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

@@ -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