Merged in DR v1.4.1.6
This commit is contained in:
@@ -1,100 +1,77 @@
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; where we shove the decompressed graphics to send to WRAM
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DynamicDropGFX = $7ECC00
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; this will just count from 0 to 4 to determine which slot we're using
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; we're expecting 5 items max per room, and order is irrelevant
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; we just need to keep track of where they go
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DynamicDropGFXIndex = $7E1E70
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!DynamicDropGFXSlotCount_UW = (FreeUWGraphics_end-FreeUWGraphics)>>1
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!DynamicDropGFXSlotCount_OW = (FreeOWGraphics_end-FreeOWGraphics)>>1
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; this will keep track of the above for each item
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SprItemGFX = $7E0780
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; this is the item requested and a flag (we anticipate no more than 3 requests to be active, but built to support 8)
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DynamicDropRequest = $7E1E71 ; bitfield indicating which request slot to process
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DynamicDropQueue = $7E1E72 ; 0x08 bytes, occupies 1 byte for each slot in the request queue (loot id at first, but stores GFX index)
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; Come in with
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; A = item receipt ID
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; X = sprite slot
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RequestSlottedTile:
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RequestStandingItemVRAMSlot:
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PHX : PHY
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PHA
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LDA.b #$01 : STA.w !SPRITE_REDRAW, X
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LDA.b #$01 : STA.w SprRedrawFlag, X
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JSL Sprite_IsOnscreen : BCC ++
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; skip sending the request if busy with other things
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LDA.b $11 : CMP.b #$21 : BCS ++ ; skip if OW is loading Map16 GFX ; TODO: Figure out how to allow submodule 22, check DMA status instead
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LDA.b $5D : CMP.b #$14 : BEQ ++ ; skip if we're mid-mirror
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LDA.b $1B : BEQ + ; OW current doesn't occupy any slots that medallion gfx do
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LDA.b GameSubMode : CMP.b #$21 : BCS ++ ; skip if OW is loading Map16 GFX ; TODO: Figure out how to allow submodule 22, check DMA status instead
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LDA.b LinkState : CMP.b #$14 : BEQ ++ ; skip if we're mid-mirror
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LDA.b IndoorsFlag : BEQ + ; OW current doesn't occupy any slots that medallion gfx do
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CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
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++ PLA : JMP .return
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+
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LDA.w $0E20, X : CMP.b #$C0 : BNE + ; if catfish
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LDA.w SpriteTypeTable, X : CMP.b #$C0 : BNE + ; if catfish
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TYX
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+ CMP.b #$52 : BNE + ; if zora
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TYX
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+
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LDA.b 1,S : JSL.l GetSpritePalette : STA.w $0F50, X ; setup the palette
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LDA.b 1,S : PHX : JSL GetSpritePalette : PLX : STA.w SpriteOAMProp, X ; setup the palette
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PLA
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; gfx that are already present, use that instead of a new slot
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CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS + ; if rupees, use animated rupee OAM slot
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LDA.b $1B : BEQ ++
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LDA.b IndoorsFlag : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : STA.w SprItemGFX,X
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JMP .success
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+ CMP.b #$A0 : BCC + : CMP.b #$AF+1 : BCS + ; if key, use key OAM slot
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LDY.b $5D : CPY.b #$19 : BCC ++ : CPY.b #$1A+1 : BCS ++ ; if getting tablet item, don't use key slot
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LDY.b LinkState : CPY.b #$19 : BCC ++ : CPY.b #$1A+1 : BCS ++ ; if getting tablet item, don't use key slot
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BRA +
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++
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LDA.b $1B : BEQ ++
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LDA.b IndoorsFlag : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : INC : STA.w SprItemGFX,X
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+++ INC #2 : STA.w SprItemGFX,X
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JMP .success
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+ CMP.b #$B5 : BNE + ; if good bee, use bee OAM slot
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LDA.b $1B : BEQ ++
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+ CMP.b #$D6 : BNE + ; if good bee, use bee OAM slot
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LDA.b IndoorsFlag : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : INC : INC : STA.w SprItemGFX,X
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+++ INC #3 : STA.w SprItemGFX,X
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JMP .success
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+ CMP.b #$B2 : BNE + ; if fairy, use fairy OAM slot
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LDA.b $1B : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : INC : STA.w SprItemGFX,X
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JMP .success
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+ CMP.b #$B1 : BNE + ; if apple, use apple OAM slot
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LDA.b $1B : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : INC : INC : STA.w SprItemGFX,X
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JMP .success
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+ CMP.b #$6A : BNE + ; if triforce, use cutscene OAM slot
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PHA
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LDA.b $1B : BEQ ++
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+ CMP.b #$D2 : BNE + ; if fairy, use fairy OAM slot
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LDA.b IndoorsFlag : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC : STA.w SprItemGFX,X
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JMP .initRequest ; don't jump to end, we need the TF GFX to draw at $E7
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JMP .success
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+ CMP.b #$D1 : BNE + ; if apple, use apple OAM slot
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LDA.b IndoorsFlag : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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+++ INC #2 : STA.w SprItemGFX,X
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JMP .success
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+
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PHA
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LDA.w DynamicDropGFXIndex
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INC
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PHX
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LDX.b $1B : BEQ +
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LDX.b IndoorsFlag : BEQ +
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CMP.b #!DynamicDropGFXSlotCount_UW : BCC .setIndex
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BRA ++
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+ CMP.b #!DynamicDropGFXSlotCount_OW : BCC .setIndex
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@@ -107,11 +84,11 @@ RequestSlottedTile:
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PHX
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; loop thru other sprites, check if any use the same gfx slot
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LDY.b #$0F
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- TYA : CMP 1,S : BEQ + ; don't check self
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LDA.w $0DD0,Y : BEQ +
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LDA.w !SPRITE_REDRAW, Y : BNE +
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- TYA : CMP.b 1,S : BEQ + ; don't check self
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LDA.w SpriteAITable,Y : BEQ +
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LDA.w SprRedrawFlag, Y : BNE +
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LDA.w SprItemGFX,Y : CMP.w DynamicDropGFXIndex : BNE +
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LDA.w $0E20,Y ; don't need E5 enemy big key drop and E9 powder item
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LDA.w SpriteTypeTable,Y ; don't need E5 enemy big key drop and E9 powder item
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CMP.b #$EB : BEQ ++ ; heart piece
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CMP.b #$E4 : BEQ ++ ; enemy drop
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CMP.b #$3B : BEQ ++ ; bonk item
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@@ -119,8 +96,8 @@ RequestSlottedTile:
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BRA +
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++
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; slot already in use, use overflow slot
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LDA.b #$02 : STA.w !SPRITE_REDRAW, X
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LDA.b $1B : BEQ ++
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LDA.b #$02 : STA.w SprRedrawFlag, X
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LDA.b IndoorsFlag : BEQ ++
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LDA.b #!DynamicDropGFXSlotCount_UW
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BRA +++
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++ LDA.b #!DynamicDropGFXSlotCount_OW
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@@ -129,110 +106,34 @@ RequestSlottedTile:
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+ DEY : BPL -
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PLX
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.initRequest
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PHX
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LDY.b #$00
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LDA.w DynamicDropRequest
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- LSR : INY : BCS -
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CPY.b #$08 : BCC +
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; all request slots occupied, exit without drawing
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PLX : PLA
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LDY.b #$FE ; indicate failure
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BRA .return
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+ TYX
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LDA.b #$00 : SEC
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- ROL : DEX : BNE -
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DEY ; y = slot index, a = new request bit flag
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ORA.w DynamicDropRequest
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STA.w DynamicDropRequest
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PLX
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.initRequest
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PLA
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STA.w DynamicDropQueue,Y
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; decompress graphics
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PHX : PHY
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REP #$20
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LDA.w #DynamicDropGFX-$7E9000
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TYX : BEQ +
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- CLC : ADC.w #$0080 : DEX : BNE -
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+ STA.l !TILE_UPLOAD_OFFSET_OVERRIDE
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SEP #$20
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LDA.w DynamicDropQueue,Y
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JSL.l GetSpriteID
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JSL.l GetAnimatedSpriteTile_variable
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PHX ;: PHY
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; unsure about substitution rules here, because they aren't skipped properly for MW yet
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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JSL ResolveBeeTrapLong
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REP #$30
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ASL : TAX
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LDA.l StandingItemGraphicsOffsets,X : LDX.w ItemStackPtr : STA.l ItemGFXStack,X
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LDA.w DynamicDropGFXIndex : AND.w #$000F : ASL : TAX
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LDA.b IndoorsFlag : AND.w #$00FF : BEQ +
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LDA.l FreeUWGraphics,X : BRA ++
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+ LDA.l FreeOWGraphics,X
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++ LDX.w ItemStackPtr : STA.l ItemTargetStack,X
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TXA : INC #2 : STA.w ItemStackPtr
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SEP #$30
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PLY : PLX
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LDA.w DynamicDropQueue,Y : PHA ; we want A to return the loot id
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LDA.w SprItemGFX,X : STA.w DynamicDropQueue,Y
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PLA
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PLX
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.success
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STZ.w !SPRITE_REDRAW, X
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STZ.w SprRedrawFlag, X
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.return
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PLY : PLX
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RTL
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;===================================================================================================
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TransferPotGFX:
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SEP #$10
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REP #$20
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LDA.w DynamicDropRequest : AND.w #$00FF
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BEQ .no
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.next
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LDY.b #$00
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- INY : LSR : BCC -
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PHY
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LDA.w #$0000
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- ROL : DEY : BNE -
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PLY
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DEY ; y = slot index, a = request bit flag
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EOR.w DynamicDropRequest : STA.w DynamicDropRequest
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LDA.w DynamicDropQueue,Y
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ASL
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TAX
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LDA.b $1B : AND.w #$00FF : BEQ +
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LDA.l FreeUWGraphics,X
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BRA ++
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+ LDA.l FreeOWGraphics,X
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++ STA.w $2116
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; calculate bottom row now
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CLC : ADC.w #$0200>>1 : PHA
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LDX.b #$7E : STX.w $4314
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LDA.w #DynamicDropGFX
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CPY.b #$00 : BEQ +
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- CLC : ADC.w #$0080 : DEY : BNE -
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+ STA.w $4302
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LDX.b #$80 : STX.w $2115
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||||
LDA.w #$1801 : STA.w $4300
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||||
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LDA.w #$0040 : STA.w $4305
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LDY.b #$01
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STY.w $420B
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||||
STA.w $4305
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||||
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PLA
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STA.w $2116
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STY.w $420B
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LDA.w DynamicDropRequest : AND.w #$00FF
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BNE .next
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.no
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RTL
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FreeUWGraphics:
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dw $8800>>1
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dw $8840>>1
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@@ -244,7 +145,6 @@ FreeUWGraphics:
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; add new slots above this line
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.end
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dw $0000 ; overflow slot, intentionally blank
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dw $9CE0>>1 ; Triforce
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; above this line, add slots that we want to draw to specific slots
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||||
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FreeOWGraphics:
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@@ -257,7 +157,6 @@ FreeOWGraphics:
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; add new slots above this line
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||||
.end
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||||
dw $0000 ; overflow slot, intentionally blank
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||||
dw $9CE0>>1 ; Triforce
|
||||
; above this line, add slots that we want to draw to specific slots
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||||
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||||
;===================================================================================================
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||||
@@ -265,94 +164,103 @@ FreeOWGraphics:
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; A = item receipt ID
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; X = sprite slot
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; Returns with Carry flag set if gfx drawing was skipped
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||||
DrawSlottedTile:
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||||
DrawPotItem:
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||||
PHA
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||||
; TODO: allow drawing if gfx are not using a VRAM slot that changes during medallion
|
||||
LDA.b $5D : CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
|
||||
PLA : SEC : RTL
|
||||
+
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||||
PLA
|
||||
STA.b $07 ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call
|
||||
JSL.l IsNarrowSprite : BCS .narrow
|
||||
|
||||
PHX
|
||||
JSL AttemptItemSubstitution
|
||||
JSL ResolveLootIDLong
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||||
TAX
|
||||
LDA.l BeeTrapDisguise : BEQ +
|
||||
TAX
|
||||
+ STA.b Scrap07 ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call
|
||||
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
|
||||
|
||||
; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into !SPRITE_DYNAMIC_OAM
|
||||
; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into SpriteDynamicOAM
|
||||
; Do something more like how DrawDynamicTile does it
|
||||
; Then we won't need all the separate DynamicOAMTile**_** tables
|
||||
.full
|
||||
LDA.b #$01 : STA $06
|
||||
LDA #$0C : JSL.l OAM_AllocateFromRegionC
|
||||
LDA #$02 : PHA
|
||||
PLX
|
||||
LDA.b #$01 : STA.b Scrap06
|
||||
LDA.b #$0C : JSL OAM_AllocateFromRegionC
|
||||
LDA.b #$02 : PHA
|
||||
REP #$20
|
||||
LDA.b $1B : AND.w #$00FF : BEQ +
|
||||
LDA.b IndoorsFlag : AND.w #$00FF : BEQ +
|
||||
LDA.w #DynamicOAMTileUW_full
|
||||
BRA .transfer
|
||||
+ LDA.w #DynamicOAMTileOW_full
|
||||
BRA .transfer
|
||||
|
||||
.narrow
|
||||
LDA.b #$02 : STA $06
|
||||
LDA #$10 : JSL.l OAM_AllocateFromRegionC
|
||||
LDA #$03 : PHA
|
||||
PLX
|
||||
LDA.b #$02 : STA.b Scrap06
|
||||
LDA.b #$10 : JSL OAM_AllocateFromRegionC
|
||||
LDA.b #$03 : PHA
|
||||
REP #$20
|
||||
LDA.b $1B : AND.w #$00FF : BEQ +
|
||||
LDA.b IndoorsFlag : AND.w #$00FF : BEQ +
|
||||
LDA.w #DynamicOAMTileUW_thin
|
||||
BRA .transfer
|
||||
+ LDA.w #DynamicOAMTileOW_thin
|
||||
.transfer
|
||||
STA.b $08
|
||||
STA.b Scrap08
|
||||
LDA.w SprItemGFX,X
|
||||
AND.w #$00FF
|
||||
ASL : ASL : ASL : ASL
|
||||
ADC.b $08
|
||||
STA.b $08
|
||||
PHK : PLY : STY.b $0A
|
||||
LDY #$7E : PHB : PHY : PLB
|
||||
ADC.b Scrap08
|
||||
STA.b Scrap08
|
||||
PHK : PLY : STY.b Scrap0A
|
||||
LDY.b #$7E : PHB : PHY : PLB
|
||||
|
||||
; transfer fixed table data into WRAM
|
||||
LDY.b #$0E
|
||||
- LDA.b [$08],Y : STA.w !SPRITE_DYNAMIC_OAM,Y
|
||||
- LDA.b [$08],Y : STA.w SpriteDynamicOAM,Y
|
||||
DEY : DEY : BPL -
|
||||
|
||||
LDA.w SprItemFlags, X : AND.w #$00FF : BNE .draw
|
||||
LDA.b $06 : LSR : BCC +
|
||||
LDA.b Scrap06 : LSR : BCC +
|
||||
; full
|
||||
LDA.w #$0000
|
||||
STA.w !SPRITE_DYNAMIC_OAM : STA.w !SPRITE_DYNAMIC_OAM+2
|
||||
STA.w SpriteDynamicOAM : STA.w SpriteDynamicOAM+2
|
||||
BRA .draw
|
||||
+ ; narrow
|
||||
LDA.w $0E20, X : AND.w #$00FF : CMP.w #$003B : BEQ .draw ; bonk item
|
||||
LDA.b $A0 : CMP.w #$0120 : BNE +
|
||||
LDA.b $1B : BNE .draw ; good bee statue
|
||||
LDA.w SpriteTypeTable, X : AND.w #$00FF : CMP.w #$003B : BEQ .draw ; bonk item
|
||||
LDA.b RoomIndex : CMP.w #$0120 : BNE +
|
||||
LDA.b IndoorsFlag : BNE .draw ; good bee statue
|
||||
+
|
||||
; TODO: Figure out how to target bottle vendor fish item better than this
|
||||
LDA.b $8A : AND.w #$00FF : CMP.w #$0018 : BNE +
|
||||
LDA.b $1B : BEQ .draw ; bottle vendor key
|
||||
LDA.b OverworldIndex : AND.w #$00FF : CMP.w #$0018 : BNE +
|
||||
LDA.b IndoorsFlag : BEQ .draw ; bottle vendor key
|
||||
+
|
||||
LDA.w #$0004
|
||||
STA.w !SPRITE_DYNAMIC_OAM : STA.w !SPRITE_DYNAMIC_OAM+8
|
||||
STA.w SpriteDynamicOAM : STA.w SpriteDynamicOAM+8
|
||||
|
||||
.draw
|
||||
; special handling
|
||||
LDY.b $07 : CPY.b #$B2 : BNE + ; fairy
|
||||
LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
|
||||
LDA.w !SPRITE_DYNAMIC_OAM+4 : CLC : ADC.w #$02 ; use other fairy GFX
|
||||
STA.w !SPRITE_DYNAMIC_OAM+4
|
||||
++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
|
||||
LDA.w !SPRITE_DYNAMIC_OAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
|
||||
STA.w !SPRITE_DYNAMIC_OAM+2
|
||||
LDY.b Scrap07 : CPY.b #$B2 : BNE + ; fairy
|
||||
LDA.b FrameCounter : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
|
||||
LDA.w SpriteDynamicOAM+4 : CLC : ADC.w #$02 ; use other fairy GFX
|
||||
STA.w SpriteDynamicOAM+4
|
||||
++ LDA.b FrameCounter : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
|
||||
LDA.w SpriteDynamicOAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
|
||||
STA.w SpriteDynamicOAM+2
|
||||
+ CPY.b #$B5 : BNE + ; good bee
|
||||
LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
|
||||
LDA.w !SPRITE_DYNAMIC_OAM+12 : SEC : SBC.w #$10 ; use other fairy GFX
|
||||
STA.w !SPRITE_DYNAMIC_OAM+12
|
||||
++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
|
||||
LDA.w !SPRITE_DYNAMIC_OAM+10 : SEC : SBC.w #$02 ; move fairy up 2 pixels
|
||||
STA.w !SPRITE_DYNAMIC_OAM+10
|
||||
LDA.b FrameCounter : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
|
||||
LDA.w SpriteDynamicOAM+12 : SEC : SBC.w #$10 ; use other fairy GFX
|
||||
STA.w SpriteDynamicOAM+12
|
||||
++ LDA.b FrameCounter : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
|
||||
LDA.w SpriteDynamicOAM+10 : SEC : SBC.w #$02 ; move fairy up 2 pixels
|
||||
STA.w SpriteDynamicOAM+10
|
||||
+
|
||||
|
||||
LDA.w #!SPRITE_DYNAMIC_OAM : STA.b $08
|
||||
LDA.w #SpriteDynamicOAM : STA.b Scrap08
|
||||
SEP #$20
|
||||
STZ.b $07
|
||||
LDA.b #$00 : STA.l !SKIP_EOR
|
||||
STZ.b Scrap07
|
||||
LDA.b #$00 : STA.l SpriteSkipEOR
|
||||
JSL Sprite_DrawMultiple_quantity_preset
|
||||
PLB
|
||||
|
||||
@@ -422,9 +330,6 @@ DynamicOAMTileUW_full:
|
||||
dw -4, -1 : db $A0, $00, $20, $02 ; overflow slot
|
||||
dd 0, 0
|
||||
|
||||
dw -4, -1 : db $E7, $00, $20, $02 ; triforce
|
||||
dd 0, 0
|
||||
|
||||
; above this line, add slots that we want to draw to specific slots
|
||||
|
||||
dw -4, -1 : db $EA, $00, $20, $02 ; fairy
|
||||
@@ -492,9 +397,6 @@ DynamicOAMTileOW_full:
|
||||
dw 0, 0 : db $A0, $00, $20, $02 ; overflow slot
|
||||
dd 0, 0
|
||||
|
||||
dw 0, 0 : db $E7, $00, $20, $02 ; triforce
|
||||
dd 0, 0
|
||||
|
||||
; above this line, add slots that we want to draw to specific slots
|
||||
|
||||
dw 0, 0 : db $EA, $00, $20, $02 ; fairy
|
||||
@@ -504,7 +406,7 @@ DynamicOAMTileOW_full:
|
||||
dd 0, 0
|
||||
|
||||
ConditionalPushBlockTransfer:
|
||||
LDA.b $1B : BNE +
|
||||
LDA.b IndoorsFlag : BNE +
|
||||
LDA.b #$0F ; don't transfer push block when on the OW
|
||||
BRA .return-3
|
||||
+
|
||||
@@ -514,7 +416,7 @@ RTL
|
||||
|
||||
pushpc
|
||||
; fix Arghuss/Zora splash graphics
|
||||
org $068595
|
||||
org $868595
|
||||
db $E7, $E7, $E7, $E7, $E7, $C0, $C0
|
||||
pullpc
|
||||
|
||||
|
||||
Reference in New Issue
Block a user