Merged in DR v1.4.1.6
This commit is contained in:
9
enemizer/hooks/NMI_hook.asm
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9
enemizer/hooks/NMI_hook.asm
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;================================================================================
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; NMI Hook
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;--------------------------------------------------------------------------------
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; rando already hooks the Bank00.asm : 164 (PHA : PHX : PHY : PHD : PHB) so we have to hook after that
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org $8080D0 ; <- D0 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
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JML NMIHookActionEnemizer
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org $8080D5 ; <- D5 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
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NMIHookReturnEnemizer:
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;--------------------------------------------------------------------------------
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11
enemizer/hooks/blindboss_hooks.asm
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11
enemizer/hooks/blindboss_hooks.asm
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;================================================================================
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; Blind Boss fight
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;--------------------------------------------------------------------------------
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org $9DA081 ; Original Code
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JML check_blind_boss_room
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Check_for_Blind_Fight:
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org $9DA090
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Initialize_Blind_Fight:
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11
enemizer/hooks/blinddoor_hooks.asm
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11
enemizer/hooks/blinddoor_hooks.asm
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;================================================================================
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; Blind door close
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;--------------------------------------------------------------------------------
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;
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org $828849 ; Bank02.asm(1588) - original code : JSL $078000 //Hook on player main when transition are over execute player code
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JSL check_special_action ;using the variable 7E0CF3 if it not 00 then trap the player in that room
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;could be changed easily to support more than only 1 function
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;--------------------------------------------------------------------------------
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org $878000
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Player_Main:
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6
enemizer/hooks/bossdrop_hooks.asm
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6
enemizer/hooks/bossdrop_hooks.asm
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;================================================================================
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; Change heart container drop location
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;--------------------------------------------------------------------------------
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org $85EF62
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JSL change_heartcontainer_position
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;--------------------------------------------------------------------------------
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41
enemizer/hooks/bosses_hooks.asm
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41
enemizer/hooks/bosses_hooks.asm
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; *$4C114-$4C174 LONG
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org $89C114
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Dungeon_ResetSprites: ; Bank09.asm(822)
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; *$4C44E-$4C498 LONG
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org $89C44E
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Sprite_ResetAll: ; Bank09.asm(1344)
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;--------------------------------------------------------------------------------
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;================================================================================
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; On Room Transition -> Move Sprite depending on the room loaded
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;--------------------------------------------------------------------------------
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org $828979 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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org $828C16 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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org $829338 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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org $828256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;================================================================================
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; Draw kholdstare shell
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;--------------------------------------------------------------------------------
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org $8DD97F ; jump point
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Kholdstare_Draw:
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org $9E9518 ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
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JSL new_kholdstare_code ; Write new gfx in the vram
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;--------------------------------------------------------------------------------
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;================================================================================
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; Draw trinexx shell
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;--------------------------------------------------------------------------------
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org $1DAD67 ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X
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JSL new_trinexx_code : NOP
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;--------------------------------------------------------------------------------
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8
enemizer/hooks/bushes_hooks.asm
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8
enemizer/hooks/bushes_hooks.asm
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;================================================================================
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; New bush mob randomization
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;--------------------------------------------------------------------------------
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org $868279
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NOP #$0A
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JSL sprite_bush_spawn
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NOP ; we keep the branch
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;--------------------------------------------------------------------------------
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12
enemizer/hooks/damage_hooks.asm
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12
enemizer/hooks/damage_hooks.asm
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org $8780CA ; Bank07.asm(179)
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JSL CheckIfLinkShouldDie : NOP : NOP : NOP
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;SEC : SBC.b $00 : CMP #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
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org $8780D1
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BNE linkNotDead : NOP : NOP ; Bank07.asm(183) - CMP.b #$A8 : BCC .linkNotDead
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org $8780D5
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linkIsDead:
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org $8780F7
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linkNotDead:
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20
enemizer/hooks/moldorm_hooks.asm
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20
enemizer/hooks/moldorm_hooks.asm
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; adjust oam position after drawing eyes
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;ED88E
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org $9DD88E
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{
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; original: GiantMoldorm_Draw+5lines (sprite_giant_moldorm.asm)
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; lda.b $90 : add.w #$0008 : sta.b $90
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; INC.b $92 : INC.b $92
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JSL Moldorm_UpdateOamPosition
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NOP #08
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}
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; set number of eyes
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;org $9DDBB2 ;$0EDBB2
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;{
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; LDX.b #$01
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; number of eyes (-1)
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;0EDBB2 0EDBB3
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; LDX.b #$01
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;}
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54
enemizer/hooks/overworld_sprite_hooks.asm
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54
enemizer/hooks/overworld_sprite_hooks.asm
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org $89C50B ; 0x4C50B
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{
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; .loadData
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; ; $4C50B-
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; STA.b Scrap01 ; 85 01
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; ; $4C50D-
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; LDY.w #$0000 ; A0 00 00
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JSL LoadOverworldSprites
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NOP
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}
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org $89C510 ; 0x4C510
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LDA.b [$00], Y ; replace LDA ($00), Y
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; CMP.b #$FF : BEQ .stopLoading
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; INY #2
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org $89C518 ; 0x4C518
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LDA.b [$00], Y ; replace LDA ($00), Y
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; DEY #2 : CMP.b #$F4 : BNE .notFallingRocks
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; INC.w $0FFD
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; INY #3
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; BRA .nextSprite
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; .notFallingRocks ; Anything other than falling rocks.
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org $89C528 ; 0x4C528
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LDA.b [$00], Y ; replace LDA ($00), Y
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; PHA : LSR #4 : ASL #2 :
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org $89C531 ; 0x4C531
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STA.b Scrap0A ; STA.b $02
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; INY
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org $89C534 ; 0x4C534
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LDA.b [$00], Y ; replace LDA ($00), Y
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; LSR #4 : CLC
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org $89C53B ; 0x4C53B
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ADC.b Scrap0A ; ADC.b $02
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; STA.b $06
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; PLA : ASL #4 : STA.b $07
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org $89C546 ; 0x4C546
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LDA.b [$00], Y ; replace LDA ($00), Y
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; AND.b #$0F : ORA.b $07 : STA.b $05
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; INY
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org $89C54F ; 0x4C54F
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LDA.b [$00], Y ; replace LDA ($00), Y
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; LDX.b $05 : INC A : STA.l $7FDF80, X
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; ; $4C558-
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; ; Move on to the next sprite / overlord.
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; INY ; C8
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; ; $4C559-
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; BRA .nextSprite ; 80 B5
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; .stopLoading
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; ; $4C55B-
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; SEP #$10 ; E2 10
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; ; $4C55D-
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; RTS ; 60
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67
enemizer/hooks/underworld_sprite_hooks.asm
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67
enemizer/hooks/underworld_sprite_hooks.asm
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@@ -0,0 +1,67 @@
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org $89C29A
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JSL LoadUnderworldSprites : NOP
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; these hooks change the LDA.b ($00) commands to use LDA.b [$00] commands
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; so we can store the sprites in a different bank
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; also needs to change the use of $02 to $03 for slot index to make that possible
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org $89C2B2
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LDA.b [$00]
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org $89C2C1
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LDA.b [$00],Y
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org $89C2CA
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INC.b Scrap03 ; change slot variable to $03
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;org $09C329 standing items overwrote this one
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;LDA.b [$00],Y
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org $89C332
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LDA.b [$00],Y
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org $89C345
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DEC.b Scrap03 : LDX.b Scrap03
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org $89C350
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LDA.b [$00],Y
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org $89C35A
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DEC.b Scrap03
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org $89C36E
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JSL GetSpriteSlot16Bit ; depended on high bit being zero, which it isn't anymore
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org $89C383
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LDX.b Scrap03
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org $89C38C
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LDA.b [$00],Y
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org $89C398
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LDA.b [$00],Y
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org $89C3AA
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LDA.b [$00],Y
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org $89C3BF
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LDA.b [$00],Y
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org $89C3DF
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LDA.b Scrap03
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org $89C3F3
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LDA.b [$00],Y
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org $89C3FB
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LDA.b [$00],Y
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org $89C404
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LDA.b [$00],Y
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org $89C416
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LDA.b [$00],Y
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