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

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@@ -2,8 +2,8 @@
; NMI Hook
;--------------------------------------------------------------------------------
; rando already hooks the Bank00.asm : 164 (PHA : PHX : PHY : PHD : PHB) so we have to hook after that
org $0080D0 ; <- D0 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
JML.l NMIHookActionEnemizer
org $0080D5 ; <- D5 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
org $8080D0 ; <- D0 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
JML NMIHookActionEnemizer
org $8080D5 ; <- D5 - Bank00.asm : 164-167 (PHB, LDA.w #$0000)
NMIHookReturnEnemizer:
;--------------------------------------------------------------------------------

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@@ -2,10 +2,10 @@
; Blind door close
;--------------------------------------------------------------------------------
;
org $028849 ; Bank02.asm(1588) - original code : JSL $078000 //Hook on player main when transition are over execute player code
org $828849 ; Bank02.asm(1588) - original code : JSL $078000 //Hook on player main when transition are over execute player code
JSL check_special_action ;using the variable 7E0CF3 if it not 00 then trap the player in that room
;could be changed easily to support more than only 1 function
;--------------------------------------------------------------------------------
org $078000
org $878000
Player_Main:

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@@ -1,6 +1,6 @@
;================================================================================
; Change heart container drop location
;--------------------------------------------------------------------------------
org $05EF62
org $85EF62
JSL change_heartcontainer_position
;--------------------------------------------------------------------------------

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@@ -1,31 +1,9 @@
; ;================================================================================
; ; insert kholdstare & trinexx shell gfx file
; ;--------------------------------------------------------------------------------
; ; pc file address = 0x123000
; org $24B000
; GFX_Kholdstare_Shell:
; incbin shell.gfx
; warnpc $24C001 ; should have written 0x1000 bytes and apparently we need to go 1 past that or it'll yell at us
; org $24C000
; GFX_Trinexx_Shell:
; incbin rocks.gfx
; warnpc $24C801
; GFX_Trinexx_Shell2:
; incbin rocks2.gfx
; warnpc $24C8C1
; ;--------------------------------------------------------------------------------
; ; *$4C290-$4C2D4 LOCAL
; Dungeon_LoadSprites:
; *$4C114-$4C174 LONG
org $9C114
org $89C114
Dungeon_ResetSprites: ; Bank09.asm(822)
; *$4C44E-$4C498 LONG
org $9C44E
org $89C44E
Sprite_ResetAll: ; Bank09.asm(1344)
;--------------------------------------------------------------------------------
@@ -33,13 +11,13 @@ Sprite_ResetAll: ; Bank09.asm(1344)
;================================================================================
; On Room Transition -> Move Sprite depending on the room loaded
;--------------------------------------------------------------------------------
org $028979 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
org $828979 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
JSL boss_move
org $028C16 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
org $828C16 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
JSL boss_move
org $029338 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
org $829338 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
JSL boss_move
org $028256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
org $828256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114
JSL boss_move
;--------------------------------------------------------------------------------
@@ -48,10 +26,10 @@ JSL boss_move
;================================================================================
; Draw kholdstare shell
;--------------------------------------------------------------------------------
org $0DD97F ; jump point
org $8DD97F ; jump point
Kholdstare_Draw:
org $1E9518 ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
org $9E9518 ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
JSL new_kholdstare_code ; Write new gfx in the vram
;--------------------------------------------------------------------------------

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@@ -1,7 +1,7 @@
;================================================================================
; New bush mob randomization
;--------------------------------------------------------------------------------
org $068279
org $868279
NOP #$0A
JSL sprite_bush_spawn
NOP ; we keep the branch

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@@ -1,12 +1,12 @@
org $780CA ; Bank07.asm(179)
org $8780CA ; Bank07.asm(179)
JSL CheckIfLinkShouldDie : NOP : NOP : NOP
;SEC : SBC.b $00 : CMP #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
;SEC : SBC.b Scrap00 : CMP.b #$00 : BEQ .linkIsDead ; Bank07.asm(179) -
org $780D1
org $8780D1
BNE linkNotDead : NOP : NOP ; Bank07.asm(183) - CMP.b #$A8 : BCC .linkNotDead
org $780D5
org $8780D5
linkIsDead:
org $780F7
org $8780F7
linkNotDead:

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@@ -1,17 +1,17 @@
; adjust oam position after drawing eyes
;ED88E
org $1DD88E
org $9DD88E
{
; original: GiantMoldorm_Draw+5lines (sprite_giant_moldorm.asm)
; lda $90 : add.w #$0008 : sta $90
; INC $92 : INC $92
; lda.b $90 : add.w #$0008 : sta.b $90
; INC.b $92 : INC.b $92
JSL Moldorm_UpdateOamPosition
NOP #08
}
; set number of eyes
;org $1DDBB2 ;$0EDBB2
;org $9DDBB2 ;$0EDBB2
;{
; LDX.b #$01
; number of eyes (-1)

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@@ -1,45 +1,45 @@
org $9C50B ; 0x4C50B
org $89C50B ; 0x4C50B
{
; .loadData
; ; $4C50B-
; STA $01 ; 85 01
; STA.b Scrap01 ; 85 01
; ; $4C50D-
; LDY.w #$0000 ; A0 00 00
JSL LoadOverworldSprites
NOP
}
org $9C510 ; 0x4C510
LDA [$00], Y ; replace LDA ($00), Y
org $89C510 ; 0x4C510
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; CMP.b #$FF : BEQ .stopLoading
; INY #2
org $9C518 ; 0x4C518
LDA [$00], Y ; replace LDA ($00), Y
org $89C518 ; 0x4C518
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; DEY #2 : CMP.b #$F4 : BNE .notFallingRocks
; INC $0FFD
; INC.w $0FFD
; INY #3
; BRA .nextSprite
; .notFallingRocks ; Anything other than falling rocks.
org $9C528 ; 0x4C528
LDA [$00], Y ; replace LDA ($00), Y
org $89C528 ; 0x4C528
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; PHA : LSR #4 : ASL #2 :
org $9C531 ; 0x4C531
STA $0A ; STA $02
org $89C531 ; 0x4C531
STA.b Scrap0A ; STA.b $02
; INY
org $9C534 ; 0x4C534
LDA [$00], Y ; replace LDA ($00), Y
org $89C534 ; 0x4C534
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; LSR #4 : CLC
org $9C53B ; 0x4C53B
ADC $0A ; ADC $02
; STA $06
; PLA : ASL #4 : STA $07
org $9C546 ; 0x4C546
LDA [$00], Y ; replace LDA ($00), Y
; AND.b #$0F : ORA $07 : STA $05
org $89C53B ; 0x4C53B
ADC.b Scrap0A ; ADC.b $02
; STA.b $06
; PLA : ASL #4 : STA.b $07
org $89C546 ; 0x4C546
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; AND.b #$0F : ORA.b $07 : STA.b $05
; INY
org $9C54F ; 0x4C54F
LDA [$00], Y ; replace LDA ($00), Y
; LDX $05 : INC A : STA $7FDF80, X
org $89C54F ; 0x4C54F
LDA.b [Scrap00], Y ; replace LDA ($00), Y
; LDX.b Scrap05 : INC A : STA.l $7FDF80, X
; ; $4C558-
; ; Move on to the next sprite / overlord.

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@@ -1,66 +1,66 @@
org $09C29A
org $89C29A
JSL LoadUnderworldSprites : NOP
; these hooks change the LDA.b ($00) commands to use LDA.b [$00] commands
; so we can store the sprites in a different bank
; also needs to change the use of $02 to $03 for slot index to make that possible
org $09C2B2
LDA.b [$00]
org $89C2B2
LDA.b [Scrap00]
org $09C2C1
LDA.b [$00],Y
org $89C2C1
LDA.b [Scrap00],Y
org $09C2CA
INC.b $03 ; change slot variable to $03
org $89C2CA
INC.b Scrap03 ; change slot variable to $03
;org $09C329 standing items overwrote this one
;LDA.b [$00],Y
;LDA.b [Scrap00],Y
org $09C332
LDA.b [$00],Y
org $89C332
LDA.b [Scrap00],Y
org $09C345
DEC.b $03 : LDX.b $03
org $89C345
DEC.b Scrap03 : LDX.b Scrap03
org $09C350
LDA.b [$00],Y
org $89C350
LDA.b [Scrap00],Y
org $09C35A
DEC.b $03
org $89C35A
DEC.b Scrap03
org $09C36E
org $89C36E
JSL GetSpriteSlot16Bit ; depended on high bit being zero, which it isn't anymore
org $09C383
LDX.b $03
org $89C383
LDX.b Scrap03
org $09C38C
LDA.b [$00],Y
org $89C38C
LDA.b [Scrap00],Y
org $09C398
LDA.b [$00],Y
org $89C398
LDA.b [Scrap00],Y
org $09C3AA
LDA.b [$00],Y
org $89C3AA
LDA.b [Scrap00],Y
org $09C3BF
LDA.b [$00],Y
org $89C3BF
LDA.b [Scrap00],Y
org $09C3DF
LDA.b $03
org $89C3DF
LDA.b Scrap03
org $09C3F3
LDA.b [$00],Y
org $89C3F3
LDA.b [Scrap00],Y
org $09C3FB
LDA.b [$00],Y
org $89C3FB
LDA.b [Scrap00],Y
org $09C404
LDA.b [$00],Y
org $89C404
LDA.b [Scrap00],Y
org $09C416
LDA.b [$00],Y
org $89C416
LDA.b [Scrap00],Y