NewElderCode: { LDA $8A : CMP #$1B : BEQ .newCodeContinue ;Restore Jump we can keep the RTL so JML JML $05F0CD .newCodeContinue PHB : PHK : PLB LDA.b #$07 : STA $0F50, X ;Palette JSR Elder_Draw JSL Sprite_PlayerCantPassThrough JSR Elder_Code PLB RTL Elder_Draw: { LDA.b #$02 : STA $06 : STZ $07 ;Number of Tiles LDA $0DC0, X : ASL #04 ADC.b #.animation_states : STA $08 LDA.b #.animation_states>>8 : ADC.b #$00 : STA $09 JSL Sprite_DrawMultiple_player_deferred JSL Sprite_DrawShadowLong RTS .animation_states ;Frame0 dw 0, -9 : db $C6, $00, $00, $02 dw 0, 0 : db $C8, $00, $00, $02 ;Frame1 dw 0, -8 : db $C6, $00, $00, $02 dw 0, 0 : db $CA, $40, $00, $02 } Elder_Code: { LDA GoalItemRequirement : BEQ .despawn LDA InvincibleGanon : CMP #$05 : BEQ .despawn LDA TurnInGoalItems : BNE + .despawn STZ $0DD0, X ; despawn self RTS + LDA.b #$96 LDY.b #$01 JSL Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage : BCC .dont_show LDA !GOAL_COUNTER CMP GoalItemRequirement : !BLT + JSL.l ActivateGoal + .dont_show .done LDA $1A : LSR #5 : AND.b #$01 : STA $0DC0, X RTS }