update crystals and gamestate symbols
This commit is contained in:
@@ -42,7 +42,7 @@ SaveRam:
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; 0x01 - Uncle reached
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; 0x02 - Zelda rescued
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; 0x03 - Agahnim defeated
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GAMESTATE = $7EF3C5
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GameState = $7EF3C5
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; Red X on Hall of Secrets
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; Red X on Kalyxo Pyramid
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@@ -98,7 +98,7 @@ MapIcon = $7EF3C7
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; i - Ice Palace
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; m - Misery Mire
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; t - Turtle Rock
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CRYSTALS = $7EF37A
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Crystals = $7EF37A
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; 01 - Fishing Rod
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; 02 - Portal Rod
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@@ -39,23 +39,20 @@ HouseTag_Main:
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LDA.b #$08 : STA $7EE000 ; Set the time to 8:00am
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LDA.b #$03 : STA.w $012C ; Play the deku tree music
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; -------------------------------
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; Set Link's coordinates to this specific position.
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LDA.b #$40 : STA $0FC2
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LDA.b #$09 : STA $0FC3
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LDA.b #$5A : STA $0FC4
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LDA.b #$21 : STA $0FC5
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; "Accept our quest, Link!"
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LDA.b #$1F : LDY.b #$00
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JSL $05E219 ; Sprite_ShowMessageUnconditional
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JSL Sprite_ShowMessageUnconditional
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INC.b StoryState
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RTS
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}
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HouseTag_WakeUpPlayer:
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{
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; Lighten the screen gradually and then wake Link up partially
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@@ -80,7 +77,7 @@ HouseTag_Main:
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LDA $7EF3C6 : ORA.b #$10 : STA $7EF3C6
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; Set the game mode
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LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$00 : STA GameState ; (0 - intro, 1 - pendants, 2 - crystals)
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LDA #$00 : STA $7EF3CC ; disable telepathic message
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JSL Sprite_LoadGfxProperties
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RTS
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@@ -337,8 +337,8 @@ CheckRealTable:
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ResetOcarinaFlag:
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{
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LDA $7EF3C5 : BEQ .continue
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CMP #$01 : BEQ .continue
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LDA.l GameState : BEQ .continue
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CMP #$01 : BEQ .continue
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REP #$30
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LDA #$0000 : STA.l $7EE00E
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SEP #$30
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@@ -416,7 +416,7 @@ RainAnimation_Overridden:
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JSL CheckRealTable : BEQ .rainOverlaySet
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; LDA.b $8C : CMP.b #$9F :
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; Check the progress indicator
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LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement
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LDA.l GameState : CMP.b #$02 : BRA .skipMovement
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.rainOverlaySet
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; If misery mire has been opened already, we're done.
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@@ -21,7 +21,7 @@ pullpc
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LinkState_CheckForMinishForm:
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{
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SEP #$30
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LDA.l GAMESTATE : BEQ .return
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LDA.l GameState : BEQ .return
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JSL $0FF979 ; AncillaSpawn_SwordChargeSparkle
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; Check for the R button (like minish cap)
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@@ -6,7 +6,7 @@ org $1AFBC7 : db $0B ; Heart Index
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org $1AFBD7 : db $00
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; Remove rain sound effects from beginning
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org $02838C : LDA.l $7EF3C5 : CMP.b #$00
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org $02838C : LDA.l GameState : CMP.b #$00
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; RoomTag_GanonDoor
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; Replace SprState == 04 -> .exit
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@@ -121,7 +121,7 @@ LoadDarkWorldIntro:
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LDA.b #$40 : STA.l $7EF3CA
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RTL
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.not_dw_spawn
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LDA.l GAMESTATE : CMP.b #$02 : BNE .intro_sequence
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LDA.l GameState : CMP.b #$02 : BNE .intro_sequence
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; Check for maku tree progress flag
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LDA.l OOSPROG : CMP.b #$02 : BCS .has_pearl
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STZ.w $1B
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@@ -148,7 +148,7 @@ org $0281E2 : LDA.l $7EF342 : CMP.b #$02
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org $0281CD : LDA.l $7EF3D6 : CMP.b #$04
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; GameOver_FadeAndRevive
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org $09F520 : LDA.l $7EF3C5 : CMP.b #$02
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org $09F520 : LDA.l GameState : CMP.b #$02
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pullpc
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LoadOverworldPitAreas:
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@@ -446,11 +446,11 @@ CheckIfNight:
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JSR LoadPeacetimeSprites : BCS +
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RTL
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+
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LDA.l $7EF3C5 : CMP.b #$02 : BCC .day_time
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LDA.l GameState : CMP.b #$02 : BCC .day_time
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LDA $7EE000 : CMP.b #$12 : BCS .night_time
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LDA $7EE000 : CMP.b #$06 : BCC .night_time
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.day_time
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LDA.l $7EF3C5
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LDA.l GameState
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RTL
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.night_time
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LDA.b #$03
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@@ -487,32 +487,32 @@ CheckIfNight16Bit:
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+
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REP #$30
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; Don't change the spriteset during the intro sequence
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LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
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LDA.l GameState : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
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; 0x12 = 18 hours or 6 pm
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0012 : BCS .night_time
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; If it's less than 6 am, jump to night time
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0006 : BCC .night_time
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.day_time
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LDA.l $7EF3C5
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LDA.l GameState
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RTL
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.night_time
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; Load the gamestate 03 spritesets, but don't change the save ram
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LDA.l $7EF3C5 : CLC : ADC #$0001
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LDA.l GameState : CLC : ADC #$0001
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RTL
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}
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LoadPeacetimeSprites:
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{
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; Map 2E, 2F if CRYSTALS && 0x10 == 0
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; Map 2E, 2F if Crystals && 0x10 == 0
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LDA $8A : CMP.b #$2E : BEQ .tail_palace
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CMP.b #$2F : BEQ .tail_palace
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CMP.b #$1E : BEQ .zora_sanctuary
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JMP +
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.tail_palace
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LDA.l CRYSTALS : AND #$10 : BNE .load_peacetime
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LDA.l Crystals : AND #$10 : BNE .load_peacetime
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JMP +
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.zora_sanctuary
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LDA.l CRYSTALS : AND #$20 : BNE .load_peacetime
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LDA.l Crystals : AND #$20 : BNE .load_peacetime
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JMP +
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.load_peacetime
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LDA.b #$01
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@@ -526,7 +526,7 @@ LoadPeacetimeSprites:
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FixSaveAndQuit:
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{
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LDA #$08 : STA $7EE000
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LDA.l $7EF3C5
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LDA.l GameState
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RTL
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}
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@@ -105,7 +105,7 @@ Zora_TrackHeadToPlayer:
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Zora_HandleDialogue:
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{
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LDA.l CRYSTALS : AND.b #$20 : BEQ +++
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LDA.l Crystals : AND.b #$20 : BEQ +++
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%ShowSolicitedMessage($01A6)
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JMP +
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+++
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