Experimental no longer pre-opens stone walls
Updated baserom Fixed a standard bug where the exits to the ledge would be unavailable if the pyramid was pre-opened DR ASM optimization Removed Archery Game from Take-Any caves in inverted Fixed a problem with new YAML parser
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@@ -82,8 +82,8 @@ DrHudDungeonItemsAdditions:
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- sta $1704, x : sta $170e, x : sta $1718, x
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inx #2 : cpx #$0008 : !blt -
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lda !HUD_FLAG : and.w #$0020 : beq + : brl ++ : +
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lda HUDDungeonItems : and.w #$0007 : bne + : brl ++ : +
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lda !HUD_FLAG : and.w #$0020 : beq + : JMP ++ : +
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lda HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
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; bk symbols
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lda.w #$2811 : sta $1606 : sta $1610 : sta $161a : sta $1624
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; sm symbols
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@@ -125,10 +125,10 @@ DrHudDungeonItemsAdditions:
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lda.w #$24f5 : sta $1644, y
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+
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ldx $00
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+ inx #2 : cpx #$001b : bcs ++ : brl -
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+ inx #2 : cpx #$001b : bcs ++ : JMP -
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++
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lda !HUD_FLAG : and.w #$0020 : bne + : brl ++ : +
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lda HUDDungeonItems : and.w #$000c : bne + : brl ++ : +
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lda !HUD_FLAG : and.w #$0020 : bne + : JMP ++ : +
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lda HUDDungeonItems : and.w #$000c : bne + : JMP ++ : +
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; map symbols (do I want these) ; note compass symbol is 2c20
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lda.w #$2821 : sta $1606 : sta $1610 : sta $161a : sta $1624
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; blank out a couple thing from old hud
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@@ -159,7 +159,7 @@ DrHudDungeonItemsAdditions:
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.skipBlanks iny #2
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cpx #$001a : beq +
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lda.w #$24f5 : sta $1644, y ; blank out spot
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+ inx #2 : cpx #$001b : !bge ++ : brl -
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+ inx #2 : cpx #$001b : !bge ++ : JMP -
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++
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plp : ply : plx : rtl
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}
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@@ -173,7 +173,7 @@ KeyGetPlayer:
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LoadProperties_PreserveItemMaybe:
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{
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lda.l ShuffleKeyDrops : bne +
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jsl Sprite_LoadProperties : rtl
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JML Sprite_LoadProperties
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+ lda $0e80, x : pha
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jsl Sprite_LoadProperties
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pla : sta $0e80, x
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@@ -399,8 +399,7 @@ StraightStairsTrapDoor:
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lda #$05 : sta $11
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inc $0468 : stz $068e : stz $0690
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++ rtl
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+ jsl Dungeon_ApproachFixedColor ; what we wrote over
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rtl
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+ JML Dungeon_ApproachFixedColor ; what we wrote over
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}
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InroomStairsTrapDoor:
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@@ -64,8 +64,7 @@ FixShopCode:
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VitreousKeyReset:
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lda.l 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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+ JML $0db818 ;restore old code
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GuruguruFix:
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lda $a0 : cmp #$df : !bge +
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@@ -134,7 +133,7 @@ RainPrevention:
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LDA.l $7EF3CC : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
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LDA $00 : CMP #$02A1 : BNE .done
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PLA : LDA #$0008 : RTL
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+ LDA.l BlockCastleDoorsInRain : BEQ .done ;flagged
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+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
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LDX #$FFFE
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- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
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CMP $A0 : BNE -
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@@ -209,12 +209,10 @@ QuadrantLoadOrderBeforeScroll:
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lda $045f : beq .end
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lda #$08 : sta $045c ; start with opposite quadrant row
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.end
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jsl $0091c4 ; what we overwrote
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rtl
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JML $0091c4 ; what we overwrote
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QuadrantLoadOrderAfterScroll:
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lda $045f : beq .end
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stz $045c : stz $045f ; draw other row and clear flag
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.end
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jsl $0091c4 ; what we overwrote
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rtl
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JML $0091c4 ; what we overwrote
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@@ -182,7 +182,7 @@ InroomStairsWarp: {
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sta $02
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stz $07
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lda $01 : and #$10 : lsr #4
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brl .layer
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JMP .layer
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.notEdge
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lda $01 : and #$03 : cmp #$03 : bne .normal
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txa : and #$06 : sta $07
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