new ram, functions, housekeeping
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@@ -311,3 +311,17 @@ MovieEffect:
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $3F, $00 ;for $20 line set screen brightness to 0
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db $00 ;end the HDMA
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db $00 ;end the HDMA
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}
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}
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Link_CheckNewY_ButtonPress_Long:
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{
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BIT.b $3A : BVS .fail
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LDA.b $46 : BNE .fail
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LDA.b $F4 : AND.b #$40 : BEQ .fail
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TSB.b $3A
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SEC
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RTL
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.fail
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CLC
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RTL
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}
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@@ -58,9 +58,7 @@ org $068365
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org $3CA62A ; Expanded space for our routine
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org $3CA62A ; Expanded space for our routine
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{
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{
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LDA $F2 : CMP #$30 : BEQ $03 : JMP END ; Check L button
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LDA $F2 : CMP #$30 : BEQ $03 : JMP END ; Check L and R button
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; Load items
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; 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows
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; 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows
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LDA #$02 : STA !Bow
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LDA #$02 : STA !Bow
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@@ -135,14 +133,7 @@ org $3CA62A ; Expanded space for our routine
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LDA #$E7 : STA !Rupees
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LDA #$E7 : STA !Rupees
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LDA #$03 : STA !RupeesGoal
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LDA #$03 : STA !RupeesGoal
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; health capacity (maximum number of hearts)
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LDA #$50 : STA !HealthCapacity
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; magic power, maximum is 0x80
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LDA #$80 : STA !MagicPower
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; fill all hearts
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LDA #$A0 : STA !Hearts
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; Pendants: Bit 0 = Courage, Bit 1 = Wisdom, Bit 2 = Power
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; Pendants: Bit 0 = Courage, Bit 1 = Wisdom, Bit 2 = Power
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LDA #$00 : STA !Pendants
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LDA #$00 : STA !Pendants
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@@ -168,6 +159,15 @@ org $3CA62A ; Expanded space for our routine
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; Magic usage: 0: normal consumption. 1: 1/2 consumption. 2: 1/4 consumption
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; Magic usage: 0: normal consumption. 1: 1/2 consumption. 2: 1/4 consumption
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LDA #$02 : STA !MagicUsage
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LDA #$02 : STA !MagicUsage
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; health capacity (maximum number of hearts)
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LDA #$A0 : STA !HealthCapacity
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; fill all hearts
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LDA #$A0 : STA !Hearts
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; magic power, maximum is 0x80
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LDA #$80 : STA !MagicPower
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END:
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END:
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JSL $099F91 ; Execute original code
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JSL $099F91 ; Execute original code
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@@ -1,7 +1,7 @@
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; ==============================
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; ==============================
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; RAM in Use
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; RAM in Use
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org $008000
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org $008000
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base $7E0730
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base $7E0730 ; MAP16OVERFLOW free ram region
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MenuScrollLevelV: skip 1
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MenuScrollLevelV: skip 1
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MenuScrollLevelH: skip 1
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MenuScrollLevelH: skip 1
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@@ -10,5 +10,7 @@ MenuItemValueSpoof: skip 2
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ShortSpoof: skip 1
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ShortSpoof: skip 1
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MusicNoteValue: skip 2
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MusicNoteValue: skip 2
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OverworldLocationPointer: skip 2
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OverworldLocationPointer: skip 2
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HasGoldstar: skip 1
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GoldstarOrHookshot: skip 1
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base off
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base off
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