Fixing bugs with pottery lottery

This commit is contained in:
aerinon
2022-01-13 15:03:20 -07:00
parent 149f19df83
commit 50dd0c7be4
4 changed files with 186 additions and 166 deletions

View File

@@ -31,7 +31,13 @@ org $06d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA
JSL KeyGet
org $06f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties)
JSL LoadProperties_PreserveItemMaybe
JSL LoadProperties_PreserveCertainProps
org $008BAA ; NMI hook
JSL TransferPotGFX
org $06828A
JSL CheckSprite_Spawn
; refs to other functions
@@ -214,7 +220,8 @@ RevealSpriteDrop:
LDA #$02 : STA.l SpawnedItemFlag
STX SpawnedItemIndex
LDA.l SprItemReceipt, X : STA SpawnedItemID
LDA.b #$01 : STA $0CBA, X : RTL ; trigger the small key routines
LDA.b #$01 : STA $0CBA, X ; trigger the small key routines
LDA.b #$09 : STA $0DD0, X : RTL ; unstun if stunned
.normal
LDA.w $0CBA, X : BNE .no_forced_drop
RTL
@@ -233,25 +240,22 @@ db $40, $20
; Runs during Sprite_E4_SmallKey and duning Sprite_E5_BigKey spawns
ShouldSpawnItem:
LDA.l StandingItemsOn : BEQ .normal
; todo: check our sram table
; checking our sram table
PHX : PHY
REP #$30
LDA.b $A0 : ASL : TAY
LDA.l SpawnedItemIndex : ASL
TAX : LDA.l BitFieldMasks, X : STA $00
TYX
LDA.w SpawnedItemFlag : CMP #$0001 : BEQ +
LDA.l SpriteItemSRAM, X : BIT $00 : BEQ .notObtained
LDA.w SprItemIndex, X : AND #$00FF : ASL
PHX
TAX : LDA.l BitFieldMasks, X : STA $00
PLX ; restore X again
LDA.w SprItemFlags, X : AND #$00FF : CMP #$0001 : BEQ +
TYX : LDA.l SpriteItemSRAM, X : BIT $00 : BEQ .notObtained
BRA .obtained
+ LDA.l PotItemSRAM, X : BIT $00 : BEQ .notObtained
+ TYX : LDA.l PotItemSRAM, X : BIT $00 : BEQ .notObtained
.obtained
SEP #$30 : PLY : PLX : LDA #$01 : RTL ; already obtained
.notObtained
SEP #$30 : PLY : PLX
LDA.w SpawnedItemIndex : STA SprItemIndex, X
LDA.w SpawnedItemFlag : STA SprItemFlags, X
LDA.w SpawnedItemMWPlayer : STA SprItemMWPlayer, X
; todo: RequestStandingItemVRAMSlot instead? - need to see how often this is called
LDA #$00 : RTL
.normal
LDA.w $0403
@@ -277,13 +281,18 @@ MarkSRAMForItem:
SpriteKeyPrep:
LDA.w $0B9B : STA.w $0CBA, X ; what we wrote over
PHA
LDA.l SpawnedItemFlag : BEQ +
LDA.w SpawnedItemIndex : STA SprItemIndex, X
LDA.w SpawnedItemMWPlayer : STA SprItemMWPlayer, X
LDA.w SpawnedItemFlag : STA SprItemFlags, X : BEQ +
LDA.l SpawnedItemID : STA $0E80, X
CMP #$24 : BNE ++ ; todo: check how the big key drop flows through this
PHA
JSL.l GetSpritePalette : STA $0F50, X ; setup the palette
PLA
CMP #$24 : BNE ++ ;
LDA $A0 : CMP.b #$80 : BNE +
LDA SpawnedItemFlag : BNE +
LDA #$24 ; it's the big key drop?
++ JSL PrepDynamicTile ; todo: remove in favor of RequestStandingItemVRAMSlot
++ JSL RequestStandingItemVRAMSlot
+ PLA
RTL
@@ -301,8 +310,7 @@ SpriteKeyDrawGFX:
JML Sprite_DrawAbsorbable
.jslrtsreturn
RTL
; todo : SpriteDraw_DynamicStandingItem here?
+ JSL DrawDynamicTile ; see DrawHeartPieceGFX if problems
+ JSL DrawPotItem
CMP #$03 : BNE +
PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
+ JSL.l Sprite_DrawShadowLong
@@ -357,12 +365,30 @@ BigKeyGet:
CLC : RTL
+ SEC : RTL
LoadProperties_PreserveItemMaybe:
LoadProperties_PreserveCertainProps:
LDA.l StandingItemsOn : BNE +
JML Sprite_LoadProperties
+ LDA $0F50, X : PHA
LDA $0E80, X : PHA
JSL Sprite_LoadProperties
PLA : STA $0e80, X
PLA : STA $0E80, X
PLA : STA $0F50, X
RTL
CheckSprite_Spawn:
JSL Sprite_SpawnDynamically
BMI .check
RTL
.check
PHA
LDA $0D : CMP #$08 : BNE +
LDA.b #$3C ; SFX2_3C - error beep
STA.w $012E
+ PLA
RTL
incsrc dynamic_si_vram.asm
;===================================================================================================
; Pot items
;===================================================================================================