Update Song of Time notes in ocarina.asm
This commit is contained in:
@@ -13,7 +13,7 @@ org $078021
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Player_DoSfx1:
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Player_DoSfx1:
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; =========================================================
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; =========================================================
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; Song of Healing
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; Song of Healing
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; SFX2_Accomp
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; SFX2_Accomp
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; SFX2 13 (Previous $3E)
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; SFX2 13 (Previous $3E)
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@@ -70,7 +70,7 @@ Song_of_Storms:
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db !Storms_Duration2
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db !Storms_Duration2
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db !Storms_Params ; duration 1/2
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db !Storms_Params ; duration 1/2
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db $9A ; play note D3
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db $9A ; play note D3
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db !Storms_Duration
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db !Storms_Duration
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db !Storms_Params2 ; duration 1/4
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db !Storms_Params2 ; duration 1/4
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db $9C ; play note E3
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db $9C ; play note E3
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@@ -90,7 +90,7 @@ Song_of_Storms:
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; A, D, F, A, D, F
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; A, D, F, A, D, F
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; SFX3_27 Agahnim charge
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; SFX3_27 Agahnim charge
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; 0x003B
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; 0x003B
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org $1A91F0
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org $1A91F0
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Song_of_Time:
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Song_of_Time:
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{
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{
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!Time4th = $2A
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!Time4th = $2A
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@@ -100,24 +100,24 @@ Song_of_Time:
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db !Time4th ; duration 1/4
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db !Time4th ; duration 1/4
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db !TimeParams ; params
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db !TimeParams ; params
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db $9A ; play note D3
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db A3
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db $54 ; duration 1/2
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db $54 ; duration 1/2
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db !TimeParams ; params
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db !TimeParams ; params
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db $9D ; play note F3
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db D3
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db !Time4th ; duration 1/4
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db !Time4th ; duration 1/4
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db !TimeParams ; params
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db !TimeParams ; params
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db $9F ; play note A3
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db F3
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db $9A ; play note D3
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db A3
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db $54 ; duration 1/2
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db $54 ; duration 1/2
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db !TimeParams ; params
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db !TimeParams ; params
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db $9D ; play note F3
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db D3
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db !Time4th ; duration 1/4
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db !Time4th ; duration 1/4
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db !TimeParams ; params
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db !TimeParams ; params
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db $9F ; play note A3
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db F3
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db $00 ; end sfx
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db $00 ; end sfx
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}
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}
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@@ -150,13 +150,13 @@ LinkItem_NewFlute:
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.y_button_not_held
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.y_button_not_held
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; Check for Switch Swong
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; Check for Switch Swong
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JSR UpdateFluteSong
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JSR UpdateFluteSong
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JSR Link_CheckNewY_ButtonPress : BCC ReturnFromFluteHook
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JSR Link_CheckNewY_ButtonPress : BCC ReturnFromFluteHook
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; Success... play the flute.
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; Success... play the flute.
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LDA.b #$80 : STA.w $03F0
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LDA.b #$80 : STA.w $03F0
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LDA.w $030F
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LDA.w $030F
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CMP.b #$01 : BEQ .song_of_storms
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CMP.b #$01 : BEQ .song_of_storms
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CMP.b #$02 : BEQ .song_of_healing
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CMP.b #$02 : BEQ .song_of_healing
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@@ -169,7 +169,7 @@ LinkItem_NewFlute:
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RTS
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RTS
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.song_of_healing
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.song_of_healing
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LDA.b #$13 : JSR Player_DoSfx2
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LDA.b #$13 : JSR Player_DoSfx2
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LDA.b #$01 : STA $FE
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LDA.b #$01 : STA $FE
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RTS
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RTS
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@@ -184,7 +184,7 @@ LinkItem_NewFlute:
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; Are we indoors?
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; Are we indoors?
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LDA.b $1B : BNE .return
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LDA.b $1B : BNE .return
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; Are we in the dark world? Then become Moosh form.
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; Are we in the dark world? Then become Moosh form.
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LDA.b $8A : AND #$40 : BEQ .light_world
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LDA.b $8A : AND #$40 : BEQ .light_world
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JSL Link_TransformMoosh
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JSL Link_TransformMoosh
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@@ -193,42 +193,42 @@ LinkItem_NewFlute:
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; Also doesn't work in special areas like Master Sword area.
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; Also doesn't work in special areas like Master Sword area.
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LDA.b $10 : CMP.b #$0B : BEQ .return
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LDA.b $10 : CMP.b #$0B : BEQ .return
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LDX.b #$04
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LDX.b #$04
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.next_ancillary_slot
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.next_ancillary_slot
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; Is there already a travel bird effect in this slot?
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; Is there already a travel bird effect in this slot?
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LDA $0C4A, X : CMP.b #$27 : BEQ .return
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LDA $0C4A, X : CMP.b #$27 : BEQ .return
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; If there isn't one, keep checking.
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; If there isn't one, keep checking.
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DEX : BPL .next_ancillary_slot
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DEX : BPL .next_ancillary_slot
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; Paul's weathervane stuff Do we have a normal flute (without bird)?
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; Paul's weathervane stuff Do we have a normal flute (without bird)?
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LDA $7EF34C : CMP.b #$02 : BNE .travel_bird_already_released
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LDA $7EF34C : CMP.b #$02 : BNE .travel_bird_already_released
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REP #$20
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REP #$20
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; check the area, is it #$18 = 30?
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; check the area, is it #$18 = 30?
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LDA $8A : CMP.w #$0018 : BNE .not_weathervane_trigger
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LDA $8A : CMP.w #$0018 : BNE .not_weathervane_trigger
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; Y coordinate boundaries for setting it off.
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; Y coordinate boundaries for setting it off.
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LDA $20
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LDA $20
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CMP.w #$0760 : BCC .not_weathervane_trigger
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CMP.w #$0760 : BCC .not_weathervane_trigger
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CMP.w #$07E0 : BCS .not_weathervane_trigger
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CMP.w #$07E0 : BCS .not_weathervane_trigger
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; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
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; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
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LDA $22
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LDA $22
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CMP.w #$01CF : BCC .not_weathervane_trigger
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CMP.w #$01CF : BCC .not_weathervane_trigger
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CMP.w #$0230 : BCS .not_weathervane_trigger
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CMP.w #$0230 : BCS .not_weathervane_trigger
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; do if( (Xcoord >= 0x1cf) && (Xcoord < 0x0230)
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; do if( (Xcoord >= 0x1cf) && (Xcoord < 0x0230)
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SEP #$20
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SEP #$20
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; Apparently a special Overworld mode for doing this?
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; Apparently a special Overworld mode for doing this?
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LDA.b #$2D : STA $11
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LDA.b #$2D : STA $11
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; Trigger the sequence to start the weathervane explosion.
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; Trigger the sequence to start the weathervane explosion.
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LDY.b #$00
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LDY.b #$00
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LDA.b #$37
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LDA.b #$37
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@@ -284,7 +284,7 @@ OcarinaEffect_SummonStorms:
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CMP.b #$18 : BEQ .errorBeep
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CMP.b #$18 : BEQ .errorBeep
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CMP.b #$28 : BEQ .errorBeep
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CMP.b #$28 : BEQ .errorBeep
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CMP.b #$29 : BEQ .errorBeep
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CMP.b #$29 : BEQ .errorBeep
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; If the rain is already summoned, dismiss it
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; If the rain is already summoned, dismiss it
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LDA.l $7EE00E : BEQ .summonStorms
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LDA.l $7EE00E : BEQ .summonStorms
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.dismissStorms
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.dismissStorms
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@@ -316,7 +316,7 @@ CheckForZoraEvent:
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LDA $20 : CMP.w #$06E8 : BNE .notZora
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LDA $20 : CMP.w #$06E8 : BNE .notZora
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LDA $22 : CMP.w #$0C48 : BNE .notZora
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LDA $22 : CMP.w #$0C48 : BNE .notZora
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LDA.b #$01 : STA $04C6
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LDA.b #$01 : STA $04C6
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SEC
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SEC
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RTS
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RTS
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.notZora
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.notZora
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CLC
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CLC
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@@ -342,7 +342,7 @@ CheckRealTable:
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CMP.b #$9F : BNE .not_rain_area
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CMP.b #$9F : BNE .not_rain_area
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RTL
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RTL
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.not_rain_area
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.not_rain_area
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JML RainAnimation_Overridden_skipMovement
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JML RainAnimation_Overridden_skipMovement
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}
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}
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@@ -354,7 +354,7 @@ ResetOcarinaFlag:
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LDA #$0000 : STA.l $7EE00E
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LDA #$0000 : STA.l $7EE00E
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SEP #$30
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SEP #$30
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.continue
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.continue
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LDA.w $0416 : ASL A
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LDA.w $0416 : ASL A
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RTL
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RTL
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}
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}
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