@@ -370,7 +370,7 @@ RevealSpriteDrop:
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LDY.w $0CBA, X : BEQ .no_forced_drop
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RTL
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.no_forced_drop
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PLA : PLA ; remove the JSL reswamturn lower 16 bits
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PLA : PLA ; remove the JSL return lower 16 bits
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PEA.w $06F996-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
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RTL
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@@ -381,7 +381,7 @@ RevealSpriteDrop2:
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LDY.w $0CBA, X : BEQ .no_forced_drop
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RTL
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.no_forced_drop
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PLA : PLA ; remove the JSL reswamturn lower 16 bits
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PLA : PLA ; remove the JSL return lower 16 bits
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PEA.w $06E3CE-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
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RTL
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@@ -389,7 +389,7 @@ BitFieldMasks:
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dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
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dw $0080, $0040, $0020, $0010, $0008, $0004, $0002, $0001
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; Runs during Sprite_E4_SmallKey and duning Sprite_E5_BigKey spawns
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; Runs during Sprite_E4_SmallKey and during Sprite_E5_BigKey spawns
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ShouldSpawnItem:
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LDA $048E : CMP.b #$87 : BNE + ; check for hera basement cage
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LDA $A8 : AND.b #$03 : CMP.b #$02 : BNE + ; we're not in that quadrant
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@@ -968,9 +968,7 @@ OWNewDestination:
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OWLoadSpecialArea:
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{
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LDA.l Overworld_LoadSpecialOverworld_RoomId,X : STA.b $A0
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CMP.w #$0182 : BNE +
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JSL ZoraSplashGfxFix
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+ JSL Overworld_LoadSpecialOverworld ; sets M and X flags
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JSL Overworld_LoadSpecialOverworld ; sets M and X flags
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TYX
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LDY.b #$00
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CPX.b #$01 : BNE + ; check if going to water transition
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10
zoraking.asm
10
zoraking.asm
@@ -6,16 +6,6 @@ LoadZoraKingItemGFX:
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LDA.l $1DE1C3 ; location randomizer writes zora item to
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JML RequestSlottedTile
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;--------------------------------------------------------------------------------
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ZoraSplashGfxFix:
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PHA : PHX : PHY : SEP #$30
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; below should be set to the index used for Arrghus/Zora Splash
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; FreeOWGraphics in dynamic_si_vram.asm, whatever index is $9960
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; this makes it so the first gfx that is loading is AFTER the splash
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LDA.b #$01 : STA.w DynamicDropGFXIndex
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JSL LoadCommonSprites_long
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REP #$30 : PLY : PLX : PLA
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RTL
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;--------------------------------------------------------------------------------
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JumpToSplashItemTarget:
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LDA $0D90, X
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CMP.b #$FF : BNE + : JML.l SplashItem_SpawnSplash : +
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