Add Link_Transform mask, uses A for mask id and sets carry on successful transformation
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@@ -1,4 +1,4 @@
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; =============================================================================
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; =========================================================
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; Bunny Hood Item
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; Makes Link run quicker when holding
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; Written by Conn (I think)
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@@ -17,7 +17,7 @@
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; (Default = 0D)
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; db (10) $40 - Pegasus boots speed (Default = 40)
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;
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; =============================================================================
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; =========================================================
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UpdateBunnyPalette:
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{
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@@ -33,7 +33,7 @@ UpdateBunnyPalette:
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RTL ; or RTS depending on where you need it
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}
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; =============================================================================
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; =========================================================
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bunny_palette:
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dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
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@@ -43,7 +43,7 @@ bunny_palette:
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print "End of Bunny Hood GFX ", pc
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; =============================================================================
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; =========================================================
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; Bunny Hood Speed Modification
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org $07E330
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@@ -81,30 +81,15 @@ BunnySpeedTable:
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db $20, $12, $0a, $18, $10, $08, $08, $04, $0c, $10, $09, $19, $14, $0d, $10, $08, $40
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}
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; =============================================================================
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; =========================================================
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; Press R to transform into bunny form and run faster.
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; =============================================================================
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; =========================================================
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org $07A494
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LinkItem_Ether:
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{
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%CheckNewR_ButtonPress() : BEQ .return
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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%PlayerTransform()
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LDA $02B2 : CMP #$04 : BEQ .unequip ; is the hood already on?
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JSL UpdateBunnyPalette
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LDA #$37 : STA $BC ; change link's sprite
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LDA #$04 : STA $02B2
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BRA .return
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.unequip
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%ResetToLinkGraphics()
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.return
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CLC
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LDA #$04
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JSL Link_TransformMask
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RTS
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}
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