From b33231d3da5f51b4e35ff6b30751889480616abc Mon Sep 17 00:00:00 2001 From: scawful Date: Thu, 6 Jun 2024 09:46:14 -0400 Subject: [PATCH] update bunny hood speed value annotations --- Masks/bunny_hood.asm | 34 +++++++++++++++++++++++++++++++--- 1 file changed, 31 insertions(+), 3 deletions(-) diff --git a/Masks/bunny_hood.asm b/Masks/bunny_hood.asm index 934720c..a87b5c3 100644 --- a/Masks/bunny_hood.asm +++ b/Masks/bunny_hood.asm @@ -63,8 +63,7 @@ LinkState_BunnyHoodRun: CPX.b #$11 : BCS .end ; speed value upper bound check LDA.w $0202 ; check the current item CMP.b #$16 : BNE .end ; is it the bunny hood? - LDA.w !CurrentMask ; did you put it on? - BEQ .end + LDA.w !CurrentMask : BEQ .end LDA.l BunnySpeedTable, X ; load new speed values CLC RTL @@ -78,7 +77,36 @@ LinkState_BunnyHoodRun: org $20AF70 ; this selects the new speed values BunnySpeedTable: { - db $20, $12, $0a, $18, $10, $08, $08, $04, $0c, $10, $09, $19, $14, $0d, $10, $08, $40 + db $20 ; 0x00 - walking on ground + db $12 ; 0x01 - walking diagonally + db $0A ; 0x02 - walking on stairs + db $18 ; 0x03 - walking on stairs diagonally, impossible to reach + db $10 ; 0x04 - soft slipping + db $08 ; 0x05 - soft slipping diagonally + db $08 ; 0x06 - entering underworld/hard slipping + db $04 ; 0x07 - hard slipping diagonally + db $0C ; 0x08 - pushing statue + db $10 ; 0x09 - pushing statue diagonally + db $09 ; 0x0A - intraroom stairs + db $19 + db $14 ; 0x0C - walking with sword out/carrying/sloshing + db $0D ; 0x0D - walking with sword out/carrying/sloshing diagonally + db $10 ; 0x0E - sword out/carry sloshing + db $08 ; 0x0F - sword out/carry sloshing diagonally + db $40 ; 0x10 - dashing + db $2A ; 0x11 - dashing diagonally + db $10 ; 0x12 - pushing block + db $08 ; 0x13 - pushing block diagonally + db $04 ; 0x14 - pulling statue/walking to triforce + db $02 ; 0x15 - pulling statue diagonally + db $30 ; 0x16 - slosh dashing + db $18 ; 0x17 - slosh dashing diagonally + db $20 ; 0x18 - dashing on ice + db $15 ; 0x19 - dashing on ice diagonally + db $F0 ; 0x1A - + db $00 ; 0x1B - + db $F0 ; 0x1C - + db $01 ; 0x1D - } ; =========================================================