From 281beeeb58dcbf66d3a3ce4a61e5a5fa3b17d1ed Mon Sep 17 00:00:00 2001 From: aerinon Date: Tue, 29 Mar 2022 14:29:04 -0600 Subject: [PATCH] Switch standing item gfx to a different slot Rain state fix --- drhooks.asm | 2 +- keydrop/dynamic_si_vram.asm | 15 +++++++++++---- overrides.asm | 10 ++++++---- 3 files changed, 18 insertions(+), 9 deletions(-) diff --git a/drhooks.asm b/drhooks.asm index a5815d9..e8c48b9 100644 --- a/drhooks.asm +++ b/drhooks.asm @@ -176,7 +176,7 @@ org $02d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E) JSL CheckDarkWorldSpawn : NOP org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF) -JSL RainPrevention : NOP #2 +JSL RainPrevention : BCC + : RTS : NOP : + org $1edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00) JSL StandardAgaDmg diff --git a/keydrop/dynamic_si_vram.asm b/keydrop/dynamic_si_vram.asm index 275519e..56edbce 100644 --- a/keydrop/dynamic_si_vram.asm +++ b/keydrop/dynamic_si_vram.asm @@ -94,9 +94,16 @@ FreeUWGraphics: dw $8800>>1 dw $8840>>1 dw $8980>>1 - dw $9960>>1 + dw $9CA0>>1 dw $9DC0>>1 +; dw $8800>>1 +; dw $8840>>1 +; dw $8980>>1 +; dw $9960>>1 # Arghuss Splash apparently +; dw $9C00>>1 +; dw $9CA0>>1 +; dw $9DC0>>1 ;=================================================================================================== @@ -150,8 +157,8 @@ DynamicOAMTile_thin: dw 0, 0 : db $4C, $00, $20, $00 dw 0, 8 : db $5C, $00, $20, $00 - dw 0, 0 : db $CB, $00, $20, $00 - dw 0, 8 : db $DB, $00, $20, $00 + dw 0, 0 : db $E5, $00, $20, $00 + dw 0, 8 : db $F5, $00, $20, $00 dw 0, 0 : db $EE, $00, $20, $00 dw 0, 8 : db $FE, $00, $20, $00 @@ -166,7 +173,7 @@ DynamicOAMTile_full: dw -4, -1 : db $4C, $00, $20, $02 dd 0, 0 - dw -4, -1 : db $CB, $00, $20, $02 + dw -4, -1 : db $E5, $00, $20, $02 dd 0, 0 dw -4, -1 : db $EE, $00, $20, $02 diff --git a/overrides.asm b/overrides.asm index 91029a8..c822de5 100644 --- a/overrides.asm +++ b/overrides.asm @@ -118,7 +118,7 @@ RetrieveBunnyState: + RTL RainPrevention: - LDA $00 : XBA : AND #$00FF ; what we wrote over + LDA $00 : XBA : AND #$00FF : STA.b $0A ; what we wrote over PHA LDA $7EF3C5 : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1) LDA.l $7EF3C6 : AND #$0004 : BNE .done ; zelda's been rescued @@ -131,9 +131,11 @@ RainPrevention: LDX #$FFFE - INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done CMP $A0 : BNE - - LDA.l RainDoorMatch, X : CMP $00 : BNE - - PLA : LDA #$0008 : RTL - .done PLA : RTL + SEP #$20 : LDA.l RainDoorMatch, X : CMP $00 : BNE .continue + REP #$20 : PLA : SEC : RTL + .continue + REP #$20 : BRA - + .done PLA : CLC : RTL ; A should be how much dmg to do to Aga when leaving this function StandardAgaDmg: