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

@@ -2,71 +2,65 @@
; Randomize Tablets
;--------------------------------------------------------------------------------
ItemSet_EtherTablet:
PHA : LDA NpcFlags+1 : ORA.b #$01 : STA NpcFlags+1 : PLA
RTL
PHA : LDA.l NpcFlags+1 : ORA.b #$01 : STA.l NpcFlags+1 : PLA
RTS
;--------------------------------------------------------------------------------
ItemSet_BombosTablet:
PHA : LDA NpcFlags+1 : ORA.b #$02 : STA NpcFlags+1 : PLA
RTL
PHA : LDA.l NpcFlags+1 : ORA.b #$02 : STA.l NpcFlags+1 : PLA
RTS
;--------------------------------------------------------------------------------
ItemCheck_EtherTablet:
LDA NpcFlags+1 : AND.b #$01
LDA.l NpcFlags+1 : AND.b #$01
RTL
;--------------------------------------------------------------------------------
ItemCheck_BombosTablet:
LDA NpcFlags+1 : AND.b #$02
LDA.l NpcFlags+1 : AND.b #$02
RTL
;--------------------------------------------------------------------------------
SetTabletItem:
PHA
LDA $8A : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
.bombos
JSL.l ItemSet_BombosTablet : BRA .done
.ether
JSL.l ItemSet_EtherTablet
.done
PLA
RTL
SetTabletItemFlag:
PHA
LDA.b OverworldIndex : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
.bombos
JSR ItemSet_BombosTablet : BRA .done
.ether
JSR ItemSet_EtherTablet
.done
PLA
RTS
;--------------------------------------------------------------------------------
SpawnTabletItem:
; JSL.l HeartPieceGet
;RTL
JSL.l HeartPieceGetPlayer : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSL.l LoadOutdoorValue
PHA
JSL.l PrepDynamicTile
LDA.b #$01 : STA !FORCE_HEART_SPAWN : STA !SKIP_HEART_SAVE
JSL.l SetTabletItem
LDA.b #$EB
STA $7FFE00
JSL Sprite_SpawnDynamically
JSL.l ResolveLootIDLong
PHA
LDA.b #$EB : STA.l MiniGameTime
JSL Sprite_SpawnDynamically
PLA
STA.w SpriteID,Y
TYX
JSL.l PrepDynamicTile_loot_resolved
PLA : STA $0E80, Y ; Store item type
LDA $22 : STA $0D10, Y
LDA $23 : STA $0D30, Y
LDA $20 : STA $0D00, Y
LDA $21 : STA $0D20, Y
LDA.b #$00 : STA $0F20, Y
LDA.b #$7F : STA $0F70, Y ; spawn WAY up high
LDA.b LinkPosX : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
LDA.b LinkPosY : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b #$00 : STA.w SpriteLayer, Y
LDA.b #$7F : STA.w SpriteZCoord, Y ; spawn WAY up high
RTL
;--------------------------------------------------------------------------------
MaybeUnlockTabletAnimation:
PHA : PHP
JSL.l IsMedallion : BCC +
STZ $0112 ; disable falling-medallion mode
STZ $03EF ; release link from item-up pose
LDA.b #$00 : STA $5D ; set link to ground state
JSR SetTabletItemFlag
STZ.w MedallionFlag ; disable falling-medallion mode
STZ.w ForceSwordUp ; release link from item-up pose
LDA.b #$00 : STA.b LinkState ; set link to ground state
REP #$20 ; set 16-bit accumulator
LDA $8A : CMP.w #$0030 : BNE ++ ; Desert
LDA.b OverworldIndex : CMP.w #$0030 : BNE ++ ; Desert
SEP #$20 ; set 8-bit accumulator
LDA.b #$02 : STA $2F ; face link forward
LDA.b #$3C : STA $46 ; lock link for 60f
LDA.b #$02 : STA.b LinkDirection ; face link forward
LDA.b #$3C : STA.b $46 ; lock link for 60f
++
SEP #$20 ; set 8-bit accumulator
+
@@ -75,17 +69,17 @@ RTL
;--------------------------------------------------------------------------------
IsMedallion:
REP #$20 ; set 16-bit accumulator
LDA $8A
LDA.b OverworldIndex
CMP.w #$03 : BNE + ; Death Mountain
LDA $22 : CMP.w #1890 : !BGE ++
LDA.b LinkPosX : CMP.w #1890 : !BGE ++
SEC
JMP .done
BRA .done
++
BRA .false
+ CMP.w #$30 : BNE + ; Desert
LDA $22 : CMP.w #512 : !BLT ++
LDA.b LinkPosX : CMP.w #512 : !BLT ++
SEC
JMP .done
BRA .done
++
+
.false
@@ -95,41 +89,17 @@ IsMedallion:
RTL
;--------------------------------------------------------------------------------
LoadNarrowObject:
LDA.l AddReceivedItemExpanded_wide_item_flag, X : STA ($92), Y ; AddReceiveItem.wide_item_flag?
LDA.l SpriteProperties_standing_width, X : STA.b ($92), Y ; AddReceiveItem.wide_item_flag?
RTL
;--------------------------------------------------------------------------------
DrawNarrowDroppedObject:
; If it's a 16x16 sprite, we'll only draw one, otherwise we'll end up drawing
; two 8x8 sprites stack on top of each other
CMP.b #$02 : BEQ .large_sprite
REP #$20
; Shift Y coordinate 8 pixels down
LDA $08 : STA $00
SEP #$20
JSL.l Ancilla_SetOam_XY_Long
; always use the same character graphic (0x34)
LDA.b #$34 : STA ($90), Y : INY
LDA.l AddReceivedItemExpanded_properties, X : BPL .valid_lower_properties
LDA $74
.valid_lower_properties
ASL A : ORA.b #$30 : STA ($90), Y
INY : PHY
TYA : !SUB.b #$04 : LSR #2 : TAY
LDA.b #$00 : STA ($92), Y
PLY
.large_sprite
RTL
CheckTabletItem:
;--------------------------------------------------------------------------------
; Zero flag set = Item not collected
; Zero flag clear = Item collected
;--------------------------------------------------------------------------------
JSL.l IsMedallion : BCS .tablet
LDA.l OverworldEventDataWRAM, X : AND.b #$40 ; What we wrote over
RTL
.tablet
TDC
RTL