More merge labeling

This commit is contained in:
codemann8
2024-04-07 05:09:32 -05:00
parent 9cfeb18fef
commit 27685ac77d
70 changed files with 1386 additions and 1410 deletions

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@@ -10,10 +10,10 @@ NMIHookActionEnemizer:
LDA.l !SHELL_DMA_FLAG : BEQ .return ; check our draw flag
AND.b #$01 : BNE .loadKholdstare
LDA.l !SHELL_DMA_FLAG : AND #$02 : BNE .loadTrinexx
LDA.l !SHELL_DMA_FLAG : AND.b #$02 : BNE .loadTrinexx
BRA .return ; just in case
;BIT #$01 : BEQ .loadKholdstare
;BIT #$02 : BEQ .loadTrinexx
;BIT.b #$01 : BEQ .loadKholdstare
;BIT.b #$02 : BEQ .loadTrinexx
.loadKholdstare
JSL DMAKholdstare

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@@ -15,7 +15,7 @@ pullpc
check_blind_boss_room:
LDA.b RoomIndex ; load room index (low byte)
CMP.b #172 : BNE + ; Is is Thieves Town Boss Room
CMP.b #$AC : BNE + ; Is is Thieves Town Boss Room
LDA.l !BLIND_DOOR_FLAG : BNE + ; Blind maiden does not need rescuing
LDA.l FollowerIndicator : JML Check_for_Blind_Fight

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@@ -57,10 +57,10 @@ boss_move:
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
;Close the door if !BLIND_DOOR_FLAG == 1
LDA.l !BLIND_DOOR_FLAG : BEQ .no_blind_door
INC.w $0468 ; $0468[0x02] - Flag that is set when trap doors are down.
STZ.w $068E ; $068E[0x02] - (Dungeon) ???? related to trap doors and if they are open ; possibly bomb doors too? Update: module 0x07.0x4 probably uses this to know whether it's a key door or big key door to open.
STZ.w $0690 ; $0690[0x02] - (Overworld) Generally is used as an animation step indicator, only for doors that animate when they open, such as the Santuary and Hyrule Castle doors. This variable is incremented up to a value of 3, at which point a logic check kicks in and stops animating the opening of a door.
INC.w $0CF3 ; $0CF3[0x01] - free ram
INC.w TrapDoorFlag
STZ.w TileMapDoorPos
STZ.w DoorTimer
INC.w BossSpecialAction
; ;That must be called after the room load!
.no_blind_door
BRL .move_to_bottom_right

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@@ -1,6 +1,6 @@
org $8780CA ; Bank07.asm(179)
JSL CheckIfLinkShouldDie : NOP : NOP : NOP
;SEC : SBC.b $00 : CMP #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
;SEC : SBC.b Scrap00 : CMP.b #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
org $8780D1
BNE linkNotDead : NOP : NOP ; Bank07.asm(183) - CMP.b #$A8 : BCC .linkNotDead

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@@ -3,8 +3,8 @@
org $9DD88E
{
; original: GiantMoldorm_Draw+5lines (sprite_giant_moldorm.asm)
; lda.b $90 : add.w #$0008 : sta.b $90
; INC.b $92 : INC.b $92
; lda.b OAMPtr : add.w #$0008 : sta.b OAMPtr
; INC.b OAMPtr+2 : INC.b OAMPtr+2
JSL Moldorm_UpdateOamPosition
NOP #08

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@@ -13,36 +13,36 @@ org $89C50B ; 0x4C50B
}
org $89C510 ; 0x4C510
LDA.b [$00], Y ; replace LDA ($00), Y
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; CMP.b #$FF : BEQ .stopLoading
; INY #2
org $89C518 ; 0x4C518
LDA.b [$00], Y ; replace LDA ($00), Y
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; DEY #2 : CMP.b #$F4 : BNE .notFallingRocks
; INC.w $0FFD
; INY #3
; BRA .nextSprite
; .notFallingRocks ; Anything other than falling rocks.
org $89C528 ; 0x4C528
LDA.b [$00], Y ; replace LDA ($00), Y
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; PHA : LSR #4 : ASL #2 :
org $89C531 ; 0x4C531
STA.b Scrap0A ; STA.b $02
; INY
org $89C534 ; 0x4C534
LDA.b [$00], Y ; replace LDA ($00), Y
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; LSR #4 : CLC
org $89C53B ; 0x4C53B
ADC.b Scrap0A ; ADC.b $02
; STA.b $06
; PLA : ASL #4 : STA.b $07
org $89C546 ; 0x4C546
LDA.b [$00], Y ; replace LDA ($00), Y
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; AND.b #$0F : ORA.b $07 : STA.b $05
; INY
org $89C54F ; 0x4C54F
LDA.b [$00], Y ; replace LDA ($00), Y
; LDX.b $05 : INC A : STA.l $7FDF80, X
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; LDX.b Scrap05 : INC A : STA.l $7FDF80, X
; ; $4C558-
; ; Move on to the next sprite / overlord.

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@@ -6,25 +6,25 @@ JSL LoadUnderworldSprites : NOP
; also needs to change the use of $02 to $03 for slot index to make that possible
org $89C2B2
LDA.b [$00]
LDA.b [Scrap00]
org $89C2C1
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C2CA
INC.b Scrap03 ; change slot variable to $03
;org $09C329 standing items overwrote this one
;LDA.b [$00],Y
;LDA.b [Scrap00],Y
org $89C332
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C345
DEC.b Scrap03 : LDX.b Scrap03
org $89C350
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C35A
DEC.b Scrap03
@@ -36,31 +36,31 @@ org $89C383
LDX.b Scrap03
org $89C38C
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C398
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C3AA
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C3BF
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C3DF
LDA.b Scrap03
org $89C3F3
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C3FB
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C404
LDA.b [$00],Y
LDA.b [Scrap00],Y
org $89C416
LDA.b [$00],Y
LDA.b [Scrap00],Y

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@@ -2,7 +2,7 @@ pushpc
org $9EC147
JSL NewKodongoCollision
JMP.w .continue : NOP #2
JMP .continue : NOP #2
.continue
org $9EC152

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@@ -2,13 +2,6 @@
lorom
;================================================================================
!ADD = "CLC : ADC"
!SUB = "SEC : SBC"
!BLT = "BCC"
!BGE = "BCS"
;=Constants======================================================================
!BUSHES_FLAG = "$368100"

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@@ -58,7 +58,7 @@ SpritePrep_EyegoreNew:
.mimic
SBC.b #$6C : STA.w SpriteTypeTable, X : JSL SpritePrep_LoadProperties ; pretending to be $83 or $84
JSL SpritePrep_Eyegore_become_mimic
; LDA.w SpriteTypeTable, X : ADC #$6C : STA.w SpriteTypeTable, X ; set the sprite back to special mimic
; LDA.w SpriteTypeTable, X : ADC.b #$6C : STA.w SpriteTypeTable, X ; set the sprite back to special mimic
; todo? unsure about this code - seems unnecessary
; LDA.w $0CAA, X : AND.b #$FB : ORA.b #$80 : STA.w $0CAA, X ; STZ.w $0CAA, X
RTL

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@@ -4,8 +4,8 @@ Moldorm_UpdateOamPosition:
LDA.l !MOLDORM_EYES_FLAG : TAX
.more_eyes
LDA.b $90 : CLC : ADC.w #$0004 : STA.b $90
LDA.b $92 : CLC : ADC.w #$0001 : STA.b $92
LDA.b OAMPtr : CLC : ADC.w #$0004 : STA.b OAMPtr
LDA.b OAMPtr+2 : CLC : ADC.w #$0001 : STA.b OAMPtr+2
DEX : BPL .more_eyes ; X >= 0
PLX

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@@ -3,9 +3,9 @@
;================================================================================
check_special_action:
{
LDA.w $0CF3 : BEQ .no_special_action
LDA.b #$05 : STA.b GameSubMode ; $11[0x01] - (Main) Submodule Index (See $B0)
STZ.w $0CF3 ; $0CF3[0x01] - free ram
LDA.w BossSpecialAction : BEQ .no_special_action
LDA.b #$05 : STA.b GameSubMode
STZ.w BossSpecialAction
.no_special_action
JSL Player_Main
RTL