Light World ~ Turtle Rock Peg Positions
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20151106

Light World ~ Turtle Rock Peg Positions
- Code:
; ==============================================================================
; $75D61-$75D66
LwTurtleRockPegPositions:
{
dw $0826
dw $05A0
dw $081A
}
; *$75D67-$75DFB LONG
HandlePegPuzzles:
{
LDA $8A : CMP.w #$0007
BNE .notLwTurtleRock
LDA $7EF287 : AND.w #$0020
BNE .warpAlreadyOpen
; Y in this routine apparently contains the map16 address of the peg tile that Link hit
STY $00
LDX $04C8 : CPX.w #$FFFF
BEQ .puzzleFailed
; As you all probably realize, the 3 pegs in this area have to be hit in a specific order
; in order for the warp to open up. If you fail, you have to exit the screen and come back.
; That's what $04C8 being -1 (0xFFFF) indicates
LDA LwTurtleRockPegPositions, X : CMP $00
BNE .puzzleFailed
; Play the successful puzzle step sound effect
LDA.w #$2D00 : STA $012E
; Move to the next peg
INX #2 : STX $04C8 : CPX.w #$0006
BNE .puzzleIncomplete
; Play mystery solved sound effect
LDA.w #$1B00 : STA $012E
; Set a flag so that next time we enter this screen
; The puzzle will already be complete
LDA $7EF287 : ORA.w #$0020 : STA $7EF287
SEP #$20
LDA.b #$2F : STA $11
REP #$20
.puzzleIncomplete
LDX $00
RTL
.puzzleFailed
LDA.w #$003C : STA $012E
LDA.w #$FFFF : STA $04C8
LDX $00
.warpAlreadyOpen
RTL
.notLwTurtleRock
CMP.w #$0062
BNE .notDwSmithyHouse
INC $04C8
LDA $04C8 : CMP.w #$0016
BNE .notEnoughPegs
PHX
SEP #$20
LDA $7EF2E2 : ORA.b #$20 : STA $7EF2E2
LDA.b #$1B : STA $012F
REP #$20
LDA.w #$0050 : STA $0692
LDA.w #$0D20 : STA $0698
JSL Overworld_DoMapUpdate32x32_Long
REP #$30
PLX
.notDwSmithyHouse
.notEnoughPegs
RTL
}
; $75DFC-$75E28 LONG
{
LDA $B0 : BNE BRANCH_ALPHA
LDA.b #$29 : STA $012E
JML $0EF404 ; $77404 IN ROM
BRANCH_ALPHA:
JSL $00EEF1 ; $6EF1 IN ROM
REP #$30
LDA $7EC009 : CMP.w #$00FF : BNE BRANCH_BETA
STA $7EC007
STA $7EC009
SEP #$30
INC $B0
RTL
BRANCH_BETA:
JML $0EF48C ; $7748C IN ROM
}
Founder- Since : 2012-06-19

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