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
This commit is contained in:
aerinon
2021-02-16 13:36:44 -07:00
parent d15dc91db4
commit 9d607b7caa
5 changed files with 26 additions and 4 deletions

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@@ -1,5 +1,6 @@
CheckDarkWorldSanc:
STA $A0 : STA $048E ; what we wrote over
LDA.l InvertedMode : BNE +
LDA.l SancDarkWorldFlag : BEQ +
SEP #$30
LDA $A0 : CMP #$12 : BNE ++

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@@ -170,6 +170,9 @@ JSL CheckDarkWorldSanc : NOP
org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
JSL RainPrevention : NOP #2
org $1edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
JSL StandardAgaDmg
; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
; 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
OnFileLoad:
REP #$10 ; set 16 bit index registers
JSL.l EnableForceBlank ; what we wrote over
REP #$20 : LDA.l $30F010 : STA.l $7EF33E : SEP #$20
LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area

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@@ -8,11 +8,21 @@ DrHudOverride:
HudAdditions:
{
lda.l DRFlags : and #$0008 : beq ++
LDA.w #$28A4 : STA !GOAL_DRAW_ADDRESS
lda $7EF423
jsr HudHexToDec4DigitCopy
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
LDA.l DRFlags : AND #$0100 : BNE +
lda $7EF33E
jsr HudHexToDec4DigitCopy
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
BRA ++
+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12 : STA !GOAL_DRAW_ADDRESS+14
++
LDX $1B : BNE + : RTS : + ; Skip if outdoors

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@@ -142,3 +142,10 @@ RainPrevention:
PLA : LDA #$0008 : RTL
.done PLA : RTL
; A should be how much dmg to do to Aga when leaving this function
StandardAgaDmg:
LDX.b #$00 ; part of what we wrote over
LDA.l $7EF3C6 : AND #$04 : BEQ + ; zelda's not been rescued
LDA.b #$10 ; hurt him!
+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!