Implement item table encryption

This commit is contained in:
Kevin Cathcart
2018-07-08 16:38:45 -04:00
parent bc2d9d95a5
commit 14783a12e0
11 changed files with 214 additions and 68 deletions

View File

@@ -3,7 +3,7 @@
;--------------------------------------------------------------------------------
HeartPieceGet:
PHX : PHY
JSL.l LoadHeartPieceRoomValue : TAY ; load item value into Y register
LDY $0DA0, X ; load item value into Y register
JSL.l MaybeMarkDigSpotCollected
.skipLoad
@@ -34,7 +34,7 @@ RTL
HeartContainerGet:
PHX : PHY
JSL.l AddInventory_incrementBossSwordLong
JSL.l LoadHeartContainerRoomValue : TAY ; load item value into Y register
LDY $0DA0, X ; load item value into Y register
BRA HeartPieceGet_skipLoad
;--------------------------------------------------------------------------------
@@ -49,8 +49,8 @@ DrawHeartPieceGFX:
BRL .done ; don't draw on the init frame
.skipInit
JSL.l LoadHeartPieceRoomValue
LDA $0DA0, X ; Retrieve stored item type
.skipLoad
PHA
@@ -81,8 +81,8 @@ DrawHeartContainerGFX:
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
.skipInit
JSL.l LoadHeartContainerRoomValue
LDA $0DA0, X ; Retrieve stored item type
BRA DrawHeartPieceGFX_skipLoad
;--------------------------------------------------------------------------------
HeartContainerSound:
@@ -144,6 +144,7 @@ HeartPieceSpritePrep:
LDA #$00 : STA !REDRAW
JSL.l LoadHeartPieceRoomValue ; load item type
STA $0DA0, X ; Store item type
JSL.l PrepDynamicTile
.skip
@@ -156,6 +157,7 @@ HeartContainerSpritePrep:
LDA #$00 : STA !REDRAW
JSL.l LoadHeartContainerRoomValue ; load item type
STA $0DA0, X ; Store item type
JSL.l PrepDynamicTile
PLA
@@ -188,32 +190,51 @@ MaybeMarkDigSpotCollected:
PLP : PLA
RTL
;--------------------------------------------------------------------------------
macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
LDA IsEncrypted : BNE ?encrypted
LDA.l <ItemLabel>
BRA ?done
?encrypted:
PHX : PHP
REP #$30 ; set 16-bit accumulator & index registers
LDA $00 : PHA : LDA $02 : PHA
LDA.w #<TableLabel> : STA $00
LDA.w #<TableLabel>>>16 : STA $02
LDA.w #<ItemLabel>-<TableLabel>
JSL RetrieveValueFromEncryptedTable
PLX : STX $02 : PLX : STX $01
PLP : PLX
?done:
endmacro
LoadIndoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #225 : BNE +
LDA HeartPiece_Forest_Thieves
%GetPossiblyEncryptedItem(HeartPiece_Forest_Thieves, HeartPieceIndoorValues)
BRL .done
+ CMP.w #226 : BNE +
LDA HeartPiece_Lumberjack_Tree
%GetPossiblyEncryptedItem(HeartPiece_Lumberjack_Tree, HeartPieceIndoorValues)
BRL .done
+ CMP.w #234 : BNE +
LDA HeartPiece_Spectacle_Cave
%GetPossiblyEncryptedItem(HeartPiece_Spectacle_Cave, HeartPieceIndoorValues)
BRL .done
+ CMP.w #283 : BNE +
LDA $22 : XBA : AND.w #$0001 ; figure out where link is
BNE ++
LDA HeartPiece_Circle_Bushes
%GetPossiblyEncryptedItem(HeartPiece_Circle_Bushes, HeartPieceIndoorValues)
BRL .done
++
LDA HeartPiece_Graveyard_Warp
%GetPossiblyEncryptedItem(HeartPiece_Graveyard_Warp, HeartPieceIndoorValues)
BRL .done
+ CMP.w #294 : BNE +
LDA HeartPiece_Mire_Warp
%GetPossiblyEncryptedItem(HeartPiece_Mire_Warp, HeartPieceIndoorValues)
BRL .done
+ CMP.w #295 : BNE +
LDA HeartPiece_Smith_Pegs
%GetPossiblyEncryptedItem(HeartPiece_Smith_Pegs, HeartPieceIndoorValues)
BRL .done
+ CMP.w #135 : BNE +
LDA StandingKey_Hera
@@ -239,47 +260,47 @@ LoadOutdoorValue:
LDA $8A
CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
LDA HeartPiece_Spectacle
%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
BRL .done
++
LDA EtherItem
%GetPossiblyEncryptedItem(EtherItem, SpriteItemValues)
BRL .done
+ CMP.w #$05 : BNE +
LDA HeartPiece_Mountain_Warp
%GetPossiblyEncryptedItem(HeartPiece_Mountain_Warp, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$28 : BNE +
LDA HeartPiece_Maze
%GetPossiblyEncryptedItem(HeartPiece_Maze, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$2A : BNE +
LDA HauntedGroveItem
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
LDA HeartPiece_Desert
%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
BRL .done
++
LDA BombosItem
%GetPossiblyEncryptedItem(BombosItem, SpriteItemValues)
BRL .done
+ CMP.w #$35 : BNE +
LDA HeartPiece_Lake
%GetPossiblyEncryptedItem(HeartPiece_Lake, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$3B : BNE +
LDA HeartPiece_Swamp
%GetPossiblyEncryptedItem(HeartPiece_Swamp, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$42 : BNE +
LDA HeartPiece_Cliffside
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$4A : BNE +
LDA HeartPiece_Cliffside
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$5B : BNE +
LDA HeartPiece_Pyramid
%GetPossiblyEncryptedItem(HeartPiece_Pyramid, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$68 : BNE +
LDA HeartPiece_Digging
%GetPossiblyEncryptedItem(HeartPiece_Digging, HeartPieceOutdoorValues)
BRL .done
+ CMP.w #$81 : BNE +
LDA HeartPiece_Zora
%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
BRL .done
+
LDA.w #$0017 ; default to a normal hp
@@ -306,34 +327,34 @@ LoadBossValue:
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
LDA HeartContainer_ArmosKnights
%GetPossiblyEncryptedItem(HeartContainer_ArmosKnights, HeartContainerBossValues)
BRL .done
+ CMP.w #51 : BNE +
LDA HeartContainer_Lanmolas
%GetPossiblyEncryptedItem(HeartContainer_Lanmolas, HeartContainerBossValues)
BRL .done
+ CMP.w #7 : BNE +
LDA HeartContainer_Moldorm
%GetPossiblyEncryptedItem(HeartContainer_Moldorm, HeartContainerBossValues)
BRL .done
+ CMP.w #90 : BNE +
LDA HeartContainer_HelmasaurKing
%GetPossiblyEncryptedItem(HeartContainer_HelmasaurKing, HeartContainerBossValues)
BRL .done
+ CMP.w #6 : BNE +
LDA HeartContainer_Arrghus
%GetPossiblyEncryptedItem(HeartContainer_Arrghus, HeartContainerBossValues)
BRL .done
+ CMP.w #41 : BNE +
LDA HeartContainer_Mothula
%GetPossiblyEncryptedItem(HeartContainer_Mothula, HeartContainerBossValues)
BRL .done
+ CMP.w #172 : BNE +
LDA HeartContainer_Blind
%GetPossiblyEncryptedItem(HeartContainer_Blind, HeartContainerBossValues)
BRL .done
+ CMP.w #222 : BNE +
LDA HeartContainer_Kholdstare
%GetPossiblyEncryptedItem(HeartContainer_Kholdstare, HeartContainerBossValues)
BRL .done
+ CMP.w #144 : BNE +
LDA HeartContainer_Vitreous
%GetPossiblyEncryptedItem(HeartContainer_Vitreous, HeartContainerBossValues)
BRL .done
+ CMP.w #164 : BNE +
LDA HeartContainer_Trinexx
%GetPossiblyEncryptedItem(HeartContainer_Trinexx, HeartContainerBossValues)
BRL .done
+
LDA.w #$003E ; default to a normal boss heart