Cleanup dungeon code
This commit is contained in:
@@ -58,28 +58,15 @@ SpawnFallingTile:
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.next
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LDA.l $7FF800, X : BNE .skip
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LDA.b #$03 ; GARNISH 03
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STA.l $7FF800, X
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; GARNISH 03
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LDA.b #$03 : STA.l $7FF800, X
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LDA.w $022A : STA.l $7FF83C, X
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LDA.w $022B : STA.l $7FF878, X
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LDA.w $0228
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CLC
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ADC.b #$10
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STA.l $7FF81E, X
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LDA.w $0229
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ADC.b #$00
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STA.l $7FF85A, X
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LDA.w $0228 : CLC : ADC.b #$10 : STA.l $7FF81E, X
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LDA.w $0229 : ADC.b #$00 : STA.l $7FF85A, X
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LDA.b #$1F : STA.l $7FF90E, X
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STA.w $0FB4
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BRA .exit
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.skip
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DEX
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BPL .next
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@@ -113,28 +100,20 @@ update_pit_tile:
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replace_crack_pit:
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{
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LDX.w $1000
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LDA.w #$0CCC : STA.w $1006, X
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LDA.w #$0CDC : STA.w $100C, X
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LDA.w #$0CCD : STA.w $1012, X
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LDA.w #$0CDD : STA.w $1018, X
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LDX.b $06
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LDA.w #$0CCC : STA.l $7E2000, X
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LDA.w #$0CDC : STA.l $7E2080, X
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LDA.w #$0CCD : STA.l $7E2002, X
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LDA.w #$0CDD : STA.l $7E2082, X
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LDA.w #$01E9 : AND.w #$03FF : TAX
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LDA.l $7EFE00,X
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AND.w #$00FF
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STA.b $08
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STA.b $09
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LDA.l $7EFE00, X : AND.w #$00FF
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STA.b $08 : STA.b $09
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JMP replace_tile_continue
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}
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@@ -164,15 +143,8 @@ replace_tile_pit:
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STA.l $7F2000, X
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STA.l $7F2040, X
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LDA.w #$01E9
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AND.w #$03FF
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TAX
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LDA.l $7EFE00,X
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AND.w #$00FF
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STA.b $08
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STA.b $09
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LDA.w #$01E9 : AND.w #$03FF : TAX
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LDA.l $7EFE00, X : AND.w #$00FF : STA.b $08 : STA.b $09
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JMP replace_tile_continue
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}
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@@ -5,18 +5,16 @@
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StoryState = $7C
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RoomTag_Return = $01CC5A
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org $01CC18 ; override routine 0x39 "Holes(7)"
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JML CustomTag
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; override routine 0x39 "Holes(7)"
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org $01CC18 : JML CustomTag
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org $01CC10
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RoomTag_Holes5:
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JML RoomTag_MinishShutterDoor
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; RoomTag_Holes5
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org $01CC10 : JML RoomTag_MinishShutterDoor
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pullpc
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CustomTag:
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{
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PHX
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LDA $7EF3C6 : BNE .game_has_begun
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JSR HouseTag_Main
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.game_has_begun
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@@ -30,7 +28,6 @@ CustomTag:
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HouseTag_Main:
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{
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LDA.w StoryState
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JSL $008781
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dw HouseTag_TelepathicPlea
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@@ -39,7 +36,7 @@ HouseTag_Main:
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HouseTag_TelepathicPlea:
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{
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LDA #$08 : STA $7EE000 ; Set the time to 8:00am
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LDA.b #$08 : STA $7EE000 ; Set the time to 8:00am
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LDA.b #$03 : STA.w $012C ; Play the deku tree music
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; -------------------------------
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@@ -64,12 +61,9 @@ HouseTag_Main:
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; Lighten the screen gradually and then wake Link up partially
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LDA $1A : AND.b #$03 : BNE .delay
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LDA $9C : CMP.b #$00 : BEQ .colorTargetReached
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DEC $9C : DEC $9D
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.delay
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RTS
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.colorTargetReached
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INC $0D80, X
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@@ -92,12 +86,10 @@ HouseTag_Main:
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RTS
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}
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HouseTag_End:
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{
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LDA $B6 : BNE .hasMetFarore
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LDA #$00 : STA.w StoryState
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.hasMetFarore
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RTS
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}
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@@ -115,12 +107,9 @@ RoomTag_MinishShutterDoor:
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LDX.w #$0000 : CPX.w $0468 : BEQ .exit
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STZ.w $0468
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STZ.w $068E : STZ.w $0690
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SEP #$30
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LDA.b #$1B : STA.w $012F
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LDA.b #$05 : STA.b $11
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.exit
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SEP #$30
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.no_minish
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@@ -35,14 +35,11 @@ Object_KeyBlock:
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}
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; Fix draw bug from floor tile left by block after unlock.
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org $01EBC8
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LDA.w $9B5A, Y
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org $01EBC8 : LDA.w $9B5A, Y
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org $01EBD1
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LDA.w $9B54, Y
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org $01EBD1 : LDA.w $9B54, Y
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org $01EBDA
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LDA.w $9B5C, Y
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org $01EBDA : LDA.w $9B5C, Y
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; Draw Values
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; 50 - /
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@@ -54,7 +51,6 @@ org $01EBDA
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; 5C - xy mirror
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; 5E - y mirror
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org $00AFE6
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dw $4936
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; 0100 1001 0011 0110
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@@ -17,7 +17,6 @@ org $1EBD0E
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JSL NewSpikeCollision
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RTS
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pullpc
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speedValuesH:
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db $20, $10, $18, $28, $30, $38, $40, $FF
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@@ -40,10 +39,8 @@ NewSpikePrep:
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NewSpikeCollision:
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{
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LDA.b #$04 : STA.w SprTimerA, X
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LDA.w SprXSpeed, X : EOR.b #$FF : INC A : STA.w SprXSpeed, X
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LDA.w SprYSpeed, X : EOR.b #$FF : INC A : STA.w SprYSpeed, X
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LDA.b #$05 : JSL $0DBB7C ; Sound_SetSfx2PanLong
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RTL
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}
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@@ -8,11 +8,9 @@
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; depending on the player's position in the room. This uses
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; the 4 "stairs" properties in the room header.
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org $01CC1C
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JML WarpTag
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org $01CC1C : JML WarpTag
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org $01CC5A
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WarpTag_Return:
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WarpTag_Return = $01CC5A
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pullpc ; Bank 0x2C
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WarpTag:
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@@ -44,7 +44,6 @@ namespace Oracle
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incsrc "Core/music_macros.asm"
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incsrc "Core/symbols.asm"
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incsrc "Core/message.asm"
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print " -- Music -- "
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