Merge branch 'sram_rework' into dr_sram
This commit is contained in:
@@ -7,9 +7,9 @@ LampCheckOverride:
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LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
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CMP.b #$FF : BNE + : INC : RTL : +
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LDA $7EF34A : BNE .done ; skip if we already have lantern
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LDA LampEquipment : BNE .done ; skip if we already have lantern
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LDA $7EF3CA : BNE +
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LDA CurrentWorld : BNE +
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.lightWorld
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LDA $040C : CMP.b #$04 : !BGE ++ ; check if we're in HC
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LDA LampConeSewers : BRA .done
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@@ -36,13 +36,13 @@ rtl
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OnFileLoadOverride:
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jsl OnFileLoad ; what I wrote over
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+ lda.l DRFlags : and #$02 : beq + ; Mirror Scroll
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lda $7ef353 : bne +
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lda #$01 : sta $7ef353
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lda MirrorEquipment : bne +
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lda #$01 : sta MirrorEquipment
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+ rtl
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MirrorCheckOverride:
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lda.l DRFlags : and #$02 : beq ++
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lda $7ef353 : cmp #$01 : beq +
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lda MirrorEquipment : cmp #$01 : beq +
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++ lda $8A : and #$40 ; what I wrote over
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rtl
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+ lda.l DRScroll : rtl
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@@ -54,13 +54,13 @@ EGFixOnMirror:
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rtl
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BlockEraseFix:
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lda $7ef353 : and #$02 : beq +
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lda MirrorEquipment : and #$02 : beq +
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stz $05fc : stz $05fd
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+ rtl
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FixShopCode:
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cpx #$300 : !bge +
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sta $7ef000, x
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sta RoomDataWRAM[$00].l, x
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+ rtl
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VitreousKeyReset:
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@@ -77,7 +77,7 @@ GuruguruFix:
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BlindAtticFix:
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lda.l DRMode : beq +
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lda #$01 : rtl
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+ lda $7EF3CC : cmp.b #$06
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+ lda FollowerIndicator : cmp.b #$06
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rtl
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SuctionOverworldFix:
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@@ -120,11 +120,11 @@ RetrieveBunnyState:
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RainPrevention:
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LDA $00 : XBA : AND #$00FF : STA.b $0A ; what we wrote over
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PHA
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LDA $7EF3C5 : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
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LDA.l $7EF3C6 : AND #$0004 : BNE .done ; zelda's been rescued
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LDA ProgressIndicator : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
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LDA.l ProgressFlags : AND #$0004 : BNE .done ; zelda's been rescued
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LDA.l BlockSanctuaryDoorInRain : BEQ .done ;flagged
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LDA $A0 : CMP #$0012 : BNE + ;we're in the sanctuary
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LDA.l $7EF3CC : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
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LDA.l FollowerIndicator : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
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LDA $00 : AND #$00FF : CMP #$00A1 : BNE .done ; position is a1
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PLA : LDA #$0008 : RTL
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+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
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@@ -140,7 +140,7 @@ RainPrevention:
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; A should be how much dmg to do to Aga when leaving this function
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StandardAgaDmg:
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LDX.b #$00 ; part of what we wrote over
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LDA.l $7EF3C6 : AND #$04 : BEQ + ; zelda's not been rescued
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LDA.l ProgressFlags : AND #$04 : BEQ + ; zelda's not been rescued
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LDA.b #$10 ; hurt him!
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+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
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@@ -148,7 +148,7 @@ StandardAgaDmg:
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BlindsAtticHint:
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REP #$20
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CMP.w #$0122 : BNE +
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LDA $7EF0CA : AND.w #$0100 : BEQ +
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LDA RoomDataWRAM[$65].low : AND.w #$0100 : BEQ +
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SEP #$20 : RTL ; skip the dialog box if the hole is already open
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+ SEP #$20 : JML Main_ShowTextMessage
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