backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)
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43
assets/patches/Sprites/Eye Lasers Active.asm
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43
assets/patches/Sprites/Eye Lasers Active.asm
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@@ -0,0 +1,43 @@
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;#PATCH_NAME=Eye Lasers Active
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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 wall eye lasers to always be active or always inactive reguardless of what X position they are placed on.
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;Normally in vanilla every other X position is set to be inactive unless link is looking directly at them.
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;#ENDPATCH_DESCRIPTION
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;#DEFINE_START
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;#name=Active?
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;#type=bool
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!EyeActive = $00
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;#DEFINE_END
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pushpc
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if !EyeActive == $00
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; Make it so the eye lazers are always inactive reguardless of what X position they are placed on.
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org $1EA50B
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; Replaced code:
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; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X
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NOP #5 : LDA.b #$00 : STA $0EB0, X
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org $1EA52C
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; Replace code:
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; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X
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NOP #3 : LDA.b #$00 : STA $0EB0, X
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elseif !EyeActive == $01
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; Make it so the eye lazers are always active reguardless of what X position they are placed on.
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org $1EA50B
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; Replaced code:
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; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X
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NOP #5 : LDA.b #$01 : STA $0EB0, X
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org $1EA52C
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; Replace code:
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; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X
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NOP #3 : LDA.b #$01 : STA $0EB0, X
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endif
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pullpc
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