Another WRAM label pass
Deleted compression.asm
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@@ -3,7 +3,7 @@
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;--------------------------------------------------------------------------------
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HeartPieceGet:
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PHX : PHY
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LDY.w $0E80, X ; load item value into Y register
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LDY.w SpriteItemType, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l LoadHeartPieceRoomValue : TAY
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@@ -12,7 +12,7 @@ HeartPieceGet:
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.skipLoad
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STZ.w $02E9 ; 0 = Receiving item from an NPC or message
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STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
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CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
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LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
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@@ -36,7 +36,7 @@ RTL
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HeartContainerGet:
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PHX : PHY
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JSL.l AddInventory_incrementBossSwordLong
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LDY $0E80, X ; load item value into Y register
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LDY.w SpriteItemType, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l LoadHeartContainerRoomValue : TAY
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@@ -54,7 +54,7 @@ DrawHeartPieceGFX:
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JMP .done ; don't draw on the init frame
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.skipInit
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LDA.w $0E80, X ; Retrieve stored item type
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LDA.w SpriteItemType, X ; Retrieve stored item type
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.skipLoad
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@@ -83,7 +83,7 @@ DrawHeartContainerGFX:
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BRA DrawHeartPieceGFX_done ; don't draw on the init frame
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.skipInit
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LDA.w $0E80, X ; Retrieve stored item type
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LDA.w SpriteItemType, X ; Retrieve stored item type
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BRA DrawHeartPieceGFX_skipLoad
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;--------------------------------------------------------------------------------
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@@ -122,11 +122,11 @@ HeartPieceSpritePrep:
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LDA.l ServerRequestMode : BEQ + : : +
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LDA.b #$01 : STA.l RedrawFlag
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LDA.b $5D : CMP.b #$14 : BEQ .skip ; skip if we're mid-mirror
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LDA.b LinkState : CMP.b #$14 : BEQ .skip ; skip if we're mid-mirror
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LDA.b #$00 : STA.l RedrawFlag
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JSL.l LoadHeartPieceRoomValue ; load item type
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STA.w $0E80, X ; Store item type
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STA.w SpriteItemType, X ; Store item type
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JSL.l PrepDynamicTile
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.skip
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@@ -138,14 +138,14 @@ HeartContainerSpritePrep:
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LDA.b #$00 : STA.l RedrawFlag
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JSL.l LoadHeartContainerRoomValue ; load item type
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STA.w $0E80, X ; Store item type
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STA.w SpriteItemType, X ; Store item type
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JSL.l PrepDynamicTile
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PLA
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RTL
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;--------------------------------------------------------------------------------
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LoadHeartPieceRoomValue:
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LDA.b $1B : BEQ .outdoors ; check if we're indoors or outdoors
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LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
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.indoors
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JSL.l LoadIndoorValue
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JMP .done
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@@ -161,9 +161,9 @@ RTL
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;--------------------------------------------------------------------------------
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MaybeMarkDigSpotCollected:
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PHA : PHP
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LDA.b $1B : BNE +
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LDA.b IndoorsFlag : BNE +
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REP #$20 ; set 16-bit accumulator
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LDA.b $8A
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LDA.b OverworldIndex
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CMP.w #$2A : BNE +
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LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
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+
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@@ -237,7 +237,7 @@ RTL
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LoadOutdoorValue:
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PHP
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REP #$20 ; set 16-bit accumulator
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LDA.b $8A
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LDA.b OverworldIndex
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CMP.w #$03 : BNE +
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LDA.b $22 : CMP.w #1890 : !BLT ++
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%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
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