Merge branch 'DRUnstable' into Enemizer

# Conflicts:
#	enemizer/hooks/blindboss_hooks.asm
This commit is contained in:
aerinon
2023-03-10 14:10:07 -07:00
18 changed files with 571 additions and 398 deletions

View File

@@ -521,6 +521,9 @@ Dungeon_SaveRoomData_justKeys:
org $02B861
Dungeon_SaveRoomQuadrantData:
org $02C11D
CalculateTransitionLanding:
org $02D9B9
Underworld_LoadSpawnEntrance:
@@ -659,6 +662,9 @@ OverworldMap_DarkWorldTilemap:
org $0ABAB9
OverworldMap_LoadSprGfx:
org $8AE817
DungeonMapBossRooms:
org $0CD7D1
NameFile_MakeScreenVisible:
org $0CDB3E

View File

@@ -17,7 +17,7 @@
incsrc drhooks.asm
;Main Code
org $278000 ;138000
org $A78000 ;138000
db $44, $52 ;DR
DRMode:
dw 0
@@ -52,7 +52,8 @@ incsrc edges.asm
incsrc math.asm
incsrc hudadditions.asm
incsrc dr_lobby.asm
warnpc $279C00
incsrc entrance_fixes.asm
warnpc $A79C00
incsrc doortables.asm
warnpc $288000
warnpc $A88000

View File

@@ -1,4 +1,4 @@
org $279C00
org $A79C00
KeyDoorOffset:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
dw $0000,$0001,$0003,$0000,$0006,$0000,$000b,$0000,$0000,$0000,$000c,$000d,$0010,$0011,$0012,$0000
@@ -18,7 +18,7 @@ dw $01f1,$01f3,$01f7,$0000,$0000,$01f8,$01fa,$0000,$01fd,$0200,$0203,$0204,$0206
dw $0207
org $279E00
org $A79E00
SpiralOffset:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
db $00,$01,$02,$00,$03,$00,$00,$04,$00,$05,$07,$00,$08,$00,$0b,$00
@@ -37,7 +37,7 @@ db $67,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
db $6a,$6d,$6e,$00,$00,$00,$00,$00,$00,$00,$6f,$00,$00,$00,$00,$00
db $70
org $279F00
org $A79F00
DoorOffset:
db $00,$01,$02,$00,$03,$00,$04,$00,$00,$00,$00,$00,$9A,$05,$99,$00
db $00,$06,$07,$08,$09,$0A,$0B,$00,$00,$0C,$0D,$0E,$00,$0F,$10,$11
@@ -56,7 +56,7 @@ db $00,$81,$82,$83,$84,$85,$86,$87,$88,$89,$00,$8A,$8B,$00,$8C,$00
db $00,$8D,$8E,$00,$00,$8F,$90,$00,$91,$92,$93,$94,$95,$00,$00,$00
db $9f
org $27A000
org $A7A000
DoorTable:
;; NW 00 N 01 NE 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Default/Garbage row
@@ -226,7 +226,7 @@ dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003,
;dw $0072, $4ff8 ; ->HC Map Room
;dw $0080, $1f50 ; ->zelda's cellblock
org $27B000
org $A7B000
SpiralTable: ;113 4 byte entries - should end at 27B1C4
dw $0203, $8080 ;null row
dw $0203, $8080 ;HC Backhallway
@@ -309,7 +309,7 @@ dw $0203, $8080 ;East Attic Start
dw $0203, $8080 ;Tower Entrance
org $27C000 ;ends around 27C418
org $A7C000 ;ends around 27C418
PairedDoorTable:
dw $0000 ; the bad template
dw $0000,$0000
@@ -503,7 +503,7 @@ dw $0000,$0000,$0000,$0000
dw $ffff ; indicates the end - we can drop this
; Edge Transition Table (Target Room, Flags, MultiDiv ratio for edges)
org $27C500 ;ends around 27C5F(9) 4 bytes would be 27C649
org $A7C500 ;ends around 27C5F(9) 4 bytes would be 27C649
;I kind of want to split the 3rd byte into two
NorthOpenEdge:
db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
@@ -559,11 +559,11 @@ db $01, $02, $03, $04, $05, $06, $0a, $14
; In-room stairs in North/South pairs. From left to right:
; PoD, IP right side, IP Freezor chest and GT
org $27C700
org $A7C700
InroomStairsTable:
dw $0003,$0003, $0003,$0003, $0003,$0003, $0003,$0003
org $27C720
org $A7C720
InroomStairsRoom:
db $0B,$1B, $3F,$1F, $7E,$5E, $96,$3D
InroomStairsX:
@@ -572,7 +572,7 @@ InroomStairsY:
dw $0058, $0148, $0198, $0190
org $27E000
org $A7E000
CutoffRooms:
; TT Alcove, Mire Bridge Left & Right, Mire Bent Bridge, Mire Hub
; Pod Falling & Harmless, SW Star Pits, TR Lava Escape & TR Dual Pipes, Bob's Room & GT Big Chest
@@ -588,7 +588,7 @@ dw $ffff
; dungeon tables
; HC HC EP DP AT SP PD MM SW IP TH TT TR GT
org $27f000
org $A7f000
CompassBossIndicator:
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
TotalKeys: ;27f020
@@ -603,13 +603,13 @@ TotalLocationsLow: ;27f080
db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07, $00, $00
TotalLocationsHigh: ;27f090
db $00, $00, $00, $00, $00, $01, $01, $00, $00, $00, $00, $00, $01, $02, $00, $00
org $27f0a0
org $A7f0a0
TotalLocations:
db $08, $08, $06, $06, $02, $0a, $0e, $08, $08, $08, $06, $08, $0c, $1b, $00, $00
; no more room here
; Vert 0,6,0 Horz 2,0,8
org $27f0b0
org $A7f0b0
CoordIndex: ; Horizontal 1st
db 2, 0 ; Coordinate Index $20-$23
OppCoordIndex:
@@ -631,16 +631,16 @@ dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte
dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen
;27f0ce next free byte
org $27f0f0
org $A7f0f0
RemoveRainDoorsRoom:
dw $0060, $0062, $ffff ; ffff indicates end of list
RainDoorMatch: ; org $27f0f6 and f8 for now
RainDoorMatch: ; org $A7f0f6 and f8 for now
dw $0081, $0061 ; not xba'd
BlockSanctuaryDoorInRain: ;27f0fa
dw $0000
org $27f100
org $A7f100
TilesetTable:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
db $13,$04,$04,$06,$0d,$ff,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$ff
@@ -680,14 +680,14 @@ db $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$14,$20
db $00,$07,$20,$20,$07,$07,$07,$07,$07,$20,$20,$07,$20,$20,$20,$20
db $07,$07,$02,$02,$02,$02,$07,$07,$07,$20,$20,$07,$20,$20,$20,$07
;27f300
;A7f300
DungeonTilesets:
db $04,$04,$05,$12,$04,$08,$07,$0C,$09,$0B,$05,$0A,$0D,$0E,$06,$06
;
;org $27ff00
;org $A7ff00
org $27fff0
org $A7fff0
LinksHouseDarkWorld:
dw $ffff
SanctuaryDarkWorld:

View File

@@ -1,68 +1,70 @@
org $02b5c4 ; -- moving right routine 135c4
org $82b5c4 ; -- moving right routine 135c4
jsl WarpRight
org $02b665 ; -- moving left routine
org $82b665 ; -- moving left routine
jsl WarpLeft
org $02b713 ; -- moving down routine
org $82b713 ; -- moving down routine
jsl WarpDown
org $02b7b4 ; -- moving up routine
org $82b7b4 ; -- moving up routine
jsl WarpUp
org $02bd80
org $82bd80
jsl AdjustTransition
nop
;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
org $02b5a8 ; <- 135a8 - Bank02.asm : 8368 (LDA $7EC004 : STA $A0)
org $82b5a8 ; <- 135a8 - Bank02.asm : 8368 (LDA $7EC004 : STA $A0)
jsl CheckLinkDoorR
bcc NotLinkDoor1
org $02b5b6
org $82b5b6
NotLinkDoor1:
org $02b649 ; <- 135a8 - Bank02.asm : 8482 (LDA $7EC004 : STA $A0)
org $82b649 ; <- 135a8 - Bank02.asm : 8482 (LDA $7EC004 : STA $A0)
jsl CheckLinkDoorL
bcc NotLinkDoor2
org $02b657
org $82b657
NotLinkDoor2:
; Staircase routine
org $01c3d4 ; <- c3d4 - Bank01.asm : 9762-4 (Dungeon_DetectStaircase-> STA $A0 : LDA $063D, X)
org $81c3d4 ; <- c3d4 - Bank01.asm : 9762-4 (Dungeon_DetectStaircase-> STA $A0 : LDA $063D, X)
jsl RecordStairType : nop
org $02a1e7 ;(PC: 121e7)
org $82a1e7 ;(PC: 121e7)
jsl SpiralWarp
org $0291b3 ; <- Bank02.asm : 3303 (LDA $0462 : AND.b #$04)
org $8291b3 ; <- Bank02.asm : 3303 (LDA $0462 : AND.b #$04)
jsl SpiralPriorityHack : nop
org $0290f9 ; <- Bank02.asm : 3188 (LDA $0462 : AND.b #$04)
org $8290f9 ; <- Bank02.asm : 3188 (LDA $0462 : AND.b #$04)
jsl SpiralPriorityHack : nop
org $029369 ; <- 11369 - Bank02.asm : 3610 (STX $0464 : STY $012E)
org $829369 ; <- 11369 - Bank02.asm : 3610 (STX $0464 : STY $012E)
jsl StraightStairsAdj : nop #2
org $029383 ; <- 11384 - Bank02.asm : 3629 (.walkingDownStaircase-> ADD $20 : STA $20)
org $829383 ; <- 11384 - Bank02.asm : 3629 (.walkingDownStaircase-> ADD $20 : STA $20)
jsl StraightStairsFix : nop
org $0293aa ; <- 113aa - Bank02.asm : 3653 (ADD $20 : STA $20)
org $8293aa ; <- 113aa - Bank02.asm : 3653 (ADD $20 : STA $20)
jsl StraightStairsFix : nop
org $0293d1 ; <- 113d1 - Bank02.asm : 3683 (ADD $20 : STA $20 BRANCH_IOTA)
org $8293d1 ; <- 113d1 - Bank02.asm : 3683 (ADD $20 : STA $20 BRANCH_IOTA)
jsl StraightStairsFix : nop
org $029396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
org $829396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
jsl StraightStairLayerFix
org $02c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
org $82c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
jsl DoorToStraight : nop
org $02c092 ; STA $0020, Y : LDX #$00
org $82c092 ; STA $0020, Y : LDX #$00
jsl DoorToInroom : nop
org $02c0f8 ; CMP $02C034, X
org $82c0f8 ; CMP $02C034, X
jsl DoorToInroomEnd
org $02941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
org $82941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
jsl StraightStairsTrapDoor : rts
org $028b54 ; <- Bank02.asm : 2200 (JSL UseImplicitRegIndexedLocalJumpTable)
org $828b54 ; <- Bank02.asm : 2200 (JSL UseImplicitRegIndexedLocalJumpTable)
jsl InroomStairsTrapDoor
org $82c146
jsl HandleSpecialDoorLanding
org $0289a0 ; JSL $0091C4
org $8289a0 ; JSL $0091C4
jsl QuadrantLoadOrderBeforeScroll
org $02bd9c ; JSL $0091C4
org $82bd9c ; JSL $0091C4
jsl QuadrantLoadOrderAfterScroll
; Graphics fix
org $02895d ; Bank 02 line 1812 (JSL Dungeon_LoadRoom : JSL Dungeon_InitStarTileChr : JSL $00D6F9 : INC $B0)
org $82895d ; Bank 02 line 1812 (JSL Dungeon_LoadRoom : JSL Dungeon_InitStarTileChr : JSL $00D6F9 : INC $B0)
Splicer:
jsl GfxFixer
lda $b1 : beq .done
@@ -70,147 +72,154 @@ rts
nop #5
.done
org $01b618 ; Bank01.asm : 7963 Dungeon_LoadHeader (REP #$20 : INY : LDA [$0D], Y)
org $81b618 ; Bank01.asm : 7963 Dungeon_LoadHeader (REP #$20 : INY : LDA [$0D], Y)
nop : jsl OverridePaletteHeader
org $02817e ; Bank02.asm : 414 (LDA $02811E, X)
org $82817e ; Bank02.asm : 414 (LDA $02811E, X)
jsl FixAnimatedTiles
org $0aef43 ; UnderworldMap_RecoverGFX
org $8aef43 ; UnderworldMap_RecoverGFX
jsl FixCloseDungeonMap
org $028a06 ; Bank02.asm : 1941 Dungeon_ResetTorchBackgroundAndPlayer
org $828a06 ; Bank02.asm : 1941 Dungeon_ResetTorchBackgroundAndPlayer
JSL FixWallmasterLamp
org $00d377 ;Bank 00 line 3185
org $80d377 ;Bank 00 line 3185
DecompDungAnimatedTiles:
org $00fda4 ;Bank 00 line 8882
org $80fda4 ;Bank 00 line 8882
Dungeon_InitStarTileCh:
org $00d6ae ;(PC: 56ae)
org $80d6ae ;(PC: 56ae)
LoadTransAuxGfx:
org $00d739 ;
org $80d739 ;
LoadTransAuxGfx_Alt:
org $00df5a ;(PC: 5f5a)
org $80df5a ;(PC: 5f5a)
PrepTransAuxGfx:
org $0ffd65 ;(PC: 07fd65)
org $8ffd65 ;(PC: 07fd65)
Dungeon_LoadCustomTileAttr:
org $01feb0
org $81feb0
Dungeon_ApproachFixedColor:
;org $01fec1
;Dungeon_ApproachFixedColor_variable:
;org $a0f972 ; Rando version
;LoadRoomHook:
org $1bee74 ;(PC: 0dee74)
org $9bee74 ;(PC: 0dee74)
Palette_DungBgMain:
org $1bec77
org $9bec77
Palette_SpriteAux3:
org $1becc5
org $9becc5
Palette_SpriteAux2:
org $1bece4
org $9bece4
Palette_SpriteAux1:
org $0DFA53
jsl.l LampCheckOverride
org $028046 ; <- 10046 - Bank02.asm : 217 (JSL EnableForceBlank) (Start of Module_LoadFile)
jsl.l OnFileLoadOverride
org $07A93F ; < 3A93F - Bank07.asm 6548 (LDA $8A : AND.b #$40 - Mirror checks)
jsl.l MirrorCheckOverride
org $828046 ; <- 10046 - Bank02.asm : 217 (JSL EnableForceBlank) (Start of Module_LoadFile)
jsl OnFileLoadOverride
org $87A93F ; < 3A93F - Bank07.asm 6548 (LDA $8A : AND.b #$40 - Mirror checks)
jsl MirrorCheckOverride
org $05ef47
org $85ef47
Sprite_HeartContainer_Override: ;sprite_heart_upgrades.asm : 96-100 (LDA $040C : CMP.b #$1A : BNE .not_in_ganons_tower)
jsl GtBossHeartCheckOverride : bcs .not_in_ganons_tower
nop : stz $0dd0, X : rts
.not_in_ganons_tower
org $07a955 ; <- Bank07.asm : around 6564 (JP is a bit different) (STZ $05FC : STZ $05FD)
org $87a955 ; <- Bank07.asm : around 6564 (JP is a bit different) (STZ $05FC : STZ $05FD)
jsl BlockEraseFix
nop #2
org $02A0A8
org $82A0A8
Mirror_SaveRoomData:
org $07A95B ; < bank_07.asm ; #_07A95B: JSL Mirror_SaveRoomData
org $87A95B ; < bank_07.asm ; #_07A95B: JSL Mirror_SaveRoomData
jsl EGFixOnMirror
org $02b82a
org $82b82a
jsl FixShopCode
org $1ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties)
org $9ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties)
jsl VitreousKeyReset
org $1ed024 ; f5024 sprite_guruguru_bar.asm : 27 (LDA $040C : CMP.b #$12 : INY #2
org $9ed024 ; f5024 sprite_guruguru_bar.asm : 27 (LDA $040C : CMP.b #$12 : INY #2
jsl GuruguruFix : bra .next
nop #3
.next
org $028fc9
org $828fc9
nop #2 : jsl BlindAtticFix
org $028409
org $828409
jsl SuctionOverworldFix
org $0ded04 ; <- rando's hooks.asm line 2192 - 6ED04 - equipment.asm : 1963 (REP #$30)
org $8ded04 ; <- rando's hooks.asm line 2192 - 6ED04 - equipment.asm : 1963 (REP #$30)
jsl DrHudDungeonItemsAdditions
;org $098638 ; rando's hooks.asm line 2192
;jsl CountChestKeys
org $06D192 ; rando's hooks.asm line 457
org $86D192 ; rando's hooks.asm line 457
jsl CountAbsorbedKeys
; rando's hooks.asm line 1020
;org $05FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
;jsl CountBonkItem
org $019dbd ; <- Bank01.asm : 4465 of Object_Draw8xN (LDA $9B52, Y : STA $7E2000, X)
org $819dbd ; <- Bank01.asm : 4465 of Object_Draw8xN (LDA $9B52, Y : STA $7E2000, X)
jsl CutoffEntranceRug : bra .nextTile : nop
.nextTile
;maybe set 02e2 to 0
org $0799de ; <- Bank07.asm : 4088 (LDA.b #$15 : STA $5D)
org $8799de ; <- Bank07.asm : 4088 (LDA.b #$15 : STA $5D)
JSL StoreTempBunnyState
;
org $08c450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
org $88c450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
JSL RetrieveBunnyState : NOP
org $02d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
org $82d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
JSL CheckDarkWorldSpawn : NOP
org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
JSL RainPrevention : BCC + : RTS : NOP : +
org $1edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
org $9edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
JSL StandardAgaDmg
org $89F7B2 ; 09F7B2 Module17_01 S&Q
JSL StandardSaveAndQuit
org $09a681 ; < - similar to talalong.asm : 1157 (JSL Main_ShowTextMessage)
org $89a681 ; < - similar to talalong.asm : 1157 (JSL Main_ShowTextMessage)
JSL BlindsAtticHint : NOP #2
org $1cfd69
org $9cfd69
Main_ShowTextMessage:
; Conditionally disable UW music changes in Door Rando
org $028ADB ; <- Bank02.asm:2088-2095 (LDX.b #$14 : LDA $A0 ...)
org $828ADB ; <- Bank02.asm:2088-2095 (LDX.b #$14 : LDA $A0 ...)
JSL.l Underworld_DoorDown_Entry : CPX #$FF
BEQ + : db $80, $1C ; BRA $028B04
NOP #6 : +
org $02C3F2 ; <- Bank02.asm:10521 Unused call
org $82C3F2 ; <- Bank02.asm:10521 Unused call
Underworld_DoorDown_Call:
org $02C3F3
org $82C3F3
dw $8AD9 ; address of Bank02.asm:2085
org $01AA90
org $81AA90
JSL BigKeyDoorCheck : NOP
org $01AAA2
org $81AAA2
RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door:
;Enable south facing bk graphic
org $00CE24
org $80CE24
dw $2ac8
org $01b714 ; PC: b714
org $81b714 ; PC: b714
OpenableDoors:
jsl CheckIfDoorsOpen
bcs .normal
rts
.normal
org $82C157
JSL AlwaysPushThroughFDoors
; Modified from OWR - will need to remove once merged
org $85AF75
Sprite_6C_MirrorPortal:
JSL FixOvalFadeOutMirror : NOP #2 ; LDA $7EF3CA : BNE $05AFDF
org $85AFDF
Sprite_6C_MirrorPortal_missing_mirror:

View File

@@ -1,3 +1,6 @@
; defines
; Ram usage
HorzEdge:
cpy #$ff : beq +
jsr DetectWestEdge : ldy #$02 : bra ++
@@ -295,5 +298,8 @@ DetectEastEdge:
ldx #$08
.end txa : rts
AlwaysPushThroughFDoors:
PHA : AND.b #$F0 : CMP.b #$F0 : BNE +
PLA : RTL
+ PLA : AND.b #$8E : CMP.b #$80
RTL

View File

@@ -0,0 +1,300 @@
;===================================================================================================
; The only specific concern to keep in mind with this code is that your databank will be $00
; Actually, it should be $80, if you're using my fastrom changes.
;
; Leave all your door data vanilla
; Do not try to adjust doors as I previously suggested (not worth the effort)
; We need a few hooks and some light hardcoding either way
; Might as well just do it in a brute, but reliable, way
;
; In brief, this is the hack we're making:
; 1) Let vanilla routines draw the door normally
; 2) Draw over what vanilla just drew
; 3) Hijack the door tile type routine
; and replace the vanilla value with that of solid collision
; For door dection free RAM at $19EE-$19FF has been co-opted to door each drawn doors position and type bytes
; 19EE is for the "current" door for the IdentifyBlockedEntrance routine
; The array at 19F0 is for the collision routine to retrieve that information as it is no longer
; available by that point
;===================================================================================================
pushpc
org $01B0E6
JSL StoreDoorInfo
org $01892F
DoorDrawJankMove:
JML PrepDoorDraw
.return
JSL AdjustEscapeDoorGraphics
RTS
; we don't want to overwrite the JMP ($000E) that's already there
; Well, we could, but we don't need to
warnpc $018939
org $01BF43
JSL AdjustEscapeDoorCollision
org $01C132 ; ADC.w #$0040 : TAX : LDA.b $00
JSL AdjustEscapeDoorCollision_LowEntrance : NOP #2
pullpc
;===================================================================================================
StoreDoorInfo:
STA.w $1980,X
LDA.b $00 : STA.w $19F0,X
TXA
RTL
PrepDoorDraw:
; first off, we need this routine to return to our jank hook
; otherwise, finding a reliable place to put the graphics change check will be a pin
; so push the address to return to the routine
; It's a lot to explain why this is necessary
; Much easier to just tell you to look at $01890D in the disassembly
; and you should understand the vanilla program flow we need to reject
PEA.w DoorDrawJankMove_return-1
LDA.b $00
STA.w $19EE ; for current routine
; copy vanilla code (but fast rom)
LDA.l $8186F0,X
STA.b $0E
LDX.b $02
LDA.b $04
; and to execute the jump, we'll use the JMP ($000E) we carefully avoided overwriting
JML.l $818939
;===================================================================================================
; Adjustment stage 1: graphics
AdjustEscapeDoorGraphics:
JSR IdentifyBlockedEntrance
BCS .replace_graphics
JSR IdentifySancEntrance
BCS .fix_sanctuary_entrance
JSR IdentifySwampEntrance
BCS .fix_swamp_entrance
; Do nothing
RTL
;---------------------------------------------------------------------------------------------------
.replace_graphics ; for blocked doors
; using the value in $19A0 should be fine for finding the graphics
; the only caveat is that this appears to locate the tile just above the north-west corner
; so below, I've indicated that offset with a +$xxx after the base tilemap buffer
; The only odd thing I notice with this position is that some bad hardcoded adjust for
; exploding walls that shouldn't affect how we use this value at all!
LDY.w $0460 ; get door index
LDX.w $19A0-2,Y ; get tilemap index
; hardcoded shutter door graphics tile replacement
; the horizontal flips could easily be explicit LDAs
; but it's probably best the door is symmetrical
; using ORA makes your intent more clear
; and gives you fewer values to change if you experiment with other graphics
; row 1
LDA.w #$8838
STA.l $7E2000+$080,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$086,X
; row 2
LDA.w #$8828
STA.l $7E2000+$100,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$106,X
LDA.w #$8829
STA.l $7E2000+$102,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$104,X
JSR IdentifySwampEntrance
BCS .fix_swamp_entrance_alternate
; the state of the A, X, and Y registers is irrelevant when we exit
; they're all subsequently loaded with new values
RTL
.fix_sanctuary_entrance
LDY.w $0460 ; get door index
LDX.w $19A0-2,Y ; get tilemap index
; row 0
LDA.w #$14C4
STA.l $7E2000+$000,X ; sanity check = should calculate to 7e3bbc
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$006,X
LDA.w #$14C5
STA.l $7E2000+$002,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$004,X
; row 1
LDA.w #$14E8
STA.l $7E2000+$082,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$084,X
; row 2
LDA.w #$14F8
STA.l $7E2000+$102,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$104,X
RTL
.fix_swamp_entrance
LDY.w $0460 ; get door index
LDX.w $19A0-2,Y ; get tilemap index
; row 1 - outer section
LDA.w #$0908
STA.l $7E2000+$080,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$086,X
; row 2
LDA.w #$0918
STA.l $7E2000+$100,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$106,X
LDA.w #$14F8
STA.l $7E2000+$102,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$104,X
.fix_swamp_entrance_alternate
; row 0
LDA.w #$9DFC
STA.l $7E2000+$000,X
STA.l $7E2000+$002,X
STA.l $7E2000+$004,X
STA.l $7E2000+$006,X
; row 1 - mid section
LDA.w #$14E8
STA.l $7E2000+$082,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$084,X
; row 3
LDA.w #$A82C
STA.l $7E2000+$180,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$186,X
LDA.w #$A82D
STA.l $7E2000+$182,X
ORA.w #$4000 ; horizontally flip
STA.l $7E2000+$184,X
RTL
IdentifySancEntrance:
LDA.b $A0 : CMP.w #$0012 : BNE +
LDA.b $0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
IdentifySwampEntrance:
LDA.b $A0 : CMP.w #$0036 : BNE +
LDA.b $0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
;===================================================================================================
; Leaving this here in case you desire a fully custom door later
; For now, we'll just hardcode the tiles, as I did above
; I put these in column order because that's how they're expected for the vanilla draw routines
; but I changed my mind on redefining things
; and am too lazy to change it to a row-wise listing
BlockedEntrance:
dw $8838, $8828, $A888 ; column 0
dw $14E8, $8829, $C888 ; column 1
dw $14E8, $8829, $A888 ; column 2
dw $C838, $C828, $C888 ; column 3
;===================================================================================================
; Adjustment stage 2: collision
AdjustEscapeDoorCollision:
LSR ; vanilla shift
AdjustEscapeDoorCollisionShared:
; save our parameters
; but one or both of these may not be necessary depending on how you detect these doors
; all that matters is that after identifying blockage, we have:
; Y is the same as what we entered with
; X has A>>1, for whatever A entered with
PHA
LDA.w $19F0, Y ; grab door info (type, position)
STA.w $19EE ; store in temporary variable
JSR IdentifyBlockedEntrance
PLX ; this is a TAX in vanilla, just have X pull A instead
BCS .block_entrance
; vanilla value
LDA.b $00
RTL
.block_entrance
LDA.w #$0101 ; load tile type for solid collision
RTL
AdjustEscapeDoorCollision_LowEntrance:
ADC.w #$0040 ; vanilla add
JMP AdjustEscapeDoorCollisionShared
;===================================================================================================
; Enter with:
; $19EE containing the door information: position and type bytes
; Exit with:
; carry clear - leave door alone
; carry set - block door
IdentifyBlockedEntrance:
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002 : BCS .leave_alone ; only in rain states (0 or 1)
LDA.l ProgressFlags : AND.w #$0004 : BNE .leave_alone ; zelda's been rescued
LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
LDA.b $A0 : CMP.w #$0012 : BNE +
; we're in the sanctuary
; this code could be removed because you can't reach sanc without zelda currently
; but that's enforced in the logic, so this is to catch that case in case some mode allows it
LDA.l FollowerIndicator : AND.w #$00FF : CMP.w #$0001 : BEQ .leave_alone ; zelda is following
LDA.b $0A
CMP.w #$000A : BCC .leave_alone
CMP.w #$0014 : BCS .leave_alone
.block_door
SEC : RTS
+ LDA.l BlockCastleDoorsInRain : AND.w #$00FF : BEQ .leave_alone
LDX #$FFFE
- INX #2
LDA.l RemoveRainDoorsRoom, X : CMP.w #$FFFF : BEQ .leave_alone
CMP $A0 : BNE -
LDA.l RainDoorMatch, X
CMP.w $19EE : BNE .leave_alone
BRA .block_door
.continue
BRA -
.leave_alone
CLC : RTS
;===================================================================================================

View File

@@ -1,6 +1,6 @@
WarpLeft:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
JSR CheckIfCave : BCS .end
lda $20 : ldx $aa
jsr CalcIndex
!add #$06 : ldy #$01 ; offsets in A, Y
@@ -11,7 +11,7 @@ WarpLeft:
WarpRight:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
JSR CheckIfCave : BCS .end
lda $20 : ldx $aa
jsr CalcIndex
!add #$12 : ldy #$ff ; offsets in A, Y
@@ -22,7 +22,7 @@ WarpRight:
WarpUp:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
JSR CheckIfCave : BCS .end
lda $22 : ldx $a9
jsr CalcIndex
ldy #$02 ; offsets in A, Y
@@ -40,7 +40,7 @@ endmacro
WarpDown:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
JSR CheckIfCave : BCS .end
lda $22 : ldx $a9
jsr CalcIndex
!add #$0c : ldy #$ff ; offsets in A, Y
@@ -79,6 +79,14 @@ Cleanup:
lda $ef
rts
; carry set if cave, clear otherwise
CheckIfCave:
REP #$30
LDA.b $A2 : CMP.w #$00E1 : BCS .invalid
SEP #$30 : CLC : RTS
.invalid
SEP #$30 : SEC : RTS
;A needs be to the low coordinate, x needs to be either 0 for left,upper or non-zero for right,down
; This sets A (00,02,04) and stores half that at $04 for later use, (src door)
CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 -> A, DoorOffset -> $04 (vert/horz agnostic)
@@ -324,7 +332,7 @@ GetTileAttribute:
{
phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml $02c11d ; mucks with x/y sets a to Tile Attribute, I think
jml CalculateTransitionLanding ; mucks with x/y sets a to Tile Attribute, I think
.jslrtsreturn
rts
}
@@ -364,7 +372,7 @@ DoorToStraight:
lda $a0 : cmp #$51 : bne .skip
lda #$04 : sta $4e
.skip pla
.end ldx $0418 : cmp #$02 ;what we wrote over
.end LDX.w $0418 : CMP.b #$02 ; what we wrote over
rtl
}
@@ -417,3 +425,24 @@ InroomStairsTrapDoor:
jsl StraightStairsTrapDoor_reset
jml $028b15 ; just some RTS in bank 02
}
HandleSpecialDoorLanding: {
LDA.l $7F2000,X ; what we wrote over
SEP #$30
; A = tiletype
HandleIncomingDoorState:
PHA
LDA.l DRMode : BEQ .noDoor
PLA : PHA : AND.b #$FA : CMP.b #$80 : bne .noDoor
.setDoorState
LDA.w $0418 : AND.b #$02 : BNE + : INC
+ STA.b $6C
.noDoor
PLA
CMP.b #$34 : BNE + ; inroom stairs
PHA : LDA.b #$26 : STA.w $045E : PLA
+
RTL
}

View File

@@ -1,27 +1,3 @@
;================================================================================
; Lamp Mantle & Light Cone Fix
;--------------------------------------------------------------------------------
; Output: 0 for darkness, 1 for lamp cone
;--------------------------------------------------------------------------------
LampCheckOverride:
LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA LampEquipment : BNE .done ; skip if we already have lantern
LDA CurrentWorld : BNE +
.lightWorld
LDA $040C : CMP.b #$04 : !BGE ++ ; check if we're in HC
LDA LampConeSewers : BRA .done
++
LDA LampConeLightWorld : BRA .done
+
.darkWorld
LDA LampConeDarkWorld
.done
;BNE + : STZ $1D : + ; remember to turn cone off after a torch
RTL
GtBossHeartCheckOverride:
lda $a0 : cmp #$1c : beq ++
cmp #$6c : beq ++
@@ -117,26 +93,6 @@ RetrieveBunnyState:
STA $5D
+ RTL
RainPrevention:
LDA $00 : XBA : AND #$00FF : STA.b $0A ; what we wrote over
PHA
LDA ProgressIndicator : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
LDA.l ProgressFlags : AND #$0004 : BNE .done ; zelda's been rescued
LDA.l BlockSanctuaryDoorInRain : BEQ .done ;flagged
LDA $A0 : CMP #$0012 : BNE + ;we're in the sanctuary
LDA.l FollowerIndicator : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
LDA $00 : AND #$00FF : CMP #$00A1 : BNE .done ; position is a1
PLA : LDA #$0008 : RTL
+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
LDX #$FFFE
- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
CMP $A0 : BNE -
SEP #$20 : LDA.l RainDoorMatch, X : CMP $00 : BNE .continue
INC.w $0460 : INC.w $0460 : REP #$20 : PLA : SEC : RTL
.continue
REP #$20 : BRA -
.done PLA : CLC : RTL
; A should be how much dmg to do to Aga when leaving this function
StandardAgaDmg:
LDX.b #$00 ; part of what we wrote over
@@ -144,6 +100,14 @@ StandardAgaDmg:
LDA.b #$10 ; hurt him!
+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
StandardSaveAndQuit:
LDA.b #$0F : STA.b $95 ; what we wrote over
LDA.l ProgressFlags : AND #$04 : BNE +
LDA.l DRMode : BEQ +
LDA.l StartingEntrance : CMP.b #$02 : BCC +
LDA.b #$03 : STA.l StartingEntrance ; set spawn to uncle if >=
+ RTL
; note: this skips both maiden dialog triggers if the hole is open
BlindsAtticHint:
REP #$20
@@ -158,10 +122,18 @@ BlindZeldaDespawnFix:
PLA : PLA : PEA.w SpritePrep_BlindMaiden_despawn_follower-1 : RTL
+ PLA : PLA : PEA.w SpritePrep_BlindMaiden_kill_the_girl-1 : RTL
BigKeyDoorCheck:
CPY.w #$001E : BNE + ; skip if it isn't a BK door
LDA.l DRFlags : AND #$0400 : BNE + ; skip if the flag is set - bk doors can be double-sided
PLA : PEA.w RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door-1
+ LDA.w #$0000 : RTL
FixOvalFadeOutMirror:
LDA.b $10 : CMP.b #$0F : BEQ .skip_activation
LDA.l InvertedMode : BNE +
LDA.l CurrentWorld : BNE .skip_activation
RTL
+ LDA.l CurrentWorld : BEQ .skip_activation
RTL
.skip_activation
PLA : PLA : PLA : JML Sprite_6C_MirrorPortal_missing_mirror

View File

@@ -1,24 +1,28 @@
RecordStairType: {
pha
lda.l DRMode : beq .norm
lda $040c : cmp #$ff : beq .norm
REP #$30 : LDA.b $A2 : CMP.w #$00E1 : BCS .norm
CMP #$00DF : BEQ .norm
SEP #$30
lda $0e
cmp #$25 : bcc ++ ; don't record straight staircases
sta $045e
++ pla : bra +
.norm pla : sta $a0
.norm SEP #$30 : pla : sta $a0
+ lda $063d, x
rtl
}
SpiralWarp: {
lda.l DRMode : beq .abort ; abort if not DR
lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
REP #$30 : LDA.b $A2 : CMP.w #$00E1 : BCS .abort
CMP #$00DF : BEQ .abort
SEP #$30
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
cmp #$26 : beq .inroom
.abort
stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out
SEP #$30 : stz $045e : lda $a2 : and.b #$0f : rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda $a2 : and #$0f ; this is the code we are hijacking
@@ -207,19 +211,16 @@ InroomStairsWarp: {
.normal
lda $01 : sta $fe ; trap door
lda $07 : sta $03 : beq +
ldy $a0 : cpy #$51 : beq .specialFix ; throne room
cpy #$02 : beq .specialFix ; sewers pull switch
cpy #$71 : beq .specialFix ; castle armory
lda #$e0
bra ++
lda $01 : and #$04 : bne .specialFix
lda #$e0 : bra ++
.specialFix
lda #$c8
bra ++
lda #$c8 : bra ++
+
%StonewallCheck($43)
lda #$1b
++
sta $20
lda $01 : and #$04 : bne +
lda #$1b : bra ++
+ lda #$33
++ sta $20
inc $07 : stz $02 : lda #$78 : sta $22
lda $01 : and #$03 : beq ++
cmp #$02 : !bge +

View File

@@ -21,7 +21,7 @@ DoDungeonMapBossIcon:
; get dungeon boss room
++ REP #$30
LDA.l $8AE817,X
LDA.l DungeonMapBossRooms, X
ASL
TAX

View File

@@ -3,9 +3,9 @@
; Blind Boss fight
;--------------------------------------------------------------------------------
org $1DA081 ; Original Code
org $9DA081 ; Original Code
JML check_blind_boss_room
Check_for_Blind_Fight:
org $1DA090
org $9DA090
Initialize_Blind_Fight:

View File

@@ -46,6 +46,7 @@ CheckGanonVulnerability:
dw .crystals_and_bosses
dw .bosses_only
dw .all_dungeons_no_agahnim
dw .completionist
; 00 = always vulnerable
.vulnerable
@@ -99,6 +100,15 @@ CheckGanonVulnerability:
.bosses_only
JMP CheckForCrystalBossesDefeated
; 0a = Check Item counter
.completionist
REP #$20
LDA.l TotalItemCounter : CMP.l MaxItemCounter
SEP #$20
BCC .fail
BRA .all_dungeons
;--------------------------------------------------------------------------------
GetRequiredCrystalsForTower:
BEQ + : JSL.l BreakTowerSeal_ExecuteSparkles : + ; thing we wrote over

View File

@@ -188,6 +188,9 @@ db Password_Tilemap>>16
org $0CD527 ; <- 65527 : Bank0C.asm : 2913 (LDA.w #$0004 : STA $02) [LDA.w #$0006 : STA $02]
JSL.l DrawPlayerFile : NOP ; hijack hearts draw routine to draw a full inventory
; Random incredible patch that I should add right now - File Select Fairy
org $1BF029+1 : db $10
org $0ccdd5 ; Bank0C.asm:1881 (LDX.w #$00FD)
JSL.l AltBufferTable : NOP #8 ; Selection screen
org $0cd393 ; Bank0c.asm:2674 (LDX.w #$00FD)

View File

@@ -1,81 +1,88 @@
; hooks
org $01E6B0
org $81E6B0
JSL RevealPotItem
RTS
org $09C2BB
org $829C25
JSL SetTheSceneFix
org $89C2BB
JSL ClearSpriteData
org $09C327
org $89C327
JSL LoadSpriteData
org $06F976
org $86F976
JSL RevealSpriteDrop : NOP
org $06E3C4
org $86E3C4
JSL RevealSpriteDrop2 : NOP
org $06926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
org $86926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
JSL SpriteKeyPrep : NOP #2
org $06d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
org $86d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
JSL SpriteKeyDrawGFX : BRA + : NOP : +
org $06d03d
org $86d03d
JSL ShouldSpawnItem : NOP #2
org $06D19F
org $86D19F
JSL MarkSRAMForItem : NOP #2
org $06d180
org $86d180
JSL BigKeyGet : BCS $07 : NOP #5
org $06d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F)
org $86d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F)
JSL KeyGet
org $06f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties)
org $86f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties)
JSL LoadProperties_PreserveCertainProps
org $008BAA ; NMI hook
org $808BAA ; NMI hook
JSL TransferPotGFX
org $06828A
org $86828A
JSL CheckSprite_Spawn
org $07B169
org $87B169
JSL PreventPotSpawn : NOP
org $07B17D
org $87B17D
JSL PreventPotSpawn2
org $068275
org $868275
JSL SubstitionFlow
org $00A9DC
org $80A9DC
dw $1928, $1938, $5928, $5938 ; change weird ugly black diagonal pot to blue-ish pot
org $018650
org $818650
dw $B395 ; change tile type to normal pot
org $01B3D5
org $81B3D5
JSL CheckIfPotIsSpecial
; refs to other functions
org $0681F4
org $8681F4
Sprite_SpawnSecret_pool_ID:
org $068283
org $868283
Sprite_SpawnSecret_NotRandomBush:
org $06828A
org $86828A
Sprite_SpawnSecret_SpriteSpawnDynamically:
org $06d23a
org $86d23a
Sprite_DrawAbsorbable:
org $1eff81
org $9eff81
Sprite_DrawRippleIfInWater:
org $0db818
org $8db818
Sprite_LoadProperties:
org $06D038
org $86D038
KeyRoomFlagMasks:
org $80FDEE
InitializeMirrorHDMA:
org $80E3C4
LoadCommonSprites_long:
; defines
; Ram usage
@@ -207,6 +214,9 @@ LoadMultiWorldPotItem:
PLX
BRA SaveMajorItemDrop
MultiItemExit:
LDA.w #$0008 : STA.w $0B9C
RTL
LoadMajorPotItem:
INY : INY
@@ -218,7 +228,9 @@ SaveMajorItemDrop:
STA.w SpawnedItemID
STX.w SpawnedItemIndex
INC.w SpawnedItemFlag
TAY : LDA.w #$0008
TAY
LDA.l SpawnedItemIsMultiWorld : BNE MultiItemExit
LDA.w #$0008
CPY.w #$0036 : BNE + ; Red Rupee
LDA.w #$0016 : BRA .substitute
+ CPY.w #$0044 : BNE + ; 10 pack arrows
@@ -625,6 +637,11 @@ CheckIfPotIsSpecial:
.specialpot ; zero flag already set, so gtg
RTL
SetTheSceneFix:
STZ.b $6C
JSL InitializeMirrorHDMA
JSL LoadCommonSprites_long
RTL
incsrc dynamic_si_vram.asm

View File

@@ -1,181 +0,0 @@
org $06926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
jsl SpriteKeyPrep : nop #2
org $06d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
jsl SpriteKeyDrawGFX : bra + : nop : +
org $06d180
jsl BigKeyGet : bcs $07 : nop #5
org $06d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F)
jsl KeyGet
org $06f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties)
jsl LoadProperties_PreserveItemMaybe
org $06d23a
Sprite_DrawAbsorbable:
org $1eff81
Sprite_DrawRippleIfInWater:
org $0db818
Sprite_LoadProperties:
org $288000 ;140000
ShuffleKeyDrops:
db 0
MultiClientFlagsROM: ; 140001 -> stored in SRAM at 7ef33d
db 0
LootTable: ;PC: 140002
db $0e, $00, $24 ;; ice jelly key
db $13, $00, $24 ;; pokey 2
db $16, $00, $24 ;; swamp waterway pot
db $21, $00, $24 ;; key rat
db $35, $00, $24 ;; swamp trench 2 pot
db $36, $00, $24 ;; hookshot pot
db $37, $00, $24 ;; trench 1 pot
db $38, $00, $24 ;; pot row pot
db $39, $00, $24 ;; skull gibdo
db $3d, $00, $24 ;; gt minihelma
db $3e, $00, $24 ;; ice conveyor
db $3f, $00, $24 ;; ice hammer block ??? is this a dungeon secret?
db $43, $00, $24 ;; tiles 2 pot
db $53, $00, $24 ;; beamos hall pot
db $56, $00, $24 ;; skull west lobby pot
db $63, $00, $24 ;; desert tiles 1 pot
db $71, $00, $24 ;; boomerang guard
db $72, $00, $24 ;; hc map guard
db $7b, $00, $24 ;; gt star pits pot
db $80, $00, $32 ;; a big key (for the current dungeon)
db $8b, $00, $24 ;; gt conv cross block
db $9b, $00, $24 ;; gt dlb switch pot
db $9f, $00, $24 ;; ice many pots
db $99, $00, $24 ;; eastern eyegore
db $a1, $00, $24 ;; mire fishbone pot
db $ab, $00, $24 ;; tt spike switch pot
db $b0, $00, $24 ;; tower circle of pots usain
db $b3, $00, $24 ;; mire spikes pot
db $b6, $00, $24 ;; pokey 1
db $ba, $00, $24 ;; eastern dark pot
db $bc, $00, $24 ;; tt hallway pot
db $c0, $00, $24 ;; tower dark archer
db $c1, $00, $24 ;; mire glitchy jelly
db $ff, $00, $ff
;140068
KeyTable:
db $a0, $a0, $a2, $a3, $a4, $a5, $a6, $a7, $a8, $a9, $aa, $ab, $ac, $ad
SpriteKeyPrep:
{
lda $0b9b : sta $0cba, x ; what we wrote over
pha
lda.l ShuffleKeyDrops : beq +
phx
ldx #$fd
- inx #3 : lda.l LootTable, x : cmp #$ff : beq ++ : cmp $a0 : bne -
inx : lda.l LootTable, x : sta !MULTIWORLD_SPRITEITEM_PLAYER_ID
inx : lda.l LootTable, x
plx : sta $0e80, x
cmp #$24 : bne +++
lda $a0 : cmp #$80 : bne + : lda #$24
+++ jsl PrepDynamicTile : bra +
++ plx : lda #$24 : sta $0e80, x
+ pla
rtl
}
SpriteKeyDrawGFX:
{
jsl Sprite_DrawRippleIfInWater
pha
lda.l ShuffleKeyDrops : bne +
- pla
phk : pea.w .jslrtsreturn-1
pea.w $068014 ; an rtl address - 1 in Bank06
jml Sprite_DrawAbsorbable
.jslrtsreturn
rtl
+ lda $0e80, x
cmp #$24 : bne +
lda $a0 : cmp #$80 : bne - : lda #$24
+ jsl DrawDynamicTile ; see DrawHeartPieceGFX if problems
cmp #$03 : bne +
pha : lda $0e60, x : ora.b #$20 : sta $0E60, x : pla
+
jsl.l Sprite_DrawShadowLong
pla : rtl
}
KeyGet:
{
lda CurrentSmallKeys ; what we wrote over
pha
lda.l ShuffleKeyDrops : bne +
- pla : rtl
+ ldy $0e80, x
lda $a0 : cmp #$87 : bne +
jsr ShouldKeyBeCountedForDungeon : bcc -
jsl CountChestKeyLong : bra -
+ sty $00
jsr KeyGetPlayer : sta !MULTIWORLD_ITEM_PLAYER_ID
lda !MULTIWORLD_ITEM_PLAYER_ID : bne .receive
phx
lda $040c : lsr : tax
lda $00 : CMP.l KeyTable, x : bne +
- JSL.l FullInventoryExternal : jsl CountChestKeyLong : plx : pla : rtl
+ cmp #$af : beq - ; universal key
cmp #$24 : beq - ; small key for this dungeon
plx
.receive
jsl.l $0791b3 ; Player_HaltDashAttackLong
jsl.l Link_ReceiveItem
pla : dec : rtl
}
; Input Y - the item type
ShouldKeyBeCountedForDungeon:
{
phx
lda $040c : lsr : tax
tya : cmp KeyTable, x : bne +
- plx : sec : rts
+ cmp #$24 : beq -
plx : clc : rts
}
BigKeyGet:
{
lda.l ShuffleKeyDrops : bne +
- stz $02e9 : ldy.b #$32 ; what we wrote over
phx : jsl Link_ReceiveItem : plx ; what we wrote over
clc : rtl
+
ldy $0e80, x
cpy #$32 : beq -
+ sec : rtl
}
KeyGetPlayer:
{
phx
ldx #$fd
- inx #3 : lda.l LootTable, x : cmp #$ff : beq ++ : cmp $a0 : bne -
++ inx : lda.l LootTable, x
plx
rts
}
LoadProperties_PreserveItemMaybe:
{
lda.l ShuffleKeyDrops : bne +
JML Sprite_LoadProperties
+ lda $0e80, x : pha
jsl Sprite_LoadProperties
pla : sta $0e80, x
rtl
}

View File

@@ -9,15 +9,12 @@ LampCheck:
LDA LampEquipment : BNE .done ; skip if we already have lantern
LDA CurrentWorld : BNE +
.lightWorld
LDA $040C : BNE ++ ; check if we're in sewers
LDA $040C : CMP.b #$FF : BEQ +
CMP.b #$04 : BCS + ; check if we're in HC
LDA LampConeSewers : BRA .done
++
+ LDA CurrentWorld : BNE +
LDA LampConeLightWorld : BRA .done
+
.darkWorld
LDA LampConeDarkWorld
+ LDA LampConeDarkWorld
.done
;BNE + : STZ $1D : + ; remember to turn cone off after a torch
RTL

View File

@@ -2,7 +2,7 @@
!MC_FLAG = "$7F5420"
; tables
org $0ABDF6
org $8ABDF6
WorldMapIcon_posx_vanilla:
dw $0F31 ; prize1
dw $08D0 ; prize2
@@ -24,7 +24,7 @@ dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $0ABE16
org $8ABE16
WorldMapIcon_posy_vanilla:
dw $0620 ; prize1
dw $0080 ; prize2
@@ -46,7 +46,7 @@ dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $0ABE36
org $8ABE36
WorldMapIcon_posx_located:
dw $FF00 ; prize1
dw $FF00 ; prize2
@@ -68,7 +68,7 @@ dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $0ABE56
org $8ABE56
WorldMapIcon_posy_located:
dw $FF00 ; prize1
dw $FF00 ; prize2
@@ -90,7 +90,7 @@ dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $0ABE76
org $8ABE76
WorldMapIcon_tile:
db $38, $62 ; green pendant
db $32, $60 ; red pendant
@@ -112,30 +112,30 @@ db $00, $00 ; unused red x's
db $00, $00
db $00, $00
org $0ABE96
org $8ABE96
CompassExists:
; dw $37FC ; todo: convert to two bytes with masks? so much extra code...
; eastern hera desert pod skull trock thieves mire ice swamp gt at escape
db $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $00, $00, $00, $00, $00
; 0 = light world, 1 = dark world
org $0ABEA6
org $8ABEA6
WorldCompassMask:
db $00, $00, $00, $01, $01, $01, $01, $01, $01, $01, $01, $00, $00, $00, $00, $00
; eastern desert hera pod skull trock thieves mire ice swamp gt at escape x1 x2 x3
; refs
org $0AC59B
org $8AC59B
WorldMapIcon_AdjustCoordinate:
org $0AC3B1
org $8AC3B1
WorldMap_CalculateOAMCoordinates:
org $0AC52E
org $8AC52E
WorldMap_HandleSpriteBlink:
org $0ABF70
org $8ABF70
WorldMap_RedXChars:
org $0AC02B
org $8AC02B
DrawPrizesOverride:
LDX.b #$FF
.loopStart

View File

@@ -2823,4 +2823,7 @@ db $08, $08, $06, $06, $02, $0A, $0E, $08, $08, $08, $06, $08, $0C, $1B, $00, $0
;--------------------------------------------------------------------------------
; 0x187010 - 187FFF (unused)
;--------------------------------------------------------------------------------
org $30F010
MaxItemCounter:
dw $00D8 ; 216 default