Fixed up the anti-soft lock in swamp
Combined flags and fixed a couple of bugs
This commit is contained in:
@@ -248,8 +248,8 @@ incsrc stats/main.asm
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incsrc menu/overworldmap.asm ; overwrites some code in bank 0A
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incsrc doorrando.asm ; bank 27 likely A7 in the future
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;bank 28/A8 for keydropshuffle
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incsrc keydrop/potsanity.asm
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;bank 28/A8 for keydropshuffle / standing items
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incsrc keydrop/standing_items.asm
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incsrc enemizer/main.asm ; this is originally in bank 36, but is currently in migratory status in bank 37
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org $308000 ; bank #$30
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@@ -363,7 +363,7 @@ warnpc $B08000
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;$23 Stats & Credits
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;$24 Code Bank
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;$27 DR Code Bank
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;$28 Keydrop Code bank
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;$28 Keydrop / Standing Items Code bank
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;$29 External hooks (rest of bank not used)
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;$2E Reserved for Tournament Use
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;$2F Static RNG (rest is reserved for tournament use)
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@@ -12,15 +12,18 @@ FloodGateReset:
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+
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FloodGateResetInner:
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LDA.l Bugfix_SwampWaterLevel : BEQ .done
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LDA $279004 : BEQ .check_room_53 ; Only do the check for room 55 if on door rando
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LDA $7EF06F : AND.b #$04 : BEQ .drain_room_55 ; Check if key in room 55 has been collected.
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LDA $7EF356 : AND.b #$01 : BNE .check_room_53 ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
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.drain_room_55
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LDA $7EF06E : AND.b #$7F : STA $7EF06E ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
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.check_room_53
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LDA $7EF06B : AND.b #$04 : BNE .done ; Check if key in room 53 has been collected.
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LDA $279004 : BEQ .check_room_35; Only do the check for room 37 if on door rando
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LDA.l SwampDrain1HasItem : BEQ .flipper_check
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LDA $7F666F : AND.b #$80 : BEQ .drain_room_37 ; Check if key in room 37 has been collected.
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.flipper_check
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LDA $7EF356 : AND.b #$01 : BNE .check_room_35 ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
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.drain_room_37
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LDA $7EF06E : AND.b #$7F : STA $7EF06E ; clear water room 37 - outer room you shouldn't be able to softlock except in major glitches
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.check_room_35
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LDA.l SwampDrain2HasItem : BEQ .done
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LDA $7F666B : AND.b #$80 : BNE .done ; Check if key in room 35 has been collected.
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; no need to check for flippers on the inner room, as you can't get to the west door no matter what, without flippers.
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LDA $7EF06A : AND.b #$7F : STA $7EF06A ; clear water room 53 - inner room with the easy key flood softlock
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LDA $7EF06A : AND.b #$7F : STA $7EF06A ; clear water room 35 - inner room with the easy key flood softlock
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.done
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RTL
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;================================================================================
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@@ -9,7 +9,7 @@ org $09C2BB
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org $09C327
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JSL LoadSpriteData
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org $06EF7A
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org $06F976
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JSL RevealSpriteDrop : NOP
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org $06926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
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@@ -103,12 +103,14 @@ PotMultiWorldTable:
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; Reserved $250 296 * 2
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org $A8AA50
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ShuffleKeyDrops: ; 142A50 # todo : combine these flags?
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db 0
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StandingItemsOn: ; 142A51
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db 0
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MultiClientFlags: ; 142A52 -> stored in SRAM at 7ef33d
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StandingItemsOn: ; 142A50
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db 0
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MultiClientFlags: ; 142A51-2 -> stored in SRAM at 7ef33d (for now)
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dw 0
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SwampDrain1HasItem: ; 142A53
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db 1
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SwampDrain2HasItem: ; 142A54
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db 1
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RevealPotItem:
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@@ -220,14 +222,18 @@ RevealSpriteDrop:
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LDA #$02 : STA.l SpawnedItemFlag
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STX SpawnedItemIndex
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LDA.l SprItemReceipt, X : STA SpawnedItemID
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LDA.b #$01 : STA $0CBA, X ; trigger the small key routines
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LDA.b #$09 : STA $0DD0, X : RTL ; unstun if stunned
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LDA.l SprItemMWPlayer, X : STA SpawnedItemMWPlayer
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LDY.b #$01 ; trigger the small key routines
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LDA SpawnedItemID : CMP #$32 : BNE +
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LDA.l StandingItemsOn : BNE +
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INY ; big key routine
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+ RTL ; unstun if stunned
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.normal
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LDA.w $0CBA, X : BNE .no_forced_drop
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LDY.w $0CBA, X : BEQ .no_forced_drop
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RTL
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.no_forced_drop
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PLY : PLY ; remove the JSL return lower 16 bits
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PEA.w $06EF9A-1 ; change return address to .no_forced_drop of (Sprite_ApplyCalculatedDamage)
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PLA : PLA ; remove the JSL reswamturn lower 16 bits
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PEA.w $06F996-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
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RTL
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BitFieldMasks:
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@@ -239,7 +245,6 @@ db $40, $20
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; Runs during Sprite_E4_SmallKey and duning Sprite_E5_BigKey spawns
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ShouldSpawnItem:
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LDA.l StandingItemsOn : BEQ .normal
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; checking our sram table
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PHX : PHY
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REP #$30
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@@ -256,26 +261,21 @@ ShouldSpawnItem:
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SEP #$30 : PLY : PLX : LDA #$01 : RTL ; already obtained
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.notObtained
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SEP #$30 : PLY : PLX
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LDA #$00 : RTL
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.normal
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LDA.w $0403
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AND.w KeyRoomFlagMasks,Y
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LDA #$00
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RTL
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MarkSRAMForItem:
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LDA.l StandingItemsOn : BEQ .normal
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PHX : PHY : REP #$30
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LDA.b $A0 : ASL : TAY
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LDA.l SpawnedItemIndex : ASL
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TAX : LDA.l BitFieldMasks, X : STA $00
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TYX
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LDA.w SpawnedItemFlag : CMP #$01 : BEQ +
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LDA SpriteItemSRAM, X : ORA $00 : STA SpriteItemSRAM, X
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LDA.w SpawnedItemFlag : CMP #$0001 : BEQ +
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LDA SpriteItemSRAM, X : ORA $00 : STA SpriteItemSRAM, X : BRA .end
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+ LDA PotItemSRAM, X : ORA $00 : STA PotItemSRAM, X
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.end
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SEP #$30 : PLY : PLX
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LDA.w $0403 : RTL
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.normal
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LDA.w $0403 : ORA.w KeyRoomFlagMasks,Y
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LDA.w $0403
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RTL
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SpriteKeyPrep:
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@@ -319,10 +319,11 @@ SpriteKeyDrawGFX:
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KeyGet:
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LDA $7EF36F ; what we wrote over
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PHA
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LDY $0E80, X
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LDA.l StandingItemsOn : BNE +
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PLA : RTL
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+ LDY $0E80, X
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LDA SprItemIndex, X : STA SpawnedItemIndex
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LDA SprItemFlags, X : STA SpawnedItemFlag
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; todo: may need to check if we are in a dungeon or not $FF
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LDA $A0 : CMP #$87 : BNE + ;check for hera cage
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LDA SpawnedItemFlag : BNE + ; if it came from a pot, it's fine
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JSR ShouldKeyBeCountedForDungeon : BCC ++
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@@ -331,7 +332,6 @@ KeyGet:
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+ STY $00
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LDA SprItemMWPlayer, X : STA !MULTIWORLD_ITEM_PLAYER_ID : BNE .receive
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PHX
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; todo: may need to check if we are in a dungeon or not $FF
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LDA $040C : LSR : TAX
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LDA $00 : CMP.l KeyTable, X : BNE +
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- JSL.l FullInventoryExternal : JSL CountChestKeyLong : PLX : PLA : RTL
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@@ -366,7 +366,8 @@ BigKeyGet:
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+ SEC : RTL
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LoadProperties_PreserveCertainProps:
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LDA.l StandingItemsOn : BNE +
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LDA $0E20, X : CMP #$E4 : BEQ +
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CMP #$E5 : BEQ +
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JML Sprite_LoadProperties
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+ LDA $0F50, X : PHA
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LDA $0E80, X : PHA
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@@ -245,7 +245,7 @@ IncrementSmallKeysNoPrimary:
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LDA $048E : CMP.w #$0087 : BNE ++ ; check for hera basement cage
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LDA $A8 : AND #$0003 : CMP #$0002 : BNE ++ ; must be quadrant 2
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PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
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LDA ShuffleKeyDrops : BNE +++
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LDA StandingItemsOn : BNE +++
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JSR CountChestKey
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+++ PLY : BRA +
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++
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