497 lines
9.6 KiB
NASM
497 lines
9.6 KiB
NASM
; =========================================================
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; World Map Module
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org $0AC589
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WorldMapIcon_AdjustCoordinate:
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org $0AC51C
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WorldMap_HandleSpriteBlink:
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; Map icon
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; 0x00 - Red X on castle | Save zelda
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; 0x01 - Red X on Kakariko | Talk to villagers about elders
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; 0x02 - Red X on Eastern | Talk to Sahasrahla
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; 0x03 - Pendants and MS | Obtain the master sword
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; 0x04 - Master sword on LW | Grab the master sword
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; 0x05 - Skull on castle | Kill Agahnim
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; 0x06 - Crystal on POD | Get the first crystal
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; 0x07 - Crystals | Get all 7 crystals
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; 0x08 - Skull on GT | Climb Ganon's Tower
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MAPICON = $7EF3C7
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; Removed mirror portal draw and pyramid open code
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org $0ABF90
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MapIconDraw:
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{
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; .dont_draw_link
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LDA.l $7EC108
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PHA
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LDA.l $7EC109
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PHA
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LDA.l $7EC10A
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PHA
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LDA.l $7EC10B
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PHA
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;-----------------------------------
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.draw_prizes
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LDA.b $8A : AND.b #$40 : BEQ .lwprizes
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; X position
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LDA.b #$00 : STA.l $7EC10B
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LDA.b #$89 : STA.l $7EC10A ; Upper nybble control Zoomed low X pos
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; Y position
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LDA.b #$00 : STA.l $7EC109
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LDA.b #$E4 : STA.l $7EC108 ; Upper nybble control Zoomed low Y pos
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; Tile GFX
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LDA.b #$66 : STA.b $0D
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LDA.b #$34 : STA.b $0C
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; Tile Size
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0E : STA.l $7EC025 ; OAM Slot used
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JSR HandleMapDrawIcon
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JMP restore_coords_and_exit
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.lwprizes
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; Draw Crystal 1
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LDA.l $7EF37A : AND #$02 : BNE .skip_draw_0
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; X position
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LDA.b #$00 : STA.l $7EC10B
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LDA.b #$87 : STA.l $7EC10A
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; Y position
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LDA.b #$04 : STA.l $7EC109
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LDA.b #$01 : STA.l $7EC108
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; Tile GFX
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LDA.b #$64 : STA.b $0D
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LDA.b #$38 : STA.b $0C
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; Tile Size
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0E : STA.l $7EC025 ; OAM Slot used
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JSR HandleMapDrawIcon
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.skip_draw_0
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; Draw Crystal 2
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LDA.l $7EF37A : AND #$10 : BNE .skip_draw_1
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; X position (2)
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LDA.b #$1E : STA.l $7EC10B
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LDA.b #$A0 : STA.l $7EC10A
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; Y position (2)
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LDA.b #$09 : STA.l $7EC109
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LDA.b #$74 : STA.l $7EC108
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LDA.b #$64 : STA.b $0D
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LDA.b #$34 : STA.b $0C ; Tile GFX
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$08 : STA.l $7EC025
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JSR HandleMapDrawIcon
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.skip_draw_1
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; Draw Crystal 3
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LDA.l $7EF37A : AND #$40 : BNE .skip_draw_2
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; X position
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LDA.b #$08 : STA.l $7EC10B
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LDA.b #$10 : STA.l $7EC10A
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; Y position
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LDA.b #$04 : STA.l $7EC109
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LDA.b #$0E : STA.l $7EC108
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LDA.b #$64 : STA.b $0D
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LDA.b #$34 : STA.b $0C ; Tile GFX
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0D : STA.l $7EC025
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JSR HandleMapDrawIcon
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.skip_draw_2
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; Draw Crystal 4
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LDA.l $7EF37A : AND #$01 : BNE .skip_draw_3
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; X position
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LDA.b #$0E : STA.l $7EC10B
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LDA.b #$5E : STA.l $7EC10A
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; Y position
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LDA.b #$06 : STA.l $7EC109
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LDA.b #$68 : STA.l $7EC108
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LDA.b #$64 : STA.b $0D
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LDA.b #$3C : STA.b $0C ; Tile GFX
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0B : STA.l $7EC025
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JSR HandleMapDrawIcon
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.skip_draw_3
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; Draw Crystal 5
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LDA.l $7EF37A : AND #$20 : BNE .skip_draw_4
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; X position
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LDA.b #$0C : STA.l $7EC10B
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LDA.b #$34 : STA.l $7EC10A
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; Y position
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LDA.b #$00 : STA.l $7EC109
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LDA.b #$0E : STA.l $7EC108
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LDA.b #$64 : STA.b $0D
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LDA.b #$34 : STA.b $0C ; Tile GFX
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$09 : STA.l $7EC025
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JSR HandleMapDrawIcon
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.skip_draw_4
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; Draw Crystal 6
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LDA.l $7EF37A : AND #$04 : BNE .skip_draw_5
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; X position (6)
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LDA.b #$0D : STA.l $7EC10B
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LDA.b #$05 : STA.l $7EC10A
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; Y position (6)
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LDA.b #$0D : STA.l $7EC109
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LDA.b #$09 : STA.l $7EC108
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LDA.b #$64 : STA.b $0D
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LDA.b #$32 : STA.b $0C ; Tile GFX
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0A : STA.l $7EC025
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JSR HandleMapDrawIcon
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.skip_draw_5
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; Draw Crystal 7
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LDA.l $7EF37A : AND #$08 : BNE .skip_draw_6
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; X position
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LDA.b #$00 : STA.l $7EC10B
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LDA.b #$F4 : STA.l $7EC10A
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; Y position
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LDA.b #$0D : STA.l $7EC109
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LDA.b #$0E : STA.l $7EC108
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LDA.b #$64 : STA.b $0D
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LDA.b #$32 : STA.b $0C ; Tile GFX
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0C : STA.l $7EC025
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JSR HandleMapDrawIcon
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.skip_draw_6
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; ; Hall of Secrets X
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; LDA.l $7EF37A : AND #$20 : BNE .skip_draw_x
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; ; X position
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; LDA.b #$0D : STA.l $7EC10B
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; LDA.b #$00 : STA.l $7EC10A
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; ; Y position
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; LDA.b #$03 : STA.l $7EC109
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; LDA.b #$54 : STA.l $7EC108
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; LDA.b #$68 : STA.b $0D
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; LDA.b #$34 : STA.b $0C ; Tile GFX
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; LDA.b #$00 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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; LDA.b #$07 : STA.l $7EC025
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; JSR HandleMapDrawIcon_noflash
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; .skip_draw_x
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JMP restore_coords_and_exit
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}
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HandleMapDrawIcon:
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{
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LDA.b $1A
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AND.b #$10
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BNE .skip_draw ; Timer to make it flash
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.noflash ; ALTERNATE ENTRY POINT
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JSR WorldMapIcon_AdjustCoordinate
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LDA.l $7EC025 : TAX
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JSR WorldMap_CalculateOAMCoordinates
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BCC .skip_draw
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LDA.l $7EC025 : TAX
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LDA.b #$02
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JSR WorldMap_HandleSpriteBlink
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.skip_draw
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RTS
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}
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FixMaskPaletteOnExit:
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{
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JSL Palette_ArmorAndGloves
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LDA.l $7EC229
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RTL
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}
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org $0ABC76
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JSL FixMaskPaletteOnExit
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org $0AC589
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RTS
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org $0AC38A
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restore_coords_and_exit:
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{
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PLA : STA.l $7EC10B
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PLA : STA.l $7EC10A
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PLA : STA.l $7EC109
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PLA : STA.l $7EC108
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RTS
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}
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WorldMap_CalculateOAMCoordinates:
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; =========================================================
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; Gfx Notes
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; 0x0C4000 to 0x0C8000 for the map gfx
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; patch a new rom with your map data/gfx
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; create a new bin file out of these bytes
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; OverworldMap.asm you can copy everything from start to line 214
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; and 264 to 272 if you want palettes in asm too
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; 0AC727 (pc: 054727) to 0AD726 (pc: 055726) 0x1000 bytes
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; =========================================================
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; LW OVERWORLD MAP
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; =========================================================
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org $008E54 ;STZ $2115
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JSL DMAOwMap
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RTS
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org $00E399
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JSL DMAOwMapGfx
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RTL
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; =========================================================
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; DW OVERWORLD MAP
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; =========================================================
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org $008FF3
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RTS ; do not do anything during the DW update we'll handle it in the LW routine
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org $3D8000
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LWWorldMap_Tiles:
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incbin world_map/LwMapTileset.bin
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LWWorldMap_Gfx:
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incbin world_map/LwMapGfx.bin
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org $3E8000
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DWWorldMap_Tiles:
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incbin world_map/DwMapTileset.bin
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DWWorldMap_Gfx:
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incbin world_map/DwMapGfx.bin
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DMAOwMap:
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{
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JSL Palette_ArmorAndGloves
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LDA $8A : AND #$40 : BEQ .LWMAP
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JMP .DWMAP
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.LWMAP
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STZ.w $2115
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LDA.b #LWWorldMap_Tiles>>16
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STA.w $4304
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REP #$20
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LDA.w #$1800
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STA.w $4300
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STZ.b $04
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STZ.b $02
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LDY.b #$01
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LDX.b #$00
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.next_quadrant
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LDA.w #$0020
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STA.b $06
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LDA.l .vram_offset,X
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STA.b $00
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.next_row
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LDA.b $00
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STA.w $2116
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CLC
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ADC.w #$0080
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STA.b $00
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LDA.b $02
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CLC
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ADC.w #LWWorldMap_Tiles
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STA.w $4302
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LDA.w #$0020
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STA.w $4305
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STY.w $420B
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CLC
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ADC.b $02
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STA.b $02
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DEC.b $06
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BNE .next_row
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INC.b $04
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INC.b $04
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LDX.b $04
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CPX.b #$08
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BNE .next_quadrant
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SEP #$20
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RTL
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.vram_offset
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dw $0000, $0020, $1000, $1020
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.DWMAP
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STZ.w $2115
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LDA.b #DWWorldMap_Tiles>>16
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STA.w $4304
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REP #$20
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LDA.w #$1800
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STA.w $4300
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STZ.b $04
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STZ.b $02
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LDY.b #$01
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LDX.b #$00
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.next_quadrant2
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LDA.w #$0020
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STA.b $06
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LDA.l .vram_offset,X
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STA.b $00
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.next_row2
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LDA.b $00
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STA.w $2116
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CLC
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ADC.w #$0080
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STA.b $00
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LDA.b $02
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CLC
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ADC.w #DWWorldMap_Tiles
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STA.w $4302
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LDA.w #$0020
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STA.w $4305
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STY.w $420B
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CLC
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ADC.b $02
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STA.b $02
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DEC.b $06
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BNE .next_row2
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INC.b $04
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INC.b $04
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LDX.b $04
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CPX.b #$08
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BNE .next_quadrant2
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SEP #$20
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RTL
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}
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DMAOwMapGfx:
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{
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LDA $8A : AND #$40 : BNE .DWMAP
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LDA.b #LWWorldMap_Gfx>>16 : STA $02
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LDA.b #$80 : STA $2115
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STZ $2116 : STZ $2117
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REP #$10
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LDY.w #LWWorldMap_Gfx : STY $00
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LDY.w #$0000
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.writeChr
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LDA [$00], Y : STA $2119 : INY
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LDA [$00], Y : STA $2119 : INY
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LDA [$00], Y : STA $2119 : INY
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LDA [$00], Y : STA $2119 : INY
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CPY.w #$4000 : BNE .writeChr
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SEP #$10
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RTL
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.DWMAP
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LDA.b #DWWorldMap_Gfx>>16 : STA $02
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LDA.b #$80 : STA $2115
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STZ $2116 : STZ $2117
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REP #$10
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LDY.w #DWWorldMap_Gfx : STY $00
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LDY.w #$0000
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.writeChr2
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LDA [$00], Y : STA $2119 : INY
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LDA [$00], Y : STA $2119 : INY
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LDA [$00], Y : STA $2119 : INY
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LDA [$00], Y : STA $2119 : INY
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CPY.w #$4000 : BNE .writeChr2
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SEP #$10
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RTL
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}
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org $0ADC27
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DWPalettes:
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incbin world_map/dw_palette.bin
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