Transformation mask refactor, CheckForSwordSwing
This commit is contained in:
@@ -54,52 +54,54 @@ JSR $FD66
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CLC
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CLC
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org $87FD66
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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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RTS
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org $20AF20
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org $20AF20
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CPX.b #$11 : BCS end ; speed value upper bound check
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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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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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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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LDA.w !CurrentMask ; did you put it on?
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BEQ end
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BEQ .end
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LDA $20AF70,X ; load new speed values
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LDA.l BunnySpeedTable, X ; load new speed values
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CLC
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CLC
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RTL
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RTL
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end: {
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.end
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LDA $87E227, X ; load native speed values
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LDA $87E227, X ; load native speed values
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CLC
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CLC
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RTL
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RTL
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}
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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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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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; =============================================================================
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org $07A494
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org $07A494
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LinkItem_Ether:
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LinkItem_Ether:
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{
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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%CheckNewR_ButtonPress() : BEQ .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 $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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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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%PlayerTransform()
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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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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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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LDA #$04 : STA $02B2
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BRA .return
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BRA .return
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.unequip
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.unequip
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STZ $02B2
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%ResetToLinkGraphics()
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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC ; take the hood off
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.return
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.return
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CLC
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CLC
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@@ -2,9 +2,6 @@
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; Deku Mask
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; Deku Mask
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; =============================================================================
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; =============================================================================
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; =============================================================================
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org $358000
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org $358000
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incbin gfx/deku_link.bin
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incbin gfx/deku_link.bin
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@@ -14,69 +11,36 @@ org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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LinkItem_DekuMask:
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{
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{
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; Check for R button held
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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 $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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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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%PlayerTransform()
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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JSL Palette_ArmorAndGloves ; set the palette
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LDA.l $7EF359 : STA $0AA5 ; Store the current sword
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
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LDA.b #$00 : STA $7EF35A ; Clear the shield
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LDA #$02 : STA $7E03FC ; Set the override to Bow (pea shooter)
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LDA #$35 : STA $BC ; put the mask on
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2
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LDA #$01 : STA $02B2 ; set the deku mask flag
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BRA .return
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BRA .return
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.unequip
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.unequip
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JSL Palette_ArmorAndGloves
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STZ $5D
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STZ $5D
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; Restore the shield
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; Restore the sword and shield
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LDA $0AA5 : STA.l $7EF359
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LDA $0AAF : STA.l $7EF35A
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LDA $0AAF : STA.l $7EF35A
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LDA #$00 : STA $7E03FC ; clear the override
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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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.return
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RTS
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RTS
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}
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}
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; =============================================================================
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org $079CD9
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JSL LinkItem_CheckForSwordSwing_Masks
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; =============================================================================
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org $318000
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org $318000
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LinkItem_CheckForSwordSwing_Masks:
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{
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LDA $02B2 : CMP #$01 : BNE .return
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LDA #$01
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RTL
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.return
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LDA $3B : AND.b #$10
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RTL
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}
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; =============================================================================
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; org $07A013
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; org $07A013
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; JSL LinkItem_SlingshotPrepare
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; JSL LinkItem_SlingshotPrepare
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@@ -161,11 +125,10 @@ LinkItem_SlingshotPrepare:
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org $07811A
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org $07811A
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JSR Link_HandleDekuTransformation
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JSR Link_HandleDekuTransformation
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; Bank 07 Free Space
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pullpc ; Bank 07 Free Space from minish_form
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; TODO: CHECK IF THIS ACTUALLY EXECUTES CAUSE I'M NOT SURE IT DOES
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Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
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pullpc
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Link_HandleDekuTransformation:
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{
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{
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; Check if using Quake Medallion
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LDA $5D : CMP.b #$0A : BEQ .continue
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LDA $5D : CMP.b #$0A : BEQ .continue
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JSR $82DA
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JSR $82DA
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@@ -1,5 +1,10 @@
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; =============================================================================
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; =============================================================================
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; Change Link Sprite with $BC
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; Oracle of Secrets - Mask Library
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; =============================================================================
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!CurrentMask = $02B2
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!LinkGraphics = $BC
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; =============================================================================
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; =============================================================================
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org $09912C
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org $09912C
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@@ -11,15 +16,37 @@ org $07B073
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org $078028
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org $078028
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Player_DoSfx2:
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Player_DoSfx2:
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; =============================================================================
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macro 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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endmacro
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; Link Sprite hook
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macro ResetToLinkGraphics()
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org $008A01
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STZ !CurrentMask
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LDA $BC
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JSL Palette_ArmorAndGloves
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LDA.b #$10 : STA !LinkGraphics
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endmacro
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macro CheckNewR_ButtonPress()
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LDA.b $F6 : BIT.b #$10
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endmacro
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; =============================================================================
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; Change Link's sprite by setting $BC to the bank containing a spritesheet.
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; =============================================================================
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org $008827
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org $008827
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JSL StartupMasks
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JSL StartupMasks
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; Link Sprite hook before game starts
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org $008A01
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LDA $BC
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; =============================================================================
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; Change Link's palette based on $02B2 (mask value)
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; =============================================================================
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org $1BEDF9
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org $1BEDF9
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JSL Palette_ArmorAndGloves ; 4bytes
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JSL Palette_ArmorAndGloves ; 4bytes
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RTL ; 1byte
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RTL ; 1byte
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@@ -29,6 +56,10 @@ org $1BEE1B
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JSL Palette_ArmorAndGloves_part_two
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JSL Palette_ArmorAndGloves_part_two
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RTL
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RTL
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; =============================================================================
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; EXPANDED SPACE
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; =============================================================================
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org $3A8000
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org $3A8000
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StartupMasks:
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StartupMasks:
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{
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{
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@@ -54,30 +85,31 @@ Palette_ArmorAndGloves:
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JMP .original_sprite
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JMP .original_sprite
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.deku_mask
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.deku_mask
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LDA.b #$35 : STA $BC ; Load Deku Mask Location
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; Load Deku Mask Location
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JMP .original_palette
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LDA.b #$35 : STA $BC : JMP .original_palette
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.zora_mask
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.zora_mask
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LDA.b #$36 : STA $BC ; Load Zora Mask Location
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; Load Zora Mask Location
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JMP .original_palette
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LDA.b #$36 : STA $BC : JMP .original_palette
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.wolf_mask
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.wolf_mask
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LDA.b #$38 : STA $BC ; Load Wolf Mask Location
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; Load Wolf Mask Location
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JSL $38F000
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LDA.b #$38 : STA $BC : JSL $38F000
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RTL
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RTL
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.bunny_hood
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.bunny_hood
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LDA.b #$37 : STA $BC ; Load Bunny Hood Location
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; Load Bunny Hood Location
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JSL $37F000
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LDA.b #$37 : STA $BC : JSL $37F000
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RTL
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RTL
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.minish_form
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.minish_form
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LDA.b #$39 : STA $BC ; Load Minish Form Location
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; Load Minish Form Location
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JMP .original_palette
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LDA.b #$39 : STA $BC : JMP .original_palette
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RTL
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; RTL
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.original_sprite
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.original_sprite
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LDA.b #$10 : STA $BC ; Load Original Sprite Location
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; Load Original Sprite Location
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LDA.b #$10 : STA $BC
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.original_palette
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.original_palette
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REP #$21
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REP #$21
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@@ -131,9 +163,12 @@ Palette_ArmorAndGloves:
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; =============================================================================
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; =============================================================================
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; Overworld Palette Persist
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; Overworld Palette Persist
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; =============================================================================
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Overworld_CgramAuxToMain_Override:
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Overworld_CgramAuxToMain_Override:
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{
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{
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; copies the auxiliary CGRAM buffer to the main one and causes NMI to reupload the palette.
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; Copies the auxiliary CGRAM buffer to the main one
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; Causes NMI to reupload the palette.
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REP #$20
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REP #$20
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@@ -161,6 +196,7 @@ Overworld_CgramAuxToMain_Override:
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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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; =============================================================================
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; =============================================================================
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@@ -172,3 +208,26 @@ Overworld_CgramAuxToMain:
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}
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}
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; =============================================================================
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; =============================================================================
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; Change which mask forms have access to the sword.
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; =============================================================================
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org $079CD9
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||||||
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JSL LinkItem_CheckForSwordSwing_Masks
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; =============================================================================
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pullpc
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LinkItem_CheckForSwordSwing_Masks:
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{
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LDA $02B2 : BEQ .return
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CMP.b #$02 : BEQ .return ; zora mask can use sword
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LDA #$01
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RTL
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.return
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LDA $3B : AND.b #$10
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RTL
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}
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; =============================================================================
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@@ -12,6 +12,8 @@ incbin gfx/minish_link.4bpp
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org $07DA2A
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org $07DA2A
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TileDetection_OverworldAttributeJumpTable:
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TileDetection_OverworldAttributeJumpTable:
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; org $07DAEB ; Tile ID 61
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org $07DAF2
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org $07DAF2
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dw LinkState_CheckForMinishForm ; Tile ID 64
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dw LinkState_CheckForMinishForm ; Tile ID 64
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dw LinkState_CheckMinishTile ; Tile ID 65
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dw LinkState_CheckMinishTile ; Tile ID 65
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@@ -23,31 +25,25 @@ org $07F89D
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LinkState_CheckForMinishForm:
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LinkState_CheckForMinishForm:
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||||||
{
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{
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SEP #$30
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SEP #$30
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||||||
|
|
||||||
; Check for the R button (like minish cap)
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; Check for the R button (like minish cap)
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LDA.b $F6 : BIT.b #$10 : BNE .r_button_press
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%CheckNewR_ButtonPress() : BEQ .return
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BRA .return
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.r_button_press
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LDY.b #$04 : LDA.b #$23
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LDA !CurrentMask
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JSL AddTransformationCloud
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CMP.b #$05 : BEQ .already_minish ; return to human form
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LDA.b #$14 : JSR Player_DoSfx2
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CMP.b #$00 : BNE .return ; don't transform if not human
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%PlayerTransform()
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||||||
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LDA $02B2 : CMP.b #$05 : BEQ .already_minish
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LDA.l $7EF359 : STA $0AA5 ; Store the current sword
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
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LDA.b #$00 : STA $7EF35A ; Clear the shield
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LDA #$39 : STA $BC ; change link's sprite
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LDA #$39 : STA $BC ; Change link's sprite
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||||||
LDA #$05 : STA $02B2 ; Set the current mask form
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LDA #$05 : STA $02B2 ; Set the current mask form
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BRA .return
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BRA .return
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||||||
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.already_minish
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.already_minish
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STZ $02B2
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%PlayerTransform()
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LDA $0AA5 : STA.l $7EF359
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%ResetToLinkGraphics()
|
||||||
LDA $0AAF : STA.l $7EF35A
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LDA $0AAF : STA.l $7EF35A
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||||||
LDA #$10 : STA $BC
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|
||||||
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|
||||||
.return
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.return
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REP #$30
|
REP #$30
|
||||||
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|||||||
@@ -58,20 +58,20 @@ LinkItem_ShovelAndFlute:
|
|||||||
|
|
||||||
; Bank 07 Free Space
|
; Bank 07 Free Space
|
||||||
pullpc
|
pullpc
|
||||||
|
print pc
|
||||||
LinkItem_WolfMask:
|
LinkItem_WolfMask:
|
||||||
{
|
{
|
||||||
|
SEP #$30
|
||||||
LDA $02B2 : CMP #$03 : BNE .equip
|
LDA $02B2 : CMP #$03 : BNE .equip
|
||||||
JSR LinkItem_Shovel
|
JSR LinkItem_Shovel
|
||||||
|
|
||||||
.equip
|
.equip
|
||||||
; Check for R button press
|
; Check for R button press
|
||||||
LDA.b $F6 : BIT.b #$10 : BEQ .return
|
%CheckNewR_ButtonPress() : BEQ .return
|
||||||
LDA $6C : BNE .return ; in a doorway
|
LDA $6C : BNE .return ; in a doorway
|
||||||
LDA $0FFC : BNE .return ; can't open menu
|
LDA $0FFC : BNE .return ; can't open menu
|
||||||
|
|
||||||
LDY.b #$04 : LDA.b #$23
|
%PlayerTransform()
|
||||||
JSL AddTransformationCloud
|
|
||||||
LDA.b #$14 : JSR Player_DoSfx2
|
|
||||||
|
|
||||||
LDA $02B2 : CMP #$03 : BEQ .unequip ; is the wolf mask already on?
|
LDA $02B2 : CMP #$03 : BEQ .unequip ; is the wolf mask already on?
|
||||||
JSL UpdateWolfPalette
|
JSL UpdateWolfPalette
|
||||||
@@ -80,11 +80,10 @@ LinkItem_WolfMask:
|
|||||||
BRA .return
|
BRA .return
|
||||||
|
|
||||||
.unequip
|
.unequip
|
||||||
STZ $02B2
|
%ResetToLinkGraphics()
|
||||||
JSL Palette_ArmorAndGloves
|
|
||||||
LDA #$10 : STA $BC ; take the mask off
|
|
||||||
|
|
||||||
.return
|
.return
|
||||||
CLC
|
REP #$30
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
@@ -55,26 +55,21 @@ org $07A569
|
|||||||
LinkItem_ZoraMask:
|
LinkItem_ZoraMask:
|
||||||
{
|
{
|
||||||
; Check for R button held
|
; Check for R button held
|
||||||
LDA $F2 : CMP #$10 : BNE .return
|
%CheckNewR_ButtonPress() : BEQ .return
|
||||||
|
|
||||||
JSR Link_CheckNewY_ButtonPress : BCC .return
|
|
||||||
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
|
|
||||||
|
|
||||||
LDA $6C : BNE .return ; in a doorway
|
LDA $6C : BNE .return ; in a doorway
|
||||||
LDA $0FFC : BNE .return ; can't open menu
|
LDA $0FFC : BNE .return ; can't open menu
|
||||||
|
|
||||||
LDY.b #$04 : LDA.b #$23
|
%PlayerTransform()
|
||||||
JSL AddTransformationCloud
|
|
||||||
LDA.b #$14 : JSR Player_DoSfx2
|
|
||||||
|
|
||||||
LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
|
LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
|
||||||
JSL UpdateZoraPalette
|
JSL UpdateZoraPalette ; change links palette
|
||||||
LDA #$36 : STA $BC
|
LDA #$36 : STA $BC ; change links graphics
|
||||||
LDA #$02 : STA $02B2
|
LDA #$02 : STA $02B2 ; set the zora mask on
|
||||||
BRA .return
|
BRA .return
|
||||||
|
|
||||||
.unequip
|
.unequip
|
||||||
JSL Palette_ArmorAndGloves
|
%ResetToLinkGraphics()
|
||||||
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
|
|
||||||
|
|
||||||
.return
|
.return
|
||||||
CLC
|
CLC
|
||||||
@@ -102,11 +97,7 @@ org $07C307
|
|||||||
|
|
||||||
; =============================================================================
|
; =============================================================================
|
||||||
|
|
||||||
|
pullpc ; Bank07 Free Space from Deku Mask
|
||||||
; Bank07 Free Space
|
|
||||||
; Predecessor: Wolf Mask I think
|
|
||||||
; org $07F95D
|
|
||||||
pullpc
|
|
||||||
LinkState_UsingZoraMask:
|
LinkState_UsingZoraMask:
|
||||||
{
|
{
|
||||||
; Check if the mask is equipped
|
; Check if the mask is equipped
|
||||||
@@ -265,12 +256,9 @@ LinkState_UsingZoraMask:
|
|||||||
}
|
}
|
||||||
print "==> LinkState_UsingZoraMask ", pc
|
print "==> LinkState_UsingZoraMask ", pc
|
||||||
|
|
||||||
; =============================================================================
|
|
||||||
|
|
||||||
; TODO: Make this so it does not cancel if $0202 is still the same mask
|
; TODO: Make this so it does not cancel if $0202 is still the same mask
|
||||||
; corresponding to the form the player is in.
|
; corresponding to the form the player is in.
|
||||||
; Also, prevent this from canceling minish form.
|
; Also, prevent this from canceling minish form.
|
||||||
; org $07FA55
|
|
||||||
LinkState_ResetMaskAnimated:
|
LinkState_ResetMaskAnimated:
|
||||||
{
|
{
|
||||||
LDA $02B2 : BEQ .no_mask
|
LDA $02B2 : BEQ .no_mask
|
||||||
@@ -294,5 +282,4 @@ LinkState_ResetMaskAnimated:
|
|||||||
RTL
|
RTL
|
||||||
}
|
}
|
||||||
|
|
||||||
print "==> LinkState_ResetMaskAnimated ", pc
|
|
||||||
pushpc
|
pushpc
|
||||||
|
|||||||
Reference in New Issue
Block a user