Compare commits
18 Commits
JaredMenuF
...
feather-it
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4fac78bbba |
@@ -1,66 +1,95 @@
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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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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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; Link_CheckNewY_ButtonPress
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JSL LinkItem_JumpFeather
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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.return
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JSL NewBookCode
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RTS
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.return
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RTS
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}
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}
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; =============================================================================
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; =========================================================
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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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LDA #$24
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; Height of the jump
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; Set vertical resistance
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LDA #$24
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STA $29
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STA $02C7
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; Set vertical resistance
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; Set Links direction to right(?)
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STA $29
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LDA #$08 : STA $0340 : STA $67
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STA $02C7
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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; 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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STA $27 ; Vertical recoil
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STA $27 ; Vertical recoil
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.noUp
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.noUp
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LDA $F4 : AND #$04 : BEQ .noDown
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LDA $F4 : AND #$04 : BEQ .noDown
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LDA #8 ; Change that -8 if you want higher speed moving down
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LDA #8 ; Change that -8 if you want higher speed moving down
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STA $27
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STA $27
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.noDown
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.noDown
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LDA $F4 : AND #$02 : BEQ .noLeft
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LDA $F4 : AND #$02 : BEQ .noLeft
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LDA #-8 ; Change that -8 if you want higher speed moving left
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LDA #-8 ; Change that -8 if you want higher speed moving left
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STA $28 ; Horizontal recoil
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STA $28 ; Horizontal recoil
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.noLeft
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.noLeft
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LDA $F4 : AND #$01 : BEQ .noRight
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LDA $F4 : AND #$01 : BEQ .noRight
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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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; 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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}
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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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@@ -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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File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,6 @@
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;==============================================================================
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; =========================================================
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; Sprite Properties
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; Sprite Properties
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;==============================================================================
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; =========================================================
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!SPRID = $9E ; The sprite ID you are overwriting (HEX)
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!SPRID = $9E ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!NbrTiles = 00 ; Number of tiles used in a frame
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -31,81 +31,79 @@
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%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
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%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Long:
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Sprite_MakuTree_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_MakuTree_Draw ; Call the draw code
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JSR Sprite_MakuTree_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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JSR Sprite_MakuTree_Main ; Call the main sprite code
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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}
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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Prep:
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Sprite_MakuTree_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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; Check if the intro has executed already.
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LDA.l $7EF300
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LDA.l $7EF300 : BNE .intro_is_done
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BNE .intro_is_done
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STZ.w $0DD0, X ; Kill the sprite
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STZ.w $0DD0, X ; Kill the sprite
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.intro_is_done
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.intro_is_done
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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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; =========================================================
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Sprite_MakuTree_Main:
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Sprite_MakuTree_Main:
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{
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{
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LDA.w SprAction, X ; Load the SprAction
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
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JSL UseImplicitRegIndexedLocalJumpTable
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dw MakuTree_Handler
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dw MakuTree_Handler
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dw MakuTree_MeetLink
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dw MakuTree_MeetLink
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dw MakuTree_GiveBow
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dw MakuTree_GiveMoonPearl
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MakuTree_Handler:
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MakuTree_Handler:
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{
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{
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; Check the progress flags
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; Check the progress flags
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LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
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LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
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%GotoAction(1)
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%GotoAction(1)
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RTS
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RTS
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.has_met_link
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.has_met_link
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%ShowSolicitedMessage($22)
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%ShowSolicitedMessage($22)
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RTS
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RTS
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}
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}
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MakuTree_MeetLink:
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MakuTree_MeetLink:
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{
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{
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%ShowSolicitedMessage($20) : BCC .no_talk
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%ShowSolicitedMessage($20) : BCC .no_talk
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LDA #$01 : STA $7EF3D4
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LDA #$01 : STA $7EF3D4
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LDA #$06 : STA $7EF3C7
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LDA #$06 : STA $7EF3C7
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%GotoAction(2)
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%GotoAction(2)
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.no_talk
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.no_talk
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RTS
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RTS
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}
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}
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MakuTree_GiveBow:
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MakuTree_GiveMoonPearl:
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{
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{
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; Give Link the Moon Pearl
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; Give Link the Moon Pearl
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LDY #$1F : JSL Link_ReceiveItem
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LDY #$1F : JSL Link_ReceiveItem
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%GotoAction(0)
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%GotoAction(0)
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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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;==============================================================================
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; =========================================================
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Sprite_MakuTree_Draw:
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Sprite_MakuTree_Draw:
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{
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{
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@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
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RTS
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RTS
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;==============================================================================
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; =========================================================
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.start_index
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.start_index
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.nbr_of_tiles
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.nbr_of_tiles
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@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
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incsrc "Sprites/Bosses/kydrog_boss.asm"
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incsrc "Sprites/Bosses/kydrog_boss.asm"
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print "End of kydrog_boss.asm ", pc
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print "End of kydrog_boss.asm ", pc
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incsrc "Sprites/maku_tree.asm"
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incsrc "Sprites/NPCs/maku_tree.asm"
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print "End of maku_tree.asm ", pc
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print "End of maku_tree.asm ", pc
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incsrc "Sprites/NPCs/mask_salesman.asm"
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incsrc "Sprites/NPCs/mask_salesman.asm"
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@@ -60,10 +60,10 @@ print "End of anti_kirby.asm ", pc
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incsrc "Sprites/Enemies/sea_urchin.asm"
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incsrc "Sprites/Enemies/sea_urchin.asm"
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print "End of sea_urchin.asm ", pc
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print "End of sea_urchin.asm ", pc
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incsrc "Sprites/switch_track.asm"
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incsrc "Sprites/Objects/switch_track.asm"
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print "End of switch_track.asm ", pc
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print "End of switch_track.asm ", pc
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incsrc "Sprites/mineswitch.asm"
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incsrc "Sprites/Objects/mineswitch.asm"
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print "End of mineswitch.asm ", pc
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print "End of mineswitch.asm ", pc
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incsrc "Sprites/NPCs/village_dog.asm"
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incsrc "Sprites/NPCs/village_dog.asm"
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@@ -78,7 +78,8 @@ print "End of twinrova.asm ", pc
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incsrc "Sprites/Bosses/kydreeok.asm"
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incsrc "Sprites/Bosses/kydreeok.asm"
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incsrc "Sprites/Bosses/kydreeok_head.asm"
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incsrc "Sprites/Bosses/kydreeok_head.asm"
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incsrc "Sprites/deku_leaf.asm"
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incsrc "Sprites/Objects/deku_leaf.asm"
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print "End of deku_leaf.asm ", pc
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incsrc "Sprites/portal_sprite.asm"
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incsrc "Sprites/portal_sprite.asm"
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print "End of portal_sprite.asm ", pc
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print "End of portal_sprite.asm ", pc
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Reference in New Issue
Block a user