Merged in DR v1.4.1.6
This commit is contained in:
72
enemizer/DMA.asm
Normal file
72
enemizer/DMA.asm
Normal file
@@ -0,0 +1,72 @@
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!DISP_REG = $2100 ; Screen Display Register
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!VMAIN_REG = $2115 ; Video Port Control Register
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!VRAM_LOW_REG = $2116 ; VRAM Address Registers (Low)
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!VRAM_HIGH_REG = $2117 ; VRAM Address Registers (High)
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!VRAM_WRITE_REG = #$18 ; VRAM Data Write Registers (Low) (you always store it to the dest register so no need for the actual address)
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!DMA0_REG = $4300 ; DMA Control Register - channel 0
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!DMA0_DEST_REG = $4301 ; DMA Destination Register
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!DMA0_SRC_LOW_REG = $4302 ; DMA Source Address Register (Low)
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!DMA0_SRC_HIGH_REG = $4303 ; DMA Source Address Register (High)
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!DMA0_SRC_BANK_REG = $4304 ; DMA Source Address Register (Bank)
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!DMA0_SIZE_LOW_REG = $4305 ; DMA Size Registers (Low)
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!DMA0_SIZE_HIGH_REG = $4306 ; DMA Size Registers (Low)
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!DMA_ENABLE_REG = $420B ; DMA Enable Register
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macro DMA_VRAM(VRAM_HIGH,VRAM_LOW,SRC_BANK,SRC_HIGH,SRC_LOW,LENGTH_HIGH,LENGTH_LOW)
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PHA
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; --- preserve DMA registers ----------------------------------------------------
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LDA.w !DMA0_REG : PHA
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LDA.w !DMA0_DEST_REG : PHA
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LDA.w !DMA0_SRC_LOW_REG : PHA
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LDA.w !DMA0_SRC_HIGH_REG : PHA
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LDA.w !DMA0_SRC_BANK_REG : PHA
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LDA.w !DMA0_SIZE_LOW_REG : PHA
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LDA.w !DMA0_SIZE_HIGH_REG : PHA
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; -------------------------------------------------------------------------------
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;LDA.b #$80 : STA.w !DISP_REG ; force vblank
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LDA.b #$80 : STA.w !VMAIN_REG
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; write to vram at $<VRAM_HIGH><VRAM_LOW>
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LDA.b <VRAM_LOW> : STA.w !VRAM_LOW_REG ; Set VRAM destination address low byte
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LDA.b <VRAM_HIGH> : STA.w !VRAM_HIGH_REG ; Set VRAM destination address high byte
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; Set DMA0 to write a word at a time.
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LDA.b #$01
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STA.w !DMA0_REG
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; Write to $2118 & $2119 - VRAM Data Write Registers (Low) & VRAM Data Write Registers (High)
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; setting word write mode on DMA0_REG causes a write to $2118 and then $2119
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; $21xx is assumed
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LDA.b !VRAM_WRITE_REG
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STA.w !DMA0_DEST_REG
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; Read from $<SRC_BANK>:<SRC_HIGH><SRC_LOW>.
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LDA.b <SRC_LOW>
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STA.w !DMA0_SRC_LOW_REG ; set src address low byte
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LDA.b <SRC_HIGH>
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STA.w !DMA0_SRC_HIGH_REG ; set src address high byte
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LDA.b <SRC_BANK>
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STA.w !DMA0_SRC_BANK_REG ; set src address bank byte
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; total bytes to copy: #$1000 bytes.
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LDA.b <LENGTH_LOW> : STA.w !DMA0_SIZE_LOW_REG ; length low byte
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LDA.b <LENGTH_HIGH> : STA.w !DMA0_SIZE_HIGH_REG ; length high byte
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; start DMA on channel 0
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LDA.b #$01 ; channel select bitmask
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STA.w !DMA_ENABLE_REG
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; --- restore DMA registers -----------------------------------------------------
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PLA : STA.w !DMA0_SIZE_HIGH_REG
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PLA : STA.w !DMA0_SIZE_LOW_REG
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PLA : STA.w !DMA0_SRC_BANK_REG
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PLA : STA.w !DMA0_SRC_HIGH_REG
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PLA : STA.w !DMA0_SRC_LOW_REG
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PLA : STA.w !DMA0_DEST_REG
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PLA : STA.w !DMA0_REG
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; -------------------------------------------------------------------------------
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PLA
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endmacro
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53
enemizer/NMI.asm
Normal file
53
enemizer/NMI.asm
Normal file
@@ -0,0 +1,53 @@
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;-------------
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NMIHookActionEnemizer:
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{
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;-----------------------------------------
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; do our shell stuff
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PHA
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PHP
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SEP #$20 ; get into 8-bit mode
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LDA.l !SHELL_DMA_FLAG : BEQ .return ; check our draw flag
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AND.b #$01 : BNE .loadKholdstare
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LDA.l !SHELL_DMA_FLAG : AND #$02 : BNE .loadTrinexx
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BRA .return ; just in case
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;BIT #$01 : BEQ .loadKholdstare
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;BIT #$02 : BEQ .loadTrinexx
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.loadKholdstare
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JSL DMAKholdstare
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LDA.b #$00 : STA.l !SHELL_DMA_FLAG ; clear our draw flag
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BRA .return
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.loadTrinexx
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JSL DMATrinexx
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LDA.b #$00 : STA.l !SHELL_DMA_FLAG ; clear our draw flag
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.return
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PLP
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PLA
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;-----------------------------------------
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; restore code Bank00.asm (164-167)
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PHB
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; Sets DP to $0000
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LDA.w #$0000 : TCD
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JML NMIHookReturnEnemizer
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}
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DMAKholdstare:
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{
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;#GFX_Kholdstare_Shell>>16
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%DMA_VRAM(#$34,#$00,#GFX_Kholdstare_Shell>>16&$FF,#GFX_Kholdstare_Shell>>8&$FF,#GFX_Kholdstare_Shell&$FF,#$10,#$00)
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RTL
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}
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DMATrinexx:
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{
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; TODO: change this to trinexx gfx
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%DMA_VRAM(#$34,#$00,#GFX_Trinexx_Shell>>16,#GFX_Trinexx_Shell>>8&$FF,#GFX_Trinexx_Shell&$FF,#$08,#$00)
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%DMA_VRAM(#$3A,#$A0,#GFX_Trinexx_Shell2>>16,#GFX_Trinexx_Shell2>>8&$FF,#GFX_Trinexx_Shell2&$FF,#$00,#$C0)
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RTL
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}
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@@ -4,10 +4,10 @@
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print "Blind Spawn Code Check: ", pc
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check_blind_boss_room:
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LDA $A0 ; load room index (low byte)
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CMP #172 : BNE + ; Is is Thieve Town Boss Room
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LDA $09DE81 : BEQ + ; Blind maiden does not need rescuing
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LDA.b RoomIndex ; load room index (low byte)
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CMP.b #172 : BNE + ; Is is Thieves Town Boss Room
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LDA.l !BLIND_DOOR_FLAG : BNE + ; Blind maiden does not need rescuing
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LDA FollowerIndicator : JML Check_for_Blind_Fight
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LDA.l FollowerIndicator : JML Check_for_Blind_Fight
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+
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JML Initialize_Blind_Fight
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23
enemizer/bossdrop.asm
Normal file
23
enemizer/bossdrop.asm
Normal file
@@ -0,0 +1,23 @@
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;================================================================================
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; Fix boss item drop position to 'center' of screen
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;================================================================================
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change_heartcontainer_position:
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{
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PHA
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LDA.l !CENTER_BOSS_DROP_FLAG : BEQ .not_moldorm_room
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LDA.b #$78 : STA.w SpritePosXLow, X
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STA.w SpritePosYLow, X
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LDA.b LinkPosX+1 : STA.w SpritePosXHigh, X
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LDA.b LinkPosY+1 : STA.w SpritePosYHigh, X
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LDA.b RoomIndex : CMP.b #$07 : BNE .not_moldorm_room ; not moldorm room
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LDA.b LinkPosX : STA.w SpritePosXLow, X
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LDA.b LinkPosY : STA.w SpritePosYLow, X
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.not_moldorm_room
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PLA
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JSL Sprite_Get16BitCoords_long
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RTL
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}
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289
enemizer/bosses_moved.asm
Normal file
289
enemizer/bosses_moved.asm
Normal file
@@ -0,0 +1,289 @@
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;================================================================================
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; Move the bosses to the right screen location depending on the room
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;--------------------------------------------------------------------------------
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boss_move:
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{
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; TODO: should probably double check that we don't need to preserve registers (A,X)...
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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LDA.b RoomIndex ; load room index (low byte)
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LDX.b RoomIndex+1 ; (high byte)
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CMP.b #7 : BNE + ; Is it Hera Tower Boss Room
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CPX.b #$00 : BNE +
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_middle
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+
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CMP.b #200 : BNE + ; Is it Eastern Palace Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_right
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+
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CMP.b #41 : BNE + ; Is it Skull Woods Boss Room
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; TODO: Add moving floor sprite
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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LDA.b #$07 : STA.w $0B00 ;Spawn the moving floor sprite
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STZ.w $0B28
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INC.w OverlordXLow
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BRL .move_to_bottom_right
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+
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CMP.b #51 : BNE + ; Is it Desert Palace Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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CMP.b #90 : BNE + ; Is it Palace of darkness Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_right
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+
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CMP.b #144 : BNE + ; Is it Misery Mire Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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CMP.b #172 : BNE + ; Is it Thieve Town Boss Room
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; IF MAIDEN IS NOT RESCUED -> DO NOTHING
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; IF MAIDEN IS ALREADY RESCUED -> spawn sprites normally
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JSL Sprite_ResetAll ; removes sprites in thieve town boss room
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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;Close the door if !BLIND_DOOR_FLAG == 1
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LDA.l !BLIND_DOOR_FLAG : BEQ .no_blind_door
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INC.w $0468 ; $0468[0x02] - Flag that is set when trap doors are down.
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STZ.w $068E ; $068E[0x02] - (Dungeon) ???? related to trap doors and if they are open ; possibly bomb doors too? Update: module 0x07.0x4 probably uses this to know whether it's a key door or big key door to open.
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STZ.w $0690 ; $0690[0x02] - (Overworld) Generally is used as an animation step indicator, only for doors that animate when they open, such as the Santuary and Hyrule Castle doors. This variable is incremented up to a value of 3, at which point a logic check kicks in and stops animating the opening of a door.
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INC.w $0CF3 ; $0CF3[0x01] - free ram
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; ;That must be called after the room load!
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.no_blind_door
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BRL .move_to_bottom_right
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+
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CMP.b #6 : BNE + ; Is it Swamp Palace Boss Room
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CPX.b #$00 : BNE +
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_bottom_left
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+
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||||
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CMP.b #222 : BNE + ; Is it Ice Palace Boss Room
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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||||
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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BRL .move_to_top_right
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||||
+
|
||||
|
||||
CMP.b #164 : BNE + ; Is it Turtle Rock Boss Room
|
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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||||
BRL .move_to_bottom_left
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||||
+
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||||
|
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CMP.b #28 : BNE + ; Is it Gtower (Armos2) Boss Room
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||||
CPX.b #$00 : BNE +
|
||||
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
|
||||
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
|
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BRL .move_to_bottom_right
|
||||
+
|
||||
|
||||
CMP.b #108 : BNE + ; Is it Gtower (Lanmo2) Boss Room
|
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JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
|
||||
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
|
||||
BRL .move_to_bottom_left
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+
|
||||
|
||||
CMP.b #77 : BNE + ; Is it Gtower (Moldorm2) Boss Room
|
||||
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
|
||||
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
|
||||
BRL .move_to_middle
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||||
+
|
||||
|
||||
BRL .return
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||||
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||||
; $0D00[0x10] - The lower byte of a sprite's Y - coordinate.
|
||||
; $0D10[0x10] - The lower byte of a sprite's X - coordinate.
|
||||
|
||||
; $0D20[0x10] - The high byte of a sprite's Y - coordinate.
|
||||
; $0D30[0x10] - The high byte of a sprite's X - coordinate.
|
||||
|
||||
; $0B08[0x08] - (Overlord) X coordinate low byte.
|
||||
; $0B18[0x08] - (Overlord) Y coordinate low byte.
|
||||
|
||||
; $0B10[0x08] - (Overlord) X coordinate high byte.
|
||||
; $0B20[0x08] - (Overlord) Y coordinate high byte.
|
||||
|
||||
.move_to_middle
|
||||
;load all sprite of that room and overlord
|
||||
LDX.b #$00
|
||||
|
||||
.loop_middle ; move sprites
|
||||
LDA.w SpriteTypeTable, X
|
||||
JSR ShouldMoveSprite : BCC .no_change
|
||||
LDA.w SpritePosXLow, X : !ADD.b #$68 : STA.w SpritePosXLow, X
|
||||
LDA.w SpritePosYLow, X : !ADD.b #$68 : STA.w SpritePosYLow, X
|
||||
|
||||
.no_change
|
||||
INX : CPX.b #$10 : BNE .loop_middle
|
||||
LDX.b #$00
|
||||
|
||||
.loop_middle2 ; move overlords
|
||||
LDA.w $0B00, X
|
||||
CMP.b #$E3 : BNE + ;is it moving floor?
|
||||
BRA .no_change_ov
|
||||
+
|
||||
LDA.w OverlordXLow, X : !ADD.b #$68 : STA.w OverlordXLow, X
|
||||
LDA.w OverlordYLow, X : !ADD.b #$68 : STA.w OverlordYLow, X
|
||||
|
||||
.no_change_ov
|
||||
INX : CPX.b #$08 : BNE .loop_middle2
|
||||
BRL .return
|
||||
|
||||
|
||||
.move_to_top_right
|
||||
LDX.b #$00
|
||||
|
||||
.loop_top_right ; move sprites
|
||||
LDA.w SpriteTypeTable, X
|
||||
JSR ShouldMoveSprite : BCC .no_change2
|
||||
LDA.w SpritePosYHigh, X : !ADD.b #$00 : STA.w SpritePosYHigh, X
|
||||
LDA.w SpritePosXHigh, X : !ADD.b #$01 : STA.w SpritePosXHigh, X
|
||||
|
||||
.no_change2
|
||||
INX : CPX.b #$10 : BNE .loop_top_right
|
||||
LDX.b #$00
|
||||
|
||||
.loop_top_right2 ; move overlords
|
||||
LDA.w $0B00, X
|
||||
CMP.b #$E3 : BNE + ;is it moving floor?
|
||||
BRA .no_change_ov2
|
||||
+
|
||||
LDA.w OverlordXHigh, X : !ADD.b #$01 : STA.w OverlordXHigh, X
|
||||
LDA.w OverlordYHigh, X : !ADD.b #$00 : STA.w OverlordYHigh, X
|
||||
|
||||
.no_change_ov2
|
||||
INX : CPX.b #$08 : BNE .loop_top_right2
|
||||
BRL .return
|
||||
|
||||
|
||||
.move_to_bottom_right
|
||||
LDX.b #$00
|
||||
|
||||
.loop_bottom_right ; move sprites
|
||||
LDA.w SpriteTypeTable, X
|
||||
JSR ShouldMoveSprite : BCC .no_change3
|
||||
LDA.w SpritePosYHigh, X : !ADD.b #$01 : STA.w SpritePosYHigh, X
|
||||
LDA.w SpritePosXHigh, X : !ADD.b #$01 : STA.w SpritePosXHigh, X
|
||||
|
||||
.no_change3
|
||||
INX : CPX.b #$10 : BNE .loop_bottom_right
|
||||
LDX.b #$00
|
||||
|
||||
.loop_bottom_right2 ; move overlords
|
||||
LDA.w $0B00, X
|
||||
CMP.b #$E3 : BNE + ;is it moving floor?
|
||||
BRA .no_change_ov3
|
||||
+
|
||||
LDA.w OverlordXHigh, X : !ADD.b #$01 : STA.w OverlordXHigh, X
|
||||
LDA.w OverlordYHigh, X : !ADD.b #$01 : STA.w OverlordYHigh, X
|
||||
|
||||
.no_change_ov3
|
||||
INX : CPX.b #$08 : BNE .loop_bottom_right2
|
||||
BRL .return
|
||||
|
||||
|
||||
.move_to_bottom_left
|
||||
LDX.b #$00
|
||||
|
||||
.loop_bottom_left ; move sprites
|
||||
LDA.w SpriteTypeTable, X
|
||||
JSR ShouldMoveSprite : BCC .no_change4
|
||||
LDA.w SpritePosYHigh, X : !ADD.b #$01 : STA.w SpritePosYHigh, X
|
||||
LDA.w SpritePosXHigh, X : !ADD.b #$00 : STA.w SpritePosXHigh, X
|
||||
|
||||
.no_change4
|
||||
INX : CPX.b #$10 : BNE .loop_bottom_left
|
||||
LDX.b #$00
|
||||
|
||||
.loop_bottom_left2 ; move overlords
|
||||
LDA.w $0B00, X
|
||||
CMP.b #$E3 : BNE + ;is it moving floor?
|
||||
BRA .no_change_ov4
|
||||
+
|
||||
LDA.w OverlordXHigh, X : !ADD.b #$00 : STA.w OverlordXHigh, X
|
||||
LDA.w OverlordYHigh, X : !ADD.b #$01 : STA.w OverlordYHigh, X
|
||||
|
||||
.no_change_ov4
|
||||
INX : CPX.b #$08 : BNE .loop_bottom_left2
|
||||
BRL .return
|
||||
|
||||
|
||||
.return
|
||||
RTL
|
||||
}
|
||||
|
||||
; A - sprite id from E20, X
|
||||
; X - sprite index - should be preserved
|
||||
; sets or clears carry flag, set if sprite should be moved
|
||||
ShouldMoveSprite:
|
||||
PHX
|
||||
LDX.b #$FF
|
||||
- INX : CPX.b #$0F : BCS .done
|
||||
CMP.l BossIds, X : BNE -
|
||||
; match found, move it
|
||||
PLX : SEC : RTS
|
||||
.done ; don't move it
|
||||
PLX : CLC : RTS
|
||||
|
||||
BossIds:
|
||||
db $53, $54, $09, $92, $8c, $8d, $88, $ce
|
||||
db $a2, $a3, $a4, $bd, $cb, $cc, $cd, $ff
|
||||
|
||||
;================================================================================
|
||||
; Fix the gibdo key drop in skull woods before the boss room - USELESS CODE
|
||||
;--------------------------------------------------------------------------------
|
||||
;gibdo_drop_key:
|
||||
; LDA.b RoomIndex : CMP.b #$39 : BNE .no_key_drop ; Check if the room id is skullwoods before boss
|
||||
; LDA.w SpriteAITable, X : CMP.b #$09 : BNE .no_key_drop ; Check if the sprite is alive
|
||||
; LDA.b #$01 : STA.w SpriteForceDrop, X;set key
|
||||
;
|
||||
;.no_key_drop
|
||||
; JSL $86DC5C ;Restore draw shadow
|
||||
; RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;================================================================================
|
||||
; Set a flag to draw kholdstare shell on next NMI
|
||||
;--------------------------------------------------------------------------------
|
||||
new_kholdstare_code:
|
||||
LDA.w SpriteForceDrop : BNE .already_iced
|
||||
LDA.b #$01 : STA.w SpriteForceDrop
|
||||
|
||||
LDA.b #$01 : STA.l !SHELL_DMA_FLAG ; tell our NMI to draw the shell
|
||||
|
||||
.already_iced
|
||||
; restore code
|
||||
JSL Kholdstare_Draw ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;================================================================================
|
||||
; Set a flag to draw trinexx shell on next NMI
|
||||
;--------------------------------------------------------------------------------
|
||||
new_trinexx_code:
|
||||
LDA.w SpriteForceDrop : BNE .already_rocked
|
||||
LDA.b #$01 : STA.w SpriteForceDrop
|
||||
|
||||
LDA.b #$02 : STA.l !SHELL_DMA_FLAG ; tell our NMI to draw the shell
|
||||
|
||||
.already_rocked
|
||||
; restore code
|
||||
LDA.b #$03 : STA.w SpriteGFXControl, X ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X
|
||||
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
45
enemizer/bushes.asm
Normal file
45
enemizer/bushes.asm
Normal file
@@ -0,0 +1,45 @@
|
||||
sprite_bush_spawn:
|
||||
{
|
||||
STY.b Scrap0D ; restored code
|
||||
LDA.l !BUSHES_FLAG ; That byte is the flag to activate random enemies under bush
|
||||
BNE .continue
|
||||
CPY.b #$04 : BNE .not_random_old
|
||||
JSL GetRandomInt : AND.b #$03 : !ADD.b #$13 : TAY
|
||||
|
||||
.not_random_old
|
||||
LDA.w $81F3, Y;restored code
|
||||
RTL
|
||||
|
||||
.continue
|
||||
PHX : PHY ; save x,y just to be safe
|
||||
PHB : PHK : PLB ; setbank to 40
|
||||
|
||||
CPY.b #$04 : BNE .not_random
|
||||
JSL GetRandomInt : AND.b #$03 : TAY
|
||||
LDA.w sprite_bush_spawn_table_random_sprites, Y
|
||||
BRL .return
|
||||
|
||||
.not_random
|
||||
|
||||
CPY.b #$0F : BEQ .newSpriteSpawn
|
||||
CPY.b #$11 : BEQ .newSpriteSpawn
|
||||
CPY.b #$10 : BEQ .newSpriteSpawn
|
||||
;CPY.b #$0E : BEQ .newSpriteSpawn
|
||||
|
||||
LDA.w item_drop_table_override, Y
|
||||
BRA .return
|
||||
|
||||
.newSpriteSpawn
|
||||
LDA.l OverworldIndexMirror : TAY ; load the area ID
|
||||
LDA.l ProgressIndicator : CMP.b #$03 : !BLT .dontGoPhase2 ; check if agahnim 1 is alive
|
||||
; aga1 is dead
|
||||
LDA.l OverworldIndexMirror : CMP.b #$40 : !BGE .dontGoPhase2 ; check if we are in DW, if so we can skip shifting table index
|
||||
!ADD.b #$90 : TAY ; agahnim 1 is dead, so we need to go to the 2nd phase table for LW
|
||||
.dontGoPhase2
|
||||
LDA.w sprite_bush_spawn_table_overworld, Y ;LDA 408000 + area id
|
||||
|
||||
.return
|
||||
PLB ; restore bank to where it was
|
||||
PLY : PLX ; restore x,y
|
||||
RTL
|
||||
}
|
||||
21
enemizer/bushes_table.asm
Normal file
21
enemizer/bushes_table.asm
Normal file
@@ -0,0 +1,21 @@
|
||||
sprite_bush_spawn_table:
|
||||
{
|
||||
; SPRITE DATA TABLE GENERATED BY ENEMIZER
|
||||
.overworld
|
||||
; Skip 0x128(overworld [way overkill]) + 0x128 (dungeons)
|
||||
skip $128
|
||||
.dungeons
|
||||
skip $128
|
||||
|
||||
;Old sprite table - Could be changed as well (for the item id 04)
|
||||
.random_sprites ; if item == 04
|
||||
db #$00, #$D8, #$E3, #$D8
|
||||
}
|
||||
|
||||
warnpc $B68374
|
||||
; the drop table has $E1 at B6837D which needs to be #$DA with retro bow
|
||||
item_drop_table_override:
|
||||
db #$00, #$D9, #$3E, #$79, #$D9, #$DC, #$D8, #$DA, #$E4, #$E1, #$DC
|
||||
db #$D8, #$DF, #$E0, #$0B, #$42, #$D3, #$41, #$D4, #$D9, #$E3, #$D8
|
||||
|
||||
|
||||
11
enemizer/damage.asm
Normal file
11
enemizer/damage.asm
Normal file
@@ -0,0 +1,11 @@
|
||||
CheckIfLinkShouldDie:
|
||||
; before this we should have:
|
||||
; LDA $7EF36D - this gets hooked, but we should have LDA at the end of it
|
||||
|
||||
CMP.b Scrap00 : BCC .dead
|
||||
SEC : SBC.b Scrap00
|
||||
BRA .done
|
||||
.dead
|
||||
LDA.b #$00
|
||||
.done
|
||||
RTL
|
||||
3
enemizer/enemizer_info_table.asm
Normal file
3
enemizer/enemizer_info_table.asm
Normal file
@@ -0,0 +1,3 @@
|
||||
enemizer_info_table:
|
||||
skip $100
|
||||
; contains information about settings and enemizer version used to generate rom
|
||||
45
enemizer/enemizerflags.asm
Normal file
45
enemizer/enemizerflags.asm
Normal file
@@ -0,0 +1,45 @@
|
||||
; ;Enemizer Flags
|
||||
EnemizerFlags:
|
||||
.randomize_bushes
|
||||
db #$00 ;368100 ; Enable random enemy under bushes
|
||||
.close_blind_door
|
||||
db #$00 ;408101 : 200101 ; Enable blind's door closing for other bosses
|
||||
.moldorm_eye_count
|
||||
db #$01 ;408102 : 200102 ; Moldorm eye count, default to 2 eyes (1)
|
||||
.randomize_sprites
|
||||
db #$00 ;408103 : 200103 ; Randomize Sprites.
|
||||
.agahnim_fun_balls
|
||||
db #$00 ;408104 : 200104 ; make Agahnim balls deflect back
|
||||
.enable_mimic_override
|
||||
db #$00 ;408105 : 200105 ; toggle mimic code between new and old
|
||||
; free byte ;408106 : 200106
|
||||
db #$00
|
||||
.center_boss_drops
|
||||
db #$00 ;368107
|
||||
.killable_theives_id ; must be set to C4 to make thieves killable...
|
||||
db #$B8 ;368108
|
||||
.enemies_live_upon_falling
|
||||
db #$00 ; 368109 ; when set to 1 enemies don't die when falling into a hole
|
||||
|
||||
db #$00 ;40810A : 20010A
|
||||
db #$00 ;40810B : 20010B
|
||||
db #$00 ;40810C : 20010C
|
||||
db #$00 ;40810D : 20010D
|
||||
db #$00 ;40810E : 20010E
|
||||
db #$00 ;40810F : 20010F
|
||||
db #$00 ;408110 : 200110
|
||||
db #$00 ;408111 : 200111
|
||||
db #$00 ;408112 : 200112
|
||||
db #$00 ;408113 : 200113
|
||||
db #$00 ;408114 : 200114
|
||||
db #$00 ;408115 : 200115
|
||||
db #$00 ;408116 : 200116
|
||||
db #$00 ;408117 : 200117
|
||||
db #$00 ;408118 : 200118
|
||||
db #$00 ;408119 : 200119
|
||||
db #$00 ;40811A : 20011A
|
||||
db #$00 ;40811B : 20011B
|
||||
db #$00 ;40811C : 20011C
|
||||
db #$00 ;40811D : 20011D
|
||||
db #$00 ;40811E : 20011E
|
||||
db #$00 ;40811F : 20011F
|
||||
16
enemizer/falling_death.asm
Normal file
16
enemizer/falling_death.asm
Normal file
@@ -0,0 +1,16 @@
|
||||
pushpc
|
||||
|
||||
org $868536
|
||||
JSL CheckFallingDeathFlag
|
||||
|
||||
org $86FBF8
|
||||
JSL CheckFallingDeathFlag
|
||||
|
||||
pullpc
|
||||
|
||||
CheckFallingDeathFlag:
|
||||
LDA.l !ENEMY_FALLING_STAY_ALIVE
|
||||
BEQ +
|
||||
RTL
|
||||
+ JML Sprite_ManuallySetDeathFlagUW ; original code
|
||||
|
||||
BIN
enemizer/gfx/rocks.gfx
Normal file
BIN
enemizer/gfx/rocks.gfx
Normal file
Binary file not shown.
BIN
enemizer/gfx/rocks2.gfx
Normal file
BIN
enemizer/gfx/rocks2.gfx
Normal file
Binary file not shown.
BIN
enemizer/gfx/shell.gfx
Normal file
BIN
enemizer/gfx/shell.gfx
Normal file
Binary file not shown.
@@ -1 +1,19 @@
|
||||
incsrc blindboss_hooks.asm
|
||||
incsrc hooks/NMI_hook.asm
|
||||
|
||||
incsrc hooks/bushes_hooks.asm
|
||||
|
||||
incsrc hooks/bossdrop_hooks.asm
|
||||
|
||||
incsrc hooks/blinddoor_hooks.asm
|
||||
|
||||
incsrc hooks/bosses_hooks.asm
|
||||
|
||||
incsrc hooks/moldorm_hooks.asm
|
||||
|
||||
incsrc hooks/damage_hooks.asm
|
||||
|
||||
incsrc hooks/overworld_sprite_hooks.asm
|
||||
|
||||
incsrc hooks/underworld_sprite_hooks.asm
|
||||
|
||||
incsrc hooks/blindboss_hooks.asm
|
||||
9
enemizer/hooks/NMI_hook.asm
Normal file
9
enemizer/hooks/NMI_hook.asm
Normal file
@@ -0,0 +1,9 @@
|
||||
;================================================================================
|
||||
; NMI Hook
|
||||
;--------------------------------------------------------------------------------
|
||||
; rando already hooks the Bank00.asm : 164 (PHA : PHX : PHY : PHD : PHB) so we have to hook after that
|
||||
org $8080D0 ; <- D0 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
|
||||
JML NMIHookActionEnemizer
|
||||
org $8080D5 ; <- D5 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
|
||||
NMIHookReturnEnemizer:
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -7,7 +7,5 @@ org $9DA081 ; Original Code
|
||||
JML check_blind_boss_room
|
||||
Check_for_Blind_Fight:
|
||||
|
||||
|
||||
|
||||
org $9DA090
|
||||
Initialize_Blind_Fight:
|
||||
11
enemizer/hooks/blinddoor_hooks.asm
Normal file
11
enemizer/hooks/blinddoor_hooks.asm
Normal file
@@ -0,0 +1,11 @@
|
||||
;================================================================================
|
||||
; Blind door close
|
||||
;--------------------------------------------------------------------------------
|
||||
;
|
||||
org $828849 ; Bank02.asm(1588) - original code : JSL $078000 //Hook on player main when transition are over execute player code
|
||||
JSL check_special_action ;using the variable 7E0CF3 if it not 00 then trap the player in that room
|
||||
;could be changed easily to support more than only 1 function
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
org $878000
|
||||
Player_Main:
|
||||
6
enemizer/hooks/bossdrop_hooks.asm
Normal file
6
enemizer/hooks/bossdrop_hooks.asm
Normal file
@@ -0,0 +1,6 @@
|
||||
;================================================================================
|
||||
; Change heart container drop location
|
||||
;--------------------------------------------------------------------------------
|
||||
org $85EF62
|
||||
JSL change_heartcontainer_position
|
||||
;--------------------------------------------------------------------------------
|
||||
41
enemizer/hooks/bosses_hooks.asm
Normal file
41
enemizer/hooks/bosses_hooks.asm
Normal file
@@ -0,0 +1,41 @@
|
||||
; *$4C114-$4C174 LONG
|
||||
org $89C114
|
||||
Dungeon_ResetSprites: ; Bank09.asm(822)
|
||||
|
||||
; *$4C44E-$4C498 LONG
|
||||
org $89C44E
|
||||
Sprite_ResetAll: ; Bank09.asm(1344)
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;================================================================================
|
||||
; On Room Transition -> Move Sprite depending on the room loaded
|
||||
;--------------------------------------------------------------------------------
|
||||
org $828979 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
|
||||
JSL boss_move
|
||||
org $828C16 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
|
||||
JSL boss_move
|
||||
org $829338 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
|
||||
JSL boss_move
|
||||
org $828256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
|
||||
JSL boss_move
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;================================================================================
|
||||
; Draw kholdstare shell
|
||||
;--------------------------------------------------------------------------------
|
||||
org $8DD97F ; jump point
|
||||
Kholdstare_Draw:
|
||||
|
||||
org $9E9518 ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
|
||||
JSL new_kholdstare_code ; Write new gfx in the vram
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;================================================================================
|
||||
; Draw trinexx shell
|
||||
;--------------------------------------------------------------------------------
|
||||
org $1DAD67 ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X
|
||||
JSL new_trinexx_code : NOP
|
||||
;--------------------------------------------------------------------------------
|
||||
8
enemizer/hooks/bushes_hooks.asm
Normal file
8
enemizer/hooks/bushes_hooks.asm
Normal file
@@ -0,0 +1,8 @@
|
||||
;================================================================================
|
||||
; New bush mob randomization
|
||||
;--------------------------------------------------------------------------------
|
||||
org $868279
|
||||
NOP #$0A
|
||||
JSL sprite_bush_spawn
|
||||
NOP ; we keep the branch
|
||||
;--------------------------------------------------------------------------------
|
||||
12
enemizer/hooks/damage_hooks.asm
Normal file
12
enemizer/hooks/damage_hooks.asm
Normal file
@@ -0,0 +1,12 @@
|
||||
org $8780CA ; Bank07.asm(179)
|
||||
JSL CheckIfLinkShouldDie : NOP : NOP : NOP
|
||||
;SEC : SBC.b $00 : CMP #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
|
||||
|
||||
org $8780D1
|
||||
BNE linkNotDead : NOP : NOP ; Bank07.asm(183) - CMP.b #$A8 : BCC .linkNotDead
|
||||
|
||||
org $8780D5
|
||||
linkIsDead:
|
||||
|
||||
org $8780F7
|
||||
linkNotDead:
|
||||
20
enemizer/hooks/moldorm_hooks.asm
Normal file
20
enemizer/hooks/moldorm_hooks.asm
Normal file
@@ -0,0 +1,20 @@
|
||||
; adjust oam position after drawing eyes
|
||||
;ED88E
|
||||
org $9DD88E
|
||||
{
|
||||
; original: GiantMoldorm_Draw+5lines (sprite_giant_moldorm.asm)
|
||||
; lda.b $90 : add.w #$0008 : sta.b $90
|
||||
; INC.b $92 : INC.b $92
|
||||
|
||||
JSL Moldorm_UpdateOamPosition
|
||||
NOP #08
|
||||
}
|
||||
|
||||
; set number of eyes
|
||||
;org $9DDBB2 ;$0EDBB2
|
||||
;{
|
||||
; LDX.b #$01
|
||||
; number of eyes (-1)
|
||||
;0EDBB2 0EDBB3
|
||||
; LDX.b #$01
|
||||
;}
|
||||
54
enemizer/hooks/overworld_sprite_hooks.asm
Normal file
54
enemizer/hooks/overworld_sprite_hooks.asm
Normal file
@@ -0,0 +1,54 @@
|
||||
org $89C50B ; 0x4C50B
|
||||
{
|
||||
; .loadData
|
||||
; ; $4C50B-
|
||||
; STA.b Scrap01 ; 85 01
|
||||
; ; $4C50D-
|
||||
; LDY.w #$0000 ; A0 00 00
|
||||
JSL LoadOverworldSprites
|
||||
NOP
|
||||
}
|
||||
|
||||
org $89C510 ; 0x4C510
|
||||
LDA.b [$00], Y ; replace LDA ($00), Y
|
||||
; CMP.b #$FF : BEQ .stopLoading
|
||||
; INY #2
|
||||
org $89C518 ; 0x4C518
|
||||
LDA.b [$00], Y ; replace LDA ($00), Y
|
||||
; DEY #2 : CMP.b #$F4 : BNE .notFallingRocks
|
||||
; INC.w $0FFD
|
||||
; INY #3
|
||||
; BRA .nextSprite
|
||||
; .notFallingRocks ; Anything other than falling rocks.
|
||||
org $89C528 ; 0x4C528
|
||||
LDA.b [$00], Y ; replace LDA ($00), Y
|
||||
; PHA : LSR #4 : ASL #2 :
|
||||
org $89C531 ; 0x4C531
|
||||
STA.b Scrap0A ; STA.b $02
|
||||
; INY
|
||||
org $89C534 ; 0x4C534
|
||||
LDA.b [$00], Y ; replace LDA ($00), Y
|
||||
; LSR #4 : CLC
|
||||
org $89C53B ; 0x4C53B
|
||||
ADC.b Scrap0A ; ADC.b $02
|
||||
; STA.b $06
|
||||
; PLA : ASL #4 : STA.b $07
|
||||
org $89C546 ; 0x4C546
|
||||
LDA.b [$00], Y ; replace LDA ($00), Y
|
||||
; AND.b #$0F : ORA.b $07 : STA.b $05
|
||||
; INY
|
||||
org $89C54F ; 0x4C54F
|
||||
LDA.b [$00], Y ; replace LDA ($00), Y
|
||||
; LDX.b $05 : INC A : STA.l $7FDF80, X
|
||||
|
||||
; ; $4C558-
|
||||
; ; Move on to the next sprite / overlord.
|
||||
; INY ; C8
|
||||
; ; $4C559-
|
||||
; BRA .nextSprite ; 80 B5
|
||||
|
||||
; .stopLoading
|
||||
; ; $4C55B-
|
||||
; SEP #$10 ; E2 10
|
||||
; ; $4C55D-
|
||||
; RTS ; 60
|
||||
67
enemizer/hooks/underworld_sprite_hooks.asm
Normal file
67
enemizer/hooks/underworld_sprite_hooks.asm
Normal file
@@ -0,0 +1,67 @@
|
||||
org $89C29A
|
||||
JSL LoadUnderworldSprites : NOP
|
||||
|
||||
; these hooks change the LDA.b ($00) commands to use LDA.b [$00] commands
|
||||
; so we can store the sprites in a different bank
|
||||
; also needs to change the use of $02 to $03 for slot index to make that possible
|
||||
|
||||
org $89C2B2
|
||||
LDA.b [$00]
|
||||
|
||||
org $89C2C1
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C2CA
|
||||
INC.b Scrap03 ; change slot variable to $03
|
||||
|
||||
;org $09C329 standing items overwrote this one
|
||||
;LDA.b [$00],Y
|
||||
|
||||
org $89C332
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C345
|
||||
DEC.b Scrap03 : LDX.b Scrap03
|
||||
|
||||
org $89C350
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C35A
|
||||
DEC.b Scrap03
|
||||
|
||||
org $89C36E
|
||||
JSL GetSpriteSlot16Bit ; depended on high bit being zero, which it isn't anymore
|
||||
|
||||
org $89C383
|
||||
LDX.b Scrap03
|
||||
|
||||
org $89C38C
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C398
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C3AA
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C3BF
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C3DF
|
||||
LDA.b Scrap03
|
||||
|
||||
org $89C3F3
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C3FB
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C404
|
||||
LDA.b [$00],Y
|
||||
|
||||
org $89C416
|
||||
LDA.b [$00],Y
|
||||
|
||||
|
||||
|
||||
|
||||
19
enemizer/kodongo_fixes.asm
Normal file
19
enemizer/kodongo_fixes.asm
Normal file
@@ -0,0 +1,19 @@
|
||||
pushpc
|
||||
|
||||
org $9EC147
|
||||
JSL NewKodongoCollision
|
||||
JMP.w .continue : NOP #2
|
||||
.continue
|
||||
|
||||
org $9EC152
|
||||
Kodongo_SetDirection:
|
||||
|
||||
pullpc
|
||||
|
||||
NewKodongoCollision:
|
||||
LDA.w SpriteMoveDirection, X : INC A : AND.b #$03 : STA.w SpriteMoveDirection, X
|
||||
;If they collide more than 4 times just set direction
|
||||
LDA.w SpriteAuxTable, X : INC A : STA.w SpriteAuxTable, X : CMP.b #$04 : BCC .continue
|
||||
PLA : PLA : PEA.w Kodongo_SetDirection-1
|
||||
.continue
|
||||
RTL
|
||||
@@ -17,7 +17,10 @@ lorom
|
||||
!RANDOM_SPRITE_FLAG = "$368103"
|
||||
!AGAHNIM_FUN_BALLS = "$368104"
|
||||
!ENABLE_MIMIC_OVERRIDE = "$368105"
|
||||
!ENABLE_TERRORPIN_AI_FIX = "$368106"
|
||||
; free byte
|
||||
!CENTER_BOSS_DROP_FLAG = "$368107"
|
||||
!KILLABLE_THIEVES_ID = "$368108"
|
||||
!ENEMY_FALLING_STAY_ALIVE = "$368109"
|
||||
|
||||
; Enemizer reserved memory
|
||||
; $7F50B0 - $7F50BF - Downstream Reserved (Enemizer)
|
||||
@@ -26,10 +29,37 @@ lorom
|
||||
;================================================================================
|
||||
|
||||
incsrc hooks.asm
|
||||
incsrc DMA.asm
|
||||
|
||||
org $B78000 ; the original org is 368000, but I'm putting this here for migration purposes, and I think B6 is the same bank but fastrom
|
||||
org $B68000 ; the original org is 368000 and B6 is the same bank but fastrom
|
||||
EnemizerTablesStart:
|
||||
;none migrated yet
|
||||
incsrc enemizer_info_table.asm ; B68000-B680FF
|
||||
incsrc enemizerflags.asm ; B68100-B6811F
|
||||
incsrc bushes_table.asm ; B68120-B6373
|
||||
|
||||
EnemizerCodeStart:
|
||||
incsrc blindboss.asm
|
||||
incsrc bushes.asm
|
||||
incsrc NMI.asm
|
||||
incsrc special_action.asm
|
||||
incsrc bosses_moved.asm
|
||||
incsrc damage.asm
|
||||
incsrc bossdrop.asm
|
||||
incsrc moldorm.asm
|
||||
incsrc kodongo_fixes.asm
|
||||
incsrc mimic_fixes.asm
|
||||
; vitreous key fix for boss shuffle - uses FixPrizeOnTheEyes flag
|
||||
|
||||
incsrc overworld_sprites.asm
|
||||
incsrc underworld_sprites.asm
|
||||
|
||||
incsrc blindboss.asm
|
||||
incsrc falling_death.asm
|
||||
|
||||
incsrc shell_gfx.asm
|
||||
warnpc $B6FFFF ;if we hit this we need to split stuff by bank
|
||||
|
||||
org $8684BD
|
||||
Sprite_Get16BitCoords_long:
|
||||
|
||||
org $9EC6FA ;F46FA
|
||||
SpritePrep_Eyegore:
|
||||
110
enemizer/mimic_fixes.asm
Normal file
110
enemizer/mimic_fixes.asm
Normal file
@@ -0,0 +1,110 @@
|
||||
pushpc
|
||||
|
||||
org $8691B6
|
||||
JSL SpritePrep_EyegoreNew
|
||||
|
||||
org $868839 ; 0xEF
|
||||
dw SpritePrep_EyegoreNew
|
||||
dw SpritePrep_EyegoreNew
|
||||
|
||||
;org $869468 ; These need to go else where
|
||||
;dw #$BFF7 ; SpriteModule_Active_Bank1E_bounce
|
||||
;dw #$BFF7 ; SpriteModule_Active_Bank1E_bounce
|
||||
|
||||
;org $9E8B21
|
||||
;JSL FixVectorForMimics
|
||||
|
||||
;org $9E8BBB ; New vectors for mimics
|
||||
;dw #$C795
|
||||
;dw #$C795
|
||||
|
||||
org $9EC70D
|
||||
SpritePrep_Eyegore_become_mimic:
|
||||
|
||||
;org $86EC08 ; Sprite_AttemptZapDamage
|
||||
;JSL resetSprite_Mimic : NOP
|
||||
|
||||
org $86ED9E ; Sprite_ApplyCalculatedDamage, skip high sprite id early exit
|
||||
JSL IsItReallyAMimic : NOP
|
||||
|
||||
org $86EDA6 ; Sprite_ApplyCalculatedDamage .not_absorbable
|
||||
JSL notItemSprite_Mimic
|
||||
|
||||
pullpc
|
||||
|
||||
|
||||
;FixVectorForMimics:
|
||||
; CMP.w $#00EF : BCC .end
|
||||
; SBC.w #$0032 ; this puts the vector at the unused bytes at UNREACHABLE_1E8BBB
|
||||
; .end
|
||||
; AND.w #$00FF ; what we wrote over
|
||||
; ASL A
|
||||
;RTL
|
||||
|
||||
; replace SpritePrep_Eyegore if flag is on
|
||||
SpritePrep_EyegoreNew:
|
||||
{
|
||||
LDA.l !ENABLE_MIMIC_OVERRIDE : BNE .new
|
||||
; old
|
||||
JSL SpritePrep_Eyegore
|
||||
RTL
|
||||
|
||||
.new
|
||||
LDA.w SpriteTypeTable, X : CMP.b #$EF : BCS .mimic ;If sprite id >= EF (unused somaria platform)
|
||||
; seems unnecessary it's just an rtl?
|
||||
; JSL $9EC71A ; 0xF471A set eyegore to be only eyegore (.not_goriya?)
|
||||
RTL
|
||||
.mimic
|
||||
SBC.b #$6C : STA.w SpriteTypeTable, X : JSL SpritePrep_LoadProperties ; pretending to be $83 or $84
|
||||
JSL SpritePrep_Eyegore_become_mimic
|
||||
; LDA.w SpriteTypeTable, X : ADC #$6C : STA.w SpriteTypeTable, X ; set the sprite back to special mimic
|
||||
; todo? unsure about this code - seems unnecessary
|
||||
; LDA.w $0CAA, X : AND.b #$FB : ORA.b #$80 : STA.w $0CAA, X ; STZ.w $0CAA, X
|
||||
RTL
|
||||
}
|
||||
|
||||
;resetSprite_Mimic:
|
||||
; LDA.l !ENABLE_MIMIC_OVERRIDE : BEQ .notMimic ; skip to what it would have done normally
|
||||
;
|
||||
; LDA.w SpriteTypeTable, X
|
||||
; CMP.b #$EF : BCC .notMimic
|
||||
; LDA.w SpriteTypeTable, X : SBC.b #$6C : STA.w SpriteTypeTable, X ; overwrite the sprite id with eyegore id
|
||||
;
|
||||
;.notMimic
|
||||
; restore code
|
||||
; LDA.w SpriteTypeTable, X : CMP.b #$7A
|
||||
;RTL
|
||||
|
||||
IsItReallyAMimic:
|
||||
LDA.l !ENABLE_MIMIC_OVERRIDE : BEQ .continue
|
||||
LDA.w SpriteTypeTable,X : CMP.b #$EF : BEQ .is_mimic
|
||||
CMP.b #$F0 : BNE .continue
|
||||
|
||||
.is_mimic
|
||||
CLC : RTL
|
||||
|
||||
.continue ; code we hijacked
|
||||
LDA.w SpriteTypeTable,X
|
||||
CMP.b #$D8
|
||||
RTL
|
||||
|
||||
; this is just for killable thieves now
|
||||
notItemSprite_Mimic:
|
||||
; if we set killable thief we want to update the sprite id so it can be killed
|
||||
LDA.w SpriteTypeTable, X
|
||||
CMP.l !KILLABLE_THIEVES_ID : BNE .continue ; thief #$C4 (default is B8/dialog tester)
|
||||
|
||||
; if we don't have mimic code turned on we want to skip, but we also need to reload the sprite id because we just smoked it with this LDA
|
||||
; LDA.l !ENABLE_MIMIC_OVERRIDE : BEQ .reloadSpriteIdAndSkipMimic ; skip to what it would have done normally
|
||||
|
||||
; LDA.w SpriteTypeTable, X ; I hate assembly
|
||||
; CMP.b #$EF : BCC .continue
|
||||
; SBC.b #$6C : BRA .continue
|
||||
|
||||
.changeSpriteId
|
||||
LDA.b #$83 ; load green eyegore sprite id so we can kill the thing
|
||||
|
||||
.continue
|
||||
; restore code
|
||||
REP #$20 : ASL #2
|
||||
RTL
|
||||
14
enemizer/moldorm.asm
Normal file
14
enemizer/moldorm.asm
Normal file
@@ -0,0 +1,14 @@
|
||||
Moldorm_UpdateOamPosition:
|
||||
{
|
||||
PHX
|
||||
|
||||
LDA.l !MOLDORM_EYES_FLAG : TAX
|
||||
.more_eyes
|
||||
LDA.b $90 : CLC : ADC.w #$0004 : STA.b $90
|
||||
LDA.b $92 : CLC : ADC.w #$0001 : STA.b $92
|
||||
DEX : BPL .more_eyes ; X >= 0
|
||||
|
||||
PLX
|
||||
|
||||
RTL
|
||||
}
|
||||
8
enemizer/overworld_sprites.asm
Normal file
8
enemizer/overworld_sprites.asm
Normal file
@@ -0,0 +1,8 @@
|
||||
LoadOverworldSprites:
|
||||
; restore code
|
||||
STA.b Scrap01 ; 85 01
|
||||
LDY.w #$0000 ; A0 00 00
|
||||
|
||||
; set bank
|
||||
LDA.b #$09 : STA.b Scrap02 ; default is bank 9
|
||||
RTL
|
||||
12
enemizer/shell_gfx.asm
Normal file
12
enemizer/shell_gfx.asm
Normal file
@@ -0,0 +1,12 @@
|
||||
;================================================================================
|
||||
; insert kholdstare & trinexx shell gfx file
|
||||
;--------------------------------------------------------------------------------
|
||||
GFX_Kholdstare_Shell:
|
||||
incbin gfx/shell.gfx
|
||||
|
||||
GFX_Trinexx_Shell:
|
||||
incbin gfx/rocks.gfx
|
||||
|
||||
GFX_Trinexx_Shell2:
|
||||
incbin gfx/rocks2.gfx
|
||||
;--------------------------------------------------------------------------------
|
||||
12
enemizer/special_action.asm
Normal file
12
enemizer/special_action.asm
Normal file
@@ -0,0 +1,12 @@
|
||||
;================================================================================
|
||||
; Special action
|
||||
;================================================================================
|
||||
check_special_action:
|
||||
{
|
||||
LDA.w $0CF3 : BEQ .no_special_action
|
||||
LDA.b #$05 : STA.b GameSubMode ; $11[0x01] - (Main) Submodule Index (See $B0)
|
||||
STZ.w $0CF3 ; $0CF3[0x01] - free ram
|
||||
.no_special_action
|
||||
JSL Player_Main
|
||||
RTL
|
||||
}
|
||||
11
enemizer/underworld_sprites.asm
Normal file
11
enemizer/underworld_sprites.asm
Normal file
@@ -0,0 +1,11 @@
|
||||
LoadUnderworldSprites:
|
||||
STA.b Scrap00 ; part one of what we replaced
|
||||
LDA.w #$0028 : STA.b Scrap02 ; set the bank to 28 for now
|
||||
LDA.w $048E
|
||||
RTL
|
||||
|
||||
GetSpriteSlot16Bit:
|
||||
LDA.b Scrap03 : AND.w #$00FF
|
||||
ASL A
|
||||
TAY
|
||||
RTL
|
||||
Reference in New Issue
Block a user