let's dev sep 10 2017

fix for tablet text when opening with hammer
fixed progression graphics for 1/2 magic
fixed mothula damage for enemizer (works regardless of room now)
This commit is contained in:
Karkat
2017-09-10 22:04:21 -04:00
parent 144375c140
commit 58e646756e
5 changed files with 40 additions and 14 deletions

View File

@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
db #$00 ; expand file to 2mb db #$00 ; expand file to 2mb
org $1FFFF8 ; <- FFFF8 timestamp rom org $1FFFF8 ; <- FFFF8 timestamp rom
db #$20, #$17, #$08, #$11 ; year/month/day db #$20, #$17, #$09, #$10 ; year/month/day
;================================================================================ ;================================================================================

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@@ -260,7 +260,11 @@ DialogEtherTablet:
RTL RTL
+ +
BIT $F4 : BVC - ; Show normal text if Y is not pressed BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText .yesText
%LoadDialogAddress(EtherTabletText) %LoadDialogAddress(EtherTabletText)
PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm) PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
@@ -277,7 +281,11 @@ DialogBombosTablet:
RTL RTL
+ +
BIT $F4 : BVC - ; Show normal text if Y is not pressed BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText .yesText
%LoadDialogAddress(BombosTabletText) %LoadDialogAddress(BombosTabletText)
PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm) PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)

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@@ -323,6 +323,10 @@ AddReceivedItemExpanded:
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++ JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8 LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done +++ : BRL .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA $7EF37B : BEQ +++
LDA.b #$4F : STA $02D8
+++ : BRL .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword ++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT + LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : BRL .done LDA.l ProgressiveSwordReplacement : STA $02D8 : BRL .done

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@@ -19,15 +19,24 @@ JMP.l PyramidFairy_BRANCH_GAMMA
; ;JSL ItemSet_SmithSword - too early ; ;JSL ItemSet_SmithSword - too early
;JMP.l Smithy_DoesntHaveSword ;JMP.l Smithy_DoesntHaveSword
;================================================================================ ;================================================================================
;LoadSwordForDamage:
; LDA $7EF359 : 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 $7EF359 : CMP #$04 : BNE .done ; skip if not gold sword LDA $0E20, X : CMP.b #$88 : BNE .notMoth
LDA $1B : BEQ + ; skip if outdoors LDA $7EF359 ; load normal sword value
LDA $A0 : CMP #41 : BNE + ; decimal 41 ; skip if not in the mothula room CMP.b #$04 : !BLT + : DEC : +
LDA #$03 ; pretend we're using tempered RTL
BRA .done .notMoth
+ LDA $7EF359 ; load normal sword value
LDA #$04 ; nvm gold sword is fine
.done
RTL RTL
;================================================================================ ;================================================================================
CheckTabletSword: CheckTabletSword:

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@@ -29,10 +29,15 @@ GetSpriteID:
;-------- ;--------
TAX : LDA .gfxSlots, X ; look up item gfx TAX : LDA .gfxSlots, X ; look up item gfx
PLB : PLX PLB : PLX
CMP.b #$FA : !BGE .specialHandling CMP.b #$F9 : !BGE .specialHandling
RTL RTL
.specialHandling .specialHandling
CMP.b #$FA : BNE ++ ; RNG Item (Single) CMP.b #$F9 : BNE ++ ; Progressive Magic
LDA.l $7EF37B : BNE +++
LDA.b #$3B : RTL ; Half Magic
+++
LDA.b #$3C : RTL ; Quarter Magic
++ CMP.b #$FA : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : JMP GetSpriteID JSL.l GetRNGItemSingle : JMP GetSpriteID
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi) ++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID JSL.l GetRNGItemMulti : JMP GetSpriteID
@@ -89,7 +94,7 @@ RTL
db $23, $23, $29, $2A, $2C, $2B, $03, $03 db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37 db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $43, $0C, $38, $39, $3A, $3B, $3C db $2C, $43, $0C, $38, $39, $3A, $F9, $3C
; db $2C, $06, $0C, $38, $FF, $FF, $FF, $FF ; db $2C, $06, $0C, $38, $FF, $FF, $FF, $FF
;5x ;5x