First pass-through adding labels

Added items, equipment, and tracking/indicators
Added playername changes
Removed some defines
This commit is contained in:
cassidy
2021-12-01 23:06:28 -05:00
parent fcd9b949e8
commit 14b899d47a
48 changed files with 454 additions and 486 deletions

View File

@@ -2,14 +2,12 @@
; The Legend of Zelda, A Link to the Past - Randomizer General Development & Bugfixes
;================================================================================
lorom
;================================================================================
;org $00FFC0 ; <- 7FC0 - Bank00.asm : 9173 (db "THE LEGEND OF ZELDA " ; 21 bytes)
;db #$23, $4E
org $00FFD5 ; <- 7FD5 - Bank00.asm : 9175 (db $20 ; rom layout)
;db #$35 ; set fast exhirom
db #$30 ; set fast lorom
;org $00FFD6 ; <- 7FD6 - Bank00.asm : 9176 (db $02 ; cartridge type)
@@ -44,10 +42,6 @@ dw !ROM_VERSION_HIGH
!BGE = "BCS"
; Rando Specific SRAM assignments
!SHOP_PURCHASE_COUNTS = "$7EF302" ;$7EF302 - $7EF33F (temporary home)
!INVENTORY_SWAP = "$7EF38C" ; [w]
!INVENTORY_SWAP_2 = "$7EF38E" ; [w]
!ITEM_LIMIT_COUNTS = "$7EF390" ; $7EF390 - ????
!NPC_FLAGS = "$7EF410"
!NPC_FLAGS_2 = "$7EF411"
!MAP_OVERLAY = "$7EF414" ; [w]
@@ -58,16 +52,10 @@ dw !ROM_VERSION_HIGH
!SHAME_CHEST = "$7EF416" ; ---s ----
!HAS_GROVE_ITEM = "$7EF416" ; ---- ---g general flags, don't waste these
!HIGHEST_SWORD_LEVEL = "$7EF417" ; --- -sss
;$7EF41A[w] - Programmable Item #1
;$7EF41C[w] - Programmable Item #2
;$7EF41E[w] - Programmable Item #3
!SRAM_SINK = "$7EF41E" ; <- change this (conflicts with Programmable item 3)
;$7EF418 - Goal Item Counter
;$7EF419 - Service Sequence
;$7EF420 - $7EF46D - Stat Tracking Bank 1 (overlaps with RNG Item Flags)
;$7EF450 - $7EF45F - RNG Item (Single) Flags
;$7EF4A0 - $7EF4A7 - Service Request Block
!FRESH_FILE_MARKER = "$7EF4F0" ; zero if fresh file
;$700500 - $70050F - Extended File Name
;$701000 - $70100F - Password (incorporate into log header)
;$702000 - $702014 - Rom title copy (incorporate into log header)
@@ -112,6 +100,7 @@ incsrc treekid.asm
incsrc spriteswap.asm
incsrc hashalphabethooks.asm
incsrc sharedplayerpalettefix.asm
incsrc sram.asm
;org $208000 ; bank #$20
org $A08000 ; bank #$A0
@@ -349,6 +338,7 @@ warnpc $B08000
;$7F5000[0x800]: Rando's main free ram region
; See tables.asm for specific assignments
;$7F6000[0x500]: Free RAM (reclaimed from damage table) Not allocated yet
;$7F6000[0x500]: SRAM buffer save 2 0x500
;$7F6500[0xB00]: SRAM mirror for last 0xB00 bytes of SRAM (extended sram)
;$7F7667[0x6719] - free ram
;================================================================================

View File

@@ -54,7 +54,7 @@ GiveBonkItem:
CMP #$24 : BNE .notKey
.key
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
LDA $7EF36F : INC A : STA $7EF36F
LDA CurrentSmallKeys : INC A : STA CurrentSmallKeys
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
JSL CountBonkItem
RTL
@@ -74,4 +74,4 @@ LoadBonkItem:
+
LDA.b #$24 ; default to small key
++
RTS
RTS

View File

@@ -5,15 +5,15 @@
ModifyBoots:
PHA
LDA !BOOTS_MODIFIER : CMP.b #$01 : BNE +
PLA : AND $7EF379 : ORA.b #$04 : RTL ; yes boots
PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots
+ : CMP.b #$02 : BNE +
PLA : AND $7EF379 : AND.b #$FB : RTL ; no boots
PLA : AND AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA FakeBoots : CMP.b #$01 : BNE +
LDA $5B : BEQ ++ : LDA $59 : BNE + ; hover check
++ : PLA : AND $7EF379 : ORA.b #$04 : RTL ; yes boots, not hovering
++ : PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
+
PLA
AND $7EF379 ; regular boots
AND AbilityFlags ; regular boots
RTL
;--------------------------------------------------------------------------------
AddBonkTremors:
@@ -22,7 +22,7 @@ AddBonkTremors:
JSL.l IncrementBonkCounter
+
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA $7EF355 : BNE + ; Check for Boots
LDA BootsEquipment : BNE + ; Check for Boots
PLA : RTL
+
PLA
@@ -33,7 +33,7 @@ BonkBreakableWall:
PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA $7EF355 : BNE + ; Check for Boots
LDA BootsEquipment : BNE + ; Check for Boots
PLP : PLX : LDA.w #$0000 : RTL
+
PLP : PLX
@@ -42,7 +42,7 @@ RTL
;--------------------------------------------------------------------------------
BonkRockPile:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA $7EF355 : BNE + ; Check for Boots
LDA BootsEquipment : BNE + ; Check for Boots
LDA.b #$00 : RTL
+
LDA $02EF : AND.b #$70 ; things we wrote over
@@ -50,7 +50,7 @@ RTL
;--------------------------------------------------------------------------------
GravestoneHook:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA $7EF355 : BEQ .done ; Check for Boots
LDA BootsEquipment : BEQ .done ; Check for Boots
+
LDA $0372 : BEQ .done ; things we wrote over
JML.l moveGravestone
@@ -59,7 +59,7 @@ GravestoneHook:
;--------------------------------------------------------------------------------
JumpDownLedge:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA $7EF355 : BNE + ; Check for Boots
LDA BootsEquipment : BNE + ; Check for Boots
; Disarm Waterwalk
LDA $5B : CMP.b #$01 : BNE +
STZ $5B
@@ -70,7 +70,7 @@ RTL
;--------------------------------------------------------------------------------
BonkRecoil:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA $7EF355 : BNE + ; Check for Boots
LDA BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA $29 : RTL
+
LDA.b #$24 : STA $29 ; things we wrote over

View File

@@ -2,8 +2,8 @@
;--------------------------------------------------------------------------------
AssignKiki:
LDA.b #$00 : STA $7EF3D3 ; defuse bomb
LDA.b #$0A : STA $7EF3CC ; assign kiki as follower
LDA.b #$00 : STA FollowerDropped ; defuse bomb
LDA.b #$0A : STA FollowerIndicator ; assign kiki as follower
RTL
;--------------------------------------------------------------------------------
@@ -13,7 +13,7 @@ RTL
;--------------------------------------------------------------------------------
!ITEM_BUSY = "$7F5091"
AllowSQ:
LDA $7EF3C5 : BEQ .done ; thing we overwrote - check if link is in his bed
LDA ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA !ITEM_BUSY : EOR #$01
.done
RTL
@@ -32,8 +32,8 @@ RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA $7EF357 : BNE .done
LDA $7EF3CA : AND.b #$40
LDA MoonPearlEquipment : BNE .done
LDA CurrentWorld : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR #$40
@@ -48,7 +48,7 @@ DecideIfBunnyByScreenIndex:
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
; superbunny work
LDA $1B : BNE .done
LDA $7EF357 : BNE .done
LDA MoonPearlEquipment : BNE .done
LDA $8A : AND.b #$40 : PHA
LDA.l InvertedMode : BNE .inverted
.normal
@@ -63,7 +63,7 @@ RTL
;--------------------------------------------------------------------------------
;ReadInventoryPond:
; CPX.b #$1B : BNE + : LDA.b #$01 : RTL : +
; LDA $7EF340, X
; LDA SRAMEquipment, X
;RTL
;--------------------------------------------------------------------------------
@@ -112,15 +112,15 @@ RTS
; fix issue where cross world caves (in Entrance randomizer) don't cause
; frog to become smith or vice versa.
FixFrogSmith:
LDA.l $7EF3CA : BNE .darkWorld
LDA.l $7EF3CC : CMP.b #$07 : BNE .done
LDA.l CurrentWorld : BNE .darkWorld
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done
LDA.b #$08 ; make frog into smith in light world
BRA .loadgfx
.darkWorld
LDA.l $7EF3CC : CMP.b #$08 : BNE .done
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done
LDA.b #$07 ; make smith into frog in dark world
.loadgfx
STA.l $7EF3CC
STA.l FollowerIndicator
JSL Tagalong_LoadGfx
.done
RTS
@@ -158,8 +158,8 @@ WallmasterCameraFix:
; Fix losing glove colors
LoadActualGearPalettesWithGloves:
REP #$20
LDA $7EF359 : STA $0C
LDA $7EF35B : AND.w #$00FF
LDA SwordEquipment : STA $0C
LDA ArmorEquipment : AND.w #$00FF
JSL LoadGearPalettes_variable
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL

View File

@@ -1,43 +1,37 @@
;================================================================================
; Capacity Logic
;================================================================================
!BOMB_UPGRADES = "$7EF370"
!BOMB_CURRENT = "$7EF343"
;--------------------------------------------------------------------------------
IncrementBombs:
LDA !BOMB_UPGRADES ; get bomb upgrades
LDA BombCapacityUpgrades ; get bomb upgrades
!ADD.l StartingMaxBombs : BEQ + ; Skip if we can't have bombs
DEC
CMP !BOMB_CURRENT
CMP BombsEquipment
!BLT +
LDA !BOMB_CURRENT
LDA BombsEquipment
CMP.b #99 : !BGE +
INC : STA !BOMB_CURRENT
INC : STA BombsEquipment
+
RTL
;--------------------------------------------------------------------------------
!ARROW_UPGRADES = "$7EF371"
!ARROW_CURRENT = "$7EF377"
;--------------------------------------------------------------------------------
IncrementArrows:
LDA !ARROW_UPGRADES ; get arrow upgrades
LDA ArrowCapacityUpgrades ; get arrow upgrades
!ADD.l StartingMaxArrows : DEC
CMP !ARROW_CURRENT
CMP CurrentArrows
!BLT +
LDA !ARROW_CURRENT
LDA CurrentArrows
CMP.b #99 : !BGE +
INC : STA !ARROW_CURRENT
INC : STA CurrentArrows
+
RTL
;--------------------------------------------------------------------------------
CompareBombsToMax:
LDA !BOMB_UPGRADES ; get bomb upgrades
LDA BombCapacityUpgrades ; get bomb upgrades
!ADD.l StartingMaxBombs
CMP !BOMB_CURRENT
CMP BombsEquipment
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

View File

@@ -17,7 +17,7 @@ DrawDungeonCompassCounts:
LDX $040C : CPX.b #$FF : BEQ .done ; Skip if not in a dungeon
CMP.w #$0002 : BEQ ++ ; if CompassMode==2, we don't check for the compass
LDA $7EF364 : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
LDA CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
BEQ .done ; skip if we don't have compass
++
@@ -137,4 +137,4 @@ CompassCount_Gt:
; $7EF439 - ttttssss - item locations checked
; t - turtle rock
; s - swamp palace
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

View File

@@ -71,7 +71,7 @@
;
; PLX
;
; LDA.b #$00 : STA $7EF3CC
; LDA.b #$00 : STA FollowerIndicator
;
; STZ $5E
;

View File

@@ -11,14 +11,14 @@ DoWorldFix:
JMP DoWorldFix_Inverted
+
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA $7EF353 : BEQ .noMirror ; check if we have the mirror
LDA MirrorEquipment : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA $7EF3C5 : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.aga1Alive
LDA #$00
.noMirror
STA $7EF3CA ; set flag to light world
LDA $7EF3CC : CMP #$07 : BNE .done : INC : STA $7EF3CC ; convert frog to dwarf
STA CurrentWorld ; set flag to light world
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
@@ -39,25 +39,25 @@ JMP DoWorldFix
JMP DoWorldFix_skip_mirror_check
.pyramid
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC : CMP #$08 : BNE .done : DEC : STA $7EF3CC : + ; convert dwarf to frog
LDA #$40 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog
.done
RTL
;================================================================================
DoWorldFix_Inverted:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA $7EF353 : BEQ .noMirror ; check if we have the mirror
LDA MirrorEquipment : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA $7EF3C5 : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.noMirror
.aga1Alive
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC
LDA #$40 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
.clear
LDA.b #$00 : STA $7EF3CC ; clear follower
LDA.b #$00 : STA FollowerIndicator ; clear follower
.done
RTL
;--------------------------------------------------------------------------------
@@ -75,8 +75,8 @@ JMP DoWorldFix
JMP DoWorldFix_Inverted_skip_mirror_check
.castle
LDA #$00 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC : CMP #$07 : BNE + : LDA.b #$08 : STA $7EF3CC : + ; convert frog to dwarf
LDA #$00 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
.done
RTL
;================================================================================
@@ -85,19 +85,19 @@ RTL
;--------------------------------------------------------------------------------
FakeWorldFix:
LDA FixFakeWorld : BEQ +
LDA $8A : AND.b #$40 : STA $7EF3CA
LDA $8A : AND.b #$40 : STA CurrentWorld
+
RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA $7EF3CC
LDA FollowerIndicator
CMP #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA $7EF3CC ; clear follower
LDA.b #$00 : STA FollowerIndicator ; clear follower
.exit
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA $7EF3CC ; clear follower
LDA.b #$00 : STA FollowerIndicator ; clear follower
JML PrepDungeonExit ; thing we wrote over
;--------------------------------------------------------------------------------
@@ -107,24 +107,24 @@ macro SetMinimum(base,filler,compare)
?done:
endmacro
RefreshRainAmmo:
LDA $7EF3C5 : CMP.b #$01 : BEQ .rain ; check if we're in rain state
LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA $7EF3C8
LDA StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum($7EF36E,$7EF373,RainDeathRefillMagic_Uncle)
%SetMinimum($7EF343,$7EF375,RainDeathRefillBombs_Uncle)
%SetMinimum($7EF377,$7EF376,RainDeathRefillArrows_Uncle)
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
%SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle)
BRA .done
+ CMP.b #$02 : BNE + ; Cell
%SetMinimum($7EF36E,$7EF373,RainDeathRefillMagic_Cell)
%SetMinimum($7EF343,$7EF375,RainDeathRefillBombs_Cell)
%SetMinimum($7EF377,$7EF376,RainDeathRefillArrows_Cell)
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell)
%SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell)
BRA .done
+ CMP.b #$04 : BNE + ; Mantle
%SetMinimum($7EF36E,$7EF373,RainDeathRefillMagic_Mantle)
%SetMinimum($7EF343,$7EF375,RainDeathRefillBombs_Mantle)
%SetMinimum($7EF377,$7EF376,RainDeathRefillArrows_Mantle)
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle)
%SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle)
+
.done
RTL
@@ -133,7 +133,7 @@ RTL
!INFINITE_BOMBS = "$7F50C9"
!INFINITE_MAGIC = "$7F50CA"
SetEscapeAssist:
LDA $7EF3C5 : CMP.b #$01 : BNE .no_train ; check if we're in rain state
LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
.rain
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
@@ -149,8 +149,8 @@ RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA $7EF340 : CMP.b #$3 : BCC +
SBC.b #$02 : STA $7EF340
LDA BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA BowEquipment
+
RTL
;================================================================================

View File

@@ -267,7 +267,8 @@ RTL
;--------------------------------------------------------------------------------
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA $7EF35C : ORA $7EF35D : ORA $7EF35E : ORA $7EF35F : BNE .normal
LDA BottleContentsOne
ORA BottleContentsTwo : ORA BottleContentsThree : ORA BottleContentsFour : BNE .normal
.noInventory
LDA $0D80, X : !ADD #$08 : STA $0D80, X
@@ -294,7 +295,7 @@ RTL
; #$0193 - no silvers alternate
; #$0194 - no silvers
; #$0195 - silvers
; $7EF38E - bsp-- ---
; BowTracking - bsp-- ---
; b = bow
; s = silver arrow bow
; p = 2nd progressive bow
@@ -305,7 +306,7 @@ DialogGanon2:
BCS +
LDA.w #$018D : BRA ++
+
LDA.l $7EF38E
LDA.l BowTracking
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
@@ -334,9 +335,9 @@ DialogEtherTablet:
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
LDA HammerEquipment : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
;++
.yesText
PLA
@@ -356,9 +357,9 @@ DialogBombosTablet:
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
LDA HammerEquipment : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
@@ -371,7 +372,7 @@ DialogBombosTablet:
RTL
;--------------------------------------------------------------------------------
DialogSahasrahla:
LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant
LDA.l PendantsField : AND #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
JML Sprite_ShowMessageUnconditional
@@ -380,7 +381,7 @@ RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDY.b #$15
LDA.l $7EF37A : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
LDA.l CrystalsField : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
INY ; from 15 to 16
+
TYA

View File

@@ -8,7 +8,7 @@ LockAgahnimDoors:
;#$0 = Never Locked
LDA.w #$0000 : RTL
+ : CMP.w #$0001 : BNE +
LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
LDA ProgressIndicator : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
JSR.w LockAgahnimDoorsCore : RTL
+ : CMP.w #$0002 : BNE +
JSR.w LockAgahnimDoorsCore : BEQ .unlock
@@ -77,7 +77,7 @@ JML.l Overworld_Entrance_BRANCH_RHO
AllowStartFromSingleEntranceCave:
; 16 Bit A, 16 bit XY
; do not need to preserve A or X or Y
LDA $7EF3C8 : AND.w #$00FF ; What we wrote over
LDA StartingEntrance : AND.w #$00FF ; What we wrote over
PHA
TAX
@@ -138,7 +138,7 @@ AllowStartFromExit:
LDX $1CE8
LDA.l ShouldStartatExit, X : BNE .doStart
LDA.l $7EF3C8 ; what we wrote over
LDA.l StartingEntrance ; what we wrote over
JML.l AllowStartFromExitReturn
.doStart

View File

@@ -65,15 +65,15 @@ OnUncleItemGet:
PLA
JSL Link_ReceiveItem
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA $7EF373 : + ; refill magic
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA $7EF375 : + ; refill bombs
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA MagicFiller : + ; refill magic
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA BombsFiller : + ; refill bombs
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
LDA.b #70 : STA $7EF376
LDA.b #70 : STA ArrowsFiller
LDA.l ArrowMode : BEQ +
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 ; enable bow toggle
LDA BowTracking : ORA #$80 : STA BowTracking ; enable bow toggle
REP #$20 ; set 16-bit accumulator
LDA $7EF360 : !ADD.l FreeUncleItemAmount : STA $7EF360 ; rupee arrows, so also give the player some money to start
LDA TargetRupees : !ADD.l FreeUncleItemAmount : STA TargetRupees ; rupee arrows, so also give the player some money to start
SEP #$20 ; set 8-bit accumulator
+
RTL
@@ -95,9 +95,9 @@ OnFileLoad:
LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area
LDA !FRESH_FILE_MARKER : BNE +
LDA FileMarker : BNE +
JSL.l OnNewFile
LDA.b #$FF : STA !FRESH_FILE_MARKER
LDA.b #$FF : STA FileMarker
+
LDA.w $010A : BNE + ; don't adjust the worlds for "continue" or "save-continue"
LDA.l $7EC011 : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
@@ -108,7 +108,7 @@ OnFileLoad:
LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
LDA.l GenericKeys : BEQ +
LDA $7EF38B : STA $7EF36F ; copy generic keys to key counter
LDA CurrentGenericKeys : STA CurrentSmallKeys ; copy generic keys to key counter
+
JSL.l SetSilverBowMode
@@ -125,17 +125,17 @@ RTL
OnNewFile:
PHX : PHP
REP #$20 ; set 16-bit accumulator
LDA.l LinkStartingRupees : STA $7EF362 : STA $7EF360
LDA.l LinkStartingRupees : STA CurrentRupees : STA TargetRupees
LDA.l StartingTime : STA $7EF454
LDA.l StartingTime+2 : STA $7EF454+2
LDX.w #$004E : - ; copy over starting equipment
LDA StartingEquipment, X : STA $7EF340, X
LDA StartingEquipment, X : STA SRAMEquipment, X
DEX : DEX
BPL -
LDX #$000E : -
LDA $7EF37C, X : STA $7EF4E0, X
LDA SewerKeys, X : STA $7EF4E0, X
DEX : DEX
BPL -
@@ -154,7 +154,7 @@ OnNewFile:
LDA.b #$20 : STA $7EF2C3 ; Ganons Tower already open
+
LDA StartingSword : STA $7EF359 ; set starting sword type
LDA StartingSword : STA SwordEquipment ; set starting sword type
; reset some values on new file that are otherwise only reset on hard reset
STZ $03C4 ; ancilla slot index

View File

@@ -2,20 +2,20 @@
; Fairy Changes & Fixes
;--------------------------------------------------------------------------------
RefillHealthPlusMagic:
LDA BigFairyHealth : STA $7EF372
LDA BigFairyHealth : STA HeartsFiller
RTL
;--------------------------------------------------------------------------------
RefillHealthPlusMagic8bit:
LDA BigFairyHealth : STA $7EF372
LDA BigFairyMagic : STA $7EF373
LDA BigFairyHealth : STA HeartsFiller
LDA BigFairyMagic : STA MagicFiller
RTL
;--------------------------------------------------------------------------------
CheckFullHealth:
LDA BigFairyHealth : BEQ +
LDA $7EF36D : CMP $7EF36C : BNE .player_hp_not_full_yet
LDA CurrentHealth : CMP HealthCapacity : BNE .player_hp_not_full_yet
+
LDA BigFairyMagic : BEQ +
LDA $7EF36E : CMP.b #$80 : BNE .player_mp_not_full_yet
LDA CurrentMagic : CMP.b #$80 : BNE .player_mp_not_full_yet
+
LDA.b #$00
RTL
@@ -30,10 +30,10 @@ FairyPond_Init:
JML.l Sprite_ShowMessageFromPlayerContact
+
PHY : JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC +
LDA $7EF35C : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++
LDA $7EF35D : CMP.b #$02 : BNE ++ : LDA.b #$1D : PHA : BRA .emptyBottle : ++
LDA $7EF35E : CMP.b #$02 : BNE ++ : LDA.b #$1E : PHA : BRA .emptyBottle : ++
LDA $7EF35F : CMP.b #$02 : BNE ++ : LDA.b #$1F : PHA : BRA .emptyBottle : ++
LDA BottleContentsOne : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++
LDA BottleContentsTwo : CMP.b #$02 : BNE ++ : LDA.b #$1D : PHA : BRA .emptyBottle : ++
LDA BottleContentsThree : CMP.b #$02 : BNE ++ : LDA.b #$1E : PHA : BRA .emptyBottle : ++
LDA BottleContentsFour : CMP.b #$02 : BNE ++ : LDA.b #$1F : PHA : BRA .emptyBottle : ++
.noInventory
LDA.b #$0A : STA $0D80, X
LDA.b #$51

View File

@@ -117,7 +117,7 @@ FastTextScroll:
RTL
DumbFlagForMSU:
STA.l $7EF3CA
STA.l CurrentWorld
STZ.b $50
RTL

View File

@@ -4,16 +4,16 @@
FlipperKill:
PHP
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming
LDA $7EF356 : BNE .done ; skip if we have the flippers
LDA FlippersEquipment : BNE .done ; skip if we have the flippers
LDA $7F5001 : BEQ .done ; skip if we're not marked in danger for softlock
LDA $8A : CMP $7F5098 : BEQ .done ; skip if we're on the same screen we entered the water on
;JSL.l KillFairies ; take away fairies
LDA !IGNORE_FAIRIES : ORA.b #$04 : STA !IGNORE_FAIRIES
LDA.b #$00 : STA $7EF36D ; kill link
LDA.b #$00 : STA CurrentHealth ; kill link
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
.done
PLP
LDA $7EF36D ; thing we wrote over
LDA CurrentHealth ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
IgnoreFairyCheck:
@@ -28,14 +28,14 @@ RTL
RTL
;--------------------------------------------------------------------------------
;KillFairies:
; LDA $7EF35C : CMP #$06 : BNE +
; LDA #$02 : STA $7EF35C
; + LDA $7EF35D : CMP #$06 : BNE +
; LDA #$02 : STA $7EF35D
; + LDA $7EF35E : CMP #$06 : BNE +
; LDA #$02 : STA $7EF35E
; + LDA $7EF35F : CMP #$06 : BNE +
; LDA #$02 : STA $7EF35F
; LDA BottleContentsOne : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsOne
; + LDA BottleContentsTwo : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsTwo
; + LDA BottleContentsThree : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsThree
; + LDA BottleContentsFour : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsFour
; +
;RTL
;--------------------------------------------------------------------------------
@@ -47,7 +47,7 @@ RTL
;--------------------------------------------------------------------------------
FlipperFlag:
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming
LDA $7EF356 : BNE .safe ; skip if we have the flippers
LDA FlippersEquipment : BNE .safe ; skip if we have the flippers
LDA #$01 : STA $7F5001 ; mark fake flipper softlock as possible
BRA .done
.safe
@@ -134,4 +134,4 @@ protectff:
.spow
db $80, $81, $81, $FF, $FF, $FF, $FF, $FF
db $FF, $81, $81, $FF, $FF, $FF, $FF, $FF
db $FF, $81, $81, $FF, $FF, $FF, $FF, $FF

View File

@@ -61,7 +61,7 @@ JML.l FluteBoy_Continue
;--------------------------------------------------------------------------------
FreeDuckCheck:
LDA.l InvertedMode : BEQ .done
LDA $7EF34C : CMP.b #$03 : BEQ .done ; flute is already active
LDA FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active
; check the area, is it #$18 = 30?
LDA $8A : CMP.b #$18 : BNE .done

View File

@@ -62,12 +62,12 @@ CheckGanonVulnerability:
; 02 = All dungeons
.all_dungeons
LDA.l $7EF3C5 : CMP.b #$03 : BCC .fail ; require post-aga world state
LDA.l ProgressIndicator : CMP.b #$03 : BCC .fail ; require post-aga world state
; 09 = All dungeons except agahnim
.all_dungeons_no_agahnim
LDA.l $7EF374 : AND.b #$07 : CMP.b #$07 : BNE .fail ; require all pendants
LDA.l $7EF37A : AND.b #$7F : CMP.b #$7F : BNE .fail ; require all crystals
LDA.l PendantsField : AND.b #$07 : CMP.b #$07 : BNE .fail ; require all pendants
LDA.l CrystalsField : AND.b #$7F : CMP.b #$7F : BNE .fail ; require all crystals
LDA.l $7EF2DB : AND.b #$20 : BEQ .fail ; require aga2 defeated (pyramid hole open)
BRA .success
@@ -125,12 +125,12 @@ GetRequiredCrystalsInX:
RTL
;--------------------------------------------------------------------------------
CheckEnoughCrystalsForGanon:
LDA $7EF37A : JSL CountBits ; the comparison is against 1 less
LDA CrystalsField : JSL CountBits ; the comparison is against 1 less
CMP.l NumberOfCrystalsRequiredForGanon
RTL
;--------------------------------------------------------------------------------
CheckEnoughCrystalsForTower:
LDA $7EF37A : JSL CountBits ; the comparison is against 1 less
LDA CrystalsField : JSL CountBits ; the comparison is against 1 less
CMP.l NumberOfCrystalsRequiredForTower
RTL
@@ -158,15 +158,15 @@ CheckAgaForPed:
;---------------------------------------------------------------------------------------------------
KillGanon:
STA.l $7EF3C5 ; vanilla game state stuff we overwrote
STA.l ProgressIndicator ; vanilla game state stuff we overwrote
LDA.l InvincibleGanon
CMP.b #$06 : BNE .exit
.light_speed
LDA.l $7EF2DB : ORA.b #$20 : STA.l $7EF2DB ; pyramid hole
LDA.b #$08 : STA.l $7EF001 ; kill ganon
LDA.b #$02 : STA.l $7EF357 ; pearl but invisible in menu
LDA.b #$08 : STA.l RoomData[$00].Low ; kill ganon
LDA.b #$02 : STA.l MoonPearlEquipment ; pearl but invisible in menu
.exit
RTL

View File

@@ -10,6 +10,6 @@ GetMagicBatItem:
JML.l Link_ReceiveItem
.normalLogic
LDA HalfMagic
STA $7EF37B
STA MagicConsumption
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

View File

@@ -32,7 +32,7 @@ CalculateByrnaUsage:
LDA.l HardModeExclusionCaneOfByrnaUsage, X : STA $00
PLX
++
LDA $7EF36E ; thing we wrote over
LDA CurrentMagic ; thing we wrote over
JML IncrementMagicUseCounterByrna
;--------------------------------------------------------------------------------
CalculateCapeUsage:

View File

@@ -15,7 +15,7 @@ HeartPieceGet:
STZ $02E9 ; 0 = Receiving item from an NPC or message
CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .unfinished_heart ; add up heart quarters
LDA HeartPieceQuarter : INC A : AND.b #$03 : STA HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
BRA .giveItem
.notHeart

View File

@@ -2483,7 +2483,7 @@ org $07A055 ; <- Bank07.asm:5205 (LDA $0B99 : BEQ BRANCH_DELTA)
JSL.l ArrowGame : NOP #14
org $07A06C ; <- Bank07.asm:5215 (LDA $7EF377 : BEQ BRANCH_EPSILON)
JSL.l DecrementArrows : SKIP 2 : NOP : LDA $7EF377
JSL.l DecrementArrows : SKIP 2 : NOP : LDA CurrentArrows
;================================================================================
;================================================================================

View File

@@ -131,7 +131,7 @@ db $02, $02, $02, $02, $02, $02, $02, $00, $00, $01, $01, $01, $02, $00, $08, $0
Electric_Barrier:
LDA InvertedMode : BEQ .done
LDA $7EF280, X : ORA #$40 : STA $7EF280, X ;set barrier dead
LDA OverworldData, X : ORA #$40 : STA $7EF280, X ;set barrier dead
.done
LDA $7EF280, X ; what we wrote over
RTL

View File

@@ -1007,7 +1007,7 @@ LDA #$0108 : STA $3C38
;Warp Tile agah defeated
LDA #$0034 : STA $3BBE ;Tile when no warp
LDA $7EF3C5 : AND #$00FF : CMP #$0003 : BNE .agahnimAlive
LDA ProgressIndicator : AND #$00FF : CMP #$0003 : BNE .agahnimAlive
LDA #$0212 : STA $3BBE ;warp
.agahnimAlive

View File

@@ -7,9 +7,9 @@ LampCheck:
LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA $7EF34A : BNE .done ; skip if we already have lantern
LDA LampEquipment : BNE .done ; skip if we already have lantern
LDA $7EF3CA : BNE +
LDA CurrentWorld : BNE +
.lightWorld
LDA $040C : BNE ++ ; check if we're in sewers
LDA LampConeSewers : BRA .done
@@ -28,18 +28,18 @@ RTL
CheckForZelda:
;LDA.l OpenMode : BEQ + ; Skip if not open mode
;LDA $FFFFFF
LDA.l $7EF3C5 : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA $7EF3CC
LDA FollowerIndicator
RTL
;================================================================================
;--------------------------------------------------------------------------------
SetOverlayIfLamp:
;LDA $7EF34A ; check if lamp
;LDA LampEquipment ; check if lamp
JSL.l LampCheck
STA $1D ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================
;LDA $7EF3CA : EOR #$40 : LSR #6 : AND #$01 ; return the same result as having the lantern in the light world
;LDA CurrentWorld : EOR #$40 : LSR #6 : AND #$01 ; return the same result as having the lantern in the light world

View File

@@ -14,11 +14,11 @@ MaidenCrystalScript:
; Load the dungeon index. Is it the Dark Palace?
;LDA $040C : !SUB.b #$0A : TAY : CPY.b #$02 : BNE +
; LDA $7EF3C7 : CMP.b #$07 : BCS ++ : LDA.b #$07 : STA $7EF3C7 : ++
; LDA MapIcons : CMP.b #$07 : BCS ++ : LDA.b #$07 : STA MapIcons : ++
;+
LDA $7EF37A : AND.b #$7F : CMP.b #$7F : BNE + ; check if we have all crystals
LDA.b #$08 : STA $7EF3C7 ; Update the map icon to just be Ganon's Tower
LDA CrystalsField : AND.b #$7F : CMP.b #$7F : BNE + ; check if we have all crystals
LDA.b #$08 : STA MapIcons ; Update the map icon to just be Ganon's Tower
+
JSL.l MaybeWriteSRAMTrace

View File

@@ -2,11 +2,11 @@
; Mantle Object Changes
;--------------------------------------------------------------------------------
Mantle_CorrectPosition:
LDA $7EF3C6 : AND.b #$04 : BEQ +
LDA ProgressFlags : AND.b #$04 : BEQ +
LDA.b #$0A : STA $0D10, X ; just spawn it off to the side where we know it should be
LDA.b #$03 : STA $0D30, X
LDA.b #$90 : STA $0ED0, X
+
LDA $0D00, X : !ADD.b #$03 ; thing we did originally
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

10
msu.asm
View File

@@ -257,13 +257,13 @@ CheckMusicLoadRequest:
-- : PLA : BRA .check_fallback-3
.darkworld
PHA
LDA $7EF37A : CMP.b #$7F : BNE --
LDA CrystalsField : CMP.b #$7F : BNE --
- : PLA
LDA.b #61 : BRA .check_fallback-3
.darkwoods
PHA
LDA $7EF37A : CMP.b #$7F : BEQ -
LDA $7EF3CA : BEQ --
LDA CrystalsField : CMP.b #$7F : BEQ -
LDA CurrentWorld : BEQ --
LDA $8A : CMP #$40 : BNE --
PLA
LDA.b #15 : BRA .check_fallback-3
@@ -347,7 +347,7 @@ CheckMusicLoadRequest:
LDA $7EF2F0 : AND.b #$20 : BEQ .rain
+
LDA $7EF3C5 : CMP.b #$02 : BCS +
LDA ProgressIndicator : CMP.b #$02 : BCS +
.rain
LDX.b #$01
+
@@ -385,7 +385,7 @@ SpiralStairsPreCheck:
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done
+
LDA $7EF366 : AND.w #$0004 : BEQ .done ; Check that we have the GT big key
LDA BigKeyField : AND.w #$0004 : BEQ .done ; Check that we have the GT big key
LDA !REG_MSU_FALLBACK_TABLE+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track
.fade

View File

@@ -22,7 +22,7 @@ PreOverworld_LoadProperties_ChooseMusic:
LDX.b #$07 ; Default village theme
; Check what phase we're in
;LDA $7EF3C5 : CMP.b #$03 : !BLT +
;LDA ProgressIndicator : CMP.b #$03 : !BLT +
; LDX.b #$02 ; Default light world theme (phase >=3)
;+
@@ -45,14 +45,14 @@ PreOverworld_LoadProperties_ChooseMusic:
LDX.b #$02
; Check phase ; In phase >= 2
LDA $7EF3C5 : CMP.b #$02 : !BGE +
LDA ProgressIndicator : CMP.b #$02 : !BGE +
; If phase < 2, play the legend music
LDX.b #$03
+
.endOfLightWorldChecks
; if we are in the light world go ahead and set chosen selection
LDA $7EF3CA : BEQ .checkInverted+4
LDA CurrentWorld : BEQ .checkInverted+4
LDX.b #$0F ; dark woods theme
@@ -68,10 +68,10 @@ PreOverworld_LoadProperties_ChooseMusic:
; if not inverted and light world, or inverted and dark world, skip moon pearl check
.checkInverted
LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
LDA CurrentWorld : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
; Does Link have a moon pearl?
LDA $7EF357 : BNE +
LDA MoonPearlEquipment : BNE +
LDX.b #$04 ; bunny theme
+
@@ -117,8 +117,8 @@ Overworld_FinishMirrorWarp:
LDX.b #$04 ; bunny theme
; if not inverted and light world, or inverted and dark world, skip moon pearl check
LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ +
LDA $7EF357 : BEQ .endOfLightWorldChecks
LDA CurrentWorld : CLC : ROL #$03 : CMP InvertedMode : BEQ +
LDA MoonPearlEquipment : BEQ .endOfLightWorldChecks
+
LDX.b #$09 ; default dark world theme
@@ -138,7 +138,7 @@ Overworld_FinishMirrorWarp:
CMP.b #$18 : BNE .endOfLightWorldChecks
; Check what phase we're in
; LDA $7EF3C5 : CMP.b #$03 : !BGE .endOfLightWorldChecks
; LDA ProgressIndicator : CMP.b #$03 : !BGE .endOfLightWorldChecks
LDX.b #$07 ; Default village theme (phase <3)
.endOfLightWorldChecks
@@ -158,7 +158,7 @@ Overworld_FinishMirrorWarp:
LDX.b #$0D ; dark mountain theme
.bunny
LDA $7EF357 : ORA InvertedMode : BNE +
LDA MoonPearlEquipment : ORA InvertedMode : BNE +
LDX #$04 ; bunny theme
+
@@ -185,7 +185,7 @@ BirdTravel_LoadTargetAreaMusic:
LDX.b #$07 ; Default village theme
; Check what phase we're in
;LDA $7EF3C5 : CMP.b #$03 : !BLT +
;LDA ProgressIndicator : CMP.b #$03 : !BLT +
; LDX.b #$02 ; Default light world theme (phase >=3)
;+
@@ -208,14 +208,14 @@ BirdTravel_LoadTargetAreaMusic:
LDX.b #$02
; Check phase ; In phase >= 2
LDA $7EF3C5 : CMP.b #$02 : !BGE +
LDA ProgressIndicator : CMP.b #$02 : !BGE +
; If phase < 2, play the legend music
LDX.b #$03
+
.endOfLightWorldChecks
; if we are in the light world go ahead and set chosen selection
LDA $7EF3CA : BEQ .checkInverted+4
LDA CurrentWorld : BEQ .checkInverted+4
LDX.b #$09 ; dark overworld theme
@@ -236,16 +236,16 @@ BirdTravel_LoadTargetAreaMusic:
BRA .checkInverted
.darkMountain
LDA $7EF37A : CMP.b #$7F : BEQ +
LDA CrystalsField : CMP.b #$7F : BEQ +
LDX.b #$0D ; dark death mountain theme
+ : LDA.b #$09 : STA $012D
; if not inverted and light world, or inverted and dark world, skip moon pearl check
.checkInverted
LDA $7EF3CA : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
LDA CurrentWorld : CLC : ROL #$03 : CMP InvertedMode : BEQ .lastCheck
; Does Link have a moon pearl?
LDA $7EF357 : BNE +
LDA MoonPearlEquipment : BNE +
LDX.b #$04 ; bunny theme
+
@@ -275,7 +275,7 @@ Overworld_MosaicDarkWorldChecks:
CMP.b #$51 : bne .doFade
.checkCrystals
LDA $7EF37A : CMP.b #$7F : BEQ .done
LDA CrystalsField : CMP.b #$7F : BEQ .done
.doFade
LDA.b #$F1 : STA $012C ; thing we wrote over, fade out music

View File

@@ -8,7 +8,7 @@ SEP #$30
LDA !INFINITE_BOMBS : BNE .infinite_bombs
.finite_bombs
LDA.l $7EF343 ; bombs
LDA.l BombsEquipment ; bombs
JSR HudHexToDec2Digit ;requires 8 bit registers!
REP #$20
LDX.b $06 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS ; Draw bombs 10 digit
@@ -26,7 +26,7 @@ SEP #$30
!RUPEE_DRAW_ADDRESS = "$7EC750"
;================================================================================
LDA.l $7EF362 ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here
LDA.l CurrentRupees ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here
JSR HudHexToDec4Digit
LDX.b $04 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS ; 1000s
LDX.b $05 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+2 ; 100s
@@ -43,7 +43,7 @@ SEP #$30
LDA.l ArrowMode : BNE +
LDA !INFINITE_ARROWS : BNE .infinite_arrows
.finite_arrows
LDA.l $7EF377 ; arrows
LDA.l CurrentArrows ; arrows
JSR HudHexToDec2Digit
REP #$20
LDX.b $06 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS ; Draw arrows 10 digit
@@ -104,12 +104,11 @@ SEP #$30
;================================================================================
; Draw key count
!KEYS = "$7EF36F"
!KEY_DIGITS_ADDRESS = "$7EC764"
!KEY_ICON_ADDRESS = "$7EC726"
;================================================================================
SEP #$20
LDA.l !KEYS : CMP.b #$FF : BEQ .not_in_dungeon
LDA.l CurrentSmallKeys : CMP.b #$FF : BEQ .not_in_dungeon
.in_dungeon
JSR HudHexToDec2Digit : REP #$20
@@ -156,7 +155,7 @@ SEP #$30
REP #$20
BEQ .drawprize
LDA.l $7EF368
LDA.l MapField
AND.l DungeonItemMasks,X
BEQ .noprize
@@ -184,13 +183,13 @@ SEP #$30
!INFINITE_MAGIC = "$7F50CA"
!DrawMagicMeter_mp_tilemap = "$0DFE0F"
;--------------------------------------------------------------------------------
LDA $7EF36E : AND #$00FF ; crap we wrote over when placing the hook for OnDrawHud
LDA CurrentMagic : AND #$00FF ; crap we wrote over when placing the hook for OnDrawHud
!ADD #$0007
AND #$FFF8
TAX ; end of crap
LDA !INFINITE_MAGIC : AND.w #$00FF : BNE + : JMP .green : +
SEP #$20 : LDA.b #$80 : STA $7EF36E : REP #$30 ; set magic to max
SEP #$20 : LDA.b #$80 : STA CurrentMagic : REP #$30 ; set magic to max
LDX.w #$0080 ; load full magic meter graphics
LDA $1A : AND.w #$000C : LSR #2
BEQ .red

View File

@@ -144,7 +144,6 @@ endmacro
;--------------------------------------------------------------------------------
!CHALLENGE_TIMER = "$7EF454"
!GOAL_COUNTER = "$7EF418"
!INVENTORY_SWAP_2 = "$7EF38E"
;--------------------------------------------------------------------------------
;carry clear if pass
;carry set if caught
@@ -201,62 +200,62 @@ AddReceivedItemExpandedGetItem:
LDA $02D8 ; check inventory
JSL.l FreeDungeonItemNotice
CMP.b #$0B : BNE + ; Bow
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
LDA BowTracking : AND.b #$40 : BEQ ++
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.b #03 : STA $7EF340 ; set bow to silver
LDA.b #03 : STA BowEquipment ; set bow to silver
++
JMP .done
+ CMP.b #$3B : BNE + ; Silver Bow
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA $7EF376 : BNE ++ ; check arrows
LDA ArrowsFiller : BNE ++ ; check arrows
LDA.b #$03 : BRA +++ ; bow without arrow
++
LDA.b #$04 ; bow with arrow
+++
STA $7EF340
STA BowEquipment
.noequip
LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2 ; mark silver bow on y-toggle
LDA BowTracking : ORA #$40 : STA BowTracking ; mark silver bow on y-toggle
JMP .done
+ CMP.b #$4C : BNE + ; 50 bombs
;LDA.b #$07 : STA $7EF370 ; upgrade bombs
LDA.b #50 : !SUB.l StartingMaxBombs : STA $7EF370 ; upgrade bombs
LDA.b #50 : STA $7EF375 ; fill bombs
;LDA.b #$07 : STA BombCapacityUpgrades ; upgrade bombs
LDA.b #50 : !SUB.l StartingMaxBombs : STA BombCapacityUpgrades ; upgrade bombs
LDA.b #50 : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$4D : BNE + ; 70 arrows
;LDA #$07 : STA $7EF371 ; upgrade arrows
LDA.b #70 : !SUB.l StartingMaxArrows : STA $7EF371 ; upgrade arrows
LDA.b #70 : STA $7EF376 ; fill arrows
;LDA #$07 : STA ArrowCapacityUpgrades ; upgrade arrows
LDA.b #70 : !SUB.l StartingMaxArrows : STA ArrowCapacityUpgrades ; upgrade arrows
LDA.b #70 : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$4E : BNE + ; 1/2 magic
LDA $7EF37B : CMP #$02 : !BGE ++
INC : STA $7EF37B ; upgrade magic
LDA MagicConsumption : CMP #$02 : !BGE ++
INC : STA MagicConsumption ; upgrade magic
++
LDA.b #$80 : STA $7EF373 ; fill magic
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA $7EF37B ; upgrade magic
LDA.b #$80 : STA $7EF373 ; fill magic
LDA.b #$02 : STA MagicConsumption ; upgrade magic
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA $7EF359 : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA $7EF359 ; set master sword
LDA SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA SwordEquipment ; set master sword
JMP .done
+ CMP.b #$51 : BNE + ; +5 Bombs
LDA $7EF370 : !ADD.b #$05 : STA $7EF370 ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA $7EF375 ; fill bombs
LDA BombCapacityUpgrades : !ADD.b #$05 : STA BombCapacityUpgrades ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$52 : BNE + ; +10 Bombs
LDA $7EF370 : !ADD.b #$0A : STA $7EF370 ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA $7EF375 ; fill bombs
LDA BombCapacityUpgrades : !ADD.b #$0A : STA BombCapacityUpgrades ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$53 : BNE + ; +5 Arrows
LDA $7EF371 : !ADD.b #$05 : STA $7EF371 ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA $7EF376 ; fill arrows
LDA ArrowCapacityUpgrades : !ADD.b #$05 : STA ArrowCapacityUpgrades ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$54 : BNE + ; +10 Arrows
LDA $7EF371 : !ADD.b #$0A : STA $7EF371 ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA $7EF376 ; fill arrows
LDA ArrowCapacityUpgrades : !ADD.b #$0A : STA ArrowCapacityUpgrades ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1)
@@ -270,15 +269,15 @@ AddReceivedItemExpandedGetItem:
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
LDA $7EF340 : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA $7EF340 ; switch to silver bow
LDA BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA BowEquipment ; switch to silver bow
++
+++
LDA.l ArrowMode : BEQ ++
LDA.b #$01 : STA $7EF376
LDA.b #$01 : STA ArrowsFiller
++
+ CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA $7EF360 : !SUB RupoorDeduction : STA $7EF360 : SEP #$20 ; Take 1 rupee
REP #$20 : LDA TargetRupees : !SUB RupoorDeduction : STA TargetRupees : SEP #$20 ; Take 1 rupee
JMP .done
+ CMP.b #$5A : BNE + ; Null Item
JMP .done
@@ -345,53 +344,53 @@ AddReceivedItemExpandedGetItem:
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF368 : STA $7EF368 ; Map 1
ORA MapField : STA MapField ; Map 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF369 : STA $7EF369 ; Map 2
ORA MapField+1 : STA MapField+1 ; Map 2
JMP .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF364 : STA $7EF364 ; Compass 1
ORA CompassField : STA CompassField ; Compass 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF365 : STA $7EF365 ; Compass 2
ORA CompassField+1 : STA CompassField+1 ; Compass 2
JMP .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF366 : STA $7EF366 ; Big Key 1
ORA BigKeyField : STA BigKeyField ; Big Key 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF367 : STA $7EF367 ; Big Key 2
ORA BigKeyField+1 : STA BigKeyField+1 ; Big Key 2
JMP .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX
LDA $7EF37C, X : INC : STA $7EF37C, X ; Increment Key Count
LDA SewerKeys, X : INC : STA SewerKeys, X ; Increment Key Count
CPX.b #$00 : BNE ++
STA $7EF37D ; copy HC to sewers
STA HyruleCastleKeys ; copy HC to sewers
++ : CPX.b #$01 : BNE ++
STA $7EF37C ; copy sewers to HC
STA SewerKeys ; copy sewers to HC
++
LDA.l GenericKeys : BEQ +
.generic
LDA $7EF36F : INC : STA $7EF36F
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
JMP .done
.normal
TXA : ASL : CMP $040C : BNE ++
LDA $7EF36F : INC : STA $7EF36F
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
++
JMP .done
+
@@ -404,7 +403,7 @@ RTL
; #$90 - Big Keys
; #$A0 - Small Keys
;--------------------------------------------------------------------------------
!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
!HIGHEST_ARMOR_SHIELD_SWORD = "$7EF416" ; ss-- ----
!RNG_ITEM = "$7EF450"
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
@@ -458,11 +457,11 @@ AddReceivedItemExpanded:
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA $7EF37B : BEQ +++
LDA MagicConsumption : BEQ +++
LDA.b #$4F : STA $02D8
+++ : JMP .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT +
LDA SwordEquipment : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : JMP .done
@@ -473,39 +472,35 @@ AddReceivedItemExpanded:
+ ; Everything Else
LDA.b #$03 : STA $02D8 : JMP .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA !PROGRESSIVE_SHIELD : LSR #6 : CMP.l ProgressiveShieldLimit : !BLT +
LDA ShieldEquipment : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done
+
LDA !PROGRESSIVE_SHIELD : AND.b #$C0 : BNE + ; No Shield
LDA.b #$04 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
+ : CMP.b #$40 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
+ : CMP.b #$00 : BNE + ; No Shield
LDA.b #$04 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$06 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
LDA.b #$06 : STA $02D8 : JMP .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT +
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$23 : STA $02D8 : JMP .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA $7EF354 : BNE + ; No Lift
LDA GloveEquipment : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : BRA .done
+ ; Everything Else
LDA.b #$1C : STA $02D8 : BRA .done
++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
LDA $7EF340 : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : BRA .done
+ ; Any Bow
LDA.b #$3B : STA $02D8 : BRA .done
++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
LDA.l !INVENTORY_SWAP_2 : ORA #$20 : STA.l !INVENTORY_SWAP_2
LDA.l BowTracking : ORA #$20 : STA.l BowTracking
BRA --
; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest)
; JSL ChestItemServiceRequest
@@ -758,7 +753,7 @@ org $A08800
dw $F359 ; Master Sword (Safe)
dw $F375, $F375, $F376, $F376 ; +5/+10 Bomb Arrows
dw $F41A, $F41C, $F41E ; 3x Programmable Item
dw $F340 ; Upgrade-Only Sivler Arrows
dw $F340 ; Upgrade-Only Silver Arrows
dw $F360 ; 1 Rupoor
dw $F36A ; Null Item
dw $F454, $F454, $F454 ; Red, Blue & Green Clocks
@@ -918,8 +913,8 @@ Link_ReceiveItemAlternatesExpanded:
RTL
;--------------------------------------------------------------------------------
;DrawHUDSilverArrows:
; LDA $7EF340 : AND.w #$00FF : BNE +
; LDA !INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
; LDA BowEquipment : AND.w #$00FF : BNE +
; LDA BowTracking : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
@@ -928,19 +923,19 @@ RTL
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
;Return $7EF340 but also draw silver arrows if you have the upgrade even if you don't have the bow
;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
JSL.l DrawHUDArrows
LDA $7EF340
LDA BowEquipment
RTL
.normal
LDA $7EF340 : BNE +
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BEQ ++
JSL.l DrawHUDArrows
++
LDA $7EF340
LDA BowEquipment
+
RTL
;--------------------------------------------------------------------------------
@@ -948,9 +943,9 @@ DrawHUDArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
LDA $7EF377 : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA $7EF340 : BNE +
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BNE .silver
LDA CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BNE .silver
BRA .wooden
+ CMP.b #03 : !BGE .silver
@@ -1070,7 +1065,7 @@ IncrementItemCounters:
.match
PHX
TXA : LSR #2 : TAX
LDA !ITEM_LIMIT_COUNTS, X : INC : STA !ITEM_LIMIT_COUNTS, X
LDA ItemLimitCounts, X : INC : STA ItemLimitCounts, X
PLX
BEQ .exit
.noMatch
@@ -1090,7 +1085,7 @@ AttemptItemSubstitution:
.match
PHX
TXA : LSR #2 : TAX
LDA !ITEM_LIMIT_COUNTS, X
LDA ItemLimitCounts, X
PLX
CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA 1,s
@@ -1106,10 +1101,10 @@ RTS
CountBottles:
PHX
LDX.b #$00
LDA $7EF35C : BEQ ++ : INX
++ : LDA $7EF35D : BEQ ++ : INX
++ : LDA $7EF35E : BEQ ++ : INX
++ : LDA $7EF35F : BEQ ++ : INX
LDA BottleContentsOne : BEQ ++ : INX
++ : LDA BottleContentsTwo : BEQ ++ : INX
++ : LDA BottleContentsThree : BEQ ++ : INX
++ : LDA BottleContentsFour : BEQ ++ : INX
++
TXA
PLX

View File

@@ -49,11 +49,11 @@ ItemCheck_SickKid:
RTL
ItemCheck_TreeKid:
LDA !NPC_FLAGS : AND.b #$08 ; FluteBoy_Chillin - 73: LDA $7EF34C
LDA !NPC_FLAGS : AND.b #$08 ; FluteBoy_Chillin - 73: LDA FluteEquipment
RTL
ItemCheck_TreeKid2:
LDA !NPC_FLAGS : AND.b #$08 : LSR #$02 ; FluteAardvark_InitialStateFromFluteState - 225: LDA $7EF34C : AND.b #$03
LDA !NPC_FLAGS : AND.b #$08 : LSR #$02 ; FluteAardvark_InitialStateFromFluteState - 225: LDA FluteEquipment : AND.b #$03
RTL
ItemCheck_TreeKid3:
@@ -92,7 +92,7 @@ ItemCheck_Catfish:
;LDA CatfishGoodItem : BEQ .junk
;PHX
; LDA CatfishGoodItem+1 : TAX
; LDA $7EF340-1, X
; LDA BowEquipment-1, X
;PLX
;--
;CMP CatfishGoodItem : !BLT .oursNewer

View File

@@ -6,15 +6,15 @@
!INFINITE_MAGIC = "$7F50CA"
SetUncleRainState:
LDA.l OpenMode : BEQ + : RTL : + ; we're done if open mode is on
LDA.b #$01 : STA $7EF3C5
LDA.b #$01 : STA ProgressIndicator
RTL
;--------------------------------------------------------------------------------
InitOpenMode:
LDA.l OpenMode : BEQ + ; Skip if not open mode
LDA $7EF3C5 : CMP #$02 : !BGE + ; Skip if already past escape
LDA.b #$02 : STA $7EF3C5 ; Go to post-escape phase (pre aga1)
LDA $7EF3C6 : ORA #$14 : STA $7EF3C6 ; remove uncle
LDA $7EF3C8 : CMP #$05 : BEQ ++ : LDA.b #$01 : ++ : STA $7EF3C8 ; set spawn points to house+sanc unless already house+sanc+mountain
LDA ProgressIndicator : CMP #$02 : !BGE + ; Skip if already past escape
LDA.b #$02 : STA ProgressIndicator ; Go to post-escape phase (pre aga1)
LDA ProgressFlags : ORA #$14 : STA ProgressFlags ; remove uncle
LDA StartingEntrance : CMP #$05 : BEQ ++ : LDA.b #$01 : ++ : STA StartingEntrance ; set spawn points to house+sanc unless already house+sanc+mountain
LDA $7EF29B : ORA.b #$20 : STA $7EF29B ; open castle gate
JSL MaybeSetPostAgaWorldState
+
@@ -22,8 +22,8 @@ RTL
;--------------------------------------------------------------------------------
MaybeSetPostAgaWorldState:
LDA.l InstantPostAgaWorldState : BEQ + ; Skip if not enabled
LDA.b #$03 : STA $7EF3C5 ; Go to post-aga phase
LDA.b #$03 : STA ProgressIndicator ; Go to post-aga phase
LDA $7EF282 : ORA.b #$20 : STA $7EF282 ; make lumberjack tree accessible
+
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

View File

@@ -8,13 +8,13 @@
FlipLWDWFlag:
PHP
SEP #$20 ; set 8-bit accumulator
LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA
LDA CurrentWorld : EOR.b #$40 : STA CurrentWorld
BEQ +
LDA.b #07 : BRA ++ ; dark world - crystals
+
LDA.b #03 ; light world - pendants
++
STA $7EF3C7
STA MapIcons
PLP
RTL
;================================================================================
@@ -23,7 +23,7 @@ HUDRebuildIndoorHole:
LDA.l GenericKeys : BEQ .normal
.generic
PLA
LDA $7EF38B ; generic key count
LDA CurrentGenericKeys ; generic key count
JSL.l HUD_RebuildIndoor_Palace
RTL
.normal
@@ -35,7 +35,7 @@ HUDRebuildIndoor:
LDA.l GenericKeys : BEQ .normal
.generic
LDA.b #$00 : STA $7EC017
LDA $7EF38B ; generic key count
LDA CurrentGenericKeys ; generic key count
RTL
.normal
LDA.b #$00 : STA $7EC017
@@ -45,25 +45,24 @@ RTL
GetCrystalNumber:
PHX
TXA : ASL : TAX
LDA $7EF3CA : EOR.b #$40 : BNE +
LDA CurrentWorld : EOR.b #$40 : BNE +
INX
+
LDA.l CrystalNumberTable-16, X
PLX
RTL
;================================================================================
!INVENTORY_MAP = "$7EF368"
!MAP_OVERLAY = "$7EF414" ; [2]
OverworldMap_CheckObject:
PHX
;CPX.b #$01 : BNE + : JMP ++ : + : JMP .fail
LDA $7EF3CA : AND.b #$40 : BNE +
LDA CurrentWorld : AND.b #$40 : BNE +
;LW Map
LDA.l MapMode : BEQ +++
LDA !INVENTORY_MAP : ORA !MAP_OVERLAY : AND.b #$01 : BNE +++
LDA MapField : ORA !MAP_OVERLAY : AND.b #$01 : BNE +++
PHX
LDA.l .lw_map_offsets, X : TAX ; put map offset into X
LDA !INVENTORY_MAP, X : ORA !MAP_OVERLAY, X
LDA MapField, X : ORA !MAP_OVERLAY, X
PLX
AND.l .lw_map_masks, X : BNE +++
JMP .fail
@@ -74,10 +73,10 @@ OverworldMap_CheckObject:
+
;DW Map
LDA.l MapMode : BEQ +++
LDA !INVENTORY_MAP : ORA !MAP_OVERLAY : AND.b #$02 : BNE +++
LDA MapField : ORA !MAP_OVERLAY : AND.b #$02 : BNE +++
PHX
LDA.l .dw_map_offsets, X : TAX ; put map offset into X
LDA.l !INVENTORY_MAP, X : ORA !MAP_OVERLAY, X
LDA.l MapField, X : ORA !MAP_OVERLAY, X
PLX
AND.l .dw_map_masks, X : BNE +++
JMP .fail
@@ -92,11 +91,11 @@ RTL
AND.b #$40 : BNE .checkCrystal
.checkPendant
LDA $7EF374 : AND.l CrystalPendantFlags, X : BNE .fail
LDA PendantsField : AND.l CrystalPendantFlags, X : BNE .fail
CLC : BRA .done
.checkCrystal
LDA $7EF37A : AND.l CrystalPendantFlags, X : BNE .fail
LDA CrystalsField : AND.l CrystalPendantFlags, X : BNE .fail
CLC : BRA .done
.fail
@@ -121,18 +120,18 @@ db $02, $80, $08, $10, $01, $40, $04
SetLWDWMap:
PHP
SEP #$20 ; set 8-bit accumulator
LDA $7EF3CA : EOR.b #$40
LDA CurrentWorld : EOR.b #$40
BNE +
LDA.b #07 : BRA ++ ; dark world - crystals
+
LDA.b #03 ; light world - pendants
++
STA $7EF3C7
STA MapIcons
PLP
RTL
;================================================================================
GetMapMode:
LDA $7EF3CA : AND.b #$40 : BEQ +
LDA CurrentWorld : AND.b #$40 : BEQ +
LDA.b #07 ; dark world - crystals
RTL
+
@@ -205,13 +204,13 @@ UpdateKeys:
LSR : TAX ; get dungeon index and store to X
LDA $7EF36F ; load current key count
STA $7EF37C, X ; save to main counts
LDA CurrentSmallKeys ; load current key count
STA SewerKeys, X ; save to main counts
CPX.b #$00 : BNE +
STA $7EF37D ; copy HC to sewers
STA HyruleCastleKeys ; copy HC to sewers
+ : CPX.b #$01 : BNE +
STA $7EF37C ; copy sewers to HC
STA SewerKeys ; copy sewers to HC
+
.skip
JSL.l PostItemGet
@@ -285,19 +284,19 @@ DrawHUDDungeonItems:
dw 30 ; Ganon's Tower
.small_key_x_offset
dw $7EF37D-$7EF37D ; Hyrule Castle
dw $7EF37E-$7EF37D ; Eastern
dw $7EF37F-$7EF37D ; Desert
dw $7EF386-$7EF37D ; Hera
dw $7EF380-$7EF37D ; Agahnims Tower
dw $7EF382-$7EF37D ; PoD
dw $7EF381-$7EF37D ; Swamp
dw $7EF384-$7EF37D ; Skull Woods
dw $7EF387-$7EF37D ; Thieves Town
dw $7EF385-$7EF37D ; Ice
dw $7EF383-$7EF37D ; Mire
dw $7EF388-$7EF37D ; Turtle Rock
dw $7EF389-$7EF37D ; Ganon's Tower
dw HyruleCastleKeys-DungeonKeys ; Hyrule Castle
dw EasternKeys-DungeonKeys ; Eastern
dw DesertKeys-DungeonKeys ; Desert
dw HeraKeys-DungeonKeys ; Hera
dw CastleTowerKeys-DungeonKeys ; Agahnims Tower
dw PalaceOfDarknessKeys-DungeonKeys ; PoD
dw SwampKeys-DungeonKeys ; Swamp
dw SkullWoodsKeys-DungeonKeys ; Skull Woods
dw ThievesTownKeys-DungeonKeys ; Thieves Town
dw IcePalaceKeys-DungeonKeys ; Ice
dw MireKeys-DungeonKeys ; Mire
dw TurtleRockKeys-DungeonKeys ; Turtle Rock
dw GanonsTowerKeys-DungeonKeys ; Ganon's Tower
.dungeon_bitmasks
@@ -386,7 +385,7 @@ DrawHUDDungeonItems:
.next_small_key
LDX.w .small_key_x_offset,Y
LDA.l $7EF37D,X
LDA.l DungeonKeys,X
AND.w #$00FF
LDX.w .dungeon_positions,Y
@@ -410,7 +409,7 @@ DrawHUDDungeonItems:
LDX.w #0
; load once and test multiple times
LDA.l $7EF366
LDA.l BigKeyField
.next_big_key
BIT.w .dungeon_bitmasks,X
@@ -421,7 +420,7 @@ DrawHUDDungeonItems:
STA.w $16C6,Y
; reload
LDA.l $7EF366
LDA.l BigKeyField
..skip_key
INX : INX
@@ -469,7 +468,7 @@ DrawHUDDungeonItems:
LDX.w #0
; load once and test multiple times
LDA.l $7EF368
LDA.l MapField
.next_map
BIT.w .dungeon_bitmasks,X
@@ -480,7 +479,7 @@ DrawHUDDungeonItems:
STA.w $1686,Y
; reload
LDA.l $7EF368
LDA.l MapField
..skip_map
INX : INX
@@ -498,7 +497,7 @@ DrawHUDDungeonItems:
LDX.w #0
; load once and test multiple times
LDA.l $7EF364
LDA.l CompassField
.next_compass
BIT.w .dungeon_bitmasks,X
@@ -509,7 +508,7 @@ DrawHUDDungeonItems:
STA.w $16C6,Y
; reload
LDA.l $7EF364
LDA.l CompassField
..skip_compass
INX : INX
@@ -542,7 +541,7 @@ DrawPendantCrystalDiagram:
INX #2 : CPX.w #$0014 : BCC -
; pendants
LDA $7EF374
LDA PendantsField
LSR : BCC + ; pendant of wisdom (red)
LDX.w #$252B
@@ -569,7 +568,7 @@ DrawPendantCrystalDiagram:
; crystals
LDA $7EF37A
LDA CrystalsField
LDX.w #$2D44
LDY.w #$2D45
@@ -675,4 +674,4 @@ dw $A8FB, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $E8FB
;0x1A - Ganon's Tower
;0x1C - ??? possibly unused. (Were they planning two extra dungeons perhaps?)
;0x1E - ??? possibly unused.
;================================================================================
;================================================================================

View File

@@ -1,30 +1,35 @@
; Note shortly before this we have a blank-the-sram slot code that we might want to hook
WriteBlanksToPlayerName:
STA.l !ExtendedPlayerName
STA.l !ExtendedPlayerName+2
STA.l !ExtendedPlayerName+4
STA.l !ExtendedPlayerName+6
STA.l ExtendedFileNameSRAM
STA.l ExtendedFileNameSRAM+2
STA.l ExtendedFileNameSRAM+4
STA.l ExtendedFileNameSRAM+6
STA.l !ExtendedPlayerName+8
STA.l !ExtendedPlayerName+10
STA.l !ExtendedPlayerName+12
STA.l !ExtendedPlayerName+14
STA.l ExtendedFileNameSRAM+8
STA.l ExtendedFileNameSRAM+10
STA.l ExtendedFileNameSRAM+12
STA.l ExtendedFileNameSRAM+14
STA.l $7003D9, X ;What we wrote over (clear first byte of vanilla name slot)
STA.l ExtendedFileNameSRAM+16
STA.l ExtendedFileNameSRAM+18
STA.l ExtendedFileNameSRAM+20
STA.l ExtendedFileNameSRAM+22
STA.l $7003D9, X ;What we wrote over (clear first byte of vanilla name slot)
RTL
WriteCharacterToPlayerName:
CPX.w #$0008 : !BLT .orig
STA !ExtendedPlayerName-8, X
.orig
STA $7003D9, X ;what we wrote over
STA ExtendedFileNameSRAM, X
CPX.w #$0008 : !BGE +
STA $7003D9, X ;what we wrote over
+
RTL
ReadCharacterFromPlayerName: ;Only for use on Name Screen
CPX.w #$0008 : !BLT .orig
LDA !ExtendedPlayerName-8, X
.orig
LDA $7003D9, X ;what we wrote over
LDA ExtendedFileNameSRAM, X
CPX.w #$0008 : !BGE +
LDA $7003D9, X ;what we wrote over
+
RTL
GetCharacterPosition:

View File

@@ -15,19 +15,19 @@ RefillHealth:
LDA.l PotionHealthRefill : CMP.b #$A0 : !BGE .done
LDA !BUSY_HEALTH : BNE ++
LDA.l PotionHealthRefill ; load refill amount
!ADD $7EF36D ; add to current health
CMP $7EF36C : !BLT +++ : LDA $7EF36C : +++
!ADD CurrentHealth ; add to current health
CMP HealthCapacity : !BLT +++ : LDA HealthCapacity : +++
STA !BUSY_HEALTH
++
LDA $7EF36D : CMP.l !BUSY_HEALTH : !BLT ++
LDA.b #$00 : STA $7EF372
LDA CurrentHealth : CMP.l !BUSY_HEALTH : !BLT ++
LDA.b #$00 : STA HeartsFiller
LDA $020A : BNE .notDone
LDA.b #$00 : STA !BUSY_HEALTH
SEC
RTL
++
LDA.b #$08 : STA $7EF372 ; refill some health
LDA.b #$08 : STA HeartsFiller ; refill some health
.notDone
CLC
RTL
@@ -35,16 +35,16 @@ RefillHealth:
; Check goal health versus actual health.
; if(actual < goal) then branch.
LDA $7EF36D : CMP $7EF36C : BCC .refillAllHealth
LDA $7EF36C : STA $7EF36D
LDA.b #$00 : STA $7EF372
LDA CurrentHealth : CMP HealthCapacity : BCC .refillAllHealth
LDA HealthCapacity : STA CurrentHealth
LDA.b #$00 : STA HeartsFiller
; ??? not sure what purpose this branch serves.
LDA $020A : BNE .beta
SEC
RTL
.refillAllHealth
; Fill up ze health.
LDA.b #$A0 : STA $7EF372
LDA.b #$A0 : STA HeartsFiller
.beta
CLC
RTL
@@ -62,27 +62,27 @@ RefillMagic:
LDA.l PotionMagicRefill : CMP.b #$80 : !BGE .done
LDA !BUSY_MAGIC : BNE ++
LDA.l PotionMagicRefill ; load refill amount
!ADD $7EF36E ; add to current magic
!ADD CurrentMagic ; add to current magic
CMP.b #$80 : !BLT +++ : LDA.b #$80 : +++
STA !BUSY_MAGIC
++
LDA $7EF36E : CMP.l !BUSY_MAGIC : !BLT ++
LDA CurrentMagic : CMP.l !BUSY_MAGIC : !BLT ++
LDA.b #$00 : STA !BUSY_MAGIC
SEC
RTL
++
LDA.b #$01 : STA $7EF373 ; refill some magic
LDA.b #$01 : STA MagicFiller ; refill some magic
CLC
RTL
.done
SEP #$30
; Check if Link's magic meter is full
LDA $7EF36E : CMP.b #$80
LDA CurrentMagic : CMP.b #$80
BCS .itsFull
; Tell the magic meter to fill up until it's full.
LDA.b #$80 : STA $7EF373
LDA.b #$80 : STA MagicFiller
SEP #$30
RTL
.itsFull

View File

@@ -28,7 +28,7 @@ QuickSwap:
BRA .store
.special_swap
LDA !INVENTORY_SWAP_2 : ORA #$01 : STA !INVENTORY_SWAP_2
LDA BowTracking : ORA #$01 : STA BowTracking
CPX.b #$02 : BEQ + ; boomerang
CPX.b #$01 : BEQ + ; bow
CPX.b #$05 : BEQ + ; powder
@@ -50,10 +50,10 @@ RTL
RCode:
LDX.w $0202
LDA.b $F2 : BIT #$20 : BNE ++ ; Still holding L from a previous frame
LDA !INVENTORY_SWAP_2 : AND #$FE : STA !INVENTORY_SWAP_2
LDA BowTracking : AND #$FE : STA BowTracking
BRA +
++
LDA !INVENTORY_SWAP_2 : BIT #$01 : BEQ +
LDA BowTracking : BIT #$01 : BEQ +
RTS
-
+ CPX.b #$14 : BNE + : LDX.b #$00 ;will wrap around to 1
@@ -65,10 +65,10 @@ RTS
LCode:
LDX.w $0202
LDA.b $F2 : BIT #$10 : BNE ++ ; Still holding R from a previous frame
LDA !INVENTORY_SWAP_2 : AND #$FE : STA !INVENTORY_SWAP_2
LDA BowTracking : AND #$FE : STA BowTracking
BRA +
++
LDA !INVENTORY_SWAP_2 : BIT #$01 : BEQ +
LDA BowTracking : BIT #$01 : BEQ +
RTS
-
+ CPX.b #$01 : BNE + : LDX.b #$15 ; will wrap around to $14

View File

@@ -10,13 +10,13 @@ RTL
LoadBombCount:
LDA !INFINITE_BOMBS : BNE .infinite
.finite
LDA $7EF343
LDA BombsEquipment
.infinite
RTL
LoadBombCount16:
LDA !INFINITE_BOMBS : AND.w #$00FF : BNE .infinite
.finite
LDA $7EF343
LDA BombsEquipment
.infinite
RTL
StoreBombCount:
@@ -24,13 +24,13 @@ StoreBombCount:
.infinite
PLA : LDA.b #$01 : RTL
.finite
PLA : STA $7EF343
PLA : STA BombsEquipment
RTL
SearchForEquippedItem:
LDA !INFINITE_BOMBS : BEQ +
LDA.b #$01 : LDX.b #$00 : RTL
+
LDA $7EF340 ; thing we wrote over
LDA BowEquipment ; thing we wrote over
RTL
!INFINITE_ARROWS = "$7F50C8"
@@ -40,8 +40,8 @@ DecrementArrows:
.infinite
LDA.b #$01 : RTL
.normal
LDA $7EF377 : BEQ .done
DEC : STA $7EF377 : INC
LDA CurrentArrows : BEQ .done
DEC : STA CurrentArrows : INC
BRA .done
.rupees
REP #$20
@@ -51,17 +51,17 @@ DecrementArrows:
LDA.b #$00 : BRA .done
.not_archery_game
LDA.l $7EF377 : BNE .shoot_arrow ; check if we have arrows
LDA.l CurrentArrows : BNE .shoot_arrow ; check if we have arrows
BRA .done
.shoot_arrow
PHX
REP #$20
LDA $7EF360 : BEQ +
PHA : LDA $7EF340 : DEC : AND #$0002 : TAX : PLA
LDA TargetRupees : BEQ +
PHA : LDA BowEquipment : DEC : AND #$0002 : TAX : PLA
!SUB.l ArrowModeWoodArrowCost, X ; CMP.w #$0000
BMI .not_enough_money
STA $7EF360 : LDA.w #$0001 : BRA +
STA TargetRupees : LDA.w #$0001 : BRA +
.not_enough_money
LDA.w #$0000
+
@@ -76,13 +76,13 @@ ArrowGame:
DEC $0B99 ; reduce minigame arrow count
LDA.l ArrowMode : BNE .rupees
.normal
LDA $7EF377 : INC #2 : STA $7EF377 ; increment arrow count (by 2 for some reason)
LDA CurrentArrows : INC #2 : STA CurrentArrows ; increment arrow count (by 2 for some reason)
RTL
.rupees
PHX
REP #$20 ; set 16-bit accumulator
LDA $7EF340 : DEC : AND #$0002 : TAX
LDA $7EF360 : !ADD.l ArrowModeWoodArrowCost, X : STA $7EF360
LDA BowEquipment : DEC : AND #$0002 : TAX
LDA TargetRupees : !ADD.l ArrowModeWoodArrowCost, X : STA TargetRupees
SEP #$20 ; set 8-bit accumulator
PLX
+

View File

@@ -97,7 +97,7 @@ RNG_Ganon_Extra_Warp:
PLA
RTL
RNG_Enemy_Drops:
LDA.l $7EF3C5 : CMP #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
LDA.l ProgressIndicator : CMP #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
JML GetRandomInt
+
LDA.b #$0F

View File

@@ -84,7 +84,7 @@ IcePalaceBombosNE:
RTL
CastleEastEntrance:
LDA $7EF3C5 : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1)
LDA ProgressIndicator : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1)
LDA.l BlockCastleDoorsInRain : BNE + : RTL : +
REP #$20 ; 16 A
@@ -115,7 +115,7 @@ CastleEastEntrance:
RTL
CastleWestEntrance:
LDA $7EF3C5 : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1)
LDA ProgressIndicator : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1)
LDA.l BlockCastleDoorsInRain : BNE + : RTL : +
REP #$20 ; 16 A

View File

@@ -11,7 +11,7 @@ Draw4DigitRupees:
BRA .print
.outdoors
.normal
LDA $7EF362
LDA CurrentRupees
.print
JSL.l HexToDec
LDA $7F5004 : AND.w #$00FF : ORA.w #$2400 : STA $7EC750
@@ -19,4 +19,4 @@ Draw4DigitRupees:
LDA $7F5006 : AND.w #$00FF : ORA.w #$2400 : STA $7EC754
LDA $7F5007 : AND.w #$00FF : ORA.w #$2400 : STA $7EC756
RTL
;================================================================================
;================================================================================

View File

@@ -168,7 +168,7 @@ SpritePrep_ShopKeeper:
PHY
PHX
LDA.b #$00 : XBA : TYA : LSR #2 : !ADD !SHOP_SRAM_INDEX : TAX
LDA !SHOP_PURCHASE_COUNTS, X : TYX : STA.l !SHOP_INVENTORY+3, X : TAY
LDA PurchaseCounts, X : TYX : STA.l !SHOP_INVENTORY+3, X : TAY
PLX
LDA.l ShopContentsTable+4, X : BEQ ++
@@ -214,7 +214,7 @@ SpritePrep_ShopKeeper:
.takeAll
LDA.b #$00 : XBA : LDA !SHOP_SRAM_INDEX : TAX
LDA.l !SHOP_PURCHASE_COUNTS, X
LDA.l PurchaseCounts, X
BRA ++
.notTakeAll
LDA.b #$00
@@ -266,7 +266,7 @@ RTS
;!SHOP_INVENTORY, X
;[id][$lo][$hi][purchase_counter]
;--------------------------------------------------------------------------------
;!SHOP_PURCHASE_COUNTS = "$7EF302"
;PurchaseCounts = "$7EF51A"
;--------------------------------------------------------------------------------
Shopkeeper_UploadVRAMTilesLong:
JSR.w Shopkeeper_UploadVRAMTiles
@@ -390,13 +390,13 @@ Sprite_ShopKeeper:
BIT.b #$20 : BNE + ; Not A Take-All
PHX
LDA !SHOP_SRAM_INDEX : TAX
LDA !SHOP_PURCHASE_COUNTS, X : BEQ ++ : PLX : BRA .done : ++
LDA PurchaseCounts, X : BEQ ++ : PLX : BRA .done : ++
PLX
BRA .normal
+ ; Take-All
;PHX
; LDA !SHOP_SRAM_INDEX : TAX
; LDA.w !SHOP_PURCHASE_COUNTS, X : STA.l !SHOP_STATE
; LDA.w PurchaseCounts, X : STA.l !SHOP_STATE
;PLX
.normal
@@ -539,7 +539,7 @@ Shopkeeper_BuyItem:
+
LDA !SHOP_TYPE : AND.b #$80 : BNE .buy ; don't charge if this is a take-any
REP #$20 : LDA $7EF360 : CMP.l !SHOP_INVENTORY+1, X : SEP #$20 : !BGE .buy
REP #$20 : LDA TargetRupees : CMP.l !SHOP_INVENTORY+1, X : SEP #$20 : !BGE .buy
.cant_afford
LDA.b #$7A
@@ -555,7 +555,7 @@ Shopkeeper_BuyItem:
JMP .done
.buy
LDA !SHOP_TYPE : AND.b #$80 : BNE ++ ; don't charge if this is a take-any
REP #$20 : LDA $7EF360 : !SUB !SHOP_INVENTORY+1, X : STA $7EF360 : SEP #$20 ; Take price away
REP #$20 : LDA TargetRupees : !SUB !SHOP_INVENTORY+1, X : STA TargetRupees : SEP #$20 ; Take price away
++
LDA.l !SHOP_INVENTORY, X : TAY : JSL.l Link_ReceiveItem
LDA.l !SHOP_INVENTORY+3, X : INC : STA.l !SHOP_INVENTORY+3, X
@@ -565,7 +565,7 @@ Shopkeeper_BuyItem:
LDA.l !SHOP_STATE : ORA.w Shopkeeper_ItemMasks, X : STA.l !SHOP_STATE
PHX
TXA : !ADD !SHOP_SRAM_INDEX : TAX
LDA !SHOP_PURCHASE_COUNTS, X : INC : BEQ +++ : STA !SHOP_PURCHASE_COUNTS, X : +++
LDA PurchaseCounts, X : INC : BEQ +++ : STA PurchaseCounts, X : +++
PLX
BRA ++
+ ; Take-any
@@ -573,11 +573,11 @@ Shopkeeper_BuyItem:
BIT.b #$20 : BNE .takeAll
.takeAny
LDA.l !SHOP_STATE : ORA.b #$07 : STA.l !SHOP_STATE
PHX : LDA.l !SHOP_SRAM_INDEX : TAX : LDA.b #$01 : STA.l !SHOP_PURCHASE_COUNTS, X : PLX
PHX : LDA.l !SHOP_SRAM_INDEX : TAX : LDA.b #$01 : STA.l PurchaseCounts, X : PLX
BRA ++
.takeAll
LDA.l !SHOP_STATE : ORA.w Shopkeeper_ItemMasks, X : STA.l !SHOP_STATE
PHX : LDA.l !SHOP_SRAM_INDEX : TAX : LDA.l !SHOP_STATE : STA.l !SHOP_PURCHASE_COUNTS, X : PLX
PHX : LDA.l !SHOP_SRAM_INDEX : TAX : LDA.l !SHOP_STATE : STA.l PurchaseCounts, X : PLX
++
.done
PLY : PLX
@@ -587,7 +587,7 @@ db #$01, #$02, #$04
;--------------------
;!SHOP_ID = "$7F5050"
;!SHOP_SRAM_INDEX = "$7F5062"
;!SHOP_PURCHASE_COUNTS = "$7EF302"
;PurchaseCounts = "$7EF51A"
;--------------------
Setup_ShopItemCollisionHitbox:
;The complications with XBA are to handle the fact that nintendo likes to store

View File

@@ -39,7 +39,7 @@ SpriteSwap_Palette_ArmorAndGloves:
SEP #$30
LDA !SPRITE_SWAP : BNE .continue
REP #$30
LDA $7EF354
LDA GloveEquipment
JSL $1BEE21 ; Read Original Palette Code
RTL

View File

@@ -98,48 +98,51 @@ skip 1 ; Not used
SwordEquipment: skip 1 ; $01 = Fighter | $02 = Master | $03 = Tempered | $04 = Gold
ShieldEquipment: skip 1 ; $01 = Fighter | $02 = Red | $03 = Mirror
ArmorEquipment: skip 1 ; $00 = Green | $01 = Blue | $02 = Red
BottleContentsOne: skip 1 ; \ Bottle Contents
BottleContents: ; \ Bottle Contents
BottleContentsOne: skip 1 ; |
BottleContentsTwo: skip 1 ; | $00 = No Bottle | $01 = Mushroom | $02 = Empty Bottle
BottleContentsThree: skip 1 ; | $03 = Red Potion | $04 = Green Potion | $05 = Blue Potion
BottleContentsFour: skip 1 ; / $06 = Fairy | $07 = Bee | $08 = Good Bee
TargetRupees: skip 2 ; \ CurrentRupees will always increment or decrement to match
CurrentRupees: skip 2 ; / TargetRupees if not equal (16-bit integer)
;--------------------------------------------------------------------------------
; Dungeon item bitfields
CompassFieldOne: skip 2 ; \ - - g r t h i s
BigKeyFieldOne: skip 2 ; | g = Ganon's Tower | r = Turtle Rock | t = Thieves' Town
MapFieldOne: skip -3 ; / h = Tower of Hera | i = Ice Palace | s = Skull Woods
CompassFieldTwo: skip 2 ; \ m d s a t e h p
BigKeyFieldTwo: skip 2 ; | m = Misery Mire | d = Palace of Darkness | s = Swamp Palace
MapFieldTwo: skip 1 ; | a = Aga Tower | t = Desert Palace | e = Eastern Palace
; / h = Hyrule Castle | s = Sewer Passage
CompassField: skip 2 ; Dungeon item bitfields
BigKeyField: skip 2 ; Low byte: - - g r t h i s
MapField: skip 2 ; g = Ganon's Tower | r = Turtle Rock | t = Thieves' Town
; h = Tower of Hera | i = Ice Palace | s = Skull Woods
;------------------------------------------------
; High Byte: m d s a t e h p
; m = Misery Mire | d = Palace of Darkness | s = Swamp Palace
; a = Aga Tower | t = Desert Palace | e = Eastern Palace
; h = Hyrule Castle | s = Sewer Passage
;--------------------------------------------------------------------------------
; HUD & other equipment
skip 1 ; Wishing Pond Rupee (Unused)
HeartPieceFraction: skip 1 ; Heart pieces of four for upgrade. Wraps around to $00 after $03.
HeartPieceQuarter: skip 1 ; Heart pieces of four for health upgrade. Wraps around to $00 after $03.
HealthCapacity: skip 1 ; \ Health Capacity & Current Health
CurrentHealth: skip 1 ; / Max value is $A0 | $04 = half heart | $08 = heart
CurrentMagic: skip 1 ; Current magic | Max value is $80
CurrentSmallKeys: skip 1 ; Number of small keys held for current dungeon (integer)
BombCapacityUpgrades: skip 1 ; \ Bomb & Arrow Capacity Upgrades
ArrowCapacityUpgrades: skip 1 ; / Indicates flatly how many can be held above vanilla max (integers)
HeartFiller: skip 1 ; Hearts collected yet to be filled. Write in multiples of $08
HeartsFiller: skip 1 ; Hearts collected yet to be filled. Write in multiples of $08
MagicFiller: skip 1 ; Magic collected yet to be filled
PendantsField: skip 1 ; - - - - - g b r (bitfield)
PendantsField: skip 1 ; - - - - - g b r (bitfield)
; g = Green (Courage) | b = Blue (Power) | r = Red (Wisdom)
BombFiller: skip 1 ; Bombs collected yet to be filled (integer)
ArrowFiller: skip 1 ; Arrows collected yet to be filled (integer)
BombsFiller: skip 1 ; Bombs collected yet to be filled (integer)
ArrowsFiller: skip 1 ; Arrows collected yet to be filled (integer)
CurrentArrows: skip 1 ; Current arrows (integer)
skip 1 ; Unknown
AbilityFlags: skip 1 ; - r t - p d s - (bitfield)
; r = Read | t = Talk | p = Pull | d = Dash
; s = Swim
CurrentCrystals: skip 1 ; - 3 4 2 7 5 1 6 (bitfield)
CrystalsField: skip 1 ; - 3 4 2 7 5 1 6 (bitfield)
MagicConsumption: skip 1 ; $00 = Normal | $01 = Half Magic | $02 = Quarter Magic
;--------------------------------------------------------------------------------
; Small keys earned per dungeon (integers)
SewerKeys: skip 1 ; \ Hyrule Castle and Sewer keys typically increment
HyruleCastleKeys: skip 1 ; / and decrement together
SewerKeys: skip 1 ; \ Hyrule Castle and Sewer keys typically increment
DungeonKeys: ; | and decrement together
HyruleCastleKeys: skip 1 ; /
EasternKeys: skip 1 ; Eastern Palace small keys
DesertKeys: skip 1 ; Desert Palace small keys
CastleTowerKeys: skip 1 ; Agahnim's Tower small keys
@@ -152,7 +155,8 @@ HeraKeys: skip 1 ; Tower of Hera small keys
ThievesTownKeys: skip 1 ; Thieves' Town small keys
TurtleRockKeys: skip 1 ; Turtle Rock small keys
GanonsTowerKeys: skip 1 ; Ganon's Tower small keys
skip 2 ; Unused
skip 1 ; Unused
CurrentGenericKeys: skip 1 ; Generic small keys
;================================================================================
; Tracking & Indicators ($7EF38C - $7EF3F0)
@@ -166,9 +170,9 @@ BowTracking: skip 2 ; b s p - - - - - (bitfield)
; The front end writes two distinct progressive bow items. p
; indicates whether the "second" has been found independent of
; the first
ItemLimitCounts: skip 3 ; Keeps track of limited non-progressive items such as lamp.
ItemLimitCounts: skip 10 ; Keeps track of limited non-progressive items such as lamp.
; See: ItemSubstitutionRules in tables.asm
skip 50 ;
skip 43 ;
ProgressIndicator: skip 1 ; $00 = Pre-Uncle | $01 = Post-Uncle item | $02 = Zelda Rescued
; $03 = Agahnim 1 defeated
; $04 and above don't do anything. $00-$02 used in standard mode
@@ -382,28 +386,25 @@ assert BottleContentsFour = $7EF35F, "BottleContentsFour labeled at incorrec
assert TargetRupees = $7EF360, "TargetRupees labeled at incorrect address"
assert CurrentRupees = $7EF362, "CurrentRupees labeled at incorrect address"
;--------------------------------------------------------------------------------
assert CompassFieldOne = $7EF364, "Compass bitfield labeled at incorrect address"
assert CompassFieldTwo = $7EF365, "Compass bitfield labeled at incorrect address"
assert BigKeyFieldOne = $7EF366, "Big Key item bitfield labeled at incorrect address"
assert BigKeyFieldTwo = $7EF367, "Big Key item bitfield labeled at incorrect address"
assert MapFieldOne = $7EF368, "Map item bitfield labeled at incorrect address"
assert MapFieldTwo = $7EF369, "Map item bitfield labeled at incorrect address"
assert CompassField = $7EF364, "Compass bitfield labeled at incorrect address"
assert BigKeyField = $7EF366, "Big Key item bitfield labeled at incorrect address"
assert MapField = $7EF368, "Map item bitfield labeled at incorrect address"
;--------------------------------------------------------------------------------
assert HeartPieceFraction = $7EF36B, "HeartPieceFraction labeled at incorrect address"
assert HeartPieceQuarter = $7EF36B, "HeartPieceQuarter labeled at incorrect address"
assert HealthCapacity = $7EF36C, "HealthCapacity labeled at incorrect address"
assert CurrentHealth = $7EF36D, "CurrentHealth labeled at incorrect address"
assert CurrentMagic = $7EF36E, "CurrentMagic labeled at incorrect address"
assert CurrentSmallKeys = $7EF36F, "CurrentSmallKeys labeled at incorrect address"
assert BombCapacityUpgrades = $7EF370, "BombCapacityUpgrades labeled at incorrect address"
assert ArrowCapacityUpgrades = $7EF371, "ArrowCapacityUpgrades labeled at incorrect address"
assert HeartFiller = $7EF372, "HeartFiller labeled at incorrect address"
assert HeartsFiller = $7EF372, "HeartsFiller labeled at incorrect address"
assert MagicFiller = $7EF373, "MagicFiller labeled at incorrect address"
assert PendantsField = $7EF374, "PendantsField labeled at incorrect address"
assert BombFiller = $7EF375, "BombFiller labeled at incorrect address"
assert ArrowFiller = $7EF376, "ArrowFiller labeled at incorrect address"
assert BombsFiller = $7EF375, "BombsFiller labeled at incorrect address"
assert ArrowsFiller = $7EF376, "ArrowsFiller labeled at incorrect address"
assert CurrentArrows = $7EF377, "CurrentArrows labeled at incorrect address"
assert AbilityFlags = $7EF379, "AbilityFlags labeled at incorrect address"
assert CurrentCrystals = $7EF37A, "CurrentCrystals labeled at incorrect address"
assert CrystalsField = $7EF37A, "CrystalsField labeled at incorrect address"
assert MagicConsumption = $7EF37B, "MagicConsumption labeled at incorrect address"
;--------------------------------------------------------------------------------
assert SewerKeys = $7EF37C, "SewerKeys labeled at incorrect address"
@@ -420,6 +421,7 @@ assert HeraKeys = $7EF386, "HeraKeys labeled at incorrect address"
assert ThievesTownKeys = $7EF387, "ThievesTownKeys labeled at incorrect address"
assert TurtleRockKeys = $7EF388, "TurtleRockKeys labeled at incorrect address"
assert GanonsTowerKeys = $7EF389, "GanonsTowerKeys labeled at incorrect address"
assert CurrentGenericKeys = $7EF38B, "CurrentGenericKeys labeled at incorrect address"
;--------------------------------------------------------------------------------
assert ProgressIndicator = $7EF3C5, "ProgressIndicator labeled at incorrect address"
assert ProgressFlags = $7EF3C6, "ProgressFlags labeled at incorrect address"

View File

@@ -107,9 +107,9 @@
;--------------------------------------------------------------------------------
; $7EF44B - flute counter
;--------------------------------------------------------------------------------
; $7EF44Cl[3] - RTA-Timestamp (Start)
; $7EF44Cl[3] - Unused
;--------------------------------------------------------------------------------
; $7EF44Fl[3] - RTA-Timestamp (End)
; $7EF44Fl[3] - Unused
;--------------------------------------------------------------------------------
; $7EF452 - sssscccc
; s - swordless bosses
@@ -182,10 +182,10 @@ DungeonHoleEntranceTransition:
LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
LDA $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA $7EF340 : BEQ + ; skip if we have no bow
LDA BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA BowEquipment : BEQ + ; skip if we have no bow
CMP.b #$03 : !BGE + ; skip if the bow is already silver
!ADD #$02 : STA $7EF340 ; increase bow to silver
!ADD #$02 : STA BowEquipment ; increase bow to silver
+
BRA StatTransitionCounter
@@ -218,7 +218,7 @@ IncrementFlute:
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeys:
STA $7EF36F ; thing we wrote over, write small key count
STA CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA !LOCK_STATS : BNE +
JSL AddInventory_incrementKeyLong
@@ -230,7 +230,7 @@ IncrementSmallKeys:
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary:
STA $7EF36F ; thing we wrote over, write small key count
STA CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA !LOCK_STATS : BNE +
JSL AddInventory_incrementKeyLong
@@ -249,7 +249,7 @@ IncrementSmallKeysNoPrimary:
RTL
;--------------------------------------------------------------------------------
DecrementSmallKeys:
STA $7EF36F ; thing we wrote over, write small key count
STA CurrentSmallKeys ; thing we wrote over, write small key count
JSL.l UpdateKeys
RTL
;--------------------------------------------------------------------------------
@@ -302,7 +302,7 @@ RTL
IncrementDeathCounter:
PHA
LDA !LOCK_STATS : BNE +
LDA $7EF36D : BNE + ; link is still alive, skip
LDA CurrentHealth : BNE + ; link is still alive, skip
LDA !DEATH_COUNTER : INC : STA !DEATH_COUNTER
;JSL.l DecrementSaveCounter
+
@@ -311,7 +311,7 @@ RTL
;--------------------------------------------------------------------------------
!FAIRY_COUNTER = "$7EF453"
IncrementFairyRevivalCounter:
STA $7EF35C, X ; thing we wrote over
STA BottleContents, X ; thing we wrote over
PHA
LDA !LOCK_STATS : BNE +
LDA !FAIRY_COUNTER : INC : STA !FAIRY_COUNTER
@@ -368,7 +368,7 @@ RTL
!DAMAGE_COUNTER = $7EF46A
!MAGIC_COUNTER = $7EF46C
IncrementDamageTakenCounter_Eight:
STA.l $7EF36D
STA.l CurrentHealth
PHA : PHP
LDA !LOCK_STATS : BNE +
REP #$21
@@ -393,11 +393,11 @@ IncrementDamageTakenCounter_Arb:
++ STA.l !DAMAGE_COUNTER
+ PLP
LDA.l $7EF36D
LDA.l CurrentHealth
RTL
IncrementMagicUseCounter:
STA.l $7EF36E
STA.l CurrentMagic
IncrementMagicUseCounterByrna:
PHA : PHP
@@ -421,7 +421,7 @@ IncrementMagicUseCounterOne:
BEQ ++
STA.l !MAGIC_COUNTER
++ SEP #$20
+ LDA.l $7EF36E
+ LDA.l CurrentMagic
RTL
;--------------------------------------------------------------------------------
@@ -429,7 +429,7 @@ IncrementMagicUseCounterOne:
IncrementOWMirror:
PHA
LDA !LOCK_STATS : BNE +
LDA $7EF3CA : BEQ + ; only do this for DW->LW
LDA CurrentWorld : BEQ + ; only do this for DW->LW
LDA !OW_MIRROR_COUNTER : INC : STA !OW_MIRROR_COUNTER
+
PLA
@@ -451,7 +451,7 @@ RTL
!SPENT_RUPEES = "$7EF42B"
IncrementSpentRupees:
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA $7EF360
LDA.w #$0000 : STA $7EF
RTL
.subtractRupees
PHA : PHP
@@ -490,7 +490,6 @@ JMP StatTransitionCounter
!RUPEES_COLLECTED = "$7F503C"
!ITEM_TOTAL = "$7EF423"
!RTA_END = "$7EF44F"
StatsFinalPrep:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
@@ -517,27 +516,11 @@ StatsFinalPrep:
LDA !NMI_COUNTER+2 : SBC !LOOP_COUNTER+2 : STA !LAG_TIME+2
LDA !NMI_COUNTER+3 : SBC !LOOP_COUNTER+3 : STA !LAG_TIME+3
LDA !SPENT_RUPEES : !ADD $7EF362 : STA !RUPEES_COLLECTED
LDA !SPENT_RUPEES : !ADD CurrentRupees : STA !RUPEES_COLLECTED
LDA !SPENT_RUPEES+1 : ADC $7EF363 : STA !RUPEES_COLLECTED+1
LDA !ITEM_TOTAL : !SUB !CHEST_COUNTER : STA !NONCHEST_COUNTER
;LDA $FFFFFF
;JSL.l Clock_IsSupported
;BRA +
; REP #$20 ; set 16-bit accumulator
;
; LDA $00 : PHA
; LDA $02 : PHA
;
; JSL.l Clock_QuickStamp
; LDA $00 : STA !RTA_END
; LDA $02 : STA !RTA_END+2
;
; PLA : STA $02
; PLA : STA $00
;+
.done
PLP : PLX : PLA
LDA.b #$19 : STA $10 ; thing we wrote over, load triforce room

View File

@@ -20,7 +20,7 @@
;JML.l Smithy_DoesntHaveSword
;================================================================================
;LoadSwordForDamage:
; LDA $7EF359 : CMP #$04 : BNE .done ; skip if not gold sword
; LDA SwordEquipment : CMP #$04 : BNE .done ; skip if not gold sword
; LDA $1B : BEQ + ; skip if outdoors
; LDA $A0 : CMP #41 : BNE + ; decimal 41 ; skip if not in the mothula room
; LDA #$03 ; pretend we're using tempered
@@ -62,20 +62,20 @@ RTL
; $7F50C0 - Sword Modifier
LoadModifiedSwordLevel: ; returns short
LDA $7F50C0 : BEQ +
!ADD $7EF359 ; add normal sword value to modifier
!ADD SwordEquipment ; add normal sword value to modifier
BNE ++ : LDA.b #$01 : RTS : ++
CMP.b #$05 : !BLT ++ : LDA.b #$04 : RTS : ++
RTS
+
LDA $7EF359 ; load normal sword value
LDA SwordEquipment ; load normal sword value
RTS
;================================================================================
; $7EF35B - Armor Inventory
; ArmorEquipment - Armor Inventory
; $7F50C2 - Armor Modifier
; $7F5020 - Scratch Space (Caller Preserved)
LoadModifiedArmorLevel:
PHA
LDA $7EF35B : !ADD $7F50C2
LDA ArmorEquipment : !ADD $7F50C2
CMP.b #$FF : BNE + : LDA.b #$00 : +
CMP.b #$03 : !BLT + : LDA.b #$02 : +
STA $7F5020
@@ -83,16 +83,16 @@ LoadModifiedArmorLevel:
!ADD $7F5020
RTL
;================================================================================
; $7EF37B - Magic Inventory
; MagicConsumption - Magic Inventory
; $7F50C3 - Magic Modifier
LoadModifiedMagicLevel:
LDA $7F50C3 : BEQ +
!ADD $7EF37B ; add normal magic value to modifier
!ADD MagicConsumption ; add normal magic value to modifier
CMP.b #$FF : BNE ++ : LDA.b #$00 : RTL : ++
CMP.b #$03 : !BLT ++ : LDA.b #$02 : ++
RTL
+
LDA $7EF37B ; load normal magic value
LDA MagicConsumption ; load normal magic value
RTL
;================================================================================
; $7E0348 - Ice Value
@@ -116,17 +116,17 @@ RTL
;================================================================================
CheckTabletSword:
LDA.l AllowHammerTablets : BEQ +
LDA $7EF34B : BEQ + ; check for hammer
LDA HammerEquipment : BEQ + ; check for hammer
LDA.b #$02 : RTL
+
LDA $7EF359 ; get actual sword value
LDA SwordEquipment ; get actual sword value
RTL
;================================================================================
GetSwordLevelForEvilBarrier:
LDA.l AllowHammerEvilBarrierWithFighterSword : BEQ +
LDA #$FF : RTL
+
LDA $7EF359
LDA SwordEquipment
RTL
;================================================================================
CheckGanonHammerDamage:
@@ -143,7 +143,7 @@ GetSmithSword:
JML.l Smithy_DoesntHaveSword ; Classic Smithy
+
REP #$20 : LDA $7EF360 : CMP #$000A : SEP #$20 : !BGE .buy
REP #$20 : LDA TargetRupees : CMP #$000A : SEP #$20 : !BGE .buy
.cant_afford
REP #$10
LDA.b #$7A
@@ -158,7 +158,7 @@ GetSmithSword:
STZ $02E9 ; Item from NPC
PHX : JSL Link_ReceiveItem : PLX
REP #$20 : LDA $7EF360 : !SUB.w #$000A : STA $7EF360 : SEP #$20 ; Take 10 rupees
REP #$20 : LDA TargetRupees : !SUB.w #$000A : STA TargetRupees : SEP #$20 ; Take 10 rupees
JSL ItemSet_SmithSword
.done
@@ -170,7 +170,7 @@ CheckMedallionSword:
LDA.b #$02 ; Pretend we have master sword
RTL
.check_sword
LDA $7EF359
LDA SwordEquipment
RTL
.check_pad
PHB : PHX : PHY
@@ -220,7 +220,7 @@ CheckMedallionSword:
+
.done
PLY : PLX : PLB
LDA $7EF359
LDA SwordEquipment
RTL
.permit
SEP #$20 ; set 8-bit accumulator

View File

@@ -182,8 +182,8 @@ OHKOTimer:
LDA.l TimeoutBehavior : CMP #$02 : BNE +
LDA !Status : AND.b #$02 : BEQ +
.kill
LDA.b #$00 : STA $7EF36D ; kill link
LDA.b #$00 : STA CurrentHealth ; kill link
+
LDA $7EF36D
LDA CurrentHealth
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,9 +1,9 @@
;================================================================================
; Tree Kid Fix
;--------------------------------------------------------------------------------
org $06B12B ; <- 3312B - tree status set - 418 - LDA $7EF3C9 : ORA.b #$08 : STA $7EF3C9
LDA $7EF3C9 : AND.b #$F7 : STA $7EF3C9 ; unset arboration instead of setting it
org $06B12B ; <- 3312B - tree status set - 418 - LDA NpcFlagsVanilla : ORA.b #$08 : STA NpcFlagsVanilla
LDA NpcFlagsVanilla : AND.b #$F7 : STA NpcFlagsVanilla ; unset arboration instead of setting it
;--------------------------------------------------------------------------------
org $06B072 ; <- 33072 - FluteAardvark_InitialStateFromFluteState - 418 : dw FluteAardvark_AlreadyArborated
db #$8B
;================================================================================
;================================================================================

View File

@@ -45,7 +45,7 @@ GetSpriteID:
RTL
.specialHandling
CMP.b #$F9 : BNE ++ ; Progressive Magic
LDA.l $7EF37B : BNE +++
LDA.l MagicConsumption : BNE +++
LDA.b #$3B : RTL ; Half Magic
+++
LDA.b #$3C : RTL ; Quarter Magic
@@ -54,13 +54,13 @@ RTL
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID
++ CMP.b #$FD : BNE ++ ; Progressive Armor
LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpriteID
+
LDA.b #$04 : RTL
++ CMP.b #$FE : BNE ++ ; Progressive Sword
LDA $7EF359
LDA SwordEquipment
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpriteID
@@ -85,7 +85,7 @@ RTL
+ ; Everything Else
LDA.b #$2E : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA $7EF340 : INC : LSR
LDA BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpriteID
@@ -183,7 +183,7 @@ GetSpritePalette:
RTL
.specialHandling
CMP.b #$FD : BNE ++ ; Progressive Sword
LDA $7EF359
LDA SwordEquipment
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpritePalette
@@ -207,7 +207,7 @@ RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FF : BNE ++ ; Progressive Armor
LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpritePalette
+ : CMP.b #$00 : BNE + ; Green Tunic
@@ -215,12 +215,12 @@ RTL
+ ; Everything Else
LDA.b #$02 : RTL
++ : CMP.b #$FC : BNE ++ ; Progressive Gloves
LDA $7EF354 : BNE + ; No Gloves
LDA GloveEquipment : BNE + ; No Gloves
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA $7EF340 : INC : LSR
LDA BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpritePalette
@@ -307,7 +307,7 @@ IsNarrowSprite:
+ : JMP .continue
.notBottle
CMP.b #$5E : BNE ++ ; Progressive Sword
LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA SwordEquipment : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JSL.l IsNarrowSprite
JMP .done
@@ -319,7 +319,7 @@ IsNarrowSprite:
JSL.l IsNarrowSprite
JMP .done
++ CMP.b #$60 : BNE ++ ; Progressive Armor
LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA.l ProgressiveArmorReplacement
JSL.l IsNarrowSprite
JMP .done
@@ -330,7 +330,7 @@ IsNarrowSprite:
JSL.l GetRNGItemMulti
++ CMP.b #$64 : BEQ + ; Progressive Bow
CMP.b #$65 : BNE .continue ; Progressive Bow (alt)
+ : LDA $7EF340 : INC : LSR
+ : LDA BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JSL.l IsNarrowSprite

View File

@@ -2,16 +2,16 @@
; Spawn Zelda (or not)
;--------------------------------------------------------------------------------
SpawnZelda:
LDA.l $7EF3CC : CMP #$08 : BEQ + ; don't spawn if dwarf is present
LDA.l FollowerIndicator : CMP #$08 : BEQ + ; don't spawn if dwarf is present
CMP #$07 : BEQ + ; don't spawn if frog is present
CMP #$0C : BEQ + ; don't spawn if purple chest is present
CLC
+ RTL
;--------------------------------------------------------------------------------
EndRainState:
LDA $7EF3C5 : CMP.b #$02 : !BGE + ; skip if past escape already
LDA ProgressIndicator : CMP.b #$02 : !BGE + ; skip if past escape already
LDA.b #$00 : STA !INFINITE_ARROWS : STA !INFINITE_BOMBS : STA !INFINITE_MAGIC
LDA.b #$02 : STA $7EF3C5 ; end rain state
LDA.b #$02 : STA ProgressIndicator ; end rain state
JSL MaybeSetPostAgaWorldState
+
RTL