equip mask fix, wolf mask hook, include boat gfx
This commit is contained in:
@@ -24,21 +24,21 @@ org $07A494
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LinkItem_Ether:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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LDA $6C : BNE .return ; doorway
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LDA $0FFC : BNE .return ; cant open menu
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LDY.b #$04
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LDA.b #$23
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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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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA $02B2 : CMP #$01 : BNE .continue ; is the hood already on?
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LDA #$10 : STA $BC ; take the hood off
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STZ $02B2
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BRA .return ; do not.
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.continue
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LDA #$37 : STA $BC
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LDA #$01 : STA $02B2 ; set the bunny hood on
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LDA.b #$14 : JSR Player_DoSfx2
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LDA $02B2 : CMP #$04 : BEQ .unequip ; is the hood already on?
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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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LDA #$10 : STA $BC : STZ $02B2 ; take the hood off
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.return
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CLC
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@@ -48,37 +48,30 @@ LinkItem_Ether:
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org $378000
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incbin bunny_link.4bpp
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namespace BunnyHood
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{
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Main:
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{
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lorom
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org $87E330
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JSR $FD66
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CLC
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org $87FD66
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JSL $20AF20
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RTS
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org $87E330
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JSR $FD66
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CLC
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org $20AF20
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CPX.b #$11 : BCS end ; speed value upper bound check
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LDA.w $0202 ; check the current item
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CMP.b #$16 : BNE end ; is it the bunny hood?
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LDA.w $02B2 ; did you put it on?
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BEQ end
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LDA $20AF70,X ; load new speed values
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CLC
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RTL
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org $87FD66
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JSL $20AF20
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RTS
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end: {
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LDA $87E227,X ; load native speed values
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CLC
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RTL
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}
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org $20AF20
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CPX.b #$11 : BCS end ; speed value upper bound check
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LDA.w $0202 ; check the current item
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CMP.b #$16 : BNE end ; is it the bunny hood?
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LDA.w $02B2 ; did you put it on?
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BEQ end
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LDA $20AF70,X ; load new speed values
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CLC
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RTL
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org $20AF70 ; this selects the new speed values
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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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} ; label Main
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end: {
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LDA $87E227,X ; load native speed values
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CLC
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RTL
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}
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} ; namespace BunnyHood
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org $20AF70 ; this selects the new speed values
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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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@@ -4,30 +4,43 @@ incsrc "../Sprites/sprite_functions_hooks.asm"
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org $008A01
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LDA $BC
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; =============================================================================
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org $07A64B
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LinkItem_Quake:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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LDA $6C : BNE .return ; doorway
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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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LDA $0FFC : BNE .return ; cantopen menu
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LDY.b #$04
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LDA.b #$23
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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LDA #$35 : STA $BC
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2
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BRA .return
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.unequip
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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.return
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RTS
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}
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; =============================================================================
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org $358000
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incbin deku_link.bin
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; =============================================================================
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org $1BEDF9
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JSL Palette_ArmorAndGloves ; 4bytes
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RTL ; 1byte
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@@ -37,6 +50,8 @@ org $1BEE1B
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JSL Palette_ArmorAndGloves_part_two
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RTL
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; =============================================================================
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; Code :
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org $308000
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Palette_ArmorAndGloves:
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@@ -92,14 +107,13 @@ Palette_ArmorAndGloves:
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RTL
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}
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; org $07A666
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; Deku_Entry:
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; {
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; LDA.b #$20 : STA $BC
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; STA $7EC178
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; JSL Palette_ArmorAndGloves
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; STZ $0710
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; STA $7EC178
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; JSL Palette_ArmorAndGloves
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; STZ $0710
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; RTS
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; }
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@@ -1,9 +1,41 @@
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org $318000
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LinkItem_WolfMask:
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{
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org $07A3DB
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LinkItem_Flute:
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org $07A313
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LinkItem_ShovelAndFlute:
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{
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; Play flute or use the Wolf Mask
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LDA $0202 : CMP.b #$0D : BNE LinkItem_WolfMask
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BRL LinkItem_Flute
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}
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; TODO: Make sure there's no inaccessible code issues past here
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; LinkItem_Shovel
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org $07A32C
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LinkItem_WolfMask:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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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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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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LDA $02B2 : CMP #$03 : BEQ .unequip ; is the wolf mask already on?
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LDA #$38 : STA $BC ; change link's sprite
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LDA #$03 : STA $02B2
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BRA .return
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.unequip
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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.return
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CLC
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RTS
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}
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org $388000
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incbin wolf_link.4bpp
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@@ -4,21 +4,24 @@ org $07A569
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LinkItem_ZoraMask:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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LDA $6C : BNE .return ; doorway
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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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LDA $0FFC : BNE .return ; cantopen menu
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LDY.b #$04
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LDA.b #$23
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
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LDA #$36 : STA $BC
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LDA #$02 : STA $02B2
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BRA .return
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.unequip
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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.return
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CLC
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RTS
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}
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@@ -22,6 +22,9 @@ namespace Oracle
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incsrc "Util/ram.asm"
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incsrc "Util/functions.asm"
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incsrc "Graphics/boat_gfx.asm"
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print "End of Graphics/boat_gfx.asm ", pc
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; ---------------------------------------------------------
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incsrc "KeyBlock/keyblock.asm"
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print "End of KeyBlock/keyblock.asm ", pc
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@@ -61,15 +64,19 @@ namespace Oracle
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; ---------------------------------------------------------
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incsrc "Masks/mask_routines.asm"
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; ---------------------------------------------------------
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incsrc "Masks/deku_mask.asm"
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print "End of Masks/deku_mask.asm ", pc
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; ---------------------------------------------------------
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incsrc "Masks/zora_mask.asm"
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print "End of Masks/zora_mask.asm ", pc
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; ---------------------------------------------------------
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incsrc "Masks/wolf_mask.asm"
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print "End of Masks/wolf_mask.asm ", pc
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; ---------------------------------------------------------
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incsrc "Masks/bunny_hood.asm"
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print "End of Masks/bunny_hood.asm ", pc
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