Merge remote-tracking branch 'upstream/master' into DRUnstable

This commit is contained in:
aerinon
2024-06-18 11:50:26 -06:00
26 changed files with 443 additions and 262 deletions

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@@ -67,7 +67,7 @@ GiveBonkItem:
PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL Sound_SetSfx3PanLong
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
RTL
.notKey
PHY : TAY : JSL Link_ReceiveItem : PLY

View File

@@ -2,4 +2,4 @@
rm ../working.sfc
cp ../alttp.sfc ../working.sfc
./bin/linux/asar LTTP_RND_GeneralBugfixes.asm ../working.sfc
./bin/linux/asar -DFEATURE_PATREON_SUPPORTERS=1 LTTP_RND_GeneralBugfixes.asm ../working.sfc

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61
data/textbytecharmap.txt Normal file
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@@ -0,0 +1,61 @@
'=9D
A=AA
B=AB
C=AC
D=AD
E=AE
F=AF
G=B0
H=B1
I=B2
J=B3
K=B4
L=B5
M=B6
N=B7
O=B8
P=B9
Q=BA
R=BB
S=BC
T=BD
U=BE
V=BF
W=C0
X=C1
Y=C2
Z=C3
?=C6
!=C7
,=C8
-=C9
.=CD
~=CE
a=D0
b=D1
c=D2
d=D3
e=D4
f=D5
g=D6
h=D7
i=D8
j=D9
k=DA
l=DB
m=DC
n=DD
o=DE
p=DF
q=E0
r=E1
s=E2
t=E3
u=E4
v=E5
w=E6
x=E7
y=E8
z=E9
:=EA
=FF

61
data/textwordcharmap.txt Normal file
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@@ -0,0 +1,61 @@
'=9D00
A=AA00
B=AB00
C=AC00
D=AD00
E=AE00
F=AF00
G=B000
H=B100
I=B200
J=B300
K=B400
L=B500
M=B600
N=B700
O=B800
P=B900
Q=BA00
R=BB00
S=BC00
T=BD00
U=BE00
V=BF00
W=C000
X=C100
Y=C200
Z=C300
?=C600
!=C700
,=C800
-=C900
.=CD00
~=CE00
a=D000
b=D100
c=D200
d=D300
e=D400
f=D500
g=D600
h=D700
i=D800
j=D900
k=DA00
l=DB00
m=DC00
n=DD00
o=DE00
p=DF00
q=E000
r=E100
s=E200
t=E300
u=E400
v=E500
w=E600
x=E700
y=E800
z=E900
:=EA00
=FF00

View File

@@ -61,7 +61,7 @@ LoadDialogAddressIndirect:
RTL
;--------------------------------------------------------------------------------
FreeDungeonItemNotice:
STA.w ScratchBufferV
STA.l ScratchBufferV
PHA : PHX : PHY
PHP
@@ -70,59 +70,59 @@ FreeDungeonItemNotice:
REP #$10 ; set 16-bit index registers
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.w ScratchBufferNV : PHA
LDA.w ScratchBufferNV+1 : PHA
LDA.l ScratchBufferNV : PHA
LDA.l ScratchBufferNV+1 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : JMP .skip : +
LDA.b #$00 : STA.w ScratchBufferNV ; initialize scratch
LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA.w ScratchBufferV : CMP.b #$24 : BNE + ; general small key
LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
LDA.w ScratchBufferV : CMP.b #$25 : BNE + ; general compass
LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
LDA.w ScratchBufferV : CMP.b #$33 : BNE + ; general map
LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
LDA.w ScratchBufferV : CMP.b #$32 : BNE + ; general big key
LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
LDA.w ScratchBufferV : AND.b #$F0 ; looking at high bits only
LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.w ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
LDA.b #$01 : STA.w ScratchBufferNV ; set up a flip for small keys
LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys
BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
LDA.w ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal)
JMP .crystal
@@ -131,14 +131,14 @@ FreeDungeonItemNotice:
.dungeon
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.w ScratchBufferV
LDA.l ScratchBufferV
AND.b #$0F
STA.w ScratchBufferNV+1
LDA.w ScratchBufferNV : BEQ +
LDA.w ScratchBufferNV
LDA.b #$0F : !SUB.w ScratchBufferNV+1 : STA.w ScratchBufferNV+1 ; flip the values for small keys
STA.l ScratchBufferNV+1
LDA.l ScratchBufferNV : BEQ +
LDA.l ScratchBufferNV
LDA.b #$0F : !SUB.l ScratchBufferNV+1 : STA.l ScratchBufferNV+1 ; flip the values for small keys
+
LDA.w ScratchBufferNV+1
LDA.l ScratchBufferNV+1
ASL : TAX
REP #$20
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
@@ -152,7 +152,7 @@ FreeDungeonItemNotice:
JMP .done
+
SEP #$20
LDA.w ScratchBufferNV+1
LDA.l ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done
+ : CMP.b #$01 : BNE + ; ...dark world
@@ -190,7 +190,7 @@ FreeDungeonItemNotice:
.crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.w ScratchBufferV
LDA.l ScratchBufferV
AND.b #$0F ; looking at low bits only
CMP.b #$00 : BNE +
%CopyDialog(Notice_Six) : JMP .done
@@ -216,8 +216,8 @@ FreeDungeonItemNotice:
;--------------------------------
.skip
PLA : STA.w ScratchBufferNV+1
PLA : STA.w ScratchBufferNV
PLA : STA.l ScratchBufferNV+1
PLA : STA.l ScratchBufferNV
PLA : STA.b Scrap02
REP #$20
PLA : STA.b Scrap00

View File

@@ -3,6 +3,11 @@
;--------------------------------------------------------------------------------
SpawnDungeonPrize:
PHX : PHB
TAX
LDA.b $06,S : STA.b ScrapBuffer72 ; Store current RoomTag index
TXA
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w ItemReceiptID
@@ -14,6 +19,7 @@ SpawnDungeonPrize:
LDA.w ItemReceiptID
STA.w AncillaGet,X : STA.w SpriteID,X
JSR AddDungeonPrizeAncilla
LDX.b ScrapBuffer72 : STZ.b RoomTag,X
.failed_spawn
PLB : PLX
RTL

View File

@@ -154,7 +154,7 @@ JML AllowStartFromExitReturn
STZ.b SubSubModule
STZ.w DeathReloadFlag
STZ.w RespawnFlag
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
JSL Equipment_SearchForEquippedItemLong
JSL HUD_RebuildIndoor_Palace

View File

@@ -23,7 +23,7 @@ JML ReturnFromOnDrawHud
OnDungeonEntrance:
STA.l PegColor ; thing we wrote over
JSL MaybeFlagDungeonTotalsEntrance
INC.w UpdateHUDFlag
LDA.w #$0001 : STA.l UpdateHUDFlag
RTL
;--------------------------------------------------------------------------------
OnDungeonBossExit:
@@ -47,7 +47,7 @@ OnDungeonExit:
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
PHA : PHP
INC.w UpdateHUDFlag
LDA.w #$0001 : STA.l UpdateHUDFlag
JSL HUD_RebuildLong
JSL FloodGateResetInner
JSL SetSilverBowMode
@@ -230,7 +230,7 @@ OnOWTransition:
PHP
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
PLP
RTL
;--------------------------------------------------------------------------------

View File

@@ -47,9 +47,11 @@ DrawHeartPieceGFX:
LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
PLA
JSL DrawDynamicTile
REP #$21
LDA.b Scrap00
CLC : ADC.b #$04
ADC.w #$0004
STA.b Scrap00
SEP #$20
JSL Sprite_DrawShadowLong
BRA .done
+

View File

@@ -1026,7 +1026,7 @@ org $81C517 : JSL CheckDungeonCompletion
org $81C523 : JSL CheckDungeonCompletion
org $81C710 : JSL CheckSpawnPrize
BCS RoomTag_GetHeartForPrize_spawn_prize : BRA RoomTag_GetHeartForPrize_delete_tag
org $81C742 : JSL SpawnDungeonPrize
org $81C742 : JSL SpawnDungeonPrize : PLA : RTS
org $8799EA : JML SetItemPose
org $88C415 : JSL PendantMusicCheck
BCS Ancilla22_ItemReceipt_is_pendant : BRA Ancilla22_ItemReceipt_wait_for_music
@@ -1464,7 +1464,7 @@ RebuildHUD_update_long:
JSR RebuildHUD_update : RTL
RefreshIcon_UpdateHUD:
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
JSR RebuildHUD
JSR UpdateEquippedItem
RTS

View File

@@ -254,10 +254,9 @@ StampItem:
LDA.b [Scrap0B] : BNE .skip
INC.b Scrap0B : INC.b Scrap0B
LDA.b [Scrap0B] : BNE .skip
LDA.l NMIFrames+2 : STA.b [Scrap0B]
DEC.b Scrap0B : DEC.b Scrap0B
LDA.l NMIFrames : STA.b [Scrap0B]
INC.b Scrap0B : INC.b Scrap0B
LDA.l NMIFrames+2 : STA.b [Scrap0B]
.skip
SEP #$20
RTS
@@ -374,7 +373,7 @@ Link_ReceiveItem_HUDRefresh:
+
JSL HUD_RefreshIconLong ; thing we wrote over
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
JSL PostItemGet
RTL
;--------------------------------------------------------------------------------
@@ -389,7 +388,7 @@ HandleBombAbsorbtion:
LDA.b #$04 : STA.w ItemCursor ; set selected item to bombs
LDA.b #$01 : STA.w CurrentYItem ; set selected item to bombs
JSL HUD_RebuildLong
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
+
RTL
;--------------------------------------------------------------------------------

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@@ -765,7 +765,7 @@ endmacro
%InventoryItem($46, $0001, $0000, $0000) ; 46 - 300 rupees
%InventoryItem($47, $0001, $0000, $0000) ; 47 - 20 rupees green
%InventoryItem($48, $0085, $0000, $0000) ; 48 - Full bottle (good bee)
%InventoryItem($49, $0081, $0000, $0000) ; 49 - Tossed fighter sword
%InventoryItem($49, $0081, SwordTime, $0000) ; 49 - Tossed fighter sword
%InventoryItem($4A, $0085, FluteTime, $0000) ; 4A - Active Flute
%InventoryItem($4B, $0089, BootsTime, $0000) ; 4B - Boots
%InventoryItem($4C, $0015, $0000, CapacityUpgrades) ; 4C - Bomb capacity (50)

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@@ -1,147 +1,149 @@
table "data/textwordcharmap.txt"
org $B28000
; You have found
; the map of
Notice_MapOf:
db $74, $00, $C2, $00, $DE, $00, $E4, $00, $FF, $00, $D7, $00, $D0, $00, $E5, $00, $D4, $00, $FF, $00, $D5, $00, $DE, $00, $E4, $00, $DD, $00, $D3
db $75, $00, $E3, $00, $D7, $00, $D4, $00, $FF, $00, $DC, $00, $D0, $00, $DF, $00, $FF, $00, $DE, $00, $D5
dw #$7F7F
db $74 : dw "You have found"
db $75 : dw "the map of"
dw $7F7F
; You have found
; the compass of
Notice_CompassOf:
db $74, $00, $C2, $00, $DE, $00, $E4, $00, $FF, $00, $D7, $00, $D0, $00, $E5, $00, $D4, $00, $FF, $00, $D5, $00, $DE, $00, $E4, $00, $DD, $00, $D3
db $75, $00, $E3, $00, $D7, $00, $D4, $00, $FF, $00, $D2, $00, $DE, $00, $DC, $00, $DF, $00, $D0, $00, $E2, $00, $E2, $00, $FF, $00, $DE, $00, $D5
dw #$7F7F
db $74 : dw "You have found"
db $75 : dw "the compass of"
dw $7F7F
; Oh look! it's
; the big key of
Notice_BigKeyOf:
db $74, $00, $B8, $00, $D7, $00, $FF, $00, $DB, $00, $DE, $00, $DE, $00, $DA, $00, $C7, $00, $FF, $00, $D8, $00, $E3, $00, $9D, $00, $E2
db $75, $00, $E3, $00, $D7, $00, $D4, $00, $FF, $00, $D1, $00, $D8, $00, $D6, $00, $FF, $00, $DA, $00, $D4, $00, $E8, $00, $FF, $00, $DE, $00, $D5
dw #$7F7F
db $74 : dw "Oh look! it's"
db $75 : dw "the big key of"
dw $7F7F
; this is a
; This is a
; small key to
Notice_SmallKeyOf:
db $74, $00, $BD, $00, $D7, $00, $D8, $00, $E2, $00, $FF, $00, $D8, $00, $E2, $00, $FF, $00, $D0
db $75, $00, $E2, $00, $DC, $00, $D0, $00, $DB, $00, $DB, $00, $FF, $00, $DA, $00, $D4, $00, $E8, $00, $FF, $00, $E3, $00, $DE
dw #$7F7F
db $74 : dw "This is a"
db $75 : dw "small key to"
dw $7F7F
; You picked up
Notice_Crystal:
db $74, $00, $C2, $00, $DE, $00, $E4, $00, $FF, $00, $DF, $00, $D8, $00, $D2, $00, $DA, $00, $D4, $00, $D3, $00, $FF, $00, $E4, $00, $DF
dw $7F7F
db $74 : dw "You picked up"
dw $7F7F
; light world
; Light World
Notice_LightWorld:
db $76, $00, $B5, $00, $D8, $00, $D6, $00, $D7, $00, $E3, $00, $FF, $00, $C0, $00, $DE, $00, $E1, $00, $DB, $00, $D3
dw #$7F7F
db $76 : dw "Light World"
dw $7F7F
; dark world
; Dark World
Notice_DarkWorld:
db $76, $00, $AD, $00, $D0, $00, $E1, $00, $DA, $00, $FF, $00, $C0, $00, $DE, $00, $E1, $00, $DB, $00, $D3
dw #$7F7F
db $76 : dw "Dark World"
dw $7F7F
; Ganons Tower
Notice_GTower:
db $76, $00, $B0, $00, $D0, $00, $DD, $00, $DE, $00, $DD, $00, $E2, $00, $FF, $00, $BD, $00, $DE, $00, $E6, $00, $D4, $00, $E1
dw #$7F7F
db $76 : dw "Ganons Tower"
dw $7F7F
; Turtle Rock
Notice_TRock:
db $76, $00, $BD, $00, $E4, $00, $E1, $00, $E3, $00, $DB, $00, $D4, $00, $FF, $00, $BB, $00, $DE, $00, $D2, $00, $DA
dw #$7F7F
db $76 : dw "Turtle Rock"
dw $7F7F
; Thieves Town
Notice_Thieves:
db $76, $00, $BD, $00, $D7, $00, $D8, $00, $D4, $00, $E5, $00, $D4, $00, $E2, $00, $FF, $00, $BD, $00, $DE, $00, $E6, $00, $DD
dw #$7F7F
db $76 : dw "Thieves Town"
dw $7F7F
; Tower of Hera
Notice_Hera:
db $76, $00, $BD, $00, $DE, $00, $E6, $00, $D4, $00, $E1, $00, $FF, $00, $DE, $00, $D5, $00, $FF, $00, $B1, $00, $D4, $00, $E1, $00, $D0
dw #$7F7F
db $76 : dw "Tower of Hera"
dw $7F7F
; Ice Palace
Notice_Ice:
db $76, $00, $B2, $00, $D2, $00, $D4, $00, $FF, $00, $B9, $00, $D0, $00, $DB, $00, $D0, $00, $D2, $00, $D4
dw #$7F7F
db $76 : dw "Ice Palace"
dw $7F7F
; Skull Woods
Notice_Skull:
db $76, $00, $BC, $00, $DA, $00, $E4, $00, $DB, $00, $DB, $00, $FF, $00, $C0, $00, $DE, $00, $DE, $00, $D3, $00, $E2
dw #$7F7F
db $76 : dw "Skull Woods"
dw $7F7F
; Misery Mire
Notice_Mire:
db $76, $00, $B6, $00, $D8, $00, $E2, $00, $D4, $00, $E1, $00, $E8, $00, $FF, $00, $B6, $00, $D8, $00, $E1, $00, $D4
dw #$7F7F
db $76 : dw "Misery Mire"
dw $7F7F
; Dark Palace
Notice_PoD:
db $76, $00, $AD, $00, $D0, $00, $E1, $00, $DA, $00, $FF, $00, $B9, $00, $D0, $00, $DB, $00, $D0, $00, $D2, $00, $D4
dw #$7F7F
db $76 : dw "Dark Palace"
dw $7F7F
; Swamp Palace
Notice_Swamp:
db $76, $00, $BC, $00, $E6, $00, $D0, $00, $DC, $00, $DF, $00, $FF, $00, $B9, $00, $D0, $00, $DB, $00, $D0, $00, $D2, $00, $D4
dw #$7F7F
db $76 : dw "Swamp Palace"
dw $7F7F
; Castle Tower
Notice_AgaTower:
db $76, $00, $AC, $00, $D0, $00, $E2, $00, $E3, $00, $DB, $00, $D4, $00, $FF, $00, $BD, $00, $DE, $00, $E6, $00, $D4, $00, $E1
dw #$7F7F
db $76 : dw "Castle Tower"
dw $7F7F
; Desert Palace
Notice_Desert:
db $76, $00, $AD, $00, $D4, $00, $E2, $00, $D4, $00, $E1, $00, $E3, $00, $FF, $00, $B9, $00, $D0, $00, $DB, $00, $D0, $00, $D2, $00, $D4
dw #$7F7F
db $76 : dw "Desert Palace"
dw $7F7F
; Eastern Palace
Notice_Eastern:
db $76, $00, $AE, $00, $D0, $00, $E2, $00, $E3, $00, $D4, $00, $E1, $00, $DD, $00, $FF, $00, $B9, $00, $D0, $00, $DB, $00, $D0, $00, $D2, $00, $D4
dw #$7F7F
db $76 : dw "Eastern Palace"
dw $7F7F
; Hyrule Castle
Notice_Castle:
db $76, $00, $B1, $00, $E8, $00, $E1, $00, $E4, $00, $DB, $00, $D4, $00, $FF, $00, $AC, $00, $D0, $00, $E2, $00, $E3, $00, $DB, $00, $D4
dw #$7F7F
db $76 : dw "Hyrule Castle"
dw $7F7F
; Hyrule Castle
Notice_Sewers:
db $76, $00, $B1, $00, $E8, $00, $E1, $00, $E4, $00, $DB, $00, $D4, $00, $FF, $00, $AC, $00, $D0, $00, $E2, $00, $E3, $00, $DB, $00, $D4
dw #$7F7F
db $76 : dw "Hyrule Castle"
dw $7F7F
; This Dungeon
Notice_Self:
db $76, $00, $E3, $00, $D7, $00, $D8, $00, $E2, $00, $FF, $00, $D3, $00, $E4, $00, $DD, $00, $D6, $00, $D4, $00, $DE, $00, $Dd
dw #$7F7F
db $76 : dw "this dungeon"
dw $7F7F
; Crystal numbers
Notice_One:
db $75, $00, $D2, $00, $E1, $00, $E8, $00, $E2, $00, $E3, $00, $D0, $00, $DB, $00, $FF, $00, $DE, $00, $DD, $00, $D4
dw #$7F7F
db $75 : dw "crystal one"
dw $7F7F
Notice_Two:
db $75, $00, $D2, $00, $E1, $00, $E8, $00, $E2, $00, $E3, $00, $D0, $00, $DB, $00, $FF, $00, $E3, $00, $E6, $00, $DE
dw #$7F7F
db $75 : dw "crystal two"
dw $7F7F
Notice_Three:
db $75, $00, $D2, $00, $E1, $00, $E8, $00, $E2, $00, $E3, $00, $D0, $00, $DB, $00, $FF, $00, $E3, $00, $D7, $00, $E1, $00, $D4, $00, $D4
dw #$7F7F
db $75 : dw "crystal three"
dw $7F7F
Notice_Four:
db $75, $00, $D2, $00, $E1, $00, $E8, $00, $E2, $00, $E3, $00, $D0, $00, $DB, $00, $FF, $00, $D5, $00, $DE, $00, $E4, $00, $E1
dw #$7F7F
db $75 : dw "crystal four"
dw $7F7F
Notice_Five:
db $75, $00, $D2, $00, $E1, $00, $E8, $00, $E2, $00, $E3, $00, $D0, $00, $DB, $00, $FF, $00, $D5, $00, $D8, $00, $E5, $00, $D4
dw #$7F7F
db $75 : dw "crystal five"
dw $7F7F
Notice_Six:
db $75, $00, $D2, $00, $E1, $00, $E8, $00, $E2, $00, $E3, $00, $D0, $00, $DB, $00, $FF, $00, $E2, $00, $D8, $00, $E7
dw #$7F7F
db $75 : dw "crystal six"
dw $7F7F
Notice_Seven:
db $75, $00, $D2, $00, $E1, $00, $E8, $00, $E2, $00, $E3, $00, $D0, $00, $DB, $00, $FF, $00, $E2, $00, $D4, $00, $E5, $00, $D4, $00, $DD
dw #$7F7F
db $75 : dw "crystal seven"
dw $7F7F

90
msu.asm
View File

@@ -164,27 +164,27 @@ CheckMusicLoadRequest:
.continue
LDA.l TournamentSeed : BNE +++
LDA.w MSUPackRequest
CMP.w MSUPackCurrent : BEQ +++
CMP.w MSUPackCount : !BLT ++
LDA.l MSUPackRequest
CMP.l MSUPackCurrent : BEQ +++
CMP.l MSUPackCount : !BLT ++
CMP.b #$FE : !BLT +
STA.w MSUPackCurrent
STA.l MSUPackCurrent
SEP #$10
LDA.b #$00
LDX.b #$07
-
STA.w MSUFallbackTable,X
STA.l MSUFallbackTable,X
DEX : BPL -
REP #$10
BRA +++
+ : LDA.w MSUPackCurrent : STA.w MSUPackRequest
++ : STA.w MSUPackCurrent
+ : LDA.l MSUPackCurrent : STA.l MSUPackRequest
++ : STA.l MSUPackCurrent
JSL MSUInit_check_fallback
+++
LDA.w MusicControlRequest : CMP.b #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE
LDA.l NoBGM : BNE +
LDA.w MSUPackCurrent : CMP.b #$FE : BNE ++
LDA.l MSUPackCurrent : CMP.b #$FE : BNE ++
+ : JMP .mute
++
@@ -246,7 +246,7 @@ CheckMusicLoadRequest:
LDA.l MusicShuffleTable-1,X : DEC : PHA
AND.b #$07 : TAY
PLA : LSR #3 : TAX
LDA.w MSUFallbackTable,X : BEQ .secondary_fallback : CMP.b #$FF : BEQ .mute
LDA.l MSUFallbackTable,X : BEQ .secondary_fallback : CMP.b #$FF : BEQ .mute
- : CPY.b #$00 : BEQ +
LSR : DEY : BRA -
@@ -362,7 +362,7 @@ SpiralStairsPreCheck:
+
LDA.l BigKeyField : AND.w #$0004 : BEQ .done ; Check that we have the GT big key
LDA.w MSUFallbackTable+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track
LDA.l MSUFallbackTable+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track
.fade
LDX.b #$F1 : STX.w MusicControlRequest
@@ -419,10 +419,10 @@ MSUInit:
PHP
LDA.b #$00
STA.w MSULoadedTrack
STA.w MSUResumeTrack
STA.w MSUResumeTime : STA.w MSUResumeTime+1 : STA.w MSUResumeTime+2 : STA.w MSUResumeTime+3
STA.w MSUResumeControl
STA.l MSULoadedTrack
STA.l MSUResumeTrack
STA.l MSUResumeTime : STA.l MSUResumeTime+1 : STA.l MSUResumeTime+2 : STA.l MSUResumeTime+3
STA.l MSUResumeControl
LDA.l NoBGM : BNE .done
@@ -449,7 +449,7 @@ MSUInit:
.wait_pack
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_pack
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BEQ .check_pack
TXA : STA.w MSUPackCount
TXA : STA.l MSUPackCount
BRA +
; Check the current MSU-1 pack for tracks that require SPC fallback
@@ -471,7 +471,7 @@ MSUInit:
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE +
SEC
+
LDA.w MSUFallbackTable,X : ROL : STA.w MSUFallbackTable,X
LDA.l MSUFallbackTable,X : ROL : STA.l MSUFallbackTable,X
DEY : BPL .next_track
DEX : BPL +
@@ -492,11 +492,11 @@ MSUInit:
;--------------------------------------------------------------------------------
MSUStopPlaying:
PHA : XBA : PHA
LDA.w MSULoadedTrack
LDA.l MSULoadedTrack
JSR IsResumableTrack : BCC +
; dont save if we already saved recently
REP #$20
LDA.w MSUResumeTrack : AND.w #$00FF : BEQ ++
LDA.l MSUResumeTrack : AND.w #$00FF : BEQ ++
LDA.l NMIFrames : !SUB.w MSUResumeTime : PHA
LDA.l NMIFrames+2 : SBC.w MSUResumeTime+2 : BNE +++
PLA : CMP.l MSUResumeTimer : !BLT .too_early
@@ -505,12 +505,12 @@ PHA : XBA : PHA
PLA
++
; saving
LDA.l NMIFrames : STA.w MSUResumeTime
LDA.l NMIFrames+2 : STA.w MSUResumeTime+2
LDA.l NMIFrames : STA.l MSUResumeTime
LDA.l NMIFrames+2 : STA.l MSUResumeTime+2
SEP #$20
LDA.w MSULoadedTrack : STA.w MSUResumeTrack
LDA.b #$00 : STA.w MSULoadedTrack ; dont take this path if we're calling again
LDA.l MSULoadedTrack : STA.l MSUResumeTrack
LDA.b #$00 : STA.l MSULoadedTrack ; dont take this path if we're calling again
LDA.b #!FLAG_MSU_RESUME : STA.w MSUCTL ; save this track's position
PLA : XBA : PLA
RTS
@@ -541,23 +541,23 @@ MSUMain:
LDX.w MusicControl : BEQ +
JMP .command_ff
+
LDA.w MSUDelayedCommand : BEQ .do_fade
LDA.l MSUDelayedCommand : BEQ .do_fade
.check_busy
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE -
.ready
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE -
.start
LDA.w MSUResumeControl : BIT.b #!FLAG_RESUME_CANCEL : BEQ +
EOR.b #!FLAG_RESUME_CANCEL : STA.w MSUResumeControl
REP #$20 : LDA.w MSULoadedTrack : STA.w MSUTRACK : SEP #$20
LDA.l MSUResumeControl : BIT.b #!FLAG_RESUME_CANCEL : BEQ +
EOR.b #!FLAG_RESUME_CANCEL : STA.l MSUResumeControl
REP #$20 : LDA.l MSULoadedTrack : STA.w MSUTRACK : SEP #$20
BRA -
+
LDA.b #!VAL_VOLUME_FULL
STA.w TargetVolume
LDA.w MSUResumeControl : BIT.b #!FLAG_RESUME_FADEIN : BEQ +
EOR.b #!FLAG_RESUME_FADEIN : STA.w MSUResumeControl
LDA.l MSUResumeControl : BIT.b #!FLAG_RESUME_FADEIN : BEQ +
EOR.b #!FLAG_RESUME_FADEIN : STA.l MSUResumeControl
LDA.b #$00
BRA ++
+
@@ -569,17 +569,17 @@ MSUMain:
LDA.w CurrentMSUTrack : DEC : PHA
AND.b #$07 : TAY
PLA : LSR #3 : TAX
LDA.w MSUFallbackTable,X : BEQ +++ : CMP.b #$FF : BEQ ++
LDA.l MSUFallbackTable,X : BEQ +++ : CMP.b #$FF : BEQ ++
- : CPY.b #$00 : BEQ +
LSR : DEY : BRA -
+
AND.b #$01 : BEQ +++
++ : LDA.w MSUDelayedCommand
++ : LDA.l MSUDelayedCommand
+++ : STA.w MSUCTL
LDA.b #$00
STA.w MSUDelayedCommand
STA.l MSUDelayedCommand
JML SPCContinue
.do_fade:
@@ -642,9 +642,9 @@ MSUMain:
+
CPX.w CurrentControlRequest : BEQ -
LDA.b #$00 : XBA
LDA.w MSUPackCurrent : BEQ +
- : CMP.w MSUPackCount : !BLT +
!SUB.w MSUPackCount : BRA -
LDA.l MSUPackCurrent : BEQ +
- : CMP.l MSUPackCount : !BLT +
!SUB.l MSUPackCount : BRA -
+
JSR MSUStopPlaying
@@ -657,11 +657,11 @@ MSUMain:
DEX : BNE -
+
STA.w MSUTRACK
STA.w MSULoadedTrack
STA.l MSULoadedTrack
SEP #$20
PLX
TXA : CMP.w MSUResumeTrack : BNE + ; dont resume if too late
TXA : CMP.l MSUResumeTrack : BNE + ; dont resume if too late
REP #$20
LDA.l NMIFrames : !SUB.w MSUResumeTime : PHA
LDA.l NMIFrames+2 : SBC.w MSUResumeTime+2 : BNE ++
@@ -674,8 +674,8 @@ MSUMain:
SEP #$20
LDA.b #!FLAG_RESUME_CANCEL
.done_resume:
STA.w MSUResumeControl
LDA.b #$00 : STA.w MSUResumeTrack
STA.l MSUResumeControl
LDA.b #$00 : STA.l MSUResumeTrack
+
CPX.b #$07 : BNE + ; Kakariko Village
LDA.b GameMode : CMP.b #$07 : BNE +
@@ -685,12 +685,12 @@ MSUMain:
+
TXA
++
STA.w MSULoadedTrack
STA.l MSULoadedTrack
STX.w CurrentMSUTrack
LDA.w MSUPackCurrent : CMP.b #$FE : !BLT +
LDA.l MSUPackCurrent : CMP.b #$FE : !BLT +
LDA.b #$00 : BRA ++
+ : LDA.l MSUTrackList-1,X
++ : STA.w MSUDelayedCommand
++ : STA.l MSUDelayedCommand
LDA.l MSUExtendedFallbackList-1,X
CMP.b #17 : BEQ +
CMP.b #22 : BEQ +
@@ -740,9 +740,9 @@ PendantFanfareWait:
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .spc
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .spc
SEP #$20
LDA.w MSUPackCurrent : CMP.b #$FE : !BGE .spc
LDA.l MSUPackCurrent : CMP.b #$FE : !BGE .spc
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA.w MSUDelayedCommand : BNE .continue
LDA.l MSUDelayedCommand : BNE .continue
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue
jml PendantFanfareContinue
@@ -764,9 +764,9 @@ CrystalFanfareWait:
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .spc
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .spc
SEP #$20
LDA.w MSUPackCurrent : CMP.b #$FE : !BGE .spc
LDA.l MSUPackCurrent : CMP.b #$FE : !BGE .spc
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA.w MSUDelayedCommand : BNE .continue
LDA.l MSUDelayedCommand : BNE .continue
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue
jml CrystalFanfareContinue

View File

@@ -65,7 +65,7 @@ NewHUD_DrawArrows:
;================================================================================
NewHUD_DrawGoal:
REP #$20
LDA.w UpdateHUDFlag : BEQ .no_goal
LDA.l UpdateHUDFlag : BEQ .no_goal
LDA.l GoalItemRequirement : BEQ .no_goal
LDA.l GoalItemIcon : STA.w HUDGoalIndicator
@@ -126,7 +126,7 @@ NewHUD_DrawKeys:
;================================================================================
NewHUD_DrawDungeonCounters:
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawPrizeIcon
LDA.l UpdateHUDFlag : BEQ NewHUD_DrawPrizeIcon
LDA.l CompassMode : ORA.l MapHUDMode : BIT.b #$03 : BEQ NewHUD_DrawPrizeIcon
LDX.b IndoorsFlag : BNE +
JMP NewHUD_DrawMagicMeter
@@ -151,7 +151,7 @@ NewHUD_DrawPrizeIcon:
LDA.b GameMode
CMP.b #$12 : BEQ .no_prize
CMP.b #$0E : BEQ +
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawItemCounter
LDA.l UpdateHUDFlag : BEQ NewHUD_DrawItemCounter
+
LDA.w DungeonID
CMP.b #$1A : BCS .no_prize
@@ -201,7 +201,7 @@ NewHUD_DrawPrizeIcon:
;================================================================================
NewHUD_DrawItemCounter:
REP #$20
LDA.w UpdateHUDFlag : BNE .continue
LDA.l UpdateHUDFlag : BNE .continue
.early_exit
JMP NewHUD_DrawMagicMeter
.continue
@@ -279,7 +279,7 @@ NewHUD_DrawMagicMeter:
;================================================================================
NewHUD_DoneDrawing:
STZ.w UpdateHUDFlag
LDA.w #$0000 : STA.l UpdateHUDFlag
PLB
RTL

View File

@@ -424,7 +424,7 @@ ItemBehavior:
.single_arrow
LDA.l ArrowMode : BEQ +
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
INC.w UpdateHUDFlag ; in retro/rupee bow mode.
LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
+
RTS
@@ -848,15 +848,15 @@ ResolveLootID:
JMP .have_item
.rng_single
JSL GetRNGItemSingle : STA.w ScratchBufferV+6
JSL GetRNGItemSingle : STA.l ScratchBufferV+6
XBA : JSR MarkRNGItemSingle
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
LDA.w ScratchBufferV+6 : JMP .get_item
LDA.l ScratchBufferV+6 : JMP .get_item
.rng_multi
JSL GetRNGItemMulti : STA.w ScratchBufferV+6
JSL GetRNGItemMulti : STA.l ScratchBufferV+6
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
LDA.w ScratchBufferV+6 : JMP .get_item
LDA.l ScratchBufferV+6 : JMP .get_item
;--------------------------------------------------------------------------------
DungeonItemMasks:
@@ -911,7 +911,7 @@ HandleBowTracking:
; at this point.
LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ +
LDX.w CurrentSpriteSlot
LDA.w SpriteMetaData,X : BEQ +
LDA.w SpriteMetaData,X : BEQ .done
BRA .done
+
LDA.b #$00
@@ -981,32 +981,32 @@ GetRNGItemSingle:
CMP.l RNGSingleTableSize : !BGE .single_reroll
+++
STA.w ScratchBufferV ; put our index value here
STA.l ScratchBufferV ; put our index value here
LDX.b #$00
TAY
.recheck
TYA
JSR CheckSingleItem : BEQ .single_unused ; already used
LDA.w ScratchBufferV : INC ; increment index
LDA.l ScratchBufferV : INC ; increment index
CMP.l RNGSingleTableSize : BCC +++ : LDA.b #$00 : +++ ; rollover index if needed
STA.w ScratchBufferV ; store index
STA.l ScratchBufferV ; store index
INX : TAY : TXA : CMP.l RNGSingleTableSize : BCC .recheck
LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE
BRA .single_done
.single_unused
LDA.w ScratchBufferV
LDA.l ScratchBufferV
.single_done
TAX : LDA.l RNGSingleItemTable, X
XBA : LDA.w ScratchBufferV : STA.l RNGLockIn : XBA
XBA : LDA.l ScratchBufferV : STA.l RNGLockIn : XBA
PLY
RTL
;--------------------------------------------------------------------------------
CheckSingleItem:
LSR #3 : TAX
LDA.l RNGItem, X : STA.w ScratchBufferV+2 ; load value to temporary
LDA.l RNGItem, X : STA.l ScratchBufferV+2 ; load value to temporary
PHX
LDA.w ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
LDA.w ScratchBufferV+2
LDA.l ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
LDA.l ScratchBufferV+2
---
CPX.b #$00 : BEQ +++
LSR
@@ -1018,10 +1018,10 @@ CheckSingleItem:
RTS
;--------------------------------------------------------------------------------
MarkRNGItemSingle:
LSR #3 : STA.w ScratchBufferV+1 : TAX
LSR #3 : STA.l ScratchBufferV+1 : TAX
LDA.l RNGItem, X
STA.w ScratchBufferV+2
LDA.w ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
STA.l ScratchBufferV+2
LDA.l ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
LDA.b #01
---
CPX.b #$00 : BEQ +++
@@ -1031,9 +1031,9 @@ MarkRNGItemSingle:
+++
PHA
LDA.w ScratchBufferV+1 : TAX
LDA.l ScratchBufferV+1 : TAX
PLA
ORA.w ScratchBufferV+2
ORA.l ScratchBufferV+2
STA.l RNGItem, X
RTS
;--------------------------------------------------------------------------------

View File

@@ -17,7 +17,7 @@ RTL
;================================================================================
HUDRebuildIndoorHole:
PHA
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
LDA.l GenericKeys : BEQ .normal
.generic
PLA
@@ -30,7 +30,7 @@ RTL
RTL
;================================================================================
HUDRebuildIndoor:
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
LDA.l GenericKeys : BEQ .normal
.generic
LDA.b #$00 : STA.l RoomDarkness

View File

@@ -10,7 +10,7 @@ QuickSwap:
LDA.l QuickSwapFlag : BEQ .done
LDA.w ItemCursor : BEQ .done ; Skip everything if we don't have any items
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
LDY.b #$14
PHX
XBA ; restore the stashed value

66
ram.asm
View File

@@ -425,6 +425,13 @@ SpriteCoordCacheY = $7E0FDA ;
;
NoMenu = $7E0FFC ; When set prevents menu, mirror, medallions
;
;===================================================================================================
;===================================================================================================
; DO NOT ADD ANY RANDOMIZER VARIABLES TO THE SPACE FROM $1100 to $1FFF
;---------------------------------------------------------------------------------------------------
; It causes isses with major glitches
;===================================================================================================
;===================================================================================================
GFXStripes = $7E1000 ; Used by stripes for arbitrary VRAM transfers. $100 bytes.
RoomStripes = $7E1100 ; Used for room drawing.
;
@@ -437,26 +444,7 @@ DelayTimer = $7E1CE9 ;
;
TextID = $7E1CF0 ; Message ID and page. Word length.
;
UpdateHUDFlag = $7E1E03 ; Flag used to mark HUD updates and avoid heavy code segments.
;
ToastBuffer = $7E1E0E ; Multiworld buffer. Word length.
;
MSUResumeTime = $7E1E6B ; Mirrored MSU block
MSUResumeControl = $7E1E6F ;
MSUFallbackTable = $7E1E70 ;
MSUDelayedCommand = $7E1E79 ;
MSUPackCount = $7E1E7A ;
MSUPackCurrent = $7E1E7B ;
MSUPackRequest = $7E1E7C ;
MSULoadedTrack = $7E1E7D ;
MSUResumeTrack = $7E1E7F ;
ClockHours = $7E1E90 ; Clock Hours
ClockMinutes = $7E1E94 ; Clock Minutes
ClockSeconds = $7E1E98 ; Clock Seconds
ClockBuffer = $7E1E9C ; Clock Temporary
ScratchBufferNV = $7E1EA0 ; Non-volatile scratch buffer. Must preserve values through return.
ScratchBufferV = $7E1EB0 ; Volatile scratch buffer. Can clobber at will.
TileMapA = $7E2000
TileMapB = $7E4000
@@ -470,6 +458,28 @@ TileUploadBuffer = $7EA180 ; 0x300 bytes
;
ItemGetGFX = $7EBD40 ; Item receipt graphics location
;
UpdateHUDFlag = $7EBE00 ; Flag used to mark HUD updates and avoid heavy code segments.
;
ToastBuffer = $7EBE02 ; Multiworld buffer. Word length.
;
MSUResumeTime = $7EBE6B ; Mirrored MSU block
MSUResumeControl = $7EBE6F ;
MSUFallbackTable = $7EBE70 ;
MSUDelayedCommand = $7EBE79 ;
MSUPackCount = $7EBE7A ;
MSUPackCurrent = $7EBE7B ;
MSUPackRequest = $7EBE7C ;
MSULoadedTrack = $7EBE7D ;
MSUResumeTrack = $7EBE7F ;
ClockHours = $7EBE90 ; Clock Hours
ClockMinutes = $7EBE94 ; Clock Minutes
ClockSeconds = $7EBE98 ; Clock Seconds
ClockBuffer = $7EBE9C ; Clock Temporary
ScratchBufferNV = $7EBEA0 ; Non-volatile scratch buffer. Must preserve values through return.
ScratchBufferV = $7EBEB0 ; Volatile scratch buffer. Can clobber at will.
RoomFade = $7EC005 ; Flags fade to black on room transitions. Word length.
FadeTimer = $7EC007 ; Timer for transition fading and mosaics. Word length.
FadeDirection = $7EC009 ; Word length
@@ -930,23 +940,7 @@ endmacro
%assertRAM(MessageSubModule, $7E1CD8)
%assertRAM(MessageCursor, $7E1CE8)
%assertRAM(DelayTimer, $7E1CE9)
%assertRAM(TextID, $7E1CF0)
%assertRAM(ToastBuffer, $7E1E0E)
%assertRAM(MSUResumeTime, $7E1E6B)
%assertRAM(MSUResumeControl, $7E1E6F)
%assertRAM(MSUFallbackTable, $7E1E70)
%assertRAM(MSUDelayedCommand, $7E1E79)
%assertRAM(MSUPackCount, $7E1E7A)
%assertRAM(MSUPackCurrent, $7E1E7B)
%assertRAM(MSUPackRequest, $7E1E7C)
%assertRAM(MSULoadedTrack, $7E1E7D)
%assertRAM(MSUResumeTrack, $7E1E7F)
%assertRAM(ClockHours, $7E1E90)
%assertRAM(ClockMinutes, $7E1E94)
%assertRAM(ClockSeconds, $7E1E98)
%assertRAM(ClockBuffer, $7E1E9C)
%assertRAM(ScratchBufferNV, $7E1EA0)
%assertRAM(ScratchBufferV, $7E1EB0)
%assertRAM(TileMapA, $7E2000)
%assertRAM(TileMapB, $7E4000)
%assertRAM(TileUploadBuffer, $7EA180)

View File

@@ -11,8 +11,9 @@ LoadBombCount16:
.infinite
RTL
StoreBombCount:
INC.w UpdateHUDFlag
PHA : LDA.l InfiniteBombs : BEQ .finite
PHA
LDA.b #$01 : STA.l UpdateHUDFlag
LDA.l InfiniteBombs : BEQ .finite
.infinite
PLA : LDA.b #$01 : RTL
.finite

View File

@@ -78,12 +78,12 @@ IncrementSmallKeys:
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA.l StatsLocked : BNE +
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
+
JSL UpdateKeys
PHY : LDY.b #24 : JSL AddInventory : PLY
JSL HUD_RebuildLong
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
PLX
RTL
;--------------------------------------------------------------------------------
@@ -106,7 +106,7 @@ IncrementSmallKeysNoPrimary:
++
PLP
+
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
JSL HUD_RebuildLong
PLX
RTL
@@ -330,15 +330,15 @@ StatsFinalPrep:
INC : STA.l StatsLocked
JSL IncrementFinalSword
LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
LDA.l Aga2Duck : BEQ .ramPostOnly
LDA.l ScreenTransitions : DEC : STA.l ScreenTransitions ; remove extra transition from exiting gtower via duck
.ramPostOnly
LDA.l SwordBossKills : LSR #4 : !ADD.l SwordBossKills : STA.l BossKills
LDA.l SwordBossKills+1 : LSR #4 : !ADD.l SwordBossKills+1 : !ADD.l BossKills : AND.b #$0F : STA.l BossKills
LDA.l NMIFrames : !SUB.l LoopFrames : STA.l LagTime
LDA.l NMIFrames+1 : SBC.l LoopFrames+1 : STA.l LagTime+1
LDA.l NMIFrames+2 : SBC.l LoopFrames+2 : STA.l LagTime+2
@@ -356,7 +356,3 @@ StatsFinalPrep:
STZ.b GameSubMode
STZ.b SubSubModule
RTL
;--------------------------------------------------------------------------------
; Notes:
; s&q counter
;================================================================================

View File

@@ -29,6 +29,44 @@ print "Collection Rate Low Start: ", pc
db $9F, $EE ; " /"
db $7B, $7A, $7F ; 216
!FEATURE_PATREON_SUPPORTERS ?= 0
table "data/creditscharmapbighi.txt"
PatronCredit1Hi:
db 2
db 55
db " " ; $23803E
table "data/creditscharmapbiglo.txt"
PatronCredit1Lo:
db 2
db 55
db " " ; $23805C
table "data/creditscharmapbighi.txt"
PatronCredit2Hi:
db 2
db 55
db " " ; $23807A
table "data/creditscharmapbiglo.txt"
PatronCredit2Lo:
db 2
db 55
db " " ; $238098
table "data/creditscharmapbighi.txt"
PatronCredit3Hi:
db 2
db 55
db " " ; $2380B6
table "data/creditscharmapbiglo.txt"
PatronCredit3Lo:
db 2
db 55
db " " ; $2380D4
;===================================================================================================
CreditsLineTable:
@@ -514,6 +552,24 @@ CreditsLineBlank:
%blankline()
%blankline()
if !FEATURE_PATREON_SUPPORTERS
%smallcredits("PATREON SUPPORTERS", "yellow")
%addarbline(PatronCredit1Hi)
%addarbline(PatronCredit1Lo)
%blankline()
%addarbline(PatronCredit2Hi)
%addarbline(PatronCredit2Lo)
%blankline()
%addarbline(PatronCredit3Hi)
%addarbline(PatronCredit3Lo)
%blankline()
%blankline()
endif
%smallcredits("SPECIAL THANKS", "red")
%blankline()
@@ -546,7 +602,7 @@ CreditsLineBlank:
%blankline()
%bigcredits("AND&")
%bigcredits("AND")
%blankline()
@@ -571,17 +627,20 @@ CreditsLineBlank:
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
if !FEATURE_PATREON_SUPPORTERS == 0
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
endif
;===================================================================================================

View File

@@ -36,12 +36,12 @@ endmacro
;--------------------------------------------------------------------------------
CalculateTimer:
LDA.w #$0000
STA.w ClockHours ; clear digit storage
STA.w ClockHours+2
STA.w ClockMinutes
STA.w ClockMinutes+2
STA.w ClockSeconds
STA.w ClockSeconds+2
STA.l ClockHours ; clear digit storage
STA.l ClockHours+2
STA.l ClockMinutes
STA.l ClockMinutes+2
STA.l ClockSeconds
STA.l ClockSeconds+2
LDA.l TimerStyle : AND.w #$00FF : CMP.w #$0002 : BNE + ; Stopwatch Mode
%Sub32(NMIFrames,ChallengeTimer,ClockBuffer)
@@ -57,8 +57,8 @@ CalculateTimer:
LDA.l NMIFrames+2 : STA.l ChallengeTimer+2
RTS
++ CMP.w #$0001 : BNE ++ ; Negative Time
LDA.w ClockBuffer : EOR.w #$FFFF : !ADD.w #$0001 : STA.w ClockBuffer
LDA.w ClockBuffer+2 : EOR.w #$FFFF : ADC.w #$0000 : STA.w ClockBuffer+2
LDA.l ClockBuffer : EOR.w #$FFFF : !ADD.w #$0001 : STA.l ClockBuffer
LDA.l ClockBuffer+2 : EOR.w #$FFFF : ADC.w #$0000 : STA.l ClockBuffer+2
LDA.w #$0001 : STA.l ClockStatus ; Set Negative Mode
BRA .prepDigits
++ CMP.w #$0002 : BNE ++ ; OHKO
@@ -92,12 +92,12 @@ CalculateTimer:
%Sub32(ClockBuffer,.second,ClockBuffer) : BRA -
+
LDA.w ClockHours : !ADD.w #$2490 : STA.w ClockHours ; convert decimal values to tiles
LDA.w ClockHours+2 : !ADD.w #$2490 : STA.w ClockHours+2
LDA.w ClockMinutes : !ADD.w #$2490 : STA.w ClockMinutes
LDA.w ClockMinutes+2 : !ADD.w #$2490 : STA.w ClockMinutes+2
LDA.w ClockSeconds : !ADD.w #$2490 : STA.w ClockSeconds
LDA.w ClockSeconds+2 : !ADD.w #$2490 : STA.w ClockSeconds+2
LDA.l ClockHours : !ADD.w #$2490 : STA.l ClockHours ; convert decimal values to tiles
LDA.l ClockHours+2 : !ADD.w #$2490 : STA.l ClockHours+2
LDA.l ClockMinutes : !ADD.w #$2490 : STA.l ClockMinutes
LDA.l ClockMinutes+2 : !ADD.w #$2490 : STA.l ClockMinutes+2
LDA.l ClockSeconds : !ADD.w #$2490 : STA.l ClockSeconds
LDA.l ClockSeconds+2 : !ADD.w #$2490 : STA.l ClockSeconds+2
RTS
;--------------------------------------------------------------------------------
.hour
@@ -148,14 +148,14 @@ DrawChallengeTimer:
BRA ++
+ ; Show Timer
LDA.l ClockStatus : AND.w #$0001 : !ADD.w #$2804 : STA.l HUDTileMapBuffer+$94
LDA.w ClockHours+2 : STA.l HUDTileMapBuffer+$96
LDA.w ClockHours : STA.l HUDTileMapBuffer+$98
LDA.l ClockHours+2 : STA.l HUDTileMapBuffer+$96
LDA.l ClockHours : STA.l HUDTileMapBuffer+$98
LDA.w #$2806 : STA.l HUDTileMapBuffer+$9A
LDA.w ClockMinutes+2 : STA.l HUDTileMapBuffer+$9C
LDA.w ClockMinutes : STA.l HUDTileMapBuffer+$9E
LDA.l ClockMinutes+2 : STA.l HUDTileMapBuffer+$9C
LDA.l ClockMinutes : STA.l HUDTileMapBuffer+$9E
LDA.w #$2806 : STA.l HUDTileMapBuffer+$A0
LDA.w ClockSeconds+2 : STA.l HUDTileMapBuffer+$A2
LDA.w ClockSeconds : STA.l HUDTileMapBuffer+$A4
LDA.l ClockSeconds+2 : STA.l HUDTileMapBuffer+$A2
LDA.l ClockSeconds : STA.l HUDTileMapBuffer+$A4
++
LDA.b FrameCounter : AND.w #$001F : BNE + : JSR CalculateTimer : +
@@ -174,12 +174,11 @@ RTL
CheckOHKO:
SEP #$20
LDA.l OHKOFlag : CMP.l OHKOCached : BNE .change
REP #$20
CLC
REP #$21
RTS
.change
STA.l OHKOCached
INC.w UpdateHUDFlag
LDA.b #$01 : STA.l UpdateHUDFlag
REP #$20
SEC
RTS

View File

@@ -4,8 +4,9 @@
; in: X(w) - Length in Tiles
;--------------------------------------------------------------------------------
DoToast:
PHY : PHP
LDY.w ToastBuffer
PHY : PHP : PHA
LDA.l ToastBuffer : TAY
PLA
JSL WriteVRAMBlock
PLP : PLY
RTL