cleanup deku mask, remove unused code
This commit is contained in:
@@ -25,6 +25,8 @@ deku_palette:
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dw #$6739, #$15C5, #$150E, #$26C9, #$17AA, #$21F4, #$17DF, #$42DB
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dw #$14A5, #$14BC, #$14B2, #$14A5, #$7FFF, #$7A18, #$178C
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print "End of Masks/deku_mask.asm ", pc
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; =========================================================
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; Indicates somaria platform status.
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@@ -56,56 +58,31 @@ warnpc $07A6BE
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; =========================================================
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org $07811A
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JSR Link_HandleDekuTransformation
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Link_HandleChangeInZVelocity = $078926
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Link_HandleChangeInZVelocity_preset = $078932
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pullpc ; Free space in bank07 - all_sprites.asm
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Link_HandleDekuTransformation:
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{
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; Check if using Quake Medallion
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LDA $5D : CMP.b #$0A : BEQ .continue
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.continue
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JSR $82DA ; Link_HandleBunnyTransformation
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RTS
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}
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print "End of Masks/deku_mask.asm ", pc
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pushpc
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org $078926
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Link_HandleChangeInZVelocity:
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org $078932
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Link_HandleChangeInZVelocity_preset:
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org $078028
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PlaySFX_Set2:
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org $07802F
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PlaySFX_Set3:
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PlaySFX_Set2 = $078028
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PlaySFX_Set3 = $07802F
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org $07A6BE
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LinkState_UsingQuake:
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{
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.anim_step
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db #$00, #$01, #$02, #$03
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db #$00, #$01, #$02, #$03
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db #$10, #$10, #$00, #$00 ; 16
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.anim_step
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db #$00, #$01, #$02, #$03
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db #$00, #$01, #$02, #$03
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db #$10, #$10, #$00, #$00 ; 16
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.anim_timer
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db 5, 5, 5, 5
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db 5, 5, 5, 5
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db 5, 5, 5, 19
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.anim_timer
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db 5, 5, 5, 5
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db 5, 5, 5, 5
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db 5, 5, 5, 19
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JSR $F514 ; CacheCameraPropertiesIfOutdoors
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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; SPIN STEP CHECK
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LDA.w $031D : CMP.b #$0A : BNE .not_ascending
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LDA.w LinkSpinStep : CMP.b #$0A : BNE .not_ascending
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LDA.w $0362 : STA.b $29
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LDA.w $0363 : STA.w $02C7
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LDA.w $0364 : STA.b $24
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@@ -116,56 +93,51 @@ LinkState_UsingQuake:
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JSL LinkHop_FindArbitraryLandingSpot
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; Link recoil Z value, hop Z value
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LDA.b $29 : STA.w $0362
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LDA.b LinkRecoilZ : STA.w $0362
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LDA.w $02C7 : STA.w $0363
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; Z Position of Link
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LDA.b $24 : STA.w $0364 : BMI .still_ascending
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; End of ASCEND -----------------------------------------
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; Link recoil Z
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LDY.b #$00 : LDA.b $29 : BPL .done_ascending
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; End of ASCEND -------------------------------------
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LDY.b #$00 : LDA.b LinkRecoilZ : BPL .done_ascending
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LDY.b #$00 ; Thrust Sword Down OAM Frame Set
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LDY.b #$00 ; Thrust Sword Down OAM Frame Set
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.done_ascending
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STY.w $031C : BRA .exit
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; -------------------------------------------------------
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.done_ascending
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STY.w $031C : BRA .exit
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; ---------------------------------------------------
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.not_ascending
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DEC.b $3D : BPL .special
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.still_ascending
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INC.w $031D
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INC.w LinkSpinStep
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LDX.w LinkSpinStep
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CPX.b #$04 : BNE .skip_swish_sfx
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PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
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.skip_swish_sfx
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CPX.b #$0C : BNE .dont_reset_step
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LDA.b #$0B : STA.w LinkSpinStep
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TAX
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.dont_reset_step
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LDA.w .anim_timer,X : STA.b $3D
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LDA.w .anim_step,X : STA.w $031C
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LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
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CPX.b #$0B : BNE .special ; Animation step check
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; $031D - Spin Step
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LDX.w $031D : CPX.b #$04 : BNE .skip_swish_sfx
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PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
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.skip_swish_sfx
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CPX.b #$0C : BNE .dont_reset_step
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LDA.b #$0B : STA.w $031D
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; -------------------------------------------------
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; Prevent repeat spellcast set
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LDA.b #$01 : STA.w $0324
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LDA.b #$12 : STA LinkZ
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LDA.b #$FF : STA FallTimer
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LDA.b #$01 : STA $70
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; -------------------------------------------------
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TAX
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.dont_reset_step
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LDA.w .anim_timer,X : STA.b $3D
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LDA.w .anim_step,X : STA.w $031C
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LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
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CPX.b #$0B : BNE .special ; Animation step check
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; -----------------------------------------------------
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; Prevent repeat spellcast set
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LDA.b #$01 : STA.w $0324
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LDA.b #$12 : STA $24
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LDA.b #$FF : STA $5C
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LDA.b #$01 : STA $70
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; -----------------------------------------------------
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.exit
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.exit
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RTS
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.special
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.special
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DEC $5C
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JSL DekuLink_HoverBasedOnInput
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RTS
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@@ -510,11 +510,19 @@ LinkY = $20 ; Position Y of link
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LinkYH = $21 ; High position Y of link
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LinkX = $22 ; Position X of link
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LinkXH = $23 ; High position X of link
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LinkZ = $24 ; Position Z of link
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; ----UDLR
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; [U Up][D Down][L Left][R Right]
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; Direction link is pushing against
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LinkPushDir = $26
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LinkPushDir = $26
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; Link's recoiling speed
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; By themselves, these do not do much
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; They will be reset every frame Link is not in recoil state
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LinkRecoilY = $27
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LinkRecoilX = $28
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LinkRecoilZ = $29
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; Link's subpixel velocity
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; when this value overflows, Link's main velocity gains an extra pixel
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@@ -538,9 +546,6 @@ LinkMoveDir = $67
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; 0: Not moving, 1: Moving cardinal, 2: Moving diagonally
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LinkMoveInfo = $6A
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LinkRecoilY = $27 ; Recoiling speed Y of link
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LinkRecoilX = $28 ; Recoiling speed X of link
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LinkVisible = $4B ; if set to 0x0C link will be invisible
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LinkBunnyGfx = $56 ; if set to 1 link will be bunny, otherwise link
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@@ -552,6 +557,7 @@ LinkSpeedTbl = $5E
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; if is set to 0x02 or 0x03 link is falling
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LinkFalling = $5B
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FallTimer = $5C
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; LinkState_Default : 0x00
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; LinkState_Pits : 0x01
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@@ -643,6 +649,10 @@ LinkAnim = $037A
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LinkWallCheat = $037F ; If non zero can walk through walls
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; Animation step/graphics for spin attack animations; including medallions.
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LinkSpinGfx = $031C
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LinkSpinStep = $031D
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; =========================================================
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Link_ReceiveItem = $0799AD ; Y = item id
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