Merged in DR v1.2.0.8
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@@ -181,6 +181,8 @@ JSL RainPrevention : BCC + : RTS : NOP : +
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org $9edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
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org $9edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
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JSL StandardAgaDmg
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JSL StandardAgaDmg
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org $89F7B2 ; 09F7B2 Module17_01 S&Q
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JSL StandardSaveAndQuit
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org $89a681 ; < - similar to talalong.asm : 1157 (JSL Main_ShowTextMessage)
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org $89a681 ; < - similar to talalong.asm : 1157 (JSL Main_ShowTextMessage)
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JSL BlindsAtticHint : NOP #2
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JSL BlindsAtticHint : NOP #2
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@@ -121,6 +121,14 @@ StandardAgaDmg:
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LDA.b #$10 ; hurt him!
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LDA.b #$10 ; hurt him!
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+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
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+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
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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.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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+ RTL
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; note: this skips both maiden dialog triggers if the hole is open
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; note: this skips both maiden dialog triggers if the hole is open
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BlindsAtticHint:
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BlindsAtticHint:
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REP #$20
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REP #$20
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@@ -188,6 +188,9 @@ db Password_Tilemap>>16
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org $0CD527 ; <- 65527 : Bank0C.asm : 2913 (LDA.w #$0004 : STA $02) [LDA.w #$0006 : STA $02]
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org $0CD527 ; <- 65527 : Bank0C.asm : 2913 (LDA.w #$0004 : STA $02) [LDA.w #$0006 : STA $02]
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JSL.l DrawPlayerFile : NOP ; hijack hearts draw routine to draw a full inventory
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JSL.l DrawPlayerFile : NOP ; hijack hearts draw routine to draw a full inventory
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; Random incredible patch that I should add right now - File Select Fairy
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org $1BF029+1 : db $10
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org $0ccdd5 ; Bank0C.asm:1881 (LDX.w #$00FD)
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org $0ccdd5 ; Bank0C.asm:1881 (LDX.w #$00FD)
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JSL.l AltBufferTable : NOP #8 ; Selection screen
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JSL.l AltBufferTable : NOP #8 ; Selection screen
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org $0cd393 ; Bank0c.asm:2674 (LDX.w #$00FD)
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org $0cd393 ; Bank0c.asm:2674 (LDX.w #$00FD)
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