Changes graphical status of standard exits when blocking exits in rain
Fixes graphical issues with sanctuary and swamp hub lobbies Major fix for decoupled doors landing area Fix for multiworld absorbables
This commit is contained in:
@@ -52,6 +52,7 @@ incsrc edges.asm
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incsrc math.asm
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incsrc hudadditions.asm
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incsrc dr_lobby.asm
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incsrc entrance_fixes.asm
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warnpc $A79C00
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incsrc doortables.asm
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@@ -44,8 +44,6 @@ org $8293d1 ; <- 113d1 - Bank02.asm : 3683 (ADD $20 : STA $20 BRANCH_IOTA)
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jsl StraightStairsFix : nop
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org $829396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
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jsl StraightStairLayerFix
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org $82c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
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jsl DoorToStraight : nop
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org $82c092 ; STA $0020, Y : LDX #$00
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jsl DoorToInroom : nop
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org $82c0f8 ; CMP $02C034, X
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@@ -175,9 +173,6 @@ JSL RetrieveBunnyState : NOP
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org $82d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
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JSL CheckDarkWorldSpawn : NOP
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org $81891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
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JSL RainPrevention : BCC + : RTS : NOP : +
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org $9edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
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JSL StandardAgaDmg
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@@ -216,3 +211,10 @@ jsl CheckIfDoorsOpen
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bcs .normal
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rts
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.normal
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; fixes an issue with edges -> normal doors (bombable, dashable, keydoor)
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org $82C06A
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JSL TransitionCalculateLanding_Fix : NOP #2
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org $82C157
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JSL AlwaysPushThroughFDoors
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@@ -1,4 +1,9 @@
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; defines
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; Ram usage
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EdgeToNormalFlag = $7E1200
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HorzEdge:
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LDA.b #$00 : STA.l EdgeToNormalFlag
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cpy #$ff : beq +
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jsr DetectWestEdge : ldy #$02 : bra ++
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+ jsr DetectEastEdge
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@@ -13,6 +18,7 @@ HorzEdge:
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+ clc : rts
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VertEdge:
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LDA.b #$00 : STA.l EdgeToNormalFlag
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cpy #$ff : beq +
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jsr DetectNorthEdge : bra ++
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+ jsr DetectSouthEdge
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@@ -56,6 +62,7 @@ LoadEdgeRoomVert:
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lda $04 : and #$80 : bne .edge
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lda $04 : sta $01 ; load up flags in $01
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and #$03 : cmp #$03 : beq .inroom
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LDA.b #$01 : STA.l EdgeToNormalFlag
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ldy #$01 : jsr ShiftVariablesMainDir
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jsr PrepScrollToNormal
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bra .scroll
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@@ -296,4 +303,23 @@ DetectEastEdge:
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.end txa : rts
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TransitionCalculateLanding_Fix:
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LDA.l EdgeToNormalFlag : BEQ +
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LDX.w $0418 : CPX.b #$01 : BNE +
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LDA.b $20 : SBC #$08 : STA.b $20
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+ PHK : PEA.w .jslrtsreturn-1
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PEA.w $02802C
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JML CalculateTransitionLanding
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.jslrtsreturn
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LDX.w $0418 : CPX.b #$01 : BNE .zero ; the LDX is vanilla and needs to always run
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LDA.l EdgeToNormalFlag : BEQ +
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LDA.b $20 : ADC #$08 : STA.b $20
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.zero LDA.b #$00 : STA.l EdgeToNormalFlag
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+ JSL DoorToStraight
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RTL
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AlwaysPushThroughFDoors:
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PHA : AND.b #$F0 : CMP.b #$F0 : BNE +
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PLA : RTL
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+ PLA : AND.b #$8E : CMP.b #$80
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RTL
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274
doorrando/entrance_fixes.asm
Normal file
274
doorrando/entrance_fixes.asm
Normal file
@@ -0,0 +1,274 @@
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;===================================================================================================
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; The only specific concern to keep in mind with this code is that your databank will be $00
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; Actually, it should be $80, if you're using my fastrom changes.
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;
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; Leave all your door data vanilla
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; Do not try to adjust doors as I previously suggested (not worth the effort)
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; We need a few hooks and some light hardcoding either way
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; Might as well just do it in a brute, but reliable, way
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;
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; In brief, this is the hack we're making:
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; 1) Let vanilla routines draw the door normally
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; 2) Draw over what vanilla just drew
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; 3) Hijack the door tile type routine
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; and replace the vanilla value with that of solid collision
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;===================================================================================================
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pushpc
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org $01892F
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DoorDrawJankMove:
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JML PrepDoorDraw
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.return
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JSL AdjustEscapeDoorGraphics
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RTS
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; we don't want to overwrite the JMP ($000E) that's already there
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; Well, we could, but we don't need to
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warnpc $018939
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org $01BF43
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JSL AdjustEscapeDoorCollision
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pullpc
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;===================================================================================================
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PrepDoorDraw:
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; first off, we need this routine to return to our jank hook
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; otherwise, finding a reliable place to put the graphics change check will be a pin
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; so push the address to return to the routine
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; It's a lot to explain why this is necessary
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; Much easier to just tell you to look at $01890D in the disassembly
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; and you should understand the vanilla program flow we need to reject
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PEA.w DoorDrawJankMove_return-1
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; copy vanilla code (but fast rom)
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LDA.l $8186F0,X
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STA.b $0E
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LDX.b $02
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LDA.b $04
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; and to execute the jump, we'll use the JMP ($000E) we carefully avoided overwriting
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JML.l $818939
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;===================================================================================================
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; Adjustment stage 1: graphics
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AdjustEscapeDoorGraphics:
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JSR IdentifyBlockedEntrance
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BCS .replace_graphics
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JSR IdentifySancEntrance
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BCS .fix_sanctuary_entrance
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JSR IdentifySwampEntrance
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BCS .fix_swamp_entrance
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; Do nothing
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RTL
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;---------------------------------------------------------------------------------------------------
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.replace_graphics ; for blocked doors
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; using the value in $19A0 should be fine for finding the graphics
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; the only caveat is that this appears to locate the tile just above the north-west corner
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; so below, I've indicated that offset with a +$xxx after the base tilemap buffer
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; The only odd thing I notice with this position is that some bad hardcoded adjust for
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; exploding walls that shouldn't affect how we use this value at all!
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LDY.w $0460 ; get door index
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LDX.w $19A0-2,Y ; get tilemap index
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; hardcoded shutter door graphics tile replacement
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; the horizontal flips could easily be explicit LDAs
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; but it's probably best the door is symmetrical
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; using ORA makes your intent more clear
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; and gives you fewer values to change if you experiment with other graphics
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; row 1
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LDA.w #$8838
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STA.l $7E2000+$080,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$086,X
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; row 2
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LDA.w #$8828
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STA.l $7E2000+$100,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$106,X
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LDA.w #$8829
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STA.l $7E2000+$102,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$104,X
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; the state of the A, X, and Y registers is irrelevant when we exit
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; they're all subsequently loaded with new values
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RTL
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.fix_sanctuary_entrance
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LDY.w $0460 ; get door index
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LDX.w $19A0-2,Y ; get tilemap index
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; row 0
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LDA.w #$14C4
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STA.l $7E2000+$000,X ; sanity check = should calculate to 7e3bbc
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$006,X
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LDA.w #$14C5
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STA.l $7E2000+$002,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$004,X
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; row 1
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LDA.w #$14E8
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STA.l $7E2000+$082,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$084,X
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; row 2
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LDA.w #$14F8
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STA.l $7E2000+$102,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$104,X
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.fix_swamp_entrance
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LDY.w $0460 ; get door index
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LDX.w $19A0-2,Y ; get tilemap index
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; row 0
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LDA.w #$9DfC
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STA.l $7E2000+$000,X
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STA.l $7E2000+$002,X
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STA.l $7E2000+$004,X
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STA.l $7E2000+$006,X
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; row 1
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LDA.w #$0908
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STA.l $7E2000+$080,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$086,X
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LDA.w #$14E8
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STA.l $7E2000+$082,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$084,X
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; row 2
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LDA.w #$0918
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STA.l $7E2000+$100,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$106,X
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LDA.w #$14F8
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STA.l $7E2000+$102,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$104,X
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; row 3
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LDA.w #$A82C
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STA.l $7E2000+$180,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$186,X
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LDA.w #$A82D
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STA.l $7E2000+$182,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$184,X
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RTL
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IdentifySancEntrance:
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LDA.b $A0 : CMP.w #$0012 : BNE +
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LDA.b $0A : CMP.w #$0010 : BNE +
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SEC : RTS
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+ CLC : RTS
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IdentifySwampEntrance:
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LDA.b $A0 : CMP.w #$0036 : BNE +
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LDA.b $0A : CMP.w #$0010 : BNE +
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SEC : RTS
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+ CLC : RTS
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;===================================================================================================
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; Leaving this here in case you desire a fully custom door later
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; For now, we'll just hardcode the tiles, as I did above
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; I put these in column order because that's how they're expected for the vanilla draw routines
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; but I changed my mind on redefining things
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; and am too lazy to change it to a row-wise listing
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BlockedEntrance:
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dw $8838, $8828, $A888 ; column 0
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dw $14E8, $8829, $C888 ; column 1
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dw $14E8, $8829, $A888 ; column 2
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dw $C838, $C828, $C888 ; column 3
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;===================================================================================================
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; Adjustment stage 2: collision
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AdjustEscapeDoorCollision:
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LSR ; vanilla shift
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; save our parameters
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; but one or both of these may not be necessary depending on how you detect these doors
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; all that matters is that after identifying blockage, we have:
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; Y is the same as what we entered with
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; X has A>>1, for whatever A entered with
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PHA
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LDA.w $1980, Y ; grab door info (type)
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AND.w #$00FF
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STA.b $0A ; store in temporary variable
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JSR IdentifyBlockedEntrance
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PLX ; this is a TAX in vanilla, just have X pull A instead
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BCS .block_entrance
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; vanilla value
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LDA.b $00
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RTL
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.block_entrance
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LDA.w #$0101 ; load tile type for solid collision
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RTL
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;===================================================================================================
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; Enter with:
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; $0A containing the door information: position and type bytes
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; which should be from $1980, Y or [$B7], Y depending on where in the door process we are
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; Exit with:
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; carry clear - leave door alone
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; carry set - block door
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IdentifyBlockedEntrance:
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LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002 : BCS .leave_alone ; only in rain states (0 or 1)
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LDA.l ProgressFlags : AND.w #$0004 : BNE .leave_alone ; zelda's been rescued
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LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
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LDA.b $A0 : CMP.w #$0012 : BNE +
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; we're in the sanctuary
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; this code could be removed because you can't reach sanc without zelda currently
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; but that's enforced in the logic, so this is to catch that case in case some mode allows it
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LDA.l FollowerIndicator : AND.w #$00FF : CMP.w #$0001 : BEQ .leave_alone ; zelda is following
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LDA.b $0A
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CMP.w #$000A : BCC .leave_alone
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CMP.w #$0014 : BCS .leave_alone
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.block_door
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SEC : RTS
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+ LDA.l BlockCastleDoorsInRain : AND.w #$00FF : BEQ .leave_alone
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LDX #$FFFE
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- INX #2
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LDA.l RemoveRainDoorsRoom, X : CMP.w #$FFFF : BEQ .leave_alone
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CMP $A0 : BNE -
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LDA.b $0A
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CMP.w #$000A : BCC .continue
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CMP.w #$0014 : BCS .continue
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BRA .block_door
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.continue
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BRA -
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.leave_alone
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CLC : RTS
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;===================================================================================================
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@@ -364,7 +364,8 @@ DoorToStraight:
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lda $a0 : cmp #$51 : bne .skip
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lda #$04 : sta $4e
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.skip pla
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.end ldx $0418 : cmp #$02 ;what we wrote over
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; the ldx $0418 is now taken care of by TransitionCalculateLanding_Fix
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.end cmp #$02 ;what we wrote over
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rtl
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}
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@@ -93,26 +93,6 @@ RetrieveBunnyState:
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STA $5D
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+ RTL
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RainPrevention:
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LDA $00 : XBA : AND #$00FF : STA.b $0A ; what we wrote over
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PHA
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LDA ProgressIndicator : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
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LDA.l ProgressFlags : AND #$0004 : BNE .done ; zelda's been rescued
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LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
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LDA $A0 : CMP #$0012 : BNE + ;we're in the sanctuary
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LDA.l FollowerIndicator : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
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LDA $00 : AND #$00FF : CMP #$00A1 : BNE .done ; position is a1
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PLA : LDA #$0008 : RTL
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+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
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LDX #$FFFE
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- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
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CMP $A0 : BNE -
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SEP #$20 : LDA.l RainDoorMatch, X : CMP $00 : BNE .continue
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INC.w $0460 : INC.w $0460 : REP #$20 : PLA : SEC : RTL
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.continue
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REP #$20 : BRA -
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.done PLA : CLC : RTL
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; A should be how much dmg to do to Aga when leaving this function
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StandardAgaDmg:
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LDX.b #$00 ; part of what we wrote over
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@@ -229,6 +229,9 @@ LoadMultiWorldPotItem:
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PLX
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BRA SaveMajorItemDrop
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MultiItemExit:
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LDA.w #$0008 : STA.w $0B9C
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RTL
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LoadMajorPotItem:
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INY : INY
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@@ -240,7 +243,9 @@ SaveMajorItemDrop:
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STA.w SpawnedItemID
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STX.w SpawnedItemIndex
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INC.w SpawnedItemFlag
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TAY : LDA.w #$0008
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TAY
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LDA.l SpawnedItemIsMultiWorld : BNE MultiItemExit
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LDA.w #$0008
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CPY.w #$0036 : BNE + ; Red Rupee
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LDA.w #$0016 : BRA .substitute
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+ CPY.w #$0044 : BNE + ; 10 pack arrows
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Reference in New Issue
Block a user