73 lines
1.5 KiB
NASM
73 lines
1.5 KiB
NASM
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; Bitfield of less important progression
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; .fbh .zsu
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; u - Uncle visited in secret passage; controls spawn (0: spawn | 1: gone)
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; s - Priest visited in sanc after Zelda is kidnapped again
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; z - Zelda brought to sanc
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; h - Uncle has left Link's house; controls spawn (0: spawn | 1: gone)
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; b - Book of Mudora obtained/mentioned; controls Aginah dialog
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; f - Flipped by fortune tellers to decide which fortune set to give
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PROGLITE = $7EF3C6
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; 0x00 - Link's house
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; 0x01 - Sanctuary (Hall of Secrets)
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; 0x02 - Prison
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; 0x03 - Uncle
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; 0x04 - Throne
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; 0x05 - Old man cave
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; 0x06 - Old man home
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SPAWNPT = $7EF3C8
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; .... h.m.
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; h - hall of secrets
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; m - maku tree
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OOSPROG = $7EF3D6
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; set spawn point flag for hall of secrets by impa
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Impa_SetSpawnPointFlag:
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{
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STA.l $7EF372
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LDA.l $7EF3D6 : ORA.b #$04 : STA.l $7EF3D6
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RTL
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}
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pushpc
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; Zelda_AtSanctuary
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org $05EE46
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JSL Impa_SetSpawnPointFlag
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; Impa Check for Master Sword
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org $05EBCF
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LDA $7EF359 : CMP.b #$04
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; .have_master_sword former STZ.w $0DD0, X
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org $05EC0F
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NOP #3
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; Module15_0C
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; Change overlay that Impa activates after intro
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org $029E2E
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#_029E2E: LDA.l $7EF2A3
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#_029E32: ORA.b #$20
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#_029E34: STA.l $7EF2A3
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; Prevent Impa from setting spawn point
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org $05ED43
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Zelda_BecomeFollower:
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STZ.w $02E4
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#_05ED46: LDA.b #$00
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#_05ED48: STA.l $7EF3C8
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; Prevent Impa from changing the song
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org $05ED10
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NOP #5
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; LDA.b #$19 ; SONG 19
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;#_05ED12: STA.w $012C
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org $05ED63
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NOP #5
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; #_05ED63: LDA.b #$10 ; SONG 10
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; #_05ED65: STA.w $012C
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pullpc |