update cutscene kydrog
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@@ -54,7 +54,6 @@ Sprite_Kydrog_Prep:
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{
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PHB : PHK : PLB
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; Add more code here to initialize data
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LDA.l $7EF300
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BEQ .PlayIntro
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STZ.w $0DD0, X ; Kill the sprite
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@@ -68,8 +67,8 @@ Sprite_Kydrog_Prep:
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Sprite_Kydrog_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Kydrog_StartCutscene
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dw Kydrog_AttractPlayer
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@@ -85,11 +84,8 @@ Sprite_Kydrog_Main:
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LDA.b $20 ; Link's Y Position
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CMP.b #72 ; Y = 6C
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BCC .linkistoofar
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LDA.b #$80
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STA.w SprTimerA, X ; set timer A to 0x10
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LDA.b #$80 : STA.w SprTimerA, X
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%GotoAction(1)
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.linkistoofar
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RTS
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@@ -115,14 +111,10 @@ Sprite_Kydrog_Main:
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Kydrog_WarpPlayerAway:
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{
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; Set game state to part 03
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; LDA.b #$03 : STA $7EF3C5
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; Put us in the Dark World.
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LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA
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JSL $00FC41 ; Sprite_LoadGfxProperties
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; JSL $00FC62 ; Sprite_LoadGfxProperties.justLightWorld
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STZ $037B : STZ $3C : STZ $3A : STZ $03EF
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@@ -150,10 +142,6 @@ Sprite_Kydrog_Main:
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; Set the progress flag for Impa (Zelda) in the sanctuary
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LDA $7EF3C6 : ORA.b #$04 : STA $7EF3C6
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; Set Link to GBC form
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LDA.b #$06 : STA $02B2
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RTS
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}
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}
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