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

@@ -2,42 +2,41 @@
; RNG Fixes
;--------------------------------------------------------------------------------
RigDigRNG:
LDA $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart
LDA.l MiniGameTime+1 : CMP.l DiggingGameRNG : !BGE .forceHeart
.normalItem
JML GetRandomInt
.forceHeart
LDA $7FFE00 : BNE .normalItem
LDA #$04
LDA.l MiniGameTime : BNE .normalItem
LDA.b #$04
RTL
;--------------------------------------------------------------------------------
RigChestRNG:
JSL.l DecrementChestCounter
LDA $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
LDA.w $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
.normalItem
JSL GetRandomInt
AND.b #$07 ; restrict values to 0-7
CMP #$07 : BEQ .notHeart
CMP.b #$07 : BEQ .notHeart
JSL.l DecrementItemCounter
RTL
.forceHeart
LDA #$33 : STA $C8 ; assure the correct state if player talked to shopkeeper
LDA $0403 : AND.b #$40 : BNE .notHeart
LDA #$07 ; give prize item
LDA.b #$33 : STA.b ScrapBufferBD+$0B ; assure the correct state if player talked to shopkeeper
LDA.w ItemsTaken : AND.b #$40 : BNE .notHeart
LDA.b #$07 ; give prize item
RTL
.notHeart
JSL.l DecrementItemCounter
;LDA #$00 ; bullshit rupee farming in chest game
JSL GetRandomInt ; spam RNG until we stop getting the prize item
AND.b #$07 ; restrict values to 0-7
CMP #$07 : BNE + ; player got prize item AGAIN
CMP.b #$07 : BNE + ; player got prize item AGAIN
LDA.b #$00 ; give them money instead
+
RTL
;--------------------------------------------------------------------------------
FixChestCounterForChestGame:
JSL.l DecrementItemCounter
JSL $0DBA71
JSL.l $0DBA71
RTL
;--------------------------------------------------------------------------------
RNG_Lanmolas1:
@@ -45,12 +44,12 @@ RNG_Lanmolas1:
RNG_Moldorm1:
LDA.b #$01 : BRA _rng_done
RNG_Agahnim1:
LDA.b $A0 : CMP #$20 : BNE RNG_Agahnim2 ; Agah 1 and 2 use the same code, check which agah we're fighting and branch
LDA.b RoomIndex : CMP.b #$20 : BNE RNG_Agahnim2 ; Agah 1 and 2 use the same code, check which agah we're fighting and branch
LDA.b #$02
JSL.l GetStaticRNG : PHA
LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
PLA
ORA #$01 ; guarantee no blue ball
ORA.b #$01 ; guarantee no blue ball
RTL
+
PLA
@@ -77,7 +76,7 @@ RNG_Agahnim2:
JSL.l GetStaticRNG : PHA
LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
PLA
ORA #$01 ; guarantee no blue ball
ORA.b #$01 ; guarantee no blue ball
RTL
+
PLA
@@ -89,26 +88,25 @@ RNG_Ganon:
RNG_Ganon_Extra_Warp:
LDA.b #$0E
JSL.l GetStaticRNG : PHA
LDA GanonAgahRNG : BEQ + ; check if warps are disabled
LDA.l GanonAgahRNG : BEQ + ; check if warps are disabled
PLA
AND #$FE ; set least significant bit to 0 to prevent teleport
AND.b #$FE ; set least significant bit to 0 to prevent teleport
RTL
+
PLA
RTL
RNG_Enemy_Drops:
LDA.l ProgressIndicator : CMP #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
JML GetRandomInt
LDA.l ProgressIndicator : CMP.b #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
JML GetRandomInt
+
LDA.b #$0F
_rng_done:
JSL.l GetStaticRNG
LDA.b #$0F
_rng_done:
JSL.l GetStaticRNG
RTL
;--------------------------------------------------------------------------------
; In: A = RNG Index
; Out: A = RNG Result
;--------------------------------------------------------------------------------
!RNG_POINTERS = "$7F5200"
GetStaticRNG:
LDA.l SeededRNG : BNE .seeded
JML GetRandomInt
@@ -117,8 +115,8 @@ GetStaticRNG:
PHX : PHP
REP #$30 ; set 16-bit accumulator and index registers
AND.w #$000F
ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX ; increment pointer and move value to X
LDA Static_RNG, X ; load RNG value
ASL : TAX : LDA.l RNGPointers, X : INC : AND.w #$03FF : STA.l RNGPointers, X : TAX ; increment pointer and move value to X
LDA.l Static_RNG, X ; load RNG value
PLP : PLX
RTL
;--------------------------------------------------------------------------------
@@ -127,10 +125,10 @@ InitRNGPointerTable:
REP #$30 ; set 16-bit accumulator & index registers
LDX.w #$0000
-
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
CPX.w #$001F : !BLT -
PLP : PLX
RTL