Transformation mask refactor, CheckForSwordSwing
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@@ -5,28 +5,28 @@
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; $7EF349 bunny hood RAM slot
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;
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; Adjustable speed table at the end
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; db (0) $18: - Horizontal and vertical walking speed
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; db (0) $18: - Horizontal and vertical walking speed
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; (Default = 18)
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; db (1) $10 - Diagonal walking speed
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; db (1) $10 - Diagonal walking speed
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; (Default = 10)
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; db (2) $0a - Stairs walking speed
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; db (2) $0a - Stairs walking speed
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; (Default = 0A)
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; db (0c) $14 - walking through heavy grass speed (also shallow water)
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; db (0c) $14 - walking through heavy grass speed (also shallow water)
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; (Default = 14)
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; db (0d) $0d - walking diagonally through heavy grass speed (also shallow water)
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; db (0d) $0d - walking diagonally through heavy grass speed (also shallow water)
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; (Default = 0D)
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; db (10) $40 - Pegasus boots speed (Default = 40)
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; db (10) $40 - Pegasus boots speed (Default = 40)
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;
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; =============================================================================
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org $378000
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org $378000
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incbin gfx/bunny_link.4bpp
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; =============================================================================
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UpdateBunnyPalette:
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{
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REP #$30 ; change 16bit mode
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REP #$30 ; change 16bit mode
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LDX #$001E
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.loop
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@@ -34,8 +34,8 @@ UpdateBunnyPalette:
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DEX : DEX : BPL .loop
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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}
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; =============================================================================
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@@ -49,57 +49,59 @@ bunny_palette:
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; =============================================================================
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; Bunny Hood Speed Modification
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org $87E330
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org $87E330
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JSR $FD66
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CLC
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org $87FD66
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JSL $20AF20
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JSL LinkState_BunnyHoodRun
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RTS
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org $20AF20
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CPX.b #$11 : BCS end ; speed value upper bound check
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LDA.w $0202 ; check the current item
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CMP.b #$16 : BNE end ; is it the bunny hood?
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LDA.w $02B2 ; did you put it on?
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BEQ end
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LDA $20AF70,X ; load new speed values
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CLC
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RTL
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LinkState_BunnyHoodRun:
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{
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CPX.b #$11 : BCS .end ; speed value upper bound check
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LDA.w $0202 ; check the current item
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CMP.b #$16 : BNE .end ; is it the bunny hood?
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LDA.w !CurrentMask ; did you put it on?
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BEQ .end
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LDA.l BunnySpeedTable, X ; load new speed values
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CLC
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RTL
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end: {
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LDA $87E227,X ; load native speed values
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.end
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LDA $87E227, X ; load native speed values
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CLC
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RTL
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}
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org $20AF70 ; this selects the new speed values
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org $20AF70 ; this selects the new speed values
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BunnySpeedTable:
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{
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db $20, $12, $0a, $18, $10, $08, $08, $04, $0c, $10, $09, $19, $14, $0d, $10, $08, $40
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}
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; =============================================================================
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; Press R to transform into bunny form and run faster.
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; =============================================================================
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org $07A494
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LinkItem_Ether:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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%CheckNewR_ButtonPress() : BEQ .return
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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%PlayerTransform()
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LDA $02B2 : CMP #$04 : BEQ .unequip ; is the hood already on?
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LDA $02B2 : CMP #$04 : BEQ .unequip ; is the hood already on?
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JSL UpdateBunnyPalette
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LDA #$37 : STA $BC ; change link's sprite
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LDA #$37 : STA $BC ; change link's sprite
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LDA #$04 : STA $02B2
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BRA .return
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.unequip
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STZ $02B2
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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC ; take the hood off
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%ResetToLinkGraphics()
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.return
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CLC
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