; ========================================================= ; Deku Mask ; Press R to transform into Deku Link ; Press Y to perform a spin and jump, allowing you to hover ; for a short period of time, as well as drop bombs while ; hovering with the Y button, and cancelling the hover with ; the B button. ; ========================================================= 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 print "End of Masks/deku_mask.asm ", pc ; ========================================================= org $07A64B ; formerly Quake LinkItem_DekuMask: { ; Don't use magic unless deku form LDA.w $02B2 : CMP.b #$01 : BNE .continue ; Don't shoot while transform is active LDA.w $0C4E : BNE .continue JSR Link_CheckNewY_ButtonPress : BCC .continue LDA $3A : AND.b #$BF : STA $3A LDX.b #$02 JSR LinkItem_EvaluateMagicCost : BCC .return JSL DekuLink_ShootBubbleOrStartHover RTS .continue ; Don't transform while shooting LDA.w $0C52 : CMP.b #$0E : BEQ .return LDA.b #$01 JSL Link_TransformMask .return RTS } warnpc $07A6BE ; ========================================================= Link_HandleChangeInZVelocity = $078926 Link_HandleChangeInZVelocity_preset = $078932 PlaySFX_Set2 = $078028 PlaySFX_Set3 = $07802F 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 JSR $F514 ; CacheCameraPropertiesIfOutdoors STZ.b $27 : STZ.b $28 ; Reset recoil X and Y ; SPIN STEP CHECK LDA.w LinkSpinStep : 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 LinkRecoilZ : 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 ------------------------------------- LDY.b #$00 : LDA.b LinkRecoilZ : 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 LinkSpinStep LDX.w LinkSpinStep CPX.b #$04 : BNE .skip_swish_sfx PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX .skip_swish_sfx CPX.b #$0C : BNE .dont_reset_step LDA.b #$0B : STA.w LinkSpinStep 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 #$12 : STA LinkZ LDA.b #$FF : STA FallTimer LDA.b #$01 : STA $70 ; ------------------------------------------------- .exit RTS .special DEC $5C JSL DekuLink_HoverBasedOnInput RTS } warnpc $07A779 ; LinkHop_FindArbitraryLandingSpot ; Allow LinkState 0x0A to use velocity ; Previously would skip velocity for LinkState 0x0A org $07E38B LDA.b $5D : CMP.b #$09