NPC icon for NPC requiring item turnin; include standing items in loot
HUD as well
This commit is contained in:
@@ -6,6 +6,7 @@
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!DTile = $2D60
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!BlueSquare = $2C5E
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!BossIcon = $253C
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!NPCIcon = $253B
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DrHudOverride:
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PHB
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@@ -30,6 +31,13 @@ DRHUD_DrawIndicators:
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LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
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DRHUD_BossIndicator:
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LDA.w DungeonID : CMP.b #$FF : BNE .in_dungeon
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LDA.w NpcItemIndicator : BEQ .early_exit
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LDA.l ShowLootInHUD : BEQ .early_exit
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REP #$10
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LDY.w #!NPCIcon : STY.w HUDMultiIndicator
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JMP DRHUD_Finished
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.in_dungeon
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LDA.l DRMode : BNE .continue
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.early_exit
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REP #$10
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@@ -71,13 +71,16 @@ CheckLoot:
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+
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LDA.l ItemSources : BIT.w #$0008 : BEQ +
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JSR CheckBoss
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JSR CheckMisc
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JSR CheckMisc2
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+
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LDA.l ItemSources : BIT.w #$0010 : BEQ +
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JSR CheckPrize
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+
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JSR CheckNpcs
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.done
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PLA : STA.b $0E
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PLA : STA.b $06
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@@ -133,25 +136,22 @@ CheckChests:
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.done
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RTS
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CheckBoss:
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; we assume all bosses are in section 1 of split sections
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; mainly to simplify hera cage key and GT torch
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; which use the same flow
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; and bosses are always in their own section anyway
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CheckMisc:
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; this includes bosses, bonk torches, and standing items (in caves + hera cage key)
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; all dungeon items in this section are in section 1 of split sections
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; for cave items we'll always know what section we're in
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; but for dungeon items, we won't have a section specified in door rando
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; so if we don't have a section, assume it's 1, and it'll match all the dungeon items anyway
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LDA.b $CA
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AND.w #$F000
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XBA
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CMP.w #$0020
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BCC +
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RTS
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BIT.w #$F000
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BNE +
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ORA.w #$1000
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+
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LDA.b $CA
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AND.w #$01FF
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AND.w #$F1FF
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STA.b $04
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LDX.w #$FFFA
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.next_boss
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.next_misc
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INX #6
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LDA.l MiscLocations, X
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BPL .check
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@@ -159,9 +159,10 @@ CheckBoss:
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.check
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CMP.b $04
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BNE .next_boss
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BNE .next_misc
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TXY
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AND.w #$01FF
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CMP.b RoomIndex
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BEQ .current_room
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@@ -186,7 +187,7 @@ CheckBoss:
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TYX
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BIT.b $04
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BNE .next_boss ; continue checking if we already got the item
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BNE .next_misc ; continue checking if we already got the item
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LDA.l MiscLocations+4, X
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STA.b $05
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@@ -198,7 +199,24 @@ CheckBoss:
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AND.w #$00FF
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JSR GetLootClass
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BRA .next_boss
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BRA .next_misc
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CheckMisc2:
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; this currently only includes the library and Uncle
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; so let's just hard-code them for now
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LDA.b $CA
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CMP.w #$2107 : BNE +
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LDA.l NpcFlags : AND.w #$0080 : BNE +
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LDA.l LibraryItem : AND.w #$00FF : JSR GetLootClass
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+
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LDA.b $CA
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CMP.w #$1055 : BNE +
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LDA.l ProgressFlags : AND.w #$0001 : BNE +
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LDA.l UncleItem : AND.w #$00FF : JSR GetLootClass
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+
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RTS
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CheckPrize:
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LDA.b $CA
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@@ -236,6 +254,41 @@ CheckPrize:
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BRA .next_prize
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CheckNpcs:
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LDA.b $CA
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LDX.w #$FFFA
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.next_npc
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INX #6
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LDA.l NpcItems, X
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BMI .nope
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CMP.b $CA
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BNE .next_npc
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LDA.l NpcItems+3, X ; get location of data to check
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STA.b $05
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LDA.l NpcItems+2, X
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STA.b $04
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LDA.b [$04]
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AND.w #$00FF
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AND.l NpcItems+5, X
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BNE .next_npc
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.yep
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LDA.w NpcItemIndicator
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ORA.w #$0001
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STA.w NpcItemIndicator
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RTS
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.nope
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LDA.w NpcItemIndicator
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AND.w #$FF00
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STA.w NpcItemIndicator
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RTS
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CheckPots:
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LDA.b $CA
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AND.w #$01FF
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@@ -78,7 +78,7 @@ SplitRooms:
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%d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f)
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; 120
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%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.no)
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%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.127)
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.no
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db $00
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@@ -909,3 +909,21 @@ db $02
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db $03
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db $04
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db $FF
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.127 ; Hammer Pegs Cave (1) // Fake Dark Lake Hylia Spike Hint Cave (2)
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db $01
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%sq($00)
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%d(..areas) : %d(..doors) : %d(.no_items)
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%d(.no_items) : %d(..pots) : %d(.no_items)
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..areas
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db $03, $80, $FF, $00, $FF
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db $FF
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..doors
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db $08
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db $FF
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..pots
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db $04
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db $05
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db $06
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db $07
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db $FF
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@@ -150,7 +150,10 @@ DrawFullRoomTile:
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RTL
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DrawSingleRoomLoot:
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PHX : PHY
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LDA.l ShowLootOnMap : AND.w #$00FF : BNE +
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RTL
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+ PHX : PHY
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TYX
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@@ -32,6 +32,9 @@ DrawLoot:
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LDA.l DRMode
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BNE .skip
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LDA.l ShowLootOnMap
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BEQ .skip
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REP #$30
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PHX : PHY
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@@ -2,8 +2,25 @@ pushpc
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org $828C73
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JSL EnterRoom
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NOP
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org $86C0AB
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JSL CollectHeartPieceAndUpdate
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org $86D1A8
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JSL SetDeathFlagAndUpdate
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pullpc
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SetDeathFlagAndUpdate:
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JSL UpdateLootHUD
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JSL Sprite_ManuallySetDeathFlagUW
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RTL
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CollectHeartPieceAndUpdate:
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JSL $85F018
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JSL UpdateLootHUD
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RTL
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ClearLootHUD:
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LDA.b GameMode
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CMP.b #$07
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@@ -73,29 +73,32 @@ warnpc $B9FA00
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org $B9FA00
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; Room ID mappings to bit to check for presence and address of item drop
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MiscLocations:
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dw $00C8 : db $04 : dl HeartContainer_ArmosKnights
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dw $0033 : db $04 : dl HeartContainer_Lanmolas
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dw $0007 : db $04 : dl HeartContainer_Moldorm
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dw $10C8 : db $04 : dl HeartContainer_ArmosKnights
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dw $1033 : db $04 : dl HeartContainer_Lanmolas
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dw $1007 : db $04 : dl HeartContainer_Moldorm
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dw $005A : db $04 : dl HeartContainer_HelmasaurKing
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dw $0006 : db $04 : dl HeartContainer_Arrghus
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dw $0029 : db $04 : dl HeartContainer_Mothula
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dw $00AC : db $04 : dl HeartContainer_Blind
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dw $00DE : db $04 : dl HeartContainer_Kholdstare
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dw $0090 : db $04 : dl HeartContainer_Vitreous
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dw $00A4 : db $04 : dl HeartContainer_Trinexx
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dw $105A : db $04 : dl HeartContainer_HelmasaurKing
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dw $1006 : db $04 : dl HeartContainer_Arrghus
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dw $1029 : db $04 : dl HeartContainer_Mothula
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dw $10AC : db $04 : dl HeartContainer_Blind
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dw $10DE : db $04 : dl HeartContainer_Kholdstare
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dw $1090 : db $04 : dl HeartContainer_Vitreous
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dw $10A4 : db $04 : dl HeartContainer_Trinexx
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dw $0073 : db $05 : dl BonkKey_Desert ; torch
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dw $008C : db $05 : dl BonkKey_GTower ; torch
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dw $0087 : db $05 : dl StandingKey_Hera
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dw $1073 : db $05 : dl BonkKey_Desert ; torch
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dw $108C : db $05 : dl BonkKey_GTower ; torch
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dw $1087 : db $05 : dl StandingKey_Hera ; investigate
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dw $10E1 : db $06 : dl HeartPiece_Forest_Thieves
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dw $10E2 : db $06 : dl HeartPiece_Lumberjack_Tree
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dw $10EA : db $05 : dl HeartPiece_Spectacle_Cave
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dw $111B : db $06 : dl HeartPiece_Graveyard_Warp
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dw $211B : db $05 : dl HeartPiece_Circle_Bushes
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dw $111E : db $05 : dl RupeeNPC_NortheastDarkSwampCave
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dw $1123 : db $05 : dl RupeeNPC_MoldormCave
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dw $1126 : db $06 : dl HeartPiece_Mire_Warp
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dw $1127 : db $05 : dl HeartPiece_Smith_Pegs
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dw $FFFF : db $FF : dl $FFFFFF ; Placeholders
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dw $FFFF : db $FF : dl $FFFFFF
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dw $FFFF : db $FF : dl $FFFFFF ; Aga 1? ($0020)
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dw $FFFF : db $FF : dl $FFFFFF ; Ice Armos? ($001C)
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dw $FFFF : db $FF : dl $FFFFFF ; Lanmolas 2? ($0033)
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dw $FFFF : db $FF : dl $FFFFFF ; Moldorm 2? ($004D)
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dw $FFFF : db $FF : dl $FFFFFF ; Aga 2? ($000D)
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dw $FFFF
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warnpc $B9FA9A
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@@ -128,7 +131,7 @@ pad $B9FB00
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; $B9FB00
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DungeonLabels:
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dw $2550, $2579 ; Sewers
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dw $25A4, $2579 ; Sewers
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dw $2564, $255F ; Hyrule Castle
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dw $2561, $256C ; Eastern Palace
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dw $2560, $256C ; Desert Palace
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@@ -165,6 +168,25 @@ dw $2952 ; 0E - triforce piece
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dw $295B ; 0F - triforce
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; $B9FB60
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NpcItems:
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dw $10E3 : dl $7EF411 : db $80 ; Magic Bat
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dw $1102 : dl $7EF410 : db $04 ; Sick Kid
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dw $1105 : dl $7EF410 : db $10 ; Sahasrahla
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dw $1109 : dl $7EF411 : db $20 ; Potion Shop
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dw $1121 : dl $7EF411 : db $04 ; Blacksmith
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dw $FFFF
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warnpc $B9FBA0
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padbyte $FF
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pad $B9FBA0
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; $B9FBA0
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; Currently these two are hard-coded checks
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; but maybe that will change if more show up someday?
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MiscLocations2:
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dw $1055 : dw $7EF3C6 : db $01 : dl UncleItem
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dw $2107 : dw $7EF410 : db $80 : dl LibraryItem
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dw $FFFF
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warnpc $B9FE00
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org $B9FE00
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@@ -231,5 +253,9 @@ AlwaysShowCompass:
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db $01
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; $B9FF12
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ShowLootOnMap:
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db $01
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; $B9FF13
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ShowLootInHUD:
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db $01
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13
hooks.asm
13
hooks.asm
@@ -1117,7 +1117,8 @@ JSL CompareBombsToMax : NOP #11
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org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
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JSL GiveBonkItem : NOP #5
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org $85FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong)
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NOP #6
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JSL UpdateLootHUD
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NOP #2
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;--------------------------------------------------------------------------------
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org $868D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X)
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JSL LoadBonkItemGFX
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@@ -1643,7 +1644,8 @@ JSL FixAga2Bunny : NOP
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; Open Mode Fixes
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;--------------------------------------------------------------------------------
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org $85DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5)
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NOP #6
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JSL UpdateLootHUD
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NOP #2
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;--------------------------------------------------------------------------------
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org $85EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
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JSL EndRainState : NOP #2
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@@ -2758,6 +2760,13 @@ JSL MimicDirection
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org $828068
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JSL AdjustDefaultGraphics
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;================================================================================
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;--------------------------------------------------------------------------------
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; Remove Overwriting HUD gfx on game over
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;--------------------------------------------------------------------------------
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org $809038
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RTS
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;================================================================================
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;--------------------------------------------------------------------------------
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; Dungeon Indicator VRAM overwrite
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Binary file not shown.
Binary file not shown.
30
npcitems.asm
30
npcitems.asm
@@ -90,11 +90,17 @@ ItemSet_FairySword:
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RTL
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ItemSet_SmithSword:
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PHA : LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1 : PLA
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PHA
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LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1
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JSL UpdateLootHUD
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PLA
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RTL
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ItemSet_MagicBat:
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PHA : LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1 : PLA
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PHA
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LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1
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JSL UpdateLootHUD
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PLA
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RTL
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ItemSet_OldMan:
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@@ -110,7 +116,10 @@ RTL
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ItemSet_SickKid:
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PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
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JSL Link_ReceiveItem ; thing we wrote over
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PHA : LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags : PLA
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PHA
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LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags
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JSL UpdateLootHUD
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PLA
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RTL
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ItemSet_TreeKid:
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@@ -122,7 +131,10 @@ RTL
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ItemSet_Sahasrala:
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PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
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JSL Link_ReceiveItem ; thing we wrote over
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PHA : LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags : PLA
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PHA
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LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags
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JSL UpdateLootHUD
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PLA
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RTL
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ItemSet_Catfish:
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@@ -132,7 +144,10 @@ RTL
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ItemSet_Library:
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PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
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JSL Link_ReceiveItem ; thing we wrote over
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PHA : LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags : PLA
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PHA
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LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags
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JSL UpdateLootHUD
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PLA
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RTL
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ItemSet_Mushroom:
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@@ -149,7 +164,10 @@ ItemSet_Mushroom:
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RTL
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ItemSet_Powder:
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PHA : LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1 : PLA
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PHA
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LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1
|
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JSL UpdateLootHUD
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||||
PLA
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RTL
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;================================================================================
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1
ram.asm
1
ram.asm
@@ -338,6 +338,7 @@ SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
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SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02
|
||||
;
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EnemyDropIndicator = $7E072A ; Used by HUD to indicate enemy drops remaining
|
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NpcItemIndicator = $7E072C ; Flag used by HUD to indicate NPC item present
|
||||
SkipBeeTrapDisguise = $7E072D ; Flag to skip bee trap disguise during draw routine
|
||||
|
||||
SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16
|
||||
|
||||
@@ -292,6 +292,7 @@ EntranceData_song = $82D592
|
||||
SpawnPointData_room_id = $82D8D2
|
||||
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
|
||||
RoomHeaderPointers = $84F1E2
|
||||
UncleItem = $85DF45
|
||||
Sprite_ShowSolicitedMessage_Direction = $85E1A3
|
||||
FluteMenuNumbers_bits = $8AB7A3
|
||||
WorldMap_RedXChars = $8ABF70
|
||||
|
||||
Reference in New Issue
Block a user