Continue labeling and documentation in ram.asm, main rando block

Deleted several unused modules and some commented code
Reorganized some routines to clean up modules
Moved some memory into mirrored WRAM
Refactored NMI hook aux routine
Removed old fake flipper fix
This commit is contained in:
cassidoxa
2022-11-16 21:38:28 -05:00
parent 43f753b517
commit 788cceaab9
67 changed files with 962 additions and 2127 deletions

302
ram.asm
View File

@@ -4,7 +4,7 @@
; This module is primarily concerned with labeling WRAM addresses used by the
; randomizer and documenting their usage.
;
; See the JP 1.0 disassembly for reference as well
; See the JP 1.0 disassembly for reference
; (https://github.com/spannerisms/jpdasm/ - 31/10/2022)
;--------------------------------------------------------------------------------
pushpc
@@ -36,6 +36,7 @@ Scrap0F: skip 1 ;
LinkPosY = $7E0020 ; 2 bytes
LinkPosX = $7E0022 ; 2 bytes
RoomIndex = $7E00A0 ; 2 bytes, UW room index
;================================================================================
; Bank 7E
@@ -55,6 +56,8 @@ MusicControlRequest = $7E012C
ItemReceiptID = $7E02D8
NMIAux = $7E0632
SpritePosYLow = $7E0D00 ; all $10 bytes
SpritePosXLow = $7E0D10
SpritePosYHigh = $7E0D20
@@ -69,8 +72,15 @@ SpriteDirectionTable = $7E0EB0
ToastBuffer = $7E1E0E ; 2 bytes DoToast
ScratchBufferNV = $7E1E70 ; Callee preserved, not ok to clobber
ScratchBufferV = $7E1E80 ; Caller preserved, okay to clobber
MSUResumeTime = $7E1E6B ; 4 bytes
MSUResumeControl = $7E1E6F
MSUFallbackTable = $7E1E70 ; 8 bytes
MSUDelayedCommand = $7E1E79
MSUPackCount = $7E1E7A
MSUPackCurrent = $7E1E7B
MSUPackRequest = $7E1E7C
MSULoadedTrack = $7E1E7D ; 2 bytes
MSUResumeTrack = $7E1E7F
;1E90
ClockHours = $7E1E90 ; Clock Hours
@@ -78,7 +88,9 @@ ClockMinutes = $7E1E94 ; Clock Minutes
ClockSeconds = $7E1E98 ; Clock Seconds
ClockBuffer = $7E1E9C ; Clock Temporary
;1EA0
ScratchBufferNV = $7E1EA0 ; Callee preserved
;1EB0
ScratchBufferV = $7E1EB0 ; Caller preserved
;1EC0
;1ED0
;1EE0
@@ -108,103 +120,111 @@ BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
;================================================================================
; Bank 7F
;--------------------------------------------------------------------------------
RedrawFlag = $7F5000
SpriteSkipEOR = $7F5008
MSReceived = $7F5031
; GanonWarpChain = $7F5032
ForceHeartSpawn = $7F5033
SkipHeartSave = $7F5034
AltTextFlag = $7F5035 ; two bytes, next must be zero. 0=disable
BossKills = $7F5037
LagTime = $7F5038
RupeesCollected = $7F503C ; 2 bytes
NonChestCounter = $7F503E
TileUploadOffsetOverride = $7F5042
NMIAux = $7F5044
ShopId = $7F5050
ShopType = $7F5051
ShopInventory = $7F5052 ; 0x0C
ShopState = $7F505F
ShopCapacity = $7F5060
ShopScratch = $7F5061
ShopSRAMIndex = $7F5062
ShopMerchant = $7F5063
; ShopDMATimer = $7F5064 unused
ShopPriceColumn = $7F5066 ; two bytes
OneMindId = $7F5072
OneMindTimerRAM = $7F5073
ClockStatus = $7F507E ; 2 bytes
; ---- --dn
; d - dnf
; n - negative
RNGLockIn = $7F5090 ; RNG Item
BusyItem = $7F5091
BusyHealth = $7F5092
BusyMagic = $7F5093
DialogOffsetPointer = $7F5094 ; 2 bytes
DialogReturnPointer = $7F5096 ; 2 bytes
StalfosBombDamage = $7F509D
ValidKeyLoaded = $7F509E
SwordModifier = $7F50C0
ShieldModifier = $7F50C1 ; not implemented
ArmorModifier = $7F50C2
MagicModifier = $7F50C3
LightConeModifier = $7F50C4
CuccoStormer = $7F50C5 ; non-zero write causes storm, needs to be zeroed
OldManDash = $7F50C6
IceModifier = $7F50C7
InfiniteArrows = $7F50C8
InfiniteBombs = $7F50C9
InfiniteMagic = $7F50CA
DPadInverter = $7F50CB ; fill in values
OHKOFlag = $7F50CC
SpriteSwapper = $7F50CD
BootsModifier = $7F50CE
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
; Crypto buffer ($7F50D0 - $7F51FF)
KeyBase = $7F50D0
y = $7F50E0
z = $7F50E4
Sum = $7F50E8
p = $7F50EC
e = $7F50F0
CryptoScratch = $7F50F2
CryptoBuffer = $7F5100
v = $7F5100
RNGPointers = $7F5200 ; $FF bytes
RxBuffer = $7F5300 ; $00-$5F buffer $60-7E reserved
RxStatus = $7F537F ; 1 byte
TxBuffer = $7F5380 ; $80 - $EF buffer $F0 - $FE reserved
TxStatus = $7F53FF ; $F0 - $FE
MSUFallbackTable = $7F5460 ; 8 bytes
MSUDelayedCommand = $7F5469
MSUPackCount = $7F546A
MSUPackCurrent = $7F546B
MSUPackRequest = $7F546C
MSULoadedTrack = $7F546D ; 2 bytes
MSUResumeTrack = $7F546F
MSUResumeTime = $7F5470 ; 4 bytes
MSUResumeControl = $7F5474
CompassTotalsWRAM = $7F5410
DialogBuffer = $7F5700 ; $FF bytes
base $7F5000
RedrawFlag: skip 1 ;
skip 2 ;
HexToDecDigit1: skip 1 ; Space for storing the result of hex to decimal conversion.
HexToDecDigit2: skip 1 ; Digits are stored from high to low.
HexToDecDigit3: skip 1 ;
HexToDecDigit4: skip 1 ;
HexToDecDigit5: skip 1 ;
SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded
skip $2B ; Unused
AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer
; or from a secondary buffer (used for things like free dungeon item text)
BossKills: skip 1 ;
LagTime: skip 4 ; Computed during stats preparation for display
RupeesCollected: skip 2 ; Computed during stats preparation for display
NonChestCounter: skip 2 ; Computed during stats preparation for display
skip 2 ; Unused
TileUploadOffsetOverride: skip 2 ; Offset override for loading sprite gfx
skip 3 ;
skip 9 ;
; Shop Block $7F5050 - $7F506F
ShopId: skip 1 ; Shop ID. Used for indexing and loading inventory for custom shops
ShopType: skip 1 ; Shop type. $FF = vanilla shop
; t - - - - - - -
; t = Take-any
ShopInventory: skip $0D ; For three possible shop items, row major:
; [Item ID][Price low][Price High][Purchase Count]
ShopState: skip 1 ; - - - - - l c r | Bitfield that determines whether to draw an item
ShopCapacity: skip 1 ; Four lower bits of shop_config in ShopTable, number of items 1-3
ShopScratch: skip 1 ; Scratch byte used in shop drawing routines
ShopSRAMIndex: skip 1 ; SRAM index for purchase counts
ShopMerchant: skip 1 ; Loaded from ShopTable and used to jump to one of four drawing routines
skip 2 ; Unused
ShopPriceColumn: skip 3 ; Stores coordinates for drawing prices in shops
skip 7 ;
skip 2 ; Reserved for OneMind
OneMindId: skip 1 ; Current OneMind player
OneMindTimerRAM: skip 2 ; Frame counter for OneMind
skip 9 ; Unused
ClockStatus: skip 2 ; 2 bytes second always zero padding
; ---- --dn
; d - DNF mode
; n - Negative
skip $10 ; Unused
RNGLockIn: skip 1 ; Used for RNG item (currently unused by rando)
BusyItem: skip 1 ; Flags for indicating when these things are "busy"
BusyHealth: skip 1 ; e.g. doing some animation
BusyMagic: skip 1 ;
DialogOffsetPointer: skip 2 ; Offset and return pointer into new dialog buffer used
DialogReturnPointer: skip 2 ; for e.g. free dungeon item text.
skip 1 ; Unused
PreviousOverworldDoor: skip 1 ; Previous overworld door is cached or initialized here
skip 1 ; Reserved
skip 1 ; Unused
DuckMapFlag: skip 1 ; Temporary flag used and reset by flute map drawing routine
StalfosBombDamage: skip 1 ; Relocated from damage table
ValidKeyLoaded: skip 1 ;
TextBoxDefer: skip 1 ; Flag used to defer post-item text boxes
skip $10 ; Unused
skip $10 ; Reserved for enemizer
; Most of these modifiers are intended to be written to by
; a 3rd party (e.g. Crowd Control.) Writer is responsible
; for zeroing.
SwordModifier: skip 1 ; Adds level to current sword. Doesn't change graphics.
ShieldModifier: skip 1 ; Not implemented
ArmorModifier: skip 1 ; Adds level to current mail. Doesn't change graphics.
MagicModifier: skip 1 ; Adds level to magic consumption (1/2, 1/4.)
LightConeModifier: skip 1 ; Gives lamp cone when set to 1
CuccoStormer: skip 1 ; Non-zero write causes storm.
OldManDash: skip 1 ; Unused
IceModifier: skip 1 ; - - - g - - - i | Flipping either sets ice physics
InfiniteArrows: skip 1 ; Setting these to $01 will give infinite ammo. Set by
InfiniteBombs: skip 1 ; EscapeAssist.
InfiniteMagic: skip 1 ;
ControllerInverter: skip 1 ; $01 = D-pad | $02 = Buttons | $03 = Buttons and D-Pad
; >=$04 = Swap buttons and D-pad
OHKOFlag: skip 1 ; Any non-zero write sets OHKO mode
SpriteSwapper: skip 1 ; Loads new link sprite and glove/armor palette. No gfx or
; code currently in base ROM for this.
BootsModifier: skip 1 ; $01 = Give dash ability
skip 1 ; Unused
; Crypto Block ($7F50D0 - $7F51FF)
KeyBase: skip $10 ;
y: skip 4 ;
z: skip 4 ;
Sum: skip 4 ;
p: skip 4 ;
e: skip 2 ;
CryptoScratch: skip $0E ;
CryptoBuffer: ;
v: skip $100 ;
RNGPointers: skip $100 ; Pointers for static RNG
; Network I/O block. See servicerequest.asm. Rx and Tx channels
; also allocated 8 persistent bytes each in sram.asm.
RxBuffer: skip $7F ;
RxStatus: skip 1 ;
TxBuffer: skip $7F ;
TxStatus: skip 1 ;
skip $10 ; Unused
CompassTotalsWRAM: skip $10 ; skip $10
skip $40 ; Reserved for general dungeon tracking data. May have over
; allocated here. Feel free to reassign.
skip $40 ; Unused
skip $260 ; Unused
DialogBuffer: skip $100 ; Dialog Buffer
;================================================================================
; RAM Assertions
@@ -233,6 +253,7 @@ endmacro
%assertRAM(LinkPosY, $7E0020)
%assertRAM(LinkPosX, $7E0022)
%assertRAM(RoomIndex, $7E00A0)
%assertRAM(CurrentMSUTrack, $7E010B)
%assertRAM(CurrentVolume, $7E0127)
%assertRAM(TargetVolume, $7E0129)
@@ -240,6 +261,7 @@ endmacro
%assertRAM(MusicControl, $7E012B)
%assertRAM(MusicControlRequest, $7E012C)
%assertRAM(ItemReceiptID, $7E02D8)
%assertRAM(NMIAux, $7E0632)
%assertRAM(SpritePosYLow, $7E0D00)
%assertRAM(SpritePosXLow, $7E0D10)
%assertRAM(SpritePosYHigh, $7E0D20)
@@ -249,12 +271,24 @@ endmacro
%assertRAM(SpriteTypeTable, $7E0E20)
%assertRAM(SpriteDirectionTable, $7E0EB0)
%assertRAM(ToastBuffer, $7E1E0E)
%assertRAM(ScratchBufferNV, $7E1E70)
%assertRAM(ScratchBufferV, $7E1E80)
%assertRAM(MSUResumeTime, $7E1E6B)
%assertRAM(MSUResumeControl, $7E1E6F)
%assertRAM(MSUFallbackTable, $7E1E70)
%assertRAM(MSUDelayedCommand, $7E1E79)
%assertRAM(MSUPackCount, $7E1E7A)
%assertRAM(MSUPackCurrent, $7E1E7B)
%assertRAM(MSUPackRequest, $7E1E7C)
%assertRAM(MSULoadedTrack, $7E1E7D)
%assertRAM(MSUResumeTrack, $7E1E7F)
%assertRAM(ClockHours, $7E1E90)
%assertRAM(ClockMinutes, $7E1E94)
%assertRAM(ClockSeconds, $7E1E98)
%assertRAM(ClockBuffer, $7E1E9C)
%assertRAM(ScratchBufferNV, $7E1EA0)
%assertRAM(ScratchBufferV, $7E1EB0)
%assertRAM(TileUploadBuffer, $7EA180)
%assertRAM(SpriteOAM, $7EC025)
%assertRAM(HUDKeyIcon, $7EC726)
@@ -266,17 +300,21 @@ endmacro
%assertRAM(HUDKeyDigits, $7EC764)
%assertRAM(BigRAM, $7EC900)
%assertRAM(RedrawFlag, $7F5000)
%assertRAM(HexToDecDigit1, $7F5003)
%assertRAM(HexToDecDigit2, $7F5004)
%assertRAM(HexToDecDigit3, $7F5005)
%assertRAM(HexToDecDigit4, $7F5006)
%assertRAM(HexToDecDigit5, $7F5007)
%assertRAM(SpriteSkipEOR, $7F5008)
%assertRAM(MSReceived, $7F5031)
%assertRAM(ForceHeartSpawn, $7F5033)
%assertRAM(SkipHeartSave, $7F5034)
%assertRAM(AltTextFlag, $7F5035)
%assertRAM(BossKills, $7F5037)
%assertRAM(LagTime, $7F5038)
%assertRAM(RupeesCollected, $7F503C)
%assertRAM(NonChestCounter, $7F503E)
%assertRAM(TileUploadOffsetOverride, $7F5042)
%assertRAM(NMIAux, $7F5044)
%assertRAM(ShopId, $7F5050)
%assertRAM(ShopType, $7F5051)
%assertRAM(ShopInventory, $7F5052)
@@ -295,8 +333,11 @@ endmacro
%assertRAM(BusyMagic, $7F5093)
%assertRAM(DialogOffsetPointer, $7F5094)
%assertRAM(DialogReturnPointer, $7F5096)
%assertRAM(PreviousOverworldDoor, $7F5099)
%assertRAM(DuckMapFlag, $7F509C)
%assertRAM(StalfosBombDamage, $7F509D)
%assertRAM(ValidKeyLoaded, $7F509E)
%assertRAM(TextBoxDefer, $7F509F)
%assertRAM(SwordModifier, $7F50C0)
%assertRAM(ShieldModifier, $7F50C1)
%assertRAM(ArmorModifier, $7F50C2)
@@ -308,7 +349,7 @@ endmacro
%assertRAM(InfiniteArrows, $7F50C8)
%assertRAM(InfiniteBombs, $7F50C9)
%assertRAM(InfiniteMagic, $7F50CA)
%assertRAM(DPadInverter, $7F50CB)
%assertRAM(ControllerInverter, $7F50CB)
%assertRAM(OHKOFlag, $7F50CC)
%assertRAM(SpriteSwapper, $7F50CD)
%assertRAM(BootsModifier, $7F50CE)
@@ -326,15 +367,6 @@ endmacro
%assertRAM(RxStatus, $7F537F)
%assertRAM(TxBuffer, $7F5380)
%assertRAM(TxStatus, $7F53FF)
%assertRAM(MSUFallbackTable, $7F5460)
%assertRAM(MSUDelayedCommand, $7F5469)
%assertRAM(MSUPackCount, $7F546A)
%assertRAM(MSUPackCurrent, $7F546B)
%assertRAM(MSUPackRequest, $7F546C)
%assertRAM(MSULoadedTrack, $7F546D)
%assertRAM(MSUResumeTrack, $7F546F)
%assertRAM(MSUResumeTime, $7F5470)
%assertRAM(MSUResumeControl, $7F5474)
%assertRAM(CompassTotalsWRAM, $7F5410)
%assertRAM(DialogBuffer, $7F5700)
@@ -344,36 +376,7 @@ pullpc
; Bank 7F
;--------------------------------------------------------------------------------
; $7F5000 - Redraw Flag
; $7F5001 - Flipper Softlock Possible
; $7F5002 - L/R Rotate
; $7F5003 - HexToDec 1st Digit
; $7F5004 - HexToDec 2nd Digit
; $7F5005 - HexToDec 3rd Digit
; $7F5006 - HexToDec 4th Digit
; $7F5007 - HexToDec 5th Digit
; $7F5008 - Skip Sprite_DrawMultiple EOR
; $7F5009 - Always Zero
; $7F5010 - Unused
; $7F5020 - Unused
; $7F5030 - Unused
; $7F5031 - HUD Master Sword Flag
; $7F5032 - Unused
; $7F5033 - Force Heart Spawn Counter
; $7F5034 - Skip Heart Collection Save Counter
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5037 - Stats Boss Kills
; $7F5038 - Stats Lag Time
; $7F5039 - Stats Lag Time
; $7F503A - Stats Lag Time
; $7F503B - Stats Lag Time
; $7F503C - Stats Rupee Total
; $7F503D - Stats Rupee Total
; $7F503E - Stats Item Total
; $7F503F - Unused
; $7F5040 - Free Item Dialog Temporary
; $7F5041 - Unused
;OLDSTUFF
; $7F5042 - Tile Upload Offset Override (Low)
; $7F5043 - Tile Upload Offset Override (High)
; $7F5044 - $7F5046 - NMI Auxiliary Function
@@ -395,11 +398,11 @@ pullpc
; $7F5095 - Dialog Offset Pointer (High)
; $7F5096 - Dialog Offset Pointer Return (Low)
; $7F5097 - Dialog Offset Pointer Return (High)
; $7F5098 - Water Entry Index
; $7F5098 - Unused
; $7F5099 - Last Entered Overworld Door ID
; $7F509A - (Reserved)
; $7F509B - Unused
; $7F509C - Unused
; $7F509C - Duck Map Flag
; $7F509E - Valid Key Loaded
; $7F509F - Text Box Defer Flag
; $7F50A0 - $7F50AF - Unused
@@ -427,8 +430,7 @@ pullpc
; $7F5300 - $7F53FF - Multiworld Block
; $7F5400 - $7F540F - Unused
; $7F5410 - $7F545F - Dungeon Tracking Block
; $7F5460 - $7F549F - MSU Block
; $7F54A0 - $7F56FF - Unused
; $7F5460 - $7F56FF - Unused
; $7F5700 - $7F57FF - Dialog Buffer