Cleanup overworld, merge special area code and remove maku_tree.asm
This commit is contained in:
@@ -1,77 +0,0 @@
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org $0EDE29
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; $75E29-$75E48 DATA
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{
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; corresponding warp types that lead to special overworld areas
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dw $01EF, $01EF, $00AD, $00B9
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; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
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dw $002A, $0018, $000F, $0081
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; Direction Link will face when he enters the special area
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dw $0008, $0008, $0008, $0008
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; Exit value for the special area. In Hyrule Magic these are those White markers.
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dw $0180, $0181, $0182, $0189
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}
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; =========================================================
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; Special Area Properties
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; =========================================================
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pushpc
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; =========================================================
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; Exit 180 to Master Sword Area
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; =========================================================
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; Sprite GFX
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org $02E811 : db $0C ; PC Address $016811
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; Background GFX
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org $02E821 : db $2F ; PC Address $016821
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; Palette
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org $02E831 : db $0A ; PC Address $016831
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; Sprite Palette
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org $02E841 : db $01 ; PC Address $016841
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; =========================================================
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; Exit 181 to Bridge Area
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; =========================================================
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; Sprite GFX
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org $02E812 : db $25 ; PC Address $016812
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; Background GFX
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org $02E822 : db $2F ; PC Address $016822
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; Palette
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org $02E832 : db $0A ; PC Address $016832
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; Sprite Palette
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org $02E842 : db $08 ; PC Address $016842
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; =========================================================
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; Exit 182 to Zora's Waterfall
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; =========================================================
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; Sprite GFX
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org $02E813 : db $0E ; PC Address $016813
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; Background GFX
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org $02E823 : db $2F ; PC Address $016823
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; Palette
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org $02E833 : db $0A ; PC Address $016833
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; Sprite Palette
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org $02E843 : db $03 ; PC Address $016843
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; Disable Zora's Waterfall SFX
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org $02C444 : db $55 ; PC Address $014444
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pullpc
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; =========================================================
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@@ -1,52 +1,73 @@
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; Overworld.asm
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; Overworld.asm
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; Spawn Point 03 - Room 0005
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org $02DB74
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dw $0005
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org $02DC51
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db $14
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; Remove rain sound effects from beginning
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; Remove rain sound effects from beginning
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org $02838C
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org $02838C : LDA.l $7EF3C5 : CMP.b #$00
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LDA.l $7EF3C5
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CMP.b #$00
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org $0EF581
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; RoomTag_GanonDoor
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EXIT_0EF581:
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; Replace SprState == 04 -> .exit
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org $01C769 : LDA.w SprState, X : CMP.b #$02
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org $01C769
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#_01C769: LDA.w SprState,X
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#_01C76C: CMP.b #$02
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; Credits_LoadNextScene_Overworld
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; Credits_LoadNextScene_Overworld
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; Skip end cutscene until it's ready
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; Skip end cutscene until it's ready
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org $0E9889
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org $0E9889 : LDA #$20 : STA $11 : RTS
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LDA #$20 : STA $11
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RTS
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; FlashGanonTowerPalette
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; =========================================================
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org $0EF587
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; Special Area Properties
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LDA.b $8A
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CMP.b #$73
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BEQ .on_dark_dm
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CMP.b #$75
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BEQ .on_dark_dm
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CMP.b #$7D
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BNE EXIT_0EF581
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.on_dark_dm
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org $0EF531
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org $0EDE29
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Palettes_GanonTowerFlash:
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{
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dw $7FFF, $0884, $1CC8, $1DCE, $3694, $4718, $1D4A, $18AC
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; corresponding warp types that lead to special overworld areas
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dw $7FFF, $1908, $2D2F, $3614, $4EDA, $471F, $1D4A, $390F
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dw $01EF, $01EF, $00AD, $00B9
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dw $7FFF, $34CD, $5971, $5635, $7F1B, $7FFF, $1D4A, $3D54
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dw $7FFF, $1908, $2D2F, $3614, $4EDA, $471F, $1D4A, $390F
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dw $7FFF, $0884, $052A, $21EF, $3AB5, $4B39, $1D4C, $18AC
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; dw $7FFF, $0C63, $40A5, $5D67, $7EAE, $7F18, $7A6B, $7B5C
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incsrc "Overworld/maku_tree.asm"
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; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
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print "End of Overworld/maku_tree.asm ", pc
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dw $002A, $0018, $000F, $0081
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; Direction Link will face when he enters the special area
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dw $0008, $0008, $0008, $0008
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; Exit value for the special area. In Hyrule Magic these are those White markers.
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dw $0180, $0181, $0182, $0189
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}
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; =========================================================
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; Exit 180 to Master Sword Area
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; Sprite GFX
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org $02E811 : db $0C ; PC Address $016811
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; Background GFX
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org $02E821 : db $2F ; PC Address $016821
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; Palette
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org $02E831 : db $0A ; PC Address $016831
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; Sprite Palette
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org $02E841 : db $01 ; PC Address $016841
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; =========================================================
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; Exit 181 to Bridge Area
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; Sprite GFX
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org $02E812 : db $25 ; PC Address $016812
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; Background GFX
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org $02E822 : db $2F ; PC Address $016822
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; Palette
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org $02E832 : db $0A ; PC Address $016832
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; Sprite Palette
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org $02E842 : db $08 ; PC Address $016842
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; =========================================================
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; Exit 182 to Zora's Waterfall
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; Sprite GFX
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org $02E813 : db $0E ; PC Address $016813
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; Background GFX
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org $02E823 : db $2F ; PC Address $016823
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; Palette
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org $02E833 : db $0A ; PC Address $016833
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; Sprite Palette
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org $02E843 : db $03 ; PC Address $016843
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; Disable Zora's Waterfall SFX
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org $02C444 : db $55 ; PC Address $014444
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; =========================================================
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incsrc "Overworld/lost_woods.asm"
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incsrc "Overworld/lost_woods.asm"
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print "End of Overworld/lost_woods.asm ", pc
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print "End of Overworld/lost_woods.asm ", pc
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@@ -66,32 +87,23 @@ pushpc
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incsrc "Overworld/world_map.asm"
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incsrc "Overworld/world_map.asm"
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print "End of world_map.asm ", pc
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print "End of world_map.asm ", pc
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;pullpc
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;incsrc "Overworld/entrances.asm"
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;print "End of Overworld/entrances.asm ", pc
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; =========================================================
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; =========================================================
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; Get Lv2 Sword from chest
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; Get Lv2 Sword from chest
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; Get Lv4 Sword from pedestal
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; Get Lv4 Sword from pedestal
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; =========================================================
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; At 04/87CA, change D0 into 80
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; At 04/87CA, change D0 into 80
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org $0987CA
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org $0987CA : db $80
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db $80
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; Disable wind blowing sfx:
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; Disable wind blowing sfx:
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; At 04/45D4, change 09 into 00
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; At 04/45D4, change 09 into 00
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org $08C5D4
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org $08C5D4 : db $00
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db $00
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; MasterSword_HandleReceipt
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; MasterSword_HandleReceipt
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org $0589AF
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org $0589AF : LDY.b #$03 ; ITEMGET 03
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LDY.b #$03 ; ITEMGET 03
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; Module15_0C
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; Module15_0C
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; Prevent the game from setting $7EF3C7 to 06
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; Prevent the game from setting $7EF3C7 to 06
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org $029E58
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org $029E58 : NOP #6
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NOP #6
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pullpc
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pullpc
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LoadDarkWorldIntro:
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LoadDarkWorldIntro:
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@@ -119,17 +131,14 @@ LoadDarkWorldIntro:
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pushpc
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pushpc
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; Module05_LoadFile
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; Module05_LoadFile
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org $028192
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org $028192 : JSL LoadDarkWorldIntro
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JSL LoadDarkWorldIntro
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; Module05_LoadFile
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; Module05_LoadFile
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; Check for goldstar instead of mirror for mountain spawn option
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; Check for goldstar instead of mirror for mountain spawn option
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org $0281E2
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org $0281E2 : LDA.l $7EF342 : CMP.b #$02
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LDA.l $7EF342 : CMP.b #$02
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; Check for hall of secrets spawn pt flag
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; Check for hall of secrets spawn pt flag
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org $0281CD
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org $0281CD : LDA.l $7EF3D6 : CMP.b #$04
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LDA.l $7EF3D6 : CMP.b #$04
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pullpc
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pullpc
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LoadOverworldPitAreas:
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LoadOverworldPitAreas:
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@@ -138,16 +147,12 @@ LoadOverworldPitAreas:
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CMP.b #$11 : BEQ .allow_transition
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CMP.b #$11 : BEQ .allow_transition
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CMP.b #$23 : BEQ .allow_transition
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CMP.b #$23 : BEQ .allow_transition
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CMP.b #$57 : BEQ .allow_transition
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CMP.b #$57 : BEQ .allow_transition
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SEC ; fall in the pit
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SEC ; fall in the pit
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RTL
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RTL
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.allow_transition
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.allow_transition
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CLC ; allow transition
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CLC ; allow transition
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RTL
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RTL
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}
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}
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;pushpc
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; incsrc "Overworld/special_areas.asm"
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Overworld_GetPitDestination = $1BB860
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Overworld_GetPitDestination = $1BB860
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@@ -158,7 +163,30 @@ org $0794D9
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RTS
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RTS
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.overworld_pit_transition
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.overworld_pit_transition
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; TODO: Fix camera scroll boundaries so sprites appear for 0x05
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org $0EF581
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EXIT_0EF581:
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; FlashGanonTowerPalette
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org $0EF587
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LDA.b $8A : CMP.b #$73 : BEQ .on_dark_dm
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CMP.b #$75 : BEQ .on_dark_dm
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CMP.b #$7D : BNE EXIT_0EF581
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.on_dark_dm
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org $0EF531
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Palettes_GanonTowerFlash:
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dw $7FFF, $0884, $1CC8, $1DCE, $3694, $4718, $1D4A, $18AC
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dw $7FFF, $1908, $2D2F, $3614, $4EDA, $471F, $1D4A, $390F
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dw $7FFF, $34CD, $5971, $5635, $7F1B, $7FFF, $1D4A, $3D54
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dw $7FFF, $1908, $2D2F, $3614, $4EDA, $471F, $1D4A, $390F
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dw $7FFF, $0884, $052A, $21EF, $3AB5, $4B39, $1D4C, $18AC
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; dw $7FFF, $0C63, $40A5, $5D67, $7EAE, $7F18, $7A6B, $7B5C
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; TODO Remove when its confirmed ZS spawn works properly
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; Spawn Point 03 - Room 0005
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org $02DB74 : dw $0005
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org $02DC51 : db $14
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org $02DB6E
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org $02DB6E
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SpawnPointData:
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SpawnPointData:
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.room_id
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.room_id
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