Minor bug fixes:
- single-entrance teleporting was borked - glove palettes - updating HUD on changing item
This commit is contained in:
@@ -1385,9 +1385,9 @@ ReturnFromOnDrawHud:
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SEP #$30
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SEP #$30
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LDX.b #$FF ; vanilla hud code ends with #$FF in X, and it's required for unknown reasons.
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LDX.b #$FF ; vanilla hud code ends with #$FF in X, and it's required for unknown reasons.
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org $8DFC37 ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7)
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org $8DFC2B ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7)
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JSL DrawMagicHeader
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JSL DrawMagicHeader
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BRA + : NOP #15 : +
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BRA + : NOP #27 : +
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $81CF67 ; <- CF67 - Bank01.asm : 11625 (STA $7EF36F)
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org $81CF67 ; <- CF67 - Bank01.asm : 11625 (STA $7EF36F)
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JSL DecrementSmallKeys
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JSL DecrementSmallKeys
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@@ -85,6 +85,7 @@ GetItemLevelForHud:
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+ RTL
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+ RTL
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CheckMagicLevel:
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CheckMagicLevel:
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PHP : SEP #$30
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LDA.w ItemCursor ; load item value
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LDA.w ItemCursor ; load item value
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TAX
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TAX
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LDA.l CanReduceMagic, X
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LDA.l CanReduceMagic, X
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@@ -103,6 +104,7 @@ CheckMagicLevel:
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LDA.b #$00
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LDA.b #$00
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.write
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.write
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STA.l MagicConsumption
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STA.l MagicConsumption
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PLP
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RTL
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RTL
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@@ -652,16 +652,24 @@ RTL
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; DrawMagicHeader:
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; DrawMagicHeader:
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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DrawMagicHeader:
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DrawMagicHeader:
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LDA.l MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic
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LDA.l MagicConsumption : AND.w #$00FF
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.halfMagic
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CMP.w #$0000 : BEQ .normalMagic
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LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
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CMP.w #$0001 : BEQ .halfMagic
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LDA.w #$2851 : STA.l HUDTileMapBuffer+$06
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BRA .quarterMagic
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LDA.w #$28FA : STA.l HUDTileMapBuffer+$08
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.normalMagic
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RTL
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LDA.w #$2850 : STA.l HUDTileMapBuffer+$04
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.quarterMagic
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LDA.w #$A856 : STA.l HUDTileMapBuffer+$06
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LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
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LDA.w #$2852 : STA.l HUDTileMapBuffer+$08
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LDA.w #$2800 : STA.l HUDTileMapBuffer+$06
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RTL
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LDA.w #$2801 : STA.l HUDTileMapBuffer+$08
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.halfMagic
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LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
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LDA.w #$2851 : STA.l HUDTileMapBuffer+$06
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LDA.w #$28FA : STA.l HUDTileMapBuffer+$08
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RTL
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.quarterMagic
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LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
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LDA.w #$2800 : STA.l HUDTileMapBuffer+$06
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LDA.w #$2801 : STA.l HUDTileMapBuffer+$08
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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6
lift.asm
6
lift.asm
@@ -43,3 +43,9 @@ dw MenuEquipmentIcons_pearl
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pullpc
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pullpc
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LoadModifiedGloveValue:
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LDA.l GloveEquipment : AND.w #$00FF
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BEQ .done
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DEC
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.done
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RTL
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26
rewind.asm
26
rewind.asm
@@ -168,12 +168,12 @@ LoadRewind:
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LDA.w #$FFFF
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LDA.w #$FFFF
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STA.l RewindRoomId
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STA.l RewindRoomId
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; PHB
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PHB
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; LDX.w #RewindSRAM
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LDX.w #RewindEntranceCache
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; LDY.w #SaveDataWRAM
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LDY.w #$C140
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; LDA.w #$4FF
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LDA.w #$27
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; MVN SaveDataWRAM>>16, RewindSRAM>>16
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MVN $7E, RewindEntranceCache>>16
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; PLB
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PLB
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PLP
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PLP
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RTS
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RTS
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@@ -270,12 +270,12 @@ SaveRewind:
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LDA.b $AA
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LDA.b $AA
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STA.l Rewind_AA
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STA.l Rewind_AA
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; PHB
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PHB
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; REP #$30
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REP #$30
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; LDX #SaveDataWRAM
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LDX.w #$C140
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; LDY #RewindSRAM
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LDY.w #RewindEntranceCache
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; LDA #$4FF
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LDA.w #$27
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; MVN RewindSRAM>>16, SaveDataWRAM>>16
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MVN RewindEntranceCache>>16, $7E
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; PLB
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PLB
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PLP
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PLP
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RTL
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RTL
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@@ -37,8 +37,8 @@ SpriteSwap_Palette_ArmorAndGloves:
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SEP #$30
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SEP #$30
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LDA.l SpriteSwapper : BNE .continue
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LDA.l SpriteSwapper : BNE .continue
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REP #$30
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REP #$30
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LDA.l GloveEquipment
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JSL.l LoadModifiedGloveValue
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JSL $9BEE21 ; Read Original Palette Code
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JSL $9BEE24 ; Read Original Palette Code
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RTL
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RTL
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.continue
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.continue
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3
sram.asm
3
sram.asm
@@ -417,7 +417,8 @@ Rewind_A6: skip 1
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Rewind_A7: skip 1
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Rewind_A7: skip 1
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Rewind_A9: skip 1
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Rewind_A9: skip 1
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Rewind_AA: skip 1
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Rewind_AA: skip 1
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skip 473
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RewindEntranceCache: skip $28
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skip 433
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;================================================================================
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;================================================================================
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; Direct SRAM Assignments ($700000 - $7080000)
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; Direct SRAM Assignments ($700000 - $7080000)
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