; ========================================================= ; Bunny Hood Item ; Makes Link run quicker when holding ; Written by Conn (I think) ; $7EF349 bunny hood RAM slot ; ; Adjustable speed table at the end ; db (0) $18: - Horizontal and vertical walking speed ; (Default = 18) ; db (1) $10 - Diagonal walking speed ; (Default = 10) ; db (2) $0a - Stairs walking speed ; (Default = 0A) ; db (0c) $14 - walking through heavy grass speed (also shallow water) ; (Default = 14) ; db (0d) $0d - walking diagonally through heavy grass speed (also shallow water) ; (Default = 0D) ; db (10) $40 - Pegasus boots speed (Default = 40) ; ; ========================================================= UpdateBunnyPalette: { REP #$30 ; change 16bit mode LDX #$001E .loop LDA.l bunny_palette, X PHX STA.l TimeState.SubColor JSL ColorSubEffect PLX 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 } ; ========================================================= bunny_palette: dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $19FD, $14B6 dw $55BB, $362A, $3F4E, $162B, $22D0, $2E5A, $1970, $7616 dw $6565, $7271, $2AB7, $477E, $1997, $14B5, $459B, $69F2 dw $7AB8, $2609, $19D8, $3D95, $567C, $1890, $52F6, $2357, $0000 print "End of Bunny Hood GFX ", pc ; ========================================================= ; Bunny Hood Speed Modification ; Link_HandleVelocity_load_subvel org $07E330 JSR Link_CheckForBunnyRun CLC pullpc Link_CheckForBunnyRun: JSL LinkState_BunnyHoodRun RTS pushpc SubVelocityValues = $87E227 org $20AF20 LinkState_BunnyHoodRun: { CPX.b #$11 : BCS .end ; speed value upper bound check LDA.w $0202 ; check the current item CMP.b #$16 : BNE .end ; is it the bunny hood? LDA.w !CurrentMask : CMP.b #$04 : BNE .end LDA.l BunnySpeedTable, X ; load new speed values CLC RTL .end LDA.l SubVelocityValues, X ; load native speed values CLC RTL } org $20AF70 ; this selects the new speed values BunnySpeedTable: { db $20 ; 0x00 - walking on ground db $12 ; 0x01 - walking diagonally db $0A ; 0x02 - walking on stairs db $18 ; 0x03 - walking on stairs diagonally, impossible to reach db $10 ; 0x04 - soft slipping db $08 ; 0x05 - soft slipping diagonally db $08 ; 0x06 - entering underworld/hard slipping db $04 ; 0x07 - hard slipping diagonally db $0C ; 0x08 - pushing statue db $10 ; 0x09 - pushing statue diagonally db $09 ; 0x0A - intraroom stairs db $19 db $14 ; 0x0C - walking with sword out/carrying/sloshing db $0D ; 0x0D - walking with sword out/carrying/sloshing diagonally db $10 ; 0x0E - sword out/carry sloshing db $08 ; 0x0F - sword out/carry sloshing diagonally db $40 ; 0x10 - dashing db $2A ; 0x11 - dashing diagonally db $10 ; 0x12 - pushing block db $08 ; 0x13 - pushing block diagonally db $04 ; 0x14 - pulling statue/walking to triforce db $02 ; 0x15 - pulling statue diagonally db $30 ; 0x16 - slosh dashing db $18 ; 0x17 - slosh dashing diagonally db $20 ; 0x18 - dashing on ice db $15 ; 0x19 - dashing on ice diagonally db $F0 ; 0x1A - db $00 ; 0x1B - db $F0 ; 0x1C - db $01 ; 0x1D - } ; ========================================================= ; Press R to transform into bunny form and run faster. ; ========================================================= org $07A494 LinkItem_Ether: { LDA #$04 JSL Link_TransformMask LDA $0114 : CMP.b #$20 : BNE + LDA.b #$03 : STA $5B JSR $9427 + RTS } assert pc() <= $07A4F6