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

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