Merge remote-tracking branch 'upstream/DRMain' into OWMain

This commit is contained in:
codemann8
2021-05-16 04:51:57 -05:00
62 changed files with 2296 additions and 861 deletions

View File

@@ -112,6 +112,7 @@ incsrc sharedplayerpalettefix.asm
;org $208000 ; bank #$20
org $A08000 ; bank #$A0
incsrc newitems.asm ; LEAVE THIS AS FIRST
incsrc itemdowngrade.asm
incsrc bugfixes.asm
incsrc darkworldspawn.asm
@@ -140,7 +141,6 @@ incsrc catfish.asm
incsrc flute.asm
incsrc dungeondrops.asm
incsrc halfmagicbat.asm
incsrc newitems.asm
incsrc mantle.asm
incsrc swordswap.asm
incsrc scratchpad.asm
@@ -149,7 +149,7 @@ incsrc msu.asm
incsrc dialog.asm
incsrc entrances.asm
incsrc clock.asm
incsrc accessability.asm
incsrc accessibility.asm
incsrc heartbeep.asm
incsrc capacityupgrades.asm
warnpc $A18000
@@ -183,6 +183,7 @@ incsrc doorframefixes.asm
incsrc music.asm
incsrc roomloading.asm
incsrc icepalacegraphics.asm
incsrc firebarlayer.asm
incsrc glitched.asm
incsrc hardmode.asm
incsrc goalitem.asm
@@ -492,6 +493,9 @@ LoadGearPalettes_bunny:
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
LoadGearPalettes_variable:
org $02FEAB
Filter_Majorly_Whiten_Color:
org $05A51D
Sprite_SpawnFallingItem:

View File

@@ -1,36 +0,0 @@
;================================================================================
; Accessability Fixes
;================================================================================
FlipGreenPendant:
LDA $0C : CMP #$38 : BNE + ; check if we have green pendant
ORA #$40 : STA $0C ; flip it
+
LDA $0D : STA $0802, X ; stuff we wrote over "Set CHR, palette, and priority of the sprite"
LDA $0C : STA $0803, X
RTL
;================================================================================
!EPILEPSY_TIMER = "$7F5041"
SetEtherFlicker:
LDA.l Seizure_Safety : BNE +
LDA $031D : CMP.b #$0B : RTL
+
LDA !EPILEPSY_TIMER : INC : STA !EPILEPSY_TIMER
LDA.l Seizure_Safety : CMP !EPILEPSY_TIMER : BNE +++
LDA.b #$00 : STA !EPILEPSY_TIMER : BRA ++
+++
LSR : CMP !EPILEPSY_TIMER : !BLT ++
SEP #$02 : RTL
++
REP #$02
+
RTL
;================================================================================
SetAttractMaidenFlicker:
LDA.l Seizure_Safety : BNE +
JSL.l Filter_MajorWhitenMain : LDA $5F : RTL
+
LDA #$00
RTL
;================================================================================

263
accessibility.asm Normal file
View File

@@ -0,0 +1,263 @@
;================================================================================
; Accessibility Fixes
;================================================================================
FlipGreenPendant:
LDA $0C : CMP #$38 : BNE + ; check if we have green pendant
ORA #$40 : STA $0C ; flip it
+
LDA $0D : STA $0802, X ; stuff we wrote over "Set CHR, palette, and priority of the sprite"
LDA $0C : STA $0803, X
RTL
;================================================================================
ConditionalLightning:
CMP.b #$05 : BEQ ++
CMP.b #$2C : BEQ ++
CMP.b #$5A : BEQ ++
LDA.l DisableFlashing : BNE ++
LDA.b #$32 : STA.w $9A
RTL
++
LDA.b #$72
STA $9A
RTL
;================================================================================
ConditionalWhitenBg:
LDX.b #$00
LDA.l DisableFlashing
REP #$20 : BNE +
LDA $00,X
JSR WhitenLoopReal
RTL
+
LDA $00
JSR WhitenLoopDummy
RTL
;================================================================================
WhitenLoopReal:
-
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F4
LDA $10 : CMP.w #$07 : BNE +
LDA $048E
CMP.w #$3C : BEQ ++ ; hookshot cave
CMP.w #$9D : BEQ ++ ; gt right
CMP.w #$9C : BEQ ++ ; gt big room
CMP.w #$A5 : BEQ ++ ; wizzrobes 1
+
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
BRA +++
++
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
BRA +++
+++
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA $7EC5FE
REP #$10
LDA $7EC540 : TAY
LDA $7EC300 : BNE +
TAY
+
TYA : STA $7EC500
SEP #$30
RTS
;================================================================================
WhitenLoopDummy:
-
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F4
LDA $10 : CMP.w #$07 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA $048E
CMP.w #$3C : BEQ ++ ; hookshot cave
CMP.w #$9D : BEQ ++ ; gt right
CMP.w #$9C : BEQ ++ ; gt big room
CMP.w #$A5 : BEQ ++ ; wizzrobes 1
+
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F8
BRA +++
++
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
BRA +++
+++
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FE
REP #$10
LDA $7EC540 : TAY
LDA $7EC300 : BNE +
TAY
+
TYA : STA $7EC500
SEP #$30
RTS
;================================================================================
RestoreBgEther:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
-
LDA $00,X
LDA $7EC340, X : STA $7EC540, X
LDA $7EC350, X : STA $7EC550, X
LDA $7EC360, X : STA $7EC560, X
LDA $7EC370, X : STA $7EC570, X
LDA $7EC380, X : STA $7EC580, X
LDA $7EC390, X : STA $7EC590, X
LDA $7EC3A0, X : STA $7EC5A0, X
LDA $7EC3B0, X : STA $7EC5B0, X
LDA $7EC3C0, X : STA $7EC5C0, X
LDA $7EC3D0, X : STA $7EC5D0, X
LDA $7EC3E0, X : STA $7EC5E0, X
LDA $7EC3F0, X : STA $7EC5F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
+
-
LDA $00
LDA $7EC340, X : LDA $7EC540, X
LDA $7EC350, X : LDA $7EC550, X
LDA $7EC360, X : LDA $7EC560, X
LDA $7EC370, X : LDA $7EC570, X
LDA $7EC380, X : LDA $7EC580, X
LDA $7EC390, X : LDA $7EC590, X
LDA $7EC3A0, X : LDA $7EC5A0, X
LDA $7EC3B0, X : LDA $7EC5B0, X
LDA $7EC3C0, X : LDA $7EC5C0, X
LDA $7EC3D0, X : LDA $7EC5D0, X
LDA $7EC3E0, X : LDA $7EC5E0, X
LDA $7EC3F0, X : LDA $7EC5F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
++
JML $02FF51
;================================================================================
DDMConditionalLightning:
LDA.l DisableFlashing
REP #$20
BNE +
LDA.w $0000
LDX.b #$02
JML $07FA7F
+
LDA.b $00 : LDX.b #$02 : LDY #$00
-
LDA $F4EB, Y : LDA $7EC560, X
LDA $F4F9, Y : LDA $7EC570, X
LDA $F507, Y : LDA $7EC590, X
LDA $F515, Y : LDA $7EC5E0, X
LDA $F523, Y : LDA $7EC5F0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
JML $07FAAC
;================================================================================
ConditionalGTFlash:
LDA.l DisableFlashing
REP #$20
BNE +
LDA $0000
-
LDA $F9C1, Y : STA $7EC5D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
+
LDA $00
-
LDA $F9C1, Y : LDA $7EC5D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
;================================================================================
ConditionalRedFlash:
LDA.l DisableFlashing
REP #$20 : BNE +
LDA $00,X
LDA.w #$1D59 : STA $7EC5DA
LDA.w #$25FF : STA $7EC5DC
LDA.w #$001A
RTL
+
LDA $00
LDA.w #$1D59 : LDA $7EC5DA
LDA.w #$25FF : LDA $7EC5DC
LDA.w #$0000
RTL
;================================================================================
ConditionalPedAncilla:
LDA.l DisableFlashing
REP #$20 : BNE +
LDA $00,X
LDA $00 : STA $04
LDA $02 : STA $06
RTL
+
LDA $00
LDA $00 : LDA $04
LDA $02 : LDA $06
RTL
;================================================================================
ConditionalChangeGearPalette:
PHY
STA $00
SEP #$20
LDA.l DisableFlashing : REP #$20 : BNE +
LDA $00,X
-
LDA [$00] : STA $7EC300, X : STA $7EC500, X
INC $00 : INC $00
INX #2
DEY : BPL -
BRA ++
+
LDA $00
-
LDA [$00] : LDA $7EC300, X : LDA $7EC500, X
INC $00 : INC $00
INX #2
DEY : BPL -
BRA ++
++
PLY ; use what was in Y register to determine which p flags to set
CPY #$000E : BNE +
SEP #$20
+
SEP #$10
RTL

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@@ -16,9 +16,7 @@ DrawLibraryItemGFX:
RTL
;--------------------------------------------------------------------------------
SetLibraryItem:
PHA
LDY $0E80, X ; Retrieve stored item type
PLA
JSL.l ItemSet_Library ; contains thing we wrote over
RTL
;--------------------------------------------------------------------------------

View File

@@ -32,7 +32,7 @@ RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA $7EF357 : BEQ + : RTL : +
LDA $7EF357 : BNE .done
LDA $7EF3CA : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
@@ -47,8 +47,8 @@ RTL
DecideIfBunnyByScreenIndex:
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
; superbunny work
LDA $1B : BEQ + : RTL : +
LDA $7EF357 : BEQ + : RTL : +
LDA $1B : BNE .done
LDA $7EF357 : BNE .done
LDA $8A : AND.b #$40 : PHA
LDA.l InvertedMode : BNE .inverted
.normal
@@ -114,12 +114,13 @@ RTS
FixFrogSmith:
LDA.l $7EF3CA : BNE .darkWorld
LDA.l $7EF3CC : CMP.b #$07 : BNE .done
LDA.b #$08 : STA.l $7EF3CC ; make frog into smith in light world
LDA.b #$08 ; make frog into smith in light world
BRA .loadgfx
.darkWorld
LDA.l $7EF3CC : CMP.b #$08 : BNE .done
LDA.b #$07 : STA.l $7EF3CC ; make smith into frog in dark world
LDA.b #$07 ; make smith into frog in dark world
.loadgfx
STA.l $7EF3CC
JSL Tagalong_LoadGfx
.done
RTL
@@ -137,12 +138,11 @@ RTL
; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess:
STX $02D8 ; what we overwrote
JSL AddAncillaLong : BCC .spawned ; a clear carry flag indicates success
.failed
RTL
.spawned
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ $AE ; the "trying to spawn crystal" flag
STZ $AF ; the "trying to spawn pendant" flag
.failed
RTL
;--------------------------------------------------------------------------------
@@ -173,22 +173,22 @@ CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
lda [$00]
sta $7ec300, x
sta $7ec500, x
inc $00 : inc $00
inx #2
dey
bpl -
LDA [$00]
STA $7EC300, X
STA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
RTL
.new
-
lda [$00]
sta $7ec500, x
inc $00 : inc $00
inx #2
dey
bpl -
LDA [$00]
STA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
RTL
;--------------------------------------------------------------------------------

5
build_linux.sh Executable file
View File

@@ -0,0 +1,5 @@
#!/bin/bash
rm ../working.sfc
cp ../alttp.sfc ../working.sfc
asar LTTP_RND_GeneralBugfixes.asm ../working.sfc

BIN
c2e3e.bin

Binary file not shown.

BIN
c2e3e.gfx

Binary file not shown.

View File

@@ -6,7 +6,8 @@
;--------------------------------------------------------------------------------
IncrementBombs:
LDA !BOMB_UPGRADES ; get bomb upgrades
!ADD.l StartingMaxBombs : DEC
!ADD.l StartingMaxBombs : BEQ + ; Skip if we can't have bombs
DEC
CMP !BOMB_CURRENT

View File

@@ -5,8 +5,7 @@
LoadCatfishItemGFX:
LDA.l CatfishItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.l $1DE185 ; location randomizer writes catfish item to
JSL.l PrepDynamicTile
RTL
JML PrepDynamicTile
;--------------------------------------------------------------------------------
DrawThrownItem:
LDA $8A : CMP.b #$81 : BNE .catfish
@@ -20,8 +19,7 @@ DrawThrownItem:
LDA.l $1DE185 ; location randomizer writes catfish item to
.draw
JSL.l DrawDynamicTile
RTL
JML DrawDynamicTile
;--------------------------------------------------------------------------------
MarkThrownItem:
PHA

View File

@@ -66,8 +66,7 @@ endmacro
Clock_Test:
JSL.l Clock_Init
JSL.l Clock_IsSupported
RTL
JML.l Clock_IsSupported
;--------------------------------------------------------------------------------
; Clock_Init
@@ -112,11 +111,10 @@ Clock_IsSupported:
PHA : PHX
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ + ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : BRA .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA - : +
SEC ; found a clock chip
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .done ; check for clock chip ready signal
CPX.b #$0E : BCC ++ : CLC : BRA .done ; if we've read 14 bytes with no success, unset carry and exit
++ INX
BRA -
.done
PLX : PLA
RTL
@@ -144,7 +142,7 @@ Clock_QuickStamp:
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : BRL .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA -
SEC ; indicate success
@@ -197,9 +195,9 @@ Multiply_A16Y8:
CLC
ADC $4216
LDY $4217
BCC carry_bit
BCC .carry_bit
INY
carry_bit:
.carry_bit:
XBA
REP #$20 ; set 16-bit accumulator
RTL
@@ -226,7 +224,7 @@ Clock_GetTime:
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : BRL .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA -
SEC ; indicate success

View File

@@ -4,11 +4,11 @@
DrawDungeonCompassCounts:
LDX $1B : BNE + : RTL : + ; Skip if outdoors
LDX $040C : CPX.b #$FF : BNE + : RTL : + ; Skip if not in a dungeon
LDX $040C : CPX.b #$FF : BEQ .done ; Skip if not in a dungeon
CMP.w #$0002 : BEQ ++ ; if CompassMode==2, we don't check for the compass
LDA $7EF364 : AND.l .item_masks, X ; Load compass values to A, mask with dungeon item masks
BNE + : RTL : + ; skip if we don't have compass
BEQ .done ; skip if we don't have compass
++
LDA $040C : LSR

42
creditscharmapbighi.txt Normal file
View File

@@ -0,0 +1,42 @@
=9F
0=53
1=54
2=55
3=56
4=57
5=58
6=59
7=5A
8=5B
9=5C
A=5D
B=5E
C=5F
D=60
E=61
F=62
G=63
H=64
I=65
J=66
K=67
L=68
M=69
N=6A
O=6B
P=6C
Q=6D
R=6E
S=6F
T=70
U=71
V=72
W=73
X=74
Y=75
Z=76
'=77
.=A0
/=A2
:=A3
_=A6

42
creditscharmapbiglo.txt Normal file
View File

@@ -0,0 +1,42 @@
=9F
0=79
1=7A
2=7B
3=7C
4=7D
5=7E
6=7F
7=80
8=81
9=82
A=83
B=84
C=85
D=86
E=87
F=88
G=89
H=8A
I=8B
J=8C
K=8D
L=8E
M=8F
N=90
O=91
P=92
Q=93
R=94
S=95
T=96
U=97
V=98
W=99
X=9A
Y=9B
Z=9C
'=9d
.=C0
/=C2
:=C3
_=C6

View File

@@ -0,0 +1,27 @@
=9F
A=38
B=39
C=3A
D=3B
E=3C
F=3D
G=3E
H=3F
I=40
J=41
K=42
L=43
M=44
N=45
O=46
P=47
Q=48
R=49
S=4A
T=4B
U=4C
V=4D
W=4E
X=4F
Y=50
Z=51

View File

@@ -0,0 +1,27 @@
=9F
A=00
B=01
C=02
D=03
E=04
F=05
G=06
H=07
I=08
J=09
K=0A
L=0B
M=0C
N=0D
O=0E
P=0F
Q=10
R=11
S=12
T=13
U=14
V=15
W=16
X=17
Y=18
Z=19

View File

@@ -0,0 +1,27 @@
=9F
A=1A
B=1B
C=1C
D=1D
E=1E
F=1F
G=20
H=21
I=22
J=23
K=24
L=25
M=26
N=27
O=28
P=29
Q=2A
R=2B
S=2C
T=2D
U=2E
V=2F
W=30
X=31
Y=32
Z=33

View File

@@ -192,7 +192,7 @@ XXTEA_Decode:
LDA.w !sum : !SUB.l CryptoDelta : STA.w !sum
LDA.w !sum+2 : SBC.l CryptoDelta+2 : STA.w !sum+2
DEC !rounds : BEQ + : BRL --- : + ; } while (--rounds);
DEC !rounds : BEQ + : JMP --- : + ; } while (--rounds);
PLB : PLP
RTL

View File

@@ -4,8 +4,7 @@
DarkWorldSaveFix:
LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change
JSL.l MasterSwordFollowerClear
JSL.l StatSaveCounter
RTL
JML.l StatSaveCounter
;--------------------------------------------------------------------------------
DoWorldFix:
LDA InvertedMode : BEQ +
@@ -14,12 +13,12 @@ DoWorldFix:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA $7EF353 : AND #$02 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA $7EF3C5 : CMP.b #$03 : !BLT .aga1Alive ; check if agahnim 1 is alive
BRA .done
.noMirror
LDA $7EF3C5 : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.aga1Alive
LDA #$00 : STA $7EF3CA ; set flag to light world
LDA $7EF3CC : CMP #$07 : BNE + : LDA.b #$08 : STA $7EF3CC : + ; convert frog to dwarf
LDA #$00
.noMirror
STA $7EF3CA ; set flag to light world
LDA $7EF3CC : CMP #$07 : BNE .done : INC : STA $7EF3CC ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
@@ -29,8 +28,7 @@ SetDeathWorldChecked:
+
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : BNE ++
LDA $A1 : BNE ++ ; Prevent cheesing your way to top of pyramid by bombing yourself at High stakes chest game.
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
@@ -42,7 +40,7 @@ JMP DoWorldFix_skip_mirror_check
.pyramid
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC : CMP #$08 : BNE + : LDA.b #$07 : STA $7EF3CC : + ; convert dwarf to frog
LDA $7EF3CC : CMP #$08 : BNE .done : DEC : STA $7EF3CC : + ; convert dwarf to frog
.done
RTL
;================================================================================
@@ -50,15 +48,13 @@ DoWorldFix_Inverted:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA $7EF353 : AND #$02 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA $7EF3C5 : CMP.b #$03 : !BLT .aga1Alive ; check if agahnim 1 is alive
BRA .done
LDA $7EF3C5 : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.noMirror
.aga1Alive
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
CMP #$07 : BNE .done ; clear frog
CMP #$08 : BNE .done ; clear dwarf - consider flute implications
.clear
LDA.b #$00 : STA $7EF3CC ; clear follower
.done
@@ -67,8 +63,7 @@ RTL
SetDeathWorldChecked_Inverted:
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : BNE ++
LDA $A1 : BNE ++ ; Prevent cheesing your way to top of castle by bombing yourself at High stakes chest game.
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
@@ -95,16 +90,15 @@ RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA $7EF3CC
CMP #$0E : BEQ .clear ; clear master sword follower
RTL
.clear
CMP #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA $7EF3CC ; clear follower
RTL
.exit
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA $7EF3CC ; clear follower
JSL PrepDungeonExit ; thing we wrote over
RTL
JML PrepDungeonExit ; thing we wrote over
;--------------------------------------------------------------------------------
macro SetMinimum(base,filler,compare)
LDA.l <compare> : !SUB.l <base> : !BLT ?done
@@ -112,7 +106,8 @@ macro SetMinimum(base,filler,compare)
?done:
endmacro
RefreshRainAmmo:
LDA $7EF3C5 : CMP.b #$01 : BEQ + : RTL : + ; check if we're in rain state
LDA $7EF3C5 : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA $7EF3C8
+ CMP.b #$03 : BNE + ; Uncle
@@ -137,14 +132,14 @@ RTL
!INFINITE_BOMBS = "$7F50C9"
!INFINITE_MAGIC = "$7F50CA"
SetEscapeAssist:
LDA $7EF3C5 : CMP.b #$01 : BNE .notrain ; check if we're in rain state
LDA $7EF3C5 : CMP.b #$01 : BNE .no_train ; check if we're in rain state
.rain
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
BRA ++
.notrain
.no_train ; choo choo
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
@@ -153,8 +148,8 @@ RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA $7EF340 : CMP.b #$3 : !BLT +
!SUB.b #$02 : STA $7EF340
LDA $7EF340 : CMP.b #$3 : BCC +
SBC.b #$02 : STA $7EF340
+
RTL
;================================================================================

View File

@@ -82,14 +82,13 @@ macro LoadDialogAddress(address)
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
PEI ($00)
LDA $02 : PHA
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialog(<address>)
PLA : STA $02
PLA : STA $01
REP #$20
PLA : STA $00
PLB
PLP
@@ -132,61 +131,60 @@ FreeDungeonItemNotice:
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
LDA $00 : PHA
LDA $01 : PHA
PEI ($00)
LDA $02 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : BRL .skip : +
LDA.l FreeItemText : BNE + : JMP .skip : +
LDA #$00 : STA $7F5010 ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; show message for general small key
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; show message for general compass
JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; show message for general map
JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; show message for general big key
JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
BRL .done
JMP .done
+
LDA.l FreeItemText : AND.b #$04 : CMP.b #$04 : BNE + ; show message for dungeon map
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
BRL .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : CMP.b #$02 : BNE + ; show message for dungeon compass
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
BRL .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : CMP.b #$08 : BNE + ; show message for dungeon big key
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : CMP.b #$01 : BNE + ; show message for dungeon small key
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : BRL .skip : ++
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA
LDA #$01 : STA $7F5010 ; set up a flip for small keys
BRA .dungeon
+
BRL .skip ; it's not something we are going to give a notice for
JMP .skip ; it's not something we are going to give a notice for
.dungeon
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
@@ -199,31 +197,31 @@ FreeDungeonItemNotice:
+
LDA $7F5011
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : BRL .done
%CopyDialog(Notice_LightWorld) : JMP .done
+ : CMP.b #$01 : BNE + ; ...dark world
%CopyDialog(Notice_DarkWorld) : BRL .done
%CopyDialog(Notice_DarkWorld) : JMP .done
+ : CMP.b #$02 : BNE + ; ...ganon's tower
%CopyDialog(Notice_GTower) : BRL .done
%CopyDialog(Notice_GTower) : JMP .done
+ : CMP.b #$03 : BNE + ; ...turtle rock
%CopyDialog(Notice_TRock) : BRL .done
%CopyDialog(Notice_TRock) : JMP .done
+ : CMP.b #$04 : BNE + ; ...thieves' town
%CopyDialog(Notice_Thieves) : BRL .done
%CopyDialog(Notice_Thieves) : JMP .done
+ : CMP.b #$05 : BNE + ; ...tower of hera
%CopyDialog(Notice_Hera) : BRL .done
%CopyDialog(Notice_Hera) : JMP .done
+ : CMP.b #$06 : BNE + ; ...ice palace
%CopyDialog(Notice_Ice) : BRL .done
%CopyDialog(Notice_Ice) : JMP .done
+ : CMP.b #$07 : BNE + ; ...skull woods
%CopyDialog(Notice_Skull) : BRL .done
%CopyDialog(Notice_Skull) : JMP .done
+ : CMP.b #$08 : BNE + ; ...misery mire
%CopyDialog(Notice_Mire) : BRL .done
%CopyDialog(Notice_Mire) : JMP .done
+ : CMP.b #$09 : BNE + ; ...dark palace
%CopyDialog(Notice_PoD) : BRL .done
%CopyDialog(Notice_PoD) : JMP .done
+ : CMP.b #$0A : BNE + ; ...swamp palace
%CopyDialog(Notice_Swamp) : BRL .done
%CopyDialog(Notice_Swamp) : JMP .done
+ : CMP.b #$0B : BNE + ; ...agahnim's tower
%CopyDialog(Notice_AgaTower) : BRL .done
%CopyDialog(Notice_AgaTower) : JMP .done
+ : CMP.b #$0C : BNE + ; ...desert palace
%CopyDialog(Notice_Desert) : BRL .done
%CopyDialog(Notice_Desert) : JMP .done
+ : CMP.b #$0D : BNE + ; ...eastern palace
%CopyDialog(Notice_Eastern) : BRA .done
+ : CMP.b #$0E : BNE + ; ...hyrule castle
@@ -235,27 +233,19 @@ FreeDungeonItemNotice:
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
LDA.b #$01 : STA $7F509F
STA $7F509F
;--------------------------------
PLA : STA $02
PLA : STA $01
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt
RTL
.skip
;--------------------------------
PLA : STA $02
PLA : STA $01
REP #$20
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt ; .skip can be here so long as this line remains commented out
RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL.l Attract_DecompressStoryGfx ; what we wrote over
@@ -263,13 +253,14 @@ DialogResetSelectionIndex:
RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .noMessage ; if doubling the item value overflowed it must be a rando item
CPY #$98 : !BLT + ;if the item is $4C or greater it must be a rando item
.noMessage
LDA.w #$FFFF
BRA .done
+
LDA.w Ancilla_ReceiveItem_item_messages, Y
BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
.nomessage
LDA.w #$FFFF
BRA .done
++ LDA.w Ancilla_ReceiveItem_item_messages, Y
.done
CMP.w #$FFFF
RTL
@@ -289,12 +280,13 @@ RTL
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018C : STA $1CF0 : SEP #$20
BRA ++
+
REP #$20 : LDA.w #$016D : STA $1CF0 : SEP #$20
++
JSL.l CheckGanonVulnerability
REP #$20
LDA.w #$018C
BCC +
LDA.w #$016D
+ STA $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
@@ -307,28 +299,30 @@ RTL
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability : BCS +
REP #$20 : LDA.w #$018D : STA $1CF0 : SEP #$20
BRA ++
JSL.l CheckGanonVulnerability
REP #$20
BCS +
LDA.w #$018D : BRA ++
+
LDA.l $7EF38E : AND #$80 : BNE + ; branch if bow
REP #$20 : LDA.w #$0192 : STA $1CF0 : SEP #$20 ; no bow
BRA ++
LDA.l $7EF38E
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
+
LDA.l $7EF38E : AND #$40 : BEQ + ; branch if no silvers
REP #$20 : LDA.w #$0195 : STA $1CF0 : SEP #$20 ;has silvers
BRA ++
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : BRA ++
+
LDA.l $7EF38E : AND #$20 : BNE + ; branch if p bow
REP #$20 : LDA.w #$0194 : STA $1CF0 : SEP #$20 ; bow, no-silvers, no-p-bow
BRA ++
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : BRA ++
+
LDA.l $7EF38E : AND #$80 : BEQ + ; branch if no bow
REP #$20 : LDA.w #$0193 : STA $1CF0 : SEP #$20 ; bow, no-silvers, p-bow
BRA ++
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : BRA ++
+
REP #$20 : LDA.w #$016E : STA $1CF0 : SEP #$20 ; both bow and no bow. impossible.
LDA.w #$016E
++
STA $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
@@ -336,21 +330,20 @@ DialogEtherTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA $7EF34B : BEQ .yesText : BRA .noText
++
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
;++
.yesText
PLA
LDA.b #$0c
LDA.b #$0C
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
.noText
PLA
RTL
@@ -359,8 +352,7 @@ DialogBombosTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
@@ -372,8 +364,8 @@ RTL
PLA
LDA.b #$0D
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
.noText
PLA
RTL
@@ -382,21 +374,34 @@ DialogSahasrahla:
LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
JSL.l Sprite_ShowMessageUnconditional
JML Sprite_ShowMessageUnconditional
+
RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDA.l $7EF37A : AND #$05 : CMP #$05 : BEQ + ;Check if player has crystals 5 & 6
LDA.b #$15
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
LDY.b #$15
LDA.l $7EF37A : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
INY ; from 15 to 16
+
LDA.b #$16
LDY.b #$01
TYA
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
;---------------------------------------------------------------------------------------------------
AgahnimAsksAboutPed:
LDA.l InvincibleGanon
CMP.b #$06 : BNE .vanilla
LDA.l $7EF300 ; check ped flag
AND.b #$40
BNE .vanilla
LDA.b #$8C ; message 018C for no ped
STA.w $1CF0
.vanilla
JML $05FA8E ; Sprite_ShowMessageMinimal
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
@@ -405,26 +410,25 @@ Sprite_ShowMessageMinimal_Alt:
STZ $11
PHX : PHY
LDA.b $00 : PHA
LDA.b $01 : PHA
PEI ($00)
LDA.b $02 : PHA
LDA.b #$1C : STA.b $02
REP #$30
LDA.w $1CF0 : ASL : TAX
LDA.l $7f71c0, X
LDA.l $7F71C0, X
STA.b $00
SEP #$30
LDY.b #$00
LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6e : BNE +
LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6E : BNE +
INY : LDA [$00], Y : : BNE +
INY : LDA [$00], Y : CMP.b #$fe : BNE +
INY : LDA [$00], Y : CMP.b #$6b : BNE +
INY : LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6B : BNE +
INY : LDA [$00], Y : CMP.b #$04 : BNE +
STZ $1CE8
BRL .end
JMP .end
+
STZ $0223 ; Otherwise set it so we are in text mode.

View File

@@ -6,7 +6,7 @@
; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
!INVERT_DPAD = "$7F50CB"
InvertDPad:
LDA !INVERT_DPAD : BNE + : BRL .normal : +
LDA !INVERT_DPAD : BNE + : JMP .normal : +
DEC : BEQ .dpadOnly
DEC : BEQ .buttonsOnly
DEC : BEQ .invertBoth

View File

@@ -1,7 +1,7 @@
CheckDarkWorldSanc:
STA $A0 : STA $048E ; what we wrote over
LDA.l InvertedMode : BNE +
LDA.l SancDarkWorldFlag : BEQ +
LDA.l InvertedMode : AND #$00FF : BNE +
LDA.l SancDarkWorldFlag : AND #$00FF : BEQ +
SEP #$30
LDA $A0 : CMP #$12 : BNE ++
LDA.l $7EF357 : BNE ++ ; moon pearl?

View File

@@ -3,7 +3,7 @@
;--------------------------------------------------------------------------------
DropSafeDungeon:
LDA $040C : CMP #$08 : BEQ +
LDA $01C6FC, X : JSL Sprite_SpawnFallingItem
LDA $01C6FC, X : JML Sprite_SpawnFallingItem
+
RTL
;--------------------------------------------------------------------------------

View File

@@ -3,21 +3,14 @@
; make sure bats always load LW stats
;--------------------------------------------------------------------------------
NewBatInit:
;check if map id == 240 or 241
LDA $A0 : CMP #$F0 : BNE + ;oldman cave1
BRA .light_world
+
CMP #$F1 : BNE + ;oldman cave2
BRA .light_world
+
CMP #$B0 : BNE + ;agahnim statue keese
BRA .light_world
+
CMP #$D0 : BNE + ;agahnim darkmaze
BRA .light_world
+
CPY #$00 : BEQ .light_world
;check if map id == 240 or 241
LDA $A0 : CMP #$F0 : BEQ .light_world ;oldman cave1
CMP #$F1 : BEQ .light_world ;oldman cave2
CMP #$B0 : BEQ .light_world ;agahnim statue keese
CMP #$D0 : BEQ .light_world ;agahnim darkmaze
LDA.b #$85 : STA $0CD2, X
LDA.b #$04 : STA $0E50, X
RTL

View File

@@ -4,9 +4,7 @@
;--------------------------------------------------------------------------------
LockAgahnimDoors:
LDA.l AgahnimDoorStyle : AND.w #$00FF
BNE +
;#$0 = Never Locked
LDA.w #$0000 : RTL
BEQ .exit ; don't need to load 0, because we'd have it if we reached here
+ : CMP.w #$0001 : BNE +
LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
JSR.w LockAgahnimDoorsCore : RTL
@@ -37,7 +35,7 @@ LockAgahnimDoors:
.unlock
LDA.w #$0000 ; fallback to never locked
.exit
RTL
;--------------------------------------------------------------------------------
LockAgahnimDoorsCore:
@@ -72,7 +70,7 @@ AllowStartFromSingleEntranceCave:
LDA.l StartingAreaExitOffset, X
BNE +
BRL .done
JMP .done
+
DEC
@@ -204,14 +202,14 @@ RTL
AnimatedEntranceFix: ;when an entrance animation tries to start
PHA
LDA.l InvertedMode : BEQ + ;If we are in inverted mode
LDA $8A : AND.b #$40 : BNE + ;and in the light world
PLA
PLA
BIT $8A : BVS ++ ; and in the light world
STZ $04C6 ; skip it.
LDA #$00
RTL
+
PLA
STA $02E4 ;what we wrote over
++ STA $02E4 ;what we wrote over
STA $0FC1 ;what we wrote over
STA $0710 ;what we wrote over
RTL

View File

@@ -11,8 +11,7 @@ OnPrepFileSelect:
RTL
+
JSL.l LoadAlphabetTilemap
JSL.l LoadFullItemTiles
RTL
JML.l LoadFullItemTiles
;--------------------------------------------------------------------------------
OnDrawHud:
JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
@@ -81,7 +80,12 @@ RTL
;--------------------------------------------------------------------------------
OnAga2Defeated:
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
JSL.l IncrementAgahnim2Sword
JML.l IncrementAgahnim2Sword
;--------------------------------------------------------------------------------
OnFileCreation:
TAX ; what we wrote over
LDA StartingEquipment+$4C : STA $700340+$4C ; copy starting equipment swaps to file select screen
LDA StartingEquipment+$4E : STA $700340+$4E
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
@@ -91,7 +95,7 @@ OnFileLoad:
REP #$20 : LDA.l $30F010 : STA.l $7EF33E : SEP #$20
LDA MultiClientFlags : STA.l $7EF33D
LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area
LDA !FRESH_FILE_MARKER : BNE +
JSL.l OnNewFile
@@ -158,8 +162,16 @@ OnNewFile:
+
LDA StartingSword : STA $7EF359 ; set starting sword type
LDA !INVENTORY_SWAP : STA $70038C ; copy starting equipment swaps to file select screen
LDA !INVENTORY_SWAP_2 : STA $70038E
; reset some values on new file that are otherwise only reset on hard reset
STZ $03C4 ; ancilla slot index
STZ $047A ; EG
STZ $0B08 : STZ $0B09 ; arc variable
STZ $0CFB ; enemies killed (pull trees)
STZ $0CFC ; times taken damage (pull trees)
STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
LDA #$00 : STA $7EC011 ; mosaic
JSL InitRNGPointerTable ; boss RNG
PLP : PLX
RTL
;--------------------------------------------------------------------------------
@@ -172,8 +184,8 @@ RTL
;--------------------------------------------------------------------------------
OnLinkDamaged:
JSL.l FlipperKill
JSL.l OHKOTimer
RTL
JML.l OHKOTimer
;--------------------------------------------------------------------------------
OnEnterWater:
JSL.l RegisterWaterEntryScreen
@@ -188,8 +200,8 @@ OnLinkDamagedFromPit:
RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPitOutdoors:
JSL.l OHKOTimer ; make sure this is last
RTL
JML.l OHKOTimer ; make sure this is last
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnOWTransition:
@@ -212,16 +224,16 @@ OnLoadDuckMap:
RTL
+
LDA.b #$00 : STA !DARK_DUCK_TEMP
JSL OverworldMap_DarkWorldTilemap
RTL
JML OverworldMap_DarkWorldTilemap
;--------------------------------------------------------------------------------
PreItemGet:
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
RTL
;--------------------------------------------------------------------------------
PostItemGet:
JSL.l MaybeWriteSRAMTrace
RTL
JML.l MaybeWriteSRAMTrace
;--------------------------------------------------------------------------------
PostItemAnimation:
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished

View File

@@ -27,8 +27,7 @@ RTL
FairyPond_Init:
LDA.l Restrict_Ponds : BNE +
LDA.b #$48
JSL.l Sprite_ShowMessageFromPlayerContact
RTL
JML.l Sprite_ShowMessageFromPlayerContact
+
PHY : JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC +
LDA $7EF35C : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++
@@ -56,8 +55,8 @@ RTL
;--------------------------------------------------------------------------------
HappinessPond_Check:
LDA $A0 : CMP.b #$15 ;what we wrote over
PHP
BNE .done
PHP
LDA.b #$72
JSL Sprite_SpawnDynamically
@@ -83,6 +82,6 @@ HappinessPond_Check:
STZ $0DD0, X ; self terminate
.done
PLP
.done
RTL

View File

@@ -113,7 +113,7 @@ JMP DrawItem
DrawPlayerFile:
LDA $1A : AND.w #$0001 : BEQ + : BRA .normal : +
LDA $1A : AND.w #$0001 : BNE .normal
JSR DrawPlayerFileShared
INC $0710 ; Suppress animated tile updates for this frame
@@ -633,15 +633,15 @@ AltBufferTable:
STA $1104 ;file 2 top row
STA $1144 ;file 2 bottom row
STA $1184 ;gap row top
STA $11c4 ;gap row bottom
STA $11C4 ;gap row bottom
STA $1204 ;file 3 top row
STA $1244 ;file 3 bottom row
STA $1284 ;extra gap row top
STA $12c4 ;extra gap row bottom
STA $12C4 ;extra gap row bottom
STA $1304 ;extra gap row top
STA $1344 ;extra gap row bottom
STA $1384 ;extra gap row top
STA $13c4 ;extra gap row bottom
STA $13C4 ;extra gap row bottom
; Set last packet marker
LDA.w #$00FF : STA $1402

8
firebarlayer.asm Normal file
View File

@@ -0,0 +1,8 @@
NewFireBarDamage:
{
LDA $00EE : CMP $0F20, X : BNE .NotSameLayer
JSL Sprite_AttemptDamageToPlayerPlusRecoilLong
RTL
.NotSameLayer
RTL
}

View File

@@ -22,33 +22,79 @@ RTL
;Carry clear = ganon invincible
;Carry set = ganon vulnerable
CheckGanonVulnerability:
LDA InvincibleGanon : BEQ .success
;#$00 = Off
+ : CMP #$01 : BEQ .fail
;#$01 = On
+ : CMP #$02 : BNE +
;#$02 = Require All Dungeons
LDA $7EF374 : AND.b #$07 : CMP #$07 : BNE .fail ; require all pendants
LDA $7EF37A : AND.b #$7F : CMP #$7F : BNE .fail ; require all crystals
LDA $7EF3C5 : CMP.b #$03 : !BLT .fail ; require post-aga world state
LDA $7EF2DB : AND.b #$20 : CMP #$20 : BNE .fail ; require aga2 defeated (pyramid hole open)
BRA .success
+ : CMP #$04 : BNE +
;#$04 = Require Crystals
JSL CheckEnoughCrystalsForGanon : !BLT .fail ; require specified number of crystals
BRA .success
+ : CMP #$03 : BNE +
;#$03 = Require Crystals and Aga 2
JSL CheckEnoughCrystalsForGanon : !BLT .fail ; require specified number of crystals
LDA $7EF2DB : AND.b #$20 : CMP #$20 : BNE .fail ; require aga2 defeated (pyramid hole open)
BRA .success
+ : CMP #$05 : BNE +
;#$05 = Require Goal Items
LDA.l !GOAL_COUNTER : CMP GoalItemRequirement : !BLT .fail ; require specified number of goal items
BRA .success
+
.fail : CLC : RTL
.success : SEC : RTL
PHX
LDA.l InvincibleGanon
ASL
TAX
; Carry
; 0 - invulnerable
; 1 - vulnerable
JSR (.goals, X)
PLX
RTL
.goals
dw .vulnerable
dw .invulnerable
dw .all_dungeons
dw .crystals_and_aga
dw .crystals
dw .goal_item
dw .light_speed
dw .crystals_and_bosses
dw .bosses_only
; 00 = always vulnerable
.vulnerable
.success
SEC
RTS
; 01 = always invulnerable
.invulnerable
.fail
CLC
RTS
; 02 = All dungeons
.all_dungeons
LDA.l $7EF374 : AND.b #$07 : CMP.b #$07 : BNE .fail ; require all pendants
LDA.l $7EF37A : AND.b #$7F : CMP.b #$7F : BNE .fail ; require all crystals
LDA.l $7EF3C5 : CMP.b #$03 : BCC .fail ; require post-aga world state
LDA.l $7EF2DB : AND.b #$20 : CMP.b #$20 : BNE .fail ; require aga2 defeated (pyramid hole open)
BRA .success
; 03 = crystals and aga 2
.crystals_and_aga
LDA.l $7EF2DB : AND.b #$20 : BEQ .fail ; check aga2 first then bleed in
; 04 = crystals only
.crystals
JSL CheckEnoughCrystalsForGanon
RTS
; 05 = require goal item
.goal_item
LDA.l !GOAL_COUNTER : CMP GoalItemRequirement
RTS
; 06 = light speed
.light_speed
BRA .fail
; 07 = Crystals and bosses
.crystals_and_bosses
JSL CheckEnoughCrystalsForGanon ; check crystals first then bleed in to next
BCC .fail
; 08 = Crystal bosses but no crystals
.bosses_only
;LDA.l $7EF2DDB : AND.b #$20 : BEQ .fail ; check aga2
JMP CheckForCrystalBossesDefeated
;--------------------------------------------------------------------------------
GetRequiredCrystalsForTower:
BEQ + : JSL.l BreakTowerSeal_ExecuteSparkles : + ; thing we wrote over
@@ -63,23 +109,105 @@ GetRequiredCrystalsInX:
RTL
+
TXA : - : CMP.l NumberOfCrystalsRequiredForTower : !BLT + : !SUB.l NumberOfCrystalsRequiredForTower : BRA - : +
TXA
INC : CMP.l NumberOfCrystalsRequiredForTower : BNE +
- CMP.l NumberOfCrystalsRequiredForTower : BCC +
SBC.l NumberOfCrystalsRequiredForTower ; carry guaranteed set
BRA -
+ INC : CMP.l NumberOfCrystalsRequiredForTower : BNE +
LDA.b #$08
+ : DEC : TAX
RTL
;--------------------------------------------------------------------------------
CheckEnoughCrystalsForGanon:
PHX : PHY
LDA $7EF37A : JSL CountBits ; the comparison is against 1 less
PLY : PLX
CMP.l NumberOfCrystalsRequiredForGanon
RTL
;--------------------------------------------------------------------------------
CheckEnoughCrystalsForTower:
PHX : PHY
LDA $7EF37A : JSL CountBits ; the comparison is against 1 less
PLY : PLX
CMP.l NumberOfCrystalsRequiredForTower
RTL
;---------------------------------------------------------------------------------------------------
CheckAgaForPed:
LDA.l InvincibleGanon
CMP.b #$06 : BNE .vanilla
.light_speed
LDA.l $7EF300 ; check ped flag
AND.b #$40
BEQ .force_blue_ball
.vanilla ; run vanilla check for phase
LDA.w $0E30, X
CMP.b #$02
RTL
.force_blue_ball
LDA.b #$01 : STA.w $0DA0, Y
LDA.b #$20 : STA.w $0DF0, Y
CLC ; skip the RNG check
RTL
;---------------------------------------------------------------------------------------------------
KillGanon:
STA.l $7EF3C5 ; vanilla game state stuff we overwrote
LDA.l InvincibleGanon
CMP.b #$06 : BNE .exit
.light_speed
LDA.l $7EF2DB : ORA.b #$20 : STA.l $7EF2DB ; pyramid hole
LDA.b #$08 : STA.l $7EF001 ; kill ganon
LDA.b #$02 : STA.l $7EF357 ; pearl but invisible in menu
.exit
RTL
;---------------------------------------------------------------------------------------------------
CheckForCrystalBossesDefeated:
PHB : PHX : PHY
LDA.b #CrystalPendantFlags_2>>16
PHA : PLB
REP #$30
; count of number of bosses killed
STZ.b $00
LDY.w #10
.next_check
LDA.w CrystalPendantFlags_2-2,Y
BIT.w #$0040
BEQ ++
TYA
ASL
TAX
LDA.l DrawHUDDungeonItems_boss_room_ids-4,X
TAX
LDA.l $7EF000,X
AND.w #$0800
BEQ ++
INC.b $00
++ DEY
BPL .next_check
SEP #$30
PLY : PLX : PLB
LDA.b $00 : CMP.l NumberOfCrystalsRequiredForGanon
RTS

View File

@@ -8,8 +8,7 @@ GetMagicBatItem:
TAY
PHA : LDA MagicBatItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID : PLA
STZ $02E9 ; 0 = Receiving item from an NPC or message
JSL.l Link_ReceiveItem
RTL
JML.l Link_ReceiveItem
.normalLogic
LDA HalfMagic
STA $7EF37B

View File

@@ -27,7 +27,7 @@ HeartPieceGet:
JSL.l $0791B3 ; Player_HaltDashAttackLong
JSL.l Link_ReceiveItem
CLC ; return false
BRL .done ; finished
JMP .done ; finished
.unfinished_heart
SEC ; return true
@@ -57,7 +57,7 @@ DrawHeartPieceGFX:
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l HeartPieceSpritePrep
BRL .done ; don't draw on the init frame
JMP .done ; don't draw on the init frame
.skipInit
LDA $0E80, X ; Retrieve stored item type
@@ -185,7 +185,7 @@ LoadHeartPieceRoomValue:
LDA $1B : BEQ .outdoors ; check if we're indoors or outdoors
.indoors
JSL.l LoadIndoorValue
BRL .done
JMP .done
.outdoors
JSL.l LoadOutdoorValue
.done
@@ -240,30 +240,30 @@ LoadIndoorValue:
LDA $A0 ; these are all decimal because i got them that way
CMP.w #225 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Forest_Thieves, HeartPieceIndoorValues)
BRL .done
JMP .done
+ CMP.w #226 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Lumberjack_Tree, HeartPieceIndoorValues)
BRL .done
JMP .done
+ CMP.w #234 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Spectacle_Cave, HeartPieceIndoorValues)
BRL .done
JMP .done
+ CMP.w #283 : BNE +
LDA $22 : XBA : AND.w #$0001 ; figure out where link is
BNE ++
%GetPossiblyEncryptedItem(HeartPiece_Circle_Bushes, HeartPieceIndoorValues)
BRL .done
JMP .done
++
%GetPossiblyEncryptedItem(HeartPiece_Graveyard_Warp, HeartPieceIndoorValues)
BRL .done
JMP .done
+ CMP.w #294 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Mire_Warp, HeartPieceIndoorValues)
BRL .done
JMP .done
+ CMP.w #295 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Smith_Pegs, HeartPieceIndoorValues)
BRL .done
JMP .done
+ CMP.w #135 : BNE +
LDA StandingKey_Hera
BRL .done
JMP .done
+
LDA.w #$0017 ; default to a normal hp
.done
@@ -286,47 +286,47 @@ LoadOutdoorValue:
CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
BRL .done
JMP .done
++
%GetPossiblyEncryptedItem(EtherItem, SpriteItemValues)
BRL .done
JMP .done
+ CMP.w #$05 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Mountain_Warp, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$28 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Maze, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$2A : BNE +
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
BRL .done
JMP .done
++
%GetPossiblyEncryptedItem(BombosItem, SpriteItemValues)
BRL .done
JMP .done
+ CMP.w #$35 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Lake, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$3B : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Swamp, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$42 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$4A : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$5B : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Pyramid, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$68 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Digging, HeartPieceOutdoorValues)
BRL .done
JMP .done
+ CMP.w #$81 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
BRL .done
JMP .done
+
LDA.w #$0017 ; default to a normal hp
.done
@@ -353,34 +353,34 @@ LoadBossValue:
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_ArmosKnights, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #51 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Lanmolas, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #7 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Moldorm, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #90 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_HelmasaurKing, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #6 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Arrghus, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #41 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Mothula, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #172 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Blind, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #222 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Kholdstare, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #144 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Vitreous, HeartContainerBossValues)
BRL .done
JMP .done
+ CMP.w #164 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Trinexx, HeartContainerBossValues)
BRL .done
JMP .done
+
LDA.w #$003E ; default to a normal boss heart
.done
@@ -394,30 +394,19 @@ CheckIfBossRoom:
;--------------------------------------------------------------------------------
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
SEC : BRL .done
+ CMP.w #51 : BNE +
SEC : BRL .done
+ CMP.w #7 : BNE +
SEC : BRL .done
+ CMP.w #90 : BNE +
SEC : BRL .done
+ CMP.w #6 : BNE +
SEC : BRL .done
+ CMP.w #41 : BNE +
SEC : BRL .done
+ CMP.w #172 : BNE +
SEC : BRL .done
+ CMP.w #222 : BNE +
SEC : BRL .done
+ CMP.w #144 : BNE +
SEC : BRL .done
+ CMP.w #164 : BNE +
SEC : BRL .done
+
CMP.w #200 : BEQ .done
CMP.w #51 : BEQ .done
CMP.w #7 : BEQ .done
CMP.w #90 : BEQ .done
CMP.w #6 : BEQ .done
CMP.w #41 : BEQ .done
CMP.w #172 : BEQ .done
CMP.w #222 : BEQ .done
CMP.w #144 : BEQ .done
CMP.w #164 : BEQ .done
CLC
.done
SEP #$20 ; set 8-bit accumulator
+ SEP #$20 ; set 8-bit accumulator
RTL
;--------------------------------------------------------------------------------
;#200 - Eastern Palace - Armos Knights

View File

@@ -268,7 +268,9 @@ org $0CCE85 ; <- Bank0C.asm : 1953 (LDA $C8 : ASL A : INC #2 : STA $701FFE)
NOP #4
;--------------------------------------------------------------------------------
org $0CDB4C ; <- Bank0C.asm : 3655 (LDA $C8 : ASL A : INC #2 : STA $701FFE : TAX)
NOP #4
JSL OnFileCreation
NOP
;Additionally, display inventory swap starting equipment on file select
;--------------------------------------------------------------------------------
org $09F5EA ; <- module_death.asm : 510 (LDA $701FFE : TAX : DEX #2)
LDA.w #$0002 : NOP
@@ -437,10 +439,24 @@ JSL.l OnPrepFileSelect
;--------------------------------------------------------------------------------
;================================================================================
; Agahnim 0bb
; Light speed
;--------------------------------------------------------------------------------
;org $1ED6EF ; <- F56EF - sprite_agahnim.asm : 636 (JSL GetRandomInt : AND.b #$01 : BNE BRANCH_GAMMA)
;NOP #18
; Message
org $1ED4FF
JSL AgahnimAsksAboutPed
; Spam blue balls if ped not pulled
org $1ED6E8
JSL CheckAgaForPed : NOP
; kill ganon when aga dies in light speed
org $00F970
JSL KillGanon
;--------------------------------------------------------------------------------
;================================================================================
@@ -725,19 +741,49 @@ dw $0000, $0002, $0004, $0032, $0004, $0006, $0030
;--------------------------------------------------------------------------------
;================================================================================
; Accessability
; Accessibility
;--------------------------------------------------------------------------------
;org $0AC574 ; <- 54574 - Bank0A.asm : 1797 (LDA $0D : STA $0802, X)
;JSL FlipGreenPendant
;NOP #6
;--------------------------------------------------------------------------------
org $08AAE1 ; <- 42AE1 - ancilla_ether_spell.asm : 28 (LDA $031D : CMP.b #$0B)
JSL.l SetEtherFlicker : NOP
org $08AAF9 ; -< 42AF9 - ancilla_ether_spell.asm : 46 (JSL Palette_Restore_BG_From_Flash)
JSL.l RestoreBgEther
;--------------------------------------------------------------------------------
org $0CF37B ; <- 6737B - Bank0C.asm : 5055 (JSL Filter_MajorWhitenMain)
JSL.l SetAttractMaidenFlicker : NOP #2
org $02A3F4 ; <- 123F4 - Bank02.asm : 6222 (LDA.b #$72 : BRA .setBrightness)
BRA + : NOP #2 : +
org $02A3FD ; <- 123FD - Bank02.asm : 6233 (LDA.b #$32 : STA $9a)
JSL.l ConditionalLightning
;--------------------------------------------------------------------------------
org $1DE9CD ; <- EE9CD - Bank1D.asm : 568 (JSL Filter_Majorly_Whiten_Bg)
JSL.l ConditionalWhitenBg
;--------------------------------------------------------------------------------
org $08AAED ; <- 42AED - ancilla_ether_spell.asm : 35 (JSL Filter_Majorly_Whiten_Bg)
JSL.l ConditionalWhitenBg
;--------------------------------------------------------------------------------
org $02FEE6 ; <- 17EE6 - Bank0E.asm : 3907 (RTS)
RTL ; the whiten color routine is only JSL-ed to
;--------------------------------------------------------------------------------
org $07FA7B ; <- 3FA7B - Bank0E.asm : 4735 (REP #$20 : LDX.b #$02)
JML DDMConditionalLightning
;--------------------------------------------------------------------------------
org $07FACB ; <- 3FACB - Bank0E.asm : 4773 (REP #$20 : LDA #$F531, Y)
JSL.l ConditionalGTFlash : BRA + : NOP #11 : +
;--------------------------------------------------------------------------------
org $0AFF48 ; <- 57F48 - Bank0A.asm : 4935 (REP #$20 : LDA $7EC3DA)
JSL.l ConditionalRedFlash : BRA + : NOP #13 : +
;--------------------------------------------------------------------------------
org $08C2A1 ; <- 442A3 - ancilla_sword_ceremony.asm : 54 (REP #$20)
JSL.l ConditionalPedAncilla : BRA + : NOP #4 : +
;--------------------------------------------------------------------------------
org $02FDB1 ; <- 17DB1 - Bank0E.asm : 3760 (JSL LoadGearPalette)
JSL.l ConditionalChangeGearPalette : NOP
;--------------------------------------------------------------------------------
org $02FDCB ; <- 17DCB - Bank0E.asm : 3775 (JSL LoadGearPalette)
JSL.l ConditionalChangeGearPalette : NOP
;--------------------------------------------------------------------------------
org $02FDE6 ; <- 17DE6 - Bank0E.asm : 3789 (JSL LoadGearPalette)
JSL.l ConditionalChangeGearPalette : NOP
;================================================================================
; Ice Floor Toggle
;--------------------------------------------------------------------------------
@@ -1692,7 +1738,7 @@ JSL.l ShowDungeonItems : NOP #5
;================================================================================
org $0DEA5F ; <- 6EA5F - equipment.asm:1679 - (SEP #$30)
;NOP #5
;BRL .skipCrystalInit
;JMP .skipCrystalInit
;org $0DEAA4 ; <- 6EAA4 - equipment.asm:1706 - (LDA $7EF37A : AND.w #$0001)
;.skipCrystalInit
;================================================================================
@@ -2615,6 +2661,22 @@ CheckIfReading:
RTS
;================================================================================
org $0DB4CA : db $40, $40 ; fire bar statis
org $0DB4A9 : db $50, $50, $6E, $6E ; roller statis
org $0DB4B2 : db $40, $40, $40, $40 ; cannon statis
org $0DB4C3 : db $C0 ; anti fairy statis
org $0DB516 : db $40 ; chain chomp statis
;--------------------------------------------------------------------------------
; Keep Firebar Damage on Same Layer
;--------------------------------------------------------------------------------
org $06F425
Sprite_AttemptDamageToPlayerPlusRecoilLong:
org $1ED1B6
JSL NewFireBarDamage
;================================================================================
;================================================================================
; Terrorpin AI fix
;--------------------------------------------------------------------------------

View File

@@ -82,8 +82,8 @@ DrHudDungeonItemsAdditions:
- sta $1704, x : sta $170e, x : sta $1718, x
inx #2 : cpx #$0008 : !blt -
lda !HUD_FLAG : and.w #$0020 : beq + : brl ++ : +
lda HUDDungeonItems : and.w #$0007 : bne + : brl ++ : +
lda !HUD_FLAG : and.w #$0020 : beq + : JMP ++ : +
lda HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
; bk symbols
lda.w #$2811 : sta $1606 : sta $1610 : sta $161a : sta $1624
; sm symbols
@@ -125,10 +125,10 @@ DrHudDungeonItemsAdditions:
lda.w #$24f5 : sta $1644, y
+
ldx $00
+ inx #2 : cpx #$001b : bcs ++ : brl -
+ inx #2 : cpx #$001b : bcs ++ : JMP -
++
lda !HUD_FLAG : and.w #$0020 : bne + : brl ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : brl ++ : +
lda !HUD_FLAG : and.w #$0020 : bne + : JMP ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : JMP ++ : +
; map symbols (do I want these) ; note compass symbol is 2c20
lda.w #$2821 : sta $1606 : sta $1610 : sta $161a : sta $1624
; blank out a couple thing from old hud
@@ -159,7 +159,7 @@ DrHudDungeonItemsAdditions:
.skipBlanks iny #2
cpx #$001a : beq +
lda.w #$24f5 : sta $1644, y ; blank out spot
+ inx #2 : cpx #$001b : !bge ++ : brl -
+ inx #2 : cpx #$001b : !bge ++ : JMP -
++
plp : ply : plx : rtl
}

View File

@@ -9,7 +9,7 @@ ShouldOverrideFileLoad:
.no
CLC : RTS
.yes
SEC : RTS
RTS
BgGraphicsLoading:
; Instructions overwritten

View File

@@ -56,5 +56,6 @@ RTL
Init_PostRAMClear:
JSL MSUInit
JSL InitRNGPointerTable
JML $00D463 ; The original target of the jump table that we hijacked

View File

@@ -60,7 +60,7 @@ RTL
LDA !INVENTORY_SWAP : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both boomerangs
LDA $7EF341 : EOR #$03 : STA $7EF341 ; swap blue & red boomerang
LDA.b #$20 : STA $012F ; menu select sound
BRL .captured
JMP .captured
+ CMP #$01 : BNE + ; bow
LDA !INVENTORY_SWAP_2 : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both bows
PHX : LDX.b #$00 ; scan ancilla table for arrows
@@ -77,7 +77,7 @@ RTL
++
LDA $7EF340 : !SUB #$01 : EOR #$02 : !ADD #$01 : STA $7EF340 ; swap bows
LDA.b #$20 : STA $012F ; menu select sound
BRL .captured
JMP .captured
+ BRA +
.errorJump
BRA .errorJump2
@@ -85,7 +85,7 @@ RTL
LDA !INVENTORY_SWAP : AND #$30 : CMP #$30 : BNE .errorJump ; make sure we have mushroom & magic powder
LDA $7EF344 : EOR #$03 : STA $7EF344 ; swap mushroom & magic powder
LDA.b #$20 : STA $012F ; menu select sound
BRL .captured
JMP .captured
+ BRA +
.errorJump2
BRA .error
@@ -124,7 +124,9 @@ RTL
;ProcessBottleMenu:
;--------------------------------------------------------------------------------
ProcessBottleMenu:
LDA $F4 : AND #$40 : BEQ .y_not_pressed ; skip if Y is not down
; LDA $F6 : AND #$30 : CMP.b #$30 : BEQ .double_shoulder_pressed
; LDA $F4 : AND #$40 : BEQ .y_not_pressed ; skip if Y is not down
; .double_shoulder_pressed
LDA $7EF34F ; check bottle state
BEQ .no_bottles ; skip if we have no bottles
PHX
@@ -137,9 +139,9 @@ ProcessBottleMenu:
.no_bottles
LDA #$00 ; pretend like the controller state was 0 from the overridden load
RTL
.y_not_pressed
LDA $F4 : AND.b #$0C ; thing we wrote over - load controller state
RTL
; .y_not_pressed
; LDA $F4 : AND.b #$0C ; thing we wrote over - load controller state
;RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
@@ -208,67 +210,68 @@ AddInventory:
CPY.b #$0C : BNE + ; Blue Boomerang
LDA !INVENTORY_SWAP : ORA #$80 : STA !INVENTORY_SWAP
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$2A : BNE + ; Red Boomerang
LDA !INVENTORY_SWAP : ORA #$40 : STA !INVENTORY_SWAP
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$29 : BNE + ; Mushroom
LDA !INVENTORY_SWAP : ORA #$28 : STA !INVENTORY_SWAP
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$0D : BNE + ; Magic Powder
LDA !INVENTORY_SWAP : ORA #$10 : STA !INVENTORY_SWAP
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$13 : BNE + ; Shovel
LDA !INVENTORY_SWAP : ORA #$04 : STA !INVENTORY_SWAP
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$14 : BNE + ; Flute (Inactive)
LDA !INVENTORY_SWAP : ORA #$02 : STA !INVENTORY_SWAP
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$4A : BNE + ; Flute (Active)
LDA !INVENTORY_SWAP : ORA #$01 : STA !INVENTORY_SWAP
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$0B : BNE + ; Bow
LDA ArrowMode : BNE +++
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2
+++
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$3A : BNE + ; Bow & Arrows
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$3B : BNE + ; Bow & Silver Arrows
LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2
LDA ArrowMode : BNE +++
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 ; activate wood arrows when not in rupee bow
+++
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$43 : BNE + ; Single arrow
LDA ArrowMode : BEQ +++
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 ; activate wood arrows in quick-swap
+++
BRL .incrementCounts
JMP .incrementCounts
+ CPY.b #$58 : BNE + ; Upgrade-Only Silver Arrows
LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2
+
.incrementCounts
LDA !LOCK_STATS : BEQ + : BRL .done : +
LDA !LOCK_STATS : BEQ + : JMP .done : +
LDA !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
BRL .dungeonCounts
+
; don't count any of this stuff
CPY.b #$20 : BNE + : BRL .itemCounts : + ; Crystal
CPY.b #$26 : BNE + : BRL .itemCounts : + ; Heart Piece Completion Heart
CPY.b #$20 : BNE + : JMP .itemCounts : + ; Crystal
CPY.b #$26 : BNE + : JMP .itemCounts : + ; Heart Piece Completion Heart
LDA.l !SHOP_ENABLE_COUNT : BNE ++
CPY.b #$2E : BNE + : BRL .itemCounts : + ; Red Potion (Refill)
CPY.b #$2F : BNE + : BRL .itemCounts : + ; Green Potion (Refill)
CPY.b #$30 : BNE + : BRL .itemCounts : + ; Blue Potion (Refill)
CPY.b #$2E : BNE + : JMP .itemCounts : + ; Red Potion (Refill)
CPY.b #$2F : BNE + : JMP .itemCounts : + ; Green Potion (Refill)
CPY.b #$30 : BNE + : JMP .itemCounts : + ; Blue Potion (Refill)
++
CPY.b #$37 : BNE + : BRL .itemCounts : + ; Pendant
CPY.b #$38 : BNE + : BRL .itemCounts : + ; Pendant
CPY.b #$39 : BNE + : BRL .itemCounts : + ; Pendant
CPY.b #$00 : BNE + : BRL .itemCounts : + ; Uncle Sword & Shield
CPY.b #$37 : BNE + : JMP .itemCounts : + ; Pendant
CPY.b #$38 : BNE + : JMP .itemCounts : + ; Pendant
CPY.b #$39 : BNE + : JMP .itemCounts : + ; Pendant
CPY.b #$00 : BNE + : JMP .itemCounts : + ; Uncle Sword & Shield
CPY.b #$04 : !BLT .isSword ; Swords - Skip Shop/Fairy Check for Swords
CPY.b #$49 : BEQ .isSword
@@ -276,38 +279,38 @@ AddInventory:
CPY.b #$5E : BEQ .isSword
BRA +
.isSword
BRL .dungeonCounts
JMP .dungeonCounts
+
CPY.b #$3B : BNE + : BRL .dungeonCounts : + ; Silver Arrow Bow - Skip Shop/Fairy Check for Silver Arrow Bow
CPY.b #$3B : BNE + : JMP .dungeonCounts : + ; Silver Arrow Bow - Skip Shop/Fairy Check for Silver Arrow Bow
LDA $1B : BEQ ++ ; skip shop check if outdoors
LDA $02E9 : CMP.b #$01 : BEQ ++ ; skip shop check for chests
PHP : REP #$20 ; set 16-bit accumulator
LDA $048E
CMP.w #274 : BNE + : BRL .shop : + ; dark world death mountain shop, ornamental shield shop
CMP.w #271 : BNE + : BRL .shop : + ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
CMP.w #272 : BNE + : BRL .shop : + ; red shield shop
CMP.w #284 : BNE + : BRL .shop : + ; bomb shop
CMP.w #265 : BNE + : BRL .shop : + ; potion shop - commented this out because it's easier to just block potion refills because this one interferes with the powder item being counted
CMP.w #287 : BNE + : BRL .shop : + ; kakariko shop
CMP.w #255 : BNE + : BRL .shop : + ; light world death mountain shop
CMP.w #276 : BNE + : BRL .shop : + ; waterfall fairy
CMP.w #277 : BNE + : BRL .shop : + ; upgrade fairy (shop)
CMP.w #278 : BNE + : BRL .shop : + ; pyramid fairy
CMP.w #274 : BNE + : JMP .shop : + ; dark world death mountain shop, ornamental shield shop
CMP.w #271 : BNE + : JMP .shop : + ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
CMP.w #272 : BNE + : JMP .shop : + ; red shield shop
CMP.w #284 : BNE + : JMP .shop : + ; bomb shop
CMP.w #265 : BNE + : JMP .shop : + ; potion shop - commented this out because it's easier to just block potion refills because this one interferes with the powder item being counted
CMP.w #287 : BNE + : JMP .shop : + ; kakariko shop
CMP.w #255 : BNE + : JMP .shop : + ; light world death mountain shop
CMP.w #276 : BNE + : JMP .shop : + ; waterfall fairy
CMP.w #277 : BNE + : JMP .shop : + ; upgrade fairy (shop)
CMP.w #278 : BNE + : JMP .shop : + ; pyramid fairy
PLP : BRA ++
.shop
PLP
LDA.l !SHOP_ENABLE_COUNT : BNE ++
BRL .done
JMP .done
++
.dungeonCounts
LDA !MULTIWORLD_RECEIVING_ITEM : CMP #$01 : BNE +
BRL .fullItemCounts
JMP .fullItemCounts
+
LDA $1B : BNE + : BRL .fullItemCounts : +
LDA $1B : BNE + : JMP .fullItemCounts : +
; ==BEGIN INDOOR-ONLY SECTION
;REP #$20 ; Set 16-bit Accumulator
@@ -325,7 +328,7 @@ AddInventory:
CMP.l BallNChainDungeon : BNE +
CPY.b #$32 : BNE +
BRL .done
JMP .done
+ LSR : TAX : LDA $7EF4BF, X : INC : STA $7EF4BF, X
CPX.b #$0D : BNE +
LDA $7EF366 : AND #$04 : BNE ++
@@ -367,180 +370,180 @@ AddInventory:
CPY.b #$00 : BNE + ; Fighter's Sword & Fighter's Shield
JSR .incrementSword
JSR .incrementShield
BRL .done
JMP .done
+ CPY.b #$01 : BNE + ; Master Sword
JSR .incrementSword
BRL .done
JMP .done
+ CPY.b #$02 : BNE + ; Tempered Sword
JSR .incrementSword
BRL .done
JMP .done
+ CPY.b #$03 : BNE + ; Golden Sword
JSR .incrementSword
BRL .done
JMP .done
+ CPY.b #$04 : BNE + ; Fighter's Shield
JSR .incrementShield
BRL .done
JMP .done
+ CPY.b #$05 : BNE + ; Red Shield
JSR .incrementShield
BRL .done
JMP .done
+ CPY.b #$06 : BNE + ; Mirror Shield
JSR .incrementShield
BRL .done
JMP .done
+ CPY.b #$07 : !BLT + ; Items $07 - $0D
CPY.b #$0E : !BGE +
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$14 : BNE + ; Flute (Inactive) - LEAVE THIS ABOVE THE 0F-16 CONDITION - kkat
JSR .stampFlute
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$0F : !BLT + ; Items $0F - $16
CPY.b #$17 : !BGE +
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$17 : BNE + ; Heart Piece
JSR .incrementHeartPiece
BRL .done
JMP .done
+ CPY.b #$18 : !BLT + ; Items $18 - $19
CPY.b #$1A : !BGE +
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$1A : BNE + ; Magic Mirror
JSR .stampMirror
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$1D : BNE + ; Book of Mudora - LEAVE THIS ABOVE THE 1B-1F CONDITION - kkat
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$1B : !BLT + ; Items $1B - $1F
CPY.b #$20 : !BGE +
JSR .incrementA
BRL .done
JMP .done
+ CPY.b #$20 : BNE + ; Crystal
JSR .incrementCrystal
JSR .setDungeonCompletion
BRL .done
JMP .done
+ CPY.b #$21 : BNE + ; Bug Net
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$22 : !BLT + ; Items $22 - $23
CPY.b #$24 : !BGE +
JSR .incrementMail
BRL .done
JMP .done
+ CPY.b #$24 : BNE + ; Small Key
JSR .incrementKey
BRL .done
JMP .done
+ CPY.b #$25 : BNE + ; Compass
JSR .incrementCompass
BRL .done
JMP .done
+ CPY.b #$26 : BNE + ; Liar Heart (Container)
;JSR .incrementHeartContainer
BRL .done
JMP .done
+ CPY.b #$27 : BNE + ; 1 Bomb
JSR .maybeIncrementBombs
BRL .done
JMP .done
+ CPY.b #$28 : BNE + ; 3 Bombs
JSR .maybeIncrementBombs
BRL .done
JMP .done
+ CPY.b #$29 : BNE + ; Musoroom
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$2A : !BLT + ; Items $2A - $2D
CPY.b #$2E : !BGE +
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$31 : BNE + ; 10 Bombs
JSR .maybeIncrementBombs
BRL .done
JMP .done
+ CPY.b #$32 : BNE + ; Big Key
JSR .incrementBigKey
BRL .done
JMP .done
+ CPY.b #$33 : BNE + ; Map
JSR .incrementMap
BRL .done
JMP .done
+ CPY.b #$37 : !BLT + ; Items $37 - $39 - Pendants
CPY.b #$3A : !BGE +
JSR .incrementPendant
JSR .setDungeonCompletion
BRL .done
JMP .done
+ CPY.b #$3A : !BLT + ; Items $3A - $3B - Bow & Silver Arrows
CPY.b #$3C : !BGE +
JSR .incrementBow
BRL .done
JMP .done
+ CPY.b #$3C : BNE + ; Bottle w/Bee
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$3D : BNE + ; Bottle w/Fairy
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$3E : !BLT + ; Items $3E - $3F - Heart Containers
CPY.b #$40 : !BGE +
JSR .incrementHeartContainer
BRL .done
JMP .done
+ CPY.b #$48 : BNE + ; Bottle w/Gold Bee
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$49 : BNE + ; Fighter's Sword
JSR .incrementSword
BRL .done
JMP .done
+ CPY.b #$4A : BNE + ; Flute (Active)
JSR .stampFlute
JSR .incrementY
BRL .done
JMP .done
+ CPY.b #$4B : BNE + ; Pegasus Boots
JSR .stampBoots
JSR .incrementA
BRL .done
JMP .done
+ CPY.b #$4C : BNE + ; Bomb Capacity Upgrade
JSR .incrementCapacity
JSR .maybeIncrementBombs
BRL .done
JMP .done
+ CPY.b #$4D : !BLT + ; Items $4D - $4F - Capacity Upgrades
CPY.b #$50 : !BGE +
JSR .incrementCapacity
BRL .done
JMP .done
+ CPY.b #$50 : BNE + ; Master Sword (Safe)
JSR .incrementSword
BRL .done
JMP .done
+ CPY.b #$51 : !BLT + ; Items $51 - $54 - Capacity Upgrades
CPY.b #$55 : !BGE +
JSR .incrementCapacity
BRL .done
JMP .done
+ CPY.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
JSR .incrementBow
BRL .done
JMP .done
+ CPY.b #$5E : BNE + ; Progressive Sword
JSR .incrementSword
BRL .done
JMP .done
+ CPY.b #$5F : BNE + ; Progressive Shield
JSR .incrementShield
BRL .done
JMP .done
+ CPY.b #$60 : BNE + ; Progressive Armor
JSR .incrementMail
BRL .done
JMP .done
+ CPY.b #$61 : BNE + ; Progressive Lifting Glove
JSR .incrementA
BRL .done
JMP .done
+ CPY.b #$64 : !BLT + ; Items $64 & $65 - Progressive Bow
CPY.b #$66 : !BGE +
JSR .incrementBow
BRL .done
JMP .done
+ CPY.b #$70 : !BLT + ; Items $70 - $7F - Free Maps
CPY.b #$80 : !BGE +
JSR .incrementMap
BRL .done
JMP .done
+ CPY.b #$80 : !BLT + ; Items $80 - $8F - Free Compasses
CPY.b #$90 : !BGE +
JSR .incrementCompass
BRL .done
JMP .done
+ CPY.b #$90 : !BLT + ; Items $90 - $9F - Free Big Keys
CPY.b #$A0 : !BGE +
JSR .incrementBigKey
BRL .done
JMP .done
+ CPY.b #$A0 : !BLT + ; Items $A0 - $AF - Free Small Keys
CPY.b #$B0 : !BGE +
JSR .incrementKey
BRL .done
JMP .done
+
.done
PLP : PLX : PLA
@@ -755,6 +758,7 @@ RTS
Link_ReceiveItem_HUDRefresh:
LDA $7EF343 : BNE + ; skip if we have bombs
LDA $7EF375 : BEQ + ; skip if we are filling no bombs
LDA $7EF370 : !ADD.l StartingMaxBombs : BEQ + ; skip if we can't have bombs
DEC : STA $7EF375 ; decrease bomb fill count
LDA.b #$01 : STA $7EF343 ; increase actual bomb count
+
@@ -770,6 +774,7 @@ RTL
HandleBombAbsorbtion:
STA $7EF375 ; thing we wrote over
LDA $0303 : BNE + ; skip if we already have some item selected
LDA $7EF370 : !ADD.l StartingMaxBombs : BEQ + ; skip if we can't have bombs
LDA.b #$04 : STA $0202 ; set selected item to bombs
LDA.b #$01 : STA $0303 ; set selected item to bombs
JSL.l HUD_RebuildLong
@@ -1145,10 +1150,10 @@ SpawnShovelItem:
LDA $03FC : BEQ +
JSL DiggingGameGuy_AttemptPrizeSpawn
BRL .skip
JMP .skip
+
LDA $035B : AND.b #$01 : BNE + : BRL .skip : + ; corner dig fix
LDA $035B : AND.b #$01 : BNE + : JMP .skip : + ; corner dig fix
PHY : PHP
PHB : PHK : PLB

View File

@@ -4,7 +4,7 @@
; after Ganon slams into it in bat form?
Overworld_CreatePyramidHoleModified:
LDA.l InvertedMode : BNE +
BRL .originalBehaviour
JMP .originalBehaviour
+
.invertedBehavior
REP #$30
@@ -37,7 +37,7 @@ Overworld_CreatePyramidHoleModified:
LDA.w #$FFFF : STA $1012, Y
BRL .ending
JMP .ending
.originalBehaviour
REP #$30

View File

@@ -66,8 +66,8 @@ RTS
INC : CMP !HIGHEST_SWORD_LEVEL : !BGE + ; skip if highest is lower (this is an upgrade)
LDA !HIGHEST_SWORD_LEVEL : DEC ; convert to item id
TAY : PLA : LDA !HIGHEST_SWORD_LEVEL ; put sword id into the thing to write
BRL .done
JMP .done
+
PLA
BRL .done
JMP .done
;================================================================================

View File

@@ -173,7 +173,7 @@ KeyGetPlayer:
LoadProperties_PreserveItemMaybe:
{
lda.l ShuffleKeyDrops : bne +
jsl Sprite_LoadProperties : rtl
JML Sprite_LoadProperties
+ lda $0e80, x : pha
jsl Sprite_LoadProperties
pla : sta $0e80, x

View File

@@ -185,11 +185,11 @@ CheckMusicLoadRequest:
LDA !REG_MUSIC_CONTROL_REQUEST : CMP #$08 : BEQ ++ ; Mirror SFX is not affected by NoBGM or pack $FE
LDA NoBGM : BNE +
LDA !REG_MSU_PACK_CURRENT : CMP #$FE : BNE ++
+ : BRL .mute
+ : JMP .mute
++
LDX !REG_MSU_ID_01 : CPX !VAL_MSU_ID_01 : BEQ +
- : BRL .unmute
- : JMP .unmute
+
LDX !REG_MSU_ID_23 : CPX !VAL_MSU_ID_23 : BNE -
LDX !REG_MSU_ID_45 : CPX !VAL_MSU_ID_45 : BNE -
@@ -277,7 +277,7 @@ CheckMusicLoadRequest:
PLY : STY $00 : SEP #$10 : PLB
TAX : LDA MusicShuffleTable-1,X
STA !REG_MUSIC_CONTROL_REQUEST
BRL .check_fallback
JMP .check_fallback
.unmute
LDA.b !VAL_COMMAND_UNMUTE_SPC
@@ -481,7 +481,7 @@ MSUMain:
LDA !REG_MSU_ID_45 : CMP !VAL_MSU_ID_45 : BNE .nomsu
SEP #$30
LDX !REG_MUSIC_CONTROL : BEQ +
BRL .command_ff
JMP .command_ff
+
LDA !REG_MSU_DELAYED_COMMAND : BEQ .do_fade

View File

@@ -63,7 +63,7 @@ SEP #$30
;================================================================================
SEP #$20
LDA.l GoalItemRequirement : BNE + : BRL .done : + ; Star Meter
LDA.l GoalItemRequirement : BNE + : JMP .done : + ; Star Meter
LDA.l !GOAL_COUNTER
JSR HudHexToDec3Digit
@@ -144,13 +144,13 @@ SEP #$30
AND #$FFF8
TAX ; end of crap
LDA !INFINITE_MAGIC : AND.w #$00FF : BNE + : BRL .green : +
LDA !INFINITE_MAGIC : AND.w #$00FF : BNE + : JMP .green : +
SEP #$20 : LDA.b #$80 : STA $7EF36E : REP #$30 ; set magic to max
LDX.w #$0080 ; load full magic meter graphics
LDA $1A : AND.w #$000C : LSR #2
BEQ .red
CMP.w #0001 : BEQ .yellow
CMP.w #0002 : BNE + : BRL .green : +
CMP.w #0002 : BNE + : JMP .green : +
.blue
LDA !DrawMagicMeter_mp_tilemap+0, X : AND.w #$EFFF : STA $7EC746
LDA !DrawMagicMeter_mp_tilemap+2, X : AND.w #$EFFF : STA $7EC786

View File

@@ -196,7 +196,7 @@ AddReceivedItemExpandedGetItem:
; ;JSL.l Main_ShowTextMessage_Alt
; LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
; LDA.b #$01 : STA $7F50XX
; BRL .done
; JMP .done
;++
;STA $FFFFFF
LDA $02D8 ; check inventory
@@ -214,7 +214,7 @@ AddReceivedItemExpandedGetItem:
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.b #03 : STA $7EF340 ; set bow to silver
++
BRL .done
JMP .done
+ CMP.b #$3B : BNE + ; Silver Bow
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
@@ -226,56 +226,56 @@ AddReceivedItemExpandedGetItem:
STA $7EF340
.noequip
LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2 ; mark silver bow on y-toggle
BRL .done
JMP .done
+ CMP.b #$4C : BNE + ; 50 bombs
;LDA.b #$07 : STA $7EF370 ; upgrade bombs
LDA.b #50 : !SUB.l StartingMaxBombs : STA $7EF370 ; upgrade bombs
LDA.b #50 : STA $7EF375 ; fill bombs
BRL .done
JMP .done
+ CMP.b #$4D : BNE + ; 70 arrows
;LDA #$07 : STA $7EF371 ; upgrade arrows
LDA.b #70 : !SUB.l StartingMaxArrows : STA $7EF371 ; upgrade arrows
LDA.b #70 : STA $7EF376 ; fill arrows
BRL .done
JMP .done
+ CMP.b #$4E : BNE + ; 1/2 magic
LDA $7EF37B : CMP #$02 : !BGE ++
INC : STA $7EF37B ; upgrade magic
++
LDA.b #$80 : STA $7EF373 ; fill magic
BRL .done
JMP .done
+ CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA $7EF37B ; upgrade magic
LDA.b #$80 : STA $7EF373 ; fill magic
BRL .done
JMP .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA $7EF359 : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA $7EF359 ; set master sword
BRL .done
JMP .done
+ CMP.b #$51 : BNE + ; +5 Bombs
LDA $7EF370 : !ADD.b #$05 : STA $7EF370 ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA $7EF375 ; fill bombs
BRL .done
JMP .done
+ CMP.b #$52 : BNE + ; +10 Bombs
LDA $7EF370 : !ADD.b #$0A : STA $7EF370 ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA $7EF375 ; fill bombs
BRL .done
JMP .done
+ CMP.b #$53 : BNE + ; +5 Arrows
LDA $7EF371 : !ADD.b #$05 : STA $7EF371 ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA $7EF376 ; fill arrows
BRL .done
JMP .done
+ CMP.b #$54 : BNE + ; +10 Arrows
LDA $7EF371 : !ADD.b #$0A : STA $7EF371 ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA $7EF376 ; fill arrows
BRL .done
JMP .done
+ CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1)
BRL .done
JMP .done
+ CMP.b #$56 : BNE + ; Programmable Object 2
%ProgrammableItemLogic(2)
BRL .done
JMP .done
+ CMP.b #$57 : BNE + ; Programmable Object 3
%ProgrammableItemLogic(3)
BRL .done
JMP .done
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
@@ -288,46 +288,46 @@ AddReceivedItemExpandedGetItem:
++
+ CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA $7EF360 : !SUB RupoorDeduction : STA $7EF360 : SEP #$20 ; Take 1 rupee
BRL .done
JMP .done
+ CMP.b #$5A : BNE + ; Null Item
BRL .done
JMP .done
+ CMP.b #$5B : BNE + ; Red Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l RedClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l RedClockAmount+2 : STA !CHALLENGE_TIMER+2
SEP #$20 ; set 8-bit accumulator
BRL .done
JMP .done
+ CMP.b #$5C : BNE + ; Blue Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l BlueClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l BlueClockAmount+2 : STA !CHALLENGE_TIMER+2
SEP #$20 ; set 8-bit accumulator
BRL .done
JMP .done
+ CMP.b #$5D : BNE + ; Green Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l GreenClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l GreenClockAmount+2 : STA !CHALLENGE_TIMER+2
SEP #$20 ; set 8-bit accumulator
BRL .done
JMP .done
+ CMP.b #$5E : BNE + ; Progressive Sword
BRL .done
JMP .done
+ CMP.b #$5F : BNE + ; Progressive Shield
BRL .done
JMP .done
+ CMP.b #$60 : BNE + ; Progressive Armor
BRL .done
JMP .done
+ CMP.b #$61 : BNE + ; Progressive Lifting Glove
BRL .done
JMP .done
+ CMP.b #$62 : BNE + ; RNG Pool Item (Single)
BRL .done
JMP .done
+ CMP.b #$63 : BNE + ; RNG Pool Item (Multi)
BRL .done
JMP .done
+ CMP.b #$64 : BNE + ; Progressive Bow
BRL .done
JMP .done
+ CMP.b #$65 : BNE + ; Progressive Bow
BRL .done
JMP .done
+ CMP.b #$6A : BNE + ; Goal Collectable (Single/Triforce)
JSL.l ActivateGoal
BRL .done
JMP .done
+ CMP.b #$6B : BNE + ; Goal Collectable (Multi/Power Star)
BRA .multi_collect
+ CMP.b #$6C : BNE + ; Goal Collectable (Multi/Power Star) Alternate Graphic
@@ -338,52 +338,52 @@ AddReceivedItemExpandedGetItem:
LDA TurnInGoalItems : BNE ++
JSL.l ActivateGoal
++
BRL .done
JMP .done
+ CMP.b #$6D : BNE + ; Server Request F0
JSL.l ItemGetServiceRequest_F0
BRL .done
JMP .done
+ CMP.b #$6E : BNE + ; Server Request F1
JSL.l ItemGetServiceRequest_F1
BRL .done
JMP .done
+ CMP.b #$6F : BNE + ; Server Request F2
JSL.l ItemGetServiceRequest_F2
BRL .done
JMP .done
;+ CMP.b #$FE : BNE + ; Server Request (Null Chest)
; JSL.l ItemGetServiceRequest
; BRL .done
; JMP .done
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF368 : STA $7EF368 ; Map 1
BRL .done
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF369 : STA $7EF369 ; Map 2
BRL .done
JMP .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF364 : STA $7EF364 ; Compass 1
BRL .done
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF365 : STA $7EF365 ; Compass 2
BRL .done
JMP .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF366 : STA $7EF366 ; Big Key 1
BRL .done
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF367 : STA $7EF367 ; Big Key 2
BRL .done
JMP .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX
LDA $7EF37C, X : INC : STA $7EF37C, X ; Increment Key Count
@@ -397,12 +397,12 @@ AddReceivedItemExpandedGetItem:
LDA.l GenericKeys : BEQ +
.generic
LDA $7EF36F : INC : STA $7EF36F
BRL .done
JMP .done
.normal
TXA : ASL : CMP $040C : BNE ++
LDA $7EF36F : INC : STA $7EF36F
++
BRL .done
JMP .done
+ CMP.b #$B0 : BNE + ; Bee Trap
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
LDA $22 : STA $0D10, Y : LDA $23 : STA $0D30, Y ; from enemizer's Spawn_Bees
@@ -445,7 +445,7 @@ AddReceivedItemExpanded:
PHY : LDY.b #$00 : JSL AddInventory : PLY
PLX : PLA : RTL
+
JSL.l PreItemGet
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +
@@ -456,7 +456,7 @@ AddReceivedItemExpanded:
JSR IncrementItemCounters
+
LDA $02D8 ; Item Value
CMP.b #$16 : BEQ .bottle ; Bottle
CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle
CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle
@@ -469,38 +469,38 @@ AddReceivedItemExpanded:
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
+++ : JMP .done
.notBottle
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA $7EF37B : BEQ +++
LDA.b #$4F : STA $02D8
+++ : BRL .done
+++ : JMP .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +
LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : BRL .done
LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done
+
LDA $7EF359 : CMP.b #$FF : BNE + ; Swordless
LDA.b #$49 : STA $02D8 : BRL .done
LDA.b #$49 : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : BRL .done
LDA.b #$49 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$50 : STA $02D8 : BRL .done
LDA.b #$50 : STA $02D8 : JMP .done
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : STA $02D8 : BRL .done
LDA.b #$02 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$03 : STA $02D8 : BRL .done
LDA.b #$03 : STA $02D8 : JMP .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
LDA !PROGRESSIVE_SHIELD : AND.b #$C0 : BNE +++ ; No Shield
LDA.b #$04 : STA $02D8 : BRL .done
LDA.b #$04 : STA $02D8 : JMP .done
+++ : CMP.b #$40 : BNE +++ ; Fighter Shield
LDA.b #$05 : STA $02D8 : BRL .done
LDA.b #$05 : STA $02D8 : JMP .done
+++ ; Everything Else
LDA.b #$06 : STA $02D8 : BRL .done
LDA.b #$06 : STA $02D8 : JMP .done
+
LDA !PROGRESSIVE_SHIELD : LSR #6 : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : BRL .done
LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done
+
LDA !PROGRESSIVE_SHIELD : AND.b #$C0 : BNE + ; No Shield
LDA.b #$04 : BRA .shielddone
@@ -509,27 +509,26 @@ AddReceivedItemExpanded:
+ ; Everything Else
LDA.b #$06
.shielddone : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : BRL .done
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +
LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : BRL .done
LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done
+
LDA $7EF35B : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : BRL .done
LDA.b #$22 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$23 : STA $02D8 : BRL .done
LDA.b #$23 : STA $02D8 : JMP .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA $7EF354 : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : BRL .done
LDA.b #$1B : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$1C : STA $02D8 : BRL .done
LDA.b #$1C : STA $02D8 : JMP .done
++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +
LDA $7EF340 : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : BRL .done
+
LDA $7EF340 : INC : LSR : CMP.b #$00 : BNE + ; No Bow
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
+ LDA $7EF340 : INC : LSR : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : BRA .done
+ ; Any Bow
LDA.b #$3B : STA $02D8 : BRA .done
@@ -563,6 +562,8 @@ AddReceivedItemExpanded:
;--------------------------------------------------------------------------------
;DATA AddReceivedItemExpanded
{
; This is a temporary measure for Fish to have consistent addresses
org $A08800
.y_offsets
db -5, -5, -5, -5, -5, -4, -4, -5
@@ -876,7 +877,8 @@ AddReceivedItemExpanded:
;0x1A - Ganon's Tower
.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
; sewers and castle get 2 bits active so that they can share their items elegantly
dw $C000, $C000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000

View File

@@ -399,8 +399,7 @@ StraightStairsTrapDoor:
lda #$05 : sta $11
inc $0468 : stz $068e : stz $0690
++ rtl
+ jsl Dungeon_ApproachFixedColor ; what we wrote over
rtl
+ JML Dungeon_ApproachFixedColor ; what we wrote over
}
InroomStairsTrapDoor:

View File

@@ -12,11 +12,18 @@ RTL
InitOpenMode:
LDA.l OpenMode : BEQ + ; Skip if not open mode
LDA $7EF3C5 : CMP #$02 : !BGE + ; Skip if already past escape
LDA.b #02 : STA $7EF3C5 ; Go to post-escape phase (pre aga1)
LDA.b #$02 : STA $7EF3C5 ; Go to post-escape phase (pre aga1)
LDA $7EF3C6 : ORA #$14 : STA $7EF3C6 ; remove uncle
LDA $7EF3C8 : CMP #$05 : BEQ ++ : LDA.b #$01 : ++ : STA $7EF3C8 ; set spawn points to house+sanc unless already house+sanc+mountain
LDA $7EF29B : ORA.b #$20 : STA $7EF29B ; open castle gate
RTL
JSL MaybeSetPostAgaWorldState
+
RTL
;--------------------------------------------------------------------------------
MaybeSetPostAgaWorldState:
LDA.l InstantPostAgaWorldState : BEQ + ; Skip if not enabled
LDA.b #$03 : STA $7EF3C5 ; Go to post-aga phase
LDA $7EF282 : ORA.b #$20 : STA $7EF282 ; make lumberjack tree accessible
+
RTL
;--------------------------------------------------------------------------------

View File

@@ -64,8 +64,7 @@ FixShopCode:
VitreousKeyReset:
lda.l DRMode : beq +
stz $0cba, x
+ jsl $0db818 ;restore old code
rtl
+ JML $0db818 ;restore old code
GuruguruFix:
lda $a0 : cmp #$df : !bge +
@@ -134,7 +133,7 @@ RainPrevention:
LDA.l $7EF3CC : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
LDA $00 : CMP #$02A1 : BNE .done
PLA : LDA #$0008 : RTL
+ LDA.l BlockCastleDoorsInRain : BEQ .done ;flagged
+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
LDX #$FFFE
- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
CMP $A0 : BNE -

View File

@@ -167,7 +167,7 @@ ValidatePassword:
LDX #$0F
-
LDA.l !PASSWORD_SRAM, X : BNE +
BRL .incorrect
JMP .incorrect
+
DEX : BPL -

View File

@@ -56,7 +56,7 @@ RTL
!MAP_OVERLAY = "$7EF414" ; [2]
OverworldMap_CheckObject:
PHX
;CPX.b #$01 : BNE + : BRL ++ : + : BRL .fail
;CPX.b #$01 : BNE + : JMP ++ : + : JMP .fail
LDA $7EF3CA : AND.b #$40 : BNE +
;LW Map
LDA.l MapMode : BEQ +++
@@ -66,7 +66,7 @@ OverworldMap_CheckObject:
LDA !INVENTORY_MAP, X : ORA !MAP_OVERLAY, X
PLX
AND.l .lw_map_masks, X : BNE +++
BRL .fail
JMP .fail
+++
LDA.l .lw_offsets, X
BPL +++ : CLC : BRA .done : +++ ; don't display master sword
@@ -80,7 +80,7 @@ OverworldMap_CheckObject:
LDA.l !INVENTORY_MAP, X : ORA !MAP_OVERLAY, X
PLX
AND.l .dw_map_masks, X : BNE +++
BRL .fail
JMP .fail
+++
LDA.l .dw_offsets, X
TAX : BRA ++
@@ -265,194 +265,262 @@ DrawMoonPearlInMenuLocation:
RTL
;--------------------------------------------------------------------------------
DrawHUDDungeonItems:
LDA.l HUDDungeonItems : BNE + : RTL : +
LDA.l HUDDungeonItems : BNE .continue
RTL
.dungeon_positions
dw 0 ; Hyrule Castle
dw 2 ; Agahnims Tower
dw 6 ; Eastern
dw 8 ; Desert
dw 10 ; Hera
dw 14 ; PoD
dw 16 ; Swamp
dw 18 ; Skull Woods
dw 20 ; Thieves Town
dw 22 ; Ice
dw 24 ; Mire
dw 26 ; Turtle Rock
dw 30 ; Ganon's Tower
.small_key_x_offset
dw $7EF37D-$7EF37D ; Hyrule Castle
dw $7EF380-$7EF37D ; Agahnims Tower
dw $7EF37E-$7EF37D ; Eastern
dw $7EF37F-$7EF37D ; Desert
dw $7EF386-$7EF37D ; Hera
dw $7EF382-$7EF37D ; PoD
dw $7EF381-$7EF37D ; Swamp
dw $7EF384-$7EF37D ; Skull Woods
dw $7EF387-$7EF37D ; Thieves Town
dw $7EF385-$7EF37D ; Ice
dw $7EF383-$7EF37D ; Mire
dw $7EF388-$7EF37D ; Turtle Rock
dw $7EF389-$7EF37D ; Ganon's Tower
.dungeon_bitmasks
dw $4000 ; Hyrule Castle
dw $0800 ; Agahnims Tower
dw $2000 ; Eastern
dw $1000 ; Desert
dw $0020 ; Hera
dw $0200 ; PoD
dw $0400 ; Swamp
dw $0080 ; Skull Woods
dw $0010 ; Thieves Town
dw $0040 ; Ice
dw $0100 ; Mire
dw $0008 ; Turtle Rock
dw $0004 ; Ganon's Tower
.boss_room_ids
dw $80*2 ; ; Hyrule Castle (BNC)
dw $20*2 ; ; Agahnim
dw $C8*2 ; ; Eastern
dw $33*2 ; ; Desert
dw $07*2 ; ; Hera
dw $5A*2 ; ; PoD
dw $06*2 ; ; Swamp
dw $29*2 ; ; Skull Woods
dw $AC*2 ; ; Thieves Town
dw $DE*2 ; ; Ice
dw $90*2 ; ; Mire
dw $A4*2 ; ; Turtle Rock
dw $0D*2 ; ; Ganon's Tower
.continue
PHP
REP #$30 ; set 16-bit accumulator & index registers
PHB
PHK
PLB
REP #$30
;-------------------------------------------------------------------------------
; dungeon names
LDA.w #$2D50 : STA $1646 ; sewers
LDA.w #$2D54 : STA $1648 ; Agahnims Tower
LDA.w #$2D50
LDA.w #$2D51 : STA $164C ; Eastern
LDA.w #$2D52 : STA $164E ; Desert
LDA.w #$2D53 : STA $1650 ; Hera
LDY.w #0
LDA.w #$2D55 : STA $1654 ; PoD
LDA.w #$2D56 : STA $1656 ; Swamp
LDA.w #$2D57 : STA $1658 ; Skull Woods
LDA.w #$2D58 : STA $165A ; Thieves Town
LDA.w #$2D59 : STA $165C ; Ice
LDA.w #$2D5A : STA $165E ; Mire
LDA.w #$2D5B : STA $1660 ; Turtle Rock
LDA.w #$2D5C : STA $1664 ; Ganon's Tower
.next_dungeon_name
LDX.w .dungeon_positions,Y
STA.w $1646,X
INC
INY : INY
CPY.w #26 : BCC .next_dungeon_name
; write black
LDX.w #$0000 ; Paint entire box black & draw empty pendants and crystals
-
LDA #$24F5 : STA $1686, X : STA $16C6, X
INX #2 : CPX.w #$0020 : BCC -
LDX.w #$001E
LDA.w #$24F5
LDA !HUD_FLAG : AND.w #$0020 : BEQ + : BRL +++ : +
LDA HUDDungeonItems : AND.w #$0001 : BNE + : BRL ++ : +
-- STA.w $1686,X
STA.w $16C6,X
STA.w $1706,X
DEX : DEX : BPL --
LDA.l !HUD_FLAG : AND.w #$0020 : BEQ +
JMP .maps_and_compasses
+
;-------------------------------------------------------------------------------
LDA HUDDungeonItems : AND.w #$0001 : BEQ .skip_small_keys
.draw_small_keys
LDA.w #$2810 : STA $1684 ; small keys icon
SEP #$20 ; set 8-bit accumulator
; Small Keys
LDA.b #$16 : !ADD $7EF37D : STA $1686 : LDA.b #$28 : ADC #$00 : sta.w $1686+1 ; Hyrule Castle
LDA.b #$16 : !ADD $7EF380 : STA $1688 : LDA.b #$28 : ADC #$00 : sta.w $1688+1 ; Agahnims Tower
LDA.b #$16 : !ADD $7EF37E : STA $168C : LDA.b #$28 : ADC #$00 : sta.w $168C+1 ; Eastern
LDA.b #$16 : !ADD $7EF37F : STA $168E : LDA.b #$28 : ADC #$00 : sta.w $168E+1 ; Desert
LDA.b #$16 : !ADD $7EF386 : STA $1690 : LDA.b #$28 : ADC #$00 : sta.w $1690+1 ; Hera
LDY.w #0
LDA.b #$16 : !ADD $7EF382 : STA $1694 : LDA.b #$28 : ADC #$00 : sta.w $1694+1 ; PoD
LDA.b #$16 : !ADD $7EF381 : STA $1696 : LDA.b #$28 : ADC #$00 : sta.w $1696+1 ; Swamp
LDA.b #$16 : !ADD $7EF384 : STA $1698 : LDA.b #$28 : ADC #$00 : sta.w $1698+1 ; Skull Woods
LDA.b #$16 : !ADD $7EF387 : STA $169A : LDA.b #$28 : ADC #$00 : sta.w $169A+1 ; Thieves Town
LDA.b #$16 : !ADD $7EF385 : STA $169C : LDA.b #$28 : ADC #$00 : sta.w $169C+1 ; Ice
LDA.b #$16 : !ADD $7EF383 : STA $169E : LDA.b #$28 : ADC #$00 : sta.w $169E+1 ; Mire
LDA.b #$16 : !ADD $7EF388 : STA $16A0 : LDA.b #$28 : ADC #$00 : sta.w $16A0+1 ; Turtle Rock
; Clear the carry only once
; it will be cleared by looping condition afterwards
CLC
LDA.b #$16 : !ADD $7EF389 : STA $16A4 : LDA.b #$28 : ADC #$00 : sta.w $16A4+1 ; Ganon's Tower
.next_small_key
LDX.w .small_key_x_offset,Y
LDA.l $7EF37D,X
AND.w #$00FF
REP #$20 ; set 16-bit accumulator
++
LDX.w .dungeon_positions,Y
ADC.w #$2816
STA.w $1686,X
INY : INY
CPY.w #26 : BCC .next_small_key
;-------------------------------------------------------------------------------
.skip_small_keys
; Big Keys
LDA HUDDungeonItems : AND.w #$0002 : BNE + : BRL ++ : +
LDA HUDDungeonItems : AND.w #$0002 : BEQ .skip_big_keys
LDA.w #$2811 : STA $16C4 ; big key icon
LDA $7EF367 : AND.w #$0040 : BEQ + ; Hyrule Castle
LDA.w #$2826 : STA $16C6
+
LDA $7EF367 : AND.w #$0008 : BEQ + ; Agahnims Tower
LDA.w #$2826 : STA $16C8
+
LDA $7EF367 : AND.w #$0020 : BEQ + ; Eastern
LDA.w #$2826 : STA $16CC
+
LDA $7EF367 : AND.w #$0010 : BEQ + ; Desert
LDA.w #$2826 : STA $16CE
+
LDA $7EF366 : AND.w #$0020 : BEQ + ; Hera
LDA.w #$2826 : STA $16D0
+
LDA $7EF367 : AND.w #$0002 : BEQ + ; PoD
LDA.w #$2826 : STA $16D4
+
LDA $7EF367 : AND.w #$0004 : BEQ + ; Swamp
LDA.w #$2826 : STA $16D6
+
LDA $7EF366 : AND.w #$0080 : BEQ + ; Skull Woods
LDA.w #$2826 : STA $16D8
+
LDA $7EF366 : AND.w #$0010 : BEQ + ; Thieves Town
LDA.w #$2826 : STA $16DA
+
LDA $7EF366 : AND.w #$0040 : BEQ + ; Ice
LDA.w #$2826 : STA $16DC
+
LDA $7EF367 : AND.w #$0001 : BEQ + ; Mire
LDA.w #$2826 : STA $16DE
+
LDA $7EF366 : AND.w #$0008 : BEQ + ; Turtle Rock
LDA.w #$2826 : STA $16E0
+
LDA $7EF366 : AND.w #$0004 : BEQ + ; Ganon's Tower
LDA.w #$2826 : STA $16E4
+
++
; use X so we can BIT
LDX.w #0
; load once and test multiple times
LDA.l $7EF366
.next_big_key
BIT.w .dungeon_bitmasks,X
BEQ ..skip_key
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $16C6,Y
; reload
LDA.l $7EF366
..skip_key
INX : INX
CPX.w #26 : BCC .next_big_key
;-------------------------------------------------------------------------------
.skip_big_keys
LDA HUDDungeonItems : AND.w #$0010 : BEQ .skip_boss_kills
LDA.w #$280F : STA $1704 ; skull icon
LDY.w #0
.next_boss_kill
LDX.w .boss_room_ids,Y
LDA.l $7EF000,X
AND.w #$0800
BEQ ..skip_boss_kill
LDA.w #$2826
LDX.w .dungeon_positions,Y
STA.w $1706,Y
..skip_boss_kill
INY : INY
CPY.w #26 : BCC .next_boss_kill
;-------------------------------------------------------------------------------
.skip_boss_kills
JMP .exit
;-------------------------------------------------------------------------------
; This should only display if select is pressed in hud
+++
LDA !HUD_FLAG : AND.w #$0020 : BNE + : BRL +++ : +
.maps_and_compasses
; Maps
LDA HUDDungeonItems : AND.w #$0004 : BNE + : BRL ++ : +
LDA HUDDungeonItems : AND.w #$0004 : BEQ .skip_maps
LDA.w #$2821 : STA $1684 ; map icon
LDA $7EF369 : AND.w #$0040 : BEQ + ; Hyrule Castle
LDA.w #$2826 : STA $1686
+
LDA $7EF369 : AND.w #$0008 : BEQ + ; Agahnims Tower
LDA.w #$2826 : STA $1688
+
LDA $7EF369 : AND.w #$0020 : BEQ + ; Eastern
LDA.w #$2826 : STA $168C
+
LDA $7EF369 : AND.w #$0010 : BEQ + ; Desert
LDA.w #$2826 : STA $168E
+
LDA $7EF368 : AND.w #$0020 : BEQ + ; Hera
LDA.w #$2826 : STA $1690
+
LDA $7EF369 : AND.w #$0002 : BEQ + ; PoD
LDA.w #$2826 : STA $1694
+
LDA $7EF369 : AND.w #$0004 : BEQ + ; Swamp
LDA.w #$2826 : STA $1696
+
LDA $7EF368 : AND.w #$0080 : BEQ + ; Skull Woods
LDA.w #$2826 : STA $1698
+
LDA $7EF368 : AND.w #$0010 : BEQ + ; Thieves Town
LDA.w #$2826 : STA $169A
+
LDA $7EF368 : AND.w #$0040 : BEQ + ; Ice
LDA.w #$2826 : STA $169C
+
LDA $7EF369 : AND.w #$0001 : BEQ + ; Mire
LDA.w #$2826 : STA $169E
+
LDA $7EF368 : AND.w #$0008 : BEQ + ; Turtle Rock
LDA.w #$2826 : STA $16A0
+
LDA $7EF368 : AND.w #$0004 : BEQ + ; Ganon's Tower
LDA.w #$2826 : STA $16A4
+
++
; use X so we can BIT
LDX.w #0
; load once and test multiple times
LDA.l $7EF368
.next_map
BIT.w .dungeon_bitmasks,X
BEQ ..skip_map
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $1686,Y
; reload
LDA.l $7EF368
..skip_map
INX : INX
CPX.w #26 : BCC .next_map
;-------------------------------------------------------------------------------
.skip_maps
; Compasses
LDA HUDDungeonItems : AND.w #$0008 : BNE + : BRL ++ : +
LDA HUDDungeonItems : AND.w #$0008 : BEQ .skip_compasses
LDA.w #$2C20 : STA $16C4 ; compass icon
LDA $7EF365 : AND.w #$0040 : BEQ + ; Hyrule Castle
LDA.w #$2C26 : STA $16C6
+
LDA $7EF365 : AND.w #$0008 : BEQ + ; Agahnims Tower
LDA.w #$2C26 : STA $16C8
+
LDA $7EF365 : AND.w #$0020 : BEQ + ; Eastern
LDA.w #$2C26 : STA $16CC
+
LDA $7EF365 : AND.w #$0010 : BEQ + ; Desert
LDA.w #$2C26 : STA $16CE
+
LDA $7EF364 : AND.w #$0020 : BEQ + ; Hera
LDA.w #$2C26 : STA $16D0
+
LDA $7EF365 : AND.w #$0002 : BEQ + ; PoD
LDA.w #$2C26 : STA $16D4
+
LDA $7EF365 : AND.w #$0004 : BEQ + ; Swamp
LDA.w #$2C26 : STA $16D6
+
LDA $7EF364 : AND.w #$0080 : BEQ + ; Skull Woods
LDA.w #$2C26 : STA $16D8
+
LDA $7EF364 : AND.w #$0010 : BEQ + ; Thieves Town
LDA.w #$2C26 : STA $16DA
+
LDA $7EF364 : AND.w #$0040 : BEQ + ; Ice
LDA.w #$2C26 : STA $16DC
+
LDA $7EF365 : AND.w #$0001 : BEQ + ; Mire
LDA.w #$2C26 : STA $16DE
+
LDA $7EF364 : AND.w #$0008 : BEQ + ; Turtle Rock
LDA.w #$2C26 : STA $16E0
+
LDA $7EF364 : AND.w #$0004 : BEQ + ; Ganon's Tower
LDA.w #$2C26 : STA $16E4
+
++ : +++
; use X so we can BIT
LDX.w #0
; load once and test multiple times
LDA.l $7EF364
.next_compass
BIT.w .dungeon_bitmasks,X
BEQ ..skip_compass
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $16C6,Y
; reload
LDA.l $7EF364
..skip_compass
INX : INX
CPX.w #26 : BCC .next_compass
;-------------------------------------------------------------------------------
.skip_compasses
.exit
PLB
PLP
RTL
;--------------------------------------------------------------------------------
@@ -462,58 +530,77 @@ DrawPendantCrystalDiagram:
REP #$30 ; Set 16-bit accumulator & index registers
LDX.w #$0000 ; Paint entire box black & draw empty pendants and crystals
-
LDA.l .row0, X : STA $12EA, X
LDA.l .row1, X : STA $132A, X
LDA.l .row2, X : STA $136A, X
LDA.l .row3, X : STA $13AA, X
LDA.l .row4, X : STA $13EA, X
LDA.l .row5, X : STA $142A, X
LDA.l .row6, X : STA $146A, X
LDA.l .row7, X : STA $14AA, X
LDA.l .row8, X : STA $14EA, X
LDA.l .row0, X : STA $12EA, X
LDA.l .row1, X : STA $132A, X
LDA.l .row2, X : STA $136A, X
LDA.l .row3, X : STA $13AA, X
LDA.l .row4, X : STA $13EA, X
LDA.l .row5, X : STA $142A, X
LDA.l .row6, X : STA $146A, X
LDA.l .row7, X : STA $14AA, X
LDA.l .row8, X : STA $14EA, X
INX #2 : CPX.w #$0014 : BCC -
;pendants
LDA $7EF374 : AND.w #$0004 : BEQ + ; pendant of courage (green)
LDA.w #$3D2B : STA $1332
LDA.w #$3D2C : STA $1334
LDA.w #$3D2D : STA $1372
LDA.w #$3D2E : STA $1374
+ LDA $7EF374 : AND.w #$0002 : BEQ + ; pendant of power (blue)
LDA.w #$2D2B : STA $13AE
LDA.w #$2D2C : STA $13B0
LDA.w #$2D2D : STA $13EE
LDA.w #$2D2E : STA $13F0
+ LDA $7EF374 : AND.w #$0001 : BEQ + ; pendant of wisdom (red)
LDA.w #$252B : STA $13B6
LDA.w #$252C : STA $13B8
LDA.w #$252D : STA $13F6
LDA.w #$252E : STA $13F8
; pendants
LDA $7EF374
LSR : BCC + ; pendant of wisdom (red)
LDX.w #$252B
STX.w $13B6
INX : STX.w $13B8
INX : STX.w $13F6
INX : STX.w $13F8
+ LSR : BCC + ; pendant of power (blue)
LDX.w #$2D2B
STX.w $13AE
INX : STX.w $13B0
INX : STX.w $13EE
INX : STX.w $13F0
+ LSR : BCC + ; pendant of courage (green)
LDX.w #$3D2B
STX.w $1332
INX : STX.w $1334
INX : STX.w $1372
INX : STX.w $1374
+
;crystals
LDA $7EF37A : AND.w #$0002 : BEQ + ; crystal 1
LDA.w #$2D44 : STA $14AC
LDA.w #$2D45 : STA $14AE
+ LDA $7EF37A : AND.w #$0010 : BEQ + ; crystal 2
LDA.w #$2D44 : STA $146E
LDA.w #$2D45 : STA $1470
+ LDA $7EF37A : AND.w #$0040 : BEQ + ; crystal 3
LDA.w #$2D44 : STA $14B0
LDA.w #$2D45 : STA $14B2
+ LDA $7EF37A : AND.w #$0020 : BEQ + ; crystal 4
LDA.w #$2D44 : STA $1472
LDA.w #$2D45 : STA $1474
+ LDA $7EF37A : AND.w #$0004 : BEQ + ; crystal 5
LDA.w #$2544 : STA $14B4
LDA.w #$2545 : STA $14B6
+ LDA $7EF37A : AND.w #$0001 : BEQ + ; crystal 6
LDA.w #$2544 : STA $1476
LDA.w #$2545 : STA $1478
+ LDA $7EF37A : AND.w #$0008 : BEQ + ; crystal 7
LDA.w #$2D44 : STA $14B8
LDA.w #$2D45 : STA $14BA
; crystals
LDA $7EF37A
LDX.w #$2D44
LDY.w #$2D45
BIT.w #$0002 : BEQ + ; crystal 1
STX.w $14AC
STY.w $14AE
+ BIT.w #$0010 : BEQ + ; crystal 2
STX.w $146E
STY.w $1470
+ BIT.w #$0040 : BEQ + ; crystal 3
STX.w $14B0
STY.w $14B2
+ BIT.w #$0020 : BEQ + ; crystal 4
STX.w $1472
STY.w $1474
+ BIT.w #$0008 : BEQ + ; crystal 7
STX.w $14B8
STY.w $14BA
+
LDX.w #$2544
LDY.w #$2545
BIT.w #$0004 : BEQ + ; crystal 5
STX.w $14B4
STY.w $14B6
+ BIT.w #$0001 : BEQ + ; crystal 6
STX.w $1476
STY.w $1478
+
PLB : PLP
RTL
;================================================================================

View File

@@ -11,12 +11,6 @@ QuickSwap:
LDA.l QuickSwapFlag : BEQ .done
LDA.w $0202 : BEQ .done ; Skip everything if we don't have any items
;TODO add romtype and race rom checks here
LDA.l TournamentSeed : BEQ +
LDA.l GameType : AND.b #$02 : BNE +
BRA .done
+
PHX
XBA ; restore the stashed value
CMP.b #$30 : BNE +
@@ -38,6 +32,7 @@ QuickSwap:
CPX.b #$01 : BEQ + ; bow
CPX.b #$05 : BEQ + ; powder
CPX.b #$0D : BEQ + ; flute
CPX.b #$10 : BEQ + ; bottle
BRA .store
+ STX $0202 : JSL ProcessMenuButtons_y_pressed
@@ -54,20 +49,20 @@ RTL
RCode:
LDA.w $0202 : TAX
-
CPX.b #$0F : BNE + ; incrementing into bottle
LDX.b #$00 : BRA ++
+ CPX.b #$10 : BNE + ; incrementing bottle
LDA.l $7EF34F : TAX
-- : ++
CPX.b #$04 : BEQ .noMoreBottles
INX
LDA.l $7EF35B,X : BEQ --
TXA : STA.l $7EF34F
LDX #$10
RTS
.noMoreBottles
LDX #$11
BRA .nextItem
; CPX.b #$0F : BNE + ; incrementing into bottle
; LDX.b #$00 : BRA ++
; + CPX.b #$10 : BNE + ; incrementing bottle
; LDA.l $7EF34F : TAX
; -- : ++
; CPX.b #$04 : BEQ .noMoreBottles
; INX
; LDA.l $7EF35B,X : BEQ --
; TXA : STA.l $7EF34F
; LDX #$10
; RTS
; .noMoreBottles
; LDX #$11
; BRA .nextItem
+ CPX.b #$14 : BNE + : LDX.b #$00 ;will wrap around to 1
+ INX
.nextItem
@@ -77,19 +72,19 @@ RTS
LCode:
LDA.w $0202 : TAX
-
CPX.b #$11 : BNE + ; decrementing into bottle
LDX.b #$05 : BRA ++
+ CPX.b #$10 : BNE + ; decrementing bottle
LDA.l $7EF34F : TAX
-- : ++
CPX.b #$01 : BEQ .noMoreBottles
DEX
LDA.l $7EF35B,X : BEQ --
TXA : STA.l $7EF34F
LDX.b #$10
RTS
.noMoreBottles
LDX.b #$0F : BRA .nextItem
; CPX.b #$11 : BNE + ; decrementing into bottle
; LDX.b #$05 : BRA ++
; + CPX.b #$10 : BNE + ; decrementing bottle
; LDA.l $7EF34F : TAX
; -- : ++
; CPX.b #$01 : BEQ .noMoreBottles
; DEX
; LDA.l $7EF35B,X : BEQ --
; TXA : STA.l $7EF34F
; LDX.b #$10
; RTS
; .noMoreBottles
; LDX.b #$0F : BRA .nextItem
+ CPX.b #$01 : BNE + : LDX.b #$15 ; will wrap around to $14
+ DEX
.nextItem

View File

@@ -108,9 +108,9 @@ RTL
!RNG_POINTERS = "$7F5200"
GetStaticRNG:
PHX : PHP
REP #$20 ; set 16-bit accumulator and index registers
AND.w #$007F
ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX : ASL ; increment pointer and move value to X
REP #$30 ; set 16-bit accumulator and index registers
AND.w #$000F
ASL : TAX : LDA !RNG_POINTERS, X : INC : AND.w #$03FF : STA !RNG_POINTERS, X : TAX ; increment pointer and move value to X
LDA Static_RNG, X ; load RNG value
PLP : PLX
RTL
@@ -124,7 +124,7 @@ InitRNGPointerTable:
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
LDA.l .rngDefaults, X : STA !RNG_POINTERS, X : INX #2
CPX.w #$007F : !BLT -
CPX.w #$001F : !BLT -
PLP : PLX
RTL
.rngDefaults

View File

@@ -1,5 +1,13 @@
;--------------------------------------------------------------------------------
Validate_SRAM:
REP #$30 ; vanilla behavior from $0CCD45, includes prize pack reset after save and quit
LDX #$00FE : -
STZ $0D00, X
STZ $0E00, X
STZ $0F00, X
DEX #2
BPL -
SEP #$30
RTL
;--------------------------------------------------------------------------------
ClearExtendedSaveFile:

View File

@@ -209,12 +209,10 @@ QuadrantLoadOrderBeforeScroll:
lda $045f : beq .end
lda #$08 : sta $045c ; start with opposite quadrant row
.end
jsl $0091c4 ; what we overwrote
rtl
JML $0091c4 ; what we overwrote
QuadrantLoadOrderAfterScroll:
lda $045f : beq .end
stz $045c : stz $045f ; draw other row and clear flag
.end
jsl $0091c4 ; what we overwrote
rtl
JML $0091c4 ; what we overwrote

View File

@@ -72,10 +72,10 @@ DrawPrice:
LDY.b #$FF
LDX #$00 ; clear bigram pointer
LDA $0C : CMP.w #1000 : !BLT + : BRL .len4 : +
CMP.w #100 : !BLT + : BRL .len3 : +
CMP.w #10 : !BLT + : BRL .len2 : +
CMP.w #1 : !BLT + : BRL .len1 : +
LDA $0C : CMP.w #1000 : !BLT + : JMP .len4 : +
CMP.w #100 : !BLT + : JMP .len3 : +
CMP.w #10 : !BLT + : JMP .len2 : +
CMP.w #1 : !BLT + : JMP .len1 : +
.len4
%DrawDigit(#1000,#6)
@@ -167,7 +167,7 @@ SpritePrep_ShopKeeper:
.fail
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA !SHOP_TYPE ; $FF = error condition
BRL .done
JMP .done
.success
SEP #$20 ; set 8-bit accumulator
@@ -175,10 +175,10 @@ SpritePrep_ShopKeeper:
LDX.w #$0000
LDY.w #$0000
-
TYA : CMP !SHOP_CAPACITY : !BLT ++ : BRL .stop : ++
LDA.l ShopContentsTable+1, X : CMP.b #$FF : BNE ++ : BRL .stop : ++
TYA : CMP !SHOP_CAPACITY : !BLT ++ : JMP .stop : ++
LDA.l ShopContentsTable+1, X : CMP.b #$FF : BNE ++ : JMP .stop : ++
LDA.l ShopContentsTable, X : CMP !SHOP_ID : BEQ ++ : BRL .next : ++
LDA.l ShopContentsTable, X : CMP !SHOP_ID : BEQ ++ : JMP .next : ++
LDA.l ShopContentsTable+1, X : PHX : TYX : STA.l !SHOP_INVENTORY, X : PLX
LDA.l ShopContentsTable+2, X : PHX : TYX : STA.l !SHOP_INVENTORY+1, X : PLX
LDA.l ShopContentsTable+3, X : PHX : TYX : STA.l !SHOP_INVENTORY+2, X : PLX
@@ -221,7 +221,7 @@ SpritePrep_ShopKeeper:
.next
INX #9
BRL -
JMP -
.stop
LDA $A0 : CMP.b #$FF : BNE .normal
@@ -321,7 +321,7 @@ Shopkeeper_UploadVRAMTiles:
LDA #$7E : STA $4304
LDA !SHOP_TYPE : AND.b #$10 : BNE .special
BRL .normal
JMP .normal
.special
@@ -354,7 +354,7 @@ Shopkeeper_UploadVRAMTiles:
LDA #$80 : STA $2116 ; set VRAM register destination address
LDA #$5B : STA $2117
LDA #$01 : STA $420B ; begin DMA transfer
BRL .end
JMP .end
.normal
LDA #$40 : STA $4305 : STZ $4306 ; set transfer size to 0x40
@@ -523,9 +523,9 @@ endmacro
Shopkeeper_DrawMerchant:
LDA.l !SHOP_MERCHANT : AND.b #$07
BEQ Shopkeeper_DrawMerchant_Type0
CMP.b #$01 : BNE + : BRL Shopkeeper_DrawMerchant_Type1 : +
CMP.b #$02 : BNE + : BRL Shopkeeper_DrawMerchant_Type2 : +
CMP.b #$03 : BNE + : BRL Shopkeeper_DrawMerchant_Type3 : +
CMP.b #$01 : BNE + : JMP Shopkeeper_DrawMerchant_Type1 : +
CMP.b #$02 : BNE + : JMP Shopkeeper_DrawMerchant_Type2 : +
CMP.b #$03 : BNE + : JMP Shopkeeper_DrawMerchant_Type3 : +
CMP.b #$04 : BNE + : RTS : +
;--------------------------------------------------------------------------------
Shopkeeper_DrawMerchant_Type0:
@@ -618,13 +618,13 @@ Shopkeeper_BuyItem:
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
LDA.b #$3C : STA $012E ; error sound
BRL .done
JMP .done
.full_bottles
LDA.b #$6B
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
LDA.b #$3C : STA $012E ; error sound
BRL .done
JMP .done
.buy
LDA !SHOP_TYPE : AND.b #$80 : BNE ++ ; don't charge if this is a take-any
REP #$20 : LDA $7EF360 : !SUB !SHOP_INVENTORY+1, X : STA $7EF360 : SEP #$20 ; Take price away
@@ -639,7 +639,7 @@ Shopkeeper_BuyItem:
LDA.l !SHOP_INVENTORY, X : TAY : JSL.l Link_ReceiveItem
LDA.l !SHOP_INVENTORY+3, X : INC : STA.l !SHOP_INVENTORY+3, X
LDA.b #0 : STA.l !SHOP_ENABLE_COUNT
TXA : LSR #2 : TAX
LDA !SHOP_TYPE : BIT.b #$80 : BNE +
LDA !SHOP_KEEP_REFILL : BNE +++
@@ -806,7 +806,7 @@ RTS
;--------------------------------------------------------------------------------
Shopkeeper_DrawNextItem:
LDA.l !SHOP_STATE : AND.w Shopkeeper_ItemMasks, Y : BEQ + : BRL .next : +
LDA.l !SHOP_STATE : AND.w Shopkeeper_ItemMasks, Y : BEQ + : JMP .next : +
PHY

View File

@@ -182,7 +182,7 @@ InroomStairsWarp: {
sta $02
stz $07
lda $01 : and #$10 : lsr #4
brl .layer
JMP .layer
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
txa : and #$06 : sta $07

744
stats/creditsnew.asm Normal file
View File

@@ -0,0 +1,744 @@
;===================================================================================================
; LEAVE THIS HERE FOR PHP WRITES
;===================================================================================================
YourSpriteCreditsHi:
db 2
db 55
db " " ; $238002
YourSpriteCreditsLo:
db 2
db 55
db " " ; $238020
;===================================================================================================
CreditsLineTable:
fillword CreditsLineBlank : fill 800
;===================================================================================================
!CLINE = -1
;---------------------------------------------------------------------------------------------------
macro smallcredits(text, color)
!CLINE #= !CLINE+1
table "creditscharmapsmall_<color>.txt"
?line:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro bigcredits(text)
!CLINE #= !CLINE+1
table "creditscharmapbighi.txt"
?line_top:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_top
pullpc
table "creditscharmapbiglo.txt"
?line_bottom:
db (32-(?end-?text))/2
db 2*(?end-?text)-1
db "<text>"
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_bottom
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro bigcreditsleft(text)
!CLINE #= !CLINE+1
table "creditscharmapbighi.txt"
?line_top:
db 2
db 2*(?end-?text)-1
?text:
db "<text>"
?end:
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_top
pullpc
table "creditscharmapbiglo.txt"
?line_bottom:
db 2
db 2*(?end-?text)-1
db "<text>"
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw ?line_bottom
pullpc
endmacro
;---------------------------------------------------------------------------------------------------
macro emptyline()
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw CreditsEmptyLine
pullpc
endmacro
macro blankline()
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw CreditsLineBlank
pullpc
endmacro
macro addarbline(l)
!CLINE #= !CLINE+1
pushpc
org CreditsLineTable+!CLINE+!CLINE : dw <l>
pullpc
endmacro
;===================================================================================================
CreditsEmptyLine:
db $00, $01, $9F
CreditsLineBlank:
db $FF
;---------------------------------------------------------------------------------------------------
%emptyline()
%smallcredits("ORIGINAL GAME STAFF", "yellow")
%blankline()
%blankline()
%smallcredits("EXECUTIVE PRODUCER", "green")
%blankline()
%bigcredits("HIROSHI YAMAUCHI")
%blankline()
%blankline()
%smallcredits("PRODUCER", "yellow")
%blankline()
%bigcredits("SHIGERU MIYAMOTO")
%blankline()
%blankline()
%smallcredits("DIRECTOR", "red")
%blankline()
%bigcredits("TAKASHI TEZUKA")
%blankline()
%blankline()
%smallcredits("SCRIPT WRITER", "green")
%blankline()
%bigcredits("KENSUKE TANABE")
%blankline()
%blankline()
%smallcredits("ASSISTANT DIRECTORS", "yellow")
%blankline()
%bigcredits("YASUHISA YAMAMURA")
%blankline()
%bigcredits("YOICHI YAMADA")
%blankline()
%blankline()
%smallcredits("SCREEN GRAPHICS DESIGNERS", "green")
%emptyline()
%emptyline()
%smallcredits("OBJECT DESIGNERS", "yellow")
%blankline()
%bigcredits("SOICHIRO TOMITA")
%blankline()
%bigcredits("TAKAYA IMAMURA")
%blankline()
%blankline()
%smallcredits("BACK GROUND DESIGNERS", "yellow")
%blankline()
%bigcredits("MASANAO ARIMOTO")
%blankline()
%bigcredits("TSUYOSHI WATANABE")
%blankline()
%blankline()
%smallcredits("PROGRAM DIRECTOR", "red")
%blankline()
%bigcredits("TOSHIHIKO NAKAGO")
%blankline()
%blankline()
%smallcredits("MAIN PROGRAMMER", "yellow")
%blankline()
%bigcredits("YASUNARI SOEJIMA")
%blankline()
%blankline()
%smallcredits("OBJECT PROGRAMMER", "green")
%blankline()
%bigcredits("KAZUAKI MORITA")
%blankline()
%blankline()
%smallcredits("PROGRAMMERS", "yellow")
%blankline()
%bigcredits("TATSUO NISHIYAMA")
%blankline()
%bigcredits("YUICHI YAMAMOTO")
%blankline()
%bigcredits("YOSHIHIRO NOMOTO")
%blankline()
%bigcredits("EIJI NOTO")
%blankline()
%bigcredits("SATORU TAKAHATA")
%blankline()
%bigcredits("TOSHIO IWAWAKI")
%blankline()
%bigcredits("SHIGEHIRO KASAMATSU")
%blankline()
%bigcredits("YASUNARI NISHIDA")
%blankline()
%blankline()
%smallcredits("SOUND COMPOSER", "red")
%blankline()
%bigcredits("KOJI KONDO")
%blankline()
%blankline()
%smallcredits("COORDINATORS", "green")
%blankline()
%bigcredits("KEIZO KATO")
%blankline()
%bigcredits("TAKAO SHIMIZU")
%blankline()
%blankline()
%smallcredits("PRINTED ART WORK", "yellow")
%blankline()
%bigcredits("YOICHI KOTABE")
%blankline()
%bigcredits("HIDEKI FUJII")
%blankline()
%bigcredits("YOSHIAKI KOIZUMI")
%blankline()
%bigcredits("YASUHIRO SAKAI")
%blankline()
%bigcredits("TOMOAKI KUROUME")
%blankline()
%blankline()
%smallcredits("SPECIAL THANKS TO", "red")
%blankline()
%bigcredits("NOBUO OKAJIMA")
%blankline()
%bigcredits("YASUNORI TAKETANI")
%blankline()
%bigcredits("KIYOSHI KODA")
%blankline()
%bigcredits("TAKAMITSU KUZUHARA")
%blankline()
%bigcredits("HIRONOBU KAKUI")
%blankline()
%bigcredits("SHIGEKI YAMASHIRO")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;---------------------------------------------------------------------------------------------------
%smallcredits("RANDOMIZER CONTRIBUTORS", "red")
%blankline()
%blankline()
%smallcredits("ITEM RANDOMIZER", "yellow")
%blankline()
%bigcredits("KATDEVSGAMES VEETORP")
%blankline()
%bigcredits("CHRISTOSOWEN DESSYREQT")
%blankline()
%bigcredits("SMALLHACKER SYNACK")
%blankline()
%blankline()
%smallcredits("ENTRANCE RANDOMIZER", "green")
%blankline()
%bigcredits("AMAZINGAMPHAROS LLCOOLDAVE")
%blankline()
%bigcredits("KEVINCATHCART CASSIDYMOEN")
%blankline()
%blankline()
%smallcredits("ENEMY RANDOMIZER", "yellow")
%blankline()
%bigcredits("ZARBY89 SOSUKE3")
%blankline()
%bigcredits("ENDEROFGAMES")
%blankline()
%blankline()
%smallcredits("DOOR RANDOMIZER", "green")
%blankline()
%bigcredits("AERINON COMPILING")
%blankline()
%blankline()
%smallcredits("FESTIVE RANDOMIZER", "yellow")
%blankline()
%bigcredits("KAN TOTAL")
%blankline()
%bigcredits("CATOBAT DINSAPHIR")
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "green")
%blankline()
%bigcredits("MIKETRETHEWEY IBAZLY")
%blankline()
%bigcredits("FISH_WAFFLE64 KRELBEL")
%blankline()
%bigcredits("ACHY ARTHEAU")
%blankline()
%bigcredits("GLAN TWROXAS")
%blankline()
%bigcredits("PLAGUEDONE TARTHORON")
%blankline()
%blankline()
%smallcredits("YOUR SPRITE BY", "yellow")
%addarbline(YourSpriteCreditsHi)
%addarbline(YourSpriteCreditsLo)
%blankline()
%blankline()
%smallcredits("MSU SUPPORT", "green")
%blankline()
%bigcredits("QWERTYMODO")
%blankline()
%blankline()
%smallcredits("PALETTE SHUFFLER", "yellow")
%blankline()
%bigcredits("NELSON AKA SWR")
%blankline()
%blankline()
%smallcredits("SPECIAL THANKS", "red")
%blankline()
%bigcredits("SUPERSKUJ EVILASH25")
%blankline()
%bigcredits("MYRAMONG JOSHRTA")
%blankline()
%bigcredits("WALKINGEYE MATHONNAPKINS")
%blankline()
%bigcredits("MICHAELK FOUTON")
%blankline()
%bigcredits("SAKURATSUBASA")
%blankline()
%bigcredits("AND...")
%blankline()
%bigcredits("THE ALTTP RANDOMIZER COMMUNITY")
%blankline()
%blankline()
%smallcredits("COMMUNITY DISCORD", "green")
%blankline()
%bigcredits("HTTPS://ALTTPR.COM/DISCORD")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;===================================================================================================
print "Line number: !CLINE | Expected: 302"
if !CLINE > 302
error "Too many credits lines. !CLINE > 302"
elseif !CLINE < 302
warn "Too few credits lines. !CLINE < 302; Adding additional empties for alignment."
endif
; Set line always to line up with stats
!CLINE #= 302
;===================================================================================================
%smallcredits("THE IMPORTANT STUFF", "yellow")
%blankline()
%blankline()
%emptyline()
%smallcredits("TIME FOUND", "green")
%blankline()
%blankline()
%bigcreditsleft("FIRST SWORD")
%blankline()
%bigcreditsleft("PEGASUS BOOTS")
%blankline()
%bigcreditsleft("FLUTE")
%blankline()
%bigcreditsleft("MIRROR")
%blankline()
%blankline()
%emptyline()
%smallcredits("BOSS KILLS", "yellow")
%blankline()
%blankline()
%bigcreditsleft("SWORDLESS /13")
%blankline()
%bigcreditsleft("FIGHTER'S SWORD /13")
%blankline()
%bigcreditsleft("MASTER SWORD /13")
%blankline()
%bigcreditsleft("TEMPERED SWORD /13")
%blankline()
%bigcreditsleft("GOLD SWORD /13")
%blankline()
%blankline()
%smallcredits("GAME STATS", "red")
%blankline()
%blankline()
print "GT Big Key Credit Start: ", pc
%bigcreditsleft("GT BIG KEY /22")
%blankline()
%bigcreditsleft("BONKS")
%blankline()
%bigcreditsleft("SAVE AND QUITS")
%blankline()
%bigcreditsleft("DEATHS")
%blankline()
%bigcreditsleft("FAERIE REVIVALS")
%blankline()
%bigcreditsleft("TOTAL MENU TIME")
%blankline()
%bigcreditsleft("TOTAL LAG TIME")
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
print "Collection Rate Credit Start: ", pc
%bigcreditsleft("COLLECTION RATE /216")
%blankline()
%bigcreditsleft("TOTAL TIME")
%blankline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
;---------------------------------------------------------------------------------------------------
!FIRST_SWORD_X = 19
!FIRST_SWORD_Y = 310
!PEGASUS_BOOTS_X = 19
!PEGASUS_BOOTS_Y = 313
!FLUTE_X = 19
!FLUTE_Y = 316
!MIRROR_X = 19
!MIRROR_Y = 319
!SWORDLESS_X = 23
!SWORDLESS_Y = 327
!FIGHTERS_SWORD_X = 23
!FIGHTERS_SWORD_Y = 330
!MASTER_SWORD_X = 23
!MASTER_SWORD_Y = 333
!TEMPERED_SWORD_X = 23
!TEMPERED_SWORD_Y = 336
!GOLD_SWORD_X = 23
!GOLD_SWORD_Y = 339
!GT_BIG_KEY_X = 23
!GT_BIG_KEY_Y = 346
!BONKS_X = 26
!BONKS_Y = 349
!SAVE_AND_QUITS_X = 26
!SAVE_AND_QUITS_Y = 352
!DEATHS_X = 26
!DEATHS_Y = 355
!FAERIE_REVIVALS_X = 26
!FAERIE_REVIVALS_Y = 358
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 361
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 364
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
!TOTAL_TIME_Y = 383

View File

@@ -6,7 +6,7 @@ lorom
!BGE = "BCS"
org $238000
incsrc stats/credits.asm
incsrc stats/creditsnew.asm
FontGfx:
incbin stats/font.gb
@@ -226,7 +226,7 @@ RenderCreditsStatCounter:
JSR FindLine
BCS +
BRL .endStats
JMP .endStats
+
; XXXX X00L LLLL LLLL BBBB SSSS CCC- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
@@ -237,7 +237,7 @@ RenderCreditsStatCounter:
AND #$0003 ; TT
CMP.w #$0000
BEQ .normalStat
BRL .timeStat
JMP .timeStat
.normalStat
; == Write Stripe header (VRAM address, i.e. tile coordinates) ==
@@ -491,7 +491,7 @@ RenderCreditsStatCounter:
%StripeTile()
%StripeEnd()
BRL .endStats
JMP .endStats
RenderLineNumber:

View File

@@ -167,7 +167,7 @@ GetSmithSword:
;================================================================================
CheckMedallionSword:
PHB : PHX : PHY
LDA.l AllowSwordlessMedallionUse : BNE +++ : BRL + : +++
LDA.l AllowSwordlessMedallionUse : BNE +++ : JMP + : +++
LDA $1B : BEQ .outdoors
.indoors
REP #$20 ; set 16-bit accumulator
@@ -175,11 +175,11 @@ CheckMedallionSword:
CMP.w #$000E : BNE ++ : .freezor1
LDA $22 : AND.w #$01FF : CMP.w #368-8 : !BLT .normal : CMP.w #368+32-8 : !BGE .normal ; check x-coord
LDA $20 : AND.w #$01FF : CMP.w #400-22 : !BLT .normal : CMP.w #400+32-22 : !BGE .normal ; check y-coord
BRL .permit
JMP .permit
++ : CMP.w #$007E : BNE ++ : .freezor2
LDA $22 : AND.w #$01FF : CMP.w #112-8 : !BLT .normal : CMP.w #112+32-8 : !BGE .normal ; check x-coord
LDA $20 : AND.w #$01FF : CMP.w #400-22 : !BLT .normal : CMP.w #400+32-22 : !BGE .normal ; check y-coord
BRL .permit
JMP .permit
++ : CMP.w #$00DE : BNE ++ : .kholdstare
LDA $22 : AND.w #$01FF : CMP.w #368-8 : !BLT .normal : CMP.w #368+32-8 : !BGE .normal ; check x-coord
LDA $20 : AND.w #$01FF : CMP.w #144-22 : !BLT .normal : CMP.w #144+32-22 : !BGE .normal ; check y-coord

View File

@@ -153,6 +153,9 @@ db #$00
; #$03 = Require "NumberOfCrystalsRequiredForGanon" Crystals and Aga2
; #$04 = Require "NumberOfCrystalsRequiredForGanon" Crystals
; #$05 = Require "GoalItemRequirement" Goal Items
; #$06 = Light Speed
; #$07 = Require All Crystals and Crystal Bosses
; #$08 = Require All Crystal Bosses only
;--------------------------------------------------------------------------------
org $30803F ; PC 0x18003F
HammerableGanon:
@@ -184,7 +187,8 @@ db #$00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------
org $308045 ; PC 0x180045
HUDDungeonItems:
db #$00 ; display ----dcba a: Small Keys, b: Big Key, c: Map, d: Compass
; display ---edcba a: Small Keys, b: Big Key, c: Map, d: Compass, e: Bosses
db #$00
;--------------------------------------------------------------------------------
org $308046 ; PC 0x180046 Link's starting equipment
LinkStartingRupees:
@@ -380,7 +384,11 @@ org $30808C ; PC 0x18008C
PreopenGanonsTower:
db $00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------
; 0x18008D - 0x18008F (unused)
org $30808D ; PC 0x18008D
InstantPostAgaWorldState:
db $00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------
; 0x18008E - 0x18008F (unused)
;--------------------------------------------------------------------------------
org $308090 ; PC 0x180090 - 0x180097
ProgressiveSwordLimit:
@@ -865,8 +873,8 @@ Restrict_Ponds:
db #$01 ; #$00 = Original Behavior - #$01 - Restrict to Bottles (Default)
;================================================================================
org $30817F ; PC 0x18017F
Seizure_Safety:
db #$00 ; #$00 = Off (Default) - #$xx = Limit Certain Effects
DisableFlashing:
db #$00 ; #$00 = Flashing Enabled (Default) - #$01 = Flashing Disabled
;================================================================================
;---- --hb
;h - Hookshot

View File

@@ -79,13 +79,13 @@ IsMedallion:
CMP.w #$03 : BNE + ; Death Mountain
LDA $22 : CMP.w #1890 : !BGE ++
SEC
BRL .done
JMP .done
++
BRA .false
+ CMP.w #$30 : BNE + ; Desert
LDA $22 : CMP.w #512 : !BLT ++
SEC
BRL .done
JMP .done
++
+
.false

View File

@@ -320,7 +320,7 @@ IsNarrowSprite:
JSR.w CountBottles : CMP.l BottleLimit : !BLT +
LDA.l BottleLimitReplacement
JSL.l IsNarrowSprite
BRL .done
JMP .done
+ : BRA .continue
.notBottle
CMP.b #$5E : BNE ++ ; Progressive Sword
@@ -686,16 +686,17 @@ RTL
; caller is responsible for setting 8-bit mode and preserving X and Y
;--------------------------------------------------------------------------------
CountBits:
PHB : PHK : PLB
TAX ; Save a copy of value
LSR #4 ; Shift down hi nybble, Leave <3> in C
TAY ; And save <7:4> in Y
TXA ; Recover value
AND.b #$07 ; Put out <2:0> in X
TAX ; And save in X
LDA NybbleBitCounts, Y; Fetch count for Y
ADC.l NybbleBitCounts, X; Add count for X & C
PLB
PHX
TAX ; Save a copy of value
LSR #4 ; Shift down hi nybble, Leave <3> in C
PHA ; And save <7:4> in Stack
TXA ; Recover value
AND.b #$07 ; Put out <2:0> in X
TAX ; And save in X
LDA.l NybbleBitCounts, X ; Fetch count for <2:0>
PLX ; get <7:4>
ADC.l NybbleBitCounts, X ; Add count for S & C
PLX
RTL
; Look up table of bit counts in the values $00-$0F

View File

@@ -5,15 +5,14 @@ SpawnZelda:
LDA.l $7EF3CC : CMP #$08 : BEQ + ; don't spawn if dwarf is present
CMP #$07 : BEQ + ; don't spawn if frog is present
CMP #$0C : BEQ + ; don't spawn if purple chest is present
CLC : RTL
+
SEC
RTL
CLC
+ RTL
;--------------------------------------------------------------------------------
EndRainState:
LDA $7EF3C5 : CMP.b #$02 : !BGE + ; skip if past escape already
LDA.b #$00 : STA !INFINITE_ARROWS : STA !INFINITE_BOMBS : STA !INFINITE_MAGIC
LDA.b #$02 : STA $7EF3C5 ; end rain state
JSL MaybeSetPostAgaWorldState
+
RTL
;--------------------------------------------------------------------------------

View File

@@ -4,8 +4,7 @@
LoadZoraKingItemGFX:
LDA.l ZoraItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.l $1DE1C3 ; location randomizer writes zora item to
JSL.l PrepDynamicTile
RTL
JML.l PrepDynamicTile
;--------------------------------------------------------------------------------
JumpToSplashItemTarget:
LDA $0D90, X