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

137
elder.asm
View File

@@ -1,11 +1,11 @@
NewElderCode:
{
LDA $8A : AND.b #$3F : CMP #$1B : BEQ .newCodeContinue
LDA.b OverworldIndex : AND.b #$3F : CMP.b #$1B : BEQ .newCodeContinue
;Restore Jump we can keep the RTL so JML
JML $05F0CD
JML Sprite_16_Elder
.newCodeContinue
PHB : PHK : PLB
LDA.b #$07 : STA $0F50, X ;Palette
LDA.b #$07 : STA.w SpriteOAMProp, X ; Palette
JSR Elder_Draw
JSL Sprite_PlayerCantPassThrough
JSR Elder_Code
@@ -16,13 +16,12 @@ RTL
Elder_Draw:
{
LDA.b #$02 : STA $06 : STZ $07 ;Number of Tiles
LDA.b #$02 : STA.b Scrap06 : STZ.b Scrap07 ;Number of Tiles
LDA $0DC0, X : ASL #04
LDA.w SpriteGFXControl, X : ASL #04
ADC.b #.animation_states : STA $08
LDA.b #.animation_states>>8 : ADC.b #$00 : STA $09
ADC.b #.animation_states : STA.b Scrap08
LDA.b #.animation_states>>8 : ADC.b #$00 : STA.b Scrap09
JSL Sprite_DrawMultiple_player_deferred
JSL Sprite_DrawShadowLong
@@ -42,15 +41,15 @@ RTL
{
REP #$20
LDA.l GoalItemRequirement : BEQ .despawn
LDA.l InvincibleGanon : AND.w #$00FF : CMP.w #$0005 : BEQ .despawn
LDA.l GanonVulnerableMode : AND.w #$00FF : CMP.w #$0005 : BEQ .despawn
LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
.despawn
SEP #$20
STZ $0DD0, X ; despawn self
STZ.w SpriteAITable, X ; despawn self
RTS
+
SEP #$20
LDA.b $11
LDA.b GameSubMode
BNE .done
LDA.b #$96
LDY.b #$01
@@ -66,7 +65,7 @@ RTL
.done
SEP #$20
LDA.b $1A : LSR #5 : AND.b #$01 : STA.w $0DC0, X
LDA.b FrameCounter : LSR #5 : AND.b #$01 : STA.w SpriteGFXControl, X
RTS
}
@@ -76,21 +75,21 @@ RTL
ActivateTriforceCutscene:
; despawn other sprites
LDY.b #$0F
- LDA.w $0E20,Y : CMP.b #$16 : BNE +
- LDA.w SpriteTypeTable,Y : CMP.b #$16 : BNE +
CPY.b #$00 : BEQ .next
; move Murahdahla to slot 0 for draw priority reasons
LDA.w $0E20,Y : STA.w $0E20
LDA.w $0D00,Y : STA.w $0D00
LDA.w $0D10,Y : STA.w $0D10
LDA.w $0D20,Y : STA.w $0D20
LDA.w $0D30,Y : STA.w $0D30
LDA.w $0D40,Y : STA.w $0D40
LDA.w $0F50,Y : STA.w $0F50
LDA.w $0E40,Y : STA.w $0E40
LDA.w $0E60,Y : STA.w $0E60
LDA.w $0DD0,Y : STA.w $0DD0
LDA.b #$02 : STA.w $0F20
+ LDA.b #$00 : STA.w $0DD0,Y
LDA.w SpriteTypeTable,Y : STA.w SpriteTypeTable
LDA.w SpritePosYLow,Y : STA.w SpritePosYLow
LDA.w SpritePosXLow,Y : STA.w SpritePosXLow
LDA.w SpritePosYHigh,Y : STA.w SpritePosYHigh
LDA.w SpritePosXHigh,Y : STA.w SpritePosXHigh
LDA.w SpriteVelocityY,Y : STA.w SpriteVelocityY
LDA.w SpriteOAMProp,Y : STA.w SpriteOAMProp
LDA.w SpriteOAMProperties,Y : STA.w SpriteOAMProperties
LDA.w SpriteControl,Y : STA.w SpriteControl
LDA.w SpriteAITable,Y : STA.w SpriteAITable
LDA.b #$02 : STA.w SpriteLayer
+ LDA.b #$00 : STA.w SpriteAITable,Y
.next
DEY : BPL -
@@ -98,63 +97,71 @@ ActivateTriforceCutscene:
JSL Sprite_SpawnDynamically
; set up coords
LDA.b $22 : STA.w $0D10,Y
LDA.b $23 : STA.w $0D30,Y
LDA.b $20 : CLC : ADC.b #$08 : STA.w $0D00,Y
LDA.b $21 : ADC.b #$00 : STA.w $0D20,Y
LDA.b LinkPosX : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : STA.w SpritePosXHigh,Y
LDA.b LinkPosY : CLC : ADC.b #$08 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh,Y
LDA.b #$01 : STA.w $0D90,Y ; our indicator this is a special cutscene sprite
INC : STA.b $2F ; makes Link face downward
LDA.b #$01 : STA.w SpriteMovement,Y ; our indicator this is a special cutscene sprite
INC : STA.b LinkDirection ; makes Link face downward
; reset modules
LDA.b $1B : BEQ +
LDA.b IndoorsFlag : BEQ +
LDA.b #$07
BRA ++
+ LDA.b #$09
++ STA.b $10
STZ.b $11 : STZ.b $B0
++ STA.b GameMode
STZ.b GameSubMode : STZ.b SubSubModule
RTL
pushpc
org $058928
org $858928
MasterSword_InPedestal_DoCutscene:
org $0589B1
org $8589B1
MasterSword_ConditionalHandleReceipt_DoReceipt:
org $0588DF
org $8588DF
JSL MasterSword_CheckIfPulled : PLX : NOP #2
db $90 ; BCC instead of BEQ
org $05890E
org $85890E
JSL MasterSword_ConditionalActivateCutscene
org $05895F
org $85895F
JSL MasterSword_ConditionalGrabPose : NOP
org $058994
org $858994
JSL MasterSword_ConditionalGrabPose : NOP
org $058D1C
org $858D1C
JML MasterSword_SpawnPendantProp_ChangePalette
MasterSword_SpawnPendantProp_ChangePalette_return:
org $0589A3
org $8589A3
JSL MasterSword_ConditionalHandleReceipt : NOP #2
pullpc
MasterSword_CheckIfPulled:
CPX.b #$80 : BEQ +
- CLC : RTL ; not on pedestal screen, continue with cutscene
+ LDA.l $7EF280,X : AND.b #$40 ; what we wrote over
+ LDA.l OverworldEventDataWRAM,X : AND.b #$40 ; what we wrote over
BEQ - : SEC : RTL
MasterSword_ConditionalActivateCutscene:
LDA.w $0D90,X : BNE .specialCutscene
LDA.w SpriteMovement,X : BNE .specialCutscene
JML Sprite_CheckDamageToPlayerSameLayerLong ; what we wrote over
.specialCutscene
LDA.b #$02 : STA.w $02DA ; Link's 2-hands-up pose
STA.b $EE ; draw Link on top
LDA.b #$6A : JSL RequestSlottedTile ; draw Triforce piece in VRAM
LDA.b #$02 : STA.w ItemReceiptPose ; Link's 2-hands-up pose
STA.b LinkLayer ; draw Link on top
; draw Triforce piece in VRAM
PHX
REP #$30
LDX.w #$006A<<1
LDA.l StandingItemGraphicsOffsets,X : LDX.w ItemStackPtr : STA.l ItemGFXStack,X
LDA.w #$9CE0>>1 : STA.l ItemTargetStack,X
TXA : INC #2 : STA.w ItemStackPtr
SEP #$30
PLX
PLA : PLA : PLA : JML MasterSword_InPedestal_DoCutscene ; do cutscene
MasterSword_ConditionalGrabPose:
PHA
LDA.w $0D90,X : BNE .specialCutscene
LDA.w SpriteMovement,X : BNE .specialCutscene
PLA
STA.w $0377 : LDA.b #$01 ; what we wrote over
RTL
@@ -164,18 +171,18 @@ MasterSword_ConditionalGrabPose:
RTL
MasterSword_SpawnPendantProp_ChangePalette:
STA.w $0D40,Y : PLX ; what we wrote over
LDA.w $0D90,X : BNE .specialCutscene
STA.w SpriteVelocityY,Y : PLX ; what we wrote over
LDA.w SpriteMovement,X : BNE .specialCutscene
BRA .done
.specialCutscene
LDA.b #$08 : STA.w $0F50,Y ; change palette
LDA.b #$02 : STA.w $0F20,Y ; change layer
LDA.b #$08 : STA.w SpriteOAMProp,Y ; change palette
LDA.b #$02 : STA.w SpriteLayer,Y ; change layer
.done
JML MasterSword_SpawnPendantProp_ChangePalette_return
MasterSword_ConditionalHandleReceipt:
LDA.w $0D90,X : BNE .specialCutscene
LDX.b $8A : LDA.l $7EF280,X ; what we wrote over
LDA.w SpriteMovement,X : BNE .specialCutscene
LDX.b OverworldIndex : LDA.l OverworldEventDataWRAM,X ; what we wrote over
RTL
.specialCutscene
PLA : PLA : PEA.w MasterSword_ConditionalHandleReceipt_DoReceipt-1
@@ -184,41 +191,41 @@ MasterSword_ConditionalHandleReceipt:
RTL
pushpc
org $058AB6
org $858AB6
MasterSword_SpawnLightWell:
org $058AD0
org $858AD0
MasterSword_SpawnLightFountain:
org $058B62
org $858B62
MasterSword_SpawnLightBeam:
org $058941
org $858941
JSL MasterSword_ConditionalSpawnLightWell : NOP #2
MasterSword_SpawnLightWell_return:
org $058952
org $858952
JSL MasterSword_ConditionalSpawnLightFountain : NOP #2
MasterSword_SpawnLightFountain_return:
org $058B64
org $858B64
JSL MasterSword_ConditionalSpawnLightBeam : NOP #2
pullpc
MasterSword_ConditionalSpawnLightWell:
INC.w $0D80,X ; part of what we wrote over
LDA.w $0D90,X : BNE .specialCutscene
INC.w SpriteActivity,X ; part of what we wrote over
LDA.w SpriteMovement,X : BNE .specialCutscene
PLA : PLA : PLA : PEA.w MasterSword_SpawnLightWell_return-1
JML MasterSword_SpawnLightWell ; part of what we wrote over
.specialCutscene
RTL
MasterSword_ConditionalSpawnLightFountain:
INC.w $0D80,X ; part of what we wrote over
LDA.w $0D90,X : BNE .specialCutscene
INC.w SpriteActivity,X ; part of what we wrote over
LDA.w SpriteMovement,X : BNE .specialCutscene
PLA : PLA : PLA : PEA.w MasterSword_SpawnLightFountain_return-1
JML MasterSword_SpawnLightFountain ; part of what we wrote over
.specialCutscene
RTL
MasterSword_ConditionalSpawnLightBeam:
LDA.w $0D90,X : BNE .specialCutscene
LDA.w SpriteMovement,X : BNE .specialCutscene
LDA.b #$62 : JSL Sprite_SpawnDynamically ; what we wrote over
RTL
.specialCutscene