;================================================================================ ; Inventory Updates ;================================================================================ ;-------------------------------------------------------------------------------- ; ProcessMenuButtons: ; out: Carry - 0 = No Button, 1 = Yes Button ;-------------------------------------------------------------------------------- ProcessMenuButtons: LDA.b Joy1A_New : BIT.b #$40 : BNE .y_pressed ; check for P1 Y-button BIT #$20 : BNE .sel_pressed ; check for P1 Select button LDA.b Joy1A_All : BIT.b #$20 : BNE .sel_held .sel_unheld LDA.l HudFlag : AND.b #$20 : BEQ + LDA.l HudFlag : AND.b #$DF : STA.l HudFlag ; select is released, unset hud flag LDA.b IndoorsFlag : BEQ + ; skip if outdoors LDA.b #$20 : STA.w SFX3 ; menu select sound + JSL.l ResetEquipment + .sel_held CLC ; no buttons RTL .sel_pressed LDA.l HudFlag : ORA.b #$20 : STA.l HudFlag ; set hud flag LDA.b #$20 : STA.w SFX3 ; menu select sound JSL.l ResetEquipment RTL .y_pressed ; Note: used as entry point by quickswap code. Must preserve X. LDA.b #$10 : STA.w MenuBlink LDA.w ItemCursor ; check selected item CMP.b #$02 : BNE + ; boomerang LDA.l InventoryTracking : AND.b #$C0 : CMP.b #$C0 : BNE .errorJump ; make sure we have both boomerangs LDA.l BoomerangEquipment : EOR.b #$03 : STA.l BoomerangEquipment ; swap blue & red boomerang LDA.b #$20 : STA.w SFX3 ; menu select sound JMP .captured + CMP.b #$01 : BNE + ; bow LDA.l BowTracking : AND.b #$C0 : CMP.b #$C0 : BNE .errorJump ; make sure we have both bows PHX : LDX.b #$00 ; scan ancilla table for arrows -- : CPX.b #$0A : !BGE ++ LDA.w AncillaID, X : CMP.b #$09 : BNE +++ PLX : BRA .errorJump2 ; found an arrow, don't allow the swap +++ INX : BRA -- : ++ PLX LDA.l SilverArrowsUseRestriction : BEQ ++ LDA.b RoomIndex : ORA.b RoomIndex+1 : BEQ ++ ; not in ganon's room in restricted mode LDA.l BowEquipment : CMP.b #$03 : !BLT .errorJump : !SUB #$02 : STA.l BowEquipment BRA .errorJump2 ++ LDA.l BowEquipment : !SUB #$01 : EOR.b #$02 : !ADD #$01 : STA.l BowEquipment ; swap bows LDA.b #$20 : STA.w SFX3 ; menu select sound JMP .captured + BRA + .errorJump BRA .errorJump2 + CMP.b #$05 : BNE + ; powder LDA.l InventoryTracking : AND.b #$30 : CMP.b #$30 : BNE .errorJump ; make sure we have mushroom & magic powder LDA.l PowderEquipment : EOR.b #$03 : STA.l PowderEquipment ; swap mushroom & magic powder LDA.b #$20 : STA.w SFX3 ; menu select sound JMP .captured + BRA + .errorJump2 BRA .error + CMP.b #$0D : BNE + ; flute LDA.w UseY2 : CMP.b #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound LDA.l InventoryTracking : BIT.b #$04 : BEQ .error ; make sure we have shovel AND.b #$03 : BEQ .error ; make sure we have one of the flutes LDA.l FluteEquipment : CMP.b #01 : BNE .toShovel ; not shovel LDA.l InventoryTracking : AND.b #$01 : BEQ .toFakeFlute ; check for real flute LDA.b #$03 ; set real flute BRA .fluteSuccess .toFakeFlute LDA.b #$02 ; set fake flute BRA .fluteSuccess .toShovel LDA.b #$01 ; set shovel .fluteSuccess STA.l FluteEquipment ; store set item LDA.b #$20 : STA.w SFX3 ; menu select sound BRA .captured + CMP.b #$10 : BNE .error : JSL.l ProcessBottleMenu : BRA .captured : + CLC RTL .midShovel .error LDA.b #$3C : STA.w SFX2 ; error sound .captured SEC RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;ProcessBottleMenu: ;-------------------------------------------------------------------------------- ProcessBottleMenu: LDA.l BottleIndex ; check bottle state BEQ .no_bottles ; skip if we have no bottles PHX INC : CMP.b #$05 : !BLT + : LDA.b #$01 : + ;increment and wrap 1-4 TAX : LDA.l BottleContents-1, X ; check bottle BNE + : LDX.b #$01 : + ; wrap if we reached the last bottle TXA : STA.l BottleIndex ; set bottle index LDA.b #$20 : STA.w SFX3 ; menu select sound PLX .no_bottles LDA.b #$00 ; pretend like the controller state was 0 from the overridden load RTL ;-------------------------------------------------------------------------------- ;OpenBottleMenu: ;-------------------------------------------------------------------------------- OpenBottleMenu: LDA.b Joy1B_New : AND.b #$40 : BEQ .x_not_pressed ; skip if X is not down LDA.b #$10 : STA.w MenuBlink ; set 16 frame cool off LDA.b #$20 : STA.w SFX3 ; make menu sound LDA.b #$07 : STA.w SubModuleInterface ; thing we wrote over - opens bottle menu .x_not_pressed RTL ;-------------------------------------------------------------------------------- ;CloseBottleMenu: ;-------------------------------------------------------------------------------- CloseBottleMenu: LDA.b Joy1B_New : AND.b #$40 : BEQ .x_not_pressed ; skip if X is not down LDA.b #$10 : STA.w MenuBlink ; set 16 frame cool off LDA.b #$20 : STA.w SFX3 ; make menu sound INC.w SubModuleInterface ; return to normal menu STZ.w BottleMenuCounter LDA.b #$00 RTL .x_not_pressed LDA.b Joy1A_New : AND.b #$0C ; thing we wrote over (probably) RTL ;-------------------------------------------------------------------------------- ; AddInventory: ;-------------------------------------------------------------------------------- AddInventory: ; In: Y - Receipt ID ; Uses $0B-$0D for long absolute addressing PHA : PHX : PHY : PHP : PHB PHK : PLB LDA.l StatsLocked : BNE .done JSR.w ShopCheck : BCS .done JSR.w DungeonIncrement : BCS .done LDA.b #$7E : STA.b Scrap0D JSR.w StampItem JSR.w IncrementByOne SEP #$20 JSR.w IncrementYAItems LDA.w InventoryTable_properties,Y : BIT #$01 : BEQ .done REP #$20 LDA.l TotalItemCounter : INC : TAY LDA.l BootsEquipment : BNE + TYA : STA.l PreBootsLocations + LDA.l MirrorEquipment : BNE + TYA : STA.l PreMirrorLocations + LDA.l FluteEquipment : BNE + TYA : STA.l PreFluteLocations + TYA STA.l TotalItemCounter .done PLB : PLP : PLY : PLX : PLA RTL ShopCheck: LDA.b IndoorsFlag : BEQ .count LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ .count LDA.w InventoryTable_properties,Y : BIT.b #$02 : BNE .count REP #$20 LDA.b RoomIndex CMP.w #274 : BEQ .nocount ; dark world death mountain shop, ornamental shield shop CMP.w #271 : BEQ .nocount ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop CMP.w #272 : BEQ .nocount ; red shield shop CMP.w #284 : BEQ .nocount ; bomb shop CMP.w #287 : BEQ .nocount ; kakariko shop CMP.w #255 : BEQ .nocount ; light world death mountain shop CMP.w #276 : BEQ .nocount ; waterfall fairy CMP.w #277 : BEQ .nocount ; upgrade fairy (shop) CMP.w #278 : BEQ .nocount ; pyramid fairy SEP #$20 .count CLC RTS .nocount SEP #$21 RTS DungeonIncrement: LDA.b IndoorsFlag : BEQ .count LDA.w DungeonID : CMP.b #$FF : BEQ .count CMP.l BallNChainDungeon : BNE + CPY.b #$32 : BEQ .ballchain_bigkey + CMP.b #$04 : BCS + LDA.l SewersLocations : INC : STA.l SewersLocations : STA.l HCLocations BRA .count + LSR : TAX : LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X CPX.b #$0D : BNE + LDA.l BigKeyField : BIT.b #$04 : BNE ++ LDA.l PreGTBKLocations : INC : STA.l PreGTBKLocations ++ + .count CLC RTS .ballchain_bigkey LDA.l BigKeysBigChests CLC : ADC.b #$10 STA.l BigKeysBigChests SEC RTS StampItem: REP #$30 TYA : ASL : TAX LDA.w InventoryTable_stamp,X : BEQ .skip STA.b Scrap0B LDA.b [Scrap0B] : BNE .skip LDA.l NMIFrames : STA.b [Scrap0B] INC.b Scrap0B : INC.b Scrap0B LDA.l NMIFrames+2 : STA.b [Scrap0B] .skip RTS IncrementYAItems: LDA.w InventoryTable_properties,Y BIT.b #$10 : BNE .bomb_check BIT.b #$20 : BNE .bow_check BIT.b #$04 : BEQ .not_y .y_item LDA.l YAItemCounter : !ADD #$08 : STA.l YAItemCounter BRA .done .not_y BIT.b #$08 : BEQ .done .a_item LDA.l YAItemCounter : INC : AND.b #$07 : TAX LDA.l YAItemCounter : AND.b #$F8 : STA.l YAItemCounter TXA : ORA.l YAItemCounter : STA.l YAItemCounter .done RTS .bow_check LDA.l BowEquipment : BNE + BRA .y_item + RTS .bomb_check LDA.l InventoryTracking+1 : BIT.b #$02 : BNE + ORA.b #$02 : STA.l InventoryTracking+1 BRA .y_item + RTS IncrementByOne: LDA.w InventoryTable_stat,X : BEQ .skip STA.b Scrap0B SEP #$20 LDA.b #$01 : ADC.b [Scrap0B] : STA.b [Scrap0B] .skip RTS IncrementBossSword: PHX LDA.l SwordEquipment : CMP.b #$FF : BNE + BRA .none + ASL : TAX JMP.w (.vectors,X) .vectors dw .none dw .fighter dw .master dw .tempered dw .golden .none LDA.l SwordlessBossKills : INC : STA.l SwordlessBossKills PLX RTL .fighter LDA.l SwordBossKills CLC : ADC.b #$10 STA.l SwordBossKills PLX RTL .master LDA.l SwordBossKills : INC : AND.b #$0F : TAX LDA.l SwordBossKills : AND.b #$F0 : STA.l SwordBossKills TXA : ORA.l SwordBossKills : STA.l SwordBossKills PLX RTL .tempered LDA.l SwordBossKills+1 CLC : ADC.b #$10 STA.l SwordBossKills+1 PLX RTL .golden LDA.l SwordBossKills+1 : INC : AND.b #$0F : TAX LDA.l SwordBossKills+1 : AND.b #$F0 : STA.l SwordBossKills+1 TXA : ORA.l SwordBossKills+1 : STA.l SwordBossKills+1 PLX RTL SetDungeonCompletion: ; TODO: move this LDX.w DungeonID : BMI + REP #$20 LDA.l DungeonMask, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted SEP #$20 + RTS ;-------------------------------------------------------------------------------- Link_ReceiveItem_HUDRefresh: LDA.l BombsEquipment : BNE + ; skip if we have bombs LDA.l BombCapacity : BEQ + ; skip if we can't have bombs LDA.l BombsFiller : BEQ + ; skip if we are filling no bombs DEC : STA.l BombsFiller ; decrease bomb fill count LDA.b #$01 : STA.l BombsEquipment ; increase actual bomb count + JSL.l HUD_RefreshIconLong ; thing we wrote over JSL.l PostItemGet RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; HandleBombAbsorbtion: ;-------------------------------------------------------------------------------- HandleBombAbsorbtion: STA.l BombsFiller ; thing we wrote over LDA.w CurrentYItem : BNE + ; skip if we already have some item selected LDA.l BombCapacity : BEQ + ; skip if we can't have bombs LDA.b #$04 : STA.w ItemCursor ; set selected item to bombs LDA.b #$01 : STA.w CurrentYItem ; set selected item to bombs JSL.l HUD_RebuildLong + RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; AddYMarker: ;-------------------------------------------------------------------------------- AddYMarker: LDA.w ItemCursor : AND.w #$FF ; load item value CMP.w #$02 : BNE + ; boomerang LDA.l InventoryTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$01 : BNE + ; bow LDA.l BowTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$05 : BNE + ; powder LDA.l InventoryTracking : AND.w #$30 : CMP.w #$30 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$0D : BNE + ; flute LDA.l InventoryTracking : BIT.w #$04 : BEQ .drawNormal ; make sure we have shovel AND.w #$03 : BNE .drawYBubble ; make sure we have one of the flutes BRA .drawNormal + CMP.w #$10 : BEQ .drawJarMarker .drawNormal LDA.w #$7C60 BRA .drawTile .drawJarMarker LDA.w MenuBlink : AND.w #$0020 : BNE .drawXBubble .drawYBubble LDA.w #$3D4F BRA .drawTile .drawXBubble JSR MakeCircleBlue LDA.w #$2D3E .drawTile STA.w $FFC4, Y RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; MakeCircleBlue ; this is horrible, make it better ;-------------------------------------------------------------------------------- MakeCircleBlue: LDA.w $FFC0, Y : AND.w #$EFFF : STA.w $FFC0, Y LDA.w $FFC2, Y : AND.w #$EFFF : STA.w $FFC2, Y LDA.w $FFFE, Y : AND.w #$EFFF : STA.w $FFFE, Y LDA.w $0004, Y : AND.w #$EFFF : STA.w $0004, Y LDA.w $003E, Y : AND.w #$EFFF : STA.w $003E, Y LDA.w $0044, Y : AND.w #$EFFF : STA.w $0044, Y LDA.w $0080, Y : AND.w #$EFFF : STA.w $0080, Y LDA.w $0082, Y : AND.w #$EFFF : STA.w $0082, Y LDA.w $FFBE, Y : AND.w #$EFFF : STA.w $FFBE, Y LDA.w $FFC4, Y : AND.w #$EFFF : STA.w $FFC4, Y LDA.w $0084, Y : AND.w #$EFFF : STA.w $0084, Y LDA.w $007E, Y : AND.w #$EFFF : STA.w $007E, Y RTS ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; UpgradeFlute: ;-------------------------------------------------------------------------------- UpgradeFlute: LDA.l InventoryTracking : AND.b #$FC : ORA.b #$01 : STA.l InventoryTracking ; switch to the working flute LDA.b #$03 : STA.l FluteEquipment ; upgrade primary inventory RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; CheckKeys: ;-------------------------------------------------------------------------------- CheckKeys: LDA.l GenericKeys : BEQ + : RTL : + LDA.w DungeonID : CMP.b #$FF RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawKeyIcon: ;-------------------------------------------------------------------------------- DrawKeyIcon: LDA.b Scrap04 : AND.w #$00FF : CMP.w #$0090 : BNE + : LDA.w #$007F : + : ORA.w #$2400 : STA.l HUDKeyDigits LDA.b Scrap05 : AND.w #$00FF : ORA.w #$2400 : STA.l HUDTileMapBuffer+$66 RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; LoadKeys: ;-------------------------------------------------------------------------------- LoadKeys: LDA.l GenericKeys : BEQ + LDA.l CurrentGenericKeys RTL + LDA.l DungeonKeys, X RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SaveKeys: ;-------------------------------------------------------------------------------- SaveKeys: PHA LDA.l GenericKeys : BEQ + PLA : STA.l CurrentGenericKeys RTL + PLA : STA.l DungeonKeys, X RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; ClearOWKeys: ;-------------------------------------------------------------------------------- ClearOWKeys: PHA JSL.l TurtleRockEntranceFix JSL.l FakeWorldFix JSL.l FixBunnyOnExitToLightWorld LDA.l GenericKeys : BEQ + PLA : LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys RTL + PLA : STA.l CurrentSmallKeys RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; PrepItemScreenBigKey: ;-------------------------------------------------------------------------------- PrepItemScreenBigKey: STZ.b Scrap02 STZ.b Scrap03 REP #$30 ; thing we wrote over - set 16-bit accumulator RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; LoadPowder: ;-------------------------------------------------------------------------------- LoadPowder: JSL.l Sprite_SpawnDynamically ; thing we wrote over %GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) STA.w SpriteAuxTable, Y ; Store item type JSL.l PrepDynamicTile RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; InitializeBottles: ;-------------------------------------------------------------------------------- InitializeBottles: STA.l BottleContents, X ; thing we wrote over PHA LDA.l BottleIndex : BNE + TXA : INC : STA.l BottleIndex ; write bottle index to menu properly + PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawPowder: ;-------------------------------------------------------------------------------- DrawPowder: LDA.w ItemReceiptPose : BNE .defer ; defer if link is buying a potion LDA.l RedrawFlag : BEQ + LDA.w SpriteAuxTable, X ; Retrieve stored item type JSL.l PrepDynamicTile LDA.b #$00 : STA.l RedrawFlag ; reset redraw flag BRA .defer + LDA.w SpriteAuxTable, X ; Retrieve stored item type JSL.l DrawDynamicTile .defer RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; LoadMushroom: ;-------------------------------------------------------------------------------- LoadMushroom: LDA.b #$00 : STA.w SpriteGFXControl, X ; thing we wrote over .justGFX PHA LDA.b #$01 : STA.l RedrawFlag LDA.b LinkState : CMP.b #$14 : BEQ .skip ; skip if we're mid-mirror LDA.b #$00 : STA.l RedrawFlag %GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) STA.w SpriteItemType, X ; Store item type JSL.l PrepDynamicTile .skip PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawMushroom: ;-------------------------------------------------------------------------------- DrawMushroom: PHA : PHY LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready JSL.l LoadMushroom_justGFX BRA .done ; don't draw on the init frame .skipInit LDA.w SpriteItemType, X ; Retrieve stored item type JSL.l DrawDynamicTile .done PLY : PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; CollectPowder: ;-------------------------------------------------------------------------------- CollectPowder: LDY.w SpriteAuxTable, X ; Retrieve stored item type BNE + ; if for any reason the item value is 0 reload it, just in case %GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY + STZ.w ItemReceiptMethod ; item from NPC JSL.l Link_ReceiveItem JSL.l ItemSet_Powder RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; RemoveMushroom: ;-------------------------------------------------------------------------------- RemoveMushroom: LDA.l InventoryTracking : AND.b #$DF : STA.l InventoryTracking ; remove the mushroom AND.b #$10 : BEQ .empty ; check if we have powder LDA.b #$02 : STA.l PowderEquipment ; give powder if we have it RTL .empty LDA.b #$00 : STA.l PowderEquipment ; clear the inventory slot if we don't have powder RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawMagicHeader: ;-------------------------------------------------------------------------------- DrawMagicHeader: LDA.l MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic .halfMagic LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04 LDA.w #$2851 : STA.l HUDTileMapBuffer+$06 LDA.w #$28FA : STA.l HUDTileMapBuffer+$08 RTL .quarterMagic LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04 LDA.w #$2800 : STA.l HUDTileMapBuffer+$06 LDA.w #$2801 : STA.l HUDTileMapBuffer+$08 RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnShovelGamePrizeSFX: ;-------------------------------------------------------------------------------- SpawnShovelGamePrizeSFX: STA.l MiniGameTime ; thing we wrote over PHA LDA.b #$1B : STA.w SFX3 ; play puzzle sound PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnChestGamePrizeSFX: ;-------------------------------------------------------------------------------- SpawnChestGamePrizeSFX: CPX.b #$07 : BNE .normal LDA.b RoomIndex : CMP.b #$06 : BNE .normal .prize LDA.b #$1B : STA.w SFX3 : RTL ; play puzzle sound .normal LDA.b #$0E : STA.w SFX3 ; play chest sound RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnShovelItem: ;-------------------------------------------------------------------------------- SpawnShovelItem: LDA.b #$01 : STA.l RedrawFlag LDA.w YButtonOverride : BEQ + JSL DiggingGameGuy_AttemptPrizeSpawn JMP .skip + LDA.w TileActDig : AND.b #$01 : BNE + : JMP .skip : + ; corner dig fix PHY : PHP PHB : PHK : PLB SEP #$30 ; set 8-bit accumulator and index registers LDA.b IndoorsFlag : BEQ + : JMP .no_drop : + ; skip if indoors LDA.b OverworldIndex : CMP.b #$2A : BEQ .no_drop ; don't drop in the haunted grove CMP.b #$68 : BEQ .no_drop ; don't drop in the digging game area JSL GetRandomInt : BIT.b #$03 : BNE .no_drop ; drop with 1/4 chance LSR #2 : TAX ; clobber lower 2 bis - we have 64 slots now LDA.l ShovelSpawnTable, X ; look up the drop on the table ;most of this part below is copied from the digging game STA.l MiniGameTime JSL Sprite_SpawnDynamically LDX.b #$00 LDA.b LinkDirection : CMP.b #$04 : BEQ + : INX : + LDA.l .x_speeds, X : STA.w SpriteVelocityX, Y LDA.b #$00 : STA.w SpriteVelocityY, Y LDA.b #$18 : STA.w SpriteVelocityZ, Y LDA.b #$FF : STA.w EnemyStunTimer, Y LDA.b #$30 : STA.w SpriteTimerE, Y LDA.b LinkPosX : !ADD.l .x_offsets, X AND.b #$F0 : STA.w SpritePosXLow, Y LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y LDA.b #$00 : STA.w SpriteLayer, Y TYX LDA.b #$30 : JSL Sound_SetSfx3PanLong .no_drop PLB PLP : PLY .skip RTL ;DATA - Shovel Spawn Information { .x_speeds db $F0 db $10 .x_offsets db $00 db $13 } ;--------------------------------------------------------------------------------