;================================================================================ ; Lamp Mantle & Light Cone Fix ;-------------------------------------------------------------------------------- ; Output: 0 for darkness, 1 for lamp cone ;-------------------------------------------------------------------------------- LampCheck: LDA.l LightConeModifier : CMP.b #$01 : BNE + : RTL : + CMP.b #$FF : BNE + : INC : RTL : + LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern LDA.w DungeonID : BNE + ; check if we're in sewers LDA.l LampConeSewers : 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.l 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 ;--------------------------------------------------------------------------------