Merge Unstable into EdgeWork
This commit is contained in:
@@ -22,6 +22,7 @@ incsrc keydoors.asm
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incsrc overrides.asm
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incsrc edges.asm
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incsrc math.asm
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incsrc hudadditions.asm
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warnpc $279000
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; Data Section
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@@ -1,3 +1,23 @@
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org $279500
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TilesetTable:
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; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
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db $13,$04,$04,$06,$0d,$ff,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$ff
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db $13,$04,$04,$0d,$0d,$0d,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$0b
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db $04,$04,$04,$0d,$0d,$ff,$08,$05,$08,$09,$07,$07,$06,$ff,$0b,$06
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db $04,$05,$04,$12,$08,$08,$08,$08,$08,$09,$07,$07,$06,$0e,$0b,$0b
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db $04,$04,$04,$12,$0a,$0a,$08,$ff,$ff,$09,$07,$07,$0e,$0e,$0b,$0b
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db $04,$04,$04,$12,$08,$01,$09,$09,$09,$09,$07,$0e,$0e,$0e,$0b,$0b
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db $04,$04,$04,$12,$0a,$0a,$08,$09,$09,$ff,$07,$0e,$0e,$0e,$0b,$ff
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db $04,$04,$04,$12,$12,$12,$08,$05,$ff,$ff,$ff,$0e,$0e,$0e,$0b,$0b
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db $04,$04,$04,$12,$12,$12,$ff,$05,$ff,$05,$ff,$0e,$0e,$0e,$0b,$ff
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db $0c,$0c,$0c,$0c,$ff,$0e,$0e,$0c,$0c,$05,$ff,$0e,$0e,$0e,$0b,$0b
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db $0c,$0c,$0c,$0c,$0d,$0e,$0e,$05,$05,$05,$05,$0a,$0a,$ff,$0b,$0b
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db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$05,$0a,$0a,$ff,$0b,$0b
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db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$ff,$0a,$0a,$ff,$0b,$ff
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db $04,$0c,$0c,$ff,$ff,$0d,$0d,$ff,$05,$05,$05,$0a,$0a,$ff,$0b,$06
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db $04,$06,$06,$06,$06,$06,$06,$06,$06,$ff,$06,$06,$ff,$06,$06,$06
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db $06,$06,$03,$03,$03,$03,$ff,$ff,$06,$06,$06,$06,$ff,$06,$06,$06
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org $279700
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KeyDoorOffset:
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; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
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@@ -544,4 +564,21 @@ db $a0,$a0,$50 ; DP Main Lobby
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db $58,$50,$30, $98,$50,$70 ; TT Ambush
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db $58,$50,$30 ; TT Nook
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MultDivInfo: ; (1placeholder, 1, 2, 3, 4, 5, 6, 10, 20)
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db $01, $01, $02, $03, $04, $05, $06, $0a, $14
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db $01, $01, $02, $03, $04, $05, $06, $0a, $14
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; dungeon tables
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; HC HC EP DP AT SP PD MM SW IP TH TT TR GT
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org $27f000
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CompassBossIndicator:
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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TotalKeys: ;27f01c
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db $04, $04, $02, $04, $04, $06, $06, $06, $05, $06, $01, $03, $06, $08
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ChestKeys: ;27f02a
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db $01, $01, $00, $01, $02, $01, $06, $03, $03, $02, $01, $01, $04, $04
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BigKeyStatus: ;27f038 (status 2 indicate BnC guard)
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dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001
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DungeonReminderTable: ;27f054
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dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C
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;27f070
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@@ -38,7 +38,7 @@ org $029396 ; <- 11384 - Bank02.asm : 3641 (LDA $01C322, X)
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jsl StraightStairLayerFix
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; Graphics fix
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org $02895d
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org $02895d ; Bank 02 line 1812 (JSL Dungeon_LoadRoom : JSL Dungeon_InitStarTileChr : JSL $00D6F9 : INC $B0)
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Splicer:
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jsl GfxFixer
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lda $b1 : beq .done
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@@ -46,10 +46,14 @@ rts
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nop #5
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.done
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org $00fda4
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org $00d377 ;Bank 00 line 3185
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DecompDungAnimatedTiles:
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org $00fda4 ;Bank 00 line 8882
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Dungeon_InitStarTileCh:
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org $00d6ae ;(PC: 56ae)
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LoadTransAuxGfx:
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org $00d739 ;
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LoadTransAuxGfx_Alt:
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org $00df5a ;(PC: 5f5a)
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PrepTransAuxGfx:
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org $0ffd65 ;(PC: 07fd65)
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@@ -86,7 +90,31 @@ org $2081f2
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jsl MirrorCheckOverride2
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org $20825c
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jsl MirrorCheckOverride2
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org $07a955 ; <- Bank07.asm : around 6564 (JP is a bit different) (STZ $05FC : STZ $05FD)
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jsl BlockEraseFix
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nop #2
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org $02b82a
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jsl FixShopCode
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org $1ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties)
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jsl VitreousKeyReset
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org $1ed024 ; f5024 sprite_guruguru_bar.asm : 27 (LDA $040C : CMP.b #$12 : INY #2
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jsl GuruguruFix : bra .next
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nop #3
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.next
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; also rando's hooks.asm line 1360
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org $a0ee11 ; <- 6FC4C - headsup_display.asm : 836 (LDA $7EF36E : AND.w #$00FF : ADD.w #$0007 : AND.w #$FFF8 : TAX)
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jsl DrHudOverride
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org $098638 ; rando's hooks.asm line 2192
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jsl CountChestKeys
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org $06D192 ; rando's hooks.asm line 457
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jsl CountAbsorbedKeys
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; rando's hooks.asm line 1020
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org $05FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
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jsl CountBonkItem
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; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
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; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
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15
asm/gfx.asm
15
asm/gfx.asm
@@ -1,11 +1,24 @@
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GfxFixer:
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{
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lda $b1 : bne .stage2
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lda DRMode : bne +
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jsl LoadRoomHook ;this is the code we overwrote
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jsl Dungeon_InitStarTileCh
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jsl LoadTransAuxGfx_Alt
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inc $b0
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rtl
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+ lda $b1 : bne .stage2
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jsl LoadRoomHook ; this is the rando version - let's only call this guy once - may fix star tiles and slower loads
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jsl Dungeon_InitStarTileCh
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jsl LoadTransAuxGfx
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jsl Dungeon_LoadCustomTileAttr
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jsl PrepTransAuxGfx
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lda DRMode : cmp #$02 : bne + ; only do this in crossed mode
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ldx $a0 : lda TilesetTable, x
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cmp $0aa1 : beq + ; already eq no need to decomp
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sta $0aa1
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tax : lda $02802e, x : tay
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jsl DecompDungAnimatedTiles
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+
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lda #$09 : sta $17 : sta $0710
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jsl Palette_SpriteAux3
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jsl Palette_SpriteAux2
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97
asm/hudadditions.asm
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97
asm/hudadditions.asm
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@@ -0,0 +1,97 @@
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DrHudOverride:
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{
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jsl.l NewDrawHud
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jsr HudAdditions
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rtl
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}
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HudAdditions:
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{
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ldx $040c : cpx #$ff : bne + : rts : +
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lda DRMode : bne + : rts : +
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phb : phk : plb
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lda $7ef364 : and.l $0098c0, x : beq +
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lda CompassBossIndicator, x : and #$00ff : cmp $a0 : bne +
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lda $1a : and #$0010 : beq +
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lda #$345e : sta $7ec790 : bra .next
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+ lda #$207f : sta $7ec790
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.next lda DRMode : and #$0002 : bne + : plb : rts : +
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lda $7ef36d : and #$00ff : beq +
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lda DungeonReminderTable, x : bra .reminder
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+ lda #$207f
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.reminder sta $7ec702
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+ lda DRFlags : and #$0004 : beq .restore
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lda $7ef368 : and.l $0098c0, x : beq .restore
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lda #$2811 : sta $7ec740
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lda $7ef366 : and.l $0098c0, x : bne .check
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lda BigKeyStatus, x : bne + ; change this, if bk status changes to one byte
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lda #$2574 : bra ++
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+ cmp #$0002 : bne +
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lda #$2420 : bra ++
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+ lda #$207f : bra ++
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.check lda #$2826
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++ sta $7ec742
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txa : lsr : tax
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lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2
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lda #$2830 : sta $7ec7a4
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lda ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
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lda #$2871 : sta $7ec780
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lda TotalKeys, x
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sep #$20 : !sub $7ef4b0, x : rep #$20
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jsr ConvertToDisplay : sta $7ec782
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.restore
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plb : rts
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}
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ConvertToDisplay:
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and #$00ff : cmp #$000a : !blt +
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!add #$2553 : rts
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+ !add #$2490 : rts
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CountChestKeys:
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jsl ItemDowngradeFix
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jsr CountChest
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rtl
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CountChest:
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lda !MULTIWORLD_ITEM_PLAYER_ID : bne .end
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cpy #$24 : beq +
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cpy #$a0 : !blt .end
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cpy #$ae : !bge .end
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pha : phx
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tya : and #$0f : bne ++
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inc a
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++ tax : bra .count
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+ pha : phx
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lda $040c : lsr : tax
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.count
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lda $7ef4b0, x : inc : sta $7ef4b0, x
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lda $7ef4e0, x : inc : sta $7ef4e0, x
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.restore plx : pla
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.end rts
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CountAbsorbedKeys:
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jsl IncrementSmallKeysNoPrimary : phx
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lda $040c : cmp #$ff : beq +
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lsr : tax
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lda $7ef4b0, x : inc : sta $7ef4b0, x
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+ plx : rtl
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CountBonkItem:
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jsl GiveBonkItem
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lda $a0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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cmp #115 : bne + ; Desert Bonk Key
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lda.l BonkKey_Desert
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bra ++
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+ : cmp #140 : bne + ; GTower Bonk Key
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lda.l BonkKey_GTower
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bra ++
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+ lda.b #$24 ; default to small key
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++
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phy : tay : jsr CountChest : ply
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rtl
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@@ -12,8 +12,9 @@
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CheckIfDoorsOpen: {
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jsr TrapDoorFixer ; see normal.asm
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; note we are 16bit mode right now
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lda $040c : cmp #$00ff : bne .gtg
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lda $a0 : dec : tax : and #$000f ; hijacked code
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lda DRMode : beq +
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lda $040c : cmp #$00ff : bne .gtg
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+ lda $a0 : dec : tax : and #$000f ; hijacked code
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sec : rtl ; set carry to indicate normal behavior
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.gtg
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@@ -50,4 +50,27 @@ MirrorCheckOverride:
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+ lda DRScroll : rtl
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MirrorCheckOverride2:
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lda $7ef353 : and #$02 : rtl
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lda $7ef353 : and #$02 : rtl
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BlockEraseFix:
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lda $7ef353 : and #$02 : beq +
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stz $05fc : stz $05fd
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+ rtl
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FixShopCode:
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cpx #$300 : !bge +
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sta $7ef000, x
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+ rtl
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VitreousKeyReset:
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lda DRMode : beq +
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stz $0cba, x
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+ jsl $0db818 ;restore old code
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rtl
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GuruguruFix:
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lda $a0 : cmp #$df : !bge +
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and #$0f : cmp #$0e : !blt +
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iny #2
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+ rtl
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@@ -7,6 +7,7 @@ RecordStairType: {
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}
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SpiralWarp: {
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lda DRMode : beq .abort ; abort if not DR
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lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
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lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
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cmp #$5f : beq .gtg
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@@ -66,6 +67,16 @@ SpiralWarp: {
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ldy #$01 : jsr SetCamera
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stz $045e ; clear the staircase flag
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; animated tiles fix
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lda DRMode : cmp #$02 : bne + ; only do this in crossed mode
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ldx $a0 : lda TilesetTable, x
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cmp $0aa1 : beq + ; already eq no need to decomp
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sta $0aa1
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tax : lda $02802e, x : tay
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jsl DecompDungAnimatedTiles
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+
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ply : plx : plb ; pull the stuff we pushed
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lda $a2 : and #$0f ; this is the code we are hijacking
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rtl
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