move inventory swap next to rest of inv in sram
This commit is contained in:
@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$17, #$12, #$22 ; year/month/day
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db #$20, #$18, #$01, #$02 ; year/month/day
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;================================================================================
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@@ -35,10 +35,10 @@ db #$20, #$17, #$12, #$22 ; year/month/day
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!BLT = "BCC"
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!BGE = "BCS"
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!INVENTORY_SWAP = "$7EF38C"
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!INVENTORY_SWAP_2 = "$7EF38E"
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!NPC_FLAGS = "$7EF410"
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!NPC_FLAGS_2 = "$7EF411"
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!INVENTORY_SWAP = "$7EF412"
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!INVENTORY_SWAP_2 = "$7EF414"
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!MAP_ZOOM = "$7EF415"
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!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
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!HUD_FLAG = "$7EF416" ; --h- ----
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16
events.asm
16
events.asm
@@ -28,7 +28,7 @@ RTL
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;--------------------------------------------------------------------------------
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OnDungeonExit:
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STA $040C : STZ $04AC ; thing we wrote over
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PHA : PHP
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JSL.l HUD_RebuildLong
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PLP : PLA
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@@ -59,12 +59,12 @@ OnNewFile:
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LDA.l LinkStartingRupees : STA $7EF362 : STA $7EF360
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LDA.l StartingTime : STA $7EF454
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LDA.l StartingTime+2 : STA $7EF454+2
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LDX.w #$00 : - ; copy over starting equipment
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LDA StartingEquipment, X : STA $7EF340, X
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INX : INX
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CPX.w #$004B : !BLT -
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CPX.w #$004F : !BLT -
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SEP #$20 ; set 8-bit accumulator
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;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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LDA.l PreopenCurtains : BEQ +
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@@ -82,7 +82,7 @@ RTL
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;--------------------------------------------------------------------------------
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OnEnterWater:
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JSL.l RegisterWaterEntryScreen
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JSL.l MysteryWaterFunction
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LDX.b #$04
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RTL
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@@ -117,12 +117,12 @@ RTL
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;--------------------------------------------------------------------------------
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PostItemAnimation:
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LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
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LDA $7F50A0 : BEQ +
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JSL.l Main_ShowTextMessage
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LDA.b #$00 : STA $7F50A0
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+
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STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -1,7 +1,7 @@
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;================================================================================
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; Inventory Updates
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;================================================================================
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!INVENTORY_SWAP = "$7EF412"
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!INVENTORY_SWAP = "$7EF38C"
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; Item Tracking Slot
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; brmp-skf
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; b = blue boomerang
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@@ -13,7 +13,7 @@
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; k = fake flute
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; f = working flute
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;--------------------------------------------------------------------------------
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!INVENTORY_SWAP_2 = "$7EF414"
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!INVENTORY_SWAP_2 = "$7EF38E"
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; Item Tracking Slot #2
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; bs------
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; b = bow
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101
newitems.asm
101
newitems.asm
@@ -37,17 +37,17 @@
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;GetAnimatedSpriteGfxFile:
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; LDY.b #$32
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; CMP.b #$39 : BCS + ; If tile index >= 0x39, use sprite file 0x32 (Blank file)
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;
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;
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; LDY.b #$5D
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;
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;
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; CMP.b #$23 : BEQ + ; If tile index is 0x23 (Pendant)...
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; CMP.b #$37 : BCS + ; ...or tile index >= 0x37, use sprite file 0x5D (Pendant, Boots, 20 Rupees)
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;
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;
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; LDY.b #$5C
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;
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;
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; CMP.b #$0C : BEQ + ; If tile index is 0x0C (Flute)...
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; CMP.b #$24 : BCS + ; ...or tile index >= 24, use sprite file 0x5C (Rupees, Crystal, Heart Piece ... ...)
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;
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;
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; ; Otherwise, use sprite file 0x5B (Medallions, Mirror, Flippers, Lantern, Compass...)
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; LDY.b #$5B
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;+
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@@ -63,7 +63,7 @@ GetAnimatedSpriteGfxFile:
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CMP.b #$48 : BNE +
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LDY.b #$60 : JML GetAnimatedSpriteGfxFile_return
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+
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CMP.b #$24 : !BGE +
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LDY.b #$5B : JML GetAnimatedSpriteGfxFile_return
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+
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@@ -130,6 +130,7 @@ endmacro
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;--------------------------------------------------------------------------------
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!CHALLENGE_TIMER = "$7EF454"
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!GOAL_COUNTER = "$7EF460"
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!INVENTORY_SWAP_2 = "$7EF38E"
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;--------------------------------------------------------------------------------
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;carry clear if pass
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;carry set if caught
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@@ -142,16 +143,16 @@ endmacro
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; LDA $02D8
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; CMP.b #$70 : !BLT + : CMP.b #$E0 : !BGE + ; Free Item Block
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; !SUB #$70
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;
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;
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; REP #$30 ; set 16-bit accumulator & index registers
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; AND.w #$00FF : ASL : TAX
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; LDA.l EventDataOffsets, X : !ADD.w #EventDataTable : STA $00
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;
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;
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; SEP #$20 ; set 8-bit accumulator
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; PHK : PLA : STA $02
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;
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;
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; JSL.l LoadDialogAddressIndirect
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;
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;
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; SEP #$10 ; set 8-bit index registers
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; LDX.b #$01 : BRA .done
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; +
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@@ -165,7 +166,7 @@ endmacro
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;--------------------------------------------------------------------------------
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AddReceivedItemExpandedGetItem:
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PHX
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;JSR.w ProcessEventItems : CPX.b #$00 : BEQ ++
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; ;JSL.l Main_ShowTextMessage
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; LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
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@@ -176,7 +177,7 @@ AddReceivedItemExpandedGetItem:
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LDA $02D8 ; check inventory
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JSL.l FreeDungeonItemNotice
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CMP.b #$0B : BNE + ; Bow
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LDA $7EF414 : AND.b #$40 : BEQ ++
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LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
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LDA.b #03 : STA $7EF340 ; set bow silver
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++
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BRL .done
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@@ -427,7 +428,7 @@ AddReceivedItemExpanded:
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++
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.done
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PLX : PLA
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PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
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JMP.l AddReceivedItem+2
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}
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@@ -438,16 +439,16 @@ AddReceivedItemExpanded:
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.y_offsets
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db -5, -5, -5, -5, -5, -4, -4, -5
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db -5, -4, -4, -4, -2, -4, -4, -4
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db -4, -4, -4, -4, -4, -4, -4, -4
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db -4, -4, -4, -4, -4, -4, -4, -4
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db -4, -4, -4, -5, -4, -4, -4, -4
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db -4, -4, -2, -4, -4, -4, -4, -4
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db -4, -4, -4, -4, -2, -2, -2, -4
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db -4, -4, -4, -4, -4, -4, -4, -4
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db -4, -4, -2, -2, -4, -2, -4, -4
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db -4, -5, -4, -4
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;new
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@@ -476,16 +477,16 @@ AddReceivedItemExpanded:
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.x_offsets
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db 4, 4, 4, 4, 4, 0, 0, 4
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db 4, 4, 4, 4, 5, 0, 0, 0
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db 0, 0, 0, 4, 0, 4, 0, 0
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db 4, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 4, 0, 0, 0
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db 0, 0, 5, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 4, 4, 4, 0
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db 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 4, 4, 0, 4, 0, 0
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db 0, 4, 0, 0
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;new
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@@ -515,16 +516,16 @@ AddReceivedItemExpanded:
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.item_graphics_indices
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db $06, $18, $18, $18, $2D, $20, $2E, $09
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db $09, $0A, $08, $05, $10, $0B, $2C, $1B
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db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
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db $07, $15, $12, $0D, $0D, $0E, $11, $17
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db $28, $27, $04, $04, $0F, $16, $03, $13
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db $01, $1E, $10, $00, $00, $00, $00, $00
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db $00, $30, $22, $21, $24, $24, $24, $23
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db $23, $23, $29, $2A, $2C, $2B, $03, $03
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db $34, $35, $31, $33, $02, $32, $36, $37
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db $2C, $06, $0C, $38
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;new
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@@ -549,7 +550,7 @@ AddReceivedItemExpanded:
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;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
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;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
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;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
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db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
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db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
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db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
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@@ -558,16 +559,16 @@ AddReceivedItemExpanded:
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.wide_item_flag
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db $00, $00, $00, $00, $00, $02, $02, $00
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db $00, $00, $00, $00, $00, $02, $02, $02
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db $02, $02, $02, $00, $02, $00, $02, $02
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db $00, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $00, $02, $02, $02
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db $02, $02, $00, $02, $02, $02, $02, $02
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db $02, $02, $02, $02, $00, $00, $00, $02
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db $02, $02, $02, $02, $02, $02, $02, $02
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db $02, $02, $00, $00, $02, $00, $02, $02
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db $02, $00, $02, $02
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;new
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@@ -589,25 +590,25 @@ AddReceivedItemExpanded:
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Big Key
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db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; Free Small Key
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;db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; *EVENT*
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
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db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
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.properties
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db 5, -1, 5, 5, 5, 5, 5, 1
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db 2, 1, 1, 1, 2, 2, 2, 4
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db 4, 4, 1, 1, 2, 1, 1, 1
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db 2, 1, 2, 1, 4, 4, 2, 1
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db 6, 1, 2, 1, 2, 2, 1, 2
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db 2, 4, 1, 1, 4, 2, 1, 4
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db 2, 2, 4, 4, 4, 2, 1, 4
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db 1, 2, 2, 1, 2, 2, 1, 1
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db 4, 4, 1, 2, 2, 4, 4, 4
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db 2, 5, 2, 1
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;new
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@@ -685,10 +686,10 @@ AddReceivedItemExpanded:
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db $FF, $01, $FF, $02, $FF, $FF, $FF, $FF
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db $FF, $FF, $02, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FB, $EC, $FF
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db $FF, $FF, $01, $03, $FF, $FF, $FF, $FF
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db $9C, $CE, $FF, $01, $0A, $FF, $FF, $FF
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db $FF, $01, $03, $01
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;new
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@@ -713,7 +714,7 @@ AddReceivedItemExpanded:
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
|
||||
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
|
||||
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
|
||||
|
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|
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;0x00 - Sewer Passage
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;0x02 - Hyrule Castle
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;0x04 - Eastern Palace
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@@ -728,18 +729,18 @@ AddReceivedItemExpanded:
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;0x16 - Gargoyle's Domain
|
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;0x18 - Turtle Rock
|
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;0x1A - Ganon's Tower
|
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|
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.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
|
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dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
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dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
|
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|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
||||
|
||||
|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
||||
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
||||
@@ -762,19 +763,19 @@ Link_ReceiveItemAlternatesExpanded:
|
||||
{
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, -1, -1, $44, -1, -1, -1
|
||||
|
||||
|
||||
db -1, -1, $35, -1, -1, -1, -1, -1
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1
|
||||
|
||||
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, $46, -1, -1, -1, -1, -1
|
||||
|
||||
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1
|
||||
|
||||
|
||||
db -1, -1, -1, -1, -1, -1, -1, -1
|
||||
db -1, -1, -1, -1
|
||||
|
||||
|
||||
db -1, -1, -1, -1
|
||||
db -1 ; Master Sword (Safe)
|
||||
db -1, -1, -1, -1 ; +5/+10 Bomb Arrows
|
||||
@@ -806,7 +807,7 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
;DrawHUDSilverArrows:
|
||||
; LDA $7EF340 : AND.w #$00FF : BNE +
|
||||
; LDA $7EF414 : AND.w #$0040 : BEQ +
|
||||
; LDA !INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
|
||||
; LDA.w #$2810 : STA $11C8
|
||||
; LDA.w #$2811 : STA $11CA
|
||||
; LDA.w #$2820 : STA $1208
|
||||
@@ -818,7 +819,7 @@ RTL
|
||||
;Return $7EF340 but also draw silver arrows if you have the upgrade even if you don't have the bow
|
||||
CheckHUDSilverArrows:
|
||||
LDA $7EF340 : BNE +
|
||||
LDA $7EF414 : AND.b #$40 : BEQ ++
|
||||
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
|
||||
JSL.l DrawHUDSilverArrows
|
||||
++
|
||||
LDA $7EF340
|
||||
@@ -882,7 +883,7 @@ RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
MarkRNGItemSingle:
|
||||
;STA !SINGLE_INDEX_TEMP
|
||||
|
||||
|
||||
LSR #3 : STA !SINGLE_INDEX_OFFSET_TEMP : TAX
|
||||
LDA.l !RNG_ITEM, X
|
||||
STA.l !SINGLE_INDEX_BITMASK_TEMP
|
||||
@@ -928,4 +929,4 @@ ActivateGoal:
|
||||
STZ $11
|
||||
STZ $B0
|
||||
JMP.l StatsFinalPrep
|
||||
;--------------------------------------------------------------------------------
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -1322,7 +1322,7 @@ db $83, $21, $EB, $6E, $0A, $71, $B0, $11, $85, $C7, $A1, $FD, $E5, $16, $48, $F
|
||||
db $F2, $23, $2F, $28, $9B, $AA, $AB, $D0, $6A, $9D, $C6, $2D, $00, $FE, $E1, $3F
|
||||
db $A0, $4A, $B8, $4E, $74, $1F, $8E, $A9, $F5, $CD, $60, $91, $DB, $D8, $52, $E2
|
||||
;================================================================================
|
||||
org $30A100 ; PC 0x182100
|
||||
org $30A100 ; PC 0x182100 - 0x18218C
|
||||
EntranceDoorFrameTable:
|
||||
dw $0000, $0000, $0DE8, $0B98, $14CE, $0000, $1C50, $FFFF
|
||||
dw $1466, $0000, $1AB6, $0B98, $1AB6, $040E, $9C0C, $1530
|
||||
@@ -1334,11 +1334,12 @@ dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
||||
dw $0000, $0AA8, $07AA, $0000, $0000, $0000, $0000, $0000
|
||||
dw $0000, $0000, $0000, $0000, $0000, $0000
|
||||
;===============================================================================
|
||||
org $30B000 ; PC 0x183000
|
||||
org $30B000 ; PC 0x183000 - 0x183054
|
||||
StartingEquipment:
|
||||
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
||||
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
||||
dw $0000, $0000, $0000, $0000, $0000, $0000, $1818, $FF00
|
||||
dw $0000, $0000, $0000, $0000, $F800, $0000, $0000, $0000
|
||||
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
|
||||
dw $0000, $0000
|
||||
;===============================================================================
|
||||
|
||||
Reference in New Issue
Block a user