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