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

@@ -52,13 +52,13 @@ RTL
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID
++ CMP.b #$FD : BNE ++ ; Progressive Armor
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpriteID
+
LDA.b #$04 : RTL
++ CMP.b #$FE : BNE ++ ; Progressive Sword
LDA HighestSword
LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpriteID
@@ -72,7 +72,7 @@ RTL
LDA.b #$46 : RTL
+
++ : CMP.b #$FF : BNE ++ ; Progressive Shield
LDA HighestShield
LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement
JMP GetSpriteID
@@ -83,7 +83,7 @@ RTL
+ ; Everything Else
LDA.b #$2E : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA BowEquipment : INC : LSR
LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpriteID
@@ -181,7 +181,7 @@ GetSpritePalette:
RTL
.specialHandling
CMP.b #$FD : BNE ++ ; Progressive Sword
LDA HighestSword
LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JMP GetSpritePalette
@@ -194,7 +194,7 @@ RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FE : BNE ++ ; Progressive Shield
LDA HighestShield
LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement
JMP GetSpritePalette
@@ -205,7 +205,7 @@ RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$FF : BNE ++ ; Progressive Armor
LDA HighestMail
LDA.l HighestMail
CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement
JMP GetSpritePalette
@@ -214,12 +214,12 @@ RTL
+ ; Everything Else
LDA.b #$02 : RTL
++ : CMP.b #$FC : BNE ++ ; Progressive Gloves
LDA GloveEquipment : BNE + ; No Gloves
LDA.l GloveEquipment : BNE + ; No Gloves
LDA.b #$02 : RTL
+ ; Everything Else
LDA.b #$08 : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA BowEquipment : INC : LSR
LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JMP GetSpritePalette
@@ -306,19 +306,19 @@ IsNarrowSprite:
+ : JMP .continue
.notBottle
CMP.b #$5E : BNE ++ ; Progressive Sword
LDA HighestSword : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l HighestSword : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement
JSL.l IsNarrowSprite
JMP .done
+ : JMP .continue
++ CMP.b #$5F : BNE ++ ; Progressive Shield
LDA HighestShield : BNE + : JMP .done ; No Shield
LDA.l HighestShield : BNE + : JMP .done ; No Shield
+ : CMP.l ProgressiveShieldLimit : !BLT .continue
LDA.l ProgressiveShieldReplacement
JSL.l IsNarrowSprite
JMP .done
++ CMP.b #$60 : BNE ++ ; Progressive Armor
LDA HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA.l HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA.l ProgressiveArmorReplacement
JSL.l IsNarrowSprite
JMP .done
@@ -329,7 +329,7 @@ IsNarrowSprite:
JSL.l GetRNGItemMulti
++ CMP.b #$64 : BEQ + ; Progressive Bow
CMP.b #$65 : BNE .continue ; Progressive Bow (alt)
+ : LDA BowEquipment : INC : LSR
+ : LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement
JSL.l IsNarrowSprite
@@ -384,23 +384,21 @@ RTL
; LoadDynamicTileOAMTable
; in: A - Loot ID
;-------------------------------------------------------------------------------- 20/847B
!SPRITE_OAM = "$7EC025"
;--------------------------------------------------------------------------------
LoadDynamicTileOAMTable:
PHA : PHP
PHA
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM
STA.l !SPRITE_OAM+2
LDA.w #$0200 : STA.l !SPRITE_OAM+6
LDA.w #$0000 : STA.l SpriteOAM
STA.l SpriteOAM+2
LDA.w #$0200 : STA.l SpriteOAM+6
SEP #$20 ; set 8-bit accumulator
LDA.b #$24 : STA.l !SPRITE_OAM+4
LDA.b #$24 : STA.l SpriteOAM+4
LDA $01,s
LDA.b $01,s
JSL.l GetSpritePalette
STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13
STA.l SpriteOAM+5 : STA.l SpriteOAM+13
PLA
JSL.l IsNarrowSprite : BCS .narrow
@@ -408,10 +406,10 @@ LoadDynamicTileOAMTable:
.narrow
REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM+7
STA.l !SPRITE_OAM+14
LDA.w #$0800 : STA.l !SPRITE_OAM+9
LDA.w #$3400 : STA.l !SPRITE_OAM+11
LDA.w #$0000 : STA.l SpriteOAM+7
STA.l SpriteOAM+14
LDA.w #$0800 : STA.l SpriteOAM+9
LDA.w #$3400 : STA.l SpriteOAM+11
.done
PLP : PLA
@@ -425,35 +423,32 @@ RTS
;--------------------------------------------------------------------------------
; This wastes two OAM slots if you don't want a shadow - fix later - I wrote "fix later" over a year ago and it's still not fixed (Aug 6, 2017) - lol (May 25th, 2019)
;-------------------------------------------------------------------------------- 2084B8
!SPRITE_OAM = "$7EC025"
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
DrawDynamicTile:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA $06
LDA #$0C : JSL.l OAM_AllocateFromRegionC
LDA #$02 : PHA
LDA.b #$01 : STA.b Scrap06
LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
LDA.b #$02 : PHA
BRA .draw
.narrow
LDA.b #$02 : STA $06
LDA #$10 : JSL.l OAM_AllocateFromRegionC
LDA #$03 : PHA
LDA.b #$02 : STA.b Scrap06
LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
LDA.b #$03 : PHA
.draw
LDA.b #!SPRITE_OAM>>0 : STA $08
LDA.b #!SPRITE_OAM>>8 : STA $09
STZ $07
LDA #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.b #$00 : STA.l !SKIP_EOR
LDA.b #$00 : STA.l SpriteSkipEOR
PLB
LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA $92 : INC #2 : STA $92
LDA.b $90 : !ADD.b #$08 : STA.b $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA.b $92 : INC #2 : STA.b $92
PLA
RTL
;--------------------------------------------------------------------------------
@@ -461,37 +456,36 @@ DrawDynamicTileNoShadow:
JSL.l IsNarrowSprite : BCS .narrow
.full
LDA.b #$01 : STA $06
LDA #$04 : JSL.l OAM_AllocateFromRegionC
LDA.b #$01 : STA.b Scrap06
LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
BRA .draw
.narrow
LDA.b #$02 : STA $06
LDA #$08 : JSL.l OAM_AllocateFromRegionC
LDA.b #$02 : STA.b Scrap06
LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
.draw
LDA.b #!SPRITE_OAM>>0 : STA $08
LDA.b #!SPRITE_OAM>>8 : STA $09
STZ $07
LDA #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR
LDA.b #SpriteOAM>>0 : STA.b Scrap06
LDA.b #SpriteOAM>>8 : STA.b Scrap06
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA Bob : BNE + : LDA.b #$00 : STA.l !SKIP_EOR : + ; Bob fix is conditional
LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
PLB
LDA $90 : !ADD.b #$08 : STA $90
LDA $92 : INC #2 : STA $92
LDA.b $90 : !ADD.b #$08 : STA.b $90
LDA.b $92 : INC #2 : STA.b $92
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
LoadModifiedTileBufferAddress:
PHA
LDA !TILE_UPLOAD_OFFSET_OVERRIDE : BEQ +
LDA.l TileUploadOffsetOverride : BEQ +
TAX
LDY.w #$0002
LDA.w #$0000 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
LDA.w #$0000 : STA.l TileUploadOffsetOverride
BRA .done
+
LDX.w #$2D40
@@ -510,23 +504,23 @@ Sprite_IsOnscreen:
JSR _Sprite_IsOnscreen_DoWork
BCS +
REP #$20
LDA $E2 : PHA : !SUB.w #$0F : STA $E2
LDA $E8 : PHA : !SUB.w #$0F : STA $E8
LDA.b $E2 : PHA : !SUB.w #$0F : STA.b $E2
LDA.b $E8 : PHA : !SUB.w #$0F : STA.b $E8
SEP #$20
JSR _Sprite_IsOnscreen_DoWork
REP #$20
PLA : STA $E8
PLA : STA $E2
PLA : STA.b $E8
PLA : STA.b $E2
SEP #$20
+
RTL
_Sprite_IsOnscreen_DoWork:
LDA $0D10, X : CMP $E2
LDA $0D30, X : SBC $E3 : BNE .offscreen
LDA.w $0D10, X : CMP.b $E2
LDA.w $0D30, X : SBC.b $E3 : BNE .offscreen
LDA $0D00, X : CMP $E8
LDA $0D20, X : SBC $E9 : BNE .offscreen
LDA.w $0D00, X : CMP.b $E8
LDA.w $0D20, X : SBC.b $E9 : BNE .offscreen
SEC
RTS
.offscreen
@@ -543,80 +537,63 @@ RTS
;--------------------------------------------------------------------------------
; Copied from bank $06
;--------------------------------------------------------------------------------
!spr_y_lo = $00
!spr_y_hi = $01
!spr_x_lo = $02
!spr_x_hi = $03
!spr_y_screen_rel = $06
!spr_x_screen_rel = $07
;--------------------------------------------------------------------------------
Sprite_GetScreenRelativeCoords:
STY $0B
STY.b Scrap0B
STA $08
STA.b Scrap08
LDA $0D00, X : STA $00
!SUB $E8 : STA $06
LDA $0D20, X : STA $01
LDA.w $0D00, X : STA.b Scrap00
!SUB $E8 : STA.b Scrap06
LDA.w $0D20, X : STA.b Scrap01
LDA $0D10, X : STA $02
!SUB $E2 : STA $07
LDA $0D30, X : STA $03
LDA.w $0D10, X : STA.b Scrap02
!SUB $E2 : STA.b Scrap07
LDA.w $0D30, X : STA.b Scrap03
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; SkipDrawEOR - Shims in Bank05.asm : 2499
;--------------------------------------------------------------------------------
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
SkipDrawEOR:
LDA.l !SKIP_EOR : BEQ .normal
LDA.w #$0000 : STA.l !SKIP_EOR
LDA $04 : AND.w #$F0FF : STA $04
LDA.l SpriteSkipEOR : BEQ .normal
LDA.w #$0000 : STA.l SpriteSkipEOR
LDA.w Scrap04 : AND.w #$F0FF : STA.w Scrap04
.normal
LDA ($08), Y : EOR $04 ; thing we wrote over
LDA.b ($08), Y : EOR.w Scrap04 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; HexToDec
; in: A(w) - Word to Convert
; out: $7F5003 - $7F5007 (high - low)
; out: $7F5004 - $7F5007 (high - low)
;--------------------------------------------------------------------------------
HexToDec:
PHA
PHA
LDA.w #$9090
STA $04 : STA $06 ; temporarily store our decimal values here for speed
STA.b Scrap04 : STA.b Scrap06 ; temporarily store our decimal values here for speed
PLA
; as far as i can tell we never convert a value larger than 9999, no point in wasting time on this?
; -
; CMP.w #10000 : !BLT +
; INC $03
; !SUB.w #10000 : BRA -
; +
-
CMP.w #1000 : !BLT +
INC $04
INC.b Scrap04
!SUB.w #1000 : BRA -
+ -
CMP.w #100 : !BLT +
INC $05
INC.b Scrap05
!SUB.w #100 : BRA -
+ -
CMP.w #10 : !BLT +
INC $06
INC.b Scrap06
!SUB.w #10 : BRA -
+ -
CMP.w #1 : !BLT +
INC $07
INC.b Scrap07
!SUB.w #1 : BRA -
+
LDA.b $04 : STA $7F5004 ; move to digit storage
LDA.b $06 : STA $7F5006
LDA.b Scrap04 : STA.l $7F5004 ; move to digit storage
LDA.b Scrap06 : STA.l $7F5006
PLA
RTL
@@ -655,27 +632,27 @@ db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #0
; PHA
; PHA
; LDA.w #$9090
; STA $7F5003 : STA $7F5005 : STA $7F5006 ; clear digit storage
; STA.l $7F5003 : STA.l $7F5005 : STA.l $7F5006 ; clear digit storage
; PLA
; -
; CMP.w #10000 : !BLT +
; PHA : SEP #$20 : LDA $7F5003 : INC : STA $7F5003 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5003 : INC : STA.l $7F5003 : REP #$20 : PLA
; !SUB.w #10000 : BRA -
; + -
; CMP.w #1000 : !BLT +
; PHA : SEP #$20 : LDA $7F5004 : INC : STA $7F5004 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5004 : INC : STA.l $7F5004 : REP #$20 : PLA
; !SUB.w #1000 : BRA -
; + -
; CMP.w #100 : !BLT +
; PHA : SEP #$20 : LDA $7F5005 : INC : STA $7F5005 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5005 : INC : STA.l $7F5005 : REP #$20 : PLA
; !SUB.w #100 : BRA -
; + -
; CMP.w #10 : !BLT +
; PHA : SEP #$20 : LDA $7F5006 : INC : STA $7F5006 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5006 : INC : STA.l $7F5006 : REP #$20 : PLA
; !SUB.w #10 : BRA -
; + -
; CMP.w #1 : !BLT +
; PHA : SEP #$20 : LDA $7F5007 : INC : STA $7F5007 : REP #$20 : PLA
; PHA : SEP #$20 : LDA.l $7F5007 : INC : STA.l $7F5007 : REP #$20 : PLA
; !SUB.w #1 : BRA -
; +
; PLA
@@ -691,13 +668,13 @@ db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #0
WriteVRAMStripe:
PHX
LDX $1000 ; get pointer
AND.w #$7F : STA $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA $1002, X : INX #2 ; set length and enable RLE
TYA : STA $1002, X : INX #2 ; set tile
AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA.w $1002, X : INX #2 ; set length and enable RLE
TYA : STA.w $1002, X : INX #2 ; set tile
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA $1002, X
STX $1000
LDA.b #01 : STA $14
LDA.b #$FF : STA.w $1002, X
STX.w $1000
LDA.b #01 : STA.b $14
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
@@ -709,27 +686,27 @@ RTL
; in: Y(w) - Address of Data to Copy
;--------------------------------------------------------------------------------
WriteVRAMBlock:
PHX
LDX $1000 ; get pointer
AND.w #$7F : STA $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA $1002, X : INX #2 ; set length
PHX
LDX.w $1000 ; get pointer
AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA.w $1002, X : INX #2 ; set length
PHX
TYX ; set X to source
PHA
TXA : !ADD #$1002 : TAY ; set Y to dest
PLA
;A is already the value we need for mvn
MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
PHX
TYX ; set X to source
PHA
TXA : !ADD #$1002 : TAY ; set Y to dest
PLA
;A is already the value we need for mvn
MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA $1002, X
STX $1000
LDA.b #01 : STA $14
REP #$20 ; set 16-bit accumulator
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w $1002, X
STX.w $1000
LDA.b #01 : STA.w $14
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
;Byte 1 byte 2 Byte 3 byte 4