reorder object_handler, label heavy pot routines
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@@ -1,5 +1,27 @@
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; Dungeon Object Handler
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; Tile types
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TileBehavior_Nothing = $07DC54
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TileBehavior_Pit = $07DC8B
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TileBehavior_Door = $07DD0A
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; Minecart Track tile types
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org $07D938
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dw TileBehavior_Nothing ; 0xB0 UW LR
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dw TileBehavior_Nothing ; 0xB1 UW UD
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dw TileBehavior_Nothing ; 0xB2 UW TL
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dw TileBehavior_Nothing ; 0xB3 UW BL
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dw TileBehavior_Nothing ; 0xB4 UW TR
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dw TileBehavior_Nothing ; 0xB5 UW BR
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dw TileBehavior_Nothing ; 0xB6 UW Any
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dw TileBehavior_Nothing ; 0xB7 UW Stop Top
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dw TileBehavior_Nothing ; 0xB8 UW Stop Bottom
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dw TileBehavior_Nothing ; 0xB9 UW Stop Left
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dw TileBehavior_Nothing ; 0xBA UW Stop Right
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dw TileBehavior_Pit ; 0xBB UW Pit LR
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dw TileBehavior_Pit ; 0xBC UW Pit UD
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dw TileBehavior_Pit ; 0xBD UW Any
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org $018262 ; Object ID 0x31
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dw ExpandedObject
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@@ -13,27 +35,8 @@ org $0182A8 ; Object ID 0x54
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org $018650 ; Object ID 230
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dw HeavyPot
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; Tile types
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TileBehavior_Nothing = $07DC54
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TileBehavior_Pit = $07DC8B
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TileBehavior_Door = $07DD0A
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; Minecart Track tile types
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org $07D938
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#_07D938: dw TileBehavior_Nothing ; 0xB0 UW LR
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#_07D93A: dw TileBehavior_Nothing ; 0xB1 UW UD
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#_07D93C: dw TileBehavior_Nothing ; 0xB2 UW TL
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#_07D93E: dw TileBehavior_Nothing ; 0xB3 UW BL
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#_07D940: dw TileBehavior_Nothing ; 0xB4 UW TR
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#_07D942: dw TileBehavior_Nothing ; 0xB5 UW BR
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#_07D944: dw TileBehavior_Nothing ; 0xB6 UW Any
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#_07D946: dw TileBehavior_Nothing ; 0xB7 UW Stop Top
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#_07D948: dw TileBehavior_Nothing ; 0xB8 UW Stop Bottom
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#_07D94A: dw TileBehavior_Nothing ; 0xB9 UW Stop Left
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#_07D94C: dw TileBehavior_Nothing ; 0xBA UW Stop Right
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#_07D94E: dw TileBehavior_Pit ; 0xBB UW Pit LR
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#_07D950: dw TileBehavior_Pit ; 0xBC UW Pit UD
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#_07D952: dw TileBehavior_Pit ; 0xBD UW Any
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; Heavy rock object draw code
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DrawBigGraySegment_hook = $01B350
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; Bank01 Free Space
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org $01B53C
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@@ -51,11 +54,27 @@ org $01B53C
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HeavyPot:
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JSL InitHeavyPot
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JMP $B350
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JMP DrawBigGraySegment_hook
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warnpc $01B560
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org $2C8000
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; TODO: Fix the graphics used for the heavy pot in game
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InitHeavyPot:
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{
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LDA.w #$1010
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PHX
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LDX.w $042C ; MANIPINDEX
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LDA.w #$1111 : STA $0500, X ; M16BUFF500
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; Store this object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store it's tilemap position.
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TYA : STA $0540, X
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RTL
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}
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CustomObjectHandler:
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{
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PHB : PHK : PLB
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@@ -161,22 +180,6 @@ CustomObjectHandler:
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incbin Data/small_statue.bin
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}
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; TODO: Fix the graphics used for the heavy pot in game
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InitHeavyPot:
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{
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LDA.w #$1010
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PHX
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LDX.w $042C ; MANIPINDEX
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LDA.w #$1111 : STA $0500, X ; M16BUFF500
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; Store this object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store it's tilemap position.
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TYA : STA $0540, X
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RTL
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}
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SpriteObjectsDraw:
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{
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PHB : PHK : PLB
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@@ -319,24 +322,24 @@ org $00A9AC
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; Normal Door
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; #obj2716:
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; #_00C268: dw $2888, $0808, $0818, $2889
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; #_00C270: dw $09EF, $0878, $6889, $09EF
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; #_00C278: dw $4878, $6888, $4808, $4818
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; dw $2888, $0808, $0818, $2889
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; dw $09EF, $0878, $6889, $09EF
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; dw $4878, $6888, $4808, $4818
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; Unused door 3A
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; #obj2866:
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org $00C3B8
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#_00C3B8: dw $2888, $0808, $0818, $2889
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; 09
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#_00C3C0: dw $282C, $082D, $6889, $682C
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; 10
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#_00C3C8: dw $482D, $6888, $4808, $4818
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dw $2888, $0808, $0818, $2889
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; 09
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dw $282C, $082D, $6889, $682C
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; 10
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dw $482D, $6888, $4808, $4818
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; 282D
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; 682D
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; $682C
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; #obj2866:
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; #_00C3B8: dw $282C, $0808, $080D, $282D
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; #_00C3C0: dw $09EF, $0878, $682D, $09EF
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; #_00C3C8: dw $4878, $682C, $4808, $480D
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; dw $282C, $0808, $080D, $282D
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; dw $09EF, $0878, $682D, $09EF
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; dw $4878, $682C, $4808, $480D
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