initial checkin
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135
tablets.asm
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135
tablets.asm
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;================================================================================
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; Randomize Tablets
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;--------------------------------------------------------------------------------
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ItemSet_EtherTablet:
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PHA : LDA !NPC_FLAGS_2 : ORA.b #$01 : STA !NPC_FLAGS_2 : PLA
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RTL
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;--------------------------------------------------------------------------------
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ItemSet_BombosTablet:
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PHA : LDA !NPC_FLAGS_2 : ORA.b #$02 : STA !NPC_FLAGS_2 : PLA
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RTL
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;--------------------------------------------------------------------------------
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ItemCheck_EtherTablet:
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LDA !NPC_FLAGS_2 : AND.b #$01
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RTL
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;--------------------------------------------------------------------------------
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ItemCheck_BombosTablet:
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LDA !NPC_FLAGS_2 : AND.b #$02
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RTL
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;--------------------------------------------------------------------------------
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SetTabletItem:
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JSL.l GetSpriteID
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PHA
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LDA $8A : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
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.bombos
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JSL.l ItemSet_BombosTablet : BRA .done
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.ether
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JSL.l ItemSet_EtherTablet
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.done
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PLA
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RTL
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;--------------------------------------------------------------------------------
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SpawnTabletItem:
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; JSL.l HeartPieceGet
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;RTL
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JSL.l LoadOutdoorValue
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JSL.l PrepDynamicTile
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LDA.b #$01 : STA !FORCE_HEART_SPAWN : STA !SKIP_HEART_SAVE
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JSL.l SetTabletItem
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LDA.b #$EB
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STA $7FFE00
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JSL Sprite_SpawnDynamically
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LDA $22 : STA $0D10, Y
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LDA $23 : STA $0D30, Y
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LDA $20 : STA $0D00, Y
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LDA $21 : STA $0D20, Y
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LDA.b #$00 : STA $0F20, Y
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LDA.b #$7F : STA $0F70, Y ; spawn WAY up high
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RTL
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;--------------------------------------------------------------------------------
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MaybeUnlockTabletAnimation:
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PHA : PHP
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JSL.l IsMedallion : BCC +
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STZ $0112 ; disable falling-medallion mode
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STZ $03EF ; release link from item-up pose
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LDA.b #$00 : STA $5D ; set link to ground state
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REP #$20 ; set 16-bit accumulator
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LDA $8A : CMP.w #$0030 : BNE ++ ; Desert
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$02 : STA $2F ; face link forward
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LDA.b #$3C : STA $46 ; lock link for 60f
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++
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SEP #$20 ; set 8-bit accumulator
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+
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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IsMedallion:
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REP #$20 ; set 16-bit accumulator
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LDA $8A
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CMP.w #$03 : BNE + ; Death Mountain
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LDA $22 : CMP.w #1890 : !BGE ++
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SEC
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BRL .done
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++
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BRA .false
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+ CMP.w #$30 : BNE + ; Desert
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LDA $22 : CMP.w #512 : !BLT ++
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SEC
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BRL .done
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++
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+
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.false
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CLC
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.done
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SEP #$20 ; set 8-bit accumulator
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RTL
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;--------------------------------------------------------------------------------
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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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;--------------------------------------------------------------------------------
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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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; two 8x8 sprites stack on top of each other
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CMP.b #$02 : BEQ .large_sprite
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REP #$20
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; Shift Y coordinate 8 pixels down
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LDA $08 : STA $00
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SEP #$20
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JSL.l Ancilla_SetOam_XY_Long
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; always use the same character graphic (0x34)
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LDA.b #$34 : STA ($90), Y : INY
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LDA AddReceivedItemExpanded_properties, X : BPL .valid_lower_properties
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LDA $74
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.valid_lower_properties
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ASL A : ORA.b #$30 : STA ($90), Y
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INY : PHY
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TYA : !SUB.b #$04 : LSR #2 : TAY
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LDA.b #$00 : STA ($92), Y
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PLY
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.large_sprite
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RTL
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;--------------------------------------------------------------------------------
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