Continue labeling and documentation in ram.asm, main rando block
Deleted several unused modules and some commented code Reorganized some routines to clean up modules Moved some memory into mirrored WRAM Refactored NMI hook aux routine Removed old fake flipper fix
This commit is contained in:
108
dialog.asm
108
dialog.asm
@@ -172,7 +172,7 @@ FreeDungeonItemNotice:
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STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
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LDA.b #$01 : STA.l AltTextFlag ; set alternate dialog flag
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STA.l $7F509F
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STA.l TextBoxDefer
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;--------------------------------
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.skip
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@@ -415,6 +415,112 @@ CalculateSignIndex:
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.done
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RTL
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;================================================================
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; Contributor: Myramong
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;================================================================
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Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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{
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STA.w $1CF0
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STY.w $1CF1
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JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
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JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
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LDA.b $F6 : BPL .alpha
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LDA.w $0F10, X : BNE .alpha
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LDA.b $4D : CMP.b #$02 : BEQ .alpha
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JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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LDA.l $05E1A3, X : PLX : CMP.b $2F : BNE .not_facing_each_other
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PHY
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LDA.w $1CF0
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LDY.w $1CF1
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; Check what room we're in so we know which npc we're talking to
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LDA.b RoomIndex
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CMP.b #$05 : BEQ .SahasrahlaDialogs
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CMP.b #$1C : BEQ .BombShopGuyDialog
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BRA .SayNothing
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.SahasrahlaDialogs
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REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
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JSL DialogSahasrahla : BRA .SayNothing
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.BombShopGuyDialog
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REP #$20 : LDA.l MapReveal_BombShop : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
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JSL DialogBombShopGuy
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.SayNothing
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LDA.b #$40 : STA.w $0F10, X
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PLA : EOR.b #$03
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SEC
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RTL
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.not_facing_each_other
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.alpha
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LDA.w $0DE0, X
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CLC
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RTL
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}
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;================================================================
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Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
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{
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PHY
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PHA
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JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
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JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
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LDA.b $F6 : BPL .alpha
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LDA.w $0F10, X : BNE .alpha
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LDA.b $4D : CMP.b #$02 : BEQ .alpha
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JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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LDA.l $05E1A3, X : PLX : CMP.b $2F : BNE .not_facing_each_other
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PLA : XBA : PLA
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PHY
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TAY : XBA
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JSL Sprite_ShowMessageUnconditional
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LDA.b #$40 : STA.w $0F10, X
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PLA : EOR.b #$03
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SEC
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RTL
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.not_facing_each_other
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.alpha
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PLY
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PLA
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LDA.w $0DE0, X
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CLC
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RTL
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}
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;--------------------------------------------------------------------------------
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; A0 - A9 - 0 - 9
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; AA - C3 - A - Z
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