268 lines
7.2 KiB
NASM
268 lines
7.2 KiB
NASM
;--------------------------------------------------------------------------------
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!ANCILLA_DAMAGE = "$06EC84"
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; start with X = sprite index, A = ancilla type index
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;--------------------------------------------------------------------------------
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DamageClassCalc:
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PHA
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LDA GanonVulnerabilityItem : BEQ +
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LDA $0E20, X : CMP #$D7 : BNE +
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PLA
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JSL Ganon_CheckAncillaVulnerability
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RTL
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+
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PLA
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CMP #$01 : BEQ .cane
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CMP #$2C : BEQ .cane
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CMP #$31 : BEQ .cane
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BRA .not_cane
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.cane
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PHA
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LDA SpecialBombs : BEQ .normal_cane
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LDA $0E20, X : CMP.b #$1E : BEQ .normal_cane ; crystal switch
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PLA
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.impervious
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LDA #$FF
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RTL
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.normal_cane
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PLA
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.not_cane
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CMP #$07 : BNE .no_change
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LDA SpecialBombs : BEQ .normal_bombs
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LDA !BOMB_LEVEL : BEQ .normal_bombs
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LDA $0E20, X : CMP.b #$D6 : BEQ .unstunned_ganon
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CMP.b #$D7 : BEQ .stunned_ganon
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CMP.b #$88 : BEQ .mothula
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CMP.b #$92 : BEQ .helmasaur_king
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.bomb_level
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LDA !BOMB_LEVEL
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BRA .done
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.mothula
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LDA !BOMB_LEVEL
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CMP #$04 : !BGE .fix_mothula
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BRA .done
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.fix_mothula
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LDA #$03
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BRA .done
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.helmasaur_king
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LDA $0DB0, X : CMP #$03 : !BGE .bomb_level
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LDA #$08
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BRA .done
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.unstunned_ganon
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LDA $04C5 : CMP.b #$02 : BNE .impervious
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LDA $0EE0, X : BNE .impervious
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LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
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BRA .bomb_level
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.stunned_ganon
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LDA $0EE0, X : BNE .impervious
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LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
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LDA #$20 : STA $0F10, X ; knock ganon back or something? idk
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LDA #$09
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BRA .done
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.normal_bombs
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LDA #$07
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.no_change
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PHX : TAX
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LDA.l !ANCILLA_DAMAGE, X
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PLX
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CMP.b #$06 : BNE .done ; not arrows
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LDA $7EF340 : CMP.b #$03 : !BGE .actual_silver_arrows
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.normal_arrows
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LDA #$06
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.done
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RTL
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.actual_silver_arrows
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LDA $0E20, X : CMP.b #$D7 : BNE +
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LDA SpecialBombs : BNE .normal_arrows
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LDA #$20 : STA $0F10, X
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+
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LDA #$09
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RTL
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; end with X = sprite index, A = damage class
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;--------------------------------------------------------------------------------
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!SPRITE_SETUP_HIT_BOX_LONG = "$0683EA"
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!UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG = "$0683E6"
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; start with X = ancilla index, Y = sprite index
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;--------------------------------------------------------------------------------
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Utility_CheckAncillaOverlapWithSprite:
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LDA $0E20, Y : CMP #$09 : BEQ .giant_moldorm
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CMP #$CB : BEQ .trinexx
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.not_giant_moldorm ; ordinary collision checking
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PHY : PHX
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TYX
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JSL !SPRITE_SETUP_HIT_BOX_LONG
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PLX : PLY
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JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
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RTL
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.ignore_collision
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CLC
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RTL
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.giant_moldorm
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LDA $0C4A, X : CMP #$07 : BNE .ignore_collision ; don't collide with non-bombs
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LDA.l SpecialBombs : BEQ .ignore_collision
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LDA $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
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JSR SetUpMoldormHitbox
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JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
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RTL
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.trinexx
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LDA $0C4A, X : CMP #$07 : BNE .ignore_collision ; don't collide with non-bombs
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LDA.l SpecialBombs : BEQ .ignore_collision
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JSR SetUpTrinexxHitbox
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JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
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RTL
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; returns carry clear if there was no overlap
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;--------------------------------------------------------------------------------
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SetUpTrinexxHitbox:
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; rearrange trinexx's hitbox to be her middle instead of her head
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LDA $0CAA, Y : PHA
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LDA $0E60, Y : PHA
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LDA $0D10, Y : PHA
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LDA $0D30, Y : PHA
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LDA $0D00, Y : PHA
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LDA $0D20, Y : PHA
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LDA #$80 : STA $0CAA, Y
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PHX
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LDA $0E80, Y : !SUB.l $1DAF28 : AND.b #$7F : TAX
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LDA $7FFC00, X : STA $0D10, Y
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LDA $7FFC80, X : STA $0D30, Y
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LDA $7FFD00, X : STA $0D00, Y
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LDA $7FFD80, X : STA $0D20, Y
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TYX
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STZ $0E60, X
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JSL !SPRITE_SETUP_HIT_BOX_LONG
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PLX
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PLA : STA $0D20, Y
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PLA : STA $0D00, Y
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PLA : STA $0D30, Y
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PLA : STA $0D10, Y
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PLA : STA $0E60, Y
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PLA : STA $0CAA, Y
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RTS
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;--------------------------------------------------------------------------------
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SetUpMoldormHitbox:
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; rearrange moldorm's hitbox to be his tail instead of his head
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LDA $0D90, Y : PHA
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LDA $0F60, Y : PHA
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LDA $0D10, Y : PHA
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LDA $0D30, Y : PHA
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LDA $0D00, Y : PHA
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LDA $0D20, Y : PHA
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PHY : PHX
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LDA $0E80, Y : !SUB.b #$30 : AND.b #$7F : TAX
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LDA $7FFC00, X : STA $0D10, Y
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LDA $7FFC80, X : STA $0D30, Y
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LDA $7FFD00, X : STA $0D00, Y
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LDA $7FFD80, X : STA $0D20, Y
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LDA #$01 : STA $09D0, Y
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TYX
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STZ $0F60, X
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JSL !SPRITE_SETUP_HIT_BOX_LONG
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PLX : PLY
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PLA : STA $0D20, Y
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PLA : STA $0D00, Y
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PLA : STA $0D30, Y
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PLA : STA $0D10, Y
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PLA : STA $0F60, Y
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PLA : STA $0D90, Y
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RTS
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;--------------------------------------------------------------------------------
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; start with X = ancilla index, Y = sprite index
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Utility_CheckHelmasaurKingCollision:
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LDA $0C4A, X : CMP #$07 : BNE .normal ; normal behavior with non-bombs
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LDA.l SpecialBombs : BEQ .normal
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CLC
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RTL
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.normal
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LDA $0DB0, Y : CMP.b #$03
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RTL
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; returns carry set if there is collision immunity
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;--------------------------------------------------------------------------------
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Utility_CheckHammerHelmasaurKingMask:
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LDA.l SpecialBombs : BNE .no_effect
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LDA $0301 : AND #$0A
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RTL
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.no_effect
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LDA #$00
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RTL
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;--------------------------------------------------------------------------------
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Utility_CheckImpervious:
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LDA $0E20, X : CMP.b #$CB : BEQ .trinexx
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.normal
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LDA $0E60, X : AND.b #$40 : BNE .impervious
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LDA $0CF2 : CMP #$FF : BEQ .impervious ; special "always-impervious" class
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LDA $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
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LDA $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
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JSL Ganon_CheckHammerVulnerability : BCS .not_impervious
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LDA.l SpecialBombs : BEQ .not_impervious
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LDA $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
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CMP.b #$40 : BEQ .not_impervious ; aga barrier
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BRA .impervious
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.trinexx
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LDA SpecialBombs : BEQ .normal
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LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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BRA .not_impervious
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.sidenexx
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LDA $0CAA, X : AND.b #$04 : BEQ .vulnerable
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LDA SpecialBombs : BEQ .not_impervious
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LDA $0CF2 : CMP #$06 : !BLT .impervious ; swords are ineffective
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BRA .not_impervious
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.vulnerable
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LDA SpecialBombs : BEQ .not_impervious
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LDA $0CF2 : CMP #$06 : !BGE .impervious ; non-swords are ineffective
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BRA .not_impervious
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.not_impervious
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LDA #$00 : RTL
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.impervious
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LDA #$01 : RTL
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; returns nonzero A if impervious
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;--------------------------------------------------------------------------------
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!SPRITE_INITIALIZED_SEGMENTED = "$1DD6D1"
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; start with X = sprite index
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;--------------------------------------------------------------------------------
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AllowBombingMoldorm:
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LDA SpecialBombs : BNE .no_disable_projectiles
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INC $0BA0, X
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.no_disable_projectiles
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JSL !SPRITE_INITIALIZED_SEGMENTED
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RTL
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;--------------------------------------------------------------------------------
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AllowBombingBarrier:
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; what we wrote over
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LDA $0D00, X : !SUB.b #$0C : STA $0D00, X
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LDA $0E20, X : CMP #$40 : BNE .disable_projectiles
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LDA SpecialBombs : BNE .no_disable_projectiles
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.disable_projectiles
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INC $0BA0, X
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.no_disable_projectiles
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RTL
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;--------------------------------------------------------------------------------
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DrawSwordInMenu:
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LDA SpecialBombs : AND.w #$00FF : BNE .bombSword
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LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : BEQ .noSword
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.hasSword
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STA $02
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LDA.w #$F859 : STA $04
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RTL
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.noSword
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LDA.w #$0000 : STA $02
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LDA.w #$F859 : STA $04
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RTL
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.bombSword
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LDA !BOMB_LEVEL : AND.w #$00FF : STA $02
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LDA.w #$FC51 : STA $04
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RTL
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;--------------------------------------------------------------------------------
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