Mask palette and gfx persist through transition
This commit is contained in:
@@ -38,8 +38,9 @@ LinkItem_Ether:
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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 : STZ $02B2 ; take the hood off
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LDA #$10 : STA $BC ; take the hood off
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.return
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CLC
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@@ -1,29 +1,6 @@
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; =============================================================================
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; no glove color
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org $0DEE24
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db $80
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org $07983A
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Player_ResetSwimState:
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org $0ED6C0
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LoadActualGearPalettes:
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org $07E245
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Link_HandleVelocity:
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org $07915E
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LinkState_ExitingDash:
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org $07E6A6
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Link_HandleMovingAnimation_FullLongEntry:
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org $07E69D
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Link_HandleMovingAnimation_SetFacingDown:
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org $01FF28
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Player_CacheStatePriorToHandler:
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; Change Link Sprite with $BC
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; =============================================================================
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org $09912C
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AddTransformationCloud:
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@@ -66,16 +43,43 @@ org $1BEE1B
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org $398000
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Palette_ArmorAndGloves:
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{
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LDA.b #$10
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STA $BC ; Load Original Sprite Location
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LDA $02B2 : CMP #$01 : BEQ .deku_mask
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CMP.b #$02 : BEQ .zora_mask
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CMP.b #$03 : BEQ .wolf_mask
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CMP.b #$04 : BEQ .bunny_hood
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JMP .original_sprite
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.deku_mask
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LDA.b #$35 : STA $BC ; Load Deku Mask Location
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JMP .original_palette
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.zora_mask
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LDA.b #$36 : STA $BC ; Load Zora Mask Location
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JMP .original_palette
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.wolf_mask
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LDA.b #$38 : STA $BC ; Load Wolf Mask Location
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JSL $38F000
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RTL
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.bunny_hood
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LDA.b #$37 : STA $BC ; Load Bunny Hood Location
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JSL $37F000
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RTL
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.original_sprite
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LDA.b #$10 : STA $BC ; Load Original Sprite Location
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.original_palette
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REP #$21
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LDA $7EF35B
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LDA $7EF35B ; Link's armor value
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JSL $1BEDFF ; Read Original Palette Code
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RTL
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.part_two
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SEP #$30
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REP #$30
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LDA $7EF354
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LDA.w #$0000 ; Ignore glove color modifier $7EF354
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JSL $1BEE21 ; Read Original Palette Code
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RTL
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@@ -118,89 +122,64 @@ Palette_ArmorAndGloves:
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}
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; =============================================================================
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org $07B64F
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Link_HandleDiagonalCollision:
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; start of free space in bank07
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org $07F89D
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Link_HandleDiagonalCollision_Long:
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; Overworld Palette Persist
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Overworld_CgramAuxToMain_Override:
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{
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PHB : PHK : PLB
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JSR Link_HandleDiagonalCollision
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PLB
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; copies the auxiliary CGRAM buffer to the main one and causes NMI to reupload the palette.
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REP #$20
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LDX.b #$00
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.loop
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LDA $7EC300, X : STA $7EC500, X
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LDA $7EC340, X : STA $7EC540, X
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LDA $7EC380, X : STA $7EC580, X
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LDA $7EC3C0, X : STA $7EC5C0, X
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LDA $7EC400, X : STA $7EC600, X
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LDA $7EC440, X : STA $7EC640, X
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LDA $7EC480, X : STA $7EC680, X
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LDA $02B2 : BNE .has_mask_palette
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LDA $7EC4C0, X : STA $7EC6C0, X
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.has_mask_palette
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INX #2 : CPX.b #$40 : BNE .loop
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SEP #$20
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; tell NMI to upload new CGRAM data
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INC $15
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RTL
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}
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org $02C769
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Overworld_CgramAuxToMain:
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{
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JSL Overworld_CgramAuxToMain_Override
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RTS
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}
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; no glove color (don't think this does anything?)
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org $0DEE24
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db $80
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; =============================================================================
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org $07B7C7
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Link_HandleCardinalCollision:
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; extra free space in bank07 for longs (no longer used)
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org $07F89D
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org $07F8A6
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Link_HandleCardinalCollision_Long:
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{
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PHB : PHK : PLB
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JSR Link_HandleCardinalCollision
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PLB
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RTL
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}
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; =============================================================================
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org $07E8F0
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HandleIndoorCameraAndDoors:
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org $07F8AE
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HandleIndoorCameraAndDoors_Long:
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{
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PHB : PHK : PLB
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JSR HandleIndoorCameraAndDoors
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PLB
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RTL
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}
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; =============================================================================
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org $07F514
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CheckIndoorStatus:
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org $07F8B7
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CheckIndoorStatus_Long:
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{
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PHB : PHK : PLB
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JSR CheckIndoorStatus
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PLB
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RTL
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}
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; =============================================================================
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org $079873
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Player_ResetSwimCollision:
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org $07F8C0
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Player_ResetSwimCollision_Long:
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{
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PHB : PHK : PLB
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JSR Player_ResetSwimCollision
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PLB
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RTL
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}
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; =============================================================================
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org $079B0E
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Link_HandleYItems:
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org $07F8C9
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Link_HandleYItems_Long:
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{
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PHB : PHK : PLB
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JSR Link_HandleYItems
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PLB
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RTL
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}
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; =============================================================================
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@@ -220,60 +199,11 @@ LinkState_ResetMaskAnimated:
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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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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC : STZ $02B2
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LDA #$10 : STA $BC
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.no_mask
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RTL
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}
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Link_CheckNewL_ButtonPress:
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{
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; Check if the L button is already down.
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BIT $3B : BVS .noNewInput
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; Flag to see if Link is recoiling from damage or other stuff.
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LDA $46 : BNE .noNewInput
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; Check joypad readings for new input during this frame.
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LDA $F6 : AND.b #$08 : BEQ .noNewInput ; AND with 00001000 to isolate L
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TSB $3B
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SEC
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RTS
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.noNewInput
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; I'm guessing this is like a cancel indicator.
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CLC
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RTS
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}
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Link_CheckNewR_ButtonPress:
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{
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; Check if the R button is already down.
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BIT $3B : BVS .noNewInput
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; Flag to see if Link is recoiling from damage or other stuff.
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LDA $46 : BNE .noNewInput
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; Check joypad readings for new input during this frame.
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LDA $F6 : AND.b #$04 : BEQ .noNewInput ; AND with 00000100 to isolate R
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TSB $3B
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SEC
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RTS
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.noNewInput
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; I'm guessing this is like a cancel indicator.
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CLC
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RTS
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}
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; =============================================================================
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@@ -21,7 +21,8 @@ LinkItem_ShovelAndFlute:
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LDA $0202 : CMP.b #$0D : BNE .use_wolf_mask
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BRL LinkItem_Flute
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.use_wolf_mask
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JSR LinkItem_WolfMask
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BRL LinkItem_WolfMask
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}
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; =============================================================================
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@@ -30,17 +31,11 @@ org $07F8E9
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LinkItem_WolfMask:
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{
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LDA $02B2 : CMP #$03 : BNE .equip
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; FIXME: activates whenever you press the Y button
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; needs a delay or something?
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JSR LinkItem_Shovel
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.equip
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; check for R button held
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LDA $F2 : CMP #$10 : BNE .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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; Check for R button press
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LDA.b $F6 : BIT.b #$10 : 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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@@ -55,8 +50,9 @@ LinkItem_WolfMask:
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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 : STZ $02B2 ; take the mask off
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LDA #$10 : STA $BC ; take the mask off
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.return
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CLC
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Block a user