Transformation mask refactor, CheckForSwordSwing
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@@ -16,22 +16,22 @@
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;
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; =============================================================================
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org $368000
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org $368000
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incbin gfx/zora_link.4bpp
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; =============================================================================
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UpdateZoraPalette:
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{
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REP #$30 ; change 16 bit mode
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REP #$30 ; change 16 bit mode
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LDX #$001E
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.loop
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LDA.l zora_palette, X : STA $7EC6E0, X
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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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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL
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}
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@@ -55,26 +55,21 @@ org $07A569
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LinkItem_ZoraMask:
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{
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; Check for R button held
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LDA $F2 : CMP #$10 : BNE .return
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%CheckNewR_ButtonPress() : BEQ .return
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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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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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%PlayerTransform()
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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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LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
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JSL UpdateZoraPalette
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LDA #$36 : STA $BC
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LDA #$02 : STA $02B2
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LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
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JSL UpdateZoraPalette ; change links palette
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LDA #$36 : STA $BC ; change links graphics
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LDA #$02 : STA $02B2 ; set the zora mask on
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BRA .return
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.unequip
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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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%ResetToLinkGraphics()
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.return
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CLC
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@@ -102,11 +97,7 @@ org $07C307
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; =============================================================================
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; Bank07 Free Space
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; Predecessor: Wolf Mask I think
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; org $07F95D
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pullpc
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pullpc ; Bank07 Free Space from Deku Mask
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LinkState_UsingZoraMask:
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{
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; Check if the mask is equipped
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@@ -133,15 +124,15 @@ LinkState_UsingZoraMask:
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{
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; Check the Y button and clear state if activated
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A
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LDA $3A : AND.b #$BF : STA $3A
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; Check if already underwater
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LDA $0AAB : BEQ .dive
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STZ $55 ; Reset cape flag
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $037B ; Reset invincibility flag
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STZ $55 ; Reset cape flag
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $037B ; Reset invincibility flag
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LDA #$04 : STA $5D ; Put Link in Swimming State
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JMP .return
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@@ -156,7 +147,7 @@ LinkState_UsingZoraMask:
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; Splash visual effect
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LDA.b #$15 : LDY.b #$00
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JSL AddTransitionSplash
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JSL AddTransitionSplash
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; Stay in swimming mode
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LDA #$04 : STA $5D
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@@ -175,33 +166,33 @@ LinkState_UsingZoraMask:
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LDA $5D : CMP #$04 : BNE .return_dungeon : CLC
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; Check if already underwater
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LDA $0AAB : BNE .return_dungeon : CLC
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LDA $0AAB : BNE .return_dungeon : CLC
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; Check if we are on a proper tile or not
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;
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; Check the Y button and clear state if activated
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JSR Link_CheckNewY_ButtonPress : BCC .return_dungeon
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LDA $3A : AND.b #$BF : STA $3A
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LDA $3A : AND.b #$BF : STA $3A
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.dive_dungeon
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; Splash effect
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LDA.b #$15 : LDY.b #$00
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JSL AddTransitionSplash
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JSL AddTransitionSplash
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STZ $5D ; reset player to ground state
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STZ $EE ; move link to lower level
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STZ $5D ; reset player to ground state
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STZ $EE ; move link to lower level
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LDA #$72
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STA $9A ; Set layer
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STA $9A ; Set layer
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LDA #$08
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STA $5E ; Set the player speed
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STA $5E ; Set the player speed
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STZ $0345
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LDA #$01
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STA $0AAB ; Set the player underwater flag
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STA $0AAB ; Set the player underwater flag
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.return_dungeon
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JSR $E8F0 ; HandleIndoorCameraAndDoors
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@@ -226,7 +217,7 @@ LinkState_UsingZoraMask:
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; Check the Y button and clear state if activated
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JSR Link_CheckNewY_ButtonPress : BCC .return_default
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LDA $3A : AND.b #$BF : STA $3A
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LDA $3A : AND.b #$BF : STA $3A
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{
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; Restore Swimming Effects
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LDA.b #$15 : LDY.b #$00 : JSL AddTransitionSplash
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@@ -238,12 +229,12 @@ LinkState_UsingZoraMask:
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; Remove Diving Effects
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LDA $67 : AND #$01 : STA $2F
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STZ $5E ; Reset speed to normal
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $24 ; Reset z coordinate for link
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STZ $0372 ; Reset link bounce flag
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LDA #$62 : STA $9A ; Reset dungeon layer
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STZ $5E ; Reset speed to normal
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STZ $0AAB ; Reset underwater flag
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STZ $0351 ; Reset ripple flag
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STZ $24 ; Reset z coordinate for link
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STZ $0372 ; Reset link bounce flag
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LDA #$62 : STA $9A ; Reset dungeon layer
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JMP .return_default
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}
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@@ -256,21 +247,18 @@ LinkState_UsingZoraMask:
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.dungeon_stairs
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{
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LDA $02B2 : CMP #$02 : BNE .return_hop
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STZ $5E ; Reset speed to normal
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STZ $0AAB ; Reset underwater flag
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LDA #$62 : STA $9A ; Reset dungeon layer
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STZ $5E ; Reset speed to normal
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STZ $0AAB ; Reset underwater flag
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LDA #$62 : STA $9A ; Reset dungeon layer
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.return_hop
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LDA #$06 : STA $5D ; Set Link to Recoil State
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RTS
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}
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print "==> LinkState_UsingZoraMask ", pc
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; =============================================================================
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; TODO: Make this so it does not cancel if $0202 is still the same mask
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; corresponding to the form the player is in.
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; Also, prevent this from canceling minish form.
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; org $07FA55
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LinkState_ResetMaskAnimated:
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{
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LDA $02B2 : BEQ .no_mask
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@@ -284,7 +272,7 @@ LinkState_ResetMaskAnimated:
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.transform
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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STZ $02B2
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@@ -294,5 +282,4 @@ LinkState_ResetMaskAnimated:
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RTL
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}
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print "==> LinkState_ResetMaskAnimated ", pc
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pushpc
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