let's dev aug 8 2017
fixed pyramid spawn issue (again) fixed freedstanding display for progressive swords and progressive shields
This commit is contained in:
@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$17, #$08, #$06 ; year/month/day
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db #$20, #$17, #$08, #$08 ; year/month/day
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;================================================================================
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@@ -17,7 +17,7 @@ RTL
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;--------------------------------------------------------------------------------
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DarkWorldFlagSet:
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PHA
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STA $FFFFFF
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LDA !FORCE_PYRAMID : AND.b #$08 : BNE .pyramid
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LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BEQ +
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@@ -46,13 +46,13 @@ RTL
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RTL
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;--------------------------------------------------------------------------------
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SetDeathWorldChecked:
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PHA
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PHA : STA $FFFFFF
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LDA $1B : BEQ + ; skip this for indoors
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LDA $040C : CMP #$FF : BNE .done ; unless it's a cave
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+
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LDA $7EF3C5 : CMP.b #$03 : !BGE .done; thing we originally did - skip if agahnim 1 is dead
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LDA $1B : BNE + : LDA $A0 : BNE + ; check if we died in ganon's room
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LDA $1B : BEQ + : LDA $A0 : BNE + ; check if we died in ganon's room
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LDA !FORCE_PYRAMID : ORA.b #$08 : STA !FORCE_PYRAMID ; set pyramid flag
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BRL DarkWorldFlagSet_pyramid
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+
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@@ -43,7 +43,7 @@ CalculateCapeUsage:
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+
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SEP #$20 ; set 8-bit accumulator
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PHX : TYX
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LDA.l ByrnaCaveCapeUsage, X : STA $4C
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LDA.l ByrnaCaveCapeUsage, X : STA $4C ; set cape decrement timer
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PLX
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++
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LDA $7EF36E ; thing we wrote over
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@@ -10,7 +10,7 @@ HeartPiece_Lumberjack_Tree:
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HeartPiece_Spectacle_Cave:
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db #$17
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HeartPiece_Circle_Bushes:
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db #$61
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db #$17
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HeartPiece_Graveyard_Warp:
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db #$17
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HeartPiece_Mire_Warp:
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@@ -677,6 +677,7 @@ db #$00 ; #00 = Never Locked - #$01 = Locked During Escape (default)
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org $30816A ; PC 0x18016A
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FreeItemText:
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db #$01 ; #00 = Off - #$01 = On (default)
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;================================================================================
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org $30816B ; PC 0x18016B
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ByrnaCaveCaneOfByrnaUsage:
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db #$04, #$02, #$01 ; normal, 1/2, 1/4 magic
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@@ -21,18 +21,29 @@ RTL
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++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
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JSL.l GetRNGItemMulti : JMP GetSpriteID
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++ CMP.b #$FE : BNE ++ ; Progressive Sword
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LDA $7EF359 : BNE + ; No Sword
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LDA $7EF359
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CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
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LDA.l ProgressiveSwordReplacement
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JSL.l GetSpriteID
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RTL
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+ : CMP.b #$00 : BNE + ; No Sword
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LDA.b #$43 : RTL
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+ : CMP.b #$01 : BNE + ; Fighter Sword
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LDA.b #$44 : RTL
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+ : CMP.b #$02 : BNE + ; Master Sword
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LDA.b #$45 : RTL
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+ ; Everything Else
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+ ; CMP.b #$03 : BNE + ; Tempered Sword
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LDA.b #$46 : RTL
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+
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++ : CMP.b #$FF : BNE ++ ; Progressive Shield
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LDA !PROGRESSIVE_SHIELD : AND #$C0 : BNE + ; No Shield
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LDA !PROGRESSIVE_SHIELD : AND #$C0 : LSR #6
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CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
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LDA.l ProgressiveShieldReplacement
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JSL.l GetSpriteID
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RTL
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+ : CMP.b #$00 : BNE + ; No Shield
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LDA.b #$2D : RTL
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+ : CMP.b #$40 : BNE + ; Fighter Shield
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+ : CMP.b #$01 : BNE + ; Fighter Shield
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LDA.b #$20 : RTL
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+ ; Everything Else
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LDA.b #$2E : RTL
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@@ -104,7 +115,12 @@ GetSpritePalette:
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RTL
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.specialHandling
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CMP.b #$FD : BNE ++ ; Progressive Sword
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LDA $7EF359 : BNE + ; No Sword
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LDA $7EF359
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CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
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LDA.l ProgressiveSwordReplacement
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JSL.l GetSpritePalette
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RTL
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+ : CMP.b #$00 : BNE + ; No Sword
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LDA.b #$04 : RTL
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+ : CMP.b #$01 : BNE + ; Fighter Sword
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LDA.b #$04 : RTL
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@@ -113,7 +129,12 @@ RTL
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+ ; Everything Else
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LDA.b #$08 : RTL
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++ : CMP.b #$FE : BNE ++ ; Progressive Shield
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LDA $7EF35A : BNE + ; No Shield
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LDA !PROGRESSIVE_SHIELD : AND #$C0 : LSR #6
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CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
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LDA.l ProgressiveShieldReplacement
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JSL.l GetSpritePalette
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RTL
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+ : CMP.b #$00 : BNE + ; No Shield
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LDA.b #$04 : RTL
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+ : CMP.b #$01 : BNE + ; Fighter Shield
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LDA.b #$02 : RTL
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@@ -184,8 +205,20 @@ IsNarrowSprite:
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PHB : PHK : PLB
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;--------
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CMP.b #$5F : BNE ++ ; Special Handler for Progressive Shield
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LDA $7EF35A : BNE + : SEC : BRA .done : +; No Shield
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CMP.b #$5E : BNE ++ ; Special Handler for Progressive Sword
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LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit
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LDA.l ProgressiveSwordReplacement
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JSL.l IsNarrowSprite
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BRA .done
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+ : BRA .continue
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++ : CMP.b #$5F : BNE ++ ; Special Handler for Progressive Shield
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LDA !PROGRESSIVE_SHIELD : AND #$C0 : BNE + : SEC : BRA .done ; No Shield
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LSR #6 : CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit
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LDA.l ProgressiveShieldReplacement
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JSL.l IsNarrowSprite
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BRA .done
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+
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;LDA $7EF35A : BNE + : SEC : BRA .done : +; No Shield
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BRA .false ; Everything Else
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++ CMP.b #$62 : BNE ++ ; RNG Item (Single)
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JSL.l GetRNGItemSingle : BRA .continue
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