Update Minecart, remove used camera code
This commit is contained in:
@@ -1,6 +1,7 @@
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $BE ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 08 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -58,11 +59,10 @@ Sprite_Minecart_Prep:
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{
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PHB : PHK : PLB
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; Adjust the Y position so it aligns with the tracks.
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LDA #$00 : STA $0CAA, X
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LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X ; SprY adjustment
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LDA #$00 : STA $0CAA, X ; Sprite persist in dungeon
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LDA #$04 : STA $0E40, X ; Nbr Oam Entries
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LDA #$40 : STA $0E60, x ; Impervious props
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LDA #$E0 : STA $0F60, X ; Persist
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@@ -97,6 +97,7 @@ Sprite_Minecart_Main:
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dw Minecart_MoveNorth ; 0x04
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dw Minecart_MoveSouth ; 0x05
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dw Minecart_MoveEast ; 0x06
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dw Minecart_Release ; 0x07
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Minecart_Adjust:
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{
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@@ -111,10 +112,12 @@ Sprite_Minecart_Main:
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LDA #$40 : STA $0E00, X ; Set SprTimerB
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LDA SprMiscB, X : CMP #$00 : BNE .not_horiz
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INC $0D80, X ; Minecart_WaitHoriz
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INC $0D80, X ; Minecart_WaitHoriz
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RTS
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.not_horiz
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LDA $0D10, X : SEC : SBC #$04 : STA $0D10, X ; SprX adjustment
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%GotoAction(2) ; Minecart_WaitVert
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RTS
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}
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@@ -123,6 +126,8 @@ Sprite_Minecart_Main:
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%PlayAnimation(0,1,8)
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JSR CheckIfPlayerIsOn : BCC .not_on_platform
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LDA $012B : BNE .opposite_direction
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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@@ -130,6 +135,14 @@ Sprite_Minecart_Main:
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.not_on_platform
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RTS
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.opposite_direction
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JSL Player_HaltDashAttack ; Stop the player from dashing
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LDA #$02 : STA $02F5 ; Somaria platform and moving
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LDA $0FDA : SEC : SBC #$0B : STA $20 ; Adjust player pos
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%GotoAction(6) ; Minecart_MoveEast
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RTS
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}
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Minecart_WaitVert:
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@@ -151,6 +164,7 @@ Sprite_Minecart_Main:
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%PlayAnimation(0,1,8)
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LDA.b #-!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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@@ -158,7 +172,7 @@ Sprite_Minecart_Main:
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D00, X : CLC : ADC.b #$04 : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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@@ -170,6 +184,7 @@ Sprite_Minecart_Main:
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA #$05 : STA $012E
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INC $0D80, X ; Minecart_MoveNorth
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RTS
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.continue
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@@ -178,10 +193,15 @@ Sprite_Minecart_Main:
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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LDA #$05 : STA $012E
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.continue_b
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LDA $0FA5 : CMP.b #$B6 : BNE .continue_c
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LDA #$16 : STA $012F
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%GotoAction(7)
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RTS
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.continue_c
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%HandlePlayerCamera()
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@@ -192,6 +212,7 @@ Sprite_Minecart_Main:
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{
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%PlayAnimation(2,3,8)
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LDA.b #-!MinecartSpeed : STA $0D40, X
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LDA #$35 : STA $012E
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JSL Sprite_MoveVert
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LDA SprY, X : SEC : SBC #$04 : STA $20
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@@ -211,10 +232,15 @@ Sprite_Minecart_Main:
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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LDA #$05 : STA $012E
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%GotoAction(3)
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RTS
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.continue
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LDA $0FA5 : CMP.b #$B6 : BNE .continue_b
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%GotoAction(7)
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.continue_b
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LDA $40 : SEC : SBC.b #$FF : STA $40
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LDA $68 : SEC : SBC.b #$FF : STA $68
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@@ -241,9 +267,9 @@ Sprite_Minecart_Main:
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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LDA $0FA5 : CMP.b #$B5 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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%GotoAction(2) ; Minecart_MoveWest
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LDA $0FA5 : CMP.b #$B1 : BNE .continue
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%GotoAction(6) ; Minecart_MoveWest
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RTS
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.continue
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@@ -254,7 +280,58 @@ Sprite_Minecart_Main:
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Minecart_MoveEast:
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{
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%PlayAnimation(0,1,8)
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%HandlePlayerCamera()
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LDA.b #!MinecartSpeed : STA $0D50, X
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JSL Sprite_MoveHoriz
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LDA #$35 : STA $012E
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; Make Link move with the minecart
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LDA SprX, X : STA $22
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JSR DragPlayer
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; Set Minecart sprite coords to look for tile attributes
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LDA.w $0D00, X : STA.b $00
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LDA.w $0D20, X : STA.b $01
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LDA.w $0D10, X : STA.b $02
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LDA.w $0D30, X : STA.b $03
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Check for top right corner
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LDA $0FA5 : CMP.b #$B4 : BNE .continue
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LDA $0FDA : SEC : SBC #$0B : STA $20
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LDA #$05 : STA $012E
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%GotoAction(5)
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RTS
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.continue
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; Check for top left corner, then go south
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LDA $0FA5 : CMP.b #$B2 : BNE .continue_b
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%StartOnFrame(2)
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LDA #$00 : STA $0D50, X ; Reset X Speed
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LDA $31 : CLC : ADC.b #$30 : STA $31
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LDA #$05 : STA $012E
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%GotoAction(5) ; Minecart_MoveSouth
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RTS
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.continue_b
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%HandlePlayerCamera()
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RTS
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}
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Minecart_Release:
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{
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STZ $02F5
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STZ.w $0D40, X
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LDA #$40 : STA SprTimerD, X
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LDA #$01 : STA $012B
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; %GotoAction(0)
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RTS
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}
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@@ -526,273 +603,4 @@ Sprite_Minecart_DrawBottom:
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db $02, $02
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db $02, $02
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db $02, $02
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}
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;==============================================================================
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; Camera Code copied from vanilla which is called by HandleIndoorCameraAndDoors
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; Could be modified to be a custom Minecart camera which skips the dungeon
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; small room scroll transitions.
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; There's still some code left in bank02 not copied.
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!LinkCoordCacheY_High = $40
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!LinkCoordCacheX_High = $41
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; Link's absolute coordinates
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; TODO also used during attract (up through around $34)
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!POSY = $7E0020
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!POSYH = $7E0021
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!POSX = $7E0022
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!POSXH = $7E0023
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; The difference in pixels Link moved on each axis
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!DIFFY = $7E0030
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!DIFFX = $7E0031
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; Caches Link's coordinates for calculations during movement routines.
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!CALCYL = $7E003E
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!CALCXL = $7E003F
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!CALCYH = $7E0040
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!CALCXH = $7E0041
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; Difference of coordinate high bytes for movement calculations.
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!DIFFYH = $7E0068
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!DIFFXH = $7E0069
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; Camera scroll boundaries for big (B) and small (A) rooms in directions NSEW
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!SCROLLAN = $7E0600
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!SCROLLANH = $7E0601
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!SCROLLBN = $7E0602
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!SCROLLBNH = $7E0603
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!SCROLLAS = $7E0604
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!SCROLLASH = $7E0605
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!SCROLLBS = $7E0606
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!SCROLLBSH = $7E0607
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!SCROLLAW = $7E0608
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!SCROLLAWH = $7E0609
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!SCROLLBW = $7E060A
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!SCROLLBWH = $7E060B
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!SCROLLAE = $7E060C
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!SCROLLAEH = $7E060D
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!SCROLLBE = $7E060E
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!SCROLLBEH = $7E060F
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; Called by HandleIndoorCameraAndDoors if Link is not in a doorway.
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ApplyLinksMovementToCamera:
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PHB : PHK : PLB
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LDA.b $21 : SEC : SBC.b $40 : STA.b $68
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LDA.b $23 : SEC : SBC.b $41 : STA.b $69
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; you already have it, doofus
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LDA.b $69 : BEQ .check_y_movement
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BMI .moved_left
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.moved_right
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JSL AdjustQuadrantAndCamera_right
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BRA .check_y_movement
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.moved_left
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JSL AdjustQuadrantAndCamera_left
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.check_y_movement
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LDA.b $68 : BEQ .done
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BPL .moved_down
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.moved_up
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JSL AdjustQuadrantAndCamera_up
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PLB
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RTL
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.moved_down
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JSL AdjustQuadrantAndCamera_down
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.done
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PLB
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RTL
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QuadrantLayoutFlagBitfield:
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db $08, $04, $02, $01, $0C, $0C, $03, $03
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db $0A, $05, $0A, $05, $0F, $0F, $0F, $0F
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Underworld_AdjustQuadrant:
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LDA.w $040E
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ORA.b $AA
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ORA.b $A9
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STA.b $A8
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RTS
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;==============================================================================
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AdjustQuadrantAndCamera_right:
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LDA.b $A9
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EOR.b #$01
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STA.b $A9
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JSR Underworld_AdjustQuadrant
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LDX.b #$08
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JSR AdjustCameraBoundaries_DownOrRightQuadrant
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;==============================================================================
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SetAndSaveVisitedQuadrantFlags:
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LDA.b $A7
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ASL A
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ASL A
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STA.b $00
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LDA.b $A6
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ASL A
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ORA.b $00
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ORA.b $AA
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ORA.b $A9
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TAX
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LDA.l QuadrantLayoutFlagBitfield, X
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ORA.w $0408
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STA.w $0408
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;==============================================================================
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SaveVisitedQuadrantFlags:
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REP #$30
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LDA.b $A0
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ASL A
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TAX
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LDA.l $7EF000, X
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ORA.w $0408
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STA.l $7EF000, X
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SEP #$30
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RTL
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;==============================================================================
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AdjustQuadrantAndCamera_left:
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LDA.b $A9
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EOR.b #$01
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STA.b $A9
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JSR Underworld_AdjustQuadrant
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LDX.b #$08
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JSR AdjustCameraBoundaries_UpOrLeftQuadrant
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BRA SetAndSaveVisitedQuadrantFlags
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;==============================================================================
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AdjustQuadrantAndCamera_down:
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LDA.b $AA
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EOR.b #$02
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STA.b $AA
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JSR Underworld_AdjustQuadrant
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LDX.b #$00
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JSR AdjustCameraBoundaries_DownOrRightQuadrant
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BRA SetAndSaveVisitedQuadrantFlags
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;==============================================================================
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AdjustQuadrantAndCamera_up:
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LDA.b $AA
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EOR.b #$02
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STA.b $AA
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JSR Underworld_AdjustQuadrant
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LDX.b #$00
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JSR AdjustCameraBoundaries_UpOrLeftQuadrant
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BRA SetAndSaveVisitedQuadrantFlags
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;===================================================================================================
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AdjustCameraBoundaries_DownOrRightQuadrant:
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REP #$20
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LDA.w $0600, X
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CLC
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ADC.w #$0100
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STA.w $0600, X
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LDA.w $0604, X
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CLC
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ADC.w #$0100
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STA.w $0604, X
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SEP #$20
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RTS
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;===================================================================================================
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AdjustCameraBoundaries_DownOrRightWholeRoom:
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REP #$20
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LDA.w $0602, X
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CLC
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ADC.w #$0200
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STA.w $0602, X
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LDA.w $0606, X
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CLC
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ADC.w #$0200
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STA.w $0606, X
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SEP #$20
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RTS
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;===================================================================================================
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AdjustCameraBoundaries_UpOrLeftQuadrant:
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REP #$20
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LDA.w $0600, X
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SEC
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SBC.w #$0100
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STA.w $0600, X
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LDA.w $0604, X
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SEC
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SBC.w #$0100
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STA.w $0604, X
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SEP #$20
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RTS
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;===================================================================================================
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AdjustCameraBoundaries_UpOrLeftWholeRoom:
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REP #$20
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LDA.w $0602, X
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SEC
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SBC.w #$0200
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STA.w $0602, X
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LDA.w $0606, X
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SEC
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SBC.w #$0200
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STA.w $0606, X
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SEP #$20
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RTL
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}
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