Moldorm stunnable with hookshot/boomerang; only damagable when stunned
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BIN
damage_table.bin
BIN
damage_table.bin
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25
hooks.asm
25
hooks.asm
@@ -3106,3 +3106,28 @@ org $079DAB
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JSL SwordSwingDelay : NOP
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org $079DEE
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JSL SwordSwingDelay : NOP
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org $088E4A
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JSL MaybeRecoil
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BRA + : NOP #6 : +
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org $06EC4D
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JSL MaybeRecoil2
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BRA + : NOP #10 : +
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; make moldorm check head for hitbox instead of tail
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org $1DDADD
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; BRA + : NOP #22 : +
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BRA + : NOP #26 : +
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org $1DDAF9
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BRA + : NOP : +
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org $1DDB01
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BRA + : NOP #3 : +
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; make moldorm repel sword when not stunned
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org $06F354
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JSL CheckMoldormRepel
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BCC .not_moldorm
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NOP
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skip 17
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.not_moldorm
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@@ -126,6 +126,8 @@ Utility_CheckAncillaOverlapWithSprite:
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RTL
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.giant_moldorm
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LDA $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
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LDA $0C4A, X : CMP #$1F : BEQ .check_collision_moldorm ; hookshot
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CMP #$05 : BEQ .check_collision_moldorm ; boomerang
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LDA.l SpecialWeapons : CMP #$01 : BNE ++
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LDA $0C4A, X : CMP #$07 : BEQ .check_collision_moldorm
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BRA .ignore_collision ; don't collide with non-bombs
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@@ -274,29 +276,29 @@ Utility_CheckHammerHelmasaurKingMask:
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RTL
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;--------------------------------------------------------------------------------
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Utility_CheckImpervious:
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LDA $0E20, X : CMP.b #$CE : BEQ .blind
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CMP.b #$CB : BNE .normal
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LDA.w $0E20, X : CMP.b #$CE : BEQ .blind
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CMP.b #$CB : BNE .normal
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.trinexx
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LDA SpecialWeapons : CMP #$01 : BEQ +
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LDA.l SpecialWeapons : CMP #$01 : BEQ +
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CMP #$03 : BEQ +
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CMP #$04 : BEQ +
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CMP #$05 : BEQ +
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CMP #$06 : BEQ .check_sidenexx
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BRA .normal
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.blind
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LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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LDA.w $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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BRA .normal
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+
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LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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LDA.w $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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.check_sidenexx
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LDA.w $0DD1 : ORA.w $0DD2 : BNE .impervious ; at least one sidenexx alive
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LDA.w $0D80, X : CMP.b #$02 : BCS .impervious ; at least one sidenexx alive
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BRA .not_impervious
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.normal
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LDA $0E60, X : AND.b #$40 : BNE .impervious
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LDA $0CF2 : CMP #$FF : BEQ .impervious ; special "always-impervious" class
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LDA $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
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LDA $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
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LDA.w $0E60, X : AND.b #$40 : BNE .impervious
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LDA.w $0CF2 : CMP.b #$FF : BEQ .impervious ; special "always-impervious" class
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LDA.w $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
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LDA.w $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
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JSL Ganon_CheckHammerVulnerability : BCS .not_impervious
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LDA SpecialWeapons : CMP #$01 : BEQ +
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CMP #$03 : BEQ +
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@@ -304,7 +306,7 @@ Utility_CheckImpervious:
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CMP #$05 : BEQ +
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BRA .not_impervious
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+
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LDA $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
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LDA.w $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
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CMP.b #$40 : BEQ .not_impervious ; aga barrier
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BRA .impervious
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.not_impervious
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@@ -336,12 +338,6 @@ Utility_CheckImpervious:
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; start with X = sprite index
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;--------------------------------------------------------------------------------
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AllowBombingMoldorm:
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LDA SpecialWeapons : CMP #$01 : BEQ .no_disable_projectiles
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CMP #$03 : BEQ .no_disable_projectiles
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CMP #$04 : BEQ .no_disable_projectiles
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CMP #$05 : BEQ .no_disable_projectiles
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CMP #$06 : BEQ .no_disable_projectiles
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INC $0BA0, X
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.no_disable_projectiles
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JSL !SPRITE_INITIALIZED_SEGMENTED
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RTL
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45
trolls.asm
45
trolls.asm
@@ -118,3 +118,48 @@ SwordSwingDelay:
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LDA.l $079CAF, X
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STA.b $3D
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RTL
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MaybeRecoil:
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LDA.w $0E20, Y
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CMP.b #$09 ; skip recoil on the giant 'dorm
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BEQ .done
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LDA.l $088E75, X
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STA.w $0F40, Y
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LDA.l $088E79, X
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STA.w $0F30, Y
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.done
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RTL
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MaybeRecoil2:
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LDA.w $0E20, X
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CMP.b #$09
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BEQ .moldorm
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LDA.b $00
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EOR.b #$FF
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INC
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STA.w $0F30, X
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LDA.b $01
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EOR.b #$FF
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INC
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STA.w $0F40, X
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RTL
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.moldorm ; skip recoil on the giant 'dorm and unstun
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STZ.w $0B58, X
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STZ.w $0D90, X
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RTL
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CheckMoldormRepel:
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CMP.b #$09
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BNE .not_moldorm
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LDA.w $0D90, X
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BEQ .repel
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LDA.w $0B58, X
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BEQ .repel
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.no_repel
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LDA.b #$01
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SEC : RTL
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.repel
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LDA.b #$00
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SEC : RTL
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.not_moldorm
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CLC : RTL
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