Add toggle of bugnet-on-B
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@@ -84,6 +84,11 @@ RTL
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STA.l FluteEquipment ; store set item
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LDA.b #$20 : STA.w SFX3 ; menu select sound
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BRA .captured
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+ CMP.b #$0E : BNE + ; bugnet
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LDA.l SpecialWeapons : CMP.b #$08 : BNE .error
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LDA.l InventoryTracking+1 : EOR.b #$80 : STA.l InventoryTracking+1
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LDA.b #$20 : STA.w SFX3 ; menu select sound
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BRA .captured
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+
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CMP.b #$10 : BNE .error : JSL.l ProcessBottleMenu : BRA .captured : +
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CLC
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@@ -392,6 +397,8 @@ AddYMarker:
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LDA.l InventoryTracking : BIT.w #$04 : BEQ .drawNormal ; make sure we have shovel
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AND.w #$03 : BNE .drawYBubble ; make sure we have one of the flutes
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BRA .drawNormal
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+ CMP.w #$000E : BNE + ; bugnet
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LDA.l SpecialWeapons : AND.w #$00FF : CMP.w #$0008 : BEQ .drawYBubble : BRA .drawNormal
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+ CMP.w #$10 : BEQ .drawJarMarker
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.drawNormal
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@@ -466,7 +466,7 @@ CheckDetonateBomb:
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.next_ancilla
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DEX
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BPL .check_ancilla
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BRA .done
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JMP .done
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.not_bomb_mode
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LDA.l SpecialWeapons : CMP.b #$06 : BEQ .release_bee
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CMP.b #$07 : BEQ .hammer
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@@ -480,6 +480,7 @@ CheckDetonateBomb:
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RTL
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.net
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LDA.l BugNetEquipment : BEQ .done
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LDA.l InventoryTracking+1 : BIT.b #$80 : BNE .done
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LDA.b $3A : ORA.b #$40 : STA.b $3A
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LDA.b #$07 : STA.w $0304
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JSL Link_UseBugNetLong
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6
sram.asm
6
sram.asm
@@ -172,12 +172,12 @@ CurrentGenericKeys: skip 1 ; Generic small keys
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;================================================================================
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; Tracking & Indicators ($7EF38C - $7EF3F0)
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;--------------------------------------------------------------------------------
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InventoryTracking: skip 2 ; - - - - - - o q b r m p n s k f (bitfield)
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InventoryTracking: skip 2 ; 2 - - - - - o q b r m p n s k f (bitfield)
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; b = Blue Boomerang | r = Red Boomerang | m = Mushroom Current
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; p = Magic Powder | n = Mushroom Past | s = Shovel
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; k = Inactive Flute | f = Active Flute | o = Any bomb acquired
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; q = Quickswap locked
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BowTracking: skip 1 ; b s p f - - - - - - - - - - - - (bitfield)
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; q = Quickswap locked | 2 = Item on B
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BowTracking: skip 1 ; b s p f - - - - (bitfield)
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; b = Any Bow | s = Silver Arrows Upgrade | p = Second Progressive Bow
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; f = First progressive bow
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; The front end writes two distinct progressive bow items. p
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