Disable experiment overworld entrance, area, cleanup lost woods cam
This commit is contained in:
@@ -2,7 +2,7 @@
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; Lost Woods Hack
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;
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; Area: 29
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; East Exit 2A
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; East Exit 2A
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; North Exit 21
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; South is 31
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; West is 28
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@@ -15,6 +15,7 @@
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!SouthArea = #$31
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!EastArea = #$2A
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!ComboCounter = $1CF7 ; ram address to store combo counter
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!RestoreCam = $1CF8
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; ==========================================================
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@@ -22,79 +23,59 @@
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org $02AA7D
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JSL LOST_WOOD_HOOK
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; Gets the small/large map true ID of the current screen
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Overworld_ActualScreenID = $02A5EC
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; At this stage the accumulator contains area currently in
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; X contains the area you're moving to.
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org $A0F000
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LOST_WOOD_HOOK:
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LOST_WOOD_HOOK:
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{
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CMP #$29 ; are we in the right area?
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BEQ begincode
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normalfinish:
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{
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; Overworld_ActualScreenID
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; Gets the small/large map true ID of the current screen
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LDA $02A5EC, x ; not right area so return.
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; are we in the right area?
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CMP #$29 : BEQ begincode
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; not right area so return.
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normalfinish:
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LDA !RestoreCam : BEQ +
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+
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LDA Overworld_ActualScreenID, X
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STZ !ComboCounter
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RTL
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} ; label normalfinish
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begincode:
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{
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CPX !EastArea
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BEQ normalfinish
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begincode:
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; Return from where we came from
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CPX !EastArea : BEQ normalfinish
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; from here onwards, use the ram address to determine which combo you're up to
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; this code is pretty repeatable
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LDA !ComboCounter
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LDA !ComboCounter : CMP #$00 : BNE combo1
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; did you get it right?
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CPX !NorthArea : BEQ UP_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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CMP #$00
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BNE combo1
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CPX !NorthArea ; did you get it right?
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BEQ UP_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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} ; label begincode
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combo1:
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CMP #$01 : BNE combo2
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CPX !WestArea : BEQ LEFT_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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combo1:
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{
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CMP #$01
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BNE combo2
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CPX !WestArea ; did you get it right?
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BEQ LEFT_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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} ; label comb1
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combo2:
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CMP #$02 : BNE combo3
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CPX !SouthArea : BEQ DOWN_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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combo2:
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{
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CMP #$02
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BNE combo3
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CPX !SouthArea ; did you get it right?
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BEQ DOWN_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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} ; label comb2
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combo3:
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{
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CPX !WestArea ; did you get it right?
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BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
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LDA #$1B
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STA $012F ; play fanfare
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BRA normalfinish
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combo3:
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; we want to load the down area, since we complete the combos
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CPX !WestArea : BNE RESOLVE_INCORRECT
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LDA #$1B : STA $012F ; play fanfare
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BRA normalfinish
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RESOLVE_INCORRECT:
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CPX !NorthArea
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BEQ CASE_UP
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CPX !WestArea
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BEQ CASE_LEFT
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CPX !NorthArea : BEQ CASE_UP
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CPX !WestArea : BEQ CASE_LEFT
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BRA CASE_DOWN
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} ; label combo3
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DOWN_CORRECT:
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DOWN_CORRECT:
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{
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INC !ComboCounter
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CASE_DOWN:
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@@ -116,7 +97,7 @@ LOST_WOOD_HOOK:
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} ; label DOWN_CORRECT
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UP_CORRECT:
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UP_CORRECT:
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{
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INC !ComboCounter
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CASE_UP:
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@@ -134,11 +115,12 @@ LOST_WOOD_HOOK:
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CLC
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ADC #$10
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STA $700
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LDA.b #$01 : STA !RestoreCam
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BRA all
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} ; label UP_CORRECT
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LEFT_CORRECT:
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LEFT_CORRECT:
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{
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INC !ComboCounter
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CASE_LEFT:
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@@ -156,43 +138,9 @@ LOST_WOOD_HOOK:
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INC $700
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} ; label LEFT_CORRECT
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all:
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all:
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{
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LDA #$29 ; load the same area.
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RTL
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}
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; TODO: Restore camera values on invalid combinations.
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RestoreCameraNorth:
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{
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LDA $700
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SEC
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SBC #$10
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STA $700
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RTS
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}
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RestoreCameraSouth:
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{
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LDA $700
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CLC
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ADC #$10
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STA $700
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RTS
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}
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RestoreCameraWest:
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{
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DEC $700
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DEC $700
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RTS
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}
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RestoreCameraEast:
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{
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INC $700
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INC $700
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RTS
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}
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} ; label LOST_WOOD_HOOK
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} ; label LOST_WOOD_HOOK
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