impa sprite ideas and disasm ref code
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Sprites/impa.asm
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100
Sprites/impa.asm
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; ==============================================================================
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; Impa - Sprite #76 Zelda
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;
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; Goals: Make the Impa sprite interact with the "Uncle/Priest/Mantle" object
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; in the forest. This will trigger the intro cutscene with Farore and the
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; antagonist of the story.
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;
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; Ideas: Maybe make the "Mantle" the Maku Tree?
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; ==============================================================================
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; from `sprites/npcs/sprite_uncle_and_priest.asm`
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; $2DD72-$2DD9E JUMP LOCATION
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{
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LDA.b #$00 : STA $0EB0, X : STA $0DE0, X
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LDA $0DF0, X : BNE .alpha
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; "Princess Zelda, you are safe! Is this your doing, [Name]?" message
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LDA.b #$17
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LDY.b #$00
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JSL Sprite_ShowMessageUnconditional
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INC $0D80, X
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LDA.b #$01 : STA $7FFE01
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JSR Zelda_TransitionFromTagalong
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LDA.b #$01 : STA $02E4
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LDA.b #$01 : STA $7EF3C7
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.alpha
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RTS
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}
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; ==============================================================================
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; from `sprites/npcs/sprite_zelda.asm`
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; *$2EC4C-$2EC8D LOCAL
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Zelda_TransitionFromTagalong:
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{
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; Transition princess Zelda back into a sprite from the tagalong
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; state (the sage's sprite is doing this).
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LDA.b #$76 : JSL Sprite_SpawnDynamically
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PHX
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LDX $02CF
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LDA $1A64, X : AND.b #$03 : STA $0EB0, Y : STA $0DE0, Y
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LDA $20 : STA $0D00, Y
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LDA $21 : STA $0D20, Y
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LDA $22 : STA $0D10, Y
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LDA $23 : STA $0D30, Y
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LDA.b #$01 : STA $0E80, Y
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LDA.b #$00 : STA $7EF3CC
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LDA $0BA0, Y : INC A : STA $0BA0, Y
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LDA.b #$03 : STA $0F60, Y
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PLX
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RTS
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}
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; ==============================================================================
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; *$2EC9E-$2ECBE LOCAL
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Sprite_Zelda:
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{
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JSL CrystalMaiden_Draw
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JSR Sprite2_CheckIfActive
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_MakeBodyTrackHeadDirection : BCC .cant_move
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JSR Sprite2_Move
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.cant_move
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LDA $0E80, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Zelda_InPrison
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dw Zelda_EnteringSanctuary
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dw Zelda_AtSanctuary
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}
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; ==============================================================================
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