Implemented Whirlpool Shuffle
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@@ -14,6 +14,10 @@ jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA
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;org $02e238 ;LDX #$9E : - DEX : DEX : CMP $DAEE,X : BNE -
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;org $02e238 ;LDX #$9E : - DEX : DEX : CMP $DAEE,X : BNE -
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;jsl OWSpecialTransition : nop #5
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;jsl OWSpecialTransition : nop #5
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; whirlpool shuffle cross world change
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org $02b3bd
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jsl OWWhirlpoolUpdate ;JSL $02EA6C
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; flute menu cancel
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; flute menu cancel
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org $0ab7af ;LDA $F2 : ORA $F0 : AND #$C0
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org $0ab7af ;LDA $F2 : ORA $F0 : AND #$C0
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jml OWFluteCancel2 : nop
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jml OWFluteCancel2 : nop
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@@ -123,6 +127,14 @@ OWWorldCheck16:
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plx : and.w #$00ff : rtl
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plx : and.w #$00ff : rtl
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}
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}
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OWWhirlpoolUpdate:
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{
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jsl $02ea6c ; what we wrote over
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lda.l OWFlags : and #$01 : beq +
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ldx $8a : jsr OWWorldUpdate
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+ rtl
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}
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OWFluteCancel:
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OWFluteCancel:
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{
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{
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lda.l OWFlags+1 : and #$01 : bne +
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lda.l OWFlags+1 : and #$01 : bne +
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@@ -341,32 +353,39 @@ OWNewDestination:
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sep #$30 : lda OWOppSlotOffset,y : !add $04 : asl : and #$7f : sta $700
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sep #$30 : lda OWOppSlotOffset,y : !add $04 : asl : and #$7f : sta $700
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; crossed OW shuffle
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; crossed OW shuffle
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LDA.l OWMode+1 : AND.b #!FLAG_OW_CROSSED : beq .return
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lda.l OWMode+1 : and.b #!FLAG_OW_CROSSED : beq .return
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ldx $05 : lda.l OWTileWorldAssoc,x : cmp.l $7ef3ca : beq .return
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ldx $05 : jsr OWWorldUpdate
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sta.l $7ef3ca ; change world
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lda #$38 : sta $012f ; play sfx - #$3b is an alternative
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; toggle bunny mode
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+ lda $7ef357 : bne .nobunny
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lda.l InvertedMode : bne .inverted
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lda $7ef3ca : and.b #$40 : bra +
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.inverted lda $7ef3ca : and.b #$40 : eor #$40
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+ cmp #$40 : bne .nobunny
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; turn into bunny
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lda $5d : cmp #$04 : beq + ; if swimming, continue
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lda #$17 : sta $5d
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+ lda #$01 : sta $02e0 : sta $56
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bra .return
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.nobunny
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lda $5d : cmp #$17 : bne + ; retain current state unless bunny
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stz $5d
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+ stz $02e0 : stz $56
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.return
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.return
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lda $05 : sta $8a
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lda $05 : sta $8a
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rep #$30 : rts
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rep #$30 : rts
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}
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}
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OWWorldUpdate: ; x = owid of destination screen
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{
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lda.l OWTileWorldAssoc,x : cmp.l $7ef3ca : beq .return
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sta.l $7ef3ca ; change world
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lda #$38 : sta $012f ; play sfx - #$3b is an alternative
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; toggle bunny mode
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+ lda $7ef357 : bne .nobunny
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lda.l InvertedMode : bne .inverted
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lda $7ef3ca : and.b #$40 : bra +
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.inverted lda $7ef3ca : and.b #$40 : eor #$40
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+ cmp #$40 : bne .nobunny
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; turn into bunny
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lda $5d : cmp #$04 : beq + ; if swimming, continue
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lda #$17 : sta $5d
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+ lda #$01 : sta $02e0 : sta $56
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bra .return
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.nobunny
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lda $5d : cmp #$17 : bne + ; retain current state unless bunny
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stz $5d
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+ stz $02e0 : stz $56
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.return
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rts
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}
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OWSpecialTransition:
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OWSpecialTransition:
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{
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{
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LDX #$9E
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LDX #$9E
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@@ -531,7 +550,7 @@ OWNorthEdges:
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; Min Max Width Mid OW Slot/OWID VRAM *FREE* Dest Index
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; Min Max Width Mid OW Slot/OWID VRAM *FREE* Dest Index
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dw $00a0, $00a0, $0000, $00a0, $0000, $0000, $0000, $0040 ;Lost Woods
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dw $00a0, $00a0, $0000, $00a0, $0000, $0000, $0000, $0040 ;Lost Woods
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dw $0458, $0540, $00e8, $04cc, $0a0a, $0000, $0000, $0000
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dw $0458, $0540, $00e8, $04cc, $0a0a, $0000, $0000, $0000
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dw $0f70, $0f90, $0020, $0f80, $0f0f, $0000, $0000, $0041
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dw $0f38, $0f60, $0028, $0f4c, $0f0f, $0000, $0000, $0041
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dw $0058, $0058, $0000, $0058, $1010, $0000, $0000, $0001
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dw $0058, $0058, $0000, $0058, $1010, $0000, $0000, $0001
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dw $0178, $0178, $0000, $0178, $1010, $0000, $0000, $0002
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dw $0178, $0178, $0000, $0178, $1010, $0000, $0000, $0002
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dw $0388, $0388, $0000, $0388, $1111, $0000, $0000, $0003
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dw $0388, $0388, $0000, $0388, $1111, $0000, $0000, $0003
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