929 lines
19 KiB
NASM
929 lines
19 KiB
NASM
; =========================================================
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; Followers
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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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; Down:0x00 LR:0x80 Up:0x20
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FollowerHeadOffset = $7E0AE8
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FollowerHeadOffsetH = $7E0AE9
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; Walk LR:0x60,0x80 0xA0:Down 0xC0:Up
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FollowerBodyOffset = $7E0AEA
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FollowerBodyOffsetH = $7E0AEB
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Follower_WatchLink:
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{
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JSL Sprite_IsToRightOfPlayer : TYA : BEQ .right
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LDA.b #$40 : STA.w FollowerHeadOffset
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LDA.b #$60 : STA.w FollowerBodyOffset
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RTS
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.right
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LDA.b #$00 : STA.w FollowerHeadOffset
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LDA.b #$A0 : STA.w FollowerBodyOffset
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RTS
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}
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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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; Flag set when using hookshot with a follower. Forces game mode check.
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FollowerHook = $7E02D0
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; Caches FLWANIMIW when hookshotting is finished.
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FollowerHookI = $7E02D1
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; Countdown timer preventing followers from being regrabbed after dropping for a brief period.
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FLWGRABTIME = $7E02D2
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; Index from 0x00 to 0x13 for follower animation step index. Used for writing data.
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FLWANIMIW = $7E02D3
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; Cache of follower properties
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FollowCacheYL = $7EF3CD
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FollowCacheYH = $7EF3CE
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FollowCacheXL = $7EF3CF
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FollowCacheXH = $7EF3D0
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LoadFollowerGraphics = $00D423
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; org $099F99
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; #Follower_AIVectors:
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; dw Follower_BasicMover ; 0x01 - Zelda (Impa)
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; dw Follower_OldMan ; 0x02 - Old man that stops following you
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; dw Follower_OldManUnused ; 0x03 - Unused old man
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; dw Follower_OldMan ; 0x04 - Normal old man
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; dw Follower_Telepathy ; 0x05 - Zelda rescue telepathy
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; dw Follower_BasicMover ; 0x06 - Blind maiden
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; dw Follower_BasicMover ; 0x07 - Frogsmith
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; dw Follower_BasicMover ; 0x08 - Smithy
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; dw Follower_BasicMover ; 0x09 - Locksmith (Zora Baby)
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; dw Follower_BasicMover ; 0x0A - Kiki
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; dw Follower_OldManUnused ; 0x0B - Minecart Follower
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; dw Follower_BasicMover ; 0x0C - Purple chest
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; dw Follower_BasicMover ; 0x0D - Super bomb
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; dw Follower_Telepathy ; 0x0E - Master Sword telepathy
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; =========================================================
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; Zora Baby Follower Sprite
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; Uses Sprite 0x39 Locksmith in Bank06
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ZoraBaby_RevertToSprite:
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{
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PHA
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LDA.b #$39 : JSL Sprite_SpawnDynamically
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PLA
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PHX
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TAX
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LDA.w $1A64, X : AND.b #$03 : STA.w $0EB0,Y : STA.w $0DE0,Y
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LDA.w $1A00, X : CLC : ADC.b #$02 : STA.w $0D00,Y
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LDA.w $1A14, X : ADC.b #$00 : STA.w $0D20,Y
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LDA.w $1A28, X : CLC : ADC.b #$10 : STA.w $0D10,Y
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LDA.w $1A3C, X : ADC.b #$00 : STA.w $0D30,Y
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LDA.b $EE : STA.w $0F20,Y
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LDA.b #$01 : STA.w $0BA0,Y : STA.w $0E80,Y
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LDA.b #$04 : STA.w SprAction, Y
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LDA.b #$FF : STA.w SprTimerB, Y
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PLX
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LDA.b #$00
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STA.l $7EF3CC
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STZ.b $5E
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RTS
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}
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CheckForZoraBabyTransitionToSprite:
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{
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; If we are standing on a star tile
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LDA.w $0114 : CMP.b #$3B : BNE +
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LDA.b #$00
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JSR ZoraBaby_RevertToSprite
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+
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; If we are outdoors, clear the follower
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LDA.b $1B : BNE +
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LDA.b #$00 : STA.l $7EF3CC
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+
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LDX.b $10
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LDY.b $11
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RTL
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}
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CheckForZoraBabyFollower:
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{
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LDA.l $7EF3CC : CMP.b #$09 : BNE .not_zora
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LDA.b #$00
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RTL
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.not_zora
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LDA.b $05
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AND.b #$20
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RTL
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}
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UploadZoraBabyGraphicsPrep:
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{
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PHX
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LDA.b #$09 : STA.l $7EF3CC
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LDA.b #$A0 : STA.w $0AEA
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JSL $00D423
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LDA.b #$00 : STA.l $7EF3CC
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PLX
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LDA.b #$02 : STA.w SprAction, X
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LDA.l $7EF3C9
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RTL
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}
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; =========================================================
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; Check if the Zora baby is on top of the water gate switch
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; Returns carry set if the Zora baby is on top of the switch
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ZoraBaby_CheckForWaterSwitchSprite:
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{
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PHX
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LDX #$10
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-
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LDA.w SprType, X
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CMP #$21 : BEQ ZoraBaby_CheckForWaterGateSwitch_found_switch
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DEX : BPL -
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; Water gate switch not found
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PLX
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.not_on_switch
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CLC
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RTS
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}
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ZoraBaby_CheckForWaterGateSwitch:
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{
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PHX
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LDX #$10
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-
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LDA.w SprType, X : CMP #$04 : BEQ .found_switch
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DEX : BPL -
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; Water gate switch not found
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PLX
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.not_on_switch
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CLC
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RTS
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.found_switch
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TXY
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PLX
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; X is the Zora baby Sprite
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; Y is the Water gate switch Sprite
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; Check if the Zora baby is on top of the switch
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LDA.w SprX, X : CLC : ADC #$09 : CMP.w SprX, Y : BCC .not_on_switch
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LDA.w SprX, X : SEC : SBC #$09 : CMP.w SprX, Y : BCS .not_on_switch
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LDA.w SprY, X : CLC : ADC #$12 : CMP.w SprY, Y : BCC .not_on_switch
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LDA.w SprY, X : SEC : SBC #$12 : CMP.w SprY, Y : BCS .not_on_switch
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SEC
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RTS
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}
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ZoraBaby_GlobalBehavior:
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{
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JSL Sprite_BehaveAsBarrier
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JSR Follower_WatchLink
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LDA.w SprAction, X : CMP.b #$02 : BEQ +
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JSL Sprite_CheckIfLifted
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL Sprite_Move
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JSR ZoraBaby_CheckForWaterGateSwitch : BCC ++
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; Face head up towards switch
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LDA.b #$20 : STA.w FollowerHeadOffset
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; Set end of switch graphics
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LDA.b #$0D : STA.w SprGfx, Y
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; Set the water gate tag
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LDA.b #$01 : STA.w $0642
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; Goto ZoraBaby_PullSwitch
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LDA.b #$05 : STA.w SprAction, X
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++
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JSR ZoraBaby_CheckForWaterSwitchSprite : BCC +
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; Set end of switch graphics
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LDA.b #$01 : STA.w SprAction, Y
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; Goto ZoraBaby_PullSwitch
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LDA.b #$05 : STA.w SprAction, X
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LDA.w SprX, X : CLC : ADC #$10 : STA.w SprX, X
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+
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RTL
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}
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pushpc
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; Make Zora sway like a girl
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org $09AA5E
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JSL CheckForZoraBabyFollower
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; Follower_BasicMover
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; Jump to ZoraBaby sprite on star tile
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org $09A19C
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JSL CheckForZoraBabyTransitionToSprite
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; Make Zora follower blue palette
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org $09A902
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db $02
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; Zora Baby char data offset
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org $09A8CF
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org $00C0
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; Zora Baby Sprite Idle OAM data
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org $06BD9C
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dw 0, -8 : db $20, $03, $00, $02
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dw 0, 0 : db $22, $03, $00, $02
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org $068D59
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SpritePrep_Locksmith:
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{
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INC.w $0BA0, X
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; Clear sprite if we already have Zora baby
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LDA.l $7EF3CC : CMP.b #$09 : BNE .not_already_following
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STZ.w SprState, X
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RTS
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.not_already_following
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CMP.b #$0C : BNE .no_purple_chest
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LDA.b #$02 : STA.w SprAction, X
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.no_purple_chest
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JSL UploadZoraBabyGraphicsPrep : AND.b #$10 : BEQ .exit
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LDA.b #$04 : STA.w SprAction, X
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.exit
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RTS
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}
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warnpc $068D7F
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SpriteDraw_Locksmith = $06BDAC
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Sprite_CheckIfActive_Bank06 = $06D9EC
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; Overrides Sprite_39_Locksmith
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org $06BCAC
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Sprite_39_ZoraBaby:
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{
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JSR SpriteDraw_Locksmith
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JSR Sprite_CheckIfActive_Bank06
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JSL ZoraBaby_GlobalBehavior
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LDA.w SprAction, X
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JSL JumpTableLocal
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dw LockSmith_Chillin
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dw ZoraBaby_FollowLink ; Becomes Follower
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dw ZoraBaby_OfferService ; I can help! (Follow/Stay)
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dw ZoraBaby_RespondToAnswer ; Goto FollowLink or JustPromiseOkay
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dw ZoraBaby_AgreeToWait
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dw ZoraBaby_PullSwitch
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; =======================================================
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LockSmith_Chillin:
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{
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LDA.b #$07 ; MESSAGE 0107
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LDY.b #$01
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JSL Sprite_ShowSolicitedMessage
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LDA.w $0D10, X
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PHA
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SEC : SBC.b #$10 : STA.w $0D10, X
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JSR Sprite_Get16BitCoords_Local
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LDA.b #$01 : STA.w $0D50, X : STA.w $0D40, X
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JSL Sprite_CheckTileCollision_long : BNE .dont_stalk_link
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INC.w SprAction, X
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LDA.l $7EF3CC : CMP.b #$00 : BEQ .dont_stalk_link
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LDA.b #$05 : STA.w SprAction, X
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.dont_stalk_link
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PLA
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STA.w $0D10, X
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RTS
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}
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; =======================================================
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ZoraBaby_FollowLink:
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{
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LDA.b #$09 : STA.l $7EF3CC
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PHX
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STZ.w $02F9
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JSL LoadFollowerGraphics
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JSL Follower_Initialize
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PLX
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LDA.b #$40
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STA.w $02CD
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STZ.w $02CE
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STZ.w SprState, X
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RTS
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}
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; =======================================================
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ZoraBaby_OfferService:
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{
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JSL CheckIfLinkIsBusy : BCS .exit
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LDA.b #$09 ; MESSAGE 0109
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LDY.b #$01
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JSL Sprite_ShowSolicitedMessage : BCC .exit
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INC.w SprAction, X
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.exit
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RTS
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}
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; =======================================================
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ZoraBaby_RespondToAnswer:
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{
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LDA.w $1CE8 : BNE .rejected
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LDA.b #$0C ; MESSAGE 010C
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LDY.b #$01
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JSL Sprite_ShowMessageUnconditional
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LDA.b #$01 : STA.w SprAction, X
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RTS
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; -------------------------------------------------------
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; LDA.l $7EF3C9
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; ORA.b #$10
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; STA.l $7EF3C9
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; -------------------------------------------------------
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.rejected
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LDA.b #$0A ; MESSAGE 010A
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LDY.b #$01
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JSL Sprite_ShowMessageUnconditional
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LDA.b #$FF : STA.w SprTimerB, X
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INC.w SprAction, X
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RTS
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}
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; =======================================================
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ZoraBaby_AgreeToWait:
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{
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LDA.b #$0B ; MESSAGE 010B
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LDY.b #$01
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LDA.b #$A0 : STA.w $0AEA
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JSL Sprite_ShowSolicitedMessage
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LDA.w SprTimerB, X : BNE +
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STZ.w SprAction, X
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+
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RTS
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}
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; =======================================================
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ZoraBaby_PullSwitch:
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{
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LDA.b #$07 ; MESSAGE 0107
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LDY.b #$01
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JSL Sprite_ShowSolicitedMessage
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RTS
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}
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}
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print "End of Sprite 39 Locksmith ", pc
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warnpc $06BD9C
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pullpc
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; =========================================================
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; Old Man Follower Sprite
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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 : PHK : 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 SprState, 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 SprState, 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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dw $00D1 ; ROOM 00D1 - old man cave
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dw $00FE ; ROOM 0061 - castle lobby
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dw $00FD ; ROOM 0051 - castle throne room
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dw $00FD ; ROOM 0002 - pre-sanc
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dw $00DB ; ROOM 00DB - TT entrance
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dw $00AB ; ROOM 00AB - to TT attic
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dw $0022 ; ROOM 0022 - sewer rats
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.coordinates_uw
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dw $1A78, $0233, $0001, $0099, $0004 ; Old man - MESSAGE 0099
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dw $1BC0, $0378, $0002, $009A, $0004 ; Old man - MESSAGE 009A
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dw $1A78, $0378, $0004, $009B, $0004 ; Old man - MESSAGE 009B
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dw $1FF8, $039D, $0001, $0021, $0001 ; Zelda - MESSAGE 0021
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dw $1FF8, $039D, $0002, $0021, $0001 ; Zelda - MESSAGE 0021
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dw $1FF8, $0238, $0004, $0021, $0001 ; Zelda - MESSAGE 0021
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dw $1D78, $1F7F, $0001, $0022, $0001 ; Zelda - MESSAGE 0022
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dw $1D78, $1F7F, $0001, $0023, $0001 ; Zelda - MESSAGE 0023
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dw $1D78, $1F7F, $0002, $002A, $0001 ; Zelda - MESSAGE 002A
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dw $1BD8, $16FC, $0001, $0124, $0006 ; Blind maiden - MESSAGE 0124
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dw $1520, $167C, $0001, $0124, $0006 ; Blind maiden - MESSAGE 0124
|
|
|
|
dw $05AC, $04FC, $0001, $0029, $0001 ; Zelda - MESSAGE 0029
|
|
|
|
; -------------------------------------------------------
|
|
|
|
.overworld_id
|
|
dw $0005 ; OW 05 - West DM (Updated)
|
|
dw $002F ; OW 2F - Tail Palace
|
|
dw $0000 ; OW 00 - Lost woods
|
|
|
|
.coordinates_ow
|
|
dw $0178, $0A63, $0001, $009D, $0004 ; Old man - MESSAGE 009D
|
|
; Y X
|
|
dw $0A88, $0F41, $0000, $FFFF, $000A ; Kiki
|
|
dw $0B37, $0F40, $0001, $FFFF, $000A ; Kiki
|
|
dw $0A62, $0E5B, $0002, $FFFF, $000A ; Kiki
|
|
|
|
dw $00E8, $0090, $0000, $0028, $000E ; MS telepathy - MESSAGE 0028
|
|
|
|
; -------------------------------------------------------
|
|
|
|
.room_boundaries_check
|
|
dw $0000, $001E, $003C, $0046
|
|
dw $005A, $0064, $006E, $0078
|
|
|
|
.ow_boundaries_check
|
|
dw $0000, $000A, $0028, $0032
|
|
}
|
|
|
|
pullpc
|
|
|
|
; =========================================================
|
|
; Minecart Follower Sprite
|
|
|
|
FollowerDraw_CalculateOAMCoords:
|
|
{
|
|
REP #$20
|
|
LDA.b $02 : STA.b ($90),Y
|
|
INY
|
|
|
|
CLC : ADC.w #$0080 : CMP.w #$0180 : BCS .off_screen
|
|
LDA.b $02 : AND.w #$0100 : STA.b $74
|
|
LDA.b $00 : STA.b ($90),Y
|
|
|
|
CLC : ADC.w #$0010 : CMP.w #$0100 : BCC .on_screen
|
|
|
|
.off_screen:
|
|
LDA.w #$00F0 : STA.b ($90),Y
|
|
|
|
.on_screen:
|
|
SEP #$20
|
|
INY
|
|
RTS
|
|
}
|
|
|
|
MinecartFollower_Top:
|
|
{
|
|
SEP #$30
|
|
JSR FollowerDraw_CalculateOAMCoords
|
|
LDA #$08
|
|
JSL OAM_AllocateFromRegionB
|
|
|
|
LDA $02CF : TAY
|
|
LDA .start_index, Y : STA $06
|
|
|
|
PHX
|
|
LDX .nbr_of_tiles, Y ; amount of tiles -1
|
|
LDY.b #$00
|
|
.nextTile
|
|
|
|
PHX ; Save current Tile index
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
PHA ; Keep the value with animation index offset
|
|
ASL A : TAX
|
|
|
|
REP #$20
|
|
|
|
LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
|
|
AND.w #$0100 : STA $0E
|
|
INY
|
|
LDA $00 : CLC : ADC .y_offsets, X : STA ($90), Y
|
|
CLC : ADC #$0010 : CMP.w #$0100
|
|
SEP #$20
|
|
BCC .on_screen_y
|
|
|
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y
|
|
|
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
|
INY
|
|
LDA .chr, X : STA ($90), Y
|
|
INY
|
|
LDA .properties, X : STA ($90), Y
|
|
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY
|
|
|
|
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
|
|
PLY : INY
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.start_index:
|
|
db $00, $02, $04, $06
|
|
.nbr_of_tiles:
|
|
db 1, 1, 1, 1
|
|
.x_offsets:
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
.y_offsets:
|
|
dw -12, -12
|
|
dw -11, -11
|
|
dw -8, -8
|
|
dw -7, -7
|
|
.chr:
|
|
db $40, $40
|
|
db $40, $40
|
|
db $42, $42
|
|
db $42, $42
|
|
.properties:
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
}
|
|
|
|
MinecartFollower_Bottom:
|
|
{
|
|
SEP #$30
|
|
|
|
JSR FollowerDraw_CalculateOAMCoords
|
|
LDA #$08
|
|
JSL OAM_AllocateFromRegionC
|
|
LDA $02CF : TAY
|
|
LDA .start_index, Y : STA $06
|
|
|
|
PHX
|
|
LDX .nbr_of_tiles, Y ; amount of tiles -1
|
|
LDY.b #$00
|
|
.nextTile
|
|
|
|
PHX ; Save current Tile Index?
|
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
|
PHA ; Keep the value with animation index offset?
|
|
ASL A : TAX
|
|
|
|
REP #$20
|
|
|
|
LDA $02 : CLC : ADC .x_offsets, X : STA ($90), Y
|
|
AND.w #$0100 : STA $0E
|
|
INY
|
|
LDA $00 : CLC : ADC .y_offsets, X : STA ($90), Y
|
|
CLC : ADC #$0010 : CMP.w #$0100
|
|
SEP #$20
|
|
BCC .on_screen_y
|
|
|
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
|
STA $0E
|
|
.on_screen_y
|
|
|
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
|
INY
|
|
LDA .chr, X : STA ($90), Y
|
|
INY
|
|
LDA .properties, X : STA ($90), Y
|
|
|
|
PHY
|
|
|
|
TYA : LSR #2 : TAY
|
|
|
|
LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
|
|
|
PLY : INY
|
|
PLX : DEX : BPL .nextTile
|
|
|
|
PLX
|
|
|
|
RTS
|
|
|
|
.start_index:
|
|
db $00, $02, $04, $06
|
|
.nbr_of_tiles:
|
|
db 1, 1, 1, 1
|
|
.x_offsets:
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
dw -8, 8
|
|
.y_offsets:
|
|
dw 4, 4
|
|
dw 5, 5
|
|
dw 8, 8
|
|
dw 9, 9
|
|
.chr:
|
|
db $60, $60
|
|
db $60, $60
|
|
db $62, $62
|
|
db $62, $62
|
|
.properties:
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
db $3D, $7D
|
|
}
|
|
|
|
; Minecart Follower Main Routine and Draw
|
|
DrawMinecartFollower:
|
|
{
|
|
JSL $099EFC ; Follower_Initialize
|
|
|
|
LDX $012B
|
|
LDA .direction_to_anim, X
|
|
STA $02CF
|
|
|
|
JSR FollowerDraw_CachePosition
|
|
JSR MinecartFollower_Top
|
|
JSR MinecartFollower_Bottom
|
|
|
|
LDA.b $11 : BNE .dont_spawn
|
|
LDA !LinkInCart : BEQ .dont_spawn
|
|
LDA.b #$A3
|
|
JSL Sprite_SpawnDynamically
|
|
TYX
|
|
JSL Sprite_SetSpawnedCoords
|
|
LDA.w !MinecartDirection : CMP.b #$00 : BEQ .vert_adjust
|
|
CMP.b #$02 : BEQ .vert_adjust
|
|
LDA POSY : CLC : ADC #$08 : STA.w SprY, X
|
|
LDA POSX : STA.w SprX, X
|
|
JMP .finish_prep
|
|
.vert_adjust
|
|
LDA POSY : STA.w SprY, X
|
|
LDA POSX : CLC : ADC #$02 : STA.w SprX, X
|
|
.finish_prep
|
|
LDA POSYH : STA.w SprYH, X
|
|
LDA POSXH : STA.w SprXH, X
|
|
LDA.w !MinecartDirection : CLC : ADC.b #$03 : STA.w SprSubtype, X
|
|
|
|
LDA .direction_to_anim, X : STA $0D90, X
|
|
JSL Sprite_Minecart_Prep
|
|
LDA.b #$00 : STA.l $7EF3CC
|
|
.dont_spawn
|
|
RTS
|
|
|
|
.direction_to_anim
|
|
db $02, $00, $02, $00
|
|
}
|
|
|
|
FollowerDraw_CachePosition:
|
|
{
|
|
LDX.b #$00
|
|
|
|
LDA.w $1A00, X : STA.b $00
|
|
LDA.w $1A14, X : STA.b $01
|
|
LDA.w $1A28, X : STA.b $02
|
|
LDA.w $1A3C, X : STA.b $03
|
|
LDA.w $1A64, X : STA.b $05
|
|
|
|
; -------------------------
|
|
AND.b #$20
|
|
LSR A
|
|
LSR A
|
|
TAY
|
|
|
|
LDA.b $05
|
|
AND.b #$03
|
|
STA.b $04
|
|
|
|
STZ.b $72
|
|
; Vanilla game would check some priority and collision
|
|
; variables based on the follower here and manipulate $72
|
|
; if the player was immobile.
|
|
|
|
CLC : ADC $04 : STA $04
|
|
TYA : CLC : ADC $04 : STA $04
|
|
; -------------------------
|
|
|
|
REP #$20
|
|
LDA $0FB3 : AND.w #$00FF : ASL A : TAY
|
|
LDA $20 : CMP $00 : BEQ .check_priority_for_region
|
|
BCS .use_region_b
|
|
BRA .use_region_a
|
|
.check_priority_for_region
|
|
LDA $05 : AND.w #$0003 : BNE .use_region_b
|
|
.use_region_a
|
|
LDA.w .oam_region_offsets_a, Y
|
|
BRA .set_region
|
|
.use_region_b
|
|
LDA.w .oam_region_offsets_b, Y
|
|
|
|
.set_region
|
|
|
|
PHA
|
|
|
|
LSR #2 : CLC : ADC.w #$0A20 : STA $92
|
|
PLA : CLC : ADC.w #$0800 : STA $90
|
|
|
|
LDA $00 : SEC : SBC $E8 : STA $06
|
|
LDA $02 : SEC : SBC $E2 : STA $08
|
|
|
|
SEP #$20
|
|
|
|
LDA.w $02D7
|
|
INC A
|
|
CMP.b #$03
|
|
BNE .set_repri
|
|
|
|
LDA.b #$00
|
|
|
|
.set_repri
|
|
STA.w $02D7
|
|
|
|
LDA $02D7 : ASL #2 : STA $05
|
|
TXA : CLC : ADC $05 : TAX
|
|
|
|
REP #$20
|
|
|
|
LDA $06 : CLC : ADC.w #$0010 : STA $00
|
|
LDA $08 : STA $02
|
|
STZ $74
|
|
|
|
SEP #$20
|
|
|
|
RTS
|
|
|
|
.oam_region_offsets_a
|
|
dw $0170
|
|
dw $00C0
|
|
|
|
.oam_region_offsets_b
|
|
dw $01C0
|
|
dw $0110
|
|
}
|
|
|
|
|
|
CheckForMinecartFollowerDraw:
|
|
{
|
|
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 |