Compare commits
16 Commits
JaredMenuF
...
goldstar-i
| Author | SHA1 | Date | |
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dff09b5f6b | ||
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bbb3b85def | ||
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2c058e049e | ||
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c6b9541977 | ||
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dd68a4929d | ||
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ef7d3af09b | ||
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3ee5871f86 | ||
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ef1540f3f6 | ||
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f4ae06bfd1 | ||
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c3b40b21fb | ||
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6f4392aa0e | ||
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0adc6f17bf | ||
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93b63032da | ||
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ea00780785 | ||
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2e22114d8a | ||
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4fac78bbba |
@@ -1,8 +1,10 @@
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; =========================================================
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; Goldstar ASM disassembly/restoration
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; Originally from the all in patch by Conn
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; Restored by scawful with help from Zarby
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;
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; $22XXXX - Denotes the source address from all in patch
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; =========================================================
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org $07D576
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Hookshot_CheckTileCollision:
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@@ -17,8 +19,7 @@ TransferGFXinRAM:
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LDX #$80
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--
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LDA.l .morningstargfx, X : STA.l $7EA180, X
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DEX : DEX
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BPL --
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DEX : DEX : BPL --
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PLP
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PLX
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@@ -35,7 +36,8 @@ org $0085C4
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pullpc
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; =========================================================
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; Start Zarby
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; Zarby Code
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; Handles the layout of OAM tile patterns for the hookshot
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pushpc
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org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
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@@ -51,12 +53,12 @@ org $008542
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dw $A1C0, $A1C0, $A1E0, $A1E0
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pullpc
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HookMaskCheck:
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{
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LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
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LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
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LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id
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; morning star graphics oam tile pattern id
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LDA.w $0109 : AND #$FF00 : ORA.w #$004A
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RTL
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.not_mask
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; return hookshot graphics oam tile pattern id
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@@ -65,11 +67,6 @@ HookMaskCheck:
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RTL
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}
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; End Zarby
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; =========================================================
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; =========================================================
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; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
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; Call this routine to start the gfx transfer of the handle
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@@ -120,11 +117,14 @@ BallChain_ExtraCollisionLogic:
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TXA
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++ ; $22D4F3
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CMP #$FF : BEQ +++
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JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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JML $08BF10
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+++ ; $22D4FB
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JML $08BF32 ; AncillaDraw_Hookshot_skip
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}
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; =========================================================
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;; 22D520
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LinkItem_BallChain_GfxTransfer:
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{
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@@ -174,11 +174,10 @@ LinkItem_BallChain_GfxTransfer:
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}
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; 22D5C0 ; Unreached
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LDA $8580,Y
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CMP #$02
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BEQ $22D5CA
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JMP $DA80
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; LDA $8580,Y
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; CMP #$02
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; BEQ $22D5CA
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; JMP $DA80
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; Graphics data for transferring the handle oam slot
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GoldstarHandleGfx:
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@@ -240,9 +239,9 @@ pullpc
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; Sets Link state to 0x00 and resets the hookshot timer
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BallChain_ResetTimer:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BNE +
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LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
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STZ $7A ; Clear the timer
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+
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.dont_clear_timer
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STZ $5D ; Return to LinkState_Default
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RTL
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}
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@@ -366,29 +365,36 @@ HookshotChain_AncillaDraw:
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; Compare rotation progress
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CLC : CMP #$FB : BNE +++
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LDA #$06 : STA $2143
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+++ ; 22D930
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BCC ++++
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JMP StartChainRotation ; $D960
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++++ ; 22D935
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; Compare rotation progress
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CLC : CMP #$AB : BNE +++++
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LDA #$06 : STA $2143
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+++++ ;22D93F
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; Compare rotation progress
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CLC : CMP #$5B : BNE ++++++
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LDA #$06 : STA $2143
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++++++ ;22D949
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CLC : CMP #$E6 : BCC +++++++
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JMP Routine_22D9A0 ; $D9A0
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+++++++ ; 22D951
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CLC : CMP #$05 : BCC ++++++++
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LDA $F8 : CMP.b #$40 : BEQ +
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JMP Routine_22D9A0 ; $D9A0
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++++++++ ; 22D959
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JMP Routine_22DBD0 ; $DBD0
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}
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; =========================================================
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!RotationState = $7F5803
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; 22D960
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@@ -405,6 +411,8 @@ StartChainRotation:
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JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
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}
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; =========================================================
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struct Ancilla_GetRadialProjection $0FFBC2
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.multiplier_x : skip 64
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.multiplier_y : skip 64
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@@ -446,10 +454,10 @@ Routine_22D9A0:
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JSL $08DA17 ; Sparkle_PrepOAMFromRadial
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PLY : PLX
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CPY #$04 : BNE ++ ; $22DA14
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JSR Routine_22DA70 ; $DA70
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NOP #7
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JSR BallChain_SpinAncilla ; $22DB90
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++ ;22DA14
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NOP #3
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LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
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@@ -460,7 +468,9 @@ Routine_22D9A0:
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JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
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}
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;; 22DA30
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; =========================================================
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; 22DA30
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Goldstar_GetPlayerPosY:
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{
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ADC $20 : CLC : ADC #$000C
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@@ -474,7 +484,9 @@ Goldstar_GetPlayerPosY:
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RTS
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}
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; =========================================================
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; 22DA50
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Goldstar_GetPlayerPosX:
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{
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LDA $22 : CLC : ADC #$0008
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@@ -488,7 +500,9 @@ Goldstar_GetPlayerPosX:
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RTS
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}
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; =========================================================
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; 22DA70
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Routine_22DA70:
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{
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LDY #$00 : LDA $02 ; set sign of projected distance X
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@@ -501,7 +515,9 @@ Routine_22DA70:
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RTS
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}
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; =========================================================
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; 22DA80 Possibly unused
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Routine_22DA80:
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{
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LDA $7EF34A : CMP #$02
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@@ -516,7 +532,9 @@ Routine_22DA80:
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RTL
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}
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; =========================================================
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; 22DAA0
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Routine_22DAA0:
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{
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CPY #$04 : BNE .alpha
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@@ -546,7 +564,9 @@ Routine_22DAA0:
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RTS
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}
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; =========================================================
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; 22DAD0
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Routine_22DAD0:
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{
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CPX #$00 : BNE + ; $22DAD7
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@@ -565,6 +585,8 @@ Routine_22DAD0:
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RTS
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}
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; =========================================================
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pushpc
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org $08BF94
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JML BallChain_TryAncillaDraw
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@@ -577,14 +599,15 @@ pullpc
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BallChain_TryAncillaDraw:
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{
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; Ball Chain timer should be $FF here on first run
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LDA $7A : AND #$00FF
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CMP #$0000 : BEQ +
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LDA $7A : AND #$00FF :CMP #$0000 : BEQ +
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CMP #$0001 : BEQ +
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SEP #$20
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JML HookshotChain_AncillaDraw ; $22D900
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+ ; $22DB15
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LDA Hookshot_box_size_y,X : BNE ++
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JML $08BF99 ; AncillaDraw_HookshotChain
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++ ; $22DB1F
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JML $08BFA1 ; Resume AncillaDraw_HookshotChain
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}
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@@ -609,7 +632,9 @@ BallChain_CheckProximityToLink:
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JML $08F820 ; Hookshot_CheckProximityToLink too_far
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}
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; =========================================================
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; 22DB50
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Routine_22DB50:
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{
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; Ball Chain Timer
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@@ -626,13 +651,13 @@ Routine_22DB50:
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RTS
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}
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; =========================================================
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; $22DB90
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BallChain_SpinAncilla:
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{
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REP #$20
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LDA $00 : CLC : ADC $E8 : CPX #$02
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BNE .alpha
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LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha
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CLC : ADC #$0010
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.alpha
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STA $04
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@@ -645,6 +670,8 @@ BallChain_SpinAncilla:
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RTS
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}
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; =========================================================
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struct AncillaAdd_HookshotData $099AF8
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.speed_y: skip 4
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.speed_x: skip 4
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@@ -711,7 +738,9 @@ HookshotOrBallChain_Extending_ignore_collision:
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JML $08BEDC ; AncillaDraw_Hookshot
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}
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; =========================================================
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; 22DC70
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ClearAncillaVariables:
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{
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REP #$30
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@@ -745,8 +774,10 @@ BallChain_SFX_Control:
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RTL
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}
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; =========================================================
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; 22DCA0
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; SFX Pan flags?
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Routine_22DCA0:
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{
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LDA $7A : CMP #$00 : BNE + ;$A2DCAB
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@@ -757,7 +788,10 @@ Routine_22DCA0:
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RTL
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}
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;; 22DD90
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; =========================================================
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; 22DD90
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; TODO: Investigate the purpose of the $7A timer here
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CheckAndClearAncillaId:
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{
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SEP #$30
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@@ -785,8 +819,12 @@ CheckAndClearAncillaId:
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RTS
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}
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; =========================================================
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; 22E5A0
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; Checks for the Somaria block before moving on
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; TODO: Replace the JMP $E5DB with the proper code
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; to handle the somaria block case.
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Routine_22E5A0:
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{
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SEP #$30
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@@ -795,18 +833,22 @@ Routine_22E5A0:
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LDA $0C4C : CMP #$2C : BNE + ; $22E5B2
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INC $0C4C
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;JMP $E5DB
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|
||||
+ ; 22E5B2
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||||
LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF
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INC $0C4D
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;JMP $E5DB
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||||
|
||||
++ ; 22E5BF
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||||
LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC
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||||
INC $0C4E
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;JMP $E5DB
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||||
|
||||
+++ ; 22E5CC
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LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9
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INC $0C4F
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;JMP $E5DB
|
||||
|
||||
++++ ; 22E5D9
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BRA +++++ ; $22E5E0
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||||
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||||
@@ -827,40 +869,51 @@ Routine_22E5F0:
|
||||
JMP $E108
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
;22EE80
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; TODO: Handle the somaria blast case, these JMPs are invalid.
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|
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CheckForSomariaBlast:
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{
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LDA $0300 : BEQ + ; $22EE88
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JMP $E5DB
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;JMP $E5DB
|
||||
|
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+ ; 22EE88
|
||||
LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92
|
||||
JMP $EEC0
|
||||
;JMP $EEC0
|
||||
|
||||
++ ; 22EE92
|
||||
LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C
|
||||
JMP $EEC0
|
||||
;JMP $EEC0
|
||||
|
||||
+++ ; 22EE9C
|
||||
LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6
|
||||
JMP $EEC0
|
||||
;JMP $EEC0
|
||||
|
||||
++++ ; 22EEA6
|
||||
LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0
|
||||
JMP $EEC0
|
||||
;JMP $EEC0
|
||||
|
||||
+++++ ; 22EEB0
|
||||
LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA
|
||||
JMP $EEC0
|
||||
;JMP $EEC0
|
||||
|
||||
++++++ ; 22EEBA
|
||||
JMP Routine_22E5A0_22E5A5 ; $E5A5
|
||||
}
|
||||
|
||||
|
||||
;; 22EF00
|
||||
; =========================================================
|
||||
; 22EF00
|
||||
; Hooked inside LinkItem_Hookshot @ 07AB5E
|
||||
|
||||
BallChain_StartAnimationFlag:
|
||||
{
|
||||
LDA #$01 : STA $037B ; Restore vanilla code
|
||||
; Restore vanilla code
|
||||
LDA #$01 : STA $037B
|
||||
; Check if we are rotating the goldstar
|
||||
LDA $037A : CMP #$04 : BNE +
|
||||
LDA #$01 : STA $0112 ; Animation flag, prevent menu from opening
|
||||
; Animation flag, prevent menu from opening
|
||||
LDA #$01 : STA $0112
|
||||
+
|
||||
RTL
|
||||
}
|
||||
@@ -884,10 +937,10 @@ BallChain_Finish:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22EF30
|
||||
; Hooked at $07AC98
|
||||
|
||||
|
||||
Hookshot_Init:
|
||||
{
|
||||
; ResetAllAcceleration:
|
||||
@@ -912,6 +965,8 @@ Hookshot_Init:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Goldstar_Begin:
|
||||
{
|
||||
JSL CheckForBallChain
|
||||
@@ -923,6 +978,8 @@ Goldstar_Begin:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CheckForSwitchToGoldstar:
|
||||
{
|
||||
%CheckNewR_ButtonPress() : BEQ .continue
|
||||
@@ -932,11 +989,12 @@ CheckForSwitchToGoldstar:
|
||||
.set_hookshot:
|
||||
LDA #$02 : STA GoldstarOrHookshot
|
||||
.continue:
|
||||
; Restore vanilla code
|
||||
LDA.b $3A : AND.b #$40
|
||||
LDA.b $3A : AND.b #$40 ; Restore vanilla code
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
BeginGoldstarOrHookshot:
|
||||
{
|
||||
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
|
||||
@@ -956,13 +1014,12 @@ BeginGoldstarOrHookshot:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
MaybeUploadBirdGraphicsToOam:
|
||||
{
|
||||
LDY $037A
|
||||
CPY #$0104
|
||||
BEQ .here
|
||||
LDY #$40E0
|
||||
STY $2116
|
||||
LDY $037A : CPY #$0104 : BEQ .here
|
||||
LDY #$40E0 : STY $2116
|
||||
JML $008B30
|
||||
.here
|
||||
JML $008B50
|
||||
@@ -970,6 +1027,9 @@ MaybeUploadBirdGraphicsToOam:
|
||||
|
||||
pushpc
|
||||
|
||||
; =========================================================
|
||||
; Main Hookshot/Goldstar hooks
|
||||
|
||||
org $07AB25
|
||||
JSL CheckForSwitchToGoldstar
|
||||
|
||||
|
||||
@@ -95,6 +95,7 @@ LinkState_UsingQuake:
|
||||
db 5, 5, 5, 19
|
||||
|
||||
; INC.w $0FC1 ; Keep sprites frozen
|
||||
JSR $F514 ; CacheCameraPropertiesIfOutdoors
|
||||
|
||||
STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
|
||||
|
||||
@@ -175,9 +176,8 @@ LinkState_UsingQuake:
|
||||
|
||||
.special
|
||||
DEC $5C
|
||||
; JSR $F514 ; CacheCameraPropertiesIfOutdoors
|
||||
JSL DekuLink_HoverBasedOnInput
|
||||
; JSR $E8F0
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
RTS
|
||||
}
|
||||
|
||||
|
||||
@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
|
||||
|
||||
; =========================================================
|
||||
|
||||
; 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
|
||||
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
|
||||
@@ -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)
|
||||
@@ -349,35 +372,30 @@ 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
|
||||
|
||||
RTS
|
||||
|
||||
.x_speed_targets
|
||||
@@ -389,102 +407,69 @@ Sprite_Twinrova_FireAttack:
|
||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||
JSL Sprite_Move
|
||||
.no_collision
|
||||
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
||||
JMP Untitled_Garnish
|
||||
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 #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
LDA.b #$1D : PHX : TXY : TAX : STA $00
|
||||
|
||||
.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
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.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
|
||||
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 #$1D
|
||||
|
||||
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||
|
||||
PHX : TXY
|
||||
|
||||
TAX : STA $00
|
||||
LDA.b #$1D : PHX : TXY : TAX : STA $00
|
||||
|
||||
.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
|
||||
|
||||
LDX $0FF8
|
||||
|
||||
.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
|
||||
|
||||
@@ -494,11 +479,11 @@ AddIceGarnishV2:
|
||||
|
||||
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
|
||||
@@ -703,6 +683,8 @@ db $02, $02, $02, $02
|
||||
db $02, $02, $02, $02
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
ApplyTwinrovaGraphics:
|
||||
{
|
||||
PHX
|
||||
@@ -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