Applied labels and byte designators
This commit is contained in:
98
events.asm
98
events.asm
@@ -5,20 +5,20 @@ OnPrepFileSelect:
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+
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PHA : PHX
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REP #$10
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JSL.l LoadAlphabetTilemap
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JSL.l LoadFullItemTiles
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JSL LoadAlphabetTilemap
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JSL LoadFullItemTiles
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SEP #$10
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PLX : PLA
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RTL
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;--------------------------------------------------------------------------------
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OnDrawHud:
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JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
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JSL.l NewDrawHud
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JSL.l DrHudOverride
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JSL.l SwapSpriteIfNecessary
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JSL.l CuccoStorm
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JSL.l PollService
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JML.l ReturnFromOnDrawHud
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JSL DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
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JSL NewDrawHud
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JSL DrHudOverride
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JSL SwapSpriteIfNecessary
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JSL CuccoStorm
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JSL PollService
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JML ReturnFromOnDrawHud
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;--------------------------------------------------------------------------------
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OnDungeonEntrance:
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STA.l PegColor ; thing we wrote over
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@@ -27,35 +27,35 @@ OnDungeonEntrance:
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RTL
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;--------------------------------------------------------------------------------
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OnDungeonBossExit:
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JSL.l StatTransitionCounter
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JSL StatTransitionCounter
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RTL
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;--------------------------------------------------------------------------------
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OnPlayerDead:
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PHA
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JSL.l SetDeathWorldChecked
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JSL.l SetSilverBowMode
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JSL.l RefreshRainAmmo
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JSL SetDeathWorldChecked
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JSL SetSilverBowMode
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JSL RefreshRainAmmo
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PLA
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RTL
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;--------------------------------------------------------------------------------
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OnDungeonExit:
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PHA : PHP
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SEP #$20 ; set 8-bit accumulator
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JSL.l SQEGFix
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JSL SQEGFix
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PLP : PLA
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STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
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PHA : PHP
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INC.w UpdateHUDFlag
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JSL.l HUD_RebuildLong
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JSL.l FloodGateResetInner
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JSL.l SetSilverBowMode
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JSL HUD_RebuildLong
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JSL FloodGateResetInner
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JSL SetSilverBowMode
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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OnQuit:
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JSL.l SQEGFix
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JSL SQEGFix
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LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
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LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over
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RTL
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@@ -68,9 +68,9 @@ OnUncleItemGet:
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BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
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BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
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LDA UncleItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
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LDA.l UncleItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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PLA
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JSL.l Link_ReceiveItem
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JSL Link_ReceiveItem
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LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
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LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
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@@ -104,13 +104,13 @@ OnAga1Defeated:
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RTL
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;--------------------------------------------------------------------------------
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OnAga2Defeated:
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JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
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JSL Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
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LDA.b #$01 : STA.l Aga2Duck
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LDA.w DungeonID : CMP.b #$1A : BNE +
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LDA.l DungeonsCompleted : ORA.b #$04 : STA.l DungeonsCompleted
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+
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LDA.b #$FF : STA.w DungeonID
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JML.l IncrementAgahnim2Sword
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JML IncrementAgahnim2Sword
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;--------------------------------------------------------------------------------
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OnFileCreation:
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PHB
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@@ -135,37 +135,37 @@ OnFileCreation:
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; Set validity value and do some cleanup. Jump to checksum done.
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LDA.w #$55AA : STA.l FileValiditySRAM
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JSL.l WriteSaveChecksumAndBackup
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JSL WriteSaveChecksumAndBackup
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STZ.b Scrap00
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STZ.b Scrap01
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JML.l InitializeSaveFile_checksum_done
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JML InitializeSaveFile_checksum_done
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;--------------------------------------------------------------------------------
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OnFileLoad:
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REP #$10 ; set 16 bit index registers
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JSL.l EnableForceBlank ; what we wrote over
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JSL EnableForceBlank ; what we wrote over
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REP #$20 : LDA.l TotalItemCount : STA.l MultiClientFlagsWRAM+1 : SEP #$20
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LDA MultiClientFlagsROM : STA.l MultiClientFlagsWRAM
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LDA.l MultiClientFlagsROM : STA.l MultiClientFlagsWRAM
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LDA.b #$07 : STA.w BG34NBA ; Restore screen 3 to normal tile area
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LDA.l FileMarker : BNE +
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JSL.l OnNewFile
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JSL OnNewFile
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LDA.b #$FF : STA.l FileMarker
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+
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LDA.w DeathReloadFlag : BNE + ; don't adjust the worlds for "continue" or "save-continue"
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LDA.l MosaicLevel : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
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JSL.l DoWorldFix
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JSL DoWorldFix
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+
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JSL.l MasterSwordFollowerClear
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JSL MasterSwordFollowerClear
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LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
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LDA.l GenericKeys : BEQ +
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LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
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+
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JSL.l SetSilverBowMode
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JSL.l RefreshRainAmmo
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JSL.l SetEscapeAssist
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JSL SetSilverBowMode
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JSL RefreshRainAmmo
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JSL SetEscapeAssist
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LDA.l IsEncrypted : CMP.b #01 : BNE +
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JSL LoadStaticDecryptionKey
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@@ -196,19 +196,19 @@ RTL
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;--------------------------------------------------------------------------------
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OnInitFileSelect:
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LDA.b #$51 : STA.w $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
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JSL.l EnableForceBlank
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JSL EnableForceBlank
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamaged:
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JSL.l IncrementDamageTakenCounter_Arb
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JML.l OHKOTimer
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JSL IncrementDamageTakenCounter_Arb
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JML OHKOTimer
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;--------------------------------------------------------------------------------
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;OnEnterWater:
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; JSL.l UnequipCapeQuiet ; what we wrote over
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; JSL UnequipCapeQuiet ; what we wrote over
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;RTL
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;--------------------------------------------------------------------------------
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OnLinkDamagedFromPit:
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JSL.l OHKOTimer
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JSL OHKOTimer
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LDA.l AllowAccidentalMajorGlitch
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BEQ ++
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@@ -222,11 +222,11 @@ OnLinkDamagedFromPit:
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamagedFromPitOutdoors:
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JML.l OHKOTimer ; make sure this is last
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JML OHKOTimer ; make sure this is last
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;--------------------------------------------------------------------------------
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OnOWTransition:
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JSL.l FloodGateReset
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JSL.l StatTransitionCounter
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JSL FloodGateReset
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JSL StatTransitionCounter
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PHP
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
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@@ -261,25 +261,25 @@ PostItemAnimation:
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LDA.b #$00 : STA.l BusyItem ; mark item as finished
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LDA.l TextBoxDefer : BEQ +
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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JSL.l Main_ShowTextMessage_Alt
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JSL Main_ShowTextMessage_Alt
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LDA.b #$00 : STA.l TextBoxDefer
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+
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LDA $1B : BEQ +
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REP #$20 : LDA $A0 : STA !MULTIWORLD_ROOMID : SEP #$20
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LDA $0403 : STA !MULTIWORLD_ROOMDATA
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LDA.b IndoorsFlag : BEQ +
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REP #$20 : LDA.b RoomIndex : STA.l !MULTIWORLD_ROOMID : SEP #$20
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LDA.w RoomItemsTaken : STA.l !MULTIWORLD_ROOMDATA
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+
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LDA !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
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STZ $02E9
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LDA #$00 : STA !MULTIWORLD_ITEM_PLAYER_ID
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
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STZ.w ItemReceiptMethod
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LDA.b #$00 : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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PLB
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JML.l Ancilla_ReceiveItem_objectFinished
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JML Ancilla_ReceiveItem_objectFinished
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+
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LDA.w ItemReceiptMethod : CMP.b #$01 : BNE +
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LDA.b LinkDirection : BEQ +
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JSL.l IncrementChestTurnCounter
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JSL IncrementChestTurnCounter
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+
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REP #$20
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PEA.w $7E00
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