More RAM labels
Fixed tablets checking for item collected, uses NpcFlags+1 Deleted mantle.asm, moved to lampmantlecone.asm
This commit is contained in:
30
dialog.asm
30
dialog.asm
@@ -12,7 +12,7 @@ RTL
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ResetDialogPointer:
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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LDA.b #$00 : STA.l AltTextFlag ; zero out the alternate flag
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LDA.b #$1C : STA.w $1CE9 ; thing we wrote over
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LDA.b #$1C : STA.w DelayTimer ; thing we wrote over
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RTL
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macro LoadDialogAddress(address)
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@@ -188,7 +188,7 @@ RTL
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;--------------------------------------------------------------------------------
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DialogResetSelectionIndex:
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JSL.l Attract_DecompressStoryGfx ; what we wrote over
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STZ $1CE8
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STZ.w MessageCursor
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RTL
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;--------------------------------------------------------------------------------
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DialogItemReceive:
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@@ -210,7 +210,7 @@ DialogFairyThrow:
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ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
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.noInventory
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LDA.w SpriteUnknown, X : !ADD #$08 : STA.w SpriteUnknown, X
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LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
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LDA.b #$51
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LDY.b #$01
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RTL
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@@ -367,12 +367,12 @@ Sprite_ShowMessageMinimal_Alt:
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INY : LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
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INY : LDA.b [Scrap00], Y : CMP.b #$6B : BNE +
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INY : LDA.b [Scrap00], Y : CMP.b #$04 : BNE +
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STZ.w $1CE8
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STZ.w MessageCursor
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JMP .end
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+
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STZ.w $0223 ; Otherwise set it so we are in text mode.
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STZ.w $1CD8 ; Initialize the step in the submodule
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STZ.w MessageJunk ; Otherwise set it so we are in text mode.
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STZ.w MessageSubModule
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; Go to text display mode (as opposed to maps, etc)
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LDA.b #$02 : STA.b GameSubMode
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@@ -399,13 +399,13 @@ CalculateSignIndex:
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LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
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LDA.w $0712 : BEQ .done ; If a small map, we can skip these calculations.
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LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
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LDA.b $21 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
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LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
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TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
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+
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LDA.b $23 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
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LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
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TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
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+
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; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
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@@ -426,7 +426,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
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LDA.b Joy1B_New : BPL .alpha
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LDA.w $0F10, X : BNE .alpha
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LDA.w SpriteTimerE, X : BNE .alpha
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LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
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JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
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@@ -456,7 +456,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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.SayNothing
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LDA.b #$40 : STA.w $0F10, X
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LDA.b #$40 : STA.w SpriteTimerE, X
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PLA : EOR.b #$03
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@@ -467,7 +467,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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.not_facing_each_other
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.alpha
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LDA.w $0DE0, X
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LDA.w SpriteMoveDirection, X
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CLC
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@@ -483,7 +483,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
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JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
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LDA.b Joy1B_New : BPL .alpha
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LDA.w $0F10, X : BNE .alpha
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LDA.w SpriteTimerE, X : BNE .alpha
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LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
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JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
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@@ -500,7 +500,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
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JSL Sprite_ShowMessageUnconditional
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LDA.b #$40 : STA.w $0F10, X
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LDA.b #$40 : STA.w SpriteTimerE, X
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PLA : EOR.b #$03
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@@ -513,7 +513,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
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PLY
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PLA
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LDA.w $0DE0, X
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LDA.w SpriteMoveDirection, X
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CLC
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