Re-implemented mirror scroll during escape behavior to not affect entrance and include the throne spawn point
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@@ -2439,8 +2439,8 @@ NOP #6 ; remove check
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org $068841 ; <- 30841 - sprite_prep.asm:269 (LDA $0D00, X : ADD.b #$03 : STA $0D00, X)
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JSL.l Mantle_CorrectPosition : NOP #2
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;--------------------------------------------------------------------------------
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org $02D6FC ; <- bank02 : Underworld_LoadEntrance.not_a_respawn (LDA.w $010E : AND.w #$00FF)
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JSL MirrorScrollSpawnZelda : NOP #2
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org $0297FD ; <- bank02 : Module07_19_MirrorFade (STZ.b $11 : STZ.b $14)
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JSL MirrorScrollSpawnZelda
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;--------------------------------------------------------------------------------
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org $0DFA53 ; <- 6FA53 - hud check for lantern
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JSL.l LampCheck
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15
mantle.asm
15
mantle.asm
@@ -12,16 +12,11 @@ Mantle_CorrectPosition:
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LDA $0D00, X : !ADD.b #$03 ; thing we did originally
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RTL
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;--------------------------------------------------------------------------------
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MirrorScrollSpawnZelda:
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SEP #$20
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LDA.l StartingEntrance : CMP.b #$02 : BNE +
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LDA.l MirrorEquipment : CMP.b #$01 : BNE +
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REP #$20
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PLA ; remove JSL 16 bits
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PEA.w Underworld_LoadSpawnEntrance-1
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RTL
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+ REP #$20
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LDA.l MirrorEquipment : CMP.b #$01 : BNE + ;mirror scroll
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LDA.l StartingEntrance : CMP.b #$02 : BEQ ++ ; zelda's cell
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CMP.b #$04 : BNE +
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++ INC $04AA
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; what we replaced
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LDA.w $010E : AND.w #$00FF
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+ STZ.b $11 : STZ.b $14
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RTL
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