More RAM labels

Fixed tablets checking for item collected, uses NpcFlags+1
Deleted mantle.asm, moved to lampmantlecone.asm
This commit is contained in:
cassidoxa
2022-11-24 18:34:35 -05:00
parent da8576546d
commit 7426ce5945
52 changed files with 1048 additions and 778 deletions

View File

@@ -87,7 +87,6 @@ incsrc catfish.asm
incsrc flute.asm
incsrc dungeondrops.asm
incsrc halfmagicbat.asm
incsrc mantle.asm
incsrc swordswap.asm
incsrc stats.asm
incsrc dialog.asm
@@ -298,12 +297,11 @@ warnpc $B08000
;================================================================================
;RAM
;See ram.asm for label assignments
;$7E021B[0x1]: Used by race game instead of $0ABF to avoid witch item conflict
;$7EC900[0x1F00]: BigRAM buffer
;$7EF000[0x500]: SRAM mirror First 0x500 bytes of SRAM
; See sram.asm for labels and assignments
;$7F5000[0x800]: Rando's main free ram region
; See tables.asm for specific assignments
; See ram.asm for specific assignments
;$7F6000[0x1000]: SRAM buffer mapped to vanilla save slots 1 and 2
; See sram.asm for labels and assignments
;$7F7667[0x6719] - free ram

View File

@@ -6,17 +6,17 @@ ConditionalLightning:
CMP.b #$2C : BEQ ++
CMP.b #$5A : BEQ ++
LDA.l DisableFlashing : BNE ++
LDA.b #$32 : STA.w $9A
LDA.b #$32 : STA.w CGADSUBQ
RTL
++
LDA.b #$72
STA.b $9A
STA.b CGADSUBQ
RTL
;================================================================================
ConditionalWhitenBg:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.b $00,X
LDA.b Scrap00,X
JSR WhitenLoopReal
RTL
+
@@ -26,93 +26,93 @@ ConditionalWhitenBg:
;================================================================================
WhitenLoopReal:
-
LDA.l $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC540, X
LDA.l $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC550, X
LDA.l $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC560, X
LDA.l $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC570, X
LDA.l $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC580, X
LDA.l $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC590, X
LDA.l $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5A0, X
LDA.l $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5B0, X
LDA.l $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5C0, X
LDA.l $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5D0, X
LDA.l $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5E0, X
LDA.l PaletteBufferAux+$40, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA.l $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F0
LDA.l $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F2
LDA.l $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F4
LDA.l PaletteBufferAux+$F0 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F0
LDA.l PaletteBufferAux+$F2 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F2
LDA.l PaletteBufferAux+$F4 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F4
LDA.b GameMode : CMP.w #$0007 : BNE +
LDA.w $048E
LDA.b RoomIndex
CMP.w #$003C : BEQ ++
CMP.w #$009D : BEQ ++
CMP.w #$009C : BEQ ++
CMP.w #$00A5 : BEQ ++
+
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
BRA +++
++
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
LDA.l PaletteBuffer+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
LDA.l PaletteBuffer+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
BRA +++
+++
LDA.l $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FA
LDA.l $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FC
LDA.l $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5FE
LDA.l PaletteBufferAux+$FA : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FA
LDA.l PaletteBufferAux+$FC : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FC
LDA.l PaletteBufferAux+$FE : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FE
REP #$10
LDA.l $7EC540 : TAY
LDA.l $7EC300 : BNE +
LDA.l PaletteBuffer+$40 : TAY
LDA.l PaletteBufferAux : BNE +
TAY
+
TYA : STA.l $7EC500
TYA : STA.l PaletteBuffer
SEP #$30
RTS
;================================================================================
WhitenLoopDummy:
-
LDA.l $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC540, X
LDA.l $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC550, X
LDA.l $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC560, X
LDA.l $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC570, X
LDA.l $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC580, X
LDA.l $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC590, X
LDA.l $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5A0, X
LDA.l $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5B0, X
LDA.l $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5C0, X
LDA.l $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5D0, X
LDA.l $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5E0, X
LDA.l PaletteBufferAux+$40, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA.l $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F0
LDA.l $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F2
LDA.l $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F4
LDA.l PaletteBufferAux+$F0 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F0
LDA.l PaletteBufferAux+$F2 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F2
LDA.l PaletteBufferAux+$F4 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F4
LDA.b GameMode : CMP.w #$0007 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA.w $048E
LDA.b RoomIndex
CMP.w #$003C : BEQ ++ ; hookshot cave
CMP.w #$009D : BEQ ++ ; gt right
CMP.w #$009C : BEQ ++ ; gt big room
CMP.w #$00A5 : BEQ ++ ; wizzrobes 1
+
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5F8
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F6
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F8
BRA +++
++
LDA.l $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F6
LDA.l $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA.l $7EC5F8
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
BRA +++
+++
LDA.l $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FA
LDA.l $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FC
LDA.l $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA.l $7EC5FE
LDA.l PaletteBufferAux+$FA : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FA
LDA.l PaletteBufferAux+$FC : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FC
LDA.l PaletteBufferAux+$FE : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FE
REP #$10
LDA.l $7EC540 : TAY
LDA.l $7EC300 : BNE +
LDA.l PaletteBuffer+$40 : TAY
LDA.l PaletteBufferAux : BNE +
TAY
+
TYA : STA.l $7EC500
TYA : STA.l PaletteBuffer
SEP #$30
RTS
;================================================================================
@@ -120,36 +120,36 @@ RestoreBgEther:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
-
LDA.b $00,X
LDA.l $7EC340, X : STA.l $7EC540, X
LDA.l $7EC350, X : STA.l $7EC550, X
LDA.l $7EC360, X : STA.l $7EC560, X
LDA.l $7EC370, X : STA.l $7EC570, X
LDA.l $7EC380, X : STA.l $7EC580, X
LDA.l $7EC390, X : STA.l $7EC590, X
LDA.l $7EC3A0, X : STA.l $7EC5A0, X
LDA.l $7EC3B0, X : STA.l $7EC5B0, X
LDA.l $7EC3C0, X : STA.l $7EC5C0, X
LDA.l $7EC3D0, X : STA.l $7EC5D0, X
LDA.l $7EC3E0, X : STA.l $7EC5E0, X
LDA.l $7EC3F0, X : STA.l $7EC5F0, X
LDA.b Scrap00,X
LDA.l PaletteBufferAux+$40, X : STA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : STA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : STA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : STA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : STA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : STA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : STA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : STA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : STA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : STA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : STA.l PaletteBuffer+$E0, X
LDA.l PaletteBufferAux+$F0, X : STA.l PaletteBuffer+$F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
+
-
LDA.b Scrap00
LDA.l $7EC340, X : LDA.l $7EC540, X
LDA.l $7EC350, X : LDA.l $7EC550, X
LDA.l $7EC360, X : LDA.l $7EC560, X
LDA.l $7EC370, X : LDA.l $7EC570, X
LDA.l $7EC380, X : LDA.l $7EC580, X
LDA.l $7EC390, X : LDA.l $7EC590, X
LDA.l $7EC3A0, X : LDA.l $7EC5A0, X
LDA.l $7EC3B0, X : LDA.l $7EC5B0, X
LDA.l $7EC3C0, X : LDA.l $7EC5C0, X
LDA.l $7EC3D0, X : LDA.l $7EC5D0, X
LDA.l $7EC3E0, X : LDA.l $7EC5E0, X
LDA.l $7EC3F0, X : LDA.l $7EC5F0, X
LDA.l PaletteBufferAux+$40, X : LDA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : LDA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : LDA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : LDA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : LDA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : LDA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : LDA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : LDA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : LDA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : LDA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : LDA.l PaletteBuffer+$E0, X
LDA.l PaletteBufferAux+$F0, X : LDA.l PaletteBuffer+$F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
++
@@ -165,11 +165,11 @@ DDMConditionalLightning:
+
LDA.b Scrap00 : LDX.b #$02 : LDY.b #$00
-
LDA.w $F4EB, Y : LDA.l $7EC560, X
LDA.w $F4F9, Y : LDA.l $7EC570, X
LDA.w $F507, Y : LDA.l $7EC590, X
LDA.w $F515, Y : LDA.l $7EC5E0, X
LDA.w $F523, Y : LDA.l $7EC5F0, X
LDA.w $F4EB, Y : LDA.l PaletteBuffer+$60, X
LDA.w $F4F9, Y : LDA.l PaletteBuffer+$70, X
LDA.w $F507, Y : LDA.l PaletteBuffer+$90, X
LDA.w $F515, Y : LDA.l PaletteBuffer+$E0, X
LDA.w $F523, Y : LDA.l PaletteBuffer+$F0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
JML $07FAAC ; Bank0E.asm : 4754 both branches converge here
@@ -178,14 +178,14 @@ ConditionalGTFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.w Scrap
-
LDA.w $F9C1, Y : STA.l $7EC5D0, X
LDA.w $F9C1, Y : STA.l PaletteBuffer+$D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
+
LDA.b Scrap00
-
LDA.w $F9C1, Y : LDA.l $7EC5D0, X
LDA.w $F9C1, Y : LDA.l PaletteBuffer+$D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
@@ -193,14 +193,14 @@ ConditionalGTFlash:
ConditionalRedFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.b Scrap,X
LDA.w #$1D59 : STA.l $7EC5DA
LDA.w #$25FF : STA.l $7EC5DC
LDA.w #$1D59 : STA.l PaletteBuffer+$DA
LDA.w #$25FF : STA.l PaletteBuffer+$DC
LDA.w #$001A
RTL
+
LDA.b Scrap00
LDA.w #$1D59 : LDA.l $7EC5DA
LDA.w #$25FF : LDA.l $7EC5DC
LDA.w #$1D59 : LDA.l PaletteBuffer+$DA
LDA.w #$25FF : LDA.l PaletteBuffer+$DC
LDA.w #$0000
RTL
;================================================================================
@@ -236,7 +236,7 @@ LoadElectroPalette:
REP #$10 : LDX.w #$01E2 : LDY.w #$000E
JSR ConditionalLoadGearPalette
SEP #$30
INC.b $15
INC.b NMICGRAM
RTL
;================================================================================
ConditionalLoadGearPalette:
@@ -246,7 +246,7 @@ ConditionalLoadGearPalette:
LDA.b Scrap,X
-
LDA.b [Scrap00]
STA.l $7EC500, X
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
@@ -256,7 +256,7 @@ ConditionalLoadGearPalette:
LDA.b Scrap
-
LDA.b [Scrap00]
LDA.l $7EC500, X
LDA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
@@ -272,13 +272,13 @@ RestoreElectroPalette:
LDX.w #$01E2 : LDY.w #$000E
JSR FillPaletteBufferFromAux
SEP #$30
INC.b $15
INC.b NMICGRAM
RTL
;================================================================================
FillPaletteBufferFromAux:
-
LDA.l $7EC300, X
STA.l $7EC500, X
LDA.l PaletteBufferAux, X
STA.l PaletteBuffer, X
INX #2
DEY
BPL -

View File

@@ -25,7 +25,7 @@ RTL
; Randomize Bonk Keys
;--------------------------------------------------------------------------------
LoadBonkItemGFX:
LDA.b #$08 : STA.w $0F50, X ; thing we wrote over
LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over
LoadBonkItemGFX_inner:
LDA.b #$00 : STA.l RedrawFlag
JSR LoadBonkItem

View File

@@ -23,7 +23,7 @@ RTL
;1 = Don't Reset Music
MSMusicReset:
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b $23
LDA.b LinkPosX+1
+
RTL
;--------------------------------------------------------------------------------
@@ -120,27 +120,27 @@ RTS
; Fix for SQ jumping causing accidental Exploration Glitch
SQEGFix:
LDA.l Bugfix_PodEG : BEQ ++
STZ.w $047A ; disarm exploration glitch
STZ.w LayerAdjustment ; disarm exploration glitch
++ RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess:
STX.w $02D8 ; what we overwrote
STX.w ItemReceiptID ; what we overwrote
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ.b $AE ; the "trying to spawn crystal" flag
STZ.b $AF ; the "trying to spawn pendant" flag
STZ.b RoomTag ; the "trying to spawn crystal" flag
STZ.b RoomTag+1 ; the "trying to spawn pendant" flag
.failed
RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
WallmasterCameraFix:
STZ.b $A7 ; disable vertical camera scrolling for current room
STZ.b CameraBoundV ; disable vertical camera scrolling for current room
REP #$20
STZ.w $0618 ; something about scrolling, setting these to 0 tricks the game
STZ.w $061A ; into thinking we're at the edge of the room so it doesn't scroll.
STZ.w CameraScrollN ; something about scrolling, setting these to 0 tricks the game
STZ.w CameraScrollS ; into thinking we're at the edge of the room so it doesn't scroll.
SEP #$20
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
@@ -163,8 +163,8 @@ CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
LDA.b [Scrap00]
STA.l $7EC300, X
STA.l $7EC500, X
STA.l PaletteBufferAux, X
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
@@ -173,7 +173,7 @@ RTL
.new
-
LDA.b [Scrap00]
STA.l $7EC500, X
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
@@ -183,10 +183,10 @@ RTL
;--------------------------------------------------------------------------------
; Fix pedestal pull overlay
PedestalPullOverlayFix:
LDA.b #$09 : STA.w $039F, X ; the thing we wrote over
LDA.b #$09 : STA.w AncillaGeneral, X ; the thing we wrote over
LDA.b IndoorsFlag : BNE +
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b OverlayID : CMP.b #$97
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b OverlayID : CMP.b #$97
+
RTL
@@ -213,8 +213,8 @@ pullpc
;--------------------------------------------------------------------------------
SetOverworldTransitionFlags:
LDA.b #$01
STA.w $0ABF ; used by witch
STA.w $021B ; used by race game
STA.w OWTransitionFlag
STA.w RaceGameFlag
RTL
;--------------------------------------------------------------------------------
ParadoxCaveGfxFix:
@@ -224,7 +224,7 @@ ParadoxCaveGfxFix:
LDX.b PreviousRoom : CPX.w #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM
LDX.w $0118
LDX.w VRAMUploadAddress
; Line 1
CPX.w #$1800 : BEQ .skipMostOfLine
; Line 2

View File

@@ -22,18 +22,18 @@ DrawDungeonCompassCounts:
JSR HudHexToDec2Digit
REP #$20
PHX
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l $7EC79A
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l $7EC79C
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9A
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9C
PLX
LDA.l DungeonLocationsChecked, X : AND.w #$00FF
SEP #$20
JSR HudHexToDec2Digit
REP #$20
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l $7EC794 ; Draw the item count
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l $7EC796
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$94 ; Draw the item count
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$96
LDA.w #$2830 : STA.l $7EC798 ; draw the slash
LDA.w #$2830 : STA.l HUDTileMapBuffer+$98 ; draw the slash
.done
RTL

View File

@@ -117,10 +117,7 @@ HandleOneMindController:
.no_multitap_switch
.no_onemind
STZ.b $12
STZ.b NMIDoneFlag
JML $008034 ; reset frame loop

View File

@@ -1,6 +1,6 @@
CheckReceivedItemPropertiesBeforeLoad:
LDA.b RoomIndex : BEQ .normalCode
LDA.l $7EC005 : BNE .lightOff
LDA.l RoomFade : BNE .lightOff
.normalCode
LDA.l AddReceivedItemExpanded_properties, X ;Restore Rando Code
RTL
@@ -22,6 +22,6 @@ CheckReceivedItemPropertiesBeforeLoad:
SEP #$30
PLB : PLY : PLX
INC.b $15
INC.b NMICGRAM
LDA.b #$00
RTL

View File

@@ -12,7 +12,7 @@ RTL
ResetDialogPointer:
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$00 : STA.l AltTextFlag ; zero out the alternate flag
LDA.b #$1C : STA.w $1CE9 ; thing we wrote over
LDA.b #$1C : STA.w DelayTimer ; thing we wrote over
RTL
macro LoadDialogAddress(address)
@@ -188,7 +188,7 @@ RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL.l Attract_DecompressStoryGfx ; what we wrote over
STZ $1CE8
STZ.w MessageCursor
RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
@@ -210,7 +210,7 @@ DialogFairyThrow:
ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
.noInventory
LDA.w SpriteUnknown, X : !ADD #$08 : STA.w SpriteUnknown, X
LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
LDA.b #$51
LDY.b #$01
RTL
@@ -367,12 +367,12 @@ Sprite_ShowMessageMinimal_Alt:
INY : LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$6B : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$04 : BNE +
STZ.w $1CE8
STZ.w MessageCursor
JMP .end
+
STZ.w $0223 ; Otherwise set it so we are in text mode.
STZ.w $1CD8 ; Initialize the step in the submodule
STZ.w MessageJunk ; Otherwise set it so we are in text mode.
STZ.w MessageSubModule
; Go to text display mode (as opposed to maps, etc)
LDA.b #$02 : STA.b GameSubMode
@@ -399,13 +399,13 @@ CalculateSignIndex:
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
LDA.w $0712 : BEQ .done ; If a small map, we can skip these calculations.
LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
LDA.b $21 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA.b $23 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
@@ -426,7 +426,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA.b Joy1B_New : BPL .alpha
LDA.w $0F10, X : BNE .alpha
LDA.w SpriteTimerE, X : BNE .alpha
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
@@ -456,7 +456,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
.SayNothing
LDA.b #$40 : STA.w $0F10, X
LDA.b #$40 : STA.w SpriteTimerE, X
PLA : EOR.b #$03
@@ -467,7 +467,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
.not_facing_each_other
.alpha
LDA.w $0DE0, X
LDA.w SpriteMoveDirection, X
CLC
@@ -483,7 +483,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA.b Joy1B_New : BPL .alpha
LDA.w $0F10, X : BNE .alpha
LDA.w SpriteTimerE, X : BNE .alpha
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
@@ -500,7 +500,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
JSL Sprite_ShowMessageUnconditional
LDA.b #$40 : STA.w $0F10, X
LDA.b #$40 : STA.w SpriteTimerE, X
PLA : EOR.b #$03
@@ -513,7 +513,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
PLY
PLA
LDA.w $0DE0, X
LDA.w SpriteMoveDirection, X
CLC

View File

@@ -8,7 +8,7 @@
StoreLastOverworldDoorID:
TXA : INC
STA.l PreviousOverworldDoor
LDA.l $1BBB73, X : STA.w $010E
LDA.l $1BBB73, X : STA.w EntranceIndex
RTL
;--------------------------------------------------------------------------------
@@ -18,12 +18,12 @@ RTL
CacheDoorFrameData:
LDA.l PreviousOverworldDoor : BEQ .originalBehaviour
DEC : ASL : TAX
LDA.l EntranceDoorFrameTable, X : STA.w $0696
LDA.l EntranceAltDoorFrameTable, X : STA.w $0698
LDA.l EntranceDoorFrameTable, X : STA.w TileMapEntranceDoors
LDA.l EntranceAltDoorFrameTable, X : STA.w TileMapTile32
BRA .done
.originalBehaviour
LDA.w $D724, X : STA.w $0696
STZ.w $0698
LDA.w $D724, X : STA.w TileMapEntranceDoors
STZ.w TileMapTile32
.done
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,5 +1,5 @@
DoDungeonMapBossIcon:
LDA.b $14
LDA.b NMISTRIPES
CMP.b #$09
BEQ .dungeonmap

View File

@@ -5,7 +5,7 @@ LDA.b OverworldIndex : CMP.b #$1B : BEQ .newCodeContinue
JML $05F0CD
.newCodeContinue
PHB : PHK : PLB
LDA.b #$07 : STA.w $0F50, X ;Palette
LDA.b #$07 : STA.w SpriteOAMProp, X ; Palette
JSR Elder_Draw
JSL Sprite_PlayerCantPassThrough
JSR Elder_Code

View File

@@ -11,16 +11,16 @@ NewBatInit:
CMP.b #$D0 : BEQ .light_world ;agahnim darkmaze
LDA.b #$85 : STA.w $0CD2, X
LDA.b #$04 : STA.w $0E50, X
LDA.b #$85 : STA.w SpriteBump, X
LDA.b #$04 : STA.w SpriteHitPoints, X
RTL
.light_world
LDA.b #$80 : STA.w $0CD2, X
LDA.b #$01 : STA.w $0E50, X
LDA.b #$80 : STA.w SpriteBump, X
LDA.b #$01 : STA.w SpriteHitPoints, X
RTL
;--------------------------------------------------------------------------------
NewFireBarDamage:
LDA.w $00EE : CMP.w $0F20, X : BNE .NotSameLayer
LDA.w $00EE : CMP.w SpriteLayer, X : BNE .NotSameLayer
JSL Sprite_AttemptDamageToPlayerPlusRecoilLong
RTL
.NotSameLayer

View File

@@ -23,7 +23,7 @@ LockAgahnimDoors:
LDA.l InvertedMode : AND.w #$00FF : BEQ .unlock
LDA.l OverworldEventDataWRAM+$43 : AND.w #$0020 : BNE .unlock ; Check if GT overlay is already on or not
LDA.w $0308 : AND.w #$0080 : BEQ ++ ;If we are holding an item
LDA.w AButtonAct : AND.w #$0080 : BEQ ++ ;If we are holding an item
.locked
LDA.w #$0001 : RTL ;Keep the door locked
@@ -47,15 +47,15 @@ FlagAgahnimDoor:
LDA.l OverworldEventDataWRAM+$43 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$43 ; activate GT overlay
.vanilla
LDA.b #$28 : STA.b $72
LDA.b #$28 : STA.b ScrapBuffer72
RTL
;--------------------------------------------------------------------------------
LockAgahnimDoorsCore:
LDA.b $22 : CMP.w #1992 : !BLT + ; door too far left, skip
LDA.b LinkPosX : CMP.w #1992 : !BLT + ; door too far left, skip
CMP.w #2088 : !BGE + ; door too rat right, skip
LDA.b $20 : CMP.w #1720 : !BGE + ; door too low, skip
LDA.b LinkPosY : CMP.w #1720 : !BGE + ; door too low, skip
LDA.w #$0001
RTS
+
@@ -91,14 +91,14 @@ AllowStartFromSingleEntranceCave:
ASL #2 : !ADD Scrap00 : ASL #2 ; mult by 20
TAX
LDA.w #$0016 : STA.l $7EC142 ; Cache the main screen designation
LDA.l StartingAreaExitTable+$05, X : STA.l $7EC144 ; Cache BG1 V scroll
LDA.l StartingAreaExitTable+$07, X : STA.l $7EC146 ; Cache BG1 H scroll
LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA.l $7EC148 ; Cache Link's Y coordinate
LDA.l StartingAreaExitTable+$0B, X : STA.l $7EC14A ; Cache Link's X coordinate
LDA.l StartingAreaExitTable+$0D, X : STA.l $7EC150 ; Cache Camera Y coord lower bound.
LDA.l StartingAreaExitTable+$0F, X : STA.l $7EC152 ; Cache Camera X coord lower bound.
LDA.l StartingAreaExitTable+$03, X : STA.l $7EC14E ; Cache Link VRAM Location
LDA.w #$0016 : STA.l EN_MAINDESQ ; Cache the main screen designation
LDA.l StartingAreaExitTable+$05, X : STA.l EN_BG2VERT ; Cache BG1 V scroll
LDA.l StartingAreaExitTable+$07, X : STA.l EN_BG2HORZ ; Cache BG1 H scroll
LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA.l EN_POSY ; Cache Link's Y coordinate
LDA.l StartingAreaExitTable+$0B, X : STA.l EN_POSX ; Cache Link's X coordinate
LDA.l StartingAreaExitTable+$0D, X : STA.l EN_SCROLLATN ; Cache Camera Y coord lower bound.
LDA.l StartingAreaExitTable+$0F, X : STA.l EN_SCROLLATW ; Cache Camera X coord lower bound.
LDA.l StartingAreaExitTable+$03, X : STA.l EN_OWTMAPI ; Cache Link VRAM Location
; Handle the 2 "unknown" bytes, which control what area of the backgound
; relative to the camera? gets loaded with new tile data as the player moves around
@@ -106,24 +106,24 @@ AllowStartFromSingleEntranceCave:
LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF
BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l $7EC16A
STA.l EN_SCRMODYA
LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF
BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l $7EC16E
STA.l EN_SCRMODXA
LDA.w #$0000 : !SUB.l $7EC16A : STA.l $7EC16C
LDA.w #$0000 : !SUB.l $7EC16E : STA.l $7EC170
LDA.w #$0000 : !SUB.l EN_SCRMODYA : STA.l EN_SCRMODYB
LDA.w #$0000 : !SUB.l EN_SCRMODXA : STA.l EN_SCRMODXB
LDA.l StartingAreaExitTable+$02, X : AND.w #$00FF
STA.l $7EC14C ; Cache the overworld area number
STA.l $7EC140 ; Cache the aux overworld area number
STA.l EN_OWSCR ; Cache the overworld area number
STA.l EN_OWSCR2 ; Cache the aux overworld area number
STZ.w $0698 ;zero out door overlays in case starting overworld door is not set
STZ.w $0699 ;zero out door overlays in case starting overworld door is not set
STZ.w TileMapTile32 ;zero out door overlays in case starting overworld door is not set
STZ.w TileMapTile32+1 ;zero out door overlays in case starting overworld door is not set
SEP #$20 ; set 8-bit accumulator
LDA.l $7EF3C8 : TAX
LDA.l StartingEntrance : TAX
LDA.l StartingAreaOverworldDoor, X : STA.l PreviousOverworldDoor ;Load overworld door
REP #$20 ; reset 16-bit accumulator
JSL.l CacheDoorFrameData
@@ -134,7 +134,7 @@ RTL
;--------------------------------------------------------------------------------
AllowStartFromExit:
LDX.w $1CE8
LDX.w MessageCursor
LDA.l ShouldStartatExit, X : BNE .doStart
LDA.l StartingEntrance ; what we wrote over
@@ -153,10 +153,9 @@ JML.l AllowStartFromExitReturn
STZ.b GameSubMode
STZ.b SubSubModule
STZ.w DeathReloadFlag
STZ.w RespawnFlag
STZ.w $010A
STZ.w $04AA
JSL Equipment_SearchForEquippedItemLong
JSL HUD_RebuildLong2
JSL Equipment_UpdateEquippedItemLong
@@ -188,14 +187,14 @@ CheckHole:
.matchedHoleExtra
SEP #$30
TXA : LSR A : TAX
LDA.l ExtraHole_Entrance, X : STA.w $010E : STZ.w $010F
LDA.l ExtraHole_Entrance, X : STA.w EntranceIndex : STZ.w EntranceIndex+1
JML Overworld_Hole_End
;--------------------------------------------------------------------------------
PreventEnterOnBonk:
STA.b Scrap00 ; part of what we wrote over
LDA.l InvertedMode : AND.w #$00FF : BEQ .done
LDA.b LinkState : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
LDA.b OverworldIndex : AND.w #$0040 : CMP.b $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
LDA.b OverworldIndex : AND.w #$0040 : CMP.b WorldCache : BEQ .done ; Are we bonking, or doing the superbunny glitch?
; If in inverted, are in mirror mode, and are bonking then do not enter
JML.l PreventEnterOnBonk_BRANCH_IX

View File

@@ -1,6 +1,6 @@
OnPrepFileSelect:
LDA.b GameSubMode : CMP.b #$03 : BNE +
LDA.b #$06 : STA.b $14 ; thing we wrote over
LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
RTL
+
JSL.l LoadAlphabetTilemap
@@ -15,7 +15,7 @@ OnDrawHud:
JML.l ReturnFromOnDrawHud
;--------------------------------------------------------------------------------
OnDungeonEntrance:
STA.l $7EC172 ; thing we wrote over
STA.l PegColor ; thing we wrote over
JSL MaybeFlagCompassTotalEntrance
RTL
;--------------------------------------------------------------------------------
@@ -33,7 +33,7 @@ OnDungeonExit:
JSL.l SQEGFix
PLP : PLA
STA.w DungeonID : STZ.w $04AC ; thing we wrote over
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
PHA : PHP
JSL.l HUD_RebuildLong
@@ -44,8 +44,8 @@ RTL
;--------------------------------------------------------------------------------
OnQuit:
JSL.l SQEGFix
LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA.b $1C ; thing we wrote over
LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
@@ -123,13 +123,12 @@ OnFileLoad:
JSL.l OnNewFile
LDA.b #$FF : STA.l FileMarker
+
LDA.w $010A : BNE + ; don't adjust the worlds for "continue" or "save-continue"
LDA.l $7EC011 : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
LDA.w DeathReloadFlag : BNE + ; don't adjust the worlds for "continue" or "save-continue"
LDA.l MosaicLevel : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
JSL.l DoWorldFix
+
JSL.l MasterSwordFollowerClear
LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
LDA.l GenericKeys : BEQ +
LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
+
@@ -148,14 +147,20 @@ OnNewFile:
PHX : PHP
; reset some values on new file that are otherwise only reset on hard reset
SEP #$20 ; set 8-bit accumulator
STZ.w $03C4 ; ancilla slot index
STZ.w $047A ; EG
STZ.w $0B08 : STZ $0B09 ; arc variable
STZ.w $0CFB ; enemies killed (pull trees)
STZ.w $0CFC ; times taken damage (pull trees)
STZ.w $0FC7 : STZ.w $0FC8 : STZ.w $0FC9 : STZ.w $0FCA : STZ.w $0FCB : STZ.w $0FCC : STZ.w $0FCD ; prize packs
LDA.b #$00 : STA.l $7EC011 ; mosaic
JSL InitRNGPointerTable ; boss RNG
STZ.w AncillaSearch
STZ.w LayerAdjustment ; EG
STZ.w ArcVariable : STZ.w ArcVariable+1
STZ.w TreePullKills
STZ.w TreePullHits
STZ.w PrizePackIndexes
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
LDA.b #$00 : STA.l MosaicLevel
JSL InitRNGPointerTable
PLP : PLX
RTL
;--------------------------------------------------------------------------------
@@ -230,6 +235,6 @@ PostItemAnimation:
JSL.l IncrementChestTurnCounter
+
STZ.w ItemReceiptMethod : LDA.w $0C5E, X ; thing we wrote over to get here
STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
RTL
;--------------------------------------------------------------------------------

View File

@@ -239,12 +239,6 @@ Crashed:
-- BRA --
; LDA.w #$0000
; TCD
;
; TSC
BSODMessage:
db "A fatal error has occurred and resulted in an", $80
db "unrecoverable crash. ?", $80

View File

@@ -35,19 +35,19 @@ FairyPond_Init:
LDA.l BottleContentsThree : CMP.b #$02 : BNE ++ : LDA.b #$1E : PHA : BRA .emptyBottle : ++
LDA.l BottleContentsFour : CMP.b #$02 : BNE ++ : LDA.b #$1F : PHA : BRA .emptyBottle : ++
.noInventory
LDA.b #$0A : STA.w SpriteUnknown, X
LDA.b #$0A : STA.w SpriteActivity, X
LDA.b #$51
LDY.b #$01
JSL.l Sprite_ShowMessageFromPlayerContact
JMP .cleanup
.emptyBottle
LDA.b #$02 : STA.w SpriteUnknown, X
LDA.b #$02 : STA.w SpriteActivity, X
STZ.b LinkDirection
LDA.b #$01 : STA.w CutsceneFlag
PLA : STA.w $1CE8
PLA : STA.w MessageCursor
.cleanup
STZ.w $0EB0, X ; Clear the sprite's item-given variable
STZ.w SpriteDirectionTable, X ; Clear the sprite's item-given variable
CLC ; skip rest of original function
+ : PLY
RTL

View File

@@ -114,11 +114,11 @@ DrawPlayerFile:
; re-enable Stripe Image format upload on this frame
; Value loaded must match what gets set by AltBufferTable
LDA.w #$0161 : STA.w $1002
LDA.w #$0161 : STA.w GFXStripes+2
BRA .done
.normal
STZ.w SkipOAM ; ensure core animated tile updates are not suppressed
LDA.w #$FFFF : STA.w $1002 ; Suppress Stripe Image format upload on this frame
LDA.w #$FFFF : STA.w GFXStripes+2 ; Suppress Stripe Image format upload on this frame
.done
LDA.w #$0004 : STA.b Scrap02 ; thing we wrote over
RTL
@@ -591,55 +591,55 @@ AltBufferTable:
;fill with the blank character
LDA.w #$0188
-
STA.w $1000, X
STA.w GFXStripes, X
DEX : DEX : BNE -
; set vram offsets
LDA.w #$0161 : STA.w $1002 ;file 1 top row
LDA.w #$2161 : STA.w $1042 ;file 1 bottom row
LDA.w #$4161 : STA.w $1082 ;gap row top
LDA.w #$6161 : STA.w $10C2 ;gap row bottom
LDA.w #$8161 : STA.w $1102 ;file 2 top row
LDA.w #$A161 : STA.w $1142 ;file 2 bottom row
LDA.w #$C161 : STA.w $1182 ;gap row top
LDA.w #$E161 : STA.w $11c2 ;gap row bottom
LDA.w #$0162 : STA.w $1202 ;file 3 top row
LDA.w #$2162 : STA.w $1242 ;file 3 bottom row
LDA.w #$4162 : STA.w $1282 ;extra gap row top
LDA.w #$6162 : STA.w $12c2 ;extra gap row bottom
LDA.w #$0161 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$2161 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$8162 : STA.w $1302 ;extra gap row top
LDA.w #$A162 : STA.w $1342 ;extra gap row bottom
LDA.w #$C162 : STA.w $1382 ;extra gap row top
LDA.w #$E162 : STA.w $13C2 ;extra gap row bottom
LDA.w #$4161 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$6161 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$8161 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$A161 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$C161 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$E161 : STA.w GFXStripes+$01C2 ;gap row bottom
LDA.w #$0162 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$2162 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$4162 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$6162 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$8162 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$A162 : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$C162 : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$E162 : STA.w GFXStripes+$03C2 ;extra gap row bottom
; set lengths
LDA.w #$3B00
STA.w $1004 ;file 1 top row
STA.w $1044 ;file 1 bottom row
STA.w $1084 ;gap row top
STA.w $10C4 ;gap row bottom
STA.w $1104 ;file 2 top row
STA.w $1144 ;file 2 bottom row
STA.w $1184 ;gap row top
STA.w $11C4 ;gap row bottom
STA.w $1204 ;file 3 top row
STA.w $1244 ;file 3 bottom row
STA.w $1284 ;extra gap row top
STA.w $12C4 ;extra gap row bottom
STA.w $1304 ;extra gap row top
STA.w $1344 ;extra gap row bottom
STA.w $1384 ;extra gap row top
STA.w $13C4 ;extra gap row bottom
STA.w GFXStripes+$04 ;file 1 top row
STA.w GFXStripes+$44 ;file 1 bottom row
STA.w GFXStripes+$84 ;gap row top
STA.w GFXStripes+$C4 ;gap row bottom
STA.w GFXStripes+$0104 ;file 2 top row
STA.w GFXStripes+$0144 ;file 2 bottom row
STA.w GFXStripes+$0184 ;gap row top
STA.w GFXStripes+$01C4 ;gap row bottom
STA.w GFXStripes+$0204 ;file 3 top row
STA.w GFXStripes+$0244 ;file 3 bottom row
STA.w GFXStripes+$0284 ;extra gap row top
STA.w GFXStripes+$02C4 ;extra gap row bottom
STA.w GFXStripes+$0304 ;extra gap row top
STA.w GFXStripes+$0344 ;extra gap row bottom
STA.w GFXStripes+$0384 ;extra gap row top
STA.w GFXStripes+$03C4 ;extra gap row bottom
; Set last packet marker
LDA.w #$00FF : STA.w $1402
LDA.w #$00FF : STA.w GFXStripes+$0402
; Draw Unlock option if applicable
LDA.b GameMode : AND.w #$00FF : CMP.w #$0001 : BNE +
@@ -661,29 +661,29 @@ AltBufferTable_credits:
JSL AltBufferTable_noScreen3Change
REP #$20
LDA.w #$6168 : STA.w $1002 ;file 1 top row
LDA.w #$8168 : STA.w $1042 ;file 1 bottom row
LDA.w #$A168 : STA.w $1082 ;gap row top
LDA.w #$C168 : STA.w $10C2 ;gap row bottom
LDA.w #$E168 : STA.w $1102 ;file 2 top row
LDA.w #$0169 : STA.w $1142 ;file 2 bottom row
LDA.w #$2169 : STA.w $1182 ;gap row top
LDA.w #$4169 : STA.w $11c2 ;gap row bottom
LDA.w #$6169 : STA.w $1202 ;file 3 top row
LDA.w #$8169 : STA.w $1242 ;file 3 bottom row
LDA.w #$A169 : STA.w $1282 ;extra gap row top
LDA.w #$C169 : STA.w $12c2 ;extra gap row bottom
LDA.w #$6168 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$8168 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$E169 : STA.w $1302 ;extra gap row top
LDA.w #$016A : STA.w $1342 ;extra gap row bottom
LDA.w #$216A : STA.w $1382 ;extra gap row top
LDA.w #$416A : STA.w $13C2 ;extra gap row bottom
LDA.w #$A168 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$C168 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$E168 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$0169 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$2169 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$4169 : STA.w GFXStripes+$01c2 ;gap row bottom
LDA.w #$6169 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$8169 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$A169 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$C169 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$E169 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$016A : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$216A : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$416A : STA.w GFXStripes+$03C2 ;extra gap row bottom
SEP #$20
RTL
@@ -772,12 +772,12 @@ LoadCustomHudPalette:
LDX.b #$40
-
LDA.l GFX_HUD_Palette, X
STA.l $7EC500, X
STA.l PaletteBuffer, X
DEX : DEX
BPL -
SEP #$20
INC $15 ; ensure CGRAM gets updated
INC.b NMICGRAM ; ensure CGRAM gets updated
PLX : PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -2,11 +2,12 @@
; Fake Flippers Softlock Fix
;--------------------------------------------------------------------------------
; Written over and used by OnEnterWater hook.
UnequipCapeQuiet:
LDA.b #$20 : STA.w $02E2
STZ.w $037B
STZ.b $55
STZ.w $0360
LDA.b #$20 : STA.w PoofTimer
STZ.w NoDamage
STZ.b CapeOn
STZ.w LinkZap
RTL
protectff:
@@ -18,14 +19,14 @@ protectff:
.yes_protect
REP #$30
LDA.b $20
LDA.b LinkPosY
AND.w #$1E00
ASL
ASL
ASL
STA.b Scrap06
LDA.b $22
LDA.b LinkPosX
AND.w #$1E00
ORA.b Scrap06
@@ -49,8 +50,8 @@ protectff:
LDA.b #$15
STA.b LinkState
STZ.b $2E
STZ.b $67
STZ.b LinkAnimationStep
STZ.b LinkWalkDirection
LDA.b #$02
STA.b LinkDirection

View File

@@ -15,21 +15,21 @@ SpawnHauntedGroveItem:
LDX.b #$00
LDA.b LinkDirection : CMP.b #$04 : BEQ + : INX : +
LDA.l .x_speeds, X : STA.w $0D50, Y
LDA.l .x_speeds, X : STA.w SpriteVelocityX, Y
LDA.b #$00 : STA.w $0D40, Y
LDA.b #$18 : STA.w $0F80, Y
LDA.b #$FF : STA.w $0B58, Y
LDA.b #$30 : STA.w $0F10, Y
LDA.b #$00 : STA.w SpriteVelocityY, Y
LDA.b #$18 : STA.w SpriteVelocityZ, Y
LDA.b #$FF : STA.w EnemyStunTimer, Y
LDA.b #$30 : STA.w SpriteTimerE, Y
LDA.b $22 : !ADD.l .x_offsets, X
AND.b #$F0 : STA.w $0D10, Y
LDA.b $23 : ADC.b #$00 : STA.w $0D30, Y
LDA.b LinkPosX : !ADD.l .x_offsets, X
AND.b #$F0 : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
LDA.b $20 : !ADD.b #$16 : AND.b #$F0 : STA.w $0D00, Y
LDA.b $21 : ADC.b #$00 : STA.w $0D20, Y
LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
LDA.b #$00 : STA.w $0F20, Y
LDA.b #$00 : STA.w SpriteLayer, Y
TYX
LDX.b OverworldIndex ; haunted grove (208D0A)
@@ -56,7 +56,7 @@ FluteBoy:
LDA.b #$01 : STA.w $0FDD
JML.l FluteBoy_Abort
+
LDA.w SpriteUnknown, X : CMP.b #$03 ; thing we wrote over
LDA.w SpriteActivity, X : CMP.b #$03 ; thing we wrote over
JML.l FluteBoy_Continue
;--------------------------------------------------------------------------------
FreeDuckCheck:
@@ -69,13 +69,13 @@ FreeDuckCheck:
REP #$20
; Y coordinate boundaries for setting it off.
LDA.b $20
LDA.b LinkPosY
CMP.w #$0760 : BCC .done
CMP.w #$07E0 : BCS .done
; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
LDA.b $22
LDA.b LinkPosX
CMP.w #$01CF : BCC .done
CMP.w #$0230 : BCS .done
@@ -94,12 +94,12 @@ FreeDuckCheck:
BRA .skipSong
.done
SEP #$20
LDA.b #$80 : STA.w $03F0 ; thing we wrote over, load flute timer
LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
LDA.b #$13
RTL
.skipSong
SEP #$20
LDA.b #$80 : STA.w $03F0 ; thing we wrote over, load flute timer
LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
LDA.b #$00
RTL
;--------------------------------------------------------------------------------

View File

@@ -2,46 +2,40 @@
; Frame Hook
;--------------------------------------------------------------------------------
FrameHookAction:
JSL $0080B5 ; Module_MainRouting
JSL CheckMusicLoadRequest
PHP : REP #$30 : PHA
SEP #$20
LDA.l StatsLocked : BNE ++
REP #$20 ; set 16-bit accumulator
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+
LDA.l GameMode : CMP.w #$010E : BNE + ; move this to nmi hook?
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE +
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
+
++
REP #$30 : PLA : PLP
JSL $0080B5 ; Module_MainRouting
JSL CheckMusicLoadRequest
PHP : REP #$30 : PHA
SEP #$20
LDA.l StatsLocked : BNE ++
REP #$20 ; set 16-bit accumulator
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+
LDA.l GameMode : CMP.w #$010E : BNE ++ ; move this to nmi hook?
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE ++
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
++
REP #$30 : PLA : PLP
RTL
;--------------------------------------------------------------------------------
NMIHookAction:
PHA : PHX : PHY : PHD ; thing we wrote over, push stuff
LDA.l StatsLocked : AND.w #$00FF : BNE ++
LDA.l NMIFrames : INC : STA.l NMIFrames : BNE +
LDA.l NMIFrames+2 : INC : STA.l NMIFrames+2
+
++
PHA : PHX : PHY : PHD ; thing we wrote over, push stuff
LDA.l StatsLocked : AND.w #$00FF : BNE +
LDA.l NMIFrames : INC : STA.l NMIFrames : BNE +
LDA.l NMIFrames+2 : INC : STA.l NMIFrames+2
+
JML.l NMIHookReturn
;--------------------------------------------------------------------------------
PostNMIHookAction:
LDA.w NMIAux : BEQ +
PHK : PEA .return-1 ; push stack for RTL return
JMP.w [NMIAux]
.return
STZ.w NMIAux ; zero bank byte of NMI hook pointer
+
LDA.b $13 : STA.w INIDISP ; thing we wrote over, turn screen back on
LDA.w NMIAux : BEQ +
PHK : PEA .return-1 ; push stack for RTL return
JMP.w [NMIAux]
.return
STZ.w NMIAux ; zero bank byte of NMI hook pointer
+
LDA.b INIDISPQ : STA.w INIDISP ; thing we wrote over, turn screen back on
JML.l PostNMIHookReturn
;--------------------------------------------------------------------------------

View File

@@ -57,7 +57,7 @@ GetAgahnimSlot:
JML.l GetAgahnimSlotReturn
;--------------------------------------------------------------------------------
GetAgahnimLightning:
INC.w $0E30, X ; thing we wrote over
INC.w SpriteAux, X ; thing we wrote over
LDA.b RoomIndex ; get room id
CMP.b #13 : BNE + ; Agahnim 2 room
LDA.b #$01 ; Use Agahnim 2

View File

@@ -4,7 +4,7 @@ GoalItemGanonCheck:
BCS .success
.fail
LDA.w SpriteUnknown, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
LDA.w SpriteActivity, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
LDA.b #$00
RTL
.success
@@ -138,7 +138,7 @@ CheckAgaForPed:
BEQ .force_blue_ball
.vanilla ; run vanilla check for phase
LDA.w $0E30, X
LDA.w SpriteAux, X
CMP.b #$02
RTL

View File

@@ -8,11 +8,11 @@ CalculateSpikeFloorDamage:
SEP #$20 ; set 8-bit accumulator
BNE +
LDA.l ByrnaCaveSpikeDamage
STA.w $0373
STA.w DamageReceived
RTL
+
LDA.w $D055, Y
STA.w $0373
STA.w DamageReceived
RTL
;--------------------------------------------------------------------------------
CalculateByrnaUsage:
@@ -48,7 +48,7 @@ CalculateCapeUsage:
+
SEP #$20 ; set 8-bit accumulator
PHX : TYX
LDA.l HardModeExclusionCapeUsage, X : STA.b $4C ; set cape decrement timer
LDA.l HardModeExclusionCapeUsage, X : STA.b CapeTimer ; set cape decrement timer
PLX
++
JML IncrementMagicUseCounterOne
@@ -66,9 +66,9 @@ ActivateInvulnerabilityOrDont:
BRA .nowhere_special
.somewhere_cool
SEP #$20 ; set 8-bit accumulator
LDA.b #$01 : STA.w $037B : RTL
LDA.b #$01 : STA.w NoDamage : RTL
.nowhere_special
LDA.l ByrnaInvulnerability : STA.w $037B
LDA.l ByrnaInvulnerability : STA.w NoDamage
RTL
;--------------------------------------------------------------------------------
GetItemDamageValue:
@@ -99,7 +99,7 @@ SearchAncilla:
PHX
LDX #$00
.loop
LDA.w $0C4A, X
LDA.w AncillaID, X
INX : CPX #$0A : BEQ .notFound
CMP Scrap05 : BNE .loop
LDA.b #$01

View File

@@ -60,7 +60,7 @@ DrawHeartPieceGFX:
PHA
JSL.l IsNarrowSprite : BCC +
LDA.w $0E60, X : ORA.b #$20 : STA.w $0E60, X
LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
+
PLA
@@ -101,7 +101,7 @@ HeartContainerSound:
RTL
;--------------------------------------------------------------------------------
NormalItemSkipSound:
LDA.w $0C5E, X ; thing we wrote over
LDA.w AncillaGet, X ; thing we wrote over
CPY.b #$20 : BEQ + ; Skip for Crystal
CPY.b #$37 : BEQ + ; Skip for Pendants
@@ -203,7 +203,7 @@ LoadIndoorValue:
%GetPossiblyEncryptedItem(HeartPiece_Spectacle_Cave, HeartPieceIndoorValues)
JMP .done
+ CMP.w #283 : BNE +
LDA.b $22 : XBA : AND.w #$0001 ; figure out where link is
LDA.b LinkPosX : XBA : AND.w #$0001 ; figure out where link is
BNE ++
%GetPossiblyEncryptedItem(HeartPiece_Circle_Bushes, HeartPieceIndoorValues)
JMP .done
@@ -239,7 +239,7 @@ LoadOutdoorValue:
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex
CMP.w #$03 : BNE +
LDA.b $22 : CMP.w #1890 : !BLT ++
LDA.b LinkPosX : CMP.w #1890 : !BLT ++
%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
JMP .done
++
@@ -255,7 +255,7 @@ LoadOutdoorValue:
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$30 : BNE +
LDA.b $22 : CMP.w #512 : !BGE ++
LDA.b LinkPosX : CMP.w #512 : !BGE ++
%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
JMP .done
++

View File

@@ -707,16 +707,16 @@ JMP DrawItem_finished
org $0DECE6 ; <- 6ECE6 - equipment.asm : 1934 (SEP #$30)
DrawItem_finished:
org $0DEB48 ; <- 6EB48 - equipment.asm : 1784 (LDA $0000)
LDA.w $0000, Y : STA.w $11F2
LDA.w $0002, Y : STA.w $11F4
LDA.w $0040, Y : STA.w $1232
LDA.w $0042, Y : STA.w $1234
LDA.w $0000, Y : STA.w GFXStripes+$01F2
LDA.w $0002, Y : STA.w GFXStripes+$01F4
LDA.w $0040, Y : STA.w GFXStripes+$0232
LDA.w $0042, Y : STA.w GFXStripes+$0234
;---------------------------
org $0DE24B ; <- 6E24B - equipment.asm : 951 (LDA $0000)
LDA.w $0000, Y : STA.w $11F2
LDA.w $0002, Y : STA.w $11F4
LDA.w $0040, Y : STA.w $1232
LDA.w $0042, Y : STA.w $1234
LDA.w $0000, Y : STA.w GFXStripes+$01F2
LDA.w $0002, Y : STA.w GFXStripes+$01F4
LDA.w $0040, Y : STA.w GFXStripes+$0232
LDA.w $0042, Y : STA.w GFXStripes+$0234
;--------------------------------------------------------------------------------
org $0DE2DC ; <- 6E2DC - equipment.asm : 989 (LDA $F449, X : STA $122C, Y)
JMP UpdateBottleMenu_return
@@ -1175,6 +1175,7 @@ JSL.l CheckTabletSword
;--------------------------------------------------------------------------------
org $1DF086 ; <- EF086 - sprite_evil_barrier.asm:303 (LDA $7EF359 : CMP.b #$02 : BCS .anozap_from_player_attack)
JSL.l GetSwordLevelForEvilBarrier
;--------------------------------------------------------------------------------
;================================================================================
; Medallion Tablets
@@ -1189,6 +1190,9 @@ org $07859F ; <- 3859F - Bank07.asm : 965 (JSL AddPendantOrCrystal)
JSL SpawnTabletItem
org $07862A ; <- 3862A - Bank07.asm : 1064 (JSL AddPendantOrCrystal)
JSL SpawnTabletItem
;--------------------------------------------------------------------------------
org $05EF1E ; LDA.l $7EF280,X : AND #$40
JSL CheckTabletItem : NOP #2
;================================================================================
; Medallion Entrances
@@ -1937,7 +1941,7 @@ org $05F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A
JSL.l HeartPieceGet
JSL.l IsMedallion
BCS + : BRA Sprite_EB_HeartPiece_handle_flags : + ; Don't change OW flags if we're
STZ.w $0DD0,X : RTS ; getting a tablet item
STZ.w SpriteAITable, X : RTS ; getting a tablet item
;--------------------------------------------------------------------------------
org $06C0B0 ; <- 340B0 - sprite prep
JSL.l HeartPieceSpritePrep
@@ -1950,8 +1954,8 @@ JSL.l HPItemReset
; Fake Flippers Softlock Fix + General Damage Hooks
;--------------------------------------------------------------------------------
org $078091 ; <- 38091 - Bank07.asm:138 (LDA $037B : BNE .linkNotDamaged)
LDA.w $0373 : STA.b Scrap00 : STZ.w $0373 ; store and zero damage
LDA.w $037B : BNE LinkDamaged_linkNotDamaged ; skip if immune
LDA.w DamageReceived : STA.b Scrap00 : STZ.w DamageReceived ; store and zero damage
LDA.w NoDamage : BNE LinkDamaged_linkNotDamaged ; skip if immune
;--------------------------------------------------------------------------------
org $0780C6 ; <- 380C6 - Bank07.asm:174 (LDA $7EF36D)
JSL.l OnLinkDamaged
@@ -1982,7 +1986,7 @@ FakeFlipperProtection:
org $0AB8E5 ; <- 538E5
JSL.l FloodGateAndMasterSwordFollowerReset
JSL.l IncrementFlute
STZ $1000 : STZ $1001
STZ.w GFXStripes : STZ.w GFXStripes+1
NOP #26
;--------------------------------------------------------------------------------
org $02AA87 ; <- 12A87
@@ -2213,10 +2217,10 @@ JSL ParadoxCaveGfxFix : NOP
;--------------------------------------------------------------------------------
; Change race game to use $021B instead of $0ABF for detecting cheating
org $0DCB9D ; STZ.w $0ABF
STZ.w $021B
STZ.w RaceGameFlag
org $0DCBFE ; LDA.w $0ABF
LDA.w $021B
LDA.w RaceGameFlag
org $02BFE0 ; LDA.b #$01 : STA.w $0ABF
JSL SetOverworldTransitionFlags : NOP

View File

@@ -49,7 +49,7 @@ BgGraphicsLoading:
ReloadingFloors:
SEP #$30 ; 8 AXY
LDA.l $7EC2F8 ; Floor file that has been decompressed
LDA.l LastBGSet ; Floor file that has been decompressed
TAY
JSR ShouldOverrideFileLoad
REP #$30 ; 16 AXY

View File

@@ -20,7 +20,7 @@ InitRoomDataWRAM:
org $30B060 ; PC 0x183060
InitATAltarRoom: dw $0000 ; aga curtains
org $30B092 ; PC 0x183092
InitSWBackEntryRoom: dw $0000 ; skull woods curtains (?)
InitSWBackEntryRoom: dw $0000 ; skull woods curtains
org $30B20C
dw $F000, $F000 ; Pre-open kak bomb hut & brewery

View File

@@ -59,7 +59,7 @@ RTL
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 ++
LDA.w $0C4A, X : CMP.b #$09 : BNE +++
LDA.w AncillaID, X : CMP.b #$09 : BNE +++
PLX : BRA .errorJump2 ; found an arrow, don't allow the swap
+++
INX : BRA -- : ++
@@ -84,7 +84,7 @@ RTL
.errorJump2
BRA .error
+ CMP #$0D : BNE + ; flute
LDA.w $037A : CMP.b #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound
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
LDA.l FluteEquipment : CMP.b #01 : BNE .toShovel ; not shovel
@@ -250,7 +250,7 @@ AddInventory:
LDA.b IndoorsFlag : BEQ ++ ; skip shop check if outdoors
LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ ++ ; skip shop check for chests
PHP : REP #$20 ; set 16-bit accumulator
LDA.w $048E
LDA.b RoomIndex
CMP.w #274 : BNE + : JMP .shop : + ; dark world death mountain shop, ornamental shield shop
CMP.w #271 : BNE + : JMP .shop : + ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
CMP.w #272 : BNE + : JMP .shop : + ; red shield shop
@@ -787,8 +787,8 @@ RTL
; DrawKeyIcon:
;--------------------------------------------------------------------------------
DrawKeyIcon:
LDA.b Scrap04 : AND.w #$00FF : CMP.w #$0090 : BNE + : LDA.w #$007F : + : ORA.w #$2400 : STA.l $7EC764
LDA.b Scrap05 : AND.w #$00FF : ORA.w #$2400 : STA.l $7EC766
LDA.b Scrap04 : AND.w #$00FF : CMP.w #$0090 : BNE + : LDA.w #$007F : + : ORA.w #$2400 : STA.l HUDKeyDigits
LDA.b Scrap05 : AND.w #$00FF : ORA.w #$2400 : STA.l HUDTileMapBuffer+$66
RTL
;--------------------------------------------------------------------------------
@@ -872,7 +872,7 @@ RTL
; DrawPowder:
;--------------------------------------------------------------------------------
DrawPowder:
LDA.w $02DA : BNE .defer ; defer if link is buying a potion
LDA.w ItemReceiptPose : BNE .defer ; defer if link is buying a potion
LDA.l RedrawFlag : BEQ +
LDA.w SpriteAuxTable, X ; Retrieve stored item type
JSL.l PrepDynamicTile
@@ -960,14 +960,14 @@ RTL
DrawMagicHeader:
LDA.l MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic
.halfMagic
LDA.w #$28F7 : STA.l $7EC704
LDA.w #$2851 : STA.l $7EC706
LDA.w #$28FA : STA.l $7EC708
LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
LDA.w #$2851 : STA.l HUDTileMapBuffer+$06
LDA.w #$28FA : STA.l HUDTileMapBuffer+$08
RTL
.quarterMagic
LDA.w #$28F7 : STA.l $7EC704
LDA.w #$2800 : STA.l $7EC706
LDA.w #$2801 : STA.l $7EC708
LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
LDA.w #$2800 : STA.l HUDTileMapBuffer+$06
LDA.w #$2801 : STA.l HUDTileMapBuffer+$08
RTL
;--------------------------------------------------------------------------------
@@ -1001,7 +1001,7 @@ RTL
SpawnShovelItem:
LDA.b #$01 : STA.l RedrawFlag
LDA.w $03FC : BEQ +
LDA.w YButtonOverride : BEQ +
JSL DiggingGameGuy_AttemptPrizeSpawn
JMP .skip
+
@@ -1034,18 +1034,18 @@ SpawnShovelItem:
LDA.l .x_speeds, X : STA.w SpriteVelocityX, Y
LDA.b #$00 : STA.w SpriteVelocityY, Y
LDA.b #$18 : STA.w $0F80, Y
LDA.b #$FF : STA.w $0B58, Y
LDA.b #$30 : STA.w $0F10, Y
LDA.b #$18 : STA.w SpriteVelocityZ, Y
LDA.b #$FF : STA.w EnemyStunTimer, Y
LDA.b #$30 : STA.w SpriteTimerE, Y
LDA.b $22 : !ADD.l .x_offsets, X
LDA.b LinkPosX : !ADD.l .x_offsets, X
AND.b #$F0 : STA.w SpritePosXLow, Y
LDA.b $23 : ADC.b #$00 : STA.w SpritePosXHigh, Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
LDA.b $20 : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
LDA.b $21 : ADC.b #$00 : STA.w SpritePosYHigh, Y
LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
LDA.b #$00 : STA.w $0F20, Y
LDA.b #$00 : STA.w SpriteLayer, Y
TYX
LDA.b #$30 : JSL Sound_SetSfx3PanLong

View File

@@ -35,7 +35,7 @@ Overworld_CreatePyramidHoleModified:
JSL C9DE_LONG
JSL C9DE_LONG
LDA.w #$FFFF : STA.w $1012, Y
LDA.w #$FFFF : STA.w GFXStripes+$12, Y
JMP .ending
.originalBehaviour
@@ -64,7 +64,7 @@ Overworld_CreatePyramidHoleModified:
JSL C9DE_LONG
JSL C9DE_LONG
LDA.w #$FFFF : STA.w $1012, Y
LDA.w #$FFFF : STA.w GFXStripes+$12, Y
.ending
LDA.w #$3515 : STA.w SFX1
@@ -75,7 +75,7 @@ Overworld_CreatePyramidHoleModified:
LDA.b #$03 : STA.w SFX3
LDA.b #$01 : STA.b $14
LDA.b #$01 : STA.b NMISTRIPES
RTL
;------------------------------------------------------------------------------
@@ -195,12 +195,12 @@ TurtleRockPegSolved:
RTL
MirrorBonk:
; must preserve X/Y, and must preserve $00-$0F
LDA.l InvertedMode : BEQ .normal
; must preserve X/Y, and must preserve $00-$0F
LDA.l InvertedMode : BEQ .normal
; Goal: use $20 and $22 to decide to force a bonk
; if we want to bonk branch to .forceBonk
; otherwise fall through to .normal
; Goal: use $20 and $22 to decide to force a bonk
; if we want to bonk branch to .forceBonk
; otherwise fall through to .normal
PHX : PHP
PHB : PHK : PLB
LDA.b OverworldIndex : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
@@ -208,31 +208,31 @@ MirrorBonk:
LDX.w #$0000
.loop
LDA.l .bonkRectanglesTable, X ;Load X1
CMP $22 : !BGE ++
CMP LinkPosX : !BGE ++
;IF X > X1
LDA.l .bonkRectanglesTable+2, X ; Load X2
CMP $22 : !BLT ++
CMP LinkPosX : !BLT ++
;IF X < X2
LDA.l .bonkRectanglesTable+4, X ;Load Y1
CMP $20 : !BGE ++
CMP LinkPosY : !BGE ++
;IF Y > Y1
LDA.l .bonkRectanglesTable+6, X ; Load Y2
CMP $20 : !BLT ++
CMP LinkPosY : !BLT ++
;IF Y < Y2
;Bonk Here
PLB : PLP : PLX
BRA .forceBonk
++
TXA : !ADD #$0008 : CMP #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
TAX
BRA .loop
.endbonkRectanglesTable
++
TXA : !ADD #$0008 : CMP #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
TAX
BRA .loop
.endbonkRectanglesTable
.endLoop
PLB : PLP : PLX
.endLoop
PLB : PLP : PLX
.normal
;Not forcing a bonk, so the vanilla bonk detection run.
LDA.b Scrap0C : ORA.b Scrap0E
;Not forcing a bonk, so the vanilla bonk detection run.
LDA.b Scrap0C : ORA.b Scrap0E
JML.l MirrorBonk_NormalReturn
.forceBonk
JML.l MirrorBonk_BranchGamma

View File

@@ -5,36 +5,38 @@
;--------------------------------------------------------------------------------
LampCheck:
LDA.l LightConeModifier : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA.l LampEquipment : BNE .done ; skip if we already have lantern
LDA.l CurrentWorld : BNE +
.lightWorld
LDA.w DungeonID : BNE ++ ; check if we're in sewers
LDA.l LampConeSewers : BRA .done
++
LDA.l LampConeLightWorld : BRA .done
+
.darkWorld
LDA.l LampConeDarkWorld
.done
CMP.b #$FF : BNE + : INC : RTL : +
LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
LDA.w DungeonID : BNE + ; check if we're in sewers
LDA.l LampConeSewers : RTL
+ : TDC
.lamp
RTL
;================================================================================
;--------------------------------------------------------------------------------
; Output: 0 locked, 1 open
;--------------------------------------------------------------------------------
CheckForZelda:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
RTL
;================================================================================
;--------------------------------------------------------------------------------
SetOverlayIfLamp:
JSL.l LampCheck
STA.b $1D ; write it directly to the overlay, this isn't a terrible idea at all
JSL.l LampCheck
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================
; Mantle Object Changes
;--------------------------------------------------------------------------------
Mantle_CorrectPosition:
LDA.l ProgressFlags : AND.b #$04 : BEQ +
LDA.b #$0A : STA.w SpritePosXLow, X ; just spawn it off to the side where we know it should be
LDA.b #$03 : STA.w SpritePosXHigh, X
LDA.b #$90 : STA.w SpriteSpawnStep, X
+
LDA.w SpritePosYLow, X : !ADD.b #$03 ; thing we did originally
RTL
;--------------------------------------------------------------------------------

View File

@@ -7,9 +7,9 @@
;--------------------------------------------------------------------------------
MaidenCrystalScript:
LDA.b #$00 : STA.l BusyItem
STZ.w $02D8
STZ.w $02DA
STZ.b $2E
STZ.w ItemReceiptID
STZ.w ItemReceiptPose
STZ.b LinkAnimationStep
LDA.b #$02 : STA.w LinkDirection
LDA.l CrystalsField : AND.b #$7F : CMP.b #$7F : BNE + ; check if we have all crystals
LDA.b #$08 : STA.l MapIcons ; Update the map icon to just be Ganon's Tower

View File

@@ -1,12 +0,0 @@
;================================================================================
; Mantle Object Changes
;--------------------------------------------------------------------------------
Mantle_CorrectPosition:
LDA.l ProgressFlags : AND.b #$04 : BEQ +
LDA.b #$0A : STA.w $0D10, X ; just spawn it off to the side where we know it should be
LDA.b #$03 : STA.w $0D30, X
LDA.b #$90 : STA.w $0ED0, X
+
LDA.w $0D00, X : !ADD.b #$03 ; thing we did originally
RTL
;--------------------------------------------------------------------------------

View File

@@ -40,7 +40,7 @@ TryOpenTRock:
RTL
;--------------------------------------------------------------------------------
MedallionTrigger_Bombos:
STZ.b $50 ; stuff we wrote over
STZ.b Strafe ; stuff we wrote over
STZ.w FreezeSprites
PHA

10
msu.asm
View File

@@ -365,7 +365,7 @@ SpiralStairsPostCheck:
LDA.b RoomIndex
CMP.w #$000C : BNE +
; Ganon's tower entrance
LDX.w $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX.w LastAPUCommand : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX.b #22 : STX.w MusicControlRequest
BRA .done
@@ -374,7 +374,7 @@ SpiralStairsPostCheck:
CMP.w #$006B : BNE .done
; Ganon's tower upstairs (with big key)
LDX.w $0130 : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX.w LastAPUCommand : CPX.b #$F1 : BNE .done ; Check that we were fading out
LDX.b #59 : STX.w MusicControlRequest
@@ -387,9 +387,9 @@ SpiralStairsPostCheck:
; Make sure expanded OST tracks load properly after death/fairy revival
;--------------------------------------------------------------------------------
StoreMusicOnDeath:
STA.l $7EC227 ; thing we wrote over
STA.l GameOverSongCache ; thing we wrote over
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BEQ .done
LDA.w CurrentMSUTrack : STA.l $7EC227
LDA.w CurrentMSUTrack : STA.l GameOverSongCache
.done
RTL
;--------------------------------------------------------------------------------
@@ -781,7 +781,7 @@ EndingMusicWait:
LDA.w MSUID+4 : CMP.w #!VAL_MSU_ID_45 : BNE .done
SEP #$20
.wait
LDA.b $50 : BNE .done
LDA.b Strafe : BNE .done
LDA.w MSUSTATUS : BIT.b #!FLAG_MSU_STATUS_AUDIO_PLAYING : BNE .wait
.done
SEP #$20

View File

@@ -71,10 +71,10 @@ PreOverworld_LoadProperties_ChooseMusic:
+
.lastCheck
LDA.w $0132 : CMP.b #$F2 : BNE +
CPX.w $0130 : BNE +
; If the last played command ($0132) was half volume (#$F2)
; and the actual song playing ($0130) is same as the one for this area (X)
LDA.w MusicControlQueue : CMP.b #$F2 : BNE +
CPX.w LastAPUCommand : BNE +
; If the last played command (MusicControlQueue) was half volume (#$F2)
; and the actual song playing (LastAPUCommand) is same as the one for this area (X)
; then play the full volume command (#F3) instead of restarting the song
LDX.b #$F3
+
@@ -94,21 +94,17 @@ Overworld_FinishMirrorWarp:
.clear_hdma_table
STA.w $1B00, X : STA.w $1B40, X
STA.w $1B80, X : STA.w $1BC0, X
STA.w $1C00, X : STA.w $1C40, X
STA.w $1C80, X
STA.w IrisPtr+$0000, X : STA.w IrisPtr+$0040, X
STA.w IrisPtr+$0080, X : STA.w IrisPtr+$00C0, X
STA.w IrisPtr+$0100, X : STA.w IrisPtr+$0140, X
STA.w IrisPtr+$0180, X
DEX #2 : BPL .clear_hdma_table
LDA.w #$0000 : STA.l $7EC007 : STA.l $7EC009
LDA.w #$0000 : STA.l FadeTimer : STA.l FadeDirection
SEP #$20
JSL $00D7C8 ; $57C8 IN ROM
LDA.b #$80 : STA.b $9B
JSL $00D7C8
LDA.b #$80 : STA.b HDMAENQ
LDX.b #$04 ; bunny theme
; if not inverted and light world, or inverted and dark world, skip moon pearl check
@@ -205,7 +201,7 @@ BirdTravel_LoadTargetAreaMusic:
; Misery Mire rain SFX
CMP.b #$70 : BNE ++
LDA.l OverworldEventDataWRAM+$70 : AND.b #$20 : BNE ++
LDA.b #$01 : CMP.w $0131 : BEQ +
LDA.b #$01 : CMP.w LastSFX1 : BEQ +
STA.w SFX1
+ : BRA .checkInverted
++

View File

@@ -179,34 +179,34 @@ DrawMagicMeter_mp_tilemap = $0DFE0F
CMP.w #0001 : BEQ .yellow
CMP.w #0002 : BNE + : JMP .green : +
.blue
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EFFF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EFFF : STA.l $7EC806
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA.l HUDTileMapBuffer+$46
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA.l HUDTileMapBuffer+$86
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EFFF : STA.l HUDTileMapBuffer+$C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EFFF : STA.l HUDTileMapBuffer+$06
RTL
.red
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E7FF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E7FF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E7FF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E7FF : STA.l $7EC806
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E7FF : STA.l HUDTileMapBuffer+$46
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E7FF : STA.l HUDTileMapBuffer+$86
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E7FF : STA.l HUDTileMapBuffer+$C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E7FF : STA.l HUDTileMapBuffer+$06
RTL
.yellow
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EBFF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EBFF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EBFF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EBFF : STA.l $7EC806
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$EBFF : STA.l HUDTileMapBuffer+$46
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$EBFF : STA.l HUDTileMapBuffer+$86
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$EBFF : STA.l HUDTileMapBuffer+$C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$EBFF : STA.l HUDTileMapBuffer+$0106
RTL
.orange
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E3FF : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E3FF : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E3FF : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E3FF : STA.l $7EC806
LDA.l DrawMagicMeter_mp_tilemap+0, X : AND.w #$E3FF : STA.l HUDTileMapBuffer+$46
LDA.l DrawMagicMeter_mp_tilemap+2, X : AND.w #$E3FF : STA.l HUDTileMapBuffer+$86
LDA.l DrawMagicMeter_mp_tilemap+4, X : AND.w #$E3FF : STA.l HUDTileMapBuffer+$C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : AND.w #$E3FF : STA.l HUDTileMapBuffer+$0106
RTL
.green
LDA.l DrawMagicMeter_mp_tilemap+0, X : STA.l $7EC746
LDA.l DrawMagicMeter_mp_tilemap+2, X : STA.l $7EC786
LDA.l DrawMagicMeter_mp_tilemap+4, X : STA.l $7EC7C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : STA.l $7EC806
LDA.l DrawMagicMeter_mp_tilemap+0, X : STA.l HUDTileMapBuffer+$46
LDA.l DrawMagicMeter_mp_tilemap+2, X : STA.l HUDTileMapBuffer+$86
LDA.l DrawMagicMeter_mp_tilemap+4, X : STA.l HUDTileMapBuffer+$C6
LDA.l DrawMagicMeter_mp_tilemap+6, X : STA.l HUDTileMapBuffer+$0106
RTL
;================================================================================
@@ -242,33 +242,6 @@ HudHexToDec4Digit:
STY.b Scrap07 ; Store 1s digit
RTS
;================================================================================
; 8-bit registers
; in: A(b) - Byte to Convert
; out: $05 - $07 (high - low)
;================================================================================
;HudHexToDec3Digit: ; this may be overkill, could have used the 4 digit one...
; LDY.b #$90
; -
; CMP.b #100 : !BLT +
; INY
; SBC.b #100 : BRA -
; +
; STY $05 : LDY.b #$90 ; Store 100s digit and reset Y
; -
; CMP.b #10 : !BLT +
; INY
; SBC.b #10 : BRA -
; +
; STY $06 : LDY #$90 ; Store 10s digit and reset Y
; CMP.b #1 : !BLT +
; -
; INY
; DEC : BNE -
; +
; STY $07 ; Store 1s digit
;RTS
;================================================================================
; 8-bit registers
; in: A(b) - Byte to Convert

View File

@@ -898,23 +898,23 @@ LDA.l ArrowMode : BEQ .normal
+ CMP.b #03 : !BGE .silver
.wooden
LDA.b #$A7 : STA.l $7EC720 ; draw wooden arrow marker
LDA.b #$20 : STA.l $7EC721
LDA.b #$A9 : STA.l $7EC722
LDA.b #$20 : STA.l $7EC723
LDA.b #$A7 : STA.l HUDTileMapBuffer+$20 ; draw wooden arrow marker
LDA.b #$20 : STA.l HUDTileMapBuffer+$21
LDA.b #$A9 : STA.l HUDTileMapBuffer+$22
LDA.b #$20 : STA.l HUDTileMapBuffer+$23
RTL
.normal ; in normal arrow mode this function is only ever called for silvers
.silver
LDA.b #$86 : STA.l $7EC720 ; draw silver arrow marker
LDA.b #$24 : STA.l $7EC721
LDA.b #$87 : STA.l $7EC722
LDA.b #$24 : STA.l $7EC723
LDA.b #$86 : STA.l HUDTileMapBuffer+$20 ; draw silver arrow marker
LDA.b #$24 : STA.l HUDTileMapBuffer+$21
LDA.b #$87 : STA.l HUDTileMapBuffer+$22
LDA.b #$24 : STA.l HUDTileMapBuffer+$23
RTL
.none
LDA.b #$7F : STA.l $7EC720 ; draw no arrow marker
LDA.b #$24 : STA.l $7EC721
LDA.b #$7F : STA.l $7EC722
LDA.b #$24 : STA.l $7EC723
LDA.b #$7F : STA.l HUDTileMapBuffer+$20 ; draw no arrow marker
LDA.b #$24 : STA.l HUDTileMapBuffer+$21
LDA.b #$7F : STA.l HUDTileMapBuffer+$22
LDA.b #$24 : STA.l HUDTileMapBuffer+$23
RTL
;--------------------------------------------------------------------------------
GetRNGItemSingle:

View File

@@ -61,7 +61,7 @@ ItemCheck_TreeKid3:
BRA .done
LDA.b #$05
.normal
LDA.w SpriteUnknown, X
LDA.w SpriteActivity, X
.done
RTL
@@ -151,7 +151,7 @@ RTL
; Randomize 300 Rupee NPC
;--------------------------------------------------------------------------------
Set300RupeeNPCItem:
INC.w SpriteUnknown, X ; thing we wrote over
INC.w SpriteActivity, X ; thing we wrote over
PHA : PHP
REP #$20 ; set 16-bit accumulator

View File

@@ -16,7 +16,7 @@ Password_BeginInit:
JSL Vram_EraseTilemaps_triforce
JSL LoadCustomHudPalette ; replace the 2bpp palettes, and trigger upload
LDA.b #$07 : STA.b $14 ; have NMI load up the initial tilemap from Password_Tilemap
LDA.b #$07 : STA.b NMISTRIPES ; have NMI load up the initial tilemap from Password_Tilemap
INC.b GameSubMode
RTL
@@ -37,7 +37,7 @@ Password_EndInit:
DEX : BPL -
+
LDA.b #$0F : STA.b $13
LDA.b #$0F : STA.b INIDISPQ
INC.b GameSubMode
RTL
@@ -119,7 +119,7 @@ Password_Main:
JSR UpdatePasswordTiles
JSR PasswordSetNewCursors
LDA.b #$01 : STA.b $14
LDA.b #$01 : STA.b NMISTRIPES
PLB
RTL
.selectionValues

View File

@@ -31,11 +31,11 @@ RTL
HUDRebuildIndoor:
LDA.l GenericKeys : BEQ .normal
.generic
LDA.b #$00 : STA.l $7EC017
LDA.b #$00 : STA.l RoomDarkness
LDA.l CurrentGenericKeys ; generic key count
RTL
.normal
LDA.b #$00 : STA.l $7EC017
LDA.b #$00 : STA.l RoomDarkness
LDA.b #$FF ; don't show keys
RTL
;================================================================================
@@ -186,7 +186,7 @@ RTL
UpdateKeys:
PHX : PHP
SEP #$30 ; set 8-bit accumulator & index registers
LDA.w DungeonID : CMP.b $1F : !BLT .skip
LDA.w DungeonID : CMP.b TSWQ : !BLT .skip
LSR : TAX ; get dungeon index and store to X
@@ -219,39 +219,38 @@ RTL
;--------------------------------------------------------------------------------
DrawBootsInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1608 : STA.b $00
LDA.w #$1608 : STA.b Scrap00
RTL
+
LDA.w #$1588 : STA.b $00
LDA.w #$1588 : STA.b Scrap00
RTL
;--------------------------------------------------------------------------------
DrawGlovesInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1610 : STA.b $00
LDA.w #$1610 : STA.b Scrap00
RTL
+
LDA.w #$1590 : STA.b $00
LDA.w #$1590 : STA.b Scrap00
RTL
;--------------------------------------------------------------------------------
DrawFlippersInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1618 : STA.b $00
LDA.w #$1618 : STA.b Scrap00
RTL
+
LDA.w #$1598 : STA.b $00
LDA.w #$1598 : STA.b Scrap00
RTL
;--------------------------------------------------------------------------------
DrawMoonPearlInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1620 : STA.b $00
LDA.w #$1620 : STA.b Scrap00
RTL
+
LDA.w #$15A0 : STA.b $00
LDA.w #$15A0 : STA.b Scrap00
RTL
;--------------------------------------------------------------------------------
DrawHUDDungeonItems:
LDA.l HUDDungeonItems : BNE .continue
RTL
.dungeon_positions
@@ -328,12 +327,12 @@ DrawHUDDungeonItems:
; dungeon names
LDA.w #$2D50
LDY.w #0
LDY.w #00
.next_dungeon_name
LDX.w .dungeon_positions,Y
STA.w $1646,X
STA.w GFXStripes+$0646,X
INC
@@ -344,9 +343,9 @@ DrawHUDDungeonItems:
LDX.w #$001E
LDA.w #$24F5
-- STA.w $1686,X
STA.w $16C6,X
STA.w $1706,X
-- STA.w GFXStripes+$0686,X
STA.w GFXStripes+$06C6,X
STA.w GFXStripes+$0706,X
DEX : DEX : BPL --
@@ -361,7 +360,7 @@ DrawHUDDungeonItems:
LDA.l HUDDungeonItems : AND.w #$0001 : BEQ .skip_small_keys
.draw_small_keys
LDA.w #$2810 : STA.w $1684 ; small keys icon
LDA.w #$2810 : STA.w GFXStripes+$0684 ; small keys icon
LDY.w #0
@@ -376,7 +375,7 @@ DrawHUDDungeonItems:
LDX.w .dungeon_positions,Y
ADC.w #$2816
STA.w $1686,X
STA.w GFXStripes+$0686,X
INY : INY
CPY.w #26 : BCC .next_small_key
@@ -389,7 +388,7 @@ DrawHUDDungeonItems:
LDA.l HUDDungeonItems : AND.w #$0002 : BEQ .skip_big_keys
LDA.w #$2811 : STA.w $16C4 ; big key icon
LDA.w #$2811 : STA.w GFXStripes+$06C4 ; big key icon
; use X so we can BIT
LDX.w #0
@@ -403,7 +402,7 @@ DrawHUDDungeonItems:
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $16C6,Y
STA.w GFXStripes+$06C6,Y
; reload
LDA.l BigKeyField
@@ -417,7 +416,7 @@ DrawHUDDungeonItems:
.skip_big_keys
LDA.l HUDDungeonItems : AND.w #$0010 : BEQ .skip_boss_kills
LDA.w #$280F : STA.w $1704 ; skull icon
LDA.w #$280F : STA.w GFXStripes+$0704 ; skull icon
LDY.w #0
.next_boss_kill
@@ -428,7 +427,7 @@ DrawHUDDungeonItems:
LDA.w #$2826
LDX.w .dungeon_positions,Y
STA.w $1706,X
STA.w GFXStripes+$0706,X
..skip_boss_kill
INY : INY
@@ -446,7 +445,7 @@ DrawHUDDungeonItems:
; Maps
LDA.l HUDDungeonItems : AND.w #$0004 : BEQ .skip_maps
LDA.w #$2821 : STA.w $1684 ; map icon
LDA.w #$2821 : STA.w GFXStripes+$0684 ; map icon
; use X so we can BIT
LDX.w #0
@@ -460,7 +459,7 @@ DrawHUDDungeonItems:
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $1686,Y
STA.w GFXStripes+$0686,Y
; reload
LDA.l MapField
@@ -475,7 +474,7 @@ DrawHUDDungeonItems:
; Compasses
LDA.l HUDDungeonItems : AND.w #$0008 : BEQ .skip_compasses
LDA.w #$2C20 : STA.w $16C4 ; compass icon
LDA.w #$2C20 : STA.w GFXStripes+$06C4 ; compass icon
; use X so we can BIT
LDX.w #0
@@ -489,7 +488,7 @@ DrawHUDDungeonItems:
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $16C6,Y
STA.w GFXStripes+$06C6,Y
; reload
LDA.l CompassField
@@ -513,15 +512,15 @@ DrawPendantCrystalDiagram:
REP #$30 ; Set 16-bit accumulator & index registers
LDX.w #$0000 ; Paint entire box black & draw empty pendants and crystals
-
LDA.l .row0, X : STA.w $12EA, X
LDA.l .row1, X : STA.w $132A, X
LDA.l .row2, X : STA.w $136A, X
LDA.l .row3, X : STA.w $13AA, X
LDA.l .row4, X : STA.w $13EA, X
LDA.l .row5, X : STA.w $142A, X
LDA.l .row6, X : STA.w $146A, X
LDA.l .row7, X : STA.w $14AA, X
LDA.l .row8, X : STA.w $14EA, X
LDA.l .row0, X : STA.w GFXStripes+$02EA, X
LDA.l .row1, X : STA.w GFXStripes+$032A, X
LDA.l .row2, X : STA.w GFXStripes+$036A, X
LDA.l .row3, X : STA.w GFXStripes+$03AA, X
LDA.l .row4, X : STA.w GFXStripes+$03EA, X
LDA.l .row5, X : STA.w GFXStripes+$042A, X
LDA.l .row6, X : STA.w GFXStripes+$046A, X
LDA.l .row7, X : STA.w GFXStripes+$04AA, X
LDA.l .row8, X : STA.w GFXStripes+$04EA, X
INX #2 : CPX.w #$0014 : BCC -
; pendants
@@ -529,59 +528,56 @@ DrawPendantCrystalDiagram:
LSR : BCC + ; pendant of wisdom (red)
LDX.w #$252B
STX.w $13B6
INX : STX.w $13B8
INX : STX.w $13F6
INX : STX.w $13F8
STX.w GFXStripes+$03B6
INX : STX.w GFXStripes+$03B8
INX : STX.w GFXStripes+$03F6
INX : STX.w GFXStripes+$03F8
+ LSR : BCC + ; pendant of power (blue)
LDX.w #$2D2B
STX.w $13AE
INX : STX.w $13B0
INX : STX.w $13EE
INX : STX.w $13F0
STX.w GFXStripes+$03AE
INX : STX.w GFXStripes+$03B0
INX : STX.w GFXStripes+$03EE
INX : STX.w GFXStripes+$03F0
+ LSR : BCC + ; pendant of courage (green)
LDX.w #$3D2B
STX.w $1332
INX : STX.w $1334
INX : STX.w $1372
INX : STX.w $1374
STX.w GFXStripes+$0332
INX : STX.w GFXStripes+$0334
INX : STX.w GFXStripes+$0372
INX : STX.w GFXStripes+$0374
+
; crystals
LDA.l CrystalsField
LDX.w #$2D44
LDY.w #$2D45
BIT.w #$0002 : BEQ + ; crystal 1
STX.w $14AC
STY.w $14AE
STX.w GFXStripes+$04AC
STY.w GFXStripes+$04AE
+ BIT.w #$0010 : BEQ + ; crystal 2
STX.w $146E
STY.w $1470
STX.w GFXStripes+$046E
STY.w GFXStripes+$0470
+ BIT.w #$0040 : BEQ + ; crystal 3
STX.w $14B0
STY.w $14B2
STX.w GFXStripes+$04B0
STY.w GFXStripes+$04B2
+ BIT.w #$0020 : BEQ + ; crystal 4
STX.w $1472
STY.w $1474
STX.w GFXStripes+$0472
STY.w GFXStripes+$0474
+ BIT.w #$0008 : BEQ + ; crystal 7
STX.w $14B8
STY.w $14BA
STX.w GFXStripes+$04B8
STY.w GFXStripes+$04BA
+
LDX.w #$2544
LDY.w #$2545
BIT.w #$0004 : BEQ + ; crystal 5
STX.w $14B4
STY.w $14B6
STX.w GFXStripes+$04B4
STY.w GFXStripes+$04B6
+ BIT.w #$0001 : BEQ + ; crystal 6
STX.w $1476
STY.w $1478
STX.w GFXStripes+$0476
STY.w GFXStripes+$0478
+
PLB : PLP

View File

@@ -15,20 +15,20 @@ WriteBlanksToPlayerName:
STA.l ExtendedFileNameSRAM+20
STA.l ExtendedFileNameSRAM+22
STA.l $7003D9, X ;What we wrote over (clear first byte of vanilla name slot)
STA.l FileNameVanillaSRAM, X ;What we wrote over (clear first byte of vanilla name slot)
RTL
WriteCharacterToPlayerName:
STA.l ExtendedFileNameSRAM, X
CPX.w #$0008 : !BGE +
STA.l $7003D9, X ;what we wrote over
STA.l FileNameVanillaSRAM, X ;what we wrote over
+
RTL
ReadCharacterFromPlayerName: ;Only for use on Name Screen
LDA.l ExtendedFileNameSRAM, X
CPX.w #$0008 : !BGE +
LDA.l $7003D9, X ;what we wrote over
LDA.l FileNameVanillaSRAM, X ;what we wrote over
+
RTL
@@ -40,13 +40,13 @@ PLB
RTL
WrapCharacterPosition:
LDA.w $0B12 : BPL +
LDA.w PlayerNameCursor : BPL +
LDA.b #$0B
+
CMP.b #$0C : !BLT +
LDA.b #$00
+
STA.w $0B12
STA.w PlayerNameCursor
RTL
CharacterPositions:

385
ram.asm
View File

@@ -4,9 +4,9 @@
; This module is primarily concerned with labeling WRAM addresses used by the
; randomizer and documenting their usage. We use a combination of base $[address]
; and WRAMLabel = $[address] here, favoring the former when we have larger blocks
; of contiguous ram labeled. In some cases the label name can be descriptive enough
; without documentation, you may want to consult more in-depth reference materials,
; or I just don't understand what they are.
; of contiguous ram labeled. A line is skipped when the next address is non-cotiguous,
; but comments will go in the empty space if multi-line. In some cases the label
; name can be descriptive enough without documentation. Or I just didn't know what it was.
;
; See the JP 1.0 disassembly for reference, specifically symbols_wram.asm
; (https://github.com/spannerisms/jpdasm/ - 19/11/2022)
@@ -38,28 +38,42 @@ Scrap0C: skip 1 ;
Scrap0D: skip 1 ;
Scrap0E: skip 1 ;
Scrap0F: skip 1 ;
;
GameMode = $7E0010 ; Game mode & submode. Refer to disassembly.
GameSubMode = $7E0011 ;
;
NMIDoneFlag = $7E0012 ; $00 = Main loop done | $01 = Not done (lag)
INIDISPQ = $7E0013 ; Queue for INIDISP updates. Written during NMI.
NMISTRIPES = $7E0014 ; NMI update flags.
NMICGRAM = $7E0015 ; When non-zero, will trigger a specific gfx update
NMIHUD = $7E0016 ; during NMI.
NMIINCR = $7E0017 ;
NMIUP1100 = $7E0018 ;
UPINCVH = $7E0019 ; Incremental upload VRAM high byte
FrameCounter = $7E001A ; Increments every frame that the game isn't lagging
IndoorsFlag = $7E001B ; $00 = Outdoors | $01 = Indoors
;
MAINDESQ = $7E001C ; PPU register queues written during NMI
SUBDESQ = $7E001D ;
TMWQ = $7E001E ;
TSWQ = $7E001F ;
LinkPosY = $7E0020 ; Link's absolute x/y coordinates. Both are word length.
LinkPosX = $7E0022 ;
LinkPosZ = $7E0024 ; $FFFF when on ground
;
LinkPushDirection = $7E0026 ; - - - - u d l r
LinkRecoilY = $7E0027 ;
LinkRecoilX = $7E0028 ;
LinkRecoilZ = $7E0029 ;
;
LinkSubPixelVelocty = $7E002A ; Word length
LinkAnimationStep = $7E002E ;
LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right
;
OAMOffsetY = $7E0044 ;
OAMOffsetX = $7E0045 ;
;
CapeTimer = $7E004C ; Countdown for cape sapping magic Countdown for cape sapping magic..
LinkJumping = $7E004D ; $00 = None | $01 = Bonk/damage/water | $02 = Ledge
;
Strafe = $7E0050 ; ???
;
CapeOn = $7E0055 ; Link invisible and untouchable when set.
BunnyFlagDP = $7E0056 ; $00 = Link | $01 = Bunny
;
LinkSlipping = $7E005B ; $00 = None | $01 = Near pit
@@ -68,14 +82,35 @@ FallTimer = $7E005C ; Timer for falling animation
LinkState = $7E005D ; Main Link state handler
LinkSpeed = $7E005E ; Main Link speed handler
;
LinkWalkDirection = $7E0067 ; - - - - u d l r
;
ScrapBuffer72 = $7E0072 ; Volatile scrap buffer. 5 bytes.
;
WorldCache = $7E007B ; $00 = Light world | $40 bit set for dark world.
;
OverworldIndex = $7E008A ; Overworld screen index. Word length. Dark world is OR $40 of
; light world screen in same position. Zeroed on UW entry.
OverlayID = $7E008C ; Overworld overlay ID. One Byte.
;
OAMPtr = $7E0090 ; Pointer used to indirectly address OAM buffer. 4 bytes.
BGMODEQ = $7E0094 ; Various PPU queues handled during NMI
MOSAICQ = $7E0095 ;
W12SELQ = $7E0096 ;
W34SELQ = $7E0097 ;
WOBJSELQ = $7E0098 ;
CGWSELQ = $7E0099 ;
CGADSUBQ = $7E009A ;
HDMAENQ = $7E009B ; HDMA enable flags
;
RoomIndex = $7E00A0 ; Underworld room index. Word length. High byte: $00 = EG1 | $01 = EG2
; Not zeroed on exit to overworld.
PreviousRoom = $7E00A2 ; Stores previous value of RoomIndex
;
CameraBoundH = $7E00A6 ; Which set of camera boundaries to use.
CameraBoundV = $7E00A7 ;
;
RoomTag = $7E00AE ; Room effects; e.g. kill room, shutter switch, etc. Word length.
;
SubSubModule = $7E00B0 ; Often used as a submodule, such as for transitions
;
ObjPtr = $7E00B7 ; Pointer for drawing room objects. Three bytes.
@@ -114,23 +149,31 @@ Joy2B_Old = $7E00FB ;
; Pages 0x000x1F of Bank7E are mirrored to every program bank ALTTP uses.
;--------------------------------------------------------------------------------
DeathReloadFlag = $7E010A ; Flag set on death for dungeon reload
CurrentMSUTrack = $7E010B ;
GameModeCache = $7E010C ;
GameSubModeCache = $7E010D ;
EntranceIndex = $7E010E ; Entrance ID into underworld. Word length.
;
MedallionFlag = $7E0112 ; Medallion cutscene flag. $01 = Cutscene active.
;
VRAMUploadAddress = $7E0118 ; Incremental VRAM upload address. Low byte always 0. Word length.
;
BG1ShakeV = $7E011A ; Applied to BG Scroll. Word Length.
BG1ShakeH = $7E011C ;
;
CurrentVolume = $7E0127 ;
TargetVolume = $7E0129 ;
CurrentControlRequest = $7E0133 ; Last thing written to MusicControlRequest
MusicControl = $7E012B ;
MusicControlRequest = $7E012C ;
SFX1 = $7E012D ;
SFX2 = $7E012E ;
SFX3 = $7E012F ;
LastAPUCommand = $7E0130 ; Last non-zero command given to SPC.
LastSFX1 = $7E0131 ; Last non-zero SFX1
MusicControlQueue = $7E0132 ; Used to queue up writes to MusicControlRequest
CurrentControlRequest = $7E0133 ; Last thing written to MusicControlRequest
LastAPU = $7E0134 ; Stores last anything written to MusicControlRequest
;
SubModuleInterface = $7E0200 ; Word length. High byte expected to be $00.
ItemCursor = $7E0202 ; Current location of the item menu cursor.
@@ -139,22 +182,51 @@ BottleMenuCounter = $7E0205 ; Step counter for opening bottle menu
MenuFrameCounter = $7E0206 ; Incremented every menu frame. Never read.
MenuBlink = $7E0207 ; Incremented every frame and masked with $10 to blink cursor
;
RaceGameFlag = $7E021B ;
;
MessageJunk = $7E0223 ; Zeroed but never used (?)
;
ItemReceiptID = $7E02D8 ;
ItemReceiptPose = $7E02DA ; $00 = No pose | $01 = One hand up | $02 = Two hands up
;
BunnyFlag = $7E02E0 ; $00 = Link | $01 = Bunny
;
Poofing = $7E02E1 ; Flags cape and bunny poof.
PoofTimer = $7E02E2 ; Countdown timer for poofing.
SwordCooldown = $7E02E3 ; Cooldown for sword after dashing through an enemy.
CutsceneFlag = $7E02E4 ; Flags various cutscenes. All non-zero behave the same.
;
ItemReceiptMethod = $7E02E9 ;
;
TileActBE = $7E02EF ; Bitfield used by breakables and entrances. b b b b d d d d
; b = Breakables | d = Entrances
UseY1 = $7E0301 ; Bitfield for Y-item usage: b p - a x z h r
; b = Boomerang | p = Powder | a = Bow | x = Hammer (tested, never set)
; z = Rods (tested, never set) | h = Hammer | r = Rods
CurrentYItem = $7E0303 ;
;
AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull
CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting
;
TileActIce = $7E0348 ; Bitfield used by ice. Word length.
;
TileActDig = $7E035B ; Bitfield used by diggable ground. Word length. High byte unused.
;
LinkZap = $7E0360 ; When set, recoil zaps Link.
;
DamageReceived = $7E0373 ; Damage to deal to Link.
;
UseY2 = $7E037A ; - - b n c h - s
; b = Book | n = Net | c = Canes | h = Hookshot | s = Shovel
NoDamage = $7E037B ; Prevents Link from receiving damage.
;
AncillaGeneral = $7E039F ; General use buffer for front slot ancillae. $0F bytes.
;
AncillaSearch = $7E03C4 ; Used to search through ancilla when every front slot is occupied.
;
ForceSwordUp = $7E03EF ; $01 = Force sword up pose.
FluteTimer = $7E03F0 ; Countdown timer for being able to use the flute
;
YButtonOverride = $7E03FC ; Y override for minigames. $00 = Selected item | $01 = Shovel | $02 = Bow
;
ItemsTaken = $7E0403 ; Items taken in a room: b k u t s e h c
; b = boss kill/item | k = key/heart piece (prevents crystals)
@@ -162,46 +234,124 @@ ItemsTaken = $7E0403 ; Items taken in a room: b k u t s e h c
; s = chest 3/pod or dp wall | e, h, c = chest 2, 1, 0
DungeonID = $7E040C ; High byte mostly unused but sometimes read. Word length.
;
LayerAdjustment = $7E047A ; Flags layer adjustments. Arms EG.
;
RoomIndexMirror = $7E048E ; Mirrors RoomIndex
;
RespawnFlag = $7E04AA ; If set, entrance loading is treated as a respawn. Word length.
Map16ChangeIndex = $7E04AC ; Word length.
;
OWEntranceCutscene = $7E04C6 ;
;
HeartBeepTimer = $7E04CA ;
;
CameraScrollN = $7E0618 ; Camera scroll trigger areas for directions NSEW
CameraScrollS = $7E061A ; The higher boundary should always be +2 from the lower in
CameraScrollW = $7E061C ; underworld and -2 in overworld.
CameraScrollE = $7E061E ;
;
NMIAux = $7E0632 ; Stores long address of NMI jump. Currently only used by shops.
;
SpriteRoomTag = $7E0642 ; Set high by sprites triggering room tags.
;
SomariaSwitchFlag = $7E0646 ; Set by Somaria when on a switch.
;
TileMapEntranceDoors = $7E0696 ; Tilemap location of entrance doors. Word length.
TileMapTile32 = $7E0698 ; Tilemap location of new tile32 objects, such as from graves/rocks. Word length.
;
SkipOAM = $7E0710 ; Set to skip OAM updates. High byte written $FF with exploding walls
OWScreenSize = $7E0712 ; Flags overworld screen size.
;
OWTransitionFlag = $7E0ABF ; Used for certain transitions like smith, witch, etc.
;
ArcVariable = $7E0B08 ; Arc variable. Word length.
OverlordXLow = $7E0B08 ; $08 bytes.
OverlordXHigh = $7E0B10 ; $08 bytes.
PlayerNameCursor = $7E0B12 ; Player name screen.
OverlordYLow = $7E0B18 ; $08 bytes.
OverlordYHigh = $7E0B20 ; $08 bytes.
;
EnemyStunTimer = $7E0B58 ; Auto-decrementing timer for stunned enemies. $10 bytes.
;
BowDryFire = $7E0B9A ; If set, arrows are deleted immediately
;
SaveFileIndex = $7E0B9D ;
;
SpritePosYLow = $7E0D00 ; Sprite slot data. Each label has $10 bytes.
SpritePosXLow = $7E0D10 ;
SpritePosYHigh = $7E0D20 ;
SpriteAncillaInteract = $7E0BA0 ; If nonzero, ancillae do not interact with the sprite. $10 bytes.
;
AncillaVelocityY = $7E0C22 ; $0A bytes.
AncillaVelocityX = $7E0C2C ; $0A bytes.
;
AncillaID = $7E0C4A ; $0A bytes.
;
AncillaGet = $7E0C5E ; Used by varius ancilla in various ways. $0F bytes.
;
SpriteBump = $7E0CD2 ; See symbols_wram.asm. $10 bytes.
;
TreePullKills = $7E0CFB ; Kills for tree pulls.
TreePullHits = $7E0CFC ; Hits taken for tree pulls.
;
SpritePosYLow = $7E0D00 ; Sprite slot data. Each label has $10 bytes unless otherwise
SpritePosXLow = $7E0D10 ; specified. Some of these I'm not sure what they are. May
SpritePosYHigh = $7E0D20 ; have taken a guess or just made something up.
SpritePosXHigh = $7E0D30 ;
SpriteVelocityY = $7E0D40 ;
SpriteVelocityX = $7E0D50 ;
;
SpriteUnknown = $7E0D80 ; Don't know what this is
SpriteSubPixelY = $7E0D60 ;
SpriteSubPixelX = $7E0D70 ;
SpriteActivity = $7E0D80 ; Not sure what this is.
SpriteMovement = $7E0D90 ; Not sure what this is.
;
SpriteAuxTable = $7E0DA0 ; $20 bytes.
SpriteGFXControl = $7E0DC0 ;
SpriteAITable = $7E0DD0 ; AI state of sprites. $10 bytes.
SpriteMoveDirection = $7E0DE0 ; $00 = Right | $01 = Left | $02 = Down | $03 = Up
;
SpriteTimer = $7E0DF0 ;
;
SpriteTypeTable = $7E0E20 ; Which sprite occupies this slot. $10 bytes.
;
SpriteAux = $7E0E30 ;
SpriteOAMProperties = $7E0E40 ; h m w o o o o o | h = Harmless | m = master sword? | w = walls?
; | o = OAM allocation
SpriteHitPoints = $7E0E50 ; Set from $0DB173
SpriteControl = $7E0E60 ; n i o s p p p t | n = Death animation? | i = Immune to attack/collion?
; o = Shadow | p = OAM prop palette | t = OAM prop name table
SpriteItemType = $7E0E80 ; Sprite Item Type. $10 bytes.
;
SpriteSpawnStep = $7E0ED0 ; Related to enemies spawning other sprites (eg pikit, zirro)
;
SpriteDirectionTable = $7E0EB0 ; Sprite direction. $10 bytes.
;
SpriteHalt = $7E0F00 ;
SpriteTimerE = $7E0F10 ; ?
;
SpriteLayer = $7E0F20 ;
;
SpriteOAMProp = $7E0F50 ;
;
SpriteZCoord = $7E0F70 ;
SpriteVelocityZ = $7E0F80 ;
SpriteSubPixelZ = $7E0F90 ;
;
FreezeSprites = $7E0FC1 ; "Seems to freeze sprites"
;
PrizePackIndexes = $7E0FC7 ; $07 bytes. One for each prize pack.
;
SpriteCoordCacheX = $7E0FD8 ;
SpriteCoordCacheY = $7E0FDA ;
;
NoMenu = $7E0FFC ; When set prevents menu, mirror, medallions
;
GFXStripes = $7E1000 ; Used by stripes for arbitrary VRAM transfers. $100 bytes.
RoomStripes = $7E1100 ; Used for room drawing.
;
IrisPtr = $7E1B00 ; Spotlight pointers for HDMA. $1C0 bytes (?).
;
MessageSubModule = $7E1CD8 ;
;
MessageCursor = $7E1CE8 ; Chosen option in message.
DelayTimer = $7E1CE9 ;
;
TextID = $7E1CF0 ; Message ID and page. Word length.
;
ToastBuffer = $7E1E0E ; Multiworld buffer. Word length.
@@ -230,8 +380,56 @@ ScratchBufferV = $7E1EB0 ; Volatile scratch buffer. Can clobber at will
;--------------------------------------------------------------------------------
TileUploadBuffer = $7EA180 ; 0x300 bytes
;
RoomFade = $7EC005 ; Flags fade to black on room transitions. Word length.
FadeTimer = $7EC007 ; Timer for transition fading and mosaics. Word length.
FadeDirection = $7EC009 ; Word length
FadeLevel = $7EC00B ; Target fade level. Word length.
;
;
MosaicLevel = $7EC011 ; Word length. High byte unused
;
RoomDarkness = $7EC017 ; Darkness level of a room. High byte unused. Word length.
;
SpriteOAM = $7EC025 ;
; $7EC700 - Tile map buffer for HUD
;
EN_OWSCR2 = $7EC140 ; $7EC140-$7EC171 Used for caching with entrances.
EN_MAINDESQ = $7EC142 ; Copied from the JP disassembly.
EN_SUBDESQ = $7EC143 ;
EN_BG2VERT = $7EC144 ;
EN_BG2HORZ = $7EC146 ;
EN_POSY = $7EC148 ;
EN_POSX = $7EC14A ;
EN_OWSCR = $7EC14C ;
EN_OWTMAPI = $7EC14E ;
EN_SCROLLATN = $7EC150 ;
EN_SCROLLATW = $7EC152 ;
EN_SCROLLAN = $7EC154 ;
EN_SCROLLBN = $7EC156 ;
EN_SCROLLAS = $7EC158 ;
EN_SCROLLBS = $7EC15A ;
EN_OWTARGN = $7EC15C ;
EN_OWTARGS = $7EC15E ;
EN_OWTARGW = $7EC160 ;
EN_OWTARGE = $7EC162 ;
EN_AA0 = $7EC164 ;
EN_BGSET1 = $7EC165 ;
EN_BGSET2 = $7EC166 ;
EN_SPRSET1 = $7EC167 ;
; 2 bytes free RAM.
EN_SCRMODYA = $7EC16A ;
EN_SCRMODYB = $7EC16C ;
EN_SCRMODXA = $7EC16E ;
EN_SCRMODXB = $7EC170 ;
PegColor = $7EC172 ;
;
GameOverSongCache = $7EC227 ;
;
LastBGSet = $7EC2F8 ; Lists loaded sheets to check for decompression. 4 bytes.
;
PaletteBufferAux = $7EC300 ; Secondary and main palette buffer. See symbols_wram.asm
PaletteBuffer = $7EC500 ; in the disassembly.
HUDTileMapBuffer = $7EC700 ; HUD tile map buffer. $100 bytes (?)
HUDKeyIcon = $7EC726 ;
HUDGoalIndicator = $7EC72A ;
HUDPrizeIcon = $7EC742 ;
@@ -239,7 +437,7 @@ HUDRupees = $7EC750 ;
HUDBombCount = $7EC75A ;
HUDArrowCount = $7EC760 ;
HUDKeyDigits = $7EC764 ;
;
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
;================================================================================
@@ -249,7 +447,7 @@ DecompressionBuffer = $7F0000 ; Decompression Buffer. $2000 bytes.
base $7F5000
RedrawFlag: skip 1 ;
skip 2 ;
skip 2 ; Unused
HexToDecDigit1: skip 1 ; Space for storing the result of hex to decimal conversion.
HexToDecDigit2: skip 1 ; Digits are stored from high to low.
HexToDecDigit3: skip 1 ;
@@ -381,27 +579,59 @@ endmacro
%assertRAM(Scrap0F, $7E000F)
%assertRAM(GameMode, $7E0010)
%assertRAM(GameSubMode, $7E0011)
%assertRAM(NMIDoneFlag, $7E0012)
%assertRAM(INIDISPQ, $7E0013)
%assertRAM(NMISTRIPES, $7E0014)
%assertRAM(NMICGRAM, $7E0015)
%assertRAM(NMIHUD, $7E0016)
%assertRAM(NMIINCR, $7E0017)
%assertRAM(NMIUP1100, $7E0018)
%assertRAM(UPINCVH, $7E0019)
%assertRAM(FrameCounter, $7E001A)
%assertRAM(IndoorsFlag, $7E001B)
%assertRAM(MAINDESQ, $7E001C)
%assertRAM(SUBDESQ, $7E001D)
%assertRAM(TMWQ, $7E001E)
%assertRAM(TSWQ, $7E001F)
%assertRAM(LinkPosY, $7E0020)
%assertRAM(LinkPosX, $7E0022)
%assertRAM(LinkPosZ, $7E0024)
%assertRAM(LinkPushDirection, $7E0026)
%assertRAM(LinkRecoilY, $7E0027)
%assertRAM(LinkRecoilX, $7E0028)
%assertRAM(LinkRecoilZ, $7E0029)
%assertRAM(LinkDirection, $7E002F)
%assertRAM(LinkAnimationStep, $7E002E)
%assertRAM(OAMOffsetY, $7E0044)
%assertRAM(OAMOffsetX, $7E0045)
%assertRAM(CapeTimer, $7E004C)
%assertRAM(LinkJumping, $7E004D)
%assertRAM(Strafe, $7E0050)
%assertRAM(CapeOn, $7E0055)
%assertRAM(BunnyFlagDP, $7E0056)
%assertRAM(LinkSlipping, $7E005B)
%assertRAM(FallTimer, $7E005C)
%assertRAM(LinkState, $7E005D)
%assertRAM(LinkSpeed, $7E005E)
%assertRAM(LinkWalkDirection, $7E0067)
%assertRAM(ScrapBuffer72, $7E0072)
%assertRAM(WorldCache, $7E007B)
%assertRAM(OverworldIndex, $7E008A)
%assertRAM(OverlayID, $7E008C)
%assertRAM(OAMPtr, $7E0090)
%assertRAM(BGMODEQ, $7E0094)
%assertRAM(MOSAICQ, $7E0095)
%assertRAM(W12SELQ, $7E0096)
%assertRAM(W34SELQ, $7E0097)
%assertRAM(WOBJSELQ, $7E0098)
%assertRAM(CGWSELQ, $7E0099)
%assertRAM(CGADSUBQ, $7E009A)
%assertRAM(HDMAENQ, $7E009B)
%assertRAM(RoomIndex, $7E00A0)
%assertRAM(PreviousRoom, $7E00A2)
%assertRAM(CameraBoundH, $7E00A6)
%assertRAM(CameraBoundV, $7E00A7)
%assertRAM(RoomTag, $7E00AE)
%assertRAM(SubSubModule, $7E00B0)
%assertRAM(ObjPtr, $7E00B7)
%assertRAM(ObjPtrOffset, $7E00BA)
@@ -417,10 +647,13 @@ endmacro
%assertRAM(BG2V, $7E00E8)
%assertRAM(BG3VOFSQL, $7E00EA)
%assertRAM(LinkLayer, $7E00EE)
%assertRAM(DeathReloadFlag, $7E010A)
%assertRAM(CurrentMSUTrack, $7E010B)
%assertRAM(GameModeCache, $7E010C)
%assertRAM(GameSubModeCache, $7E010D)
%assertRAM(EntranceIndex, $7E010E)
%assertRAM(MedallionFlag, $7E0112)
%assertRAM(VRAMUploadAddress, $7E0118)
%assertRAM(BG1ShakeV, $7E011A)
%assertRAM(BG1ShakeH, $7E011C)
%assertRAM(CurrentVolume, $7E0127)
@@ -431,44 +664,144 @@ endmacro
%assertRAM(SFX1, $7E012D)
%assertRAM(SFX2, $7E012E)
%assertRAM(SFX3, $7E012F)
%assertRAM(LastAPUCommand, $7E0130)
%assertRAM(LastSFX1, $7E0131)
%assertRAM(MusicControlQueue, $7E0132)
%assertRAM(CurrentControlRequest, $7E0133)
%assertRAM(LastAPU, $7E0134)
%assertRAM(SubModuleInterface, $7E0200)
%assertRAM(ItemCursor, $7E0202)
%assertRAM(BottleMenuCounter, $7E0205)
%assertRAM(MenuBlink, $7E0207)
%assertRAM(RaceGameFlag, $7E021B)
%assertRAM(MessageJunk, $7E0223)
%assertRAM(ItemReceiptID, $7E02D8)
%assertRAM(ItemReceiptPose, $7E02DA)
%assertRAM(BunnyFlag, $7E02E0)
%assertRAM(Poofing, $7E02E1)
%assertRAM(PoofTimer, $7E02E2)
%assertRAM(SwordCooldown, $7E02E3)
%assertRAM(CutsceneFlag, $7E02E4)
%assertRAM(ItemReceiptMethod, $7E02E9)
%assertRAM(TileActBE, $7E02EF)
%assertRAM(UseY1, $7E0301)
%assertRAM(CurrentYItem, $7E0303)
%assertRAM(AButtonAct, $7E0308)
%assertRAM(TileActIce, $7E0348)
%assertRAM(TileActDig, $7E035B)
%assertRAM(LinkZap, $7E0360)
%assertRAM(DamageReceived, $7E0373)
%assertRAM(UseY2, $7E037A)
%assertRAM(NoDamage, $7E037B)
%assertRAM(AncillaGeneral, $7E039F)
%assertRAM(AncillaSearch, $7E03C4)
%assertRAM(ForceSwordUp, $7E03EF)
%assertRAM(FluteTimer, $7E03F0)
%assertRAM(YButtonOverride, $7E03FC)
%assertRAM(ItemsTaken, $7E0403)
%assertRAM(DungeonID, $7E040C)
%assertRAM(LayerAdjustment, $7E047A)
%assertRAM(RoomIndexMirror, $7E048E)
%assertRAM(RespawnFlag, $7E04AA)
%assertRAM(Map16ChangeIndex, $7E04AC)
%assertRAM(OWEntranceCutscene, $7E04C6)
%assertRAM(HeartBeepTimer, $7E04CA)
%assertRAM(CameraScrollN, $7E0618)
%assertRAM(CameraScrollS, $7E061A)
%assertRAM(CameraScrollW, $7E061C)
%assertRAM(CameraScrollE, $7E061E)
%assertRAM(NMIAux, $7E0632)
%assertRAM(SpriteRoomTag, $7E0642)
%assertRAM(SomariaSwitchFlag, $7E0646)
%assertRAM(TileMapEntranceDoors, $7E0696)
%assertRAM(TileMapTile32, $7E0698)
%assertRAM(SkipOAM, $7E0710)
%assertRAM(OWScreenSize, $7E0712)
%assertRAM(OWTransitionFlag, $7E0ABF)
%assertRAM(TreePullKills, $7E0CFB)
%assertRAM(TreePullHits, $7E0CFC)
%assertRAM(ArcVariable, $7E0B08)
%assertRAM(OverlordXLow, $7E0B08)
%assertRAM(OverlordXHigh, $7E0B10)
%assertRAM(OverlordYLow, $7E0B18)
%assertRAM(OverlordYHigh, $7E0B20)
%assertRAM(EnemyStunTimer, $7E0B58)
%assertRAM(BowDryFire, $7E0B9A)
%assertRAM(SaveFileIndex, $7E0B9D)
%assertRAM(SpriteAncillaInteract, $7E0BA0)
%assertRAM(AncillaVelocityY, $7E0C22)
%assertRAM(AncillaVelocityX, $7E0C2C)
%assertRAM(AncillaID, $7E0C4A)
%assertRAM(AncillaGet, $7E0C5E)
%assertRAM(SpriteBump, $7E0CD2)
%assertRAM(SpritePosYLow, $7E0D00)
%assertRAM(SpritePosXLow, $7E0D10)
%assertRAM(SpritePosYHigh, $7E0D20)
%assertRAM(SpritePosXHigh, $7E0D30)
%assertRAM(SpriteVelocityY, $7E0D40)
%assertRAM(SpriteVelocityX, $7E0D50)
%assertRAM(SpriteUnknown, $7E0D80)
%assertRAM(SpriteSubPixelY, $7E0D60)
%assertRAM(SpriteSubPixelX, $7E0D70)
%assertRAM(SpriteActivity, $7E0D80)
%assertRAM(SpriteMovement, $7E0D90)
%assertRAM(SpriteAuxTable, $7E0DA0)
%assertRAM(SpriteGFXControl, $7E0DC0)
%assertRAM(SpriteAITable, $7E0DD0)
%assertRAM(SpriteMoveDirection, $7E0DE0)
%assertRAM(SpriteTimer, $7E0DF0)
%assertRAM(SpriteTypeTable, $7E0E20)
%assertRAM(SpriteAux, $7E0E30)
%assertRAM(SpriteOAMProperties, $7E0E40)
%assertRAM(SpriteHitPoints, $7E0E50)
%assertRAM(SpriteControl, $7E0E60)
%assertRAM(SpriteItemType, $7E0E80)
%assertRAM(SpriteSpawnStep, $7E0ED0)
%assertRAM(SpriteDirectionTable, $7E0EB0)
%assertRAM(SpriteHalt, $7E0F00)
%assertRAM(SpriteTimerE, $7E0F10)
%assertRAM(SpriteLayer, $7E0F20)
%assertRAM(SpriteOAMProp, $7E0F50)
%assertRAM(EN_OWSCR2, $7EC140)
%assertRAM(EN_MAINDESQ, $7EC142)
%assertRAM(EN_SUBDESQ, $7EC143)
%assertRAM(EN_BG2VERT, $7EC144)
%assertRAM(EN_BG2HORZ, $7EC146)
%assertRAM(EN_POSY, $7EC148)
%assertRAM(EN_POSX, $7EC14A)
%assertRAM(EN_OWSCR, $7EC14C)
%assertRAM(EN_OWTMAPI, $7EC14E)
%assertRAM(EN_SCROLLATN, $7EC150)
%assertRAM(EN_SCROLLATW, $7EC152)
%assertRAM(EN_SCROLLAN, $7EC154)
%assertRAM(EN_SCROLLBN, $7EC156)
%assertRAM(EN_SCROLLAS, $7EC158)
%assertRAM(EN_SCROLLBS, $7EC15A)
%assertRAM(EN_OWTARGN, $7EC15C)
%assertRAM(EN_OWTARGS, $7EC15E)
%assertRAM(EN_OWTARGW, $7EC160)
%assertRAM(EN_OWTARGE, $7EC162)
%assertRAM(EN_AA0, $7EC164)
%assertRAM(EN_BGSET1, $7EC165)
%assertRAM(EN_BGSET2, $7EC166)
%assertRAM(EN_SPRSET1, $7EC167)
%assertRAM(EN_SCRMODYA, $7EC16A)
%assertRAM(EN_SCRMODYB, $7EC16C)
%assertRAM(EN_SCRMODXA, $7EC16E)
%assertRAM(EN_SCRMODXB, $7EC170)
%assertRAM(SpriteZCoord, $7E0F70)
%assertRAM(SpriteVelocityZ, $7E0F80)
%assertRAM(SpriteSubPixelZ, $7E0F90)
%assertRAM(FreezeSprites, $7E0FC1)
%assertRAM(PrizePackIndexes, $7E0FC7)
%assertRAM(SpriteCoordCacheX, $7E0FD8)
%assertRAM(SpriteCoordCacheY, $7E0FDA)
%assertRAM(NoMenu, $7E0FFC)
%assertRAM(GFXStripes, $7E1000)
%assertRAM(RoomStripes, $7E1100)
%assertRAM(IrisPtr, $7E1B00)
%assertRAM(MessageSubModule, $7E1CD8)
%assertRAM(MessageCursor, $7E1CE8)
%assertRAM(DelayTimer, $7E1CE9)
%assertRAM(TextID, $7E1CF0)
%assertRAM(ToastBuffer, $7E1E0E)
%assertRAM(MSUResumeTime, $7E1E6B)
@@ -487,7 +820,19 @@ endmacro
%assertRAM(ScratchBufferNV, $7E1EA0)
%assertRAM(ScratchBufferV, $7E1EB0)
%assertRAM(TileUploadBuffer, $7EA180)
%assertRAM(RoomFade, $7EC005)
%assertRAM(FadeTimer, $7EC007)
%assertRAM(FadeDirection, $7EC009)
%assertRAM(FadeLevel, $7EC00B)
%assertRAM(MosaicLevel, $7EC011)
%assertRAM(RoomDarkness, $7EC017)
%assertRAM(SpriteOAM, $7EC025)
%assertRAM(PegColor, $7EC172)
%assertRAM(GameOverSongCache, $7EC227)
%assertRAM(LastBGSet, $7EC2F8)
%assertRAM(PaletteBufferAux, $7EC300)
%assertRAM(PaletteBuffer, $7EC500)
%assertRAM(HUDTileMapBuffer, $7EC700)
%assertRAM(HUDKeyIcon, $7EC726)
%assertRAM(HUDGoalIndicator, $7EC72A)
%assertRAM(HUDPrizeIcon, $7EC742)

View File

@@ -87,7 +87,7 @@ DrawPrice:
TXA : LSR #3 : STA.b Scrap06 ; request 1-4 OAM slots
ASL #2
PHA
LDA.b $22 : CMP.l ShopPriceColumn : !BLT .off
LDA.b LinkPosX : CMP.l ShopPriceColumn : !BLT .off
CMP.l ShopPriceColumn+1 : !BGE .off
.on
PLA : JSL.l OAM_AllocateFromRegionB : BRA + ; request 4-16 bytes
@@ -205,8 +205,8 @@ SpritePrep_ShopKeeper:
LDA.l ShopType : CMP.b #$FF : BNE +
PLA : PLA : PLA
INC.w $0BA0, X
LDA.w $0E40, X
INC.w SpriteAncillaInteract, X
LDA.w SpriteOAMProperties, X
JML.l ShopkeeperFinishInit
+
RTL
@@ -393,8 +393,8 @@ macro DrawMerchant(head,body,speed)
LDA.b #BigRAM>>8 : STA.b Scrap09
LDA.b #$7E : PHA : PLB ; set data bank to $7E
JSL.l Sprite_DrawMultiple_quantity_preset
LDA.b $90 : !ADD.b #$04*2 : STA.b $90 ; increment oam pointer
LDA.b $92 : INC #2 : STA.b $92
LDA.b OAMPtr : !ADD.b #$04*2 : STA.b OAMPtr ; increment oam pointer
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
PLB
RTS
.oam_shopkeeper_f1
@@ -429,8 +429,8 @@ Shopkeeper_DrawMerchant_Type1:
LDA.b #.oam_shopkeeper_f2>>8 : STA.b Scrap09
++
JSL.l Sprite_DrawMultiple_quantity_preset
LDA.b $90 : !ADD.b #$04 : STA.b $90 ; increment oam pointer
LDA.b $92 : INC : STA.b $92
LDA.b OAMPtr : !ADD.b #$04 : STA.b OAMPtr ; increment oam pointer
LDA.b OAMPtr+2 : INC : STA.b OAMPtr+2
RTS
.oam_shopkeeper_f1
dw 0, 0 : db $46, $0A, $00, $02
@@ -453,7 +453,7 @@ Shopkeeper_SetupHitboxes:
PLY : BRA .no_interaction
+
PLY
LDA.w $00EE : CMP.w $0F20, X : BNE .no_interaction
LDA.b LinkLayer : CMP.w SpriteLayer, X : BNE .no_interaction
JSR.w Setup_LinksHitbox
JSR.w Setup_ShopItemCollisionHitbox
@@ -612,11 +612,11 @@ Setup_LinksHitbox:
LDA.b #$08 : STA.b Scrap02
STA.b Scrap03
LDA.b $22 : !ADD.b #$04 : STA.b Scrap00
LDA.b $23 : ADC.b #$00 : STA.b Scrap08
LDA.b LinkPosX : !ADD.b #$04 : STA.b Scrap00
LDA.b LinkPosX+1 : ADC.b #$00 : STA.b Scrap08
LDA.b $20 : ADC.b #$08 : STA.b Scrap01
LDA.b $21 : ADC.b #$00 : STA.b Scrap09
LDA.b LinkPosY : ADC.b #$08 : STA.b Scrap01
LDA.b LinkPosY+1 : ADC.b #$00 : STA.b Scrap09
RTS
;--------------------------------------------------------------------------------
; The following is a copy of procedure Sprite_HaltSpecialPlayerMovement (Bank1E.asm line 255)
@@ -759,9 +759,9 @@ Shopkeeper_DrawNextPrice:
PHX : PHA : LDA.l ShopScratch : TAX : PLA : JSL.l Sprite_DrawMultiple_quantity_preset : PLX
LDA.b 1,s
ASL #2 : !ADD $90 : STA.b $90 ; increment oam pointer
ASL #2 : !ADD OAMPtr : STA.b OAMPtr ; increment oam pointer
PLA
!ADD $92 : STA.b $92
!ADD OAMPtr+2 : STA.b OAMPtr+2
.free
PLP : PLY : PLX
PLB
@@ -780,7 +780,7 @@ db #$00, #$60, #$60, #$90, #$90, $FF
RequestItemOAM:
PHX : PHY : PHA
STA.b Scrap06 ; request A OAM slots
LDA.b $20 : CMP.b #$62 : !BGE .below
LDA.b LinkPosY : CMP.b #$62 : !BGE .below
.above
LDA.b 1,s : ASL #2 : JSL.l OAM_AllocateFromRegionA ; request 4A bytes
BRA +
@@ -794,8 +794,8 @@ RequestItemOAM:
LDA.b #$7E : PHB : PHA : PLB
JSL Sprite_DrawMultiple_quantity_preset
PLB
LDA.b 1,s : ASL #2 : !ADD $90 : STA.b $90 ; increment oam pointer
LDA.b $92 : !ADD 1,s : STA.b $92
LDA.b 1,s : ASL #2 : !ADD.b OAMPtr : STA.b OAMPtr ; increment oam pointer
LDA.b OAMPtr+2 : !ADD 1,s : STA.b OAMPtr+2
PLA : PLY : PLX
RTS
;--------------------------------------------------------------------------------

View File

@@ -64,7 +64,7 @@ SpriteSwap_Palette_ArmorAndGloves:
.loop
LDA.b [Scrap00] : STA.l $7EC300, X : STA.l $7EC500, X
LDA.b [Scrap00] : STA.l PaletteBufferAux, X : STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
@@ -76,7 +76,7 @@ SpriteSwap_Palette_ArmorAndGloves:
PLB
INC $15
INC.b NMICGRAM
PLA : PLY : PLX
RTL
}

View File

@@ -39,7 +39,7 @@ DungeonHoleEntranceTransition:
JSL EnableForceBlank
LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
LDA.w $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA.w EntranceIndex : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
LDA.l BowEquipment : BEQ + ; skip if we have no bow
CMP.b #$03 : !BGE + ; skip if the bow is already silver
@@ -53,7 +53,7 @@ DungeonStairsTransition:
DungeonExitTransition:
LDA.l IceModifier : BEQ + ; ice physics
JSL Player_HaltDashAttackLong
LDA.b #$00 : STA.w $0301 ; stop item dashing
LDA.b #$00 : STA.w UseY1 ; stop item dashing
+
LDA.b #$0F : STA.b GameMode ; stop running through the transition
StatTransitionCounter:
@@ -95,7 +95,7 @@ IncrementSmallKeysNoPrimary:
JSL.l UpdateKeys
LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator
LDA.w $048E : CMP.w #$0087 : BNE ++ ; hera basement
LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement
PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
JSR CountChestKey : PLY : BRA +
++
@@ -235,7 +235,7 @@ IncrementDamageTakenCounter_Arb:
PHP
LDA.l StatsLocked : BNE +
REP #$21
LDA.b $00
LDA.b Scrap00
AND.w #$00FF
ADC.l DamageCounter
BCC ++
@@ -253,7 +253,7 @@ IncrementMagicUseCounterByrna:
PHA : PHP
LDA.l StatsLocked : BNE +
REP #$21
LDA.b $00
LDA.b Scrap00
AND.w #$00FF
ADC.l MagicCounter
BCC ++
@@ -277,7 +277,7 @@ IncrementMagicUseCounterOne:
;--------------------------------------------------------------------------------
IncrementOWMirror:
PHA
LDA.b #$08 : STA.w $021B ; fail race game
LDA.b #$08 : STA.w RaceGameFlag ; fail race game
LDA.l StatsLocked : BNE +
LDA.l CurrentWorld : BEQ + ; only do this for DW->LW
LDA.l OverworldMirrors : INC : STA.l OverworldMirrors
@@ -287,7 +287,7 @@ JMP StatTransitionCounter
;--------------------------------------------------------------------------------
IncrementUWMirror:
PHA
LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
LDA.l StatsLocked : BNE +
LDA.w DungeonID : CMP.b #$FF : BEQ + ; skip if we're in a cave or house
LDA.l UnderworldMirrors : INC : STA.l UnderworldMirrors
@@ -316,8 +316,8 @@ JMP StatTransitionCounter
;--------------------------------------------------------------------------------
IndoorSubtileTransitionCounter:
LDA.b #$01 : STA.l RedrawFlag ; set redraw flag for items
STZ.w $0646 ; stuff we wrote over
STZ.w $0642
STZ.w SomariaSwitchFlag ; stuff we wrote over
STZ.w SpriteRoomTag
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
StatsFinalPrep:

View File

@@ -610,14 +610,14 @@ EndingItems:
REP #$10
JSR DrawEndingItems
REP #$20
LDX.b #$0e
LDX.b #$0E
RTL
DrawEndingItems:
JSL DrawPlayerFile_credits
JSL SetItemLayoutPriority
SEP #$30
LDA.b #$01 : STA.b $14
LDA.b #$01 : STA.b NMISTRIPES
RTS
FontTable:

View File

@@ -69,16 +69,16 @@ LoadModifiedIceFloorValue_a11:
LDA.b LinkState : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA.b LinkSpeed : CMP.b #$02 : BEQ +
LDA.b LinkSlipping : BNE +
LDA.w $0348 : ORA.l IceModifier : AND.b #$11 : RTL
+ : LDA.w $0348 : AND.b #$11
LDA.w TileActIce : ORA.l IceModifier : AND.b #$11 : RTL
+ : LDA.w TileActIce : AND.b #$11
RTL
LoadModifiedIceFloorValue_a01:
LDA.b RoomIndex : CMP.b #$91 : BEQ + : CMP.b #$92 : BEQ + : CMP.b #$93 : BEQ + ; mire basement currently broken - not sure why
LDA.b LinkState : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA.b LinkSpeed : CMP.b #$02 : BEQ +
LDA.b LinkSlipping : BNE +
LDA.w $0348 : ORA.l IceModifier : AND.b #$01 : RTL
+ : LDA.w $0348 : AND.b #$01
LDA.w TileActIce : ORA.l IceModifier : AND.b #$01 : RTL
+ : LDA.w TileActIce : AND.b #$01
RTL
;================================================================================
CheckTabletSword:
@@ -116,7 +116,7 @@ GetSmithSword:
LDA.b #$7A
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
LDA.b #$3C : STA.w $012E ; error sound
LDA.b #$3C : STA.w SFX2 ; error sound
SEP #$10
BRA .done

View File

@@ -114,13 +114,11 @@ org $308036 ; PC 0x180036 - 0x180037
RupoorDeduction:
dw #$000A ; #$0A - Default (10 decimal)
;--------------------------------------------------------------------------------
org $308038 ; PC 0x180038 -0x18003A
org $308038 ; PC 0x180038
LampConeSewers:
db #$01 ; #$00 = Off - #$01 = On (default)
LampConeLightWorld:
db #$01 ; #$00 = Off (default) - #$01 = On
LampConeDarkWorld:
db #$00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------
; 0x180039 - 0x18003A (Unused)
;--------------------------------------------------------------------------------
org $30803B ; PC 0x18003B - PC 0x18003C
MapMode:

View File

@@ -3,11 +3,11 @@
;--------------------------------------------------------------------------------
ItemSet_EtherTablet:
PHA : LDA.l NpcFlags+1 : ORA.b #$01 : STA.l NpcFlags+1 : PLA
RTL
RTS
;--------------------------------------------------------------------------------
ItemSet_BombosTablet:
PHA : LDA.l NpcFlags+1 : ORA.b #$02 : STA.l NpcFlags+1 : PLA
RTL
RTS
;--------------------------------------------------------------------------------
ItemCheck_EtherTablet:
LDA.l NpcFlags+1 : AND.b #$01
@@ -17,24 +17,23 @@ ItemCheck_BombosTablet:
LDA.l NpcFlags+1 : AND.b #$02
RTL
;--------------------------------------------------------------------------------
SetTabletItem:
JSL.l GetSpriteID
PHA
LDA.b OverworldIndex : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
.bombos
JSL.l ItemSet_BombosTablet : BRA .done
.ether
JSL.l ItemSet_EtherTablet
.done
PLA
RTL
SetTabletItemFlag:
PHA
LDA.b OverworldIndex : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
.bombos
JSR ItemSet_BombosTablet : BRA .done
.ether
JSR ItemSet_EtherTablet
.done
PLA
RTS
;--------------------------------------------------------------------------------
SpawnTabletItem:
JSL.l LoadOutdoorValue
PHA
JSL.l PrepDynamicTile
JSL.l SetTabletItem
JSL.l GetSpriteID
LDA.b #$EB
STA.l MiniGameTime
@@ -47,14 +46,15 @@ SpawnTabletItem:
LDA.b LinkPosY : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b #$00 : STA.w $0F20, Y
LDA.b #$00 : STA.w SpriteLayer, Y
LDA.b #$7F : STA.w $0F70, Y ; spawn WAY up high
LDA.b #$7F : STA.w SpriteZCoord, Y ; spawn WAY up high
RTL
;--------------------------------------------------------------------------------
MaybeUnlockTabletAnimation:
PHA : PHP
JSL.l IsMedallion : BCC +
JSR SetTabletItemFlag
STZ.w MedallionFlag ; disable falling-medallion mode
STZ.w ForceSwordUp ; release link from item-up pose
LDA.b #$00 : STA.b LinkState ; set link to ground state
@@ -95,38 +95,18 @@ LoadNarrowObject:
LDA.l AddReceivedItemExpanded_wide_item_flag, X : STA.b ($92), Y ; AddReceiveItem.wide_item_flag?
RTL
;--------------------------------------------------------------------------------
DrawNarrowDroppedObject:
; If it's a 16x16 sprite, we'll only draw one, otherwise we'll end up drawing
; two 8x8 sprites stack on top of each other
CMP.b #$02 : BEQ .large_sprite
REP #$20
; Shift Y coordinate 8 pixels down
LDA.b Scrap08 : STA.b Scrap00
SEP #$20
JSL.l Ancilla_SetOam_XY_Long
; always use the same character graphic (0x34)
LDA.b #$34 : STA.b ($90), Y : INY
LDA.l AddReceivedItemExpanded_properties, X : BPL .valid_lower_properties
LDA.b $74
.valid_lower_properties
ASL A : ORA.b #$30 : STA.b ($90), Y
INY : PHY
TYA : !SUB.b #$04 : LSR #2 : TAY
LDA.b #$00 : STA.b ($92), Y
PLY
.large_sprite
RTL
CheckTabletItem:
;--------------------------------------------------------------------------------
; Zero flag set = Item not collected
; Zero flag clear = Item collected
;--------------------------------------------------------------------------------
JSL.l IsMedallion : BCS .tablet
LDA.l OverworldEventDataWRAM, X : AND.b #$40 ; What we wrote over
RTL
.tablet
LDA.b OverworldIndex : CMP.b #$03 : BEQ .ether
LDA.l NpcFlags+1 : AND.b #$02 : BNE .done
.ether
LDA.l NpcFlags+1 : AND.b #$01
.done
RTL

View File

@@ -111,51 +111,51 @@ dw #$FFFF, #$7FFF
;--------------------------------------------------------------------------------
DrawChallengeTimer:
LDA.l OHKOFlag : AND.w #$00FF : BEQ +
LDA.w #$2807 : STA.l $7EC790
LDA.w #$280A : STA.l $7EC792
LDA.w #$280B : STA.l $7EC794
LDA.w #$280C : STA.l $7EC796
LDA.w #$2807 : STA.l HUDTileMapBuffer+$90
LDA.w #$280A : STA.l HUDTileMapBuffer+$92
LDA.w #$280B : STA.l HUDTileMapBuffer+$94
LDA.w #$280C : STA.l HUDTileMapBuffer+$96
RTL
+
LDA.w #$247F : STA.l $7EC790
STA.l $7EC792
STA.l $7EC794
STA.l $7EC796
LDA.w #$247F : STA.l HUDTileMapBuffer+$90
STA.l HUDTileMapBuffer+$92
STA.l HUDTileMapBuffer+$94
STA.l HUDTileMapBuffer+$96
++
LDA.l TimerStyle : BNE + : RTL : + ; Hud Timer
LDA.w #$2807 : STA.l $7EC792
LDA.w #$2807 : STA.l HUDTileMapBuffer+$92
LDA.l ClockStatus : AND.w #$0002 : BEQ + ; DNF / OKHO
LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF
LDA.w #$2808 : STA.l $7EC794
LDA.w #$2809 : STA.l $7EC796
LDA.w #$247F : STA.l $7EC798
STA.l $7EC79A
LDA.w #$2808 : STA.l HUDTileMapBuffer+$94
LDA.w #$2809 : STA.l HUDTileMapBuffer+$96
LDA.w #$247F : STA.l HUDTileMapBuffer+$98
STA.l HUDTileMapBuffer+$9A
BRA +++
++ ; OHKO
LDA.w #$280A : STA.l $7EC794
LDA.w #$280B : STA.l $7EC796
LDA.w #$280C : STA.l $7EC798
LDA.w #$247F : STA.l $7EC79A
LDA.w #$280A : STA.l HUDTileMapBuffer+$94
LDA.w #$280B : STA.l HUDTileMapBuffer+$96
LDA.w #$280C : STA.l HUDTileMapBuffer+$98
LDA.w #$247F : STA.l HUDTileMapBuffer+$9A
+++
STA.l $7EC79C
STA.l $7EC79E
STA.l $7EC7A0
STA.l $7EC7A2
STA.l $7EC7A4
STA.l HUDTileMapBuffer+$9C
STA.l HUDTileMapBuffer+$9E
STA.l HUDTileMapBuffer+$A0
STA.l HUDTileMapBuffer+$A2
STA.l HUDTileMapBuffer+$A4
LDA.l TimerRestart : BNE +++ : RTL : +++
BRA ++
+ ; Show Timer
LDA.l ClockStatus : AND.w #$0001 : !ADD.w #$2804 : STA.l $7EC794
LDA.w ClockHours+2 : STA.l $7EC796
LDA.w ClockHours : STA.l $7EC798
LDA.w #$2806 : STA.l $7EC79A
LDA.w ClockMinutes+2 : STA.l $7EC79C
LDA.w ClockMinutes : STA.l $7EC79E
LDA.w #$2806 : STA.l $7EC7A0
LDA.w ClockSeconds+2 : STA.l $7EC7A2
LDA.w ClockSeconds : STA.l $7EC7A4
LDA.l ClockStatus : AND.w #$0001 : !ADD.w #$2804 : STA.l HUDTileMapBuffer+$94
LDA.w ClockHours+2 : STA.l HUDTileMapBuffer+$96
LDA.w ClockHours : STA.l HUDTileMapBuffer+$98
LDA.w #$2806 : STA.l HUDTileMapBuffer+$9A
LDA.w ClockMinutes+2 : STA.l HUDTileMapBuffer+$9C
LDA.w ClockMinutes : STA.l HUDTileMapBuffer+$9E
LDA.w #$2806 : STA.l HUDTileMapBuffer+$A0
LDA.w ClockSeconds+2 : STA.l HUDTileMapBuffer+$A2
LDA.w ClockSeconds : STA.l HUDTileMapBuffer+$A4
++
LDA.b FrameCounter : AND.w #$001F : BNE + : JSR CalculateTimer : +

View File

@@ -447,8 +447,8 @@ DrawDynamicTile:
LDA.b #$00 : STA.l SpriteSkipEOR
PLB
LDA.b $90 : !ADD.b #$08 : STA.b $90 ; leave the pointer in the right spot to draw the shadow, if desired
LDA.b $92 : INC #2 : STA.b $92
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr ; leave the pointer in the right spot to draw the shadow, if desired
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
PLA
RTL
;--------------------------------------------------------------------------------
@@ -465,8 +465,8 @@ DrawDynamicTileNoShadow:
LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
.draw
LDA.b #SpriteOAM>>0 : STA.b Scrap06
LDA.b #SpriteOAM>>8 : STA.b Scrap06
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
@@ -474,8 +474,8 @@ DrawDynamicTileNoShadow:
LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
PLB
LDA.b $90 : !ADD.b #$08 : STA.b $90
LDA.b $92 : INC #2 : STA.b $92
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
RTL
;--------------------------------------------------------------------------------
@@ -501,30 +501,30 @@ RTL
; out: Carry - 1 = On Screen, 0 = Off Screen
;--------------------------------------------------------------------------------
Sprite_IsOnscreen:
JSR _Sprite_IsOnscreen_DoWork
BCS +
REP #$20
LDA.b BG2H : PHA : !SUB.w #$0F : STA.b BG2H
LDA.b BG2V : PHA : !SUB.w #$0F : STA.b BG2V
SEP #$20
JSR _Sprite_IsOnscreen_DoWork
REP #$20
PLA : STA.b BG2V
PLA : STA.b BG2H
SEP #$20
+
JSR _Sprite_IsOnscreen_DoWork
BCS +
REP #$20
LDA.b BG2H : PHA : !SUB.w #$0F : STA.b BG2H
LDA.b BG2V : PHA : !SUB.w #$0F : STA.b BG2V
SEP #$20
JSR _Sprite_IsOnscreen_DoWork
REP #$20
PLA : STA.b BG2V
PLA : STA.b BG2H
SEP #$20
+
RTL
_Sprite_IsOnscreen_DoWork:
LDA.w SpritePosXLow, X : CMP.b BG2H
LDA.w SpritePosXHigh, X : SBC.b $E3 : BNE .offscreen
LDA.w SpritePosXLow, X : CMP.b BG2H
LDA.w SpritePosXHigh, X : SBC.b BG2H+1 : BNE .offscreen
LDA.w SpritePosYLow, X : CMP.b BG2V
LDA.w SpritePosYHigh, X : SBC.b $E9 : BNE .offscreen
SEC
LDA.w SpritePosYLow, X : CMP.b BG2V
LDA.w SpritePosYHigh, X : SBC.b BG2V+1 : BNE .offscreen
SEC
RTS
.offscreen
CLC
.offscreen
CLC
RTS
;--------------------------------------------------------------------------------
@@ -667,14 +667,14 @@ db #00, #01, #01, #02, #01, #02, #02, #03, #01, #02, #02, #03, #02, #03, #03, #0
;--------------------------------------------------------------------------------
WriteVRAMStripe:
PHX
LDX $1000 ; get pointer
AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA.w $1002, X : INX #2 ; set length and enable RLE
TYA : STA.w $1002, X : INX #2 ; set tile
LDX.w GFXStripes ; get pointer
AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
PLA : ASL : AND.w #$7FFF : ORA.w #$7000 : STA.w GFXStripes+2, X : INX #2 ; set length and enable RLE
TYA : STA.w GFXStripes+2, X : INX #2 ; set tile
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w $1002, X
STX.w $1000
LDA.b #01 : STA.b $14
LDA.b #$FF : STA.w GFXStripes+2, X
STX.w GFXStripes
LDA.b #01 : STA.b NMISTRIPES
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
@@ -687,9 +687,9 @@ RTL
;--------------------------------------------------------------------------------
WriteVRAMBlock:
PHX
LDX.w $1000 ; get pointer
AND.w #$7F : STA.w $1002, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA.w $1002, X : INX #2 ; set length
LDX.w GFXStripes ; get pointer
AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA.w GFXStripes+2, X : INX #2 ; set length
PHX
TYX ; set X to source
@@ -703,9 +703,9 @@ WriteVRAMBlock:
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w $1002, X
STX.w $1000
LDA.b #01 : STA.w $14
LDA.b #$FF : STA.w GFXStripes+$02, X
STX.w GFXStripes
LDA.b #01 : STA.w NMISTRIPES
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------

View File

@@ -6,7 +6,7 @@ LoadZoraKingItemGFX:
JML.l PrepDynamicTile
;--------------------------------------------------------------------------------
JumpToSplashItemTarget:
LDA.w $0D90, X
LDA.w SpriteMovement, X
CMP.b #$FF : BNE + : JML.l SplashItem_SpawnSplash : +
CMP.b #$00 : JML.l SplashItem_SpawnOther
;--------------------------------------------------------------------------------