Deleted several unused modules and some commented code Reorganized some routines to clean up modules Moved some memory into mirrored WRAM Refactored NMI hook aux routine Removed old fake flipper fix
662 lines
16 KiB
NASM
662 lines
16 KiB
NASM
;================================================================================
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; Pendant / Crystal HUD Fix
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;--------------------------------------------------------------------------------
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;================================================================================
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FlipLWDWFlag:
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PHP
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SEP #$20 ; set 8-bit accumulator
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LDA.l CurrentWorld : EOR.b #$40 : STA.l CurrentWorld
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BEQ +
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LDA.b #07 : BRA ++ ; dark world - crystals
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+
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LDA.b #03 ; light world - pendants
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++
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STA.l MapIcons
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PLP
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RTL
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;================================================================================
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HUDRebuildIndoorHole:
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PHA
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LDA.l GenericKeys : BEQ .normal
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.generic
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PLA
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LDA.l CurrentGenericKeys ; generic key count
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JSL.l HUD_RebuildIndoor_Palace
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RTL
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.normal
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PLA
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JSL.l HUD_RebuildIndoor_Palace
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RTL
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;================================================================================
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HUDRebuildIndoor:
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LDA.l GenericKeys : BEQ .normal
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.generic
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LDA.b #$00 : STA.l $7EC017
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LDA.l CurrentGenericKeys ; generic key count
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RTL
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.normal
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LDA.b #$00 : STA.l $7EC017
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LDA.b #$FF ; don't show keys
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RTL
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;================================================================================
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GetCrystalNumber:
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PHX
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TXA : ASL : TAX
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LDA.l CurrentWorld : EOR.b #$40 : BNE +
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INX
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+
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LDA.l CrystalNumberTable-16, X
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PLX
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RTL
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;================================================================================
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OverworldMap_CheckObject:
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PHX
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;CPX.b #$01 : BNE + : JMP ++ : + : JMP .fail
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LDA.l CurrentWorld : AND.b #$40 : BNE +
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;LW Map
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LDA.l MapMode : BEQ +++
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LDA.l MapField : ORA.l MapOverlay : AND.b #$01 : BNE +++
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PHX
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LDA.l .lw_map_offsets, X : TAX ; put map offset into X
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LDA.l MapField, X : ORA.l MapOverlay, X
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PLX
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AND.l .lw_map_masks, X : BNE +++
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JMP .fail
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+++
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LDA.l .lw_offsets, X
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BPL +++ : CLC : BRA .done : +++ ; don't display master sword
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TAX : BRA ++
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+
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;DW Map
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LDA.l MapMode : BEQ +++
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LDA.l MapField : ORA.l MapOverlay : AND.b #$02 : BNE +++
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PHX
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LDA.l .dw_map_offsets, X : TAX ; put map offset into X
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LDA.l MapField, X : ORA MapOverlay, X
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PLX
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AND.l .dw_map_masks, X : BNE +++
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JMP .fail
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+++
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LDA.l .dw_offsets, X
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TAX : BRA ++
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SEC
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PLX
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RTL
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++
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LDA.l CrystalPendantFlags_2, X
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AND.b #$40 : BNE .checkCrystal
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.checkPendant
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LDA.l PendantsField : AND.l CrystalPendantFlags, X : BNE .fail
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CLC : BRA .done
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.checkCrystal
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LDA.l CrystalsField : AND.l CrystalPendantFlags, X : BNE .fail
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CLC : BRA .done
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.fail
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SEC
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.done
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PLX
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RTL
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.lw_offsets
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db $02, $0A, $03, $FF
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.dw_offsets
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db $06, $08, $0C, $0B, $07, $09, $05
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.lw_map_offsets
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db $01, $00, $01
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; pod skull trock thieves mire ice swamp
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.dw_map_offsets
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db $01, $00, $00, $00, $01, $00, $01
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.lw_map_masks
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db $20, $20, $10, $00
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.dw_map_masks
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db $02, $80, $08, $10, $01, $40, $04
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;================================================================================
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SetLWDWMap:
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PHP
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SEP #$20 ; set 8-bit accumulator
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LDA.l CurrentWorld : EOR.b #$40
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BNE +
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LDA.b #07 : BRA ++ ; dark world - crystals
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+
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LDA.b #03 ; light world - pendants
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++
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STA.l MapIcons
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PLP
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RTL
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;================================================================================
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GetMapMode:
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LDA.l CurrentWorld : AND.b #$40 : BEQ +
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LDA.b #07 ; dark world - crystals
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RTL
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+
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LDA.b #03 ; light world - pendants
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RTL
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;================================================================================
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BringMenuDownEnhanced:
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REP #$20 ; set 16-bit accumulator
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LDA.l TournamentSeed : AND.w #$00FF
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BEQ +
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LDA.w #$0008 : BRA ++ ; use default speed on tournament seeds
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+
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LDA.l MenuSpeed
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++
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EOR.w #$FFFF : !ADD.w #$0001 ; negate menu speed
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!ADD $EA : CMP.w #$FF18 : !BGE .noOvershoot
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LDA.w #$FF18 ; if we went past the limit, go to the limit
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.noOvershoot
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STA.b $EA : CMP.w #$FF18
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SEP #$20 ; set 8-bit accumulator
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BNE .notDoneScrolling
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INC $0200
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.notDoneScrolling
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RTL
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;================================================================================
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RaiseHudMenu:
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LDA.l TournamentSeed : AND.w #$00FF
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BEQ +
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LDA.w #$0008 : BRA ++ ; use default speed on tournament seeds
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+
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LDA.l MenuSpeed : AND.w #$00FF
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++
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!ADD $EA : BMI .noOvershoot
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LDA.w #$0000 ; if we went past the limit, go to the limit
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.noOvershoot
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STA.b $EA
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RTL
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;================================================================================
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CheckCloseItemMenu:
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LDA.l MenuCollapse : BNE +
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LDA.b $F4 : AND.b #$10 : RTL
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+
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LDA.b $F0 : AND.b #$10 : EOR.b #$10
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RTL
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;================================================================================
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ShowDungeonItems:
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LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BNE + : RTL : + ; return normal result if outdoors or in a cave
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LDA.l HudFlag : AND.w #$0020 ; check hud flag
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BEQ + : LDA.w #$0000 : RTL : + ; if set, send the zero onwards
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LDA.w $040C : AND.w #$00FF : CMP.w #$00FF ; original logic
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RTL
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;--------------------------------------------------------------------------------
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UpdateKeys:
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PHX : PHP
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SEP #$30 ; set 8-bit accumulator & index registers
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LDA.w $040C : CMP.b $1F : !BLT .skip
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LSR : TAX ; get dungeon index and store to X
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LDA.l CurrentSmallKeys ; load current key count
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STA.l DungeonKeys, X ; save to main counts
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CPX.b #$00 : BNE +
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STA.l HyruleCastleKeys ; copy HC to sewers
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+ : CPX.b #$01 : BNE +
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STA.l SewerKeys ; copy sewers to HC
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+
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.skip
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JSL.l PostItemGet
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PLP : PLX
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RTL
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;$37C = Sewer Passage
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;$37D = Hyrule Castle
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;$37E = Eastern Palace
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;$37F = Desert Palace
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;$380 = Hyrule Castle 2
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;$381 = Swamp Palace
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;$382 = Dark Palace
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;$383 = Misery Mire
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;$384 = Skull Woods
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;$385 = Ice Palace
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;$386 = Tower of Hera
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;$387 = Gargoyle's Domain
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;$388 = Turtle Rock
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;$389 = Ganon's Tower
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;--------------------------------------------------------------------------------
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DrawBootsInMenuLocation:
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LDA.l HUDDungeonItems : BNE +
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LDA.w #$1608 : STA.b $00
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RTL
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+
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LDA.w #$1588 : STA.b $00
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RTL
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;--------------------------------------------------------------------------------
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DrawGlovesInMenuLocation:
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LDA.l HUDDungeonItems : BNE +
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LDA.w #$1610 : STA.b $00
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RTL
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+
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LDA.w #$1590 : STA.b $00
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RTL
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;--------------------------------------------------------------------------------
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DrawFlippersInMenuLocation:
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LDA.l HUDDungeonItems : BNE +
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LDA.w #$1618 : STA.b $00
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RTL
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+
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LDA.w #$1598 : STA.b $00
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RTL
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;--------------------------------------------------------------------------------
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DrawMoonPearlInMenuLocation:
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LDA.l HUDDungeonItems : BNE +
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LDA.w #$1620 : STA.b $00
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RTL
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+
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LDA.w #$15A0 : STA.b $00
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RTL
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;--------------------------------------------------------------------------------
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DrawHUDDungeonItems:
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LDA.l HUDDungeonItems : BNE .continue
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RTL
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.dungeon_positions
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dw 0 ; Hyrule Castle
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dw 6 ; Eastern
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dw 8 ; Desert
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dw 10 ; Hera
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dw 2 ; Agahnims Tower
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dw 14 ; PoD
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dw 16 ; Swamp
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dw 18 ; Skull Woods
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dw 20 ; Thieves Town
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dw 22 ; Ice
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dw 24 ; Mire
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dw 26 ; Turtle Rock
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dw 30 ; Ganon's Tower
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.small_key_x_offset
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dw HyruleCastleKeys-DungeonKeys ; Hyrule Castle
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dw EasternKeys-DungeonKeys ; Eastern
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dw DesertKeys-DungeonKeys ; Desert
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dw HeraKeys-DungeonKeys ; Hera
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dw CastleTowerKeys-DungeonKeys ; Agahnims Tower
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dw PalaceOfDarknessKeys-DungeonKeys ; PoD
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dw SwampKeys-DungeonKeys ; Swamp
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dw SkullWoodsKeys-DungeonKeys ; Skull Woods
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dw ThievesTownKeys-DungeonKeys ; Thieves Town
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dw IcePalaceKeys-DungeonKeys ; Ice
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dw MireKeys-DungeonKeys ; Mire
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dw TurtleRockKeys-DungeonKeys ; Turtle Rock
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dw GanonsTowerKeys-DungeonKeys ; Ganon's Tower
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.dungeon_bitmasks
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dw $4000 ; Hyrule Castle
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dw $2000 ; Eastern
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dw $1000 ; Desert
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dw $0020 ; Hera
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dw $0800 ; Agahnims Tower
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dw $0200 ; PoD
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dw $0400 ; Swamp
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dw $0080 ; Skull Woods
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dw $0010 ; Thieves Town
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dw $0040 ; Ice
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dw $0100 ; Mire
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dw $0008 ; Turtle Rock
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dw $0004 ; Ganon's Tower
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.boss_room_ids
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dw $80*2 ; ; Hyrule Castle (BNC)
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dw $C8*2 ; ; Eastern
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dw $33*2 ; ; Desert
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dw $07*2 ; ; Hera
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dw $20*2 ; ; Agahnim
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dw $5A*2 ; ; PoD
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dw $06*2 ; ; Swamp
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dw $29*2 ; ; Skull Woods
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dw $AC*2 ; ; Thieves Town
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dw $DE*2 ; ; Ice
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dw $90*2 ; ; Mire
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dw $A4*2 ; ; Turtle Rock
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dw $0D*2 ; ; Ganon's Tower
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.continue
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PHP
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PHB
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PHK
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PLB
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REP #$30
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;-------------------------------------------------------------------------------
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; dungeon names
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LDA.w #$2D50
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LDY.w #0
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.next_dungeon_name
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LDX.w .dungeon_positions,Y
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STA.w $1646,X
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INC
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INY : INY
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CPY.w #26 : BCC .next_dungeon_name
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; write black
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LDX.w #$001E
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LDA.w #$24F5
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-- STA.w $1686,X
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STA.w $16C6,X
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STA.w $1706,X
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DEX : DEX : BPL --
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LDA.l HudFlag : AND.w #$0020 : BEQ +
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JMP .maps_and_compasses
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+
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;-------------------------------------------------------------------------------
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LDA.l HUDDungeonItems : AND.w #$0001 : BEQ .skip_small_keys
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.draw_small_keys
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LDA.w #$2810 : STA.w $1684 ; small keys icon
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LDY.w #0
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; Clear the carry only once
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; it will be cleared by looping condition afterwards
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CLC
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.next_small_key
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LDX.w .small_key_x_offset,Y
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LDA.l DungeonKeys,X
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AND.w #$00FF
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LDX.w .dungeon_positions,Y
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ADC.w #$2816
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STA.w $1686,X
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INY : INY
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CPY.w #26 : BCC .next_small_key
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;-------------------------------------------------------------------------------
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.skip_small_keys
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; Big Keys
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LDA.l HUDDungeonItems : AND.w #$0002 : BEQ .skip_big_keys
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LDA.w #$2811 : STA.w $16C4 ; big key icon
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; use X so we can BIT
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LDX.w #0
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; load once and test multiple times
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LDA.l BigKeyField
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.next_big_key
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BIT.w .dungeon_bitmasks,X
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BEQ ..skip_key
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LDY.w .dungeon_positions,X
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LDA.w #$2826
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STA.w $16C6,Y
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; reload
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LDA.l BigKeyField
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..skip_key
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INX : INX
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CPX.w #26 : BCC .next_big_key
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;-------------------------------------------------------------------------------
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.skip_big_keys
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LDA.l HUDDungeonItems : AND.w #$0010 : BEQ .skip_boss_kills
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LDA.w #$280F : STA.w $1704 ; skull icon
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LDY.w #0
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.next_boss_kill
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LDX.w .boss_room_ids,Y
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LDA.l RoomDataWRAM.l,X
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AND.w #$0800
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BEQ ..skip_boss_kill
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LDA.w #$2826
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LDX.w .dungeon_positions,Y
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STA.w $1706,X
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..skip_boss_kill
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INY : INY
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CPY.w #26 : BCC .next_boss_kill
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;-------------------------------------------------------------------------------
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.skip_boss_kills
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JMP .exit
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;-------------------------------------------------------------------------------
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; This should only display if select is pressed in hud
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.maps_and_compasses
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|
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; Maps
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LDA.l HUDDungeonItems : AND.w #$0004 : BEQ .skip_maps
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LDA.w #$2821 : STA.w $1684 ; map icon
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|
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; use X so we can BIT
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LDX.w #0
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; load once and test multiple times
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LDA.l MapField
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.next_map
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BIT.w .dungeon_bitmasks,X
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BEQ ..skip_map
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LDY.w .dungeon_positions,X
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LDA.w #$2826
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STA.w $1686,Y
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; reload
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LDA.l MapField
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|
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..skip_map
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INX : INX
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CPX.w #26 : BCC .next_map
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;-------------------------------------------------------------------------------
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.skip_maps
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; Compasses
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LDA.l HUDDungeonItems : AND.w #$0008 : BEQ .skip_compasses
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LDA.w #$2C20 : STA.w $16C4 ; compass icon
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|
|
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; use X so we can BIT
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LDX.w #0
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|
|
|
; load once and test multiple times
|
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LDA.l CompassField
|
|
|
|
.next_compass
|
|
BIT.w .dungeon_bitmasks,X
|
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BEQ ..skip_compass
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|
|
|
LDY.w .dungeon_positions,X
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LDA.w #$2826
|
|
STA.w $16C6,Y
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|
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; reload
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LDA.l CompassField
|
|
|
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..skip_compass
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INX : INX
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|
CPX.w #26 : BCC .next_compass
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|
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;-------------------------------------------------------------------------------
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.skip_compasses
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.exit
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PLB
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PLP
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RTL
|
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;--------------------------------------------------------------------------------
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;================================================================================
|
|
DrawPendantCrystalDiagram:
|
|
PHP : PHB : PHK : PLB
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|
REP #$30 ; Set 16-bit accumulator & index registers
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|
LDX.w #$0000 ; Paint entire box black & draw empty pendants and crystals
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-
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LDA.l .row0, X : STA.w $12EA, X
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LDA.l .row1, X : STA.w $132A, X
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LDA.l .row2, X : STA.w $136A, X
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LDA.l .row3, X : STA.w $13AA, X
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LDA.l .row4, X : STA.w $13EA, X
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LDA.l .row5, X : STA.w $142A, X
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LDA.l .row6, X : STA.w $146A, X
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LDA.l .row7, X : STA.w $14AA, X
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LDA.l .row8, X : STA.w $14EA, X
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INX #2 : CPX.w #$0014 : BCC -
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; pendants
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LDA.l PendantsField
|
|
|
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LSR : BCC + ; pendant of wisdom (red)
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|
LDX.w #$252B
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|
STX.w $13B6
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INX : STX.w $13B8
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INX : STX.w $13F6
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INX : STX.w $13F8
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+ LSR : BCC + ; pendant of power (blue)
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LDX.w #$2D2B
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STX.w $13AE
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INX : STX.w $13B0
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INX : STX.w $13EE
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INX : STX.w $13F0
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+ LSR : BCC + ; pendant of courage (green)
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LDX.w #$3D2B
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|
STX.w $1332
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INX : STX.w $1334
|
|
INX : STX.w $1372
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|
INX : STX.w $1374
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|
+
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|
|
|
|
|
|
|
; crystals
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|
LDA.l CrystalsField
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LDX.w #$2D44
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LDY.w #$2D45
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|
|
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BIT.w #$0002 : BEQ + ; crystal 1
|
|
STX.w $14AC
|
|
STY.w $14AE
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|
+ BIT.w #$0010 : BEQ + ; crystal 2
|
|
STX.w $146E
|
|
STY.w $1470
|
|
+ BIT.w #$0040 : BEQ + ; crystal 3
|
|
STX.w $14B0
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|
STY.w $14B2
|
|
+ BIT.w #$0020 : BEQ + ; crystal 4
|
|
STX.w $1472
|
|
STY.w $1474
|
|
+ BIT.w #$0008 : BEQ + ; crystal 7
|
|
STX.w $14B8
|
|
STY.w $14BA
|
|
+
|
|
|
|
LDX.w #$2544
|
|
LDY.w #$2545
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|
|
|
BIT.w #$0004 : BEQ + ; crystal 5
|
|
STX.w $14B4
|
|
STY.w $14B6
|
|
+ BIT.w #$0001 : BEQ + ; crystal 6
|
|
STX.w $1476
|
|
STY.w $1478
|
|
+
|
|
|
|
PLB : PLP
|
|
RTL
|
|
;================================================================================
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|
.row0 dw $28FB, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $68FB
|
|
.row1 dw $28FC, $24F5, $24F5, $24F5, $312B, $312C, $24F5, $24F5, $24F5, $68FC
|
|
.row2 dw $28FC, $24F5, $24F5, $24F5, $313D, $312E, $24F5, $24F5, $24F5, $68FC
|
|
.row3 dw $28FC, $24F5, $312B, $312C, $24F5, $24F5, $312B, $312C, $24F5, $68FC
|
|
.row4 dw $28FC, $24F5, $313D, $312E, $24F5, $24F5, $313D, $312E, $24F5, $68FC
|
|
.row5 dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
|
|
.row6 dw $28FC, $24F5, $3146, $3147, $3146, $3147, $3146, $3147, $24F5, $68FC
|
|
.row7 dw $28FC, $3146, $3147, $3146, $3147, $3146, $3147, $3146, $3147, $68FC
|
|
.row8 dw $A8FB, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $E8FB
|
|
;================================================================================
|
|
;Crystal 1: $02
|
|
;Crystal 2: $10
|
|
;Crystal 3: $40
|
|
;Crystal 4: $20
|
|
;Crystal 5: $04
|
|
;Crystal 6: $01
|
|
;Crystal 7: $08
|
|
;;blank pendant
|
|
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
|
|
;
|
|
;;red pendant
|
|
;db $2B, $25, $2C, $25, $2D, $25, $2E, $25
|
|
;
|
|
;;blue pendant
|
|
;db $2B, $2D, $2C, $2D, $2D, $2D, $2E, $2D
|
|
;
|
|
;;green pendant
|
|
;db $2B, $3D, $2C, $3D, $2D, $3D, $2E, $3D
|
|
;================================================================================
|
|
.pendants
|
|
dw $28FB, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $68FB
|
|
dw $28FC, $2521, $2522, $2523, $2524, $253F, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $24F5, $213B, $213C, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $24F5, $213D, $213E, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $213B, $213C, $24F5, $24F5, $213B, $213C, $24F5, $68FC
|
|
dw $28FC, $24F5, $213D, $213E, $24F5, $24F5, $213D, $213E, $24F5, $68FC
|
|
dw $A8FB, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $E8FB
|
|
.crystals
|
|
dw $28FB, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $68FB
|
|
dw $28FC, $252F, $2534, $2535, $2536, $2537, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $3146, $3147, $3146, $3147, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $3146, $3147, $3146, $3147, $3146, $3147, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
|
|
dw $28FC, $24F5, $24F5, $3146, $3147, $3146, $3147, $24F5, $24F5, $68FC
|
|
dw $A8FB, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $E8FB
|
|
;================================================================================
|
|
; DATA - Dungeon Worlds
|
|
;.dungeon_worlds
|
|
;db $00, $00, $00, $00, $00, $40, $40, $40
|
|
;db $40, $40, $00, $40, $40, $40, $FF, $FF
|
|
;================================================================================
|
|
;0x00 - Sewer Passage
|
|
;0x02 - Hyrule Castle
|
|
;0x04 - Eastern Palace
|
|
;0x06 - Desert Palace
|
|
;0x08 - Hyrule Castle 2
|
|
;0x0A - Swamp Palace
|
|
;0x0C - Palace of Darkness
|
|
;0x0E - Misery Mire
|
|
;0x10 - Skull Woods
|
|
;0x12 - Ice Palace
|
|
;0x14 - Tower of Hera
|
|
;0x16 - Thieves' Town
|
|
;0x18 - Turtle Rock
|
|
;0x1A - Ganon's Tower
|
|
;0x1C - ??? possibly unused. (Were they planning two extra dungeons perhaps?)
|
|
;0x1E - ??? possibly unused.
|
|
;================================================================================
|