Enemizer Cleanup
This commit is contained in:
@@ -27,12 +27,13 @@ DoDungeonMapBossIcon:
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; get sprite pointer for room
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LDA.l $89D62E,X
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INC ; to skip the "sort"
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TAX
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STA.b $00 ; pointer in $00
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LDA.w #$0028 : STA.b $02 ; set the bank to 28 for now
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LDY.w #$0001 ; to skip the "sort"
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; get first byte to make sure it isn't an empty room
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SEP #$20
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LDA.l $890000,X
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LDA.b [$00], Y
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CMP.b #$FF
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BNE ++
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@@ -40,7 +41,8 @@ DoDungeonMapBossIcon:
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BRA .cave
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; check first sprite
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++ LDA.l $890002,X
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++ INY #2
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LDA.b [$00], Y
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SEP #$10
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; match boss id
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@@ -5,8 +5,8 @@
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print "Blind Spawn Code Check: ", pc
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check_blind_boss_room:
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LDA $A0 ; load room index (low byte)
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CMP #172 : BNE + ; Is is Thieve Town Boss Room
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LDA $09DE81 : BEQ + ; Blind maiden does not need rescuing
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CMP #172 : BNE + ; Is is Thieves Town Boss Room
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LDA !BLIND_DOOR_FLAG : BNE + ; Blind maiden does not need rescuing
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LDA FollowerIndicator : JML Check_for_Blind_Fight
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+
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@@ -38,10 +38,6 @@ sprite_bush_spawn:
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LDA.w sprite_bush_spawn_table_random_sprites, Y
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BRL .return
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.item_table
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db #$00, #$D9, #$3E, #$79, #$D9, #$DC, #$D8, #$DA, #$E4, #$E1, #$DC
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db #$D8, #$DF, #$E0, #$0B, #$42, #$D3, #$41, #$D4, #$D9, #$E3, #$D8
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.not_random
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CPY.b #$0F : BEQ .newSpriteSpawn
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@@ -49,7 +45,7 @@ sprite_bush_spawn:
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CPY.b #$10 : BEQ .newSpriteSpawn
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;CPY.b #$0E : BEQ .newSpriteSpawn
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LDA .item_table, Y
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LDA.w item_drop_table_override, Y
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BRA .return
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.newSpriteSpawn
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@@ -11,3 +11,11 @@ sprite_bush_spawn_table:
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.random_sprites ; if item == 04
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db #$00, #$D8, #$E3, #$D8
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}
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warnpc $B68374
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; the drop table has $E1 at B6837D which needs to be #$DA with retro bow
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item_drop_table_override:
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db #$00, #$D9, #$3E, #$79, #$D9, #$DC, #$D8, #$DA, #$E4, #$E1, #$DC
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db #$D8, #$DF, #$E0, #$0B, #$42, #$D3, #$41, #$D4, #$D9, #$E3, #$D8
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@@ -17,7 +17,6 @@ db #$00 ;408106 : 200106 ; toggle to turn on terrorpin ai "fix"
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.center_boss_drops
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db #$00 ;368107
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db #$00 ;408107 : 200107
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db #$00 ;408108 : 200108
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db #$00 ;408109 : 200109
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db #$00 ;40810A : 20010A
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@@ -7,7 +7,5 @@ org $1DA081 ; Original Code
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JML check_blind_boss_room
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Check_for_Blind_Fight:
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org $1DA090
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Initialize_Blind_Fight:
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@@ -28,142 +28,6 @@ Dungeon_ResetSprites: ; Bank09.asm(822)
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org $9C44E
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Sprite_ResetAll: ; Bank09.asm(1344)
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;================================================================================
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; fix skull woods gibdo key drop
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;--------------------------------------------------------------------------------
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;Gibdo key drop hardcoded in skullwoods to fix problems
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;some bosses are dropping a key when there's a key drop avaiable in
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;the previous room
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; org $09DD74 ; Gibdo draw code (JSL Sprite_DrawShadowLong)
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; db #$00, #$00 ; Remove key drop in skull woods
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; org $1EBB37 ; Gibdo draw code (JSL Sprite_DrawShadowLong)
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; JSL gibdo_drop_key
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;--------------------------------------------------------------------------------
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; todo make the boss data change dynamic
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;================================================================================
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; Move All Bosses Sprites in Top Left Quadrant
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;--------------------------------------------------------------------------------
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; sprite values for rooms, with coordinates changed
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;Trinexx
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org $09E5BA ; 0x4E5BA ; [0xB]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $07, $CB ; trinexx body? ; 15 07 CB
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db $05, $07, $CC ; trinexx ice head? ; 15 07 CC
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db $05, $07, $CD ; trinexx fire head? ; 15 07 CD
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db $FF ; terminator
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;Armos - Eastern
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org $09E887 ; 0x4E887 ; [0x17]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $04, $53 ; armos ;15 14 53
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db $05, $07, $53 ; armos ;15 17 53
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db $05, $0A, $53 ; armos ;15 1A 53
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db $08, $0A, $53 ; armos ;18 1A 53
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db $08, $07, $53 ; armos ;18 17 53
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db $08, $04, $53 ; armos ;18 14 53
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db $08, $E7, $19 ; armos overlord ;18 F7 19
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db $FF ; terminator
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;Kholdstare
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org $09EA01 ; 0x4EA01 ; [0xB]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $07, $A3 ; kholdstare shell ;05 17 A3
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db $05, $07, $A4 ; fallling ice ;05 17 A4
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db $05, $07, $A2 ; kholdstare ;05 17 A2
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db $FF ; terminator
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;Arrghus
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org $09D997 ; 0x4D997 ; [0x2C]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $07, $07, $8C ; arrghus ;17 07 8C
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $FF ; terminator
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;Moldorm - ToH
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org $09D9C3 ; 0x4D9C3 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $09, $09, $09 ; moldorm ;0E 12 09
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db $FF ; terminator
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;Mothula
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org $09DC31 ; 0x4DC31 ; [0x5] (really [0x8])
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db $00 ; "Sort Spr" in Hyrule Magic
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db $06, $08, $88 ; mothula ;16 18 88
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; truncated moving floor overlord ;16 E7 07
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db $FF ; terminator
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;Lanmolas - Desert
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org $09DCCB ; 0x4DCCB ; [0xB]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $07, $06, $54 ; lanmolas ;17 06 54
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db $07, $09, $54 ; lanmolas ;17 09 54
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db $09, $07, $54 ; lanmolas ;19 07 54
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db $FF ; terminator
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;Helmasaure
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org $09E049 ; 0x4E049 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $06, $07, $92 ; helmasaur ;16 17 92
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db $FF ; terminator
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;Vitreous
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org $09E457 ; 0x4E457 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $07, $BD ; vitreous ;15 07 BD
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db $FF ; terminator
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;Blind
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org $09E654 ; 0x4E654 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $09, $CE ; blind ;15 19 CE
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db $FF ; terminator
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; Armos - GT ; this shouldn't get used unless boss randomization is turned off
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org $09DB23 ; 0x4DB23 ; [0x23] // need 0x38 to fit arrghus+spawn and fairies (use 0x4D87E-)
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db $00
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db $05, $04, $53 ; armos ;15 14 53
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db $05, $07, $53 ; armos ;15 17 53
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db $05, $0A, $53 ; armos ;15 1A 53
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db $08, $0A, $53 ; armos ;18 1A 53
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db $08, $07, $53 ; armos ;18 17 53
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db $08, $04, $53 ; armos ;18 14 53
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db $08, $E7, $19 ; armos overlord ;18 F7 19
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db $07, $07, $E3 ; fairy ;07 07 E3
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db $07, $08, $E3 ; fairy ;07 08 E3
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db $08, $07, $E3 ; fairy ;08 07 E3
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db $08, $08, $E3 ; fairy ;08 08 E3
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db $FF
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; Lanmola - GT ; this shouldn't get used unless boss randomization is turned off
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org $09E1BE ; 0x4E1BE ; [0x11] // need 0x32 to fit arrghus+spawn and bunny beam+medusa (use 0x4D8B6-)
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db $00
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db $07, $06, $54 ; lanmolas ;17 06 54
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db $07, $09, $54 ; lanmolas ;17 09 54
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db $09, $07, $54 ; lanmolas ;19 07 54
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db $18, $17, $D1 ; bunny beam ;18 17 D1
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db $1C, $03, $C5 ; medusa ;1C 03 C5
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db $FF
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; Moldorm - GT ; this shouldn't get used unless boss randomization is turned off
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org $09DF1E ; 0x4DF1E ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $09, $09, $09 ; moldorm ;0E 12 09
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db $FF ; terminator
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;--------------------------------------------------------------------------------
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;================================================================================
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@@ -179,17 +43,6 @@ org $028256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) o
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JSL boss_move
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;--------------------------------------------------------------------------------
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; todo make arghuss room change dynamic
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;================================================================================
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; water tiles removed in arrghus room
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;--------------------------------------------------------------------------------
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org $1FA15C
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db $FF, $FF, $FF, $FF, $F0, $FF, $61, $18, $FF, $FF
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; Arrghus can stand on ground
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org $0DB6BE
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db $00
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;--------------------------------------------------------------------------------
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;================================================================================
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@@ -11,10 +11,10 @@ org $1DD88E
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}
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; set number of eyes
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org $1DDBB2 ;$0EDBB2
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{
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;org $1DDBB2 ;$0EDBB2
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;{
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; LDX.b #$01
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; number of eyes (-1)
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;0EDBB2 0EDBB3
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LDX.b #$07
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}
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; LDX.b #$01
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;}
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@@ -34,7 +34,6 @@ EnemizerTablesStart:
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incsrc enemizer_info_table.asm
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incsrc enemizerflags.asm
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incsrc bushes_table.asm
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; todo: room header table
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EnemizerCodeStart:
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incsrc bushes.asm
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