let's dev sep 10 2017
fix for tablet text when opening with hammer fixed progression graphics for 1/2 magic fixed mothula damage for enemizer (works regardless of room now)
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@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$17, #$08, #$11 ; year/month/day
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db #$20, #$17, #$09, #$10 ; year/month/day
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;================================================================================
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@@ -260,7 +260,11 @@ DialogEtherTablet:
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RTL
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+
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BIT $F4 : BVC - ; Show normal text if Y is not pressed
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LDA.l AllowHammerTablets : BEQ ++
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LDA $7EF34B : BEQ .yesText : BRA .noText
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++
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LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
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;++
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.yesText
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%LoadDialogAddress(EtherTabletText)
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PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
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@@ -277,7 +281,11 @@ DialogBombosTablet:
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RTL
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+
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BIT $F4 : BVC - ; Show normal text if Y is not pressed
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LDA.l AllowHammerTablets : BEQ ++
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LDA $7EF34B : BEQ .yesText : BRA .noText
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++
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LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
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;++
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.yesText
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%LoadDialogAddress(BombosTabletText)
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PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
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@@ -323,6 +323,10 @@ AddReceivedItemExpanded:
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JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
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LDA.l BottleLimitReplacement : STA $02D8
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+++ : BRL .done
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++ : CMP.b #$4E : BNE ++ ; Progressive Magic
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LDA $7EF37B : BEQ +++
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LDA.b #$4F : STA $02D8
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+++ : BRL .done
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++ : CMP.b #$5E : BNE ++ ; Progressive Sword
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LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT +
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LDA.l ProgressiveSwordReplacement : STA $02D8 : BRL .done
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@@ -19,15 +19,24 @@ JMP.l PyramidFairy_BRANCH_GAMMA
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; ;JSL ItemSet_SmithSword - too early
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;JMP.l Smithy_DoesntHaveSword
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;================================================================================
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;LoadSwordForDamage:
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; LDA $7EF359 : CMP #$04 : BNE .done ; skip if not gold sword
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; LDA $1B : BEQ + ; skip if outdoors
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; LDA $A0 : CMP #41 : BNE + ; decimal 41 ; skip if not in the mothula room
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; LDA #$03 ; pretend we're using tempered
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; BRA .done
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; +
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; LDA #$04 ; nvm gold sword is fine
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; .done
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;RTL
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;================================================================================
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LoadSwordForDamage:
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LDA $7EF359 : CMP #$04 : BNE .done ; skip if not gold sword
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LDA $1B : BEQ + ; skip if outdoors
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LDA $A0 : CMP #41 : BNE + ; decimal 41 ; skip if not in the mothula room
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LDA #$03 ; pretend we're using tempered
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BRA .done
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+
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LDA #$04 ; nvm gold sword is fine
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.done
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LDA $0E20, X : CMP.b #$88 : BNE .notMoth
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LDA $7EF359 ; load normal sword value
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CMP.b #$04 : !BLT + : DEC : +
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RTL
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.notMoth
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LDA $7EF359 ; load normal sword value
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RTL
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;================================================================================
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CheckTabletSword:
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@@ -29,10 +29,15 @@ GetSpriteID:
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;--------
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TAX : LDA .gfxSlots, X ; look up item gfx
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PLB : PLX
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CMP.b #$FA : !BGE .specialHandling
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CMP.b #$F9 : !BGE .specialHandling
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RTL
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.specialHandling
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CMP.b #$FA : BNE ++ ; RNG Item (Single)
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CMP.b #$F9 : BNE ++ ; Progressive Magic
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LDA.l $7EF37B : BNE +++
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LDA.b #$3B : RTL ; Half Magic
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+++
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LDA.b #$3C : RTL ; Quarter Magic
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++ CMP.b #$FA : BNE ++ ; RNG Item (Single)
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JSL.l GetRNGItemSingle : JMP GetSpriteID
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++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
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JSL.l GetRNGItemMulti : JMP GetSpriteID
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@@ -89,7 +94,7 @@ RTL
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db $23, $23, $29, $2A, $2C, $2B, $03, $03
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db $34, $35, $31, $33, $02, $32, $36, $37
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db $2C, $43, $0C, $38, $39, $3A, $3B, $3C
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db $2C, $43, $0C, $38, $39, $3A, $F9, $3C
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; db $2C, $06, $0C, $38, $FF, $FF, $FF, $FF
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;5x
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