Add Deku Link spin ability WIP, refactor all_masks bank and free space management
This commit is contained in:
@@ -2,35 +2,20 @@
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; Deku Mask
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; =========================================================
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org $358000
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incbin gfx/deku_link.bin
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; =========================================================
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org $07B0AB
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LinkItem_EvaluateMagicCost:
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .continue
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LDX.b #$01
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JSR LinkItem_EvaluateMagicCost : BCC .return
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LDA.b #$0A : STA $5D
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LDX.b #$01 : JSR LinkItem_EvaluateMagicCost : BCC .return
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JSL PrepareQuakeSpell
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RTS
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.continue
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; Check for R button held
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%CheckNewR_ButtonPress() : BEQ .return
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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%PlayerTransform()
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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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@@ -55,99 +40,7 @@ LinkItem_DekuMask:
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RTS
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}
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; =========================================================
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org $07E370
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LinkHop_FindArbitraryLandingSpot:
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org $07A6D6
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LinkState_UsingQuake:
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{
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}
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warnpc $07A779
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org $348000
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; org $07A013
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; JSL LinkItem_SlingshotPrepare
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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 .beta ; $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
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}
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warnpc $07A6BE
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; =========================================================
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@@ -155,11 +48,11 @@ org $07811A
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JSR Link_HandleDekuTransformation
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pullpc ; Bank 07 Free Space from minish_form
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Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
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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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JSR $82DA
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; JSR $82DA ; Link_HandleBunnyTransformation
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.continue
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STZ $03F5
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@@ -173,3 +66,124 @@ Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
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print "End of Masks/deku_mask.asm ", pc
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pushpc
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org $07E370
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LinkHop_FindArbitraryLandingSpot:
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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 $099589
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AncillaAdd_QuakeSpell:
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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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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_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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; INC.w $0FC1 ; Keep sprites frozen
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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 $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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LDA.b #$02 : STA.b $00 : STA.b $4D
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JSR Link_HandleChangeInZVelocity_preset
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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.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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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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.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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; $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 #$0A : BNE .skip_ping_sfx
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; PHX : LDA.b #$2C : JSR PlaySFX_Set2 : PLX
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.skip_ping_sfx
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CPX.b #$0B : BNE .skip_boom_sfx
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; LDA.b #$0C : JSR PlaySFX_Set2
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.skip_boom_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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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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; ; Quake Spell, End Quake State happens during Ancilla
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; LDY.b #$00 : LDA.b #$1C ; ANCILLA 1C
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; JSL AncillaAdd_QuakeSpell
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; STZ.b $4D : STZ.w $0046
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; -----------------------------------------------------
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.exit
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RTS
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.special
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DEC $5C
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; JSR $F514 ; CacheCameraPropertiesIfOutdoors
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JSL DekuLink_HoverBasedOnInput
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; JSR $E8F0
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RTS
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}
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warnpc $07A779
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