initial checkin
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82
events.asm
Normal file
82
events.asm
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;--------------------------------------------------------------------------------
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; OnLoadOW
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;--------------------------------------------------------------------------------
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OnLoadMap:
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JSL.l SetLWDWMap
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LDA $7EF2DB ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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OnDrawHud:
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JSL.l Draw4DigitRupees
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JSL.l DrawChallengeTimer
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JSL.l DrawGoalIndicator
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JSL.l DrawDungeonCompassCounts
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RTL
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;--------------------------------------------------------------------------------
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OnDungeonEntrance:
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PHA : PHP
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SEP #$20 ; set 8-bit accumulator
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LDA $040C : CMP #$FF : BEQ + ; don't do this unless it's a real dungeon
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LDA $7EF3CC ; load follower
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CMP #$0C : BNE + ; skip if not the purple chest
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LDA #$00 : STA $7EF3CC
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+
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PLP : PLA
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STA $7EC172 ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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OnFileLoad:
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LDA !FRESH_FILE_MARKER : BNE +
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JSL.l OnNewFile
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LDA.b #$FF : STA !FRESH_FILE_MARKER
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+
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JSL.l DarkWorldFlagSet
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JSL.l MasterSwordFollowerClear
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JSL.l InitOpenMode
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LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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RTL
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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OnNewFile:
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REP #$20 ; set 16-bit accumulator
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LDA.l StartingTime : STA $7EF454
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LDA.l StartingTime+2 : STA $7EF454+2
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SEP #$20 ; set 8-bit accumulator
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;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamaged:
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;JSL.l FlipperKill
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JSL.l OHKOTimer
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamagedFromPit:
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JSL.l OHKOTimer
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LDA.b #$14 : STA $11 ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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OnOWTransition:
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JSL.l FloodGateReset
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JSL.l FlipperFlag
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JSL.l StatTransitionCounter
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PHP
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in
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PLP
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RTL
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;--------------------------------------------------------------------------------
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PreItemGet:
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LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
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RTL
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;--------------------------------------------------------------------------------
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PostItemGet:
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;LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
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RTL
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;--------------------------------------------------------------------------------
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PostItemAnimation:
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LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
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STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
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RTL
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;--------------------------------------------------------------------------------
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