Added a TF Cutscene when getting the TF item
This commit is contained in:
150
elder.asm
150
elder.asm
@@ -12,7 +12,7 @@ JSR Elder_Code
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PLB
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RTL
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}
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Elder_Draw:
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{
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@@ -60,7 +60,7 @@ RTL
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LDA.l GoalCounter
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CMP.l GoalItemRequirement : !BLT +
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SEP #$20
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JSL.l ActivateGoal
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JSL ActivateTriforceCutscene
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+
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.dont_show
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@@ -69,3 +69,149 @@ RTL
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LDA.b $1A : LSR #5 : AND.b #$01 : STA.w $0DC0, X
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RTS
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}
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;--------------------------------------------------------------------------------
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; Triforce (Pedestal) Cutscene
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;--------------------------------------------------------------------------------
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ActivateTriforceCutscene:
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; despawn other sprites
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LDY.b #$0F
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- LDA.w $0E20,Y : CMP.b #$16 : BNE +
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CPY.b #$00 : BEQ .next
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; move Murahdahla to slot 0 for draw priority reasons
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LDA.w $0E20,Y : STA.w $0E20
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LDA.w $0D00,Y : STA.w $0D00
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LDA.w $0D10,Y : STA.w $0D10
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LDA.w $0D20,Y : STA.w $0D20
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LDA.w $0D30,Y : STA.w $0D30
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LDA.w $0D40,Y : STA.w $0D40
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LDA.w $0F50,Y : STA.w $0F50
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LDA.w $0E40,Y : STA.w $0E40
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LDA.w $0E60,Y : STA.w $0E60
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LDA.w $0DD0,Y : STA.w $0DD0
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LDA.b #$02 : STA.w $0F20
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+ LDA.b #$00 : STA.w $0DD0,Y
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.next
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DEY : BPL -
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LDA.b #$62 ; MasterSword Sprite
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JSL Sprite_SpawnDynamically
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; set up coords
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LDA.b $22 : STA.w $0D10,Y
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LDA.b $23 : STA.w $0D30,Y
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LDA.b $20 : CLC : ADC.b #$08 : STA.w $0D00,Y
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LDA.b $21 : ADC.b #$00 : STA.w $0D20,Y
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LDA.b #$01 : STA.w $0D90,Y ; our indicator this is a special cutscene sprite
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INC : STA.b $2F ; makes Link face downward
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; reset modules
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LDA.b $1B : BEQ +
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LDA.b #$07
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BRA ++
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+ LDA.b #$09
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++ STA.b $10
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STZ.b $11 : STZ.b $B0
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RTL
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pushpc
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org $058928
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MasterSword_InPedestal_DoCutscene:
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org $0589B1
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MasterSword_ConditionalHandleReceipt_DoReceipt:
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org $05890E
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JSL MasterSword_ConditionalActivateCutscene
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org $05895F
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JSL MasterSword_ConditionalGrabPose : NOP
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org $058994
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JSL MasterSword_ConditionalGrabPose : NOP
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org $058D1C
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JML MasterSword_SpawnPendantProp_ChangePalette
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MasterSword_SpawnPendantProp_ChangePalette_return:
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org $0589A3
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JSL MasterSword_ConditionalHandleReceipt : NOP #2
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pullpc
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MasterSword_ConditionalActivateCutscene:
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LDA.w $0D90,X : BNE .specialCutscene
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JML Sprite_CheckDamageToPlayerSameLayerLong ; what we wrote over
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.specialCutscene
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LDA.b #$02 : STA.w $02DA ; Link's 2-hands-up pose
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STA.b $EE ; draw Link on top
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LDA.b #$6A : JSL RequestSlottedTile ; draw Triforce piece in VRAM
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PLA : PLA : PLA : JML MasterSword_InPedestal_DoCutscene ; do cutscene
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MasterSword_ConditionalGrabPose:
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PHA
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LDA.w $0D90,X : BNE .specialCutscene
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PLA
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STA.w $0377 : LDA.b #$01 ; what we wrote over
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RTL
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.specialCutscene
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PLA
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LDA.b #$01
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RTL
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MasterSword_SpawnPendantProp_ChangePalette:
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STA.w $0D40,Y : PLX ; what we wrote over
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LDA.w $0D90,X : BNE .specialCutscene
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BRA .done
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.specialCutscene
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LDA.b #$08 : STA.w $0F50,Y ; change palette
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LDA.b #$02 : STA.w $0F20,Y ; change layer
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.done
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JML MasterSword_SpawnPendantProp_ChangePalette_return
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MasterSword_ConditionalHandleReceipt:
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LDA.w $0D90,X : BNE .specialCutscene
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LDX.b $8A : LDA.l $7EF280,X ; what we wrote over
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RTL
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.specialCutscene
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PLA : PLA : PEA.w MasterSword_ConditionalHandleReceipt_DoReceipt-1
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LDA.b 4,S : TAX
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LDY.b #$6A
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RTL
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pushpc
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org $058AB6
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MasterSword_SpawnLightWell:
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org $058AD0
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MasterSword_SpawnLightFountain:
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org $058B62
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MasterSword_SpawnLightBeam:
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org $058941
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JSL MasterSword_ConditionalSpawnLightWell : NOP #2
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MasterSword_SpawnLightWell_return:
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org $058952
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JSL MasterSword_ConditionalSpawnLightFountain : NOP #2
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MasterSword_SpawnLightFountain_return:
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org $058B64
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JSL MasterSword_ConditionalSpawnLightBeam : NOP #2
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pullpc
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MasterSword_ConditionalSpawnLightWell:
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INC.w $0D80,X ; part of what we wrote over
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LDA.w $0D90,X : BNE .specialCutscene
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PLA : PLA : PLA : PEA.w MasterSword_SpawnLightWell_return-1
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JML MasterSword_SpawnLightWell ; part of what we wrote over
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.specialCutscene
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RTL
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MasterSword_ConditionalSpawnLightFountain:
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INC.w $0D80,X ; part of what we wrote over
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LDA.w $0D90,X : BNE .specialCutscene
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PLA : PLA : PLA : PEA.w MasterSword_SpawnLightFountain_return-1
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JML MasterSword_SpawnLightFountain ; part of what we wrote over
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.specialCutscene
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RTL
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MasterSword_ConditionalSpawnLightBeam:
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LDA.w $0D90,X : BNE .specialCutscene
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LDA.b #$62 : JSL Sprite_SpawnDynamically ; what we wrote over
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RTL
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.specialCutscene
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LDY.b #$FF
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RTL
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