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3 Commits
JaredDev1
...
feather-it
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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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@@ -1,34 +1,42 @@
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; =============================================================================
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; =========================================================
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; Zarby Feather
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; Zarby Feather
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org $07AFF8 ; LinkItem_BugCatchingNet
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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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{
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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
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL NewBookCode
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JSL LinkItem_JumpFeather
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.return
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.return
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RTS
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RTS
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}
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}
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; =============================================================================
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; =========================================================
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; Prevent Link from taking damage while jumping spikes
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; The game originally differentiates between your armor
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; for the damage take, however the table has all the same
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; values, so it's effectively useless.
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; TileDetect_MainHandler_no_moon_pearl
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; org $07D23D
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org $07D242
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JSL CheckIfJumpingForSpikeDamage
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NOP #2
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warnpc $07D248
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; =========================================================
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org $2B8000
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org $2B8000
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NewBookCode:
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LinkItem_JumpFeather:
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{
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{
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JSL $07983A ; Reset swim state
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JSL $07983A ; Reset swim state
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LDA $46 : BNE .cantuseit
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LDA $46 : BNE .cantuseit
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LDA #$02 : STA $5D ; state recoil
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LDA #$02 : STA $5D ; set link state recoil
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LDA #$01 : STA $4D ; state recoil 2
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LDA #$02 : STA $4D ; set jumping state (ledge hop)
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; Length of the jump
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; Length of the jump
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LDA #$20
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LDA #$20 : STA $46
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STA $46
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; Height of the jump
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; Height of the jump
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LDA #$24
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LDA #$24
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@@ -36,12 +44,12 @@ NewBookCode:
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; Set vertical resistance
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; Set vertical resistance
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STA $29
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STA $29
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STA $02C7
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STA $02C7
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; Set Links direction to right(?)
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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; Reset Link movement offsets
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STZ $31
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STZ $31 : STZ $30
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STZ $30
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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LDA #-8 ; Change that -8 if you want higher speed moving up
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@@ -59,9 +67,30 @@ NewBookCode:
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LDA #8 ; Change that 8 if you want higher speed moving right
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LDA #8 ; Change that 8 if you want higher speed moving right
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STA $28
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STA $28
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.noRight
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.noRight
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.cantuseit
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.cantuseit
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RTL
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RTL
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}
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}
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; =========================================================
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; Y contains our armor value
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; Currently requires a very close jump and will still
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; damage the player midair if you jump from too far away.
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CheckIfJumpingForSpikeDamage:
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{
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PHB : PHK : PLB
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LDA $29 : BNE .airborne
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LDA.w .spike_floor_damage, Y : STA.w $0373
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.airborne
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PLB
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RTL
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.spike_floor_damage
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db $08 ; green
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db $08 ; blue
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db $04 ; red
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}
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print "End of Items/jump_feather.asm ", pc
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print "End of Items/jump_feather.asm ", pc
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pushpc
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pushpc
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@@ -244,73 +244,44 @@ GotoNextItem_Local:
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA.b #$01
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LDA.b #$01
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.dont_reset
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.dont_reset
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; Otherwise try to equip the item in the next slot
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; Otherwise try to equip the item in the next slot
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STA $0202
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STA $0202
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RTS
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RTS
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}
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}
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DoWeHaveThisItem_OverrideLong:
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{
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PHB : PHK : PLB
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JSR DoWeHaveThisItem_Override
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PLB
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RTL
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}
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DoWeHaveThisItem_Override:
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DoWeHaveThisItem_Override:
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{
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{
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDY $0202 : LDX.w Menu_AddressLong, Y
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LDA.l $7EF300, X : BNE .have_this_item
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LDA.l $7EF33F, X : BNE .have_this_item
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CLC
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CLC
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RTS
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RTL
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.have_this_item
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.have_this_item
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SEC
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SEC
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RTS
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RTL
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}
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}
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TryEquipNextItem_Override:
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TryEquipNextItem_Override:
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{
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{
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.keep_looking
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.keep_looking
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JSR GotoNextItem_Local
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JSR GotoNextItem_Local
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JSR DoWeHaveThisItem_Override : BCC .keep_looking
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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RTS
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RTS
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}
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}
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SearchForEquippedItem_OverrideLong:
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{
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PHB : PHK : PLB
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JSR SearchForEquippedItem_Override
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PLB
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RTL
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}
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SearchForEquippedItem_Override:
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SearchForEquippedItem_Override:
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{
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{
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SEP #$30
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SEP #$30
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LDA.b #$00
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDY.b #$18
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LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
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.itemCheck
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LDX Menu_AddressLong-1, Y
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ORA $7EF300, X
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DEY : CPY.b #$00 : BNE .itemCheck
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CMP.b #$00 : BNE .equippableItemAvailable
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; In this case we have no equippable items
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; In this case we have no equippable items
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STZ $0202 : STZ $0203 : STZ $0204
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STZ $0202 : STZ $0203 : STZ $0204
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.weHaveThatItem
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.we_have_that_item
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RTL
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RTS
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.equippableItemAvailable
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.item_available
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; Is there an item currently equipped (in the HUD slot)?
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; Is there an item currently equipped (in the HUD slot)?
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LDA $0202 : BNE .alreadyEquipped
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LDA $0202 : BNE .alreadyEquipped
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; If not, set the equipped item to the Bow and Arrow
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; If not, set the equipped item to the Bow and Arrow
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@@ -321,7 +292,10 @@ SearchForEquippedItem_Override:
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; Checks to see if we actually have that item
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; Checks to see if we actually have that item
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; We're done if we have that item
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; We're done if we have that item
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JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
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.keep_looking
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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BCS .we_have_that_item
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JMP TryEquipNextItem_Override
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JMP TryEquipNextItem_Override
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}
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}
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@@ -331,14 +305,16 @@ pushpc
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org $0DDEB0
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org $0DDEB0
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DoWeHaveThisItem:
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DoWeHaveThisItem:
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{
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{
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JSL DoWeHaveThisItem_OverrideLong
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JSL DoWeHaveThisItem_Override
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RTS
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RTS
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}
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}
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org $0DE399
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org $0DE399
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SearchForEquippedItem:
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SearchForEquippedItem:
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{
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{
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JSL SearchForEquippedItem_OverrideLong
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PHB : PHK : PLB
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JSL SearchForEquippedItem_Override
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PLB
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RTS
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RTS
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}
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}
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warnpc $0DE3C7
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warnpc $0DE3C7
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Reference in New Issue
Block a user