let's dev 5/30/17
Dwarf follower gets Zelda’s graphics when spawning at Sanctuary (KK) Lumberjack tree issue when you defeat Agahnim before rescuing Zelda (then fix Escape Cape logic) Remove the locked doors fix we put in pre Zelda rescue Double check castle warp/gate, Zelda in her cell, old man, castle doors, any other post-Aga stuff (KK/VT) “Make Ganon invulnerable to all swords” flag/switch (to correctly control the Goal)
This commit is contained in:
@@ -3,13 +3,24 @@
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; Returns: 0=Unlocked - 1=Locked
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; Returns: 0=Unlocked - 1=Locked
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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LockAgahnimDoors:
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LockAgahnimDoors:
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LDA.l AgahnimDoorStyle
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BNE +
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;#$0 = Never Locked
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LDA.w #$0000 : RTL
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+ : CMP.w #$0001 : BNE +
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JSR.w OldLockAgahnimDoors : RTL
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+
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LDA.w #$0000 ; fallback to never locked
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RTL
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;--------------------------------------------------------------------------------
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OldLockAgahnimDoors:
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LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE + ; if we rescued zelda, skip
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LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE + ; if we rescued zelda, skip
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LDA $22 : CMP.w #1992 : !BLT + ; door too far left, skip
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LDA $22 : 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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CMP.w #2088 : !BGE + ; door too rat right, skip
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LDA $20 : CMP.w #1720 : !BGE + ; door too low, skip
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LDA $20 : CMP.w #1720 : !BGE + ; door too low, skip
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LDA.w #$0001
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LDA.w #$0001
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RTL
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RTS
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+
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+
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LDA.w #$0000
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LDA.w #$0000
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RTL
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RTS
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -47,7 +47,8 @@ NOP #18
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; Zelda Sprite Fixes
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; Zelda Sprite Fixes
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $05EBCF ; <- 2EBCF - sprite_zelda.asm : 23 (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword)
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org $05EBCF ; <- 2EBCF - sprite_zelda.asm : 23 (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword)
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NOP #8
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JSL.l SpawnZelda : NOP #2
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;NOP #8
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;org $06C06F ; <- 3406F - Bank06.asm : 1794 (JSL Sprite_ZeldaLong)
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;org $06C06F ; <- 3406F - Bank06.asm : 1794 (JSL Sprite_ZeldaLong)
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;JSL.l SpawnZelda
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;JSL.l SpawnZelda
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@@ -825,6 +826,9 @@ JSL.l SetUncleRainState : RTS
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;org $0280DD ; <- 100DD - Bank02.asm:298 - (LDA $7EF3C5 : CMP.b #$02 : BCC .indoors)
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;org $0280DD ; <- 100DD - Bank02.asm:298 - (LDA $7EF3C5 : CMP.b #$02 : BCC .indoors)
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;JSL.l ForceLinksHouse
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;JSL.l ForceLinksHouse
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $05EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
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JSL.l EndRainState : NOP #2
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;--------------------------------------------------------------------------------
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;================================================================================
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;================================================================================
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; Pendant / Crystal Fixes
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; Pendant / Crystal Fixes
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14
tables.asm
14
tables.asm
@@ -90,8 +90,8 @@ org $06B55C ; PC 0x3355C ; sprite_smithy_bros.asm : 634
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SmithSword:
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SmithSword:
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db #$02 ; #$02 = Tempered Sword (default)
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db #$02 ; #$02 = Tempered Sword (default)
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org $05EBD4 ; PC 0x2EBD4 - sprite_zelda.asm:23 - (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) - Zelda Spawnpoint Sword Check
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;org $05EBD4 ; PC 0x2EBD4 - sprite_zelda.asm:23 - (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) - Zelda Spawnpoint Sword Check
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db #$05 ; #$02 = Tempered Sword (default) - #$05 = All Swords
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;db #$05 ; #$02 = Tempered Sword (default) - #$05 = All Swords
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $308030 ; PC 0x180030
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org $308030 ; PC 0x180030
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EnableSRAMTrace:
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EnableSRAMTrace:
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@@ -603,15 +603,19 @@ StandingKey_Hera:
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;================================================================================
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;================================================================================
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org $308165 ; PC 0x180165
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org $308165 ; PC 0x180165
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GoalItemIcon:
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GoalItemIcon:
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dw #$280D ; #280D = Star (default) - #$280E = Triforce Piece
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dw #$280D ; #$280D = Star (default) - #$280E = Triforce Piece
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;================================================================================
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;================================================================================
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org $308167 ; PC 0x180167
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org $308167 ; PC 0x180167
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GoalItemRequirement:
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GoalItemRequirement:
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db #$00 ; #00 = Off (default) - #$XX = Require $XX Goal Items
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db #$00 ; #$00 = Off (default) - #$XX = Require $XX Goal Items
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;================================================================================
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;================================================================================
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org $308168 ; PC 0x180168
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org $308168 ; PC 0x180168
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ByrnaCaveSpikeDamage:
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ByrnaCaveSpikeDamage:
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db #$08 ; #08 = 1 Heart (default) - #$02 = 1/4 Heart
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db #$08 ; #$08 = 1 Heart (default) - #$02 = 1/4 Heart
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;================================================================================
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org $308169 ; PC 0x180169
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AgahnimDoorStyle:
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db #$00 ; #00 = Never Locked - #$01 = Locked During Escape (default)
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;================================================================================
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;================================================================================
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org $308190 ; PC 0x180190
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org $308190 ; PC 0x180190
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TimerStyle:
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TimerStyle:
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17
zelda.asm
17
zelda.asm
@@ -1,9 +1,16 @@
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;================================================================================
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;================================================================================
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; Spawn Zelda (or not)
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; Spawn Zelda (or not)
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;SpawnZelda:
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SpawnZelda:
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; LDA.l $7EF3CC : CMP #$08 : BEQ .skip
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LDA.l $7EF3CC : CMP #$08 : BEQ +
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; JSL.l Sprite_ZeldaLong
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CLC : RTL
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; .skip
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+
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;RTL
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SEC
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RTL
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;--------------------------------------------------------------------------------
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EndRainState:
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LDA $7EF3C5 : CMP.b #$02 : !BGE + ; skip if past escape already
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LDA.b #$02 : STA $7EF3C5 ; end rain state
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+
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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