Merge branch 'main' into kara

This commit is contained in:
2023-09-09 11:06:13 -05:00
16 changed files with 170 additions and 158 deletions

View File

@@ -54,9 +54,9 @@ FlagAgahnimDoor:
;--------------------------------------------------------------------------------
LockAgahnimDoorsCore:
LDA.b LinkPosX : CMP.w #1992 : !BLT + ; door too far left, skip
CMP.w #2088 : !BGE + ; door too rat right, skip
CMP.w #2088 : !BGE + ; door too rat right, skip
LDA.b LinkPosY : CMP.w #1720 : !BGE + ; door too low, skip
LDA.w #$0001
LDA.w #$0001
RTS
+
LDA.w #$0000
@@ -81,7 +81,7 @@ AllowStartFromSingleEntranceCave:
PHA
TAX
LDA.l StartingAreaExitOffset, X
AND.w #$00FF
AND.w #$00FF
BNE +
JMP .done
@@ -126,7 +126,7 @@ AllowStartFromSingleEntranceCave:
LDA.l StartingEntrance : TAX
LDA.l StartingAreaOverworldDoor, X : STA.l PreviousOverworldDoor ;Load overworld door
REP #$20 ; reset 16-bit accumulator
JSL.l CacheDoorFrameData
JSL.l CacheDoorFrameData
.done
PLA
@@ -155,7 +155,7 @@ JML.l AllowStartFromExitReturn
STZ.b SubSubModule
STZ.w DeathReloadFlag
STZ.w RespawnFlag
INC.w UpdateHUD
INC.w UpdateHUDFlag
JSL Equipment_SearchForEquippedItemLong
JSL HUD_RebuildLong2

View File

@@ -1,14 +1,14 @@
OnPrepFileSelect:
LDA.b GameSubMode : CMP.b #$03 : BNE +
LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
RTL
+
PHA : PHX
REP #$10
JSL.l LoadAlphabetTilemap
JSL.l LoadFullItemTiles
SEP #$10
PLX : PLA
LDA.b GameSubMode : CMP.b #$03 : BNE +
LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
RTL
+
PHA : PHX
REP #$10
JSL.l LoadAlphabetTilemap
JSL.l LoadFullItemTiles
SEP #$10
PLX : PLA
RTL
;--------------------------------------------------------------------------------
OnDrawHud:
@@ -21,12 +21,12 @@ JML.l ReturnFromOnDrawHud
;--------------------------------------------------------------------------------
OnDungeonEntrance:
STA.l PegColor ; thing we wrote over
JSL MaybeFlagDungeonTotalsEntrance
INC.w UpdateHUD
JSL MaybeFlagDungeonTotalsEntrance
INC.w UpdateHUDFlag
RTL
;--------------------------------------------------------------------------------
OnDungeonBossExit:
JSL.l StatTransitionCounter
JSL.l StatTransitionCounter
RTL
;--------------------------------------------------------------------------------
OnPlayerDead:
@@ -38,19 +38,19 @@ OnPlayerDead:
RTL
;--------------------------------------------------------------------------------
OnDungeonExit:
PHA : PHP
SEP #$20 ; set 8-bit accumulator
JSL.l SQEGFix
PLP : PLA
PHA : PHP
SEP #$20 ; set 8-bit accumulator
JSL.l SQEGFix
PLP : PLA
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
PHA : PHP
INC.w UpdateHUD
JSL.l HUD_RebuildLong
JSL.l FloodGateResetInner
JSL.l SetSilverBowMode
PLP : PLA
PHA : PHP
INC.w UpdateHUDFlag
JSL.l HUD_RebuildLong
JSL.l FloodGateResetInner
JSL.l SetSilverBowMode
PLP : PLA
RTL
;--------------------------------------------------------------------------------
OnQuit:
@@ -81,9 +81,9 @@ OnUncleItemGet:
LDA.l CurrentRupees : !ADD.l FreeUncleItemAmount : STA.l CurrentRupees ; rupee arrows, so also give the player some money to start
SEP #$20 ; set 8-bit accumulator
+
LDA.l ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
+
LDA.l ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
+
RTL
;--------------------------------------------------------------------------------
OnAga1Defeated:
@@ -102,40 +102,40 @@ OnAga1Defeated:
RTL
;--------------------------------------------------------------------------------
OnAga2Defeated:
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
LDA.b #$01 : STA.l Aga2Duck
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
LDA.b #$01 : STA.l Aga2Duck
LDA.w DungeonID : CMP.b #$1A : BNE +
LDA.l DungeonsCompleted : ORA.b #$04 : STA.l DungeonsCompleted
+
LDA.b #$FF : STA.w DungeonID
JML.l IncrementAgahnim2Sword
JML.l IncrementAgahnim2Sword
;--------------------------------------------------------------------------------
OnFileCreation:
PHB
LDA.w #$03D7
LDX.w #$B000
LDY.w #$0000
MVN CartridgeSRAM>>16, InitSRAMTable>>16
; Skip file name and validity value
LDA.w #$010C
LDX.w #$B3E3
LDY.w #$03E3
MVN CartridgeSRAM>>16, InitSRAMTable>>16
PLB
PHB
LDA.w #$03D7
LDX.w #$B000
LDY.w #$0000
MVN CartridgeSRAM>>16, InitSRAMTable>>16
; Skip file name and validity value
LDA.w #$010C
LDX.w #$B3E3
LDY.w #$03E3
MVN CartridgeSRAM>>16, InitSRAMTable>>16
PLB
; Resolve instant post-aga if standard
SEP #$20
LDA.l InitProgressIndicator : BIT #$80 : BEQ +
LDA.b #$00 : STA.l ProgressIndicatorSRAM ; set post-aga after zelda rescue
LDA.b #$00 : STA.l OverworldEventDataSRAM+$02 ; keep rain state vanilla
+
REP #$20
; Resolve instant post-aga if standard
SEP #$20
LDA.l InitProgressIndicator : BIT #$80 : BEQ +
LDA.b #$00 : STA.l ProgressIndicatorSRAM ; set post-aga after zelda rescue
LDA.b #$00 : STA.l OverworldEventDataSRAM+$02 ; keep rain state vanilla
+
REP #$20
; Set validity value and do some cleanup. Jump to checksum done.
LDA.w #$55AA : STA.l FileValiditySRAM
JSL.l WriteSaveChecksumAndBackup
STZ.b Scrap00
STZ.b Scrap01
; Set validity value and do some cleanup. Jump to checksum done.
LDA.w #$55AA : STA.l FileValiditySRAM
JSL.l WriteSaveChecksumAndBackup
STZ.b Scrap00
STZ.b Scrap01
JML.l InitializeSaveFile_checksum_done
;--------------------------------------------------------------------------------
@@ -179,12 +179,12 @@ OnNewFile:
STZ.w TreePullKills
STZ.w TreePullHits
STZ.w PrizePackIndexes
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
LDA.b #$00 : STA.l MosaicLevel
JSL InitRNGPointerTable
PLP : PLX
@@ -200,7 +200,7 @@ OnLinkDamaged:
JML.l OHKOTimer
;--------------------------------------------------------------------------------
;OnEnterWater:
; JSL.l UnequipCapeQuiet ; what we wrote over
; JSL.l UnequipCapeQuiet ; what we wrote over
;RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPit:
@@ -221,13 +221,13 @@ OnLinkDamagedFromPitOutdoors:
JML.l OHKOTimer ; make sure this is last
;--------------------------------------------------------------------------------
OnOWTransition:
JSL.l FloodGateReset
JSL.l StatTransitionCounter
PHP
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
INC.w UpdateHUD
PLP
JSL.l FloodGateReset
JSL.l StatTransitionCounter
PHP
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
INC.w UpdateHUDFlag
PLP
RTL
;--------------------------------------------------------------------------------
OnLoadDuckMap:
@@ -245,52 +245,52 @@ PreItemGet:
RTL
;--------------------------------------------------------------------------------
PostItemGet:
STZ.w ShopPurchaseFlag
LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ +
LDX.w CurrentSpriteSlot
STZ.w SpriteMetaData,X
+
STZ.w ShopPurchaseFlag
LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ +
LDX.w CurrentSpriteSlot
STZ.w SpriteMetaData,X
+
RTL
;--------------------------------------------------------------------------------
PostItemAnimation:
PHB
LDA.b #$00 : STA.l BusyItem ; mark item as finished
LDA.l TextBoxDefer : BEQ +
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
JSL.l Main_ShowTextMessage_Alt
LDA.b #$00 : STA.l TextBoxDefer
+
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE +
LDA.b LinkDirection : BEQ +
JSL.l IncrementChestTurnCounter
+
REP #$20
PEA.w $7E00
PLB : PLB
LDA.w TransparencyFlag : BNE .SP05
LDA.l PalettesCustom_off_black+$00 : STA.w PaletteBuffer+$0170 : STA.w PaletteBufferAux+$0170
LDA.l PalettesCustom_off_black+$02 : STA.w PaletteBuffer+$0172 : STA.w PaletteBufferAux+$0172
STA.w PaletteBuffer+$0174 : STA.w PaletteBufferAux+$0174
STA.w PaletteBuffer+$0176 : STA.w PaletteBufferAux+$0176
STA.w PaletteBuffer+$0178 : STA.w PaletteBufferAux+$0178
STA.w PaletteBuffer+$017A : STA.w PaletteBufferAux+$017A
STA.w PaletteBuffer+$017C : STA.w PaletteBufferAux+$017C
STA.w PaletteBuffer+$017E : STA.w PaletteBufferAux+$017E
BRA .done
.SP05
LDA.l PalettesCustom_off_black+$00 : STA.w PaletteBuffer+$01B0 : STA.w PaletteBufferAux+$01B0
LDA.l PalettesCustom_off_black+$02 : STA.w PaletteBuffer+$01B2 : STA.w PaletteBufferAux+$01B2
STA.w PaletteBuffer+$01B4 : STA.w PaletteBufferAux+$01B4
STA.w PaletteBuffer+$01B6 : STA.w PaletteBufferAux+$01B6
STA.w PaletteBuffer+$01B8 : STA.w PaletteBufferAux+$01B8
STA.w PaletteBuffer+$01BA : STA.w PaletteBufferAux+$01BA
STA.w PaletteBuffer+$01BC : STA.w PaletteBufferAux+$01BC
STA.w PaletteBuffer+$01BE : STA.w PaletteBufferAux+$01BE
.done
INC.b NMICGRAM
SEP #$20
PHB
LDA.b #$00 : STA.l BusyItem ; mark item as finished
LDA.l TextBoxDefer : BEQ +
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
JSL.l Main_ShowTextMessage_Alt
LDA.b #$00 : STA.l TextBoxDefer
+
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE +
LDA.b LinkDirection : BEQ +
JSL.l IncrementChestTurnCounter
+
REP #$20
PEA.w $7E00
PLB : PLB
LDA.w TransparencyFlag : BNE .SP05
LDA.l PalettesCustom_off_black+$00 : STA.w PaletteBuffer+$0170 : STA.w PaletteBufferAux+$0170
LDA.l PalettesCustom_off_black+$02 : STA.w PaletteBuffer+$0172 : STA.w PaletteBufferAux+$0172
STA.w PaletteBuffer+$0174 : STA.w PaletteBufferAux+$0174
STA.w PaletteBuffer+$0176 : STA.w PaletteBufferAux+$0176
STA.w PaletteBuffer+$0178 : STA.w PaletteBufferAux+$0178
STA.w PaletteBuffer+$017A : STA.w PaletteBufferAux+$017A
STA.w PaletteBuffer+$017C : STA.w PaletteBufferAux+$017C
STA.w PaletteBuffer+$017E : STA.w PaletteBufferAux+$017E
BRA .done
.SP05
LDA.l PalettesCustom_off_black+$00 : STA.w PaletteBuffer+$01B0 : STA.w PaletteBufferAux+$01B0
LDA.l PalettesCustom_off_black+$02 : STA.w PaletteBuffer+$01B2 : STA.w PaletteBufferAux+$01B2
STA.w PaletteBuffer+$01B4 : STA.w PaletteBufferAux+$01B4
STA.w PaletteBuffer+$01B6 : STA.w PaletteBufferAux+$01B6
STA.w PaletteBuffer+$01B8 : STA.w PaletteBufferAux+$01B8
STA.w PaletteBuffer+$01BA : STA.w PaletteBufferAux+$01BA
STA.w PaletteBuffer+$01BC : STA.w PaletteBufferAux+$01BC
STA.w PaletteBuffer+$01BE : STA.w PaletteBufferAux+$01BE
.done
INC.b NMICGRAM
SEP #$20
STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
PLB
STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
PLB
RTL
;--------------------------------------------------------------------------------

View File

@@ -1407,22 +1407,29 @@ org $8DFB29 : BRA UpdateHUDBuffer_update_item_check_arrows
;--------------------------------------------------------------------------------
org $8DF1AB : JSR.w RebuildHUD_update
org $8DDFC8 : JSR.w RebuildHUD_update
org $8DDB88 ; Don't rebuild HUD twice on icon refresh
NOP #3 ; Not sure why this is here
org $8DDB85 : JSR.w RefreshIcon_UpdateHUD : BRA + : NOP : +
;--------------------------------------------------------------------------------
org $87A205 : JSL.l RebuildHUD_update_long
org $8AEF62 : JSL.l RebuildHUD_update_long
org $87A1A4 : JSL.l RebuildHUD_update_long
org $87A1CF : JSL.l RebuildHUD_update_long
org $87A21D : JSL.l RebuildHUD_update_long
org $87A235 : JSL.l RebuildHUD_update_long
org $8AEF62 : JSL.l RebuildHUD_update_long
;--------------------------------------------------------------------------------
org $8DFFE1
RebuildHUD_update_long:
JSR.w RebuildHUD_update : RTL
RefreshIcon_UpdateHUD:
INC.w UpdateHUDFlag
JSR.w RebuildHUD
JSR.w UpdateEquippedItem
RTS
warnpc $8E8000
;--------------------------------------------------------------------------------
org $8DEDE8
JSL.l DrawHeartPiecesMenu : BRA DrawEquipment_in_a_dungeon
;--------------------------------------------------------------------------------
;================================================================================
; 300 Rupee NPC

View File

@@ -193,15 +193,15 @@ AddInventory:
JSR.w IncrementByOne
JSR.w StampItem
JSR.w IncrementYAItems
REP #$20
REP #$30
LDA.l TotalItemCounter : INC : TAY
LDA.l BootsEquipment : BNE +
LDA.l BootsEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreBootsLocations
+
LDA.l MirrorEquipment : BNE +
LDA.l MirrorEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreMirrorLocations
+
LDA.l FluteEquipment : BNE +
LDA.l FluteEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreFluteLocations
+
TYA
@@ -409,7 +409,7 @@ Link_ReceiveItem_HUDRefresh:
+
JSL.l HUD_RefreshIconLong ; thing we wrote over
INC.w UpdateHUD
INC.w UpdateHUDFlag
JSL.l PostItemGet
RTL
;--------------------------------------------------------------------------------
@@ -424,7 +424,7 @@ HandleBombAbsorbtion:
LDA.b #$04 : STA.w ItemCursor ; set selected item to bombs
LDA.b #$01 : STA.w CurrentYItem ; set selected item to bombs
JSL.l HUD_RebuildLong
INC.w UpdateHUD
INC.w UpdateHUDFlag
+
RTL
;--------------------------------------------------------------------------------

View File

@@ -72,7 +72,7 @@ NewHUD_DrawArrows:
;================================================================================
NewHUD_DrawGoal:
REP #$20
LDA.w UpdateHUD : BEQ .no_goal
LDA.w UpdateHUDFlag : BEQ .no_goal
LDA.l GoalItemRequirement : BEQ .no_goal
LDA.l GoalItemIcon : STA.w HUDGoalIndicator
@@ -129,7 +129,7 @@ NewHUD_DrawKeys:
;================================================================================
NewHUD_DrawDungeonCounters:
LDA.w UpdateHUD : BEQ NewHUD_DrawPrizeIcon
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawPrizeIcon
LDA.l CompassMode : ORA.l MapHUDMode : BIT.b #$03 : BEQ NewHUD_DrawPrizeIcon
LDX.b IndoorsFlag : BNE +
JMP.w NewHUD_DrawMagicMeter
@@ -154,7 +154,7 @@ NewHUD_DrawPrizeIcon:
LDA.b GameMode
CMP.b #$12 : BEQ .no_prize
CMP.b #$0E : BEQ +
LDA.w UpdateHUD : BEQ NewHUD_DrawItemCounter
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawItemCounter
+
LDA.w DungeonID
CMP.b #$1A : BCS .no_prize
@@ -204,7 +204,7 @@ NewHUD_DrawPrizeIcon:
;================================================================================
NewHUD_DrawItemCounter:
REP #$20
LDA.w UpdateHUD : BEQ NewHUD_DrawMagicMeter
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawMagicMeter
LDA.l ItemCounterHUD : AND.w #$00FF : BEQ NewHUD_DrawMagicMeter
LDA.w #!SlashTile : STA.w HUDGoalIndicator+$08
LDA.l TotalItemCount : CMP.w #1000 : BCS .item_four_digits
@@ -270,7 +270,7 @@ NewHUD_DrawMagicMeter:
;================================================================================
NewHUD_DoneDrawing:
STZ.w UpdateHUD
STZ.w UpdateHUDFlag
PLB
RTL

View File

@@ -276,8 +276,8 @@ ItemBehavior:
RTS
.silversbow
LDA.l SilverArrowsUseRestriction : BNE +
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE +
LDA.b #03 : STA.l BowEquipment ; set bow to silver
+
LDA.b #$01 : STA.l BowEquipment
@@ -338,8 +338,8 @@ ItemBehavior:
RTS
.silver_bow
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA.l CurrentArrows : BNE + ; check arrows
LDA.b #$03 : BRA ++ ; bow without arrow
@@ -414,8 +414,8 @@ ItemBehavior:
RTS
.silver_arrows
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
@@ -429,7 +429,7 @@ ItemBehavior:
.single_arrow
LDA.l ArrowMode : BEQ +
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
INC.w UpdateHUD ; in retro/rupee bow mode.
INC.w UpdateHUDFlag ; in retro/rupee bow mode.
+
RTS

View File

@@ -51,8 +51,8 @@ ItemCheck_TreeKid:
RTL
ItemCheck_TreeKid2:
LDA.l NpcFlags : AND.b #$08 : CMP.b #$08
TDC ; ?? TODO
LDA.l NpcFlags : AND.b #$08
LSR #2
RTL
ItemCheck_TreeKid3:

View File

@@ -17,7 +17,7 @@ RTL
;================================================================================
HUDRebuildIndoorHole:
PHA
INC.w UpdateHUD
INC.w UpdateHUDFlag
LDA.l GenericKeys : BEQ .normal
.generic
PLA
@@ -30,7 +30,7 @@ RTL
RTL
;================================================================================
HUDRebuildIndoor:
INC.w UpdateHUD
INC.w UpdateHUDFlag
LDA.l GenericKeys : BEQ .normal
.generic
LDA.b #$00 : STA.l RoomDarkness

View File

@@ -10,7 +10,7 @@ QuickSwap:
LDA.l QuickSwapFlag : BEQ .done
LDA.w ItemCursor : BEQ .done ; Skip everything if we don't have any items
INC.w UpdateHUDFlag
LDY.b #$14
PHX
XBA ; restore the stashed value

View File

@@ -388,7 +388,7 @@ DelayTimer = $7E1CE9 ;
;
TextID = $7E1CF0 ; Message ID and page. Word length.
;
UpdateHUD = $7E1E03 ; Flag used to mark HUD updates and avoid heavy code segments.
UpdateHUDFlag = $7E1E03 ; Flag used to mark HUD updates and avoid heavy code segments.
;
ToastBuffer = $7E1E0E ; Multiworld buffer. Word length.
;

View File

@@ -12,7 +12,7 @@ LoadBombCount16:
RTL
StoreBombCount:
JSL IncrementBombsPlacedCounter
INC.w UpdateHUD
INC.w UpdateHUDFlag
PHA : LDA.l InfiniteBombs : BEQ .finite
.infinite
PLA : LDA.b #$01 : RTL

View File

@@ -172,23 +172,23 @@ CurrentGenericKeys: skip 1 ; Generic small keys
;================================================================================
; Tracking & Indicators ($7EF38C - $7EF3F0)
;--------------------------------------------------------------------------------
InventoryTracking: skip 2 ; 2 - - - - - o q b r m p n s k f (bitfield)
InventoryTracking: skip 2 ; - - - - - - o q b r m p n s k f (bitfield)
; b = Blue Boomerang | r = Red Boomerang | m = Mushroom Current
; p = Magic Powder | n = Mushroom Past | s = Shovel
; k = Inactive Flute | f = Active Flute | o = Any bomb acquired
; q = Quickswap locked | 2 = Item on B
BowTracking: skip 1 ; b s p f - - - - (bitfield)
; q = Quickswap locked
BowTracking: skip 2 ; - - - - - - - - b s p f - - - - (bitfield)
; b = Any Bow | s = Silver Arrows Upgrade | p = Second Progressive Bow
; f = First progressive bow
; The front end writes two distinct progressive bow items. p
; indicates whether the "second" has been found independent of
; the first
SpecialWeaponLevel: skip 1 ; Keeps track of level of weapon in bomb-only and cane-only modes
ItemLimitCounts: skip 16 ; Keeps track of limited non-progressive items such as lamp.
; See: ItemSubstitutionRules in tables.asm
; Right now this is only used for three items but extra space is
; reserved
skip 36 ; Unused
skip 35 ; Unused
SpecialWeaponLevel: skip 1 ; Keeps track of level of weapon in item modes
ItemOnB: skip 1 ; same table as $0202; $01 = arrows .. $14 = mirror
ProgressIndicator: skip 1 ; $00 = Pre-Uncle | $01 = Post-Uncle item | $02 = Zelda Rescued
; $03 = Agahnim 1 defeated
@@ -413,9 +413,10 @@ BombsEquipmentSRAM: skip 31 ;
DisplayRupeesSRAM: skip 21 ;
CurrentArrowsSRAM: skip 21 ;
InventoryTrackingSRAM: skip 2 ;
BowTrackingSRAM: skip 1 ;
BowTrackingSRAM: skip 2 ;
skip 51 ;
SpecialWeaponLevelSRAM: skip 1 ;
skip 53 ;
ItemOnBSRAM: skip 1 ;
ProgressIndicatorSRAM: skip 1 ;
skip 19 ;
FileNameVanillaSRAM: skip 8 ; First four characters of file name
@@ -544,7 +545,8 @@ endmacro
;--------------------------------------------------------------------------------
%assertSRAM(InventoryTracking, $7EF38C)
%assertSRAM(BowTracking, $7EF38E)
%assertSRAM(SpecialWeaponLevel, $7EF38F)
%assertSRAM(SpecialWeaponLevel, $7EF3C3)
%assertSRAM(ItemOnB, $7EF3C4)
%assertSRAM(ItemLimitCounts, $7EF390)
;--------------------------------------------------------------------------------
%assertSRAM(GameCounter, $7EF3FF)
@@ -676,7 +678,7 @@ endmacro
%assertSRAM(CurrentArrowsSRAM, $700377)
%assertSRAM(InventoryTrackingSRAM, $70038C)
%assertSRAM(BowTrackingSRAM, $70038E)
%assertSRAM(SpecialWeaponLevelSRAM, $70038F)
%assertSRAM(SpecialWeaponLevelSRAM, $7003C3)
%assertSRAM(ProgressIndicatorSRAM, $7003C5)
%assertSRAM(FileNameVanillaSRAM, $7003D9)
%assertSRAM(FileValiditySRAM, $7003E1)

View File

@@ -83,7 +83,7 @@ IncrementSmallKeys:
JSL.l UpdateKeys
PHY : LDY.b #24 : JSL.l AddInventory : PLY
JSL.l HUD_RebuildLong
INC.w UpdateHUD
INC.w UpdateHUDFlag
PLX
RTL
;--------------------------------------------------------------------------------
@@ -106,7 +106,7 @@ IncrementSmallKeysNoPrimary:
++
PLP
+
INC.w UpdateHUD
INC.w UpdateHUDFlag
JSL.l HUD_RebuildLong
PLX
RTL

View File

@@ -94,24 +94,24 @@ db $02 ; #$02 = Tempered Sword (default)
;--------------------------------------------------------------------------------
; 0x18002B (Unused)
;--------------------------------------------------------------------------------
org $30802C ; PC 0x18002C
org $B0802C ; PC 0x18002C
AllowedItemOnB:
db #$00
; $00 = None (default)
; $01 - $20 = Only selected item
; $FF = Any valid
;--------------------------------------------------------------------------------
org $30802D ; PC 0x18002D
org $B0802D ; PC 0x18002D
ChallengeModes:
; ---- ---i
; i: Permanent Ice Physics
db #$00 ; #$00 = Default behavior;
;--------------------------------------------------------------------------------
org $30802E ; PC 0x18002E
org $B0802E ; PC 0x18002E
GanonVulnerabilityItem:
db #$00 ; #$00 = Default behavior (silver arrows)
;--------------------------------------------------------------------------------
org $30802F ; PC 0x18002F
org $B0802F ; PC 0x18002F
SpecialWeapons:
db #$00
; s - - - m m m m (bitfield)
@@ -127,7 +127,7 @@ db #$00
; $07 = Unused
; $08 = Bugnet mode
;--------------------------------------------------------------------------------
org $308030 ; PC 0x180030
org $B08030 ; PC 0x180030
EnableSRAMTrace:
db #$00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------

View File

@@ -180,7 +180,7 @@ CheckOHKO:
RTS
.change
STA.l OHKOCached
INC.w UpdateHUD
INC.w UpdateHUDFlag
REP #$20
SEC
RTS

View File

@@ -108,7 +108,6 @@ Equipment_SearchForEquippedItemLong = $8DE395
HUD_RebuildLong = $8DFA78
HUD_RebuildIndoor_Palace = $8DFA88
HUD_RebuildLong2 = $8DFA88
RebuildHUD_update = $8DFAA5
Messaging_Text = $8EEE10
AfterDeathCounterOutput = $8E8FD
Overworld_TileAttr = $8FFD94
@@ -155,12 +154,16 @@ Ancilla29_MilestoneItemReceipt_skip_crystal_sfx = $88CAE5
Ancilla29_MilestoneItemReceipt_no_sparkle = $88CB2E
Ancilla_SetOAM_XY = $88F6F3
Ancilla_AddAncilla = $899CCE
UpdateHUD = $8DDFA9
UpdateEquippedItem = $8DDFAF
DrawProgressIcons = $8DE9C8
ItemMenu_DrawEquippedYItem = $8DEB3A
ItemMenu_DrawEquippedYItem_exit = $8DECE6
ItemMenu_DrawEquipment_dungeonitems = $8DEDCC
DrawEquipment = $8DED29
DrawEquipment_in_a_dungeon = $8DEDFE
RebuildHUD = $8DFA90
RebuildHUD_update = $8DFAA5
UpdateHUDBuffer_update_item_check_arrows = $8DFB41
RenderText_DecompressAndDrawSingle = $8EF4FB
DecompressFontGFX = $8EF572