backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)
This commit is contained in:
44
assets/patches/Misc/Big Bomb Requirements.asm
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44
assets/patches/Misc/Big Bomb Requirements.asm
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;#ENABLED=True
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;#PATCH_NAME=Big Bomb requirement
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;#PATCH_AUTHOR=Zarby89,kan
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Modify the crystal and dwarf requirements for the big bomb
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;If SmithRequirement is set to 20, you will need to save the Smith first
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Crystals Required
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;#type=bitfield
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;#bit0=Crystal 6
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;#bit1=Crystal 1
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;#bit2=Crystal 5
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;#bit3=Crystal 7
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;#bit4=Crystal 2
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;#bit5=Crystal 4
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;#bit6=Crystal 3
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!CrystalRequirement =$02
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;#name=Required smith saved?
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;#type=bool
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;#uncheckedvalue=$00
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;#checkedvalue=$20
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!SmithRequirement =$00
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;#DEFINE_END
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pushpc
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org $1EE16A
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LDA.l $7EF37A : AND.b #!CrystalRequirement : CMP.b #!CrystalRequirement
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skip 2
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LDA.l $7EF3C9 : AND.b #!SmithRequirement
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pullpc
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41
assets/patches/Misc/HoleOverlayFix.asm
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41
assets/patches/Misc/HoleOverlayFix.asm
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@@ -0,0 +1,41 @@
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;#ENABLED=True
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;#PATCH_NAME=Hole Overlay Fix
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;#PATCH_AUTHOR=kan
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Allow the floor collision of the hole overlay to work on every floor types
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;#ENDPATCH_DESCRIPTION
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pushpc
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org $01B83E : JSL FigureOutFloor1
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; change comparisons to our dynamic values
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org $01FE6C : CMP.w $0318
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org $01FE71 : CMP.w $031A
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pullpc
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;===================================================================================================
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; Find floor 1 index and save its tiles
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FigureOutFloor1:
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REP #$30
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LDX.w $046A ; read floor 1 index
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; this reuses some memory related to conveyors
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; the memory is very temporary so it should be safe
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; databank is 0, so we can use abs,X
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LDA.w $009B52+0,X ; find top tile
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AND.w #$03FE ; isolate tile name
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STA.w $0318 ; save tile
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LDA.w $009B52+8,X ; find bottom tile
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AND.w #$03FE ; isolate tile name
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STA.w $031A ; save tile
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LDA.b $BA ; vanilla code and return
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RTL
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13
assets/patches/Misc/IntroSkip.asm
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13
assets/patches/Misc/IntroSkip.asm
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@@ -0,0 +1,13 @@
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;#ENABLED=true
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;#PATCH_NAME=Intro skip
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;#PATCH_AUTHOR=kan
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Skip the intro sooner
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;#ENDPATCH_DESCRIPTION
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pushpc
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org $0CC123
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db 4
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pullpc
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39
assets/patches/Misc/JP1.0 Glitches.asm
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39
assets/patches/Misc/JP1.0 Glitches.asm
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;#ENABLED=True
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;#PATCH_NAME=1.0 Glitches
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;#PATCH_AUTHOR=kan
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Restore the JP 1.0 glitches
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Mirror block erase
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;#type=bool
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!MirrorEraseBlock = $00
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;#name=Spin speed and Item dash
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;#type=bool
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!SpinSpeedItemDash = $00
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;#name=Fake flippers
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;#type=bool
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!FakeFlippers = $00
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;#DEFINE_END
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pushpc
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if !MirrorEraseBlock == 1
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org $07A969
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JMP.w $07A970
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endif
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if !SpinSpeedItemDash == 1
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org $0781C0
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BRA + : NOP #4 : +
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endif
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if !FakeFlippers == 1
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org $079665
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JMP.w $07966C
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endif
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pullpc
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39
assets/patches/Misc/Link Bed Start Position.asm
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39
assets/patches/Misc/Link Bed Start Position.asm
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@@ -0,0 +1,39 @@
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;#ENABLED=True
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;#PATCH_NAME=Link Bed Starting Position
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;#PATCH_AUTHOR=Zarby89, Jared_Brian_, kan
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Changes where Link spawns during the opening bed cutscene
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;Positions can be found by temporarily moving the Link's house entrance to
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;the desired location
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Link Y Position
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;#type=word
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!LinkYPosition = $2182
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;#name=Link Y Position
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;#type=word
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!LinkXPosition = $095B
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;#DEFINE_END
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; Link sleep position changes
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org $079A31
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LDA.w #!LinkYPosition : STA.b $20 ; Y link position in bed
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LDA.w #!LinkXPosition : STA.b $22 ; X link position in bed
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org $05DE52 ; These values should be the same as the ones above
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LDA.b #!LinkXPosition : STA.w $0FC2 ; X link position in bed
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LDA.b #!LinkXPosition>>8 : STA.w $0FC3 ; X link position in bed
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LDA.b #!LinkYPosition : STA.w $0FC4 ; Y link position in bed
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LDA.b #!LinkYPosition>>8 : STA.w $0FC5 ; Y link position in bed
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org $0980B7
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LDA.w #(!LinkYPosition+8) : STA.b $00 ; Y link sheet in bed
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LDA.w #(!LinkXPosition-8) : STA.b $02 ; X link sheet in bed
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org $05DE8C
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LDA.b #(!LinkYPosition-3) : STA.b $20 ; Y link position in bed when awoken
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LDA.b #(!LinkYPosition-3)>>8 : STA.b $21 ; Y link position in bed when awoken
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28
assets/patches/Misc/NoRocks.asm
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28
assets/patches/Misc/NoRocks.asm
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@@ -0,0 +1,28 @@
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;#ENABLED=True
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;#PATCH_NAME=No Hardcoded Rocks
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;#PATCH_AUTHOR=Jared_Brian_
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Removes the 2 hardcoded rocks that get placed in area 33 and 2F.
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Remove rock in area 33.
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;#type=bool
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!RemoveRock1 = $01
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;#name=Remove rock in area 2F.
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;#type=bool
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!RemoveRock2 = $01
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;#DEFINE_END
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pushpc
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if !RemoveRock1 == 1
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org $02EF33
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NOP #4
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endif
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if !RemoveRock2 == 1
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org $02EF3C
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NOP #4
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endif
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pullpc
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51
assets/patches/Misc/Rainstate Skip.asm
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51
assets/patches/Misc/Rainstate Skip.asm
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@@ -0,0 +1,51 @@
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;#ENABLED=True
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;#PATCH_NAME=Rainstate Skip
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;#PATCH_AUTHOR=Zarby89
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Skips over gamestates 0 and 1 (rain) straight to 2 (Zelda rescued)
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;Setting BedIntro to 00 will keep the opening bed sequence
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;#ENDPATCH_DESCRIPTION
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lorom
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;#DEFINE_START
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;#name=Remove bed intro
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;#type=bool
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!BedIntro = $00
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;#DEFINE_END
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if !BedIntro == 00
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pushpc
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org $828356
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JSL NewIntroRain
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pullpc
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NewIntroRain:
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LDA.l $7EF3C5 : BNE +
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LDA.b #$02 : STA.l $7EF3C5 ; Set Game mode on 2
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PHX
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JSL $80FC62 ; Sprite_LoadGfxProperties.justLightWorld
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PLX
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LDA.b #$00 ; will take care of the bed intro wether we are in game rainstate or not
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+ RTL
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else
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pushpc
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org $0CD8F6
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JSL NewIntroRain
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pullpc
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NewIntroRain:
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PHA
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LDA.w #$1002
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STA.l $7003C5, X
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PLA
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STA.l $7003D9, X
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RTL
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endif
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30
assets/patches/Misc/TorchTags.asm
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30
assets/patches/Misc/TorchTags.asm
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@@ -0,0 +1,30 @@
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;#ENABLED=True
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;#PATCH_NAME=Torch Tags
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;#PATCH_AUTHOR=Jared_Brian_
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Changes the number of torches required to open doors and chests when using the "Light_Torches_to_Open" and "Light_Torches_to_get_Chest" tags.
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=torches required to make a chest appear.
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;#type=word
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;#range=$01,$08
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!ChestTorches =$01
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;#name=torches required to open a door.
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;#type=word
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;#range=$01,$08
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!DoorTorches =$08
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;#DEFINE_END
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pushpc
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; Changes the amount of torches required to make a chest appear.
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org $01C8CA
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dw !ChestTorches
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; Changes the amount of torches required to open a door.
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org $01C645
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dw !DoorTorches
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pullpc
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153
assets/patches/Misc/Weathervane.asm
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153
assets/patches/Misc/Weathervane.asm
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@@ -0,0 +1,153 @@
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;#ENABLED=True
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;=========================
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;TODO FINISH ADDING DEFINES
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;INCOMPLETE PATCH
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;==========================
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;#PATCH_NAME=Weathervane Position
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;#PATCH_AUTHOR=Jared_Brian_
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;#PATCH_VERSION=1.0
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;#PATCH_DESCRIPTION
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;Modify the position of where you need to use the flute to destroy weathervane and spawn bird
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;#ENDPATCH_DESCRIPTION
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!AREAID = $34
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; Weather vane explosion changes:
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; Let the flute work in special areas.
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org $07A40A
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NOP : NOP
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org $07A418
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JML NewVaneCheck
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org $07A441
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VanePassed:
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org $07A44F
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VaneFailed:
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org $07A453
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SpawnBird:
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; Disable the area check for the weather vane sprite.
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org $06C2EB
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LDA $8A : CMP.b #!AREAID : BNE .outside_village
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; Check if we have the flute activated already:
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LDA $7EF34C : CMP.b #$03 : BNE .player_lacks_bird_enabled_flute
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STZ $0DD0, X
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.player_lacks_bird_enabled_flute
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RTS
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.outside_village
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; What to do in an area outside of the village:
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LDA $7EF34C : AND.b #$02 : BEQ .player_lacks_flute_completely
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STZ $0DD0, X ; Suicide.
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.player_lacks_flute_completely
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RTS
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warnpc $06C309
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; Tile 1
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org $1BC226
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dw $06CA
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; Tile 2
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org $1BC232
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dw $06CE
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; Tile 3
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org $1BC243
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dw #$074C
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; Bird coords
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org $098DC1
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LDA.w #$08C8 : STA $00
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LDA.w #$0460 : STA $02
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; Vane Debris coords
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org $098CED
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.y_coords
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db $F4, $E7, $E4, $E6, $E4, $EC, $E4, $E4, $EC, $E5, $F4, $E4
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.x_coords
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db $7C, $5E, $6C, $60, $62, $64, $7C, $60, $64, $62, $60, $6C
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; Debris Y high byte
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org $098D65
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db $08
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; Debris X high byte
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org $098D72
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db $04
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pullpc ; Continue extended space.
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NewVaneCheck:
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{
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REP #$20
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; Check if its the master sword area.
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LDA $8A : CMP.w #!AREAID : BNE .not_weathervane_trigger2
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LDA $20
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CMP.w #$0068 : BCC .not_weathervane_trigger1
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CMP.w #$00A0 : BCS .not_weathervane_trigger1
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LDA $22
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CMP.w #$0040 : BCC .not_weathervane_trigger1
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CMP.w #$00A0 : BCS .not_weathervane_trigger1
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SEP #$20
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; Cancel other sounds
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STZ $012E
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STZ $012F
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; Stop player input
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INC InCutScene
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; Trigger Zelda
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INC $0642
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JML VaneFailed
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.not_weathervane_trigger2
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SEP #$20
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; Check if we already have the bird.
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LDA $7EF34C : CMP.b #$02 : BNE .travel_bird_not_already_released
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REP #$20
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; Check the area for #$22.
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LDA $8A : CMP.w #$0022 : BNE .not_weathervane_trigger1
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LDA $20
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CMP.w #$0900 : BCC .not_weathervane_trigger1
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CMP.w #$0920 : BCS .not_weathervane_trigger1
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LDA $22
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CMP.w #$0450 : BCC .not_weathervane_trigger1
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CMP.w #$0470 : BCS .not_weathervane_trigger1
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SEP #$20
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LDA $7EF2A2 : ORA.b #$20 : STA $7EF2A2
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REP #$20
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STZ FluteIndex
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JML VanePassed
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.not_weathervane_trigger1
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JML VaneFailed
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.travel_bird_not_already_released
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JML SpawnBird
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}
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pushpc ; Pause expanded space.
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; ==============================================================================
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Reference in New Issue
Block a user