Applied labels and byte designators

This commit is contained in:
codemann8
2024-04-05 20:50:04 -05:00
committed by aerinon
parent 2e2b493240
commit a70251d2b2
114 changed files with 2786 additions and 2970 deletions

View File

@@ -4,22 +4,22 @@
LoadLibraryItemGFX:
LDA.l LibraryItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID, X
JSL.l PrepDynamicTile_loot_resolved
JSL PrepDynamicTile_loot_resolved
RTL
;--------------------------------------------------------------------------------
DrawLibraryItemGFX:
PHA
LDA.w SpriteID, X
JSL.l DrawDynamicTile
JSL DrawDynamicTile
PLA
RTL
;--------------------------------------------------------------------------------
SetLibraryItem:
LDY.w SpriteID, X
JSL.l ItemSet_Library ; contains thing we wrote over
JSL ItemSet_Library ; contains thing we wrote over
RTL
;--------------------------------------------------------------------------------
@@ -31,13 +31,13 @@ LoadBonkItemGFX:
LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over
LoadBonkItemGFX_inner:
LDA.b #$00 : STA.l RedrawFlag
JSR LoadBonkItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSR LoadBonkItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSR LoadBonkItem
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
STA.w SpriteItemType, X
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w $0E80, X
STA.w SpriteID, X
JSL.l PrepDynamicTile
JSL PrepDynamicTile
PHA : PHX
LDA.w SpriteID,X : TAX
LDA.l SpriteProperties_standing_width,X : BNE +
@@ -49,37 +49,37 @@ RTL
DrawBonkItemGFX:
PHA
LDA.l RedrawFlag : BEQ .skipInit
JSL.l LoadBonkItemGFX_inner
JSL LoadBonkItemGFX_inner
BRA .done ; don't draw on the init frame
.skipInit
LDA.w SpriteID,X
JSL.l DrawDynamicTileNoShadow
JSL DrawDynamicTileNoShadow
.done
PLA
RTL
;--------------------------------------------------------------------------------
GiveBonkItem:
JSR LoadBonkItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
JSR LoadBonkItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSR LoadBonkItem
JSR.w AbsorbKeyCheck : BCC .notKey
JSR AbsorbKeyCheck : BCC .notKey
.key
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
LDA.b #$2F : JSL Sound_SetSfx3PanLong
INC.w UpdateHUDFlag
RTL
.notKey
PHY : TAY : JSL.l Link_ReceiveItem : PLY
PHY : TAY : JSL Link_ReceiveItem : PLY
RTL
;--------------------------------------------------------------------------------
LoadBonkItem:
LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #115 : BNE + ; Desert Bonk Key
CMP.b #$73 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert
BRA ++
+ : CMP.b #140 : BNE + ; GTower Bonk Key
+ : CMP.b #$8C : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower
BRA ++
+
@@ -88,11 +88,11 @@ LoadBonkItem:
RTS
;--------------------------------------------------------------------------------
LoadBonkItem_Player:
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #$73 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert_Player
BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
+ : CMP.b #$8C : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower_Player
BRA ++
+