Implemented Bonk Drop Shuffle
This commit is contained in:
199
owrando.asm
199
owrando.asm
@@ -143,6 +143,9 @@ jsl.l OWWorldCheck16 : nop
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org $02b16e ; AND #$3F : ORA 7EF3CA
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and #$7f : eor #$40 : nop #2
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org $06AD4C
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jsl.l OWBonkDrops : nop #4
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;Code
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org $aa8800
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OWTransitionDirection:
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@@ -368,6 +371,136 @@ LoadMapDarkOrMixed:
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dw $0400+$0210 ; bottom right
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}
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; Y = sprite slot index of bonk sprite
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OWBonkDrops:
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{
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CMP.b #$D8 : BEQ +
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RTL
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+ LDA.l OWFlags+1 : AND.b #$02 : BNE +
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JSL.l Sprite_TransmuteToBomb : RTL
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+
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; loop thru rando bonk table to find match
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PHB : PHK : PLB
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LDA.b $8A
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LDX.b #(40*6) ; 40 bonk items, 6 bytes each
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- CMP.w OWBonkPrizeData,X : BNE +
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INX
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LDA.w $0D10,Y : LSR A : LSR A : LSR A : LSR A
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EOR.w $0D00,Y : CMP.w OWBonkPrizeData,X : BNE ++ ; X = row + 1
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BRA .found_match
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++ DEX : LDA.b $8A
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+ CPX.b #$00 : BNE +
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PLB : RTL
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+ DEX : DEX : DEX : DEX : DEX : DEX : BRA -
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.found_match
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INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
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LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 1,S : PHA : BNE + ; S = Collected, FlagBitmask, X (row + 2)
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LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
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+
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LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
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PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
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; multiworld item
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DEX : PLA ; X = row + 3
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JMP .spawn_item
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+ DEX : PLA ; X = row + 3
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.determine_type ; A = item id ; S = Collected, FlagBitmask, X (row + 2)
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CMP.b #$B0 : BNE +
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LDA.b #$79 : JMP .sprite_transform ; transform to bees
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+ CMP.b #$42 : BNE +
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JSL.l Sprite_TransmuteToBomb ; transform a heart to bomb, vanilla behavior
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JMP .mark_collected
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+ CMP.b #$34 : BNE +
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LDA.b #$D9 : CLC : JMP .sprite_transform ; transform to single rupee
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+ CMP.b #$35 : BNE +
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LDA.b #$DA : CLC : BRA .sprite_transform ; transform to blue rupee
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+ CMP.b #$36 : BNE +
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LDA.b #$DB : CLC : BRA .sprite_transform ; transform to red rupee
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+ CMP.b #$27 : BNE +
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LDA.b #$DC : CLC : BRA .sprite_transform ; transform to 1 bomb
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+ CMP.b #$28 : BNE +
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LDA.b #$DD : CLC : BRA .sprite_transform ; transform to 4 bombs
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+ CMP.b #$31 : BNE +
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LDA.b #$DE : CLC : BRA .sprite_transform ; transform to 8 bombs
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+ CMP.b #$45 : BNE +
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LDA.b #$DF : CLC : BRA .sprite_transform ; transform to small magic
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+ CMP.b #$B4 : BNE +
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LDA.b #$E0 : CLC : BRA .sprite_transform ; transform to big magic
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+ CMP.b #$B5 : BNE +
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LDA.b #$E1 : CLC : BRA .sprite_transform ; transform to 5 arrows
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+ CMP.b #$44 : BNE +
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LDA.b #$E2 : CLC : BRA .sprite_transform ; transform to 10 arrows
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+ CMP.b #$B1 : BNE +
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LDA.b #$AC : BRA .sprite_transform ; transform to apples
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+ CMP.b #$B2 : BNE +
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LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
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+ CMP.b #$B3 : BNE .spawn_item
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INX : INX : LDA.w OWBonkPrizeData,X ; X = row + 5
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CLC : ADC.b #$08 : PHA
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LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
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LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
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LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
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.sprite_transform
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STA.w $0E20,Y
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TYX : JSL.l Sprite_LoadProperties
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BEQ +
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; these are sprite properties that make it fall out of the tree to the east
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LDA #$30 : STA $0F80,Y ; amount of force (related to speed)
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LDA #$10 : STA $0D50,Y ; eastward rate of speed
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LDA #$FF : STA $0B58,Y ; expiration timer
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+
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.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
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PLA : BNE + ; S = FlagBitmask, X (row + 2)
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LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
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REP #$20
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
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SEP #$20
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+ JMP .return
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; spawn itemget item
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.spawn_item ; A = item id ; Y = tree sprite slot ; S = Collected, FlagBitmask, X (row + 2)
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PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : JMP .return ; S = FlagBitmask, X (row + 2)
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+ LDA 2,S : TAX : INX : INX
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LDA.w OWBonkPrizeData,X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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DEX
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LDA.b #$01 : STA !REDRAW
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LDA.b #$EB
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STA.l $7FFE00
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JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
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; affects the rate the item moves in the Y/X direction
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LDA.b #$00 : STA.w $0D40,Y
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LDA.b #$0A : STA.w $0D50,Y
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LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch)
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LDA.b #$FF : STA.w $0B58,Y ; stun timer
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LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means
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LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
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; sets OW event bitmask flag, uses free RAM
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PLA : STA.w $0ED0,Y ; S = X (row + 2)
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; determines the initial spawn point of item
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PLX : INX : INX : INX
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LDA.w $0D00,Y : SEC : SBC.w OWBonkPrizeData,X : STA.w $0D00,Y
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LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
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LDA.b #$01 : STA !REDRAW : STA !FORCE_HEART_SPAWN
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PLB : RTL
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.return
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PLA : PLA : PLB : RTL
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}
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org $aa9000
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OWDetectEdgeTransition:
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{
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@@ -1130,11 +1263,11 @@ dw $0f20, $0f40, $0020, $0f30, $757e, $0000, $0000, $0049
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dw $0f70, $0fb8, $0048, $0f94, $757e, $0000, $0000, $004a
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dw $0058, $00c0, $0068, $008c, $8080, $0000, $0000, $0017 ;Hobo (unused)
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org $aab9e0 ;PC 1539e0
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org $aab9a0 ;PC 1539a0
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OWSpecialDestIndex:
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dw $0080, $0081, $0082
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org $aaba00 ;PC 153a00
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org $aab9b0 ;PC 1539b0
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OWTileWorldAssoc:
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db 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0
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@@ -1154,7 +1287,7 @@ db $40, $40, $40, $40, $40, $40, $40, $40
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db $40, $40, $40, $40, $40, $40, $40, $40
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db $00, $00
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org $aabb00 ;PC 153b00
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org $aaba70 ;PC 153a70
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OWTileMapAlt:
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db 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0
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@@ -1175,3 +1308,63 @@ db 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0, 0, 0, 0, 0, 0, 0
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db 0, 0
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org $aabb00 ;PC 153b00
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OWBonkPrizeData:
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; OWID YX Flag Item MW Offset
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db $00, $59, $10, $b0, $00, $20
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db $05, $04, $10, $b2, $00, $00
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db $0a, $4e, $10, $b0, $00, $20
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db $0a, $a9, $08, $b1, $00, $20
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db $10, $c7, $10, $b1, $00, $20
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db $10, $f7, $08, $b4, $00, $20
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db $11, $08, $10, $27, $00, $00
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db $12, $a4, $10, $b2, $00, $20
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db $13, $c7, $10, $31, $00, $20
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db $13, $98, $08, $b1, $00, $20
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db $15, $a4, $10, $b1, $00, $20
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db $15, $fb, $08, $b2, $00, $20
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db $18, $a8, $10, $b2, $00, $20
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db $18, $36, $08, $35, $00, $20
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db $1a, $8a, $10, $42, $00, $20
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db $1a, $1d, $08, $b2, $00, $20
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;db $1a, $77, $04, $35, $00, $20 ; pre aga ONLY ; hijacked murahdahla bonk tree
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db $1b, $46, $10, $b1, $00, $10
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db $1d, $6b, $10, $b1, $00, $20
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db $1e, $72, $10, $b2, $00, $20
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db $2a, $8f, $10, $36, $00, $20
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db $2a, $45, $08, $36, $00, $20
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db $2b, $d6, $10, $b2, $00, $20
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db $2e, $9c, $10, $b2, $00, $20
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db $2e, $b4, $08, $b0, $00, $20
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db $32, $29, $10, $42, $00, $20
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db $32, $9a, $08, $b2, $00, $20
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db $42, $66, $10, $b2, $00, $20
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db $51, $08, $10, $b2, $00, $00
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db $51, $09, $08, $b2, $00, $00
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db $54, $b5, $10, $27, $00, $00
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db $54, $ef, $08, $b2, $00, $08
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db $54, $b9, $04, $36, $00, $00
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db $55, $aa, $10, $b0, $00, $20
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db $55, $fb, $08, $35, $00, $20
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db $56, $e4, $10, $b0, $00, $20
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db $5b, $a7, $10, $b2, $00, $20
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db $5e, $00, $10, $b2, $00, $20
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db $6e, $8c, $10, $35, $00, $10
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db $6e, $90, $08, $b0, $00, $10
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db $6e, $a4, $04, $b1, $00, $10
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db $74, $4e, $10, $b1, $00, $1c
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; temporary fix - murahdahla replaces one of the bonk tree prizes
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; so we copy the sprite table here and update the pointer
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; longterm solution should be to spawn in murahdahla separately
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org $09AE2A
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Overworld_Sprites_Screen1A_2:
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db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 }
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db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 }
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db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 }
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db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
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db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
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db $FF ; END
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org $09CA55
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dw Overworld_Sprites_Screen1A_2&$FFFF
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