Standardize on JML for long jumps (instead of JMP.l)
This commit is contained in:
@@ -27,12 +27,12 @@ RTS
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SmithDoorCheck:
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LDA.l SmithTravelsFreely : AND.w #$00FF : BEQ .orig
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;If SmithTravelsFreely is set Frog/Smith can enter multi-entrance overworld doors
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JMP.l Overworld_Entrance_BRANCH_RHO
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JML.l Overworld_Entrance_BRANCH_RHO
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.orig ; The rest is equivlent to what we overwrote
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CPX.w #$0076 : !BGE +
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JMP.l Overworld_Entrance_BRANCH_LAMBDA
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JML.l Overworld_Entrance_BRANCH_LAMBDA
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+
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JMP.l Overworld_Entrance_BRANCH_RHO
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JML.l Overworld_Entrance_BRANCH_RHO
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;--------------------------------------------------------------------------------
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@@ -54,8 +54,8 @@ RTL
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FluteBoy:
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LDA $10 : CMP.b #$1A : BEQ +
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LDA.b #$01 : STA $0FDD
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JMP.l FluteBoy_Abort
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JML.l FluteBoy_Abort
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+
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LDA $0D80, X : CMP.b #$03 ; thing we wrote over
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JMP.l FluteBoy_Continue
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;--------------------------------------------------------------------------------
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JML.l FluteBoy_Continue
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;--------------------------------------------------------------------------------
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14
hooks.asm
14
hooks.asm
@@ -408,7 +408,7 @@ dl $080116, $070116; <- E97E
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;org $06C9BC ; <- 349BC - sprite_ponds.asm : 1066
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;org $06C9C0 ; <- 349C0 - sprite_ponds.asm : 1068
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;org $06C926 ; <- 34926 - sprite_ponds.asm : 945
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;JMP.l GetFairySword
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;JML.l GetFairySword
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;NOP #12
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org $06C936 ; <- 34936 - sprite_ponds.asm : 952
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PyramidFairy_BRANCH_IOTA:
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@@ -426,7 +426,7 @@ org $068A14 ; <- 30A14 - sprite_prep.asm : 716
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NOP #8 ; fix bomb shop spawn for dwarfless big bomb
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;--------------------------------------------------------------------------------
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org $06B489 ; <- 33489 - sprite_smithy_bros.asm : 473 (LDA $7EF359 : CMP.b #$03 : BCS .tempered_sword_or_better)
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JMP.l GetSmithSword
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JML.l GetSmithSword
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NOP #4
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Smithy_DoesntHaveSword:
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org $06B49D ; <- 3349D - sprite_smithy_bros.asm : 485 (.tempered_sword_or_better)
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@@ -483,7 +483,7 @@ org $07B57B ; <- 3B57B - Bank07.asm : 8523 (BMI .cantOpen)
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NOP #2
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;--------------------------------------------------------------------------------
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org $00D531 ; 5531 - Bank00.asm:3451 (LDY.b #$5D)
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JMP.l GetAnimatedSpriteGfxFile
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JML.l GetAnimatedSpriteGfxFile
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org $00D547 ; 5547 - Bank00.asm:3467 (JSR Decomp_spr_high)
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GetAnimatedSpriteGfxFile_return:
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@@ -843,7 +843,7 @@ org $08C6F9 ; 446F9 - ancilla_receive_item.asm : 538 - (LDA AddReceiveItem.prope
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LDA AddReceivedItemExpanded_properties, X
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;--------------------------------------------------------------------------------
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org $08C70F ; 4470F - ancilla_receive_item.asm : 550 - (LDA .wide_item_flag, X : STA ($92), Y ; AddReceiveItem.wide_item_flag? ; LDA.b #$00 : STA ($92), Y in the japanese version)
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JMP.l LoadNarrowObject
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JML.l LoadNarrowObject
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NOP
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LoadNarrowObjectReturn:
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;--------------------------------------------------------------------------------
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@@ -1427,10 +1427,10 @@ org $05ED10 ; <- 2ED10 - sprite_zelda.asm : 233 - (LDA.b #$19 : STA $012C)
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NOP #5
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;--------------------------------------------------------------------------------
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org $1ECE47 ; <- F4E47 - sprite_crystal_maiden.asm : 220
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JMP.l MaidenCrystalScript
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JML.l MaidenCrystalScript
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;--------------------------------------------------------------------------------
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org $1ECCEB ; <- F4CEB - sprite_crystal_maiden.asm : 25 ; skip all palette nonsense
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JMP.l SkipCrystalPalette
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JML.l SkipCrystalPalette
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org $1ECD39
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SkipCrystalPalette:
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;--------------------------------------------------------------------------------
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@@ -1830,7 +1830,7 @@ org $06B048 ; <- 33048
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JSL.l ItemCheck_TreeKid3
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org $06AF59 ; <- 32F59 - sprite_flute_boy.asm : 36 (LDA $0D80, X : CMP.b #$03 : BEQ .invisible)
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JMP.l FluteBoy
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JML.l FluteBoy
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FluteBoy_Abort:
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RTS
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FluteBoy_Continue:
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@@ -23,5 +23,5 @@ MaidenCrystalScript:
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JSL.l MaybeWriteSRAMTrace
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JMP $1ECF35 ; <- F4F35 - sprite_crystal_maiden.asm : 426
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;--------------------------------------------------------------------------------
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JML.l $1ECF35 ; <- F4F35 - sprite_crystal_maiden.asm : 426
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;--------------------------------------------------------------------------------
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@@ -463,7 +463,7 @@ AddReceivedItemExpanded:
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PLX : PLA
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PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
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JMP.l AddReceivedItem+2
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JML.l AddReceivedItem+2
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}
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;--------------------------------------------------------------------------------
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;DATA AddReceivedItemExpanded
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@@ -1044,5 +1044,5 @@ RTS
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ActivateGoal:
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STZ $11
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STZ $B0
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JMP.l StatsFinalPrep
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JML.l StatsFinalPrep
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;--------------------------------------------------------------------------------
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@@ -6,18 +6,18 @@
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;GetFairySword:
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; CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert single fighter sword to low id one
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; CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert safe master sword to normal one
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; CMP #$04 : !BLT + : JMP.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
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; JSL ItemCheck_FairySword : BEQ + : JMP.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
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; CMP #$04 : !BLT + : JML.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
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; JSL ItemCheck_FairySword : BEQ + : JML.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
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; JSL ItemSet_FairySword ; mark as got
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; LDA FairySword : STA $0DC0, X ; whichever sword
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; LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
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;
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;JMP.l PyramidFairy_BRANCH_GAMMA
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;JML.l PyramidFairy_BRANCH_GAMMA
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;================================================================================
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;GetSmithSword:
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; JSL ItemCheck_SmithSword : BEQ + : JMP.l Smithy_AlreadyGotSword : + ; check if we're not already done
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; JSL ItemCheck_SmithSword : BEQ + : JML.l Smithy_AlreadyGotSword : + ; check if we're not already done
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; ;JSL ItemSet_SmithSword - too early
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;JMP.l Smithy_DoesntHaveSword
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;JML.l Smithy_DoesntHaveSword
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;================================================================================
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;LoadSwordForDamage:
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; LDA $7EF359 : CMP #$04 : BNE .done ; skip if not gold sword
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@@ -111,16 +111,16 @@ RTL
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RTL
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;================================================================================
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GetSmithSword:
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JSL ItemCheck_SmithSword : BEQ + : JMP.l Smithy_AlreadyGotSword : +
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JSL ItemCheck_SmithSword : BEQ + : JML.l Smithy_AlreadyGotSword : +
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LDA.l SmithItemMode : BNE +
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JMP.l Smithy_DoesntHaveSword ; Classic Smithy
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JML.l Smithy_DoesntHaveSword ; Classic Smithy
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+
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LDA.l SmithItem : TAY
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STZ $02E9 ; Item from NPC
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PHX : JSL Link_ReceiveItem : PLX
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REP #$20 : LDA $7EF360 : !SUB.w #$000A : STA $7EF360 : SEP #$20 ; Take 10 rupees
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JSL ItemSet_SmithSword
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JMP.l Smithy_AlreadyGotSword
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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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@@ -96,7 +96,7 @@ LoadNarrowObject:
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LDA AddReceivedItemExpanded_wide_item_flag, X : STA ($92), Y ; AddReceiveItem.wide_item_flag? ; LDA.b #$00 : STA ($92), Y in the japanese version
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PLY
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;JSL.l DrawNarrowDroppedObject
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JMP.l LoadNarrowObjectReturn
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JML.l LoadNarrowObjectReturn
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;--------------------------------------------------------------------------------
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DrawNarrowDroppedObject:
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; If it's a 16x16 sprite, we'll only draw one, otherwise we'll end up drawing
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