Compare commits
18 Commits
JaredMenuF
...
feather-it
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4fac78bbba |
@@ -1,34 +1,42 @@
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; =============================================================================
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; =========================================================
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; Zarby Feather
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; Zarby Feather
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org $07AFF8 ; LinkItem_BugCatchingNet
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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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{
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BIT $3A : BVS .return ;if Y or B are already pressed
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BIT $3A : BVS .return ;if Y or B are already pressed
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL NewBookCode
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JSL LinkItem_JumpFeather
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.return
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.return
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RTS
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RTS
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}
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}
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; =============================================================================
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; =========================================================
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; Prevent Link from taking damage while jumping spikes
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; The game originally differentiates between your armor
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; for the damage take, however the table has all the same
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; values, so it's effectively useless.
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; TileDetect_MainHandler_no_moon_pearl
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; org $07D23D
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org $07D242
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JSL CheckIfJumpingForSpikeDamage
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NOP #2
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warnpc $07D248
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; =========================================================
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org $2B8000
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org $2B8000
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NewBookCode:
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LinkItem_JumpFeather:
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{
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{
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JSL $07983A ; Reset swim state
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JSL $07983A ; Reset swim state
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LDA $46 : BNE .cantuseit
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LDA $46 : BNE .cantuseit
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LDA #$02 : STA $5D ; state recoil
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LDA #$02 : STA $5D ; set link state recoil
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LDA #$01 : STA $4D ; state recoil 2
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LDA #$02 : STA $4D ; set jumping state (ledge hop)
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; Length of the jump
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; Length of the jump
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LDA #$20
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LDA #$20 : STA $46
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STA $46
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; Height of the jump
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; Height of the jump
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LDA #$24
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LDA #$24
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@@ -36,12 +44,12 @@ NewBookCode:
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; Set vertical resistance
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; Set vertical resistance
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STA $29
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STA $29
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STA $02C7
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STA $02C7
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; Set Links direction to right(?)
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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; Reset Link movement offsets
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STZ $31
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STZ $31 : STZ $30
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STZ $30
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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LDA #-8 ; Change that -8 if you want higher speed moving up
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@@ -59,9 +67,30 @@ NewBookCode:
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LDA #8 ; Change that 8 if you want higher speed moving right
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LDA #8 ; Change that 8 if you want higher speed moving right
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STA $28
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STA $28
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.noRight
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.noRight
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.cantuseit
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.cantuseit
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RTL
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RTL
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}
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}
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; =========================================================
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; Y contains our armor value
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; Currently requires a very close jump and will still
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; damage the player midair if you jump from too far away.
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CheckIfJumpingForSpikeDamage:
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{
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PHB : PHK : PLB
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LDA $29 : BNE .airborne
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LDA.w .spike_floor_damage, Y : STA.w $0373
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.airborne
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PLB
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RTL
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.spike_floor_damage
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db $08 ; green
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db $08 ; blue
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db $04 ; red
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}
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print "End of Items/jump_feather.asm ", pc
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print "End of Items/jump_feather.asm ", pc
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pushpc
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pushpc
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@@ -95,6 +95,7 @@ LinkState_UsingQuake:
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db 5, 5, 5, 19
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db 5, 5, 5, 19
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; INC.w $0FC1 ; Keep sprites frozen
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; INC.w $0FC1 ; Keep sprites frozen
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JSR $F514 ; CacheCameraPropertiesIfOutdoors
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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@@ -175,9 +176,8 @@ LinkState_UsingQuake:
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.special
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.special
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DEC $5C
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DEC $5C
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; JSR $F514 ; CacheCameraPropertiesIfOutdoors
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JSL DekuLink_HoverBasedOnInput
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JSL DekuLink_HoverBasedOnInput
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; JSR $E8F0
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JSR $E8F0 ; HandleIndoorCameraAndDoors
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RTS
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RTS
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}
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}
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@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
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; =========================================================
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; =========================================================
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; TODO: Attach SRAM values to these for progression
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Menu_DrawMusicNotes:
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Menu_DrawMusicNotes:
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{
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{
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LDA.w #$02
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LDA.w #$02
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@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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## Custom Menu
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## Custom Menu and HUD
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## Custom Sprites
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## Custom Sprites
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@@ -1,5 +1,10 @@
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; =========================================================
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; =========================================================
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; Twinrova Boss Sprite
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; Twinrova Boss Sprite
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;
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; Overrides Blind and the Blind Maiden to create a new
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; boss sequence.
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;
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;
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; =========================================================
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; =========================================================
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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!SPRID = $CE ; The sprite ID you are overwriting (HEX)
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@@ -37,18 +42,17 @@ Sprite_Twinrova_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Twinrova_Draw ; Call the draw code
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JSR Sprite_Twinrova_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
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JSR Sprite_Twinrova_CheckIfDead
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JSR Sprite_Twinrova_Main ; Call the main sprite code
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JSR Sprite_Twinrova_Main
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB
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RTL ; Go back to original code
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RTL
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}
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}
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; =========================================================
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; =========================================================
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@@ -58,10 +62,10 @@ Sprite_Twinrova_CheckIfDead:
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LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
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LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
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; If health is negative, set back to zero
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; If health is negative, set back to zero
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LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
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LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
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LDA.b #$00 : STA $0E50, X
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LDA.b #$00 : STA $0E50, X
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.healthNotNegative
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.health_not_negative
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LDA $0E50, X : BNE .not_dead
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LDA $0E50, X : BNE .not_dead
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PHX
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PHX
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@@ -80,10 +84,9 @@ Sprite_Twinrova_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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STZ $0D80, X
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; PrepareBattle
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LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
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LDA.b #$40 : STA $0E50, X ; Health
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LDA.b #$40 : STA $0E50, X ; Health
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
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%SetSpriteSpeedX(15)
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%SetSpriteSpeedX(15)
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@@ -91,13 +94,25 @@ Sprite_Twinrova_Prep:
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LDA #$10 : STA $08
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LDA #$10 : STA $08
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LDA #$10 : STA $09
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LDA #$10 : STA $09
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LDA #$0A : STA $0D80, X
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LDA #$00 : STA $7EF3CC
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LDA.b #$60 : STA.w $0E10, X
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LDA.b #$01 : STA.w $0DB0, X
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LDA.b #$02 : STA.w $0DE0, X
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LDA.b #$04 : STA.w $0EB0, X
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LDA.b #$07 : STA.w $0DC0, X
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STZ.w $0B69
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PLB
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RTL
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.despawn
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STZ.w $0DD0, X
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PLB
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PLB
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RTL
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RTL
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}
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}
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; =========================================================
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!AnimSpeed = 8
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!AnimSpeed = 8
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macro Twinrova_Front()
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macro Twinrova_Front()
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@@ -131,6 +146,8 @@ endmacro
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; =========================================================
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; =========================================================
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; Phase 0: Blind Maiden turns into Twinrova.
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; Phase 0: Blind Maiden turns into Twinrova.
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; Initially should be invisible, then
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; transfer in Twinrova gfx and run dialogue.
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;
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;
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; Phase 1: Twinrova is one entity, moving around the room
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; Phase 1: Twinrova is one entity, moving around the room
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; and shooting fire and ice attacks at Link.
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; and shooting fire and ice attacks at Link.
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@@ -157,14 +174,14 @@ Sprite_Twinrova_Main:
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_KotakeMode ; 0x09
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dw Twinrova_Dead ; 0x0A
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dw Twinrova_Dead ; 0x0A
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; 0x00
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Twinrova_Init:
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Twinrova_Init:
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{
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{
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; %Twinrova_Front()
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JSR ApplyTwinrovaGraphics
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%GotoAction(01)
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%GotoAction(01)
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RTS
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RTS
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}
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}
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; 0x01
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Twinrova_MoveState:
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Twinrova_MoveState:
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{
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{
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LDA $0E50, X : CMP.b #$20 : BCS .phase_1
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LDA $0E50, X : CMP.b #$20 : BCS .phase_1
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@@ -210,6 +227,7 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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}
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}
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; 0x02 - TODO: Implement Twinrova_MoveForwards
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Twinrova_MoveForwards:
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Twinrova_MoveForwards:
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{
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{
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%Twinrova_Front()
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%Twinrova_Front()
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@@ -226,6 +244,7 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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||||||
}
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}
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; 0x03 - TODO: Implement Twinrova_MoveBackwards
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Twinrova_MoveBackwards:
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Twinrova_MoveBackwards:
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{
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{
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%Twinrova_Back()
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%Twinrova_Back()
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@@ -242,6 +261,7 @@ Sprite_Twinrova_Main:
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RTS
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RTS
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||||||
}
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}
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; 0x04
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Twinrova_PrepareAttack:
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Twinrova_PrepareAttack:
|
||||||
{
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{
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%StartOnFrame(7)
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%StartOnFrame(7)
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@@ -293,6 +313,7 @@ Sprite_Twinrova_Main:
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|||||||
RTS
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RTS
|
||||||
}
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}
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; 0x07
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Twinrova_Hurt:
|
Twinrova_Hurt:
|
||||||
{
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{
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||||||
%StartOnFrame(10)
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%StartOnFrame(10)
|
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@@ -311,6 +332,7 @@ Sprite_Twinrova_Main:
|
|||||||
RTS
|
RTS
|
||||||
}
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}
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||||||
|
|
||||||
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; 0x08
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Twinrova_KoumeMode:
|
Twinrova_KoumeMode:
|
||||||
{
|
{
|
||||||
%StartOnFrame(8)
|
%StartOnFrame(8)
|
||||||
@@ -330,6 +352,7 @@ Sprite_Twinrova_Main:
|
|||||||
RTS
|
RTS
|
||||||
}
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}
|
||||||
|
|
||||||
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; 0x09
|
||||||
Twinrova_KotakeMode:
|
Twinrova_KotakeMode:
|
||||||
{
|
{
|
||||||
%StartOnFrame(9)
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%StartOnFrame(9)
|
||||||
@@ -349,35 +372,30 @@ Sprite_Twinrova_Main:
|
|||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
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; 0x0A
|
||||||
Twinrova_Dead:
|
Twinrova_Dead:
|
||||||
{
|
{
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||||||
%StartOnFrame(10)
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%StartOnFrame(10)
|
||||||
%Twinrova_Hurt()
|
%Twinrova_Hurt()
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
; =========================================================
|
; =========================================================
|
||||||
|
|
||||||
Untitled_Garnish:
|
; Reused function from TrinexxBreath.
|
||||||
|
TrinexxBreath_AltEntry:
|
||||||
{
|
{
|
||||||
LDA $1A : AND.b #$03 : BNE .no_shake
|
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||||
|
|
||||||
JSL Sprite_IsToRightOfPlayer
|
JSL Sprite_IsToRightOfPlayer
|
||||||
|
|
||||||
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||||
|
|
||||||
CLC : ADC.w $8000, Y : STA $0D50, X
|
CLC : ADC.w $8000, Y : STA $0D50, X
|
||||||
|
|
||||||
.no_shake:
|
.no_shake
|
||||||
|
|
||||||
JSL Sprite_CheckTileCollision : BEQ .exit
|
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||||
|
|
||||||
JSL Sprite_BounceTowardPlayer
|
JSL Sprite_BounceTowardPlayer
|
||||||
|
|
||||||
.exit
|
.exit
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
.x_speed_targets
|
.x_speed_targets
|
||||||
@@ -389,102 +407,69 @@ Sprite_Twinrova_FireAttack:
|
|||||||
JSL Sprite_CheckTileCollision : BNE .no_collision
|
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||||
JSL Sprite_Move
|
JSL Sprite_Move
|
||||||
.no_collision
|
.no_collision
|
||||||
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
JSR AddFireGarnish
|
||||||
JMP Untitled_Garnish
|
JMP TrinexxBreath_AltEntry
|
||||||
|
}
|
||||||
|
|
||||||
.AddFireGarnish
|
; $1DBDD6 - TrinexxFire_AddFireGarnish
|
||||||
|
AddFireGarnish:
|
||||||
|
{
|
||||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||||
|
|
||||||
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
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
|
LDA $7FF800, X : BEQ .free_slot
|
||||||
|
|
||||||
DEX : BPL .next_slot
|
DEX : BPL .next_slot
|
||||||
|
|
||||||
DEC $0FF8 : BPL .use_search_index
|
DEC $0FF8 : BPL .use_search_index
|
||||||
|
|
||||||
LDA $00 : STA $0FF8
|
LDA $00 : STA $0FF8
|
||||||
|
|
||||||
.use_search_index
|
.use_search_index
|
||||||
|
|
||||||
LDX $0FF8
|
LDX $0FF8
|
||||||
|
|
||||||
.free_slot
|
.free_slot
|
||||||
|
|
||||||
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
||||||
|
|
||||||
TYA : STA $7FF92C, X
|
TYA : STA $7FF92C, X
|
||||||
|
|
||||||
LDA $0D10, Y : STA $7FF83C, X
|
LDA.w SprX, Y : STA $7FF83C, X
|
||||||
LDA $0D30, Y : STA $7FF878, X
|
LDA.w SprXH, Y : STA $7FF878, X
|
||||||
|
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||||
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
|
||||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
|
||||||
|
|
||||||
LDA.b #$7F : STA $7FF90E, X
|
LDA.b #$7F : STA $7FF90E, X
|
||||||
|
|
||||||
STX $00
|
STX $00
|
||||||
|
|
||||||
PLX
|
PLX
|
||||||
|
|
||||||
.return
|
.return
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
|
||||||
AddIceGarnishV2:
|
AddIceGarnishV2:
|
||||||
{
|
{
|
||||||
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||||
|
|
||||||
LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
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
|
LDA $7FF800, X : BEQ .free_slot
|
||||||
|
|
||||||
DEX : BPL .next_slot
|
DEX : BPL .next_slot
|
||||||
|
|
||||||
DEC $0FF8 : BPL .use_search_index
|
DEC $0FF8 : BPL .use_search_index
|
||||||
|
|
||||||
LDA.b #$00 : STA $0FF8
|
LDA.b #$00 : STA $0FF8
|
||||||
|
|
||||||
.use_search_index
|
.use_search_index
|
||||||
|
|
||||||
LDX $0FF8
|
LDX $0FF8
|
||||||
|
|
||||||
.free_slot
|
.free_slot
|
||||||
|
|
||||||
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||||
|
|
||||||
TYA : STA $7FF92C, X
|
TYA : STA $7FF92C, X
|
||||||
|
|
||||||
LDA $0D10, Y : STA $7FF83C, X
|
LDA.w SprX, Y : STA $7FF83C, X
|
||||||
LDA $0D30, Y : STA $7FF878, 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.b #$7F : STA $7FF90E, X : STX $00
|
||||||
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
|
||||||
|
|
||||||
LDA.b #$7F : STA $7FF90E, X
|
|
||||||
|
|
||||||
STX $00
|
|
||||||
|
|
||||||
PLX
|
PLX
|
||||||
|
|
||||||
@@ -494,11 +479,11 @@ AddIceGarnishV2:
|
|||||||
|
|
||||||
Sprite_Twinrova_IceAttack:
|
Sprite_Twinrova_IceAttack:
|
||||||
{
|
{
|
||||||
|
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||||
JSL Sprite_Move
|
JSL Sprite_Move
|
||||||
|
.no_collision
|
||||||
JSR AddIceGarnishV2
|
JSR AddIceGarnishV2
|
||||||
JSR Untitled_Garnish
|
JMP TrinexxBreath_AltEntry
|
||||||
.return
|
|
||||||
RTS
|
|
||||||
}
|
}
|
||||||
|
|
||||||
; =========================================================
|
; =========================================================
|
||||||
@@ -539,20 +524,15 @@ org $09B34F
|
|||||||
Garnish_TrinexxIce:
|
Garnish_TrinexxIce:
|
||||||
{
|
{
|
||||||
; special animation 0x0C
|
; special animation 0x0C
|
||||||
|
|
||||||
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||||
|
|
||||||
LDA TrinexxIce_Pool_properties, Y : STA $04
|
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||||
|
|
||||||
JSR Garnish_PrepOamCoord
|
JSR Garnish_PrepOamCoord
|
||||||
|
|
||||||
LDA $00 : STA ($90), Y
|
LDA $00 : STA ($90), Y
|
||||||
LDA $02 : INY : STA ($90), Y
|
LDA $02 : INY : STA ($90), Y
|
||||||
|
|
||||||
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||||
|
|
||||||
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||||
|
|
||||||
LDA.b #$35 : ORA $04 : PLX
|
LDA.b #$35 : ORA $04 : PLX
|
||||||
|
|
||||||
JMP Garnish_SetOamPropsAndLargeSize
|
JMP Garnish_SetOamPropsAndLargeSize
|
||||||
@@ -703,6 +683,8 @@ db $02, $02, $02, $02
|
|||||||
db $02, $02, $02, $02
|
db $02, $02, $02, $02
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
ApplyTwinrovaGraphics:
|
ApplyTwinrovaGraphics:
|
||||||
{
|
{
|
||||||
PHX
|
PHX
|
||||||
@@ -725,8 +707,258 @@ ApplyTwinrovaGraphics:
|
|||||||
|
|
||||||
PLX
|
PLX
|
||||||
|
|
||||||
RTS
|
RTL
|
||||||
|
|
||||||
TwinrovaGraphics:
|
TwinrovaGraphics:
|
||||||
incbin twinrova.bin
|
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
|
; Sprite Properties
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
|
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
|
||||||
!NbrTiles = 00 ; Number of tiles used in a frame
|
!NbrTiles = 00 ; Number of tiles used in a frame
|
||||||
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||||
@@ -31,7 +31,7 @@
|
|||||||
|
|
||||||
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
|
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
|
||||||
|
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
|
|
||||||
Sprite_MakuTree_Long:
|
Sprite_MakuTree_Long:
|
||||||
{
|
{
|
||||||
@@ -47,31 +47,29 @@ Sprite_MakuTree_Long:
|
|||||||
PLB ; Get back the databank we stored previously
|
PLB ; Get back the databank we stored previously
|
||||||
RTL ; Go back to original code
|
RTL ; Go back to original code
|
||||||
}
|
}
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
|
|
||||||
Sprite_MakuTree_Prep:
|
Sprite_MakuTree_Prep:
|
||||||
{
|
{
|
||||||
PHB : PHK : PLB
|
PHB : PHK : PLB
|
||||||
|
; Check if the intro has executed already.
|
||||||
LDA.l $7EF300
|
LDA.l $7EF300 : BNE .intro_is_done
|
||||||
BNE .intro_is_done
|
|
||||||
STZ.w $0DD0, X ; Kill the sprite
|
STZ.w $0DD0, X ; Kill the sprite
|
||||||
.intro_is_done
|
.intro_is_done
|
||||||
|
|
||||||
PLB
|
PLB
|
||||||
RTL
|
RTL
|
||||||
}
|
}
|
||||||
|
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
|
|
||||||
Sprite_MakuTree_Main:
|
Sprite_MakuTree_Main:
|
||||||
{
|
{
|
||||||
LDA.w SprAction, X ; Load the SprAction
|
LDA.w SprAction, X
|
||||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
JSL UseImplicitRegIndexedLocalJumpTable
|
||||||
|
|
||||||
dw MakuTree_Handler
|
dw MakuTree_Handler
|
||||||
dw MakuTree_MeetLink
|
dw MakuTree_MeetLink
|
||||||
dw MakuTree_GiveBow
|
dw MakuTree_GiveMoonPearl
|
||||||
|
|
||||||
MakuTree_Handler:
|
MakuTree_Handler:
|
||||||
{
|
{
|
||||||
@@ -95,7 +93,7 @@ Sprite_MakuTree_Main:
|
|||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
MakuTree_GiveBow:
|
MakuTree_GiveMoonPearl:
|
||||||
{
|
{
|
||||||
; Give Link the Moon Pearl
|
; Give Link the Moon Pearl
|
||||||
LDY #$1F : JSL Link_ReceiveItem
|
LDY #$1F : JSL Link_ReceiveItem
|
||||||
@@ -105,7 +103,7 @@ Sprite_MakuTree_Main:
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
|
|
||||||
Sprite_MakuTree_Draw:
|
Sprite_MakuTree_Draw:
|
||||||
{
|
{
|
||||||
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
|
|||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
;==============================================================================
|
; =========================================================
|
||||||
|
|
||||||
.start_index
|
.start_index
|
||||||
.nbr_of_tiles
|
.nbr_of_tiles
|
||||||
@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
|
|||||||
incsrc "Sprites/Bosses/kydrog_boss.asm"
|
incsrc "Sprites/Bosses/kydrog_boss.asm"
|
||||||
print "End of kydrog_boss.asm ", pc
|
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
|
print "End of maku_tree.asm ", pc
|
||||||
|
|
||||||
incsrc "Sprites/NPCs/mask_salesman.asm"
|
incsrc "Sprites/NPCs/mask_salesman.asm"
|
||||||
@@ -60,10 +60,10 @@ print "End of anti_kirby.asm ", pc
|
|||||||
incsrc "Sprites/Enemies/sea_urchin.asm"
|
incsrc "Sprites/Enemies/sea_urchin.asm"
|
||||||
print "End of sea_urchin.asm ", pc
|
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
|
print "End of switch_track.asm ", pc
|
||||||
|
|
||||||
incsrc "Sprites/mineswitch.asm"
|
incsrc "Sprites/Objects/mineswitch.asm"
|
||||||
print "End of mineswitch.asm ", pc
|
print "End of mineswitch.asm ", pc
|
||||||
|
|
||||||
incsrc "Sprites/NPCs/village_dog.asm"
|
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.asm"
|
||||||
incsrc "Sprites/Bosses/kydreeok_head.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"
|
incsrc "Sprites/portal_sprite.asm"
|
||||||
print "End of portal_sprite.asm ", pc
|
print "End of portal_sprite.asm ", pc
|
||||||
|
|||||||
Reference in New Issue
Block a user