Cleanup Asar warnings with deprecated #$ format in tables
This commit is contained in:
@@ -17,10 +17,10 @@ endwhile
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; ZS does not clear message data when bank is changed
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; ZS does not clear message data when bank is changed
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; So the end of the data bank is not as easily searchable.
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; So the end of the data bank is not as easily searchable.
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org $0EEE75
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org $0EEE75
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db #$80
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db $80
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org !addr+1
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org !addr+1
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db #$80
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db $80
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org $0ED436
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org $0ED436
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JML MessageExpand
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JML MessageExpand
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@@ -36,10 +36,10 @@ UpdateBunnyPalette:
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; =========================================================
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; =========================================================
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bunny_palette:
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bunny_palette:
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dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
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dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $19FD, $14B6
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dw #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616
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dw $55BB, $362A, $3F4E, $162B, $22D0, $2E5A, $1970, $7616
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dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
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dw $6565, $7271, $2AB7, $477E, $1997, $14B5, $459B, $69F2
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dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
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dw $7AB8, $2609, $19D8, $3D95, $567C, $1890, $52F6, $2357, $0000
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print "End of Bunny Hood GFX ", pc
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print "End of Bunny Hood GFX ", pc
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@@ -57,6 +57,8 @@ Link_CheckForBunnyRun:
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RTS
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RTS
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pushpc
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pushpc
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SubVelocityValues = $87E227
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org $20AF20
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org $20AF20
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LinkState_BunnyHoodRun:
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LinkState_BunnyHoodRun:
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{
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{
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@@ -69,7 +71,7 @@ LinkState_BunnyHoodRun:
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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.l SubVelocityValues, 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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@@ -22,8 +22,8 @@ UpdateDekuPalette:
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}
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}
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deku_palette:
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deku_palette:
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dw #$6739, #$15C5, #$150E, #$26C9, #$17AA, #$21F4, #$17DF, #$42DB
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dw $6739, $15C5, $150E, $26C9, $17AA, $21F4, $17DF, $42DB
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dw #$14A5, #$14BC, #$14B2, #$14A5, #$7FFF, #$7A18, #$178C
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dw $14A5, $14BC, $14B2, $14A5, $7FFF, $7A18, $178C
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print "End of Masks/deku_mask.asm ", pc
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print "End of Masks/deku_mask.asm ", pc
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@@ -66,9 +66,9 @@ org $07A6BE
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LinkState_UsingQuake:
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LinkState_UsingQuake:
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{
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{
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.anim_step
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.anim_step
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db #$00, #$01, #$02, #$03
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db $00, $01, $02, $03
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db #$00, #$01, #$02, #$03
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db $00, $01, $02, $03
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db #$10, #$10, #$00, #$00 ; 16
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db $10, $10, $00, $00 ; 16
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.anim_timer
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.anim_timer
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db 5, 5, 5, 5
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db 5, 5, 5, 5
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@@ -1,6 +1,6 @@
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; ========================================
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; =========================================================
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; GBC Link
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; GBC Link
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; ========================================
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; =========================================================
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UpdateGbcPalette:
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UpdateGbcPalette:
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{
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{
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@@ -13,12 +13,10 @@ UpdateGbcPalette:
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.loop
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.loop
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LDA.l GameboyLinkPalette, X : STA $7EC6E0, X
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LDA.l GameboyLinkPalette, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop
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DEX : DEX : BPL .loop
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SEP #$30 ; go back to 8 bit mode
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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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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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RTL ; or RTS depending on where you need it
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.blue_mail
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.blue_mail
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LDX #$001E
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LDX #$001E
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.loop2
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.loop2
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LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X
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LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X
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@@ -26,7 +24,7 @@ UpdateGbcPalette:
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SEP #$30 ; go back to 8 bit mode
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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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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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RTL ; or RTS depending on where you need it
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.red_mail
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.red_mail
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LDX #$001E
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LDX #$001E
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.loop3
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.loop3
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LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X
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LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X
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@@ -37,22 +35,16 @@ UpdateGbcPalette:
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}
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}
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GameboyLinkPalette:
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GameboyLinkPalette:
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{
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw $46FF, $22A2, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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dw #$46FF, #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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GameboyLinkBlueMail:
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GameboyLinkBlueMail:
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{
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw $46FF, $4D25, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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dw #$46FF, #$4D25, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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GameboyLinkRedMail:
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GameboyLinkRedMail:
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{
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw $46FF, $081D, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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dw #$46FF, #$081D, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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LinkState_GameboyInDungeonEntrance:
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LinkState_GameboyInDungeonEntrance:
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{
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{
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@@ -60,12 +52,9 @@ LinkState_GameboyInDungeonEntrance:
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LDA $0FFF : CMP #$00 : BEQ .return
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LDA $0FFF : CMP #$00 : BEQ .return
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA $BC : CMP #$06 : BEQ .return
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LDA $BC : CMP #$06 : BEQ .return
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JSL UpdateGbcPalette
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JSL UpdateGbcPalette
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$3B : STA $BC ; change link's sprite
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.return
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.return
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JSL $0AFE80 ; Underworld_HandleLayerEffect
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JSL $0AFE80 ; Underworld_HandleLayerEffect
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RTL
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RTL
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}
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}
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@@ -79,10 +68,8 @@ LoadOverworld_CheckForGbcLink:
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LDA.b #$3B : STA $BC ; change link's sprite
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LDA.b #$3B : STA $BC ; change link's sprite
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JSL UpdateGbcPalette
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JSL UpdateGbcPalette
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JMP .return
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JMP .return
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.return_lw
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.return_lw
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STZ.w $02B2
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STZ.w $02B2
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.return
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.return
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JSL Palette_ArmorAndGloves
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JSL Palette_ArmorAndGloves
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STZ.b $B0
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STZ.b $B0
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@@ -124,7 +111,6 @@ LinkState_GameboyForm:
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LDA $0FFF : BEQ .return ; not in dark world
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LDA $0FFF : BEQ .return ; not in dark world
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.transform
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.transform
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%PlayerTransform()
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%PlayerTransform()
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$06 : STA $02B2
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LDA #$06 : STA $02B2
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JSL UpdateGbcPalette
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JSL UpdateGbcPalette
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@@ -135,7 +121,6 @@ LinkState_GameboyForm:
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LDA #$10 : STA $BC
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LDA #$10 : STA $BC
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STZ $02B2
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STZ $02B2
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JSL Palette_ArmorAndGloves
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JSL Palette_ArmorAndGloves
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.return
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.return
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JSL $07F1E6
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JSL $07F1E6
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RTL
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RTL
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@@ -12,12 +12,9 @@ UpdateMooshPalette:
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RTL ; or RTS depending on where you need it
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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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MooshPalette:
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MooshPalette:
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{
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dw $0000, $7FFF, $237E, $46FF, $369E, $14A5, $01FF, $1078
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dw #$0000, #$7FFF, #$237E, #$46FF, #$369E, #$14A5, #$01FF, #$1078
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dw $6E25, $7AEF, $6759, $0A4A, $12EF, $2A5C, $1571, $7A18
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dw #$6E25, #$7AEF, #$6759, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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Link_HoverIfMooshWantsToDash:
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Link_HoverIfMooshWantsToDash:
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{
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{
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@@ -1,9 +1,6 @@
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; =========================================================
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; =========================================================
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; Wolf Mask
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; Wolf Mask
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;
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; Talk to animals
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; Dig for treasure ability (shovel)
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; Dig for treasure ability (shovel)
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;
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; =========================================================
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; =========================================================
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UpdateWolfPalette:
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UpdateWolfPalette:
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@@ -23,10 +20,10 @@ UpdateWolfPalette:
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; =========================================================
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; =========================================================
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WolfPalette:
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WolfPalette:
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dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$1A3D, #$14B6
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dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $1A3D, $14B6
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dw #$4650, #$362A, #$3F4E, #$162B, #$318A, #$39CC, #$1CE7, #$76D1
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dw $4650, $362A, $3F4E, $162B, $318A, $39CC, $1CE7, $76D1
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dw #$6565, #$7271, #$14B5, #$459B, #$3D95, #$22D0, #$567C, #$1890
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dw $6565, $7271, $14B5, $459B, $3D95, $22D0, $567C, $1890
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dw #$7616, #$0000
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dw $7616, $0000
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; =========================================================
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; =========================================================
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@@ -52,9 +49,8 @@ LinkItem_ShovelAndFlute:
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; Play flute or use the Wolf Mask
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; Play flute or use the Wolf Mask
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LDA $0202 : CMP.b #$0D : BNE .use_wolf_mask
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LDA $0202 : CMP.b #$0D : BNE .use_wolf_mask
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BRL LinkItem_Flute
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BRL LinkItem_Flute
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.use_wolf_mask
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.use_wolf_mask
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JMP LinkItem_WolfMask
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JMP LinkItem_WolfMask
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}
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}
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; assert pc() <= $07A31F
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; assert pc() <= $07A31F
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@@ -67,14 +63,13 @@ LinkItem_WolfMask:
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{
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{
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LDA $02B2 : CMP #$03 : BNE .equip
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LDA $02B2 : CMP #$03 : BNE .equip
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JSR LinkItem_Shovel
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JSR LinkItem_Shovel
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.equip
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.equip
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LDA.b #$03
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LDA.b #$03
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JSL Link_TransformMask
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JSL Link_TransformMask
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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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print "End of Masks/wolf_mask.asm ", pc
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print "End of Masks/wolf_mask.asm ", pc
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pushpc
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pushpc
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@@ -29,8 +29,8 @@ UpdateZoraPalette:
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; TODO: Finish the Zora palette
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; TODO: Finish the Zora palette
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zora_palette:
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zora_palette:
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dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$4E48, #$3582
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dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $4E48, $3582
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dw #$55BB, #$6EF7, #$7BDE, #$55C7, #$6ECD, #$2E5A, #$1970, #$7616
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dw $55BB, $6EF7, $7BDE, $55C7, $6ECD, $2E5A, $1970, $7616
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; dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
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; dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
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; dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357
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; dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357
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@@ -149,7 +149,6 @@ LinkState_UsingZoraMask:
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|
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STZ $5D ; reset player to ground state
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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 $EE ; move link to lower level
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|
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LDA #$72 : STA $9A ; Set layer
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LDA #$72 : STA $9A ; Set layer
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LDA #$08 : STA $5E ; Set the player speed
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LDA #$08 : STA $5E ; Set the player speed
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STZ $0345 ; Reset deep water flag
|
STZ $0345 ; Reset deep water flag
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@@ -968,7 +968,6 @@ Sprite_DarkLink_Main:
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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%GotoAction(13)
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%GotoAction(13)
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+
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+
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||||||
|
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RTS
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RTS
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||||||
}
|
}
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|
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@@ -987,7 +986,6 @@ Sprite_DarkLink_Main:
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|||||||
|
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Dead:
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Dead:
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{
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{
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||||||
|
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RTS
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RTS
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}
|
}
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|
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@@ -1000,7 +998,6 @@ Sprite_DarkLink_Main:
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LDA dlinkPalRed, X : STA $7EC600, X
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LDA dlinkPalRed, X : STA $7EC600, X
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DEX : DEX : BNE --
|
DEX : DEX : BNE --
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INC $15 ;Refresh Palettes
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INC $15 ;Refresh Palettes
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|
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SEP #$20
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SEP #$20
|
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PLX
|
PLX
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|
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@@ -1016,7 +1013,7 @@ Sprite_DarkLink_Main:
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|||||||
}
|
}
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|
|
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dlinkPalRed:
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dlinkPalRed:
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dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$001D, #$6FF4
|
dw $7FFF, $14A5, $2108, $294A, $1CF5, $7E4E, $001D, $6FF4
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}
|
}
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||||||
|
|
||||||
; =========================================================
|
; =========================================================
|
||||||
|
|||||||
@@ -68,7 +68,7 @@ org $3CA62A ; Expanded space for our routine
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|||||||
.continue
|
.continue
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||||||
LDA $F2 : CMP #$70 : BEQ $03 : JMP END ; Check L, R and X button
|
LDA $F2 : CMP #$70 : BEQ $03 : JMP END ; Check L, R and X button
|
||||||
|
|
||||||
if !BetaRelease = 0
|
if !BetaRelease == 0
|
||||||
; How many bombs you have. Can exceed 0x50, up to 0xff.
|
; How many bombs you have. Can exceed 0x50, up to 0xff.
|
||||||
LDA #$50 : STA !Bombs
|
LDA #$50 : STA !Bombs
|
||||||
|
|
||||||
@@ -88,7 +88,6 @@ if !BetaRelease = 0
|
|||||||
LDA #$01 : STA !MagicCape
|
LDA #$01 : STA !MagicCape
|
||||||
|
|
||||||
; 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated
|
; 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated
|
||||||
|
|
||||||
LDA #$01 : STA !BookOfMudora
|
LDA #$01 : STA !BookOfMudora
|
||||||
LDA #$01 : STA !CaneOfSomaria
|
LDA #$01 : STA !CaneOfSomaria
|
||||||
LDA #$01 : STA !PegasusBoots
|
LDA #$01 : STA !PegasusBoots
|
||||||
@@ -168,10 +167,8 @@ endif
|
|||||||
STA !MagicHammer
|
STA !MagicHammer
|
||||||
STA !MoonPearl
|
STA !MoonPearl
|
||||||
|
|
||||||
|
|
||||||
; fill all hearts
|
; fill all hearts
|
||||||
LDA #$A0 : STA !Hearts
|
LDA #$A0 : STA !Hearts
|
||||||
|
|
||||||
; magic power, maximum is 0x80
|
; magic power, maximum is 0x80
|
||||||
LDA #$80 : STA !MagicPower
|
LDA #$80 : STA !MagicPower
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user