Inverted fix - no longer a bunny in DW sanc
Standard fix - can't kill Aga1 before rescuing Zelda Total locations to check set on file load, and displayed in HUD
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@@ -1,5 +1,6 @@
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CheckDarkWorldSanc:
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CheckDarkWorldSanc:
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STA $A0 : STA $048E ; what we wrote over
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STA $A0 : STA $048E ; what we wrote over
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LDA.l InvertedMode : BNE +
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LDA.l SancDarkWorldFlag : BEQ +
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LDA.l SancDarkWorldFlag : BEQ +
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SEP #$30
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SEP #$30
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LDA $A0 : CMP #$12 : BNE ++
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LDA $A0 : CMP #$12 : BNE ++
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@@ -170,6 +170,9 @@ JSL CheckDarkWorldSanc : NOP
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org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
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org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
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JSL RainPrevention : NOP #2
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JSL RainPrevention : NOP #2
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org $1edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
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JSL StandardAgaDmg
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; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
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; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
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; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
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; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
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; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds
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; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds
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@@ -88,6 +88,7 @@ RTL
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OnFileLoad:
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OnFileLoad:
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REP #$10 ; set 16 bit index registers
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REP #$10 ; set 16 bit index registers
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JSL.l EnableForceBlank ; what we wrote over
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JSL.l EnableForceBlank ; what we wrote over
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REP #$20 : LDA.l $30F010 : STA.l $7EF33E : SEP #$20
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LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
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LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
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@@ -8,11 +8,21 @@ DrHudOverride:
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HudAdditions:
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HudAdditions:
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{
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{
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lda.l DRFlags : and #$0008 : beq ++
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lda.l DRFlags : and #$0008 : beq ++
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lda $7EF423
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LDA.w #$28A4 : STA !GOAL_DRAW_ADDRESS
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lda $7EF423
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jsr HudHexToDec4DigitCopy
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jsr HudHexToDec4DigitCopy
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LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
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LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
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LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
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LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
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LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
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LDA.l DRFlags : AND #$0100 : BNE +
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lda $7EF33E
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jsr HudHexToDec4DigitCopy
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LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
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LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
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BRA ++
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+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12 : STA !GOAL_DRAW_ADDRESS+14
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++
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++
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LDX $1B : BNE + : RTS : + ; Skip if outdoors
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LDX $1B : BNE + : RTS : + ; Skip if outdoors
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@@ -142,3 +142,10 @@ RainPrevention:
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PLA : LDA #$0008 : RTL
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PLA : LDA #$0008 : RTL
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.done PLA : RTL
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.done PLA : RTL
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; A should be how much dmg to do to Aga when leaving this function
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StandardAgaDmg:
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LDX.b #$00 ; part of what we wrote over
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LDA.l $7EF3C6 : AND #$04 : BEQ + ; zelda's not been rescued
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LDA.b #$10 ; hurt him!
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+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
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