Compare commits
8 Commits
minecart-r
...
book-of-se
| Author | SHA1 | Date | |
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d12e9ee5a6 | ||
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8f94711e9a | ||
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8639b8525b | ||
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33cec3b1d2 | ||
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34334bc30c | ||
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1cde67578a | ||
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6480fdbb9e | ||
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bbb3b85def |
@@ -1,30 +1,52 @@
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; =========================================================
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; Dungeon Object Handler
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; Dungeon Object Handler
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org $018262 ;object id 0x31
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org $018262
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dw ExpandedObject
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dw ExpandedObject ; Object ID 0x31
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dw SecretObject ; Object ID 0x32
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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org $018650
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org $018650
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dw HeavyPot
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dw HeavyPot
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; Item ID 22B
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; Heavy Pot grahics
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; Currently modified to look like normal pot
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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; Bank01 Free Space
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; Bank01 Free Space
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org $01B53C
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org $01B53C
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ExpandedObject:
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ExpandedObject:
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{
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JSL NewObjectsCode
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JSL NewObjectsCode
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RTS
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RTS
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}
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SecretObject:
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{
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JSL HandleSecretObjects
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RTS
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}
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HeavyPot:
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HeavyPot:
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{
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LDA.w #$1010
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LDA.w #$1010
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PHX : LDX.w $042C
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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LDA.w #$1111 : STA $0500, X
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; Store this object's position in the object buffer to $0520, X
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; Store object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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LDA $BA : STA $0520, X
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; Store it's tilemap position.
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; Store tilemap position.
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TYA : STA $0540, X
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TYA : STA $0540, X
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JMP $B350
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JMP $B350
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}
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warnpc $01B560
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warnpc $01B560
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; =========================================================
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org $2C8000
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org $2C8000
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NewObjectsCode:
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NewObjectsCode:
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{
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{
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@@ -132,16 +154,13 @@ NewObjectsCode:
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incbin Data/small_statue.bin
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incbin Data/small_statue.bin
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}
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}
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; May need to make this a table
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; May need to make this a table
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; This modifies object 0xOE to use the spritesheets for the object
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; This modifies object 0xOE to use the spritesheets for the object
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CustomDrawConfig:
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CustomDrawConfig:
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{
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{
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PHA
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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TYA : LSR : AND #$00FF
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TYA : LSR : AND #$00FF
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CMP #$000E : BNE .no_spriteset
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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LDA #$000E : STA $03
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.custom_config
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.custom_config
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@@ -153,11 +172,16 @@ CustomDrawConfig:
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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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; Secret Object Handler
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; Disappears if Link uses the Book of Secrets near them
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HandleSecretObjects:
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{
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; TODO: Implement the Book of Secrets check
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; TODO: Add object draw code
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; TODO: Implement the object's disappearance
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RTL
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}
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pushpc
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pushpc
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; Item ID 22B
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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@@ -1,22 +1,62 @@
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; =========================================================
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; =========================================================
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Interacts with SpecialObject ID 0x32
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; Makes objects disappear when using the book
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org $07A45E
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EXIT_07A45E:
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org $07AA6C
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Link_PerformDesertPrayer:
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; Restored vanilla book of mudora code
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; TODO: Update to work with special object
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org $07A471
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LinkItem_Book:
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{
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BIT.b $3A : BVS .exit
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LDA.b $6C : BNE EXIT_07A45E
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JSR Link_CheckNewY_ButtonPress : BCC .exit
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LDA.b $3A : AND.b #$BF : STA.b $3A
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LDA.w $02ED : BNE .do_prayer
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LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
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BRA .exit
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.do_prayer
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BRL Link_PerformDesertPrayer
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.exit
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RTS
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}
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warnpc $07A494
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; =========================================================
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; Makes BG2 Disappear when holding L in a building
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; Makes BG2 Disappear when holding L in a building
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; Based on the Parallel Worlds feature
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; Based on the Parallel Worlds feature
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;
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;
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; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
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; Layer Flags: xxxsabcd
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; (i count BG from 1 to 4
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; - MathOnNapkins RAM-Map counts from 0 to 3)
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; s - Sprite layer enabled
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; s - Sprite layer enabled
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; a - BG4 enabled
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; a - BG4 enabled
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; b - BG3 enabled
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; b - BG3 enabled
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; c - BG2 enabled
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; c - BG2 enabled
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; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
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; d - (BG1 disabled) --> only works properly if the room
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; uses the feature "BG2 on Top"
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;
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;
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; Originally by XaserLE, updated by scawful
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; Originally by XaserLE, updated by scawful
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; Note: No longer used as part of Book of Secrets globally
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; Likely will be reused for specific events where we can
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; ensure the BG2 will have something secret to show,
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; rather than allowing the ability to be used anywhere.
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; =========================================================
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; =========================================================
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; long subroutine that is executed every frame
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; long subroutine that is executed every frame
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org $068365
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org $068365
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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JSL LinkItem_SecretsBook ; hook JSL $099F91
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; =========================================================
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; =========================================================
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@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
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LDA $1B : AND #$01 : BEQ .end
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LDA $1B : AND #$01 : BEQ .end
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; ----------
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; ----------
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; Check if we have the book of secrets
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; TODO: Add a new condition, such as a RoomTag check
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LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
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; load unfiltered joypad 1 register (AXLR|????)
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; load unfiltered joypad 1 register (AXLR|????)
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; delete all bits except those for L
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; delete all bits except those for L
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@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
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; ----------
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; ----------
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.end
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.end
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JSL $099F91 ; at least execute original code
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JSL $099F91 ; restore original code
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RTL
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RTL
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}
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}
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@@ -1,34 +1,42 @@
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; =============================================================================
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; =========================================================
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; Zarby Feather
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; 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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@@ -1,11 +1,7 @@
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org $07A471 ; Mudora
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; portal_rod.asm by scawful
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JSR LinkItem_PortalRod
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; TODO: Make the item an alternative to the FishingRod
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RTS
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; Replace LinkState_UsingEther
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warnpc $07A493
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; *$3A50F-$3A568
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org $07A50F
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org $07A50F
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RodAnimationTimer:
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RodAnimationTimer:
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db $03, $03, $05
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db $03, $03, $05
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@@ -109,6 +105,7 @@ LinkItem_FirePortal:
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STZ $0D60, X
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STZ $0D60, X
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STZ $0D70, X
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STZ $0D70, X
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LDA #$09 : STA $0DD0, X
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PLX
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PLX
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@@ -126,6 +123,8 @@ LinkItem_FirePortal:
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}
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}
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; =========================================================
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pushpc
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pushpc
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org $02FF6E
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org $02FF6E
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@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
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|
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## Custom Menu
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## Custom Menu and HUD
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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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## Custom Sprites
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## Custom Sprites
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|
|
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|
|||||||
Reference in New Issue
Block a user