Merge pull request #4 from Catobat/DRStairs

Shuffle in-room stairs
This commit is contained in:
aerinon
2021-02-01 16:29:51 -07:00
committed by GitHub
8 changed files with 284 additions and 17 deletions

View File

@@ -7,6 +7,8 @@
; Free RAM notes
; Normal doors use $AB-AC for scrolling indicator
; Normal doors use $FE to store the trap door indicator
; Normal doors use $045e to store Y coordinate when transitioning to in-room stairs
; Normal doors use $045f to determine the order in which supertile quadrants are drawn
; Spiral doors use $045e to store stair type
; Gfx uses $b1 to for sub-sub-sub-module thing
@@ -35,7 +37,7 @@ incsrc edges.asm
incsrc math.asm
incsrc hudadditions.asm
incsrc dr_lobby.asm
warnpc $279700
warnpc $279C00
incsrc doortables.asm
warnpc $288000

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@@ -1,4 +1,4 @@
org $279700
org $279C00
KeyDoorOffset:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
dw $0000,$0001,$0003,$0000,$0006,$0000,$000b,$0000,$0000,$0000,$000c,$000d,$0010,$0011,$0012,$0000
@@ -58,7 +58,7 @@ db $9f
org $27A000
DoorTable:
;; NW 00 N 01 N 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
;; NW 00 N 01 NE 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Default/Garbage row
dw $0003, $0003, $0003, $0450, $0003, $0003, $0003, $0003, $0003, $0452, $0003, $0003 ; HC Back Hall (x01)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Switches (x02)
@@ -227,7 +227,7 @@ dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003,
;dw $0080, $1f50 ; ->zelda's cellblock
org $27B000
SpiralTable: ;113 4 byte entries - should end at 27B44C
SpiralTable: ;113 4 byte entries - should end at 27B1C4
dw $0203, $8080 ;null row
dw $0203, $8080 ;HC Backhallway
dw $0203, $8080 ;Sewer Pull
@@ -557,6 +557,20 @@ MultDivInfo: ; (1, 2, 3, 4, 5, 6, 10, 20)
db $01, $02, $03, $04, $05, $06, $0a, $14
; indices: 0-7
; In-room stairs in North/South pairs. From left to right:
; PoD, IP right side, IP Freezor chest and GT
org $27C700
InroomStairsTable:
dw $0003,$0003, $0003,$0003, $0003,$0003, $0003,$0003
org $27C720
InroomStairsRoom:
db $0B,$1B, $3F,$1F, $7E,$5E, $96,$3D
InroomStairsX:
dw $0190, $0160, $0040, $0178
InroomStairsY:
dw $0058, $0148, $0198, $0190
; dungeon tables
; HC HC EP DP AT SP PD MM SW IP TH TT TR GT

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@@ -46,8 +46,19 @@ org $029396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
jsl StraightStairLayerFix
org $02c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
jsl DoorToStraight : nop
org $02c092 ; STA $0020, Y : LDX #$00
jsl DoorToInroom : nop
org $02c0f8 ; CMP $02C034, X
jsl DoorToInroomEnd
org $02941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
jsl StraightStairsTrapDoor : rts
org $028b54 ; <- Bank02.asm : 2200 (JSL UseImplicitRegIndexedLocalJumpTable)
jsl InroomStairsTrapDoor
org $0289a0 ; JSL $0091C4
jsl QuadrantLoadOrderBeforeScroll
org $02bd9c ; JSL $0091C4
jsl QuadrantLoadOrderAfterScroll
; Graphics fix

View File

@@ -52,14 +52,20 @@ LoadEdgeRoomVert:
lda $03 : sta $a0
sty $06
and.b #$f0 : lsr #3 : !sub $21 : !add $06 : sta $02
ldy #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
and #$03 : cmp #$03 : beq .inroom
ldy #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
bra .scroll
.inroom
jsr ScrollToInroomStairs
rts
.edge
ldy #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff

View File

@@ -31,6 +31,13 @@ WarpUp:
jsr Cleanup
rtl
; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
macro StonewallCheck(Room)
lda $a0 : cmp.b #<Room> : bne ?end
lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
?end
endmacro
WarpDown:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
@@ -38,6 +45,7 @@ WarpDown:
jsr CalcIndex
!add #$0c : ldy #$ff ; offsets in A, Y
jsr LoadRoomVert
%StonewallCheck($43)
.end
jsr Cleanup
rtl
@@ -130,15 +138,20 @@ LoadRoomVert:
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
ldy #$01 : jsr ShiftVariablesMainDir
lda $01 : and #$80 : beq .normal
lda $01 : and #$80 : beq .notEdge
ldy #$01 : jsr ShiftVariablesMainDir
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadSouthMidpoint : bra ++
+ lda $01 : jsr LoadNorthMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
jsr ScrollToInroomStairs
bra .end
.normal
ldy #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
.scroll
lda $01 : and #$40 : pha
@@ -180,6 +193,68 @@ ShiftVariablesMainDir:
rts
}
; Normal Flags should be in $01
ScrollToInroomStairs:
{
jsr PrepScrollToInroomStairs
ldy #$01 : jsr ShiftVariablesMainDir
jsr ScrollX
ldy #$00 : jsr ApplyScroll
lda $a0 : and #$0f : cmp #$0f : bne +
stz $e0 : stz $e2 ; special case camera fix
lda #$1f : sta $e1 : sta $e3
+
rts
}
; Direction should be in $06, Shift Value (see above) in $02 and other info in $01
; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
PrepScrollToInroomStairs:
{
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $04
lda.w InroomStairsX+1,y : sta $05
lda $06 : cmp #$ff : beq .south
lda.w InroomStairsY+1,y : bne +
inc $045f ; flag indicating special screen transition
dec $02 ; shift variables further
stz $aa
lda $a8 : and #%11111101 : sta $a8
stz $0613 ; North scroll target
inc $0603 : inc $0607
dec $0619 : dec $061b
+
lda.w InroomStairsY,y : !add #$20 : sta $20
!sub #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !add #$20 : sta $20
stz $045f
+
dec $21
%StonewallCheck($1b)
bra ++
.south
lda.w InroomStairsY+1,y : beq +
inc $045f ; flag indicating special screen transition
inc $02 ; shift variables further
lda #$02 : sta $aa
lda $a8 : ora #%00000010 : sta $a8
inc $0611 ; South scroll target
dec $0603 : dec $0607
inc $0619 : inc $061b
+
lda.w InroomStairsY,y : !sub #$20 : sta $20
!add #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !sub #$20 : sta $20
stz $045f
+
inc $21
++
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
stz $0476
+ rts
}
; Target pixel should be in A, other info in $01
; Sets $04 $05 and $ee
@@ -214,6 +289,7 @@ StraightStairsAdj:
{
stx $0464 : sty $012e ; what we wrote over
lda.l DRMode : beq +
lda $045e : bne .toInroom
jsr GetTileAttribute : tax
lda $11 : cmp #$12 : beq .goingNorth
lda $a2 : cmp #$51 : bne ++
@@ -234,6 +310,9 @@ StraightStairsAdj:
pla : !add #$f6 : pha
++ pla : !add $0464 : sta $0464
+ rtl
.toInroom
lda #$32 : sta $0464 : stz $045e
rtl
}
GetTileAttribute:
@@ -283,11 +362,32 @@ DoorToStraight:
rtl
}
DoorToInroom:
{
ldx $045e : bne .end
sta $0020, y ; what we wrote over
.end
ldx #$00 ; what we wrote over
rtl
}
DoorToInroomEnd:
{
ldy $045e : beq .vanilla
cmp $045e : bne .return
stz $045e ; clear
.return
rtl
.vanilla
cmp $02c034, x ; what we wrote over
rtl
}
StraightStairsTrapDoor:
{
lda $0464 : bne +
; reset function
phk : pea.w .jslrtsreturn-1
.reset phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml $028c73 ; $10D71 .reset label of Bank02
.jslrtsreturn
@@ -300,5 +400,15 @@ StraightStairsTrapDoor:
inc $0468 : stz $068e : stz $0690
++ rtl
+ jsl Dungeon_ApproachFixedColor ; what we wrote over
.end rtl
rtl
}
InroomStairsTrapDoor:
{
lda $0200 : cmp #$05 : beq .reset
lda $b0 : jml $008781 ; what we wrote over (essentially)
.reset
pla : pla : pla
jsl StraightStairsTrapDoor_reset
jml $028b15 ; just some RTS in bank 02
}

View File

@@ -37,6 +37,8 @@ OnFileLoadOverride:
jsl OnFileLoad ; what I wrote over
lda.l DRFlags : and #$80 : beq + ;flag is off
lda $7ef086 : ora #$80 : sta $7ef086
+ lda.l DRFlags : and #$40 : beq + ;flag is off
lda $7ef036 : ora #$80 : sta $7ef036
+ lda.l DRFlags : and #$02 : beq +
lda $7ef353 : bne +
lda #$01 : sta $7ef353

View File

@@ -204,3 +204,17 @@ ApplyScroll:
sta $00e2, y
sta $00e0, y
stz $ab : sep #$30 : rts
QuadrantLoadOrderBeforeScroll:
lda $045f : beq .end
lda #$08 : sta $045c ; start with opposite quadrant row
.end
jsl $0091c4 ; what we overwrote
rtl
QuadrantLoadOrderAfterScroll:
lda $045f : beq .end
stz $045c : stz $045f ; draw other row and clear flag
.end
jsl $0091c4 ; what we overwrote
rtl

View File

@@ -2,9 +2,10 @@ RecordStairType: {
pha
lda.l DRMode : beq .norm
lda $040c : cmp #$ff : beq .norm
lda $0e : sta $045e
cmp #$26 : beq .norm ; skipping in-floor staircases
pla : bra +
lda $0e
cmp #$25 : bcc ++ ; don't record straight staircases
sta $045e
++ pla : bra +
.norm pla : sta $a0
+ lda $063d, x
rtl
@@ -15,8 +16,13 @@ SpiralWarp: {
lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
cmp #$26 : beq .inroom
.abort
stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
.gtg
phb : phk : plb : phx : phy ; push stuff
@@ -70,6 +76,13 @@ SpiralWarp: {
lda $01 : and #$20 : sta $07 ; zeroVtCam check
ldy #$01 : jsr SetCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
}
StairCleanup: {
stz $045e ; clear the staircase flag
; animated tiles fix
@@ -81,9 +94,7 @@ SpiralWarp: {
jsl DecompDungAnimatedTiles
+
stz $047a
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
rts
}
;Sets the offset in A
@@ -105,7 +116,7 @@ LookupSpiralOffset: {
lda $a9 : ora $aa : and #$03 : beq .quad0
cmp #$01 : beq .quad1
cmp #$02 : beq .quad2
cmp #$03 : beq .quad3
bra .quad3
.quad0
inc $01 : lda $a2
cmp #$0c : beq .q0diff ;gt ent
@@ -138,6 +149,103 @@ LookupSpiralOffset: {
rts
}
InroomStairsWarp: {
phb : phk : plb : phx : phy ; push stuff
; find stairs by room and store index in X
lda $a0 : ldx #$07
.loop
cmp.w InroomStairsRoom,x
beq .found
dex
bne .loop
.found
rep #$30
txa : and #$00ff : asl : tay
lda.w InroomStairsTable,y : sta $00
sep #$30
sta $a0
; set position and everything else based on target door type
txa : and #$01 : eor #$01 : sta $07
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
lda $01 : and #$80 : beq .notEdge
lda $07 : sta $03 : beq +
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$e0
bra ++
+
lda $01 : jsr LoadNorthMidpoint : sta $22 : lda #$1b
++
sta $20
lda $01 : and #$20 : beq +
lda #$01
+
sta $02
stz $07
lda $01 : and #$10 : lsr #4
brl .layer
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $22
lda.w InroomStairsX+1,y : sta $02
lda.w InroomStairsY+1,y : sta $03
lda.w InroomStairsY,y
ldy $07 : beq +
!add #$07
+
sta $20
%StonewallCheck($1b)
inc $07
lda $01 : and #$04 : lsr #2
bra .layer
.normal
lda $01 : sta $fe ; trap door
lda $07 : sta $03 : beq +
lda #$e0
ldy $a0 : cpy #$51 : bne ++ ; special fix for throne room
!sub #$18
bra ++
+
%StonewallCheck($43)
lda #$1b
++
sta $20
inc $07 : stz $02 : lda #$78 : sta $22
lda $01 : and #$03 : beq ++
cmp #$02 : !bge +
lda #$f8 : sta $22 : stz $07 : bra ++
+ inc $02
++
lda $01 : and #$04 : lsr #2
.layer
sta $ee
bne +
stz $0476
+
lda $02 : !sub $a9
beq .skipXQuad
sta $06 : !add $a9 : sta $a9
ldy #$00 : jsr ShiftQuadSimple
.skipXQuad
lda $aa : lsr : sta $06 : lda $03 : !sub $06
beq .skipYQuad
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
ldy #$00 : jsr SetCamera ; horizontal camera
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
lda $20 : cmp #$e0 : bcc +
lda $e8 : bne +
lda #$10 : sta $e8 ; adjust vertical camera at bottom
+
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
rts
}
ShiftQuadSimple: {
lda.w CoordIndex,y : tax
lda $20,x : beq .skip