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

@@ -155,10 +155,6 @@ macro ValueShift()
BRA ?start : ?end:
endmacro
;--------------------------------------------------------------------------------
!CHALLENGE_TIMER = "$7EF454"
!GOAL_COUNTER = "$7EF418"
!INVENTORY_SWAP_2 = "$7EF38E"
;--------------------------------------------------------------------------------
;carry clear if pass
;carry set if caught
;incsrc eventdata.asm
@@ -172,24 +168,24 @@ ProcessEventItems:
LDA $02D8
CMP.b #$E0 : BNE +
REP #$30 ; set 16-bit accumulator & index registers
LDA $7EF450 : ASL : TAX
LDA RNGItem : ASL : TAX
LDA.l EventDataOffsets, X : !ADD #EventDataTable : STA $00
SEP #$20 ; set 8-bit accumulator
LDA.b #$AF : STA $02
JSL.l LoadDialogAddressIndirect
LDA $7EF450 : INC : STA $7EF450
LDA RNGItem : INC : STA RNGItem
SEP #$10 ; set 8-bit index registers
REP #$20 ; set 16-bit accumulator
LDA GoalItemRequirement : BEQ ++
LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
LDA GoalCounter : INC : STA GoalCounter
CMP GoalItemRequirement : !BLT ++
LDA TurnInGoalItems : BNE ++
LDA TurnInGoalItems : AND.w #$00FF : BNE ++
JSL.l ActivateGoal
++
SEP #$20 ; set 8-bit accumulator
LDX.b #$01 : BRA .done
+
LDX.b #$00
@@ -204,72 +200,65 @@ RTS
AddReceivedItemExpandedGetItem:
PHX
;JSR.w ProcessEventItems : CPX.b #$00 : BEQ ++
; ;JSL.l Main_ShowTextMessage_Alt
; LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
; LDA.b #$01 : STA $7F50XX
; JMP .done
;++
;STA $FFFFFF
LDA $02D8 ; check inventory
JSL.l FreeDungeonItemNotice
CMP.b #$0B : BNE + ; Bow
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
LDA BowTracking : AND.b #$40 : BEQ ++
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.b #03 : STA $7EF340 ; set bow to silver
LDA.b #03 : STA BowEquipment ; set bow to silver
++
JMP .done
+ CMP.b #$3B : BNE + ; Silver Bow
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA $7EF376 : BNE ++ ; check arrows
LDA ArrowsFiller : BNE ++ ; check arrows
LDA.b #$03 : BRA +++ ; bow without arrow
++
LDA.b #$04 ; bow with arrow
+++
STA $7EF340
STA BowEquipment
.noequip
LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2 ; mark silver bow on y-toggle
LDA BowTracking : ORA #$40 : STA BowTracking ; mark silver bow on y-toggle
JMP .done
+ CMP.b #$4C : BNE + ; 50 bombs
;LDA.b #$07 : STA $7EF370 ; upgrade bombs
LDA.b #50 : !SUB.l StartingMaxBombs : STA $7EF370 ; upgrade bombs
LDA.b #50 : STA $7EF375 ; fill bombs
;LDA.b #$07 : STA BombCapacityUpgrades ; upgrade bombs
LDA.b #50 : !SUB.l StartingMaxBombs : STA BombCapacityUpgrades ; upgrade bombs
LDA.b #50 : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$4D : BNE + ; 70 arrows
;LDA #$07 : STA $7EF371 ; upgrade arrows
LDA.b #70 : !SUB.l StartingMaxArrows : STA $7EF371 ; upgrade arrows
LDA.b #70 : STA $7EF376 ; fill arrows
;LDA #$07 : STA ArrowCapacityUpgrades ; upgrade arrows
LDA.b #70 : !SUB.l StartingMaxArrows : STA ArrowCapacityUpgrades ; upgrade arrows
LDA.b #70 : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$4E : BNE + ; 1/2 magic
LDA $7EF37B : CMP #$02 : !BGE ++
INC : STA $7EF37B ; upgrade magic
LDA MagicConsumption : CMP #$02 : !BGE ++
INC : STA MagicConsumption ; upgrade magic
++
LDA.b #$80 : STA $7EF373 ; fill magic
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA $7EF37B ; upgrade magic
LDA.b #$80 : STA $7EF373 ; fill magic
LDA.b #$02 : STA MagicConsumption ; upgrade magic
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA $7EF359 : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA $7EF359 ; set master sword
LDA SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA SwordEquipment ; set master sword
JMP .done
+ CMP.b #$51 : BNE + ; +5 Bombs
LDA $7EF370 : !ADD.b #$05 : STA $7EF370 ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA $7EF375 ; fill bombs
LDA BombCapacityUpgrades : !ADD.b #$05 : STA BombCapacityUpgrades ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$52 : BNE + ; +10 Bombs
LDA $7EF370 : !ADD.b #$0A : STA $7EF370 ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA $7EF375 ; fill bombs
LDA BombCapacityUpgrades : !ADD.b #$0A : STA BombCapacityUpgrades ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$53 : BNE + ; +5 Arrows
LDA $7EF371 : !ADD.b #$05 : STA $7EF371 ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA $7EF376 ; fill arrows
LDA ArrowCapacityUpgrades : !ADD.b #$05 : STA ArrowCapacityUpgrades ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$54 : BNE + ; +10 Arrows
LDA $7EF371 : !ADD.b #$0A : STA $7EF371 ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA $7EF376 ; fill arrows
LDA ArrowCapacityUpgrades : !ADD.b #$0A : STA ArrowCapacityUpgrades ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1)
@@ -283,34 +272,34 @@ AddReceivedItemExpandedGetItem:
+ CMP.b #$58 : BNE + ; Upgrade-Only Silver Arrows
LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
LDA $7EF340 : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA $7EF340 ; switch to silver bow
LDA BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA BowEquipment ; switch to silver bow
++
+++
LDA.l ArrowMode : BEQ ++
LDA.b #$01 : STA $7EF376
LDA.b #$01 : STA ArrowsFiller
++
+ CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA $7EF360 : !SUB RupoorDeduction : STA $7EF360 : SEP #$20 ; Take 1 rupee
REP #$20 : LDA CurrentRupees : !SUB RupoorDeduction : STA CurrentRupees : SEP #$20 ; Take 1 rupee
JMP .done
+ CMP.b #$5A : BNE + ; Null Item
JMP .done
+ CMP.b #$5B : BNE + ; Red Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l RedClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l RedClockAmount+2 : STA !CHALLENGE_TIMER+2
LDA ChallengeTimer : !ADD.l RedClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5C : BNE + ; Blue Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l BlueClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l BlueClockAmount+2 : STA !CHALLENGE_TIMER+2
LDA ChallengeTimer : !ADD.l BlueClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5D : BNE + ; Green Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l GreenClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l GreenClockAmount+2 : STA !CHALLENGE_TIMER+2
LDA ChallengeTimer : !ADD.l GreenClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5E : BNE + ; Progressive Sword
@@ -336,12 +325,14 @@ AddReceivedItemExpandedGetItem:
BRA .multi_collect
+ CMP.b #$6C : BNE + ; Goal Collectable (Multi/Power Star) Alternate Graphic
.multi_collect
LDA GoalItemRequirement : BEQ ++
LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
CMP GoalItemRequirement : !BLT ++
LDA TurnInGoalItems : BNE ++
REP #$20 ; set 16-bit accumulator
LDA.l GoalItemRequirement : BEQ ++
LDA.l GoalCounter : INC : STA.l GoalCounter
CMP.w GoalItemRequirement : !BLT ++
LDA.l TurnInGoalItems : AND.w #$00FF : BNE ++
JSL.l ActivateGoal
++
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$6D : BNE + ; Server Request F0
JSL.l ItemGetServiceRequest_F0
@@ -358,68 +349,68 @@ AddReceivedItemExpandedGetItem:
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF368 : STA $7EF368 ; Map 1
ORA MapField : STA MapField ; Map 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF369 : STA $7EF369 ; Map 2
ORA MapField+1 : STA MapField+1 ; Map 2
JMP .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF364 : STA $7EF364 ; Compass 1
ORA CompassField : STA CompassField ; Compass 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF365 : STA $7EF365 ; Compass 2
ORA CompassField+1 : STA CompassField+1 ; Compass 2
JMP .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF366 : STA $7EF366 ; Big Key 1
ORA BigKeyField : STA BigKeyField ; Big Key 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF367 : STA $7EF367 ; Big Key 2
ORA BigKeyField+1 : STA BigKeyField+1 ; Big Key 2
JMP .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX
LDA $7EF37C, X : INC : STA $7EF37C, X ; Increment Key Count
LDA DungeonKeys, X : INC : STA DungeonKeys, X ; Increment Key Count
CPX.b #$00 : BNE ++
STA $7EF37D ; copy HC to sewers
STA HyruleCastleKeys ; copy HC to sewers
++ : CPX.b #$01 : BNE ++
STA $7EF37C ; copy sewers to HC
STA SewerKeys ; copy sewers to HC
++
LDA.l GenericKeys : BEQ +
.generic
LDA $7EF36F : INC : STA $7EF36F
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
JMP .done
.normal
TXA : ASL : CMP $040C : BNE ++
LDA $7EF36F : INC : STA $7EF36F
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
++
JMP .done
+ CMP.b #$B1 : !BLT + : CMP.b #$B7 : !BGE + ; Bomb Upgrades
LDA.l SpecialWeapons : CMP #$01 : BNE .done
LDA #$01 : STA $7F50C9 ; infinite bombs
LDA #$01 : STA InfiniteBombsModifier
JMP .done
+ : CMP.b #$B7 : !BLT + : CMP.b #$BD : !BGE + ; Cane Upgrades
LDA.l SpecialWeapons : CMP #$03 : BEQ .blue_cane
CMP #$04 : BEQ .red_cane
BRA .done
.blue_cane
LDA #$01 : STA $7EF351
LDA #$01 : STA ByrnaEquipment
BRA .done
.red_cane
LDA #$01 : STA $7EF350
LDA #$01 : STA SomariaEquipment
BRA .done
BRA .done
+
@@ -433,8 +424,6 @@ RTL
; #$90 - Big Keys
; #$A0 - Small Keys
;--------------------------------------------------------------------------------
!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
!RNG_ITEM = "$7EF450"
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
@@ -487,11 +476,11 @@ AddReceivedItemExpanded:
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA $7EF37B : BEQ +++
LDA MagicConsumption : BEQ +++
LDA.b #$4F : STA $02D8
+++ : JMP .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT +
LDA SwordEquipment : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : JMP .done
@@ -502,39 +491,35 @@ AddReceivedItemExpanded:
+ ; Everything Else
LDA.b #$03 : STA $02D8 : JMP .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA !PROGRESSIVE_SHIELD : LSR #6 : CMP.l ProgressiveShieldLimit : !BLT +
LDA ShieldEquipment : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done
+
LDA !PROGRESSIVE_SHIELD : AND.b #$C0 : BNE + ; No Shield
LDA.b #$04 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
+ : CMP.b #$40 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
+ : CMP.b #$00 : BNE + ; No Shield
LDA.b #$04 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$06 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
LDA.b #$06 : STA $02D8 : JMP .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT +
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$23 : STA $02D8 : JMP .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA $7EF354 : BNE + ; No Lift
LDA GloveEquipment : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$1C : STA $02D8 : JMP .done
++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
LDA $7EF340 : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : JMP .done
+ ; Any Bow
LDA.b #$3B : STA $02D8 : JMP .done
++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
LDA.l !INVENTORY_SWAP_2 : ORA #$20 : STA.l !INVENTORY_SWAP_2
LDA.l BowTracking : ORA #$20 : STA.l BowTracking
BRA --
; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest)
; JSL ChestItemServiceRequest
@@ -549,7 +534,7 @@ AddReceivedItemExpanded:
LDA #$FF : STA !LOCK_IN ; clear lock-in
JMP .done
++ : CMP.b #$B6 : BNE ++ ; Progressive Bombs
LDA !WEAPON_LEVEL
LDA SpecialWeaponLevel
CMP.b #$00 : BNE + ; have no Bombs
LDA.b #$B1 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; have L-1 Bombs
@@ -561,7 +546,7 @@ AddReceivedItemExpanded:
+ ; Everything Else
LDA.b #$B5 : STA $02D8 : JMP .done
++ : CMP.b #$BC : BNE ++ ; Progressive Cane
LDA !WEAPON_LEVEL
LDA SpecialWeaponLevel
CMP.b #$00 : BNE + ; have no Cane
LDA.b #$B7 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; have L-1 Cane
@@ -906,7 +891,7 @@ AddReceivedItemExpanded:
;0x1A - Ganon's Tower
.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
; sewers and castle get 2 bits active so that they can share their items elegantly
; sewers and castle get 2 bits active so that they can share their items elegantly
dw $C000, $C000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
@@ -990,29 +975,29 @@ Link_ReceiveItemAlternatesExpanded:
RTL
;--------------------------------------------------------------------------------
;DrawHUDSilverArrows:
; LDA $7EF340 : AND.w #$00FF : BNE +
; LDA !INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; LDA BowEquipment : AND.w #$00FF : BNE +
; LDA BowTracking : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; +
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
;Return $7EF340 but also draw silver arrows if you have the upgrade even if you don't have the bow
;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
JSL.l DrawHUDArrows
LDA $7EF340
LDA BowEquipment
RTL
.normal
LDA $7EF340 : BNE +
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BEQ ++
JSL.l DrawHUDArrows
++
LDA $7EF340
LDA BowEquipment
+
RTL
;--------------------------------------------------------------------------------
@@ -1020,9 +1005,9 @@ DrawHUDArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
LDA $7EF377 : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA $7EF340 : BNE +
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BNE .silver
LDA CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BNE .silver
BRA .wooden
+ CMP.b #03 : !BGE .silver
@@ -1046,7 +1031,6 @@ RTL
LDA.b #$24 : STA $7EC723
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM = "$7EF450"
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
@@ -1084,7 +1068,7 @@ RTL
;--------------------------------------------------------------------------------
CheckSingleItem:
LSR #3 : TAX
LDA.l !RNG_ITEM, X : STA !SINGLE_INDEX_BITMASK_TEMP ; load value to temporary
LDA.l RNGItem, X : STA !SINGLE_INDEX_BITMASK_TEMP ; load value to temporary
PHX
LDA !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA !SINGLE_INDEX_BITMASK_TEMP
@@ -1102,7 +1086,7 @@ MarkRNGItemSingle:
;STA !SINGLE_INDEX_TEMP
LSR #3 : STA !SINGLE_INDEX_OFFSET_TEMP : TAX
LDA.l !RNG_ITEM, X
LDA.l RNGItem, X
STA.l !SINGLE_INDEX_BITMASK_TEMP
LDA.l !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA.b #01
@@ -1117,7 +1101,7 @@ MarkRNGItemSingle:
LDA.l !SINGLE_INDEX_OFFSET_TEMP : TAX
PLA
ORA.l !SINGLE_INDEX_BITMASK_TEMP
STA.l !RNG_ITEM, X
STA.l RNGItem, X
RTS
;--------------------------------------------------------------------------------
GetRNGItemMulti:
@@ -1142,7 +1126,7 @@ IncrementItemCounters:
.match
PHX
TXA : LSR #2 : TAX
LDA !ITEM_LIMIT_COUNTS, X : INC : STA !ITEM_LIMIT_COUNTS, X
LDA ItemLimitCounts, X : INC : STA ItemLimitCounts, X
PLX
BEQ .exit
.noMatch
@@ -1162,7 +1146,7 @@ AttemptItemSubstitution:
.match
PHX
TXA : LSR #2 : TAX
LDA !ITEM_LIMIT_COUNTS, X
LDA ItemLimitCounts, X
PLX
CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA 1,s
@@ -1178,10 +1162,10 @@ RTS
CountBottles:
PHX
LDX.b #$00
LDA $7EF35C : BEQ ++ : INX
++ : LDA $7EF35D : BEQ ++ : INX
++ : LDA $7EF35E : BEQ ++ : INX
++ : LDA $7EF35F : BEQ ++ : INX
LDA BottleContentsOne : BEQ ++ : INX
++ : LDA BottleContentsTwo : BEQ ++ : INX
++ : LDA BottleContentsThree : BEQ ++ : INX
++ : LDA BottleContentsFour : BEQ ++ : INX
++
TXA
PLX
@@ -1194,6 +1178,7 @@ JML.l StatsFinalPrep
;--------------------------------------------------------------------------------
ChestPrep:
LDA.b #$01 : STA $02E9
JSL.l IncrementChestCounter
LDA.l ServerRequestMode : BEQ +
JSL.l ChestItemServiceRequest
RTL
@@ -1218,3 +1203,50 @@ UpdateInventoryLocationExpanded:
JSL ItemDowngradeFix
RTL
}
;--------------------------------------------------------------------------------
; Set a flag in SRAM if we pick up a compass in its own dungeon with HUD compass
; counts on
MaybeFlagCompassTotalPickup:
LDA CompassMode : BEQ .done
LDA $040C : CMP #$FF : BEQ .done
LSR : STA $04 : LDA #$0F : !SUB $04 ; Compute flag "index"
CPY #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
STA $04
TYA : AND #$0F : CMP $04 : BNE .done ; Check if compass is for this dungeon
.setFlag
CMP #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
.done
RTL
;--------------------------------------------------------------------------------
; Set the compass count display flag if we're entering a dungeon and alerady have
; that compass
MaybeFlagCompassTotalEntrance:
LDX $040C : CPX #$FF : BEQ .done ; Skip if we're not entering dungeon
LDA CompassMode : BEQ .done ; Skip if we're not showing compass counts
CMP.w #$0002 : BEQ .countShown
LDA CompassField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have compass
.countShown
SEP #$20
TXA : LSR : STA.b $04 : LDA.b #$0F : !SUB $04 ; Compute flag "index"
CMP #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
REP #$20
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
REP #$20
.done
RTL
;--------------------------------------------------------------------------------