Cleanup todos and add comments to overworld entrances and overlays
This commit is contained in:
@@ -1,4 +1,8 @@
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;Map16Definitions = $0F8000
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; =========================================================
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; Custom Entrance Tile Types
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; Can use eithe vanilla map16 @ $0F8000
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; Or ZS Expanded @ $3D8000
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Map16Definitions = $3D8000
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Map16Definitions = $3D8000
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Overworld_DrawMap16_Persist = $1BC97C
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Overworld_DrawMap16_Persist = $1BC97C
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Overworld_DrawMap16_Anywhere = $1BC983
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Overworld_DrawMap16_Anywhere = $1BC983
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@@ -13,7 +17,6 @@ org $1BBBF4
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RTL
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RTL
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pullpc
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pullpc
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Overworld_UseEntranceEntry:
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Overworld_UseEntranceEntry:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -26,7 +26,7 @@ org $07866D
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; 02 - Castle Bridge (OW 1B)
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; 02 - Castle Bridge (OW 1B)
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; 03 - Tail Palace (OW 2F)
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; 03 - Tail Palace (OW 2F)
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; 04 - Goron Mines Entrance (OW 36)
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; 04 - Goron Mines Entrance (OW 36)
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; 05 - TODO: Fortress of Secrets (OW 5E)
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; 05 - Fortress of Secrets (OW 5E)
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CameraCache = $0632
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CameraCache = $0632
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@@ -86,10 +86,6 @@ RTS
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pullpc
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pullpc
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; Zarby Notes
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; don't forget to set $C8 to zero (STZ.b $C8)
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; don't forget to set $B0 to zero (STZ.b $B0)
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ShakeScreen:
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ShakeScreen:
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{
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{
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REP #$20
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REP #$20
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@@ -665,258 +661,258 @@ Castle_EntranceAnimation:
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dw Castle_Frame1
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dw Castle_Frame1
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dw Castle_Frame2
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dw Castle_Frame2
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dw Castle_RestoreCamera
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dw Castle_RestoreCamera
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}
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Castle_EndAnimation:
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Castle_EndAnimation:
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{
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{
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INC.b $B0 ; increase frame
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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STZ.b $C8 ; reset timer for next frame
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STZ.w $04C6
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STZ.w $04C6
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STZ.b $B0
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STZ.b $B0
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STZ.w $0710
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STZ.w $0710
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STZ.w $02E4
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STZ.w $02E4
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STZ.w SprFreeze
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STZ.w SprFreeze
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STZ.w $011A
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STZ.w $011A
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STZ.w $011B
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STZ.w $011B
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STZ.w $011C
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STZ.w $011C
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STZ.w $011D
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STZ.w $011D
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LDA.b #$1B ; SFX3.1B
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LDA.b #$1B ; SFX3.1B
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STA.w $012F
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STA.w $012F
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; set the overlay
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; set the overlay
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LDX.b $8A
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LDX.b $8A
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LDA.l $7EF280,X
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LDA.l $7EF280,X
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ORA.b #$20
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ORA.b #$20
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STA.l $7EF280,X
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STA.l $7EF280,X
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RTS
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}
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Castle_RestoreCamera:
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{
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REP #$20
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INC.w $061A : INC.w $061A
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INC.w $0618 : INC.w $0618
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INC.b $E8
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LDA.w $0618 : CMP.w CameraCache : BNE +
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SEP #$20
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JSR Castle_EndAnimation
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RTS
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RTS
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+
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}
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SEP #$20
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RTS
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}
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Castle_Frame0:
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Castle_RestoreCamera:
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{
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{
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#_1BD017: LDA.b #$02 ; SFX3.07
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REP #$20
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#_1BD019: STA.w $012F
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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LDA.w #$0611
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LDX.w #$031C
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0613
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LDX.w #$031E
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0613
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LDX.w #$0320
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0612
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LDX.w #$0322
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0614
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LDX.w #$039C
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0613
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LDX.w #$039E
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0613
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LDX.w #$03A0
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0615
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LDX.w #$03A2
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0480
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LDX.w #$029C
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0479
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LDX.w #$029E
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0479
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LDX.w #$02A0
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0481
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LDX.w #$02A2
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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SEP #$30 ; 8 bit mode
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INC.b $14 ; Do tiles transfer
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.notfirstframe
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JSR ShakeScreen ; make the screen shake
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INC.b $C8 : LDA.b $C8 : CMP.b #$2E ; Load and compare timer
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BNE .wait
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INC.b $B0 ; increase frame
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STZ.b $C8 ; reset timer for next frame
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.wait
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RTS
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}
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Castle_Frame1:
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INC.w $061A : INC.w $061A
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{
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INC.w $0618 : INC.w $0618
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LDA.b #$16 ; SFX3.16
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INC.b $E8
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STA.w $012F
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LDA.b $C8 : BEQ .doInit ; Load the timer
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LDA.w $0618 : CMP.w CameraCache : BNE +
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SEP #$20
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JSR Castle_EndAnimation
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RTS
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+
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SEP #$20
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RTS
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}
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Castle_Frame0:
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{
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#_1BD017: LDA.b #$02 ; SFX3.07
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#_1BD019: STA.w $012F
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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JMP .notfirstframe
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.doInit
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.doInit
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; Init code for the frame here
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; Init code for the frame here
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REP #$30 ; 16 bit mode
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REP #$30 ; 16 bit mode
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LDA.w #$049E
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LDA.w #$0611
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LDX.w #$039C
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LDX.w #$031C
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$049C
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LDA.w #$0613
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LDX.w #$039E
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LDX.w #$031E
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0604
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LDA.w #$0613
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LDX.w #$03A0
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LDX.w #$0320
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0608
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LDA.w #$0612
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LDX.w #$03A2
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LDX.w #$0322
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$060A
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LDA.w #$0614
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LDX.w #$041C
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LDX.w #$039C
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0495
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LDA.w #$0613
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LDX.w #$041E
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LDX.w #$039E
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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||||||
LDA.w #$0496
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LDA.w #$0613
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LDX.w #$0420
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LDX.w #$03A0
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0499
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LDA.w #$0615
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||||||
LDX.w #$0422
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LDX.w #$03A2
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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LDA.w #$0602
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LDA.w #$0480
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||||||
LDX.w #$049C
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LDX.w #$029C
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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||||||
LDA.w #$0606
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LDA.w #$0479
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||||||
LDX.w #$049E
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LDX.w #$029E
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||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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||||||
LDA.w #$0606
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LDA.w #$0479
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||||||
LDX.w #$04A0
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LDX.w #$02A0
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||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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||||||
LDA.w #$060E
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LDA.w #$0481
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||||||
LDX.w #$04A2
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LDX.w #$02A2
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||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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||||||
LDA.w #$0610
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SEP #$30 ; 8 bit mode
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LDX.w #$051C
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INC.b $14 ; Do tiles transfer
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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.notfirstframe
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LDA.w #$0606
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JSR ShakeScreen ; make the screen shake
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LDX.w #$051E
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INC.b $C8 : LDA.b $C8 : CMP.b #$2E ; Load and compare timer
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JSL $1BC97C ; Overworld_DrawMap16_Persist
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BNE .wait
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LDA.w #$0606
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INC.b $B0 ; increase frame
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LDX.w #$0520
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STZ.b $C8 ; reset timer for next frame
|
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JSL $1BC97C ; Overworld_DrawMap16_Persist
|
.wait
|
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LDA.w #$046C
|
RTS
|
||||||
LDX.w #$0522
|
}
|
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JSL $1BC97C ; Overworld_DrawMap16_Persist
|
|
||||||
LDA.w #$046F
|
|
||||||
LDX.w #$059C
|
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
|
||||||
LDA.w #$0469
|
|
||||||
LDX.w #$059E
|
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
|
||||||
LDA.w #$046A
|
|
||||||
LDX.w #$05A0
|
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
|
||||||
LDA.w #$046E
|
|
||||||
LDX.w #$05A2
|
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
|
||||||
SEP #$30 ; 8 bit mode
|
|
||||||
INC.b $14 ; Do tiles transfer
|
|
||||||
.notfirstframe
|
|
||||||
JSR ShakeScreen ; make the screen shake
|
|
||||||
INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
|
|
||||||
BNE .wait
|
|
||||||
INC.b $B0 ; increase frame
|
|
||||||
STZ.b $C8 ; reset timer for next frame
|
|
||||||
.wait
|
|
||||||
RTS
|
|
||||||
}
|
|
||||||
|
|
||||||
Castle_Frame2:
|
Castle_Frame1:
|
||||||
{
|
{
|
||||||
LDA.b $C8 : BEQ .doInit ; Load the timer
|
LDA.b #$16 ; SFX3.16
|
||||||
JMP .notfirstframe
|
STA.w $012F
|
||||||
.doInit
|
LDA.b $C8 : BEQ .doInit ; Load the timer
|
||||||
; Init code for the frame here
|
JMP .notfirstframe
|
||||||
REP #$30 ; 16 bit mode
|
.doInit
|
||||||
LDA.w #$0108
|
; Init code for the frame here
|
||||||
LDX.w #$061C
|
REP #$30 ; 16 bit mode
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
LDA.w #$049E
|
||||||
LDA.w #$010A
|
LDX.w #$039C
|
||||||
LDX.w #$0622
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
LDA.w #$049C
|
||||||
LDA.w #$04E2
|
LDX.w #$039E
|
||||||
LDX.w #$0620
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
LDA.w #$0604
|
||||||
LDA.w #$04E2
|
LDX.w #$03A0
|
||||||
LDX.w #$061E
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
LDA.w #$0608
|
||||||
SEP #$30 ; 8 bit mode
|
LDX.w #$03A2
|
||||||
INC.b $14 ; Do tiles transfer
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
.notfirstframe
|
LDA.w #$060A
|
||||||
JSR ShakeScreen ; make the screen shake
|
LDX.w #$041C
|
||||||
INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
BNE .wait
|
LDA.w #$0495
|
||||||
INC.b $B0 ; increase frame
|
LDX.w #$041E
|
||||||
STZ.b $C8 ; reset timer for next frame
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
.wait
|
LDA.w #$0496
|
||||||
RTS
|
LDX.w #$0420
|
||||||
}
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0499
|
||||||
|
LDX.w #$0422
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0602
|
||||||
|
LDX.w #$049C
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0606
|
||||||
|
LDX.w #$049E
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0606
|
||||||
|
LDX.w #$04A0
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$060E
|
||||||
|
LDX.w #$04A2
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0610
|
||||||
|
LDX.w #$051C
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0606
|
||||||
|
LDX.w #$051E
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0606
|
||||||
|
LDX.w #$0520
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$046C
|
||||||
|
LDX.w #$0522
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$046F
|
||||||
|
LDX.w #$059C
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0469
|
||||||
|
LDX.w #$059E
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$046A
|
||||||
|
LDX.w #$05A0
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$046E
|
||||||
|
LDX.w #$05A2
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
SEP #$30 ; 8 bit mode
|
||||||
|
INC.b $14 ; Do tiles transfer
|
||||||
|
.notfirstframe
|
||||||
|
JSR ShakeScreen ; make the screen shake
|
||||||
|
INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
|
||||||
|
BNE .wait
|
||||||
|
INC.b $B0 ; increase frame
|
||||||
|
STZ.b $C8 ; reset timer for next frame
|
||||||
|
.wait
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
Castle_Frame3:
|
Castle_Frame2:
|
||||||
{
|
{
|
||||||
LDA.b $C8 : BEQ .doInit ; Load the timer
|
LDA.b $C8 : BEQ .doInit ; Load the timer
|
||||||
JMP .notfirstframe
|
JMP .notfirstframe
|
||||||
.doInit
|
.doInit
|
||||||
; Init code for the frame here
|
; Init code for the frame here
|
||||||
REP #$30 ; 16 bit mode
|
REP #$30 ; 16 bit mode
|
||||||
LDA.w #$0611
|
LDA.w #$0108
|
||||||
LDX.w #$039C
|
LDX.w #$061C
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
LDA.w #$0612
|
LDA.w #$010A
|
||||||
LDX.w #$03A2
|
LDX.w #$0622
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
LDA.w #$0613
|
LDA.w #$04E2
|
||||||
LDX.w #$039E
|
LDX.w #$0620
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
LDA.w #$0613
|
LDA.w #$04E2
|
||||||
LDX.w #$03A0
|
LDX.w #$061E
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
LDA.w #$048F
|
SEP #$30 ; 8 bit mode
|
||||||
LDX.w #$031C
|
INC.b $14 ; Do tiles transfer
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
.notfirstframe
|
||||||
LDA.w #$0474
|
JSR ShakeScreen ; make the screen shake
|
||||||
LDX.w #$031E
|
INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
BNE .wait
|
||||||
LDA.w #$061C
|
INC.b $B0 ; increase frame
|
||||||
LDX.w #$0320
|
STZ.b $C8 ; reset timer for next frame
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
.wait
|
||||||
LDA.w #$061A
|
RTS
|
||||||
LDX.w #$0322
|
}
|
||||||
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
|
||||||
SEP #$30 ; 8 bit mode
|
Castle_Frame3:
|
||||||
INC.b $14 ; Do tiles transfer
|
{
|
||||||
.notfirstframe
|
LDA.b $C8 : BEQ .doInit ; Load the timer
|
||||||
JSR ShakeScreen ; make the screen shake
|
JMP .notfirstframe
|
||||||
INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
|
.doInit
|
||||||
BNE .wait
|
; Init code for the frame here
|
||||||
INC.b $B0 ; increase frame
|
REP #$30 ; 16 bit mode
|
||||||
STZ.b $C8 ; reset timer for next frame
|
LDA.w #$0611
|
||||||
.wait
|
LDX.w #$039C
|
||||||
RTS
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0612
|
||||||
|
LDX.w #$03A2
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0613
|
||||||
|
LDX.w #$039E
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0613
|
||||||
|
LDX.w #$03A0
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$048F
|
||||||
|
LDX.w #$031C
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$0474
|
||||||
|
LDX.w #$031E
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$061C
|
||||||
|
LDX.w #$0320
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
LDA.w #$061A
|
||||||
|
LDX.w #$0322
|
||||||
|
JSL $1BC97C ; Overworld_DrawMap16_Persist
|
||||||
|
SEP #$30 ; 8 bit mode
|
||||||
|
INC.b $14 ; Do tiles transfer
|
||||||
|
.notfirstframe
|
||||||
|
JSR ShakeScreen ; make the screen shake
|
||||||
|
INC.b $C8 : LDA.b $C8 : CMP.b #$1E ; Load and compare timer
|
||||||
|
BNE .wait
|
||||||
|
INC.b $B0 ; increase frame
|
||||||
|
STZ.b $C8 ; reset timer for next frame
|
||||||
|
.wait
|
||||||
|
RTS
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
; =========================================================
|
; =========================================================
|
||||||
@@ -1014,6 +1010,8 @@ TailPalace_EntranceAnimation:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
Goron_EntranceAnimation:
|
Goron_EntranceAnimation:
|
||||||
{
|
{
|
||||||
LDA.b $B0 : ASL A : TAX ; x2
|
LDA.b $B0 : ASL A : TAX ; x2
|
||||||
@@ -1145,7 +1143,7 @@ Goron_EntranceAnimation:
|
|||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
Fortress_EntranceAnimation:
|
Fortress_EntranceAnimation:
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -239,6 +239,9 @@ Located in the Mushroom Grotto west of the Maku Tree and Wayward Village
|
|||||||
- [X] Eon Abyss Variant
|
- [X] Eon Abyss Variant
|
||||||
- [X] Animate mines opening animation
|
- [X] Animate mines opening animation
|
||||||
|
|
||||||
|
** DONE Fortress of Secrets Cutscene
|
||||||
|
Should use the Ganons Tower Crystal Cutscene as the base.
|
||||||
|
|
||||||
** ACTIVE Fix Minecart mechanics
|
** ACTIVE Fix Minecart mechanics
|
||||||
** ACTIVE Collectible Item Quests [2/6]
|
** ACTIVE Collectible Item Quests [2/6]
|
||||||
- [ ] Bananas
|
- [ ] Bananas
|
||||||
@@ -269,9 +272,6 @@ Located in the Mushroom Grotto west of the Maku Tree and Wayward Village
|
|||||||
- [ ] Improve fireball attack
|
- [ ] Improve fireball attack
|
||||||
- [ ] Improve head/neck rotation
|
- [ ] Improve head/neck rotation
|
||||||
|
|
||||||
** TODO Fortress of Secrets Cutscene
|
|
||||||
Should use the Ganons Tower Crystal Cutscene as the base.
|
|
||||||
|
|
||||||
** TODO End Credits
|
** TODO End Credits
|
||||||
|
|
||||||
* Timeline
|
* Timeline
|
||||||
|
|||||||
Reference in New Issue
Block a user