Fix moldorm/somaria issue and add both-canes mode

This commit is contained in:
2021-12-22 00:28:27 -08:00
parent 0f26e5aaa5
commit 8c6d2ac26d
6 changed files with 88 additions and 27 deletions

View File

@@ -19,14 +19,16 @@ DamageClassCalc:
.red_cane
PHA
LDA SpecialWeapons : CMP #$01 : BEQ .cane_immune
LDA SpecialWeapons : CMP #$03 : BEQ .cane_immune
LDA SpecialWeapons : CMP #$04 : BEQ .special_cane
CMP #$03 : BEQ .cane_immune
CMP #$04 : BEQ .special_cane
CMP #$05 : BEQ .special_cane
BRA .normal
.blue_cane
PHA
LDA SpecialWeapons : CMP #$01 : BEQ .cane_immune
LDA SpecialWeapons : CMP #$03 : BEQ .special_cane
LDA SpecialWeapons : CMP #$04 : BEQ .cane_immune
CMP #$03 : BEQ .special_cane
CMP #$04 : BEQ .cane_immune
CMP #$05 : BEQ .special_cane
BRA .normal
.cane_immune
LDA $0E20, X : CMP.b #$1E : BEQ .normal ; crystal switch
@@ -121,9 +123,6 @@ Utility_CheckAncillaOverlapWithSprite:
PLX : PLY
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.ignore_collision
CLC
RTL
.giant_moldorm
LDA $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
LDA.l SpecialWeapons : CMP #$01 : BNE ++
@@ -132,26 +131,41 @@ Utility_CheckAncillaOverlapWithSprite:
++ : LDA.l SpecialWeapons : CMP #$03 : BNE ++
LDA $0C4A, X : CMP #$31 : BEQ .check_collision_moldorm
BRA .ignore_collision ; don't collide with non-byrna
++ : LDA.l SpecialWeapons : CMP #$04 : BNE .ignore_collision
++ : LDA.l SpecialWeapons : CMP #$04 : BNE ++
LDA $0C4A, X : CMP #$01 : BEQ .check_collision_moldorm
LDA $0C4A, X : CMP #$2C : BEQ .check_collision_moldorm
CMP #$2C : BEQ .check_collision_moldorm
BRA .ignore_collision ; don't collide with non-somaria
++ : LDA.l SpecialWeapons : CMP #$05 : BNE .ignore_collision
LDA $0C4A, X : CMP #$01 : BEQ .check_collision_moldorm
CMP #$2C : BEQ .check_collision_moldorm
CMP #$31 : BEQ .check_collision_moldorm
BRA .ignore_collision ; don't collide with non-canes
.check_collision_moldorm
JSR SetUpMoldormHitbox
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.ignore_collision
CLC
RTL
.trinexx
LDA.l SpecialWeapons : CMP #$01 : BNE ++
LDA $0C4A, X : CMP #$07 : BEQ .check_collision_trinexx
BRA .ignore_collision ; don't collide with non-bombs
++ : LDA.l SpecialWeapons : CMP #$03 : BNE ++
LDA $0C4A, X : CMP #$31 : BEQ .check_collision_trinexx
BRA .ignore_collision ; don't collide with non-byrna
++ : LDA.l SpecialWeapons : CMP #$04 : BNE .ignore_collision
JMP .ignore_collision ; don't collide with non-byrna
++ : LDA.l SpecialWeapons : CMP #$04 : BNE ++
LDA $0C4A, X : CMP #$01 : BEQ .check_collision_trinexx
LDA $0C4A, X : CMP #$2C : BEQ .check_collision_trinexx
CMP #$2C : BEQ .check_collision_trinexx
JMP .ignore_collision ; don't collide with non-somaria
++ : LDA.l SpecialWeapons : CMP #$05 : BNE .ignore_collision
LDA $0C4A, X : CMP #$01 : BEQ .check_collision_trinexx
CMP #$2C : BEQ .check_collision_trinexx
CMP #$31 : BEQ .check_collision_trinexx
JMP .ignore_collision ; don't collide with non-canes
.check_collision_trinexx
JSR SetUpTrinexxHitbox
@@ -233,10 +247,15 @@ Utility_CheckHelmasaurKingCollision:
++ : LDA.l SpecialWeapons : CMP #$03 : BNE ++
LDA $0C4A, X : CMP #$31 : BEQ .collide
BRA .normal ; normal behavior with non-byrna
++ : LDA.l SpecialWeapons : CMP #$04 : BNE .normal
++ : LDA.l SpecialWeapons : CMP #$04 : BNE ++
LDA $0C4A, X : CMP #$01 : BEQ .collide
LDA $0C4A, X : CMP #$2C : BEQ .collide
CMP #$2C : BEQ .collide
BRA .normal ; normal behavior with non-somaria
++ : LDA.l SpecialWeapons : CMP #$05 : BNE .normal
LDA $0C4A, X : CMP #$01 : BEQ .collide
CMP #$2C : BEQ .collide
CMP #$31 : BEQ .collide
BRA .normal ; normal behavior with non-canes
.collide
CLC
RTL
@@ -256,7 +275,10 @@ Utility_CheckHammerHelmasaurKingMask:
Utility_CheckImpervious:
LDA $0E20, X : CMP.b #$CB : BNE .normal
.trinexx
LDA SpecialWeapons : CMP #$01 : BEQ + : CMP #$03 : BEQ + : CMP #$04 : BEQ +
LDA SpecialWeapons : CMP #$01 : BEQ +
CMP #$03 : BEQ +
CMP #$04 : BEQ +
CMP #$05 : BEQ +
BRA .normal
+
LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
@@ -267,7 +289,10 @@ Utility_CheckImpervious:
LDA $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
LDA $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
JSL Ganon_CheckHammerVulnerability : BCS .not_impervious
LDA SpecialWeapons : CMP #$01 : BEQ + : CMP #$03 : BEQ + : CMP #$04 : BEQ +
LDA SpecialWeapons : CMP #$01 : BEQ +
CMP #$03 : BEQ +
CMP #$04 : BEQ +
CMP #$05 : BEQ +
BRA .not_impervious
+
LDA $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
@@ -279,13 +304,19 @@ Utility_CheckImpervious:
LDA #$01 : RTL
.sidenexx
LDA $0CAA, X : AND.b #$04 : BEQ .vulnerable
LDA SpecialWeapons : CMP #$01 : BEQ + : CMP #$03 : BEQ + : CMP #$04 : BEQ +
LDA SpecialWeapons : CMP #$01 : BEQ +
CMP #$03 : BEQ +
CMP #$04 : BEQ +
CMP #$05 : BEQ +
BRA .not_impervious
+
LDA $0CF2 : CMP #$06 : !BLT .impervious ; swords are ineffective
BRA .not_impervious
.vulnerable
LDA SpecialWeapons : CMP #$01 : BEQ + : CMP #$03 : BEQ + : CMP #$04 : BEQ +
LDA SpecialWeapons : CMP #$01 : BEQ +
CMP #$03 : BEQ +
CMP #$04 : BEQ +
CMP #$05 : BEQ +
BRA .not_impervious
+
LDA $0CF2 : CMP #$06 : !BGE .impervious ; non-swords are ineffective
@@ -297,8 +328,9 @@ Utility_CheckImpervious:
;--------------------------------------------------------------------------------
AllowBombingMoldorm:
LDA SpecialWeapons : CMP #$01 : BEQ .no_disable_projectiles
LDA SpecialWeapons : CMP #$03 : BEQ .no_disable_projectiles
LDA SpecialWeapons : CMP #$04 : BEQ .no_disable_projectiles
CMP #$03 : BEQ .no_disable_projectiles
CMP #$04 : BEQ .no_disable_projectiles
CMP #$05 : BEQ .no_disable_projectiles
INC $0BA0, X
.no_disable_projectiles
JSL !SPRITE_INITIALIZED_SEGMENTED
@@ -309,8 +341,9 @@ AllowBombingBarrier:
LDA $0D00, X : !SUB.b #$0C : STA $0D00, X
LDA $0E20, X : CMP #$40 : BNE .disable_projectiles
LDA SpecialWeapons : CMP #$01 : BEQ .no_disable_projectiles
LDA SpecialWeapons : CMP #$03 : BEQ .no_disable_projectiles
LDA SpecialWeapons : CMP #$04 : BEQ .no_disable_projectiles
CMP #$03 : BEQ .no_disable_projectiles
CMP #$04 : BEQ .no_disable_projectiles
CMP #$05 : BEQ .no_disable_projectiles
.disable_projectiles
INC $0BA0, X
.no_disable_projectiles
@@ -334,8 +367,9 @@ DrawBombInMenu:
;--------------------------------------------------------------------------------
DrawSwordInMenu:
LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0001 : BEQ .specialSword
LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0003 : BEQ .specialSword
LDA SpecialWeapons : AND.w #$00FF : CMP.w #$0004 : BEQ .specialSword
CMP.w #$0003 : BEQ .specialSword
CMP.w #$0004 : BEQ .specialSword
CMP.w #$0005 : BEQ .specialSword
LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : BEQ .noSword
.hasSword
STA $02