ram.asm initial commit. Replaced all address defines with labels

Value defines styled without quotes, # moved to load/store/cmp site
Added registers.asm (copied from spannerisms JP disassembly)
Added a bunch of length annotations
Deleted old or trivial commented out code
Deleted: ganonfixes.asm, map.asm, seedtag.asm
Replaced obsolete credits.asm with creditsnew.asm
Moved scratch space at $7F5020-3F to mirrored WRAM (7E1E70-8F)
Moved clock RAM to mirrored WRAM (7E1E90-9F)
dialog.asm: FreeDungeonItemNotice preserves callee-preserved scratch RAM
Toast buffer moved to mirrored WRAM (7E1E0E-0F)
servicerequest.asm: long store to $012E converted to word length store
This commit is contained in:
cassidoxa
2022-11-05 00:50:25 -04:00
parent cafb0908a0
commit 43f753b517
72 changed files with 7706 additions and 7305 deletions

View File

@@ -36,41 +36,11 @@ dw !ROM_VERSION_LOW
dw !ROM_VERSION_HIGH
;================================================================================
!ADD = "CLC : ADC"
!SUB = "SEC : SBC"
!BLT = "BCC"
!BGE = "BCS"
!MS_GOT = "$7F5031"
!REDRAW = "$7F5000"
!GANON_WARP_CHAIN = "$7F5032";
!TILE_UPLOAD_BUFFER = "$7EA180";
!FORCE_HEART_SPAWN = "$7F5033";
!SKIP_HEART_SAVE = "$7F5034";
; MSU-1
!REG_MSU_FALLBACK_TABLE = $7F50A0 ; 8 bytes
!REG_MSU_DELAYED_COMMAND = $7F50A9
!REG_MSU_PACK_COUNT = $7F50AA
!REG_MSU_PACK_CURRENT = $7F50AB
!REG_MSU_PACK_REQUEST = $7F50AC
!REG_MSU_LOADED_TRACK = $7F50AD ; 2 bytes
!REG_SPC_LOADING = $7F50AF
!MSU_LOADED_TRACK = $7F5400
!MSU_RESUME_TRACK = $7F5401
!MSU_RESUME_TIME = $7F5402 ; 4 bytes
!MSU_RESUME_CONTROL = $7F5406
!REG_MUSIC_CONTROL = $012B
;!REG_MUSIC_CONTROL = $012C
!REG_MUSIC_CONTROL_REQUEST = $012C
!ONEMIND_ID = $7F5072
!ONEMIND_TIMER = $7F5073
function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
; Feature flags, run asar with -DFEATURE_X=1 to enable
@@ -85,6 +55,8 @@ incsrc hashalphabethooks.asm
incsrc sharedplayerpalettefix.asm
incsrc ram.asm
incsrc sram.asm
incsrc registers.asm
incsrc vanillalabels.asm
;org $208000 ; bank #$20
org $A08000 ; bank #$A0
@@ -108,7 +80,6 @@ incsrc fairyfixes.asm
incsrc rngfixes.asm
incsrc medallions.asm
incsrc inventory.asm
incsrc ganonfixes.asm
incsrc zelda.asm
incsrc maidencrystals.asm
incsrc zoraking.asm
@@ -120,7 +91,6 @@ incsrc mantle.asm
incsrc swordswap.asm
incsrc stats.asm
incsrc scratchpad.asm
incsrc map.asm
incsrc dialog.asm
incsrc entrances.asm
incsrc clock.asm
@@ -212,9 +182,6 @@ incsrc tables.asm
org $348000
incsrc spc.asm
; uncomment for inverted adjustments
;incsrc sandbox.asm
org $318000 ; bank #$31
GFX_Mire_Bombos:
incbin 99ff1_bombos.gfx
@@ -336,8 +303,9 @@ warnpc $B08000
;$3F reserved for internal debugging
;================================================================================
;RAM
;See ram.asm for label assignments
;$7E021B[0x1]: Used by race game instead of $0ABF to avoid witch item conflict
;$7EC900[0x1F00]: BIGRAM buffer
;$7EC900[0x1F00]: BigRAM buffer
;$7EF000[0x500]: SRAM mirror First 0x500 bytes of SRAM
; See sram.asm for labels and assignments
;$7F5000[0x800]: Rando's main free ram region
@@ -347,7 +315,7 @@ warnpc $B08000
;$7F7667[0x6719] - free ram
;================================================================================
;SRAM Map
;See sram.asm for rando-specific assignments
;See sram.asm for label assignments and documentation
;$70:0000 (5K) Game state
; 0000-04FF Vanilla Slot 1 (mirrored at $7EF000)
; 0500-14FF Ext Slot 1 (mirrored at $7F6000)
@@ -355,44 +323,6 @@ warnpc $B08000
;$70:3000 (0x16) Password
;$70:6000 (8K) Scratch buffers
;================================================================================
;org $0080DC ; <- 0xDC - Bank00.asm:179 - Kill Music
;db #$A9, #$00, #$EA
;LDA.b #$00 : NOP
;================================================================================
;org $0AC53E ; <- 5453E - Bank0A.asm:1103 - (LDA $0AC51F, X) - i have no idea what this is for anymore
;LDA.b #$7F
;NOP #2
;================================================================================
;org $05DF8B ; <- 2DF8B - Bank05.asm : 2483
;AND.w #$0100 ; allow Sprite_DrawMultiple to access lower half of sprite tiles
;================================================================================
;org $0DF8F1 ; this is required for the X-indicator in the HUD except not anymore obviously
;
;;red pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $25, $2C, $25, $2D, $25, $2E, $25
;
;;blue pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $2D, $2C, $2D, $2D, $2D, $2E, $2D
;
;;green pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $3D, $2C, $3D, $2D, $3D, $2E, $3D
;================================================================================
;org $00CFF2 ; 0x4FF2 - Mire H
;db GFX_Mire_Bombos>>16
;org $00D0D1 ; 0x50D1 - Mire M
;db GFX_Mire_Bombos>>8
;org $00D1B0 ; 0x51B0 - Mire L
;db GFX_Mire_Bombos
;org $00D020 ; 0x5020 - Trock H
;db GFX_TRock_Bombos>>16
;org $00D0FF ; 0x50FF - Trock M
;db GFX_TRock_Bombos>>8
;org $00D1DE ; 0x51DE - Trock L
;db GFX_TRock_Bombos
org $00D09C ; 0x509C - HUD Items H
db GFX_HUD_Items>>16
@@ -416,308 +346,3 @@ db GFX_HUD_Main>>8
org $00D25B ; 0x525B - HUD Main L
db GFX_HUD_Main
;================================================================================
org $008781
UseImplicitRegIndexedLocalJumpTable:
org $00879c
UseImplicitRegIndexedLongJumpTable:
org $008333
Vram_EraseTilemaps_triforce:
org $008913
Sound_LoadLightWorldSongBank:
org $00891D
.do_load
org $00893D
EnableForceBlank:
DungeonMask = $0098C0
org $00D308
DecompSwordGfx:
org $00D348
DecompShieldGfx:
org $00D463
Tagalong_LoadGfx:
org $00D51B
GetAnimatedSpriteTile:
org $00D52D
GetAnimatedSpriteTile_variable:
org $00D84E
Attract_DecompressStoryGfx:
org $00E529
LoadSelectScreenGfx:
org $00F945
PrepDungeonExit:
org $00FDEE
Mirror_InitHdmaSettings:
org $01873A
Dungeon_LoadRoom:
org $02821E
Module_PreDungeon:
org $028296
.setAmbientSfx
org $02A0A8
Dungeon_SaveRoomData:
org $02A0BE
Dungeon_SaveRoomData_justKeys:
org $02B861
Dungeon_SaveRoomQuadrantData:
org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
LoadGearPalettes_bunny:
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
LoadGearPalettes_variable:
org $02FEAB
Filter_Majorly_Whiten_Color:
org $05A51D
Sprite_SpawnFallingItem:
org $05DF6C ; 02DF6C - Bank05.asm : 2445
Sprite_DrawMultiple:
org $05DF70 ; 02DF70 - Bank05.asm : 2454
Sprite_DrawMultiple_quantity_preset:
org $05DF75 ; 02DF75 - Bank05.asm : 2461
Sprite_DrawMultiple_player_deferred:
org $05E1A7 ; 02E1A7 - Bank05.asm : 2592
Sprite_ShowSolicitedMessageIfPlayerFacing:
org $05E1F0
Sprite_ShowMessageFromPlayerContact:
org $05E219
Sprite_ShowMessageUnconditional:
org $05EC96
Sprite_ZeldaLong:
org $0680FA
Player_ApplyRumbleToSprites:
org $0683E6
Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
org $06DC5C
Sprite_DrawShadowLong:
org $06DD40
DashKey_Draw:
org $06DBF8
Sprite_PrepAndDrawSingleLargeLong:
org $06DC00
Sprite_PrepAndDrawSingleSmallLong:
org $06EA18
Sprite_ApplySpeedTowardsPlayerLong:
org $06EAA6
Sprite_DirectionToFacePlayerLong:
org $06F12F
Sprite_CheckDamageToPlayerSameLayerLong:
org $06F86A
OAM_AllocateDeferToPlayerLong:
org $0791B3
Player_HaltDashAttackLong:
org $07999D
Link_ReceiveItem:
org $07E68F
Unknown_Method_0: ; In US version disassembly simply called "$3E6A6 IN ROM"
org $07F4AA
Sprite_CheckIfPlayerPreoccupied:
org $08C3AE
Ancilla_ReceiveItem:
org $08CE93
Ancilla_BreakTowerSeal_draw_single_crystal:
org $08CEC3
Ancilla_BreakTowerSeal_stop_spawning_sparkles:
org $08CF59
BreakTowerSeal_ExecuteSparkles:
org $08F710
Ancilla_SetOam_XY_Long:
org $0985E2 ; (break on $0985E4)
AddReceivedItem:
org $098BAD
AddPendantOrCrystal:
org $098CFD
AddWeathervaneExplosion:
org $0993DF
AddDashTremor:
org $099D04
AddAncillaLong:
org $099D1A
Ancilla_CheckIfAlreadyExistsLong:
org $09AE64
Sprite_SetSpawnedCoords:
org $09AD58
GiveRupeeGift:
org $0ABA4F
OverworldMap_InitGfx:
org $0ABA99
OverworldMap_DarkWorldTilemap:
org $0ABAB9
OverworldMap_LoadSprGfx:
org $0CD7D1
NameFile_MakeScreenVisible:
org $0CDB3E
InitializeSaveFile:
org $0CDBC0
InitializeSaveFile_build_checksum:
org $0DBA71
GetRandomInt:
org $0DBA80
OAM_AllocateFromRegionA:
org $0DBA84
OAM_AllocateFromRegionB:
org $0DBA88
OAM_AllocateFromRegionC:
org $0DBA8C
OAM_AllocateFromRegionD:
org $0DBA90
OAM_AllocateFromRegionE:
org $0DBA94
OAM_AllocateFromRegionF:
org $0DBB67
Sound_SetSfxPanWithPlayerCoords:
org $0DBB6E
Sound_SetSfx1PanLong:
org $0DBB7C
Sound_SetSfx2PanLong:
org $0DBB8A
Sound_SetSfx3PanLong:
org $0DDB7F
HUD_RefreshIconLong:
org $0DDD32
Equipment_UpdateEquippedItemLong:
org $0DE01E ; 6E10E - equipment.asm : 787
BottleMenu_movingOn:
org $0DE346
RestoreNormalMenu:
org $0DE395
Equipment_SearchForEquippedItemLong:
org $0DE9C8
DrawProgressIcons: ; this returns short
org $0DED29
DrawEquipment: ; this returns short
org $0DFA78
HUD_RebuildLong:
org $0DFA88
HUD_RebuildIndoor_Palace:
org $0DFA88
HUD_RebuildLong2:
org $0EEE10
Messaging_Text:
org $0FFD94
Overworld_TileAttr:
org $1BC97C
Overworld_DrawPersistentMap16:
org $1BED03
Palette_Sword:
org $1BED29
Palette_Shield:
org $1BEDF9
Palette_ArmorAndGloves:
org $1BEE52
Palette_Hud:
org $1BEF96
Palette_SelectScreen:
org $1CFAAA
ShopKeeper_RapidTerminateReceiveItem:
org $1CF500
Sprite_NullifyHookshotDrag:
org $1CF537
Ancilla_CheckForAvailableSlot:
org $1DE9B6
Filter_MajorWhitenMain:
org $1DF65D
Sprite_SpawnDynamically:
org $1DF65F
Sprite_SpawnDynamically_arbitrary:
org $1DFD4B
DiggingGameGuy_AttemptPrizeSpawn:
org $1EDE28
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
org $1EF4E7
Sprite_PlayerCantPassThrough:
;================================================================================

View File

@@ -1,15 +1,6 @@
;================================================================================
; Accessibility Fixes
;================================================================================
FlipGreenPendant:
LDA $0C : CMP #$38 : BNE + ; check if we have green pendant
ORA #$40 : STA $0C ; flip it
+
LDA $0D : STA $0802, X ; stuff we wrote over "Set CHR, palette, and priority of the sprite"
LDA $0C : STA $0803, X
RTL
;================================================================================
ConditionalLightning:
CMP.b #$05 : BEQ ++
CMP.b #$2C : BEQ ++
@@ -19,109 +10,109 @@ ConditionalLightning:
RTL
++
LDA.b #$72
STA $9A
STA.b $9A
RTL
;================================================================================
ConditionalWhitenBg:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA.b $00,X
JSR WhitenLoopReal
RTL
+
LDA $00
LDA.b Scrap00
JSR WhitenLoopDummy
RTL
;================================================================================
WhitenLoopReal:
-
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5E0, X
LDA.l $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC540, X
LDA.l $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC550, X
LDA.l $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC560, X
LDA.l $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC570, X
LDA.l $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC580, X
LDA.l $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC590, X
LDA.l $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5A0, X
LDA.l $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5B0, X
LDA.l $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5C0, X
LDA.l $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5D0, X
LDA.l $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F4
LDA $10 : CMP.w #$07 : BNE +
LDA $048E
CMP.w #$3C : BEQ ++
CMP.w #$9D : BEQ ++
CMP.w #$9C : BEQ ++
CMP.w #$A5 : BEQ ++
LDA.l $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F0
LDA.l $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F2
LDA.l $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F4
LDA.b $10 : CMP.w #$0007 : BNE +
LDA.w $048E
CMP.w #$003C : BEQ ++
CMP.w #$009D : BEQ ++
CMP.w #$009C : BEQ ++
CMP.w #$00A5 : BEQ ++
+
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
BRA +++
++
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
BRA +++
+++
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA $7EC5FE
LDA.l $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FA
LDA.l $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FC
LDA.l $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FE
REP #$10
LDA $7EC540 : TAY
LDA $7EC300 : BNE +
LDA.l $7EC540 : TAY
LDA.l $7EC300 : BNE +
TAY
+
TYA : STA $7EC500
TYA : STA.l $7EC500
SEP #$30
RTS
;================================================================================
WhitenLoopDummy:
-
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5E0, X
LDA.l $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC540, X
LDA.l $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC550, X
LDA.l $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC560, X
LDA.l $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC570, X
LDA.l $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC580, X
LDA.l $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC590, X
LDA.l $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5A0, X
LDA.l $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5B0, X
LDA.l $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5C0, X
LDA.l $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5D0, X
LDA.l $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F4
LDA $10 : CMP.w #$07 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA $048E
CMP.w #$3C : BEQ ++ ; hookshot cave
CMP.w #$9D : BEQ ++ ; gt right
CMP.w #$9C : BEQ ++ ; gt big room
CMP.w #$A5 : BEQ ++ ; wizzrobes 1
LDA.l $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F0
LDA.l $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F2
LDA.l $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F4
LDA.b $10 : CMP.w #$0007 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA.w $048E
CMP.w #$003C : BEQ ++ ; hookshot cave
CMP.w #$009D : BEQ ++ ; gt right
CMP.w #$009C : BEQ ++ ; gt big room
CMP.w #$00A5 : BEQ ++ ; wizzrobes 1
+
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F8
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F8
BRA +++
++
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
BRA +++
+++
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FE
LDA.l $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FA
LDA.l $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FC
LDA.l $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FE
REP #$10
LDA $7EC540 : TAY
LDA $7EC300 : BNE +
LDA.l $7EC540 : TAY
LDA.l $7EC300 : BNE +
TAY
+
TYA : STA $7EC500
TYA : STA.l $7EC500
SEP #$30
RTS
;================================================================================
@@ -129,36 +120,36 @@ RestoreBgEther:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
-
LDA $00,X
LDA $7EC340, X : STA $7EC540, X
LDA $7EC350, X : STA $7EC550, X
LDA $7EC360, X : STA $7EC560, X
LDA $7EC370, X : STA $7EC570, X
LDA $7EC380, X : STA $7EC580, X
LDA $7EC390, X : STA $7EC590, X
LDA $7EC3A0, X : STA $7EC5A0, X
LDA $7EC3B0, X : STA $7EC5B0, X
LDA $7EC3C0, X : STA $7EC5C0, X
LDA $7EC3D0, X : STA $7EC5D0, X
LDA $7EC3E0, X : STA $7EC5E0, X
LDA $7EC3F0, X : STA $7EC5F0, X
LDA.b $00,X
LDA.l $7EC340, X : STA.l $7EC540, X
LDA.l $7EC350, X : STA.l $7EC550, X
LDA.l $7EC360, X : STA.l $7EC560, X
LDA.l $7EC370, X : STA.l $7EC570, X
LDA.l $7EC380, X : STA.l $7EC580, X
LDA.l $7EC390, X : STA.l $7EC590, X
LDA.l $7EC3A0, X : STA.l $7EC5A0, X
LDA.l $7EC3B0, X : STA.l $7EC5B0, X
LDA.l $7EC3C0, X : STA.l $7EC5C0, X
LDA.l $7EC3D0, X : STA.l $7EC5D0, X
LDA.l $7EC3E0, X : STA.l $7EC5E0, X
LDA.l $7EC3F0, X : STA.l $7EC5F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
+
-
LDA $00
LDA $7EC340, X : LDA $7EC540, X
LDA $7EC350, X : LDA $7EC550, X
LDA $7EC360, X : LDA $7EC560, X
LDA $7EC370, X : LDA $7EC570, X
LDA $7EC380, X : LDA $7EC580, X
LDA $7EC390, X : LDA $7EC590, X
LDA $7EC3A0, X : LDA $7EC5A0, X
LDA $7EC3B0, X : LDA $7EC5B0, X
LDA $7EC3C0, X : LDA $7EC5C0, X
LDA $7EC3D0, X : LDA $7EC5D0, X
LDA $7EC3E0, X : LDA $7EC5E0, X
LDA $7EC3F0, X : LDA $7EC5F0, X
LDA.b Scrap00
LDA.l $7EC340, X : LDA.l $7EC540, X
LDA.l $7EC350, X : LDA.l $7EC550, X
LDA.l $7EC360, X : LDA.l $7EC560, X
LDA.l $7EC370, X : LDA.l $7EC570, X
LDA.l $7EC380, X : LDA.l $7EC580, X
LDA.l $7EC390, X : LDA.l $7EC590, X
LDA.l $7EC3A0, X : LDA.l $7EC5A0, X
LDA.l $7EC3B0, X : LDA.l $7EC5B0, X
LDA.l $7EC3C0, X : LDA.l $7EC5C0, X
LDA.l $7EC3D0, X : LDA.l $7EC5D0, X
LDA.l $7EC3E0, X : LDA.l $7EC5E0, X
LDA.l $7EC3F0, X : LDA.l $7EC5F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
++
@@ -168,105 +159,105 @@ DDMConditionalLightning:
LDA.l DisableFlashing
REP #$20
BNE +
LDA.w $0000
LDA.w Scrap
LDX.b #$02
JML $07FA7F ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00
+
LDA.b $00 : LDX.b #$02 : LDY #$00
LDA.b Scrap00 : LDX.b #$02 : LDY.b #$00
-
LDA $F4EB, Y : LDA $7EC560, X
LDA $F4F9, Y : LDA $7EC570, X
LDA $F507, Y : LDA $7EC590, X
LDA $F515, Y : LDA $7EC5E0, X
LDA $F523, Y : LDA $7EC5F0, X
LDA.w $F4EB, Y : LDA.l $7EC560, X
LDA.w $F4F9, Y : LDA.l $7EC570, X
LDA.w $F507, Y : LDA.l $7EC590, X
LDA.w $F515, Y : LDA.l $7EC5E0, X
LDA.w $F523, Y : LDA.l $7EC5F0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
JML $07FAAC ; Bank0E.asm : 4754 both branches converge here
;================================================================================
ConditionalGTFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $0000
LDA.w Scrap
-
LDA $F9C1, Y : STA $7EC5D0, X
LDA.w $F9C1, Y : STA.l $7EC5D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
+
LDA $00
LDA.b Scrap00
-
LDA $F9C1, Y : LDA $7EC5D0, X
LDA.w $F9C1, Y : LDA.l $7EC5D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
;================================================================================
ConditionalRedFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA.w #$1D59 : STA $7EC5DA
LDA.w #$25FF : STA $7EC5DC
LDA.b Scrap,X
LDA.w #$1D59 : STA.l $7EC5DA
LDA.w #$25FF : STA.l $7EC5DC
LDA.w #$001A
RTL
+
LDA $00
LDA.w #$1D59 : LDA $7EC5DA
LDA.w #$25FF : LDA $7EC5DC
LDA.b Scrap00
LDA.w #$1D59 : LDA.l $7EC5DA
LDA.w #$25FF : LDA.l $7EC5DC
LDA.w #$0000
RTL
;================================================================================
ConditionalPedAncilla:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA $00 : STA $04
LDA $02 : STA $06
LDA.b Scrap,X
LDA.b Scrap00 : STA.b Scrap04
LDA.b Scrap02 : STA.b Scrap06
RTL
+
LDA $00
LDA $00 : LDA $04
LDA $02 : LDA $06
LDA.b Scrap
LDA.b Scrap00 : LDA.b Scrap04
LDA.b Scrap02 : LDA.b Scrap06
RTL
;================================================================================
LoadElectroPalette:
REP #$20
LDA.w #$0202 : STA $0C
LDA.w #$0404 : STA $0E
LDA.w #$001B : STA $02
LDA.w #$0202 : STA.b Scrap0C
LDA.w #$0404 : STA.b Scrap0E
LDA.w #$001B : STA.b Scrap02
SEP #$10
LDX $0C : LDA $1BEBB4, X : AND.w #$00FF : ADC #$D630
LDX.b Scrap0C : LDA.l $1BEBB4, X : AND.w #$00FF : ADC.w #$D630
REP #$10 : LDX.w #$01B2 : LDY.w #$0002
JSR ConditionalLoadGearPalette
SEP #$10
LDX $0D
LDA $1BEBC1, X : AND.w #$00FF : ADC #$D648
LDX.b Scrap0D
LDA.l $1BEBC1, X : AND.w #$00FF : ADC.w #$D648
REP #$10 : LDX.w #$01B8 : LDY.w #$0003
JSR ConditionalLoadGearPalette
SEP #$10
LDX $0E
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC #$D308
LDX.b Scrap0E
LDA.l $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$D308
REP #$10 : LDX.w #$01E2 : LDY.w #$000E
JSR ConditionalLoadGearPalette
SEP #$30
INC $15
INC.b $15
RTL
;================================================================================
ConditionalLoadGearPalette:
STA $00
STA.b Scrap00
SEP #$20
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA.b Scrap,X
-
LDA [$00]
STA $7EC500, X
INC $00 : INC $00
LDA.b [Scrap00]
STA.l $7EC500, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTS
+
LDA $00
LDA.b Scrap
-
LDA [$00]
LDA $7EC500, X
INC $00 : INC $00
LDA.b [Scrap00]
LDA.l $7EC500, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
@@ -281,13 +272,13 @@ RestoreElectroPalette:
LDX.w #$01E2 : LDY.w #$000E
JSR FillPaletteBufferFromAux
SEP #$30
INC $15
INC.b $15
RTL
;================================================================================
FillPaletteBufferFromAux:
-
LDA $7EC300, X
STA $7EC500, X
LDA.l $7EC300, X
STA.l $7EC500, X
INX #2
DEY
BPL -

View File

@@ -2,21 +2,21 @@
; Randomize Book of Mudora
;--------------------------------------------------------------------------------
LoadLibraryItemGFX:
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
STA $0E80, X ; Store item type
JSL.l PrepDynamicTile
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
STA.w $0E80, X ; Store item type
JSL.l PrepDynamicTile
RTL
;--------------------------------------------------------------------------------
DrawLibraryItemGFX:
PHA
LDA $0E80, X ; Retrieve stored item type
JSL.l DrawDynamicTile
PLA
PHA
LDA $0E80, X ; Retrieve stored item type
JSL.l DrawDynamicTile
PLA
RTL
;--------------------------------------------------------------------------------
SetLibraryItem:
LDY $0E80, X ; Retrieve stored item type
JSL.l ItemSet_Library ; contains thing we wrote over
LDY.w $0E80, X ; Retrieve stored item type
JSL.l ItemSet_Library ; contains thing we wrote over
RTL
;--------------------------------------------------------------------------------
@@ -24,37 +24,34 @@ RTL
;================================================================================
; Randomize Bonk Keys
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
;--------------------------------------------------------------------------------
LoadBonkItemGFX:
LDA.b #$08 : STA $0F50, X ; thing we wrote over
LDA.b #$08 : STA.w $0F50, X ; thing we wrote over
LoadBonkItemGFX_inner:
LDA.b #$00 : STA !REDRAW
LDA.b #$00 : STA.l RedrawFlag
JSR LoadBonkItem
JSL.l PrepDynamicTile
RTL
;--------------------------------------------------------------------------------
DrawBonkItemGFX:
PHA
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l LoadBonkItemGFX_inner
BRA .done ; don't draw on the init frame
PHA
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l LoadBonkItemGFX_inner
BRA .done ; don't draw on the init frame
.skipInit
JSR LoadBonkItem
JSL.l DrawDynamicTileNoShadow
.done
PLA
JSR LoadBonkItem
JSL.l DrawDynamicTileNoShadow
.done
PLA
RTL
;--------------------------------------------------------------------------------
GiveBonkItem:
JSR LoadBonkItem
CMP #$24 : BNE .notKey
CMP.b #$24 : BNE .notKey
.key
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
LDA CurrentSmallKeys : INC A : STA CurrentSmallKeys
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
JSL CountBonkItem
RTL
@@ -64,11 +61,11 @@ RTL
RTL
;--------------------------------------------------------------------------------
LoadBonkItem:
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.b $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert
BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
+ : CMP.b #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower
BRA ++
+

View File

@@ -1,28 +1,27 @@
;================================================================================
; Boots State Modifier
;--------------------------------------------------------------------------------
!BOOTS_MODIFIER = "$7F50CE"
ModifyBoots:
PHA
LDA !BOOTS_MODIFIER : CMP.b #$01 : BNE +
PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots
LDA.l BootsModifier : CMP.b #$01 : BNE +
PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots
+ : CMP.b #$02 : BNE +
PLA : AND AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA FakeBoots : CMP.b #$01 : BNE +
LDA $5B : BEQ ++ : LDA $59 : BNE + ; hover check
++ : PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
PLA : AND.l AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA.l FakeBoots : CMP.b #$01 : BNE +
LDA.b $5B : BEQ ++ : LDA.b $59 : BNE + ; hover check
++ : PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
+
PLA
AND AbilityFlags ; regular boots
AND.l AbilityFlags ; regular boots
RTL
;--------------------------------------------------------------------------------
AddBonkTremors:
PHA
LDA $46 : BNE + ; Check for incapacitated Link
LDA.b $46 : BNE + ; Check for incapacitated Link
JSL.l IncrementBonkCounter
+
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
PLA : RTL
+
PLA
@@ -32,46 +31,46 @@ RTL
BonkBreakableWall:
PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
PLP : PLX : LDA.w #$0000 : RTL
+
PLP : PLX
LDA $0372 : AND.w #$00FF ; things we wrote over
LDA.w $0372 : AND.w #$00FF ; things we wrote over
RTL
;--------------------------------------------------------------------------------
BonkRockPile:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA.b #$00 : RTL
+
LDA $02EF : AND.b #$70 ; things we wrote over
LDA.w $02EF : AND.b #$70 ; things we wrote over
RTL
;--------------------------------------------------------------------------------
GravestoneHook:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BEQ .done ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BEQ .done ; Check for Boots
+
LDA $0372 : BEQ .done ; things we wrote over
LDA.w $0372 : BEQ .done ; things we wrote over
JML.l moveGravestone
.done
JML.l GravestoneHook_continue
;--------------------------------------------------------------------------------
JumpDownLedge:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
; Disarm Waterwalk
LDA $5B : CMP.b #$01 : BNE +
STZ $5B
LDA.b $5B : CMP.b #$01 : BNE +
STZ.b $5B
+
LDA $1B : BNE .done : LDA.b #$02 : STA $EE ; things we wrote over
LDA.b $1B : BNE .done : LDA.b #$02 : STA.b $EE ; things we wrote over
.done
RTL
;--------------------------------------------------------------------------------
BonkRecoil:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA $29 : RTL
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA.b $29 : RTL
+
LDA.b #$24 : STA $29 ; things we wrote over
LDA.b #$24 : STA.b $29 ; things we wrote over
RTL

View File

@@ -2,8 +2,8 @@
;--------------------------------------------------------------------------------
AssignKiki:
LDA.b #$00 : STA FollowerDropped ; defuse bomb
LDA.b #$0A : STA FollowerIndicator ; assign kiki as follower
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
RTL
;--------------------------------------------------------------------------------
@@ -11,10 +11,9 @@ RTL
; Name: AllowSQ
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
;--------------------------------------------------------------------------------
!ITEM_BUSY = "$7F5091"
AllowSQ:
LDA ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA !ITEM_BUSY : EOR #$01
LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA.l BusyItem : EOR.b #$01
.done
RTL
;--------------------------------------------------------------------------------
@@ -23,8 +22,8 @@ RTL
;0 = Reset Music
;1 = Don't Reset Music
MSMusicReset:
LDA $8A : CMP.b #$80 : BNE +
LDA $23
LDA.b $8A : CMP.b #$80 : BNE +
LDA.b $23
+
RTL
;--------------------------------------------------------------------------------
@@ -32,11 +31,11 @@ RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA MoonPearlEquipment : BNE .done
LDA CurrentWorld : AND.b #$40
LDA.l MoonPearlEquipment : BNE .done
LDA.l CurrentWorld : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR #$40
PLA : EOR.b #$40
BRA .done
.inverted
PLA
@@ -136,21 +135,21 @@ SQEGFix:
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess:
STX $02D8 ; what we overwrote
STX.w $02D8 ; what we overwrote
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ $AE ; the "trying to spawn crystal" flag
STZ $AF ; the "trying to spawn pendant" flag
STZ.b $AE ; the "trying to spawn crystal" flag
STZ.b $AF ; the "trying to spawn pendant" flag
.failed
RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
WallmasterCameraFix:
STZ $A7 ; disable vertical camera scrolling for current room
STZ.b $A7 ; disable vertical camera scrolling for current room
REP #$20
STZ $0618 ; something about scrolling, setting these to 0 tricks the game
STZ $061A ; into thinking we're at the edge of the room so it doesn't scroll.
STZ.w $0618 ; something about scrolling, setting these to 0 tricks the game
STZ.w $061A ; into thinking we're at the edge of the room so it doesn't scroll.
SEP #$20
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
@@ -158,8 +157,8 @@ WallmasterCameraFix:
; Fix losing glove colors
LoadActualGearPalettesWithGloves:
REP #$20
LDA SwordEquipment : STA $0C
LDA ArmorEquipment : AND.w #$00FF
LDA.l SwordEquipment : STA.b Scrap0C
LDA.l ArmorEquipment : AND.w #$00FF
JSL LoadGearPalettes_variable
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
@@ -167,24 +166,24 @@ RTL
;--------------------------------------------------------------------------------
; Fix Bunny Palette Map Bug
LoadGearPalette_safe_for_bunny:
LDA $10
LDA.b $10
CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
LDA [$00]
LDA.b [Scrap00]
STA $7EC300, X
STA $7EC500, X
INC $00 : INC $00
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTL
.new
-
LDA [$00]
LDA.b [Scrap00]
STA $7EC500, X
INC $00 : INC $00
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -

View File

@@ -1,34 +1,26 @@
;================================================================================
; Randomize Catfish
;--------------------------------------------------------------------------------
!HEART_REDRAW = "$7F5000"
LoadCatfishItemGFX:
LDA.l $1DE185 ; location randomizer writes catfish item to
JML PrepDynamicTile
LDA.l $1DE185 ; location randomizer writes catfish item to
JML PrepDynamicTile
;--------------------------------------------------------------------------------
DrawThrownItem:
LDA $8A : CMP.b #$81 : BNE .catfish
.zora
LDA.b #$01 : STA !HEART_REDRAW
LDA.l $1DE1C3 ; location randomizer writes zora item to
BRA .draw
.catfish
LDA.l $1DE185 ; location randomizer writes catfish item to
.draw
JML DrawDynamicTile
LDA.b $8A : CMP.b #$81 : BNE .catfish
.zora
LDA.b #$01 : STA.l RedrawFlag
LDA.l $1DE1C3 ; location randomizer writes zora item to
BRA .draw
.catfish
LDA.l $1DE185 ; location randomizer writes catfish item to
.draw
JML DrawDynamicTile
;--------------------------------------------------------------------------------
MarkThrownItem:
JSL Link_ReceiveItem ; thing we wrote over
LDA $8A : CMP.b #$81 : BNE .catfish
.zora
JML ItemSet_ZoraKing
.catfish
JML ItemSet_Catfish
;--------------------------------------------------------------------------------
LDA.b $8A : CMP.b #$81 : BNE .catfish
.zora
JML ItemSet_ZoraKing
.catfish
JML ItemSet_Catfish
;--------------------------------------------------------------------------------

View File

@@ -148,23 +148,23 @@ Clock_QuickStamp:
SEC ; indicate success
.ready
%Clock_ReadBCD() : STA $00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours
%Clock_ReadBCD() : STA $03 ; days
%Clock_ReadBCD() : STA.b Scrap00 ; seconds
%Clock_ReadBCD() : STA.b Scrap01 ; minutes
%Clock_ReadBCD() : STA.b Scrap02 ; hours
%Clock_ReadBCD() : STA.b Scrap03 ; days
REP $20 ; set 16-bit accumulator
LDA $01 : AND #$00FF : %A_x60() ; convert minutes to seconds
STZ $01 : !ADD $00 : STA $00 ; store running total seconds to $00
LDA.b Scrap01 : AND.w #$00FF : %A_x60() ; convert minutes to seconds
STZ.b Scrap01 : !ADD Scrap00 : STA.b Scrap00 ; store running total seconds to $00
LDA $03 : AND #$00FF : %A_x24() ; convert days to hours
STZ $03 : !ADD $02 ; get total hours
LDA.b Scrap03 : AND.w #$00FF : %A_x24() ; convert days to hours
STZ.b Scrap03 : !ADD Scrap02 ; get total hours
%A_x60() ; get total minutes
LDY #$60
JSL.l Multiply_A16Y8
STY $02 : STZ $03
!ADD $00 : BCC + : INC $02 : +
STY.b Scrap02 : STZ.b Scrap03
!ADD Scrap00 : BCC + : INC.b Scrap02 : +
.done
PLP : PLX : PLA
@@ -183,18 +183,18 @@ RTL
;--------------------------------------------------------------------------------
Multiply_A16Y8:
SEP #$20 ; set 8-bit accumulator
STY $4202
STA $4203
STY.w WRMPYA
STA.w WRMPYB
NOP #4
LDA $4216
LDY $4217
LDA.w RDMPYL
LDY.w RDMPYH
XBA
STA $4203
STA.w WRMPYB
NOP #2
TYA
CLC
ADC $4216
LDY $4217
ADC.w RDMPYL
LDY.w RDMPYH
BCC .carry_bit
INY
.carry_bit:
@@ -230,19 +230,19 @@ Clock_GetTime:
SEC ; indicate success
.ready
%Clock_ReadBCD() : STA $00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours
%Clock_ReadBCD() : STA $03 ; days
LDA $002800 : STA $04 ; months
%Clock_ReadBCD() : STA $05 ; years
LDA $002800 : STA $06 ; century
%Clock_ReadBCD() : STA.b Scrap00 ; seconds
%Clock_ReadBCD() : STA.b Scrap01 ; minutes
%Clock_ReadBCD() : STA.b Scrap02 ; hours
%Clock_ReadBCD() : STA.b Scrap03 ; days
LDA $002800 : STA.b Scrap04 ; months
%Clock_ReadBCD() : STA.b Scrap05 ; years
LDA $002800 : STA.b Scrap06 ; century
REP $20 ; set 16-bit accumulator
STA $06 : AND #$00FF : %A_x10() : %A_x10() : !ADD #1000 ; multiply century digit by 100 and add 1000
STZ $06 : !ADD $05 : STA $05 ; add lower 2 digits of the year and store
STA.b Scrap06 : AND #$00FF : %A_x10() : %A_x10() : !ADD #1000 ; multiply century digit by 100 and add 1000
STZ.b Scrap06 : !ADD Scrap05 : STA.b Scrap05 ; add lower 2 digits of the year and store
.done
PLP : PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

View File

@@ -1,9 +1,5 @@
;--------------------------------------------------------------------------------
; $7F5010 - Scratch Space
;--------------------------------------------------------------------------------
DrawDungeonCompassCounts:
LDX $1B : BNE + : RTL : + ; Skip if outdoors
LDX.b $1B : BNE + : RTL : + ; Skip if outdoors
; extra hard safeties for getting dungeon ID to prevent crashes
PHA
@@ -13,7 +9,7 @@ DrawDungeonCompassCounts:
CPX.b #$1B : BCS .done ; Skip if not in a valid dungeon ID
BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass
LDA CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
LDA.l CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
BEQ .done ; skip if we don't have compass
++
@@ -21,23 +17,23 @@ DrawDungeonCompassCounts:
BNE +
INC
+
LDA.l CompassTotalsWRAM, X : AND #$00FF
LDA.l CompassTotalsWRAM, X : AND.w #$00FF
SEP #$20
JSR HudHexToDec2Digit
REP #$20
PHX
LDX.b $06 : TXA : ORA #$2400 : STA $7EC79A
LDX.b $07 : TXA : ORA #$2400 : STA $7EC79C
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l $7EC79A
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l $7EC79C
PLX
LDA DungeonLocationsChecked, X : AND #$00FF
LDA.l DungeonLocationsChecked, X : AND.w #$00FF
SEP #$20
JSR HudHexToDec2Digit
REP #$20
LDX.b $06 : TXA : ORA #$2400 : STA $7EC794 ; Draw the item count
LDX.b $07 : TXA : ORA #$2400 : STA $7EC796
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l $7EC794 ; Draw the item count
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l $7EC796
LDA.w #$2830 : STA $7EC798 ; draw the slash
LDA.w #$2830 : STA.l $7EC798 ; draw the slash
.done
RTL
@@ -47,10 +43,10 @@ DungeonItemMasks: ; these are dungeon correlations to $7EF364 - $7EF369 so it kn
dw $0080, $0040, $0020, $0010, $0008, $0004
;--------------------------------------------------------------------------------
InitCompassTotalsRAM:
LDX #$00
LDX.b #$00
-
LDA CompassTotalsROM, X : STA CompassTotalsWRAM, X
LDA.l CompassTotalsROM, X : STA.l CompassTotalsWRAM, X
INX
CPX #$0F : !BLT -
CPX.b #$0F : !BLT -
RTL

View File

@@ -1,29 +1,29 @@
;--------------------------------------------------------------------------------
ParadoxCaveGfxFix:
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
LDA $1B : BEQ .uploadLine
LDX $A0 : CPX #$00FF : BNE .uploadLine
LDX $A2 : CPX #$00EF : BNE .uploadLine
LDA.b $1B : BEQ .uploadLine
LDX.b $A0 : CPX.w #$00FF : BNE .uploadLine
LDX.b $A2 : CPX.w #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM
LDX $0118
LDX.w $0118
; Line 1
CPX #$1800 : BEQ .skipMostOfLine
CPX.w #$1800 : BEQ .skipMostOfLine
; Line 2
CPX #$1A00 : BEQ .skipMostOfLine
CPX.w #$1A00 : BEQ .skipMostOfLine
; Line 3
CPX #$1C00 : BEQ .uploadLine
CPX.w #$1C00 : BEQ .uploadLine
; Line 4
CPX #$1E00 : BEQ .uploadLine
CPX.w #$1E00 : BEQ .uploadLine
.uploadLine
LDA.b #$01 : STA $420B
LDA.b #$01 : STA.w MDMAEN
.skipLine
RTL
.skipMostOfLine
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
LDX.w #$00C0 : STX $4305
LDX.w #$00C0 : STX.w DAS0L
BRA .uploadLine
;--------------------------------------------------------------------------------

View File

@@ -4,29 +4,28 @@
;--------------------------------------------------------------------------------
; Filtered Joypad 1 Register: [AXLR | ????]
; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
!INVERT_DPAD = "$7F50CB"
InvertDPad:
LDA.l OneMindPlayerCount : BEQ .crowd_control
LDA.l !ONEMIND_ID
LDA.l OneMindId
AND.b #$03
TAX
LDA.l .onemind_controller_offset, X
TAX
LDA.w $4218,X : STA.w $00
LDA.w $4219,X : STA.w $01
LDA.w JOY1L,X : STA.w Scrap00
LDA.w JOY1H,X : STA.w Scrap01
LDA #$80 : STA $4201 ; reset this so latch can read it, otherwise RNG breaks
LDA.b #$80 : STA.w WRIO ; reset this so latch can read it, otherwise RNG breaks
JML.l InvertDPadReturn
.crowd_control
LDA !INVERT_DPAD : BNE +
LDA.l DPadInverter : BNE +
LDA $4218 : STA $00
LDA $4219 : STA $01
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H : STA.b Scrap01
JML.l InvertDPadReturn
+ DEC : BEQ .dpadOnly
@@ -34,47 +33,47 @@ InvertDPad:
DEC : BEQ .invertBoth
.swapSides
REP #$20 ; set 16-bit accumulator
LDA $4218
LDA.w JOY1L
BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
STA $00
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
.invertBoth
REP #$20 ; set 16-bit accumulator
LDA $4218
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
STA $00
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
.buttonsOnly
REP #$20 ; set 16-bit accumulator
LDA $4218
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
STA $00
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
.dpadOnly
LDA $4218 : STA $00
LDA $4219
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA $01
STA.b Scrap01
JML.l InvertDPadReturn
.onemind_controller_offset
db 0 ; player 0 - $4218 - joy1d1
db 0 ; player 1 - $4218 - joy1d1
db 2 ; player 2 - $421A - joy2d1
db 6 ; player 3 - $421E - joy2d2
db 2 ; player 4 - $421A - joy2d1
db 6 ; player 5 - $421E - joy2d2
db 0 ; player 0 - JOY1L - joy1d1
db 0 ; player 1 - JOY1L - joy1d1
db 2 ; player 2 - JOY2L - joy2d1
db 6 ; player 3 - JOY4L - joy2d2
db 2 ; player 4 - JOY2L - joy2d1
db 6 ; player 5 - JOY4L - joy2d2
@@ -86,12 +85,12 @@ HandleOneMindController:
REP #$20
LDA.l !ONEMIND_TIMER
LDA.l OneMindTimerRAM
DEC
BPL .no_switch
SEP #$20
LDA.l !ONEMIND_ID
LDA.l OneMindId
INC
CMP.l OneMindPlayerCount
BCC .no_wrap
@@ -99,21 +98,21 @@ HandleOneMindController:
LDA.b #$01 ; reset to player 1
.no_wrap
STA.l !ONEMIND_ID
STA.l OneMindId
REP #$20
LDA.l OneMindTimer
LDA.l OneMindTimerInit
.no_switch
STA.l !ONEMIND_TIMER
STA.l OneMindTimerRAM
SEP #$20
LDA.l !ONEMIND_ID
LDA.l OneMindId
CMP.b #$04 ; is it player 4 or 5?
BCC .no_multitap_switch
STZ.w $4201
STZ.w WRIO
.no_multitap_switch

View File

@@ -1,21 +1,6 @@
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
!v = "$7F5100"
!n = "$04"
!MXResult = "$08" ; an alternate name for the lower 32 bits of dpScratch
!dpScratch = "$08"
!keyBase = "$7F50D0"
!y = "$7F50E0"
!z = "$7F50E4"
!sum = "$7F50E8"
!p = "$7F50EC"
!rounds = "$06"
!e = "$7F50F0"
!upperScratch = "$7F50F2"
; Scrap04 used for n
; Scrap06 used for rounds
; Scrap08 use for dpScratch/MXResult (lower 32 of dpScratch)
CryptoDelta:
dd #$9e3779b9
@@ -53,146 +38,140 @@ CryptoMX:
PHX
; upperScratch = (z>>5 ^ y <<2)
LDA.w !z : STA.b !dpScratch
LDA.w !z+2 : STA.b !dpScratch+2
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
;%LSR32(!dpScratch,#$05)
LDA.w z : STA.b Scrap08
LDA.w z+2 : STA.b Scrap08+2
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
;%LSR32(Scrap08,#$05)
LDA.w !y : STA.b !dpScratch+4
LDA.w !y+2 : STA.b !dpScratch+6
%ASL32Single(!dpScratch+4)
%ASL32Single(!dpScratch+4)
;%ASL32(!dpScratch+4,#$02)
LDA.w y : STA.b Scrap08+4
LDA.w y+2 : STA.b Scrap08+6
%ASL32Single(Scrap08+4)
%ASL32Single(Scrap08+4)
;%ASL32(Scrap08+4,#$02)
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+2
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+2
;================================
; upperscratch2 = (y>>3^z<<4)
LDA.w !z : STA.b !dpScratch
LDA.w !z+2 : STA.b !dpScratch+2
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
;%ASL32(!dpScratch,#$04)
LDA.w z : STA.b Scrap08
LDA.w z+2 : STA.b Scrap08+2
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
;%ASL32(Scrap08,#$04)
LDA.w !y : STA.b !dpScratch+4
LDA.w !y+2 : STA.b !dpScratch+6
%LSR32Single(!dpScratch+4)
%LSR32Single(!dpScratch+4)
%LSR32Single(!dpScratch+4)
;%LSR32(!dpScratch+4,#$03)
LDA.w y : STA.b Scrap08+4
LDA.w y+2 : STA.b Scrap08+6
%LSR32Single(Scrap08+4)
%LSR32Single(Scrap08+4)
%LSR32Single(Scrap08+4)
;%LSR32(Scrap08+4,#$03)
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch+4
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+6
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+6
;================================
; upperscratch = upperscratch + upperscratch2 ( == (z>>5^y<<2) + (y>>3^z<<4) )
LDA.w !upperScratch : !ADD.w !upperScratch+4 : STA.w !upperScratch
LDA.w !upperScratch+2 : ADC.w !upperScratch+6 : STA.w !upperScratch+2
LDA.w CryptoScratch : !ADD.w CryptoScratch+4 : STA.w CryptoScratch
LDA.w CryptoScratch+2 : ADC.w CryptoScratch+6 : STA.w CryptoScratch+2
;================================
; dpscratch = sum^y
LDA.w !sum : EOR.w !y : STA.b !dpScratch
LDA.w !sum+2 : EOR.w !y+2 : STA.b !dpScratch+2
LDA.w Sum : EOR.w y : STA.b Scrap08
LDA.w Sum+2 : EOR.w y+2 : STA.b Scrap08+2
;================================
; dpscratch2 = (k[p&3^e]^z)
LDA.w !p : AND.w #$0003 : EOR.w !e : ASL #2 : TAX ; put (p&3)^e into X
LDA.w !keyBase, X : EOR.w !z : STA.b !dpScratch+4
LDA.w !keyBase+2, X : EOR.w !z+2 : STA.b !dpScratch+6
LDA.w p : AND.w #$0003 : EOR.w e : ASL #2 : TAX ; put (p&3)^e into X
LDA.w KeyBase, X : EOR.w z : STA.b Scrap08+4
LDA.w KeyBase+2, X : EOR.w z+2 : STA.b Scrap08+6
;================================
; upperscratch2 = dpscratch + dpscratch2 (== (sum^y) + (k[p&3^e]^z))
LDA.b !dpScratch : !ADD.b !dpScratch+4 : STA.w !upperScratch+4
LDA.b !dpScratch+2 : ADC.b !dpScratch+6 : STA.w !upperScratch+6
LDA.b Scrap08 : !ADD.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b Scrap08+2 : ADC.b Scrap08+6 : STA.w CryptoScratch+6
;================================
; MXResult = uppserscratch ^ upperscratch2
LDA.w !upperScratch : EOR.w !upperScratch+4 : STA.b !MXResult
LDA.w !upperScratch+2 : EOR.w !upperScratch+6 : STA.b !MXResult+2
LDA.w CryptoScratch : EOR.w CryptoScratch+4 : STA.b Scrap08
LDA.w CryptoScratch+2 : EOR.w CryptoScratch+6 : STA.b Scrap08+2
PLX
RTS
;!DIVIDEND_LOW = $4204
;!DIVIDEND_HIGH = $4205
;!DIVISOR = $4206
;!QUOTIENT_LOW = $4214
;!QUOTIENT_HIGH = $4215
XXTEA_Decode:
PHP : PHB
SEP #$30 ; set 8-bit accumulator and index
LDA.b #$7F : PHA : PLB
STZ.b !n+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
STZ.b Scrap04+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
; search for lookup table index to avoid division and multiplication
LDX.b #0
-
LDA.l .n_lookup, X
CMP.b !n : !BLT +
CMP.b Scrap04 : !BLT +
INX
BRA -
+
; rounds = 6 + 52/n;
LDA.l .round_counts, X : STA.b !rounds : STZ.b !rounds+1
LDA.l .round_counts, X : STA.b Scrap06 : STZ.b Scrap06+1
REP #$20 ; set 16-bit accumulator
; sum = rounds*DELTA;
TXA : ASL #2 : TAX
LDA.l .initial_sums, X : STA.w !sum
LDA.l .initial_sums+2, X : STA.w !sum+2
LDA.l .initial_sums, X : STA.w Sum
LDA.l .initial_sums+2, X : STA.w Sum+2
; y = v[0];
LDA.w !v : STA.w !y
LDA.w !v+2 : STA.w !y+2
LDA.w v : STA.w y
LDA.w v+2 : STA.w y+2
---
LDA.w !sum : LSR #2 : AND.w #$0003 : STA.w !e ; e = (sum >> 2) & 3;
LDA.w Sum : LSR #2 : AND.w #$0003 : STA.w e ; e = (sum >> 2) & 3;
LDA.b !n : DEC : STA.w !p
LDA.b Scrap04 : DEC : STA.w p
-- BEQ + ; for (p=n-1; p>0; p--) {
; z = v[p-1];
ASL #2 : TAX
LDA.w !v-4, X : STA.w !z
LDA.w !v-4+2, X : STA.w !z+2
LDA.w v-4, X : STA.w z
LDA.w v-4+2, X : STA.w z+2
; y = v[p] -= MX;
JSR CryptoMX
LDA.w !p : ASL #2 : TAX
LDA.w !v, X : !SUB.b !MXResult : STA.w !v, X : STA.w !y
LDA.w !v+2, X : SBC.b !MXResult+2 : STA.w !v+2, X : STA.w !y+2
LDA.w p : ASL #2 : TAX
LDA.w v, X : !SUB.b Scrap08 : STA.w v, X : STA.w y
LDA.w v+2, X : SBC.b Scrap08+2 : STA.w v+2, X : STA.w y+2
LDA.w !p : DEC : STA.w !p : BRA -- ; }
LDA.w p : DEC : STA.w p : BRA -- ; }
+
; z = v[n-1];
LDA.b !n : DEC : ASL #2 : TAX
LDA.w !v, X : STA.w !z
LDA.w !v+2, X : STA.w !z+2
LDA.b Scrap04 : DEC : ASL #2 : TAX
LDA.w v, X : STA.w z
LDA.w v+2, X : STA.w z+2
; y = v[0] -= MX;
JSR CryptoMX
LDA.w !v : !SUB.b !MXResult : STA.w !v : STA.w !y
LDA.w !v+2 : SBC.b !MXResult+2 : STA.w !v+2 : STA.w !y+2
LDA.w v : !SUB.b Scrap08 : STA.w v : STA.w y
LDA.w v+2 : SBC.b Scrap08+2 : STA.w v+2 : STA.w y+2
; sum -= DELTA;
LDA.w !sum : !SUB.l CryptoDelta : STA.w !sum
LDA.w !sum+2 : SBC.l CryptoDelta+2 : STA.w !sum+2
LDA.w Sum : !SUB.l CryptoDelta : STA.w Sum
LDA.w Sum+2 : SBC.l CryptoDelta+2 : STA.w Sum+2
DEC !rounds : BEQ + : JMP --- : + ; } while (--rounds);
DEC.b Scrap06 : BEQ + : JMP --- : + ; } while (--rounds);
PLB : PLP
RTL

View File

@@ -1,49 +1,35 @@
;================================================================================
!CUCCO_STORM = "$7F50C5"
!IS_INDOORS = "$7E001B"
!ENEMY_STATE_TABLE = "$7E0DD0"
!ENEMY_TYPE_TABLE = "$7E0E20"
!ENEMY_AUX1_TABLE = "$7E0DA0"
!ENEMY_AUX2_TABLE = "$7E0DB0"
!ENEMY_DIRECTION_TABLE = "$7E0EB0"
!CUCCO = "#$0B"
!INERT = "#$00"
!INIT = "#$08"
!ALIVE = "#$09"
!CUCCO_ENRAGED = "#$23"
!LINK_POS_Y_LOW = "$20"
!LINK_POS_Y_HIGH = "$21"
!LINK_POS_X_LOW = "$22"
!LINK_POS_X_HIGH = "$23"
!ENEMY_POS_Y_LOW = "$7E0D00"
!ENEMY_POS_X_LOW = "$7E0D10"
!ENEMY_POS_Y_HIGH = "$7E0D20"
!ENEMY_POS_X_HIGH = "$7E0D30"
!CUCCO = $0B
!INERT = $00
!INIT = $08
!ALIVE = $09
!CUCCO_ENRAGED = $23
CuccoStorm:
SEP #$30 ; set 8-bit accumulator index registers
LDA.l !CUCCO_STORM : BEQ + ; only if storm is on
LDA.l CuccoStormer : BEQ + ; only if storm is on
LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors
LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames
-
;==== Find a Cucco
LDY.b #$FF : PHY ; push "cucco not found"
LDX.b #$00 : -- : CPX.b #$10 : !BGE .ldone
LDA.w !ENEMY_STATE_TABLE, X : CMP.b !ALIVE : BEQ +++
LDA.w SpriteAITable, X : CMP.b #!ALIVE : BEQ +++
; enemy not found
CMP.b !INERT : BNE ++
CMP.b #!INERT : BNE ++
; log inert enemy slot
PLA : PHX
BRA ++
+++
; found an enemy
LDA.l !ENEMY_TYPE_TABLE, X : CMP.b !CUCCO : BNE ++
LDA.l SpriteTypeTable, X : CMP.b #!CUCCO : BNE ++
; it's a cucco
TXY ; record where we found the living cucco in case we don't find any angry ones
LDA.w !ENEMY_AUX1_TABLE, X : CMP.b !CUCCO_ENRAGED : !BLT ++
LDA.w SpriteAuxTable, X : CMP.b #!CUCCO_ENRAGED : !BLT ++
PLA : BRA + ; we found an angry cucco, done
++ : INX : BRA -- : .ldone
@@ -53,22 +39,22 @@ CuccoStorm:
; we didn't find a cucco, so try to create one
PLY
CPY.b #$FF : BEQ + ; fail if no slots found
LDA.b !CUCCO : STA.w !ENEMY_TYPE_TABLE, Y
LDA.b !INIT : STA.w !ENEMY_STATE_TABLE, Y
LDA.b !LINK_POS_Y_LOW : STA.w !ENEMY_POS_Y_LOW, Y
LDA.b !LINK_POS_Y_HIGH : STA.w !ENEMY_POS_Y_HIGH, Y
LDA.b !LINK_POS_X_LOW : STA.w !ENEMY_POS_X_LOW, Y
LDA.b !LINK_POS_X_HIGH : STA.w !ENEMY_POS_X_HIGH, Y
LDA.b #!CUCCO : STA.w SpriteTypeTable, Y
LDA.b #!INIT : STA.w SpriteAITable, Y
LDA.b LinkPosY : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkPosX : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
BRA +++
++
PLA
+++
;==== Enrage a Cucco
LDA.b !CUCCO_ENRAGED : STA.w !ENEMY_AUX1_TABLE, Y ; enrage the cucco
LDA.b #$00 : STA.w !ENEMY_AUX2_TABLE, Y : STA.w !ENEMY_DIRECTION_TABLE, Y
LDA.b #!CUCCO_ENRAGED : STA.w SpriteAuxTable, Y ; enrage the cucco
LDA.b #$00 : STA.w SpriteAuxTable+$10, Y : STA.w SpriteDirectionTable, Y
;====
+
RTL

View File

@@ -7,55 +7,55 @@ DarkWorldSaveFix:
JML.l StatSaveCounter
;--------------------------------------------------------------------------------
DoWorldFix:
LDA InvertedMode : BEQ +
LDA.l InvertedMode : BEQ +
JMP DoWorldFix_Inverted
+
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA.l FollowerIndicator : CMP #$04 : BEQ .setLightWorld ; check if old man is following
LDA MirrorEquipment : BEQ .noMirror ; check if we have the mirror
LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setLightWorld ; check if old man is following
LDA.l MirrorEquipment : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.setLightWorld
LDA #$00
LDA.b #$00
.noMirror
STA CurrentWorld ; set flag to light world
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
STA.l CurrentWorld ; set flag to light world
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done : INC : STA.l FollowerIndicator ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked:
LDA InvertedMode : BEQ +
LDA.l InvertedMode : BEQ +
JMP SetDeathWorldChecked_Inverted
+
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
LDA.b $1B : BEQ .outdoors
LDA.w $040C : CMP #$FF : BNE .dungeon
LDA.b $A0 : ORA.b $A1 : BNE ++
LDA.l GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
JMP DoWorldFix
.dungeon
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_skip_mirror_check
.pyramid
LDA #$40 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog
LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done : DEC : STA.l FollowerIndicator : + ; convert dwarf to frog
.done
RTL
;================================================================================
DoWorldFix_Inverted:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA.l FollowerIndicator : CMP #$04 : BEQ .setDarkWorld ; check if old man is following
LDA MirrorEquipment : BEQ .setDarkWorld ; check if we have the mirror
LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setDarkWorld ; check if old man is following
LDA.l MirrorEquipment : BEQ .setDarkWorld ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.setDarkWorld
LDA #$40 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
LDA.b #$40 : STA CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator
CMP.b #$07 : BEQ .clear ; clear frog
CMP.b #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
.clear
LDA.b #$00 : STA FollowerIndicator ; clear follower
@@ -63,21 +63,21 @@ DoWorldFix_Inverted:
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked_Inverted:
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
LDA.b $1B : BEQ .outdoors
LDA.w $040C : CMP #$FF : BNE .dungeon
LDA.b $A0 : ORA $A1 : BNE ++
LDA.l GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
JMP DoWorldFix
.dungeon
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_Inverted_skip_mirror_check
.castle
LDA #$00 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
LDA.b #$00 : STA.l CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator : CMP.b #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
.done
RTL
;================================================================================
@@ -85,20 +85,20 @@ RTL
;--------------------------------------------------------------------------------
FakeWorldFix:
LDA FixFakeWorld : BEQ +
LDA $8A : AND.b #$40 : STA CurrentWorld
LDA.l FixFakeWorld : BEQ +
LDA.b $8A : AND.b #$40 : STA.l CurrentWorld
+
RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA FollowerIndicator
CMP #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA FollowerIndicator ; clear follower
LDA.l FollowerIndicator
CMP.b #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
.exit
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA FollowerIndicator ; clear follower
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
JML PrepDungeonExit ; thing we wrote over
;--------------------------------------------------------------------------------
@@ -108,10 +108,10 @@ macro SetMinimum(base,filler,compare)
?done:
endmacro
RefreshRainAmmo:
LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA StartingEntrance
LDA.l StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
@@ -130,27 +130,25 @@ RefreshRainAmmo:
.done
RTL
;--------------------------------------------------------------------------------
!INFINITE_ARROWS = "$7F50C8"
!INFINITE_MAGIC = "$7F50CA"
SetEscapeAssist:
LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
.rain
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA InfiniteBombs : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
BIT.b #$04 : BEQ + : STA.l InfiniteArrows : +
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
BRA ++
.no_train ; choo choo
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA InfiniteBombs : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA.l InfiniteMagic : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA.l InfiniteBombs : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA.l InfiniteArrows : +
++
RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA BowEquipment
LDA.l SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA.l BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA.l BowEquipment
+
RTL
;================================================================================

View File

@@ -1,13 +1,10 @@
!CryptoBuffer = "$7F5100"
;!keyBase = "$7F50D0"
;--------------------------------------------------------------------------------
LoadStaticDecryptionKey:
PHB : PHA : PHX : PHY : PHP
REP #$30 ; set 16-bit accumulator & index registers
LDX.w #StaticDecryptionKey ; Source
LDY.w #!keyBase ; Target
LDY.w #KeyBase ; Target
LDA.w #$000F ; Length
MVN $307F
@@ -23,65 +20,63 @@ RetrieveValueFromEncryptedTable:
;Returns result in A
PHX : PHY
PHA
LDY $04 : PHY : LDY $06 : PHY : LDY $08 : PHY
LDY $0A : PHY : LDY $0C : PHY : LDY $0E : PHY
LDY.b Scrap04 : PHY : LDY.b Scrap06 : PHY : LDY.b Scrap08 : PHY
LDY.b Scrap0A : PHY : LDY.b Scrap0C : PHY : LDY.b Scrap0E : PHY
AND.w #$FFF8 : TAY
LDA [$00], Y : STA.l !CryptoBuffer : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+2 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+4 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+6
LDA.b [$00], Y : STA.l CryptoBuffer : INY #2
LDA.b [$00], Y : STA.l CryptoBuffer+2 : INY #2
LDA.b [$00], Y : STA.l CryptoBuffer+4 : INY #2
LDA.b [$00], Y : STA.l CryptoBuffer+6
LDA.w #$0002 : STA $04 ;set block size
LDA.w #$0002 : STA.b Scrap04 ;set block size
JSL.l XXTEA_Decode
PLA : STA $0E : PLA : STA $0C : PLA : STA $0A
PLA : STA $08 : PLA : STA $06 : PLA : STA $04
PLA : STA.b Scrap0E : PLA : STA.b Scrap0C : PLA : STA.b Scrap0A
PLA : STA.b Scrap08 : PLA : STA.b Scrap06 : PLA : STA.b Scrap04
PLA : AND.w #$0007 : TAX
LDA.l !CryptoBuffer, X
LDA.l CryptoBuffer, X
PHA
LDA.w #$0000
STA.l !CryptoBuffer
STA.l !CryptoBuffer+2
STA.l !CryptoBuffer+4
STA.l !CryptoBuffer+6
STA.l CryptoBuffer
STA.l CryptoBuffer+2
STA.l CryptoBuffer+4
STA.l CryptoBuffer+6
PLA
PLY : PLX
RTL
;--------------------------------------------------------------------------------
!ChestData = "$01E96C"
!ChestData_Payload = "$1EABC" ; !ChestData+$0150
ChestData = $01E96C
ChestDataPayload = $01EABC ; ChestData+$0150
;--------------------------------------------------------------------------------
GetChestData:
LDA.l IsEncrypted : BNE .encrypted
INC $0E : LDX.w #$FFFD ; what we wrote over
INC.b Scrap0E : LDX.w #$FFFD ; what we wrote over
JML.l Dungeon_OpenKeyedObject_nextChest
.encrypted
INC $0E : LDX.w #$FFFE
INC.b Scrap0E : LDX.w #$FFFE
.nextChest
INX #2 : CPX.w #$0150 : BEQ .couldntFindChest
LDA !ChestData, X : AND.w #$7FFF : CMP $A0 : BNE .nextChest
LDA.l ChestData, X : AND.w #$7FFF : CMP.b $A0 : BNE .nextChest
DEC $0E : BNE .nextChest
DEC.b Scrap0E : BNE .nextChest
LDA $00 : PHA : LDA $02 : PHA
LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
LDA.w #!ChestData_Payload : STA $00
LDA.w #!ChestData_Payload>>16 : STA $02
LDA.w #ChestDataPayload : STA.b Scrap00
LDA.w #ChestDataPayload>>16 : STA.b Scrap02
TXA : LSR
JSL RetrieveValueFromEncryptedTable
STA $0C
STA.b Scrap0C
PLA : STA $02 : PLA : STA $00
PLA : STA.b Scrap02 : PLA : STA.b Scrap00
LDA !ChestData, X : ASL A : BCC .smallChest
LDA.l ChestData, X : ASL A : BCC .smallChest
JML.l Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)

View File

@@ -2,200 +2,139 @@
; Dialog Pointer Override
;--------------------------------------------------------------------------------
DialogOverride:
LDA $7F5035 : BEQ .skip
LDA $7F5700, X ; use alternate buffer
LDA.l AltTextFlag : BEQ .skip
LDA.l DialogBuffer, X ; use alternate buffer
RTL
.skip
LDA $7F1200, X
LDA.l $7F1200, X
RTL
;--------------------------------------------------------------------------------
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5700 - $7F57FF - Dialog Buffer
;--------------------------------------------------------------------------------
ResetDialogPointer:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$00 : STA $7F5035 ; zero out the alternate flag
LDA.b #$1C : STA $1CE9 ; thing we wrote over
STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
LDA.b #$00 : STA.l AltTextFlag ; zero out the alternate flag
LDA.b #$1C : STA.w $1CE9 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;macro LoadDialog(index,table)
; PHA : PHX : PHY
; PHB : PHK : PLB
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA <index> : ASL : !ADD.l <index> : TAX ; get quote offset *3, move to X
; LDA <table>, X : STA $00 ; write pointer to direct page
; LDA <table>+1, X : STA $01
; LDA <table>+2, X : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
;macro LoadDialogAddress(address)
; PHA : PHX : PHY
; PHP
; PHB : PHK : PLB
; SEP #$30 ; set 8-bit accumulator and index registers
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA.b #<address> : STA $00 ; write pointer to direct page
; LDA.b #<address>>>8 : STA $01
; LDA.b #<address>>>16 : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLP
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
!OFFSET_POINTER = "$7F5094"
!OFFSET_RETURN = "$7F5096"
!DIALOG_BUFFER = "$7F5700"
macro LoadDialogAddress(address)
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI ($00)
LDA $02 : PHA
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
PEI.b ($00)
LDA.b Scrap02 : PHA
STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set flag
%CopyDialog(<address>)
PLA : STA $02
PLA : STA.b Scrap02
REP #$20
PLA : STA $00
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
endmacro
;--------------------------------------------------------------------------------
macro CopyDialog(address)
LDA.b #<address> : STA $00 ; write pointer to direct page
LDA.b #<address>>>8 : STA $01
LDA.b #<address>>>16 : STA $02
LDA.b #<address> : STA.b Scrap00 ; write pointer to direct page
LDA.b #<address>>>8 : STA.b Scrap01
LDA.b #<address>>>16 : STA.b Scrap02
%CopyDialogIndirect()
endmacro
;--------------------------------------------------------------------------------
macro CopyDialogIndirect()
REP #$20 : LDA !OFFSET_POINTER : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
REP #$20 : LDA.l DialogOffsetPointer : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
?loop:
LDA [$00], Y ; load the next character from the pointer
STA !DIALOG_BUFFER, X ; write to the buffer
LDA.b [$00], Y ; load the next character from the pointer
STA.l DialogBuffer, X ; write to the buffer
INX : INY
CMP.b #$7F : BNE ?loop
REP #$20 ; set 16-bit accumulator
TXA : INC : STA !OFFSET_RETURN ; copy out X into
LDA.w #$0000 : STA !OFFSET_POINTER
TXA : INC : STA.l DialogReturnPointer ; copy out X into
LDA.w #$0000 : STA.l DialogOffsetPointer
SEP #$20 ; set 8-bit accumulator
endmacro
;--------------------------------------------------------------------------------
LoadDialogAddressIndirect:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set flag
%CopyDialogIndirect()
;%LoadDialogAddress(UncleText)
RTL
;--------------------------------------------------------------------------------
!ITEM_TEMPORARY = "$7F5040"
FreeDungeonItemNotice:
STA !ITEM_TEMPORARY
STA.w ScratchBufferV
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI ($00)
LDA $02 : PHA
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.w ScratchBufferNV : PHA
LDA.w ScratchBufferNV+1 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : JMP .skip : +
LDA #$00 : STA $7F5010 ; initialize scratch
LDA.b #$00 : STA.w ScratchBufferNV ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key
LDA.w ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass
LDA.w ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map
LDA.w ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key
LDA.w ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only
LDA.w ScratchBufferV : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : JMP .skip : ++
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.w ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA
LDA #$01 : STA $7F5010 ; set up a flip for small keys
PLA : AND.b #$0F : STA.w ScratchBufferV : LDA.b #$0F : !SUB.w ScratchBufferV : PHA
LDA.b #$01 : STA.w ScratchBufferNV ; set up a flip for small keys
BRA .dungeon
+
JMP .skip ; it's not something we are going to give a notice for
.dungeon
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA !ITEM_TEMPORARY
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.w ScratchBufferV
AND.b #$0F ; looking at low bits only
STA $7F5011
LDA $7F5010 : BEQ +
LDA $7F5010
LDA #$0F : !SUB $7F5011 : STA $7F5011 ; flip the values for small keys
STA.w ScratchBufferNV+1
LDA.w ScratchBufferNV : BEQ +
LDA.w ScratchBufferNV
LDA.b #$0F : !SUB.w ScratchBufferNV+1 : STA.w ScratchBufferNV+1 ; flip the values for small keys
+
LDA $7F5011
LDA.w ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done
+ : CMP.b #$01 : BNE + ; ...dark world
@@ -231,19 +170,20 @@ FreeDungeonItemNotice:
+
.done
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
STA $7F509F
STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set alternate dialog flag
STA.l $7F509F
;--------------------------------
.skip
PLA : STA $02
REP #$20
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt ; .skip can be here so long as this line remains commented out
PLA : STA.w ScratchBufferNV+1
PLA : STA.w ScratchBufferNV
PLA : STA.b Scrap02
REP #$20
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
@@ -254,7 +194,7 @@ RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
.nomessage
LDA.w #$FFFF
@@ -267,11 +207,11 @@ RTL
;--------------------------------------------------------------------------------
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA BottleContentsOne
ORA BottleContentsTwo : ORA BottleContentsThree : ORA BottleContentsFour : BNE .normal
LDA.l BottleContentsOne
ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
.noInventory
LDA $0D80, X : !ADD #$08 : STA $0D80, X
LDA.w $0D80, X : !ADD #$08 : STA.w $0D80, X
LDA.b #$51
LDY.b #$01
RTL
@@ -286,7 +226,7 @@ DialogGanon1:
LDA.w #$018C
BCC +
LDA.w #$016D
+ STA $1CF0
+ STA.w $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
@@ -322,22 +262,22 @@ DialogGanon2:
+
LDA.w #$016E
++
STA $1CF0
STA.w $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
LDA.w $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA HammerEquipment : BEQ .yesText : BRA .noText
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
;++
.yesText
PLA
@@ -351,15 +291,15 @@ RTL
;--------------------------------------------------------------------------------
DialogBombosTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
LDA.w $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA HammerEquipment : BEQ .yesText : BRA .noText
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
@@ -406,47 +346,47 @@ AgahnimAsksAboutPed:
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode
LDA.b $10 : CMP.b #$0E : BEQ .already_in_text_mode
Sprite_ShowMessageMinimal_Alt:
STZ $11
STZ.b $11
PHX : PHY
PEI ($00)
LDA.b $02 : PHA
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.b #$1C : STA.b $02
LDA.b #$1C : STA.b Scrap02
REP #$30
LDA.w $1CF0 : ASL : TAX
LDA.l $7F71C0, X
STA.b $00
STA.b Scrap00
SEP #$30
LDY.b #$00
LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6E : BNE +
INY : LDA [$00], Y : : BNE +
INY : LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6B : BNE +
INY : LDA [$00], Y : CMP.b #$04 : BNE +
STZ $1CE8
LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$6E : BNE +
INY : LDA.b [Scrap00], Y : : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$6B : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$04 : BNE +
STZ.w $1CE8
JMP .end
+
STZ $0223 ; Otherwise set it so we are in text mode.
STZ $1CD8 ; Initialize the step in the submodule
STZ.w $0223 ; Otherwise set it so we are in text mode.
STZ.w $1CD8 ; Initialize the step in the submodule
; Go to text display mode (as opposed to maps, etc)
LDA.b #$02 : STA $11
LDA.b #$02 : STA.b $11
; Store the current module in the temporary location.
LDA $10 : STA $010C
LDA.b $10 : STA.w $010C
; Switch the main module ($10) to text mode.
LDA.b #$0E : STA $10
LDA.b #$0E : STA.b $10
.end
PLA : STA.b $02
PLA : STA.b $01
PLA : STA.b $00
PLA : STA.b Scrap02
PLA : STA.b Scrap01
PLA : STA.b Scrap00
PLY : PLX
Main_ShowTextMessage_Alt_already_in_text_mode:
@@ -458,15 +398,15 @@ CalculateSignIndex:
; And we do this in a way that will likely give the right value even
; with major glitches.
LDA $8A : ASL A : TAY ;what we wrote over
LDA.b $8A : ASL A : TAY ;what we wrote over
LDA $0712 : BEQ .done ; If a small map, we can skip these calculations.
LDA.w $0712 : BEQ .done ; If a small map, we can skip these calculations.
LDA $21 : AND.w #$0002 : ASL #2 : EOR $8A : AND.w #$0008 : BEQ +
LDA.b $21 : AND.w #$0002 : ASL #2 : EOR $8A : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA $23 : AND.w #$0002 : LSR : EOR $8A : AND.w #$0001 : BEQ +
LDA.b $23 : AND.w #$0002 : LSR : EOR.b $8A : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:

View File

@@ -12,13 +12,6 @@ DoDungeonMapBossIcon:
LDX.w $040C
BMI .cave
; LDA.l DungeonMapIcons
; AND.b #$01
; BNE ++
;
; INC ; so it's not equal to $01
; BRA .cave
; get dungeon boss room
++ REP #$30
LDA.l $8AE817,X
@@ -57,7 +50,7 @@ DoDungeonMapBossIcon:
.match
LDA.b #$80
STA.w $2121
STA.w CGADD
REP #$30
@@ -74,14 +67,14 @@ DoDungeonMapBossIcon:
ASL ; x128 for graphics
ASL
ADC.w #BossMapIconGFX
STA.w $4312
STA.w A1T1L
PHY
LDY.w #32
SEP #$20
-- LDA.l .boss_palettes,X
STA.w $2122
STA.w CGDATA
INX
DEY
BNE --
@@ -94,24 +87,24 @@ DoDungeonMapBossIcon:
SEP #$10
LDA.w #$1801
STA.w $4310
STA.w DMAP1
LDX.b #BossMapIconGFX>>16
STX.w $4314
STX.w A1B1
LDA.w #$A060>>1
STA.w $2116
STA.w VMADDL
LDA.w #$0040
STA.w $4315
STA.w DAS1L
LDX.b #$02
STX.w $420B
STX.w MDMAEN
STA.w $4315
STA.w DAS1L
LDA.w #$A260>>1
STA.w $2116
STA.w VMADDL
STX.w $420B
STX.w MDMAEN
; done
SEP #$30

View File

@@ -1,11 +1,11 @@
NewElderCode:
{
LDA $8A : CMP #$1B : BEQ .newCodeContinue
LDA.b $8A : CMP.b #$1B : BEQ .newCodeContinue
;Restore Jump we can keep the RTL so JML
JML $05F0CD
.newCodeContinue
PHB : PHK : PLB
LDA.b #$07 : STA $0F50, X ;Palette
LDA.b #$07 : STA.w $0F50, X ;Palette
JSR Elder_Draw
JSL Sprite_PlayerCantPassThrough
JSR Elder_Code
@@ -17,12 +17,12 @@ RTL
Elder_Draw:
{
LDA.b #$02 : STA $06 : STZ $07 ;Number of Tiles
LDA.b #$02 : STA.b Scrap06 : STZ.b Scrap07 ;Number of Tiles
LDA $0DC0, X : ASL #04
LDA.w $0DC0, X : ASL #04
ADC.b #.animation_states : STA $08
LDA.b #.animation_states>>8 : ADC.b #$00 : STA $09
ADC.b #.animation_states : STA.b Scrap08
LDA.b #.animation_states>>8 : ADC.b #$00 : STA.b Scrap09
JSL Sprite_DrawMultiple_player_deferred
JSL Sprite_DrawShadowLong
@@ -46,7 +46,7 @@ RTL
LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
.despawn
SEP #$20
STZ $0DD0, X ; despawn self
STZ.w $0DD0, X ; despawn self
RTS
+
SEP #$20

View File

@@ -77,7 +77,7 @@ JML.l Overworld_Entrance_BRANCH_RHO
AllowStartFromSingleEntranceCave:
; 16 Bit A, 16 bit XY
; do not need to preserve A or X or Y
LDA StartingEntrance : AND.w #$00FF ; What we wrote over
LDA.l StartingEntrance : AND.w #$00FF ; What we wrote over
PHA
TAX
LDA.l StartingAreaExitOffset, X
@@ -88,29 +88,29 @@ AllowStartFromSingleEntranceCave:
+
DEC
STA $00
ASL #2 : !ADD $00 : ASL #2 ; mult by 20
STA.b Scrap00
ASL #2 : !ADD Scrap00 : ASL #2 ; mult by 20
TAX
LDA #$0016 : STA $7EC142 ; Cache the main screen designation
LDA.l StartingAreaExitTable+$05, X : STA $7EC144 ; Cache BG1 V scroll
LDA.l StartingAreaExitTable+$07, X : STA $7EC146 ; Cache BG1 H scroll
LDA.w #$0016 : STA $7EC142 ; Cache the main screen designation
LDA.l StartingAreaExitTable+$05, X : STA.l $7EC144 ; Cache BG1 V scroll
LDA.l StartingAreaExitTable+$07, X : STA.l $7EC146 ; Cache BG1 H scroll
LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA $7EC148 ; Cache Link's Y coordinate
LDA.l StartingAreaExitTable+$0B, X : STA $7EC14A ; Cache Link's X coordinate
LDA.l StartingAreaExitTable+$0D, X : STA $7EC150 ; Cache Camera Y coord lower bound.
LDA.l StartingAreaExitTable+$0F, X : STA $7EC152 ; Cache Camera X coord lower bound.
LDA.l StartingAreaExitTable+$03, X : STA $7EC14E ; Cache Link VRAM Location
LDA.l StartingAreaExitTable+$0B, X : STA.l $7EC14A ; Cache Link's X coordinate
LDA.l StartingAreaExitTable+$0D, X : STA.l $7EC150 ; Cache Camera Y coord lower bound.
LDA.l StartingAreaExitTable+$0F, X : STA.l $7EC152 ; Cache Camera X coord lower bound.
LDA.l StartingAreaExitTable+$03, X : STA.l $7EC14E ; Cache Link VRAM Location
; Handle the 2 "unknown" bytes, which control what area of the backgound
; relative to the camera? gets loaded with new tile data as the player moves around
; (because some overworld areas like Kak are too big for a single VRAM tilemap)
LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF
BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend
BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l $7EC16A
LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF
BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend
BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l $7EC16E
LDA.w #$0000 : !SUB.l $7EC16A : STA $7EC16C
@@ -167,7 +167,7 @@ RTL
CheckHole:
LDX.w #$0024
.nextHoleClassic
LDA.b $00 : CMP.l $1BB800, X
LDA.b Scrap00 : CMP.l $1BB800, X
BNE .wrongMap16Classic
LDA.w $040A : CMP.l $1BB826, X
BEQ .matchedHoleClassic
@@ -176,7 +176,7 @@ CheckHole:
LDX.w #$001E
.nextHoleExtra
LDA.b $00 : CMP.l ExtraHole_Map16, X
LDA.b Scrap00 : CMP.l ExtraHole_Map16, X
BNE .wrongMap16Extra
LDA.w $040A : CMP.l ExtraHole_Area, X
BEQ .matchedHoleExtra
@@ -193,7 +193,7 @@ CheckHole:
JML Overworld_Hole_End
;--------------------------------------------------------------------------------
PreventEnterOnBonk:
STA $00 ; part of what we wrote over
STA.b Scrap00 ; part of what we wrote over
LDA.l InvertedMode : AND.w #$00FF : BEQ .done
LDA.l $5D : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
LDA.b $8A : AND.w #$0040 : CMP $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?

View File

@@ -1,13 +1,6 @@
;--------------------------------------------------------------------------------
; OnLoadOW
;--------------------------------------------------------------------------------
;OnLoadMap:
; LDA OverworldEventDataWRAM+$5B ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
OnPrepFileSelect:
LDA $11 : CMP.b #$03 : BNE +
LDA.b #$06 : STA $14 ; thing we wrote over
LDA.b $11 : CMP.b #$03 : BNE +
LDA.b #$06 : STA.b $14 ; thing we wrote over
RTL
+
JSL.l LoadAlphabetTilemap
@@ -22,7 +15,7 @@ OnDrawHud:
JML.l ReturnFromOnDrawHud
;--------------------------------------------------------------------------------
OnDungeonEntrance:
STA $7EC172 ; thing we wrote over
STA.l $7EC172 ; thing we wrote over
JSL MaybeFlagCompassTotalEntrance
RTL
;--------------------------------------------------------------------------------
@@ -40,7 +33,7 @@ OnDungeonExit:
JSL.l SQEGFix
PLP : PLA
STA $040C : STZ $04AC ; thing we wrote over
STA.w $040C : STZ.w $04AC ; thing we wrote over
PHA : PHP
JSL.l HUD_RebuildLong
@@ -51,17 +44,17 @@ RTL
;--------------------------------------------------------------------------------
OnQuit:
JSL.l SQEGFix
LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA $1C ; thing we wrote over
LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA.b $1C ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
PHA
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA InfiniteBombs : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
PLA
JSL.l Link_ReceiveItem
@@ -112,20 +105,19 @@ OnFileCreation:
; Set validity value and do some cleanup. Jump to checksum.
LDA.w #$55AA : STA.l $7003E1
STZ $00
STZ $01
LDX.b $00
STZ.b Scrap00
STZ.b Scrap01
LDX.b Scrap00
LDY.w #$0000
TYA
JML.l InitializeSaveFile_build_checksum
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnFileLoad:
REP #$10 ; set 16 bit index registers
JSL.l EnableForceBlank ; what we wrote over
LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area
LDA.b #$07 : STA.w BG34NBA ; Restore screen 3 to normal tile area
LDA.l FileMarker : BNE +
JSL.l OnNewFile
@@ -136,8 +128,8 @@ OnFileLoad:
JSL.l DoWorldFix
+
JSL.l MasterSwordFollowerClear
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
LDA.l GenericKeys : BEQ +
LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
+
@@ -152,7 +144,6 @@ OnFileLoad:
SEP #$10 ; restore 8 bit index registers
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnNewFile:
PHX : PHP
; reset some values on new file that are otherwise only reset on hard reset
@@ -163,15 +154,13 @@ OnNewFile:
STZ $0CFB ; enemies killed (pull trees)
STZ $0CFC ; times taken damage (pull trees)
STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
LDA #$00 : STA $7EC011 ; mosaic
LDA #$00 : STA.l $7EC011 ; mosaic
JSL InitRNGPointerTable ; boss RNG
PLP : PLX
RTL
;--------------------------------------------------------------------------------
OnInitFileSelect:
; LDA.b #$10 : STA $BC ; init sprite pointer - does nothing unless spriteswap.asm is included
; JSL.l SpriteSwap_SetSprite
LDA.b #$51 : STA $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
LDA.b #$51 : STA.w $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
JSL.l EnableForceBlank
RTL
;--------------------------------------------------------------------------------
@@ -193,7 +182,7 @@ OnLinkDamagedFromPit:
LDA.l AllowAccidentalMajorGlitch
BEQ ++
-- LDA.b #$14 : STA $11 ; thing we wrote over
-- LDA.b #$14 : STA.b $11 ; thing we wrote over
RTL
@@ -206,32 +195,30 @@ OnLinkDamagedFromPitOutdoors:
JML.l OHKOTimer ; make sure this is last
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnOWTransition:
JSL.l FloodGateReset
JSL.l FlipperFlag
JSL.l StatTransitionCounter
PHP
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
PLP
RTL
;--------------------------------------------------------------------------------
!DARK_DUCK_TEMP = "$7F509C"
OnLoadDuckMap:
LDA !DARK_DUCK_TEMP
LDA.l ScratchBufferV
BNE +
INC : STA !DARK_DUCK_TEMP
INC : STA.l ScratchBufferV
JSL OverworldMap_InitGfx : DEC $0200
RTL
+
LDA.b #$00 : STA !DARK_DUCK_TEMP
LDA.b #$00 : STA.l ScratchBufferV
JML OverworldMap_DarkWorldTilemap
;--------------------------------------------------------------------------------
PreItemGet:
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
LDA.b #$01 : STA.l BusyItem ; mark item as busy
RTL
;--------------------------------------------------------------------------------
PostItemGet:
@@ -239,12 +226,12 @@ PostItemGet:
RTL
;--------------------------------------------------------------------------------
PostItemAnimation:
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
LDA.b #$00 : STA.l BusyItem ; mark item as finished
LDA $7F509F : BEQ +
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.l $7F509F : BEQ +
STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
JSL.l Main_ShowTextMessage_Alt
LDA.b #$00 : STA $7F509F
LDA.b #$00 : STA.l $7F509F
+
LDA.w $02E9 : CMP.b #$01 : BNE +
@@ -252,6 +239,6 @@ PostItemAnimation:
JSL.l IncrementChestTurnCounter
+
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
STZ.w $02E9 : LDA.w $0C5E, X ; thing we wrote over to get here
RTL
;--------------------------------------------------------------------------------

View File

@@ -3,7 +3,7 @@ pushtable
table "bsodencode.txt"
; Uncomment this to force a crash to test message
;pushpc : org $008132 : db 0 : pullpc
; pushpc : org $008132 : db 0 : pullpc
;===================================================================================================
@@ -11,29 +11,29 @@ DontUseZSNES:
SEP #$35 ; sets carry and I flag too
LDA.b #$00
STA.l $4200 ; disable NMI and IRQ
STA.l $420C ; disable HDMA
STA.l NMITIMEN ; disable NMI and IRQ
STA.l HDMAEN ; disable HDMA
ROR ; A = 0x80 from carry
STA.l $2100
STA.l $2115
STA.l INIDISP
STA.l VMAIN
; Empty VRAM
LDA.b #AllZeros>>16 : STA.l $4304
LDA.b #AllZeros>>16 : STA.l A1B0
REP #$20
LDA.w #AllZeros
STA.l $4302
STA.l A1T0L
LDA.w #$1809
STA.l $4300
STA.l DMAP0
LDA.w #$0000
STA.l $4305
STA.l DAS0L
LDA.w #$0001
STA.l $420B
STA.l MDMAEN
JSR ConfigurePPUForFailureReport
JSR ConfigureBSODVWF
@@ -43,7 +43,7 @@ DontUseZSNES:
JSR DrawVWFMessage
LDA.w #$0F0F
STA.w $2100
STA.w INIDISP
-- BRA --
@@ -77,29 +77,29 @@ Crashed:
SEP #$35 ; sets carry and I flag too
LDA.b #$00
STA.l $4200 ; disable NMI and IRQ
STA.l $420C ; disable HDMA
STA.l NMITIMEN ; disable NMI and IRQ
STA.l HDMAEN ; disable HDMA
ROR ; A = 0x80 from carry
STA.l $2100
STA.l $2115
STA.l INIDISP
STA.l VMAIN
; Empty VRAM
LDA.b #AllZeros>>16 : STA.l $4304
LDA.b #AllZeros>>16 : STA.l A1B0
REP #$38
LDA.w #AllZeros
STA.l $4302
STA.l A1T0L
LDA.w #$1809
STA.l $4300
STA.l DMAP0
LDA.w #$0000
STA.l $4305
STA.l DAS0L
LDA.w #$0001
STA.l $420B
STA.l MDMAEN
;===================================================================================================
@@ -113,32 +113,32 @@ Crashed:
; stack pointer
LDA.w #$0C38>>1
STA.b $2116
STA.b VMADDL
TSC
XBA
AND.w #$00FF
ORA.w #$0100
STA.b $2118
STA.b VMDATAL
TSC
AND.w #$00FF
ORA.w #$0100
STA.l $2118
STA.l VMDATAL
; game module
LDA.w #$0C78>>1
STA.b $2116
STA.b VMADDL
LDA.l $10
AND.w #$00FF
ORA.w #$0100
STA.b $2118
STA.b VMDATAL
LDA.l $11
AND.w #$00FF
ORA.w #$0100
STA.b $2118
STA.b VMDATAL
;---------------------------------------------------------------------------------------------------
@@ -176,7 +176,7 @@ Crashed:
.next_row
STA.l $7F0004
STA.b $2116
STA.b VMADDL
LDY.w #20
@@ -194,7 +194,7 @@ Crashed:
AND.w #$01FF
.in_stack
STA.b $2118
STA.b VMDATAL
DEX
TXA
@@ -235,7 +235,7 @@ Crashed:
JSR DrawVWFMessage
LDA.w #$0F0F
STA.w $2100
STA.w INIDISP
-- BRA --
@@ -260,11 +260,11 @@ BSODMessage:
;===================================================================================================
DrawVWFMessage:
STA.b $06
STA.b Scrap06
.next
LDA.b ($06)
INC.b $06
LDA.b (Scrap06)
INC.b Scrap06
AND.w #$00FF
CMP.w #$0080
BEQ .done_row
@@ -284,26 +284,26 @@ DrawVWFMessage:
ASL
TAX
LDA.w .row_offset,X
STA.w $2116
STA.w VMADDL
INC.b VWFR
LDA.w #$1800
STA.w $4300
STA.w DMAP0
LDA.w #20*16
STA.w $4305
STA.w DAS0L
LDA.w #$1000
STA.w $4302
STA.w A1T0L
SEP #$20
STZ.w $2115
STZ.w $4304
STZ.w VMAIN
STZ.w A1B0
LDA.b #$01
STA.w $420B
STA.w MDMAEN
REP #$20
@@ -347,7 +347,7 @@ DrawFailureVWFChar:
ASL
ASL
ADC.w #BSODFontGFX
STA.b $08
STA.b Scrap08
LDA.b VWFP
AND.w #$FFF8
@@ -402,23 +402,23 @@ LoadBSODHexFont:
REP #$20
LDA.w #BSODHex
STA.w $4302
STA.w A1T0L
LDA.w #$1801
STA.w $4300
STA.w DMAP0
LDA.w #$1000
STA.w $4305
STA.w DAS0L
LDA.w #$2800
STA.w $2116
STA.w VMADDL
SEP #$20
LDA.b #BSODHex>>16
STA.w $4304
STA.w A1B0
LDA.b #$01
STA.w $420B
STA.w MDMAEN
REP #$30
@@ -437,21 +437,21 @@ ConfigureBSODVWF:
LDX.b #$FF
LDY.b #$7F
STZ.b $2121
STZ.b $2122 : STZ.b $2122
STZ.b CGADD
STZ.b CGDATA : STZ.b CGDATA
STX.b $2122 : STY.b $2122
STX.b CGDATA : STY.b CGDATA
LDA.b #$05
STA.b $2121
STA.b CGADD
LDA.b #$11 : STA.b $2122 : STY.b $2122
LDA.b #$11 : STA.b CGDATA : STY.b CGDATA
LDA.b #$21 : STA.b $2121
STX.b $2122 : STY.b $2122
LDA.b #$21 : STA.b CGADD
STX.b CGDATA : STY.b CGDATA
LDA.b #$25 : STA.b $2121
LDA.b #$11 : STA.b $2122 : STY.b $2122
LDA.b #$25 : STA.b CGADD
LDA.b #$11 : STA.b CGDATA : STY.b CGDATA
REP #$30
@@ -473,14 +473,14 @@ ConfigureBSODVWF:
.start
STA.w $20
STA.b $2116
STA.b VMADDL
PLA
LDY.w #30
.next_char
STA.b $2118
STA.b VMDATAL
INC
DEY
BNE .next_char
@@ -516,29 +516,29 @@ ConfigurePPUForFailureReport:
PHK
PLB
STZ.w $2105 ; BG mode 0
STZ.w $2106 ; no mosaic
STZ.w $2107 ; BG1 tilemap to $0000
STZ.w $212D
STZ.w BGMODE ; BG mode 0
STZ.w MOSAIC ; no mosaic
STZ.w BG1SC ; BG1 tilemap to $0000
STZ.w TS
STZ.w $210D : STZ.w $210D
STZ.w $210E : STZ.w $210E
STZ.w $210F : STZ.w $210F
STZ.w $2110 : STZ.w $2110
STZ.w BG1HOFS : STZ.w BG1HOFS
STZ.w BG1VOFS : STZ.w BG1VOFS
STZ.w BG2HOFS : STZ.w BG2HOFS
STZ.w BG2VOFS : STZ.w BG2VOFS
STZ.w $2123
STZ.w $2131
STZ.w $2133
STZ.w W12SEL
STZ.w CGADSUB
STZ.w SETINI
LDA.b #$04
STA.w $2108 ; BG1 tilemap to $0800
STA.w BG2SC ; BG1 tilemap to $0800
LDA.b #$21
STA.w $210B
STA.w BG12NBA
LDA.b #$03
STA.w $212C
STA.w TM
RTS

View File

@@ -51,11 +51,11 @@ FastCreditsCutsceneScroll:
LDA.w $00E2,Y
CMP.l $0EC308,X ; compare to target
ROL.b $00 ; put carry in here
ROL.b Scrap00 ; put carry in here
LDA.l $0EC348,X ; get movement
BPL ++ ; if positive, leave saved carry alone
INC.b $00 ; otherwise, flip it
++ ROR.b $00 ; recover carry
INC.b Scrap00 ; otherwise, flip it
++ ROR.b Scrap00 ; recover carry
BCC ++ ; scroll if carry not set
LDA.w #$0000

View File

@@ -1,18 +1,17 @@
!ValidKeyLoaded = "$7F509E"
;FS prefix means file_select, since these defines and macros are specific to this screen
!FS_COLOR_BROWN = "$0000" ;(only used for: Shovel, hammer, powder)
!FS_COLOR_RED = "$0400"
!FS_COLOR_YELLOW = "$0800"
!FS_COLOR_BLUE = "$0C00"
!FS_COLOR_GRAY = "$1000" ;(Used to gray out items)
!FS_COLOR_BOOTS = "$1400"
!FS_COLOR_GREEN = "$1800"
!FS_COLOR_BW = "$1C00"
!FS_COLOR_BROWN = $0000 ;(only used for: Shovel, hammer, powder)
!FS_COLOR_RED = $0400
!FS_COLOR_YELLOW = $0800
!FS_COLOR_BLUE = $0C00
!FS_COLOR_GRAY = $1000 ;(Used to gray out items)
!FS_COLOR_BOOTS = $1400
!FS_COLOR_GREEN = $1800
!FS_COLOR_BW = $1C00
!FS_HFLIP = "$4000"
!FS_VFLIP = "$8000"
!FS_HFLIP = $4000
!FS_VFLIP = $8000
macro fs_draw8x8(screenrow,screencol)
;Note due to XKAS's screwy math this formula is misleading.
@@ -109,19 +108,19 @@ JMP DrawItem
DrawPlayerFile:
LDA $1A : AND.w #$0001 : BNE .normal
LDA.b $1A : AND.w #$0001 : BNE .normal
JSR DrawPlayerFileShared
INC $0710 ; Suppress animated tile updates for this frame
; re-enable Stripe Image format upload on this frame
; Value loaded must match what gets set by AltBufferTable
LDA.w #$0161 : STA $1002
LDA.w #$0161 : STA.w $1002
BRA .done
.normal
STZ $0710 ; ensure core animated tile updates are not suppressed
LDA #$FFFF : STA.w $1002 ; Suppress Stripe Image format upload on this frame
LDA.w #$FFFF : STA.w $1002 ; Suppress Stripe Image format upload on this frame
.done
LDA.w #$0004 : STA $02 ; thing we wrote over
LDA.w #$0004 : STA.b Scrap02 ; thing we wrote over
RTL
@@ -132,29 +131,29 @@ DrawPlayerFileShared:
LDA.b #FileSelectItems>>16 : PHA : PLB
REP #$20 ; restore 16 bit accumulator
LDA ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,5)
LDA ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,6)
LDA ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,7)
LDA ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,8)
LDA ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,5)
LDA ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,6)
LDA ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,7)
LDA ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW
LDA.l ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,8)
JSR FileSelectDrawHudBar
; Bow
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA EquipmentSRAM+$00 : AND.w #$00FF : BEQ ++
LDA.l EquipmentSRAM+$00 : AND.w #$00FF : BEQ ++
%fs_drawItem(3,12,FileSelectItems_silver_bow)
BRA .bow_end
++
@@ -327,10 +326,10 @@ DrawPlayerFileShared:
%fs_drawItem(9,26,FileSelectItems_heart_piece_3_of_4)
++
LDA EquipmentSRAM+$0108 : AND.w #$00FF
LDA.l EquipmentSRAM+$0108 : AND.w #$00FF
JSL.l HexToDec
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27)
LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26)
LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27)
; Boots
%fs_drawItemBasic(EquipmentSRAM+$15,3,28,FileSelectItems_boots)
@@ -353,21 +352,21 @@ DrawPlayerFileShared:
%fs_drawItemBasic(EquipmentSRAM+$17,9,28,FileSelectItems_pearl)
; Pendants
LDA EquipmentSRAM+$34 : AND.w #$0004 : BEQ +
LDA.l EquipmentSRAM+$34 : AND.w #$0004 : BEQ +
%fs_drawItem(12,12,FileSelectItems_green_pendant)
BRA ++
+
%fs_drawItem(12,12,FileSelectItems_no_pendant)
++
LDA EquipmentSRAM+$34 : AND.w #$0002 : BEQ +
LDA.l EquipmentSRAM+$34 : AND.w #$0002 : BEQ +
%fs_drawItem(12,14,FileSelectItems_blue_pendant)
BRA ++
+
%fs_drawItem(12,14,FileSelectItems_no_pendant)
++
LDA EquipmentSRAM+$34 : AND.w #$0001 : BEQ +
LDA.l EquipmentSRAM+$34 : AND.w #$0001 : BEQ +
%fs_drawItem(12,16,FileSelectItems_red_pendant)
BRA ++
+
@@ -375,49 +374,49 @@ DrawPlayerFileShared:
++
; Crystals
LDA EquipmentSRAM+$3A : AND.w #$0002 : BEQ +
LDA.l EquipmentSRAM+$3A : AND.w #$0002 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,18)
LDA EquipmentSRAM+$3A : AND.w #$0010 : BEQ +
LDA.l EquipmentSRAM+$3A : AND.w #$0010 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,19)
LDA EquipmentSRAM+$3A : AND.w #$0040 : BEQ +
LDA.l EquipmentSRAM+$3A : AND.w #$0040 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,20)
LDA EquipmentSRAM+$3A : AND.w #$0020 : BEQ +
LDA.l EquipmentSRAM+$3A : AND.w #$0020 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,21)
LDA EquipmentSRAM+$3A : AND.w #$0004 : BEQ +
LDA.l EquipmentSRAM+$3A : AND.w #$0004 : BEQ +
LDA.w #$0297|!FS_COLOR_RED
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,22)
LDA EquipmentSRAM+$3A : AND.w #$0001 : BEQ +
LDA.l EquipmentSRAM+$3A : AND.w #$0001 : BEQ +
LDA.w #$0297|!FS_COLOR_RED
BRA ++
+
LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,23)
LDA EquipmentSRAM+$3A : AND.w #$0008 : BEQ +
LDA.l EquipmentSRAM+$3A : AND.w #$0008 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE
BRA ++
+
@@ -558,104 +557,103 @@ FileSelectItems:
;--------------------------------------------------------------------------------
FileSelectDrawHudBar:
LDA #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA EquipmentSRAM+$22
LDA.w #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA.l DisplayRupeesSRAM
JSL.l HexToDec
LDA $7F5004 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9)
LDA $7F5005 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10)
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12)
LDA.l $7F5004 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9)
LDA.l $7F5005 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10)
LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11)
LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12)
LDA #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA EquipmentSRAM+$03 : AND.w #$00FF
LDA.w #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA.l BombsEquipmentSRAM : AND.w #$00FF
JSL.l HexToDec
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15)
LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14)
LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15)
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
LDA.w #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
BRA ++
+
LDA #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
LDA.w #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
++
LDA EquipmentSRAM+$37 : AND.w #$00FF
LDA.l CurrentArrowsSRAM : AND.w #$00FF
JSL.l HexToDec
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18)
LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17)
LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18)
RTS
;--------------------------------------------------------------------------------
AltBufferTable:
LDA.b #$02 : STA $210c ; Have Screen 3 use same tile area as screens 1
LDA.b #$02 : STA.w BG34NBA ; Have Screen 3 use same tile area as screens 1
.noScreen3Change
REP #$20
LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header)
;fill with the blank character
LDA.w #$0188
-
STA $1000, X
STA.w $1000, X
DEX : DEX : BNE -
; set vram offsets
LDA.w #$0161 : STA $1002 ;file 1 top row
LDA.w #$2161 : STA $1042 ;file 1 bottom row
LDA.w #$0161 : STA.w $1002 ;file 1 top row
LDA.w #$2161 : STA.w $1042 ;file 1 bottom row
LDA.w #$4161 : STA.w $1082 ;gap row top
LDA.w #$6161 : STA.w $10C2 ;gap row bottom
LDA.w #$8161 : STA.w $1102 ;file 2 top row
LDA.w #$A161 : STA.w $1142 ;file 2 bottom row
LDA.w #$C161 : STA.w $1182 ;gap row top
LDA.w #$E161 : STA.w $11c2 ;gap row bottom
LDA.w #$0162 : STA.w $1202 ;file 3 top row
LDA.w #$2162 : STA.w $1242 ;file 3 bottom row
LDA.w #$4162 : STA.w $1282 ;extra gap row top
LDA.w #$6162 : STA.w $12c2 ;extra gap row bottom
LDA.w #$4161 : STA $1082 ;gap row top
LDA.w #$6161 : STA $10C2 ;gap row bottom
LDA.w #$8161 : STA $1102 ;file 2 top row
LDA.w #$A161 : STA $1142 ;file 2 bottom row
LDA.w #$C161 : STA $1182 ;gap row top
LDA.w #$E161 : STA $11c2 ;gap row bottom
LDA.w #$0162 : STA $1202 ;file 3 top row
LDA.w #$2162 : STA $1242 ;file 3 bottom row
LDA.w #$4162 : STA $1282 ;extra gap row top
LDA.w #$6162 : STA $12c2 ;extra gap row bottom
LDA.w #$8162 : STA $1302 ;extra gap row top
LDA.w #$A162 : STA $1342 ;extra gap row bottom
LDA.w #$C162 : STA $1382 ;extra gap row top
LDA.w #$E162 : STA $13C2 ;extra gap row bottom
LDA.w #$8162 : STA.w $1302 ;extra gap row top
LDA.w #$A162 : STA.w $1342 ;extra gap row bottom
LDA.w #$C162 : STA.w $1382 ;extra gap row top
LDA.w #$E162 : STA.w $13C2 ;extra gap row bottom
; set lengths
LDA.w #$3B00
STA $1004 ;file 1 top row
STA $1044 ;file 1 bottom row
STA $1084 ;gap row top
STA $10C4 ;gap row bottom
STA $1104 ;file 2 top row
STA $1144 ;file 2 bottom row
STA $1184 ;gap row top
STA $11C4 ;gap row bottom
STA $1204 ;file 3 top row
STA $1244 ;file 3 bottom row
STA $1284 ;extra gap row top
STA $12C4 ;extra gap row bottom
STA $1304 ;extra gap row top
STA $1344 ;extra gap row bottom
STA $1384 ;extra gap row top
STA $13C4 ;extra gap row bottom
STA.w $1004 ;file 1 top row
STA.w $1044 ;file 1 bottom row
STA.w $1084 ;gap row top
STA.w $10C4 ;gap row bottom
STA.w $1104 ;file 2 top row
STA.w $1144 ;file 2 bottom row
STA.w $1184 ;gap row top
STA.w $11C4 ;gap row bottom
STA.w $1204 ;file 3 top row
STA.w $1244 ;file 3 bottom row
STA.w $1284 ;extra gap row top
STA.w $12C4 ;extra gap row bottom
STA.w $1304 ;extra gap row top
STA.w $1344 ;extra gap row bottom
STA.w $1384 ;extra gap row top
STA.w $13C4 ;extra gap row bottom
; Set last packet marker
LDA.w #$00FF : STA $1402
LDA.w #$00FF : STA.w $1402
; Draw Unlock option if applicable
LDA $10 : AND.w #$00FF : CMP.w #$0001 : BNE +
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
AND.w #$00FF : BNE +
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
+
SEP #$20
LDA.b $10 : AND.w #$00FF : CMP.w #$0001 : BNE +
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
AND.w #$00FF : BNE +
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
+
SEP #$20
RTL
;--------------------------------------------------------------------------------
@@ -663,29 +661,29 @@ AltBufferTable_credits:
JSL AltBufferTable_noScreen3Change
REP #$20
LDA.w #$6168 : STA $1002 ;file 1 top row
LDA.w #$8168 : STA $1042 ;file 1 bottom row
LDA.w #$6168 : STA.w $1002 ;file 1 top row
LDA.w #$8168 : STA.w $1042 ;file 1 bottom row
LDA.w #$A168 : STA.w $1082 ;gap row top
LDA.w #$C168 : STA.w $10C2 ;gap row bottom
LDA.w #$E168 : STA.w $1102 ;file 2 top row
LDA.w #$0169 : STA.w $1142 ;file 2 bottom row
LDA.w #$2169 : STA.w $1182 ;gap row top
LDA.w #$4169 : STA.w $11c2 ;gap row bottom
LDA.w #$6169 : STA.w $1202 ;file 3 top row
LDA.w #$8169 : STA.w $1242 ;file 3 bottom row
LDA.w #$A169 : STA.w $1282 ;extra gap row top
LDA.w #$C169 : STA.w $12c2 ;extra gap row bottom
LDA.w #$A168 : STA $1082 ;gap row top
LDA.w #$C168 : STA $10C2 ;gap row bottom
LDA.w #$E168 : STA $1102 ;file 2 top row
LDA.w #$0169 : STA $1142 ;file 2 bottom row
LDA.w #$2169 : STA $1182 ;gap row top
LDA.w #$4169 : STA $11c2 ;gap row bottom
LDA.w #$6169 : STA $1202 ;file 3 top row
LDA.w #$8169 : STA $1242 ;file 3 bottom row
LDA.w #$A169 : STA $1282 ;extra gap row top
LDA.w #$C169 : STA $12c2 ;extra gap row bottom
LDA.w #$E169 : STA $1302 ;extra gap row top
LDA.w #$016A : STA $1342 ;extra gap row bottom
LDA.w #$216A : STA $1382 ;extra gap row top
LDA.w #$416A : STA $13C2 ;extra gap row bottom
LDA.w #$E169 : STA.w $1302 ;extra gap row top
LDA.w #$016A : STA.w $1342 ;extra gap row bottom
LDA.w #$216A : STA.w $1382 ;extra gap row top
LDA.w #$416A : STA.w $13C2 ;extra gap row bottom
SEP #$20
RTL
@@ -718,47 +716,47 @@ RTL
;--------------------------------------------------------------------------------
LoadFullItemTiles:
PHA : PHX
LDA $4300 : PHA ; preserve DMA parameters
LDA $4301 : PHA ; preserve DMA parameters
LDA $4302 : PHA ; preserve DMA parameters
LDA $4303 : PHA ; preserve DMA parameters
LDA $4304 : PHA ; preserve DMA parameters
LDA $4305 : PHA ; preserve DMA parameters
LDA $4306 : PHA ; preserve DMA parameters
LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w A1T0H : PHA ; preserve DMA parameters
LDA.w A1B0 : PHA ; preserve DMA parameters
LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w DAS0H : PHA ; preserve DMA parameters
;--------------------------------------------------------------------------------
LDA.b #$80 : STA $2115 ; write read increment on $2119
LDA.b #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA.b #$18 : STA $4301 ; set bus B destination to VRAM register
LDA.b #$80 : STA.w VMAIN ; write read increment on $2119
LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register
LDA.b #$00 : STA $2116 ; write VRAM destination address
LDA.b #$30 : STA $2117 ; write VRAM destination address
LDA.b #$00 : STA.w VMADDL ; write VRAM destination address
LDA.b #$30 : STA.w VMADDH ; write VRAM destination address
LDA.b #$31 : STA $4304 ; set bus A source bank
LDA.b #FileSelectNewGraphics : STA $4302 ; set bus A source address to ROM
LDA.b #FileSelectNewGraphics>>8 : STA $4303 ; set bus A source address to ROM
LDA.b #$31 : STA.w A1B0 ; set bus A source bank
LDA.b #FileSelectNewGraphics : STA.w A1T0L ; set bus A source address to ROM
LDA.b #FileSelectNewGraphics>>8 : STA.w A1T0H ; set bus A source address to ROM
LDA $2100 : PHA : LDA.b #$80 : STA $2100 ; save screen state & turn screen off
LDA.w INIDISP : PHA : LDA.b #$80 : STA.w INIDISP ; save screen state & turn screen off
STZ $4305 : LDA.b #$10 : STA $4306 ; set transfer size to 0x1000
LDA #$01 : STA $420B ; begin DMA transfer
STZ.w DAS0L : LDA.b #$10 : STA.w DAS0H ; set transfer size to 0x1000
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
PLA : STA $2100 ; put screen back however it was before
PLA : STA.w INIDISP ; put screen back however it was before
;--------------------------------------------------------------------------------
PLA : STA $4306 ; restore DMA parameters
PLA : STA $4305 ; restore DMA parameters
PLA : STA $4304 ; restore DMA parameters
PLA : STA $4303 ; restore DMA parameters
PLA : STA $4302 ; restore DMA parameters
PLA : STA $4301 ; restore DMA parameters
PLA : STA $4300 ; restore DMA parameters
PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w DMAP0 ; restore DMA parameters
PLX : PLA
RTL
;--------------------------------------------------------------------------------
SetFileSelectPalette:
LDA $10 : CMP.b #$04 : BNE +
LDA.b $10 : CMP.b #$04 : BNE +
; load the vanilla file select screen BG3 palette for naming screen
LDA.b #$01 : STA $0AB2
LDA.b #$01 : STA.w $0AB2
JSL.l Palette_Hud
BRA .done
+
@@ -787,16 +785,16 @@ DrawPlayerFile_credits:
; see $6563C for drawing first file name and hearts
REP #$20 ; set 16 bit accumulator
LDA EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW
LDA.l EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,5)
LDA EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW
LDA.l EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,6)
LDA EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW
LDA.l EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,7)
LDA EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW
LDA.l EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,8)
LDA EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA $02
LDA.l EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA.b Scrap02
%fs_LDY_screenpos(0,20)
LDA.w #$028F|!FS_COLOR_RED
LDX.w #$000A
@@ -810,44 +808,45 @@ DrawPlayerFile_credits:
TYA : !ADD.w #$40-$14 : TAY
PLA
+
DEC $02 : BNE .nextHeart
DEC.b Scrap02 : BNE .nextHeart
JSR DrawPlayerFileShared
RTL
;--------------------------------------------------------------------------------
FSCursorUp:
LDA $C8 : BNE +
LDA #$04 ; up from file becomes delete
LDA.b $C8 : BNE +
LDA.b #$04 ; up from file becomes delete
BRA .done
+ : CMP #$03 : BNE +
LDA #$00 ; up from unlock is the file
+ : CMP.b #$03 : BNE +
LDA.b #$00 ; up from unlock is the file
BRA .done
+
LDA.l IsEncrypted : CMP.b #$02 : BNE +
LDA.l !ValidKeyLoaded : BNE +
LDA #$03 ; up from delete is unlock for password protected seeds
LDA.l ValidKeyLoaded : BNE +
LDA.b #$03 ; up from delete is unlock for password protected seeds
BRA .done
+
LDA #$00 ;otherwise up from delete is file
LDA.b #$00 ;otherwise up from delete is file
.done
STA $C8
STA.b $C8
RTL
FSCursorDown:
LDA $C8 : BNE +
LDA.b $C8 : BNE +
LDA.l IsEncrypted : CMP.b #$02 : BNE ++
LDA.l !ValidKeyLoaded : BNE ++
LDA #$03 ; down from file is unlock for password protected seeds
LDA.l ValidKeyLoaded : BNE ++
LDA.b #$03 ; down from file is unlock for password protected seeds
BRA .done
++
LDA #$04 ;otherwise down from file is delete
LDA.b #$04 ;otherwise down from file is delete
BRA .done
+ : CMP #$03 : BNE +
LDA #$04 ; down from unlock is delete
+ : CMP.b #$03 : BNE +
LDA.b #$04 ; down from unlock is delete
BRA .done
+
LDA #$00 ; down from delete is file
LDA.b #$00 ; down from delete is file
.done
STA $C8
STA.b $C8
RTL
;--------------------------------------------------------------------------------
FSSelectFile:
@@ -856,14 +855,14 @@ FSSelectFile:
PHX : PHY
JSL ValidatePassword : BEQ .must_unlock
PLY : PLX
LDA.b #$2C : STA $012E ;file screen selection sound
LDA.b #$2C : STA.w $012E ;file screen selection sound
.normal
LDA.b #$F1 : STA $012C
LDA.b #$F1 : STA.w $012C
JML FSSelectFile_continue
.must_unlock
PLY : PLX
LDA #$03 : STA $C8 ;set cursor to unlock
LDA.b #$3C : STA $012E ; play error sound
LDA.b #$03 : STA.b $C8 ;set cursor to unlock
LDA.b #$3C : STA.w $012E ; play error sound
JML FSSelectFile_return
;--------------------------------------------------------------------------------
MaybeForceFileName:
@@ -873,8 +872,8 @@ MaybeForceFileName:
-
INX : INX
LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X
CPX #$16 : BEQ .done
CPX #$08 : BCS -
CPX.b #$16 : BEQ .done
CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X
BRA -
.done

View File

@@ -3,69 +3,56 @@
;--------------------------------------------------------------------------------
FlipperKill:
PHP
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming
LDA FlippersEquipment : BNE .done ; skip if we have the flippers
LDA $7F5001 : BEQ .done ; skip if we're not marked in danger for softlock
LDA $8A : CMP $7F5098 : BEQ .done ; skip if we're on the same screen we entered the water on
;JSL.l KillFairies ; take away fairies
LDA IgnoreFaeries : ORA.b #$04 : STA IgnoreFaeries
LDA.b $5D : CMP.b #$04 : BNE .done ; skip if we're not swimming
LDA.l FlippersEquipment : BNE .done ; skip if we have the flippers
LDA.l $7F5001 : BEQ .done ; skip if we're not marked in danger for softlock
LDA.b $8A : CMP.l $7F5098 : BEQ .done ; skip if we're on the same screen we entered the water on
LDA.l IgnoreFaeries : ORA.b #$04 : STA.l IgnoreFaeries
LDA.b #$00 : STA CurrentHealth ; kill link
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
.done
PLP
LDA CurrentHealth ; thing we wrote over
LDA.l CurrentHealth ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
IgnoreFairyCheck:
LDX.b #$00 ; thing we wrote over
LDA IgnoreFaeries : BIT.b #$04 : BEQ .normal
LDA.l IgnoreFaeries : BIT.b #$04 : BEQ .normal
AND.b #$FB : STA IgnoreFaeries ; clear ignore fairy flag
AND.b #$FB : STA.l IgnoreFaeries ; clear ignore fairy flag
LDA.b #$F0 ; set check to invalid entry
RTL
.normal
LDA.b #$06 ; set check to fairy
RTL
;--------------------------------------------------------------------------------
;KillFairies:
; LDA BottleContentsOne : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsOne
; + LDA BottleContentsTwo : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsTwo
; + LDA BottleContentsThree : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsThree
; + LDA BottleContentsFour : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsFour
; +
;RTL
;--------------------------------------------------------------------------------
FlipperReset:
JSL $0998E8 ; AddTransitionSplash
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
.done
RTL
;--------------------------------------------------------------------------------
FlipperFlag:
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming
LDA FlippersEquipment : BNE .safe ; skip if we have the flippers
LDA #$01 : STA $7F5001 ; mark fake flipper softlock as possible
LDA.b $5D : CMP.b #$04 : BNE .done ; skip if we're not swimming
LDA.l FlippersEquipment : BNE .safe ; skip if we have the flippers
LDA.b #$01 : STA.l $7F5001 ; mark fake flipper softlock as possible
BRA .done
.safe
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
.done
RTL
;--------------------------------------------------------------------------------
RegisterWaterEntryScreen:
PHA
LDA $8A : STA $7F5098 ; store ow index
LDA.b $8A : STA.l $7F5098 ; store ow index
PLA
RTL
;--------------------------------------------------------------------------------
MysteryWaterFunction: ; *$3AE54 ALTERNATE ENTRY POINT
LDA.b #$20 : STA $02E2
STZ $037B
STZ $55
STZ $0360
STZ.w $037B
STZ.b $55
STZ.w $0360
RTL
;--------------------------------------------------------------------------------
@@ -88,11 +75,11 @@ protectff:
ASL
ASL
ASL
STA.b $06
STA.b Scrap06
LDA.b $22
AND.w #$1E00
ORA.b $06
ORA.b Scrap06
XBA
LSR

View File

@@ -8,14 +8,14 @@ FrameHookAction:
SEP #$20
LDA StatsLocked : BNE ++
LDA.l StatsLocked : BNE ++
REP #$20 ; set 16-bit accumulator
LDA LoopFrames : INC : STA LoopFrames : BNE +
LDA LoopFrames+2 : INC : STA LoopFrames+2
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+
LDA $10 : CMP.w #$010E : BNE + ; move this to nmi hook?
LDA MenuFrames : INC : STA MenuFrames : BNE +
LDA MenuFrames+2 : INC : STA MenuFrames+2
LDA.l $10 : CMP.w #$010E : BNE + ; move this to nmi hook?
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE +
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
+
++
REP #$30 : PLA : PLP
@@ -24,36 +24,35 @@ RTL
NMIHookAction:
PHA : PHX : PHY : PHD ; thing we wrote over, push stuff
LDA StatsLocked : AND.w #$00FF : BNE ++
LDA NMIFrames : INC : STA NMIFrames : BNE +
LDA NMIFrames+2 : INC : STA NMIFrames+2
LDA.l StatsLocked : AND.w #$00FF : BNE ++
LDA.l NMIFrames : INC : STA.l NMIFrames : BNE +
LDA.l NMIFrames+2 : INC : STA.l NMIFrames+2
+
++
JML.l NMIHookReturn
;--------------------------------------------------------------------------------
!NMI_AUX = "$7F5044"
PostNMIHookAction:
LDA !NMI_AUX : BEQ +
LDA $00 : PHA ; preserve DP ram
LDA $01 : PHA
LDA $02 : PHA
LDA.l NMIAux : BEQ +
LDA.b Scrap00 : PHA ; preserve DP ram
LDA.b Scrap01 : PHA
LDA.b Scrap02 : PHA
LDA !NMI_AUX+2 : STA $02 ; set up jump pointer
LDA !NMI_AUX+1 : STA $01
LDA !NMI_AUX+0 : STA $00
LDA.l NMIAux+2 : STA.b Scrap02 ; set up jump pointer
LDA.l NMIAux+1 : STA.b Scrap01
LDA.l NMIAux+0 : STA.b Scrap00
PHK : PER .return-1 ; push stack for RTL return
JMP [$0000]
.return
LDA.b #$00 : STA !NMI_AUX ; zero bank byte of NMI hook pointer
LDA.b #$00 : STA.l NMIAux ; zero bank byte of NMI hook pointer
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLA : STA.b Scrap02
PLA : STA.b Scrap01
PLA : STA.b Scrap00
+
LDA $13 : STA $2100 ; thing we wrote over, turn screen back on
LDA.b $13 : STA.w INIDISP ; thing we wrote over, turn screen back on
JML.l PostNMIHookReturn
;--------------------------------------------------------------------------------

View File

@@ -1,16 +0,0 @@
;================================================================================
; Ganon Fixes
;================================================================================
;--------------------------------------------------------------------------------
; GanonWarpRNG
; out: Accumulator - #$00 or #01 randomly, with no repeated #$01s
;--------------------------------------------------------------------------------
;GanonWarpRNG:
; JSL GetRandomInt : AND.b #$01 : BEQ .zero
; LDA !GANON_WARP_CHAIN : EOR #$01 : STA !GANON_WARP_CHAIN
;RTL
; .zero
; STA !GANON_WARP_CHAIN
;RTL
;--------------------------------------------------------------------------------

View File

@@ -1,21 +1,14 @@
;--------------------------------------------------------------------------------
; $7F5010 - Scratch Space (Callee Preserved)
;--------------------------------------------------------------------------------
!GOAL_DRAW_ADDRESS = "$7EC72A"
;--------------------------------------------------------------------------------
; DrawGoalIndicator moved to newhud.asm
;--------------------------------------------------------------------------------
GoalItemGanonCheck:
LDA $0E20, X : CMP.b #$D6 : BNE .success ; skip if not ganon
LDA.w $0E20, X : CMP.b #$D6 : BNE .success ; skip if not ganon
JSL.l CheckGanonVulnerability
BCS .success
.fail
LDA $0D80, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
LDA.w $0D80, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
LDA.b #$00
RTL
.success
LDA $44 : CMP.b #$80 ; thing we wrote over
LDA.b $44 : CMP.b #$80 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;Carry clear = ganon invincible
@@ -182,7 +175,7 @@ CheckForCrystalBossesDefeated:
REP #$30
; count of number of bosses killed
STZ.b $00
STZ.b Scrap00
LDY.w #10
@@ -202,7 +195,7 @@ CheckForCrystalBossesDefeated:
AND.w #$0800
BEQ ++
INC.b $00
INC.b Scrap00
++ DEY
BPL .next_check
@@ -210,7 +203,7 @@ CheckForCrystalBossesDefeated:
SEP #$30
PLY : PLX : PLB
LDA.b $00 : CMP.l NumberOfCrystalsRequiredForGanon
LDA.b Scrap00 : CMP.l NumberOfCrystalsRequiredForGanon
RTS

View File

@@ -3,22 +3,22 @@
;================================================================================
CalculateSpikeFloorDamage:
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #279
SEP #$20 ; set 8-bit accumulator
BNE +
LDA.l ByrnaCaveSpikeDamage
STA $0373
STA.w $0373
RTL
+
LDA $D055, Y
STA $0373
LDA.w $D055, Y
STA.w $0373
RTL
;--------------------------------------------------------------------------------
CalculateByrnaUsage:
LDA $1B : BEQ ++
LDA.b $1B : BEQ ++
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #95 : BEQ + ; Ice Palace Spike Room
CMP.w #172 : BEQ + ; Blind Boss Room
CMP.w #179 : BEQ + ; Room in Misery Mire
@@ -29,16 +29,16 @@ CalculateByrnaUsage:
+
SEP #$20 ; set 8-bit accumulator
PHX : TYX
LDA.l HardModeExclusionCaneOfByrnaUsage, X : STA $00
LDA.l HardModeExclusionCaneOfByrnaUsage, X : STA.b Scrap00
PLX
++
LDA CurrentMagic ; thing we wrote over
LDA.l CurrentMagic ; thing we wrote over
JML IncrementMagicUseCounterByrna
;--------------------------------------------------------------------------------
CalculateCapeUsage:
LDA $1B : BEQ ++
LDA.b $1B : BEQ ++
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #95 : BEQ + ; Ice Palace Spike Room
CMP.w #179 : BEQ + ; Room in Misery Mire
CMP.w #213 : BEQ + ; Laser Bridge
@@ -48,15 +48,15 @@ CalculateCapeUsage:
+
SEP #$20 ; set 8-bit accumulator
PHX : TYX
LDA.l HardModeExclusionCapeUsage, X : STA $4C ; set cape decrement timer
LDA.l HardModeExclusionCapeUsage, X : STA.b $4C ; set cape decrement timer
PLX
++
JML IncrementMagicUseCounterOne
;--------------------------------------------------------------------------------
ActivateInvulnerabilityOrDont:
LDA $1B : BEQ .nowhere_special
LDA.b $1B : BEQ .nowhere_special
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #95 : BEQ .somewhere_cool ; Ice Palace Spike Room
CMP.w #179 : BEQ .somewhere_cool ; Room in Misery Mire
CMP.w #213 : BEQ .somewhere_cool ; Laser Bridge
@@ -66,9 +66,9 @@ ActivateInvulnerabilityOrDont:
BRA .nowhere_special
.somewhere_cool
SEP #$20 ; set 8-bit accumulator
LDA.b #$01 : STA $037B : RTL
LDA.b #$01 : STA.w $037B : RTL
.nowhere_special
LDA.l ByrnaInvulnerability : STA $037B
LDA.l ByrnaInvulnerability : STA.w $037B
RTL
;--------------------------------------------------------------------------------
GetItemDamageValue:
@@ -95,17 +95,17 @@ RTL
;Argument : A = id we want to find return 00 if none found, 01 if found
SearchAncilla:
{
STA $05
STA.b Scrap05
PHX
LDX #$00
.loop
LDA $0C4A, X
LDA.w $0C4A, X
INX : CPX #$0A : BEQ .notFound
CMP $05 : BNE .loop
LDA #$01
CMP Scrap05 : BNE .loop
LDA.b #$01
BRA .return
.notFound
LDA #$00
LDA.b #$00
.return
PLX
RTS

View File

@@ -1,41 +1,39 @@
;--------------------------------------------------------------------------------
;Hash Alphabet
!ALPHA_BOW = "#$0000"
!ALPHA_BOOM = "#$0001"
!ALPHA_HOOK = "#$0002"
!ALPHA_BOMB = "#$0003"
!ALPHA_SHROOM = "#$0004"
!ALPHA_POWDER = "#$0005"
!ALPHA_ROD = "#$0006"
!ALPHA_PENDANT = "#$0007"
!ALPHA_BOMBOS = "#$0008"
!ALPHA_ETHER = "#$0009"
!ALPHA_QUAKE = "#$000A"
!ALPHA_LAMP = "#$000B"
!ALPHA_HAMMER = "#$000C"
!ALPHA_SHOVEL = "#$000D"
!ALPHA_FLUTE = "#$000E"
!ALPHA_NET = "#$000F"
!ALPHA_BOOK = "#$0010"
!ALPHA_BOTTLE = "#$0011"
!ALPHA_POTION = "#$0012"
!ALPHA_CANE = "#$0013"
!ALPHA_CAPE = "#$0014"
!ALPHA_MIRROR = "#$0015"
!ALPHA_BOOTS = "#$0016"
!ALPHA_GLOVES = "#$0017"
!ALPHA_FLIPPERS = "#$0018"
!ALPHA_PEARL = "#$0019"
!ALPHA_SHIELD = "#$001A"
!ALPHA_TUNIC = "#$001B"
!ALPHA_HEART = "#$001C"
!ALPHA_MAP = "#$001D"
!ALPHA_COMPASS = "#$001E"
!ALPHA_KEY = "#$001F"
; Hash Alphabet
; ALPHA_BOW = $0000
; ALPHA_BOOM = $0001
; ALPHA_HOOK = $0002
; ALPHA_BOMB = $0003
; ALPHA_SHROOM = $0004
; ALPHA_POWDER = $0005
; ALPHA_ROD = $0006
; ALPHA_PENDANT = $0007
; ALPHA_BOMBOS = $0008
; ALPHA_ETHER = $0009
; ALPHA_QUAKE = $000A
; ALPHA_LAMP = $000B
; ALPHA_HAMMER = $000C
; ALPHA_SHOVEL = $000D
; ALPHA_FLUTE = $000E
; ALPHA_NET = $000F
; ALPHA_BOOK = $0010
; ALPHA_BOTTLE = $0011
; ALPHA_POTION = $0012
; ALPHA_CANE = $0013
; ALPHA_CAPE = $0014
; ALPHA_MIRROR = $0015
; ALPHA_BOOTS = $0016
; ALPHA_GLOVES = $0017
; ALPHA_FLIPPERS = $0018
; ALPHA_PEARL = $0019
; ALPHA_SHIELD = $001A
; ALPHA_TUNIC = $001B
; ALPHA_HEART = $001C
; ALPHA_MAP = $001D
; ALPHA_COMPASS = $001E
; ALPHA_KEY = $001F
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
!BIGRAM = "$7EC900";
;--------------------------------------------------------------------------------
LoadAlphabetTilemap:
PHB : PHA : PHX : PHY : PHP
@@ -45,9 +43,9 @@ LoadAlphabetTilemap:
LDX.b #$00 : -
LDA.w FileSelect_PlayerSelectText_Top, X
STA !BIGRAM, X
STA.l BigRAM, X
INX #2
CPX #128 : !BLT -
CPX.b #128 : !BLT -
LDY.b #00
LDX.b #$00 : -
@@ -55,12 +53,12 @@ LoadAlphabetTilemap:
AND.w #$001F ; mask to alphabet of 32
ASL #3 : PHY : TAY
LDA.w HashAlphabetTiles,Y : STA !BIGRAM+24, X
LDA.w HashAlphabetTiles+2,Y : STA !BIGRAM+24+2, X
LDA.w HashAlphabetTiles+4,Y : STA !BIGRAM+24+64, X
LDA.w HashAlphabetTiles+6,Y : STA !BIGRAM+24+64+2, X
LDA.w HashAlphabetTiles,Y : STA.l BigRAM+24, X
LDA.w HashAlphabetTiles+2,Y : STA.l BigRAM+24+2, X
LDA.w HashAlphabetTiles+4,Y : STA.l BigRAM+24+64, X
LDA.w HashAlphabetTiles+6,Y : STA.l BigRAM+24+64+2, X
PLY : INX #6 : INY
CPX #25 : !BLT -
CPX.b #25 : !BLT -
SEP #$20 ; 8-bit accumulator
@@ -72,38 +70,38 @@ RTL
;--------------------------------------------------------------------------------
DMAAlphabetTilemap:
PHA : PHX
LDA $4300 : PHA ; preserve DMA parameters
LDA $4301 : PHA ; preserve DMA parameters
LDA $4302 : PHA ; preserve DMA parameters
LDA $4303 : PHA ; preserve DMA parameters
LDA $4304 : PHA ; preserve DMA parameters
LDA $4305 : PHA ; preserve DMA parameters
LDA $4306 : PHA ; preserve DMA parameters
LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w A1T0H : PHA ; preserve DMA parameters
LDA.w A1B0 : PHA ; preserve DMA parameters
LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w DAS0H : PHA ; preserve DMA parameters
;--------------------------------------------------------------------------------
LDA.b #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA.b #$80 : STA $2115 ; write read increment on $2119
LDA.b #$18 : STA $4301 ; set bus B destination to VRAM register
LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA.b #$80 : STA.w VMAIN ; write read increment on $2119
LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register
LDA.b #$60 : STA $2116 ; write VRAM destination address
STA $2117 ; write VRAM destination address
LDA.b #$60 : STA.w VMADDL ; write VRAM destination address
STA.w VMADDH ; write VRAM destination address
LDA.b #!BIGRAM : STA $4302 ; set bus A source address to WRAM
LDA.b #!BIGRAM>>8 : STA $4303 ; set bus A source address to WRAM
LDA.b #!BIGRAM>>16 : STA $4304 ; set bus A source bank
LDA.b #BigRAM : STA.w A1T0L ; set bus A source address to WRAM
LDA.b #BigRAM>>8 : STA.w A1T0H ; set bus A source address to WRAM
LDA.b #BigRAM>>16 : STA.w A1B0 ; set bus A source bank
LDA.b #$80 : STA $4305 : STZ $4306 ; set transfer size to 0x40
LDA.b #$80 : STA.w DAS0L : STZ.w DAS0H ; set transfer size to 0x40
LDA $2100 : PHA : LDA.b #$80 : STA $2100 ; save screen state & turn screen off
LDA #$01 : STA $420B ; begin DMA transfer
PLA : STA $2100 ; put screen back however it was before
LDA.w INIDISP : PHA : LDA.b #$80 : STA.w INIDISP ; save screen state & turn screen off
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
PLA : STA.w INIDISP ; put screen back however it was before
;--------------------------------------------------------------------------------
PLA : STA $4306 ; restore DMA parameters
PLA : STA $4305 ; restore DMA parameters
PLA : STA $4304 ; restore DMA parameters
PLA : STA $4303 ; restore DMA parameters
PLA : STA $4302 ; restore DMA parameters
PLA : STA $4301 ; restore DMA parameters
PLA : STA $4300 ; restore DMA parameters
PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w DMAP0 ; restore DMA parameters
PLX : PLA
RTS
;--------------------------------------------------------------------------------

View File

@@ -1,106 +1,80 @@
;--------------------------------------------------------------------------------
!FSTILE_SPACE = "$0188"
!FSTILE_SPACE = $0188
!FSTILE_BRACKET_OPEN_TOP = "$1D8A"
!FSTILE_BRACKET_OPEN_BOTTOM = "$1D9A"
!FSTILE_BRACKET_OPEN_TOP = $1D8A
!FSTILE_BRACKET_OPEN_BOTTOM = $1D9A
!FSTILE_BRACKET_CLOSE_TOP = "$1D8B"
!FSTILE_BRACKET_CLOSE_BOTTOM = "$1D9B"
!FSTILE_BRACKET_CLOSE_TOP = $1D8B
!FSTILE_BRACKET_CLOSE_BOTTOM = $1D9B
!FSTILE_A_TOP = "$1D4A"
!FSTILE_A_BOTTOM = "$1D5A"
!FSTILE_A_TOP = $1D4A
!FSTILE_A_BOTTOM = $1D5A
!FSTILE_C_TOP = "$1D4C"
!FSTILE_C_BOTTOM = "$1D5C"
!FSTILE_C_TOP = $1D4C
!FSTILE_C_BOTTOM = $1D5C
!FSTILE_D_TOP = "$1D4D"
!FSTILE_D_BOTTOM = "$1D5D"
!FSTILE_D_TOP = $1D4D
!FSTILE_D_BOTTOM = $1D5D
!FSTILE_E_TOP = "$1D4E"
!FSTILE_E_BOTTOM = "$1D5E"
!FSTILE_E_TOP = $1D4E
!FSTILE_E_BOTTOM = $1D5E
!FSTILE_F_TOP = "$1D4F"
!FSTILE_F_BOTTOM = "$1D5F"
!FSTILE_F_TOP = $1D4F
!FSTILE_F_BOTTOM = $1D5F
!FSTILE_H_TOP = "$1D61"
!FSTILE_H_BOTTOM = "$1D71"
!FSTILE_H_TOP = $1D61
!FSTILE_H_BOTTOM = $1D71
!FSTILE_I_TOP = "$1D62"
!FSTILE_I_BOTTOM = "$1D72"
!FSTILE_I_TOP = $1D62
!FSTILE_I_BOTTOM = $1D72
!FSTILE_K_TOP = "$1D64"
!FSTILE_K_BOTTOM = "$1D74"
!FSTILE_K_TOP = $1D64
!FSTILE_K_BOTTOM = $1D74
!FSTILE_L_TOP = "$1D65"
!FSTILE_L_BOTTOM = "$1D75"
!FSTILE_L_TOP = $1D65
!FSTILE_L_BOTTOM = $1D75
!FSTILE_N_TOP = "$1D67"
!FSTILE_N_BOTTOM = "$1D77"
!FSTILE_N_TOP = $1D67
!FSTILE_N_BOTTOM = $1D77
!FSTILE_O_TOP = "$1D68"
!FSTILE_O_BOTTOM = "$1D78"
!FSTILE_O_TOP = $1D68
!FSTILE_O_BOTTOM = $1D78
!FSTILE_P_TOP = "$1D69"
!FSTILE_P_BOTTOM = "$1D79"
!FSTILE_P_TOP = $1D69
!FSTILE_P_BOTTOM = $1D79
!FSTILE_S_TOP = "$1D6C"
!FSTILE_S_BOTTOM = "$1D7C"
!FSTILE_S_TOP = $1D6C
!FSTILE_S_BOTTOM = $1D7C
!FSTILE_T_TOP = "$1D6D"
!FSTILE_T_BOTTOM = "$1D7D"
!FSTILE_T_TOP = $1D6D
!FSTILE_T_BOTTOM = $1D7D
!FSTILE_U_TOP = "$1D6E"
!FSTILE_U_BOTTOM = "$1D7E"
!FSTILE_U_TOP = $1D6E
!FSTILE_U_BOTTOM = $1D7E
!FSTILE_Y_TOP = "$1D82"
!FSTILE_Y_BOTTOM = "$1D92"
!FSTILE_Y_TOP = $1D82
!FSTILE_Y_BOTTOM = $1D92
;--------------------------------------------------------------------------------
org $0CDE60 ; <- 65E60
FileSelect_CopyFile_Top:
db $62, $A5, $00, $15
dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE
;dw !FSTILE_C_TOP, !FSTILE_SPACE, !FSTILE_O_TOP, !FSTILE_SPACE, !FSTILE_P_TOP, !FSTILE_SPACE, !FSTILE_Y_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $1CAC, !FSTILE_SPACE, $1D23, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D04, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D07
;--------------------------------------------------------------------------------
org $0CDE7A ; <- 65E7A
FileSelect_CopyFile_Bottom:
db $62, $C5, $00, $15
dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE
;dw !FSTILE_C_BOTTOM, !FSTILE_SPACE, !FSTILE_O_BOTTOM, !FSTILE_SPACE, !FSTILE_P_BOTTOM, !FSTILE_SPACE, !FSTILE_Y_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $1CBC, !FSTILE_SPACE, $1D33, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D14, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D17
;--------------------------------------------------------------------------------
org $0CDE94 ; <- 65E94
FileSelect_KillFile_Top:
db $63, $25, $00, $19
dw !FSTILE_D_TOP, !FSTILE_E_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_T_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_D_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_T_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_TOP, !FSTILE_SPACE, !FSTILE_I_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_TOP, !FSTILE_SPACE, !FSTILE_I_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, $1D04, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D07
;--------------------------------------------------------------------------------
org $0CDEB2 ; <- 65EB2
FileSelect_KillFile_Bottom:
db $63, $45, $00, $19
dw !FSTILE_D_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_T_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_F_BOTTOM, !FSTILE_I_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_D_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_T_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_BOTTOM, !FSTILE_SPACE, !FSTILE_I_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_BOTTOM, !FSTILE_SPACE, !FSTILE_I_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, $1D14, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D17
;--------------------------------------------------------------------------------
;org $0CDDE8 ; <- 65DE8
;FileSelect_PlayerSelectText_Top:
;db $60, $62, $00, $37
;db $8A, $1D, $88, $01, $69, $1D, $88, $01, $65, $1D, $88, $01, $4A, $1D, $88, $01
;db $82, $1D, $88, $01, $4E, $1D, $88, $01, $6B, $1D, $88, $01, $88, $01, $6C, $1D
;db $88, $01, $4E, $1D, $88, $01, $65, $1D, $88, $01, $4E, $1D, $88, $01, $4C, $1D
;db $88, $01, $6D, $1D, $88, $01, $8B, $1D
;--------------------------------------------------------------------------------
;org $0CDE24 ; <- 65E24
;FileSelect_PlayerSelectText_Bottom:
;db $60, $82, $00, $37
;db $9A, $1D, $88, $01, $79, $1D, $88, $01, $75, $1D, $88, $01, $5A, $1D, $88, $01
;db $92, $1D, $88, $01, $5E, $1D, $88, $01, $7B, $1D, $88, $01, $88, $01, $7C, $1D
;db $88, $01, $5E, $1D, $88, $01, $75, $1D, $88, $01, $5E, $1D, $88, $01, $5C, $1D
;db $88, $01, $7D, $1D, $88, $01, $9B, $1D
;--------------------------------------------------------------------------------
;CopyFile_Header:
org $0CE228 ; <- 66228
dw !FSTILE_BRACKET_OPEN_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_C_TOP, !FSTILE_O_TOP, !FSTILE_P_TOP, !FSTILE_Y_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_BRACKET_CLOSE_TOP
@@ -140,10 +114,8 @@ dw !FSTILE_BRACKET_OPEN_BOTTOM, !FSTILE_SPACE, !FSTILE_D_BOTTOM, !FSTILE_E_BOTTO
;KillFile_Which:
org $0CE04E ; <- 6604E
dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $0D4D, $0D4E, $0D65, $0D4E, $0D6D, $0D4E, !FSTILE_SPACE, $0D80, $0D61, $0D62, $0D4C, $0D61, !FSTILE_SPACE, $0D4F, $0D62, $0D65, $0D4E, $0D86, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
org $0CE084 ; <- 66084
dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $0D5D, $0D5E, $0D75, $0D5E, $0D7D, $0D5E, !FSTILE_SPACE, $0D90, $0D71, $0D72, $0D5C, $0D71, !FSTILE_SPACE, $0D5F, $0D72, $0D75, $0D5E, $0D96, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;KillFile_Execute:
org $0CD328 ; <- 65328

View File

@@ -12,10 +12,10 @@ HeartPieceGet:
.skipLoad
STZ $02E9 ; 0 = Receiving item from an NPC or message
STZ.w $02E9 ; 0 = Receiving item from an NPC or message
CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
LDA HeartPieceQuarter : INC A : AND.b #$03 : STA HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
BRA .giveItem
.notHeart
@@ -46,27 +46,24 @@ HeartContainerGet:
BRA HeartPieceGet_skipLoad
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartPieceGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC .offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l HeartPieceSpritePrep
JMP .done ; don't draw on the init frame
.skipInit
LDA $0E80, X ; Retrieve stored item type
LDA.w $0E80, X ; Retrieve stored item type
.skipLoad
PHA
JSL.l IsNarrowSprite : BCC +
LDA $0E60, X : ORA.b #$20 : STA $0E60, X
LDA.w $0E60, X : ORA.b #$20 : STA.w $0E60, X
+
;LDA $0E60, X : ORA.b #$10 : STA $0E60, X
PLA
JSL.l DrawDynamicTile
@@ -78,18 +75,17 @@ DrawHeartPieceGFX:
PLP
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartContainerGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l HeartContainerSpritePrep
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
.skipInit
LDA $0E80, X ; Retrieve stored item type
LDA.w $0E80, X ; Retrieve stored item type
BRA DrawHeartPieceGFX_skipLoad
;--------------------------------------------------------------------------------
@@ -107,7 +103,7 @@ HeartContainerSound:
RTL
;--------------------------------------------------------------------------------
NormalItemSkipSound:
LDA $0C5E, X ; thing we wrote over
LDA.w $0C5E, X ; thing we wrote over
CPY.b #$20 : BEQ + ; Skip for Crystal
CPY.b #$37 : BEQ + ; Skip for Pendants
@@ -115,7 +111,7 @@ NormalItemSkipSound:
CPY.b #$39 : BEQ +
PHA
JSL.l CheckIfBossRoom
JSL.l CheckIfBossRoom
PLA
RTL
+
@@ -123,58 +119,56 @@ RTL
RTL
;--------------------------------------------------------------------------------
HeartUpgradeSpawnDecision: ; this should return #$00 to make the hp spawn
LDA !FORCE_HEART_SPAWN : BEQ .normal_behavior
LDA.l ForceHeartSpawn : BEQ .normal_behavior
DEC : STA !FORCE_HEART_SPAWN
LDA #$00
DEC : STA.l ForceHeartSpawn
LDA.b #$00
RTL
.normal_behavior
LDA OverworldEventDataWRAM, X
LDA.l OverworldEventDataWRAM, X
RTL
;--------------------------------------------------------------------------------
SaveHeartCollectedStatus:
LDA !SKIP_HEART_SAVE : BEQ .normal_behavior
LDA.l SkipHeartSave : BEQ .normal_behavior
DEC : STA !SKIP_HEART_SAVE
DEC : STA.l SkipHeartSave
RTL
.normal_behavior
LDA OverworldEventDataWRAM, X : ORA.b #$40 : STA OverworldEventDataWRAM, X
LDA.l OverworldEventDataWRAM, X : ORA.b #$40 : STA.l OverworldEventDataWRAM, X
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartPieceSpritePrep:
PHA
LDA ServerRequestMode : BEQ + : : +
LDA.l ServerRequestMode : BEQ + : : +
LDA #$01 : STA !REDRAW
LDA $5D : CMP #$14 : BEQ .skip ; skip if we're mid-mirror
LDA.b #$01 : STA.l RedrawFlag
LDA.b $5D : CMP.b #$14 : BEQ .skip ; skip if we're mid-mirror
LDA #$00 : STA !REDRAW
LDA.b #$00 : STA.l RedrawFlag
JSL.l LoadHeartPieceRoomValue ; load item type
STA $0E80, X ; Store item type
STA.w $0E80, X ; Store item type
JSL.l PrepDynamicTile
.skip
PLA
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartContainerSpritePrep:
PHA
LDA #$00 : STA !REDRAW
LDA.b #$00 : STA.l RedrawFlag
JSL.l LoadHeartContainerRoomValue ; load item type
STA $0E80, X ; Store item type
STA.w $0E80, X ; Store item type
JSL.l PrepDynamicTile
PLA
RTL
;--------------------------------------------------------------------------------
LoadHeartPieceRoomValue:
LDA $1B : BEQ .outdoors ; check if we're indoors or outdoors
LDA.b $1B : BEQ .outdoors ; check if we're indoors or outdoors
.indoors
JSL.l LoadIndoorValue
JMP .done
@@ -183,38 +177,37 @@ LoadHeartPieceRoomValue:
.done
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HPItemReset:
JSL $09AD58 ; GiveRupeeGift - thing we wrote over
PHA : LDA #$01 : STA !REDRAW : PLA
PHA : LDA.b #$01 : STA.l RedrawFlag : PLA
RTL
;--------------------------------------------------------------------------------
MaybeMarkDigSpotCollected:
PHA : PHP
LDA $1B : BNE +
LDA.b $1B : BNE +
REP #$20 ; set 16-bit accumulator
LDA $8A
LDA.b $8A
CMP.w #$2A : BNE +
LDA HasGroveItem : ORA.w #$0001 : STA HasGroveItem
LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
LDA IsEncrypted : BNE ?encrypted
LDA.l IsEncrypted : BNE ?encrypted
LDA.l <ItemLabel>
BRA ?done
?encrypted:
PHX : PHP
REP #$30 ; set 16-bit accumulator & index registers
LDA $00 : PHA : LDA $02 : PHA
LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
LDA.w #<TableLabel> : STA $00
LDA.w #<TableLabel>>>16 : STA $02
LDA.w #<TableLabel> : STA.b Scrap00
LDA.w #<TableLabel>>>16 : STA.b Scrap02
LDA.w #<ItemLabel>-<TableLabel>
JSL RetrieveValueFromEncryptedTable
PLX : STX $02 : PLX : STX $01
PLX : STX.b Scrap02 : PLX : STX.b Scrap01
PLP : PLX
?done:
endmacro
@@ -222,7 +215,7 @@ endmacro
LoadIndoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #225 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Forest_Thieves, HeartPieceIndoorValues)
JMP .done
@@ -233,7 +226,7 @@ LoadIndoorValue:
%GetPossiblyEncryptedItem(HeartPiece_Spectacle_Cave, HeartPieceIndoorValues)
JMP .done
+ CMP.w #283 : BNE +
LDA $22 : XBA : AND.w #$0001 ; figure out where link is
LDA.b $22 : XBA : AND.w #$0001 ; figure out where link is
BNE ++
%GetPossiblyEncryptedItem(HeartPiece_Circle_Bushes, HeartPieceIndoorValues)
JMP .done
@@ -247,7 +240,7 @@ LoadIndoorValue:
%GetPossiblyEncryptedItem(HeartPiece_Smith_Pegs, HeartPieceIndoorValues)
JMP .done
+ CMP.w #135 : BNE +
LDA StandingKey_Hera
LDA.l StandingKey_Hera
JMP .done
+
LDA.w #$0017 ; default to a normal hp
@@ -267,9 +260,9 @@ RTL
LoadOutdoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $8A
LDA.b $8A
CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
LDA.b $22 : CMP.w #1890 : !BLT ++
%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
JMP .done
++
@@ -285,7 +278,7 @@ LoadOutdoorValue:
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
LDA.b $22 : CMP.w #512 : !BGE ++
%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
JMP .done
++
@@ -335,7 +328,7 @@ LoadHeartContainerRoomValue:
LoadBossValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_ArmosKnights, HeartContainerBossValues)
JMP .done
@@ -378,7 +371,7 @@ CheckIfBossRoom:
; Carry set if we're in a boss room, unset otherwise.
;--------------------------------------------------------------------------------
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #200 : BEQ .done
CMP.w #51 : BEQ .done
CMP.w #7 : BEQ .done

169
hooks.asm
View File

@@ -70,8 +70,6 @@ JSL.l OnDungeonEntrance
;================================================================================
; D-Pad Invert
;--------------------------------------------------------------------------------
;org $0083D9 ; <- 3D9 - Bank00.asm : 611 (LDA $4219 : STA $01)
;JSL.l InvertDPad : NOP
org $0083D1 ; <- 3D1 - Bank00.asm (STZ.w JOYPAD - useless instruction here)
JML.l InvertDPad : SKIP 9
InvertDPadReturn:
@@ -361,11 +359,10 @@ JSL.l NewBatInit
org $06EDB5 ;<- 36DBE - Bank06.asm : 4882 (LDA $7F6000, X : STA $02)
JSL.l LookupDamageLevel
;--------------------------------------------------------------------------------
!StalfosBombDamage = "$7F509D"
org $1eab5e ;<- F2B5E - sprite_stalfos_knight.asm : 135 (LDA.b #$00 : STA $7F6918)
STA.l !StalfosBombDamage
org $1eaad6 ;<- F2AB6 - sprite_stalfos_knight.asm : 32 (LDA.b #$02 : STA $7F6918)
STA.l !StalfosBombDamage
org $1EAB5E ;<- F2B5E - sprite_stalfos_knight.asm : 135 (LDA.b #$00 : STA $7F6918)
STA.l StalfosBombDamage
org $1EAAD6 ;<- F2AB6 - sprite_stalfos_knight.asm : 32 (LDA.b #$02 : STA $7F6918)
STA.l StalfosBombDamage
;--------------------------------------------------------------------------------
;================================================================================
@@ -810,10 +807,6 @@ dw $0000, $0002, $0004, $0032, $0004, $0006, $0030
;================================================================================
; Accessibility
;--------------------------------------------------------------------------------
;org $0AC574 ; <- 54574 - Bank0A.asm : 1797 (LDA $0D : STA $0802, X)
;JSL FlipGreenPendant
;NOP #6
;--------------------------------------------------------------------------------
org $02A3F4 ; <- 123F4 - Bank02.asm : 6222 (LDA.b #$72 : BRA .setBrightness)
BRA + : NOP #2 : +
org $02A3FD ; <- 123FD - Bank02.asm : 6233 (LDA.b #$32 : STA $9a)
@@ -874,21 +867,11 @@ db $B1, $C6, $F9, $C9, $C6, $F9 ; data insert - 2 chests, fat fairy room
org $01E97E ; <- E97E ($280016, $250016)
dl $080116, $070116; <- E97E
;--------------------------------------------------------------------------------
;org $06C9BC ; <- 349BC - sprite_ponds.asm : 1066
;org $06C9C0 ; <- 349C0 - sprite_ponds.asm : 1068
;org $06C926 ; <- 34926 - sprite_ponds.asm : 945
;JML.l GetFairySword
;NOP #12
org $06C936 ; <- 34936 - sprite_ponds.asm : 952
PyramidFairy_BRANCH_IOTA:
org $06C948 ; <- 34948 - sprite_ponds.asm : 961
PyramidFairy_BRANCH_GAMMA:
;--------------------------------------------------------------------------------
;org $0EF7BD ; <- 777BD - sprite_ponds.asm : 1890 (LDA $7EF340, X : BMI .invalidValue : BNE VWF_ChangeItemTiles)
;JSL.l ReadInventoryPond
;org $0EF7E4 ; <- 777E4 - sprite_ponds.asm : 1922 (LDA $7EF340, X : BMI .invalidValue : BNE VWF_ChangeItemTiles)
;JSL.l ReadInventoryPond
;--------------------------------------------------------------------------------
org $1EE16E ; <- F616E - sprite_bomb_shop_entity.asm : 73
NOP #8 ; fix bomb shop dialog for dwarfless big bomb
org $068A14 ; <- 30A14 - sprite_prep.asm : 716
@@ -957,9 +940,6 @@ db $03 ; fade out speed. Should be power of 2 minus 1
;================================================================================
; New Items
;--------------------------------------------------------------------------------
;org $07B57B ; <- 3B57B - Bank07.asm : 8523 (BMI .cantOpen)
;NOP #2
;--------------------------------------------------------------------------------
org $07B574 ; <- 3B574 - Bank07.asm : 8519 (LDA.b #$01 : STA $02E9)
JSL.l ChestPrep
NOP #3
@@ -1037,15 +1017,9 @@ LDA.w BottleListExpanded, X
org $09895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X)
LDA.w PotionListExpanded, X
;--------------------------------------------------------------------------------
;org $098A36 ; <- 48A36 - ancilla_init.asm:1432 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72)
;LDA AddReceivedItemExpanded_item_graphics_indices, Y
;--------------------------------------------------------------------------------
org $06D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work
JSL HandleBombAbsorbtion
;--------------------------------------------------------------------------------
;org $09873F ; <- 04873F - ancilla_init.asm : 960 (ADC [$00] : STA [$00] )
;JSL.l AddToStock
;--------------------------------------------------------------------------------
;================================================================================
; Kholdstare Shell Fix
@@ -1061,14 +1035,6 @@ LDA.w #$00B0
;================================================================================
; Potion Refill Fixes
;--------------------------------------------------------------------------------
;org $0DF1B3 ; <- 6F1B3 - headsup_display.asm:492 - (SEP #$30)
;JSL.l RefillMagic
;RTL
;--------------------------------------------------------------------------------
;org $0DF128 ; <- 6F128 - headsup_display.asm:407 - (LDA $7EF36D : CMP $7EF36C : BCC .refillAllHealth)
;JSL.l RefillHealth
;RTL
;--------------------------------------------------------------------------------
org $00F8FB ; <- 78FB - Bank00.asm:8507 - (JSL HUD.RefillHealth : BCC BRANCH_ALPHA)
JSL.l RefillHealth
;--------------------------------------------------------------------------------
@@ -1119,36 +1085,9 @@ db 80 ; BRA
org $05DA81 ; <- 2DA81 - sprite_uncle_and_priest.asm : 65 (BCC .dontHaveMasterSword)
db 80 ; BRA
;--------------------------------------------------------------------------------
;org $05DE1D ; <- 2DE1D - sprite_uncle_and_priest.asm : 725 (LDA.b #$A0 : STA $7EF372)
;JSL.l RefillHealthPlusMagic8bit
;NOP #2
;--------------------------------------------------------------------------------
org $05DEF8 ; <- 2DEF8 - sprite_uncle_and_priest.asm : 917 (LDA.b #$05)
LDA.b #$00
;--------------------------------------------------------------------------------
;org $1EEAB6 ; <- F6AB6 - sprite_old_mountain_man.asm : 338 (LDA.b #$A0 : STA $7EF372)
;JSL.l RefillHealthPlusMagic8bit
;NOP #2
;--------------------------------------------------------------------------------
;org $01E5B2 ; <- E5B8 - lower pot link's house
;db $14 ; fairy
;org $01E5B5 ; <- E5B8 - lower pot link's house
;db $14 ; fairy
;org $01E5B8 ; <- E5B8 - lower pot link's house
;db $0D ; big magic
;--------------------------------------------------------------------------------
;================================================================================
; Ganon's Tower Basement Door Fix
;--------------------------------------------------------------------------------
;org $1FF3F4 ; <- 0FF3F4
;db $00
;--------------------------------------------------------------------------------
; Misery Mire Basement Door Fix
;--------------------------------------------------------------------------------
;org $1FB8E4 ; <- 0FB8E4
;db $00
;--------------------------------------------------------------------------------
;0xFE465 -> 0x1E
org $1FE465
db #$1E
@@ -1208,7 +1147,6 @@ org $0DDF38 ; <- 6DF38 - equipment.asm : 480
JSL.l ProcessMenuButtons
BCC _equipment_497
JMP.w _equipment_544
;NOP #7
ResetEquipment:
JSR.w RestoreNormalMenu ; (short)
RTL
@@ -1217,16 +1155,10 @@ NOP #3
warnpc $0DDF49
org $0DDF49 ; <- 6DF49 - equipment.asm : 497
_equipment_497: ; LDA $F4 : AND.b #$08 : BEQ .notPressingUp - NO BUTTON CAPTURE
;org $0DDF7E ; <- 6DF7E - equipment.asm : 539
org $0DDF88 ; <- 6DF88 - equipment.asm : 544
;org $0DE10E ; <- 6E10E - equipment.asm : 806
_equipment_544:
;--------------------------------------------------------------------------------
org $0DEB98 ; <- 6EB98 - equipment.asm : 1803
;LDA.w #$3C60 : STA $FFBE, Y
;ORA.w #$4000 : STA $FFC4, Y
;ORA.w #$8000 : STA $0084, Y
;EOR.w #$4000 : STA $007E, Y
LDA.w #$3C60 : STA $FFBE, Y
ORA.w #$8000 : STA $007E, Y
ORA.w #$4000 : STA $0084, Y
@@ -1248,9 +1180,6 @@ dw #$2C4F ; (Orig: #$6C78)
org $0DF8A1+6+16 ; red mail tile, lower right
dw #$242F ; (Orig: #$6478)
;--------------------------------------------------------------------------------
;org $0DDE9B ; <- 6DE9B equipment.asm:296 - LDA $0202 : CMP.b #$10 : BNE .notOnBottleMenu (CMP instruction)
;CMP.b #$FF
;--------------------------------------------------------------------------------
org $0DDE9F ; <- 6DE9F equipment.asm:300 - LDA.b #$0A : STA $0200
LDA.b #$04
;--------------------------------------------------------------------------------
@@ -1312,16 +1241,11 @@ NOP #5
org $07A379 ; <- 3A379 - Bank07.asm : 5687
JSL.l SpawnHauntedGroveItem
;--------------------------------------------------------------------------------
org $07A303 ; 3A303 - Bank07.asm : 5622
;JSL.l FixShovelLock
;--------------------------------------------------------------------------------
org $07A3A2 ; 3A3A2 - Bank07.asm : 5720 - JSL DiggingGameGuy_AttemptPrizeSpawn
JSL.l SpawnShovelItem
BRA _Bank07_5726
org $07A3AB ; 3A3AB - Bank07.asm : 5726 - LDA.b #$12 : JSR Player_DoSfx2
_Bank07_5726:
;org $07A381 ; 3A381 - Bank07.asm : 5693 - ORA $035B
;ORA $035B
;--------------------------------------------------------------------------------
org $079A0E ; 39A0E - Bank07.asm : 4117 - JSL HUD.RefreshIconLong
JSL.l Link_ReceiveItem_HUDRefresh
@@ -1358,10 +1282,6 @@ JSL.l ItemCheck_BombosTablet
org $05F285 ; <- 2F285
JSL.l ItemCheck_EtherTablet
;--------------------------------------------------------------------------------
;org $098BCC ; <- 48BCC - ancilla_init.asm : 1679 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72)
;;JSL.l SetTabletItem
;JSL SpawnTabletItem : PLX : PLB : RTL
;--------------------------------------------------------------------------------
org $07859F ; <- 3859F - Bank07.asm : 965 (JSL AddPendantOrCrystal)
JSL SpawnTabletItem
org $07862A ; <- 3862A - Bank07.asm : 1064 (JSL AddPendantOrCrystal)
@@ -1441,9 +1361,6 @@ JSL RNG_Ganon_Extra_Warp
org $1D9488 ; <- E9488 - sprite_ganon.asm
JSL RNG_Ganon
;--------------------------------------------------------------------------------
;org $01EDB2 ; <- EDB2 - Bank01.asm : 14038
;INC $04C4
;--------------------------------------------------------------------------------
org $05A3F4 ; <- 2A3F4 - sprite_lanmola.asm : 112 (JSL GetRandomInt : AND.b #$07 : TAY)
JSL.l RNG_Lanmolas1
org $05A401 ; <- 2A401 - sprite_lanmola.asm : 116 (JSL GetRandomInt : AND.b #$07 : TAY)
@@ -1528,22 +1445,11 @@ ReturnFromOnDrawHud:
SEP #$30
LDX.b #$FF ; vanilla hud code ends with #$FF in X, and it's required for unknown reasons.
;org $0DFD0A ; <- 6FD0A - headsup_display.asm : 900
;STA $7EC766 ; nudge key digit right
;org $0DFD13 ; <- 6FD13 - headsup_display.asm : 905
;STA $7EC726 ; key icon blank
org $0DFC37 ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7)
JSL.l DrawMagicHeader
BRA + : NOP #15 : +
;--------------------------------------------------------------------------------
org $0DFB29 ; <- headsup_display.asm : 688 (LDA.b #$86 : STA $7EC71E)
;LDA.b #$86 : STA $7EC720 ; nudge silver arrow right - remember to update this in newit
;LDA.b #$24 : STA $7EC721
;LDA.b #$87 : STA $7EC722
;LDA.b #$24 : STA $7EC723
JSL.l DrawHUDArrows : BRA +
NOP #18
+
@@ -1653,16 +1559,16 @@ JSL.l EndingMusicWait
; Process music commands in NMI from new location after muting is processed
org $0080DD
dw !REG_MUSIC_CONTROL
dw MusicControl
org $008101
dw !REG_MUSIC_CONTROL
dw MusicControl
org $09F512
dw !REG_MUSIC_CONTROL
dw MusicControl
org $0CF05F
dw !REG_MUSIC_CONTROL
dw MusicControl
;--------------------------------------------------------------------------------
;================================================================================
@@ -1704,9 +1610,6 @@ JSL.l FixAga2Bunny : NOP
org $05DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5)
NOP #6
;--------------------------------------------------------------------------------
;org $0280DD ; <- 100DD - Bank02.asm:298 - (LDA $7EF3C5 : CMP.b #$02 : BCC .indoors)
;JSL.l ForceLinksHouse
;--------------------------------------------------------------------------------
org $05EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL.l EndRainState : NOP #2
;--------------------------------------------------------------------------------
@@ -1745,10 +1648,6 @@ JSL.l HUDRebuildIndoorHole
;================================================================================
; Pendant / Crystal Fixes
;--------------------------------------------------------------------------------
;org $0DE9C8 ; <- 6E9C8 - original check for agahnim 1 being defeated
;;LDA $7EF3CA : CMP.b #$40 ; check for dark world instead
;JSL.l CheckPendantHUD
;NOP #2
;================================================================================
org $098BB0 ; <- 048BB0 - ancilla_init.asm:1663 - (STX $02D8 : JSR AddAncilla)
JSL.l TryToSpawnCrystalUntilSuccess
@@ -1772,15 +1671,6 @@ JSL.l ShowDungeonItems : NOP #5
org $0DEF3B ; <- 6EF3B - equipment.asm:2290 - (LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace)
JSL.l ShowDungeonItems : NOP #5
;================================================================================
org $0DEA5F ; <- 6EA5F - equipment.asm:1679 - (SEP #$30)
;NOP #5
;JMP .skipCrystalInit
;org $0DEAA4 ; <- 6EAA4 - equipment.asm:1706 - (LDA $7EF37A : AND.w #$0001)
;.skipCrystalInit
;================================================================================
org $0DE9D8 ; <- 6E9D8 - equipment.asm:1635 - (LDA $E860, X : STA $12EA, X)
org $0DEA15 ; <- 6EA15 - equipment.asm:1647 - (LDA.w #$13B2 : STA $00)
;================================================================================
org $00F97E ; <- 797E - Bank00.asm:8586 - (LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA)
JSL.l FlipLWDWFlag : NOP #6
;================================================================================
@@ -1796,11 +1686,6 @@ LDA CrystalPendantFlags_2, X
;Kill enemy to clear level
org $01C715 ; <- C715 - Bank01.asm:10358 - (LDA $7EF3CA : BNE .inDarkWorld)
LDA CrystalPendantFlags_2, X
;JSL.l GetPendantCrystalWorld
;================================================================================
;org $0AC5C3 ; <- 545C3 - Bank0A.asm:1859 - (LDA $7EF374 : AND $0AC5A6, X : BEQ .fail)
;NOP #10
;CLC
;================================================================================
org $0AC5BB ; < 545BB - Bank0A.asm:1856 - (LDA $7EF3C7 : CMP.b #$03 : BNE .fail)
JSL.l OverworldMap_CheckObject : RTS
@@ -1878,8 +1763,6 @@ JSL.l GetMapMode
;================================================================================
org $0AC012 ; <- 54012 - Bank0A.asm:1039 (LDA $7EF2DB : AND.b #$20 : BNE BRANCH_DELTA)
NOP #8
;org $0AC012 ; <- 54012 - Bank0A.asm:1039 - (LDA $7EF2DB)
;JSL.l OnLoadMap
;================================================================================
org $028B8F ; <- 10B8F - Bank02.asm:2236 (LDA $7EF374 : LSR A : BCS BRANCH_BETA)
JSL CheckHeraBossDefeated : BNE + : NOP
@@ -1987,9 +1870,7 @@ org $1ECD39
SkipCrystalPalette:
;--------------------------------------------------------------------------------
org $08C3FD ; <- 443FD - ancilla_receive_item.asm : 89
!MS_GOT = "$7F5031"
LDA #$40 : STA !MS_GOT
;;NOP #6 ; don't set master sword follower
LDA.b #$40 : STA.l MSReceived
;--------------------------------------------------------------------------------
org $08C5E5 ; <- 445ED - ancilla_receive_item.asm:395 (LDA .item_messages, Y : CMP.w #$FFFF : BEQ .handleGraphics)
JSL.l DialogItemReceive : NOP #2
@@ -2065,9 +1946,6 @@ JSL.l OnPlayerDead
JSL.l IncrementDeathCounter
NOP #6
;--------------------------------------------------------------------------------
;org $02D61A ; <- 1561A
;LDA.b #$01 : STA $1B ; fix something i wrote over i shouldn't have
;--------------------------------------------------------------------------------
org $1ED379 ; <- F5379 - sprite_agahnim.asm:75 - JSL PrepDungeonExit
JSL FixAgahnimFollowers
;================================================================================
@@ -2141,8 +2019,6 @@ FluteBoy_Abort:
RTS
FluteBoy_Continue:
;org $1E9968 ; <- F1968 - sprite_flute_boy_ostrich.asm : 14 (dw FluteBoyOstrich_Chillin)
;dw #$9991 ; FluteBoyOstrich_RunAway
;--------------------------------------------------------------------------------
org $06B0C9 ; <- 330C9
JSL.l ItemSet_TreeKid
@@ -2174,9 +2050,6 @@ LDA.b #$FF
org $1DDF81 ; <- EDF81 - sprite_great_catfish.asm : 61
JSL.l DrawThrownItem
;--------------------------------------------------------------------------------
;org $1DE1B0 ; <- EE1B0 - sprite_great_catfish.asm : 461
;NOP #2
;--------------------------------------------------------------------------------
org $05EE53 ; <- 2EE53 - mushroom.asm : 22
JSL.l ItemCheck_Mushroom
NOP #2
@@ -2193,22 +2066,10 @@ CMP.b #$20
org $1DDF71 ; <- EDF71 - sprite_great_catfish.asm : 47
JSL.l MarkThrownItem
;--------------------------------------------------------------------------------
;org $05F65D ; <- 2F65D - DONE IN INVENTORY
;JSL.l ItemSet_Powder
;NOP #2
;--------------------------------------------------------------------------------
;JSL.l ItemCheck_RupeeNPC
;--------------------------------------------------------------------------------
;JSL.l ItemSet_RupeeNPC
;--------------------------------------------------------------------------------
;org $08D01B ; PC 0x4501B - ancilla_flute.asm - 55
;JSL.l ItemSet_Flute
;--------------------------------------------------------------------------------
org $05FAFF ; <- 2FAFF - sprite_mad_batter.asm:57 (LDA $7EF37B : CMP.b #$01 : BCS .magic_already_doubled)
JSL.l ItemCheck_MagicBat : BEQ + : RTS : NOP : +
;================================================================================
;================================================================================
; Boss Hearts
;--------------------------------------------------------------------------------
@@ -2265,8 +2126,8 @@ NOP #6
; Fake Flippers Softlock Fix + General Damage Hooks
;--------------------------------------------------------------------------------
org $078091 ; <- 38091 - Bank07.asm:138 (LDA $037B : BNE .linkNotDamaged)
LDA $0373 : STA $00 : STZ $0373 ; store and zero damage
LDA $037B : BNE LinkDamaged_linkNotDamaged ; skip if immune
LDA.w $0373 : STA.b Scrap00 : STZ.w $0373 ; store and zero damage
LDA.w $037B : BNE LinkDamaged_linkNotDamaged ; skip if immune
;--------------------------------------------------------------------------------
org $0780C6 ; <- 380C6 - Bank07.asm:174 (LDA $7EF36D)
JSL.l OnLinkDamaged
@@ -2542,7 +2403,7 @@ Overworld_Entrance_BRANCH_RHO: ; branch here to continue into door
;================================================================================
; Paradox Cave Shopkeeper Fixes
;--------------------------------------------------------------------------------
org $008C19 ; Bank00.asm@1633 (LDA.b #$01 : STA $420B)
org $008C19 ; Bank00.asm@1633 (LDA.b #$01 : STA MDMAEN)
JSL ParadoxCaveGfxFix
NOP
;================================================================================
@@ -2552,10 +2413,10 @@ NOP
;--------------------------------------------------------------------------------
; Change race game to use $021B instead of $0ABF for detecting cheating
org $0DCB9D ; STZ.w $0ABF
STZ $021B
STZ.w $021B
org $0DCBFE ; LDA.w $0ABF
LDA $021B
LDA.w $021B
org $02BFE0 ; LDA.b #$01 : STA.w $0ABF
JSL SetOverworldTransitionFlags
@@ -2571,7 +2432,7 @@ org $0DA9C8 ; <- 06A9C8 - player_oam.asm: 1663 (AND.w #$00FF : CMP.w #$00F8 : BC
; CMP into $02 into constant time code, so that player sprite head-bobbing can
; be removed by sprites while remaining race legal (cycle-for-cycle identical
; to the link sprite).
LDA $02 ; always zero! (this replaces the BCC)
LDA.b Scrap02 ; always zero! (this replaces the BCC)
ADC.w #0000 ; put the carry bit into the accumulator instead of a hardcoded 1.
;-------------------------------------------------------------------------------
org $02FD6F ; <- 017d6f - bank0E.asm: 3694 (LoadActualGearPalettes:) Note: Overflow of bank02 moved to 0e in US Rom

View File

@@ -9,17 +9,17 @@ PHP
; $7EC026 = When we find an empty item get set on 1
; $7EC027 = character data
LDX #$80 : STX $2100
LDX.b #$80 : STX.w INIDISP
REP #$20
LDA #$6000+$0340 : STA $2116
LDA.w #$6000+$0340 : STA.w VMADDL
LDA.w #$C027 : STA $4342
LDX.b #$7E : STX $4344
LDA #$0040 : STA $4345
LDA #$1801 : STA $4340
LDX #$10 : STX $420B
LDA.w #$C027 : STA.w A1T4L
LDX.b #$7E : STX.w A1B4
LDA.w #$0040 : STA.w DAS4L
LDA.w #$1801 : STA.w DMAP4
LDX.b #$10 : STX.w MDMAEN
LDX #$0F : STX $2100
LDX.b #$0F : STX.w INIDISP
PLP
RTL
}
@@ -28,17 +28,17 @@ RTL
ClearBG:
{
PHP
LDX #$80 : STX $2100
LDX.b #$80 : STX.w INIDISP
REP #$20
LDA #$6000+$0340 : STA $2116
LDA.w #clearTable : STA $4342
LDX.b #clearTable>>16 : STX $4344
LDA.w #$6000+$0340 : STA.w VMADDL
LDA.w #clearTable : STA.w A1T4L
LDX.b #clearTable>>16 : STX.w A1B4
LDA #$0040 : STA $4345
LDA #$1801 : STA $4340
LDX #$10 : STX $420B
LDA.w #$0040 : STA.w DAS4L
LDA.w #$1801 : STA.w DMAP4
LDX.b #$10 : STX.w MDMAEN
LDX #$0F : STX $2100
LDX.b #$0F : STX.w INIDISP
PLP
RTL
}
}

View File

@@ -3,7 +3,7 @@ ShouldOverrideFileLoad:
CPY #$0A ; 0A = Ice/Mire floor file
BNE .no
LDA $040C ; Dungeon number
LDA.w $040C ; Dungeon number
CMP #$12 ; Ice Palace
BEQ .yes
.no
@@ -13,9 +13,9 @@ ShouldOverrideFileLoad:
BgGraphicsLoading:
; Instructions overwritten
STZ $00
STX $01
STA $02
STZ.b Scrap00
STX.b Scrap01
STA.b Scrap02
JSR ShouldOverrideFileLoad
BCS .useSpecialIcePalaceFile
@@ -25,24 +25,22 @@ BgGraphicsLoading:
; We're loading the floor tiles in Ice Palace. Instead of the normal file,
; load another one that replaces the bridge tiles with the Bombos medallion
;LDA $FFFFFF
LDA.b #IcePalaceFloorGfx>>16
STA $02
STA.b Scrap02
REP #$20
LDA.w #IcePalaceFloorGfx
STA $00
STA.b Scrap00
LDX.b #64*2 ; Tiles to load * 2
-
; Unrolled loop to upload half a tile
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA [$00] : STA $2118 : INC $00 : INC $00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
DEX
BNE -
@@ -51,7 +49,7 @@ BgGraphicsLoading:
ReloadingFloors:
SEP #$30 ; 8 AXY
LDA $7EC2F8 ; Floor file that has been decompressed
LDA.l $7EC2F8 ; Floor file that has been decompressed
TAY
JSR ShouldOverrideFileLoad
REP #$30 ; 16 AXY
@@ -76,6 +74,6 @@ ReloadingFloors:
; Pretend that we ran the original routine
LDX.w #$0800
LDA.w #$6600
STA $03
STA.b Scrap03
JML ReloadingFloorsCancel

View File

@@ -47,15 +47,15 @@ Init_Primary:
.done
REP #$20
LDA.l OneMindTimer : STA.l !ONEMIND_TIMER
LDA.l OneMindTimerInit : STA.l OneMindTimerRAM
SEP #$20
LDA.b #$01 : STA $420D ; enable fastrom access on upper banks
STA.l !ONEMIND_ID
LDA.b #$01 : STA.w MEMSEL ; enable fastrom access on upper banks
STA.l OneMindId
LDA.b #$10 : STA $BC ; set default player sprite bank
LDA.b #$81 : STA $4200 ; thing we wrote over, turn on NMI & gamepad
LDA.b #$81 : STA.w NMITIMEN ; thing we wrote over, turn on NMI & gamepad
RTL
;--------------------------------------------------------------------------------
; Init_PostRAMClear

File diff suppressed because it is too large Load Diff

View File

@@ -35,7 +35,7 @@ Overworld_CreatePyramidHoleModified:
JSL C9DE_LONG
JSL C9DE_LONG
LDA.w #$FFFF : STA $1012, Y
LDA.w #$FFFF : STA.w $1012, Y
JMP .ending
.originalBehaviour
@@ -64,33 +64,33 @@ Overworld_CreatePyramidHoleModified:
JSL C9DE_LONG
JSL C9DE_LONG
LDA.w #$FFFF : STA $1012, Y
LDA.w #$FFFF : STA.w $1012, Y
.ending
LDA.w #$3515 : STA $012D
LDA.w #$3515 : STA.w $012D
SEP #$30
LDA OverworldEventDataWRAM+$5B : ORA.b #$20 : STA OverworldEventDataWRAM+$5B
LDA.l OverworldEventDataWRAM+$5B : ORA.b #$20 : STA.l OverworldEventDataWRAM+$5B
LDA.b #$03 : STA $012F
LDA.b #$03 : STA.w $012F
LDA.b #$01 : STA $14
LDA.b #$01 : STA.b $14
RTL
;------------------------------------------------------------------------------
Draw_PyramidOverlay:
LDA.l InvertedMode : AND.w #$00FF : BNE .done
.normal
LDA.w #$0E39 : STA $23BC
INC A : STA $23BE
INC A : STA $23C0
INC A : STA $243C
INC A : STA $243E
INC A : STA $2440
INC A : STA $24BC
INC A : STA $24BE
INC A : STA $24C0
LDA.w #$0E39 : STA.w $23BC
INC A : STA.w $23BE
INC A : STA.w $23C0
INC A : STA.w $243C
INC A : STA.w $243E
INC A : STA.w $2440
INC A : STA.w $24BC
INC A : STA.w $24BE
INC A : STA.w $24C0
.done
RTL
;------------------------------------------------------------------------------
@@ -130,43 +130,43 @@ db $02, $02, $02, $00, $08, $02, $02, $00, $00, $00, $00, $01, $00, $00, $20, $0
db $02, $02, $02, $02, $02, $02, $02, $00, $00, $01, $01, $01, $02, $00, $08, $00
Electric_Barrier:
LDA InvertedMode : BEQ .done
LDA OverworldEventDataWRAM, X : ORA #$40 : STA OverworldEventDataWRAM, X ;set barrier dead
LDA.l InvertedMode : BEQ .done
LDA.l OverworldEventDataWRAM, X : ORA.b #$40 : STA.l OverworldEventDataWRAM, X ;set barrier dead
.done
LDA OverworldEventDataWRAM, X ; what we wrote over
LDA.l OverworldEventDataWRAM, X ; what we wrote over
RTL
GanonTowerAnimation:
LDA InvertedMode : BEQ .done
LDA.b #$1B : STA $012F
STZ $04C6
STZ $B0
STZ $0710
STZ $02E4
LDA.l InvertedMode : BEQ .done
LDA.b #$1B : STA.w $012F
STZ.w $04C6
STZ.b $B0
STZ.w $0710
STZ.w $02E4
STZ $0FC1
STZ.w $0FC1
STZ $011A
STZ $011B
STZ $011C
STZ $011D
LDA.b #$02 : STA $012C
LDA.b #$09 : STA $012D
STZ.w $011A
STZ.w $011B
STZ.w $011C
STZ.w $011D
LDA.b #$02 : STA.w $012C
LDA.b #$09 : STA.w $012D
RTL
.done
LDA.b #$05 : STA $04C6 ;what we wrote over
STZ $B0 ; (continued)
STZ $C8 ; (continued)
LDA.b #$05 : STA.w $04C6 ;what we wrote over
STZ.b $B0 ; (continued)
STZ.b $C8 ; (continued)
RTL
GanonTowerInvertedCheck:
{
LDA InvertedMode : BEQ .done
LDA #$01 ; Load a random value so it doesn't BEQ
LDA.l InvertedMode : BEQ .done
LDA.b #$01 ; Load a random value so it doesn't BEQ
RTL
.done
LDA $8A : CMP.b #$43 ;what we wrote over
LDA.b $8A : CMP.b #$43 ;what we wrote over
RTL
}
@@ -174,14 +174,14 @@ GanonTowerInvertedCheck:
;Hard coded rock removed in LW for Inverted mode
HardcodedRocks:
LDA InvertedMode : AND.w #$00FF : BEQ .normalrocks
LDA.l InvertedMode : AND.w #$00FF : BEQ .normalrocks
BRA .noRock2
.normalrocks
LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock
STA $7E22A8
STA.l $7E22A8
.noRock
CPX.w #$002F : BNE .noRock2
STA $7E2BB2
STA.l $7E2BB2
.noRock2
RTL
@@ -202,7 +202,7 @@ MirrorBonk:
; otherwise fall through to .normal
PHX : PHP
PHB : PHK : PLB
LDA $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
LDA.b $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
REP #$30
LDX #$0000
.loop
@@ -231,7 +231,7 @@ MirrorBonk:
PLB : PLP : PLX
.normal
;Not forcing a bonk, so the vanilla bonk detection run.
LDA $0C : ORA $0E
LDA.b Scrap0C : ORA.b Scrap0E
JML.l MirrorBonk_NormalReturn
.forceBonk
JML.l MirrorBonk_BranchGamma

File diff suppressed because it is too large Load Diff

View File

@@ -32,7 +32,7 @@ ItemDowngradeFixMain:
CPY.b #$00 : BEQ .isUncleSwordShield ; Fighter's Sword & Shield
.done
STA [$00] ; thing we wrote over part 2
STA.b [Scrap00] ; thing we wrote over part 2
.dontWrite
RTS
.isPowerGloves
@@ -41,8 +41,8 @@ RTS
.isBlueBoomerang
.isBow
.isBowAndArrows
CMP [$00] : !BGE .done ; finished if we're upgrading
LDA [$00] ; reload old value
CMP.b [$00] : !BGE .done ; finished if we're upgrading
LDA.b [$00] ; reload old value
RTS
.isSilverArrowBow
.isRedBoomerang
@@ -51,31 +51,31 @@ RTS
.isShovel
.isMushroom
PHA
LDA [$00] : BNE + ; don't upgrade if we already have the toggle for it
LDA.b [Scrap00] : BNE + ; don't upgrade if we already have the toggle for it
PLA
STA [$00]
STA.b [Scrap00]
RTS
+
PLA
RTS
.isSword
PHA
LDA HighestSword : STA $04
LDA.l HighestSword : STA.b Scrap04
TYA ; load sword item
CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter's sword to normal one
CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one
INC : CMP $04 : !BGE + ; skip if highest is lower (this is an upgrade)
LDA $04 : DEC ; convert to item id
TAY : PLA : LDA $04 ; put sword id into the thing to write
INC : CMP.b Scrap04 : !BGE + ; skip if highest is lower (this is an upgrade)
LDA.b Scrap04 : DEC ; convert to item id
TAY : PLA : LDA.b Scrap04 ; put sword id into the thing to write
JMP .done
+
PLA
JMP .done
.isUncleSwordShield
PHA
LDA HighestSword : STA [$00] ; already set to 1 if we had no sword, always keep highest
INC $00
LDA HighestShield : STA [$00]
LDA.l HighestSword : STA.b [Scrap00] ; already set to 1 if we had no sword, always keep highest
INC.b Scrap00
LDA.l HighestShield : STA.b [Scrap00]
PLA
RTS
;================================================================================

View File

@@ -4,22 +4,21 @@
; Output: 0 for darkness, 1 for lamp cone
;--------------------------------------------------------------------------------
LampCheck:
LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
LDA.l LightConeModifier : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA LampEquipment : BNE .done ; skip if we already have lantern
LDA.l LampEquipment : BNE .done ; skip if we already have lantern
LDA CurrentWorld : BNE +
LDA.l CurrentWorld : BNE +
.lightWorld
LDA $040C : BNE ++ ; check if we're in sewers
LDA LampConeSewers : BRA .done
LDA.w $040C : BNE ++ ; check if we're in sewers
LDA.l LampConeSewers : BRA .done
++
LDA LampConeLightWorld : BRA .done
LDA.l LampConeLightWorld : BRA .done
+
.darkWorld
LDA LampConeDarkWorld
.done
;BNE + : STZ $1D : + ; remember to turn cone off after a torch
RTL
;================================================================================
;--------------------------------------------------------------------------------
@@ -30,13 +29,12 @@ CheckForZelda:
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA FollowerIndicator
LDA.l FollowerIndicator
RTL
;================================================================================
;--------------------------------------------------------------------------------
SetOverlayIfLamp:
JSL.l LampCheck
STA $1D ; write it directly to the overlay, this isn't a terrible idea at all
STA.b $1D ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================
;LDA CurrentWorld : EOR #$40 : LSR #6 : AND #$01 ; return the same result as having the lantern in the light world

16
map.asm
View File

@@ -1,16 +0,0 @@
; ==============================================================================
;PrepMapZoom:
; LDA.b #$80 : STA $211A ; thing we wrote over
;
; LDA.b #$00 : STA !MAP_ZOOM
;RTL
; ==============================================================================
;ForceMapZoom:
; LDA !MAP_ZOOM : BNE .isPreset
; LDA.b #$01
; LDA.b #$01 : STA !MAP_ZOOM
;RTL
; .isPreset
; LDA $F6 : AND.b #$70
;RTL
; ==============================================================================

View File

@@ -52,10 +52,8 @@ MedallionTrigger_Bombos:
PLA
RTL
;--------------------------------------------------------------------------------
!EPILEPSY_TIMER = "$7F5041"
MedallionTrigger_Ether:
PHA
LDA.b #$00 : STA !EPILEPSY_TIMER
LDA.l MireRequiredMedallion : CMP.b #$01 : BNE +
JSL.l TryOpenMire
+ LDA.l TRockRequiredMedallion : CMP.b #$01 : BNE +

526
msu.asm
View File

@@ -81,72 +81,34 @@
;
;=======================================
!REG_MSU_STATUS = $2000
!VAL_MSU_ID_01 = $2D53 ; 'S-'
!VAL_MSU_ID_23 = $534D ; 'MS'
!VAL_MSU_ID_45 = $3155 ; 'U1'
!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
!FLAG_MSU_PLAY = $01
!FLAG_MSU_REPEAT = $02
!FLAG_MSU_RESUME = $04
!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_MSU_ID_01 = $2002
!REG_MSU_ID_23 = $2004
!REG_MSU_ID_45 = $2006
!FLAG_RESUME_CANCEL = $01
!FLAG_RESUME_FADEIN = $02
!VAL_COMMAND_STOP_PLAYBACK = $F0
!VAL_COMMAND_FADE_OUT = $F1
!VAL_COMMAND_FADE_HALF = $F2
!VAL_COMMAND_FULL_VOLUME = $F3
!VAL_COMMAND_MUTE_SPC = $FA
!VAL_COMMAND_UNMUTE_SPC = $FB
!VAL_COMMAND_LOAD_NEW_BANK = $FF
!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_RESUME = #$04
!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
!FLAG_RESUME_CANCEL = #$01
!FLAG_RESUME_FADEIN = #$02
!REG_CURRENT_MSU_TRACK = $010B
!REG_CURRENT_VOLUME = $0127
!REG_TARGET_VOLUME = $0129
!REG_CURRENT_TRACK = $0130
!REG_CURRENT_COMMAND = $0133
!REG_SPC_CONTROL = $2140
!REG_NMI_FLAGS = $4210
!VAL_COMMAND_STOP_PLAYBACK = #$F0
!VAL_COMMAND_FADE_OUT = #$F1
!VAL_COMMAND_FADE_HALF = #$F2
!VAL_COMMAND_FULL_VOLUME = #$F3
!VAL_COMMAND_MUTE_SPC = #$FA
!VAL_COMMAND_UNMUTE_SPC = #$FB
!VAL_COMMAND_LOAD_NEW_BANK = #$FF
!VAL_VOLUME_INCREMENT = #$10
!VAL_VOLUME_DECREMENT = #$02
!VAL_VOLUME_HALF = #$80
!VAL_VOLUME_FULL = #$FF
!VAL_VOLUME_INCREMENT = $10
!VAL_VOLUME_DECREMENT = $02
!VAL_VOLUME_HALF = $80
!VAL_VOLUME_FULL = $FF
;================================================================================
; Check if A has an overworld track
@@ -172,7 +134,7 @@ SEC : RTS
;--------------------------------------------------------------------------------
IsResumableTrack:
PHA
LDA MSUResumeType : BEQ +
LDA.l MSUResumeType : BEQ +
PLA
JSR IsOverworldTrack
RTS
@@ -187,54 +149,54 @@ RTS
;--------------------------------------------------------------------------------
CheckMusicLoadRequest:
PHP : PHB : PHD : REP #$30 : PHA : PHX : PHY
LDA #$0000 : TCD : SEP #$20 : PHA : PLB
LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .skip+3 : BMI .skip+3
CMP !REG_CURRENT_COMMAND : BNE .continue
LDA.w #$0000 : TCD : SEP #$20 : PHA : PLB
LDA.w MusicControlRequest : BEQ .skip+3 : BMI .skip+3
CMP.w CurrentControlRequest : BNE .continue
CMP.b #22 : BNE .skip ; Check GT when mirroring from upstairs
LDA !REG_CURRENT_MSU_TRACK : CMP.b #59 : BNE .skip
LDA.b #$00 : STA !REG_CURRENT_COMMAND
LDA.w CurrentMSUTrack : CMP.b #59 : BNE .skip
LDA.b #$00 : STA.w CurrentControlRequest
BRA .continue
.skip
LDA !REG_MUSIC_CONTROL_REQUEST
STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
LDA.w MusicControlRequest
STA.w MusicControl : STZ.w MusicControlRequest
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
RTL
.continue
LDA TournamentSeed : BNE +++
LDA !REG_MSU_PACK_REQUEST
CMP !REG_MSU_PACK_CURRENT : BEQ +++
CMP !REG_MSU_PACK_COUNT : !BLT ++
CMP #$FE : !BLT +
STA !REG_MSU_PACK_CURRENT
LDA.l TournamentSeed : BNE +++
LDA.l MSUPackRequest
CMP.l MSUPackCurrent : BEQ +++
CMP.l MSUPackCount : !BLT ++
CMP.b #$FE : !BLT +
STA.l MSUPackCurrent
SEP #$10
LDA #$00
LDX #$07
LDA.b #$00
LDX.b #$07
-
STA !REG_MSU_FALLBACK_TABLE,X
STA.l MSUFallbackTable,X
DEX : BPL -
REP #$10
BRA +++
+ : LDA !REG_MSU_PACK_CURRENT : STA !REG_MSU_PACK_REQUEST
++ : STA !REG_MSU_PACK_CURRENT
+ : LDA.l MSUPackCurrent : STA.l MSUPackRequest
++ : STA.l MSUPackCurrent
JSL MSUInit_check_fallback
+++
LDA !REG_MUSIC_CONTROL_REQUEST : CMP #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE
LDA NoBGM : BNE +
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : BNE ++
LDA.w MusicControlRequest : CMP.b #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE
LDA.l NoBGM : BNE +
LDA.l MSUPackCurrent : CMP.b #$FE : BNE ++
+ : JMP .mute
++
LDX !REG_MSU_ID_01 : CPX !VAL_MSU_ID_01 : BEQ +
LDX.w MSUID : CPX.w #!VAL_MSU_ID_01 : BEQ +
- : JMP .unmute
+
LDX !REG_MSU_ID_23 : CPX !VAL_MSU_ID_23 : BNE -
LDX !REG_MSU_ID_45 : CPX !VAL_MSU_ID_45 : BNE -
LDX.w MSUID+2 : CPX.w #!VAL_MSU_ID_23 : BNE -
LDX.w MSUID+4 : CPX.w #!VAL_MSU_ID_45 : BNE -
SEP #$10
; Load alternate or dungeon-specific tracks
LDA !REG_MUSIC_CONTROL_REQUEST
LDA.w MusicControlRequest
CMP.b #02 : BEQ .lightworld
CMP.b #09 : BEQ .darkworld
@@ -246,39 +208,39 @@ CheckMusicLoadRequest:
CMP.b #21 : BNE .check_fallback
;.boss
LDA $040C : LSR : !ADD.b #45
LDA.w $040C : LSR : !ADD.b #45
BRA .check_fallback-3
.lightworld
PHA
LDA OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ +
LDA.l OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ +
PLA
LDA.b #60 : BRA .check_fallback-3
+
-- : PLA : BRA .check_fallback-3
.darkworld
PHA
LDA CrystalsField : CMP.b #$7F : BNE --
LDA.l CrystalsField : CMP.b #$7F : BNE --
- : PLA
LDA.b #61 : BRA .check_fallback-3
.darkwoods
PHA
LDA CrystalsField : CMP.b #$7F : BEQ -
LDA CurrentWorld : BEQ --
LDA $8A : CMP #$40 : BNE --
LDA.l CrystalsField : CMP.b #$7F : BEQ -
LDA.l CurrentWorld : BEQ --
LDA.b $8A : CMP #$40 : BNE --
PLA
LDA.b #15 : BRA .check_fallback-3
.castle
LDA $040C
LDA.w $040C
CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2
.dungeon
LDA $040C : LSR : !ADD.b #33 : STA !REG_MUSIC_CONTROL_REQUEST
LDA.w $040C : LSR : !ADD.b #33 : STA.w MusicControlRequest
.check_fallback
LDX !REG_MUSIC_CONTROL_REQUEST
LDA MusicShuffleTable-1,X : DEC : PHA
LDX.w MusicControlRequest
LDA.l MusicShuffleTable-1,X : DEC : PHA
AND.b #$07 : TAY
PLA : LSR #3 : TAX
LDA !REG_MSU_FALLBACK_TABLE,X : BEQ .secondary_fallback : CMP.b #$FF : BEQ .mute
LDA.l MSUFallbackTable,X : BEQ .secondary_fallback : CMP.b #$FF : BEQ .mute
- : CPY #$00 : BEQ +
LSR : DEY : BRA -
@@ -287,49 +249,49 @@ CheckMusicLoadRequest:
AND.b #$01 : BEQ .secondary_fallback
.mute
LDA.b !VAL_COMMAND_MUTE_SPC
LDA.b #!VAL_COMMAND_MUTE_SPC
BRA .load
.secondary_fallback
LDX !REG_MUSIC_CONTROL_REQUEST : LDA MSUExtendedFallbackList-1,X
LDX.w MusicControlRequest : LDA.l MSUExtendedFallbackList-1,X
PHX
TAX : LDA MusicShuffleTable-1,X
TAX : LDA.l MusicShuffleTable-1,X
PLX
CMP !REG_MUSIC_CONTROL_REQUEST : BEQ .unmute
CMP.w MusicControlRequest : BEQ .unmute
CPX #35 : !BLT +
CPX #47 : !BLT .dungeon_fallback
+
STA !REG_MUSIC_CONTROL_REQUEST
STA.w MusicControlRequest
BRA .check_fallback
.dungeon_fallback
PHB : REP #$10
LDX $040C
LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers
LDY $00 : PHY
LDY.b Scrap00 : PHY
REP #$20
LDA MSUDungeonFallbackList,X : STA $00
LDA.l MSUDungeonFallbackList,X : STA.b Scrap00
SEP #$20
LDA ($00)
PLY : STY $00 : SEP #$10 : PLB
TAX : LDA MusicShuffleTable-1,X
STA !REG_MUSIC_CONTROL_REQUEST
LDA.b (Scrap00)
PLY : STY.b Scrap00 : SEP #$10 : PLB
TAX : LDA.l MusicShuffleTable-1,X
STA.w MusicControlRequest
JMP .check_fallback
.unmute
LDA.b !VAL_COMMAND_UNMUTE_SPC
LDA.b #!VAL_COMMAND_UNMUTE_SPC
.load
REP #$10
STZ $4200
- : STA !REG_SPC_CONTROL : CMP !REG_SPC_CONTROL : BNE - ; Wait until mute/unmute command is ACK'ed
- : STZ !REG_SPC_CONTROL : LDA !REG_SPC_CONTROL : BNE - ; Wait until mute/unmute command is completed
LDA.b #$81 : STA $4200
STZ.w NMITIMEN
- : STA.w APUIO0 : CMP.w APUIO0 : BNE - ; Wait until mute/unmute command is ACK'ed
- : STZ.w APUIO0 : LDA.w APUIO0 : BNE - ; Wait until mute/unmute command is completed
LDA.b #$81 : STA.w NMITIMEN
LDA !REG_MUSIC_CONTROL_REQUEST : CMP.b #08 : BEQ .done+3 ; No SFX during warp track
LDA.w MusicControlRequest : CMP.b #08 : BEQ .done+3 ; No SFX during warp track
LDA $10
LDA.b $10
CMP.b #$07 : BEQ .sfx_indoors
CMP.b #$0E : BEQ .sfx_indoors
CMP.b #$09 : BNE .done
@@ -338,30 +300,30 @@ CheckMusicLoadRequest:
SEP #$10
LDX.b #$09
LDA $8A ; Dark Death Mountain
LDA.b $8A ; Dark Death Mountain
CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
LDX.b #$05
+
CMP.b #$70 : BNE + ; Misery Mire
LDA OverworldEventDataWRAM+$70 : AND.b #$20 : BEQ .rain
LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BEQ .rain
+
LDA ProgressIndicator : CMP.b #$02 : BCS +
LDA.l ProgressIndicator : CMP.b #$02 : BCS +
.rain
LDX.b #$01
+
STX $012D
STX.w $012D
REP #$10
.done
LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
LDA.w MusicControlRequest : STA.w MusicControl : STZ.w MusicControlRequest
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
RTL
.sfx_indoors
LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST
SEP #$20 : LDA.b #$05 : STA $012D
LDA.w MusicControlRequest : STA.w MusicControl : STZ.w MusicControlRequest
SEP #$20 : LDA.b #$05 : STA.w $012D
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
JML Module_PreDungeon_setAmbientSfx
;--------------------------------------------------------------------------------
@@ -371,28 +333,28 @@ CheckMusicLoadRequest:
;--------------------------------------------------------------------------------
SpiralStairsPreCheck:
REP #$20 ; thing we wrote over
LDA $A0
LDA.b $A0
CMP.w #$000C : BNE +
LDA !REG_CURRENT_MSU_TRACK : AND.w #$00FF : CMP.w #59 : BNE .done
LDA.w CurrentMSUTrack : AND.w #$00FF : CMP.w #59 : BNE .done
BRA .fade
+
CMP.w #$006B : BNE .done+2
LDA TournamentSeed : CMP.w #$0001 : BEQ +
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done
LDA.l TournamentSeed : CMP.w #$0001 : BEQ +
LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .done
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .done
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .done
+
LDA BigKeyField : AND.w #$0004 : BEQ .done ; Check that we have the GT big key
LDA !REG_MSU_FALLBACK_TABLE+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track
LDA.l BigKeyField : AND.w #$0004 : BEQ .done ; Check that we have the GT big key
LDA.l MSUFallbackTable+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track
.fade
LDX.b #$F1 : STX !REG_MUSIC_CONTROL_REQUEST
LDX.b #$F1 : STX.w MusicControlRequest
.done
LDA $A0 ; thing we wrote over
LDA.b $A0 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
@@ -400,24 +362,24 @@ SpiralStairsPreCheck:
; Change music on stair transition (ToH/GT)
;--------------------------------------------------------------------------------
SpiralStairsPostCheck:
LDA $A0
LDA.b $A0
CMP.w #$000C : BNE +
; Ganon's tower entrance
LDX $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX.w $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX #22 : STX !REG_MUSIC_CONTROL_REQUEST
LDX.b #22 : STX.w MusicControlRequest
BRA .done
+
CMP.w #$006B : BNE .done
; Ganon's tower upstairs (with big key)
LDX $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX.w $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX #59 : STX !REG_MUSIC_CONTROL_REQUEST
LDX.b #59 : STX.w MusicControlRequest
.done
LDX.b #$1C : LDA $A0 ; thing we wrote over
LDX.b #$1C : LDA.b $A0 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
@@ -426,8 +388,8 @@ SpiralStairsPostCheck:
;--------------------------------------------------------------------------------
StoreMusicOnDeath:
STA.l $7EC227 ; thing we wrote over
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA !REG_CURRENT_MSU_TRACK : STA.l $7EC227
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA.w CurrentMSUTrack : STA.l $7EC227
.done
RTL
;--------------------------------------------------------------------------------
@@ -438,19 +400,19 @@ StoreMusicOnDeath:
MSUInit:
PHP
LDA #$00
STA !MSU_LOADED_TRACK
STA !MSU_RESUME_TRACK
STA !MSU_RESUME_TIME : STA !MSU_RESUME_TIME+1 : STA !MSU_RESUME_TIME+2 : STA !MSU_RESUME_TIME+3
STA !MSU_RESUME_CONTROL
LDA.b #$00
STA.l MSULoadedTrack
STA.l MSUResumeTrack
STA.l MSUResumeTime : STA.l MSUResumeTime+1 : STA.l MSUResumeTime+2 : STA.l MSUResumeTime+3
STA.l MSUResumeControl
LDA NoBGM : BNE .done
LDA.l NoBGM : BNE .done
REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done
LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .done
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .done
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .done
; Count the number of available MSU-1 packs
LDA.w #$0000
@@ -461,37 +423,37 @@ MSUInit:
.check_pack
TYA
REP #$20
STA !REG_MSU_TRACK
STA.w MSUTRACK
!ADD.w #100
INX
SEP #$20
TAY
.wait_pack
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_pack
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BEQ .check_pack
TXA : STA !REG_MSU_PACK_COUNT
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_pack
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BEQ .check_pack
TXA : STA.l MSUPackCount
BRA +
; Check the current MSU-1 pack for tracks that require SPC fallback
.check_fallback
PHP : SEP #$10
LDA NoBGM : BNE .done
LDA.l NoBGM : BNE .done
+ : LDA.b #64
LDX.b #7
LDY.b #7
.check_track
STA !REG_MSU_TRACK_LO
STZ !REG_MSU_TRACK_HI
STA.w MSUTRACK
STZ.w MSUTRACK+1
PHA
CLC
.wait_track
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_track
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE +
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_track
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE +
SEC
+
LDA !REG_MSU_FALLBACK_TABLE,X : ROL : STA !REG_MSU_FALLBACK_TABLE,X
LDA.l MSUFallbackTable,X : ROL : STA.l MSUFallbackTable,X
DEY : BPL .next_track
DEX : BPL +
@@ -512,32 +474,32 @@ MSUInit:
;--------------------------------------------------------------------------------
MSUStopPlaying:
PHA : XBA : PHA
LDA !MSU_LOADED_TRACK
LDA.l MSULoadedTrack
JSR IsResumableTrack : BCC +
; dont save if we already saved recently
REP #$20
LDA !MSU_RESUME_TRACK : AND #$00FF : BEQ ++
LDA NMIFrames : !SUB !MSU_RESUME_TIME : PHA
LDA NMIFrames+2 : SBC !MSU_RESUME_TIME+2 : BNE +++
PLA : CMP MSUResumeTimer : !BLT .too_early
LDA.l MSUResumeTrack : AND #$00FF : BEQ ++
LDA.l NMIFrames : !SUB MSUResumeTime : PHA
LDA.l NMIFrames+2 : SBC MSUResumeTime+2 : BNE +++
PLA : CMP.l MSUResumeTimer : !BLT .too_early
BRA ++
+++
PLA
++
; saving
LDA NMIFrames : STA !MSU_RESUME_TIME
LDA NMIFrames+2 : STA !MSU_RESUME_TIME+2
LDA.l NMIFrames : STA.l MSUResumeTime
LDA.l NMIFrames+2 : STA.l MSUResumeTime+2
SEP #$20
LDA !MSU_LOADED_TRACK : STA !MSU_RESUME_TRACK
LDA #$00 : STA !MSU_LOADED_TRACK ; dont take this path if we're calling again
LDA !FLAG_MSU_RESUME : STA !REG_MSU_CONTROL ; save this track's position
LDA.l MSULoadedTrack : STA.l MSUResumeTrack
LDA.b #$00 : STA.l MSULoadedTrack ; dont take this path if we're calling again
LDA.b #!FLAG_MSU_RESUME : STA.w MSUCTL ; save this track's position
PLA : XBA : PLA
RTS
.too_early
SEP #$20
+
LDA #$00 : STA !REG_MSU_CONTROL
LDA.b #$00 : STA.w MSUCTL
PLA : XBA : PLA
RTS
;--------------------------------------------------------------------------------
@@ -547,124 +509,124 @@ RTS
;--------------------------------------------------------------------------------
MSUMain:
SEP #$20 ; set 8-BIT accumulator
LDA $4210 ; thing we wrote over
LDA.w RDNMI ; thing we wrote over
REP #$20 ; set 16-BIT accumulator
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BEQ .continue
LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BEQ .continue
.nomsu
SEP #$30
-
JML SPCContinue
.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
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .nomsu
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .nomsu
SEP #$30
LDX !REG_MUSIC_CONTROL : BEQ +
LDX.w MusicControl : BEQ +
JMP .command_ff
+
LDA !REG_MSU_DELAYED_COMMAND : BEQ .do_fade
LDA.l MSUDelayedCommand : BEQ .do_fade
.check_busy
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE -
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE -
.ready
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE -
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE -
.start
LDA !MSU_RESUME_CONTROL : BIT !FLAG_RESUME_CANCEL : BEQ +
EOR !FLAG_RESUME_CANCEL : STA !MSU_RESUME_CONTROL
REP #$20 : LDA !REG_MSU_LOADED_TRACK : STA !REG_MSU_TRACK : SEP #$20
LDA.l MSUResumeControl : BIT.b #!FLAG_RESUME_CANCEL : BEQ +
EOR.b #!FLAG_RESUME_CANCEL : STA.l MSUResumeControl
REP #$20 : LDA.l MSULoadedTrack : STA.w MSUTRACK : SEP #$20
BRA -
+
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
LDA.b #!VAL_VOLUME_FULL
STA.w TargetVolume
LDA !MSU_RESUME_CONTROL : BIT !FLAG_RESUME_FADEIN : BEQ +
EOR !FLAG_RESUME_FADEIN : STA !MSU_RESUME_CONTROL
LDA #$00
LDA.l MSUResumeControl : BIT.b #!FLAG_RESUME_FADEIN : BEQ +
EOR.b #!FLAG_RESUME_FADEIN : STA.l MSUResumeControl
LDA.b #$00
BRA ++
+
LDA !VAL_VOLUME_FULL
LDA.b #!VAL_VOLUME_FULL
++
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
STA.w CurrentVolume
STA.w MSUVOL
LDA !REG_CURRENT_MSU_TRACK : DEC : PHA
LDA.w CurrentMSUTrack : DEC : PHA
AND.b #$07 : TAY
PLA : LSR #3 : TAX
LDA !REG_MSU_FALLBACK_TABLE,X : BEQ +++ : CMP.b #$FF : BEQ ++
LDA.l MSUFallbackTable,X : BEQ +++ : CMP.b #$FF : BEQ ++
- : CPY #$00 : BEQ +
LSR : DEY : BRA -
+
AND.b #$01 : BEQ +++
++ : LDA !REG_MSU_DELAYED_COMMAND
+++ : STA !REG_MSU_CONTROL
++ : LDA.l MSUDelayedCommand
+++ : STA.w MSUCTL
LDA.b #$00
STA !REG_MSU_DELAYED_COMMAND
STA.l MSUDelayedCommand
JML SPCContinue
.do_fade:
LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE +
LDA.w CurrentVolume : CMP.w TargetVolume : BNE +
JML SPCContinue
+ : BCC .increment
.decrement
SBC !VAL_VOLUME_DECREMENT : BCC .mute
CMP !REG_TARGET_VOLUME : !BGE .set
LDA !REG_TARGET_VOLUME : BRA .set
SBC.b #!VAL_VOLUME_DECREMENT : BCC .mute
CMP.w TargetVolume : !BGE .set
LDA.w TargetVolume : BRA .set
.mute
STZ !REG_CURRENT_VOLUME
STZ.w CurrentVolume
JSR MSUStopPlaying
BRA .set
.increment
ADC !VAL_VOLUME_INCREMENT : BCS .max
CMP !REG_TARGET_VOLUME : !BLT .set
LDA !REG_TARGET_VOLUME : BRA .set
ADC.b #!VAL_VOLUME_INCREMENT : BCS .max
CMP.w TargetVolume : !BLT .set
LDA.w TargetVolume : BRA .set
.max
LDA !VAL_VOLUME_FULL
LDA.b #!VAL_VOLUME_FULL
.set
STA !REG_CURRENT_VOLUME
STA !REG_MSU_VOLUME
STA.w CurrentVolume
STA.w MSUVOL
JML SPCContinue
.command_ff:
CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE .command_f3
CPX.b #!VAL_COMMAND_LOAD_NEW_BANK : BNE .command_f3
JML SPCContinue
.command_f3:
CPX !VAL_COMMAND_FULL_VOLUME : BNE .command_f2
LDA !VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME
CPX.b #!VAL_COMMAND_FULL_VOLUME : BNE .command_f2
LDA.b #!VAL_VOLUME_FULL
STA.w TargetVolume
JML SPCContinue
.command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE .command_f1
LDA !VAL_VOLUME_HALF
STA !REG_TARGET_VOLUME
CPX.b #!VAL_COMMAND_FADE_HALF : BNE .command_f1
LDA.b #!VAL_VOLUME_HALF
STA.w TargetVolume
JML SPCContinue
.command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE .command_f0
STZ !REG_TARGET_VOLUME
STZ !REG_CURRENT_MSU_TRACK
CPX.b #!VAL_COMMAND_FADE_OUT : BNE .command_f0
STZ.w TargetVolume
STZ.w CurrentMSUTrack
JML SPCContinue
.command_f0:
CPX !VAL_COMMAND_STOP_PLAYBACK : !BLT .load_track
CPX !VAL_COMMAND_MUTE_SPC : BEQ + ; Don't allow executing the mute/umute
CPX !VAL_COMMAND_UNMUTE_SPC : BNE ++ ; commands during NMI like this
+ : LDA.b #$00 : STA !REG_MUSIC_CONTROL
CPX.b #!VAL_COMMAND_STOP_PLAYBACK : !BLT .load_track
CPX.b #!VAL_COMMAND_MUTE_SPC : BEQ + ; Don't allow executing the mute/umute
CPX.b #!VAL_COMMAND_UNMUTE_SPC : BNE ++ ; commands during NMI like this
+ : LDA.b #$00 : STA.w MusicControl
++ : JML SPCContinue
.load_track:
CPX !REG_CURRENT_MSU_TRACK : BNE +
- : CPX #27 : BEQ +
CPX.w CurrentMSUTrack : BNE +
- : CPX.b #27 : BEQ +
TXA
JMP .done+1
+
CPX !REG_CURRENT_COMMAND : BEQ -
CPX.w CurrentControlRequest : BEQ -
LDA.b #$00 : XBA
LDA !REG_MSU_PACK_CURRENT : BEQ +
- : CMP !REG_MSU_PACK_COUNT : !BLT +
!SUB !REG_MSU_PACK_COUNT : BRA -
LDA.l MSUPackCurrent : BEQ +
- : CMP.l MSUPackCount : !BLT +
!SUB.l MSUPackCount : BRA -
+
JSR MSUStopPlaying
@@ -676,42 +638,42 @@ MSUMain:
!ADD.w #100
DEX : BNE -
+
STA !REG_MSU_TRACK
STA !REG_MSU_LOADED_TRACK
STA.w MSUTRACK
STA.l MSULoadedTrack
SEP #$20
PLX
TXA : CMP !MSU_RESUME_TRACK : BNE + ; dont resume if too late
TXA : CMP.l MSUResumeTrack : BNE + ; dont resume if too late
REP #$20
LDA NMIFrames : !SUB !MSU_RESUME_TIME : PHA
LDA NMIFrames+2 : SBC !MSU_RESUME_TIME+2 : BNE ++
PLA : CMP MSUResumeTimer : !BGE +++
LDA.l NMIFrames : !SUB MSUResumeTime : PHA
LDA.l NMIFrames+2 : SBC MSUResumeTime+2 : BNE ++
PLA : CMP.l MSUResumeTimer : !BGE +++
SEP #$20
LDA !FLAG_RESUME_FADEIN : BRA .done_resume
LDA.b #!FLAG_RESUME_FADEIN : BRA .done_resume
++
PLA
+++
SEP #$20
LDA !FLAG_RESUME_CANCEL
LDA.b #!FLAG_RESUME_CANCEL
.done_resume:
STA !MSU_RESUME_CONTROL
LDA #$00 : STA !MSU_RESUME_TRACK
STA.l MSUResumeControl
LDA.b #$00 : STA.l MSUResumeTrack
+
CPX #07 : BNE + ; Kakariko Village
LDA $10 : CMP #$07 : BNE +
LDA.b $10 : CMP #$07 : BNE +
; we're in link's house -> ignore
LDA #$00
LDA.b #$00
BRA ++
+
TXA
++
STA !MSU_LOADED_TRACK
STX !REG_CURRENT_MSU_TRACK
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BLT +
LDA #$00 : BRA ++
+ : LDA MSUTrackList-1,X
++ : STA !REG_MSU_DELAYED_COMMAND
LDA MSUExtendedFallbackList-1,X
STA.l MSULoadedTrack
STX.w CurrentMSUTrack
LDA.l MSUPackCurrent : CMP #$FE : !BLT +
LDA.b #$00 : BRA ++
+ : LDA.l MSUTrackList-1,X
++ : STA.l MSUDelayedCommand
LDA.l MSUExtendedFallbackList-1,X
CMP.b #17 : BEQ +
CMP.b #22 : BEQ +
CMP.b #35 : !BLT .done
@@ -720,18 +682,18 @@ MSUMain:
+ : PHB : REP #$10
LDX $040C
LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers
LDY $00 : PHY
LDY.b Scrap00 : PHY
REP #$20
LDA MSUDungeonFallbackList,X : STA $00
LDA.l MSUDungeonFallbackList,X : STA.b Scrap00
SEP #$20
LDA ($00)
PLY : STY $00 : SEP #$10 : PLB
LDA.b (Scrap00)
PLY : STY.b Scrap00 : SEP #$10 : PLB
.done
- : TAX : CMP MSUExtendedFallbackList-1,X : BEQ +
LDA MSUExtendedFallbackList-1,X : BRA -
- : TAX : CMP.l MSUExtendedFallbackList-1,X : BEQ +
LDA.l MSUExtendedFallbackList-1,X : BRA -
+
STA !REG_MUSIC_CONTROL
STA.w MusicControl
JML SPCContinue
;--------------------------------------------------------------------------------
@@ -740,12 +702,12 @@ MSUMain:
; Wait for the fanfare music to start, or else it can get skipped entirely
;--------------------------------------------------------------------------------
FanfarePreload:
STA.l !REG_MUSIC_CONTROL_REQUEST ; thing we wrote over
STA.w MusicControlRequest ; thing we wrote over
PHA
JSL CheckMusicLoadRequest
WAI
PLA
- : CMP.l !REG_SPC_CONTROL : BNE -
- : CMP.w APUIO0 : BNE -
JML AddReceivedItem_doneWithSoundEffects
;--------------------------------------------------------------------------------
@@ -753,22 +715,22 @@ FanfarePreload:
; Wait for pendant fanfare to finish
;--------------------------------------------------------------------------------
PendantFanfareWait:
LDA TournamentSeed : BNE .spc
LDA FastFanfare : BNE .done
LDA.l TournamentSeed : BNE .spc
LDA.l FastFanfare : BNE .done
REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .spc
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .spc
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .spc
LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .spc
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .spc
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .spc
SEP #$20
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BGE .spc
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA !REG_MSU_DELAYED_COMMAND : BNE .continue
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA.l MSUPackCurrent : CMP #$FE : !BGE .spc
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA.l MSUDelayedCommand : BNE .continue
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue
jml PendantFanfareContinue
.spc
SEP #$20
LDA.l !REG_SPC_CONTROL : BNE .continue
LDA.l APUIO0 : BNE .continue
.done
jml PendantFanfareDone
;--------------------------------------------------------------------------------
@@ -777,32 +739,32 @@ PendantFanfareWait:
; Wait for crystal fanfare to finish
;--------------------------------------------------------------------------------
CrystalFanfareWait:
LDA TournamentSeed : BNE .spc
LDA FastFanfare : BNE .done
LDA.l TournamentSeed : BNE .spc
LDA.l FastFanfare : BNE .done
REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .spc
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .spc
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .spc
LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .spc
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .spc
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .spc
SEP #$20
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BGE .spc
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA !REG_MSU_DELAYED_COMMAND : BNE .continue
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA.l MSUPackCurrent : CMP.b #$FE : !BGE .spc
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA.l MSUDelayedCommand : BNE .continue
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue
jml CrystalFanfareContinue
.spc
SEP #$20
LDA.l !REG_SPC_CONTROL : BNE .continue
LDA.l APUIO0 : BNE .continue
.done
jml CrystalFanfareDone
JML CrystalFanfareDone
;--------------------------------------------------------------------------------
;================================================================================
; Delay input scanning on startup/S&Q to avoid hard-lock from button mashing
;--------------------------------------------------------------------------------
StartupWait:
LDA $11 : CMP.b #$04 : BCC .done ; thing we wrote over
LDA !REG_SPC_CONTROL : BEQ .done-1
LDA.b $11 : CMP.b #$04 : BCC .done ; thing we wrote over
LDA.w APUIO0 : BEQ .done-1
CMP.b #$01 : BEQ .done
CLC
.done
@@ -814,13 +776,13 @@ StartupWait:
;--------------------------------------------------------------------------------
EndingMusicWait:
REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done
LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .done
LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .done
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .done
SEP #$20
.wait
LDA.b $50 : BNE .done
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait
.done
SEP #$20
LDA.b #$22

View File

@@ -91,7 +91,7 @@ PreOverworld_LoadProperties_ChooseMusic:
Overworld_FinishMirrorWarp:
REP #$20
LDA.w #$2641 : STA $4370
LDA.w #$2641 : STA.w DMAP7
LDX.b #$3E

File diff suppressed because it is too large Load Diff

View File

@@ -1,8 +1,7 @@
NewDrawHud:
SEP #$30
SEP #$30
;================================================================================
; Draw bomb count
!BOMBCOUNT_DRAW_ADDRESS = "$7EC75A"
;================================================================================
LDA.l InfiniteBombs : BNE .infinite_bombs
@@ -10,54 +9,50 @@ SEP #$30
LDA.l BombsEquipment ; bombs
JSR HudHexToDec2Digit ;requires 8 bit registers!
REP #$20
LDX.b $06 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS ; Draw bombs 10 digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS+2 ; Draw bombs 1 digit
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDBombCount ; Draw bombs 10 digit
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDBombCount+2 ; Draw bombs 1 digit
BRA +
.infinite_bombs
REP #$20
LDA.w #$2431 : STA !BOMBCOUNT_DRAW_ADDRESS ; infinity (left half)
INC A : STA !BOMBCOUNT_DRAW_ADDRESS+2 ; infinity (right half)
LDA.w #$2431 : STA.l HUDBombCount ; infinity (left half)
INC A : STA.l HUDBombCount+2 ; infinity (right half)
+
;================================================================================
; Draw rupee counter
!RUPEE_DRAW_ADDRESS = "$7EC750"
;================================================================================
LDA.l DisplayRupees ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here
JSR HudHexToDec4Digit
LDX.b $04 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS ; 1000s
LDX.b $05 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+2 ; 100s
LDX.b $06 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+4 ; 10s
LDX.b $07 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+6 ; 1s
LDX.b Scrap04 : TXA : ORA.w #$2400 : STA.l HUDRupees ; 1000s
LDX.b Scrap05 : TXA : ORA.w #$2400 : STA.l HUDRupees+2 ; 100s
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDRupees+4 ; 10s
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDRupees+6 ; 1s
;================================================================================
; Draw arrow count
!ARROWCOUNT_DRAW_ADDRESS = "$7EC760"
!INFINITE_ARROWS = "$7F50C8"
;================================================================================
SEP #$20
LDA.l ArrowMode : BNE +
LDA !INFINITE_ARROWS : BNE .infinite_arrows
LDA.l InfiniteArrows : BNE .infinite_arrows
.finite_arrows
LDA.l CurrentArrows ; arrows
JSR HudHexToDec2Digit
REP #$20
LDX.b $06 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS ; Draw arrows 10 digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS+2 ; Draw arrows 1 digit
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDArrowCount ; Draw arrows 10 digit
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDArrowCount+2 ; Draw arrows 1 digit
BRA +
.infinite_arrows
REP #$20
LDA.w #$2431 : STA !ARROWCOUNT_DRAW_ADDRESS ; infinity (left half)
INC A : STA !ARROWCOUNT_DRAW_ADDRESS+2 ; infinity (right half)
LDA.w #$2431 : STA.l HUDArrowCount ; infinity (left half)
INC A : STA.l HUDArrowCount+2 ; infinity (right half)
+
;================================================================================
; Draw Goal Item Indicator
!GOAL_DRAW_ADDRESS = "$7EC72A"
;================================================================================
REP #$20
@@ -66,25 +61,25 @@ SEP #$30
LDA.l GoalCounter
JSR HudHexToDec4Digit
LDA.l GoalItemIcon : STA.l !GOAL_DRAW_ADDRESS ; draw star icon
LDA.l GoalItemIcon : STA.l HUDGoalIndicator ; draw star icon
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
LDX.b Scrap05 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+2 ; draw 100's digit
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+4 ; draw 10's digit
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+6 ; draw 1's digit
LDA.l GoalItemRequirement : CMP.w #$FFFF : BEQ .skip
LDA.l GoalItemRequirement
JSR HudHexToDec4Digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
LDA.w #$2830 : STA.l HUDGoalIndicator+8 ; draw slash
LDX.b Scrap05 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+10 ; draw 100's digit
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+12 ; draw 10's digit
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+14 ; draw 1's digit
BRA .done
.skip
LDA.w #$207F ; transparent tile
STA !GOAL_DRAW_ADDRESS+8
STA !GOAL_DRAW_ADDRESS+10
STA !GOAL_DRAW_ADDRESS+12
STA.l HUDGoalIndicator+8
STA.l HUDGoalIndicator+10
STA.l HUDGoalIndicator+12
.done
;================================================================================
@@ -96,8 +91,6 @@ SEP #$30
;================================================================================
; Draw key count
!KEY_DIGITS_ADDRESS = "$7EC764"
!KEY_ICON_ADDRESS = "$7EC726"
;================================================================================
SEP #$20
LDA.l CurrentSmallKeys : CMP.b #$FF : BEQ .not_in_dungeon
@@ -105,21 +98,21 @@ SEP #$30
JSR HudHexToDec2Digit : REP #$20
; if 10s digit is 0, draw transparent tile instead of 0
LDX.b $06 : TXA : CPX.b #$90 : BNE +
LDX.b Scrap06 : TXA : CPX.b #$90 : BNE +
LDA.w #$007F
+
ORA.w #$2400 : STA !KEY_DIGITS_ADDRESS
ORA.w #$2400 : STA.l HUDKeyDigits
; 1s digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !KEY_DIGITS_ADDRESS+2
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDKeyDigits+2
BRA .done_keys
.not_in_dungeon
REP #$20
;in the overworld, draw transparent tiles instead of key count
LDA.w #$247F : STA !KEY_DIGITS_ADDRESS : STA !KEY_DIGITS_ADDRESS+2
STA !KEY_ICON_ADDRESS
LDA.w #$247F : STA.l HUDKeyDigits : STA.l HUDKeyDigits+2
STA.l HUDKeyIcon
.done_keys
@@ -129,7 +122,6 @@ SEP #$30
;--------------------------------------------------------------------------------
; Draw pendant/crystal icon
;--------------------------------------------------------------------------------
!PRIZE_ICON = $7EC742
!P_ICON = $296C
!C_ICON = $295F
@@ -141,7 +133,7 @@ SEP #$30
CPX #$04 : !BLT .noprize
CPX #$08 : BEQ .noprize
LDA $10 : CMP #$12 : BEQ .noprize
LDA.b $10 : CMP #$12 : BEQ .noprize
LDA.l MapMode
REP #$20
@@ -168,54 +160,53 @@ SEP #$30
LDA.w #$207F
.doneprize
STA.l !PRIZE_ICON
STA.l HUDPrizeIcon
;--------------------------------------------------------------------------------
; Draw Magic Meter
!INFINITE_MAGIC = "$7F50CA"
!DrawMagicMeter_mp_tilemap = "$0DFE0F"
DrawMagicMeter_mp_tilemap = $0DFE0F
;--------------------------------------------------------------------------------
LDA CurrentMagic : AND #$00FF ; crap we wrote over when placing the hook for OnDrawHud
LDA.l CurrentMagic : AND.w #$00FF ; crap we wrote over when placing the hook for OnDrawHud
!ADD #$0007
AND #$FFF8
AND.w #$FFF8
TAX ; end of crap
LDA !INFINITE_MAGIC : AND.w #$00FF : BNE + : JMP .green : +
SEP #$20 : LDA.b #$80 : STA CurrentMagic : REP #$30 ; set magic to max
LDA.l InfiniteMagic : AND.w #$00FF : BNE + : JMP .green : +
SEP #$20 : LDA.b #$80 : STA.l CurrentMagic : REP #$30 ; set magic to max
LDX.w #$0080 ; load full magic meter graphics
LDA $1A : AND.w #$000C : LSR #2
LDA.b $1A : AND.w #$000C : LSR #2
BEQ .red
CMP.w #0001 : BEQ .yellow
CMP.w #0002 : BNE + : JMP .green : +
.blue
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$EFFF : STA $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$EFFF : STA $7EC806
RTL
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EFFF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EFFF : STA.l $7EC806
RTL
.red
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$E7FF : STA $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$E7FF : STA $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$E7FF : STA $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$E7FF : STA $7EC806
RTL
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E7FF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E7FF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E7FF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E7FF : STA.l $7EC806
RTL
.yellow
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$EBFF : STA $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$EBFF : STA $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$EBFF : STA $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$EBFF : STA $7EC806
RTL
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EBFF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EBFF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EBFF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EBFF : STA.l $7EC806
RTL
.orange
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$E3FF : STA $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$E3FF : STA $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$E3FF : STA $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$E3FF : STA $7EC806
RTL
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E3FF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E3FF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E3FF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E3FF : STA.l $7EC806
RTL
.green
LDA !DrawMagicMeter_mp_tilemap+0, X : STA $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : STA $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : STA $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : STA $7EC806
LDA.l DrawMagicMeter_mp_tilemap+0, X : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : STA.l $7EC806
RTL
;================================================================================
@@ -230,25 +221,25 @@ HudHexToDec4Digit:
INY
SBC.w #1000 : BRA -
+
STY $04 : LDY #$90 ; Store 1000s digit & reset Y
STY.b Scrap04 : LDY.b #$90 ; Store 1000s digit & reset Y
-
CMP.w #100 : !BLT +
INY
SBC.w #100 : BRA -
+
STY $05 : LDY #$90 ; Store 100s digit & reset Y
STY.b Scrap05 : LDY.b #$90 ; Store 100s digit & reset Y
-
CMP.w #10 : !BLT +
INY
SBC.w #10 : BRA -
+
STY $06 : LDY #$90 ; Store 10s digit & reset Y
STY.b Scrap06 : LDY.b #$90 ; Store 10s digit & reset Y
CMP.w #1 : !BLT +
-
INY
DEC : BNE -
+
STY $07 ; Store 1s digit
STY.b Scrap07 ; Store 1s digit
RTS
;================================================================================
@@ -290,11 +281,11 @@ HudHexToDec2Digit:
INY
SBC.b #10 : BRA -
+
STY $06 : LDY #$90 ; Store 10s digit and reset Y
STY.b Scrap06 : LDY.b #$90 ; Store 10s digit and reset Y
CMP.b #1 : !BLT +
-
INY
DEC : BNE -
+
STY $07 ; Store 1s digit
STY.b Scrap07 ; Store 1s digit
RTS

View File

@@ -48,25 +48,6 @@
; 0xF1 - freestanding heart 2 / boss heart / npc
; 0xF3 - tablet/pedestal
;--------------------------------------------------------------------------------
;GetAnimatedSpriteGfxFile:
; LDY.b #$32
; CMP.b #$39 : BCS + ; If tile index >= 0x39, use sprite file 0x32 (Blank file)
;
; LDY.b #$5D
;
; CMP.b #$23 : BEQ + ; If tile index is 0x23 (Pendant)...
; CMP.b #$37 : BCS + ; ...or tile index >= 0x37, use sprite file 0x5D (Pendant, Boots, 20 Rupees)
;
; LDY.b #$5C
;
; CMP.b #$0C : BEQ + ; If tile index is 0x0C (Flute)...
; CMP.b #$24 : BCS + ; ...or tile index >= 24, use sprite file 0x5C (Rupees, Crystal, Heart Piece ... ...)
;
; ; Otherwise, use sprite file 0x5B (Medallions, Mirror, Flippers, Lantern, Compass...)
; LDY.b #$5B
;+
;JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteGfxFile:
CMP.b #$0C : BNE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
@@ -119,7 +100,7 @@ dw $0A50 ; Power Star
GetAnimatedSpriteBufferPointer:
;PHB : PHK : PLB
LDA.b $00 : ADC.l GetAnimatedSpriteBufferPointer_table, X
LDA.b Scrap00 : ADC.l GetAnimatedSpriteBufferPointer_table, X
;PLB
RTL
;--------------------------------------------------------------------------------
@@ -146,30 +127,29 @@ endmacro
;carry set if caught
;incsrc eventdata.asm
ProcessEventItems:
;STA $FFFFFF
LDA $00 : PHA
LDA $01 : PHA
LDA $02 : PHA
LDA.b Scrap00 : PHA
LDA.b Scrap01 : PHA
LDA.b Scrap02 : PHA
PHY : PHP
PHB : LDA.b #$AF : PHA : PLB
LDA $02D8
LDA.w ItemReceiptID
CMP.b #$E0 : BNE +
REP #$30 ; set 16-bit accumulator & index registers
LDA RNGItem : ASL : TAX
LDA.l EventDataOffsets, X : !ADD #EventDataTable : STA $00
LDA.l RNGItem : ASL : TAX
LDA.l EventDataOffsets, X : !ADD #EventDataTable : STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
LDA.b #$AF : STA $02
LDA.b #$AF : STA.b Scrap02
JSL.l LoadDialogAddressIndirect
LDA RNGItem : INC : STA RNGItem
LDA.l RNGItem : INC : STA.l RNGItem
SEP #$10 ; set 8-bit index registers
REP #$20 ; set 16-bit accumulator
LDA GoalItemRequirement : BEQ ++
LDA GoalCounter : INC : STA GoalCounter
CMP GoalItemRequirement : !BLT ++
LDA TurnInGoalItems : AND.w #$00FF : BNE ++
LDA.l GoalItemRequirement : BEQ ++
LDA.l GoalCounter : INC : STA.l GoalCounter
CMP.l GoalItemRequirement : !BLT ++
LDA.l TurnInGoalItems : AND.w #$00FF : BNE ++
JSL.l ActivateGoal
++
SEP #$20 ; set 8-bit accumulator
@@ -179,71 +159,71 @@ ProcessEventItems:
.done
PLB
PLP : PLY
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLA : STA.b Scrap02
PLA : STA.b Scrap01
PLA : STA.b Scrap00
RTS
;--------------------------------------------------------------------------------
AddReceivedItemExpandedGetItem:
PHX
LDA $02D8 ; check inventory
LDA.w ItemReceiptID ; check inventory
JSL.l FreeDungeonItemNotice
CMP.b #$0B : BNE + ; Bow
LDA BowTracking : AND.b #$40 : BEQ ++
LDA.l BowTracking : AND.b #$40 : BEQ ++
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.b #03 : STA BowEquipment ; set bow to silver
LDA.b #03 : STA.l BowEquipment ; set bow to silver
++
JMP .done
+ CMP.b #$3B : BNE + ; Silver Bow
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA ArrowsFiller : BNE ++ ; check arrows
LDA.l ArrowsFiller : BNE ++ ; check arrows
LDA.b #$03 : BRA +++ ; bow without arrow
++
LDA.b #$04 ; bow with arrow
+++
STA BowEquipment
STA.l BowEquipment
.noequip
LDA BowTracking : ORA #$40 : STA BowTracking ; mark silver bow on y-toggle
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking ; mark silver bow on y-toggle
JMP .done
+ CMP.b #$4C : BNE + ; 50 bombs
LDA.b #50 : STA BombCapacity ; upgrade bombs
LDA.b #50 : STA BombsFiller ; fill bombs
LDA.b #50 : STA.l BombCapacity ; upgrade bombs
LDA.b #50 : STA.l BombsFiller ; fill bombs
JMP .done
+ CMP.b #$4D : BNE + ; 70 arrows
LDA.b #70 : STA ArrowCapacity ; upgrade arrows
LDA.b #70 : STA ArrowsFiller ; fill arrows
LDA.b #70 : STA.l ArrowCapacity ; upgrade arrows
LDA.b #70 : STA.l ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$4E : BNE + ; 1/2 magic
LDA MagicConsumption : CMP #$02 : !BGE ++
INC : STA MagicConsumption ; upgrade magic
LDA.l MagicConsumption : CMP.b #$02 : !BGE ++
INC : STA.l MagicConsumption ; upgrade magic
++
LDA.b #$80 : STA MagicFiller ; fill magic
LDA.b #$80 : STA.l MagicFiller ; fill magic
JMP .done
+ CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA MagicConsumption ; upgrade magic
LDA.b #$80 : STA MagicFiller ; fill magic
LDA.b #$02 : STA.l MagicConsumption ; upgrade magic
LDA.b #$80 : STA.l MagicFiller ; fill magic
JMP .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA SwordEquipment ; set master sword
LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA.l SwordEquipment ; set master sword
JMP .done
+ CMP.b #$51 : BNE + ; +5 Bombs
LDA BombCapacity : !ADD.b #$05 : STA BombCapacity ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA BombsFiller ; fill bombs
LDA.l BombCapacity : !ADD.b #$05 : STA.l BombCapacity ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA.l BombsFiller ; fill bombs
JMP .done
+ CMP.b #$52 : BNE + ; +10 Bombs
LDA BombCapacity : !ADD.b #$0A : STA BombCapacity ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA BombsFiller ; fill bombs
LDA.l BombCapacity : !ADD.b #$0A : STA.l BombCapacity ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA.l BombsFiller ; fill bombs
JMP .done
+ CMP.b #$53 : BNE + ; +5 Arrows
LDA ArrowCapacity : !ADD.b #$05 : STA ArrowCapacity ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA ArrowsFiller ; fill arrows
LDA.l ArrowCapacity : !ADD.b #$05 : STA.l ArrowCapacity ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA.l ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$54 : BNE + ; +10 Arrows
LDA ArrowCapacity : !ADD.b #$0A : STA ArrowCapacity ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA ArrowsFiller ; fill arrows
LDA.l ArrowCapacity : !ADD.b #$0A : STA.l ArrowCapacity ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA.l ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1)
@@ -257,34 +237,34 @@ AddReceivedItemExpandedGetItem:
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
LDA BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA BowEquipment ; switch to silver bow
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
++
+++
LDA.l ArrowMode : BEQ ++
LDA.b #$01 : STA ArrowsFiller
LDA.b #$01 : STA.l ArrowsFiller
++
+ CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA CurrentRupees : !SUB RupoorDeduction : STA CurrentRupees : SEP #$20 ; Take 1 rupee
REP #$20 : LDA.l CurrentRupees : !SUB RupoorDeduction : STA.l CurrentRupees : SEP #$20 ; Take 1 rupee
JMP .done
+ CMP.b #$5A : BNE + ; Null Item
JMP .done
+ CMP.b #$5B : BNE + ; Red Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l RedClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA ChallengeTimer+2
LDA.l ChallengeTimer : !ADD.l RedClockAmount : STA.l ChallengeTimer
LDA.l ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA.l ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5C : BNE + ; Blue Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l BlueClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA ChallengeTimer+2
LDA.l ChallengeTimer : !ADD.l BlueClockAmount : STA.l ChallengeTimer
LDA.l ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA.l ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5D : BNE + ; Green Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l GreenClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA ChallengeTimer+2
LDA.l ChallengeTimer : !ADD.l GreenClockAmount : STA.l ChallengeTimer
LDA.l ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA.l ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5E : BNE + ; Progressive Sword
@@ -332,73 +312,67 @@ AddReceivedItemExpandedGetItem:
; JSL.l ItemGetServiceRequest
; JMP .done
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++
AND.b #$0F : CMP.b #$08 : !BGE ++
%ValueShift()
ORA MapField : STA MapField ; Map 1
ORA.l MapField : STA.l MapField ; Map 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA MapField+1 : STA MapField+1 ; Map 2
ORA.l MapField+1 : STA.l MapField+1 ; Map 2
JMP .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++
AND.b #$0F : CMP.b #$08 : !BGE ++
%ValueShift()
ORA CompassField : STA CompassField ; Compass 1
ORA.l CompassField : STA.l CompassField ; Compass 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA CompassField+1 : STA CompassField+1 ; Compass 2
ORA.l CompassField+1 : STA.l CompassField+1 ; Compass 2
JMP .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++
AND.b #$0F : CMP.b #$08 : !BGE ++
%ValueShift()
ORA BigKeyField : STA BigKeyField ; Big Key 1
ORA.l BigKeyField : STA.l BigKeyField ; Big Key 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA BigKeyField+1 : STA BigKeyField+1 ; Big Key 2
ORA.l BigKeyField+1 : STA.l BigKeyField+1 ; Big Key 2
JMP .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX
LDA DungeonKeys, X : INC : STA DungeonKeys, X ; Increment Key Count
AND.b #$0F : TAX
LDA.l DungeonKeys, X : INC : STA.l DungeonKeys, X ; Increment Key Count
CPX.b #$00 : BNE ++
STA HyruleCastleKeys ; copy HC to sewers
STA.l HyruleCastleKeys ; copy HC to sewers
++ : CPX.b #$01 : BNE ++
STA SewerKeys ; copy sewers to HC
STA.l SewerKeys ; copy sewers to HC
++
LDA.l GenericKeys : BEQ +
.generic
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
JMP .done
.normal
TXA : ASL : CMP $040C : BNE ++
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
TXA : ASL : CMP.w $040C : BNE ++
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
++
JMP .done
+
.done
PLX
LDA $02E9 : CMP.b #$01 ; thing we wrote over
LDA.w $02E9 : CMP.b #$01 ; thing we wrote over
RTL
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
; #$A0 - Small Keys
;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
!ITEM_BUSY = "$7F5091"
;2B:Bottle Already Filled w/ Red Potion
;2C:Bottle Already Filled w/ Green Potion
;2D:Bottle Already Filled w/ Blue Potion
@@ -410,97 +384,97 @@ AddReceivedItemExpanded:
PHA : PHX
JSL.l PreItemGet
LDA $02D8 ; Item Value
LDA.w ItemReceiptID ; Item Value
JSR AttemptItemSubstitution
STA $02D8
STA.w ItemReceiptID
JSR IncrementItemCounters
CMP.b #$16 : BNE ++ ; Bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$2B : BNE ++ ; Red Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$2C : BNE ++ ; Green Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$2D : BNE ++ ; Blue Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$3C : BNE ++ ; Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$3D : BNE ++ ; Fairy w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$48 : BNE ++ ; Gold Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA MagicConsumption : BEQ +++
LDA.b #$4F : STA $02D8
LDA.l MagicConsumption : BEQ +++
LDA.b #$4F : STA.w ItemReceiptID
+++ : JMP .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA HighestSword : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done
LDA.l HighestSword : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : JMP .done
LDA.b #$49 : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$50 : STA $02D8 : JMP .done
LDA.b #$50 : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : STA $02D8 : JMP .done
LDA.b #$02 : STA.w ItemReceiptID : JMP .done
+ ; Everything Else
LDA.b #$03 : STA $02D8 : JMP .done
LDA.b #$03 : STA.w ItemReceiptID : JMP .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA HighestShield : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done
LDA.l HighestShield : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Shield
LDA.b #$04 : STA $02D8 : JMP .done
LDA.b #$04 : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8 : JMP .done
LDA.b #$05 : STA.w ItemReceiptID : JMP .done
+ ; Everything Else
LDA.b #$06 : STA $02D8 : JMP .done
LDA.b #$06 : STA.w ItemReceiptID : JMP .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA HighestMail : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done
LDA.l HighestMail : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : JMP .done
LDA.b #$22 : STA.w ItemReceiptID : JMP .done
+ ; Everything Else
LDA.b #$23 : STA $02D8 : JMP .done
LDA.b #$23 : STA.w ItemReceiptID : JMP .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA GloveEquipment : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : BRA .done
LDA.l GloveEquipment : BNE + ; No Lift
LDA.b #$1B : STA.w ItemReceiptID : BRA .done
+ ; Everything Else
LDA.b #$1C : STA $02D8 : BRA .done
LDA.b #$1C : STA.w ItemReceiptID : BRA .done
++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
LDA BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
LDA.l BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : BRA .done
LDA.b #$3A : STA.w ItemReceiptID : BRA .done
+ ; Any Bow
LDA.b #$3B : STA $02D8 : BRA .done
LDA.b #$3B : STA.w ItemReceiptID : BRA .done
++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
LDA.l BowTracking : ORA #$20 : STA.l BowTracking
LDA.l BowTracking : ORA.b #$20 : STA.l BowTracking
BRA --
; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest)
; JSL ChestItemServiceRequest
; BRA .done
++ : CMP.b #$62 : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : STA $02D8
JSL.l GetRNGItemSingle : STA.w ItemReceiptID
XBA : JSR.w MarkRNGItemSingle
LDA #$FF : STA !LOCK_IN ; clear lock-in
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
BRA .done
++ : CMP.b #$63 : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : STA $02D8
LDA #$FF : STA !LOCK_IN ; clear lock-in
JSL.l GetRNGItemMulti : STA.w ItemReceiptID
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
BRA .done
++
.done
@@ -892,37 +866,24 @@ Link_ReceiveItemAlternatesExpanded:
;--------------------------------------------------------------------------------
.loadAlternate
PHB : PHK : PLB
;TYA : JSR IncrementItemCounters
;LDA Link_ReceiveItemAlternatesExpanded, Y : STA $03
TYA : JSR AttemptItemSubstitution : STA $03
CPY $03 : BNE + : LDA.b #$FF : STA $03 : +
TYA : JSR AttemptItemSubstitution : STA.b Scrap03
CPY.b Scrap03 : BNE + : LDA.b #$FF : STA.b Scrap03 : +
PLB
RTL
;--------------------------------------------------------------------------------
;DrawHUDSilverArrows:
; LDA BowEquipment : AND.w #$00FF : BNE +
; LDA BowTracking : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; +
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
JSL.l DrawHUDArrows
LDA BowEquipment
LDA.l BowEquipment
RTL
.normal
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BEQ ++
LDA.l BowEquipment : BNE +
LDA.l BowTracking : AND.b #$40 : BEQ ++
JSL.l DrawHUDArrows
++
LDA BowEquipment
LDA.l BowEquipment
+
RTL
;--------------------------------------------------------------------------------
@@ -930,73 +891,68 @@ DrawHUDArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
LDA CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BNE .silver
LDA.l CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA.l BowEquipment : BNE +
LDA.l BowTracking : AND.b #$40 : BNE .silver
BRA .wooden
+ CMP.b #03 : !BGE .silver
.wooden
LDA.b #$A7 : STA $7EC720 ; draw wooden arrow marker
LDA.b #$20 : STA $7EC721
LDA.b #$A9 : STA $7EC722
LDA.b #$20 : STA $7EC723
LDA.b #$A7 : STA.l $7EC720 ; draw wooden arrow marker
LDA.b #$20 : STA.l $7EC721
LDA.b #$A9 : STA.l $7EC722
LDA.b #$20 : STA.l $7EC723
RTL
.normal ; in normal arrow mode this function is only ever called for silvers
.silver
LDA.b #$86 : STA $7EC720 ; draw silver arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$87 : STA $7EC722
LDA.b #$24 : STA $7EC723
LDA.b #$86 : STA.l $7EC720 ; draw silver arrow marker
LDA.b #$24 : STA.l $7EC721
LDA.b #$87 : STA.l $7EC722
LDA.b #$24 : STA.l $7EC723
RTL
.none
LDA.b #$7F : STA $7EC720 ; draw no arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$7F : STA $7EC722
LDA.b #$24 : STA $7EC723
LDA.b #$7F : STA.l $7EC720 ; draw no arrow marker
LDA.b #$24 : STA.l $7EC721
LDA.b #$7F : STA.l $7EC722
LDA.b #$24 : STA.l $7EC723
RTL
;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
GetRNGItemSingle:
PHY
LDA !LOCK_IN : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGSingleItemTable, X : RTL : +
LDA.l RNGLockIn : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGSingleItemTable, X : RTL : +
LDX.b #$00
.single_reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b #$00 : BRA +++ : + ; default to 0 if too many attempts
INX : CPX.b #$7F : !BLT + : LDA.b #$00 : BRA +++ : + ; default to 0 if too many attempts
CMP.l RNGSingleTableSize : !BGE .single_reroll
+++
STA !SINGLE_INDEX_TEMP ; put our index value here
LDX #$00
STA.w ScratchBufferV ; put our index value here
LDX.b #$00
TAY
.recheck
TYA
JSR.w CheckSingleItem : BEQ .single_unused ; already used
LDA !SINGLE_INDEX_TEMP : INC ; increment index
LDA.w ScratchBufferV : INC ; increment index
CMP.l RNGSingleTableSize : !BLT +++ : LDA.b #$00 : +++ ; rollover index if needed
STA !SINGLE_INDEX_TEMP ; store index
STA.w ScratchBufferV ; store index
INX : TAY : TXA : CMP.l RNGSingleTableSize : !BLT .recheck
LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE
BRA .single_done
.single_unused
LDA !SINGLE_INDEX_TEMP
LDA.w ScratchBufferV
.single_done
TAX : LDA.l RNGSingleItemTable, X
XBA : LDA.l !SINGLE_INDEX_TEMP : STA !LOCK_IN : XBA
XBA : LDA.w ScratchBufferV : STA.l RNGLockIn : XBA
PLY
RTL
;--------------------------------------------------------------------------------
CheckSingleItem:
LSR #3 : TAX
LDA.l RNGItem, X : STA !SINGLE_INDEX_BITMASK_TEMP ; load value to temporary
LDA.l RNGItem, X : STA.w ScratchBufferV+2 ; load value to temporary
PHX
LDA !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA !SINGLE_INDEX_BITMASK_TEMP
LDA.w ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
LDA.w ScratchBufferV+2
---
CPX.b #$00 : BEQ +++
LSR
@@ -1008,12 +964,10 @@ CheckSingleItem:
RTS
;--------------------------------------------------------------------------------
MarkRNGItemSingle:
;STA !SINGLE_INDEX_TEMP
LSR #3 : STA !SINGLE_INDEX_OFFSET_TEMP : TAX
LSR #3 : STA.w ScratchBufferV+1 : TAX
LDA.l RNGItem, X
STA.l !SINGLE_INDEX_BITMASK_TEMP
LDA.l !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
STA.w ScratchBufferV+2
LDA.w ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
LDA.b #01
---
CPX.b #$00 : BEQ +++
@@ -1023,21 +977,21 @@ MarkRNGItemSingle:
+++
PHA
LDA.l !SINGLE_INDEX_OFFSET_TEMP : TAX
LDA.w ScratchBufferV+1 : TAX
PLA
ORA.l !SINGLE_INDEX_BITMASK_TEMP
ORA.w ScratchBufferV+2
STA.l RNGItem, X
RTS
;--------------------------------------------------------------------------------
GetRNGItemMulti:
LDA !LOCK_IN : CMP #$FF : BEQ + : TAX : XBA : LDA.l RNGMultiItemTable, X : RTL : +
LDA.l RNGLockIn : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGMultiItemTable, X : RTL : +
LDX.b #$00
- ; reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b 00 : BRA .done : + ; default to 0 if too many attempts
INX : CPX.b #$7F : !BLT + : LDA.b 00 : BRA .done : + ; default to 0 if too many attempts
CMP.l RNGMultiTableSize : !BGE -
.done
STA !LOCK_IN
STA.l RNGLockIn
TAX : XBA : LDA.l RNGMultiItemTable, X
RTL
;--------------------------------------------------------------------------------
@@ -1047,11 +1001,11 @@ IncrementItemCounters:
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
CMP.b 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA ItemLimitCounts, X : INC : STA ItemLimitCounts, X
LDA.l ItemLimitCounts, X : INC : STA.l ItemLimitCounts, X
PLX
BEQ .exit
.noMatch
@@ -1062,53 +1016,52 @@ IncrementItemCounters:
RTS
;--------------------------------------------------------------------------------
AttemptItemSubstitution:
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA ItemLimitCounts, X
PLX
CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA 1,s
+
BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP.b 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA.l ItemLimitCounts, X
PLX
CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA.b 1,s
+: BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
RTS
;--------------------------------------------------------------------------------
CountBottles:
PHX
PHX
LDX.b #$00
LDA BottleContentsOne : BEQ ++ : INX
++ : LDA BottleContentsTwo : BEQ ++ : INX
++ : LDA BottleContentsThree : BEQ ++ : INX
++ : LDA BottleContentsFour : BEQ ++ : INX
LDA.l BottleContentsOne : BEQ ++ : INX
++ : LDA.l BottleContentsTwo : BEQ ++ : INX
++ : LDA.l BottleContentsThree : BEQ ++ : INX
++ : LDA.l BottleContentsFour : BEQ ++ : INX
++
TXA
PLX
RTS
;--------------------------------------------------------------------------------
ActivateGoal:
STZ $11
STZ $B0
STZ.b $11
STZ.b $B0
JML.l StatsFinalPrep
;--------------------------------------------------------------------------------
ChestPrep:
LDA.b #$01 : STA $02E9
LDA.b #$01 : STA.w $02E9
JSL.l IncrementChestCounter
LDA.l ServerRequestMode : BEQ +
JSL.l ChestItemServiceRequest
RTL
+
LDY $0C ; get item value
LDY.b $0C ; get item value
SEC
RTL
;--------------------------------------------------------------------------------
@@ -1116,44 +1069,44 @@ RTL
; counts on
MaybeFlagCompassTotalPickup:
LDA.l CompassMode : AND.b #$0F : BEQ .done
LDA $040C : CMP #$FF : BEQ .done
LSR : STA $04 : LDA #$0F : !SUB $04 ; Compute flag "index"
CPY #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
STA $04
TYA : AND #$0F : CMP $04 : BNE .done ; Check if compass is for this dungeon
LDA.w $040C : CMP.b #$FF : BEQ .done
LSR : STA.b Scrap04 : LDA.b #$0F : !SUB Scrap04 ; Compute flag "index"
CPY.b #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
STA.b Scrap04
TYA : AND.b #$0F : CMP.b Scrap04 : BNE .done ; Check if compass is for this dungeon
.setFlag
CMP #$08 : !BGE ++
CMP.b #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
ORA.l CompassCountDisplay : STA.l CompassCountDisplay
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
ORA.l CompassCountDisplay+1 : STA.l CompassCountDisplay+1
.done
RTL
;--------------------------------------------------------------------------------
; Set the compass count display flag if we're entering a dungeon and alerady have
; that compass
MaybeFlagCompassTotalEntrance:
LDX $040C : CPX #$FF : BEQ .done ; Skip if we're not entering dungeon
LDX.w $040C : CPX.b #$FF : BEQ .done ; Skip if we're not entering dungeon
LDA.l CompassMode : AND.w #$000F : BEQ .done ; Skip if we're not showing compass counts
CMP.w #$0002 : BEQ .countShown
LDA CompassField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have compass
LDA.l CompassField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have compass
.countShown
SEP #$20
TXA : LSR : STA.b $04 : LDA.b #$0F : !SUB $04 ; Compute flag "index"
CMP #$08 : !BGE ++
TXA : LSR : STA.b Scrap04 : LDA.b #$0F : !SUB Scrap04 ; Compute flag index
CMP.b #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
ORA.l CompassCountDisplay : STA.l CompassCountDisplay
REP #$20
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
ORA.l CompassCountDisplay+1 : STA.l CompassCountDisplay+1
REP #$20
.done
RTL

View File

@@ -1,8 +1,8 @@
!PASSWORD_CODE_POSITION = "$C8"
!PASSWORD_SELECTION_POSITION = "$C9"
PASSWORD_CODE_POSITION = $C8
PASSWORD_SELECTION_POSITION = $C9
Module_Password:
LDA $11
LDA.b $11
JSL.l UseImplicitRegIndexedLongJumpTable
@@ -13,35 +13,34 @@ Module_Password:
dl Password_Return ; 4
Password_BeginInit:
LDA.b #$80 : STA $0710 ;skip animated sprite updates in NMI
LDA.b #$80 : STA.w $0710 ;skip animated sprite updates in NMI
JSL EnableForceBlank
JSL Vram_EraseTilemaps_triforce
;JSL Palette_SelectScreen
JSL LoadCustomHudPalette ; replace the 2bpp palettes, and trigger upload
LDA.b #$07 : STA $14 ; have NMI load up the initial tilemap from Password_Tilemap
LDA.b #$07 : STA.b $14 ; have NMI load up the initial tilemap from Password_Tilemap
INC $11
INC.b $11
RTL
Password_EndInit:
JSR LoadPasswordStripeTemplate
JSR LoadPasswordStripeTemplate
;reset the variables used by this screen
STZ !PASSWORD_CODE_POSITION
STZ !PASSWORD_SELECTION_POSITION
;reset the variables used by this screen
STZ.b PASSWORD_CODE_POSITION
STZ.b PASSWORD_SELECTION_POSITION
JSL ValidatePassword : BNE +
; zero out password if not valid
LDX.b #$0F
LDA.b #$00
-
STA.l PasswordSRAM, X
DEX : BPL -
JSL ValidatePassword : BNE +
; zero out password if not valid
LDX.b #$0F
LDA.b #$00
-
STA.l PasswordSRAM, X
DEX : BPL -
+
LDA.b #$0F : STA $13
LDA.b #$0F : STA.b $13
INC $11
RTL
@@ -52,70 +51,70 @@ Password_Main:
JSR PasswordEraseOldCursors
; handle joypad input
LDA $F6 : AND.b #$10 : BEQ + ; R Button
LDA.b $F6 : AND.b #$10 : BEQ + ; R Button
JSR PasswordMoveCursorRight
+
LDA $F6 : AND.b #$20 : BEQ + ; L Button
LDA.b $F6 : AND.b #$20 : BEQ + ; L Button
JSR PasswordMoveCursorLeft
+
LDA $F4 : AND.b #$01 : BEQ + ; right
LDA !PASSWORD_SELECTION_POSITION : INC A : CMP.b #$24 : !BLT ++
LDA.b $F4 : AND.b #$01 : BEQ + ; right
LDA.b PASSWORD_SELECTION_POSITION : INC A : CMP.b #$24 : !BLT ++
!SUB.b #$24
++
STA !PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F
STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA.w $012F
+
LDA $F4 : AND.b #$02 : BEQ + ; left
LDA !PASSWORD_SELECTION_POSITION : DEC A : BPL ++
LDA.b $F4 : AND.b #$02 : BEQ + ; left
LDA.b PASSWORD_SELECTION_POSITION : DEC A : BPL ++
!ADD.b #$24
++
STA !PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F
STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA.w $012F
+
LDA $F4 : AND.b #$04 : BEQ + ; down
LDA !PASSWORD_SELECTION_POSITION : !ADD.b #$09 : CMP.b #$24 : !BLT ++
LDA.b $F4 : AND.b #$04 : BEQ + ; down
LDA.b PASSWORD_SELECTION_POSITION : !ADD.b #$09 : CMP.b #$24 : !BLT ++
!SUB.b #$24
++
STA !PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F
STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA.w $012F
+
LDA $F4 : AND.b #$08 : BEQ + ; up
LDA !PASSWORD_SELECTION_POSITION : !SUB.b #$09 : BPL ++
LDA.b $F4 : AND.b #$08 : BEQ + ; up
LDA.b PASSWORD_SELECTION_POSITION : !SUB.b #$09 : BPL ++
!ADD.b #$24
++
STA !PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F
STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA.w $012F
+
LDA $F4 : ORA $F6 : AND.b #$C0 : BEQ + ; face button
LDX !PASSWORD_SELECTION_POSITION
LDA.b $F4 : ORA.b $F6 : AND.b #$C0 : BEQ + ; face button
LDX.b PASSWORD_SELECTION_POSITION
LDA.l .selectionValues, X : BPL ++
CMP #$F0 : BNE +++
CMP.b #$F0 : BNE +++
INC $11
BRA .endOfButtonChecks
+++ : CMP #$F1 : BNE +++
+++ : CMP.b #$F1 : BNE +++
JSR PasswordMoveCursorLeft
BRA +
+++ : CMP #$F2 : BNE +++
+++ : CMP.b #$F2 : BNE +++
JSR PasswordMoveCursorRight
BRA +
+++ : CMP #$F3 : BNE +++
+++ : CMP.b #$F3 : BNE +++
INC $11 : INC $11 ; skip to return submodule
LDA.b #$2C : STA $012E ;file screen selection sound
LDA.b #$2C : STA.w $012E ;file screen selection sound
BRA .endOfButtonChecks
+++
BRA +
++
LDX !PASSWORD_CODE_POSITION
STA PasswordSRAM,X
TXA : INC A : AND.b #$0F : STA !PASSWORD_CODE_POSITION
LDX.b PASSWORD_CODE_POSITION
STA.l PasswordSRAM,X
TXA : INC A : AND.b #$0F : STA.b PASSWORD_CODE_POSITION
BNE ++
STZ $012E
STZ.w $012E
INC $11
BRA .endOfButtonChecks
++
LDA.b #$2B : STA $012E
LDA.b #$2B : STA.w $012E
+
LDA $F4 : AND.b #$10 : BEQ + ; start
LDA.b $F4 : AND.b #$10 : BEQ + ; start
INC $11
+
.endOfButtonChecks
@@ -123,7 +122,7 @@ Password_Main:
JSR UpdatePasswordTiles
JSR PasswordSetNewCursors
LDA.b #$01 : STA $14
LDA.b #$01 : STA.b $14
PLB
RTL
.selectionValues
@@ -134,17 +133,17 @@ db $19, $1A, $1B, $1C, $1D, $1E, $1F, $20, $F3
Password_Check:
JSL.l ValidatePassword : BNE .correct
LDA.b #$3C : STA $012E ; error
LDA.b #$3C : STA.w $012E ; error
DEC $11
RTL
.correct
LDA.b #$1B : STA $012F ; solved puzzle sound
LDA.b #$1B : STA.w $012F ; solved puzzle sound
INC $11
RTL
Password_Return:
LDA.b #$01 : STA $10 ; select screen
LDA.b #$01 : STA $11 ; Skip the first submodule
LDA.b #$01 : STA.w $10 ; select screen
LDA.b #$01 : STA.w $11 ; Skip the first submodule
STZ $B0
STZ $0B9D ; Reset file screen cursor pre-selection
STZ $C8
@@ -162,7 +161,7 @@ ValidatePassword:
PHX : PHY
;check for incomplete password
LDX #$0F
LDX.b #$0F
-
LDA.l PasswordSRAM, X : BNE +
JMP .incorrect
@@ -174,45 +173,45 @@ ValidatePassword:
; Clear out any existing encryption key
LDX.b #$0E
LDA.w #$0000
- : STA.l !keyBase, X : DEX #2 : BPL -
- : STA.l KeyBase, X : DEX #2 : BPL -
JSR PasswordToKey
LDA.l StaticDecryptionKey+$0A : STA.l !keyBase+$0A
LDA.l StaticDecryptionKey+$0C : STA.l !keyBase+$0C
LDA.l StaticDecryptionKey+$0E : STA.l !keyBase+$0E
LDA.l StaticDecryptionKey+$0A : STA.l KeyBase+$0A
LDA.l StaticDecryptionKey+$0C : STA.l KeyBase+$0C
LDA.l StaticDecryptionKey+$0E : STA.l KeyBase+$0E
LDA.l KnownEncryptedValue : STA.l !CryptoBuffer
LDA.l KnownEncryptedValue+2 : STA.l !CryptoBuffer+2
LDA.l KnownEncryptedValue+4 : STA.l !CryptoBuffer+4
LDA.l KnownEncryptedValue+6 : STA.l !CryptoBuffer+6
LDA.l KnownEncryptedValue : STA.l CryptoBuffer
LDA.l KnownEncryptedValue+2 : STA.l CryptoBuffer+2
LDA.l KnownEncryptedValue+4 : STA.l CryptoBuffer+4
LDA.l KnownEncryptedValue+6 : STA.l CryptoBuffer+6
LDA.w #$0002 : STA $04 ;set block size
LDA.w #$0002 : STA.b $04 ;set block size
JSL.l XXTEA_Decode
SEP #$20 ; 8 bit accumulator
LDA !CryptoBuffer+0 : CMP #$31 : BNE .incorrect
LDA !CryptoBuffer+1 : CMP #$41 : BNE .incorrect
LDA !CryptoBuffer+2 : CMP #$59 : BNE .incorrect
LDA !CryptoBuffer+3 : CMP #$26 : BNE .incorrect
LDA !CryptoBuffer+4 : CMP #$53 : BNE .incorrect
LDA !CryptoBuffer+5 : CMP #$58 : BNE .incorrect
LDA !CryptoBuffer+6 : CMP #$97 : BNE .incorrect
LDA !CryptoBuffer+7 : CMP #$93 : BNE .incorrect
LDA.l CryptoBuffer+0 : CMP.b #$31 : BNE .incorrect
LDA.l CryptoBuffer+1 : CMP.b #$41 : BNE .incorrect
LDA.l CryptoBuffer+2 : CMP.b #$59 : BNE .incorrect
LDA.l CryptoBuffer+3 : CMP.b #$26 : BNE .incorrect
LDA.l CryptoBuffer+4 : CMP.b #$53 : BNE .incorrect
LDA.l CryptoBuffer+5 : CMP.b #$58 : BNE .incorrect
LDA.l CryptoBuffer+6 : CMP.b #$97 : BNE .incorrect
LDA.l CryptoBuffer+7 : CMP.b #$93 : BNE .incorrect
;trial decrypt the known plaintext, and verify if result is correct
.correct
PLY : PLX
LDA #$01 : STA.l !ValidKeyLoaded
LDA.b #$01 : STA.l ValidKeyLoaded
RTL
.incorrect
PLY : PLX
LDA #$00
LDA.b #$00
RTL
;--------------------------------------------------------------------------------
@@ -223,75 +222,69 @@ PasswordToKey:
; $00 input offset
; $02 output offset
; $04 shift amount
LDA.w #$0000 : STA $00 : STA $02
LDA.w #$000B : STA $04
LDA.w #$0000 : STA.b $00 : STA.b $02
LDA.w #$000B : STA.b $04
-
LDX $00
LDA PasswordSRAM, X : DEC : AND #$001F
LDY $04
LDX.b $00
LDA.l PasswordSRAM, X : DEC : AND.w #$001F
LDY.b $04
-- : BEQ + : ASL : DEY : BRA -- : + ; Shift left by Y
XBA
LDX $02
ORA !keyBase, X
STA !keyBase, X
LDX.b $02
ORA.l KeyBase, X
STA.l KeyBase, X
LDA $04 : !SUB.w #$0005 : BPL +
LDA.b $04 : !SUB.w #$0005 : BPL +
!ADD.w #$0008
INC $02
+ : STA $04
+ : STA.b $04
LDA $00 : INC : STA $00 : CMP.w #$0010 : !BLT -
LDA.b $00 : INC : STA.b $00 : CMP.w #$0010 : !BLT -
RTS
LoadPasswordStripeTemplate:
LDA $4300 : PHA : LDA $4301 : PHA : LDA $4302 : PHA ; preserve DMA parameters
LDA $4303 : PHA : LDA $4304 : PHA : LDA $4305 : PHA ; preserve DMA parameters
LDA $4306 : PHA ; preserve DMA parameters
LDA.w DMAP0 : PHA : LDA.w BBAD0 : PHA : LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w A1T0H : PHA : LDA.w A1B0 : PHA : LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w DAS0H : PHA ; preserve DMA parameters
LDA.b #$00 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode
LDA.b #$80 : STA.w BBAD0 ; set bus B destination to WRAM register
LDA.b #$00 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode
LDA.b #$80 : STA $4301 ; set bus B destination to WRAM register
LDA.b #$02 : STA.w WMADDL ; set WRAM register source address
LDA.b #$10 : STA.w WMADDH
LDA.b #$7E : STA.w WMADDB
LDA.b #$02 : STA $2181 ; set WRAM register source address
LDA.b #$10 : STA $2182
LDA.b #$7E : STA $2183
LDA.b #Password_StripeImageTemplate : STA $4302 ; set bus A source address
LDA.b #Password_StripeImageTemplate>>8 : STA $4303 ; set bus A source address
LDA.b #Password_StripeImageTemplate>>16 : STA $4304 ; set bus A source bank
LDA.b #Password_StripeImageTemplate : STA.w A1T0L ; set bus A source address
LDA.b #Password_StripeImageTemplate>>8 : STA.w A1T0H ; set bus A source address
LDA.b #Password_StripeImageTemplate>>16 : STA.w A1B0 ; set bus A source bank
LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate
STA $4305 ;
STA.w DAS0L ;
LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate>>8
STA $4306 ; set transfer size
STA.w DAS0H ; set transfer size
LDA #$01 : STA $420B ; begin DMA transfer
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
PLA : STA $4306 : PLA : STA $4305 : PLA : STA $4304 ; restore DMA parameters
PLA : STA $4303 : PLA : STA $4302 : PLA : STA $4301 ; restore DMA parameters
PLA : STA $4300 ; restore DMA parameters
PLA : STA.w DAS0H : PLA : STA.w DAS0L : PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w A1T0H : PLA : STA.w A1T0L : PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w DMAP0 ; restore DMA parameters
RTS
!PASSWORD_INPUT_START_X = $03
!PASSWORD_INPUT_START_Y = $0D
!PASSWORD_DISPLAY_START_X = $04
!PASSWORD_DISPLAY_START_Y = $04
PasswordEraseOldCursors:
REP #$20 ; set 16-bit accumulator
;Code Cursor
LDA !PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX
LDA.b PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX
LDA.l .code_offsets, X
!ADD.w #$20*!PASSWORD_DISPLAY_START_Y+!PASSWORD_DISPLAY_START_X+$6000
!ADD.w #$20*Scrap04+Scrap04+$6000
XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_CodeCursorErase-Password_StripeImageTemplate
;selection cursor
LDA !PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX
LDA.b PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX
LDA.l .selection_offsets, X
!ADD.w #$20*!PASSWORD_INPUT_START_Y+!PASSWORD_INPUT_START_X+$6000
!ADD.w #$20*Scrap0D+Scrap03+$6000
XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_SelectionCursorErase-Password_StripeImageTemplate
XBA : !ADD.w #$0020 : XBA
@@ -315,16 +308,16 @@ RTS
PasswordSetNewCursors:
REP #$20 ; set 16-bit accumulator
;Code Cursor
LDA !PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX
LDA.b PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX
LDA.l PasswordEraseOldCursors_code_offsets, X
!ADD.w #$20*!PASSWORD_DISPLAY_START_Y+!PASSWORD_DISPLAY_START_X+$6000
!ADD.w #$20*Scrap04+Scrap04+$6000
XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_CodeCursorDraw-Password_StripeImageTemplate
;Selection cursor
LDA !PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX
LDA.b PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX
LDA.l PasswordEraseOldCursors_selection_offsets, X
!ADD.w #$20*!PASSWORD_INPUT_START_Y+!PASSWORD_INPUT_START_X+$6000
!ADD.w #$20*Scrap0D+Scrap03+$6000
XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_SelectionCursorDraw-Password_StripeImageTemplate
XBA : !ADD.w #$0020 : XBA
@@ -342,16 +335,16 @@ UpdatePasswordTiles:
LDX.w #$000F
-
LDA.l PasswordSRAM, X : AND.w #$00FF : TXY
ASL #3 : STA $00
TYA : ASL #4 : STA $03
LDX $00 : LDA.l HashAlphabetTilesWithBlank, X
LDX $03 : STA $1006, X
LDX $00 : LDA.l HashAlphabetTilesWithBlank+$02, X
LDX $03 : STA $1008, X
LDX $00 : LDA.l HashAlphabetTilesWithBlank+$04, X
LDX $03 : STA $100E, X
LDX $00 : LDA.l HashAlphabetTilesWithBlank+$06, X
LDX $03 : STA $1010, X
ASL #3 : STA.b $00
TYA : ASL #4 : STA.b $03
LDX.b $00 : LDA.l HashAlphabetTilesWithBlank, X
LDX.b $03 : STA.w $1006, X
LDX.b $00 : LDA.l HashAlphabetTilesWithBlank+$02, X
LDX.b $03 : STA.w $1008, X
LDX.b $00 : LDA.l HashAlphabetTilesWithBlank+$04, X
LDX.b $03 : STA.w $100E, X
LDX.b $00 : LDA.l HashAlphabetTilesWithBlank+$06, X
LDX.b $03 : STA.w $1010, X
TYX : DEX : BMI + : BRA -
+
@@ -360,13 +353,13 @@ RTS
PasswordMoveCursorRight:
; return new code position
LDA.b #$2B : STA $012E
LDA !PASSWORD_CODE_POSITION : INC A : AND.b #$0F : STA !PASSWORD_CODE_POSITION
LDA.b #$2B : STA.w $012E
LDA.b PASSWORD_CODE_POSITION : INC A : AND.b #$0F : STA.b PASSWORD_CODE_POSITION
RTS
PasswordMoveCursorLeft:
; return new code position
LDA.b #$2B : STA $012E
LDA !PASSWORD_CODE_POSITION : DEC A : AND.b #$0F : STA !PASSWORD_CODE_POSITION
LDA.b #$2B : STA.w $012E
LDA.b PASSWORD_CODE_POSITION : DEC A : AND.b #$0F : STA.b PASSWORD_CODE_POSITION
RTS
macro dw_big_endian(value)
@@ -380,7 +373,7 @@ endmacro
Password_Tilemap:
;Add any graphics for background 0 here
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+0)
%Layer3_VRAM_Address(Scrap03,Scrap0D+0)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0201|!FS_COLOR_YELLOW, #$0202|!FS_COLOR_YELLOW ;BOW
dw #$0200
@@ -400,7 +393,7 @@ dw #$0285|!FS_COLOR_GREEN, #$0286|!FS_COLOR_GREEN ;PENDANT
dw #$0200
dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder upper half action button
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+1)
%Layer3_VRAM_Address(Scrap03,Scrap0D+1)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0211|!FS_COLOR_YELLOW, #$0212|!FS_COLOR_YELLOW ;BOW
dw #$0200
@@ -420,7 +413,7 @@ dw #$0295|!FS_COLOR_GREEN, #$0296|!FS_COLOR_GREEN ;PENDANT
dw #$0200
dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder lower half action button
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+3)
%Layer3_VRAM_Address(Scrap03,Scrap0D+3)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0207|!FS_COLOR_YELLOW, #$0217|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS
dw #$0200
@@ -440,7 +433,7 @@ dw #$0228|!FS_COLOR_YELLOW, #$0229|!FS_COLOR_YELLOW ;NET
dw #$0200
dw #$018A|!FS_COLOR_BW, #$0200 ; Left
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+4)
%Layer3_VRAM_Address(Scrap03,Scrap0D+4)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0217|!FS_COLOR_YELLOW, #$0207|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS
dw #$0200
@@ -460,7 +453,7 @@ dw #$0238|!FS_COLOR_YELLOW, #$0239|!FS_COLOR_YELLOW ;NET
dw #$0200
dw #$019A|!FS_COLOR_BW, #$0200 ; Left
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+6)
%Layer3_VRAM_Address(Scrap03,Scrap0D+6)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$022A|!FS_COLOR_GREEN, #$022B|!FS_COLOR_GREEN ;BOOK
dw #$0200
@@ -480,7 +473,7 @@ dw #$024E|!FS_COLOR_BROWN, #$024F|!FS_COLOR_BROWN
dw #$0200
dw #$0200, #$018B|!FS_COLOR_BW ; Right
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+7)
%Layer3_VRAM_Address(Scrap03,Scrap0D+7)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$023A|!FS_COLOR_GREEN, #$023B|!FS_COLOR_GREEN ;BOOK
dw #$0200
@@ -500,7 +493,7 @@ dw #$025E|!FS_COLOR_BROWN, #$025F|!FS_COLOR_BROWN ;GLOVES
dw #$0200
dw #$0200, #$019B|!FS_COLOR_BW ; Right
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+9)
%Layer3_VRAM_Address(Scrap03,Scrap0D+9)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$020E|!FS_COLOR_BLUE, #$020F|!FS_COLOR_BLUE ;FLIPPERS
dw #$0200
@@ -520,7 +513,7 @@ dw #$022F|!FS_COLOR_YELLOW|!FS_HFLIP, #$022F|!FS_COLOR_YELLOW ;KEY
dw #$0200
dw #$0267|!FS_COLOR_BW|!FS_HFLIP, #$0267|!FS_COLOR_BW ;cancel
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+10)
%Layer3_VRAM_Address(Scrap03,Scrap0D+10)
%dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$021F|!FS_COLOR_BLUE|!FS_HFLIP, #$021F|!FS_COLOR_BLUE ;FLIPPERS
dw #$0200
@@ -543,10 +536,10 @@ dw #$0267|!FS_COLOR_BW|!FS_HFLIP|!FS_VFLIP, #$0267|!FS_VFLIP|!FS_COLOR_BW ;cance
dw $FFFF
macro PasswordDisplaySlot(x,y)
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X+<x>,!PASSWORD_DISPLAY_START_Y+<y>)
%Layer3_VRAM_Address(Scrap04+<x>,Scrap04+<y>)
%dw_big_endian(3)
dw #$0186|!FS_COLOR_BW, #$0186|!FS_COLOR_BW
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X+<x>,!PASSWORD_DISPLAY_START_Y+1+<y>)
%Layer3_VRAM_Address(Scrap04+<x>,Scrap04+1+<y>)
%dw_big_endian(3)
dw #$0196|!FS_COLOR_BW, #$0196|!FS_COLOR_BW
endmacro
@@ -569,37 +562,37 @@ Password_StripeImageTemplate:
%PasswordDisplaySlot(18,3)
%PasswordDisplaySlot(21,3)
.CodeCursorErase ; a code cursor erase (position get be updated)
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X,!PASSWORD_DISPLAY_START_Y+2)
%Layer3_VRAM_Address(Scrap04,Scrap04+2)
%dw_big_endian(3)
dw #$0200, #$0200
.CodeCursorDraw ; Then comes a code cursor draw (will override the erase if same position)
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X,!PASSWORD_DISPLAY_START_Y+2)
%Layer3_VRAM_Address(Scrap04,Scrap04+2)
%dw_big_endian(3)
dw #$0267|!FS_COLOR_BW|!FS_HFLIP|!FS_VFLIP, #$0267|!FS_VFLIP|!FS_COLOR_BW
.SelectionCursorErase ; a selection cursor erase (position get be updated)
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y-1)
%Layer3_VRAM_Address(Scrap03-1,Scrap0D-1)
%dw_big_endian(7)
dw #$0200, #$0200, #$0200, #$0200
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y)
%Layer3_VRAM_Address(Scrap03-1,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE)
dw #$0200, #$0200
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X+2,!PASSWORD_INPUT_START_Y)
%Layer3_VRAM_Address(Scrap03+2,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE)
dw #$0200, #$0200
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y+2)
%Layer3_VRAM_Address(Scrap03-1,Scrap0D+2)
%dw_big_endian(7)
dw #$0200, #$0200, #$0200, #$0200
.SelectionCursorDraw ; Then comes a selection cursor draw (will override the erase if same position)
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y-1)
%Layer3_VRAM_Address(Scrap03-1,Scrap0D-1)
%dw_big_endian(7)
dw #$02BB|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y)
%Layer3_VRAM_Address(Scrap03-1,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE)
dw #$02BD|!FS_COLOR_GREEN, #$02BD|!FS_COLOR_GREEN|!FS_VFLIP
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X+2,!PASSWORD_INPUT_START_Y)
%Layer3_VRAM_Address(Scrap03+2,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE)
dw #$02BD|!FS_COLOR_GREEN|!FS_HFLIP, #$02BD|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y+2)
%Layer3_VRAM_Address(Scrap03-1,Scrap0D+2)
%dw_big_endian(7)
dw #$02BB|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP
dw $FFFF

View File

@@ -2,32 +2,31 @@
; $7F5092 - Potion Animation Busy Flags (Health)
; $7F5093 - Potion Animation Busy Flags (Magic)
;--------------------------------------------------------------------------------
!BUSY_HEALTH = $7F5092
RefillHealth:
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #279 : BNE + ; Spike Cave bottles work normally
SEP #$20 ; set 8-bit accumulator
LDA #$A0
LDA.b #$A0
BRA .done
+
SEP #$20 ; set 8-bit accumulator
LDA.l PotionHealthRefill : CMP.b #$A0 : !BGE .done
LDA !BUSY_HEALTH : BNE ++
LDA.l BusyHealth : BNE ++
LDA.l PotionHealthRefill ; load refill amount
!ADD CurrentHealth ; add to current health
CMP MaximumHealth : !BLT +++ : LDA MaximumHealth : +++
STA !BUSY_HEALTH
CMP.l MaximumHealth : !BLT +++ : LDA.l MaximumHealth : +++
STA.l BusyHealth
++
LDA CurrentHealth : CMP.l !BUSY_HEALTH : !BLT ++
LDA.b #$00 : STA HeartsFiller
LDA $020A : BNE .notDone
LDA.b #$00 : STA !BUSY_HEALTH
LDA.l CurrentHealth : CMP.l BusyHealth : !BLT ++
LDA.b #$00 : STA.l HeartsFiller
LDA.w $020A : BNE .notDone
LDA.b #$00 : STA.l BusyHealth
SEC
RTL
++
LDA.b #$08 : STA HeartsFiller ; refill some health
LDA.b #$08 : STA.l HeartsFiller ; refill some health
.notDone
CLC
RTL
@@ -35,54 +34,53 @@ RefillHealth:
; Check goal health versus actual health.
; if(actual < goal) then branch.
LDA CurrentHealth : CMP MaximumHealth : BCC .refillAllHealth
LDA MaximumHealth : STA CurrentHealth
LDA.b #$00 : STA HeartsFiller
LDA.l CurrentHealth : CMP.l MaximumHealth : BCC .refillAllHealth
LDA.l MaximumHealth : STA.l CurrentHealth
LDA.b #$00 : STA.l HeartsFiller
; ??? not sure what purpose this branch serves.
LDA $020A : BNE .beta
LDA.w $020A : BNE .beta
SEC
RTL
.refillAllHealth
; Fill up ze health.
LDA.b #$A0 : STA HeartsFiller
LDA.b #$A0 : STA.l HeartsFiller
.beta
CLC
RTL
;--------------------------------------------------------------------------------
!BUSY_MAGIC = $7F5093
RefillMagic:
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b $A0 ; these are all decimal because i got them that way
CMP.w #279 : BNE + ; Spike Cave bottles work normally
SEP #$20 ; set 8-bit accumulator
LDA #$80
LDA.b #$80
BRA .done
+
SEP #$20 ; set 8-bit accumulator
LDA.l PotionMagicRefill : CMP.b #$80 : !BGE .done
LDA !BUSY_MAGIC : BNE ++
LDA.l BusyMagic : BNE ++
LDA.l PotionMagicRefill ; load refill amount
!ADD CurrentMagic ; add to current magic
CMP.b #$80 : !BLT +++ : LDA.b #$80 : +++
STA !BUSY_MAGIC
STA.l BusyMagic
++
LDA CurrentMagic : CMP.l !BUSY_MAGIC : !BLT ++
LDA.b #$00 : STA !BUSY_MAGIC
LDA.l CurrentMagic : CMP.l BusyMagic : !BLT ++
LDA.b #$00 : STA.l BusyMagic
SEC
RTL
++
LDA.b #$01 : STA MagicFiller ; refill some magic
LDA.b #$01 : STA.l MagicFiller ; refill some magic
CLC
RTL
.done
SEP #$30
; Check if Link's magic meter is full
LDA CurrentMagic : CMP.b #$80
LDA.l CurrentMagic : CMP.b #$80
BCS .itsFull
; Tell the magic meter to fill up until it's full.
LDA.b #$80 : STA MagicFiller
LDA.b #$80 : STA.l MagicFiller
SEP #$30
RTL
.itsFull

420
ram.asm
View File

@@ -1,14 +1,211 @@
;================================================================================
; RAM Labels & Assertions
;--------------------------------------------------------------------------------
; Labels for values in WRAM and assertions that ensure they're correct and
; at the expected addresses. All values larger than one byte are little endian.
; This module is primarily concerned with labeling WRAM addresses used by the
; randomizer and documenting their usage.
;
; See the JP 1.0 disassembly for reference as well
; (https://github.com/spannerisms/jpdasm/ - 31/10/2022)
;--------------------------------------------------------------------------------
; Placeholder and for compass item max count allocations, still WIP
pushpc
org 0
;================================================================================
; Direct Page
;--------------------------------------------------------------------------------
base $7E0000
Scrap:
Scrap00: skip 1 ; Used as short-term scratch space. If you need some short-term
Scrap01: skip 1 ; RAM, you can often use these. Double check that the next use
Scrap02: skip 1 ; of the addresses you want to use is a write.
Scrap03: skip 1 ;
Scrap04: skip 1 ;
Scrap05: skip 1 ;
Scrap06: skip 1 ;
Scrap07: skip 1 ;
Scrap08: skip 1 ;
Scrap09: skip 1 ;
Scrap0A: skip 1 ;
Scrap0B: skip 1 ;
Scrap0C: skip 1 ;
Scrap0D: skip 1 ;
Scrap0E: skip 1 ;
Scrap0F: skip 1 ;
LinkPosY = $7E0020 ; 2 bytes
LinkPosX = $7E0022 ; 2 bytes
;================================================================================
; Bank 7E
;--------------------------------------------------------------------------------
;================================================================================
; Mirrored WRAM
;--------------------------------------------------------------------------------
; Pages 0x000x1F of Bank7E are mirrored to every program bank ALTTP uses.
;--------------------------------------------------------------------------------
CurrentMSUTrack = $7E010B
CurrentVolume = $7E0127
TargetVolume = $7E0129
CurrentControlRequest = $7E0133 ; Last thing written to MusicControlRequest
MusicControl = $7E012B
MusicControlRequest = $7E012C
ItemReceiptID = $7E02D8
SpritePosYLow = $7E0D00 ; all $10 bytes
SpritePosXLow = $7E0D10
SpritePosYHigh = $7E0D20
SpritePosXHigh = $7E0D30
SpriteAuxTable = $7E0DA0 ; 0x1F bytes
SpriteAITable = $7E0DD0
SpriteTypeTable = $7E0E20
SpriteDirectionTable = $7E0EB0
ToastBuffer = $7E1E0E ; 2 bytes DoToast
ScratchBufferNV = $7E1E70 ; Callee preserved, not ok to clobber
ScratchBufferV = $7E1E80 ; Caller preserved, okay to clobber
;1E90
ClockHours = $7E1E90 ; Clock Hours
ClockMinutes = $7E1E94 ; Clock Minutes
ClockSeconds = $7E1E98 ; Clock Seconds
ClockBuffer = $7E1E9C ; Clock Temporary
;1EA0
;1EB0
;1EC0
;1ED0
;1EE0
;1EF0
;================================================================================
; UNMIRRORED WRAM
; Addresses from here on can only be accessed with long addressing
; or absolute addressing with the appropriate data bank set
;--------------------------------------------------------------------------------
TileUploadBuffer = $7EA180 ; 0x300 bytes
SpriteOAM = $7EC025 ;
; $7EC700 - Tile map buffer for HUD
HUDKeyIcon = $7EC726
HUDGoalIndicator = $7EC72A
HUDPrizeIcon = $7EC742
HUDRupees = $7EC750
HUDBombCount = $7EC75A
HUDArrowCount = $7EC760
HUDKeyDigits = $7EC764
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
;================================================================================
; Bank 7F
;--------------------------------------------------------------------------------
RedrawFlag = $7F5000
SpriteSkipEOR = $7F5008
MSReceived = $7F5031
; GanonWarpChain = $7F5032
ForceHeartSpawn = $7F5033
SkipHeartSave = $7F5034
AltTextFlag = $7F5035 ; two bytes, next must be zero. 0=disable
BossKills = $7F5037
LagTime = $7F5038
RupeesCollected = $7F503C ; 2 bytes
NonChestCounter = $7F503E
TileUploadOffsetOverride = $7F5042
NMIAux = $7F5044
ShopId = $7F5050
ShopType = $7F5051
ShopInventory = $7F5052 ; 0x0C
ShopState = $7F505F
ShopCapacity = $7F5060
ShopScratch = $7F5061
ShopSRAMIndex = $7F5062
ShopMerchant = $7F5063
; ShopDMATimer = $7F5064 unused
ShopPriceColumn = $7F5066 ; two bytes
OneMindId = $7F5072
OneMindTimerRAM = $7F5073
ClockStatus = $7F507E ; 2 bytes
; ---- --dn
; d - dnf
; n - negative
RNGLockIn = $7F5090 ; RNG Item
BusyItem = $7F5091
BusyHealth = $7F5092
BusyMagic = $7F5093
DialogOffsetPointer = $7F5094 ; 2 bytes
DialogReturnPointer = $7F5096 ; 2 bytes
StalfosBombDamage = $7F509D
ValidKeyLoaded = $7F509E
SwordModifier = $7F50C0
ShieldModifier = $7F50C1 ; not implemented
ArmorModifier = $7F50C2
MagicModifier = $7F50C3
LightConeModifier = $7F50C4
CuccoStormer = $7F50C5 ; non-zero write causes storm, needs to be zeroed
OldManDash = $7F50C6
IceModifier = $7F50C7
InfiniteArrows = $7F50C8
InfiniteBombs = $7F50C9
InfiniteMagic = $7F50CA
DPadInverter = $7F50CB ; fill in values
OHKOFlag = $7F50CC
SpriteSwapper = $7F50CD
BootsModifier = $7F50CE
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
; Crypto buffer ($7F50D0 - $7F51FF)
KeyBase = $7F50D0
y = $7F50E0
z = $7F50E4
Sum = $7F50E8
p = $7F50EC
e = $7F50F0
CryptoScratch = $7F50F2
CryptoBuffer = $7F5100
v = $7F5100
RNGPointers = $7F5200 ; $FF bytes
RxBuffer = $7F5300 ; $00-$5F buffer $60-7E reserved
RxStatus = $7F537F ; 1 byte
TxBuffer = $7F5380 ; $80 - $EF buffer $F0 - $FE reserved
TxStatus = $7F53FF ; $F0 - $FE
MSUFallbackTable = $7F5460 ; 8 bytes
MSUDelayedCommand = $7F5469
MSUPackCount = $7F546A
MSUPackCurrent = $7F546B
MSUPackRequest = $7F546C
MSULoadedTrack = $7F546D ; 2 bytes
MSUResumeTrack = $7F546F
MSUResumeTime = $7F5470 ; 4 bytes
MSUResumeControl = $7F5474
CompassTotalsWRAM = $7F5410
DialogBuffer = $7F5700 ; $FF bytes
;================================================================================
; RAM Assertions
;--------------------------------------------------------------------------------
@@ -16,5 +213,222 @@ macro assertRAM(label, address)
assert <label> = <address>, "<label> labeled at incorrect address."
endmacro
%assertRAM(Scrap00, $7E0000)
%assertRAM(Scrap01, $7E0001)
%assertRAM(Scrap02, $7E0002)
%assertRAM(Scrap03, $7E0003)
%assertRAM(Scrap04, $7E0004)
%assertRAM(Scrap05, $7E0005)
%assertRAM(Scrap06, $7E0006)
%assertRAM(Scrap07, $7E0007)
%assertRAM(Scrap08, $7E0008)
%assertRAM(Scrap09, $7E0009)
%assertRAM(Scrap0A, $7E000A)
%assertRAM(Scrap0B, $7E000B)
%assertRAM(Scrap0C, $7E000C)
%assertRAM(Scrap0D, $7E000D)
%assertRAM(Scrap0E, $7E000E)
%assertRAM(Scrap0F, $7E000F)
%assertRAM(LinkPosY, $7E0020)
%assertRAM(LinkPosX, $7E0022)
%assertRAM(CurrentMSUTrack, $7E010B)
%assertRAM(CurrentVolume, $7E0127)
%assertRAM(TargetVolume, $7E0129)
%assertRAM(CurrentControlRequest, $7E0133)
%assertRAM(MusicControl, $7E012B)
%assertRAM(MusicControlRequest, $7E012C)
%assertRAM(ItemReceiptID, $7E02D8)
%assertRAM(SpritePosYLow, $7E0D00)
%assertRAM(SpritePosXLow, $7E0D10)
%assertRAM(SpritePosYHigh, $7E0D20)
%assertRAM(SpritePosXHigh, $7E0D30)
%assertRAM(SpriteAuxTable, $7E0DA0)
%assertRAM(SpriteAITable, $7E0DD0)
%assertRAM(SpriteTypeTable, $7E0E20)
%assertRAM(SpriteDirectionTable, $7E0EB0)
%assertRAM(ToastBuffer, $7E1E0E)
%assertRAM(ScratchBufferNV, $7E1E70)
%assertRAM(ScratchBufferV, $7E1E80)
%assertRAM(ClockHours, $7E1E90)
%assertRAM(ClockMinutes, $7E1E94)
%assertRAM(ClockSeconds, $7E1E98)
%assertRAM(ClockBuffer, $7E1E9C)
%assertRAM(TileUploadBuffer, $7EA180)
%assertRAM(SpriteOAM, $7EC025)
%assertRAM(HUDKeyIcon, $7EC726)
%assertRAM(HUDGoalIndicator, $7EC72A)
%assertRAM(HUDPrizeIcon, $7EC742)
%assertRAM(HUDRupees, $7EC750)
%assertRAM(HUDBombCount, $7EC75A)
%assertRAM(HUDArrowCount, $7EC760)
%assertRAM(HUDKeyDigits, $7EC764)
%assertRAM(BigRAM, $7EC900)
%assertRAM(RedrawFlag, $7F5000)
%assertRAM(SpriteSkipEOR, $7F5008)
%assertRAM(MSReceived, $7F5031)
%assertRAM(ForceHeartSpawn, $7F5033)
%assertRAM(SkipHeartSave, $7F5034)
%assertRAM(AltTextFlag, $7F5035)
%assertRAM(BossKills, $7F5037)
%assertRAM(LagTime, $7F5038)
%assertRAM(RupeesCollected, $7F503C)
%assertRAM(NonChestCounter, $7F503E)
%assertRAM(TileUploadOffsetOverride, $7F5042)
%assertRAM(NMIAux, $7F5044)
%assertRAM(ShopId, $7F5050)
%assertRAM(ShopType, $7F5051)
%assertRAM(ShopInventory, $7F5052)
%assertRAM(ShopState, $7F505F)
%assertRAM(ShopCapacity, $7F5060)
%assertRAM(ShopScratch, $7F5061)
%assertRAM(ShopSRAMIndex, $7F5062)
%assertRAM(ShopMerchant, $7F5063)
%assertRAM(ShopPriceColumn, $7F5066)
%assertRAM(OneMindId, $7F5072)
%assertRAM(OneMindTimerRAM, $7F5073)
%assertRAM(ClockStatus, $7F507E)
%assertRAM(RNGLockIn, $7F5090)
%assertRAM(BusyItem, $7F5091)
%assertRAM(BusyHealth, $7F5092)
%assertRAM(BusyMagic, $7F5093)
%assertRAM(DialogOffsetPointer, $7F5094)
%assertRAM(DialogReturnPointer, $7F5096)
%assertRAM(StalfosBombDamage, $7F509D)
%assertRAM(ValidKeyLoaded, $7F509E)
%assertRAM(SwordModifier, $7F50C0)
%assertRAM(ShieldModifier, $7F50C1)
%assertRAM(ArmorModifier, $7F50C2)
%assertRAM(MagicModifier, $7F50C3)
%assertRAM(LightConeModifier, $7F50C4)
%assertRAM(CuccoStormer, $7F50C5)
%assertRAM(OldManDash, $7F50C6)
%assertRAM(IceModifier, $7F50C7)
%assertRAM(InfiniteArrows, $7F50C8)
%assertRAM(InfiniteBombs, $7F50C9)
%assertRAM(InfiniteMagic, $7F50CA)
%assertRAM(DPadInverter, $7F50CB)
%assertRAM(OHKOFlag, $7F50CC)
%assertRAM(SpriteSwapper, $7F50CD)
%assertRAM(BootsModifier, $7F50CE)
%assertRAM(KeyBase, $7F50D0)
%assertRAM(y, $7F50E0)
%assertRAM(z, $7F50E4)
%assertRAM(Sum, $7F50E8)
%assertRAM(p, $7F50EC)
%assertRAM(e, $7F50F0)
%assertRAM(CryptoScratch, $7F50F2)
%assertRAM(CryptoBuffer, $7F5100)
%assertRAM(v, $7F5100)
%assertRAM(RNGPointers, $7F5200)
%assertRAM(RxBuffer, $7F5300)
%assertRAM(RxStatus, $7F537F)
%assertRAM(TxBuffer, $7F5380)
%assertRAM(TxStatus, $7F53FF)
%assertRAM(MSUFallbackTable, $7F5460)
%assertRAM(MSUDelayedCommand, $7F5469)
%assertRAM(MSUPackCount, $7F546A)
%assertRAM(MSUPackCurrent, $7F546B)
%assertRAM(MSUPackRequest, $7F546C)
%assertRAM(MSULoadedTrack, $7F546D)
%assertRAM(MSUResumeTrack, $7F546F)
%assertRAM(MSUResumeTime, $7F5470)
%assertRAM(MSUResumeControl, $7F5474)
%assertRAM(CompassTotalsWRAM, $7F5410)
%assertRAM(DialogBuffer, $7F5700)
pullpc
;================================================================================
; Bank 7F
;--------------------------------------------------------------------------------
; $7F5000 - Redraw Flag
; $7F5001 - Flipper Softlock Possible
; $7F5002 - L/R Rotate
; $7F5003 - HexToDec 1st Digit
; $7F5004 - HexToDec 2nd Digit
; $7F5005 - HexToDec 3rd Digit
; $7F5006 - HexToDec 4th Digit
; $7F5007 - HexToDec 5th Digit
; $7F5008 - Skip Sprite_DrawMultiple EOR
; $7F5009 - Always Zero
; $7F5010 - Unused
; $7F5020 - Unused
; $7F5030 - Unused
; $7F5031 - HUD Master Sword Flag
; $7F5032 - Unused
; $7F5033 - Force Heart Spawn Counter
; $7F5034 - Skip Heart Collection Save Counter
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5037 - Stats Boss Kills
; $7F5038 - Stats Lag Time
; $7F5039 - Stats Lag Time
; $7F503A - Stats Lag Time
; $7F503B - Stats Lag Time
; $7F503C - Stats Rupee Total
; $7F503D - Stats Rupee Total
; $7F503E - Stats Item Total
; $7F503F - Unused
; $7F5040 - Free Item Dialog Temporary
; $7F5041 - Unused
; $7F5042 - Tile Upload Offset Override (Low)
; $7F5043 - Tile Upload Offset Override (High)
; $7F5044 - $7F5046 - NMI Auxiliary Function
; $7F5047 - $7F504F - Unused
; $7F5050 - $7F506F - Shop Block
; $7F5070 - Reserved for OneMind
; $7F5071 - Reserved for OneMind
; $7F5072 - OneMind player ID
; $7F5073 - $7F5074 - OneMind timer
; $7F5075 - $7F507D - Unused
; $7F507E - Clock Status
; $7F507F - Always Zero
; $7F5080 - $7F508F - unused
; $7F5090 - RNG Item Lock-In
; $7F5091 - Item Animation Busy Flag
; $7F5092 - Potion Animation Busy Flags (Health)
; $7F5093 - Potion Animation Busy Flags (Magic)
; $7F5094 - Dialog Offset Pointer (Low)
; $7F5095 - Dialog Offset Pointer (High)
; $7F5096 - Dialog Offset Pointer Return (Low)
; $7F5097 - Dialog Offset Pointer Return (High)
; $7F5098 - Water Entry Index
; $7F5099 - Last Entered Overworld Door ID
; $7F509A - (Reserved)
; $7F509B - Unused
; $7F509C - Unused
; $7F509E - Valid Key Loaded
; $7F509F - Text Box Defer Flag
; $7F50A0 - $7F50AF - Unused
; $7F50B0 - $7F50BF - Downstream Reserved (Enemizer)
; $7F50C1 - Shield Modifier (Not Implemented)
; $7F50C2 - Armor Modifier
; $7F50C3 - Magic Modifier
; $7F50C4 - Light Cone Modifier
; $7F50C5 - Cucco Storm
; $7F50C6 - Old Man Dash Modifier
; $7F50C7 - Ice Physics Modifier
; $7F50C8 - Infinite Arrows Modifier
; $7F50C9 - Infinite Bombs Modifier
; $7F50CA - Infinite Magic Modifier
; $7F50CB - Invert D-Pad (Fill in values)
; $7F50CC - OHKO Flag
; $7F50CD - Sprite Swapper
; $7F50CE - Boots Modifier (0=Off, 1=Always, 2=Never)
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
; $7F5200 - $7F52FF - RNG Pointer Block
; $7F5300 - $7F53FF - Multiworld Block
; $7F5400 - $7F540F - Unused
; $7F5410 - $7F545F - Dungeon Tracking Block
; $7F5460 - $7F549F - MSU Block
; $7F54A0 - $7F56FF - Unused
; $7F5700 - $7F57FF - Dialog Buffer

1500
registers.asm Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -24,9 +24,8 @@ SearchForEquippedItem:
LDA.l BowEquipment ; thing we wrote over
RTL
!INFINITE_ARROWS = "$7F50C8"
DecrementArrows:
LDA.l !INFINITE_ARROWS : BNE .infinite
LDA.l InfiniteArrows : BNE .infinite
LDA.l ArrowMode : BNE .rupees : BRA .normal
.infinite
LDA.b #$01 : RTL
@@ -36,7 +35,7 @@ DecrementArrows:
BRA .done
.rupees
REP #$20
LDA.b $A0 : CMP #$0111 : SEP #$20 : BNE .not_archery_game
LDA.b $A0 : CMP.w #$0111 : SEP #$20 : BNE .not_archery_game
LDA.b $1B : BEQ .not_archery_game ; in overworld
LDA.w $0B9A : BEQ .shoot_arrow ; arrow game active
LDA.b #$00 : BRA .done

View File

@@ -2,42 +2,41 @@
; RNG Fixes
;--------------------------------------------------------------------------------
RigDigRNG:
LDA $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart
LDA.l $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart
.normalItem
JML GetRandomInt
.forceHeart
LDA $7FFE00 : BNE .normalItem
LDA #$04
LDA.l $7FFE00 : BNE .normalItem
LDA.b #$04
RTL
;--------------------------------------------------------------------------------
RigChestRNG:
JSL.l DecrementChestCounter
LDA $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
LDA.w $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
.normalItem
JSL GetRandomInt
AND.b #$07 ; restrict values to 0-7
CMP #$07 : BEQ .notHeart
CMP.b #$07 : BEQ .notHeart
JSL.l DecrementItemCounter
RTL
.forceHeart
LDA #$33 : STA $C8 ; assure the correct state if player talked to shopkeeper
LDA $0403 : AND.b #$40 : BNE .notHeart
LDA #$07 ; give prize item
LDA.b #$33 : STA.b $C8 ; assure the correct state if player talked to shopkeeper
LDA.w $0403 : AND.b #$40 : BNE .notHeart
LDA.b #$07 ; give prize item
RTL
.notHeart
JSL.l DecrementItemCounter
;LDA #$00 ; bullshit rupee farming in chest game
JSL GetRandomInt ; spam RNG until we stop getting the prize item
AND.b #$07 ; restrict values to 0-7
CMP #$07 : BNE + ; player got prize item AGAIN
CMP.b #$07 : BNE + ; player got prize item AGAIN
LDA.b #$00 ; give them money instead
+
RTL
;--------------------------------------------------------------------------------
FixChestCounterForChestGame:
JSL.l DecrementItemCounter
JSL $0DBA71
JSL.l $0DBA71
RTL
;--------------------------------------------------------------------------------
RNG_Lanmolas1:
@@ -45,12 +44,12 @@ RNG_Lanmolas1:
RNG_Moldorm1:
LDA.b #$01 : BRA _rng_done
RNG_Agahnim1:
LDA.b $A0 : CMP #$20 : BNE RNG_Agahnim2 ; Agah 1 and 2 use the same code, check which agah we're fighting and branch
LDA.b $A0 : CMP.b #$20 : BNE RNG_Agahnim2 ; Agah 1 and 2 use the same code, check which agah we're fighting and branch
LDA.b #$02
JSL.l GetStaticRNG : PHA
LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
PLA
ORA #$01 ; guarantee no blue ball
ORA.b #$01 ; guarantee no blue ball
RTL
+
PLA
@@ -77,7 +76,7 @@ RNG_Agahnim2:
JSL.l GetStaticRNG : PHA
LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
PLA
ORA #$01 ; guarantee no blue ball
ORA.b #$01 ; guarantee no blue ball
RTL
+
PLA
@@ -89,32 +88,31 @@ RNG_Ganon:
RNG_Ganon_Extra_Warp:
LDA.b #$0E
JSL.l GetStaticRNG : PHA
LDA GanonAgahRNG : BEQ + ; check if warps are disabled
LDA.l GanonAgahRNG : BEQ + ; check if warps are disabled
PLA
AND #$FE ; set least significant bit to 0 to prevent teleport
AND.b #$FE ; set least significant bit to 0 to prevent teleport
RTL
+
PLA
RTL
RNG_Enemy_Drops:
LDA.l ProgressIndicator : CMP #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
JML GetRandomInt
LDA.l ProgressIndicator : CMP.b #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
JML GetRandomInt
+
LDA.b #$0F
_rng_done:
JSL.l GetStaticRNG
LDA.b #$0F
_rng_done:
JSL.l GetStaticRNG
RTL
;--------------------------------------------------------------------------------
; In: A = RNG Index
; Out: A = RNG Result
;--------------------------------------------------------------------------------
!RNG_POINTERS = "$7F5200"
GetStaticRNG:
PHX : PHP
REP #$30 ; set 16-bit accumulator and index registers
AND.w #$000F
ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX ; increment pointer and move value to X
LDA Static_RNG, X ; load RNG value
ASL : TAX : LDA.l RNGPointers, X : INC : AND.w #$03FF : STA.l RNGPointers, X : TAX ; increment pointer and move value to X
LDA.l Static_RNG, X ; load RNG value
PLP : PLX
RTL
;--------------------------------------------------------------------------------
@@ -123,10 +121,10 @@ InitRNGPointerTable:
REP #$30 ; set 16-bit accumulator & index registers
LDX.w #$0000
-
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
CPX.w #$001F : !BLT -
PLP : PLX
RTL

View File

@@ -19,9 +19,6 @@ LoadRoomHook:
NoCallback:
RTL
!RL_TILE = 2
!RL_LINE = 128
macro setTilePointer(roomX, roomY, quadX, quadY)
; Left-to-right math. Should be equivalent to 0x7e2000+(roomX*2)+(roomY*128)+(quadX*64)+(quadY*4096)
LDX.w #<quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2
@@ -36,15 +33,15 @@ macro writeTileAt(roomX, roomY, quadX, quadY)
STA.l <quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2+$7E2000
endmacro
!BOMBOS_BORDER = #$08D0
!BOMBOS_ICON_1 = #$0CCA
!BOMBOS_ICON_2 = #$0CCB
!BOMBOS_ICON_3 = #$0CDA
!BOMBOS_ICON_4 = #$0CDB
!BOMBOS_BORDER = $08D0
!BOMBOS_ICON_1 = $0CCA
!BOMBOS_ICON_2 = $0CCB
!BOMBOS_ICON_3 = $0CDA
!BOMBOS_ICON_4 = $0CDB
macro DrawBombosPlatform(roomX, roomY, quadX, quadY)
REP #$30 ; 16 AXY
%setTilePointer(<roomX>, <roomY>, <quadX>, <quadY>)
LDA.w !BOMBOS_BORDER
LDA.w #!BOMBOS_BORDER
%writeTile()
%writeTile()
%writeTile()
@@ -52,15 +49,15 @@ macro DrawBombosPlatform(roomX, roomY, quadX, quadY)
%setTilePointer(<roomX>, <roomY>+1, <quadX>, <quadY>)
%writeTile()
LDA.w !BOMBOS_ICON_1 : %writeTile()
LDA.w !BOMBOS_ICON_2 : %writeTile()
LDA.w !BOMBOS_BORDER : %writeTile()
LDA.w #!BOMBOS_ICON_1 : %writeTile()
LDA.w #!BOMBOS_ICON_2 : %writeTile()
LDA.w #!BOMBOS_BORDER : %writeTile()
%setTilePointer(<roomX>, <roomY>+2, <quadX>, <quadY>)
%writeTile()
LDA.w !BOMBOS_ICON_3 : %writeTile()
LDA.w !BOMBOS_ICON_4 : %writeTile()
LDA.w !BOMBOS_BORDER : %writeTile()
LDA.w #!BOMBOS_ICON_3 : %writeTile()
LDA.w #!BOMBOS_ICON_4 : %writeTile()
LDA.w #!BOMBOS_BORDER : %writeTile()
%setTilePointer(<roomX>, <roomY>+3, <quadX>, <quadY>)
%writeTile()

128
save.asm
View File

@@ -8,9 +8,9 @@ WriteSaveChecksumAndBackup:
CLC : ADC.l ExtendedFileNameWRAM, X
INX #2
CPX.w #$0FFE : BNE -
STA.b $00
STA.b Scrap00
LDA.w #$5A5A
SEC : SBC.b $00
SEC : SBC.b Scrap00
STA.l InverseChecksumSRAM
PHB
@@ -32,9 +32,9 @@ ValidateSRAM:
CLC : ADC.l ExtendedFileNameSRAM, X
INX #2
CPX.w #$0FFE : BNE -
STA.b $00
STA.b Scrap00
LDA.w #$5A5A
SEC : SBC.b $00
SEC : SBC.b Scrap00
CMP.l InverseChecksumSRAM : BEQ .goodchecksum
LDX.w #$0000 : TXA : - ; Do the same for the backup save
CLC : ADC.l SaveBackupSRAM, X
@@ -44,9 +44,9 @@ ValidateSRAM:
CLC : ADC.l SaveBackupSRAM+$500, X
INX #2
CPX.w #$0FFE : BNE -
STA.b $00
STA.b Scrap00
LDA.w #$5A5A
SEC : SBC.b $00
SEC : SBC.b Scrap00
CMP.l SaveBackupSRAM+$4FE : BEQ +
TDC : STA.l FileValiditySRAM ; Delete save by way of zeroing validity marker
BRA .goodchecksum : +
@@ -132,86 +132,86 @@ RTL
CopyExtendedSaveFileToWRAM:
PHA
SEP #$30
LDA.w $4300 : PHA ; preserve DMA parameters
LDA.w $4301 : PHA ; preserve DMA parameters
LDA.w $4302 : PHA ; preserve DMA parameters
LDA.w $4303 : PHA ; preserve DMA parameters
LDA.w $4304 : PHA ; preserve DMA parameters
LDA.w $4305 : PHA ; preserve DMA parameters
LDA.w $4306 : PHA ; preserve DMA parameters
LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w A1T0H : PHA ; preserve DMA parameters
LDA.w A1B0 : PHA ; preserve DMA parameters
LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w DAS0H : PHA ; preserve DMA parameters
;--------------------------------------------------------------------------------
STZ.w $4200 ; Disable NMI, V/H, joypad
STZ.w $420C ; Disable HDMA
LDA.b #$00 : STA.w $4300 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode
STZ.w NMITIMEN ; Disable NMI, V/H, joypad
STZ.w HDMAEN ; Disable HDMA
LDA.b #$00 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode
LDA.b #$80 : STA.w $4301 ; set bus B source to WRAM register
LDA.b #$80 : STA.w BBAD0 ; set bus B source to WRAM register
LDA.b #$00 : STA.w $2181 ; set WRAM register source address
LDA.b #$60 : STA.w $2182
LDA.b #$7F : STA.w $2183
LDA.b #$00 : STA.w WMADDL ; set WRAM register source address
LDA.b #$60 : STA.w WMADDH
LDA.b #$7F : STA.w WMADDB
STZ.w $4302 ; set bus A destination address to SRAM
LDA.b #$05 : STA.w $4303
LDA.b #$70 : STA.w $4304
STZ.w A1T0L ; set bus A destination address to SRAM
LDA.b #$05 : STA.w A1T0H
LDA.b #$70 : STA.w A1B0
LDA.b #$00 : STA.w $4305 ; set transfer size to 0x1000
LDA.b #$10 : STA.w $4306 ; STZ $4307
LDA.b #$00 : STA.w DAS0L ; set transfer size to 0x1000
LDA.b #$10 : STA.w DAS0H ; STZ DAS0B
LDA.b #$01 : STA.w $420B ; begin DMA transfer
LDA.b #$81 : STA.w $4200 ; Re-enable NMI and joypad
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
LDA.b #$81 : STA.w NMITIMEN ; Re-enable NMI and joypad
;--------------------------------------------------------------------------------
PLA : STA.w $4306 ; restore DMA parameters
PLA : STA.w $4305 ; restore DMA parameters
PLA : STA.w $4304 ; restore DMA parameters
PLA : STA.w $4303 ; restore DMA parameters
PLA : STA.w $4302 ; restore DMA parameters
PLA : STA.w $4301 ; restore DMA parameters
PLA : STA.w $4300 ; restore DMA parameters
PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w DMAP0 ; restore DMA parameters
REP #$30
PLA
STA $7EC00D ; what we wrote over
STA.l $7EC00D ; what we wrote over
RTL
;--------------------------------------------------------------------------------
CopyExtendedWRAMSaveFileToSRAM:
PHA
PHB
SEP #$30
LDA #$00 : PHA : PLB
LDA.w $4300 : PHA ; preserve DMA parameters
LDA.w $4301 : PHA ; preserve DMA parameters
LDA.w $4302 : PHA ; preserve DMA parameters
LDA.w $4303 : PHA ; preserve DMA parameters
LDA.w $4304 : PHA ; preserve DMA parameters
LDA.w $4305 : PHA ; preserve DMA parameters
LDA.w $4306 : PHA ; preserve DMA parameters
LDA.b #$00 : PHA : PLB
LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w A1T0H : PHA ; preserve DMA parameters
LDA.w A1B0 : PHA ; preserve DMA parameters
LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w DAS0H : PHA ; preserve DMA parameters
;--------------------------------------------------------------------------------
STZ.w $4200 ; Disable NMI, V/H, joypad
STZ.w $420C ; Disable HDMA
LDA.b #$80 : STA.w $4300 ; set DMA transfer direction B -> A, bus A auto increment, single-byte mode
STZ.w NMITIMEN ; Disable NMI, V/H, joypad
STZ.w HDMAEN ; Disable HDMA
LDA.b #$80 : STA.w DMAP0 ; set DMA transfer direction B -> A, bus A auto increment, single-byte mode
STA.w $4301 ; set bus B source to WRAM register
STA.w BBAD0 ; set bus B source to WRAM register
LDA.b #$00 : STA.w $2181 ; set WRAM register source address
LDA.b #$60 : STA.w $2182
LDA.b #$7F : STA.w $2183
LDA.b #$00 : STA.w WMADDL ; set WRAM register source address
LDA.b #$60 : STA.w WMADDH
LDA.b #$7F : STA.w WMADDB
STZ.w $4302 ; set bus A destination address to SRAM
LDA.b #$05 : STA.w $4303
LDA.b #$70 : STA.w $4304
STZ.w A1T0L ; set bus A destination address to SRAM
LDA.b #$05 : STA.w A1T0H
LDA.b #$70 : STA.w A1B0
LDA.b #$10 : STA.w $4305 ; set transfer size to 0xB00
LDA.b #$0B : STA.w $4306 ; STZ $4307
LDA.b #$10 : STA.w DAS0L ; set transfer size to 0xB00
LDA.b #$0B : STA.w DAS0H ; STZ DAS0B
LDA.b #$01 : STA.w $420B ; begin DMA transfer
LDA.b #$81 : STA.w $4200 ; Re-enable NMI and joypad
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
LDA.b #$81 : STA.w NMITIMEN; Re-enable NMI and joypad
;--------------------------------------------------------------------------------
PLA : STA.w $4306 ; restore DMA parameters
PLA : STA.w $4305 ; restore DMA parameters
PLA : STA.w $4304 ; restore DMA parameters
PLA : STA.w $4303 ; restore DMA parameters
PLA : STA.w $4302 ; restore DMA parameters
PLA : STA.w $4301 ; restore DMA parameters
PLA : STA.w $4300 ; restore DMA parameters
PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w DMAP0 ; restore DMA parameters
REP #$30
PLB
PLA

View File

@@ -1,34 +0,0 @@
;--------------------------------------------------------------------------------
; GenerateSeedTags
;--------------------------------------------------------------------------------
;GenerateSeedTags:
; PHA : PHX : PHY : PHP
; REP #$20 ; set 16-bit accumulator
; LDA $00 : PHA
; LDA $02 : PHA
; LDA $04 : PHA
; LDA $06 : PHA
; JSL.l NameHash ; get the titlecard hashes
;
; LDA $00 : AND.w #$1F1F : STA $00 ; keep it under 0x20 or we'll run out of items
; LDA $02 : AND.w #$1F1F : STA $02
; LDA $04 : AND.w #$1F1F : STA $04
; LDA $06 : AND.w #$1F1F : STA $06
;
; REP #$30 ; set 8-bit accumulator & index registers
;
; LDY #$08
; -
;
;
; DEY : BNE -
;
;
; REP #20 ; set 16-bit accumulator
; PLA : STA $06
; PLA : STA $04
; PLA : STA $02
; PLA : STA $00
; PLP : PLY : PLX : PLA
;RTL
;--------------------------------------------------------------------------------

View File

@@ -6,13 +6,13 @@
; $60 - $7E - Reserved
; $7F - RX Status
; $80 - $EF - TX Buffer
; $E0 - $FE - Reserved
; $F0 - $FE - Reserved
; $FF - TX Status
;--------------------------------------------------------------------------------
; Status Codes
; #$00 - Idle
; #$01 - Ready to Read
; #$FF - Busy
; $00 - Idle
; $01 - Ready to Read
; $FF - Busy
;--------------------------------------------------------------------------------
; Service Indexes
; 0x00 - 0x04 - chests
@@ -21,80 +21,73 @@
; 0xF2 - tablet/pedestal
;--------------------------------------------------------------------------------
; Block Commands
!SCM_WAIT = "#$00"
!SCM_WAIT = $00
!SCM_SEEN = "#$01"
!SCM_SHOW = "#$02"
!SCM_GET = "#$03"
!SCM_GIVE = "#$04"
!SCM_PROMPT = "#$05"
!SCM_SEEN = $01
!SCM_SHOW = $02
!SCM_GET = $03
!SCM_GIVE = $04
!SCM_PROMPT = $05
!SCM_AREACHG = "#$10"
!SCM_DUNGEON = "#$11"
!SCM_DEATH = "#$12"
!SCM_SAVEQUIT = "#$13"
!SCM_FCREATE = "#$14"
!SCM_FLOAD = "#$15"
!SCM_FCDELETE = "#$16"
!SCM_SPAWN = "#$17"
!SCM_PAUSE = "#$18"
!SCM_AREACHG = $10
!SCM_DUNGEON = $11
!SCM_DEATH = $12
!SCM_SAVEQUIT = $13
!SCM_FCREATE = $14
!SCM_FLOAD = $15
!SCM_FCDELETE = $16
!SCM_SPAWN = $17
!SCM_PAUSE = $18
!SCM_STALL = "#$70"
!SCM_RESUME = "#$71"
!SCM_STALL = $70
!SCM_RESUME = $71
!SCM_VERSION = "#$80"
; ;--------------------------------------------------------------------------------
!RX_BUFFER = "$7F5300"
!RX_STATUS = "$7F537F"
;ServiceSequenceRx = $7EF4A0
!TX_BUFFER = "$7F5380"
!TX_STATUS = "$7F53FF"
;ServiceSequenceTx = $7EF4A0
!SCM_VERSION = $80
;--------------------------------------------------------------------------------
macro ServiceRequestVersion()
LDA !TX_STATUS : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA.b #$01 : STA !TX_BUFFER+8 ; version
LDA.b #$00 : STA !TX_BUFFER+9
STA !TX_BUFFER+10
STA !TX_BUFFER+11
LDA.b !SCM_VERSION : STA !TX_BUFFER
LDA #$01 : STA !TX_STATUS ; mark ready for reading
LDA.l TxStatus : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA.b #$01 : STA.l TxBuffer+8 ; version
LDA.b #$00 : STA.l TxBuffer+9
STA.l TxBuffer+10
STA.l TxBuffer+11
LDA.b #!SCM_VERSION : STA.l TxBuffer
LDA.b #$01 : STA.l TxStatus ; mark ready for reading
SEC ; mark request as successful
RTL
endmacro
;--------------------------------------------------------------------------------
macro ServiceRequestChest(type)
LDA !TX_STATUS : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA $1B : STA !TX_BUFFER+8 ; indoor/outdoor
LDA.l TxStatus : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA.b $1B : STA.l TxBuffer+8 ; indoor/outdoor
BEQ +
LDA $A0 : STA !TX_BUFFER+9 ; roomid low
LDA $A1 : STA !TX_BUFFER+10 ; roomid high
LDA.b $A0 : STA.l TxBuffer+9 ; roomid low
LDA.b $A1 : STA.l TxBuffer+10 ; roomid high
BRA ++
+
LDA $040A : STA !TX_BUFFER+9 ; area id
LDA.b #$00 : STA !TX_BUFFER+10 ; protocol defines this as a ushort
LDA.w $040A : STA.l TxBuffer+9 ; area id
LDA.b #$00 : STA.l TxBuffer+10 ; protocol defines this as a ushort
++
LDA $76 : !SUB #$58 : STA !TX_BUFFER+11 ; object index (type 2 only)
LDA <type> : STA !TX_BUFFER ; item get
LDA #$01 : STA !TX_STATUS ; mark ready for reading
LDA.b $76 : !SUB #$58 : STA.l TxBuffer+11 ; object index (type 2 only)
LDA.b #<type> : STA.l TxBuffer ; item get
LDA.b #$01 : STA.l TxStatus ; mark ready for reading
SEC ; mark request as successful
RTL
endmacro
;--------------------------------------------------------------------------------
macro ServiceRequest(type,index)
LDA !TX_STATUS : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA $1B : STA !TX_BUFFER+8 ; indoor/outdoor
LDA.l TxStatus : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA.b $1B : STA.l TxBuffer+8 ; indoor/outdoor
BEQ +
LDA $A0 : STA !TX_BUFFER+9 ; roomid low
LDA $A1 : STA !TX_BUFFER+10 ; roomid high
LDA.b $A0 : STA.l TxBuffer+9 ; roomid low
LDA.b $A1 : STA.l TxBuffer+10 ; roomid high
BRA ++
+
LDA $040A : STA !TX_BUFFER+9 ; area id
LDA.b #$00 : STA !TX_BUFFER+10 ; protocol defines this as a ushort
LDA.w $040A : STA.l TxBuffer+9 ; area id
LDA.b #$00 : STA.l TxBuffer+10 ; protocol defines this as a ushort
++
LDA <index> : STA !TX_BUFFER+11 ; object index (type 2 only)
LDA <type> : STA !TX_BUFFER ; item get
LDA #$01 : STA !TX_STATUS ; mark ready for reading
LDA.b #<index> : STA.l TxBuffer+11 ; object index (type 2 only)
LDA.b #<type> : STA.l TxBuffer ; item get
LDA.b #$01 : STA.l TxStatus ; mark ready for reading
SEC ; mark request as successful
RTL
endmacro
@@ -102,55 +95,55 @@ endmacro
PollService:
PHP
SEP #$20 ; set 8-bit accumulator
LDA !RX_STATUS : DEC : BEQ + : PLP : CLC : RTL : + ; return fail if there's nothing to read
LDA #$FF : STA !RX_STATUS ; stop calls from recursing in
LDA !RX_BUFFER : CMP.b !SCM_GIVE : BNE + ; give item
PHY : LDA.l !RX_BUFFER+8 : TAY
LDA.l !RX_BUFFER+9 : BNE ++
LDA.l RxStatus : DEC : BEQ + : PLP : CLC : RTL : + ; return fail if there's nothing to read
LDA.b #$FF : STA.l RxStatus ; stop calls from recursing in
LDA.l RxBuffer : CMP.b #!SCM_GIVE : BNE + ; give item
PHY : LDA.l RxBuffer+8 : TAY
LDA.l RxBuffer+9 : BNE ++
JSL.l Link_ReceiveItem ; do something else
PLY : BRA .done
++
JSL.l Link_ReceiveItem
PLY : BRA .done
+ : CMP.b !SCM_SHOW : BNE + ; show item
+ : CMP.b #!SCM_SHOW : BNE + ; show item
; you could check here if you're on the right screen, etc
LDA.l !RX_BUFFER+12 : JSL.l PrepDynamicTile ; we could properly process the whole message but we're not going to
LDA.l RxBuffer+12 : JSL.l PrepDynamicTile ; we could properly process the whole message but we're not going to
BRA .done
+ : CMP.b !SCM_PROMPT : BNE + ; item prompt
LDA.l !RX_BUFFER+8 : TAX
LDA.l !RX_BUFFER+9 : STA $7E012E, X ; set sound effect, could possibly make this STA not-long
+ : CMP.b #!SCM_PROMPT : BNE + ; item prompt
LDA.l RxBuffer+8 : TAX
LDA.l RxBuffer+9 : STA.w $012E, X ; set sound effect
REP #$30 ; set 16-bit accumulator and index registers
LDA !RX_BUFFER+10 : TAX
LDA !RX_BUFFER+12
LDA.l RxBuffer+10 : TAX
LDA.l RxBuffer+12
JSL.l DoToast
SEP #$30 ; set 8-bit accumulator and index registers
+ : CMP.b !SCM_VERSION : BNE + ; version
+ : CMP.b #!SCM_VERSION : BNE + ; version
%ServiceRequestVersion()
+
.done
LDA #$00 : STA !RX_STATUS ; release lock
LDA.l #$00 : STA.l RxStatus ; release lock
PLP
SEC ; mark request as successful
RTL
;--------------------------------------------------------------------------------
ItemVisualServiceRequest_F0:
%ServiceRequest(!SCM_SEEN, #$F0)
%ServiceRequest(!SCM_SEEN, $F0)
;--------------------------------------------------------------------------------
ItemVisualServiceRequest_F1:
%ServiceRequest(!SCM_SEEN, #$F1)
%ServiceRequest(!SCM_SEEN, $F1)
;--------------------------------------------------------------------------------
ItemVisualServiceRequest_F2:
%ServiceRequest(!SCM_SEEN, #$F2)
%ServiceRequest(!SCM_SEEN, $F2)
;--------------------------------------------------------------------------------
ChestItemServiceRequest:
%ServiceRequestChest(!SCM_GET)
;--------------------------------------------------------------------------------
ItemGetServiceRequest_F0:
%ServiceRequest(!SCM_GET, #$F0)
%ServiceRequest(!SCM_GET, $F0)
;--------------------------------------------------------------------------------
ItemGetServiceRequest_F1:
%ServiceRequest(!SCM_GET, #$F1)
%ServiceRequest(!SCM_GET, $F1)
;--------------------------------------------------------------------------------
ItemGetServiceRequest_F2:
%ServiceRequest(!SCM_GET, #$F2)
%ServiceRequest(!SCM_GET, $F2)
;--------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,5 @@
org $008A01 ; 0xA01 - Bank00.asm (LDA.b #$10 : STA $4304 : STA $4314 : STA $4324)
LDA $BC
LDA.b $BC
org $1BEDF9
JSL SpriteSwap_Palette_ArmorAndGloves ;4bytes
@@ -10,17 +10,15 @@ org $1BEE1B
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
!SPRITE_SWAP = "$7F50CD"
;!STABLE_SCRATCH = "$7EC178"
!BANK_BASE = "#$29"
!BANK_BASE = $29
org $BF8000
SwapSpriteIfNecessary:
PHP
SEP #$20 ; set 8-bit accumulator
LDA !SPRITE_SWAP : BEQ + : !ADD !BANK_BASE : CMP $BC : BEQ +
STA $BC
STZ $0710 ; Set Normal Sprite NMI
LDA.l SpriteSwapper : BEQ + : !ADD #!BANK_BASE : CMP.b $BC : BEQ +
STA.b $BC
STZ.w $0710 ; Set Normal Sprite NMI
JSL.l SpriteSwap_Palette_ArmorAndGloves_part_two
+
PLP
@@ -29,17 +27,17 @@ RTL
SpriteSwap_Palette_ArmorAndGloves:
{
;DEDF9
LDA !SPRITE_SWAP : BNE .continue
LDA.b #$10 : STA $BC ; Load Original Sprite Location
LDA.l SpriteSwapper : BNE .continue
LDA.b #$10 : STA.b $BC ; Load Original Sprite Location
REP #$21
LDA ArmorEquipment
LDA.l ArmorEquipment
JSL $1BEDFF ; Read Original Palette Code
RTL
.part_two
SEP #$30
LDA !SPRITE_SWAP : BNE .continue
LDA.l SpriteSwapper : BNE .continue
REP #$30
LDA GloveEquipment
LDA.l GloveEquipment
JSL $1BEE21 ; Read Original Palette Code
RTL
@@ -47,15 +45,13 @@ SpriteSwap_Palette_ArmorAndGloves:
PHX : PHY : PHA
; Load armor palette
PHB : PHK : PLB
PHB : PHK : PLB
REP #$20 ; set 16-bit accumulator
; Check what Link's armor value is.
LDA ArmorEquipment : AND.w #$00FF : TAX
LDA.l ArmorEquipment : AND.w #$00FF : TAX
; (DEC06, X)
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00
LDA.l $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA.b Scrap00
;replace D308 by 7000 and search
REP #$10 ; set 16-bit index registers
@@ -64,13 +60,13 @@ SpriteSwap_Palette_ArmorAndGloves:
TXY : TAX
LDA.b $BC : AND #$00FF : STA $02
LDA.b $BC : AND.w #$00FF : STA.b Scrap02
.loop
LDA [$00] : STA $7EC300, X : STA $7EC500, X
LDA.b [Scrap00] : STA.l $7EC300, X : STA.l $7EC500, X
INC $00 : INC $00
INC.b Scrap00 : INC.b Scrap00
INX #2

View File

@@ -395,8 +395,11 @@ RoomDataSRAM: ;
skip $280 ;
OverworldEventDataSRAM: ;
skip $C0 ;
EquipmentSRAM: skip 76 ;
InventoryTrackingSRAM: skip 2 ;
EquipmentSRAM: skip 3 ; skip 76
BombsEquipmentSRAM: skip 31 ; 343
DisplayRupeesSRAM: skip 21 ; 362
CurrentArrowsSRAM: skip 21 ; 377
InventoryTrackingSRAM: skip 2 ; 38C
BowTrackingSRAM: skip 2 ;
skip 53 ;
ProgressIndicatorSRAM: skip 1 ;
@@ -659,6 +662,9 @@ endmacro
%assertSRAM(RoomDataSRAM, $700000)
%assertSRAM(OverworldEventDataSRAM, $700280)
%assertSRAM(EquipmentSRAM, $700340)
%assertSRAM(BombsEquipmentSRAM, $700343)
%assertSRAM(DisplayRupeesSRAM, $700362)
%assertSRAM(CurrentArrowsSRAM, $700377)
%assertSRAM(InventoryTrackingSRAM, $70038C)
%assertSRAM(BowTrackingSRAM, $70038E)
%assertSRAM(ProgressIndicatorSRAM, $7003C5)

198
stats.asm
View File

@@ -6,44 +6,44 @@
; See sram.asm for adresses and documentation of stat values
;--------------------------------------------------------------------------------
IncrementBonkCounter:
LDA StatsLocked : BNE +
LDA BonkCounter : INC
LDA.l StatsLocked : BNE +
LDA.l BonkCounter : INC
CMP.b #100 : BEQ + ; decimal 100
STA BonkCounter
STA.l BonkCounter
+
RTL
;--------------------------------------------------------------------------------
StatSaveCounter:
PHA
LDA StatsLocked : BNE +
LDA $10 : CMP.b #$17 : BNE + ; not a proper s&q, link probably died
LDA SaveQuitCounter : INC
LDA.l StatsLocked : BNE +
LDA.b $10 : CMP.b #$17 : BNE + ; not a proper s&q, link probably died
LDA.l SaveQuitCounter : INC
CMP.b #100 : BEQ + ; decimal 100
STA SaveQuitCounter
STA.l SaveQuitCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
DecrementSaveCounter:
PHA
LDA StatsLocked : BNE +
LDA SaveQuitCounter : DEC : STA SaveQuitCounter
LDA.l StatsLocked : BNE +
LDA.l SaveQuitCounter : DEC : STA.l SaveQuitCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
DungeonHoleWarpTransition:
LDA $01C31F, X
LDA.l $01C31F, X
BRA StatTransitionCounter
DungeonHoleEntranceTransition:
JSL EnableForceBlank
LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
LDA $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA BowEquipment : BEQ + ; skip if we have no bow
LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA.l BowEquipment : BEQ + ; skip if we have no bow
CMP.b #$03 : !BGE + ; skip if the bow is already silver
!ADD #$02 : STA BowEquipment ; increase bow to silver
!ADD #$02 : STA.l BowEquipment ; increase bow to silver
+
BRA StatTransitionCounter
@@ -51,33 +51,33 @@ DungeonStairsTransition:
JSL Dungeon_SaveRoomQuadrantData
BRA StatTransitionCounter
DungeonExitTransition:
LDA $7F50C7 : BEQ + ; ice physics
LDA.l IceModifier : BEQ + ; ice physics
JSL Player_HaltDashAttackLong
LDA.b #$00 : STA $0301 ; stop item dashing
LDA.b #$00 : STA.w $0301 ; stop item dashing
+
LDA.b #$0F : STA $10 ; stop running through the transition
LDA.b #$0F : STA.b $10 ; stop running through the transition
StatTransitionCounter:
PHA : PHP
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
REP #$20 ; set 16-bit accumulator
LDA ScreenTransitions : INC
LDA.l ScreenTransitions : INC
CMP.w #999 : BEQ + ; decimal 999
STA ScreenTransitions
STA.l ScreenTransitions
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
IncrementFlute:
LDA StatsLocked : BNE +
LDA FluteCounter : INC : STA FluteCounter
LDA.l StatsLocked : BNE +
LDA.l FluteCounter : INC : STA.l FluteCounter
+
JSL.l StatTransitionCounter ; also increment transition counter
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeys:
STA CurrentSmallKeys ; thing we wrote over, write small key count
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
JSL AddInventory_incrementKeyLong
+
JSL.l UpdateKeys
@@ -87,15 +87,15 @@ IncrementSmallKeys:
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary:
STA CurrentSmallKeys ; thing we wrote over, write small key count
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
JSL AddInventory_incrementKeyLong
+
JSL.l UpdateKeys
LDA $1B : BEQ + ; skip room check if outdoors
LDA.b $1B : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator
LDA $048E : CMP.w #$0087 : BNE ++ ; hera basement
LDA.w $048E : CMP.w #$0087 : BNE ++ ; hera basement
PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
JSR CountChestKey : PLY : BRA +
++
@@ -106,7 +106,7 @@ IncrementSmallKeysNoPrimary:
RTL
;--------------------------------------------------------------------------------
DecrementSmallKeys:
STA CurrentSmallKeys ; thing we wrote over, write small key count
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
JSL.l UpdateKeys
RTL
;--------------------------------------------------------------------------------
@@ -116,31 +116,31 @@ RTL
;--------------------------------------------------------------------------------
CountChestKey: ; called by neighbor functions
PHA : PHX
CPY #$24 : BEQ + ; small key for this dungeon - use $040C
CPY #$A0 : !BLT .end ; Ignore most items
CPY #$AE : !BGE .end ; Ignore reserved key and generic key
CPY.b #$24 : BEQ + ; small key for this dungeon - use $040C
CPY.b #$A0 : !BLT .end ; Ignore most items
CPY.b #$AE : !BGE .end ; Ignore reserved key and generic key
TYA : AND.B #$0F : BNE ++ ; If this is an HC key, instead count it as a sewers key
INC
++ TAX : BRA .count ; use Key id instead of $040C (Keysanity)
+ LDA $040C : LSR
+ LDA.w $040C : LSR
BNE +
INC ; combines HC and Sewer counts
+ TAX
.count
LDA DungeonCollectedKeys, X : INC : STA DungeonCollectedKeys, X
LDA.l DungeonCollectedKeys, X : INC : STA.l DungeonCollectedKeys, X
.end
PLX : PLA
RTS
;--------------------------------------------------------------------------------
CountBonkItem: ; called from GetBonkItem in bookofmudora.asm
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.L BonkKey_Desert : BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
LDA.L BonkKey_GTower : BRA ++
+ LDA.B #$24 ; default to small key
LDA.b $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert : BRA ++
+ : CMP.b #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower : BRA ++
+ LDA.b #$24 ; default to small key
++
CMP #$24 : BNE +
CMP.b #$24 : BNE +
PHY
TAY : JSR CountChestKey
PLY
@@ -149,7 +149,7 @@ RTL
;--------------------------------------------------------------------------------
IncrementAgahnim2Sword:
PHA
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
JSL AddInventory_incrementBossSwordLong
+
PLA
@@ -157,52 +157,52 @@ RTL
;--------------------------------------------------------------------------------
IncrementDeathCounter:
PHA
LDA StatsLocked : BNE +
LDA CurrentHealth : BNE + ; link is still alive, skip
LDA DeathCounter : INC : STA DeathCounter
LDA.l StatsLocked : BNE +
LDA.l CurrentHealth : BNE + ; link is still alive, skip
LDA.l DeathCounter : INC : STA.l DeathCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementFairyRevivalCounter:
STA BottleContents, X ; thing we wrote over
STA.l BottleContents, X ; thing we wrote over
PHA
LDA StatsLocked : BNE +
LDA FaerieRevivalCounter : INC : STA FaerieRevivalCounter
LDA.l StatsLocked : BNE +
LDA.l FaerieRevivalCounter : INC : STA.l FaerieRevivalCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementChestTurnCounter:
PHA
LDA StatsLocked : BNE +
LDA ChestTurnCounter : INC : STA ChestTurnCounter
LDA.l StatsLocked : BNE +
LDA.l ChestTurnCounter : INC : STA.l ChestTurnCounter
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementChestCounter:
LDA.b #$01 : STA $02E9 ; thing we wrote over
LDA.b #$01 : STA.w $02E9 ; thing we wrote over
PHA
LDA StatsLocked : BNE +
LDA ChestsOpened : INC : STA ChestsOpened
LDA.l StatsLocked : BNE +
LDA.l ChestsOpened : INC : STA.l ChestsOpened
+
PLA
RTL
;--------------------------------------------------------------------------------
DecrementChestCounter:
PHA
LDA StatsLocked : BNE +
LDA ChestsOpened : DEC : STA ChestsOpened
LDA.l StatsLocked : BNE +
LDA.l ChestsOpened : DEC : STA.l ChestsOpened
+
PLA
RTL
;--------------------------------------------------------------------------------
DecrementItemCounter:
PHA
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
REP #$20
LDA TotalItemCounter : DEC : STA TotalItemCounter
LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter
SEP #$20
+
PLA
@@ -211,7 +211,7 @@ RTL
IncrementBigChestCounter:
JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
%BottomHalf(BigKeysBigChests)
+
PLA
@@ -220,7 +220,7 @@ RTL
IncrementDamageTakenCounter_Eight:
STA.l CurrentHealth
PHA : PHP
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
REP #$21
LDA.l DamageCounter
ADC.w #$0008
@@ -233,7 +233,7 @@ IncrementDamageTakenCounter_Eight:
IncrementDamageTakenCounter_Arb:
PHP
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
REP #$21
LDA.b $00
AND.w #$00FF
@@ -251,7 +251,7 @@ IncrementMagicUseCounter:
IncrementMagicUseCounterByrna:
PHA : PHP
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
REP #$21
LDA.b $00
AND.w #$00FF
@@ -264,7 +264,7 @@ IncrementMagicUseCounterByrna:
RTL
IncrementMagicUseCounterOne:
LDA StatsLocked : BNE +
LDA.l StatsLocked : BNE +
REP #$20
LDA.l MagicCounter
INC
@@ -276,21 +276,21 @@ IncrementMagicUseCounterOne:
;--------------------------------------------------------------------------------
IncrementOWMirror:
PHA
LDA #$08 : STA $021B ; fail race game
LDA StatsLocked : BNE +
LDA CurrentWorld : BEQ + ; only do this for DW->LW
LDA OverworldMirrors : INC : STA OverworldMirrors
+
PLA
PHA
LDA.b #$08 : STA.w $021B ; fail race game
LDA.l StatsLocked : BNE +
LDA.l CurrentWorld : BEQ + ; only do this for DW->LW
LDA.l OverworldMirrors : INC : STA.l OverworldMirrors
+
PLA
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
IncrementUWMirror:
PHA
LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text
LDA StatsLocked : BNE +
LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
LDA.l StatsLocked : BNE +
LDA $040C : CMP #$FF : BEQ + ; skip if we're in a cave or house
LDA UnderworldMirrors : INC : STA UnderworldMirrors
LDA.l UnderworldMirrors : INC : STA.l UnderworldMirrors
JSL.l StatTransitionCounter
+
PLA
@@ -299,14 +299,14 @@ RTL
;--------------------------------------------------------------------------------
IncrementSpentRupees:
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA CurrentRupees
LDA.w #$0000 : STA.l CurrentRupees
RTL
.subtractRupees
PHA : PHP
LDA StatsLocked : AND.w #$00FF : BNE +
LDA RupeesSpent : INC
LDA.l StatsLocked : AND.w #$00FF : BNE +
LDA.l RupeesSpent : INC
CMP.w #9999 : BEQ + ; decimal 9999
STA RupeesSpent
STA.l RupeesSpent
+
PLP : PLA
RTL
@@ -314,53 +314,45 @@ RTL
IndoorTileTransitionCounter:
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
IndoorSubtileTransitionCounter:
LDA.b #$01 : STA !REDRAW ; set redraw flag for items
STZ $0646 ; stuff we wrote over
STZ $0642
LDA.b #$01 : STA.l RedrawFlag ; set redraw flag for items
STZ.w $0646 ; stuff we wrote over
STZ.w $0642
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
!BOSS_KILLS = "$7F5037"
!NONCHEST_COUNTER = "$7F503E"
!LAG_TIME = "$7F5038"
!RUPEES_COLLECTED = "$7F503C"
StatsFinalPrep:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA StatsLocked : BNE .ramPostOnly
INC : STA StatsLocked
LDA.l StatsLocked : BNE .ramPostOnly
INC : STA.l StatsLocked
JSL.l AddInventory_incrementBossSwordLong
LDA HighestMail : INC : STA HighestMail ; add green mail to mail count
LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
LDA ScreenTransitions : DEC : STA ScreenTransitions ; remove extra transition from exiting gtower via duck
LDA.l ScreenTransitions : DEC : STA.l ScreenTransitions ; remove extra transition from exiting gtower via duck
.ramPostOnly
LDA SwordBossKills : LSR #4 : !ADD SwordBossKills : STA !BOSS_KILLS
LDA SwordBossKills+1 : LSR #4 : !ADD SwordBossKills+1 : !ADD !BOSS_KILLS : AND #$0F : STA !BOSS_KILLS
LDA.l SwordBossKills : LSR #4 : !ADD SwordBossKills : STA.l BossKills
LDA.l SwordBossKills+1 : LSR #4 : !ADD SwordBossKills+1 : !ADD BossKills : AND.b #$0F : STA.l BossKills
LDA NMIFrames : !SUB LoopFrames : STA !LAG_TIME
LDA NMIFrames+1 : SBC LoopFrames+1 : STA !LAG_TIME+1
LDA NMIFrames+2 : SBC LoopFrames+2 : STA !LAG_TIME+2
LDA NMIFrames+3 : SBC LoopFrames+3 : STA !LAG_TIME+3
LDA RupeesSpent : !ADD DisplayRupees : STA !RUPEES_COLLECTED
LDA RupeesSpent+1 : ADC DisplayRupees+1 : STA !RUPEES_COLLECTED+1
LDA.l NMIFrames : !SUB LoopFrames : STA.l LagTime
LDA.l NMIFrames+1 : SBC LoopFrames+1 : STA.l LagTime+1
LDA.l NMIFrames+2 : SBC LoopFrames+2 : STA.l LagTime+2
LDA.l NMIFrames+3 : SBC LoopFrames+3 : STA.l LagTime+3
LDA.l RupeesSpent : !ADD DisplayRupees : STA.l RupeesCollected
LDA.l RupeesSpent+1 : ADC DisplayRupees+1 : STA.l RupeesCollected+1
REP #$20
LDA TotalItemCounter : !SUB ChestsOpened : STA !NONCHEST_COUNTER
LDA.l TotalItemCounter : !SUB ChestsOpened : STA.l NonChestCounter
.done
PLP : PLX : PLA
LDA.b #$19 : STA $10 ; thing we wrote over, load triforce room
STZ $11
STZ $B0
LDA.b #$19 : STA.b $10 ; thing we wrote over, load triforce room
STZ.b $11
STZ.b $B0
RTL
;--------------------------------------------------------------------------------
; Notes:

1311
stats/credits.asm Executable file → Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -1,752 +0,0 @@
;===================================================================================================
; LEAVE THIS HERE FOR PHP WRITES
;===================================================================================================
table "creditscharmapbighi.txt"
YourSpriteCreditsHi:
db 2
db 55
db " " ; $238002
table "creditscharmapbiglo.txt"
YourSpriteCreditsLo:
db 2
db 55
db " " ; $238020
;===================================================================================================
CreditsLineTable:
fillword CreditsLineBlank : fill 800
;===================================================================================================
!CLINE = -1
;---------------------------------------------------------------------------------------------------
macro smallcredits(text, color)
!CLINE #= !CLINE+1
table "creditscharmapsmall_<color>.txt"
?line:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro bigcredits(text)
!CLINE #= !CLINE+1
table "creditscharmapbighi.txt"
?line_top:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_top
pullpc
table "creditscharmapbiglo.txt"
?line_bottom:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
db "<text>"
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_bottom
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro bigcreditsleft(text)
!CLINE #= !CLINE+1
table "creditscharmapbighi.txt"
?line_top:
db 2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_top
pullpc
table "creditscharmapbiglo.txt"
?line_bottom:
db 2
db 2*(?end-?text)-1
db "<text>"
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_bottom
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro emptyline()
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw CreditsEmptyLine
pullpc
endmacro
macro blankline()
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw CreditsLineBlank
pullpc
endmacro
macro addarbline(l)
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw <l>
pullpc
endmacro
;===================================================================================================
CreditsEmptyLine:
db $00, $01, $9F
CreditsLineBlank:
db $FF
;---------------------------------------------------------------------------------------------------
%emptyline()
%smallcredits("ORIGINAL GAME STAFF", "yellow")
%blankline()
%blankline()
%smallcredits("EXECUTIVE PRODUCER", "green")
%blankline()
%bigcredits("HIROSHI YAMAUCHI")
%blankline()
%blankline()
%smallcredits("PRODUCER", "yellow")
%blankline()
%bigcredits("SHIGERU MIYAMOTO")
%blankline()
%blankline()
%smallcredits("DIRECTOR", "red")
%blankline()
%bigcredits("TAKASHI TEZUKA")
%blankline()
%blankline()
%smallcredits("SCRIPT WRITER", "green")
%blankline()
%bigcredits("KENSUKE TANABE")
%blankline()
%blankline()
%smallcredits("ASSISTANT DIRECTORS", "yellow")
%blankline()
%bigcredits("YASUHISA YAMAMURA")
%blankline()
%bigcredits("YOICHI YAMADA")
%blankline()
%blankline()
%smallcredits("SCREEN GRAPHICS DESIGNERS", "green")
%emptyline()
%emptyline()
%smallcredits("OBJECT DESIGNERS", "yellow")
%blankline()
%bigcredits("SOICHIRO TOMITA")
%blankline()
%bigcredits("TAKAYA IMAMURA")
%blankline()
%blankline()
%smallcredits("BACK GROUND DESIGNERS", "yellow")
%blankline()
%bigcredits("MASANAO ARIMOTO")
%blankline()
%bigcredits("TSUYOSHI WATANABE")
%blankline()
%blankline()
%smallcredits("PROGRAM DIRECTOR", "red")
%blankline()
%bigcredits("TOSHIHIKO NAKAGO")
%blankline()
%blankline()
%smallcredits("MAIN PROGRAMMER", "yellow")
%blankline()
%bigcredits("YASUNARI SOEJIMA")
%blankline()
%blankline()
%smallcredits("OBJECT PROGRAMMER", "green")
%blankline()
%bigcredits("KAZUAKI MORITA")
%blankline()
%blankline()
%smallcredits("PROGRAMMERS", "yellow")
%blankline()
%bigcredits("TATSUO NISHIYAMA")
%blankline()
%bigcredits("YUICHI YAMAMOTO")
%blankline()
%bigcredits("YOSHIHIRO NOMOTO")
%blankline()
%bigcredits("EIJI NOTO")
%blankline()
%bigcredits("SATORU TAKAHATA")
%blankline()
%bigcredits("TOSHIO IWAWAKI")
%blankline()
%bigcredits("SHIGEHIRO KASAMATSU")
%blankline()
%bigcredits("YASUNARI NISHIDA")
%blankline()
%blankline()
%smallcredits("SOUND COMPOSER", "red")
%blankline()
%bigcredits("KOJI KONDO")
%blankline()
%blankline()
%smallcredits("COORDINATORS", "green")
%blankline()
%bigcredits("KEIZO KATO")
%blankline()
%bigcredits("TAKAO SHIMIZU")
%blankline()
%blankline()
%smallcredits("PRINTED ART WORK", "yellow")
%blankline()
%bigcredits("YOICHI KOTABE")
%blankline()
%bigcredits("HIDEKI FUJII")
%blankline()
%bigcredits("YOSHIAKI KOIZUMI")
%blankline()
%bigcredits("YASUHIRO SAKAI")
%blankline()
%bigcredits("TOMOAKI KUROUME")
%blankline()
%blankline()
%smallcredits("SPECIAL THANKS TO", "red")
%blankline()
%bigcredits("NOBUO OKAJIMA")
%blankline()
%bigcredits("YASUNORI TAKETANI")
%blankline()
%bigcredits("KIYOSHI KODA")
%blankline()
%bigcredits("TAKAMITSU KUZUHARA")
%blankline()
%bigcredits("HIRONOBU KAKUI")
%blankline()
%bigcredits("SHIGEKI YAMASHIRO")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;---------------------------------------------------------------------------------------------------
%smallcredits("RANDOMIZER CONTRIBUTORS", "red")
%blankline()
%blankline()
%smallcredits("ITEM RANDOMIZER", "yellow")
%blankline()
%bigcredits("KATDEVSGAMES VEETORP")
%blankline()
%bigcredits("CHRISTOSOWEN DESSYREQT")
%blankline()
%bigcredits("SMALLHACKER SYNACK")
%blankline()
%blankline()
%smallcredits("ENTRANCE RANDOMIZER", "green")
%blankline()
%bigcredits("AMAZINGAMPHAROS LLCOOLDAVE")
%blankline()
%bigcredits("KEVINCATHCART CASSIDYMOEN")
%blankline()
%blankline()
%smallcredits("ENEMY RANDOMIZER", "yellow")
%blankline()
%bigcredits("ZARBY89 SOSUKE3")
%blankline()
%bigcredits("ENDEROFGAMES")
%blankline()
%blankline()
%smallcredits("DOOR RANDOMIZER", "green")
%blankline()
%bigcredits("AERINON COMPILING")
%blankline()
%blankline()
%smallcredits("FESTIVE RANDOMIZER", "yellow")
%blankline()
%bigcredits("KAN TOTAL")
%blankline()
%bigcredits("CATOBAT DINSAPHIR")
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "green")
%blankline()
%bigcredits("MIKETRETHEWEY IBAZLY")
%blankline()
%bigcredits("FISH_WAFFLE64 KRELBEL")
%blankline()
%bigcredits("ACHY ARTHEAU")
%blankline()
%bigcredits("GLAN TWROXAS")
%blankline()
%bigcredits("PLAGUEDONE TARTHORON")
%blankline()
%blankline()
%smallcredits("YOUR SPRITE BY", "yellow")
%addarbline(YourSpriteCreditsHi)
%addarbline(YourSpriteCreditsLo)
%blankline()
%blankline()
%smallcredits("MSU SUPPORT", "green")
%blankline()
%bigcredits("QWERTYMODO")
%blankline()
%blankline()
%smallcredits("PALETTE SHUFFLER", "yellow")
%blankline()
%bigcredits("NELSON AKA SWR")
%blankline()
%blankline()
%smallcredits("WEBSITE LOGO", "green")
%blankline()
%bigcredits("PLEASURE")
%blankline()
%blankline()
%smallcredits("SPECIAL THANKS", "red")
%blankline()
%bigcredits("SUPERSKUJ EVILASH25")
%blankline()
%bigcredits("MYRAMONG JOSHRTA")
%blankline()
%bigcredits("WALKINGEYE MATHONNAPKINS")
%blankline()
%bigcredits("MICHAELK FOUTON")
%blankline()
%bigcredits("BONTA EMOSARU")
%blankline()
%bigcredits("PINKUS YUZUHARA")
%blankline()
%bigcredits("SAKURATSUBASA")
%blankline()
%bigcredits("AND...")
%blankline()
%bigcredits("THE ALTTP RANDOMIZER COMMUNITY")
%blankline()
%blankline()
%smallcredits("COMMUNITY DISCORD", "green")
%blankline()
%bigcredits("HTTPS://ALTTPR.COM/DISCORD")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;===================================================================================================
print "Credits line number: !CLINE | Expected: 302"
if !CLINE > 302
error "Too many credits lines. !CLINE > 302"
elseif !CLINE < 302
warn "Too few credits lines. !CLINE < 302; Adding additional empties for alignment."
endif
; Set line always to line up with stats
!CLINE #= 302
;===================================================================================================
%smallcredits("THE IMPORTANT STUFF", "yellow")
%blankline()
%blankline()
%emptyline()
%smallcredits("TIME FOUND", "green")
%blankline()
%blankline()
%bigcreditsleft("FIRST SWORD")
%blankline()
%bigcreditsleft("PEGASUS BOOTS")
%blankline()
%bigcreditsleft("FLUTE")
%blankline()
%bigcreditsleft("MIRROR")
%blankline()
%blankline()
%emptyline()
%smallcredits("BOSS KILLS", "yellow")
%blankline()
%blankline()
%bigcreditsleft("SWORDLESS /13")
%blankline()
%bigcreditsleft("FIGHTER'S SWORD /13")
%blankline()
%bigcreditsleft("MASTER SWORD /13")
%blankline()
%bigcreditsleft("TEMPERED SWORD /13")
%blankline()
%bigcreditsleft("GOLD SWORD /13")
%blankline()
%blankline()
%smallcredits("GAME STATS", "red")
%blankline()
%blankline()
%bigcreditsleft("DAMAGE TAKEN")
%blankline()
%bigcreditsleft("MAGIC USED")
%blankline()
%bigcreditsleft("BONKS")
%blankline()
%bigcreditsleft("SAVE AND QUITS")
%blankline()
%bigcreditsleft("DEATHS")
%blankline()
%bigcreditsleft("FAERIE REVIVALS")
%blankline()
%bigcreditsleft("TOTAL MENU TIME")
%blankline()
%bigcreditsleft("TOTAL LAG TIME")
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%emptyline()
%emptyline()
%bigcreditsleft("COLLECTION RATE /216")
%blankline()
%bigcreditsleft("TOTAL TIME")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;---------------------------------------------------------------------------------------------------
!FIRST_SWORD_X = 19
!FIRST_SWORD_Y = 310
!PEGASUS_BOOTS_X = 19
!PEGASUS_BOOTS_Y = 313
!FLUTE_X = 19
!FLUTE_Y = 316
!MIRROR_X = 19
!MIRROR_Y = 319
!SWORDLESS_X = 23
!SWORDLESS_Y = 327
!FIGHTERS_SWORD_X = 23
!FIGHTERS_SWORD_Y = 330
!MASTER_SWORD_X = 23
!MASTER_SWORD_Y = 333
!TEMPERED_SWORD_X = 23
!TEMPERED_SWORD_Y = 336
!GOLD_SWORD_X = 23
!GOLD_SWORD_Y = 339
!DAMAGETAKEN_X = 26
!DAMAGETAKEN_Y = 346
!MAGICUSED_X = 26
!MAGICUSED_Y = 349
!BONKS_X = 26
!BONKS_Y = 352
!SAVE_AND_QUITS_X = 26
!SAVE_AND_QUITS_Y = 355
!DEATHS_X = 26
!DEATHS_Y = 358
!FAERIE_REVIVALS_X = 26
!FAERIE_REVIVALS_Y = 361
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 367
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
!TOTAL_TIME_Y = 383

View File

@@ -6,7 +6,7 @@ lorom
!BGE = "BCS"
org $238000
incsrc stats/creditsnew.asm
incsrc stats/credits.asm
FontGfx:
if !FEATURE_NEW_TEXT
@@ -17,28 +17,27 @@ endif
FontGfxEnd:
; Custom addresses. Most are arbitrary. Feel free to make sure they're okay or moving them elsewhere within ZP
!CreditsPtr = $7C ; 3 bytes
!Temp = $B3 ; 2 bytes
!StatsBottom = $B5 ; 2 bytes
!StatsPtr = $B7 ; 3 bytes
!ValueLow = $BA ; 2 bytes
!ValueHigh = $BC ; 2 bytes
!Hours = $72 ; 2 bytes
!Minutes = $74 ; 2 bytes
!Seconds = $76 ; 2 bytes
!RemoveZero = $78 ; 2 bytes
CreditsPtr = $7C ; 3 bytes
Temp = $B3 ; 2 bytes
StatsBottom = $B5 ; 2 bytes
StatsPtr = $B7 ; 3 bytes
ValueLow = $BA ; 2 bytes
ValueHigh = $BC ; 2 bytes
Hours = $72 ; 2 bytes
Minutes = $74 ; 2 bytes
Seconds = $76 ; 2 bytes
RemoveZero = $78 ; 2 bytes
; Original addresses
!LineNumber = $CA ; 2 bytes
LineNumber = $CA ; 2 bytes
PreparePointer:
LDA.w #$2300
STA.b !CreditsPtr+1
STA.b CreditsPtr+1
LDA.w #CreditsLineTable
STA.b !CreditsPtr
LDA [!CreditsPtr],Y
STA.b !CreditsPtr
STA.b CreditsPtr
LDA.b [CreditsPtr],Y
STA.b CreditsPtr
LDY.w #$0000
RTL
@@ -84,30 +83,21 @@ BitMasks:
dw $3FFF
dw $7FFF
macro AddStat(address, type, shiftRight, bits, digits, xPos, lineNumber)
db <xPos><<2|<type><<9|<lineNumber>>>8
db <lineNumber>
db <bits><<4|<shiftRight>
db <digits><<5
db $00
dl <address>
endmacro
macro StripeStart(xPos, length)
LDA $C8
LDA.b $C8
CLC
ADC.w #<xPos>
XBA
STA $1002,x
STA.w $1002,x
LDA.w #<length>*2-1
XBA
LDA #$0500
STA $1004,x
LDA.w #$0500
STA.w $1004,x
endmacro
macro StripeTile()
STA $1006,x
STA.w $1006,x
INX
INX
endmacro
@@ -123,27 +113,27 @@ HexToDecStats:
PHA
PHA
LDA.w #$0000
STA $7F5003 : STA $7F5005 : STA $7F5006 ; clear digit storage
STA.l $7F5003 : STA.l $7F5005 : STA.l $7F5006 ; clear digit storage
PLA
-
CMP.w #10000 : !BLT +
PHA : SEP #$20 : LDA $7F5003 : INC : STA $7F5003 : REP #$20 : PLA
PHA : SEP #$20 : LDA.l $7F5003 : INC : STA.l $7F5003 : REP #$20 : PLA
!SUB.w #10000 : BRA -
+ -
CMP.w #1000 : !BLT +
PHA : SEP #$20 : LDA $7F5004 : INC : STA $7F5004 : REP #$20 : PLA
PHA : SEP #$20 : LDA.l $7F5004 : INC : STA.l $7F5004 : REP #$20 : PLA
!SUB.w #1000 : BRA -
+ -
CMP.w #100 : !BLT +
PHA : SEP #$20 : LDA $7F5005 : INC : STA $7F5005 : REP #$20 : PLA
PHA : SEP #$20 : LDA.l $7F5005 : INC : STA.l $7F5005 : REP #$20 : PLA
!SUB.w #100 : BRA -
+ -
CMP.w #10 : !BLT +
PHA : SEP #$20 : LDA $7F5006 : INC : STA $7F5006 : REP #$20 : PLA
PHA : SEP #$20 : LDA.l $7F5006 : INC : STA.l $7F5006 : REP #$20 : PLA
!SUB.w #10 : BRA -
+ -
CMP.w #1 : !BLT +
PHA : SEP #$20 : LDA $7F5007 : INC : STA $7F5007 : REP #$20 : PLA
PHA : SEP #$20 : LDA.l $7F5007 : INC : STA.l $7F5007 : REP #$20 : PLA
!SUB.w #1 : BRA -
+
PLA
@@ -151,13 +141,13 @@ RTL
LastHexDigit:
TYA
AND #$000F
AND.w #$000F
PHA
TYA
LSR #4
TAY
CLC
LDA !StatsBottom
LDA.b StatsBottom
BNE +
; Upper half
PLA
@@ -172,18 +162,18 @@ FindLine:
LDY.w #$0000
- LDA.w CreditsStats,y
STZ !StatsBottom
STZ.b StatsBottom
CMP #$FFFF
BEQ .noLine
XBA
AND #$01FF
CMP !LineNumber
AND.w #$01FF
CMP.b LineNumber
BEQ .lineFound
INC
INC !StatsBottom
CMP !LineNumber
INC.b StatsBottom
CMP.b LineNumber
BEQ .lineFound
INY #8
@@ -203,26 +193,26 @@ FindLine:
!MAX_FRAME_COUNT = 59*60+59*60+59*60+99
macro CountUnits(framesPerUnit, unitCounter)
STZ <unitCounter>
STZ.b <unitCounter>
?loop:
LDA !ValueLow
LDA.b ValueLow
SEC
SBC.w #<framesPerUnit>
STA !Temp
LDA !ValueHigh
STA.b Temp
LDA.b ValueHigh
SBC.w #<framesPerUnit>>>16
BCC ?end
STA !ValueHigh
LDA !Temp
STA !ValueLow
INC <unitCounter>
STA.b ValueHigh
LDA.b Temp
STA.b ValueLow
INC.b <unitCounter>
BRA ?loop
?end:
endmacro
!ColonOffset = $83
!PeriodOffset = $80
!BlankTile = #$883D
BlankTile = $883D
RenderCreditsStatCounter:
PHB
@@ -248,44 +238,44 @@ RenderCreditsStatCounter:
; == Write Stripe header (VRAM address, i.e. tile coordinates) ==
LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
LSR #3
AND #$001F ; X XXXX
AND.w #$001F ; X XXXX
CLC
ADC $C8
ADC.w $C8
XBA
STA $1002,x
STA.w $1002,x
; == Write Stripe header (Length of data) ==
LDA.w #4*2-1 ; 4 tiles = 8 bytes
XBA
STA $1004,x
STA.w $1004,x
PHX
; == Load tile base (upper or lower half of white two-line zero) ==
LDA !StatsBottom
LDA.b StatsBottom
BNE +
LDA #$3D40
LDA.w #$3D40
BRA ++
+ LDA #$3D50
++ STA !Temp
+ LDA.w #$3D50
++ STA.b Temp
; == Load the actual stat word ==
LDA.w CreditsStats+5,y
STA.b !StatsPtr
STA.b StatsPtr
LDA.w CreditsStats+6,y
STA.b !StatsPtr+1
LDA.b [!StatsPtr]
STA !ValueLow
STA.b StatsPtr+1
LDA.b [StatsPtr]
STA.b ValueLow
; == Shift value ==
LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS
AND.w #$000F ; SSSS
BEQ +
TAX
LDA !ValueLow
LDA.b ValueLow
- LSR
DEX
BNE -
STA !ValueLow
STA.b ValueLow
+
; == Mask value ==
LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS
@@ -295,8 +285,8 @@ RenderCreditsStatCounter:
AND.w #$001E
TAX
LDA.l BitMasks,x
AND !ValueLow
STA !ValueLow
AND.b ValueLow
STA.b ValueLow
; == Cap value ==
LDA.w CreditsStats+3,y; ---- ---- CCC- ----
@@ -305,60 +295,58 @@ RenderCreditsStatCounter:
BEQ +
ASL : TAX
LDA.l ValueCaps,x
CMP !ValueLow
CMP.b ValueLow
!BGE +
STA !ValueLow
STA.b ValueLow
+
; == Display value ==
LDA !ValueLow
LDA.b ValueLow
JSL HexToDecStats
PLX
STZ !RemoveZero
STZ.b RemoveZero
LDA $7F5004
AND #$00FF
CMP !RemoveZero
LDA.l $7F5004
AND.w #$00FF
CMP.b RemoveZero
BNE +
LDA !BlankTile
LDA.w #BlankTile
BRA ++
+ DEC !RemoveZero
+ DEC.b RemoveZero
CLC
ADC !Temp
ADC.b Temp
++ %StripeTile()
LDA $7F5005
LDA.l $7F5005
AND #$00FF
CMP !RemoveZero
CMP.b RemoveZero
BNE +
LDA !BlankTile
LDA.w #BlankTile
BRA ++
+ DEC !RemoveZero
+ DEC.b RemoveZero
CLC
ADC !Temp
ADC.b Temp
++ %StripeTile()
LDA $7F5006
AND #$00FF
CMP !RemoveZero
LDA.l $7F5006
AND.w #$00FF
CMP.b RemoveZero
BNE +
LDA !BlankTile
LDA.w #BlankTile
BRA ++
+ DEC !RemoveZero
+ DEC.b RemoveZero
CLC
ADC !Temp
ADC.b Temp
++ %StripeTile()
LDA $7F5007
AND #$00FF
LDA.l $7F5007
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
%StripeEnd()
.endStats
;JSR RenderLineNumber
PLB
RTL
@@ -368,131 +356,131 @@ RenderCreditsStatCounter:
; == Write Stripe header (VRAM address, i.e. tile coordinates) ==
LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
LSR #3
AND #$001F ; X XXXX
AND.w #$001F ; X XXXX
CLC
ADC $C8
ADC.b $C8
XBA
STA $1002,x
STA.w $1002,x
; == Write Stripe header (Length of data) ==
LDA.w #11*2-1 ; 11 tiles = 22 bytes
XBA
STA $1004,x
STA.w $1004,x
PHX
; == Load the actual stat words ==
LDA.w CreditsStats+5,y
STA.b !StatsPtr
STA.b StatsPtr
LDA.w CreditsStats+6,y
STA.b !StatsPtr+1
LDA.b [!StatsPtr]
STA !ValueLow
INC !StatsPtr
INC !StatsPtr
LDA.b [!StatsPtr]
STA !ValueHigh
STA.b StatsPtr+1
LDA.b [StatsPtr]
STA.b ValueLow
INC.b StatsPtr
INC.b StatsPtr
LDA.b [StatsPtr]
STA.b ValueHigh
CMP.w #!MAX_FRAME_COUNT>>16+1
!BGE ++
; == Convert total frames into hours, minutes, seconds and frames ==
%CountUnits(!FRAMES_PER_HOUR, !Hours)
%CountUnits(!FRAMES_PER_MINUTE, !Minutes)
%CountUnits(!FRAMES_PER_SECOND, !Seconds)
%CountUnits(!FRAMES_PER_HOUR, Hours)
%CountUnits(!FRAMES_PER_MINUTE, Minutes)
%CountUnits(!FRAMES_PER_SECOND, Seconds)
; == Cap at 99:59:59.59 ==
LDA !Hours
LDA.b Hours
CMP.w #100
!BLT +
++ LDA.w #99
STA !Hours
STA.b Hours
LDA.w #59
STA !Minutes
STA !Seconds
STA !ValueLow
STA.b Minutes
STA.b Seconds
STA.b ValueLow
+
; == Load tile base (upper or lower half of white two-line zero) ==
LDA !StatsBottom
LDA.b StatsBottom
BNE +
LDA #$3D40
LDA.w #$3D40
BRA ++
+ LDA #$3D50
++ STA !Temp
+ LDA.w #$3D50
++ STA.b Temp
PLX
; == Display value ==
LDA !Hours
LDA.b Hours
JSL HexToDecStats
LDA $7F5006
AND #$00FF
LDA.l $7F5006
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA $7F5007
AND #$00FF
LDA.l $7F5007
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA.w #!ColonOffset
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA !Minutes
LDA.b Minutes
JSL HexToDecStats
LDA $7F5006
AND #$00FF
LDA.l $7F5006
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA $7F5007
AND #$00FF
LDA.l $7F5007
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA.w #!ColonOffset
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA !Seconds
LDA.b Seconds
JSL HexToDecStats
LDA $7F5006
AND #$00FF
LDA.l $7F5006
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA $7F5007
AND #$00FF
LDA.l $7F5007
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA.w #!PeriodOffset
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA !ValueLow
LDA.b ValueLow
JSL HexToDecStats
LDA $7F5006
AND #$00FF
LDA.l $7F5006
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
LDA $7F5007
AND #$00FF
LDA.l $7F5007
AND.w #$00FF
CLC
ADC !Temp
ADC.b Temp
%StripeTile()
%StripeEnd()
@@ -502,13 +490,13 @@ RenderCreditsStatCounter:
RenderLineNumber:
%StripeStart(0, 3)
STZ !StatsBottom
LDA $CA
STZ.b StatsBottom
LDA.b $CA
TAY
AND #$0001
AND.w #$0001
BEQ +
DEY
INC !StatsBottom
INC.b StatsBottom
+
JSR LastHexDigit
PHA
@@ -530,21 +518,21 @@ LoadModifiedFont:
; copies font graphics to VRAM (for BG3)
; set name base table to vram $4000 (word)
LDA.b #$02 : STA $2101
LDA.b #$02 : STA.w OBSEL
; increment on writes to $2119
LDA.b #$80 : STA $2115
LDA.b #$80 : STA.w VMAIN
; set bank of the source address (see below)
LDA.b #FontGfx>>16 : STA $02
LDA.b #FontGfx>>16 : STA.b Scrap02
REP #$30
; vram target address is $7000 (word)
LDA.w #$7000 : STA $2116
LDA.w #$7000 : STA.w VMADDL
; $00[3] = $0E8000 (offset for the font data)
LDA.w #FontGfx : STA $00
LDA.w #FontGfx : STA.b Scrap00
; going to write 0x1000 bytes (0x800 words)
LDX.w #FontGfxEnd-FontGfx/2-1
@@ -552,10 +540,10 @@ LoadModifiedFont:
.nextWord
; read a word from the font data
LDA [$00] : STA $2118
LDA.b [$00] : STA.w VMDATAL
; increment source address by 2
INC $00 : INC $00
INC.b Scrap00 : INC.b Scrap00
DEX : BPL .nextWord
@@ -569,18 +557,18 @@ LoadFullItemTilesCredits:
; copies font graphics to VRAM (for BG3)
; increment on writes to $2119
LDA.b #$80 : STA $2115
LDA.b #$80 : STA.w VMAIN
; set bank of the source address (see below)
LDA.b #FileSelectNewGraphics>>16 : STA $02
LDA.b #FileSelectNewGraphics>>16 : STA.b Scrap02
REP #$30
; vram target address is $8000 (word) (Wraps to start of VRAM on normal SNES, but using the correct address so it works on extended VRAM machines)
LDA.w #$8000 : STA $2116
LDA.w #$8000 : STA.w VMADDL
; $00[3] = $0E8000 (offset for the font data)
LDA.w #FileSelectNewGraphics : STA $00
LDA.w #FileSelectNewGraphics : STA.b Scrap00
; going to write 0x1000 bytes (0x800 words)
LDX.w #$800-1
@@ -588,10 +576,10 @@ LoadFullItemTilesCredits:
.nextWord
; read a word from the font data
LDA [$00] : STA $2118
LDA.b [$00] : STA.w VMDATAL
; increment source address by 2
INC $00 : INC $00
INC.b Scrap00 : INC.b Scrap00
DEX : BPL .nextWord
@@ -629,7 +617,7 @@ DrawEndingItems:
JSL DrawPlayerFile_credits
JSL SetItemLayoutPriority
SEP #$30
LDA.b #$01 : STA $14
LDA.b #$01 : STA.b $14
RTS
FontTable:
@@ -650,13 +638,13 @@ org $0EE651
org $0EE828
JSL PreparePointer
LDA [!CreditsPtr],Y
LDA.b [CreditsPtr],Y
NOP
org $0EE83F
LDA [!CreditsPtr],Y
LDA.b [CreditsPtr],Y
NOP
org $0EE853
LDA [!CreditsPtr],Y
LDA.b [CreditsPtr],Y
NOP
AND.w #$00ff
ASL A

View File

@@ -1,4 +1,50 @@
;(address, type, shiftRight, bits, digits, xPos, lineNumber)
!FIRST_SWORD_X = 19
!FIRST_SWORD_Y = 310
!PEGASUS_BOOTS_X = 19
!PEGASUS_BOOTS_Y = 313
!FLUTE_X = 19
!FLUTE_Y = 316
!MIRROR_X = 19
!MIRROR_Y = 319
!SWORDLESS_X = 23
!SWORDLESS_Y = 327
!FIGHTERS_SWORD_X = 23
!FIGHTERS_SWORD_Y = 330
!MASTER_SWORD_X = 23
!MASTER_SWORD_Y = 333
!TEMPERED_SWORD_X = 23
!TEMPERED_SWORD_Y = 336
!GOLD_SWORD_X = 23
!GOLD_SWORD_Y = 339
!DAMAGETAKEN_X = 26
!DAMAGETAKEN_Y = 346
!MAGICUSED_X = 26
!MAGICUSED_Y = 349
!BONKS_X = 26
!BONKS_Y = 352
!SAVE_AND_QUITS_X = 26
!SAVE_AND_QUITS_Y = 355
!DEATHS_X = 26
!DEATHS_Y = 358
!FAERIE_REVIVALS_X = 26
!FAERIE_REVIVALS_Y = 361
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 367
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
!TOTAL_TIME_Y = 383
macro AddStat(address, type, shiftRight, bits, digits, xPos, lineNumber)
db <xPos><<2|<type><<9|<lineNumber>>>8
db <lineNumber>
db <bits><<4|<shiftRight>
db <digits><<5
db $00
dl <address>
endmacro
%AddStat(SwordTime, 1, 0, 32, 4, !FIRST_SWORD_X, !FIRST_SWORD_Y)
%AddStat(BootsTime, 1, 0, 32, 4, !PEGASUS_BOOTS_X, !PEGASUS_BOOTS_Y)

View File

@@ -3,35 +3,8 @@
;================================================================================
;$03348E: smith sword check (to see if uprade-able)
;================================================================================
;GetFairySword:
; CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert single fighter sword to low id one
; CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert safe master sword to normal one
; CMP #$04 : !BLT + : JML.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
; JSL ItemCheck_FairySword : BEQ + : JML.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
; JSL ItemSet_FairySword ; mark as got
; LDA FairySword : STA $0DC0, X ; whichever sword
; LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
;
;JML.l PyramidFairy_BRANCH_GAMMA
;================================================================================
;GetSmithSword:
; JSL ItemCheck_SmithSword : BEQ + : JML.l Smithy_AlreadyGotSword : + ; check if we're not already done
; ;JSL ItemSet_SmithSword - too early
;JML.l Smithy_DoesntHaveSword
;================================================================================
;LoadSwordForDamage:
; LDA SwordEquipment : CMP #$04 : BNE .done ; skip if not gold sword
; LDA $1B : BEQ + ; skip if outdoors
; LDA $A0 : CMP #41 : BNE + ; decimal 41 ; skip if not in the mothula room
; LDA #$03 ; pretend we're using tempered
; BRA .done
; +
; LDA #$04 ; nvm gold sword is fine
; .done
;RTL
;================================================================================
LoadSwordForDamage:
LDA $0E20, X : CMP.b #$88 : BNE .notMoth
LDA.w $0E20, X : CMP.b #$88 : BNE .notMoth
JSR.w LoadModifiedSwordLevel ; load normal sword value
CMP.b #$04 : !BLT + : DEC : + ; if it's gold sword, change it to tempered
RTL
@@ -39,10 +12,9 @@ LoadSwordForDamage:
JSR.w LoadModifiedSwordLevel ; load normal sword value
RTL
;================================================================================
;!StalfosBombDamage = "$7F509D"
LookupDamageLevel:
CPX.w #$0918 : BNE +
LDA.l !StalfosBombDamage
LDA.l StalfosBombDamage
RTL
+
PHP
@@ -59,82 +31,77 @@ RTL
AND.b #$0F
RTL
;================================================================================
; $7F50C0 - Sword Modifier
LoadModifiedSwordLevel: ; returns short
LDA $7F50C0 : BEQ +
LDA.l SwordModifier : BEQ +
!ADD SwordEquipment ; add normal sword value to modifier
BNE ++ : LDA.b #$01 : RTS : ++
CMP.b #$05 : !BLT ++ : LDA.b #$04 : RTS : ++
RTS
+
LDA SwordEquipment ; load normal sword value
LDA.l SwordEquipment ; load normal sword value
RTS
;================================================================================
; ArmorEquipment - Armor Inventory
; $7F50C2 - Armor Modifier
; $7F5020 - Scratch Space (Caller Preserved)
LoadModifiedArmorLevel:
PHA
LDA ArmorEquipment : !ADD $7F50C2
LDA.l ArmorEquipment : !ADD ArmorModifier
CMP.b #$FF : BNE + : LDA.b #$00 : +
CMP.b #$03 : !BLT + : LDA.b #$02 : +
STA $7F5020
STA.l ScratchBufferV
PLA
!ADD $7F5020
!ADD ScratchBufferV
RTL
;================================================================================
; MagicConsumption - Magic Inventory
; $7F50C3 - Magic Modifier
LoadModifiedMagicLevel:
LDA $7F50C3 : BEQ +
LDA.l MagicModifier : BEQ +
!ADD MagicConsumption ; add normal magic value to modifier
CMP.b #$FF : BNE ++ : LDA.b #$00 : RTL : ++
CMP.b #$03 : !BLT ++ : LDA.b #$02 : ++
RTL
+
LDA MagicConsumption ; load normal magic value
LDA.l MagicConsumption ; load normal magic value
RTL
;================================================================================
; $7E0348 - Ice Value
; $7F50C7 - Ice Modifier
LoadModifiedIceFloorValue_a11:
LDA $A0 : CMP #$91 : BEQ + : CMP #$92 : BEQ + : CMP #$93 : BEQ + ; mire basement currently broken - not sure why
LDA $5D : CMP #$01 : BEQ + : CMP #$17 : BEQ + : CMP #$1C : BEQ +
LDA $5E : CMP #$02 : BEQ +
LDA $5B : BNE +
LDA.w $0348 : ORA $7F50C7 : AND.b #$11 : RTL
+ : LDA.w $0348 : AND.b #$11
RTL
LoadModifiedIceFloorValue_a01:
LDA $A0 : CMP #$91 : BEQ + : CMP #$92 : BEQ + : CMP #$93 : BEQ + ; mire basement currently broken - not sure why
LDA $5D : CMP #$01 : BEQ + : CMP #$17 : BEQ + : CMP #$1C : BEQ +
LDA $5E : CMP #$02 : BEQ +
LDA $5B : BNE +
LDA.w $0348 : ORA $7F50C7 : AND.b #$01 : RTL
LDA.b $A0 : CMP.b #$91 : BEQ + : CMP.b #$92 : BEQ + : CMP.b #$93 : BEQ + ; mire basement currently broken - not sure why
LDA.b $5D : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA.b $5E : CMP.b #$02 : BEQ +
LDA.b $5B : BNE +
LDA.w $0348 : ORA.l IceModifier : AND.b #$11 : RTL
+ : LDA.w $0348 : AND.b #$11
RTL
LoadModifiedIceFloorValue_a01:
LDA.b $A0 : CMP.b #$91 : BEQ + : CMP.b #$92 : BEQ + : CMP.b #$93 : BEQ + ; mire basement currently broken - not sure why
LDA.b $5D : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA.b $5E : CMP.b #$02 : BEQ +
LDA.b $5B : BNE +
LDA.w $0348 : ORA.l IceModifier : AND.b #$01 : RTL
+ : LDA.w $0348 : AND.b #$01
RTL
;================================================================================
CheckTabletSword:
LDA.l AllowHammerTablets : BEQ +
LDA HammerEquipment : BEQ + ; check for hammer
LDA.l HammerEquipment : BEQ + ; check for hammer
LDA.b #$02 : RTL
+
LDA SwordEquipment ; get actual sword value
LDA.l SwordEquipment ; get actual sword value
RTL
;================================================================================
GetSwordLevelForEvilBarrier:
LDA.l AllowHammerEvilBarrierWithFighterSword : BEQ +
LDA #$FF : RTL
LDA.b #$FF : RTL
+
LDA SwordEquipment
LDA.l SwordEquipment
RTL
;================================================================================
CheckGanonHammerDamage:
LDA.l HammerableGanon : BEQ +
LDA $0E20, X : CMP.b #$D8 ; original behavior except ganon
LDA.w $0E20, X : CMP.b #$D8 ; original behavior except ganon
RTL
+
LDA $0E20, X : CMP.b #$D6 ; original behavior
LDA.w $0E20, X : CMP.b #$D6 ; original behavior
RTL
;================================================================================
GetSmithSword:
@@ -143,7 +110,7 @@ GetSmithSword:
JML.l Smithy_DoesntHaveSword ; Classic Smithy
+
REP #$20 : LDA CurrentRupees : CMP #$000A : SEP #$20 : !BGE .buy
REP #$20 : LDA.l CurrentRupees : CMP.w #$000A : SEP #$20 : !BGE .buy
.cant_afford
REP #$10
LDA.b #$7A
@@ -155,10 +122,10 @@ GetSmithSword:
.buy
LDA.l SmithItem : TAY
STZ $02E9 ; Item from NPC
STZ.w $02E9 ; Item from NPC
PHX : JSL Link_ReceiveItem : PLX
REP #$20 : LDA CurrentRupees : !SUB.w #$000A : STA CurrentRupees : SEP #$20 ; Take 10 rupees
REP #$20 : LDA.l CurrentRupees : !SUB.w #$000A : STA.l CurrentRupees : SEP #$20 ; Take 10 rupees
JSL ItemSet_SmithSword
.done
@@ -170,35 +137,35 @@ CheckMedallionSword:
LDA.b #$02 ; Pretend we have master sword
RTL
.check_sword
LDA SwordEquipment
LDA.l SwordEquipment
RTL
.check_pad
PHB : PHX : PHY
LDA $1B : BEQ .outdoors
LDA.b $1B : BEQ .outdoors
.indoors
REP #$20 ; set 16-bit accumulator
LDA $A0 ; load room ID
LDA.b $A0 ; load room ID
CMP.w #$000E : BNE + ; freezor1
LDA $22 : AND.w #$01FF ; check x-coord
LDA.b $22 : AND.w #$01FF ; check x-coord
CMP.w #368-8 : !BLT .normal
CMP.w #368+32-8 : !BGE .normal
LDA $20 : AND.w #$01FF ; check y-coord
LDA.b $20 : AND.w #$01FF ; check y-coord
CMP.w #400-22 : !BLT .normal
CMP.w #400+32-22 : !BGE .normal
JMP .permit
+ : CMP.w #$007E : BNE + ; freezor2
LDA $22 : AND.w #$01FF ; check x-coord
LDA.b $22 : AND.w #$01FF ; check x-coord
CMP.w #112-8 : !BLT .normal
CMP.w #112+32-8 : !BGE .normal
LDA $20 : AND.w #$01FF ; check y-coord
LDA.b $20 : AND.w #$01FF ; check y-coord
CMP.w #400-22 : !BLT .normal
CMP.w #400+32-22 : !BGE .normal
JMP .permit
+ : CMP.w #$00DE : BNE + ; kholdstare
LDA $22 : AND.w #$01FF ; check x-coord
LDA.b $22 : AND.w #$01FF ; check x-coord
CMP.w #368-8 : !BLT .normal
CMP.w #368+32-8 : !BGE .normal
LDA $20 : AND.w #$01FF ; check y-coord
LDA.b $20 : AND.w #$01FF ; check y-coord
CMP.w #144-22 : !BLT .normal
CMP.w #144+32-22 : !BGE .normal
BRA .permit
@@ -206,21 +173,21 @@ CheckMedallionSword:
SEP #$20 ; set 8-bit accumulator
BRA .done
.outdoors
LDA $8A : CMP.b #$70 : BNE +
LDA.l MireRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE .done
LDA OverworldEventDataWRAM+$70 : AND.b #$20 : BNE .done
LDA.b $8A : CMP.b #$70 : BNE +
LDA.l MireRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP.w $0303 : BNE .done
LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE .done
LDA.b #$08 : PHA : PLB ; set data bank to $08
LDY.b #$02 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; misery mire
BRA .done
+ : CMP.b #$47 : BNE +
LDA.l TRockRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE .done
LDA OverworldEventDataWRAM+$47 : AND.b #$20 : BNE .done
LDA.l TRockRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP.w $0303 : BNE .done
LDA.l OverworldEventDataWRAM+$47 : AND.b #$20 : BNE .done
LDA.b #$08 : PHA : PLB ; set data bank to $08
LDY.b #$03 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; turtle rock
+
.done
PLY : PLX : PLB
LDA SwordEquipment
LDA.l SwordEquipment
RTL
.permit
SEP #$20 ; set 8-bit accumulator

View File

@@ -396,7 +396,7 @@ org $30809A ; PC 0x18009A
OneMindPlayerCount:
db 0
org $30809B ; PC 0x18009B - 0x18009C
OneMindTimer:
OneMindTimerInit:
dw 0
;--------------------------------------------------------------------------------
; 0x18009D - Dungeon map icons
@@ -1453,103 +1453,8 @@ dw #9999 ; Rupee Limit
; $2F8000 - $2F83FF - RNG Block
;================================================================================
; $7EC025 - $7EC034 - Item OAM Table
;================================================================================
; $7F5000 - Redraw Flag
; $7F5001 - Flipper Softlock Possible
; $7F5002 - L/R Rotate
; $7F5003 - HexToDec 1st Digit
; $7F5004 - HexToDec 2nd Digit
; $7F5005 - HexToDec 3rd Digit
; $7F5006 - HexToDec 4th Digit
; $7F5007 - HexToDec 5th Digit
; $7F5008 - Skip Sprite_DrawMultiple EOR
; $7F5009 - Always Zero
; $7F5010 - Scratch Space (Callee Preserved)
; $7F5020 - Scratch Space (Caller Preserved)
; $7F5030 - Jar Cursor Status
; $7F5031 - HUD Master Sword Flag
; $7F5032 - Ganon Warp Chain Flag
; $7F5033 - Force Heart Spawn Counter
; $7F5034 - Skip Heart Collection Save Counter
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5037 - Stats Boss Kills
; $7F5038 - Stats Lag Time
; $7F5039 - Stats Lag Time
; $7F503A - Stats Lag Time
; $7F503B - Stats Lag Time
; $7F503C - Stats Rupee Total
; $7F503D - Stats Rupee Total
; $7F503E - Stats Item Total
; $7F503F - Unused
; $7F5040 - Free Item Dialog Temporary
; $7F5041 - Epilepsy Safety Timer
; $7F5042 - Tile Upload Offset Override (Low)
; $7F5043 - Tile Upload Offset Override (High)
; $7F5044 - $7F5046 - NMI Auxiliary Function
; $7F5047 - $7F504F - Unused
; $7F5050 - $7F506F - Shop Block
; $7F5070 - Reserved for OneMind
; $7F5071 - Reserved for OneMind
; $7F5072 - OneMind player ID
; $7F5073 - $7F5074 - OneMind timer
; $7F5075 - $7F507D - Unused
; $7F507E - Clock Status
; $7F507F - Always Zero
; $7F5080 - $7F5083 - Clock Hours
; $7F5084 - $7F5087 - Clock Minutes
; $7F5088 - $7F508B - Clock Seconds
; $7F508C - $7F508F - Clock Temporary
; $7F5090 - RNG Item Lock-In
; $7F5091 - Item Animation Busy Flag
; $7F5092 - Potion Animation Busy Flags (Health)
; $7F5093 - Potion Animation Busy Flags (Magic)
; $7F5094 - Dialog Offset Pointer (Low)
; $7F5095 - Dialog Offset Pointer (High)
; $7F5096 - Dialog Offset Pointer Return (Low)
; $7F5097 - Dialog Offset Pointer Return (High)
; $7F5098 - Water Entry Index
; $7F5099 - Last Entered Overworld Door ID
; $7F509A - (Reserved)
; $7F509B - Unused
; $7F509C - Inverted Mode Duck Map Temporary
; $7F509D - Stalfos Bomb Damage Value
; $7F509E - Valid Key Loaded
; $7F509F - Text Box Defer Flag
; $7F50A0 - $7F50AF - MSU Block
;================================================================================;
; $7F50B0 - $7F50BF - Downstream Reserved (Enemizer)
; $7F50C0 - Sword Modifier
; $7F50C1 - Shield Modifier (Not Implemented)
; $7F50C2 - Armor Modifier
; $7F50C3 - Magic Modifier
; $7F50C4 - Light Cone Modifier
; $7F50C5 - Cucco Storm
; $7F50C6 - Old Man Dash Modifier
; $7F50C7 - Ice Physics Modifier
; $7F50C8 - Infinite Arrows Modifier
; $7F50C9 - Infinite Bombs Modifier
; $7F50CA - Infinite Magic Modifier
; $7F50CB - Invert D-Pad (Fill in values)
; $7F50CC - Temporary OHKO
; $7F50CD - Sprite Swapper
; $7F50CE - Boots Modifier (0=Off, 1=Always, 2=Never)
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
; $7F5200 - $7F52FF - RNG Pointer Block
; $7F5300 - $7F53FF - Multiworld Block
; $7F5400 - $7F540F - MSU Block
; $7F5410 - $7F545F - Dungeon Tracking Block
; $7F5460 - $7F56FF - Unused
; $7F5700 - $7F57FF - Dialog Buffer
;
;================================================================================
!BIGRAM = "$7EC900";
; $7EC900 - Big RAM Buffer ($1F00)
;================================================================================
org $30A100 ; PC 0x182100 - 0x182304
EntranceDoorFrameTable:
; data for multi-entrance caves

View File

@@ -2,25 +2,25 @@
; Randomize Tablets
;--------------------------------------------------------------------------------
ItemSet_EtherTablet:
PHA : LDA NpcFlags+1 : ORA.b #$01 : STA NpcFlags+1 : PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$01 : STA.l NpcFlags+1 : PLA
RTL
;--------------------------------------------------------------------------------
ItemSet_BombosTablet:
PHA : LDA NpcFlags+1 : ORA.b #$02 : STA NpcFlags+1 : PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$02 : STA.l NpcFlags+1 : PLA
RTL
;--------------------------------------------------------------------------------
ItemCheck_EtherTablet:
LDA NpcFlags+1 : AND.b #$01
LDA.l NpcFlags+1 : AND.b #$01
RTL
;--------------------------------------------------------------------------------
ItemCheck_BombosTablet:
LDA NpcFlags+1 : AND.b #$02
LDA.l NpcFlags+1 : AND.b #$02
RTL
;--------------------------------------------------------------------------------
SetTabletItem:
JSL.l GetSpriteID
PHA
LDA $8A : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
LDA.b $8A : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
.bombos
JSL.l ItemSet_BombosTablet : BRA .done
.ether
@@ -36,23 +36,23 @@ SpawnTabletItem:
PHA
JSL.l PrepDynamicTile
LDA.b #$01 : STA !FORCE_HEART_SPAWN : STA !SKIP_HEART_SAVE
LDA.b #$01 : STA.l ForceHeartSpawn : STA.l SkipHeartSave
JSL.l SetTabletItem
LDA.b #$EB
STA $7FFE00
STA.l $7FFE00
JSL Sprite_SpawnDynamically
PLA : STA $0E80, Y ; Store item type
LDA $22 : STA $0D10, Y
LDA $23 : STA $0D30, Y
PLA : STA.w $0E80, Y ; Store item type
LDA.b $22 : STA.w $0D10, Y
LDA.b $23 : STA.w $0D30, Y
LDA.b $20 : STA.w $0D00, Y
LDA.b $21 : STA.w $0D20, Y
LDA $20 : STA $0D00, Y
LDA $21 : STA $0D20, Y
LDA.b #$00 : STA $0F20, Y
LDA.b #$00 : STA.w $0F20, Y
LDA.b #$7F : STA $0F70, Y ; spawn WAY up high
LDA.b #$7F : STA.w $0F70, Y ; spawn WAY up high
RTL
;--------------------------------------------------------------------------------
MaybeUnlockTabletAnimation:
@@ -60,13 +60,13 @@ MaybeUnlockTabletAnimation:
JSL.l IsMedallion : BCC +
STZ $0112 ; disable falling-medallion mode
STZ $03EF ; release link from item-up pose
LDA.b #$00 : STA $5D ; set link to ground state
LDA.b #$00 : STA.b $5D ; set link to ground state
REP #$20 ; set 16-bit accumulator
LDA $8A : CMP.w #$0030 : BNE ++ ; Desert
LDA.b $8A : CMP.w #$0030 : BNE ++ ; Desert
SEP #$20 ; set 8-bit accumulator
LDA.b #$02 : STA $2F ; face link forward
LDA.b #$3C : STA $46 ; lock link for 60f
LDA.b #$02 : STA.b $2F ; face link forward
LDA.b #$3C : STA.b $46 ; lock link for 60f
++
SEP #$20 ; set 8-bit accumulator
+
@@ -75,15 +75,15 @@ RTL
;--------------------------------------------------------------------------------
IsMedallion:
REP #$20 ; set 16-bit accumulator
LDA $8A
LDA.b $8A
CMP.w #$03 : BNE + ; Death Mountain
LDA $22 : CMP.w #1890 : !BGE ++
LDA.b $22 : CMP.w #1890 : !BGE ++
SEC
JMP .done
++
BRA .false
+ CMP.w #$30 : BNE + ; Desert
LDA $22 : CMP.w #512 : !BLT ++
LDA.b $22 : CMP.w #512 : !BLT ++
SEC
JMP .done
++
@@ -95,7 +95,7 @@ IsMedallion:
RTL
;--------------------------------------------------------------------------------
LoadNarrowObject:
LDA.l AddReceivedItemExpanded_wide_item_flag, X : STA ($92), Y ; AddReceiveItem.wide_item_flag?
LDA.l AddReceivedItemExpanded_wide_item_flag, X : STA.b ($92), Y ; AddReceiveItem.wide_item_flag?
RTL
;--------------------------------------------------------------------------------
DrawNarrowDroppedObject:
@@ -106,28 +106,28 @@ DrawNarrowDroppedObject:
REP #$20
; Shift Y coordinate 8 pixels down
LDA $08 : STA $00
LDA.b Scrap08 : STA.b Scrap00
SEP #$20
JSL.l Ancilla_SetOam_XY_Long
; always use the same character graphic (0x34)
LDA.b #$34 : STA ($90), Y : INY
LDA.b #$34 : STA.b ($90), Y : INY
LDA.l AddReceivedItemExpanded_properties, X : BPL .valid_lower_properties
LDA $74
LDA.b $74
.valid_lower_properties
ASL A : ORA.b #$30 : STA ($90), Y
ASL A : ORA.b #$30 : STA.b ($90), Y
INY : PHY
TYA : !SUB.b #$04 : LSR #2 : TAY
LDA.b #$00 : STA ($92), Y
LDA.b #$00 : STA.b ($92), Y
PLY
.large_sprite

View File

@@ -1,103 +1,101 @@
!INVERTED_TEMP = $35
RenderCharSetColorExtended_init:
stz !INVERTED_TEMP
stz.b Scrap0C
jsl $00d84e
rtl
RenderCharSetColorExtended_close:
stz !INVERTED_TEMP
stz.b Scrap0C
lda $010c
sta $10
rtl
RenderCharSetColorExtended:
pha
and #$10
cmp #$10
and.b #$10
cmp.b #$10
beq .inverted
lda #$00
lda.b #$00
bra .end
.inverted
lda #$01
lda.b #$01
.end
sta !INVERTED_TEMP
sta.b Scrap0C
pla
and #$07 : asl : asl
and.b #$07 : asl : asl
rtl
RenderCharToMapExtended:
phx : tya : asl #2 : tax
lda.l FontProperties, x
and #$0001
and.w #$0001
bne .uncompressed
.compressed
plx
lda #$0000
sta $00
lda.w #$0000
sta.b Scrap00
lda #$007f
sta $02
lda #$0000
clc : adc #$0020
sta $03
lda #$007f
sta $05
sta.b Scrap02
lda.w #$0000
clc : adc.w #$0020
sta.b Scrap03
lda.w #$007f
sta.b Scrap05
jml RenderCharToMapExtended_return
.uncompressed
lda.l FontProperties+$2, x
plx
clc : adc #(NewFont&$ffff)
sta $00
clc : adc #$0100
clc : adc.w #(NewFont&$ffff)
sta.b Scrap00
clc : adc.w #$0100
pha
lda #(NewFont>>16)
sta $02
pla : sta $03
lda #(NewFont>>16)
sta $05
lda.w #(NewFont>>16)
sta.b Scrap02
pla : sta.b Scrap03
lda.w #(NewFont>>16)
sta.b Scrap05
jml RenderCharToMapExtended_return
RenderCharLookupWidthDraw:
rep #$30
phx : lda $09 : and #$fffe : tax
phx : lda.b Scrap09 : and.w #$fffe : tax
lda.l FontProperties, x
bmi .thin
.wide
plx : sep #$30
lda $09 : and #$03 : tay
lda $fd7c, y : tay
lda.b Scrap09 : and.b #$03 : tay
lda.w $fd7c, y : tay
jml RenderCharLookupWidthDraw_return
.thin
xba : and #$004f : bne .vwf
xba : and.w #$004f : bne .vwf
plx : sep #$30
lda $09 : and #$03 : phx : tax
lda.b Scrap09 : and.b #$03 : phx : tax
lda.l RenderCharThinTable, x : tay : plx
jml RenderCharLookupWidthDraw_return
.vwf
and #$000f : tay
and.w #$000f : tay
plx : sep #$30
lda $09 : and #$03 : phx : tax
cpx #$00 : bne +
lda.b Scrap09 : and.b #$03 : phx : tax
cpx.b #$00 : bne +
tya : bra ++
+ lda.l RenderCharThinTable, x
++ tay : plx : jml RenderCharLookupWidthDraw_return
RenderCharLookupWidth:
phx : lda $09 : and #$fffe : tax
phx : lda.b Scrap09 : and.w #$fffe : tax
lda.l FontProperties, x
bmi .thin
.wide
plx : lda $fd7c, x : clc
plx : lda.w $fd7c, x : clc
rtl
.thin
xba : and #$004f : bne .vwf
xba : and.w #$004f : bne .vwf
plx : lda.l RenderCharThinTable, x : clc
rtl
.vwf
and #$000f
plx : cpx #$0000 : beq + : lda.l RenderCharThinTable, x
and.w #$000f
plx : cpx.w #$0000 : beq + : lda.l RenderCharThinTable, x
+ clc : rtl
RenderCharThinTable:
@@ -107,11 +105,11 @@ RenderCharExtended:
pha
asl : asl : tax
lda.l FontProperties, x
and #$00ff
and.w #$00ff
bne .renderUncompressed
.renderOriginal
pla : asl : tax : asl : adc $0e
pla : asl : tax : asl : adc.b Scrap0E
jml RenderCharExtended_returnOriginal
.renderUncompressed
@@ -119,31 +117,31 @@ RenderCharExtended:
lda.l FontProperties+$2, x
tay
lda !INVERTED_TEMP
lda.b Scrap0C
bne .inverted
ldx #$00000
ldx.w #$0000
-
lda.w NewFont, y
sta.l $7EBFC0, x
lda.w NewFont+$100, y
sta.l $7EBFC0+$16, x
inx #2
iny #2
cpx #$0010
inx #02
iny #02
cpx.w #$0010
bne -
bra .end
.inverted
ldx #$00000
ldx.w #$0000
-
lda.w NewFontInverted, y
sta.l $7EBFC0, x
lda.w NewFontInverted+$100, y
sta.l $7EBFC0+$16, x
inx #2
iny #2
cpx #$0010
inx #02
iny #02
cpx.w #$0010
bne -
.end
@@ -430,4 +428,4 @@ FontProperties:
dw $0000, $0000 ; FC
dw $0000, $0000 ; FD
dw $0000, $0000 ; FE
dw $8001, $0EF0 ; FF ; <sp>
dw $8001, $0EF0 ; FF ; <sp>

182
timer.asm
View File

@@ -1,43 +1,31 @@
;================================================================================
; Challenge Timer
;================================================================================
!Temp = "$7F5020"
!TemporaryOHKO = "$7F50CC"
;--------------------------------------------------------------------------------
!CLOCK_HOURS = "$7F5080" ; $7F5080 - $7F5083 - Clock Hours
!CLOCK_MINUTES = "$7F5084" ; $7F5084 - $7F5087 - Clock Minutes
!CLOCK_SECONDS = "$7F5088" ; $7F5088 - $7F508B - Clock Seconds
!CLOCK_TEMPORARY = "$7F508C" ; $7F508C - $7F508F - Clock Temporary
;--------------------------------------------------------------------------------
!FRAMES_PER_SECOND = #60
!FRAMES_PER_MINUTE = #60*60
!FRAMES_PER_HOUR = #60*60*60
;--------------------------------------------------------------------------------
!Status = "$7F507E"
; ---- --dn
; d - dnf
; n - negative
!FRAMES_PER_SECOND = 60
!FRAMES_PER_MINUTE = 60*60
!FRAMES_PER_HOUR = 60*60*60
;--------------------------------------------------------------------------------
macro DecIncr(value)
LDA.l <value> : INC
LDA.w <value> : INC
CMP.w #$000A : !BLT ?noIncr
LDA.l <value>+2 : INC : STA.l <value>+2
LDA.w <value>+2 : INC : STA.w <value>+2
LDA.w #$0000
?noIncr:
STA.l <value>
STA.w <value>
endmacro
;--------------------------------------------------------------------------------
macro Sub32(minuend,subtrahend,result)
LDA.l <minuend>
!SUB.l <subtrahend> ; perform subtraction on the LSBs
STA.l <result>
STA.w <result>
LDA.l <minuend>+2 ; do the same for the MSBs, with carry
SBC.l <subtrahend>+2 ; set according to the previous result
STA.l <result>+2
STA.w <result>+2
endmacro
;--------------------------------------------------------------------------------
macro Blt32(value1,value2)
LDA.l <value1>+2
LDA.w <value1>+2
CMP.l <value2>+2
!BLT ?done
BNE ?done
@@ -48,33 +36,33 @@ endmacro
;--------------------------------------------------------------------------------
CalculateTimer:
LDA.w #$0000
STA.l !CLOCK_HOURS ; clear digit storage
STA.l !CLOCK_HOURS+2
STA.l !CLOCK_MINUTES
STA.l !CLOCK_MINUTES+2
STA.l !CLOCK_SECONDS
STA.l !CLOCK_SECONDS+2
STA.w ClockHours ; clear digit storage
STA.w ClockHours+2
STA.w ClockMinutes
STA.w ClockMinutes+2
STA.w ClockSeconds
STA.w ClockSeconds+2
LDA.l TimerStyle : AND.w #$00FF : CMP.w #$0002 : BNE + ; Stopwatch Mode
%Sub32(NMIFrames,ChallengeTimer,!CLOCK_TEMPORARY)
%Sub32(NMIFrames,ChallengeTimer,ClockBuffer)
BRA ++
+ CMP.w #$0001 : BNE ++ ; Countdown Mode
%Sub32(ChallengeTimer,NMIFrames,!CLOCK_TEMPORARY)
%Sub32(ChallengeTimer,NMIFrames,ClockBuffer)
++
%Blt32(!CLOCK_TEMPORARY,.halfCycle) : !BLT +
%Blt32(ClockBuffer,.halfCycle) : !BLT +
LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF
LDA.w #$0002 : STA.l !Status ; Set DNF Mode
LDA.w #$0002 : STA.l ClockStatus ; Set DNF Mode
LDA.l NMIFrames : STA.l ChallengeTimer
LDA.l NMIFrames+2 : STA.l ChallengeTimer+2
RTS
++ CMP.w #$0001 : BNE ++ ; Negative Time
LDA.l !CLOCK_TEMPORARY : EOR.w #$FFFF : !ADD.w #$0001 : STA.l !CLOCK_TEMPORARY
LDA.l !CLOCK_TEMPORARY+2 : EOR.w #$FFFF : ADC.w #$0000 : STA.l !CLOCK_TEMPORARY+2
LDA.w #$0001 : STA.l !Status ; Set Negative Mode
LDA.w ClockBuffer : EOR.w #$FFFF : !ADD.w #$0001 : STA.w ClockBuffer
LDA.w ClockBuffer+2 : EOR.w #$FFFF : ADC.w #$0000 : STA.w ClockBuffer+2
LDA.w #$0001 : STA.l ClockStatus ; Set Negative Mode
BRA .prepDigits
++ CMP.w #$0002 : BNE ++ ; OHKO
LDA.w #$0002 : STA.l !Status ; Set DNF Mode
LDA.w #$0002 : STA.l ClockStatus ; Set DNF Mode
LDA.l NMIFrames : STA.l ChallengeTimer
LDA.l NMIFrames+2 : STA.l ChallengeTimer+2
RTS
@@ -86,30 +74,30 @@ CalculateTimer:
+
LDA.l TimerRestart : AND.w #$00FF : BEQ +
LDA.w #$0000 : STA.l !Status ; Set Positive Mode
LDA.w #$0000 : STA.l ClockStatus ; Set Positive Mode
+
.prepDigits
-
%Blt32(!CLOCK_TEMPORARY,.hour) : !BLT +
%DecIncr(!CLOCK_HOURS)
%Sub32(!CLOCK_TEMPORARY,.hour,!CLOCK_TEMPORARY) : BRA -
%Blt32(ClockBuffer,.hour) : !BLT +
%DecIncr(ClockHours)
%Sub32(ClockBuffer,.hour,ClockBuffer) : BRA -
+ -
%Blt32(!CLOCK_TEMPORARY,.minute) : !BLT +
%DecIncr(!CLOCK_MINUTES)
%Sub32(!CLOCK_TEMPORARY,.minute,!CLOCK_TEMPORARY) : BRA -
%Blt32(ClockBuffer,.minute) : !BLT +
%DecIncr(ClockMinutes)
%Sub32(ClockBuffer,.minute,ClockBuffer) : BRA -
+ -
%Blt32(!CLOCK_TEMPORARY,.second) : !BLT +
%DecIncr(!CLOCK_SECONDS)
%Sub32(!CLOCK_TEMPORARY,.second,!CLOCK_TEMPORARY) : BRA -
%Blt32(ClockBuffer,.second) : !BLT +
%DecIncr(ClockSeconds)
%Sub32(ClockBuffer,.second,ClockBuffer) : BRA -
+
LDA !CLOCK_HOURS : !ADD.w #$2490 : STA !CLOCK_HOURS ; convert decimal values to tiles
LDA !CLOCK_HOURS+2 : !ADD.w #$2490 : STA !CLOCK_HOURS+2
LDA !CLOCK_MINUTES : !ADD.w #$2490 : STA !CLOCK_MINUTES
LDA !CLOCK_MINUTES+2 : !ADD.w #$2490 : STA !CLOCK_MINUTES+2
LDA !CLOCK_SECONDS : !ADD.w #$2490 : STA !CLOCK_SECONDS
LDA !CLOCK_SECONDS+2 : !ADD.w #$2490 : STA !CLOCK_SECONDS+2
LDA.w ClockHours : !ADD.w #$2490 : STA.w ClockHours ; convert decimal values to tiles
LDA.w ClockHours+2 : !ADD.w #$2490 : STA.w ClockHours+2
LDA.w ClockMinutes : !ADD.w #$2490 : STA.w ClockMinutes
LDA.w ClockMinutes+2 : !ADD.w #$2490 : STA.w ClockMinutes+2
LDA.w ClockSeconds : !ADD.w #$2490 : STA.w ClockSeconds
LDA.w ClockSeconds+2 : !ADD.w #$2490 : STA.w ClockSeconds+2
RTS
;--------------------------------------------------------------------------------
.hour
@@ -121,67 +109,65 @@ dw #$003C, #$0000
.halfCycle
dw #$FFFF, #$7FFF
;--------------------------------------------------------------------------------
!TEMPORARY_OHKO = "$7F50CC"
DrawChallengeTimer:
LDA !TEMPORARY_OHKO : AND.w #$00FF : BEQ +
LDA.w #$2807 : STA $7EC790
LDA.w #$280A : STA $7EC792
LDA.w #$280B : STA $7EC794
LDA.w #$280C : STA $7EC796
RTL
+
LDA.w #$247F : STA $7EC790
STA $7EC792
STA $7EC794
STA $7EC796
++
LDA.l TimerStyle : BNE + : RTL : + ; Hud Timer
LDA.w #$2807 : STA $7EC792
LDA.l !Status : AND.w #$0002 : BEQ + ; DNF / OKHO
LDA.l OHKOFlag : AND.w #$00FF : BEQ +
LDA.w #$2807 : STA.l $7EC790
LDA.w #$280A : STA.l $7EC792
LDA.w #$280B : STA.l $7EC794
LDA.w #$280C : STA.l $7EC796
RTL
+
LDA.w #$247F : STA.l $7EC790
STA.l $7EC792
STA.l $7EC794
STA.l $7EC796
++
LDA.l TimerStyle : BNE + : RTL : + ; Hud Timer
LDA.w #$2807 : STA.l $7EC792
LDA.l ClockStatus : AND.w #$0002 : BEQ + ; DNF / OKHO
LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF
LDA.w #$2808 : STA $7EC794
LDA.w #$2809 : STA $7EC796
LDA.w #$247F : STA $7EC798
STA $7EC79A
LDA.w #$2808 : STA.l $7EC794
LDA.w #$2809 : STA.l $7EC796
LDA.w #$247F : STA.l $7EC798
STA.l $7EC79A
BRA +++
++ ; OHKO
LDA.w #$280A : STA $7EC794
LDA.w #$280B : STA $7EC796
LDA.w #$280C : STA $7EC798
LDA.w #$247F : STA $7EC79A
LDA.w #$280A : STA.l $7EC794
LDA.w #$280B : STA.l $7EC796
LDA.w #$280C : STA.l $7EC798
LDA.w #$247F : STA.l $7EC79A
+++
STA $7EC79C
STA $7EC79E
STA $7EC7A0
STA $7EC7A2
STA $7EC7A4
STA.l $7EC79C
STA.l $7EC79E
STA.l $7EC7A0
STA.l $7EC7A2
STA.l $7EC7A4
LDA.l TimerRestart : BNE +++ : RTL : +++
BRA ++
+ ; Show Timer
LDA.l !Status : AND.w #$0001 : !ADD.w #$2804 : STA $7EC794
LDA !CLOCK_HOURS+2 : STA $7EC796
LDA !CLOCK_HOURS : STA $7EC798
LDA.w #$2806 : STA $7EC79A
LDA !CLOCK_MINUTES+2 : STA $7EC79C
LDA !CLOCK_MINUTES : STA $7EC79E
LDA.w #$2806 : STA $7EC7A0
LDA !CLOCK_SECONDS+2 : STA $7EC7A2
LDA !CLOCK_SECONDS : STA $7EC7A4
LDA.l ClockStatus : AND.w #$0001 : !ADD.w #$2804 : STA.l $7EC794
LDA.w ClockHours+2 : STA.l $7EC796
LDA.w ClockHours : STA.l $7EC798
LDA.w #$2806 : STA.l $7EC79A
LDA.w ClockMinutes+2 : STA.l $7EC79C
LDA.w ClockMinutes : STA.l $7EC79E
LDA.w #$2806 : STA.l $7EC7A0
LDA.w ClockSeconds+2 : STA.l $7EC7A2
LDA.w ClockSeconds : STA.l $7EC7A4
++
LDA $1A : AND.w #$001F : BNE + : JSR CalculateTimer : +
LDA.b $1A : AND.w #$001F : BNE + : JSR CalculateTimer : +
RTL
;--------------------------------------------------------------------------------
OHKOTimer:
LDA !TemporaryOHKO : BNE .kill
LDA.l TimeoutBehavior : CMP #$02 : BNE +
LDA !Status : AND.b #$02 : BEQ +
LDA.l OHKOFlag : BNE .kill
LDA.l TimeoutBehavior : CMP.b #$02 : BNE +
LDA.l ClockStatus : AND.b #$02 : BEQ +
.kill
LDA.b #$00 : STA CurrentHealth ; kill link
LDA.b #$00 : STA.l CurrentHealth ; kill link
+
LDA CurrentHealth
LDA.l CurrentHealth
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,14 +1,12 @@
!TOAST_BUFFER = "$7F5400" ; for now
!TOAST_BUFFER_LOW = "$5400" ; for now
;--------------------------------------------------------------------------------
; DoToast:
; in: A(w) - VRAM Destination
; in: X(w) - Length in Tiles
;--------------------------------------------------------------------------------
DoToast:
PHY : PHP
LDY.w !TOAST_BUFFER_LOW
JSL.l WriteVRAMBlock
PLP : PLY
PHY : PHP
LDY.w ToastBuffer
JSL.l WriteVRAMBlock
PLP : PLY
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------

View File

@@ -52,13 +52,13 @@ RTL
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID
++ CMP.b #$FD : BNE ++ ; Progressive Armor
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpriteID
+
LDA.b #$04 : RTL
++ CMP.b #$FE : BNE ++ ; Progressive Sword
LDA HighestSword
LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpriteID
@@ -72,7 +72,7 @@ RTL
LDA.b #$46 : RTL
+
++ : CMP.b #$FF : BNE ++ ; Progressive Shield
LDA HighestShield
LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement
JMP GetSpriteID
@@ -83,7 +83,7 @@ RTL
+ ; Everything Else
LDA.b #$2E : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA BowEquipment : INC : LSR
LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpriteID
@@ -181,7 +181,7 @@ GetSpritePalette:
RTL
.specialHandling
CMP.b #$FD : BNE ++ ; Progressive Sword
LDA HighestSword
LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpritePalette
@@ -194,7 +194,7 @@ RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FE : BNE ++ ; Progressive Shield
LDA HighestShield
LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement
JMP GetSpritePalette
@@ -205,7 +205,7 @@ RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FF : BNE ++ ; Progressive Armor
LDA HighestMail
LDA.l HighestMail
CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpritePalette
@@ -214,12 +214,12 @@ RTL
+ ; Everything Else
LDA.b #$02 : RTL
++ : CMP.b #$FC : BNE ++ ; Progressive Gloves
LDA GloveEquipment : BNE + ; No Gloves
LDA.l GloveEquipment : BNE + ; No Gloves
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA BowEquipment : INC : LSR
LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpritePalette
@@ -306,19 +306,19 @@ IsNarrowSprite:
+ : JMP .continue
.notBottle
CMP.b #$5E : BNE ++ ; Progressive Sword
LDA HighestSword : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l HighestSword : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JSL.l IsNarrowSprite
JMP .done
+ : JMP .continue
++ CMP.b #$5F : BNE ++ ; Progressive Shield
LDA HighestShield : BNE + : JMP .done ; No Shield
LDA.l HighestShield : BNE + : JMP .done ; No Shield
+ : CMP.l ProgressiveShieldLimit : !BLT .continue
LDA.l ProgressiveShieldReplacement
JSL.l IsNarrowSprite
JMP .done
++ CMP.b #$60 : BNE ++ ; Progressive Armor
LDA HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA.l HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA.l ProgressiveArmorReplacement
JSL.l IsNarrowSprite
JMP .done
@@ -329,7 +329,7 @@ IsNarrowSprite:
JSL.l GetRNGItemMulti
++ CMP.b #$64 : BEQ + ; Progressive Bow
CMP.b #$65 : BNE .continue ; Progressive Bow (alt)
+ : LDA BowEquipment : INC : LSR
+ : LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JSL.l IsNarrowSprite
@@ -384,23 +384,21 @@ RTL
; LoadDynamicTileOAMTable
; in: A - Loot ID
;-------------------------------------------------------------------------------- 20/847B
!SPRITE_OAM = "$7EC025"
;--------------------------------------------------------------------------------
LoadDynamicTileOAMTable:
PHA : PHP
PHA
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM
STA.l !SPRITE_OAM+2
LDA.w #$0200 : STA.l !SPRITE_OAM+6
LDA.w #$0000 : STA.l SpriteOAM
STA.l SpriteOAM+2
LDA.w #$0200 : STA.l SpriteOAM+6
SEP #$20 ; set 8-bit accumulator
LDA.b #$24 : STA.l !SPRITE_OAM+4
LDA.b #$24 : STA.l SpriteOAM+4
LDA $01,s
LDA.b $01,s
JSL.l GetSpritePalette
STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13
STA.l SpriteOAM+5 : STA.l SpriteOAM+13
PLA
JSL.l IsNarrowSprite : BCS .narrow
@@ -408,10 +406,10 @@ LoadDynamicTileOAMTable:
.narrow
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM+7
STA.l !SPRITE_OAM+14
LDA.w #$0800 : STA.l !SPRITE_OAM+9
LDA.w #$3400 : STA.l !SPRITE_OAM+11
LDA.w #$0000 : STA.l SpriteOAM+7
STA.l SpriteOAM+14
LDA.w #$0800 : STA.l SpriteOAM+9
LDA.w #$3400 : STA.l SpriteOAM+11
.done
PLP : PLA
@@ -425,35 +423,32 @@ RTS
;--------------------------------------------------------------------------------
; This wastes two OAM slots if you don't want a shadow - fix later - I wrote "fix later" over a year ago and it's still not fixed (Aug 6, 2017) - lol (May 25th, 2019)
;-------------------------------------------------------------------------------- 2084B8
!SPRITE_OAM = "$7EC025"
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
DrawDynamicTile:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA $06
LDA #$0C : JSL.l OAM_AllocateFromRegionC
LDA #$02 : PHA
LDA.b #$01 : STA.b Scrap06
LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
LDA.b #$02 : PHA
BRA .draw
.narrow
LDA.b #$02 : STA $06
LDA #$10 : JSL.l OAM_AllocateFromRegionC
LDA #$03 : PHA
LDA.b #$02 : STA.b Scrap06
LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
LDA.b #$03 : PHA
.draw
LDA.b #!SPRITE_OAM>>0 : STA $08
LDA.b #!SPRITE_OAM>>8 : STA $09
STZ $07
LDA #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.b #$00 : STA.l !SKIP_EOR
LDA.b #$00 : STA.l SpriteSkipEOR
PLB
LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA $92 : INC #2 : STA $92
LDA.b $90 : !ADD.b #$08 : STA.b $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA.b $92 : INC #2 : STA.b $92
PLA
RTL
;--------------------------------------------------------------------------------
@@ -461,37 +456,36 @@ DrawDynamicTileNoShadow:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA $06
LDA #$04 : JSL.l OAM_AllocateFromRegionC
LDA.b #$01 : STA.b Scrap06
LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
BRA .draw
.narrow
LDA.b #$02 : STA $06
LDA #$08 : JSL.l OAM_AllocateFromRegionC
LDA.b #$02 : STA.b Scrap06
LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
.draw
LDA.b #!SPRITE_OAM>>0 : STA $08
LDA.b #!SPRITE_OAM>>8 : STA $09
STZ $07
LDA #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR
LDA.b #SpriteOAM>>0 : STA.b Scrap06
LDA.b #SpriteOAM>>8 : STA.b Scrap06
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA Bob : BNE + : LDA.b #$00 : STA.l !SKIP_EOR : + ; Bob fix is conditional
LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
PLB
LDA $90 : !ADD.b #$08 : STA $90
LDA $92 : INC #2 : STA $92
LDA.b $90 : !ADD.b #$08 : STA.b $90
LDA.b $92 : INC #2 : STA.b $92
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
LoadModifiedTileBufferAddress:
PHA
LDA !TILE_UPLOAD_OFFSET_OVERRIDE : BEQ +
LDA.l TileUploadOffsetOverride : BEQ +
TAX
LDY.w #$0002
LDA.w #$0000 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
LDA.w #$0000 : STA.l TileUploadOffsetOverride
BRA .done
+
LDX.w #$2D40
@@ -510,23 +504,23 @@ Sprite_IsOnscreen:
JSR _Sprite_IsOnscreen_DoWork
BCS +
REP #$20
LDA $E2 : PHA : !SUB.w #$0F : STA $E2
LDA $E8 : PHA : !SUB.w #$0F : STA $E8
LDA.b $E2 : PHA : !SUB.w #$0F : STA.b $E2
LDA.b $E8 : PHA : !SUB.w #$0F : STA.b $E8
SEP #$20
JSR _Sprite_IsOnscreen_DoWork
REP #$20
PLA : STA $E8
PLA : STA $E2
PLA : STA.b $E8
PLA : STA.b $E2
SEP #$20
+
RTL
_Sprite_IsOnscreen_DoWork:
LDA $0D10, X : CMP $E2
LDA $0D30, X : SBC $E3 : BNE .offscreen
LDA.w $0D10, X : CMP.b $E2
LDA.w $0D30, X : SBC.b $E3 : BNE .offscreen
LDA $0D00, X : CMP $E8
LDA $0D20, X : SBC $E9 : BNE .offscreen
LDA.w $0D00, X : CMP.b $E8
LDA.w $0D20, X : SBC.b $E9 : BNE .offscreen
SEC
RTS
.offscreen
@@ -543,80 +537,63 @@ RTS
;--------------------------------------------------------------------------------
; Copied from bank $06
;--------------------------------------------------------------------------------
!spr_y_lo = $00
!spr_y_hi = $01
!spr_x_lo = $02
!spr_x_hi = $03
!spr_y_screen_rel = $06
!spr_x_screen_rel = $07
;--------------------------------------------------------------------------------
Sprite_GetScreenRelativeCoords:
STY $0B
STY.b Scrap0B
STA $08
STA.b Scrap08
LDA $0D00, X : STA $00
!SUB $E8 : STA $06
LDA $0D20, X : STA $01
LDA.w $0D00, X : STA.b Scrap00
!SUB $E8 : STA.b Scrap06
LDA.w $0D20, X : STA.b Scrap01
LDA $0D10, X : STA $02
!SUB $E2 : STA $07
LDA $0D30, X : STA $03
LDA.w $0D10, X : STA.b Scrap02
!SUB $E2 : STA.b Scrap07
LDA.w $0D30, X : STA.b Scrap03
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; SkipDrawEOR - Shims in Bank05.asm : 2499
;--------------------------------------------------------------------------------
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
SkipDrawEOR:
LDA.l !SKIP_EOR : BEQ .normal
LDA.w #$0000 : STA.l !SKIP_EOR
LDA $04 : AND.w #$F0FF : STA $04
LDA.l SpriteSkipEOR : BEQ .normal
LDA.w #$0000 : STA.l SpriteSkipEOR
LDA.w Scrap04 : AND.w #$F0FF : STA.w Scrap04
.normal
LDA ($08), Y : EOR $04 ; thing we wrote over
LDA.b ($08), Y : EOR.w Scrap04 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; HexToDec
; in: A(w) - Word to Convert
; out: $7F5003 - $7F5007 (high - low)
; out: $7F5004 - $7F5007 (high - low)
;--------------------------------------------------------------------------------
HexToDec:
PHA
PHA
LDA.w #$9090
STA $04 : STA $06 ; temporarily store our decimal values here for speed
STA.b Scrap04 : STA.b Scrap06 ; temporarily store our decimal values here for speed
PLA
; as far as i can tell we never convert a value larger than 9999, no point in wasting time on this?
; -
; CMP.w #10000 : !BLT +
; INC $03
; !SUB.w #10000 : BRA -
; +
-
CMP.w #1000 : !BLT +
INC $04
INC.b Scrap04
!SUB.w #1000 : BRA -
+ -
CMP.w #100 : !BLT +
INC $05
INC.b Scrap05
!SUB.w #100 : BRA -
+ -
CMP.w #10 : !BLT +
INC $06
INC.b Scrap06
!SUB.w #10 : BRA -
+ -
CMP.w #1 : !BLT +
INC $07
INC.b Scrap07
!SUB.w #1 : BRA -
+
LDA.b $04 : STA $7F5004 ; move to digit storage
LDA.b $06 : STA $7F5006
LDA.b Scrap04 : STA.l $7F5004 ; move to digit storage
LDA.b Scrap06 : STA.l $7F5006
PLA
RTL
@@ -655,27 +632,27 @@ db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #0
; PHA
; PHA
; LDA.w #$9090
; STA $7F5003 : STA $7F5005 : STA $7F5006 ; clear digit storage
; STA.l $7F5003 : STA.l $7F5005 : STA.l $7F5006 ; clear digit storage
; PLA
; -
; CMP.w #10000 : !BLT +
; PHA : SEP #$20 : LDA $7F5003 : INC : STA $7F5003 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5003 : INC : STA.l $7F5003 : REP #$20 : PLA
; !SUB.w #10000 : BRA -
; + -
; CMP.w #1000 : !BLT +
; PHA : SEP #$20 : LDA $7F5004 : INC : STA $7F5004 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5004 : INC : STA.l $7F5004 : REP #$20 : PLA
; !SUB.w #1000 : BRA -
; + -
; CMP.w #100 : !BLT +
; PHA : SEP #$20 : LDA $7F5005 : INC : STA $7F5005 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5005 : INC : STA.l $7F5005 : REP #$20 : PLA
; !SUB.w #100 : BRA -
; + -
; CMP.w #10 : !BLT +
; PHA : SEP #$20 : LDA $7F5006 : INC : STA $7F5006 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5006 : INC : STA.l $7F5006 : REP #$20 : PLA
; !SUB.w #10 : BRA -
; + -
; CMP.w #1 : !BLT +
; PHA : SEP #$20 : LDA $7F5007 : INC : STA $7F5007 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5007 : INC : STA.l $7F5007 : REP #$20 : PLA
; !SUB.w #1 : BRA -
; +
; PLA
@@ -691,13 +668,13 @@ db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #0
WriteVRAMStripe:
PHX
LDX $1000 ; get pointer
AND.w #$7F : STA $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA $1002, X : INX #2 ; set length and enable RLE
TYA : STA $1002, X : INX #2 ; set tile
AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA.w $1002, X : INX #2 ; set length and enable RLE
TYA : STA.w $1002, X : INX #2 ; set tile
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA $1002, X
STX $1000
LDA.b #01 : STA $14
LDA.b #$FF : STA.w $1002, X
STX.w $1000
LDA.b #01 : STA.b $14
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
@@ -709,27 +686,27 @@ RTL
; in: Y(w) - Address of Data to Copy
;--------------------------------------------------------------------------------
WriteVRAMBlock:
PHX
LDX $1000 ; get pointer
AND.w #$7F : STA $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA $1002, X : INX #2 ; set length
PHX
LDX.w $1000 ; get pointer
AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA.w $1002, X : INX #2 ; set length
PHX
TYX ; set X to source
PHA
TXA : !ADD #$1002 : TAY ; set Y to dest
PLA
;A is already the value we need for mvn
MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
PHX
TYX ; set X to source
PHA
TXA : !ADD #$1002 : TAY ; set Y to dest
PLA
;A is already the value we need for mvn
MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA $1002, X
STX $1000
LDA.b #01 : STA $14
REP #$20 ; set 16-bit accumulator
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w $1002, X
STX.w $1000
LDA.b #01 : STA.w $14
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
;Byte 1 byte 2 Byte 3 byte 4

304
vanillalabels.asm Normal file
View File

@@ -0,0 +1,304 @@
org $008781
UseImplicitRegIndexedLocalJumpTable:
org $00879c
UseImplicitRegIndexedLongJumpTable:
org $008333
Vram_EraseTilemaps_triforce:
org $008913
Sound_LoadLightWorldSongBank:
org $00891D
.do_load
org $00893D
EnableForceBlank:
DungeonMask = $0098C0
org $00D308
DecompSwordGfx:
org $00D348
DecompShieldGfx:
org $00D463
Tagalong_LoadGfx:
org $00D51B
GetAnimatedSpriteTile:
org $00D52D
GetAnimatedSpriteTile_variable:
org $00D84E
Attract_DecompressStoryGfx:
org $00E529
LoadSelectScreenGfx:
org $00F945
PrepDungeonExit:
org $00FDEE
Mirror_InitHdmaSettings:
org $01873A
Dungeon_LoadRoom:
org $02821E
Module_PreDungeon:
org $028296
.setAmbientSfx
org $02A0A8
Dungeon_SaveRoomData:
org $02A0BE
Dungeon_SaveRoomData_justKeys:
org $02B861
Dungeon_SaveRoomQuadrantData:
org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
LoadGearPalettes_bunny:
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
LoadGearPalettes_variable:
org $02FEAB
Filter_Majorly_Whiten_Color:
org $05A51D
Sprite_SpawnFallingItem:
org $05DF6C ; 02DF6C - Bank05.asm : 2445
Sprite_DrawMultiple:
org $05DF70 ; 02DF70 - Bank05.asm : 2454
Sprite_DrawMultiple_quantity_preset:
org $05DF75 ; 02DF75 - Bank05.asm : 2461
Sprite_DrawMultiple_player_deferred:
org $05E1A7 ; 02E1A7 - Bank05.asm : 2592
Sprite_ShowSolicitedMessageIfPlayerFacing:
org $05E1F0
Sprite_ShowMessageFromPlayerContact:
org $05E219
Sprite_ShowMessageUnconditional:
org $05EC96
Sprite_ZeldaLong:
org $0680FA
Player_ApplyRumbleToSprites:
org $0683E6
Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
org $06DC5C
Sprite_DrawShadowLong:
org $06DD40
DashKey_Draw:
org $06DBF8
Sprite_PrepAndDrawSingleLargeLong:
org $06DC00
Sprite_PrepAndDrawSingleSmallLong:
org $06EA18
Sprite_ApplySpeedTowardsPlayerLong:
org $06EAA6
Sprite_DirectionToFacePlayerLong:
org $06F12F
Sprite_CheckDamageToPlayerSameLayerLong:
org $06F86A
OAM_AllocateDeferToPlayerLong:
org $0791B3
Player_HaltDashAttackLong:
org $07999D
Link_ReceiveItem:
org $07E68F
Unknown_Method_0: ; In US version disassembly simply called "$3E6A6 IN ROM"
org $07F4AA
Sprite_CheckIfPlayerPreoccupied:
org $08C3AE
Ancilla_ReceiveItem:
org $08CE93
Ancilla_BreakTowerSeal_draw_single_crystal:
org $08CEC3
Ancilla_BreakTowerSeal_stop_spawning_sparkles:
org $08CF59
BreakTowerSeal_ExecuteSparkles:
org $08F710
Ancilla_SetOam_XY_Long:
org $0985E2 ; (break on $0985E4)
AddReceivedItem:
org $098BAD
AddPendantOrCrystal:
org $098CFD
AddWeathervaneExplosion:
org $0993DF
AddDashTremor:
org $099D04
AddAncillaLong:
org $099D1A
Ancilla_CheckIfAlreadyExistsLong:
org $09AE64
Sprite_SetSpawnedCoords:
org $09AD58
GiveRupeeGift:
org $0ABA4F
OverworldMap_InitGfx:
org $0ABA99
OverworldMap_DarkWorldTilemap:
org $0ABAB9
OverworldMap_LoadSprGfx:
org $0CD7D1
NameFile_MakeScreenVisible:
org $0CDB3E
InitializeSaveFile:
org $0CDBC0
InitializeSaveFile_build_checksum:
org $0DBA71
GetRandomInt:
org $0DBA80
OAM_AllocateFromRegionA:
org $0DBA84
OAM_AllocateFromRegionB:
org $0DBA88
OAM_AllocateFromRegionC:
org $0DBA8C
OAM_AllocateFromRegionD:
org $0DBA90
OAM_AllocateFromRegionE:
org $0DBA94
OAM_AllocateFromRegionF:
org $0DBB67
Sound_SetSfxPanWithPlayerCoords:
org $0DBB6E
Sound_SetSfx1PanLong:
org $0DBB7C
Sound_SetSfx2PanLong:
org $0DBB8A
Sound_SetSfx3PanLong:
org $0DDB7F
HUD_RefreshIconLong:
org $0DDD32
Equipment_UpdateEquippedItemLong:
org $0DE01E ; 6E10E - equipment.asm : 787
BottleMenu_movingOn:
org $0DE346
RestoreNormalMenu:
org $0DE395
Equipment_SearchForEquippedItemLong:
org $0DE9C8
DrawProgressIcons: ; this returns short
org $0DED29
DrawEquipment: ; this returns short
org $0DFA78
HUD_RebuildLong:
org $0DFA88
HUD_RebuildIndoor_Palace:
org $0DFA88
HUD_RebuildLong2:
org $0EEE10
Messaging_Text:
org $0FFD94
Overworld_TileAttr:
org $1BC97C
Overworld_DrawPersistentMap16:
org $1BED03
Palette_Sword:
org $1BED29
Palette_Shield:
org $1BEDF9
Palette_ArmorAndGloves:
org $1BEE52
Palette_Hud:
org $1BEF96
Palette_SelectScreen:
org $1CFAAA
ShopKeeper_RapidTerminateReceiveItem:
org $1CF500
Sprite_NullifyHookshotDrag:
org $1CF537
Ancilla_CheckForAvailableSlot:
org $1DE9B6
Filter_MajorWhitenMain:
org $1DF65D
Sprite_SpawnDynamically:
org $1DF65F
Sprite_SpawnDynamically_arbitrary:
org $1DFD4B
DiggingGameGuy_AttemptPrizeSpawn:
org $1EDE28
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
org $1EF4E7
Sprite_PlayerCantPassThrough: