;================================================================================ ; Lamp Mantle & Light Cone Fix ;-------------------------------------------------------------------------------- ; Output: 0 for darkness, 1 for lamp cone ;-------------------------------------------------------------------------------- LampCheck: LDA.l LightConeModifier : BNE .lamp LDA.l LampCone : AND.b #$10 : BNE .lamp ; always on LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern LDA.w DungeonID : CMP.b #$04 : BCS + ; are we en HC? LDA.l LampCone : RTL + : TDC .lamp RTL ;================================================================================ ;-------------------------------------------------------------------------------- ; Output: 0 locked, 1 open ;-------------------------------------------------------------------------------- CheckForZelda: LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling LDA.b #$01 ; pretend we have zelda anyway RTL + LDA.l FollowerIndicator RTL ;================================================================================ SetOverlayIfLamp: JSL LampCheck STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all RTL ;================================================================================ ; Mantle Object Changes ;-------------------------------------------------------------------------------- Mantle_CorrectPosition: LDA.l ProgressFlags : AND.b #$04 : BEQ + LDA.b #$0A : STA.w SpritePosXLow, X ; just spawn it off to the side where we know it should be LDA.b #$03 : STA.w SpritePosXHigh, X LDA.b #$90 : STA.w SpriteSpawnStep, X + LDA.w SpritePosYLow, X : !ADD.b #$03 ; thing we did originally RTL ;================================================================================ ; Mirror Scroll -> Spawn at Zelda's Cell ;-------------------------------------------------------------------------------- MirrorScrollSpawnZelda: LDA.l MirrorEquipment : CMP.b #$01 : BNE + ;mirror scroll LDA.l StartingEntrance : CMP.b #$02 : BEQ ++ ; zelda's cell CMP.b #$04 : BNE + ++ INC.w RespawnFlag ; what we replaced + STZ.b GameSubMode : STZ.b NMISTRIPES RTL