314 lines
5.4 KiB
NASM
314 lines
5.4 KiB
NASM
; Hooks
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incsrc "../Sprites/sprite_functions_hooks.asm"
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; =============================================================================
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org $008A01
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LDA $BC
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org $07983A
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Player_ResetSwimState:
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org $079873
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Player_ResetSwimCollision:
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org $0ED6C0
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LoadActualGearPalettes:
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org $07E245
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Link_HandleVelocity:
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org $07915E
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LinkState_ExitingDash:
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org $07E6A6
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Link_HandleMovingAnimation_FullLongEntry:
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; =============================================================================
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org $07B64F
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Link_HandleDiagonalCollision:
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; start of free space in bank07
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org $07F89D
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Link_HandleDiagonalCollision_Long:
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{
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PHB : PHK : PLB
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JSR Link_HandleDiagonalCollision
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PLB
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RTL
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}
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org $07B7C7
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Link_HandleCardinalCollision:
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org $07F8A2
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Link_HandleCardinalCollision_Long:
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{
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PHB : PHK : PLB
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JSR Link_HandleCardinalCollision
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PLB
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RTL
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}
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org $07E8F0
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HandleIndoorCameraAndDoors:
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org $07F8AA
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HandleIndoorCameraAndDoors_Long:
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{
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PHB : PHK : PLB
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JSR HandleIndoorCameraAndDoors
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PLB
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RTL
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}
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print pc
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; =============================================================================
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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LDA #$0A : STA $5D ; set control handler to mode "using quake"
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2
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BRA .return
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.unequip
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JSL Palette_ArmorAndGloves
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STZ $5D
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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.return
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RTS
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}
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; LinkItem_UsingQuake is 152 (base10) bytes long
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org $07A6D6
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JSL LinkItem_UsingDekuMask
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NOP #152
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; 07A6DB
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print pc
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; end of UsingQuake is at 07A773
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org $288000
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; incsrc "link_handler.asm"
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LinkItem_UsingDekuMask:
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{
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; SEP #$20
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JSL $07F514 ; $3F514 IN ROM
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LDA $0345 : BNE .recache
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LDA $4D : BEQ .recoiling
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LDA $7EF357 : BEQ .recache
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STZ $02E0
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; *$383C7 LONG BRANCH LOCATION LinkState_Bunny_recache
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.recache
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STZ $03F7
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STZ $03F5
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STZ $03F6
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LDA $7EF357 : BEQ .no_pearl_a
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STZ $56
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STZ $4D
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.no_pearl_a
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STZ $2E
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STZ $02E1
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STZ $50
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JSL Player_ResetSwimState
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; Link hit a wall or an enemy hit him, making him go backwards.
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LDA.b #$02 : STA $5D
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LDA $7EF357 : BEQ .no_pearl_b
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; this resets link to default state.
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LDA.b #$00 : STA $5D
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JSL LoadActualGearPalettes
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.no_pearl_b
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BRL .exit
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.recoiling
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LDA $46 : BEQ .wait_maybe_not_recoiling
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BRL $83A1 ; Permabunny mode.
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.wait_maybe_not_recoiling
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LDA.b #$FF : STA $24 : STA $25 : STA $29
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STZ $02C6
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LDA $034A : BEQ .not_moving
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LDA.b #$01 : STA $0335 : STA $0337
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LDA.b #$80 : STA $0334 : STA $0336
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BRL $9715
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.not_moving
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JSL Player_ResetSwimCollision
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JSL $079B0E ; $39B0E IN ROM
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LDA $49 : AND.b #$0F : BNE .movement
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LDA $F0 : AND.b #$0F : BNE .movement
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STA $30 : STA $31 : STA $67 : STA $26
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STZ $2E
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LDA $48 : AND.b #$F6 : STA $48
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LDX.b #$20 : STX $0371
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; Ledge timer is reset here the same way as for normal link (unbunny).
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LDX.b #$13 : STX $0375
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BRA .finish_up
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.movement
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STA $67 : CMP $26 : BEQ .directions_match
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STZ $2A
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STZ $2B
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STZ $6B
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STZ $4B
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LDX.b #$20 : STX $0371
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; Ledge timer is reset here the same way as for normal link (unbunny).
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LDX.b #$13 : STX $0375
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.directions_match
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STA $26
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.finish_up
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JSL Link_HandleDiagonalCollision_Long
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JSL Link_HandleVelocity ; $3E245 IN ROM
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JSL Link_HandleCardinalCollision_Long
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JSL Link_HandleMovingAnimation_FullLongEntry ; $3E6A6 IN ROM
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STZ $0302
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JSL HandleIndoorCameraAndDoors_Long ; $3E8F0 IN ROM
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.exit:
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RTL
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}
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; =============================================================================
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org $358000
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incbin deku_link.bin
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; =============================================================================
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org $1BEDF9
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JSL Palette_ArmorAndGloves ; 4bytes
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RTL ; 1byte
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NOP #$01
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org $1BEE1B
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JSL Palette_ArmorAndGloves_part_two
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RTL
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; =============================================================================
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; Code :
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org $308000
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Palette_ArmorAndGloves:
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{
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LDA.b #$10
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STA $BC ; Load Original Sprite Location
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REP #$21
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LDA $7EF35B
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JSL $1BEDFF ; Read Original Palette Code
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RTL
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.part_two
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SEP #$30
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REP #$30
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LDA $7EF354
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JSL $1BEE21 ; Read Original Palette Code
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RTL
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PHX : PHY : PHA
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; Load armor palette
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PHB : PHK : PLB
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REP #$20
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; Check what Link's armor value is.
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LDA $7EF35B : AND.w #$00FF : TAX
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LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00
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REP #$10
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LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
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LDX.w #$000E ; Palette has 15 colors
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TXY : TAX
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LDA.b $BC : AND #$00FF : STA $02
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.loop
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LDA [$00] : STA $7EC300, X : STA $7EC500, X
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INC $00 : INC $00
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INX #2
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DEY : BPL .loop
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SEP #$30
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PLB
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INC $15
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PLA : PLY : PLX
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RTL
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}
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; org $07A666
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; Deku_Entry:
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; {
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; LDA.b #$20 : STA $BC
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; STA $7EC178
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; JSL Palette_ArmorAndGloves
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; STZ $0710
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; RTS
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; }
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; org $06F40C
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; JSL change_sprite : NOP #$01 ; LDA $0E20, X : CMP.b #$61
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