565 lines
12 KiB
NASM
565 lines
12 KiB
NASM
; =========================================================
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; Old Man Follower Sprite
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;
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POSY = $7E0020
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POSYH = $7E0021
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POSX = $7E0022
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POSXH = $7E0023
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; 20 steps of animation and movement caching for followers
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FOLLOWERYL = $7E1A00
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FOLLOWERYH = $7E1A14
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FOLLOWERXL = $7E1A28
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FOLLOWERXH = $7E1A3C
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FOLLOWERZ = $7E1A50
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FOLLOWERLAYER = $7E1A64
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; Follower head/body gfx offsets
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FLWHO = $7E0AE8
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FLWHOH = $7E0AE9
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FLWBO = $7E0AEA
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FLWBOH = $7E0AEB
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; Follower head
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FLWHGFXT = $7E0AEC
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FLWHGFXTH = $7E0AED
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FLWHGFXB = $7E0AEE
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FLWHGFXBH = $7E0AEF
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; Follower body
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FLWBGFXT = $7E0AF0
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FLWBGFXTH = $7E0AF1
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FLWBGFXB = $7E0AF2
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FLWBGFXBH = $7E0AF3
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; Index from 0x00 to 0x13 for follower animation step index. Used for reading data.
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FLWANIMIR = $7E02CF
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; Cache of follower properties
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FOLLOWCYL = $7EF3CD
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FOLLOWCYH = $7EF3CE
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FOLLOWCXL = $7EF3CF
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FOLLOWCXH = $7EF3D0
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LoadFollowerGraphics = $00D423
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; org $099F99
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; #Follower_AIVectors:
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; #_099F99: dw Follower_BasicMover ; 0x01 - Zelda (Impa)
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; #_099F9B: dw Follower_OldMan ; 0x02 - Old man that stops following you
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; #_099F9D: dw Follower_OldManUnused ; 0x03 - Unused old man
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; #_099F9F: dw Follower_OldMan ; 0x04 - Normal old man
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; #_099FA1: dw Follower_Telepathy ; 0x05 - Zelda rescue telepathy
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; #_099FA3: dw Follower_BasicMover ; 0x06 - Blind maiden
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; #_099FA5: dw Follower_BasicMover ; 0x07 - Frogsmith
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; #_099FA7: dw Follower_BasicMover ; 0x08 - Smithy
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; #_099FA9: dw Follower_BasicMover ; 0x09 - Locksmith
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; #_099FAB: dw Follower_BasicMover ; 0x0A - Kiki
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; #_099FAD: dw Follower_OldManUnused ; 0x0B - Minecart Follower
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; #_099FAF: dw Follower_BasicMover ; 0x0C - Purple chest
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; #_099FB1: dw Follower_BasicMover ; 0x0D - Super bomb
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; #_099FB3: dw Follower_Telepathy ; 0x0E - Master Sword telepathy
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; ---------------------------------------------------------
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; Old man sprite wont spawn in his home room
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; if you have the follower
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OldMan_ExpandedPrep:
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{
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; ROOM 00E4
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LDA.l $7EF3CC : CMP.b #$04 : BEQ .not_home
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LDA.b $A0 : CMP.b #$E4 : BNE .not_home
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CLC
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RTL
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.not_home
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SEC
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RTL
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}
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pushpc
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; Old man gives link the "shovel"
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; Now the goldstar hookshot upgrade
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org $1EE9FF
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LDY.b #$13 ; ITEMGET 1A
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STZ.w $02E9
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; FindEntrance
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org $1BBD3C
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CMP.w #$04
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; Underworld_LoadEntrance
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org $02D98B
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CMP.w #$02
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org $1EE8F1
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SpritePrep_OldMan:
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{
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PHB
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PHK
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PLB
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JSR .main
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PLB
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RTL
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.main
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INC.w $0BA0,X
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; LDA.b $A0 : CMP.b #$E4 ; ROOM 00E4
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JSL OldMan_ExpandedPrep : BCS .not_home
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LDA.b #$02 : STA.w $0E80,X
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RTS
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.not_home
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LDA.l $7EF3CC : CMP.b #$00 : BNE .dont_spawn
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; Check for lv2 hookshot instead of mirror
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LDA.l $7EF342 : CMP.b #$02 : BNE .spawn
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STZ.w $0DD0,X
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.spawn
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; FOLLOWER 04
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LDA.b #$04 : STA.l $7EF3CC
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PHX
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JSL LoadFollowerGraphics
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PLX
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LDA.b #$00
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STA.l $7EF3CC
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RTS
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.dont_spawn
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STZ.w $0DD0,X
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PHX
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JSL LoadFollowerGraphics
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PLX
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RTS
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}
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org $09A4C8
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Follower_HandleTriggerData:
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{
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.room_id
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#_09A4C8: dw $00D1 ; ROOM 00D1 - old man cave
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#_09A4CA: dw $00FE ; ROOM 0061 - castle lobby
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#_09A4CC: dw $00FD ; ROOM 0051 - castle throne room
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#_09A4CE: dw $00FD ; ROOM 0002 - pre-sanc
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#_09A4D0: dw $00DB ; ROOM 00DB - TT entrance
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#_09A4D2: dw $00AB ; ROOM 00AB - to TT attic
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#_09A4D4: dw $0022 ; ROOM 0022 - sewer rats
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.coordinates_uw
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#_09A4D6: dw $1A78, $0233, $0001, $0099, $0004 ; Old man - MESSAGE 0099
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#_09A4E0: dw $1BC0, $0378, $0002, $009A, $0004 ; Old man - MESSAGE 009A
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#_09A4EA: dw $1A78, $0378, $0004, $009B, $0004 ; Old man - MESSAGE 009B
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#_09A4F4: dw $1FF8, $039D, $0001, $0021, $0001 ; Zelda - MESSAGE 0021
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#_09A4FE: dw $1FF8, $039D, $0002, $0021, $0001 ; Zelda - MESSAGE 0021
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#_09A508: dw $1FF8, $0238, $0004, $0021, $0001 ; Zelda - MESSAGE 0021
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#_09A512: dw $1D78, $1F7F, $0001, $0022, $0001 ; Zelda - MESSAGE 0022
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#_09A51C: dw $1D78, $1F7F, $0001, $0023, $0001 ; Zelda - MESSAGE 0023
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#_09A526: dw $1D78, $1F7F, $0002, $002A, $0001 ; Zelda - MESSAGE 002A
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#_09A530: dw $1BD8, $16FC, $0001, $0124, $0006 ; Blind maiden - MESSAGE 0124
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#_09A53A: dw $1520, $167C, $0001, $0124, $0006 ; Blind maiden - MESSAGE 0124
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#_09A544: dw $05AC, $04FC, $0001, $0029, $0001 ; Zelda - MESSAGE 0029
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; ---------------------------------------------------------
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.overworld_id
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#_09A54E: dw $0005 ; OW 05 - West DM (Updated)
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#_09A550: dw $002F ; OW 2F - Tail Palace
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#_09A552: dw $0000 ; OW 00 - Lost woods
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.coordinates_ow
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#_09A554: dw $0178, $0A63, $0001, $009D, $0004 ; Old man - MESSAGE 009D
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; Y X
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#_09A55E: dw $0A88, $0F41, $0000, $FFFF, $000A ; Kiki
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#_09A568: dw $0B37, $0F40, $0001, $FFFF, $000A ; Kiki
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#_09A572: dw $0A62, $0E5B, $0002, $FFFF, $000A ; Kiki
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#_09A57C: dw $00E8, $0090, $0000, $0028, $000E ; MS telepathy - MESSAGE 0028
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; ---------------------------------------------------------
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.room_boundaries_check
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#_09A586: dw $0000, $001E, $003C, $0046
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#_09A58E: dw $005A, $0064, $006E, $0078
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.ow_boundaries_check
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#_09A596: dw $0000, $000A, $0028, $0032
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}
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pullpc
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FollowerDraw_CalculateOAMCoords:
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{
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REP #$20
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LDA.b $02 : STA.b ($90),Y
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INY
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CLC : ADC.w #$0080 : CMP.w #$0180 : BCS .off_screen
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LDA.b $02 : AND.w #$0100 : STA.b $74
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LDA.b $00 : STA.b ($90),Y
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CLC : ADC.w #$0010 : CMP.w #$0100 : BCC .on_screen
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.off_screen:
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LDA.w #$00F0 : STA.b ($90),Y
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.on_screen:
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SEP #$20
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INY
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RTS
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}
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MinecartFollower_Top:
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{
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SEP #$30
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JSR FollowerDraw_CalculateOAMCoords
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LDA #$08
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JSL OAM_AllocateFromRegionB
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LDA $02CF : TAY
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ; amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile index
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset
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ASL A : TAX
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REP #$20
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LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $00 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index:
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db $00, $02, $04, $06
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.nbr_of_tiles:
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db 1, 1, 1, 1
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.x_offsets:
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets:
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dw -12, -12
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dw -11, -11
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dw -8, -8
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dw -7, -7
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.chr:
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db $40, $40
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db $40, $40
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db $42, $42
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db $42, $42
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.properties:
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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}
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MinecartFollower_Bottom:
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{
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SEP #$30
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JSR FollowerDraw_CalculateOAMCoords
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LDA #$08
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JSL OAM_AllocateFromRegionC
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LDA $02CF : TAY
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ; amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $00 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index:
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db $00, $02, $04, $06
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.nbr_of_tiles:
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db 1, 1, 1, 1
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.x_offsets:
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dw -8, 8
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dw -8, 8
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dw -8, 8
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dw -8, 8
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.y_offsets:
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dw 4, 4
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dw 5, 5
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dw 8, 8
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dw 9, 9
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.chr:
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db $60, $60
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db $60, $60
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db $62, $62
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db $62, $62
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.properties:
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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db $3D, $7D
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}
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; Minecart Follower Main Routine and Draw
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DrawMinecartFollower:
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{
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JSL $099EFC ; Follower_Initialize
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LDX $012B
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LDA .direction_to_anim, X
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STA $02CF
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JSR FollowerDraw_CachePosition
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JSR MinecartFollower_Top
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JSR MinecartFollower_Bottom
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LDA.b $11 : BNE .dont_spawn
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LDA !LinkInCart : BEQ .dont_spawn
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LDA.b #$A3
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JSL Sprite_SpawnDynamically
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TYX
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JSL Sprite_SetSpawnedCoords
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LDA.w !MinecartDirection : CMP.b #$00 : BEQ .vert_adjust
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CMP.b #$02 : BEQ .vert_adjust
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LDA POSY : CLC : ADC #$08 : STA.w SprY, X
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LDA POSX : STA.w SprX, X
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JMP .finish_prep
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.vert_adjust
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LDA POSY : STA.w SprY, X
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LDA POSX : CLC : ADC #$02 : STA.w SprX, X
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.finish_prep
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LDA POSYH : STA.w SprYH, X
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LDA POSXH : STA.w SprXH, X
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LDA.w !MinecartDirection : CLC : ADC.b #$03 : STA.w SprSubtype, X
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LDA .direction_to_anim, X : STA $0D90, X
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JSL Sprite_Minecart_Prep
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LDA.b #$00 : STA.l $7EF3CC
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.dont_spawn
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RTS
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.direction_to_anim
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db $02, $00, $02, $00
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}
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FollowerDraw_CachePosition:
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{
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LDX.b #$00
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LDA.w $1A00, X : STA.b $00
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LDA.w $1A14, X : STA.b $01
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LDA.w $1A28, X : STA.b $02
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LDA.w $1A3C, X : STA.b $03
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LDA.w $1A64, X : STA.b $05
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; -------------------------
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#_09A95B: AND.b #$20
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#_09A95D: LSR A
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#_09A95E: LSR A
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#_09A95F: TAY
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#_09A960: LDA.b $05
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#_09A962: AND.b #$03
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#_09A964: STA.b $04
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#_09A966: STZ.b $72
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; Vanilla game would check some priority and collision
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; variables based on the follower here and manipulate $72
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; if the player was immobile.
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CLC : ADC $04 : STA $04
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TYA : CLC : ADC $04 : STA $04
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; -------------------------
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REP #$20
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LDA $0FB3 : AND.w #$00FF : ASL A : TAY
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LDA $20 : CMP $00 : BEQ .check_priority_for_region
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BCS .use_region_b
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BRA .use_region_a
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.check_priority_for_region
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LDA $05 : AND.w #$0003 : BNE .use_region_b
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.use_region_a
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LDA.w .oam_region_offsets_a, Y
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BRA .set_region
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.use_region_b
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LDA.w .oam_region_offsets_b, Y
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.set_region
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PHA
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LSR #2 : CLC : ADC.w #$0A20 : STA $92
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PLA : CLC : ADC.w #$0800 : STA $90
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LDA $00 : SEC : SBC $E8 : STA $06
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LDA $02 : SEC : SBC $E2 : STA $08
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SEP #$20
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#_09AA85: LDA.w $02D7
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#_09AA88: INC A
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#_09AA89: CMP.b #$03
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#_09AA8B: BNE .set_repri
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#_09AA8D: LDA.b #$00
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.set_repri
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#_09AA8F: STA.w $02D7
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LDA $02D7 : ASL #2 : STA $05
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TXA : CLC : ADC $05 : TAX
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REP #$20
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LDA $06 : CLC : ADC.w #$0010 : STA $00
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LDA $08 : STA $02
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STZ $74
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SEP #$20
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RTS
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.oam_region_offsets_a
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dw $0170
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dw $00C0
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.oam_region_offsets_b
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dw $01C0
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dw $0110
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}
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CheckForMinecartFollowerDraw:
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{
|
|
PHB : PHK : PLB
|
|
LDA.l $7EF3CC : CMP.b #$0B : BNE .not_minecart
|
|
JSR DrawMinecartFollower
|
|
|
|
.not_minecart
|
|
; LDA.b #$10
|
|
; STA.b $5E
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
CheckForFollowerInterroomTransition:
|
|
{
|
|
PHB : PHK : PLB
|
|
LDA.w !LinkInCart : BEQ .not_in_cart
|
|
LDA.b #$0B : STA $7EF3CC
|
|
.not_in_cart
|
|
PLB
|
|
JSL $01873A ; Underworld_LoadRoom
|
|
RTL
|
|
}
|
|
|
|
CheckForFollowerIntraroomTransition:
|
|
{
|
|
STA.l $7EC007
|
|
PHB : PHK : PLB
|
|
LDA.w !LinkInCart : BEQ .not_in_cart
|
|
LDA.b #$0B : STA $7EF3CC
|
|
.not_in_cart
|
|
PLB
|
|
RTL
|
|
}
|
|
|
|
pushpc
|
|
|
|
; Follower_OldManUnused
|
|
org $09A41F
|
|
JSL CheckForMinecartFollowerDraw
|
|
RTS
|
|
|
|
; Module07_02_01_LoadNextRoom
|
|
org $028A5B
|
|
JSL CheckForFollowerInterroomTransition
|
|
|
|
org $0289BF
|
|
JSL CheckForFollowerIntraroomTransition
|
|
|
|
pullpc |