Compare commits
7 Commits
JaredDev1
...
book-of-se
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d12e9ee5a6 | ||
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8f94711e9a | ||
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8639b8525b | ||
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33cec3b1d2 | ||
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34334bc30c | ||
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1cde67578a | ||
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6480fdbb9e |
21
.gitignore
vendored
21
.gitignore
vendored
@@ -1,9 +1,12 @@
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|||||||
*.exe
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asar.exe
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||||||
*.bst
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oos111.sfc
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||||||
*.bp
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oos111x-1.bst
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||||||
*.cht
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oos111x-2.bst
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*.cpu.sym
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oos111x-3.bst
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*.sfc
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oos111x.bp
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*.smp.sym
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oos111x.cht
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*.srm
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oos111x.cpu.sym
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*.sym
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oos111x.sfc
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oos111x.smp.sym
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oos111x.srm
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oos111x.sym
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|||||||
@@ -1,30 +1,52 @@
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|||||||
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; =========================================================
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||||||
; Dungeon Object Handler
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; Dungeon Object Handler
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||||||
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org $018262 ;object id 0x31
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org $018262
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dw ExpandedObject
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dw ExpandedObject ; Object ID 0x31
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dw SecretObject ; Object ID 0x32
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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org $018650
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org $018650
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dw HeavyPot
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dw HeavyPot
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||||||
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||||||
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; Item ID 22B
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||||||
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; Heavy Pot grahics
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; Currently modified to look like normal pot
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org $00A9AC
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||||||
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dw $0D28, $0D38, $4D28, $4D38
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||||||
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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||||||
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; LDA.w #$1010
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||||||
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; Bank01 Free Space
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; Bank01 Free Space
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org $01B53C
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org $01B53C
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||||||
ExpandedObject:
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ExpandedObject:
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JSL NewObjectsCode
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{
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RTS
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JSL NewObjectsCode
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||||||
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RTS
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||||||
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}
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||||||
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SecretObject:
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{
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JSL HandleSecretObjects
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||||||
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RTS
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||||||
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}
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HeavyPot:
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HeavyPot:
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LDA.w #$1010
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{
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PHX : LDX.w $042C
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LDA.w #$1010
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LDA.w #$1111 : STA $0500, X
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PHX : LDX.w $042C
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; Store this object's position in the object buffer to $0520, X
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LDA.w #$1111 : STA $0500, X
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LDA $BA : STA $0520, X
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; Store object's position in the object buffer to $0520, X
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||||||
; Store it's tilemap position.
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LDA $BA : STA $0520, X
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TYA : STA $0540, X
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; Store tilemap position.
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JMP $B350
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TYA : STA $0540, X
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JMP $B350
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}
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warnpc $01B560
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warnpc $01B560
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; =========================================================
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org $2C8000
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org $2C8000
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NewObjectsCode:
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NewObjectsCode:
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{
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{
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@@ -132,32 +154,34 @@ NewObjectsCode:
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incbin Data/small_statue.bin
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incbin Data/small_statue.bin
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}
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}
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; May need to make this a table
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; May need to make this a table
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; This modifies object 0xOE to use the spritesheets for the object
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; This modifies object 0xOE to use the spritesheets for the object
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CustomDrawConfig:
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CustomDrawConfig:
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{
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{
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PHA
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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TYA : LSR : AND #$00FF
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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.custom_config
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PLA
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ORA.w #$0300 : JMP .return
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.no_spriteset
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PLA
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.return
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RTS
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}
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TYA : LSR : AND #$00FF
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; =========================================================
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; Secret Object Handler
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; Disappears if Link uses the Book of Secrets near them
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CMP #$000E : BNE .no_spriteset
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HandleSecretObjects:
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LDA #$000E : STA $03
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{
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.custom_config
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; TODO: Implement the Book of Secrets check
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PLA
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; TODO: Add object draw code
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ORA.w #$0300 : JMP .return
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; TODO: Implement the object's disappearance
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.no_spriteset
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RTL
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PLA
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.return
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RTS
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}
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}
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pushpc
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pushpc
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; Item ID 22B
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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@@ -1,22 +1,62 @@
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; =========================================================
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; =========================================================
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Interacts with SpecialObject ID 0x32
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; Makes objects disappear when using the book
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org $07A45E
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EXIT_07A45E:
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org $07AA6C
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Link_PerformDesertPrayer:
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; Restored vanilla book of mudora code
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; TODO: Update to work with special object
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org $07A471
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LinkItem_Book:
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||||||
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{
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BIT.b $3A : BVS .exit
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||||||
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LDA.b $6C : BNE EXIT_07A45E
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||||||
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JSR Link_CheckNewY_ButtonPress : BCC .exit
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||||||
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LDA.b $3A : AND.b #$BF : STA.b $3A
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LDA.w $02ED : BNE .do_prayer
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LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
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BRA .exit
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.do_prayer
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BRL Link_PerformDesertPrayer
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.exit
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RTS
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}
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warnpc $07A494
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; =========================================================
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; Makes BG2 Disappear when holding L in a building
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; Makes BG2 Disappear when holding L in a building
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; Based on the Parallel Worlds feature
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; Based on the Parallel Worlds feature
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;
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;
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; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
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; Layer Flags: xxxsabcd
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; (i count BG from 1 to 4
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; - MathOnNapkins RAM-Map counts from 0 to 3)
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; s - Sprite layer enabled
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; s - Sprite layer enabled
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||||||
; a - BG4 enabled
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; a - BG4 enabled
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; b - BG3 enabled
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; b - BG3 enabled
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||||||
; c - BG2 enabled
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; c - BG2 enabled
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; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
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; d - (BG1 disabled) --> only works properly if the room
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; uses the feature "BG2 on Top"
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;
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;
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||||||
; Originally by XaserLE, updated by scawful
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; Originally by XaserLE, updated by scawful
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; Note: No longer used as part of Book of Secrets globally
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; Likely will be reused for specific events where we can
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; ensure the BG2 will have something secret to show,
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; rather than allowing the ability to be used anywhere.
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|
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||||||
; =========================================================
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; =========================================================
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||||||
; long subroutine that is executed every frame
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; long subroutine that is executed every frame
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||||||
|
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||||||
org $068365
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org $068365
|
||||||
JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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JSL LinkItem_SecretsBook ; hook JSL $099F91
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||||||
|
|
||||||
; =========================================================
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; =========================================================
|
||||||
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|
||||||
@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
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|||||||
LDA $1B : AND #$01 : BEQ .end
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LDA $1B : AND #$01 : BEQ .end
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||||||
|
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||||||
; ----------
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; ----------
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||||||
; Check if we have the book of secrets
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; TODO: Add a new condition, such as a RoomTag check
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||||||
LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
|
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||||||
|
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||||||
; load unfiltered joypad 1 register (AXLR|????)
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; load unfiltered joypad 1 register (AXLR|????)
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||||||
; delete all bits except those for L
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; delete all bits except those for L
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||||||
@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
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|||||||
; ----------
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; ----------
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||||||
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||||||
.end
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.end
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||||||
JSL $099F91 ; at least execute original code
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JSL $099F91 ; restore original code
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||||||
RTL
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RTL
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||||||
}
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}
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||||||
|
|
||||||
|
|||||||
@@ -1,66 +1,95 @@
|
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; =============================================================================
|
; =========================================================
|
||||||
; Zarby Feather
|
; Zarby Feather
|
||||||
|
|
||||||
org $07AFF8 ; LinkItem_BugCatchingNet
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org $07AFF8 ; LinkItem_BugCatchingNet
|
||||||
{
|
{
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||||||
BIT $3A : BVS .return ;if Y or B are already pressed
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BIT $3A : BVS .return ;if Y or B are already pressed
|
||||||
|
LDA $6C : BNE .return ; if we are standing in a dooray or not
|
||||||
LDA $6C : BNE .return ; if we are standing in a dooray or not
|
; Link_CheckNewY_ButtonPress
|
||||||
|
JSR $B073 : BCC .return ; Check if we just pressed Y Button
|
||||||
; Link_CheckNewY_ButtonPress
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JSL LinkItem_JumpFeather
|
||||||
JSR $B073 : BCC .return ; Check if we just pressed Y Button
|
.return
|
||||||
JSL NewBookCode
|
RTS
|
||||||
|
|
||||||
.return
|
|
||||||
RTS
|
|
||||||
}
|
}
|
||||||
|
|
||||||
; =============================================================================
|
; =========================================================
|
||||||
|
; Prevent Link from taking damage while jumping spikes
|
||||||
|
; The game originally differentiates between your armor
|
||||||
|
; for the damage take, however the table has all the same
|
||||||
|
; values, so it's effectively useless.
|
||||||
|
|
||||||
|
; TileDetect_MainHandler_no_moon_pearl
|
||||||
|
; org $07D23D
|
||||||
|
org $07D242
|
||||||
|
JSL CheckIfJumpingForSpikeDamage
|
||||||
|
NOP #2
|
||||||
|
warnpc $07D248
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
org $2B8000
|
org $2B8000
|
||||||
NewBookCode:
|
LinkItem_JumpFeather:
|
||||||
{
|
{
|
||||||
JSL $07983A ; Reset swim state
|
JSL $07983A ; Reset swim state
|
||||||
LDA $46 : BNE .cantuseit
|
LDA $46 : BNE .cantuseit
|
||||||
LDA #$02 : STA $5D ; state recoil
|
LDA #$02 : STA $5D ; set link state recoil
|
||||||
LDA #$01 : STA $4D ; state recoil 2
|
LDA #$02 : STA $4D ; set jumping state (ledge hop)
|
||||||
|
|
||||||
; Length of the jump
|
; Length of the jump
|
||||||
LDA #$20
|
LDA #$20 : STA $46
|
||||||
|
|
||||||
STA $46
|
; Height of the jump
|
||||||
|
LDA #$24
|
||||||
|
|
||||||
; Height of the jump
|
; Set vertical resistance
|
||||||
LDA #$24
|
STA $29
|
||||||
|
STA $02C7
|
||||||
|
|
||||||
; Set vertical resistance
|
; Set Links direction to right(?)
|
||||||
STA $29
|
LDA #$08 : STA $0340 : STA $67
|
||||||
STA $02C7
|
|
||||||
; Set Links direction to right(?)
|
|
||||||
LDA #$08 : STA $0340 : STA $67
|
|
||||||
|
|
||||||
; Reset Link movement offsets
|
; Reset Link movement offsets
|
||||||
STZ $31
|
STZ $31 : STZ $30
|
||||||
STZ $30
|
|
||||||
|
LDA $F4 : AND #$08 : BEQ .noUp
|
||||||
|
LDA #-8 ; Change that -8 if you want higher speed moving up
|
||||||
|
STA $27 ; Vertical recoil
|
||||||
|
.noUp
|
||||||
|
LDA $F4 : AND #$04 : BEQ .noDown
|
||||||
|
LDA #8 ; Change that -8 if you want higher speed moving down
|
||||||
|
STA $27
|
||||||
|
.noDown
|
||||||
|
LDA $F4 : AND #$02 : BEQ .noLeft
|
||||||
|
LDA #-8 ; Change that -8 if you want higher speed moving left
|
||||||
|
STA $28 ; Horizontal recoil
|
||||||
|
.noLeft
|
||||||
|
LDA $F4 : AND #$01 : BEQ .noRight
|
||||||
|
LDA #8 ; Change that 8 if you want higher speed moving right
|
||||||
|
STA $28
|
||||||
|
.noRight
|
||||||
|
|
||||||
LDA $F4 : AND #$08 : BEQ .noUp
|
|
||||||
LDA #-8 ; Change that -8 if you want higher speed moving up
|
|
||||||
STA $27 ; Vertical recoil
|
|
||||||
.noUp
|
|
||||||
LDA $F4 : AND #$04 : BEQ .noDown
|
|
||||||
LDA #8 ; Change that -8 if you want higher speed moving down
|
|
||||||
STA $27
|
|
||||||
.noDown
|
|
||||||
LDA $F4 : AND #$02 : BEQ .noLeft
|
|
||||||
LDA #-8 ; Change that -8 if you want higher speed moving left
|
|
||||||
STA $28 ; Horizontal recoil
|
|
||||||
.noLeft
|
|
||||||
LDA $F4 : AND #$01 : BEQ .noRight
|
|
||||||
LDA #8 ; Change that 8 if you want higher speed moving right
|
|
||||||
STA $28
|
|
||||||
.noRight
|
|
||||||
.cantuseit
|
.cantuseit
|
||||||
RTL
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
; Y contains our armor value
|
||||||
|
; Currently requires a very close jump and will still
|
||||||
|
; damage the player midair if you jump from too far away.
|
||||||
|
|
||||||
|
CheckIfJumpingForSpikeDamage:
|
||||||
|
{
|
||||||
|
PHB : PHK : PLB
|
||||||
|
LDA $29 : BNE .airborne
|
||||||
|
LDA.w .spike_floor_damage, Y : STA.w $0373
|
||||||
|
.airborne
|
||||||
|
PLB
|
||||||
|
RTL
|
||||||
|
|
||||||
|
.spike_floor_damage
|
||||||
|
db $08 ; green
|
||||||
|
db $08 ; blue
|
||||||
|
db $04 ; red
|
||||||
}
|
}
|
||||||
|
|
||||||
print "End of Items/jump_feather.asm ", pc
|
print "End of Items/jump_feather.asm ", pc
|
||||||
|
|||||||
@@ -1,11 +1,7 @@
|
|||||||
org $07A471 ; Mudora
|
; portal_rod.asm by scawful
|
||||||
JSR LinkItem_PortalRod
|
; TODO: Make the item an alternative to the FishingRod
|
||||||
RTS
|
|
||||||
|
|
||||||
|
; Replace LinkState_UsingEther
|
||||||
warnpc $07A493
|
|
||||||
|
|
||||||
; *$3A50F-$3A568
|
|
||||||
org $07A50F
|
org $07A50F
|
||||||
RodAnimationTimer:
|
RodAnimationTimer:
|
||||||
db $03, $03, $05
|
db $03, $03, $05
|
||||||
@@ -109,6 +105,7 @@ LinkItem_FirePortal:
|
|||||||
|
|
||||||
STZ $0D60, X
|
STZ $0D60, X
|
||||||
STZ $0D70, X
|
STZ $0D70, X
|
||||||
|
LDA #$09 : STA $0DD0, X
|
||||||
|
|
||||||
PLX
|
PLX
|
||||||
|
|
||||||
@@ -126,6 +123,8 @@ LinkItem_FirePortal:
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
pushpc
|
pushpc
|
||||||
|
|
||||||
org $02FF6E
|
org $02FF6E
|
||||||
|
|||||||
@@ -516,7 +516,7 @@ org $0DF811
|
|||||||
; =========================================================
|
; =========================================================
|
||||||
; $6FE77-$6FFC0
|
; $6FE77-$6FFC0
|
||||||
|
|
||||||
org $0DFE77
|
org $0DFE77
|
||||||
HUD_Tilemap:
|
HUD_Tilemap:
|
||||||
incbin tilemaps/hud.tilemap
|
incbin tilemaps/hud.tilemap
|
||||||
|
|
||||||
@@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap
|
|||||||
; ==========================================================
|
; ==========================================================
|
||||||
|
|
||||||
; $57CE0 DATA
|
; $57CE0 DATA
|
||||||
org $0AFCE0
|
org $0AFCE0
|
||||||
FloorIndicatorNumberHigh:
|
FloorIndicatorNumberHigh:
|
||||||
{
|
{
|
||||||
dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
|
dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
|
||||||
|
|||||||
@@ -242,75 +242,46 @@ GotoNextItem_Local:
|
|||||||
; Load our currently equipped item, and move to the next one
|
; Load our currently equipped item, and move to the next one
|
||||||
; If we reach our limit (21), set it back to the bow and arrow slot.
|
; If we reach our limit (21), set it back to the bow and arrow slot.
|
||||||
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
|
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
|
||||||
LDA.b #$01
|
LDA.b #$01
|
||||||
|
|
||||||
.dont_reset
|
.dont_reset
|
||||||
; Otherwise try to equip the item in the next slot
|
; Otherwise try to equip the item in the next slot
|
||||||
STA $0202
|
STA $0202
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
DoWeHaveThisItem_OverrideLong:
|
|
||||||
{
|
|
||||||
PHB : PHK : PLB
|
|
||||||
JSR DoWeHaveThisItem_Override
|
|
||||||
PLB
|
|
||||||
RTL
|
|
||||||
}
|
|
||||||
|
|
||||||
DoWeHaveThisItem_Override:
|
DoWeHaveThisItem_Override:
|
||||||
{
|
{
|
||||||
LDY $0202 : LDX.w Menu_AddressLong-1, Y
|
LDY $0202 : LDX.w Menu_AddressLong, Y
|
||||||
LDA.l $7EF300, X : BNE .have_this_item
|
LDA.l $7EF33F, X : BNE .have_this_item
|
||||||
CLC
|
CLC
|
||||||
RTS
|
RTL
|
||||||
|
|
||||||
.have_this_item
|
.have_this_item
|
||||||
SEC
|
SEC
|
||||||
RTS
|
RTL
|
||||||
}
|
}
|
||||||
|
|
||||||
TryEquipNextItem_Override:
|
TryEquipNextItem_Override:
|
||||||
{
|
{
|
||||||
.keep_looking
|
.keep_looking
|
||||||
|
|
||||||
JSR GotoNextItem_Local
|
JSR GotoNextItem_Local
|
||||||
JSR DoWeHaveThisItem_Override : BCC .keep_looking
|
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
SearchForEquippedItem_OverrideLong:
|
|
||||||
{
|
|
||||||
PHB : PHK : PLB
|
|
||||||
JSR SearchForEquippedItem_Override
|
|
||||||
PLB
|
|
||||||
RTL
|
|
||||||
}
|
|
||||||
|
|
||||||
SearchForEquippedItem_Override:
|
SearchForEquippedItem_Override:
|
||||||
{
|
{
|
||||||
SEP #$30
|
SEP #$30
|
||||||
|
|
||||||
LDA.b #$00
|
LDY $0202 : LDX.w Menu_AddressLong-1, Y
|
||||||
LDY.b #$18
|
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
|
||||||
|
|
||||||
.itemCheck
|
|
||||||
|
|
||||||
LDX Menu_AddressLong-1, Y
|
|
||||||
ORA $7EF300, X
|
|
||||||
DEY : CPY.b #$00 : BNE .itemCheck
|
|
||||||
|
|
||||||
CMP.b #$00 : BNE .equippableItemAvailable
|
|
||||||
; In this case we have no equippable items
|
; In this case we have no equippable items
|
||||||
STZ $0202 : STZ $0203 : STZ $0204
|
STZ $0202 : STZ $0203 : STZ $0204
|
||||||
|
|
||||||
.weHaveThatItem
|
.we_have_that_item
|
||||||
|
RTL
|
||||||
RTS
|
|
||||||
|
|
||||||
.equippableItemAvailable
|
|
||||||
|
|
||||||
|
.item_available
|
||||||
; Is there an item currently equipped (in the HUD slot)?
|
; Is there an item currently equipped (in the HUD slot)?
|
||||||
LDA $0202 : BNE .alreadyEquipped
|
LDA $0202 : BNE .alreadyEquipped
|
||||||
; If not, set the equipped item to the Bow and Arrow
|
; If not, set the equipped item to the Bow and Arrow
|
||||||
@@ -319,9 +290,12 @@ SearchForEquippedItem_Override:
|
|||||||
|
|
||||||
.alreadyEquipped
|
.alreadyEquipped
|
||||||
|
|
||||||
; Checks to see if we actually have that item
|
; Checks to see if we actually have that item
|
||||||
; We're done if we have that item
|
; We're done if we have that item
|
||||||
JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
|
.keep_looking
|
||||||
|
JSR GotoNextItem_Local
|
||||||
|
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||||
|
BCS .we_have_that_item
|
||||||
|
|
||||||
JMP TryEquipNextItem_Override
|
JMP TryEquipNextItem_Override
|
||||||
}
|
}
|
||||||
@@ -331,14 +305,16 @@ pushpc
|
|||||||
org $0DDEB0
|
org $0DDEB0
|
||||||
DoWeHaveThisItem:
|
DoWeHaveThisItem:
|
||||||
{
|
{
|
||||||
JSL DoWeHaveThisItem_OverrideLong
|
JSL DoWeHaveThisItem_Override
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
org $0DE399
|
org $0DE399
|
||||||
SearchForEquippedItem:
|
SearchForEquippedItem:
|
||||||
{
|
{
|
||||||
JSL SearchForEquippedItem_OverrideLong
|
PHB : PHK : PLB
|
||||||
|
JSL SearchForEquippedItem_Override
|
||||||
|
PLB
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
warnpc $0DE3C7
|
warnpc $0DE3C7
|
||||||
|
|||||||
Reference in New Issue
Block a user