Moving text data back to text table

This commit is contained in:
Kevin Cathcart
2018-04-18 19:08:10 -04:00
parent 1ef88b0515
commit adbbc786f7
5 changed files with 52 additions and 422 deletions

View File

@@ -250,11 +250,6 @@ RTL
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------
DialogBlind:
%LoadDialogAddress(BlindText)
JSL.l Sprite_ShowMessageMinimal
RTL
;--------------------------------------------------------------------------------
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA $7EF35C : ORA $7EF35D : ORA $7EF35E : ORA $7EF35F : BNE .normal
@@ -269,50 +264,26 @@ RTL
LDY.b #$00
RTL
;--------------------------------------------------------------------------------
DialogPyramidFairy:
%LoadDialogAddress(PyramidFairyText)
JSL.l Sprite_ShowMessageUnconditional
RTL
;--------------------------------------------------------------------------------
DialogTriforce:
%LoadDialogAddress(TriforceText)
REP #$20 : LDA.w #$0171 : STA $1CF0 : SEP #$20 ; fix border
JSL.l Main_ShowTextMessage
JSL.l Messaging_Text
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL.l CheckGanonVulnerability : BCS +
%LoadDialogAddress(GanonText1Alternate)
REP #$20 : LDA.w #$018C : STA $1CF0 : SEP #$20
BRA ++
+
%LoadDialogAddress(GanonText1)
REP #$20 : LDA.w #$016D : STA $1CF0 : SEP #$20
++
JSL.l Sprite_ShowMessageMinimal
RTL
;--------------------------------------------------------------------------------
DialogGanon2:
JSL.l CheckGanonVulnerability : BCS +
%LoadDialogAddress(GanonText2Alternate)
REP #$20 : LDA.w #$018D : STA $1CF0 : SEP #$20
BRA ++
+
%LoadDialogAddress(GanonText2)
REP #$20 : LDA.w #$016F : STA $1CF0 : SEP #$20
++
JSL.l Sprite_ShowMessageMinimal
RTL
;--------------------------------------------------------------------------------
DialogPedestal:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JSL Sprite_ShowMessageUnconditional ; Wacky Hylian Text
RTL
+
BIT $F4 : BVC - ; Show normal text if Y is not pressed
%LoadDialogAddress(MSPedestalText)
PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
PHA
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
@@ -327,8 +298,10 @@ RTL
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
%LoadDialogAddress(EtherTabletText)
PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
PLA
LDA.b #$0c
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
.noText
PLA
@@ -348,41 +321,36 @@ RTL
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
%LoadDialogAddress(BombosTabletText)
PLA : JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
PLA
LDA.b #$0D
LDY.b #$01
JSL Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
RTL
.noText
PLA
RTL
;--------------------------------------------------------------------------------
DialogUncle:
;%LoadDialog(UncleQuote,DialogUncleData)
%LoadDialogAddress(UncleText)
JSL Sprite_ShowMessageUnconditional
RTL
;--------------------------------------------------------------------------------
DialogSahasrahla:
LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant
%LoadDialogAddress(SahasrahlaAfterItemText)
LDA.b #$35
LDY.b #$00
JSL.l Sprite_ShowMessageUnconditional
RTL
+
%LoadDialogAddress(SahasrahlaNoPendantText)
JSL.l Sprite_ShowMessageUnconditional
RTL
;--------------------------------------------------------------------------------
DialogAlcoholic:
%LoadDialogAddress(AlcoholicText)
LDA.b #$31
LDY.b #$00
JSL.l Sprite_ShowMessageUnconditional
RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDA.l $7EF37A : AND #$05 : CMP #$05 : BEQ + ;Check if player has crystals 5 & 6
%LoadDialogAddress(BombShopGuyNoCrystalsText)
LDA.b #$15
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
+
%LoadDialogAddress(BombShopGuyText)
LDA.b #$16
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
RTL
;--------------------------------------------------------------------------------