; ========================================================= ; Deku Mask ; ========================================================= UpdateDekuPalette: { REP #$30 ; change 16bit mode LDX #$001E .loop LDA.l deku_palette, X : STA $7EC6E0, X DEX : DEX : BPL .loop SEP #$30 ; go back to 8 bit mode INC $15 ; update the palette RTL ; or RTS depending on where you need it } deku_palette: dw #$6739, #$15C5, #$150E, #$26C9, #$17AA, #$21F4, #$17DF, #$42DB dw #$14A5, #$14BC, #$14B2, #$14A5, #$7FFF, #$7A18, #$178C org $07A64B ; formerly Quake LinkItem_DekuMask: { JSR Link_CheckNewY_ButtonPress : BCC .continue LDX.b #$01 : JSR LinkItem_EvaluateMagicCost : BCC .return JSL PrepareQuakeSpell RTS .continue %CheckNewR_ButtonPress() : BEQ .return LDA $6C : BNE .return ; in a doorway LDA $0FFC : BNE .return ; can't open menu %PlayerTransform() LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on? LDA.l $7EF35A : STA $0AAF ; Store the current shield LDA.b #$00 : STA $7EF35A ; Clear the shield LDA #$35 : STA $BC ; put the mask on JSL UpdateDekuPalette ; set the palette LDA #$01 : STA $02B2 ; set the deku mask flag STA $02F5 ; Somaria platform flag, no dash. BRA .return .unequip STZ $5D ; Restore the shield LDA $0AAF : STA.l $7EF35A STZ $02F5 %ResetToLinkGraphics() .return RTS } warnpc $07A6BE ; ========================================================= org $07811A JSR Link_HandleDekuTransformation pullpc ; Bank 07 Free Space from minish_form Link_HandleDekuTransformation: { ; Check if using Quake Medallion LDA $5D : CMP.b #$0A : BEQ .continue .continue JSR $82DA ; Link_HandleBunnyTransformation RTS } print "End of Masks/deku_mask.asm ", pc pushpc org $07E370 LinkHop_FindArbitraryLandingSpot: org $078926 Link_HandleChangeInZVelocity: org $078932 Link_HandleChangeInZVelocity_preset: org $099589 AncillaAdd_QuakeSpell: org $078028 PlaySFX_Set2: org $07802F PlaySFX_Set3: org $07A6BE LinkState_UsingQuake: { .anim_step db #$00, #$01, #$02, #$03 db #$00, #$01, #$02, #$03 db #$10, #$10, #$00, #$00 ; 16 .anim_timer db 5, 5, 5, 5 db 5, 5, 5, 5 db 5, 5, 5, 19 ; INC.w $0FC1 ; Keep sprites frozen JSR $F514 ; CacheCameraPropertiesIfOutdoors STZ.b $27 : STZ.b $28 ; Reset recoil X and Y ; SPIN STEP CHECK LDA.w $031D : CMP.b #$0A : BNE .not_ascending LDA.w $0362 : STA.b $29 LDA.w $0363 : STA.w $02C7 LDA.w $0364 : STA.b $24 LDA.b #$02 : STA.b $00 : STA.b $4D JSR Link_HandleChangeInZVelocity_preset JSL LinkHop_FindArbitraryLandingSpot ; Link recoil Z value, hop Z value LDA.b $29 : STA.w $0362 LDA.w $02C7 : STA.w $0363 ; Z Position of Link LDA.b $24 : STA.w $0364 : BMI .still_ascending ; End of ASCEND ----------------------------------------- ; Link recoil Z LDY.b #$00 : LDA.b $29 : BPL .done_ascending LDY.b #$00 ; Thrust Sword Down OAM Frame Set .done_ascending STY.w $031C : BRA .exit ; ------------------------------------------------------- .not_ascending DEC.b $3D : BPL .special .still_ascending INC.w $031D ; $031D - Spin Step LDX.w $031D : CPX.b #$04 : BNE .skip_swish_sfx PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX .skip_swish_sfx CPX.b #$0A : BNE .skip_ping_sfx ; PHX : LDA.b #$2C : JSR PlaySFX_Set2 : PLX .skip_ping_sfx CPX.b #$0B : BNE .skip_boom_sfx ; LDA.b #$0C : JSR PlaySFX_Set2 .skip_boom_sfx CPX.b #$0C : BNE .dont_reset_step LDA.b #$0B : STA.w $031D TAX .dont_reset_step LDA.w .anim_timer,X : STA.b $3D LDA.w .anim_step,X : STA.w $031C LDA.w $0324 : BNE .special ; Prevent repeat spellcast check CPX.b #$0B : BNE .special ; Animation step check ; ----------------------------------------------------- ; Prevent repeat spellcast set LDA.b #$01 : STA.w $0324 LDA.b #$12 : STA $24 LDA.b #$FF : STA $5C LDA.b #$01 : STA $70 ; ; Quake Spell, End Quake State happens during Ancilla ; LDY.b #$00 : LDA.b #$1C ; ANCILLA 1C ; JSL AncillaAdd_QuakeSpell ; STZ.b $4D : STZ.w $0046 ; ----------------------------------------------------- .exit RTS .special DEC $5C JSL DekuLink_HoverBasedOnInput JSR $E8F0 ; HandleIndoorCameraAndDoors RTS } warnpc $07A779