Applied labels and byte designators
This commit is contained in:
@@ -1,9 +1,9 @@
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GtBossHeartCheckOverride:
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lda $a0 : cmp #$1c : beq ++
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cmp #$6c : beq ++
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cmp #$4d : bne +
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++ lda.l DRFlags : and #$01 : bne ++ ;skip if flag on
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lda $403 : ora #$80 : sta $403
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lda.b RoomIndex : cmp.b #$1c : beq ++
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cmp.b #$6c : beq ++
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cmp.b #$4d : bne +
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++ lda.l DRFlags : and.b #$01 : bne ++ ;skip if flag on
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lda.w RoomItemsTaken : ora.b #$80 : sta.w RoomItemsTaken
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++ clc
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rtl
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+ sec
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@@ -11,92 +11,92 @@ 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 MirrorEquipment : bne +
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lda #$01 : sta MirrorEquipment
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+ lda.l DRFlags : and.b #$02 : beq + ; Mirror Scroll
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lda.l MirrorEquipment : bne +
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lda.b #$01 : sta.l 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 MirrorEquipment : cmp #$01 : beq +
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++ lda $8A : and #$40 ; what I wrote over
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lda.l DRFlags : and.b #$02 : beq ++
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lda.l MirrorEquipment : cmp.b #$01 : beq +
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++ lda.b OverworldIndex : and.b #$40 ; what I wrote over
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rtl
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+ lda.l DRScroll : rtl
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EGFixOnMirror:
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lda.l DRFlags : and #$10 : beq +
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stz $047a
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lda.l DRFlags : and.b #$10 : beq +
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stz.w LayerAdjustment
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+ jsl Mirror_SaveRoomData
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rtl
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BlockEraseFix:
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lda MirrorEquipment : and #$02 : beq +
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stz $05fc : stz $05fd
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lda.l MirrorEquipment : and.b #$02 : beq +
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stz.w $05fc : stz.w $05fd
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+ rtl
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FixShopCode:
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cpx #$300 : !bge +
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sta RoomDataWRAM[$00].l, x
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cpx.w #$0300 : !BGE +
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sta.l RoomDataWRAM[$00].l, x
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+ rtl
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VitreousKeyReset:
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LDA.l FixPrizeOnTheEyes : BEQ +
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STZ.w $0CBA, X
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+ JML $0DB818 ;restore old code - SpritePrep_LoadProperties
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STZ.w SpriteForceDrop, X
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+ JML SpritePrep_LoadProperties ; what we wrote over
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GuruguruFix:
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lda $a0 : cmp #$df : !bge +
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and #$0f : cmp #$0e : !blt +
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lda.b RoomIndex : cmp.b #$df : !BGE +
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and.b #$0f : cmp.b #$0e : !BLT +
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iny #2
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+ rtl
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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 FollowerIndicator : cmp.b #$06
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lda.b #$01 : rtl
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+ lda.l FollowerIndicator : cmp.b #$06
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rtl
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SuctionOverworldFix:
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stz $50 : stz $5e
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stz.b LinkStrafe : stz.b LinkSpeed
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lda.l DRMode : beq +
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stz $49
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stz.b ForceMove
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+ rtl
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!CutoffTable = "$A7E000"
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CutoffEntranceRug:
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PHA : PHX
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LDA.l DRMode : BEQ .norm
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LDA $04 : cmp #$000A : BEQ + ; only affect A & C objects
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cmp #$000C : BNE .norm
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+ LDX #$0000 : LDA !CutoffTable, x
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- CMP.b $A0 : BEQ .check
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INX #2 : LDA !CutoffTable, x : CMP.w #$FFFF : BNE -
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.norm PLX : PLA : LDA $9B52, y : STA $7E2000, x ; what we wrote over
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RTL
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.check
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LDA $0c : CMP #$0004 : !BGE .skip
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LDA $0e : CMP #$0008 : !BGE .skip
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CMP.w #$0004 : !BLT .skip
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BRA .norm
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.skip PLX : PLA : RTL
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LDA.b Scrap04 : CMP.w #$000A : BEQ + ; only affect A & C objects
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CMP.w #$000C : BNE .norm
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+ LDX.w #$0000 : LDA.l CutoffRooms, x
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- CMP.b RoomIndex : BEQ .check
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INX #2 : LDA.l CutoffRooms, x : CMP.w #$FFFF : BNE -
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.norm
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PLX : PLA : LDA.w $9B52, Y : STA.l TileMapA, X ; what we wrote over
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RTL
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.check
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LDA.b Scrap0C : CMP.w #$0004 : !BGE .skip
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LDA.b Scrap0E : CMP.w #$0008 : !BGE .skip
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CMP.w #$0004 : !BLT .skip
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BRA .norm
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.skip
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PLX : PLA : RTL
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StoreTempBunnyState:
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LDA $5D : CMP #$1C : BNE +
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STA $5F
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+ LDA #$15 : STA $5D ; what we wrote over
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LDA.b LinkState : CMP.b #$1C : BNE +
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STA.b ManipTileField
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+ LDA.b #$15 : STA.b LinkState ; what we wrote over
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RTL
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RetrieveBunnyState:
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STY $5D : STZ $02D8 ; what we wrote over
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LDA $5F : BEQ +
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STA $5D
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STY.b LinkState : STZ.w ItemReceiptID ; what we wrote over
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LDA.b ManipTileField : BEQ +
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STA.b LinkState
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+ JML MaybeKeepLootID
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; A should be how much dmg to do to Aga when leaving this function, 0 if prevented
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StandardAgaDmg:
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LDX.b #$00 ; part of what we wrote over
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LDA.l ProgressFlags : AND #$04 : BNE .enableDamage ; zelda's been rescued, no further checks needed
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LDA.l ProgressFlags : AND.b #$04 : BNE .enableDamage ; zelda's been rescued, no further checks needed
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; zelda's not been rescued
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LDA.l AllowAgaDamageBeforeZeldaRescued : BEQ + ; zelda needs to be rescued if not allowed
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.enableDamage
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@@ -104,8 +104,8 @@ StandardAgaDmg:
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+ RTL
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StandardSaveAndQuit:
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LDA.b #$0F : STA.b $95 ; what we wrote over
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LDA.l ProgressFlags : AND #$04 : BNE +
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LDA.b #$0F : STA.b MOSAICQ ; what we wrote over
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LDA.l ProgressFlags : AND.b #$04 : BNE +
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LDA.l DRMode : BEQ +
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LDA.l StartingEntrance : CMP.b #$02 : BCC +
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LDA.b #$03 : STA.l StartingEntrance ; set spawn to uncle if >=
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@@ -115,20 +115,20 @@ StandardSaveAndQuit:
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BlindsAtticHint:
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REP #$20
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CMP.w #$0122 : BNE +
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LDA RoomDataWRAM[$65].low : AND.w #$0100 : BEQ +
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LDA.l 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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BlindZeldaDespawnFix:
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CMP.b #06 : BEQ +
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LDA.w $0D00,X : BEQ + ; don't despawn follower if maiden isn't "present"
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LDA.w SpritePosYLow,X : BEQ + ; don't despawn follower if maiden isn't "present"
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PLA : PLA : PEA.w SpritePrep_BlindMaiden_despawn_follower-1 : RTL
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+ PLA : PLA : PEA.w SpritePrep_BlindMaiden_kill_the_girl-1 : RTL
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BigKeyDoorCheck:
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CPY.w #$001E : BNE + ; skip if it isn't a BK door
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LDA.l DRFlags : AND #$0400 : BNE + ; skip if the flag is set - bk doors can be double-sided
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PLA : PEA.w RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door-1
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LDA.l DRFlags : AND.w #$0400 : BNE + ; skip if the flag is set - bk doors can be double-sided
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PLA : PEA.w RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door-1
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+ LDA.w #$0000 : RTL
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FixOvalFadeOutMirror:
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