NewElderCode: { LDA.b $8A : CMP.b #$1B : BEQ .newCodeContinue ;Restore Jump we can keep the RTL so JML JML $05F0CD .newCodeContinue PHB : PHK : PLB LDA.b #$07 : STA.w $0F50, X ;Palette JSR Elder_Draw JSL Sprite_PlayerCantPassThrough JSR Elder_Code PLB RTL Elder_Draw: { LDA.b #$02 : STA.b Scrap06 : STZ.b Scrap07 ;Number of Tiles LDA.w $0DC0, X : ASL #04 ADC.b #.animation_states : STA.b Scrap08 LDA.b #.animation_states>>8 : ADC.b #$00 : STA.b Scrap09 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: { REP #$20 LDA.l GoalItemRequirement : BEQ .despawn LDA.l InvincibleGanon : AND.w #$00FF : CMP.w #$0005 : BEQ .despawn LDA.l TurnInGoalItems : AND.w #$00FF : BNE + .despawn SEP #$20 STZ.w $0DD0, X ; despawn self RTS + SEP #$20 LDA.b $11 BNE .done LDA.b #$96 LDY.b #$01 JSL Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage : BCC .dont_show REP #$20 LDA.l GoalCounter CMP.l GoalItemRequirement : !BLT + SEP #$20 JSL.l ActivateGoal + .dont_show .done SEP #$20 LDA.b $1A : LSR #5 : AND.b #$01 : STA.w $0DC0, X RTS }