Heart pieces and containers shielding, fix some GFX (swords)
This commit is contained in:
@@ -88,6 +88,7 @@ RTL
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PrizeReceiveItem:
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PrizeReceiveItem:
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PHA
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PHA
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LDA.b #$00 : STA.l BossDropTouched
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JSL BossPrizeGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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JSL BossPrizeGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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PLA
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PLA
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CMP.b #$6A : BNE +
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CMP.b #$6A : BNE +
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@@ -105,7 +106,7 @@ RTL
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SetItemPose:
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SetItemPose:
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PHA
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PHA
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LDA.w DungeonID : BMI .one_handed
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LDA.w DungeonID : BMI .one_handed
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LDA.w RoomItemsTaken : BIT.b #$80 : BNE +
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JSL CheckBossDropTouched : BNE +
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.one_handed
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.one_handed
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PLA
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PLA
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JML Link_ReceiveItem_not_cool_pose
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JML Link_ReceiveItem_not_cool_pose
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@@ -134,7 +135,7 @@ SetCutsceneFlag:
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PHX
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PHX
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LDY.b #$01 ; wrote over
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LDY.b #$01 ; wrote over
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LDA.w DungeonID : BMI .no_cutscene
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LDA.w DungeonID : BMI .no_cutscene
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LDA.w RoomItemsTaken : BIT.b #$80 : BNE .dungeon_prize
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JSL CheckBossDropTouched : BNE .dungeon_prize
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.no_cutscene
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.no_cutscene
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SEP #$30
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SEP #$30
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PLX
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PLX
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@@ -155,7 +156,7 @@ AnimatePrizeCutscene:
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LDA.w ItemReceiptMethod : CMP.b #$03 : BNE +
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LDA.w ItemReceiptMethod : CMP.b #$03 : BNE +
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JSR CrystalOrPendantBehavior : BCC +
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JSR CrystalOrPendantBehavior : BCC +
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LDA.w DungeonID : BMI +
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LDA.w DungeonID : BMI +
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LDA.w RoomItemsTaken : BIT.b #$80 : BEQ +
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JSL CheckBossDropTouched : BEQ +
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SEC
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SEC
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RTL
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RTL
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+
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+
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@@ -172,7 +173,7 @@ PrizeDropSparkle:
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RTL
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RTL
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HandleDropSFX:
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HandleDropSFX:
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LDA.w RoomItemsTaken : BIT.b #$80 : BEQ .no_sound
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JSL CheckBossDropTouched : BEQ .no_sound
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JSR CrystalOrPendantBehavior : BCC .no_sound
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JSR CrystalOrPendantBehavior : BCC .no_sound
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SEC
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SEC
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RTL
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RTL
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@@ -192,7 +193,7 @@ RTL
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MaybeKeepLootID:
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MaybeKeepLootID:
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PHA
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PHA
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LDA.w DungeonID : BMI .no_prize
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LDA.w DungeonID : BMI .no_prize
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LDA.w RoomItemsTaken : BIT.b #$80 : BNE .prize
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JSL CheckBossDropTouched : BNE .prize
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.no_prize
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.no_prize
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STZ.w ItemReceiptID
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STZ.w ItemReceiptID
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STZ.w ItemReceiptPose
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STZ.w ItemReceiptPose
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@@ -216,6 +217,15 @@ CheckSpawnPrize:
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SEP #$21
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SEP #$21
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RTL
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RTL
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CheckBossDropTouched:
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; Out: z - boss drop not touched
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LDA.w RoomItemsTaken
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AND.b #$80
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BNE .done
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LDA.l BossDropTouched
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.done
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RTL
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CheckDungeonCompletion:
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CheckDungeonCompletion:
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LDX.w DungeonID
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LDX.w DungeonID
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REP #$20
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REP #$20
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@@ -70,7 +70,7 @@ GetAgahnimLightning:
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;1 = Forbid
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;1 = Forbid
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AllowJoypadInput:
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AllowJoypadInput:
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LDA.l PermitSQFromBosses : BEQ .fullCheck
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LDA.l PermitSQFromBosses : BEQ .fullCheck
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LDA.w RoomItemsTaken : AND.b #$80 : BEQ .fullCheck
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JSL CheckBossDropTouched : BEQ .fullCheck
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LDA.w MedallionFlag : ORA.w CutsceneFlag ; we have heart container, do short check
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LDA.w MedallionFlag : ORA.w CutsceneFlag ; we have heart container, do short check
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RTL
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RTL
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.fullCheck
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.fullCheck
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@@ -6,7 +6,16 @@ HeartPieceGet:
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDY.w SprSourceItemId, X
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LDY.w SprSourceItemId, X
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JSL MaybeMarkDigSpotCollected
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JSL MaybeMarkDigSpotCollected
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.skipLoad
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JSL HeartGet
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PLY : PLX
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RTL
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;--------------------------------------------------------------------------------
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HeartGet:
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STY.b $0C
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JSL ShieldCheck
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BCC .done
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LDY.b $0C
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
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CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
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CMP.b #$00 : BNE .not_heart
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CMP.b #$00 : BNE .not_heart
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@@ -16,15 +25,24 @@ HeartPieceGet:
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STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
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STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
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JSL Link_ReceiveItem
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JSL Link_ReceiveItem
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JSL MaybeUnlockTabletAnimation
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JSL MaybeUnlockTabletAnimation
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SEC
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PLY : PLX
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.done
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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HeartContainerGet:
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HeartContainerGet:
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PHX : PHY
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PHX : PHY
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JSL IncrementBossSword
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JSL IncrementBossSword
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LDY.w SprSourceItemId, X
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LDY.w SprSourceItemId, X
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BRA HeartPieceGet_skipLoad
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JSL HeartGet
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PLY : PLX
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BCC +
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LDA.w RoomItemsTaken
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ORA.b #$80
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STA.w RoomItemsTaken
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+
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LDA.b #$01
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STA.l BossDropTouched
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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DrawHeartPieceGFX:
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DrawHeartPieceGFX:
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PHP
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PHP
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20
hooks.asm
20
hooks.asm
@@ -1053,8 +1053,12 @@ Overworld_Entrance_BRANCH_EPSILON: ; go here to lock doors
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org $81C50D : JSL CheckDungeonWorld
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org $81C50D : JSL CheckDungeonWorld
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org $81C517 : JSL CheckDungeonCompletion
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org $81C517 : JSL CheckDungeonCompletion
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org $81C523 : JSL CheckDungeonCompletion
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org $81C523 : JSL CheckDungeonCompletion
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org $81C710 : JSL CheckSpawnPrize
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org $81C709 : JSL CheckBossDropTouched : NOP
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BCS RoomTag_GetHeartForPrize_spawn_prize : BRA RoomTag_GetHeartForPrize_delete_tag
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org $81C710
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JSL CheckSpawnPrize
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BCS RoomTag_GetHeartForPrize_spawn_prize
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BRA RoomTag_GetHeartForPrize_delete_tag
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warnpc $81C731
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org $81C742 : JSL SpawnDungeonPrize : PLA : RTS
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org $81C742 : JSL SpawnDungeonPrize : PLA : RTS
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org $8799EA : JML SetItemPose
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org $8799EA : JML SetItemPose
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org $88C415 : JSL PendantMusicCheck
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org $88C415 : JSL PendantMusicCheck
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@@ -1066,6 +1070,7 @@ org $88C622 : BCC ItemReceipt_Animate_continue
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org $88C6BA : JSL CheckPoseItemCoordinates
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org $88C6BA : JSL CheckPoseItemCoordinates
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org $88C6C3 : JSL PrepPrizeVRAMHigh
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org $88C6C3 : JSL PrepPrizeVRAMHigh
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org $88C6F4 : JSL PrepPrizeVRAMLow
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org $88C6F4 : JSL PrepPrizeVRAMLow
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org $88CAC4 : JSL CheckBossDropTouched : NOP
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org $88CAD6 : JSL HandleDropSFX : NOP #2
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org $88CAD6 : JSL HandleDropSFX : NOP #2
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org $88CADC : BCC Ancilla29_MilestoneItemReceipt_skip_crystal_sfx
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org $88CADC : BCC Ancilla29_MilestoneItemReceipt_skip_crystal_sfx
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org $88CAE9 : JSL PrepPrizeTile
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org $88CAE9 : JSL PrepPrizeTile
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@@ -2033,7 +2038,10 @@ org $85EF79 ; <- 2EF79 - sprite_heart_upgrades.asm:128 (JSL Sprite_PrepAndDrawSi
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JSL DrawHeartContainerGFX
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JSL DrawHeartContainerGFX
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $85EFCE ; <- 2EFCE - sprite_heart_upgrades.asm:176 (JSL Link_ReceiveItem)
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org $85EFCE ; <- 2EFCE - sprite_heart_upgrades.asm:176 (JSL Link_ReceiveItem)
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JSL HeartContainerGet
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JSL HeartContainerGet ; this also handles setting the boss-killed flag if appropriate
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PLX
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RTS
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warnpc $85EFDC
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $8799B1 ; 399B1 - Bank07.asm:4063 (CPY.b #$3E : BNE .notHeartContainer)
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org $8799B1 ; 399B1 - Bank07.asm:4063 (CPY.b #$3E : BNE .notHeartContainer)
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@@ -2059,10 +2067,13 @@ JSL HeartPieceSpawnDelayFix
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $85F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination
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org $85F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination
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JSL HeartPieceGet
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JSL HeartPieceGet
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PHP
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JSL DynamicDrawCleanup
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JSL DynamicDrawCleanup
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PLP : BCC +
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JSL IsMedallion
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JSL IsMedallion
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BCS + : BRA Sprite_EB_HeartPiece_handle_flags : + ; Don't change OW flags if we're
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BCS + : BRA Sprite_EB_HeartPiece_handle_flags : + ; Don't change OW flags if we're
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STZ.w SpriteAITable, X : RTS ; getting a tablet item
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STZ.w SpriteAITable, X : RTS ; getting a tablet item
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warnpc $85F0C0
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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org $86C0B0 ; <- 340B0 - sprite prep
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org $86C0B0 ; <- 340B0 - sprite prep
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JSL HeartPieceSpritePrep
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JSL HeartPieceSpritePrep
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@@ -2858,3 +2869,6 @@ JSL LinkAwaken
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org $879A31
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org $879A31
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JSL TuckLink
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JSL TuckLink
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NOP #2
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NOP #2
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org $80F950
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NOP #2
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@@ -416,10 +416,10 @@ macro SpriteProps(id, chest_width, standing_width, chest_pal, standing_pal, addr
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pullpc
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pullpc
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endmacro
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endmacro
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%SpriteProps($00, 0, 2, $05, $02, PalettesVanilla_blue_ice+$0E) ; 00 - Fighter sword & Shield
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%SpriteProps($00, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 00 - Fighter sword & Shield
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%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
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%SpriteProps($01, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 01 - Master sword
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%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
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%SpriteProps($02, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 02 - Tempered sword
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%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
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%SpriteProps($03, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 03 - Golden sword
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%SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
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%SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
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%SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield
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%SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield
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%SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
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%SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
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@@ -489,7 +489,7 @@ endmacro
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%SpriteProps($46, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 46 - 300 rupees
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%SpriteProps($46, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 46 - 300 rupees
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%SpriteProps($47, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 47 - 20 rupees green
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%SpriteProps($47, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 47 - 20 rupees green
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%SpriteProps($48, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 48 - Full bottle (good bee)
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%SpriteProps($48, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 48 - Full bottle (good bee)
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%SpriteProps($49, 0, 2, $05, $02, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
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%SpriteProps($49, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
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%SpriteProps($4A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 4A - Active Flute
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%SpriteProps($4A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 4A - Active Flute
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%SpriteProps($4B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 4B - Boots
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%SpriteProps($4B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 4B - Boots
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%SpriteProps($4C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4C - Bomb capacity (50)
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%SpriteProps($4C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4C - Bomb capacity (50)
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@@ -1220,10 +1220,10 @@ ItemReceiptGraphicsOffsets:
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; for receipt and non-receipt drawing.
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; for receipt and non-receipt drawing.
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;===================================================================================================
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;===================================================================================================
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StandingItemGraphicsOffsets:
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StandingItemGraphicsOffsets:
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dw $0860 ; 00 - Fighter Sword and Shield
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dw BigDecompressionBuffer+$09E0 ; 00 - Fighter Sword and Shield
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dw $00E0 ; 01 - Master Sword
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dw BigDecompressionBuffer+$09E0 ; 01 - Master Sword
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dw $0120 ; 02 - Tempered Sword
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dw BigDecompressionBuffer+$09E0 ; 02 - Tempered Sword
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dw $0160 ; 03 - Butter Sword
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dw BigDecompressionBuffer+$09E0 ; 03 - Butter Sword
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dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
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dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
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dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
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dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
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dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
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dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
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@@ -1293,7 +1293,7 @@ StandingItemGraphicsOffsets:
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dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees
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dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees
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dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green
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dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green
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dw BigDecompressionBuffer+$09E0 ; 48 - Full bottle (good bee)
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dw BigDecompressionBuffer+$09E0 ; 48 - Full bottle (good bee)
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dw $00A0 ; 49 - Tossed fighter sword
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dw BigDecompressionBuffer+$09E0 ; 49 - Tossed fighter sword
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dw BigDecompressionBuffer+$09E0 ; 4A - Active Flute
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dw BigDecompressionBuffer+$09E0 ; 4A - Active Flute
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dw BigDecompressionBuffer+$09E0 ; 4B - Boots
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dw BigDecompressionBuffer+$09E0 ; 4B - Boots
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3
ram.asm
3
ram.asm
@@ -619,7 +619,8 @@ HexToDecDigit3: skip 1 ;
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HexToDecDigit4: skip 1 ;
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HexToDecDigit4: skip 1 ;
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HexToDecDigit5: skip 1 ;
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HexToDecDigit5: skip 1 ;
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SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded
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SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded
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skip $2B ; Unused
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skip $2A ; Unused
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BossDropTouched: skip 1
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AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer
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AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer
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; or from a secondary buffer (used for things like free dungeon item text)
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; or from a secondary buffer (used for things like free dungeon item text)
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BossKills: skip 1 ;
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BossKills: skip 1 ;
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@@ -192,6 +192,7 @@ LoadBackgroundGraphics_arbitrary = $80E64D
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RoomTag_GetHeartForPrize = $81C709
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RoomTag_GetHeartForPrize = $81C709
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RoomTag_GetHeartForPrize_spawn_prize = $81C731
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RoomTag_GetHeartForPrize_spawn_prize = $81C731
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RoomTag_GetHeartForPrize_delete_tag = $81C749
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RoomTag_GetHeartForPrize_delete_tag = $81C749
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RoomTag_GetHeartForPrize_exit = $81C74D
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Underworld_SetBossOrSancMusicUponEntry = $828AD9
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Underworld_SetBossOrSancMusicUponEntry = $828AD9
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ResetThenCacheRoomEntryProperties = $828C73
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ResetThenCacheRoomEntryProperties = $828C73
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RecoverPositionAfterDrowning = $829485
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RecoverPositionAfterDrowning = $829485
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Block a user