Add GBC Link, update Masks directory
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@@ -1,6 +1,6 @@
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; =============================================================================
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; Deku Mask
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; =============================================================================
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; Deku Mask
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; =============================================================================
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org $358000
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incbin gfx/deku_link.bin
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@@ -10,7 +10,7 @@ incbin gfx/deku_link.bin
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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; Check for R button held
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; Check for R button held
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%CheckNewR_ButtonPress() : BEQ .return
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LDA $6C : BNE .return ; in a doorway
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@@ -19,19 +19,19 @@ LinkItem_DekuMask:
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%PlayerTransform()
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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JSL Palette_ArmorAndGloves ; set the palette
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF35A ; Clear the shield
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2 ; set the deku mask flag
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BRA .return
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.unequip
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STZ $5D
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; Restore the shield
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; Restore the shield
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LDA $0AAF : STA.l $7EF35A
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%ResetToLinkGraphics()
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@@ -50,9 +50,10 @@ LinkItem_SlingshotPrepare:
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{
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LDA #$01 : TSB $50
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LDA $7EF340
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BNE .alpha
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JMP $A270
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.alpha
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JMP .beta ; $A270
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.alpha
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CMP #$01
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BNE .void ; unused afaik (RTS?)
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JMP .beta
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@@ -71,7 +72,7 @@ LinkItem_SlingshotPrepare:
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LDA $7F502E
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CMP #$01
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BNE .gamma
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RTL
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RTL
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; $A309
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.gamma
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@@ -115,7 +116,7 @@ LinkItem_SlingshotPrepare:
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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RTL ; Return from subroutine long
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RTL
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}
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@@ -128,17 +129,19 @@ org $07811A
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pullpc ; Bank 07 Free Space from minish_form
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Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
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{
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; Check if using Quake Medallion
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; Check if using Quake Medallion
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LDA $5D : CMP.b #$0A : BEQ .continue
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JSR $82DA
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.continue
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.continue
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STZ $03F5
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STZ $03F6
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; Link can move.
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CLC
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RTS
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}
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pushpc
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print "End of Masks/deku_mask.asm ", pc
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pushpc
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