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
org $1FFFF8 ; <- FFFF8 timestamp rom
db #$20, #$17, #$08, #$11 ; year/month/day
db #$20, #$17, #$09, #$10 ; year/month/day
;================================================================================

View File

@@ -260,7 +260,11 @@ DialogEtherTablet:
RTL
+
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
%LoadDialogAddress(EtherTabletText)
PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
@@ -277,7 +281,11 @@ DialogBombosTablet:
RTL
+
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
%LoadDialogAddress(BombosTabletText)
PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)

View File

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

View File

@@ -19,15 +19,24 @@ JMP.l PyramidFairy_BRANCH_GAMMA
; ;JSL ItemSet_SmithSword - too early
;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:
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
LDA $0E20, X : CMP.b #$88 : BNE .notMoth
LDA $7EF359 ; load normal sword value
CMP.b #$04 : !BLT + : DEC : +
RTL
.notMoth
LDA $7EF359 ; load normal sword value
RTL
;================================================================================
CheckTabletSword:

View File

@@ -29,10 +29,15 @@ GetSpriteID:
;--------
TAX : LDA .gfxSlots, X ; look up item gfx
PLB : PLX
CMP.b #$FA : !BGE .specialHandling
CMP.b #$F9 : !BGE .specialHandling
RTL
.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
++ CMP.b #$FB : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : JMP GetSpriteID
@@ -89,7 +94,7 @@ RTL
db $23, $23, $29, $2A, $2C, $2B, $03, $03
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
;5x