;#PATCH_NAME=Eye Lasers Active ;#PATCH_AUTHOR=Jared_Brian_ ;#PATCH_VERSION=1.0 ;#PATCH_DESCRIPTION ;Changes the wall eye lasers to always be active or always inactive reguardless of what X position they are placed on. ;Normally in vanilla every other X position is set to be inactive unless link is looking directly at them. ;#ENDPATCH_DESCRIPTION ;#DEFINE_START ;#name=Active? ;#type=bool !EyeActive = $00 ;#DEFINE_END pushpc if !EyeActive == $00 ; Make it so the eye lazers are always inactive reguardless of what X position they are placed on. org $1EA50B ; Replaced code: ; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X NOP #5 : LDA.b #$00 : STA $0EB0, X org $1EA52C ; Replace code: ; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X NOP #3 : LDA.b #$00 : STA $0EB0, X elseif !EyeActive == $01 ; Make it so the eye lazers are always active reguardless of what X position they are placed on. org $1EA50B ; Replaced code: ; LDA $0D10, X : AND.b #$10 : EOR.b #$10 : STA !requires_facing, X NOP #5 : LDA.b #$01 : STA $0EB0, X org $1EA52C ; Replace code: ; LDA $0D00, X : AND.b #$10 : STA !requires_facing, X NOP #3 : LDA.b #$01 : STA $0EB0, X endif pullpc