potsanity advancement
This commit is contained in:
@@ -239,6 +239,7 @@ incsrc stats/main.asm
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incsrc doorrando.asm ; bank 27 likely A7 in the future
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;bank 28/A8 for keydropshuffle
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incsrc keydrop/potsanity.asm
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incsrc enemizer/main.asm ; this is originally in bank 36, but is currently in migratory status in bank 37
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org $308000 ; bank #$30
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@@ -9,6 +9,7 @@
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; Normal doors use $FE to store the trap door indicator
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; Normal doors use $045e to store Y coordinate when transitioning to in-room stairs
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; Normal doors use $045f to determine the order in which supertile quadrants are drawn
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; Straight stairs use $046d to store X coordinate on animation start
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; Spiral doors use $045e to store stair type
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; Gfx uses $b1 to for sub-sub-sub-module thing
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@@ -41,6 +42,3 @@ warnpc $279C00
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incsrc doortables.asm
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warnpc $288000
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; deals with own hooks
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incsrc keydropshuffle.asm
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@@ -681,6 +681,8 @@ db $00,$07,$20,$20,$07,$07,$07,$07,$07,$20,$20,$07,$20,$20,$20,$20
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db $07,$07,$02,$02,$02,$02,$07,$07,$07,$20,$20,$07,$20,$20,$20,$07
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;27f300
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DungeonTilesets:
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db $04,$04,$05,$12,$04,$08,$07,$0C,$09,$0B,$05,$0A,$0D,$0E,$06,$06
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;
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;org $27ff00
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181
keydrop/dynamic_si_vram.asm
Normal file
181
keydrop/dynamic_si_vram.asm
Normal file
@@ -0,0 +1,181 @@
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StandItemGFXIDs = $7E07E0 ; 0x8 bytes for IDs
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StandingItemTransferGFX = $7E07E8 ; bit field for item transfers
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SICharRecID = $7E07E9 ; ID of receipt item for temp use
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SICharSource = $7E07EA ; source address of the sprite's graphics
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SIVRAMAddr = $7E07ED ; VRAM address to write the next slot to
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SIVRAMSlot = $7E07EF ; current vram slot to ask for
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SprSIChar = $7E07F0 ; standing item character for draw routine
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;===================================================================================================
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org somewhere ; todo
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SpriteDraw_DynamicStandingItem:
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JSL Sprite_PrepOAMCoord_long ; 06E41C
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LDA.b $00 : STA.b ($90),Y
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LDA.b $01 : CMP.b #$01
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LDA.b #$01 : ROL : STA.b ($92)
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INY
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REP #$21
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LDA.b $02 : ADC.w #$0010
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CMP.w #$0100
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SEP #$20 : BCS .off_screen
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SBC.b #$0F : STA.b ($90),Y
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INY
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LDA.w SprDropsItem,X : STA.b ($90),Y
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INY
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LDA.b $05 : STA.b ($90),Y
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.off_screen
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JML SpriteDraw_Shadow_long ; 06DC5C
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; Call from standing/dropped items to request a free slot in VRAM in underworld
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; Enter with
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; A = receipt ID
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; X = sprite slot
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RequestStandingItemVRAMSlot:
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JSR SetSISource
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JSR GetSIVRAMSlot
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RTL
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; Take 8-bit receipt ID and turn it into a 24-bit source graphics address
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; how we use this is TBD
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; we could set up a buffer of 8 24-bit addresses to reference during NMI
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; and we may or may not do decompression from here
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SetSISource:
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STA.w SICharRecID
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PHX ; make sure X is preserved during this
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PLX
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STA.w SICharSource+1
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STY.w SICharSource+2 ; don't need to use Y, but just as an example
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RTS
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GetSIVRAMSlot:
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SEP #$30
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PHX
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LDA.w SIVRAMSlot : TAX
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INC
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CMP.b #$07 : BCC .fine
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LDA.b #$00
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.fine
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STA.w SIVRAMSlot
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; flag this slot for a transfer
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LDA.l .eightbits,X
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ORA.l StandingItemTransferGFX
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STA.l StandingItemTransferGFX
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; set grapgics ID to look up for NMI transfer
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LDA.w SICharRecID
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STA.w StandItemGFXIDs,X
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LDA.l .char,X
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PLX
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STA.w SprSIChar,X
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RTS
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.char
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db $20
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db $22
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db $2C
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db $CB
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db $E0
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db $E5
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db $EE
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.eightbits
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db 1<<0
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db 1<<1
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db 1<<2
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db 1<<3
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db 1<<4
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db 1<<5
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db 1<<6
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db 1<<7
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;===================================================================================================
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NMI_TransferSIGFX:
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LDA.l StandingItemTransferGFX
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BEQ .exit
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REP #$20
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AND.w #$00FF
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STA.b $00
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LDY.b #$80 : STY.w $2115
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LDX.b #$00
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.next
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LSR.b $00 : BEQ .done : BCC .skip
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PHX
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TXY
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TXA : ASL : TAX
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LDA.l .addr,X : STA.w $2116
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; get source address based on ID
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LDA.w StandItemGFXIDs,Y
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; code
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STA.b $04 ; source address
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STY.w $4344 ; source bank
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LDY.b #$10 ; DMA trigger
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STA.w $4342 ; save address
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LDA.w #$1801 : STA.w $4340 ; DMA type
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LDA.w #64 : STA.w $4345 ; DMA size
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STY.w $420B
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STA.w $4345 ; DMA size again
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CLC
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LDA.b $04 : ADC.w #$0200 : STA.w $4344 ; assuming we've got things in squares in ROM
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STY.w $420B
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PLX
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.skip
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INX
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BRA .next
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.done
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SEP #$20
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.exit
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RTL
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.addr
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dw $8800>>1
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dw $8840>>1
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dw $8980>>1
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dw $9960>>1
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dw $9C00>>1
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dw $9CA0>>1
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dw $9DC0>>1
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@@ -1,15 +1,29 @@
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; hooks
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; todo: look up this hook in jpdasm
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org $01E6B0
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JSL RevealPotItem
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RTS
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org $09C2BB
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JSL ClearSpriteData
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org $09C327
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JSL LoadSpriteData
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org $06EF7A
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JSL RevealSpriteDrop : NOP
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org $06926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
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JSL SpriteKeyPrep : NOP #2
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org $06d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
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JSL SpriteKeyDrawGFX : BRA + : NOP : +
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org $06d03d
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JSL ShouldSpawnItem : NOP #2
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org $06D19F
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JSL MarkSRAMForItem : NOP #2
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org $06d180
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JSL BigKeyGet : BCS $07 : NOP #5
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@@ -29,29 +43,78 @@ org $0db818
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Sprite_LoadProperties:
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; defines
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; Ram usage
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SpawnedItemID = $7E0720 ; 0x02
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SpawnedItemPotIndex = $7E0722 ; 0x02
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SpawnedItemIndex = $7E0722 ; 0x02
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SpawnedItemIsMultiWorld = $7E0724 ; 0x02
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SpawnedItemFlag = $7E0726 ; 0x02
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PotItems = $01DDE7 ;original secret table?
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SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
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SpawnedItemMWPlayer = $7E0728 ; 0x02
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; todo : clear these for any sprite that spawns, maybe should clear all of them in a loop during room load
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SprDropsItem = $7E0730 ; 0x16
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SprItemReceipt = $7E0740 ; 0x16
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SprItemIndex = $7E0750
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SprItemMWPlayer = $7E0760 ; 0x16
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SprItemFlags = $7E0770 ; 0x16 (used for both pots and drops) (combine with SprDropsItem?)
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RoomData_PotItems_Pointers = $01DB67
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; 70:0600-70:084F ($250 or 592 bytes) for pots and 70:0850-70:0A9F ($250 or 592 bytes) for sprites
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org $AA8000
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PotItemSRAM = $7F6600
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SpriteItemSRAM = $7F6850
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; todo: move sprites
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;org $09D62E
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;UWSpritesPointers ; 0x250 bytes for 0x128 rooms' 16-bit pointers
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;org $09D87E
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;UWPotsPointers ; 0x250 bytes for 0x128 rooms' 16-bit pointers
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;org $09DACE
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;UWPotsData ; variable number of bytes (max 0x11D1) for all pots data
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;org $A88000
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;UWSpritesData ; variable number of bytes (max 0x2800) for all sprites and sprite drop data
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; First $2800 bytes of this bank (28) is reserved for the sprite tables
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;org $09C297
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;LDA.w UWSpritesPointers,Y
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;org $01E6BF ; not sure this code is reachable anymore
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;LDA.l UWPotsPointers,X
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;STA.b $00
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;LDA.w #UWPotsPointers>>16
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; $2800 bytes reserved for sprites
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; temporary pot table until sprites get moved:
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org $A88000
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UWPotsPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
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org $A88250
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UWPotsData:
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org $A8A800
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;tables:
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MultiWorldTable:
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; Reserve $200 256 * 2
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PotMultiWorldTable:
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; Reserve $250 296 * 2
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org $A8AA50
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ShuffleKeyDrops: ; 142A50 # todo : combine these flags?
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db 0
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StandingItemsOn: ; 142A51
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db 0
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MultiClientFlags: ; 142A52 -> stored in SRAM at 7ef33d
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db 0
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org $A98200
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RevealPotItem:
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STA.b $04 ; save tilemap coordinates
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STZ.w SpawnedItemFlag
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STZ.w SpawnedItemMWPlayer
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LDA.w $0B9C : AND.w #$FF00 : STA.w $0B9C
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LDA.b $A0 : ASL : TAX
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LDA.l RoomData_PotItems_Pointers,X : STA.b $00 ; we may move this
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LDA.w #RoomData_PotItems_Pointers>>16 : STA.b $02
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LDA.l UWPotsPointers,X : STA.b $00 ; we may move this
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LDA.w #UWPotsPointers>>16 : STA.b $02
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LDY.w #$FFFD : LDX.w #$FFFF
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@@ -63,17 +126,19 @@ RevealPotItem:
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INX
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STA.w $06 ; remember the exact value
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STA.w $08 ; remember the exact value
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AND.w #$3FFF
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CMP.b $04 : BNE .next_pot ; not the correct value
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STZ.w SpawnedItemIsMultiWorld
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BIT.b $06
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BIT.b $08
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BVS LoadMultiWorldPotItem
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BMI LoadMajorPotItem
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.normal_secret
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PLX ; remove the JSL return lower 16 bits
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STA $08
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PLA ; remove the JSL return lower 16 bits
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LDA $08
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PEA.w $01E6E2-1 ; change return address to go back to the vanilla routine
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.exit
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RTL
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@@ -86,9 +151,9 @@ LoadMultiWorldPotItem:
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PHX
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ASL : TAX
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LDA.l MultiWorldTable+1,X : AND.w #$00FF : STA.w !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA.l PotMultiWorldTable+1,X : AND.w #$00FF : STA.w SpawnedItemMWPlayer
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LDA.l MultiWorldTable+0,X : AND.w #$00FF
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LDA.l PotMultiWorldTable+0,X : AND.w #$00FF
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PLX
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@@ -102,14 +167,114 @@ SaveMajorItemDrop:
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; A currently holds the item receipt ID
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; X currently holds the pot item index
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STA.w SpawnedItemID
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STX.w SpawnedItemPotIndex
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STX.w SpawnedItemIndex
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INC SpawnedItemFlag
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LDA.w #$0008 : STA $0B9C ; indicates we should use the key routines
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RTL
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ClearSpriteData:
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STZ.b $02 : STZ.b $03 ; what we overrode
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PHX
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LDA #$00 : LDX #$00
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.loop
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STA SprDropsItem, X : STA SprItemReceipt, X : STA SprItemIndex, X
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STA SprItemMWPlayer, X : STA SprItemFlags, X
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INX : CPX #$10 : BCC .loop
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PLX
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RTL
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; Runs during sprite load of the room
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LoadSpriteData:
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INY : INY
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LDA.b ($00), Y
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CMP #$F3 : BCC .normal
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PHA
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DEC.b $02 ; standing items shouldn't consume a sprite slot
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LDX.b $02
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CMP #$F9 : BNE .not_multiworld
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DEY : LDA.b ($00), Y : STA.l SprItemMWPlayer, X
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LDA.b #$02 : STA.l SprDropsItem, X : BRA .common
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.not_multiworld
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LDA.b #$00 : STA.l SprItemMWPlayer, X
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LDA.b #$01 : STA.l SprDropsItem, X
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DEY
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.common
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DEY : LDA.b ($00), Y : STA.l SprItemReceipt, X
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INY : INY
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PLA
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PLA : PLA ; remove the JSL return lower 16 bits
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PEA.w $09C344-1 ; change return address to exit from Underworld_LoadSingleSprite
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RTL
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.normal
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RTL
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; Run when a sprite dies ... Sets Flag to #$02 and Index to sprite slot for
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RevealSpriteDrop:
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LDA.l SprDropsItem, X : BEQ .normal
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LDA #$02 : STA.l SpawnedItemFlag
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STX SpawnedItemIndex
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LDA.l SprItemReceipt, X : STA SpawnedItemID
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LDA.b #$01 : STA $0CBA, X : RTL ; trigger the small key routines
|
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.normal
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LDA.w $0CBA, X : BNE .no_forced_drop
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RTL
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.no_forced_drop
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PLY : PLY ; remove the JSL return lower 16 bits
|
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PEA.w $06EF9A-1 ; change return address to .no_forced_drop of (Sprite_ApplyCalculatedDamage)
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RTL
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||||
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BitFieldMasks:
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dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
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dw $0080, $0040, $0020, $0010, $0008, $0004, $0002, $0001
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KeyRoomFlagMasks:
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db $40, $20
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; Runs during Sprite_E4_SmallKey and duning Sprite_E5_BigKey spawns
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ShouldSpawnItem:
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LDA.l StandingItemsOn : BEQ .normal
|
||||
; todo: check our sram table
|
||||
PHX : PHY
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REP #$30
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||||
LDA.b $A0 : ASL : TAY
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LDA.l SpawnedItemIndex : ASL
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TAX : LDA.l BitFieldMasks, X : STA $00
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TYX
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LDA.w SpawnedItemFlag : CMP #$0001 : BEQ +
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LDA.l SpriteItemSRAM, X : BIT $00 : BEQ .notObtained
|
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BRA .obtained
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+ LDA.l PotItemSRAM, X : BIT $00 : BEQ .notObtained
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.obtained
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SEP #$30 : PLY : PLX : LDA #$01 : RTL ; already obtained
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.notObtained
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SEP #$30 : PLY : PLX
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LDA.w SpawnedItemIndex : STA SprItemIndex, X
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LDA.w SpawnedItemFlag : STA SprItemFlags, X
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LDA.w SpawnedItemMWPlayer : STA SprItemMWPlayer, X
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LDA #$00 : RTL
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||||
.normal
|
||||
LDA.w $0403
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||||
AND.w KeyRoomFlagMasks,Y
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||||
RTL
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||||
|
||||
MarkSRAMForItem:
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||||
LDA.l StandingItemsOn : BEQ .normal
|
||||
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 #$01 : BEQ +
|
||||
LDA SpriteItemSRAM, X : ORA $00 : STA SpriteItemSRAM, X
|
||||
+ LDA PotItemSRAM, X : ORA $00 : STA PotItemSRAM, X
|
||||
SEP #$30 : PLY : PLX
|
||||
LDA.w $0403 : RTL
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||||
.normal
|
||||
LDA.w $0403 : ORA.w KeyRoomFlagMasks,Y
|
||||
RTL
|
||||
|
||||
SpriteKeyPrep:
|
||||
LDA.w $0B9B : STA.w $0CBA, x ; what we wrote over
|
||||
LDA.w $0B9B : STA.w $0CBA, X ; what we wrote over
|
||||
PHA
|
||||
LDA.l SpawnedItemFlag : BEQ +
|
||||
LDA.l SpawnedItemID : STA $0E80, X
|
||||
@@ -117,16 +282,14 @@ SpriteKeyPrep:
|
||||
LDA $A0 : CMP.b #$80 : BNE +
|
||||
LDA SpawnedItemFlag : BNE +
|
||||
LDA #$24 ; it's the big key drop?
|
||||
++ JSL PrepDynamicTile
|
||||
++ JSL PrepDynamicTile ; todo: RequestStandingItemVRAMSlot instead?
|
||||
+ PLA
|
||||
RTL
|
||||
|
||||
SpriteKeyDrawGFX:
|
||||
JSL Sprite_DrawRippleIfInWater
|
||||
PHA
|
||||
BRA +
|
||||
-
|
||||
+ LDA $0E80, X
|
||||
LDA $0E80, X
|
||||
CMP.b #$24 : BNE +
|
||||
LDA $A0 : CMP #$80 : BNE ++
|
||||
LDA SpawnedItemFlag : BNE ++
|
||||
@@ -137,6 +300,7 @@ SpriteKeyDrawGFX:
|
||||
JML Sprite_DrawAbsorbable
|
||||
.jslrtsreturn
|
||||
RTL
|
||||
; todo : SpriteDraw_DynamicStandingItem here?
|
||||
+ JSL DrawDynamicTile ; see DrawHeartPieceGFX if problems
|
||||
CMP #$03 : BNE +
|
||||
PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
|
||||
@@ -147,6 +311,8 @@ KeyGet:
|
||||
LDA $7EF36F ; what we wrote over
|
||||
PHA
|
||||
LDY $0E80, X
|
||||
LDA SprItemIndex, X : STA SpawnedItemIndex
|
||||
LDA SprItemFlags, X : STA SpawnedItemFlag
|
||||
; todo: may need to check if we are in a dungeon or not $FF
|
||||
LDA $A0 : CMP #$87 : BNE + ;check for hera cage
|
||||
LDA SpawnedItemFlag : BNE + ; if it came from a pot, it's fine
|
||||
@@ -154,7 +320,7 @@ KeyGet:
|
||||
JSL CountChestKeyLong
|
||||
++ PLA : RTL
|
||||
+ STY $00
|
||||
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE .receive
|
||||
LDA SprItemMWPlayer, X : STA !MULTIWORLD_ITEM_PLAYER_ID : BNE .receive
|
||||
PHX
|
||||
; todo: may need to check if we are in a dungeon or not $FF
|
||||
LDA $040C : LSR : TAX
|
||||
@@ -196,14 +362,46 @@ LoadProperties_PreserveItemMaybe:
|
||||
PLA : STA $0e80, X
|
||||
RTL
|
||||
|
||||
org $01E676
|
||||
db $14, $14, $07 ; Blue rupee xyz:{ 0x050, 0x140, U }
|
||||
db $28, $94, $08 ; Blue rupee xyz:{ 0x0A0, 0x140, U }
|
||||
db $24, $95, $1F ; Blue rupee xyz:{ 0x050, 0x150, U }
|
||||
db $28, $95, $4E ; Blue rupee xyz:{ 0x0A0, 0x150, U }
|
||||
db $14, $96, $5E ; Blue rupee xyz:{ 0x050, 0x160, U }
|
||||
db $28, $96, $64 ; Blue rupee xyz:{ 0x0A0, 0x160, U }
|
||||
db $18, $98, $4B ; Blue rupee xyz:{ 0x060, 0x180, U }
|
||||
db $1C, $98, $44 ; Blue rupee xyz:{ 0x070, 0x180, U }
|
||||
db $20, $98, $07 ; Blue rupee xyz:{ 0x080, 0x180, U }
|
||||
db $24, $98, $11 ; Blue rupee xyz:{ 0x090, 0x180, U }
|
||||
;===================================================================================================
|
||||
; Pot items
|
||||
;===================================================================================================
|
||||
;Vanilla:
|
||||
; Data starts at $01DDE7 formatted:
|
||||
; dw aaaa : db i
|
||||
|
||||
; aaaa is a 14 bit number: ..tt tttt tttt tttt indicating the tilemap ID
|
||||
; i is the secrets ID
|
||||
|
||||
;Drop shuffle changes:
|
||||
; normal secrets stay vanilla
|
||||
|
||||
; major items (anything not a secret) use the bits 14 and 15 to produce different behavior
|
||||
|
||||
; aaaa is now a 16 bit number:
|
||||
; imtt tttt tttt tttt
|
||||
|
||||
; t - is still tilemap id (aaaa & #$3FFF)
|
||||
; i - flag indicates a major item
|
||||
; m - indicates a multiworld item
|
||||
|
||||
; for major items (non multiworld), i indicates the item receipt ID
|
||||
|
||||
; for multi world items, i indicates the multiworld id
|
||||
; multiworld id indexes a new table of 256 entries of 2 bytes each
|
||||
|
||||
; MultiWorldTable:
|
||||
; db <item receipt ID>, <player ID>
|
||||
|
||||
|
||||
|
||||
;===================================================================================================
|
||||
; Sprite items
|
||||
;===================================================================================================
|
||||
;Vanilla:
|
||||
;If this value appears in the sprite table, then the sprite that preceded it is given a key drop
|
||||
; db $FE, $00, $E4
|
||||
|
||||
;Drop shuffle changes:
|
||||
; db <receipt id>, $00, $F8 ; this denotes the previous sprite is given a major item (non MW)
|
||||
|
||||
; db <receipt id>, <player>, $F9 ; this denotes the previous sprite is given a MW item
|
||||
15
normal.asm
15
normal.asm
@@ -150,15 +150,14 @@ LoadRoomVert:
|
||||
.notEdge
|
||||
lda $01 : and #$03 : cmp #$03 : bne .normal
|
||||
jsr ScrollToInroomStairs
|
||||
stz $046d
|
||||
bra .end
|
||||
.normal
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
jsr PrepScrollToNormal
|
||||
.scroll
|
||||
lda $01 : and #$40 : pha
|
||||
lda $01 : and #$40 : sta $046d
|
||||
jsr ScrollX
|
||||
pla : beq .end
|
||||
ldy #$00 : jsr ApplyScroll
|
||||
.end
|
||||
plb ; restore db register
|
||||
rts
|
||||
@@ -291,6 +290,11 @@ StraightStairsAdj:
|
||||
stx $0464 : sty $012e ; what we wrote over
|
||||
lda.l DRMode : beq +
|
||||
lda $045e : bne .toInroom
|
||||
lda $046d : beq .noScroll
|
||||
sta $22
|
||||
ldy #$00 : jsr ApplyScroll
|
||||
stz $046d
|
||||
.noScroll
|
||||
jsr GetTileAttribute : tax
|
||||
lda $11 : cmp #$12 : beq .goingNorth
|
||||
lda $a2 : cmp #$51 : bne ++
|
||||
@@ -338,9 +342,10 @@ db $d0, $f6, $10, $1a, $f0, $00
|
||||
|
||||
StraightStairsFix:
|
||||
{
|
||||
pha
|
||||
lda.l DRMode : bne +
|
||||
!add $20 : sta $20 ;what we wrote over
|
||||
+ rtl
|
||||
pla : !add $20 : sta $20 : rtl ;what we wrote over
|
||||
+ pla : rtl
|
||||
}
|
||||
|
||||
StraightStairLayerFix:
|
||||
|
||||
@@ -168,7 +168,11 @@ ScrollX: ;change the X offset variables
|
||||
|
||||
pla : sta $00
|
||||
sep #$30
|
||||
lda $04 : sta $22
|
||||
lda $04 : ldx $046d : bne .straight
|
||||
sta $22 : bra +
|
||||
.straight
|
||||
sta $046d ; set X position later
|
||||
+
|
||||
lda $00 : sta $23 : sta $0609 : sta $060d
|
||||
lda $01 : sta $a9
|
||||
lda $0e : asl : ora $ac : sta $ac
|
||||
|
||||
Reference in New Issue
Block a user