222 lines
3.8 KiB
NASM
222 lines
3.8 KiB
NASM
MapleHandler:
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{
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%PlayAnimation(0,1,16)
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw Maple_Idle
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dw Maple_HandleFirstResponse
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dw Maple_DreamOrExplain
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dw Maple_ExplainHut
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dw Maple_ExplainPendants
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dw Maple_CheckForPendant
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dw Maple_NoNewPendant
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dw Maple_PutLinkToSleep
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dw Maple_HandleDreams
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; LDA.l $7EF351 : BEQ +
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; LDA.b #$02 : STA.l $7EF351
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; LDA.b #$1B : STA.w $012F
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; STZ.w SprAction, X
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; +
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Maple_Idle:
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{
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%ShowSolicitedMessage($01B3) : BCC +
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INC.w SprAction, X
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+
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RTS
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}
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Maple_HandleFirstResponse:
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{
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LDA.w $1CE8 : CMP.b #$02 : BNE +
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STZ.w SprAction, X
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RTS
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+
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CMP.b #$01 : BNE .next_response
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LDA.b #$03 : STA.w SprAction, X
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RTS
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.next_response
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INC.w SprAction, X
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RTS
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}
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Maple_DreamOrExplain:
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{
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%ShowUnconditionalMessage($01B4)
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LDA.w $1CE8 : BEQ .check_for_pendant
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CMP.b #$01 : BNE .another_time
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LDA.b #$04 : STA.w SprAction, X
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RTS
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.check_for_pendant
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LDA.b #$05 : STA.w SprAction, X
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RTS
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.another_time
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STZ.w SprAction, X
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RTS
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}
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Maple_ExplainHut:
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{
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%ShowUnconditionalMessage($01B5)
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STZ.w SprAction, X
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RTS
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}
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Maple_ExplainPendants:
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{
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%ShowUnconditionalMessage($01B8)
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STZ.w SprAction, X
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RTS
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}
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Maple_CheckForPendant:
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{
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; Check for pendant
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LDA.l PENDANTS : AND.b #$04 : BNE .courage
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LDA.l PENDANTS : AND.b #$02 : BNE .power
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LDA.l PENDANTS : AND.b #$01 : BNE .wisdom
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JMP .none
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.courage
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LDA.l Dreams : AND.b #$04 : BNE .power
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LDA.b #$02 : STA.w CurrentDream : BRA +
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.power
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LDA.l Dreams : AND.b #$02 : BNE .wisdom
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LDA.b #$01 : STA.w CurrentDream : BRA +
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.wisdom
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LDA.l Dreams : AND.b #$01 : BNE .none
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STZ.w CurrentDream
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+
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%ShowUnconditionalMessage($01B6)
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LDA.b #$07 : STA.w SprAction, X
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LDA.b #$40 : STA.w SprTimerA, X
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RTS
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.none
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INC.w SprAction, X
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RTS
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}
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Maple_NoNewPendant:
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{
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%ShowUnconditionalMessage($01B7)
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STZ.w SprAction, X
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RTS
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}
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Maple_PutLinkToSleep:
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{
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JSR Sprite_PutLinkToSleep
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INC.w SprAction, X
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RTS
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}
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Maple_HandleDreams:
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{
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LDA.w SprTimerA, X : BNE +
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JSR Link_HandleDreams
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+
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RTS
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}
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}
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Sprite_PutLinkToSleep:
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{
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PHX
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LDA.b $20 : SEC : SBC.b #$14 : STA.b $20
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LDA.b $22 : CLC : ADC.b #$18 : STA.b $22
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LDA.b #$16 : STA.b $5D ; Set Link to sleeping
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LDA.b #$20 : JSL AncillaAdd_Blanket
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LDA.b $20 : CLC : ADC.b #$04 : STA.w $0BFA,X
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LDA.b $21 : STA.w $0C0E,X
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LDA.b $22 : SEC : SBC.b #$08 : STA.w $0C04,X
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LDA.b $23 : STA.w $0C18,X
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JSL PaletteFilter_StartBlindingWhite
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JSL ApplyPaletteFilter
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PLX
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RTS
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}
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Link_HandleDreams:
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{
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LDA.w CurrentDream
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JSL JumpTableLocal
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dw Dream_Wisdom
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dw Dream_Power
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dw Dream_Courage
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Dream_Wisdom:
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{
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LDA.l Dreams : ORA.b #%00000001 : STA.l Dreams
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LDX.b #$00
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JSR Link_WarpToRoom
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LDA.b #$01 : STA.b $EE
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RTS
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}
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Dream_Power:
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{
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LDA.l Dreams : ORA.b #%00000010 : STA.l Dreams
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LDX.b #$01
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JSR Link_WarpToRoom
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RTS
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}
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Dream_Courage:
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{
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LDA.l Dreams : ORA.b #%00000100 : STA.l Dreams
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LDX.b #$02
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JSR Link_WarpToRoom
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RTS
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}
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}
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Link_WarpToRoom:
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{
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LDA.b #$20 : STA.b $5C
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LDA.b #$01 : STA.b LinkState
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LDA.b #$15 : STA.b $11
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LDA.b $A0 : STA.b $A2
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STZ.b $A1
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LDA.w .room, X : STA.b $A0
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; STA.l $7EC000
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RTS
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.room
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db $61
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db $00
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db $31
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}
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; Takes X as argument for the entrance ID
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Link_FallIntoDungeon:
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{
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LDA.w .entrance, X
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STA.w $010E
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STZ.w $010F
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LDA.b #$20 : STA.b $5C
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LDA.b #$01 : STA.b LinkState
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LDA.b #$11 : STA.b $10
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STZ.b $11 : STZ.b $B0
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RTS
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.entrance
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db $78 ; 0x00 - Deku Dream
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db $79 ; 0x01 - Castle Dream
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db $7A ; 0x02 -
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db $81 ; 0x03
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}
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pushpc
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org $068C9C
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db $0F
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pullpc
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