dismiss cape flag when switching items
This commit is contained in:
@@ -90,7 +90,7 @@ ForceResetMask_GameOver:
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ForceResetMask_SaveAndQuit:
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ForceResetMask_SaveAndQuit:
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{
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{
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LDA $02B2 : BEQ .still_link
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LDA !CurrentMask : BEQ .still_link
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%ResetToLinkGraphics()
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%ResetToLinkGraphics()
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.still_link
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.still_link
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LDA.b #$0F
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LDA.b #$0F
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@@ -102,7 +102,7 @@ ForceResetMask_SaveAndQuit:
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Palette_ArmorAndGloves:
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Palette_ArmorAndGloves:
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{
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{
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LDA $02B2 : CMP #$01 : BEQ .deku_mask
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LDA !CurrentMask : CMP #$01 : BEQ .deku_mask
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CMP.b #$02 : BEQ .zora_mask
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CMP.b #$02 : BEQ .zora_mask
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CMP.b #$03 : BEQ .wolf_mask
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CMP.b #$03 : BEQ .wolf_mask
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CMP.b #$04 : BEQ .bunny_hood
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CMP.b #$04 : BEQ .bunny_hood
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@@ -218,7 +218,7 @@ Overworld_CgramAuxToMain_Override:
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LDA $7EC400, X : STA $7EC600, X
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LDA $7EC400, X : STA $7EC600, X
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LDA $7EC440, X : STA $7EC640, X
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LDA $7EC440, X : STA $7EC640, X
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LDA $7EC480, X : STA $7EC680, X
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LDA $7EC480, X : STA $7EC680, X
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LDA $02B2 : BNE .has_mask_palette
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LDA !CurrentMask : BNE .has_mask_palette
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LDA $7EC4C0, X : STA $7EC6C0, X
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LDA $7EC4C0, X : STA $7EC6C0, X
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.has_mask_palette
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.has_mask_palette
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INX #2 : CPX.b #$40 : BNE .loop
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INX #2 : CPX.b #$40 : BNE .loop
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@@ -235,7 +235,8 @@ Overworld_CgramAuxToMain_Override:
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LinkState_ResetMaskAnimated:
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LinkState_ResetMaskAnimated:
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{
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{
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LDA.w $02B2 : BEQ .no_transform
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STZ.b $55
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LDA.w !CurrentMask : BEQ .no_transform
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CMP.b #$01 : BEQ .check_item_slot
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CMP.b #$01 : BEQ .check_item_slot
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CMP.b #$02 : BEQ .no_transform
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CMP.b #$02 : BEQ .no_transform
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CMP.b #$03 : BEQ .check_item_slot
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CMP.b #$03 : BEQ .check_item_slot
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@@ -277,7 +278,7 @@ org $079CD9
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pullpc
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pullpc
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LinkItem_CheckForSwordSwing_Masks:
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LinkItem_CheckForSwordSwing_Masks:
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{
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{
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LDA $02B2 : BEQ .return
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LDA !CurrentMask : BEQ .return
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CMP.b #$02 : BEQ .return ; zora mask can use sword
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CMP.b #$02 : BEQ .return ; zora mask can use sword
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CMP.b #$06 : BEQ .return ; gbc link can use sword
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CMP.b #$06 : BEQ .return ; gbc link can use sword
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LDA #$01
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LDA #$01
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@@ -304,9 +305,8 @@ Link_TransformMask:
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%PlayerTransform()
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%PlayerTransform()
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PLA ; restore mask ID
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PLA ; restore mask ID
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TAY
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TAY
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; LDA $02B2
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CPY !CurrentMask : BEQ .unequip ; check if mask is on
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CPY !CurrentMask : BEQ .unequip ; check if mask is on
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STA $02B2 : TAX
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STA !CurrentMask : TAX
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LDA .mask_gfx, X : STA $BC ; set the mask gfx
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LDA .mask_gfx, X : STA $BC ; set the mask gfx
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JSL Palette_ArmorAndGloves ; set the palette
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JSL Palette_ArmorAndGloves ; set the palette
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; STA $02F5 ; Somaria platform flag, no dash
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; STA $02F5 ; Somaria platform flag, no dash
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@@ -326,7 +326,8 @@ Link_TransformMask:
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db $00, $35, $36, $38, $37, $39, $3A, $3B
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db $00, $35, $36, $38, $37, $39, $3A, $3B
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}
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}
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; TODO: Return to normal Link.
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; =========================================================
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Link_TransformMoosh:
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Link_TransformMoosh:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -528,7 +529,7 @@ DekuLink_HoverBasedOnInput:
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DekuLink_CheckForDash:
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DekuLink_CheckForDash:
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{
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{
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LDA.w $02B2 : CMP.b #$01 : BNE +
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LDA.w !CurrentMask : CMP.b #$01 : BNE +
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STZ.b $F2
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STZ.b $F2
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+
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+
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LDA.b #$00
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LDA.b #$00
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@@ -1319,7 +1320,7 @@ pullpc
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; Minish, Deku, Wolf don't draw shield
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; Minish, Deku, Wolf don't draw shield
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LinkOAM_CheckForDrawShield:
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LinkOAM_CheckForDrawShield:
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{
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{
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LDA.w $02B2 : AND.w #$00FF : CMP.w #$0005 : BNE +
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LDA.w !CurrentMask : AND.w #$00FF : CMP.w #$0005 : BNE +
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.no_shield
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.no_shield
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LDA.w #$0000
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LDA.w #$0000
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RTL
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RTL
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