12/14/2017
This commit is contained in:
@@ -122,6 +122,7 @@ incsrc goalitem.asm
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incsrc compasses.asm
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incsrc doorframefixes.asm
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;incsrc shopkeeper.asm
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incsrc cuccostorm.asm
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incsrc hashalphabet.asm ; <- TAKE OUT THE EXTRA ORGS IN HERE - THIS IS WHY WE COULDN'T ADD MORE FILES EARLIER
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warnpc $A18000
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@@ -357,6 +358,9 @@ Sprite_ShowMessageMinimal:
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org $05EC96
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Sprite_ZeldaLong:
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org $06A7DB
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Chicken_SpawnAvengerChicken: ; returns short
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org $06DC5C
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Sprite_DrawShadowLong:
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@@ -369,8 +373,11 @@ Sprite_PrepAndDrawSingleLargeLong:
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org $06DC00
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Sprite_PrepAndDrawSingleSmallLong:
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org $06EA18
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Sprite_ApplySpeedTowardsPlayerLong:
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org $06EAA6
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Sprite_DirectionToFacePlayer:
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Sprite_DirectionToFacePlayerLong:
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org $06F12F
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Sprite_CheckDamageToPlayerSameLayerLong:
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@@ -402,6 +409,9 @@ AddPendantOrCrystal:
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org $0993DF
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AddDashTremor:
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org $09AE64
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Sprite_SetSpawnedCoords:
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org $09AD58
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GiveRupeeGift:
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@@ -427,6 +437,12 @@ OAM_AllocateFromRegionF:
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org $0DBB67
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Sound_SetSfxPanWithPlayerCoords:
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org $0DBB6E
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Sound_SetSfx1PanLong:
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org $0DBB7C
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Sound_SetSfx2PanLong:
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org $0DBB8A
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Sound_SetSfx3PanLong:
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@@ -469,6 +485,9 @@ ShopKeeper_RapidTerminateReceiveItem:
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org $1DF65D
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Sprite_SpawnDynamically:
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org $1DF65F
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Sprite_SpawnDynamically_arbitrary:
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org $1DFD4B
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DiggingGameGuy_AttemptPrizeSpawn:
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@@ -8,7 +8,7 @@ Sprite_ShowMessageFromPlayerContact_Edit:
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LDA $4D : CMP.b #$02 : BEQ .dont_show
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JSL.l Sprite_DirectionToFacePlayer : TYA : EOR.b #$03
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JSL.l Sprite_DirectionToFacePlayerLong : TYA : EOR.b #$03
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SEC
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RTL
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.dont_show
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@@ -27,7 +27,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Edit:
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LDA $4D : CMP.b #$02 : BEQ .alpha
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STZ $1CE8 ; set text choice to 1st option (usually yes/confirm/etc)
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JSL.l Sprite_DirectionToFacePlayer : PHX : TYX
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JSL.l Sprite_DirectionToFacePlayerLong : PHX : TYX
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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@@ -90,7 +90,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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LDA $0F10, X : BNE .alpha
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LDA $4D : CMP.b #$02 : BEQ .alpha
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JSL Sprite_DirectionToFacePlayer : PHX : TYX
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JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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74
cuccostorm.asm
Normal file
74
cuccostorm.asm
Normal file
@@ -0,0 +1,74 @@
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;================================================================================
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StartCuccoStorm:
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;STA $FFFFFF
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PHA : PHX : PHY : PHP
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SEP #$30 ; set 8-bit accumulator & index registers
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LDA $1B : BNE .done ; skip if indoors
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LDY.b #$0A
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LDA.b #$0B : JSL Sprite_SpawnDynamically_arbitrary : BMI .done ; spawn a chicken
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JSL Sprite_SetSpawnedCoords
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LDA.b #$24 : STA $0DA0, Y ; turn it into an attack chicken
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LDA.b #$01 : STA $0DB0, Y
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.done
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PLP : PLY : PLX : PLA
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RTL
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;================================================================================
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SpawnAngryCucco:
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TXA : EOR $1A : AND.b #$0F : ORA $1B : BNE .spawn_delay
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LDA.b #$0B
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LDY.b #$0A
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JSL Sprite_SpawnDynamically_arbitrary : BMI .spawn_failed
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PHX
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TYX
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LDA.b #$1E : JSL Sound_SetSfx3PanLong
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PLX
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LDA.b #$01 : STA $0DB0, Y
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PHX
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JSL GetRandomInt : STA $0F : AND.b #$02 : BEQ .vertical_entry_point
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LDA $0F : ADC $E2 : STA $0D10, Y
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LDA $E3 : ADC.b #$00 : STA $0D30, Y
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LDA $0F : AND.b #$01 : TAX
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LDA $9F3C, X : ADC $E8 : STA $0D00, Y
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LDA $E9 : ADC.b #$00 : STA $0D20, Y
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BRA .set_velocity
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.vertical_entry_point
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LDA $0F : ADC $E8 : STA $0D00, Y
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LDA $E9 : ADC.b #$00 : STA $0D20, Y
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LDA $0F : AND.b #$01 : TAX
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LDA $9F3C, X : ADC $E2 : STA $0D10, Y
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LDA $E3 : ADC.b #$00 : STA $0D30, Y
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.set_velocity
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TYX
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LDA.b #$20 : JSL Sprite_ApplySpeedTowardsPlayerLong
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PLX
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LDA.b #$30 : JSL Sound_SetSfx2PanLong
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.spawn_failed
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.spawn_delay
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RTL
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;================================================================================
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28
hooks.asm
28
hooks.asm
@@ -357,6 +357,34 @@ JSL.l MSMusicReset : NOP
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; $22 = $0100 - $00FF - Hobo
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;--------------------------------------------------------------------------------
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;================================================================================
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; Temporary Nerfs and Buffs
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;--------------------------------------------------------------------------------
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org $06F400 ; <- 37F400 - Bank06.asm : 5963 (CLC : ADC $7EF35B)
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JSL.l LoadModifiedArmorLevel : NOP
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;--------------------------------------------------------------------------------
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org $07ADDB ; <- 3ADDB - Bank07.asm : 7251 (LDA $7EF37B : TAY)
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JSL.l LoadModifiedMagicLevel
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;--------------------------------------------------------------------------------
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org $07AE0D ; <- 3AE0D - Bank07.asm : 7279 (LDA $7EF37B : TAY)
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JSL.l LoadModifiedMagicLevel
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;--------------------------------------------------------------------------------
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org $07AE8E ; <- 3AE8E - Bank07.asm : 7376 (LDA $7EF37B : TAY)
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JSL.l LoadModifiedMagicLevel
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;--------------------------------------------------------------------------------
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org $08DCB9 ; <- 45CB9 - ancilla_cane_spark.asm : 256 (LDA $7EF37B : TAY)
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JSL.l LoadModifiedMagicLevel
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;--------------------------------------------------------------------------------
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org $07B08B
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LinkItem_MagicCostBaseIndices:
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;--------------------------------------------------------------------------------
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org $07B096 ; <- 3B096 - Bank07.asm : 7731 (LDA LinkItem_MagicCostBaseIndices, X : CLC : ADC $7EF37B : TAX)
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JSL.l LoadModifiedMagicLevel : !ADD.w LinkItem_MagicCostBaseIndices
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;--------------------------------------------------------------------------------
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org $07B0D5 ; <- 3B0D5 - Bank07.asm : 7783 (LDA LinkItem_MagicCostBaseIndices, X : CLC : ADC $7EF37B : TAX)
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JSL.l LoadModifiedMagicLevel : !ADD.w LinkItem_MagicCostBaseIndices
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;--------------------------------------------------------------------------------
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;================================================================================
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; New Items
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;--------------------------------------------------------------------------------
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@@ -45,6 +45,9 @@ ProcessMenuButtons:
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.sel_held
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CLC ; no buttons
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RTL
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;.l_pressed
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;JSL.l SpawnAngryCucco
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;RTL
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.sel_pressed
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LDA !HUD_FLAG : ORA #$20 : STA !HUD_FLAG ; set hud flag
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LDA.b #$20 : STA $012F ; menu select sound
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@@ -4,6 +4,9 @@
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; Output: 0 for darkness, 1 for lamp cone
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;--------------------------------------------------------------------------------
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LampCheck:
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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 $7EF3CA : BNE +
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@@ -847,7 +847,7 @@ GetRNGItemSingle:
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CMP.l RNGSingleTableSize : !BLT +++ : LDA.b #$00 : +++ ; rollover index if needed
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STA !SINGLE_INDEX_TEMP ; store index
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INX : CPX.l RNGSingleTableSize : !BLT .recheck
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LDA.b #$5A ; everything is gone, default to null item
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LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE
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BRA .single_done
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.single_unused
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LDA !SINGLE_INDEX_TEMP
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@@ -32,11 +32,47 @@ JMP.l PyramidFairy_BRANCH_GAMMA
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;================================================================================
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LoadSwordForDamage:
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LDA $0E20, X : CMP.b #$88 : BNE .notMoth
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LDA $7EF359 ; load normal sword value
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JSR.w LoadModifiedSwordLevel ; load normal sword value
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CMP.b #$04 : !BLT + : DEC : +
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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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RTL
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;================================================================================
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; $7F50C0 - Sword Modifier
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LoadModifiedSwordLevel: ; returns short
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LDA $7F50C0 : BEQ +
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!ADD $7EF359 ; 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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+
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LDA $7EF359 ; load normal sword value
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RTS
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;================================================================================
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; $7EF35B - Armor Inventory
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; $7F50C2 - Armor Modifier
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; $7F5020 - Scratch Space (Caller Preserved)
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LoadModifiedArmorLevel:
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PHA
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LDA $7EF35B : !ADD $7F50C2
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CMP.b #$FF : BNE + : LDA.b #$00 : +
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CMP.b #$03 : !BLT + : LDA.b #$02 : +
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STA $7F5020
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PLA
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!ADD $7F5020
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RTL
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;================================================================================
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; $7EF37B - Magic Inventory
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; $7F50C3 - Magic Modifier
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LoadModifiedMagicLevel:
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LDA $7F50C3 : BEQ +
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!ADD $7EF37B ; add normal magic value to modifier
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CMP.b #$FF : BNE + : LDA.b #$00 : +
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CMP.b #$03 : !BLT ++ : LDA.b #$02 : RTS : ++
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RTL
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+
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LDA $7F50C3 ; load normal magic value
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RTL
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;================================================================================
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CheckTabletSword:
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@@ -1285,6 +1285,15 @@ dw #9999 ; Rupee Limit
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; $7F50B0 - $7F50BF - Downstream Reserved (Enemizer)
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; $7F50C0 - Sword Modifier
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; $7F50C1 - Shield Modifier (Not Implemented)
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; $7F50C2 - Armor Modifier
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; $7F50C3 - Magic Modifier
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; $7F50C4 - Light Cone Modifier
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; $7F50C5 - Cucco Attack Modifier
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; $7F50C6 - Old Man Dash Modifier
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; $7F50C7 - Ice Physics Modifier
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; $7F50D0 - $7F50FF - Block Cypher Parameters
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; $7F5100 - $7F51FF - Block Cypher Buffer
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; $7F5200 - $7F52FF - RNG Pointer Block
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