More RAM labels
Fixed tablets checking for item collected, uses NpcFlags+1 Deleted mantle.asm, moved to lampmantlecone.asm
This commit is contained in:
@@ -23,7 +23,7 @@ LockAgahnimDoors:
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LDA.l InvertedMode : AND.w #$00FF : BEQ .unlock
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LDA.l OverworldEventDataWRAM+$43 : AND.w #$0020 : BNE .unlock ; Check if GT overlay is already on or not
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LDA.w $0308 : AND.w #$0080 : BEQ ++ ;If we are holding an item
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LDA.w AButtonAct : AND.w #$0080 : BEQ ++ ;If we are holding an item
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.locked
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LDA.w #$0001 : RTL ;Keep the door locked
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@@ -47,15 +47,15 @@ FlagAgahnimDoor:
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LDA.l OverworldEventDataWRAM+$43 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$43 ; activate GT overlay
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.vanilla
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LDA.b #$28 : STA.b $72
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LDA.b #$28 : STA.b ScrapBuffer72
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RTL
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;--------------------------------------------------------------------------------
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LockAgahnimDoorsCore:
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LDA.b $22 : CMP.w #1992 : !BLT + ; door too far left, skip
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LDA.b LinkPosX : CMP.w #1992 : !BLT + ; door too far left, skip
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CMP.w #2088 : !BGE + ; door too rat right, skip
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LDA.b $20 : CMP.w #1720 : !BGE + ; door too low, skip
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LDA.b LinkPosY : CMP.w #1720 : !BGE + ; door too low, skip
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LDA.w #$0001
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RTS
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+
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@@ -91,14 +91,14 @@ AllowStartFromSingleEntranceCave:
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ASL #2 : !ADD Scrap00 : ASL #2 ; mult by 20
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TAX
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LDA.w #$0016 : STA.l $7EC142 ; Cache the main screen designation
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LDA.l StartingAreaExitTable+$05, X : STA.l $7EC144 ; Cache BG1 V scroll
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LDA.l StartingAreaExitTable+$07, X : STA.l $7EC146 ; Cache BG1 H scroll
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LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA.l $7EC148 ; Cache Link's Y coordinate
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LDA.l StartingAreaExitTable+$0B, X : STA.l $7EC14A ; Cache Link's X coordinate
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LDA.l StartingAreaExitTable+$0D, X : STA.l $7EC150 ; Cache Camera Y coord lower bound.
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LDA.l StartingAreaExitTable+$0F, X : STA.l $7EC152 ; Cache Camera X coord lower bound.
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LDA.l StartingAreaExitTable+$03, X : STA.l $7EC14E ; Cache Link VRAM Location
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LDA.w #$0016 : STA.l EN_MAINDESQ ; Cache the main screen designation
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LDA.l StartingAreaExitTable+$05, X : STA.l EN_BG2VERT ; Cache BG1 V scroll
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LDA.l StartingAreaExitTable+$07, X : STA.l EN_BG2HORZ ; Cache BG1 H scroll
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LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA.l EN_POSY ; Cache Link's Y coordinate
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LDA.l StartingAreaExitTable+$0B, X : STA.l EN_POSX ; Cache Link's X coordinate
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LDA.l StartingAreaExitTable+$0D, X : STA.l EN_SCROLLATN ; Cache Camera Y coord lower bound.
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LDA.l StartingAreaExitTable+$0F, X : STA.l EN_SCROLLATW ; Cache Camera X coord lower bound.
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LDA.l StartingAreaExitTable+$03, X : STA.l EN_OWTMAPI ; Cache Link VRAM Location
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; Handle the 2 "unknown" bytes, which control what area of the backgound
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; relative to the camera? gets loaded with new tile data as the player moves around
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@@ -106,24 +106,24 @@ AllowStartFromSingleEntranceCave:
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LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF
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BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
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STA.l $7EC16A
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STA.l EN_SCRMODYA
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LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF
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BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
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STA.l $7EC16E
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STA.l EN_SCRMODXA
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LDA.w #$0000 : !SUB.l $7EC16A : STA.l $7EC16C
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LDA.w #$0000 : !SUB.l $7EC16E : STA.l $7EC170
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LDA.w #$0000 : !SUB.l EN_SCRMODYA : STA.l EN_SCRMODYB
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LDA.w #$0000 : !SUB.l EN_SCRMODXA : STA.l EN_SCRMODXB
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LDA.l StartingAreaExitTable+$02, X : AND.w #$00FF
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STA.l $7EC14C ; Cache the overworld area number
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STA.l $7EC140 ; Cache the aux overworld area number
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STA.l EN_OWSCR ; Cache the overworld area number
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STA.l EN_OWSCR2 ; Cache the aux overworld area number
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STZ.w $0698 ;zero out door overlays in case starting overworld door is not set
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STZ.w $0699 ;zero out door overlays in case starting overworld door is not set
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STZ.w TileMapTile32 ;zero out door overlays in case starting overworld door is not set
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STZ.w TileMapTile32+1 ;zero out door overlays in case starting overworld door is not set
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SEP #$20 ; set 8-bit accumulator
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LDA.l $7EF3C8 : TAX
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LDA.l StartingEntrance : TAX
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LDA.l StartingAreaOverworldDoor, X : STA.l PreviousOverworldDoor ;Load overworld door
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REP #$20 ; reset 16-bit accumulator
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JSL.l CacheDoorFrameData
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@@ -134,7 +134,7 @@ RTL
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;--------------------------------------------------------------------------------
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AllowStartFromExit:
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LDX.w $1CE8
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LDX.w MessageCursor
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LDA.l ShouldStartatExit, X : BNE .doStart
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LDA.l StartingEntrance ; what we wrote over
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@@ -153,10 +153,9 @@ JML.l AllowStartFromExitReturn
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STZ.b GameSubMode
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STZ.b SubSubModule
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STZ.w DeathReloadFlag
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STZ.w RespawnFlag
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STZ.w $010A
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STZ.w $04AA
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JSL Equipment_SearchForEquippedItemLong
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JSL HUD_RebuildLong2
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JSL Equipment_UpdateEquippedItemLong
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@@ -188,14 +187,14 @@ CheckHole:
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.matchedHoleExtra
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SEP #$30
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TXA : LSR A : TAX
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LDA.l ExtraHole_Entrance, X : STA.w $010E : STZ.w $010F
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LDA.l ExtraHole_Entrance, X : STA.w EntranceIndex : STZ.w EntranceIndex+1
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JML Overworld_Hole_End
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;--------------------------------------------------------------------------------
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PreventEnterOnBonk:
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STA.b Scrap00 ; part of what we wrote over
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LDA.l InvertedMode : AND.w #$00FF : BEQ .done
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LDA.b LinkState : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
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LDA.b OverworldIndex : AND.w #$0040 : CMP.b $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
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LDA.b OverworldIndex : AND.w #$0040 : CMP.b WorldCache : BEQ .done ; Are we bonking, or doing the superbunny glitch?
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; If in inverted, are in mirror mode, and are bonking then do not enter
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JML.l PreventEnterOnBonk_BRANCH_IX
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