Prevent cross dungeon drops

Enemy drop indicator prototype
This commit is contained in:
aerinon
2023-08-17 13:39:18 -06:00
parent 459dacd582
commit 78b5695e30
4 changed files with 290 additions and 73 deletions

View File

@@ -96,6 +96,7 @@ SpawnedItemIsMultiWorld = $7E0724 ; 0x02
SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
; (flag used as a bitmask in conjunction with StandingItemCounterMask)
SpawnedItemMWPlayer = $7E0728 ; 0x02
;!EnemyDropIndicator = $7E072A ; 0x02 either the blank tile or the blue square
; clear all of them in a loop during room load
SprDropsItem = $7E0730 ; 0x16
SprItemReceipt = $7E0740 ; 0x16
@@ -148,12 +149,43 @@ UWEnemyItemFlags:
; Reserved $250 296 * 2
; Thoughs on multitile dungeon design
org $A8AF00
UWSpecialFlagIndex:
; Reserved $128 (296)
; Initial table indexed by room id
; Special values: $FF indicates the room can use the UWEnemyItemFlags table
; Any other value tell you where to start in the special table
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
org $A8B028
UWSpecialFlag:
; reserved exactly $100 or 256 bytes for now estimated usage is at 159 bytes right now
; Simple mask table, 3 bytes per entry: 1st byte what dungeon it applies, if $FF, then the list is done
; Lists that has even numbers of entries will end with $FF $FF to keep everything 2 byte aligned
; (if not matched, assume mask of value 0)
; 2nd and 3rd bytes are the mask
; For indicator idea:
@@ -163,8 +195,7 @@ UWEnemyItemFlags:
; $FF indicates a spawn without further checking, otherwise need to check the mask in the simple table
; this should be checked in addition to SRAM
org $A8AF00
org $A8B128
RevealPotItem:
STA.b $04 ; save tilemap coordinates
STZ.w SpawnedItemFlag
@@ -320,6 +351,7 @@ ClearSpriteData:
STA SprDropsItem, X : STA SprItemReceipt, X : STA SprItemIndex, X
STA SprItemMWPlayer, X : STA SprItemFlags, X
INX : CPX #$10 : BCC .loop
JSR SetupEnemyDropIndicator
PLX
RTL
@@ -327,6 +359,49 @@ ClearSpriteData2:
LDA.b #$82 : STA.b $99
JMP ClearSpriteData_shared
; this routine determines whether enemies still have drops or not
; and sets EnemyDropIndicator appropriately
; uses X register, assumes flags are (MX) but (mX) is fine
SetupEnemyDropIndicator:
REP #$20
LDA.w #!BlankTile : STA.w !EnemyDropIndicator
LDX.b $1B : BEQ .done
; do we have a flag for enemy drops on? could check it here
LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks
; compass checks
; does compass for dungeon exist?
LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks
; doe we have the compass
; todo: sewers?
LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done
.skipCompassChecks
; either we're in a cave ($040C: $FF), compass doesn't exist, or we have the compass
; check if there are enemy drops
LDA.b $02 : PHA : REP #$10 ; store 02/03 for later
LDX.b $A0 : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF ; determine if special case or not
CMP.w #$00FF : BEQ .loadNormalFlags
JSR FetchBitmaskForSpecialCase
PHA : LDA $A0 : ASL : TAX : PLA
BRA .testAgainstMask
.loadNormalFlags
TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
.testAgainstMask
STA.b $02 : LDA.l SpritePotData, X : AND.b $02 : EOR.b $02
BEQ .cleanup
LDA.w #!BlueSquare : STA.w !EnemyDropIndicator
.cleanup
SEP #$10 : PLA : STA.b $02
.done
SEP #$20
RTS
; Runs during sprite load of the room
LoadSpriteData:
INY : INY
@@ -354,7 +429,24 @@ LoadSpriteData:
; Run when a sprite dies ... Sets Flag to #$02 and Index to sprite slot for
RevealSpriteDrop:
LDA.l SprDropsItem, X : BEQ .normal
LDA.l SprDropsItem, X : BNE CheckIfDropValid
JMP DoNormalDrop
CheckIfDropValid:
REP #$30 : PHX ; save it for later
TXA : ASL : TAX : LDA.l BitFieldMasks, X : STA.b $00 ; stores the bitmask for the specific drop
; check sram, if gotten, run normal
LDA.b $A0 : ASL : TAX : LDA.l SpritePotData, X : PLX ; restore X in case we're done
BIT.b $00 : BNE DoNormalDrop ; zero indicates the item has not been obtained
PHX ; save it for later
LDX.b $A0 : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF
CMP.w #$00FF : BEQ + ; $FF indicates the EnemyItemFlags are sufficient
JSR FetchBitmaskForSpecialCase
BRA .test
+ TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
.test PLX : BIT.b $00 : BEQ DoNormalDrop ; zero indicates the enemy doesn't drop
SEP #$30
;This section sets up the drop
LDA #$02 : STA.l SpawnedItemFlag
STX.w SpawnedItemIndex
LDA.l SprItemReceipt, X : STA SpawnedItemID
@@ -377,7 +469,9 @@ RevealSpriteDrop:
+ INX #2 : BRA -
.done PLX
RTL ; unstun if stunned
.normal
DoNormalDrop:
SEP #$30
LDY.w $0CBA, X : BEQ .no_forced_drop
RTL
.no_forced_drop
@@ -396,6 +490,21 @@ RevealSpriteDrop2:
PEA.w $06E3CE-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
RTL
; input - A the index from UWSpecialFlagIndex
; uses X for loop, $02 for comparing first byte to dungeon
; output - A the correct bitmask
FetchBitmaskForSpecialCase:
ASL : TAX
LDA.w $040C : BNE + ; could check if we are in a cave here and branch to different function?
INC #2 ; move sewers to HC
+ STA.b $02
- LDA.l UWSpecialFlag, X : AND.w #$00FF
CMP.w #$00FF : BNE + ; if the value is FF we are done, use 0 as bitmask
LDA.w #$0000 : RTS
+ CMP.b $02 : BNE + ; if the value matches the dungeon, use next 2 bytes as bitmasl
INX : LDA.l UWSpecialFlag, X : RTS
+ INX #3 : BRA - ; else move to the next row
MinorForcedDrops:
; Item ID -> Sprite ID
db $27, $DC ; BOMB REFILL 1
@@ -420,6 +529,7 @@ IncrementCountForMinor:
LDA.l SpritePotData, X : BIT $0A : BNE .obtained
ORA $0A : STA SpritePotData, X
SEP #$30
JSR SetupEnemyDropIndicator
LDA $040C : CMP #$FF : BEQ +
CMP #$00 : BNE ++
INC #2 ; treat sewers as HC
@@ -472,7 +582,9 @@ MarkSRAMForItem:
TAX : LDA.l BitFieldMasks, X : STA $00
TYX
LDA.w SpawnedItemFlag : CMP #$0001 : BEQ +
LDA SpritePotData, X : ORA $00 : STA SpritePotData, X : BRA .end
LDA SpritePotData, X : ORA $00 : STA SpritePotData, X
SEP #$10 : JSR SetupEnemyDropIndicator
BRA .end
+ LDA RoomPotData, X : ORA $00 : STA RoomPotData, X
.end
SEP #$30 : PLY : PLX