Disable experiment overworld entrance, area, cleanup lost woods cam
This commit is contained in:
@@ -1,4 +1,3 @@
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Map16Definitions = $0F8000
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Overworld_DrawMap16_Persist = $1BC97C
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Overworld_DrawMap16_Anywhere = $1BC983
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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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@@ -22,77 +23,57 @@
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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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{
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CMP #$29 ; are we in the right area?
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BEQ begincode
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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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{
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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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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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; 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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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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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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} ; label begincode
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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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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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} ; label comb1
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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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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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} ; 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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; 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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{
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@@ -134,6 +115,7 @@ 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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@@ -161,38 +143,4 @@ LOST_WOOD_HOOK:
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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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@@ -1,4 +1,3 @@
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org $0EDE29
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; $75E29-$75E48 DATA
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{
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@@ -25,7 +25,7 @@ org $07866D
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; 01 - Zora Temple (OW 1E)
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; 02 - Castle Bridge (OW 1B)
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; 03 - Tail Palace (OW 2F)
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; 04 - TODO: Goron Mines Entrance
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; 04 - Goron Mines Entrance (OW 36)
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; 05 - TODO: Fortress of Secrets (OW 5E)
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CameraCache = $0632
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@@ -89,23 +89,13 @@ pullpc
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ShakeScreen:
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{
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REP #$20
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LDA.b $1A
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AND.w #$0001
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ASL A
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TAX
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LDA.l $01C961, X
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STA.w $011A
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LDA.l $01C965, X
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STA.w $011C
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.exit
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LDA.b $1A : AND.w #$0001 : ASL A : TAX
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LDA.l $01C961, X : STA.w $011A
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LDA.l $01C965, X : STA.w $011C
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SEP #$20
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RTS
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}
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; =========================================================
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; Zora Temple Hidden Waterfall
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@@ -129,10 +119,8 @@ ZoraTemple_EntranceAnimation:
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SEP #$20
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.do_anim
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LDA.b $B0 ; Get animation state
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ASL A
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TAX ; x2
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; Get animation state
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LDA.b $B0 : ASL A : TAX ; x2
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JSR.w (.AnimationFrames, X)
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RTL
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@@ -662,13 +650,9 @@ Castle_EntranceAnimation:
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+
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SEP #$20
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.last_frame
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LDA.b $B0 ; Get animation state
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ASL A
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TAX ; x2
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; Get animation state
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LDA.b $B0 : ASL A : TAX ; x2
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JSR.w (.AnimationFrames, X)
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RTL
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.AnimationFrames
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@@ -778,8 +762,8 @@ Castle_Frame0:
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Castle_Frame1:
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{
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#_1BCC21: LDA.b #$16 ; SFX3.16
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#_1BCC23: STA.w $012F
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LDA.b #$16 ; SFX3.16
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STA.w $012F
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LDA.b $C8 : BEQ .doInit ; Load the timer
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JMP .notfirstframe
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.doInit
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@@ -935,13 +919,8 @@ Castle_Frame3:
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TailPalace_EntranceAnimation:
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{
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LDA.b $B0 ; Get animation state
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ASL A
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TAX ; x2
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LDA.b $B0 : ASL A : TAX ; x2
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JSR.w (.AnimationFrames, X)
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RTL
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.AnimationFrames
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@@ -1033,12 +1012,10 @@ TailPalace_EntranceAnimation:
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Goron_EntranceAnimation:
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{
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LDA.b $B0 ; Get animation state
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ASL A
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TAX ; x2
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LDA.b $B0 : ASL A : TAX ; x2
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JSR.w (.AnimationFrames, X)
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RTL
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.AnimationFrames
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dw Goron_Frame0
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dw Goron_Frame1
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@@ -66,9 +66,9 @@ pushpc
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incsrc "Overworld/world_map.asm"
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print "End of world_map.asm ", pc
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pullpc
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incsrc "Overworld/entrances.asm"
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print "End of Overworld/entrances.asm ", pc
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;pullpc
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;incsrc "Overworld/entrances.asm"
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;print "End of Overworld/entrances.asm ", pc
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; =========================================================
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; Get Lv2 Sword from chest
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@@ -145,9 +145,9 @@ LoadOverworldPitAreas:
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CLC ; allow transition
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RTL
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}
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pushpc
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;pushpc
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incsrc "Overworld/special_areas.asm"
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; incsrc "Overworld/special_areas.asm"
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Overworld_GetPitDestination = $1BB860
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