Fix Bow item always shooting silver arrows
This commit is contained in:
@@ -13,7 +13,7 @@ NothingGFX:
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BowsGFX:
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dw $28BA, $28E9, $28E8, $28CB ; Empty bow
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dw $28BA, $284A, $2849, $28CB ; Bow and arrows
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dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
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dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
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dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
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@@ -34,7 +34,7 @@ org $0DFDAB
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; Partial hearts draw position
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org $0DF14F
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SEP #$30
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SEP #$30
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LDA.b #$44 : STA $00
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LDA.b #$C7 : STA $01
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LDA.b #$7E : STA $02
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@@ -49,6 +49,8 @@ org $2E8000
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HUD_Update:
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{
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; JSL LinkState_GameboyForm
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JSR HUD_UpdateItemBox
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.ignoreItemBox ; ALTERNATE ENTRY POINT
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@@ -147,7 +149,7 @@ HUD_Update:
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LDA #$A00C : STA $7EC7B2
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; Check if the user has bombs equipped
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0004 : BNE .not_bombs
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; Number of bombs Link has.
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@@ -163,7 +165,7 @@ HUD_Update:
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.not_bombs
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; Check if the user has arrows equipped
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0001 : BNE .not_arrows
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; Number of Arrows Link has.
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@@ -190,7 +192,7 @@ HUD_Update:
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; The key digit, which is optionally drawn.
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; Also check to see if the key spot is blank
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
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CMP.w #$247F : BNE .dontBlankKeyIcon
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; If the key digit is blank, also blank out the key icon.
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@@ -204,12 +206,12 @@ HUD_Update:
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; =============================================================================
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Full = $3C5F
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MostlyFull = $3C4D
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KindaFull = $3C4E
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HalfEmpty = $3C4F
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Full = $3C5F
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MostlyFull = $3C4D
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KindaFull = $3C4E
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HalfEmpty = $3C4F
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AlmostEmpty = $3C5E
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Empty = $3C4C
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Empty = $3C4C
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New_MagicTilemap:
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dw Empty, Empty, Empty, Empty, Empty
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@@ -234,7 +236,7 @@ MagicTilemap:
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dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
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; value 80
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; value 0x80 aka 128
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HUD_DrawMagicMeter:
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{
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@@ -242,8 +244,6 @@ HUD_DrawMagicMeter:
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; X = ((MP & 0xFF)) + 7) & 0xFFF8)
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LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
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.draw_magic_meter
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LDA.l (MagicTilemap)+0, X : STA $7EC76A
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@@ -260,12 +260,22 @@ HUD_UpdateItemBox:
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{
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SEP #$30
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; Dost thou haveth the the bow?
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LDA $7EF340 : BEQ .havethNoBow
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LDX.b #$04
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LDA $7EF340 : BEQ .no_bow
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CMP.b #$03 : BCC .no_silver_arrows
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; check how many arrows the player has
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LDA $7EF377 : BNE .drawBowItemIcon
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LDA $7EF377 : BNE .drawBowItemIcon
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LDX.b #$03
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BRA .drawBowItemIcon
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BRA .drawBowItemIcon
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.no_silver_arrows
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LDX.b #$02
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LDA $7EF377 : BNE .drawBowItemIcon
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LDX.b #$01
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.drawBowItemIcon
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; values of X correspond to how the icon will end up drawn:
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@@ -275,25 +285,25 @@ HUD_UpdateItemBox:
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; 0x04 - silver bow with silver arrows
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TXA : STA $7EF340
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.havethNoBow
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REP #$30
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LDX $0202 : BEQ .noEquippedItem
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LDA $7EF33F, X : AND.w #$00FF
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.no_bow
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REP #$30
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LDX $0202 : BEQ .noEquippedItem
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LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0004 : BNE .bombsNotEquipped
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LDA.w #$0001
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.bombsNotEquipped
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CPX.w #$0006 : BNE .bottle1NotEquipped
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JMP .loadBottleContent
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JMP .loadBottleContent
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.bottle1NotEquipped
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CPX.w #$000C : BNE .bottle2NotEquipped
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LDA.w #$0002
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JMP .loadBottleContent
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JMP .loadBottleContent
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.bottle2NotEquipped
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CPX.w #$0012 : BNE .bottle3NotEquipped
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LDA.w #$0003
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JMP .loadBottleContent
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JMP .loadBottleContent
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.bottle3NotEquipped
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CPX.w #$0018 : BNE .bottleNotEquipped
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LDA.w #$0004
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@@ -302,7 +312,7 @@ HUD_UpdateItemBox:
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.bottleNotEquipped
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CPX.w #$000D : BNE .fluteNotEquipped
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LDA $030F
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LDA $030F
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.fluteNotEquipped
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@@ -334,19 +344,19 @@ HUD_UpdateHearts:
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; Notice no SEC was needed since carry is assumedly set.
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SBC.w #$0008 : STA.b $00
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LDY.w #$0004
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JSR .drawHeart
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INX #2
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BRA .nextHeart
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JSR .drawHeart
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INX #2
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BRA .nextHeart
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.lessThanOneHeart
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CMP.w #$0005 : BCC .halfHeartOrLess
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LDY.w #$0004
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BRA .drawHeart
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BRA .drawHeart
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.halfHeartOrLess
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CMP.w #$0001 : BCC .emptyHeart
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LDY.w #$0002
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BRA .drawHeart
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BRA .drawHeart
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.emptyHeart
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RTS
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@@ -367,24 +377,24 @@ HUD_UpdateHearts:
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HexToDecimal:
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{
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REP #$30
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STZ $0003
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REP #$30
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STZ $0003
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LDX.w #$0000
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LDY.w #$0002
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.nextDigit
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CMP $F9F9, Y : BCC .nextLowest10sPlace
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CMP $F9F9, Y : BCC .nextLowest10sPlace
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SEC : SBC $F9F9, Y
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INC $03, X
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INC $03, X
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BRA .nextDigit
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.nextLowest10sPlace
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INX : DEY #2
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BPL .nextDigit
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STA $05
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SEP #$30
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INX : DEY #2
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BPL .nextDigit
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STA $05
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SEP #$30
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LDX.b #$02
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.setNextDigitTile
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LDA $03, X : CMP.b #$7F
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BEQ .blankDigit
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LDA $03, X : CMP.b #$7F
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BEQ .blankDigit
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ORA.b #$90
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.blankDigit
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STA $03, X
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@@ -404,11 +414,19 @@ HudItems:
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dw $F701, $F6F1, $F6A1, $F6B1, $F7C9, $F751
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; flute, book, somaria, byrna, feather, bottle3
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dw $F859, $F741, $F799, $F7A9, $F731, $F751
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; deku, zora, wolf, bunny, stne
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; deku, zora, wolf, bunny, stone, bottle4
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dw $F6E1, $F821, $F6D1, $F7B9, $F811, $F751
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}
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; F711
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org $0DF629
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dw $20F5, $20F5, $20F5, $20F5 ; No bow
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dw $28BA, $28E9, $28E8, $28CB ; Empty bow
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dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
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dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
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dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
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; Ocarina
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org $0DF859
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dw $2CD4, $2CD5, $2CE4, $2CE5
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@@ -457,7 +475,6 @@ org $0DF6A1
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org $0DF6B1
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dw $2CB0, $2CBE, $2CC0, $2CC1
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; Mirror
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org $0DF7C9
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dw $20F5, $20F5, $20F5, $20F5 ; No mirror
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@@ -579,29 +596,29 @@ FloorIndicatorNumberLow:
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org $0AFD0C
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FloorIndicator:
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{
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REP #$30
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LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
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INC A : CMP.w #$00C0 : BNE .dontDisable
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REP #$30
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LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
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INC A : CMP.w #$00C0 : BNE .dontDisable
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; if the count up timer reaches 0x00BF frames, disable the floor indicator during the next frame.
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LDA.w #$0000
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.dontDisable
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STA $04A0
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PHB : PHK : PLB
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STA $04A0
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PHB : PHK : PLB
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LDA.w #$251E : STA $7EC7F0
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INC A : STA $7EC832
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INC A : STA $7EC830
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INC A : STA $7EC832
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INC A : STA $7EC830
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LDA.w #$250F : STA $7EC7F2
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LDX.w #$0000
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; this confused me at first, but it's actually looking at whether $A4[1]
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; has a negative value $A3 has nothing to do with $A4
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LDA $A3 : BMI .basementFloor
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LDA $A3 : BMI .basementFloor
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; check which floor Link is on.
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LDA $A4 : BNE .notFloor1F
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LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
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SEP #$20
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LDA $A4 : BNE .notFloor1F
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LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
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SEP #$20
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; Check the world state
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LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
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LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
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; cause the ambient rain sound to occur (indoor version)
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LDA.b #$03 : STA $012D
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.noRainSound
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@@ -611,12 +628,12 @@ FloorIndicator:
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LDA $A4 : AND.w #$00FF
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BRA .setFloorIndicatorNumber
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.basementFloor
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SEP #$20
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SEP #$20
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; turn off any ambient sound effects
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LDA.b #$05 : STA $012D
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REP #$20
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INX #2
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LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
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REP #$20
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INX #2
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LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
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.setFloorIndicatorNumber
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ASL A : TAY
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@@ -11,7 +11,7 @@ Menu_ItemIndex:
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; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
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db $08, $0C, $12, $0D, $07, $0B
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; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
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db $11, $0F, $08, $10, $13, $0B
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db $11, $0F, $08, $10, $13, $0B
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; -----------------------------------------------------------------------------
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; Decides which graphics is drawn
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@@ -1,18 +1,18 @@
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;==============================================================================
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; Sprite Properties
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;==============================================================================
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!SPRID = $9E; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!SPRID = $9E ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!Health = 0 ; Number of Health the sprite have
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!Damage = 0 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Palette = 0 ; Unused in this template (can be 0 to 7)
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!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -20,7 +20,7 @@
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!DeflectArrow = 00 ; 01 = deflect arrows
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!WaterSprite = 00 ; 01 = can only walk shallow water
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!Blockable = 00 ; 01 = can be blocked by link's shield?
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
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!Sound = 00 ; 01 = Play different sound when taking damage
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!Interaction = 00 ; ?? No documentation
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!Statue = 00 ; 01 = Sprite is statue
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@@ -53,7 +53,10 @@ Sprite_MakuTree_Prep:
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{
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PHB : PHK : PLB
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LDA.l $7EF300
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BNE .intro_is_done
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STZ.w $0DD0, X ; Kill the sprite
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.intro_is_done
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PLB
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RTL
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@@ -63,14 +66,39 @@ Sprite_MakuTree_Prep:
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Sprite_MakuTree_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 ; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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dw MakuTree_Speak
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dw MakuTree_Handler
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dw MakuTree_MeetLink
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dw MakuTree_GiveBow
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MakuTree_Speak:
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MakuTree_Handler:
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{
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%ShowSolicitedMessage($20)
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; Check the progress flags
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LDA $7EF3CB : CMP.b #$01 : BEQ .has_met_link
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%GotoAction(1)
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RTS
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.has_met_link
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%ShowSolicitedMessage($22)
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RTS
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}
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MakuTree_MeetLink:
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{
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%ShowSolicitedMessage($20) : BCC .no_talk
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LDA #$01 : STA $7EF3CB
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%GotoAction(2)
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.no_talk
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RTS
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}
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MakuTree_GiveBow:
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{
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; Give Link the Bow
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LDY #$0B : JSL Link_ReceiveItem
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%GotoAction(0)
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RTS
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}
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@@ -88,7 +116,7 @@ Sprite_MakuTree_Draw:
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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@@ -106,12 +134,12 @@ Sprite_MakuTree_Draw:
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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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SEP #$20
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BCC .on_screen_y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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Block a user