Cleanup Ocarina item code
This commit is contained in:
@@ -3,14 +3,9 @@
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;
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;
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; =========================================================
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; =========================================================
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org $0994FE
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AddTravelBird = $0994FE
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AddTravelBird:
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AddWeathervaneExplosion = $098D11
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Player_DoSfx1 = $078021
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org $098D11
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AddWeathervaneExplosion:
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org $078021
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Player_DoSfx1:
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; =========================================================
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; =========================================================
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; Song of Healing
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; Song of Healing
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@@ -87,9 +82,12 @@ Song_of_Storms:
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}
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}
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; assert pc() <= $1A8FD4
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; assert pc() <= $1A8FD4
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; =========================================================
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; A, D, F, A, D, F
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; A, D, F, A, D, F
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; SFX3_27 Agahnim charge
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; SFX3_27 Agahnim charge
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; 0x003B
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; 0x003B
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org $1A91F0
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org $1A91F0
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Song_of_Time:
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Song_of_Time:
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{
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{
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@@ -361,12 +359,12 @@ ResetOcarinaFlag:
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; $030F - Current Song RAM
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; $030F - Current Song RAM
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; 00 - No Song
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; 00 - No Song
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; 01 - Song of Storms
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; 01 - Song of Storms
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; 02 - Song of Healing
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; 02 - Song of Healing
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; 03 - Song of Soaring
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; 03 - Song of Soaring
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; 04 - Song of Time
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; 04 - Song of Time
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; Values at $7EF34C determine scrolling behavior
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; Values at $7EF34C determine scrolling behavior
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; 01 - No scrolling allowed
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; 01 - No scrolling allowed
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; 02 - Scroll between two songs
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; 02 - Scroll between two songs
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; 03 - Scroll between three songs
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; 03 - Scroll between three songs
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@@ -378,10 +376,10 @@ UpdateFluteSong_Long:
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LDA $030F : BNE .songExists
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LDA $030F : BNE .songExists
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; if this code is running, we have the flute song 1
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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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LDA #$01 : STA $030F
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.songExists
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.songExists
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LDA.b $F6
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LDA.b $F6
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BIT.b #$20 : BNE .left ; pressed left
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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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BIT.b #$10 : BNE .right ; pressed right
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RTL
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RTL
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@@ -433,7 +431,7 @@ org $02A4CD
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RainAnimation_Overridden:
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RainAnimation_Overridden:
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{
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{
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JSL CheckRealTable : BEQ .rainOverlaySet
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JSL CheckRealTable : BEQ .rainOverlaySet
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; LDA.b $8C : CMP.b #$9F :
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; LDA.b $8C : CMP.b #$9F :
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; Check the progress indicator
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; Check the progress indicator
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LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement
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LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement
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.rainOverlaySet
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.rainOverlaySet
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@@ -445,11 +443,11 @@ RainAnimation_Overridden:
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LDA.b $1A
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LDA.b $1A
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CMP.b #$03 : BEQ .lightning ; On the 0x03rd frame, cue the lightning.
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CMP.b #$03 : BEQ .lightning ; On the 0x03rd frame, cue the lightning.
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CMP.b #$05 : BEQ .normalLight ; On the 0x05th frame, normal light level.
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CMP.b #$05 : BEQ .normalLight ; On the 0x05th frame, normal light level.
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CMP.b #$24 : BEQ .thunder ; On the 0x24th frame, cue the thunder.
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CMP.b #$24 : BEQ .thunder ; On the 0x24th frame, cue the thunder.
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CMP.b #$2C : BEQ .normalLight ; On the 0x2Cth frame, normal light level.
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CMP.b #$2C : BEQ .normalLight ; On the 0x2Cth frame, normal light level.
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CMP.b #$58 : BEQ .lightning ; On the 0x58th frame, cue the lightning.
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CMP.b #$58 : BEQ .lightning ; On the 0x58th frame, cue the lightning.
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CMP.b #$5A : BNE .moveOverlay ; On the 0x5Ath frame, normal light level.
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CMP.b #$5A : BNE .moveOverlay ; On the 0x5Ath frame, normal light level.
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.normalLight
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.normalLight
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