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

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