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:
aerinon
2023-08-23 13:02:39 -06:00
186 changed files with 24631 additions and 15312 deletions

View File

@@ -4,36 +4,49 @@
; Output: 0 for darkness, 1 for lamp cone
;--------------------------------------------------------------------------------
LampCheck:
LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA LampEquipment : BNE .done ; skip if we already have lantern
LDA $040C : CMP.b #$FF : BEQ +
CMP.b #$04 : BCS + ; check if we're in HC
LDA LampConeSewers : BRA .done
+ LDA CurrentWorld : BNE +
LDA LampConeLightWorld : BRA .done
+ LDA LampConeDarkWorld
.done
;BNE + : STZ $1D : + ; remember to turn cone off after a torch
LDA.l LightConeModifier : BNE .lamp
LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
LDA.w DungeonID : CMP.b #$04 : BCS + ; are we en HC?
LDA.l LampConeSewers : RTL
+ : TDC
.lamp
RTL
;================================================================================
;--------------------------------------------------------------------------------
; Output: 0 locked, 1 open
; Output: 0 locked, 1 openA
;--------------------------------------------------------------------------------
CheckForZelda:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA FollowerIndicator
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
RTL
;================================================================================
;--------------------------------------------------------------------------------
SetOverlayIfLamp:
JSL.l LampCheck
STA $1D ; write it directly to the overlay, this isn't a terrible idea at all
JSL.l LampCheck
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================
;LDA CurrentWorld : EOR #$40 : LSR #6 : AND #$01 ; return the same result as having the lantern in the light world
; Mantle Object Changes
;--------------------------------------------------------------------------------
Mantle_CorrectPosition:
LDA.l ProgressFlags : AND.b #$04 : BEQ +
LDA.b #$0A : STA.w SpritePosXLow, X ; just spawn it off to the side where we know it should be
LDA.b #$03 : STA.w SpritePosXHigh, X
LDA.b #$90 : STA.w SpriteSpawnStep, X
+
LDA.w SpritePosYLow, X : !ADD.b #$03 ; thing we did originally
RTL
;================================================================================
; Mirror Scroll -> Spawn at Zelda's Cell
;--------------------------------------------------------------------------------
MirrorScrollSpawnZelda:
LDA.l MirrorEquipment : CMP.b #$01 : BNE + ;mirror scroll
LDA.l StartingEntrance : CMP.b #$02 : BEQ ++ ; zelda's cell
CMP.b #$04 : BNE +
++ INC $04AA
; what we replaced
+ STZ.b $11 : STZ.b $14
RTL