add new special overworld trigger for minish houses
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@@ -16,7 +16,7 @@ Overworld_CheckForSpecialOverworldTrigger:
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LDA.l Map16Definitions,X : AND.w #$01FF : STA.b $00
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LDA.l Map16Definitions,X : AND.w #$01FF : STA.b $00
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LDX.w #$000A
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LDX.w #$000C ; Size of table
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.check_next_screen
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.check_next_screen
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LDA.b $00
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LDA.b $00
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@@ -93,19 +93,29 @@ Overworld_CheckForSpecialOverworldTrigger:
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; corresponding warp types that lead to special overworld areas
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; corresponding warp types that lead to special overworld areas
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.tile_type
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.tile_type
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dw $01EF, $01EF, $00AD, $00B9, $01EF
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dw $01EF ; Maku Tree Entrance
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dw $01EF ; Tree House Entrance
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dw $00AD ; Zora Falls Entrance
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dw $00B9
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dw $01EF ; Tree House Entrance
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dw $00B7 ; Tiny House Entrance
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; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
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; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
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.screen_id
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.screen_id
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dw $002A, $0018, $000F, $0081, $0017
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dw $002A ; Maku Tree
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dw $0018 ; Mushroom Grotto
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dw $000F ; Graveyard
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dw $0081
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dw $0017 ; South of Graveyard
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dw $0033 ; Loom Beach
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; Direction Link will face when he enters the special area
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; Direction Link will face when he enters the special area
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.direction
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.direction
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dw $0008, $0008, $0008, $0008, $0008
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dw $0008, $0008, $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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; Exit value for the special area. In Hyrule Magic these are those White markers.
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.special_id
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.special_id
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dw $0180, $0181, $0182, $0189, $0181
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dw $0180, $0181, $0182, $0189, $0181, $0191
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}
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}
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