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22 Commits
JaredMenuF
...
book-of-se
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4fac78bbba |
@@ -1,30 +1,52 @@
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; =========================================================
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; Dungeon Object Handler
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org $018262 ;object id 0x31
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dw ExpandedObject
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org $018262
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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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org $018650
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dw HeavyPot
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; Item ID 22B
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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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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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; Bank01 Free Space
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org $01B53C
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ExpandedObject:
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{
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JSL NewObjectsCode
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RTS
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}
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SecretObject:
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{
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JSL HandleSecretObjects
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RTS
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}
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HeavyPot:
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{
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LDA.w #$1010
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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; Store this object's position in the object buffer to $0520, X
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; Store object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store it's tilemap position.
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; Store tilemap position.
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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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; =========================================================
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org $2C8000
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NewObjectsCode:
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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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}
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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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CustomDrawConfig:
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{
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PHA
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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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.no_spriteset
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PLA
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.return
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.return
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RTS
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}
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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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HandleSecretObjects:
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{
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; TODO: Implement the Book of Secrets check
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; TODO: Add object draw code
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; TODO: Implement the object's disappearance
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RTL
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}
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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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; 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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BIT.b $3A : BVS .exit
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LDA.b $6C : BNE EXIT_07A45E
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JSR Link_CheckNewY_ButtonPress : BCC .exit
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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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; Based on the Parallel Worlds feature
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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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; a - BG4 enabled
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; b - BG3 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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; 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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; long subroutine that is executed every frame
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org $068365
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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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@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
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LDA $1B : AND #$01 : BEQ .end
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; ----------
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; Check if we have the book of secrets
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LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
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; TODO: Add a new condition, such as a RoomTag check
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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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@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
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; ----------
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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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}
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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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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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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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; Link_CheckNewY_ButtonPress
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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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.return
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JSL LinkItem_JumpFeather
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.return
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RTS
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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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NewBookCode:
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LinkItem_JumpFeather:
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{
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JSL $07983A ; Reset swim state
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LDA $46 : BNE .cantuseit
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LDA #$02 : STA $5D ; state recoil
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LDA #$01 : STA $4D ; state recoil 2
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LDA #$02 : STA $5D ; set link state recoil
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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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LDA #$20
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STA $46
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LDA #$20 : STA $46
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; Height of the jump
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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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STA $29
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STA $02C7
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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STZ $31
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STZ $30
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STZ $31 : STZ $30
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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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@@ -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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STA $28
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.noRight
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.cantuseit
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RTL
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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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pushpc
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@@ -1,11 +1,7 @@
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org $07A471 ; Mudora
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JSR LinkItem_PortalRod
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RTS
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; portal_rod.asm by scawful
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; TODO: Make the item an alternative to the FishingRod
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warnpc $07A493
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; *$3A50F-$3A568
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; Replace LinkState_UsingEther
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org $07A50F
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RodAnimationTimer:
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db $03, $03, $05
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@@ -109,6 +105,7 @@ LinkItem_FirePortal:
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STZ $0D60, X
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STZ $0D70, X
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LDA #$09 : STA $0DD0, X
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||||
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PLX
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@@ -126,6 +123,8 @@ LinkItem_FirePortal:
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||||
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}
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||||
; =========================================================
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||||
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pushpc
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||||
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||||
org $02FF6E
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||||
|
||||
@@ -95,6 +95,7 @@ LinkState_UsingQuake:
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db 5, 5, 5, 19
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||||
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; INC.w $0FC1 ; Keep sprites frozen
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||||
JSR $F514 ; CacheCameraPropertiesIfOutdoors
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||||
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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||||
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@@ -175,9 +176,8 @@ LinkState_UsingQuake:
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||||
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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
|
||||
RTS
|
||||
}
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||||
|
||||
|
||||
@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
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||||
|
||||
; =========================================================
|
||||
|
||||
; TODO: Attach SRAM values to these for progression
|
||||
Menu_DrawMusicNotes:
|
||||
{
|
||||
LDA.w #$02
|
||||
|
||||
@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
|
||||

|
||||

|
||||
|
||||
## Custom Menu
|
||||
## Custom Menu and HUD
|
||||
|
||||

|
||||

|
||||

|
||||
|
||||

|
||||

|
||||
|
||||
## Custom Sprites
|
||||
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
; =========================================================
|
||||
; Twinrova Boss Sprite
|
||||
;
|
||||
; Overrides Blind and the Blind Maiden to create a new
|
||||
; boss sequence.
|
||||
;
|
||||
;
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
|
||||
@@ -37,18 +42,17 @@ Sprite_Twinrova_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Twinrova_Draw ; Call the draw code
|
||||
JSR Sprite_Twinrova_Draw
|
||||
JSL Sprite_DrawShadow
|
||||
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
|
||||
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
|
||||
JSR Sprite_Twinrova_Main ; Call the main sprite code
|
||||
JSR Sprite_Twinrova_CheckIfDead
|
||||
JSR Sprite_Twinrova_Main
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
.SpriteIsNotActive
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -58,10 +62,10 @@ Sprite_Twinrova_CheckIfDead:
|
||||
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
|
||||
|
||||
; If health is negative, set back to zero
|
||||
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
|
||||
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
|
||||
LDA.b #$00 : STA $0E50, X
|
||||
|
||||
.healthNotNegative
|
||||
.health_not_negative
|
||||
|
||||
LDA $0E50, X : BNE .not_dead
|
||||
PHX
|
||||
@@ -70,7 +74,7 @@ Sprite_Twinrova_CheckIfDead:
|
||||
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
|
||||
|
||||
PLX
|
||||
.not_dead
|
||||
.not_dead
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -80,10 +84,9 @@ Sprite_Twinrova_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
STZ $0D80, X
|
||||
|
||||
; PrepareBattle
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
|
||||
LDA.b #$40 : STA $0E50, X ; Health
|
||||
|
||||
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||
|
||||
%SetSpriteSpeedX(15)
|
||||
@@ -91,13 +94,25 @@ Sprite_Twinrova_Prep:
|
||||
|
||||
LDA #$10 : STA $08
|
||||
LDA #$10 : STA $09
|
||||
LDA #$0A : STA $0D80, X
|
||||
|
||||
LDA #$00 : STA $7EF3CC
|
||||
LDA.b #$60 : STA.w $0E10, X
|
||||
LDA.b #$01 : STA.w $0DB0, X
|
||||
LDA.b #$02 : STA.w $0DE0, X
|
||||
LDA.b #$04 : STA.w $0EB0, X
|
||||
LDA.b #$07 : STA.w $0DC0, X
|
||||
STZ.w $0B69
|
||||
|
||||
PLB
|
||||
RTL
|
||||
.despawn
|
||||
STZ.w $0DD0, X
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
!AnimSpeed = 8
|
||||
|
||||
macro Twinrova_Front()
|
||||
@@ -131,6 +146,8 @@ endmacro
|
||||
; =========================================================
|
||||
|
||||
; Phase 0: Blind Maiden turns into Twinrova.
|
||||
; Initially should be invisible, then
|
||||
; transfer in Twinrova gfx and run dialogue.
|
||||
;
|
||||
; Phase 1: Twinrova is one entity, moving around the room
|
||||
; and shooting fire and ice attacks at Link.
|
||||
@@ -157,14 +174,14 @@ Sprite_Twinrova_Main:
|
||||
dw Twinrova_KotakeMode ; 0x09
|
||||
dw Twinrova_Dead ; 0x0A
|
||||
|
||||
; 0x00
|
||||
Twinrova_Init:
|
||||
{
|
||||
; %Twinrova_Front()
|
||||
JSR ApplyTwinrovaGraphics
|
||||
%GotoAction(01)
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x01
|
||||
Twinrova_MoveState:
|
||||
{
|
||||
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
|
||||
@@ -210,6 +227,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x02 - TODO: Implement Twinrova_MoveForwards
|
||||
Twinrova_MoveForwards:
|
||||
{
|
||||
%Twinrova_Front()
|
||||
@@ -226,6 +244,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x03 - TODO: Implement Twinrova_MoveBackwards
|
||||
Twinrova_MoveBackwards:
|
||||
{
|
||||
%Twinrova_Back()
|
||||
@@ -242,6 +261,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x04
|
||||
Twinrova_PrepareAttack:
|
||||
{
|
||||
%StartOnFrame(7)
|
||||
@@ -293,6 +313,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x07
|
||||
Twinrova_Hurt:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
@@ -311,6 +332,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x08
|
||||
Twinrova_KoumeMode:
|
||||
{
|
||||
%StartOnFrame(8)
|
||||
@@ -330,6 +352,7 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x09
|
||||
Twinrova_KotakeMode:
|
||||
{
|
||||
%StartOnFrame(9)
|
||||
@@ -349,38 +372,33 @@ Sprite_Twinrova_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; 0x0A
|
||||
Twinrova_Dead:
|
||||
{
|
||||
%StartOnFrame(10)
|
||||
%Twinrova_Hurt()
|
||||
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Untitled_Garnish:
|
||||
; Reused function from TrinexxBreath.
|
||||
TrinexxBreath_AltEntry:
|
||||
{
|
||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||
|
||||
JSL Sprite_IsToRightOfPlayer
|
||||
|
||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||
|
||||
CLC : ADC.w $8000, Y : STA $0D50, X
|
||||
|
||||
.no_shake:
|
||||
|
||||
.no_shake
|
||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||
|
||||
JSL Sprite_BounceTowardPlayer
|
||||
|
||||
.exit
|
||||
|
||||
.exit
|
||||
RTS
|
||||
|
||||
.x_speed_targets
|
||||
.x_speed_targets
|
||||
db 8, -16
|
||||
}
|
||||
|
||||
@@ -388,117 +406,84 @@ Sprite_Twinrova_FireAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
||||
JMP Untitled_Garnish
|
||||
.no_collision
|
||||
JSR AddFireGarnish
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
.AddFireGarnish
|
||||
; $1DBDD6 - TrinexxFire_AddFireGarnish
|
||||
AddFireGarnish:
|
||||
{
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
||||
LDA.b #$1D : PHX : TXY : TAX : STA $00
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
.next_slot
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA $00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
.use_search_index
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
.free_slot
|
||||
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
LDA.w SprX, Y : STA $7FF83C, X
|
||||
LDA.w SprXH, Y : STA $7FF878, X
|
||||
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
|
||||
AddIceGarnishV2:
|
||||
{
|
||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||
|
||||
LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
||||
LDA.b #$1D : PHX : TXY : TAX : STA $00
|
||||
|
||||
LDA.b #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
|
||||
.next_slot
|
||||
|
||||
.next_slot
|
||||
LDA $7FF800, X : BEQ .free_slot
|
||||
|
||||
DEX : BPL .next_slot
|
||||
|
||||
DEC $0FF8 : BPL .use_search_index
|
||||
|
||||
LDA.b #$00 : STA $0FF8
|
||||
|
||||
.use_search_index
|
||||
|
||||
.use_search_index
|
||||
LDX $0FF8
|
||||
|
||||
.free_slot
|
||||
|
||||
.free_slot
|
||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||
|
||||
TYA : STA $7FF92C, X
|
||||
|
||||
LDA $0D10, Y : STA $7FF83C, X
|
||||
LDA $0D30, Y : STA $7FF878, X
|
||||
LDA.w SprX, Y : STA $7FF83C, X
|
||||
LDA.w SprXH, Y : STA $7FF878, X
|
||||
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||
|
||||
LDA.b #$7F : STA $7FF90E, X
|
||||
|
||||
STX $00
|
||||
LDA.b #$7F : STA $7FF90E, X : STX $00
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
Sprite_Twinrova_IceAttack:
|
||||
{
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR AddIceGarnishV2
|
||||
JSR Untitled_Garnish
|
||||
.return
|
||||
RTS
|
||||
JMP TrinexxBreath_AltEntry
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
@@ -539,20 +524,15 @@ org $09B34F
|
||||
Garnish_TrinexxIce:
|
||||
{
|
||||
; special animation 0x0C
|
||||
|
||||
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||
|
||||
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||
|
||||
JSR Garnish_PrepOamCoord
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
LDA $02 : INY : STA ($90), Y
|
||||
|
||||
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||
|
||||
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||
|
||||
LDA.b #$35 : ORA $04 : PLX
|
||||
|
||||
JMP Garnish_SetOamPropsAndLargeSize
|
||||
@@ -581,7 +561,7 @@ Sprite_Twinrova_Draw:
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
@@ -603,7 +583,7 @@ Sprite_Twinrova_Draw:
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
@@ -632,83 +612,85 @@ Sprite_Twinrova_Draw:
|
||||
|
||||
|
||||
; =========================================================
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
.start_index
|
||||
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||
.nbr_of_tiles
|
||||
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||
.x_offsets
|
||||
dw -8, 8, 8, -8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -16, 0, 16, -16, 0, 16
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
dw -8, 8, -8, 8
|
||||
.y_offsets
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
dw -6, -6, 10, 10
|
||||
dw -8, -8, -8, 8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -8, -8, 8, 8
|
||||
dw -7, -7, 9, 9
|
||||
.chr
|
||||
db $00, $02, $22, $24
|
||||
db $04, $06, $24, $26
|
||||
db $08, $0A, $28, $2A
|
||||
db $0C, $0E, $28, $2A
|
||||
db $44, $46, $64, $66
|
||||
db $48, $4A, $68, $6A
|
||||
db $4C, $4E, $6C, $6E
|
||||
db $88, $8A, $8C, $A8, $AA, $AC
|
||||
db $80, $82, $A0, $A2
|
||||
db $84, $86, $A4, $A6
|
||||
db $40, $42, $60, $62
|
||||
db $40, $42, $60, $62
|
||||
.properties
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
db $39, $39, $39, $39
|
||||
.sizes
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $00
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
ApplyTwinrovaGraphics:
|
||||
{
|
||||
PHX
|
||||
|
||||
REP #$20 ; A = 16, XY = 8
|
||||
LDX #$80 : STX $2100 ;turn the screen off (required)
|
||||
LDX #$80 : STX $2100 ; turn the screen off (required)
|
||||
|
||||
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
|
||||
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
||||
@@ -725,8 +707,258 @@ ApplyTwinrovaGraphics:
|
||||
|
||||
PLX
|
||||
|
||||
RTS
|
||||
RTL
|
||||
|
||||
TwinrovaGraphics:
|
||||
incbin twinrova.bin
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
; =========================================================
|
||||
; Blind Maiden spawn code
|
||||
|
||||
org $0DB818
|
||||
SpritePrep_LoadProperties:
|
||||
|
||||
; Follower_BasicMover.dont_scare_kiki
|
||||
org $09A1E4
|
||||
Follower_BasicMover:
|
||||
{
|
||||
; Check if the follower is the blind maiden
|
||||
LDA.l $7EF3CC : CMP.b #$06 : BNE .no_blind_transform
|
||||
; Check if we are in room 0xAC
|
||||
REP #$20
|
||||
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
|
||||
; ; Check room flag 0x65
|
||||
; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
|
||||
SEP #$20
|
||||
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
|
||||
.blind_transform
|
||||
; Load follower animation step index from $02CF
|
||||
LDX.w $02CF
|
||||
LDA.w $1A28, X : STA.b $00 ; Follower XL
|
||||
LDA.w $1A3C, X : STA.b $01 ; Follower XH
|
||||
LDA.w $1A00, X : STA.b $02 ; Follower YL
|
||||
LDA.w $1A14, X : STA.b $03 ; Follower YH
|
||||
|
||||
; Dismiss the follower and spawn Twinrova
|
||||
LDA.b #$00 : STA.l $7EF3CC
|
||||
JSL Blind_SpawnFromMaiden
|
||||
|
||||
; Close the shutter door
|
||||
INC.w $0468
|
||||
|
||||
; Clear door tilemap position for some reason
|
||||
STZ.w $068E : STZ.w $0690
|
||||
|
||||
; TODO: Find out what submodule this is.
|
||||
LDA.b #$05 : STA.b $11
|
||||
|
||||
; SONG 15
|
||||
LDA.b #$15 : STA.w $012C
|
||||
|
||||
RTS
|
||||
|
||||
org $09A23A
|
||||
.no_blind_transform
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
org $099E90
|
||||
Follower_CheckBlindTrigger:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Cache the follower's position
|
||||
LDX.w $02CF
|
||||
LDA.w $1A00, X : STA.b $00
|
||||
LDA.w $1A14, X : STA.b $01
|
||||
LDA.w $1A28, X : STA.b $02
|
||||
LDA.w $1A3C, X : STA.b $03
|
||||
STZ.b $0B
|
||||
|
||||
; Check if the follower is within the trigger area
|
||||
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
|
||||
LDA.b #$FF : STA.b $0B
|
||||
|
||||
.positive_z
|
||||
REP #$20
|
||||
|
||||
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
|
||||
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
|
||||
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
|
||||
EOR.w #$FFFF : INC A
|
||||
.positive_x
|
||||
CMP.w #$0018 : BCS .fail
|
||||
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
|
||||
EOR.w #$FFFF : INC A
|
||||
|
||||
.positive_y
|
||||
CMP.w #$0018
|
||||
BCS .fail
|
||||
|
||||
.success
|
||||
SEP #$20
|
||||
PLB : SEC
|
||||
RTL
|
||||
|
||||
.fail
|
||||
SEP #$20
|
||||
PLB : CLC
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Called during the BlindMaiden section of Follower_BasicMover
|
||||
; to spawn Twinrova in the room.
|
||||
|
||||
org $1DA03C
|
||||
Blind_SpawnFromMaiden:
|
||||
{
|
||||
; Load the Twinrova graphics
|
||||
JSL ApplyTwinrovaGraphics
|
||||
|
||||
LDX.b #$00 ; Load the boss into sprite index 0
|
||||
|
||||
; Set the sprite to alive and active
|
||||
LDA.b #$09 : STA.w $0DD0,X
|
||||
|
||||
; SPRITE CE
|
||||
LDA.b #$CE : STA.w $0E20,X
|
||||
|
||||
; Load the position cache from the maiden follower
|
||||
LDA.b $00 : STA.w $0D10,X
|
||||
LDA.b $01 : STA.w $0D30,X
|
||||
LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
|
||||
LDA.b $03 : STA.w $0D20,X
|
||||
JSL SpritePrep_LoadProperties
|
||||
|
||||
; Set SprTimerC
|
||||
LDA.b #$C0 : STA.w $0E10,X
|
||||
|
||||
; Set SprGfx
|
||||
; LDA.b #$15 : STA.w $0DC0,X
|
||||
|
||||
; Set SprMiscC and bulletproof properties
|
||||
LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
|
||||
|
||||
; Set the 2nd key / heart piece items taken room flag
|
||||
LDA.w $0403 : ORA.b #$20 : STA.w $0403
|
||||
|
||||
; Clear blinds head spin flag
|
||||
STZ.w $0B69
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; We are using space from this function to insert the
|
||||
; Twinrova graphics above, since the prep is now handled
|
||||
; in the custom sprite code.
|
||||
|
||||
org $1DA081
|
||||
SpritePrep_Blind_PrepareBattle:
|
||||
{
|
||||
; #_1DA081: LDA.l $7EF3CC
|
||||
; #_1DA085: CMP.b #$06 ; FOLLOWER 06
|
||||
; #_1DA087: BEQ .despawn
|
||||
|
||||
#_1DA089: LDA.w $0403
|
||||
#_1DA08C: AND.b #$20
|
||||
#_1DA08E: BEQ .despawn
|
||||
|
||||
#_1DA090: LDA.b #$60
|
||||
#_1DA092: STA.w $0E10,X
|
||||
|
||||
#_1DA095: LDA.b #$01
|
||||
#_1DA097: STA.w $0DB0,X
|
||||
|
||||
#_1DA09A: LDA.b #$02
|
||||
#_1DA09C: STA.w $0DE0,X
|
||||
|
||||
#_1DA09F: LDA.b #$04
|
||||
#_1DA0A1: STA.w $0EB0,X
|
||||
|
||||
#_1DA0A4: LDA.b #$07
|
||||
#_1DA0A6: STA.w $0DC0,X
|
||||
|
||||
#_1DA0A9: STZ.w $0B69
|
||||
|
||||
#_1DA0AC: RTL
|
||||
|
||||
.despawn
|
||||
#_1DA0AD: STZ.w $0DD0,X
|
||||
|
||||
#_1DA0B0: RTL
|
||||
}
|
||||
|
||||
warnpc $1DA0B1
|
||||
|
||||
; =========================================================
|
||||
|
||||
org $1DA0B1
|
||||
BlindLaser_SpawnTrailGarnish:
|
||||
{
|
||||
#_1DA0B1: LDA.w $0E80,X
|
||||
#_1DA0B4: AND.b #$00
|
||||
#_1DA0B6: BNE .exit
|
||||
|
||||
#_1DA0B8: PHX
|
||||
#_1DA0B9: TXY
|
||||
|
||||
#_1DA0BA: LDX.b #$1D
|
||||
|
||||
.next_slot
|
||||
#_1DA0BC: LDA.l $7FF800,X
|
||||
#_1DA0C0: BEQ .free_slot
|
||||
|
||||
#_1DA0C2: DEX
|
||||
#_1DA0C3: BPL .next_slot
|
||||
|
||||
#_1DA0C5: DEC.w $0FF8
|
||||
#_1DA0C8: BPL .use_search_index
|
||||
|
||||
#_1DA0CA: LDA.b #$1D
|
||||
#_1DA0CC: STA.w $0FF8
|
||||
|
||||
.use_search_index
|
||||
#_1DA0CF: LDX.w $0FF8
|
||||
|
||||
.free_slot
|
||||
#_1DA0D2: LDA.b #$0F ; GARNISH 0F
|
||||
#_1DA0D4: STA.l $7FF800,X
|
||||
#_1DA0D8: STA.w $0FB4
|
||||
|
||||
#_1DA0DB: LDA.w $0DC0,Y
|
||||
#_1DA0DE: STA.l $7FF9FE,X
|
||||
|
||||
#_1DA0E2: TYA
|
||||
#_1DA0E3: STA.l $7FF92C,X
|
||||
|
||||
#_1DA0E7: LDA.w $0D10,Y
|
||||
#_1DA0EA: STA.l $7FF83C,X
|
||||
|
||||
#_1DA0EE: LDA.w $0D30,Y
|
||||
#_1DA0F1: STA.l $7FF878,X
|
||||
|
||||
#_1DA0F5: LDA.w $0D00,Y
|
||||
#_1DA0F8: CLC
|
||||
#_1DA0F9: ADC.b #$10
|
||||
#_1DA0FB: STA.l $7FF81E,X
|
||||
|
||||
#_1DA0FF: LDA.w $0D20,Y
|
||||
#_1DA102: ADC.b #$00
|
||||
#_1DA104: STA.l $7FF85A,X
|
||||
|
||||
#_1DA108: LDA.b #$0A
|
||||
#_1DA10A: STA.l $7FF90E,X
|
||||
|
||||
#_1DA10E: PLX
|
||||
|
||||
.exit
|
||||
#_1DA10F: RTS
|
||||
}
|
||||
|
||||
pullpc
|
||||
@@ -1,6 +1,6 @@
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 00 ; Number of tiles used in a frame
|
||||
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
@@ -31,7 +31,7 @@
|
||||
|
||||
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Long:
|
||||
{
|
||||
@@ -47,31 +47,29 @@ Sprite_MakuTree_Long:
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA.l $7EF300
|
||||
BNE .intro_is_done
|
||||
; Check if the intro has executed already.
|
||||
LDA.l $7EF300 : BNE .intro_is_done
|
||||
STZ.w $0DD0, X ; Kill the sprite
|
||||
.intro_is_done
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Main:
|
||||
{
|
||||
LDA.w SprAction, X ; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw MakuTree_Handler
|
||||
dw MakuTree_MeetLink
|
||||
dw MakuTree_GiveBow
|
||||
dw MakuTree_GiveMoonPearl
|
||||
|
||||
MakuTree_Handler:
|
||||
{
|
||||
@@ -95,7 +93,7 @@ Sprite_MakuTree_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
MakuTree_GiveBow:
|
||||
MakuTree_GiveMoonPearl:
|
||||
{
|
||||
; Give Link the Moon Pearl
|
||||
LDY #$1F : JSL Link_ReceiveItem
|
||||
@@ -105,7 +103,7 @@ Sprite_MakuTree_Main:
|
||||
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
Sprite_MakuTree_Draw:
|
||||
{
|
||||
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
|
||||
|
||||
RTS
|
||||
|
||||
;==============================================================================
|
||||
; =========================================================
|
||||
|
||||
.start_index
|
||||
.nbr_of_tiles
|
||||
@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
|
||||
incsrc "Sprites/Bosses/kydrog_boss.asm"
|
||||
print "End of kydrog_boss.asm ", pc
|
||||
|
||||
incsrc "Sprites/maku_tree.asm"
|
||||
incsrc "Sprites/NPCs/maku_tree.asm"
|
||||
print "End of maku_tree.asm ", pc
|
||||
|
||||
incsrc "Sprites/NPCs/mask_salesman.asm"
|
||||
@@ -60,10 +60,10 @@ print "End of anti_kirby.asm ", pc
|
||||
incsrc "Sprites/Enemies/sea_urchin.asm"
|
||||
print "End of sea_urchin.asm ", pc
|
||||
|
||||
incsrc "Sprites/switch_track.asm"
|
||||
incsrc "Sprites/Objects/switch_track.asm"
|
||||
print "End of switch_track.asm ", pc
|
||||
|
||||
incsrc "Sprites/mineswitch.asm"
|
||||
incsrc "Sprites/Objects/mineswitch.asm"
|
||||
print "End of mineswitch.asm ", pc
|
||||
|
||||
incsrc "Sprites/NPCs/village_dog.asm"
|
||||
@@ -78,7 +78,8 @@ print "End of twinrova.asm ", pc
|
||||
incsrc "Sprites/Bosses/kydreeok.asm"
|
||||
incsrc "Sprites/Bosses/kydreeok_head.asm"
|
||||
|
||||
incsrc "Sprites/deku_leaf.asm"
|
||||
incsrc "Sprites/Objects/deku_leaf.asm"
|
||||
print "End of deku_leaf.asm ", pc
|
||||
|
||||
incsrc "Sprites/portal_sprite.asm"
|
||||
print "End of portal_sprite.asm ", pc
|
||||
|
||||
Reference in New Issue
Block a user