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

@@ -21,7 +21,7 @@ macro LoadDialogAddress(address)
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI.b ($00)
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set flag
@@ -44,7 +44,7 @@ endmacro
macro CopyDialogIndirect()
REP #$20 : LDA.l DialogOffsetPointer : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
?loop:
LDA.b [$00], Y ; load the next character from the pointer
LDA.b [Scrap00], Y ; load the next character from the pointer
STA.l DialogBuffer, X ; write to the buffer
INX : INY
CMP.b #$7F : BNE ?loop
@@ -149,7 +149,7 @@ FreeDungeonItemNotice:
.self_notice
SEP #$20
%CopyDialog(Notice_Self)
JMP.w .done
JMP .done
+
SEP #$20
LDA.w ScratchBufferNV+1
@@ -228,7 +228,7 @@ RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL.l Attract_DecompressStoryGfx ; what we wrote over
JSL Attract_DecompressStoryGfx ; what we wrote over
STZ.w MessageCursor
RTL
;--------------------------------------------------------------------------------
@@ -251,7 +251,7 @@ DialogFairyThrow:
ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
.noInventory
LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
LDA.w SpriteActivity, X : !ADD.b #$08 : STA.w SpriteActivity, X
LDA.b #$51
LDY.b #$01
RTL
@@ -261,14 +261,14 @@ RTL
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL.l CheckGanonVulnerability
JSL CheckGanonVulnerability
REP #$20
LDA.w #$018C
BCC +
LDA.w #$016D
+ STA.w TextID
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
JSL Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
; #$0192 - no bow
@@ -280,7 +280,7 @@ RTL
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability
JSL CheckGanonVulnerability
REP #$20
BCS +
@@ -304,7 +304,7 @@ DialogGanon2:
++
STA.w TextID
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
JSL Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
@@ -366,7 +366,7 @@ DialogBombShopGuy:
+
TYA
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
JSL Sprite_ShowMessageUnconditional
RTL
;---------------------------------------------------------------------------------------------------
@@ -382,7 +382,7 @@ AgahnimAsksAboutPed:
STA.w TextID
.vanilla
JML $85FA8E ; Sprite_ShowMessageMinimal
JML Sprite_ShowMessageMinimal
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
@@ -474,7 +474,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PHY
@@ -531,7 +531,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PLA : XBA : PLA