add explicit length suffices
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@@ -353,7 +353,7 @@ Link_TransformMoosh:
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; This is used to change the animation during 0x0A (Using Quake Medallion)
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DekuLink_SpinOrRecoil:
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{
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LDA DekuFloating : BEQ .spin
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LDA.w DekuFloating : BEQ .spin
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LDA.w !CurrentMask : CMP.b #$07 : BNE +
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LDY.b #$1C
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JML $0DA435 ; JML $0DA40B
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@@ -423,25 +423,25 @@ HandleMovement:
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LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
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LDA #$02 : STA $031C
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LDA #$05 : STA $3D
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LDA #$02 : STA LinkFaceDir
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LDA #$02 : STA.w LinkFaceDir
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.not_down
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LDA $F0 : AND #$02 : BEQ .not_left
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LDY #$02
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LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA.w DragYH
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LDA #$03 : STA $031C
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LDA #$05 : STA $3D
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LDA #$04 : STA LinkFaceDir
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LDA #$04 : STA.w LinkFaceDir
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.not_left
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LDA $F0 : AND #$01 : BEQ .not_right
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LDY #$03
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LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA.w DragYH
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LDA #$04 : STA $031C
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LDA #$05 : STA $3D
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LDA #$06 : STA LinkFaceDir
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LDA #$06 : STA.w LinkFaceDir
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.not_right
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RTS
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@@ -482,8 +482,8 @@ DekuLink_HoverBasedOnInput:
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JSL Link_CancelDash
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; Pos - Cache Pos = difference
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LDA LinkX : SEC : SBC $3F : STA $31
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LDA LinkY : SEC : SBC $3E : STA $30
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LDA.w LinkX : SEC : SBC $3F : STA $31
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LDA.w LinkY : SEC : SBC $3E : STA $30
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LDA $5C : AND #$1F : BNE .continue_me
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DEC $24
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@@ -491,7 +491,7 @@ DekuLink_HoverBasedOnInput:
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LDA $5C : BEQ .auto_cancel
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LDA DekuFloating : BEQ .no_bomb_drop
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LDA.w DekuFloating : BEQ .no_bomb_drop
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LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop
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LDY.b #$01 : LDA.b #$07 ; ANCILLA 07
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JSL $09811F ; AncillaAdd_Bomb
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