Merged in DR v1.4.1.6

This commit is contained in:
codemann8
2024-02-23 10:57:24 -06:00
235 changed files with 30100 additions and 17937 deletions

3
.gitignore vendored
View File

@@ -2,4 +2,5 @@ tournament.asm
/build
/.idea
/__pycache__
/.vscode
/.vscode
build.sh

View File

@@ -3,81 +3,53 @@
;================================================================================
lorom
;===================================================================================================
; THIS NEEDS TO BE THE FIRST INCLUDE BECAUSE IT CHANGES THINGS EVERYWHERE
; If this were to be included later, it would almost certainly overwrite other changes
incsrc "fastrom.asm"
;================================================================================
;org $00FFC0 ; <- 7FC0 - Bank00.asm : 9173 (db "THE LEGEND OF ZELDA " ; 21 bytes)
;db #$23, $4E
;org $80FFC0 ; <- 7FC0 - Bank00.asm : 9173 (db "THE LEGEND OF ZELDA " ; 21 bytes)
;db $23, $4E
org $00FFD5 ; <- 7FD5 - Bank00.asm : 9175 (db $20 ; rom layout)
db #$30 ; set fast lorom
org $80FFD5 ; <- 7FD5 - Bank00.asm : 9175 (db $20 ; rom layout)
db $30 ; set fast lorom
;org $00FFD6 ; <- 7FD6 - Bank00.asm : 9176 (db $02 ; cartridge type)
;db #$55 ; enable S-RTC
;org $80FFD6 ; <- 7FD6 - Bank00.asm : 9176 (db $02 ; cartridge type)
;db $55 ; enable S-RTC
org $00FFD7 ; <- 7FD7 - Bank00.asm : 9177 (db $0A ; rom size)
db #$0B ; mark rom as 16mbit
org $80FFD7 ; <- 7FD7 - Bank00.asm : 9177 (db $0A ; rom size)
db $0B ; mark rom as 16mbit
org $00FFD8 ; <- 7FD8 - Bank00.asm : 9178 (db $03 ; ram size (sram size))
db #$05 ; mark sram as 32k
org $80FFD8 ; <- 7FD8 - Bank00.asm : 9178 (db $03 ; ram size (sram size))
db $05 ; mark sram as 32k
org $3FFFFF ; <- 1FFFFF
db #$00 ; expand file to 2mb
org $BFFFFF ; <- 1FFFFF
db $00 ; expand file to 2mb
org $1FFFF8 ; <- FFFF8 timestamp rom
db #$20, #$19, #$08, #$31 ; year/month/day
org $9FFFF8 ; <- FFFF8 timestamp rom
db $20, $19, $08, $31 ; year/month/day
;================================================================================
!ROM_VERSION_LOW ?= 1 ; ROM version (two 16-bit integers)
!ROM_VERSION_HIGH ?= 2 ;
!ROM_VERSION_HIGH ?= 5 ;
org $00FFE0 ; Unused hardware vector
org $80FFE0 ; Unused hardware vector
RomVersion:
dw !ROM_VERSION_LOW
dw !ROM_VERSION_HIGH
;================================================================================
!ADD = "CLC : ADC"
!SUB = "SEC : SBC"
!BLT = "BCC"
!BGE = "BCS"
!MS_GOT = "$7F5031"
;!REDRAW = "$7F5000"
!SPRITE_REDRAW = "$7E0790" ; 16 bytes
!SPRITE_OAM = "$7EC025" ; 16 bytes
!SPRITE_DYNAMIC_OAM = "$7EC035" ; 16 bytes
!GANON_WARP_CHAIN = "$7F5032";
!TILE_UPLOAD_BUFFER = "$7EA180";
!FORCE_HEART_SPAWN = "$7F5033";
!SKIP_HEART_SAVE = "$7F5034";
; MSU-1
!REG_MSU_FALLBACK_TABLE = $7F50A0 ; 8 bytes
!REG_MSU_DELAYED_COMMAND = $7F50A9
!REG_MSU_PACK_COUNT = $7F50AA
!REG_MSU_PACK_CURRENT = $7F50AB
!REG_MSU_PACK_REQUEST = $7F50AC
!REG_MSU_LOADED_TRACK = $7F50AD ; 2 bytes
!REG_SPC_LOADING = $7F50AF
!MSU_LOADED_TRACK = $7F5400
!MSU_RESUME_TRACK = $7F5401
!MSU_RESUME_TIME = $7F5402 ; 4 bytes
!MSU_RESUME_CONTROL = $7F5406
!REG_MUSIC_CONTROL = $012B
;!REG_MUSIC_CONTROL = $012C
!REG_MUSIC_CONTROL_REQUEST = $012C
!ONEMIND_ID = $7F5072
!ONEMIND_TIMER = $7F5073
function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
; Feature flags, run asar with -DFEATURE_X=1 to enable
!FEATURE_NEW_TEXT ?= 0
;================================================================================
@@ -103,16 +75,16 @@ function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<
!FLAG_OW_BONKDROP = $02
incsrc hooks.asm
incsrc treekid.asm
incsrc spriteswap.asm
incsrc hashalphabethooks.asm
incsrc sharedplayerpalettefix.asm
incsrc ram.asm
incsrc sram.asm
incsrc registers.asm
incsrc vanillalabels.asm
incsrc menu/overworldmap.asm ; Overwrites some code in bank $8A
;org $208000 ; bank #$20
org $A08000 ; bank #$A0
incsrc newitems.asm ; LEAVE THIS AS FIRST
org $A08000 ; bank $20
incsrc itemdowngrade.asm
incsrc bugfixes.asm
incsrc darkworldspawn.asm
@@ -120,7 +92,6 @@ incsrc lampmantlecone.asm
incsrc floodgatesoftlock.asm
incsrc heartpieces.asm
incsrc npcitems.asm
incsrc utilities.asm
incsrc flipperkill.asm
incsrc pendantcrystalhud.asm
incsrc potions.asm
@@ -131,30 +102,28 @@ incsrc tablets.asm
incsrc fairyfixes.asm
incsrc rngfixes.asm
incsrc medallions.asm
incsrc inventory.asm
incsrc ganonfixes.asm
incsrc zelda.asm
incsrc maidencrystals.asm
incsrc zoraking.asm
incsrc catfish.asm
incsrc flute.asm
incsrc dungeondrops.asm
incsrc halfmagicbat.asm
incsrc mantle.asm
incsrc swordswap.asm
incsrc scratchpad.asm
incsrc map.asm
incsrc stats.asm
incsrc dialog.asm
incsrc entrances.asm
incsrc clock.asm
incsrc accessibility.asm
incsrc heartbeep.asm
incsrc capacityupgrades.asm
incsrc timer.asm
incsrc doorframefixes.asm
incsrc music.asm
incsrc roomloading.asm
incsrc icepalacegraphics.asm
warnpc $A18000
org $1C8000 ; text tables for translation
incbin i18n_en.bin
warnpc $1CF356
org $9C8000 ; text tables for translation
incbin "data/i18n_en.bin"
warnpc $9CF356
org $A18000 ; static mapping area
incsrc framehook.asm
@@ -165,7 +134,7 @@ incsrc hud.asm
warnpc $A18800
org $A18800 ; static mapping area
incsrc zsnes.asm
warnpc $A19000
org $A1A000 ; static mapping area. Referenced by front end. Do not move.
@@ -181,19 +150,11 @@ org $A1FF00 ; static mapping area
incsrc init.asm
org $A48000 ; code bank - PUT NEW CODE HERE
incsrc timer.asm
incsrc doorframefixes.asm
incsrc music.asm
incsrc roomloading.asm
incsrc icepalacegraphics.asm
incsrc firebarlayer.asm
incsrc glitched.asm
incsrc hardmode.asm
incsrc goalitem.asm
incsrc quickswap.asm
incsrc endingsequence.asm
incsrc cuccostorm.asm
incsrc compression.asm
incsrc retro.asm
incsrc controllerjank.asm
incsrc boots.asm
@@ -204,152 +165,160 @@ incsrc decryption.asm
incsrc hashalphabet.asm
incsrc inverted.asm
incsrc invertedmaps.asm
incsrc invertedmaps2.asm
incsrc bonktreemaps.asm
incsrc newhud.asm
incsrc compasses.asm
incsrc save.asm
incsrc password.asm
incsrc enemy_adjustments.asm
incsrc stats.asm
;incsrc hudtext.asm
incsrc servicerequest.asm
incsrc elder.asm
incsrc toast.asm
incsrc darkroomitems.asm
incsrc fastcredits.asm
incsrc msu.asm
incsrc dungeonmap.asm
incsrc hextodec.asm
incsrc multiworld.asm
incsrc terrorpin.asm
if !FEATURE_NEW_TEXT
incsrc textrenderer.asm
endif
incsrc textrenderer.asm
warnpc $A58000
;org $228000 ; contrib area
org $A28000 ; contrib area
incsrc contrib.asm
org $A28000
ItemReceiptGraphicsROM:
; we need some empty space here so that 0000 can mean nothing
fillbyte $00 : fill 32
incbin "data/customitems.4bpp"
warnpc $A2B000
org $A2B000
incsrc itemdatatables.asm ; Statically mapped
incsrc decompresseditemgraphics.asm
incsrc newitems.asm
incsrc utilities.asm
incsrc inventory.asm
incsrc menu/hudalpha.asm
warnpc $A38000
org $A38000
incsrc stats/credits.asm ; Statically mapped
incsrc stats/main.asm
incsrc stats/statConfig.asm
FontTable:
incsrc stats/fonttable.asm
incsrc menu/overworldmap.asm ; overwrites some code in bank 0A
incsrc doorrando/doorrando.asm ; bank 27 likely A7 in the future
incsrc doorrando/doorrando.asm ; bank 27/A7
;bank 28/A8 for keydropshuffle / standing items
incsrc keydrop/standing_items.asm
incsrc owrando.asm ; bank AA
incsrc enemizer/main.asm ; this is originally in bank 36, but is currently in migratory status in bank 37
incsrc keydrop/standing_items.asm ; bank 28/A8
incsrc owrando.asm ; bank 2A/AA
incsrc enemizer/main.asm ; bank 36/B6
org $308000 ; bank #$30
org $B08000 ; bank #$30
incsrc tables.asm
warnpc $318000
warnpc $B18000
org $348000
org $B48000
incsrc spc.asm
; uncomment for inverted adjustments
;incsrc sandbox.asm
org $318000 ; bank #$31
org $B18000 ; bank $31
GFX_Mire_Bombos:
incbin 99ff1_bombos.gfx
warnpc $318800
incbin "data/99ff1_bombos.gfx"
warnpc $B18800
org $318800
org $B18800
GFX_Mire_Quake:
incbin 99ff1_quake.gfx
warnpc $319000
incbin "data/99ff1_quake.gfx"
warnpc $B19000
org $319000
org $B19000
GFX_TRock_Bombos:
incbin a6fc4_bombos.gfx
warnpc $319800
incbin "data/a6fc4_bombos.gfx"
warnpc $B19800
org $319800
org $B19800
GFX_TRock_Ether:
incbin a6fc4_ether.gfx
warnpc $31A000
incbin "data/a6fc4_ether.gfx"
warnpc $B1A000
org $31A000
org $B1A000
GFX_HUD_Items:
incbin c2807_v4.gfx
warnpc $31A800
incbin "data/c2807_v4.gfx"
warnpc $B1A800
org $31A800
GFX_New_Items:
incbin newitems.gfx
;incbin eventitems.gfx ; *EVENT*
warnpc $31B000
org $B1A800
org $31B000
warnpc $B1B000
org $B1B000
GFX_HUD_Main:
incbin c2e3e.gfx
warnpc $31B800
incbin "data/c2e3e.gfx"
warnpc $B1B800
org $31C000
org $B1C000
IcePalaceFloorGfx:
incbin ice_palace_floor.bin
warnpc $31C801
incbin "data/ice_palace_floor.bin"
warnpc $B1C801
org $31C800
org $B1C800
Damage_Table:
incbin damage_table.bin
warnpc $31D001
incbin "data/damage_table.bin"
warnpc $B1D001
org $31D000
org $B1D000
FileSelectNewGraphics:
incbin fileselect.chr.gfx
warnpc $31E001
incbin "data/fileselectgfx.2bpp"
warnpc $B1E001
org $31E000
org $B1E000
InvertedCastleHole: ;address used by front end. DO NOT MOVE!
incbin sheet73.gfx
warnpc $31E501
incbin "data/sheet73.gfx"
warnpc $B1E501
org $338000
org $B38000
GFX_HUD_Palette:
incbin hudpalette.pal
warnpc $338041
incbin "data/hudpalette.pal"
warnpc $B38041
org $339000
incbin sheet178.gfx
warnpc $339600
org $B39000
ExpandedTrinexx:
incbin "data/sheet178.gfx"
warnpc $B39600
org $339600
org $B39600
BossMapIconGFX:
incbin bossicons.4bpp
incbin "data/bossicons.4bpp"
if !FEATURE_NEW_TEXT
org $339C00
NewFont:
incbin newfont.bin
NewFontInverted:
incbin newfont_inverted.bin
org $0CD7DF
incbin text_unscramble1.bin
org $0CE4D5
incbin text_unscramble2.bin
endif
org $B39C00
NewFont:
incbin "data/newfont.bin"
NewFontInverted:
incbin "data/newfont_inverted.bin"
SmallCharacters:
incbin "data/smallchars.2bpp"
org $8CD7DF
incsrc data/playernamecharmap.asm
org $8CE73D
incbin data/playernamestripes_1.bin
org $8CE911
incbin data/playernamestripes_2.bin
incsrc data/kanjireplacements.asm ; Overwrites text gfx data and masks in bank $8E
org $328000
org $B28000
Extra_Text_Table:
if !FEATURE_NEW_TEXT
incsrc itemtext_lower.asm
else
incsrc itemtext.asm
endif
warnpc $32E000
incsrc itemtext.asm
warnpc $B2E000
org $32DFD0 ; PC 0x195FD0
org $B2DFD0 ; PC 0x195FD0
incsrc multiworldplayernames.asm
warnpc $330000
warnpc $B30000
incsrc externalhooks.asm
;================================================================================
org $119100 ; PC 0x89100
incbin map_icons.gfx
warnpc $119401
org $919100 ; PC 0x89100
incbin "data/map_icons.gfx"
warnpc $919401
;================================================================================
org $9BB1E0
incsrc custompalettes.asm
warnpc $9BB880
;================================================================================
org $AF8000 ; PC 0x178000
Static_RNG: ; each line below is 512 bytes of rng
@@ -364,14 +333,15 @@ warnpc $B08000
;Bank Map
;$20 Code Bank
;$21 Reserved (Frame Hook & Init)
;$22 Contrib Code
;$22 Unused
;$23 Stats & Credits
;$24 Code Bank
;$26 Multiworld data
;$27 DR Code Bank
;$28 Keydrop / Standing Items Code bank
;$29 External hooks (rest of bank not used)
;$2A Reserved for OWR
;$2B Room Data migration
;$2B Reserved for "outlet data" ~5.8k
;$2E Reserved for Tournament Use
;$2F Static RNG (rest is reserved for tournament use)
;$30 Main Configuration Table
@@ -379,23 +349,24 @@ warnpc $B08000
;$32 Text Bank
;$33 Graphics Bank
;$36 reserved for Enemizer
;$37 Room data if needed for DR/Pottery/Enemizer
;$3A reserved for downstream use
;$3B reserved for downstream use
;$3F reserved for internal debugging
;================================================================================
;RAM
;$7E021B[0x1]: Used by race game instead of $0ABF to avoid witch item conflict
;$7EC900[0x1F00]: BIGRAM buffer
;See ram.asm for label assignments
;$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
;================================================================================
;SRAM Map
;See sram.asm for rando-specific assignments
;See sram.asm for label assignments and documentation
;$70:0000 (5K) Game state
; 0000-04FF Vanilla Slot 1 (mirrored at $7EF000)
; 0500-14FF Ext Slot 1 (mirrored at $7F6000)
@@ -403,447 +374,19 @@ warnpc $B08000
;$70:3000 (0x16) Password
;$70:6000 (8K) Scratch buffers
;================================================================================
;org $0080DC ; <- 0xDC - Bank00.asm:179 - Kill Music
;db #$A9, #$00, #$EA
;LDA.b #$00 : NOP
;================================================================================
;org $0AC53E ; <- 5453E - Bank0A.asm:1103 - (LDA $0AC51F, X) - i have no idea what this is for anymore
;LDA.b #$7F
;NOP #2
;================================================================================
;org $05DF8B ; <- 2DF8B - Bank05.asm : 2483
;AND.w #$0100 ; allow Sprite_DrawMultiple to access lower half of sprite tiles
;================================================================================
;org $0DF8F1 ; this is required for the X-indicator in the HUD except not anymore obviously
;
;;red pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $25, $2C, $25, $2D, $25, $2E, $25
;
;;blue pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $2D, $2C, $2D, $2D, $2D, $2E, $2D
;
;;green pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $3D, $2C, $3D, $2D, $3D, $2E, $3D
;================================================================================
;org $00CFF2 ; 0x4FF2 - Mire H
;db GFX_Mire_Bombos>>16
;org $00D0D1 ; 0x50D1 - Mire M
;db GFX_Mire_Bombos>>8
;org $00D1B0 ; 0x51B0 - Mire L
;db GFX_Mire_Bombos
;org $00D020 ; 0x5020 - Trock H
;db GFX_TRock_Bombos>>16
;org $00D0FF ; 0x50FF - Trock M
;db GFX_TRock_Bombos>>8
;org $00D1DE ; 0x51DE - Trock L
;db GFX_TRock_Bombos
org $00D09C ; 0x509C - HUD Items H
org $80D09C ; 0x509C - HUD Items H
db GFX_HUD_Items>>16
org $00D17B ; 0x517B - HUD Items M
org $80D17B ; 0x517B - HUD Items M
db GFX_HUD_Items>>8
org $00D25A ; 0x525A - HUD Items L
org $80D25A ; 0x525A - HUD Items L
db GFX_HUD_Items
; this used to be a pointer to a dummy file
org $00D065 ; 005065 - New Items H
db GFX_New_Items>>16
org $00D144 ; 005114 - New Items M
db GFX_New_Items>>8
org $00D223 ; 005223 - New Items L
db GFX_New_Items
org $00D09D ; 0x509D - HUD Main H
org $80D09D ; 0x509D - HUD Main H
db GFX_HUD_Main>>16
org $00D17C ; 0x517C - HUD Main M
org $80D17C ; 0x517C - HUD Main M
db GFX_HUD_Main>>8
org $00D25B ; 0x525B - HUD Main L
org $80D25B ; 0x525B - HUD Main L
db GFX_HUD_Main
;================================================================================
org $008781
UseImplicitRegIndexedLocalJumpTable:
org $00879c
UseImplicitRegIndexedLongJumpTable:
org $008333
Vram_EraseTilemaps_triforce:
org $008913
Sound_LoadLightWorldSongBank:
org $00891D
.do_load
org $00893D
EnableForceBlank:
DungeonMask = $0098C0
org $00D308
DecompSwordGfx:
org $00D348
DecompShieldGfx:
org $00D463
Tagalong_LoadGfx:
org $00D51B
GetAnimatedSpriteTile:
org $00D52D
GetAnimatedSpriteTile_variable:
org $00D84E
Attract_DecompressStoryGfx:
org $00E529
LoadSelectScreenGfx:
org $00E784
LoadCommonSprites_in_file_select:
org $00F945
PrepDungeonExit:
org $00FDEE
Mirror_InitHdmaSettings:
org $01873A
Dungeon_LoadRoom:
org $02821E
Module_PreDungeon:
org $028296
.setAmbientSfx
org $828AD9
Underworld_SetBossOrSancMusicUponEntry:
org $02A0A8
Dungeon_SaveRoomData:
org $02A0BE
Dungeon_SaveRoomData_justKeys:
org $02A4E3
Overworld_ActualScreenID:
org $02A9F3
OverworldHandleTransitions_change_palettes:
org $02B861
Dungeon_SaveRoomQuadrantData:
org $02C11D
CalculateTransitionLanding:
org $02C176
Overworld_FinalizeEntryOntoScreen_Data:
org $82C3F2
OverworldLoadScreensPaletteSet_long:
org $02D9B9
Underworld_LoadSpawnEntrance:
org $02E99D
FluteMenu_LoadTransport:
org $02FD6D
LoadGearPalettes_link:
org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
LoadGearPalettes_bunny:
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
LoadGearPalettes_variable:
org $02FEAB
Filter_Majorly_Whiten_Color:
org $04E780
Overworld_MemorizeMap16Change:
org $04E879
Overworld_CheckForSpecialOverworldTrigger_Direction:
org $058008
Sprite_SpawnSparkleGarnish:
org $05A51D
Sprite_SpawnFallingItem:
org $05DF6C ; 02DF6C - Bank05.asm : 2445
Sprite_DrawMultiple:
org $05DF70 ; 02DF70 - Bank05.asm : 2454
Sprite_DrawMultiple_quantity_preset:
org $05DF75 ; 02DF75 - Bank05.asm : 2461
Sprite_DrawMultiple_player_deferred:
org $05E1A7 ; 02E1A7 - Bank05.asm : 2592
Sprite_ShowSolicitedMessageIfPlayerFacing:
org $05E1F0
Sprite_ShowMessageFromPlayerContact:
org $05E219
Sprite_ShowMessageUnconditional:
org $05EC96
Sprite_ZeldaLong:
org $0680FA
Player_ApplyRumbleToSprites:
org $0683E6
Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
org $06AD58
Sprite_TransmuteToBomb:
org $06DC5C
Sprite_DrawShadowLong:
org $06DD40
DashKey_Draw:
org $06DBF8
Sprite_PrepAndDrawSingleLargeLong:
org $06DC00
Sprite_PrepAndDrawSingleSmallLong:
org $06E41C
Sprite_PrepOAMCoordLong:
org $06EA18
Sprite_ApplySpeedTowardsPlayerLong:
org $06EAA6
Sprite_DirectionToFacePlayerLong:
org $06F12F
Sprite_CheckDamageToPlayerSameLayerLong:
org $06F86A
OAM_AllocateDeferToPlayerLong:
org $0791B3
Player_HaltDashAttackLong:
org $07999D
Link_ReceiveItem:
org $07A985
SetGameModeLikeMirror:
org $07E68F
Unknown_Method_0: ; In US version disassembly simply called "$3E6A6 IN ROM"
org $07F413
Link_CheckForEdgeScreenTransition:
org $07F4AA
Sprite_CheckIfPlayerPreoccupied:
org $08C3AE
Ancilla_ReceiveItem:
org $08C505
Ancilla_ReceiveItem_objectFinished:
org $08CE2E
GTCutscene_AnimateCrystals_NoRotate:
org $08CEB6
GTCutscene_DrawSingleCrystal_SkipCrystal:
org $08CEC3
GTCutscene_DrawSingleCrystal_SkipSparkle:
org $08CF59
GTCutscene_SparkleALot:
org $08F710
Ancilla_SetOam_XY_Long:
org $0985E2 ; (break on $0985E4)
AddReceivedItem:
org $098605
AddReceivedItem_notCrystal:
org $098766
AddReceivedItem_gfxHandling:
org $098BAD
AddPendantOrCrystal:
org $098CFD
AddWeathervaneExplosion:
org $0993DF
AddDashTremor:
org $099D04
AddAncillaLong:
org $099D1A
Ancilla_CheckIfAlreadyExistsLong:
org $09AC57
Ancilla_TerminateSelectInteractives:
org $09AE64
Sprite_SetSpawnedCoords:
org $09AD58
GiveRupeeGift:
org $0AB7BD
FluteMenu_HandleSelection_NoSelection:
org $0ABA4F
OverworldMap_InitGfx:
org $0ABA99
OverworldMap_DarkWorldTilemap:
org $0ABAB9
OverworldMap_LoadSprGfx:
org $8AE817
DungeonMapBossRooms:
org $0CD7D1
NameFile_MakeScreenVisible:
org $0CDB3E
InitializeSaveFile:
org $0CDBC0
InitializeSaveFile_build_checksum:
org $0DBA71
GetRandomInt:
org $0DBA80
OAM_AllocateFromRegionA:
org $0DBA84
OAM_AllocateFromRegionB:
org $0DBA88
OAM_AllocateFromRegionC:
org $0DBA8C
OAM_AllocateFromRegionD:
org $0DBA90
OAM_AllocateFromRegionE:
org $0DBA94
OAM_AllocateFromRegionF:
org $0DBB67
Sound_SetSfxPanWithPlayerCoords:
org $0DBB6E
Sound_SetSfx1PanLong:
org $0DBB7C
Sound_SetSfx2PanLong:
org $0DBB8A
Sound_SetSfx3PanLong:
org $0DDB7F
HUD_RefreshIconLong:
org $0DDD32
Equipment_UpdateEquippedItemLong:
org $0DE01E ; 6E10E - equipment.asm : 787
BottleMenu_movingOn:
org $0DE346
RestoreNormalMenu:
org $0DE395
Equipment_SearchForEquippedItemLong:
org $0DE9C8
DrawProgressIcons: ; this returns short
org $0DED29
DrawEquipment: ; this returns short
org $0DFA78
HUD_RebuildLong:
org $0DFA88
HUD_RebuildIndoor_Palace:
org $0DFA88
HUD_RebuildLong2:
org $0EEE10
Messaging_Text:
org $0FFD94
Overworld_TileAttr:
org $1BC97C
Overworld_DrawPersistentMap16:
org $1BED03
Palette_Sword:
org $1BED29
Palette_Shield:
org $1BEDF9
Palette_ArmorAndGloves:
org $1BEE52
Palette_Hud:
org $1BEF96
Palette_SelectScreen:
org $1CFAAA
ShopKeeper_RapidTerminateReceiveItem:
org $1CF500
Sprite_NullifyHookshotDrag:
org $1CF537
Ancilla_CheckForAvailableSlot:
org $1DE9B6
Filter_MajorWhitenMain:
org $1DF65D
Sprite_SpawnDynamically:
org $1DF65F
Sprite_SpawnDynamically_arbitrary:
org $1DFD4B
DiggingGameGuy_AttemptPrizeSpawn:
org $1EDE28
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
org $1EDE89
GoldBee_Dormant_exit:
org $1EDE8A
GoldBee_SpawnSelf:
org $1EF4E7
Sprite_PlayerCantPassThrough:
;================================================================================

View File

@@ -1,127 +1,118 @@
;================================================================================
; Accessibility Fixes
;================================================================================
FlipGreenPendant:
LDA $0C : CMP #$38 : BNE + ; check if we have green pendant
ORA #$40 : STA $0C ; flip it
+
LDA $0D : STA $0802, X ; stuff we wrote over "Set CHR, palette, and priority of the sprite"
LDA $0C : STA $0803, X
RTL
;================================================================================
ConditionalLightning:
CMP.b #$05 : BEQ ++
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 $9A
STA.b CGADSUBQ
RTL
;================================================================================
ConditionalWhitenBg:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA.b Scrap00,X
JSR WhitenLoopReal
RTL
+
LDA $00
LDA.b Scrap00
JSR WhitenLoopDummy
RTL
;================================================================================
WhitenLoopReal:
-
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA $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 $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F4
LDA $10 : CMP.w #$07 : BNE +
LDA $048E
CMP.w #$3C : BEQ ++
CMP.w #$9D : BEQ ++
CMP.w #$9C : BEQ ++
CMP.w #$A5 : BEQ ++
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.b RoomIndex
CMP.w #$003C : BEQ ++
CMP.w #$009D : BEQ ++
CMP.w #$009C : BEQ ++
CMP.w #$00A5 : BEQ ++
+
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
LDA.l PaletteBufferAux+$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 $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
LDA.l PaletteBuffer+$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 $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA $7EC5FE
LDA.l PaletteBufferAux+$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 $7EC540 : TAY
LDA $7EC300 : BNE +
LDA.l PaletteBuffer+$40 : TAY
LDA.l PaletteBufferAux : BNE +
TAY
+
TYA : STA $7EC500
TYA : STA.l PaletteBuffer
SEP #$30
RTS
;================================================================================
WhitenLoopDummy:
-
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA $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 $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F4
LDA $10 : CMP.w #$07 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA $048E
CMP.w #$3C : BEQ ++ ; hookshot cave
CMP.w #$9D : BEQ ++ ; gt right
CMP.w #$9C : BEQ ++ ; gt big room
CMP.w #$A5 : BEQ ++ ; wizzrobes 1
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.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 $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F8
LDA.l PaletteBufferAux+$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 $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
LDA.l PaletteBufferAux+$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 $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FE
LDA.l PaletteBufferAux+$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 $7EC540 : TAY
LDA $7EC300 : BNE +
LDA.l PaletteBuffer+$40 : TAY
LDA.l PaletteBufferAux : BNE +
TAY
+
TYA : STA $7EC500
TYA : STA.l PaletteBuffer
SEP #$30
RTS
;================================================================================
@@ -129,144 +120,144 @@ RestoreBgEther:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
-
LDA $00,X
LDA $7EC340, X : STA $7EC540, X
LDA $7EC350, X : STA $7EC550, X
LDA $7EC360, X : STA $7EC560, X
LDA $7EC370, X : STA $7EC570, X
LDA $7EC380, X : STA $7EC580, X
LDA $7EC390, X : STA $7EC590, X
LDA $7EC3A0, X : STA $7EC5A0, X
LDA $7EC3B0, X : STA $7EC5B0, X
LDA $7EC3C0, X : STA $7EC5C0, X
LDA $7EC3D0, X : STA $7EC5D0, X
LDA $7EC3E0, X : STA $7EC5E0, X
LDA $7EC3F0, X : STA $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 $00
LDA $7EC340, X : LDA $7EC540, X
LDA $7EC350, X : LDA $7EC550, X
LDA $7EC360, X : LDA $7EC560, X
LDA $7EC370, X : LDA $7EC570, X
LDA $7EC380, X : LDA $7EC580, X
LDA $7EC390, X : LDA $7EC590, X
LDA $7EC3A0, X : LDA $7EC5A0, X
LDA $7EC3B0, X : LDA $7EC5B0, X
LDA $7EC3C0, X : LDA $7EC5C0, X
LDA $7EC3D0, X : LDA $7EC5D0, X
LDA $7EC3E0, X : LDA $7EC5E0, X
LDA $7EC3F0, X : LDA $7EC5F0, X
LDA.b Scrap00
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 ++
++
JML $02FF51 ; Bank0E.asm : 3936 vanilla restore routine after loop which RTLs
JML Palette_RestoreFixedColor-7 ; Bank0E.asm : 3936 vanilla restore routine after loop which RTLs
;================================================================================
DDMConditionalLightning:
LDA.l DisableFlashing
REP #$20
BNE +
LDA.w $0000
LDA.w Scrap
LDX.b #$02
JML $07FA7F ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00
JML FlashGanonTowerPalette_next_thunder-2 ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00
+
LDA.b $00 : LDX.b #$02 : LDY #$00
LDA.b Scrap00 : LDX.b #$02 : LDY.b #$00
-
LDA $F4EB, Y : LDA $7EC560, X
LDA $F4F9, Y : LDA $7EC570, X
LDA $F507, Y : LDA $7EC590, X
LDA $F515, Y : LDA $7EC5E0, X
LDA $F523, Y : LDA $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
JML FlashGanonTowerPalette_bright_white ; Bank0E.asm : 4754 both branches converge here
;================================================================================
ConditionalGTFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $0000
LDA.w Scrap
-
LDA $F9C1, Y : STA $7EC5D0, X
LDA.w $F9C1, Y : STA.l PaletteBuffer+$D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
+
LDA $00
LDA.b Scrap00
-
LDA $F9C1, Y : LDA $7EC5D0, X
LDA.w $F9C1, Y : LDA.l PaletteBuffer+$D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
;================================================================================
ConditionalRedFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA.w #$1D59 : STA $7EC5DA
LDA.w #$25FF : STA $7EC5DC
LDA.b Scrap,X
LDA.w #$1D59 : STA.l PaletteBuffer+$DA
LDA.w #$25FF : STA.l PaletteBuffer+$DC
LDA.w #$001A
RTL
+
LDA $00
LDA.w #$1D59 : LDA $7EC5DA
LDA.w #$25FF : LDA $7EC5DC
LDA.b Scrap00
LDA.w #$1D59 : LDA.l PaletteBuffer+$DA
LDA.w #$25FF : LDA.l PaletteBuffer+$DC
LDA.w #$0000
RTL
;================================================================================
ConditionalPedAncilla:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA $00 : STA $04
LDA $02 : STA $06
LDA.b Scrap,X
LDA.b Scrap00 : STA.b Scrap04
LDA.b Scrap02 : STA.b Scrap06
RTL
+
LDA $00
LDA $00 : LDA $04
LDA $02 : LDA $06
LDA.b Scrap
LDA.b Scrap00 : LDA.b Scrap04
LDA.b Scrap02 : LDA.b Scrap06
RTL
;================================================================================
LoadElectroPalette:
REP #$20
LDA.w #$0202 : STA $0C
LDA.w #$0404 : STA $0E
LDA.w #$001B : STA $02
LDA.w #$0202 : STA.b Scrap0C
LDA.w #$0404 : STA.b Scrap0E
LDA.w #$001B : STA.b Scrap02
SEP #$10
LDX $0C : LDA $1BEBB4, X : AND.w #$00FF : ADC #$D630
LDX.b Scrap0C : LDA.l SwordPaletteOffsets, X : AND.w #$00FF : ADC.w #$D630
REP #$10 : LDX.w #$01B2 : LDY.w #$0002
JSR ConditionalLoadGearPalette
SEP #$10
LDX $0D
LDA $1BEBC1, X : AND.w #$00FF : ADC #$D648
LDX.b Scrap0D
LDA.l ShieldPaletteOffsets, X : AND.w #$00FF : ADC.w #$D648
REP #$10 : LDX.w #$01B8 : LDY.w #$0003
JSR ConditionalLoadGearPalette
SEP #$10
LDX $0E
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC #$D308
LDX.b Scrap0E
LDA.l LinkMailPalettesOffsets, X : AND.w #$00FF : ASL A : ADC.w #$D308
REP #$10 : LDX.w #$01E2 : LDY.w #$000E
JSR ConditionalLoadGearPalette
SEP #$30
INC $15
INC.b NMICGRAM
RTL
;================================================================================
ConditionalLoadGearPalette:
STA $00
STA.b Scrap00
SEP #$20
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
LDA.b Scrap,X
-
LDA [$00]
STA $7EC500, X
INC $00 : INC $00
LDA.b [Scrap00]
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTS
+
LDA $00
LDA.b Scrap
-
LDA [$00]
LDA $7EC500, X
INC $00 : INC $00
LDA.b [Scrap00]
LDA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
@@ -281,13 +272,13 @@ RestoreElectroPalette:
LDX.w #$01E2 : LDY.w #$000E
JSR FillPaletteBufferFromAux
SEP #$30
INC $15
INC.b NMICGRAM
RTL
;================================================================================
FillPaletteBufferFromAux:
-
LDA $7EC300, X
STA $7EC500, X
LDA.l PaletteBufferAux, X
STA.l PaletteBuffer, X
INX #2
DEY
BPL -

BIN
asar

Binary file not shown.

BIN
bin/linux/asar Normal file

Binary file not shown.

BIN
bin/macos/asar Normal file

Binary file not shown.

BIN
bin/windows/asar.exe Normal file

Binary file not shown.

View File

@@ -8,7 +8,7 @@ Overworld_LoadBonkTiles:
LDA.b #$7E : PHA : PLB
REP #$30
; Use it as an index into a jump table.
LDA.b $8A : CMP #$0080 : !BGE .noData
LDA.b OverworldIndex : CMP.w #$0080 : !BGE .noData
ASL A : TAX : JSR (Overworld_BonkTilesTable, X)
.noData
@@ -56,7 +56,10 @@ dw return, return, return, return, return, return, map6e, return
dw return, return, return, return, return, return, return, return
;120 121 122 123 124 125 126 127
dw return, return, return, return, return, return, return, return
}
return:
RTS
map00: ; Map00/Map01/Map08/Map09
{

View File

@@ -2,21 +2,23 @@
; Randomize Book of Mudora
;--------------------------------------------------------------------------------
LoadLibraryItemGFX:
LDA.l LibraryItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.l LibraryItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
STA $0E80, X ; Store item type
JML RequestSlottedTile
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID, X
JML RequestStandingItemVRAMSlot
;--------------------------------------------------------------------------------
DrawLibraryItemGFX:
PHA
LDA $0E80, X ; Retrieve stored item type
JSL.l DrawSlottedTile
PLA
PHA
LDA.w SpriteID, X
JSL DrawPotItem
PLA
RTL
;--------------------------------------------------------------------------------
SetLibraryItem:
LDY $0E80, X ; Retrieve stored item type
JSL.l ItemSet_Library ; contains thing we wrote over
LDY.w SpriteID, X
JSL ItemSet_Library ; contains thing we wrote over
RTL
;--------------------------------------------------------------------------------
@@ -25,49 +27,59 @@ RTL
; Randomize Bonk Keys
;--------------------------------------------------------------------------------
LoadBonkItemGFX:
LDA.b #$08 : STA $0F50, X ; thing we wrote over
LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over
LoadBonkItemGFX_inner:
JSR LoadBonkItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSR LoadBonkItem
JML RequestSlottedTile
JSR LoadBonkItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSR LoadBonkItem
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteItemType, X
STA.w SpriteID, X
JSL RequestStandingItemVRAMSlot
PHA : PHX
LDA.w SpriteID,X : TAX
LDA.l SpriteProperties_standing_width,X : BNE +
LDA.b #$00 : STA.l SpriteOAM : STA.l SpriteOAM+8
+
PLX : PLA
RTL
;--------------------------------------------------------------------------------
DrawBonkItemGFX:
PHA
LDA.w !SPRITE_REDRAW, X : BEQ .skipInit ; skip init if already ready
JSL.l LoadBonkItemGFX_inner
LDA.w !SPRITE_REDRAW, X : CMP.b #$02 : BEQ .skipInit
BRA .done ; don't draw on the init frame
.skipInit
JSR LoadBonkItem
JSL DrawSlottedTile
.done
PLA
PHA
LDA.w SprRedrawFlag, X : BEQ .skipInit
JSL LoadBonkItemGFX_inner
LDA.w SprRedrawFlag, X : CMP.b #$02 : BEQ .skipInit
BRA .done ; don't draw on the init frame
.skipInit
LDA.w SpriteID,X
JSL DrawPotItem
.done
PLA
RTL
;--------------------------------------------------------------------------------
GiveBonkItem:
JSR LoadBonkItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
JSR LoadBonkItem
CMP #$24 : BNE .notKey
.key
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
LDA CurrentSmallKeys : INC A : STA CurrentSmallKeys
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
JSL CountBonkItem
JSR LoadBonkItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
JSR LoadBonkItem
JSR AbsorbKeyCheck : BCC .notKey
.key
PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL Sound_SetSfx3PanLong
INC.w UpdateHUDFlag
RTL
.notKey
PHY : TAY : JSL.l Link_ReceiveItem : PLY
JSL CountBonkItem
.notKey
PHY : TAY : JSL Link_ReceiveItem : PLY
RTL
;--------------------------------------------------------------------------------
LoadBonkItem:
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert
LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #$73 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert
BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower
+ : CMP.b #$8C : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower
BRA ++
+
LDA.b #$24 ; default to small key
@@ -75,14 +87,30 @@ LoadBonkItem:
RTS
;--------------------------------------------------------------------------------
LoadBonkItem_Player:
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert_Player
BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower_Player
BRA ++
+
LDA.b #$00
++
LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #$73 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert_Player
BRA ++
+ : CMP.b #$8C : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower_Player
BRA ++
+
LDA.b #$00
++
RTS
;--------------------------------------------------------------------------------
AbsorbKeyCheck:
PHA
CMP.b #$24 : BEQ .key
CMP.b #$A0 : BCC .not_key
CMP.b #$B0 : BCS .not_key
AND.b #$0F : ASL
CMP.w DungeonID : BNE .not_key
.key
PLA
SEC
RTS
.not_key
PLA
CLC
RTS

View File

@@ -1,77 +1,76 @@
;================================================================================
; Boots State Modifier
;--------------------------------------------------------------------------------
!BOOTS_MODIFIER = "$7F50CE"
ModifyBoots:
PHA
LDA !BOOTS_MODIFIER : CMP.b #$01 : BNE +
PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots
LDA.l BootsModifier : CMP.b #$01 : BNE +
PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots
+ : CMP.b #$02 : BNE +
PLA : AND AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA FakeBoots : CMP.b #$01 : BNE +
LDA $5B : BEQ ++ : LDA $59 : BNE + ; hover check
++ : PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
PLA : AND.l AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA.l FakeBoots : CMP.b #$01 : BNE +
LDA.b LinkSlipping : BEQ ++ : LDA.b PitTileActField : BNE + ; hover check
++ : PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
+
PLA
AND AbilityFlags ; regular boots
AND.l AbilityFlags ; regular boots
RTL
;--------------------------------------------------------------------------------
AddBonkTremors:
PHA
LDA $46 : BNE + ; Check for incapacitated Link
JSL.l IncrementBonkCounter
LDA.b LinkIncapacitatedTimer : BNE + ; Check for incapacitated Link
JSL IncrementBonkCounter
+
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
PLA : RTL
+
PLA
JSL.l AddDashTremor : JSL.l Player_ApplyRumbleToSprites ; things we wrote over
JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over
RTL
;--------------------------------------------------------------------------------
BonkBreakableWall:
PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
PLP : PLX : LDA.w #$0000 : RTL
+
PLP : PLX
LDA $0372 : AND.w #$00FF ; things we wrote over
LDA.w LinkDashing : AND.w #$00FF ; things we wrote over
RTL
;--------------------------------------------------------------------------------
BonkRockPile:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA.b #$00 : RTL
+
LDA $02EF : AND.b #$70 ; things we wrote over
LDA.w TileActBE : AND.b #$70 ; things we wrote over
RTL
;--------------------------------------------------------------------------------
GravestoneHook:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BEQ .done ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BEQ .done ; Check for Boots
+
LDA $0372 : BEQ .done ; things we wrote over
JML.l moveGravestone
LDA.w LinkDashing : BEQ .done ; things we wrote over
JML moveGravestone
.done
JML.l GravestoneHook_continue
JML GravestoneHook_continue
;--------------------------------------------------------------------------------
JumpDownLedge:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
; Disarm Waterwalk
LDA $5B : CMP.b #$01 : BNE +
STZ $5B
LDA.b LinkSlipping : CMP.b #$01 : BNE +
STZ.b LinkSlipping
+
LDA $1B : BNE .done : LDA.b #$02 : STA $EE ; things we wrote over
LDA.b IndoorsFlag : BNE .done : LDA.b #$02 : STA.b LinkLayer ; things we wrote over
.done
RTL
;--------------------------------------------------------------------------------
BonkRecoil:
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA $29 : RTL
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA.b LinkRecoilZ : RTL
+
LDA.b #$24 : STA $29 ; things we wrote over
LDA.b #$24 : STA.b LinkRecoilZ ; things we wrote over
RTL

View File

@@ -2,8 +2,8 @@
;--------------------------------------------------------------------------------
AssignKiki:
LDA.b #$00 : STA FollowerDropped ; defuse bomb
LDA.b #$0A : STA FollowerIndicator ; assign kiki as follower
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
RTL
;--------------------------------------------------------------------------------
@@ -11,10 +11,9 @@ RTL
; Name: AllowSQ
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
;--------------------------------------------------------------------------------
!ITEM_BUSY = "$7F5091"
AllowSQ:
LDA ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA !ITEM_BUSY : EOR #$01
LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA.l BusyItem : EOR.b #$01
.done
RTL
;--------------------------------------------------------------------------------
@@ -23,8 +22,8 @@ RTL
;0 = Reset Music
;1 = Don't Reset Music
MSMusicReset:
LDA $8A : CMP.b #$80 : BNE +
LDA $23
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1
+
RTL
;--------------------------------------------------------------------------------
@@ -32,11 +31,11 @@ RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA MoonPearlEquipment : BNE .done
LDA CurrentWorld : AND.b #$40
LDA.l MoonPearlEquipment : BNE .done
LDA.l CurrentWorld : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR #$40
PLA : EOR.b #$40
BRA .done
.inverted
PLA
@@ -47,34 +46,25 @@ RTL
DecideIfBunnyByScreenIndex:
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
; superbunny work
LDA $1B : BNE .done
LDA MoonPearlEquipment : BNE .done
PHX : LDX $8A : LDA.l OWTileWorldAssoc, X : PLX : PHA
LDA.b IndoorsFlag : BNE .done
LDA.l MoonPearlEquipment : BNE .done
PHX : LDX.b OverworldIndex : LDA.l OWTileWorldAssoc, X : PLX : PHA
LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR #$40
PLA : EOR.b #$40
BRA .done
.inverted
PLA
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;ReadInventoryPond:
; CPX.b #$1B : BNE + : LDA.b #$01 : RTL : +
; LDA EquipmentWRAM, X
;RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
FixBunnyOnExitToLightWorld:
LDA.w $02E0 : BEQ +
JSL.l DecideIfBunny : BEQ +
STZ $5D ; set player mode to Normal
STZ $02E0 : STZ $56 ; return player graphics to normal
LDA.w BunnyFlag : BEQ +
JSL DecideIfBunny : BEQ +
STZ.b LinkState ; set player mode to Normal
STZ.w BunnyFlag : STZ.b BunnyFlagDP ; return player graphics to normal
+
RTS
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
@@ -83,17 +73,17 @@ RTS
FixAga2Bunny:
LDA.l FixFakeWorld : BEQ + ; Only use this fix is fakeworld fix is in use
LDA.l InvertedMode : BEQ +++
LDA.b #$00 : STA CurrentWorld ; Switch to light world
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
BRA ++
+++
LDA.b #$40 : STA CurrentWorld ; Switch to dark world
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
++
JSL DecideIfBunny : BNE +
JSR MakeBunny
+
.done
PHX
JSL Overworld_DetermineMusic : STX !REG_MUSIC_CONTROL_REQUEST
JSL Overworld_DetermineMusic : STX.w MusicControlRequest
PLX
RTL
;--------------------------------------------------------------------------------
@@ -101,8 +91,8 @@ RTL
;--------------------------------------------------------------------------------
MakeBunny:
PHX : PHY
LDA.b #$17 : STA $5D ; set player mode to permabunny
LDA.b #$01 : STA $02E0 : STA $56 ; make player look like bunny
LDA.b #$17 : STA.b LinkState ; set player mode to permabunny
LDA.b #$01 : STA.w BunnyFlag : STA.b BunnyFlagDP ; make player look like bunny
JSL LoadGearPalettes_bunny
PLY : PLX
RTS
@@ -130,27 +120,27 @@ RTL
; 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 $02D8 ; what we overwrote
STX.w ItemReceiptID ; what we overwrote
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ $AE ; the "trying to spawn crystal" flag
STZ $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 $A7 ; disable vertical camera scrolling for current room
STZ.b CameraBoundV ; disable vertical camera scrolling for current room
REP #$20
STZ $0618 ; something about scrolling, setting these to 0 tricks the game
STZ $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
@@ -158,8 +148,8 @@ WallmasterCameraFix:
; Fix losing glove colors
LoadActualGearPalettesWithGloves:
REP #$20
LDA SwordEquipment : STA $0C
LDA ArmorEquipment : AND.w #$00FF
LDA.l SwordEquipment : STA.b Scrap0C
LDA.l ArmorEquipment : AND.w #$00FF
JSL LoadGearPalettes_variable
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
@@ -167,24 +157,24 @@ RTL
;--------------------------------------------------------------------------------
; Fix Bunny Palette Map Bug
LoadGearPalette_safe_for_bunny:
LDA $10
LDA.b GameMode
CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
LDA [$00]
STA $7EC300, X
STA $7EC500, X
INC $00 : INC $00
LDA.b [Scrap00]
STA.l PaletteBufferAux, X
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTL
.new
-
LDA [$00]
STA $7EC500, X
INC $00 : INC $00
LDA.b [Scrap00]
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
@@ -193,19 +183,19 @@ RTL
;--------------------------------------------------------------------------------
; Fix pedestal pull overlay
PedestalPullOverlayFix:
LDA.b #$09 : STA $039F, X ; the thing we wrote over
LDA $1B : BNE +
LDA $8A : CMP.b #$80 : BNE +
LDA $8C : CMP.b #$97
LDA.b #$09 : STA.w AncillaGeneralF, X ; the thing we wrote over
LDA.b IndoorsFlag : BNE +
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b OverlayID : CMP.b #$97
+
RTL
;--------------------------------------------------------------------------------
; Fix losing VRAM gfx when using quake
PostNMIUpdateBGCharHalf:
STA.w $420B : SEP #$10 ; what we wrote over
LDA.w $0116 : CMP.b #$46 : BNE .return ; checks to see if this is the last VRAM write
LDA.b $5D : CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
STA.w MDMAEN : SEP #$10 ; what we wrote over
LDA.w VRAMTileMapIndex : CMP.b #$46 : BNE .return ; checks to see if this is the last VRAM write
LDA.b LinkState : CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
RTL
+ JSL HeartPieceSetRedraw ; set redraw flag for items
.return
@@ -213,7 +203,7 @@ RTL
; Force redraws of items following map checks
PostOverworldGfxLoad:
INC.b $11 : STZ.b $13 ; what we wrote over
INC.b GameSubMode : STZ.b INIDISPQ ; what we wrote over
JSL HeartPieceSetRedraw
RTL
PostUnderworldMap:
@@ -223,7 +213,7 @@ RTL
;--------------------------------------------------------------------------------
FixJingleGlitch:
LDA.b $11
LDA.b GameSubMode
BEQ .set_doors
LDA.l AllowAccidentalMajorGlitch
@@ -231,7 +221,7 @@ FixJingleGlitch:
.set_doors
LDA.b #$05
STA.b $11
STA.b GameSubMode
.exit
RTL
@@ -243,7 +233,43 @@ pushpc
pullpc
;--------------------------------------------------------------------------------
SetOverworldTransitionFlags:
LDA #$01
STA $0ABF ; used by witch
STA $021B ; used by race game
LDA.b #$01
STA.w OWTransitionFlag
STA.w RaceGameFlag
RTL
;--------------------------------------------------------------------------------
ParadoxCaveGfxFix:
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
LDA.b IndoorsFlag : BEQ .uploadLine
LDX.b RoomIndex : CPX.w #$00FF : BNE .uploadLine
LDX.b PreviousRoom : CPX.w #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM
LDX.w VRAMUploadAddress
; Line 1
CPX.w #$1800 : BEQ .skipMostOfLine
; Line 2
CPX.w #$1A00 : BEQ .skipMostOfLine
; Line 3
CPX.w #$1C00 : BEQ .uploadLine
; Line 4
CPX.w #$1E00 : BEQ .uploadLine
.uploadLine
LDA.b #$01 : STA.w MDMAEN
.skipLine
RTL
.skipMostOfLine
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
LDX.w #$00C0 : STX.w DAS0L
BRA .uploadLine
;--------------------------------------------------------------------------------
SetItemRiseTimer:
LDA.w ItemReceiptMethod : CMP #$01 : BNE .not_from_chest
LDA.b #$38 : STA.w AncillaTimer, X
RTL
.not_from_chest
TYA : STA.w AncillaTimer, X ; What we wrote over
RTL

View File

@@ -1,2 +1,4 @@
py -3 build.py
@echo %cmdcmdline%|find /i """%~f0""">nul && cmd /k
del ..\working.sfc
copy ..\alttp.sfc ..\working.sfc
%~dp0bin\windows\asar.exe LTTP_RND_GeneralBugfixes.asm ..\working.sfc
cmd /k

View File

@@ -1,5 +1,8 @@
#!/bin/bash
rm ../working.sfc
cp ../alttp.sfc ../working.sfc
./asar LTTP_RND_GeneralBugfixes.asm ../working.sfc
rm ../alttp.sfc
cp ~/dev/kwyn/orig/z3.sfc ../alttp.sfc
asar --symbols=wla LTTP_RND_GeneralBugfixes.asm ../alttp.sfc
flips ~/dev/kwyn/orig/z3.sfc ../alttp.sfc ../base2current.bps
md5sum ../alttp.sfc | tee /dev/tty | cut -d ' ' -f 1 | xargs -I '{}' sed -i "s/RANDOMIZERBASEHASH = '.\+'/RANDOMIZERBASEHASH = '{}'/g" ~/dev/kwyn/doors/Rom.py
cp ../base2current.bps ~/dev/kwyn/doors/data

View File

@@ -2,4 +2,4 @@
rm ../working.sfc
cp ../alttp.sfc ../working.sfc
asar LTTP_RND_GeneralBugfixes.asm ../working.sfc
./bin/linux/asar LTTP_RND_GeneralBugfixes.asm ../working.sfc

View File

@@ -2,36 +2,26 @@
; Capacity Logic
;================================================================================
IncrementBombs:
LDA BombCapacityUpgrades ; get bomb upgrades
!ADD.l StartingMaxBombs : BEQ + ; Skip if we can't have bombs
DEC
CMP BombsEquipment
!BLT +
LDA BombsEquipment
CMP.b #99 : !BGE +
INC : STA BombsEquipment
+
LDA.l BombCapacity : BEQ + ; Skip if we can't have bombs
DEC
CMP.l BombsEquipment : !BLT +
LDA.l BombsEquipment
CMP.b #99 : !BGE +
INC : STA.l BombsEquipment
+
RTL
;--------------------------------------------------------------------------------
IncrementArrows:
LDA ArrowCapacityUpgrades ; get arrow upgrades
!ADD.l StartingMaxArrows : DEC
CMP CurrentArrows
!BLT +
LDA CurrentArrows
CMP.b #99 : !BGE +
INC : STA CurrentArrows
+
LDA.l ArrowCapacity : DEC
CMP.l CurrentArrows : !BLT +
LDA.l CurrentArrows
CMP.b #99 : !BGE +
INC : STA.l CurrentArrows
+
RTL
;--------------------------------------------------------------------------------
CompareBombsToMax:
LDA BombCapacityUpgrades ; get bomb upgrades
!ADD.l StartingMaxBombs
CMP BombsEquipment
LDA.l BombCapacity
CMP.l BombsEquipment
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,40 +0,0 @@
;================================================================================
; Randomize Catfish
;--------------------------------------------------------------------------------
LoadCatfishItemGFX:
LDA.l CatfishItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.l $1DE185 ; location randomizer writes catfish item to
JML RequestSlottedTile
;--------------------------------------------------------------------------------
DrawThrownItem:
LDA $8A : CMP.b #$81 : BNE .catfish
.zora
LDA.l $1DE1C3 ; location randomizer writes zora item to
BRA .draw
.catfish
LDA.l $1DE185 ; location randomizer writes catfish item to
.draw
JML DrawSlottedTile
;--------------------------------------------------------------------------------
MarkThrownItem:
PHA
LDA $8A : CMP.b #$81 : BNE .catfish
.zora
JSL.l ItemSet_ZoraKing
LDA ZoraItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
BRA .done
.catfish
JSL.l ItemSet_Catfish
LDA CatfishItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
.done
PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
;--------------------------------------------------------------------------------

248
clock.asm
View File

@@ -1,248 +0,0 @@
;--------------------------------------------------------------------------------
; http://problemkaputt.de/fullsnes.htm
; 2800h-2801h S-RTC Real Time Clock I/O Ports
; cartridge type change from #$02 to #$55 to enable S-RTC
; SNES Cart S-RTC (Realtime Clock) (1 game)
;
; PCB "SHVC-LJ3R-01" with 24pin "Sharp S-RTC" chip. Used only by one japanese game:
; Dai Kaiju Monogatari 2 (1996) Birthday/Hudson Soft (JP)
;
; S-RTC I/O Ports
; 002800h S-RTC Read (R)
; 002801h S-RTC Write (W)
; Both registers are 4bits wide. When writing: Upper 4bit should be zero. When reading: Upper 4bit should be masked-off (they do possibly contain garbage, eg. open-bus).
;
; S-RTC Communication
; The sequence for setting, and then reading the time is:
; Send <0Eh,04h,0Dh,0Eh,00h,Timestamp(12 digits),0Dh> to [002801h]
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; etc.
; The exact meaning of the bytes is unknown. 0Eh/0Dh seems to invoke/terminate commands, 04h might be some configuration stuff (like setting 24-hour mode). 00h is apparently the set-time command. There might be further commands (such like setting interrupts, alarm, 12-hour mode, reading battery low & error flags, etc.). When reading, 0Fh seems to indicate sth like "time available".
; The 12/13-digit "SSMMHHDDMYYY(D)" Timestamps are having the following format:
; Seconds.lo (BCD, 0..9)
; Seconds.hi (BCD, 0..5)
; Minutes.lo (BCD, 0..9)
; Minutes.hi (BCD, 0..5)
; Hours.lo (BCD, 0..9)
; Hours.hi (BCD, 0..2)
; Day.lo (BCD, 0..9)
; Day.hi (BCD, 0..3)
; Month (HEX, 01h..0Ch)
; Year.lo (BCD, 0..9)
; Year.hi (BCD, 0..9)
; Century (HEX, 09h..0Ah for 19xx..20xx)
; When READING the time, there is one final extra digit (the existing software doesn't transmit that extra digit on WRITING, though maybe it's possible to do writing, too):
; Day of Week? (0..6) (unknown if RTC assigns sth like 0=Sunday or 0=Monday)
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
macro A_x10()
ASL #1 : PHA
ASL #2 : !ADD 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
macro A_x24()
ASL #3 : PHA
ASL #1 : !ADD 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
macro A_x60()
ASL #2 : PHA
ASL #4 : !SUB 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
macro Clock_ReadBCD()
LDA $002800 : PHA
LDA $002800 : %A_x10() : !ADD 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
Clock_Test:
JSL.l Clock_Init
JML.l Clock_IsSupported
;--------------------------------------------------------------------------------
; Clock_Init
;--------------------------------------------------------------------------------
Clock_Init:
LDA.b #$0E : STA $002801
LDA.b #$04 : STA $002801
LDA.b #$0D : STA $002801
LDA.b #$0E : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$01 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$01 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$0A : STA $002801
LDA.b #$0D : STA $002801
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Clock_IsSupported
;--------------------------------------------------------------------------------
; Input: None (8-bit accumulator)
;--------------------------------------------------------------------------------
; Output:
; Carry - unset if unsupported, set if supported
; Zero - Undefined
;--------------------------------------------------------------------------------
; Side Effects:
; S-RTC is ready for reading upon exit if supported
;--------------------------------------------------------------------------------
Clock_IsSupported:
PHA : PHX
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .done ; check for clock chip ready signal
CPX.b #$0E : BCC ++ : CLC : BRA .done ; if we've read 14 bytes with no success, unset carry and exit
++ INX
BRA -
.done
PLX : PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Clock_QuickStamp
;--------------------------------------------------------------------------------
; Input: None
;--------------------------------------------------------------------------------
; Output:
; $00.b - 24-bit timestamp (low)
; $01.b - 24-bit timestamp (mid)
; $02.b - 24-bit timestamp (high)
; $03.b - zero
; Carry - Unset if error, Set if success
; Zero - Undefined
;--------------------------------------------------------------------------------
; Side Effects:
; Requires Mode-7 Matrix Registers
;--------------------------------------------------------------------------------
Clock_QuickStamp:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA -
SEC ; indicate success
.ready
%Clock_ReadBCD() : STA $00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours
%Clock_ReadBCD() : STA $03 ; days
REP $20 ; set 16-bit accumulator
LDA $01 : AND #$00FF : %A_x60() ; convert minutes to seconds
STZ $01 : !ADD $00 : STA $00 ; store running total seconds to $00
LDA $03 : AND #$00FF : %A_x24() ; convert days to hours
STZ $03 : !ADD $02 ; get total hours
%A_x60() ; get total minutes
LDY #$60
JSL.l Multiply_A16Y8
STY $02 : STZ $03
!ADD $00 : BCC + : INC $02 : +
.done
PLP : PLX : PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Multiply_A16Y8:
;--------------------------------------------------------------------------------
; Expects:
; Accumulator - 16-bit
; Index Registers - 8-bit
;--------------------------------------------------------------------------------
; Notes:
; Found a (wrong) version of this on wikibooks. This is cleaned up and fixed.
;--------------------------------------------------------------------------------
Multiply_A16Y8:
SEP #$20 ; set 8-bit accumulator
STY $4202
STA $4203
NOP #4
LDA $4216
LDY $4217
XBA
STA $4203
NOP #2
TYA
CLC
ADC $4216
LDY $4217
BCC .carry_bit
INY
.carry_bit:
XBA
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Clock_GetTime
;--------------------------------------------------------------------------------
; Input: None
;--------------------------------------------------------------------------------
; Output:
; $00.b - Seconds
; $01.b - Minutes
; $02.b - Hours
; $03.b - Days
; $04.b - Months
; $05.w - Years
; Carry - Unset if error, Set if success
; Zero - Undefined
;--------------------------------------------------------------------------------
Clock_GetTime:
PHA : PHX : PHY : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA -
SEC ; indicate success
.ready
%Clock_ReadBCD() : STA $00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours
%Clock_ReadBCD() : STA $03 ; days
LDA $002800 : STA $04 ; months
%Clock_ReadBCD() : STA $05 ; years
LDA $002800 : STA $06 ; century
REP $20 ; set 16-bit accumulator
STA $06 : AND #$00FF : %A_x10() : %A_x10() : !ADD #1000 ; multiply century digit by 100 and add 1000
STZ $06 : !ADD $05 : STA $05 ; add lower 2 digits of the year and store
.done
PLP : PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,72 +0,0 @@
;--------------------------------------------------------------------------------
; $7F5010 - Scratch Space
;--------------------------------------------------------------------------------
DrawDungeonCompassCounts:
SEP #$10
LDX $1B : BNE + : RTL : + ; Skip if outdoors
; extra hard safeties for getting dungeon ID to prevent crashes
PHA
LDA.w $040C : AND.w #$00FE : TAX ; force dungeon ID to be multiple of 2
PLA
CPX.b #$1B : BCC + ; Skip if not in a valid dungeon ID
JMP .done
+
BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass
TXY : TXA : LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA CompassExists, X : BEQ ++
TYX : LDA CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
BNE ++
JMP .done ; skip if we don't have compass
++
LDA $040C : LSR
BNE +
INC
+ TAX : LDA.l CompassTotalsWRAM, X : AND #$00FF
PHX
PHA
JSL HexToDec_fast
PLA : CMP.w #100 : !BLT .two_digit
LDX.b $05 : TXA : ORA #$2490 : STA $7EC79A
LDX.b $06 : TXA : ORA #$2490 : STA $7EC79C
LDX.b $07 : TXA : ORA #$2490 : STA $7EC79E
BRA .end_total
.two_digit
LDX.b $06 : TXA : ORA #$2490 : STA $7EC79A
LDX.b $07 : TXA : ORA #$2490 : STA $7EC79C
.end_total
PLX
LDA DungeonLocationsChecked, X : AND #$00FF
PHA
JSL HexToDec_fast
PLA : CMP.w #100 : !BLT +
LDX.b $05 : TXA : ORA #$2490 : STA $7EC792 ; Draw the 100's digit
+
LDX.b $06 : TXA : ORA #$2490 : STA $7EC794 ; Draw the item count
LDX.b $07 : TXA : ORA #$2490 : STA $7EC796
LDA.w #$2830 : STA $7EC798 ; draw the slash
.done
RTL
DungeonItemMasks: ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004
; maps from $040C to the odd order used in overworld map
ExistsTransfer:
db $0C, $0C, $00, $02, $0B, $09, $03, $07, $04, $08, $01, $06, $05, $0A
;--------------------------------------------------------------------------------
; $7EF4C0-7EF4CF - item locations checked indexed by $040C >> 1
;--------------------------------------------------------------------------------
InitCompassTotalsRAM:
LDX #$00
-
LDA CompassTotalsROM, X : STA CompassTotalsWRAM, X
INX
CPX #$0F : !BLT -
RTL

View File

@@ -1,29 +0,0 @@
;--------------------------------------------------------------------------------
ParadoxCaveGfxFix:
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
LDA $1B : BEQ .uploadLine
LDX $A0 : CPX #$00FF : BNE .uploadLine
LDX $A2 : CPX #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM
LDX $0118
; Line 1
CPX #$1800 : BEQ .skipMostOfLine
; Line 2
CPX #$1A00 : BEQ .skipMostOfLine
; Line 3
CPX #$1C00 : BEQ .uploadLine
; Line 4
CPX #$1E00 : BEQ .uploadLine
.uploadLine
LDA.b #$01 : STA $420B
.skipLine
RTL
.skipMostOfLine
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
LDX.w #$00C0 : STX $4305
BRA .uploadLine
;--------------------------------------------------------------------------------

View File

@@ -1,185 +0,0 @@
;================================================================
; Contributor: Myramong
;================================================================
;Sprite_ShowMessageFromPlayerContact_Edit:
;{
; STZ $1CE8
; JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC .dont_show
;
; LDA $4D : CMP.b #$02 : BEQ .dont_show
;
; JSL.l Sprite_DirectionToFacePlayerLong : TYA : EOR.b #$03
; SEC
;RTL
;.dont_show
; LDA $0DE0, X
; CLC
;RTL
;}
;================================================================
;Sprite_ShowSolicitedMessageIfPlayerFacing_Edit:
;{
; JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
; JSL.l Sprite_CheckIfPlayerPreoccupied : BCS .alpha
; LDA $F6 : BPL .alpha
; LDA $0F10, X : BNE .alpha
;
; LDA $4D : CMP.b #$02 : BEQ .alpha
;
; STZ $1CE8 ; set text choice to 1st option (usually yes/confirm/etc)
; JSL.l Sprite_DirectionToFacePlayerLong : PHX : TYX
;
; ; Make sure that the sprite is facing towards the player, otherwise
; ; talking can't happen. (What sprites actually use this???)
; LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
; PHY
; LDA.b #$40 : STA $0F10, X
; PLA : EOR.b #$03
; SEC
;RTL
;.not_facing_each_other
;.alpha
; LDA $0DE0, X
; CLC
;RTL
;}
;================================================================
;OldMountainMan_TransitionFromTagalong_Edit:
;{
; PHA
;
; LDA.b #$AD : JSL Sprite_SpawnDynamically
;
; PLA : PHX : TAX
;
; LDA $1A64, X : AND.b #$03 : STA $0EB0, Y
; STA $0DE0, Y
;
; LDA $1A00, X : CLC : ADC.b #$02 : STA $0D00, Y
; LDA $1A14, X : ADC.b #$00 : STA $0D20, Y
;
; LDA $1A28, X : CLC : ADC.b #$02 : STA $0D10, Y
; LDA $1A3C, X : ADC.b #$00 : STA $0D30, Y
;
; LDA $EE : STA $0F20, Y
;
; LDA.b #$01 : STA $0BA0, Y
; STA $0E80, Y
;
; LDA.b #$01 : STA $02E4 ; OldMountainMan_FreezePlayer
; STA $037B ; ^
;
; PLX
;
; LDA.b #$00 : STA FollowerIndicator
;
; STZ $5E
;
; JML $09A6B6 ; <- 4A6B6 tagalong.asm:1194 (SEP #$30 : RTS)
;}
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
{
STA $1CF0
STY $1CF1
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA $F6 : BPL .alpha
LDA $0F10, X : BNE .alpha
LDA $4D : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
PHY
LDA $1CF0
LDY $1CF1
; Check what room we're in so we know which npc we're talking to
LDA.b $A0 : CMP #$05 : BEQ .SahasrahlaDialogs
CMP #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
.SahasrahlaDialogs
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA MapOverlay : STA MapOverlay : SEP #$20
JSL DialogSahasrahla : BRA .SayNothing
.BombShopGuyDialog
REP #$20 : LDA.l MapReveal_BombShop : ORA MapOverlay : STA MapOverlay : SEP #$20
JSL DialogBombShopGuy
.SayNothing
LDA.b #$40 : STA $0F10, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
LDA $0DE0, X
CLC
RTL
}
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
{
PHY
PHA
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA $F6 : BPL .alpha
LDA $0F10, X : BNE .alpha
LDA $4D : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
PLA : XBA : PLA
PHY
TAY : XBA
JSL Sprite_ShowMessageUnconditional
LDA.b #$40 : STA $0F10, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
PLY
PLA
LDA $0DE0, X
CLC
RTL
}
;================================================================
incsrc menu/hudalpha.asm
incsrc util/utils.asm

View File

@@ -4,85 +4,83 @@
;--------------------------------------------------------------------------------
; Filtered Joypad 1 Register: [AXLR | ????]
; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
!INVERT_DPAD = "$7F50CB"
InvertDPad_DPadOnly:
LDA $4218 : STA $00
LDA $4219
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA $01
JML.l InvertDPadReturn
STA.b Scrap01
JML InvertDPadReturn
InvertDPad_ButtonsOnly:
REP #$20 ; set 16-bit accumulator
LDA $4218
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
STA $00
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
JML InvertDPadReturn
InvertDPad_Both:
REP #$20 ; set 16-bit accumulator
LDA $4218
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
STA $00
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
JML InvertDPadReturn
InvertDPad_SwapSides:
REP #$20 ; set 16-bit accumulator
LDA $4218
LDA.w JOY1L
BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
STA $00
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
JML InvertDPadReturn
InvertDPad_DPadLROnly:
LDA $4218 : STA $00
LDA $4219
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA $01
JML.l InvertDPadReturn
STA.b Scrap00
JML InvertDPadReturn
InvertDPad_DPadUDOnly:
LDA $4218 : STA $00
LDA $4219
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
STA $01
JML.l InvertDPadReturn
STA.b Scrap00
JML InvertDPadReturn
InvertDPad:
LDA.l OneMindPlayerCount : BEQ .crowd_control
LDA.l !ONEMIND_ID
LDA.l OneMindId
AND.b #$03
TAX
LDA.l .onemind_controller_offset, X
TAX
LDA.w $4218,X : STA.w $00
LDA.w $4219,X : STA.w $01
LDA.w JOY1L,X : STA.w Scrap00
LDA.w JOY1H,X : STA.w Scrap01
LDA #$80 : STA $4201 ; reset this so latch can read it, otherwise RNG breaks
LDA.b #$80 : STA.w WRIO ; reset this so latch can read it, otherwise RNG breaks
JML.l InvertDPadReturn
JML InvertDPadReturn
.crowd_control
LDA !INVERT_DPAD : BNE +
LDA.l ControllerInverter : BNE +
LDA $4218 : STA $00
LDA $4219 : STA $01
JML.l InvertDPadReturn
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H : STA.b Scrap01
JML InvertDPadReturn
+ DEC : BNE +
JMP.w InvertDPad_DPadOnly
@@ -98,12 +96,12 @@ InvertDPad:
.onemind_controller_offset
db 0 ; player 0 - $4218 - joy1d1
db 0 ; player 1 - $4218 - joy1d1
db 2 ; player 2 - $421A - joy2d1
db 6 ; player 3 - $421E - joy2d2
db 2 ; player 4 - $421A - joy2d1
db 6 ; player 5 - $421E - joy2d2
db 0 ; player 0 - JOY1L - joy1d1
db 0 ; player 1 - JOY1L - joy1d1
db 2 ; player 2 - JOY2L - joy2d1
db 6 ; player 3 - JOY4L - joy2d2
db 2 ; player 4 - JOY2L - joy2d1
db 6 ; player 5 - JOY4L - joy2d2
;--------------------------------------------------------------------------------
@@ -113,12 +111,12 @@ HandleOneMindController:
REP #$20
LDA.l !ONEMIND_TIMER
LDA.l OneMindTimerRAM
DEC
BPL .no_switch
SEP #$20
LDA.l !ONEMIND_ID
LDA.l OneMindId
INC
CMP.l OneMindPlayerCount
BCC .no_wrap
@@ -126,29 +124,26 @@ HandleOneMindController:
LDA.b #$01 ; reset to player 1
.no_wrap
STA.l !ONEMIND_ID
STA.l OneMindId
REP #$20
LDA.l OneMindTimer
LDA.l OneMindTimerInit
.no_switch
STA.l !ONEMIND_TIMER
STA.l OneMindTimerRAM
SEP #$20
LDA.l !ONEMIND_ID
LDA.l OneMindId
CMP.b #$04 ; is it player 4 or 5?
BCC .no_multitap_switch
STZ.w $4201
STZ.w WRIO
.no_multitap_switch
.no_onemind
STZ.b $12
JML $008034 ; reset frame loop
STZ.b NMIDoneFlag
JML MainGameLoop ; reset frame loop

View File

@@ -1,21 +1,6 @@
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
!v = "$7F5100"
!n = "$04"
!MXResult = "$08" ; an alternate name for the lower 32 bits of dpScratch
!dpScratch = "$08"
!keyBase = "$7F50D0"
!y = "$7F50E0"
!z = "$7F50E4"
!sum = "$7F50E8"
!p = "$7F50EC"
!rounds = "$06"
!e = "$7F50F0"
!upperScratch = "$7F50F2"
; Scrap04 used for n
; Scrap06 used for rounds
; Scrap08 use for dpScratch/MXResult (lower 32 of dpScratch)
CryptoDelta:
dd #$9e3779b9
@@ -35,164 +20,144 @@ macro ASL32Single(value)
; ROL handles the carry from the lower byte for us
endmacro
;macro LSR32(value,k)
; LDX.b <k>
; ?loop:
; %LSR32Single(<value>,<k>)
; DEX : CPX.b #$00 : BNE ?loop
;endmacro
;macro ASL32(value,k)
; LDX.b <k>
; ?loop:
; %LSR32Single(<value>,<k>)
; DEX : CPX.b #$00 : BNE ?loop
;endmacro
CryptoMX:
PHX
; upperScratch = (z>>5 ^ y <<2)
LDA.w !z : STA.b !dpScratch
LDA.w !z+2 : STA.b !dpScratch+2
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
;%LSR32(!dpScratch,#$05)
LDA.w z : STA.b Scrap08
LDA.w z+2 : STA.b Scrap08+2
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
;%LSR32(Scrap08,#$05)
LDA.w !y : STA.b !dpScratch+4
LDA.w !y+2 : STA.b !dpScratch+6
%ASL32Single(!dpScratch+4)
%ASL32Single(!dpScratch+4)
;%ASL32(!dpScratch+4,#$02)
LDA.w y : STA.b Scrap08+4
LDA.w y+2 : STA.b Scrap08+6
%ASL32Single(Scrap08+4)
%ASL32Single(Scrap08+4)
;%ASL32(Scrap08+4,#$02)
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+2
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+2
;================================
; upperscratch2 = (y>>3^z<<4)
LDA.w !z : STA.b !dpScratch
LDA.w !z+2 : STA.b !dpScratch+2
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
;%ASL32(!dpScratch,#$04)
LDA.w z : STA.b Scrap08
LDA.w z+2 : STA.b Scrap08+2
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
;%ASL32(Scrap08,#$04)
LDA.w !y : STA.b !dpScratch+4
LDA.w !y+2 : STA.b !dpScratch+6
%LSR32Single(!dpScratch+4)
%LSR32Single(!dpScratch+4)
%LSR32Single(!dpScratch+4)
;%LSR32(!dpScratch+4,#$03)
LDA.w y : STA.b Scrap08+4
LDA.w y+2 : STA.b Scrap08+6
%LSR32Single(Scrap08+4)
%LSR32Single(Scrap08+4)
%LSR32Single(Scrap08+4)
;%LSR32(Scrap08+4,#$03)
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch+4
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+6
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+6
;================================
; upperscratch = upperscratch + upperscratch2 ( == (z>>5^y<<2) + (y>>3^z<<4) )
LDA.w !upperScratch : !ADD.w !upperScratch+4 : STA.w !upperScratch
LDA.w !upperScratch+2 : ADC.w !upperScratch+6 : STA.w !upperScratch+2
LDA.w CryptoScratch : !ADD.w CryptoScratch+4 : STA.w CryptoScratch
LDA.w CryptoScratch+2 : ADC.w CryptoScratch+6 : STA.w CryptoScratch+2
;================================
; dpscratch = sum^y
LDA.w !sum : EOR.w !y : STA.b !dpScratch
LDA.w !sum+2 : EOR.w !y+2 : STA.b !dpScratch+2
LDA.w Sum : EOR.w y : STA.b Scrap08
LDA.w Sum+2 : EOR.w y+2 : STA.b Scrap08+2
;================================
; dpscratch2 = (k[p&3^e]^z)
LDA.w !p : AND.w #$0003 : EOR.w !e : ASL #2 : TAX ; put (p&3)^e into X
LDA.w !keyBase, X : EOR.w !z : STA.b !dpScratch+4
LDA.w !keyBase+2, X : EOR.w !z+2 : STA.b !dpScratch+6
LDA.w p : AND.w #$0003 : EOR.w e : ASL #2 : TAX ; put (p&3)^e into X
LDA.w KeyBase, X : EOR.w z : STA.b Scrap08+4
LDA.w KeyBase+2, X : EOR.w z+2 : STA.b Scrap08+6
;================================
; upperscratch2 = dpscratch + dpscratch2 (== (sum^y) + (k[p&3^e]^z))
LDA.b !dpScratch : !ADD.b !dpScratch+4 : STA.w !upperScratch+4
LDA.b !dpScratch+2 : ADC.b !dpScratch+6 : STA.w !upperScratch+6
LDA.b Scrap08 : !ADD.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b Scrap08+2 : ADC.b Scrap08+6 : STA.w CryptoScratch+6
;================================
; MXResult = uppserscratch ^ upperscratch2
LDA.w !upperScratch : EOR.w !upperScratch+4 : STA.b !MXResult
LDA.w !upperScratch+2 : EOR.w !upperScratch+6 : STA.b !MXResult+2
LDA.w CryptoScratch : EOR.w CryptoScratch+4 : STA.b Scrap08
LDA.w CryptoScratch+2 : EOR.w CryptoScratch+6 : STA.b Scrap08+2
PLX
RTS
;!DIVIDEND_LOW = $4204
;!DIVIDEND_HIGH = $4205
;!DIVISOR = $4206
;!QUOTIENT_LOW = $4214
;!QUOTIENT_HIGH = $4215
XXTEA_Decode:
PHP : PHB
SEP #$30 ; set 8-bit accumulator and index
LDA.b #$7F : PHA : PLB
STZ.b !n+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
STZ.b Scrap04+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
; search for lookup table index to avoid division and multiplication
LDX.b #0
-
LDA.l .n_lookup, X
CMP.b !n : !BLT +
CMP.b Scrap04 : !BLT +
INX
BRA -
+
; rounds = 6 + 52/n;
LDA.l .round_counts, X : STA.b !rounds : STZ.b !rounds+1
LDA.l .round_counts, X : STA.b Scrap06 : STZ.b Scrap06+1
REP #$20 ; set 16-bit accumulator
; sum = rounds*DELTA;
TXA : ASL #2 : TAX
LDA.l .initial_sums, X : STA.w !sum
LDA.l .initial_sums+2, X : STA.w !sum+2
LDA.l .initial_sums, X : STA.w Sum
LDA.l .initial_sums+2, X : STA.w Sum+2
; y = v[0];
LDA.w !v : STA.w !y
LDA.w !v+2 : STA.w !y+2
LDA.w v : STA.w y
LDA.w v+2 : STA.w y+2
---
LDA.w !sum : LSR #2 : AND.w #$0003 : STA.w !e ; e = (sum >> 2) & 3;
LDA.w Sum : LSR #2 : AND.w #$0003 : STA.w e ; e = (sum >> 2) & 3;
LDA.b !n : DEC : STA.w !p
LDA.b Scrap04 : DEC : STA.w p
-- BEQ + ; for (p=n-1; p>0; p--) {
; z = v[p-1];
ASL #2 : TAX
LDA.w !v-4, X : STA.w !z
LDA.w !v-4+2, X : STA.w !z+2
LDA.w v-4, X : STA.w z
LDA.w v-4+2, X : STA.w z+2
; y = v[p] -= MX;
JSR CryptoMX
LDA.w !p : ASL #2 : TAX
LDA.w !v, X : !SUB.b !MXResult : STA.w !v, X : STA.w !y
LDA.w !v+2, X : SBC.b !MXResult+2 : STA.w !v+2, X : STA.w !y+2
LDA.w p : ASL #2 : TAX
LDA.w v, X : !SUB.b Scrap08 : STA.w v, X : STA.w y
LDA.w v+2, X : SBC.b Scrap08+2 : STA.w v+2, X : STA.w y+2
LDA.w !p : DEC : STA.w !p : BRA -- ; }
LDA.w p : DEC : STA.w p : BRA -- ; }
+
; z = v[n-1];
LDA.b !n : DEC : ASL #2 : TAX
LDA.w !v, X : STA.w !z
LDA.w !v+2, X : STA.w !z+2
LDA.b Scrap04 : DEC : ASL #2 : TAX
LDA.w v, X : STA.w z
LDA.w v+2, X : STA.w z+2
; y = v[0] -= MX;
JSR CryptoMX
LDA.w !v : !SUB.b !MXResult : STA.w !v : STA.w !y
LDA.w !v+2 : SBC.b !MXResult+2 : STA.w !v+2 : STA.w !y+2
LDA.w v : !SUB.b Scrap08 : STA.w v : STA.w y
LDA.w v+2 : SBC.b Scrap08+2 : STA.w v+2 : STA.w y+2
; sum -= DELTA;
LDA.w !sum : !SUB.l CryptoDelta : STA.w !sum
LDA.w !sum+2 : SBC.l CryptoDelta+2 : STA.w !sum+2
LDA.w Sum : !SUB.l CryptoDelta : STA.w Sum
LDA.w Sum+2 : SBC.l CryptoDelta+2 : STA.w Sum+2
DEC !rounds : BEQ + : JMP --- : + ; } while (--rounds);
DEC.b Scrap06 : BEQ + : JMP --- : + ; } while (--rounds);
PLB : PLP
RTL
@@ -243,69 +208,3 @@ db 32 ; n is 2
;dd (23*$9e3779b9)&$ffffffff ; n is 3
dd (32*$9e3779b9)&$ffffffff ; n is 2
;void btea(uint32_t *v, int n, uint32_t const key[4]) {
; uint32_t y, z, sum;
; unsigned p, rounds, e;
; } else if (n < -1) { /* Decoding Part */
; n = -n;
; rounds = 6 + 52/n;
; sum = rounds*DELTA;
; y = v[0];
; do {
; e = (sum >> 2) & 3;
; for (p=n-1; p>0; p--) {
; z = v[p-1];
; y = v[p] -= MX;
; }
; z = v[n-1];
; y = v[0] -= MX;
; sum -= DELTA;
; } while (--rounds);
; }
;BTEA will encode or decode n words as a single block where n > 1
;
;v is the n word data vector
;k is the 4 word key
;n is negative for decoding
;if n is zero result is 1 and no coding or decoding takes place, otherwise the result is zero
;assumes 32 bit 'long' and same endian coding and decoding
;#include <stdint.h>
;#define DELTA 0x9e3779b9
;#define MX ((((z>>5)^(y<<2)) + ((y>>3)^(z<<4))) ^ ((sum^y) + (key[(p&3)^e] ^ z)))
;
;void btea(uint32_t *v, int n, uint32_t const key[4]) {
; uint32_t y, z, sum;
; unsigned p, rounds, e;
; if (n > 1) { /* Coding Part */
; rounds = 6 + 52/n;
; sum = 0;
; z = v[n-1];
; do {
; sum += DELTA;
; e = (sum >> 2) & 3;
; for (p=0; p<n-1; p++) {
; y = v[p+1];
; z = v[p] += MX;
; }
; y = v[0];
; z = v[n-1] += MX;
; } while (--rounds);
; } else if (n < -1) { /* Decoding Part */
; n = -n;
; rounds = 6 + 52/n;
; sum = rounds*DELTA;
; y = v[0];
; do {
; e = (sum >> 2) & 3;
; for (p=n-1; p>0; p--) {
; z = v[p-1];
; y = v[p] -= MX;
; }
; z = v[n-1];
; y = v[0] -= MX;
; sum -= DELTA;
; } while (--rounds);
; }
;}

View File

@@ -1,49 +1,35 @@
;================================================================================
!CUCCO_STORM = "$7F50C5"
!IS_INDOORS = "$7E001B"
!ENEMY_STATE_TABLE = "$7E0DD0"
!ENEMY_TYPE_TABLE = "$7E0E20"
!ENEMY_AUX1_TABLE = "$7E0DA0"
!ENEMY_AUX2_TABLE = "$7E0DB0"
!ENEMY_DIRECTION_TABLE = "$7E0EB0"
!CUCCO = "#$0B"
!INERT = "#$00"
!INIT = "#$08"
!ALIVE = "#$09"
!CUCCO_ENRAGED = "#$23"
!LINK_POS_Y_LOW = "$20"
!LINK_POS_Y_HIGH = "$21"
!LINK_POS_X_LOW = "$22"
!LINK_POS_X_HIGH = "$23"
!ENEMY_POS_Y_LOW = "$7E0D00"
!ENEMY_POS_X_LOW = "$7E0D10"
!ENEMY_POS_Y_HIGH = "$7E0D20"
!ENEMY_POS_X_HIGH = "$7E0D30"
!CUCCO = $0B
!INERT = $00
!INIT = $08
!ALIVE = $09
!CUCCO_ENRAGED = $23
CuccoStorm:
SEP #$30 ; set 8-bit accumulator index registers
LDA.l !CUCCO_STORM : BEQ + ; only if storm is on
LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors
LDA.l CuccoStormer : BEQ + ; only if storm is on
LDA.b GameMode : CMP.b #$09 : BNE + ; only if outdoors
LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames
-
;==== Find a Cucco
LDY.b #$FF : PHY ; push "cucco not found"
LDX.b #$00 : -- : CPX.b #$10 : !BGE .ldone
LDA.w !ENEMY_STATE_TABLE, X : CMP.b !ALIVE : BEQ +++
LDA.w SpriteAITable, X : CMP.b #!ALIVE : BEQ +++
; enemy not found
CMP.b !INERT : BNE ++
CMP.b #!INERT : BNE ++
; log inert enemy slot
PLA : PHX
BRA ++
+++
; found an enemy
LDA.l !ENEMY_TYPE_TABLE, X : CMP.b !CUCCO : BNE ++
LDA.l SpriteTypeTable, X : CMP.b #!CUCCO : BNE ++
; it's a cucco
TXY ; record where we found the living cucco in case we don't find any angry ones
LDA.w !ENEMY_AUX1_TABLE, X : CMP.b !CUCCO_ENRAGED : !BLT ++
LDA.w SpriteAuxTable, X : CMP.b #!CUCCO_ENRAGED : !BLT ++
PLA : BRA + ; we found an angry cucco, done
++ : INX : BRA -- : .ldone
@@ -53,22 +39,22 @@ CuccoStorm:
; we didn't find a cucco, so try to create one
PLY
CPY.b #$FF : BEQ + ; fail if no slots found
LDA.b !CUCCO : STA.w !ENEMY_TYPE_TABLE, Y
LDA.b !INIT : STA.w !ENEMY_STATE_TABLE, Y
LDA.b !LINK_POS_Y_LOW : STA.w !ENEMY_POS_Y_LOW, Y
LDA.b !LINK_POS_Y_HIGH : STA.w !ENEMY_POS_Y_HIGH, Y
LDA.b !LINK_POS_X_LOW : STA.w !ENEMY_POS_X_LOW, Y
LDA.b !LINK_POS_X_HIGH : STA.w !ENEMY_POS_X_HIGH, Y
LDA.b #!CUCCO : STA.w SpriteTypeTable, Y
LDA.b #!INIT : STA.w SpriteAITable, Y
LDA.b LinkPosY : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkPosX : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
BRA +++
++
PLA
+++
;==== Enrage a Cucco
LDA.b !CUCCO_ENRAGED : STA.w !ENEMY_AUX1_TABLE, Y ; enrage the cucco
LDA.b #$00 : STA.w !ENEMY_AUX2_TABLE, Y : STA.w !ENEMY_DIRECTION_TABLE, Y
LDA.b #!CUCCO_ENRAGED : STA.w SpriteAuxTable, Y ; enrage the cucco
LDA.b #$00 : STA.w SpriteAuxTable+$10, Y : STA.w SpriteDirectionTable, Y
;====
+
RTL

17
custompalettes.asm Normal file
View File

@@ -0,0 +1,17 @@
PalettesCustom:
.master_sword
dw $0000, $7E4E, $6FF4, $1CF5, $7FFF, $1CE7, $7A10, $64A5
.tempered_sword
dw $7FFF, $093B, $169F, $7E8D, $7FFF, $1CE7, $7A10, $64A5
.golden_sword
dw $0000, $033F, $7FFF, $2640, $7FFF, $1CE7, $7A10, $64A5
.fighter_shield
dw $0000, $7FFF, $27FF, $5E2D, $7FFF, $1CE7, $7A10, $64A5
.red_shield
dw $0000, $7FFF, $27FF, $5E2D, $4F5F, $1CE7, $2E9C, $14B6
.mirror_shield
dw $0000, $7E4E, $6F44, $1CF5, $7399, $1CE7, $02F9, $0233
.crystal
dw $7FFF, $7FFF, $0000, $5907, $6E0E, $0000, $7FBB, $7672
.off_black
dw $0000, $14A5, $14A5, $14A5, $14A5, $14A5, $14A5, $14A5

View File

@@ -1,27 +0,0 @@
CheckReceivedItemPropertiesBeforeLoad:
LDA $A0 : BEQ .normalCode
LDA $7EC005 : BNE .lightOff
.normalCode
LDA.l AddReceivedItemExpanded_properties, X ;Restore Rando Code
RTL
.lightOff
PHX : PHY : PHB
LDA.l AddReceivedItemExpanded_properties, X ; get palette
REP #$30
AND #$0007 ; mask out palette
ASL #5 ; multiply by 32
ADC #$C610 ; offset to latter half
TAX ; give to destination
LDY #$C610 ; target palette SP0 colors 8-F
LDA #$000F ; 16 bytes
MVN $7E, $7E ; move palette
SEP #$30
PLB : PLY : PLX
INC $15
LDA #$00
RTL

View File

@@ -3,99 +3,99 @@
;--------------------------------------------------------------------------------
DarkWorldSaveFix:
LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change
JSL.l MasterSwordFollowerClear
JML.l StatSaveCounter
JSL MasterSwordFollowerClear
JML StatSaveCounter
;--------------------------------------------------------------------------------
DoWorldFix:
LDA InvertedMode : BEQ +
LDA.l InvertedMode : BEQ +
JMP DoWorldFix_Inverted
+
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA FollowerIndicator : CMP #$04 : BNE + ; if old man following, skip mirror/aga check
LDA.l FollowerIndicator : CMP.b #$04 : BNE + ; if old man following, skip mirror/aga check
LDA.l OldManRetrievalWorld
BRA .noMirror
+ LDA MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror
+ LDA.l MirrorEquipment : AND.b #$02 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.setLightWorld
LDA #$00
LDA.b #$00
.noMirror
STA CurrentWorld ; set flag to light world
STA.l CurrentWorld ; set flag to light world
LDA.l SmithDeleteOnSave : BEQ .transform
LDA FollowerIndicator
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
LDA.l FollowerIndicator
CMP.b #$07 : BEQ .clear ; clear frog
CMP.b #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
.clear
LDA.b #$00 : STA FollowerIndicator : BRA .done ; clear follower
LDA.b #$00 : STA.l FollowerIndicator : BRA .done ; clear follower
.transform
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done : INC : STA.l FollowerIndicator ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked:
LDA InvertedMode : BEQ +
LDA.l InvertedMode : BEQ +
JMP SetDeathWorldChecked_Inverted
+
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
LDA.b IndoorsFlag : BEQ .outdoors
LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
LDA.l GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
JMP DoWorldFix
.dungeon
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_skip_mirror_check
.pyramid
LDA #$40 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog
LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done : DEC : STA.l FollowerIndicator : + ; convert dwarf to frog
.done
RTL
;================================================================================
DoWorldFix_Inverted:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA FollowerIndicator : CMP #$04 : BNE + ; if old man following, skip mirror/aga check
LDA.l FollowerIndicator : CMP.b #$04 : BNE + ; if old man following, skip mirror/aga check
LDA.l OldManRetrievalWorld
BRA .setWorld
+ LDA.l MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror
+ LDA.l MirrorEquipment : AND.b #$02 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.noMirror
.setDarkWorld
LDA #$40
LDA.b #$40
.setWorld
STA CurrentWorld ; set flag to dark world
STA.l CurrentWorld ; set flag to dark world
LDA.l SmithDeleteOnSave : BEQ .transform
LDA FollowerIndicator
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
LDA.l FollowerIndicator
CMP.b #$07 : BEQ .clear ; clear frog
CMP.b #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
.clear
LDA.b #$00 : STA FollowerIndicator : BRA .done ; clear follower
LDA.b #$00 : STA.l FollowerIndicator : BRA .done ; clear follower
.transform
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done : INC : STA.l FollowerIndicator ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked_Inverted:
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
LDA.b IndoorsFlag : BEQ .outdoors
LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
LDA.l GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
JMP DoWorldFix_Inverted
.dungeon
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_Inverted_skip_mirror_check
.castle
LDA #$00 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
LDA.b #$00 : STA.l CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator : CMP.b #$07 : BNE + : LDA.b #$08 : STA.l FollowerIndicator : + ; convert frog to dwarf
.done
RTL
;================================================================================
@@ -103,9 +103,9 @@ RTL
;--------------------------------------------------------------------------------
FakeWorldFix:
LDA FixFakeWorld : BEQ +
LDA.l FixFakeWorld : BEQ +
PHX
LDX $8A : LDA.l OWTileWorldAssoc, X : STA CurrentWorld
LDX.b OverworldIndex : LDA.l OWTileWorldAssoc, X : STA.l CurrentWorld
PLX
+
RTL
@@ -120,14 +120,14 @@ LDA CurrentWorld
RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA FollowerIndicator
CMP #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA FollowerIndicator ; clear follower
LDA.l FollowerIndicator
CMP.b #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
.exit
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA FollowerIndicator ; clear follower
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
JML PrepDungeonExit ; thing we wrote over
;--------------------------------------------------------------------------------
@@ -137,10 +137,10 @@ macro SetMinimum(base,filler,compare)
?done:
endmacro
RefreshRainAmmo:
LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA StartingEntrance
LDA.l StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
@@ -165,28 +165,25 @@ RefreshRainAmmo:
.done
RTL
;--------------------------------------------------------------------------------
!INFINITE_ARROWS = "$7F50C8"
!INFINITE_BOMBS = "$7F50C9"
!INFINITE_MAGIC = "$7F50CA"
SetEscapeAssist:
LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
.rain
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
BIT.b #$04 : BEQ + : STA.l InfiniteArrows : +
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
BRA ++
.no_train ; choo choo
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA.l InfiniteMagic : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA.l InfiniteBombs : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA.l InfiniteArrows : +
++
RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA BowEquipment
LDA.l SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA.l BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA.l BowEquipment
+
RTL
;================================================================================

0
99ff1_bombos.gfx → data/99ff1_bombos.gfx Executable file → Normal file
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0
99ff1_quake.gfx → data/99ff1_quake.gfx Executable file → Normal file
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0
a6fc4_bombos.gfx → data/a6fc4_bombos.gfx Executable file → Normal file
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0
a6fc4_ether.gfx → data/a6fc4_ether.gfx Executable file → Normal file
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0
c2807_v3.gfx → data/c2807_v3.gfx Executable file → Normal file
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@@ -35,8 +35,45 @@ W=73
X=74
Y=75
Z=76
'=77
.=A0
/=A2
:=A3
_=A6
a=A0
b=A1
c=A2
d=A3
e=A4
f=A5
g=A6
h=A7
i=A8
j=A9
k=AA
l=AB
m=AC
n=AD
o=AE
p=AF
q=B0
r=B1
s=B2
t=B3
u=B4
v=B5
w=B6
x=B7
y=B8
z=B9
'=D9
"=DA
/=DB
.=DC
:=DD
_=DE
^=DF
&=E0
#=E1
@=E2
>=E3
?=E4
!=E5
~=E6
,=E7
-=E8

View File

@@ -35,8 +35,45 @@ W=99
X=9A
Y=9B
Z=9C
'=9d
.=C0
/=C2
:=C3
_=C6
a=BB
b=BC
c=BD
d=BE
e=BF
f=C0
g=C1
h=C2
i=C3
j=C4
k=C5
l=C6
m=C7
n=C8
o=C9
p=CA
q=CB
r=CC
s=CD
t=CE
u=CF
v=D0
w=D1
x=D2
y=D3
z=D4
'=EC
"=ED
/=EE
.=EF
:=F0
_=F1
^=F2
&=F3
#=F4
@=F5
>=F6
?=F7
!=F8
~=F9
,=FA
-=FB

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@@ -24,4 +24,5 @@ V=4D
W=4E
X=4F
Y=50
Z=51
Z=51
.=52

View File

@@ -24,4 +24,8 @@ V=2F
W=30
X=31
Y=32
Z=33
Z=33
,=34
'=35
-=36
.=37

BIN
data/customitems.4bpp Normal file

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data/customitems.png Normal file

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BIN
fileselect.chr.gfx → data/fileselectgfx.2bpp Executable file → Normal file

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data/fileselectgfx.png Normal file

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@@ -0,0 +1,55 @@
; Kanji replacement characters
org $8E9AC9
;.charDD ; 𓄿
db $FB, $8C, $73, $CB, $30, $4B, $30, $54
db $2B, $5B, $24, $2D, $12, $13, $61, $1E
db $36, $09, $1B, $04, $14, $0B, $15, $0A
db $15, $0A, $21, $1E, $1E, $48, $30, $38
;.charDE ; ☥
db $1E, $33, $0C, $2D, $12, $2D, $12, $2D
db $12, $F3, $0C, $01, $01, $BF, $40, $C0
db $3F, $BF, $40, $F2, $0C, $12, $0C, $12
db $0C, $12, $0C, $1E, $50, $A0, $F0
;.charDF ; ≈
db $01, $3B, $6E, $11, $C4, $3B, $91, $6E
db $BB, $44, $26, $18, $3C, $E7, $3B, $6E
db $11, $C4, $3B, $91, $6E, $BB, $44, $EE
db $98, $60, $F0
;.charE0 ; 🡅
db $0C, $12, $0C, $21, $1E, $40, $3F, $80
db $7F, $02, $01, $01, $E1, $1E, $21, $1E
db $21, $1E, $21, $1E, $21, $1E, $21, $1E
db $21, $1E, $3F, $80, $80
;.charE1 ; 🡇
db $3F, $21, $1E, $21, $1E, $21, $1E, $21
db $1E, $21, $1E, $21, $1E, $E1, $1E, $80
db $7F, $40, $3F, $21, $1E, $12, $0C, $0C
db $28, $10, $30
;.charE2 ; 🡆
db $18, $14, $08, $12, $0C, $F1, $0E, $80
db $7F, $01, $80, $7F, $80, $7F, $80, $7F
db $F1, $0E, $12, $0C, $14, $08, $18, $20
db $C0, $C0
;.charE3 ; 🡄
db $06, $0A, $04, $12, $0C, $23, $1C, $40
db $3F, $02, $01, $03, $80, $7F, $80, $7F
db $40, $3F, $23, $1C, $12, $0C, $0A, $04
db $06, $10, $E0, $F0
org $8EBD94
;.charDD ; 𓄿
db $BF, $FE, $3F, $FF, $B8 ; 10111111 11111110 00111111 11111111 10111000
;.charDE ; ☥
db $BF, $FA, $3F, $FF, $B8 ; 10111111 11111010 00111111 11111111 10111000
;.charDF ; ≈
db $AF, $FE, $2B, $FE, $38 ; 10101111 11111110 00101011 11111110 00111000
;.charE0 ; 🡅
db $2F, $FE, $3F, $FF, $A8 ; 00101111 11111110 00111111 11111111 10101000
;.charE1 ; 🡇
db $2F, $F0, $3F, $FF, $B8 ; 00101111 11110000 00111111 11111111 10111000
;.charE2 ; 🡆
db $2F, $F8, $3F, $FE, $38 ; 00101111 11111000 00111111 11111110 00111000
;.charE3 ; 🡄
db $2F, $FE, $3F, $FE, $38 ; 00101111 11111110 00111111 11111110 00111000

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@@ -0,0 +1,59 @@
db $00, $01, $02, $03, $04, $CC, $CC ; あ い う え お ⎵ ⎵
db $15, $16, $17, $1D, $1E, $CC ; が ぎ ぐ げ ご ⎵
db $50, $51, $52, $53, $54, $CC, $CC ; ア イ ウ エ オ ⎵ ⎵
db $D0, $D1, $D2, $D3, $D4, $CC ; a b c d e ⎵
db $AA, $AB, $AC, $AD, $CC, $CC ; A B C D ⎵ ⎵
db $08, $09, $0A, $0B, $0C, $CC, $CC ; か き く け こ ⎵ ⎵
db $1F, $25, $26, $27, $2D, $CC ; ざ じ ず ぜ ぞ ⎵
db $58, $59, $5A, $5B, $5C, $CC, $CC ; カ キ ク ケ コ ⎵ ⎵
db $D5, $D6, $D7, $D8, $D9, $CC ; ザ ジ ズ ゼ ゾ ⎵
db $AE, $AF, $B0, $B1, $CC, $CC ; E F G H ⎵ ⎵
db $10, $11, $12, $13, $14, $CC, $CC ; さ し す せ そ ⎵ ⎵
db $2E, $2F, $35, $36, $37, $CC ; だ ぢ づ で ど ⎵
db $60, $61, $62, $63, $64, $CC, $CC ; サ シ ス セ ソ ⎵ ⎵
db $DA, $DB, $DC, $DD, $DE, $CC ; ダ ヂ ヅ デ ド ⎵
db $B2, $B3, $B4, $B5, $CC, $CC ; I J K L ⎵ ⎵
db $18, $19, $1A, $1B, $1C, $CC, $CC ; た ち つ て と ⎵ ⎵
db $3D, $3E, $3F, $40, $41, $CC ; ば び ぶ べ ぼ ⎵
db $68, $69, $6A, $6B, $6C, $CC, $CC ; タ チ ツ テ ト ⎵ ⎵
db $DF, $E0, $E1, $E2, $E3, $CC ; バ ビ ブ ベ ボ ⎵
db $B6, $B7, $B8, $B9, $CC, $CC ; M N O P ⎵ ⎵
db $20, $21, $22, $23, $24, $CC, $CC ; な に ぬ ね の ⎵ ⎵
db $42, $43, $44, $45, $46, $CC ; ぱ ぴ ぷ ぺ ぽ ⎵
db $70, $71, $72, $73, $74, $CC, $CC ; ナ ニ ヌ ネ ⎵ ⎵
db $E4, $E5, $E6, $E7, $E8, $CC ; パ ピ プ ペ ポ ⎵
db $BA, $BB, $BC, $BD, $CC, $CC ; Q R S T ⎵ ⎵
db $28, $29, $2A, $2B, $2C, $CC, $CC ; は ひ ふ へ ほ ⎵ ⎵
db $65, $66, $67, $6D, $6E, $CC
db $78, $79, $7A, $7B, $7C, $CC, $CC ; ハ ヒ フ ヘ ホ ⎵ ⎵
db $E9, $EA, $EB, $EC, $C6, $CC ; ァ ィ ゥ ェ ォ ⎵
db $BE, $BF, $C0, $C1, $CC, $CC ; U V W X ⎵ ⎵
db $30, $31, $32, $33, $34, $CC, $CC ; ま み む め も ⎵ ⎵
db $6F, $75, $76, $77, $7D, $CC ; ザ ジ ズ ゼ ゾ ⎵
db $80, $81, $82, $83, $84, $CC, $CC ; マ ミ ム メ モ ⎵ ⎵
db $CC, $CC, $CC, $CC, $9A, $CC ; ャ ュ ョ ⎵ ッ ⎵
db $C2, $C3, $C9, $CE, $CC, $CC ; Y Z 〜 ⎵ ⎵
db $05, $CC, $06, $CC, $07, $CC, $CC ; や ⎵ ゆ ⎵ よ ⎵ ⎵
db $7E, $7F, $85, $86, $87, $CC ; ダ ヂ ヅ デ ド ⎵
db $55, $CC, $56, $CC, $57, $CC, $CC ; ヤ ⎵ ユ ⎵ ヨ ⎵ ⎵
db $A0, $A1, $A2, $A3, $A4, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $CC, $CC, $CC, $CC, $CC, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $38, $39, $3A, $3B, $3C, $CC, $CC ; ら り る れ ろ ⎵ ⎵
db $8D, $8E, $8F, $90, $91, $CC ; バ ビ ブ ベ ボ ⎵
db $88, $89, $8A, $8B, $8C, $CC, $CC ; ラ リ ル レ ロ ⎵ ⎵
db $A5, $A6, $A7, $A8, $A9, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $CA, $CB, $CD, $CD, $CC, $CC ; 🡄 🡆 END ⎵ ⎵
db $0D, $0E, $0F, $CC, $C9, $CC, $CC ; わ を ん ⎵ ⎵ ⎵
db $92, $93, $94, $95, $96, $CC ; パ ピ プ ペ ポ ⎵
db $5D, $5E, $5F, $CC, $C9, $CC, $CC ; ワ ヲ ン ⎵ ⎵ ⎵
db $CC, $CC, $CC, $CC, $CC, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $CC, $CC, $CC, $CC, $CC, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵

BIN
data/playernamecharmap.bin Normal file

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@@ -0,0 +1,72 @@
dw $E164, $3900 ; VRAM $C9C2 | 58 bytes | Horizontal
dw $1CA2, $0188, $1CA3, $0188, $1CA4, $0188, $0188, $0188
dw $0188, $0188, $1DA0, $0188, $1DA1, $0188, $1DA2, $0188
dw $1DA3, $0188, $1DA4, $0188, $0188, $0188, $1D4A, $0188
dw $1D4B, $0188, $1D4C, $0188, $1D4D
dw $0165, $3900 ; VRAM $CA02 | 58 bytes | Horizontal
dw $1CB2, $0188, $1CB3, $0188, $1CB4, $0188, $0188, $0188
dw $0188, $0188, $1DB0, $0188, $1DB1, $0188, $1DB2, $0188
dw $1DB3, $0188, $1DB4, $0188, $0188, $0188, $1D5A, $0188
dw $1D5B, $0188, $1D5C, $0188, $1D5D
dw $2165, $3900 ; VRAM $CA42 | 58 bytes | Horizontal
dw $1CAA, $0188, $1CAB, $0188, $1CAC, $0188, $0188, $0188
dw $0188, $0188, $1DA5, $0188, $1DA6, $0188, $1DA7, $0188
dw $1DA8, $0188, $1DA9, $0188, $0188, $0188, $1D4E, $0188
dw $1D4F, $0188, $1D60, $0188, $1D61
dw $4165, $3900 ; VRAM $CA82 | 58 bytes | Horizontal
dw $1CBA, $0188, $1CBB, $0188, $1CBC, $0188, $0188, $0188
dw $0188, $0188, $1DB5, $0188, $1DB6, $0188, $1DB7, $0188
dw $1DB8, $0188, $1DB9, $0188, $0188, $0188, $1D5E, $0188
dw $1D5F, $0188, $1D70, $0188, $1D71
dw $6165, $3900 ; VRAM $CAC2 | 58 bytes | Horizontal
dw $1CC2, $0188, $1CC3, $0188, $1CC4, $0188, $0188, $0188
dw $0188, $0188, $1DAA, $0188, $1DAB, $0188, $1DAC, $0188
dw $1DAD, $0188, $1DAE, $0188, $0188, $0188, $1D62, $0188
dw $1D63, $0188, $1D64, $0188, $1D65
dw $8165, $3900 ; VRAM $CB02 | 58 bytes | Horizontal
dw $1CD2, $0188, $1CD3, $0188, $1CD4, $0188, $0188, $0188
dw $0188, $0188, $1DBA, $0188, $1DBB, $0188, $1DBC, $0188
dw $1DBD, $0188, $1DBE, $0188, $0188, $0188, $1D72, $0188
dw $1D73, $0188, $1D74, $0188, $1D75
dw $A165, $3900 ; VRAM $CB42 | 58 bytes | Horizontal
dw $1CCA, $0188, $1CCB, $0188, $1CCC, $0188, $0188, $0188
dw $0188, $0188, $1DAF, $0188, $1DC0, $0188, $1DC1, $0188
dw $1DC2, $0188, $1DC3, $0188, $0188, $0188, $1D66, $0188
dw $1D67, $0188, $1D68, $0188, $1D69
dw $C165, $3900 ; VRAM $CB82 | 58 bytes | Horizontal
dw $1CDA, $0188, $1CDB, $0188, $1CDC, $0188, $0188, $0188
dw $0188, $0188, $1DBF, $0188, $1DD0, $0188, $1DD1, $0188
dw $1DD2, $0188, $1DD3, $0188, $0188, $0188, $1D76, $0188
dw $1D77, $0188, $1D78, $0188, $1D79
dw $E165, $3900 ; VRAM $CBC2 | 58 bytes | Horizontal
dw $1CE2, $0188, $1CE3, $0188, $1CE4, $0188, $0188, $0188
dw $0188, $0188, $1DC4, $0188, $1DC5, $0188, $1DC6, $0188
dw $1DC7, $0188, $1DC8, $0188, $0188, $0188, $1D6A, $0188
dw $1D6B, $0188, $1D6C, $0188, $1D6D
dw $0166, $3900 ; VRAM $CC02 | 58 bytes | Horizontal
dw $1CF2, $0188, $1CF3, $0188, $1CF4, $0188, $0188, $0188
dw $0188, $0188, $1DD4, $0188, $1DD5, $0188, $1DD6, $0188
dw $1DD7, $0188, $1DD8, $0188, $0188, $0188, $1D7A, $0188
dw $1D7B, $0188, $1D7C, $0188, $1D7D
; dw $2166, $3900 ; VRAM $CC42 | 58 bytes | Horizontal
; dw $1CEA, $0188, $1CEB, $0188, $1CEC, $0188, $0188, $0188
; dw $0188, $0188, $1DC9, $0188, $1DCA, $0188, $1DCB, $0188
; dw $1DCC, $0188, $1D86, $0188, $0188, $0188, $1D6E, $0188
; dw $1D6F, $0188, $1D80, $0188, $1D81
;
; dw $4166, $3900 ; VRAM $CC82 | 58 bytes | Horizontal
; dw $1CFA, $0188, $1CFB, $0188, $1CFC, $0188, $0188, $0188
; dw $0188, $0188, $1DD9, $0188, $1DDA, $0188, $1DDB, $0188
; dw $1DDC, $0188, $1D96, $0188, $0188, $0188, $1D7E, $0188
; dw $1D7F, $0188, $1D90, $0188, $1D91

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@@ -0,0 +1,72 @@
dw $E164, $3900 ; VRAM $C9C2 | 58 bytes | Horizontal
dw $1CA2, $0188, $1CA3, $0188, $1CA4, $0188, $0188, $0188
dw $0188, $0188, $1DA0, $0188, $1DA1, $0188, $1DA2, $0188
dw $1DA3, $0188, $1DA4, $0188, $0188, $0188, $1D4A, $0188
dw $1D4B, $0188, $1D4C, $0188, $1D4D
dw $0165, $3900 ; VRAM $CA02 | 58 bytes | Horizontal
dw $1CB2, $0188, $1CB3, $0188, $1CB4, $0188, $0188, $0188
dw $0188, $0188, $1DB0, $0188, $1DB1, $0188, $1DB2, $0188
dw $1DB3, $0188, $1DB4, $0188, $0188, $0188, $1D5A, $0188
dw $1D5B, $0188, $1D5C, $0188, $1D5D
dw $2165, $3900 ; VRAM $CA42 | 58 bytes | Horizontal
dw $1CAA, $0188, $1CAB, $0188, $1CAC, $0188, $0188, $0188
dw $0188, $0188, $1DA5, $0188, $1DA6, $0188, $1DA7, $0188
dw $1DA8, $0188, $1DA9, $0188, $0188, $0188, $1D4E, $0188
dw $1D4F, $0188, $1D60, $0188, $1D61
dw $4165, $3900 ; VRAM $CA82 | 58 bytes | Horizontal
dw $1CBA, $0188, $1CBB, $0188, $1CBC, $0188, $0188, $0188
dw $0188, $0188, $1DB5, $0188, $1DB6, $0188, $1DB7, $0188
dw $1DB8, $0188, $1DB9, $0188, $0188, $0188, $1D5E, $0188
dw $1D5F, $0188, $1D70, $0188, $1D71
dw $6165, $3900 ; VRAM $CAC2 | 58 bytes | Horizontal
dw $1CC2, $0188, $1CC3, $0188, $1CC4, $0188, $0188, $0188
dw $0188, $0188, $1DAA, $0188, $1DAB, $0188, $1DAC, $0188
dw $1DAD, $0188, $1DAE, $0188, $0188, $0188, $1D62, $0188
dw $1D63, $0188, $1D64, $0188, $1D65
dw $8165, $3900 ; VRAM $CB02 | 58 bytes | Horizontal
dw $1CD2, $0188, $1CD3, $0188, $1CD4, $0188, $0188, $0188
dw $0188, $0188, $1DBA, $0188, $1DBB, $0188, $1DBC, $0188
dw $1DBD, $0188, $1DBE, $0188, $0188, $0188, $1D72, $0188
dw $1D73, $0188, $1D74, $0188, $1D75
dw $A165, $3900 ; VRAM $CB42 | 58 bytes | Horizontal
dw $1CCA, $0188, $1CCB, $0188, $1CCC, $0188, $0188, $0188
dw $0188, $0188, $1DAF, $0188, $1DC0, $0188, $1DC1, $0188
dw $1DC2, $0188, $1DC3, $0188, $0188, $0188, $1D66, $0188
dw $1D67, $0188, $1D68, $0188, $1D69
dw $C165, $3900 ; VRAM $CB82 | 58 bytes | Horizontal
dw $1CDA, $0188, $1CDB, $0188, $1CDC, $0188, $0188, $0188
dw $0188, $0188, $1DBF, $0188, $1DD0, $0188, $1DD1, $0188
dw $1DD2, $0188, $1DD3, $0188, $0188, $0188, $1D76, $0188
dw $1D77, $0188, $1D78, $0188, $1D79
dw $E165, $3900 ; VRAM $CBC2 | 58 bytes | Horizontal
dw $1CE2, $0188, $1CE3, $0188, $1CE4, $0188, $0188, $0188
dw $0188, $0188, $1DC4, $0188, $1DC5, $0188, $1DC6, $0188
dw $1DC7, $0188, $1DC8, $0188, $0188, $0188, $1D6A, $0188
dw $1D6B, $0188, $1D6C, $0188, $1D6D
dw $0166, $3900 ; VRAM $CC02 | 58 bytes | Horizontal
dw $1CF2, $0188, $1CF3, $0188, $1CF4, $0188, $0188, $0188
dw $0188, $0188, $1DD4, $0188, $1DD5, $0188, $1DD6, $0188
dw $1DD7, $0188, $1DD8, $0188, $0188, $0188, $1D7A, $0188
dw $1D7B, $0188, $1D7C, $0188, $1D7D
dw $2166, $3900 ; VRAM $CC42 | 58 bytes | Horizontal
dw $1CEA, $0188, $1CEB, $0188, $1CEC, $0188, $0188, $0188
dw $0188, $0188, $1DC9, $0188, $1DCA, $0188, $1DCB, $0188
dw $1DCC, $0188, $1D86, $0188, $0188, $0188, $1D6E, $0188
dw $1D6F, $0188, $1D80, $0188, $1D81
dw $4166, $3900 ; VRAM $CC82 | 58 bytes | Horizontal
dw $1CFA, $0188, $1CFB, $0188, $1CFC, $0188, $0188, $0188
dw $0188, $0188, $1DD9, $0188, $1DDA, $0188, $1DDB, $0188
dw $1DDC, $0188, $1D96, $0188, $0188, $0188, $1D7E, $0188
dw $1D7F, $0188, $1D90, $0188, $1D91

View File

@@ -0,0 +1,25 @@
dw $2362, $3900 ; VRAM $C446 | 58 bytes | Horizontal
dw $1C48, $0188, $1C49, $0188, $1C4A, $0188, $1C4B, $0188
dw $1C4C, $0188, $0188, $0188, $0188, $0188, $1CC5, $0188
dw $1CC6, $0188, $1CC7, $0188, $1CCD, $0188, $1CCE, $0188
dw $0188, $0188, $1CE8, $0188, $1CE9
dw $4362, $3900 ; VRAM $C486 | 58 bytes | Horizontal
dw $1C58, $0188, $1C59, $0188, $1C5A, $0188, $1C5B, $0188
dw $1C5C, $0188, $0188, $0188, $0188, $0188, $1CD5, $0188
dw $1CD6, $0188, $1CD7, $0188, $1CDD, $0188, $1CDE, $0188
dw $0188, $0188, $1CF8, $0188, $1CF9
dw $6362, $3900 ; VRAM $C4C6 | 58 bytes | Horizontal
dw $1C60, $0188, $1C61, $0188, $1C62, $0188, $1C63, $0188
dw $1C64, $0188, $0188, $0188, $0188, $0188, $1CCF, $0188
dw $1CE5, $0188, $1CE6, $0188, $1CE7, $0188, $1CED, $0188
dw $0188, $0188, $1D00, $0188, $1D01
dw $8362, $3900 ; VRAM $C506 | 58 bytes | Horizontal
dw $1C70, $0188, $1C71, $0188, $1C72, $0188, $1C73, $0188
dw $1C74, $0188, $0188, $0188, $0188, $0188, $1CDF, $0188
dw $1CF5, $0188, $1CF6, $0188, $1CF7, $0188, $1CFD, $0188
dw $0188, $0188, $1D10, $0188, $1D11

BIN
data/smallchars.2bpp Normal file

Binary file not shown.

View File

@@ -0,0 +1,539 @@
;===================================================================================================
; Get the item's graphic from WRAM/ROM
; Bit 7 set indicates an explicit WRAM address
; Bit 7 reset indicates an offset into the ROM buffer
;===================================================================================================
;---------------------------------------------------------------------------------------------------
; Enters with A for parameter
;---------------------------------------------------------------------------------------------------
TransferItemReceiptToBuffer_using_GraphicsID:
PHP
PHB
REP #$30
PHX
PHY
SEP #$30
LDX.b #$00
.find_reverse
CMP.l ItemReceipts_graphics,X
BEQ .found
INX
BNE .find_reverse
.found
TXA
REP #$30
BRA ++
;===================================================================================================
TransferRupeesProperly:
PHP
PHB
REP #$31
PHX
PHY
AND.w #$00FF
SBC.w #$0023
XBA
LSR
LSR
LSR
ADC.w #BigDecompressionBuffer+$800
BRA TransferItemReceiptToBuffer_using_ExplicitBufferAddress
;===================================================================================================
TransferItemReceiptToBuffer_using_ReceiptID:
PHP : PHB
REP #$30
PHX : PHY
++ AND.w #$00FF
ASL : TAX
LDA.l BusyItem : BNE +
LDA.l StandingItemGraphicsOffsets,X
BRA .have_address
+
LDA.l ItemReceiptGraphicsOffsets,X
.have_address
BMI TransferItemReceiptToBuffer_using_ExplicitBufferAddress
.rom_address
ADC.w #ItemReceiptGraphicsROM
PHK
BRA .continue
#TransferItemReceiptToBuffer_using_ExplicitBufferAddress:
PEA.w $7F7F
PLB
.continue
PLB
TAY
LDX.w #62
.next_write
LDA.w $003E,Y
STA.l ItemGetGFX+$00,X
LDA.w $023E,Y
STA.l ItemGetGFX+$40,X
DEY
DEY
DEX
DEX
BPL .next_write
REP #$30
PLY
PLX
PLB
PLP
RTL
;===================================================================================================
TransferItemToVRAM:
REP #$21
SEP #$10
LDA.w ItemGFXPtr
BEQ .exit
BMI .wram_address
.rom_address
ADC.w #ItemReceiptGraphicsROM
LDX.b #ItemReceiptGraphicsROM>>16
.set_address
STA.w $4302
ADC.w #$0200
STA.w $4312
STX.w $4304
STX.w $4314
LDX.b #$80
STX.w $2115
LDA.w #$1801
STA.w $4300
STA.w $4310
LDA.w #$0040
STA.w $4305
STA.w $4315
LDA.w ItemGFXTarget
STA.w $2116
LDX.b #$01
STX.w $420B
ADC.w #$0100
STA.w $2116
INX
STX.w $420B
STZ.w ItemGFXPtr
STZ.w ItemGFXTarget
.exit
RTL
.wram_address
LDX.b #$7F
BRA .set_address
;===================================================================================================
; Decompress everything at the start of the game
;===================================================================================================
DecompBufferOffset = $18
DecompTestByte = $04
DecompCommand = $02
DecompSize = $00
DecompTileCount = $1A
DecompSaveY = $1A
Decomp3BPPScratch = $20
;===================================================================================================
DecompressAllItemGraphics:
PHP
PHB
PHD
REP #$38
; Stack change for safety
TSX
LDA.w #$1400
TCS
PHX
; direct page change for speed
LDA.w #$1200
TCD
STZ.b DecompBufferOffset
SEP #$34
STA.l $4200 ; already 0 from the LDA above
LDX.b #$5D+$73 : JSR FastSpriteDecomp
LDX.b #$5C+$73 : JSR FastSpriteDecomp
LDX.b #$5B+$73 : JSR FastSpriteDecomp
LDX.b #$5A+$73 : JSR FastSpriteDecomp
REP #$30
PLX
TXS
SEP #$20
LDA.b #$81
STA.l $4200
PLD
PLB
PLP
RTL
;===================================================================================================
; I normally hate macros like this... but I don't feel like constantly rewriting this
;===================================================================================================
macro GetNextByte()
LDA.w $0000,Y
INY
BNE ?++
; Y pulls more than it needs, but that's fine
; the high byte should only be affected if we somehow have FF as our bank
; and if that happens, we have other problems
PHB
PLY
INY
PHY
PLB
LDY.w #$8000
?++
endmacro
;===================================================================================================
; There's no long vanilla routine, and we're going to make heavy use of this
; so might as well rewrite it to be fast
;===================================================================================================
FastSpriteDecomp:
SEP #$30
LDA.l GFXSheetPointers_background_bank,X : PHA : PLB
LDA.l GFXSheetPointers_background_high,X : XBA
LDA.l GFXSheetPointers_background_low,X
REP #$10
TAY
LDX.w #$0000
.next_command
%GetNextByte()
CMP.b #$FF
BNE .continue
;---------------------------------------------------------------------------------------------------
JMP Unrolled3BPPConvert
;---------------------------------------------------------------------------------------------------
.continue
CMP.b #$E0
BCS .expanded
STA.b DecompTestByte
REP #$20
AND.w #$001F
BRA .normal
;---------------------------------------------------------------------------------------------------
; Putting some commands up here for branch distance
;---------------------------------------------------------------------------------------------------
.nonrepeating
REP #$21
TYA
ADC.b DecompSize
ORA.w #$8000
STA.b DecompSize
SEP #$20
.next_nonrepeating
%GetNextByte()
STA.l DecompBuffer2,X
INX
CPY.b DecompSize
BNE .next_nonrepeating
BRA .next_command
;---------------------------------------------------------------------------------------------------
.repeating
%GetNextByte()
STY.b DecompSaveY
LDY.b DecompSize
.next_repeating
STA.l DecompBuffer2,X
INX
DEY
BNE .next_repeating
LDY.b DecompSaveY
BRA .next_command
;---------------------------------------------------------------------------------------------------
; Rest of command handling
;---------------------------------------------------------------------------------------------------
.expanded
STA.b DecompCommand
ASL
ASL
ASL
STA.b DecompTestByte
LDA.b DecompCommand
AND.b #$03
XBA
%GetNextByte()
REP #$20
;---------------------------------------------------------------------------------------------------
.normal
INC
STA.b DecompSize
SEP #$20
LDA.b DecompTestByte
AND.b #$E0
BEQ .nonrepeating
BMI .copy
ASL
BPL .repeating
ASL
BPL .repeating_word
;---------------------------------------------------------------------------------------------------
.incremental
%GetNextByte()
STY.b DecompSaveY
LDY.b DecompSize
.next_incremental
STA.l DecompBuffer2,X
INC
INX
DEY
BNE .next_incremental
LDY.b DecompSaveY
JMP .next_command
;---------------------------------------------------------------------------------------------------
.repeating_word
JSR .get_next_word
REP #$20
STY.b DecompSaveY
LDY.b DecompSize
DEY
.next_word
STA.l DecompBuffer2,X
INX
INX
DEY
DEY
BPL .next_word
INY
BEQ .not_too_far
DEX
.not_too_far
SEP #$20
LDY.b DecompSaveY
JMP .next_command
;---------------------------------------------------------------------------------------------------
.copy
JSR .get_next_word
STY.b DecompSaveY
TAY
LDA.b DecompSize
BNE ++
DEC.b DecompSize+1
++ PHB
LDA.b #$7F
PHA
PLB
.next_copy
LDA.w DecompBuffer2,Y
STA.w DecompBuffer2,X
INX
INY
DEC.b DecompSize+0
BNE .next_copy
DEC.b DecompSize+1
BPL .next_copy
PLB
LDY.b DecompSaveY
JMP .next_command
;---------------------------------------------------------------------------------------------------
; These are only used once per command, so I'm fine with letting them be a JSR I guess
;---------------------------------------------------------------------------------------------------
.get_next_word
%GetNextByte()
XBA
%GetNextByte()
XBA
RTS
;===================================================================================================
; More macros, because lazy
;===================================================================================================
macro DoPlanesA(offset)
LDA.w DecompBuffer2+<offset>+<offset>,Y
STA.w BigDecompressionBuffer+<offset>+<offset>,X
ORA.w DecompBuffer2+<offset>+<offset>-1,Y
AND.w #$FF00
STA.b Decomp3BPPScratch
LDA.w DecompBuffer2+$10+<offset>,Y
AND.w #$00FF
TSB.b Decomp3BPPScratch
XBA
ORA.b Decomp3BPPScratch
STA.w BigDecompressionBuffer+$10+<offset>+<offset>,X
endmacro
;===================================================================================================
Unrolled3BPPConvert:
LDA.b #$7F
PHA
PLB
REP #$21
LDY.w #$0000
LDX.b DecompBufferOffset
.next_3bpp_tile
%DoPlanesA(0) ; 8 times
%DoPlanesA(1)
%DoPlanesA(2)
%DoPlanesA(3)
%DoPlanesA(4)
%DoPlanesA(5)
%DoPlanesA(6)
%DoPlanesA(7)
; carry will always be clear
; don't worry
TXA
ADC.w #32
TAX
; just trust me
TYA
ADC.w #24
TAY
CMP.w #24*64
BCS .done
JMP .next_3bpp_tile
.done
STX.b DecompBufferOffset
SEP #$30
RTS
;===================================================================================================

View File

@@ -1,13 +1,10 @@
!CryptoBuffer = "$7F5100"
;!keyBase = "$7F50D0"
;--------------------------------------------------------------------------------
LoadStaticDecryptionKey:
PHB : PHA : PHX : PHY : PHP
REP #$30 ; set 16-bit accumulator & index registers
LDX.w #StaticDecryptionKey ; Source
LDY.w #!keyBase ; Target
LDY.w #KeyBase ; Target
LDA.w #$000F ; Length
MVN $307F
@@ -23,70 +20,68 @@ RetrieveValueFromEncryptedTable:
;Returns result in A
PHX : PHY
PHA
LDY $04 : PHY : LDY $06 : PHY : LDY $08 : PHY
LDY $0A : PHY : LDY $0C : PHY : LDY $0E : PHY
LDY.b Scrap04 : PHY : LDY.b Scrap06 : PHY : LDY.b Scrap08 : PHY
LDY.b Scrap0A : PHY : LDY.b Scrap0C : PHY : LDY.b Scrap0E : PHY
AND.w #$FFF8 : TAY
LDA [$00], Y : STA.l !CryptoBuffer : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+2 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+4 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+6
LDA.b [$00], Y : STA.l CryptoBuffer : INY #2
LDA.b [$00], Y : STA.l CryptoBuffer+2 : INY #2
LDA.b [$00], Y : STA.l CryptoBuffer+4 : INY #2
LDA.b [$00], Y : STA.l CryptoBuffer+6
LDA.w #$0002 : STA $04 ;set block size
LDA.w #$0002 : STA.b Scrap04 ;set block size
JSL.l XXTEA_Decode
JSL XXTEA_Decode
PLA : STA $0E : PLA : STA $0C : PLA : STA $0A
PLA : STA $08 : PLA : STA $06 : PLA : STA $04
PLA : STA.b Scrap0E : PLA : STA.b Scrap0C : PLA : STA.b Scrap0A
PLA : STA.b Scrap08 : PLA : STA.b Scrap06 : PLA : STA.b Scrap04
PLA : AND.w #$0007 : TAX
LDA.l !CryptoBuffer, X
LDA.l CryptoBuffer, X
PHA
LDA.w #$0000
STA.l !CryptoBuffer
STA.l !CryptoBuffer+2
STA.l !CryptoBuffer+4
STA.l !CryptoBuffer+6
STA.l CryptoBuffer
STA.l CryptoBuffer+2
STA.l CryptoBuffer+4
STA.l CryptoBuffer+6
PLA
PLY : PLX
RTL
;--------------------------------------------------------------------------------
!ChestData = "$01E96C"
!ChestData_Payload = "$1EABC" ; !ChestData+$0150
ChestData = $01E96C
ChestDataPayload = $01EABC ; ChestData+$0150
;--------------------------------------------------------------------------------
GetChestData:
LDA.l IsEncrypted : BNE .encrypted
INC $0E : LDX.w #$FFFD ; what we wrote over
JML.l Dungeon_OpenKeyedObject_nextChest
INC.b Scrap0E : LDX.w #$FFFD ; what we wrote over
JML Dungeon_OpenKeyedObject_nextChest
.encrypted
INC $0E : LDX.w #$FFFE
INC.b Scrap0E : LDX.w #$FFFE
.nextChest
INX #2 : CPX.w #$0150 : BEQ .couldntFindChest
LDA !ChestData, X : AND.w #$7FFF : CMP $A0 : BNE .nextChest
LDA.l ChestData, X : AND.w #$7FFF : CMP.b RoomIndex : BNE .nextChest
DEC $0E : BNE .nextChest
DEC.b Scrap0E : BNE .nextChest
LDA $00 : PHA : LDA $02 : PHA
LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
LDA.w #!ChestData_Payload : STA $00
LDA.w #!ChestData_Payload>>16 : STA $02
LDA.w #ChestDataPayload : STA.b Scrap00
LDA.w #ChestDataPayload>>16 : STA.b Scrap02
TXA : LSR
JSL RetrieveValueFromEncryptedTable
STA $0C
STA.b Scrap0C
PLA : STA $02 : PLA : STA $00
PLA : STA.b Scrap02 : PLA : STA.b Scrap00
LDA !ChestData, X : ASL A : BCC .smallChest
LDA.l ChestData, X : ASL A : BCC .smallChest
JML.l Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
.smallChest
JML.l Dungeon_OpenKeyedObject_smallChest
JML Dungeon_OpenKeyedObject_smallChest
.couldntFindChest
JML.l Dungeon_OpenKeyedObject_couldntFindChest
JML Dungeon_OpenKeyedObject_couldntFindChest
;--------------------------------------------------------------------------------

View File

@@ -2,200 +2,157 @@
; Dialog Pointer Override
;--------------------------------------------------------------------------------
DialogOverride:
LDA $7F5035 : BEQ .skip
LDA $7F5700, X ; use alternate buffer
LDA.l AltTextFlag : BEQ .skip
LDA.l DialogBuffer, X ; use alternate buffer
RTL
.skip
LDA $7F1200, X
LDA.l DecompressionBuffer+$1200, X
RTL
;--------------------------------------------------------------------------------
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5700 - $7F57FF - Dialog Buffer
;--------------------------------------------------------------------------------
ResetDialogPointer:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$00 : STA $7F5035 ; zero out the alternate flag
LDA.b #$1C : STA $1CE9 ; thing we wrote over
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 DelayTimer ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;macro LoadDialog(index,table)
; PHA : PHX : PHY
; PHB : PHK : PLB
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA <index> : ASL : !ADD.l <index> : TAX ; get quote offset *3, move to X
; LDA <table>, X : STA $00 ; write pointer to direct page
; LDA <table>+1, X : STA $01
; LDA <table>+2, X : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
;macro LoadDialogAddress(address)
; PHA : PHX : PHY
; PHP
; PHB : PHK : PLB
; SEP #$30 ; set 8-bit accumulator and index registers
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA.b #<address> : STA $00 ; write pointer to direct page
; LDA.b #<address>>>8 : STA $01
; LDA.b #<address>>>16 : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLP
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
!OFFSET_POINTER = "$7F5094"
!OFFSET_RETURN = "$7F5096"
!DIALOG_BUFFER = "$7F5700"
macro LoadDialogAddress(address)
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI ($00)
LDA $02 : PHA
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
PEI.b ($00)
LDA.b Scrap02 : PHA
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set flag
%CopyDialog(<address>)
PLA : STA $02
PLA : STA.b Scrap02
REP #$20
PLA : STA $00
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
endmacro
;--------------------------------------------------------------------------------
macro CopyDialog(address)
LDA.b #<address> : STA $00 ; write pointer to direct page
LDA.b #<address>>>8 : STA $01
LDA.b #<address>>>16 : STA $02
LDA.b #<address> : STA.b Scrap00 ; write pointer to direct page
LDA.b #<address>>>8 : STA.b Scrap01
LDA.b #<address>>>16 : STA.b Scrap02
%CopyDialogIndirect()
endmacro
;--------------------------------------------------------------------------------
macro CopyDialogIndirect()
REP #$20 : LDA !OFFSET_POINTER : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
REP #$20 : LDA.l DialogOffsetPointer : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
?loop:
LDA [$00], Y ; load the next character from the pointer
STA !DIALOG_BUFFER, X ; write to the buffer
LDA.b [$00], Y ; load the next character from the pointer
STA.l DialogBuffer, X ; write to the buffer
INX : INY
CMP.b #$7F : BNE ?loop
REP #$20 ; set 16-bit accumulator
TXA : INC : STA !OFFSET_RETURN ; copy out X into
LDA.w #$0000 : STA !OFFSET_POINTER
TXA : INC : STA.l DialogReturnPointer ; copy out X into
LDA.w #$0000 : STA.l DialogOffsetPointer
SEP #$20 ; set 8-bit accumulator
endmacro
;--------------------------------------------------------------------------------
LoadDialogAddressIndirect:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set flag
%CopyDialogIndirect()
;%LoadDialogAddress(UncleText)
RTL
;--------------------------------------------------------------------------------
!ITEM_TEMPORARY = "$7F5040"
FreeDungeonItemNotice:
STA !ITEM_TEMPORARY
STA.w ScratchBufferV
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI ($00)
LDA $02 : PHA
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.w ScratchBufferNV : PHA
LDA.w ScratchBufferNV+1 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : JMP .skip : +
LDA #$00 : STA $7F5010 ; initialize scratch
LDA.b #$00 : STA.w ScratchBufferNV ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key
LDA.w ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass
LDA.w ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map
LDA.w ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key
LDA.w ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only
LDA.w ScratchBufferV : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
BRA .dungeon
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : JMP .skip : ++
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.w ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA
LDA #$01 : STA $7F5010 ; set up a flip for small keys
LDA.b #$01 : STA.w ScratchBufferNV ; set up a flip for small keys
BRA .dungeon
+
+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
LDA.w ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal)
JMP .crystal
+
JMP .skip ; it's not something we are going to give a notice for
.dungeon
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA !ITEM_TEMPORARY
AND.b #$0F ; looking at low bits only
STA $7F5011
LDA $7F5010 : BEQ +
LDA $7F5010
LDA #$0F : !SUB $7F5011 : STA $7F5011 ; flip the values for small keys
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.w ScratchBufferV
AND.b #$0F
STA.w ScratchBufferNV+1
LDA.w ScratchBufferNV : BEQ +
LDA.w ScratchBufferNV
LDA.b #$0F : !SUB.w ScratchBufferNV+1 : STA.w ScratchBufferNV+1 ; flip the values for small keys
+
LDA $7F5011
LDA.w ScratchBufferNV+1
ASL : TAX
REP #$20
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE +
BRA .self_notice
.hc_sewers
LDA.w DungeonID : CMP.w #$0003 : BCS +
.self_notice
SEP #$20
%CopyDialog(Notice_Self)
JMP.w .done
+
SEP #$20
LDA.w ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done
+ : CMP.b #$01 : BNE + ; ...dark world
@@ -223,38 +180,61 @@ FreeDungeonItemNotice:
+ : CMP.b #$0C : BNE + ; ...desert palace
%CopyDialog(Notice_Desert) : JMP .done
+ : CMP.b #$0D : BNE + ; ...eastern palace
%CopyDialog(Notice_Eastern) : BRA .done
%CopyDialog(Notice_Eastern) : JMP .done
+ : CMP.b #$0E : BNE + ; ...hyrule castle
%CopyDialog(Notice_Castle) : BRA .done
%CopyDialog(Notice_Castle) : JMP .done
+ : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers)
+
JMP .done
.crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.w ScratchBufferV
AND.b #$0F ; looking at low bits only
CMP.b #$00 : BNE +
%CopyDialog(Notice_Six) : JMP .done
+ : CMP.b #$01 : BNE +
%CopyDialog(Notice_One) : JMP .done
+ : CMP.b #$02 : BNE +
%CopyDialog(Notice_Five) : JMP .done
+ : CMP.b #$03 : BNE +
%CopyDialog(Notice_Seven) : JMP .done
+ : CMP.b #$04 : BNE +
%CopyDialog(Notice_Two) : JMP .done
+ : CMP.b #$05 : BNE +
%CopyDialog(Notice_Four) : JMP .done
+ : CMP.b #$06 : BNE +
%CopyDialog(Notice_Three) : JMP .done
+
.done
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
STA $7F509F
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set alternate dialog flag
STA.l TextBoxDefer
;--------------------------------
.skip
PLA : STA $02
REP #$20
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt ; .skip can be here so long as this line remains commented out
PLA : STA.w ScratchBufferNV+1
PLA : STA.w ScratchBufferNV
PLA : STA.b Scrap02
REP #$20
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL.l Attract_DecompressStoryGfx ; what we wrote over
STZ $1CE8
JSL Attract_DecompressStoryGfx ; what we wrote over
STZ.w MessageCursor
RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
.nomessage
LDA.w #$FFFF
@@ -267,11 +247,11 @@ RTL
;--------------------------------------------------------------------------------
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA BottleContentsOne
ORA BottleContentsTwo : ORA BottleContentsThree : ORA BottleContentsFour : BNE .normal
LDA.l BottleContentsOne
ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
.noInventory
LDA $0D80, X : !ADD #$08 : STA $0D80, X
LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
LDA.b #$51
LDY.b #$01
RTL
@@ -281,14 +261,14 @@ RTL
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL.l CheckGanonVulnerability
JSL CheckGanonVulnerability
REP #$20
LDA.w #$018C
BCC +
LDA.w #$016D
+ STA $1CF0
+ STA.w TextID
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
JSL Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
; #$0192 - no bow
@@ -300,44 +280,44 @@ RTL
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability
REP #$20
BCS +
JSL CheckGanonVulnerability
REP #$20
BCS +
LDA.w #$018D : BRA ++
+
LDA.l BowTracking
+
LDA.l BowTracking
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
+
+
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : BRA ++
+
+
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : BRA ++
+
+
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : BRA ++
+
+
LDA.w #$016E
++
STA $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
++
STA.w TextID
SEP #$20
JSL Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA HammerEquipment : BEQ .yesText : BRA .noText
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
;++
.yesText
PLA
@@ -351,15 +331,15 @@ RTL
;--------------------------------------------------------------------------------
DialogBombosTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA HammerEquipment : BEQ .yesText : BRA .noText
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
@@ -372,7 +352,7 @@ DialogBombosTablet:
RTL
;--------------------------------------------------------------------------------
DialogSahasrahla:
LDA.l PendantsField : AND #$04 : BEQ + ;Check if player has green pendant
LDA.l PendantsField : AND.b #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
JML Sprite_ShowMessageUnconditional
@@ -381,17 +361,17 @@ RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDY.b #$15
LDA.l CrystalsField : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
LDA.l CrystalsField : AND.b #$05 : CMP.b #$05 : BNE + ;Check if player has crystals 5 & 6
INY ; from 15 to 16
+
TYA
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
JSL Sprite_ShowMessageUnconditional
RTL
;---------------------------------------------------------------------------------------------------
AgahnimAsksAboutPed:
LDA.l InvincibleGanon
LDA.l GanonVulnerableMode
CMP.b #$06 : BNE .vanilla
LDA.l OverworldEventDataWRAM+$80 ; check ped flag
@@ -399,54 +379,54 @@ AgahnimAsksAboutPed:
BNE .vanilla
LDA.b #$8C ; message 018C for no ped
STA.w $1CF0
STA.w TextID
.vanilla
JML $05FA8E ; Sprite_ShowMessageMinimal
JML Sprite_ShowMessageMinimal
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode
LDA.b GameMode : CMP.b #$0E : BEQ .already_in_text_mode
Sprite_ShowMessageMinimal_Alt:
STZ $11
STZ.b GameSubMode
PHX : PHY
PEI ($00)
LDA.b $02 : PHA
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.b #$1C : STA.b $02
LDA.b #$1C : STA.b Scrap02
REP #$30
LDA.w $1CF0 : ASL : TAX
LDA.w TextID : ASL : TAX
LDA.l $7F71C0, X
STA.b $00
STA.b Scrap00
SEP #$30
LDY.b #$00
LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6E : BNE +
INY : LDA [$00], Y : : BNE +
INY : LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6B : BNE +
INY : LDA [$00], Y : CMP.b #$04 : BNE +
STZ $1CE8
LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$6E : BNE +
INY : LDA.b [Scrap00], Y : : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$6B : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$04 : BNE +
STZ.w MessageCursor
JMP .end
+
STZ $0223 ; Otherwise set it so we are in text mode.
STZ $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 $11
LDA.b #$02 : STA.b GameSubMode
; Store the current module in the temporary location.
LDA $10 : STA $010C
LDA.b GameMode : STA.w GameModeCache
; Switch the main module ($10) to text mode.
LDA.b #$0E : STA $10
LDA.b #$0E : STA.b GameMode
.end
PLA : STA.b $02
PLA : STA.b $01
PLA : STA.b $00
PLA : STA.b Scrap02
PLA : STA.b Scrap01
PLA : STA.b Scrap00
PLY : PLX
Main_ShowTextMessage_Alt_already_in_text_mode:
@@ -458,15 +438,15 @@ CalculateSignIndex:
; And we do this in a way that will likely give the right value even
; with major glitches.
LDA $8A : ASL A : TAY ;what we wrote over
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
LDA $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 $21 : AND.w #$0002 : ASL #2 : EOR $8A : 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 $23 : AND.w #$0002 : LSR : EOR $8A : 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:
@@ -475,6 +455,112 @@ CalculateSignIndex:
.done
RTL
;================================================================
; Contributor: Myramong
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
{
STA.w TextID
STY.w TextID+1
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA.b Joy1B_New : BPL .alpha
LDA.w SpriteTimerE, X : BNE .alpha
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PHY
LDA.w TextID
LDY.w TextID+1
; Check what room we're in so we know which npc we're talking to
LDA.b RoomIndex
CMP.b #$05 : BEQ .SahasrahlaDialogs
CMP.b #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
.SahasrahlaDialogs
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
JSL DialogSahasrahla : BRA .SayNothing
.BombShopGuyDialog
REP #$20 : LDA.l MapReveal_BombShop : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
JSL DialogBombShopGuy
.SayNothing
LDA.b #$40 : STA.w SpriteTimerE, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
LDA.w SpriteMoveDirection, X
CLC
RTL
}
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
{
PHY
PHA
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA.b Joy1B_New : BPL .alpha
LDA.w SpriteTimerE, X : BNE .alpha
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PLA : XBA : PLA
PHY
TAY : XBA
JSL Sprite_ShowMessageUnconditional
LDA.b #$40 : STA.w SpriteTimerE, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
PLY
PLA
LDA.w SpriteMoveDirection, X
CLC
RTL
}
;--------------------------------------------------------------------------------
; A0 - A9 - 0 - 9
; AA - C3 - A - Z

View File

@@ -7,8 +7,8 @@
;--------------------------------------------------------------------------------
StoreLastOverworldDoorID:
TXA : INC
STA $7F5099
LDA $1BBB73, X : STA $010E
STA.l PreviousOverworldDoor
LDA.l Overworld_Entrance_ID, X : STA.w EntranceIndex
RTL
;--------------------------------------------------------------------------------
@@ -16,14 +16,14 @@ RTL
; CacheDoorFrameData
;--------------------------------------------------------------------------------
CacheDoorFrameData:
LDA $7F5099 : BEQ .originalBehaviour
LDA.l PreviousOverworldDoor : BEQ .originalBehaviour
DEC : ASL : TAX
LDA EntranceDoorFrameTable, X : STA $0696
LDA EntranceAltDoorFrameTable, X : STA $0698
LDA.l EntranceDoorFrameTable, X : STA.w TileMapEntranceDoors
LDA.l EntranceAltDoorFrameTable, X : STA.w TileMapTile32
BRA .done
.originalBehaviour
LDA $D724, X : STA $0696
STZ $0698
LDA.w $D724, X : STA.w TileMapEntranceDoors
STZ.w TileMapTile32
.done
RTL
;--------------------------------------------------------------------------------
@@ -32,9 +32,9 @@ RTL
; WalkDownIntoTavern
;--------------------------------------------------------------------------------
WalkDownIntoTavern:
LDA $7F5099
LDA.l PreviousOverworldDoor
; tavern door has index 0x42 (saved off value is incremented by one)
CMP #$43
CMP.b #$43
RTL
;--------------------------------------------------------------------------------
@@ -42,49 +42,49 @@ RTL
; TurnAroundOnUnderworld
;--------------------------------------------------------------------------------
TurnAroundOnUnderworld:
LDA $26 : BEQ .done
LDA.b LinkPushDirection : BEQ .done
; turn around if ($010E == #$43) != ($7F5099 == #$43)
LDX #$00
LDA #$43 : CMP $010E : BEQ +
LDX.b #$00
LDA.b #$43 : CMP.w EntranceIndex : BEQ +
INX
+
CMP $7F5099 : BEQ +
CMP.l PreviousOverworldDoor : BEQ +
DEX
+
CPX #$00 : BEQ .done
LDA $26 : EOR #$0C : STA $26
CPX.b #$00 : BEQ .done
LDA.b LinkPushDirection : EOR.b #$0C : STA.b LinkPushDirection
.done
JML $0FFD65 ; what we overwrote
JML Underworld_LoadCustomTileAttributes ; what we overwrote
;--------------------------------------------------------------------------------
; TurnUpOnOverworld
;--------------------------------------------------------------------------------
TurnUpOnOverworld:
LDA.l EntranceTavernBack : CMP #$43 : BEQ .done
LDA #$08 : STA $26 ; only fix this glitch if exit not vanilla
LDA.l EntranceTavernBack : CMP.b #$43 : BEQ .done
LDA.b #$08 : STA.b LinkPushDirection ; only fix this glitch if exit not vanilla
.done
JML $07E68F ; what we overwrote
JML Link_HandleMovingAnimation_FullLongEntry ; what we overwrote
;--------------------------------------------------------------------------------
; WalkUpOnOverworld
;--------------------------------------------------------------------------------
WalkUpOnOverworld:
LDA $20 : CMP #$091B : BNE .normal ; hardcoded Y coordinate
STZ $2F
LDA.b LinkPosY : CMP.w #$091B : BNE .normal ; hardcoded Y coordinate
STZ.b LinkDirection
RTL
.normal
LDA #$0002 : STA $2F ; what we overwrote
LDA.w #$0002 : STA.b LinkDirection ; what we overwrote
RTL
;--------------------------------------------------------------------------------
; CheckStairsAdjustment
;--------------------------------------------------------------------------------
CheckStairsAdjustment:
LDA.b $A0
LDA.b RoomIndex
CMP.w #$0124 ; vanilla check, rooms $0124 to $0127 have a lower exit position (currently ER ignores the entrance location)
BCC .done
LDA.w #$FFFF-1
CMP.w $0696 ; tavern back ($0696 == #$FFFF) should always have carry cleared
CMP.w TileMapEntranceDoors ; tavern back ($0696 == #$FFFF) should always have carry cleared
.done
RTL
; if carry cleared, shift position up

View File

@@ -13,31 +13,31 @@ pullpc
CheckKholdShellCoordinates:
LDA.w $0D30, X
LDA.w SpritePosXHigh, X
XBA
LDA.w $0D10, X ; full 16 bit X coordinate of sprite
LDA.w SpritePosXLow, X ; full 16 bit X coordinate of sprite
REP #$21
REP #$21 ; carry is guaranteed clear
SBC.w #$0020
CMP.b $22
CMP.b LinkPosX
BCS .not_colliding
ADC.w #$0040
CMP.b $22
ADC.w #$0040 ; carry is guaranteed clear
CMP.b LinkPosX
BCC .not_colliding
SEP #$20
LDA.w $0D20, X
LDA.w SpritePosYHigh, X
XBA
LDA.w $0D00, X ; full 16 bit Y coordinate of sprite
LDA.w SpritePosYLow, X ; full 16 bit Y coordinate of sprite
REP #$21
SBC.w #$001F ; could go to 27 and let link squeeze in at Lanmo 2 (please adjust the following one)
CMP.b $20
REP #$21 ; carry is guaranteed clear
SBC.w #$001F ; could go to 27 and still let link squeeze in
CMP.b LinkPosY
BCS .not_colliding
ADC.w #$0037
CMP.b $20
ADC.w #$0037 ; carry is guaranteed clear
CMP.b LinkPosY
BCC .not_colliding
SEP #$20 ; collision detected

View File

@@ -593,8 +593,9 @@ CompassBossIndicator:
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
TotalKeys: ;27f020
db $04, $04, $02, $04, $04, $06, $06, $06, $05, $06, $01, $03, $06, $08, $00, $00
ChestKeys: ;27f030
db $01, $01, $00, $01, $02, $01, $06, $03, $03, $02, $01, $01, $04, $04, $00, $00
skip $10
;ChestKeys: ;27f030 - moved to B0F010
;db $01, $01, $00, $01, $02, $01, $06, $03, $03, $02, $01, $01, $04, $04, $00, $00
BigKeyStatus: ;27f040 (status 2 indicate BnC guard)
dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0000, $0000
DungeonReminderTable: ;27f060

View File

@@ -1,14 +1,14 @@
CheckDarkWorldSpawn:
PHP
STA $A0 : STA $048E ; what we wrote over
STA.b RoomIndex : STA.w RoomIndexMirror ; what we wrote over
JSL SetDefaultWorld
LDA.l LinksHouseDarkWorld : CMP.b $A0 : BEQ ++
LDA.l SanctuaryDarkWorld : CMP.b $A0 : BEQ ++
LDA.l OldManDarkWorld : CMP.b $A0 : BNE +
++ SEP #$20 : LDA CurrentWorld : EOR.b #$40 : STA CurrentWorld
LDA.l DRFlags+1 : AND #$02 : BEQ + ; skip if the flag isn't set
LDA.l LinksHouseDarkWorld : CMP.b RoomIndex : BEQ ++
LDA.l SanctuaryDarkWorld : CMP.b RoomIndex : BEQ ++
LDA.l OldManDarkWorld : CMP.b RoomIndex : BNE +
++ SEP #$20 : LDA.l CurrentWorld : EOR.b #$40 : STA.l CurrentWorld
LDA.l DRFlags+1 : AND.b #$02 : BEQ + ; skip if the flag isn't set
LDA.l MoonPearlEquipment : BNE + ; moon pearl?
LDA #$17 : STA $5D : INC $02E0
LDA #$17 : STA.b LinkState : INC.w BunnyFlag
+ PLP : RTL
SetDefaultWorld:

View File

@@ -67,7 +67,7 @@ jsl QuadrantLoadOrderAfterScroll
org $82895d ; Bank 02 line 1812 (JSL Dungeon_LoadRoom : JSL Dungeon_InitStarTileChr : JSL $00D6F9 : INC $B0)
Splicer:
jsl GfxFixer
lda $b1 : beq .done
lda.b $b1 : beq .done
rts
nop #5
.done
@@ -98,7 +98,7 @@ org $8ffd65 ;(PC: 07fd65)
Dungeon_LoadCustomTileAttr:
org $81feb0
Dungeon_ApproachFixedColor:
;org $01fec1
;org $81fec1
;Dungeon_ApproachFixedColor_variable:
;org $a0f972 ; Rando version
;LoadRoomHook:
@@ -120,7 +120,7 @@ jsl MirrorCheckOverride
org $85ef47
Sprite_HeartContainer_Override: ;sprite_heart_upgrades.asm : 96-100 (LDA $040C : CMP.b #$1A : BNE .not_in_ganons_tower)
jsl GtBossHeartCheckOverride : bcs .not_in_ganons_tower
nop : stz $0dd0, X : rts
nop : stz.w SpriteAITable, X : rts
.not_in_ganons_tower
@@ -136,7 +136,7 @@ jsl EGFixOnMirror
org $82b82a
jsl FixShopCode
org $9ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties)
org $9ddeea ; <- Bank1D.asm : 286 (JSL SpritePrep_LoadProperties)
jsl VitreousKeyReset
org $9ed024 ; f5024 sprite_guruguru_bar.asm : 27 (LDA $040C : CMP.b #$12 : INY #2
@@ -169,8 +169,8 @@ jsl CutoffEntranceRug : bra .nextTile : nop
org $8799de ; <- Bank07.asm : 4088 (LDA.b #$15 : STA $5D)
JSL StoreTempBunnyState
;
org $88c450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
JSL RetrieveBunnyState : NOP
org $88C450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
JSL RetrieveBunnyState : JMP.w + : NOP : +
org $82d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
JSL CheckDarkWorldSpawn : NOP
@@ -188,7 +188,7 @@ Main_ShowTextMessage:
; Conditionally disable UW music changes in Door Rando
org $828ADB ; <- Bank02.asm:2088-2095 (LDX.b #$14 : LDA $A0 ...)
JSL.l Underworld_DoorDown_Entry : CPX #$FF
JSL Underworld_DoorDown_Entry : CPX #$FF
BEQ + : db $80, $1C ; BRA $028B04
NOP #6 : +
@@ -219,7 +219,7 @@ JSL AlwaysPushThroughFDoors
; Modified from OWR - will need to remove once merged
; org $85AF75
; Sprite_6C_MirrorPortal:
; JSL FixOvalFadeOutMirror : NOP #2 ; LDA $7EF3CA : BNE $05AFDF
; JSL FixOvalFadeOutMirror : NOP #2 ; LDA $7EF3CA : BNE $85AFDF
; org $85AFDF
; Sprite_6C_MirrorPortal_missing_mirror:

View File

@@ -2,12 +2,12 @@
; Ram usage
HorzEdge:
cpy #$ff : beq +
jsr DetectWestEdge : ldy #$02 : bra ++
cpy.b #$ff : beq +
jsr DetectWestEdge : ldy.b #$02 : bra ++
+ jsr DetectEastEdge
++ cmp #$ff : beq +
sta $00 : asl : !add $00 : tax
cpy #$ff : beq ++
sta.b Scrap00 : asl : !add.b Scrap00 : tax
cpy.b #$ff : beq ++
jsr LoadWestData : bra .main
++ jsr LoadEastData
.main
@@ -16,12 +16,12 @@ HorzEdge:
+ clc : rts
VertEdge:
cpy #$ff : beq +
cpy.b #$ff : beq +
jsr DetectNorthEdge : bra ++
+ jsr DetectSouthEdge
++ cmp #$ff : beq +
sta $00 : asl : !add $00 : tax
cpy #$ff : beq ++
++ cmp.b #$ff : beq +
sta.b Scrap00 : asl : !add.b Scrap00 : tax
cpy.b #$ff : beq ++
jsr LoadNorthData : bra .main
++ jsr LoadSouthData
.main
@@ -30,20 +30,20 @@ VertEdge:
+ clc : rts
LoadEdgeRoomHorz:
lda $03 : sta $a0
sty $06
and.b #$0f : asl a : !sub $23 : !add $06 : sta $02
lda.b Scrap03 : sta.b RoomIndex
sty.b Scrap06
and.b #$0f : asl a : !sub.b LinkPosX+1 : !add.b Scrap06 : sta.b Scrap02
ldy #$00 : jsr ShiftVariablesMainDir
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
lda.b Scrap04 : and.b #$80 : bne .edge
lda.b Scrap04 : sta.b Scrap01 ; load up flags in $01
jsr PrepScrollToNormal
bra .scroll
.edge
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff
lda.b Scrap04 : and.b #$10 : beq +
lda.b #$01
+ sta.b LinkLayer ; layer stuff
jsr MathHorz
@@ -52,14 +52,14 @@ LoadEdgeRoomHorz:
rts
LoadEdgeRoomVert:
lda $03 : sta $a0
sty $06
and.b #$f0 : lsr #3 : !sub $21 : !add $06 : sta $02
lda.b Scrap03 : sta.b RoomIndex
sty.b Scrap06
and.b #$f0 : lsr #3 : !sub.b LinkPosY+1 : !add.b Scrap06 : sta.b Scrap02
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
and #$03 : cmp #$03 : beq .inroom
ldy #$01 : jsr ShiftVariablesMainDir
lda.b Scrap04 : and.b #$80 : bne .edge
lda.b Scrap04 : sta.b Scrap01 ; load up flags in $01
and.b #$03 : cmp.b #$03 : beq .inroom
ldy.b #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
bra .scroll
@@ -68,13 +68,13 @@ LoadEdgeRoomVert:
rts
.edge
ldy #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff
ldy.b #$01 : jsr ShiftVariablesMainDir
lda.b Scrap04 : and.b #$10 : beq +
lda.b #$01
+ sta.b LinkLayer ; layer stuff
jsr MathVert
lda $03
lda.b Scrap03
.scroll
jsr ScrollX
@@ -82,220 +82,220 @@ LoadEdgeRoomVert:
MathHorz:
jsr MathStart : lda $20
jsr MathMid : and #$0040
jsr MathStart : lda.b LinkPosY
jsr MathMid : and.w #$0040
jsr MathEnd
rts
MathVert:
jsr MathStart : lda $22
jsr MathMid : and #$0020
jsr MathStart : lda.b LinkPosX
jsr MathMid : and.w #$0020
jsr MathEnd
rts
MathStart:
rep #$30
lda $08 : and #$00ff : sta $00
lda.b Scrap08 : and.w #$00ff : sta.b Scrap00
rts
MathMid:
and #$01ff : !sub $00 : and #$00ff : sta $00
and.w #$01ff : !sub.b Scrap00 : and.w #$00ff : sta.b Scrap00
; nothing should be bigger than $a0 at this point
lda $05 : and #$00f0 : lsr #4 : tax
lda MultDivInfo, x : and #$00ff : tay
lda $00 : jsr MultiplyByY : sta $02
lda.b Scrap05 : and.w #$00f0 : lsr #4 : tax
lda.w MultDivInfo, x : and.w #$00ff : tay
lda.b Scrap00 : jsr MultiplyByY : sta.b Scrap02
lda $07 : and #$00ff : jsr MultiplyByY : tax
lda.b Scrap07 : and.w #$00ff : jsr MultiplyByY : tax
lda $05 : and #$000f : tay
lda MultDivInfo, y : and #$00ff : tay
lda $02 : jsr DivideByY : sta $00
lda $0c : and #$00ff : sta $02
lda $04
lda.b Scrap05 : and.w #$000f : tay
lda.w MultDivInfo, y : and.w #$00ff : tay
lda.b Scrap02 : jsr DivideByY : sta.b Scrap00
lda.b Scrap0C : and.w #$00ff : sta.b Scrap02
lda.b Scrap04
rts
MathEnd:
beq +
lda #$0100
+ !add $02 : !add $00
sta $04
lda.w #$0100
+ !add.b Scrap02 : !add.b Scrap00
sta.b Scrap04
sep #$30
rts
; don't need midpoint of edge Link is leaving (formerly in $06 - used by dir indicator)
; don't need width of edge Link is going to (currently in $0b)
LoadNorthData:
lda NorthOpenEdge, x : sta $03 : inx ; target room
lda NorthEdgeInfo, x : sta $07 ; needed for maths - (divide by 2 anyway)
lda NorthOpenEdge, x : sta $04 : inx ; bit field
lda NorthEdgeInfo, x : sta $08 ; needed for maths
lda NorthOpenEdge, x : sta $05 ; ratio
lda $04 : jsr LoadSouthMidpoint : inx ; needed now, and for nrml transition
lda SouthEdgeInfo, x : sta $0b : inx ; probably not needed todo: remove
lda SouthEdgeInfo, x : sta $0c ; needed for maths
lda.w NorthOpenEdge, x : sta.b Scrap03 : inx ; target room
lda.w NorthEdgeInfo, x : sta.b Scrap07 ; needed for maths - (divide by 2 anyway)
lda.w NorthOpenEdge, x : sta.b Scrap04 : inx ; bit field
lda.w NorthEdgeInfo, x : sta.b Scrap08 ; needed for maths
lda.w NorthOpenEdge, x : sta.b Scrap05 ; ratio
lda.b Scrap04 : jsr LoadSouthMidpoint : inx ; needed now, and for nrml transition
lda.w SouthEdgeInfo, x : sta.b Scrap0B : inx ; probably not needed todo: remove
lda.w SouthEdgeInfo, x : sta.b Scrap0C ; needed for maths
rts
LoadSouthMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda SouthEdgeInfo, x : sta $0a ; needed now, and for nrml transition
and.b #$0f : sta.b Scrap00 : asl : !add.b Scrap00 : tax
lda.w SouthEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
rts
LoadSouthData:
lda SouthOpenEdge, x : sta $03 : inx
lda SouthEdgeInfo, x : sta $07
lda SouthOpenEdge, x : sta $04 : inx
lda SouthEdgeInfo, x : sta $08
lda SouthOpenEdge, x : sta $05
lda $04 : jsr LoadNorthMidpoint : inx
lda NorthEdgeInfo, x : sta $0b : inx
lda NorthEdgeInfo, x : sta $0c
lda.w SouthOpenEdge, x : sta.b Scrap03 : inx
lda.w SouthEdgeInfo, x : sta.b Scrap07
lda.w SouthOpenEdge, x : sta.b Scrap04 : inx
lda.w SouthEdgeInfo, x : sta.b Scrap08
lda.w SouthOpenEdge, x : sta.b Scrap05
lda.b Scrap04 : jsr LoadNorthMidpoint : inx
lda.w NorthEdgeInfo, x : sta.b Scrap0B : inx
lda.w NorthEdgeInfo, x : sta.b Scrap0C
rts
LoadNorthMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda NorthEdgeInfo, x : sta $0a ; needed now, and for nrml transition
and.b #$0f : sta.b Scrap00 : asl : !add.b Scrap00 : tax
lda.w NorthEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
rts
LoadWestData:
lda WestOpenEdge, x : sta $03 : inx
lda WestEdgeInfo, x : sta $07
lda WestOpenEdge, x : sta $04 : inx
lda WestEdgeInfo, x : sta $08
lda WestOpenEdge, x : sta $05
lda $04 : jsr LoadEastMidpoint : inx
lda EastEdgeInfo, x : sta $0b : inx
lda EastEdgeInfo, x : sta $0c
lda.w WestOpenEdge, x : sta.b Scrap03 : inx
lda.w WestEdgeInfo, x : sta.b Scrap07
lda.w WestOpenEdge, x : sta.b Scrap04 : inx
lda.w WestEdgeInfo, x : sta.b Scrap08
lda.w WestOpenEdge, x : sta.b Scrap05
lda.b Scrap04 : jsr LoadEastMidpoint : inx
lda.w EastEdgeInfo, x : sta.b Scrap0B : inx
lda.w EastEdgeInfo, x : sta.b Scrap0C
rts
LoadEastMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda EastEdgeInfo, x : sta $0a ; needed now, and for nrml transition
and.b #$0f : sta.b Scrap00 : asl : !add.b Scrap00 : tax
lda.w EastEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
rts
LoadEastData:
lda EastOpenEdge, x : sta $03 : inx
lda EastEdgeInfo, x : sta $07
lda EastOpenEdge, x : sta $04 : inx
lda EastEdgeInfo, x : sta $08
lda EastOpenEdge, x : sta $05
lda $04 : jsr LoadWestMidpoint : inx
lda WestEdgeInfo, x : sta $0b : inx
lda WestEdgeInfo, x : sta $0c
lda.w EastOpenEdge, x : sta.b Scrap03 : inx
lda.w EastEdgeInfo, x : sta.b Scrap07
lda.w EastOpenEdge, x : sta.b Scrap04 : inx
lda.w EastEdgeInfo, x : sta.b Scrap08
lda.w EastOpenEdge, x : sta.b Scrap05
lda.b Scrap04 : jsr LoadWestMidpoint : inx
lda.w WestEdgeInfo, x : sta.b Scrap0B : inx
lda.w WestEdgeInfo, x : sta.b Scrap0C
LoadWestMidpoint:
and #$0f : sta $00 : asl : !add $00 : tax
lda WestEdgeInfo, x : sta $0a ; needed now, and for nrml transition
and.b #$0f : sta.b Scrap00 : asl : !add.b Scrap00 : tax
lda.w WestEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
rts
DetectNorthEdge:
ldx #$ff
lda $a2
cmp #$82 : bne +
lda $22 : cmp #$50 : bcs ++
ldx #$01 : bra .end
++ ldx #$00 : bra .end
+ cmp #$83 : bne +
ldx #$02 : bra .end
+ cmp #$84 : bne +
lda $a9 : beq ++
lda $22 : cmp #$78 : bcs +++
ldx #$04 : bra .end
+++ ldx #$05 : bra .end
++ lda $22 : cmp #$78 : bcs ++
ldx #$03 : bra .end
++ ldx #$04 : bra .end
+ cmp #$85 : bne +
ldx #$06 : bra .end
+ cmp #$db : bne +
lda $a9 : beq ++
lda $22 : beq ++
ldx #$08 : bra .end
++ ldx #$07 : bra .end
+ cmp #$dc : bne .end
lda $a9 : bne ++
lda $22 : cmp #$b0 : bcs ++
ldx #$09 : bra .end
++ ldx #$0a
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$82 : bne +
lda.b LinkPosX : cmp.b #$50 : bcs ++
ldx.b #$01 : bra .end
++ ldx.b #$00 : bra .end
+ cmp.b #$83 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$84 : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : cmp.b #$78 : bcs +++
ldx.b #$04 : bra .end
+++ ldx.b #$05 : bra .end
++ lda.b LinkPosX : cmp.b #$78 : bcs ++
ldx.b #$03 : bra .end
++ ldx.b #$04 : bra .end
+ cmp.b #$85 : bne +
ldx.b #$06 : bra .end
+ cmp.b #$db : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : beq ++
ldx.b #$08 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$dc : bne .end
lda.b $a9 : bne ++
lda.b LinkPosX : cmp.b #$b0 : bcs ++
ldx.b #$09 : bra .end
++ ldx.b #$0a
.end txa : rts
DetectSouthEdge:
ldx #$ff
lda $a2
cmp #$72 : bne +
lda $22 : cmp #$50 : bcs ++
ldx #$01 : bra .end
++ ldx #$00 : bra .end
+ cmp #$73 : bne +
ldx #$02 : bra .end
+ cmp #$74 : bne +
lda $a9 : beq ++
lda $22 : cmp #$78 : bcs +++
ldx #$04 : bra .end
+++ ldx #$05 : bra .end
++ lda $22 : cmp #$78 : bcs ++
ldx #$03 : bra .end
++ ldx #$04 : bra .end
+ cmp #$75 : bne +
ldx #$06 : bra .end
+ cmp #$cb : bne +
lda $a9 : beq ++
lda $22 : beq ++
ldx #$08 : bra .end
++ ldx #$07 : bra .end
+ cmp #$cc : bne .end
lda $a9 : bne ++
lda $22 : cmp #$b0 : bcs ++
ldx #$09 : bra .end
++ ldx #$0a
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$72 : bne +
lda.b LinkPosX : cmp.b #$50 : bcs ++
ldx.b #$01 : bra .end
++ ldx.b #$00 : bra .end
+ cmp.b #$73 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$74 : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : cmp.b #$78 : bcs +++
ldx.b #$04 : bra .end
+++ ldx.b #$05 : bra .end
++ lda.b LinkPosX : cmp.b #$78 : bcs ++
ldx.b #$03 : bra .end
++ ldx.b #$04 : bra .end
+ cmp.b #$75 : bne +
ldx.b #$06 : bra .end
+ cmp.b #$cb : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : beq ++
ldx.b #$08 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$cc : bne .end
lda.b $a9 : bne ++
lda.b LinkPosX : cmp.b #$b0 : bcs ++
ldx.b #$09 : bra .end
++ ldx.b #$0a
.end txa : rts
DetectWestEdge:
ldx #$ff
lda $a2
cmp #$65 : bne +
ldx #$00 : bra .end
+ cmp #$74 : bne +
ldx #$01 : bra .end
+ cmp #$75 : bne +
ldx #$02 : bra .end
+ cmp #$82 : bne +
lda $aa : beq ++
ldx #$03 : bra .end
++ ldx #$04 : bra .end
+ cmp #$85 : bne +
ldx #$05 : bra .end
+ cmp #$cc : bne +
lda $aa : beq ++
ldx #$06 : bra .end
++ ldx #$07 : bra .end
+ cmp #$dc : bne .end
ldx #$08
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$65 : bne +
ldx.b #$00 : bra .end
+ cmp.b #$74 : bne +
ldx.b #$01 : bra .end
+ cmp.b #$75 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$82 : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$03 : bra .end
++ ldx.b #$04 : bra .end
+ cmp.b #$85 : bne +
ldx.b #$05 : bra .end
+ cmp.b #$cc : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$06 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$dc : bne .end
ldx.b #$08
.end txa : rts
DetectEastEdge:
ldx #$ff
lda $a2
cmp #$64 : bne +
ldx #$00 : bra .end
+ cmp #$73 : bne +
ldx #$01 : bra .end
+ cmp #$74 : bne +
ldx #$02 : bra .end
+ cmp #$81 : bne +
lda $aa : beq ++
ldx #$04 : bra .end
++ ldx #$03 : bra .end
+ cmp #$84 : bne +
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$64 : bne +
ldx.b #$00 : bra .end
+ cmp.b #$73 : bne +
ldx.b #$01 : bra .end
+ cmp.b #$74 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$81 : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$04 : bra .end
++ ldx.b #$03 : bra .end
+ cmp.b #$84 : bne +
ldx #$05 : bra .end
+ cmp #$cb : bne +
lda $aa : beq ++
ldx #$06 : bra .end
++ ldx #$07 : bra .end
+ cmp #$db : bne .end
ldx #$08
+ cmp.b #$cb : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$06 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$db : bne .end
ldx.b #$08
.end txa : rts
AlwaysPushThroughFDoors:

View File

@@ -20,10 +20,10 @@
;===================================================================================================
pushpc
org $01B0E6
org $81B0E6
JSL StoreDoorInfo
org $01892F
org $81892F
DoorDrawJankMove:
JML PrepDoorDraw
@@ -33,12 +33,12 @@ DoorDrawJankMove:
; we don't want to overwrite the JMP ($000E) that's already there
; Well, we could, but we don't need to
warnpc $018939
warnpc $818939
org $01BF43
org $81BF43
JSL AdjustEscapeDoorCollision
org $01C132 ; ADC.w #$0040 : TAX : LDA.b $00
org $81C132 ; ADC.w #$0040 : TAX : LDA.b $00
JSL AdjustEscapeDoorCollision_LowEntrance : NOP #2
pullpc
@@ -59,18 +59,18 @@ PrepDoorDraw:
; Much easier to just tell you to look at $01890D in the disassembly
; and you should understand the vanilla program flow we need to reject
PEA.w DoorDrawJankMove_return-1
LDA.b $00
LDA.b Scrap00
STA.w $19EE ; for current routine
; copy vanilla code (but fast rom)
LDA.l $8186F0,X
STA.b $0E
STA.b Scrap0E
LDX.b $02
LDA.b $04
LDX.b Scrap02
LDA.b Scrap04
; and to execute the jump, we'll use the JMP ($000E) we carefully avoided overwriting
JML.l $818939
JML $818939
;===================================================================================================
@@ -106,20 +106,20 @@ AdjustEscapeDoorGraphics:
; row 1
LDA.w #$8838
STA.l $7E2000+$080,X
STA.l TileMapA+$080,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$086,X
STA.l TileMapA+$086,X
; row 2
LDA.w #$8828
STA.l $7E2000+$100,X
STA.l TileMapA+$100,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$106,X
STA.l TileMapA+$106,X
LDA.w #$8829
STA.l $7E2000+$102,X
STA.l TileMapA+$102,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$104,X
STA.l TileMapA+$104,X
JSR IdentifySwampEntrance
BCS .fix_swamp_entrance_alternate
@@ -134,26 +134,26 @@ AdjustEscapeDoorGraphics:
; row 0
LDA.w #$14C4
STA.l $7E2000+$000,X ; sanity check = should calculate to 7e3bbc
STA.l TileMapA+$000,X ; sanity check = should calculate to 7e3bbc
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$006,X
STA.l TileMapA+$006,X
LDA.w #$14C5
STA.l $7E2000+$002,X
STA.l TileMapA+$002,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$004,X
STA.l TileMapA+$004,X
; row 1
LDA.w #$14E8
STA.l $7E2000+$082,X
STA.l TileMapA+$082,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$084,X
STA.l TileMapA+$084,X
; row 2
LDA.w #$14F8
STA.l $7E2000+$102,X
STA.l TileMapA+$102,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$104,X
STA.l TileMapA+$104,X
RTL
.fix_swamp_entrance
@@ -162,56 +162,56 @@ AdjustEscapeDoorGraphics:
; row 1 - outer section
LDA.w #$0908
STA.l $7E2000+$080,X
STA.l TileMapA+$080,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$086,X
STA.l TileMapA+$086,X
; row 2
LDA.w #$0918
STA.l $7E2000+$100,X
STA.l TileMapA+$100,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$106,X
STA.l TileMapA+$106,X
LDA.w #$14F8
STA.l $7E2000+$102,X
STA.l TileMapA+$102,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$104,X
STA.l TileMapA+$104,X
.fix_swamp_entrance_alternate
; row 0
LDA.w #$9DFC
STA.l $7E2000+$000,X
STA.l $7E2000+$002,X
STA.l $7E2000+$004,X
STA.l $7E2000+$006,X
STA.l TileMapA+$000,X
STA.l TileMapA+$002,X
STA.l TileMapA+$004,X
STA.l TileMapA+$006,X
; row 1 - mid section
LDA.w #$14E8
STA.l $7E2000+$082,X
STA.l TileMapA+$082,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$084,X
STA.l TileMapA+$084,X
; row 3
LDA.w #$A82C
STA.l $7E2000+$180,X
STA.l TileMapA+$180,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$186,X
STA.l TileMapA+$186,X
LDA.w #$A82D
STA.l $7E2000+$182,X
STA.l TileMapA+$182,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$184,X
STA.l TileMapA+$184,X
RTL
IdentifySancEntrance:
LDA.b $A0 : CMP.w #$0012 : BNE +
LDA.b $0A : CMP.w #$0010 : BNE +
LDA.b RoomIndex : CMP.w #$0012 : BNE +
LDA.b Scrap0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
IdentifySwampEntrance:
LDA.b $A0 : CMP.w #$0036 : BNE +
LDA.b $0A : CMP.w #$0010 : BNE +
LDA.b RoomIndex : CMP.w #$0036 : BNE +
LDA.b Scrap0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
@@ -250,7 +250,7 @@ AdjustEscapeDoorCollisionShared:
BCS .block_entrance
; vanilla value
LDA.b $00
LDA.b Scrap00
RTL
@@ -274,21 +274,21 @@ IdentifyBlockedEntrance:
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002 : BCS .leave_alone ; only in rain states (0 or 1)
LDA.l ProgressFlags : AND.w #$0004 : BNE .leave_alone ; zelda's been rescued
LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
LDA.b $A0 : CMP.w #$0012 : BNE +
LDA.b RoomIndex : CMP.w #$0012 : BNE +
; we're in the sanctuary
; this code could be removed because you can't reach sanc without zelda currently
; but that's enforced in the logic, so this is to catch that case in case some mode allows it
LDA.l FollowerIndicator : AND.w #$00FF : CMP.w #$0001 : BEQ .leave_alone ; zelda is following
LDA.b $0A
LDA.b Scrap0A
CMP.w #$000A : BCC .leave_alone
CMP.w #$0014 : BCS .leave_alone
.block_door
SEC : RTS
+ LDA.l BlockCastleDoorsInRain : AND.w #$00FF : BEQ .leave_alone
LDX #$FFFE
LDX.w #$FFFE
- INX #2
LDA.l RemoveRainDoorsRoom, X : CMP.w #$FFFF : BEQ .leave_alone
CMP $A0 : BNE -
CMP.b RoomIndex : BNE -
LDA.l RainDoorMatch, X
CMP.w $19EE : BNE .leave_alone
BRA .block_door

View File

@@ -4,60 +4,60 @@ GfxFixer:
jsl LoadRoomHook ;this is the code we overwrote
jsl Dungeon_InitStarTileCh
jsl LoadTransAuxGfx_Alt
inc $b0
inc.b SubSubModule
rtl
+ lda $b1 : bne .stage2
+ lda.b $b1 : bne .stage2
jsl LoadRoomHook ; this is the rando version - let's only call this guy once - may fix star tiles and slower loads
jsl Dungeon_InitStarTileCh
jsl LoadTransAuxGfx
jsl Dungeon_LoadCustomTileAttr
jsl PrepTransAuxGfx
lda.l DRMode : cmp #$02 : bne + ; only do this in crossed mode
ldx $a0 : lda.l TilesetTable, x
cmp $0aa1 : beq + ; already eq no need to decomp
sta $0aa1
tax : lda $02802e, x : tay
lda.l DRMode : cmp.b #$02 : bne + ; only do this in crossed mode
ldx.b RoomIndex : lda.l TilesetTable, x
cmp.w $0aa1 : beq + ; already eq no need to decomp
sta.w $0aa1
tax : lda.l AnimatedTileSheets, x : tay
jsl DecompDungAnimatedTiles
+
lda #$09 : sta $17 : sta $0710
lda.b #$09 : sta.b NMIINCR : sta.w SkipOAM
jsl Palette_SpriteAux3
jsl Palette_SpriteAux2
jsl Palette_SpriteAux1
jsl Palette_DungBgMain
jsr CgramAuxToMain
inc $b1
inc.b $b1
rtl
.stage2
lda #$0a : sta $17 : sta $0710
stz $b1 : inc $b0
lda.b #$0a : sta.b NMIINCR : sta.w SkipOAM
stz.b $b1 : inc.b SubSubModule
rtl
}
FixAnimatedTiles:
LDA.L DRMode : CMP #$02 : BNE +
LDA $040C : CMP.b #$FF : BEQ +
LDA.l DRMode : CMP.b #$02 : BNE +
LDA.w DungeonID : CMP.b #$FF : BEQ +
PHX
LDX $A0 : LDA.l TilesetTable, x
CMP $0AA1 : beq ++
LDX.b RoomIndex : LDA.l TilesetTable, x
CMP.w $0AA1 : beq ++
TAX : PLA : BRA +
++
PLX
+ LDA $02802E, X ; what we wrote over
+ LDA.l AnimatedTileSheets, X ; what we wrote over
RTL
FixCloseDungeonMap:
LDA.l DRMode : CMP #$02 : BNE .vanilla
LDA $040C : BMI .vanilla
LDA.l DRMode : CMP.b #$02 : BNE .vanilla
LDA.w DungeonID : BMI .vanilla
LSR : TAX
LDA.l DungeonTilesets,x
RTL
.vanilla
LDA $7EC20E
LDA.l $7EC20E
RTL
FixWallmasterLamp:
ORA $0458
STY $1C : STA $1D : RTL ; what we wrote over
ORA.w $0458
STY.b MAINDESQ : STA.b SUBDESQ : RTL ; what we wrote over
CgramAuxToMain: ; ripped this from bank02 because it ended with rts
@@ -66,36 +66,36 @@ CgramAuxToMain: ; ripped this from bank02 because it ended with rts
ldx.b #$00
.loop
lda $7EC300, X : sta $7EC500, x
lda $7EC340, x : sta $7EC540, x
lda $7EC380, x : sta $7EC580, x
lda $7EC3C0, x : sta $7EC5C0, x
lda $7EC400, x : sta $7EC600, x
lda $7EC440, x : sta $7EC640, x
lda $7EC480, x : sta $7EC680, x
lda $7EC4C0, x : sta $7EC6C0, x
lda.l $7EC300, X : sta.l $7EC500, x
lda.l $7EC340, x : sta.l $7EC540, x
lda.l $7EC380, x : sta.l $7EC580, x
lda.l $7EC3C0, x : sta.l $7EC5C0, x
lda.l $7EC400, x : sta.l $7EC600, x
lda.l $7EC440, x : sta.l $7EC640, x
lda.l $7EC480, x : sta.l $7EC680, x
lda.l $7EC4C0, x : sta.l $7EC6C0, x
inx #2 : cpx.b #$40 : bne .loop
sep #$20
; tell NMI to upload new CGRAM data
inc $15
inc.b NMICGRAM
rts
}
OverridePaletteHeader:
lda.l DRMode : cmp #$02 : bne +
lda.l DRFlags : and #$20 : bne +
cpx #$01c2 : !bge +
lda.l DRMode : cmp.b #$02 : bne +
lda.l DRFlags : and.b #$20 : bne +
cpx.w #$01c2 : !bge +
rep #$20
txa : lsr : tax
lda.l PaletteTable, x
iny : rtl
+ rep #$20 : iny : lda [$0D], Y ; what we wrote over
+ rep #$20 : iny : lda.b [Scrap0D], Y ; what we wrote over
rtl
Sprite_ConditionalPrepOAMCoord:
LDA.w $0E20,X : CMP.b #$62 : BNE .notMasterSword
LDA.w SpriteTypeTable,X : CMP.b #$62 : BNE .notMasterSword
LDA.w $0D90,X : BNE .specialCutscene
.notMasterSword
JML Sprite_PrepOAMCoordLong ; what we wrote over

View File

@@ -1,80 +1,103 @@
!BlankTile = $207F
!SlashTile = $2830
!HyphenTile = $2405
!PTile = $296C
!CTile = $295F
!LTile = $2D68
!DTile = $2D60
!RedSquare = $345E
!BlueSquare = $2C5E
DrHudOverride:
{
jsl.l NewDrawHud
jsr HudAdditions
rtl
}
PHB
SEP #$30
LDA.b #$7E
PHA
PLB
HudAdditions:
{
SEP #$10
LDA.l DRFlags : AND #$0008 : BNE + : JMP .end_item_count : +
LDA.l TotalItemCounter : PHA : CMP #1000 : !BLT +
JSL HexToDec4Digit_fast
LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS ; draw 1000's digit
BRA .skip
+ JSL HexToDec_fast
.skip
LDA #$207F : STA !GOAL_DRAW_ADDRESS+2 : STA !GOAL_DRAW_ADDRESS+4
LDA.b 1,S : CMP.w #100 : !BLT +
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
+ PLA : CMP.w #10 : !BLT +
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
+ LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
LDA.l DRFlags : AND #$0100 : BNE +
LDA.l MultiClientFlagsWRAM+1 : CMP #1000 : !BLT .three_digit_goal
JSL HexToDec4Digit_fast
LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 1000's digit
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+16 ; draw 1's digit
BRA .end_item_count
.three_digit_goal
JSL HexToDec_fast
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
BRA .end_item_count
+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12
STA !GOAL_DRAW_ADDRESS+14 : STA !GOAL_DRAW_ADDRESS+16
.end_item_count
DRHUD_DrawItemCounter:
; hides total for mystery seeds
LDA.l ItemCounterHUD : BEQ DRHUD_DrawIndicators
LDA.l DRFlags+1 : LSR : BCC DRHUD_DrawIndicators
REP #$30
LDY.w #!HyphenTile : STY.w HUDGoalIndicator+$0A : STY.w HUDGoalIndicator+$0C
STY.w HUDGoalIndicator+$0E : STY.w HUDGoalIndicator+$10
SEP #$30
LDX $1B : BNE + ; if outdoors
lda.l OWMode : and.w #((!FLAG_OW_CROSSED+!FLAG_OW_MIXED)<<8)+$ff : bne ++ : rts ; Skip if vanilla ow rando
++ lda CurrentHealth : and #$00ff : beq ++
lda CurrentWorld : and #$00ff : beq +++
lda #$2d60 : bra .owdisplay
+++ lda #$2d68 : bra .owdisplay
++ lda #$207f
.owdisplay sta $7ec702 : rts
+ ldx $040c : cpx #$ff : bne + : rts : + ; Skip if not in dungeon
lda.l DRMode : bne + : rts : + ; Skip if not door rando
phb : phk : plb
lda CompassField : and.l $0098c0, x : beq +
lda.w CompassBossIndicator, x : and #$00ff : cmp $a0 : bne +
lda $1a : and #$0010 : beq +
lda #$345e : sta $7ec790 : bra .next
+ lda #$207f : sta $7ec790
.next lda.w DRMode : and #$0002 : bne + : plb : rts : +
lda CurrentHealth : and #$00ff : beq +
lda.w DungeonReminderTable, x : bra .reminder
+ lda #$207f
.reminder sta $7ec702
+ lda.w DRFlags : and #$0004 : beq .restore
lda MapField : and.l $0098c0, x : beq .restore
txa : lsr : tax
DRHUD_DrawIndicators:
LDA.b IndoorsFlag : BNE .continue
JMP OWRHUD_DrawWorldIndicator
.continue
LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
lda.l GenericKeys : and #$00ff : bne +
lda DungeonCollectedKeys, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4
+
lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
; todo 4b0 no longer in use
DRHUD_BossIndicator:
LDA.l DRMode : BNE .continue
.early_exit
REP #$10
LDY.w #!BlankTile : STY.w HUDMultiIndicator
JMP DRHUD_Finished
.continue
LDA.w DungeonID : CMP.b #$1B : BCS .early_exit
.restore
plb : rts
}
SEP #$10 ; clears the high byte of X and prevents it from getting B register
TAX
REP #$30
LDY.w #!BlankTile
LDA.w CompassField : AND.l DungeonMask, x
SEP #$20
BEQ .draw_indicator
LDA.l CompassBossIndicator, x : CMP.b RoomIndex : BNE .draw_indicator
LDY.w #!RedSquare
.draw_indicator
STY.w HUDMultiIndicator
BRA DRHUD_DrawCurrentDungeonIndicator
DRHUD_EnemyDropIndicator:
REP #$30
LDA.l DRFlags : BIT.w #$0800 : BEQ +
LDA.w EnemyDropIndicator : STA.w HUDMultiIndicator
+ SEP #$20
LDA.w DungeonID : CMP.b #$1B : BCS DRHUD_Finished
SEP #$10 : TAX : REP #$10
DRHUD_DrawCurrentDungeonIndicator: ; mX
LDA.l DRMode : BIT.b #$02 : BEQ DRHUD_Finished
LDY.w #!BlankTile
LDA.w CurrentHealth : BEQ .draw_indicator
REP #$20 : LDA.l DungeonReminderTable,X : TAY
SEP #$20
.draw_indicator
STY.w HUDCurrentDungeonWorld
DRHUD_DrawKeyCounter:
LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
REP #$20
LDA.w MapField : AND.l DungeonMask, X : BEQ DRHUD_Finished
TXA : LSR : TAX
LDA.l GenericKeys : AND.w #$00FF : BNE .total_only
LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
LDA.w #!SlashTile : STA.w HUDKeysSlash
.total_only
LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
JMP DRHUD_Finished
OWRHUD_DrawWorldIndicator:
LDA.l OWMode+1 : AND.b #(!FLAG_OW_CROSSED+!FLAG_OW_MIXED) : BEQ DRHUD_Finished
REP #$10
LDY.w #!BlankTile
LDA.w CurrentHealth : BEQ .draw_indicator
LDA.w CurrentWorld : BEQ +
LDY.w #!DTile : BRA .draw_indicator
+ LDY.w #!LTile
.draw_indicator
STY.w HUDCurrentDungeonWorld ; uses same slot as DR Dungeon Indicator
DRHUD_Finished:
PLB : RTL
;===================================================================================================
;column distance for BK/Smalls
HudOffsets:
@@ -92,96 +115,94 @@ dw $0000, $0000, $0000, $0000, $000a, $000a, $000a, $0014, $000a, $0014, $0000,
DrHudDungeonItemsAdditions:
{
jsl DrawHUDDungeonItems
lda.l HUDDungeonItems : and #$ff : bne + : rtl : +
lda.l DRMode : cmp #$02 : beq + : rtl : +
lda.l HUDDungeonItems : and.b #$ff : bne + : rtl : +
lda.l DRMode : cmp.b #$02 : beq + : rtl : +
phx : phy : php
rep #$30
lda.w #$24f5 : sta $1606 : sta $1610 : sta $161a : sta $1624
sta $1644 : sta $164a : sta $1652 : sta $1662 : sta $1684 : sta $16c4
ldx #$0000
- sta $1704, x : sta $170e, x : sta $1718, x
inx #2 : cpx #$0008 : !blt -
lda.w #$24f5 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
sta.w $1644 : sta.w $164a : sta.w $1652 : sta.w $1662 : sta.w $1684 : sta.w $16c4
ldx.w #$0000
- sta.w $1704, x : sta.w $170e, x : sta.w $1718, x
inx #2 : cpx.w #$0008 : !blt -
lda HudFlag : and.w #$0020 : beq + : JMP ++ : +
lda HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
lda.l HudFlag : and.w #$0020 : beq + : JMP ++ : +
lda.l HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
; bk symbols
lda.w #$2811 : sta $1606 : sta $1610 : sta $161a : sta $1624
lda.w #$2811 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
; sm symbols
lda.w #$2810 : sta $160a : sta $1614 : sta $161e : sta $16e4
lda.w #$2810 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4
; blank out stuff
lda.w #$24f5 : sta $1724
lda.w #$24f5 : sta.w $1724
ldx #$0002
- lda #$0000 : !addl RowOffsets,x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta $1644, y : iny #2
lda.w #$24f5 : sta $1644, y
lda MapField : and.l $0098c0, x : beq + ; must have map
jsr BkStatus : sta $1644, y : bra .smallKey ; big key status
+ lda BigKeyField : and.l $0098c0, x : beq .smallKey
lda.w #$2826 : sta $1644, y
ldx.w #$0002
- lda.w #$0000 : !addl RowOffsets,x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta.w $1644, y : iny #2
lda.w #$24f5 : sta.w $1644, y
lda.l MapField : and.l DungeonMask, x : beq + ; must have map
jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status
+ lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey
lda.w #$2826 : sta.w $1644, y
.smallKey
+ iny #2
cpx #$001a : bne +
tya : !add #$003c : tay
+ stx $00
cpx.w #$001a : bne +
tya : !add.w #$003c : tay
+ stx.b Scrap00
txa : lsr : tax
lda.w #$24f5 : sta $1644, y
lda.l GenericKeys : and #$00FF : bne +
lda.l DungeonKeys, x : and #$00FF : beq +
jsr ConvertToDisplay2 : sta $1644, y
+ iny #2 : lda.w #$24f5 : sta $1644, y
phx : ldx $00
lda MapField : and.l $0098c0, x : beq + ; must have map
plx : sep #$30 : lda.l ChestKeys, x : sta $02
lda.w #$24f5 : sta.w $1644, y
lda.l GenericKeys : and.w #$00FF : bne +
lda.l DungeonKeys, x : and.w #$00FF : beq +
jsr ConvertToDisplay2 : sta.w $1644, y
+ iny #2 : lda.w #$24f5 : sta.w $1644, y
phx : ldx.b Scrap00
lda.l MapField : and.l DungeonMask, x : beq + ; must have map
plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
lda.l GenericKeys : bne +++
lda $02 : !sub DungeonCollectedKeys, x : sta $02
+++ lda $02
lda.b Scrap02 : !sub.l DungeonCollectedKeys, x : sta.b Scrap02
+++ lda.b Scrap02
rep #$30
jsr ConvertToDisplay2 : sta $1644, y ; small key totals
jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals
bra .skipStack
+ plx
.skipStack iny #2
cpx #$000d : beq +
lda.w #$24f5 : sta $1644, y
cpx.w #$000d : beq +
lda.w #$24f5 : sta.w $1644, y
+
ldx $00
+ inx #2 : cpx #$001b : bcs ++ : JMP -
ldx.b Scrap00
+ inx #2 : cpx.w #$001b : bcs ++ : JMP -
++
lda HudFlag : and.w #$0020 : bne + : JMP ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : JMP ++ : +
lda.l HudFlag : and.w #$0020 : bne + : JMP ++ : +
lda.l HUDDungeonItems : and.w #$000c : bne + : JMP ++ : +
; map symbols (do I want these) ; note compass symbol is 2c20
lda.w #$2821 : sta $1606 : sta $1610 : sta $161a : sta $1624
lda.w #$2821 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
; blank out a couple thing from old hud
lda.w #$24f5 : sta $16e4 : sta $1724
sta $160a : sta $1614 : sta $161e ; blank out sm key indicators
ldx #$0002
- lda #$0000 ; start of hud area
lda.w #$24f5 : sta.w $16e4 : sta.w $1724
sta.w $160a : sta.w $1614 : sta.w $161e ; blank out sm key indicators
ldx.w #$0002
- lda.w #$0000 ; start of hud area
!addl RowOffsets, x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta $1644, y
lda.l DungeonReminderTable, x : sta.w $1644, y
iny #2
lda.w #$24f5 : sta $1644, y ; blank out map spot
lda MapField : and.l $0098c0, x : beq + ; must have map
JSR MapIndicatorShort : STA $1644, Y
lda.w #$24f5 : sta.w $1644, y ; blank out map spot
lda.l MapField : and.l DungeonMask, x : beq + ; must have map
JSR MapIndicatorShort : STA.w $1644, Y
+ iny #2
cpx #$001a : bne +
tya : !add #$003c : tay
+ lda CompassField : and.l $0098c0, x : beq + ; must have compass
cpx.w #$001a : bne +
tya : !add.w #$003c : tay
+ lda.l CompassField : and.l DungeonMask, x : beq + ; must have compass
phx ; total chest counts
txa : lsr : tax
sep #$30
lda.l TotalLocations, x : !sub DungeonLocationsChecked, x : JSR HudHexToDec2DigitCopy
rep #$30
lda $06 : jsr ConvertToDisplay2 : sta $1644, y : iny #2
lda $07 : jsr ConvertToDisplay2 : sta $1644, y
LDA.l CompassTotalsWRAM, x : !sub.l DungeonLocationsChecked, x
SEP #$30 : JSR HudHexToDec2DigitCopy : REP #$30
lda.b Scrap06 : jsr ConvertToDisplay2 : sta.w $1644, y : iny #2
lda.b Scrap07 : jsr ConvertToDisplay2 : sta.w $1644, y
plx
bra .skipBlanks
+ lda.w #$24f5 : sta $1644, y : iny #2 : sta $1644, y
+ lda.w #$24f5 : sta.w $1644, y : iny #2 : sta.w $1644, y
.skipBlanks iny #2
cpx #$001a : beq +
lda.w #$24f5 : sta $1644, y ; blank out spot
+ inx #2 : cpx #$001b : !bge ++ : JMP -
cpx.w #$001a : beq +
lda.w #$24f5 : sta.w $1644, y ; blank out spot
+ inx #2 : cpx.w #$001b : !bge ++ : JMP -
++
plp : ply : plx : rtl
}
@@ -208,72 +229,35 @@ IndicatorCharacters:
dw $2426, $2817, $2818, $2819, $281A, $281B, $281C, $281D, $2590, $258B, $259B
MapIndicator:
LDA.l CrystalPendantFlags_3, X : AND #$00FF
LDA.l CrystalPendantFlags_3, X : AND.w #$00FF
PHX
ASL : TAX : LDA.l IndicatorCharacters, X
PLX
RTS
BkStatus:
lda BigKeyField : and.l $0098c0, x : bne +++ ; has the bk already
lda.l BigKeyField : and.l DungeonMask, x : bne +++ ; has the bk already
lda.l BigKeyStatus, x : bne ++
lda #$2827 : rts ; 0/O for no BK
++ cmp #$0002 : bne +
lda #$2420 : rts ; symbol for BnC
+ lda #$24f5 : rts ; black otherwise
+++ lda #$2826 : rts ; check mark
lda.w #$2827 : rts ; 0/O for no BK
++ cmp.w #$0002 : bne +
lda.w #$2420 : rts ; symbol for BnC
+ lda.w #$24f5 : rts ; black otherwise
+++ lda.w #$2826 : rts ; check mark
ConvertToDisplay:
and.w #$00ff : cmp #$000a : !blt +
!add #$2553 : rts
+ !add #$2490 : rts
and.w #$00ff : cmp.w #$000a : !blt +
!add.w #$2553 : rts
+ !add.w #$2490 : rts
ConvertToDisplay2:
and.w #$00ff : beq ++
cmp #$000a : !blt +
!add #$2553 : rts ; 2580 with 258A as "A" for non transparent digits
+ !add #$2816 : rts
++ lda #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
cmp.w #$000a : !blt +
!add.w #$2553 : rts ; 2580 with 258A as "A" for non transparent digits
+ !add.w #$2816 : rts
++ lda.w #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
CountAbsorbedKeys:
jsl IncrementSmallKeysNoPrimary : phx
lda $040c : cmp #$ff : beq +
lsr : tax
lda DungeonAbsorbedKeys, x : inc : sta DungeonAbsorbedKeys, x
+ plx : rtl
;================================================================================
; 16-bit A, 8-bit X
; in: A(b) - Byte to Convert
; out: $04 - $07 (high - low)
;================================================================================
HudHexToDec4DigitCopy:
LDY.b #$90
-
CMP.w #1000 : !BLT +
INY
SBC.w #1000 : BRA -
+
STY $04 : LDY #$90 ; Store 1000s digit & reset Y
-
CMP.w #100 : !BLT +
INY
SBC.w #100 : BRA -
+
STY $05 : LDY #$90 ; Store 100s digit & reset Y
-
CMP.w #10 : !BLT +
INY
SBC.w #10 : BRA -
+
STY $06 : LDY #$90 ; Store 10s digit & reset Y
CMP.w #1 : !BLT +
-
INY
DEC : BNE -
+
STY $07 ; Store 1s digit
RTS
JML IncrementSmallKeysNoPrimary
;================================================================================
; 8-bit registers
@@ -288,12 +272,12 @@ HudHexToDec2DigitCopy: ; modified
INY
SBC.b #10 : BRA -
+
STY $06 : LDY #$00 ; Store 10s digit and reset Y
STY.b Scrap06 : LDY.b #$00 ; Store 10s digit and reset Y
CMP.b #1 : !BLT +
-
INY
DEC : BNE -
+
STY $07 ; Store 1s digit
STY.b Scrap07 ; Store 1s digit
PLY
RTS

View File

@@ -13,24 +13,24 @@ CheckIfDoorsOpen: {
jsr TrapDoorFixer ; see normal.asm
; note we are 16bit mode right now
lda.l DRMode : beq +
lda $040c : cmp #$00ff : bne .gtg
+ lda $a0 : dec : tax : and #$000f ; hijacked code
lda.w DungeonID : cmp.w #$00ff : bne .gtg
+ lda.b RoomIndex : dec : tax : and.w #$000f ; hijacked code
sec : rtl ; set carry to indicate normal behavior
.gtg
phb : phk : plb
stx $00 : ldy #$0000
stx.b Scrap00 : ldy.w #$0000
.nextDoor
lda $a0 : asl : tax
lda.b RoomIndex : asl : tax
lda.w KeyDoorOffset, x : beq .skipDoor
asl : sty $05 : !add $05 : tax
asl : sty.b Scrap05 : !add.b Scrap05 : tax
lda.w PairedDoorTable, x : beq .skipDoor
sta $02 : and #$00ff : asl a : tax
lda $02 : and #$ff00 : sta $03
lda RoomDataWRAM.l, X : and #$f000 : and $03 : beq .skipDoor
tyx : lda $068c : ora $0098c0,x : sta $068c
sta.b Scrap02 : and.w #$00ff : asl a : tax
lda.b Scrap02 : and.w #$ff00 : sta.b Scrap03
lda RoomDataWRAM.l, X : and.w #$f000 : and.b Scrap03 : beq .skipDoor
tyx : lda.w $068c : ora.l DungeonMask,x : sta.w $068c
.skipDoor
iny #2 : cpy $00 : bne .nextDoor
iny #2 : cpy.b Scrap00 : bne .nextDoor
plb : clc : rtl
}

View File

@@ -7,60 +7,60 @@
;00 00 01 01 01 02 02 02 03 03 03 04 04 04 05 05 05 06 06 06 07 07 07 08 08
MultiplyByY:
.loop cpy #$0001 : beq .done
cpy #$0003 : bne ++
.loop cpy.w #$0001 : beq .done
cpy.w #$0003 : bne ++
jsr MultiBy3 : bra .done
++ cpy #$0005 : bne ++
++ cpy.w #$0005 : bne ++
jsr MultiBy5 : bra .done
++ asl : sta $00 : tya : lsr : tay : lda $00 : bra .loop
++ asl : sta.b Scrap00 : tya : lsr : tay : lda.b Scrap00 : bra .loop
.done rts
;Divisor in Y. Width of division is in X for rounding toward middle
DivideByY:
.loop
cpy #$0000 : beq .done
cpy #$0001 : beq .done
cpy #$0003 : bne ++
cpy.w #$0000 : beq .done
cpy.w #$0001 : beq .done
cpy.w #$0003 : bne ++
jsr DivideBy3 : bra .done
++ cpy #$0005 : bne ++
++ cpy.w #$0005 : bne ++
jsr DivideBy5 : bra .done
++ jsr DivideBy2 : sta $00
++ jsr DivideBy2 : sta.b Scrap00
tya : lsr : tay
txa : lsr : tax
lda $00 : bra .loop
lda.b Scrap00 : bra .loop
.done rts
MultiBy3:
sta $00 : asl : !add $00
sta.b Scrap00 : asl : !add.b Scrap00
rts
MultiBy5:
sta $00 : asl #2 : !add $00
sta.b Scrap00 : asl #2 : !add.b Scrap00
rts
;width of divison in x: rounds toward X/2
DivideBy2:
sta $00
sta.b Scrap00
lsr : bcc .done
sta $02 : txa : lsr : cmp $00 : !blt +
lda $02 : inc : bra .done
+ lda $02
sta.b Scrap02 : txa : lsr : cmp.b Scrap00 : !blt +
lda.b Scrap02 : inc : bra .done
+ lda.b Scrap02
.done rts
DivideBy3:
sta $00
ldx #$0000
lda #$0002
.loop cmp $00 : !bge .store
inx : !add #$0003 : bra .loop
sta.b Scrap00
ldx.w #$0000
lda.w #$0002
.loop cmp.b Scrap00 : !bge .store
inx : !add.w #$0003 : bra .loop
.store txa
rts
DivideBy5:
sta $00
ldx #$0000
lda #$0003
.loop cmp $00 : !bge .store
inx : !add #$0005 : bra .loop
sta.b Scrap00
ldx.w #$0000
lda.w #$0003
.loop cmp.b Scrap00 : !bge .store
inx : !add.w #$0005 : bra .loop
.store txa
rts

View File

@@ -1,9 +1,9 @@
WarpLeft:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda $20 : ldx $aa
lda.b LinkPosY : ldx.b LinkQuadrantV
jsr CalcIndex
!add #$06 : ldy #$01 ; offsets in A, Y
!add.b #$06 : ldy.b #$01 ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
@@ -12,9 +12,9 @@ WarpLeft:
WarpRight:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda $20 : ldx $aa
lda.b LinkPosY : ldx.b LinkQuadrantV
jsr CalcIndex
!add #$12 : ldy #$ff ; offsets in A, Y
!add.b #$12 : ldy.b #$ff ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
@@ -23,9 +23,9 @@ WarpRight:
WarpUp:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda $22 : ldx $a9
lda.b LinkPosX : ldx.b LinkQuadrantH
jsr CalcIndex
ldy #$02 ; offsets in A, Y
ldy.b #$02 ; offsets in A, Y
jsr LoadRoomVert
.end
jsr Cleanup
@@ -33,17 +33,17 @@ WarpUp:
; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
macro StonewallCheck(Room)
lda $a0 : cmp.b #<Room> : bne ?end
lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
lda.b RoomIndex : cmp.b #<Room> : bne ?end
lda.l <Room>*2+$7ef000 : ora.b #$80 : sta.l <Room>*2+$7ef000
?end
endmacro
WarpDown:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda $22 : ldx $a9
lda.b LinkPosX : ldx.b LinkQuadrantH
jsr CalcIndex
!add #$0c : ldy #$ff ; offsets in A, Y
!add.b #$0c : ldy.b #$ff ; offsets in A, Y
jsr LoadRoomVert
%StonewallCheck($43)
.end
@@ -54,35 +54,35 @@ WarpDown:
; carry clear = we are in dr mode, never use linking doors
CheckLinkDoorR:
lda.l DRMode : bne +
lda $7ec004 : sta $a0 ; what we wrote over
lda.l $7ec004 : sta.b RoomIndex ; what we wrote over
sec : rtl
+ clc : rtl
CheckLinkDoorL:
lda.l DRMode : bne +
lda $7ec003 : sta $a0 ; what we wrote over
lda.l $7ec003 : sta.b RoomIndex ; what we wrote over
sec : rtl
+ clc : rtl
TrapDoorFixer:
lda $fe : and #$0038 : beq .end
xba : asl #2 : sta $00
stz $0468 : lda $068c : ora $00 : sta $068c
lda.b $fe : and #$0038 : beq .end
xba : asl #2 : sta.b Scrap00
stz.w $0468 : lda.w $068c : ora.b Scrap00 : sta.w $068c
.end
stz $fe ; clear our fe here because we don't need it anymore
stz.b $fe ; clear our fe here because we don't need it anymore
rts
Cleanup:
lda.l DRFlags : and #$10 : beq +
stz $047a
+ inc $11
lda $ef
lda.l DRFlags : and.b #$10 : beq +
stz.w LayerAdjustment
+ inc.b GameSubMode
lda.b $ef
rts
; carry set if cave, clear otherwise
CheckIfCave:
REP #$30
LDA.b $A2 : CMP.w #$00E1 : BCS .invalid
LDA.b PreviousRoom : CMP.w #$00E1 : BCS .invalid
SEP #$30 : CLC : RTS
.invalid
SEP #$30 : SEC : RTS
@@ -92,11 +92,11 @@ CheckIfCave:
CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 -> A, DoorOffset -> $04 (vert/horz agnostic)
cpx.b #00 : bne .largeDoor
cmp.b #$d0 : bcc .smallDoor
lda #$01 : bra .done ; Middle Door
.smallDoor lda #$00 : bra .done
.largeDoor lda #$02
lda.b #$01 : bra .done ; Middle Door
.smallDoor lda.b #$00 : bra .done
.largeDoor lda.b #$02
.done
sta $04
sta.b Scrap04
asl
rts
@@ -105,30 +105,30 @@ CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 ->
LoadRoomHorz:
{
phb : phk : plb
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
sty.b Scrap06 : sta.b Scrap07 : lda.b RoomIndex : pha ; Store normal room on stack
lda.b Scrap07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda.b Scrap00 : cmp.b #$03 : bne .gtg
jsr HorzEdge : pla : bcs .end
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
sta.b RoomIndex : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda $a0 : and.b #$0F : asl a : !sub $23 : !add $06 : sta $02
ldy #$00 : jsr ShiftVariablesMainDir
lda.b RoomIndex : and.b #$0F : asl a : !sub.b LinkPosX+1 : !add.b Scrap06 : sta.b Scrap02
ldy.b #$00 : jsr ShiftVariablesMainDir
lda $01 : and #$80 : beq .normal
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadEastMidpoint : bra ++
+ lda $01 : jsr LoadWestMidpoint
lda.b Scrap01 : and.b #$80 : beq .normal
ldy.b Scrap06 : cpy.b #$ff : beq +
lda.b Scrap01 : jsr LoadEastMidpoint : bra ++
+ lda.b Scrap01 : jsr LoadWestMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.normal
jsr PrepScrollToNormal
.scroll
lda $01 : and #$40 : pha
lda.b Scrap01 : and.b #$40 : pha
jsr ScrollY
pla : beq .end
ldy #$06 : jsr ApplyScroll
ldy.b #$06 : jsr ApplyScroll
.end
plb ; restore db register
rts
@@ -139,32 +139,32 @@ LoadRoomHorz:
LoadRoomVert:
{
phb : phk : plb
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
sty.b Scrap06 : sta.b Scrap07 : lda.b RoomIndex : pha ; Store normal room on stack
lda.b Scrap07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda.b Scrap00 : cmp.b #$03 : bne .gtg
jsr VertEdge : pla : bcs .end
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
sta.b RoomIndex : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
lda.b RoomIndex : and.b #$F0 : lsr #3 : !sub.b LinkPosY+1 : !add.b Scrap06 : sta.b Scrap02
lda $01 : and #$80 : beq .notEdge
ldy #$01 : jsr ShiftVariablesMainDir
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadSouthMidpoint : bra ++
+ lda $01 : jsr LoadNorthMidpoint
lda.b Scrap01 : and.b #$80 : beq .notEdge
ldy.b #$01 : jsr ShiftVariablesMainDir
ldy.b Scrap06 : cpy.b #$ff : beq +
lda.b Scrap01 : jsr LoadSouthMidpoint : bra ++
+ lda.b Scrap01 : jsr LoadNorthMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
lda.b Scrap01 : and.b #$03 : cmp.b #$03 : bne .normal
jsr ScrollToInroomStairs
stz $046d
stz.w $046d
bra .end
.normal
ldy #$01 : jsr ShiftVariablesMainDir
ldy.b #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
.scroll
lda $01 : and #$40 : sta $046d
lda.b Scrap01 : and.b #$40 : sta.w $046d
jsr ScrollX
.end
plb ; restore db register
@@ -174,13 +174,13 @@ LoadRoomVert:
LookupNewRoom: ; expects data offset to be in A
{
rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte)
sta $00 ; offset in 00
lda $a2 : tax ; probably okay loading $a3 in the high byte
lda.w DoorOffset,x : and #$00FF ;we only want the low byte
asl #3 : sta $02 : !add $02 : !add $02 ;multiply by 24 (data size)
!add $00 ; should now have the offset of the address I want to load
tax : lda.w DoorTable,x : sta $00
and #$00FF : sta $a0 ; assign new room
sta.b Scrap00 ; offset in 00
lda.b PreviousRoom : tax ; probably okay loading $a3 in the high byte
lda.w DoorOffset,x : and.w #$00FF ;we only want the low byte
asl #3 : sta.b Scrap02 : !add.b Scrap02 : !add.b Scrap02 ;multiply by 24 (data size)
!add.b Scrap00 ; should now have the offset of the address I want to load
tax : lda.w DoorTable,x : sta.b Scrap00
and.w #$00FF : sta.b RoomIndex ; assign new room
sep #$30
rts
}
@@ -190,14 +190,14 @@ LookupNewRoom: ; expects data offset to be in A
ShiftVariablesMainDir:
{
lda.w CoordIndex,y : tax
lda $21,x : !add $02 : sta $21,x ; coordinate update
lda.b LinkPosY+1,x : !add.b Scrap02 : sta.b LinkPosY+1,x ; coordinate update
lda.w CameraIndex,y : tax
lda $e3,x : !add $02 : sta $e3,x ; scroll register high byte
lda.b $e3,x : !add.b Scrap02 : sta.b $e3,x ; scroll register high byte
lda.w CamQuadIndex,y : tax
lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
lda $0607,x : !add $02 : sta $0607,x
lda $0601,x : !add $02 : sta $0601,x
lda $0603,x : !add $02 : sta $0603,x
lda.w $0605,x : !add.b Scrap02 : sta.w $0605,x ; high bytes of these guys
lda.w $0607,x : !add.b Scrap02 : sta.w $0607,x
lda.w $0601,x : !add.b Scrap02 : sta.w $0601,x
lda.w $0603,x : !add.b Scrap02 : sta.w $0603,x
rts
}
@@ -205,12 +205,12 @@ ShiftVariablesMainDir:
ScrollToInroomStairs:
{
jsr PrepScrollToInroomStairs
ldy #$01 : jsr ShiftVariablesMainDir
ldy.b #$01 : jsr ShiftVariablesMainDir
jsr ScrollX
ldy #$00 : jsr ApplyScroll
lda $a0 : and #$0f : cmp #$0f : bne +
stz $e0 : stz $e2 ; special case camera fix
lda #$1f : sta $e1 : sta $e3
ldy.b #$00 : jsr ApplyScroll
lda.b RoomIndex : and.b #$0f : cmp.b #$0f : bne +
stz.b BG1H : stz.b BG2H ; special case camera fix
lda.b #$1f : sta.b BG1H+1 : sta.b BG2H+1
+
rts
}
@@ -219,48 +219,48 @@ ScrollToInroomStairs:
; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
PrepScrollToInroomStairs:
{
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $04
lda.w InroomStairsX+1,y : sta $05
lda $06 : cmp #$ff : beq .south
lda.b Scrap01 : and.b #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta.b Scrap04
lda.w InroomStairsX+1,y : sta.b Scrap05
lda.b Scrap06 : cmp.b #$ff : beq .south
lda.w InroomStairsY+1,y : bne +
inc $045f ; flag indicating special screen transition
dec $02 ; shift variables further
stz $aa
lda $a8 : and #%11111101 : sta $a8
stz $0613 ; North scroll target
inc $0603 : inc $0607
dec $0619 : dec $061b
inc.w $045f ; flag indicating special screen transition
dec.b Scrap02 ; shift variables further
stz.b LinkQuadrantV
lda.b $a8 : and.b #%11111101 : sta.b $a8
stz.w CameraTargetS+1 ; North scroll target
inc.w $0603 : inc.w $0607
dec.w CameraScrollN+1 : dec.w CameraScrollS+1
+
lda.w InroomStairsY,y : !add #$20 : sta $20
!sub #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !add #$20 : sta $20
stz $045f
lda.w InroomStairsY,y : !add.b #$20 : sta.b LinkPosY
!sub.b #$38 : sta.w $045e
lda.b Scrap01 : and.b #$40 : beq +
lda.b LinkPosY : !add.b #$20 : sta.b LinkPosY
stz.w $045f
+
dec $21
dec.b LinkPosY+1
%StonewallCheck($1b)
bra ++
.south
lda.w InroomStairsY+1,y : beq +
inc $045f ; flag indicating special screen transition
inc $02 ; shift variables further
lda #$02 : sta $aa
lda $a8 : ora #%00000010 : sta $a8
inc $0611 ; South scroll target
dec $0603 : dec $0607
inc $0619 : inc $061b
inc.w $045f ; flag indicating special screen transition
inc.b Scrap02 ; shift variables further
lda.b #$02 : sta.b LinkQuadrantV
lda.b $a8 : ora.b #%00000010 : sta.b $a8
inc.w CameraTargetN+1 ; South scroll target
dec.w $0603 : dec.w $0607
inc.w CameraScrollN+1 : inc.w CameraScrollS+1
+
lda.w InroomStairsY,y : !sub #$20 : sta $20
!add #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !sub #$20 : sta $20
stz $045f
lda.w InroomStairsY,y : !sub.b #$20 : sta.b LinkPosY
!add.b #$38 : sta.w $045e
lda.b Scrap01 : and.b #$40 : beq +
lda.b LinkPosY : !sub.b #$20 : sta.b LinkPosY
stz.w $045f
+
inc $21
inc.b LinkPosY+1
++
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
stz $0476
lda.b Scrap01 : and.b #$04 : lsr #2 : sta.b LinkLayer : bne +
stz.w $0476
+ rts
}
@@ -268,13 +268,13 @@ PrepScrollToInroomStairs:
; Sets $04 $05 and $ee
PrepScrollToEdge:
{
sta $04 : lda $01 : and #$20 : beq +
lda #01
+ sta $05
lda $01 : and #$10 : beq +
lda #01
+ sta $ee : bne +
stz $0476
sta.b Scrap04 : lda.b Scrap01 : and.b #$20 : beq +
lda.b #01
+ sta.b Scrap05
lda.b Scrap01 : and.b #$10 : beq +
lda.b #01
+ sta.b LinkLayer : bne +
stz.w $0476
+ rts
}
@@ -282,56 +282,56 @@ PrepScrollToEdge:
; Sets $04 $05 and $ee, and $fe
PrepScrollToNormal:
{
lda $01 : sta $fe : and #$04 : lsr #2 : sta $ee ; trap door and layer
lda.b Scrap01 : sta.b $fe : and.b #$04 : lsr #2 : sta.b LinkLayer ; trap door and layer
bne +
stz $0476
+ stz $05 : lda #$78 : sta $04
lda $01 : and #$03 : beq .end
cmp #$02 : !bge +
lda #$f8 : sta $04 : bra .end
+ inc $05
stz.w $0476
+ stz.b Scrap05 : lda.b #$78 : sta.b Scrap04
lda.b Scrap01 : and.b #$03 : beq .end
cmp.b #$02 : !bge +
lda.b #$f8 : sta.b Scrap04 : bra .end
+ inc.b Scrap05
.end rts
}
StraightStairsAdj:
{
stx $0464 : sty $012e ; what we wrote over
stx.w $0464 : sty.w SFX2 ; what we wrote over
lda.l DRMode : beq +
lda $045e : bne .toInroom
lda $046d : beq .noScroll
sta $22
ldy #$00 : jsr ApplyScroll
stz $046d
lda.w $045e : bne .toInroom
lda.w $046d : beq .noScroll
sta.b LinkPosX
ldy.b #$00 : jsr ApplyScroll
stz.w $046d
.noScroll
jsr GetTileAttribute : tax
lda $11 : cmp #$12 : beq .goingNorth
lda $a2 : cmp #$51 : bne ++
rep #$20 : lda #$0018 : !add $20 : sta $20 : sep #$20 ; special fix for throne room
lda.b GameSubMode : cmp.b #$12 : beq .goingNorth
lda.b PreviousRoom : cmp.b #$51 : bne ++
rep #$20 : lda.w #$0018 : !add.b LinkPosY : sta.b LinkPosY : sep #$20 ; special fix for throne room
jsr GetTileAttribute : tax
++ lda.l StepAdjustmentDown, X : bra .end
; lda $ee : beq .end
; rep #$20 : lda #$ffe0 : !add $20 : sta $20 : sep #$20
; lda.b LinkLayer : beq .end
; rep #$20 : lda.w #$ffe0 : !add.b LinkPosY : sta.b LinkPosY : sep #$20
.goingNorth
cpx #$00 : bne ++
lda $a0 : cmp #$51 : bne ++
lda #$36 : bra .end ; special fix for throne room
++ ldy $ee : cpy #$00 : beq ++
cpx.b #$00 : bne ++
lda.b RoomIndex : cmp.b #$51 : bne ++
lda.b #$36 : bra .end ; special fix for throne room
++ ldy.b LinkLayer : cpy.b #$00 : beq ++
inx
++ lda.l StepAdjustmentUp, X
.end
pha : lda $0462 : and #$04 : bne ++
pla : !add #$f6 : pha
++ pla : !add $0464 : sta $0464
pha : lda.w $0462 : and.b #$04 : bne ++
pla : !add.b #$f6 : pha
++ pla : !add.w $0464 : sta.w $0464
+ rtl
.toInroom
lda #$32 : sta $0464 : stz $045e
lda.b #$32 : sta.w $0464 : stz.w $045e
rtl
}
GetTileAttribute:
{
phk : pea.w .jslrtsreturn-1
pea.w $02802c
pea.w $82802c
jml CalculateTransitionLanding ; mucks with x/y sets a to Tile Attribute, I think
.jslrtsreturn
rts
@@ -352,15 +352,15 @@ StraightStairsFix:
{
pha
lda.l DRMode : bne +
pla : !add $20 : sta $20 : rtl ;what we wrote over
pla : !add.b LinkPosY : sta.b LinkPosY : rtl ;what we wrote over
+ pla : rtl
}
StraightStairLayerFix:
{
lda.l DRMode : beq +
lda $ee : rtl
+ lda $01c322, x : rtl ; what we wrote over
lda.b LinkLayer : rtl
+ lda.l LayerOfDestination+3, x : rtl ; what we wrote over
}
DoorToStraight:
@@ -369,61 +369,61 @@ DoorToStraight:
lda.l DRMode : beq .skip
pla : bne .end
pha
lda $a0 : cmp #$51 : bne .skip
lda #$04 : sta $4e
lda.b RoomIndex : cmp.b #$51 : bne .skip
lda.b #$04 : sta.b $4e
.skip pla
.end LDX.w $0418 : CMP.b #$02 ; what we wrote over
.end LDX.w TransitionDirection : CMP.b #$02 ; what we wrote over
rtl
}
DoorToInroom:
{
ldx $045e : bne .end
sta $0020, y ; what we wrote over
ldx.w $045e : bne .end
sta.w $0020, y ; what we wrote over
.end
ldx #$00 ; what we wrote over
ldx.b #$00 ; what we wrote over
rtl
}
DoorToInroomEnd:
{
ldy $045e : beq .vanilla
cmp $045e : bne .return
stz $045e ; clear
ldy.w $045e : beq .vanilla
cmp.w $045e : bne .return
stz.w $045e ; clear
.return
rtl
.vanilla
cmp $02c034, x ; what we wrote over
cmp.l UnderworldTransitionLandingCoordinate, x ; what we wrote over
rtl
}
StraightStairsTrapDoor:
{
lda $0464 : bne +
lda.w $0464 : bne +
; reset function
.reset phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml $028c73 ; $10D71 .reset label of Bank02
pea.w $82802c
jml ResetThenCacheRoomEntryProperties ; $10D71 .reset label of Bank02
.jslrtsreturn
lda $0468 : bne ++
lda $a0 : cmp.b #$ac : bne .animateTraps
lda $0403 : and.b #$20 : bne .animateTraps
lda $0403 : and.b #$10 : beq ++
lda.w $0468 : bne ++
lda.b RoomIndex : cmp.b #$ac : bne .animateTraps
lda.w $0403 : and.b #$20 : bne .animateTraps
lda.w $0403 : and.b #$10 : beq ++
.animateTraps
lda #$05 : sta $11
inc $0468 : stz $068e : stz $0690
lda.b #$05 : sta.b GameSubMode
inc.w $0468 : stz.w $068e : stz.w $0690
++ JML Underworld_SetBossOrSancMusicUponEntry_long
+ JML Dungeon_ApproachFixedColor ; what we wrote over
}
InroomStairsTrapDoor:
{
lda $0200 : cmp #$05 : beq .reset
lda $b0 : jml $008781 ; what we wrote over (essentially)
lda.w SubModuleInterface : cmp.b #$05 : beq .reset
lda.b SubSubModule : jml JumpTableLocal ; what we wrote over (essentially)
.reset
pla : pla : pla
jsl StraightStairsTrapDoor_reset
jml $028b15 ; just some RTS in bank 02
jml $828b15 ; just some RTS in bank 02
}
HandleSpecialDoorLanding: {
@@ -436,7 +436,7 @@ HandleSpecialDoorLanding: {
LDA.b 1,S : AND.b #$FA : CMP.b #$80 : bne .noDoor
.setDoorState
LDA.w $0418 : AND.b #$02 : BNE + : INC
LDA.w TransitionDirection : AND.b #$02 : BNE + : INC
+ STA.b $6C
.noDoor

View File

@@ -1,9 +1,9 @@
GtBossHeartCheckOverride:
lda $a0 : cmp #$1c : beq ++
cmp #$6c : beq ++
cmp #$4d : bne +
++ lda.l DRFlags : and #$01 : bne ++ ;skip if flag on
lda $403 : ora #$80 : sta $403
lda.b RoomIndex : cmp.b #$1c : beq ++
cmp.b #$6c : beq ++
cmp.b #$4d : bne +
++ lda.l DRFlags : and.b #$01 : bne ++ ;skip if flag on
lda.w RoomItemsTaken : ora.b #$80 : sta.w RoomItemsTaken
++ clc
rtl
+ sec
@@ -11,99 +11,102 @@ rtl
OnFileLoadOverride:
jsl OnFileLoad ; what I wrote over
+ lda.l DRFlags : and #$02 : beq + ; Mirror Scroll
lda MirrorEquipment : bne +
lda #$01 : sta MirrorEquipment
+ lda.l DRFlags : and.b #$02 : beq + ; Mirror Scroll
lda.l MirrorEquipment : bne +
lda.b #$01 : sta.l MirrorEquipment
+ rtl
MirrorCheckOverride:
lda.l DRFlags : and #$02 : beq ++
lda MirrorEquipment : cmp #$01 : beq +
;++ lda $8A : and #$40 ; what I wrote over
++ phx : ldx $8A : lda.l OWTileWorldAssoc,x : plx : and.b #$ff
lda.l DRFlags : and.b #$02 : beq ++
lda.l MirrorEquipment : cmp.b #$01 : beq +
;++ lda.b OverworldIndex : and.b #$40 ; what I wrote over
++ phx : ldx.b OverworldIndex : lda.l OWTileWorldAssoc,x : plx : and.b #$ff
rtl
+ lda.l DRScroll : rtl
EGFixOnMirror:
lda.l DRFlags : and #$10 : beq +
stz $047a
lda.l DRFlags : and.b #$10 : beq +
stz.w LayerAdjustment
+ jsl Mirror_SaveRoomData
rtl
BlockEraseFix:
lda MirrorEquipment : and #$02 : beq +
stz $05fc : stz $05fd
lda.l MirrorEquipment : and.b #$02 : beq +
stz.w $05fc : stz.w $05fd
+ rtl
FixShopCode:
cpx #$300 : !bge +
sta RoomDataWRAM[$00].l, x
cpx.w #$0300 : !bge +
sta.l RoomDataWRAM[$00].l, x
+ rtl
VitreousKeyReset:
lda.l DRMode : beq +
stz $0cba, x
+ JML $0db818 ;restore old code
LDA.l FixPrizeOnTheEyes : BEQ +
STZ.w SpriteForceDrop, X
+ JML SpritePrep_LoadProperties ; what we wrote over
GuruguruFix:
lda $a0 : cmp #$df : !bge +
and #$0f : cmp #$0e : !blt +
lda.b RoomIndex : cmp.b #$df : !bge +
and.b #$0f : cmp.b #$0e : !blt +
iny #2
+ rtl
BlindAtticFix:
lda.l DRMode : beq +
lda #$01 : rtl
+ lda FollowerIndicator : cmp.b #$06
lda.b #$01 : rtl
+ lda.l FollowerIndicator : cmp.b #$06
rtl
SuctionOverworldFix:
stz $50 : stz $5e
stz.b LinkStrafe : stz.b LinkSpeed
lda.l DRMode : beq +
stz $49
stz.b ForceMove
+ rtl
!CutoffTable = "$27E000"
CutoffEntranceRug:
PHA : PHX
LDA.l DRMode : BEQ .norm
LDA $04 : cmp #$000A : BEQ + ; only affect A & C objects
cmp #$000C : BNE .norm
+ LDX #$0000 : LDA !CutoffTable, x
- CMP.W $A0 : BEQ .check
INX #2 : LDA !CutoffTable, x : CMP.w #$FFFF : BNE -
.norm PLX : PLA : LDA $9B52, y : STA $7E2000, x ; what we wrote over
RTL
.check
LDA $0c : CMP #$0004 : !BGE .skip
LDA $0e : CMP #$0008 : !BGE .skip
CMP.l #$0004 : !BLT .skip
BRA .norm
.skip PLX : PLA : RTL
LDA.b Scrap04 : CMP.w #$000A : BEQ + ; only affect A & C objects
CMP.w #$000C : BNE .norm
+ LDX.w #$0000 : LDA.l CutoffRooms, x
- CMP.b RoomIndex : BEQ .check
INX #2 : LDA.l CutoffRooms, x : CMP.w #$FFFF : BNE -
.norm
PLX : PLA : LDA.w $9B52, Y : STA.l TileMapA, X ; what we wrote over
RTL
.check
LDA.b Scrap0C : CMP.w #$0004 : !BGE .skip
LDA.b Scrap0E : CMP.w #$0008 : !BGE .skip
CMP.w #$0004 : !BLT .skip
BRA .norm
.skip
PLX : PLA : RTL
StoreTempBunnyState:
LDA $5D : CMP #$1C : BNE +
STA $5F
+ LDA #$15 : STA $5D ; what we wrote over
LDA.b LinkState : CMP.b #$1C : BNE +
STA.b ManipTileField
+ LDA.b #$15 : STA.b LinkState ; what we wrote over
RTL
RetrieveBunnyState:
STY $5D : STZ $02D8 ; what we wrote over
LDA $5F : BEQ +
STA $5D
+ RTL
STY.b LinkState : STZ.w ItemReceiptID ; what we wrote over
LDA.b ManipTileField : BEQ +
STA.b LinkState
+ JML MaybeKeepLootID
; A should be how much dmg to do to Aga when leaving this function
; A should be how much dmg to do to Aga when leaving this function, 0 if prevented
StandardAgaDmg:
LDX.b #$00 ; part of what we wrote over
LDA.l ProgressFlags : AND #$04 : BEQ + ; zelda's not been rescued
LDA.l ProgressFlags : AND.b #$04 : BNE .enableDamage ; zelda's been rescued, no further checks needed
; zelda's not been rescued
LDA.l AllowAgaDamageBeforeZeldaRescued : BEQ + ; zelda needs to be rescued if not allowed
.enableDamage
LDA.b #$10 ; hurt him!
+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
+ RTL
StandardSaveAndQuit:
LDA.b #$0F : STA.b $95 ; what we wrote over
LDA.l ProgressFlags : AND #$04 : BNE +
LDA.b #$0F : STA.b MOSAICQ ; what we wrote over
LDA.l ProgressFlags : AND.b #$04 : BNE +
LDA.l DRMode : BEQ +
LDA.l StartingEntrance : CMP.b #$02 : BCC +
LDA.b #$03 : STA.l StartingEntrance ; set spawn to uncle if >=
@@ -113,24 +116,24 @@ StandardSaveAndQuit:
BlindsAtticHint:
REP #$20
CMP.w #$0122 : BNE +
LDA RoomDataWRAM[$65].low : AND.w #$0100 : BEQ +
LDA.l RoomDataWRAM[$65].low : AND.w #$0100 : BEQ +
SEP #$20 : RTL ; skip the dialog box if the hole is already open
+ SEP #$20 : JML Main_ShowTextMessage
BlindZeldaDespawnFix:
CMP.b #06 : BEQ +
LDA.w $0D00,X : BEQ + ; don't despawn follower if maiden isn't "present"
LDA.w SpritePosYLow,X : BEQ + ; don't despawn follower if maiden isn't "present"
PLA : PLA : PEA.w SpritePrep_BlindMaiden_despawn_follower-1 : RTL
+ PLA : PLA : PEA.w SpritePrep_BlindMaiden_kill_the_girl-1 : RTL
BigKeyDoorCheck:
CPY.w #$001E : BNE + ; skip if it isn't a BK door
LDA.l DRFlags : AND #$0400 : BNE + ; skip if the flag is set - bk doors can be double-sided
PLA : PEA.w RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door-1
LDA.l DRFlags : AND.w #$0400 : BNE + ; skip if the flag is set - bk doors can be double-sided
PLA : PEA.w RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door-1
+ LDA.w #$0000 : RTL
; FixOvalFadeOutMirror:
; LDA.b $10 : CMP.b #$0F : BEQ .skip_activation
; LDA.b GameMode : CMP.b #$0F : BEQ .skip_activation
; LDA.l InvertedMode : BNE +
; LDA.l CurrentWorld : BNE .skip_activation
; RTL

View File

@@ -1,98 +1,98 @@
AdjustTransition:
{
lda $ab : and #$01ff : beq .reset
phy : ldy #$06 ; operating on vertical registers during horizontal trans
lda.b $ab : and.w #$01ff : beq .reset
phy : ldy.b #$06 ; operating on vertical registers during horizontal trans
cpx.b #$02 : bcs .horizontalScrolling
ldy #$00 ; operate on horizontal regs during vert trans
ldy.b #$00 ; operate on horizontal regs during vert trans
.horizontalScrolling
cmp #$0008 : bcs +
pha : lda $ab : and #$0200 : beq ++
cmp.w #$0008 : bcs +
pha : lda.b $ab : and.w #$0200 : beq ++
pla : bra .add
++ pla : eor #$ffff : inc ; convert to negative
++ pla : eor.w #$ffff : inc ; convert to negative
.add jsr AdjustCamAdd : ply : bra .reset
+ lda $ab : and #$0200 : xba : tax
+ lda.b $ab : and.w #$0200 : xba : tax
lda.l OffsetTable,x : jsr AdjustCamAdd
lda $ab : !sub #$0008 : sta $ab
lda.b $ab : !sub.w #$0008 : sta.b $ab
ply : bra .done
.reset ; clear the $ab variable so to not disturb intra-tile doors
stz $ab
stz.b $ab
.done
lda $00 : and #$01fc
lda.b Scrap00 : and.w #$01fc
rtl
}
AdjustCamAdd:
!add $00E2,y : pha
and #$01ff : cmp #$0111 : !blt +
cmp #$01f8 : !bge ++
pla : and #$ff10 : pha : bra +
++ pla : and #$ff00 : !add #$0100 : pha
+ pla : sta $00E2,y : sta $00E0,y : rts
!add.w $00E2,y : pha
and.w #$01ff : cmp.w #$0111 : !blt +
cmp.w #$01f8 : !bge ++
pla : and.w #$ff10 : pha : bra +
++ pla : and.w #$ff00 : !add.w #$0100 : pha
+ pla : sta.w $00E2,y : sta.w $00E0,y : rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; $06 is either $ff or $01/02
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollY: ;change the Y offset variables
lda $a0 : and.b #$f0 : lsr #3 : sta $0603 : inc : sta $0607
lda.b RoomIndex : and.b #$f0 : lsr #3 : sta.w $0603 : inc : sta.w $0607
lda $05 : bne +
lda $603 : sta $00 : stz $01 : bra ++
+ lda $607 : sta $00 : lda #$02 : sta $01
lda.b Scrap05 : bne +
lda.w $0603 : sta.b Scrap00 : stz.b Scrap01 : bra ++
+ lda.w $0607 : sta.b Scrap00 : lda.b #$02 : sta.b Scrap01
++ ; $01 now contains 0 or 2 and $00 contains the correct lat
stz $0e
stz.b Scrap0E
rep #$30
lda $00 : pha
lda.b Scrap00 : pha
lda $e8 : and #$01ff : sta $02
lda $04 : jsr LimitYCamera : sta $00
lda.b BG2V : and #$01ff : sta.b Scrap02
lda.b Scrap04 : jsr LimitYCamera : sta.b Scrap00
jsr CheckRoomLayoutY : bcc +
lda $00 : cmp #$0080 : !bge ++
cmp #$0010 : !blt .cmpSrll
lda #$0010 : bra .cmpSrll
++ cmp #$0100 : !bge .cmpSrll
lda #$0100
.cmpSrll sta $00
lda.b Scrap00 : cmp.w #$0080 : !bge ++
cmp.w #$0010 : !blt .cmpSrll
lda.w #$0010 : bra .cmpSrll
++ cmp.w #$0100 : !bge .cmpSrll
lda.w #$0100
.cmpSrll sta.b Scrap00
; figures out scroll amt
+ lda $00 : cmp $02 : bne +
lda #$0000 : bra .next
+ lda.b Scrap00 : cmp.b Scrap02 : bne +
lda.w #$0000 : bra .next
+ !blt +
!sub $02 : inc $0e : bra .next
+ lda $02 : !sub $00
!sub.b Scrap02 : inc.b Scrap0E : bra .next
+ lda.b Scrap02 : !sub.b Scrap00
.next
sta $ab
sta.b $ab
jsr AdjustCameraBoundsY
pla : sta $00
pla : sta.b Scrap00
sep #$30
lda $04 : sta $20
lda $00 : sta $21 : sta $0601 : sta $0605
lda $01 : sta $aa
lda $0e : asl : ora $ac : sta $ac
lda $e9 : and #$01 : asl #2 : tax : lda $0603, x : sta $e9
lda.b Scrap04 : sta.b $20
lda.b Scrap00 : sta.b $21 : sta.w $0601 : sta.w $0605
lda.b Scrap01 : sta.b $aa
lda.b Scrap0E : asl : ora.b $ac : sta.b $ac
lda.b BG2V+1 : and.b #$01 : asl #2 : tax : lda.w $0603, x : sta.b BG2V+1
rts
LimitYCamera:
cmp #$006c : !bge +
lda #$0000 : bra .end
+ cmp #$017d : !blt +
lda #$0110 : bra .end
+ !sub #$006c
cmp.w #$006c : !bge +
lda.w #$0000 : bra .end
+ cmp.w #$017d : !blt +
lda.w #$0110 : bra .end
+ !sub.w #$006c
.end rts
CheckRoomLayoutY:
jsr LoadRoomLayout ;switches to 8-bit
cmp #$00 : beq .lock
cmp #$07 : beq .free
cmp #$01 : beq .free
cmp #$04 : !bge .lock
cmp #$02 : bne +
lda $06 : cmp #$ff : beq .lock
+ cmp #$03 : bne .free
lda $06 : cmp #$ff : bne .lock
cmp.b #$00 : beq .lock
cmp.b #$07 : beq .free
cmp.b #$01 : beq .free
cmp.b #$04 : !bge .lock
cmp.b #$02 : bne +
lda.b Scrap06 : cmp.b #$ff : beq .lock
+ cmp.b #$03 : bne .free
lda.b Scrap06 : cmp.b #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
@@ -100,123 +100,123 @@ AdjustCameraBoundsY:
jsr CheckRoomLayoutY : bcc .free
; layouts that are camera locked (quads only)
lda $04 : and #$00ff : cmp #$007d : !blt +
lda #$0088 : bra ++
+ cmp #$006d : !bge +
lda #$0078 : bra ++
+ !add #$000b
lda.b Scrap04 : and.w #$00ff : cmp.w #$007d : !blt +
lda.w #$0088 : bra ++
+ cmp.w #$006d : !bge +
lda.w #$0078 : bra ++
+ !add.w #$000b
; I think we no longer need the $02 variable
++ sta $02 : lda $04 : and #$0100 : !add $02 : bra .setBounds
++ sta.b Scrap02 : lda.b Scrap04 : and.w #$0100 : !add.b Scrap02 : bra .setBounds
; layouts where the camera is free
.free lda $04 : cmp #$006c : !bge +
lda #$0077 : bra .setBounds
+ cmp #$017c : !blt +
lda #$0187 : bra .setBounds
+ !add #$000b
.setBounds sta $0618 : inc #2 : sta $061a
.free lda.b Scrap04 : cmp.w #$006c : !bge +
lda.w #$0077 : bra .setBounds
+ cmp.w #$017c : !blt +
lda.w #$0187 : bra .setBounds
+ !add.w #$000b
.setBounds sta.w $0618 : inc #2 : sta.w $061a
rts
LoadRoomLayout:
lda $a0 : asl : !add $a0 : tax
lda $1f8001, x : sta $b8
lda $1f8000, x : sta $b7
lda.b RoomIndex : asl : !add.b RoomIndex : tax
lda.l RoomData_ObjectDataPointers+1, x : sta.b $b8
lda.l RoomData_ObjectDataPointers, x : sta.b $b7
sep #$30
ldy #$01 : lda [$b7], y : and #$1c : lsr #2
ldy.b #$01 : lda.b [$b7], y : and.b #$1c : lsr #2
rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollX: ;change the X offset variables
lda $a0 : and.b #$0f : asl : sta $060b : inc : sta $060f
lda.b RoomIndex : and.b #$0f : asl : sta.w $060b : inc : sta.w $060f
lda $05 : bne +
lda $60b : sta $00 : stz $01 : bra ++
+ lda $60f : sta $00 : lda #$01 : sta $01
lda.b Scrap05 : bne +
lda.w $060b : sta.b Scrap00 : stz.b Scrap01 : bra ++
+ lda.w $060f : sta.b Scrap00 : lda.b #$01 : sta.b Scrap01
++ ; $01 now contains 0 or 1 and $00 contains the correct long
stz $0e ; pos/neg indicator
stz.b Scrap0E ; pos/neg indicator
rep #$30
lda $00 : pha
lda.b Scrap00 : pha
lda $e2 : and #$01ff : sta $02
lda $04 : jsr LimitXCamera : sta $00
lda.b BG2H : and.w #$01ff : sta.b Scrap02
lda.b Scrap04 : jsr LimitXCamera : sta.b Scrap00
jsr CheckRoomLayoutX : bcc +
lda $00 : cmp #$0080 : !bge ++
lda #$0000 : bra .cmpSrll
++ lda #$0100
.cmpSrll sta $00
lda.b Scrap00 : cmp.w #$0080 : !bge ++
lda.w #$0000 : bra .cmpSrll
++ lda.w #$0100
.cmpSrll sta.b Scrap00
;figures out scroll amt
+ lda $00 : cmp $02 : bne +
lda #$0000 : bra .next
+ lda.b Scrap00 : cmp.b Scrap02 : bne +
lda.w #$0000 : bra .next
+ !blt +
!sub $02 : inc $0e : bra .next
+ lda $02 : !sub $00
!sub.b Scrap02 : inc.b Scrap0E : bra .next
+ lda.b Scrap02 : !sub.b Scrap00
.next
sta $ab : lda $04
sta.b $ab : lda.b Scrap04
cmp #$0078 : !bge +
lda #$007f : bra ++
+ cmp #$0178 : !blt +
lda #$017f : bra ++
+ !add #$0007
++ sta $061c : inc #2 : sta $061e
cmp.w #$0078 : !bge +
lda.w #$007f : bra ++
+ cmp.w #$0178 : !blt +
lda.w #$017f : bra ++
+ !add.w #$0007
++ sta.w $061c : inc #2 : sta.w $061e
pla : sta $00
pla : sta.b Scrap00
sep #$30
lda $04 : ldx $046d : bne .straight
sta $22 : bra +
lda.b Scrap04 : ldx.w $046d : bne .straight
sta.b LinkPosX : bra +
.straight
sta $046d ; set X position later
sta.w $046d ; set X position later
+
lda $00 : sta $23 : sta $0609 : sta $060d
lda $01 : sta $a9
lda $0e : asl : ora $ac : sta $ac
lda $e3 : and #$01 : asl #2 : tax : lda $060b, x : sta $e3
lda.b Scrap00 : sta.b LinkPosX+1 : sta.w $0609 : sta.w $060d
lda.b Scrap01 : sta.b LinkQuadrantH
lda.b Scrap0E : asl : ora.b $ac : sta.b $ac
lda.b BG2H+1 : and.b #$01 : asl #2 : tax : lda.w $060b, x : sta.b BG2H+1
rts
LimitXCamera:
cmp #$0079 : !bge +
lda #$0000 : bra .end
+ cmp #$0178 : !blt +
lda #$0178
+ !sub #$0078
cmp.w #$0079 : !bge +
lda.w #$0000 : bra .end
+ cmp.w #$0178 : !blt +
lda.w #$0178
+ !sub.w #$0078
.end rts
CheckRoomLayoutX:
jsr LoadRoomLayout ;switches to 8-bit
cmp #$04 : !blt .lock
cmp #$05 : bne +
lda $06 : cmp #$ff : beq .lock
cmp.b #$04 : !blt .lock
cmp.b #$05 : bne +
lda.b Scrap06 : cmp.b #$ff : beq .lock
+ cmp #$06 : bne .free
lda $06 : cmp #$ff : bne .lock
lda.b Scrap06 : cmp.b #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
ApplyScroll:
rep #$30
lda $ab : and #$01ff : sta $00
lda $ab : and #$0200 : beq +
lda $00e2, y : !add $00 : bra .end
+ lda $00e2, y : !sub $00
lda.b $ab : and.w #$01ff : sta.b Scrap00
lda.b $ab : and.w #$0200 : beq +
lda.w $00e2, y : !add.b Scrap00 : bra .end
+ lda.w $00e2, y : !sub.b Scrap00
.end
sta $00e2, y
sta $00e0, y
stz $ab : sep #$30 : rts
sta.w $00e2, y
sta.w $00e0, y
stz.b $ab : sep #$30 : rts
QuadrantLoadOrderBeforeScroll:
lda $045f : beq .end
lda #$08 : sta $045c ; start with opposite quadrant row
lda.w $045f : beq .end
lda.b #$08 : sta.w $045c ; start with opposite quadrant row
.end
JML $0091c4 ; what we overwrote
JML WaterFlood_BuildOneQuadrantForVRAM ; what we overwrote
QuadrantLoadOrderAfterScroll:
lda $045f : beq .end
stz $045c : stz $045f ; draw other row and clear flag
lda.w $045f : beq .end
stz.w $045c : stz.w $045f ; draw other row and clear flag
.end
JML $0091c4 ; what we overwrote
JML WaterFlood_BuildOneQuadrantForVRAM ; what we overwrote

View File

@@ -1,103 +1,103 @@
RecordStairType: {
pha
lda.l DRMode : beq .norm
REP #$30 : LDA.b $A2 : CMP.w #$00E1 : BCS .norm
REP #$30 : LDA.b PreviousRoom : CMP.w #$00E1 : BCS .norm
CMP #$00DF : BEQ .norm
SEP #$30
lda $0e
cmp #$25 : bcc ++ ; don't record straight staircases
sta $045e
lda.b Scrap0E
cmp.b #$25 : bcc ++ ; don't record straight staircases
sta.w $045e
++ pla : bra +
.norm SEP #$30 : pla : sta $a0
+ lda $063d, x
.norm SEP #$30 : pla : sta.b RoomIndex
+ lda.w $063d, x
rtl
}
SpiralWarp: {
lda.l DRMode : beq .abort ; abort if not DR
REP #$30 : LDA.b $A2 : CMP.w #$00E1 : BCS .abort
CMP #$00DF : BEQ .abort
REP #$30 : LDA.b PreviousRoom : CMP.w #$00E1 : BCS .abort
CMP.w #$00DF : BEQ .abort
SEP #$30
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
cmp #$26 : beq .inroom
lda.w $045e : cmp.b #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp.b #$5f : beq .gtg
cmp.b #$26 : beq .inroom
.abort
SEP #$30 : stz $045e : lda $a2 : and.b #$0f : rtl ; clear,run hijacked code and get out
SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda $a2 : and #$0f ; this is the code we are hijacking
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl
.gtg
phb : phk : plb : phx : phy ; push stuff
jsr LookupSpiralOffset
rep #$30 : and #$00FF : asl #2 : tax
lda.w SpiralTable, x : sta $00
lda.w SpiralTable+2, x : sta $02
rep #$30 : and.w #$00FF : asl #2 : tax
lda.w SpiralTable, x : sta.b Scrap00
lda.w SpiralTable+2, x : sta.b Scrap02
sep #$30
lda $00 : sta $a0
lda.b Scrap00 : sta.b RoomIndex
; shift quadrant if necessary
stz $07 ; this is a x quad adjuster for those blasted staircase on the edges
lda $01 : and #$01 : !sub $a9
stz.b Scrap07 ; this is a x quad adjuster for those blasted staircase on the edges
lda.b Scrap01 : and.b #$01 : !sub.b LinkQuadrantH
bne .xQuad
lda $0462 : and #$04 : bne .xqCont
inc $07
.xqCont lda $22 : bne .skipXQuad ; this is an edge case
dec $23 : bra .skipXQuad ; need to -1 if $22 is 0
.xQuad sta $06 : !add $a9 : sta $a9
lda $0462 : and #$04 : bne .xCont
inc $07 ; up stairs are going to -1 the quad anyway during transition, need to add this back
.xCont ldy #$00 : jsr ShiftQuadSimple
lda.w $0462 : and.b #$04 : bne .xqCont
inc.b Scrap07
.xqCont lda.b LinkPosX : bne .skipXQuad ; this is an edge case
dec.b LinkPosX+1 : bra .skipXQuad ; need to -1 if $22 is 0
.xQuad sta.b Scrap06 : !add.b LinkQuadrantH : sta.b LinkQuadrantH
lda.w $0462 : and.b #$04 : bne .xCont
inc.b Scrap07 ; up stairs are going to -1 the quad anyway during transition, need to add this back
.xCont ldy.b #$00 : jsr ShiftQuadSimple
.skipXQuad
lda $aa : lsr : sta $06 : lda $01 : and #$02 : lsr : !sub $06
lda.b LinkQuadrantV : lsr : sta.b Scrap06 : lda.b Scrap01 : and.b #$02 : lsr : !sub.b Scrap06
beq .skipYQuad
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
sta.b Scrap06 : asl : !add.b LinkQuadrantV : sta.b LinkQuadrantV
ldy.b #$01 : jsr ShiftQuadSimple
.skipYQuad
lda $01 : and #$04 : lsr : sta $048a ;fix layer calc 0->0 2->1
lda $01 : and #$08 : lsr #2 : sta $0492 ;fix from layer calc 0->0 2->1
lda.b Scrap01 : and.b #$04 : lsr : sta.w $048a ;fix layer calc 0->0 2->1
lda.b Scrap01 : and.b #$08 : lsr #2 : sta.w $0492 ;fix from layer calc 0->0 2->1
; shift lower coordinates
lda $02 : sta $22 : bne .adjY : lda $23 : !add $07 : sta $23
.adjY lda $03 : sta $20 : bne .upDownAdj : inc $21
.upDownAdj ldx #$08
lda $0462 : and #$04 : beq .upStairs
ldx #$fd
lda $01 : and #$80 : bne .set53
lda.b Scrap02 : sta.b LinkPosX : bne .adjY : lda.b LinkPosX+1 : !add.b Scrap07 : sta.b LinkPosX+1
.adjY lda.b Scrap03 : sta.b LinkPosY : bne .upDownAdj : inc.b LinkPosY+1
.upDownAdj ldx.b #$08
lda.w $0462 : and.b #$04 : beq .upStairs
ldx.b #$fd
lda.b Scrap01 : and.b #$80 : bne .set53
; if target is also down adjust by (6,-15)
lda #$06 : !add $20 : sta $20 : lda #$eb : !add $22 : sta $22 : bra .set53
lda.b #$06 : !add.b LinkPosY : sta.b LinkPosY : lda.b #$eb : !add.b LinkPosX : sta.b LinkPosX : bra .set53
.upStairs
lda $01 : and #$80 : beq .set53
lda.b Scrap01 : and.b #$80 : beq .set53
; if target is also up adjust by (-6, 14)
lda #$fa : !add $20 : sta $20 : lda #$14 : !add $22 : sta $22
bne .set53 : inc $23
lda.b #$fa : !add.b LinkPosY : sta.b LinkPosY : lda.b #$14 : !add.b LinkPosX : sta.b LinkPosX
bne .set53 : inc.b LinkPosX+1
.set53
txa : !add $22 : sta $53
txa : !add.b LinkPosX : sta.b $53
lda $01 : and #$10 : sta $07 ; zeroHzCam check
ldy #$00 : jsr SetCamera
lda $01 : and #$20 : sta $07 ; zeroVtCam check
ldy #$01 : jsr SetCamera
lda.b Scrap01 : and.b #$10 : sta.b Scrap07 ; zeroHzCam check
ldy.b #$00 : jsr SetCamera
lda.b Scrap01 : and.b #$20 : sta.b Scrap07 ; zeroVtCam check
ldy.b #$01 : jsr SetCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl
}
StairCleanup: {
stz $045e ; clear the staircase flag
stz.w $045e ; clear the staircase flag
; animated tiles fix
lda.l DRMode : cmp #$02 : bne + ; only do this in crossed mode
ldx $a0 : lda.l TilesetTable, x
cmp $0aa1 : beq + ; already eq no need to decomp
sta $0aa1
tax : lda $02802e, x : tay
ldx.b RoomIndex : lda.l TilesetTable, x
cmp.w $0aa1 : beq + ; already eq no need to decomp
sta.w $0aa1
tax : lda.l AnimatedTileSheets, x : tay
jsl DecompDungAnimatedTiles
+
stz $047a
stz.w LayerAdjustment
rts
}
@@ -110,58 +110,58 @@ LookupSpiralOffset_long:
LookupSpiralOffset: {
;where link currently is in $a2: quad in a8 & #$03
;count doors
stz $00 : ldx #$00 : stz $01
stz.b Scrap00 : ldx.b #$00 : stz.b Scrap01
.loop
lda $047e, x : cmp $00 : bcc .continue
sta $00
lda.w $047e, x : cmp.b Scrap00 : bcc .continue
sta.b Scrap00
.continue inx #2
cpx #$08 : bcc .loop
cpx.b #$08 : bcc .loop
lda $00 : lsr
cmp #$01 : beq .done
lda.b Scrap00 : lsr
cmp.b #$01 : beq .done
; look up the quad
lda $a9 : ora $aa : and #$03 : beq .quad0
cmp #$01 : beq .quad1
cmp #$02 : beq .quad2
lda.b LinkQuadrantH : ora.b LinkQuadrantV : and.b #$03 : beq .quad0
cmp.b #$01 : beq .quad1
cmp.b #$02 : beq .quad2
bra .quad3
.quad0
inc $01 : lda $a2
cmp #$0c : beq .q0diff ;gt ent
cmp #$70 : bne .done ;hc stairwell
.q0diff lda $22 : cmp #$00 : beq .secondDoor
cmp #$98 : bcc .done ;gt ent and hc stairwell
.secondDoor inc $01 : bra .done
inc.b Scrap01 : lda.b PreviousRoom
cmp.b #$0c : beq .q0diff ;gt ent
cmp.b #$70 : bne .done ;hc stairwell
.q0diff lda.b LinkPosX : cmp.b #$00 : beq .secondDoor
cmp.b #$98 : bcc .done ;gt ent and hc stairwell
.secondDoor inc.b Scrap01 : bra .done
.quad1
lda $a2
cmp #$1a : beq .q1diff ;pod compass
cmp #$26 : beq .q1diff ;swamp elbows
cmp #$6a : beq .q1diff ;pod dark basement
cmp #$76 : bne .done ;swamp drain
.q1diff lda $22 : cmp #$98 : bcc .done
inc $01 : bra .done
lda.b PreviousRoom
cmp.b #$1a : beq .q1diff ;pod compass
cmp.b #$26 : beq .q1diff ;swamp elbows
cmp.b #$6a : beq .q1diff ;pod dark basement
cmp.b #$76 : bne .done ;swamp drain
.q1diff lda.b LinkPosX : cmp.b #$98 : bcc .done
inc.b Scrap01 : bra .done
.quad2
lda #$03 : sta $01 : lda $a2
cmp #$5f : beq .iceu ;ice u room
cmp #$3f : bne .done ;hammer ice exception
stz $01 : bra .done
.iceu lda $22 : cmp #$78 : bcc .done
inc $01 : bra .done
lda.b #$03 : sta.b Scrap01 : lda.b PreviousRoom
cmp.b #$5f : beq .iceu ;ice u room
cmp.b #$3f : bne .done ;hammer ice exception
stz.b Scrap01 : bra .done
.iceu lda.b LinkPosX : cmp.b #$78 : bcc .done
inc.b Scrap01 : bra .done
.quad3
lda $a2 : cmp #$40 : beq .done ; top of aga exception
lda #$02 : sta $01 ; always 2
lda.b PreviousRoom : cmp.b #$40 : beq .done ; top of aga exception
lda.b #$02 : sta.b Scrap01 ; always 2
.done
lda $a2 : tax : lda.w SpiralOffset,x
!add $01 ;add a thing (0 in easy case)
lda.b PreviousRoom : tax : lda.w SpiralOffset,x
!add.b Scrap01 ;add a thing (0 in easy case)
rts
}
InroomStairsWarp: {
phb : phk : plb : phx : phy ; push stuff
; find stairs by room and store index in X
lda $a0 : ldx #$07
lda.b RoomIndex : ldx.b #$07
.loop
cmp.w InroomStairsRoom,x
beq .found
@@ -169,94 +169,94 @@ InroomStairsWarp: {
bne .loop
.found
rep #$30
txa : and #$00ff : asl : tay
lda.w InroomStairsTable,y : sta $00
txa : and.w #$00ff : asl : tay
lda.w InroomStairsTable,y : sta.b Scrap00
sep #$30
sta $a0
sta.b RoomIndex
; set position and everything else based on target door type
txa : and #$01 : eor #$01 : sta $07
txa : and.b #$01 : eor.b #$01 : sta.b Scrap07
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
lda $01 : and #$80 : beq .notEdge
lda $07 : sta $03 : beq +
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$f4
lda.b Scrap01 : and.b #$80 : beq .notEdge
lda.b Scrap07 : sta.b Scrap03 : beq +
lda.b Scrap01 : jsr LoadSouthMidpoint : sta.b LinkPosX : lda.b #$f4
bra ++
+
lda $01 : jsr LoadNorthMidpoint : sta $22 : dec $21 : lda #$f7
lda.b Scrap01 : jsr LoadNorthMidpoint : sta.b LinkPosX : dec.b LinkPosY+1 : lda.b #$f7
++
sta $20
lda $01 : and #$20 : beq +
lda #$01
sta.b LinkPosY
lda.b Scrap01 : and.b #$20 : beq +
lda.b #$01
+
sta $02
stz $07
lda $01 : and #$10 : lsr #4
sta.b Scrap02
stz.b Scrap07
lda.b Scrap01 : and.b #$10 : lsr #4
JMP .layer
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
txa : and #$06 : sta $07
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX+1,y : sta $02
lda.w InroomStairsY+1,y : sta $03
cpy $07 : beq .vanillaTransition
lda.w InroomStairsX,y : sta $22
lda.b Scrap01 : and.b #$03 : cmp.b #$03 : bne .normal
txa : and.b #$06 : sta.b Scrap07
lda.b Scrap01 : and.b #$30 : lsr #3 : tay
lda.w InroomStairsX+1,y : sta.b Scrap02
lda.w InroomStairsY+1,y : sta.b Scrap03
cpy.b Scrap07 : beq .vanillaTransition
lda.w InroomStairsX,y : sta.b LinkPosX
lda.w InroomStairsY,y
ldy $07 : beq +
ldy.b Scrap07 : beq +
!add #$07
+
sta $20
inc $07
sta.b LinkPosY
inc.b Scrap07
bra ++
.vanillaTransition
lda #$c0 : sta $07 ; leave camera
lda.b #$c0 : sta.b Scrap07 ; leave camera
++
%StonewallCheck($1b)
lda $01 : and #$04 : lsr #2
lda.b Scrap01 : and.b #$04 : lsr #2
bra .layer
.normal
lda $01 : sta $fe ; trap door
lda $07 : sta $03 : beq +
lda $01 : and #$04 : bne .specialFix
lda #$e0 : bra ++
lda.b Scrap01 : sta.b $fe ; trap door
lda.b Scrap07 : sta.b Scrap03 : beq +
lda.b Scrap01 : and.b #$04 : bne .specialFix
lda.b #$e0 : bra ++
.specialFix
lda #$c8 : bra ++
lda.b #$c8 : bra ++
+
%StonewallCheck($43)
lda $01 : and #$04 : bne +
lda #$1b : bra ++
+ lda #$33
++ sta $20
inc $07 : stz $02 : lda #$78 : sta $22
lda $01 : and #$03 : beq ++
cmp #$02 : !bge +
lda #$f8 : sta $22 : stz $07 : bra ++
+ inc $02
lda.b Scrap01 : and.b #$04 : bne +
lda.b #$1b : bra ++
+ lda.b #$33
++ sta.b LinkPosY
inc.b Scrap07 : stz.b Scrap02 : lda.b #$78 : sta.b LinkPosX
lda.b Scrap01 : and.b #$03 : beq ++
cmp.b #$02 : !bge +
lda.b #$f8 : sta.b LinkPosX : stz.b Scrap07 : bra ++
+ inc.b Scrap02
++
lda $01 : and #$04 : lsr #2
lda.b Scrap01 : and.b #$04 : lsr #2
.layer
sta $ee
sta.b LinkLayer
bne +
stz $0476
stz.w $0476
+
lda $02 : !sub $a9
lda.b Scrap02 : !sub.b LinkQuadrantH
beq .skipXQuad
sta $06 : !add $a9 : sta $a9
ldy #$00 : jsr ShiftQuadSimple
sta.b Scrap06 : !add.b LinkQuadrantH : sta.b LinkQuadrantH
ldy.b #$00 : jsr ShiftQuadSimple
.skipXQuad
lda $aa : lsr : sta $06 : lda $03 : !sub $06
lda.b LinkQuadrantV : lsr : sta.b Scrap06 : lda.b Scrap03 : !sub.b Scrap06
beq .skipYQuad
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
sta.b Scrap06 : asl : !add.b LinkQuadrantV : sta.b LinkQuadrantV
ldy.b #$01 : jsr ShiftQuadSimple
.skipYQuad
lda $07 : bmi .skipCamera
ldy #$00 : jsr SetCamera ; horizontal camera
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
lda $20 : cmp #$e0 : bcc +
lda $e8 : bne +
lda #$10 : sta $e8 ; adjust vertical camera at bottom
lda.b Scrap07 : bmi .skipCamera
ldy.b #$00 : jsr SetCamera ; horizontal camera
ldy.b #$01 : sty.b Scrap07 : jsr SetCamera ; vertical camera
lda.b LinkPosY : cmp.b #$e0 : bcc +
lda.b BG2V : bne +
lda.b #$10 : sta.b BG2V ; adjust vertical camera at bottom
+
.skipCamera
@@ -267,72 +267,72 @@ InroomStairsWarp: {
ShiftQuadSimple: {
lda.w CoordIndex,y : tax
lda $20,x : beq .skip
lda $21,x : !add $06 : sta $21,x ; coordinate update
lda.b LinkPosY,x : beq .skip
lda.b LinkPosY+1,x : !add.b Scrap06 : sta.b LinkPosY+1,x ; coordinate update
.skip
lda.w CamQuadIndex,y : tax
lda $0601,x : !add $06 : sta $0601,x
lda $0605,x : !add $06 : sta $0605,x ; high bytes of these guys
lda.w $0601,x : !add.b Scrap06 : sta.w $0601,x
lda.w $0605,x : !add.b Scrap06 : sta.w $0605,x ; high bytes of these guys
rts
}
SetCamera: {
stz $04
tyx : lda $a9,x : bne .nonZeroHalf
lda.w CamQuadIndex,y : tax : lda $607,x : pha
lda.w CameraIndex,y : tax : pla : cmp $e3, x : bne .noQuadAdj
dec $e3,x
stz.b Scrap04
tyx : lda.b LinkQuadrantH,x : bne .nonZeroHalf
lda.w CamQuadIndex,y : tax : lda.w $0607,x : pha
lda.w CameraIndex,y : tax : pla : cmp.b BG2H+1, x : bne .noQuadAdj
dec.b BG2H+1,x
.noQuadAdj
lda $07 : bne .adj0
lda.b Scrap07 : bne .adj0
lda.w CoordIndex,y : tax
lda $20,x : beq .oddQuad
cmp #$79 : bcc .adj0
!sub #$78 : sta $04
tya : asl : !add #$04 : tax : jsr AdjCamBounds : bra .done
lda.b LinkPosY,x : beq .oddQuad
cmp.b #$79 : bcc .adj0
!sub.b #$78 : sta.b Scrap04
tya : asl : !add.b #$04 : tax : jsr AdjCamBounds : bra .done
.oddQuad
lda #$80 : sta $04 : bra .adj1 ; this is such a weird case - quad cross boundary
lda.b #$80 : sta.b Scrap04 : bra .adj1 ; this is such a weird case - quad cross boundary
.adj0
tya : asl : tax : jsr AdjCamBounds : bra .done
.nonZeroHalf ;meaning either right half or bottom half
lda $07 : bne .setQuad
lda.b Scrap07 : bne .setQuad
lda.w CoordIndex,y : tax
lda $20,x : cmp #$78 : bcs .setQuad
!add #$78 : sta $04
lda.w CamQuadIndex,y : tax : lda $0603, x : pha
lda.w CameraIndex,y : tax : pla : sta $e3, x
lda.b LinkPosY,x : cmp.b #$78 : bcs .setQuad
!add.b #$78 : sta.b Scrap04
lda.w CamQuadIndex,y : tax : lda.w $0603, x : pha
lda.w CameraIndex,y : tax : pla : sta.b BG2H+1, x
.adj1
tya : asl : !add #$08 : tax : jsr AdjCamBounds : bra .done
tya : asl : !add.b #$08 : tax : jsr AdjCamBounds : bra .done
.setQuad
lda.w CamQuadIndex,y : tax : lda $0607, x : pha
lda.w CameraIndex,y : tax : pla : sta $e3, x
tya : asl : !add #$0c : tax : jsr AdjCamBounds : bra .done
lda.w CamQuadIndex,y : tax : lda.w $0607, x : pha
lda.w CameraIndex,y : tax : pla : sta.b BG2H+1, x
tya : asl : !add.b #$0c : tax : jsr AdjCamBounds : bra .done
.done
lda.w CameraIndex,y : tax
lda $04 : sta $e2, x
lda.b Scrap04 : sta.b BG2H, x
rts
}
; input, expects X to be an appropriate offset into the CamBoundBaseLine table
; when $04 is 0 no coordinate are added
AdjCamBounds: {
rep #$20 : lda.w CamBoundBaseLine, x : sta $05
lda $04 : and #$00ff : beq .common
rep #$20 : lda.w CamBoundBaseLine, x : sta.b Scrap05
lda.b Scrap04 : and.w #$00ff : beq .common
lda.w CoordIndex,y : tax
lda $20, x : and #$00ff : !add $05 : sta $05
lda.b LinkPosY, x : and.w #$00ff : !add.b Scrap05 : sta.b Scrap05
.common
lda.w OppCamBoundIndex,y : tax
lda $05 : sta $0618, x
inc #2 : sta $061A, x : sep #$20
lda.b Scrap05 : sta.w CameraScrollN, x
inc #2 : sta.w CameraScrollS, x : sep #$20
rts
}
SpiralPriorityHack: {
lda.l DRMode : beq +
lda #$01 : rtl ; always skip the priority code - until I figure out how to fix it
+ lda $0462 : and #$04 ; what we wrote over
lda.b #$01 : rtl ; always skip the priority code - until I figure out how to fix it
+ lda.w $0462 : and.b #$04 ; what we wrote over
rtl
}

View File

@@ -1,9 +1,325 @@
;================================================================================
; Dungeon & Boss Drop Fixes
;--------------------------------------------------------------------------------
DropSafeDungeon:
LDA $040C : CMP #$08 : BEQ +
LDA $01C6FC, X : JML Sprite_SpawnFallingItem
+
SpawnDungeonPrize:
PHX : PHB
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w ItemReceiptID
TAX
LDA.b #$29 : LDY.b #$06
JSL AddAncillaLong
BCS .failed_spawn
LDA.w ItemReceiptID
STA.w AncillaGet,X : STA.w SpriteID,X
JSR AddDungeonPrizeAncilla
.failed_spawn
PLB : PLX
RTL
;--------------------------------------------------------------------------------
AddDungeonPrizeAncilla:
LDY.w ItemReceiptID
STZ.w AncillaVelocityY,X
STZ.w AncillaVelocityX,X
STZ.w AncillaGeneralF,X
STZ.w AncillaGeneralA,X
STZ.w AncillaGeneralN,X
LDA.b #$D0 : STA.w AncillaVelocityZ,X
LDA.b #$80 : STA.w AncillaZCoord,X
LDA.b #$09 : STA.w AncillaTimer,X
LDA.b #$00 : STA.w AncillaGeneralD,X
LDA.w AncillaGet,X : STA.w ItemReceiptID
LDA.w DungeonID : CMP.b #$14 : BNE .not_hera
LDA.b LinkPosY+1 : AND.b #$FE
INC A
STA.b Scrap01
STZ.b Scrap00
LDA.b LinkPosX+1 : AND.b #$FE
INC A
STA.b Scrap03
STZ.b Scrap02
BRA .set_coords_exit
.not_hera
TYA : ASL : TAY
REP #$20
LDA.w #$0078
CLC : ADC.b BG2V
STA.b Scrap00
LDA.w #$0078
CLC : ADC.b BG2H
STA.b Scrap02
SEP #$20
.set_coords_exit
LDA.b Scrap00 : STA.w AncillaCoordYLow,X
LDA.b Scrap01 : STA.w AncillaCoordYHigh,X
LDA.b Scrap02 : STA.w AncillaCoordXLow,X
LDA.b Scrap03 : STA.w AncillaCoordXHigh,X
RTS
PrepPrizeTile:
PHA : PHX : PHY
LDA.w AncillaGet, X
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID,X
JSL TransferItemReceiptToBuffer_using_ReceiptID
PLY : PLX : PLA
RTL
SetItemPose:
PHA
LDA.w DungeonID : BMI .one_handed
LDA.w RoomItemsTaken : BIT.b #$80 : BNE +
.one_handed
PLA
JML Link_ReceiveItem_not_cool_pose
+
JSR CrystalOrPendantBehavior : BCC .one_handed
.two_handed
PLA
JML Link_ReceiveItem_cool_pose
SetPrizeCoords:
PHX : PHY
STZ.b Scrap03
LDA.w ItemReceiptMethod : CMP.b #$03 : BEQ +
.regular_coords
PLY : PLX
LDY.w AncillaGet,X
RTL
+
JSR CrystalOrPendantBehavior : BCC .regular_coords
PLY : PLX
LDY.b #$20 ; Treat as crystal
RTL
SetCutsceneFlag:
; Out: c - Cutscene flag $02 if set, $01 if unset.
PHX
LDY.b #$01 ; wrote over
LDA.w DungeonID : BMI .no_cutscene
LDA.w RoomItemsTaken : BIT #$80 : BNE .dungeon_prize
.no_cutscene
SEP #$30
PLX
CLC
RTL
.dungeon_prize
LDA.w ItemReceiptMethod : CMP.b #$03 : BCC .no_cutscene
JSR SetDungeonCompleted
LDA.w ItemReceiptID
REP #$30
AND.w #$00FF : ASL : TAX
LDA.l InventoryTable_properties,X : BIT.w #$0080 : BEQ .no_cutscene
SEP #$31
PLX
RTL
AnimatePrizeCutscene:
LDA.w ItemReceiptMethod : CMP.b #$03 : BNE +
JSR CrystalOrPendantBehavior : BCC +
LDA.w DungeonID : BMI +
LDA.w RoomItemsTaken : BIT #$80 : BEQ +
SEC
RTL
+
CLC
RTL
PrizeDropSparkle:
LDA.w AncillaID,X : CMP.b #$29 : BNE .no_sparkle
JSR CrystalOrPendantBehavior : BCC .no_sparkle
SEC
RTL
.no_sparkle
CLC
RTL
HandleDropSFX:
LDA.w RoomItemsTaken : BIT #$80 : BEQ .no_sound
JSR CrystalOrPendantBehavior : BCC .no_sound
SEC
RTL
.no_sound
CLC
RTL
HandleCrystalsField:
TAX
LDA.w ItemReceiptID : CMP.b #$20 : BNE .not_crystal
TXA
STA.l CrystalsField
RTL
.not_crystal
RTL
MaybeKeepLootID:
PHA
LDA.w DungeonID : BMI .no_prize
LDA.w RoomItemsTaken : BIT #$80 : BNE .prize
.no_prize
STZ.w ItemReceiptID
STZ.w ItemReceiptPose
PLA
RTL
.prize
STZ.w ItemReceiptPose
PLA
RTL
CheckSpawnPrize:
; In: A - DungeonID
; Out: c - Spawn prize if set
REP #$20
LDX.w DungeonID
LDA.l DungeonItemMasks,X : AND.l DungeonsCompleted : BEQ .spawn
SEP #$20
CLC
RTL
.spawn
SEP #$21
RTL
CheckDungeonCompletion:
LDX.w DungeonID
REP #$20
LDA.l DungeonItemMasks,X : AND.l DungeonsCompleted
SEP #$20
RTL
PendantMusicCheck:
; In: A - Item receipt ID
PHX
TAY
LDA.w ItemReceiptMethod : CMP.b #$03 : BNE .dont_wait
TYA
REP #$30
AND.w #$00FF : ASL : TAX
LDA.l InventoryTable_properties,X : BIT.w #$0080 : BNE .dont_wait
SEP #$31
PLX
RTL
.dont_wait
SEP #$30
PLX
CLC
RTL
PrepPrizeOAMCoordinates:
PHX : PHY
LDY.w AncillaLayer,X
LDA.w $F67F,Y : STA.b $65
STZ.b $64
LDA.w AncillaCoordYLow,X : STA.b Scrap00
LDA.w AncillaCoordYHigh,X : STA.b Scrap01
LDA.w AncillaCoordXLow,X : STA.b Scrap02
LDA.w AncillaCoordXHigh,X : STA.b Scrap03
REP #$20
LDA.b Scrap00
SEC : SBC.w $0122
STA.b Scrap00
LDA.b Scrap02
SEC : SBC.w $011E
STA.b Scrap02
STA.b Scrap04
REP #$20
LDA.w AncillaZCoord,X
AND.w #$00FF
STA.b ScrapBuffer72
LDA.b Scrap00
STA.b Scrap06
SEC
SBC.b ScrapBuffer72
STA.b Scrap00
SEP #$20
TXY
LDA.w AncillaGet,X : TAX
LDA.l SpriteProperties_chest_width,X : BNE .wide
TYX
LDA.w AncillaID,X : CMP.b #$3E : BEQ .rising_crystal
REP #$20
LDA.b Scrap00
CLC : ADC.w #$0008
STA.b Scrap08
LDA.b Scrap02
CLC : ADC.w #$0004
STA.b Scrap02 : STA.b Scrap0A
BRA .wide
.rising_crystal
REP #$20
LDA.b Scrap00
CLC : ADC.w #$0008 : STA.b Scrap08
LDA.b Scrap02 : STA.b Scrap0A
.wide
SEP #$20
PLY : PLX
RTL
PrepPrizeShadow:
PHX
LDA.w ItemReceiptID : TAX
LDA.l SpriteProperties_standing_width,X : BNE .wide
LDA.b Scrap02
SEC : SBC.b #$04
STA.b Scrap02
.wide
LDA.b #$20 : STA.b Scrap04 ; What we wrote over
PLX
RTL
CheckPoseItemCoordinates:
PHX
LDA.w ItemReceiptPose : BEQ .done
BIT.b #$02 : BEQ .done
LDA.w AncillaGet,X : TAX
LDA.l SpriteProperties_chest_width,X : BNE .done
LDA.b Scrap02
CLC : ADC.b #$04
STA.b Scrap02
.done
PLX
LDA.w AncillaGet,X
TAX
RTL
CrystalOrPendantBehavior:
; Out: c - Crystal Behavior if set, pendant if unset
PHA : PHX
LDA.w AncillaGet,X
REP #$31
AND.w #$00FF : ASL : TAX
LDA.l InventoryTable_properties,X : BIT.w #$0080 : BNE .crystal_behavior
SEP #$30
PLX : PLA
RTS
.crystal_behavior
SEP #$31
PLX : PLA
RTS
CheckDungeonWorld:
; Maintain vanilla door opening behavior with dungeon prizes
TXA : CMP.b #$05 : BCS .dark_world
REP #$02
RTL
.dark_world
SEP #$02
RTL
SetDungeonCompleted:
LDX.w DungeonID : BMI +
REP #$20
LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
SEP #$20
+
RTS

View File

@@ -1,24 +1,16 @@
DoDungeonMapBossIcon:
LDA.b $14
LDA.b NMISTRIPES
CMP.b #$09
BEQ .dungeonmap
.cave
CMP.b #$01
RTL
.dungeonmap
LDX.w $040C
LDX.w DungeonID
BMI .cave
; LDA.l DungeonMapIcons
; AND.b #$01
; BNE ++
;
; INC ; so it's not equal to $01
; BRA .cave
; get dungeon boss room
++ REP #$30
LDA.l DungeonMapBossRooms, X
@@ -26,13 +18,14 @@ DoDungeonMapBossIcon:
TAX
; get sprite pointer for room
LDA.l $89D62E,X
INC ; to skip the "sort"
TAX
LDA.l RoomData_SpritePointers,X
STA.b Scrap00 ; pointer in $00
LDA.w #$0028 : STA.b Scrap02 ; set the bank to 28 for now
LDY.w #$0001 ; to skip the "sort"
; get first byte to make sure it isn't an empty room
SEP #$20
LDA.l $890000,X
LDA.b [$00], Y
CMP.b #$FF
BNE ++
@@ -40,7 +33,8 @@ DoDungeonMapBossIcon:
BRA .cave
; check first sprite
++ LDA.l $890002,X
++ INY #2
LDA.b [$00], Y
SEP #$10
; match boss id
@@ -57,7 +51,7 @@ DoDungeonMapBossIcon:
.match
LDA.b #$80
STA.w $2121
STA.w CGADD
REP #$30
@@ -74,14 +68,14 @@ DoDungeonMapBossIcon:
ASL ; x128 for graphics
ASL
ADC.w #BossMapIconGFX
STA.w $4312
STA.w A1T1L
PHY
LDY.w #32
SEP #$20
-- LDA.l .boss_palettes,X
STA.w $2122
STA.w CGDATA
INX
DEY
BNE --
@@ -94,24 +88,24 @@ DoDungeonMapBossIcon:
SEP #$10
LDA.w #$1801
STA.w $4310
STA.w DMAP1
LDX.b #BossMapIconGFX>>16
STX.w $4314
STX.w A1B1
LDA.w #$A060>>1
STA.w $2116
STA.w VMADDL
LDA.w #$0040
STA.w $4315
STA.w DAS1L
LDX.b #$02
STX.w $420B
STX.w MDMAEN
STA.w $4315
STA.w DAS1L
LDA.w #$A260>>1
STA.w $2116
STA.w VMADDL
STX.w $420B
STX.w MDMAEN
; done
SEP #$30

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