Overworld Map Refactor
This commit is contained in:
303
menu/overworldmap.asm
Normal file
303
menu/overworldmap.asm
Normal file
@@ -0,0 +1,303 @@
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; adding support for up to 13 markers
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!MC_FLAG = "$7F5420"
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!INVENTORY_MAP = "$7EF368"
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!INVENTORY_COMPASS = "$7EF364"
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!MAP_OVERLAY = "$7EF414" ; [2]
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; tables
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org $0ABDF6
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WorldMapIcon_posx_vanilla:
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dw $0F31 ; prize1
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dw $08D0 ; prize2
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dw $0108
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dw $0F40
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dw $0082
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dw $0F11
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dw $01D0
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dw $0100
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dw $0CA0
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dw $0759
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FFFF ; reserved - not used
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dw $FFFF
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dw $FFFF
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org $0ABE16
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WorldMapIcon_posy_vanilla:
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dw $0620 ; prize1
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dw $0080 ; prize2
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dw $0D70
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dw $0620
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dw $00B0
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dw $0103
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dw $0780
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dw $0CA0
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dw $0DA0
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dw $0ED0
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FFFF ; reserved - not used
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dw $FFFF
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dw $FFFF
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org $0ABE36
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WorldMapIcon_posx_located:
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dw $FF00 ; prize1
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dw $FF00 ; prize2
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FFFF ; reserved - not used
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dw $FFFF
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dw $FFFF
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org $0ABE56
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WorldMapIcon_posy_located:
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dw $FF00 ; prize1
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dw $FF00 ; prize2
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FF00
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dw $FFFF ; reserved - not used
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dw $FFFF
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dw $FFFF
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org $0ABE76
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WorldMapIcon_tile:
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db $38, $62 ; green pendant
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db $32, $60 ; red pendant
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db $34, $60 ; blue pendant
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db $34, $64 ; crystal
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db $34, $64 ; crystal
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db $34, $64 ; crystal
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db $34, $64 ; crystal
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db $34, $64 ; crystal
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db $34, $64 ; crystal
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db $34, $64 ; crystal
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db $32, $66 ; skull looking thing
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db $00, $00 ; red x
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db $00, $00 ; red x
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db $00, $00 ; unused red x's
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db $00, $00
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db $00, $00
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org $0ABE96
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CompassExists:
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; dw $37FC ; todo: convert to two bytes with masks? so much extra code...
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; eastern hera desert pod skull trock thieves mire ice swamp gt at escape
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db $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $00, $00, $00, $00, $00
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; 0 = light world, 1 = dark world
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org $0ABEA6
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WorldCompassMask:
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db $00, $00, $00, $01, $01, $01, $01, $01, $01, $01, $01, $00, $00, $00, $00, $00
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; eastern desert hera pod skull trock thieves mire ice swamp gt at escape x1 x2 x3
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; refs
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org $0AC59B
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WorldMapIcon_AdjustCoordinate:
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org $0AC3B1
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WorldMap_CalculateOAMCoordinates:
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org $0AC52E
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WorldMap_HandleSpriteBlink:
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org $0ABF70
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WorldMap_RedXChars:
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org $0AC02B
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DrawPrizesOverride:
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LDX.b #$FF
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.loopStart
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INX : PHX
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JSR OverworldMap_CheckForPrize
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BCC + : JMP .skip_draw : +
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TXA : ASL A : TAX
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LDA.l !MC_FLAG
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AND #$01 : BNE +
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LDA.l WorldMapIcon_posx_vanilla+1, X : STA.l $7EC10B
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LDA.l WorldMapIcon_posx_vanilla, X : STA.l $7EC10A
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LDA.l WorldMapIcon_posy_vanilla+1, X : STA.l $7EC109
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LDA.l WorldMapIcon_posy_vanilla, X : STA.l $7EC108
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BRA .adjustment
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+ LDA.l WorldMapIcon_posx_located+1, X : STA.l $7EC10B
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LDA.l WorldMapIcon_posx_located, X : STA.l $7EC10A
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LDA.l WorldMapIcon_posy_located+1, X : STA.l $7EC109
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LDA.l WorldMapIcon_posy_located, X : STA.l $7EC108
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.adjustment
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LDA.l WorldMapIcon_tile+1, X : BEQ .dont_adjust
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CMP.b #$64 : BEQ .is_crystal
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LDA.b $1A : AND.b #$10 : BNE .skip_draw
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.is_crystal
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JSR WorldMapIcon_AdjustCoordinate
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.dont_adjust
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JSR WorldMap_CalculateOAMCoordinates
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BCC .skip_draw
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PLX : PHX : TXA : ASL A : TAX
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LDA.l WorldMapIcon_tile+1, X : BEQ .is_red_x
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LDA.l !MC_FLAG : CMP.b #$01 : BEQ .is_red_x
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LDA.l WorldMapIcon_tile+1, X : STA.b $0D
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LDA.l WorldMapIcon_tile, X : STA.b $0C
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LDA.b #$02 : BRA .continue
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.is_red_x
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LDA.b $1A : LSR #3 : AND.b #$03 : TAX
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LDA.l WorldMap_RedXChars,X : STA.b $0D
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LDA.b #$32 : STA.b $0C : LDA.b #$00
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.continue
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STA.b $0B
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PLX : PHX
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JSR WorldMap_HandleSpriteBlink
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.skip_draw
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; end of loop
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PLX : CPX #12 : BCS + : JMP .loopStart : +
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PLA : STA.l $7EC10B
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PLA : STA.l $7EC10A
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PLA : STA.l $7EC109
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PLA : STA.l $7EC108
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RTS
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; X - the index of the prize marker
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OverworldMap_CheckForPrize:
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PHX
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LDA #$00 : STA.l !MC_FLAG
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JSR OverworldMap_CheckForCompass
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BCC +
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LDA.l !MC_FLAG : ORA #$01 : STA.l !MC_FLAG
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LDA $7EF3CA : AND #$40 : BNE ++ ; is the compass position on LW or DW?
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LDA.l WorldCompassMask, X : BEQ + : JMP .fail
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++ LDA.l WorldCompassMask, X : BNE + : JMP .fail
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+ JSR OverworldMap_CheckForMap
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BCC +
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LDA.l !MC_FLAG : ORA #$02 : STA.l !MC_FLAG
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+
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LDA.l !MC_FLAG : BEQ .fail
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CMP #$02 : BNE .checkIfObtained
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LDA $7EF3CA : AND #$40 : BNE +
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CPX #3 : BCS .fail : BRA .checkIfObtained
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+ CPX #10 : BCS .fail
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CPX #3 : BCC .fail
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.checkIfObtained
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LDA.l MC_DungeonIdsForPrize, X
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BPL +++ : CLC : BRA .done : +++ ; non-prize flags
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TAX : LDA.l CrystalPendantFlags_2, X : BEQ .checkPendant
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AND.b #$40 : BNE .checkCrystal
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LDA.l CrystalPendantFlags_2, X : AND.b #$01 : BNE .checkAga1
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LDA.l CrystalPendantFlags_2, X : AND.b #$02 : BNE .checkAga2
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; see if hyrule castle has been completely cleared
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LDA.l CompassTotal, X : SEC : SBC $7EF4BF, X : BEQ .fail
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CLC : BRA .done
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.checkPendant
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LDA $7EF374 : AND.l CrystalPendantFlags, X : BNE .fail
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CLC : BRA .done
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.checkCrystal
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LDA $7EF37A : AND.l CrystalPendantFlags, X : BNE .fail
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CLC : BRA .done
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.checkAga1
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LDA $7EF3C5 : CMP #$03 : BEQ .fail
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CLC : BRA .done
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.checkAga2
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LDA $7EF2DB : AND #$20 : BNE .fail
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CLC : BRA .done
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.fail
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SEC
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.done
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PLX
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RTS
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;LDA $7EF3CA : AND #$40 : BNE + ; is the compass position on LW or DW?
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; LDA.l WorldCompassMask, X : BNE .unset : BRA .continue
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; + LDA.l WorldCompassMask, X : BEQ .unset
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; X - which compass in question
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; CLC - should not move indicator
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; SEC - yep indicator can move
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OverworldMap_CheckForCompass:
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LDA.l CompassMode : AND #$80 : BEQ .unset ; should I check for compass logic
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LDA.l CompassMode : AND #$40 : BEQ .set ; compasses aren't shuffled
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LDA.l CompassExists, X : BEQ .set ; compass doesn't exits
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PHX
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LDA.l MC_SRAM_Offsets, X : TAX ; put compass offset into X
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LDA !INVENTORY_COMPASS, X : ORA !MAP_OVERLAY, X
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PLX
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AND.l MC_Masks, X : BNE .set ; is the compass obtained
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.unset
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CLC
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RTS
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.set
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SEC
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RTS
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; map - which map in question
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; CLC - should not show exact prize
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; SEC - yep should show exact prize
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OverworldMap_CheckForMap:
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LDA.l MapMode : BEQ .set ; obtaining map doesn't change anything
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LDA $7EF3CA : AND #$40 : BNE + ; not really sure on this check
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LDA !INVENTORY_MAP : ORA !MAP_OVERLAY : AND.b #$01 : BNE .set : BRA .continue
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+ LDA !INVENTORY_MAP : ORA !MAP_OVERLAY : AND.b #$02 : BNE .set
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.continue
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PHX
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LDA.l MC_SRAM_Offsets, X : TAX ; put map offset into X
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LDA !INVENTORY_MAP, X : ORA !MAP_OVERLAY, X
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PLX
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AND.l MC_Masks, X : BNE .set ; is the map obtained?
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.unset
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CLC
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RTS
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.set
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SEC
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RTS
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; eastern desert hera pod skull trock thieves mire ice swamp gt at escape
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MC_DungeonIdsForPrize:
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db $02, $0A, $03, $06, $08, $0C, $0B, $07, $09, $05, $00, $04, $01
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MC_SRAM_Offsets:
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db $01, $00, $01, $01, $00, $00, $00, $01, $00, $01, $00, $01, $01
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MC_Masks:
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; EP TH DP PD SK TR TT MM
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db $20, $20, $10, $02, $80, $08, $10, $01, $40, $04, $04, $08, $40
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