Merge remote-tracking branch 'baserom/master' into MergeDecompression
# Conflicts: # LTTP_RND_GeneralBugfixes.asm # bookofmudora.asm # build.bat # catfish.asm # compasses.asm # contrib.asm # darkworldspawn.asm # entrances.asm # events.asm # floodgatesoftlock.asm # flute.asm # framehook.asm # goalitem.asm # halfmagicbat.asm # heartpieces.asm # hooks.asm # inventory.asm # invertedmaps.asm # itemtext_lower.asm # lampmantlecone.asm # mantle.asm # msu.asm # music.asm # newhud.asm # newitems.asm # pendantcrystalhud.asm # ram.asm # rngfixes.asm # roomloading.asm # shopkeeper.asm # stats.asm # stats/credits.asm # stats/creditsnew.asm # stats/statConfig.asm # tables.asm # tablets.asm # utilities.asm # zoraking.asm
This commit is contained in:
@@ -7,76 +7,77 @@ DarkWorldSaveFix:
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JML.l StatSaveCounter
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;--------------------------------------------------------------------------------
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DoWorldFix:
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LDA InvertedMode : BEQ +
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LDA.l InvertedMode : BEQ +
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JMP DoWorldFix_Inverted
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+
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LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
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LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setLightWorld ; check if old man is following
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LDA MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror
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.skip_mirror_check ; alt entrance point
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LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
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.aga1Alive
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LDA #$00
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LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
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.setLightWorld
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LDA.b #$00
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.noMirror
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STA CurrentWorld ; set flag to light world
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LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
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STA.l CurrentWorld ; set flag to light world
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LDA.l FollowerIndicator : CMP.b #$07 : BNE .done : INC : STA.l FollowerIndicator ; convert frog to dwarf
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.done
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RTL
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;--------------------------------------------------------------------------------
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SetDeathWorldChecked:
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LDA InvertedMode : BEQ +
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LDA.l InvertedMode : BEQ +
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JMP SetDeathWorldChecked_Inverted
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+
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LDA $1B : BEQ .outdoors
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LDA $040C : CMP #$FF : BNE .dungeon
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LDA $A0 : ORA $A1 : BNE ++
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LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
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LDA.b IndoorsFlag : BEQ .outdoors
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LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
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LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
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LDA.l GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
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++
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.outdoors
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JMP DoWorldFix
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.dungeon
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LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
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LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
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JMP DoWorldFix_skip_mirror_check
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.pyramid
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LDA #$40 : STA CurrentWorld ; set flag to dark world
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LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog
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LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
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LDA.l FollowerIndicator : CMP.b #$08 : BNE .done : DEC : STA.l FollowerIndicator : + ; convert dwarf to frog
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.done
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RTL
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;================================================================================
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DoWorldFix_Inverted:
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LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
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LDA.l MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror
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LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setDarkWorld ; check if old man is following
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LDA.l MirrorEquipment : AND #$02 : BEQ .setDarkWorld ; check if we have the mirror
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.skip_mirror_check ; alt entrance point
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LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
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.noMirror
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.aga1Alive
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LDA #$40 : STA CurrentWorld ; set flag to dark world
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LDA FollowerIndicator
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CMP #$07 : BEQ .clear ; clear frog
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CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
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LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
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.setDarkWorld
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LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
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LDA.l FollowerIndicator
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CMP.b #$07 : BEQ .clear ; clear frog
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CMP.b #$08 : BEQ .clear ; clear dwarf - consider flute implications
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BRA .done
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.clear
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LDA.b #$00 : STA FollowerIndicator ; clear follower
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LDA.b #$00 : STA.l FollowerIndicator ; clear follower
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.done
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RTL
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;--------------------------------------------------------------------------------
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SetDeathWorldChecked_Inverted:
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LDA $1B : BEQ .outdoors
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LDA $040C : CMP #$FF : BNE .dungeon
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LDA $A0 : ORA $A1 : BNE ++
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LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
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LDA.b IndoorsFlag : BEQ .outdoors
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LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
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LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
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LDA.l GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
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++
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.outdoors
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JMP DoWorldFix
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.dungeon
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LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
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LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
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JMP DoWorldFix_Inverted_skip_mirror_check
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.castle
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LDA #$00 : STA CurrentWorld ; set flag to dark world
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LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
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LDA.b #$00 : STA.l CurrentWorld ; set flag to dark world
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LDA.l FollowerIndicator : CMP.b #$07 : BNE + : LDA.b #$08 : STA.l FollowerIndicator : + ; convert frog to dwarf
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.done
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RTL
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;================================================================================
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@@ -84,20 +85,20 @@ RTL
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;--------------------------------------------------------------------------------
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FakeWorldFix:
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LDA FixFakeWorld : BEQ +
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LDA $8A : AND.b #$40 : STA CurrentWorld
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LDA.l FixFakeWorld : BEQ +
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LDA.b OverworldIndex : AND.b #$40 : STA.l CurrentWorld
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+
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RTL
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;--------------------------------------------------------------------------------
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MasterSwordFollowerClear:
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LDA FollowerIndicator
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CMP #$0E : BNE .exit ; clear master sword follower
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LDA.b #$00 : STA FollowerIndicator ; clear follower
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LDA.l FollowerIndicator
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CMP.b #$0E : BNE .exit ; clear master sword follower
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LDA.b #$00 : STA.l FollowerIndicator ; clear follower
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.exit
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RTL
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;--------------------------------------------------------------------------------
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FixAgahnimFollowers:
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LDA.b #$00 : STA FollowerIndicator ; clear follower
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LDA.b #$00 : STA.l FollowerIndicator ; clear follower
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JML PrepDungeonExit ; thing we wrote over
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;--------------------------------------------------------------------------------
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@@ -107,10 +108,10 @@ macro SetMinimum(base,filler,compare)
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?done:
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endmacro
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RefreshRainAmmo:
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LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
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LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
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RTL
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.rain
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LDA StartingEntrance
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LDA.l StartingEntrance
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+ CMP.b #$03 : BNE + ; Uncle
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
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@@ -135,28 +136,25 @@ RefreshRainAmmo:
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.done
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RTL
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;--------------------------------------------------------------------------------
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!INFINITE_ARROWS = "$7F50C8"
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!INFINITE_BOMBS = "$7F50C9"
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!INFINITE_MAGIC = "$7F50CA"
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SetEscapeAssist:
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LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
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LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
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.rain
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LDA.l EscapeAssist
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BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
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BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
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BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
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BIT.b #$04 : BEQ + : STA.l InfiniteArrows : +
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BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
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BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
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BRA ++
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.no_train ; choo choo
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LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
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LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : +
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LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
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LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA.l InfiniteMagic : +
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LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA.l InfiniteBombs : +
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LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA.l InfiniteArrows : +
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++
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RTL
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;--------------------------------------------------------------------------------
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SetSilverBowMode:
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LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
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LDA BowEquipment : CMP.b #$3 : BCC +
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SBC.b #$02 : STA BowEquipment
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LDA.l SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
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LDA.l BowEquipment : CMP.b #$3 : BCC +
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SBC.b #$02 : STA.l BowEquipment
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+
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RTL
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;================================================================================
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