Small fixes
This commit is contained in:
@@ -4,19 +4,19 @@
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LoadLibraryItemGFX:
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LoadLibraryItemGFX:
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%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
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%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
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JSL.l ResolveLootIDLong
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JSL.l ResolveLootIDLong
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STA.w SpriteItemType, X ; Store item type
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STA.w SpriteItemType, X
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JSL.l PrepDynamicTile_loot_resolved
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JSL.l PrepDynamicTile_loot_resolved
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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DrawLibraryItemGFX:
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DrawLibraryItemGFX:
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PHA
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PHA
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LDA.w SpriteItemType, X ; Retrieve stored item type
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LDA.w SpriteItemType, X
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JSL.l DrawDynamicTile
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JSL.l DrawDynamicTile
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PLA
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PLA
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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SetLibraryItem:
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SetLibraryItem:
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LDY.w SpriteItemType, X ; Retrieve stored item type
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LDY.w SpriteItemType, X
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JSL.l ItemSet_Library ; contains thing we wrote over
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JSL.l ItemSet_Library ; contains thing we wrote over
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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@@ -30,12 +30,13 @@ LoadBonkItemGFX:
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LoadBonkItemGFX_inner:
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LoadBonkItemGFX_inner:
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LDA.b #$00 : STA.l RedrawFlag
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LDA.b #$00 : STA.l RedrawFlag
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JSR LoadBonkItem
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JSR LoadBonkItem
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STA.w SpriteItemType, X
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JSL.l PrepDynamicTile
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JSL.l PrepDynamicTile
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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DrawBonkItemGFX:
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DrawBonkItemGFX:
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PHA
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PHA
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LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
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LDA.l RedrawFlag : BEQ .skipInit
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JSL.l LoadBonkItemGFX_inner
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JSL.l LoadBonkItemGFX_inner
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BRA .done ; don't draw on the init frame
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BRA .done ; don't draw on the init frame
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@@ -1,27 +0,0 @@
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CheckReceivedItemPropertiesBeforeLoad:
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LDA.b RoomIndex : BEQ .normalCode
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LDA.l RoomFade : BNE .lightOff
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.normalCode
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LDA.l ItemReceipts_palette, X ;Restore Rando Code
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RTL
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.lightOff
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PHX : PHY : PHB
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LDA.l ItemReceipts_palette, X ; get palette
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REP #$30
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AND.w #$0007 ; mask out palette
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ASL #5 ; multiply by 32
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ADC.w #$C610 ; offset to latter half
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TAX ; give to destination
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LDY.w #$C610 ; target palette SP0 colors 8-F
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LDA.w #$000F ; 16 bytes
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MVN $7E, $7E ; move palette
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SEP #$30
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PLB : PLY : PLX
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INC.b NMICGRAM
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LDA.b #$00
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RTL
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@@ -41,12 +41,13 @@ DrawHeartPieceGFX:
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PHA : PHX
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PHA : PHX
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TAX
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TAX
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LDA.l SpriteProperties_standing_width,X : BNE +
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LDA.l SpriteProperties_standing_width,X : BNE +
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PLX
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LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
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LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
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PLX : PLA
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BRA .draw
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BRA .draw
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+
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+
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PLX : PLA
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PLX
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.draw
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.draw
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PLA
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JSL.l DrawDynamicTile
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JSL.l DrawDynamicTile
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JSL.l Sprite_DrawShadowLong
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JSL.l Sprite_DrawShadowLong
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.done
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.done
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@@ -473,6 +473,7 @@ ItemBehavior:
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.free_map
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.free_map
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REP #$20
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REP #$20
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LSR
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AND.w #$000F : ASL : TAX
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AND.w #$000F : ASL : TAX
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LDA.w DungeonItemIDMap,X : TAX
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LDA.w DungeonItemIDMap,X : TAX
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LDA.l DungeonMask,X : ORA.l MapField : STA.l MapField
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LDA.l DungeonMask,X : ORA.l MapField : STA.l MapField
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@@ -485,6 +486,7 @@ ItemBehavior:
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.free_compass
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.free_compass
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REP #$20
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REP #$20
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LSR
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AND.w #$000F : ASL : TAX
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AND.w #$000F : ASL : TAX
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LDA.w DungeonItemIDMap,X : TAX
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LDA.w DungeonItemIDMap,X : TAX
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LDA.l DungeonMask,X : ORA.l CompassField : STA.l CompassField
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LDA.l DungeonMask,X : ORA.l CompassField : STA.l CompassField
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@@ -497,6 +499,7 @@ ItemBehavior:
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.free_bigkey
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.free_bigkey
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REP #$20
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REP #$20
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LSR
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AND.w #$000F : ASL : TAX
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AND.w #$000F : ASL : TAX
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LDA.w DungeonItemIDMap,X : TAX
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LDA.w DungeonItemIDMap,X : TAX
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LDA.l DungeonMask,X : ORA.l BigKeyField : STA.l BigKeyField
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LDA.l DungeonMask,X : ORA.l BigKeyField : STA.l BigKeyField
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@@ -509,6 +512,7 @@ ItemBehavior:
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.free_smallkey
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.free_smallkey
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REP #$20
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REP #$20
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LSR
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AND.w #$000F : TAX
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AND.w #$000F : TAX
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ASL : CMP.w DungeonID : BEQ .same_dungeon
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ASL : CMP.w DungeonID : BEQ .same_dungeon
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LSR : TAX
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LSR : TAX
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@@ -83,11 +83,9 @@ LoadDynamicTileOAMTable:
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.narrow
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.narrow
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REP #$20
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REP #$20
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LDA.w #$0400 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
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LDA.w #$0000 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
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LDA.w #$0800 : STA.l SpriteOAM+9
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LDA.w #$0800 : STA.l SpriteOAM+9
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LDA.w #$3400 : STA.l SpriteOAM+11
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LDA.w #$3400 : STA.l SpriteOAM+11
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SEP #$20
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LDA.b #$04 : STA.l SpriteOAM
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.done
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.done
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PLX
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PLX
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