From 9bcb72f7bc58aaf94a058b15a1e5b68f57875895 Mon Sep 17 00:00:00 2001 From: Kara Alexandra Date: Sat, 8 Oct 2022 15:34:15 -0700 Subject: [PATCH] Fix mixing progressive/non-progressive swords and shields --- initsramtable.asm | 4 ++-- inventory.asm | 53 ++++++++--------------------------------------- itemdowngrade.asm | 8 ++++--- newitems.asm | 4 ++-- sram.asm | 8 +++---- utilities.asm | 12 +++++------ 6 files changed, 28 insertions(+), 61 deletions(-) diff --git a/initsramtable.asm b/initsramtable.asm index a93d0c1..be315be 100644 --- a/initsramtable.asm +++ b/initsramtable.asm @@ -150,13 +150,13 @@ org $30B414 ; PC 0x183414-0x183416 InitMapOverlay: dw $0000 org $30B417 ; PC 0x183417 -InitHighestSword: db $00 +InitProgressiveSwords: db $00 org $30B414 ; PC 0x183418-0x183419 InitGoalCounter: dw $0000 org $30B422 ; PC 0x183422 -InitHighestShield: db $00 +InitProgressiveShields: db $00 org $30B428 ; PC 0x183428 InitMapsCompasses: db $00 diff --git a/inventory.asm b/inventory.asm index 6a342b7..c2f5b30 100644 --- a/inventory.asm +++ b/inventory.asm @@ -326,33 +326,16 @@ AddInventory: .itemCounts CPY.b #$00 : BNE + ; Fighter's Sword & Fighter's Shield - LDX #$01 - JSR .incrementSword - JSR .incrementShield + JSR .stampSword JMP .done + CPY.b #$01 : BNE + ; Master Sword - LDX #$02 - JSR .incrementSword + JSR .stampSword JMP .done + CPY.b #$02 : BNE + ; Tempered Sword - LDX #$03 - JSR .incrementSword + JSR .stampSword JMP .done + CPY.b #$03 : BNE + ; Golden Sword - LDX #$04 - JSR .incrementSword - JMP .done - + CPY.b #$04 : BNE + ; Fighter's Shield - LDX #$01 - JSR .incrementShield - JMP .done - + CPY.b #$05 : BNE + ; Red Shield - LDX #$02 - JSR .incrementShield - JMP .done - + CPY.b #$06 : BNE + ; Mirror Shield - LDX #$03 - JSR .incrementShield + JSR .stampSword JMP .done + CPY.b #$07 : !BLT + ; Items $07 - $0D CPY.b #$0E : !BGE + @@ -452,8 +435,7 @@ AddInventory: JSR .incrementY JMP .done + CPY.b #$49 : BNE + ; Fighter's Sword - LDX #$01 - JSR .incrementSword + JSR .stampSword JMP .done + CPY.b #$4A : BNE + ; Flute (Active) JSR .stampFlute @@ -472,8 +454,7 @@ AddInventory: JSR .incrementCapacity JMP .done + CPY.b #$50 : BNE + ; Master Sword (Safe) - LDX #$02 - JSR .incrementSword + JSR .stampSword JMP .done + CPY.b #$51 : BNE + ; 5 Bomb Capacity Upgrade LDX #$02 @@ -491,12 +472,11 @@ AddInventory: JSR .incrementBow JMP .done + CPY.b #$5E : BNE + ; Progressive Sword - LDA SwordEquipment : INC : TAX - JSR .incrementSword + JSR .stampSword + LDA.l ProgressiveSwords : INC : STA.l ProgressiveSwords JMP .done + CPY.b #$5F : BNE + ; Progressive Shield - LDA ShieldEquipment : INC : TAX - JSR .incrementShield + LDA.l ProgressiveShields : INC : STA.l ProgressiveShields JMP .done + CPY.b #$60 : BNE + ; Progressive Armor LDA ArmorEquipment : INC : TAX @@ -585,21 +565,6 @@ RTS SEP #$20 ; set 8-bit accumulator RTS -.incrementSword - JSR .stampSword - LDA HighestSword - INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better sword - TXA : STA HighestSword - + -RTS - -.incrementShield - LDA HighestShield - INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better shield - TXA : STA HighestShield - + -RTS - .incrementBow LDA BowEquipment : BNE .dontCount ; Don't increment Y item count for extra bows .incrementY diff --git a/itemdowngrade.asm b/itemdowngrade.asm index 89b4e68..8ce40e7 100644 --- a/itemdowngrade.asm +++ b/itemdowngrade.asm @@ -60,7 +60,7 @@ RTS RTS .isSword PHA - LDA HighestSword : STA $04 + LDA SwordEquipment : STA $04 TYA ; load sword item CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter's sword to normal one CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one @@ -73,9 +73,11 @@ RTS JMP .done .isUncleSwordShield PHA - LDA HighestSword : STA [$00] ; already set to 1 if we had no sword, always keep highest + ; set sword to 1 if current sword is 0 + LDA [$00] : BNE + : LDA.b #$01 : STA [$00] : + INC $00 - LDA HighestShield : STA [$00] + ; set shield to 1 if current shield is 0 + LDA [$00] : BNE + : LDA.b #$01 : STA [$00] : + PLA RTS ;================================================================================ diff --git a/newitems.asm b/newitems.asm index 1d96ec1..c5fcbfc 100755 --- a/newitems.asm +++ b/newitems.asm @@ -474,7 +474,7 @@ AddReceivedItemExpanded: LDA.b #$4F : STA $02D8 +++ : JMP .done ++ : CMP.b #$5E : BNE ++ ; Progressive Sword - LDA SwordEquipment : CMP.l ProgressiveSwordLimit : !BLT + + LDA ProgressiveSwords : CMP.l ProgressiveSwordLimit : !BLT + LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done + : CMP.b #$00 : BNE + ; No Sword LDA.b #$49 : STA $02D8 : JMP .done @@ -485,7 +485,7 @@ AddReceivedItemExpanded: + ; Everything Else LDA.b #$03 : STA $02D8 : JMP .done ++ : CMP.b #$5F : BNE ++ ; Progressive Shield - LDA ShieldEquipment : CMP.l ProgressiveShieldLimit : !BLT + + LDA ProgressiveShields : CMP.l ProgressiveShieldLimit : !BLT + LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done + : CMP.b #$00 : BNE + ; No Shield LDA.b #$04 : STA $02D8 : JMP .done diff --git a/sram.asm b/sram.asm index 37e8ef1..a04b166 100644 --- a/sram.asm +++ b/sram.asm @@ -253,7 +253,7 @@ IgnoreFaeries: ; HasGroveItem: ; GeneralFlags: skip 1 ; - - h - - i - g (bitfield) ; h = HUD Flag | i = ignore faeries | g = has diggable grove item -HighestSword: skip 1 ; Highest sword level (integer) +ProgressiveSwords: skip 1 ; Number of Progressive Swords obatined (integer) GoalCounter: skip 2 ; Goal items collected (16-bit integer) ProgrammableItemOne: skip 2 ; \ Reserved for programmable items ProgrammableItemTwo: skip 2 ; | @@ -261,7 +261,7 @@ ProgrammableItemThree: skip 2 ; / BonkCounter: skip 1 ; Number of times the player has bonked (integer) YAItemCounter: skip 1 ; y y y y y a a a (packed integers) ; Number of Y and A items collected represented as packed integers -HighestShield: skip 1 ; Highest Shield level +ProgressiveShields: skip 1 ; Number of Progressive Shields obtained TotalItemCounter: skip 2 ; Total items collected (integer) SwordBossKills: skip 2 ; t t t t g g g g f f f f m m m m (packed integers) ; t = Tempered Sword boss kills | g = Gold Sword boss kills @@ -559,14 +559,14 @@ endmacro %assertSRAM(IgnoreFaeries, $7EF416) %assertSRAM(HasGroveItem, $7EF416) %assertSRAM(GeneralFlags, $7EF416) -%assertSRAM(HighestSword, $7EF417) +%assertSRAM(ProgressiveSwords, $7EF417) %assertSRAM(GoalCounter, $7EF418) %assertSRAM(ProgrammableItemOne, $7EF41A) %assertSRAM(ProgrammableItemTwo, $7EF41C) %assertSRAM(ProgrammableItemThree, $7EF41E) %assertSRAM(BonkCounter, $7EF420) %assertSRAM(YAItemCounter, $7EF421) -%assertSRAM(HighestShield, $7EF422) +%assertSRAM(ProgressiveShields, $7EF422) %assertSRAM(TotalItemCounter, $7EF423) %assertSRAM(SwordBossKills, $7EF425) %assertSRAM(BigKeysBigChests, $7EF427) diff --git a/utilities.asm b/utilities.asm index dc16dc2..b079c36 100644 --- a/utilities.asm +++ b/utilities.asm @@ -58,7 +58,7 @@ RTL + LDA.b #$04 : RTL ++ CMP.b #$FE : BNE ++ ; Progressive Sword - LDA HighestSword + LDA ProgressiveSwords CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit LDA.l ProgressiveSwordReplacement JMP GetSpriteID @@ -72,7 +72,7 @@ RTL LDA.b #$46 : RTL + ++ : CMP.b #$FF : BNE ++ ; Progressive Shield - LDA HighestShield + LDA ProgressiveShields CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit LDA.l ProgressiveShieldReplacement JMP GetSpriteID @@ -186,7 +186,7 @@ GetSpritePalette: RTL .specialHandling CMP.b #$FD : BNE ++ ; Progressive Sword - LDA HighestSword + LDA ProgressiveSwords CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit LDA.l ProgressiveSwordReplacement JMP GetSpritePalette @@ -199,7 +199,7 @@ RTL + ; Everything Else LDA.b #$08 : RTL ++ : CMP.b #$FE : BNE ++ ; Progressive Shield - LDA HighestShield + LDA ProgressiveShields CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit LDA.l ProgressiveShieldReplacement JMP GetSpritePalette @@ -325,13 +325,13 @@ IsNarrowSprite: + : JMP .continue .notBottle CMP.b #$5E : BNE ++ ; Progressive Sword - LDA HighestSword : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit + LDA ProgressiveSwords : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit LDA.l ProgressiveSwordReplacement JSL.l IsNarrowSprite JMP .done + : JMP .continue ++ CMP.b #$5F : BNE ++ ; Progressive Shield - LDA HighestShield : BNE + : JMP .done ; No Shield + LDA ProgressiveShields : BNE + : JMP .done ; No Shield + : CMP.l ProgressiveShieldLimit : !BLT .continue LDA.l ProgressiveShieldReplacement JSL.l IsNarrowSprite