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:
54
rngfixes.asm
54
rngfixes.asm
@@ -2,42 +2,41 @@
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; RNG Fixes
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;--------------------------------------------------------------------------------
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RigDigRNG:
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LDA $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart
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LDA.l $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart
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.normalItem
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JML GetRandomInt
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.forceHeart
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LDA $7FFE00 : BNE .normalItem
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LDA #$04
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LDA.l $7FFE00 : BNE .normalItem
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LDA.b #$04
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RTL
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;--------------------------------------------------------------------------------
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RigChestRNG:
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JSL.l DecrementChestCounter
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LDA $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
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LDA.w $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
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.normalItem
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JSL GetRandomInt
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AND.b #$07 ; restrict values to 0-7
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CMP #$07 : BEQ .notHeart
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CMP.b #$07 : BEQ .notHeart
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JSL.l DecrementItemCounter
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RTL
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.forceHeart
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LDA #$33 : STA $C8 ; assure the correct state if player talked to shopkeeper
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LDA $0403 : AND.b #$40 : BNE .notHeart
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LDA #$07 ; give prize item
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LDA.b #$33 : STA.b $C8 ; assure the correct state if player talked to shopkeeper
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LDA.w $0403 : AND.b #$40 : BNE .notHeart
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LDA.b #$07 ; give prize item
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RTL
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.notHeart
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JSL.l DecrementItemCounter
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;LDA #$00 ; bullshit rupee farming in chest game
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JSL GetRandomInt ; spam RNG until we stop getting the prize item
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AND.b #$07 ; restrict values to 0-7
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CMP #$07 : BNE + ; player got prize item AGAIN
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CMP.b #$07 : BNE + ; player got prize item AGAIN
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LDA.b #$00 ; give them money instead
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+
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RTL
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;--------------------------------------------------------------------------------
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FixChestCounterForChestGame:
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JSL.l DecrementItemCounter
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JSL $0DBA71
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JSL.l $0DBA71
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RTL
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;--------------------------------------------------------------------------------
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RNG_Lanmolas1:
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@@ -45,12 +44,12 @@ RNG_Lanmolas1:
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RNG_Moldorm1:
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LDA.b #$01 : BRA _rng_done
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RNG_Agahnim1:
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LDA.b $A0 : CMP #$20 : BNE RNG_Agahnim2 ; Agah 1 and 2 use the same code, check which agah we're fighting and branch
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LDA.b $A0 : CMP.b #$20 : BNE RNG_Agahnim2 ; Agah 1 and 2 use the same code, check which agah we're fighting and branch
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LDA.b #$02
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JSL.l GetStaticRNG : PHA
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LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
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PLA
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ORA #$01 ; guarantee no blue ball
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ORA.b #$01 ; guarantee no blue ball
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RTL
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+
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PLA
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@@ -77,7 +76,7 @@ RNG_Agahnim2:
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JSL.l GetStaticRNG : PHA
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LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
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PLA
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ORA #$01 ; guarantee no blue ball
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ORA.b #$01 ; guarantee no blue ball
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RTL
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+
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PLA
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@@ -89,32 +88,31 @@ RNG_Ganon:
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RNG_Ganon_Extra_Warp:
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LDA.b #$0E
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JSL.l GetStaticRNG : PHA
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LDA GanonAgahRNG : BEQ + ; check if warps are disabled
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LDA.l GanonAgahRNG : BEQ + ; check if warps are disabled
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PLA
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AND #$FE ; set least significant bit to 0 to prevent teleport
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AND.b #$FE ; set least significant bit to 0 to prevent teleport
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RTL
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+
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PLA
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RTL
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RNG_Enemy_Drops:
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LDA.l ProgressIndicator : CMP #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
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JML GetRandomInt
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LDA.l ProgressIndicator : CMP.b #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
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JML GetRandomInt
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+
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LDA.b #$0F
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_rng_done:
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JSL.l GetStaticRNG
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LDA.b #$0F
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_rng_done:
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JSL.l GetStaticRNG
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RTL
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;--------------------------------------------------------------------------------
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; In: A = RNG Index
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; Out: A = RNG Result
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;--------------------------------------------------------------------------------
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!RNG_POINTERS = "$7F5200"
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GetStaticRNG:
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PHX : PHP
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REP #$30 ; set 16-bit accumulator and index registers
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AND.w #$000F
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ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX ; increment pointer and move value to X
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LDA Static_RNG, X ; load RNG value
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ASL : TAX : LDA.l RNGPointers, X : INC : AND.w #$03FF : STA.l RNGPointers, X : TAX ; increment pointer and move value to X
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LDA.l Static_RNG, X ; load RNG value
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PLP : PLX
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RTL
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;--------------------------------------------------------------------------------
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@@ -123,10 +121,10 @@ InitRNGPointerTable:
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REP #$30 ; set 16-bit accumulator & index registers
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LDX.w #$0000
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-
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LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
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LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
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LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
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LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
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LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
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LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
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LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
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LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
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CPX.w #$001F : !BLT -
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PLP : PLX
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RTL
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