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

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

View File

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