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4 Commits
overworld_
...
overworld_
| Author | SHA1 | Date | |
|---|---|---|---|
| f0c7b26d0f | |||
| f87b95525f | |||
| 148a9760e6 | |||
| 45b56c6328 |
@@ -227,6 +227,7 @@ org $A28000 ; contrib area
|
||||
incsrc contrib.asm
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||||
incsrc special_weapons.asm
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incsrc variable_ganon_vulnerability.asm
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incsrc trolls.asm
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warnpc $A38000
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||||
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org $A38000
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||||
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@@ -4,9 +4,13 @@
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!BOOTS_MODIFIER = "$7F50CE"
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ModifyBoots:
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PHA
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LDA.b $A0 : CMP.b #$06 : BNE +
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LDA.b $A1 : CMP.b #$00 : BEQ .no_boots
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+
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LDA !BOOTS_MODIFIER : CMP.b #$01 : BNE +
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PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots
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+ : CMP.b #$02 : BNE +
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.no_boots
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PLA : AND AbilityFlags : AND.b #$FB : RTL ; no boots
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+ : LDA FakeBoots : CMP.b #$01 : BNE +
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LDA $5B : BEQ ++ : LDA $59 : BNE + ; hover check
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@@ -79,7 +79,10 @@ InvertDPad:
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.crowd_control
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LDA !INVERT_DPAD : BNE +
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LDA.b $A0 : CMP.b #$DE : BNE .off
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LDA.b #$01 : BRA +
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.off
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LDA $4218 : STA $00
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LDA $4219 : STA $01
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JML.l InvertDPadReturn
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@@ -23,7 +23,11 @@ CuccoStorm:
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SEP #$30 ; set 8-bit accumulator index registers
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LDA.l !CUCCO_STORM : BEQ + ; only if storm is on
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LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors
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LDA.b $10 : CMP.b #$09 : BEQ .check ; only if outdoors
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.indoors
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LDA.b #$00 : STA.l !CUCCO_STORM
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BRA +
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.check
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LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames
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-
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BIN
damage_table.bin
BIN
damage_table.bin
Binary file not shown.
@@ -284,7 +284,10 @@ DialogGanon1:
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REP #$20
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LDA.w #$018C
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BCC +
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JSL CheckMushroom
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LDA.w #$016D
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BCC +
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LDA.w #$0197
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+ STA $1CF0
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SEP #$20
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JSL.l Sprite_ShowMessageMinimal_Alt
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@@ -304,6 +307,10 @@ DialogGanon2:
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REP #$20
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BCS +
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LDA.w #$018D : JMP .done
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+
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JSL CheckMushroom
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BCC +
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LDA.w #$0198 : JMP .done
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+
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LDA.l GanonVulnerabilityItem : AND #$00FF : BNE .special_item
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LDA.l SpecialWeapons : AND.w #$00FF
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@@ -7,8 +7,11 @@
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;--------------------------------------------------------------------------------
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GoalItemGanonCheck:
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LDA $0E20, X : CMP.b #$D6 : BNE .success ; skip if not ganon
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LDA.w $0D80, X : CMP.b #$12 : BEQ .fail
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JSL.l CheckGanonVulnerability
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BCS .success
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BCC .fail
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JSL CheckMushroom
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BCC .success
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.fail
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LDA $0D80, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
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122
hooks.asm
122
hooks.asm
@@ -2397,11 +2397,11 @@ org $02EC2E ;<- 016C2E
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JSL.l Overworld_LoadNewTiles
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NOP #$02
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;================================================================================
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org $07A3E2 ;<- 3A3E2 Bank07.asm:5764 (LDA.b #$80 : STA $03F0)
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JSL.l FreeDuckCheck : BEQ +
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NOP
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skip 3 ; a JSR we need to keep
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+
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; org $07A3E2 ;<- 3A3E2 Bank07.asm:5764 (LDA.b #$80 : STA $03F0)
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; JSL.l FreeDuckCheck : BEQ +
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; NOP
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; skip 3 ; a JSR we need to keep
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; +
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;================================================================================
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org $07A9AC ; <- 3A9AC - Bank07.asm:6628 (LDA $0C : ORA $0E : STA $00 : AND.b #$0C : BEQ BRANCH_BETA)
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JML MirrorBonk
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@@ -2776,11 +2776,9 @@ org $07839E ; bunny BAGE check
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BunnyRead:
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JSR.w $07B5A9 ; check A button
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BCC .noA
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JSR.w CheckIfReading
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BNE .noread
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JSR.w $07B4DB
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NOP
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.noread
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JSL BunnyThrowPot
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BRA .noA
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NOP #3
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.noA
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|
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org $07FFF4
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@@ -3071,3 +3069,107 @@ NOP
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org $02D7D2 ; BEQ .face_up
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NOP #2 ; this fixes Link's direction after mirroring and falling after entering through back of tavern
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;--------------------------------------------------------------------------------
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; Various nonsense
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;--------------------------------------------------------------------------------
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org $0780B9 ; LDA.b #$3A : STA.w $031F
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JSL CalcIFrames
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NOP
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|
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org $09814E ; LDA.w Bomb_timer : STA.w $039F, X
|
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JSL SetBombTimer
|
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NOP #2
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|
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org $07B282 ; LDA.b #$1D : STA.w $0374
|
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JSL SetDashTimer
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NOP
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org $07A3E7 ; LDA.b #$13 : JSR PlaySFX_Set2 : ...
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JSL ProcessFlute
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BCS +
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RTS
|
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NOP #14 : +
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|
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org $08E073 ; LDA.b #$0E : STA.b $10
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JSL FluteMap
|
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|
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org $07A329
|
||||
JSL UseShovel
|
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BCS +
|
||||
RTS
|
||||
NOP #4 : +
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||||
|
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org $079D11
|
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JSL SwordSwingDelay : NOP
|
||||
org $079DAB
|
||||
JSL SwordSwingDelay : NOP
|
||||
org $079DEE
|
||||
JSL SwordSwingDelay : NOP
|
||||
|
||||
org $088E4A
|
||||
JSL MaybeRecoil
|
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BRA + : NOP #6 : +
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org $06EC4D
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JSL MaybeRecoil2
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BRA + : NOP #10 : +
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|
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; make moldorm check head for hitbox instead of tail
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org $1DDADD
|
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; BRA + : NOP #22 : +
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BRA + : NOP #26 : +
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org $1DDAF9
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BRA + : NOP : +
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org $1DDB01
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||||
BRA + : NOP #3 : +
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; make moldorm repel sword when not stunned
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org $06F354
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JSL CheckMoldormRepel
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BCC .not_moldorm
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NOP
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skip 17
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.not_moldorm
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; make mini moldorms faster
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org $0697DF
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db $30, $2C, $22, $12, $00, $EE, $DE, $D4
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db $D0, $D4, $DE, $EE, $00, $12, $22, $2C
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db $00, $12, $22, $2C, $30, $2C, $22, $12
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db $00, $EE, $DE, $D4, $D0, $D4, $DE, $EE
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; make lanmolas faster
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org $05A4B7
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LDA.b #$18
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; ganon - silvers just don't work like they used to
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org $0DB93D
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db $08
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||||
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; ganon - randomize vulnerability when stunned
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org $1D9010
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JSL StunGanon : NOP
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||||
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; agahnim - pattern? we don't need no steenken pattern!
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org $1ED637
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JSL AgaDecision : NOP
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; agahnim - no guaranteed normal balls
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org $1ED6ED
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NOP #2
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; helmie's mask is brittle
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org $1E8112
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db $03, $03, $03, $03, $00
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; vitreous - bombs work a bit better
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org $0DB938
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db $0C
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; tile rooms - make them a bit faster
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org $09BA20
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LDA.b #$B8
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|
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org $1EBC56
|
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LDA.b #$28
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||||
|
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@@ -5,7 +5,7 @@ NewDrawHud:
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!BOMBCOUNT_DRAW_ADDRESS = "$7EC75A"
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;================================================================================
|
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|
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LDA InfiniteBombsModifier : BNE .infinite_bombs
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JSL CheckInfiniteBombs : BNE .infinite_bombs
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.finite_bombs
|
||||
LDA.l SpecialWeapons : CMP #$01 : BNE .normal
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LDA.l SpecialWeaponLevel : BEQ .no_bombs
|
||||
|
||||
10
retro.asm
10
retro.asm
@@ -1,5 +1,5 @@
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IsItemAvailable:
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LDA InfiniteBombsModifier : BEQ .finite
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JSL CheckInfiniteBombs : BEQ .finite
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.infinite
|
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CPX.b #$04 : BNE .finite
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LDA.b #$01 : RTL
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@@ -7,27 +7,27 @@ IsItemAvailable:
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LDA EquipmentWRAM-1, X
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RTL
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LoadBombCount:
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LDA InfiniteBombsModifier : BNE .infinite
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JSL CheckInfiniteBombs : BNE .infinite
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.finite
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LDA BombsEquipment
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.infinite
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RTL
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LoadBombCount16:
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LDA InfiniteBombsModifier : AND.w #$00FF : BNE .infinite
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JSL CheckInfiniteBombs16 : BNE .infinite
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.finite
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LDA BombsEquipment
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.infinite
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RTL
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StoreBombCount:
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JSL IncrementBombsPlacedCounter
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PHA : LDA InfiniteBombsModifier : BEQ .finite
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PHA : JSL CheckInfiniteBombs : BEQ .finite
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.infinite
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PLA : LDA.b #$01 : RTL
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.finite
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PLA : STA BombsEquipment
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RTL
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SearchForEquippedItem:
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LDA InfiniteBombsModifier : BEQ +
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JSL CheckInfiniteBombs : BEQ +
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LDA.b #$01 : LDX.b #$00 : RTL
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+
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LDA BowEquipment ; thing we wrote over
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|
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@@ -126,6 +126,8 @@ Utility_CheckAncillaOverlapWithSprite:
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RTL
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.giant_moldorm
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LDA $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
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LDA $0C4A, X : CMP #$1F : BEQ .check_collision_moldorm ; hookshot
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CMP #$05 : BEQ .check_collision_moldorm ; boomerang
|
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LDA.l SpecialWeapons : CMP #$01 : BNE ++
|
||||
LDA $0C4A, X : CMP #$07 : BEQ .check_collision_moldorm
|
||||
BRA .ignore_collision ; don't collide with non-bombs
|
||||
@@ -274,7 +276,8 @@ Utility_CheckHammerHelmasaurKingMask:
|
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RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
Utility_CheckImpervious:
|
||||
LDA $0E20, X : CMP.b #$CB : BNE .normal
|
||||
LDA $0E20, X : CMP.b #$CE : BEQ .blind
|
||||
CMP.b #$CB : BNE .normal
|
||||
.trinexx
|
||||
LDA SpecialWeapons : CMP #$01 : BEQ +
|
||||
CMP #$03 : BEQ +
|
||||
@@ -282,6 +285,9 @@ Utility_CheckImpervious:
|
||||
CMP #$05 : BEQ +
|
||||
CMP #$06 : BEQ .check_sidenexx
|
||||
BRA .normal
|
||||
.blind
|
||||
LDA.w $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
|
||||
BRA .normal
|
||||
+
|
||||
LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
|
||||
.check_sidenexx
|
||||
@@ -332,12 +338,6 @@ Utility_CheckImpervious:
|
||||
; start with X = sprite index
|
||||
;--------------------------------------------------------------------------------
|
||||
AllowBombingMoldorm:
|
||||
LDA SpecialWeapons : CMP #$01 : BEQ .no_disable_projectiles
|
||||
CMP #$03 : BEQ .no_disable_projectiles
|
||||
CMP #$04 : BEQ .no_disable_projectiles
|
||||
CMP #$05 : BEQ .no_disable_projectiles
|
||||
CMP #$06 : BEQ .no_disable_projectiles
|
||||
INC $0BA0, X
|
||||
.no_disable_projectiles
|
||||
JSL !SPRITE_INITIALIZED_SEGMENTED
|
||||
RTL
|
||||
|
||||
1
sram.asm
1
sram.asm
@@ -392,6 +392,7 @@ InvertDPadModifier: skip 1
|
||||
TemporaryOHKO: skip 1
|
||||
SpriteSwapper: skip 1
|
||||
BootsModifier: skip 1 ; (0=Off, 1=Always, 2=Never)
|
||||
GanonVulnerabilityItem: skip 1 ; item ganon is vulnerable to while stunned
|
||||
|
||||
;================================================================================
|
||||
; Expanded SRAM ($7F6000 - $7F6FFF)
|
||||
|
||||
@@ -36,6 +36,10 @@ LoadSwordForDamage:
|
||||
CMP.b #$04 : !BLT + : DEC : + ; if it's gold sword, change it to tempered
|
||||
RTL
|
||||
.notMoth
|
||||
CMP.b #$CE : BNE .notBlind
|
||||
LDA.b #$01
|
||||
RTL
|
||||
.notBlind
|
||||
JSR.w LoadModifiedSwordLevel ; load normal sword value
|
||||
RTL
|
||||
;================================================================================
|
||||
@@ -115,8 +119,11 @@ LoadModifiedIceFloorValue:
|
||||
LDA $5D : CMP #$01 : BEQ + : CMP #$17 : BEQ + : CMP #$1C : BEQ +
|
||||
LDA $5E : CMP #$02 : BEQ +
|
||||
LDA $5B : BNE +
|
||||
LDA.b $A0 : CMP.b #$29 : BEQ .yes
|
||||
LDA.w $0308 : BIT #$80 : BNE .yes
|
||||
LDA.l $30802D : BIT #$01 : BEQ ++
|
||||
LDA $A0 : CMP #$16 : BEQ ++ ; swamp supertile with current -- fine for temporary physics but impossible without boots for permanent
|
||||
.yes
|
||||
LDA.w $0348 : ORA $7F50C7 : ORA #$10 : RTS
|
||||
++ : LDA.w $0348 : ORA $7F50C7 : RTS
|
||||
+ : LDA.w $0348
|
||||
|
||||
@@ -107,7 +107,7 @@ ChallengeModes:
|
||||
db #$00 ; #$00 = Default behavior;
|
||||
;--------------------------------------------------------------------------------
|
||||
org $30802E ; PC 0x18003E
|
||||
GanonVulnerabilityItem:
|
||||
DONOTUSE__GanonVulnerabilityItem:
|
||||
db #$00 ; #$00 = Default behavior (silver arrows)
|
||||
;--------------------------------------------------------------------------------
|
||||
org $30802F ; PC 0x18003F
|
||||
|
||||
@@ -122,8 +122,10 @@ dw #$FFFF, #$7FFF
|
||||
;--------------------------------------------------------------------------------
|
||||
!TEMPORARY_OHKO = "$7F50CC"
|
||||
DrawChallengeTimer:
|
||||
LDA.b $A0 : AND.w #$00FF : CMP.w #$00C8 : BEQ .is_ohko
|
||||
LDA !TEMPORARY_OHKO : AND.w #$00FF : BEQ +
|
||||
LDA.w #$2807 : STA $7EC790
|
||||
.is_ohko
|
||||
LDA.w #$2807 : STA $7EC790
|
||||
LDA.w #$280A : STA $7EC792
|
||||
LDA.w #$280B : STA $7EC794
|
||||
LDA.w #$280C : STA $7EC796
|
||||
@@ -175,6 +177,7 @@ DrawChallengeTimer:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OHKOTimer:
|
||||
LDA.b $A0 : CMP.b #$C8 : BEQ .kill
|
||||
LDA TemporaryOHKO : BNE .kill
|
||||
LDA.l TimeoutBehavior : CMP #$02 : BNE +
|
||||
LDA !Status : AND.b #$02 : BEQ +
|
||||
|
||||
220
trolls.asm
Normal file
220
trolls.asm
Normal file
@@ -0,0 +1,220 @@
|
||||
IFrameData:
|
||||
db $00, $10, $20
|
||||
CalcIFrames:
|
||||
LDA.l ArmorEquipment
|
||||
PHX : TAX
|
||||
LDA.l MaximumHealth : LSR #3
|
||||
CLC : ADC.l IFrameData, X
|
||||
EOR.b #$FF
|
||||
CLC : ADC.b #$3E
|
||||
PLX
|
||||
STA.w $031F
|
||||
RTL
|
||||
|
||||
SetBombTimer:
|
||||
JSL GetRandomInt
|
||||
STA.w $039F, X
|
||||
RTL
|
||||
|
||||
SetDashTimer:
|
||||
JSL GetRandomInt
|
||||
AND.b #$1F
|
||||
STA.w $0374
|
||||
JSL GetRandomInt
|
||||
AND.b #$0F
|
||||
CLC : ADC.w $0374
|
||||
STA.w $0374
|
||||
RTL
|
||||
|
||||
ProcessFlute:
|
||||
LDA.b $1B
|
||||
BNE .play_and_leave ; indoors
|
||||
LDA.b $10
|
||||
CMP.b #$0B
|
||||
BEQ .play_and_leave ; special overworld
|
||||
JSL GetRandomInt
|
||||
BIT #$08
|
||||
BNE .cucco
|
||||
.normal
|
||||
LDA.b $8A
|
||||
AND.b #$40
|
||||
BNE .play_and_leave ; dark world
|
||||
JSR PlayDuck
|
||||
SEC : RTL ; light world; play duck sound and resume normal behavior
|
||||
.cucco
|
||||
JSR PlayCluck ; outdoors; play cucco sound
|
||||
LDA.b #$01
|
||||
STA.l !CUCCO_STORM ; turn on cucco storm
|
||||
CLC : RTL ; do not summon duck
|
||||
.play_and_leave
|
||||
JSR PlayDuck
|
||||
CLC : RTL
|
||||
|
||||
PlayDuck:
|
||||
LDA.b #$13
|
||||
STA.w $0CF8
|
||||
JSL Sound_SetSfxPanWithPlayerCoords
|
||||
ORA.w $0CF8
|
||||
STA.w $012E
|
||||
RTS
|
||||
|
||||
PlayCluck:
|
||||
LDA.b #$30
|
||||
STA.w $0CF8
|
||||
JSL Sound_SetSfxPanWithPlayerCoords
|
||||
ORA.w $0CF8
|
||||
STA.w $012E
|
||||
RTS
|
||||
|
||||
FluteMap:
|
||||
LDA.b #$00
|
||||
STA.l !CUCCO_STORM ; turn off cuccos
|
||||
LDA.b #$0E
|
||||
STA.b $10
|
||||
RTL
|
||||
|
||||
UseShovel:
|
||||
LDA.b $1B
|
||||
BEQ .normal
|
||||
.indoors
|
||||
REP #$20
|
||||
LDA.w #$0200
|
||||
STA.w $03F5
|
||||
SEP #$20
|
||||
CLC
|
||||
RTL
|
||||
.normal
|
||||
LDA.l $07A310
|
||||
STA.b $3D
|
||||
STZ.w $030D
|
||||
STZ.w $0300
|
||||
SEC
|
||||
RTL
|
||||
|
||||
BunnyThrowPot:
|
||||
LDA.b $A0 : CMP.b #$0D : BNE .throw
|
||||
LDA.b $A1 : CMP.b #$00 : BEQ .no_throw
|
||||
.throw
|
||||
LDA.b #$02
|
||||
JSL $068156
|
||||
LDA.b $3B
|
||||
AND.b #$7F
|
||||
STA.b $3B
|
||||
.no_throw
|
||||
RTL
|
||||
|
||||
SwordSwingDelay:
|
||||
LDA.l SwordEquipment : CMP.b #$02 : !BLT .normal
|
||||
CMP.b #$FF : BEQ .normal
|
||||
CPX.b #$04 : BEQ .section_4
|
||||
CPX.b #$05 : BEQ .section_5
|
||||
CPX.b #$06 : BNE .normal
|
||||
.section_6
|
||||
LDA.l SwordEquipment : CMP.b #$04 : !BGE .normal
|
||||
BRA .add_one
|
||||
.section_5
|
||||
LDA.l SwordEquipment : CMP.b #$02 : !BGE .normal
|
||||
BRA .add_one
|
||||
.section_4
|
||||
LDA.l SwordEquipment : CMP.b #$03 : !BGE .normal
|
||||
.add_one
|
||||
LDA.l $079CAF, X
|
||||
STA.b $3D
|
||||
INC
|
||||
RTL
|
||||
.normal
|
||||
LDA.l $079CAF, X
|
||||
STA.b $3D
|
||||
RTL
|
||||
|
||||
MaybeRecoil:
|
||||
LDA.w $0E20, Y
|
||||
CMP.b #$09 ; skip recoil on the giant 'dorm
|
||||
BEQ .done
|
||||
LDA.l $088E75, X
|
||||
STA.w $0F40, Y
|
||||
LDA.l $088E79, X
|
||||
STA.w $0F30, Y
|
||||
.done
|
||||
RTL
|
||||
|
||||
MaybeRecoil2:
|
||||
LDA.w $0E20, X
|
||||
CMP.b #$09
|
||||
BEQ .moldorm
|
||||
LDA.b $00
|
||||
EOR.b #$FF
|
||||
INC
|
||||
STA.w $0F30, X
|
||||
LDA.b $01
|
||||
EOR.b #$FF
|
||||
INC
|
||||
STA.w $0F40, X
|
||||
RTL
|
||||
.moldorm ; skip recoil on the giant 'dorm and unstun
|
||||
STZ.w $0B58, X
|
||||
STZ.w $0D90, X
|
||||
RTL
|
||||
|
||||
CheckMoldormRepel:
|
||||
CMP.b #$09
|
||||
BNE .not_moldorm
|
||||
LDA.w $0D90, X
|
||||
BEQ .repel
|
||||
LDA.w $0B58, X
|
||||
BEQ .repel
|
||||
.no_repel
|
||||
LDA.b #$01
|
||||
SEC : RTL
|
||||
.repel
|
||||
LDA.b #$00
|
||||
SEC : RTL
|
||||
.not_moldorm
|
||||
CLC : RTL
|
||||
|
||||
CheckMushroom:
|
||||
PHP
|
||||
SEP #$20
|
||||
LDA.l InventoryTracking
|
||||
AND.b #$20
|
||||
BEQ +
|
||||
PLP : SEC : RTL
|
||||
+ PLP : CLC : RTL
|
||||
|
||||
AgaDecision:
|
||||
LDA.b $A0
|
||||
CMP.b #$20
|
||||
BNE .aga2
|
||||
JSL RNG_Agahnim1
|
||||
AND.b #$04
|
||||
STA.w $0E30, X
|
||||
CMP.b #$04
|
||||
RTL
|
||||
.aga2
|
||||
STZ.w $0E30, X
|
||||
CMP.b #$04
|
||||
RTL
|
||||
|
||||
CheckInfiniteBombs:
|
||||
LDA.l InfiniteBombsModifier : BNE .yes
|
||||
LDA.b $A0
|
||||
CMP.b #$90
|
||||
BEQ .yes
|
||||
.no
|
||||
LDA.b #$00
|
||||
RTL
|
||||
.yes
|
||||
LDA.b #$01
|
||||
RTL
|
||||
|
||||
CheckInfiniteBombs16:
|
||||
LDA.l InfiniteBombsModifier : AND.w #$00FF : BNE .yes
|
||||
LDA.b $A0 : AND.w #$00FF
|
||||
CMP.w #$0090
|
||||
BEQ .yes
|
||||
.no
|
||||
LDA.w #$0000
|
||||
RTL
|
||||
.yes
|
||||
LDA.w #$0001
|
||||
RTL
|
||||
@@ -126,6 +126,53 @@ CheckBeeBoss:
|
||||
RTL
|
||||
; return non-zero A if entity is a boss (and bee should not attack)
|
||||
;--------------------------------------------------------------------------------
|
||||
StunGanon:
|
||||
JSL RNG_Ganon
|
||||
BIT.b #$30
|
||||
BEQ .non_magic
|
||||
.magic
|
||||
AND.b #$0E
|
||||
LSR
|
||||
BRA .chosen
|
||||
.non_magic
|
||||
AND.b #$0C
|
||||
LSR #2
|
||||
ORA.b #$08
|
||||
.chosen
|
||||
PHX
|
||||
TAX
|
||||
LDA.l Ganon_RandomizeItem, X
|
||||
STA.l GanonVulnerabilityItem
|
||||
PLX
|
||||
JSL DialogItem
|
||||
LDA.b #$D7
|
||||
STA.w $0E20, X
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogItem:
|
||||
PHX : PHY
|
||||
LDA.l GanonVulnerabilityItem
|
||||
ASL
|
||||
TAX
|
||||
LDA.l Ganon_TextBox+1, X
|
||||
TAY
|
||||
LDA.l Ganon_TextBox, X
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
PLY : PLX
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
Ganon_RandomizeItem:
|
||||
db #$05, #$06, #$07, #$08
|
||||
db #$09, #$0A, #$11, #$12
|
||||
db #$01, #$02, #$03, #$0C
|
||||
;--------------------------------------------------------------------------------
|
||||
Ganon_TextBox:
|
||||
dw #$0000 ; default behavior--assume silvers
|
||||
dw #$0199, #$019A, #$019B, #$019C, #$019D
|
||||
dw #$019E, #$019F, #$01A0, #$01A1, #$01A2
|
||||
dw #$0000, #$01A3, #$0000, #$0000, #$0000
|
||||
dw #$01A4, #$01A5, #$01A6, #$0000, #$0000
|
||||
;--------------------------------------------------------------------------------
|
||||
Ganon_CheckByAncilla:
|
||||
db #$00 ; default behavior--we shouldn't be checking the table here anyway
|
||||
db #$00, #$05, #$1F, #$07, #$00
|
||||
|
||||
Reference in New Issue
Block a user