Remove no-text lag
This commit is contained in:
@@ -429,9 +429,6 @@ Sprite_ShowMessageFromPlayerContact:
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org $05E219
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Sprite_ShowMessageUnconditional:
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org $05FA8E
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Sprite_ShowMessageMinimal:
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org $05EC96
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Sprite_ZeldaLong:
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@@ -580,9 +577,6 @@ ShopKeeper_RapidTerminateReceiveItem:
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org $1CF500
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Sprite_NullifyHookshotDrag:
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org $1CFD69
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Main_ShowTextMessage:
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org $1DE9B6
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Filter_MajorWhitenMain:
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56
dialog.asm
56
dialog.asm
@@ -237,7 +237,7 @@ FreeDungeonItemNotice:
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PLB
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PLP
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PLY : PLX : PLA
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;JSL.l Main_ShowTextMessage
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;JSL.l Main_ShowTextMessage_Alt
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RTL
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.skip
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@@ -288,7 +288,7 @@ DialogGanon1:
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+
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REP #$20 : LDA.w #$016D : STA $1CF0 : SEP #$20
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++
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JSL.l Sprite_ShowMessageMinimal
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JSL.l Sprite_ShowMessageMinimal_Alt
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RTL
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;--------------------------------------------------------------------------------
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DialogGanon2:
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@@ -298,7 +298,7 @@ DialogGanon2:
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+
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REP #$20 : LDA.w #$016E : STA $1CF0 : SEP #$20
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++
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JSL.l Sprite_ShowMessageMinimal
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JSL.l Sprite_ShowMessageMinimal_Alt
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RTL
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;--------------------------------------------------------------------------------
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DialogEtherTablet:
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@@ -366,6 +366,56 @@ DialogBombShopGuy:
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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RTL
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;--------------------------------------------------------------------------------
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Main_ShowTextMessage_Alt:
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; Are we in text mode? If so then end the routine.
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LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode
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Sprite_ShowMessageMinimal_Alt:
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STZ $11
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PHX : PHY
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LDA.b $00 : PHA
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LDA.b $01 : PHA
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LDA.b $02 : PHA
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LDA.b #$1C : STA.b $02
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REP #$30
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LDA.w $1CF0 : ASL : TAX
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LDA.l $7f71c0, X
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STA.b $00
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SEP #$30
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LDY.b #$00
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LDA [$00], Y : CMP.b #$fe : BNE +
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INY : LDA [$00], Y : CMP.b #$6e : BNE +
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INY : LDA [$00], Y : : BNE +
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INY : LDA [$00], Y : CMP.b #$fe : BNE +
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INY : LDA [$00], Y : CMP.b #$6b : BNE +
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INY : LDA [$00], Y : CMP.b #$04 : BNE +
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BRL .end
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+
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STZ $0223 ; Otherwise set it so we are in text mode.
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STZ $1CD8 ; Initialize the step in the submodule
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; Go to text display mode (as opposed to maps, etc)
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LDA.b #$02 : STA $11
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; Store the current module in the temporary location.
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LDA $10 : STA $010C
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; Switch the main module ($10) to text mode.
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LDA.b #$0E : STA $10
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.end
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PLA : STA.b $02
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PLA : STA.b $01
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PLA : STA.b $00
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PLY : PLX
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Main_ShowTextMessage_Alt_already_in_text_mode:
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RTL
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;--------------------------------------------------------------------------------
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; A0 - A9 - 0 - 9
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; AA - C3 - A - Z
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@@ -202,7 +202,7 @@ PostItemAnimation:
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LDA $7F50A0 : BEQ +
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STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
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JSL.l Main_ShowTextMessage
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JSL.l Main_ShowTextMessage_Alt
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LDA.b #$00 : STA $7F50A0
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+
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17
hooks.asm
17
hooks.asm
@@ -1591,6 +1591,20 @@ db #$8F
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;================================================================================
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; Text Removal
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;--------------------------------------------------------------------------------
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org $05FA8E
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Sprite_ShowMessageMinimal:
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JML.l Sprite_ShowMessageMinimal_Alt
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;--------------------------------------------------------------------------------
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org $1CFD69
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Main_ShowTextMessage:
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JML.l Main_ShowTextMessage_Alt
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;--------------------------------------------------------------------------------
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org $05E21F ; <- 2E21F - Bank05.asm : 2691 (STZ $0223)
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JSL.l Sprite_ShowMessageMinimal_Alt
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BRA Sprite_ShowMessageUnconditional_Rest
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org $05E232 ; <- 2E232 - Bank05.asm : 2700 (PHX)
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Sprite_ShowMessageUnconditional_Rest:
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;--------------------------------------------------------------------------------
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;-- Music restarting at zelda fix
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org $05ED10 ; <- 2ED10 - sprite_zelda.asm : 233 - (LDA.b #$19 : STA $012C)
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NOP #5
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@@ -1631,9 +1645,6 @@ org $06B4F3 ; <- 334F3 sprite_smithy_bros.asm : 556 (JSL Sprite_ShowMessageUncon
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JSL ItemSet_SmithSword
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;NOP #4
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;----------------------------------------------------------
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org $05FBC2 ; <- 2FBC3 - sprite_mad_batter.asm:195 - (JSL Sprite_ShowMessageUnconditional)
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NOP #4 ; removing this breaks animated received objects like rupees
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;----------------------------------------------------------
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;===================================
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;-- Escort Text
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@@ -175,7 +175,7 @@ AddReceivedItemExpandedGetItem:
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PHX
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;JSR.w ProcessEventItems : CPX.b #$00 : BEQ ++
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; ;JSL.l Main_ShowTextMessage
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; ;JSL.l Main_ShowTextMessage_Alt
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; LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
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; LDA.b #$01 : STA $7F50A0
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; BRL .done
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