move minish shutter door to dungeons.asm
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@@ -5,27 +5,9 @@ print "End of keyblock.asm ", pc
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org $098823
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org $098823
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LDY.b #$68
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LDY.b #$68
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; Disable Code
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; Disable hardcoded sanctuary song
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; ------------
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org $028BE7
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org $028BE7
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db $EA, $EA
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NOP #2
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; Load Sanctuary music during Room 02 to 12 transition
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;org $028BDA
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;db $14
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; Room Number (Sanctuary)
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;org $028BDE
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;db $12
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; Load Hyrule Castle music during Room 12 to 02 transition
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;org $028BE3
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;db $16
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; Room Number (Sewers)
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;org $028BE5
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;db $02
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incsrc "Dungeons/enemy_damage.asm"
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incsrc "Dungeons/enemy_damage.asm"
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print "End of enemy_damage.asm ", pc
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print "End of enemy_damage.asm ", pc
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@@ -33,9 +15,31 @@ print "End of enemy_damage.asm ", pc
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incsrc "Collision/CollisionTablesExpanded.asm"
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incsrc "Collision/CollisionTablesExpanded.asm"
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incsrc "Collision/GlobalCollisionTables.asm"
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incsrc "Collision/GlobalCollisionTables.asm"
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RoomTag_MinishShutterDoor:
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{
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LDA.w $02B2 : CMP.b #$05 : BNE .no_minish
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REP #$30
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LDX.w #$0000 : CPX.w $0468 : BEQ .exit
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STZ.w $0468
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STZ.w $068E : STZ.w $0690
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SEP #$30
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LDA.b #$1B : STA.w $012F
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LDA.b #$05 : STA.b $11
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.exit
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SEP #$30
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.no_minish
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JML $01CC5A ; RoomTag_TriggerHoles return
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}
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pullpc ; Bank 0x33
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pullpc ; Bank 0x33
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org $01CC10
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RoomTag_Holes5:
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JML RoomTag_MinishShutterDoor
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incsrc "Dungeons/house_walls.asm"
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incsrc "Dungeons/house_walls.asm"
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@@ -1420,41 +1420,8 @@ RoomTag_ShutterDoorRequiresCart:
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JML $01CC5A
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JML $01CC5A
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}
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}
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; TODO: Move this to Dungeons
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RoomTag_MinishShutterDoor:
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{
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LDA.w $02B2 : CMP.b #$05 : BNE .no_minish
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REP #$30
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LDX.w #$0000
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CPX.w $0468
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BEQ .exit
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STZ.w $0468
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STZ.w $068E
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STZ.w $0690
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SEP #$30
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LDA.b #$1B ; SFX3.1B
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STA.w $012F
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LDA.b #$05
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STA.b $11
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.exit
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SEP #$30
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.no_minish
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JML $01CC5A
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}
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pushpc
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pushpc
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org $01CC10
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RoomTag_Holes5:
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JML RoomTag_MinishShutterDoor
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; JML to return here 01CC5A
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; JML to return here 01CC5A
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org $01CC08
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org $01CC08
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RoomTag_Holes3:
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RoomTag_Holes3:
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