Housekeeping
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@@ -309,4 +309,3 @@ db $1A, $0A, $00, $00 ; 0x25 Dragon Ship
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db $00, $00, $03, $02 ; 0x26
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db $0E, $00, $03, $07 ; 0x27
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db $1A, $05, $05, $0B ; 0x28 Dragon Ship
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@@ -58,11 +58,9 @@ Sprite_Farore_Prep:
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PHB : PHK : PLB
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LDA.b #$80 : STA $0CAA, X ; Don't kill Farore when she goes off screen
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LDA.l $7EF300
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BEQ .PlayIntro
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LDA.l $7EF300 : BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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.PlayIntro
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.PlayIntro
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PLB
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RTL
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@@ -75,7 +73,6 @@ Sprite_Farore_Prep:
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WALKSPEED = 14
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STORY_STATE = $B6
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Sprite_Farore_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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@@ -90,17 +87,14 @@ Sprite_Farore_Main:
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dw MakuArea_FaroreFollowPlayer
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dw MakuArea_FaroreWaitForKydrog
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; 00
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IntroStart:
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{
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LDA #$01 : STA InCutScene
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LDA $B6 : CMP.b #$01 : BEQ .maku_area
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CMP.b #$02 : BEQ .waiting
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%GotoAction(1)
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RTS
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.maku_area
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%GotoAction(6)
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RTS
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@@ -116,11 +110,9 @@ Sprite_Farore_Main:
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LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$08 : STA.b $49 ; Auto-movement north
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LDA.b $20 ; Link's Y Position
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CMP.b #$9C ; Y = 6C
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BCC .linkistoofar
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; Link's Y Position - Y = 6C
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LDA.b $20 : CMP.b #$9C : BCC .linkistoofar
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%GotoAction(2)
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.linkistoofar
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%PlayAnimation(6, 6, 8) ; Farore look towards Link
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RTS
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@@ -133,16 +125,13 @@ Sprite_Farore_Main:
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LDA.w WALKSPEED : STA.b $57 ; Slow Link down for the cutscene
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LDA.b #$02 : STA.b $49
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LDA.b $22 ; Link's X position
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CMP.b #$1A
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BCS .linkistoofar
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; Link's X position
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LDA.b $22 : CMP.b #$1A : BCS .linkistoofar
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STZ.b $49 ; kill automove
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LDA.b #$20
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STA.w SprTimerA, X ; set timer A to 0x10
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%PlayAnimation(0, 0, 8)
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%GotoAction(3)
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.linkistoofar
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RTS
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}
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@@ -71,8 +71,7 @@ DontTeleportWithoutFlippers:
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LDA.l $7EF356 : BNE +
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RTL
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+
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#_1EEEE4: LDA.b #$2E
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#_1EEEE6: STA.b $11
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LDA.b #$2E : STA.b $11
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RTL
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}
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@@ -90,8 +89,7 @@ Graphics_Transfer:
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JSR ApplyManhandlaGraphics
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JSR ApplyManhandlaPalette
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+
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#_02BE5E: LDA.b $11
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#_02BE60: CMP.b #$02
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LDA.b $11 : CMP.b #$02
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RTL
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}
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