maku tree housekeeping
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@@ -462,17 +462,17 @@ LoadSpecialOverworld:
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db $2F, $2F, $2F, $2F
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.palette_prop_a
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db $0A, $0A, $0A, $0A
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db $02, $02, $02, $0A
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db $02, $02, $0A, $02
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db $02, $02, $02, $0A
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db $02, $02, $02, $0A
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db $02, $02, $02, $0A
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db $0A, $0A, $0A, $0A ; 0x00 - Maku Tree
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db $02, $02, $02, $0A ; 0x01 - Tree House
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db $01, $01, $04, $01 ; 0x02 - Zora Falls
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db $02, $02, $02, $0A ; 0x03 - Zora Falls
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db $02, $02, $02, $0A ; 0x04 - Tree House
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db $02, $02, $02, $0A ; 0x05 - Tiny House
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.palette_prop_b
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db $01, $08, $08, $08
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db $00, $00, $00, $00
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db $00, $00, $08, $00
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db $00, $00, $00, $00
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db $00, $00, $00, $02
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db $00, $00, $00, $00
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db $00, $00, $00, $00
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@@ -64,7 +64,7 @@ Sprite_KydrogBoss_Long:
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Sprite_KydrogBoss_CheckIfDead:
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{
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LDA $0D80, X : CMP.b #$09 : BEQ .not_dead
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LDA.w SprAction, X : CMP.b #$09 : BEQ .not_dead
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; If health is negative, set back to zero
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LDA $0E50, X : CMP.b #$C3 : BCC .health_not_negative
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LDA.b #$00 : STA $0E50, X
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@@ -73,7 +73,7 @@ Sprite_KydrogBoss_CheckIfDead:
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LDA $0E50, X : BNE .not_dead
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PHX
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LDA.b #$04 : STA $0DD0, X ;kill sprite boss style
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LDA.b #$09 : STA $0D80, X ;go to KydrogBoss_Death stage
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LDA.b #$09 : STA.w SprAction, X ;go to KydrogBoss_Death stage
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STZ.w $0D90,X
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LDA.b #$E0 : STA.w $0DF0,X
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@@ -501,7 +501,7 @@ CheckForNextPhase:
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LDA SprHealth,X : CMP.b #$20 : BCC .phase_three
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LDA !KydrogPhase : CMP.b #$01 : BEQ .return
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LDA #$80 : STA $0E50, X
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LDA #$01 : STA $0D80, X
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LDA #$01 : STA SprAction, X
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STA !KydrogPhase
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INC.w SprFlash, X
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RTS
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@@ -510,13 +510,13 @@ CheckForNextPhase:
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LDA SprHealth,X : CMP.b #$20 : BCC .phase_four
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LDA !KydrogPhase : CMP.b #$02 : BEQ .return
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LDA #$80 : STA $0E50, X
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LDA #$02 : STA $0D80, X
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LDA #$02 : STA SprAction, X
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STA !KydrogPhase
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RTS
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.phase_four
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LDA #$03 : STA $0D80, X
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LDA #$03 : STA SprAction, X
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STA !KydrogPhase
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.return
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RTS
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@@ -65,7 +65,7 @@ Sprite_Korok_Long:
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Sprite_Korok_Prep:
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{
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PHB : PHK : PLB
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JSL GetRandomInt : AND.b #$02 : STA.w SprSubtype, X
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JSL GetRandomInt : AND.b #$03 : STA.w SprSubtype, X
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PLB
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RTL
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}
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@@ -53,6 +53,9 @@ Sprite_MakuTree_Prep:
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{
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PHB : PHK : PLB
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; Play the Maku Song
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LDA.b #$03 : STA.w $012C
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PLB
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RTL
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}
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@@ -128,8 +131,9 @@ Sprite_MakuTree_Main:
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MakuTree_OfferTheDreamer:
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{
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%ShowUnconditionalMessage($013C)
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%ShowSolicitedMessage($013C) : BCC .no_talk
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INC.w SprAction, X
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.no_talk
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RTS
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}
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@@ -142,7 +146,7 @@ Sprite_MakuTree_Main:
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INC.w SprAction, X
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RTS
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.said_no
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%GotoAction(3)
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%GotoAction(4)
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RTS
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}
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