Implement always-allowed medallions
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@@ -71,15 +71,15 @@ macro DrawBombosPlatform(roomX, roomY, quadX, quadY)
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endMacro
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IcePalaceBombosSE:
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LDA AllowSwordlessMedallionUse : BNE + : RTL : +
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LDA AllowSwordlessMedallionUse : CMP #$01 : BEQ + : RTL : +
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%DrawBombosPlatform(14, 18, 1, 1)
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RTL
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IcePalaceBombosSW:
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LDA AllowSwordlessMedallionUse : BNE + : RTL : +
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LDA AllowSwordlessMedallionUse : CMP #$01 : BEQ + : RTL : +
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%DrawBombosPlatform(14, 18, 0, 1)
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RTL
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IcePalaceBombosNE:
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LDA AllowSwordlessMedallionUse : BNE + : RTL : +
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LDA AllowSwordlessMedallionUse : CMP #$01 : BEQ + : RTL : +
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%DrawBombosPlatform(14, 18, 1, 0)
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RTL
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@@ -165,4 +165,4 @@ RoomCallbackTable:
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db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Fx
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db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 10x
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db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 11x
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db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 12x
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db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 12x
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102
swordswap.asm
102
swordswap.asm
@@ -180,50 +180,68 @@ GetSmithSword:
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JML.l Smithy_AlreadyGotSword
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;================================================================================
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CheckMedallionSword:
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PHB : PHX : PHY
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LDA.l AllowSwordlessMedallionUse : BNE +++ : JMP + : +++
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LDA $1B : BEQ .outdoors
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.indoors
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REP #$20 ; set 16-bit accumulator
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LDA $A0 ; load room ID
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CMP.w #$000E : BNE ++ : .freezor1
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LDA $22 : AND.w #$01FF : CMP.w #368-8 : !BLT .normal : CMP.w #368+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP.w #400-22 : !BLT .normal : CMP.w #400+32-22 : !BGE .normal ; check y-coord
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JMP .permit
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++ : CMP.w #$007E : BNE ++ : .freezor2
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LDA $22 : AND.w #$01FF : CMP.w #112-8 : !BLT .normal : CMP.w #112+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP.w #400-22 : !BLT .normal : CMP.w #400+32-22 : !BGE .normal ; check y-coord
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JMP .permit
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++ : CMP.w #$00DE : BNE ++ : .kholdstare
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LDA $22 : AND.w #$01FF : CMP.w #368-8 : !BLT .normal : CMP.w #368+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP.w #144-22 : !BLT .normal : CMP.w #144+32-22 : !BGE .normal ; check y-coord
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BRA .permit
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++ : .normal
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SEP #$20 ; set 8-bit accumulator
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LDA.l AllowSwordlessMedallionUse : BEQ .check_sword
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CMP #$01 : BEQ .check_pad
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LDA.b #$02 ; Pretend we have master sword
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RTL
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.check_sword
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LDA $7EF359
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RTL
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.check_pad
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PHB : PHX : PHY
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LDA $1B : BEQ .outdoors
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.indoors
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REP #$20 ; set 16-bit accumulator
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LDA $A0 ; load room ID
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CMP.w #$000E : BNE + ; freezor1
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LDA $22 : AND.w #$01FF ; check x-coord
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CMP.w #368-8 : !BLT .normal
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CMP.w #368+32-8 : !BGE .normal
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LDA $20 : AND.w #$01FF ; check y-coord
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CMP.w #400-22 : !BLT .normal
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CMP.w #400+32-22 : !BGE .normal
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JMP .permit
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+ : CMP.w #$007E : BNE + ; freezor2
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LDA $22 : AND.w #$01FF ; check x-coord
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CMP.w #112-8 : !BLT .normal
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CMP.w #112+32-8 : !BGE .normal
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LDA $20 : AND.w #$01FF ; check y-coord
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CMP.w #400-22 : !BLT .normal
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CMP.w #400+32-22 : !BGE .normal
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JMP .permit
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+ : CMP.w #$00DE : BNE + ; kholdstare
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LDA $22 : AND.w #$01FF ; check x-coord
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CMP.w #368-8 : !BLT .normal
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CMP.w #368+32-8 : !BGE .normal
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LDA $20 : AND.w #$01FF ; check y-coord
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CMP.w #144-22 : !BLT .normal
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CMP.w #144+32-22 : !BGE .normal
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BRA .permit
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+ : .normal
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SEP #$20 ; set 8-bit accumulator
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BRA .done
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.outdoors
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LDA $8A : CMP.b #$70 : BNE +
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LDA.l MireRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE .done
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LDA $7EF2F0 : AND.b #$20 : BNE .done
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LDA.b #$08 : PHA : PLB ; set data bank to $08
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LDY.b #$02 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; misery mire
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BRA .done
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.outdoors
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LDA $8A : CMP.b #$70 : BNE ++
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LDA.l MireRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE +
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LDA $7EF2F0 : AND.b #$20 : BNE +
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LDA.b #$08 : PHA : PLB ; set data bank to $08
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LDY.b #$02 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; misery mire
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BRA +
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++ : CMP.b #$47 : BNE ++
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LDA.l TRockRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE +
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LDA $7EF2C7 : AND.b #$20 : BNE +
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LDA.b #$08 : PHA : PLB ; set data bank to $08
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LDY.b #$03 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; turtle rock
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++
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.done
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+
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PLY : PLX : PLB
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LDA $7EF359
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RTL
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+ : CMP.b #$47 : BNE +
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LDA.l TRockRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE .done
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LDA $7EF2C7 : AND.b #$20 : BNE .done
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LDA.b #$08 : PHA : PLB ; set data bank to $08
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LDY.b #$03 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; turtle rock
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+
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.done
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PLY : PLX : PLB
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LDA $7EF359
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RTL
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.permit
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SEP #$20 ; set 8-bit accumulator
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PLY : PLX : PLB
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LDA.b #$02 ; Pretend we have master sword
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RTL
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SEP #$20 ; set 8-bit accumulator
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PLY : PLX : PLB
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LDA.b #$02 ; Pretend we have master sword
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RTL
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.medallion_type
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db #$0F, #$10, #$11
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;================================================================================
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@@ -171,7 +171,7 @@ db #$00 ; #$00 = Off (default) - #$01 = On
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;--------------------------------------------------------------------------------
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org $308041 ; PC 0x180041
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AllowSwordlessMedallionUse:
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db #$00 ; #$00 = Off (default) - #$01 = Medallion Pads - #$02 = Always (Not Implemented)
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db #$00 ; #$00 = Off (default) - #$01 = Medallion Pads - #$02 = Always
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;--------------------------------------------------------------------------------
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org $308042 ; PC 0x180042
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PermitSQFromBosses:
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