Cleanup ice_rod.asm
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@@ -1,10 +1,8 @@
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;===========================================================
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; Ice Rod freezes water
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; Written by Conn
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;
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;===========================================================
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IceRodTileRam = $03EF
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; Ancilla_CheckTileCollision_Targeted_continue
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@@ -19,29 +17,29 @@ LinkItem_IceRod:
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; check if you're on overworld
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LDA $008C : BNE $01
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RTL
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RTL
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; disable other flying object icing water (boomerang, sword beam)
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LDA $03A3 : CMP #$06 : BEQ $01
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RTL
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RTL
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; check if ice shot #1 only is used (disable 2nd shot to ice)
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CPX #$04 : BEQ $01
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RTL
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RTL
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; check if ice shot is on water tiles
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LDA $03E8 : CMP #$08 : BEQ .on_water_tiles
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; check if ice shot is on native unused, edited blocks
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LDA $03E8 : CMP #$03 : BEQ $01
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RTL
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.on_water_tiles
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; check if ice shot is on native unused, edited blocks
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LDA $03E8 : CMP #$03 : BEQ $01
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RTL
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.on_water_tiles
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; double check if really ice shot is used
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LDA $0303 : CMP #$06 : BEQ $01
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RTL
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RTL
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LDA $0304 : CMP #$06 : BEQ $01
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RTL
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RTL
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TXA
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STA $7ED004 ; store native x value into ram to regain after code
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@@ -76,6 +74,7 @@ LinkItem_IceRod:
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ADC $02
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STA $2116 ; store vram address for upper tile part (8x16) to $2116
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STA $7ED007
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; Palette set here
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LDA #$1D83 ; load new ice tiles
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STA $7ED000
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@@ -114,11 +113,10 @@ VramDmaTransfer:
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RTS
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}
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; bug fix to not swim through tiles but jump onto them
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org $07DC9E
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JSL $0EFC80
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nop
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NOP
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org $0EFC80
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LDA $0A
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@@ -145,7 +143,7 @@ org $0E95DC ; get a 0e written here (first byte) to enable gliding on new tiles
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ASL $5757
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org $0F85B8 ; get new tile values (83 1d) written 4 times here
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STA $1D,s
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STA $1D,s
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STA $1D,s
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STA $1D,s
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STA $1D, S
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STA $1D, S
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STA $1D, S
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STA $1D, S
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