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

@@ -67,13 +67,13 @@ Overworld_CreatePyramidHoleModified:
LDA.w #$FFFF : STA.w $1012, Y
.ending
LDA.w #$3515 : STA.w $012D
LDA.w #$3515 : STA.w SFX1
SEP #$30
LDA.l OverworldEventDataWRAM+$5B : ORA.b #$20 : STA.l OverworldEventDataWRAM+$5B
LDA.b #$03 : STA.w $012F
LDA.b #$03 : STA.w SFX3
LDA.b #$01 : STA.b $14
@@ -138,26 +138,27 @@ RTL
GanonTowerAnimation:
LDA.l InvertedMode : BEQ .done
LDA.b #$1B : STA.w $012F
STZ.w $04C6
STZ.b $B0
STZ.w $0710
STZ.w $02E4
STZ.w $0FC1
STZ.w $011A
STZ.w $011B
STZ.w $011C
STZ.w $011D
LDA.b #$02 : STA.w $012C
LDA.b #$09 : STA.w $012D
RTL
.done
LDA.b #$05 : STA.w $04C6 ;what we wrote over
STZ.b $B0 ; (continued)
STZ.b $C8 ; (continued)
LDA.l InvertedMode : BEQ .done
LDA.b #$1B : STA.w SFX3
STZ.w OWEntranceCutscene
STZ.b SubSubModule
STZ.w SkipOAM
STZ.w CutsceneFlag
STZ.w FreezeSprites
STZ.w BG1ShakeV
STZ.w BG1ShakeV+1
STZ.w BG1ShakeH
STZ.w BG1ShakeH+1
LDA.b #$02 : STA.w MusicControlRequest
LDA.b #$09 : STA.w SFX1
RTL
.done
LDA.b #$05 : STA.w OWEntranceCutscene ; what we wrote over
STZ.b SubSubModule ; (continued)
STZ.b ScrapBufferBD+$0B ; (continued)
RTL
GanonTowerInvertedCheck:
@@ -166,7 +167,7 @@ GanonTowerInvertedCheck:
LDA.b #$01 ; Load a random value so it doesn't BEQ
RTL
.done
LDA.b $8A : CMP.b #$43 ;what we wrote over
LDA.b OverworldIndex : CMP.b #$43 ;what we wrote over
RTL
}
@@ -177,7 +178,7 @@ HardcodedRocks:
LDA.l InvertedMode : AND.w #$00FF : BEQ .normalrocks
BRA .noRock2
.normalrocks
LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock
LDA.w #$020F : LDX.b OverworldIndex : CPX.w #$0033 : BNE .noRock
STA.l $7E22A8
.noRock
CPX.w #$002F : BNE .noRock2
@@ -202,9 +203,9 @@ MirrorBonk:
; otherwise fall through to .normal
PHX : PHP
PHB : PHK : PLB
LDA.b $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
LDA.b OverworldIndex : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
REP #$30
LDX #$0000
LDX.w #$0000
.loop
LDA.l .bonkRectanglesTable, X ;Load X1
CMP $22 : !BGE ++