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

@@ -3,39 +3,37 @@
;--------------------------------------------------------------------------------
HeartPieceGet:
PHX : PHY
JSL.l LoadHeartPieceRoomValue
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
TAY
JSL.l MaybeMarkDigSpotCollected
.skipLoad
JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .not_heart
LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter
.not_heart
JSL.l $8791B3 ; Player_HaltDashAttackLong
STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
JSL.l Link_ReceiveItem
JSL MaybeUnlockTabletAnimation
JSL LoadHeartPieceRoomValue
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
JSL MaybeMarkDigSpotCollected
JSL Player_HaltDashAttackLong
JSL Link_ReceiveItem
PLY : PLX
RTL
;--------------------------------------------------------------------------------
HeartContainerGet:
PHX : PHY
JSL.l IncrementBossSword
LDY.w SpriteID, X : BNE +
JSL.l LoadHeartContainerRoomValue : TAY
+
BRA HeartPieceGet_skipLoad
JSL IncrementBossSword
JSL LoadHeartContainerRoomValue : TAY
;--------------------------------------------------------------------------------
DrawHeartPieceGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC .offscreen
PHA : PHY
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l HeartPieceSpritePrep
JMP .done ; don't draw on the init frame
.skipInit
LDA.w SpriteID, X ; Retrieve stored item type
@@ -46,30 +44,32 @@ DrawHeartPieceGFX:
PLX
LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
PLA
JSL.l DrawDynamicTile
LDA.b Scrap00
CLC : ADC.b #$04
STA.b Scrap00
JSL.l Sprite_DrawShadowLong
BRA .done
+
PLX
PLA
JSL.l DrawDynamicTile
JSL.l Sprite_DrawShadowLong
.done
PLY : PLA
.offscreen
PLP
JSL Sprite_IsOnscreen : BCC .offscreen
JSL HeartPieceSpritePrep
JSL DrawDynamicTile
JSL Sprite_DrawShadowLong
JSL DrawDynamicTile
JSL Sprite_DrawShadowLong
RTL
;--------------------------------------------------------------------------------
DrawHeartContainerGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
JSL Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
PHA : PHY
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l HeartContainerSpritePrep
JSL HeartContainerSpritePrep
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
.skipInit
@@ -80,12 +80,12 @@ DrawHeartContainerGFX:
HeartContainerSound:
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE +
LDA.w ItemReceiptMethod : CMP.b #$03 : BEQ +
JSL.l CheckIfBossRoom : BCC + ; Skip if not in a boss room
LDA.b #$2E
SEC
RTL
+
CLC
JSL CheckIfBossRoom : BCC + ; Skip if not in a boss room
RTL
;--------------------------------------------------------------------------------
NormalItemSkipSound:
@@ -117,11 +117,11 @@ HeartPieceSpritePrep:
LDA.b #$00 : STA.l RedrawFlag
JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSL.l LoadHeartPieceRoomValue
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
STA.w SpriteID, X
JSL.l PrepDynamicTile_loot_resolved
JSL LoadHeartPieceRoomValue
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
JSL PrepDynamicTile_loot_resolved
.skip
PLA
@@ -132,11 +132,11 @@ HeartContainerSpritePrep:
LDA.b #$00 : STA.l RedrawFlag
JSL HeartPieceGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSL.l LoadHeartContainerRoomValue ; load item type
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
STA.w SpriteID, X
JSL.l PrepDynamicTile_loot_resolved
JSL LoadHeartContainerRoomValue ; load item type
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
JSL PrepDynamicTile_loot_resolved
PLA
RTL
@@ -144,23 +144,23 @@ RTL
LoadHeartPieceRoomValue:
LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
.indoors
JSL.l LoadIndoorValue
JMP .done
.outdoors
JSL.l LoadOutdoorValue
.done
JSL LoadIndoorValue
JSL LoadOutdoorValue
RTL
;--------------------------------------------------------------------------------
HPItemReset:
PHA
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
PLA
JSL $89AD58 ; GiveRupeeGift - thing we wrote over
BRA .done
.skip
PLA
.done
PHA : LDA.b #$01 : STA.l RedrawFlag : PLA
JSL GiveRupeeGift ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
MaybeMarkDigSpotCollected:
@@ -397,68 +397,68 @@ RTL
HeartPieceGetPlayer:
{
PHY
LDA $1B : BNE +
LDA.b IndoorsFlag : BNE +
BRL .outdoors
+
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
LDA.b RoomIndex ; these are all decimal because i got them that way
CMP.w #135 : BNE +
LDA StandingKey_Hera_Player
LDA.l StandingKey_Hera_Player
BRL .done
+ CMP.w #200 : BNE +
LDA HeartContainer_ArmosKnights_Player
LDA.l HeartContainer_ArmosKnights_Player
BRL .done
+ CMP.w #51 : BNE +
LDA HeartContainer_Lanmolas_Player
LDA.l HeartContainer_Lanmolas_Player
BRL .done
+ CMP.w #7 : BNE +
LDA HeartContainer_Moldorm_Player
LDA.l HeartContainer_Moldorm_Player
BRL .done
+ CMP.w #90 : BNE +
LDA HeartContainer_HelmasaurKing_Player
LDA.l HeartContainer_HelmasaurKing_Player
BRL .done
+ CMP.w #6 : BNE +
LDA HeartContainer_Arrghus_Player
LDA.l HeartContainer_Arrghus_Player
BRL .done
+ CMP.w #41 : BNE +
LDA HeartContainer_Mothula_Player
LDA.l HeartContainer_Mothula_Player
BRL .done
+ CMP.w #172 : BNE +
LDA HeartContainer_Blind_Player
LDA.l HeartContainer_Blind_Player
BRL .done
+ CMP.w #222 : BNE +
LDA HeartContainer_Kholdstare_Player
LDA.l HeartContainer_Kholdstare_Player
BRL .done
+ CMP.w #144 : BNE +
LDA HeartContainer_Vitreous_Player
LDA.l HeartContainer_Vitreous_Player
BRL .done
+ CMP.w #164 : BNE +
LDA HeartContainer_Trinexx_Player
LDA.l HeartContainer_Trinexx_Player
BRL .done
+ CMP.w #225 : BNE +
LDA HeartPiece_Forest_Thieves_Player
LDA.l HeartPiece_Forest_Thieves_Player
BRL .done
+ CMP.w #226 : BNE +
LDA HeartPiece_Lumberjack_Tree_Player
LDA.l HeartPiece_Lumberjack_Tree_Player
BRL .done
+ CMP.w #234 : BNE +
LDA HeartPiece_Spectacle_Cave_Player
LDA.l HeartPiece_Spectacle_Cave_Player
BRL .done
+ CMP.w #283 : BNE +
LDA $22 : XBA : AND.w #$0001 ; figure out where link is
LDA.b LinkPosX : XBA : AND.w #$0001 ; figure out where link is
BNE ++
LDA HeartPiece_Circle_Bushes_Player
LDA.l HeartPiece_Circle_Bushes_Player
BRL .done
++
LDA HeartPiece_Graveyard_Warp_Player
LDA.l HeartPiece_Graveyard_Warp_Player
BRL .done
+ CMP.w #294 : BNE +
LDA HeartPiece_Mire_Warp_Player
LDA.l HeartPiece_Mire_Warp_Player
BRL .done
+ CMP.w #295 : BNE +
LDA HeartPiece_Smith_Pegs_Player
LDA.l HeartPiece_Smith_Pegs_Player
BRL .done
LDA.w #$0000
BRL .done
@@ -466,50 +466,50 @@ HeartPieceGetPlayer:
.outdoors
PHP
REP #$20 ; set 16-bit accumulator
LDA $8A
LDA.b OverworldIndex
CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
LDA HeartPiece_Spectacle_Player
LDA.b LinkPosX : CMP.w #1890 : !BLT ++
LDA.l HeartPiece_Spectacle_Player
BRL .done
++
LDA EtherItem_Player
LDA.l EtherItem_Player
BRL .done
+ CMP.w #$05 : BNE +
LDA HeartPiece_Mountain_Warp_Player
LDA.l HeartPiece_Mountain_Warp_Player
BRL .done
+ CMP.w #$28 : BNE +
LDA HeartPiece_Maze_Player
LDA.l HeartPiece_Maze_Player
BRL .done
+ CMP.w #$2A : BNE +
LDA HauntedGroveItem_Player
LDA.l HauntedGroveItem_Player
BRL .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
LDA HeartPiece_Desert_Player
LDA.b LinkPosX : CMP.w #512 : !BGE ++
LDA.l HeartPiece_Desert_Player
BRL .done
++
LDA BombosItem_Player
LDA.l BombosItem_Player
BRL .done
+ CMP.w #$35 : BNE +
LDA HeartPiece_Lake_Player
LDA.l HeartPiece_Lake_Player
BRL .done
+ CMP.w #$3B : BNE +
LDA HeartPiece_Swamp_Player
LDA.l HeartPiece_Swamp_Player
BRL .done
+ CMP.w #$42 : BNE +
LDA HeartPiece_Cliffside_Player
LDA.l HeartPiece_Cliffside_Player
BRL .done
+ CMP.w #$4A : BNE +
LDA HeartPiece_Cliffside_Player
LDA.l HeartPiece_Cliffside_Player
BRL .done
+ CMP.w #$5B : BNE +
LDA HeartPiece_Pyramid_Player
LDA.l HeartPiece_Pyramid_Player
BRL .done
+ CMP.w #$68 : BNE +
LDA HeartPiece_Digging_Player
LDA.l HeartPiece_Digging_Player
BRL .done
+ CMP.w #$81 : BNE +
LDA HeartPiece_Zora_Player
LDA.l HeartPiece_Zora_Player
BRL .done
+
LDA.w #$0000