Another WRAM label pass

Deleted compression.asm
This commit is contained in:
cassidoxa
2022-11-22 00:36:39 -05:00
parent 788cceaab9
commit 09d15f3294
63 changed files with 1438 additions and 1317 deletions

View File

@@ -149,10 +149,10 @@ JML.l AllowStartFromExitReturn
LDA.l $02D8D3, X : STA.b RoomIndex+1
; Go to pre-overworld mode
LDA.b #$08 : STA.b $10
LDA.b #$08 : STA.b GameMode
STZ.b $11
STZ.b $B0
STZ.b GameSubMode
STZ.b SubSubModule
STZ.w $010A
@@ -168,7 +168,7 @@ CheckHole:
.nextHoleClassic
LDA.b Scrap00 : CMP.l $1BB800, X
BNE .wrongMap16Classic
LDA.w $040A : CMP.l $1BB826, X
LDA.b OverworldIndex : CMP.l $1BB826, X
BEQ .matchedHoleClassic
.wrongMap16Classic
DEX #2 : BPL .nextHoleClassic
@@ -177,7 +177,7 @@ CheckHole:
.nextHoleExtra
LDA.b Scrap00 : CMP.l ExtraHole_Map16, X
BNE .wrongMap16Extra
LDA.w $040A : CMP.l ExtraHole_Area, X
LDA.b OverworldIndex : CMP.l ExtraHole_Area, X
BEQ .matchedHoleExtra
.wrongMap16Extra
DEX #2 : BPL .nextHoleExtra
@@ -194,8 +194,8 @@ JML Overworld_Hole_End
PreventEnterOnBonk:
STA.b Scrap00 ; part of what we wrote over
LDA.l InvertedMode : AND.w #$00FF : BEQ .done
LDA.l $5D : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
LDA.b $8A : AND.w #$0040 : CMP.b $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
LDA.b LinkState : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
LDA.b OverworldIndex : AND.w #$0040 : CMP.b $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
; If in inverted, are in mirror mode, and are bonking then do not enter
JML.l PreventEnterOnBonk_BRANCH_IX
@@ -206,7 +206,7 @@ JML.l PreventEnterOnBonk_return
;--------------------------------------------------------------------------------
TurtleRockEntranceFix:
LDA.l TurtleRockAutoOpenFix : BEQ .done
LDA.b $8A : CMP.b #$47 : BNE .done
LDA.b OverworldIndex : CMP.b #$47 : BNE .done
;If exiting to turtle rock ensure the entrance is open
LDA.l OverworldEventDataWRAM+$47 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$47
.done
@@ -215,14 +215,14 @@ RTL
AnimatedEntranceFix: ;when an entrance animation tries to start
PHA
LDA.l InvertedMode : BEQ + ;If we are in inverted mode
LDA.b $8A : AND.b #$40 : BNE + ;and in the light world
LDA.b OverworldIndex : AND.b #$40 : BNE + ;and in the light world
PLA
STZ.w $04C6 ; skip it.
STZ.w OWEntranceCutscene ; skip it.
LDA.b #$00
RTL
+
PLA
STA.w $02E4 ;what we wrote over
STA.w $0FC1 ;what we wrote over
STA.w $0710 ;what we wrote over
STA.w CutsceneFlag ;what we wrote over
STA.w FreezeSprites ;what we wrote over
STA.w SkipOAM ;what we wrote over
RTL