Added Bombos platform in first Ice Palace room
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@@ -124,7 +124,7 @@ incsrc doorframefixes.asm
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;incsrc shopkeeper.asm
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incsrc cuccostorm.asm
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incsrc roomloading.asm
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incsrc graphicsoverride.asm
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incsrc icepalacegraphics.asm
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incsrc hashalphabet.asm ; <- TAKE OUT THE EXTRA ORGS IN HERE - THIS IS WHY WE COULDN'T ADD MORE FILES EARLIER
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warnpc $A18000
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@@ -1,62 +0,0 @@
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macro OverwriteVramTile(firstTileIndex, count)
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LDA.w #<firstTileIndex>+512*8*8*4/16
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LDX.b #<count>
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JSR UploadTileToVram
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endmacro
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GraphicsOverrideHook:
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JSL .resumeOriginalCode
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LDA $0A ; Floor tileset loaded
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CMP #$0A ; Floor tileset index used by Ice and Mire
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BEQ .loadedIceOrMireFloor
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RTL
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.loadedIceOrMireFloor
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LDA $040C ; Load dungeon number
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CMP #$12 ; Ice Palace
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BEQ .isInIcePalace
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RTL
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.isInIcePalace
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; We've just loading the floor tiles in Ice Palace.
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; Replace the bridge tiles with the bombos medallion
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LDA.b #IcePalaceMedallionGfx>>16
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STA $02
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REP #$20
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LDA.w #IcePalaceMedallionGfx
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STA $00
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%OverwriteVramTile($CA, 2)
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%OverwriteVramTile($DA, 2)
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SEP #$20
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RTL
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.resumeOriginalCode
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; Overwritten instructions:
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PHB
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LDA.b #$00
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PHA
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PLB
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LDA.b #$80
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JML GraphicsOverrideResume
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; A = VRAM word address to upload to (Actual VRAM address / 2)
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; X = Tiles to upload
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; $00-$02 = Pointer to graphics data
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UploadTileToVram:
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; TODO: This should probably be optimized with a DMA
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STA $2116
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TXA : ASL #4 : TAX ; X = Amount of words to upload (Tiles to upload * 16)
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- LDA [$00]
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STA $2118
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INC $00
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INC $00
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DEX
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BNE -
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RTS
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IcePalaceMedallionGfx:
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incbin ice_bombos_floor.bin
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18
hooks.asm
18
hooks.asm
@@ -1945,17 +1945,9 @@ org $02C2F3 ; <- Bank02.asm:10391 (JSL Dungeon_LoadRoom)
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;================================================================================
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; Hook for graphicsoverride.asm
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;--------------------------------------------------------------------------------
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org $00E1DB ; <- Bank00.asm:4866 (PHB : PHK : PLB : LDA.b #$80)
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JML GraphicsOverrideHook
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NOP
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GraphicsOverrideResume:
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;--------------------------------------------------------------------------------
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org $028BE7 ; <- Bank02.asm:2299 (JSL Dungeon_LoadRoom)
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JSL LoadRoomHook
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;--------------------------------------------------------------------------------
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org $029309 ; <- Bank02.asm:3533 (JSL Dungeon_LoadRoom)
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JSL LoadRoomHook
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;--------------------------------------------------------------------------------
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org $02C2F3 ; <- Bank02.asm:10391 (JSL Dungeon_LoadRoom)
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JSL LoadRoomHook
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org $00E64D ; <- Bank00.asm:5656 (STZ $00 : STX $01 : STA $02)
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JML BgGraphicsLoading
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BgGraphicsLoadingCancel:
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RTS : NOP
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BgGraphicsLoadingResume:
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;================================================================================
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Binary file not shown.
BIN
ice_palace_floor.bin
Normal file
BIN
ice_palace_floor.bin
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Binary file not shown.
47
icepalacegraphics.asm
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47
icepalacegraphics.asm
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@@ -0,0 +1,47 @@
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BgGraphicsLoading:
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; Instructions overwritten
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STZ $00
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STX $01
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STA $02
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; Y = Graphics file being loaded
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CPY #$0A ; 0A = Ice/Mire floor file
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BNE .useDefaultGraphics
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LDA $040C ; Dungeon number
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CMP #$12 ; Ice Palace
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BEQ .useSpecialIcePalaceFile
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.useDefaultGraphics
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JML BgGraphicsLoadingResume
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.useSpecialIcePalaceFile
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; We're loading the floor tiles in Ice Palace. Instead of the normal file,
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; load another one that replaces the bridge tiles with the Bombos medallion
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LDA $FFFFFF
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LDA.b #IcePalaceFloorGfx>>16
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STA $02
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REP #$20
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LDA.w #IcePalaceFloorGfx
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STA $00
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LDX.b #64*2 ; Tiles to load * 2
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-
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; Unrolled loop to upload half a tile
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LDA [$00] : STA $2118 : INC $00 : INC $00
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LDA [$00] : STA $2118 : INC $00 : INC $00
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LDA [$00] : STA $2118 : INC $00 : INC $00
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LDA [$00] : STA $2118 : INC $00 : INC $00
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LDA [$00] : STA $2118 : INC $00 : INC $00
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LDA [$00] : STA $2118 : INC $00 : INC $00
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LDA [$00] : STA $2118 : INC $00 : INC $00
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LDA [$00] : STA $2118 : INC $00 : INC $00
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DEX
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BNE -
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SEP #$20
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JML BgGraphicsLoadingCancel
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IcePalaceFloorGfx:
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incbin ice_palace_floor.bin
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