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

@@ -36,41 +36,11 @@ dw !ROM_VERSION_LOW
dw !ROM_VERSION_HIGH dw !ROM_VERSION_HIGH
;================================================================================ ;================================================================================
!ADD = "CLC : ADC" !ADD = "CLC : ADC"
!SUB = "SEC : SBC" !SUB = "SEC : SBC"
!BLT = "BCC" !BLT = "BCC"
!BGE = "BCS" !BGE = "BCS"
!MS_GOT = "$7F5031"
!REDRAW = "$7F5000"
!GANON_WARP_CHAIN = "$7F5032";
!TILE_UPLOAD_BUFFER = "$7EA180";
!FORCE_HEART_SPAWN = "$7F5033";
!SKIP_HEART_SAVE = "$7F5034";
; MSU-1
!REG_MSU_FALLBACK_TABLE = $7F50A0 ; 8 bytes
!REG_MSU_DELAYED_COMMAND = $7F50A9
!REG_MSU_PACK_COUNT = $7F50AA
!REG_MSU_PACK_CURRENT = $7F50AB
!REG_MSU_PACK_REQUEST = $7F50AC
!REG_MSU_LOADED_TRACK = $7F50AD ; 2 bytes
!REG_SPC_LOADING = $7F50AF
!MSU_LOADED_TRACK = $7F5400
!MSU_RESUME_TRACK = $7F5401
!MSU_RESUME_TIME = $7F5402 ; 4 bytes
!MSU_RESUME_CONTROL = $7F5406
!REG_MUSIC_CONTROL = $012B
;!REG_MUSIC_CONTROL = $012C
!REG_MUSIC_CONTROL_REQUEST = $012C
!ONEMIND_ID = $7F5072
!ONEMIND_TIMER = $7F5073
function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0)) function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
; Feature flags, run asar with -DFEATURE_X=1 to enable ; Feature flags, run asar with -DFEATURE_X=1 to enable
@@ -85,6 +55,8 @@ incsrc hashalphabethooks.asm
incsrc sharedplayerpalettefix.asm incsrc sharedplayerpalettefix.asm
incsrc ram.asm incsrc ram.asm
incsrc sram.asm incsrc sram.asm
incsrc registers.asm
incsrc vanillalabels.asm
;org $208000 ; bank #$20 ;org $208000 ; bank #$20
org $A08000 ; bank #$A0 org $A08000 ; bank #$A0
@@ -108,7 +80,6 @@ incsrc fairyfixes.asm
incsrc rngfixes.asm incsrc rngfixes.asm
incsrc medallions.asm incsrc medallions.asm
incsrc inventory.asm incsrc inventory.asm
incsrc ganonfixes.asm
incsrc zelda.asm incsrc zelda.asm
incsrc maidencrystals.asm incsrc maidencrystals.asm
incsrc zoraking.asm incsrc zoraking.asm
@@ -120,7 +91,6 @@ incsrc mantle.asm
incsrc swordswap.asm incsrc swordswap.asm
incsrc stats.asm incsrc stats.asm
incsrc scratchpad.asm incsrc scratchpad.asm
incsrc map.asm
incsrc dialog.asm incsrc dialog.asm
incsrc entrances.asm incsrc entrances.asm
incsrc clock.asm incsrc clock.asm
@@ -212,9 +182,6 @@ incsrc tables.asm
org $348000 org $348000
incsrc spc.asm incsrc spc.asm
; uncomment for inverted adjustments
;incsrc sandbox.asm
org $318000 ; bank #$31 org $318000 ; bank #$31
GFX_Mire_Bombos: GFX_Mire_Bombos:
incbin 99ff1_bombos.gfx incbin 99ff1_bombos.gfx
@@ -336,8 +303,9 @@ warnpc $B08000
;$3F reserved for internal debugging ;$3F reserved for internal debugging
;================================================================================ ;================================================================================
;RAM ;RAM
;See ram.asm for label assignments
;$7E021B[0x1]: Used by race game instead of $0ABF to avoid witch item conflict ;$7E021B[0x1]: Used by race game instead of $0ABF to avoid witch item conflict
;$7EC900[0x1F00]: BIGRAM buffer ;$7EC900[0x1F00]: BigRAM buffer
;$7EF000[0x500]: SRAM mirror First 0x500 bytes of SRAM ;$7EF000[0x500]: SRAM mirror First 0x500 bytes of SRAM
; See sram.asm for labels and assignments ; See sram.asm for labels and assignments
;$7F5000[0x800]: Rando's main free ram region ;$7F5000[0x800]: Rando's main free ram region
@@ -347,7 +315,7 @@ warnpc $B08000
;$7F7667[0x6719] - free ram ;$7F7667[0x6719] - free ram
;================================================================================ ;================================================================================
;SRAM Map ;SRAM Map
;See sram.asm for rando-specific assignments ;See sram.asm for label assignments and documentation
;$70:0000 (5K) Game state ;$70:0000 (5K) Game state
; 0000-04FF Vanilla Slot 1 (mirrored at $7EF000) ; 0000-04FF Vanilla Slot 1 (mirrored at $7EF000)
; 0500-14FF Ext Slot 1 (mirrored at $7F6000) ; 0500-14FF Ext Slot 1 (mirrored at $7F6000)
@@ -355,44 +323,6 @@ warnpc $B08000
;$70:3000 (0x16) Password ;$70:3000 (0x16) Password
;$70:6000 (8K) Scratch buffers ;$70:6000 (8K) Scratch buffers
;================================================================================ ;================================================================================
;org $0080DC ; <- 0xDC - Bank00.asm:179 - Kill Music
;db #$A9, #$00, #$EA
;LDA.b #$00 : NOP
;================================================================================
;org $0AC53E ; <- 5453E - Bank0A.asm:1103 - (LDA $0AC51F, X) - i have no idea what this is for anymore
;LDA.b #$7F
;NOP #2
;================================================================================
;org $05DF8B ; <- 2DF8B - Bank05.asm : 2483
;AND.w #$0100 ; allow Sprite_DrawMultiple to access lower half of sprite tiles
;================================================================================
;org $0DF8F1 ; this is required for the X-indicator in the HUD except not anymore obviously
;
;;red pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $25, $2C, $25, $2D, $25, $2E, $25
;
;;blue pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $2D, $2C, $2D, $2D, $2D, $2E, $2D
;
;;green pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $3D, $2C, $3D, $2D, $3D, $2E, $3D
;================================================================================
;org $00CFF2 ; 0x4FF2 - Mire H
;db GFX_Mire_Bombos>>16
;org $00D0D1 ; 0x50D1 - Mire M
;db GFX_Mire_Bombos>>8
;org $00D1B0 ; 0x51B0 - Mire L
;db GFX_Mire_Bombos
;org $00D020 ; 0x5020 - Trock H
;db GFX_TRock_Bombos>>16
;org $00D0FF ; 0x50FF - Trock M
;db GFX_TRock_Bombos>>8
;org $00D1DE ; 0x51DE - Trock L
;db GFX_TRock_Bombos
org $00D09C ; 0x509C - HUD Items H org $00D09C ; 0x509C - HUD Items H
db GFX_HUD_Items>>16 db GFX_HUD_Items>>16
@@ -416,308 +346,3 @@ db GFX_HUD_Main>>8
org $00D25B ; 0x525B - HUD Main L org $00D25B ; 0x525B - HUD Main L
db GFX_HUD_Main db GFX_HUD_Main
;================================================================================ ;================================================================================
org $008781
UseImplicitRegIndexedLocalJumpTable:
org $00879c
UseImplicitRegIndexedLongJumpTable:
org $008333
Vram_EraseTilemaps_triforce:
org $008913
Sound_LoadLightWorldSongBank:
org $00891D
.do_load
org $00893D
EnableForceBlank:
DungeonMask = $0098C0
org $00D308
DecompSwordGfx:
org $00D348
DecompShieldGfx:
org $00D463
Tagalong_LoadGfx:
org $00D51B
GetAnimatedSpriteTile:
org $00D52D
GetAnimatedSpriteTile_variable:
org $00D84E
Attract_DecompressStoryGfx:
org $00E529
LoadSelectScreenGfx:
org $00F945
PrepDungeonExit:
org $00FDEE
Mirror_InitHdmaSettings:
org $01873A
Dungeon_LoadRoom:
org $02821E
Module_PreDungeon:
org $028296
.setAmbientSfx
org $02A0A8
Dungeon_SaveRoomData:
org $02A0BE
Dungeon_SaveRoomData_justKeys:
org $02B861
Dungeon_SaveRoomQuadrantData:
org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
LoadGearPalettes_bunny:
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
LoadGearPalettes_variable:
org $02FEAB
Filter_Majorly_Whiten_Color:
org $05A51D
Sprite_SpawnFallingItem:
org $05DF6C ; 02DF6C - Bank05.asm : 2445
Sprite_DrawMultiple:
org $05DF70 ; 02DF70 - Bank05.asm : 2454
Sprite_DrawMultiple_quantity_preset:
org $05DF75 ; 02DF75 - Bank05.asm : 2461
Sprite_DrawMultiple_player_deferred:
org $05E1A7 ; 02E1A7 - Bank05.asm : 2592
Sprite_ShowSolicitedMessageIfPlayerFacing:
org $05E1F0
Sprite_ShowMessageFromPlayerContact:
org $05E219
Sprite_ShowMessageUnconditional:
org $05EC96
Sprite_ZeldaLong:
org $0680FA
Player_ApplyRumbleToSprites:
org $0683E6
Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
org $06DC5C
Sprite_DrawShadowLong:
org $06DD40
DashKey_Draw:
org $06DBF8
Sprite_PrepAndDrawSingleLargeLong:
org $06DC00
Sprite_PrepAndDrawSingleSmallLong:
org $06EA18
Sprite_ApplySpeedTowardsPlayerLong:
org $06EAA6
Sprite_DirectionToFacePlayerLong:
org $06F12F
Sprite_CheckDamageToPlayerSameLayerLong:
org $06F86A
OAM_AllocateDeferToPlayerLong:
org $0791B3
Player_HaltDashAttackLong:
org $07999D
Link_ReceiveItem:
org $07E68F
Unknown_Method_0: ; In US version disassembly simply called "$3E6A6 IN ROM"
org $07F4AA
Sprite_CheckIfPlayerPreoccupied:
org $08C3AE
Ancilla_ReceiveItem:
org $08CE93
Ancilla_BreakTowerSeal_draw_single_crystal:
org $08CEC3
Ancilla_BreakTowerSeal_stop_spawning_sparkles:
org $08CF59
BreakTowerSeal_ExecuteSparkles:
org $08F710
Ancilla_SetOam_XY_Long:
org $0985E2 ; (break on $0985E4)
AddReceivedItem:
org $098BAD
AddPendantOrCrystal:
org $098CFD
AddWeathervaneExplosion:
org $0993DF
AddDashTremor:
org $099D04
AddAncillaLong:
org $099D1A
Ancilla_CheckIfAlreadyExistsLong:
org $09AE64
Sprite_SetSpawnedCoords:
org $09AD58
GiveRupeeGift:
org $0ABA4F
OverworldMap_InitGfx:
org $0ABA99
OverworldMap_DarkWorldTilemap:
org $0ABAB9
OverworldMap_LoadSprGfx:
org $0CD7D1
NameFile_MakeScreenVisible:
org $0CDB3E
InitializeSaveFile:
org $0CDBC0
InitializeSaveFile_build_checksum:
org $0DBA71
GetRandomInt:
org $0DBA80
OAM_AllocateFromRegionA:
org $0DBA84
OAM_AllocateFromRegionB:
org $0DBA88
OAM_AllocateFromRegionC:
org $0DBA8C
OAM_AllocateFromRegionD:
org $0DBA90
OAM_AllocateFromRegionE:
org $0DBA94
OAM_AllocateFromRegionF:
org $0DBB67
Sound_SetSfxPanWithPlayerCoords:
org $0DBB6E
Sound_SetSfx1PanLong:
org $0DBB7C
Sound_SetSfx2PanLong:
org $0DBB8A
Sound_SetSfx3PanLong:
org $0DDB7F
HUD_RefreshIconLong:
org $0DDD32
Equipment_UpdateEquippedItemLong:
org $0DE01E ; 6E10E - equipment.asm : 787
BottleMenu_movingOn:
org $0DE346
RestoreNormalMenu:
org $0DE395
Equipment_SearchForEquippedItemLong:
org $0DE9C8
DrawProgressIcons: ; this returns short
org $0DED29
DrawEquipment: ; this returns short
org $0DFA78
HUD_RebuildLong:
org $0DFA88
HUD_RebuildIndoor_Palace:
org $0DFA88
HUD_RebuildLong2:
org $0EEE10
Messaging_Text:
org $0FFD94
Overworld_TileAttr:
org $1BC97C
Overworld_DrawPersistentMap16:
org $1BED03
Palette_Sword:
org $1BED29
Palette_Shield:
org $1BEDF9
Palette_ArmorAndGloves:
org $1BEE52
Palette_Hud:
org $1BEF96
Palette_SelectScreen:
org $1CFAAA
ShopKeeper_RapidTerminateReceiveItem:
org $1CF500
Sprite_NullifyHookshotDrag:
org $1CF537
Ancilla_CheckForAvailableSlot:
org $1DE9B6
Filter_MajorWhitenMain:
org $1DF65D
Sprite_SpawnDynamically:
org $1DF65F
Sprite_SpawnDynamically_arbitrary:
org $1DFD4B
DiggingGameGuy_AttemptPrizeSpawn:
org $1EDE28
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
org $1EF4E7
Sprite_PlayerCantPassThrough:
;================================================================================

View File

@@ -1,15 +1,6 @@
;================================================================================ ;================================================================================
; Accessibility Fixes ; Accessibility Fixes
;================================================================================ ;================================================================================
FlipGreenPendant:
LDA $0C : CMP #$38 : BNE + ; check if we have green pendant
ORA #$40 : STA $0C ; flip it
+
LDA $0D : STA $0802, X ; stuff we wrote over "Set CHR, palette, and priority of the sprite"
LDA $0C : STA $0803, X
RTL
;================================================================================
ConditionalLightning: ConditionalLightning:
CMP.b #$05 : BEQ ++ CMP.b #$05 : BEQ ++
CMP.b #$2C : BEQ ++ CMP.b #$2C : BEQ ++
@@ -19,109 +10,109 @@ ConditionalLightning:
RTL RTL
++ ++
LDA.b #$72 LDA.b #$72
STA $9A STA.b $9A
RTL RTL
;================================================================================ ;================================================================================
ConditionalWhitenBg: ConditionalWhitenBg:
LDX.b #$00 LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE + LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X LDA.b $00,X
JSR WhitenLoopReal JSR WhitenLoopReal
RTL RTL
+ +
LDA $00 LDA.b Scrap00
JSR WhitenLoopDummy JSR WhitenLoopDummy
RTL RTL
;================================================================================ ;================================================================================
WhitenLoopReal: WhitenLoopReal:
- -
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA $7EC540, X LDA.l $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA $7EC550, X LDA.l $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA $7EC560, X LDA.l $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA $7EC570, X LDA.l $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA $7EC580, X LDA.l $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA $7EC590, X LDA.l $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5A0, X LDA.l $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5B0, X LDA.l $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5C0, X LDA.l $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5D0, X LDA.l $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5E0, X LDA.l $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ + INX #2 : CPX.b #$10 : BEQ +
JMP - JMP -
+ +
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F0 LDA.l $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F2 LDA.l $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F4 LDA.l $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F4
LDA $10 : CMP.w #$07 : BNE + LDA.b $10 : CMP.w #$0007 : BNE +
LDA $048E LDA.w $048E
CMP.w #$3C : BEQ ++ CMP.w #$003C : BEQ ++
CMP.w #$9D : BEQ ++ CMP.w #$009D : BEQ ++
CMP.w #$9C : BEQ ++ CMP.w #$009C : BEQ ++
CMP.w #$A5 : BEQ ++ CMP.w #$00A5 : BEQ ++
+ +
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6 LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8 LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
BRA +++ BRA +++
++ ++
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6 LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8 LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
BRA +++ BRA +++
+++ +++
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA $7EC5FA LDA.l $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA $7EC5FC LDA.l $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA $7EC5FE LDA.l $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FE
REP #$10 REP #$10
LDA $7EC540 : TAY LDA.l $7EC540 : TAY
LDA $7EC300 : BNE + LDA.l $7EC300 : BNE +
TAY TAY
+ +
TYA : STA $7EC500 TYA : STA.l $7EC500
SEP #$30 SEP #$30
RTS RTS
;================================================================================ ;================================================================================
WhitenLoopDummy: WhitenLoopDummy:
- -
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC540, X LDA.l $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC550, X LDA.l $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC560, X LDA.l $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC570, X LDA.l $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC580, X LDA.l $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC590, X LDA.l $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5A0, X LDA.l $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5B0, X LDA.l $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5C0, X LDA.l $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5D0, X LDA.l $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5E0, X LDA.l $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ + INX #2 : CPX.b #$10 : BEQ +
JMP - JMP -
+ +
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F0 LDA.l $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F2 LDA.l $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F4 LDA.l $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F4
LDA $10 : CMP.w #$07 : BNE + ; only light invisifloor if we're in dungeon submodule LDA.b $10 : CMP.w #$0007 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA $048E LDA.w $048E
CMP.w #$3C : BEQ ++ ; hookshot cave CMP.w #$003C : BEQ ++ ; hookshot cave
CMP.w #$9D : BEQ ++ ; gt right CMP.w #$009D : BEQ ++ ; gt right
CMP.w #$9C : BEQ ++ ; gt big room CMP.w #$009C : BEQ ++ ; gt big room
CMP.w #$A5 : BEQ ++ ; wizzrobes 1 CMP.w #$00A5 : BEQ ++ ; wizzrobes 1
+ +
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F6 LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F8 LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F8
BRA +++ BRA +++
++ ++
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6 LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8 LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
BRA +++ BRA +++
+++ +++
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FA LDA.l $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FC LDA.l $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FE LDA.l $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FE
REP #$10 REP #$10
LDA $7EC540 : TAY LDA.l $7EC540 : TAY
LDA $7EC300 : BNE + LDA.l $7EC300 : BNE +
TAY TAY
+ +
TYA : STA $7EC500 TYA : STA.l $7EC500
SEP #$30 SEP #$30
RTS RTS
;================================================================================ ;================================================================================
@@ -129,36 +120,36 @@ RestoreBgEther:
LDX.b #$00 LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE + LDA.l DisableFlashing : REP #$20 : BNE +
- -
LDA $00,X LDA.b $00,X
LDA $7EC340, X : STA $7EC540, X LDA.l $7EC340, X : STA.l $7EC540, X
LDA $7EC350, X : STA $7EC550, X LDA.l $7EC350, X : STA.l $7EC550, X
LDA $7EC360, X : STA $7EC560, X LDA.l $7EC360, X : STA.l $7EC560, X
LDA $7EC370, X : STA $7EC570, X LDA.l $7EC370, X : STA.l $7EC570, X
LDA $7EC380, X : STA $7EC580, X LDA.l $7EC380, X : STA.l $7EC580, X
LDA $7EC390, X : STA $7EC590, X LDA.l $7EC390, X : STA.l $7EC590, X
LDA $7EC3A0, X : STA $7EC5A0, X LDA.l $7EC3A0, X : STA.l $7EC5A0, X
LDA $7EC3B0, X : STA $7EC5B0, X LDA.l $7EC3B0, X : STA.l $7EC5B0, X
LDA $7EC3C0, X : STA $7EC5C0, X LDA.l $7EC3C0, X : STA.l $7EC5C0, X
LDA $7EC3D0, X : STA $7EC5D0, X LDA.l $7EC3D0, X : STA.l $7EC5D0, X
LDA $7EC3E0, X : STA $7EC5E0, X LDA.l $7EC3E0, X : STA.l $7EC5E0, X
LDA $7EC3F0, X : STA $7EC5F0, X LDA.l $7EC3F0, X : STA.l $7EC5F0, X
INX #2 : CPX.b #$10 : BNE - INX #2 : CPX.b #$10 : BNE -
BRA ++ BRA ++
+ +
- -
LDA $00 LDA.b Scrap00
LDA $7EC340, X : LDA $7EC540, X LDA.l $7EC340, X : LDA.l $7EC540, X
LDA $7EC350, X : LDA $7EC550, X LDA.l $7EC350, X : LDA.l $7EC550, X
LDA $7EC360, X : LDA $7EC560, X LDA.l $7EC360, X : LDA.l $7EC560, X
LDA $7EC370, X : LDA $7EC570, X LDA.l $7EC370, X : LDA.l $7EC570, X
LDA $7EC380, X : LDA $7EC580, X LDA.l $7EC380, X : LDA.l $7EC580, X
LDA $7EC390, X : LDA $7EC590, X LDA.l $7EC390, X : LDA.l $7EC590, X
LDA $7EC3A0, X : LDA $7EC5A0, X LDA.l $7EC3A0, X : LDA.l $7EC5A0, X
LDA $7EC3B0, X : LDA $7EC5B0, X LDA.l $7EC3B0, X : LDA.l $7EC5B0, X
LDA $7EC3C0, X : LDA $7EC5C0, X LDA.l $7EC3C0, X : LDA.l $7EC5C0, X
LDA $7EC3D0, X : LDA $7EC5D0, X LDA.l $7EC3D0, X : LDA.l $7EC5D0, X
LDA $7EC3E0, X : LDA $7EC5E0, X LDA.l $7EC3E0, X : LDA.l $7EC5E0, X
LDA $7EC3F0, X : LDA $7EC5F0, X LDA.l $7EC3F0, X : LDA.l $7EC5F0, X
INX #2 : CPX.b #$10 : BNE - INX #2 : CPX.b #$10 : BNE -
BRA ++ BRA ++
++ ++
@@ -168,105 +159,105 @@ DDMConditionalLightning:
LDA.l DisableFlashing LDA.l DisableFlashing
REP #$20 REP #$20
BNE + BNE +
LDA.w $0000 LDA.w Scrap
LDX.b #$02 LDX.b #$02
JML $07FA7F ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00 JML $07FA7F ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00
+ +
LDA.b $00 : LDX.b #$02 : LDY #$00 LDA.b Scrap00 : LDX.b #$02 : LDY.b #$00
- -
LDA $F4EB, Y : LDA $7EC560, X LDA.w $F4EB, Y : LDA.l $7EC560, X
LDA $F4F9, Y : LDA $7EC570, X LDA.w $F4F9, Y : LDA.l $7EC570, X
LDA $F507, Y : LDA $7EC590, X LDA.w $F507, Y : LDA.l $7EC590, X
LDA $F515, Y : LDA $7EC5E0, X LDA.w $F515, Y : LDA.l $7EC5E0, X
LDA $F523, Y : LDA $7EC5F0, X LDA.w $F523, Y : LDA.l $7EC5F0, X
INY #2 INY #2
INX #2 : CPX.b #$10 : BNE - INX #2 : CPX.b #$10 : BNE -
JML $07FAAC ; Bank0E.asm : 4754 both branches converge here JML $07FAAC ; Bank0E.asm : 4754 both branches converge here
;================================================================================ ;================================================================================
ConditionalGTFlash: ConditionalGTFlash:
LDA.l DisableFlashing : REP #$20 : BNE + LDA.l DisableFlashing : REP #$20 : BNE +
LDA $0000 LDA.w Scrap
- -
LDA $F9C1, Y : STA $7EC5D0, X LDA.w $F9C1, Y : STA.l $7EC5D0, X
INY #2 INY #2
INX #2 : CPX.b #$10 : BNE - INX #2 : CPX.b #$10 : BNE -
RTL RTL
+ +
LDA $00 LDA.b Scrap00
- -
LDA $F9C1, Y : LDA $7EC5D0, X LDA.w $F9C1, Y : LDA.l $7EC5D0, X
INY #2 INY #2
INX #2 : CPX.b #$10 : BNE - INX #2 : CPX.b #$10 : BNE -
RTL RTL
;================================================================================ ;================================================================================
ConditionalRedFlash: ConditionalRedFlash:
LDA.l DisableFlashing : REP #$20 : BNE + LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X LDA.b Scrap,X
LDA.w #$1D59 : STA $7EC5DA LDA.w #$1D59 : STA.l $7EC5DA
LDA.w #$25FF : STA $7EC5DC LDA.w #$25FF : STA.l $7EC5DC
LDA.w #$001A LDA.w #$001A
RTL RTL
+ +
LDA $00 LDA.b Scrap00
LDA.w #$1D59 : LDA $7EC5DA LDA.w #$1D59 : LDA.l $7EC5DA
LDA.w #$25FF : LDA $7EC5DC LDA.w #$25FF : LDA.l $7EC5DC
LDA.w #$0000 LDA.w #$0000
RTL RTL
;================================================================================ ;================================================================================
ConditionalPedAncilla: ConditionalPedAncilla:
LDA.l DisableFlashing : REP #$20 : BNE + LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X LDA.b Scrap,X
LDA $00 : STA $04 LDA.b Scrap00 : STA.b Scrap04
LDA $02 : STA $06 LDA.b Scrap02 : STA.b Scrap06
RTL RTL
+ +
LDA $00 LDA.b Scrap
LDA $00 : LDA $04 LDA.b Scrap00 : LDA.b Scrap04
LDA $02 : LDA $06 LDA.b Scrap02 : LDA.b Scrap06
RTL RTL
;================================================================================ ;================================================================================
LoadElectroPalette: LoadElectroPalette:
REP #$20 REP #$20
LDA.w #$0202 : STA $0C LDA.w #$0202 : STA.b Scrap0C
LDA.w #$0404 : STA $0E LDA.w #$0404 : STA.b Scrap0E
LDA.w #$001B : STA $02 LDA.w #$001B : STA.b Scrap02
SEP #$10 SEP #$10
LDX $0C : LDA $1BEBB4, X : AND.w #$00FF : ADC #$D630 LDX.b Scrap0C : LDA.l $1BEBB4, X : AND.w #$00FF : ADC.w #$D630
REP #$10 : LDX.w #$01B2 : LDY.w #$0002 REP #$10 : LDX.w #$01B2 : LDY.w #$0002
JSR ConditionalLoadGearPalette JSR ConditionalLoadGearPalette
SEP #$10 SEP #$10
LDX $0D LDX.b Scrap0D
LDA $1BEBC1, X : AND.w #$00FF : ADC #$D648 LDA.l $1BEBC1, X : AND.w #$00FF : ADC.w #$D648
REP #$10 : LDX.w #$01B8 : LDY.w #$0003 REP #$10 : LDX.w #$01B8 : LDY.w #$0003
JSR ConditionalLoadGearPalette JSR ConditionalLoadGearPalette
SEP #$10 SEP #$10
LDX $0E LDX.b Scrap0E
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC #$D308 LDA.l $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$D308
REP #$10 : LDX.w #$01E2 : LDY.w #$000E REP #$10 : LDX.w #$01E2 : LDY.w #$000E
JSR ConditionalLoadGearPalette JSR ConditionalLoadGearPalette
SEP #$30 SEP #$30
INC $15 INC.b $15
RTL RTL
;================================================================================ ;================================================================================
ConditionalLoadGearPalette: ConditionalLoadGearPalette:
STA $00 STA.b Scrap00
SEP #$20 SEP #$20
LDA.l DisableFlashing : REP #$20 : BNE + LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X LDA.b Scrap,X
- -
LDA [$00] LDA.b [Scrap00]
STA $7EC500, X STA.l $7EC500, X
INC $00 : INC $00 INC.b Scrap00 : INC.b Scrap00
INX #2 INX #2
DEY DEY
BPL - BPL -
RTS RTS
+ +
LDA $00 LDA.b Scrap
- -
LDA [$00] LDA.b [Scrap00]
LDA $7EC500, X LDA.l $7EC500, X
INC $00 : INC $00 INC.b Scrap00 : INC.b Scrap00
INX #2 INX #2
DEY DEY
BPL - BPL -
@@ -281,13 +272,13 @@ RestoreElectroPalette:
LDX.w #$01E2 : LDY.w #$000E LDX.w #$01E2 : LDY.w #$000E
JSR FillPaletteBufferFromAux JSR FillPaletteBufferFromAux
SEP #$30 SEP #$30
INC $15 INC.b $15
RTL RTL
;================================================================================ ;================================================================================
FillPaletteBufferFromAux: FillPaletteBufferFromAux:
- -
LDA $7EC300, X LDA.l $7EC300, X
STA $7EC500, X STA.l $7EC500, X
INX #2 INX #2
DEY DEY
BPL - BPL -

View File

@@ -3,7 +3,7 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LoadLibraryItemGFX: LoadLibraryItemGFX:
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues) %GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
STA $0E80, X ; Store item type STA.w $0E80, X ; Store item type
JSL.l PrepDynamicTile JSL.l PrepDynamicTile
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -15,7 +15,7 @@ DrawLibraryItemGFX:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetLibraryItem: SetLibraryItem:
LDY $0E80, X ; Retrieve stored item type LDY.w $0E80, X ; Retrieve stored item type
JSL.l ItemSet_Library ; contains thing we wrote over JSL.l ItemSet_Library ; contains thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -24,24 +24,21 @@ RTL
;================================================================================ ;================================================================================
; Randomize Bonk Keys ; Randomize Bonk Keys
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
;--------------------------------------------------------------------------------
LoadBonkItemGFX: LoadBonkItemGFX:
LDA.b #$08 : STA $0F50, X ; thing we wrote over LDA.b #$08 : STA.w $0F50, X ; thing we wrote over
LoadBonkItemGFX_inner: LoadBonkItemGFX_inner:
LDA.b #$00 : STA !REDRAW LDA.b #$00 : STA.l RedrawFlag
JSR LoadBonkItem JSR LoadBonkItem
JSL.l PrepDynamicTile JSL.l PrepDynamicTile
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DrawBonkItemGFX: DrawBonkItemGFX:
PHA PHA
LDA !REDRAW : BEQ .skipInit ; skip init if already ready LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l LoadBonkItemGFX_inner JSL.l LoadBonkItemGFX_inner
BRA .done ; don't draw on the init frame BRA .done ; don't draw on the init frame
.skipInit .skipInit
JSR LoadBonkItem JSR LoadBonkItem
JSL.l DrawDynamicTileNoShadow JSL.l DrawDynamicTileNoShadow
@@ -51,10 +48,10 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
GiveBonkItem: GiveBonkItem:
JSR LoadBonkItem JSR LoadBonkItem
CMP #$24 : BNE .notKey CMP.b #$24 : BNE .notKey
.key .key
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
LDA CurrentSmallKeys : INC A : STA CurrentSmallKeys LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
JSL CountBonkItem JSL CountBonkItem
RTL RTL
@@ -64,11 +61,11 @@ RTL
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LoadBonkItem: LoadBonkItem:
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte LDA.b $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key CMP.b #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert LDA.l BonkKey_Desert
BRA ++ BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key + : CMP.b #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower LDA.l BonkKey_GTower
BRA ++ BRA ++
+ +

View File

@@ -1,28 +1,27 @@
;================================================================================ ;================================================================================
; Boots State Modifier ; Boots State Modifier
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!BOOTS_MODIFIER = "$7F50CE"
ModifyBoots: ModifyBoots:
PHA PHA
LDA !BOOTS_MODIFIER : CMP.b #$01 : BNE + LDA.l BootsModifier : CMP.b #$01 : BNE +
PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots
+ : CMP.b #$02 : BNE + + : CMP.b #$02 : BNE +
PLA : AND AbilityFlags : AND.b #$FB : RTL ; no boots PLA : AND.l AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA FakeBoots : CMP.b #$01 : BNE + + : LDA.l FakeBoots : CMP.b #$01 : BNE +
LDA $5B : BEQ ++ : LDA $59 : BNE + ; hover check LDA.b $5B : BEQ ++ : LDA.b $59 : BNE + ; hover check
++ : PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering ++ : PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
+ +
PLA PLA
AND AbilityFlags ; regular boots AND.l AbilityFlags ; regular boots
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
AddBonkTremors: AddBonkTremors:
PHA PHA
LDA $46 : BNE + ; Check for incapacitated Link LDA.b $46 : BNE + ; Check for incapacitated Link
JSL.l IncrementBonkCounter JSL.l IncrementBonkCounter
+ +
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots LDA.l BootsEquipment : BNE + ; Check for Boots
PLA : RTL PLA : RTL
+ +
PLA PLA
@@ -32,46 +31,46 @@ RTL
BonkBreakableWall: BonkBreakableWall:
PHX : PHP PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers SEP #$30 ; set 8-bit accumulator and index registers
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots LDA.l BootsEquipment : BNE + ; Check for Boots
PLP : PLX : LDA.w #$0000 : RTL PLP : PLX : LDA.w #$0000 : RTL
+ +
PLP : PLX PLP : PLX
LDA $0372 : AND.w #$00FF ; things we wrote over LDA.w $0372 : AND.w #$00FF ; things we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
BonkRockPile: BonkRockPile:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots LDA.l BootsEquipment : BNE + ; Check for Boots
LDA.b #$00 : RTL LDA.b #$00 : RTL
+ +
LDA $02EF : AND.b #$70 ; things we wrote over LDA.w $02EF : AND.b #$70 ; things we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
GravestoneHook: GravestoneHook:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA BootsEquipment : BEQ .done ; Check for Boots LDA.l BootsEquipment : BEQ .done ; Check for Boots
+ +
LDA $0372 : BEQ .done ; things we wrote over LDA.w $0372 : BEQ .done ; things we wrote over
JML.l moveGravestone JML.l moveGravestone
.done .done
JML.l GravestoneHook_continue JML.l GravestoneHook_continue
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
JumpDownLedge: JumpDownLedge:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots LDA.l BootsEquipment : BNE + ; Check for Boots
; Disarm Waterwalk ; Disarm Waterwalk
LDA $5B : CMP.b #$01 : BNE + LDA.b $5B : CMP.b #$01 : BNE +
STZ $5B STZ.b $5B
+ +
LDA $1B : BNE .done : LDA.b #$02 : STA $EE ; things we wrote over LDA.b $1B : BNE .done : LDA.b #$02 : STA.b $EE ; things we wrote over
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
BonkRecoil: BonkRecoil:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots LDA.l BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA $29 : RTL LDA.b #$16 : STA.b $29 : RTL
+ +
LDA.b #$24 : STA $29 ; things we wrote over LDA.b #$24 : STA.b $29 ; things we wrote over
RTL RTL

View File

@@ -2,8 +2,8 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
AssignKiki: AssignKiki:
LDA.b #$00 : STA FollowerDropped ; defuse bomb LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
LDA.b #$0A : STA FollowerIndicator ; assign kiki as follower LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -11,10 +11,9 @@ RTL
; Name: AllowSQ ; Name: AllowSQ
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed ; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!ITEM_BUSY = "$7F5091"
AllowSQ: AllowSQ:
LDA ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA !ITEM_BUSY : EOR #$01 LDA.l BusyItem : EOR.b #$01
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -23,8 +22,8 @@ RTL
;0 = Reset Music ;0 = Reset Music
;1 = Don't Reset Music ;1 = Don't Reset Music
MSMusicReset: MSMusicReset:
LDA $8A : CMP.b #$80 : BNE + LDA.b $8A : CMP.b #$80 : BNE +
LDA $23 LDA.b $23
+ +
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -32,11 +31,11 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny ;0 = Become (Perma)bunny
DecideIfBunny: DecideIfBunny:
LDA MoonPearlEquipment : BNE .done LDA.l MoonPearlEquipment : BNE .done
LDA CurrentWorld : AND.b #$40 LDA.l CurrentWorld : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted PHA : LDA.l InvertedMode : BNE .inverted
.normal .normal
PLA : EOR #$40 PLA : EOR.b #$40
BRA .done BRA .done
.inverted .inverted
PLA PLA
@@ -136,21 +135,21 @@ SQEGFix:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss ; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess: TryToSpawnCrystalUntilSuccess:
STX $02D8 ; what we overwrote STX.w $02D8 ; what we overwrote
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned .spawned
STZ $AE ; the "trying to spawn crystal" flag STZ.b $AE ; the "trying to spawn crystal" flag
STZ $AF ; the "trying to spawn pendant" flag STZ.b $AF ; the "trying to spawn pendant" flag
.failed .failed
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss ; Fix crystal not spawning when using somaria vs boss
WallmasterCameraFix: WallmasterCameraFix:
STZ $A7 ; disable vertical camera scrolling for current room STZ.b $A7 ; disable vertical camera scrolling for current room
REP #$20 REP #$20
STZ $0618 ; something about scrolling, setting these to 0 tricks the game STZ.w $0618 ; something about scrolling, setting these to 0 tricks the game
STZ $061A ; into thinking we're at the edge of the room so it doesn't scroll. STZ.w $061A ; into thinking we're at the edge of the room so it doesn't scroll.
SEP #$20 SEP #$20
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
@@ -158,8 +157,8 @@ WallmasterCameraFix:
; Fix losing glove colors ; Fix losing glove colors
LoadActualGearPalettesWithGloves: LoadActualGearPalettesWithGloves:
REP #$20 REP #$20
LDA SwordEquipment : STA $0C LDA.l SwordEquipment : STA.b Scrap0C
LDA ArmorEquipment : AND.w #$00FF LDA.l ArmorEquipment : AND.w #$00FF
JSL LoadGearPalettes_variable JSL LoadGearPalettes_variable
JSL SpriteSwap_Palette_ArmorAndGloves_part_two JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL RTL
@@ -167,24 +166,24 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Fix Bunny Palette Map Bug ; Fix Bunny Palette Map Bug
LoadGearPalette_safe_for_bunny: LoadGearPalette_safe_for_bunny:
LDA $10 LDA.b $10
CMP.w #$030E : BEQ .new ; opening dungeon map CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map CMP.w #$070E : BEQ .new ; opening overworld map
.original .original
- -
LDA [$00] LDA.b [Scrap00]
STA $7EC300, X STA $7EC300, X
STA $7EC500, X STA $7EC500, X
INC $00 : INC $00 INC.b Scrap00 : INC.b Scrap00
INX #2 INX #2
DEY DEY
BPL - BPL -
RTL RTL
.new .new
- -
LDA [$00] LDA.b [Scrap00]
STA $7EC500, X STA $7EC500, X
INC $00 : INC $00 INC.b Scrap00 : INC.b Scrap00
INX #2 INX #2
DEY DEY
BPL - BPL -

View File

@@ -1,34 +1,26 @@
;================================================================================ ;================================================================================
; Randomize Catfish ; Randomize Catfish
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!HEART_REDRAW = "$7F5000"
LoadCatfishItemGFX: LoadCatfishItemGFX:
LDA.l $1DE185 ; location randomizer writes catfish item to LDA.l $1DE185 ; location randomizer writes catfish item to
JML PrepDynamicTile JML PrepDynamicTile
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DrawThrownItem: DrawThrownItem:
LDA $8A : CMP.b #$81 : BNE .catfish LDA.b $8A : CMP.b #$81 : BNE .catfish
.zora .zora
LDA.b #$01 : STA !HEART_REDRAW LDA.b #$01 : STA.l RedrawFlag
LDA.l $1DE1C3 ; location randomizer writes zora item to LDA.l $1DE1C3 ; location randomizer writes zora item to
BRA .draw BRA .draw
.catfish .catfish
LDA.l $1DE185 ; location randomizer writes catfish item to LDA.l $1DE185 ; location randomizer writes catfish item to
.draw .draw
JML DrawDynamicTile JML DrawDynamicTile
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MarkThrownItem: MarkThrownItem:
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
LDA.b $8A : CMP.b #$81 : BNE .catfish
LDA $8A : CMP.b #$81 : BNE .catfish
.zora .zora
JML ItemSet_ZoraKing JML ItemSet_ZoraKing
.catfish .catfish
JML ItemSet_Catfish JML ItemSet_Catfish
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -148,23 +148,23 @@ Clock_QuickStamp:
SEC ; indicate success SEC ; indicate success
.ready .ready
%Clock_ReadBCD() : STA $00 ; seconds %Clock_ReadBCD() : STA.b Scrap00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes %Clock_ReadBCD() : STA.b Scrap01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours %Clock_ReadBCD() : STA.b Scrap02 ; hours
%Clock_ReadBCD() : STA $03 ; days %Clock_ReadBCD() : STA.b Scrap03 ; days
REP $20 ; set 16-bit accumulator REP $20 ; set 16-bit accumulator
LDA $01 : AND #$00FF : %A_x60() ; convert minutes to seconds LDA.b Scrap01 : AND.w #$00FF : %A_x60() ; convert minutes to seconds
STZ $01 : !ADD $00 : STA $00 ; store running total seconds to $00 STZ.b Scrap01 : !ADD Scrap00 : STA.b Scrap00 ; store running total seconds to $00
LDA $03 : AND #$00FF : %A_x24() ; convert days to hours LDA.b Scrap03 : AND.w #$00FF : %A_x24() ; convert days to hours
STZ $03 : !ADD $02 ; get total hours STZ.b Scrap03 : !ADD Scrap02 ; get total hours
%A_x60() ; get total minutes %A_x60() ; get total minutes
LDY #$60 LDY #$60
JSL.l Multiply_A16Y8 JSL.l Multiply_A16Y8
STY $02 : STZ $03 STY.b Scrap02 : STZ.b Scrap03
!ADD $00 : BCC + : INC $02 : + !ADD Scrap00 : BCC + : INC.b Scrap02 : +
.done .done
PLP : PLX : PLA PLP : PLX : PLA
@@ -183,18 +183,18 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
Multiply_A16Y8: Multiply_A16Y8:
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
STY $4202 STY.w WRMPYA
STA $4203 STA.w WRMPYB
NOP #4 NOP #4
LDA $4216 LDA.w RDMPYL
LDY $4217 LDY.w RDMPYH
XBA XBA
STA $4203 STA.w WRMPYB
NOP #2 NOP #2
TYA TYA
CLC CLC
ADC $4216 ADC.w RDMPYL
LDY $4217 LDY.w RDMPYH
BCC .carry_bit BCC .carry_bit
INY INY
.carry_bit: .carry_bit:
@@ -230,17 +230,17 @@ Clock_GetTime:
SEC ; indicate success SEC ; indicate success
.ready .ready
%Clock_ReadBCD() : STA $00 ; seconds %Clock_ReadBCD() : STA.b Scrap00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes %Clock_ReadBCD() : STA.b Scrap01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours %Clock_ReadBCD() : STA.b Scrap02 ; hours
%Clock_ReadBCD() : STA $03 ; days %Clock_ReadBCD() : STA.b Scrap03 ; days
LDA $002800 : STA $04 ; months LDA $002800 : STA.b Scrap04 ; months
%Clock_ReadBCD() : STA $05 ; years %Clock_ReadBCD() : STA.b Scrap05 ; years
LDA $002800 : STA $06 ; century LDA $002800 : STA.b Scrap06 ; century
REP $20 ; set 16-bit accumulator REP $20 ; set 16-bit accumulator
STA $06 : AND #$00FF : %A_x10() : %A_x10() : !ADD #1000 ; multiply century digit by 100 and add 1000 STA.b Scrap06 : AND #$00FF : %A_x10() : %A_x10() : !ADD #1000 ; multiply century digit by 100 and add 1000
STZ $06 : !ADD $05 : STA $05 ; add lower 2 digits of the year and store STZ.b Scrap06 : !ADD Scrap05 : STA.b Scrap05 ; add lower 2 digits of the year and store
.done .done
PLP : PLY : PLX : PLA PLP : PLY : PLX : PLA

View File

@@ -1,9 +1,5 @@
;--------------------------------------------------------------------------------
; $7F5010 - Scratch Space
;--------------------------------------------------------------------------------
DrawDungeonCompassCounts: DrawDungeonCompassCounts:
LDX $1B : BNE + : RTL : + ; Skip if outdoors LDX.b $1B : BNE + : RTL : + ; Skip if outdoors
; extra hard safeties for getting dungeon ID to prevent crashes ; extra hard safeties for getting dungeon ID to prevent crashes
PHA PHA
@@ -13,7 +9,7 @@ DrawDungeonCompassCounts:
CPX.b #$1B : BCS .done ; Skip if not in a valid dungeon ID CPX.b #$1B : BCS .done ; Skip if not in a valid dungeon ID
BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass
LDA CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks LDA.l CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
BEQ .done ; skip if we don't have compass BEQ .done ; skip if we don't have compass
++ ++
@@ -21,23 +17,23 @@ DrawDungeonCompassCounts:
BNE + BNE +
INC INC
+ +
LDA.l CompassTotalsWRAM, X : AND #$00FF LDA.l CompassTotalsWRAM, X : AND.w #$00FF
SEP #$20 SEP #$20
JSR HudHexToDec2Digit JSR HudHexToDec2Digit
REP #$20 REP #$20
PHX PHX
LDX.b $06 : TXA : ORA #$2400 : STA $7EC79A LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l $7EC79A
LDX.b $07 : TXA : ORA #$2400 : STA $7EC79C LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l $7EC79C
PLX PLX
LDA DungeonLocationsChecked, X : AND #$00FF LDA.l DungeonLocationsChecked, X : AND.w #$00FF
SEP #$20 SEP #$20
JSR HudHexToDec2Digit JSR HudHexToDec2Digit
REP #$20 REP #$20
LDX.b $06 : TXA : ORA #$2400 : STA $7EC794 ; Draw the item count LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l $7EC794 ; Draw the item count
LDX.b $07 : TXA : ORA #$2400 : STA $7EC796 LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l $7EC796
LDA.w #$2830 : STA $7EC798 ; draw the slash LDA.w #$2830 : STA.l $7EC798 ; draw the slash
.done .done
RTL RTL
@@ -47,10 +43,10 @@ DungeonItemMasks: ; these are dungeon correlations to $7EF364 - $7EF369 so it kn
dw $0080, $0040, $0020, $0010, $0008, $0004 dw $0080, $0040, $0020, $0010, $0008, $0004
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
InitCompassTotalsRAM: InitCompassTotalsRAM:
LDX #$00 LDX.b #$00
- -
LDA CompassTotalsROM, X : STA CompassTotalsWRAM, X LDA.l CompassTotalsROM, X : STA.l CompassTotalsWRAM, X
INX INX
CPX #$0F : !BLT - CPX.b #$0F : !BLT -
RTL RTL

View File

@@ -1,29 +1,29 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ParadoxCaveGfxFix: ParadoxCaveGfxFix:
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF) ; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
LDA $1B : BEQ .uploadLine LDA.b $1B : BEQ .uploadLine
LDX $A0 : CPX #$00FF : BNE .uploadLine LDX.b $A0 : CPX.w #$00FF : BNE .uploadLine
LDX $A2 : CPX #$00EF : BNE .uploadLine LDX.b $A2 : CPX.w #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM ;Ignore uploading four specific lines of tiles to VRAM
LDX $0118 LDX.w $0118
; Line 1 ; Line 1
CPX #$1800 : BEQ .skipMostOfLine CPX.w #$1800 : BEQ .skipMostOfLine
; Line 2 ; Line 2
CPX #$1A00 : BEQ .skipMostOfLine CPX.w #$1A00 : BEQ .skipMostOfLine
; Line 3 ; Line 3
CPX #$1C00 : BEQ .uploadLine CPX.w #$1C00 : BEQ .uploadLine
; Line 4 ; Line 4
CPX #$1E00 : BEQ .uploadLine CPX.w #$1E00 : BEQ .uploadLine
.uploadLine .uploadLine
LDA.b #$01 : STA $420B LDA.b #$01 : STA.w MDMAEN
.skipLine .skipLine
RTL RTL
.skipMostOfLine .skipMostOfLine
; Set line length to 192 bytes (the first 6 8x8 tiles in the line) ; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
LDX.w #$00C0 : STX $4305 LDX.w #$00C0 : STX.w DAS0L
BRA .uploadLine BRA .uploadLine
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -4,29 +4,28 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Filtered Joypad 1 Register: [AXLR | ????] ; Filtered Joypad 1 Register: [AXLR | ????]
; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????] ; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
!INVERT_DPAD = "$7F50CB"
InvertDPad: InvertDPad:
LDA.l OneMindPlayerCount : BEQ .crowd_control LDA.l OneMindPlayerCount : BEQ .crowd_control
LDA.l !ONEMIND_ID LDA.l OneMindId
AND.b #$03 AND.b #$03
TAX TAX
LDA.l .onemind_controller_offset, X LDA.l .onemind_controller_offset, X
TAX TAX
LDA.w $4218,X : STA.w $00 LDA.w JOY1L,X : STA.w Scrap00
LDA.w $4219,X : STA.w $01 LDA.w JOY1H,X : STA.w Scrap01
LDA #$80 : STA $4201 ; reset this so latch can read it, otherwise RNG breaks LDA.b #$80 : STA.w WRIO ; reset this so latch can read it, otherwise RNG breaks
JML.l InvertDPadReturn JML.l InvertDPadReturn
.crowd_control .crowd_control
LDA !INVERT_DPAD : BNE + LDA.l DPadInverter : BNE +
LDA $4218 : STA $00 LDA.w JOY1L : STA.b Scrap00
LDA $4219 : STA $01 LDA.w JOY1H : STA.b Scrap01
JML.l InvertDPadReturn JML.l InvertDPadReturn
+ DEC : BEQ .dpadOnly + DEC : BEQ .dpadOnly
@@ -34,47 +33,47 @@ InvertDPad:
DEC : BEQ .invertBoth DEC : BEQ .invertBoth
.swapSides .swapSides
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA $4218 LDA.w JOY1L
BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
STA $00 STA.b Scrap00
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn JML.l InvertDPadReturn
.invertBoth .invertBoth
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA $4218 LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
STA $00 STA.b Scrap00
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn JML.l InvertDPadReturn
.buttonsOnly .buttonsOnly
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA $4218 LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
STA $00 STA.b Scrap00
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn JML.l InvertDPadReturn
.dpadOnly .dpadOnly
LDA $4218 : STA $00 LDA.w JOY1L : STA.b Scrap00
LDA $4219 LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA $01 STA.b Scrap01
JML.l InvertDPadReturn JML.l InvertDPadReturn
.onemind_controller_offset .onemind_controller_offset
db 0 ; player 0 - $4218 - joy1d1 db 0 ; player 0 - JOY1L - joy1d1
db 0 ; player 1 - $4218 - joy1d1 db 0 ; player 1 - JOY1L - joy1d1
db 2 ; player 2 - $421A - joy2d1 db 2 ; player 2 - JOY2L - joy2d1
db 6 ; player 3 - $421E - joy2d2 db 6 ; player 3 - JOY4L - joy2d2
db 2 ; player 4 - $421A - joy2d1 db 2 ; player 4 - JOY2L - joy2d1
db 6 ; player 5 - $421E - joy2d2 db 6 ; player 5 - JOY4L - joy2d2
@@ -86,12 +85,12 @@ HandleOneMindController:
REP #$20 REP #$20
LDA.l !ONEMIND_TIMER LDA.l OneMindTimerRAM
DEC DEC
BPL .no_switch BPL .no_switch
SEP #$20 SEP #$20
LDA.l !ONEMIND_ID LDA.l OneMindId
INC INC
CMP.l OneMindPlayerCount CMP.l OneMindPlayerCount
BCC .no_wrap BCC .no_wrap
@@ -99,21 +98,21 @@ HandleOneMindController:
LDA.b #$01 ; reset to player 1 LDA.b #$01 ; reset to player 1
.no_wrap .no_wrap
STA.l !ONEMIND_ID STA.l OneMindId
REP #$20 REP #$20
LDA.l OneMindTimer LDA.l OneMindTimerInit
.no_switch .no_switch
STA.l !ONEMIND_TIMER STA.l OneMindTimerRAM
SEP #$20 SEP #$20
LDA.l !ONEMIND_ID LDA.l OneMindId
CMP.b #$04 ; is it player 4 or 5? CMP.b #$04 ; is it player 4 or 5?
BCC .no_multitap_switch BCC .no_multitap_switch
STZ.w $4201 STZ.w WRIO
.no_multitap_switch .no_multitap_switch

View File

@@ -1,21 +1,6 @@
; $7F50D0 - $7F50FF - Block Cypher Parameters ; Scrap04 used for n
; $7F5100 - $7F51FF - Block Cypher Buffer ; Scrap06 used for rounds
!v = "$7F5100" ; Scrap08 use for dpScratch/MXResult (lower 32 of dpScratch)
!n = "$04"
!MXResult = "$08" ; an alternate name for the lower 32 bits of dpScratch
!dpScratch = "$08"
!keyBase = "$7F50D0"
!y = "$7F50E0"
!z = "$7F50E4"
!sum = "$7F50E8"
!p = "$7F50EC"
!rounds = "$06"
!e = "$7F50F0"
!upperScratch = "$7F50F2"
CryptoDelta: CryptoDelta:
dd #$9e3779b9 dd #$9e3779b9
@@ -53,146 +38,140 @@ CryptoMX:
PHX PHX
; upperScratch = (z>>5 ^ y <<2) ; upperScratch = (z>>5 ^ y <<2)
LDA.w !z : STA.b !dpScratch LDA.w z : STA.b Scrap08
LDA.w !z+2 : STA.b !dpScratch+2 LDA.w z+2 : STA.b Scrap08+2
%LSR32Single(!dpScratch) %LSR32Single(Scrap08)
%LSR32Single(!dpScratch) %LSR32Single(Scrap08)
%LSR32Single(!dpScratch) %LSR32Single(Scrap08)
%LSR32Single(!dpScratch) %LSR32Single(Scrap08)
%LSR32Single(!dpScratch) %LSR32Single(Scrap08)
;%LSR32(!dpScratch,#$05) ;%LSR32(Scrap08,#$05)
LDA.w !y : STA.b !dpScratch+4 LDA.w y : STA.b Scrap08+4
LDA.w !y+2 : STA.b !dpScratch+6 LDA.w y+2 : STA.b Scrap08+6
%ASL32Single(!dpScratch+4) %ASL32Single(Scrap08+4)
%ASL32Single(!dpScratch+4) %ASL32Single(Scrap08+4)
;%ASL32(!dpScratch+4,#$02) ;%ASL32(Scrap08+4,#$02)
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+2 LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+2
;================================ ;================================
; upperscratch2 = (y>>3^z<<4) ; upperscratch2 = (y>>3^z<<4)
LDA.w !z : STA.b !dpScratch LDA.w z : STA.b Scrap08
LDA.w !z+2 : STA.b !dpScratch+2 LDA.w z+2 : STA.b Scrap08+2
%ASL32Single(!dpScratch) %ASL32Single(Scrap08)
%ASL32Single(!dpScratch) %ASL32Single(Scrap08)
%ASL32Single(!dpScratch) %ASL32Single(Scrap08)
%ASL32Single(!dpScratch) %ASL32Single(Scrap08)
;%ASL32(!dpScratch,#$04) ;%ASL32(Scrap08,#$04)
LDA.w !y : STA.b !dpScratch+4 LDA.w y : STA.b Scrap08+4
LDA.w !y+2 : STA.b !dpScratch+6 LDA.w y+2 : STA.b Scrap08+6
%LSR32Single(!dpScratch+4) %LSR32Single(Scrap08+4)
%LSR32Single(!dpScratch+4) %LSR32Single(Scrap08+4)
%LSR32Single(!dpScratch+4) %LSR32Single(Scrap08+4)
;%LSR32(!dpScratch+4,#$03) ;%LSR32(Scrap08+4,#$03)
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch+4 LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+6 LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+6
;================================ ;================================
; upperscratch = upperscratch + upperscratch2 ( == (z>>5^y<<2) + (y>>3^z<<4) ) ; upperscratch = upperscratch + upperscratch2 ( == (z>>5^y<<2) + (y>>3^z<<4) )
LDA.w !upperScratch : !ADD.w !upperScratch+4 : STA.w !upperScratch LDA.w CryptoScratch : !ADD.w CryptoScratch+4 : STA.w CryptoScratch
LDA.w !upperScratch+2 : ADC.w !upperScratch+6 : STA.w !upperScratch+2 LDA.w CryptoScratch+2 : ADC.w CryptoScratch+6 : STA.w CryptoScratch+2
;================================ ;================================
; dpscratch = sum^y ; dpscratch = sum^y
LDA.w !sum : EOR.w !y : STA.b !dpScratch LDA.w Sum : EOR.w y : STA.b Scrap08
LDA.w !sum+2 : EOR.w !y+2 : STA.b !dpScratch+2 LDA.w Sum+2 : EOR.w y+2 : STA.b Scrap08+2
;================================ ;================================
; dpscratch2 = (k[p&3^e]^z) ; dpscratch2 = (k[p&3^e]^z)
LDA.w !p : AND.w #$0003 : EOR.w !e : ASL #2 : TAX ; put (p&3)^e into X LDA.w p : AND.w #$0003 : EOR.w e : ASL #2 : TAX ; put (p&3)^e into X
LDA.w !keyBase, X : EOR.w !z : STA.b !dpScratch+4 LDA.w KeyBase, X : EOR.w z : STA.b Scrap08+4
LDA.w !keyBase+2, X : EOR.w !z+2 : STA.b !dpScratch+6 LDA.w KeyBase+2, X : EOR.w z+2 : STA.b Scrap08+6
;================================ ;================================
; upperscratch2 = dpscratch + dpscratch2 (== (sum^y) + (k[p&3^e]^z)) ; upperscratch2 = dpscratch + dpscratch2 (== (sum^y) + (k[p&3^e]^z))
LDA.b !dpScratch : !ADD.b !dpScratch+4 : STA.w !upperScratch+4 LDA.b Scrap08 : !ADD.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b !dpScratch+2 : ADC.b !dpScratch+6 : STA.w !upperScratch+6 LDA.b Scrap08+2 : ADC.b Scrap08+6 : STA.w CryptoScratch+6
;================================ ;================================
; MXResult = uppserscratch ^ upperscratch2 ; MXResult = uppserscratch ^ upperscratch2
LDA.w !upperScratch : EOR.w !upperScratch+4 : STA.b !MXResult LDA.w CryptoScratch : EOR.w CryptoScratch+4 : STA.b Scrap08
LDA.w !upperScratch+2 : EOR.w !upperScratch+6 : STA.b !MXResult+2 LDA.w CryptoScratch+2 : EOR.w CryptoScratch+6 : STA.b Scrap08+2
PLX PLX
RTS RTS
;!DIVIDEND_LOW = $4204
;!DIVIDEND_HIGH = $4205
;!DIVISOR = $4206
;!QUOTIENT_LOW = $4214
;!QUOTIENT_HIGH = $4215
XXTEA_Decode: XXTEA_Decode:
PHP : PHB PHP : PHB
SEP #$30 ; set 8-bit accumulator and index SEP #$30 ; set 8-bit accumulator and index
LDA.b #$7F : PHA : PLB LDA.b #$7F : PHA : PLB
STZ.b !n+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode STZ.b Scrap04+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
; search for lookup table index to avoid division and multiplication ; search for lookup table index to avoid division and multiplication
LDX.b #0 LDX.b #0
- -
LDA.l .n_lookup, X LDA.l .n_lookup, X
CMP.b !n : !BLT + CMP.b Scrap04 : !BLT +
INX INX
BRA - BRA -
+ +
; rounds = 6 + 52/n; ; rounds = 6 + 52/n;
LDA.l .round_counts, X : STA.b !rounds : STZ.b !rounds+1 LDA.l .round_counts, X : STA.b Scrap06 : STZ.b Scrap06+1
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
; sum = rounds*DELTA; ; sum = rounds*DELTA;
TXA : ASL #2 : TAX TXA : ASL #2 : TAX
LDA.l .initial_sums, X : STA.w !sum LDA.l .initial_sums, X : STA.w Sum
LDA.l .initial_sums+2, X : STA.w !sum+2 LDA.l .initial_sums+2, X : STA.w Sum+2
; y = v[0]; ; y = v[0];
LDA.w !v : STA.w !y LDA.w v : STA.w y
LDA.w !v+2 : STA.w !y+2 LDA.w v+2 : STA.w y+2
--- ---
LDA.w !sum : LSR #2 : AND.w #$0003 : STA.w !e ; e = (sum >> 2) & 3; LDA.w Sum : LSR #2 : AND.w #$0003 : STA.w e ; e = (sum >> 2) & 3;
LDA.b !n : DEC : STA.w !p LDA.b Scrap04 : DEC : STA.w p
-- BEQ + ; for (p=n-1; p>0; p--) { -- BEQ + ; for (p=n-1; p>0; p--) {
; z = v[p-1]; ; z = v[p-1];
ASL #2 : TAX ASL #2 : TAX
LDA.w !v-4, X : STA.w !z LDA.w v-4, X : STA.w z
LDA.w !v-4+2, X : STA.w !z+2 LDA.w v-4+2, X : STA.w z+2
; y = v[p] -= MX; ; y = v[p] -= MX;
JSR CryptoMX JSR CryptoMX
LDA.w !p : ASL #2 : TAX LDA.w p : ASL #2 : TAX
LDA.w !v, X : !SUB.b !MXResult : STA.w !v, X : STA.w !y LDA.w v, X : !SUB.b Scrap08 : STA.w v, X : STA.w y
LDA.w !v+2, X : SBC.b !MXResult+2 : STA.w !v+2, X : STA.w !y+2 LDA.w v+2, X : SBC.b Scrap08+2 : STA.w v+2, X : STA.w y+2
LDA.w !p : DEC : STA.w !p : BRA -- ; } LDA.w p : DEC : STA.w p : BRA -- ; }
+ +
; z = v[n-1]; ; z = v[n-1];
LDA.b !n : DEC : ASL #2 : TAX LDA.b Scrap04 : DEC : ASL #2 : TAX
LDA.w !v, X : STA.w !z LDA.w v, X : STA.w z
LDA.w !v+2, X : STA.w !z+2 LDA.w v+2, X : STA.w z+2
; y = v[0] -= MX; ; y = v[0] -= MX;
JSR CryptoMX JSR CryptoMX
LDA.w !v : !SUB.b !MXResult : STA.w !v : STA.w !y LDA.w v : !SUB.b Scrap08 : STA.w v : STA.w y
LDA.w !v+2 : SBC.b !MXResult+2 : STA.w !v+2 : STA.w !y+2 LDA.w v+2 : SBC.b Scrap08+2 : STA.w v+2 : STA.w y+2
; sum -= DELTA; ; sum -= DELTA;
LDA.w !sum : !SUB.l CryptoDelta : STA.w !sum LDA.w Sum : !SUB.l CryptoDelta : STA.w Sum
LDA.w !sum+2 : SBC.l CryptoDelta+2 : STA.w !sum+2 LDA.w Sum+2 : SBC.l CryptoDelta+2 : STA.w Sum+2
DEC !rounds : BEQ + : JMP --- : + ; } while (--rounds); DEC.b Scrap06 : BEQ + : JMP --- : + ; } while (--rounds);
PLB : PLP PLB : PLP
RTL RTL

View File

@@ -1,28 +1,14 @@
;================================================================================ ;================================================================================
!CUCCO_STORM = "$7F50C5" !CUCCO = $0B
!IS_INDOORS = "$7E001B" !INERT = $00
!ENEMY_STATE_TABLE = "$7E0DD0" !INIT = $08
!ENEMY_TYPE_TABLE = "$7E0E20" !ALIVE = $09
!ENEMY_AUX1_TABLE = "$7E0DA0" !CUCCO_ENRAGED = $23
!ENEMY_AUX2_TABLE = "$7E0DB0"
!ENEMY_DIRECTION_TABLE = "$7E0EB0"
!CUCCO = "#$0B"
!INERT = "#$00"
!INIT = "#$08"
!ALIVE = "#$09"
!CUCCO_ENRAGED = "#$23"
!LINK_POS_Y_LOW = "$20"
!LINK_POS_Y_HIGH = "$21"
!LINK_POS_X_LOW = "$22"
!LINK_POS_X_HIGH = "$23"
!ENEMY_POS_Y_LOW = "$7E0D00"
!ENEMY_POS_X_LOW = "$7E0D10"
!ENEMY_POS_Y_HIGH = "$7E0D20"
!ENEMY_POS_X_HIGH = "$7E0D30"
CuccoStorm: CuccoStorm:
SEP #$30 ; set 8-bit accumulator index registers SEP #$30 ; set 8-bit accumulator index registers
LDA.l !CUCCO_STORM : BEQ + ; only if storm is on LDA.l CuccoStormer : BEQ + ; only if storm is on
LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors
LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames
@@ -32,18 +18,18 @@ CuccoStorm:
LDY.b #$FF : PHY ; push "cucco not found" LDY.b #$FF : PHY ; push "cucco not found"
LDX.b #$00 : -- : CPX.b #$10 : !BGE .ldone LDX.b #$00 : -- : CPX.b #$10 : !BGE .ldone
LDA.w !ENEMY_STATE_TABLE, X : CMP.b !ALIVE : BEQ +++ LDA.w SpriteAITable, X : CMP.b #!ALIVE : BEQ +++
; enemy not found ; enemy not found
CMP.b !INERT : BNE ++ CMP.b #!INERT : BNE ++
; log inert enemy slot ; log inert enemy slot
PLA : PHX PLA : PHX
BRA ++ BRA ++
+++ +++
; found an enemy ; found an enemy
LDA.l !ENEMY_TYPE_TABLE, X : CMP.b !CUCCO : BNE ++ LDA.l SpriteTypeTable, X : CMP.b #!CUCCO : BNE ++
; it's a cucco ; it's a cucco
TXY ; record where we found the living cucco in case we don't find any angry ones TXY ; record where we found the living cucco in case we don't find any angry ones
LDA.w !ENEMY_AUX1_TABLE, X : CMP.b !CUCCO_ENRAGED : !BLT ++ LDA.w SpriteAuxTable, X : CMP.b #!CUCCO_ENRAGED : !BLT ++
PLA : BRA + ; we found an angry cucco, done PLA : BRA + ; we found an angry cucco, done
++ : INX : BRA -- : .ldone ++ : INX : BRA -- : .ldone
@@ -53,12 +39,12 @@ CuccoStorm:
; we didn't find a cucco, so try to create one ; we didn't find a cucco, so try to create one
PLY PLY
CPY.b #$FF : BEQ + ; fail if no slots found CPY.b #$FF : BEQ + ; fail if no slots found
LDA.b !CUCCO : STA.w !ENEMY_TYPE_TABLE, Y LDA.b #!CUCCO : STA.w SpriteTypeTable, Y
LDA.b !INIT : STA.w !ENEMY_STATE_TABLE, Y LDA.b #!INIT : STA.w SpriteAITable, Y
LDA.b !LINK_POS_Y_LOW : STA.w !ENEMY_POS_Y_LOW, Y LDA.b LinkPosY : STA.w SpritePosYLow, Y
LDA.b !LINK_POS_Y_HIGH : STA.w !ENEMY_POS_Y_HIGH, Y LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b !LINK_POS_X_LOW : STA.w !ENEMY_POS_X_LOW, Y LDA.b LinkPosX : STA.w SpritePosXLow, Y
LDA.b !LINK_POS_X_HIGH : STA.w !ENEMY_POS_X_HIGH, Y LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
BRA +++ BRA +++
++ ++
PLA PLA
@@ -66,8 +52,8 @@ CuccoStorm:
;==== Enrage a Cucco ;==== Enrage a Cucco
LDA.b !CUCCO_ENRAGED : STA.w !ENEMY_AUX1_TABLE, Y ; enrage the cucco LDA.b #!CUCCO_ENRAGED : STA.w SpriteAuxTable, Y ; enrage the cucco
LDA.b #$00 : STA.w !ENEMY_AUX2_TABLE, Y : STA.w !ENEMY_DIRECTION_TABLE, Y LDA.b #$00 : STA.w SpriteAuxTable+$10, Y : STA.w SpriteDirectionTable, Y
;==== ;====
+ +

View File

@@ -7,55 +7,55 @@ DarkWorldSaveFix:
JML.l StatSaveCounter JML.l StatSaveCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DoWorldFix: DoWorldFix:
LDA InvertedMode : BEQ + LDA.l InvertedMode : BEQ +
JMP DoWorldFix_Inverted JMP DoWorldFix_Inverted
+ +
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA.l FollowerIndicator : CMP #$04 : BEQ .setLightWorld ; check if old man is following LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setLightWorld ; check if old man is following
LDA MirrorEquipment : BEQ .noMirror ; check if we have the mirror LDA.l MirrorEquipment : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point .skip_mirror_check ; alt entrance point
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.setLightWorld .setLightWorld
LDA #$00 LDA.b #$00
.noMirror .noMirror
STA CurrentWorld ; set flag to light world STA.l CurrentWorld ; set flag to light world
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf LDA.l FollowerIndicator : CMP.b #$07 : BNE .done : INC : STA.l FollowerIndicator ; convert frog to dwarf
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetDeathWorldChecked: SetDeathWorldChecked:
LDA InvertedMode : BEQ + LDA.l InvertedMode : BEQ +
JMP SetDeathWorldChecked_Inverted JMP SetDeathWorldChecked_Inverted
+ +
LDA $1B : BEQ .outdoors LDA.b $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon LDA.w $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++ LDA.b $A0 : ORA.b $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon LDA.l GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++ ++
.outdoors .outdoors
JMP DoWorldFix JMP DoWorldFix
.dungeon .dungeon
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_skip_mirror_check JMP DoWorldFix_skip_mirror_check
.pyramid .pyramid
LDA #$40 : STA CurrentWorld ; set flag to dark world LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog LDA.l FollowerIndicator : CMP.b #$08 : BNE .done : DEC : STA.l FollowerIndicator : + ; convert dwarf to frog
.done .done
RTL RTL
;================================================================================ ;================================================================================
DoWorldFix_Inverted: DoWorldFix_Inverted:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA.l FollowerIndicator : CMP #$04 : BEQ .setDarkWorld ; check if old man is following LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setDarkWorld ; check if old man is following
LDA MirrorEquipment : BEQ .setDarkWorld ; check if we have the mirror LDA.l MirrorEquipment : BEQ .setDarkWorld ; check if we have the mirror
.skip_mirror_check ; alt entrance point .skip_mirror_check ; alt entrance point
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.setDarkWorld .setDarkWorld
LDA #$40 : STA CurrentWorld ; set flag to dark world LDA.b #$40 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator LDA.l FollowerIndicator
CMP #$07 : BEQ .clear ; clear frog CMP.b #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications CMP.b #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done BRA .done
.clear .clear
LDA.b #$00 : STA FollowerIndicator ; clear follower LDA.b #$00 : STA FollowerIndicator ; clear follower
@@ -63,21 +63,21 @@ DoWorldFix_Inverted:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetDeathWorldChecked_Inverted: SetDeathWorldChecked_Inverted:
LDA $1B : BEQ .outdoors LDA.b $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon LDA.w $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++ LDA.b $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon LDA.l GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
++ ++
.outdoors .outdoors
JMP DoWorldFix JMP DoWorldFix
.dungeon .dungeon
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_Inverted_skip_mirror_check JMP DoWorldFix_Inverted_skip_mirror_check
.castle .castle
LDA #$00 : STA CurrentWorld ; set flag to dark world LDA.b #$00 : STA.l CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf LDA.l FollowerIndicator : CMP.b #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
.done .done
RTL RTL
;================================================================================ ;================================================================================
@@ -85,20 +85,20 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FakeWorldFix: FakeWorldFix:
LDA FixFakeWorld : BEQ + LDA.l FixFakeWorld : BEQ +
LDA $8A : AND.b #$40 : STA CurrentWorld LDA.b $8A : AND.b #$40 : STA.l CurrentWorld
+ +
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MasterSwordFollowerClear: MasterSwordFollowerClear:
LDA FollowerIndicator LDA.l FollowerIndicator
CMP #$0E : BNE .exit ; clear master sword follower CMP.b #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA FollowerIndicator ; clear follower LDA.b #$00 : STA.l FollowerIndicator ; clear follower
.exit .exit
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FixAgahnimFollowers: FixAgahnimFollowers:
LDA.b #$00 : STA FollowerIndicator ; clear follower LDA.b #$00 : STA.l FollowerIndicator ; clear follower
JML PrepDungeonExit ; thing we wrote over JML PrepDungeonExit ; thing we wrote over
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -108,10 +108,10 @@ macro SetMinimum(base,filler,compare)
?done: ?done:
endmacro endmacro
RefreshRainAmmo: RefreshRainAmmo:
LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL RTL
.rain .rain
LDA StartingEntrance LDA.l StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle + CMP.b #$03 : BNE + ; Uncle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle) %SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle) %SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
@@ -130,27 +130,25 @@ RefreshRainAmmo:
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!INFINITE_ARROWS = "$7F50C8"
!INFINITE_MAGIC = "$7F50CA"
SetEscapeAssist: SetEscapeAssist:
LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
.rain .rain
LDA.l EscapeAssist LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : + BIT.b #$04 : BEQ + : STA.l InfiniteArrows : +
BIT.b #$02 : BEQ + : STA InfiniteBombs : + BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : + BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
BRA ++ BRA ++
.no_train ; choo choo .no_train ; choo choo
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : + LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA.l InfiniteMagic : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA InfiniteBombs : + LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA.l InfiniteBombs : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : + LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA.l InfiniteArrows : +
++ ++
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetSilverBowMode: SetSilverBowMode:
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode LDA.l SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA BowEquipment : CMP.b #$3 : BCC + LDA.l BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA BowEquipment SBC.b #$02 : STA.l BowEquipment
+ +
RTL RTL
;================================================================================ ;================================================================================

View File

@@ -1,13 +1,10 @@
!CryptoBuffer = "$7F5100"
;!keyBase = "$7F50D0"
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LoadStaticDecryptionKey: LoadStaticDecryptionKey:
PHB : PHA : PHX : PHY : PHP PHB : PHA : PHX : PHY : PHP
REP #$30 ; set 16-bit accumulator & index registers REP #$30 ; set 16-bit accumulator & index registers
LDX.w #StaticDecryptionKey ; Source LDX.w #StaticDecryptionKey ; Source
LDY.w #!keyBase ; Target LDY.w #KeyBase ; Target
LDA.w #$000F ; Length LDA.w #$000F ; Length
MVN $307F MVN $307F
@@ -23,65 +20,63 @@ RetrieveValueFromEncryptedTable:
;Returns result in A ;Returns result in A
PHX : PHY PHX : PHY
PHA PHA
LDY $04 : PHY : LDY $06 : PHY : LDY $08 : PHY LDY.b Scrap04 : PHY : LDY.b Scrap06 : PHY : LDY.b Scrap08 : PHY
LDY $0A : PHY : LDY $0C : PHY : LDY $0E : PHY LDY.b Scrap0A : PHY : LDY.b Scrap0C : PHY : LDY.b Scrap0E : PHY
AND.w #$FFF8 : TAY AND.w #$FFF8 : TAY
LDA [$00], Y : STA.l !CryptoBuffer : INY #2 LDA.b [$00], Y : STA.l CryptoBuffer : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+2 : INY #2 LDA.b [$00], Y : STA.l CryptoBuffer+2 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+4 : INY #2 LDA.b [$00], Y : STA.l CryptoBuffer+4 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+6 LDA.b [$00], Y : STA.l CryptoBuffer+6
LDA.w #$0002 : STA $04 ;set block size LDA.w #$0002 : STA.b Scrap04 ;set block size
JSL.l XXTEA_Decode JSL.l XXTEA_Decode
PLA : STA $0E : PLA : STA $0C : PLA : STA $0A PLA : STA.b Scrap0E : PLA : STA.b Scrap0C : PLA : STA.b Scrap0A
PLA : STA $08 : PLA : STA $06 : PLA : STA $04 PLA : STA.b Scrap08 : PLA : STA.b Scrap06 : PLA : STA.b Scrap04
PLA : AND.w #$0007 : TAX PLA : AND.w #$0007 : TAX
LDA.l !CryptoBuffer, X LDA.l CryptoBuffer, X
PHA PHA
LDA.w #$0000 LDA.w #$0000
STA.l !CryptoBuffer STA.l CryptoBuffer
STA.l !CryptoBuffer+2 STA.l CryptoBuffer+2
STA.l !CryptoBuffer+4 STA.l CryptoBuffer+4
STA.l !CryptoBuffer+6 STA.l CryptoBuffer+6
PLA PLA
PLY : PLX PLY : PLX
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ChestData = $01E96C
!ChestData = "$01E96C" ChestDataPayload = $01EABC ; ChestData+$0150
!ChestData_Payload = "$1EABC" ; !ChestData+$0150
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
GetChestData: GetChestData:
LDA.l IsEncrypted : BNE .encrypted LDA.l IsEncrypted : BNE .encrypted
INC $0E : LDX.w #$FFFD ; what we wrote over INC.b Scrap0E : LDX.w #$FFFD ; what we wrote over
JML.l Dungeon_OpenKeyedObject_nextChest JML.l Dungeon_OpenKeyedObject_nextChest
.encrypted .encrypted
INC $0E : LDX.w #$FFFE INC.b Scrap0E : LDX.w #$FFFE
.nextChest .nextChest
INX #2 : CPX.w #$0150 : BEQ .couldntFindChest INX #2 : CPX.w #$0150 : BEQ .couldntFindChest
LDA !ChestData, X : AND.w #$7FFF : CMP $A0 : BNE .nextChest LDA.l ChestData, X : AND.w #$7FFF : CMP.b $A0 : BNE .nextChest
DEC $0E : BNE .nextChest DEC.b Scrap0E : BNE .nextChest
LDA $00 : PHA : LDA $02 : PHA LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
LDA.w #!ChestData_Payload : STA $00 LDA.w #ChestDataPayload : STA.b Scrap00
LDA.w #!ChestData_Payload>>16 : STA $02 LDA.w #ChestDataPayload>>16 : STA.b Scrap02
TXA : LSR TXA : LSR
JSL RetrieveValueFromEncryptedTable JSL RetrieveValueFromEncryptedTable
STA $0C STA.b Scrap0C
PLA : STA $02 : PLA : STA $00 PLA : STA.b Scrap02 : PLA : STA.b Scrap00
LDA !ChestData, X : ASL A : BCC .smallChest LDA.l ChestData, X : ASL A : BCC .smallChest
JML.l Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783) JML.l Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)

View File

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

View File

@@ -12,13 +12,6 @@ DoDungeonMapBossIcon:
LDX.w $040C LDX.w $040C
BMI .cave BMI .cave
; LDA.l DungeonMapIcons
; AND.b #$01
; BNE ++
;
; INC ; so it's not equal to $01
; BRA .cave
; get dungeon boss room ; get dungeon boss room
++ REP #$30 ++ REP #$30
LDA.l $8AE817,X LDA.l $8AE817,X
@@ -57,7 +50,7 @@ DoDungeonMapBossIcon:
.match .match
LDA.b #$80 LDA.b #$80
STA.w $2121 STA.w CGADD
REP #$30 REP #$30
@@ -74,14 +67,14 @@ DoDungeonMapBossIcon:
ASL ; x128 for graphics ASL ; x128 for graphics
ASL ASL
ADC.w #BossMapIconGFX ADC.w #BossMapIconGFX
STA.w $4312 STA.w A1T1L
PHY PHY
LDY.w #32 LDY.w #32
SEP #$20 SEP #$20
-- LDA.l .boss_palettes,X -- LDA.l .boss_palettes,X
STA.w $2122 STA.w CGDATA
INX INX
DEY DEY
BNE -- BNE --
@@ -94,24 +87,24 @@ DoDungeonMapBossIcon:
SEP #$10 SEP #$10
LDA.w #$1801 LDA.w #$1801
STA.w $4310 STA.w DMAP1
LDX.b #BossMapIconGFX>>16 LDX.b #BossMapIconGFX>>16
STX.w $4314 STX.w A1B1
LDA.w #$A060>>1 LDA.w #$A060>>1
STA.w $2116 STA.w VMADDL
LDA.w #$0040 LDA.w #$0040
STA.w $4315 STA.w DAS1L
LDX.b #$02 LDX.b #$02
STX.w $420B STX.w MDMAEN
STA.w $4315 STA.w DAS1L
LDA.w #$A260>>1 LDA.w #$A260>>1
STA.w $2116 STA.w VMADDL
STX.w $420B STX.w MDMAEN
; done ; done
SEP #$30 SEP #$30

View File

@@ -1,11 +1,11 @@
NewElderCode: NewElderCode:
{ {
LDA $8A : CMP #$1B : BEQ .newCodeContinue LDA.b $8A : CMP.b #$1B : BEQ .newCodeContinue
;Restore Jump we can keep the RTL so JML ;Restore Jump we can keep the RTL so JML
JML $05F0CD JML $05F0CD
.newCodeContinue .newCodeContinue
PHB : PHK : PLB PHB : PHK : PLB
LDA.b #$07 : STA $0F50, X ;Palette LDA.b #$07 : STA.w $0F50, X ;Palette
JSR Elder_Draw JSR Elder_Draw
JSL Sprite_PlayerCantPassThrough JSL Sprite_PlayerCantPassThrough
JSR Elder_Code JSR Elder_Code
@@ -17,12 +17,12 @@ RTL
Elder_Draw: Elder_Draw:
{ {
LDA.b #$02 : STA $06 : STZ $07 ;Number of Tiles LDA.b #$02 : STA.b Scrap06 : STZ.b Scrap07 ;Number of Tiles
LDA $0DC0, X : ASL #04 LDA.w $0DC0, X : ASL #04
ADC.b #.animation_states : STA $08 ADC.b #.animation_states : STA.b Scrap08
LDA.b #.animation_states>>8 : ADC.b #$00 : STA $09 LDA.b #.animation_states>>8 : ADC.b #$00 : STA.b Scrap09
JSL Sprite_DrawMultiple_player_deferred JSL Sprite_DrawMultiple_player_deferred
JSL Sprite_DrawShadowLong JSL Sprite_DrawShadowLong
@@ -46,7 +46,7 @@ RTL
LDA.l TurnInGoalItems : AND.w #$00FF : BNE + LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
.despawn .despawn
SEP #$20 SEP #$20
STZ $0DD0, X ; despawn self STZ.w $0DD0, X ; despawn self
RTS RTS
+ +
SEP #$20 SEP #$20

View File

@@ -77,7 +77,7 @@ JML.l Overworld_Entrance_BRANCH_RHO
AllowStartFromSingleEntranceCave: AllowStartFromSingleEntranceCave:
; 16 Bit A, 16 bit XY ; 16 Bit A, 16 bit XY
; do not need to preserve A or X or Y ; do not need to preserve A or X or Y
LDA StartingEntrance : AND.w #$00FF ; What we wrote over LDA.l StartingEntrance : AND.w #$00FF ; What we wrote over
PHA PHA
TAX TAX
LDA.l StartingAreaExitOffset, X LDA.l StartingAreaExitOffset, X
@@ -88,29 +88,29 @@ AllowStartFromSingleEntranceCave:
+ +
DEC DEC
STA $00 STA.b Scrap00
ASL #2 : !ADD $00 : ASL #2 ; mult by 20 ASL #2 : !ADD Scrap00 : ASL #2 ; mult by 20
TAX TAX
LDA #$0016 : STA $7EC142 ; Cache the main screen designation LDA.w #$0016 : STA $7EC142 ; Cache the main screen designation
LDA.l StartingAreaExitTable+$05, X : STA $7EC144 ; Cache BG1 V scroll LDA.l StartingAreaExitTable+$05, X : STA.l $7EC144 ; Cache BG1 V scroll
LDA.l StartingAreaExitTable+$07, X : STA $7EC146 ; Cache BG1 H scroll LDA.l StartingAreaExitTable+$07, X : STA.l $7EC146 ; Cache BG1 H scroll
LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA $7EC148 ; Cache Link's Y coordinate LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA $7EC148 ; Cache Link's Y coordinate
LDA.l StartingAreaExitTable+$0B, X : STA $7EC14A ; Cache Link's X coordinate LDA.l StartingAreaExitTable+$0B, X : STA.l $7EC14A ; Cache Link's X coordinate
LDA.l StartingAreaExitTable+$0D, X : STA $7EC150 ; Cache Camera Y coord lower bound. LDA.l StartingAreaExitTable+$0D, X : STA.l $7EC150 ; Cache Camera Y coord lower bound.
LDA.l StartingAreaExitTable+$0F, X : STA $7EC152 ; Cache Camera X coord lower bound. LDA.l StartingAreaExitTable+$0F, X : STA.l $7EC152 ; Cache Camera X coord lower bound.
LDA.l StartingAreaExitTable+$03, X : STA $7EC14E ; Cache Link VRAM Location LDA.l StartingAreaExitTable+$03, X : STA.l $7EC14E ; Cache Link VRAM Location
; Handle the 2 "unknown" bytes, which control what area of the backgound ; Handle the 2 "unknown" bytes, which control what area of the backgound
; relative to the camera? gets loaded with new tile data as the player moves around ; relative to the camera? gets loaded with new tile data as the player moves around
; (because some overworld areas like Kak are too big for a single VRAM tilemap) ; (because some overworld areas like Kak are too big for a single VRAM tilemap)
LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF
BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l $7EC16A STA.l $7EC16A
LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF
BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l $7EC16E STA.l $7EC16E
LDA.w #$0000 : !SUB.l $7EC16A : STA $7EC16C LDA.w #$0000 : !SUB.l $7EC16A : STA $7EC16C
@@ -167,7 +167,7 @@ RTL
CheckHole: CheckHole:
LDX.w #$0024 LDX.w #$0024
.nextHoleClassic .nextHoleClassic
LDA.b $00 : CMP.l $1BB800, X LDA.b Scrap00 : CMP.l $1BB800, X
BNE .wrongMap16Classic BNE .wrongMap16Classic
LDA.w $040A : CMP.l $1BB826, X LDA.w $040A : CMP.l $1BB826, X
BEQ .matchedHoleClassic BEQ .matchedHoleClassic
@@ -176,7 +176,7 @@ CheckHole:
LDX.w #$001E LDX.w #$001E
.nextHoleExtra .nextHoleExtra
LDA.b $00 : CMP.l ExtraHole_Map16, X LDA.b Scrap00 : CMP.l ExtraHole_Map16, X
BNE .wrongMap16Extra BNE .wrongMap16Extra
LDA.w $040A : CMP.l ExtraHole_Area, X LDA.w $040A : CMP.l ExtraHole_Area, X
BEQ .matchedHoleExtra BEQ .matchedHoleExtra
@@ -193,7 +193,7 @@ CheckHole:
JML Overworld_Hole_End JML Overworld_Hole_End
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PreventEnterOnBonk: PreventEnterOnBonk:
STA $00 ; part of what we wrote over STA.b Scrap00 ; part of what we wrote over
LDA.l InvertedMode : AND.w #$00FF : BEQ .done LDA.l InvertedMode : AND.w #$00FF : BEQ .done
LDA.l $5D : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode? LDA.l $5D : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
LDA.b $8A : AND.w #$0040 : CMP $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch? LDA.b $8A : AND.w #$0040 : CMP $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?

View File

@@ -1,13 +1,6 @@
;--------------------------------------------------------------------------------
; OnLoadOW
;--------------------------------------------------------------------------------
;OnLoadMap:
; LDA OverworldEventDataWRAM+$5B ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
OnPrepFileSelect: OnPrepFileSelect:
LDA $11 : CMP.b #$03 : BNE + LDA.b $11 : CMP.b #$03 : BNE +
LDA.b #$06 : STA $14 ; thing we wrote over LDA.b #$06 : STA.b $14 ; thing we wrote over
RTL RTL
+ +
JSL.l LoadAlphabetTilemap JSL.l LoadAlphabetTilemap
@@ -22,7 +15,7 @@ OnDrawHud:
JML.l ReturnFromOnDrawHud JML.l ReturnFromOnDrawHud
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnDungeonEntrance: OnDungeonEntrance:
STA $7EC172 ; thing we wrote over STA.l $7EC172 ; thing we wrote over
JSL MaybeFlagCompassTotalEntrance JSL MaybeFlagCompassTotalEntrance
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -40,7 +33,7 @@ OnDungeonExit:
JSL.l SQEGFix JSL.l SQEGFix
PLP : PLA PLP : PLA
STA $040C : STZ $04AC ; thing we wrote over STA.w $040C : STZ.w $04AC ; thing we wrote over
PHA : PHP PHA : PHP
JSL.l HUD_RebuildLong JSL.l HUD_RebuildLong
@@ -51,17 +44,17 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnQuit: OnQuit:
JSL.l SQEGFix JSL.l SQEGFix
LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA $1C ; thing we wrote over LDA.b #$10 : STA.b $1C ; thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnUncleItemGet: OnUncleItemGet:
PHA PHA
LDA.l EscapeAssist LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : + BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
BIT.b #$02 : BEQ + : STA InfiniteBombs : + BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : + BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
PLA PLA
JSL.l Link_ReceiveItem JSL.l Link_ReceiveItem
@@ -112,20 +105,19 @@ OnFileCreation:
; Set validity value and do some cleanup. Jump to checksum. ; Set validity value and do some cleanup. Jump to checksum.
LDA.w #$55AA : STA.l $7003E1 LDA.w #$55AA : STA.l $7003E1
STZ $00 STZ.b Scrap00
STZ $01 STZ.b Scrap01
LDX.b $00 LDX.b Scrap00
LDY.w #$0000 LDY.w #$0000
TYA TYA
JML.l InitializeSaveFile_build_checksum JML.l InitializeSaveFile_build_checksum
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnFileLoad: OnFileLoad:
REP #$10 ; set 16 bit index registers REP #$10 ; set 16 bit index registers
JSL.l EnableForceBlank ; what we wrote over JSL.l EnableForceBlank ; what we wrote over
LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area LDA.b #$07 : STA.w BG34NBA ; Restore screen 3 to normal tile area
LDA.l FileMarker : BNE + LDA.l FileMarker : BNE +
JSL.l OnNewFile JSL.l OnNewFile
@@ -136,8 +128,8 @@ OnFileLoad:
JSL.l DoWorldFix JSL.l DoWorldFix
+ +
JSL.l MasterSwordFollowerClear JSL.l MasterSwordFollowerClear
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
LDA.l GenericKeys : BEQ + LDA.l GenericKeys : BEQ +
LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
+ +
@@ -152,7 +144,6 @@ OnFileLoad:
SEP #$10 ; restore 8 bit index registers SEP #$10 ; restore 8 bit index registers
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnNewFile: OnNewFile:
PHX : PHP PHX : PHP
; reset some values on new file that are otherwise only reset on hard reset ; reset some values on new file that are otherwise only reset on hard reset
@@ -163,15 +154,13 @@ OnNewFile:
STZ $0CFB ; enemies killed (pull trees) STZ $0CFB ; enemies killed (pull trees)
STZ $0CFC ; times taken damage (pull trees) STZ $0CFC ; times taken damage (pull trees)
STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
LDA #$00 : STA $7EC011 ; mosaic LDA #$00 : STA.l $7EC011 ; mosaic
JSL InitRNGPointerTable ; boss RNG JSL InitRNGPointerTable ; boss RNG
PLP : PLX PLP : PLX
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnInitFileSelect: OnInitFileSelect:
; LDA.b #$10 : STA $BC ; init sprite pointer - does nothing unless spriteswap.asm is included LDA.b #$51 : STA.w $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
; JSL.l SpriteSwap_SetSprite
LDA.b #$51 : STA $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
JSL.l EnableForceBlank JSL.l EnableForceBlank
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -193,7 +182,7 @@ OnLinkDamagedFromPit:
LDA.l AllowAccidentalMajorGlitch LDA.l AllowAccidentalMajorGlitch
BEQ ++ BEQ ++
-- LDA.b #$14 : STA $11 ; thing we wrote over -- LDA.b #$14 : STA.b $11 ; thing we wrote over
RTL RTL
@@ -206,32 +195,30 @@ OnLinkDamagedFromPitOutdoors:
JML.l OHKOTimer ; make sure this is last JML.l OHKOTimer ; make sure this is last
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnOWTransition: OnOWTransition:
JSL.l FloodGateReset JSL.l FloodGateReset
JSL.l FlipperFlag JSL.l FlipperFlag
JSL.l StatTransitionCounter JSL.l StatTransitionCounter
PHP PHP
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
PLP PLP
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!DARK_DUCK_TEMP = "$7F509C"
OnLoadDuckMap: OnLoadDuckMap:
LDA !DARK_DUCK_TEMP LDA.l ScratchBufferV
BNE + BNE +
INC : STA !DARK_DUCK_TEMP INC : STA.l ScratchBufferV
JSL OverworldMap_InitGfx : DEC $0200 JSL OverworldMap_InitGfx : DEC $0200
RTL RTL
+ +
LDA.b #$00 : STA !DARK_DUCK_TEMP LDA.b #$00 : STA.l ScratchBufferV
JML OverworldMap_DarkWorldTilemap JML OverworldMap_DarkWorldTilemap
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PreItemGet: PreItemGet:
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy LDA.b #$01 : STA.l BusyItem ; mark item as busy
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PostItemGet: PostItemGet:
@@ -239,12 +226,12 @@ PostItemGet:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PostItemAnimation: PostItemAnimation:
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished LDA.b #$00 : STA.l BusyItem ; mark item as finished
LDA $7F509F : BEQ + LDA.l $7F509F : BEQ +
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
JSL.l Main_ShowTextMessage_Alt JSL.l Main_ShowTextMessage_Alt
LDA.b #$00 : STA $7F509F LDA.b #$00 : STA.l $7F509F
+ +
LDA.w $02E9 : CMP.b #$01 : BNE + LDA.w $02E9 : CMP.b #$01 : BNE +
@@ -252,6 +239,6 @@ PostItemAnimation:
JSL.l IncrementChestTurnCounter JSL.l IncrementChestTurnCounter
+ +
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here STZ.w $02E9 : LDA.w $0C5E, X ; thing we wrote over to get here
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -11,29 +11,29 @@ DontUseZSNES:
SEP #$35 ; sets carry and I flag too SEP #$35 ; sets carry and I flag too
LDA.b #$00 LDA.b #$00
STA.l $4200 ; disable NMI and IRQ STA.l NMITIMEN ; disable NMI and IRQ
STA.l $420C ; disable HDMA STA.l HDMAEN ; disable HDMA
ROR ; A = 0x80 from carry ROR ; A = 0x80 from carry
STA.l $2100 STA.l INIDISP
STA.l $2115 STA.l VMAIN
; Empty VRAM ; Empty VRAM
LDA.b #AllZeros>>16 : STA.l $4304 LDA.b #AllZeros>>16 : STA.l A1B0
REP #$20 REP #$20
LDA.w #AllZeros LDA.w #AllZeros
STA.l $4302 STA.l A1T0L
LDA.w #$1809 LDA.w #$1809
STA.l $4300 STA.l DMAP0
LDA.w #$0000 LDA.w #$0000
STA.l $4305 STA.l DAS0L
LDA.w #$0001 LDA.w #$0001
STA.l $420B STA.l MDMAEN
JSR ConfigurePPUForFailureReport JSR ConfigurePPUForFailureReport
JSR ConfigureBSODVWF JSR ConfigureBSODVWF
@@ -43,7 +43,7 @@ DontUseZSNES:
JSR DrawVWFMessage JSR DrawVWFMessage
LDA.w #$0F0F LDA.w #$0F0F
STA.w $2100 STA.w INIDISP
-- BRA -- -- BRA --
@@ -77,29 +77,29 @@ Crashed:
SEP #$35 ; sets carry and I flag too SEP #$35 ; sets carry and I flag too
LDA.b #$00 LDA.b #$00
STA.l $4200 ; disable NMI and IRQ STA.l NMITIMEN ; disable NMI and IRQ
STA.l $420C ; disable HDMA STA.l HDMAEN ; disable HDMA
ROR ; A = 0x80 from carry ROR ; A = 0x80 from carry
STA.l $2100 STA.l INIDISP
STA.l $2115 STA.l VMAIN
; Empty VRAM ; Empty VRAM
LDA.b #AllZeros>>16 : STA.l $4304 LDA.b #AllZeros>>16 : STA.l A1B0
REP #$38 REP #$38
LDA.w #AllZeros LDA.w #AllZeros
STA.l $4302 STA.l A1T0L
LDA.w #$1809 LDA.w #$1809
STA.l $4300 STA.l DMAP0
LDA.w #$0000 LDA.w #$0000
STA.l $4305 STA.l DAS0L
LDA.w #$0001 LDA.w #$0001
STA.l $420B STA.l MDMAEN
;=================================================================================================== ;===================================================================================================
@@ -113,32 +113,32 @@ Crashed:
; stack pointer ; stack pointer
LDA.w #$0C38>>1 LDA.w #$0C38>>1
STA.b $2116 STA.b VMADDL
TSC TSC
XBA XBA
AND.w #$00FF AND.w #$00FF
ORA.w #$0100 ORA.w #$0100
STA.b $2118 STA.b VMDATAL
TSC TSC
AND.w #$00FF AND.w #$00FF
ORA.w #$0100 ORA.w #$0100
STA.l $2118 STA.l VMDATAL
; game module ; game module
LDA.w #$0C78>>1 LDA.w #$0C78>>1
STA.b $2116 STA.b VMADDL
LDA.l $10 LDA.l $10
AND.w #$00FF AND.w #$00FF
ORA.w #$0100 ORA.w #$0100
STA.b $2118 STA.b VMDATAL
LDA.l $11 LDA.l $11
AND.w #$00FF AND.w #$00FF
ORA.w #$0100 ORA.w #$0100
STA.b $2118 STA.b VMDATAL
;--------------------------------------------------------------------------------------------------- ;---------------------------------------------------------------------------------------------------
@@ -176,7 +176,7 @@ Crashed:
.next_row .next_row
STA.l $7F0004 STA.l $7F0004
STA.b $2116 STA.b VMADDL
LDY.w #20 LDY.w #20
@@ -194,7 +194,7 @@ Crashed:
AND.w #$01FF AND.w #$01FF
.in_stack .in_stack
STA.b $2118 STA.b VMDATAL
DEX DEX
TXA TXA
@@ -235,7 +235,7 @@ Crashed:
JSR DrawVWFMessage JSR DrawVWFMessage
LDA.w #$0F0F LDA.w #$0F0F
STA.w $2100 STA.w INIDISP
-- BRA -- -- BRA --
@@ -260,11 +260,11 @@ BSODMessage:
;=================================================================================================== ;===================================================================================================
DrawVWFMessage: DrawVWFMessage:
STA.b $06 STA.b Scrap06
.next .next
LDA.b ($06) LDA.b (Scrap06)
INC.b $06 INC.b Scrap06
AND.w #$00FF AND.w #$00FF
CMP.w #$0080 CMP.w #$0080
BEQ .done_row BEQ .done_row
@@ -284,26 +284,26 @@ DrawVWFMessage:
ASL ASL
TAX TAX
LDA.w .row_offset,X LDA.w .row_offset,X
STA.w $2116 STA.w VMADDL
INC.b VWFR INC.b VWFR
LDA.w #$1800 LDA.w #$1800
STA.w $4300 STA.w DMAP0
LDA.w #20*16 LDA.w #20*16
STA.w $4305 STA.w DAS0L
LDA.w #$1000 LDA.w #$1000
STA.w $4302 STA.w A1T0L
SEP #$20 SEP #$20
STZ.w $2115 STZ.w VMAIN
STZ.w $4304 STZ.w A1B0
LDA.b #$01 LDA.b #$01
STA.w $420B STA.w MDMAEN
REP #$20 REP #$20
@@ -347,7 +347,7 @@ DrawFailureVWFChar:
ASL ASL
ASL ASL
ADC.w #BSODFontGFX ADC.w #BSODFontGFX
STA.b $08 STA.b Scrap08
LDA.b VWFP LDA.b VWFP
AND.w #$FFF8 AND.w #$FFF8
@@ -402,23 +402,23 @@ LoadBSODHexFont:
REP #$20 REP #$20
LDA.w #BSODHex LDA.w #BSODHex
STA.w $4302 STA.w A1T0L
LDA.w #$1801 LDA.w #$1801
STA.w $4300 STA.w DMAP0
LDA.w #$1000 LDA.w #$1000
STA.w $4305 STA.w DAS0L
LDA.w #$2800 LDA.w #$2800
STA.w $2116 STA.w VMADDL
SEP #$20 SEP #$20
LDA.b #BSODHex>>16 LDA.b #BSODHex>>16
STA.w $4304 STA.w A1B0
LDA.b #$01 LDA.b #$01
STA.w $420B STA.w MDMAEN
REP #$30 REP #$30
@@ -437,21 +437,21 @@ ConfigureBSODVWF:
LDX.b #$FF LDX.b #$FF
LDY.b #$7F LDY.b #$7F
STZ.b $2121 STZ.b CGADD
STZ.b $2122 : STZ.b $2122 STZ.b CGDATA : STZ.b CGDATA
STX.b $2122 : STY.b $2122 STX.b CGDATA : STY.b CGDATA
LDA.b #$05 LDA.b #$05
STA.b $2121 STA.b CGADD
LDA.b #$11 : STA.b $2122 : STY.b $2122 LDA.b #$11 : STA.b CGDATA : STY.b CGDATA
LDA.b #$21 : STA.b $2121 LDA.b #$21 : STA.b CGADD
STX.b $2122 : STY.b $2122 STX.b CGDATA : STY.b CGDATA
LDA.b #$25 : STA.b $2121 LDA.b #$25 : STA.b CGADD
LDA.b #$11 : STA.b $2122 : STY.b $2122 LDA.b #$11 : STA.b CGDATA : STY.b CGDATA
REP #$30 REP #$30
@@ -473,14 +473,14 @@ ConfigureBSODVWF:
.start .start
STA.w $20 STA.w $20
STA.b $2116 STA.b VMADDL
PLA PLA
LDY.w #30 LDY.w #30
.next_char .next_char
STA.b $2118 STA.b VMDATAL
INC INC
DEY DEY
BNE .next_char BNE .next_char
@@ -516,29 +516,29 @@ ConfigurePPUForFailureReport:
PHK PHK
PLB PLB
STZ.w $2105 ; BG mode 0 STZ.w BGMODE ; BG mode 0
STZ.w $2106 ; no mosaic STZ.w MOSAIC ; no mosaic
STZ.w $2107 ; BG1 tilemap to $0000 STZ.w BG1SC ; BG1 tilemap to $0000
STZ.w $212D STZ.w TS
STZ.w $210D : STZ.w $210D STZ.w BG1HOFS : STZ.w BG1HOFS
STZ.w $210E : STZ.w $210E STZ.w BG1VOFS : STZ.w BG1VOFS
STZ.w $210F : STZ.w $210F STZ.w BG2HOFS : STZ.w BG2HOFS
STZ.w $2110 : STZ.w $2110 STZ.w BG2VOFS : STZ.w BG2VOFS
STZ.w $2123 STZ.w W12SEL
STZ.w $2131 STZ.w CGADSUB
STZ.w $2133 STZ.w SETINI
LDA.b #$04 LDA.b #$04
STA.w $2108 ; BG1 tilemap to $0800 STA.w BG2SC ; BG1 tilemap to $0800
LDA.b #$21 LDA.b #$21
STA.w $210B STA.w BG12NBA
LDA.b #$03 LDA.b #$03
STA.w $212C STA.w TM
RTS RTS

View File

@@ -51,11 +51,11 @@ FastCreditsCutsceneScroll:
LDA.w $00E2,Y LDA.w $00E2,Y
CMP.l $0EC308,X ; compare to target CMP.l $0EC308,X ; compare to target
ROL.b $00 ; put carry in here ROL.b Scrap00 ; put carry in here
LDA.l $0EC348,X ; get movement LDA.l $0EC348,X ; get movement
BPL ++ ; if positive, leave saved carry alone BPL ++ ; if positive, leave saved carry alone
INC.b $00 ; otherwise, flip it INC.b Scrap00 ; otherwise, flip it
++ ROR.b $00 ; recover carry ++ ROR.b Scrap00 ; recover carry
BCC ++ ; scroll if carry not set BCC ++ ; scroll if carry not set
LDA.w #$0000 LDA.w #$0000

View File

@@ -1,18 +1,17 @@
!ValidKeyLoaded = "$7F509E"
;FS prefix means file_select, since these defines and macros are specific to this screen ;FS prefix means file_select, since these defines and macros are specific to this screen
!FS_COLOR_BROWN = "$0000" ;(only used for: Shovel, hammer, powder) !FS_COLOR_BROWN = $0000 ;(only used for: Shovel, hammer, powder)
!FS_COLOR_RED = "$0400" !FS_COLOR_RED = $0400
!FS_COLOR_YELLOW = "$0800" !FS_COLOR_YELLOW = $0800
!FS_COLOR_BLUE = "$0C00" !FS_COLOR_BLUE = $0C00
!FS_COLOR_GRAY = "$1000" ;(Used to gray out items) !FS_COLOR_GRAY = $1000 ;(Used to gray out items)
!FS_COLOR_BOOTS = "$1400" !FS_COLOR_BOOTS = $1400
!FS_COLOR_GREEN = "$1800" !FS_COLOR_GREEN = $1800
!FS_COLOR_BW = "$1C00" !FS_COLOR_BW = $1C00
!FS_HFLIP = "$4000" !FS_HFLIP = $4000
!FS_VFLIP = "$8000" !FS_VFLIP = $8000
macro fs_draw8x8(screenrow,screencol) macro fs_draw8x8(screenrow,screencol)
;Note due to XKAS's screwy math this formula is misleading. ;Note due to XKAS's screwy math this formula is misleading.
@@ -109,19 +108,19 @@ JMP DrawItem
DrawPlayerFile: DrawPlayerFile:
LDA $1A : AND.w #$0001 : BNE .normal LDA.b $1A : AND.w #$0001 : BNE .normal
JSR DrawPlayerFileShared JSR DrawPlayerFileShared
INC $0710 ; Suppress animated tile updates for this frame INC $0710 ; Suppress animated tile updates for this frame
; re-enable Stripe Image format upload on this frame ; re-enable Stripe Image format upload on this frame
; Value loaded must match what gets set by AltBufferTable ; Value loaded must match what gets set by AltBufferTable
LDA.w #$0161 : STA $1002 LDA.w #$0161 : STA.w $1002
BRA .done BRA .done
.normal .normal
STZ $0710 ; ensure core animated tile updates are not suppressed STZ $0710 ; ensure core animated tile updates are not suppressed
LDA #$FFFF : STA.w $1002 ; Suppress Stripe Image format upload on this frame LDA.w #$FFFF : STA.w $1002 ; Suppress Stripe Image format upload on this frame
.done .done
LDA.w #$0004 : STA $02 ; thing we wrote over LDA.w #$0004 : STA.b Scrap02 ; thing we wrote over
RTL RTL
@@ -132,29 +131,29 @@ DrawPlayerFileShared:
LDA.b #FileSelectItems>>16 : PHA : PLB LDA.b #FileSelectItems>>16 : PHA : PLB
REP #$20 ; restore 16 bit accumulator REP #$20 ; restore 16 bit accumulator
LDA ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,5) %fs_draw8x16(6,5)
LDA ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,6) %fs_draw8x16(6,6)
LDA ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,7) %fs_draw8x16(6,7)
LDA ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW
%fs_draw8x16(6,8) %fs_draw8x16(6,8)
LDA ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,5) %fs_draw8x16(9,5)
LDA ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,6) %fs_draw8x16(9,6)
LDA ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,7) %fs_draw8x16(9,7)
LDA ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW LDA.l ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(9,8) %fs_draw8x16(9,8)
JSR FileSelectDrawHudBar JSR FileSelectDrawHudBar
; Bow ; Bow
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ + LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA EquipmentSRAM+$00 : AND.w #$00FF : BEQ ++ LDA.l EquipmentSRAM+$00 : AND.w #$00FF : BEQ ++
%fs_drawItem(3,12,FileSelectItems_silver_bow) %fs_drawItem(3,12,FileSelectItems_silver_bow)
BRA .bow_end BRA .bow_end
++ ++
@@ -327,10 +326,10 @@ DrawPlayerFileShared:
%fs_drawItem(9,26,FileSelectItems_heart_piece_3_of_4) %fs_drawItem(9,26,FileSelectItems_heart_piece_3_of_4)
++ ++
LDA EquipmentSRAM+$0108 : AND.w #$00FF LDA.l EquipmentSRAM+$0108 : AND.w #$00FF
JSL.l HexToDec JSL.l HexToDec
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26) LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27) LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27)
; Boots ; Boots
%fs_drawItemBasic(EquipmentSRAM+$15,3,28,FileSelectItems_boots) %fs_drawItemBasic(EquipmentSRAM+$15,3,28,FileSelectItems_boots)
@@ -353,21 +352,21 @@ DrawPlayerFileShared:
%fs_drawItemBasic(EquipmentSRAM+$17,9,28,FileSelectItems_pearl) %fs_drawItemBasic(EquipmentSRAM+$17,9,28,FileSelectItems_pearl)
; Pendants ; Pendants
LDA EquipmentSRAM+$34 : AND.w #$0004 : BEQ + LDA.l EquipmentSRAM+$34 : AND.w #$0004 : BEQ +
%fs_drawItem(12,12,FileSelectItems_green_pendant) %fs_drawItem(12,12,FileSelectItems_green_pendant)
BRA ++ BRA ++
+ +
%fs_drawItem(12,12,FileSelectItems_no_pendant) %fs_drawItem(12,12,FileSelectItems_no_pendant)
++ ++
LDA EquipmentSRAM+$34 : AND.w #$0002 : BEQ + LDA.l EquipmentSRAM+$34 : AND.w #$0002 : BEQ +
%fs_drawItem(12,14,FileSelectItems_blue_pendant) %fs_drawItem(12,14,FileSelectItems_blue_pendant)
BRA ++ BRA ++
+ +
%fs_drawItem(12,14,FileSelectItems_no_pendant) %fs_drawItem(12,14,FileSelectItems_no_pendant)
++ ++
LDA EquipmentSRAM+$34 : AND.w #$0001 : BEQ + LDA.l EquipmentSRAM+$34 : AND.w #$0001 : BEQ +
%fs_drawItem(12,16,FileSelectItems_red_pendant) %fs_drawItem(12,16,FileSelectItems_red_pendant)
BRA ++ BRA ++
+ +
@@ -375,49 +374,49 @@ DrawPlayerFileShared:
++ ++
; Crystals ; Crystals
LDA EquipmentSRAM+$3A : AND.w #$0002 : BEQ + LDA.l EquipmentSRAM+$3A : AND.w #$0002 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE LDA.w #$0297|!FS_COLOR_BLUE
BRA ++ BRA ++
+ +
LDA.w #$0287|!FS_COLOR_GRAY LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,18) ++ : %fs_draw16x8(13,18)
LDA EquipmentSRAM+$3A : AND.w #$0010 : BEQ + LDA.l EquipmentSRAM+$3A : AND.w #$0010 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE LDA.w #$0297|!FS_COLOR_BLUE
BRA ++ BRA ++
+ +
LDA.w #$0287|!FS_COLOR_GRAY LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,19) ++ : %fs_draw16x8(12,19)
LDA EquipmentSRAM+$3A : AND.w #$0040 : BEQ + LDA.l EquipmentSRAM+$3A : AND.w #$0040 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE LDA.w #$0297|!FS_COLOR_BLUE
BRA ++ BRA ++
+ +
LDA.w #$0287|!FS_COLOR_GRAY LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,20) ++ : %fs_draw16x8(13,20)
LDA EquipmentSRAM+$3A : AND.w #$0020 : BEQ + LDA.l EquipmentSRAM+$3A : AND.w #$0020 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE LDA.w #$0297|!FS_COLOR_BLUE
BRA ++ BRA ++
+ +
LDA.w #$0287|!FS_COLOR_GRAY LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,21) ++ : %fs_draw16x8(12,21)
LDA EquipmentSRAM+$3A : AND.w #$0004 : BEQ + LDA.l EquipmentSRAM+$3A : AND.w #$0004 : BEQ +
LDA.w #$0297|!FS_COLOR_RED LDA.w #$0297|!FS_COLOR_RED
BRA ++ BRA ++
+ +
LDA.w #$0287|!FS_COLOR_GRAY LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(13,22) ++ : %fs_draw16x8(13,22)
LDA EquipmentSRAM+$3A : AND.w #$0001 : BEQ + LDA.l EquipmentSRAM+$3A : AND.w #$0001 : BEQ +
LDA.w #$0297|!FS_COLOR_RED LDA.w #$0297|!FS_COLOR_RED
BRA ++ BRA ++
+ +
LDA.w #$0287|!FS_COLOR_GRAY LDA.w #$0287|!FS_COLOR_GRAY
++ : %fs_draw16x8(12,23) ++ : %fs_draw16x8(12,23)
LDA EquipmentSRAM+$3A : AND.w #$0008 : BEQ + LDA.l EquipmentSRAM+$3A : AND.w #$0008 : BEQ +
LDA.w #$0297|!FS_COLOR_BLUE LDA.w #$0297|!FS_COLOR_BLUE
BRA ++ BRA ++
+ +
@@ -558,92 +557,92 @@ FileSelectItems:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FileSelectDrawHudBar: FileSelectDrawHudBar:
LDA #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10) LDA.w #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA EquipmentSRAM+$22 LDA.l DisplayRupeesSRAM
JSL.l HexToDec JSL.l HexToDec
LDA $7F5004 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9) LDA.l $7F5004 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9)
LDA $7F5005 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10) LDA.l $7F5005 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10)
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11) LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12) LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12)
LDA #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14) LDA.w #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA EquipmentSRAM+$03 : AND.w #$00FF LDA.l BombsEquipmentSRAM : AND.w #$00FF
JSL.l HexToDec JSL.l HexToDec
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14) LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15) LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15)
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ + LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17) LDA.w #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
BRA ++ BRA ++
+ +
LDA #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17) LDA.w #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
++ ++
LDA EquipmentSRAM+$37 : AND.w #$00FF LDA.l CurrentArrowsSRAM : AND.w #$00FF
JSL.l HexToDec JSL.l HexToDec
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17) LDA.l $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17)
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18) LDA.l $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18)
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
AltBufferTable: AltBufferTable:
LDA.b #$02 : STA $210c ; Have Screen 3 use same tile area as screens 1 LDA.b #$02 : STA.w BG34NBA ; Have Screen 3 use same tile area as screens 1
.noScreen3Change .noScreen3Change
REP #$20 REP #$20
LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header) LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header)
;fill with the blank character ;fill with the blank character
LDA.w #$0188 LDA.w #$0188
- -
STA $1000, X STA.w $1000, X
DEX : DEX : BNE - DEX : DEX : BNE -
; set vram offsets ; set vram offsets
LDA.w #$0161 : STA $1002 ;file 1 top row LDA.w #$0161 : STA.w $1002 ;file 1 top row
LDA.w #$2161 : STA $1042 ;file 1 bottom row LDA.w #$2161 : STA.w $1042 ;file 1 bottom row
LDA.w #$4161 : STA $1082 ;gap row top LDA.w #$4161 : STA.w $1082 ;gap row top
LDA.w #$6161 : STA $10C2 ;gap row bottom LDA.w #$6161 : STA.w $10C2 ;gap row bottom
LDA.w #$8161 : STA $1102 ;file 2 top row LDA.w #$8161 : STA.w $1102 ;file 2 top row
LDA.w #$A161 : STA $1142 ;file 2 bottom row LDA.w #$A161 : STA.w $1142 ;file 2 bottom row
LDA.w #$C161 : STA $1182 ;gap row top LDA.w #$C161 : STA.w $1182 ;gap row top
LDA.w #$E161 : STA $11c2 ;gap row bottom LDA.w #$E161 : STA.w $11c2 ;gap row bottom
LDA.w #$0162 : STA $1202 ;file 3 top row LDA.w #$0162 : STA.w $1202 ;file 3 top row
LDA.w #$2162 : STA $1242 ;file 3 bottom row LDA.w #$2162 : STA.w $1242 ;file 3 bottom row
LDA.w #$4162 : STA $1282 ;extra gap row top LDA.w #$4162 : STA.w $1282 ;extra gap row top
LDA.w #$6162 : STA $12c2 ;extra gap row bottom LDA.w #$6162 : STA.w $12c2 ;extra gap row bottom
LDA.w #$8162 : STA $1302 ;extra gap row top LDA.w #$8162 : STA.w $1302 ;extra gap row top
LDA.w #$A162 : STA $1342 ;extra gap row bottom LDA.w #$A162 : STA.w $1342 ;extra gap row bottom
LDA.w #$C162 : STA $1382 ;extra gap row top LDA.w #$C162 : STA.w $1382 ;extra gap row top
LDA.w #$E162 : STA $13C2 ;extra gap row bottom LDA.w #$E162 : STA.w $13C2 ;extra gap row bottom
; set lengths ; set lengths
LDA.w #$3B00 LDA.w #$3B00
STA $1004 ;file 1 top row STA.w $1004 ;file 1 top row
STA $1044 ;file 1 bottom row STA.w $1044 ;file 1 bottom row
STA $1084 ;gap row top STA.w $1084 ;gap row top
STA $10C4 ;gap row bottom STA.w $10C4 ;gap row bottom
STA $1104 ;file 2 top row STA.w $1104 ;file 2 top row
STA $1144 ;file 2 bottom row STA.w $1144 ;file 2 bottom row
STA $1184 ;gap row top STA.w $1184 ;gap row top
STA $11C4 ;gap row bottom STA.w $11C4 ;gap row bottom
STA $1204 ;file 3 top row STA.w $1204 ;file 3 top row
STA $1244 ;file 3 bottom row STA.w $1244 ;file 3 bottom row
STA $1284 ;extra gap row top STA.w $1284 ;extra gap row top
STA $12C4 ;extra gap row bottom STA.w $12C4 ;extra gap row bottom
STA $1304 ;extra gap row top STA.w $1304 ;extra gap row top
STA $1344 ;extra gap row bottom STA.w $1344 ;extra gap row bottom
STA $1384 ;extra gap row top STA.w $1384 ;extra gap row top
STA $13C4 ;extra gap row bottom STA.w $13C4 ;extra gap row bottom
; Set last packet marker ; Set last packet marker
LDA.w #$00FF : STA $1402 LDA.w #$00FF : STA.w $1402
; Draw Unlock option if applicable ; Draw Unlock option if applicable
LDA $10 : AND.w #$00FF : CMP.w #$0001 : BNE + LDA.b $10 : AND.w #$00FF : CMP.w #$0001 : BNE +
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE + LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
AND.w #$00FF : BNE + AND.w #$00FF : BNE +
@@ -654,7 +653,6 @@ AltBufferTable:
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9) LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10) LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
+ +
SEP #$20 SEP #$20
RTL RTL
@@ -663,29 +661,29 @@ AltBufferTable_credits:
JSL AltBufferTable_noScreen3Change JSL AltBufferTable_noScreen3Change
REP #$20 REP #$20
LDA.w #$6168 : STA $1002 ;file 1 top row LDA.w #$6168 : STA.w $1002 ;file 1 top row
LDA.w #$8168 : STA $1042 ;file 1 bottom row LDA.w #$8168 : STA.w $1042 ;file 1 bottom row
LDA.w #$A168 : STA $1082 ;gap row top LDA.w #$A168 : STA.w $1082 ;gap row top
LDA.w #$C168 : STA $10C2 ;gap row bottom LDA.w #$C168 : STA.w $10C2 ;gap row bottom
LDA.w #$E168 : STA $1102 ;file 2 top row LDA.w #$E168 : STA.w $1102 ;file 2 top row
LDA.w #$0169 : STA $1142 ;file 2 bottom row LDA.w #$0169 : STA.w $1142 ;file 2 bottom row
LDA.w #$2169 : STA $1182 ;gap row top LDA.w #$2169 : STA.w $1182 ;gap row top
LDA.w #$4169 : STA $11c2 ;gap row bottom LDA.w #$4169 : STA.w $11c2 ;gap row bottom
LDA.w #$6169 : STA $1202 ;file 3 top row LDA.w #$6169 : STA.w $1202 ;file 3 top row
LDA.w #$8169 : STA $1242 ;file 3 bottom row LDA.w #$8169 : STA.w $1242 ;file 3 bottom row
LDA.w #$A169 : STA $1282 ;extra gap row top LDA.w #$A169 : STA.w $1282 ;extra gap row top
LDA.w #$C169 : STA $12c2 ;extra gap row bottom LDA.w #$C169 : STA.w $12c2 ;extra gap row bottom
LDA.w #$E169 : STA $1302 ;extra gap row top LDA.w #$E169 : STA.w $1302 ;extra gap row top
LDA.w #$016A : STA $1342 ;extra gap row bottom LDA.w #$016A : STA.w $1342 ;extra gap row bottom
LDA.w #$216A : STA $1382 ;extra gap row top LDA.w #$216A : STA.w $1382 ;extra gap row top
LDA.w #$416A : STA $13C2 ;extra gap row bottom LDA.w #$416A : STA.w $13C2 ;extra gap row bottom
SEP #$20 SEP #$20
RTL RTL
@@ -718,47 +716,47 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LoadFullItemTiles: LoadFullItemTiles:
PHA : PHX PHA : PHX
LDA $4300 : PHA ; preserve DMA parameters LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA $4301 : PHA ; preserve DMA parameters LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA $4302 : PHA ; preserve DMA parameters LDA.w A1T0L : PHA ; preserve DMA parameters
LDA $4303 : PHA ; preserve DMA parameters LDA.w A1T0H : PHA ; preserve DMA parameters
LDA $4304 : PHA ; preserve DMA parameters LDA.w A1B0 : PHA ; preserve DMA parameters
LDA $4305 : PHA ; preserve DMA parameters LDA.w DAS0L : PHA ; preserve DMA parameters
LDA $4306 : PHA ; preserve DMA parameters LDA.w DAS0H : PHA ; preserve DMA parameters
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LDA.b #$80 : STA $2115 ; write read increment on $2119 LDA.b #$80 : STA.w VMAIN ; write read increment on $2119
LDA.b #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA.b #$18 : STA $4301 ; set bus B destination to VRAM register LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register
LDA.b #$00 : STA $2116 ; write VRAM destination address LDA.b #$00 : STA.w VMADDL ; write VRAM destination address
LDA.b #$30 : STA $2117 ; write VRAM destination address LDA.b #$30 : STA.w VMADDH ; write VRAM destination address
LDA.b #$31 : STA $4304 ; set bus A source bank LDA.b #$31 : STA.w A1B0 ; set bus A source bank
LDA.b #FileSelectNewGraphics : STA $4302 ; set bus A source address to ROM LDA.b #FileSelectNewGraphics : STA.w A1T0L ; set bus A source address to ROM
LDA.b #FileSelectNewGraphics>>8 : STA $4303 ; set bus A source address to ROM LDA.b #FileSelectNewGraphics>>8 : STA.w A1T0H ; set bus A source address to ROM
LDA $2100 : PHA : LDA.b #$80 : STA $2100 ; save screen state & turn screen off LDA.w INIDISP : PHA : LDA.b #$80 : STA.w INIDISP ; save screen state & turn screen off
STZ $4305 : LDA.b #$10 : STA $4306 ; set transfer size to 0x1000 STZ.w DAS0L : LDA.b #$10 : STA.w DAS0H ; set transfer size to 0x1000
LDA #$01 : STA $420B ; begin DMA transfer LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
PLA : STA $2100 ; put screen back however it was before PLA : STA.w INIDISP ; put screen back however it was before
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PLA : STA $4306 ; restore DMA parameters PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA $4305 ; restore DMA parameters PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA $4304 ; restore DMA parameters PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA $4303 ; restore DMA parameters PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA $4302 ; restore DMA parameters PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA $4301 ; restore DMA parameters PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA $4300 ; restore DMA parameters PLA : STA.w DMAP0 ; restore DMA parameters
PLX : PLA PLX : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetFileSelectPalette: SetFileSelectPalette:
LDA $10 : CMP.b #$04 : BNE + LDA.b $10 : CMP.b #$04 : BNE +
; load the vanilla file select screen BG3 palette for naming screen ; load the vanilla file select screen BG3 palette for naming screen
LDA.b #$01 : STA $0AB2 LDA.b #$01 : STA.w $0AB2
JSL.l Palette_Hud JSL.l Palette_Hud
BRA .done BRA .done
+ +
@@ -787,16 +785,16 @@ DrawPlayerFile_credits:
; see $6563C for drawing first file name and hearts ; see $6563C for drawing first file name and hearts
REP #$20 ; set 16 bit accumulator REP #$20 ; set 16 bit accumulator
LDA EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW LDA.l EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,5) %fs_draw8x16(3,5)
LDA EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW LDA.l EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,6) %fs_draw8x16(3,6)
LDA EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW LDA.l EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,7) %fs_draw8x16(3,7)
LDA EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW LDA.l EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW
%fs_draw8x16(3,8) %fs_draw8x16(3,8)
LDA EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA $02 LDA.l EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA.b Scrap02
%fs_LDY_screenpos(0,20) %fs_LDY_screenpos(0,20)
LDA.w #$028F|!FS_COLOR_RED LDA.w #$028F|!FS_COLOR_RED
LDX.w #$000A LDX.w #$000A
@@ -810,44 +808,45 @@ DrawPlayerFile_credits:
TYA : !ADD.w #$40-$14 : TAY TYA : !ADD.w #$40-$14 : TAY
PLA PLA
+ +
DEC $02 : BNE .nextHeart DEC.b Scrap02 : BNE .nextHeart
JSR DrawPlayerFileShared JSR DrawPlayerFileShared
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FSCursorUp: FSCursorUp:
LDA $C8 : BNE + LDA.b $C8 : BNE +
LDA #$04 ; up from file becomes delete LDA.b #$04 ; up from file becomes delete
BRA .done BRA .done
+ : CMP #$03 : BNE + + : CMP.b #$03 : BNE +
LDA #$00 ; up from unlock is the file LDA.b #$00 ; up from unlock is the file
BRA .done BRA .done
+ +
LDA.l IsEncrypted : CMP.b #$02 : BNE + LDA.l IsEncrypted : CMP.b #$02 : BNE +
LDA.l !ValidKeyLoaded : BNE + LDA.l ValidKeyLoaded : BNE +
LDA #$03 ; up from delete is unlock for password protected seeds LDA.b #$03 ; up from delete is unlock for password protected seeds
BRA .done BRA .done
+ +
LDA #$00 ;otherwise up from delete is file LDA.b #$00 ;otherwise up from delete is file
.done .done
STA $C8 STA.b $C8
RTL RTL
FSCursorDown: FSCursorDown:
LDA $C8 : BNE + LDA.b $C8 : BNE +
LDA.l IsEncrypted : CMP.b #$02 : BNE ++ LDA.l IsEncrypted : CMP.b #$02 : BNE ++
LDA.l !ValidKeyLoaded : BNE ++ LDA.l ValidKeyLoaded : BNE ++
LDA #$03 ; down from file is unlock for password protected seeds LDA.b #$03 ; down from file is unlock for password protected seeds
BRA .done BRA .done
++ ++
LDA #$04 ;otherwise down from file is delete LDA.b #$04 ;otherwise down from file is delete
BRA .done BRA .done
+ : CMP #$03 : BNE + + : CMP.b #$03 : BNE +
LDA #$04 ; down from unlock is delete LDA.b #$04 ; down from unlock is delete
BRA .done BRA .done
+ +
LDA #$00 ; down from delete is file LDA.b #$00 ; down from delete is file
.done .done
STA $C8 STA.b $C8
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FSSelectFile: FSSelectFile:
@@ -856,14 +855,14 @@ FSSelectFile:
PHX : PHY PHX : PHY
JSL ValidatePassword : BEQ .must_unlock JSL ValidatePassword : BEQ .must_unlock
PLY : PLX PLY : PLX
LDA.b #$2C : STA $012E ;file screen selection sound LDA.b #$2C : STA.w $012E ;file screen selection sound
.normal .normal
LDA.b #$F1 : STA $012C LDA.b #$F1 : STA.w $012C
JML FSSelectFile_continue JML FSSelectFile_continue
.must_unlock .must_unlock
PLY : PLX PLY : PLX
LDA #$03 : STA $C8 ;set cursor to unlock LDA.b #$03 : STA.b $C8 ;set cursor to unlock
LDA.b #$3C : STA $012E ; play error sound LDA.b #$3C : STA.w $012E ; play error sound
JML FSSelectFile_return JML FSSelectFile_return
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MaybeForceFileName: MaybeForceFileName:
@@ -873,8 +872,8 @@ MaybeForceFileName:
- -
INX : INX INX : INX
LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X
CPX #$16 : BEQ .done CPX.b #$16 : BEQ .done
CPX #$08 : BCS - CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X STA.l FileNameVanillaSRAM, X
BRA - BRA -
.done .done

View File

@@ -3,69 +3,56 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FlipperKill: FlipperKill:
PHP PHP
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming LDA.b $5D : CMP.b #$04 : BNE .done ; skip if we're not swimming
LDA FlippersEquipment : BNE .done ; skip if we have the flippers LDA.l FlippersEquipment : BNE .done ; skip if we have the flippers
LDA $7F5001 : BEQ .done ; skip if we're not marked in danger for softlock LDA.l $7F5001 : BEQ .done ; skip if we're not marked in danger for softlock
LDA $8A : CMP $7F5098 : BEQ .done ; skip if we're on the same screen we entered the water on LDA.b $8A : CMP.l $7F5098 : BEQ .done ; skip if we're on the same screen we entered the water on
;JSL.l KillFairies ; take away fairies LDA.l IgnoreFaeries : ORA.b #$04 : STA.l IgnoreFaeries
LDA IgnoreFaeries : ORA.b #$04 : STA IgnoreFaeries
LDA.b #$00 : STA CurrentHealth ; kill link LDA.b #$00 : STA CurrentHealth ; kill link
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
.done .done
PLP PLP
LDA CurrentHealth ; thing we wrote over LDA.l CurrentHealth ; thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IgnoreFairyCheck: IgnoreFairyCheck:
LDX.b #$00 ; thing we wrote over LDX.b #$00 ; thing we wrote over
LDA IgnoreFaeries : BIT.b #$04 : BEQ .normal LDA.l IgnoreFaeries : BIT.b #$04 : BEQ .normal
AND.b #$FB : STA IgnoreFaeries ; clear ignore fairy flag AND.b #$FB : STA.l IgnoreFaeries ; clear ignore fairy flag
LDA.b #$F0 ; set check to invalid entry LDA.b #$F0 ; set check to invalid entry
RTL RTL
.normal .normal
LDA.b #$06 ; set check to fairy LDA.b #$06 ; set check to fairy
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;KillFairies:
; LDA BottleContentsOne : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsOne
; + LDA BottleContentsTwo : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsTwo
; + LDA BottleContentsThree : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsThree
; + LDA BottleContentsFour : CMP #$06 : BNE +
; LDA #$02 : STA BottleContentsFour
; +
;RTL
;--------------------------------------------------------------------------------
FlipperReset: FlipperReset:
JSL $0998E8 ; AddTransitionSplash JSL $0998E8 ; AddTransitionSplash
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FlipperFlag: FlipperFlag:
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming LDA.b $5D : CMP.b #$04 : BNE .done ; skip if we're not swimming
LDA FlippersEquipment : BNE .safe ; skip if we have the flippers LDA.l FlippersEquipment : BNE .safe ; skip if we have the flippers
LDA #$01 : STA $7F5001 ; mark fake flipper softlock as possible LDA.b #$01 : STA.l $7F5001 ; mark fake flipper softlock as possible
BRA .done BRA .done
.safe .safe
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
RegisterWaterEntryScreen: RegisterWaterEntryScreen:
PHA PHA
LDA $8A : STA $7F5098 ; store ow index LDA.b $8A : STA.l $7F5098 ; store ow index
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MysteryWaterFunction: ; *$3AE54 ALTERNATE ENTRY POINT MysteryWaterFunction: ; *$3AE54 ALTERNATE ENTRY POINT
LDA.b #$20 : STA $02E2 LDA.b #$20 : STA $02E2
STZ $037B STZ.w $037B
STZ $55 STZ.b $55
STZ $0360 STZ.w $0360
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -88,11 +75,11 @@ protectff:
ASL ASL
ASL ASL
ASL ASL
STA.b $06 STA.b Scrap06
LDA.b $22 LDA.b $22
AND.w #$1E00 AND.w #$1E00
ORA.b $06 ORA.b Scrap06
XBA XBA
LSR LSR

View File

@@ -8,14 +8,14 @@ FrameHookAction:
SEP #$20 SEP #$20
LDA StatsLocked : BNE ++ LDA.l StatsLocked : BNE ++
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA LoopFrames : INC : STA LoopFrames : BNE + LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA LoopFrames+2 : INC : STA LoopFrames+2 LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+ +
LDA $10 : CMP.w #$010E : BNE + ; move this to nmi hook? LDA.l $10 : CMP.w #$010E : BNE + ; move this to nmi hook?
LDA MenuFrames : INC : STA MenuFrames : BNE + LDA.l MenuFrames : INC : STA.l MenuFrames : BNE +
LDA MenuFrames+2 : INC : STA MenuFrames+2 LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
+ +
++ ++
REP #$30 : PLA : PLP REP #$30 : PLA : PLP
@@ -24,36 +24,35 @@ RTL
NMIHookAction: NMIHookAction:
PHA : PHX : PHY : PHD ; thing we wrote over, push stuff PHA : PHX : PHY : PHD ; thing we wrote over, push stuff
LDA StatsLocked : AND.w #$00FF : BNE ++ LDA.l StatsLocked : AND.w #$00FF : BNE ++
LDA NMIFrames : INC : STA NMIFrames : BNE + LDA.l NMIFrames : INC : STA.l NMIFrames : BNE +
LDA NMIFrames+2 : INC : STA NMIFrames+2 LDA.l NMIFrames+2 : INC : STA.l NMIFrames+2
+ +
++ ++
JML.l NMIHookReturn JML.l NMIHookReturn
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!NMI_AUX = "$7F5044"
PostNMIHookAction: PostNMIHookAction:
LDA !NMI_AUX : BEQ + LDA.l NMIAux : BEQ +
LDA $00 : PHA ; preserve DP ram LDA.b Scrap00 : PHA ; preserve DP ram
LDA $01 : PHA LDA.b Scrap01 : PHA
LDA $02 : PHA LDA.b Scrap02 : PHA
LDA !NMI_AUX+2 : STA $02 ; set up jump pointer LDA.l NMIAux+2 : STA.b Scrap02 ; set up jump pointer
LDA !NMI_AUX+1 : STA $01 LDA.l NMIAux+1 : STA.b Scrap01
LDA !NMI_AUX+0 : STA $00 LDA.l NMIAux+0 : STA.b Scrap00
PHK : PER .return-1 ; push stack for RTL return PHK : PER .return-1 ; push stack for RTL return
JMP [$0000] JMP [$0000]
.return .return
LDA.b #$00 : STA !NMI_AUX ; zero bank byte of NMI hook pointer LDA.b #$00 : STA.l NMIAux ; zero bank byte of NMI hook pointer
PLA : STA $02 PLA : STA.b Scrap02
PLA : STA $01 PLA : STA.b Scrap01
PLA : STA $00 PLA : STA.b Scrap00
+ +
LDA $13 : STA $2100 ; thing we wrote over, turn screen back on LDA.b $13 : STA.w INIDISP ; thing we wrote over, turn screen back on
JML.l PostNMIHookReturn JML.l PostNMIHookReturn
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -1,16 +0,0 @@
;================================================================================
; Ganon Fixes
;================================================================================
;--------------------------------------------------------------------------------
; GanonWarpRNG
; out: Accumulator - #$00 or #01 randomly, with no repeated #$01s
;--------------------------------------------------------------------------------
;GanonWarpRNG:
; JSL GetRandomInt : AND.b #$01 : BEQ .zero
; LDA !GANON_WARP_CHAIN : EOR #$01 : STA !GANON_WARP_CHAIN
;RTL
; .zero
; STA !GANON_WARP_CHAIN
;RTL
;--------------------------------------------------------------------------------

View File

@@ -1,21 +1,14 @@
;--------------------------------------------------------------------------------
; $7F5010 - Scratch Space (Callee Preserved)
;--------------------------------------------------------------------------------
!GOAL_DRAW_ADDRESS = "$7EC72A"
;--------------------------------------------------------------------------------
; DrawGoalIndicator moved to newhud.asm
;--------------------------------------------------------------------------------
GoalItemGanonCheck: GoalItemGanonCheck:
LDA $0E20, X : CMP.b #$D6 : BNE .success ; skip if not ganon LDA.w $0E20, X : CMP.b #$D6 : BNE .success ; skip if not ganon
JSL.l CheckGanonVulnerability JSL.l CheckGanonVulnerability
BCS .success BCS .success
.fail .fail
LDA $0D80, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal LDA.w $0D80, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
LDA.b #$00 LDA.b #$00
RTL RTL
.success .success
LDA $44 : CMP.b #$80 ; thing we wrote over LDA.b $44 : CMP.b #$80 ; thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;Carry clear = ganon invincible ;Carry clear = ganon invincible
@@ -182,7 +175,7 @@ CheckForCrystalBossesDefeated:
REP #$30 REP #$30
; count of number of bosses killed ; count of number of bosses killed
STZ.b $00 STZ.b Scrap00
LDY.w #10 LDY.w #10
@@ -202,7 +195,7 @@ CheckForCrystalBossesDefeated:
AND.w #$0800 AND.w #$0800
BEQ ++ BEQ ++
INC.b $00 INC.b Scrap00
++ DEY ++ DEY
BPL .next_check BPL .next_check
@@ -210,7 +203,7 @@ CheckForCrystalBossesDefeated:
SEP #$30 SEP #$30
PLY : PLX : PLB PLY : PLX : PLB
LDA.b $00 : CMP.l NumberOfCrystalsRequiredForGanon LDA.b Scrap00 : CMP.l NumberOfCrystalsRequiredForGanon
RTS RTS

View File

@@ -3,22 +3,22 @@
;================================================================================ ;================================================================================
CalculateSpikeFloorDamage: CalculateSpikeFloorDamage:
REP #$20 ; set 16-bit accumulator 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 #279 CMP.w #279
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
BNE + BNE +
LDA.l ByrnaCaveSpikeDamage LDA.l ByrnaCaveSpikeDamage
STA $0373 STA.w $0373
RTL RTL
+ +
LDA $D055, Y LDA.w $D055, Y
STA $0373 STA.w $0373
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CalculateByrnaUsage: CalculateByrnaUsage:
LDA $1B : BEQ ++ LDA.b $1B : BEQ ++
REP #$20 ; set 16-bit accumulator 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 #95 : BEQ + ; Ice Palace Spike Room CMP.w #95 : BEQ + ; Ice Palace Spike Room
CMP.w #172 : BEQ + ; Blind Boss Room CMP.w #172 : BEQ + ; Blind Boss Room
CMP.w #179 : BEQ + ; Room in Misery Mire CMP.w #179 : BEQ + ; Room in Misery Mire
@@ -29,16 +29,16 @@ CalculateByrnaUsage:
+ +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
PHX : TYX PHX : TYX
LDA.l HardModeExclusionCaneOfByrnaUsage, X : STA $00 LDA.l HardModeExclusionCaneOfByrnaUsage, X : STA.b Scrap00
PLX PLX
++ ++
LDA CurrentMagic ; thing we wrote over LDA.l CurrentMagic ; thing we wrote over
JML IncrementMagicUseCounterByrna JML IncrementMagicUseCounterByrna
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CalculateCapeUsage: CalculateCapeUsage:
LDA $1B : BEQ ++ LDA.b $1B : BEQ ++
REP #$20 ; set 16-bit accumulator 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 #95 : BEQ + ; Ice Palace Spike Room CMP.w #95 : BEQ + ; Ice Palace Spike Room
CMP.w #179 : BEQ + ; Room in Misery Mire CMP.w #179 : BEQ + ; Room in Misery Mire
CMP.w #213 : BEQ + ; Laser Bridge CMP.w #213 : BEQ + ; Laser Bridge
@@ -48,15 +48,15 @@ CalculateCapeUsage:
+ +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
PHX : TYX PHX : TYX
LDA.l HardModeExclusionCapeUsage, X : STA $4C ; set cape decrement timer LDA.l HardModeExclusionCapeUsage, X : STA.b $4C ; set cape decrement timer
PLX PLX
++ ++
JML IncrementMagicUseCounterOne JML IncrementMagicUseCounterOne
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ActivateInvulnerabilityOrDont: ActivateInvulnerabilityOrDont:
LDA $1B : BEQ .nowhere_special LDA.b $1B : BEQ .nowhere_special
REP #$20 ; set 16-bit accumulator 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 #95 : BEQ .somewhere_cool ; Ice Palace Spike Room CMP.w #95 : BEQ .somewhere_cool ; Ice Palace Spike Room
CMP.w #179 : BEQ .somewhere_cool ; Room in Misery Mire CMP.w #179 : BEQ .somewhere_cool ; Room in Misery Mire
CMP.w #213 : BEQ .somewhere_cool ; Laser Bridge CMP.w #213 : BEQ .somewhere_cool ; Laser Bridge
@@ -66,9 +66,9 @@ ActivateInvulnerabilityOrDont:
BRA .nowhere_special BRA .nowhere_special
.somewhere_cool .somewhere_cool
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b #$01 : STA $037B : RTL LDA.b #$01 : STA.w $037B : RTL
.nowhere_special .nowhere_special
LDA.l ByrnaInvulnerability : STA $037B LDA.l ByrnaInvulnerability : STA.w $037B
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
GetItemDamageValue: GetItemDamageValue:
@@ -95,17 +95,17 @@ RTL
;Argument : A = id we want to find return 00 if none found, 01 if found ;Argument : A = id we want to find return 00 if none found, 01 if found
SearchAncilla: SearchAncilla:
{ {
STA $05 STA.b Scrap05
PHX PHX
LDX #$00 LDX #$00
.loop .loop
LDA $0C4A, X LDA.w $0C4A, X
INX : CPX #$0A : BEQ .notFound INX : CPX #$0A : BEQ .notFound
CMP $05 : BNE .loop CMP Scrap05 : BNE .loop
LDA #$01 LDA.b #$01
BRA .return BRA .return
.notFound .notFound
LDA #$00 LDA.b #$00
.return .return
PLX PLX
RTS RTS

View File

@@ -1,41 +1,39 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Hash Alphabet ; Hash Alphabet
!ALPHA_BOW = "#$0000" ; ALPHA_BOW = $0000
!ALPHA_BOOM = "#$0001" ; ALPHA_BOOM = $0001
!ALPHA_HOOK = "#$0002" ; ALPHA_HOOK = $0002
!ALPHA_BOMB = "#$0003" ; ALPHA_BOMB = $0003
!ALPHA_SHROOM = "#$0004" ; ALPHA_SHROOM = $0004
!ALPHA_POWDER = "#$0005" ; ALPHA_POWDER = $0005
!ALPHA_ROD = "#$0006" ; ALPHA_ROD = $0006
!ALPHA_PENDANT = "#$0007" ; ALPHA_PENDANT = $0007
!ALPHA_BOMBOS = "#$0008" ; ALPHA_BOMBOS = $0008
!ALPHA_ETHER = "#$0009" ; ALPHA_ETHER = $0009
!ALPHA_QUAKE = "#$000A" ; ALPHA_QUAKE = $000A
!ALPHA_LAMP = "#$000B" ; ALPHA_LAMP = $000B
!ALPHA_HAMMER = "#$000C" ; ALPHA_HAMMER = $000C
!ALPHA_SHOVEL = "#$000D" ; ALPHA_SHOVEL = $000D
!ALPHA_FLUTE = "#$000E" ; ALPHA_FLUTE = $000E
!ALPHA_NET = "#$000F" ; ALPHA_NET = $000F
!ALPHA_BOOK = "#$0010" ; ALPHA_BOOK = $0010
!ALPHA_BOTTLE = "#$0011" ; ALPHA_BOTTLE = $0011
!ALPHA_POTION = "#$0012" ; ALPHA_POTION = $0012
!ALPHA_CANE = "#$0013" ; ALPHA_CANE = $0013
!ALPHA_CAPE = "#$0014" ; ALPHA_CAPE = $0014
!ALPHA_MIRROR = "#$0015" ; ALPHA_MIRROR = $0015
!ALPHA_BOOTS = "#$0016" ; ALPHA_BOOTS = $0016
!ALPHA_GLOVES = "#$0017" ; ALPHA_GLOVES = $0017
!ALPHA_FLIPPERS = "#$0018" ; ALPHA_FLIPPERS = $0018
!ALPHA_PEARL = "#$0019" ; ALPHA_PEARL = $0019
!ALPHA_SHIELD = "#$001A" ; ALPHA_SHIELD = $001A
!ALPHA_TUNIC = "#$001B" ; ALPHA_TUNIC = $001B
!ALPHA_HEART = "#$001C" ; ALPHA_HEART = $001C
!ALPHA_MAP = "#$001D" ; ALPHA_MAP = $001D
!ALPHA_COMPASS = "#$001E" ; ALPHA_COMPASS = $001E
!ALPHA_KEY = "#$001F" ; ALPHA_KEY = $001F
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
!BIGRAM = "$7EC900";
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LoadAlphabetTilemap: LoadAlphabetTilemap:
PHB : PHA : PHX : PHY : PHP PHB : PHA : PHX : PHY : PHP
@@ -45,9 +43,9 @@ LoadAlphabetTilemap:
LDX.b #$00 : - LDX.b #$00 : -
LDA.w FileSelect_PlayerSelectText_Top, X LDA.w FileSelect_PlayerSelectText_Top, X
STA !BIGRAM, X STA.l BigRAM, X
INX #2 INX #2
CPX #128 : !BLT - CPX.b #128 : !BLT -
LDY.b #00 LDY.b #00
LDX.b #$00 : - LDX.b #$00 : -
@@ -55,12 +53,12 @@ LoadAlphabetTilemap:
AND.w #$001F ; mask to alphabet of 32 AND.w #$001F ; mask to alphabet of 32
ASL #3 : PHY : TAY ASL #3 : PHY : TAY
LDA.w HashAlphabetTiles,Y : STA !BIGRAM+24, X LDA.w HashAlphabetTiles,Y : STA.l BigRAM+24, X
LDA.w HashAlphabetTiles+2,Y : STA !BIGRAM+24+2, X LDA.w HashAlphabetTiles+2,Y : STA.l BigRAM+24+2, X
LDA.w HashAlphabetTiles+4,Y : STA !BIGRAM+24+64, X LDA.w HashAlphabetTiles+4,Y : STA.l BigRAM+24+64, X
LDA.w HashAlphabetTiles+6,Y : STA !BIGRAM+24+64+2, X LDA.w HashAlphabetTiles+6,Y : STA.l BigRAM+24+64+2, X
PLY : INX #6 : INY PLY : INX #6 : INY
CPX #25 : !BLT - CPX.b #25 : !BLT -
SEP #$20 ; 8-bit accumulator SEP #$20 ; 8-bit accumulator
@@ -72,38 +70,38 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DMAAlphabetTilemap: DMAAlphabetTilemap:
PHA : PHX PHA : PHX
LDA $4300 : PHA ; preserve DMA parameters LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA $4301 : PHA ; preserve DMA parameters LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA $4302 : PHA ; preserve DMA parameters LDA.w A1T0L : PHA ; preserve DMA parameters
LDA $4303 : PHA ; preserve DMA parameters LDA.w A1T0H : PHA ; preserve DMA parameters
LDA $4304 : PHA ; preserve DMA parameters LDA.w A1B0 : PHA ; preserve DMA parameters
LDA $4305 : PHA ; preserve DMA parameters LDA.w DAS0L : PHA ; preserve DMA parameters
LDA $4306 : PHA ; preserve DMA parameters LDA.w DAS0H : PHA ; preserve DMA parameters
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LDA.b #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
LDA.b #$80 : STA $2115 ; write read increment on $2119 LDA.b #$80 : STA.w VMAIN ; write read increment on $2119
LDA.b #$18 : STA $4301 ; set bus B destination to VRAM register LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register
LDA.b #$60 : STA $2116 ; write VRAM destination address LDA.b #$60 : STA.w VMADDL ; write VRAM destination address
STA $2117 ; write VRAM destination address STA.w VMADDH ; write VRAM destination address
LDA.b #!BIGRAM : STA $4302 ; set bus A source address to WRAM LDA.b #BigRAM : STA.w A1T0L ; set bus A source address to WRAM
LDA.b #!BIGRAM>>8 : STA $4303 ; set bus A source address to WRAM LDA.b #BigRAM>>8 : STA.w A1T0H ; set bus A source address to WRAM
LDA.b #!BIGRAM>>16 : STA $4304 ; set bus A source bank LDA.b #BigRAM>>16 : STA.w A1B0 ; set bus A source bank
LDA.b #$80 : STA $4305 : STZ $4306 ; set transfer size to 0x40 LDA.b #$80 : STA.w DAS0L : STZ.w DAS0H ; set transfer size to 0x40
LDA $2100 : PHA : LDA.b #$80 : STA $2100 ; save screen state & turn screen off LDA.w INIDISP : PHA : LDA.b #$80 : STA.w INIDISP ; save screen state & turn screen off
LDA #$01 : STA $420B ; begin DMA transfer LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
PLA : STA $2100 ; put screen back however it was before PLA : STA.w INIDISP ; put screen back however it was before
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PLA : STA $4306 ; restore DMA parameters PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA $4305 ; restore DMA parameters PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA $4304 ; restore DMA parameters PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA $4303 ; restore DMA parameters PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA $4302 ; restore DMA parameters PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA $4301 ; restore DMA parameters PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA $4300 ; restore DMA parameters PLA : STA.w DMAP0 ; restore DMA parameters
PLX : PLA PLX : PLA
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -1,106 +1,80 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!FSTILE_SPACE = "$0188" !FSTILE_SPACE = $0188
!FSTILE_BRACKET_OPEN_TOP = "$1D8A" !FSTILE_BRACKET_OPEN_TOP = $1D8A
!FSTILE_BRACKET_OPEN_BOTTOM = "$1D9A" !FSTILE_BRACKET_OPEN_BOTTOM = $1D9A
!FSTILE_BRACKET_CLOSE_TOP = "$1D8B" !FSTILE_BRACKET_CLOSE_TOP = $1D8B
!FSTILE_BRACKET_CLOSE_BOTTOM = "$1D9B" !FSTILE_BRACKET_CLOSE_BOTTOM = $1D9B
!FSTILE_A_TOP = "$1D4A" !FSTILE_A_TOP = $1D4A
!FSTILE_A_BOTTOM = "$1D5A" !FSTILE_A_BOTTOM = $1D5A
!FSTILE_C_TOP = "$1D4C" !FSTILE_C_TOP = $1D4C
!FSTILE_C_BOTTOM = "$1D5C" !FSTILE_C_BOTTOM = $1D5C
!FSTILE_D_TOP = "$1D4D" !FSTILE_D_TOP = $1D4D
!FSTILE_D_BOTTOM = "$1D5D" !FSTILE_D_BOTTOM = $1D5D
!FSTILE_E_TOP = "$1D4E" !FSTILE_E_TOP = $1D4E
!FSTILE_E_BOTTOM = "$1D5E" !FSTILE_E_BOTTOM = $1D5E
!FSTILE_F_TOP = "$1D4F" !FSTILE_F_TOP = $1D4F
!FSTILE_F_BOTTOM = "$1D5F" !FSTILE_F_BOTTOM = $1D5F
!FSTILE_H_TOP = "$1D61" !FSTILE_H_TOP = $1D61
!FSTILE_H_BOTTOM = "$1D71" !FSTILE_H_BOTTOM = $1D71
!FSTILE_I_TOP = "$1D62" !FSTILE_I_TOP = $1D62
!FSTILE_I_BOTTOM = "$1D72" !FSTILE_I_BOTTOM = $1D72
!FSTILE_K_TOP = "$1D64" !FSTILE_K_TOP = $1D64
!FSTILE_K_BOTTOM = "$1D74" !FSTILE_K_BOTTOM = $1D74
!FSTILE_L_TOP = "$1D65" !FSTILE_L_TOP = $1D65
!FSTILE_L_BOTTOM = "$1D75" !FSTILE_L_BOTTOM = $1D75
!FSTILE_N_TOP = "$1D67" !FSTILE_N_TOP = $1D67
!FSTILE_N_BOTTOM = "$1D77" !FSTILE_N_BOTTOM = $1D77
!FSTILE_O_TOP = "$1D68" !FSTILE_O_TOP = $1D68
!FSTILE_O_BOTTOM = "$1D78" !FSTILE_O_BOTTOM = $1D78
!FSTILE_P_TOP = "$1D69" !FSTILE_P_TOP = $1D69
!FSTILE_P_BOTTOM = "$1D79" !FSTILE_P_BOTTOM = $1D79
!FSTILE_S_TOP = "$1D6C" !FSTILE_S_TOP = $1D6C
!FSTILE_S_BOTTOM = "$1D7C" !FSTILE_S_BOTTOM = $1D7C
!FSTILE_T_TOP = "$1D6D" !FSTILE_T_TOP = $1D6D
!FSTILE_T_BOTTOM = "$1D7D" !FSTILE_T_BOTTOM = $1D7D
!FSTILE_U_TOP = "$1D6E" !FSTILE_U_TOP = $1D6E
!FSTILE_U_BOTTOM = "$1D7E" !FSTILE_U_BOTTOM = $1D7E
!FSTILE_Y_TOP = "$1D82" !FSTILE_Y_TOP = $1D82
!FSTILE_Y_BOTTOM = "$1D92" !FSTILE_Y_BOTTOM = $1D92
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $0CDE60 ; <- 65E60 org $0CDE60 ; <- 65E60
FileSelect_CopyFile_Top: FileSelect_CopyFile_Top:
db $62, $A5, $00, $15 db $62, $A5, $00, $15
dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE
;dw !FSTILE_C_TOP, !FSTILE_SPACE, !FSTILE_O_TOP, !FSTILE_SPACE, !FSTILE_P_TOP, !FSTILE_SPACE, !FSTILE_Y_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $1CAC, !FSTILE_SPACE, $1D23, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D04, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D07
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $0CDE7A ; <- 65E7A org $0CDE7A ; <- 65E7A
FileSelect_CopyFile_Bottom: FileSelect_CopyFile_Bottom:
db $62, $C5, $00, $15 db $62, $C5, $00, $15
dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE
;dw !FSTILE_C_BOTTOM, !FSTILE_SPACE, !FSTILE_O_BOTTOM, !FSTILE_SPACE, !FSTILE_P_BOTTOM, !FSTILE_SPACE, !FSTILE_Y_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $1CBC, !FSTILE_SPACE, $1D33, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D14, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D17
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $0CDE94 ; <- 65E94 org $0CDE94 ; <- 65E94
FileSelect_KillFile_Top: FileSelect_KillFile_Top:
db $63, $25, $00, $19 db $63, $25, $00, $19
dw !FSTILE_D_TOP, !FSTILE_E_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_T_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE dw !FSTILE_D_TOP, !FSTILE_E_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_T_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_D_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_T_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_TOP, !FSTILE_SPACE, !FSTILE_I_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_TOP, !FSTILE_SPACE, !FSTILE_I_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, $1D04, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D07
;--------------------------------------------------------------------------------
org $0CDEB2 ; <- 65EB2 org $0CDEB2 ; <- 65EB2
FileSelect_KillFile_Bottom: FileSelect_KillFile_Bottom:
db $63, $45, $00, $19 db $63, $45, $00, $19
dw !FSTILE_D_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_T_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_F_BOTTOM, !FSTILE_I_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE dw !FSTILE_D_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_T_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_F_BOTTOM, !FSTILE_I_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_D_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_T_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_BOTTOM, !FSTILE_SPACE, !FSTILE_I_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw !FSTILE_K_BOTTOM, !FSTILE_SPACE, !FSTILE_I_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, $1D14, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D17
;--------------------------------------------------------------------------------
;org $0CDDE8 ; <- 65DE8
;FileSelect_PlayerSelectText_Top:
;db $60, $62, $00, $37
;db $8A, $1D, $88, $01, $69, $1D, $88, $01, $65, $1D, $88, $01, $4A, $1D, $88, $01
;db $82, $1D, $88, $01, $4E, $1D, $88, $01, $6B, $1D, $88, $01, $88, $01, $6C, $1D
;db $88, $01, $4E, $1D, $88, $01, $65, $1D, $88, $01, $4E, $1D, $88, $01, $4C, $1D
;db $88, $01, $6D, $1D, $88, $01, $8B, $1D
;--------------------------------------------------------------------------------
;org $0CDE24 ; <- 65E24
;FileSelect_PlayerSelectText_Bottom:
;db $60, $82, $00, $37
;db $9A, $1D, $88, $01, $79, $1D, $88, $01, $75, $1D, $88, $01, $5A, $1D, $88, $01
;db $92, $1D, $88, $01, $5E, $1D, $88, $01, $7B, $1D, $88, $01, $88, $01, $7C, $1D
;db $88, $01, $5E, $1D, $88, $01, $75, $1D, $88, $01, $5E, $1D, $88, $01, $5C, $1D
;db $88, $01, $7D, $1D, $88, $01, $9B, $1D
;--------------------------------------------------------------------------------
;CopyFile_Header: ;CopyFile_Header:
org $0CE228 ; <- 66228 org $0CE228 ; <- 66228
dw !FSTILE_BRACKET_OPEN_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_C_TOP, !FSTILE_O_TOP, !FSTILE_P_TOP, !FSTILE_Y_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_BRACKET_CLOSE_TOP dw !FSTILE_BRACKET_OPEN_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_C_TOP, !FSTILE_O_TOP, !FSTILE_P_TOP, !FSTILE_Y_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_BRACKET_CLOSE_TOP
@@ -140,10 +114,8 @@ dw !FSTILE_BRACKET_OPEN_BOTTOM, !FSTILE_SPACE, !FSTILE_D_BOTTOM, !FSTILE_E_BOTTO
;KillFile_Which: ;KillFile_Which:
org $0CE04E ; <- 6604E org $0CE04E ; <- 6604E
dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $0D4D, $0D4E, $0D65, $0D4E, $0D6D, $0D4E, !FSTILE_SPACE, $0D80, $0D61, $0D62, $0D4C, $0D61, !FSTILE_SPACE, $0D4F, $0D62, $0D65, $0D4E, $0D86, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
org $0CE084 ; <- 66084 org $0CE084 ; <- 66084
dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;dw $0D5D, $0D5E, $0D75, $0D5E, $0D7D, $0D5E, !FSTILE_SPACE, $0D90, $0D71, $0D72, $0D5C, $0D71, !FSTILE_SPACE, $0D5F, $0D72, $0D75, $0D5E, $0D96, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
;KillFile_Execute: ;KillFile_Execute:
org $0CD328 ; <- 65328 org $0CD328 ; <- 65328

View File

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

169
hooks.asm
View File

@@ -70,8 +70,6 @@ JSL.l OnDungeonEntrance
;================================================================================ ;================================================================================
; D-Pad Invert ; D-Pad Invert
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $0083D9 ; <- 3D9 - Bank00.asm : 611 (LDA $4219 : STA $01)
;JSL.l InvertDPad : NOP
org $0083D1 ; <- 3D1 - Bank00.asm (STZ.w JOYPAD - useless instruction here) org $0083D1 ; <- 3D1 - Bank00.asm (STZ.w JOYPAD - useless instruction here)
JML.l InvertDPad : SKIP 9 JML.l InvertDPad : SKIP 9
InvertDPadReturn: InvertDPadReturn:
@@ -361,11 +359,10 @@ JSL.l NewBatInit
org $06EDB5 ;<- 36DBE - Bank06.asm : 4882 (LDA $7F6000, X : STA $02) org $06EDB5 ;<- 36DBE - Bank06.asm : 4882 (LDA $7F6000, X : STA $02)
JSL.l LookupDamageLevel JSL.l LookupDamageLevel
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!StalfosBombDamage = "$7F509D" org $1EAB5E ;<- F2B5E - sprite_stalfos_knight.asm : 135 (LDA.b #$00 : STA $7F6918)
org $1eab5e ;<- F2B5E - sprite_stalfos_knight.asm : 135 (LDA.b #$00 : STA $7F6918) STA.l StalfosBombDamage
STA.l !StalfosBombDamage org $1EAAD6 ;<- F2AB6 - sprite_stalfos_knight.asm : 32 (LDA.b #$02 : STA $7F6918)
org $1eaad6 ;<- F2AB6 - sprite_stalfos_knight.asm : 32 (LDA.b #$02 : STA $7F6918) STA.l StalfosBombDamage
STA.l !StalfosBombDamage
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
@@ -810,10 +807,6 @@ dw $0000, $0002, $0004, $0032, $0004, $0006, $0030
;================================================================================ ;================================================================================
; Accessibility ; Accessibility
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $0AC574 ; <- 54574 - Bank0A.asm : 1797 (LDA $0D : STA $0802, X)
;JSL FlipGreenPendant
;NOP #6
;--------------------------------------------------------------------------------
org $02A3F4 ; <- 123F4 - Bank02.asm : 6222 (LDA.b #$72 : BRA .setBrightness) org $02A3F4 ; <- 123F4 - Bank02.asm : 6222 (LDA.b #$72 : BRA .setBrightness)
BRA + : NOP #2 : + BRA + : NOP #2 : +
org $02A3FD ; <- 123FD - Bank02.asm : 6233 (LDA.b #$32 : STA $9a) org $02A3FD ; <- 123FD - Bank02.asm : 6233 (LDA.b #$32 : STA $9a)
@@ -874,21 +867,11 @@ db $B1, $C6, $F9, $C9, $C6, $F9 ; data insert - 2 chests, fat fairy room
org $01E97E ; <- E97E ($280016, $250016) org $01E97E ; <- E97E ($280016, $250016)
dl $080116, $070116; <- E97E dl $080116, $070116; <- E97E
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $06C9BC ; <- 349BC - sprite_ponds.asm : 1066
;org $06C9C0 ; <- 349C0 - sprite_ponds.asm : 1068
;org $06C926 ; <- 34926 - sprite_ponds.asm : 945
;JML.l GetFairySword
;NOP #12
org $06C936 ; <- 34936 - sprite_ponds.asm : 952 org $06C936 ; <- 34936 - sprite_ponds.asm : 952
PyramidFairy_BRANCH_IOTA: PyramidFairy_BRANCH_IOTA:
org $06C948 ; <- 34948 - sprite_ponds.asm : 961 org $06C948 ; <- 34948 - sprite_ponds.asm : 961
PyramidFairy_BRANCH_GAMMA: PyramidFairy_BRANCH_GAMMA:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $0EF7BD ; <- 777BD - sprite_ponds.asm : 1890 (LDA $7EF340, X : BMI .invalidValue : BNE VWF_ChangeItemTiles)
;JSL.l ReadInventoryPond
;org $0EF7E4 ; <- 777E4 - sprite_ponds.asm : 1922 (LDA $7EF340, X : BMI .invalidValue : BNE VWF_ChangeItemTiles)
;JSL.l ReadInventoryPond
;--------------------------------------------------------------------------------
org $1EE16E ; <- F616E - sprite_bomb_shop_entity.asm : 73 org $1EE16E ; <- F616E - sprite_bomb_shop_entity.asm : 73
NOP #8 ; fix bomb shop dialog for dwarfless big bomb NOP #8 ; fix bomb shop dialog for dwarfless big bomb
org $068A14 ; <- 30A14 - sprite_prep.asm : 716 org $068A14 ; <- 30A14 - sprite_prep.asm : 716
@@ -957,9 +940,6 @@ db $03 ; fade out speed. Should be power of 2 minus 1
;================================================================================ ;================================================================================
; New Items ; New Items
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $07B57B ; <- 3B57B - Bank07.asm : 8523 (BMI .cantOpen)
;NOP #2
;--------------------------------------------------------------------------------
org $07B574 ; <- 3B574 - Bank07.asm : 8519 (LDA.b #$01 : STA $02E9) org $07B574 ; <- 3B574 - Bank07.asm : 8519 (LDA.b #$01 : STA $02E9)
JSL.l ChestPrep JSL.l ChestPrep
NOP #3 NOP #3
@@ -1037,15 +1017,9 @@ LDA.w BottleListExpanded, X
org $09895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X) org $09895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X)
LDA.w PotionListExpanded, X LDA.w PotionListExpanded, X
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $098A36 ; <- 48A36 - ancilla_init.asm:1432 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72)
;LDA AddReceivedItemExpanded_item_graphics_indices, Y
;--------------------------------------------------------------------------------
org $06D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work org $06D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work
JSL HandleBombAbsorbtion JSL HandleBombAbsorbtion
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $09873F ; <- 04873F - ancilla_init.asm : 960 (ADC [$00] : STA [$00] )
;JSL.l AddToStock
;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
; Kholdstare Shell Fix ; Kholdstare Shell Fix
@@ -1061,14 +1035,6 @@ LDA.w #$00B0
;================================================================================ ;================================================================================
; Potion Refill Fixes ; Potion Refill Fixes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $0DF1B3 ; <- 6F1B3 - headsup_display.asm:492 - (SEP #$30)
;JSL.l RefillMagic
;RTL
;--------------------------------------------------------------------------------
;org $0DF128 ; <- 6F128 - headsup_display.asm:407 - (LDA $7EF36D : CMP $7EF36C : BCC .refillAllHealth)
;JSL.l RefillHealth
;RTL
;--------------------------------------------------------------------------------
org $00F8FB ; <- 78FB - Bank00.asm:8507 - (JSL HUD.RefillHealth : BCC BRANCH_ALPHA) org $00F8FB ; <- 78FB - Bank00.asm:8507 - (JSL HUD.RefillHealth : BCC BRANCH_ALPHA)
JSL.l RefillHealth JSL.l RefillHealth
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -1119,36 +1085,9 @@ db 80 ; BRA
org $05DA81 ; <- 2DA81 - sprite_uncle_and_priest.asm : 65 (BCC .dontHaveMasterSword) org $05DA81 ; <- 2DA81 - sprite_uncle_and_priest.asm : 65 (BCC .dontHaveMasterSword)
db 80 ; BRA db 80 ; BRA
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $05DE1D ; <- 2DE1D - sprite_uncle_and_priest.asm : 725 (LDA.b #$A0 : STA $7EF372)
;JSL.l RefillHealthPlusMagic8bit
;NOP #2
;--------------------------------------------------------------------------------
org $05DEF8 ; <- 2DEF8 - sprite_uncle_and_priest.asm : 917 (LDA.b #$05) org $05DEF8 ; <- 2DEF8 - sprite_uncle_and_priest.asm : 917 (LDA.b #$05)
LDA.b #$00 LDA.b #$00
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $1EEAB6 ; <- F6AB6 - sprite_old_mountain_man.asm : 338 (LDA.b #$A0 : STA $7EF372)
;JSL.l RefillHealthPlusMagic8bit
;NOP #2
;--------------------------------------------------------------------------------
;org $01E5B2 ; <- E5B8 - lower pot link's house
;db $14 ; fairy
;org $01E5B5 ; <- E5B8 - lower pot link's house
;db $14 ; fairy
;org $01E5B8 ; <- E5B8 - lower pot link's house
;db $0D ; big magic
;--------------------------------------------------------------------------------
;================================================================================
; Ganon's Tower Basement Door Fix
;--------------------------------------------------------------------------------
;org $1FF3F4 ; <- 0FF3F4
;db $00
;--------------------------------------------------------------------------------
; Misery Mire Basement Door Fix
;--------------------------------------------------------------------------------
;org $1FB8E4 ; <- 0FB8E4
;db $00
;--------------------------------------------------------------------------------
;0xFE465 -> 0x1E ;0xFE465 -> 0x1E
org $1FE465 org $1FE465
db #$1E db #$1E
@@ -1208,7 +1147,6 @@ org $0DDF38 ; <- 6DF38 - equipment.asm : 480
JSL.l ProcessMenuButtons JSL.l ProcessMenuButtons
BCC _equipment_497 BCC _equipment_497
JMP.w _equipment_544 JMP.w _equipment_544
;NOP #7
ResetEquipment: ResetEquipment:
JSR.w RestoreNormalMenu ; (short) JSR.w RestoreNormalMenu ; (short)
RTL RTL
@@ -1217,16 +1155,10 @@ NOP #3
warnpc $0DDF49 warnpc $0DDF49
org $0DDF49 ; <- 6DF49 - equipment.asm : 497 org $0DDF49 ; <- 6DF49 - equipment.asm : 497
_equipment_497: ; LDA $F4 : AND.b #$08 : BEQ .notPressingUp - NO BUTTON CAPTURE _equipment_497: ; LDA $F4 : AND.b #$08 : BEQ .notPressingUp - NO BUTTON CAPTURE
;org $0DDF7E ; <- 6DF7E - equipment.asm : 539
org $0DDF88 ; <- 6DF88 - equipment.asm : 544 org $0DDF88 ; <- 6DF88 - equipment.asm : 544
;org $0DE10E ; <- 6E10E - equipment.asm : 806
_equipment_544: _equipment_544:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $0DEB98 ; <- 6EB98 - equipment.asm : 1803 org $0DEB98 ; <- 6EB98 - equipment.asm : 1803
;LDA.w #$3C60 : STA $FFBE, Y
;ORA.w #$4000 : STA $FFC4, Y
;ORA.w #$8000 : STA $0084, Y
;EOR.w #$4000 : STA $007E, Y
LDA.w #$3C60 : STA $FFBE, Y LDA.w #$3C60 : STA $FFBE, Y
ORA.w #$8000 : STA $007E, Y ORA.w #$8000 : STA $007E, Y
ORA.w #$4000 : STA $0084, Y ORA.w #$4000 : STA $0084, Y
@@ -1248,9 +1180,6 @@ dw #$2C4F ; (Orig: #$6C78)
org $0DF8A1+6+16 ; red mail tile, lower right org $0DF8A1+6+16 ; red mail tile, lower right
dw #$242F ; (Orig: #$6478) dw #$242F ; (Orig: #$6478)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $0DDE9B ; <- 6DE9B equipment.asm:296 - LDA $0202 : CMP.b #$10 : BNE .notOnBottleMenu (CMP instruction)
;CMP.b #$FF
;--------------------------------------------------------------------------------
org $0DDE9F ; <- 6DE9F equipment.asm:300 - LDA.b #$0A : STA $0200 org $0DDE9F ; <- 6DE9F equipment.asm:300 - LDA.b #$0A : STA $0200
LDA.b #$04 LDA.b #$04
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -1312,16 +1241,11 @@ NOP #5
org $07A379 ; <- 3A379 - Bank07.asm : 5687 org $07A379 ; <- 3A379 - Bank07.asm : 5687
JSL.l SpawnHauntedGroveItem JSL.l SpawnHauntedGroveItem
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $07A303 ; 3A303 - Bank07.asm : 5622
;JSL.l FixShovelLock
;--------------------------------------------------------------------------------
org $07A3A2 ; 3A3A2 - Bank07.asm : 5720 - JSL DiggingGameGuy_AttemptPrizeSpawn org $07A3A2 ; 3A3A2 - Bank07.asm : 5720 - JSL DiggingGameGuy_AttemptPrizeSpawn
JSL.l SpawnShovelItem JSL.l SpawnShovelItem
BRA _Bank07_5726 BRA _Bank07_5726
org $07A3AB ; 3A3AB - Bank07.asm : 5726 - LDA.b #$12 : JSR Player_DoSfx2 org $07A3AB ; 3A3AB - Bank07.asm : 5726 - LDA.b #$12 : JSR Player_DoSfx2
_Bank07_5726: _Bank07_5726:
;org $07A381 ; 3A381 - Bank07.asm : 5693 - ORA $035B
;ORA $035B
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $079A0E ; 39A0E - Bank07.asm : 4117 - JSL HUD.RefreshIconLong org $079A0E ; 39A0E - Bank07.asm : 4117 - JSL HUD.RefreshIconLong
JSL.l Link_ReceiveItem_HUDRefresh JSL.l Link_ReceiveItem_HUDRefresh
@@ -1358,10 +1282,6 @@ JSL.l ItemCheck_BombosTablet
org $05F285 ; <- 2F285 org $05F285 ; <- 2F285
JSL.l ItemCheck_EtherTablet JSL.l ItemCheck_EtherTablet
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $098BCC ; <- 48BCC - ancilla_init.asm : 1679 (LDA AddReceiveItem.item_graphics_indices, Y : STA $72)
;;JSL.l SetTabletItem
;JSL SpawnTabletItem : PLX : PLB : RTL
;--------------------------------------------------------------------------------
org $07859F ; <- 3859F - Bank07.asm : 965 (JSL AddPendantOrCrystal) org $07859F ; <- 3859F - Bank07.asm : 965 (JSL AddPendantOrCrystal)
JSL SpawnTabletItem JSL SpawnTabletItem
org $07862A ; <- 3862A - Bank07.asm : 1064 (JSL AddPendantOrCrystal) org $07862A ; <- 3862A - Bank07.asm : 1064 (JSL AddPendantOrCrystal)
@@ -1441,9 +1361,6 @@ JSL RNG_Ganon_Extra_Warp
org $1D9488 ; <- E9488 - sprite_ganon.asm org $1D9488 ; <- E9488 - sprite_ganon.asm
JSL RNG_Ganon JSL RNG_Ganon
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $01EDB2 ; <- EDB2 - Bank01.asm : 14038
;INC $04C4
;--------------------------------------------------------------------------------
org $05A3F4 ; <- 2A3F4 - sprite_lanmola.asm : 112 (JSL GetRandomInt : AND.b #$07 : TAY) org $05A3F4 ; <- 2A3F4 - sprite_lanmola.asm : 112 (JSL GetRandomInt : AND.b #$07 : TAY)
JSL.l RNG_Lanmolas1 JSL.l RNG_Lanmolas1
org $05A401 ; <- 2A401 - sprite_lanmola.asm : 116 (JSL GetRandomInt : AND.b #$07 : TAY) org $05A401 ; <- 2A401 - sprite_lanmola.asm : 116 (JSL GetRandomInt : AND.b #$07 : TAY)
@@ -1528,22 +1445,11 @@ ReturnFromOnDrawHud:
SEP #$30 SEP #$30
LDX.b #$FF ; vanilla hud code ends with #$FF in X, and it's required for unknown reasons. LDX.b #$FF ; vanilla hud code ends with #$FF in X, and it's required for unknown reasons.
;org $0DFD0A ; <- 6FD0A - headsup_display.asm : 900
;STA $7EC766 ; nudge key digit right
;org $0DFD13 ; <- 6FD13 - headsup_display.asm : 905
;STA $7EC726 ; key icon blank
org $0DFC37 ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7) org $0DFC37 ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7)
JSL.l DrawMagicHeader JSL.l DrawMagicHeader
BRA + : NOP #15 : + BRA + : NOP #15 : +
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $0DFB29 ; <- headsup_display.asm : 688 (LDA.b #$86 : STA $7EC71E) org $0DFB29 ; <- headsup_display.asm : 688 (LDA.b #$86 : STA $7EC71E)
;LDA.b #$86 : STA $7EC720 ; nudge silver arrow right - remember to update this in newit
;LDA.b #$24 : STA $7EC721
;LDA.b #$87 : STA $7EC722
;LDA.b #$24 : STA $7EC723
JSL.l DrawHUDArrows : BRA + JSL.l DrawHUDArrows : BRA +
NOP #18 NOP #18
+ +
@@ -1653,16 +1559,16 @@ JSL.l EndingMusicWait
; Process music commands in NMI from new location after muting is processed ; Process music commands in NMI from new location after muting is processed
org $0080DD org $0080DD
dw !REG_MUSIC_CONTROL dw MusicControl
org $008101 org $008101
dw !REG_MUSIC_CONTROL dw MusicControl
org $09F512 org $09F512
dw !REG_MUSIC_CONTROL dw MusicControl
org $0CF05F org $0CF05F
dw !REG_MUSIC_CONTROL dw MusicControl
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
@@ -1704,9 +1610,6 @@ JSL.l FixAga2Bunny : NOP
org $05DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5) org $05DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5)
NOP #6 NOP #6
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $0280DD ; <- 100DD - Bank02.asm:298 - (LDA $7EF3C5 : CMP.b #$02 : BCC .indoors)
;JSL.l ForceLinksHouse
;--------------------------------------------------------------------------------
org $05EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5) org $05EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL.l EndRainState : NOP #2 JSL.l EndRainState : NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -1745,10 +1648,6 @@ JSL.l HUDRebuildIndoorHole
;================================================================================ ;================================================================================
; Pendant / Crystal Fixes ; Pendant / Crystal Fixes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $0DE9C8 ; <- 6E9C8 - original check for agahnim 1 being defeated
;;LDA $7EF3CA : CMP.b #$40 ; check for dark world instead
;JSL.l CheckPendantHUD
;NOP #2
;================================================================================ ;================================================================================
org $098BB0 ; <- 048BB0 - ancilla_init.asm:1663 - (STX $02D8 : JSR AddAncilla) org $098BB0 ; <- 048BB0 - ancilla_init.asm:1663 - (STX $02D8 : JSR AddAncilla)
JSL.l TryToSpawnCrystalUntilSuccess JSL.l TryToSpawnCrystalUntilSuccess
@@ -1772,15 +1671,6 @@ JSL.l ShowDungeonItems : NOP #5
org $0DEF3B ; <- 6EF3B - equipment.asm:2290 - (LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace) org $0DEF3B ; <- 6EF3B - equipment.asm:2290 - (LDA $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .notInPalace)
JSL.l ShowDungeonItems : NOP #5 JSL.l ShowDungeonItems : NOP #5
;================================================================================ ;================================================================================
org $0DEA5F ; <- 6EA5F - equipment.asm:1679 - (SEP #$30)
;NOP #5
;JMP .skipCrystalInit
;org $0DEAA4 ; <- 6EAA4 - equipment.asm:1706 - (LDA $7EF37A : AND.w #$0001)
;.skipCrystalInit
;================================================================================
org $0DE9D8 ; <- 6E9D8 - equipment.asm:1635 - (LDA $E860, X : STA $12EA, X)
org $0DEA15 ; <- 6EA15 - equipment.asm:1647 - (LDA.w #$13B2 : STA $00)
;================================================================================
org $00F97E ; <- 797E - Bank00.asm:8586 - (LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA) org $00F97E ; <- 797E - Bank00.asm:8586 - (LDA $7EF3CA : EOR.b #$40 : STA $7EF3CA)
JSL.l FlipLWDWFlag : NOP #6 JSL.l FlipLWDWFlag : NOP #6
;================================================================================ ;================================================================================
@@ -1796,11 +1686,6 @@ LDA CrystalPendantFlags_2, X
;Kill enemy to clear level ;Kill enemy to clear level
org $01C715 ; <- C715 - Bank01.asm:10358 - (LDA $7EF3CA : BNE .inDarkWorld) org $01C715 ; <- C715 - Bank01.asm:10358 - (LDA $7EF3CA : BNE .inDarkWorld)
LDA CrystalPendantFlags_2, X LDA CrystalPendantFlags_2, X
;JSL.l GetPendantCrystalWorld
;================================================================================
;org $0AC5C3 ; <- 545C3 - Bank0A.asm:1859 - (LDA $7EF374 : AND $0AC5A6, X : BEQ .fail)
;NOP #10
;CLC
;================================================================================ ;================================================================================
org $0AC5BB ; < 545BB - Bank0A.asm:1856 - (LDA $7EF3C7 : CMP.b #$03 : BNE .fail) org $0AC5BB ; < 545BB - Bank0A.asm:1856 - (LDA $7EF3C7 : CMP.b #$03 : BNE .fail)
JSL.l OverworldMap_CheckObject : RTS JSL.l OverworldMap_CheckObject : RTS
@@ -1878,8 +1763,6 @@ JSL.l GetMapMode
;================================================================================ ;================================================================================
org $0AC012 ; <- 54012 - Bank0A.asm:1039 (LDA $7EF2DB : AND.b #$20 : BNE BRANCH_DELTA) org $0AC012 ; <- 54012 - Bank0A.asm:1039 (LDA $7EF2DB : AND.b #$20 : BNE BRANCH_DELTA)
NOP #8 NOP #8
;org $0AC012 ; <- 54012 - Bank0A.asm:1039 - (LDA $7EF2DB)
;JSL.l OnLoadMap
;================================================================================ ;================================================================================
org $028B8F ; <- 10B8F - Bank02.asm:2236 (LDA $7EF374 : LSR A : BCS BRANCH_BETA) org $028B8F ; <- 10B8F - Bank02.asm:2236 (LDA $7EF374 : LSR A : BCS BRANCH_BETA)
JSL CheckHeraBossDefeated : BNE + : NOP JSL CheckHeraBossDefeated : BNE + : NOP
@@ -1987,9 +1870,7 @@ org $1ECD39
SkipCrystalPalette: SkipCrystalPalette:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $08C3FD ; <- 443FD - ancilla_receive_item.asm : 89 org $08C3FD ; <- 443FD - ancilla_receive_item.asm : 89
!MS_GOT = "$7F5031" LDA.b #$40 : STA.l MSReceived
LDA #$40 : STA !MS_GOT
;;NOP #6 ; don't set master sword follower
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $08C5E5 ; <- 445ED - ancilla_receive_item.asm:395 (LDA .item_messages, Y : CMP.w #$FFFF : BEQ .handleGraphics) org $08C5E5 ; <- 445ED - ancilla_receive_item.asm:395 (LDA .item_messages, Y : CMP.w #$FFFF : BEQ .handleGraphics)
JSL.l DialogItemReceive : NOP #2 JSL.l DialogItemReceive : NOP #2
@@ -2065,9 +1946,6 @@ JSL.l OnPlayerDead
JSL.l IncrementDeathCounter JSL.l IncrementDeathCounter
NOP #6 NOP #6
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $02D61A ; <- 1561A
;LDA.b #$01 : STA $1B ; fix something i wrote over i shouldn't have
;--------------------------------------------------------------------------------
org $1ED379 ; <- F5379 - sprite_agahnim.asm:75 - JSL PrepDungeonExit org $1ED379 ; <- F5379 - sprite_agahnim.asm:75 - JSL PrepDungeonExit
JSL FixAgahnimFollowers JSL FixAgahnimFollowers
;================================================================================ ;================================================================================
@@ -2141,8 +2019,6 @@ FluteBoy_Abort:
RTS RTS
FluteBoy_Continue: FluteBoy_Continue:
;org $1E9968 ; <- F1968 - sprite_flute_boy_ostrich.asm : 14 (dw FluteBoyOstrich_Chillin)
;dw #$9991 ; FluteBoyOstrich_RunAway
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $06B0C9 ; <- 330C9 org $06B0C9 ; <- 330C9
JSL.l ItemSet_TreeKid JSL.l ItemSet_TreeKid
@@ -2174,9 +2050,6 @@ LDA.b #$FF
org $1DDF81 ; <- EDF81 - sprite_great_catfish.asm : 61 org $1DDF81 ; <- EDF81 - sprite_great_catfish.asm : 61
JSL.l DrawThrownItem JSL.l DrawThrownItem
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $1DE1B0 ; <- EE1B0 - sprite_great_catfish.asm : 461
;NOP #2
;--------------------------------------------------------------------------------
org $05EE53 ; <- 2EE53 - mushroom.asm : 22 org $05EE53 ; <- 2EE53 - mushroom.asm : 22
JSL.l ItemCheck_Mushroom JSL.l ItemCheck_Mushroom
NOP #2 NOP #2
@@ -2193,22 +2066,10 @@ CMP.b #$20
org $1DDF71 ; <- EDF71 - sprite_great_catfish.asm : 47 org $1DDF71 ; <- EDF71 - sprite_great_catfish.asm : 47
JSL.l MarkThrownItem JSL.l MarkThrownItem
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $05F65D ; <- 2F65D - DONE IN INVENTORY
;JSL.l ItemSet_Powder
;NOP #2
;--------------------------------------------------------------------------------
;JSL.l ItemCheck_RupeeNPC
;--------------------------------------------------------------------------------
;JSL.l ItemSet_RupeeNPC
;--------------------------------------------------------------------------------
;org $08D01B ; PC 0x4501B - ancilla_flute.asm - 55
;JSL.l ItemSet_Flute
;--------------------------------------------------------------------------------
org $05FAFF ; <- 2FAFF - sprite_mad_batter.asm:57 (LDA $7EF37B : CMP.b #$01 : BCS .magic_already_doubled) org $05FAFF ; <- 2FAFF - sprite_mad_batter.asm:57 (LDA $7EF37B : CMP.b #$01 : BCS .magic_already_doubled)
JSL.l ItemCheck_MagicBat : BEQ + : RTS : NOP : + JSL.l ItemCheck_MagicBat : BEQ + : RTS : NOP : +
;================================================================================ ;================================================================================
;================================================================================ ;================================================================================
; Boss Hearts ; Boss Hearts
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -2265,8 +2126,8 @@ NOP #6
; Fake Flippers Softlock Fix + General Damage Hooks ; Fake Flippers Softlock Fix + General Damage Hooks
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $078091 ; <- 38091 - Bank07.asm:138 (LDA $037B : BNE .linkNotDamaged) org $078091 ; <- 38091 - Bank07.asm:138 (LDA $037B : BNE .linkNotDamaged)
LDA $0373 : STA $00 : STZ $0373 ; store and zero damage LDA.w $0373 : STA.b Scrap00 : STZ.w $0373 ; store and zero damage
LDA $037B : BNE LinkDamaged_linkNotDamaged ; skip if immune LDA.w $037B : BNE LinkDamaged_linkNotDamaged ; skip if immune
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $0780C6 ; <- 380C6 - Bank07.asm:174 (LDA $7EF36D) org $0780C6 ; <- 380C6 - Bank07.asm:174 (LDA $7EF36D)
JSL.l OnLinkDamaged JSL.l OnLinkDamaged
@@ -2542,7 +2403,7 @@ Overworld_Entrance_BRANCH_RHO: ; branch here to continue into door
;================================================================================ ;================================================================================
; Paradox Cave Shopkeeper Fixes ; Paradox Cave Shopkeeper Fixes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $008C19 ; Bank00.asm@1633 (LDA.b #$01 : STA $420B) org $008C19 ; Bank00.asm@1633 (LDA.b #$01 : STA MDMAEN)
JSL ParadoxCaveGfxFix JSL ParadoxCaveGfxFix
NOP NOP
;================================================================================ ;================================================================================
@@ -2552,10 +2413,10 @@ NOP
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Change race game to use $021B instead of $0ABF for detecting cheating ; Change race game to use $021B instead of $0ABF for detecting cheating
org $0DCB9D ; STZ.w $0ABF org $0DCB9D ; STZ.w $0ABF
STZ $021B STZ.w $021B
org $0DCBFE ; LDA.w $0ABF org $0DCBFE ; LDA.w $0ABF
LDA $021B LDA.w $021B
org $02BFE0 ; LDA.b #$01 : STA.w $0ABF org $02BFE0 ; LDA.b #$01 : STA.w $0ABF
JSL SetOverworldTransitionFlags JSL SetOverworldTransitionFlags
@@ -2571,7 +2432,7 @@ org $0DA9C8 ; <- 06A9C8 - player_oam.asm: 1663 (AND.w #$00FF : CMP.w #$00F8 : BC
; CMP into $02 into constant time code, so that player sprite head-bobbing can ; CMP into $02 into constant time code, so that player sprite head-bobbing can
; be removed by sprites while remaining race legal (cycle-for-cycle identical ; be removed by sprites while remaining race legal (cycle-for-cycle identical
; to the link sprite). ; to the link sprite).
LDA $02 ; always zero! (this replaces the BCC) LDA.b Scrap02 ; always zero! (this replaces the BCC)
ADC.w #0000 ; put the carry bit into the accumulator instead of a hardcoded 1. ADC.w #0000 ; put the carry bit into the accumulator instead of a hardcoded 1.
;------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------
org $02FD6F ; <- 017d6f - bank0E.asm: 3694 (LoadActualGearPalettes:) Note: Overflow of bank02 moved to 0e in US Rom org $02FD6F ; <- 017d6f - bank0E.asm: 3694 (LoadActualGearPalettes:) Note: Overflow of bank02 moved to 0e in US Rom

View File

@@ -9,17 +9,17 @@ PHP
; $7EC026 = When we find an empty item get set on 1 ; $7EC026 = When we find an empty item get set on 1
; $7EC027 = character data ; $7EC027 = character data
LDX #$80 : STX $2100 LDX.b #$80 : STX.w INIDISP
REP #$20 REP #$20
LDA #$6000+$0340 : STA $2116 LDA.w #$6000+$0340 : STA.w VMADDL
LDA.w #$C027 : STA $4342 LDA.w #$C027 : STA.w A1T4L
LDX.b #$7E : STX $4344 LDX.b #$7E : STX.w A1B4
LDA #$0040 : STA $4345 LDA.w #$0040 : STA.w DAS4L
LDA #$1801 : STA $4340 LDA.w #$1801 : STA.w DMAP4
LDX #$10 : STX $420B LDX.b #$10 : STX.w MDMAEN
LDX #$0F : STX $2100 LDX.b #$0F : STX.w INIDISP
PLP PLP
RTL RTL
} }
@@ -28,17 +28,17 @@ RTL
ClearBG: ClearBG:
{ {
PHP PHP
LDX #$80 : STX $2100 LDX.b #$80 : STX.w INIDISP
REP #$20 REP #$20
LDA #$6000+$0340 : STA $2116 LDA.w #$6000+$0340 : STA.w VMADDL
LDA.w #clearTable : STA $4342 LDA.w #clearTable : STA.w A1T4L
LDX.b #clearTable>>16 : STX $4344 LDX.b #clearTable>>16 : STX.w A1B4
LDA #$0040 : STA $4345 LDA.w #$0040 : STA.w DAS4L
LDA #$1801 : STA $4340 LDA.w #$1801 : STA.w DMAP4
LDX #$10 : STX $420B LDX.b #$10 : STX.w MDMAEN
LDX #$0F : STX $2100 LDX.b #$0F : STX.w INIDISP
PLP PLP
RTL RTL
} }

View File

@@ -3,7 +3,7 @@ ShouldOverrideFileLoad:
CPY #$0A ; 0A = Ice/Mire floor file CPY #$0A ; 0A = Ice/Mire floor file
BNE .no BNE .no
LDA $040C ; Dungeon number LDA.w $040C ; Dungeon number
CMP #$12 ; Ice Palace CMP #$12 ; Ice Palace
BEQ .yes BEQ .yes
.no .no
@@ -13,9 +13,9 @@ ShouldOverrideFileLoad:
BgGraphicsLoading: BgGraphicsLoading:
; Instructions overwritten ; Instructions overwritten
STZ $00 STZ.b Scrap00
STX $01 STX.b Scrap01
STA $02 STA.b Scrap02
JSR ShouldOverrideFileLoad JSR ShouldOverrideFileLoad
BCS .useSpecialIcePalaceFile BCS .useSpecialIcePalaceFile
@@ -25,24 +25,22 @@ BgGraphicsLoading:
; We're loading the floor tiles in Ice Palace. Instead of the normal file, ; We're loading the floor tiles in Ice Palace. Instead of the normal file,
; load another one that replaces the bridge tiles with the Bombos medallion ; load another one that replaces the bridge tiles with the Bombos medallion
;LDA $FFFFFF
LDA.b #IcePalaceFloorGfx>>16 LDA.b #IcePalaceFloorGfx>>16
STA $02 STA.b Scrap02
REP #$20 REP #$20
LDA.w #IcePalaceFloorGfx LDA.w #IcePalaceFloorGfx
STA $00 STA.b Scrap00
LDX.b #64*2 ; Tiles to load * 2 LDX.b #64*2 ; Tiles to load * 2
- -
; Unrolled loop to upload half a tile ; Unrolled loop to upload half a tile
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
LDA [$00] : STA $2118 : INC $00 : INC $00 LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
DEX DEX
BNE - BNE -
@@ -51,7 +49,7 @@ BgGraphicsLoading:
ReloadingFloors: ReloadingFloors:
SEP #$30 ; 8 AXY SEP #$30 ; 8 AXY
LDA $7EC2F8 ; Floor file that has been decompressed LDA.l $7EC2F8 ; Floor file that has been decompressed
TAY TAY
JSR ShouldOverrideFileLoad JSR ShouldOverrideFileLoad
REP #$30 ; 16 AXY REP #$30 ; 16 AXY
@@ -76,6 +74,6 @@ ReloadingFloors:
; Pretend that we ran the original routine ; Pretend that we ran the original routine
LDX.w #$0800 LDX.w #$0800
LDA.w #$6600 LDA.w #$6600
STA $03 STA.b Scrap03
JML ReloadingFloorsCancel JML ReloadingFloorsCancel

View File

@@ -47,15 +47,15 @@ Init_Primary:
.done .done
REP #$20 REP #$20
LDA.l OneMindTimer : STA.l !ONEMIND_TIMER LDA.l OneMindTimerInit : STA.l OneMindTimerRAM
SEP #$20 SEP #$20
LDA.b #$01 : STA $420D ; enable fastrom access on upper banks LDA.b #$01 : STA.w MEMSEL ; enable fastrom access on upper banks
STA.l !ONEMIND_ID STA.l OneMindId
LDA.b #$10 : STA $BC ; set default player sprite bank LDA.b #$10 : STA $BC ; set default player sprite bank
LDA.b #$81 : STA $4200 ; thing we wrote over, turn on NMI & gamepad LDA.b #$81 : STA.w NMITIMEN ; thing we wrote over, turn on NMI & gamepad
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Init_PostRAMClear ; Init_PostRAMClear

File diff suppressed because it is too large Load Diff

View File

@@ -35,7 +35,7 @@ Overworld_CreatePyramidHoleModified:
JSL C9DE_LONG JSL C9DE_LONG
JSL C9DE_LONG JSL C9DE_LONG
LDA.w #$FFFF : STA $1012, Y LDA.w #$FFFF : STA.w $1012, Y
JMP .ending JMP .ending
.originalBehaviour .originalBehaviour
@@ -64,33 +64,33 @@ Overworld_CreatePyramidHoleModified:
JSL C9DE_LONG JSL C9DE_LONG
JSL C9DE_LONG JSL C9DE_LONG
LDA.w #$FFFF : STA $1012, Y LDA.w #$FFFF : STA.w $1012, Y
.ending .ending
LDA.w #$3515 : STA $012D LDA.w #$3515 : STA.w $012D
SEP #$30 SEP #$30
LDA OverworldEventDataWRAM+$5B : ORA.b #$20 : STA OverworldEventDataWRAM+$5B LDA.l OverworldEventDataWRAM+$5B : ORA.b #$20 : STA.l OverworldEventDataWRAM+$5B
LDA.b #$03 : STA $012F LDA.b #$03 : STA.w $012F
LDA.b #$01 : STA $14 LDA.b #$01 : STA.b $14
RTL RTL
;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------
Draw_PyramidOverlay: Draw_PyramidOverlay:
LDA.l InvertedMode : AND.w #$00FF : BNE .done LDA.l InvertedMode : AND.w #$00FF : BNE .done
.normal .normal
LDA.w #$0E39 : STA $23BC LDA.w #$0E39 : STA.w $23BC
INC A : STA $23BE INC A : STA.w $23BE
INC A : STA $23C0 INC A : STA.w $23C0
INC A : STA $243C INC A : STA.w $243C
INC A : STA $243E INC A : STA.w $243E
INC A : STA $2440 INC A : STA.w $2440
INC A : STA $24BC INC A : STA.w $24BC
INC A : STA $24BE INC A : STA.w $24BE
INC A : STA $24C0 INC A : STA.w $24C0
.done .done
RTL RTL
;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------
@@ -130,43 +130,43 @@ db $02, $02, $02, $00, $08, $02, $02, $00, $00, $00, $00, $01, $00, $00, $20, $0
db $02, $02, $02, $02, $02, $02, $02, $00, $00, $01, $01, $01, $02, $00, $08, $00 db $02, $02, $02, $02, $02, $02, $02, $00, $00, $01, $01, $01, $02, $00, $08, $00
Electric_Barrier: Electric_Barrier:
LDA InvertedMode : BEQ .done LDA.l InvertedMode : BEQ .done
LDA OverworldEventDataWRAM, X : ORA #$40 : STA OverworldEventDataWRAM, X ;set barrier dead LDA.l OverworldEventDataWRAM, X : ORA.b #$40 : STA.l OverworldEventDataWRAM, X ;set barrier dead
.done .done
LDA OverworldEventDataWRAM, X ; what we wrote over LDA.l OverworldEventDataWRAM, X ; what we wrote over
RTL RTL
GanonTowerAnimation: GanonTowerAnimation:
LDA InvertedMode : BEQ .done LDA.l InvertedMode : BEQ .done
LDA.b #$1B : STA $012F LDA.b #$1B : STA.w $012F
STZ $04C6 STZ.w $04C6
STZ $B0 STZ.b $B0
STZ $0710 STZ.w $0710
STZ $02E4 STZ.w $02E4
STZ $0FC1 STZ.w $0FC1
STZ $011A STZ.w $011A
STZ $011B STZ.w $011B
STZ $011C STZ.w $011C
STZ $011D STZ.w $011D
LDA.b #$02 : STA $012C LDA.b #$02 : STA.w $012C
LDA.b #$09 : STA $012D LDA.b #$09 : STA.w $012D
RTL RTL
.done .done
LDA.b #$05 : STA $04C6 ;what we wrote over LDA.b #$05 : STA.w $04C6 ;what we wrote over
STZ $B0 ; (continued) STZ.b $B0 ; (continued)
STZ $C8 ; (continued) STZ.b $C8 ; (continued)
RTL RTL
GanonTowerInvertedCheck: GanonTowerInvertedCheck:
{ {
LDA InvertedMode : BEQ .done LDA.l InvertedMode : BEQ .done
LDA #$01 ; Load a random value so it doesn't BEQ LDA.b #$01 ; Load a random value so it doesn't BEQ
RTL RTL
.done .done
LDA $8A : CMP.b #$43 ;what we wrote over LDA.b $8A : CMP.b #$43 ;what we wrote over
RTL RTL
} }
@@ -174,14 +174,14 @@ GanonTowerInvertedCheck:
;Hard coded rock removed in LW for Inverted mode ;Hard coded rock removed in LW for Inverted mode
HardcodedRocks: HardcodedRocks:
LDA InvertedMode : AND.w #$00FF : BEQ .normalrocks LDA.l InvertedMode : AND.w #$00FF : BEQ .normalrocks
BRA .noRock2 BRA .noRock2
.normalrocks .normalrocks
LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock
STA $7E22A8 STA.l $7E22A8
.noRock .noRock
CPX.w #$002F : BNE .noRock2 CPX.w #$002F : BNE .noRock2
STA $7E2BB2 STA.l $7E2BB2
.noRock2 .noRock2
RTL RTL
@@ -202,7 +202,7 @@ MirrorBonk:
; otherwise fall through to .normal ; otherwise fall through to .normal
PHX : PHP PHX : PHP
PHB : PHK : PLB PHB : PHK : PLB
LDA $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks LDA.b $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
REP #$30 REP #$30
LDX #$0000 LDX #$0000
.loop .loop
@@ -231,7 +231,7 @@ MirrorBonk:
PLB : PLP : PLX PLB : PLP : PLX
.normal .normal
;Not forcing a bonk, so the vanilla bonk detection run. ;Not forcing a bonk, so the vanilla bonk detection run.
LDA $0C : ORA $0E LDA.b Scrap0C : ORA.b Scrap0E
JML.l MirrorBonk_NormalReturn JML.l MirrorBonk_NormalReturn
.forceBonk .forceBonk
JML.l MirrorBonk_BranchGamma JML.l MirrorBonk_BranchGamma

File diff suppressed because it is too large Load Diff

View File

@@ -32,7 +32,7 @@ ItemDowngradeFixMain:
CPY.b #$00 : BEQ .isUncleSwordShield ; Fighter's Sword & Shield CPY.b #$00 : BEQ .isUncleSwordShield ; Fighter's Sword & Shield
.done .done
STA [$00] ; thing we wrote over part 2 STA.b [Scrap00] ; thing we wrote over part 2
.dontWrite .dontWrite
RTS RTS
.isPowerGloves .isPowerGloves
@@ -41,8 +41,8 @@ RTS
.isBlueBoomerang .isBlueBoomerang
.isBow .isBow
.isBowAndArrows .isBowAndArrows
CMP [$00] : !BGE .done ; finished if we're upgrading CMP.b [$00] : !BGE .done ; finished if we're upgrading
LDA [$00] ; reload old value LDA.b [$00] ; reload old value
RTS RTS
.isSilverArrowBow .isSilverArrowBow
.isRedBoomerang .isRedBoomerang
@@ -51,31 +51,31 @@ RTS
.isShovel .isShovel
.isMushroom .isMushroom
PHA PHA
LDA [$00] : BNE + ; don't upgrade if we already have the toggle for it LDA.b [Scrap00] : BNE + ; don't upgrade if we already have the toggle for it
PLA PLA
STA [$00] STA.b [Scrap00]
RTS RTS
+ +
PLA PLA
RTS RTS
.isSword .isSword
PHA PHA
LDA HighestSword : STA $04 LDA.l HighestSword : STA.b Scrap04
TYA ; load sword item TYA ; load sword item
CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter's sword to normal one CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter's sword to normal one
CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one
INC : CMP $04 : !BGE + ; skip if highest is lower (this is an upgrade) INC : CMP.b Scrap04 : !BGE + ; skip if highest is lower (this is an upgrade)
LDA $04 : DEC ; convert to item id LDA.b Scrap04 : DEC ; convert to item id
TAY : PLA : LDA $04 ; put sword id into the thing to write TAY : PLA : LDA.b Scrap04 ; put sword id into the thing to write
JMP .done JMP .done
+ +
PLA PLA
JMP .done JMP .done
.isUncleSwordShield .isUncleSwordShield
PHA PHA
LDA HighestSword : STA [$00] ; already set to 1 if we had no sword, always keep highest LDA.l HighestSword : STA.b [Scrap00] ; already set to 1 if we had no sword, always keep highest
INC $00 INC.b Scrap00
LDA HighestShield : STA [$00] LDA.l HighestShield : STA.b [Scrap00]
PLA PLA
RTS RTS
;================================================================================ ;================================================================================

View File

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

16
map.asm
View File

@@ -1,16 +0,0 @@
; ==============================================================================
;PrepMapZoom:
; LDA.b #$80 : STA $211A ; thing we wrote over
;
; LDA.b #$00 : STA !MAP_ZOOM
;RTL
; ==============================================================================
;ForceMapZoom:
; LDA !MAP_ZOOM : BNE .isPreset
; LDA.b #$01
; LDA.b #$01 : STA !MAP_ZOOM
;RTL
; .isPreset
; LDA $F6 : AND.b #$70
;RTL
; ==============================================================================

View File

@@ -52,10 +52,8 @@ MedallionTrigger_Bombos:
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!EPILEPSY_TIMER = "$7F5041"
MedallionTrigger_Ether: MedallionTrigger_Ether:
PHA PHA
LDA.b #$00 : STA !EPILEPSY_TIMER
LDA.l MireRequiredMedallion : CMP.b #$01 : BNE + LDA.l MireRequiredMedallion : CMP.b #$01 : BNE +
JSL.l TryOpenMire JSL.l TryOpenMire
+ LDA.l TRockRequiredMedallion : CMP.b #$01 : BNE + + LDA.l TRockRequiredMedallion : CMP.b #$01 : BNE +

526
msu.asm
View File

@@ -81,72 +81,34 @@
; ;
;======================================= ;=======================================
!REG_MSU_STATUS = $2000 !VAL_MSU_ID_01 = $2D53 ; 'S-'
!VAL_MSU_ID_23 = $534D ; 'MS'
!VAL_MSU_ID_45 = $3155 ; 'U1'
!REG_MSU_ID_0 = $2002 !FLAG_MSU_PLAY = $01
!REG_MSU_ID_1 = $2003 !FLAG_MSU_REPEAT = $02
!REG_MSU_ID_2 = $2004 !FLAG_MSU_RESUME = $04
!REG_MSU_ID_3 = $2005 !FLAG_MSU_STATUS_TRACK_MISSING = $08
!REG_MSU_ID_4 = $2006 !FLAG_MSU_STATUS_AUDIO_PLAYING = $10
!REG_MSU_ID_5 = $2007 !FLAG_MSU_STATUS_AUDIO_REPEATING = $20
!FLAG_MSU_STATUS_AUDIO_BUSY = $40
!FLAG_MSU_STATUS_DATA_BUSY = $80
!REG_MSU_ID_01 = $2002 !FLAG_RESUME_CANCEL = $01
!REG_MSU_ID_23 = $2004 !FLAG_RESUME_FADEIN = $02
!REG_MSU_ID_45 = $2006
!VAL_COMMAND_STOP_PLAYBACK = $F0
!VAL_COMMAND_FADE_OUT = $F1
!VAL_COMMAND_FADE_HALF = $F2
!VAL_COMMAND_FULL_VOLUME = $F3
!VAL_COMMAND_MUTE_SPC = $FA
!VAL_COMMAND_UNMUTE_SPC = $FB
!VAL_COMMAND_LOAD_NEW_BANK = $FF
!VAL_MSU_ID_0 = #$53 ; 'S' !VAL_VOLUME_INCREMENT = $10
!VAL_MSU_ID_1 = #$2D ; '-' !VAL_VOLUME_DECREMENT = $02
!VAL_MSU_ID_2 = #$4D ; 'M' !VAL_VOLUME_HALF = $80
!VAL_MSU_ID_3 = #$53 ; 'S' !VAL_VOLUME_FULL = $FF
!VAL_MSU_ID_4 = #$55 ; 'U'
!VAL_MSU_ID_5 = #$31 ; '1'
!VAL_MSU_ID_01 = #$2D53 ; 'S-'
!VAL_MSU_ID_23 = #$534D ; 'MS'
!VAL_MSU_ID_45 = #$3155 ; 'U1'
!REG_MSU_TRACK = $2004
!REG_MSU_TRACK_LO = $2004
!REG_MSU_TRACK_HI = $2005
!REG_MSU_VOLUME = $2006
!REG_MSU_CONTROL = $2007
!FLAG_MSU_PLAY = #$01
!FLAG_MSU_REPEAT = #$02
!FLAG_MSU_RESUME = #$04
!FLAG_MSU_STATUS_TRACK_MISSING = #$08
!FLAG_MSU_STATUS_AUDIO_PLAYING = #$10
!FLAG_MSU_STATUS_AUDIO_REPEATING = #$20
!FLAG_MSU_STATUS_AUDIO_BUSY = #$40
!FLAG_MSU_STATUS_DATA_BUSY = #$80
!FLAG_RESUME_CANCEL = #$01
!FLAG_RESUME_FADEIN = #$02
!REG_CURRENT_MSU_TRACK = $010B
!REG_CURRENT_VOLUME = $0127
!REG_TARGET_VOLUME = $0129
!REG_CURRENT_TRACK = $0130
!REG_CURRENT_COMMAND = $0133
!REG_SPC_CONTROL = $2140
!REG_NMI_FLAGS = $4210
!VAL_COMMAND_STOP_PLAYBACK = #$F0
!VAL_COMMAND_FADE_OUT = #$F1
!VAL_COMMAND_FADE_HALF = #$F2
!VAL_COMMAND_FULL_VOLUME = #$F3
!VAL_COMMAND_MUTE_SPC = #$FA
!VAL_COMMAND_UNMUTE_SPC = #$FB
!VAL_COMMAND_LOAD_NEW_BANK = #$FF
!VAL_VOLUME_INCREMENT = #$10
!VAL_VOLUME_DECREMENT = #$02
!VAL_VOLUME_HALF = #$80
!VAL_VOLUME_FULL = #$FF
;================================================================================ ;================================================================================
; Check if A has an overworld track ; Check if A has an overworld track
@@ -172,7 +134,7 @@ SEC : RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IsResumableTrack: IsResumableTrack:
PHA PHA
LDA MSUResumeType : BEQ + LDA.l MSUResumeType : BEQ +
PLA PLA
JSR IsOverworldTrack JSR IsOverworldTrack
RTS RTS
@@ -187,54 +149,54 @@ RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CheckMusicLoadRequest: CheckMusicLoadRequest:
PHP : PHB : PHD : REP #$30 : PHA : PHX : PHY PHP : PHB : PHD : REP #$30 : PHA : PHX : PHY
LDA #$0000 : TCD : SEP #$20 : PHA : PLB LDA.w #$0000 : TCD : SEP #$20 : PHA : PLB
LDA !REG_MUSIC_CONTROL_REQUEST : BEQ .skip+3 : BMI .skip+3 LDA.w MusicControlRequest : BEQ .skip+3 : BMI .skip+3
CMP !REG_CURRENT_COMMAND : BNE .continue CMP.w CurrentControlRequest : BNE .continue
CMP.b #22 : BNE .skip ; Check GT when mirroring from upstairs CMP.b #22 : BNE .skip ; Check GT when mirroring from upstairs
LDA !REG_CURRENT_MSU_TRACK : CMP.b #59 : BNE .skip LDA.w CurrentMSUTrack : CMP.b #59 : BNE .skip
LDA.b #$00 : STA !REG_CURRENT_COMMAND LDA.b #$00 : STA.w CurrentControlRequest
BRA .continue BRA .continue
.skip .skip
LDA !REG_MUSIC_CONTROL_REQUEST LDA.w MusicControlRequest
STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST STA.w MusicControl : STZ.w MusicControlRequest
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
RTL RTL
.continue .continue
LDA TournamentSeed : BNE +++ LDA.l TournamentSeed : BNE +++
LDA !REG_MSU_PACK_REQUEST LDA.l MSUPackRequest
CMP !REG_MSU_PACK_CURRENT : BEQ +++ CMP.l MSUPackCurrent : BEQ +++
CMP !REG_MSU_PACK_COUNT : !BLT ++ CMP.l MSUPackCount : !BLT ++
CMP #$FE : !BLT + CMP.b #$FE : !BLT +
STA !REG_MSU_PACK_CURRENT STA.l MSUPackCurrent
SEP #$10 SEP #$10
LDA #$00 LDA.b #$00
LDX #$07 LDX.b #$07
- -
STA !REG_MSU_FALLBACK_TABLE,X STA.l MSUFallbackTable,X
DEX : BPL - DEX : BPL -
REP #$10 REP #$10
BRA +++ BRA +++
+ : LDA !REG_MSU_PACK_CURRENT : STA !REG_MSU_PACK_REQUEST + : LDA.l MSUPackCurrent : STA.l MSUPackRequest
++ : STA !REG_MSU_PACK_CURRENT ++ : STA.l MSUPackCurrent
JSL MSUInit_check_fallback JSL MSUInit_check_fallback
+++ +++
LDA !REG_MUSIC_CONTROL_REQUEST : CMP #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE LDA.w MusicControlRequest : CMP.b #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE
LDA NoBGM : BNE + LDA.l NoBGM : BNE +
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : BNE ++ LDA.l MSUPackCurrent : CMP.b #$FE : BNE ++
+ : JMP .mute + : JMP .mute
++ ++
LDX !REG_MSU_ID_01 : CPX !VAL_MSU_ID_01 : BEQ + LDX.w MSUID : CPX.w #!VAL_MSU_ID_01 : BEQ +
- : JMP .unmute - : JMP .unmute
+ +
LDX !REG_MSU_ID_23 : CPX !VAL_MSU_ID_23 : BNE - LDX.w MSUID+2 : CPX.w #!VAL_MSU_ID_23 : BNE -
LDX !REG_MSU_ID_45 : CPX !VAL_MSU_ID_45 : BNE - LDX.w MSUID+4 : CPX.w #!VAL_MSU_ID_45 : BNE -
SEP #$10 SEP #$10
; Load alternate or dungeon-specific tracks ; Load alternate or dungeon-specific tracks
LDA !REG_MUSIC_CONTROL_REQUEST LDA.w MusicControlRequest
CMP.b #02 : BEQ .lightworld CMP.b #02 : BEQ .lightworld
CMP.b #09 : BEQ .darkworld CMP.b #09 : BEQ .darkworld
@@ -246,39 +208,39 @@ CheckMusicLoadRequest:
CMP.b #21 : BNE .check_fallback CMP.b #21 : BNE .check_fallback
;.boss ;.boss
LDA $040C : LSR : !ADD.b #45 LDA.w $040C : LSR : !ADD.b #45
BRA .check_fallback-3 BRA .check_fallback-3
.lightworld .lightworld
PHA PHA
LDA OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ + LDA.l OverworldEventDataWRAM+$80 : AND.b #$40 : BEQ +
PLA PLA
LDA.b #60 : BRA .check_fallback-3 LDA.b #60 : BRA .check_fallback-3
+ +
-- : PLA : BRA .check_fallback-3 -- : PLA : BRA .check_fallback-3
.darkworld .darkworld
PHA PHA
LDA CrystalsField : CMP.b #$7F : BNE -- LDA.l CrystalsField : CMP.b #$7F : BNE --
- : PLA - : PLA
LDA.b #61 : BRA .check_fallback-3 LDA.b #61 : BRA .check_fallback-3
.darkwoods .darkwoods
PHA PHA
LDA CrystalsField : CMP.b #$7F : BEQ - LDA.l CrystalsField : CMP.b #$7F : BEQ -
LDA CurrentWorld : BEQ -- LDA.l CurrentWorld : BEQ --
LDA $8A : CMP #$40 : BNE -- LDA.b $8A : CMP #$40 : BNE --
PLA PLA
LDA.b #15 : BRA .check_fallback-3 LDA.b #15 : BRA .check_fallback-3
.castle .castle
LDA $040C LDA.w $040C
CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2 CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2
.dungeon .dungeon
LDA $040C : LSR : !ADD.b #33 : STA !REG_MUSIC_CONTROL_REQUEST LDA.w $040C : LSR : !ADD.b #33 : STA.w MusicControlRequest
.check_fallback .check_fallback
LDX !REG_MUSIC_CONTROL_REQUEST LDX.w MusicControlRequest
LDA MusicShuffleTable-1,X : DEC : PHA LDA.l MusicShuffleTable-1,X : DEC : PHA
AND.b #$07 : TAY AND.b #$07 : TAY
PLA : LSR #3 : TAX PLA : LSR #3 : TAX
LDA !REG_MSU_FALLBACK_TABLE,X : BEQ .secondary_fallback : CMP.b #$FF : BEQ .mute LDA.l MSUFallbackTable,X : BEQ .secondary_fallback : CMP.b #$FF : BEQ .mute
- : CPY #$00 : BEQ + - : CPY #$00 : BEQ +
LSR : DEY : BRA - LSR : DEY : BRA -
@@ -287,49 +249,49 @@ CheckMusicLoadRequest:
AND.b #$01 : BEQ .secondary_fallback AND.b #$01 : BEQ .secondary_fallback
.mute .mute
LDA.b !VAL_COMMAND_MUTE_SPC LDA.b #!VAL_COMMAND_MUTE_SPC
BRA .load BRA .load
.secondary_fallback .secondary_fallback
LDX !REG_MUSIC_CONTROL_REQUEST : LDA MSUExtendedFallbackList-1,X LDX.w MusicControlRequest : LDA.l MSUExtendedFallbackList-1,X
PHX PHX
TAX : LDA MusicShuffleTable-1,X TAX : LDA.l MusicShuffleTable-1,X
PLX PLX
CMP !REG_MUSIC_CONTROL_REQUEST : BEQ .unmute CMP.w MusicControlRequest : BEQ .unmute
CPX #35 : !BLT + CPX #35 : !BLT +
CPX #47 : !BLT .dungeon_fallback CPX #47 : !BLT .dungeon_fallback
+ +
STA !REG_MUSIC_CONTROL_REQUEST STA.w MusicControlRequest
BRA .check_fallback BRA .check_fallback
.dungeon_fallback .dungeon_fallback
PHB : REP #$10 PHB : REP #$10
LDX $040C LDX $040C
LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers
LDY $00 : PHY LDY.b Scrap00 : PHY
REP #$20 REP #$20
LDA MSUDungeonFallbackList,X : STA $00 LDA.l MSUDungeonFallbackList,X : STA.b Scrap00
SEP #$20 SEP #$20
LDA ($00) LDA.b (Scrap00)
PLY : STY $00 : SEP #$10 : PLB PLY : STY.b Scrap00 : SEP #$10 : PLB
TAX : LDA MusicShuffleTable-1,X TAX : LDA.l MusicShuffleTable-1,X
STA !REG_MUSIC_CONTROL_REQUEST STA.w MusicControlRequest
JMP .check_fallback JMP .check_fallback
.unmute .unmute
LDA.b !VAL_COMMAND_UNMUTE_SPC LDA.b #!VAL_COMMAND_UNMUTE_SPC
.load .load
REP #$10 REP #$10
STZ $4200 STZ.w NMITIMEN
- : STA !REG_SPC_CONTROL : CMP !REG_SPC_CONTROL : BNE - ; Wait until mute/unmute command is ACK'ed - : STA.w APUIO0 : CMP.w APUIO0 : BNE - ; Wait until mute/unmute command is ACK'ed
- : STZ !REG_SPC_CONTROL : LDA !REG_SPC_CONTROL : BNE - ; Wait until mute/unmute command is completed - : STZ.w APUIO0 : LDA.w APUIO0 : BNE - ; Wait until mute/unmute command is completed
LDA.b #$81 : STA $4200 LDA.b #$81 : STA.w NMITIMEN
LDA !REG_MUSIC_CONTROL_REQUEST : CMP.b #08 : BEQ .done+3 ; No SFX during warp track LDA.w MusicControlRequest : CMP.b #08 : BEQ .done+3 ; No SFX during warp track
LDA $10 LDA.b $10
CMP.b #$07 : BEQ .sfx_indoors CMP.b #$07 : BEQ .sfx_indoors
CMP.b #$0E : BEQ .sfx_indoors CMP.b #$0E : BEQ .sfx_indoors
CMP.b #$09 : BNE .done CMP.b #$09 : BNE .done
@@ -338,30 +300,30 @@ CheckMusicLoadRequest:
SEP #$10 SEP #$10
LDX.b #$09 LDX.b #$09
LDA $8A ; Dark Death Mountain LDA.b $8A ; Dark Death Mountain
CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ + CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
LDX.b #$05 LDX.b #$05
+ +
CMP.b #$70 : BNE + ; Misery Mire CMP.b #$70 : BNE + ; Misery Mire
LDA OverworldEventDataWRAM+$70 : AND.b #$20 : BEQ .rain LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BEQ .rain
+ +
LDA ProgressIndicator : CMP.b #$02 : BCS + LDA.l ProgressIndicator : CMP.b #$02 : BCS +
.rain .rain
LDX.b #$01 LDX.b #$01
+ +
STX $012D STX.w $012D
REP #$10 REP #$10
.done .done
LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST LDA.w MusicControlRequest : STA.w MusicControl : STZ.w MusicControlRequest
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
RTL RTL
.sfx_indoors .sfx_indoors
LDA !REG_MUSIC_CONTROL_REQUEST : STA !REG_MUSIC_CONTROL : STZ !REG_MUSIC_CONTROL_REQUEST LDA.w MusicControlRequest : STA.w MusicControl : STZ.w MusicControlRequest
SEP #$20 : LDA.b #$05 : STA $012D SEP #$20 : LDA.b #$05 : STA.w $012D
REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP REP #$30 : PLY : PLX : PLA : PLD : PLB : PLP
JML Module_PreDungeon_setAmbientSfx JML Module_PreDungeon_setAmbientSfx
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -371,28 +333,28 @@ CheckMusicLoadRequest:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SpiralStairsPreCheck: SpiralStairsPreCheck:
REP #$20 ; thing we wrote over REP #$20 ; thing we wrote over
LDA $A0 LDA.b $A0
CMP.w #$000C : BNE + CMP.w #$000C : BNE +
LDA !REG_CURRENT_MSU_TRACK : AND.w #$00FF : CMP.w #59 : BNE .done LDA.w CurrentMSUTrack : AND.w #$00FF : CMP.w #59 : BNE .done
BRA .fade BRA .fade
+ +
CMP.w #$006B : BNE .done+2 CMP.w #$006B : BNE .done+2
LDA TournamentSeed : CMP.w #$0001 : BEQ + LDA.l TournamentSeed : CMP.w #$0001 : BEQ +
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .done
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .done
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .done
+ +
LDA BigKeyField : AND.w #$0004 : BEQ .done ; Check that we have the GT big key LDA.l BigKeyField : AND.w #$0004 : BEQ .done ; Check that we have the GT big key
LDA !REG_MSU_FALLBACK_TABLE+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track LDA.l MSUFallbackTable+7 : AND.w #$0004 : BEQ .done ; Check that we have the extended track
.fade .fade
LDX.b #$F1 : STX !REG_MUSIC_CONTROL_REQUEST LDX.b #$F1 : STX.w MusicControlRequest
.done .done
LDA $A0 ; thing we wrote over LDA.b $A0 ; thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -400,24 +362,24 @@ SpiralStairsPreCheck:
; Change music on stair transition (ToH/GT) ; Change music on stair transition (ToH/GT)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SpiralStairsPostCheck: SpiralStairsPostCheck:
LDA $A0 LDA.b $A0
CMP.w #$000C : BNE + CMP.w #$000C : BNE +
; Ganon's tower entrance ; Ganon's tower entrance
LDX $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out LDX.w $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX #22 : STX !REG_MUSIC_CONTROL_REQUEST LDX.b #22 : STX.w MusicControlRequest
BRA .done BRA .done
+ +
CMP.w #$006B : BNE .done CMP.w #$006B : BNE .done
; Ganon's tower upstairs (with big key) ; Ganon's tower upstairs (with big key)
LDX $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out LDX.w $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX #59 : STX !REG_MUSIC_CONTROL_REQUEST LDX.b #59 : STX.w MusicControlRequest
.done .done
LDX.b #$1C : LDA $A0 ; thing we wrote over LDX.b #$1C : LDA.b $A0 ; thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -426,8 +388,8 @@ SpiralStairsPostCheck:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
StoreMusicOnDeath: StoreMusicOnDeath:
STA.l $7EC227 ; thing we wrote over STA.l $7EC227 ; thing we wrote over
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA !REG_CURRENT_MSU_TRACK : STA.l $7EC227 LDA.w CurrentMSUTrack : STA.l $7EC227
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -438,19 +400,19 @@ StoreMusicOnDeath:
MSUInit: MSUInit:
PHP PHP
LDA #$00 LDA.b #$00
STA !MSU_LOADED_TRACK STA.l MSULoadedTrack
STA !MSU_RESUME_TRACK STA.l MSUResumeTrack
STA !MSU_RESUME_TIME : STA !MSU_RESUME_TIME+1 : STA !MSU_RESUME_TIME+2 : STA !MSU_RESUME_TIME+3 STA.l MSUResumeTime : STA.l MSUResumeTime+1 : STA.l MSUResumeTime+2 : STA.l MSUResumeTime+3
STA !MSU_RESUME_CONTROL STA.l MSUResumeControl
LDA NoBGM : BNE .done LDA.l NoBGM : BNE .done
REP #$20 REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .done
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .done
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .done
; Count the number of available MSU-1 packs ; Count the number of available MSU-1 packs
LDA.w #$0000 LDA.w #$0000
@@ -461,37 +423,37 @@ MSUInit:
.check_pack .check_pack
TYA TYA
REP #$20 REP #$20
STA !REG_MSU_TRACK STA.w MSUTRACK
!ADD.w #100 !ADD.w #100
INX INX
SEP #$20 SEP #$20
TAY TAY
.wait_pack .wait_pack
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_pack LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_pack
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BEQ .check_pack LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BEQ .check_pack
TXA : STA !REG_MSU_PACK_COUNT TXA : STA.l MSUPackCount
BRA + BRA +
; Check the current MSU-1 pack for tracks that require SPC fallback ; Check the current MSU-1 pack for tracks that require SPC fallback
.check_fallback .check_fallback
PHP : SEP #$10 PHP : SEP #$10
LDA NoBGM : BNE .done LDA.l NoBGM : BNE .done
+ : LDA.b #64 + : LDA.b #64
LDX.b #7 LDX.b #7
LDY.b #7 LDY.b #7
.check_track .check_track
STA !REG_MSU_TRACK_LO STA.w MSUTRACK
STZ !REG_MSU_TRACK_HI STZ.w MSUTRACK+1
PHA PHA
CLC CLC
.wait_track .wait_track
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_track LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE .wait_track
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE + LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE +
SEC SEC
+ +
LDA !REG_MSU_FALLBACK_TABLE,X : ROL : STA !REG_MSU_FALLBACK_TABLE,X LDA.l MSUFallbackTable,X : ROL : STA.l MSUFallbackTable,X
DEY : BPL .next_track DEY : BPL .next_track
DEX : BPL + DEX : BPL +
@@ -512,32 +474,32 @@ MSUInit:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MSUStopPlaying: MSUStopPlaying:
PHA : XBA : PHA PHA : XBA : PHA
LDA !MSU_LOADED_TRACK LDA.l MSULoadedTrack
JSR IsResumableTrack : BCC + JSR IsResumableTrack : BCC +
; dont save if we already saved recently ; dont save if we already saved recently
REP #$20 REP #$20
LDA !MSU_RESUME_TRACK : AND #$00FF : BEQ ++ LDA.l MSUResumeTrack : AND #$00FF : BEQ ++
LDA NMIFrames : !SUB !MSU_RESUME_TIME : PHA LDA.l NMIFrames : !SUB MSUResumeTime : PHA
LDA NMIFrames+2 : SBC !MSU_RESUME_TIME+2 : BNE +++ LDA.l NMIFrames+2 : SBC MSUResumeTime+2 : BNE +++
PLA : CMP MSUResumeTimer : !BLT .too_early PLA : CMP.l MSUResumeTimer : !BLT .too_early
BRA ++ BRA ++
+++ +++
PLA PLA
++ ++
; saving ; saving
LDA NMIFrames : STA !MSU_RESUME_TIME LDA.l NMIFrames : STA.l MSUResumeTime
LDA NMIFrames+2 : STA !MSU_RESUME_TIME+2 LDA.l NMIFrames+2 : STA.l MSUResumeTime+2
SEP #$20 SEP #$20
LDA !MSU_LOADED_TRACK : STA !MSU_RESUME_TRACK LDA.l MSULoadedTrack : STA.l MSUResumeTrack
LDA #$00 : STA !MSU_LOADED_TRACK ; dont take this path if we're calling again LDA.b #$00 : STA.l MSULoadedTrack ; dont take this path if we're calling again
LDA !FLAG_MSU_RESUME : STA !REG_MSU_CONTROL ; save this track's position LDA.b #!FLAG_MSU_RESUME : STA.w MSUCTL ; save this track's position
PLA : XBA : PLA PLA : XBA : PLA
RTS RTS
.too_early .too_early
SEP #$20 SEP #$20
+ +
LDA #$00 : STA !REG_MSU_CONTROL LDA.b #$00 : STA.w MSUCTL
PLA : XBA : PLA PLA : XBA : PLA
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -547,124 +509,124 @@ RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MSUMain: MSUMain:
SEP #$20 ; set 8-BIT accumulator SEP #$20 ; set 8-BIT accumulator
LDA $4210 ; thing we wrote over LDA.w RDNMI ; thing we wrote over
REP #$20 ; set 16-BIT accumulator REP #$20 ; set 16-BIT accumulator
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BEQ .continue LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BEQ .continue
.nomsu .nomsu
SEP #$30 SEP #$30
- -
JML SPCContinue JML SPCContinue
.continue .continue
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .nomsu LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .nomsu
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .nomsu LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .nomsu
SEP #$30 SEP #$30
LDX !REG_MUSIC_CONTROL : BEQ + LDX.w MusicControl : BEQ +
JMP .command_ff JMP .command_ff
+ +
LDA !REG_MSU_DELAYED_COMMAND : BEQ .do_fade LDA.l MSUDelayedCommand : BEQ .do_fade
.check_busy .check_busy
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_BUSY : BNE - LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_BUSY : BNE -
.ready .ready
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE - LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE -
.start .start
LDA !MSU_RESUME_CONTROL : BIT !FLAG_RESUME_CANCEL : BEQ + LDA.l MSUResumeControl : BIT.b #!FLAG_RESUME_CANCEL : BEQ +
EOR !FLAG_RESUME_CANCEL : STA !MSU_RESUME_CONTROL EOR.b #!FLAG_RESUME_CANCEL : STA.l MSUResumeControl
REP #$20 : LDA !REG_MSU_LOADED_TRACK : STA !REG_MSU_TRACK : SEP #$20 REP #$20 : LDA.l MSULoadedTrack : STA.w MSUTRACK : SEP #$20
BRA - BRA -
+ +
LDA !VAL_VOLUME_FULL LDA.b #!VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME STA.w TargetVolume
LDA !MSU_RESUME_CONTROL : BIT !FLAG_RESUME_FADEIN : BEQ + LDA.l MSUResumeControl : BIT.b #!FLAG_RESUME_FADEIN : BEQ +
EOR !FLAG_RESUME_FADEIN : STA !MSU_RESUME_CONTROL EOR.b #!FLAG_RESUME_FADEIN : STA.l MSUResumeControl
LDA #$00 LDA.b #$00
BRA ++ BRA ++
+ +
LDA !VAL_VOLUME_FULL LDA.b #!VAL_VOLUME_FULL
++ ++
STA !REG_CURRENT_VOLUME STA.w CurrentVolume
STA !REG_MSU_VOLUME STA.w MSUVOL
LDA !REG_CURRENT_MSU_TRACK : DEC : PHA LDA.w CurrentMSUTrack : DEC : PHA
AND.b #$07 : TAY AND.b #$07 : TAY
PLA : LSR #3 : TAX PLA : LSR #3 : TAX
LDA !REG_MSU_FALLBACK_TABLE,X : BEQ +++ : CMP.b #$FF : BEQ ++ LDA.l MSUFallbackTable,X : BEQ +++ : CMP.b #$FF : BEQ ++
- : CPY #$00 : BEQ + - : CPY #$00 : BEQ +
LSR : DEY : BRA - LSR : DEY : BRA -
+ +
AND.b #$01 : BEQ +++ AND.b #$01 : BEQ +++
++ : LDA !REG_MSU_DELAYED_COMMAND ++ : LDA.l MSUDelayedCommand
+++ : STA !REG_MSU_CONTROL +++ : STA.w MSUCTL
LDA.b #$00 LDA.b #$00
STA !REG_MSU_DELAYED_COMMAND STA.l MSUDelayedCommand
JML SPCContinue JML SPCContinue
.do_fade: .do_fade:
LDA !REG_CURRENT_VOLUME : CMP !REG_TARGET_VOLUME : BNE + LDA.w CurrentVolume : CMP.w TargetVolume : BNE +
JML SPCContinue JML SPCContinue
+ : BCC .increment + : BCC .increment
.decrement .decrement
SBC !VAL_VOLUME_DECREMENT : BCC .mute SBC.b #!VAL_VOLUME_DECREMENT : BCC .mute
CMP !REG_TARGET_VOLUME : !BGE .set CMP.w TargetVolume : !BGE .set
LDA !REG_TARGET_VOLUME : BRA .set LDA.w TargetVolume : BRA .set
.mute .mute
STZ !REG_CURRENT_VOLUME STZ.w CurrentVolume
JSR MSUStopPlaying JSR MSUStopPlaying
BRA .set BRA .set
.increment .increment
ADC !VAL_VOLUME_INCREMENT : BCS .max ADC.b #!VAL_VOLUME_INCREMENT : BCS .max
CMP !REG_TARGET_VOLUME : !BLT .set CMP.w TargetVolume : !BLT .set
LDA !REG_TARGET_VOLUME : BRA .set LDA.w TargetVolume : BRA .set
.max .max
LDA !VAL_VOLUME_FULL LDA.b #!VAL_VOLUME_FULL
.set .set
STA !REG_CURRENT_VOLUME STA.w CurrentVolume
STA !REG_MSU_VOLUME STA.w MSUVOL
JML SPCContinue JML SPCContinue
.command_ff: .command_ff:
CPX !VAL_COMMAND_LOAD_NEW_BANK : BNE .command_f3 CPX.b #!VAL_COMMAND_LOAD_NEW_BANK : BNE .command_f3
JML SPCContinue JML SPCContinue
.command_f3: .command_f3:
CPX !VAL_COMMAND_FULL_VOLUME : BNE .command_f2 CPX.b #!VAL_COMMAND_FULL_VOLUME : BNE .command_f2
LDA !VAL_VOLUME_FULL LDA.b #!VAL_VOLUME_FULL
STA !REG_TARGET_VOLUME STA.w TargetVolume
JML SPCContinue JML SPCContinue
.command_f2: .command_f2:
CPX !VAL_COMMAND_FADE_HALF : BNE .command_f1 CPX.b #!VAL_COMMAND_FADE_HALF : BNE .command_f1
LDA !VAL_VOLUME_HALF LDA.b #!VAL_VOLUME_HALF
STA !REG_TARGET_VOLUME STA.w TargetVolume
JML SPCContinue JML SPCContinue
.command_f1: .command_f1:
CPX !VAL_COMMAND_FADE_OUT : BNE .command_f0 CPX.b #!VAL_COMMAND_FADE_OUT : BNE .command_f0
STZ !REG_TARGET_VOLUME STZ.w TargetVolume
STZ !REG_CURRENT_MSU_TRACK STZ.w CurrentMSUTrack
JML SPCContinue JML SPCContinue
.command_f0: .command_f0:
CPX !VAL_COMMAND_STOP_PLAYBACK : !BLT .load_track CPX.b #!VAL_COMMAND_STOP_PLAYBACK : !BLT .load_track
CPX !VAL_COMMAND_MUTE_SPC : BEQ + ; Don't allow executing the mute/umute CPX.b #!VAL_COMMAND_MUTE_SPC : BEQ + ; Don't allow executing the mute/umute
CPX !VAL_COMMAND_UNMUTE_SPC : BNE ++ ; commands during NMI like this CPX.b #!VAL_COMMAND_UNMUTE_SPC : BNE ++ ; commands during NMI like this
+ : LDA.b #$00 : STA !REG_MUSIC_CONTROL + : LDA.b #$00 : STA.w MusicControl
++ : JML SPCContinue ++ : JML SPCContinue
.load_track: .load_track:
CPX !REG_CURRENT_MSU_TRACK : BNE + CPX.w CurrentMSUTrack : BNE +
- : CPX #27 : BEQ + - : CPX.b #27 : BEQ +
TXA TXA
JMP .done+1 JMP .done+1
+ +
CPX !REG_CURRENT_COMMAND : BEQ - CPX.w CurrentControlRequest : BEQ -
LDA.b #$00 : XBA LDA.b #$00 : XBA
LDA !REG_MSU_PACK_CURRENT : BEQ + LDA.l MSUPackCurrent : BEQ +
- : CMP !REG_MSU_PACK_COUNT : !BLT + - : CMP.l MSUPackCount : !BLT +
!SUB !REG_MSU_PACK_COUNT : BRA - !SUB.l MSUPackCount : BRA -
+ +
JSR MSUStopPlaying JSR MSUStopPlaying
@@ -676,42 +638,42 @@ MSUMain:
!ADD.w #100 !ADD.w #100
DEX : BNE - DEX : BNE -
+ +
STA !REG_MSU_TRACK STA.w MSUTRACK
STA !REG_MSU_LOADED_TRACK STA.l MSULoadedTrack
SEP #$20 SEP #$20
PLX PLX
TXA : CMP !MSU_RESUME_TRACK : BNE + ; dont resume if too late TXA : CMP.l MSUResumeTrack : BNE + ; dont resume if too late
REP #$20 REP #$20
LDA NMIFrames : !SUB !MSU_RESUME_TIME : PHA LDA.l NMIFrames : !SUB MSUResumeTime : PHA
LDA NMIFrames+2 : SBC !MSU_RESUME_TIME+2 : BNE ++ LDA.l NMIFrames+2 : SBC MSUResumeTime+2 : BNE ++
PLA : CMP MSUResumeTimer : !BGE +++ PLA : CMP.l MSUResumeTimer : !BGE +++
SEP #$20 SEP #$20
LDA !FLAG_RESUME_FADEIN : BRA .done_resume LDA.b #!FLAG_RESUME_FADEIN : BRA .done_resume
++ ++
PLA PLA
+++ +++
SEP #$20 SEP #$20
LDA !FLAG_RESUME_CANCEL LDA.b #!FLAG_RESUME_CANCEL
.done_resume: .done_resume:
STA !MSU_RESUME_CONTROL STA.l MSUResumeControl
LDA #$00 : STA !MSU_RESUME_TRACK LDA.b #$00 : STA.l MSUResumeTrack
+ +
CPX #07 : BNE + ; Kakariko Village CPX #07 : BNE + ; Kakariko Village
LDA $10 : CMP #$07 : BNE + LDA.b $10 : CMP #$07 : BNE +
; we're in link's house -> ignore ; we're in link's house -> ignore
LDA #$00 LDA.b #$00
BRA ++ BRA ++
+ +
TXA TXA
++ ++
STA !MSU_LOADED_TRACK STA.l MSULoadedTrack
STX !REG_CURRENT_MSU_TRACK STX.w CurrentMSUTrack
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BLT + LDA.l MSUPackCurrent : CMP #$FE : !BLT +
LDA #$00 : BRA ++ LDA.b #$00 : BRA ++
+ : LDA MSUTrackList-1,X + : LDA.l MSUTrackList-1,X
++ : STA !REG_MSU_DELAYED_COMMAND ++ : STA.l MSUDelayedCommand
LDA MSUExtendedFallbackList-1,X LDA.l MSUExtendedFallbackList-1,X
CMP.b #17 : BEQ + CMP.b #17 : BEQ +
CMP.b #22 : BEQ + CMP.b #22 : BEQ +
CMP.b #35 : !BLT .done CMP.b #35 : !BLT .done
@@ -720,18 +682,18 @@ MSUMain:
+ : PHB : REP #$10 + : PHB : REP #$10
LDX $040C LDX $040C
LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers LDA.b #Music_Eastern>>16 : PHA : PLB ; Set bank to music pointers
LDY $00 : PHY LDY.b Scrap00 : PHY
REP #$20 REP #$20
LDA MSUDungeonFallbackList,X : STA $00 LDA.l MSUDungeonFallbackList,X : STA.b Scrap00
SEP #$20 SEP #$20
LDA ($00) LDA.b (Scrap00)
PLY : STY $00 : SEP #$10 : PLB PLY : STY.b Scrap00 : SEP #$10 : PLB
.done .done
- : TAX : CMP MSUExtendedFallbackList-1,X : BEQ + - : TAX : CMP.l MSUExtendedFallbackList-1,X : BEQ +
LDA MSUExtendedFallbackList-1,X : BRA - LDA.l MSUExtendedFallbackList-1,X : BRA -
+ +
STA !REG_MUSIC_CONTROL STA.w MusicControl
JML SPCContinue JML SPCContinue
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -740,12 +702,12 @@ MSUMain:
; Wait for the fanfare music to start, or else it can get skipped entirely ; Wait for the fanfare music to start, or else it can get skipped entirely
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FanfarePreload: FanfarePreload:
STA.l !REG_MUSIC_CONTROL_REQUEST ; thing we wrote over STA.w MusicControlRequest ; thing we wrote over
PHA PHA
JSL CheckMusicLoadRequest JSL CheckMusicLoadRequest
WAI WAI
PLA PLA
- : CMP.l !REG_SPC_CONTROL : BNE - - : CMP.w APUIO0 : BNE -
JML AddReceivedItem_doneWithSoundEffects JML AddReceivedItem_doneWithSoundEffects
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -753,22 +715,22 @@ FanfarePreload:
; Wait for pendant fanfare to finish ; Wait for pendant fanfare to finish
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PendantFanfareWait: PendantFanfareWait:
LDA TournamentSeed : BNE .spc LDA.l TournamentSeed : BNE .spc
LDA FastFanfare : BNE .done LDA.l FastFanfare : BNE .done
REP #$20 REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .spc LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .spc
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .spc LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .spc
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .spc LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .spc
SEP #$20 SEP #$20
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BGE .spc LDA.l MSUPackCurrent : CMP #$FE : !BGE .spc
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA !REG_MSU_DELAYED_COMMAND : BNE .continue LDA.l MSUDelayedCommand : BNE .continue
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue .continue
jml PendantFanfareContinue jml PendantFanfareContinue
.spc .spc
SEP #$20 SEP #$20
LDA.l !REG_SPC_CONTROL : BNE .continue LDA.l APUIO0 : BNE .continue
.done .done
jml PendantFanfareDone jml PendantFanfareDone
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -777,32 +739,32 @@ PendantFanfareWait:
; Wait for crystal fanfare to finish ; Wait for crystal fanfare to finish
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CrystalFanfareWait: CrystalFanfareWait:
LDA TournamentSeed : BNE .spc LDA.l TournamentSeed : BNE .spc
LDA FastFanfare : BNE .done LDA.l FastFanfare : BNE .done
REP #$20 REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .spc LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .spc
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .spc LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .spc
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .spc LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .spc
SEP #$20 SEP #$20
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : !BGE .spc LDA.l MSUPackCurrent : CMP.b #$FE : !BGE .spc
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_TRACK_MISSING : BNE .spc
LDA !REG_MSU_DELAYED_COMMAND : BNE .continue LDA.l MSUDelayedCommand : BNE .continue
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
.continue .continue
jml CrystalFanfareContinue jml CrystalFanfareContinue
.spc .spc
SEP #$20 SEP #$20
LDA.l !REG_SPC_CONTROL : BNE .continue LDA.l APUIO0 : BNE .continue
.done .done
jml CrystalFanfareDone JML CrystalFanfareDone
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
; Delay input scanning on startup/S&Q to avoid hard-lock from button mashing ; Delay input scanning on startup/S&Q to avoid hard-lock from button mashing
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
StartupWait: StartupWait:
LDA $11 : CMP.b #$04 : BCC .done ; thing we wrote over LDA.b $11 : CMP.b #$04 : BCC .done ; thing we wrote over
LDA !REG_SPC_CONTROL : BEQ .done-1 LDA.w APUIO0 : BEQ .done-1
CMP.b #$01 : BEQ .done CMP.b #$01 : BEQ .done
CLC CLC
.done .done
@@ -814,13 +776,13 @@ StartupWait:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
EndingMusicWait: EndingMusicWait:
REP #$20 REP #$20
LDA !REG_MSU_ID_01 : CMP !VAL_MSU_ID_01 : BNE .done LDA.w MSUID : CMP.w #!VAL_MSU_ID_01 : BNE .done
LDA !REG_MSU_ID_23 : CMP !VAL_MSU_ID_23 : BNE .done LDA.w MSUID+2 : CMP.w #!VAL_MSU_ID_23 : BNE .done
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .done LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .done
SEP #$20 SEP #$20
.wait .wait
LDA.b $50 : BNE .done LDA.b $50 : BNE .done
LDA !REG_MSU_STATUS : BIT !FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait
.done .done
SEP #$20 SEP #$20
LDA.b #$22 LDA.b #$22

View File

@@ -91,7 +91,7 @@ PreOverworld_LoadProperties_ChooseMusic:
Overworld_FinishMirrorWarp: Overworld_FinishMirrorWarp:
REP #$20 REP #$20
LDA.w #$2641 : STA $4370 LDA.w #$2641 : STA.w DMAP7
LDX.b #$3E LDX.b #$3E

File diff suppressed because it is too large Load Diff

View File

@@ -2,7 +2,6 @@ NewDrawHud:
SEP #$30 SEP #$30
;================================================================================ ;================================================================================
; Draw bomb count ; Draw bomb count
!BOMBCOUNT_DRAW_ADDRESS = "$7EC75A"
;================================================================================ ;================================================================================
LDA.l InfiniteBombs : BNE .infinite_bombs LDA.l InfiniteBombs : BNE .infinite_bombs
@@ -10,54 +9,50 @@ SEP #$30
LDA.l BombsEquipment ; bombs LDA.l BombsEquipment ; bombs
JSR HudHexToDec2Digit ;requires 8 bit registers! JSR HudHexToDec2Digit ;requires 8 bit registers!
REP #$20 REP #$20
LDX.b $06 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS ; Draw bombs 10 digit LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDBombCount ; Draw bombs 10 digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !BOMBCOUNT_DRAW_ADDRESS+2 ; Draw bombs 1 digit LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDBombCount+2 ; Draw bombs 1 digit
BRA + BRA +
.infinite_bombs .infinite_bombs
REP #$20 REP #$20
LDA.w #$2431 : STA !BOMBCOUNT_DRAW_ADDRESS ; infinity (left half) LDA.w #$2431 : STA.l HUDBombCount ; infinity (left half)
INC A : STA !BOMBCOUNT_DRAW_ADDRESS+2 ; infinity (right half) INC A : STA.l HUDBombCount+2 ; infinity (right half)
+ +
;================================================================================ ;================================================================================
; Draw rupee counter ; Draw rupee counter
!RUPEE_DRAW_ADDRESS = "$7EC750"
;================================================================================ ;================================================================================
LDA.l DisplayRupees ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here LDA.l DisplayRupees ; Drawing bombs (above) always ends with 16-bit A, so, no need to REP here
JSR HudHexToDec4Digit JSR HudHexToDec4Digit
LDX.b $04 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS ; 1000s LDX.b Scrap04 : TXA : ORA.w #$2400 : STA.l HUDRupees ; 1000s
LDX.b $05 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+2 ; 100s LDX.b Scrap05 : TXA : ORA.w #$2400 : STA.l HUDRupees+2 ; 100s
LDX.b $06 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+4 ; 10s LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDRupees+4 ; 10s
LDX.b $07 : TXA : ORA.w #$2400 : STA !RUPEE_DRAW_ADDRESS+6 ; 1s LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDRupees+6 ; 1s
;================================================================================ ;================================================================================
; Draw arrow count ; Draw arrow count
!ARROWCOUNT_DRAW_ADDRESS = "$7EC760"
!INFINITE_ARROWS = "$7F50C8"
;================================================================================ ;================================================================================
SEP #$20 SEP #$20
LDA.l ArrowMode : BNE + LDA.l ArrowMode : BNE +
LDA !INFINITE_ARROWS : BNE .infinite_arrows LDA.l InfiniteArrows : BNE .infinite_arrows
.finite_arrows .finite_arrows
LDA.l CurrentArrows ; arrows LDA.l CurrentArrows ; arrows
JSR HudHexToDec2Digit JSR HudHexToDec2Digit
REP #$20 REP #$20
LDX.b $06 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS ; Draw arrows 10 digit LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDArrowCount ; Draw arrows 10 digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !ARROWCOUNT_DRAW_ADDRESS+2 ; Draw arrows 1 digit LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDArrowCount+2 ; Draw arrows 1 digit
BRA + BRA +
.infinite_arrows .infinite_arrows
REP #$20 REP #$20
LDA.w #$2431 : STA !ARROWCOUNT_DRAW_ADDRESS ; infinity (left half) LDA.w #$2431 : STA.l HUDArrowCount ; infinity (left half)
INC A : STA !ARROWCOUNT_DRAW_ADDRESS+2 ; infinity (right half) INC A : STA.l HUDArrowCount+2 ; infinity (right half)
+ +
;================================================================================ ;================================================================================
; Draw Goal Item Indicator ; Draw Goal Item Indicator
!GOAL_DRAW_ADDRESS = "$7EC72A"
;================================================================================ ;================================================================================
REP #$20 REP #$20
@@ -66,25 +61,25 @@ SEP #$30
LDA.l GoalCounter LDA.l GoalCounter
JSR HudHexToDec4Digit JSR HudHexToDec4Digit
LDA.l GoalItemIcon : STA.l !GOAL_DRAW_ADDRESS ; draw star icon LDA.l GoalItemIcon : STA.l HUDGoalIndicator ; draw star icon
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit LDX.b Scrap05 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+2 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+4 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+6 ; draw 1's digit
LDA.l GoalItemRequirement : CMP.w #$FFFF : BEQ .skip LDA.l GoalItemRequirement : CMP.w #$FFFF : BEQ .skip
LDA.l GoalItemRequirement LDA.l GoalItemRequirement
JSR HudHexToDec4Digit JSR HudHexToDec4Digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash LDA.w #$2830 : STA.l HUDGoalIndicator+8 ; draw slash
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit LDX.b Scrap05 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDGoalIndicator+14 ; draw 1's digit
BRA .done BRA .done
.skip .skip
LDA.w #$207F ; transparent tile LDA.w #$207F ; transparent tile
STA !GOAL_DRAW_ADDRESS+8 STA.l HUDGoalIndicator+8
STA !GOAL_DRAW_ADDRESS+10 STA.l HUDGoalIndicator+10
STA !GOAL_DRAW_ADDRESS+12 STA.l HUDGoalIndicator+12
.done .done
;================================================================================ ;================================================================================
@@ -96,8 +91,6 @@ SEP #$30
;================================================================================ ;================================================================================
; Draw key count ; Draw key count
!KEY_DIGITS_ADDRESS = "$7EC764"
!KEY_ICON_ADDRESS = "$7EC726"
;================================================================================ ;================================================================================
SEP #$20 SEP #$20
LDA.l CurrentSmallKeys : CMP.b #$FF : BEQ .not_in_dungeon LDA.l CurrentSmallKeys : CMP.b #$FF : BEQ .not_in_dungeon
@@ -105,21 +98,21 @@ SEP #$30
JSR HudHexToDec2Digit : REP #$20 JSR HudHexToDec2Digit : REP #$20
; if 10s digit is 0, draw transparent tile instead of 0 ; if 10s digit is 0, draw transparent tile instead of 0
LDX.b $06 : TXA : CPX.b #$90 : BNE + LDX.b Scrap06 : TXA : CPX.b #$90 : BNE +
LDA.w #$007F LDA.w #$007F
+ +
ORA.w #$2400 : STA !KEY_DIGITS_ADDRESS ORA.w #$2400 : STA.l HUDKeyDigits
; 1s digit ; 1s digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !KEY_DIGITS_ADDRESS+2 LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDKeyDigits+2
BRA .done_keys BRA .done_keys
.not_in_dungeon .not_in_dungeon
REP #$20 REP #$20
;in the overworld, draw transparent tiles instead of key count ;in the overworld, draw transparent tiles instead of key count
LDA.w #$247F : STA !KEY_DIGITS_ADDRESS : STA !KEY_DIGITS_ADDRESS+2 LDA.w #$247F : STA.l HUDKeyDigits : STA.l HUDKeyDigits+2
STA !KEY_ICON_ADDRESS STA.l HUDKeyIcon
.done_keys .done_keys
@@ -129,7 +122,6 @@ SEP #$30
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Draw pendant/crystal icon ; Draw pendant/crystal icon
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!PRIZE_ICON = $7EC742
!P_ICON = $296C !P_ICON = $296C
!C_ICON = $295F !C_ICON = $295F
@@ -141,7 +133,7 @@ SEP #$30
CPX #$04 : !BLT .noprize CPX #$04 : !BLT .noprize
CPX #$08 : BEQ .noprize CPX #$08 : BEQ .noprize
LDA $10 : CMP #$12 : BEQ .noprize LDA.b $10 : CMP #$12 : BEQ .noprize
LDA.l MapMode LDA.l MapMode
REP #$20 REP #$20
@@ -168,54 +160,53 @@ SEP #$30
LDA.w #$207F LDA.w #$207F
.doneprize .doneprize
STA.l !PRIZE_ICON STA.l HUDPrizeIcon
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Draw Magic Meter ; Draw Magic Meter
!INFINITE_MAGIC = "$7F50CA" DrawMagicMeter_mp_tilemap = $0DFE0F
!DrawMagicMeter_mp_tilemap = "$0DFE0F"
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LDA CurrentMagic : AND #$00FF ; crap we wrote over when placing the hook for OnDrawHud LDA.l CurrentMagic : AND.w #$00FF ; crap we wrote over when placing the hook for OnDrawHud
!ADD #$0007 !ADD #$0007
AND #$FFF8 AND.w #$FFF8
TAX ; end of crap TAX ; end of crap
LDA !INFINITE_MAGIC : AND.w #$00FF : BNE + : JMP .green : + LDA.l InfiniteMagic : AND.w #$00FF : BNE + : JMP .green : +
SEP #$20 : LDA.b #$80 : STA CurrentMagic : REP #$30 ; set magic to max SEP #$20 : LDA.b #$80 : STA.l CurrentMagic : REP #$30 ; set magic to max
LDX.w #$0080 ; load full magic meter graphics LDX.w #$0080 ; load full magic meter graphics
LDA $1A : AND.w #$000C : LSR #2 LDA.b $1A : AND.w #$000C : LSR #2
BEQ .red BEQ .red
CMP.w #0001 : BEQ .yellow CMP.w #0001 : BEQ .yellow
CMP.w #0002 : BNE + : JMP .green : + CMP.w #0002 : BNE + : JMP .green : +
.blue .blue
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA $7EC746 LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA.l $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA $7EC786 LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA.l $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$EFFF : STA $7EC7C6 LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EFFF : STA.l $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$EFFF : STA $7EC806 LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EFFF : STA.l $7EC806
RTL RTL
.red .red
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$E7FF : STA $7EC746 LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E7FF : STA.l $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$E7FF : STA $7EC786 LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E7FF : STA.l $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$E7FF : STA $7EC7C6 LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E7FF : STA.l $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$E7FF : STA $7EC806 LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E7FF : STA.l $7EC806
RTL RTL
.yellow .yellow
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$EBFF : STA $7EC746 LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EBFF : STA.l $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$EBFF : STA $7EC786 LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EBFF : STA.l $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$EBFF : STA $7EC7C6 LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EBFF : STA.l $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$EBFF : STA $7EC806 LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EBFF : STA.l $7EC806
RTL RTL
.orange .orange
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$E3FF : STA $7EC746 LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E3FF : STA.l $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$E3FF : STA $7EC786 LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E3FF : STA.l $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : AND.w #$E3FF : STA $7EC7C6 LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E3FF : STA.l $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : AND.w #$E3FF : STA $7EC806 LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E3FF : STA.l $7EC806
RTL RTL
.green .green
LDA !DrawMagicMeter_mp_tilemap+0, X : STA $7EC746 LDA.l DrawMagicMeter_mp_tilemap+0, X : STA.l $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : STA $7EC786 LDA.l DrawMagicMeter_mp_tilemap+2, X : STA.l $7EC786
LDA !DrawMagicMeter_mp_tilemap+4, X : STA $7EC7C6 LDA.l DrawMagicMeter_mp_tilemap+4, X : STA.l $7EC7C6
LDA !DrawMagicMeter_mp_tilemap+6, X : STA $7EC806 LDA.l DrawMagicMeter_mp_tilemap+6, X : STA.l $7EC806
RTL RTL
;================================================================================ ;================================================================================
@@ -230,25 +221,25 @@ HudHexToDec4Digit:
INY INY
SBC.w #1000 : BRA - SBC.w #1000 : BRA -
+ +
STY $04 : LDY #$90 ; Store 1000s digit & reset Y STY.b Scrap04 : LDY.b #$90 ; Store 1000s digit & reset Y
- -
CMP.w #100 : !BLT + CMP.w #100 : !BLT +
INY INY
SBC.w #100 : BRA - SBC.w #100 : BRA -
+ +
STY $05 : LDY #$90 ; Store 100s digit & reset Y STY.b Scrap05 : LDY.b #$90 ; Store 100s digit & reset Y
- -
CMP.w #10 : !BLT + CMP.w #10 : !BLT +
INY INY
SBC.w #10 : BRA - SBC.w #10 : BRA -
+ +
STY $06 : LDY #$90 ; Store 10s digit & reset Y STY.b Scrap06 : LDY.b #$90 ; Store 10s digit & reset Y
CMP.w #1 : !BLT + CMP.w #1 : !BLT +
- -
INY INY
DEC : BNE - DEC : BNE -
+ +
STY $07 ; Store 1s digit STY.b Scrap07 ; Store 1s digit
RTS RTS
;================================================================================ ;================================================================================
@@ -290,11 +281,11 @@ HudHexToDec2Digit:
INY INY
SBC.b #10 : BRA - SBC.b #10 : BRA -
+ +
STY $06 : LDY #$90 ; Store 10s digit and reset Y STY.b Scrap06 : LDY.b #$90 ; Store 10s digit and reset Y
CMP.b #1 : !BLT + CMP.b #1 : !BLT +
- -
INY INY
DEC : BNE - DEC : BNE -
+ +
STY $07 ; Store 1s digit STY.b Scrap07 ; Store 1s digit
RTS RTS

View File

@@ -48,25 +48,6 @@
; 0xF1 - freestanding heart 2 / boss heart / npc ; 0xF1 - freestanding heart 2 / boss heart / npc
; 0xF3 - tablet/pedestal ; 0xF3 - tablet/pedestal
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;GetAnimatedSpriteGfxFile:
; LDY.b #$32
; CMP.b #$39 : BCS + ; If tile index >= 0x39, use sprite file 0x32 (Blank file)
;
; LDY.b #$5D
;
; CMP.b #$23 : BEQ + ; If tile index is 0x23 (Pendant)...
; CMP.b #$37 : BCS + ; ...or tile index >= 0x37, use sprite file 0x5D (Pendant, Boots, 20 Rupees)
;
; LDY.b #$5C
;
; CMP.b #$0C : BEQ + ; If tile index is 0x0C (Flute)...
; CMP.b #$24 : BCS + ; ...or tile index >= 24, use sprite file 0x5C (Rupees, Crystal, Heart Piece ... ...)
;
; ; Otherwise, use sprite file 0x5B (Medallions, Mirror, Flippers, Lantern, Compass...)
; LDY.b #$5B
;+
;JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteGfxFile: GetAnimatedSpriteGfxFile:
CMP.b #$0C : BNE + CMP.b #$0C : BNE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
@@ -119,7 +100,7 @@ dw $0A50 ; Power Star
GetAnimatedSpriteBufferPointer: GetAnimatedSpriteBufferPointer:
;PHB : PHK : PLB ;PHB : PHK : PLB
LDA.b $00 : ADC.l GetAnimatedSpriteBufferPointer_table, X LDA.b Scrap00 : ADC.l GetAnimatedSpriteBufferPointer_table, X
;PLB ;PLB
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -146,30 +127,29 @@ endmacro
;carry set if caught ;carry set if caught
;incsrc eventdata.asm ;incsrc eventdata.asm
ProcessEventItems: ProcessEventItems:
;STA $FFFFFF LDA.b Scrap00 : PHA
LDA $00 : PHA LDA.b Scrap01 : PHA
LDA $01 : PHA LDA.b Scrap02 : PHA
LDA $02 : PHA
PHY : PHP PHY : PHP
PHB : LDA.b #$AF : PHA : PLB PHB : LDA.b #$AF : PHA : PLB
LDA $02D8 LDA.w ItemReceiptID
CMP.b #$E0 : BNE + CMP.b #$E0 : BNE +
REP #$30 ; set 16-bit accumulator & index registers REP #$30 ; set 16-bit accumulator & index registers
LDA RNGItem : ASL : TAX LDA.l RNGItem : ASL : TAX
LDA.l EventDataOffsets, X : !ADD #EventDataTable : STA $00 LDA.l EventDataOffsets, X : !ADD #EventDataTable : STA.b Scrap00
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b #$AF : STA $02 LDA.b #$AF : STA.b Scrap02
JSL.l LoadDialogAddressIndirect JSL.l LoadDialogAddressIndirect
LDA RNGItem : INC : STA RNGItem LDA.l RNGItem : INC : STA.l RNGItem
SEP #$10 ; set 8-bit index registers SEP #$10 ; set 8-bit index registers
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA GoalItemRequirement : BEQ ++ LDA.l GoalItemRequirement : BEQ ++
LDA GoalCounter : INC : STA GoalCounter LDA.l GoalCounter : INC : STA.l GoalCounter
CMP GoalItemRequirement : !BLT ++ CMP.l GoalItemRequirement : !BLT ++
LDA TurnInGoalItems : AND.w #$00FF : BNE ++ LDA.l TurnInGoalItems : AND.w #$00FF : BNE ++
JSL.l ActivateGoal JSL.l ActivateGoal
++ ++
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
@@ -179,71 +159,71 @@ ProcessEventItems:
.done .done
PLB PLB
PLP : PLY PLP : PLY
PLA : STA $02 PLA : STA.b Scrap02
PLA : STA $01 PLA : STA.b Scrap01
PLA : STA $00 PLA : STA.b Scrap00
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
AddReceivedItemExpandedGetItem: AddReceivedItemExpandedGetItem:
PHX PHX
LDA $02D8 ; check inventory LDA.w ItemReceiptID ; check inventory
JSL.l FreeDungeonItemNotice JSL.l FreeDungeonItemNotice
CMP.b #$0B : BNE + ; Bow CMP.b #$0B : BNE + ; Bow
LDA BowTracking : AND.b #$40 : BEQ ++ LDA.l BowTracking : AND.b #$40 : BEQ ++
LDA.l SilverArrowsUseRestriction : BNE ++ LDA.l SilverArrowsUseRestriction : BNE ++
LDA.b #03 : STA BowEquipment ; set bow to silver LDA.b #03 : STA.l BowEquipment ; set bow to silver
++ ++
JMP .done JMP .done
+ CMP.b #$3B : BNE + ; Silver Bow + CMP.b #$3B : BNE + ; Silver Bow
LDA.l SilverArrowsUseRestriction : BNE .noequip LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA ArrowsFiller : BNE ++ ; check arrows LDA.l ArrowsFiller : BNE ++ ; check arrows
LDA.b #$03 : BRA +++ ; bow without arrow LDA.b #$03 : BRA +++ ; bow without arrow
++ ++
LDA.b #$04 ; bow with arrow LDA.b #$04 ; bow with arrow
+++ +++
STA BowEquipment STA.l BowEquipment
.noequip .noequip
LDA BowTracking : ORA #$40 : STA BowTracking ; mark silver bow on y-toggle LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking ; mark silver bow on y-toggle
JMP .done JMP .done
+ CMP.b #$4C : BNE + ; 50 bombs + CMP.b #$4C : BNE + ; 50 bombs
LDA.b #50 : STA BombCapacity ; upgrade bombs LDA.b #50 : STA.l BombCapacity ; upgrade bombs
LDA.b #50 : STA BombsFiller ; fill bombs LDA.b #50 : STA.l BombsFiller ; fill bombs
JMP .done JMP .done
+ CMP.b #$4D : BNE + ; 70 arrows + CMP.b #$4D : BNE + ; 70 arrows
LDA.b #70 : STA ArrowCapacity ; upgrade arrows LDA.b #70 : STA.l ArrowCapacity ; upgrade arrows
LDA.b #70 : STA ArrowsFiller ; fill arrows LDA.b #70 : STA.l ArrowsFiller ; fill arrows
JMP .done JMP .done
+ CMP.b #$4E : BNE + ; 1/2 magic + CMP.b #$4E : BNE + ; 1/2 magic
LDA MagicConsumption : CMP #$02 : !BGE ++ LDA.l MagicConsumption : CMP.b #$02 : !BGE ++
INC : STA MagicConsumption ; upgrade magic INC : STA.l MagicConsumption ; upgrade magic
++ ++
LDA.b #$80 : STA MagicFiller ; fill magic LDA.b #$80 : STA.l MagicFiller ; fill magic
JMP .done JMP .done
+ CMP.b #$4F : BNE + ; 1/4 magic + CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA MagicConsumption ; upgrade magic LDA.b #$02 : STA.l MagicConsumption ; upgrade magic
LDA.b #$80 : STA MagicFiller ; fill magic LDA.b #$80 : STA.l MagicFiller ; fill magic
JMP .done JMP .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe) + CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA SwordEquipment ; set master sword LDA.b #$02 : STA.l SwordEquipment ; set master sword
JMP .done JMP .done
+ CMP.b #$51 : BNE + ; +5 Bombs + CMP.b #$51 : BNE + ; +5 Bombs
LDA BombCapacity : !ADD.b #$05 : STA BombCapacity ; upgrade bombs +5 LDA.l BombCapacity : !ADD.b #$05 : STA.l BombCapacity ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA BombsFiller ; fill bombs LDA.l Upgrade5BombsRefill : STA.l BombsFiller ; fill bombs
JMP .done JMP .done
+ CMP.b #$52 : BNE + ; +10 Bombs + CMP.b #$52 : BNE + ; +10 Bombs
LDA BombCapacity : !ADD.b #$0A : STA BombCapacity ; upgrade bombs +10 LDA.l BombCapacity : !ADD.b #$0A : STA.l BombCapacity ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA BombsFiller ; fill bombs LDA.l Upgrade10BombsRefill : STA.l BombsFiller ; fill bombs
JMP .done JMP .done
+ CMP.b #$53 : BNE + ; +5 Arrows + CMP.b #$53 : BNE + ; +5 Arrows
LDA ArrowCapacity : !ADD.b #$05 : STA ArrowCapacity ; upgrade arrows +5 LDA.l ArrowCapacity : !ADD.b #$05 : STA.l ArrowCapacity ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA ArrowsFiller ; fill arrows LDA.l Upgrade5ArrowsRefill : STA.l ArrowsFiller ; fill arrows
JMP .done JMP .done
+ CMP.b #$54 : BNE + ; +10 Arrows + CMP.b #$54 : BNE + ; +10 Arrows
LDA ArrowCapacity : !ADD.b #$0A : STA ArrowCapacity ; upgrade arrows +10 LDA.l ArrowCapacity : !ADD.b #$0A : STA.l ArrowCapacity ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA ArrowsFiller ; fill arrows LDA.l Upgrade10ArrowsRefill : STA.l ArrowsFiller ; fill arrows
JMP .done JMP .done
+ CMP.b #$55 : BNE + ; Programmable Object 1 + CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1) %ProgrammableItemLogic(1)
@@ -257,34 +237,34 @@ AddReceivedItemExpandedGetItem:
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows + CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
LDA.l SilverArrowsUseRestriction : BNE +++ LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++ LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
LDA BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++ LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA BowEquipment ; switch to silver bow !ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
++ ++
+++ +++
LDA.l ArrowMode : BEQ ++ LDA.l ArrowMode : BEQ ++
LDA.b #$01 : STA ArrowsFiller LDA.b #$01 : STA.l ArrowsFiller
++ ++
+ CMP.b #$59 : BNE + ; 1 Rupoor + CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA CurrentRupees : !SUB RupoorDeduction : STA CurrentRupees : SEP #$20 ; Take 1 rupee REP #$20 : LDA.l CurrentRupees : !SUB RupoorDeduction : STA.l CurrentRupees : SEP #$20 ; Take 1 rupee
JMP .done JMP .done
+ CMP.b #$5A : BNE + ; Null Item + CMP.b #$5A : BNE + ; Null Item
JMP .done JMP .done
+ CMP.b #$5B : BNE + ; Red Clock + CMP.b #$5B : BNE + ; Red Clock
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l RedClockAmount : STA ChallengeTimer LDA.l ChallengeTimer : !ADD.l RedClockAmount : STA.l ChallengeTimer
LDA ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA ChallengeTimer+2 LDA.l ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA.l ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
JMP .done JMP .done
+ CMP.b #$5C : BNE + ; Blue Clock + CMP.b #$5C : BNE + ; Blue Clock
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l BlueClockAmount : STA ChallengeTimer LDA.l ChallengeTimer : !ADD.l BlueClockAmount : STA.l ChallengeTimer
LDA ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA ChallengeTimer+2 LDA.l ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA.l ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
JMP .done JMP .done
+ CMP.b #$5D : BNE + ; Green Clock + CMP.b #$5D : BNE + ; Green Clock
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l GreenClockAmount : STA ChallengeTimer LDA.l ChallengeTimer : !ADD.l GreenClockAmount : STA.l ChallengeTimer
LDA ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA ChallengeTimer+2 LDA.l ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA.l ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
JMP .done JMP .done
+ CMP.b #$5E : BNE + ; Progressive Sword + CMP.b #$5E : BNE + ; Progressive Sword
@@ -332,73 +312,67 @@ AddReceivedItemExpandedGetItem:
; JSL.l ItemGetServiceRequest ; JSL.l ItemGetServiceRequest
; JMP .done ; JMP .done
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map + CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++ AND.b #$0F : CMP.b #$08 : !BGE ++
%ValueShift() %ValueShift()
ORA MapField : STA MapField ; Map 1 ORA.l MapField : STA.l MapField ; Map 1
JMP .done JMP .done
++ ++
!SUB #$08 !SUB #$08
%ValueShift() %ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA MapField+1 : STA MapField+1 ; Map 2 ORA.l MapField+1 : STA.l MapField+1 ; Map 2
JMP .done JMP .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass + CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++ AND.b #$0F : CMP.b #$08 : !BGE ++
%ValueShift() %ValueShift()
ORA CompassField : STA CompassField ; Compass 1 ORA.l CompassField : STA.l CompassField ; Compass 1
JMP .done JMP .done
++ ++
!SUB #$08 !SUB #$08
%ValueShift() %ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA CompassField+1 : STA CompassField+1 ; Compass 2 ORA.l CompassField+1 : STA.l CompassField+1 ; Compass 2
JMP .done JMP .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key + CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++ AND.b #$0F : CMP.b #$08 : !BGE ++
%ValueShift() %ValueShift()
ORA BigKeyField : STA BigKeyField ; Big Key 1 ORA.l BigKeyField : STA.l BigKeyField ; Big Key 1
JMP .done JMP .done
++ ++
!SUB #$08 !SUB #$08
%ValueShift() %ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA BigKeyField+1 : STA BigKeyField+1 ; Big Key 2 ORA.l BigKeyField+1 : STA.l BigKeyField+1 ; Big Key 2
JMP .done JMP .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key + CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX AND.b #$0F : TAX
LDA DungeonKeys, X : INC : STA DungeonKeys, X ; Increment Key Count LDA.l DungeonKeys, X : INC : STA.l DungeonKeys, X ; Increment Key Count
CPX.b #$00 : BNE ++ CPX.b #$00 : BNE ++
STA HyruleCastleKeys ; copy HC to sewers STA.l HyruleCastleKeys ; copy HC to sewers
++ : CPX.b #$01 : BNE ++ ++ : CPX.b #$01 : BNE ++
STA SewerKeys ; copy sewers to HC STA.l SewerKeys ; copy sewers to HC
++ ++
LDA.l GenericKeys : BEQ + LDA.l GenericKeys : BEQ +
.generic .generic
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
JMP .done JMP .done
.normal .normal
TXA : ASL : CMP $040C : BNE ++ TXA : ASL : CMP.w $040C : BNE ++
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
++ ++
JMP .done JMP .done
+ +
.done .done
PLX PLX
LDA $02E9 : CMP.b #$01 ; thing we wrote over LDA.w $02E9 : CMP.b #$01 ; thing we wrote over
RTL RTL
; #$70 - Maps ; #$70 - Maps
; #$80 - Compasses ; #$80 - Compasses
; #$90 - Big Keys ; #$90 - Big Keys
; #$A0 - Small Keys ; #$A0 - Small Keys
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
!ITEM_BUSY = "$7F5091"
;2B:Bottle Already Filled w/ Red Potion ;2B:Bottle Already Filled w/ Red Potion
;2C:Bottle Already Filled w/ Green Potion ;2C:Bottle Already Filled w/ Green Potion
;2D:Bottle Already Filled w/ Blue Potion ;2D:Bottle Already Filled w/ Blue Potion
@@ -410,97 +384,97 @@ AddReceivedItemExpanded:
PHA : PHX PHA : PHX
JSL.l PreItemGet JSL.l PreItemGet
LDA $02D8 ; Item Value LDA.w ItemReceiptID ; Item Value
JSR AttemptItemSubstitution JSR AttemptItemSubstitution
STA $02D8 STA.w ItemReceiptID
JSR IncrementItemCounters JSR IncrementItemCounters
CMP.b #$16 : BNE ++ ; Bottle CMP.b #$16 : BNE ++ ; Bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$2B : BNE ++ ; Red Potion w/bottle ++ : CMP.b #$2B : BNE ++ ; Red Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$2C : BNE ++ ; Green Potion w/bottle ++ : CMP.b #$2C : BNE ++ ; Green Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$2D : BNE ++ ; Blue Potion w/bottle ++ : CMP.b #$2D : BNE ++ ; Blue Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$3C : BNE ++ ; Bee w/bottle ++ : CMP.b #$3C : BNE ++ ; Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$3D : BNE ++ ; Fairy w/bottle ++ : CMP.b #$3D : BNE ++ ; Fairy w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$48 : BNE ++ ; Gold Bee w/bottle ++ : CMP.b #$48 : BNE ++ ; Gold Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic ++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA MagicConsumption : BEQ +++ LDA.l MagicConsumption : BEQ +++
LDA.b #$4F : STA $02D8 LDA.b #$4F : STA.w ItemReceiptID
+++ : JMP .done +++ : JMP .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword ++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA HighestSword : CMP.l ProgressiveSwordLimit : !BLT + LDA.l HighestSword : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done LDA.l ProgressiveSwordReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Sword + : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : JMP .done LDA.b #$49 : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Sword + : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$50 : STA $02D8 : JMP .done LDA.b #$50 : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$02 : BNE + ; Master Sword + : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : STA $02D8 : JMP .done LDA.b #$02 : STA.w ItemReceiptID : JMP .done
+ ; Everything Else + ; Everything Else
LDA.b #$03 : STA $02D8 : JMP .done LDA.b #$03 : STA.w ItemReceiptID : JMP .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield ++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA HighestShield : CMP.l ProgressiveShieldLimit : !BLT + LDA.l HighestShield : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done LDA.l ProgressiveShieldReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Shield + : CMP.b #$00 : BNE + ; No Shield
LDA.b #$04 : STA $02D8 : JMP .done LDA.b #$04 : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Shield + : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8 : JMP .done LDA.b #$05 : STA.w ItemReceiptID : JMP .done
+ ; Everything Else + ; Everything Else
LDA.b #$06 : STA $02D8 : JMP .done LDA.b #$06 : STA.w ItemReceiptID : JMP .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor ++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA HighestMail : CMP.l ProgressiveArmorLimit : !BLT + LDA.l HighestMail : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done LDA.l ProgressiveArmorReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Armor + : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : JMP .done LDA.b #$22 : STA.w ItemReceiptID : JMP .done
+ ; Everything Else + ; Everything Else
LDA.b #$23 : STA $02D8 : JMP .done LDA.b #$23 : STA.w ItemReceiptID : JMP .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove ++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA GloveEquipment : BNE + ; No Lift LDA.l GloveEquipment : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : BRA .done LDA.b #$1B : STA.w ItemReceiptID : BRA .done
+ ; Everything Else + ; Everything Else
LDA.b #$1C : STA $02D8 : BRA .done LDA.b #$1C : STA.w ItemReceiptID : BRA .done
++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow ++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
LDA BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT + LDA.l BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done LDA.l ProgressiveBowReplacement : STA.w ItemReceiptID : JMP .done
+ : CMP.b #$00 : BNE + ; No Bow + : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : BRA .done LDA.b #$3A : STA.w ItemReceiptID : BRA .done
+ ; Any Bow + ; Any Bow
LDA.b #$3B : STA $02D8 : BRA .done LDA.b #$3B : STA.w ItemReceiptID : BRA .done
++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2 ++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
LDA.l BowTracking : ORA #$20 : STA.l BowTracking LDA.l BowTracking : ORA.b #$20 : STA.l BowTracking
BRA -- BRA --
; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest) ; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest)
; JSL ChestItemServiceRequest ; JSL ChestItemServiceRequest
; BRA .done ; BRA .done
++ : CMP.b #$62 : BNE ++ ; RNG Item (Single) ++ : CMP.b #$62 : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : STA $02D8 JSL.l GetRNGItemSingle : STA.w ItemReceiptID
XBA : JSR.w MarkRNGItemSingle XBA : JSR.w MarkRNGItemSingle
LDA #$FF : STA !LOCK_IN ; clear lock-in LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
BRA .done BRA .done
++ : CMP.b #$63 : BNE ++ ; RNG Item (Multi) ++ : CMP.b #$63 : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : STA $02D8 JSL.l GetRNGItemMulti : STA.w ItemReceiptID
LDA #$FF : STA !LOCK_IN ; clear lock-in LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
BRA .done BRA .done
++ ++
.done .done
@@ -892,37 +866,24 @@ Link_ReceiveItemAlternatesExpanded:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
.loadAlternate .loadAlternate
PHB : PHK : PLB PHB : PHK : PLB
;TYA : JSR IncrementItemCounters TYA : JSR AttemptItemSubstitution : STA.b Scrap03
;LDA Link_ReceiveItemAlternatesExpanded, Y : STA $03 CPY.b Scrap03 : BNE + : LDA.b #$FF : STA.b Scrap03 : +
TYA : JSR AttemptItemSubstitution : STA $03
CPY $03 : BNE + : LDA.b #$FF : STA $03 : +
PLB PLB
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;DrawHUDSilverArrows:
; LDA BowEquipment : AND.w #$00FF : BNE +
; LDA BowTracking : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; +
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow ;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows: CheckHUDSilverArrows:
LDA.l ArrowMode : BEQ .normal LDA.l ArrowMode : BEQ .normal
.rupee_arrows .rupee_arrows
JSL.l DrawHUDArrows JSL.l DrawHUDArrows
LDA BowEquipment LDA.l BowEquipment
RTL RTL
.normal .normal
LDA BowEquipment : BNE + LDA.l BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BEQ ++ LDA.l BowTracking : AND.b #$40 : BEQ ++
JSL.l DrawHUDArrows JSL.l DrawHUDArrows
++ ++
LDA BowEquipment LDA.l BowEquipment
+ +
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -930,73 +891,68 @@ DrawHUDArrows:
LDA.l ArrowMode : BEQ .normal LDA.l ArrowMode : BEQ .normal
.rupee_arrows .rupee_arrows
LDA CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks LDA.l CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA BowEquipment : BNE + LDA.l BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BNE .silver LDA.l BowTracking : AND.b #$40 : BNE .silver
BRA .wooden BRA .wooden
+ CMP.b #03 : !BGE .silver + CMP.b #03 : !BGE .silver
.wooden .wooden
LDA.b #$A7 : STA $7EC720 ; draw wooden arrow marker LDA.b #$A7 : STA.l $7EC720 ; draw wooden arrow marker
LDA.b #$20 : STA $7EC721 LDA.b #$20 : STA.l $7EC721
LDA.b #$A9 : STA $7EC722 LDA.b #$A9 : STA.l $7EC722
LDA.b #$20 : STA $7EC723 LDA.b #$20 : STA.l $7EC723
RTL RTL
.normal ; in normal arrow mode this function is only ever called for silvers .normal ; in normal arrow mode this function is only ever called for silvers
.silver .silver
LDA.b #$86 : STA $7EC720 ; draw silver arrow marker LDA.b #$86 : STA.l $7EC720 ; draw silver arrow marker
LDA.b #$24 : STA $7EC721 LDA.b #$24 : STA.l $7EC721
LDA.b #$87 : STA $7EC722 LDA.b #$87 : STA.l $7EC722
LDA.b #$24 : STA $7EC723 LDA.b #$24 : STA.l $7EC723
RTL RTL
.none .none
LDA.b #$7F : STA $7EC720 ; draw no arrow marker LDA.b #$7F : STA.l $7EC720 ; draw no arrow marker
LDA.b #$24 : STA $7EC721 LDA.b #$24 : STA.l $7EC721
LDA.b #$7F : STA $7EC722 LDA.b #$7F : STA.l $7EC722
LDA.b #$24 : STA $7EC723 LDA.b #$24 : STA.l $7EC723
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
GetRNGItemSingle: GetRNGItemSingle:
PHY PHY
LDA !LOCK_IN : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGSingleItemTable, X : RTL : + LDA.l RNGLockIn : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGSingleItemTable, X : RTL : +
LDX.b #$00 LDX.b #$00
.single_reroll .single_reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b #$00 : BRA +++ : + ; default to 0 if too many attempts INX : CPX.b #$7F : !BLT + : LDA.b #$00 : BRA +++ : + ; default to 0 if too many attempts
CMP.l RNGSingleTableSize : !BGE .single_reroll CMP.l RNGSingleTableSize : !BGE .single_reroll
+++ +++
STA !SINGLE_INDEX_TEMP ; put our index value here STA.w ScratchBufferV ; put our index value here
LDX #$00 LDX.b #$00
TAY TAY
.recheck .recheck
TYA TYA
JSR.w CheckSingleItem : BEQ .single_unused ; already used JSR.w CheckSingleItem : BEQ .single_unused ; already used
LDA !SINGLE_INDEX_TEMP : INC ; increment index LDA.w ScratchBufferV : INC ; increment index
CMP.l RNGSingleTableSize : !BLT +++ : LDA.b #$00 : +++ ; rollover index if needed CMP.l RNGSingleTableSize : !BLT +++ : LDA.b #$00 : +++ ; rollover index if needed
STA !SINGLE_INDEX_TEMP ; store index STA.w ScratchBufferV ; store index
INX : TAY : TXA : CMP.l RNGSingleTableSize : !BLT .recheck INX : TAY : TXA : CMP.l RNGSingleTableSize : !BLT .recheck
LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE
BRA .single_done BRA .single_done
.single_unused .single_unused
LDA !SINGLE_INDEX_TEMP LDA.w ScratchBufferV
.single_done .single_done
TAX : LDA.l RNGSingleItemTable, X TAX : LDA.l RNGSingleItemTable, X
XBA : LDA.l !SINGLE_INDEX_TEMP : STA !LOCK_IN : XBA XBA : LDA.w ScratchBufferV : STA.l RNGLockIn : XBA
PLY PLY
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CheckSingleItem: CheckSingleItem:
LSR #3 : TAX LSR #3 : TAX
LDA.l RNGItem, X : STA !SINGLE_INDEX_BITMASK_TEMP ; load value to temporary LDA.l RNGItem, X : STA.w ScratchBufferV+2 ; load value to temporary
PHX PHX
LDA !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X LDA.w ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
LDA !SINGLE_INDEX_BITMASK_TEMP LDA.w ScratchBufferV+2
--- ---
CPX.b #$00 : BEQ +++ CPX.b #$00 : BEQ +++
LSR LSR
@@ -1008,12 +964,10 @@ CheckSingleItem:
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MarkRNGItemSingle: MarkRNGItemSingle:
;STA !SINGLE_INDEX_TEMP LSR #3 : STA.w ScratchBufferV+1 : TAX
LSR #3 : STA !SINGLE_INDEX_OFFSET_TEMP : TAX
LDA.l RNGItem, X LDA.l RNGItem, X
STA.l !SINGLE_INDEX_BITMASK_TEMP STA.w ScratchBufferV+2
LDA.l !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X LDA.w ScratchBufferV : AND.b #$07 : TAX ; load 0-7 part into X
LDA.b #01 LDA.b #01
--- ---
CPX.b #$00 : BEQ +++ CPX.b #$00 : BEQ +++
@@ -1023,21 +977,21 @@ MarkRNGItemSingle:
+++ +++
PHA PHA
LDA.l !SINGLE_INDEX_OFFSET_TEMP : TAX LDA.w ScratchBufferV+1 : TAX
PLA PLA
ORA.l !SINGLE_INDEX_BITMASK_TEMP ORA.w ScratchBufferV+2
STA.l RNGItem, X STA.l RNGItem, X
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
GetRNGItemMulti: GetRNGItemMulti:
LDA !LOCK_IN : CMP #$FF : BEQ + : TAX : XBA : LDA.l RNGMultiItemTable, X : RTL : + LDA.l RNGLockIn : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGMultiItemTable, X : RTL : +
LDX.b #$00 LDX.b #$00
- ; reroll - ; reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b 00 : BRA .done : + ; default to 0 if too many attempts INX : CPX.b #$7F : !BLT + : LDA.b 00 : BRA .done : + ; default to 0 if too many attempts
CMP.l RNGMultiTableSize : !BGE - CMP.l RNGMultiTableSize : !BGE -
.done .done
STA !LOCK_IN STA.l RNGLockIn
TAX : XBA : LDA.l RNGMultiItemTable, X TAX : XBA : LDA.l RNGMultiItemTable, X
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -1047,11 +1001,11 @@ IncrementItemCounters:
- -
LDA.l ItemSubstitutionRules, X LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch CMP.b 1,s : BNE .noMatch
.match .match
PHX PHX
TXA : LSR #2 : TAX TXA : LSR #2 : TAX
LDA ItemLimitCounts, X : INC : STA ItemLimitCounts, X LDA.l ItemLimitCounts, X : INC : STA.l ItemLimitCounts, X
PLX PLX
BEQ .exit BEQ .exit
.noMatch .noMatch
@@ -1067,16 +1021,15 @@ AttemptItemSubstitution:
- -
LDA.l ItemSubstitutionRules, X LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch CMP.b 1,s : BNE .noMatch
.match .match
PHX PHX
TXA : LSR #2 : TAX TXA : LSR #2 : TAX
LDA ItemLimitCounts, X LDA.l ItemLimitCounts, X
PLX PLX
CMP.l ItemSubstitutionRules+1, X : !BLT + CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA 1,s LDA.l ItemSubstitutionRules+2, X : STA.b 1,s
+ +: BEQ .exit
BEQ .exit
.noMatch .noMatch
INX #4 INX #4
BRA - BRA -
@@ -1087,28 +1040,28 @@ RTS
CountBottles: CountBottles:
PHX PHX
LDX.b #$00 LDX.b #$00
LDA BottleContentsOne : BEQ ++ : INX LDA.l BottleContentsOne : BEQ ++ : INX
++ : LDA BottleContentsTwo : BEQ ++ : INX ++ : LDA.l BottleContentsTwo : BEQ ++ : INX
++ : LDA BottleContentsThree : BEQ ++ : INX ++ : LDA.l BottleContentsThree : BEQ ++ : INX
++ : LDA BottleContentsFour : BEQ ++ : INX ++ : LDA.l BottleContentsFour : BEQ ++ : INX
++ ++
TXA TXA
PLX PLX
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ActivateGoal: ActivateGoal:
STZ $11 STZ.b $11
STZ $B0 STZ.b $B0
JML.l StatsFinalPrep JML.l StatsFinalPrep
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ChestPrep: ChestPrep:
LDA.b #$01 : STA $02E9 LDA.b #$01 : STA.w $02E9
JSL.l IncrementChestCounter JSL.l IncrementChestCounter
LDA.l ServerRequestMode : BEQ + LDA.l ServerRequestMode : BEQ +
JSL.l ChestItemServiceRequest JSL.l ChestItemServiceRequest
RTL RTL
+ +
LDY $0C ; get item value LDY.b $0C ; get item value
SEC SEC
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -1116,44 +1069,44 @@ RTL
; counts on ; counts on
MaybeFlagCompassTotalPickup: MaybeFlagCompassTotalPickup:
LDA.l CompassMode : AND.b #$0F : BEQ .done LDA.l CompassMode : AND.b #$0F : BEQ .done
LDA $040C : CMP #$FF : BEQ .done LDA.w $040C : CMP.b #$FF : BEQ .done
LSR : STA $04 : LDA #$0F : !SUB $04 ; Compute flag "index" LSR : STA.b Scrap04 : LDA.b #$0F : !SUB Scrap04 ; Compute flag "index"
CPY #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon CPY.b #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
STA $04 STA.b Scrap04
TYA : AND #$0F : CMP $04 : BNE .done ; Check if compass is for this dungeon TYA : AND.b #$0F : CMP.b Scrap04 : BNE .done ; Check if compass is for this dungeon
.setFlag .setFlag
CMP #$08 : !BGE ++ CMP.b #$08 : !BGE ++
%ValueShift() %ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay ORA.l CompassCountDisplay : STA.l CompassCountDisplay
BRA .done BRA .done
++ ++
!SUB #$08 !SUB #$08
%ValueShift() %ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1 ORA.l CompassCountDisplay+1 : STA.l CompassCountDisplay+1
.done .done
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Set the compass count display flag if we're entering a dungeon and alerady have ; Set the compass count display flag if we're entering a dungeon and alerady have
; that compass ; that compass
MaybeFlagCompassTotalEntrance: MaybeFlagCompassTotalEntrance:
LDX $040C : CPX #$FF : BEQ .done ; Skip if we're not entering dungeon LDX.w $040C : CPX.b #$FF : BEQ .done ; Skip if we're not entering dungeon
LDA.l CompassMode : AND.w #$000F : BEQ .done ; Skip if we're not showing compass counts LDA.l CompassMode : AND.w #$000F : BEQ .done ; Skip if we're not showing compass counts
CMP.w #$0002 : BEQ .countShown CMP.w #$0002 : BEQ .countShown
LDA CompassField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have compass LDA.l CompassField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have compass
.countShown .countShown
SEP #$20 SEP #$20
TXA : LSR : STA.b $04 : LDA.b #$0F : !SUB $04 ; Compute flag "index" TXA : LSR : STA.b Scrap04 : LDA.b #$0F : !SUB Scrap04 ; Compute flag index
CMP #$08 : !BGE ++ CMP.b #$08 : !BGE ++
%ValueShift() %ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay ORA.l CompassCountDisplay : STA.l CompassCountDisplay
REP #$20 REP #$20
BRA .done BRA .done
++ ++
!SUB #$08 !SUB #$08
%ValueShift() %ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1 ORA.l CompassCountDisplay+1 : STA.l CompassCountDisplay+1
REP #$20 REP #$20
.done .done
RTL RTL

View File

@@ -1,8 +1,8 @@
!PASSWORD_CODE_POSITION = "$C8" PASSWORD_CODE_POSITION = $C8
!PASSWORD_SELECTION_POSITION = "$C9" PASSWORD_SELECTION_POSITION = $C9
Module_Password: Module_Password:
LDA $11 LDA.b $11
JSL.l UseImplicitRegIndexedLongJumpTable JSL.l UseImplicitRegIndexedLongJumpTable
@@ -13,24 +13,23 @@ Module_Password:
dl Password_Return ; 4 dl Password_Return ; 4
Password_BeginInit: Password_BeginInit:
LDA.b #$80 : STA $0710 ;skip animated sprite updates in NMI LDA.b #$80 : STA.w $0710 ;skip animated sprite updates in NMI
JSL EnableForceBlank JSL EnableForceBlank
JSL Vram_EraseTilemaps_triforce JSL Vram_EraseTilemaps_triforce
;JSL Palette_SelectScreen
JSL LoadCustomHudPalette ; replace the 2bpp palettes, and trigger upload JSL LoadCustomHudPalette ; replace the 2bpp palettes, and trigger upload
LDA.b #$07 : STA $14 ; have NMI load up the initial tilemap from Password_Tilemap LDA.b #$07 : STA.b $14 ; have NMI load up the initial tilemap from Password_Tilemap
INC $11 INC.b $11
RTL RTL
Password_EndInit: Password_EndInit:
JSR LoadPasswordStripeTemplate JSR LoadPasswordStripeTemplate
;reset the variables used by this screen ;reset the variables used by this screen
STZ !PASSWORD_CODE_POSITION STZ.b PASSWORD_CODE_POSITION
STZ !PASSWORD_SELECTION_POSITION STZ.b PASSWORD_SELECTION_POSITION
JSL ValidatePassword : BNE + JSL ValidatePassword : BNE +
; zero out password if not valid ; zero out password if not valid
@@ -41,7 +40,7 @@ Password_EndInit:
DEX : BPL - DEX : BPL -
+ +
LDA.b #$0F : STA $13 LDA.b #$0F : STA.b $13
INC $11 INC $11
RTL RTL
@@ -52,70 +51,70 @@ Password_Main:
JSR PasswordEraseOldCursors JSR PasswordEraseOldCursors
; handle joypad input ; handle joypad input
LDA $F6 : AND.b #$10 : BEQ + ; R Button LDA.b $F6 : AND.b #$10 : BEQ + ; R Button
JSR PasswordMoveCursorRight JSR PasswordMoveCursorRight
+ +
LDA $F6 : AND.b #$20 : BEQ + ; L Button LDA.b $F6 : AND.b #$20 : BEQ + ; L Button
JSR PasswordMoveCursorLeft JSR PasswordMoveCursorLeft
+ +
LDA $F4 : AND.b #$01 : BEQ + ; right LDA.b $F4 : AND.b #$01 : BEQ + ; right
LDA !PASSWORD_SELECTION_POSITION : INC A : CMP.b #$24 : !BLT ++ LDA.b PASSWORD_SELECTION_POSITION : INC A : CMP.b #$24 : !BLT ++
!SUB.b #$24 !SUB.b #$24
++ ++
STA !PASSWORD_SELECTION_POSITION STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F LDA.b #$20 : STA.w $012F
+ +
LDA $F4 : AND.b #$02 : BEQ + ; left LDA.b $F4 : AND.b #$02 : BEQ + ; left
LDA !PASSWORD_SELECTION_POSITION : DEC A : BPL ++ LDA.b PASSWORD_SELECTION_POSITION : DEC A : BPL ++
!ADD.b #$24 !ADD.b #$24
++ ++
STA !PASSWORD_SELECTION_POSITION STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F LDA.b #$20 : STA.w $012F
+ +
LDA $F4 : AND.b #$04 : BEQ + ; down LDA.b $F4 : AND.b #$04 : BEQ + ; down
LDA !PASSWORD_SELECTION_POSITION : !ADD.b #$09 : CMP.b #$24 : !BLT ++ LDA.b PASSWORD_SELECTION_POSITION : !ADD.b #$09 : CMP.b #$24 : !BLT ++
!SUB.b #$24 !SUB.b #$24
++ ++
STA !PASSWORD_SELECTION_POSITION STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F LDA.b #$20 : STA.w $012F
+ +
LDA $F4 : AND.b #$08 : BEQ + ; up LDA.b $F4 : AND.b #$08 : BEQ + ; up
LDA !PASSWORD_SELECTION_POSITION : !SUB.b #$09 : BPL ++ LDA.b PASSWORD_SELECTION_POSITION : !SUB.b #$09 : BPL ++
!ADD.b #$24 !ADD.b #$24
++ ++
STA !PASSWORD_SELECTION_POSITION STA.b PASSWORD_SELECTION_POSITION
LDA.b #$20 : STA $012F LDA.b #$20 : STA.w $012F
+ +
LDA $F4 : ORA $F6 : AND.b #$C0 : BEQ + ; face button LDA.b $F4 : ORA.b $F6 : AND.b #$C0 : BEQ + ; face button
LDX !PASSWORD_SELECTION_POSITION LDX.b PASSWORD_SELECTION_POSITION
LDA.l .selectionValues, X : BPL ++ LDA.l .selectionValues, X : BPL ++
CMP #$F0 : BNE +++ CMP.b #$F0 : BNE +++
INC $11 INC $11
BRA .endOfButtonChecks BRA .endOfButtonChecks
+++ : CMP #$F1 : BNE +++ +++ : CMP.b #$F1 : BNE +++
JSR PasswordMoveCursorLeft JSR PasswordMoveCursorLeft
BRA + BRA +
+++ : CMP #$F2 : BNE +++ +++ : CMP.b #$F2 : BNE +++
JSR PasswordMoveCursorRight JSR PasswordMoveCursorRight
BRA + BRA +
+++ : CMP #$F3 : BNE +++ +++ : CMP.b #$F3 : BNE +++
INC $11 : INC $11 ; skip to return submodule INC $11 : INC $11 ; skip to return submodule
LDA.b #$2C : STA $012E ;file screen selection sound LDA.b #$2C : STA.w $012E ;file screen selection sound
BRA .endOfButtonChecks BRA .endOfButtonChecks
+++ +++
BRA + BRA +
++ ++
LDX !PASSWORD_CODE_POSITION LDX.b PASSWORD_CODE_POSITION
STA PasswordSRAM,X STA.l PasswordSRAM,X
TXA : INC A : AND.b #$0F : STA !PASSWORD_CODE_POSITION TXA : INC A : AND.b #$0F : STA.b PASSWORD_CODE_POSITION
BNE ++ BNE ++
STZ $012E STZ.w $012E
INC $11 INC $11
BRA .endOfButtonChecks BRA .endOfButtonChecks
++ ++
LDA.b #$2B : STA $012E LDA.b #$2B : STA.w $012E
+ +
LDA $F4 : AND.b #$10 : BEQ + ; start LDA.b $F4 : AND.b #$10 : BEQ + ; start
INC $11 INC $11
+ +
.endOfButtonChecks .endOfButtonChecks
@@ -123,7 +122,7 @@ Password_Main:
JSR UpdatePasswordTiles JSR UpdatePasswordTiles
JSR PasswordSetNewCursors JSR PasswordSetNewCursors
LDA.b #$01 : STA $14 LDA.b #$01 : STA.b $14
PLB PLB
RTL RTL
.selectionValues .selectionValues
@@ -134,17 +133,17 @@ db $19, $1A, $1B, $1C, $1D, $1E, $1F, $20, $F3
Password_Check: Password_Check:
JSL.l ValidatePassword : BNE .correct JSL.l ValidatePassword : BNE .correct
LDA.b #$3C : STA $012E ; error LDA.b #$3C : STA.w $012E ; error
DEC $11 DEC $11
RTL RTL
.correct .correct
LDA.b #$1B : STA $012F ; solved puzzle sound LDA.b #$1B : STA.w $012F ; solved puzzle sound
INC $11 INC $11
RTL RTL
Password_Return: Password_Return:
LDA.b #$01 : STA $10 ; select screen LDA.b #$01 : STA.w $10 ; select screen
LDA.b #$01 : STA $11 ; Skip the first submodule LDA.b #$01 : STA.w $11 ; Skip the first submodule
STZ $B0 STZ $B0
STZ $0B9D ; Reset file screen cursor pre-selection STZ $0B9D ; Reset file screen cursor pre-selection
STZ $C8 STZ $C8
@@ -162,7 +161,7 @@ ValidatePassword:
PHX : PHY PHX : PHY
;check for incomplete password ;check for incomplete password
LDX #$0F LDX.b #$0F
- -
LDA.l PasswordSRAM, X : BNE + LDA.l PasswordSRAM, X : BNE +
JMP .incorrect JMP .incorrect
@@ -174,45 +173,45 @@ ValidatePassword:
; Clear out any existing encryption key ; Clear out any existing encryption key
LDX.b #$0E LDX.b #$0E
LDA.w #$0000 LDA.w #$0000
- : STA.l !keyBase, X : DEX #2 : BPL - - : STA.l KeyBase, X : DEX #2 : BPL -
JSR PasswordToKey JSR PasswordToKey
LDA.l StaticDecryptionKey+$0A : STA.l !keyBase+$0A LDA.l StaticDecryptionKey+$0A : STA.l KeyBase+$0A
LDA.l StaticDecryptionKey+$0C : STA.l !keyBase+$0C LDA.l StaticDecryptionKey+$0C : STA.l KeyBase+$0C
LDA.l StaticDecryptionKey+$0E : STA.l !keyBase+$0E LDA.l StaticDecryptionKey+$0E : STA.l KeyBase+$0E
LDA.l KnownEncryptedValue : STA.l !CryptoBuffer LDA.l KnownEncryptedValue : STA.l CryptoBuffer
LDA.l KnownEncryptedValue+2 : STA.l !CryptoBuffer+2 LDA.l KnownEncryptedValue+2 : STA.l CryptoBuffer+2
LDA.l KnownEncryptedValue+4 : STA.l !CryptoBuffer+4 LDA.l KnownEncryptedValue+4 : STA.l CryptoBuffer+4
LDA.l KnownEncryptedValue+6 : STA.l !CryptoBuffer+6 LDA.l KnownEncryptedValue+6 : STA.l CryptoBuffer+6
LDA.w #$0002 : STA $04 ;set block size LDA.w #$0002 : STA.b $04 ;set block size
JSL.l XXTEA_Decode JSL.l XXTEA_Decode
SEP #$20 ; 8 bit accumulator SEP #$20 ; 8 bit accumulator
LDA !CryptoBuffer+0 : CMP #$31 : BNE .incorrect LDA.l CryptoBuffer+0 : CMP.b #$31 : BNE .incorrect
LDA !CryptoBuffer+1 : CMP #$41 : BNE .incorrect LDA.l CryptoBuffer+1 : CMP.b #$41 : BNE .incorrect
LDA !CryptoBuffer+2 : CMP #$59 : BNE .incorrect LDA.l CryptoBuffer+2 : CMP.b #$59 : BNE .incorrect
LDA !CryptoBuffer+3 : CMP #$26 : BNE .incorrect LDA.l CryptoBuffer+3 : CMP.b #$26 : BNE .incorrect
LDA !CryptoBuffer+4 : CMP #$53 : BNE .incorrect LDA.l CryptoBuffer+4 : CMP.b #$53 : BNE .incorrect
LDA !CryptoBuffer+5 : CMP #$58 : BNE .incorrect LDA.l CryptoBuffer+5 : CMP.b #$58 : BNE .incorrect
LDA !CryptoBuffer+6 : CMP #$97 : BNE .incorrect LDA.l CryptoBuffer+6 : CMP.b #$97 : BNE .incorrect
LDA !CryptoBuffer+7 : CMP #$93 : BNE .incorrect LDA.l CryptoBuffer+7 : CMP.b #$93 : BNE .incorrect
;trial decrypt the known plaintext, and verify if result is correct ;trial decrypt the known plaintext, and verify if result is correct
.correct .correct
PLY : PLX PLY : PLX
LDA #$01 : STA.l !ValidKeyLoaded LDA.b #$01 : STA.l ValidKeyLoaded
RTL RTL
.incorrect .incorrect
PLY : PLX PLY : PLX
LDA #$00 LDA.b #$00
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -223,75 +222,69 @@ PasswordToKey:
; $00 input offset ; $00 input offset
; $02 output offset ; $02 output offset
; $04 shift amount ; $04 shift amount
LDA.w #$0000 : STA $00 : STA $02 LDA.w #$0000 : STA.b $00 : STA.b $02
LDA.w #$000B : STA $04 LDA.w #$000B : STA.b $04
- -
LDX $00 LDX.b $00
LDA PasswordSRAM, X : DEC : AND #$001F LDA.l PasswordSRAM, X : DEC : AND.w #$001F
LDY $04 LDY.b $04
-- : BEQ + : ASL : DEY : BRA -- : + ; Shift left by Y -- : BEQ + : ASL : DEY : BRA -- : + ; Shift left by Y
XBA XBA
LDX $02 LDX.b $02
ORA !keyBase, X ORA.l KeyBase, X
STA !keyBase, X STA.l KeyBase, X
LDA $04 : !SUB.w #$0005 : BPL + LDA.b $04 : !SUB.w #$0005 : BPL +
!ADD.w #$0008 !ADD.w #$0008
INC $02 INC $02
+ : STA $04 + : STA.b $04
LDA $00 : INC : STA $00 : CMP.w #$0010 : !BLT - LDA.b $00 : INC : STA.b $00 : CMP.w #$0010 : !BLT -
RTS RTS
LoadPasswordStripeTemplate: LoadPasswordStripeTemplate:
LDA $4300 : PHA : LDA $4301 : PHA : LDA $4302 : PHA ; preserve DMA parameters LDA.w DMAP0 : PHA : LDA.w BBAD0 : PHA : LDA.w A1T0L : PHA ; preserve DMA parameters
LDA $4303 : PHA : LDA $4304 : PHA : LDA $4305 : PHA ; preserve DMA parameters LDA.w A1T0H : PHA : LDA.w A1B0 : PHA : LDA.w DAS0L : PHA ; preserve DMA parameters
LDA $4306 : PHA ; preserve DMA parameters LDA.w DAS0H : PHA ; preserve DMA parameters
LDA.b #$00 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode LDA.b #$00 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode
LDA.b #$80 : STA $4301 ; set bus B destination to WRAM register LDA.b #$80 : STA.w BBAD0 ; set bus B destination to WRAM register
LDA.b #$02 : STA $2181 ; set WRAM register source address LDA.b #$02 : STA.w WMADDL ; set WRAM register source address
LDA.b #$10 : STA $2182 LDA.b #$10 : STA.w WMADDH
LDA.b #$7E : STA $2183 LDA.b #$7E : STA.w WMADDB
LDA.b #Password_StripeImageTemplate : STA $4302 ; set bus A source address LDA.b #Password_StripeImageTemplate : STA.w A1T0L ; set bus A source address
LDA.b #Password_StripeImageTemplate>>8 : STA $4303 ; set bus A source address LDA.b #Password_StripeImageTemplate>>8 : STA.w A1T0H ; set bus A source address
LDA.b #Password_StripeImageTemplate>>16 : STA $4304 ; set bus A source bank LDA.b #Password_StripeImageTemplate>>16 : STA.w A1B0 ; set bus A source bank
LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate
STA $4305 ; STA.w DAS0L ;
LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate>>8 LDA.b #Password_StripeImageTemplate_end-Password_StripeImageTemplate>>8
STA $4306 ; set transfer size STA.w DAS0H ; set transfer size
LDA #$01 : STA $420B ; begin DMA transfer LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
PLA : STA $4306 : PLA : STA $4305 : PLA : STA $4304 ; restore DMA parameters PLA : STA.w DAS0H : PLA : STA.w DAS0L : PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA $4303 : PLA : STA $4302 : PLA : STA $4301 ; restore DMA parameters PLA : STA.w A1T0H : PLA : STA.w A1T0L : PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA $4300 ; restore DMA parameters PLA : STA.w DMAP0 ; restore DMA parameters
RTS RTS
!PASSWORD_INPUT_START_X = $03
!PASSWORD_INPUT_START_Y = $0D
!PASSWORD_DISPLAY_START_X = $04
!PASSWORD_DISPLAY_START_Y = $04
PasswordEraseOldCursors: PasswordEraseOldCursors:
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
;Code Cursor ;Code Cursor
LDA !PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX LDA.b PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX
LDA.l .code_offsets, X LDA.l .code_offsets, X
!ADD.w #$20*!PASSWORD_DISPLAY_START_Y+!PASSWORD_DISPLAY_START_X+$6000 !ADD.w #$20*Scrap04+Scrap04+$6000
XBA ; because big endian is needed XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_CodeCursorErase-Password_StripeImageTemplate STA.l $1002+Password_StripeImageTemplate_CodeCursorErase-Password_StripeImageTemplate
;selection cursor ;selection cursor
LDA !PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX LDA.b PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX
LDA.l .selection_offsets, X LDA.l .selection_offsets, X
!ADD.w #$20*!PASSWORD_INPUT_START_Y+!PASSWORD_INPUT_START_X+$6000 !ADD.w #$20*Scrap0D+Scrap03+$6000
XBA ; because big endian is needed XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_SelectionCursorErase-Password_StripeImageTemplate STA.l $1002+Password_StripeImageTemplate_SelectionCursorErase-Password_StripeImageTemplate
XBA : !ADD.w #$0020 : XBA XBA : !ADD.w #$0020 : XBA
@@ -315,16 +308,16 @@ RTS
PasswordSetNewCursors: PasswordSetNewCursors:
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
;Code Cursor ;Code Cursor
LDA !PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX LDA.b PASSWORD_CODE_POSITION : AND.w #$00FF : ASL : TAX
LDA.l PasswordEraseOldCursors_code_offsets, X LDA.l PasswordEraseOldCursors_code_offsets, X
!ADD.w #$20*!PASSWORD_DISPLAY_START_Y+!PASSWORD_DISPLAY_START_X+$6000 !ADD.w #$20*Scrap04+Scrap04+$6000
XBA ; because big endian is needed XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_CodeCursorDraw-Password_StripeImageTemplate STA.l $1002+Password_StripeImageTemplate_CodeCursorDraw-Password_StripeImageTemplate
;Selection cursor ;Selection cursor
LDA !PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX LDA.b PASSWORD_SELECTION_POSITION : AND.w #$00FF : ASL : TAX
LDA.l PasswordEraseOldCursors_selection_offsets, X LDA.l PasswordEraseOldCursors_selection_offsets, X
!ADD.w #$20*!PASSWORD_INPUT_START_Y+!PASSWORD_INPUT_START_X+$6000 !ADD.w #$20*Scrap0D+Scrap03+$6000
XBA ; because big endian is needed XBA ; because big endian is needed
STA.l $1002+Password_StripeImageTemplate_SelectionCursorDraw-Password_StripeImageTemplate STA.l $1002+Password_StripeImageTemplate_SelectionCursorDraw-Password_StripeImageTemplate
XBA : !ADD.w #$0020 : XBA XBA : !ADD.w #$0020 : XBA
@@ -342,16 +335,16 @@ UpdatePasswordTiles:
LDX.w #$000F LDX.w #$000F
- -
LDA.l PasswordSRAM, X : AND.w #$00FF : TXY LDA.l PasswordSRAM, X : AND.w #$00FF : TXY
ASL #3 : STA $00 ASL #3 : STA.b $00
TYA : ASL #4 : STA $03 TYA : ASL #4 : STA.b $03
LDX $00 : LDA.l HashAlphabetTilesWithBlank, X LDX.b $00 : LDA.l HashAlphabetTilesWithBlank, X
LDX $03 : STA $1006, X LDX.b $03 : STA.w $1006, X
LDX $00 : LDA.l HashAlphabetTilesWithBlank+$02, X LDX.b $00 : LDA.l HashAlphabetTilesWithBlank+$02, X
LDX $03 : STA $1008, X LDX.b $03 : STA.w $1008, X
LDX $00 : LDA.l HashAlphabetTilesWithBlank+$04, X LDX.b $00 : LDA.l HashAlphabetTilesWithBlank+$04, X
LDX $03 : STA $100E, X LDX.b $03 : STA.w $100E, X
LDX $00 : LDA.l HashAlphabetTilesWithBlank+$06, X LDX.b $00 : LDA.l HashAlphabetTilesWithBlank+$06, X
LDX $03 : STA $1010, X LDX.b $03 : STA.w $1010, X
TYX : DEX : BMI + : BRA - TYX : DEX : BMI + : BRA -
+ +
@@ -360,13 +353,13 @@ RTS
PasswordMoveCursorRight: PasswordMoveCursorRight:
; return new code position ; return new code position
LDA.b #$2B : STA $012E LDA.b #$2B : STA.w $012E
LDA !PASSWORD_CODE_POSITION : INC A : AND.b #$0F : STA !PASSWORD_CODE_POSITION LDA.b PASSWORD_CODE_POSITION : INC A : AND.b #$0F : STA.b PASSWORD_CODE_POSITION
RTS RTS
PasswordMoveCursorLeft: PasswordMoveCursorLeft:
; return new code position ; return new code position
LDA.b #$2B : STA $012E LDA.b #$2B : STA.w $012E
LDA !PASSWORD_CODE_POSITION : DEC A : AND.b #$0F : STA !PASSWORD_CODE_POSITION LDA.b PASSWORD_CODE_POSITION : DEC A : AND.b #$0F : STA.b PASSWORD_CODE_POSITION
RTS RTS
macro dw_big_endian(value) macro dw_big_endian(value)
@@ -380,7 +373,7 @@ endmacro
Password_Tilemap: Password_Tilemap:
;Add any graphics for background 0 here ;Add any graphics for background 0 here
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+0) %Layer3_VRAM_Address(Scrap03,Scrap0D+0)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0201|!FS_COLOR_YELLOW, #$0202|!FS_COLOR_YELLOW ;BOW dw #$0201|!FS_COLOR_YELLOW, #$0202|!FS_COLOR_YELLOW ;BOW
dw #$0200 dw #$0200
@@ -400,7 +393,7 @@ dw #$0285|!FS_COLOR_GREEN, #$0286|!FS_COLOR_GREEN ;PENDANT
dw #$0200 dw #$0200
dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder upper half action button dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder upper half action button
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+1) %Layer3_VRAM_Address(Scrap03,Scrap0D+1)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0211|!FS_COLOR_YELLOW, #$0212|!FS_COLOR_YELLOW ;BOW dw #$0211|!FS_COLOR_YELLOW, #$0212|!FS_COLOR_YELLOW ;BOW
dw #$0200 dw #$0200
@@ -420,7 +413,7 @@ dw #$0295|!FS_COLOR_GREEN, #$0296|!FS_COLOR_GREEN ;PENDANT
dw #$0200 dw #$0200
dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder lower half action button dw #$02AB|!FS_COLOR_BW, #$02AB|!FS_COLOR_BW ;placeholder lower half action button
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+3) %Layer3_VRAM_Address(Scrap03,Scrap0D+3)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0207|!FS_COLOR_YELLOW, #$0217|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS dw #$0207|!FS_COLOR_YELLOW, #$0217|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS
dw #$0200 dw #$0200
@@ -440,7 +433,7 @@ dw #$0228|!FS_COLOR_YELLOW, #$0229|!FS_COLOR_YELLOW ;NET
dw #$0200 dw #$0200
dw #$018A|!FS_COLOR_BW, #$0200 ; Left dw #$018A|!FS_COLOR_BW, #$0200 ; Left
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+4) %Layer3_VRAM_Address(Scrap03,Scrap0D+4)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$0217|!FS_COLOR_YELLOW, #$0207|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS dw #$0217|!FS_COLOR_YELLOW, #$0207|!FS_COLOR_YELLOW|!FS_HFLIP|!FS_VFLIP ;BOMBOS
dw #$0200 dw #$0200
@@ -460,7 +453,7 @@ dw #$0238|!FS_COLOR_YELLOW, #$0239|!FS_COLOR_YELLOW ;NET
dw #$0200 dw #$0200
dw #$019A|!FS_COLOR_BW, #$0200 ; Left dw #$019A|!FS_COLOR_BW, #$0200 ; Left
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+6) %Layer3_VRAM_Address(Scrap03,Scrap0D+6)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$022A|!FS_COLOR_GREEN, #$022B|!FS_COLOR_GREEN ;BOOK dw #$022A|!FS_COLOR_GREEN, #$022B|!FS_COLOR_GREEN ;BOOK
dw #$0200 dw #$0200
@@ -480,7 +473,7 @@ dw #$024E|!FS_COLOR_BROWN, #$024F|!FS_COLOR_BROWN
dw #$0200 dw #$0200
dw #$0200, #$018B|!FS_COLOR_BW ; Right dw #$0200, #$018B|!FS_COLOR_BW ; Right
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+7) %Layer3_VRAM_Address(Scrap03,Scrap0D+7)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$023A|!FS_COLOR_GREEN, #$023B|!FS_COLOR_GREEN ;BOOK dw #$023A|!FS_COLOR_GREEN, #$023B|!FS_COLOR_GREEN ;BOOK
dw #$0200 dw #$0200
@@ -500,7 +493,7 @@ dw #$025E|!FS_COLOR_BROWN, #$025F|!FS_COLOR_BROWN ;GLOVES
dw #$0200 dw #$0200
dw #$0200, #$019B|!FS_COLOR_BW ; Right dw #$0200, #$019B|!FS_COLOR_BW ; Right
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+9) %Layer3_VRAM_Address(Scrap03,Scrap0D+9)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$020E|!FS_COLOR_BLUE, #$020F|!FS_COLOR_BLUE ;FLIPPERS dw #$020E|!FS_COLOR_BLUE, #$020F|!FS_COLOR_BLUE ;FLIPPERS
dw #$0200 dw #$0200
@@ -520,7 +513,7 @@ dw #$022F|!FS_COLOR_YELLOW|!FS_HFLIP, #$022F|!FS_COLOR_YELLOW ;KEY
dw #$0200 dw #$0200
dw #$0267|!FS_COLOR_BW|!FS_HFLIP, #$0267|!FS_COLOR_BW ;cancel dw #$0267|!FS_COLOR_BW|!FS_HFLIP, #$0267|!FS_COLOR_BW ;cancel
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X,!PASSWORD_INPUT_START_Y+10) %Layer3_VRAM_Address(Scrap03,Scrap0D+10)
%dw_big_endian(51) ;(9*4)+(8*2)-1 %dw_big_endian(51) ;(9*4)+(8*2)-1
dw #$021F|!FS_COLOR_BLUE|!FS_HFLIP, #$021F|!FS_COLOR_BLUE ;FLIPPERS dw #$021F|!FS_COLOR_BLUE|!FS_HFLIP, #$021F|!FS_COLOR_BLUE ;FLIPPERS
dw #$0200 dw #$0200
@@ -543,10 +536,10 @@ dw #$0267|!FS_COLOR_BW|!FS_HFLIP|!FS_VFLIP, #$0267|!FS_VFLIP|!FS_COLOR_BW ;cance
dw $FFFF dw $FFFF
macro PasswordDisplaySlot(x,y) macro PasswordDisplaySlot(x,y)
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X+<x>,!PASSWORD_DISPLAY_START_Y+<y>) %Layer3_VRAM_Address(Scrap04+<x>,Scrap04+<y>)
%dw_big_endian(3) %dw_big_endian(3)
dw #$0186|!FS_COLOR_BW, #$0186|!FS_COLOR_BW dw #$0186|!FS_COLOR_BW, #$0186|!FS_COLOR_BW
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X+<x>,!PASSWORD_DISPLAY_START_Y+1+<y>) %Layer3_VRAM_Address(Scrap04+<x>,Scrap04+1+<y>)
%dw_big_endian(3) %dw_big_endian(3)
dw #$0196|!FS_COLOR_BW, #$0196|!FS_COLOR_BW dw #$0196|!FS_COLOR_BW, #$0196|!FS_COLOR_BW
endmacro endmacro
@@ -569,37 +562,37 @@ Password_StripeImageTemplate:
%PasswordDisplaySlot(18,3) %PasswordDisplaySlot(18,3)
%PasswordDisplaySlot(21,3) %PasswordDisplaySlot(21,3)
.CodeCursorErase ; a code cursor erase (position get be updated) .CodeCursorErase ; a code cursor erase (position get be updated)
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X,!PASSWORD_DISPLAY_START_Y+2) %Layer3_VRAM_Address(Scrap04,Scrap04+2)
%dw_big_endian(3) %dw_big_endian(3)
dw #$0200, #$0200 dw #$0200, #$0200
.CodeCursorDraw ; Then comes a code cursor draw (will override the erase if same position) .CodeCursorDraw ; Then comes a code cursor draw (will override the erase if same position)
%Layer3_VRAM_Address(!PASSWORD_DISPLAY_START_X,!PASSWORD_DISPLAY_START_Y+2) %Layer3_VRAM_Address(Scrap04,Scrap04+2)
%dw_big_endian(3) %dw_big_endian(3)
dw #$0267|!FS_COLOR_BW|!FS_HFLIP|!FS_VFLIP, #$0267|!FS_VFLIP|!FS_COLOR_BW dw #$0267|!FS_COLOR_BW|!FS_HFLIP|!FS_VFLIP, #$0267|!FS_VFLIP|!FS_COLOR_BW
.SelectionCursorErase ; a selection cursor erase (position get be updated) .SelectionCursorErase ; a selection cursor erase (position get be updated)
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y-1) %Layer3_VRAM_Address(Scrap03-1,Scrap0D-1)
%dw_big_endian(7) %dw_big_endian(7)
dw #$0200, #$0200, #$0200, #$0200 dw #$0200, #$0200, #$0200, #$0200
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y) %Layer3_VRAM_Address(Scrap03-1,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE) %dw_big_endian(3|!FS_VERT_STRIPE)
dw #$0200, #$0200 dw #$0200, #$0200
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X+2,!PASSWORD_INPUT_START_Y) %Layer3_VRAM_Address(Scrap03+2,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE) %dw_big_endian(3|!FS_VERT_STRIPE)
dw #$0200, #$0200 dw #$0200, #$0200
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y+2) %Layer3_VRAM_Address(Scrap03-1,Scrap0D+2)
%dw_big_endian(7) %dw_big_endian(7)
dw #$0200, #$0200, #$0200, #$0200 dw #$0200, #$0200, #$0200, #$0200
.SelectionCursorDraw ; Then comes a selection cursor draw (will override the erase if same position) .SelectionCursorDraw ; Then comes a selection cursor draw (will override the erase if same position)
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y-1) %Layer3_VRAM_Address(Scrap03-1,Scrap0D-1)
%dw_big_endian(7) %dw_big_endian(7)
dw #$02BB|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP dw #$02BB|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y) %Layer3_VRAM_Address(Scrap03-1,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE) %dw_big_endian(3|!FS_VERT_STRIPE)
dw #$02BD|!FS_COLOR_GREEN, #$02BD|!FS_COLOR_GREEN|!FS_VFLIP dw #$02BD|!FS_COLOR_GREEN, #$02BD|!FS_COLOR_GREEN|!FS_VFLIP
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X+2,!PASSWORD_INPUT_START_Y) %Layer3_VRAM_Address(Scrap03+2,Scrap0D)
%dw_big_endian(3|!FS_VERT_STRIPE) %dw_big_endian(3|!FS_VERT_STRIPE)
dw #$02BD|!FS_COLOR_GREEN|!FS_HFLIP, #$02BD|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP dw #$02BD|!FS_COLOR_GREEN|!FS_HFLIP, #$02BD|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP
%Layer3_VRAM_Address(!PASSWORD_INPUT_START_X-1,!PASSWORD_INPUT_START_Y+2) %Layer3_VRAM_Address(Scrap03-1,Scrap0D+2)
%dw_big_endian(7) %dw_big_endian(7)
dw #$02BB|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP dw #$02BB|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_VFLIP, #$02BC|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP, #$02BB|!FS_COLOR_GREEN|!FS_HFLIP|!FS_VFLIP
dw $FFFF dw $FFFF

View File

@@ -2,32 +2,31 @@
; $7F5092 - Potion Animation Busy Flags (Health) ; $7F5092 - Potion Animation Busy Flags (Health)
; $7F5093 - Potion Animation Busy Flags (Magic) ; $7F5093 - Potion Animation Busy Flags (Magic)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!BUSY_HEALTH = $7F5092
RefillHealth: RefillHealth:
REP #$20 ; set 16-bit accumulator 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 #279 : BNE + ; Spike Cave bottles work normally CMP.w #279 : BNE + ; Spike Cave bottles work normally
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA #$A0 LDA.b #$A0
BRA .done BRA .done
+ +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.l PotionHealthRefill : CMP.b #$A0 : !BGE .done LDA.l PotionHealthRefill : CMP.b #$A0 : !BGE .done
LDA !BUSY_HEALTH : BNE ++ LDA.l BusyHealth : BNE ++
LDA.l PotionHealthRefill ; load refill amount LDA.l PotionHealthRefill ; load refill amount
!ADD CurrentHealth ; add to current health !ADD CurrentHealth ; add to current health
CMP MaximumHealth : !BLT +++ : LDA MaximumHealth : +++ CMP.l MaximumHealth : !BLT +++ : LDA.l MaximumHealth : +++
STA !BUSY_HEALTH STA.l BusyHealth
++ ++
LDA CurrentHealth : CMP.l !BUSY_HEALTH : !BLT ++ LDA.l CurrentHealth : CMP.l BusyHealth : !BLT ++
LDA.b #$00 : STA HeartsFiller LDA.b #$00 : STA.l HeartsFiller
LDA $020A : BNE .notDone LDA.w $020A : BNE .notDone
LDA.b #$00 : STA !BUSY_HEALTH LDA.b #$00 : STA.l BusyHealth
SEC SEC
RTL RTL
++ ++
LDA.b #$08 : STA HeartsFiller ; refill some health LDA.b #$08 : STA.l HeartsFiller ; refill some health
.notDone .notDone
CLC CLC
RTL RTL
@@ -35,54 +34,53 @@ RefillHealth:
; Check goal health versus actual health. ; Check goal health versus actual health.
; if(actual < goal) then branch. ; if(actual < goal) then branch.
LDA CurrentHealth : CMP MaximumHealth : BCC .refillAllHealth LDA.l CurrentHealth : CMP.l MaximumHealth : BCC .refillAllHealth
LDA MaximumHealth : STA CurrentHealth LDA.l MaximumHealth : STA.l CurrentHealth
LDA.b #$00 : STA HeartsFiller LDA.b #$00 : STA.l HeartsFiller
; ??? not sure what purpose this branch serves. ; ??? not sure what purpose this branch serves.
LDA $020A : BNE .beta LDA.w $020A : BNE .beta
SEC SEC
RTL RTL
.refillAllHealth .refillAllHealth
; Fill up ze health. ; Fill up ze health.
LDA.b #$A0 : STA HeartsFiller LDA.b #$A0 : STA.l HeartsFiller
.beta .beta
CLC CLC
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!BUSY_MAGIC = $7F5093
RefillMagic: RefillMagic:
REP #$20 ; set 16-bit accumulator 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 #279 : BNE + ; Spike Cave bottles work normally CMP.w #279 : BNE + ; Spike Cave bottles work normally
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA #$80 LDA.b #$80
BRA .done BRA .done
+ +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.l PotionMagicRefill : CMP.b #$80 : !BGE .done LDA.l PotionMagicRefill : CMP.b #$80 : !BGE .done
LDA !BUSY_MAGIC : BNE ++ LDA.l BusyMagic : BNE ++
LDA.l PotionMagicRefill ; load refill amount LDA.l PotionMagicRefill ; load refill amount
!ADD CurrentMagic ; add to current magic !ADD CurrentMagic ; add to current magic
CMP.b #$80 : !BLT +++ : LDA.b #$80 : +++ CMP.b #$80 : !BLT +++ : LDA.b #$80 : +++
STA !BUSY_MAGIC STA.l BusyMagic
++ ++
LDA CurrentMagic : CMP.l !BUSY_MAGIC : !BLT ++ LDA.l CurrentMagic : CMP.l BusyMagic : !BLT ++
LDA.b #$00 : STA !BUSY_MAGIC LDA.b #$00 : STA.l BusyMagic
SEC SEC
RTL RTL
++ ++
LDA.b #$01 : STA MagicFiller ; refill some magic LDA.b #$01 : STA.l MagicFiller ; refill some magic
CLC CLC
RTL RTL
.done .done
SEP #$30 SEP #$30
; Check if Link's magic meter is full ; Check if Link's magic meter is full
LDA CurrentMagic : CMP.b #$80 LDA.l CurrentMagic : CMP.b #$80
BCS .itsFull BCS .itsFull
; Tell the magic meter to fill up until it's full. ; Tell the magic meter to fill up until it's full.
LDA.b #$80 : STA MagicFiller LDA.b #$80 : STA.l MagicFiller
SEP #$30 SEP #$30
RTL RTL
.itsFull .itsFull

420
ram.asm
View File

@@ -1,14 +1,211 @@
;================================================================================ ;================================================================================
; RAM Labels & Assertions ; RAM Labels & Assertions
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Labels for values in WRAM and assertions that ensure they're correct and ; This module is primarily concerned with labeling WRAM addresses used by the
; at the expected addresses. All values larger than one byte are little endian. ; randomizer and documenting their usage.
;
; See the JP 1.0 disassembly for reference as well
; (https://github.com/spannerisms/jpdasm/ - 31/10/2022)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Placeholder and for compass item max count allocations, still WIP pushpc
org 0
;================================================================================
; Direct Page
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
base $7E0000
Scrap:
Scrap00: skip 1 ; Used as short-term scratch space. If you need some short-term
Scrap01: skip 1 ; RAM, you can often use these. Double check that the next use
Scrap02: skip 1 ; of the addresses you want to use is a write.
Scrap03: skip 1 ;
Scrap04: skip 1 ;
Scrap05: skip 1 ;
Scrap06: skip 1 ;
Scrap07: skip 1 ;
Scrap08: skip 1 ;
Scrap09: skip 1 ;
Scrap0A: skip 1 ;
Scrap0B: skip 1 ;
Scrap0C: skip 1 ;
Scrap0D: skip 1 ;
Scrap0E: skip 1 ;
Scrap0F: skip 1 ;
LinkPosY = $7E0020 ; 2 bytes
LinkPosX = $7E0022 ; 2 bytes
;================================================================================
; Bank 7E
;--------------------------------------------------------------------------------
;================================================================================
; Mirrored WRAM
;--------------------------------------------------------------------------------
; Pages 0x000x1F of Bank7E are mirrored to every program bank ALTTP uses.
;--------------------------------------------------------------------------------
CurrentMSUTrack = $7E010B
CurrentVolume = $7E0127
TargetVolume = $7E0129
CurrentControlRequest = $7E0133 ; Last thing written to MusicControlRequest
MusicControl = $7E012B
MusicControlRequest = $7E012C
ItemReceiptID = $7E02D8
SpritePosYLow = $7E0D00 ; all $10 bytes
SpritePosXLow = $7E0D10
SpritePosYHigh = $7E0D20
SpritePosXHigh = $7E0D30
SpriteAuxTable = $7E0DA0 ; 0x1F bytes
SpriteAITable = $7E0DD0
SpriteTypeTable = $7E0E20
SpriteDirectionTable = $7E0EB0
ToastBuffer = $7E1E0E ; 2 bytes DoToast
ScratchBufferNV = $7E1E70 ; Callee preserved, not ok to clobber
ScratchBufferV = $7E1E80 ; Caller preserved, okay to clobber
;1E90
ClockHours = $7E1E90 ; Clock Hours
ClockMinutes = $7E1E94 ; Clock Minutes
ClockSeconds = $7E1E98 ; Clock Seconds
ClockBuffer = $7E1E9C ; Clock Temporary
;1EA0
;1EB0
;1EC0
;1ED0
;1EE0
;1EF0
;================================================================================
; UNMIRRORED WRAM
; Addresses from here on can only be accessed with long addressing
; or absolute addressing with the appropriate data bank set
;--------------------------------------------------------------------------------
TileUploadBuffer = $7EA180 ; 0x300 bytes
SpriteOAM = $7EC025 ;
; $7EC700 - Tile map buffer for HUD
HUDKeyIcon = $7EC726
HUDGoalIndicator = $7EC72A
HUDPrizeIcon = $7EC742
HUDRupees = $7EC750
HUDBombCount = $7EC75A
HUDArrowCount = $7EC760
HUDKeyDigits = $7EC764
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
;================================================================================
; Bank 7F
;--------------------------------------------------------------------------------
RedrawFlag = $7F5000
SpriteSkipEOR = $7F5008
MSReceived = $7F5031
; GanonWarpChain = $7F5032
ForceHeartSpawn = $7F5033
SkipHeartSave = $7F5034
AltTextFlag = $7F5035 ; two bytes, next must be zero. 0=disable
BossKills = $7F5037
LagTime = $7F5038
RupeesCollected = $7F503C ; 2 bytes
NonChestCounter = $7F503E
TileUploadOffsetOverride = $7F5042
NMIAux = $7F5044
ShopId = $7F5050
ShopType = $7F5051
ShopInventory = $7F5052 ; 0x0C
ShopState = $7F505F
ShopCapacity = $7F5060
ShopScratch = $7F5061
ShopSRAMIndex = $7F5062
ShopMerchant = $7F5063
; ShopDMATimer = $7F5064 unused
ShopPriceColumn = $7F5066 ; two bytes
OneMindId = $7F5072
OneMindTimerRAM = $7F5073
ClockStatus = $7F507E ; 2 bytes
; ---- --dn
; d - dnf
; n - negative
RNGLockIn = $7F5090 ; RNG Item
BusyItem = $7F5091
BusyHealth = $7F5092
BusyMagic = $7F5093
DialogOffsetPointer = $7F5094 ; 2 bytes
DialogReturnPointer = $7F5096 ; 2 bytes
StalfosBombDamage = $7F509D
ValidKeyLoaded = $7F509E
SwordModifier = $7F50C0
ShieldModifier = $7F50C1 ; not implemented
ArmorModifier = $7F50C2
MagicModifier = $7F50C3
LightConeModifier = $7F50C4
CuccoStormer = $7F50C5 ; non-zero write causes storm, needs to be zeroed
OldManDash = $7F50C6
IceModifier = $7F50C7
InfiniteArrows = $7F50C8
InfiniteBombs = $7F50C9 InfiniteBombs = $7F50C9
InfiniteMagic = $7F50CA
DPadInverter = $7F50CB ; fill in values
OHKOFlag = $7F50CC
SpriteSwapper = $7F50CD
BootsModifier = $7F50CE
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
; Crypto buffer ($7F50D0 - $7F51FF)
KeyBase = $7F50D0
y = $7F50E0
z = $7F50E4
Sum = $7F50E8
p = $7F50EC
e = $7F50F0
CryptoScratch = $7F50F2
CryptoBuffer = $7F5100
v = $7F5100
RNGPointers = $7F5200 ; $FF bytes
RxBuffer = $7F5300 ; $00-$5F buffer $60-7E reserved
RxStatus = $7F537F ; 1 byte
TxBuffer = $7F5380 ; $80 - $EF buffer $F0 - $FE reserved
TxStatus = $7F53FF ; $F0 - $FE
MSUFallbackTable = $7F5460 ; 8 bytes
MSUDelayedCommand = $7F5469
MSUPackCount = $7F546A
MSUPackCurrent = $7F546B
MSUPackRequest = $7F546C
MSULoadedTrack = $7F546D ; 2 bytes
MSUResumeTrack = $7F546F
MSUResumeTime = $7F5470 ; 4 bytes
MSUResumeControl = $7F5474
CompassTotalsWRAM = $7F5410 CompassTotalsWRAM = $7F5410
DialogBuffer = $7F5700 ; $FF bytes
;================================================================================ ;================================================================================
; RAM Assertions ; RAM Assertions
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -16,5 +213,222 @@ macro assertRAM(label, address)
assert <label> = <address>, "<label> labeled at incorrect address." assert <label> = <address>, "<label> labeled at incorrect address."
endmacro endmacro
%assertRAM(Scrap00, $7E0000)
%assertRAM(Scrap01, $7E0001)
%assertRAM(Scrap02, $7E0002)
%assertRAM(Scrap03, $7E0003)
%assertRAM(Scrap04, $7E0004)
%assertRAM(Scrap05, $7E0005)
%assertRAM(Scrap06, $7E0006)
%assertRAM(Scrap07, $7E0007)
%assertRAM(Scrap08, $7E0008)
%assertRAM(Scrap09, $7E0009)
%assertRAM(Scrap0A, $7E000A)
%assertRAM(Scrap0B, $7E000B)
%assertRAM(Scrap0C, $7E000C)
%assertRAM(Scrap0D, $7E000D)
%assertRAM(Scrap0E, $7E000E)
%assertRAM(Scrap0F, $7E000F)
%assertRAM(LinkPosY, $7E0020)
%assertRAM(LinkPosX, $7E0022)
%assertRAM(CurrentMSUTrack, $7E010B)
%assertRAM(CurrentVolume, $7E0127)
%assertRAM(TargetVolume, $7E0129)
%assertRAM(CurrentControlRequest, $7E0133)
%assertRAM(MusicControl, $7E012B)
%assertRAM(MusicControlRequest, $7E012C)
%assertRAM(ItemReceiptID, $7E02D8)
%assertRAM(SpritePosYLow, $7E0D00)
%assertRAM(SpritePosXLow, $7E0D10)
%assertRAM(SpritePosYHigh, $7E0D20)
%assertRAM(SpritePosXHigh, $7E0D30)
%assertRAM(SpriteAuxTable, $7E0DA0)
%assertRAM(SpriteAITable, $7E0DD0)
%assertRAM(SpriteTypeTable, $7E0E20)
%assertRAM(SpriteDirectionTable, $7E0EB0)
%assertRAM(ToastBuffer, $7E1E0E)
%assertRAM(ScratchBufferNV, $7E1E70)
%assertRAM(ScratchBufferV, $7E1E80)
%assertRAM(ClockHours, $7E1E90)
%assertRAM(ClockMinutes, $7E1E94)
%assertRAM(ClockSeconds, $7E1E98)
%assertRAM(ClockBuffer, $7E1E9C)
%assertRAM(TileUploadBuffer, $7EA180)
%assertRAM(SpriteOAM, $7EC025)
%assertRAM(HUDKeyIcon, $7EC726)
%assertRAM(HUDGoalIndicator, $7EC72A)
%assertRAM(HUDPrizeIcon, $7EC742)
%assertRAM(HUDRupees, $7EC750)
%assertRAM(HUDBombCount, $7EC75A)
%assertRAM(HUDArrowCount, $7EC760)
%assertRAM(HUDKeyDigits, $7EC764)
%assertRAM(BigRAM, $7EC900)
%assertRAM(RedrawFlag, $7F5000)
%assertRAM(SpriteSkipEOR, $7F5008)
%assertRAM(MSReceived, $7F5031)
%assertRAM(ForceHeartSpawn, $7F5033)
%assertRAM(SkipHeartSave, $7F5034)
%assertRAM(AltTextFlag, $7F5035)
%assertRAM(BossKills, $7F5037)
%assertRAM(LagTime, $7F5038)
%assertRAM(RupeesCollected, $7F503C)
%assertRAM(NonChestCounter, $7F503E)
%assertRAM(TileUploadOffsetOverride, $7F5042)
%assertRAM(NMIAux, $7F5044)
%assertRAM(ShopId, $7F5050)
%assertRAM(ShopType, $7F5051)
%assertRAM(ShopInventory, $7F5052)
%assertRAM(ShopState, $7F505F)
%assertRAM(ShopCapacity, $7F5060)
%assertRAM(ShopScratch, $7F5061)
%assertRAM(ShopSRAMIndex, $7F5062)
%assertRAM(ShopMerchant, $7F5063)
%assertRAM(ShopPriceColumn, $7F5066)
%assertRAM(OneMindId, $7F5072)
%assertRAM(OneMindTimerRAM, $7F5073)
%assertRAM(ClockStatus, $7F507E)
%assertRAM(RNGLockIn, $7F5090)
%assertRAM(BusyItem, $7F5091)
%assertRAM(BusyHealth, $7F5092)
%assertRAM(BusyMagic, $7F5093)
%assertRAM(DialogOffsetPointer, $7F5094)
%assertRAM(DialogReturnPointer, $7F5096)
%assertRAM(StalfosBombDamage, $7F509D)
%assertRAM(ValidKeyLoaded, $7F509E)
%assertRAM(SwordModifier, $7F50C0)
%assertRAM(ShieldModifier, $7F50C1)
%assertRAM(ArmorModifier, $7F50C2)
%assertRAM(MagicModifier, $7F50C3)
%assertRAM(LightConeModifier, $7F50C4)
%assertRAM(CuccoStormer, $7F50C5)
%assertRAM(OldManDash, $7F50C6)
%assertRAM(IceModifier, $7F50C7)
%assertRAM(InfiniteArrows, $7F50C8)
%assertRAM(InfiniteBombs, $7F50C9) %assertRAM(InfiniteBombs, $7F50C9)
%assertRAM(InfiniteMagic, $7F50CA)
%assertRAM(DPadInverter, $7F50CB)
%assertRAM(OHKOFlag, $7F50CC)
%assertRAM(SpriteSwapper, $7F50CD)
%assertRAM(BootsModifier, $7F50CE)
%assertRAM(KeyBase, $7F50D0)
%assertRAM(y, $7F50E0)
%assertRAM(z, $7F50E4)
%assertRAM(Sum, $7F50E8)
%assertRAM(p, $7F50EC)
%assertRAM(e, $7F50F0)
%assertRAM(CryptoScratch, $7F50F2)
%assertRAM(CryptoBuffer, $7F5100)
%assertRAM(v, $7F5100)
%assertRAM(RNGPointers, $7F5200)
%assertRAM(RxBuffer, $7F5300)
%assertRAM(RxStatus, $7F537F)
%assertRAM(TxBuffer, $7F5380)
%assertRAM(TxStatus, $7F53FF)
%assertRAM(MSUFallbackTable, $7F5460)
%assertRAM(MSUDelayedCommand, $7F5469)
%assertRAM(MSUPackCount, $7F546A)
%assertRAM(MSUPackCurrent, $7F546B)
%assertRAM(MSUPackRequest, $7F546C)
%assertRAM(MSULoadedTrack, $7F546D)
%assertRAM(MSUResumeTrack, $7F546F)
%assertRAM(MSUResumeTime, $7F5470)
%assertRAM(MSUResumeControl, $7F5474)
%assertRAM(CompassTotalsWRAM, $7F5410) %assertRAM(CompassTotalsWRAM, $7F5410)
%assertRAM(DialogBuffer, $7F5700)
pullpc
;================================================================================
; Bank 7F
;--------------------------------------------------------------------------------
; $7F5000 - Redraw Flag
; $7F5001 - Flipper Softlock Possible
; $7F5002 - L/R Rotate
; $7F5003 - HexToDec 1st Digit
; $7F5004 - HexToDec 2nd Digit
; $7F5005 - HexToDec 3rd Digit
; $7F5006 - HexToDec 4th Digit
; $7F5007 - HexToDec 5th Digit
; $7F5008 - Skip Sprite_DrawMultiple EOR
; $7F5009 - Always Zero
; $7F5010 - Unused
; $7F5020 - Unused
; $7F5030 - Unused
; $7F5031 - HUD Master Sword Flag
; $7F5032 - Unused
; $7F5033 - Force Heart Spawn Counter
; $7F5034 - Skip Heart Collection Save Counter
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5037 - Stats Boss Kills
; $7F5038 - Stats Lag Time
; $7F5039 - Stats Lag Time
; $7F503A - Stats Lag Time
; $7F503B - Stats Lag Time
; $7F503C - Stats Rupee Total
; $7F503D - Stats Rupee Total
; $7F503E - Stats Item Total
; $7F503F - Unused
; $7F5040 - Free Item Dialog Temporary
; $7F5041 - Unused
; $7F5042 - Tile Upload Offset Override (Low)
; $7F5043 - Tile Upload Offset Override (High)
; $7F5044 - $7F5046 - NMI Auxiliary Function
; $7F5047 - $7F504F - Unused
; $7F5050 - $7F506F - Shop Block
; $7F5070 - Reserved for OneMind
; $7F5071 - Reserved for OneMind
; $7F5072 - OneMind player ID
; $7F5073 - $7F5074 - OneMind timer
; $7F5075 - $7F507D - Unused
; $7F507E - Clock Status
; $7F507F - Always Zero
; $7F5080 - $7F508F - unused
; $7F5090 - RNG Item Lock-In
; $7F5091 - Item Animation Busy Flag
; $7F5092 - Potion Animation Busy Flags (Health)
; $7F5093 - Potion Animation Busy Flags (Magic)
; $7F5094 - Dialog Offset Pointer (Low)
; $7F5095 - Dialog Offset Pointer (High)
; $7F5096 - Dialog Offset Pointer Return (Low)
; $7F5097 - Dialog Offset Pointer Return (High)
; $7F5098 - Water Entry Index
; $7F5099 - Last Entered Overworld Door ID
; $7F509A - (Reserved)
; $7F509B - Unused
; $7F509C - Unused
; $7F509E - Valid Key Loaded
; $7F509F - Text Box Defer Flag
; $7F50A0 - $7F50AF - Unused
; $7F50B0 - $7F50BF - Downstream Reserved (Enemizer)
; $7F50C1 - Shield Modifier (Not Implemented)
; $7F50C2 - Armor Modifier
; $7F50C3 - Magic Modifier
; $7F50C4 - Light Cone Modifier
; $7F50C5 - Cucco Storm
; $7F50C6 - Old Man Dash Modifier
; $7F50C7 - Ice Physics Modifier
; $7F50C8 - Infinite Arrows Modifier
; $7F50C9 - Infinite Bombs Modifier
; $7F50CA - Infinite Magic Modifier
; $7F50CB - Invert D-Pad (Fill in values)
; $7F50CC - OHKO Flag
; $7F50CD - Sprite Swapper
; $7F50CE - Boots Modifier (0=Off, 1=Always, 2=Never)
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
; $7F5200 - $7F52FF - RNG Pointer Block
; $7F5300 - $7F53FF - Multiworld Block
; $7F5400 - $7F540F - Unused
; $7F5410 - $7F545F - Dungeon Tracking Block
; $7F5460 - $7F549F - MSU Block
; $7F54A0 - $7F56FF - Unused
; $7F5700 - $7F57FF - Dialog Buffer

1500
registers.asm Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -24,9 +24,8 @@ SearchForEquippedItem:
LDA.l BowEquipment ; thing we wrote over LDA.l BowEquipment ; thing we wrote over
RTL RTL
!INFINITE_ARROWS = "$7F50C8"
DecrementArrows: DecrementArrows:
LDA.l !INFINITE_ARROWS : BNE .infinite LDA.l InfiniteArrows : BNE .infinite
LDA.l ArrowMode : BNE .rupees : BRA .normal LDA.l ArrowMode : BNE .rupees : BRA .normal
.infinite .infinite
LDA.b #$01 : RTL LDA.b #$01 : RTL
@@ -36,7 +35,7 @@ DecrementArrows:
BRA .done BRA .done
.rupees .rupees
REP #$20 REP #$20
LDA.b $A0 : CMP #$0111 : SEP #$20 : BNE .not_archery_game LDA.b $A0 : CMP.w #$0111 : SEP #$20 : BNE .not_archery_game
LDA.b $1B : BEQ .not_archery_game ; in overworld LDA.b $1B : BEQ .not_archery_game ; in overworld
LDA.w $0B9A : BEQ .shoot_arrow ; arrow game active LDA.w $0B9A : BEQ .shoot_arrow ; arrow game active
LDA.b #$00 : BRA .done LDA.b #$00 : BRA .done

View File

@@ -2,42 +2,41 @@
; RNG Fixes ; RNG Fixes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
RigDigRNG: RigDigRNG:
LDA $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart LDA.l $7FFE01 : CMP.l DiggingGameRNG : !BGE .forceHeart
.normalItem .normalItem
JML GetRandomInt JML GetRandomInt
.forceHeart .forceHeart
LDA $7FFE00 : BNE .normalItem LDA.l $7FFE00 : BNE .normalItem
LDA #$04 LDA.b #$04
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
RigChestRNG: RigChestRNG:
JSL.l DecrementChestCounter JSL.l DecrementChestCounter
LDA $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart LDA.w $04C4 : CMP.l ChestGameRNG : BEQ .forceHeart
.normalItem .normalItem
JSL GetRandomInt JSL GetRandomInt
AND.b #$07 ; restrict values to 0-7 AND.b #$07 ; restrict values to 0-7
CMP #$07 : BEQ .notHeart CMP.b #$07 : BEQ .notHeart
JSL.l DecrementItemCounter JSL.l DecrementItemCounter
RTL RTL
.forceHeart .forceHeart
LDA #$33 : STA $C8 ; assure the correct state if player talked to shopkeeper LDA.b #$33 : STA.b $C8 ; assure the correct state if player talked to shopkeeper
LDA $0403 : AND.b #$40 : BNE .notHeart LDA.w $0403 : AND.b #$40 : BNE .notHeart
LDA #$07 ; give prize item LDA.b #$07 ; give prize item
RTL RTL
.notHeart .notHeart
JSL.l DecrementItemCounter JSL.l DecrementItemCounter
;LDA #$00 ; bullshit rupee farming in chest game
JSL GetRandomInt ; spam RNG until we stop getting the prize item JSL GetRandomInt ; spam RNG until we stop getting the prize item
AND.b #$07 ; restrict values to 0-7 AND.b #$07 ; restrict values to 0-7
CMP #$07 : BNE + ; player got prize item AGAIN CMP.b #$07 : BNE + ; player got prize item AGAIN
LDA.b #$00 ; give them money instead LDA.b #$00 ; give them money instead
+ +
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FixChestCounterForChestGame: FixChestCounterForChestGame:
JSL.l DecrementItemCounter JSL.l DecrementItemCounter
JSL $0DBA71 JSL.l $0DBA71
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
RNG_Lanmolas1: RNG_Lanmolas1:
@@ -45,12 +44,12 @@ RNG_Lanmolas1:
RNG_Moldorm1: RNG_Moldorm1:
LDA.b #$01 : BRA _rng_done LDA.b #$01 : BRA _rng_done
RNG_Agahnim1: RNG_Agahnim1:
LDA.b $A0 : CMP #$20 : BNE RNG_Agahnim2 ; Agah 1 and 2 use the same code, check which agah we're fighting and branch 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
LDA.b #$02 LDA.b #$02
JSL.l GetStaticRNG : PHA JSL.l GetStaticRNG : PHA
LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
PLA PLA
ORA #$01 ; guarantee no blue ball ORA.b #$01 ; guarantee no blue ball
RTL RTL
+ +
PLA PLA
@@ -77,7 +76,7 @@ RNG_Agahnim2:
JSL.l GetStaticRNG : PHA JSL.l GetStaticRNG : PHA
LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled LDA.l GanonAgahRNG : BEQ + ; check if blue balls are disabled
PLA PLA
ORA #$01 ; guarantee no blue ball ORA.b #$01 ; guarantee no blue ball
RTL RTL
+ +
PLA PLA
@@ -89,15 +88,15 @@ RNG_Ganon:
RNG_Ganon_Extra_Warp: RNG_Ganon_Extra_Warp:
LDA.b #$0E LDA.b #$0E
JSL.l GetStaticRNG : PHA JSL.l GetStaticRNG : PHA
LDA GanonAgahRNG : BEQ + ; check if warps are disabled LDA.l GanonAgahRNG : BEQ + ; check if warps are disabled
PLA PLA
AND #$FE ; set least significant bit to 0 to prevent teleport AND.b #$FE ; set least significant bit to 0 to prevent teleport
RTL RTL
+ +
PLA PLA
RTL RTL
RNG_Enemy_Drops: RNG_Enemy_Drops:
LDA.l ProgressIndicator : CMP #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda LDA.l ProgressIndicator : CMP.b #$01 : BEQ + ; drops are static after uncle pickup & before rescuing zelda
JML GetRandomInt JML GetRandomInt
+ +
LDA.b #$0F LDA.b #$0F
@@ -108,13 +107,12 @@ RTL
; In: A = RNG Index ; In: A = RNG Index
; Out: A = RNG Result ; Out: A = RNG Result
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!RNG_POINTERS = "$7F5200"
GetStaticRNG: GetStaticRNG:
PHX : PHP PHX : PHP
REP #$30 ; set 16-bit accumulator and index registers REP #$30 ; set 16-bit accumulator and index registers
AND.w #$000F AND.w #$000F
ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX ; increment pointer and move value to X ASL : TAX : LDA.l RNGPointers, X : INC : AND.w #$03FF : STA.l RNGPointers, X : TAX ; increment pointer and move value to X
LDA Static_RNG, X ; load RNG value LDA.l Static_RNG, X ; load RNG value
PLP : PLX PLP : PLX
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -123,10 +121,10 @@ InitRNGPointerTable:
REP #$30 ; set 16-bit accumulator & index registers REP #$30 ; set 16-bit accumulator & index registers
LDX.w #$0000 LDX.w #$0000
- -
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2 LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2 LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2 LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2 LDA.l .rngDefaults, X : STA.l RNGPointers, X : INX #2
CPX.w #$001F : !BLT - CPX.w #$001F : !BLT -
PLP : PLX PLP : PLX
RTL RTL

View File

@@ -19,9 +19,6 @@ LoadRoomHook:
NoCallback: NoCallback:
RTL RTL
!RL_TILE = 2
!RL_LINE = 128
macro setTilePointer(roomX, roomY, quadX, quadY) macro setTilePointer(roomX, roomY, quadX, quadY)
; Left-to-right math. Should be equivalent to 0x7e2000+(roomX*2)+(roomY*128)+(quadX*64)+(quadY*4096) ; Left-to-right math. Should be equivalent to 0x7e2000+(roomX*2)+(roomY*128)+(quadX*64)+(quadY*4096)
LDX.w #<quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2 LDX.w #<quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2
@@ -36,15 +33,15 @@ macro writeTileAt(roomX, roomY, quadX, quadY)
STA.l <quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2+$7E2000 STA.l <quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2+$7E2000
endmacro endmacro
!BOMBOS_BORDER = #$08D0 !BOMBOS_BORDER = $08D0
!BOMBOS_ICON_1 = #$0CCA !BOMBOS_ICON_1 = $0CCA
!BOMBOS_ICON_2 = #$0CCB !BOMBOS_ICON_2 = $0CCB
!BOMBOS_ICON_3 = #$0CDA !BOMBOS_ICON_3 = $0CDA
!BOMBOS_ICON_4 = #$0CDB !BOMBOS_ICON_4 = $0CDB
macro DrawBombosPlatform(roomX, roomY, quadX, quadY) macro DrawBombosPlatform(roomX, roomY, quadX, quadY)
REP #$30 ; 16 AXY REP #$30 ; 16 AXY
%setTilePointer(<roomX>, <roomY>, <quadX>, <quadY>) %setTilePointer(<roomX>, <roomY>, <quadX>, <quadY>)
LDA.w !BOMBOS_BORDER LDA.w #!BOMBOS_BORDER
%writeTile() %writeTile()
%writeTile() %writeTile()
%writeTile() %writeTile()
@@ -52,15 +49,15 @@ macro DrawBombosPlatform(roomX, roomY, quadX, quadY)
%setTilePointer(<roomX>, <roomY>+1, <quadX>, <quadY>) %setTilePointer(<roomX>, <roomY>+1, <quadX>, <quadY>)
%writeTile() %writeTile()
LDA.w !BOMBOS_ICON_1 : %writeTile() LDA.w #!BOMBOS_ICON_1 : %writeTile()
LDA.w !BOMBOS_ICON_2 : %writeTile() LDA.w #!BOMBOS_ICON_2 : %writeTile()
LDA.w !BOMBOS_BORDER : %writeTile() LDA.w #!BOMBOS_BORDER : %writeTile()
%setTilePointer(<roomX>, <roomY>+2, <quadX>, <quadY>) %setTilePointer(<roomX>, <roomY>+2, <quadX>, <quadY>)
%writeTile() %writeTile()
LDA.w !BOMBOS_ICON_3 : %writeTile() LDA.w #!BOMBOS_ICON_3 : %writeTile()
LDA.w !BOMBOS_ICON_4 : %writeTile() LDA.w #!BOMBOS_ICON_4 : %writeTile()
LDA.w !BOMBOS_BORDER : %writeTile() LDA.w #!BOMBOS_BORDER : %writeTile()
%setTilePointer(<roomX>, <roomY>+3, <quadX>, <quadY>) %setTilePointer(<roomX>, <roomY>+3, <quadX>, <quadY>)
%writeTile() %writeTile()

128
save.asm
View File

@@ -8,9 +8,9 @@ WriteSaveChecksumAndBackup:
CLC : ADC.l ExtendedFileNameWRAM, X CLC : ADC.l ExtendedFileNameWRAM, X
INX #2 INX #2
CPX.w #$0FFE : BNE - CPX.w #$0FFE : BNE -
STA.b $00 STA.b Scrap00
LDA.w #$5A5A LDA.w #$5A5A
SEC : SBC.b $00 SEC : SBC.b Scrap00
STA.l InverseChecksumSRAM STA.l InverseChecksumSRAM
PHB PHB
@@ -32,9 +32,9 @@ ValidateSRAM:
CLC : ADC.l ExtendedFileNameSRAM, X CLC : ADC.l ExtendedFileNameSRAM, X
INX #2 INX #2
CPX.w #$0FFE : BNE - CPX.w #$0FFE : BNE -
STA.b $00 STA.b Scrap00
LDA.w #$5A5A LDA.w #$5A5A
SEC : SBC.b $00 SEC : SBC.b Scrap00
CMP.l InverseChecksumSRAM : BEQ .goodchecksum CMP.l InverseChecksumSRAM : BEQ .goodchecksum
LDX.w #$0000 : TXA : - ; Do the same for the backup save LDX.w #$0000 : TXA : - ; Do the same for the backup save
CLC : ADC.l SaveBackupSRAM, X CLC : ADC.l SaveBackupSRAM, X
@@ -44,9 +44,9 @@ ValidateSRAM:
CLC : ADC.l SaveBackupSRAM+$500, X CLC : ADC.l SaveBackupSRAM+$500, X
INX #2 INX #2
CPX.w #$0FFE : BNE - CPX.w #$0FFE : BNE -
STA.b $00 STA.b Scrap00
LDA.w #$5A5A LDA.w #$5A5A
SEC : SBC.b $00 SEC : SBC.b Scrap00
CMP.l SaveBackupSRAM+$4FE : BEQ + CMP.l SaveBackupSRAM+$4FE : BEQ +
TDC : STA.l FileValiditySRAM ; Delete save by way of zeroing validity marker TDC : STA.l FileValiditySRAM ; Delete save by way of zeroing validity marker
BRA .goodchecksum : + BRA .goodchecksum : +
@@ -132,86 +132,86 @@ RTL
CopyExtendedSaveFileToWRAM: CopyExtendedSaveFileToWRAM:
PHA PHA
SEP #$30 SEP #$30
LDA.w $4300 : PHA ; preserve DMA parameters LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA.w $4301 : PHA ; preserve DMA parameters LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA.w $4302 : PHA ; preserve DMA parameters LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w $4303 : PHA ; preserve DMA parameters LDA.w A1T0H : PHA ; preserve DMA parameters
LDA.w $4304 : PHA ; preserve DMA parameters LDA.w A1B0 : PHA ; preserve DMA parameters
LDA.w $4305 : PHA ; preserve DMA parameters LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w $4306 : PHA ; preserve DMA parameters LDA.w DAS0H : PHA ; preserve DMA parameters
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
STZ.w $4200 ; Disable NMI, V/H, joypad STZ.w NMITIMEN ; Disable NMI, V/H, joypad
STZ.w $420C ; Disable HDMA STZ.w HDMAEN ; Disable HDMA
LDA.b #$00 : STA.w $4300 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode LDA.b #$00 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode
LDA.b #$80 : STA.w $4301 ; set bus B source to WRAM register LDA.b #$80 : STA.w BBAD0 ; set bus B source to WRAM register
LDA.b #$00 : STA.w $2181 ; set WRAM register source address LDA.b #$00 : STA.w WMADDL ; set WRAM register source address
LDA.b #$60 : STA.w $2182 LDA.b #$60 : STA.w WMADDH
LDA.b #$7F : STA.w $2183 LDA.b #$7F : STA.w WMADDB
STZ.w $4302 ; set bus A destination address to SRAM STZ.w A1T0L ; set bus A destination address to SRAM
LDA.b #$05 : STA.w $4303 LDA.b #$05 : STA.w A1T0H
LDA.b #$70 : STA.w $4304 LDA.b #$70 : STA.w A1B0
LDA.b #$00 : STA.w $4305 ; set transfer size to 0x1000 LDA.b #$00 : STA.w DAS0L ; set transfer size to 0x1000
LDA.b #$10 : STA.w $4306 ; STZ $4307 LDA.b #$10 : STA.w DAS0H ; STZ DAS0B
LDA.b #$01 : STA.w $420B ; begin DMA transfer LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
LDA.b #$81 : STA.w $4200 ; Re-enable NMI and joypad LDA.b #$81 : STA.w NMITIMEN ; Re-enable NMI and joypad
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PLA : STA.w $4306 ; restore DMA parameters PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA.w $4305 ; restore DMA parameters PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA.w $4304 ; restore DMA parameters PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w $4303 ; restore DMA parameters PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA.w $4302 ; restore DMA parameters PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA.w $4301 ; restore DMA parameters PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w $4300 ; restore DMA parameters PLA : STA.w DMAP0 ; restore DMA parameters
REP #$30 REP #$30
PLA PLA
STA $7EC00D ; what we wrote over STA.l $7EC00D ; what we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CopyExtendedWRAMSaveFileToSRAM: CopyExtendedWRAMSaveFileToSRAM:
PHA PHA
PHB PHB
SEP #$30 SEP #$30
LDA #$00 : PHA : PLB LDA.b #$00 : PHA : PLB
LDA.w $4300 : PHA ; preserve DMA parameters LDA.w DMAP0 : PHA ; preserve DMA parameters
LDA.w $4301 : PHA ; preserve DMA parameters LDA.w BBAD0 : PHA ; preserve DMA parameters
LDA.w $4302 : PHA ; preserve DMA parameters LDA.w A1T0L : PHA ; preserve DMA parameters
LDA.w $4303 : PHA ; preserve DMA parameters LDA.w A1T0H : PHA ; preserve DMA parameters
LDA.w $4304 : PHA ; preserve DMA parameters LDA.w A1B0 : PHA ; preserve DMA parameters
LDA.w $4305 : PHA ; preserve DMA parameters LDA.w DAS0L : PHA ; preserve DMA parameters
LDA.w $4306 : PHA ; preserve DMA parameters LDA.w DAS0H : PHA ; preserve DMA parameters
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
STZ.w $4200 ; Disable NMI, V/H, joypad STZ.w NMITIMEN ; Disable NMI, V/H, joypad
STZ.w $420C ; Disable HDMA STZ.w HDMAEN ; Disable HDMA
LDA.b #$80 : STA.w $4300 ; set DMA transfer direction B -> A, bus A auto increment, single-byte mode LDA.b #$80 : STA.w DMAP0 ; set DMA transfer direction B -> A, bus A auto increment, single-byte mode
STA.w $4301 ; set bus B source to WRAM register STA.w BBAD0 ; set bus B source to WRAM register
LDA.b #$00 : STA.w $2181 ; set WRAM register source address LDA.b #$00 : STA.w WMADDL ; set WRAM register source address
LDA.b #$60 : STA.w $2182 LDA.b #$60 : STA.w WMADDH
LDA.b #$7F : STA.w $2183 LDA.b #$7F : STA.w WMADDB
STZ.w $4302 ; set bus A destination address to SRAM STZ.w A1T0L ; set bus A destination address to SRAM
LDA.b #$05 : STA.w $4303 LDA.b #$05 : STA.w A1T0H
LDA.b #$70 : STA.w $4304 LDA.b #$70 : STA.w A1B0
LDA.b #$10 : STA.w $4305 ; set transfer size to 0xB00 LDA.b #$10 : STA.w DAS0L ; set transfer size to 0xB00
LDA.b #$0B : STA.w $4306 ; STZ $4307 LDA.b #$0B : STA.w DAS0H ; STZ DAS0B
LDA.b #$01 : STA.w $420B ; begin DMA transfer LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
LDA.b #$81 : STA.w $4200 ; Re-enable NMI and joypad LDA.b #$81 : STA.w NMITIMEN; Re-enable NMI and joypad
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PLA : STA.w $4306 ; restore DMA parameters PLA : STA.w DAS0H ; restore DMA parameters
PLA : STA.w $4305 ; restore DMA parameters PLA : STA.w DAS0L ; restore DMA parameters
PLA : STA.w $4304 ; restore DMA parameters PLA : STA.w A1B0 ; restore DMA parameters
PLA : STA.w $4303 ; restore DMA parameters PLA : STA.w A1T0H ; restore DMA parameters
PLA : STA.w $4302 ; restore DMA parameters PLA : STA.w A1T0L ; restore DMA parameters
PLA : STA.w $4301 ; restore DMA parameters PLA : STA.w BBAD0 ; restore DMA parameters
PLA : STA.w $4300 ; restore DMA parameters PLA : STA.w DMAP0 ; restore DMA parameters
REP #$30 REP #$30
PLB PLB
PLA PLA

View File

@@ -1,34 +0,0 @@
;--------------------------------------------------------------------------------
; GenerateSeedTags
;--------------------------------------------------------------------------------
;GenerateSeedTags:
; PHA : PHX : PHY : PHP
; REP #$20 ; set 16-bit accumulator
; LDA $00 : PHA
; LDA $02 : PHA
; LDA $04 : PHA
; LDA $06 : PHA
; JSL.l NameHash ; get the titlecard hashes
;
; LDA $00 : AND.w #$1F1F : STA $00 ; keep it under 0x20 or we'll run out of items
; LDA $02 : AND.w #$1F1F : STA $02
; LDA $04 : AND.w #$1F1F : STA $04
; LDA $06 : AND.w #$1F1F : STA $06
;
; REP #$30 ; set 8-bit accumulator & index registers
;
; LDY #$08
; -
;
;
; DEY : BNE -
;
;
; REP #20 ; set 16-bit accumulator
; PLA : STA $06
; PLA : STA $04
; PLA : STA $02
; PLA : STA $00
; PLP : PLY : PLX : PLA
;RTL
;--------------------------------------------------------------------------------

View File

@@ -6,13 +6,13 @@
; $60 - $7E - Reserved ; $60 - $7E - Reserved
; $7F - RX Status ; $7F - RX Status
; $80 - $EF - TX Buffer ; $80 - $EF - TX Buffer
; $E0 - $FE - Reserved ; $F0 - $FE - Reserved
; $FF - TX Status ; $FF - TX Status
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Status Codes ; Status Codes
; #$00 - Idle ; $00 - Idle
; #$01 - Ready to Read ; $01 - Ready to Read
; #$FF - Busy ; $FF - Busy
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Service Indexes ; Service Indexes
; 0x00 - 0x04 - chests ; 0x00 - 0x04 - chests
@@ -21,80 +21,73 @@
; 0xF2 - tablet/pedestal ; 0xF2 - tablet/pedestal
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Block Commands ; Block Commands
!SCM_WAIT = "#$00" !SCM_WAIT = $00
!SCM_SEEN = "#$01" !SCM_SEEN = $01
!SCM_SHOW = "#$02" !SCM_SHOW = $02
!SCM_GET = "#$03" !SCM_GET = $03
!SCM_GIVE = "#$04" !SCM_GIVE = $04
!SCM_PROMPT = "#$05" !SCM_PROMPT = $05
!SCM_AREACHG = "#$10" !SCM_AREACHG = $10
!SCM_DUNGEON = "#$11" !SCM_DUNGEON = $11
!SCM_DEATH = "#$12" !SCM_DEATH = $12
!SCM_SAVEQUIT = "#$13" !SCM_SAVEQUIT = $13
!SCM_FCREATE = "#$14" !SCM_FCREATE = $14
!SCM_FLOAD = "#$15" !SCM_FLOAD = $15
!SCM_FCDELETE = "#$16" !SCM_FCDELETE = $16
!SCM_SPAWN = "#$17" !SCM_SPAWN = $17
!SCM_PAUSE = "#$18" !SCM_PAUSE = $18
!SCM_STALL = "#$70" !SCM_STALL = $70
!SCM_RESUME = "#$71" !SCM_RESUME = $71
!SCM_VERSION = "#$80" !SCM_VERSION = $80
; ;--------------------------------------------------------------------------------
!RX_BUFFER = "$7F5300"
!RX_STATUS = "$7F537F"
;ServiceSequenceRx = $7EF4A0
!TX_BUFFER = "$7F5380"
!TX_STATUS = "$7F53FF"
;ServiceSequenceTx = $7EF4A0
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
macro ServiceRequestVersion() macro ServiceRequestVersion()
LDA !TX_STATUS : BEQ + : CLC : RTL : + ; return fail if we don't have the lock LDA.l TxStatus : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA.b #$01 : STA !TX_BUFFER+8 ; version LDA.b #$01 : STA.l TxBuffer+8 ; version
LDA.b #$00 : STA !TX_BUFFER+9 LDA.b #$00 : STA.l TxBuffer+9
STA !TX_BUFFER+10 STA.l TxBuffer+10
STA !TX_BUFFER+11 STA.l TxBuffer+11
LDA.b !SCM_VERSION : STA !TX_BUFFER LDA.b #!SCM_VERSION : STA.l TxBuffer
LDA #$01 : STA !TX_STATUS ; mark ready for reading LDA.b #$01 : STA.l TxStatus ; mark ready for reading
SEC ; mark request as successful SEC ; mark request as successful
RTL RTL
endmacro endmacro
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
macro ServiceRequestChest(type) macro ServiceRequestChest(type)
LDA !TX_STATUS : BEQ + : CLC : RTL : + ; return fail if we don't have the lock LDA.l TxStatus : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA $1B : STA !TX_BUFFER+8 ; indoor/outdoor LDA.b $1B : STA.l TxBuffer+8 ; indoor/outdoor
BEQ + BEQ +
LDA $A0 : STA !TX_BUFFER+9 ; roomid low LDA.b $A0 : STA.l TxBuffer+9 ; roomid low
LDA $A1 : STA !TX_BUFFER+10 ; roomid high LDA.b $A1 : STA.l TxBuffer+10 ; roomid high
BRA ++ BRA ++
+ +
LDA $040A : STA !TX_BUFFER+9 ; area id LDA.w $040A : STA.l TxBuffer+9 ; area id
LDA.b #$00 : STA !TX_BUFFER+10 ; protocol defines this as a ushort LDA.b #$00 : STA.l TxBuffer+10 ; protocol defines this as a ushort
++ ++
LDA $76 : !SUB #$58 : STA !TX_BUFFER+11 ; object index (type 2 only) LDA.b $76 : !SUB #$58 : STA.l TxBuffer+11 ; object index (type 2 only)
LDA <type> : STA !TX_BUFFER ; item get LDA.b #<type> : STA.l TxBuffer ; item get
LDA #$01 : STA !TX_STATUS ; mark ready for reading LDA.b #$01 : STA.l TxStatus ; mark ready for reading
SEC ; mark request as successful SEC ; mark request as successful
RTL RTL
endmacro endmacro
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
macro ServiceRequest(type,index) macro ServiceRequest(type,index)
LDA !TX_STATUS : BEQ + : CLC : RTL : + ; return fail if we don't have the lock LDA.l TxStatus : BEQ + : CLC : RTL : + ; return fail if we don't have the lock
LDA $1B : STA !TX_BUFFER+8 ; indoor/outdoor LDA.b $1B : STA.l TxBuffer+8 ; indoor/outdoor
BEQ + BEQ +
LDA $A0 : STA !TX_BUFFER+9 ; roomid low LDA.b $A0 : STA.l TxBuffer+9 ; roomid low
LDA $A1 : STA !TX_BUFFER+10 ; roomid high LDA.b $A1 : STA.l TxBuffer+10 ; roomid high
BRA ++ BRA ++
+ +
LDA $040A : STA !TX_BUFFER+9 ; area id LDA.w $040A : STA.l TxBuffer+9 ; area id
LDA.b #$00 : STA !TX_BUFFER+10 ; protocol defines this as a ushort LDA.b #$00 : STA.l TxBuffer+10 ; protocol defines this as a ushort
++ ++
LDA <index> : STA !TX_BUFFER+11 ; object index (type 2 only) LDA.b #<index> : STA.l TxBuffer+11 ; object index (type 2 only)
LDA <type> : STA !TX_BUFFER ; item get LDA.b #<type> : STA.l TxBuffer ; item get
LDA #$01 : STA !TX_STATUS ; mark ready for reading LDA.b #$01 : STA.l TxStatus ; mark ready for reading
SEC ; mark request as successful SEC ; mark request as successful
RTL RTL
endmacro endmacro
@@ -102,55 +95,55 @@ endmacro
PollService: PollService:
PHP PHP
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA !RX_STATUS : DEC : BEQ + : PLP : CLC : RTL : + ; return fail if there's nothing to read LDA.l RxStatus : DEC : BEQ + : PLP : CLC : RTL : + ; return fail if there's nothing to read
LDA #$FF : STA !RX_STATUS ; stop calls from recursing in LDA.b #$FF : STA.l RxStatus ; stop calls from recursing in
LDA !RX_BUFFER : CMP.b !SCM_GIVE : BNE + ; give item LDA.l RxBuffer : CMP.b #!SCM_GIVE : BNE + ; give item
PHY : LDA.l !RX_BUFFER+8 : TAY PHY : LDA.l RxBuffer+8 : TAY
LDA.l !RX_BUFFER+9 : BNE ++ LDA.l RxBuffer+9 : BNE ++
JSL.l Link_ReceiveItem ; do something else JSL.l Link_ReceiveItem ; do something else
PLY : BRA .done PLY : BRA .done
++ ++
JSL.l Link_ReceiveItem JSL.l Link_ReceiveItem
PLY : BRA .done PLY : BRA .done
+ : CMP.b !SCM_SHOW : BNE + ; show item + : CMP.b #!SCM_SHOW : BNE + ; show item
; you could check here if you're on the right screen, etc ; you could check here if you're on the right screen, etc
LDA.l !RX_BUFFER+12 : JSL.l PrepDynamicTile ; we could properly process the whole message but we're not going to LDA.l RxBuffer+12 : JSL.l PrepDynamicTile ; we could properly process the whole message but we're not going to
BRA .done BRA .done
+ : CMP.b !SCM_PROMPT : BNE + ; item prompt + : CMP.b #!SCM_PROMPT : BNE + ; item prompt
LDA.l !RX_BUFFER+8 : TAX LDA.l RxBuffer+8 : TAX
LDA.l !RX_BUFFER+9 : STA $7E012E, X ; set sound effect, could possibly make this STA not-long LDA.l RxBuffer+9 : STA.w $012E, X ; set sound effect
REP #$30 ; set 16-bit accumulator and index registers REP #$30 ; set 16-bit accumulator and index registers
LDA !RX_BUFFER+10 : TAX LDA.l RxBuffer+10 : TAX
LDA !RX_BUFFER+12 LDA.l RxBuffer+12
JSL.l DoToast JSL.l DoToast
SEP #$30 ; set 8-bit accumulator and index registers SEP #$30 ; set 8-bit accumulator and index registers
+ : CMP.b !SCM_VERSION : BNE + ; version + : CMP.b #!SCM_VERSION : BNE + ; version
%ServiceRequestVersion() %ServiceRequestVersion()
+ +
.done .done
LDA #$00 : STA !RX_STATUS ; release lock LDA.l #$00 : STA.l RxStatus ; release lock
PLP PLP
SEC ; mark request as successful SEC ; mark request as successful
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemVisualServiceRequest_F0: ItemVisualServiceRequest_F0:
%ServiceRequest(!SCM_SEEN, #$F0) %ServiceRequest(!SCM_SEEN, $F0)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemVisualServiceRequest_F1: ItemVisualServiceRequest_F1:
%ServiceRequest(!SCM_SEEN, #$F1) %ServiceRequest(!SCM_SEEN, $F1)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemVisualServiceRequest_F2: ItemVisualServiceRequest_F2:
%ServiceRequest(!SCM_SEEN, #$F2) %ServiceRequest(!SCM_SEEN, $F2)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ChestItemServiceRequest: ChestItemServiceRequest:
%ServiceRequestChest(!SCM_GET) %ServiceRequestChest(!SCM_GET)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemGetServiceRequest_F0: ItemGetServiceRequest_F0:
%ServiceRequest(!SCM_GET, #$F0) %ServiceRequest(!SCM_GET, $F0)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemGetServiceRequest_F1: ItemGetServiceRequest_F1:
%ServiceRequest(!SCM_GET, #$F1) %ServiceRequest(!SCM_GET, $F1)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemGetServiceRequest_F2: ItemGetServiceRequest_F2:
%ServiceRequest(!SCM_GET, #$F2) %ServiceRequest(!SCM_GET, $F2)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,5 @@
org $008A01 ; 0xA01 - Bank00.asm (LDA.b #$10 : STA $4304 : STA $4314 : STA $4324) org $008A01 ; 0xA01 - Bank00.asm (LDA.b #$10 : STA $4304 : STA $4314 : STA $4324)
LDA $BC LDA.b $BC
org $1BEDF9 org $1BEDF9
JSL SpriteSwap_Palette_ArmorAndGloves ;4bytes JSL SpriteSwap_Palette_ArmorAndGloves ;4bytes
@@ -10,17 +10,15 @@ org $1BEE1B
JSL SpriteSwap_Palette_ArmorAndGloves_part_two JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL RTL
!SPRITE_SWAP = "$7F50CD" !BANK_BASE = $29
;!STABLE_SCRATCH = "$7EC178"
!BANK_BASE = "#$29"
org $BF8000 org $BF8000
SwapSpriteIfNecessary: SwapSpriteIfNecessary:
PHP PHP
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA !SPRITE_SWAP : BEQ + : !ADD !BANK_BASE : CMP $BC : BEQ + LDA.l SpriteSwapper : BEQ + : !ADD #!BANK_BASE : CMP.b $BC : BEQ +
STA $BC STA.b $BC
STZ $0710 ; Set Normal Sprite NMI STZ.w $0710 ; Set Normal Sprite NMI
JSL.l SpriteSwap_Palette_ArmorAndGloves_part_two JSL.l SpriteSwap_Palette_ArmorAndGloves_part_two
+ +
PLP PLP
@@ -29,17 +27,17 @@ RTL
SpriteSwap_Palette_ArmorAndGloves: SpriteSwap_Palette_ArmorAndGloves:
{ {
;DEDF9 ;DEDF9
LDA !SPRITE_SWAP : BNE .continue LDA.l SpriteSwapper : BNE .continue
LDA.b #$10 : STA $BC ; Load Original Sprite Location LDA.b #$10 : STA.b $BC ; Load Original Sprite Location
REP #$21 REP #$21
LDA ArmorEquipment LDA.l ArmorEquipment
JSL $1BEDFF ; Read Original Palette Code JSL $1BEDFF ; Read Original Palette Code
RTL RTL
.part_two .part_two
SEP #$30 SEP #$30
LDA !SPRITE_SWAP : BNE .continue LDA.l SpriteSwapper : BNE .continue
REP #$30 REP #$30
LDA GloveEquipment LDA.l GloveEquipment
JSL $1BEE21 ; Read Original Palette Code JSL $1BEE21 ; Read Original Palette Code
RTL RTL
@@ -51,11 +49,9 @@ SpriteSwap_Palette_ArmorAndGloves:
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
; Check what Link's armor value is. ; Check what Link's armor value is.
LDA ArmorEquipment : AND.w #$00FF : TAX LDA.l ArmorEquipment : AND.w #$00FF : TAX
; (DEC06, X) LDA.l $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA.b Scrap00
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00
;replace D308 by 7000 and search ;replace D308 by 7000 and search
REP #$10 ; set 16-bit index registers REP #$10 ; set 16-bit index registers
@@ -64,13 +60,13 @@ SpriteSwap_Palette_ArmorAndGloves:
TXY : TAX TXY : TAX
LDA.b $BC : AND #$00FF : STA $02 LDA.b $BC : AND.w #$00FF : STA.b Scrap02
.loop .loop
LDA [$00] : STA $7EC300, X : STA $7EC500, X LDA.b [Scrap00] : STA.l $7EC300, X : STA.l $7EC500, X
INC $00 : INC $00 INC.b Scrap00 : INC.b Scrap00
INX #2 INX #2

View File

@@ -395,8 +395,11 @@ RoomDataSRAM: ;
skip $280 ; skip $280 ;
OverworldEventDataSRAM: ; OverworldEventDataSRAM: ;
skip $C0 ; skip $C0 ;
EquipmentSRAM: skip 76 ; EquipmentSRAM: skip 3 ; skip 76
InventoryTrackingSRAM: skip 2 ; BombsEquipmentSRAM: skip 31 ; 343
DisplayRupeesSRAM: skip 21 ; 362
CurrentArrowsSRAM: skip 21 ; 377
InventoryTrackingSRAM: skip 2 ; 38C
BowTrackingSRAM: skip 2 ; BowTrackingSRAM: skip 2 ;
skip 53 ; skip 53 ;
ProgressIndicatorSRAM: skip 1 ; ProgressIndicatorSRAM: skip 1 ;
@@ -659,6 +662,9 @@ endmacro
%assertSRAM(RoomDataSRAM, $700000) %assertSRAM(RoomDataSRAM, $700000)
%assertSRAM(OverworldEventDataSRAM, $700280) %assertSRAM(OverworldEventDataSRAM, $700280)
%assertSRAM(EquipmentSRAM, $700340) %assertSRAM(EquipmentSRAM, $700340)
%assertSRAM(BombsEquipmentSRAM, $700343)
%assertSRAM(DisplayRupeesSRAM, $700362)
%assertSRAM(CurrentArrowsSRAM, $700377)
%assertSRAM(InventoryTrackingSRAM, $70038C) %assertSRAM(InventoryTrackingSRAM, $70038C)
%assertSRAM(BowTrackingSRAM, $70038E) %assertSRAM(BowTrackingSRAM, $70038E)
%assertSRAM(ProgressIndicatorSRAM, $7003C5) %assertSRAM(ProgressIndicatorSRAM, $7003C5)

190
stats.asm
View File

@@ -6,44 +6,44 @@
; See sram.asm for adresses and documentation of stat values ; See sram.asm for adresses and documentation of stat values
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementBonkCounter: IncrementBonkCounter:
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA BonkCounter : INC LDA.l BonkCounter : INC
CMP.b #100 : BEQ + ; decimal 100 CMP.b #100 : BEQ + ; decimal 100
STA BonkCounter STA.l BonkCounter
+ +
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
StatSaveCounter: StatSaveCounter:
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA $10 : CMP.b #$17 : BNE + ; not a proper s&q, link probably died LDA.b $10 : CMP.b #$17 : BNE + ; not a proper s&q, link probably died
LDA SaveQuitCounter : INC LDA.l SaveQuitCounter : INC
CMP.b #100 : BEQ + ; decimal 100 CMP.b #100 : BEQ + ; decimal 100
STA SaveQuitCounter STA.l SaveQuitCounter
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DecrementSaveCounter: DecrementSaveCounter:
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA SaveQuitCounter : DEC : STA SaveQuitCounter LDA.l SaveQuitCounter : DEC : STA.l SaveQuitCounter
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DungeonHoleWarpTransition: DungeonHoleWarpTransition:
LDA $01C31F, X LDA.l $01C31F, X
BRA StatTransitionCounter BRA StatTransitionCounter
DungeonHoleEntranceTransition: DungeonHoleEntranceTransition:
JSL EnableForceBlank JSL EnableForceBlank
LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ + LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
LDA $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room LDA $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA BowEquipment : BEQ + ; skip if we have no bow LDA.l BowEquipment : BEQ + ; skip if we have no bow
CMP.b #$03 : !BGE + ; skip if the bow is already silver CMP.b #$03 : !BGE + ; skip if the bow is already silver
!ADD #$02 : STA BowEquipment ; increase bow to silver !ADD #$02 : STA.l BowEquipment ; increase bow to silver
+ +
BRA StatTransitionCounter BRA StatTransitionCounter
@@ -51,33 +51,33 @@ DungeonStairsTransition:
JSL Dungeon_SaveRoomQuadrantData JSL Dungeon_SaveRoomQuadrantData
BRA StatTransitionCounter BRA StatTransitionCounter
DungeonExitTransition: DungeonExitTransition:
LDA $7F50C7 : BEQ + ; ice physics LDA.l IceModifier : BEQ + ; ice physics
JSL Player_HaltDashAttackLong JSL Player_HaltDashAttackLong
LDA.b #$00 : STA $0301 ; stop item dashing LDA.b #$00 : STA.w $0301 ; stop item dashing
+ +
LDA.b #$0F : STA $10 ; stop running through the transition LDA.b #$0F : STA.b $10 ; stop running through the transition
StatTransitionCounter: StatTransitionCounter:
PHA : PHP PHA : PHP
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA ScreenTransitions : INC LDA.l ScreenTransitions : INC
CMP.w #999 : BEQ + ; decimal 999 CMP.w #999 : BEQ + ; decimal 999
STA ScreenTransitions STA.l ScreenTransitions
+ +
PLP : PLA PLP : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementFlute: IncrementFlute:
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA FluteCounter : INC : STA FluteCounter LDA.l FluteCounter : INC : STA.l FluteCounter
+ +
JSL.l StatTransitionCounter ; also increment transition counter JSL.l StatTransitionCounter ; also increment transition counter
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementSmallKeys: IncrementSmallKeys:
STA CurrentSmallKeys ; thing we wrote over, write small key count STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX PHX
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
JSL AddInventory_incrementKeyLong JSL AddInventory_incrementKeyLong
+ +
JSL.l UpdateKeys JSL.l UpdateKeys
@@ -87,15 +87,15 @@ IncrementSmallKeys:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary: IncrementSmallKeysNoPrimary:
STA CurrentSmallKeys ; thing we wrote over, write small key count STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX PHX
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
JSL AddInventory_incrementKeyLong JSL AddInventory_incrementKeyLong
+ +
JSL.l UpdateKeys JSL.l UpdateKeys
LDA $1B : BEQ + ; skip room check if outdoors LDA.b $1B : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator PHP : REP #$20 ; set 16-bit accumulator
LDA $048E : CMP.w #$0087 : BNE ++ ; hera basement LDA.w $048E : CMP.w #$0087 : BNE ++ ; hera basement
PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
JSR CountChestKey : PLY : BRA + JSR CountChestKey : PLY : BRA +
++ ++
@@ -106,7 +106,7 @@ IncrementSmallKeysNoPrimary:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DecrementSmallKeys: DecrementSmallKeys:
STA CurrentSmallKeys ; thing we wrote over, write small key count STA.l CurrentSmallKeys ; thing we wrote over, write small key count
JSL.l UpdateKeys JSL.l UpdateKeys
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -116,31 +116,31 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CountChestKey: ; called by neighbor functions CountChestKey: ; called by neighbor functions
PHA : PHX PHA : PHX
CPY #$24 : BEQ + ; small key for this dungeon - use $040C CPY.b #$24 : BEQ + ; small key for this dungeon - use $040C
CPY #$A0 : !BLT .end ; Ignore most items CPY.b #$A0 : !BLT .end ; Ignore most items
CPY #$AE : !BGE .end ; Ignore reserved key and generic key CPY.b #$AE : !BGE .end ; Ignore reserved key and generic key
TYA : AND.B #$0F : BNE ++ ; If this is an HC key, instead count it as a sewers key TYA : AND.B #$0F : BNE ++ ; If this is an HC key, instead count it as a sewers key
INC INC
++ TAX : BRA .count ; use Key id instead of $040C (Keysanity) ++ TAX : BRA .count ; use Key id instead of $040C (Keysanity)
+ LDA $040C : LSR + LDA.w $040C : LSR
BNE + BNE +
INC ; combines HC and Sewer counts INC ; combines HC and Sewer counts
+ TAX + TAX
.count .count
LDA DungeonCollectedKeys, X : INC : STA DungeonCollectedKeys, X LDA.l DungeonCollectedKeys, X : INC : STA.l DungeonCollectedKeys, X
.end .end
PLX : PLA PLX : PLA
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CountBonkItem: ; called from GetBonkItem in bookofmudora.asm CountBonkItem: ; called from GetBonkItem in bookofmudora.asm
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte LDA.b $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key CMP.b #115 : BNE + ; Desert Bonk Key
LDA.L BonkKey_Desert : BRA ++ LDA.l BonkKey_Desert : BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key + : CMP.b #140 : BNE + ; GTower Bonk Key
LDA.L BonkKey_GTower : BRA ++ LDA.l BonkKey_GTower : BRA ++
+ LDA.B #$24 ; default to small key + LDA.b #$24 ; default to small key
++ ++
CMP #$24 : BNE + CMP.b #$24 : BNE +
PHY PHY
TAY : JSR CountChestKey TAY : JSR CountChestKey
PLY PLY
@@ -149,7 +149,7 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementAgahnim2Sword: IncrementAgahnim2Sword:
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
JSL AddInventory_incrementBossSwordLong JSL AddInventory_incrementBossSwordLong
+ +
PLA PLA
@@ -157,52 +157,52 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementDeathCounter: IncrementDeathCounter:
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA CurrentHealth : BNE + ; link is still alive, skip LDA.l CurrentHealth : BNE + ; link is still alive, skip
LDA DeathCounter : INC : STA DeathCounter LDA.l DeathCounter : INC : STA.l DeathCounter
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementFairyRevivalCounter: IncrementFairyRevivalCounter:
STA BottleContents, X ; thing we wrote over STA.l BottleContents, X ; thing we wrote over
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA FaerieRevivalCounter : INC : STA FaerieRevivalCounter LDA.l FaerieRevivalCounter : INC : STA.l FaerieRevivalCounter
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementChestTurnCounter: IncrementChestTurnCounter:
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA ChestTurnCounter : INC : STA ChestTurnCounter LDA.l ChestTurnCounter : INC : STA.l ChestTurnCounter
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementChestCounter: IncrementChestCounter:
LDA.b #$01 : STA $02E9 ; thing we wrote over LDA.b #$01 : STA.w $02E9 ; thing we wrote over
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA ChestsOpened : INC : STA ChestsOpened LDA.l ChestsOpened : INC : STA.l ChestsOpened
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DecrementChestCounter: DecrementChestCounter:
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA ChestsOpened : DEC : STA ChestsOpened LDA.l ChestsOpened : DEC : STA.l ChestsOpened
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DecrementItemCounter: DecrementItemCounter:
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$20 REP #$20
LDA TotalItemCounter : DEC : STA TotalItemCounter LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter
SEP #$20 SEP #$20
+ +
PLA PLA
@@ -211,7 +211,7 @@ RTL
IncrementBigChestCounter: IncrementBigChestCounter:
JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA PHA
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
%BottomHalf(BigKeysBigChests) %BottomHalf(BigKeysBigChests)
+ +
PLA PLA
@@ -220,7 +220,7 @@ RTL
IncrementDamageTakenCounter_Eight: IncrementDamageTakenCounter_Eight:
STA.l CurrentHealth STA.l CurrentHealth
PHA : PHP PHA : PHP
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$21 REP #$21
LDA.l DamageCounter LDA.l DamageCounter
ADC.w #$0008 ADC.w #$0008
@@ -233,7 +233,7 @@ IncrementDamageTakenCounter_Eight:
IncrementDamageTakenCounter_Arb: IncrementDamageTakenCounter_Arb:
PHP PHP
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$21 REP #$21
LDA.b $00 LDA.b $00
AND.w #$00FF AND.w #$00FF
@@ -251,7 +251,7 @@ IncrementMagicUseCounter:
IncrementMagicUseCounterByrna: IncrementMagicUseCounterByrna:
PHA : PHP PHA : PHP
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$21 REP #$21
LDA.b $00 LDA.b $00
AND.w #$00FF AND.w #$00FF
@@ -264,7 +264,7 @@ IncrementMagicUseCounterByrna:
RTL RTL
IncrementMagicUseCounterOne: IncrementMagicUseCounterOne:
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$20 REP #$20
LDA.l MagicCounter LDA.l MagicCounter
INC INC
@@ -277,20 +277,20 @@ IncrementMagicUseCounterOne:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementOWMirror: IncrementOWMirror:
PHA PHA
LDA #$08 : STA $021B ; fail race game LDA.b #$08 : STA.w $021B ; fail race game
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA CurrentWorld : BEQ + ; only do this for DW->LW LDA.l CurrentWorld : BEQ + ; only do this for DW->LW
LDA OverworldMirrors : INC : STA OverworldMirrors LDA.l OverworldMirrors : INC : STA.l OverworldMirrors
+ +
PLA PLA
JMP StatTransitionCounter JMP StatTransitionCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementUWMirror: IncrementUWMirror:
PHA PHA
LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
LDA StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA $040C : CMP #$FF : BEQ + ; skip if we're in a cave or house LDA $040C : CMP #$FF : BEQ + ; skip if we're in a cave or house
LDA UnderworldMirrors : INC : STA UnderworldMirrors LDA.l UnderworldMirrors : INC : STA.l UnderworldMirrors
JSL.l StatTransitionCounter JSL.l StatTransitionCounter
+ +
PLA PLA
@@ -299,14 +299,14 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementSpentRupees: IncrementSpentRupees:
DEC A : BPL .subtractRupees DEC A : BPL .subtractRupees
LDA.w #$0000 : STA CurrentRupees LDA.w #$0000 : STA.l CurrentRupees
RTL RTL
.subtractRupees .subtractRupees
PHA : PHP PHA : PHP
LDA StatsLocked : AND.w #$00FF : BNE + LDA.l StatsLocked : AND.w #$00FF : BNE +
LDA RupeesSpent : INC LDA.l RupeesSpent : INC
CMP.w #9999 : BEQ + ; decimal 9999 CMP.w #9999 : BEQ + ; decimal 9999
STA RupeesSpent STA.l RupeesSpent
+ +
PLP : PLA PLP : PLA
RTL RTL
@@ -314,53 +314,45 @@ RTL
IndoorTileTransitionCounter: IndoorTileTransitionCounter:
JMP StatTransitionCounter JMP StatTransitionCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
IndoorSubtileTransitionCounter: IndoorSubtileTransitionCounter:
LDA.b #$01 : STA !REDRAW ; set redraw flag for items LDA.b #$01 : STA.l RedrawFlag ; set redraw flag for items
STZ $0646 ; stuff we wrote over STZ.w $0646 ; stuff we wrote over
STZ $0642 STZ.w $0642
JMP StatTransitionCounter JMP StatTransitionCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!BOSS_KILLS = "$7F5037"
!NONCHEST_COUNTER = "$7F503E"
!LAG_TIME = "$7F5038"
!RUPEES_COLLECTED = "$7F503C"
StatsFinalPrep: StatsFinalPrep:
PHA : PHX : PHP PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers SEP #$30 ; set 8-bit accumulator and index registers
LDA StatsLocked : BNE .ramPostOnly LDA.l StatsLocked : BNE .ramPostOnly
INC : STA StatsLocked INC : STA.l StatsLocked
JSL.l AddInventory_incrementBossSwordLong JSL.l AddInventory_incrementBossSwordLong
LDA HighestMail : INC : STA HighestMail ; add green mail to mail count LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
LDA ScreenTransitions : DEC : STA ScreenTransitions ; remove extra transition from exiting gtower via duck LDA.l ScreenTransitions : DEC : STA.l ScreenTransitions ; remove extra transition from exiting gtower via duck
.ramPostOnly .ramPostOnly
LDA SwordBossKills : LSR #4 : !ADD SwordBossKills : STA !BOSS_KILLS LDA.l SwordBossKills : LSR #4 : !ADD SwordBossKills : STA.l BossKills
LDA SwordBossKills+1 : LSR #4 : !ADD SwordBossKills+1 : !ADD !BOSS_KILLS : AND #$0F : STA !BOSS_KILLS LDA.l SwordBossKills+1 : LSR #4 : !ADD SwordBossKills+1 : !ADD BossKills : AND.b #$0F : STA.l BossKills
LDA NMIFrames : !SUB LoopFrames : STA !LAG_TIME LDA.l NMIFrames : !SUB LoopFrames : STA.l LagTime
LDA NMIFrames+1 : SBC LoopFrames+1 : STA !LAG_TIME+1 LDA.l NMIFrames+1 : SBC LoopFrames+1 : STA.l LagTime+1
LDA NMIFrames+2 : SBC LoopFrames+2 : STA !LAG_TIME+2 LDA.l NMIFrames+2 : SBC LoopFrames+2 : STA.l LagTime+2
LDA NMIFrames+3 : SBC LoopFrames+3 : STA !LAG_TIME+3 LDA.l NMIFrames+3 : SBC LoopFrames+3 : STA.l LagTime+3
LDA RupeesSpent : !ADD DisplayRupees : STA !RUPEES_COLLECTED LDA.l RupeesSpent : !ADD DisplayRupees : STA.l RupeesCollected
LDA RupeesSpent+1 : ADC DisplayRupees+1 : STA !RUPEES_COLLECTED+1 LDA.l RupeesSpent+1 : ADC DisplayRupees+1 : STA.l RupeesCollected+1
REP #$20 REP #$20
LDA TotalItemCounter : !SUB ChestsOpened : STA !NONCHEST_COUNTER LDA.l TotalItemCounter : !SUB ChestsOpened : STA.l NonChestCounter
.done .done
PLP : PLX : PLA PLP : PLX : PLA
LDA.b #$19 : STA $10 ; thing we wrote over, load triforce room LDA.b #$19 : STA.b $10 ; thing we wrote over, load triforce room
STZ $11 STZ.b $11
STZ $B0 STZ.b $B0
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Notes: ; Notes:

1311
stats/credits.asm Executable file → Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -1,752 +0,0 @@
;===================================================================================================
; LEAVE THIS HERE FOR PHP WRITES
;===================================================================================================
table "creditscharmapbighi.txt"
YourSpriteCreditsHi:
db 2
db 55
db " " ; $238002
table "creditscharmapbiglo.txt"
YourSpriteCreditsLo:
db 2
db 55
db " " ; $238020
;===================================================================================================
CreditsLineTable:
fillword CreditsLineBlank : fill 800
;===================================================================================================
!CLINE = -1
;---------------------------------------------------------------------------------------------------
macro smallcredits(text, color)
!CLINE #= !CLINE+1
table "creditscharmapsmall_<color>.txt"
?line:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro bigcredits(text)
!CLINE #= !CLINE+1
table "creditscharmapbighi.txt"
?line_top:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_top
pullpc
table "creditscharmapbiglo.txt"
?line_bottom:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
db "<text>"
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_bottom
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro bigcreditsleft(text)
!CLINE #= !CLINE+1
table "creditscharmapbighi.txt"
?line_top:
db 2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_top
pullpc
table "creditscharmapbiglo.txt"
?line_bottom:
db 2
db 2*(?end-?text)-1
db "<text>"
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_bottom
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro emptyline()
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw CreditsEmptyLine
pullpc
endmacro
macro blankline()
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw CreditsLineBlank
pullpc
endmacro
macro addarbline(l)
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw <l>
pullpc
endmacro
;===================================================================================================
CreditsEmptyLine:
db $00, $01, $9F
CreditsLineBlank:
db $FF
;---------------------------------------------------------------------------------------------------
%emptyline()
%smallcredits("ORIGINAL GAME STAFF", "yellow")
%blankline()
%blankline()
%smallcredits("EXECUTIVE PRODUCER", "green")
%blankline()
%bigcredits("HIROSHI YAMAUCHI")
%blankline()
%blankline()
%smallcredits("PRODUCER", "yellow")
%blankline()
%bigcredits("SHIGERU MIYAMOTO")
%blankline()
%blankline()
%smallcredits("DIRECTOR", "red")
%blankline()
%bigcredits("TAKASHI TEZUKA")
%blankline()
%blankline()
%smallcredits("SCRIPT WRITER", "green")
%blankline()
%bigcredits("KENSUKE TANABE")
%blankline()
%blankline()
%smallcredits("ASSISTANT DIRECTORS", "yellow")
%blankline()
%bigcredits("YASUHISA YAMAMURA")
%blankline()
%bigcredits("YOICHI YAMADA")
%blankline()
%blankline()
%smallcredits("SCREEN GRAPHICS DESIGNERS", "green")
%emptyline()
%emptyline()
%smallcredits("OBJECT DESIGNERS", "yellow")
%blankline()
%bigcredits("SOICHIRO TOMITA")
%blankline()
%bigcredits("TAKAYA IMAMURA")
%blankline()
%blankline()
%smallcredits("BACK GROUND DESIGNERS", "yellow")
%blankline()
%bigcredits("MASANAO ARIMOTO")
%blankline()
%bigcredits("TSUYOSHI WATANABE")
%blankline()
%blankline()
%smallcredits("PROGRAM DIRECTOR", "red")
%blankline()
%bigcredits("TOSHIHIKO NAKAGO")
%blankline()
%blankline()
%smallcredits("MAIN PROGRAMMER", "yellow")
%blankline()
%bigcredits("YASUNARI SOEJIMA")
%blankline()
%blankline()
%smallcredits("OBJECT PROGRAMMER", "green")
%blankline()
%bigcredits("KAZUAKI MORITA")
%blankline()
%blankline()
%smallcredits("PROGRAMMERS", "yellow")
%blankline()
%bigcredits("TATSUO NISHIYAMA")
%blankline()
%bigcredits("YUICHI YAMAMOTO")
%blankline()
%bigcredits("YOSHIHIRO NOMOTO")
%blankline()
%bigcredits("EIJI NOTO")
%blankline()
%bigcredits("SATORU TAKAHATA")
%blankline()
%bigcredits("TOSHIO IWAWAKI")
%blankline()
%bigcredits("SHIGEHIRO KASAMATSU")
%blankline()
%bigcredits("YASUNARI NISHIDA")
%blankline()
%blankline()
%smallcredits("SOUND COMPOSER", "red")
%blankline()
%bigcredits("KOJI KONDO")
%blankline()
%blankline()
%smallcredits("COORDINATORS", "green")
%blankline()
%bigcredits("KEIZO KATO")
%blankline()
%bigcredits("TAKAO SHIMIZU")
%blankline()
%blankline()
%smallcredits("PRINTED ART WORK", "yellow")
%blankline()
%bigcredits("YOICHI KOTABE")
%blankline()
%bigcredits("HIDEKI FUJII")
%blankline()
%bigcredits("YOSHIAKI KOIZUMI")
%blankline()
%bigcredits("YASUHIRO SAKAI")
%blankline()
%bigcredits("TOMOAKI KUROUME")
%blankline()
%blankline()
%smallcredits("SPECIAL THANKS TO", "red")
%blankline()
%bigcredits("NOBUO OKAJIMA")
%blankline()
%bigcredits("YASUNORI TAKETANI")
%blankline()
%bigcredits("KIYOSHI KODA")
%blankline()
%bigcredits("TAKAMITSU KUZUHARA")
%blankline()
%bigcredits("HIRONOBU KAKUI")
%blankline()
%bigcredits("SHIGEKI YAMASHIRO")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;---------------------------------------------------------------------------------------------------
%smallcredits("RANDOMIZER CONTRIBUTORS", "red")
%blankline()
%blankline()
%smallcredits("ITEM RANDOMIZER", "yellow")
%blankline()
%bigcredits("KATDEVSGAMES VEETORP")
%blankline()
%bigcredits("CHRISTOSOWEN DESSYREQT")
%blankline()
%bigcredits("SMALLHACKER SYNACK")
%blankline()
%blankline()
%smallcredits("ENTRANCE RANDOMIZER", "green")
%blankline()
%bigcredits("AMAZINGAMPHAROS LLCOOLDAVE")
%blankline()
%bigcredits("KEVINCATHCART CASSIDYMOEN")
%blankline()
%blankline()
%smallcredits("ENEMY RANDOMIZER", "yellow")
%blankline()
%bigcredits("ZARBY89 SOSUKE3")
%blankline()
%bigcredits("ENDEROFGAMES")
%blankline()
%blankline()
%smallcredits("DOOR RANDOMIZER", "green")
%blankline()
%bigcredits("AERINON COMPILING")
%blankline()
%blankline()
%smallcredits("FESTIVE RANDOMIZER", "yellow")
%blankline()
%bigcredits("KAN TOTAL")
%blankline()
%bigcredits("CATOBAT DINSAPHIR")
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "green")
%blankline()
%bigcredits("MIKETRETHEWEY IBAZLY")
%blankline()
%bigcredits("FISH_WAFFLE64 KRELBEL")
%blankline()
%bigcredits("ACHY ARTHEAU")
%blankline()
%bigcredits("GLAN TWROXAS")
%blankline()
%bigcredits("PLAGUEDONE TARTHORON")
%blankline()
%blankline()
%smallcredits("YOUR SPRITE BY", "yellow")
%addarbline(YourSpriteCreditsHi)
%addarbline(YourSpriteCreditsLo)
%blankline()
%blankline()
%smallcredits("MSU SUPPORT", "green")
%blankline()
%bigcredits("QWERTYMODO")
%blankline()
%blankline()
%smallcredits("PALETTE SHUFFLER", "yellow")
%blankline()
%bigcredits("NELSON AKA SWR")
%blankline()
%blankline()
%smallcredits("WEBSITE LOGO", "green")
%blankline()
%bigcredits("PLEASURE")
%blankline()
%blankline()
%smallcredits("SPECIAL THANKS", "red")
%blankline()
%bigcredits("SUPERSKUJ EVILASH25")
%blankline()
%bigcredits("MYRAMONG JOSHRTA")
%blankline()
%bigcredits("WALKINGEYE MATHONNAPKINS")
%blankline()
%bigcredits("MICHAELK FOUTON")
%blankline()
%bigcredits("BONTA EMOSARU")
%blankline()
%bigcredits("PINKUS YUZUHARA")
%blankline()
%bigcredits("SAKURATSUBASA")
%blankline()
%bigcredits("AND...")
%blankline()
%bigcredits("THE ALTTP RANDOMIZER COMMUNITY")
%blankline()
%blankline()
%smallcredits("COMMUNITY DISCORD", "green")
%blankline()
%bigcredits("HTTPS://ALTTPR.COM/DISCORD")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;===================================================================================================
print "Credits line number: !CLINE | Expected: 302"
if !CLINE > 302
error "Too many credits lines. !CLINE > 302"
elseif !CLINE < 302
warn "Too few credits lines. !CLINE < 302; Adding additional empties for alignment."
endif
; Set line always to line up with stats
!CLINE #= 302
;===================================================================================================
%smallcredits("THE IMPORTANT STUFF", "yellow")
%blankline()
%blankline()
%emptyline()
%smallcredits("TIME FOUND", "green")
%blankline()
%blankline()
%bigcreditsleft("FIRST SWORD")
%blankline()
%bigcreditsleft("PEGASUS BOOTS")
%blankline()
%bigcreditsleft("FLUTE")
%blankline()
%bigcreditsleft("MIRROR")
%blankline()
%blankline()
%emptyline()
%smallcredits("BOSS KILLS", "yellow")
%blankline()
%blankline()
%bigcreditsleft("SWORDLESS /13")
%blankline()
%bigcreditsleft("FIGHTER'S SWORD /13")
%blankline()
%bigcreditsleft("MASTER SWORD /13")
%blankline()
%bigcreditsleft("TEMPERED SWORD /13")
%blankline()
%bigcreditsleft("GOLD SWORD /13")
%blankline()
%blankline()
%smallcredits("GAME STATS", "red")
%blankline()
%blankline()
%bigcreditsleft("DAMAGE TAKEN")
%blankline()
%bigcreditsleft("MAGIC USED")
%blankline()
%bigcreditsleft("BONKS")
%blankline()
%bigcreditsleft("SAVE AND QUITS")
%blankline()
%bigcreditsleft("DEATHS")
%blankline()
%bigcreditsleft("FAERIE REVIVALS")
%blankline()
%bigcreditsleft("TOTAL MENU TIME")
%blankline()
%bigcreditsleft("TOTAL LAG TIME")
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%emptyline()
%emptyline()
%bigcreditsleft("COLLECTION RATE /216")
%blankline()
%bigcreditsleft("TOTAL TIME")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;---------------------------------------------------------------------------------------------------
!FIRST_SWORD_X = 19
!FIRST_SWORD_Y = 310
!PEGASUS_BOOTS_X = 19
!PEGASUS_BOOTS_Y = 313
!FLUTE_X = 19
!FLUTE_Y = 316
!MIRROR_X = 19
!MIRROR_Y = 319
!SWORDLESS_X = 23
!SWORDLESS_Y = 327
!FIGHTERS_SWORD_X = 23
!FIGHTERS_SWORD_Y = 330
!MASTER_SWORD_X = 23
!MASTER_SWORD_Y = 333
!TEMPERED_SWORD_X = 23
!TEMPERED_SWORD_Y = 336
!GOLD_SWORD_X = 23
!GOLD_SWORD_Y = 339
!DAMAGETAKEN_X = 26
!DAMAGETAKEN_Y = 346
!MAGICUSED_X = 26
!MAGICUSED_Y = 349
!BONKS_X = 26
!BONKS_Y = 352
!SAVE_AND_QUITS_X = 26
!SAVE_AND_QUITS_Y = 355
!DEATHS_X = 26
!DEATHS_Y = 358
!FAERIE_REVIVALS_X = 26
!FAERIE_REVIVALS_Y = 361
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 367
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
!TOTAL_TIME_Y = 383

View File

@@ -6,7 +6,7 @@ lorom
!BGE = "BCS" !BGE = "BCS"
org $238000 org $238000
incsrc stats/creditsnew.asm incsrc stats/credits.asm
FontGfx: FontGfx:
if !FEATURE_NEW_TEXT if !FEATURE_NEW_TEXT
@@ -17,28 +17,27 @@ endif
FontGfxEnd: FontGfxEnd:
; Custom addresses. Most are arbitrary. Feel free to make sure they're okay or moving them elsewhere within ZP ; Custom addresses. Most are arbitrary. Feel free to make sure they're okay or moving them elsewhere within ZP
!CreditsPtr = $7C ; 3 bytes CreditsPtr = $7C ; 3 bytes
!Temp = $B3 ; 2 bytes Temp = $B3 ; 2 bytes
!StatsBottom = $B5 ; 2 bytes StatsBottom = $B5 ; 2 bytes
!StatsPtr = $B7 ; 3 bytes StatsPtr = $B7 ; 3 bytes
!ValueLow = $BA ; 2 bytes ValueLow = $BA ; 2 bytes
!ValueHigh = $BC ; 2 bytes ValueHigh = $BC ; 2 bytes
!Hours = $72 ; 2 bytes Hours = $72 ; 2 bytes
!Minutes = $74 ; 2 bytes Minutes = $74 ; 2 bytes
!Seconds = $76 ; 2 bytes Seconds = $76 ; 2 bytes
!RemoveZero = $78 ; 2 bytes RemoveZero = $78 ; 2 bytes
; Original addresses ; Original addresses
!LineNumber = $CA ; 2 bytes LineNumber = $CA ; 2 bytes
PreparePointer: PreparePointer:
LDA.w #$2300 LDA.w #$2300
STA.b !CreditsPtr+1 STA.b CreditsPtr+1
LDA.w #CreditsLineTable LDA.w #CreditsLineTable
STA.b !CreditsPtr STA.b CreditsPtr
LDA [!CreditsPtr],Y LDA.b [CreditsPtr],Y
STA.b !CreditsPtr STA.b CreditsPtr
LDY.w #$0000 LDY.w #$0000
RTL RTL
@@ -84,30 +83,21 @@ BitMasks:
dw $3FFF dw $3FFF
dw $7FFF dw $7FFF
macro AddStat(address, type, shiftRight, bits, digits, xPos, lineNumber)
db <xPos><<2|<type><<9|<lineNumber>>>8
db <lineNumber>
db <bits><<4|<shiftRight>
db <digits><<5
db $00
dl <address>
endmacro
macro StripeStart(xPos, length) macro StripeStart(xPos, length)
LDA $C8 LDA.b $C8
CLC CLC
ADC.w #<xPos> ADC.w #<xPos>
XBA XBA
STA $1002,x STA.w $1002,x
LDA.w #<length>*2-1 LDA.w #<length>*2-1
XBA XBA
LDA #$0500 LDA.w #$0500
STA $1004,x STA.w $1004,x
endmacro endmacro
macro StripeTile() macro StripeTile()
STA $1006,x STA.w $1006,x
INX INX
INX INX
endmacro endmacro
@@ -123,27 +113,27 @@ HexToDecStats:
PHA PHA
PHA PHA
LDA.w #$0000 LDA.w #$0000
STA $7F5003 : STA $7F5005 : STA $7F5006 ; clear digit storage STA.l $7F5003 : STA.l $7F5005 : STA.l $7F5006 ; clear digit storage
PLA PLA
- -
CMP.w #10000 : !BLT + 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 - !SUB.w #10000 : BRA -
+ - + -
CMP.w #1000 : !BLT + 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 - !SUB.w #1000 : BRA -
+ - + -
CMP.w #100 : !BLT + 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 - !SUB.w #100 : BRA -
+ - + -
CMP.w #10 : !BLT + 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 - !SUB.w #10 : BRA -
+ - + -
CMP.w #1 : !BLT + 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 - !SUB.w #1 : BRA -
+ +
PLA PLA
@@ -151,13 +141,13 @@ RTL
LastHexDigit: LastHexDigit:
TYA TYA
AND #$000F AND.w #$000F
PHA PHA
TYA TYA
LSR #4 LSR #4
TAY TAY
CLC CLC
LDA !StatsBottom LDA.b StatsBottom
BNE + BNE +
; Upper half ; Upper half
PLA PLA
@@ -172,18 +162,18 @@ FindLine:
LDY.w #$0000 LDY.w #$0000
- LDA.w CreditsStats,y - LDA.w CreditsStats,y
STZ !StatsBottom STZ.b StatsBottom
CMP #$FFFF CMP #$FFFF
BEQ .noLine BEQ .noLine
XBA XBA
AND #$01FF AND.w #$01FF
CMP !LineNumber CMP.b LineNumber
BEQ .lineFound BEQ .lineFound
INC INC
INC !StatsBottom INC.b StatsBottom
CMP !LineNumber CMP.b LineNumber
BEQ .lineFound BEQ .lineFound
INY #8 INY #8
@@ -203,26 +193,26 @@ FindLine:
!MAX_FRAME_COUNT = 59*60+59*60+59*60+99 !MAX_FRAME_COUNT = 59*60+59*60+59*60+99
macro CountUnits(framesPerUnit, unitCounter) macro CountUnits(framesPerUnit, unitCounter)
STZ <unitCounter> STZ.b <unitCounter>
?loop: ?loop:
LDA !ValueLow LDA.b ValueLow
SEC SEC
SBC.w #<framesPerUnit> SBC.w #<framesPerUnit>
STA !Temp STA.b Temp
LDA !ValueHigh LDA.b ValueHigh
SBC.w #<framesPerUnit>>>16 SBC.w #<framesPerUnit>>>16
BCC ?end BCC ?end
STA !ValueHigh STA.b ValueHigh
LDA !Temp LDA.b Temp
STA !ValueLow STA.b ValueLow
INC <unitCounter> INC.b <unitCounter>
BRA ?loop BRA ?loop
?end: ?end:
endmacro endmacro
!ColonOffset = $83 !ColonOffset = $83
!PeriodOffset = $80 !PeriodOffset = $80
!BlankTile = #$883D BlankTile = $883D
RenderCreditsStatCounter: RenderCreditsStatCounter:
PHB PHB
@@ -248,44 +238,44 @@ RenderCreditsStatCounter:
; == Write Stripe header (VRAM address, i.e. tile coordinates) == ; == Write Stripe header (VRAM address, i.e. tile coordinates) ==
LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
LSR #3 LSR #3
AND #$001F ; X XXXX AND.w #$001F ; X XXXX
CLC CLC
ADC $C8 ADC.w $C8
XBA XBA
STA $1002,x STA.w $1002,x
; == Write Stripe header (Length of data) == ; == Write Stripe header (Length of data) ==
LDA.w #4*2-1 ; 4 tiles = 8 bytes LDA.w #4*2-1 ; 4 tiles = 8 bytes
XBA XBA
STA $1004,x STA.w $1004,x
PHX PHX
; == Load tile base (upper or lower half of white two-line zero) == ; == Load tile base (upper or lower half of white two-line zero) ==
LDA !StatsBottom LDA.b StatsBottom
BNE + BNE +
LDA #$3D40 LDA.w #$3D40
BRA ++ BRA ++
+ LDA #$3D50 + LDA.w #$3D50
++ STA !Temp ++ STA.b Temp
; == Load the actual stat word == ; == Load the actual stat word ==
LDA.w CreditsStats+5,y LDA.w CreditsStats+5,y
STA.b !StatsPtr STA.b StatsPtr
LDA.w CreditsStats+6,y LDA.w CreditsStats+6,y
STA.b !StatsPtr+1 STA.b StatsPtr+1
LDA.b [!StatsPtr] LDA.b [StatsPtr]
STA !ValueLow STA.b ValueLow
; == Shift value == ; == Shift value ==
LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS
AND.w #$000F ; SSSS AND.w #$000F ; SSSS
BEQ + BEQ +
TAX TAX
LDA !ValueLow LDA.b ValueLow
- LSR - LSR
DEX DEX
BNE - BNE -
STA !ValueLow STA.b ValueLow
+ +
; == Mask value == ; == Mask value ==
LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS
@@ -295,8 +285,8 @@ RenderCreditsStatCounter:
AND.w #$001E AND.w #$001E
TAX TAX
LDA.l BitMasks,x LDA.l BitMasks,x
AND !ValueLow AND.b ValueLow
STA !ValueLow STA.b ValueLow
; == Cap value == ; == Cap value ==
LDA.w CreditsStats+3,y; ---- ---- CCC- ---- LDA.w CreditsStats+3,y; ---- ---- CCC- ----
@@ -305,60 +295,58 @@ RenderCreditsStatCounter:
BEQ + BEQ +
ASL : TAX ASL : TAX
LDA.l ValueCaps,x LDA.l ValueCaps,x
CMP !ValueLow CMP.b ValueLow
!BGE + !BGE +
STA !ValueLow STA.b ValueLow
+ +
; == Display value == ; == Display value ==
LDA !ValueLow LDA.b ValueLow
JSL HexToDecStats JSL HexToDecStats
PLX PLX
STZ !RemoveZero STZ.b RemoveZero
LDA $7F5004 LDA.l $7F5004
AND #$00FF AND.w #$00FF
CMP !RemoveZero CMP.b RemoveZero
BNE + BNE +
LDA !BlankTile LDA.w #BlankTile
BRA ++ BRA ++
+ DEC !RemoveZero + DEC.b RemoveZero
CLC CLC
ADC !Temp ADC.b Temp
++ %StripeTile() ++ %StripeTile()
LDA $7F5005 LDA.l $7F5005
AND #$00FF AND #$00FF
CMP !RemoveZero CMP.b RemoveZero
BNE + BNE +
LDA !BlankTile LDA.w #BlankTile
BRA ++ BRA ++
+ DEC !RemoveZero + DEC.b RemoveZero
CLC CLC
ADC !Temp ADC.b Temp
++ %StripeTile() ++ %StripeTile()
LDA $7F5006 LDA.l $7F5006
AND #$00FF AND.w #$00FF
CMP !RemoveZero CMP.b RemoveZero
BNE + BNE +
LDA !BlankTile LDA.w #BlankTile
BRA ++ BRA ++
+ DEC !RemoveZero + DEC.b RemoveZero
CLC CLC
ADC !Temp ADC.b Temp
++ %StripeTile() ++ %StripeTile()
LDA $7F5007 LDA.l $7F5007
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
%StripeEnd() %StripeEnd()
.endStats .endStats
;JSR RenderLineNumber
PLB PLB
RTL RTL
@@ -368,131 +356,131 @@ RenderCreditsStatCounter:
; == Write Stripe header (VRAM address, i.e. tile coordinates) == ; == Write Stripe header (VRAM address, i.e. tile coordinates) ==
LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
LSR #3 LSR #3
AND #$001F ; X XXXX AND.w #$001F ; X XXXX
CLC CLC
ADC $C8 ADC.b $C8
XBA XBA
STA $1002,x STA.w $1002,x
; == Write Stripe header (Length of data) == ; == Write Stripe header (Length of data) ==
LDA.w #11*2-1 ; 11 tiles = 22 bytes LDA.w #11*2-1 ; 11 tiles = 22 bytes
XBA XBA
STA $1004,x STA.w $1004,x
PHX PHX
; == Load the actual stat words == ; == Load the actual stat words ==
LDA.w CreditsStats+5,y LDA.w CreditsStats+5,y
STA.b !StatsPtr STA.b StatsPtr
LDA.w CreditsStats+6,y LDA.w CreditsStats+6,y
STA.b !StatsPtr+1 STA.b StatsPtr+1
LDA.b [!StatsPtr] LDA.b [StatsPtr]
STA !ValueLow STA.b ValueLow
INC !StatsPtr INC.b StatsPtr
INC !StatsPtr INC.b StatsPtr
LDA.b [!StatsPtr] LDA.b [StatsPtr]
STA !ValueHigh STA.b ValueHigh
CMP.w #!MAX_FRAME_COUNT>>16+1 CMP.w #!MAX_FRAME_COUNT>>16+1
!BGE ++ !BGE ++
; == Convert total frames into hours, minutes, seconds and frames == ; == Convert total frames into hours, minutes, seconds and frames ==
%CountUnits(!FRAMES_PER_HOUR, !Hours) %CountUnits(!FRAMES_PER_HOUR, Hours)
%CountUnits(!FRAMES_PER_MINUTE, !Minutes) %CountUnits(!FRAMES_PER_MINUTE, Minutes)
%CountUnits(!FRAMES_PER_SECOND, !Seconds) %CountUnits(!FRAMES_PER_SECOND, Seconds)
; == Cap at 99:59:59.59 == ; == Cap at 99:59:59.59 ==
LDA !Hours LDA.b Hours
CMP.w #100 CMP.w #100
!BLT + !BLT +
++ LDA.w #99 ++ LDA.w #99
STA !Hours STA.b Hours
LDA.w #59 LDA.w #59
STA !Minutes STA.b Minutes
STA !Seconds STA.b Seconds
STA !ValueLow STA.b ValueLow
+ +
; == Load tile base (upper or lower half of white two-line zero) == ; == Load tile base (upper or lower half of white two-line zero) ==
LDA !StatsBottom LDA.b StatsBottom
BNE + BNE +
LDA #$3D40 LDA.w #$3D40
BRA ++ BRA ++
+ LDA #$3D50 + LDA.w #$3D50
++ STA !Temp ++ STA.b Temp
PLX PLX
; == Display value == ; == Display value ==
LDA !Hours LDA.b Hours
JSL HexToDecStats JSL HexToDecStats
LDA $7F5006 LDA.l $7F5006
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA $7F5007 LDA.l $7F5007
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA.w #!ColonOffset LDA.w #!ColonOffset
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA !Minutes LDA.b Minutes
JSL HexToDecStats JSL HexToDecStats
LDA $7F5006 LDA.l $7F5006
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA $7F5007 LDA.l $7F5007
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA.w #!ColonOffset LDA.w #!ColonOffset
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA !Seconds LDA.b Seconds
JSL HexToDecStats JSL HexToDecStats
LDA $7F5006 LDA.l $7F5006
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA $7F5007 LDA.l $7F5007
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA.w #!PeriodOffset LDA.w #!PeriodOffset
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA !ValueLow LDA.b ValueLow
JSL HexToDecStats JSL HexToDecStats
LDA $7F5006 LDA.l $7F5006
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
LDA $7F5007 LDA.l $7F5007
AND #$00FF AND.w #$00FF
CLC CLC
ADC !Temp ADC.b Temp
%StripeTile() %StripeTile()
%StripeEnd() %StripeEnd()
@@ -502,13 +490,13 @@ RenderCreditsStatCounter:
RenderLineNumber: RenderLineNumber:
%StripeStart(0, 3) %StripeStart(0, 3)
STZ !StatsBottom STZ.b StatsBottom
LDA $CA LDA.b $CA
TAY TAY
AND #$0001 AND.w #$0001
BEQ + BEQ +
DEY DEY
INC !StatsBottom INC.b StatsBottom
+ +
JSR LastHexDigit JSR LastHexDigit
PHA PHA
@@ -530,21 +518,21 @@ LoadModifiedFont:
; copies font graphics to VRAM (for BG3) ; copies font graphics to VRAM (for BG3)
; set name base table to vram $4000 (word) ; set name base table to vram $4000 (word)
LDA.b #$02 : STA $2101 LDA.b #$02 : STA.w OBSEL
; increment on writes to $2119 ; increment on writes to $2119
LDA.b #$80 : STA $2115 LDA.b #$80 : STA.w VMAIN
; set bank of the source address (see below) ; set bank of the source address (see below)
LDA.b #FontGfx>>16 : STA $02 LDA.b #FontGfx>>16 : STA.b Scrap02
REP #$30 REP #$30
; vram target address is $7000 (word) ; vram target address is $7000 (word)
LDA.w #$7000 : STA $2116 LDA.w #$7000 : STA.w VMADDL
; $00[3] = $0E8000 (offset for the font data) ; $00[3] = $0E8000 (offset for the font data)
LDA.w #FontGfx : STA $00 LDA.w #FontGfx : STA.b Scrap00
; going to write 0x1000 bytes (0x800 words) ; going to write 0x1000 bytes (0x800 words)
LDX.w #FontGfxEnd-FontGfx/2-1 LDX.w #FontGfxEnd-FontGfx/2-1
@@ -552,10 +540,10 @@ LoadModifiedFont:
.nextWord .nextWord
; read a word from the font data ; read a word from the font data
LDA [$00] : STA $2118 LDA.b [$00] : STA.w VMDATAL
; increment source address by 2 ; increment source address by 2
INC $00 : INC $00 INC.b Scrap00 : INC.b Scrap00
DEX : BPL .nextWord DEX : BPL .nextWord
@@ -569,18 +557,18 @@ LoadFullItemTilesCredits:
; copies font graphics to VRAM (for BG3) ; copies font graphics to VRAM (for BG3)
; increment on writes to $2119 ; increment on writes to $2119
LDA.b #$80 : STA $2115 LDA.b #$80 : STA.w VMAIN
; set bank of the source address (see below) ; set bank of the source address (see below)
LDA.b #FileSelectNewGraphics>>16 : STA $02 LDA.b #FileSelectNewGraphics>>16 : STA.b Scrap02
REP #$30 REP #$30
; vram target address is $8000 (word) (Wraps to start of VRAM on normal SNES, but using the correct address so it works on extended VRAM machines) ; vram target address is $8000 (word) (Wraps to start of VRAM on normal SNES, but using the correct address so it works on extended VRAM machines)
LDA.w #$8000 : STA $2116 LDA.w #$8000 : STA.w VMADDL
; $00[3] = $0E8000 (offset for the font data) ; $00[3] = $0E8000 (offset for the font data)
LDA.w #FileSelectNewGraphics : STA $00 LDA.w #FileSelectNewGraphics : STA.b Scrap00
; going to write 0x1000 bytes (0x800 words) ; going to write 0x1000 bytes (0x800 words)
LDX.w #$800-1 LDX.w #$800-1
@@ -588,10 +576,10 @@ LoadFullItemTilesCredits:
.nextWord .nextWord
; read a word from the font data ; read a word from the font data
LDA [$00] : STA $2118 LDA.b [$00] : STA.w VMDATAL
; increment source address by 2 ; increment source address by 2
INC $00 : INC $00 INC.b Scrap00 : INC.b Scrap00
DEX : BPL .nextWord DEX : BPL .nextWord
@@ -629,7 +617,7 @@ DrawEndingItems:
JSL DrawPlayerFile_credits JSL DrawPlayerFile_credits
JSL SetItemLayoutPriority JSL SetItemLayoutPriority
SEP #$30 SEP #$30
LDA.b #$01 : STA $14 LDA.b #$01 : STA.b $14
RTS RTS
FontTable: FontTable:
@@ -650,13 +638,13 @@ org $0EE651
org $0EE828 org $0EE828
JSL PreparePointer JSL PreparePointer
LDA [!CreditsPtr],Y LDA.b [CreditsPtr],Y
NOP NOP
org $0EE83F org $0EE83F
LDA [!CreditsPtr],Y LDA.b [CreditsPtr],Y
NOP NOP
org $0EE853 org $0EE853
LDA [!CreditsPtr],Y LDA.b [CreditsPtr],Y
NOP NOP
AND.w #$00ff AND.w #$00ff
ASL A ASL A

View File

@@ -1,4 +1,50 @@
;(address, type, shiftRight, bits, digits, xPos, lineNumber) !FIRST_SWORD_X = 19
!FIRST_SWORD_Y = 310
!PEGASUS_BOOTS_X = 19
!PEGASUS_BOOTS_Y = 313
!FLUTE_X = 19
!FLUTE_Y = 316
!MIRROR_X = 19
!MIRROR_Y = 319
!SWORDLESS_X = 23
!SWORDLESS_Y = 327
!FIGHTERS_SWORD_X = 23
!FIGHTERS_SWORD_Y = 330
!MASTER_SWORD_X = 23
!MASTER_SWORD_Y = 333
!TEMPERED_SWORD_X = 23
!TEMPERED_SWORD_Y = 336
!GOLD_SWORD_X = 23
!GOLD_SWORD_Y = 339
!DAMAGETAKEN_X = 26
!DAMAGETAKEN_Y = 346
!MAGICUSED_X = 26
!MAGICUSED_Y = 349
!BONKS_X = 26
!BONKS_Y = 352
!SAVE_AND_QUITS_X = 26
!SAVE_AND_QUITS_Y = 355
!DEATHS_X = 26
!DEATHS_Y = 358
!FAERIE_REVIVALS_X = 26
!FAERIE_REVIVALS_Y = 361
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 367
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
!TOTAL_TIME_Y = 383
macro AddStat(address, type, shiftRight, bits, digits, xPos, lineNumber)
db <xPos><<2|<type><<9|<lineNumber>>>8
db <lineNumber>
db <bits><<4|<shiftRight>
db <digits><<5
db $00
dl <address>
endmacro
%AddStat(SwordTime, 1, 0, 32, 4, !FIRST_SWORD_X, !FIRST_SWORD_Y) %AddStat(SwordTime, 1, 0, 32, 4, !FIRST_SWORD_X, !FIRST_SWORD_Y)
%AddStat(BootsTime, 1, 0, 32, 4, !PEGASUS_BOOTS_X, !PEGASUS_BOOTS_Y) %AddStat(BootsTime, 1, 0, 32, 4, !PEGASUS_BOOTS_X, !PEGASUS_BOOTS_Y)

View File

@@ -3,35 +3,8 @@
;================================================================================ ;================================================================================
;$03348E: smith sword check (to see if uprade-able) ;$03348E: smith sword check (to see if uprade-able)
;================================================================================ ;================================================================================
;GetFairySword:
; CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert single fighter sword to low id one
; CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert safe master sword to normal one
; CMP #$04 : !BLT + : JML.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
; JSL ItemCheck_FairySword : BEQ + : JML.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
; JSL ItemSet_FairySword ; mark as got
; LDA FairySword : STA $0DC0, X ; whichever sword
; LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
;
;JML.l PyramidFairy_BRANCH_GAMMA
;================================================================================
;GetSmithSword:
; JSL ItemCheck_SmithSword : BEQ + : JML.l Smithy_AlreadyGotSword : + ; check if we're not already done
; ;JSL ItemSet_SmithSword - too early
;JML.l Smithy_DoesntHaveSword
;================================================================================
;LoadSwordForDamage:
; LDA SwordEquipment : CMP #$04 : BNE .done ; skip if not gold sword
; LDA $1B : BEQ + ; skip if outdoors
; LDA $A0 : CMP #41 : BNE + ; decimal 41 ; skip if not in the mothula room
; LDA #$03 ; pretend we're using tempered
; BRA .done
; +
; LDA #$04 ; nvm gold sword is fine
; .done
;RTL
;================================================================================
LoadSwordForDamage: LoadSwordForDamage:
LDA $0E20, X : CMP.b #$88 : BNE .notMoth LDA.w $0E20, X : CMP.b #$88 : BNE .notMoth
JSR.w LoadModifiedSwordLevel ; load normal sword value JSR.w LoadModifiedSwordLevel ; load normal sword value
CMP.b #$04 : !BLT + : DEC : + ; if it's gold sword, change it to tempered CMP.b #$04 : !BLT + : DEC : + ; if it's gold sword, change it to tempered
RTL RTL
@@ -39,10 +12,9 @@ LoadSwordForDamage:
JSR.w LoadModifiedSwordLevel ; load normal sword value JSR.w LoadModifiedSwordLevel ; load normal sword value
RTL RTL
;================================================================================ ;================================================================================
;!StalfosBombDamage = "$7F509D"
LookupDamageLevel: LookupDamageLevel:
CPX.w #$0918 : BNE + CPX.w #$0918 : BNE +
LDA.l !StalfosBombDamage LDA.l StalfosBombDamage
RTL RTL
+ +
PHP PHP
@@ -59,82 +31,77 @@ RTL
AND.b #$0F AND.b #$0F
RTL RTL
;================================================================================ ;================================================================================
; $7F50C0 - Sword Modifier
LoadModifiedSwordLevel: ; returns short LoadModifiedSwordLevel: ; returns short
LDA $7F50C0 : BEQ + LDA.l SwordModifier : BEQ +
!ADD SwordEquipment ; add normal sword value to modifier !ADD SwordEquipment ; add normal sword value to modifier
BNE ++ : LDA.b #$01 : RTS : ++ BNE ++ : LDA.b #$01 : RTS : ++
CMP.b #$05 : !BLT ++ : LDA.b #$04 : RTS : ++ CMP.b #$05 : !BLT ++ : LDA.b #$04 : RTS : ++
RTS RTS
+ +
LDA SwordEquipment ; load normal sword value LDA.l SwordEquipment ; load normal sword value
RTS RTS
;================================================================================ ;================================================================================
; ArmorEquipment - Armor Inventory ; ArmorEquipment - Armor Inventory
; $7F50C2 - Armor Modifier
; $7F5020 - Scratch Space (Caller Preserved)
LoadModifiedArmorLevel: LoadModifiedArmorLevel:
PHA PHA
LDA ArmorEquipment : !ADD $7F50C2 LDA.l ArmorEquipment : !ADD ArmorModifier
CMP.b #$FF : BNE + : LDA.b #$00 : + CMP.b #$FF : BNE + : LDA.b #$00 : +
CMP.b #$03 : !BLT + : LDA.b #$02 : + CMP.b #$03 : !BLT + : LDA.b #$02 : +
STA $7F5020 STA.l ScratchBufferV
PLA PLA
!ADD $7F5020 !ADD ScratchBufferV
RTL RTL
;================================================================================ ;================================================================================
; MagicConsumption - Magic Inventory ; MagicConsumption - Magic Inventory
; $7F50C3 - Magic Modifier
LoadModifiedMagicLevel: LoadModifiedMagicLevel:
LDA $7F50C3 : BEQ + LDA.l MagicModifier : BEQ +
!ADD MagicConsumption ; add normal magic value to modifier !ADD MagicConsumption ; add normal magic value to modifier
CMP.b #$FF : BNE ++ : LDA.b #$00 : RTL : ++ CMP.b #$FF : BNE ++ : LDA.b #$00 : RTL : ++
CMP.b #$03 : !BLT ++ : LDA.b #$02 : ++ CMP.b #$03 : !BLT ++ : LDA.b #$02 : ++
RTL RTL
+ +
LDA MagicConsumption ; load normal magic value LDA.l MagicConsumption ; load normal magic value
RTL RTL
;================================================================================ ;================================================================================
; $7E0348 - Ice Value ; $7E0348 - Ice Value
; $7F50C7 - Ice Modifier
LoadModifiedIceFloorValue_a11: LoadModifiedIceFloorValue_a11:
LDA $A0 : CMP #$91 : BEQ + : CMP #$92 : BEQ + : CMP #$93 : BEQ + ; mire basement currently broken - not sure why LDA.b $A0 : CMP.b #$91 : BEQ + : CMP.b #$92 : BEQ + : CMP.b #$93 : BEQ + ; mire basement currently broken - not sure why
LDA $5D : CMP #$01 : BEQ + : CMP #$17 : BEQ + : CMP #$1C : BEQ + LDA.b $5D : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA $5E : CMP #$02 : BEQ + LDA.b $5E : CMP.b #$02 : BEQ +
LDA $5B : BNE + LDA.b $5B : BNE +
LDA.w $0348 : ORA $7F50C7 : AND.b #$11 : RTL LDA.w $0348 : ORA.l IceModifier : AND.b #$11 : RTL
+ : LDA.w $0348 : AND.b #$11 + : LDA.w $0348 : AND.b #$11
RTL RTL
LoadModifiedIceFloorValue_a01: LoadModifiedIceFloorValue_a01:
LDA $A0 : CMP #$91 : BEQ + : CMP #$92 : BEQ + : CMP #$93 : BEQ + ; mire basement currently broken - not sure why LDA.b $A0 : CMP.b #$91 : BEQ + : CMP.b #$92 : BEQ + : CMP.b #$93 : BEQ + ; mire basement currently broken - not sure why
LDA $5D : CMP #$01 : BEQ + : CMP #$17 : BEQ + : CMP #$1C : BEQ + LDA.b $5D : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA $5E : CMP #$02 : BEQ + LDA.b $5E : CMP.b #$02 : BEQ +
LDA $5B : BNE + LDA.b $5B : BNE +
LDA.w $0348 : ORA $7F50C7 : AND.b #$01 : RTL LDA.w $0348 : ORA.l IceModifier : AND.b #$01 : RTL
+ : LDA.w $0348 : AND.b #$01 + : LDA.w $0348 : AND.b #$01
RTL RTL
;================================================================================ ;================================================================================
CheckTabletSword: CheckTabletSword:
LDA.l AllowHammerTablets : BEQ + LDA.l AllowHammerTablets : BEQ +
LDA HammerEquipment : BEQ + ; check for hammer LDA.l HammerEquipment : BEQ + ; check for hammer
LDA.b #$02 : RTL LDA.b #$02 : RTL
+ +
LDA SwordEquipment ; get actual sword value LDA.l SwordEquipment ; get actual sword value
RTL RTL
;================================================================================ ;================================================================================
GetSwordLevelForEvilBarrier: GetSwordLevelForEvilBarrier:
LDA.l AllowHammerEvilBarrierWithFighterSword : BEQ + LDA.l AllowHammerEvilBarrierWithFighterSword : BEQ +
LDA #$FF : RTL LDA.b #$FF : RTL
+ +
LDA SwordEquipment LDA.l SwordEquipment
RTL RTL
;================================================================================ ;================================================================================
CheckGanonHammerDamage: CheckGanonHammerDamage:
LDA.l HammerableGanon : BEQ + LDA.l HammerableGanon : BEQ +
LDA $0E20, X : CMP.b #$D8 ; original behavior except ganon LDA.w $0E20, X : CMP.b #$D8 ; original behavior except ganon
RTL RTL
+ +
LDA $0E20, X : CMP.b #$D6 ; original behavior LDA.w $0E20, X : CMP.b #$D6 ; original behavior
RTL RTL
;================================================================================ ;================================================================================
GetSmithSword: GetSmithSword:
@@ -143,7 +110,7 @@ GetSmithSword:
JML.l Smithy_DoesntHaveSword ; Classic Smithy JML.l Smithy_DoesntHaveSword ; Classic Smithy
+ +
REP #$20 : LDA CurrentRupees : CMP #$000A : SEP #$20 : !BGE .buy REP #$20 : LDA.l CurrentRupees : CMP.w #$000A : SEP #$20 : !BGE .buy
.cant_afford .cant_afford
REP #$10 REP #$10
LDA.b #$7A LDA.b #$7A
@@ -155,10 +122,10 @@ GetSmithSword:
.buy .buy
LDA.l SmithItem : TAY LDA.l SmithItem : TAY
STZ $02E9 ; Item from NPC STZ.w $02E9 ; Item from NPC
PHX : JSL Link_ReceiveItem : PLX PHX : JSL Link_ReceiveItem : PLX
REP #$20 : LDA CurrentRupees : !SUB.w #$000A : STA CurrentRupees : SEP #$20 ; Take 10 rupees REP #$20 : LDA.l CurrentRupees : !SUB.w #$000A : STA.l CurrentRupees : SEP #$20 ; Take 10 rupees
JSL ItemSet_SmithSword JSL ItemSet_SmithSword
.done .done
@@ -170,35 +137,35 @@ CheckMedallionSword:
LDA.b #$02 ; Pretend we have master sword LDA.b #$02 ; Pretend we have master sword
RTL RTL
.check_sword .check_sword
LDA SwordEquipment LDA.l SwordEquipment
RTL RTL
.check_pad .check_pad
PHB : PHX : PHY PHB : PHX : PHY
LDA $1B : BEQ .outdoors LDA.b $1B : BEQ .outdoors
.indoors .indoors
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA $A0 ; load room ID LDA.b $A0 ; load room ID
CMP.w #$000E : BNE + ; freezor1 CMP.w #$000E : BNE + ; freezor1
LDA $22 : AND.w #$01FF ; check x-coord LDA.b $22 : AND.w #$01FF ; check x-coord
CMP.w #368-8 : !BLT .normal CMP.w #368-8 : !BLT .normal
CMP.w #368+32-8 : !BGE .normal CMP.w #368+32-8 : !BGE .normal
LDA $20 : AND.w #$01FF ; check y-coord LDA.b $20 : AND.w #$01FF ; check y-coord
CMP.w #400-22 : !BLT .normal CMP.w #400-22 : !BLT .normal
CMP.w #400+32-22 : !BGE .normal CMP.w #400+32-22 : !BGE .normal
JMP .permit JMP .permit
+ : CMP.w #$007E : BNE + ; freezor2 + : CMP.w #$007E : BNE + ; freezor2
LDA $22 : AND.w #$01FF ; check x-coord LDA.b $22 : AND.w #$01FF ; check x-coord
CMP.w #112-8 : !BLT .normal CMP.w #112-8 : !BLT .normal
CMP.w #112+32-8 : !BGE .normal CMP.w #112+32-8 : !BGE .normal
LDA $20 : AND.w #$01FF ; check y-coord LDA.b $20 : AND.w #$01FF ; check y-coord
CMP.w #400-22 : !BLT .normal CMP.w #400-22 : !BLT .normal
CMP.w #400+32-22 : !BGE .normal CMP.w #400+32-22 : !BGE .normal
JMP .permit JMP .permit
+ : CMP.w #$00DE : BNE + ; kholdstare + : CMP.w #$00DE : BNE + ; kholdstare
LDA $22 : AND.w #$01FF ; check x-coord LDA.b $22 : AND.w #$01FF ; check x-coord
CMP.w #368-8 : !BLT .normal CMP.w #368-8 : !BLT .normal
CMP.w #368+32-8 : !BGE .normal CMP.w #368+32-8 : !BGE .normal
LDA $20 : AND.w #$01FF ; check y-coord LDA.b $20 : AND.w #$01FF ; check y-coord
CMP.w #144-22 : !BLT .normal CMP.w #144-22 : !BLT .normal
CMP.w #144+32-22 : !BGE .normal CMP.w #144+32-22 : !BGE .normal
BRA .permit BRA .permit
@@ -206,21 +173,21 @@ CheckMedallionSword:
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
BRA .done BRA .done
.outdoors .outdoors
LDA $8A : CMP.b #$70 : BNE + LDA.b $8A : CMP.b #$70 : BNE +
LDA.l MireRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE .done LDA.l MireRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP.w $0303 : BNE .done
LDA OverworldEventDataWRAM+$70 : AND.b #$20 : BNE .done LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE .done
LDA.b #$08 : PHA : PLB ; set data bank to $08 LDA.b #$08 : PHA : PLB ; set data bank to $08
LDY.b #$02 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; misery mire LDY.b #$02 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; misery mire
BRA .done BRA .done
+ : CMP.b #$47 : BNE + + : CMP.b #$47 : BNE +
LDA.l TRockRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP $0303 : BNE .done LDA.l TRockRequiredMedallion : TAX : LDA.l .medallion_type, X : CMP.w $0303 : BNE .done
LDA OverworldEventDataWRAM+$47 : AND.b #$20 : BNE .done LDA.l OverworldEventDataWRAM+$47 : AND.b #$20 : BNE .done
LDA.b #$08 : PHA : PLB ; set data bank to $08 LDA.b #$08 : PHA : PLB ; set data bank to $08
LDY.b #$03 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; turtle rock LDY.b #$03 : JSL.l Ancilla_CheckIfEntranceTriggered : BCS .permit ; turtle rock
+ +
.done .done
PLY : PLX : PLB PLY : PLX : PLB
LDA SwordEquipment LDA.l SwordEquipment
RTL RTL
.permit .permit
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator

View File

@@ -396,7 +396,7 @@ org $30809A ; PC 0x18009A
OneMindPlayerCount: OneMindPlayerCount:
db 0 db 0
org $30809B ; PC 0x18009B - 0x18009C org $30809B ; PC 0x18009B - 0x18009C
OneMindTimer: OneMindTimerInit:
dw 0 dw 0
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; 0x18009D - Dungeon map icons ; 0x18009D - Dungeon map icons
@@ -1453,103 +1453,8 @@ dw #9999 ; Rupee Limit
; $2F8000 - $2F83FF - RNG Block ; $2F8000 - $2F83FF - RNG Block
;================================================================================ ;================================================================================
; $7EC025 - $7EC034 - Item OAM Table ; $7EC025 - $7EC034 - Item OAM Table
;================================================================================ ;================================================================================;
; $7F5000 - Redraw Flag
; $7F5001 - Flipper Softlock Possible
; $7F5002 - L/R Rotate
; $7F5003 - HexToDec 1st Digit
; $7F5004 - HexToDec 2nd Digit
; $7F5005 - HexToDec 3rd Digit
; $7F5006 - HexToDec 4th Digit
; $7F5007 - HexToDec 5th Digit
; $7F5008 - Skip Sprite_DrawMultiple EOR
; $7F5009 - Always Zero
; $7F5010 - Scratch Space (Callee Preserved)
; $7F5020 - Scratch Space (Caller Preserved)
; $7F5030 - Jar Cursor Status
; $7F5031 - HUD Master Sword Flag
; $7F5032 - Ganon Warp Chain Flag
; $7F5033 - Force Heart Spawn Counter
; $7F5034 - Skip Heart Collection Save Counter
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5037 - Stats Boss Kills
; $7F5038 - Stats Lag Time
; $7F5039 - Stats Lag Time
; $7F503A - Stats Lag Time
; $7F503B - Stats Lag Time
; $7F503C - Stats Rupee Total
; $7F503D - Stats Rupee Total
; $7F503E - Stats Item Total
; $7F503F - Unused
; $7F5040 - Free Item Dialog Temporary
; $7F5041 - Epilepsy Safety Timer
; $7F5042 - Tile Upload Offset Override (Low)
; $7F5043 - Tile Upload Offset Override (High)
; $7F5044 - $7F5046 - NMI Auxiliary Function
; $7F5047 - $7F504F - Unused
; $7F5050 - $7F506F - Shop Block
; $7F5070 - Reserved for OneMind
; $7F5071 - Reserved for OneMind
; $7F5072 - OneMind player ID
; $7F5073 - $7F5074 - OneMind timer
; $7F5075 - $7F507D - Unused
; $7F507E - Clock Status
; $7F507F - Always Zero
; $7F5080 - $7F5083 - Clock Hours
; $7F5084 - $7F5087 - Clock Minutes
; $7F5088 - $7F508B - Clock Seconds
; $7F508C - $7F508F - Clock Temporary
; $7F5090 - RNG Item Lock-In
; $7F5091 - Item Animation Busy Flag
; $7F5092 - Potion Animation Busy Flags (Health)
; $7F5093 - Potion Animation Busy Flags (Magic)
; $7F5094 - Dialog Offset Pointer (Low)
; $7F5095 - Dialog Offset Pointer (High)
; $7F5096 - Dialog Offset Pointer Return (Low)
; $7F5097 - Dialog Offset Pointer Return (High)
; $7F5098 - Water Entry Index
; $7F5099 - Last Entered Overworld Door ID
; $7F509A - (Reserved)
; $7F509B - Unused
; $7F509C - Inverted Mode Duck Map Temporary
; $7F509D - Stalfos Bomb Damage Value
; $7F509E - Valid Key Loaded
; $7F509F - Text Box Defer Flag
; $7F50A0 - $7F50AF - MSU Block
; $7F50B0 - $7F50BF - Downstream Reserved (Enemizer)
; $7F50C0 - Sword Modifier
; $7F50C1 - Shield Modifier (Not Implemented)
; $7F50C2 - Armor Modifier
; $7F50C3 - Magic Modifier
; $7F50C4 - Light Cone Modifier
; $7F50C5 - Cucco Storm
; $7F50C6 - Old Man Dash Modifier
; $7F50C7 - Ice Physics Modifier
; $7F50C8 - Infinite Arrows Modifier
; $7F50C9 - Infinite Bombs Modifier
; $7F50CA - Infinite Magic Modifier
; $7F50CB - Invert D-Pad (Fill in values)
; $7F50CC - Temporary OHKO
; $7F50CD - Sprite Swapper
; $7F50CE - Boots Modifier (0=Off, 1=Always, 2=Never)
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
; $7F5200 - $7F52FF - RNG Pointer Block
; $7F5300 - $7F53FF - Multiworld Block
; $7F5400 - $7F540F - MSU Block
; $7F5410 - $7F545F - Dungeon Tracking Block
; $7F5460 - $7F56FF - Unused
; $7F5700 - $7F57FF - Dialog Buffer
;
;================================================================================
!BIGRAM = "$7EC900";
; $7EC900 - Big RAM Buffer ($1F00)
;================================================================================
org $30A100 ; PC 0x182100 - 0x182304 org $30A100 ; PC 0x182100 - 0x182304
EntranceDoorFrameTable: EntranceDoorFrameTable:
; data for multi-entrance caves ; data for multi-entrance caves

View File

@@ -2,25 +2,25 @@
; Randomize Tablets ; Randomize Tablets
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemSet_EtherTablet: ItemSet_EtherTablet:
PHA : LDA NpcFlags+1 : ORA.b #$01 : STA NpcFlags+1 : PLA PHA : LDA.l NpcFlags+1 : ORA.b #$01 : STA.l NpcFlags+1 : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemSet_BombosTablet: ItemSet_BombosTablet:
PHA : LDA NpcFlags+1 : ORA.b #$02 : STA NpcFlags+1 : PLA PHA : LDA.l NpcFlags+1 : ORA.b #$02 : STA.l NpcFlags+1 : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemCheck_EtherTablet: ItemCheck_EtherTablet:
LDA NpcFlags+1 : AND.b #$01 LDA.l NpcFlags+1 : AND.b #$01
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ItemCheck_BombosTablet: ItemCheck_BombosTablet:
LDA NpcFlags+1 : AND.b #$02 LDA.l NpcFlags+1 : AND.b #$02
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetTabletItem: SetTabletItem:
JSL.l GetSpriteID JSL.l GetSpriteID
PHA PHA
LDA $8A : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet LDA.b $8A : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
.bombos .bombos
JSL.l ItemSet_BombosTablet : BRA .done JSL.l ItemSet_BombosTablet : BRA .done
.ether .ether
@@ -36,23 +36,23 @@ SpawnTabletItem:
PHA PHA
JSL.l PrepDynamicTile JSL.l PrepDynamicTile
LDA.b #$01 : STA !FORCE_HEART_SPAWN : STA !SKIP_HEART_SAVE LDA.b #$01 : STA.l ForceHeartSpawn : STA.l SkipHeartSave
JSL.l SetTabletItem JSL.l SetTabletItem
LDA.b #$EB LDA.b #$EB
STA $7FFE00 STA.l $7FFE00
JSL Sprite_SpawnDynamically JSL Sprite_SpawnDynamically
PLA : STA $0E80, Y ; Store item type PLA : STA.w $0E80, Y ; Store item type
LDA $22 : STA $0D10, Y LDA.b $22 : STA.w $0D10, Y
LDA $23 : STA $0D30, Y LDA.b $23 : STA.w $0D30, Y
LDA $20 : STA $0D00, Y LDA.b $20 : STA.w $0D00, Y
LDA $21 : STA $0D20, Y LDA.b $21 : STA.w $0D20, Y
LDA.b #$00 : STA $0F20, Y LDA.b #$00 : STA.w $0F20, Y
LDA.b #$7F : STA $0F70, Y ; spawn WAY up high LDA.b #$7F : STA.w $0F70, Y ; spawn WAY up high
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MaybeUnlockTabletAnimation: MaybeUnlockTabletAnimation:
@@ -60,13 +60,13 @@ MaybeUnlockTabletAnimation:
JSL.l IsMedallion : BCC + JSL.l IsMedallion : BCC +
STZ $0112 ; disable falling-medallion mode STZ $0112 ; disable falling-medallion mode
STZ $03EF ; release link from item-up pose STZ $03EF ; release link from item-up pose
LDA.b #$00 : STA $5D ; set link to ground state LDA.b #$00 : STA.b $5D ; set link to ground state
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA $8A : CMP.w #$0030 : BNE ++ ; Desert LDA.b $8A : CMP.w #$0030 : BNE ++ ; Desert
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b #$02 : STA $2F ; face link forward LDA.b #$02 : STA.b $2F ; face link forward
LDA.b #$3C : STA $46 ; lock link for 60f LDA.b #$3C : STA.b $46 ; lock link for 60f
++ ++
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
+ +
@@ -75,15 +75,15 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IsMedallion: IsMedallion:
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA $8A LDA.b $8A
CMP.w #$03 : BNE + ; Death Mountain CMP.w #$03 : BNE + ; Death Mountain
LDA $22 : CMP.w #1890 : !BGE ++ LDA.b $22 : CMP.w #1890 : !BGE ++
SEC SEC
JMP .done JMP .done
++ ++
BRA .false BRA .false
+ CMP.w #$30 : BNE + ; Desert + CMP.w #$30 : BNE + ; Desert
LDA $22 : CMP.w #512 : !BLT ++ LDA.b $22 : CMP.w #512 : !BLT ++
SEC SEC
JMP .done JMP .done
++ ++
@@ -95,7 +95,7 @@ IsMedallion:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LoadNarrowObject: LoadNarrowObject:
LDA.l AddReceivedItemExpanded_wide_item_flag, X : STA ($92), Y ; AddReceiveItem.wide_item_flag? LDA.l AddReceivedItemExpanded_wide_item_flag, X : STA.b ($92), Y ; AddReceiveItem.wide_item_flag?
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DrawNarrowDroppedObject: DrawNarrowDroppedObject:
@@ -106,28 +106,28 @@ DrawNarrowDroppedObject:
REP #$20 REP #$20
; Shift Y coordinate 8 pixels down ; Shift Y coordinate 8 pixels down
LDA $08 : STA $00 LDA.b Scrap08 : STA.b Scrap00
SEP #$20 SEP #$20
JSL.l Ancilla_SetOam_XY_Long JSL.l Ancilla_SetOam_XY_Long
; always use the same character graphic (0x34) ; always use the same character graphic (0x34)
LDA.b #$34 : STA ($90), Y : INY LDA.b #$34 : STA.b ($90), Y : INY
LDA.l AddReceivedItemExpanded_properties, X : BPL .valid_lower_properties LDA.l AddReceivedItemExpanded_properties, X : BPL .valid_lower_properties
LDA $74 LDA.b $74
.valid_lower_properties .valid_lower_properties
ASL A : ORA.b #$30 : STA ($90), Y ASL A : ORA.b #$30 : STA.b ($90), Y
INY : PHY INY : PHY
TYA : !SUB.b #$04 : LSR #2 : TAY TYA : !SUB.b #$04 : LSR #2 : TAY
LDA.b #$00 : STA ($92), Y LDA.b #$00 : STA.b ($92), Y
PLY PLY
.large_sprite .large_sprite

View File

@@ -1,103 +1,101 @@
!INVERTED_TEMP = $35
RenderCharSetColorExtended_init: RenderCharSetColorExtended_init:
stz !INVERTED_TEMP stz.b Scrap0C
jsl $00d84e jsl $00d84e
rtl rtl
RenderCharSetColorExtended_close: RenderCharSetColorExtended_close:
stz !INVERTED_TEMP stz.b Scrap0C
lda $010c lda $010c
sta $10 sta $10
rtl rtl
RenderCharSetColorExtended: RenderCharSetColorExtended:
pha pha
and #$10 and.b #$10
cmp #$10 cmp.b #$10
beq .inverted beq .inverted
lda #$00 lda.b #$00
bra .end bra .end
.inverted .inverted
lda #$01 lda.b #$01
.end .end
sta !INVERTED_TEMP sta.b Scrap0C
pla pla
and #$07 : asl : asl and.b #$07 : asl : asl
rtl rtl
RenderCharToMapExtended: RenderCharToMapExtended:
phx : tya : asl #2 : tax phx : tya : asl #2 : tax
lda.l FontProperties, x lda.l FontProperties, x
and #$0001 and.w #$0001
bne .uncompressed bne .uncompressed
.compressed .compressed
plx plx
lda #$0000 lda.w #$0000
sta $00 sta.b Scrap00
lda #$007f lda #$007f
sta $02 sta.b Scrap02
lda #$0000 lda.w #$0000
clc : adc #$0020 clc : adc.w #$0020
sta $03 sta.b Scrap03
lda #$007f lda.w #$007f
sta $05 sta.b Scrap05
jml RenderCharToMapExtended_return jml RenderCharToMapExtended_return
.uncompressed .uncompressed
lda.l FontProperties+$2, x lda.l FontProperties+$2, x
plx plx
clc : adc #(NewFont&$ffff) clc : adc.w #(NewFont&$ffff)
sta $00 sta.b Scrap00
clc : adc #$0100 clc : adc.w #$0100
pha pha
lda #(NewFont>>16) lda.w #(NewFont>>16)
sta $02 sta.b Scrap02
pla : sta $03 pla : sta.b Scrap03
lda #(NewFont>>16) lda.w #(NewFont>>16)
sta $05 sta.b Scrap05
jml RenderCharToMapExtended_return jml RenderCharToMapExtended_return
RenderCharLookupWidthDraw: RenderCharLookupWidthDraw:
rep #$30 rep #$30
phx : lda $09 : and #$fffe : tax phx : lda.b Scrap09 : and.w #$fffe : tax
lda.l FontProperties, x lda.l FontProperties, x
bmi .thin bmi .thin
.wide .wide
plx : sep #$30 plx : sep #$30
lda $09 : and #$03 : tay lda.b Scrap09 : and.b #$03 : tay
lda $fd7c, y : tay lda.w $fd7c, y : tay
jml RenderCharLookupWidthDraw_return jml RenderCharLookupWidthDraw_return
.thin .thin
xba : and #$004f : bne .vwf xba : and.w #$004f : bne .vwf
plx : sep #$30 plx : sep #$30
lda $09 : and #$03 : phx : tax lda.b Scrap09 : and.b #$03 : phx : tax
lda.l RenderCharThinTable, x : tay : plx lda.l RenderCharThinTable, x : tay : plx
jml RenderCharLookupWidthDraw_return jml RenderCharLookupWidthDraw_return
.vwf .vwf
and #$000f : tay and.w #$000f : tay
plx : sep #$30 plx : sep #$30
lda $09 : and #$03 : phx : tax lda.b Scrap09 : and.b #$03 : phx : tax
cpx #$00 : bne + cpx.b #$00 : bne +
tya : bra ++ tya : bra ++
+ lda.l RenderCharThinTable, x + lda.l RenderCharThinTable, x
++ tay : plx : jml RenderCharLookupWidthDraw_return ++ tay : plx : jml RenderCharLookupWidthDraw_return
RenderCharLookupWidth: RenderCharLookupWidth:
phx : lda $09 : and #$fffe : tax phx : lda.b Scrap09 : and.w #$fffe : tax
lda.l FontProperties, x lda.l FontProperties, x
bmi .thin bmi .thin
.wide .wide
plx : lda $fd7c, x : clc plx : lda.w $fd7c, x : clc
rtl rtl
.thin .thin
xba : and #$004f : bne .vwf xba : and.w #$004f : bne .vwf
plx : lda.l RenderCharThinTable, x : clc plx : lda.l RenderCharThinTable, x : clc
rtl rtl
.vwf .vwf
and #$000f and.w #$000f
plx : cpx #$0000 : beq + : lda.l RenderCharThinTable, x plx : cpx.w #$0000 : beq + : lda.l RenderCharThinTable, x
+ clc : rtl + clc : rtl
RenderCharThinTable: RenderCharThinTable:
@@ -107,11 +105,11 @@ RenderCharExtended:
pha pha
asl : asl : tax asl : asl : tax
lda.l FontProperties, x lda.l FontProperties, x
and #$00ff and.w #$00ff
bne .renderUncompressed bne .renderUncompressed
.renderOriginal .renderOriginal
pla : asl : tax : asl : adc $0e pla : asl : tax : asl : adc.b Scrap0E
jml RenderCharExtended_returnOriginal jml RenderCharExtended_returnOriginal
.renderUncompressed .renderUncompressed
@@ -119,31 +117,31 @@ RenderCharExtended:
lda.l FontProperties+$2, x lda.l FontProperties+$2, x
tay tay
lda !INVERTED_TEMP lda.b Scrap0C
bne .inverted bne .inverted
ldx #$00000 ldx.w #$0000
- -
lda.w NewFont, y lda.w NewFont, y
sta.l $7EBFC0, x sta.l $7EBFC0, x
lda.w NewFont+$100, y lda.w NewFont+$100, y
sta.l $7EBFC0+$16, x sta.l $7EBFC0+$16, x
inx #2 inx #02
iny #2 iny #02
cpx #$0010 cpx.w #$0010
bne - bne -
bra .end bra .end
.inverted .inverted
ldx #$00000 ldx.w #$0000
- -
lda.w NewFontInverted, y lda.w NewFontInverted, y
sta.l $7EBFC0, x sta.l $7EBFC0, x
lda.w NewFontInverted+$100, y lda.w NewFontInverted+$100, y
sta.l $7EBFC0+$16, x sta.l $7EBFC0+$16, x
inx #2 inx #02
iny #2 iny #02
cpx #$0010 cpx.w #$0010
bne - bne -
.end .end

170
timer.asm
View File

@@ -1,43 +1,31 @@
;================================================================================ ;================================================================================
; Challenge Timer ; Challenge Timer
;================================================================================ ;================================================================================
!Temp = "$7F5020"
!TemporaryOHKO = "$7F50CC"
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!CLOCK_HOURS = "$7F5080" ; $7F5080 - $7F5083 - Clock Hours !FRAMES_PER_SECOND = 60
!CLOCK_MINUTES = "$7F5084" ; $7F5084 - $7F5087 - Clock Minutes !FRAMES_PER_MINUTE = 60*60
!CLOCK_SECONDS = "$7F5088" ; $7F5088 - $7F508B - Clock Seconds !FRAMES_PER_HOUR = 60*60*60
!CLOCK_TEMPORARY = "$7F508C" ; $7F508C - $7F508F - Clock Temporary
;--------------------------------------------------------------------------------
!FRAMES_PER_SECOND = #60
!FRAMES_PER_MINUTE = #60*60
!FRAMES_PER_HOUR = #60*60*60
;--------------------------------------------------------------------------------
!Status = "$7F507E"
; ---- --dn
; d - dnf
; n - negative
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
macro DecIncr(value) macro DecIncr(value)
LDA.l <value> : INC LDA.w <value> : INC
CMP.w #$000A : !BLT ?noIncr CMP.w #$000A : !BLT ?noIncr
LDA.l <value>+2 : INC : STA.l <value>+2 LDA.w <value>+2 : INC : STA.w <value>+2
LDA.w #$0000 LDA.w #$0000
?noIncr: ?noIncr:
STA.l <value> STA.w <value>
endmacro endmacro
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
macro Sub32(minuend,subtrahend,result) macro Sub32(minuend,subtrahend,result)
LDA.l <minuend> LDA.l <minuend>
!SUB.l <subtrahend> ; perform subtraction on the LSBs !SUB.l <subtrahend> ; perform subtraction on the LSBs
STA.l <result> STA.w <result>
LDA.l <minuend>+2 ; do the same for the MSBs, with carry LDA.l <minuend>+2 ; do the same for the MSBs, with carry
SBC.l <subtrahend>+2 ; set according to the previous result SBC.l <subtrahend>+2 ; set according to the previous result
STA.l <result>+2 STA.w <result>+2
endmacro endmacro
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
macro Blt32(value1,value2) macro Blt32(value1,value2)
LDA.l <value1>+2 LDA.w <value1>+2
CMP.l <value2>+2 CMP.l <value2>+2
!BLT ?done !BLT ?done
BNE ?done BNE ?done
@@ -48,33 +36,33 @@ endmacro
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CalculateTimer: CalculateTimer:
LDA.w #$0000 LDA.w #$0000
STA.l !CLOCK_HOURS ; clear digit storage STA.w ClockHours ; clear digit storage
STA.l !CLOCK_HOURS+2 STA.w ClockHours+2
STA.l !CLOCK_MINUTES STA.w ClockMinutes
STA.l !CLOCK_MINUTES+2 STA.w ClockMinutes+2
STA.l !CLOCK_SECONDS STA.w ClockSeconds
STA.l !CLOCK_SECONDS+2 STA.w ClockSeconds+2
LDA.l TimerStyle : AND.w #$00FF : CMP.w #$0002 : BNE + ; Stopwatch Mode LDA.l TimerStyle : AND.w #$00FF : CMP.w #$0002 : BNE + ; Stopwatch Mode
%Sub32(NMIFrames,ChallengeTimer,!CLOCK_TEMPORARY) %Sub32(NMIFrames,ChallengeTimer,ClockBuffer)
BRA ++ BRA ++
+ CMP.w #$0001 : BNE ++ ; Countdown Mode + CMP.w #$0001 : BNE ++ ; Countdown Mode
%Sub32(ChallengeTimer,NMIFrames,!CLOCK_TEMPORARY) %Sub32(ChallengeTimer,NMIFrames,ClockBuffer)
++ ++
%Blt32(!CLOCK_TEMPORARY,.halfCycle) : !BLT + %Blt32(ClockBuffer,.halfCycle) : !BLT +
LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF
LDA.w #$0002 : STA.l !Status ; Set DNF Mode LDA.w #$0002 : STA.l ClockStatus ; Set DNF Mode
LDA.l NMIFrames : STA.l ChallengeTimer LDA.l NMIFrames : STA.l ChallengeTimer
LDA.l NMIFrames+2 : STA.l ChallengeTimer+2 LDA.l NMIFrames+2 : STA.l ChallengeTimer+2
RTS RTS
++ CMP.w #$0001 : BNE ++ ; Negative Time ++ CMP.w #$0001 : BNE ++ ; Negative Time
LDA.l !CLOCK_TEMPORARY : EOR.w #$FFFF : !ADD.w #$0001 : STA.l !CLOCK_TEMPORARY LDA.w ClockBuffer : EOR.w #$FFFF : !ADD.w #$0001 : STA.w ClockBuffer
LDA.l !CLOCK_TEMPORARY+2 : EOR.w #$FFFF : ADC.w #$0000 : STA.l !CLOCK_TEMPORARY+2 LDA.w ClockBuffer+2 : EOR.w #$FFFF : ADC.w #$0000 : STA.w ClockBuffer+2
LDA.w #$0001 : STA.l !Status ; Set Negative Mode LDA.w #$0001 : STA.l ClockStatus ; Set Negative Mode
BRA .prepDigits BRA .prepDigits
++ CMP.w #$0002 : BNE ++ ; OHKO ++ CMP.w #$0002 : BNE ++ ; OHKO
LDA.w #$0002 : STA.l !Status ; Set DNF Mode LDA.w #$0002 : STA.l ClockStatus ; Set DNF Mode
LDA.l NMIFrames : STA.l ChallengeTimer LDA.l NMIFrames : STA.l ChallengeTimer
LDA.l NMIFrames+2 : STA.l ChallengeTimer+2 LDA.l NMIFrames+2 : STA.l ChallengeTimer+2
RTS RTS
@@ -86,30 +74,30 @@ CalculateTimer:
+ +
LDA.l TimerRestart : AND.w #$00FF : BEQ + LDA.l TimerRestart : AND.w #$00FF : BEQ +
LDA.w #$0000 : STA.l !Status ; Set Positive Mode LDA.w #$0000 : STA.l ClockStatus ; Set Positive Mode
+ +
.prepDigits .prepDigits
- -
%Blt32(!CLOCK_TEMPORARY,.hour) : !BLT + %Blt32(ClockBuffer,.hour) : !BLT +
%DecIncr(!CLOCK_HOURS) %DecIncr(ClockHours)
%Sub32(!CLOCK_TEMPORARY,.hour,!CLOCK_TEMPORARY) : BRA - %Sub32(ClockBuffer,.hour,ClockBuffer) : BRA -
+ - + -
%Blt32(!CLOCK_TEMPORARY,.minute) : !BLT + %Blt32(ClockBuffer,.minute) : !BLT +
%DecIncr(!CLOCK_MINUTES) %DecIncr(ClockMinutes)
%Sub32(!CLOCK_TEMPORARY,.minute,!CLOCK_TEMPORARY) : BRA - %Sub32(ClockBuffer,.minute,ClockBuffer) : BRA -
+ - + -
%Blt32(!CLOCK_TEMPORARY,.second) : !BLT + %Blt32(ClockBuffer,.second) : !BLT +
%DecIncr(!CLOCK_SECONDS) %DecIncr(ClockSeconds)
%Sub32(!CLOCK_TEMPORARY,.second,!CLOCK_TEMPORARY) : BRA - %Sub32(ClockBuffer,.second,ClockBuffer) : BRA -
+ +
LDA !CLOCK_HOURS : !ADD.w #$2490 : STA !CLOCK_HOURS ; convert decimal values to tiles LDA.w ClockHours : !ADD.w #$2490 : STA.w ClockHours ; convert decimal values to tiles
LDA !CLOCK_HOURS+2 : !ADD.w #$2490 : STA !CLOCK_HOURS+2 LDA.w ClockHours+2 : !ADD.w #$2490 : STA.w ClockHours+2
LDA !CLOCK_MINUTES : !ADD.w #$2490 : STA !CLOCK_MINUTES LDA.w ClockMinutes : !ADD.w #$2490 : STA.w ClockMinutes
LDA !CLOCK_MINUTES+2 : !ADD.w #$2490 : STA !CLOCK_MINUTES+2 LDA.w ClockMinutes+2 : !ADD.w #$2490 : STA.w ClockMinutes+2
LDA !CLOCK_SECONDS : !ADD.w #$2490 : STA !CLOCK_SECONDS LDA.w ClockSeconds : !ADD.w #$2490 : STA.w ClockSeconds
LDA !CLOCK_SECONDS+2 : !ADD.w #$2490 : STA !CLOCK_SECONDS+2 LDA.w ClockSeconds+2 : !ADD.w #$2490 : STA.w ClockSeconds+2
RTS RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
.hour .hour
@@ -121,67 +109,65 @@ dw #$003C, #$0000
.halfCycle .halfCycle
dw #$FFFF, #$7FFF dw #$FFFF, #$7FFF
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!TEMPORARY_OHKO = "$7F50CC"
DrawChallengeTimer: DrawChallengeTimer:
LDA !TEMPORARY_OHKO : AND.w #$00FF : BEQ + LDA.l OHKOFlag : AND.w #$00FF : BEQ +
LDA.w #$2807 : STA $7EC790 LDA.w #$2807 : STA.l $7EC790
LDA.w #$280A : STA $7EC792 LDA.w #$280A : STA.l $7EC792
LDA.w #$280B : STA $7EC794 LDA.w #$280B : STA.l $7EC794
LDA.w #$280C : STA $7EC796 LDA.w #$280C : STA.l $7EC796
RTL RTL
+ +
LDA.w #$247F : STA $7EC790 LDA.w #$247F : STA.l $7EC790
STA $7EC792 STA.l $7EC792
STA $7EC794 STA.l $7EC794
STA $7EC796 STA.l $7EC796
++ ++
LDA.l TimerStyle : BNE + : RTL : + ; Hud Timer LDA.l TimerStyle : BNE + : RTL : + ; Hud Timer
LDA.w #$2807 : STA $7EC792 LDA.w #$2807 : STA.l $7EC792
LDA.l ClockStatus : AND.w #$0002 : BEQ + ; DNF / OKHO
LDA.l !Status : AND.w #$0002 : BEQ + ; DNF / OKHO
LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF
LDA.w #$2808 : STA $7EC794 LDA.w #$2808 : STA.l $7EC794
LDA.w #$2809 : STA $7EC796 LDA.w #$2809 : STA.l $7EC796
LDA.w #$247F : STA $7EC798 LDA.w #$247F : STA.l $7EC798
STA $7EC79A STA.l $7EC79A
BRA +++ BRA +++
++ ; OHKO ++ ; OHKO
LDA.w #$280A : STA $7EC794 LDA.w #$280A : STA.l $7EC794
LDA.w #$280B : STA $7EC796 LDA.w #$280B : STA.l $7EC796
LDA.w #$280C : STA $7EC798 LDA.w #$280C : STA.l $7EC798
LDA.w #$247F : STA $7EC79A LDA.w #$247F : STA.l $7EC79A
+++ +++
STA $7EC79C STA.l $7EC79C
STA $7EC79E STA.l $7EC79E
STA $7EC7A0 STA.l $7EC7A0
STA $7EC7A2 STA.l $7EC7A2
STA $7EC7A4 STA.l $7EC7A4
LDA.l TimerRestart : BNE +++ : RTL : +++ LDA.l TimerRestart : BNE +++ : RTL : +++
BRA ++ BRA ++
+ ; Show Timer + ; Show Timer
LDA.l !Status : AND.w #$0001 : !ADD.w #$2804 : STA $7EC794 LDA.l ClockStatus : AND.w #$0001 : !ADD.w #$2804 : STA.l $7EC794
LDA !CLOCK_HOURS+2 : STA $7EC796 LDA.w ClockHours+2 : STA.l $7EC796
LDA !CLOCK_HOURS : STA $7EC798 LDA.w ClockHours : STA.l $7EC798
LDA.w #$2806 : STA $7EC79A LDA.w #$2806 : STA.l $7EC79A
LDA !CLOCK_MINUTES+2 : STA $7EC79C LDA.w ClockMinutes+2 : STA.l $7EC79C
LDA !CLOCK_MINUTES : STA $7EC79E LDA.w ClockMinutes : STA.l $7EC79E
LDA.w #$2806 : STA $7EC7A0 LDA.w #$2806 : STA.l $7EC7A0
LDA !CLOCK_SECONDS+2 : STA $7EC7A2 LDA.w ClockSeconds+2 : STA.l $7EC7A2
LDA !CLOCK_SECONDS : STA $7EC7A4 LDA.w ClockSeconds : STA.l $7EC7A4
++ ++
LDA $1A : AND.w #$001F : BNE + : JSR CalculateTimer : + LDA.b $1A : AND.w #$001F : BNE + : JSR CalculateTimer : +
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OHKOTimer: OHKOTimer:
LDA !TemporaryOHKO : BNE .kill LDA.l OHKOFlag : BNE .kill
LDA.l TimeoutBehavior : CMP #$02 : BNE + LDA.l TimeoutBehavior : CMP.b #$02 : BNE +
LDA !Status : AND.b #$02 : BEQ + LDA.l ClockStatus : AND.b #$02 : BEQ +
.kill .kill
LDA.b #$00 : STA CurrentHealth ; kill link LDA.b #$00 : STA.l CurrentHealth ; kill link
+ +
LDA CurrentHealth LDA.l CurrentHealth
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -1,5 +1,3 @@
!TOAST_BUFFER = "$7F5400" ; for now
!TOAST_BUFFER_LOW = "$5400" ; for now
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; DoToast: ; DoToast:
; in: A(w) - VRAM Destination ; in: A(w) - VRAM Destination
@@ -7,7 +5,7 @@
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DoToast: DoToast:
PHY : PHP PHY : PHP
LDY.w !TOAST_BUFFER_LOW LDY.w ToastBuffer
JSL.l WriteVRAMBlock JSL.l WriteVRAMBlock
PLP : PLY PLP : PLY
RTL RTL

View File

@@ -52,13 +52,13 @@ RTL
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi) ++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID JSL.l GetRNGItemMulti : JMP GetSpriteID
++ CMP.b #$FD : BNE ++ ; Progressive Armor ++ CMP.b #$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 LDA.l ProgressiveArmorReplacement
JMP GetSpriteID JMP GetSpriteID
+ +
LDA.b #$04 : RTL LDA.b #$04 : RTL
++ CMP.b #$FE : BNE ++ ; Progressive Sword ++ CMP.b #$FE : BNE ++ ; Progressive Sword
LDA HighestSword LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement LDA.l ProgressiveSwordReplacement
JMP GetSpriteID JMP GetSpriteID
@@ -72,7 +72,7 @@ RTL
LDA.b #$46 : RTL LDA.b #$46 : RTL
+ +
++ : CMP.b #$FF : BNE ++ ; Progressive Shield ++ : CMP.b #$FF : BNE ++ ; Progressive Shield
LDA HighestShield LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement LDA.l ProgressiveShieldReplacement
JMP GetSpriteID JMP GetSpriteID
@@ -83,7 +83,7 @@ RTL
+ ; Everything Else + ; Everything Else
LDA.b #$2E : RTL LDA.b #$2E : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow ++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA BowEquipment : INC : LSR LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT + CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement LDA.l ProgressiveBowReplacement
JMP GetSpriteID JMP GetSpriteID
@@ -181,7 +181,7 @@ GetSpritePalette:
RTL RTL
.specialHandling .specialHandling
CMP.b #$FD : BNE ++ ; Progressive Sword CMP.b #$FD : BNE ++ ; Progressive Sword
LDA HighestSword LDA.l HighestSword
CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
LDA.l ProgressiveSwordReplacement LDA.l ProgressiveSwordReplacement
JMP GetSpritePalette JMP GetSpritePalette
@@ -194,7 +194,7 @@ RTL
+ ; Everything Else + ; Everything Else
LDA.b #$08 : RTL LDA.b #$08 : RTL
++ : CMP.b #$FE : BNE ++ ; Progressive Shield ++ : CMP.b #$FE : BNE ++ ; Progressive Shield
LDA HighestShield LDA.l HighestShield
CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
LDA.l ProgressiveShieldReplacement LDA.l ProgressiveShieldReplacement
JMP GetSpritePalette JMP GetSpritePalette
@@ -205,7 +205,7 @@ RTL
+ ; Everything Else + ; Everything Else
LDA.b #$08 : RTL LDA.b #$08 : RTL
++ : CMP.b #$FF : BNE ++ ; Progressive Armor ++ : CMP.b #$FF : BNE ++ ; Progressive Armor
LDA HighestMail LDA.l HighestMail
CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit
LDA.l ProgressiveArmorReplacement LDA.l ProgressiveArmorReplacement
JMP GetSpritePalette JMP GetSpritePalette
@@ -214,12 +214,12 @@ RTL
+ ; Everything Else + ; Everything Else
LDA.b #$02 : RTL LDA.b #$02 : RTL
++ : CMP.b #$FC : BNE ++ ; Progressive Gloves ++ : CMP.b #$FC : BNE ++ ; Progressive Gloves
LDA GloveEquipment : BNE + ; No Gloves LDA.l GloveEquipment : BNE + ; No Gloves
LDA.b #$02 : RTL LDA.b #$02 : RTL
+ ; Everything Else + ; Everything Else
LDA.b #$08 : RTL LDA.b #$08 : RTL
++ : CMP.b #$F8 : BNE ++ ; Progressive Bow ++ : CMP.b #$F8 : BNE ++ ; Progressive Bow
LDA BowEquipment : INC : LSR LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT + CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement LDA.l ProgressiveBowReplacement
JMP GetSpritePalette JMP GetSpritePalette
@@ -306,19 +306,19 @@ IsNarrowSprite:
+ : JMP .continue + : JMP .continue
.notBottle .notBottle
CMP.b #$5E : BNE ++ ; Progressive Sword 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 LDA.l ProgressiveSwordReplacement
JSL.l IsNarrowSprite JSL.l IsNarrowSprite
JMP .done JMP .done
+ : JMP .continue + : JMP .continue
++ CMP.b #$5F : BNE ++ ; Progressive Shield ++ 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 + : CMP.l ProgressiveShieldLimit : !BLT .continue
LDA.l ProgressiveShieldReplacement LDA.l ProgressiveShieldReplacement
JSL.l IsNarrowSprite JSL.l IsNarrowSprite
JMP .done JMP .done
++ CMP.b #$60 : BNE ++ ; Progressive Armor ++ CMP.b #$60 : BNE ++ ; Progressive Armor
LDA HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue LDA.l HighestMail : CMP.l ProgressiveArmorLimit : !BLT .continue
LDA.l ProgressiveArmorReplacement LDA.l ProgressiveArmorReplacement
JSL.l IsNarrowSprite JSL.l IsNarrowSprite
JMP .done JMP .done
@@ -329,7 +329,7 @@ IsNarrowSprite:
JSL.l GetRNGItemMulti JSL.l GetRNGItemMulti
++ CMP.b #$64 : BEQ + ; Progressive Bow ++ CMP.b #$64 : BEQ + ; Progressive Bow
CMP.b #$65 : BNE .continue ; Progressive Bow (alt) CMP.b #$65 : BNE .continue ; Progressive Bow (alt)
+ : LDA BowEquipment : INC : LSR + : LDA.l BowEquipment : INC : LSR
CMP.l ProgressiveBowLimit : !BLT + CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement LDA.l ProgressiveBowReplacement
JSL.l IsNarrowSprite JSL.l IsNarrowSprite
@@ -384,23 +384,21 @@ RTL
; LoadDynamicTileOAMTable ; LoadDynamicTileOAMTable
; in: A - Loot ID ; in: A - Loot ID
;-------------------------------------------------------------------------------- 20/847B ;-------------------------------------------------------------------------------- 20/847B
!SPRITE_OAM = "$7EC025"
;--------------------------------------------------------------------------------
LoadDynamicTileOAMTable: LoadDynamicTileOAMTable:
PHA : PHP PHA : PHP
PHA PHA
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM LDA.w #$0000 : STA.l SpriteOAM
STA.l !SPRITE_OAM+2 STA.l SpriteOAM+2
LDA.w #$0200 : STA.l !SPRITE_OAM+6 LDA.w #$0200 : STA.l SpriteOAM+6
SEP #$20 ; set 8-bit accumulator 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 JSL.l GetSpritePalette
STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13 STA.l SpriteOAM+5 : STA.l SpriteOAM+13
PLA PLA
JSL.l IsNarrowSprite : BCS .narrow JSL.l IsNarrowSprite : BCS .narrow
@@ -408,10 +406,10 @@ LoadDynamicTileOAMTable:
.narrow .narrow
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA.w #$0000 : STA.l !SPRITE_OAM+7 LDA.w #$0000 : STA.l SpriteOAM+7
STA.l !SPRITE_OAM+14 STA.l SpriteOAM+14
LDA.w #$0800 : STA.l !SPRITE_OAM+9 LDA.w #$0800 : STA.l SpriteOAM+9
LDA.w #$3400 : STA.l !SPRITE_OAM+11 LDA.w #$3400 : STA.l SpriteOAM+11
.done .done
PLP : PLA 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) ; 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 ;-------------------------------------------------------------------------------- 2084B8
!SPRITE_OAM = "$7EC025"
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
DrawDynamicTile: DrawDynamicTile:
JSL.l IsNarrowSprite : BCS .narrow JSL.l IsNarrowSprite : BCS .narrow
.full .full
LDA.b #$01 : STA $06 LDA.b #$01 : STA.b Scrap06
LDA #$0C : JSL.l OAM_AllocateFromRegionC LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
LDA #$02 : PHA LDA.b #$02 : PHA
BRA .draw BRA .draw
.narrow .narrow
LDA.b #$02 : STA $06 LDA.b #$02 : STA.b Scrap06
LDA #$10 : JSL.l OAM_AllocateFromRegionC LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
LDA #$03 : PHA LDA.b #$03 : PHA
.draw .draw
LDA.b #!SPRITE_OAM>>0 : STA $08 LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #!SPRITE_OAM>>8 : STA $09 LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ $07 STZ.b Scrap07
LDA #$7E : PHB : PHA : PLB LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset JSL Sprite_DrawMultiple_quantity_preset
LDA.b #$00 : STA.l !SKIP_EOR LDA.b #$00 : STA.l SpriteSkipEOR
PLB PLB
LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired LDA.b $90 : !ADD.b #$08 : STA.b $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA $92 : INC #2 : STA $92 LDA.b $92 : INC #2 : STA.b $92
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -461,37 +456,36 @@ DrawDynamicTileNoShadow:
JSL.l IsNarrowSprite : BCS .narrow JSL.l IsNarrowSprite : BCS .narrow
.full .full
LDA.b #$01 : STA $06 LDA.b #$01 : STA.b Scrap06
LDA #$04 : JSL.l OAM_AllocateFromRegionC LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
BRA .draw BRA .draw
.narrow .narrow
LDA.b #$02 : STA $06 LDA.b #$02 : STA.b Scrap06
LDA #$08 : JSL.l OAM_AllocateFromRegionC LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
.draw .draw
LDA.b #!SPRITE_OAM>>0 : STA $08 LDA.b #SpriteOAM>>0 : STA.b Scrap06
LDA.b #!SPRITE_OAM>>8 : STA $09 LDA.b #SpriteOAM>>8 : STA.b Scrap06
STZ $07 STZ.b Scrap07
LDA #$7E : PHB : PHA : PLB LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l !SKIP_EOR LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset 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 PLB
LDA $90 : !ADD.b #$08 : STA $90 LDA.b $90 : !ADD.b #$08 : STA.b $90
LDA $92 : INC #2 : STA $92 LDA.b $92 : INC #2 : STA.b $92
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042"
LoadModifiedTileBufferAddress: LoadModifiedTileBufferAddress:
PHA PHA
LDA !TILE_UPLOAD_OFFSET_OVERRIDE : BEQ + LDA.l TileUploadOffsetOverride : BEQ +
TAX TAX
LDY.w #$0002 LDY.w #$0002
LDA.w #$0000 : STA !TILE_UPLOAD_OFFSET_OVERRIDE LDA.w #$0000 : STA.l TileUploadOffsetOverride
BRA .done BRA .done
+ +
LDX.w #$2D40 LDX.w #$2D40
@@ -510,23 +504,23 @@ Sprite_IsOnscreen:
JSR _Sprite_IsOnscreen_DoWork JSR _Sprite_IsOnscreen_DoWork
BCS + BCS +
REP #$20 REP #$20
LDA $E2 : PHA : !SUB.w #$0F : STA $E2 LDA.b $E2 : PHA : !SUB.w #$0F : STA.b $E2
LDA $E8 : PHA : !SUB.w #$0F : STA $E8 LDA.b $E8 : PHA : !SUB.w #$0F : STA.b $E8
SEP #$20 SEP #$20
JSR _Sprite_IsOnscreen_DoWork JSR _Sprite_IsOnscreen_DoWork
REP #$20 REP #$20
PLA : STA $E8 PLA : STA.b $E8
PLA : STA $E2 PLA : STA.b $E2
SEP #$20 SEP #$20
+ +
RTL RTL
_Sprite_IsOnscreen_DoWork: _Sprite_IsOnscreen_DoWork:
LDA $0D10, X : CMP $E2 LDA.w $0D10, X : CMP.b $E2
LDA $0D30, X : SBC $E3 : BNE .offscreen LDA.w $0D30, X : SBC.b $E3 : BNE .offscreen
LDA $0D00, X : CMP $E8 LDA.w $0D00, X : CMP.b $E8
LDA $0D20, X : SBC $E9 : BNE .offscreen LDA.w $0D20, X : SBC.b $E9 : BNE .offscreen
SEC SEC
RTS RTS
.offscreen .offscreen
@@ -543,80 +537,63 @@ RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Copied from bank $06 ; 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: Sprite_GetScreenRelativeCoords:
STY $0B STY.b Scrap0B
STA $08 STA.b Scrap08
LDA $0D00, X : STA $00 LDA.w $0D00, X : STA.b Scrap00
!SUB $E8 : STA $06 !SUB $E8 : STA.b Scrap06
LDA $0D20, X : STA $01 LDA.w $0D20, X : STA.b Scrap01
LDA $0D10, X : STA $02 LDA.w $0D10, X : STA.b Scrap02
!SUB $E2 : STA $07 !SUB $E2 : STA.b Scrap07
LDA $0D30, X : STA $03 LDA.w $0D30, X : STA.b Scrap03
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; SkipDrawEOR - Shims in Bank05.asm : 2499 ; SkipDrawEOR - Shims in Bank05.asm : 2499
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
!SKIP_EOR = "$7F5008"
;--------------------------------------------------------------------------------
SkipDrawEOR: SkipDrawEOR:
LDA.l !SKIP_EOR : BEQ .normal LDA.l SpriteSkipEOR : BEQ .normal
LDA.w #$0000 : STA.l !SKIP_EOR LDA.w #$0000 : STA.l SpriteSkipEOR
LDA $04 : AND.w #$F0FF : STA $04 LDA.w Scrap04 : AND.w #$F0FF : STA.w Scrap04
.normal .normal
LDA ($08), Y : EOR $04 ; thing we wrote over LDA.b ($08), Y : EOR.w Scrap04 ; thing we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; HexToDec ; HexToDec
; in: A(w) - Word to Convert ; in: A(w) - Word to Convert
; out: $7F5003 - $7F5007 (high - low) ; out: $7F5004 - $7F5007 (high - low)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
HexToDec: HexToDec:
PHA PHA
PHA PHA
LDA.w #$9090 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 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 + CMP.w #1000 : !BLT +
INC $04 INC.b Scrap04
!SUB.w #1000 : BRA - !SUB.w #1000 : BRA -
+ - + -
CMP.w #100 : !BLT + CMP.w #100 : !BLT +
INC $05 INC.b Scrap05
!SUB.w #100 : BRA - !SUB.w #100 : BRA -
+ - + -
CMP.w #10 : !BLT + CMP.w #10 : !BLT +
INC $06 INC.b Scrap06
!SUB.w #10 : BRA - !SUB.w #10 : BRA -
+ - + -
CMP.w #1 : !BLT + CMP.w #1 : !BLT +
INC $07 INC.b Scrap07
!SUB.w #1 : BRA - !SUB.w #1 : BRA -
+ +
LDA.b $04 : STA $7F5004 ; move to digit storage LDA.b Scrap04 : STA.l $7F5004 ; move to digit storage
LDA.b $06 : STA $7F5006 LDA.b Scrap06 : STA.l $7F5006
PLA PLA
RTL RTL
@@ -655,27 +632,27 @@ db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #0
; PHA ; PHA
; PHA ; PHA
; LDA.w #$9090 ; 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 ; PLA
; - ; -
; CMP.w #10000 : !BLT + ; 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 - ; !SUB.w #10000 : BRA -
; + - ; + -
; CMP.w #1000 : !BLT + ; 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 - ; !SUB.w #1000 : BRA -
; + - ; + -
; CMP.w #100 : !BLT + ; 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 - ; !SUB.w #100 : BRA -
; + - ; + -
; CMP.w #10 : !BLT + ; 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 - ; !SUB.w #10 : BRA -
; + - ; + -
; CMP.w #1 : !BLT + ; 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 - ; !SUB.w #1 : BRA -
; + ; +
; PLA ; PLA
@@ -691,13 +668,13 @@ db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #0
WriteVRAMStripe: WriteVRAMStripe:
PHX PHX
LDX $1000 ; get pointer LDX $1000 ; get pointer
AND.w #$7F : STA $1002, X : INX #2 ; set destination AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA $1002, X : INX #2 ; set length and enable RLE PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA.w $1002, X : INX #2 ; set length and enable RLE
TYA : STA $1002, X : INX #2 ; set tile TYA : STA.w $1002, X : INX #2 ; set tile
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA $1002, X LDA.b #$FF : STA.w $1002, X
STX $1000 STX.w $1000
LDA.b #01 : STA $14 LDA.b #01 : STA.b $14
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -710,9 +687,9 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
WriteVRAMBlock: WriteVRAMBlock:
PHX PHX
LDX $1000 ; get pointer LDX.w $1000 ; get pointer
AND.w #$7F : STA $1002, X : INX #2 ; set destination AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA $1002, X : INX #2 ; set length PLA : ASL : AND.w #$3FFF : STA.w $1002, X : INX #2 ; set length
PHX PHX
TYX ; set X to source TYX ; set X to source
@@ -726,9 +703,9 @@ WriteVRAMBlock:
PLX : TAX ; pull and promptly ignore, copying the value we just got over it PLX : TAX ; pull and promptly ignore, copying the value we just got over it
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA $1002, X LDA.b #$FF : STA.w $1002, X
STX $1000 STX.w $1000
LDA.b #01 : STA $14 LDA.b #01 : STA.w $14
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

304
vanillalabels.asm Normal file
View File

@@ -0,0 +1,304 @@
org $008781
UseImplicitRegIndexedLocalJumpTable:
org $00879c
UseImplicitRegIndexedLongJumpTable:
org $008333
Vram_EraseTilemaps_triforce:
org $008913
Sound_LoadLightWorldSongBank:
org $00891D
.do_load
org $00893D
EnableForceBlank:
DungeonMask = $0098C0
org $00D308
DecompSwordGfx:
org $00D348
DecompShieldGfx:
org $00D463
Tagalong_LoadGfx:
org $00D51B
GetAnimatedSpriteTile:
org $00D52D
GetAnimatedSpriteTile_variable:
org $00D84E
Attract_DecompressStoryGfx:
org $00E529
LoadSelectScreenGfx:
org $00F945
PrepDungeonExit:
org $00FDEE
Mirror_InitHdmaSettings:
org $01873A
Dungeon_LoadRoom:
org $02821E
Module_PreDungeon:
org $028296
.setAmbientSfx
org $02A0A8
Dungeon_SaveRoomData:
org $02A0BE
Dungeon_SaveRoomData_justKeys:
org $02B861
Dungeon_SaveRoomQuadrantData:
org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
LoadGearPalettes_bunny:
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
LoadGearPalettes_variable:
org $02FEAB
Filter_Majorly_Whiten_Color:
org $05A51D
Sprite_SpawnFallingItem:
org $05DF6C ; 02DF6C - Bank05.asm : 2445
Sprite_DrawMultiple:
org $05DF70 ; 02DF70 - Bank05.asm : 2454
Sprite_DrawMultiple_quantity_preset:
org $05DF75 ; 02DF75 - Bank05.asm : 2461
Sprite_DrawMultiple_player_deferred:
org $05E1A7 ; 02E1A7 - Bank05.asm : 2592
Sprite_ShowSolicitedMessageIfPlayerFacing:
org $05E1F0
Sprite_ShowMessageFromPlayerContact:
org $05E219
Sprite_ShowMessageUnconditional:
org $05EC96
Sprite_ZeldaLong:
org $0680FA
Player_ApplyRumbleToSprites:
org $0683E6
Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
org $06DC5C
Sprite_DrawShadowLong:
org $06DD40
DashKey_Draw:
org $06DBF8
Sprite_PrepAndDrawSingleLargeLong:
org $06DC00
Sprite_PrepAndDrawSingleSmallLong:
org $06EA18
Sprite_ApplySpeedTowardsPlayerLong:
org $06EAA6
Sprite_DirectionToFacePlayerLong:
org $06F12F
Sprite_CheckDamageToPlayerSameLayerLong:
org $06F86A
OAM_AllocateDeferToPlayerLong:
org $0791B3
Player_HaltDashAttackLong:
org $07999D
Link_ReceiveItem:
org $07E68F
Unknown_Method_0: ; In US version disassembly simply called "$3E6A6 IN ROM"
org $07F4AA
Sprite_CheckIfPlayerPreoccupied:
org $08C3AE
Ancilla_ReceiveItem:
org $08CE93
Ancilla_BreakTowerSeal_draw_single_crystal:
org $08CEC3
Ancilla_BreakTowerSeal_stop_spawning_sparkles:
org $08CF59
BreakTowerSeal_ExecuteSparkles:
org $08F710
Ancilla_SetOam_XY_Long:
org $0985E2 ; (break on $0985E4)
AddReceivedItem:
org $098BAD
AddPendantOrCrystal:
org $098CFD
AddWeathervaneExplosion:
org $0993DF
AddDashTremor:
org $099D04
AddAncillaLong:
org $099D1A
Ancilla_CheckIfAlreadyExistsLong:
org $09AE64
Sprite_SetSpawnedCoords:
org $09AD58
GiveRupeeGift:
org $0ABA4F
OverworldMap_InitGfx:
org $0ABA99
OverworldMap_DarkWorldTilemap:
org $0ABAB9
OverworldMap_LoadSprGfx:
org $0CD7D1
NameFile_MakeScreenVisible:
org $0CDB3E
InitializeSaveFile:
org $0CDBC0
InitializeSaveFile_build_checksum:
org $0DBA71
GetRandomInt:
org $0DBA80
OAM_AllocateFromRegionA:
org $0DBA84
OAM_AllocateFromRegionB:
org $0DBA88
OAM_AllocateFromRegionC:
org $0DBA8C
OAM_AllocateFromRegionD:
org $0DBA90
OAM_AllocateFromRegionE:
org $0DBA94
OAM_AllocateFromRegionF:
org $0DBB67
Sound_SetSfxPanWithPlayerCoords:
org $0DBB6E
Sound_SetSfx1PanLong:
org $0DBB7C
Sound_SetSfx2PanLong:
org $0DBB8A
Sound_SetSfx3PanLong:
org $0DDB7F
HUD_RefreshIconLong:
org $0DDD32
Equipment_UpdateEquippedItemLong:
org $0DE01E ; 6E10E - equipment.asm : 787
BottleMenu_movingOn:
org $0DE346
RestoreNormalMenu:
org $0DE395
Equipment_SearchForEquippedItemLong:
org $0DE9C8
DrawProgressIcons: ; this returns short
org $0DED29
DrawEquipment: ; this returns short
org $0DFA78
HUD_RebuildLong:
org $0DFA88
HUD_RebuildIndoor_Palace:
org $0DFA88
HUD_RebuildLong2:
org $0EEE10
Messaging_Text:
org $0FFD94
Overworld_TileAttr:
org $1BC97C
Overworld_DrawPersistentMap16:
org $1BED03
Palette_Sword:
org $1BED29
Palette_Shield:
org $1BEDF9
Palette_ArmorAndGloves:
org $1BEE52
Palette_Hud:
org $1BEF96
Palette_SelectScreen:
org $1CFAAA
ShopKeeper_RapidTerminateReceiveItem:
org $1CF500
Sprite_NullifyHookshotDrag:
org $1CF537
Ancilla_CheckForAvailableSlot:
org $1DE9B6
Filter_MajorWhitenMain:
org $1DF65D
Sprite_SpawnDynamically:
org $1DF65F
Sprite_SpawnDynamically_arbitrary:
org $1DFD4B
DiggingGameGuy_AttemptPrizeSpawn:
org $1EDE28
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
org $1EF4E7
Sprite_PlayerCantPassThrough: