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