;-------------------------------------------------------------------------------- ; NewBatInit: ; make sure bats always load LW stats ;-------------------------------------------------------------------------------- NewBatInit: CPY.b #$00 : BEQ .light_world ;check if map id == 240 or 241 LDA.b RoomIndex : CMP.b #$F0 : BEQ .light_world ;oldman cave1 CMP.b #$F1 : BEQ .light_world ;oldman cave2 CMP.b #$B0 : BEQ .light_world ;agahnim statue keese CMP.b #$D0 : BEQ .light_world ;agahnim darkmaze LDA.b #$85 : STA.w SpriteBump, X LDA.b #$04 : STA.w SpriteHitPoints, X RTL .light_world LDA.b #$80 : STA.w SpriteBump, X LDA.b #$01 : STA.w SpriteHitPoints, X RTL ;-------------------------------------------------------------------------------- NewFireBarDamage: LDA.b LinkLayer : CMP.w SpriteLayer, X : BNE .NotSameLayer JSL Sprite_AttemptDamageToPlayerPlusRecoilLong RTL .NotSameLayer RTL ;-------------------------------------------------------------------------------- Sprite_MaybeForceDrawShadow: JSL Sprite_PrepOAMCoordLong LDA.l DRFlags+1 : AND.b #$08 : BEQ .return LDA.b GameMode : CMP.b #$07 : BNE .return JSL Sprite_DrawShadowLong ; LDA.w SpriteTypeTable,X : CMP.b #$91 : BNE .return ; stalfos knight ; ; move shadow down by 8 pixels ; + LDA.w SpriteOAMProperties,X : AND.b #$1F : ASL #2 : TAY : INY ; get OAM offset ; LDA.b (OAMPtr),Y : CLC : ADC.b #$08 : STA.b (OAMPtr),Y .return RTL