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

@@ -1,86 +1,82 @@
org $008A01 ; 0xA01 - Bank00.asm (LDA.b #$10 : STA $4304 : STA $4314 : STA $4324)
LDA $BC
LDA.b PlayerSpriteBank
org $1BEDF9
JSL SpriteSwap_Palette_ArmorAndGloves ;4bytes
RTL ;1byte
NOP #$01
JSL SpriteSwap_Palette_ArmorAndGloves ; 4bytes
RTL ; 1byte
NOP
org $1BEE1B
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
!SPRITE_SWAP = "$7F50CD"
;!STABLE_SCRATCH = "$7EC178"
!BANK_BASE = "#$29"
!BANK_BASE = $A9
org $BF8000
SwapSpriteIfNecessary:
PHP
SEP #$20 ; set 8-bit accumulator
LDA !SPRITE_SWAP : BEQ + : !ADD !BANK_BASE : CMP $BC : BEQ +
STA $BC
STZ $0710 ; Set Normal Sprite NMI
JSL.l SpriteSwap_Palette_ArmorAndGloves_part_two
LDA.l SpriteSwapper : BEQ + : CLC : ADC.b #!BANK_BASE : CMP.b PlayerSpriteBank : BEQ +
STA.b PlayerSpriteBank
STZ.w SkipOAM ; Set Normal Sprite NMI
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
+
PLP
RTL
SpriteSwap_Palette_ArmorAndGloves:
{
;DEDF9
LDA !SPRITE_SWAP : BNE .continue
LDA.b #$10 : STA $BC ; Load Original Sprite Location
REP #$21
LDA ArmorEquipment
JSL $1BEDFF ; Read Original Palette Code
RTL
.part_two
SEP #$30
LDA !SPRITE_SWAP : BNE .continue
REP #$30
LDA GloveEquipment
JSL $1BEE21 ; Read Original Palette Code
RTL
; DEDF9
LDA.l SpriteSwapper : BNE .continue
LDA.b #$10 : STA.b PlayerSpriteBank ; Load Original Sprite Location
REP #$21
LDA.l ArmorEquipment
JSL Palette_ArmorAndGloves+6 ; Read Original Palette Code
RTL
.part_two
SEP #$30
LDA.l SpriteSwapper : BNE .continue
REP #$30
LDA.l GloveEquipment
JSL Palettes_Load_LinkGloves+6 ; Read Original Palette Code
RTL
.continue
.continue
PHX : PHY : PHA
; Load armor palette
PHB : PHK : PLB
REP #$20 ; set 16-bit accumulator
; Check what Link's armor value is.
LDA ArmorEquipment : AND.w #$00FF : TAX
; (DEC06, X)
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00
;replace D308 by 7000 and search
REP #$10 ; set 16-bit index registers
LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
LDX.w #$000E ; Palette has 15 colors
TXY : TAX
LDA.b $BC : AND #$00FF : STA $02
PHX : PHY : PHA
; Load armor palette
PHB : PHK : PLB
REP #$20 ; set 16-bit accumulator
; Check what Link's armor value is.
LDA.l ArmorEquipment : AND.w #$00FF : TAX
LDA.l LinkMailPalettesOffsets, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA.b Scrap00
; replace D308 by 7000 and search
REP #$10 ; set 16-bit index registers
LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
LDX.w #$000E ; Palette has 15 colors
TXY : TAX
LDA.b PlayerSpriteBank : AND.w #$00FF : STA.b Scrap02
.loop
LDA [$00] : STA $7EC300, X : STA $7EC500, X
INC $00 : INC $00
INX #2
DEY : BPL .loop
LDA.b [Scrap00] : STA.l PaletteBufferAux, X : STA.l PaletteBuffer, X
SEP #$30
PLB
INC $15
PLA : PLY : PLX
RTL
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY : BPL .loop
SEP #$30
PLB
INC.b NMICGRAM
PLA : PLY : PLX
RTL
}