remove bad deku flower check code
This commit is contained in:
@@ -345,65 +345,46 @@ org $0DA3FD
|
||||
JML DekuLink_SpinOrRecoil
|
||||
pullpc
|
||||
|
||||
CheckDekuFlowerPresence:
|
||||
PrepareMagicBubble:
|
||||
{
|
||||
REP #$20
|
||||
PHX
|
||||
CLC ; Assume sprite ID $B0 is not present
|
||||
LDX.b #$10
|
||||
.x_loop
|
||||
DEX
|
||||
|
||||
LDY.b #$04
|
||||
.y_loop
|
||||
DEY
|
||||
LDA.w $0E20, X : AND.w #$00FF : CMP.w #$00C0 : BEQ .set_flag
|
||||
BRA .not_b0
|
||||
#_07A049: LDA.b $20
|
||||
#_07A04B: STA.b $72
|
||||
|
||||
.set_flag
|
||||
SEC ; Set flag indicating sprite ID $B0 is present
|
||||
STX.w $02
|
||||
BRA .done
|
||||
#_07A04D: LDA.b $21
|
||||
#_07A04F: STA.b $73
|
||||
|
||||
.not_b0
|
||||
CPY.b #$00 : BNE .y_loop
|
||||
CPX.b #$00 : BNE .x_loop
|
||||
.done
|
||||
PLX
|
||||
SEP #$20
|
||||
RTS
|
||||
#_07A051: LDA.b $22
|
||||
#_07A053: STA.b $74
|
||||
|
||||
#_07A055: LDA.b $23
|
||||
#_07A057: STA.b $75
|
||||
|
||||
#_07A059: LDX.b $2F
|
||||
|
||||
#_07A05B: LDY.b #$02
|
||||
#_07A05D: LDA.b #$09 ; ANCILLA 09
|
||||
#_07A05F: JSL $0990A4 ; AncillaAdd_Arrow
|
||||
RTL
|
||||
}
|
||||
|
||||
; Based on LinkItem_Quake.allow_quake
|
||||
PrepareQuakeSpell:
|
||||
{
|
||||
; Find out if the sprite $C0 is in the room
|
||||
JSR CheckDekuFlowerPresence : BCC .no_c0
|
||||
LDA.b #$0A : STA.b $5D ; Set Link to the hover state
|
||||
LDA.b #$00 : STA.b $3D ; Clear the animation timer
|
||||
|
||||
PHX : LDA $02 : TAX
|
||||
JSL Link_SetupHitBox
|
||||
LDA #$00 : STA.w $031C ; Clear the spin animation gfx
|
||||
STZ.w $031D ; Clear the spin animation step
|
||||
STZ.w $0324 ; Prevent multiple ancillae from being added
|
||||
STZ.b $46 ; Clear the link damage timer
|
||||
|
||||
; X is now the ID of the sprite $B0
|
||||
JSL Sprite_SetupHitBox
|
||||
PLX
|
||||
|
||||
JSL CheckIfHitBoxesOverlap : BCC .no_c0
|
||||
; Set low and high of HOPVZ2
|
||||
; Usually used as the hopping speed for diagonal jumps
|
||||
LDA.b #$28 : STA.w $0362 : STA.w $0363
|
||||
STZ.w $0364 ; Clear Z-coordinate for the jump
|
||||
|
||||
LDA.b #$0A : STA.b $5D ; Set Link to the hover state
|
||||
LDA.b #$00 : STA.b $3D ; Clear the animation timer
|
||||
STZ $70 ; Clear bomb drop check flag
|
||||
|
||||
LDA #$00 : STA.w $031C ; Clear the spin animation gfx
|
||||
STZ.w $031D ; Clear the spin animation step
|
||||
STZ.w $0324 ; Prevent multiple ancillae from being added
|
||||
STZ.b $46 ; Clear the link damage timer
|
||||
|
||||
; Set low and high of HOPVZ2
|
||||
; Usually used as the hopping speed for diagonal jumps
|
||||
LDA.b #$28 : STA.w $0362 : STA.w $0363
|
||||
STZ.w $0364 ; Clear Z-coordinate for the jump
|
||||
|
||||
STZ $70 ; Clear bomb drop check flag
|
||||
.no_c0
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user