Formatting and notation
This commit is contained in:
@@ -8,15 +8,15 @@ PHP
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++ SEP #$20 : LDA.l CurrentWorld : EOR.b #$40 : STA.l CurrentWorld
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++ SEP #$20 : LDA.l CurrentWorld : EOR.b #$40 : STA.l CurrentWorld
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LDA.l DRFlags+1 : AND.b #$02 : BEQ + ; skip if the flag isn't set
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LDA.l DRFlags+1 : AND.b #$02 : BEQ + ; skip if the flag isn't set
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LDA.l MoonPearlEquipment : BNE + ; moon pearl?
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LDA.l MoonPearlEquipment : BNE + ; moon pearl?
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LDA #$17 : STA.b LinkState : INC.w BunnyFlag
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LDA.b #$17 : STA.b LinkState : INC.w BunnyFlag
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+ PLP : RTL
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+ PLP : RTL
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SetDefaultWorld:
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SetDefaultWorld:
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PHP : SEP #$20
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PHP : SEP #$20
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LDA.l FollowerIndicator : CMP #$04 : BNE .default
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LDA.l FollowerIndicator : CMP.b #$04 : BNE .default
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LDA.l OldManRetrievalWorld : BRA +
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LDA.l OldManRetrievalWorld : BRA +
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.default
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.default
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LDA.l InvertedMode : BEQ +
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LDA.l InvertedMode : BEQ +
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LDA.b #$40
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LDA.b #$40
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+ STA CurrentWorld
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+ STA.l CurrentWorld
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PLP : RTL
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PLP : RTL
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@@ -79,7 +79,7 @@ SpritePrep_ShopKeeper_PotionShop:
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LDA.l ShopType : CMP.b #$FF : BNE +
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LDA.l ShopType : CMP.b #$FF : BNE +
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JSL SpritePrep_MagicShopAssistant
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JSL SpritePrep_MagicShopAssistant
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RTL
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RTL
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+ LDX.b #$0
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+ LDX.b #$00
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PHK : PEA.w .jslrtsreturn-1
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PHK : PEA.w .jslrtsreturn-1
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PEA.w $85f527 ; an rtl address - 1 in Bank05
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PEA.w $85f527 ; an rtl address - 1 in Bank05
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JML MagicShopAssistant_SpawnPowder
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JML MagicShopAssistant_SpawnPowder
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@@ -128,11 +128,11 @@ SpritePrep_ShopKeeper:
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LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l ShopInventory+1, X : PLX
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LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l ShopInventory+1, X : PLX
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LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l ShopInventory+2, X : PLX
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LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l ShopInventory+2, X : PLX
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LDA.l ShopContentsTable+8, X : PHX : PHA : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA.l ShopContentsTable+8, X : PHX : PHA : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA.b #0 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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LDA.b #$00 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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PLA : STA.l ShopInventoryPlayer, X : LDA.b #0 : STA.l ShopInventoryDisguise, X : PLX
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PLA : STA.l ShopInventoryPlayer, X : LDA.b #$00 : STA.l ShopInventoryDisguise, X : PLX
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PHY
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PHY
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PHX
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PHX
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LDA.b #0 : XBA : TYA : LSR #2 : !ADD.l ShopSRAMIndex : TAX
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LDA.b #$00 : XBA : TYA : LSR #2 : !ADD.l ShopSRAMIndex : TAX
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LDA.l PurchaseCounts, X : TYX : STA.l ShopInventory+3, X : TAY
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LDA.l PurchaseCounts, X : TYX : STA.l ShopInventory+3, X : TAY
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PLX
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PLX
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@@ -143,8 +143,8 @@ SpritePrep_ShopKeeper:
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LDA.l ShopContentsTable+6, X : PHX : TYX : STA.l ShopInventory+1, X : PLX
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LDA.l ShopContentsTable+6, X : PHX : TYX : STA.l ShopInventory+1, X : PLX
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LDA.l ShopContentsTable+7, X : PHX : TYX : STA.l ShopInventory+2, X : PLX
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LDA.l ShopContentsTable+7, X : PHX : TYX : STA.l ShopInventory+2, X : PLX
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LDA.b #$40 : PHX : TYX : STA.l ShopInventory+3, X : PLX
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LDA.b #$40 : PHX : TYX : STA.l ShopInventory+3, X : PLX
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PHX : LDA.b #0 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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PHX : LDA.b #$00 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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LDA.b #0 : STA.l ShopInventoryPlayer, X : PLX
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LDA.b #$00 : STA.l ShopInventoryPlayer, X : PLX
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BRA +++
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BRA +++
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+ : PLY : LDA.b #$40 : PHX : TYX : STA.l ShopInventory+3, X : PLX : BRA +++
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+ : PLY : LDA.b #$40 : PHX : TYX : STA.l ShopInventory+3, X : PLX : BRA +++
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++
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++
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@@ -156,7 +156,7 @@ SpritePrep_ShopKeeper:
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JSL AttemptItemSubstitution
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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JSL ResolveLootIDLong
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CMP.b #$D0 : BNE +
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CMP.b #$D0 : BNE +
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PHX : LDA.b #0 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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PHX : LDA.b #$00 : XBA : TYA : LSR #2 : TAX ; This will convert the value back to the slot number (in 8-bit accumulator mode)
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JSL GetRandomInt : AND.b #$3F
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JSL GetRandomInt : AND.b #$3F
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BNE ++ : LDA.b #$49 : ++ : CMP.b #$26 : BNE ++ : LDA.b #$6A : ++ ; if 0 (fighter's sword + shield), set to just sword, if filled container (bugged palette), switch to triforce piece
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BNE ++ : LDA.b #$49 : ++ : CMP.b #$26 : BNE ++ : LDA.b #$6A : ++ ; if 0 (fighter's sword + shield), set to just sword, if filled container (bugged palette), switch to triforce piece
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STA.l ShopInventoryDisguise, X : PLX
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STA.l ShopInventoryDisguise, X : PLX
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@@ -457,7 +457,7 @@ Shopkeeper_BuyItem:
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REP #$20 : LDA.l CurrentRupees : !SUB.l ShopInventory+1, X : STA.l CurrentRupees : SEP #$20 ; Take price away
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REP #$20 : LDA.l CurrentRupees : !SUB.l ShopInventory+1, X : STA.l CurrentRupees : SEP #$20 ; Take price away
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++
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++
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PHX
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PHX
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LDA.b #0 : XBA : TXA : LSR #2 : TAX
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LDA.b #$00 : XBA : TXA : LSR #2 : TAX
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LDA.l ShopInventoryPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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LDA.l ShopInventoryPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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TXA : !ADD.l ShopSRAMIndex : TAX
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TXA : !ADD.l ShopSRAMIndex : TAX
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LDA.l PurchaseCounts, X : BNE +++ ;Is this the first time buying this slot?
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LDA.l PurchaseCounts, X : BNE +++ ;Is this the first time buying this slot?
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@@ -469,7 +469,7 @@ Shopkeeper_BuyItem:
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JSL ResolveLootIDLong
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JSL ResolveLootIDLong
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TAY : JSL Link_ReceiveItem
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TAY : JSL Link_ReceiveItem
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LDA.l ShopInventory+3, X : INC : STA.l ShopInventory+3, X
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LDA.l ShopInventory+3, X : INC : STA.l ShopInventory+3, X
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LDA.b #0 : STA.l ShopEnableCount
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LDA.b #$00 : STA.l ShopEnableCount
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TXA : LSR #2 : TAX
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TXA : LSR #2 : TAX
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LDA.l ShopType : BIT.b #$80 : BNE +
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LDA.l ShopType : BIT.b #$80 : BNE +
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LDA.l ShopkeeperRefill : BNE +++
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LDA.l ShopkeeperRefill : BNE +++
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@@ -522,6 +522,7 @@ Setup_ShopItemCollisionHitbox:
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!ADD.b (Scrap00), Y
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!ADD.b (Scrap00), Y
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!ADD.w #$0002 ; a small negative margin
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!ADD.w #$0002 ; a small negative margin
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; TODO: add 4 for a narrow item
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SEP #$20 ; set 8-bit accumulator
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SEP #$20 ; set 8-bit accumulator
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; store hitbox X
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; store hitbox X
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@@ -636,8 +637,8 @@ Shopkeeper_DrawNextItem:
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PLY
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PLY
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STZ.b Scrap0E ; $0E will be used temporarily to store a non-zero value if VRAM slot is in OAM1
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STZ.b Scrap0E ; $0E will be used temporarily to store a non-zero value if VRAM slot is in OAM1
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PHX : LDA.b #0 : XBA : TXA : LSR #2 : TAX : LDA.l ShopInventoryPlayer, X : PLX : CMP.b #$0 : BNE .no_disguise
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PHX : LDA.b #$00 : XBA : TXA : LSR #2 : TAX : LDA.l ShopInventoryPlayer, X : PLX : CMP.b #$00 : BNE .no_disguise
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PHX : LDA.b #0 : XBA : TXA : LSR #2 : TAX : LDA.l ShopInventoryDisguise, X : PLX : CMP.b #$0 : BNE ++
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PHX : LDA.b #$00 : XBA : TXA : LSR #2 : TAX : LDA.l ShopInventoryDisguise, X : PLX : CMP.b #$00 : BNE ++
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.no_disguise
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.no_disguise
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CPX.b #$0C : BCC .not_powder
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CPX.b #$0C : BCC .not_powder
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LDA.l PowderFlag : BRA .resolve
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LDA.l PowderFlag : BRA .resolve
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@@ -362,8 +362,6 @@ org $B0808F ; PC 0x18008F
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SwapAgaGanonsTower:
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SwapAgaGanonsTower:
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db $00 ; #$00 = Off (default) - #$01 = On
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db $00 ; #$00 = Off (default) - #$01 = On
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; 0x18008F (unused)
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;--------------------------------------------------------------------------------
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org $B08090 ; PC 0x180090 - 0x180097
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org $B08090 ; PC 0x180090 - 0x180097
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ProgressiveSwordLimit:
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ProgressiveSwordLimit:
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db $04 ; #$04 - 4 Swords (default)
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db $04 ; #$04 - 4 Swords (default)
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