Added a TF Cutscene when getting the TF item
This commit is contained in:
@@ -623,6 +623,9 @@ Sprite_PrepAndDrawSingleLargeLong:
|
||||
org $06DC00
|
||||
Sprite_PrepAndDrawSingleSmallLong:
|
||||
|
||||
org $06E41C
|
||||
Sprite_PrepOAMCoordLong:
|
||||
|
||||
org $06EA18
|
||||
Sprite_ApplySpeedTowardsPlayerLong:
|
||||
|
||||
|
||||
@@ -93,3 +93,12 @@ OverridePaletteHeader:
|
||||
iny : rtl
|
||||
+ rep #$20 : iny : lda [$0D], Y ; what we wrote over
|
||||
rtl
|
||||
|
||||
Sprite_ConditionalPrepOAMCoord:
|
||||
LDA.w $0E20,X : CMP.b #$62 : BNE .notMasterSword
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
.notMasterSword
|
||||
JML Sprite_PrepOAMCoordLong ; what we wrote over
|
||||
.specialCutscene
|
||||
SEC ; this prevents MasterSword sprite from drawing if it is a special cutscene
|
||||
RTL
|
||||
150
elder.asm
150
elder.asm
@@ -12,7 +12,7 @@ JSR Elder_Code
|
||||
|
||||
PLB
|
||||
RTL
|
||||
|
||||
}
|
||||
|
||||
Elder_Draw:
|
||||
{
|
||||
@@ -60,7 +60,7 @@ RTL
|
||||
LDA.l GoalCounter
|
||||
CMP.l GoalItemRequirement : !BLT +
|
||||
SEP #$20
|
||||
JSL.l ActivateGoal
|
||||
JSL ActivateTriforceCutscene
|
||||
+
|
||||
.dont_show
|
||||
|
||||
@@ -69,3 +69,149 @@ RTL
|
||||
LDA.b $1A : LSR #5 : AND.b #$01 : STA.w $0DC0, X
|
||||
RTS
|
||||
}
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Triforce (Pedestal) Cutscene
|
||||
;--------------------------------------------------------------------------------
|
||||
ActivateTriforceCutscene:
|
||||
; despawn other sprites
|
||||
LDY.b #$0F
|
||||
- LDA.w $0E20,Y : CMP.b #$16 : BNE +
|
||||
CPY.b #$00 : BEQ .next
|
||||
; move Murahdahla to slot 0 for draw priority reasons
|
||||
LDA.w $0E20,Y : STA.w $0E20
|
||||
LDA.w $0D00,Y : STA.w $0D00
|
||||
LDA.w $0D10,Y : STA.w $0D10
|
||||
LDA.w $0D20,Y : STA.w $0D20
|
||||
LDA.w $0D30,Y : STA.w $0D30
|
||||
LDA.w $0D40,Y : STA.w $0D40
|
||||
LDA.w $0F50,Y : STA.w $0F50
|
||||
LDA.w $0E40,Y : STA.w $0E40
|
||||
LDA.w $0E60,Y : STA.w $0E60
|
||||
LDA.w $0DD0,Y : STA.w $0DD0
|
||||
LDA.b #$02 : STA.w $0F20
|
||||
+ LDA.b #$00 : STA.w $0DD0,Y
|
||||
.next
|
||||
DEY : BPL -
|
||||
|
||||
LDA.b #$62 ; MasterSword Sprite
|
||||
JSL Sprite_SpawnDynamically
|
||||
|
||||
; set up coords
|
||||
LDA.b $22 : STA.w $0D10,Y
|
||||
LDA.b $23 : STA.w $0D30,Y
|
||||
LDA.b $20 : CLC : ADC.b #$08 : STA.w $0D00,Y
|
||||
LDA.b $21 : ADC.b #$00 : STA.w $0D20,Y
|
||||
|
||||
LDA.b #$01 : STA.w $0D90,Y ; our indicator this is a special cutscene sprite
|
||||
INC : STA.b $2F ; makes Link face downward
|
||||
|
||||
; reset modules
|
||||
LDA.b $1B : BEQ +
|
||||
LDA.b #$07
|
||||
BRA ++
|
||||
+ LDA.b #$09
|
||||
++ STA.b $10
|
||||
STZ.b $11 : STZ.b $B0
|
||||
RTL
|
||||
|
||||
pushpc
|
||||
org $058928
|
||||
MasterSword_InPedestal_DoCutscene:
|
||||
org $0589B1
|
||||
MasterSword_ConditionalHandleReceipt_DoReceipt:
|
||||
|
||||
org $05890E
|
||||
JSL MasterSword_ConditionalActivateCutscene
|
||||
org $05895F
|
||||
JSL MasterSword_ConditionalGrabPose : NOP
|
||||
org $058994
|
||||
JSL MasterSword_ConditionalGrabPose : NOP
|
||||
org $058D1C
|
||||
JML MasterSword_SpawnPendantProp_ChangePalette
|
||||
MasterSword_SpawnPendantProp_ChangePalette_return:
|
||||
org $0589A3
|
||||
JSL MasterSword_ConditionalHandleReceipt : NOP #2
|
||||
pullpc
|
||||
|
||||
MasterSword_ConditionalActivateCutscene:
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
JML Sprite_CheckDamageToPlayerSameLayerLong ; what we wrote over
|
||||
.specialCutscene
|
||||
LDA.b #$02 : STA.w $02DA ; Link's 2-hands-up pose
|
||||
STA.b $EE ; draw Link on top
|
||||
LDA.b #$6A : JSL RequestSlottedTile ; draw Triforce piece in VRAM
|
||||
PLA : PLA : PLA : JML MasterSword_InPedestal_DoCutscene ; do cutscene
|
||||
|
||||
MasterSword_ConditionalGrabPose:
|
||||
PHA
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
PLA
|
||||
STA.w $0377 : LDA.b #$01 ; what we wrote over
|
||||
RTL
|
||||
.specialCutscene
|
||||
PLA
|
||||
LDA.b #$01
|
||||
RTL
|
||||
|
||||
MasterSword_SpawnPendantProp_ChangePalette:
|
||||
STA.w $0D40,Y : PLX ; what we wrote over
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
BRA .done
|
||||
.specialCutscene
|
||||
LDA.b #$08 : STA.w $0F50,Y ; change palette
|
||||
LDA.b #$02 : STA.w $0F20,Y ; change layer
|
||||
.done
|
||||
JML MasterSword_SpawnPendantProp_ChangePalette_return
|
||||
|
||||
MasterSword_ConditionalHandleReceipt:
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
LDX.b $8A : LDA.l $7EF280,X ; what we wrote over
|
||||
RTL
|
||||
.specialCutscene
|
||||
PLA : PLA : PEA.w MasterSword_ConditionalHandleReceipt_DoReceipt-1
|
||||
LDA.b 4,S : TAX
|
||||
LDY.b #$6A
|
||||
RTL
|
||||
|
||||
pushpc
|
||||
org $058AB6
|
||||
MasterSword_SpawnLightWell:
|
||||
org $058AD0
|
||||
MasterSword_SpawnLightFountain:
|
||||
org $058B62
|
||||
MasterSword_SpawnLightBeam:
|
||||
|
||||
org $058941
|
||||
JSL MasterSword_ConditionalSpawnLightWell : NOP #2
|
||||
MasterSword_SpawnLightWell_return:
|
||||
org $058952
|
||||
JSL MasterSword_ConditionalSpawnLightFountain : NOP #2
|
||||
MasterSword_SpawnLightFountain_return:
|
||||
org $058B64
|
||||
JSL MasterSword_ConditionalSpawnLightBeam : NOP #2
|
||||
pullpc
|
||||
|
||||
MasterSword_ConditionalSpawnLightWell:
|
||||
INC.w $0D80,X ; part of what we wrote over
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
PLA : PLA : PLA : PEA.w MasterSword_SpawnLightWell_return-1
|
||||
JML MasterSword_SpawnLightWell ; part of what we wrote over
|
||||
.specialCutscene
|
||||
RTL
|
||||
|
||||
MasterSword_ConditionalSpawnLightFountain:
|
||||
INC.w $0D80,X ; part of what we wrote over
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
PLA : PLA : PLA : PEA.w MasterSword_SpawnLightFountain_return-1
|
||||
JML MasterSword_SpawnLightFountain ; part of what we wrote over
|
||||
.specialCutscene
|
||||
RTL
|
||||
|
||||
MasterSword_ConditionalSpawnLightBeam:
|
||||
LDA.w $0D90,X : BNE .specialCutscene
|
||||
LDA.b #$62 : JSL Sprite_SpawnDynamically ; what we wrote over
|
||||
RTL
|
||||
.specialCutscene
|
||||
LDY.b #$FF
|
||||
RTL
|
||||
|
||||
@@ -995,9 +995,15 @@ org $00D557 ; 5557 - Bank00.asm:3486 (LDA $00 : ADC $D469, X)
|
||||
JSL.l GetAnimatedSpriteBufferPointer
|
||||
NOP
|
||||
|
||||
org $05FA50
|
||||
JSL Sprite_ConditionalPrepOAMCoord
|
||||
|
||||
org $0799F7 ; 399F7 - Bank07.asm:4107 (JSL AddReceivedItem)
|
||||
JSL.l AddReceivedItemExpanded
|
||||
|
||||
org $08C505
|
||||
JSL Ancilla22_ItemReceipt_ContinueB : NOP #2
|
||||
|
||||
org $098605 ; 48605 - ancilla_init.asm:709 (TYA : STA $02E4 : PHX)
|
||||
JML.l Multiworld_AddReceivedItem_notCrystal
|
||||
NOP
|
||||
|
||||
@@ -69,15 +69,23 @@ RequestSlottedTile:
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ STA.w SprItemGFX,X
|
||||
+++ INC : STA.w SprItemGFX,X
|
||||
JMP .success
|
||||
+ CMP.b #$B1 : BNE + ; if apple, use apple OAM slot
|
||||
LDA.b $1B : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ INC : STA.w SprItemGFX,X
|
||||
+++ INC : INC : STA.w SprItemGFX,X
|
||||
JMP .success
|
||||
+ CMP.b #$6A : BNE + ; if triforce, use cutscene OAM slot
|
||||
PHA
|
||||
LDA.b $1B : BEQ ++
|
||||
LDA.b #!DynamicDropGFXSlotCount_UW
|
||||
BRA +++
|
||||
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
||||
+++ STA.w SprItemGFX,X
|
||||
JMP .initRequest ; don't jump to end, we need the TF GFX to draw at $E7
|
||||
+
|
||||
|
||||
PHA
|
||||
@@ -210,6 +218,7 @@ FreeUWGraphics:
|
||||
dw $9DC0>>1
|
||||
; add new slots above this line
|
||||
.end
|
||||
dw $9CE0>>1
|
||||
; above this line, add slots that we want to draw to specific slots
|
||||
|
||||
FreeOWGraphics:
|
||||
@@ -221,6 +230,7 @@ FreeOWGraphics:
|
||||
;dw $9DC0>>1 ; Whirlpool
|
||||
; add new slots above this line
|
||||
.end
|
||||
dw $9CE0>>1
|
||||
; above this line, add slots that we want to draw to specific slots
|
||||
|
||||
;===================================================================================================
|
||||
@@ -374,7 +384,8 @@ DynamicOAMTileUW_full:
|
||||
|
||||
; add new rotating slots above this line
|
||||
|
||||
; <none>
|
||||
dw -4, -1 : db $E7, $00, $20, $02 ; triforce
|
||||
dd 0, 0
|
||||
|
||||
; above this line, add slots that we want to draw to specific slots
|
||||
|
||||
@@ -439,7 +450,8 @@ DynamicOAMTileOW_full:
|
||||
|
||||
; add new slots above this line
|
||||
|
||||
; <none>
|
||||
dw 0, 0 : db $E7, $00, $20, $02 ; triforce
|
||||
dd 0, 0
|
||||
|
||||
; above this line, add slots that we want to draw to specific slots
|
||||
|
||||
|
||||
@@ -240,7 +240,10 @@ Multiworld_MasterSword_GrantToPlayer:
|
||||
LDA PedestalSword_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
|
||||
PLP : PLA
|
||||
|
||||
CPY.b #$6A : BEQ +
|
||||
JSL Link_ReceiveItem ; thing we wrote over
|
||||
RTL
|
||||
+ JSL ActivateGoal
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
18
newitems.asm
18
newitems.asm
@@ -186,7 +186,11 @@ ProcessEventItems:
|
||||
LDA GoalCounter : INC : STA GoalCounter
|
||||
CMP GoalItemRequirement : !BLT ++
|
||||
LDA TurnInGoalItems : AND.w #$00FF : BNE ++
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDA.b $8A : CMP.b #$80 : BNE +++
|
||||
LDA.b $23 : BNE +++
|
||||
JSL.l ActivateGoal
|
||||
+++
|
||||
++
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDX.b #$01 : BRA .done
|
||||
@@ -330,7 +334,10 @@ AddReceivedItemExpandedGetItem:
|
||||
+ CMP.b #$65 : BNE + ; Progressive Bow
|
||||
JMP .done
|
||||
+ CMP.b #$6A : BNE + ; Goal Collectable (Single/Triforce)
|
||||
LDA.b $8A : CMP.b #$80 : BNE ++
|
||||
LDA.b $23 : BNE ++
|
||||
JSL.l ActivateGoal
|
||||
++
|
||||
JMP .done
|
||||
+ CMP.b #$6B : BNE + ; Goal Collectable (Multi/Power Star)
|
||||
BRA .multi_collect
|
||||
@@ -341,7 +348,11 @@ AddReceivedItemExpandedGetItem:
|
||||
LDA.l GoalCounter : INC : STA.l GoalCounter
|
||||
CMP.w GoalItemRequirement : !BLT ++
|
||||
LDA.l TurnInGoalItems : AND.w #$00FF : BNE ++
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDA.b $8A : CMP.b #$80 : BNE +++
|
||||
LDA.b $23 : BNE +++
|
||||
JSL.l ActivateGoal
|
||||
+++
|
||||
++
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
JMP .done
|
||||
@@ -1263,6 +1274,13 @@ ChestPrep:
|
||||
SEC
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
Ancilla22_ItemReceipt_ContinueB:
|
||||
CMP.b #$6A : BNE .return
|
||||
JSL ActivateTriforceCutscene
|
||||
.return
|
||||
STZ.w $0C4A,X : STZ.w $0FC1 ; what we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
; Set a flag in SRAM if we pick up a compass in its own dungeon with HUD compass
|
||||
; counts on
|
||||
MaybeFlagCompassTotalPickup:
|
||||
|
||||
Reference in New Issue
Block a user