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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@@ -18,7 +17,7 @@ Overworld_UseEntranceEntry:
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{
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PHB : PHK : PLB
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JSL Overworld_UseEntrance
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PLB
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PLB
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RTL
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}
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@@ -44,7 +43,7 @@ Overworld_UseEntrance:
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LDA.b $2F : AND.w #$00FF : BNE .not_facing_up
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LDA.l Map16Definitions+2, X
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LDA.l Map16Definitions+2, X
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AND.w #$41FF : CMP.w #$00E9 : BEQ .open_door
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CMP.w #$0149 : BEQ .left_side_castle_door
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CMP.w #$0169 : BEQ .left_side_castle_door
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@@ -224,9 +223,9 @@ FindEntrance:
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ValidDoorTypesExpanded_low:
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dw $00FE, $00C5, $00FE, $0114 ; 00: ???, House Door, ???, ???
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dw $0115, $0175, $0156, $00F5 ; 01:
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dw $0115, $0175, $0156, $00F5 ; 01:
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dw $00E2, $01EF, $0119, $00FE ; 02: ???, ???, ???, Desert Door
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dw $0172, $0177, $013F, $0172 ; 03:
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dw $0172, $0177, $013F, $0172 ; 03:
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dw $0112, $0161, $0172, $014C ; 04: ???, ???, Dam Door, ???
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dw $0156, $01EF, $00FE, $00FE ; 05:
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dw $00FE, $010B, $0173, $0143 ; 06: ???, ???, ???, Tower of Hera
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@@ -259,9 +258,9 @@ pushpc
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org $1BB8BF
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ValidDoorTypes_low:
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dw $00FE, $00C5, $00FE, $0114 ; 00: ???, House Door, ???, ???
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dw $0115, $0175, $0156, $00F5 ; 01:
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dw $0115, $0175, $0156, $00F5 ; 01:
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dw $00E2, $01EF, $0119, $00FE ; 02: ???, ???, ???, Desert Door
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dw $0172, $0177, $013F, $0172 ; 03:
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dw $0172, $0177, $013F, $0172 ; 03:
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dw $0112, $0161, $0172, $014C ; 04: ???, ???, Dam Door, ???
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dw $0156, $01EF, $00FE, $00FE ; 05:
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dw $00FE, $010B, $0173, $0143 ; 06: ???, ???, ???, Tower of Hera
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@@ -287,23 +286,23 @@ ValidDoorTypes_high:
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; 0x00 - OW
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; 0x00 - OW
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; 0x01 - OW 32 - Link's House
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; 0x02 - OW 0E - Hall of Secrets
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; 0x03 - OW 4B - Shrine of Power
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; 0x04 - OW
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; 0x04 - OW
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; 0x05 - OW 4B - Shrine of Power
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; 0x06 - OW 15 - Mountain to Witch Shop Cave Start
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; 0x07 - OW 0D - Mountain to Witch Shop Cave End
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; 0x08 - OW XX - Available
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; 0x08 - OW XX - Available
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; 0x09 - OW 4B - Shrine of Power
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; 0x0A - OW 0B - Kalyxo Castle Secret Courtyard
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; 0x0B - OW 4B - Shrine of Power
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; 0x0C - OW 50 - Shrine of Courage
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; 0x0C - OW 50 - Shrine of Courage
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; 0x0D - OW 18 - Mushroom House
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; 0x0E - OW 18 - Old Woman House
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; 0x0F - OW
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; 0x10 - OW
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; 0x0F - OW
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; 0x10 - OW
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; 0x11 - OW 0B - 1/2 Magic Cave
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; 0x12 - OW 02 - Hall of Secrets Pyramid Route
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; 0x13 - OW 15 - Deluxe Fairy Fountain Pond
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@@ -316,7 +315,7 @@ ValidDoorTypes_high:
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; 0x1A - OW 32 - Beach Cave Route
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; 0x1B - OW - Beach Cave End
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; 0x1C - OW 33 - Beach Cave Intro
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; 0x1D - OW
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; 0x1D - OW
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; 0x1E - OW 0D - Snow Mountain Cave Start
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; 0x1F - OW 05 - Snow Mountain Cave Portal
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; 0x20 - OW 0D - Snow Mountain Cave End
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@@ -341,78 +340,78 @@ ValidDoorTypes_high:
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; 0x33 - OW 63 - Shrine of Wisdom
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; 0x34 - OW 06 - Glacia Estate
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; 0x35 - OW 30 - Dragon Ship
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; 0x36 - OW
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; 0x36 - OW
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; 0x37 - OW 5E - Fortress of Secrets
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; 0x38 - OW 11 - Healing Fairy Cave (Exit)
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; 0x39 - OW
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; 0x39 - OW
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; 0x3A - OW 1D - Deluxe Fairy Fountain East
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; 0x3B - OW 1D - Deluxe Fairy Fountain South
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; 0x3C - OW
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; 0x3D - OW
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; 0x3C - OW
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; 0x3D - OW
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; 0x3E - OW 00 - Ranch Shed
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; 0x3F - OW 00 - Ocarina Girls House
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; 0x40 - OW 23 - Sick Boys House
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; 0x41 - OW
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; 0x41 - OW
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; 0x42 - OW 23 - Village Tavern
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; 0x43 - OW
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; 0x43 - OW
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; 0x44 - OW 23 - Village House
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; 0x45 - OW 1E - Zora Princess House
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; 0x46 - OW 23 - Village Shop
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; 0x47 - OW
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; 0x48 - OW
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; 0x47 - OW
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; 0x48 - OW
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; 0x49 - OW 23 - Village Library
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; 0x4A - OW
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; 0x4A - OW
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; 0x4B - OW 00 - Chicken House
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; 0x4C - OW 0D - Witch Shop
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; 0x4D - OW
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; 0x4D - OW
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; 0x4E - OW 1E - Zora Temple Waterfall
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; 0x4F - OW 43 - Lava Cave Start
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; 0x50 - OW 0E - Cave of Secrets
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; 0x51 - OW 15 - Rock Heart Piece Cave
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; 0x52 - OW 43 - Lava Cave End
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; 0x53 - OW
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; 0x54 - OW
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; 0x55 - OW
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; 0x56 - OW
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; 0x57 - OW
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; 0x58 - OW
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; 0x53 - OW
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; 0x54 - OW
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; 0x55 - OW
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; 0x56 - OW
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; 0x57 - OW
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; 0x58 - OW
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; 0x59 - OW 1A - Archery Minigame
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; 0x5A - OW
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; 0x5A - OW
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; 0x5B - OW 0F - Hidden Grave
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; 0x5C - OW 0F - Graveyard Waterfall
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; 0x5D - OW
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; 0x5E - OW
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; 0x5D - OW
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; 0x5E - OW
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; 0x5F - OW 36 - Mines Shed
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; 0x60 - OW 0A - West Hotel
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; 0x61 - OW 23 - Village Mayors House
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; 0x62 - OW
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; 0x63 - OW
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; 0x62 - OW
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; 0x63 - OW
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; 0x64 - OW 22 - Smiths House
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; 0x65 - OW Fortune Teller
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; 0x66 - OW Fortune Teller
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; 0x65 - OW Fortune Teller
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; 0x66 - OW Fortune Teller
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; 0x67 - OW 18 - Chest Minigame
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; 0x68 - OW 18 - Bonzai House
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; 0x69 - OW
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; 0x6A - OW
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; 0x69 - OW
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; 0x6A - OW
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; 0x6B - OW 2D - Happy Mask Salesman Shop
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; 0x6C - OW
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; 0x6D - OW
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; 0x6E - OW
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; 0x6F - OW
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; 0x70 - OW
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; 0x71 - OW
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; 0x72 - OW
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; 0x73 - OW
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; 0x74 - OW
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; 0x75 - OW
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; 0x76 - OW
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; 0x77 - OW
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; 0x78 - OW
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; 0x79 - OW
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; 0x7A - OW
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; 0x7B - OW
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; 0x7C - OW
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; 0x7D - OW
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; 0x7E - OW
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; 0x7F - OW
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; 0x80 - OW
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; 0x6C - OW
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; 0x6D - OW
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; 0x6E - OW
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; 0x6F - OW
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; 0x70 - OW
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; 0x71 - OW
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; 0x72 - OW
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; 0x73 - OW
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; 0x74 - OW
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; 0x75 - OW
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; 0x76 - OW
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; 0x77 - OW
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; 0x78 - OW
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; 0x79 - OW
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; 0x7A - OW
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; 0x7B - OW
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; 0x7C - OW
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; 0x7D - OW
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; 0x7E - OW
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; 0x7F - OW
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; 0x80 - OW
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@@ -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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@@ -1,18 +1,17 @@
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org $0EDE29
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; $75E29-$75E48 DATA
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{
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; corresponding warp types that lead to special overworld areas
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dw $01EF, $01EF, $00AD, $00B9
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; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
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dw $002A, $0018, $000F, $0081
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; Direction Link will face when he enters the special area
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dw $0008, $0008, $0008, $0008
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; Exit value for the special area. In Hyrule Magic these are those White markers.
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dw $0180, $0181, $0182, $0189
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; corresponding warp types that lead to special overworld areas
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dw $01EF, $01EF, $00AD, $00B9
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; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
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dw $002A, $0018, $000F, $0081
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; Direction Link will face when he enters the special area
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dw $0008, $0008, $0008, $0008
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; Exit value for the special area. In Hyrule Magic these are those White markers.
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dw $0180, $0181, $0182, $0189
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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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||||
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||||
; =========================================================
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||||
; Zora Temple Hidden Waterfall
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||||
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||||
@@ -129,10 +119,8 @@ ZoraTemple_EntranceAnimation:
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||||
SEP #$20
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||||
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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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||||
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||||
; Get animation state
|
||||
LDA.b $B0 : ASL A : TAX ; x2
|
||||
JSR.w (.AnimationFrames, X)
|
||||
|
||||
RTL
|
||||
@@ -654,21 +642,17 @@ ZoraTemple_EntranceAnimation:
|
||||
Castle_EntranceAnimation:
|
||||
{
|
||||
LDA.b $B0 : CMP.b #$04 : BEQ .last_frame
|
||||
REP #$20
|
||||
LDA $0618 : CMP.w #$0630 : BCC +
|
||||
DEC.b $E8 ; Increment camera vertical
|
||||
DEC.w $0618 : DEC.w $0618
|
||||
DEC.w $061A : DEC.w $061A
|
||||
+
|
||||
SEP #$20
|
||||
REP #$20
|
||||
LDA $0618 : CMP.w #$0630 : BCC +
|
||||
DEC.b $E8 ; Increment camera vertical
|
||||
DEC.w $0618 : DEC.w $0618
|
||||
DEC.w $061A : DEC.w $061A
|
||||
+
|
||||
SEP #$20
|
||||
.last_frame
|
||||
|
||||
LDA.b $B0 ; Get animation state
|
||||
ASL A
|
||||
TAX ; x2
|
||||
|
||||
; Get animation state
|
||||
LDA.b $B0 : ASL A : TAX ; x2
|
||||
JSR.w (.AnimationFrames, X)
|
||||
|
||||
RTL
|
||||
|
||||
.AnimationFrames
|
||||
@@ -778,10 +762,10 @@ Castle_Frame0:
|
||||
|
||||
Castle_Frame1:
|
||||
{
|
||||
#_1BCC21: LDA.b #$16 ; SFX3.16
|
||||
#_1BCC23: STA.w $012F
|
||||
LDA.b #$16 ; SFX3.16
|
||||
STA.w $012F
|
||||
LDA.b $C8 : BEQ .doInit ; Load the timer
|
||||
JMP .notfirstframe
|
||||
JMP .notfirstframe
|
||||
.doInit
|
||||
; Init code for the frame here
|
||||
REP #$30 ; 16 bit mode
|
||||
@@ -935,13 +919,8 @@ Castle_Frame3:
|
||||
|
||||
TailPalace_EntranceAnimation:
|
||||
{
|
||||
|
||||
LDA.b $B0 ; Get animation state
|
||||
ASL A
|
||||
TAX ; x2
|
||||
|
||||
LDA.b $B0 : ASL A : TAX ; x2
|
||||
JSR.w (.AnimationFrames, X)
|
||||
|
||||
RTL
|
||||
|
||||
.AnimationFrames
|
||||
@@ -1033,12 +1012,10 @@ TailPalace_EntranceAnimation:
|
||||
|
||||
Goron_EntranceAnimation:
|
||||
{
|
||||
LDA.b $B0 ; Get animation state
|
||||
ASL A
|
||||
TAX ; x2
|
||||
LDA.b $B0 : ASL A : TAX ; x2
|
||||
JSR.w (.AnimationFrames, X)
|
||||
|
||||
RTL
|
||||
|
||||
.AnimationFrames
|
||||
dw Goron_Frame0
|
||||
dw Goron_Frame1
|
||||
|
||||
@@ -66,9 +66,9 @@ pushpc
|
||||
incsrc "Overworld/world_map.asm"
|
||||
print "End of world_map.asm ", pc
|
||||
|
||||
pullpc
|
||||
incsrc "Overworld/entrances.asm"
|
||||
print "End of Overworld/entrances.asm ", pc
|
||||
;pullpc
|
||||
;incsrc "Overworld/entrances.asm"
|
||||
;print "End of Overworld/entrances.asm ", pc
|
||||
|
||||
; =========================================================
|
||||
; Get Lv2 Sword from chest
|
||||
@@ -104,7 +104,7 @@ LoadDarkWorldIntro:
|
||||
.not_dw_spawn
|
||||
LDA.l $7EF3C5 : CMP.b #$02 : BNE .continue
|
||||
; Check for maku tree progress flag
|
||||
LDA.l $7EF3D6 : CMP.b #$02 : BCS .has_pearl
|
||||
LDA.l $7EF3D6 : CMP.b #$02 : BCS .has_pearl
|
||||
STZ.w $1B
|
||||
LDA.b #$40 : STA.l $7EF3CA
|
||||
RTL
|
||||
@@ -145,9 +145,9 @@ LoadOverworldPitAreas:
|
||||
CLC ; allow transition
|
||||
RTL
|
||||
}
|
||||
pushpc
|
||||
;pushpc
|
||||
|
||||
incsrc "Overworld/special_areas.asm"
|
||||
; incsrc "Overworld/special_areas.asm"
|
||||
|
||||
Overworld_GetPitDestination = $1BB860
|
||||
|
||||
|
||||
Reference in New Issue
Block a user