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