add magic bean bottle logic with todo to finish storage and release
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@@ -82,8 +82,7 @@ LinkItem_CatchBottle:
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LDA.b #$32 : JSR Player_DoSfx2
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.y_press:
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JSR $AE65 ;UnknownRoutine
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JSR $AE65 ; HaltLinkWhenUsingItems
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LDA $67 : AND.b #$F0 : STA $67
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DEC $3D : BPL .bottle_exit
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@@ -125,9 +124,14 @@ LinkItem_Bottles:
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CMP.b #$04 : BEQ .LinkItem_GreenPotion
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CMP.b #$05 : BEQ .LinkItem_BluePotion
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CMP.b #$06 : BEQ .fairy
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CMP.b #$09 : BEQ .magic_bean
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BRL .LinkItem_BeeBottle
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.magic_bean
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JSL ReleaseMagicBean
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RTS
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.fairy
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BRL .LinkItem_FairyBottle
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@@ -101,6 +101,41 @@ Sprite_BeanVendor_Main:
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%StartOnFrame(1)
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%PlayAnimation(1,1,1)
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; TODO: Finish bottle logic
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LDA.w SprMiscE, X : CMP.b #$01 : BEQ .not_lifting
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LDA.w $0309 : CMP.b #$02 : BNE .not_lifting
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LDA.l $7EF35C : BEQ .bottle1_available
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LDA.l $7EF35D : BEQ .bottle2_available
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LDA.l $7EF35E : BEQ .bottle3_available
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LDA.l $7EF35F : BEQ .bottle4_available
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%ShowUnconditionalMessage($033)
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LDA.b #$01 : STA.w SprMiscE, X
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JMP .not_lifting
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.bottle1_available
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LDA.b #$09 : STA.l $7EF35C
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%ShowUnconditionalMessage($034)
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LDA.b #$01 : STA.w SprMiscE, X
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RTS
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.bottle2_available
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LDA.b #$09 : STA.l $7EF35D
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%ShowUnconditionalMessage($034)
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LDA.b #$01 : STA.w SprMiscE, X
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RTS
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.bottle3_available
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LDA.b #$09 : STA.l $7EF35E
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%ShowUnconditionalMessage($034)
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LDA.b #$01 : STA.w SprMiscE, X
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RTS
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.bottle4_available
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LDA.b #$09 : STA.l $7EF35F
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%ShowUnconditionalMessage($034)
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LDA.b #$01 : STA.w SprMiscE, X
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RTS
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.not_lifting
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JSL Sprite_CheckIfLifted
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RTS
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@@ -169,6 +204,13 @@ Sprite_BeanVendor_Main:
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}
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}
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ReleaseMagicBean:
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{
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%ShowUnconditionalMessage($030)
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; TODO: Release the magic bean sprite to be used on another map
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RTL
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}
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; =========================================================
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Sprite_BeanVendor_Draw:
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