Cleanup ocarina.asm
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@@ -125,12 +125,8 @@ assert pc() <= $1A922B
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org $07A3DB
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LinkItem_FluteHook:
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{
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JSR LinkItem_NewFlute
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RTS
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}
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; =========================================================
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; Free Space Bank07
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pullpc
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@@ -145,7 +141,6 @@ LinkItem_NewFlute:
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BIT.b $3A : BVC .y_button_not_held
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DEC.w $03F0 : LDA.w $03F0 : BNE ReturnFromFluteHook
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LDA.b $3A : AND.b #$BF : STA.b $3A
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.y_button_not_held
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; Check for Switch Swong
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@@ -252,10 +247,8 @@ LinkItem_NewFlute:
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; =========================================================
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UpdateFluteSong:
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{
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JSL UpdateFluteSong_Long
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RTS
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}
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Link_HandleCardinalCollision_Long:
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{
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@@ -328,7 +321,6 @@ PlayThunderAndRain:
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RTL
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}
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CheckRealTable:
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{
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LDA $7EE00E : CMP #$00 : BEQ .continue
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@@ -356,7 +348,6 @@ ResetOcarinaFlag:
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RTL
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}
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; $030F - Current Song RAM
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; 00 - No Song
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; 01 - Song of Storms
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@@ -372,31 +363,25 @@ ResetOcarinaFlag:
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UpdateFluteSong_Long:
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{
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LDA $7EF34C : CMP.b #$01 : BEQ .notPressed
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LDA $030F : BNE .songExists
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LDA $7EF34C : CMP.b #$01 : BEQ .not_pressed
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LDA $030F : BNE .song_exists
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; if this code is running, we have the flute song 1
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LDA #$01 : STA $030F
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.songExists
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.song_exists
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LDA.b $F6
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BIT.b #$20 : BNE .left ; pressed left
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BIT.b #$10 : BNE .right ; pressed right
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RTL
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.left
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; L Button Pressed - Decrement song
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.left ; L Button Pressed - Decrement song
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; LDA.b #$13 : JSR Player_DoSfx2
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DEC $030F
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LDA $030F
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CMP #$00 : BEQ .wrap_to_max
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LDA $030F : CMP #$00 : BEQ .wrap_to_max
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BRA .update_song
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.right
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; R Button Pressed - Increment song
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INC $030F ; increment $030F Song RAM
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LDA $030F ; load incremented Song RAM
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CMP.b #$05
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BCS .wrap_to_min
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.right ; R Button Pressed - Increment song
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INC $030F
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LDA $030F : CMP.b #$05 : BCS .wrap_to_min
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.update_song
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RTL
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@@ -414,7 +399,7 @@ UpdateFluteSong_Long:
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.wrap_to_min
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LDA #$01 : STA $030F
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.notPressed
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.not_pressed
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RTL
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}
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print "End of Items/ocarina.asm ", pc
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@@ -475,10 +460,8 @@ RainAnimation_Overridden:
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; Overlay is only moved every 4th frame.
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LDA.b $1A : AND.b #$03 : BNE .skipMovement
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LDA.w $0494 : INC A : AND.b #$03 : STA.w $0494 : TAX
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LDA.b $E1 : CLC : ADC.l $02A46D, X : STA.b $E1
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LDA.b $E7 : CLC : ADC.l $02A471, X : STA.b $E7
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.skipMovement
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RTL
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