Housekeeping NPCs, Octorok, TransferDungeonMapGfx
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@@ -59,18 +59,16 @@ pullpc ; Bank 0x33
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TransferDungeonMapGfx:
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{
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REP #$20 ; A = 16, XY = 8
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LDX #$80 : STX $2100 ; turn the screen off (required)
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LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
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LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
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REP #$20
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LDX #$80 : STX $2100
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LDX #$80 : STX $2115
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LDA #$5000 : STA $2116 ; Destination of the DMA in VRAM
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LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
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LDA.w #MapGfx : STA $4302 ; Source address where you want gfx from ROM
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LDA.w #MapGfx : STA $4302
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LDX.b #MapGfx>>16 : STX $4304
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LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
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LDX #$01 : STX $420B ; Do the DMA
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LDX #$0F : STX $2100 ; Turn the screen back on
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LDA #$2000 : STA $4305
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LDX #$01 : STX $420B
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LDX #$0F : STX $2100
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SEP #$30
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LDA.b #$09 : STA.b $14
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@@ -269,7 +269,7 @@ Sprite_WaterOctorok_Attack:
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JSL Sprite_DamageFlash_Long
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JSL Sprite_CheckDamageToPlayer
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LDA SprMiscG, X
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LDA.w SprMiscG, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw WaterOctorok_Hidden
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@@ -655,7 +655,6 @@ MinecartFollower_Top:
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LDA $02CF : TAY
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ; amount of tiles -1
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LDY.b #$00
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@@ -687,11 +686,8 @@ MinecartFollower_Top:
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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@@ -766,11 +762,8 @@ MinecartFollower_Bottom:
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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@@ -981,4 +974,4 @@ org $028A5B
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org $0289BF
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JSL CheckForFollowerIntraroomTransition
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pullpc
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pullpc
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@@ -10,7 +10,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 02 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -48,10 +48,9 @@ Sprite_ZoraPrincess_Long:
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Sprite_ZoraPrincess_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF302
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BEQ .doesnt_have_mask
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STZ.w $0DD0, X ; Kill the sprite
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STZ.w $0DD0, X ; Kill the sprite
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.doesnt_have_mask
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LDA #$00 : STA $0CAA, X
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@@ -98,7 +97,7 @@ Sprite_ZoraPrincess_Main:
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{
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%PlayAnimation(0, 1, 10)
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LDA.w SprTimerD, X : BNE +
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%ShowUnconditionalMessage($0C6)
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%ShowUnconditionalMessage($0C6)
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LDA.b #$C0 : STA.w SprTimerD, X
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%GotoAction(3)
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+
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@@ -133,12 +132,11 @@ Sprite_ZoraPrincess_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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@@ -161,13 +159,9 @@ Sprite_ZoraPrincess_Draw:
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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