let's dev 1/27/18

added msu music support
additional development on shops
This commit is contained in:
Karkat
2018-01-27 00:30:04 -05:00
parent 4f0ea08367
commit 2eefbac53f
5 changed files with 335 additions and 10 deletions

View File

@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
db #$00 ; expand file to 2mb
org $1FFFF8 ; <- FFFF8 timestamp rom
db #$20, #$18, #$01, #$24 ; year/month/day
db #$20, #$18, #$01, #$27 ; year/month/day
;================================================================================
@@ -113,6 +113,7 @@ incsrc swordswap.asm
incsrc stats.asm
incsrc scratchpad.asm
incsrc map.asm
incsrc msu.asm
incsrc dialog.asm
incsrc events.asm
incsrc entrances.asm
@@ -370,6 +371,9 @@ Sprite_ShowMessageMinimal:
org $05EC96
Sprite_ZeldaLong:
org $0683E6
Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
@@ -497,6 +501,9 @@ Palette_Hud:
org $1CFAAA
ShopKeeper_RapidTerminateReceiveItem:
org $1CF500
Sprite_NullifyHookshotDrag:
org $1DF65D
Sprite_SpawnDynamically:

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@@ -1058,6 +1058,16 @@ org $05FBD3 ; <- 2FBD3 - sprite_mad_batter.asm:209 - (STA $7EF37B)
JSL.l GetMagicBatItem
;--------------------------------------------------------------------------------
;================================================================================
; MSU Music
;--------------------------------------------------------------------------------
org $0080D7 ; <- D7 - Bank00.asm:172 (SEP #$30)
spc_nmi:
JML msu_main
NOP
spc_continue:
;--------------------------------------------------------------------------------
;================================================================================
; Replacement Shopkeeper
;--------------------------------------------------------------------------------

183
msu.asm Normal file
View File

@@ -0,0 +1,183 @@
;=======================================
;
; MSU-1 Enhanced Audio Patch
; Zelda no Densetsu - Kamigami no Triforce
; Modified for VT Randomizer
;
; Author: qwertymodo
;
; Free space used: 0x77DDD-0x77F8A
;
;=======================================
!REG_MSU_STATUS = $2000
!REG_MSU_ID_0 = $2002
!REG_MSU_ID_1 = $2003
!REG_MSU_ID_2 = $2004
!REG_MSU_ID_3 = $2005
!REG_MSU_ID_4 = $2006
!REG_MSU_ID_5 = $2007
!REG_MSU_ID_01 = $2002
!REG_MSU_ID_23 = $2004
!REG_MSU_ID_45 = $2006
!VAL_MSU_ID_0 = #$53 ; 'S'
!VAL_MSU_ID_1 = #$2D ; '-'
!VAL_MSU_ID_2 = #$4D ; 'M'
!VAL_MSU_ID_3 = #$53 ; 'S'
!VAL_MSU_ID_4 = #$55 ; 'U'
!VAL_MSU_ID_5 = #$31 ; '1'
!VAL_MSU_ID_01 = #$2D53 ; 'S-'
!VAL_MSU_ID_23 = #$534D ; 'MS'
!VAL_MSU_ID_45 = #$3155 ; 'U1'
!REG_MSU_TRACK = $2004
!REG_MSU_TRACK_LO = $2004
!REG_MSU_TRACK_HI = $2005
!REG_MSU_VOLUME = $2006
!REG_MSU_CONTROL = $2007
!FLAG_MSU_PLAY = #$01
!FLAG_MSU_REPEAT = #$02
!FLAG_MSU_STATUS_TRACK_MISSING = #$08
!FLAG_MSU_STATUS_AUDIO_PLAYING = #$10
!FLAG_MSU_STATUS_AUDIO_REPEATING = #$20
!FLAG_MSU_STATUS_AUDIO_BUSY = #$40
!FLAG_MSU_STATUS_DATA_BUSY = #$80
!REG_CURRENT_VOLUME = $0127
!REG_TARGET_VOLUME = $0129
!REG_CURRENT_MSU_TRACK = $012B
!REG_MUSIC_CONTROL = $012C
!REG_CURRENT_TRACK = $0130
!REG_CURRENT_COMMAND = $0133
!REG_SPC_CONTROL = $2140
!REG_NMI_FLAGS = $4210
!VAL_COMMAND_FADE_OUT = #$F1
!VAL_COMMAND_FADE_HALF = #$F2
!VAL_COMMAND_FULL_VOLUME = #$F3
!VAL_COMMAND_LOAD_NEW_BANK = #$FF
!VAL_VOLUME_INCREMENT = #$10
!VAL_VOLUME_DECREMENT = #$02
!VAL_VOLUME_HALF = #$80
!VAL_VOLUME_FULL = #$FF
msu_main:
SEP #$20 ; set 8-bit accumulator
LDA $4210 ; thing we wrote over
REP #$20 ; set 16-bit accumulator
LDA !REG_MSU_ID_01
CMP !VAL_MSU_ID_01
BEQ .continue
.nomsu
SEP #$30
JML spc_continue
.continue
LDA !REG_MSU_ID_23
CMP !VAL_MSU_ID_23
BNE .nomsu
LDA !REG_MSU_ID_45
CMP !VAL_MSU_ID_45
BNE .nomsu
SEP #$30
LDX !REG_MUSIC_CONTROL
BNE command_ff
do_fade:
LDA !REG_CURRENT_VOLUME
CMP !REG_TARGET_VOLUME
BNE .continue
JML spc_continue
.continue
BCC .increment
.decrement
SBC !VAL_VOLUME_DECREMENT
BCS .set
.mute
STZ !REG_CURRENT_VOLUME
STZ !REG_MSU_CONTROL
STZ !REG_CURRENT_MSU_TRACK
BRA .set
.increment
ADC !VAL_VOLUME_INCREMENT
BCC .set
LDA !VAL_VOLUME_FULL
.set
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
JML spc_continue
command_ff:
CPX !VAL_COMMAND_LOAD_NEW_BANK
BNE command_f3
JML spc_continue
command_f3:
CPX !VAL_COMMAND_FULL_VOLUME
BNE command_f2
STX !REG_SPC_CONTROL
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
JML spc_continue
command_f2:
CPX !VAL_COMMAND_FADE_HALF
BNE command_f1
STX !REG_SPC_CONTROL
LDA !VAL_VOLUME_HALF
STA !REG_TARGET_VOLUME
JML spc_continue
command_f1:
CPX !VAL_COMMAND_FADE_OUT
BNE load_track
STX !REG_SPC_CONTROL
STZ !REG_TARGET_VOLUME
JML spc_continue
load_track:
CPX !REG_CURRENT_MSU_TRACK
BNE .continue
CPX #$1B
BEQ .continue
JML spc_continue
.continue
STX !REG_MSU_TRACK_LO
STZ !REG_MSU_TRACK_HI
STZ !REG_MSU_CONTROL
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
msu_check_busy:
LDA !REG_MSU_STATUS
BIT !FLAG_MSU_STATUS_AUDIO_BUSY
BNE msu_check_busy
BIT !FLAG_MSU_STATUS_TRACK_MISSING
BEQ msu_play
spc_fallback:
STZ !REG_MSU_CONTROL
STZ !REG_CURRENT_MSU_TRACK
STZ !REG_TARGET_VOLUME
STZ !REG_CURRENT_VOLUME
STZ !REG_MSU_VOLUME
JML spc_continue
msu_play:
LDA.l track_list,x
STA !REG_MSU_CONTROL
STX !REG_CURRENT_MSU_TRACK
JML spc_continue

View File

@@ -109,7 +109,6 @@ DrawPrice:
SEP #$20 ; set 8-bit accumulator
TXA : LSR #3 : STA $06 ; request 1-4 OAM slots
STA $FFFFFF
ASL #2
PHA
LDA $22 : CMP !COLUMN_LOW : !BLT .off
@@ -148,8 +147,7 @@ SpritePrep_ShopKeeper:
SEP #$20 ; set 8-bit accumulator
LDA ShopTable, X : STA !SHOP_ID
LDA ShopTable+5, X : STA !SHOP_TYPE
AND.b #$03 : STA !SCRATCH_CAPACITY
ASL : !ADD !SCRATCH_CAPACITY : STA !SCRATCH_CAPACITY
AND.b #$03 : ASL #2 : STA !SCRATCH_CAPACITY
BRA .success
+
TXA : !ADD.w #$0008 : TAX
@@ -172,7 +170,7 @@ SpritePrep_ShopKeeper:
LDA.l ShopContentsTable, X : CMP !SHOP_ID : BNE +
LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l !SHOP_INVENTORY, X : PLX
LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : LDA.b #$00 : STA.l !SHOP_INVENTORY+3, X : PLX
PHX : PHY
LDA.l ShopContentsTable+1, X : TAY
REP #$20 ; set 16-bit accumulator
@@ -180,7 +178,7 @@ SpritePrep_ShopKeeper:
JSR LoadTile
PLY : PLX
INX #4
INY #3
INY #4
+
BRA -
.stop
@@ -193,9 +191,9 @@ SpritePrep_ShopKeeper:
PLP : PLY : PLX
RTL
.tile_offsets
dw $0000 : db $00
dw $0080 : db $00
dw $0100 : db $00
dw $0000, $0000
dw $0080, $0000
dw $0100, $0000
;--------------------------------------------------------------------------------
; X - Tile Buffer Offset
; Y - Item ID
@@ -306,6 +304,9 @@ Sprite_ShopKeeper:
; Draw Items
JSR.w Shopkeeper_DrawItems
; Set Up Hitboxes
JSR.w Shopkeeper_SetupHitboxes
; $22
; 0x48 - Left
; 0x60 - Midpoint 1
@@ -323,6 +324,120 @@ dw 0, 0 : db $10, $0C, $00, $02
dw 0, -8 : db $00, $0C, $00, $02
dw 0, 0 : db $10, $4C, $00, $02
;--------------------------------------------------------------------------------
Shopkeeper_SetupHitboxes:
PHX : PHY : PHP
LDY.b #$00
-
LDA $00EE : CMP $0F20, X : BNE .no_interaction
JSR.w Setup_LinksHitbox
JSR.w Setup_ShopItemCollisionHitbox
JSL.l Utility_CheckIfHitBoxesOverlapLong
BCC .no_contact
JSR.w Sprite_HaltSpecialPlayerMovementCopied
.no_contact
JSR.w Setup_ShopItemInteractionHitbox
JSL.l Utility_CheckIfHitBoxesOverlapLong
BCC .no_interaction
LDA $F6 : AND.b #$80 : BEQ .no_interaction ; check for A-press
JSR.w Shopkeeper_BuyItem
.no_interaction
INY #4
CPY.b #$0C : !BLT -
PLP : PLY : PLX
RTS
;--------------------
Shopkeeper_BuyItem:
PHX : PHY
TYX
REP #$20 : LDA $7EF360 : CMP.l !SHOP_INVENTORY+1, X : SEP #$20 : !BGE .buy
.cant_afford
LDA.b #$3C : STA $012E ; error sound
BRA .done
.buy
REP #$20 : LDA $7EF360 : !SUB !SHOP_INVENTORY+1, X : STA $7EF360 : SEP #$20 ; Take price away
LDA !SHOP_INVENTORY, X : TAY : JSL.l Link_ReceiveItem
LDA !SHOP_INVENTORY+3, X : INC : STA !SHOP_INVENTORY+3, X
.done
PLY : PLX
RTS
;--------------------
Setup_ShopItemCollisionHitbox:
;The complications with XBA are to handle the fact that nintendo likes to store
;high and low bytes of 16 bit postion values seperately :-(
; load shopkeeper X (16 bit)
LDA $0D30, X : XBA : LDA $0D10, X
REP #$20 ; set 16-bit accumulator
!ADD.w Shopkeeper_DrawNextItem_item_offsets, Y
!ADD.w #$0002 ; a small negative margin
; TODO: add 4 for a narrow item
SEP #$20 ; set 8-bit accumulator
; store hitbox X
STA $04 : XBA : STA $0A
;load shopkeeper Y (16 bit)
LDA $0D20, X : XBA : LDA $0D00, X
REP #$20 ; set 16-bit accumulator
!ADD.w Shopkeeper_DrawNextItem_item_offsets+2, Y
SEP #$20 ; set 8-bit accumulator
; store hitbox Y Low: $05, High $0B
STA $05 : XBA : STA $0B
LDA.b #12 : STA $06 ; Hitbox width, always 12 for existing (wide) shop items
; TODO: for narrow sprite store make width 4 (i.e. 8 pixels smaller)
LDA.b #14 : STA $07 ; Hitbox height, always 14
RTS
;--------------------------------------------------------------------------------
; Adjusts the already set up collision hitbox to be a suitable interaction hitbox
Setup_ShopItemInteractionHitbox:
PHP
SEP #$20 ; set 8-bit accumulator
; collision hitbox has left margin of -2, we want margin of 8 so we subtract 10
LDA $04 : !SUB.b #$0A : STA $04
LDA $0A : SBC.b #$00 : STA $0A ; Apply borrow
; collision hitbox has 0 top margin, we want a margin of 8 so we subtract 8
LDA $05 : !SUB.b #$08 : STA $05
LDA $0B : SBC.b #$00 : STA $0B ; Apply borrow
; We want a width of 32 for wide or 24 for narrow, so we add 20
LDA $06 : !ADD.b #20 : STA $06 ; Hitbox width
LDA.b #40 : STA $07 ; Hitbox height, always 40
PLP
RTS
;--------------------------------------------------------------------------------
; Following is a copy of procedure $3770A (Bank06.asm Line 6273)
; because there is no long version available
Setup_LinksHitbox:
LDA.b #$08 : STA $02
STA $03
LDA $22 : !ADD.b #$04 : STA $00
LDA $23 : ADC.b #$00 : STA $08
LDA $20 : ADC.b #$08 : STA $01
LDA $21 : ADC.b #$00 : STA $09
RTS
;--------------------------------------------------------------------------------
; The following is a copy of procedure Sprite_HaltSpecialPlayerMovement (Bank1E.asm line 255)
; because there is no long version available
Sprite_HaltSpecialPlayerMovementCopied:
PHX
JSL Sprite_NullifyHookshotDrag
STZ $5E ; Set Link's speed to zero...
JSL Player_HaltDashAttackLong
PLX
RTS
;--------------------------------------------------------------------------------
;!SHOP_TYPE = "$7F5051"
;!SHOP_INVENTORY = "$7F5052"
!SPRITE_OAM = "$7EC025"
@@ -347,6 +462,8 @@ RTS
;--------------------------------------------------------------------------------
Shopkeeper_DrawNextItem:
LDA !SHOP_INVENTORY+3, X : BNE .next
PHY
TYA : ASL #2 : TAY
REP #$20 ; set 16-bit accumulator
@@ -380,8 +497,9 @@ Shopkeeper_DrawNextItem:
JSR.w Shopkeeper_DrawNextPrice
.next
INY
INX #3
INX #4
RTS
;--------------------------------------------------------------------------------
.item_offsets

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@@ -1407,3 +1407,10 @@ db $FF, $27, $0A, $00
db $FF, $12, $F4, $01
db $FF, $FF, $FF, $FF
;================================================================================
track_list:
db $00,$01,$03,$03,$03,$03,$03,$03
db $01,$03,$01,$03,$03,$03,$03,$03
db $03,$03,$03,$01,$03,$03,$03,$03
db $03,$03,$03,$03,$03,$01,$03,$03
db $03,$01,$01
;================================================================================