pushpc org $0691B6 JSL SpritePrep_EyegoreNew org $068839 ; 0xEF dw #$91B6 ; New sprite_prep dw #$91B6 ; New sprite_prep ;org $069468 ; These need to go else where ;dw #$BFF7 ; SpriteModule_Active_Bank1E_bounce ;dw #$BFF7 ; SpriteModule_Active_Bank1E_bounce ;org $1E8B21 ;JSL FixVectorForMimics ;org $1E8BBB ; New vectors for mimics ;dw #$C795 ;dw #$C795 org $0DB818 SpritePrep_LoadProperties: org $1EC6FA SpritePrep_Eyegore_become_mimic: ;org $06EC08 ; Sprite_AttemptZapDamage ;JSL resetSprite_Mimic : NOP org $06ED9E ; Sprite_ApplyCalculatedDamage, skip high sprite id early exit JSL IsItReallyAMimic : NOP org $06EDA6 ; Sprite_ApplyCalculatedDamage .not_absorbable JSL notItemSprite_Mimic pullpc ;FixVectorForMimics: ; CMP.w $#00EF : BCC .end ; SBC.w #$0032 ; this puts the vector at the unused bytes at UNREACHABLE_1E8BBB ; .end ; AND.w #$00FF ; what we wrote over ; ASL A ;RTL ; replace SpritePrep_Eyegore if flag is on SpritePrep_EyegoreNew: { LDA !ENABLE_MIMIC_OVERRIDE : BNE .new ; old JSL SpritePrep_Eyegore RTL .new LDA $0E20, X : CMP.b #$EF : BCS .mimic ;If sprite id >= EF (unused somaria platform) ; seems unnecessary it's just an rtl? ; JSL $1EC71A ; 0xF471A set eyegore to be only eyegore (.not_goriya?) RTL .mimic SBC.b #$6C : STA $0E20, X : JSL SpritePrep_LoadProperties ; pretending to be $83 or $84 JSL SpritePrep_Eyegore_become_mimic ; LDA.w $0E20, X : ADC #$6C : STA $0E20, X ; set the sprite back to special mimic ; todo? unsure about this code - seems unnecessary ; LDA $0CAA, X : AND #$FB : ORA #$80 : STA $0CAA, X ; STZ $0CAA, X RTL } ;resetSprite_Mimic: ; LDA !ENABLE_MIMIC_OVERRIDE : BEQ .notMimic ; skip to what it would have done normally ; ; LDA $0E20, X ; CMP.b #$EF : BCC .notMimic ; LDA $0E20, X : SBC.b #$6C : STA $0E20, X ; overwrite the sprite id with eyegore id ; ;.notMimic ; restore code ; LDA $0E20, X : CMP.b #$7A ;RTL IsItReallyAMimic: LDA !ENABLE_MIMIC_OVERRIDE : BEQ .continue LDA.w $0E20,X : CMP.b #$EF : BEQ .is_mimic CMP.b #$F0 : BNE .continue .is_mimic CLC : RTL .continue ; code we hijacked LDA.w $0E20,X CMP.b #$D8 RTL ; this is just for killable thieves now notItemSprite_Mimic: ; if we set killable thief we want to update the sprite id so it can be killed LDA $0E20, X CMP.l !KILLABLE_THIEVES_ID : BNE .continue ; thief #$C4 (default is B8/dialog tester) ; if we don't have mimic code turned on we want to skip, but we also need to reload the sprite id because we just smoked it with this LDA ; LDA !ENABLE_MIMIC_OVERRIDE : BEQ .reloadSpriteIdAndSkipMimic ; skip to what it would have done normally ; LDA $0E20, X ; I hate assembly ; CMP.b #$EF : BCC .continue ; SBC.b #$6C : BRA .continue .changeSpriteId LDA #$83 ; load green eyegore sprite id so we can kill the thing .continue ; restore code REP #$20 : ASL #2 RTL