Palette_ArmorAndGloves: { ;DEDF9 LDA !RANDOM_SPRITE_FLAG : BNE .continue LDA.b #$10 : STA $BC ; Load Original Sprite Location REP #$21 LDA $7EF35B JSL $1BEDFF;Read Original Palette Code RTL .part_two SEP #$30 LDA !RANDOM_SPRITE_FLAG : BNE .continue REP #$30 LDA $7EF354 JSL $1BEE21;Read Original Palette Code RTL .continue PHX : PHY : PHA ; Load armor palette PHB : PHK : PLB REP #$20 ; Check what Link's armor value is. LDA $7EF35B : AND.w #$00FF : TAX ; (DEC06, X) LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00 ;replace D308 by 7000 and search REP #$10 LDA.w #$01E2 ; Target SP-7 (sprite palette 6) LDX.w #$000E ; Palette has 15 colors TXY : TAX ;LDA $7EC178 : AND #$00FF : STA $02 LDA.b $BC : AND #$00FF : STA $02 .loop LDA [$00] : STA $7EC300, X : STA $7EC500, X INC $00 : INC $00 INX #2 DEY : BPL .loop SEP #$30 PLB INC $15 PLA : PLY : PLX RTL } change_sprite: { ;JSL $09C114 ; Restore the dungeon_resetsprites LDA !RANDOM_SPRITE_FLAG : BEQ .continue JSL GetRandomInt : AND #$1F : !ADD #$60 : STA $BC STA $7EC178 JSL Palette_ArmorAndGloves STZ $0710 .continue LDA $0E20, X : CMP.b #$61 ; Restored Code Bank06.asm(5967) ; LDA $0E20, X : CMP.b #$61 : BNE .not_beamos_laser RTL }