fix deku mask hover speed and control
This commit is contained in:
@@ -171,4 +171,10 @@ LinkState_UsingQuake:
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RTS
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}
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warnpc $07A779
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warnpc $07A779
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; LinkHop_FindArbitraryLandingSpot
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; Allow LinkState 0x0A to use velocity
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; Previously would skip velocity for LinkState 0x0A
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org $07E38B
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LDA.b $5D : CMP.b #$09
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@@ -348,19 +348,19 @@ pullpc
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PrepareMagicBubble:
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{
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#_07A049: LDA.b $20
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#_07A049: LDA.b LinkY
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#_07A04B: STA.b $72
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#_07A04D: LDA.b $21
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#_07A04D: LDA.b LinkYH
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#_07A04F: STA.b $73
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#_07A051: LDA.b $22
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#_07A051: LDA.b LinkX
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#_07A053: STA.b $74
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#_07A055: LDA.b $23
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#_07A055: LDA.b LinkXH
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#_07A057: STA.b $75
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#_07A059: LDX.b $2F
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#_07A059: LDX.b LinkFaceDir
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#_07A05B: LDY.b #$02
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#_07A05D: LDA.b #$09 ; ANCILLA 09
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@@ -395,8 +395,8 @@ InitCamera:
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{
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LDA.b $22 : STA.b $3F
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LDA.b $23 : STA.b $41
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LDA.b $20 : STA.b $3E
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LDA.b $21 : STA.b $40
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LDA.b LinkY : STA.b $3E
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LDA.b LinkYH : STA.b $40
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RTS
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}
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@@ -410,7 +410,7 @@ HandleMovement:
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LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
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LDA #$01 : STA $031C
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LDA #$05 : STA $3D
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STZ $2F
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STZ.w LinkFaceDir
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.not_up
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LDA $F0 : AND #$04 : BEQ .not_down
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@@ -419,7 +419,7 @@ HandleMovement:
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LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
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LDA #$02 : STA $031C
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LDA #$05 : STA $3D
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LDA #$02 : STA $2F
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LDA #$02 : STA LinkFaceDir
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.not_down
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LDA $F0 : AND #$02 : BEQ .not_left
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@@ -428,7 +428,7 @@ HandleMovement:
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
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LDA #$03 : STA $031C
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LDA #$05 : STA $3D
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LDA #$04 : STA $2F
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LDA #$04 : STA LinkFaceDir
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.not_left
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LDA $F0 : AND #$01 : BEQ .not_right
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@@ -437,7 +437,7 @@ HandleMovement:
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
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LDA #$04 : STA $031C
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LDA #$05 : STA $3D
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LDA #$06 : STA $2F
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LDA #$06 : STA LinkFaceDir
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.not_right
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RTS
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@@ -479,8 +479,8 @@ DekuLink_HoverBasedOnInput:
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JSL Link_CancelDash
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; Pos - Cache Pos = difference
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LDA $22 : SEC : SBC $3F : STA $31
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LDA $20 : SEC : SBC $3E : STA $30
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LDA LinkX : SEC : SBC $3F : STA $31
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LDA LinkY : SEC : SBC $3E : STA $30
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LDA $5C : AND #$1F : BNE .continue_me
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DEC $24
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@@ -506,7 +506,6 @@ DekuLink_HoverBasedOnInput:
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STZ.w $0FC1
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STZ.w $011A : STZ.w $011B : STZ.w $011C : STZ.w $011D
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.no_turtle_rock_trigger
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LDY.b #$00
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LDA.b $3C : BEQ .no_sword_charge
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@@ -514,7 +513,7 @@ DekuLink_HoverBasedOnInput:
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.no_sword_charge
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STY.b $3A
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STZ.b $5E : STZ.w $0325
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STZ.b $5E
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; Set height at end of hover
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; This makes it so the landing animation timer looks correct
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; Floating for a bit, then slowly landing on the ground
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@@ -516,6 +516,12 @@ LinkXH = $23 ; High position X of link
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; Direction link is pushing against
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LinkPushDir = $26
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; Link's subpixel velocity
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; when this value overflows, Link's main velocity gains an extra pixel
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; reset on direction change, so not really a positional subpixel
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LinkSubVelY = $2A
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LinkSubVelX = $2B
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; Direction link is facing
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; 00:Up, 02:Down, 04:Left, 06:Right
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LinkFaceDir = $2F
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@@ -658,7 +664,7 @@ ApplyLinksMovementToCamera = $07E9D3
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HandleIndoorCameraAndDoors = $07F42F
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Link_HandleVelocityAndSandDrag = $07E3E0
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Link_HandleVelocityAndSandDrag = $07E3DD
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Link_HandleMovingAnimation_FullLongEntry = $07E6A6
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Link_HandleMovingAnimation_General = $07E765
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