Applied labels and byte designators
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@@ -5,11 +5,11 @@
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;================================================================================
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LoadSwordForDamage:
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LDA.w SpriteTypeTable, X : CMP.b #$88 : BNE .notMoth
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JSR.w LoadModifiedSwordLevel ; load normal sword value
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JSR LoadModifiedSwordLevel ; load normal sword value
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CMP.b #$04 : !BLT + : DEC : + ; if it's gold sword, change it to tempered
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RTL
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.notMoth
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JSR.w LoadModifiedSwordLevel ; load normal sword value
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JSR LoadModifiedSwordLevel ; load normal sword value
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RTL
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;================================================================================
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LookupDamageLevel:
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@@ -33,7 +33,7 @@ RTL
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;================================================================================
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LoadModifiedSwordLevel: ; returns short
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LDA.l SwordModifier : BEQ +
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!ADD SwordEquipment ; add normal sword value to modifier
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!ADD.l SwordEquipment ; add normal sword value to modifier
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BNE ++ : LDA.b #$01 : RTS : ++
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CMP.b #$05 : !BLT ++ : LDA.b #$04 : RTS : ++
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RTS
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@@ -44,18 +44,18 @@ RTS
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; ArmorEquipment - Armor Inventory
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LoadModifiedArmorLevel:
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PHA
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LDA.l ArmorEquipment : !ADD ArmorModifier
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LDA.l ArmorEquipment : !ADD.l ArmorModifier
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CMP.b #$FF : BNE + : LDA.b #$00 : +
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CMP.b #$03 : !BLT + : LDA.b #$02 : +
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STA.l ScratchBufferV
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PLA
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!ADD ScratchBufferV
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!ADD.l ScratchBufferV
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RTL
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;================================================================================
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; MagicConsumption - Magic Inventory
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LoadModifiedMagicLevel:
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LDA.l MagicModifier : BEQ +
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!ADD MagicConsumption ; add normal magic value to modifier
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!ADD.l MagicConsumption ; add normal magic value to modifier
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CMP.b #$FF : BNE ++ : LDA.b #$00 : RTL : ++
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CMP.b #$03 : !BLT ++ : LDA.b #$02 : ++
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RTL
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@@ -105,9 +105,9 @@ RTL
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RTL
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;================================================================================
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GetSmithSword:
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JSL ItemCheck_SmithSword : BEQ + : JML.l Smithy_AlreadyGotSword : +
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JSL ItemCheck_SmithSword : BEQ + : JML Smithy_AlreadyGotSword : +
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LDA.l SmithItemMode : BNE +
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JML.l Smithy_DoesntHaveSword ; Classic Smithy
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JML Smithy_DoesntHaveSword ; Classic Smithy
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+
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REP #$20 : LDA.l CurrentRupees : CMP.w #$000A : SEP #$20 : !BGE .buy
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@@ -115,13 +115,13 @@ GetSmithSword:
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REP #$10
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LDA.b #$7A
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LDY.b #$01
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JSL.l Sprite_ShowMessageUnconditional
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JSL Sprite_ShowMessageUnconditional
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LDA.b #$3C : STA.w SFX2 ; error sound
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SEP #$10
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BRA .done
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.buy
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LDA SmithItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
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LDA.l SmithItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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LDA.l SmithItem : TAY
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STZ.w ItemReceiptMethod ; Item from NPC
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PHX : JSL Link_ReceiveItem : PLX
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@@ -130,7 +130,7 @@ GetSmithSword:
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JSL ItemSet_SmithSword
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.done
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JML.l Smithy_AlreadyGotSword
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JML Smithy_AlreadyGotSword
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;================================================================================
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CheckMedallionSword:
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LDA.l AllowSwordlessMedallionUse : BEQ .check_sword
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@@ -178,13 +178,13 @@ CheckMedallionSword:
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LDA.l MireRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP.w CurrentYItem : BNE .done
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LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE .done
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LDA.b #$08 : PHA : PLB ; set data bank to $08
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LDY.b #$02 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; misery mire
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LDY.b #$02 : JSL Ancilla_CheckIfEntranceTriggered : BCS .permit ; misery mire
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BRA .done
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+ : CMP.b #$47 : BNE +
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LDA.l TRockRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP.w CurrentYItem : BNE .done
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LDA.l OverworldEventDataWRAM+$47 : AND.b #$20 : BNE .done
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LDA.b #$08 : PHA : PLB ; set data bank to $08
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LDY.b #$03 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; turtle rock
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LDY.b #$03 : JSL Ancilla_CheckIfEntranceTriggered : BCS .permit ; turtle rock
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+
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.done
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PLY : PLX : PLB
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