add todos for deku mask movement
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@@ -375,41 +375,46 @@ HandleCamera:
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HandleMovement:
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{
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LDA $F0 : AND #$08 : BEQ .not_up
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LDA $20 : CLC : ADC #-1 : STA $20
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LDY #$00 : JSL DragPlayer
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LDA #$01 : STA $031C
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LDA #$05 : STA $3D
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STZ $2F
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; DEC.b $E8
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; TODO: Check for collision here and prevent movement
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LDA $F0 : AND #$08 : BEQ .not_up
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LDA $20 : CLC : ADC #-1 : STA $20
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LDY #$00 : JSL DragPlayer
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LDA #$01 : STA $031C
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LDA #$05 : STA $3D
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STZ $2F
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; TODO: Handle overworld scroll camera gracefully
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; DEC.b $E8
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; DEC.w $0618 : DEC.w $0618
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; DEC.w $061A : DEC.w $061A
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.not_up
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LDA $F0 : AND #$04 : BEQ .not_down
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LDA $20 : CLC : ADC #1 : STA $20
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LDY #$01 : JSL DragPlayer
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LDA #$02 : STA $031C
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LDA #$05 : STA $3D
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LDA #$02 : STA $2F
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; INC.b $E8
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LDA $F0 : AND #$04 : BEQ .not_down
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LDA $20 : CLC : ADC #1 : STA $20
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LDY #$01 : JSL DragPlayer
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LDA #$02 : STA $031C
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LDA #$05 : STA $3D
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LDA #$02 : STA $2F
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; INC.b $E8
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; DEC.w $0618 : DEC.w $0618
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; DEC.w $061A : DEC.w $061A
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.not_down
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LDA $F0 : AND #$02 : BEQ .not_left
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LDA $22 : CLC : ADC #-1 : STA $22
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LDY #$02 : JSL DragPlayer
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LDA #$03 : STA $031C
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LDA #$05 : STA $3D
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LDA #$04 : STA $2F
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; DEC.b $E2
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LDA $F0 : AND #$02 : BEQ .not_left
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LDA $22 : CLC : ADC #-1 : STA $22
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LDY #$02 : JSL DragPlayer
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LDA #$03 : STA $031C
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LDA #$05 : STA $3D
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LDA #$04 : STA $2F
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; DEC.b $E2
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.not_left
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LDA $F0 : AND #$01 : BEQ .not_right
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LDA $22 : CLC : ADC #1 : STA $22
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LDY #$03 : JSL DragPlayer
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LDA #$04 : STA $031C
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LDA #$05 : STA $3D
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LDA #$06 : STA $2F
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; INC.b $E2
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LDA $F0 : AND #$01 : BEQ .not_right
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LDA $22 : CLC : ADC #1 : STA $22
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LDY #$03 : JSL DragPlayer
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LDA #$04 : STA $031C
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LDA #$05 : STA $3D
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LDA #$06 : STA $2F
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; INC.b $E2
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.not_right
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LDA.w $22 : STA $0FD8 : LDA.w $23 : STA $0FD9
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LDA.w $20 : STA $0FDA : LDA.w $21 : STA $0FDB
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RTS
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RTS
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}
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; =========================================================
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@@ -439,38 +444,27 @@ DekuLink_HoverBasedOnInput:
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; Reset LinkState to Default
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STZ $5D
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#_08B6A5: LDA.b #$01
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#_08B6A7: STA.w $0AAA
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LDA.b #$01 : STA.w $0AAA
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#_08B6AA: STZ.w $0324
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#_08B6AD: STZ.w $031C
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#_08B6B0: STZ.w $031D
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STZ.w $0324 : STZ.w $031C : STZ.w $031D
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#_08B6B3: STZ.b $50
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#_08B6B5: STZ.b $3D
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STZ.b $50 : STZ.b $3D
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#_08B6B7: STZ.w $0FC1
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STZ.w $0FC1
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#_08B6BA: STZ.w $011A
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#_08B6BD: STZ.w $011B
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#_08B6C0: STZ.w $011C
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#_08B6C3: STZ.w $011D
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STZ.w $011A : STZ.w $011B : STZ.w $011C : STZ.w $011D
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.no_turtle_rock_trigger
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#_08B6E4: LDY.b #$00
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LDY.b #$00
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#_08B6E6: LDA.b $3C
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#_08B6E8: BEQ .no_sword_charge
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LDA.b $3C : BEQ .no_sword_charge
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#_08B6EA: LDA.b $F0
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#_08B6EC: AND.b #$80
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#_08B6EE: TAY
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LDA.b $F0 : AND.b #$80 : TAY
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.no_sword_charge
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#_08B6EF: STY.b $3A
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STY.b $3A
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#_08B6F1: STZ.b $5E
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#_08B6F3: STZ.w $0325
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STZ.b $5E : STZ.w $0325
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; Set height at end of hover
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; This makes it so the landing animation timer looks correct
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; Floating for a bit, then slowly landing on the ground
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