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

@@ -1,73 +1,156 @@
!BlankTile = $207F
!SlashTile = $2830
!HyphenTile = $2405
!PTile = $296C
!CTile = $295F
!RedSquare = $345E
!BlueSquare = $2C5E
!DungeonMask = $8098C0
!EnemyDropIndicator = $7E072A
!IndicatorAddress = $7EC790 ; used for both boss nearness and enemy drops
!CurrentDungeonIndicator = $7EC702
!KeysObtained = $7EC7A2
!KeysSlash = $7EC7A4
!KeysTotal = $7EC7A6
DrHudOverride:
{
jsl.l NewDrawHud
jsr HudAdditions
rtl
}
PHB
SEP #$30
LDA.b #$7E
PHA
PLB
HudAdditions:
{
SEP #$10
LDA.l DRFlags : AND #$0008 : BNE + : JMP .end_item_count : +
LDA.l TotalItemCounter : PHA : CMP #1000 : !BLT +
JSL HexToDec4Digit_fast
LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS ; draw 1000's digit
BRA .skip
+ JSL HexToDec_fast
.skip
LDA #$207F : STA !GOAL_DRAW_ADDRESS+2 : STA !GOAL_DRAW_ADDRESS+4
PLA : PHA : CMP.w #100 : !BLT +
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
+ PLA : CMP.w #10 : !BLT +
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
+ LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
LDA.l DRFlags : AND #$0100 : BNE +
LDA.l MultiClientFlagsWRAM+1 : CMP #1000 : !BLT .three_digit_goal
JSL HexToDec4Digit_fast
LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 1000's digit
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+16 ; draw 1's digit
BRA .end_item_count
.three_digit_goal
JSL HexToDec_fast
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
BRA .end_item_count
+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12
STA !GOAL_DRAW_ADDRESS+14 : STA !GOAL_DRAW_ADDRESS+16
.end_item_count
DRHUD_DrawItemCounter:
LDA.l DRFlags : AND #$08 : BNE .draw
JMP DRHUD_DrawIndicators
LDX $1B : BNE + : RTS : + ; Skip if outdoors
ldx $040c : cpx #$ff : bne + : rts : + ; Skip if not in dungeon
lda.l DRMode : bne + : rts : + ; Skip if not door rando
phb : phk : plb
lda CompassField : and.l $0098c0, x : beq +
lda.w CompassBossIndicator, x : and #$00ff : cmp $a0 : bne +
lda $1a : and #$0010 : beq +
lda #$345e : sta $7ec790 : bra .next
+ lda #$207f : sta $7ec790
.next lda.w DRMode : and #$0002 : bne + : plb : rts : +
lda CurrentHealth : and #$00ff : beq +
lda.w DungeonReminderTable, x : bra .reminder
+ lda #$207f
.reminder sta $7ec702
+ lda.w DRFlags : and #$0004 : beq .restore
lda MapField : and.l $0098c0, x : beq .restore
txa : lsr : tax
.draw
REP #$30
LDY.w #!SlashTile : STY.w !GOAL_DRAW_ADDRESS+8
LDA.l TotalItemCounter : PHA
JSR DRHUDHex4Digit
lda.l GenericKeys : and #$00ff : bne +
lda DungeonCollectedKeys, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4
+
lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
; todo 4b0 no longer in use
LDY.w #!BlankTile ; copy these from newhud
LDA.b $04 : TAX : STX.w !GOAL_DRAW_ADDRESS+0
LDA.b $05 : TAX : STX.w !GOAL_DRAW_ADDRESS+2
LDA.b $06 : TAX : STX.w !GOAL_DRAW_ADDRESS+4
LDA.b $07 : TAX : STX.w !GOAL_DRAW_ADDRESS+6
PLX
CPX.w #1000 : BCS .leave_remaining_digits
STY.w !GOAL_DRAW_ADDRESS
CPX.w #100 : BCS .leave_remaining_digits
STY.w !GOAL_DRAW_ADDRESS+2
CPX.w #10 : BCS .leave_remaining_digits
STY.w !GOAL_DRAW_ADDRESS+4
.leave_remaining_digits
LDA.l DRFlags+1 : LSR : BCC .real_goal
LDY.w #!HyphenTile : STA.w !GOAL_DRAW_ADDRESS+10 : STA.w !GOAL_DRAW_ADDRESS+12
STA.w !GOAL_DRAW_ADDRESS+14 : STA.w !GOAL_DRAW_ADDRESS+16
BRA DRHUD_DrawIndicators
.real_goal
REP #$30
LDA.l MultiClientFlagsWRAM+1 : CMP.w #1000 : BCS .four_digits
JSR DRHUDHex3Digit
LDA.b $05 : TAX : STX.w !GOAL_DRAW_ADDRESS+10
LDA.b $06 : TAX : STX.w !GOAL_DRAW_ADDRESS+12
LDA.b $07 : TAX : STX.w !GOAL_DRAW_ADDRESS+14
BRA DRHUD_DrawIndicators
.four_digits
JSR DRHUDHex4Digit ; carry will be preserved
LDA.b $04 : TAX : STX.w !GOAL_DRAW_ADDRESS+10
LDA.b $05 : TAX : STX.w !GOAL_DRAW_ADDRESS+12
LDA.b $06 : TAX : STX.w !GOAL_DRAW_ADDRESS+14
LDA.b $07 : TAX : STX.w !GOAL_DRAW_ADDRESS+16
DRHUD_DrawIndicators:
SEP #$30
LDA.b $1B : BNE .continue
JMP DRHUD_Finished
.continue
LDA.b $1A : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
DRHUD_BossIndicator:
LDA.l DRMode : BNE .continue
.early_exit
JMP DRHUD_Finished
.continue
LDA.w $040C : CMP.b #$1B : BCS .early_exit
SEP #$10 ; clears the high byte of X and prevents it from getting B register
TAX
REP #$30
LDY.w #!BlankTile
LDA.w CompassField : AND.l DungeonMask, x
SEP #$20
BEQ .draw_indicator
LDA.l CompassBossIndicator, x : CMP.b $A0 : BNE .draw_indicator
LDY.w #!RedSquare
.draw_indicator
STY.w !IndicatorAddress
BRA DRHUD_DrawCurrentDungeonIndicator
DRHUD_EnemyDropIndicator:
REP #$30
LDA.w !EnemyDropIndicator : STA.w !IndicatorAddress
SEP #$20
LDA.w $040C : CMP.b #$1B : BCS DRHUD_Finished
SEP #$10 : TAX : REP #$10
DRHUD_DrawCurrentDungeonIndicator: ; mX
LDA.l DRMode : AND.b #$02 : BEQ DRHUD_Finished
LDY.w #!BlankTile
LDA.w CurrentHealth : BEQ .draw_indicator
REP #$20 : LDA.l DungeonReminderTable,X : SEP #$20
TAY
.draw_indicator
STY.w !CurrentDungeonIndicator
DRHUD_DrawKeyCounter:
LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
REP #$20
LDA.w MapField : AND.l DungeonMask, X : BEQ DRHUD_Finished
TXA : LSR : TAX
LDA.l GenericKeys : AND.w #$00FF : BNE .total_only
LDA.l DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w !KeysObtained
LDA #!SlashTile : STA.w !KeysSlash
.total_only
LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w !KeysTotal
;===================================================================================================
DRHUD_Finished:
PLB : RTL
;===================================================================================================
DRHUDHex3Digit:
JSL HexToDec_fast
JMP DRHUDHex4Digit_shared
DRHUDHex4Digit:
JSL HexToDec4Digit_fast
.shared
REP #$30
LDA.l $04
ORA.w #$9090
STA.b $04
LDA.l $06
ORA.w #$9090
STA.b $06
LDA.w #$2400 ; 2490
SEP #$20
RTS
;===================================================================================================
.restore
plb : rts
}
;column distance for BK/Smalls
HudOffsets:

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

24
ram.asm
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@@ -1,12 +1,26 @@
;================================================================================
; RAM Labels & Assertions
;--------------------------------------------------------------------------------
pushpc
org 0
;--------------------------------------------------------------------------------
; Labels for values in WRAM and assertions that ensure they're correct and
; at the expected addresses. All values larger than one byte are little endian.
;--------------------------------------------------------------------------------
; Placeholder and for compass item max count allocations, still WIP
;--------------------------------------------------------------------------------
CompassTotalsWRAM = $7F5410
base $7F5000
RedrawFlag: skip 1 ;
skip 2 ; Unused
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 ;
base $7F5410
CompassTotalsWRAM: skip $10
;================================================================================
; RAM Assertions
@@ -15,4 +29,12 @@ macro assertRAM(label, address)
assert <label> = <address>, "<label> labeled at incorrect address."
endmacro
%assertRAM(RedrawFlag, $7F5000)
%assertRAM(HexToDecDigit1, $7F5003)
%assertRAM(HexToDecDigit2, $7F5004)
%assertRAM(HexToDecDigit3, $7F5005)
%assertRAM(HexToDecDigit4, $7F5006)
%assertRAM(HexToDecDigit5, $7F5007)
%assertRAM(CompassTotalsWRAM, $7F5410)
pullpc

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@@ -1,5 +1,5 @@
HexToDec4Digit_fast:
LDY.b #$00
LDY.w #$0000
-
CMP.w #1000 : !BLT +
INY