Some more annotations

This commit is contained in:
cassidoxa
2022-11-25 01:08:07 -05:00
parent 8d0315e4c1
commit 69fd6015e6
18 changed files with 40 additions and 40 deletions

View File

@@ -311,7 +311,7 @@ DialogBombosTablet:
RTL
;--------------------------------------------------------------------------------
DialogSahasrahla:
LDA.l PendantsField : AND #$04 : BEQ + ;Check if player has green pendant
LDA.l PendantsField : AND.b #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
JML Sprite_ShowMessageUnconditional
@@ -320,7 +320,7 @@ RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDY.b #$15
LDA.l CrystalsField : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
LDA.l CrystalsField : AND.b #$05 : CMP.b #$05 : BNE + ;Check if player has crystals 5 & 6
INY ; from 15 to 16
+
TYA

View File

@@ -690,7 +690,7 @@ RTL
;--------------------------------------------------------------------------------
macro LayoutPriority(address)
LDX.w #$003C
- : LDA.w <address>, X : ORA #$2000 : STA.w <address>, X
- : LDA.w <address>, X : ORA.w #$2000 : STA.w <address>, X
DEX : DEX : BNE -
endmacro

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@@ -84,10 +84,10 @@ GetItemDamageValue:
LDA.l $0db8f1,x ;what we wrote over
RTL
.boomerang
LDA.l StunItemAction : AND #$01 : BNE .normal
LDA.l StunItemAction : AND.b #$01 : BNE .normal
BRA .noDamage
.hookshot
LDA.l StunItemAction : AND #$02 : BNE .normal
LDA.l StunItemAction : AND.b #$02 : BNE .normal
.noDamage
LDA.b #$00
RTL
@@ -97,11 +97,11 @@ SearchAncilla:
{
STA.b Scrap05
PHX
LDX #$00
LDX.b #$00
.loop
LDA.w AncillaID, X
INX : CPX #$0A : BEQ .notFound
CMP Scrap05 : BNE .loop
CMP.b Scrap05 : BNE .loop
LDA.b #$01
BRA .return
.notFound

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@@ -271,7 +271,7 @@ db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 1 : db $09 : SKIP 5 : db $05
; Remove code that tries to hide non-selected player files
org $0CD435 ; <- 65435 - Bank0C.asm : 2772 (LDX.b #$64) [LDX.b #$50]
LDX.b #$44
LDA $D324, X
LDA.w $D324, X
org $0CD446 ; <- 65446 - Bank0C.asm : 2782 (LDX $C8 : CPX.b #$02 : BEQ BRANCH_11)
db $80 ; BRA
;--------------------------------------------------------------------------------

View File

@@ -4,7 +4,7 @@ ShouldOverrideFileLoad:
BNE .no
LDA.w DungeonID ; Dungeon number
CMP #$12 ; Ice Palace
CMP.b #$12 ; Ice Palace
BEQ .yes
.no
CLC : RTS

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@@ -20,7 +20,7 @@ Init_Primary:
INX
CPX.b #$FF : !BLT -
LDX #$00
LDX.b #$00
-
LDA.l RomNameSRAM, X : CMP.w $FFC0, X : BNE .clear
INX

View File

@@ -55,7 +55,7 @@ RTL
LDA.l BoomerangEquipment : EOR.b #$03 : STA.l BoomerangEquipment ; swap blue & red boomerang
LDA.b #$20 : STA.w SFX3 ; menu select sound
JMP .captured
+ CMP #$01 : BNE + ; bow
+ CMP.b #$01 : BNE + ; bow
LDA.l BowTracking : AND.b #$C0 : CMP.b #$C0 : BNE .errorJump ; make sure we have both bows
PHX : LDX.b #$00 ; scan ancilla table for arrows
-- : CPX.b #$0A : !BGE ++
@@ -75,7 +75,7 @@ RTL
+ BRA +
.errorJump
BRA .errorJump2
+ CMP #$05 : BNE + ; powder
+ CMP.b #$05 : BNE + ; powder
LDA.l InventoryTracking : AND.b #$30 : CMP.b #$30 : BNE .errorJump ; make sure we have mushroom & magic powder
LDA.l PowderEquipment : EOR.b #$03 : STA.l PowderEquipment ; swap mushroom & magic powder
LDA.b #$20 : STA.w SFX3 ; menu select sound
@@ -83,7 +83,7 @@ RTL
+ BRA +
.errorJump2
BRA .error
+ CMP #$0D : BNE + ; flute
+ CMP.b #$0D : BNE + ; flute
LDA.w UseY2 : CMP.b #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound
LDA.l InventoryTracking : BIT.b #$04 : BEQ .error ; make sure we have shovel
AND.b #$03 : BEQ .error ; make sure we have one of the flutes

View File

@@ -208,22 +208,22 @@ MirrorBonk:
LDX.w #$0000
.loop
LDA.l .bonkRectanglesTable, X ;Load X1
CMP LinkPosX : !BGE ++
CMP.b LinkPosX : !BGE ++
;IF X > X1
LDA.l .bonkRectanglesTable+2, X ; Load X2
CMP LinkPosX : !BLT ++
CMP.b LinkPosX : !BLT ++
;IF X < X2
LDA.l .bonkRectanglesTable+4, X ;Load Y1
CMP LinkPosY : !BGE ++
CMP.b LinkPosY : !BGE ++
;IF Y > Y1
LDA.l .bonkRectanglesTable+6, X ; Load Y2
CMP LinkPosY : !BLT ++
CMP.b LinkPosY : !BLT ++
;IF Y < Y2
;Bonk Here
PLB : PLP : PLX
BRA .forceBonk
++
TXA : !ADD #$0008 : CMP #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
TXA : !ADD #$0008 : CMP.w #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
TAX
BRA .loop
.endbonkRectanglesTable

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@@ -332,7 +332,7 @@ STA.w $28D2
; CHECK IF AGAHNIM 2 IS DEAD AND WE HAVE ALREADY LANDED
LDA.w $7EF2DB : AND #$0020 : BEQ .agahnim2Alive
LDA.w OverworldEventDataWRAM+$2B : AND.w #$0020 : BEQ .agahnim2Alive
LDA.w #$046D : STA.w $243E
LDA.w #$0E3A : STA.w $24BC
LDA.w #$0E3B : STA.w $24BE
@@ -1007,7 +1007,7 @@ LDA.w #$0108 : STA.w $3C38
;Warp Tile agah defeated
LDA.w #$0034 : STA.w $3BBE ;Tile when no warp
LDA.l ProgressIndicator : AND #$00FF : CMP.w #$0003 : BNE .agahnimAlive
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0003 : BNE .agahnimAlive
LDA.w #$0212 : STA.w $3BBE ;warp
.agahnimAlive

18
msu.asm
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@@ -114,15 +114,15 @@
; Check if A has an overworld track
;--------------------------------------------------------------------------------
IsOverworldTrack:
CMP #02 : BEQ .yes ; 2 - Hyrule Field
CMP #03 : BEQ .yes ; 3 - Time of Falling Rain
CMP #04 : BEQ .yes ; 4 - The Silly Pink Rabbit
CMP #05 : BEQ .yes ; 5 - Forest of Mystery
CMP #07 : BEQ .yes ; 7 - Kakariko Village
CMP #09 : BEQ .yes ; 9 - Dark Golden Land
CMP #15 : BEQ .yes ; 15 - Dark Woods
CMP #60 : BEQ .yes ; 60 - Light World OW (after ped pull)
CMP #61 : BEQ .yes ; 61 - Dark World OW (with all crystals)
CMP.b #02 : BEQ .yes ; 2 - Hyrule Field
CMP.b #03 : BEQ .yes ; 3 - Time of Falling Rain
CMP.b #04 : BEQ .yes ; 4 - The Silly Pink Rabbit
CMP.b #05 : BEQ .yes ; 5 - Forest of Mystery
CMP.b #07 : BEQ .yes ; 7 - Kakariko Village
CMP.b #09 : BEQ .yes ; 9 - Dark Golden Land
CMP.b #15 : BEQ .yes ; 15 - Dark Woods
CMP.b #60 : BEQ .yes ; 60 - Light World OW (after ped pull)
CMP.b #61 : BEQ .yes ; 61 - Dark World OW (with all crystals)
.no
CLC : RTS
.yes

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@@ -263,6 +263,6 @@ Overworld_MosaicDarkWorldChecks:
;--------------------------------------------------------------------------------
; Check if the boss in ToH has been defeated (16-bit accumulator)
CheckHeraBossDefeated:
LDA.l RoomDataWRAM[$07].l : AND #$FF00
LDA.l RoomDataWRAM[$07].l : AND.w #$FF00
RTL
;--------------------------------------------------------------------------------

View File

@@ -85,7 +85,7 @@ NewDrawHud:
;================================================================================
; Draw Dungeon Compass Counts
;================================================================================
LDA.l CompassMode : AND #$00FF : BEQ + ; skip if CompassMode is 0.
LDA.l CompassMode : AND.w #$00FF : BEQ + ; skip if CompassMode is 0.
JSL.l DrawDungeonCompassCounts ; compasses.asm
+
@@ -133,7 +133,7 @@ NewDrawHud:
CPX #$04 : !BLT .noprize
CPX #$08 : BEQ .noprize
LDA.b GameMode : CMP #$12 : BEQ .noprize
LDA.b GameMode : CMP.b #$12 : BEQ .noprize
LDA.l MapMode
REP #$20

View File

@@ -35,7 +35,7 @@ ItemCheck_MagicBat:
RTL
ItemCheck_OldMan:
LDA.l NpcFlags : AND.b #$01 : CMP #$01
LDA.l NpcFlags : AND.b #$01 : CMP.b #$01
RTL
ItemCheck_ZoraKing:

View File

@@ -72,7 +72,7 @@ OverworldMap_CheckObject:
LDA.l MapField : ORA.l MapOverlay : AND.b #$02 : BNE +++
PHX
LDA.l .dw_map_offsets, X : TAX ; put map offset into X
LDA.l MapField, X : ORA MapOverlay, X
LDA.l MapField, X : ORA.l MapOverlay, X
PLX
AND.l .dw_map_masks, X : BNE +++
JMP .fail

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@@ -71,7 +71,7 @@ ArrowGame:
.rupees
PHX
REP #$20 ; set 16-bit accumulator
LDA.l BowEquipment : DEC : AND #$0002 : TAX
LDA.l BowEquipment : DEC : AND.w #$0002 : TAX
LDA.l CurrentRupees : !ADD.l ArrowModeWoodArrowCost, X : STA.l CurrentRupees
SEP #$20 ; set 8-bit accumulator
PLX

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@@ -112,7 +112,7 @@ SpritePrep_ShopKeeper:
-
LDA.l ShopTable+1, X : CMP.b RoomIndex : BNE +
LDA.l ShopTable+5, X : AND.w #$0040 : BNE ++
LDA.l PreviousOverworldDoor : AND #$00FF : CMP.l ShopTable+3, X : BNE +
LDA.l PreviousOverworldDoor : AND.w #$00FF : CMP.l ShopTable+3, X : BNE +
++
SEP #$20 ; set 8-bit accumulator
LDA.l ShopTable, X : STA.l ShopId

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@@ -29,7 +29,7 @@ SaveDataWRAM = $7EF000
; Example: We can use RoomDataWRAM[$37].high to read or write the pot key in the first
; floodable room in Swamp Palace (bit $04). To check if a boss has been killed we can
; take the room index for a boss room (e.g. $07 for Tower of Hera) and bitmask $FF00
; like this: RoomDataWRAM[$07].l : AND #$FF00
; like this: RoomDataWRAM[$07].l : AND.w #$FF00
;--------------------------------------------------------------------------------
; .high Byte: d d d d b k u t
; .low Byte: s e h c q q q q
@@ -658,7 +658,7 @@ endmacro
%assertSRAM(RoomPotData, $7F6018)
%assertSRAM(SpritePotData, $7F6268)
%assertSRAM(PurchaseCounts, $7F64B8)
%assertSRAM(PrivateBlock, $7F6518)
%assertSRAM(PrivateBlockPersistent, $7F6518)
;================================================================================
; Direct SRAM Assertions

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@@ -229,7 +229,7 @@ RenderCreditsStatCounter:
; == Determine stat type ==
LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
LSR
AND #$0003 ; TT
AND.w #$0003 ; TT
CMP.w #$0000
BEQ .normalStat
JMP .timeStat
@@ -317,7 +317,7 @@ RenderCreditsStatCounter:
++ %StripeTile()
LDA.l $7F5005
AND #$00FF
AND.w #$00FF
CMP.b RemoveZero
BNE +
LDA.w #BlankTile