let's dev 6/20/17
(probably) fixed glitched pyramid spawn issue fixed sanctuary purple chest spawn added switch to allow tablets to be opened with hammer (graphics not ready but looks ok)
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10
hooks.asm
10
hooks.asm
@@ -687,6 +687,12 @@ JSL.l CheckMedallionSword
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org $07A656 ; <- 3A656 - Bank07.asm:6133 (LDA $7EF359 : INC A : AND.b #$FE : BEQ BRANCH_BETA) - Quake
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JSL.l CheckMedallionSword
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;--------------------------------------------------------------------------------
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org $05F3A0 ; <- 2F3A0 - sprite_medallion_tablet.asm:240 (LDA $7EF359 : BMI .zeta)
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JSL.l CheckTabletSword
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;--------------------------------------------------------------------------------
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org $05F40A ; <- 2F40A - sprite_medallion_tablet.asm:303 (LDA $7EF359 : BMI .show_hylian_script)
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JSL.l CheckTabletSword
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;--------------------------------------------------------------------------------
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;================================================================================
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; Medallion Tablets
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@@ -811,12 +817,12 @@ JSL.l RNG_Kholdstare
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org $1E97D5 ; <- F17D5 - sprite_kholdstare.asm : 605 (JSL GetRandomInt : AND.b #$04 : STA $0D)
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JSL.l RNG_Kholdstare
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;--------------------------------------------------------------------------------
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org $1DE5E4 ; <- EE5E4 - sprite_vitreous.asm : 207 (JSL GetRandomInt : AND.b #$0F : TAY)
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org $1DE5B4 ; <- EE5E4 - sprite_vitreous.asm : 207 (JSL GetRandomInt : AND.b #$0F : TAY)
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JSL.l RNG_Vitreous
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org $1DE626 ; <- EE626 - sprite_vitreous.asm : 255 (JSL GetRandomInt : AND.b #$07 : STA $0D90, Y)
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JSL.l RNG_Vitreous
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;--------------------------------------------------------------------------------
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org $1DB16C ; <- EB16C - sprite_trinexx.asm : 530 (JSL GetRandomInt : AND.b #$07 : TAY)
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org $1DB61C ; <- EB16C - sprite_trinexx.asm : 530 (JSL GetRandomInt : AND.b #$07 : TAY)
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JSL.l RNG_Trinexx
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org $1DB186 ; <- EB186 - sprite_trinexx.asm : 535 (JSL GetRandomInt : AND.b #$07 : TAY)
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JSL.l RNG_Trinexx
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