Fix song of storm rain bug, rearrange item space
This commit is contained in:
@@ -12,11 +12,7 @@ print "End of Items/ice_rod.asm ", pc
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; Starts Expanded Bank 0x2B
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; Starts Expanded Bank 0x2B
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incsrc "Items/jump_feather.asm"
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incsrc "Items/jump_feather.asm"
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incsrc "Items/book_of_secrets.asm"
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incsrc "Items/book_of_secrets.asm"
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incsrc "Items/portal_rod.asm"
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incsrc "Items/sword_collect.asm"
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incsrc "Items/sword_collect.asm"
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incsrc "Items/goldstar.asm"
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incsrc "Items/goldstar.asm"
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incsrc "Items/portal_rod.asm"
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incsrc "Items/fishing_rod.asm"
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incsrc "Items/fishing_rod.asm"
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print "End of Items/sword_collect.asm ", pc
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@@ -4,12 +4,10 @@
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;
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;
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; $22XXXX - Denotes the source address from all in patch
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; $22XXXX - Denotes the source address from all in patch
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pushpc
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org $07D576
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org $07D576
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Hookshot_CheckTileCollision:
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Hookshot_CheckTileCollision:
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org $348000
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pullpc
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TransferGFXinRAM:
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TransferGFXinRAM:
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{
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{
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PHX ; keep X
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PHX ; keep X
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@@ -29,6 +27,7 @@ TransferGFXinRAM:
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.morningstargfx
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.morningstargfx
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incbin morningstar.bin
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incbin morningstar.bin
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}
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}
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pushpc
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; OAM Draw Pattern for spikeball gfx
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; OAM Draw Pattern for spikeball gfx
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org $0085C4
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org $0085C4
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@@ -51,7 +51,8 @@ Song_of_Healing:
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!Storms_Params2 = $3C
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!Storms_Params2 = $3C
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; SFX1_18
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; SFX1_18
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org $1A8F93
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; org $1A92F7
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org $1A92F7 ; SFX2_2F
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Song_of_Storms:
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Song_of_Storms:
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{
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{
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db $E0, $0D ; set sfx instrument - twee
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db $E0, $0D ; set sfx instrument - twee
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@@ -86,7 +87,7 @@ Song_of_Storms:
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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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warnpc $1A8FD4
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; warnpc $1A8FD4
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; =========================================================
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; =========================================================
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org $07A3DB
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org $07A3DB
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@@ -133,7 +134,8 @@ LinkItem_NewFlute:
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.song_of_storms
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.song_of_storms
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; Play the Song of Storms SFX
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; Play the Song of Storms SFX
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LDA.b #$18 : JSR Player_DoSfx1
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; LDA.b #$18 : JSR Player_DoSfx1
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LDA.b #$2F : JSR Player_DoSfx2
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JSL OcarinaEffect_SummonStorms
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JSL OcarinaEffect_SummonStorms
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RTS
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RTS
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@@ -266,7 +268,6 @@ OcarinaEffect_SummonStorms:
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RTL
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RTL
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.summonStorms
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.summonStorms
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; LDA #$16 : STA $11
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LDA #$9F : STA $8C
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LDA #$9F : STA $8C
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LDA.b #$01 : STA.b $1D
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LDA.b #$01 : STA.b $1D
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LDA.b #$72 : STA.b $9A
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LDA.b #$72 : STA.b $9A
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@@ -274,25 +275,50 @@ OcarinaEffect_SummonStorms:
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RTL
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RTL
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}
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}
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PlayThunderAndRain:
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{
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LDA.b #$01 : STA $012D
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LDX.b #$36 : STX.w $012E
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RTL
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}
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CheckRealTable:
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CheckRealTable:
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{
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{
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LDA $7EE00E : CMP #$00 : BEQ .continue
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LDA $7EE00E : CMP #$00 : BEQ .continue
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JML $02A4CD+12 ; Jump to rain sound effect
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JML RainAnimation_Overridden_rainOverlaySet
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.continue
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.continue
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LDA #$05 : STA $012D
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LDA.b $8A : ASL : TAX
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LDA.b $8A : ASL : TAX
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LDA.l Pool_OverlayTable, X
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LDA.l Pool_OverlayTable, X
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CMP.b #$9F : BEQ .summonStorms
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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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.summonStorms
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.not_rain_area
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JML RainAnimation_Overridden_rainOverlaySet
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JML RainAnimation_Overridden_skipMovement
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}
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ResetOcarinaFlag:
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{
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REP #$30
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LDA #$0000 : STA.l $7EE00E
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SEP #$30
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LDA.w $0416 : ASL A
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RTL
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}
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org $02F210
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{
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JSL ResetOcarinaFlag
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}
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}
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; ZS OW
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; ZS OW
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org $02A4CD
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org $02A4CD
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RainAnimation_Overridden:
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RainAnimation_Overridden:
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{
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{
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JSL CheckRealTable
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JSL CheckRealTable : BEQ .rainOverlaySet
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LDA.b $8C : CMP.b #$9F : BEQ .rainOverlaySet
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; LDA.b $8C : CMP.b #$9F :
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; Check the progress indicator
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; Check the progress indicator
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LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement
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LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement
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.rainOverlaySet
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.rainOverlaySet
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@@ -320,7 +346,8 @@ RainAnimation_Overridden:
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.thunder
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.thunder
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; Play the thunder sound when outdoors.
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; Play the thunder sound when outdoors.
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LDX.b #$36 : STX.w $012E
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;LDX.b #$36 : STX.w $012E
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JSL PlayThunderAndRain
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.lightning
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.lightning
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@@ -75,3 +75,4 @@ collectSword:
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PLY
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PLY
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RTL
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RTL
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}
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}
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pushpc
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