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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