Enemizer migration
This commit is contained in:
210
enemizer/hooks/bosses_hooks.asm
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210
enemizer/hooks/bosses_hooks.asm
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; ;================================================================================
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; ; insert kholdstare & trinexx shell gfx file
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; ;--------------------------------------------------------------------------------
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; ; pc file address = 0x123000
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; org $24B000
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; GFX_Kholdstare_Shell:
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; incbin shell.gfx
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; warnpc $24C001 ; should have written 0x1000 bytes and apparently we need to go 1 past that or it'll yell at us
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; org $24C000
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; GFX_Trinexx_Shell:
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; incbin rocks.gfx
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; warnpc $24C801
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; GFX_Trinexx_Shell2:
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; incbin rocks2.gfx
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; warnpc $24C8C1
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; ;--------------------------------------------------------------------------------
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; ; *$4C290-$4C2D4 LOCAL
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; Dungeon_LoadSprites:
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; *$4C114-$4C174 LONG
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org $9C114
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Dungeon_ResetSprites: ; Bank09.asm(822)
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; *$4C44E-$4C498 LONG
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org $9C44E
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Sprite_ResetAll: ; Bank09.asm(1344)
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;================================================================================
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; fix skull woods gibdo key drop
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;--------------------------------------------------------------------------------
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;Gibdo key drop hardcoded in skullwoods to fix problems
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;some bosses are dropping a key when there's a key drop avaiable in
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;the previous room
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; org $09DD74 ; Gibdo draw code (JSL Sprite_DrawShadowLong)
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; db #$00, #$00 ; Remove key drop in skull woods
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; org $1EBB37 ; Gibdo draw code (JSL Sprite_DrawShadowLong)
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; JSL gibdo_drop_key
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;--------------------------------------------------------------------------------
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; todo make the boss data change dynamic
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;================================================================================
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; Move All Bosses Sprites in Top Left Quadrant
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;--------------------------------------------------------------------------------
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; sprite values for rooms, with coordinates changed
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;Trinexx
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org $09E5BA ; 0x4E5BA ; [0xB]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $07, $CB ; trinexx body? ; 15 07 CB
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db $05, $07, $CC ; trinexx ice head? ; 15 07 CC
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db $05, $07, $CD ; trinexx fire head? ; 15 07 CD
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db $FF ; terminator
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;Armos - Eastern
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org $09E887 ; 0x4E887 ; [0x17]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $04, $53 ; armos ;15 14 53
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db $05, $07, $53 ; armos ;15 17 53
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db $05, $0A, $53 ; armos ;15 1A 53
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db $08, $0A, $53 ; armos ;18 1A 53
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db $08, $07, $53 ; armos ;18 17 53
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db $08, $04, $53 ; armos ;18 14 53
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db $08, $E7, $19 ; armos overlord ;18 F7 19
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db $FF ; terminator
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;Kholdstare
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org $09EA01 ; 0x4EA01 ; [0xB]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $07, $A3 ; kholdstare shell ;05 17 A3
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db $05, $07, $A4 ; fallling ice ;05 17 A4
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db $05, $07, $A2 ; kholdstare ;05 17 A2
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db $FF ; terminator
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;Arrghus
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org $09D997 ; 0x4D997 ; [0x2C]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $07, $07, $8C ; arrghus ;17 07 8C
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $07, $07, $8D ; spawn ;17 07 8D
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db $FF ; terminator
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;Moldorm - ToH
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org $09D9C3 ; 0x4D9C3 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $09, $09, $09 ; moldorm ;0E 12 09
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db $FF ; terminator
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;Mothula
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org $09DC31 ; 0x4DC31 ; [0x5] (really [0x8])
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db $00 ; "Sort Spr" in Hyrule Magic
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db $06, $08, $88 ; mothula ;16 18 88
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; truncated moving floor overlord ;16 E7 07
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db $FF ; terminator
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;Lanmolas - Desert
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org $09DCCB ; 0x4DCCB ; [0xB]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $07, $06, $54 ; lanmolas ;17 06 54
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db $07, $09, $54 ; lanmolas ;17 09 54
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db $09, $07, $54 ; lanmolas ;19 07 54
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db $FF ; terminator
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;Helmasaure
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org $09E049 ; 0x4E049 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $06, $07, $92 ; helmasaur ;16 17 92
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db $FF ; terminator
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;Vitreous
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org $09E457 ; 0x4E457 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $07, $BD ; vitreous ;15 07 BD
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db $FF ; terminator
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;Blind
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org $09E654 ; 0x4E654 ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $05, $09, $CE ; blind ;15 19 CE
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db $FF ; terminator
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; Armos - GT ; this shouldn't get used unless boss randomization is turned off
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org $09DB23 ; 0x4DB23 ; [0x23] // need 0x38 to fit arrghus+spawn and fairies (use 0x4D87E-)
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db $00
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db $05, $04, $53 ; armos ;15 14 53
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db $05, $07, $53 ; armos ;15 17 53
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db $05, $0A, $53 ; armos ;15 1A 53
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db $08, $0A, $53 ; armos ;18 1A 53
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db $08, $07, $53 ; armos ;18 17 53
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db $08, $04, $53 ; armos ;18 14 53
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db $08, $E7, $19 ; armos overlord ;18 F7 19
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db $07, $07, $E3 ; fairy ;07 07 E3
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db $07, $08, $E3 ; fairy ;07 08 E3
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db $08, $07, $E3 ; fairy ;08 07 E3
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db $08, $08, $E3 ; fairy ;08 08 E3
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db $FF
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; Lanmola - GT ; this shouldn't get used unless boss randomization is turned off
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org $09E1BE ; 0x4E1BE ; [0x11] // need 0x32 to fit arrghus+spawn and bunny beam+medusa (use 0x4D8B6-)
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db $00
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db $07, $06, $54 ; lanmolas ;17 06 54
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db $07, $09, $54 ; lanmolas ;17 09 54
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db $09, $07, $54 ; lanmolas ;19 07 54
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db $18, $17, $D1 ; bunny beam ;18 17 D1
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db $1C, $03, $C5 ; medusa ;1C 03 C5
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db $FF
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; Moldorm - GT ; this shouldn't get used unless boss randomization is turned off
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org $09DF1E ; 0x4DF1E ; [0x5]
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db $00 ; "Sort Spr" in Hyrule Magic
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db $09, $09, $09 ; moldorm ;0E 12 09
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db $FF ; terminator
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;--------------------------------------------------------------------------------
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;================================================================================
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; On Room Transition -> Move Sprite depending on the room loaded
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;--------------------------------------------------------------------------------
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org $028979 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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org $028C16 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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org $029338 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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org $028256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
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JSL boss_move
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;--------------------------------------------------------------------------------
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; todo make arghuss room change dynamic
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;================================================================================
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; water tiles removed in arrghus room
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;--------------------------------------------------------------------------------
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org $1FA15C
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db $FF, $FF, $FF, $FF, $F0, $FF, $61, $18, $FF, $FF
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; Arrghus can stand on ground
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org $0DB6BE
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db $00
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;--------------------------------------------------------------------------------
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;================================================================================
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; Draw kholdstare shell
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;--------------------------------------------------------------------------------
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org $0DD97F ; jump point
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Kholdstare_Draw:
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org $1E9518 ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
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JSL new_kholdstare_code ; Write new gfx in the vram
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;--------------------------------------------------------------------------------
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;================================================================================
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; Draw trinexx shell
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;--------------------------------------------------------------------------------
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org $1DAD67 ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X
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JSL new_trinexx_code
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;--------------------------------------------------------------------------------
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