NPC housekeeping
This commit is contained in:
@@ -29,23 +29,20 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_DekuScrub_Prep, Sprite_DekuScrub_Long);
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%Set_Sprite_Properties(Sprite_DekuScrub_Prep, Sprite_DekuScrub_Long)
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; =========================================================
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Sprite_DekuScrub_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_DekuScrub_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_DekuScrub_Main ; Call the main sprite code
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JSR Sprite_DekuScrub_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_DekuScrub_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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; =========================================================
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@@ -53,7 +50,6 @@ Sprite_DekuScrub_Long:
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Sprite_DekuScrub_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$80 : STA.w SprDefl, X
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; Peacetime Deku Scrub NPCs
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@@ -195,7 +191,6 @@ Sprite_DekuScrub_Draw:
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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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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@@ -27,12 +27,12 @@
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!ImperviousArrow = 00 ; 01 = Impervious to arrows
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_Goron_Prep, Sprite_Goron_Long);
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%Set_Sprite_Properties(Sprite_Goron_Prep, Sprite_Goron_Long)
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Sprite_Goron_Long:
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{
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PHB : PHK : PLB
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LDA.w WORLDFLAG : BEQ .kalyxo
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JSR Sprite_EonGoron_Draw
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JMP +
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@@ -40,11 +40,8 @@ Sprite_Goron_Long:
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JSR Sprite_KalyxoGoron_Draw
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+
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive
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BCC .SpriteIsNotActive
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JSR Sprite_Goron_Main
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Goron_Main
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.SpriteIsNotActive
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PLB
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RTL
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@@ -59,9 +56,9 @@ Sprite_Goron_Prep:
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+
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PHX
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LDX $8A
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LDA.l $7EF280,X : CMP.b #$20 : BEQ +++
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PLX
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STZ.w SprAction, X
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LDA.l $7EF280, X : CMP.b #$20 : BEQ +++
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PLX
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STZ.w SprAction, X
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++
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PLB
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RTL
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@@ -34,12 +34,10 @@
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Sprite_Korok_Long:
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{
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PHB : PHK : PLB
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LDA $0AA5 : BEQ .done
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LDA.w SprSubtype, X
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CMP.b #$00 : BEQ .draw_makar
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CMP.b #$01 : BEQ .draw_hollo
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CMP.b #$02 : BEQ .draw_rown
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LDA.w SprSubtype, X : BEQ .draw_makar
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CMP.b #$01 : BEQ .draw_hollo
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CMP.b #$02 : BEQ .draw_rown
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.draw_makar
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JSR Sprite_Korok_DrawMakar
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BRA .done
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@@ -52,14 +50,11 @@ Sprite_Korok_Long:
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.done
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Korok_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Korok_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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Sprite_Korok_Prep:
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@@ -131,7 +126,7 @@ Sprite_Korok_Main:
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%PlayAnimation(6, 8, 10)
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LDA.b #KorokWalkSpeed : STA.w SprXSpeed, X
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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RTS
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@@ -143,7 +138,7 @@ Sprite_Korok_Main:
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LDA.b #-KorokWalkSpeed : STA.w SprXSpeed, X
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JSL Sprite_Move
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LDA.w SprTimerB, X : BNE +
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LDA.w SprTimerB, X : BNE +
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JSL GetRandomInt : AND.b #$03 : STA.w SprAction, X
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+
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RTS
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@@ -182,17 +177,17 @@ Sprite_Korok_DrawMakar:
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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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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -209,14 +204,14 @@ Sprite_Korok_DrawMakar:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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@@ -310,17 +305,17 @@ Sprite_Korok_DrawHollo:
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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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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -337,14 +332,14 @@ Sprite_Korok_DrawHollo:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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@@ -438,17 +433,17 @@ Sprite_Korok_DrawRown:
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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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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -465,14 +460,14 @@ Sprite_Korok_DrawRown:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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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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@@ -37,23 +37,21 @@
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Sprite_MakuTree_Long:
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{
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PHB : PHK : PLB
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_MakuTree_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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; =========================================================
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Sprite_MakuTree_Prep:
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{
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PHB : PHK : PLB
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; Play the Maku Song
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LDA.b #$03 : STA.w $012C
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LDA.l OOSPROG2 : AND.b #$04 : BEQ +
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LDA.b #$03 : STA.w $012C
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+
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PLB
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RTL
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}
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@@ -28,24 +28,19 @@
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!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
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!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
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%Set_Sprite_Properties(Sprite_MaskSalesman_Prep, Sprite_MaskSalesman_Long);
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%Set_Sprite_Properties(Sprite_MaskSalesman_Prep, Sprite_MaskSalesman_Long)
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Sprite_MaskSalesman_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_MaskSalesman_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MaskSalesman_Main ; Call the main sprite code
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JSR Sprite_MaskSalesman_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_MaskSalesman_Main
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB
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RTL
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}
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Sprite_MaskSalesman_Prep:
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{
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PHB : PHK : PLB
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@@ -75,26 +70,24 @@ Sprite_MaskSalesman_Main:
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; 0x00
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InquiryHandler:
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{
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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; Player has a Lv1 Ocarina, skip to the you got it message
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LDA.l $7EF34C : CMP.b #$01 : BEQ .has_ocarina
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; Player has no Ocarina or Lv2 Ocarina
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; Do you want to buy a mask?
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%ShowSolicitedMessage($E5) : BCC .didnt_converse
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LDA $1CE8 : BNE .player_said_no
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; Player has a Lv1 Ocarina, skip to the you got it message
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LDA.l $7EF34C : CMP.b #$01 : BEQ .has_ocarina
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; Player wants to buy a mask
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LDA.l $7EF34C : CMP.b #$02 : BCS .has_song_healing
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; Player has no Ocarina or Lv2 Ocarina
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; Do you want to buy a mask?
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%ShowSolicitedMessage($E5) : BCC .didnt_converse
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LDA $1CE8 : BNE .player_said_no
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; Player wants to buy a mask
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LDA.l $7EF34C : CMP.b #$02 : BCS .has_song_healing
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; No Ocarina yet
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%GotoAction(1)
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RTS
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; No Ocarina yet
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%GotoAction(1)
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RTS
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.has_ocarina
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%GotoAction(2)
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RTS
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%GotoAction(2)
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RTS
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.has_song_healing
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LDA.l $7EF348 : CMP.b #$01 : BCS .has_bunny_mask
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@@ -111,7 +104,7 @@ Sprite_MaskSalesman_Main:
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.player_said_no
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%GotoAction(6)
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.didnt_converse
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RTS
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RTS
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}
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; 0x01 - Link has not yet gotten the Ocarina
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@@ -148,20 +141,19 @@ Sprite_MaskSalesman_Main:
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; 0x04 - Offer Bunny Hood
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OfferBunnyHood:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($07F) ; Bunny Hood for 100 rupees?
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%GotoAction(8)
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RTS
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($07F) ; Bunny Hood for 100 rupees?
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%GotoAction(8)
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RTS
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}
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; 0x05 - Offer Stone Mask
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OfferStoneMask:
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{
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($082) ; Stone Mask for 650 rupees?
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%GotoAction(9)
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RTS
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($082) ; Stone Mask for 650 rupees?
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%GotoAction(9)
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RTS
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}
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; 0x06 - Player said no to buying a mask
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@@ -185,74 +177,68 @@ Sprite_MaskSalesman_Main:
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BoughtBunnyHood:
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{
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%PlayAnimation(0, 1, 16)
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LDA $1CE8 : BNE .player_said_no
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LDA $1CE8 : BNE .player_said_no
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REP #$20
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LDA.l $7EF360 : CMP.w #$64 ; 100 rupees
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SEP #$30
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BCC .not_enough_rupees
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||||
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LDY.b #$10 ; Bunny Hood
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STZ.w $02E9
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PHX
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JSL Link_ReceiveItem
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PLX
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||||
|
||||
REP #$20
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||||
LDA.l $7EF360
|
||||
CMP.w #$64 ; 100 rupees
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SEC : SBC.w #$64 ; Subtract 100 rupees
|
||||
STA.l $7EF360
|
||||
SEP #$30
|
||||
BCC .not_enough_rupees
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||||
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LDY.b #$10 ; Bunny Hood
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||||
STZ.w $02E9
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PHX
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JSL Link_ReceiveItem
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PLX
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%ShowUnconditionalMessage($063)
|
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||||
REP #$20
|
||||
LDA.l $7EF360
|
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SEC
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||||
SBC.w #$64 ; Subtract 100 rupees
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STA.l $7EF360
|
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SEP #$30
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%ShowUnconditionalMessage($063)
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%GotoAction(0)
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RTS
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%GotoAction(0)
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RTS
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.not_enough_rupees
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%GotoAction($0A)
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RTS
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.player_said_no
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%GotoAction(6)
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%GotoAction($0A)
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RTS
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.player_said_no
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%GotoAction(6)
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RTS
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}
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BoughtStoneMask:
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{
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%PlayAnimation(0, 1, 16)
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LDA $1CE8 : BNE .player_said_no
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LDA $1CE8 : BNE .player_said_no
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REP #$20
|
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LDA.l $7EF360 : CMP.w #$352 ; 850 rupees
|
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SEP #$30
|
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BCC .not_enough_rupees
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LDY #$19 ; Stone Mask
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STZ.w $02E9
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PHX
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JSL Link_ReceiveItem
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PLX
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REP #$20
|
||||
LDA.l $7EF360
|
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CMP.w #$352 ; 850 rupees
|
||||
SEC : SBC.w #$352 ; Subtract 850 rupees
|
||||
STA.l $7EF360
|
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SEP #$30
|
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BCC .not_enough_rupees
|
||||
|
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LDY #$19 ; Stone Mask
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STZ.w $02E9
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||||
PHX
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||||
JSL Link_ReceiveItem
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||||
PLX
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||||
|
||||
REP #$20
|
||||
LDA.l $7EF360
|
||||
SEC
|
||||
SBC.w #$352 ; Subtract 850 rupees
|
||||
STA.l $7EF360
|
||||
SEP #$30
|
||||
|
||||
%ShowUnconditionalMessage($055)
|
||||
|
||||
%GotoAction(0)
|
||||
RTS
|
||||
%ShowUnconditionalMessage($055)
|
||||
%GotoAction(0)
|
||||
RTS
|
||||
|
||||
.not_enough_rupees
|
||||
%GotoAction($0A)
|
||||
RTS
|
||||
.player_said_no
|
||||
%GotoAction(6)
|
||||
%GotoAction($0A)
|
||||
RTS
|
||||
.player_said_no
|
||||
%GotoAction(6)
|
||||
RTS
|
||||
}
|
||||
|
||||
NotEnoughMoney:
|
||||
@@ -272,7 +258,6 @@ Sprite_MaskSalesman_Draw:
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
|
||||
@@ -44,17 +44,14 @@ Sprite_Mermaid_Long:
|
||||
JSR Sprite_Librarian_Draw
|
||||
JMP .Continue
|
||||
.MermaidDraw
|
||||
JSR Sprite_Mermaid_Draw ; Call the draw code
|
||||
JSR Sprite_Mermaid_Draw
|
||||
.Continue
|
||||
JSL Sprite_DrawShadow
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
||||
JSR Sprite_Mermaid_Main ; Call the main sprite code
|
||||
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
JSR Sprite_Mermaid_Main
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
@@ -169,8 +166,7 @@ Sprite_Mermaid_Main:
|
||||
Maple_BoughtMilkBottle:
|
||||
{
|
||||
REP #$20
|
||||
LDA.l $7EF360
|
||||
CMP.w #$1E ; 30 rupees
|
||||
LDA.l $7EF360 : CMP.w #$1E ; 30 rupees
|
||||
SEP #$30
|
||||
BCC .not_enough_rupees
|
||||
|
||||
@@ -193,8 +189,7 @@ Sprite_Mermaid_Main:
|
||||
.finish_storage
|
||||
REP #$20
|
||||
LDA.l $7EF360
|
||||
SEC
|
||||
SBC.w #$1E ; Subtract 30 rupees
|
||||
SEC : SBC.w #$1E ; Subtract 30 rupees
|
||||
STA.l $7EF360
|
||||
SEP #$30
|
||||
|
||||
@@ -216,8 +211,8 @@ Sprite_Mermaid_Main:
|
||||
Maple_HandlePlayerResponse:
|
||||
{
|
||||
LDA $1CE8 : BEQ .player_said_yes
|
||||
%GotoAction(4)
|
||||
RTS
|
||||
%GotoAction(4)
|
||||
RTS
|
||||
.player_said_yes
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
@@ -431,7 +426,6 @@ Sprite_Mermaid_Draw:
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
@@ -515,7 +509,6 @@ Sprite_Maple_Draw:
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
@@ -587,7 +580,6 @@ Sprite_Librarian_Draw:
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
|
||||
Reference in New Issue
Block a user