Zarby's arrow code, will need to be made configurable
probably just based on cost per arrow, or a flag and word for each cost, silvers/wooden
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@@ -133,6 +133,7 @@ incsrc music.asm
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incsrc cuccostorm.asm
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incsrc roomloading.asm
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incsrc icepalacegraphics.asm
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incsrc retro.asm
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incsrc hashalphabet.asm ; <- TAKE OUT THE EXTRA ORGS IN HERE - THIS IS WHY WE COULDN'T ADD MORE FILES EARLIER
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warnpc $A18000
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12
hooks.asm
12
hooks.asm
@@ -2049,3 +2049,15 @@ org $00DF62 ; <- Bank00.asm:4672 (LDX.w #$0000 : LDY.w #$0040)
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org $00DF6E ; <- A few instructions later, right after JSR Do3To4High16Bit
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ReloadingFloorsCancel:
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;================================================================================
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;================================================================================
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; Hook bow use - to use rupees instead of actual arrows
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;--------------------------------------------------------------------------------
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org $07A055
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NOP #$12 ; Remove archery minigame code
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org $07A06C ; <- Bank07.asm:5215 (LDA $7EF377) (Skip #$02) (DEC A : LDA $7EF377)
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JSL CheckEnoughRupeeArrows
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skip #$02 ;Skip the BEQ
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NOP #$0B ;Remove hud update code for bow/arrow kinda useless / Remove decrease arrow code
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;================================================================================
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27
retro.asm
Normal file
27
retro.asm
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@@ -0,0 +1,27 @@
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CheckEnoughRupeeArrows:
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{
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LDA $0B99 : BNE .minigame_arrow
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PHX ;save X value which is ancilla of the arrow
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REP #$30 ;Set 16bit mode
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LDA $7EF340 : AND #$00FF : TAX ;check what bow we have
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LDA $7EF360 : CMP.l .rupees_cost, X : BCC .not_enough_rupees ;Load Rupees count
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SBC.l .rupees_cost, X : STA $7EF360 ;decrease rupee by 5
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SEP #$30
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PLX
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BRA .ignore_minigame
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.minigame_arrow
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DEC $0B99
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.ignore_minigame
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LDA #$01 ;return 01 if we have enough rupee so it doesnt despawn the arrow
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RTL
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.not_enough_rupees
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SEP #$30
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PLX
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LDA #$00 ;Return 00 if we don't have enough rupee so it despawn the arrow
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RTL
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.rupees_cost ;Normal, Normal, Silver, Silver
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dw #$0005, #$0005, #$000A, #$000A
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}
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