Remove unused SRAM modifier and uncle code
This commit is contained in:
@@ -1,6 +1,5 @@
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; =========================================================
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; =========================================================
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; Room tag to initialize the game without the Uncle sprite.
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; Room tag to initialize the game without the Uncle sprite.
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;
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StoryState = $7C
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StoryState = $7C
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@@ -14,11 +13,9 @@ pullpc
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HouseTag:
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HouseTag:
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{
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{
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PHX
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PHX
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; -------------------------------
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LDA $7EF3C6 : BNE .game_has_begun
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LDA $7EF3C6 : BNE .game_has_begun
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JSR HouseTag_Main
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JSR HouseTag_Main
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.game_has_begun
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.game_has_begun
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; -------------------------------
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PLX
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PLX
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JML HouseTag_Return
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JML HouseTag_Return
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}
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}
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@@ -65,23 +62,20 @@ HouseTag_WakeUpPlayer:
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{
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{
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; Lighten the screen gradually and then wake Link up partially
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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 $1A : AND.b #$03 : BNE .delay
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LDA $9C : CMP.b #$00 : BEQ .colorTargetReached
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LDA $9C : CMP.b #$00 : BEQ .colorTargetReached
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DEC $9C : DEC $9D
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DEC $9C : DEC $9D
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.delay
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.delay
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RTS
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RTS
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.colorTargetReached
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.colorTargetReached
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INC $0D80, X
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INC $0D80, X
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INC $037D
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INC $037D
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INC $037C
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INC $037C
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LDA.b #$57 : STA $20
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LDA.b #$57 : STA $20
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LDA.b #$21 : STA $21
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LDA.b #$21 : STA $21
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;LDA.b #$01 : STA $02E4
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;LDA.b #$01 : STA $02E4
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STZ $02E4 ; awake from slumber
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STZ $02E4 ; awake from slumber
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@@ -94,7 +88,6 @@ HouseTag_WakeUpPlayer:
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LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$00 : STA $7EF3CC ; disable telepathic message
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LDA #$00 : STA $7EF3CC ; disable telepathic message
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JSL Sprite_LoadGfxProperties
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JSL Sprite_LoadGfxProperties
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RTS
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RTS
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}
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}
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@@ -103,9 +96,9 @@ HouseTag_WakeUpPlayer:
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HouseTag_End:
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HouseTag_End:
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{
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{
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LDA $B6 : BNE .hasMetFarore
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LDA $B6 : BNE .hasMetFarore
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LDA #$00 : STA.w StoryState
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LDA #$00 : STA.w StoryState
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.hasMetFarore
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.hasMetFarore
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RTS
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RTS
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}
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}
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@@ -117,6 +110,7 @@ pushpc
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; Fixed color fade-in effect
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; Fixed color fade-in effect
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; TODO: Investigate if this is the best way to fix this.
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; TODO: Investigate if this is the best way to fix this.
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; Module06_UnderworldLoad
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org $028364
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org $028364
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{
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{
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#_028364: LDA.b #$00 ; Fixed color RGB: #808000
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#_028364: LDA.b #$00 ; Fixed color RGB: #808000
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@@ -134,78 +128,3 @@ org $028364
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#_02837A: JSL $079A2C ; Link_TuckIntoBed
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#_02837A: JSL $079A2C ; Link_TuckIntoBed
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}
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}
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; =========================================================
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; Dying Uncle Code Hook
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; Uncle won't remove tagalong when interacting
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org $05DF3A
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LDA.b #$01 : STA $7EF3CC
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; =========================================================
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; SRM Start Modifier
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; Credit: Conn, Euclid, MathOnNapkins
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org $0cdc5a
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JSR $ffb1
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org $0cffb1
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; =========================================================
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;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)
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; $01: Start in the castle on start up.
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; $02: Indicates you have completed the first Hyrule Castle dungeon.
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; $03: Indicates you have beaten Agahnim and are now searching for crystals.
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; $04 and above: meaningless. Though, you could write code using them to expand the event system perhaps.
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;$3C6: Progress Flags (bitwise)
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; 00 - Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.
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; 01 - Indicates that you've touched the dying priest in Sanctuary.
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; 02 - Set after you bring Zelda to sanctuary?
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; 03 - Unused? (98% certainty)
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; 04 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.
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; 05 - Set after you obtain the Book of Mudora (this is a guess)
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; 06 - Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your "reading".
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; In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.
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; 07 - Unused? (98% certainty)
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; 10 - Start value (in house, bed)
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LDA #$0000
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STA $7003C5,x
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; =========================================================
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;$3C7: Map Icons Indicator 2 (value, not bitwise)
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; 00 - start value (cross at Hyrule Castle)
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; 01 - cross at Sahasrala's house
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; 02 - cross at ruins
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; 03 - The Three Pendants
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; 04 - Master Sword in Lost Woods
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; 05 - Agahnim (skull icon at Hyrule Castle)
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; 06 - Just crystal 1 shown (Sahasrala's idea)
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; 07 - All crystals shown
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; 08 - Agahnim (skull icon at Ganon's Tower)
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; All values beyond 8 are invalid, it seems.
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;$3C8: Starting Entrance to use. Abbreviations: LH = Link's House - SA = Sanctuary - MC = Mountain Cave - PP = Pyramid of Power in DW
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; 00 - Start the game in Link's house always.
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; 01 - SA.
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; 03 - Secret passage under HC garden (near dying uncle).
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; 05 - LH or SA or MC.
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LDA #$0000
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STA $7003C7,x
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; =========================================================
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;$359: Sword you start with
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; 00 - No sword
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; 01 - Fighter Sword
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; 02 - Master Sword
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; 03 - Tempered Sword
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; 04 - Golden Sword
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;$35A: Shield you start with
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; 00 - No shield
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; 01 - Blue Shield
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; 02 - Hero's Shield
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; 03 - Mirror Shield
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LDA #$0000 ; 01=sword, 02 = shield to start with
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STA $700359,x
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LDY #$0000
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RTS
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