680 lines
12 KiB
NASM
680 lines
12 KiB
NASM
; =============================================================================
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; Zora Mask
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; Fairy Flippers RAM Position $7EF33C - 01
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; Normal Flippers RAM Position $7ef356 - 01
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; =============================================================================
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org $07A569
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LinkItem_ZoraMask:
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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 #$02 : BEQ .unequip ; is the zora mask on?
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JSL UpdateZoraPalette
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LDA #$36 : STA $BC
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LDA #$02 : STA $02B2
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BRA .return
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.unequip
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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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.return
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CLC
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RTS
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}
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; =============================================================================
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org $368000
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incbin gfx/zora_link.4bpp
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; =============================================================================
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UpdateZoraPalette:
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{
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REP #$30 ; change 16 bit mode
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LDX #$001E
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.loop
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LDA.l zora_palette, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL
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}
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; TODO: Change from "bunny palette" to blue zora palette colors
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zora_palette:
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dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
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dw #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616
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dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
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dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
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; =============================================================================
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LinkItem_UsingZoraMask:
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{
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}
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; =============================================================================
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; Disassembled/Debugged Code of Conn's Zora Flippers
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; May God Give Me Strength
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; =============================================================================
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; 22E0E0
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{
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LDA $1B
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BNE $22E0F7
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LDA $7F500E
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CMP #$01
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BNE $22E0F7
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LDA #$01
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STA $55
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STZ $5D
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LDA #$08
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STA $5E
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RTL
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;-------
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LDA #$01
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STA $4D
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RTL
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}
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; =============================================================================
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; 22E100
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{
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LDA $2F ; The direction the player is currently facing
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STA $0323 ; Mirror of $2F
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JMP $E5F0
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NOP
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NOP
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NOP
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NOP
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LDA $0345 ; Set to 1 when we are in deep water, 0 otherwise
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CMP #$01 ; Are we in deep water?
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BEQ $22E120
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LDA $7F500E
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CMP #$01
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BEQ $22E11C
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RTL
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}
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; =============================================================================
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; 22E120
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{
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LDA $F0 ; Joypad 1 Register
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CMP #$40
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BEQ .alpha ; $22E12D
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LDA #$00
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STA $7F500F
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RTL
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;-------
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.alpha
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LDA $7F500F
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CMP #$01
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BNE $22E136
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RTL
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;-------
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LDA #$01
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STA $7F500F
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JSR $E340
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NOP
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NOP
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LDA $1B
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BEQ $22E17D
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LDA $7F500E
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CMP #$00
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BNE $22E163
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JMP $E320
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}
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; =============================================================================
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; 22E17D
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{
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LDA $7F500E
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CMP #$00
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BNE $22E1A3
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LDA $5D ; Player Handler or "State"
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CMP #$04
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BEQ $22E18C
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RTL
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;-------
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LDA #$01
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STA $7F500E
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STZ $5D ; Player Handler or "State"
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LDA #$01
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STA $55 ; Cape flag
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STA $037B
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LDA #$08
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STA $5E ; Speed setting for link
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NOP
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NOP
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NOP
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RTL
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;-------
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LDA #$00
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JSL $22EF80
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LDA #$04
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STA $5D ; Player Handler or "State"
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STZ $55 ; Reset cape flag (invisible invincible)
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STZ $5E ; Reset Speed
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LDA #$01
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STA $0345 ; Set to 1 when we are in deep water. 0 otherwise
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STZ $037B
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RTL
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}
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; =============================================================================
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; 22E1E0
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; Observed behavior: Triggers when entering and exiting water indoors only
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; Returns to 3C30B below
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; Noted changes added
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{
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LDA $1B ; Flag set to 1 when indoors, 0 otherwise
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BNE $22E1F7
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LDA $7F500E
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CMP #$01
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BNE $22E1F7
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LDA #$01
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STA $55 ; Set cape flag (invisible invincible)
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STZ $5D ; Player Handler or "State"
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LDA #$08
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STA $5E ; Set player speed
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RTL
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;-------
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LDA #$06 ; recoil mode 2
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STA $5D ; Player Handler or "State"
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RTL
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}
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; =============================================================================
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; *$3C2C3-$3C30B LOCAL
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{
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LDA $1B : BNE .alpha ; Set to 1 if indoors, 0 otherwise
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LDX #$02
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BRA .beta
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.alpha
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LDX $1D
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LDA $047A : BEQ .beta
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LDX #$00 ; Modified from vanilla `LDY.b #$00`
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.beta
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STX $00
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LDA $C2BA, X : TAX
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LDA $66 : BNE .gamma
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TXA : EOR #$FF : INC : TAX
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.gamma
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STX $27
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STZ $28
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LDX $00
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LDA $C2BD,X
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STA $29 ; vertical resistance
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STA $02C7 ; countdown timer
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STZ $24 ; z coordinate for link
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STZ $25 ; ??? No idea
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LDA $C2C0,X
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JSL $8EFCE0 ; Dungeon Code (Flippers?)
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CMP #$02 : BEQ .delta
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JSL $22E0E0
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STZ $0360
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.delta
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JSL $22E1E0
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RTS
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}
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; =============================================================================
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; 22E260
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{
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LDA $7EF33C ; fairy flippers save ram
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AND #$00FF
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CMP #$0001
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BEQ .has_fairy_flippers ; $22E271
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LDA $7EF357
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RTL
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; -------
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; 22E271
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.has_fairy_flippers
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SEP #$30
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LDA #$3C
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STA $1613
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STA $1615
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STA $1653
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STA $1655
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REP #$30
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LDA $7EF357
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RTL
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}
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; =============================================================================
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; 22E2A0
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;
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; Description: routine is hooked at $07:8106, right before the
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; Link_ControlHandlerTable jump loop.
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;
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; Observed behavior of preserving the direction link was facing when diving
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; E.g. face left, dive, turn right underwater, and resurface facing left
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FairyFlipper_Prepare:
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{
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JSR FairyFlippers_Main ; $E530
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JSL FairyFlippers_HandleMagic ; $22E670
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LDA $7F500E : CMP #$01 ; are we currently underwater?
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BEQ .underwater
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JMP FairyFlippers_RestoreControlHandler ; $E2F0
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.underwater
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LDA $F0 ; Joypad 1 Register (preserves previous press)
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SEC : SBC #$0B ; ??? Not sure
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BCS .beta
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JMP FairyFlippers_RestoreControlHandler ; $E2F0
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.beta
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LDA $F0 ; Joypad 1 Register (preserves previous press)
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SEC : SBC #$4B ; probably Y
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BCS .gamma
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LDA #$40
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STA $F0
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JMP $079657 ; Apart of LinkState_Swimming
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.gamma
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LDA $F0 ; Joypad 1 Register (preserves previous press)
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SEC : SBC #$BB
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BCS $22E2D5 ; Unknown?? Possibly dead branch
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JMP FairyFlippers_RestoreControlHandler ; $E2F0
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}
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; =============================================================================
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; 22E2F0
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FairyFlippers_RestoreControlHandler:
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{
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LDA $5D ; Player Handler or "State"
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ASL
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TAX
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JMP $078106 ; Link_ControlHandler Jump Table Statement
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}
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; =============================================================================
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; 22E300
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{
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LDA #$00
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STA $5D ; Player Handler or "State"
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STA $7F500E
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STA $7F500F
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STA $5E
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STA $0345
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JSL $00E3FA
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RTL
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}
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; =============================================================================
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; 22E340
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{
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LDA $1B ; 1 if indoors, 0 otherwise
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BEQ $22E34E
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LDA $0114 ; Value of the type of tile Link is standing on
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BEQ $22E34E
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CMP #$08
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BEQ $22E34E
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RTS
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;-------
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LDA #$24 ; Splash sound effect
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STA $012E
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RTS
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}
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; =============================================================================
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; 22E460
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FairyFlippers_Untitled:
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{
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LDA $02E4 ; If flag nonzero, Link cannot move
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AND #$00FF
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BNE .alpha ; $22E46E
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LDA #$0009
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LDX $8C
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RTL
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;-------
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.alpha
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LDA $0202 ; currently selected item
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AND #$00FF
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CMP #$000F ; what item is F?
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BNE $22E481
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LDA $02F0
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AND #$00FF
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BEQ $22E487
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LDA #$0009
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LDX $8C
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RTL
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}
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; =============================================================================
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; 22E500
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{
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CMP #$5A
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BEQ $22E507
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JMP $D00B
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}
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; =============================================================================
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; 22E530
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; Seems to always run when you are in the water
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FairyFlippers_Main:
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{
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LDA $7F500E ; are we currently underwater?
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CMP #$01
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BEQ $22E539
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RTS
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;-------------
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; underwater
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LDA $7F500F
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CMP #$01
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BNE .alpha
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LDA $F0 : CMP #$40 ; controller again you shouldn't have
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BNE .alpha
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LDA $67 : CMP #$00 ; is player facing up ?
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BEQ .alpha
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STZ $67
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.alpha
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LDA $1B ; Dungeon/Overworld flag
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BNE $22E558
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; Set underwater walking speed
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LDA #$08
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STA $5E ; Link Speed Setting
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RTS
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}
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; =============================================================================
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; 22E5F0
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{
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LDA $7EF33C
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BNE $22E5F7
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RTL
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;-------
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LDA $4D
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BEQ $22E5FC
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RTL
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;-------
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JMP $E108
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}
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; =============================================================================
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; 22E600
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; Possibly relevant, unconfirmed
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; Referenced at: 0D:E507
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{
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LDA $7EF34A
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AND #$00FF
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CMP #$0001
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BEQ $22E611
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LDA $7EF35C,X
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RTL
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;-------
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LDA $7EF33B
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AND #$00FF
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CMP #$0001
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BNE $22E622
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LDA $7EF35C,X
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RTL
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;-------
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SEP #$30
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LDA #$3C
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STA $139F
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STA $13A1
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STA $13DF
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STA $13E1
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REP #$30
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LDA $7EF35C,X
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RTL
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}
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; =============================================================================
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; 22E670
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FairyFlippers_HandleMagic:
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{
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LDA $7F500E ; probably free ram
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CMP #$01
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BEQ $22E679
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RTL
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;-------
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; Magic draining loop
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LDA $7EF36E ; Load magic
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BNE $22E688 ; branch if != 0
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LDA #$3C
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STA $012E
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JMP $22E141
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LDA $7F500D ; load timer
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BNE $22E69E ; branch if != 0
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LDA #$18
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STA $7F500D ; set timer to 18
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LDA $7EF36E ; load magic
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DEC ; decrease magic by 1
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STA $7EF36E ; store new magic
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RTL
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;-------
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DEC
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STA $7F500D ; decrease timer
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RTL
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}
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; =============================================================================
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; 22E700
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{
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STA $F6
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STY $FA
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REP #$30
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LDA $7EE000
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DEC
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BNE $22E721
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LDA $7EF339
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INC
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CMP #$1770
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BCC $22E71A
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LDA #$0000
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STA $7EF339
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LDA #$0E10
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STA $7EE000
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SEP #$30
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RTL
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}
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|
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; =============================================================================
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; 22E760
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|
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{
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LDA #$0E10
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STA $7EE000
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LDY #$0000
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LDX $00
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RTL
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}
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|
|
; =============================================================================
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; 22E780
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; Jesucristo...
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|
|
|
{
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REP #$30
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LDY #$0000
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LDA $7EF339
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CMP #$000A
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BCC $22E796
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SEC
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SBC #$000A
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INY
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INY
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BRA $22E789
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STA $00
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TYA
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ASL
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ASL
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ASL
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ORA $00
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LDY #$0000
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CMP #$0060
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BCC $22E7AD
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SEC
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SBC #$0060
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|
INY
|
|
BRA $22E7A1
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LDX #$0000
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STA $00
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AND #$000F
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ASL
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TAX
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|
LDA $22E860,X
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|
STA $1376
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LDA $00
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AND #$00F0
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LSR
|
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LSR
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LSR
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TAX
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LDA $22E860,X
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STA $1374
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TYA
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LDY #$0000
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CMP #$000A
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BCC $22E7DF
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SEC
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SBC #$000A
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INY
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INY
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BRA $22E7D2
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STA $00
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TYA
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ASL
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ASL
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ASL
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ORA $00
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STA $00
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AND #$000F
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ASL
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TAX
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LDA $22E860,X
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STA $1370
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LDA $00
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AND #$00F0
|
|
LSR
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LSR
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LSR
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TAX
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LDA $22E860,X
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STA $136E
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LDA $7E0AE0
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AND #$00FF
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CMP #$00C0
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BNE $22E816
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|
LDA #$2CF5
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|
BRA $22E819
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|
LDA #$241D
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|
STA $1372
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|
SEP #$30
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|
INC $0207
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|
LDA $F0
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RTL
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}
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|
|
; =============================================================================
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; 22E830
|
|
|
|
{
|
|
ADC #$0020
|
|
STA $1CD0
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|
LDA $10
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|
AND #$00FF
|
|
CMP #$0012
|
|
BEQ $22E841
|
|
RTL
|
|
;-------
|
|
STZ $0223
|
|
STZ $1CD8
|
|
LDA $7F502E
|
|
AND #$00FF
|
|
CMP #$0000
|
|
BNE $22E854
|
|
RTL
|
|
}
|
|
|
|
; =============================================================================
|
|
; 22EF50
|
|
|
|
{
|
|
LDA $7EF3CC
|
|
CMP #$0D
|
|
BEQ $22EF59
|
|
RTL
|
|
}
|
|
|
|
; =============================================================================
|
|
; 22EF80
|
|
|
|
{
|
|
STA $7F500E ; reset underwater variable
|
|
STZ $0372 ; link bounce flag
|
|
RTL
|
|
}
|
|
|
|
; =============================================================================
|
|
; 22EFA0
|
|
|
|
{
|
|
LDA $5D ; Player Handler or "State"
|
|
CMP #$05
|
|
BNE $22EFAA
|
|
STZ $0351
|
|
RTS
|
|
;-------
|
|
LDA $4D
|
|
CMP #$01
|
|
BNE $22EFB4
|
|
LDA #$04
|
|
STA $5D ; Player Handler or "State"
|
|
RTS
|
|
} |