Applied labels and byte designators
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14
tablets.asm
14
tablets.asm
@@ -30,16 +30,16 @@ RTS
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;--------------------------------------------------------------------------------
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SpawnTabletItem:
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JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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JSL.l LoadOutdoorValue
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JSL.l AttemptItemSubstitution
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JSL.l ResolveLootIDLong
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JSL LoadOutdoorValue
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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PHA
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LDA.b #$EB : STA.l MiniGameTime
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JSL Sprite_SpawnDynamically
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PLA
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STA.w SpriteID,Y
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TYX
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JSL.l PrepDynamicTile_loot_resolved
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JSL PrepDynamicTile_loot_resolved
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LDA.b LinkPosX : STA.w SpritePosXLow, Y
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LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
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@@ -51,7 +51,7 @@ RTL
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;--------------------------------------------------------------------------------
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MaybeUnlockTabletAnimation:
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PHA : PHP
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JSL.l IsMedallion : BCC +
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JSL IsMedallion : BCC +
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JSR SetTabletItemFlag
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STZ.w MedallionFlag ; disable falling-medallion mode
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STZ.w ForceSwordUp ; release link from item-up pose
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@@ -61,7 +61,7 @@ MaybeUnlockTabletAnimation:
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LDA.b OverworldIndex : CMP.w #$0030 : BNE ++ ; Desert
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$02 : STA.b LinkDirection ; face link forward
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LDA.b #$3C : STA.b $46 ; lock link for 60f
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LDA.b #$3C : STA.b LinkIncapacitatedTimer ; lock link for 60f
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++
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SEP #$20 ; set 8-bit accumulator
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+
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@@ -98,7 +98,7 @@ CheckTabletItem:
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; Zero flag set = Item not collected
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; Zero flag clear = Item collected
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;--------------------------------------------------------------------------------
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JSL.l IsMedallion : BCS .tablet
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JSL IsMedallion : BCS .tablet
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LDA.l OverworldEventDataWRAM, X : AND.b #$40 ; What we wrote over
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RTL
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.tablet
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