Merge branch 'main' into kara

This commit is contained in:
2022-07-23 16:47:01 -07:00
75 changed files with 2878 additions and 1786 deletions

View File

@@ -1,19 +1,18 @@
;================================================================================
; Inventory Updates
;================================================================================
!INVENTORY_SWAP = "$7EF38C"
; Item Tracking Slot
; brmpnskf
; b = blue boomerang
; r = red boomerang
; m = mushroom current
; p = magic powder
; n = mushroom past
; s = shovel
; k = fake flute
; f = working flute
; InventoryTracking
; brmpnskf ------oq
; b = blue boomerang | -
; r = red boomerang | -
; m = mushroom current | -
; p = magic powder | -
; n = mushroom past | -
; s = shovel | -
; k = fake flute | o = any bomb acquired from item location
; f = working flute | q = quickswap locked
;--------------------------------------------------------------------------------
!INVENTORY_SWAP_2 = "$7EF38E"
; BowTracking
; Item Tracking Slot #2
; bsp-----
; b = bow
@@ -23,20 +22,20 @@
; -
; -
; -
; q = quickswap lock
; -
;--------------------------------------------------------------------------------
; ProcessMenuButtons:
; out: Carry - 0 = No Button, 1 = Yes Button
;--------------------------------------------------------------------------------
ProcessMenuButtons:
;LDA #$FD : STA !INVENTORY_SWAP ; DEBUG MODE
;LDA #$FD : STA InventoryTracking ; DEBUG MODE
;LDA $F6 : BIT #$20 : BNE .l_pressed ; check for P1 L-button
LDA $F4 : BIT #$40 : BNE .y_pressed ; check for P1 Y-button
BIT #$20 : BNE .sel_pressed ; check for P1 Select button
LDA $F0 : BIT #$20 : BNE .sel_held
.sel_unheld
LDA !HUD_FLAG : AND #$20 : BEQ +
LDA !HUD_FLAG : AND #$DF : STA !HUD_FLAG ; select is released, unset hud flag
LDA HudFlag : AND #$20 : BEQ +
LDA HudFlag : AND #$DF : STA HudFlag ; select is released, unset hud flag
LDA $1B : BEQ + ; skip if outdoors
LDA.b #$20 : STA $012F ; menu select sound
+
@@ -45,11 +44,8 @@ ProcessMenuButtons:
.sel_held
CLC ; no buttons
RTL
;.l_pressed
;JSL.l SpawnAngryCucco
;RTL
.sel_pressed
LDA !HUD_FLAG : ORA #$20 : STA !HUD_FLAG ; set hud flag
LDA HudFlag : ORA #$20 : STA HudFlag ; set hud flag
LDA.b #$20 : STA $012F ; menu select sound
JSL.l ResetEquipment
RTL
@@ -57,12 +53,12 @@ RTL
LDA.b #$10 : STA $0207
LDA $0202 ; check selected item
CMP #$02 : BNE + ; boomerang
LDA !INVENTORY_SWAP : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both boomerangs
LDA $7EF341 : EOR #$03 : STA $7EF341 ; swap blue & red boomerang
LDA InventoryTracking : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both boomerangs
LDA BoomerangEquipment : EOR #$03 : STA BoomerangEquipment ; swap blue & red boomerang
LDA.b #$20 : STA $012F ; menu select sound
JMP .captured
+ CMP #$01 : BNE + ; bow
LDA !INVENTORY_SWAP_2 : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both bows
LDA BowTracking : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both bows
PHX : LDX.b #$00 ; scan ancilla table for arrows
-- : CPX.b #$0A : !BGE ++
LDA $0C4A, X : CMP.b #$09 : BNE +++
@@ -72,18 +68,18 @@ RTL
PLX
LDA.l SilverArrowsUseRestriction : BEQ ++
LDA $A0 : ORA $A1 : BEQ ++ ; not in ganon's room in restricted mode
LDA $7EF340 : CMP.b #$03 : !BLT .errorJump : !SUB #$02 : STA $7EF340
LDA BowEquipment : CMP.b #$03 : !BLT .errorJump : !SUB #$02 : STA BowEquipment
BRA .errorJump2
++
LDA $7EF340 : !SUB #$01 : EOR #$02 : !ADD #$01 : STA $7EF340 ; swap bows
LDA BowEquipment : !SUB #$01 : EOR #$02 : !ADD #$01 : STA BowEquipment ; swap bows
LDA.b #$20 : STA $012F ; menu select sound
JMP .captured
+ BRA +
.errorJump
BRA .errorJump2
+ CMP #$05 : BNE + ; powder
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 InventoryTracking : AND #$30 : CMP #$30 : BNE .errorJump ; make sure we have mushroom & magic powder
LDA PowderEquipment : EOR #$03 : STA PowderEquipment ; swap mushroom & magic powder
LDA.b #$20 : STA $012F ; menu select sound
JMP .captured
+ BRA +
@@ -91,11 +87,11 @@ RTL
BRA .error
+ CMP #$0D : BNE + ; flute
LDA $037A : CMP #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound
LDA !INVENTORY_SWAP : BIT #$04 : BEQ .error ; make sure we have shovel
LDA InventoryTracking : BIT #$04 : BEQ .error ; make sure we have shovel
AND #$03 : BEQ .error ; make sure we have one of the flutes
LDA $7EF34C : CMP #01 : BNE .toShovel ; not shovel
LDA FluteEquipment : CMP #01 : BNE .toShovel ; not shovel
LDA !INVENTORY_SWAP : AND #$01 : BEQ .toFakeFlute ; check for real flute
LDA InventoryTracking : AND #$01 : BEQ .toFakeFlute ; check for real flute
LDA #$03 ; set real flute
BRA .fluteSuccess
.toFakeFlute
@@ -104,7 +100,7 @@ RTL
.toShovel
LDA #$01 ; set shovel
.fluteSuccess
STA $7EF34C ; store set item
STA FluteEquipment ; store set item
LDA.b #$20 : STA $012F ; menu select sound
BRA .captured
+
@@ -112,7 +108,7 @@ RTL
CLC
RTL
.midShovel
; LDA #$01 : STA $7EF34C ; set shovel
; LDA #$01 : STA FluteEquipment ; set shovel
.error
LDA.b #$3C : STA $012E ; error sound
.captured
@@ -127,13 +123,13 @@ ProcessBottleMenu:
; 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
LDA BottleIndex ; check bottle state
BEQ .no_bottles ; skip if we have no bottles
PHX
INC : CMP #$05 : !BLT + : LDA #$01 : + ;increment and wrap 1-4
TAX : LDA $7EF35C-1, X ; check bottle
TAX : LDA BottleContents-1, X ; check bottle
BNE + : LDX #$01 : + ; wrap if we reached the last bottle
TXA : STA $7EF34F ; set bottle index
TXA : STA BottleIndex ; set bottle index
LDA.b #$20 : STA $012F ; menu select sound
PLX
.no_bottles
@@ -178,8 +174,6 @@ RTL
;--------------------------------------------------------------------------------
; AddInventory:
;--------------------------------------------------------------------------------
!LOCK_STATS = "$7EF443"
macro TopHalf(address)
LDA <address> : !ADD #$10 : STA <address>
endmacro
@@ -193,62 +187,61 @@ macro BottomHalf(address)
endmacro
;--------------------------------------------------------------------------------
;FullInventoryExternal:
; LDA !LOCK_STATS : BEQ + : RTL : +
; LDA StatsLocked : BEQ + : RTL : +
; PHA : PHX : PHP : JMP AddInventory_fullItemCounts
;--------------------------------------------------------------------------------
FullInventoryExternal:
LDA !LOCK_STATS : BEQ + : RTL : +
LDA StatsLocked : BEQ + : RTL : +
PHA : PHX : PHP : JMP AddInventory_incrementCounts
;--------------------------------------------------------------------------------
!SHAME_CHEST = "$7EF416" ; ---s ----
AddInventory:
PHA : PHX : PHP
CPY.b #$0C : BNE + ; Blue Boomerang
LDA !INVENTORY_SWAP : ORA #$80 : STA !INVENTORY_SWAP
LDA InventoryTracking : ORA #$80 : STA InventoryTracking
JMP .incrementCounts
+ CPY.b #$2A : BNE + ; Red Boomerang
LDA !INVENTORY_SWAP : ORA #$40 : STA !INVENTORY_SWAP
LDA InventoryTracking : ORA #$40 : STA InventoryTracking
JMP .incrementCounts
+ CPY.b #$29 : BNE + ; Mushroom
LDA !INVENTORY_SWAP : ORA #$28 : STA !INVENTORY_SWAP
LDA InventoryTracking : ORA #$28 : STA InventoryTracking
JMP .incrementCounts
+ CPY.b #$0D : BNE + ; Magic Powder
LDA !INVENTORY_SWAP : ORA #$10 : STA !INVENTORY_SWAP
LDA InventoryTracking : ORA #$10 : STA InventoryTracking
JMP .incrementCounts
+ CPY.b #$13 : BNE + ; Shovel
LDA !INVENTORY_SWAP : ORA #$04 : STA !INVENTORY_SWAP
LDA InventoryTracking : ORA #$04 : STA InventoryTracking
JMP .incrementCounts
+ CPY.b #$14 : BNE + ; Flute (Inactive)
LDA !INVENTORY_SWAP : ORA #$02 : STA !INVENTORY_SWAP
LDA InventoryTracking : ORA #$02 : STA InventoryTracking
JMP .incrementCounts
+ CPY.b #$4A : BNE + ; Flute (Active)
LDA !INVENTORY_SWAP : ORA #$01 : STA !INVENTORY_SWAP
LDA InventoryTracking : ORA #$01 : STA InventoryTracking
JMP .incrementCounts
+ CPY.b #$0B : BNE + ; Bow
LDA ArrowMode : BNE +++
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2
LDA BowTracking : ORA #$80 : STA BowTracking
+++
JMP .incrementCounts
+ CPY.b #$3A : BNE + ; Bow & Arrows
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2
LDA BowTracking : ORA #$80 : STA BowTracking
JMP .incrementCounts
+ CPY.b #$3B : BNE + ; Bow & Silver Arrows
LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2
LDA BowTracking : ORA #$40 : STA BowTracking
LDA ArrowMode : BNE +++
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 ; activate wood arrows when not in rupee bow
LDA BowTracking : ORA #$80 : STA BowTracking ; activate wood arrows when not in rupee bow
+++
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
LDA BowTracking : ORA #$80 : STA BowTracking ; activate wood arrows in quick-swap
+++
JMP .incrementCounts
+ CPY.b #$58 : BNE + ; Upgrade-Only Silver Arrows
LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2
LDA BowTracking : ORA #$40 : STA BowTracking
+
.incrementCounts
LDA !LOCK_STATS : BEQ + : JMP .done : +
LDA StatsLocked : BEQ + : JMP .done : +
; don't count any of this stuff
CPY.b #$20 : BNE + : JMP .itemCounts : + ; Crystal
@@ -259,7 +252,6 @@ AddInventory:
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
@@ -293,111 +285,73 @@ AddInventory:
.dungeonCounts
LDA $1B : BNE + : JMP .fullItemCounts : +
; ==BEGIN INDOOR-ONLY SECTION
;REP #$20 ; Set 16-bit Accumulator
;LDA $A0 ; load room ID
;CMP.w #$0010 : BNE + ; Ganon Fall Room - I think this got taken out
;!SHAME_CHEST = "$7EF416" ; ---s ----
;LDA !SHAME_CHEST : ORA.w #$0010 : STA !SHAME_CHEST
;+
SEP #$20 ; Set 8-bit Accumulator
LDA $040C ; get dungeon id
CMP.b #$FF : BEQ .fullItemCounts
CMP.b #$00 : BNE + ; Sewers (Escape)
BRA ++
+ CMP.b #$02 : BNE + ; Hyrule Castle (Escape)
++
CPY.b #$32 : BNE ++ : JMP .itemCounts : ++ ; Ball & Chain Guard's Big Key
%TopHalf($7EF434)
JMP .fullItemCounts
+ CMP.b #$04 : BNE + ; Eastern Palace
LDA $7EF436 : INC : AND #$07 : TAX
LDA $7EF436 : AND #$F8 : STA $7EF436
TXA : ORA $7EF436 : STA $7EF436
JMP .fullItemCounts
+ CMP.b #$06 : BNE + ; Desert Palace
LDA $7EF435 : !ADD #$20 : STA $7EF435
JMP .fullItemCounts
+ CMP.b #$08 : BNE + ; Agahnim's Tower
LDA $7EF435 : INC : AND #$03 : TAX
LDA $7EF435 : AND #$FC : STA $7EF435
TXA : ORA $7EF435 : STA $7EF435
JMP .fullItemCounts
+ CMP.b #$0A : BNE + ; Swamp Palace
%BottomHalf($7EF439)
JMP .fullItemCounts
+ CMP.b #$0C : BNE + ; Palace of Darkness
%BottomHalf($7EF434)
JMP .fullItemCounts
+ CMP.b #$0E : BNE + ; Misery Mire
%BottomHalf($7EF438)
JMP .fullItemCounts
+ CMP.b #$10 : BNE + ; Skull Woods
%TopHalf($7EF437)
JMP .fullItemCounts
+ CMP.b #$12 : BNE + ; Ice Palace
%TopHalf($7EF438)
JMP .fullItemCounts
+ CMP.b #$14 : BNE + ; Tower of Hera
LDA $7EF435 : !ADD #$04 : AND #$1C : TAX
LDA $7EF435 : AND #$E3 : STA $7EF435
TXA : ORA $7EF435 : STA $7EF435
JMP .fullItemCounts
+ CMP.b #$16 : BNE + ; Thieves' Town
%BottomHalf($7EF437)
JMP .fullItemCounts
+ CMP.b #$18 : BNE + ; Turtle Rock
%TopHalf($7EF439)
JMP .fullItemCounts
+ CMP.b #$1A : BNE + ; Ganon's Tower
LDA $7EF436 : !ADD #$08 : STA $7EF436
LDA $7EF366 : AND #$04 : BNE ++
CMP.l BallNChainDungeon : BNE +
CPY.b #$32 : BNE +
JMP .done
+
CMP.b #$04 : BCS +
LDA SewersLocations : INC : STA SewersLocations
LDA HCLocations : INC : STA HCLocations
BRA .fullItemCounts
+ LSR : TAX : LDA DungeonLocationsChecked, X : INC : STA DungeonLocationsChecked, X
++ CPX.b #$0D : BNE +
LDA BigKeyField : AND #$04 : BNE ++
JSR .incrementGTowerPreBigKey
++
;JMP .fullItemCounts
+
; == END INDOOR-ONLY SECTION
.fullItemCounts
CPY.b #$3B : BNE + ; Skip Total Counts for Repeat Silver Arrows
LDA $7EF42A : BIT #$20 : BEQ + : BRA .itemCounts
LDA BootsEquipment : BNE + ; Check for Boots
LDA PreBootsLocations : INC : STA PreBootsLocations ; Increment Pre Boots Counter
+
LDA $7EF355 : BNE + ; Check for Boots
LDA $7EF432 : INC : STA $7EF432 ; Increment Pre Boots Counter
LDA MirrorEquipment : BNE + ; Check for Mirror
LDA PreMirrorLocations : INC : STA PreMirrorLocations ; Increment Pre Mirror Counter
+
LDA $7EF353 : BNE + ; Check for Mirror
LDA $7EF433 : INC : STA $7EF433 ; Increment Pre Mirror Counter
LDA FluteEquipment : BNE + ; Check for Flute
LDA PreFluteLocations : INC : STA PreFluteLocations ; Increment Pre Mirror Counter
+
LDA $7EF423 : INC : STA $7EF423 ; Increment Item Total
REP #$20
LDA TotalItemCounter : INC : STA TotalItemCounter ; Increment Item Total
SEP #$20
.itemCounts
CPY.b #$00 : BNE + ; Fighter's Sword & Fighter's Shield
LDX #$01
JSR .incrementSword
JSR .incrementShield
JMP .done
+ CPY.b #$01 : BNE + ; Master Sword
LDX #$02
JSR .incrementSword
JMP .done
+ CPY.b #$02 : BNE + ; Tempered Sword
LDX #$03
JSR .incrementSword
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
JMP .done
+ CPY.b #$07 : !BLT + ; Items $07 - $0D
@@ -432,18 +386,22 @@ AddInventory:
JMP .done
+ CPY.b #$20 : BNE + ; Crystal
JSR .incrementCrystal
JSR .setDungeonCompletion
JMP .done
+ CPY.b #$21 : BNE + ; Bug Net
JSR .incrementY
JMP .done
+ CPY.b #$22 : !BLT + ; Items $22 - $23
CPY.b #$24 : !BGE +
JSR .incrementMail
JMP .done
+ CPY.b #$22 : BNE + ; Blue Mail
LDX #$01
JSR .incrementMail
+ CPY.b #$23 : BNE + ; Red Mail
LDX #$02
JSR .incrementMail
+ CPY.b #$24 : BNE + ; Small Key
JSR .incrementKey
JMP .done
+ CPY.b #$25 : BNE + ; Compass
JSL MaybeFlagCompassTotalPickup
JSR .incrementCompass
JMP .done
+ CPY.b #$26 : BNE + ; Liar Heart (Container)
@@ -455,7 +413,7 @@ AddInventory:
+ CPY.b #$28 : BNE + ; 3 Bombs
JSR .maybeIncrementBombs
JMP .done
+ CPY.b #$29 : BNE + ; Musoroom
+ CPY.b #$29 : BNE + ; Mushroom
JSR .incrementY
JMP .done
+ CPY.b #$2A : !BLT + ; Items $2A - $2D
@@ -474,6 +432,7 @@ AddInventory:
+ CPY.b #$37 : !BLT + ; Items $37 - $39 - Pendants
CPY.b #$3A : !BGE +
JSR .incrementPendant
JSR .setDungeonCompletion
JMP .done
+ CPY.b #$3A : !BLT + ; Items $3A - $3B - Bow & Silver Arrows
CPY.b #$3C : !BGE +
@@ -493,6 +452,7 @@ AddInventory:
JSR .incrementY
JMP .done
+ CPY.b #$49 : BNE + ; Fighter's Sword
LDX #$01
JSR .incrementSword
JMP .done
+ CPY.b #$4A : BNE + ; Flute (Active)
@@ -503,7 +463,7 @@ AddInventory:
JSR .stampBoots
JSR .incrementA
JMP .done
+ CPY.b #$4C : BNE + ; Bomb Capacity Upgrade
+ CPY.b #$4C : BNE + ; 50 Bomb Capacity Upgrade
JSR .incrementCapacity
JSR .maybeIncrementBombs
JMP .done
@@ -512,22 +472,34 @@ AddInventory:
JSR .incrementCapacity
JMP .done
+ CPY.b #$50 : BNE + ; Master Sword (Safe)
LDX #$02
JSR .incrementSword
JMP .done
+ CPY.b #$51 : BNE + ; 5 Bomb Capacity Upgrade
LDX #$02
JSR .maybeIncrementBombs
JMP .done
+ CPY.b #$52 : BNE + ; 10 Bomb Capacity Upgrade
LDX #$02
JSR .maybeIncrementBombs
JMP .done
+ CPY.b #$51 : !BLT + ; Items $51 - $54 - Capacity Upgrades
CPY.b #$55 : !BGE +
JSR .incrementCapacity
JMP .done
+ CPY.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
+ CPY.b #$58 : BNE + ; Upgrade-Only Silver Arrows
JSR .incrementBow
JMP .done
+ CPY.b #$5E : BNE + ; Progressive Sword
LDA SwordEquipment : INC : TAX
JSR .incrementSword
JMP .done
+ CPY.b #$5F : BNE + ; Progressive Shield
LDA ShieldEquipment : INC : TAX
JSR .incrementShield
JMP .done
+ CPY.b #$60 : BNE + ; Progressive Armor
LDA ArmorEquipment : INC : TAX
JSR .incrementMail
JMP .done
+ CPY.b #$61 : BNE + ; Progressive Lifting Glove
@@ -543,6 +515,7 @@ AddInventory:
JMP .done
+ CPY.b #$80 : !BLT + ; Items $80 - $8F - Free Compasses
CPY.b #$90 : !BGE +
JSL MaybeFlagCompassTotalPickup
JSR .incrementCompass
JMP .done
+ CPY.b #$90 : !BLT + ; Items $90 - $9F - Free Big Keys
@@ -568,66 +541,52 @@ RTL
; WHICH BEE IS BOTTLED?
; MAKE SURE FAIRY FOUNTAINS DON'T FUCK THE COUNTS UP
!NMI_TIME = "$7EF43E"
!SWORD_TIME = "$7EF458"
!BOOTS_TIME = "$7EF45C"
!FLUTE_TIME = "$7EF460"
!MIRROR_TIME = "$7EF464"
.stampSword
REP #$20 ; set 16-bit accumulator
LDA !SWORD_TIME : BNE +
LDA !SWORD_TIME+2 : BNE +
LDA !NMI_TIME : STA !SWORD_TIME
LDA !NMI_TIME+2 : STA !SWORD_TIME+2
LDA SwordTime : BNE +
LDA SwordTime+2 : BNE +
LDA NMIFrames : STA SwordTime
LDA NMIFrames+2 : STA SwordTime+2
+
SEP #$20 ; set 8-bit accumulator
RTS
.stampBoots
REP #$20 ; set 16-bit accumulator
LDA !BOOTS_TIME : BNE +
LDA !BOOTS_TIME+2 : BNE +
LDA !NMI_TIME : STA !BOOTS_TIME
LDA !NMI_TIME+2 : STA !BOOTS_TIME+2
LDA BootsTime : BNE +
LDA BootsTime+2 : BNE +
LDA NMIFrames : STA BootsTime
LDA NMIFrames+2 : STA BootsTime+2
+
SEP #$20 ; set 8-bit accumulator
RTS
.stampFlute
REP #$20 ; set 16-bit accumulator
LDA !FLUTE_TIME : BNE +
LDA !FLUTE_TIME+2 : BNE +
LDA !NMI_TIME : STA !FLUTE_TIME
LDA !NMI_TIME+2 : STA !FLUTE_TIME+2
LDA FluteTime : BNE +
LDA FluteTime+2 : BNE +
LDA NMIFrames : STA FluteTime
LDA NMIFrames+2 : STA FluteTime+2
+
SEP #$20 ; set 8-bit accumulator
RTS
.stampMirror
REP #$20 ; set 16-bit accumulator
LDA !MIRROR_TIME : BNE +
LDA !MIRROR_TIME+2 : BNE +
LDA !NMI_TIME : STA !MIRROR_TIME
LDA !NMI_TIME+2 : STA !MIRROR_TIME+2
LDA MirrorTime : BNE +
LDA MirrorTime+2 : BNE +
LDA NMIFrames : STA MirrorTime
LDA NMIFrames+2 : STA MirrorTime+2
+
SEP #$20 ; set 8-bit accumulator
RTS
.incrementSword
; CHECK FOR DUPLICATE SWORDS
JSR .stampSword
TYA ; load sword item
CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one
CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter sword to normal one
INC : CMP !HIGHEST_SWORD_LEVEL : !BLT + ; skip if highest is higher
PHA
LDA !HIGHEST_SWORD_LEVEL : AND #$F8 : ORA 1,s : STA !HIGHEST_SWORD_LEVEL
PLA
+
LDA $7EF422 : !ADD #$20 : STA $7EF422 ; increment sword counter
LDA HighestSword
INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better sword
TXA : STA HighestSword
+
RTS
.incrementBombLevel
@@ -639,57 +598,50 @@ RTS
RTS
.incrementShield
; CHECK FOR DUPLICATE SHIELDS
LDA $7EF422 : !ADD #$08 : AND #$18 : TAX
LDA $7EF422 : AND #$E7 : STA $7EF422
TXA : ORA $7EF422 : STA $7EF422
LDA HighestShield
INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better shield
TXA : STA HighestShield
+
RTS
.incrementBow
CPY.b #$3B : BNE ++
LDA $7EF42A : BIT #$20 : BEQ + : RTS : +
ORA #$20 : STA $7EF42A
++
LDA BowEquipment : BNE .dontCount ; Don't increment Y item count for extra bows
.incrementY
LDA $7EF421 : !ADD #$08 : STA $7EF421
LDA YAItemCounter : !ADD #$08 : STA YAItemCounter
.dontCount
RTS
.incrementA
LDA $7EF421 : INC : AND #$07 : TAX
LDA $7EF421 : AND #$F8 : STA $7EF421
TXA : ORA $7EF421 : STA $7EF421
LDA YAItemCounter : INC : AND #$07 : TAX
LDA YAItemCounter : AND #$F8 : STA YAItemCounter
TXA : ORA YAItemCounter : STA YAItemCounter
RTS
.incrementPendant
LDA $7EF429 : INC : AND #$03 : TAX
LDA $7EF429 : AND #$FC : STA $7EF429
TXA : ORA $7EF429 : STA $7EF429
; JSR .incrementBossSword
LDA PendantCounter : INC : STA PendantCounter
RTS
.incrementCapacity
%BottomHalf($7EF452)
LDA CapacityUpgrades : INC : STA CapacityUpgrades
RTS
.incrementHeartPiece
LDA $7EF448 : INC : AND #$1F : TAX
LDA $7EF448 : AND #$E0 : STA $7EF448
TXA : ORA $7EF448 : STA $7EF448
LDA HeartPieceCounter : INC : STA HeartPieceCounter
RTS
.incrementHeartContainer
%TopHalf($7EF429)
LDA HeartContainerCounter : INC : STA HeartContainerCounter
RTS
.incrementCrystal
LDA $7EF422 : INC : AND #$07 : TAX
LDA $7EF422 : AND #$F8 : STA $7EF422
TXA : ORA $7EF422 : STA $7EF422
; JSR .incrementBossSword
LDA CrystalCounter : INC : STA CrystalCounter
RTS
.incrementMail
LDA $7EF424 : !ADD #$40 : STA $7EF424
LDA HighestMail
INC : STA $04 : CPX $04 : !BLT + ; don't increment unless we're getting a better mail
TXA : STA HighestMail
+
RTS
.incrementKeyLong
@@ -697,36 +649,30 @@ RTS
RTL
.incrementKey
PHA : PHX
LDA $7EF424 : INC : AND #$3F : TAX
LDA $7EF424 : AND #$C0 : STA $7EF424
TXA : ORA $7EF424 : STA $7EF424
PLX : PLA
LDA SmallKeyCounter : INC : STA SmallKeyCounter
RTS
.incrementCompass
%BottomHalf($7EF428)
%BottomHalf(MapsCompasses)
RTS
.incrementBigKey
LDA $7EF427 : !ADD #$10 : STA $7EF427
%TopHalf(BigKeysBigChests)
RTS
.incrementGTowerPreBigKey
LDA $7EF42A : INC : AND #$1F : TAX
LDA $7EF42A : AND #$E0 : STA $7EF42A
TXA : ORA $7EF42A : STA $7EF42A
LDA PreGTBKLocations : INC : STA PreGTBKLocations
RTS
.maybeIncrementBombs
LDA $7EF42A : AND #$80 : BNE +
LDA $7EF42A : ORA #$80 : STA $7EF42A
LDA InventoryTracking+1 : AND #$02 : BNE +
LDA InventoryTracking+1 : ORA #$02 : STA InventoryTracking+1
JSR .incrementY
+
RTS
.incrementMap
LDA $7EF428 : !ADD #$10 : STA $7EF428
%TopHalf(MapsCompasses)
RTS
.incrementBossSwordLong
@@ -738,33 +684,61 @@ RTL
CMP #$03 : BEQ +
CMP #$04 : BEQ +
CMP #$05 : BEQ +
LDA $7EF359 : BRA ++
+ : LDA !WEAPON_LEVEL
LDA SwordEquipment : BRA ++
+ : LDA SpecialWeaponLevel
++
BNE + : -
%TopHalf($7EF452) : RTS
LDA SwordlessBossKills : INC : STA SwordlessBossKills
RTS
+ CMP #$FF : BEQ -
+ CMP #$01 : BNE +
%TopHalf($7EF425) : RTS
%TopHalf(SwordBossKills) : RTS
+ CMP #$02 : BNE +
%BottomHalf($7EF425) : RTS
%BottomHalf(SwordBossKills) : RTS
+ CMP #$03 : BNE +
%TopHalf($7EF426) : RTS
%TopHalf(SwordBossKills+1) : RTS
+ CMP #$04 : BNE +
%BottomHalf($7EF426)
%BottomHalf(SwordBossKills+1)
+
RTS
.setDungeonCompletion
LDA $040C
CMP #$FF : BEQ +
LSR : AND #$0F : CMP #$08 : !BGE ++
JSR .valueShift
ORA DungeonsCompleted : STA DungeonsCompleted
BRA +
++
!SUB #$08
JSR .valueShift
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA DungeonsCompleted+1 : STA DungeonsCompleted+1
+
RTS
.valueShift
PHX
TAX : LDA.b #$01
-
CPX #$00 : BEQ +
ASL
DEX
BRA -
+
PLX
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Link_ReceiveItem_HUDRefresh:
;--------------------------------------------------------------------------------
Link_ReceiveItem_HUDRefresh:
LDA $7EF343 : BNE + ; skip if we have bombs
LDA $7EF370 : !ADD.l StartingMaxBombs : BEQ + ; skip if we can't have bombs
LDA $7EF375 : BEQ + ; skip if we are filling no bombs
DEC : STA $7EF375 ; decrease bomb fill count
LDA.b #$01 : STA $7EF343 ; increase actual bomb count
LDA BombsEquipment : BNE + ; skip if we have bombs
LDA BombCapacityUpgrades : !ADD.l StartingMaxBombs : BEQ + ; skip if we can't have bombs
LDA BombsFiller : BEQ + ; skip if we are filling no bombs
DEC : STA BombsFiller ; decrease bomb fill count
LDA.b #$01 : STA BombsEquipment ; increase actual bomb count
+
JSL.l HUD_RefreshIconLong ; thing we wrote over
@@ -776,9 +750,9 @@ RTL
; HandleBombAbsorbtion:
;--------------------------------------------------------------------------------
HandleBombAbsorbtion:
STA $7EF375 ; thing we wrote over
STA BombsFiller ; 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 BombCapacityUpgrades : !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
@@ -793,13 +767,13 @@ RTL
AddYMarker:
LDA $0202 : AND.w #$FF ; load item value
CMP.w #$02 : BNE + ; boomerang
LDA !INVENTORY_SWAP : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal
LDA InventoryTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal
+ CMP.w #$01 : BNE + ; bow
LDA !INVENTORY_SWAP_2 : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal
LDA BowTracking : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal
+ CMP.w #$05 : BNE + ; powder
LDA !INVENTORY_SWAP : AND.w #$30 : CMP.w #$30 : BEQ .drawYBubble : BRA .drawNormal
LDA InventoryTracking : AND.w #$30 : CMP.w #$30 : BEQ .drawYBubble : BRA .drawNormal
+ CMP.w #$0D : BNE + ; flute
LDA !INVENTORY_SWAP : BIT.w #$04 : BEQ .drawNormal ; make sure we have shovel
LDA InventoryTracking : BIT.w #$04 : BEQ .drawNormal ; make sure we have shovel
AND.w #$03 : BNE .drawYBubble ; make sure we have one of the flutes
BRA .drawNormal
+ CMP.w #$10 : BEQ .drawJarMarker
@@ -853,8 +827,8 @@ RTS
; UpgradeFlute:
;--------------------------------------------------------------------------------
UpgradeFlute:
LDA !INVENTORY_SWAP : AND #$FC : ORA #$01 : STA !INVENTORY_SWAP ; switch to the working flute
LDA.b #$03 : STA $7EF34C ; upgrade primary inventory
LDA InventoryTracking : AND #$FC : ORA #$01 : STA InventoryTracking ; switch to the working flute
LDA.b #$03 : STA FluteEquipment ; upgrade primary inventory
RTL
;--------------------------------------------------------------------------------
@@ -881,10 +855,10 @@ RTL
;--------------------------------------------------------------------------------
LoadKeys:
LDA.l GenericKeys : BEQ +
LDA $7EF38B
LDA CurrentGenericKeys
RTL
+
LDA $7EF37C, X
LDA DungeonKeys, X
RTL
;--------------------------------------------------------------------------------
@@ -894,10 +868,10 @@ RTL
SaveKeys:
PHA
LDA.l GenericKeys : BEQ +
PLA : STA $7EF38B
PLA : STA CurrentGenericKeys
RTL
+
PLA : STA $7EF37C, X
PLA : STA DungeonKeys, X
RTL
;--------------------------------------------------------------------------------
@@ -911,10 +885,10 @@ ClearOWKeys:
JSL.l FakeWorldFix
JSR.w FixBunnyOnExitToLightWorld
LDA.l GenericKeys : BEQ +
PLA : LDA $7EF38B : STA $7EF36F
PLA : LDA CurrentGenericKeys : STA CurrentSmallKeys
RTL
+
PLA : STA $7EF36F
PLA : STA CurrentSmallKeys
RTL
;--------------------------------------------------------------------------------
@@ -977,10 +951,10 @@ RTL
; InitializeBottles:
;--------------------------------------------------------------------------------
InitializeBottles:
STA $7EF35C, X ; thing we wrote over
STA BottleContents, X ; thing we wrote over
PHA
LDA $7EF34F : BNE +
TXA : INC : STA $7EF34F ; write bottle index to menu properly
LDA BottleIndex : BNE +
TXA : INC : STA BottleIndex ; write bottle index to menu properly
+
PLA
RTL
@@ -1069,12 +1043,12 @@ RTL
; RemoveMushroom:
;--------------------------------------------------------------------------------
RemoveMushroom:
LDA !INVENTORY_SWAP : AND #$DF : STA !INVENTORY_SWAP ; remove the mushroom
LDA InventoryTracking : AND #$DF : STA InventoryTracking ; remove the mushroom
AND #$10 : BEQ .empty ; check if we have powder
LDA.b #$02 : STA $7EF344 ; give powder if we have it
LDA.b #$02 : STA PowderEquipment ; give powder if we have it
RTL
.empty
LDA.b #$00 : STA $7EF344 ; clear the inventory slot if we don't have powder
LDA.b #$00 : STA PowderEquipment ; clear the inventory slot if we don't have powder
RTL
;--------------------------------------------------------------------------------
@@ -1082,7 +1056,7 @@ RTL
; DrawMagicHeader:
;--------------------------------------------------------------------------------
DrawMagicHeader:
LDA $7EF37B : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic
LDA MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic
.halfMagic
LDA.w #$28F7 : STA $7EC704
LDA.w #$2851 : STA $7EC706
@@ -1100,7 +1074,7 @@ RTL
;--------------------------------------------------------------------------------
;FixShovelLock:
; LDA $037A : CMP #$01 : BEQ + ; skip if link is shoveling
; LDA $7EF34C ; load shovel/flute item ID
; LDA FluteEquipment ; load shovel/flute item ID
; +
; CMP #$00
;RTL