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16 Commits
JaredMenuF
...
JaredDev1
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4fac78bbba |
21
.gitignore
vendored
21
.gitignore
vendored
@@ -1,12 +1,9 @@
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asar.exe
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oos111.sfc
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oos111x-1.bst
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oos111x-2.bst
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oos111x-3.bst
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oos111x.bp
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oos111x.cht
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oos111x.cpu.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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*.exe
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*.bst
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*.bp
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*.cht
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*.cpu.sym
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*.sfc
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*.smp.sym
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*.srm
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*.sym
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@@ -95,6 +95,7 @@ LinkState_UsingQuake:
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db 5, 5, 5, 19
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; INC.w $0FC1 ; Keep sprites frozen
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JSR $F514 ; CacheCameraPropertiesIfOutdoors
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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@@ -175,9 +176,8 @@ LinkState_UsingQuake:
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.special
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DEC $5C
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; JSR $F514 ; CacheCameraPropertiesIfOutdoors
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JSL DekuLink_HoverBasedOnInput
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; JSR $E8F0
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JSR $E8F0 ; HandleIndoorCameraAndDoors
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RTS
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}
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@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
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; =========================================================
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; TODO: Attach SRAM values to these for progression
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Menu_DrawMusicNotes:
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{
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LDA.w #$02
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@@ -516,7 +516,7 @@ org $0DF811
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; =========================================================
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; $6FE77-$6FFC0
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org $0DFE77
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org $0DFE77
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HUD_Tilemap:
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incbin tilemaps/hud.tilemap
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@@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap
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; ==========================================================
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; $57CE0 DATA
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org $0AFCE0
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org $0AFCE0
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FloorIndicatorNumberHigh:
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{
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dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
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@@ -242,46 +242,75 @@ GotoNextItem_Local:
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; Load our currently equipped item, and move to the next one
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; If we reach our limit (21), set it back to the bow and arrow slot.
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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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STA $0202
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RTS
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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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{
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LDY $0202 : LDX.w Menu_AddressLong, Y
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LDA.l $7EF33F, X : BNE .have_this_item
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF300, X : BNE .have_this_item
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CLC
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RTL
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RTS
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.have_this_item
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SEC
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RTL
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RTS
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}
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TryEquipNextItem_Override:
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{
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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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JSR DoWeHaveThisItem_Override : BCC .keep_looking
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RTS
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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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{
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SEP #$30
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SEP #$30
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LDY $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
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LDA.b #$00
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LDY.b #$18
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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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STZ $0202 : STZ $0203 : STZ $0204
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.we_have_that_item
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RTL
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.weHaveThatItem
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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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LDA $0202 : BNE .alreadyEquipped
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; If not, set the equipped item to the Bow and Arrow
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@@ -290,12 +319,9 @@ SearchForEquippedItem_Override:
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.alreadyEquipped
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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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.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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; 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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JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
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JMP TryEquipNextItem_Override
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}
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@@ -305,16 +331,14 @@ pushpc
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org $0DDEB0
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DoWeHaveThisItem:
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{
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JSL DoWeHaveThisItem_Override
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JSL DoWeHaveThisItem_OverrideLong
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RTS
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}
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org $0DE399
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SearchForEquippedItem:
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{
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PHB : PHK : PLB
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JSL SearchForEquippedItem_Override
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PLB
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JSL SearchForEquippedItem_OverrideLong
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RTS
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}
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warnpc $0DE3C7
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@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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## Custom Menu
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## Custom Menu and HUD
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## Custom Sprites
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File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,6 @@
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;==============================================================================
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; =========================================================
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; Sprite Properties
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;==============================================================================
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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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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -31,81 +31,79 @@
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%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_MakuTree_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MakuTree_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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;==============================================================================
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; =========================================================
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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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PHB : PHK : PLB
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; Check if the intro has executed already.
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LDA.l $7EF300 : 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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PLB
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RTL
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}
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;==============================================================================
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; =========================================================
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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
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JSL UseImplicitRegIndexedLocalJumpTable
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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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dw MakuTree_GiveMoonPearl
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MakuTree_Handler:
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{
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; Check the progress flags
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LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
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%GotoAction(1)
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RTS
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; Check the progress flags
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LDA $7EF3D4 : 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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.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 $7EF3D4
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LDA #$06 : STA $7EF3C7
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%GotoAction(2)
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.no_talk
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RTS
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%ShowSolicitedMessage($20) : BCC .no_talk
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LDA #$01 : STA $7EF3D4
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LDA #$06 : STA $7EF3C7
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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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MakuTree_GiveMoonPearl:
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{
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; Give Link the Moon Pearl
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LDY #$1F : JSL Link_ReceiveItem
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%GotoAction(0)
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RTS
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; Give Link the Moon Pearl
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LDY #$1F : JSL Link_ReceiveItem
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%GotoAction(0)
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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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Sprite_MakuTree_Draw:
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{
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@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
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RTS
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;==============================================================================
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; =========================================================
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.start_index
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.nbr_of_tiles
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@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
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incsrc "Sprites/Bosses/kydrog_boss.asm"
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print "End of kydrog_boss.asm ", pc
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incsrc "Sprites/maku_tree.asm"
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incsrc "Sprites/NPCs/maku_tree.asm"
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print "End of maku_tree.asm ", pc
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incsrc "Sprites/NPCs/mask_salesman.asm"
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@@ -60,10 +60,10 @@ print "End of anti_kirby.asm ", pc
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incsrc "Sprites/Enemies/sea_urchin.asm"
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print "End of sea_urchin.asm ", pc
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incsrc "Sprites/switch_track.asm"
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incsrc "Sprites/Objects/switch_track.asm"
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print "End of switch_track.asm ", pc
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incsrc "Sprites/mineswitch.asm"
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incsrc "Sprites/Objects/mineswitch.asm"
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print "End of mineswitch.asm ", pc
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incsrc "Sprites/NPCs/village_dog.asm"
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@@ -78,7 +78,8 @@ print "End of twinrova.asm ", pc
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incsrc "Sprites/Bosses/kydreeok.asm"
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incsrc "Sprites/Bosses/kydreeok_head.asm"
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incsrc "Sprites/deku_leaf.asm"
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incsrc "Sprites/Objects/deku_leaf.asm"
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print "End of deku_leaf.asm ", pc
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incsrc "Sprites/portal_sprite.asm"
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print "End of portal_sprite.asm ", pc
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Reference in New Issue
Block a user