update deku mask transform logic
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@@ -9,16 +9,16 @@
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UpdateDekuPalette:
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UpdateDekuPalette:
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{
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{
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REP #$30 ; change 16bit mode
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REP #$30 ; change 16bit mode
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LDX #$001E
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LDX #$001E
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.loop
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.loop
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LDA.l deku_palette, X : STA $7EC6E0, X
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LDA.l deku_palette, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop
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DEX : DEX : BPL .loop
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SEP #$30 ; go back to 8 bit mode
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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RTL ; or RTS depending on where you need it
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}
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}
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deku_palette:
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deku_palette:
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@@ -27,6 +27,12 @@ deku_palette:
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; =========================================================
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; =========================================================
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; Indicates somaria platform status.
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; 0x00 - Not on platform
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; 0x01 - On platform
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; 0x02 - On platform and moving
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SOMPLAT = $7E02F5
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org $07A64B ; formerly Quake
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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LinkItem_DekuMask:
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{
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{
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@@ -36,12 +42,13 @@ LinkItem_DekuMask:
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JSL PrepareQuakeSpell
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JSL PrepareQuakeSpell
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RTS
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RTS
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.continue
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.continue
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LDA #$01
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LDA.b #$01
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JSL Link_TransformMask : BCC .return
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JSL Link_TransformMask : BCC .return
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LDA #$01 : STA $02F5 ; Somaria platform flag, no dash.
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LDA.b #$01 : STA.w SOMPLAT
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RTS
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.return
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.return
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STZ.w SOMPLAT
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RTS
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RTS
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}
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}
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@@ -58,7 +65,7 @@ Link_HandleDekuTransformation:
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; Check if using Quake Medallion
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; Check if using Quake Medallion
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LDA $5D : CMP.b #$0A : BEQ .continue
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LDA $5D : CMP.b #$0A : BEQ .continue
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.continue
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.continue
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JSR $82DA ; Link_HandleBunnyTransformation
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JSR $82DA ; Link_HandleBunnyTransformation
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RTS
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RTS
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