Merge branch 'main' into kara

This commit is contained in:
2023-03-13 21:33:27 -05:00
157 changed files with 9576 additions and 9736 deletions

View File

@@ -1,13 +1,6 @@
;--------------------------------------------------------------------------------
; OnLoadOW
;--------------------------------------------------------------------------------
;OnLoadMap:
; LDA OverworldEventDataWRAM+$5B ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
OnPrepFileSelect:
LDA $11 : CMP.b #$03 : BNE +
LDA.b #$06 : STA $14 ; thing we wrote over
LDA.b GameSubMode : CMP.b #$03 : BNE +
LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
RTL
+
JSL.l LoadAlphabetTilemap
@@ -22,8 +15,8 @@ OnDrawHud:
JML.l ReturnFromOnDrawHud
;--------------------------------------------------------------------------------
OnDungeonEntrance:
STA $7EC172 ; thing we wrote over
JSL MaybeFlagCompassTotalEntrance
STA.l PegColor ; thing we wrote over
JSL MaybeFlagDungeonTotalsEntrance
RTL
;--------------------------------------------------------------------------------
OnPlayerDead:
@@ -40,7 +33,7 @@ OnDungeonExit:
JSL.l SQEGFix
PLP : PLA
STA $040C : STZ $04AC ; thing we wrote over
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
PHA : PHP
JSL.l HUD_RebuildLong
@@ -51,17 +44,17 @@ RTL
;--------------------------------------------------------------------------------
OnQuit:
JSL.l SQEGFix
LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA $1C ; thing we wrote over
LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
PHA
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA InfiniteMagicModifier : +
BIT.b #$02 : BEQ + : STA InfiniteBombsModifier : +
BIT.b #$01 : BEQ + : STA InfiniteArrowsModifier : +
BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
PLA
JSL.l Link_ReceiveItem
@@ -88,19 +81,19 @@ OnAga2Defeated:
JML.l IncrementAgahnim2Sword
;--------------------------------------------------------------------------------
OnFileCreation:
; Copy initial SRAM state from ROM to cart SRAM
; If the inital SRAM table is move these addresses must be changed
PHB
LDA.w #$03D7 ; \
LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
LDY.w #$0000 ; | (exclusively)
MVN SRAMBank, SRAMTableBank ; /
; Skip file name and validity value
LDA.w #$010C ; \
LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
LDY.w #$03E3 ; |
MVN SRAMBank, SRAMTableBank ; /
PLB
; Copy initial SRAM state from ROM to cart SRAM
; If the inital SRAM table is move these addresses must be changed
PHB
LDA.w #$03D7 ; \
LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
LDY.w #$0000 ; | (exclusively)
MVN !SRAMBank, !SRAMTableBank ; /
; Skip file name and validity value
LDA.w #$010C ; \
LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
LDY.w #$03E3 ; |
MVN !SRAMBank, !SRAMTableBank ; /
PLB
; resolve instant post-aga if standard
SEP #$20
@@ -111,33 +104,29 @@ OnFileCreation:
REP #$20
; Set validity value and do some cleanup. Jump to checksum.
LDA.w #$55AA : STA.l $7003E1
STZ $00
STZ $01
LDX.b $00
LDY.w #$0000
TYA
LDA.w #$55AA : STA.l FileValiditySRAM
JSL.l WriteNewFileChecksum
STZ.b Scrap00
STZ.b Scrap01
JML.l InitializeSaveFile_build_checksum
JML.l InitializeSaveFile_done
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnFileLoad:
REP #$10 ; set 16 bit index registers
JSL.l EnableForceBlank ; what we wrote over
LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area
LDA.b #$07 : STA.w BG34NBA ; Restore screen 3 to normal tile area
LDA.l FileMarker : BNE +
JSL.l OnNewFile
LDA.b #$FF : STA.l FileMarker
+
LDA.w $010A : BNE + ; don't adjust the worlds for "continue" or "save-continue"
LDA.l $7EC011 : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
LDA.w DeathReloadFlag : BNE + ; don't adjust the worlds for "continue" or "save-continue"
LDA.l MosaicLevel : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
JSL.l DoWorldFix
+
JSL.l MasterSwordFollowerClear
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
LDA.l GenericKeys : BEQ +
LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
+
@@ -152,86 +141,78 @@ OnFileLoad:
SEP #$10 ; restore 8 bit index registers
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnNewFile:
PHX : PHP
; reset some values on new file that are otherwise only reset on hard reset
SEP #$20 ; set 8-bit accumulator
STZ $03C4 ; ancilla slot index
STZ $047A ; EG
STZ $0B08 : STZ $0B09 ; arc variable
STZ $0CFB ; enemies killed (pull trees)
STZ $0CFC ; times taken damage (pull trees)
STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
LDA #$00 : STA $7EC011 ; mosaic
JSL InitRNGPointerTable ; boss RNG
STZ.w AncillaSearch
STZ.w LayerAdjustment ; EG
STZ.w ArcVariable : STZ.w ArcVariable+1
STZ.w TreePullKills
STZ.w TreePullHits
STZ.w PrizePackIndexes
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
LDA.b #$00 : STA.l MosaicLevel
JSL InitRNGPointerTable
PLP : PLX
RTL
;--------------------------------------------------------------------------------
OnInitFileSelect:
; LDA.b #$10 : STA $BC ; init sprite pointer - does nothing unless spriteswap.asm is included
; JSL.l SpriteSwap_SetSprite
LDA.b #$51 : STA $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
LDA.b #$51 : STA.w $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
JSL.l EnableForceBlank
RTL
;--------------------------------------------------------------------------------
OnLinkDamaged:
JSL.l IncrementDamageTakenCounter_Arb
;JSL.l FlipperKill
JML.l OHKOTimer
;--------------------------------------------------------------------------------
OnEnterWater:
JSL.l RegisterWaterEntryScreen
JSL.l MysteryWaterFunction
LDX.b #$04
RTL
;OnEnterWater:
; JSL.l UnequipCapeQuiet ; what we wrote over
;RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPit:
JSL.l OHKOTimer
LDA.l AllowAccidentalMajorGlitch
BEQ ++
-- LDA.b #$14 : STA $11 ; thing we wrote over
-- LDA.b #$14 : STA.b GameSubMode ; thing we wrote over
RTL
++ LDA.b $10 : CMP.b #$12 : BNE --
++ LDA.b GameMode : CMP.b #$12 : BNE --
STZ.b $11
STZ.b GameSubMode
RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPitOutdoors:
JML.l OHKOTimer ; make sure this is last
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnOWTransition:
JSL.l FloodGateReset
JSL.l FlipperFlag
JSL.l StatTransitionCounter
PHP
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
PLP
RTL
;--------------------------------------------------------------------------------
!DARK_DUCK_TEMP = "$7F509C"
OnLoadDuckMap:
LDA !DARK_DUCK_TEMP
LDA.l DuckMapFlag
BNE +
INC : STA !DARK_DUCK_TEMP
JSL OverworldMap_InitGfx : DEC $0200
INC : STA.l DuckMapFlag
JSL OverworldMap_InitGfx : DEC.w SubModuleInterface
RTL
+
LDA.b #$00 : STA !DARK_DUCK_TEMP
LDA.b #$00 : STA.l DuckMapFlag
JML OverworldMap_DarkWorldTilemap
;--------------------------------------------------------------------------------
PreItemGet:
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
LDA.b #$01 : STA.l BusyItem ; mark item as busy
RTL
;--------------------------------------------------------------------------------
PostItemGet:
@@ -239,19 +220,19 @@ PostItemGet:
RTL
;--------------------------------------------------------------------------------
PostItemAnimation:
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
LDA.b #$00 : STA.l BusyItem ; mark item as finished
LDA $7F509F : BEQ +
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.l TextBoxDefer : BEQ +
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
JSL.l Main_ShowTextMessage_Alt
LDA.b #$00 : STA $7F509F
LDA.b #$00 : STA.l TextBoxDefer
+
LDA.w $02E9 : CMP.b #$01 : BNE +
LDA.b $2F : BEQ +
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE +
LDA.b LinkDirection : BEQ +
JSL.l IncrementChestTurnCounter
+
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
RTL
;--------------------------------------------------------------------------------