let's dev aug 11 2017
pre-moved mantle to the side when zelda already rescued fixed bombos tablet item drop problem common to glitched mode (extra bombos drop)
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@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$17, #$08, #$09 ; year/month/day
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db #$20, #$17, #$08, #$11 ; year/month/day
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;================================================================================
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;================================================================================
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@@ -102,6 +102,7 @@ incsrc flute.asm
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incsrc dungeondrops.asm
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incsrc dungeondrops.asm
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incsrc halfmagicbat.asm
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incsrc halfmagicbat.asm
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incsrc newitems.asm
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incsrc newitems.asm
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incsrc mantle.asm
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incsrc swordswap.asm
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incsrc swordswap.asm
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incsrc stats.asm
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incsrc stats.asm
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incsrc scratchpad.asm
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incsrc scratchpad.asm
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@@ -377,6 +378,9 @@ Ancilla_SetOam_XY_Long:
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org $0985E2 ; (break on $0985E4)
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org $0985E2 ; (break on $0985E4)
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AddReceivedItem:
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AddReceivedItem:
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org $098BAD
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AddPendantOrCrystal:
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org $0993DF
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org $0993DF
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AddDashTremor:
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AddDashTremor:
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14
hooks.asm
14
hooks.asm
@@ -713,9 +713,14 @@ JSL.l ItemCheck_BombosTablet
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org $05F285 ; <- 2F285
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org $05F285 ; <- 2F285
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JSL.l ItemCheck_EtherTablet
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JSL.l ItemCheck_EtherTablet
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $098BCC ; <- 48BCC - ancilla_init.asm : 1679 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72)
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;org $098BCC ; <- 48BCC - ancilla_init.asm : 1679 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72)
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;JSL.l SetTabletItem
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;;JSL.l SetTabletItem
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JSL SpawnTabletItem : PLX : PLB : RTL
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;JSL SpawnTabletItem : PLX : PLB : RTL
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;--------------------------------------------------------------------------------
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org $07859F ; <- 3859F - Bank07.asm : 965 (JSL AddPendantOrCrystal)
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JSL SpawnTabletItem
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org $07862A ; <- 3862A - Bank07.asm : 1064 (JSL AddPendantOrCrystal)
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JSL SpawnTabletItem
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;================================================================================
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;================================================================================
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@@ -1748,6 +1753,9 @@ JSL.l CheckForZelda
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org $1AFC55 ; <- D7C55 - sprite_movable_mantle.asm:34 (LDA $7EF34A : BEQ .return)
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org $1AFC55 ; <- D7C55 - sprite_movable_mantle.asm:34 (LDA $7EF34A : BEQ .return)
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NOP #6 ; remove check
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NOP #6 ; remove check
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $068841 ; <- 30841 - sprite_prep.asm:269 (LDA $0D00, X : ADD.b #$03 : STA $0D00, X)
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JSL.l Mantle_CorrectPosition : NOP #2
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;--------------------------------------------------------------------------------
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org $0DFA53 ; <- 6FA53 - hud check for lantern
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org $0DFA53 ; <- 6FA53 - hud check for lantern
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JSL.l LampCheck
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JSL.l LampCheck
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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12
mantle.asm
Normal file
12
mantle.asm
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@@ -0,0 +1,12 @@
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;================================================================================
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; Mantle Object Changes
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;--------------------------------------------------------------------------------
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Mantle_CorrectPosition:
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LDA $7EF3C6 : AND.b #$04 : BEQ +
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LDA.b #$0A : STA $0D10, X ; just spawn it off to the side where we know it should be
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LDA.b #$03 : STA $0D30, X
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LDA.b #$90 : STA $0ED0, X
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+
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LDA $0D00, X : !ADD.b #$03 ; thing we did originally
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RTL
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;--------------------------------------------------------------------------------
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