Update DekuMask LinkState w long jump pointers

This commit is contained in:
scawful
2023-01-15 17:06:01 -06:00
parent a3d8fc9a1a
commit 9ffc6dab59

View File

@@ -8,9 +8,6 @@ org $008A01
org $07983A
Player_ResetSwimState:
org $079873
Player_ResetSwimCollision:
org $0ED6C0
LoadActualGearPalettes:
@@ -22,6 +19,9 @@ org $07915E
org $07E6A6
Link_HandleMovingAnimation_FullLongEntry:
org $01FF28
Player_CacheStatePriorToHandler:
; =============================================================================
@@ -38,10 +38,12 @@ Link_HandleDiagonalCollision_Long:
RTL
}
; =============================================================================
org $07B7C7
Link_HandleCardinalCollision:
org $07F8A2
org $07F8A6
Link_HandleCardinalCollision_Long:
{
PHB : PHK : PLB
@@ -50,10 +52,12 @@ Link_HandleCardinalCollision_Long:
RTL
}
; =============================================================================
org $07E8F0
HandleIndoorCameraAndDoors:
org $07F8AA
org $07F8AE
HandleIndoorCameraAndDoors_Long:
{
PHB : PHK : PLB
@@ -61,6 +65,49 @@ HandleIndoorCameraAndDoors_Long:
PLB
RTL
}
; =============================================================================
org $07F514
CheckIndoorStatus:
org $07F8B7
CheckIndoorStatus_Long:
{
PHB : PHK : PLB
JSR CheckIndoorStatus
PLB
RTL
}
; =============================================================================
org $079873
Player_ResetSwimCollision:
org $07F8C0
Player_ResetSwimCollision_Long:
{
PHB : PHK : PLB
JSR Player_ResetSwimCollision
PLB
RTL
}
; =============================================================================
org $079B0E
Link_HandleYItems:
org $07F8C9
Link_HandleYItems_Long:
{
PHB : PHK : PLB
JSR Link_HandleYItems
PLB
RTL
}
print pc
; =============================================================================
@@ -84,6 +131,7 @@ LinkItem_DekuMask:
LDA #$35 : STA $BC ; put the mask on
LDA #$01 : STA $02B2
BRA .return
.unequip
JSL Palette_ArmorAndGloves
STZ $5D
@@ -93,22 +141,27 @@ LinkItem_DekuMask:
RTS
}
; =============================================================================
; LinkItem_UsingQuake is 152 (base10) bytes long
org $07A6D6
LinkItem_UsingQuake:
{
JSL LinkItem_UsingDekuMask
NOP #152
; 07A6DB
; 07A6DB
print pc
}
; end of UsingQuake is at 07A773
; =============================================================================
org $288000
; incsrc "link_handler.asm"
;incsrc "link_handler.asm"
LinkItem_UsingDekuMask:
{
; SEP #$20
JSL $07F514 ; $3F514 IN ROM
SEP #$20
JSL CheckIndoorStatus_Long
LDA $0345 : BNE .recache
LDA $4D : BEQ .recoiling
@@ -154,7 +207,7 @@ LinkItem_UsingDekuMask:
LDA $46 : BEQ .wait_maybe_not_recoiling
BRL $83A1 ; Permabunny mode.
BRL $0783A1 ; Permabunny mode.
.wait_maybe_not_recoiling
@@ -172,8 +225,8 @@ LinkItem_UsingDekuMask:
.not_moving
JSL Player_ResetSwimCollision
JSL $079B0E ; $39B0E IN ROM
JSL Player_ResetSwimCollision_Long
JSL Link_HandleYItems_Long ; $39B0E IN ROM
LDA $49 : AND.b #$0F : BNE .movement
@@ -193,7 +246,7 @@ LinkItem_UsingDekuMask:
BRA .finish_up
.movement
STA $67 : CMP $26 : BEQ .directions_match
STZ $2A
@@ -211,7 +264,6 @@ LinkItem_UsingDekuMask:
STA $26
.finish_up
JSL Link_HandleDiagonalCollision_Long
JSL Link_HandleVelocity ; $3E245 IN ROM
JSL Link_HandleCardinalCollision_Long
@@ -254,7 +306,7 @@ Palette_ArmorAndGloves:
LDA $7EF35B
JSL $1BEDFF ; Read Original Palette Code
RTL
.part_two
.part_two
SEP #$30
REP #$30
LDA $7EF354