fix: bad branch, bad org, dead code, bad args flags
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@@ -70,14 +70,14 @@ CutoffEntranceRug:
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LDA $04 : cmp #$000A : BEQ + ; only affect A & C objects
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cmp #$000C : BNE .norm
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+ LDX #$0000 : LDA !CutoffTable, x
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- CMP.W $A0 : BEQ .check
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- CMP.b $A0 : BEQ .check
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INX #2 : LDA !CutoffTable, x : CMP.w #$FFFF : BNE -
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.norm PLX : PLA : LDA $9B52, y : STA $7E2000, x ; what we wrote over
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RTL
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.check
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LDA $0c : CMP #$0004 : !BGE .skip
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LDA $0e : CMP #$0008 : !BGE .skip
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CMP.l #$0004 : !BLT .skip
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CMP.w #$0004 : !BLT .skip
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BRA .norm
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.skip PLX : PLA : RTL
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@@ -504,8 +504,10 @@ PreventEnterOnBonk_BRANCH_IX:
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;================================================================================
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; Crystals Mode
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;--------------------------------------------------------------------------------
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org $899B6D
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AncillaAdd_GTCutscene_Exit:
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org $899B7F ; <- ancilla_init.asm : 4136 (LDA $7EF37A : AND.b #$7F : CMP.b #$7F)
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JSL CheckTowerOpen : BCC $899B6D
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JSL CheckTowerOpen : BCC AncillaAdd_GTCutscene_Exit
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;--------------------------------------------------------------------------------
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org $88CE0C ; <- 44E0C - ancilla_break_tower_seal.asm : 168 (BEQ #$03 : JSR GTCutscene_SparkleALot : LDX.b #$06)
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JML.l GTCutscene_AnimateCrystals_Prep : NOP
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@@ -2391,7 +2393,7 @@ org $80D17E+178 : db ExpandedTrinexx>>0
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; Use above sheet in Hyrule castle courtyard after rain state.
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org $80DB9E ; Hyrule Castle GFX Sprite Sheet 4 on [LW1]
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db $3F
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db $80DBA2 ; Hyrule Castle GFX Sprite Sheet 4 on [RainState]
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org $80DBA2 ; Hyrule Castle GFX Sprite Sheet 4 on [RainState]
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db $3F
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org $80DC0A ; Hyrule Castle GFX Sprite Sheet 4 on [LW2]
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db $3F
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23
newitems.asm
23
newitems.asm
@@ -1207,27 +1207,4 @@ dw $0000 ; Sewers
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PendantMasks:
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db $04, 01, 02
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NewItemsChecks:
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CMP.b #$B2 : BNE + ; Fairy
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LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI .done
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LDA $22 : CLC : ADC.b #$03 : AND.b #$F8 : STA $0D10,Y
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LDA $23 : ADC.b #$00 : STA $0D30,Y ; round X to nearest 8
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LDA.b $20 : SEC : SBC.b #$10 : STA.w $0D00,Y
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LDA.b $21 : SBC.b #$00 : STA.w $0D20,Y ; move up 16 pixels
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LDA.b $EE : STA.w $0F20,Y ; spawns on same layer as link
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LDA.b #$FF : STA.w $0B58,Y ; allows them to expire
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BRA .done
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+ CMP.b #$B3 : BNE + ; Chicken
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LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI .done
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LDA $22 : CLC : ADC.b #$03 : AND.b #$F8 : STA $0D10,Y
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LDA $23 : ADC.b #$00 : STA $0D30,Y ; round X to nearest 8
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LDA.b $20 : SEC : SBC.b #$08 : STA.w $0D00,Y
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LDA.b $21 : SBC.b #$00 : STA.w $0D20,Y ; move up 8 pixels
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LDA.b $EE : STA.w $0F20,Y ; spawns on same layer as link
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BRA .done
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+ CMP.b #$B4 : BNE .done ; Big Magic
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LDA.b #$80 : STA MagicFiller ; fill magic
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.done
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RTS
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