Enemizer Cleanup

This commit is contained in:
aerinon
2022-10-06 14:16:47 -06:00
parent d6f50525a1
commit 8e20d6280c
9 changed files with 21 additions and 166 deletions

View File

@@ -27,12 +27,13 @@ DoDungeonMapBossIcon:
; get sprite pointer for room
LDA.l $89D62E,X
INC ; to skip the "sort"
TAX
STA.b $00 ; pointer in $00
LDA.w #$0028 : STA.b $02 ; set the bank to 28 for now
LDY.w #$0001 ; to skip the "sort"
; get first byte to make sure it isn't an empty room
SEP #$20
LDA.l $890000,X
LDA.b [$00], Y
CMP.b #$FF
BNE ++
@@ -40,7 +41,8 @@ DoDungeonMapBossIcon:
BRA .cave
; check first sprite
++ LDA.l $890002,X
++ INY #2
LDA.b [$00], Y
SEP #$10
; match boss id

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@@ -5,8 +5,8 @@
print "Blind Spawn Code Check: ", pc
check_blind_boss_room:
LDA $A0 ; load room index (low byte)
CMP #172 : BNE + ; Is is Thieve Town Boss Room
LDA $09DE81 : BEQ + ; Blind maiden does not need rescuing
CMP #172 : BNE + ; Is is Thieves Town Boss Room
LDA !BLIND_DOOR_FLAG : BNE + ; Blind maiden does not need rescuing
LDA FollowerIndicator : JML Check_for_Blind_Fight
+

View File

@@ -38,10 +38,6 @@ sprite_bush_spawn:
LDA.w sprite_bush_spawn_table_random_sprites, Y
BRL .return
.item_table
db #$00, #$D9, #$3E, #$79, #$D9, #$DC, #$D8, #$DA, #$E4, #$E1, #$DC
db #$D8, #$DF, #$E0, #$0B, #$42, #$D3, #$41, #$D4, #$D9, #$E3, #$D8
.not_random
CPY.b #$0F : BEQ .newSpriteSpawn
@@ -49,7 +45,7 @@ sprite_bush_spawn:
CPY.b #$10 : BEQ .newSpriteSpawn
;CPY.b #$0E : BEQ .newSpriteSpawn
LDA .item_table, Y
LDA.w item_drop_table_override, Y
BRA .return
.newSpriteSpawn

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@@ -11,3 +11,11 @@ sprite_bush_spawn_table:
.random_sprites ; if item == 04
db #$00, #$D8, #$E3, #$D8
}
warnpc $B68374
; the drop table has $E1 at B6837D which needs to be #$DA with retro bow
item_drop_table_override:
db #$00, #$D9, #$3E, #$79, #$D9, #$DC, #$D8, #$DA, #$E4, #$E1, #$DC
db #$D8, #$DF, #$E0, #$0B, #$42, #$D3, #$41, #$D4, #$D9, #$E3, #$D8

View File

@@ -17,7 +17,6 @@ db #$00 ;408106 : 200106 ; toggle to turn on terrorpin ai "fix"
.center_boss_drops
db #$00 ;368107
db #$00 ;408107 : 200107
db #$00 ;408108 : 200108
db #$00 ;408109 : 200109
db #$00 ;40810A : 20010A

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@@ -7,7 +7,5 @@ org $1DA081 ; Original Code
JML check_blind_boss_room
Check_for_Blind_Fight:
org $1DA090
Initialize_Blind_Fight:

View File

@@ -28,142 +28,6 @@ Dungeon_ResetSprites: ; Bank09.asm(822)
org $9C44E
Sprite_ResetAll: ; Bank09.asm(1344)
;================================================================================
; fix skull woods gibdo key drop
;--------------------------------------------------------------------------------
;Gibdo key drop hardcoded in skullwoods to fix problems
;some bosses are dropping a key when there's a key drop avaiable in
;the previous room
; org $09DD74 ; Gibdo draw code (JSL Sprite_DrawShadowLong)
; db #$00, #$00 ; Remove key drop in skull woods
; org $1EBB37 ; Gibdo draw code (JSL Sprite_DrawShadowLong)
; JSL gibdo_drop_key
;--------------------------------------------------------------------------------
; todo make the boss data change dynamic
;================================================================================
; Move All Bosses Sprites in Top Left Quadrant
;--------------------------------------------------------------------------------
; sprite values for rooms, with coordinates changed
;Trinexx
org $09E5BA ; 0x4E5BA ; [0xB]
db $00 ; "Sort Spr" in Hyrule Magic
db $05, $07, $CB ; trinexx body? ; 15 07 CB
db $05, $07, $CC ; trinexx ice head? ; 15 07 CC
db $05, $07, $CD ; trinexx fire head? ; 15 07 CD
db $FF ; terminator
;Armos - Eastern
org $09E887 ; 0x4E887 ; [0x17]
db $00 ; "Sort Spr" in Hyrule Magic
db $05, $04, $53 ; armos ;15 14 53
db $05, $07, $53 ; armos ;15 17 53
db $05, $0A, $53 ; armos ;15 1A 53
db $08, $0A, $53 ; armos ;18 1A 53
db $08, $07, $53 ; armos ;18 17 53
db $08, $04, $53 ; armos ;18 14 53
db $08, $E7, $19 ; armos overlord ;18 F7 19
db $FF ; terminator
;Kholdstare
org $09EA01 ; 0x4EA01 ; [0xB]
db $00 ; "Sort Spr" in Hyrule Magic
db $05, $07, $A3 ; kholdstare shell ;05 17 A3
db $05, $07, $A4 ; fallling ice ;05 17 A4
db $05, $07, $A2 ; kholdstare ;05 17 A2
db $FF ; terminator
;Arrghus
org $09D997 ; 0x4D997 ; [0x2C]
db $00 ; "Sort Spr" in Hyrule Magic
db $07, $07, $8C ; arrghus ;17 07 8C
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $07, $07, $8D ; spawn ;17 07 8D
db $FF ; terminator
;Moldorm - ToH
org $09D9C3 ; 0x4D9C3 ; [0x5]
db $00 ; "Sort Spr" in Hyrule Magic
db $09, $09, $09 ; moldorm ;0E 12 09
db $FF ; terminator
;Mothula
org $09DC31 ; 0x4DC31 ; [0x5] (really [0x8])
db $00 ; "Sort Spr" in Hyrule Magic
db $06, $08, $88 ; mothula ;16 18 88
; truncated moving floor overlord ;16 E7 07
db $FF ; terminator
;Lanmolas - Desert
org $09DCCB ; 0x4DCCB ; [0xB]
db $00 ; "Sort Spr" in Hyrule Magic
db $07, $06, $54 ; lanmolas ;17 06 54
db $07, $09, $54 ; lanmolas ;17 09 54
db $09, $07, $54 ; lanmolas ;19 07 54
db $FF ; terminator
;Helmasaure
org $09E049 ; 0x4E049 ; [0x5]
db $00 ; "Sort Spr" in Hyrule Magic
db $06, $07, $92 ; helmasaur ;16 17 92
db $FF ; terminator
;Vitreous
org $09E457 ; 0x4E457 ; [0x5]
db $00 ; "Sort Spr" in Hyrule Magic
db $05, $07, $BD ; vitreous ;15 07 BD
db $FF ; terminator
;Blind
org $09E654 ; 0x4E654 ; [0x5]
db $00 ; "Sort Spr" in Hyrule Magic
db $05, $09, $CE ; blind ;15 19 CE
db $FF ; terminator
; Armos - GT ; this shouldn't get used unless boss randomization is turned off
org $09DB23 ; 0x4DB23 ; [0x23] // need 0x38 to fit arrghus+spawn and fairies (use 0x4D87E-)
db $00
db $05, $04, $53 ; armos ;15 14 53
db $05, $07, $53 ; armos ;15 17 53
db $05, $0A, $53 ; armos ;15 1A 53
db $08, $0A, $53 ; armos ;18 1A 53
db $08, $07, $53 ; armos ;18 17 53
db $08, $04, $53 ; armos ;18 14 53
db $08, $E7, $19 ; armos overlord ;18 F7 19
db $07, $07, $E3 ; fairy ;07 07 E3
db $07, $08, $E3 ; fairy ;07 08 E3
db $08, $07, $E3 ; fairy ;08 07 E3
db $08, $08, $E3 ; fairy ;08 08 E3
db $FF
; Lanmola - GT ; this shouldn't get used unless boss randomization is turned off
org $09E1BE ; 0x4E1BE ; [0x11] // need 0x32 to fit arrghus+spawn and bunny beam+medusa (use 0x4D8B6-)
db $00
db $07, $06, $54 ; lanmolas ;17 06 54
db $07, $09, $54 ; lanmolas ;17 09 54
db $09, $07, $54 ; lanmolas ;19 07 54
db $18, $17, $D1 ; bunny beam ;18 17 D1
db $1C, $03, $C5 ; medusa ;1C 03 C5
db $FF
; Moldorm - GT ; this shouldn't get used unless boss randomization is turned off
org $09DF1E ; 0x4DF1E ; [0x5]
db $00 ; "Sort Spr" in Hyrule Magic
db $09, $09, $09 ; moldorm ;0E 12 09
db $FF ; terminator
;--------------------------------------------------------------------------------
;================================================================================
@@ -179,17 +43,6 @@ org $028256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) o
JSL boss_move
;--------------------------------------------------------------------------------
; todo make arghuss room change dynamic
;================================================================================
; water tiles removed in arrghus room
;--------------------------------------------------------------------------------
org $1FA15C
db $FF, $FF, $FF, $FF, $F0, $FF, $61, $18, $FF, $FF
; Arrghus can stand on ground
org $0DB6BE
db $00
;--------------------------------------------------------------------------------
;================================================================================

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@@ -11,10 +11,10 @@ org $1DD88E
}
; set number of eyes
org $1DDBB2 ;$0EDBB2
{
;org $1DDBB2 ;$0EDBB2
;{
; LDX.b #$01
; number of eyes (-1)
;0EDBB2 0EDBB3
LDX.b #$07
}
; LDX.b #$01
;}

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@@ -34,7 +34,6 @@ EnemizerTablesStart:
incsrc enemizer_info_table.asm
incsrc enemizerflags.asm
incsrc bushes_table.asm
; todo: room header table
EnemizerCodeStart:
incsrc bushes.asm