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Jan 16th, 2019
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  1. ;This saves information.
  2. incsrc "../blocks/RelativeTeleportDefines/Defines.asm"
  3. LDA #$01 ;\Set relative warp mode.
  4. STA !Freeram_PlayerInfoSave ;/
  5. LDA $7B ;\Save X speed
  6. STA !Freeram_PlayerInfoSave+$01 ;/
  7. LDA $7D ;\Save Y speed
  8. STA !Freeram_PlayerInfoSave+$02 ;/
  9. LDA $76 ;\Facing direction
  10. STA !Freeram_PlayerInfoSave+$03 ;/
  11. LDA $13E4|!addr ;\Dash timer
  12. STA !Freeram_PlayerInfoSave+$04 ;/
  13. LDA $140D|!addr ;\Spinjump flag
  14. STA !Freeram_PlayerInfoSave+$05 ;/
  15. LDA $1407|!addr ;\Cape phase
  16. STA !Freeram_PlayerInfoSave+$06 ;/
  17. LDA $1408|!addr ;\Cape glide change index
  18. STA !Freeram_PlayerInfoSave+$07 ;/
  19. LDA $14A6|!addr ;\Cape spin timer
  20. STA !Freeram_PlayerInfoSave+$08 ;/
  21. LDA $72 ;\Air flag
  22. STA !Freeram_PlayerInfoSave+$09 ;/
  23.  
  24. ;.HandleYoshiFacing
  25. ; LDA $187A|!addr ;\If not riding yoshi, don't set sprite table facing
  26. ; BEQ + ;/
  27. ; if !sa1 == 0
  28. ; LDX.b #12-1
  29. ; else
  30. ; LDX.b #22-1
  31. ; endif
  32. ; -
  33. ; LDA $7FAB10,x ;>May need to change this for SA-1 (custom sprite bit)
  34. ; AND.b #%00001000 ;\If custom sprite, next slot
  35. ; BNE ++ ;/
  36. ; LDA !9E,x ;\If other than yoshi, next slot
  37. ; CMP #$35 ;|
  38. ; BNE ++ ;/
  39. ; LDA !157C,x ;>Yoshi's facing direction
  40. ; STA !Freeram_PlayerInfoSave+$0A ;>Save it
  41.  
  42. ; ++
  43. ; DEX ;\Even if its yoshi, it still loops next slot just in case of a double-yoshi
  44. ; BPL - ;/
  45.  
  46. ; +
  47. LDA #$06 ;\Teleport player.
  48. STA $71 ;|
  49. STZ $89 ;|
  50. STZ $88 ;/
  51. RTL
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