Added Cold Fairy Statue to bonkable locations

This commit is contained in:
codemann8
2023-03-09 20:28:18 -06:00
parent a1fb6ea1af
commit 8102b75b0c

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@@ -157,6 +157,14 @@ and #$7f : eor #$40 : nop #2
org $06AD4C org $06AD4C
jsl.l OWBonkDrops : nop #4 jsl.l OWBonkDrops : nop #4
org $1EDE6F
jsl.l OWBonkGoodBeeDrop : bra +
GoldBee_SpawnSelf_SetProperties:
phb : lda.b #$1E : pha : plb ; switch to bank 1E
jsr GoldBee_SpawnSelf+12
plb : rtl
nop #3
+
;Code ;Code
org $aa8800 org $aa8800
@@ -395,6 +403,112 @@ LoadMapDarkOrMixed:
dw $0400+$0210 ; bottom right dw $0400+$0210 ; bottom right
} }
OWBonkGoodBeeDrop:
{
LDA.l OWFlags+1 : AND.b #$02 : BNE .shuffled
.vanilla ; what we wrote over
STZ.w $0DD0,X
LDA.l BottleContentsOne : ORA.l BottleContentsTwo
ORA.l BottleContentsThree : ORA.l BottleContentsFour
RTL
.shuffled
PHY : TXY
LDA.l RoomDataWRAM[$0120].high : AND.b #$02 : PHA : BNE + ; check if collected
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
+
LDA.l OWBonkPrizeData+(42*6+4) : BEQ + ; multiworld item
LDA.l OWBonkPrizeData+(42*6+3)
JMP .spawn_item
+
.determine_type ; S = Collected, FlagBitmask, X (row + 2)
LDA.l OWBonkPrizeData+(42*6+3) ; A = item id
CMP.b #$B0 : BNE +
LDA.b #$79 : JMP .sprite_transform ; transform to bees
+ CMP.b #$42 : BNE +
JSL.l Sprite_TransmuteToBomb ; transform a heart to bomb, vanilla behavior
JMP .mark_collected
+ CMP.b #$34 : BNE +
LDA.b #$D9 : JMP .sprite_transform ; transform to single rupee
+ CMP.b #$35 : BNE +
LDA.b #$DA : JMP .sprite_transform ; transform to blue rupee
+ CMP.b #$36 : BNE +
LDA.b #$DB : BRA .sprite_transform ; transform to red rupee
+ CMP.b #$27 : BNE +
LDA.b #$DC : BRA .sprite_transform ; transform to 1 bomb
+ CMP.b #$28 : BNE +
LDA.b #$DD : BRA .sprite_transform ; transform to 4 bombs
+ CMP.b #$31 : BNE +
LDA.b #$DE : BRA .sprite_transform ; transform to 8 bombs
+ CMP.b #$45 : BNE +
LDA.b #$DF : BRA .sprite_transform ; transform to small magic
+ CMP.b #$B4 : BNE +
LDA.b #$E0 : BRA .sprite_transform ; transform to big magic
+ CMP.b #$B5 : BNE +
LDA.b #$79 : JSL.l OWBonkSpritePrep
JSL.l GoldBee_SpawnSelf_SetProperties ; transform to good bee
BRA .mark_collected
+ CMP.b #$44 : BNE +
LDA.b #$E2 : BRA .sprite_transform ; transform to 10 arrows
+ CMP.b #$B1 : BNE +
LDA.b #$AC : BRA .sprite_transform ; transform to apples
+ CMP.b #$B2 : BNE +
LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
+ CMP.b #$B3 : BNE .spawn_item
INX : INX : LDA.l OWBonkPrizeData+(42*6+5)
CLC : ADC.b #$08 : PHA
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
.sprite_transform
JSL.l OWBonkSpritePrep
.mark_collected ; S = Collected
PLA : BNE .return
LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20
BRA .return
; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return
+ LDA.l OWBonkPrizeData+(42*6+4) : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.b #$01 : STA !REDRAW
LDA.b #$EB : STA.l $7FFE00
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
; affects the rate the item moves in the Y/X direction
LDA.b #$00 : STA.w $0D40,Y
LDA.b #$0A : STA.w $0D50,Y
LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch)
LDA.b #$FF : STA.w $0B58,Y ; stun timer
LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
; sets OW event bitmask flag, uses free RAM
LDA.l OWBonkPrizeData+(42*6+2) : STA.w $0ED0,Y
; determines the initial spawn point of item
LDA.w $0D00,Y : SEC : SBC.l OWBonkPrizeData+(42*6+5) : STA.w $0D00,Y
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
LDA.b #$01 : STA !REDRAW : STA !FORCE_HEART_SPAWN
.return
PLY
LDA #$08 ; makes original good bee not spawn
RTL
nop #20
}
; Y = sprite slot index of bonk sprite ; Y = sprite slot index of bonk sprite
OWBonkDrops: OWBonkDrops:
{ {
@@ -439,7 +553,7 @@ OWBonkDrops:
+ CMP.b #$34 : BNE + + CMP.b #$34 : BNE +
LDA.b #$D9 : CLC : JMP .sprite_transform ; transform to single rupee LDA.b #$D9 : CLC : JMP .sprite_transform ; transform to single rupee
+ CMP.b #$35 : BNE + + CMP.b #$35 : BNE +
LDA.b #$DA : CLC : BRA .sprite_transform ; transform to blue rupee LDA.b #$DA : CLC : JMP .sprite_transform ; transform to blue rupee
+ CMP.b #$36 : BNE + + CMP.b #$36 : BNE +
LDA.b #$DB : CLC : BRA .sprite_transform ; transform to red rupee LDA.b #$DB : CLC : BRA .sprite_transform ; transform to red rupee
+ CMP.b #$27 : BNE + + CMP.b #$27 : BNE +
@@ -452,6 +566,10 @@ OWBonkDrops:
LDA.b #$DF : CLC : BRA .sprite_transform ; transform to small magic LDA.b #$DF : CLC : BRA .sprite_transform ; transform to small magic
+ CMP.b #$B4 : BNE + + CMP.b #$B4 : BNE +
LDA.b #$E0 : CLC : BRA .sprite_transform ; transform to big magic LDA.b #$E0 : CLC : BRA .sprite_transform ; transform to big magic
+ CMP.b #$B5 : BNE +
LDA.b #$79 : JSL.l OWBonkSpritePrep
JSL.l GoldBee_SpawnSelf_SetProperties ; transform to good bee
BRA .mark_collected
+ CMP.b #$44 : BNE + + CMP.b #$44 : BNE +
LDA.b #$E2 : CLC : BRA .sprite_transform ; transform to 10 arrows LDA.b #$E2 : CLC : BRA .sprite_transform ; transform to 10 arrows
+ CMP.b #$B1 : BNE + + CMP.b #$B1 : BNE +
@@ -466,21 +584,14 @@ OWBonkDrops:
LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
.sprite_transform .sprite_transform
STA.w $0E20,Y JSL.l OWBonkSpritePrep
TYX : JSL.l Sprite_LoadProperties
BEQ +
; these are sprite properties that make it fall out of the tree to the east
LDA #$30 : STA $0F80,Y ; amount of force (related to speed)
LDA #$10 : STA $0D50,Y ; eastward rate of speed
LDA #$FF : STA $0B58,Y ; expiration timer
+
.mark_collected ; S = Collected, FlagBitmask, X (row + 2) .mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BNE + ; S = FlagBitmask, X (row + 2) PLA : BNE + ; S = FlagBitmask, X (row + 2)
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
REP #$20 REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20 SEP #$20
+ JMP .return + JMP .return
@@ -493,8 +604,7 @@ OWBonkDrops:
LDA.b #$01 : STA !REDRAW LDA.b #$01 : STA !REDRAW
LDA.b #$EB LDA.b #$EB : STA.l $7FFE00
STA.l $7FFE00
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
; affects the rate the item moves in the Y/X direction ; affects the rate the item moves in the Y/X direction
@@ -523,6 +633,19 @@ OWBonkDrops:
PLA : PLA : PLB : RTL PLA : PLA : PLB : RTL
} }
; A = SpriteID, Y = Sprite Slot Index, X = free/overwritten
OWBonkSpritePrep:
{
STA.w $0E20,Y
TYX : JSL.l Sprite_LoadProperties
BEQ +
; these are sprite properties that make it fall out of the tree to the east
LDA #$30 : STA $0F80,Y ; amount of force (related to speed)
LDA #$10 : STA $0D50,Y ; eastward rate of speed
LDA #$FF : STA $0B58,Y ; expiration timer
+ RTL
}
org $aa9000 org $aa9000
OWDetectEdgeTransition: OWDetectEdgeTransition:
{ {
@@ -1537,6 +1660,7 @@ db $6e, $8c, $10, $35, $00, $10
db $6e, $90, $08, $b0, $00, $10 db $6e, $90, $08, $b0, $00, $10
db $6e, $a4, $04, $b1, $00, $10 db $6e, $a4, $04, $b1, $00, $10
db $74, $4e, $10, $b1, $00, $1c db $74, $4e, $10, $b1, $00, $1c
db $ff, $00, $02, $b5, $00, $08
; temporary fix - murahdahla replaces one of the bonk tree prizes ; temporary fix - murahdahla replaces one of the bonk tree prizes
; so we copy the sprite table here and update the pointer ; so we copy the sprite table here and update the pointer