diff --git a/Sprites/Bosses/dark_link.asm b/Sprites/Bosses/dark_link.asm index 6492c10..b94034e 100644 --- a/Sprites/Bosses/dark_link.asm +++ b/Sprites/Bosses/dark_link.asm @@ -38,7 +38,7 @@ Sprite_DarkLink_Long: ; ADD GANON CODE if subtype == 05 LDA.w SprSubtype, X : CMP #$05 : BNE .NotGanon - JSR Sprite_Ganon_Draw + ; JSR Sprite_Ganon_Draw JSL Sprite_CheckActive ; Check if game is not paused (Prevent timers from running if game is paused) BCC .SpriteIsNotActive2 ; Skip Main code is sprite is innactive JSR Sprite_Ganon_Main ; do ganon instead @@ -92,13 +92,13 @@ Sprite_DarkLink_Prep: { PHB : PHK : PLB - REP #$20 ; P is still on stack, so we don't even need to fix this - LDX #$20 - -- - LDA DarkLink_Palette, X : STA $7EC600, X - DEX : DEX : BNE -- - INC $15 ; Refresh Palettes - SEP #$20 + ; REP #$20 ; P is still on stack, so we don't even need to fix this + ; LDX #$10 + ; -- + ; LDA.l DarkLink_Palette, X : STA $7EC600, X + ; DEX : DEX : BNE -- + ; INC $15 ; Refresh Palettes + ; SEP #$20 PLB @@ -765,7 +765,7 @@ Sprite_DarkLink_Main: LDA #$01 : STA.w SprMiscA, X %ShowUnconditionalMessage($016F) - LDA.b #$1F : STA $012C + LDA.b #$15 : STA $012C .nomessage ; IF health is a certain level spawn crumbling tiles @@ -1533,7 +1533,7 @@ GanonInit: LDA $03 : STA.w $0D20, Y LDA.b #$30 : STA.w SprTimerA, Y - LDA #$1E : STA.w $012C + LDA #$1C : STA.w $012C RTL } @@ -1551,8 +1551,8 @@ Sprite_Ganon_Main: Wait: { - JSR ApplyDarkLinkGraphics LDA.w SprTimerA, X : BNE .wait + JSR ApplyDarkLinkGraphics LDA.b #$30 : STA.w SprTimerA, X %ShowUnconditionalMessage($46) %GotoAction(1) diff --git a/Sprites/Bosses/dark_link.bin b/Sprites/Bosses/dark_link.bin index 0b53204..98ba23c 100644 Binary files a/Sprites/Bosses/dark_link.bin and b/Sprites/Bosses/dark_link.bin differ