From 43f753b517543042c5668861ede11ced31928e7a Mon Sep 17 00:00:00 2001 From: cassidoxa Date: Sat, 5 Nov 2022 00:50:25 -0400 Subject: [PATCH] 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 --- LTTP_RND_GeneralBugfixes.asm | 385 +------- accessibility.asm | 275 +++--- bookofmudora.asm | 55 +- boots.asm | 57 +- bugfixes.asm | 45 +- catfish.asm | 42 +- clock.asm | 54 +- compasses.asm | 28 +- compression.asm | 20 +- controllerjank.asm | 59 +- crypto.asm | 155 ++- cuccostorm.asm | 66 +- darkworldspawn.asm | 96 +- decryption.asm | 59 +- dialog.asm | 270 ++---- dungeonmap.asm | 29 +- elder.asm | 14 +- entrances.asm | 30 +- events.asm | 69 +- failure.asm | 142 +-- fastcredits.asm | 6 +- fileselect.asm | 369 ++++--- flipperkill.asm | 51 +- framehook.asm | 43 +- ganonfixes.asm | 16 - goalitem.asm | 19 +- hardmode.asm | 40 +- hashalphabet.asm | 134 ++- hashalphabethooks.asm | 106 +- heartpieces.asm | 89 +- hooks.asm | 169 +--- hudtext.asm | 34 +- icepalacegraphics.asm | 34 +- init.asm | 8 +- inventory.asm | 564 +++++------ inverted.asm | 84 +- invertedmaps.asm | 1774 +++++++++++++++++----------------- itemdowngrade.asm | 24 +- lampmantlecone.asm | 18 +- map.asm | 16 - medallions.asm | 2 - msu.asm | 526 +++++----- music.asm | 2 +- musicvolumes.asm | 1148 +++++++++++----------- newhud.asm | 145 ++- newitems.asm | 427 ++++---- password.asm | 297 +++--- potions.asm | 50 +- ram.asm | 420 +++++++- registers.asm | 1500 ++++++++++++++++++++++++++++ retro.asm | 5 +- rngfixes.asm | 54 +- roomloading.asm | 27 +- save.asm | 128 +-- seedtag.asm | 34 - servicerequest.asm | 141 ++- shopkeeper.asm | 751 +++++++------- spriteswap.asm | 36 +- sram.asm | 10 +- stats.asm | 198 ++-- stats/credits.asm | 1311 +++++++++++++------------ stats/creditsnew.asm | 752 -------------- stats/main.asm | 330 +++---- stats/statConfig.asm | 48 +- swordswap.asm | 125 +-- tables.asm | 99 +- tablets.asm | 56 +- textrenderer.asm | 102 +- timer.asm | 182 ++-- toast.asm | 12 +- utilities.asm | 241 +++-- vanillalabels.asm | 304 ++++++ 72 files changed, 7706 insertions(+), 7305 deletions(-) delete mode 100644 ganonfixes.asm delete mode 100644 map.asm create mode 100644 registers.asm delete mode 100644 seedtag.asm mode change 100755 => 100644 stats/credits.asm delete mode 100644 stats/creditsnew.asm create mode 100644 vanillalabels.asm diff --git a/LTTP_RND_GeneralBugfixes.asm b/LTTP_RND_GeneralBugfixes.asm index ee2bb39..6724bb6 100644 --- a/LTTP_RND_GeneralBugfixes.asm +++ b/LTTP_RND_GeneralBugfixes.asm @@ -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: -;================================================================================ diff --git a/accessibility.asm b/accessibility.asm index 6e88345..7f1484f 100644 --- a/accessibility.asm +++ b/accessibility.asm @@ -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 - diff --git a/bookofmudora.asm b/bookofmudora.asm index 6149763..f98df58 100644 --- a/bookofmudora.asm +++ b/bookofmudora.asm @@ -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 ++ + diff --git a/boots.asm b/boots.asm index 219c445..6171334 100644 --- a/boots.asm +++ b/boots.asm @@ -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 diff --git a/bugfixes.asm b/bugfixes.asm index 85ff9d6..0226f39 100644 --- a/bugfixes.asm +++ b/bugfixes.asm @@ -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 - diff --git a/catfish.asm b/catfish.asm index 4754600..9cb8a72 100644 --- a/catfish.asm +++ b/catfish.asm @@ -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 - -;-------------------------------------------------------------------------------- \ No newline at end of file + LDA.b $8A : CMP.b #$81 : BNE .catfish + .zora + JML ItemSet_ZoraKing + .catfish + JML ItemSet_Catfish +;-------------------------------------------------------------------------------- diff --git a/clock.asm b/clock.asm index 4e853d1..1f95a86 100644 --- a/clock.asm +++ b/clock.asm @@ -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 -;-------------------------------------------------------------------------------- \ No newline at end of file +;-------------------------------------------------------------------------------- diff --git a/compasses.asm b/compasses.asm index 99622e2..7e5f1b7 100644 --- a/compasses.asm +++ b/compasses.asm @@ -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 diff --git a/compression.asm b/compression.asm index 454e96a..d5f44ba 100644 --- a/compression.asm +++ b/compression.asm @@ -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 ;-------------------------------------------------------------------------------- diff --git a/controllerjank.asm b/controllerjank.asm index b3ecf79..526b3fe 100644 --- a/controllerjank.asm +++ b/controllerjank.asm @@ -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 diff --git a/crypto.asm b/crypto.asm index 120344f..d1c65bb 100644 --- a/crypto.asm +++ b/crypto.asm @@ -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 diff --git a/cuccostorm.asm b/cuccostorm.asm index 2d40f39..8b89eac 100644 --- a/cuccostorm.asm +++ b/cuccostorm.asm @@ -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 diff --git a/darkworldspawn.asm b/darkworldspawn.asm index f83a094..579444e 100644 --- a/darkworldspawn.asm +++ b/darkworldspawn.asm @@ -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 ;================================================================================ diff --git a/decryption.asm b/decryption.asm index 71d1a92..2c590f5 100644 --- a/decryption.asm +++ b/decryption.asm @@ -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) diff --git a/dialog.asm b/dialog.asm index 67954aa..fa3dec5 100644 --- a/dialog.asm +++ b/dialog.asm @@ -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 : ASL : !ADD.l : TAX ; get quote offset *3, move to X -; LDA , X : STA $00 ; write pointer to direct page -; LDA
+1, X : STA $01 -; LDA
+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 #
: STA $00 ; write pointer to direct page -; LDA.b #
>>8 : STA $01 -; LDA.b #
>>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(
) - 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 #
: STA $00 ; write pointer to direct page - LDA.b #
>>8 : STA $01 - LDA.b #
>>16 : STA $02 + LDA.b #
: STA.b Scrap00 ; write pointer to direct page + LDA.b #
>>8 : STA.b Scrap01 + LDA.b #
>>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: diff --git a/dungeonmap.asm b/dungeonmap.asm index 39b4624..76bc86c 100644 --- a/dungeonmap.asm +++ b/dungeonmap.asm @@ -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 diff --git a/elder.asm b/elder.asm index 5c4a6a6..88b8653 100644 --- a/elder.asm +++ b/elder.asm @@ -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 diff --git a/entrances.asm b/entrances.asm index e3e6bb0..b7ec86e 100644 --- a/entrances.asm +++ b/entrances.asm @@ -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? diff --git a/events.asm b/events.asm index 7d9f6a6..4738663 100644 --- a/events.asm +++ b/events.asm @@ -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 ;-------------------------------------------------------------------------------- diff --git a/failure.asm b/failure.asm index 863c557..8e31978 100644 --- a/failure.asm +++ b/failure.asm @@ -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 diff --git a/fastcredits.asm b/fastcredits.asm index 82702f3..70be896 100644 --- a/fastcredits.asm +++ b/fastcredits.asm @@ -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 diff --git a/fileselect.asm b/fileselect.asm index 4494ffc..6c66c9a 100644 --- a/fileselect.asm +++ b/fileselect.asm @@ -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 diff --git a/flipperkill.asm b/flipperkill.asm index b7a9c53..758f172 100644 --- a/flipperkill.asm +++ b/flipperkill.asm @@ -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 diff --git a/framehook.asm b/framehook.asm index 0da5dba..2f98e74 100644 --- a/framehook.asm +++ b/framehook.asm @@ -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 ;-------------------------------------------------------------------------------- diff --git a/ganonfixes.asm b/ganonfixes.asm deleted file mode 100644 index 976cbad..0000000 --- a/ganonfixes.asm +++ /dev/null @@ -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 -;-------------------------------------------------------------------------------- \ No newline at end of file diff --git a/goalitem.asm b/goalitem.asm index 9d112f8..2194c57 100644 --- a/goalitem.asm +++ b/goalitem.asm @@ -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 diff --git a/hardmode.asm b/hardmode.asm index 65c934a..e4d00b5 100644 --- a/hardmode.asm +++ b/hardmode.asm @@ -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 diff --git a/hashalphabet.asm b/hashalphabet.asm index 3bf5f05..5e4c4e4 100644 --- a/hashalphabet.asm +++ b/hashalphabet.asm @@ -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 ;-------------------------------------------------------------------------------- diff --git a/hashalphabethooks.asm b/hashalphabethooks.asm index 3bc9879..f2e094a 100644 --- a/hashalphabethooks.asm +++ b/hashalphabethooks.asm @@ -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 diff --git a/heartpieces.asm b/heartpieces.asm index 08aaea2..d9cba25 100644 --- a/heartpieces.asm +++ b/heartpieces.asm @@ -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 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 # : STA $00 - LDA.w #>>16 : STA $02 + LDA.w # : STA.b Scrap00 + LDA.w #>>16 : STA.b Scrap02 LDA.w #- 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 diff --git a/hooks.asm b/hooks.asm index ede0106..8ea3609 100755 --- a/hooks.asm +++ b/hooks.asm @@ -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 diff --git a/hudtext.asm b/hudtext.asm index ebebe9d..880cb4b 100644 --- a/hudtext.asm +++ b/hudtext.asm @@ -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 -} \ No newline at end of file +} diff --git a/icepalacegraphics.asm b/icepalacegraphics.asm index 22d5903..af932ec 100644 --- a/icepalacegraphics.asm +++ b/icepalacegraphics.asm @@ -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 diff --git a/init.asm b/init.asm index 36bb4b5..33aff1d 100644 --- a/init.asm +++ b/init.asm @@ -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 #$81 : STA.w NMITIMEN ; thing we wrote over, turn on NMI & gamepad RTL ;-------------------------------------------------------------------------------- ; Init_PostRAMClear diff --git a/inventory.asm b/inventory.asm index 2c0a3ad..4c02de3 100644 --- a/inventory.asm +++ b/inventory.asm @@ -28,16 +28,14 @@ ; out: Carry - 0 = No Button, 1 = Yes Button ;-------------------------------------------------------------------------------- ProcessMenuButtons: - ;LDA #$FD : STA InventoryTracking ; DEBUG MODE - ;LDA $F6 : BIT #$20 : BNE .l_pressed ; check for P1 L-button - LDA $F4 : BIT #$40 : BNE .y_pressed ; check for P1 Y-button + LDA.b $F4 : BIT.b #$40 : BNE .y_pressed ; check for P1 Y-button BIT #$20 : BNE .sel_pressed ; check for P1 Select button - LDA $F0 : BIT #$20 : BNE .sel_held + LDA.b $F0 : BIT.b #$20 : BNE .sel_held .sel_unheld - LDA HudFlag : AND #$20 : BEQ + - LDA HudFlag : AND #$DF : STA HudFlag ; select is released, unset hud flag - LDA $1B : BEQ + ; skip if outdoors - LDA.b #$20 : STA $012F ; menu select sound + LDA.l HudFlag : AND.b #$20 : BEQ + + LDA.l HudFlag : AND.b #$DF : STA.l HudFlag ; select is released, unset hud flag + LDA.b $1B : BEQ + ; skip if outdoors + LDA.b #$20 : STA.w $012F ; menu select sound + JSL.l ResetEquipment + @@ -45,72 +43,71 @@ ProcessMenuButtons: CLC ; no buttons RTL .sel_pressed - LDA HudFlag : ORA #$20 : STA HudFlag ; set hud flag - LDA.b #$20 : STA $012F ; menu select sound + LDA.l HudFlag : ORA.b #$20 : STA.l HudFlag ; set hud flag + LDA.b #$20 : STA.w $012F ; menu select sound JSL.l ResetEquipment RTL .y_pressed ; Note: used as entry point by quickswap code. Must preserve X. - LDA.b #$10 : STA $0207 - LDA $0202 ; check selected item - CMP #$02 : BNE + ; boomerang - LDA InventoryTracking : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both boomerangs - LDA BoomerangEquipment : EOR #$03 : STA BoomerangEquipment ; swap blue & red boomerang - LDA.b #$20 : STA $012F ; menu select sound + LDA.b #$10 : STA.w $0207 + LDA.w $0202 ; check selected item + CMP.b #$02 : BNE + ; boomerang + LDA.l InventoryTracking : AND.b #$C0 : CMP.b #$C0 : BNE .errorJump ; make sure we have both boomerangs + LDA.l BoomerangEquipment : EOR.b #$03 : STA.l BoomerangEquipment ; swap blue & red boomerang + LDA.b #$20 : STA.w $012F ; menu select sound JMP .captured + CMP #$01 : BNE + ; bow - LDA BowTracking : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both bows + LDA.l BowTracking : AND.b #$C0 : CMP.b #$C0 : BNE .errorJump ; make sure we have both bows PHX : LDX.b #$00 ; scan ancilla table for arrows -- : CPX.b #$0A : !BGE ++ - LDA $0C4A, X : CMP.b #$09 : BNE +++ + LDA.w $0C4A, X : CMP.b #$09 : BNE +++ PLX : BRA .errorJump2 ; found an arrow, don't allow the swap +++ INX : BRA -- : ++ PLX LDA.l SilverArrowsUseRestriction : BEQ ++ - LDA $A0 : ORA $A1 : BEQ ++ ; not in ganon's room in restricted mode - LDA BowEquipment : CMP.b #$03 : !BLT .errorJump : !SUB #$02 : STA BowEquipment + LDA.b $A0 : ORA.b $A1 : BEQ ++ ; not in ganon's room in restricted mode + LDA.l BowEquipment : CMP.b #$03 : !BLT .errorJump : !SUB #$02 : STA.l BowEquipment BRA .errorJump2 ++ - LDA BowEquipment : !SUB #$01 : EOR #$02 : !ADD #$01 : STA BowEquipment ; swap bows - LDA.b #$20 : STA $012F ; menu select sound + LDA.l BowEquipment : !SUB #$01 : EOR.b #$02 : !ADD #$01 : STA.l BowEquipment ; swap bows + LDA.b #$20 : STA.w $012F ; menu select sound JMP .captured + BRA + .errorJump BRA .errorJump2 + CMP #$05 : BNE + ; powder - LDA InventoryTracking : AND #$30 : CMP #$30 : BNE .errorJump ; make sure we have mushroom & magic powder - LDA PowderEquipment : EOR #$03 : STA PowderEquipment ; swap mushroom & magic powder - LDA.b #$20 : STA $012F ; menu select sound + LDA.l InventoryTracking : AND.b #$30 : CMP.b #$30 : BNE .errorJump ; make sure we have mushroom & magic powder + LDA.l PowderEquipment : EOR.b #$03 : STA.l PowderEquipment ; swap mushroom & magic powder + LDA.b #$20 : STA.w $012F ; menu select sound JMP .captured + BRA + .errorJump2 BRA .error + CMP #$0D : BNE + ; flute - LDA $037A : CMP #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound - LDA InventoryTracking : BIT #$04 : BEQ .error ; make sure we have shovel - AND #$03 : BEQ .error ; make sure we have one of the flutes - LDA FluteEquipment : CMP #01 : BNE .toShovel ; not shovel + LDA.w $037A : CMP.b #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound + LDA.l InventoryTracking : BIT.b #$04 : BEQ .error ; make sure we have shovel + AND.b #$03 : BEQ .error ; make sure we have one of the flutes + LDA.l FluteEquipment : CMP.b #01 : BNE .toShovel ; not shovel - LDA InventoryTracking : AND #$01 : BEQ .toFakeFlute ; check for real flute - LDA #$03 ; set real flute + LDA.l InventoryTracking : AND.b #$01 : BEQ .toFakeFlute ; check for real flute + LDA.b #$03 ; set real flute BRA .fluteSuccess .toFakeFlute - LDA #$02 ; set fake flute + LDA.b #$02 ; set fake flute BRA .fluteSuccess .toShovel - LDA #$01 ; set shovel + LDA.b #$01 ; set shovel .fluteSuccess - STA FluteEquipment ; store set item - LDA.b #$20 : STA $012F ; menu select sound + STA.l FluteEquipment ; store set item + LDA.b #$20 : STA.w $012F ; menu select sound BRA .captured + - CMP #$10 : BNE .error : JSL.l ProcessBottleMenu : BRA .captured : + + CMP.b #$10 : BNE .error : JSL.l ProcessBottleMenu : BRA .captured : + CLC RTL .midShovel - ; LDA #$01 : STA FluteEquipment ; set shovel .error - LDA.b #$3C : STA $012E ; error sound + LDA.b #$3C : STA.w $012E ; error sound .captured SEC RTL @@ -120,23 +117,20 @@ RTL ;ProcessBottleMenu: ;-------------------------------------------------------------------------------- ProcessBottleMenu: -; LDA $F6 : AND #$30 : CMP.b #$30 : BEQ .double_shoulder_pressed -; LDA $F4 : AND #$40 : BEQ .y_not_pressed ; skip if Y is not down -; .double_shoulder_pressed - LDA BottleIndex ; check bottle state + LDA.l BottleIndex ; check bottle state BEQ .no_bottles ; skip if we have no bottles PHX - INC : CMP #$05 : !BLT + : LDA #$01 : + ;increment and wrap 1-4 - TAX : LDA BottleContents-1, X ; check bottle - BNE + : LDX #$01 : + ; wrap if we reached the last bottle - TXA : STA BottleIndex ; set bottle index - LDA.b #$20 : STA $012F ; menu select sound + INC : CMP.b #$05 : !BLT + : LDA.b #$01 : + ;increment and wrap 1-4 + TAX : LDA.l BottleContents-1, X ; check bottle + BNE + : LDX.b #$01 : + ; wrap if we reached the last bottle + TXA : STA.l BottleIndex ; set bottle index + LDA.b #$20 : STA.w $012F ; menu select sound PLX .no_bottles - LDA #$00 ; pretend like the controller state was 0 from the overridden load + LDA.b #$00 ; pretend like the controller state was 0 from the overridden load RTL ; .y_not_pressed -; LDA $F4 : AND.b #$0C ; thing we wrote over - load controller state +; LDA.b $F4 : AND.b #$0C ; thing we wrote over - load controller state ;RTL ;-------------------------------------------------------------------------------- @@ -144,10 +138,10 @@ RTL ;OpenBottleMenu: ;-------------------------------------------------------------------------------- OpenBottleMenu: - LDA $F6 : AND #$40 : BEQ .x_not_pressed ; skip if X is not down - LDA.b #$10 : STA $0207 ; set 16 frame cool off - LDA.b #$20 : STA $012F ; make menu sound - LDA.b #$07 : STA $0200 ; thing we wrote over - opens bottle menu + LDA.b $F6 : AND.b #$40 : BEQ .x_not_pressed ; skip if X is not down + LDA.b #$10 : STA.w $0207 ; set 16 frame cool off + LDA.b #$20 : STA.w $012F ; make menu sound + LDA.b #$07 : STA.w $0200 ; thing we wrote over - opens bottle menu .x_not_pressed RTL ;-------------------------------------------------------------------------------- @@ -156,18 +150,18 @@ RTL ;CloseBottleMenu: ;-------------------------------------------------------------------------------- CloseBottleMenu: - LDA $F6 : AND #$40 : BEQ .x_not_pressed ; skip if X is not down + LDA.b $F6 : AND.b #$40 : BEQ .x_not_pressed ; skip if X is not down - LDA.b #$10 : STA $0207 ; set 16 frame cool off - LDA.b #$20 : STA $012F ; make menu sound + LDA.b #$10 : STA.w $0207 ; set 16 frame cool off + LDA.b #$20 : STA.w $012F ; make menu sound - INC $0200 ; return to normal menu - STZ $0205 + INC.w $0200 ; return to normal menu + STZ.w $0205 - LDA #$00 + LDA.b #$00 RTL .x_not_pressed - LDA $F4 : AND.b #$0C ; thing we wrote over (probably) + LDA.b $F4 : AND.b #$0C ; thing we wrote over (probably) RTL ;-------------------------------------------------------------------------------- @@ -175,73 +169,69 @@ RTL ; AddInventory: ;-------------------------------------------------------------------------------- macro TopHalf(address) - LDA
: !ADD #$10 : STA
+ LDA.l
: !ADD #$10 : STA.l
endmacro macro BottomHalf(address) PHA : PHX - LDA
: INC : AND #$0F : TAX - LDA
: AND #$F0 : STA
- TXA : ORA
: STA
+ LDA.l
: INC : AND.b #$0F : TAX + LDA.l
: AND.b #$F0 : STA.l
+ TXA : ORA.l
: STA.l
PLX : PLA endmacro ;-------------------------------------------------------------------------------- -;FullInventoryExternal: -; LDA StatsLocked : BEQ + : RTL : + -; PHA : PHX : PHP : JMP AddInventory_fullItemCounts -;-------------------------------------------------------------------------------- FullInventoryExternal: - LDA StatsLocked : BEQ + : RTL : + + LDA.l StatsLocked : BEQ + : RTL : + PHA : PHX : PHP : JMP AddInventory_incrementCounts ;-------------------------------------------------------------------------------- AddInventory: PHA : PHX : PHP CPY.b #$0C : BNE + ; Blue Boomerang - LDA InventoryTracking : ORA #$80 : STA InventoryTracking + LDA.l InventoryTracking : ORA.b #$80 : STA.l InventoryTracking JMP .incrementCounts + CPY.b #$2A : BNE + ; Red Boomerang - LDA InventoryTracking : ORA #$40 : STA InventoryTracking + LDA.l InventoryTracking : ORA.b #$40 : STA.l InventoryTracking JMP .incrementCounts + CPY.b #$29 : BNE + ; Mushroom - LDA InventoryTracking : ORA #$28 : STA InventoryTracking + LDA.l InventoryTracking : ORA.b #$28 : STA.l InventoryTracking JMP .incrementCounts + CPY.b #$0D : BNE + ; Magic Powder - LDA InventoryTracking : ORA #$10 : STA InventoryTracking + LDA.l InventoryTracking : ORA.b #$10 : STA.l InventoryTracking JMP .incrementCounts + CPY.b #$13 : BNE + ; Shovel - LDA InventoryTracking : ORA #$04 : STA InventoryTracking + LDA.l InventoryTracking : ORA.b #$04 : STA.l InventoryTracking JMP .incrementCounts + CPY.b #$14 : BNE + ; Flute (Inactive) - LDA InventoryTracking : ORA #$02 : STA InventoryTracking + LDA.l InventoryTracking : ORA.b #$02 : STA.l InventoryTracking JMP .incrementCounts + CPY.b #$4A : BNE + ; Flute (Active) - LDA InventoryTracking : ORA #$01 : STA InventoryTracking + LDA.l InventoryTracking : ORA.b #$01 : STA.l InventoryTracking JMP .incrementCounts + CPY.b #$0B : BNE + ; Bow - LDA ArrowMode : BNE +++ - LDA BowTracking : ORA #$80 : STA BowTracking + LDA.l ArrowMode : BNE +++ + LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking +++ JMP .incrementCounts + CPY.b #$3A : BNE + ; Bow & Arrows - LDA BowTracking : ORA #$80 : STA BowTracking + LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking JMP .incrementCounts + CPY.b #$3B : BNE + ; Bow & Silver Arrows - LDA BowTracking : ORA #$40 : STA BowTracking - LDA ArrowMode : BNE +++ - LDA BowTracking : ORA #$80 : STA BowTracking ; activate wood arrows when not in rupee bow + LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking + LDA.l ArrowMode : BNE +++ + LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; activate wood arrows when not in rupee bow +++ JMP .incrementCounts + CPY.b #$43 : BNE + ; Single arrow - LDA ArrowMode : BEQ +++ - LDA BowTracking : ORA #$80 : STA BowTracking ; activate wood arrows in quick-swap + LDA.l ArrowMode : BEQ +++ + LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; activate wood arrows in quick-swap +++ JMP .incrementCounts + CPY.b #$58 : BNE + ; Upgrade-Only Silver Arrows - LDA BowTracking : ORA #$40 : STA BowTracking + LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking + .incrementCounts - LDA StatsLocked : BEQ + : JMP .done : + + LDA.l StatsLocked : BEQ + : JMP .done : + ; don't count any of this stuff CPY.b #$20 : BNE + : JMP .itemCounts : + ; Crystal @@ -263,10 +253,10 @@ AddInventory: + CPY.b #$3B : BNE + : JMP .dungeonCounts : + ; Silver Arrow Bow - Skip Shop/Fairy Check for Silver Arrow Bow - LDA $1B : BEQ ++ ; skip shop check if outdoors - LDA $02E9 : CMP.b #$01 : BEQ ++ ; skip shop check for chests + LDA.b $1B : BEQ ++ ; skip shop check if outdoors + LDA.w $02E9 : CMP.b #$01 : BEQ ++ ; skip shop check for chests PHP : REP #$20 ; set 16-bit accumulator - LDA $048E + LDA.w $048E CMP.w #274 : BNE + : JMP .shop : + ; dark world death mountain shop, ornamental shield shop CMP.w #271 : BNE + : JMP .shop : + ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop CMP.w #272 : BNE + : JMP .shop : + ; red shield shop @@ -284,10 +274,10 @@ AddInventory: ++ .dungeonCounts - LDA $1B : BNE + : JMP .fullItemCounts : + + LDA.b $1B : BNE + : JMP .fullItemCounts : + SEP #$20 ; Set 8-bit Accumulator - LDA $040C ; get dungeon id + LDA.w $040C ; get dungeon id CMP.b #$FF : BEQ .fullItemCounts CMP.l BallNChainDungeon : BNE + @@ -295,63 +285,63 @@ AddInventory: JMP .done + CMP.b #$04 : BCS + - LDA SewersLocations : INC : STA SewersLocations - LDA HCLocations : INC : STA HCLocations + LDA.l SewersLocations : INC : STA.l SewersLocations + LDA.l HCLocations : INC : STA.l HCLocations BRA .fullItemCounts - + LSR : TAX : LDA DungeonLocationsChecked, X : INC : STA DungeonLocationsChecked, X + + LSR : TAX : LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X ++ CPX.b #$0D : BNE + - LDA BigKeyField : AND #$04 : BNE ++ + LDA.l BigKeyField : AND.b #$04 : BNE ++ JSR .incrementGTowerPreBigKey ++ + ; == END INDOOR-ONLY SECTION .fullItemCounts - LDA BootsEquipment : BNE + ; Check for Boots - LDA PreBootsLocations : INC : STA PreBootsLocations ; Increment Pre Boots Counter + LDA.l BootsEquipment : BNE + ; Check for Boots + LDA.l PreBootsLocations : INC : STA.l PreBootsLocations ; Increment Pre Boots Counter + - LDA MirrorEquipment : BNE + ; Check for Mirror - LDA PreMirrorLocations : INC : STA PreMirrorLocations ; Increment Pre Mirror Counter + LDA.l MirrorEquipment : BNE + ; Check for Mirror + LDA.l PreMirrorLocations : INC : STA.l PreMirrorLocations ; Increment Pre Mirror Counter + - LDA FluteEquipment : BNE + ; Check for Flute - LDA PreFluteLocations : INC : STA PreFluteLocations ; Increment Pre Mirror Counter + LDA.l FluteEquipment : BNE + ; Check for Flute + LDA.l PreFluteLocations : INC : STA.l PreFluteLocations ; Increment Pre Mirror Counter + REP #$20 - LDA TotalItemCounter : INC : STA TotalItemCounter ; Increment Item Total + LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total SEP #$20 .itemCounts CPY.b #$00 : BNE + ; Fighter's Sword & Fighter's Shield - LDX #$01 + LDX.b #$01 JSR .incrementSword JSR .incrementShield JMP .done + CPY.b #$01 : BNE + ; Master Sword - LDX #$02 + LDX.b #$02 JSR .incrementSword JMP .done + CPY.b #$02 : BNE + ; Tempered Sword - LDX #$03 + LDX.b #$03 JSR .incrementSword JMP .done + CPY.b #$03 : BNE + ; Golden Sword - LDX #$04 + LDX.b #$04 JSR .incrementSword JMP .done + CPY.b #$04 : BNE + ; Fighter's Shield - LDX #$01 + LDX.b #$01 JSR .incrementShield JMP .done + CPY.b #$05 : BNE + ; Red Shield - LDX #$02 + LDX.b #$02 JSR .incrementShield JMP .done + CPY.b #$06 : BNE + ; Mirror Shield - LDX #$03 + LDX.b #$03 JSR .incrementShield JMP .done + CPY.b #$07 : !BLT + ; Items $07 - $0D @@ -392,10 +382,10 @@ AddInventory: JSR .incrementY JMP .done + CPY.b #$22 : BNE + ; Blue Mail - LDX #$01 + LDX.b #$01 JSR .incrementMail + CPY.b #$23 : BNE + ; Red Mail - LDX #$02 + LDX.b #$02 JSR .incrementMail + CPY.b #$24 : BNE + ; Small Key JSR .incrementKey @@ -491,15 +481,15 @@ AddInventory: JSR .incrementBow JMP .done + CPY.b #$5E : BNE + ; Progressive Sword - LDA SwordEquipment : INC : TAX + LDA.l SwordEquipment : INC : TAX JSR .incrementSword JMP .done + CPY.b #$5F : BNE + ; Progressive Shield - LDA ShieldEquipment : INC : TAX + LDA.l ShieldEquipment : INC : TAX JSR .incrementShield JMP .done + CPY.b #$60 : BNE + ; Progressive Armor - LDA ArmorEquipment : INC : TAX + LDA.l ArmorEquipment : INC : TAX JSR .incrementMail JMP .done + CPY.b #$61 : BNE + ; Progressive Lifting Glove @@ -535,96 +525,96 @@ RTL .stampSword REP #$20 ; set 16-bit accumulator - LDA SwordTime : BNE + - LDA SwordTime+2 : BNE + - LDA NMIFrames : STA SwordTime - LDA NMIFrames+2 : STA SwordTime+2 + LDA.l SwordTime : BNE + + LDA.l SwordTime+2 : BNE + + LDA.l NMIFrames : STA.l SwordTime + LDA.l NMIFrames+2 : STA.l SwordTime+2 + SEP #$20 ; set 8-bit accumulator RTS .stampBoots REP #$20 ; set 16-bit accumulator - LDA BootsTime : BNE + - LDA BootsTime+2 : BNE + - LDA NMIFrames : STA BootsTime - LDA NMIFrames+2 : STA BootsTime+2 + LDA.l BootsTime : BNE + + LDA.l BootsTime+2 : BNE + + LDA.l NMIFrames : STA.l BootsTime + LDA.l NMIFrames+2 : STA.l BootsTime+2 + SEP #$20 ; set 8-bit accumulator RTS .stampFlute REP #$20 ; set 16-bit accumulator - LDA FluteTime : BNE + - LDA FluteTime+2 : BNE + - LDA NMIFrames : STA FluteTime - LDA NMIFrames+2 : STA FluteTime+2 + LDA.l FluteTime : BNE + + LDA.l FluteTime+2 : BNE + + LDA.l NMIFrames : STA.l FluteTime + LDA.l NMIFrames+2 : STA.l FluteTime+2 + SEP #$20 ; set 8-bit accumulator RTS .stampMirror REP #$20 ; set 16-bit accumulator - LDA MirrorTime : BNE + - LDA MirrorTime+2 : BNE + - LDA NMIFrames : STA MirrorTime - LDA NMIFrames+2 : STA MirrorTime+2 + LDA.l MirrorTime : BNE + + LDA.l MirrorTime+2 : BNE + + LDA.l NMIFrames : STA.l MirrorTime + LDA.l NMIFrames+2 : STA.l MirrorTime+2 + SEP #$20 ; set 8-bit accumulator RTS .incrementSword JSR .stampSword - LDA HighestSword - INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better sword - TXA : STA HighestSword + LDA.l HighestSword + INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better sword + TXA : STA.l HighestSword + RTS .incrementShield - LDA HighestShield - INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better shield - TXA : STA HighestShield + LDA.l HighestShield + INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better shield + TXA : STA.l HighestShield + RTS .incrementBow - LDA BowEquipment : BNE .dontCount ; Don't increment Y item count for extra bows + LDA.l BowEquipment : BNE .dontCount ; Don't increment Y item count for extra bows .incrementY - LDA YAItemCounter : !ADD #$08 : STA YAItemCounter + LDA.l YAItemCounter : !ADD #$08 : STA.l YAItemCounter .dontCount RTS .incrementA - LDA YAItemCounter : INC : AND #$07 : TAX - LDA YAItemCounter : AND #$F8 : STA YAItemCounter - TXA : ORA YAItemCounter : STA YAItemCounter + LDA.l YAItemCounter : INC : AND.b #$07 : TAX + LDA.l YAItemCounter : AND.b #$F8 : STA.l YAItemCounter + TXA : ORA.l YAItemCounter : STA.l YAItemCounter RTS .incrementPendant - LDA PendantCounter : INC : STA PendantCounter + LDA.l PendantCounter : INC : STA.l PendantCounter RTS .incrementCapacity - LDA CapacityUpgrades : INC : STA CapacityUpgrades + LDA.l CapacityUpgrades : INC : STA.l CapacityUpgrades RTS .incrementHeartPiece - LDA HeartPieceCounter : INC : STA HeartPieceCounter + LDA.l HeartPieceCounter : INC : STA.l HeartPieceCounter RTS .incrementHeartContainer - LDA HeartContainerCounter : INC : STA HeartContainerCounter + LDA.l HeartContainerCounter : INC : STA.l HeartContainerCounter RTS .incrementCrystal - LDA CrystalCounter : INC : STA CrystalCounter + LDA.l CrystalCounter : INC : STA.l CrystalCounter RTS .incrementMail - LDA HighestMail - INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better mail - TXA : STA HighestMail + LDA.l HighestMail + INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better mail + TXA : STA.l HighestMail + RTS @@ -633,7 +623,7 @@ RTS RTL .incrementKey - LDA SmallKeyCounter : INC : STA SmallKeyCounter + LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter RTS .incrementCompass @@ -645,12 +635,12 @@ RTS RTS .incrementGTowerPreBigKey - LDA PreGTBKLocations : INC : STA PreGTBKLocations + LDA.l PreGTBKLocations : INC : STA.l PreGTBKLocations RTS .maybeIncrementBombs - LDA InventoryTracking+1 : AND #$02 : BNE + - LDA InventoryTracking+1 : ORA #$02 : STA InventoryTracking+1 + LDA.l InventoryTracking+1 : AND.b #$02 : BNE + + LDA.l InventoryTracking+1 : ORA.b #$02 : STA.l InventoryTracking+1 JSR .incrementY + RTS @@ -664,18 +654,18 @@ RTS RTL .incrementBossSword - LDA SwordEquipment + LDA.l SwordEquipment BNE + : - - LDA SwordlessBossKills : INC : STA SwordlessBossKills + LDA.l SwordlessBossKills : INC : STA.l SwordlessBossKills RTS - + CMP #$FF : BEQ - - + CMP #$01 : BNE + + + CMP.b #$FF : BEQ - + + CMP.b #$01 : BNE + %TopHalf(SwordBossKills) : RTS - + CMP #$02 : BNE + + + CMP.b #$02 : BNE + %BottomHalf(SwordBossKills) : RTS - + CMP #$03 : BNE + + + CMP.b #$03 : BNE + %TopHalf(SwordBossKills+1) : RTS - + CMP #$04 : BNE + + + CMP.b #$04 : BNE + %BottomHalf(SwordBossKills+1) + RTS @@ -684,7 +674,7 @@ RTS LDX $040C : BMI + REP #$20 ; 16 bit LDA.l DungeonMask, X - ORA DungeonsCompleted : STA DungeonsCompleted + ORA.l DungeonsCompleted : STA.l DungeonsCompleted SEP #$20 ; 8 bit + RTS @@ -694,11 +684,11 @@ RTS ; Link_ReceiveItem_HUDRefresh: ;-------------------------------------------------------------------------------- Link_ReceiveItem_HUDRefresh: - LDA BombsEquipment : BNE + ; skip if we have bombs - LDA BombCapacity : BEQ + ; skip if we can't have bombs - LDA BombsFiller : BEQ + ; skip if we are filling no bombs - DEC : STA BombsFiller ; decrease bomb fill count - LDA.b #$01 : STA BombsEquipment ; increase actual bomb count + LDA.l BombsEquipment : BNE + ; skip if we have bombs + LDA.l BombCapacity : BEQ + ; skip if we can't have bombs + LDA.l BombsFiller : BEQ + ; skip if we are filling no bombs + DEC : STA.l BombsFiller ; decrease bomb fill count + LDA.b #$01 : STA.l BombsEquipment ; increase actual bomb count + JSL.l HUD_RefreshIconLong ; thing we wrote over @@ -710,11 +700,11 @@ RTL ; HandleBombAbsorbtion: ;-------------------------------------------------------------------------------- HandleBombAbsorbtion: - STA BombsFiller ; thing we wrote over - LDA $0303 : BNE + ; skip if we already have some item selected - LDA BombCapacity : BEQ + ; skip if we can't have bombs - LDA.b #$04 : STA $0202 ; set selected item to bombs - LDA.b #$01 : STA $0303 ; set selected item to bombs + STA.l BombsFiller ; thing we wrote over + LDA.w $0303 : BNE + ; skip if we already have some item selected + LDA.l BombCapacity : BEQ + ; skip if we can't have bombs + LDA.b #$04 : STA.w $0202 ; set selected item to bombs + LDA.b #$01 : STA.w $0303 ; set selected item to bombs JSL.l HUD_RebuildLong + RTL @@ -723,17 +713,16 @@ RTL ;-------------------------------------------------------------------------------- ; AddYMarker: ;-------------------------------------------------------------------------------- -;!JAR_STATUS = "$7F5030"; AddYMarker: - LDA $0202 : AND.w #$FF ; load item value + LDA.w $0202 : AND.w #$FF ; load item value CMP.w #$02 : BNE + ; boomerang - LDA InventoryTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + LDA.l InventoryTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$01 : BNE + ; bow - LDA BowTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + LDA.l BowTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$05 : BNE + ; powder - LDA InventoryTracking : AND.w #$30 : CMP.w #$30 : BEQ .drawYBubble : BRA .drawNormal + LDA.l InventoryTracking : AND.w #$30 : CMP.w #$30 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$0D : BNE + ; flute - LDA InventoryTracking : BIT.w #$04 : BEQ .drawNormal ; make sure we have shovel + LDA.l InventoryTracking : BIT.w #$04 : BEQ .drawNormal ; make sure we have shovel AND.w #$03 : BNE .drawYBubble ; make sure we have one of the flutes BRA .drawNormal + CMP.w #$10 : BEQ .drawJarMarker @@ -743,8 +732,7 @@ AddYMarker: BRA .drawTile .drawJarMarker - ;SEP #$20 : LDA !JAR_STATUS : INC : AND.b #$01 : STA !JAR_STATUS : REP #$20 : BEQ .drawXBubble - LDA $0207 : AND.w #$0020 : BNE .drawXBubble + LDA.w $0207 : AND.w #$0020 : BNE .drawXBubble .drawYBubble LDA.w #$3D4F @@ -755,7 +743,7 @@ AddYMarker: LDA.w #$2D3E .drawTile - STA $FFC4, Y + STA.w $FFC4, Y RTL ;-------------------------------------------------------------------------------- @@ -764,22 +752,22 @@ RTL ; this is horrible, make it better ;-------------------------------------------------------------------------------- MakeCircleBlue: - LDA $FFC0, Y : AND.w #$EFFF : STA $FFC0, Y - LDA $FFC2, Y : AND.w #$EFFF : STA $FFC2, Y + LDA.w $FFC0, Y : AND.w #$EFFF : STA.w $FFC0, Y + LDA.w $FFC2, Y : AND.w #$EFFF : STA.w $FFC2, Y + + LDA.w $FFFE, Y : AND.w #$EFFF : STA.w $FFFE, Y + LDA.w $0004, Y : AND.w #$EFFF : STA.w $0004, Y + + LDA.w $003E, Y : AND.w #$EFFF : STA.w $003E, Y + LDA.w $0044, Y : AND.w #$EFFF : STA.w $0044, Y + + LDA.w $0080, Y : AND.w #$EFFF : STA.w $0080, Y + LDA.w $0082, Y : AND.w #$EFFF : STA.w $0082, Y - LDA $FFFE, Y : AND.w #$EFFF : STA $FFFE, Y - LDA $0004, Y : AND.w #$EFFF : STA $0004, Y - - LDA $003E, Y : AND.w #$EFFF : STA $003E, Y - LDA $0044, Y : AND.w #$EFFF : STA $0044, Y - - LDA $0080, Y : AND.w #$EFFF : STA $0080, Y - LDA $0082, Y : AND.w #$EFFF : STA $0082, Y - - LDA $FFBE, Y : AND.w #$EFFF : STA $FFBE, Y - LDA $FFC4, Y : AND.w #$EFFF : STA $FFC4, Y - LDA $0084, Y : AND.w #$EFFF : STA $0084, Y - LDA $007E, Y : AND.w #$EFFF : STA $007E, Y + LDA.w $FFBE, Y : AND.w #$EFFF : STA.w $FFBE, Y + LDA.w $FFC4, Y : AND.w #$EFFF : STA.w $FFC4, Y + LDA.w $0084, Y : AND.w #$EFFF : STA.w $0084, Y + LDA.w $007E, Y : AND.w #$EFFF : STA.w $007E, Y RTS ;-------------------------------------------------------------------------------- @@ -787,8 +775,8 @@ RTS ; UpgradeFlute: ;-------------------------------------------------------------------------------- UpgradeFlute: - LDA InventoryTracking : AND #$FC : ORA #$01 : STA InventoryTracking ; switch to the working flute - LDA.b #$03 : STA FluteEquipment ; upgrade primary inventory + LDA.l InventoryTracking : AND.b #$FC : ORA.b #$01 : STA.l InventoryTracking ; switch to the working flute + LDA.b #$03 : STA.l FluteEquipment ; upgrade primary inventory RTL ;-------------------------------------------------------------------------------- @@ -797,7 +785,7 @@ RTL ;-------------------------------------------------------------------------------- CheckKeys: LDA.l GenericKeys : BEQ + : RTL : + - LDA $040C : CMP.b #$FF + LDA.w $040C : CMP.b #$FF RTL ;-------------------------------------------------------------------------------- @@ -805,8 +793,8 @@ RTL ; DrawKeyIcon: ;-------------------------------------------------------------------------------- DrawKeyIcon: - LDA $04 : AND.w #$00FF : CMP.w #$0090 : BNE + : LDA.w #$007F : + : ORA.w #$2400 : STA $7EC764 - LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC766 + LDA.b Scrap04 : AND.w #$00FF : CMP.w #$0090 : BNE + : LDA.w #$007F : + : ORA.w #$2400 : STA.l $7EC764 + LDA.b Scrap05 : AND.w #$00FF : ORA.w #$2400 : STA.l $7EC766 RTL ;-------------------------------------------------------------------------------- @@ -815,10 +803,10 @@ RTL ;-------------------------------------------------------------------------------- LoadKeys: LDA.l GenericKeys : BEQ + - LDA CurrentGenericKeys + LDA.l CurrentGenericKeys RTL + - LDA DungeonKeys, X + LDA.l DungeonKeys, X RTL ;-------------------------------------------------------------------------------- @@ -828,10 +816,10 @@ RTL SaveKeys: PHA LDA.l GenericKeys : BEQ + - PLA : STA CurrentGenericKeys + PLA : STA.l CurrentGenericKeys RTL + - PLA : STA DungeonKeys, X + PLA : STA.l DungeonKeys, X RTL ;-------------------------------------------------------------------------------- @@ -845,53 +833,19 @@ ClearOWKeys: JSL.l FakeWorldFix JSR.w FixBunnyOnExitToLightWorld LDA.l GenericKeys : BEQ + - PLA : LDA CurrentGenericKeys : STA CurrentSmallKeys + PLA : LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys RTL + - PLA : STA CurrentSmallKeys + PLA : STA.l CurrentSmallKeys RTL ;-------------------------------------------------------------------------------- -;-------------------------------------------------------------------------------- -; GetWitchLootOAMTableIndex -; in: A - Loot ID -; out: A - Loot OAM Table Index -; check if this is even still referenced anywhere -;-------------------------------------------------------------------------------- -;GetWitchLootOAMTableIndex: -; PHX -; PHB : PHK : PLB -; ;-------- -; TAX : LDA .gfxSlots, X ; look up item gfx -; PLB : PLX -;RTL -; -;;DATA - Loot Identifier to Sprite ID -;{ -; .gfxSlots -; db $FF, $FF, $FF, $FF, $05, $06, $FF, $0C -; db $0B, $0D, $0A, $07, $13, $0E, $FF, $FF -; -; db $FF, $FF, $FF, $FF, $FF, $09, $FF, $FF -; db $08, $FF, $FF, $10, $11, $12, $FF, $FF -; -; db $FF, $FF, $03, $04, $FF, $FF, $02, $FF -; db $FF, $FF, $14, $15, $17, $16, $15, $17 -; -; db $16, $0F, $FF, $FF, $FF, $FF, $FF, $FF -; db $FF, $FF, $FF, $FF, $FF, $FF, $02, $02 -; -; db $FF, $FF, $FF, $FF, $01, $FF, $FF, $FF -; db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF -;} -;-------------------------------------------------------------------------------- - ;-------------------------------------------------------------------------------- ; PrepItemScreenBigKey: ;-------------------------------------------------------------------------------- PrepItemScreenBigKey: - STZ $02 - STZ $03 + STZ.b Scrap02 + STZ.b Scrap03 REP #$30 ; thing we wrote over - set 16-bit accumulator RTL ;-------------------------------------------------------------------------------- @@ -902,7 +856,7 @@ RTL LoadPowder: JSL.l Sprite_SpawnDynamically ; thing we wrote over %GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) - STA $0DA0, Y ; Store item type + STA.w $0DA0, Y ; Store item type JSL.l PrepDynamicTile RTL ;-------------------------------------------------------------------------------- @@ -911,10 +865,10 @@ RTL ; InitializeBottles: ;-------------------------------------------------------------------------------- InitializeBottles: - STA BottleContents, X ; thing we wrote over + STA.l BottleContents, X ; thing we wrote over PHA - LDA BottleIndex : BNE + - TXA : INC : STA BottleIndex ; write bottle index to menu properly + LDA.l BottleIndex : BNE + + TXA : INC : STA.l BottleIndex ; write bottle index to menu properly + PLA RTL @@ -923,17 +877,15 @@ RTL ;-------------------------------------------------------------------------------- ; DrawPowder: ;-------------------------------------------------------------------------------- -!REDRAW = "$7F5000" -;-------------------------------------------------------------------------------- DrawPowder: - LDA $02DA : BNE .defer ; defer if link is buying a potion - LDA.l !REDRAW : BEQ + - LDA $0DA0, X ; Retrieve stored item type + LDA.w $02DA : BNE .defer ; defer if link is buying a potion + LDA.l RedrawFlag : BEQ + + LDA.w $0DA0, X ; Retrieve stored item type JSL.l PrepDynamicTile - LDA #$00 : STA.l !REDRAW ; reset redraw flag + LDA.b #$00 : STA.l RedrawFlag ; reset redraw flag BRA .defer + - LDA $0DA0, X ; Retrieve stored item type + LDA.w $0DA0, X ; Retrieve stored item type JSL.l DrawDynamicTile .defer RTL @@ -943,19 +895,17 @@ RTL ; LoadMushroom: ;-------------------------------------------------------------------------------- LoadMushroom: - LDA.b #$00 : STA $0DC0, X ; thing we wrote over + LDA.b #$00 : STA.w $0DC0, X ; thing we wrote over .justGFX - ;LDA MushroomItem - ;JSL.l PrepDynamicTile PHA - 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 %GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) - STA $0E80, X ; Store item type + STA.w $0E80, X ; Store item type JSL.l PrepDynamicTile .skip @@ -966,16 +916,14 @@ RTL ;-------------------------------------------------------------------------------- ; DrawMushroom: ;-------------------------------------------------------------------------------- -!REDRAW = "$7F5000" -;-------------------------------------------------------------------------------- DrawMushroom: PHA : PHY - LDA !REDRAW : BEQ .skipInit ; skip init if already ready + LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready JSL.l LoadMushroom_justGFX BRA .done ; don't draw on the init frame .skipInit - LDA $0E80, X ; Retrieve stored item type + LDA.w $0E80, X ; Retrieve stored item type JSL.l DrawDynamicTile .done @@ -1003,12 +951,12 @@ RTL ; RemoveMushroom: ;-------------------------------------------------------------------------------- RemoveMushroom: - LDA InventoryTracking : AND #$DF : STA InventoryTracking ; remove the mushroom - AND #$10 : BEQ .empty ; check if we have powder - LDA.b #$02 : STA PowderEquipment ; give powder if we have it + LDA.l InventoryTracking : AND.b #$DF : STA.l InventoryTracking ; remove the mushroom + AND.b #$10 : BEQ .empty ; check if we have powder + LDA.b #$02 : STA.l PowderEquipment ; give powder if we have it RTL .empty - LDA.b #$00 : STA PowderEquipment ; clear the inventory slot if we don't have powder + LDA.b #$00 : STA.l PowderEquipment ; clear the inventory slot if we don't have powder RTL ;-------------------------------------------------------------------------------- @@ -1016,37 +964,26 @@ RTL ; DrawMagicHeader: ;-------------------------------------------------------------------------------- DrawMagicHeader: - LDA MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic + LDA.l MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic .halfMagic - LDA.w #$28F7 : STA $7EC704 - LDA.w #$2851 : STA $7EC706 - LDA.w #$28FA : STA $7EC708 + LDA.w #$28F7 : STA.l $7EC704 + LDA.w #$2851 : STA.l $7EC706 + LDA.w #$28FA : STA.l $7EC708 +RTL + .quarterMagic + LDA.w #$28F7 : STA.l $7EC704 + LDA.w #$2800 : STA.l $7EC706 + LDA.w #$2801 : STA.l $7EC708 RTL - .quarterMagic - LDA.w #$28F7 : STA $7EC704 - LDA.w #$2800 : STA $7EC706 - LDA.w #$2801 : STA $7EC708 -RTL -;-------------------------------------------------------------------------------- - -;-------------------------------------------------------------------------------- -; FixShovelLock: -;-------------------------------------------------------------------------------- -;FixShovelLock: -; LDA $037A : CMP #$01 : BEQ + ; skip if link is shoveling -; LDA FluteEquipment ; load shovel/flute item ID -; + -; CMP #$00 -;RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnShovelGamePrizeSFX: ;-------------------------------------------------------------------------------- SpawnShovelGamePrizeSFX: - STA $7FFE00 ; thing we wrote over + STA.l $7FFE00 ; thing we wrote over PHA - LDA.b #$1B : STA $012F ; play puzzle sound + LDA.b #$1B : STA.w $012F ; play puzzle sound PLA RTL ;-------------------------------------------------------------------------------- @@ -1056,38 +993,37 @@ RTL ;-------------------------------------------------------------------------------- SpawnChestGamePrizeSFX: CPX.b #$07 : BNE .normal - LDA $A0 : CMP.b #$06 : BNE .normal + LDA.b $A0 : CMP.b #$06 : BNE .normal .prize - LDA.b #$1B : STA $012F : RTL ; play puzzle sound + LDA.b #$1B : STA.w $012F : RTL ; play puzzle sound .normal - LDA.b #$0E : STA $012F ; play chest sound + LDA.b #$0E : STA.w $012F ; play chest sound RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnShovelItem: ;-------------------------------------------------------------------------------- -!REDRAW = "$7F5000" SpawnShovelItem: - LDA.b #$01 : STA !REDRAW + LDA.b #$01 : STA.l RedrawFlag - LDA $03FC : BEQ + + LDA.w $03FC : BEQ + JSL DiggingGameGuy_AttemptPrizeSpawn JMP .skip + - LDA $035B : AND.b #$01 : BNE + : JMP .skip : + ; corner dig fix + LDA.w $035B : AND.b #$01 : BNE + : JMP .skip : + ; corner dig fix PHY : PHP PHB : PHK : PLB SEP #$30 ; set 8-bit accumulator and index registers - LDA $1B : BEQ + : JMP .no_drop : + ; skip if indoors + LDA.b $1B : BEQ + : JMP .no_drop : + ; skip if indoors - LDA $8A : CMP #$2A : BEQ .no_drop ; don't drop in the haunted grove - CMP #$68 : BEQ .no_drop ; don't drop in the digging game area + LDA.b $8A : CMP.b #$2A : BEQ .no_drop ; don't drop in the haunted grove + CMP.b #$68 : BEQ .no_drop ; don't drop in the digging game area - JSL GetRandomInt : BIT #$03 : BNE .no_drop ; drop with 1/4 chance + JSL GetRandomInt : BIT.b #$03 : BNE .no_drop ; drop with 1/4 chance LSR #2 : TAX ; clobber lower 2 bis - we have 64 slots now @@ -1095,27 +1031,27 @@ SpawnShovelItem: ;most of this part below is copied from the digging game - STA $7FFE00 + STA.l $7FFE00 JSL Sprite_SpawnDynamically LDX.b #$00 - LDA $2F : CMP.b #$04 : BEQ + : INX : + + LDA.b $2F : CMP.b #$04 : BEQ + : INX : + - LDA.l .x_speeds, X : STA $0D50, Y + LDA.l .x_speeds, X : STA.w $0D50, Y - LDA.b #$00 : STA $0D40, Y - LDA.b #$18 : STA $0F80, Y - LDA.b #$FF : STA $0B58, Y - LDA.b #$30 : STA $0F10, Y + LDA.b #$00 : STA.w $0D40, Y + LDA.b #$18 : STA.w $0F80, Y + LDA.b #$FF : STA.w $0B58, Y + LDA.b #$30 : STA.w $0F10, Y - LDA $22 : !ADD.l .x_offsets, X - AND.b #$F0 : STA $0D10, Y - LDA $23 : ADC.b #$00 : STA $0D30, Y + LDA.b $22 : !ADD.l .x_offsets, X + AND.b #$F0 : STA.w $0D10, Y + LDA.b $23 : ADC.b #$00 : STA.w $0D30, Y - LDA $20 : !ADD.b #$16 : AND.b #$F0 : STA $0D00, Y - LDA $21 : ADC.b #$00 : STA $0D20, Y + LDA.b $20 : !ADD.b #$16 : AND.b #$F0 : STA.w $0D00, Y + LDA.b $21 : ADC.b #$00 : STA.w $0D20, Y - LDA.b #$00 : STA $0F20, Y + LDA.b #$00 : STA.w $0F20, Y TYX LDA.b #$30 : JSL Sound_SetSfx3PanLong diff --git a/inverted.asm b/inverted.asm index 1aeb772..1b1cdd2 100644 --- a/inverted.asm +++ b/inverted.asm @@ -35,7 +35,7 @@ Overworld_CreatePyramidHoleModified: JSL C9DE_LONG JSL C9DE_LONG - LDA.w #$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 diff --git a/invertedmaps.asm b/invertedmaps.asm index 7ff1fdb..b49c922 100644 --- a/invertedmaps.asm +++ b/invertedmaps.asm @@ -1,32 +1,32 @@ Overworld_LoadNewTiles: { ; add sign to EDM for OWG people to read - LDA $040A : AND #$00FF : CMP #$0005 : BNE + - LDA #$0101 : STA $7E2E18 ; #$0101 is the sign tile16 id, $7E2D98 is the position of the tile16 on map + LDA.w $040A : AND.w #$00FF : CMP.w #$0005 : BNE + + LDA.w #$0101 : STA.l $7E2E18 ; #$0101 is the sign tile16 id, $7E2D98 is the position of the tile16 on map + ; GT sign - LDA InvertedMode : AND #$00FF : BNE + - LDA $040A : AND #$00FF : CMP #$0043 : BNE + - LDA #$0101 : STA $7E2550 + LDA.l InvertedMode : AND.w #$00FF : BNE + + LDA.w $040A : AND.w #$00FF : CMP.w #$0043 : BNE + + LDA.w #$0101 : STA.l $7E2550 + ; Pyramid sign - LDA InvertedMode : AND #$00FF : BNE + - LDA $040A : AND #$00FF : CMP #$005B : BNE + - LDA #$0101 : STA $7E27B6 ;Moved sign near statue - LDA #$05C2 : STA $7E27B4 ;added a pyramid peg on the left of the sign + LDA.l InvertedMode : AND.w #$00FF : BNE + + LDA.w $040A : AND.w #$00FF : CMP.w #$005B : BNE + + LDA.w #$0101 : STA.w $7E27B6 ; Moved sign near statue + LDA.w #$05C2 : STA.w $7E27B4 ; added a pyramid peg on the left of the sign + SEP #$30 - LDA InvertedMode : BEQ .notInverted + LDA.l InvertedMode : BEQ .notInverted PHB ; Set the data bank to $7E. LDA.b #$7E : PHA : PLB REP #$30 ; Use it as an index into a jump table. - LDA $8A : CMP #$0080 : !BGE .noData + LDA.b $8A : CMP.w #$0080 : !BGE .noData ASL A : TAX JSR (Overworld_NewTilesTable, X) @@ -34,7 +34,7 @@ Overworld_LoadNewTiles: PLB .notInverted REP #$30 - LDX #$001E : LDA #$0DBE + LDX.w #$001E : LDA.w #$0DBE RTL } @@ -82,1039 +82,1039 @@ RTS map003: { -LDA #$021A : STA $29B6 -LDA #$01F3 : STA $29B8 -LDA #$00A0 : STA $29BA -LDA #$0104 : STA $29BC -LDA #$00C6 : STA $2A34 -STA $2A38 -STA $2A3A -LDA #$0034 : STA $2BE0 +LDA.w #$021A : STA.w $29B6 +LDA.w #$01F3 : STA.w $29B8 +LDA.w #$00A0 : STA.w $29BA +LDA.w #$0104 : STA.w $29BC +LDA.w #$00C6 : STA.w $2A34 +STA.w $2A38 +STA.w $2A3A +LDA.w #$0034 : STA.w $2BE0 RTS } map005: { -LDA #$0111 : STA $206E -STA $20EC -LDA #$0113 : STA $2070 -STA $2072 -LDA #$0112 : STA $2074 -STA $20EE -STA $216C -LDA #$0116 : STA $20F0 -STA $216E -LDA #$0117 : STA $20F2 -LDA #$0118 : STA $20F4 -LDA #$011C : STA $2170 -LDA #$011D : STA $2172 -LDA #$011E : STA $2174 -LDA #$0130 : STA $21E2 -STA $21F0 -STA $22E2 -STA $22F0 -LDA #$0123 : STA $21EC -LDA #$0124 : STA $21EE -LDA #$0034 : STA $21F2 -LDA #$0126 : STA $21F4 -LDA #$0135 : STA $2262 -STA $2270 -STA $2362 -STA $2370 -LDA #$0136 : STA $2264 -STA $2266 -STA $226C -STA $226E -LDA #$0137 : STA $2268 -STA $226A -LDA #$013C : STA $22E4 -STA $22E6 -STA $22EC -STA $22EE -LDA #$013D : STA $22E8 -STA $22EA -LDA #$0144 : STA $2364 -LDA #$0145 : STA $2366 -LDA #$0146 : STA $2368 -LDA #$0147 : STA $236A -LDA #$01B3 : STA $236C -LDA #$01B4 : STA $236E -LDA #$0139 : STA $2970 -STA $2C6C -LDA #$014B : STA $2972 -STA $2C6E -LDA #$016B : STA $29F0 -STA $2CEC -LDA #$0182 : STA $29F2 -STA $2CEE +LDA.w #$0111 : STA.w $206E +STA.w $20EC +LDA.w #$0113 : STA.w $2070 +STA.w $2072 +LDA.w #$0112 : STA.w $2074 +STA.w $20EE +STA.w $216C +LDA.w #$0116 : STA.w $20F0 +STA.w $216E +LDA.w #$0117 : STA.w $20F2 +LDA.w #$0118 : STA.w $20F4 +LDA.w #$011C : STA.w $2170 +LDA.w #$011D : STA.w $2172 +LDA.w #$011E : STA.w $2174 +LDA.w #$0130 : STA.w $21E2 +STA.w $21F0 +STA.w $22E2 +STA.w $22F0 +LDA.w #$0123 : STA.w $21EC +LDA.w #$0124 : STA.w $21EE +LDA.w #$0034 : STA.w $21F2 +LDA.w #$0126 : STA.w $21F4 +LDA.w #$0135 : STA.w $2262 +STA.w $2270 +STA.w $2362 +STA.w $2370 +LDA.w #$0136 : STA.w $2264 +STA.w $2266 +STA.w $226C +STA.w $226E +LDA.w #$0137 : STA.w $2268 +STA.w $226A +LDA.w #$013C : STA.w $22E4 +STA.w $22E6 +STA.w $22EC +STA.w $22EE +LDA.w #$013D : STA.w $22E8 +STA.w $22EA +LDA.w #$0144 : STA.w $2364 +LDA.w #$0145 : STA.w $2366 +LDA.w #$0146 : STA.w $2368 +LDA.w #$0147 : STA.w $236A +LDA.w #$01B3 : STA.w $236C +LDA.w #$01B4 : STA.w $236E +LDA.w #$0139 : STA.w $2970 +STA.w $2C6C +LDA.w #$014B : STA.w $2972 +STA.w $2C6E +LDA.w #$016B : STA.w $29F0 +STA.w $2CEC +LDA.w #$0182 : STA.w $29F2 +STA.w $2CEE .map014 -LDA #$0034 : STA $3D4A +LDA.w #$0034 : STA.w $3D4A RTS } map007: { -LDA #$021B : STA $259E -STA $25A2 -STA $25A4 -STA $261C -STA $2626 -STA $269A -STA $26A8 -STA $271A -STA $2728 -STA $279A -STA $27A8 -STA $281E -STA $2820 -STA $2822 -STA $2824 -STA $2828 -STA $289C -STA $28A6 -STA $291E -STA $2924 -LDA #$0134 : STA $269E -STA $26A4 -LDA #$0034 : STA $2826 +LDA.w #$021B : STA.w $259E +STA.w $25A2 +STA.w $25A4 +STA.w $261C +STA.w $2626 +STA.w $269A +STA.w $26A8 +STA.w $271A +STA.w $2728 +STA.w $279A +STA.w $27A8 +STA.w $281E +STA.w $2820 +STA.w $2822 +STA.w $2824 +STA.w $2828 +STA.w $289C +STA.w $28A6 +STA.w $291E +STA.w $2924 +LDA.w #$0134 : STA.w $269E +STA.w $26A4 +LDA.w #$0034 : STA.w $2826 RTS } map016: { -LDA #$0034 : STA $2B2E +LDA.w #$0034 : STA.w $2B2E RTS } map020: { -LDA #$02F1 : STA $2422 -LDA #$02F2 : STA $2424 -LDA #$0184 : STA $24A2 -STA $2522 -LDA #$0185 : STA $24A4 -STA $2524 +LDA.w #$02F1 : STA.w $2422 +LDA.w #$02F2 : STA.w $2424 +LDA.w #$0184 : STA.w $24A2 +STA.w $2522 +LDA.w #$0185 : STA.w $24A4 +STA.w $2524 RTS } map027: ;Castle map { -LDA #$0485 : STA $2424 -STA $2426 -LDA #$0454 : STA $24A4 -STA $24A6 -LDA #$0476 : STA $2522 -LDA #$0460 : STA $2524 -STA $2526 -LDA #$04D7 : STA $2528 -LDA #$04DD : STA $2624 -LDA #$04DE : STA $2626 -LDA #$04E0 : STA $26A4 -LDA #$04E1 : STA $26A6 -LDA #$04E4 : STA $2724 -LDA #$04E5 : STA $2726 -LDA #$0034 : STA $27A4 -STA $27A6 +LDA.w #$0485 : STA.w $2424 +STA.w $2426 +LDA.w #$0454 : STA.w $24A4 +STA.w $24A6 +LDA.w #$0476 : STA.w $2522 +LDA.w #$0460 : STA.w $2524 +STA.w $2526 +LDA.w #$04D7 : STA.w $2528 +LDA.w #$04DD : STA.w $2624 +LDA.w #$04DE : STA.w $2626 +LDA.w #$04E0 : STA.w $26A4 +LDA.w #$04E1 : STA.w $26A6 +LDA.w #$04E4 : STA.w $2724 +LDA.w #$04E5 : STA.w $2726 +LDA.w #$0034 : STA.w $27A4 +STA.w $27A6 ;Eye removed -LDA #$046D : STA $243E -STA $24BC -STA $24BE -STA $253E -STA $2440 -STA $24C0 -STA $24C2 -STA $2540 +LDA.w #$046D : STA.w $243E +STA.w $24BC +STA.w $24BE +STA.w $253E +STA.w $2440 +STA.w $24C0 +STA.w $24C2 +STA.w $2540 ;new trees -LDA #$0035 : STA $2C28 -STA $2FAE -LDA #$0034 : STA $2C2C -STA $2C2E -STA $2CB6 -STA $2D36 -STA $2DB6 -STA $2EB6 -STA $2F30 -STA $2F36 -STA $2FAA -STA $2FB0 -STA $2FB4 -STA $2FB6 -LDA #$00E2 : STA $2C36 -STA $2FA8 -LDA #$00AE : STA $2CAC -LDA #$00AF : STA $2CAE -LDA #$007E : STA $2CB0 -LDA #$007F : STA $2CB2 -LDA #$04BA : STA $2CB4 -STA $2DB4 -STA $2EB4 -LDA #$00B0 : STA $2D2C -LDA #$0014 : STA $2D2E -LDA #$0015 : STA $2D30 -LDA #$00A8 : STA $2D32 -LDA #$04BB : STA $2D34 -STA $2E34 -STA $2F34 -LDA #$0089 : STA $2DAC -LDA #$001C : STA $2DAE -LDA #$001D : STA $2DB0 -LDA #$0076 : STA $2DB2 -LDA #$00F1 : STA $2E2C -LDA #$004E : STA $2E2E -LDA #$004F : STA $2E30 -LDA #$00D9 : STA $2E32 -LDA #$009A : STA $2EAC -LDA #$009B : STA $2EAE -LDA #$009C : STA $2EB0 -LDA #$0095 : STA $2EB2 +LDA.w #$0035 : STA.w $2C28 +STA.w $2FAE +LDA.w #$0034 : STA.w $2C2C +STA.w $2C2E +STA.w $2CB6 +STA.w $2D36 +STA.w $2DB6 +STA.w $2EB6 +STA.w $2F30 +STA.w $2F36 +STA.w $2FAA +STA.w $2FB0 +STA.w $2FB4 +STA.w $2FB6 +LDA.w #$00E2 : STA.w $2C36 +STA.w $2FA8 +LDA.w #$00AE : STA.w $2CAC +LDA.w #$00AF : STA.w $2CAE +LDA.w #$007E : STA.w $2CB0 +LDA.w #$007F : STA.w $2CB2 +LDA.w #$04BA : STA.w $2CB4 +STA.w $2DB4 +STA.w $2EB4 +LDA.w #$00B0 : STA.w $2D2C +LDA.w #$0014 : STA.w $2D2E +LDA.w #$0015 : STA.w $2D30 +LDA.w #$00A8 : STA.w $2D32 +LDA.w #$04BB : STA.w $2D34 +STA.w $2E34 +STA.w $2F34 +LDA.w #$0089 : STA.w $2DAC +LDA.w #$001C : STA.w $2DAE +LDA.w #$001D : STA.w $2DB0 +LDA.w #$0076 : STA.w $2DB2 +LDA.w #$00F1 : STA.w $2E2C +LDA.w #$004E : STA.w $2E2E +LDA.w #$004F : STA.w $2E30 +LDA.w #$00D9 : STA.w $2E32 +LDA.w #$009A : STA.w $2EAC +LDA.w #$009B : STA.w $2EAE +LDA.w #$009C : STA.w $2EB0 +LDA.w #$0095 : STA.w $2EB2 -LDA #$0034 -STA $3028 -STA $302C -LDA #$0035 : STA $302A -STA $3032 -LDA #$00DA : STA $302E -LDA #$00E2 : STA $3030 +LDA.w #$0034 +STA.w $3028 +STA.w $302C +LDA.w #$0035 : STA.w $302A +STA.w $3032 +LDA.w #$00DA : STA.w $302E +LDA.w #$00E2 : STA.w $3030 -LDA #$0485 : STA $2424 -STA $2426 -LDA #$0454 : STA $24A4 -STA $24A6 -LDA #$0476 : STA $2522 -LDA #$0460 : STA $2524 -STA $2526 -LDA #$04D7 : STA $2528 -LDA #$04DD : STA $2624 -LDA #$04DE : STA $2626 -LDA #$04E0 : STA $26A4 -LDA #$04E1 : STA $26A6 -LDA #$04E4 : STA $2724 -LDA #$04E5 : STA $2726 -LDA #$0034 : STA $27A4 -STA $27A6 +LDA.w #$0485 : STA.w $2424 +STA.w $2426 +LDA.w #$0454 : STA.w $24A4 +STA.w $24A6 +LDA.w #$0476 : STA.w $2522 +LDA.w #$0460 : STA.w $2524 +STA.w $2526 +LDA.w #$04D7 : STA.w $2528 +LDA.w #$04DD : STA.w $2624 +LDA.w #$04DE : STA.w $2626 +LDA.w #$04E0 : STA.w $26A4 +LDA.w #$04E1 : STA.w $26A6 +LDA.w #$04E4 : STA.w $2724 +LDA.w #$04E5 : STA.w $2726 +LDA.w #$0034 : STA.w $27A4 +STA.w $27A6 -LDA #$0486 : STA $26B0 -LDA #$0487 : STA $26B2 -LDA #$0454 : STA $272C -STA $272E -LDA #$048E : STA $2730 -LDA #$048F : STA $2732 -LDA #$04CA : STA $27AC -LDA #$045E : STA $27AE -LDA #$0494 : STA $27B0 -LDA #$0495 : STA $27B2 -LDA #$049E : STA $27B4 -LDA #$0499 : STA $282C -LDA #$0451 : STA $2830 -LDA #$0034 : STA $28AC -STA $28AE -STA $28B0 -LDA #$0454 : STA $274E -STA $2750 -LDA #$0608 : STA $2752 -LDA #$0459 : STA $27CE -STA $27D0 -LDA #$045E : STA $27D2 -LDA #$0451 : STA $284E -STA $2850 -STA $2852 -STA $282E -LDA #$0034 : STA $28CE -STA $28D0 -STA $28D2 +LDA.w #$0486 : STA.w $26B0 +LDA.w #$0487 : STA.w $26B2 +LDA.w #$0454 : STA.w $272C +STA.w $272E +LDA.w #$048E : STA.w $2730 +LDA.w #$048F : STA.w $2732 +LDA.w #$04CA : STA.w $27AC +LDA.w #$045E : STA.w $27AE +LDA.w #$0494 : STA.w $27B0 +LDA.w #$0495 : STA.w $27B2 +LDA.w #$049E : STA.w $27B4 +LDA.w #$0499 : STA.w $282C +LDA.w #$0451 : STA.w $2830 +LDA.w #$0034 : STA.w $28AC +STA.w $28AE +STA.w $28B0 +LDA.w #$0454 : STA.w $274E +STA.w $2750 +LDA.w #$0608 : STA.w $2752 +LDA.w #$0459 : STA.w $27CE +STA.w $27D0 +LDA.w #$045E : STA.w $27D2 +LDA.w #$0451 : STA.w $284E +STA.w $2850 +STA.w $2852 +STA.w $282E +LDA.w #$0034 : STA.w $28CE +STA.w $28D0 +STA.w $28D2 ; CHECK IF AGAHNIM 2 IS DEAD AND WE HAVE ALREADY LANDED -LDA $7EF2DB : AND #$0020 : BEQ .agahnim2Alive -LDA #$046D : STA $243E -LDA #$0E3A : STA $24BC -LDA #$0E3B : STA $24BE -LDA #$0E3E : STA $253C -LDA #$0E3F : STA $253E -LDA #$0490 : STA $25BE -LDA #$0E39 : STA $2440 -LDA #$0E3C : STA $24C0 -LDA #$0E3D : STA $24C2 -LDA #$0E40 : STA $2540 -LDA #$0E41 : STA $2542 -LDA #$0491 : STA $25C0 +LDA.w $7EF2DB : AND #$0020 : BEQ .agahnim2Alive +LDA.w #$046D : STA.w $243E +LDA.w #$0E3A : STA.w $24BC +LDA.w #$0E3B : STA.w $24BE +LDA.w #$0E3E : STA.w $253C +LDA.w #$0E3F : STA.w $253E +LDA.w #$0490 : STA.w $25BE +LDA.w #$0E39 : STA.w $2440 +LDA.w #$0E3C : STA.w $24C0 +LDA.w #$0E3D : STA.w $24C2 +LDA.w #$0E40 : STA.w $2540 +LDA.w #$0E41 : STA.w $2542 +LDA.w #$0491 : STA.w $25C0 .agahnim2Alive ; add sign for Tower Entry -LDA #$0101 : STA $7E222C -LDA #$0101 : STA $7E2252 +LDA.w #$0101 : STA.w $7E222C +LDA.w #$0101 : STA.w $7E2252 RTS } map041: { -LDA #$0034 : STA $2288 -STA $2308 -STA $2388 -STA $2408 -STA $2488 -STA $248A -LDA #$0036 : STA $2386 +LDA.w #$0034 : STA.w $2288 +STA.w $2308 +STA.w $2388 +STA.w $2408 +STA.w $2488 +STA.w $248A +LDA.w #$0036 : STA.w $2386 RTS } map049: { -LDA #$017E : STA $2050 -STA $20CE -LDA #$00D1 : STA $2052 -STA $2054 -STA $2056 -STA $2058 -STA $205A -STA $205C -STA $205E -STA $21E6 -STA $21E8 -STA $21EA -STA $21EC -STA $21EE -STA $21F0 -LDA #$00D2 : STA $2060 -STA $20E2 -STA $2164 -LDA #$0183 : STA $20D0 -STA $214E -LDA #$00C9 : STA $20D2 -STA $20D4 -STA $20D6 -STA $20D8 -STA $20DA -STA $20DC -STA $20DE -STA $2152 -STA $2154 -STA $2156 -STA $2158 -STA $215A -STA $215C -STA $215E -STA $2266 -STA $2268 -STA $226A -STA $226C -STA $226E -STA $2270 -STA $22CC -LDA #$00D0 : STA $20E0 -STA $2162 -STA $21E4 -LDA #$0153 : STA $2150 -STA $21CE -STA $21D0 -STA $2250 -STA $22CE -LDA #$00C8 : STA $2160 -STA $21E2 -STA $2264 -STA $28DA -STA $295C -LDA #$00DC : STA $21D2 -STA $21D4 -STA $21D6 -STA $21D8 -STA $21DA -STA $21DC -STA $21DE -STA $224C -LDA #$00CA : STA $21E0 -STA $2262 -STA $285A -STA $28DC -LDA #$0178 : STA $224E -LDA #$00E3 : STA $2252 -STA $2254 -LDA #$0186 : STA $22D0 -STA $234E -LDA #$0034 : STA $22D2 -STA $22D4 -STA $22D6 -STA $2350 -STA $2352 -STA $2354 -STA $2356 -STA $23D0 -STA $23D2 -STA $23D4 -STA $23D6 -STA $2452 -STA $2454 -STA $2456 -STA $2458 -STA $24D4 -STA $24D6 -STA $2554 -STA $2556 -STA $25D4 -STA $25D6 -STA $2656 -LDA #$00D3 : STA $22E2 -LDA #$0302 : STA $22E4 -LDA #$00CC : STA $22E6 -STA $22E8 -STA $22EA -STA $22EC -STA $22EE -STA $22F0 -STA $234C -LDA #$00CE : STA $2362 -STA $23E2 -STA $25D8 -STA $2658 -STA $26D8 -STA $2758 -LDA #$00C5 : STA $2364 -STA $23E4 -STA $25DC -STA $265C -STA $26DC -STA $275C -LDA #$06AB : STA $2366 -STA $23E6 -STA $2466 -STA $24E4 -STA $24E6 -STA $2760 -LDA #$00AA : STA $2368 -LDA #$0384 : STA $236A -STA $236E -STA $23EC -STA $246A -STA $24E8 -STA $24EA -STA $24EC -STA $24EE -LDA #$00AB : STA $236C -LDA #$0759 : STA $23C8 -STA $244A -STA $24CC -STA $254E -STA $26D0 -STA $2752 -STA $27D4 -LDA #$0757 : STA $23CA -STA $244C -STA $24CE -STA $2550 -STA $26D2 -STA $2754 -LDA #$01FF : STA $23CC -STA $244E -STA $24D0 -STA $2652 -STA $26D4 -STA $2756 -LDA #$017C : STA $23CE -STA $2450 -STA $24D2 -STA $2654 -STA $26D6 -LDA #$015C : STA $23E0 -LDA #$0100 : STA $245A -STA $24D8 -LDA #$01C2 : STA $245C -LDA #$0218 : STA $245E -LDA #$0162 : STA $2460 -LDA #$0106 : STA $2462 -STA $24E0 -STA $255C -LDA #$0107 : STA $2464 -STA $24E2 -LDA #$0104 : STA $24DA -STA $2558 -LDA #$01D4 : STA $24DC -LDA #$0219 : STA $24DE -LDA #$0179 : STA $2552 -STA $25D2 -LDA #$0105 : STA $255A -LDA #$0166 : STA $255E -LDA #$0766 : STA $2560 -LDA #$06B4 : STA $2562 -STA $2564 -STA $2566 -STA $2568 -STA $256A -STA $256C -STA $256E -STA $2570 -LDA #$06E5 : STA $25D0 -STA $2650 -LDA #$00C4 : STA $25DA -STA $265A -STA $26DA -STA $275A -LDA #$0171 : STA $25DE -LDA #$0165 : STA $25E4 -STA $25E6 -STA $25E8 -STA $25EA -STA $25EC -STA $25EE -STA $25F0 -LDA #$06E4 : STA $27D2 -STA $2852 -STA $2854 -STA $2856 -STA $28D4 -STA $28D6 -STA $2956 -STA $2958 -STA $29D8 -STA $29DA -LDA #$06E1 : STA $27D6 -LDA #$02FD : STA $27D8 -STA $2858 -LDA #$00CF : STA $27DA -LDA #$06E7 : STA $28D8 -STA $295A -STA $29DC +LDA.w #$017E : STA.w $2050 +STA.w $20CE +LDA.w #$00D1 : STA.w $2052 +STA.w $2054 +STA.w $2056 +STA.w $2058 +STA.w $205A +STA.w $205C +STA.w $205E +STA.w $21E6 +STA.w $21E8 +STA.w $21EA +STA.w $21EC +STA.w $21EE +STA.w $21F0 +LDA.w #$00D2 : STA.w $2060 +STA.w $20E2 +STA.w $2164 +LDA.w #$0183 : STA.w $20D0 +STA.w $214E +LDA.w #$00C9 : STA.w $20D2 +STA.w $20D4 +STA.w $20D6 +STA.w $20D8 +STA.w $20DA +STA.w $20DC +STA.w $20DE +STA.w $2152 +STA.w $2154 +STA.w $2156 +STA.w $2158 +STA.w $215A +STA.w $215C +STA.w $215E +STA.w $2266 +STA.w $2268 +STA.w $226A +STA.w $226C +STA.w $226E +STA.w $2270 +STA.w $22CC +LDA.w #$00D0 : STA.w $20E0 +STA.w $2162 +STA.w $21E4 +LDA.w #$0153 : STA.w $2150 +STA.w $21CE +STA.w $21D0 +STA.w $2250 +STA.w $22CE +LDA.w #$00C8 : STA.w $2160 +STA.w $21E2 +STA.w $2264 +STA.w $28DA +STA.w $295C +LDA.w #$00DC : STA.w $21D2 +STA.w $21D4 +STA.w $21D6 +STA.w $21D8 +STA.w $21DA +STA.w $21DC +STA.w $21DE +STA.w $224C +LDA.w #$00CA : STA.w $21E0 +STA.w $2262 +STA.w $285A +STA.w $28DC +LDA.w #$0178 : STA.w $224E +LDA.w #$00E3 : STA.w $2252 +STA.w $2254 +LDA.w #$0186 : STA.w $22D0 +STA.w $234E +LDA.w #$0034 : STA.w $22D2 +STA.w $22D4 +STA.w $22D6 +STA.w $2350 +STA.w $2352 +STA.w $2354 +STA.w $2356 +STA.w $23D0 +STA.w $23D2 +STA.w $23D4 +STA.w $23D6 +STA.w $2452 +STA.w $2454 +STA.w $2456 +STA.w $2458 +STA.w $24D4 +STA.w $24D6 +STA.w $2554 +STA.w $2556 +STA.w $25D4 +STA.w $25D6 +STA.w $2656 +LDA.w #$00D3 : STA.w $22E2 +LDA.w #$0302 : STA.w $22E4 +LDA.w #$00CC : STA.w $22E6 +STA.w $22E8 +STA.w $22EA +STA.w $22EC +STA.w $22EE +STA.w $22F0 +STA.w $234C +LDA.w #$00CE : STA.w $2362 +STA.w $23E2 +STA.w $25D8 +STA.w $2658 +STA.w $26D8 +STA.w $2758 +LDA.w #$00C5 : STA.w $2364 +STA.w $23E4 +STA.w $25DC +STA.w $265C +STA.w $26DC +STA.w $275C +LDA.w #$06AB : STA.w $2366 +STA.w $23E6 +STA.w $2466 +STA.w $24E4 +STA.w $24E6 +STA.w $2760 +LDA.w #$00AA : STA.w $2368 +LDA.w #$0384 : STA.w $236A +STA.w $236E +STA.w $23EC +STA.w $246A +STA.w $24E8 +STA.w $24EA +STA.w $24EC +STA.w $24EE +LDA.w #$00AB : STA.w $236C +LDA.w #$0759 : STA.w $23C8 +STA.w $244A +STA.w $24CC +STA.w $254E +STA.w $26D0 +STA.w $2752 +STA.w $27D4 +LDA.w #$0757 : STA.w $23CA +STA.w $244C +STA.w $24CE +STA.w $2550 +STA.w $26D2 +STA.w $2754 +LDA.w #$01FF : STA.w $23CC +STA.w $244E +STA.w $24D0 +STA.w $2652 +STA.w $26D4 +STA.w $2756 +LDA.w #$017C : STA.w $23CE +STA.w $2450 +STA.w $24D2 +STA.w $2654 +STA.w $26D6 +LDA.w #$015C : STA.w $23E0 +LDA.w #$0100 : STA.w $245A +STA.w $24D8 +LDA.w #$01C2 : STA.w $245C +LDA.w #$0218 : STA.w $245E +LDA.w #$0162 : STA.w $2460 +LDA.w #$0106 : STA.w $2462 +STA.w $24E0 +STA.w $255C +LDA.w #$0107 : STA.w $2464 +STA.w $24E2 +LDA.w #$0104 : STA.w $24DA +STA.w $2558 +LDA.w #$01D4 : STA.w $24DC +LDA.w #$0219 : STA.w $24DE +LDA.w #$0179 : STA.w $2552 +STA.w $25D2 +LDA.w #$0105 : STA.w $255A +LDA.w #$0166 : STA.w $255E +LDA.w #$0766 : STA.w $2560 +LDA.w #$06B4 : STA.w $2562 +STA.w $2564 +STA.w $2566 +STA.w $2568 +STA.w $256A +STA.w $256C +STA.w $256E +STA.w $2570 +LDA.w #$06E5 : STA.w $25D0 +STA.w $2650 +LDA.w #$00C4 : STA.w $25DA +STA.w $265A +STA.w $26DA +STA.w $275A +LDA.w #$0171 : STA.w $25DE +LDA.w #$0165 : STA.w $25E4 +STA.w $25E6 +STA.w $25E8 +STA.w $25EA +STA.w $25EC +STA.w $25EE +STA.w $25F0 +LDA.w #$06E4 : STA.w $27D2 +STA.w $2852 +STA.w $2854 +STA.w $2856 +STA.w $28D4 +STA.w $28D6 +STA.w $2956 +STA.w $2958 +STA.w $29D8 +STA.w $29DA +LDA.w #$06E1 : STA.w $27D6 +LDA.w #$02FD : STA.w $27D8 +STA.w $2858 +LDA.w #$00CF : STA.w $27DA +LDA.w #$06E7 : STA.w $28D8 +STA.w $295A +STA.w $29DC -LDA #$0769 : STA $38F8 -LDA #$06E1 : STA $38FA -STA $38FC -STA $38FE -LDA #$06E3 : STA $3978 -LDA #$02E5 : STA $397A -STA $397E -LDA #$02EC : STA $397C -LDA #$02F0 : STA $39F8 -LDA #$02F3 : STA $39FA -STA $39FC -STA $39FE +LDA.w #$0769 : STA.w $38F8 +LDA.w #$06E1 : STA.w $38FA +STA.w $38FC +STA.w $38FE +LDA.w #$06E3 : STA.w $3978 +LDA.w #$02E5 : STA.w $397A +STA.w $397E +LDA.w #$02EC : STA.w $397C +LDA.w #$02F0 : STA.w $39F8 +LDA.w #$02F3 : STA.w $39FA +STA.w $39FC +STA.w $39FE .map056 -LDA #$0034 : STA $3D94 +LDA.w #$0034 : STA.w $3D94 RTS } map060: { -LDA #$02E5 : STA $27AE -STA $282C -STA $282E -STA $2832 -STA $28AC -STA $28AE -STA $2928 -STA $292C -STA $29A8 -STA $29B0 -STA $2A28 -STA $2A30 -STA $2AAC -STA $2AB2 -LDA #$078A : STA $28AA -STA $28B0 -STA $2AAA -STA $2B2A -STA $2B30 -STA $2BAE -LDA #$02EB : STA $28B4 -STA $2930 -STA $29AE -STA $2A2C -STA $2A32 -STA $2AAE -LDA #$02EC : STA $2934 -STA $2B28 -STA $2B2C -STA $2B2E -STA $2B32 +LDA.w #$02E5 : STA.w $27AE +STA.w $282C +STA.w $282E +STA.w $2832 +STA.w $28AC +STA.w $28AE +STA.w $2928 +STA.w $292C +STA.w $29A8 +STA.w $29B0 +STA.w $2A28 +STA.w $2A30 +STA.w $2AAC +STA.w $2AB2 +LDA.w #$078A : STA.w $28AA +STA.w $28B0 +STA.w $2AAA +STA.w $2B2A +STA.w $2B30 +STA.w $2BAE +LDA.w #$02EB : STA.w $28B4 +STA.w $2930 +STA.w $29AE +STA.w $2A2C +STA.w $2A32 +STA.w $2AAE +LDA.w #$02EC : STA.w $2934 +STA.w $2B28 +STA.w $2B2C +STA.w $2B2E +STA.w $2B32 RTS } map050: { -LDA #$01D5 : STA $2486 -LDA #$0165 : STA $2506 -LDA #$0166 : STA $2508 -STA $258A -LDA #$00C6 : STA $2586 -STA $2608 -STA $2688 -STA $2708 -STA $2788 -STA $2806 -STA $2808 -LDA #$0171 : STA $2588 -LDA #$021C : STA $260A -STA $268A -STA $270A -STA $278A -LDA #$0034 : STA $270E -STA $278E -STA $2790 -STA $280E -STA $2810 -STA $2812 -STA $2814 -STA $2816 -STA $2818 -STA $281A -STA $281C -STA $288E -STA $2892 -STA $2894 -STA $2896 -STA $2898 -STA $289A -STA $289C -STA $289E -STA $290E -STA $2910 -STA $2912 -STA $2918 -STA $291A -STA $291C -STA $291E -STA $2920 -STA $298C -STA $298E -STA $2990 -STA $2992 -STA $2998 -STA $299A -STA $299E -STA $29A0 -STA $2A06 -STA $2A08 -STA $2A0A -STA $2A0C -STA $2A10 -STA $2A12 -STA $2A14 -STA $2A16 -STA $2A18 -STA $2A1C -STA $2A1E -STA $2A84 -STA $2A86 -STA $2A88 -STA $2A8C -STA $2A8E -STA $2A90 -STA $2A92 -STA $2A94 -STA $2A96 -STA $2A98 -STA $2A9A -STA $2A9C -STA $2B06 -STA $2B0A -STA $2B0E -STA $2B12 -STA $2B1A -STA $2B84 -STA $2B86 -STA $2B88 -STA $2B8A -STA $2B8E -STA $2B92 -STA $2B94 -STA $2B98 -STA $2B9A -STA $2C04 -STA $2C08 -STA $2C0A -STA $2C0E -STA $2C12 -STA $2C14 -STA $2C18 -STA $2C86 -STA $2C88 -STA $2C8A -STA $2C90 -STA $2C92 -STA $2C94 -STA $2C98 -STA $2D0A -STA $2D0C -STA $2D10 -STA $2D14 -STA $2D16 -STA $2D8A -STA $2D8C -STA $2D8E -STA $2D94 -LDA #$016A : STA $278C -STA $280C -STA $2A82 -STA $2B02 -STA $2B82 -STA $2C02 -STA $2C82 -LDA #$01FA : STA $288C -LDA #$00DA : STA $2890 -STA $299C -STA $2B14 -STA $2B16 -STA $2B18 -STA $2B96 -STA $2C16 -STA $2C96 -STA $2D08 -STA $2D92 -LDA #$0186 : STA $290C -STA $298A -STA $2A04 -LDA #$0036 : STA $2914 -STA $2916 -STA $2994 -STA $2996 -STA $2D12 -LDA #$00E4 : STA $2986 -LDA #$00E5 : STA $2988 -LDA #$0100 : STA $29A2 -LDA #$0071 : STA $2A0E -STA $2A1A -STA $2C8C -LDA #$015C : STA $2A20 -STA $2A9E -STA $2B1C -STA $2C9A -STA $2D18 -STA $2D96 -LDA #$0104 : STA $2A22 -LDA #$01D4 : STA $2A24 -LDA #$0035 : STA $2A8A -STA $2B08 -STA $2C06 -STA $2D0E -STA $2D90 -LDA #$0162 : STA $2AA0 -STA $2B1E -STA $2B9C -STA $2D1A -STA $2D98 -LDA #$00E2 : STA $2B04 -STA $2B0C -STA $2B10 -STA $2B8C -STA $2B90 -STA $2C0C -STA $2C10 -STA $2C8E -LDA #$00F8 : STA $2C1A -LDA #$00CE : STA $2C1C -STA $2C9C -LDA #$0160 : STA $2C84 -STA $2D06 -STA $2D88 -LDA #$0167 : STA $2D04 -STA $2D86 -LDA #$0172 : STA $2E08 -LDA #$015E : STA $2E0A -STA $2E0C -STA $2E0E -STA $2E10 -STA $2E12 -STA $2E14 -LDA #$0174 : STA $2E16 +LDA.w #$01D5 : STA.w $2486 +LDA.w #$0165 : STA.w $2506 +LDA.w #$0166 : STA.w $2508 +STA.w $258A +LDA.w #$00C6 : STA.w $2586 +STA.w $2608 +STA.w $2688 +STA.w $2708 +STA.w $2788 +STA.w $2806 +STA.w $2808 +LDA.w #$0171 : STA.w $2588 +LDA.w #$021C : STA.w $260A +STA.w $268A +STA.w $270A +STA.w $278A +LDA.w #$0034 : STA.w $270E +STA.w $278E +STA.w $2790 +STA.w $280E +STA.w $2810 +STA.w $2812 +STA.w $2814 +STA.w $2816 +STA.w $2818 +STA.w $281A +STA.w $281C +STA.w $288E +STA.w $2892 +STA.w $2894 +STA.w $2896 +STA.w $2898 +STA.w $289A +STA.w $289C +STA.w $289E +STA.w $290E +STA.w $2910 +STA.w $2912 +STA.w $2918 +STA.w $291A +STA.w $291C +STA.w $291E +STA.w $2920 +STA.w $298C +STA.w $298E +STA.w $2990 +STA.w $2992 +STA.w $2998 +STA.w $299A +STA.w $299E +STA.w $29A0 +STA.w $2A06 +STA.w $2A08 +STA.w $2A0A +STA.w $2A0C +STA.w $2A10 +STA.w $2A12 +STA.w $2A14 +STA.w $2A16 +STA.w $2A18 +STA.w $2A1C +STA.w $2A1E +STA.w $2A84 +STA.w $2A86 +STA.w $2A88 +STA.w $2A8C +STA.w $2A8E +STA.w $2A90 +STA.w $2A92 +STA.w $2A94 +STA.w $2A96 +STA.w $2A98 +STA.w $2A9A +STA.w $2A9C +STA.w $2B06 +STA.w $2B0A +STA.w $2B0E +STA.w $2B12 +STA.w $2B1A +STA.w $2B84 +STA.w $2B86 +STA.w $2B88 +STA.w $2B8A +STA.w $2B8E +STA.w $2B92 +STA.w $2B94 +STA.w $2B98 +STA.w $2B9A +STA.w $2C04 +STA.w $2C08 +STA.w $2C0A +STA.w $2C0E +STA.w $2C12 +STA.w $2C14 +STA.w $2C18 +STA.w $2C86 +STA.w $2C88 +STA.w $2C8A +STA.w $2C90 +STA.w $2C92 +STA.w $2C94 +STA.w $2C98 +STA.w $2D0A +STA.w $2D0C +STA.w $2D10 +STA.w $2D14 +STA.w $2D16 +STA.w $2D8A +STA.w $2D8C +STA.w $2D8E +STA.w $2D94 +LDA.w #$016A : STA.w $278C +STA.w $280C +STA.w $2A82 +STA.w $2B02 +STA.w $2B82 +STA.w $2C02 +STA.w $2C82 +LDA.w #$01FA : STA.w $288C +LDA.w #$00DA : STA.w $2890 +STA.w $299C +STA.w $2B14 +STA.w $2B16 +STA.w $2B18 +STA.w $2B96 +STA.w $2C16 +STA.w $2C96 +STA.w $2D08 +STA.w $2D92 +LDA.w #$0186 : STA.w $290C +STA.w $298A +STA.w $2A04 +LDA.w #$0036 : STA.w $2914 +STA.w $2916 +STA.w $2994 +STA.w $2996 +STA.w $2D12 +LDA.w #$00E4 : STA.w $2986 +LDA.w #$00E5 : STA.w $2988 +LDA.w #$0100 : STA.w $29A2 +LDA.w #$0071 : STA.w $2A0E +STA.w $2A1A +STA.w $2C8C +LDA.w #$015C : STA.w $2A20 +STA.w $2A9E +STA.w $2B1C +STA.w $2C9A +STA.w $2D18 +STA.w $2D96 +LDA.w #$0104 : STA.w $2A22 +LDA.w #$01D4 : STA.w $2A24 +LDA.w #$0035 : STA.w $2A8A +STA.w $2B08 +STA.w $2C06 +STA.w $2D0E +STA.w $2D90 +LDA.w #$0162 : STA.w $2AA0 +STA.w $2B1E +STA.w $2B9C +STA.w $2D1A +STA.w $2D98 +LDA.w #$00E2 : STA.w $2B04 +STA.w $2B0C +STA.w $2B10 +STA.w $2B8C +STA.w $2B90 +STA.w $2C0C +STA.w $2C10 +STA.w $2C8E +LDA.w #$00F8 : STA.w $2C1A +LDA.w #$00CE : STA.w $2C1C +STA.w $2C9C +LDA.w #$0160 : STA.w $2C84 +STA.w $2D06 +STA.w $2D88 +LDA.w #$0167 : STA.w $2D04 +STA.w $2D86 +LDA.w #$0172 : STA.w $2E08 +LDA.w #$015E : STA.w $2E0A +STA.w $2E0C +STA.w $2E0E +STA.w $2E10 +STA.w $2E12 +STA.w $2E14 +LDA.w #$0174 : STA.w $2E16 RTS } map051: { -LDA #$0034 : STA $22A8 +LDA.w #$0034 : STA.w $22A8 RTS } map053: { -LDA #$02F1 : STA $2BB0 -LDA #$02F2 : STA $2BB2 -LDA #$0184 : STA $2C30 -LDA #$0185 : STA $2C32 -LDA #$0392 : STA $2CB0 -LDA #$0393 : STA $2CB2 -LDA #$0394 : STA $2D30 -LDA #$0395 : STA $2D32 -LDA #$0034 : STA $2F56 +LDA.w #$02F1 : STA.w $2BB0 +LDA.w #$02F2 : STA.w $2BB2 +LDA.w #$0184 : STA.w $2C30 +LDA.w #$0185 : STA.w $2C32 +LDA.w #$0392 : STA.w $2CB0 +LDA.w #$0393 : STA.w $2CB2 +LDA.w #$0394 : STA.w $2D30 +LDA.w #$0395 : STA.w $2D32 +LDA.w #$0034 : STA.w $2F56 RTS } map058: { -LDA #$0774 : STA $2800 -LDA #$06E1 : STA $2802 -LDA #$0757 : STA $2804 -STA $2886 -LDA #$0779 : STA $2880 -LDA #$02EC : STA $2882 -LDA #$0759 : STA $2884 -STA $2906 -LDA #$02E5 : STA $2900 -STA $2902 -STA $2904 -LDA #$076A : STA $2908 -LDA #$02F3 : STA $2980 -STA $2982 -LDA #$02F1 : STA $2984 -LDA #$02F2 : STA $2986 -LDA #$038A : STA $2988 -LDA #$0184 : STA $2A04 -STA $2A84 -STA $2B04 -STA $2B84 -LDA #$0185 : STA $2A06 -STA $2A86 -STA $2B06 -STA $2B86 +LDA.w #$0774 : STA.w $2800 +LDA.w #$06E1 : STA.w $2802 +LDA.w #$0757 : STA.w $2804 +STA.w $2886 +LDA.w #$0779 : STA.w $2880 +LDA.w #$02EC : STA.w $2882 +LDA.w #$0759 : STA.w $2884 +STA.w $2906 +LDA.w #$02E5 : STA.w $2900 +STA.w $2902 +STA.w $2904 +LDA.w #$076A : STA.w $2908 +LDA.w #$02F3 : STA.w $2980 +STA.w $2982 +LDA.w #$02F1 : STA.w $2984 +LDA.w #$02F2 : STA.w $2986 +LDA.w #$038A : STA.w $2988 +LDA.w #$0184 : STA.w $2A04 +STA.w $2A84 +STA.w $2B04 +STA.w $2B84 +LDA.w #$0185 : STA.w $2A06 +STA.w $2A86 +STA.w $2B06 +STA.w $2B86 RTS } map068: { -LDA #$0E96 : STA $235E -STA $23DE -STA $245E -STA $24DE -STA $255E -LDA #$0E97 : STA $2360 -STA $23E0 -STA $2460 -STA $24E0 -STA $2560 -LDA #$0E94 : STA $25DE -LDA #$0E95 : STA $25E0 -LDA #$0180 : STA $275E -LDA #$0181 : STA $2760 -LDA #$0184 : STA $27DE -STA $285E -LDA #$0185 : STA $27E0 -STA $2860 -LDA #$0212 : STA $2BE0 +LDA.w #$0E96 : STA.w $235E +STA.w $23DE +STA.w $245E +STA.w $24DE +STA.w $255E +LDA.w #$0E97 : STA.w $2360 +STA.w $23E0 +STA.w $2460 +STA.w $24E0 +STA.w $2560 +LDA.w #$0E94 : STA.w $25DE +LDA.w #$0E95 : STA.w $25E0 +LDA.w #$0180 : STA.w $275E +LDA.w #$0181 : STA.w $2760 +LDA.w #$0184 : STA.w $27DE +STA.w $285E +LDA.w #$0185 : STA.w $27E0 +STA.w $2860 +LDA.w #$0212 : STA.w $2BE0 RTS } map071: { -LDA #$0398 : STA $25A0 -LDA #$0522 : STA $25A2 -LDA #$0125 : STA $2620 -LDA #$0126 : STA $2622 -LDA #$0239 : STA $269E -STA $26A4 +LDA.w #$0398 : STA.w $25A0 +LDA.w #$0522 : STA.w $25A2 +LDA.w #$0125 : STA.w $2620 +LDA.w #$0126 : STA.w $2622 +LDA.w #$0239 : STA.w $269E +STA.w $26A4 RTS } map078: { -LDA #$0239 : STA $3D4A +LDA.w #$0239 : STA.w $3D4A RTS } map080: { -LDA #$020F : STA $2B2E +LDA.w #$020F : STA.w $2B2E RTS } map084: { -LDA #$02F3 : STA $2422 -STA $2424 -LDA #$00C9 : STA $24A2 -STA $24A4 -LDA #$00E3 : STA $2522 -STA $2524 +LDA.w #$02F3 : STA.w $2422 +STA.w $2424 +LDA.w #$00C9 : STA.w $24A2 +STA.w $24A4 +LDA.w #$00E3 : STA.w $2522 +STA.w $2524 RTS } map091: ;Pyramid { -LDA #$0323 : STA $39B6 -LDA #$0324 : STA $39B8 -STA $39BA -STA $39BC -STA $39BE -LDA #$02FE : STA $3A34 -LDA #$02FF : STA $3A36 -LDA #$0326 : STA $3A38 -STA $3A3A -STA $3A3C -STA $3A3E -LDA #$039D : STA $3AB2 -LDA #$0303 : STA $3AB4 -LDA #$0232 : STA $3AB6 -STA $3B34 -LDA #$0233 : STA $3AB8 -STA $3ABA -STA $3ABC -STA $3ABE -LDA #$03A2 : STA $3B32 -LDA #$0235 : STA $3B36 -STA $3BB4 -LDA #$046A : STA $3B38 -LDA #$0333 : STA $3B3A -STA $3B3C -STA $3B3E -LDA #$0034 : STA $3BB6 -STA $3BBA -STA $3BBC -STA $3C3A -STA $3C3C -STA $3C3E +LDA.w #$0323 : STA.w $39B6 +LDA.w #$0324 : STA.w $39B8 +STA.w $39BA +STA.w $39BC +STA.w $39BE +LDA.w #$02FE : STA.w $3A34 +LDA.w #$02FF : STA.w $3A36 +LDA.w #$0326 : STA.w $3A38 +STA.w $3A3A +STA.w $3A3C +STA.w $3A3E +LDA.w #$039D : STA.w $3AB2 +LDA.w #$0303 : STA.w $3AB4 +LDA.w #$0232 : STA.w $3AB6 +STA.w $3B34 +LDA.w #$0233 : STA.w $3AB8 +STA.w $3ABA +STA.w $3ABC +STA.w $3ABE +LDA.w #$03A2 : STA.w $3B32 +LDA.w #$0235 : STA.w $3B36 +STA.w $3BB4 +LDA.w #$046A : STA.w $3B38 +LDA.w #$0333 : STA.w $3B3A +STA.w $3B3C +STA.w $3B3E +LDA.w #$0034 : STA.w $3BB6 +STA.w $3BBA +STA.w $3BBC +STA.w $3C3A +STA.w $3C3C +STA.w $3C3E ;Added Pegs on pyramid map ;{ -STA $321C -STA $329C -STA $32A0 +STA.w $321C +STA.w $329C +STA.w $32A0 -LDA #$0071 : STA $321E -LDA #$00DA : STA $3220 -STA $329A -LDA #$00E1 : STA $329E -LDA #$0382 : STA $3318 -LDA #$037C : STA $3322 +LDA.w #$0071 : STA.w $321E +LDA.w #$00DA : STA.w $3220 +STA.w $329A +LDA.w #$00E1 : STA.w $329E +LDA.w #$0382 : STA.w $3318 +LDA.w #$037C : STA.w $3322 -LDA #$021B : STA $3218 -STA $3222 -STA $3298 -STA $32A2 -STA $331A -STA $331C -STA $331E -STA $3320 -LDA #$00E2 : STA $321A +LDA.w #$021B : STA.w $3218 +STA.w $3222 +STA.w $3298 +STA.w $32A2 +STA.w $331A +STA.w $331C +STA.w $331E +STA.w $3320 +LDA.w #$00E2 : STA.w $321A ;} -LDA #$00F2 : STA $3BB8 -LDA #$0108 : STA $3C38 +LDA.w #$00F2 : STA.w $3BB8 +LDA.w #$0108 : STA.w $3C38 ;Warp Tile agah defeated -LDA #$0034 : STA $3BBE ;Tile when no warp -LDA ProgressIndicator : AND #$00FF : CMP #$0003 : BNE .agahnimAlive -LDA #$0212 : STA $3BBE ;warp +LDA.w #$0034 : STA.w $3BBE ;Tile when no warp +LDA.l ProgressIndicator : AND #$00FF : CMP.w #$0003 : BNE .agahnimAlive +LDA.w #$0212 : STA.w $3BBE ;warp .agahnimAlive -LDA #$0324 : STA $39C0 -STA $39C2 -STA $39C4 -LDA #$0325 : STA $39C6 -LDA #$02D5 : STA $39C8 -STA $39D2 -LDA #$02CC : STA $39CC -STA $39D4 -LDA #$0326 : STA $3A40 -STA $3A42 -STA $3A44 -LDA #$0327 : STA $3A46 -LDA #$02F7 : STA $3A48 -LDA #$02E3 : STA $3A4C -STA $3A4E -LDA #$0233 : STA $3AC0 -STA $3AC2 -STA $3AC4 -LDA #$0234 : STA $3AC6 -STA $3B48 -LDA #$02F6 : STA $3AC8 -LDA #$0396 : STA $3ACA -LDA #$0333 : STA $3B40 -STA $3B42 -LDA #$03AA : STA $3B44 -LDA #$03A3 : STA $3B46 -STA $3BC8 -LDA #$0397 : STA $3B4A -LDA #$0034 : STA $3BC0 -STA $3BC2 -STA $3BC6 -STA $3C40 -STA $3C42 -LDA #$029C : STA $3BC4 -LDA #$010A : STA $3C44 -LDA #$010B : STA $3C46 -STA $3C48 -STA $3C4A -STA $3C4C -STA $3C4E -STA $3C50 -STA $3C52 -STA $3C54 -STA $3C56 -STA $3C58 -STA $3C5A -STA $3C5C -STA $3C5E -STA $3C60 -STA $3C62 -STA $3C64 -STA $3C66 +LDA.w #$0324 : STA.w $39C0 +STA.w $39C2 +STA.w $39C4 +LDA.w #$0325 : STA.w $39C6 +LDA.w #$02D5 : STA.w $39C8 +STA.w $39D2 +LDA.w #$02CC : STA.w $39CC +STA.w $39D4 +LDA.w #$0326 : STA.w $3A40 +STA.w $3A42 +STA.w $3A44 +LDA.w #$0327 : STA.w $3A46 +LDA.w #$02F7 : STA.w $3A48 +LDA.w #$02E3 : STA.w $3A4C +STA.w $3A4E +LDA.w #$0233 : STA.w $3AC0 +STA.w $3AC2 +STA.w $3AC4 +LDA.w #$0234 : STA.w $3AC6 +STA.w $3B48 +LDA.w #$02F6 : STA.w $3AC8 +LDA.w #$0396 : STA.w $3ACA +LDA.w #$0333 : STA.w $3B40 +STA.w $3B42 +LDA.w #$03AA : STA.w $3B44 +LDA.w #$03A3 : STA.w $3B46 +STA.w $3BC8 +LDA.w #$0397 : STA.w $3B4A +LDA.w #$0034 : STA.w $3BC0 +STA.w $3BC2 +STA.w $3BC6 +STA.w $3C40 +STA.w $3C42 +LDA.w #$029C : STA.w $3BC4 +LDA.w #$010A : STA.w $3C44 +LDA.w #$010B : STA.w $3C46 +STA.w $3C48 +STA.w $3C4A +STA.w $3C4C +STA.w $3C4E +STA.w $3C50 +STA.w $3C52 +STA.w $3C54 +STA.w $3C56 +STA.w $3C58 +STA.w $3C5A +STA.w $3C5C +STA.w $3C5E +STA.w $3C60 +STA.w $3C62 +STA.w $3C64 +STA.w $3C66 RTS } map111: { -LDA #$020F : STA $2BB2 +LDA.w #$020F : STA.w $2BB2 RTS } map115: { -LDA #$020F : STA $22A8 +LDA.w #$020F : STA.w $22A8 RTS } map120: { -LDA #$0239 : STA $3D94 +LDA.w #$0239 : STA.w $3D94 RTS } map117: { ;118 -LDA #$0239 : STA $2F50 -LDA #$0BA3 : STA $2F52 -STA $2FCE -STA $2FD0 +LDA.w #$0239 : STA.w $2F50 +LDA.w #$0BA3 : STA.w $2F52 +STA.w $2FCE +STA.w $2FD0 ;126 -LDA #$0BA3 : STA $3054 -STA $3056 -STA $3058 -STA $305A -STA $3254 -STA $3256 -STA $3258 -STA $325A -LDA #$0BAC : STA $30D4 -LDA #$0BAD : STA $30D6 -STA $3156 -STA $31D6 -LDA #$0BA9 : STA $30D8 -STA $3158 -STA $31D8 -LDA #$0BAA : STA $30DA -LDA #$0BC5 : STA $3154 -LDA #$0BC8 : STA $315A -LDA #$0BCA : STA $31D4 -LDA #$0BCD : STA $31DA +LDA.w #$0BA3 : STA.w $3054 +STA.w $3056 +STA.w $3058 +STA.w $305A +STA.w $3254 +STA.w $3256 +STA.w $3258 +STA.w $325A +LDA.w #$0BAC : STA.w $30D4 +LDA.w #$0BAD : STA.w $30D6 +STA.w $3156 +STA.w $31D6 +LDA.w #$0BA9 : STA.w $30D8 +STA.w $3158 +STA.w $31D8 +LDA.w #$0BAA : STA.w $30DA +LDA.w #$0BC5 : STA.w $3154 +LDA.w #$0BC8 : STA.w $315A +LDA.w #$0BCA : STA.w $31D4 +LDA.w #$0BCD : STA.w $31DA RTS } diff --git a/itemdowngrade.asm b/itemdowngrade.asm index a1f19f6..53efeec 100644 --- a/itemdowngrade.asm +++ b/itemdowngrade.asm @@ -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 ;================================================================================ diff --git a/lampmantlecone.asm b/lampmantlecone.asm index 1262087..7c447b8 100644 --- a/lampmantlecone.asm +++ b/lampmantlecone.asm @@ -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 diff --git a/map.asm b/map.asm deleted file mode 100644 index c682a0c..0000000 --- a/map.asm +++ /dev/null @@ -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 -; ============================================================================== \ No newline at end of file diff --git a/medallions.asm b/medallions.asm index c70a57c..ef8da48 100644 --- a/medallions.asm +++ b/medallions.asm @@ -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 + diff --git a/msu.asm b/msu.asm index c4d1318..6f0040f 100644 --- a/msu.asm +++ b/msu.asm @@ -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 diff --git a/music.asm b/music.asm index 746711c..b8ae54d 100644 --- a/music.asm +++ b/music.asm @@ -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 diff --git a/musicvolumes.asm b/musicvolumes.asm index c046558..ee8f3c2 100644 --- a/musicvolumes.asm +++ b/musicvolumes.asm @@ -4,1206 +4,1206 @@ ;== Music volume (set everything to 0 for a no-music seed) == -!VOLUME_00 = $00 -!VOLUME_14 = $14 -!VOLUME_3C = $3C -!VOLUME_50 = $50 -!VOLUME_5A = $5A -!VOLUME_64 = $64 -!VOLUME_78 = $78 -!VOLUME_82 = $82 -!VOLUME_8C = $8C -!VOLUME_A0 = $A0 -!VOLUME_AA = $AA -!VOLUME_B4 = $B4 -!VOLUME_C8 = $C8 -!VOLUME_D2 = $D2 -!VOLUME_DC = $DC -!VOLUME_E6 = $E6 -!VOLUME_F0 = $F0 -!VOLUME_FA = $FA -!VOLUME_FF = $FF +VOLUME_00 = $00 +VOLUME_14 = $14 +VOLUME_3C = $3C +VOLUME_50 = $50 +VOLUME_5A = $5A +VOLUME_64 = $64 +VOLUME_78 = $78 +VOLUME_82 = $82 +VOLUME_8C = $8C +VOLUME_A0 = $A0 +VOLUME_AA = $AA +VOLUME_B4 = $B4 +VOLUME_C8 = $C8 +VOLUME_D2 = $D2 +VOLUME_DC = $DC +VOLUME_E6 = $E6 +VOLUME_F0 = $F0 +VOLUME_FA = $FA +VOLUME_FF = $FF ;== File select == org $1A9D28 ; <- D1D28 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1A9D41 ; <- D1D41 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1A9D5C ; <- D1D5C . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1A9D77 ; <- D1D77 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1A9D92 ; <- D1D92 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1A9DBD ; <- D1DBD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1A9DEB ; <- D1DEB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;org $1A9EEE ; <- D1EEE . (silent track) -;db !VOLUME_8C ; $8C +;db #VOLUME_8C ; $8C ;== Title Theme (Triforce jingle) == org $1A9F5D ; <- D1F5D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1A9F9F ; <- D1F9F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1A9FBD ; <- D1FBD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1A9FDC ; <- D1FDC . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1A9FEA ; <- D1FEA . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Light World == org $1AA047 ; <- D2047 . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AA085 ; <- D2085 . -db !VOLUME_FF ; $FF +db #VOLUME_FF ; $FF org $1AA0CA ; <- D20CA . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA10A ; <- D210A . -db !VOLUME_E6 ; $E6 +db #VOLUME_E6 ; $E6 org $1AA13F ; <- D213F . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AA174 ; <- D2174 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AA1BB ; <- D21BB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA1C5 ; <- D21C5 . -db !VOLUME_FF ; $FF +db #VOLUME_FF ; $FF org $1AA1CD ; <- D21CD . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AA279 ; <- D2279 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AA29E ; <- D229E . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AA2C9 ; <- D22C9 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA2DC ; <- D22DC . -db !VOLUME_E6 ; $E6 +db #VOLUME_E6 ; $E6 org $1AA349 ; <- D2349 . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1AA426 ; <- D2426 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AA447 ; <- D2447 . -db !VOLUME_E6 ; $E6 +db #VOLUME_E6 ; $E6 org $1AA49C ; <- D249C . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AA4C2 ; <- D24C2 . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AA4CD ; <- D24CD . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AA4EC ; <- D24EC . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AA5A4 ; <- D25A4 . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AA754 ; <- D2754 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Escape == org $1AA84C ; <- D284C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA866 ; <- D2866 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA887 ; <- D2887 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA8A0 ; <- D28A0 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA8BA ; <- D28BA . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA8DB ; <- D28DB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA8F4 ; <- D28F4 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AA93E ; <- D293E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAB88 ; <- D2B88 . -db !VOLUME_D2 ; $D2 +db #VOLUME_D2 ; $D2 ;== Bunny == org $1AABF3 ; <- D2BF3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAC09 ; <- D2C09 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AAC1F ; <- D2C1F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAC53 ; <- D2C53 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AAC69 ; <- D2C69 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;org $1AACA1 ; <- D2CA1 . (silent track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 org $1AACAF ; <- D2CAF . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AACC5 ; <- D2CC5 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AACEB ; <- D2CEB . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AAD05 ; <- D2D05 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAD73 ; <- D2D73 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAD91 ; <- D2D91 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AADAF ; <- D2DAF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Lost Woods == org $1AAE3D ; <- D2E3D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAE66 ; <- D2E66 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AAE70 ; <- D2E70 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AAEAB ; <- D2EAB . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AAEE6 ; <- D2EE6 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AAF00 ; <- D2F00 . -db !VOLUME_82 ; $82 +db #VOLUME_82 ; $82 org $1AAF36 ; <- D2F36 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAF46 ; <- D2F46 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AAF6F ; <- D2F6F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;org $1AAFCF ; <- D2FCF . (unused track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 ;org $1AAFDF ; <- D2FDF . (unused track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 ;org $1AB02B ; <- D302B . (unused track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 org $1AB086 ; <- D3086 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB099 ; <- D3099 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB0A5 ; <- D30A5 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB0CD ; <- D30CD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB0F6 ; <- D30F6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB11D ; <- D311D . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1AB154 ; <- D3154 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB184 ; <- D3184 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB1D1 ; <- D31D1 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C ;== Episode III - A Link to the Past randomizer == org $1AB33A ; <- D333A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB3D9 ; <- D33D9 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB49F ; <- D349F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB54A ; <- D354A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB5E5 ; <- D35E5 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB624 ; <- D3624 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB63C ; <- D363C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB64A ; <- D364A . -db !VOLUME_D2 ; $D2 +db #VOLUME_D2 ; $D2 org $1AB672 ; <- D3672 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB691 ; <- D3691 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB69F ; <- D369F . -db !VOLUME_D2 ; $D2 +db #VOLUME_D2 ; $D2 org $1AB6B4 ; <- D36B4 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB6C6 ; <- D36C6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB724 ; <- D3724 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;org $1AB73B ; <- D373B . (muted track) -;db !VOLUME_00 ; $00 +;db #VOLUME_00 ; $00 org $1AB747 ; <- D3747 . -db !VOLUME_D2 ; $D2 +db #VOLUME_D2 ; $D2 ;org $1AB75B ; <- D375B . (muted track) -;db !VOLUME_00 ; $00 +;db #VOLUME_00 ; $00 org $1AB767 ; <- D3767 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Kakariko == org $1AB8CB ; <- D38CB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AB8ED ; <- D38ED . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ABB1D ; <- D3B1D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABB2F ; <- D3B2F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABB55 ; <- D3B55 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABB70 ; <- D3B70 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABB81 ; <- D3B81 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABB97 ; <- D3B97 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABBAC ; <- D3BAC . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABBBF ; <- D3BBF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABBE8 ; <- D3BE8 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABC0D ; <- D3C0D . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABC39 ; <- D3C39 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABC68 ; <- D3C68 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABC91 ; <- D3C91 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ABC9F ; <- D3C9F . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABCBC ; <- D3CBC . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ABCD3 ; <- D3CD3 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ABCE8 ; <- D3CE8 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 ;== Mirror Sounds == org $1ABD34 ; <- D3D34 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABD55 ; <- D3D55 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABD6E ; <- D3D6E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABDAA ; <- D3DAA . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1ABDC6 ; <- D3DC6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABE04 ; <- D3E04 . (this track sounds awesome on its own) -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABE38 ; <- D3E38 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Dark World == org $1ABF0C ; <- D3F0C . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ABF45 ; <- D3F45 . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1ABF65 ; <- D3F65 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ABF82 ; <- D3F82 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ABFA6 ; <- D3FA6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC01E ; <- D401E . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AC04F ; <- D404F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC05F ; <- D405F . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC087 ; <- D4087 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC139 ; <- D4139 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC148 ; <- D4148 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1AC17A ; <- D417A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC198 ; <- D4198 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC1A0 ; <- D41A0 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC1D5 ; <- D41D5 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC1F6 ; <- D41F6 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC22B ; <- D422B . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC25C ; <- D425C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC270 ; <- D4270 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC290 ; <- D4290 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AC2B1 ; <- D42B1 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC2EB ; <- D42EB . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1AC306 ; <- D4306 (Volume fade) . -db !VOLUME_5A ; $5A +db #VOLUME_5A ; $5A org $1AC319 ; <- D4319 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC334 ; <- D4334 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC33C ; <- D433C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC371 ; <- D4371 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC3A6 ; <- D43A6 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC3DB ; <- D43DB . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC3EF ; <- D43EF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC40C ; <- D440C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC41E ; <- D441E . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC43E ; <- D443E . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AC452 ; <- D4452 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC494 ; <- D4494 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC4B5 ; <- D44B5 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC512 ; <- D4512 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC56F ; <- D456F . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AC597 ; <- D4597 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AC5D1 ; <- D45D1 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC5EF ; <- D45EF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC682 ; <- D4682 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC6C3 ; <- D46C3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Getting Master Sword == org $1AC731 ; <- D4731 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AC753 ; <- D4753 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AC774 ; <- D4774 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AC795 ; <- D4795 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AC7B6 ; <- D47B6 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AC7D3 ; <- D47D3 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 ;== Hostile Kakariko Guards == org $1AC83C ; <- D483C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC848 ; <- D4848 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC855 ; <- D4855 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC862 ; <- D4862 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC86F ; <- D486F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC87C ; <- D487C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AC8B9 ; <- D48B9 . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1AC8FF ; <- D48FF . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 ;== Title theme (after triforce jingle) == org $1ACA1C ; <- D4A1C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACA3B ; <- D4A3B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACA60 ; <- D4A60 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACAA5 ; <- D4AA5 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1ACAE4 ; <- D4AE4 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1ACB27 ; <- D4B27 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACB3C ; <- D4B3C . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ACB96 ; <- D4B96 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1ACBAB ; <- D4BAB . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ACC03 ; <- D4C03 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ACC53 ; <- D4C53 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ACC7A ; <- D4C7A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACC7F ; <- D4C7F . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ACCA5 ; <- D4CA5 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC ;== Skull Woods == org $1ACD12 ; <- D4D12 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACD43 ; <- D4D43 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ACD81 ; <- D4D81 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACD9C ; <- D4D9C . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1ACDCC ; <- D4DCC . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ACE90 ; <- D4E90 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACEBA ; <- D4EBA . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ACED6 ; <- D4ED6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACEE2 ; <- D4EE2 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ACF0B ; <- D4F0B . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ACFE5 ; <- D4FE5 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AD005 ; <- D5005 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD012 ; <- D5012 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AD02E ; <- D502E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD03C ; <- D503C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD081 ; <- D5081 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Minigame == org $1AD1A8 ; <- D51A8 . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AD1B1 ; <- D51B1 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD1C7 ; <- D51C7 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD1CF ; <- D51CF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD1E6 ; <- D51E6 . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AD1EF ; <- D51EF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD20C ; <- D520C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD214 ; <- D5214 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD231 ; <- D5231 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD24E ; <- D524E . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AD257 ; <- D5257 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD26D ; <- D526D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD275 ; <- D5275 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD29E ; <- D529E . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1AD2AF ; <- D52AF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD2BD ; <- D52BD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD2CD ; <- D52CD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD2DB ; <- D52DB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Triforce Chamber == org $1AD424 ; <- D5424 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AD43F ; <- D543F . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1AD477 ; <- D5477 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AD49C ; <- D549C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD4BC ; <- D54BC . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AD4D5 ; <- D54D5 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AD4F0 ; <- D54F0 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AD509 ; <- D5509 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AD543 ; <- D5543 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C ;== Credits fuck it i'm not testing this, they look right though. === org $1AD7D8 ; <- D57D8 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AD801 ; <- D5801 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD817 ; <- D5817 . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1AD8A4 ; <- D58A4 -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AD954 ; <- D5954 -db !VOLUME_3C ; $3C +db #VOLUME_3C ; $3C org $1AD957 ; <- D5957 (Volume fade) -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1AD9B9 ; <- D59B9 -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ADA2F ; <- D5A2F (maybe a silent track?) -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ADA3D ; <- D5A3D -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1ADA4D ; <- D5A4D -db !VOLUME_E6 ; $E6 +db #VOLUME_E6 ; $E6 org $1ADA68 ; <- D5A68 -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADA7F ; <- D5A7F -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADACB ; <- D5ACB -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1ADAE8 ; <- D5AE8 -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1ADAEB ; <- D5AEB (Volume fade) -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ADB47 ; <- D5B47 -db !VOLUME_50 ; $50 +db #VOLUME_50 ; $50 org $1ADB4A ; <- D5B4A (Volume fade) -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1ADB5E ; <- D5B5E -db !VOLUME_50 ; $50 +db #VOLUME_50 ; $50 org $1ADB6F ; <- D5B6F (Volume fade) -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1ADC12 ; <- D5C12 -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADD71 ; <- D5D71 -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADDDC ; <- D5DDC -db !VOLUME_E6 ; $E6 +db #VOLUME_E6 ; $E6 org $1ADE10 ; <- D5E10 -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADE5E ; <- D5E5E -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1ADE9A ; <- D5E9A -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADF28 ; <- D5F28 -db !VOLUME_FF ; $FF +db #VOLUME_FF ; $FF org $1ADF8B ; <- D5F8B -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADFA4 ; <- D5FA4 -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1ADFE9 ; <- D5FE9 -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AE045 ; <- D6045 . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA ;== Pre-credits == org $1AE51A ; <- D651A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE53B ; <- D653B (Volume Fade) . -db !VOLUME_3C ; $3C +db #VOLUME_3C ; $3C org $1AE542 ; <- D6542 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE566 ; <- D6566 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AE58F ; <- D658F . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AE5B3 ; <- D65B3 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1AE5D2 ; <- D65D2 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AE5ED ; <- D65ED . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE61D ; <- D661D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE64F ; <- D664F . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AE698 ; <- D6698 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AE6D7 ; <- D66D7 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE6FF ; <- D66FF . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AE72C ; <- D672C . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AE74A ; <- D674A . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AE760 ; <- D6760 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1AE776 ; <- D6776 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE7C0 ; <- D67C0 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AE827 ; <- D6827 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AE878 ; <- D6878 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1AE883 ; <- D6883 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1AE8BD ; <- D68BD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Holding the Triforce (part 1, more below) == org $1AE8E5 ; <- D68E5 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== More pre-credits stuff == org $1AE956 ; <- D6956 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE973 ; <- D6973 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE985 ; <- D6985 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AE9A8 ; <- D69A8 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AE9B8 ; <- D69B8 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AE9D6 ; <- D69D6 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AE9F5 ; <- D69F5 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AEA05 ; <- D6A05 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AEA51 ; <- D6A51 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AEA86 ; <- D6A86 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AEAB1 ; <- D6AB1 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AEAE9 ; <- D6AE9 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AEB6B ; <- D6B6B . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1AEB96 ; <- D6B96 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AEC05 ; <- D6C05 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AEC3E ; <- D6C3E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AEC5C ; <- D6C5C . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AEC6F ; <- D6C6F . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AEC8E ; <- D6C8E . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AECB4 ; <- D6CB4 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AED4A ; <- D6D4A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AED7D ; <- D6D7D . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1AEDB3 ; <- D6DB3 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AEDCF ; <- D6DCF . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AEDF6 ; <- D6DF6 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1AEE0D ; <- D6E0D . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1AEE20 ; <- D6E20 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AEE48 ; <- D6E48 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1AEE76 ; <- D6E76 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1AEE9C ; <- D6E9C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AEECB ; <- D6ECB . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AEEFB ; <- D6EFB . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1AEF2D ; <- D6F2D . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1AEF80 ; <- D6F80 (i think this is unused, but i don't feel like confirming this one) -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AF17E ; <- D717E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Holding the Triforce (part 2) == org $1AF190 ; <- D7190 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AF1AB ; <- D71AB . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1AF1B9 ; <- D71B9 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1AF1D4 ; <- D71D4 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AF1E6 ; <- D71E6 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AF203 ; <- D7203 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1AF21E ; <- D721E . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 ;== More Credits == org $1AF3A1 ; <- D73A1 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C ;== Hyrule Castle == org $1B811D ; <- D811D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;org $1B8139 ; <- D8139 . (silent track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 ;org $1B814C ; <- D814C . (silent track) -;db !VOLUME_8C ; $8C +;db #VOLUME_8C ; $8C org $1B816B ; <- D816B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B818A ; <- D818A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B819E ; <- D819E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B81BE ; <- D81BE . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B81DE ; <- D81DE . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1B821E ; <- D821E . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1B825D ; <- D825D . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B827D ; <- D827D . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1B829C ; <- D829C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B82BE ; <- D82BE . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B82E1 ; <- D82E1 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8306 ; <- D8306 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B830E ; <- D830E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8340 ; <- D8340 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B835E ; <- D835E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8394 ; <- D8394 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B83AB ; <- D83AB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B83CA ; <- D83CA . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B83F0 ; <- D83F0 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B83F8 ; <- D83F8 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B842C ; <- D842C . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B844B ; <- D844B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8479 ; <- D8479 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B849E ; <- D849E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B84CB ; <- D84CB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B84EB ; <- D84EB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B84F3 ; <- D84F3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B854A ; <- D854A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8573 ; <- D8573 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B859D ; <- D859D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B85B4 ; <- D85B4 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B85CE ; <- D85CE . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B862A ; <- D862A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8681 ; <- D8681 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8724 ; <- D8724 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1B8732 ; <- D8732 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1B8796 ; <- D8796 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B87E3 ; <- D87E3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B87FF ; <- D87FF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B887B ; <- D887B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B88C6 ; <- D88C6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B88E3 ; <- D88E3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;org $1B8903 ; <- D8903 . (silent track) -;db !VOLUME_8C ; $8C +;db #VOLUME_8C ; $8C org $1B892A ; <- D892A . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B8944 ; <- D8944 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B897B ; <- D897B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Pendant Dungeon == org $1B8C97 ; <- D8C97 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8CA4 ; <- D8CA4 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8CB3 ; <- D8CB3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8CC2 ; <- D8CC2 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8CD1 ; <- D8CD1 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8D01 ; <- D8D01 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B8E2D ; <- D8E2D . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1B8F0D ; <- D8F0D . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC ;org $1B90F8 ; <- D90F8 (muted track) -;db !VOLUME_00 ; $00 +;db #VOLUME_00 ; $00 ;== Caves == org $1B917B ; <- D917B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B918C ; <- D918C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B919A ; <- D919A . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B91B5 ; <- D91B5 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B91D0 ; <- D91D0 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B91DD ; <- D91DD . (splashy sound) -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B91E8 ; <- D91E8 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B9220 ; <- D9220 . (splashy sound) -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B922B ; <- D922B . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B9273 ; <- D9273 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9284 ; <- D9284 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9292 ; <- D9292 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B92AD ; <- D92AD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B92C8 ; <- D92C8 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B92D5 ; <- D92D5 . (splashy sound) -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B92E0 ; <- D92E0 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B9311 ; <- D9311 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9322 ; <- D9322 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9330 ; <- D9330 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B934B ; <- D934B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9366 ; <- D9366 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9373 ; <- D9373 . (splashy sound) -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B937E ; <- D937E . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1B93B6 ; <- D93B6 . (splashy sound) -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B93C1 ; <- D93C1 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C ;== Crystal/Pendant get == org $1B945E ; <- D945E . -db !VOLUME_F0 ; $F0 +db #VOLUME_F0 ; $F0 org $1B94AA ; <- D94AA . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA org $1B94E0 ; <- D94E0 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1B9544 ; <- D9544 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1B95A8 ; <- D95A8 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1B960C ; <- D960C . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1B9652 ; <- D9652 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1B967D ; <- D967D . -db !VOLUME_F0 ; $F0 +db #VOLUME_F0 ; $F0 org $1B9698 ; <- D9698 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1B96C2 ; <- D96C2 . -db !VOLUME_F0 ; $F0 +db #VOLUME_F0 ; $F0 ;== Sanctuary == org $1B97A6 ; <- D97A6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B97C2 ; <- D97C2 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B97DC ; <- D97DC . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B97FB ; <- D97FB . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9811 ; <- D9811 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9828 ; <- D9828 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 ;== Boss == ;org $1B98FF ; <- D98FF . (silent track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 org $1B996F ; <- D996F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9982 ; <- D9982 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1B99A8 ; <- D99A8 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B99D5 ; <- D99D5 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9A02 ; <- D9A02 . -db !VOLUME_AA ; $AA +db #VOLUME_AA ; $AA org $1B9A30 ; <- D9A30 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9A4E ; <- D9A4E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9A6B ; <- D9A6B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9A88 ; <- D9A88 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9A9E ; <- D9A9E . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA ;org $1B9AE4 ; <- D9AE4 . (unused track) these three tracks go together -;db !VOLUME_FA ; $FA +;db #VOLUME_FA ; $FA ;org $1B9AF7 ; <- D9AF7 . (unused track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 ;org $1B9B1D ; <- D9B1D . (unused track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 org $1B9B43 ; <- D9B43 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9B56 ; <- D9B56 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1B9B7C ; <- D9B7C . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9BA9 ; <- D9BA9 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9BD6 ; <- D9BD6 . -db !VOLUME_AA ; $AA +db #VOLUME_AA ; $AA ;== Crystal Dungeon == org $1B9C84 ; <- D9C84 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9C8D ; <- D9C8D . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9C95 ; <- D9C95 . -db !VOLUME_F0 ; $F0 +db #VOLUME_F0 ; $F0 org $1B9CAC ; <- D9CAC . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9CBC ; <- D9CBC . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1B9CE8 ; <- D9CE8 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9CF3 ; <- D9CF3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9CFD ; <- D9CFD . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9D46 ; <- D9D46 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1B9DC0 ; <- D9DC0 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1B9E49 ; <- D9E49 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1B9EE6 ; <- D9EE6 . -db !VOLUME_F0 ; $F0 +db #VOLUME_F0 ; $F0 ;== Fortuneteller == org $1BA211 ; <- DA211 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA233 ; <- DA233 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BA251 ; <- DA251 . -db !VOLUME_E6 ; $E6 +db #VOLUME_E6 ; $E6 org $1BA26C ; <- DA26C . -db !VOLUME_E6 ; $E6 +db #VOLUME_E6 ; $E6 org $1BA289 ; <- DA289 . -db !VOLUME_FA ; $FA +db #VOLUME_FA ; $FA ;== Zelda's Lullaby == org $1BA35B ; <- DA35B . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA35E ; <- DA35E (Volume fade) . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA37B ; <- DA37B . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA37E ; <- DA37E (Volume fade) . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA38E ; <- DA38E . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA391 ; <- DA391 (Volume fade) . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA39F ; <- DA39F . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA3A2 ; <- DA3A2 (Volume fade) . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BA3D5 ; <- DA3D5 . -db !VOLUME_82 ; $82 +db #VOLUME_82 ; $82 org $1BA478 ; <- DA478 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA49E ; <- DA49E . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BA4C3 ; <- DA4C3 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA4D7 ; <- DA4D7 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA4F6 ; <- DA4F6 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA515 ; <- DA515 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Maidens == org $1BA5C3 ; <- DA5C3 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA5C6 ; <- DA5C6 (Volume fade) . -db !VOLUME_F0 ; $F0 +db #VOLUME_F0 ; $F0 org $1BA5DE ; <- DA5DE . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1BA608 ; <- DA608 . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1BA635 ; <- DA635 . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1BA662 ; <- DA662 . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1BA691 ; <- DA691 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA694 ; <- DA694 (Volume fade) . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1BA6A8 ; <- DA6A8 . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA6AB ; <- DA6AB (Volume fade) . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1BA6DF ; <- DA6DF . -db !VOLUME_64 ; $64 +db #VOLUME_64 ; $64 org $1BA6E2 ; <- DA6E2 (Volume fade) . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA710 ; <- DA710 . -db !VOLUME_14 ; $14 +db #VOLUME_14 ; $14 org $1BA71F ; <- DA71F (Volume fade) . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1BA72B ; <- DA72B . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BA736 ; <- DA736 (Volume fade) . -db !VOLUME_3C ; $3C +db #VOLUME_3C ; $3C org $1BA745 ; <- DA745 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BA752 ; <- DA752 (Volume fade) . -db !VOLUME_3C ; $3C +db #VOLUME_3C ; $3C org $1BA765 ; <- DA765 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BA772 ; <- DA772 (Volume fade) . -db !VOLUME_3C ; $3C +db #VOLUME_3C ; $3C org $1BA785 ; <- DA785 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BA792 ; <- DA792 (Volume fade) . -db !VOLUME_3C ; $3C +db #VOLUME_3C ; $3C org $1BA7A4 ; <- DA7A4 . -db !VOLUME_14 ; $14 +db #VOLUME_14 ; $14 org $1BA7AF ; <- DA7AF (Volume fade) . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1BA7BB ; <- DA7BB . -db !VOLUME_14 ; $14 +db #VOLUME_14 ; $14 org $1BA7C6 ; <- DA7C6 (Volume fade) . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 org $1BA7D2 ; <- DA7D2 . -db !VOLUME_14 ; $14 +db #VOLUME_14 ; $14 org $1BA7DD ; <- DA7DD (Volume fade) . -db !VOLUME_78 ; $78 +db #VOLUME_78 ; $78 ;== Fairy Fountain == org $1BA958 ; <- DA958 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1BA971 ; <- DA971 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1BA98C ; <- DA98C . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1BA9A7 ; <- DA9A7 . -db !VOLUME_8C ; $8C +db #VOLUME_8C ; $8C org $1BA9C2 ; <- DA9C2 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BA9ED ; <- DA9ED . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAA1B ; <- DAA1B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAA57 ; <- DAA57 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAA68 ; <- DAA68 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1BAA77 ; <- DAA77 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1BAA88 ; <- DAA88 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1BAA99 ; <- DAA99 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 ;== Pre-Ganon Fight == org $1BABAF ; <- DABAF . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BABC9 ; <- DABC9 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BABE2 ; <- DABE2 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BABF6 ; <- DABF6 . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BAC0D ; <- DAC0D . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BAC28 ; <- DAC28 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAC46 ; <- DAC46 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAC63 ; <- DAC63 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Agah 2 defeated == ;org $1BACB8 ; <- DACB8 . (silent track) -;db !VOLUME_C8 ; $C8 +;db #VOLUME_C8 ; $C8 org $1BACEC ; <- DACEC . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAD08 ; <- DAD08 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAD25 ; <- DAD25 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAD42 ; <- DAD42 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAD5F ; <- DAD5F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 ;== Ganon == org $1BAE17 ; <- DAE17 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAE34 ; <- DAE34 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAE51 ; <- DAE51 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAE88 ; <- DAE88 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1BAEBE ; <- DAEBE . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 org $1BAEC8 ; <- DAEC8 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1BAEE6 ; <- DAEE6 . -db !VOLUME_DC ; $DC +db #VOLUME_DC ; $DC org $1BAF04 ; <- DAF04 . -db !VOLUME_B4 ; $B4 +db #VOLUME_B4 ; $B4 org $1BAF2E ; <- DAF2E . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAF55 ; <- DAF55 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAF6B ; <- DAF6B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAF81 ; <- DAF81 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BAFAC ; <- DAFAC . -db !VOLUME_A0 ; $A0 +db #VOLUME_A0 ; $A0 ;== Falling into the Ganon fight == org $1BB14F ; <- DB14F . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BB16B ; <- DB16B . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BB180 ; <- DB180 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BB195 ; <- DB195 . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BB1AA ; <- DB1AA . -db !VOLUME_C8 ; $C8 +db #VOLUME_C8 ; $C8 org $1BB1BF ; <- DB1BF . -db !VOLUME_DC ; $DC \ No newline at end of file +db #VOLUME_DC ; $DC diff --git a/newhud.asm b/newhud.asm index db4d144..dfc3ca4 100644 --- a/newhud.asm +++ b/newhud.asm @@ -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 diff --git a/newitems.asm b/newitems.asm index 2891759..06c0306 100755 --- a/newitems.asm +++ b/newitems.asm @@ -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 #$20 .done RTL diff --git a/password.asm b/password.asm index 4e71af0..10123b1 100644 --- a/password.asm +++ b/password.asm @@ -1,8 +1,8 @@ -!PASSWORD_CODE_POSITION = "$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+,!PASSWORD_DISPLAY_START_Y+) + %Layer3_VRAM_Address(Scrap04+,Scrap04+) %dw_big_endian(3) dw #$0186|!FS_COLOR_BW, #$0186|!FS_COLOR_BW - %Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X+,!PASSWORD_DISPLAY_START_Y+1+) + %Layer3_VRAM_Address(Scrap04+,Scrap04+1+) %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 diff --git a/potions.asm b/potions.asm index 1eddb15..57f3f26 100644 --- a/potions.asm +++ b/potions.asm @@ -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 diff --git a/ram.asm b/ram.asm index efaa68b..a6a3269 100644 --- a/ram.asm +++ b/ram.asm @@ -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 0x00–0x1F 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