Fix several foutonFindings:
- Dark Palace -> Palace of Darkness - show dungeon name for multi keys - fix IP block drop lock - HUD improvements
This commit is contained in:
+95
-95
@@ -155,8 +155,8 @@ AddReceivedItemExpandedGetItem:
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PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
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PLA : BRA .done
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+ PLA
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JSR ItemBehavior
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SEP #$30
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JSR ItemBehavior
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SEP #$30
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.done
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PLB : PLX
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LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over
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@@ -229,13 +229,13 @@ ItemBehavior:
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JSR .increment_sword
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RTS
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.fighter_shield
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.fighter_shield
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.red_shield
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.mirror_shield
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SEP #$10
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LDA.l ProgressiveFlag : BEQ +
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LDA.l HighestShield : INC : TAX
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JSR .increment_shield
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LDA.l HighestShield : INC : TAX
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JSR .increment_shield
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+ RTS
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.blue_mail
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@@ -269,7 +269,7 @@ ItemBehavior:
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.prog_shield
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SEP #$10
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LDA.l HighestShield : INC : TAX
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JSR .increment_shield
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JSR .increment_shield
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REP #$10
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RTS
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@@ -282,13 +282,13 @@ ItemBehavior:
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.bow
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BIT.b #$40 : BNE .silversbow
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LDA.b #$01 : STA.l BowEquipment
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LDA.b #$01 : STA.l BowEquipment
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RTS
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.silversbow
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LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
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LDA.l SilverArrowsUseRestriction : BNE +
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LDA.b #03 : STA.l BowEquipment ; set bow to silver
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LDA.b #03 : STA.l BowEquipment ; set bow to silver
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+
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LDA.b #$01 : STA.l BowEquipment
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RTS
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@@ -331,16 +331,16 @@ ItemBehavior:
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.bow_and_arrows
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LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers
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LDA.l SilverArrowsUseRestriction : BNE .no_silvers
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LDA.l CurrentArrows : BEQ +
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LDA.b #04 : STA.l BowEquipment
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BRA .store_bow
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+
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LDA.b #$03
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LDA.l CurrentArrows : BEQ +
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LDA.b #04 : STA.l BowEquipment
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BRA .store_bow
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+
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LDA.b #$03
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BRA .store_bow
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.no_silvers
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LDA.l CurrentArrows : BEQ +
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LDA.b #02
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BRA .store_bow
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LDA.b #02
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BRA .store_bow
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+
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LDA.b #$01
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.store_bow
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@@ -350,13 +350,13 @@ ItemBehavior:
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.silver_bow
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LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking
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LDA.l SilverArrowsUseRestriction : BNE .noequip
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LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
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LDA.l CurrentArrows : BNE + ; check arrows
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LDA.b #$03 : BRA ++ ; bow without arrow
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+
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LDA.b #$04 ; bow with arrow
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++
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STA.l BowEquipment
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LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
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LDA.l CurrentArrows : BNE + ; check arrows
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LDA.b #$03 : BRA ++ ; bow without arrow
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+
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LDA.b #$04 ; bow with arrow
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++
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STA.l BowEquipment
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.noequip
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RTS
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@@ -385,7 +385,7 @@ ItemBehavior:
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.master_sword_safe
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SEP #$10
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LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
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LDA.b #$02 : STA.l SwordEquipment ; set master sword
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LDA.b #$02 : STA.l SwordEquipment ; set master sword
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+
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LDX.b #$02
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JSR .increment_sword
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@@ -426,20 +426,20 @@ ItemBehavior:
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.silver_arrows
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LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
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LDA.l SilverArrowsUseRestriction : BNE ++
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LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
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LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
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!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
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+
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++
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LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
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LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
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!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
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+
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++
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LDA.l ArrowMode : BEQ +
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LDA.b #$01 : STA.l ArrowsFiller
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LDA.b #$01 : STA.l ArrowsFiller
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+
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RTS
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.single_arrow
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LDA.l ArrowMode : BEQ +
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LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
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LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
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LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
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LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
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+
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RTS
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@@ -474,7 +474,7 @@ ItemBehavior:
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.triforce
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LDA.b OverworldIndex : CMP.b #$80 : BNE +
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LDA.b LinkPosX+1 : BNE +
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JSL ActivateGoal
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JSL ActivateGoal
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+
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RTS
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@@ -484,10 +484,10 @@ ItemBehavior:
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LDA.l GoalCounter : INC : STA.l GoalCounter
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CMP.w GoalItemRequirement : BCC +
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LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
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SEP #$20 ; set 8-bit accumulator
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LDA.b OverworldIndex : CMP.b #$80 : BNE +
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LDA.b LinkPosX+1 : BNE +
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JSL ActivateGoal
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SEP #$20 ; set 8-bit accumulator
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LDA.b OverworldIndex : CMP.b #$80 : BNE +
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LDA.b LinkPosX+1 : BNE +
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JSL ActivateGoal
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+
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SEP #$20 ; set 8-bit accumulator
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RTS
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@@ -559,8 +559,8 @@ ItemBehavior:
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LSR
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AND.w #$000F : TAX
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ASL : CMP.w DungeonID : BEQ .same_dungeon
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LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
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RTS
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LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
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RTS
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.same_dungeon
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SEP #$20
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LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X
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@@ -575,69 +575,69 @@ ItemBehavior:
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.hc_smallkey
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LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc
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LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
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LDA.l SewerKeys : INC : STA.l SewerKeys
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RTS
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LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
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LDA.l SewerKeys : INC : STA.l SewerKeys
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RTS
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.generic_smallkey
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LDA.l GenericKeys : BEQ .normal
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LDA.l CurrentSmallKeys : INC
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STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
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RTS
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LDA.l CurrentSmallKeys : INC
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STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
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RTS
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.normal
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LDA.w DungeonID : BMI +
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LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
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RTS
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LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
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RTS
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+
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RTS
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.increment_sword
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LDA.l HighestSword
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INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better sword
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TXA : STA.l HighestSword
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TXA : STA.l HighestSword
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+
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RTS
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.increment_shield
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LDA.l HighestShield
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INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better shield
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TXA : STA.l HighestShield
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TXA : STA.l HighestShield
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+
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RTS
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.increment_mail
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LDA.l HighestMail
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INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better mail
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TXA : STA.l HighestMail
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TXA : STA.l HighestMail
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+
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RTS
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.increment_bigkey
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SEP #$20
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LDA.l StatsLocked : BNE +
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LDA.l BigKeysBigChests
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CLC : ADC.b #$10
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STA.l BigKeysBigChests
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LDA.l BigKeysBigChests
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CLC : ADC.b #$10
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STA.l BigKeysBigChests
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+
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RTS
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.increment_map
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SEP #$20
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LDA.l StatsLocked : BNE +
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LDA.l MapsCompasses
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CLC : ADC.b #$10
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STA.l MapsCompasses
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JSL MaybeFlagMapTotalPickup
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LDA.l MapsCompasses
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CLC : ADC.b #$10
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STA.l MapsCompasses
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JSL MaybeFlagMapTotalPickup
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+
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RTS
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.increment_compass
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SEP #$20
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LDA.l StatsLocked : BNE +
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LDA.l MapsCompasses : INC : AND.b #$0F : TAX
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LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
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TXA : ORA.l MapsCompasses : STA.l MapsCompasses
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JSL MaybeFlagCompassTotalPickup
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LDA.l MapsCompasses : INC : AND.b #$0F : TAX
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LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
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TXA : ORA.l MapsCompasses : STA.l MapsCompasses
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JSL MaybeFlagCompassTotalPickup
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+
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RTS
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@@ -647,7 +647,7 @@ ItemBehavior:
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SEC : SBC.b #$37
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TAX
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LDA.w PendantMasks,X : AND.l PendantsField : BNE +
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LDA.l PendantCounter : INC : STA.l PendantCounter
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LDA.l PendantCounter : INC : STA.l PendantCounter
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+
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RTS
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@@ -663,15 +663,15 @@ ItemBehavior:
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LDA.w #$0000
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SEC
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-
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ROL
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DEX
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ROL
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DEX
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BPL -
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SEP #$20
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TAX
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AND.l CrystalsField : BNE +
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TXA
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ORA.l CrystalsField : STA.l CrystalsField
|
||||
LDA.l CrystalCounter : INC : STA.l CrystalCounter
|
||||
TXA
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ORA.l CrystalsField : STA.l CrystalsField
|
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LDA.l CrystalCounter : INC : STA.l CrystalCounter
|
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+
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.done
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RTS
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@@ -682,56 +682,56 @@ ItemBehavior:
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.bee_trap
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SEP #$30
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LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
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LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
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LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
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LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
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LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
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LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
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LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
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LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
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+
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||||
RTS
|
||||
|
||||
.good_bee
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SEP #$30
|
||||
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
|
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LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
JSL GoldBee_SpawnSelf_SetProperties
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
JSL GoldBee_SpawnSelf_SetProperties
|
||||
+
|
||||
RTS
|
||||
|
||||
.apples
|
||||
SEP #$30
|
||||
LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI +
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
+
|
||||
RTS
|
||||
|
||||
.fairy
|
||||
SEP #$30
|
||||
LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI +
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
+
|
||||
RTS
|
||||
|
||||
.chicken
|
||||
SEP #$30
|
||||
LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI +
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
+
|
||||
RTS
|
||||
|
||||
@@ -804,7 +804,7 @@ ResolveLootID:
|
||||
CMP.l ProgressiveSwordLimit : BCC +
|
||||
LDA.l ProgressiveSwordReplacement
|
||||
JMP .get_item
|
||||
++ LDA.l SwordEquipment
|
||||
++ LDA.l SwordEquipment
|
||||
+
|
||||
TAX
|
||||
LDA.w .prog_sword_ids,X
|
||||
@@ -820,7 +820,7 @@ ResolveLootID:
|
||||
CMP.l ProgressiveShieldLimit : BCC +
|
||||
LDA.l ProgressiveShieldReplacement
|
||||
JMP .get_item
|
||||
++ LDA.l HighestShield
|
||||
++ LDA.l HighestShield
|
||||
+
|
||||
TAX
|
||||
LDA.w .shields_ids,X
|
||||
@@ -836,7 +836,7 @@ ResolveLootID:
|
||||
LDA.l ProgressiveArmorReplacement
|
||||
JMP .get_item
|
||||
+
|
||||
++ LDA.l ArmorEquipment
|
||||
++ LDA.l ArmorEquipment
|
||||
TAX
|
||||
LDA.w .armor_ids,X
|
||||
JMP .have_item
|
||||
|
||||
Reference in New Issue
Block a user