More RAM labels
Fixed tablets checking for item collected, uses NpcFlags+1 Deleted mantle.asm, moved to lampmantlecone.asm
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@@ -59,7 +59,7 @@ RTL
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LDA.l BowTracking : AND.b #$C0 : CMP.b #$C0 : BNE .errorJump ; make sure we have both bows
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PHX : LDX.b #$00 ; scan ancilla table for arrows
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-- : CPX.b #$0A : !BGE ++
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LDA.w $0C4A, X : CMP.b #$09 : BNE +++
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LDA.w AncillaID, X : CMP.b #$09 : BNE +++
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PLX : BRA .errorJump2 ; found an arrow, don't allow the swap
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+++
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INX : BRA -- : ++
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@@ -84,7 +84,7 @@ RTL
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.errorJump2
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BRA .error
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+ CMP #$0D : BNE + ; flute
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LDA.w $037A : CMP.b #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound
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LDA.w UseY2 : CMP.b #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound
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LDA.l InventoryTracking : BIT.b #$04 : BEQ .error ; make sure we have shovel
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AND.b #$03 : BEQ .error ; make sure we have one of the flutes
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LDA.l FluteEquipment : CMP.b #01 : BNE .toShovel ; not shovel
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@@ -250,7 +250,7 @@ AddInventory:
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LDA.b IndoorsFlag : BEQ ++ ; skip shop check if outdoors
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LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ ++ ; skip shop check for chests
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PHP : REP #$20 ; set 16-bit accumulator
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LDA.w $048E
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LDA.b RoomIndex
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CMP.w #274 : BNE + : JMP .shop : + ; dark world death mountain shop, ornamental shield shop
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CMP.w #271 : BNE + : JMP .shop : + ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
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CMP.w #272 : BNE + : JMP .shop : + ; red shield shop
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@@ -787,8 +787,8 @@ RTL
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; DrawKeyIcon:
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;--------------------------------------------------------------------------------
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DrawKeyIcon:
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LDA.b Scrap04 : AND.w #$00FF : CMP.w #$0090 : BNE + : LDA.w #$007F : + : ORA.w #$2400 : STA.l $7EC764
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LDA.b Scrap05 : AND.w #$00FF : ORA.w #$2400 : STA.l $7EC766
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LDA.b Scrap04 : AND.w #$00FF : CMP.w #$0090 : BNE + : LDA.w #$007F : + : ORA.w #$2400 : STA.l HUDKeyDigits
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LDA.b Scrap05 : AND.w #$00FF : ORA.w #$2400 : STA.l HUDTileMapBuffer+$66
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RTL
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;--------------------------------------------------------------------------------
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@@ -872,7 +872,7 @@ RTL
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; DrawPowder:
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;--------------------------------------------------------------------------------
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DrawPowder:
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LDA.w $02DA : BNE .defer ; defer if link is buying a potion
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LDA.w ItemReceiptPose : BNE .defer ; defer if link is buying a potion
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LDA.l RedrawFlag : BEQ +
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LDA.w SpriteAuxTable, X ; Retrieve stored item type
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JSL.l PrepDynamicTile
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@@ -960,14 +960,14 @@ RTL
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DrawMagicHeader:
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LDA.l MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic
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.halfMagic
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LDA.w #$28F7 : STA.l $7EC704
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LDA.w #$2851 : STA.l $7EC706
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LDA.w #$28FA : STA.l $7EC708
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LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
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LDA.w #$2851 : STA.l HUDTileMapBuffer+$06
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LDA.w #$28FA : STA.l HUDTileMapBuffer+$08
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RTL
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.quarterMagic
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LDA.w #$28F7 : STA.l $7EC704
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LDA.w #$2800 : STA.l $7EC706
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LDA.w #$2801 : STA.l $7EC708
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LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
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LDA.w #$2800 : STA.l HUDTileMapBuffer+$06
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LDA.w #$2801 : STA.l HUDTileMapBuffer+$08
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RTL
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;--------------------------------------------------------------------------------
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@@ -1001,7 +1001,7 @@ RTL
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SpawnShovelItem:
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LDA.b #$01 : STA.l RedrawFlag
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LDA.w $03FC : BEQ +
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LDA.w YButtonOverride : BEQ +
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JSL DiggingGameGuy_AttemptPrizeSpawn
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JMP .skip
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+
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@@ -1034,18 +1034,18 @@ SpawnShovelItem:
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LDA.l .x_speeds, X : STA.w SpriteVelocityX, Y
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LDA.b #$00 : STA.w SpriteVelocityY, Y
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LDA.b #$18 : STA.w $0F80, Y
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LDA.b #$FF : STA.w $0B58, Y
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LDA.b #$30 : STA.w $0F10, Y
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LDA.b #$18 : STA.w SpriteVelocityZ, Y
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LDA.b #$FF : STA.w EnemyStunTimer, Y
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LDA.b #$30 : STA.w SpriteTimerE, Y
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LDA.b $22 : !ADD.l .x_offsets, X
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LDA.b LinkPosX : !ADD.l .x_offsets, X
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AND.b #$F0 : STA.w SpritePosXLow, Y
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LDA.b $23 : ADC.b #$00 : STA.w SpritePosXHigh, Y
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LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
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LDA.b $20 : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
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LDA.b $21 : ADC.b #$00 : STA.w SpritePosYHigh, Y
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LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
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LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
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LDA.b #$00 : STA.w $0F20, Y
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LDA.b #$00 : STA.w SpriteLayer, Y
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TYX
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LDA.b #$30 : JSL Sound_SetSfx3PanLong
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