Intro Cutscene warp, organize bank07 free space
This commit is contained in:
@@ -14,80 +14,10 @@ incbin gfx/deku_link.bin
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; =============================================================================
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org $07F8D1
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Link_HandleDekuTransformation:
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{
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LDA $5D : CMP.b #$0A : BEQ .continue
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JSR $82DA
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.continue
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STZ $03F5
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STZ $03F6
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; Link can move.
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CLC
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RTS
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}
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org $07811A
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JSR Link_HandleDekuTransformation
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; =============================================================================
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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; Check for R button held
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LDA $F2 : CMP #$10 : BNE .return
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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 #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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LDA.l $7EF359 : STA $0AA5 ; Store the current sword
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
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LDA #$02 : STA $7E03FC ; Set the override to Bow (pea shooter)
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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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JSL Palette_ArmorAndGloves
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STZ $5D
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; Restore the sword and shield
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LDA $0AA5 : STA.l $7EF359
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LDA $0AAF : STA.l $7EF35A
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LDA #$00 : STA $7E03FC ; clear the override
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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 $079CD9
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JSL LinkItem_CheckForSwordSwing_Masks
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org $07A013
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JSL LinkItem_SlingshotPrepare
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; =============================================================================
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; =============================================================================
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org $318000
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LinkItem_CheckForSwordSwing_Masks:
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@@ -105,6 +35,8 @@ LinkItem_CheckForSwordSwing_Masks:
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; =============================================================================
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; org $07A013
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; JSL LinkItem_SlingshotPrepare
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; Hooked @ [$07A013]
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; $A200
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@@ -121,8 +53,6 @@ LinkItem_SlingshotPrepare:
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; $A214
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.void
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; $A270
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.beta
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LDA $7F1060
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@@ -181,4 +111,75 @@ LinkItem_SlingshotPrepare:
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STA $420B ; Start DMA on channel 0
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RTL ; Return from subroutine long
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}
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}
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; =============================================================================
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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; Check for R button held
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LDA $F2 : CMP #$10 : BNE .return
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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 #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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LDA.l $7EF359 : STA $0AA5 ; Store the current sword
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
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LDA #$02 : STA $7E03FC ; Set the override to Bow (pea shooter)
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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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JSL Palette_ArmorAndGloves
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STZ $5D
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; Restore the sword and shield
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LDA $0AA5 : STA.l $7EF359
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LDA $0AAF : STA.l $7EF35A
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LDA #$00 : STA $7E03FC ; clear the override
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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 $07811A
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JSR Link_HandleDekuTransformation
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; Bank 07 Free Space
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; Previous function LinkState_CheckMinishTile
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org $07F903
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Link_HandleDekuTransformation:
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{
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LDA $5D : CMP.b #$0A : BEQ .continue
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JSR $82DA
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.continue
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STZ $03F5
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STZ $03F6
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; Link can move.
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CLC
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RTS
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}
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print "==> Link_HandleDekuTransformation ", pc
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