;================================================================================ ; Randomize Flute Dig Item ;-------------------------------------------------------------------------------- SpawnHauntedGroveItem: LDA $8A : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove LDA $1B : BEQ + : RTL : + ; Skip if indoors LDA.l HauntedGroveItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID %GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues) JSL.l PrepDynamicTile LDA.b #$EB STA $7FFE00 JSL Sprite_SpawnDynamically LDX.b #$00 LDA $2F : CMP.b #$04 : BEQ + : INX : + LDA.l .x_speeds, X : STA $0D50, Y LDA.b #$00 : STA $0D40, Y LDA.b #$18 : STA $0F80, Y LDA.b #$FF : STA $0B58, Y LDA.b #$30 : STA $0F10, Y LDA $22 : !ADD.l .x_offsets, X AND.b #$F0 : STA $0D10, Y LDA $23 : ADC.b #$00 : STA $0D30, Y LDA $20 : !ADD.b #$16 : AND.b #$F0 : STA $0D00, Y LDA $21 : ADC.b #$00 : STA $0D20, Y LDA.b #$00 : STA $0F20, Y TYX LDX $8A ; haunted grove (208D0A) LDA OverworldEventDataWRAM, X : AND.b #$40 : BNE + LDA.b #$1B : JSL Sound_SetSfx3PanLong + RTL ;DATA - Flute Spawn Information { .x_speeds db $F0 db $10 .x_offsets db $00 db $13 } ;-------------------------------------------------------------------------------- FluteBoy: LDA $10 : CMP.b #$1A : BEQ + LDA.b #$01 : STA $0FDD JML.l FluteBoy_Abort + LDA $0D80, X : CMP.b #$03 ; thing we wrote over JML.l FluteBoy_Continue ;-------------------------------------------------------------------------------- FreeDuckCheck: LDA.l InvertedMode : BEQ .done LDA FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active ; check the area, is it #$18 = 30? LDA $8A : CMP.b #$18 : BNE .done REP #$20 ; Y coordinate boundaries for setting it off. LDA $20 CMP.w #$0760 : BCC .done CMP.w #$07E0 : BCS .done ; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0 LDA $22 CMP.w #$01CF : BCC .done CMP.w #$0230 : BCS .done ; do if( (Xcoord >= 0x1cf) && (Xcoord < 0x0230) SEP #$20 ; Apparently a special Overworld mode for doing this? LDA.b #$2D : STA $11 ; Trigger the sequence to start the weathervane explosion. LDY.b #$00 LDA.b #$37 JSL AddWeathervaneExplosion BRA .skipSong .done SEP #$20 LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer LDA.b #$13 RTL .skipSong SEP #$20 LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer LDA.b #$00 RTL ;--------------------------------------------------------------------------------