Add Moosh documentation and cleanup mask_routines
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@@ -9,10 +9,13 @@
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; 04 = Bunny Hood
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; 05 = Minish Form
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; 06 = GBC Form
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; 07 = Moosh Form
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!CurrentMask = $02B2
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; Indexed by the bank number
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!LinkGraphics = $BC
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; If set, player is diving with Zora Mask
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!ZoraDiving = $0AAB
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; If set, deku is hovering and can drop bombs
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@@ -4,8 +4,7 @@
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macro PlayerTransform()
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14
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STA.w $0CF8
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LDA.b #$14 : STA.w $0CF8
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JSL $0DBB67 ; Link_CalculateSFXPan
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ORA.w $0CF8
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STA $012E
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@@ -22,7 +21,7 @@ macro CheckNewR_ButtonPress()
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endmacro
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; =========================================================
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; Change Link's sprite by setting $BC to the bank with the gfx
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; Change Link's sprite by setting $BC to the gfx bank
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; InitializeMemoryAndSRAM
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org $008827
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@@ -81,7 +80,6 @@ ForceResetMask_GameOver:
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.gbc_link
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JSL UpdateGbcPalette
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LDA #$3B : STA $BC ; change link's sprite
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.still_link
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LDA.b #$30
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STA.b $98
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@@ -93,8 +91,7 @@ ForceResetMask_SaveAndQuit:
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LDA !CurrentMask : BEQ .still_link
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%ResetToLinkGraphics()
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.still_link
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LDA.b #$0F
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STA.b $95
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LDA.b #$0F : STA.b $95
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RTL
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}
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@@ -331,7 +328,6 @@ Link_TransformMask:
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Link_TransformMoosh:
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{
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PHB : PHK : PLB
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LDA.w !CurrentMask : CMP.b #$07 : BNE +
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%PlayerTransform()
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%ResetToLinkGraphics()
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@@ -471,14 +467,12 @@ DekuLink_HoverBasedOnInput:
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STZ.b $48
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JSR HandleMovement
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JSL Link_HandleCardinalCollision_Long
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JSL Link_HandleVelocityAndSandDrag
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STZ.w $0302
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JSL HandleIndoorCameraAndDoors
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JSL Link_CancelDash
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; Pos - Cache Pos = difference
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