Zora Link cleanup, Deku Link ability, Reset Mask
This commit is contained in:
@@ -30,6 +30,8 @@ Link_HandleDekuTransformation:
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RTS
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}
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print "here", pc
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org $07811A
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JSR Link_HandleDekuTransformation
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@@ -38,6 +40,9 @@ org $07811A
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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; Check for R button held
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LDA $F2 : CMP #$10 : BNE .return
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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@@ -50,18 +55,27 @@ LinkItem_DekuMask:
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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LDA #$0A : STA $5D ; set control handler to mode "using quake"
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LDA.l $7EF359 : STA $0AA5 ; Store the current sword
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
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LDA #$02 : STA $7E03FC ; Set the override to Bow (pea shooter)
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2
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LDA #$00 : STA $03FC
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BRA .return
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.unequip
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JSL Palette_ArmorAndGloves
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STZ $5D
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STZ $03FC
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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; Restore the sword and shield
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LDA $0AA5 : STA.l $7EF359
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LDA $0AAF : STA.l $7EF35A
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LDA #$00 : STA $7E03FC ; clear the override
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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.return
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RTS
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@@ -69,139 +83,104 @@ LinkItem_DekuMask:
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; =============================================================================
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; LinkItem_UsingQuake is 152 (base10) bytes long
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org $07A6D6
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LinkItem_UsingQuake:
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{
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JSR $82DA
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JSL LinkItem_UsingDekuMask
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org $079CD9
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JSL LinkItem_CheckForSwordSwing_Masks
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RTS
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NOP #149
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print pc
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}
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; end of UsingQuake is at 07A773
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org $07A013
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JSL LinkItem_SlingshotPrepare
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; =============================================================================
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org $318000
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LinkItem_UsingDekuMask:
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LinkItem_CheckForSwordSwing_Masks:
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{
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JSL CheckIndoorStatus_Long
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LDA.b $F5
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AND.b #$80
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BEQ .dont_toggle_oob
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LDA.w $037F
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EOR.b #$01
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STA.w $037F
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.dont_toggle_oob
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STZ.w $02CA
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LDA $0345 : BNE .recache
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LDA $4D : BEQ .recoiling
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; LDA $7EF357 : BEQ .recache
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STZ $02E0
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; *$383C7 LONG BRANCH LOCATION LinkState_Bunny_recache
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.recache
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LDA $7EF357 : BEQ .no_pearl_a
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STZ $56
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STZ $4D
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.no_pearl_a
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STZ $2E ; animation steps
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STZ $02E1 ;
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STZ $50
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JSL Player_ResetSwimState
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; Link hit a wall or an enemy hit him, making him go backwards.
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LDA.b #$02 : STA $5D
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LDA $7EF357 : BEQ .no_pearl_b
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; this resets link to default state.
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LDA.b #$00 : STA $5D
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JSL LoadActualGearPalettes
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.no_pearl_b
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BRL .exit
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.recoiling
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LDA $46 : BEQ .wait_maybe_not_recoiling
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;BRL $0783A1 ; Permabunny mode.
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.wait_maybe_not_recoiling
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LDA.b #$FF : STA $24 : STA $25 : STA $29
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STZ $02C6
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LDA $034A : BEQ .not_moving
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LDA.b #$01 : STA $0335 : STA $0337
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LDA.b #$80 : STA $0334 : STA $0336
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; BRL $9715
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.not_moving
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JSL Player_ResetSwimCollision_Long
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JSL Link_HandleYItems_Long ; $39B0E IN ROM
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LDA $49 : AND.b #$0F : BNE .movement
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LDA $F0 : AND.b #$0F : BNE .movement
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STA $30 : STA $31 : STA $67 : STA $26
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STZ $2E
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LDA $48 : AND.b #$F6 : STA $48
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LDX.b #$20 : STX $0371
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; Ledge timer is reset here the same way as for normal link (unbunny).
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LDX.b #$13 : STX $0375
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BRA .finish_up
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.movement
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STA $67 : CMP $26 : BEQ .directions_match
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STZ $2A
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STZ $2B
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STZ $6B
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STZ $4B
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LDX.b #$20 : STX $0371
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; Ledge timer is reset here the same way as for normal link (unbunny).
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LDX.b #$13 : STX $0375
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.directions_match
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STA $26
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.finish_up
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JSL Link_HandleDiagonalCollision_Long
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JSL Link_HandleVelocity ; $3E245 IN ROM
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JSL Link_HandleCardinalCollision_Long
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JSL Link_HandleMovingAnimation_FullLongEntry ; $3E6A6 IN ROM
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STZ $0302
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JSL HandleIndoorCameraAndDoors_Long ; $3E8F0 IN ROM
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.exit:
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LDA $02B2 : CMP #$01 : BNE .return
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LDA #$01
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RTL
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.return
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LDA $3B : AND.b #$10
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RTL
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}
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; =============================================================================
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; Hooked @ [$07A013]
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; $A200
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LinkItem_SlingshotPrepare:
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{
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LDA #$01 : TSB $50
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LDA $7EF340
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BNE .alpha
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JMP $A270
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.alpha
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CMP #$01
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BNE .void ; unused afaik (RTS?)
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JMP .beta
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; $A214
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.void
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; $A270
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.beta
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LDA $7F1060
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CMP #$10
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BEQ $20A27B
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JMP .theta
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; $A300
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.theta
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LDA $7F502E
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CMP #$01
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BNE .gamma
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RTL
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; $A309
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.gamma
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LDA #$01 ; Load the accumulator with hex value 01
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STA $7F502E ; Store the accumulator value at memory address 7F502E
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PHB ; Push data bank register on stack
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDX #$A500 ; Load X register with source address
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LDY #$9800 ; Load Y register with destination address
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LDA #$00BF ; Load the accumulator with the number of bytes to be moved
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MVN $20, $7E ; Block move negative - moves 00BF bytes from $A500 to $9800
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SEP #$30 ; Set 8-bit accumulator and index registers
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PLB ; Pull data bank register from stack
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.loop
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LDA $4212 : AND #$80 : BNE .loop ; Wait for VBlank start (beginning of vertical blanking period)
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.loop2
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LDA $4212 : AND #$80 : BEQ .loop2 ; Wait for VBlank end
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$A700 : STA $4302 ; Set DMA source address to $A700
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LDA #$42A0 : STA $2116 ; Set VRAM (Video RAM) address to $42A0
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SEP #$30 ; Set 8-bit accumulator and index registers
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$43A0 : STA $2116 ; Set VRAM address to $43A0
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LDA #$A800 : STA $4302 ; Set DMA source address to $A800
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SEP #$30 ; Set 8-bit accumulator and index registers
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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RTL ; Return from subroutine long
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}
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@@ -213,4 +213,33 @@ Link_HandleYItems_Long:
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JSR Link_HandleYItems
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PLB
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RTL
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}
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}
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; =============================================================================
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org $07FA41
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LinkState_ResetMaskAnimated:
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{
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LDA $02B2 : BEQ .no_mask
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CMP #$01 : BNE .transform
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; Restore the sword, shield, and bow override
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LDA $0AA5 : STA.l $7EF359
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LDA $0AAF : STA.l $7EF35A
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LDA #$00 : STA $7E03FC
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.transform
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC : STZ $02B2
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.no_mask
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RTL
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}
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print "Next address for jump in bank07: ", pc
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; =============================================================================
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@@ -224,10 +224,6 @@ LinkState_UsingZoraMask:
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; =============================================================================
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print "Next address for jump in bank07: ", pc
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; End of LinkState_Swimming
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org $079781
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JSR LinkState_UsingZoraMask
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@@ -244,640 +240,3 @@ org $0782D2
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org $07C307
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JSR LinkState_UsingZoraMask_dungeon_stairs
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RTS
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; =============================================================================
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; Disassembled/Debugged Code of Conn's Zora Flippers
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; May God Give Me Strength
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; =============================================================================
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; 22E0E0
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org $348000
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FairyFlippers_E0E0:
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{
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LDA $1B ; 1 if the player is in indoors and 0 otherwise.
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BNE .alpha ; we are outdoors
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LDA $7F500E ; are we currently underwater?
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CMP #$01
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BNE .alpha ; we are not underwater
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LDA #$01
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STA $55 ; activate cape flag (invisible, invincible)
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STZ $5D ; reset player to ground state
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LDA #$08
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STA $5E ; set the player speed
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RTL
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;-------
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.alpha
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LDA #$01
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STA $4D
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RTL
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}
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; =============================================================================
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; 22E100
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FairyFlippers_E100:
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{
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LDA $2F ; The direction the player is currently facing
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STA $0323 ; Mirror of $2F
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JMP FairyFlippers_E5F0 ; $E5F0
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NOP
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NOP
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NOP
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NOP
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LDA $0345 ; Set to 1 when we are in deep water, 0 otherwise
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CMP #$01 ; Are we in deep water?
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BEQ FairyFlippers_E120
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LDA $7F500E
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CMP #$01
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BEQ $22E11C
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RTL
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}
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; =============================================================================
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; 22E120
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FairyFlippers_E120:
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{
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LDA $F0 ; Joypad 1 Register
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CMP #$40
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BEQ .alpha ; $22E12D
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LDA #$00
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STA $7F500F
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RTL
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;-------
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.alpha
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LDA $7F500F
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CMP #$01
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BNE $22E136
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RTL
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;-------
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LDA #$01
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STA $7F500F
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JSR $E340
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NOP
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NOP
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LDA $1B
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BEQ $22E17D
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LDA $7F500E
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CMP #$00
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BNE $22E163
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JMP $E320
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}
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; =============================================================================
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; 22E17D
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FairyFlippers_E17D:
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{
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LDA $7F500E
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CMP #$00
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BNE $22E1A3
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LDA $5D ; Player Handler or "State"
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CMP #$04
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BEQ $22E18C
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RTL
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;-------
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LDA #$01
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STA $7F500E
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STZ $5D ; Player Handler or "State"
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LDA #$01
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STA $55 ; Cape flag
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STA $037B
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LDA #$08
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STA $5E ; Speed setting for link
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NOP
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NOP
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NOP
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RTL
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;-------
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LDA #$00
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JSL $22EF80
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LDA #$04
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STA $5D ; Player Handler or "State"
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STZ $55 ; Reset cape flag (invisible invincible)
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STZ $5E ; Reset Speed
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LDA #$01
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STA $0345 ; Set to 1 when we are in deep water. 0 otherwise
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STZ $037B
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RTL
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}
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; =============================================================================
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; 22E1E0
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; Observed behavior: Triggers when entering and exiting water indoors only
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; Returns to 3C30B below
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; Noted changes added
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FairyFlippers_SetFlipperAbilities:
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{
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LDA $1B ; Flag set to 1 when indoors, 0 otherwise
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BNE .set_player_state
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LDA $7F500E ;
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CMP #$01
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BNE .set_player_state
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LDA #$01
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STA $55 ; Set cape flag (invisible invincible)
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STZ $5D ; Player Handler or "State"
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LDA #$08
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STA $5E ; Set player speed
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RTL
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;-------
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.set_player_state
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LDA #$06 ; recoil mode 2
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STA $5D ; Player Handler or "State"
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RTL
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}
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; =============================================================================
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; *$3C2C3-$3C30B LOCAL
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Vanilla_UntitledRoutine:
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{
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LDA $1B : BNE .alpha ; Set to 1 if indoors, 0 otherwise
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LDX #$02
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BRA .beta
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.alpha
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LDX $1D
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LDA $047A : BEQ .beta
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LDX #$00 ; Modified from vanilla `LDY.b #$00`
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.beta
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STX $00
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LDA $C2BA, X : TAX
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LDA $66 : BNE .gamma
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TXA : EOR #$FF : INC : TAX
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.gamma
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STX $27
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STZ $28
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LDX $00
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LDA $C2BD,X
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STA $29 ; vertical resistance
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STA $02C7 ; countdown timer
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STZ $24 ; z coordinate for link
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STZ $25 ; ??? No idea
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LDA $C2C0,X
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JSL $8EFCE0 ; Dungeon Code (Flippers?)
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CMP #$02 : BEQ .delta
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JSL FairyFlippers_E0E0 ; $22E0E0
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STZ $0360
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.delta
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JSL FairyFlippers_SetFlipperAbilities ; $22E1E0
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||||
RTS
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||||
}
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||||
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||||
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||||
; =============================================================================
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||||
; 22E260
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||||
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||||
FairyFlippers_E260:
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||||
{
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||||
LDA $7EF33C ; fairy flippers save ram
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||||
AND #$00FF
|
||||
CMP #$0001
|
||||
BEQ .has_fairy_flippers ; $22E271
|
||||
LDA $7EF357
|
||||
RTL
|
||||
|
||||
; -------
|
||||
; 22E271
|
||||
.has_fairy_flippers
|
||||
SEP #$30
|
||||
LDA #$3C
|
||||
STA $1613
|
||||
STA $1615
|
||||
STA $1653
|
||||
STA $1655
|
||||
REP #$30
|
||||
LDA $7EF357
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E2A0
|
||||
;
|
||||
; Description: routine is hooked at $07:8106, right before the
|
||||
; Link_ControlHandlerTable jump loop.
|
||||
;
|
||||
; Observed behavior of preserving the direction link was facing when diving
|
||||
; E.g. face left, dive, turn right underwater, and resurface facing left
|
||||
|
||||
FairyFlippers_Prepare:
|
||||
{
|
||||
JSR FairyFlippers_Main ; $E530
|
||||
JSL FairyFlippers_HandleMagic ; $22E670
|
||||
LDA $7F500E : CMP #$01 ; are we currently underwater?
|
||||
BEQ .underwater
|
||||
JMP FairyFlippers_RestoreControlHandler ; $E2F0
|
||||
|
||||
; if so, restore control
|
||||
.underwater
|
||||
LDA $F0 ; Joypad 1 Register (preserves previous press)
|
||||
SEC : SBC #$0B ; up left right it seems
|
||||
BCS .beta
|
||||
JMP FairyFlippers_RestoreControlHandler ; $E2F0
|
||||
|
||||
.beta
|
||||
LDA $F0 ; Joypad 1 Register (preserves previous press)
|
||||
SEC : SBC #$4B ; probably Y
|
||||
BCS .gamma
|
||||
|
||||
LDA #$40
|
||||
STA $F0
|
||||
; TODO: RESTORE ME
|
||||
; JMP $079657 ; Apart of LinkState_Swimming
|
||||
|
||||
.gamma
|
||||
LDA $F0 ; Joypad 1 Register (preserves previous press)
|
||||
SEC : SBC #$BB
|
||||
BCS $22E2D5 ; Unknown?? Possibly dead branch
|
||||
|
||||
JMP FairyFlippers_RestoreControlHandler ; $E2F0
|
||||
}
|
||||
|
||||
|
||||
; =============================================================================
|
||||
; 22E2F0
|
||||
|
||||
FairyFlippers_RestoreControlHandler:
|
||||
{
|
||||
LDA $5D ; Player Handler or "State"
|
||||
ASL
|
||||
TAX
|
||||
; TODO: RESTORE ME
|
||||
; JMP $078106 ; Link_ControlHandler Jump Table Statement
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E300
|
||||
|
||||
FairyFlippers_E300:
|
||||
{
|
||||
LDA #$00
|
||||
STA $5D ; Player Handler or "State"
|
||||
STA $7F500E
|
||||
STA $7F500F
|
||||
STA $5E
|
||||
STA $0345
|
||||
JSL $00E3FA
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E340
|
||||
|
||||
FairyFlippers_E340:
|
||||
{
|
||||
LDA $1B ; 1 if indoors, 0 otherwise
|
||||
BEQ $22E34E
|
||||
LDA $0114 ; Value of the type of tile Link is standing on
|
||||
BEQ $22E34E
|
||||
CMP #$08
|
||||
BEQ $22E34E
|
||||
RTS
|
||||
;-------
|
||||
LDA #$24 ; Splash sound effect
|
||||
STA $012E
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E460
|
||||
|
||||
FairyFlippers_E460:
|
||||
{
|
||||
LDA $02E4 ; If flag nonzero, Link cannot move
|
||||
AND #$00FF
|
||||
BNE .alpha ; $22E46E
|
||||
LDA #$0009
|
||||
LDX $8C
|
||||
RTL
|
||||
;-------
|
||||
.alpha
|
||||
LDA $0202 ; currently selected item
|
||||
AND #$00FF
|
||||
CMP #$000F ; what item is F?
|
||||
BNE $22E481
|
||||
LDA $02F0
|
||||
AND #$00FF
|
||||
BEQ $22E487
|
||||
LDA #$0009
|
||||
LDX $8C
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
; =============================================================================
|
||||
; 22E500
|
||||
|
||||
FairyFlippers_E500:
|
||||
{
|
||||
CMP #$5A
|
||||
BEQ $22E507
|
||||
JMP $D00B
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E530
|
||||
; Seems to always run when you are in the water
|
||||
|
||||
FairyFlippers_Main:
|
||||
{
|
||||
LDA $7F500E ; are we currently underwater?
|
||||
CMP #$01
|
||||
BEQ $22E539
|
||||
RTS
|
||||
;-------------
|
||||
; underwater
|
||||
LDA $7F500F
|
||||
CMP #$01
|
||||
BNE .alpha
|
||||
|
||||
LDA $F0 : CMP #$40 ; controller again you shouldn't have
|
||||
BNE .alpha
|
||||
|
||||
LDA $67 : CMP #$00 ; is player facing up ?
|
||||
BEQ .alpha
|
||||
STZ $67
|
||||
|
||||
.alpha
|
||||
LDA $1B ; Dungeon/Overworld flag
|
||||
BNE $22E558
|
||||
|
||||
; Set underwater walking speed
|
||||
LDA #$08
|
||||
STA $5E ; Link Speed Setting
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E5F0
|
||||
|
||||
FairyFlippers_E5F0:
|
||||
{
|
||||
LDA $7EF33C
|
||||
BNE $22E5F7
|
||||
RTL
|
||||
;-------
|
||||
LDA $4D
|
||||
BEQ $22E5FC
|
||||
RTL
|
||||
;-------
|
||||
JMP $E108
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E600
|
||||
; Possibly relevant, unconfirmed
|
||||
|
||||
; Referenced at: 0D:E507
|
||||
|
||||
FairyFlippers_E600:
|
||||
{
|
||||
LDA $7EF34A
|
||||
AND #$00FF
|
||||
CMP #$0001
|
||||
BEQ $22E611
|
||||
LDA $7EF35C,X
|
||||
RTL
|
||||
;-------
|
||||
LDA $7EF33B
|
||||
AND #$00FF
|
||||
CMP #$0001
|
||||
BNE $22E622
|
||||
LDA $7EF35C,X
|
||||
RTL
|
||||
;-------
|
||||
SEP #$30
|
||||
LDA #$3C
|
||||
STA $139F
|
||||
STA $13A1
|
||||
STA $13DF
|
||||
STA $13E1
|
||||
REP #$30
|
||||
LDA $7EF35C,X
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E670
|
||||
|
||||
FairyFlippers_HandleMagic:
|
||||
{
|
||||
LDA $7F500E ; probably free ram
|
||||
CMP #$01
|
||||
BEQ $22E679
|
||||
RTL
|
||||
;-------
|
||||
; Magic draining loop
|
||||
LDA $7EF36E ; Load magic
|
||||
BNE $22E688 ; branch if != 0
|
||||
LDA #$3C
|
||||
STA $012E
|
||||
; TODO: RESTORE ME
|
||||
; JMP $22E141
|
||||
LDA $7F500D ; load timer
|
||||
BNE $22E69E ; branch if != 0
|
||||
LDA #$18
|
||||
STA $7F500D ; set timer to 18
|
||||
LDA $7EF36E ; load magic
|
||||
DEC ; decrease magic by 1
|
||||
STA $7EF36E ; store new magic
|
||||
RTL
|
||||
;-------
|
||||
DEC
|
||||
STA $7F500D ; decrease timer
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E700
|
||||
|
||||
FairyFlippers_E700:
|
||||
{
|
||||
STA $F6
|
||||
STY $FA
|
||||
REP #$30
|
||||
LDA $7EE000
|
||||
DEC
|
||||
BNE $22E721
|
||||
LDA $7EF339
|
||||
INC
|
||||
CMP #$1770
|
||||
BCC $22E71A
|
||||
LDA #$0000
|
||||
STA $7EF339
|
||||
LDA #$0E10
|
||||
STA $7EE000
|
||||
SEP #$30
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E760
|
||||
|
||||
FairyFlippers_E760:
|
||||
{
|
||||
LDA #$0E10
|
||||
STA $7EE000
|
||||
LDY #$0000
|
||||
LDX $00
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E780
|
||||
; Jesucristo...
|
||||
|
||||
FairyFlippers_E780:
|
||||
{
|
||||
REP #$30
|
||||
LDY #$0000
|
||||
LDA $7EF339
|
||||
CMP #$000A
|
||||
BCC $22E796
|
||||
SEC
|
||||
SBC #$000A
|
||||
INY
|
||||
INY
|
||||
BRA $22E789
|
||||
STA $00
|
||||
TYA
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
ORA $00
|
||||
LDY #$0000
|
||||
CMP #$0060
|
||||
BCC $22E7AD
|
||||
SEC
|
||||
SBC #$0060
|
||||
INY
|
||||
BRA $22E7A1
|
||||
LDX #$0000
|
||||
STA $00
|
||||
AND #$000F
|
||||
ASL
|
||||
TAX
|
||||
LDA $22E860,X
|
||||
STA $1376
|
||||
LDA $00
|
||||
AND #$00F0
|
||||
LSR
|
||||
LSR
|
||||
LSR
|
||||
TAX
|
||||
LDA $22E860,X
|
||||
STA $1374
|
||||
TYA
|
||||
LDY #$0000
|
||||
CMP #$000A
|
||||
BCC $22E7DF
|
||||
SEC
|
||||
SBC #$000A
|
||||
INY
|
||||
INY
|
||||
BRA $22E7D2
|
||||
STA $00
|
||||
TYA
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
ORA $00
|
||||
STA $00
|
||||
AND #$000F
|
||||
ASL
|
||||
TAX
|
||||
LDA $22E860,X
|
||||
STA $1370
|
||||
LDA $00
|
||||
AND #$00F0
|
||||
LSR
|
||||
LSR
|
||||
LSR
|
||||
TAX
|
||||
LDA $22E860,X
|
||||
STA $136E
|
||||
LDA $7E0AE0
|
||||
AND #$00FF
|
||||
CMP #$00C0
|
||||
BNE $22E816
|
||||
LDA #$2CF5
|
||||
BRA $22E819
|
||||
LDA #$241D
|
||||
STA $1372
|
||||
SEP #$30
|
||||
INC $0207
|
||||
LDA $F0
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22E830
|
||||
|
||||
FairyFlippers_E830:
|
||||
{
|
||||
ADC #$0020
|
||||
STA $1CD0
|
||||
LDA $10
|
||||
AND #$00FF
|
||||
CMP #$0012
|
||||
BEQ $22E841
|
||||
RTL
|
||||
;-------
|
||||
STZ $0223
|
||||
STZ $1CD8
|
||||
LDA $7F502E
|
||||
AND #$00FF
|
||||
CMP #$0000
|
||||
BNE $22E854
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22EF50
|
||||
|
||||
{
|
||||
LDA $7EF3CC
|
||||
CMP #$0D
|
||||
BEQ $22EF59
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22EF80
|
||||
|
||||
{
|
||||
STA $7F500E ; reset underwater variable
|
||||
STZ $0372 ; link bounce flag
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 22EFA0
|
||||
|
||||
{
|
||||
LDA $5D ; Player Handler or "State"
|
||||
CMP #$05
|
||||
BNE $22EFAA
|
||||
STZ $0351
|
||||
RTS
|
||||
;-------
|
||||
LDA $4D
|
||||
CMP #$01
|
||||
BNE $22EFB4
|
||||
LDA #$04
|
||||
STA $5D ; Player Handler or "State"
|
||||
RTS
|
||||
}
|
||||
@@ -426,6 +426,8 @@ Menu_CheckBottle:
|
||||
|
||||
Menu_Exit:
|
||||
{
|
||||
JSL LinkState_ResetMaskAnimated
|
||||
|
||||
REP #$20
|
||||
|
||||
; reset submodule
|
||||
|
||||
Reference in New Issue
Block a user