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

@@ -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
;--------------------------------------------------------------------------------