Unify standard escape ammo fills
This commit is contained in:
@@ -146,32 +146,57 @@ macro SetMinimum(base,filler,compare)
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endmacro
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RefreshRainAmmo:
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LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
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RTL
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.rain
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LDA.l StartingEntrance
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+ CMP.b #$03 : BNE + ; Uncle
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
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LDA.l ArrowMode : BEQ ++
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LDA.l BowEquipment : BEQ +++
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++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle)
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+++ BRA .done
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+ CMP.b #$02 : BNE + ; Cell
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell)
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LDA.l ArrowMode : BEQ ++
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LDA.l BowEquipment : BEQ .done
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++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell)
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BRA .done
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+ CMP.b #$04 : BNE + ; Mantle
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%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle)
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%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle)
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LDA.l ArrowMode : BEQ ++
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LDA.l BowEquipment : BEQ .done
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++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle)
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+
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.done
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RTL
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.rain
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LDA.l StartingEntrance : BEQ .uncle
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CMP.b #$03 : BNE + ; Uncle
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.uncle
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LDA.l RainDeathRefillMagic_Uncle : JSR .refillMagic
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LDA.l RainDeathRefillBombs_Uncle : JSR .refillBombs
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LDA.l ArrowMode : BNE .rupeeBow
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LDA.l RainDeathRefillArrows_Uncle : JSR .refillArrows
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BRA .done
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+ CMP.b #$02 : BNE + ; Cell
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LDA.l RainDeathRefillMagic_Cell : JSR .refillMagic
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LDA.l RainDeathRefillBombs_Cell : JSR .refillBombs
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LDA.l ArrowMode : BNE .rupeeBow
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LDA.l RainDeathRefillArrows_Cell : JSR .refillArrows
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BRA .done
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+ CMP.b #$04 : BNE + ; Mantle
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LDA.l RainDeathRefillMagic_Mantle : JSR .refillMagic
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LDA.l RainDeathRefillBombs_Mantle : JSR .refillBombs
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LDA.l ArrowMode : BNE .rupeeBow
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LDA.l RainDeathRefillArrows_Mantle : JSR .refillArrows
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BRA .done
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+ BRA .done
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.rupeeBow
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REP #$20
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LDA.l RainDeathRefillRupeeBow : JSR .refillRupees
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SEP #$20
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.done
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RTL
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.refillMagic
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SEC : SBC.l CurrentMagic : BCC +
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STA.l MagicFiller
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+ RTS
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.refillBombs
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SEC : SBC.l BombsEquipment : BCC +
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STA.l BombsFiller
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+ RTS
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.refillArrows
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SEC : SBC.l CurrentArrows : BCC +
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STA.l ArrowsFiller
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+ RTS
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.refillRupees
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CMP.l CurrentRupees : BCC +
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STA.l CurrentRupees
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+ RTS
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;--------------------------------------------------------------------------------
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SetEscapeAssist:
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LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
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38
events.asm
38
events.asm
@@ -38,7 +38,7 @@ RTL
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OnPlayerDead:
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PHA
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JSL SetDeathWorldChecked
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JSL DynamicDropGFXClear
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JSL DynamicDropGFXClear
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JSL SetSilverBowMode
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JSL RefreshRainAmmo
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PLA
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@@ -79,30 +79,20 @@ RTL
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;--------------------------------------------------------------------------------
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OnUncleItemGet:
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PHA
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LDA.l EscapeAssist
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BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
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BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
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BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
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LDA.l UncleItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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PLA
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JSL Link_ReceiveItem
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LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
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LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
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LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
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LDA.b #70 : STA.l ArrowsFiller
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LDA.l ProgressIndicator : BNE +
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LDA.b #$01 : STA.l ProgressIndicator ; set rain state
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JSL SetEscapeAssist
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JSL RefreshRainAmmo
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; grant arrows if we started with a bow in retro mode
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LDA.l ArrowMode : BEQ +
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LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle
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REP #$20 ; set 16-bit accumulator
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LDA.l CurrentRupees : !ADD.l FreeUncleItemAmount : STA.l CurrentRupees ; rupee arrows, so also give the player some money to start
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SEP #$20 ; set 8-bit accumulator
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LDA.l RainDeathRefillRupeeBow : ORA.l RainDeathRefillRupeeBow+1 : BEQ +
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LDA.b #$01 : STA.l ArrowsFiller
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+
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LDA.l ProgressIndicator : BNE +
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LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
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+
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RTL
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;--------------------------------------------------------------------------------
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OnAga1Defeated:
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@@ -201,12 +191,12 @@ OnNewFile:
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STZ.w TreePullKills
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STZ.w TreePullHits
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STZ.w PrizePackIndexes
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STZ.w PrizePackIndexes+1
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STZ.w PrizePackIndexes+2
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STZ.w PrizePackIndexes+3
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STZ.w PrizePackIndexes+4
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STZ.w PrizePackIndexes+5
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STZ.w PrizePackIndexes+6
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STZ.w PrizePackIndexes+1
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STZ.w PrizePackIndexes+2
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STZ.w PrizePackIndexes+3
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STZ.w PrizePackIndexes+4
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STZ.w PrizePackIndexes+5
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STZ.w PrizePackIndexes+6
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LDA.b #$00 : STA.l MosaicLevel
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JSL InitRNGPointerTable
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PLP : PLX
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10
tables.asm
10
tables.asm
@@ -237,12 +237,8 @@ db $00
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;a - Infinite Arrows
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;--------------------------------------------------------------------------------
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org $B0804E ; PC 0x18004E
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UncleRefill:
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UncleRefill_deprecated: ; no longer used
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db $00
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;---- -mba
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;m - Refill Magic
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;b - Refill Bombs
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;a - Refill Arrows
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;--------------------------------------------------------------------------------
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org $B0804F ; PC 0x18004F
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ByrnaInvulnerability:
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@@ -890,8 +886,8 @@ SilverArrowsAutoEquip:
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db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon
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;================================================================================
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org $B08183 ; PC 0x180183
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FreeUncleItemAmount:
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dw $12C ; 300 rupees (Default)
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RainDeathRefillRupeeBow:
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dw $012C ; 300 rupees (Default)
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;--------------------------------------------------------------------------------
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org $B08185 ; PC 0x180185
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RainDeathRefillTable:
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14
zelda.asm
14
zelda.asm
@@ -1,10 +1,14 @@
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;--------------------------------------------------------------------------------
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EndRainState:
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LDA.l InitProgressIndicator : BIT.b #$80 : BNE + ; check for instant post-aga
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LDA.b #$02 : STA.l ProgressIndicator
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RTL
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LDA.l InitProgressIndicator : BIT.b #$80 : BEQ + ; check for instant post-aga
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LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
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LDA.b #$03
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BRA ++
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+
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LDA.b #$03 : STA.l ProgressIndicator
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LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
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LDA.b #$02
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++
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STA.l ProgressIndicator
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JSL SetEscapeAssist
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RTL
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;--------------------------------------------------------------------------------
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