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

@@ -12,9 +12,9 @@ ProcessMenuButtons:
.sel_unheld
LDA.l HudFlag : AND.b #$60 : BEQ +
LDA.b #$00 : STA.l HudFlag
JSL.l MaybePlaySelectSFX
JSL MaybePlaySelectSFX
+
JSL.l ResetEquipment
JSL ResetEquipment
+
.sel_held
CLC ; no buttons
@@ -27,8 +27,8 @@ RTL
LDA.b #$60
.store_flag
STA.l HudFlag
JSL.l MaybePlaySelectSFX
JSL.l ResetEquipment
JSL MaybePlaySelectSFX
JSL ResetEquipment
RTL
.y_pressed ; Note: used as entry point by quickswap code. Must preserve X.
LDA.b #$10 : STA.w MenuBlink
@@ -49,10 +49,10 @@ RTL
PLX
LDA.l SilverArrowsUseRestriction : BEQ ++
LDA.b RoomIndex : ORA.b RoomIndex+1 : BEQ ++ ; not in ganon's room in restricted mode
LDA.l BowEquipment : CMP.b #$03 : !BLT .errorJump : !SUB #$02 : STA.l BowEquipment
LDA.l BowEquipment : CMP.b #$03 : !BLT .errorJump : !SUB.b #$02 : STA.l BowEquipment
BRA .errorJump2
++
LDA.l BowEquipment : !SUB #$01 : EOR.b #$02 : !ADD #$01 : STA.l BowEquipment ; swap bows
LDA.l BowEquipment : !SUB.b #$01 : EOR.b #$02 : !ADD.b #$01 : STA.l BowEquipment ; swap bows
LDA.b #$20 : STA.w SFX3 ; menu select sound
JMP .captured
+ BRA +
@@ -85,7 +85,7 @@ RTL
LDA.b #$20 : STA.w SFX3 ; menu select sound
BRA .captured
+
CMP.b #$10 : BNE .error : JSL.l ProcessBottleMenu : BRA .captured : +
CMP.b #$10 : BNE .error : JSL ProcessBottleMenu : BRA .captured : +
CLC
RTL
.midShovel
@@ -153,14 +153,14 @@ AddInventory:
TYA : AND.w #$00FF : ASL : TAX
SEP #$20
LDA.w InventoryTable_properties,X : BIT.b #$01 : BEQ .done
JSR.w ShopCheck : BCS .done
JSR ShopCheck : BCS .done
.countDungeonChecks
JSR.w DungeonIncrement : BCS .done
JSR DungeonIncrement : BCS .done
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .totalCount
JSR.w IncrementByOne
JSR.w StampItem
JSR IncrementByOne
JSR StampItem
SEP #$20
JSR.w IncrementYAItems
JSR IncrementYAItems
.totalCount
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
REP #$30
@@ -197,11 +197,11 @@ ShopCheck:
CMP.w #284 : BEQ .nocount ; bomb shop
CMP.w #265 : BEQ .nocount ; potion shop - powder is flagged as "ShopEnableCount" in CollectPowder
; these room contain pots so you must check the quadrant as well for pottery lottery
CMP.w #287 : BNE + : LDA.b $A9 : CMP.w #$0201 : BEQ .nocount ; kakariko shop
CMP.w #287 : BNE + : LDA.b LinkQuadrantH : CMP.w #$0201 : BEQ .nocount ; kakariko shop
LDA.b RoomIndex
+ CMP.w #255 : BNE + : LDA.b $A9 : BEQ .nocount ; light world death mountain shop
+ CMP.w #255 : BNE + : LDA.b LinkQuadrantH : BEQ .nocount ; light world death mountain shop
LDA.b RoomIndex
+ CMP.w #276 : BNE + : LDA.b $A9 : CMP.w #$0200 : BEQ .nocount ; waterfall fairy
+ CMP.w #276 : BNE + : LDA.b LinkQuadrantH : CMP.w #$0200 : BEQ .nocount ; waterfall fairy
LDA.b RoomIndex
+ CMP.w #277 : BEQ .nocount ; upgrade fairy (shop)
CMP.w #278 : BEQ .nocount ; pyramid fairy
@@ -220,7 +220,7 @@ DungeonIncrement:
REP #$10
PHX
LDA.w InventoryTable_properties,X : BIT.b #$40 : BEQ +
JSL.l CountChestKeyLong
JSL CountChestKeyLong
+
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
SEP #$10
@@ -269,7 +269,7 @@ IncrementYAItems:
BIT.b #$20 : BNE .bow_check
BIT.b #$04 : BEQ .not_y
.y_item
LDA.l YAItemCounter : !ADD #$08 : STA.l YAItemCounter
LDA.l YAItemCounter : !ADD.b #$08 : STA.l YAItemCounter
BRA .done
.not_y
BIT.b #$08 : BEQ .done
@@ -310,7 +310,7 @@ IncrementBossSword:
BRA .none
+
ASL : TAX
JMP.w (.vectors,X)
JMP (.vectors,X)
.vectors
dw .none
@@ -359,7 +359,7 @@ IncrementFinalSword:
BRA IncrementBossSword_none
+
ASL : TAX
JMP.w (IncrementBossSword_vectors,X)
JMP (IncrementBossSword_vectors,X)
.done
SEP #$20
PLX
@@ -373,9 +373,9 @@ Link_ReceiveItem_HUDRefresh:
LDA.b #$01 : STA.l BombsEquipment ; increase actual bomb count
+
JSL.l HUD_RefreshIconLong ; thing we wrote over
JSL HUD_RefreshIconLong ; thing we wrote over
INC.w UpdateHUDFlag
JSL.l PostItemGet
JSL PostItemGet
RTL
;--------------------------------------------------------------------------------
@@ -388,7 +388,7 @@ HandleBombAbsorbtion:
LDA.l BombCapacity : BEQ + ; skip if we can't have bombs
LDA.b #$04 : STA.w ItemCursor ; set selected item to bombs
LDA.b #$01 : STA.w CurrentYItem ; set selected item to bombs
JSL.l HUD_RebuildLong
JSL HUD_RebuildLong
INC.w UpdateHUDFlag
+
RTL
@@ -462,6 +462,8 @@ UpgradeFlute:
LDA.l InventoryTracking : AND.b #$FC : ORA.b #$01 : STA.l InventoryTracking ; switch to the working flute
LDA.b #$03 : STA.l FluteEquipment ; upgrade primary inventory
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; FluteCallForDuck:
;--------------------------------------------------------------------------------
@@ -533,9 +535,9 @@ RTL
ClearOWKeys:
PHA
JSL.l TurtleRockEntranceFix
JSL.l FakeWorldFix
JSL.l FixBunnyOnExitToLightWorld
JSL TurtleRockEntranceFix
JSL FakeWorldFix
JSL FixBunnyOnExitToLightWorld
LDA.l GenericKeys : BEQ +
PLA : LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys
RTL
@@ -558,17 +560,17 @@ RTL
; LoadPowder:
;--------------------------------------------------------------------------------
LoadPowder:
PHX
JSL.l Sprite_SpawnDynamically ; thing we wrote over
LDA.l WitchItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
PHX
JSL Sprite_SpawnDynamically ; thing we wrote over
LDA.l WitchItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues)
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID, Y
STA.l PowderFlag
TYX
JSL.l PrepDynamicTile_loot_resolved
PLX
TYX
JSL PrepDynamicTile_loot_resolved
PLX
RTL
;--------------------------------------------------------------------------------
@@ -591,16 +593,16 @@ RTL
DrawPowder:
LDA.w ItemReceiptPose : BNE .defer ; defer if link is buying a potion
LDA.l RedrawFlag : BEQ +
LDA.l WitchItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA $0DA0, X ; Retrieve stored item type
JSL.l PrepDynamicTile_loot_resolved
LDA.l WitchItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.w $0DA0, X ; Retrieve stored item type
JSL PrepDynamicTile_loot_resolved
LDA.b #$00 : STA.l RedrawFlag ; reset redraw flag
BRA .defer
+
; this fights with the shopkeep code, so had to move the powder draw there when potion shop is custom
LDA.l ShopType : CMP.b #$FF : BNE .defer
LDA.w SpriteID, X ; Retrieve stored item type
JSL.l DrawDynamicTile
JSL DrawDynamicTile
.defer
RTL
;--------------------------------------------------------------------------------
@@ -618,12 +620,12 @@ LoadMushroom:
LDA.b LinkState : CMP.b #$14 : BEQ .skip ; skip if we're mid-mirror
LDA.b #$00 : STA.l RedrawFlag
LDA.l MushroomItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.l MushroomItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
%GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues)
JSL.l AttemptItemSubstitution
JSR.w ResolveLootID
JSL AttemptItemSubstitution
JSR ResolveLootID
STA.w SpriteID,X
JSL.l PrepDynamicTile
JSL PrepDynamicTile
.skip
PLA
@@ -636,12 +638,12 @@ RTL
DrawMushroom:
PHA : PHY
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l LoadMushroom_justGFX
JSL LoadMushroom_justGFX
BRA .done ; don't draw on the init frame
.skipInit
LDA.w SpriteID, X ; Retrieve stored item type
JSL.l DrawDynamicTile
JSL DrawDynamicTile
.done
PLY : PLA
@@ -657,13 +659,13 @@ CollectPowder:
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+ PHA
LDA WitchItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
LDA.l WitchItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.b #$01 : STA.l ShopEnableCount
PLA
STZ.w ItemReceiptMethod ; item from NPC
JSL.l Link_ReceiveItem
JSL Link_ReceiveItem
PHA : LDA.b #$00 : STA.l ShopEnableCount : STA.l PowderFlag : PLA
JSL.l ItemSet_Powder
JSL ItemSet_Powder
RTL
;--------------------------------------------------------------------------------
@@ -810,18 +812,18 @@ RTL
; A = item id being collected
ItemGetAlternateSFX:
PEA.w $C567 ; SNES to RTS to in bank 08
LDA.w $0C5E,X : CMP.b #$4A : BNE +
LDA.w AncillaGet,X : CMP.b #$4A : BNE +
; collecting pre-activated flute
LDA.b #$13 : JML $088007
LDA.b #$13 : JML Ancilla_SFX2_Near
+ ; normal itemget sfx
LDA.b #$0F : JML $08800E ; what we wrote over
LDA.b #$0F : JML Ancilla_SFX3_Near ; what we wrote over
; A = item id being collected
ItemGetOverworldAlternateSFX:
CMP.b #$4A : BNE +
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$13 : STA.w $012E
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$13 : STA.w SFX2
RTL
+ ; normal itemget sfx
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$0F : STA.w $012F ; what we wrote over
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$0F : STA.w SFX3 ; what we wrote over
RTL
;--------------------------------------------------------------------------------