Update Sprites and Items
- Add the Portal Rod item (WIP) - Add Twinrova Boss Sprite - Update the Minecart Sprite - Fix the HUD magic meter draw - Fix some Zora Mask bugs (WIP) - General housekeeping
This commit is contained in:
@@ -5,61 +5,61 @@
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Menu_ItemIndex:
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db $00
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; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
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db $03, $02, $0E, $01, $0A, $0B
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db $03, $02, $0E, $01, $0A, $0B
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; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
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db $04, $09, $05, $06, $14, $0B
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db $04, $09, $05, $06, $14, $0B
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; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
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db $08, $0C, $12, $0D, $07, $0B
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db $08, $0C, $12, $0D, $07, $0B
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; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
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db $11, $0F, $08, $10, $13, $0B
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db $11, $0F, $08, $10, $13, $0B
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; -----------------------------------------------------------------------------
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; Decides which graphics is drawn
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Menu_AddressIndex:
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db $7EF340 ; bow
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db $7EF341 ; boom
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db $7EF342 ; hookshot
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db $7EF343 ; bombs
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db $7EF344 ; powder
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db $7EF35C ; bottle1
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db $7EF340 ; Bow
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db $7EF341 ; Boomerang
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db $7EF342 ; Hookshot
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db $7EF343 ; Bombs
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db $7EF344 ; Powder
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db $7EF35C ; Bottle 1
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db $7EF34B ; hammer
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db $7EF34A ; lamp
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db $7EF345 ; firerod
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db $7EF346 ; icerod
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db $7EF353 ; mirror
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db $7EF35D ; bottle2
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db $7EF34B ; Hammer
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db $7EF34A ; Lamp
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db $7EF345 ; Fire Rod
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db $7EF346 ; Ice Rod
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db $7EF353 ; Magic Mirror
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db $7EF35D ; Bottle 2
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db $7EF34C ; shovel 7EF34F
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db $7EF34E ; book
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db $7EF350 ; somaria
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db $7EF351 ; byrna
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db $7EF34D ; feather
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db $7EF35E ; bottle3
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db $7EF34E ; Book
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db $7EF350 ; Cane of Somaria
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db $7EF351 ; Cane of Byrna
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db $7EF34D ; Roc's Feather
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db $7EF35E ; Bottle 3
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db $7EF348 ; deku mask
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db $7EF349 ; Deku Mask
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db $7EF347 ; Zora Mask
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db $7EF349 ; Bunny Hood
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db $7EF34C ; ocarina
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db $7EF352 ; stone mask
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db $7EF35F ; bottle4
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db $7EF358 ; Wolf Mask
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db $7EF348 ; Bunny Hood
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db $7EF352 ; Stone Mask
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db $7EF35F ; Bottle #4
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; -----------------------------------------------------------------------------
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Menu_ItemCursorPositions:
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dw menu_offset(6,2) ; bow
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dw menu_offset(6,5) ; boom
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dw menu_offset(6,8) ; hookshot
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dw menu_offset(6,12) ; bombs
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dw menu_offset(6,15) ; deku mask
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dw menu_offset(6,18) ; bottle1
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dw menu_offset(6,2) ; bow
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dw menu_offset(6,5) ; boom
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dw menu_offset(6,8) ; hookshot
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dw menu_offset(6,12) ; bombs
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dw menu_offset(6,15) ; deku mask
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dw menu_offset(6,18) ; bottle1
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dw menu_offset(9,2) ; hammer
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dw menu_offset(9,5) ; lamp
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dw menu_offset(9,8) ; firerod
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dw menu_offset(9,12) ; icerod
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dw menu_offset(9,15) ; goron
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dw menu_offset(9,18) ; bottle2
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dw menu_offset(9,2) ; hammer
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dw menu_offset(9,5) ; lamp
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dw menu_offset(9,8) ; firerod
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dw menu_offset(9,12) ; icerod
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dw menu_offset(9,15) ; goron
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dw menu_offset(9,18) ; bottle2
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dw menu_offset(12,2) ; shovel
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dw menu_offset(12,5) ; feather
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@@ -80,14 +80,14 @@ Menu_ItemCursorPositions:
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Menu_FindNextItem:
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{
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LDY.w $0202 : INY
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CPY.b #$19 : BCC .no_reset
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LDY.b #$01
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LDY.w $0202 : INY
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CPY.b #$19 : BCC .no_reset
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LDY.b #$01
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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@@ -95,13 +95,13 @@ Menu_FindNextItem:
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Menu_FindPrevItem:
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{
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LDY.w $0202 : DEY : BNE .no_reset
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LDY.w $0202 : DEY : BNE .no_reset
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LDY.b #$18
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindPrevItem
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LDA.l $7EF300, X
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BEQ Menu_FindPrevItem
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RTS
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}
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@@ -109,14 +109,14 @@ Menu_FindPrevItem:
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Menu_FindNextDownItem:
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{
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LDA.w $0202 : CLC : ADC.b #$06
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LDA.w $0202 : CLC : ADC.b #$06
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CMP.b #$19 : BCC .no_reset
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SBC.b #$18
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.no_reset
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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@@ -124,14 +124,14 @@ Menu_FindNextDownItem:
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Menu_FindNextUpItem:
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{
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LDA.w $0202 : SEC : SBC.b #$06
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BPL .no_reset : BNE .no_reset
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CLC : ADC.b #$18
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LDA.w $0202 : SEC : SBC.b #$06
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BPL .no_reset : BNE .no_reset
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CLC : ADC.b #$18
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.no_reset
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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@@ -140,20 +140,20 @@ Menu_FindNextUpItem:
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Menu_DeleteCursor:
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{
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REP #$30
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REP #$30
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LDX.w Menu_ItemCursorPositions-2, Y
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LDA.w #$20F5
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STA.w $1108, X
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STA.w $1148, X
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STA.w $114E, X
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STA.w $110E, X
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STA.w $11C8, X
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STA.w $114E, X
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STA.w $110E, X
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STA.w $11C8, X
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STA.w $1188, X
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STA.w $118E, X
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STA.w $11CE, X
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SEP #$30
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STZ $0207
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STA.w $118E, X
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STA.w $11CE, X
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SEP #$30
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STZ $0207
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RTS
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}
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@@ -161,24 +161,157 @@ Menu_DeleteCursor:
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Menu_InitItemScreen:
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{
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SEP #$30
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SEP #$30
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LDY.w $0202 : BNE .all_good
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.loop
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INY : CPY.b #$25 : BCS .bad
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INY : CPY.b #$25 : BCS .bad
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ .loop
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LDA.l $7EF300, X
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BEQ .loop
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STY.w $0202
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BRA .all_good
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BRA .all_good
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.bad
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STZ.w $0202
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.all_good
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STZ $0207
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STZ $0207
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LDA.b #$04
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STA.w $0200
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RTS
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}
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}
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; -----------------------------------------------------------------------------
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Menu_AddressLong:
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dl $7EF340 ; Bow
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dl $7EF341 ; Boomerang
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dl $7EF342 ; Hookshot
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dl $7EF343 ; Bombs
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dl $7EF344 ; Powder
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dl $7EF35C ; Bottle 1
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dl $7EF34B ; Hammer
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dl $7EF34A ; Lamp
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dl $7EF345 ; Fire Rod
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dl $7EF346 ; Ice Rod
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dl $7EF353 ; Magic Mirror
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dl $7EF35D ; Bottle 2
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dl $7EF34C ; shovel 7EF34F
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dl $7EF34E ; Book
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dl $7EF350 ; Cane of Somaria
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dl $7EF351 ; Cane of Byrna
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dl $7EF34D ; Roc's Feather
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dl $7EF35E ; Bottle 3
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dl $7EF349 ; Deku Mask
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dl $7EF347 ; Zora Mask
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dl $7EF358 ; Wolf Mask
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dl $7EF348 ; Bunny Hood
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dl $7EF352 ; Stone Mask
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dl $7EF35F ; Bottle #4
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GotoNextItem_Override:
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{
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; Load our currently equipped item, and move to the next one
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; If we reach our limit (21), set it back to the bow and arrow slot.
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LDA $0202 : INC A : CMP.b #$18 : BCC .dontReset
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LDA.b #$01
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.dontReset
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; Otherwise try to equip the item in the next slot
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STA $0202
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RTS
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}
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DoWeHaveThisItem_Override:
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{
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LDY $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BNE .have_this_item
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CLC
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RTL
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.have_this_item
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SEC
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RTL
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}
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TryEquipNextItem_Override:
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{
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.keep_looking
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JSL GotoNextItem_Override
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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RTL
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}
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SearchForEquippedItem_Override:
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{
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SEP #$30
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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CMP.b #$00 : BNE .equippableItemAvailable
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; In this case we have no equippable items
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STZ $0202
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STZ $0203
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STZ $0204
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.weHaveThatItem
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RTL
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.equippableItemAvailable
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; Is there an item currently equipped (in the HUD slot)?
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LDA $0202
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BNE .alreadyEquipped
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; If not, set the equipped item to the Bow and Arrow (even if we don't actually have it)
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LDA.b #$01
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STA $0202
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.alreadyEquipped
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; Checks to see if we actually have that item
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; We're done if we have that item
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JSR DoWeHaveThisItem_Override
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BCS .weHaveThatItem
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JMP TryEquipNextItem_Override
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}
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; -----------------------------------------------------------------------------
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pushpc
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org $0DDEB0
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DoWeHaveThisItem:
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{
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JSL DoWeHaveThisItem_Override
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RTS
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}
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org $0DDEE2
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TryEquipNextItem:
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JSL TryEquipNextItem_Override
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RTS
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org $0DE399
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SearchForEquippedItem:
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{
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JSL SearchForEquippedItem_Override
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RTS
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}
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warnpc $0DE3C7
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pullpc
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