Merge branch 'DRUnstable' into OWMain
This commit is contained in:
@@ -69,15 +69,21 @@ DRHUD_DrawCurrentDungeonIndicator: ; mX
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STY.w HUDCurrentDungeonWorld
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DRHUD_DrawKeyCounter:
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LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
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REP #$20
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LDA.w MapField : AND.l DungeonMask, X : BEQ DRHUD_Finished
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TXA : LSR : TAX
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LDA.l GenericKeys : AND.w #$00FF : BNE .total_only
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LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
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LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
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LDA.l CompassMode : BIT.b #$03 : BEQ DRHUD_Finished
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REP #$20
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BIT.w #$0002 : BNE .skip_map_check
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LDA.w MapField : AND.l DungeonMask, X : BEQ DRHUD_Finished
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.skip_map_check
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TXA : LSR : BNE .dungeon_id
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INC
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.dungeon_id
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TAX
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LDA.l GenericKeys : LSR : BCS .total_only
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LDA.w DungeonAllCollectedKeys-1, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
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LDA.w #!SlashTile : STA.w HUDKeysSlash
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.total_only
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LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
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LDA.l TotalKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
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JMP DRHUD_Finished
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OWRHUD_DrawWorldIndicator:
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@@ -152,16 +158,19 @@ DrHudDungeonItemsAdditions:
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jsr ConvertToDisplay2 : sta.w $1644, y
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+ iny #2 : lda.w #$24f5 : sta.w $1644, y
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phx : ldx.b Scrap00
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lda.l MapField : and.l DungeonMask, x : beq + ; must have map
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plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
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lda.l GenericKeys : bne +++
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lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02
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+++ lda.b Scrap02
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rep #$30
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jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals
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bra .skipStack
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+ plx
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.skipStack iny #2
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LDA.l CompassMode : BIT.w #$0002 : BNE .skip_map_check
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LDA.l MapField : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
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.skip_map_check
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plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
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lda.l GenericKeys : bne +++
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lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02
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+++ lda.b Scrap02
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rep #$30
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jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals
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bra .skipStack
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.key_info_done
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plx
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.skipStack iny #2
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cpx.w #$000d : beq +
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lda.w #$24f5 : sta.w $1644, y
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+
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@@ -255,7 +264,13 @@ ConvertToDisplay2:
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++ lda.w #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
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CountAbsorbedKeys:
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JML IncrementSmallKeysNoPrimary
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CPY.b #$24 : BNE .done
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PHA : PHX
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LDA.b #$84 : TAX ; pretend this isn't a smallkey, but an absorbed object (small heart)
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REP #$10 : JSL CountAllKey : SEP #$10
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PLX : PLA
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.done
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JML IncrementSmallKeysNoPrimary
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;================================================================================
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; 8-bit registers
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@@ -3,6 +3,16 @@
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;--------------------------------------------------------------------------------
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SpawnDungeonPrize:
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PHX : PHB
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PHA
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; Don't spawn prize in Cave state, Hyrule Castle, Escape, Castle Tower, or Ganon's Tower
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LDA.w DungeonID : BMI .skip_prize_drop ; Cave state
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CMP.b #$00 : BEQ .skip_prize_drop ; Escape
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CMP.b #$02 : BEQ .skip_prize_drop ; Hyrule Castle
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CMP.b #$1A : BEQ .skip_prize_drop ; Ganon's Tower
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CMP.b #$08 : BEQ .skip_prize_drop ; Agahnim's Tower (Castle Tower)
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PLA
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STA.w ItemReceiptID
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TAX
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LDA.b $06,S : STA.b ScrapBuffer72 ; Store current RoomTag index
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@@ -18,6 +28,10 @@ SpawnDungeonPrize:
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PLB : PLX
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RTL
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.skip_prize_drop:
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PLA : PLB : PLX
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RTL
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AddDungeonPrizeAncilla:
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LDY.w ItemReceiptID
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STZ.w AncillaVelocityY,X
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@@ -14,4 +14,13 @@ incsrc hooks/damage_hooks.asm
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incsrc hooks/overworld_sprite_hooks.asm
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incsrc hooks/underworld_sprite_hooks.asm
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incsrc hooks/underworld_sprite_hooks.asm
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org $85B8BA
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JSL GeldmanDrawOverride
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org $9EAAAC
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JSL StalfosKnightDrawOverride
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org $9EB209
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JSL BlobDrawOverride
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@@ -8,4 +8,40 @@ GetSpriteSlot16Bit:
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LDA.b Scrap03 : AND.w #$00FF
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ASL A
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TAY
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RTL
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RTL
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GeldmanDrawOverride:
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PLA : PLA : PLA ; fix the call stack
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LDA.l DRFlags+1 : AND.b #$08 : BEQ .vanilla
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LDA.b #$01
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STA.w $0DC0,X
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JML Sprite_4C_Geldman_do_indeed_draw
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.vanilla
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JSL Sprite_PrepOAMCoordLong
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JML Sprite_4C_Geldman_continue
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StalfosKnightDrawOverride:
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LDA.l DRFlags+1 : AND.b #$08 : BEQ .vanilla
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JSL Sprite_PrepOAMCoordLong
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LDA.b #$12
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JML Sprite_DrawShadowLong
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.vanilla
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JSL Sprite_PrepOAMCoordLong
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RTL
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BlobDrawOverride:
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PLA : PLA : PLA ; fix the call stack
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LDA.l DRFlags+1 : AND.b #$08 : BEQ .vanilla
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LDA.b #$05
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STA.w $0DC0,X
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JML SpriteDraw_Blob_head_popping_out
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.vanilla
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JSL Sprite_PrepOAMCoordLong
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JML SpriteDraw_Blob_bad_gfx
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@@ -242,6 +242,12 @@ LoadOutdoorValue:
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PHP
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REP #$20 ; set 16-bit accumulator
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LDA.b OverworldIndex
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; Rain state fix: In rain state DW, use LW screen ID for item lookup
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BIT.w #$0040 : BEQ +
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LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002
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LDA.b OverworldIndex : BCS ++ : AND.w #$00BF
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++
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+
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CMP.w #$00 : BNE +
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LDA.l OWBonkPrizeTable[$00].loot
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JMP .done
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@@ -220,7 +220,8 @@ DungeonIncrement:
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REP #$10
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PHX
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LDA.w InventoryTable_properties,X : BIT.b #$40 : BEQ +
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JSL CountChestKeyLong
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CPY.w #$0024 : BEQ + ; keys for this dungeon are done elsewhere
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JSL CountAllKey
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+
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LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
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SEP #$10
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@@ -856,12 +856,61 @@ RTL
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CheckIfPotIsSpecial:
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TXA ; give index to A so we can do a CMP.l
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CMP.l $018550 ; see if our current index is that of object 230
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BEQ .specialpot
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BNE .normal_pot
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; Normal pot, so run the vanilla code
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.special_pot
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PHX
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; get pot index and cache room ID offset
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LDA.b RoomIndex : ASL : STA.b Scrap0E
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TAX
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LDA.b $08
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BIT.b $BF : BVC .upper ; if $BF has bit 14 set, it's upper layer
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ORA.w #$2000 ; set the lower layer bit ($2000)
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.upper
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STA.b $90 ; cache tilemap offset
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LDA.l UWPotsPointers,X : TAX
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LDY.w #$0000
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.next_pot
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LDA.l UWPotsPointers&$FF0000, X ; read only the bank
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CMP.w #$FFFF
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BEQ .nothing
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AND.w #$3FFF ; mask out the first three bits (used for item indicators and layer)
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CMP.b $90 ; check against the tilemap offset
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BEQ .get_flag
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INX #3
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INY #2
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BRA .next_pot
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.get_flag
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TYX
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LDA.l BitFieldMasks,X
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LDX.b Scrap0E ; get room ID
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STA.b Scrap0E
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LDA.l RoomPotData,X
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BRA .check_pot
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.nothing
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INC ; from FFFF, A is now 0000 so the AND always fails
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.check_pot
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LDY.b $08 : PLX
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AND.b Scrap0E
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BEQ .exit ; zero flag will be set, which is what we want
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LDX.w #$0E82 ; the normal pot obj. See RoomDrawObjectData_#obj0E82
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.normal_pot
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; Normal pot, so run the vanilla code
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LDA.l CurrentWorld ; check for dark world
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.specialpot ; zero flag already set, so gtg
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RTL
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.exit
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RTL
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SetTheSceneFix:
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STZ.b $6C
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@@ -5,9 +5,10 @@
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;--------------------------------------------------------------------------------
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LampCheck:
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LDA.l LightConeModifier : BNE .lamp
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LDA.l LampCone : AND.b #$10 : BNE .lamp ; always on
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LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
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LDA.w DungeonID : CMP.b #$04 : BCS + ; are we en HC?
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LDA.l LampConeSewers : RTL
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LDA.l LampCone : RTL
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+ : TDC
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.lamp
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RTL
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17
sram.asm
17
sram.asm
@@ -362,7 +362,21 @@ TRCollectedKeys: skip 1 ; | Turtle Rock
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GTCollectedKeys: skip 1 ; / Ganon's Tower
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skip 2 ; Reserved for previous table
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FileMarker: skip 1 ; $FF = Active save file | $00 = Inactive save file
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skip 13 ; Unused
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DungeonAllCollectedKeys: ; \ Key Counters. Counts all keys for a dungeon. Chests and drops.
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; | Note, this label is not indexed like others due to space. Sewers has no decicated entry.
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HCAllCollectedKeys: skip 1 ; | Hyrule Castle
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EPAllCollectedKeys: skip 1 ; | Eastern Palace
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DPAllCollectedKeys: skip 1 ; | Desert Palace
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CTAllCollectedKeys: skip 1 ; | Agahnim's Tower
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SPAllCollectedKeys: skip 1 ; | Swamp Palace
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PDAllCollectedKeys: skip 1 ; | Palace of Darkness
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MMAllCollectedKeys: skip 1 ; | Misery Mire
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SWAllCollectedKeys: skip 1 ; | Skull Woods
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IPAllCollectedKeys: skip 1 ; | Ice Palace
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THAllCollectedKeys: skip 1 ; | Tower of Hera
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TTAllCollectedKeys: skip 1 ; | Thieves' Town
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TRAllCollectedKeys: skip 1 ; | Turtle Rock
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GTAllCollectedKeys: skip 1 ; / Ganon's Tower
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InverseChecksumWRAM: skip 2 ; Vanilla Inverse Checksum. Don't write unless computing checksum.
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;================================================================================
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@@ -624,6 +638,7 @@ endmacro
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%assertSRAM(TRCollectedKeys, $7EF4EC)
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%assertSRAM(GTCollectedKeys, $7EF4ED)
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%assertSRAM(FileMarker, $7EF4F0)
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%assertSRAM(DungeonAllCollectedKeys, $7EF4F1)
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;--------------------------------------------------------------------------------
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%assertSRAM(ExtendedSaveDataWRAM, $7F6000)
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%assertSRAM(ExtendedFileNameWRAM, $7F6000)
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60
stats.asm
60
stats.asm
@@ -115,38 +115,42 @@ DecrementSmallKeys:
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STA.l CurrentSmallKeys ; thing we wrote over, write small key count
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JSL UpdateKeys
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RTL
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;--------------------------------------------------------------------------------
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CountChestKeyLong:
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PHX : PHP
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SEP #$30
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JSR CountChestKey
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PLP : PLX
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RTL
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;--------------------------------------------------------------------------------
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CountChestKey:
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PHA : PHX
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .done
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LDA.l StatsLocked : BNE .done
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CPY.b #$24 : BEQ .this_dungeon
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TYA
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AND.b #$0F : CMP.b #$02 : BCC .hc_sewers
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TAX
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LDA.l DungeonCollectedKeys,X : INC : STA.l DungeonCollectedKeys,X
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BRA .done
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.this_dungeon
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LDA.w DungeonID : CMP.b #$03 : BCC .hc_sewers
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LSR : TAX
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LDA.l DungeonCollectedKeys,X : INC : STA.l DungeonCollectedKeys,X
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BRA .done
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; Expects 16 bit index mode upon entering. 8-bit Acumulator
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CountAllKey:
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PHP : PHA : PHX
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SEP #$10
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .done
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CPY.b #$24 : BEQ .this_dungeon
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TYA : AND.b #$0F : CMP.b #$02 : BCC .hc_sewers
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BRA .all_dungoens
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.hc_sewers
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LDA.l SewerCollectedKeys : INC
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STA.l SewerCollectedKeys : STA.l HCCollectedKeys
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.this_dungeon
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LDA.w DungeonID : CMP.b #$03 : BCC .hc_sewers
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LSR
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.done
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PLX : PLA
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RTS
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.all_dungoens
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STA.b Scrap00 : TAX ; store dungeon index in X, $00
|
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LDA.l DungeonAllCollectedKeys-1, X : INC : STA.l DungeonAllCollectedKeys-1, X
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REP #$10 : PLX : PHX ; 16 bit index
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LDA.l InventoryTable_properties, X : BIT.b #$40 : BEQ .done
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SEP #$10 : LDX.b Scrap00
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LDA.l DungeonCollectedKeys,X : INC : STA.l DungeonCollectedKeys,X
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BRA .done
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.hc_sewers
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LDA.l HCAllCollectedKeys : INC : STA.l HCAllCollectedKeys
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REP #$10 : PLX : PHX ; 16 bit index
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LDA.l InventoryTable_properties, X : BIT.b #$40 : BEQ .done
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LDA.l SewerCollectedKeys : INC
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STA.l SewerCollectedKeys : STA.l HCCollectedKeys
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|
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.done
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REP #$10
|
||||
PLX : PLA : PLP
|
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RTL
|
||||
|
||||
;--------------------------------------------------------------------------------
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||||
IncrementAgahnim2Sword:
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||||
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||||
@@ -110,8 +110,8 @@ RupoorDeduction:
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dw $000A ; #$0A - Default (10 decimal)
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;--------------------------------------------------------------------------------
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||||
org $B08038 ; PC 0x180038
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||||
LampConeSewers:
|
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db $01 ; #$00 = Off - #$01 = On (default)
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LampCone:
|
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db $01 ; #$00 = Off - #$01 = Sewers only (default) - #$11 = Always On
|
||||
;--------------------------------------------------------------------------------
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||||
org $B08039 ; PC 0x180039
|
||||
ItemCounterHUD:
|
||||
|
||||
15
tablets.asm
15
tablets.asm
@@ -19,7 +19,14 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
SetTabletItemFlag:
|
||||
PHA
|
||||
LDA.b OverworldIndex : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
|
||||
; Rain state fix: convert DW screen ID to LW if in rain state
|
||||
LDA.b OverworldIndex
|
||||
BIT.b #$40 : BEQ +
|
||||
LDA.l ProgressIndicator : CMP.b #$02
|
||||
LDA.b OverworldIndex : BCS ++ : AND.b #$BF
|
||||
++
|
||||
+
|
||||
CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
|
||||
.bombos
|
||||
JSR ItemSet_BombosTablet : BRA .done
|
||||
.ether
|
||||
@@ -69,6 +76,12 @@ RTL
|
||||
IsMedallion:
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA.b OverworldIndex
|
||||
; Rain state fix: In rain state DW, use LW screen ID for tablet lookup
|
||||
BIT.w #$0040 : BEQ +
|
||||
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002
|
||||
LDA.b OverworldIndex : BCS ++ : AND.w #$00BF
|
||||
++
|
||||
+
|
||||
CMP.w #$03 : BNE + ; Death Mountain
|
||||
LDA.b LinkPosX : CMP.w #1890 : !BGE ++
|
||||
SEC
|
||||
|
||||
@@ -79,6 +79,7 @@ Sprite_TransmuteToBomb = $86AD58
|
||||
Sprite_PrepAndDrawSingleLargeLong = $86DBF8
|
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Sprite_PrepAndDrawSingleSmallLong = $86DC00
|
||||
Sprite_DrawShadowLong = $86DC5C
|
||||
Sprite_DrawShadowCustomLong = $86DC64
|
||||
DashKey_Draw = $86DD40
|
||||
Sprite_PrepOAMCoordLong = $86E41C
|
||||
Sprite_CheckTileCollisionLong = $86E49C
|
||||
@@ -242,6 +243,16 @@ CrystalMaiden_KickOutOfDungeon = $9ECF35
|
||||
GoldBee_Dormant_exit = $9EDE89
|
||||
GoldBee_SpawnSelf = $9EDE8A
|
||||
|
||||
;===================================================================================================
|
||||
; Spliced routines (use JML directly since the hook left these methods)
|
||||
;===================================================================================================
|
||||
|
||||
Sprite_4C_Geldman_do_indeed_draw = $85B8C0
|
||||
Sprite_4C_Geldman_continue = $85B8C3
|
||||
Sprite_91_StalfosKnight_continue = $9EAAB5
|
||||
SpriteDraw_Blob_bad_gfx = $9EB20D
|
||||
SpriteDraw_Blob_head_popping_out = $9EB24E
|
||||
|
||||
;===================================================================================================
|
||||
; Palettes
|
||||
;===================================================================================================
|
||||
|
||||
Reference in New Issue
Block a user