let's dev 5/30/17

Dwarf follower gets Zelda’s graphics when spawning at Sanctuary
(KK) Lumberjack tree issue when you defeat Agahnim before rescuing Zelda (then fix Escape Cape logic)
Remove the locked doors fix we put in pre Zelda rescue
Double check castle warp/gate, Zelda in her cell, old man, castle doors, any other post-Aga stuff
(KK/VT) “Make Ganon invulnerable to all swords” flag/switch (to correctly control the Goal)
This commit is contained in:
Karkat
2017-05-30 23:06:27 -04:00
parent 6462d1f4b9
commit 7794964f46
4 changed files with 39 additions and 13 deletions

View File

@@ -3,13 +3,24 @@
; Returns: 0=Unlocked - 1=Locked ; Returns: 0=Unlocked - 1=Locked
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
LockAgahnimDoors: LockAgahnimDoors:
LDA.l AgahnimDoorStyle
BNE +
;#$0 = Never Locked
LDA.w #$0000 : RTL
+ : CMP.w #$0001 : BNE +
JSR.w OldLockAgahnimDoors : RTL
+
LDA.w #$0000 ; fallback to never locked
RTL
;--------------------------------------------------------------------------------
OldLockAgahnimDoors:
LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE + ; if we rescued zelda, skip LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE + ; if we rescued zelda, skip
LDA $22 : CMP.w #1992 : !BLT + ; door too far left, skip LDA $22 : CMP.w #1992 : !BLT + ; door too far left, skip
CMP.w #2088 : !BGE + ; door too rat right, skip CMP.w #2088 : !BGE + ; door too rat right, skip
LDA $20 : CMP.w #1720 : !BGE + ; door too low, skip LDA $20 : CMP.w #1720 : !BGE + ; door too low, skip
LDA.w #$0001 LDA.w #$0001
RTL RTS
+ +
LDA.w #$0000 LDA.w #$0000
RTL RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -47,7 +47,8 @@ NOP #18
; Zelda Sprite Fixes ; Zelda Sprite Fixes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $05EBCF ; <- 2EBCF - sprite_zelda.asm : 23 (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) org $05EBCF ; <- 2EBCF - sprite_zelda.asm : 23 (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword)
NOP #8 JSL.l SpawnZelda : NOP #2
;NOP #8
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $06C06F ; <- 3406F - Bank06.asm : 1794 (JSL Sprite_ZeldaLong) ;org $06C06F ; <- 3406F - Bank06.asm : 1794 (JSL Sprite_ZeldaLong)
;JSL.l SpawnZelda ;JSL.l SpawnZelda
@@ -825,6 +826,9 @@ JSL.l SetUncleRainState : RTS
;org $0280DD ; <- 100DD - Bank02.asm:298 - (LDA $7EF3C5 : CMP.b #$02 : BCC .indoors) ;org $0280DD ; <- 100DD - Bank02.asm:298 - (LDA $7EF3C5 : CMP.b #$02 : BCC .indoors)
;JSL.l ForceLinksHouse ;JSL.l ForceLinksHouse
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $05EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL.l EndRainState : NOP #2
;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
; Pendant / Crystal Fixes ; Pendant / Crystal Fixes

View File

@@ -90,8 +90,8 @@ org $06B55C ; PC 0x3355C ; sprite_smithy_bros.asm : 634
SmithSword: SmithSword:
db #$02 ; #$02 = Tempered Sword (default) db #$02 ; #$02 = Tempered Sword (default)
org $05EBD4 ; PC 0x2EBD4 - sprite_zelda.asm:23 - (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) - Zelda Spawnpoint Sword Check ;org $05EBD4 ; PC 0x2EBD4 - sprite_zelda.asm:23 - (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) - Zelda Spawnpoint Sword Check
db #$05 ; #$02 = Tempered Sword (default) - #$05 = All Swords ;db #$05 ; #$02 = Tempered Sword (default) - #$05 = All Swords
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $308030 ; PC 0x180030 org $308030 ; PC 0x180030
EnableSRAMTrace: EnableSRAMTrace:
@@ -603,15 +603,19 @@ StandingKey_Hera:
;================================================================================ ;================================================================================
org $308165 ; PC 0x180165 org $308165 ; PC 0x180165
GoalItemIcon: GoalItemIcon:
dw #$280D ; #280D = Star (default) - #$280E = Triforce Piece dw #$280D ; #$280D = Star (default) - #$280E = Triforce Piece
;================================================================================ ;================================================================================
org $308167 ; PC 0x180167 org $308167 ; PC 0x180167
GoalItemRequirement: GoalItemRequirement:
db #$00 ; #00 = Off (default) - #$XX = Require $XX Goal Items db #$00 ; #$00 = Off (default) - #$XX = Require $XX Goal Items
;================================================================================ ;================================================================================
org $308168 ; PC 0x180168 org $308168 ; PC 0x180168
ByrnaCaveSpikeDamage: ByrnaCaveSpikeDamage:
db #$08 ; #08 = 1 Heart (default) - #$02 = 1/4 Heart db #$08 ; #$08 = 1 Heart (default) - #$02 = 1/4 Heart
;================================================================================
org $308169 ; PC 0x180169
AgahnimDoorStyle:
db #$00 ; #00 = Never Locked - #$01 = Locked During Escape (default)
;================================================================================ ;================================================================================
org $308190 ; PC 0x180190 org $308190 ; PC 0x180190
TimerStyle: TimerStyle:

View File

@@ -1,9 +1,16 @@
;================================================================================ ;================================================================================
; Spawn Zelda (or not) ; Spawn Zelda (or not)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;SpawnZelda: SpawnZelda:
; LDA.l $7EF3CC : CMP #$08 : BEQ .skip LDA.l $7EF3CC : CMP #$08 : BEQ +
; JSL.l Sprite_ZeldaLong CLC : RTL
; .skip +
;RTL SEC
RTL
;--------------------------------------------------------------------------------
EndRainState:
LDA $7EF3C5 : CMP.b #$02 : !BGE + ; skip if past escape already
LDA.b #$02 : STA $7EF3C5 ; end rain state
+
RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------