Formatting

This commit is contained in:
codemann8
2024-04-05 21:00:55 -05:00
committed by aerinon
parent a70251d2b2
commit 0339e09b5d
5 changed files with 245 additions and 247 deletions

View File

@@ -64,7 +64,6 @@ GiveBonkItem:
JSR LoadBonkItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSR LoadBonkItem
JSR AbsorbKeyCheck : BCC .notKey
.key
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

View File

@@ -3,37 +3,39 @@
;--------------------------------------------------------------------------------
HeartPieceGet:
PHX : PHY
JSL LoadHeartPieceRoomValue
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
TAY
JSL MaybeMarkDigSpotCollected
.skipLoad
JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .not_heart
LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter
.not_heart
STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
JSL MaybeUnlockTabletAnimation
JSL LoadHeartPieceRoomValue
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
JSL MaybeMarkDigSpotCollected
JSL Player_HaltDashAttackLong
STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
JSL Link_ReceiveItem
JSL MaybeUnlockTabletAnimation
PLY : PLX
RTL
;--------------------------------------------------------------------------------
HeartContainerGet:
PHX : PHY
JSL IncrementBossSword
LDY.w SpriteID, X : BNE +
JSL LoadHeartContainerRoomValue : TAY
+
BRA HeartPieceGet_skipLoad
JSL IncrementBossSword
JSL LoadHeartContainerRoomValue : TAY
;--------------------------------------------------------------------------------
DrawHeartPieceGFX:
PHP
JSL Sprite_IsOnscreen : BCC .offscreen
PHA : PHY
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL HeartPieceSpritePrep
JMP .done ; don't draw on the init frame
.skipInit
LDA.w SpriteID, X ; Retrieve stored item type
@@ -44,23 +46,21 @@ DrawHeartPieceGFX:
PLX
LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
PLA
JSL DrawDynamicTile
LDA.b Scrap00
CLC : ADC.b #$04
STA.b Scrap00
JSL Sprite_DrawShadowLong
BRA .done
+
PLX
PLA
JSL DrawDynamicTile
JSL Sprite_DrawShadowLong
.done
PLY : PLA
.offscreen
PLP
JSL Sprite_IsOnscreen : BCC .offscreen
JSL HeartPieceSpritePrep
JSL DrawDynamicTile
JSL Sprite_DrawShadowLong
JSL DrawDynamicTile
JSL Sprite_DrawShadowLong
RTL
;--------------------------------------------------------------------------------
DrawHeartContainerGFX:
@@ -80,20 +80,20 @@ DrawHeartContainerGFX:
HeartContainerSound:
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE +
LDA.w ItemReceiptMethod : CMP.b #$03 : BEQ +
JSL CheckIfBossRoom : BCC + ; Skip if not in a boss room
LDA.b #$2E
SEC
RTL
+
CLC
JSL CheckIfBossRoom : BCC + ; Skip if not in a boss room
RTL
;--------------------------------------------------------------------------------
NormalItemSkipSound:
; Out: c - skip sounds if set
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
JSL.l CheckIfBossRoom : BCS .boss_room
JSL CheckIfBossRoom : BCS .boss_room
TDC
CPY #$17 : BEQ .skip
CPY.b #$17 : BEQ .skip
CLC
RTL
.boss_room
@@ -117,10 +117,10 @@ HeartPieceSpritePrep:
LDA.b #$00 : STA.l RedrawFlag
JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
STA.w SpriteID, X
JSL LoadHeartPieceRoomValue
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID, X
JSL PrepDynamicTile_loot_resolved
.skip
@@ -132,10 +132,10 @@ HeartContainerSpritePrep:
LDA.b #$00 : STA.l RedrawFlag
JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
STA.w SpriteID, X
JSL LoadHeartContainerRoomValue ; load item type
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID, X
JSL PrepDynamicTile_loot_resolved
PLA
@@ -144,31 +144,30 @@ RTL
LoadHeartPieceRoomValue:
LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
.indoors
JSL LoadIndoorValue
JMP .done
.outdoors
.done
JSL LoadIndoorValue
JSL LoadOutdoorValue
.done
RTL
;--------------------------------------------------------------------------------
HPItemReset:
PHA
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
PLA
JSL GiveRupeeGift ; thing we wrote over
BRA .done
.skip
PLA
.done
PHA : LDA.b #$01 : STA.l RedrawFlag : PLA
JSL GiveRupeeGift ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
MaybeMarkDigSpotCollected:
PHA : PHP
LDA.b IndoorsFlag : BNE +
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex
CMP.w #$2A : BNE +
LDA.b OverworldIndex : CMP.w #$002A : BNE +
LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
+
PLP : PLA

View File

@@ -223,6 +223,7 @@ MirrorBonk:
PLB : PLP : PLX
BRA .forceBonk
++
TXA : !ADD.w #$0008 : CMP.w #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
TAX
BRA .loop
.endbonkRectanglesTable
@@ -232,7 +233,6 @@ MirrorBonk:
.normal
;Not forcing a bonk, so the vanilla bonk detection run.
LDA.b Scrap0C : ORA.b Scrap0E
TXA : !ADD.w #$0008 : CMP.w #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
JML MirrorBonk_NormalReturn
.forceBonk
JML MirrorBonk_BranchGamma