Merge pull request #103 from spannerisms/master

General branch fixes
This commit is contained in:
KatDevsGames
2021-04-03 13:59:59 -05:00
committed by GitHub
19 changed files with 175 additions and 238 deletions

View File

@@ -15,9 +15,7 @@ DrawLibraryItemGFX:
RTL
;--------------------------------------------------------------------------------
SetLibraryItem:
PHA
LDY $0E80, X ; Retrieve stored item type
PLA
JSL.l ItemSet_Library ; contains thing we wrote over
RTL
;--------------------------------------------------------------------------------

View File

@@ -32,7 +32,7 @@ RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA $7EF357 : BEQ + : RTL : +
LDA $7EF357 : BNE .done
LDA $7EF3CA : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
@@ -47,8 +47,8 @@ RTL
DecideIfBunnyByScreenIndex:
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
; superbunny work
LDA $1B : BEQ + : RTL : +
LDA $7EF357 : BEQ + : RTL : +
LDA $1B : BNE .done
LDA $7EF357 : BNE .done
LDA $8A : AND.b #$40 : PHA
LDA.l InvertedMode : BNE .inverted
.normal
@@ -114,12 +114,13 @@ RTS
FixFrogSmith:
LDA.l $7EF3CA : BNE .darkWorld
LDA.l $7EF3CC : CMP.b #$07 : BNE .done
LDA.b #$08 : STA.l $7EF3CC ; make frog into smith in light world
LDA.b #$08 : ; make frog into smith in light world
BRA .loadgfx
.darkWorld
LDA.l $7EF3CC : CMP.b #$08 : BNE .done
LDA.b #$07 : STA.l $7EF3CC ; make smith into frog in dark world
LDA.b #$07 ; make smith into frog in dark world
.loadgfx
STA.l $7EF3CC
JSL Tagalong_LoadGfx
.done
RTS
@@ -137,12 +138,11 @@ RTL
; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess:
STX $02D8 ; what we overwrote
JSL AddAncillaLong : BCC .spawned ; a clear carry flag indicates success
.failed
RTL
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ $AE ; the "trying to spawn crystal" flag
STZ $AF ; the "trying to spawn pendant" flag
.failed
RTL
;--------------------------------------------------------------------------------
@@ -173,22 +173,22 @@ CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
lda [$00]
sta $7ec300, x
sta $7ec500, x
inc $00 : inc $00
inx #2
dey
bpl -
LDA [$00]
STA $7EC300, X
STA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
RTL
.new
-
lda [$00]
sta $7ec500, x
inc $00 : inc $00
inx #2
dey
bpl -
LDA [$00]
STA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
RTL
;--------------------------------------------------------------------------------

View File

@@ -4,8 +4,7 @@
!HEART_REDRAW = "$7F5000"
LoadCatfishItemGFX:
LDA.l $1DE185 ; location randomizer writes catfish item to
JSL.l PrepDynamicTile
RTL
JML PrepDynamicTile
;--------------------------------------------------------------------------------
DrawThrownItem:
LDA $8A : CMP.b #$81 : BNE .catfish
@@ -19,8 +18,7 @@ DrawThrownItem:
LDA.l $1DE185 ; location randomizer writes catfish item to
.draw
JSL.l DrawDynamicTile
RTL
JML DrawDynamicTile
;--------------------------------------------------------------------------------
MarkThrownItem:
JSL Link_ReceiveItem ; thing we wrote over
@@ -28,12 +26,9 @@ MarkThrownItem:
LDA $8A : CMP.b #$81 : BNE .catfish
.zora
JSL.l ItemSet_ZoraKing
BRA .done
JML ItemSet_ZoraKing
.catfish
JSL.l ItemSet_Catfish
JML ItemSet_Catfish
.done
RTL
;--------------------------------------------------------------------------------

View File

@@ -66,8 +66,7 @@ endmacro
Clock_Test:
JSL.l Clock_Init
JSL.l Clock_IsSupported
RTL
JML.l Clock_IsSupported
;--------------------------------------------------------------------------------
; Clock_Init
@@ -112,11 +111,10 @@ Clock_IsSupported:
PHA : PHX
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ + ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : BRA .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA - : +
SEC ; found a clock chip
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .done ; check for clock chip ready signal
CPX.b #$0E : BCC ++ : CLC : BRA .done ; if we've read 14 bytes with no success, unset carry and exit
++ INX
BRA -
.done
PLX : PLA
RTL
@@ -197,9 +195,9 @@ Multiply_A16Y8:
CLC
ADC $4216
LDY $4217
BCC carry_bit
BCC .carry_bit
INY
carry_bit:
.carry_bit:
XBA
REP #$20 ; set 16-bit accumulator
RTL

View File

@@ -8,16 +8,17 @@
macro DrawConstantNumber(digit1,digit2)
LDA.w #$2490+<digit1> : STA $7EC79A
LDA.w #$2490+<digit2> : STA $7EC79C
SEP #$20
endmacro
;--------------------------------------------------------------------------------
DrawDungeonCompassCounts:
LDX $1B : BNE + : RTL : + ; Skip if outdoors
LDX $040C : CPX.b #$FF : BNE + : RTL : + ; Skip if not in a dungeon
LDX $040C : CPX.b #$FF : BEQ .done ; Skip if not in a dungeon
CMP.w #$0002 : BEQ ++ ; if CompassMode==2, we don't check for the compass
LDA $7EF364 : AND.l .item_masks, X ; Load compass values to A, mask with dungeon item masks
BNE + : RTL : + ; skip if we don't have compass
BEQ .done ; skip if we don't have compass
++
JMP (CompassCountDungeonHandlers, X) : .return_spot
@@ -48,79 +49,66 @@ CompassCountDungeonHandlers: ; pointers to functions that handle dungeon-specifi
CompassCount_Escape:
%DrawConstantNumber(0,8)
SEP #$20
LDA $7EF434 : LSR #4
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Eastern:
%DrawConstantNumber(0,6)
SEP #$20
LDA $7EF436 : AND.b #$07
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Desert:
%DrawConstantNumber(0,6)
SEP #$20
LDA $7EF435 : LSR #5
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Agah:
%DrawConstantNumber(0,2)
SEP #$20
LDA $7EF435 : AND.b #$03
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Swamp:
%DrawConstantNumber(1,0)
SEP #$20
LDA $7EF439 : AND.b #$0F
JMP DrawDungeonCompassCounts_return_spot
CompassCount_PoD:
%DrawConstantNumber(1,4)
SEP #$20
LDA $7EF434 : AND.b #$0F
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Mire:
%DrawConstantNumber(0,8)
SEP #$20
LDA $7EF438 : AND.b #$0F
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Skull:
%DrawConstantNumber(0,8)
SEP #$20
LDA $7EF437 : LSR #4
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Ice:
%DrawConstantNumber(0,8)
SEP #$20
LDA $7EF438 : LSR #4
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Hera:
%DrawConstantNumber(0,6)
SEP #$20
LDA $7EF435 : AND.b #$1C : LSR #2
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Thieves:
%DrawConstantNumber(0,8)
SEP #$20
LDA $7EF437 : AND.b #$0F
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Trock:
%DrawConstantNumber(1,2)
SEP #$20
LDA $7EF439 : LSR #4
JMP DrawDungeonCompassCounts_return_spot
CompassCount_Gt:
%DrawConstantNumber(2,7)
SEP #$20
LDA $7EF436 : LSR #3
JMP DrawDungeonCompassCounts_return_spot

View File

@@ -4,8 +4,7 @@
DarkWorldSaveFix:
LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change
JSL.l MasterSwordFollowerClear
JSL.l StatSaveCounter
RTL
JML.l StatSaveCounter
;--------------------------------------------------------------------------------
DoWorldFix:
LDA InvertedMode : BEQ +
@@ -14,12 +13,12 @@ DoWorldFix:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA $7EF353 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA $7EF3C5 : CMP.b #$03 : !BLT .aga1Alive ; check if agahnim 1 is alive
BRA .done
.noMirror
LDA $7EF3C5 : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.aga1Alive
LDA #$00 : STA $7EF3CA ; set flag to light world
LDA $7EF3CC : CMP #$07 : BNE + : LDA.b #$08 : STA $7EF3CC : + ; convert frog to dwarf
LDA #$00
.noMirror
STA $7EF3CA ; set flag to light world
LDA $7EF3CC : CMP #$07 : BNE .done : INC : STA $7EF3CC ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
@@ -29,8 +28,7 @@ SetDeathWorldChecked:
+
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : BNE ++
LDA $A1 : BNE ++
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
@@ -42,7 +40,7 @@ JMP DoWorldFix_skip_mirror_check
.pyramid
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC : CMP #$08 : BNE + : LDA.b #$07 : STA $7EF3CC : + ; convert dwarf to frog
LDA $7EF3CC : CMP #$08 : BNE .done : DEC : STA $7EF3CC : + ; convert dwarf to frog
.done
RTL
;================================================================================
@@ -50,15 +48,13 @@ DoWorldFix_Inverted:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA $7EF353 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA $7EF3C5 : CMP.b #$03 : !BLT .aga1Alive ; check if agahnim 1 is alive
BRA .done
LDA $7EF3C5 : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.noMirror
.aga1Alive
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
CMP #$07 : BNE .done ; clear frog
CMP #$08 : BNE .done ; clear dwarf - consider flute implications
.clear
LDA.b #$00 : STA $7EF3CC ; clear follower
.done
@@ -67,8 +63,7 @@ RTL
SetDeathWorldChecked_Inverted:
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : BNE ++
LDA $A1 : BNE ++
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
@@ -95,16 +90,15 @@ RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA $7EF3CC
CMP #$0E : BEQ .clear ; clear master sword follower
RTL
.clear
CMP #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA $7EF3CC ; clear follower
.exit
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA $7EF3CC ; clear follower
JSL PrepDungeonExit ; thing we wrote over
RTL
JML PrepDungeonExit ; thing we wrote over
;--------------------------------------------------------------------------------
macro SetMinimum(base,filler,compare)
LDA.l <compare> : !SUB.l <base> : !BLT ?done
@@ -112,7 +106,7 @@ macro SetMinimum(base,filler,compare)
?done:
endmacro
RefreshRainAmmo:
LDA $7EF3C5 : CMP.b #$01 : BEQ + : RTL : + ; check if we're in rain state
LDA $7EF3C5 : CMP.b #$01 : BNE .done ; check if we're in rain state
.rain
LDA $7EF3C8
+ CMP.b #$03 : BNE + ; Uncle
@@ -137,14 +131,14 @@ RTL
!INFINITE_BOMBS = "$7F50C9"
!INFINITE_MAGIC = "$7F50CA"
SetEscapeAssist:
LDA $7EF3C5 : CMP.b #$01 : BNE .notrain ; check if we're in rain state
LDA $7EF3C5 : CMP.b #$01 : BNE .no_train ; check if we're in rain state
.rain
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
BRA ++
.notrain
.no_train ; choo choo
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
@@ -153,8 +147,8 @@ RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA $7EF340 : CMP.b #$3 : !BLT +
!SUB.b #$02 : STA $7EF340
LDA $7EF340 : CMP.b #$3 : BCC +
SBC.b #$02 : STA $7EF340
+
RTL
;================================================================================

View File

@@ -82,14 +82,13 @@ macro LoadDialogAddress(address)
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
PEI ($00)
LDA $02 : PHA
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialog(<address>)
PLA : STA $02
PLA : STA $01
REP #$20
PLA : STA $00
PLB
PLP
@@ -132,53 +131,52 @@ FreeDungeonItemNotice:
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
PEI ($00)
LDA $02 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : JMP .skip : +
LDA #$00 : STA $7F5010 ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; 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
%CopyDialog(Notice_SmallKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; 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
%CopyDialog(Notice_CompassOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; 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
%CopyDialog(Notice_MapOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; 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
%CopyDialog(Notice_BigKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+
LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; 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
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; 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...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; 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...
%CopyDialog(Notice_BigKeyOf)
BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; 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 #$A0 : BNE + ; small key of...
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
@@ -235,27 +233,19 @@ FreeDungeonItemNotice:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
LDA.b #$01 : STA $7F509F
STA $7F509F
;--------------------------------
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt
RTL
.skip
;--------------------------------
PLA : STA $02
PLA : STA $01
REP #$20
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt ; .skip can be here so long as this line remains commented out
RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL.l Attract_DecompressStoryGfx ; what we wrote over
@@ -264,11 +254,9 @@ RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .noMessage ; if doubling the item value overflowed it must be a rando item
CPY #$98 : !BLT + ;if the item is $4C or greater it must be a rando item
.noMessage
LDA.w #$FFFF
BRA .done
+
CPY #$98 : BCS .done ;if the item is $4C or greater it must be a rando item
LDA.w Ancilla_ReceiveItem_item_messages, Y
.done
CMP.w #$FFFF
@@ -289,12 +277,13 @@ RTL
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018C : STA $1CF0 : SEP #$20
BRA ++
+
REP #$20 : LDA.w #$016D : STA $1CF0 : SEP #$20
++
JSL.l CheckGanonVulnerability
REP #$20
LDA.w #$018C
BCC +
LDA.w #$016D
+ STA $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
@@ -307,28 +296,30 @@ RTL
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018D : STA $1CF0 : SEP #$20
BRA ++
JSL.l CheckGanonVulnerability
REP #$20
BCS +
LDA.w #$018D : BRA ++
+
LDA.l $7EF38E : AND #$80 : BNE + ; branch if bow
REP #$20 : LDA.w #$0192 : STA $1CF0 : SEP #$20 ; no bow
BRA ++
LDA.l $7EF38E
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
+
LDA.l $7EF38E : AND #$40 : BEQ + ; branch if no silvers
REP #$20 : LDA.w #$0195 : STA $1CF0 : SEP #$20 ;has silvers
BRA ++
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : BRA ++
+
LDA.l $7EF38E : AND #$20 : BNE + ; branch if p bow
REP #$20 : LDA.w #$0194 : STA $1CF0 : SEP #$20 ; bow, no-silvers, no-p-bow
BRA ++
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : BRA ++
+
LDA.l $7EF38E : AND #$80 : BEQ + ; branch if no bow
REP #$20 : LDA.w #$0193 : STA $1CF0 : SEP #$20 ; bow, no-silvers, p-bow
BRA ++
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : BRA ++
+
REP #$20 : LDA.w #$016E : STA $1CF0 : SEP #$20 ; both bow and no bow. impossible.
LDA.w #$016E
++
STA $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
@@ -336,21 +327,20 @@ DialogEtherTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
;++
.yesText
PLA
LDA.b #$0c
LDA.b #$0C
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
.noText
PLA
RTL
@@ -359,8 +349,7 @@ DialogBombosTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
@@ -372,8 +361,8 @@ RTL
PLA
LDA.b #$0D
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
.noText
PLA
RTL
@@ -382,18 +371,16 @@ DialogSahasrahla:
LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
JSL.l Sprite_ShowMessageUnconditional
JML Sprite_ShowMessageUnconditional
+
RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDA.l $7EF37A : AND #$05 : CMP #$05 : BEQ + ;Check if player has crystals 5 & 6
LDA.b #$15
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
LDY.b #$15
LDA.l $7EF37A : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
INY ; from 15 to 16
+
LDA.b #$16
TYA
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
@@ -405,23 +392,22 @@ Sprite_ShowMessageMinimal_Alt:
STZ $11
PHX : PHY
LDA.b $00 : PHA
LDA.b $01 : PHA
PEA ($00)
LDA.b $02 : PHA
LDA.b #$1C : STA.b $02
REP #$30
LDA.w $1CF0 : ASL : TAX
LDA.l $7f71c0, X
LDA.l $7F71C0, X
STA.b $00
SEP #$30
LDY.b #$00
LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6e : BNE +
LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6E : BNE +
INY : LDA [$00], Y : : BNE +
INY : LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6b : BNE +
INY : LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6B : BNE +
INY : LDA [$00], Y : CMP.b #$04 : BNE +
STZ $1CE8
JMP .end

View File

@@ -3,7 +3,7 @@
;--------------------------------------------------------------------------------
DropSafeDungeon:
LDA $040C : CMP #$08 : BEQ +
LDA $01C6FC, X : JSL Sprite_SpawnFallingItem
LDA $01C6FC, X : JML Sprite_SpawnFallingItem
+
RTL
;--------------------------------------------------------------------------------

View File

@@ -3,21 +3,14 @@
; make sure bats always load LW stats
;--------------------------------------------------------------------------------
NewBatInit:
;check if map id == 240 or 241
LDA $A0 : CMP #$F0 : BNE + ;oldman cave1
BRA .light_world
+
CMP #$F1 : BNE + ;oldman cave2
BRA .light_world
+
CMP #$B0 : BNE + ;agahnim statue keese
BRA .light_world
+
CMP #$D0 : BNE + ;agahnim darkmaze
BRA .light_world
+
CPY #$00 : BEQ .light_world
;check if map id == 240 or 241
LDA $A0 : CMP #$F0 : BEQ .light_world ;oldman cave1
CMP #$F1 : BEQ .light_world ;oldman cave2
CMP #$B0 : BEQ .light_world ;agahnim statue keese
CMP #$D0 : BEQ .light_world ;agahnim darkmaze
LDA.b #$85 : STA $0CD2, X
LDA.b #$04 : STA $0E50, X
RTL

View File

@@ -4,9 +4,7 @@
;--------------------------------------------------------------------------------
LockAgahnimDoors:
LDA.l AgahnimDoorStyle : AND.w #$00FF
BNE +
;#$0 = Never Locked
LDA.w #$0000 : RTL
BEQ .exit ; don't need to load 0, because we'd have it if we reached here
+ : CMP.w #$0001 : BNE +
LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
JSR.w LockAgahnimDoorsCore : RTL
@@ -37,7 +35,7 @@ LockAgahnimDoors:
.unlock
LDA.w #$0000 ; fallback to never locked
.exit
RTL
;--------------------------------------------------------------------------------
LockAgahnimDoorsCore:
@@ -204,14 +202,14 @@ RTL
AnimatedEntranceFix: ;when an entrance animation tries to start
PHA
LDA.l InvertedMode : BEQ + ;If we are in inverted mode
LDA $8A : AND.b #$40 : BNE + ;and in the light world
PLA
BIT $8A : BVS ++ ; and in the light world
STZ $04C6 ; skip it.
LDA #$00
RTL
+
PLA
STA $02E4 ;what we wrote over
++ STA $02E4 ;what we wrote over
STA $0FC1 ;what we wrote over
STA $0710 ;what we wrote over
RTL

View File

@@ -11,8 +11,7 @@ OnPrepFileSelect:
RTL
+
JSL.l LoadAlphabetTilemap
JSL.l LoadFullItemTiles
RTL
JML.l LoadFullItemTiles
;--------------------------------------------------------------------------------
OnDrawHud:
JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
@@ -77,8 +76,7 @@ RTL
;--------------------------------------------------------------------------------
OnAga2Defeated:
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
JSL.l IncrementAgahnim2Sword
RTL
JML.l IncrementAgahnim2Sword
;--------------------------------------------------------------------------------
OnFileCreation:
TAX ; what we wrote over
@@ -91,7 +89,7 @@ OnFileLoad:
REP #$10 ; set 16 bit index registers
JSL.l EnableForceBlank ; what we wrote over
LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area
LDA !FRESH_FILE_MARKER : BNE +
JSL.l OnNewFile
@@ -175,8 +173,8 @@ RTL
;--------------------------------------------------------------------------------
OnLinkDamaged:
JSL.l FlipperKill
JSL.l OHKOTimer
RTL
JML.l OHKOTimer
;--------------------------------------------------------------------------------
OnEnterWater:
JSL.l RegisterWaterEntryScreen
@@ -191,8 +189,8 @@ OnLinkDamagedFromPit:
RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPitOutdoors:
JSL.l OHKOTimer ; make sure this is last
RTL
JML.l OHKOTimer ; make sure this is last
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnOWTransition:
@@ -215,16 +213,16 @@ OnLoadDuckMap:
RTL
+
LDA.b #$00 : STA !DARK_DUCK_TEMP
JSL OverworldMap_DarkWorldTilemap
RTL
JML OverworldMap_DarkWorldTilemap
;--------------------------------------------------------------------------------
PreItemGet:
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
RTL
;--------------------------------------------------------------------------------
PostItemGet:
JSL.l MaybeWriteSRAMTrace
RTL
JML.l MaybeWriteSRAMTrace
;--------------------------------------------------------------------------------
PostItemAnimation:
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished

View File

@@ -27,8 +27,7 @@ RTL
FairyPond_Init:
LDA.l Restrict_Ponds : BNE +
LDA.b #$48
JSL.l Sprite_ShowMessageFromPlayerContact
RTL
JML.l Sprite_ShowMessageFromPlayerContact
+
PHY : JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC +
LDA $7EF35C : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++
@@ -56,8 +55,8 @@ RTL
;--------------------------------------------------------------------------------
HappinessPond_Check:
LDA $A0 : CMP.b #$15 ;what we wrote over
PHP
BNE .done
PHP
LDA.b #$72
JSL Sprite_SpawnDynamically
@@ -83,6 +82,6 @@ HappinessPond_Check:
STZ $0DD0, X ; self terminate
.done
PLP
.done
RTL

View File

@@ -113,7 +113,7 @@ JMP DrawItem
DrawPlayerFile:
LDA $1A : AND.w #$0001 : BEQ + : BRA .normal : +
LDA $1A : AND.w #$0001 : BNE .normal
JSR DrawPlayerFileShared
INC $0710 ; Suppress animated tile updates for this frame
@@ -633,15 +633,15 @@ AltBufferTable:
STA $1104 ;file 2 top row
STA $1144 ;file 2 bottom row
STA $1184 ;gap row top
STA $11c4 ;gap row bottom
STA $11C4 ;gap row bottom
STA $1204 ;file 3 top row
STA $1244 ;file 3 bottom row
STA $1284 ;extra gap row top
STA $12c4 ;extra gap row bottom
STA $12C4 ;extra gap row bottom
STA $1304 ;extra gap row top
STA $1344 ;extra gap row bottom
STA $1384 ;extra gap row top
STA $13c4 ;extra gap row bottom
STA $13C4 ;extra gap row bottom
; Set last packet marker
LDA.w #$00FF : STA $1402

View File

@@ -7,8 +7,7 @@ GetMagicBatItem:
CMP.b #$FF : BEQ .normalLogic
TAY
STZ $02E9 ; 0 = Receiving item from an NPC or message
JSL.l Link_ReceiveItem
RTL
JML.l Link_ReceiveItem
.normalLogic
LDA HalfMagic
STA $7EF37B

View File

@@ -379,30 +379,19 @@ CheckIfBossRoom:
;--------------------------------------------------------------------------------
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
SEC : JMP .done
+ CMP.w #51 : BNE +
SEC : JMP .done
+ CMP.w #7 : BNE +
SEC : JMP .done
+ CMP.w #90 : BNE +
SEC : JMP .done
+ CMP.w #6 : BNE +
SEC : JMP .done
+ CMP.w #41 : BNE +
SEC : JMP .done
+ CMP.w #172 : BNE +
SEC : JMP .done
+ CMP.w #222 : BNE +
SEC : JMP .done
+ CMP.w #144 : BNE +
SEC : JMP .done
+ CMP.w #164 : BNE +
SEC : JMP .done
+
CMP.w #200 : BEQ .done
CMP.w #51 : BEQ .done
CMP.w #7 : BEQ .done
CMP.w #90 : BEQ .done
CMP.w #6 : BEQ .done
CMP.w #41 : BEQ .done
CMP.w #172 : BEQ .done
CMP.w #222 : BEQ .done
CMP.w #144 : BEQ .done
CMP.w #164 : BEQ .done
CLC
.done
SEP #$20 ; set 8-bit accumulator
+ SEP #$20 ; set 8-bit accumulator
RTL
;--------------------------------------------------------------------------------
;#200 - Eastern Palace - Armos Knights

View File

@@ -2550,3 +2550,8 @@ CheckIfReading:
CPX #$04
RTS
;================================================================================
org $0DB4CA : db $40, $40 ; fire bar statis
org $0DB4A9 : db $50, $50, $6E, $6E ; roller statis
org $0DB4B2 : db $40, $40, $40, $40 ; cannon statis
org $0DB4C3 : db $C0 ; anti fairy statis
org $0DB516 : db $40 ; chain chomp statis

View File

@@ -9,7 +9,7 @@ ShouldOverrideFileLoad:
.no
CLC : RTS
.yes
SEC : RTS
RTS
BgGraphicsLoading:
; Instructions overwritten

View File

@@ -5,10 +5,8 @@ SpawnZelda:
LDA.l $7EF3CC : CMP #$08 : BEQ + ; don't spawn if dwarf is present
CMP #$07 : BEQ + ; don't spawn if frog is present
CMP #$0C : BEQ + ; don't spawn if purple chest is present
CLC : RTL
+
SEC
RTL
CLC
+ RTL
;--------------------------------------------------------------------------------
EndRainState:
LDA $7EF3C5 : CMP.b #$02 : !BGE + ; skip if past escape already

View File

@@ -3,8 +3,7 @@
;--------------------------------------------------------------------------------
LoadZoraKingItemGFX:
LDA.l $1DE1C3 ; location randomizer writes zora item to
JSL.l PrepDynamicTile
RTL
JML.l PrepDynamicTile
;--------------------------------------------------------------------------------
JumpToSplashItemTarget:
LDA $0D90, X