Add GoronMines EntranceAnimation to overlays
This commit is contained in:
@@ -76,6 +76,10 @@ org $1BCCD4
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JSL TailPalace_EntranceAnimation
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RTS
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org $1BCE28
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JSL Goron_EntranceAnimation
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RTS
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pullpc
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; Zarby Notes
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@@ -1027,3 +1031,135 @@ TailPalace_EntranceAnimation:
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}
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}
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Goron_EntranceAnimation:
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{
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LDA.b $B0 ; Get animation state
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ASL A
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TAX ; x2
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JSR.w (.AnimationFrames, X)
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RTL
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.AnimationFrames
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dw Goron_Frame0
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dw Goron_Frame1
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dw Goron_Frame2
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dw Goron_Frame3
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dw Goron_Frame4
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Goron_Frame0:
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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LDA.w #$0789
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LDX.w #$10A2
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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SEP #$30 ; 8 bit mode
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INC.b $14 ; Do tiles transfer
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LDA.b #$16 : STA.w $012F
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.notfirstframe
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JSR ShakeScreen ; make the screen shake
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INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
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BNE .wait
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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RTS
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Goron_Frame1:
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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LDA.w #$09C1
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LDX.w #$109C
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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SEP #$30 ; 8 bit mode
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INC.b $14 ; Do tiles transfer
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.notfirstframe
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JSR ShakeScreen ; make the screen shake
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INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
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BNE .wait
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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RTS
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Goron_Frame2:
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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LDA.w #$09C1
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LDX.w #$1024
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$078A
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LDX.w #$101E
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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SEP #$30 ; 8 bit mode
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INC.b $14 ; Do tiles transfer
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LDA.b #$16 : STA.w $012F
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.notfirstframe
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JSR ShakeScreen ; make the screen shake
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INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
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BNE .wait
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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RTS
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Goron_Frame3:
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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LDA.w #$0791
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LDX.w #$0FA2
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0797
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LDX.w #$0F9E
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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SEP #$30 ; 8 bit mode
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INC.b $14 ; Do tiles transfer
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.notfirstframe
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INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
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BNE .wait
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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RTS
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Goron_Frame4:
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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LDA.w #$0787
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LDX.w #$0FA0
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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SEP #$30 ; 8 bit mode
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INC.b $14 ; Do tiles transfer
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LDA.b #$1B : STA.w $012F
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.notfirstframe
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JSR ShakeScreen ; make the screen shake
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INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
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BNE .wait
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.w $04C6
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STZ.b $B0
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STZ.w $0710
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STZ.w $02E4
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STZ.w $0FC1
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STZ.w $011A
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STZ.w $011B
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STZ.w $011C
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STZ.w $011D
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LDX.b $8A
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LDA.l $7EF280,X
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ORA.b #$20
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STA.l $7EF280,X
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.wait
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RTS
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}
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