let's dev 5/26/2017
dwarf s&q spawn invincible ganon switch
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@@ -20,11 +20,14 @@ org $00FFD7 ; <- 7FD7 - Bank00.asm : 9177 (db $0A ; rom size)
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db #$0B ; mark rom as 16mbit
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org $00FFD8 ; <- 7FD8 - Bank00.asm : 9178 (db $03 ; ram size (sram size))
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db #$07 ; mark sram as 128k
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db #$05 ; mark sram as 32k
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org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; timestamp rom
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dl #$20170525
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;================================================================================
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!ADD = "CLC : ADC"
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@@ -89,6 +92,7 @@ incsrc rngfixes.asm
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incsrc medallions.asm
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incsrc inventory.asm
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incsrc ganonfixes.asm
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incsrc zelda.asm
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incsrc maidencrystals.asm
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incsrc zoraking.asm
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incsrc catfish.asm
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@@ -320,6 +324,9 @@ Sprite_ShowMessageUnconditional:
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org $05FA8E
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Sprite_ShowMessageMinimal:
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org $05EC96
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Sprite_ZeldaLong:
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org $06DC5C
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Sprite_DrawShadowLong:
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@@ -28,6 +28,7 @@ DarkWorldFlagSet:
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.noMirror
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.aga1Alive
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LDA #$00 : STA $7EF3CA ; set flag to light world
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LDA $7EF3CC : CMP #$07 : BNE + : LDA.b #$08 : STA $7EF3CC : + ; convert frog to dwarf
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;LDA $7EF3CC : CMP #$07 : BNE + : LDA.b #$00 : STA $7EF3CC : + ; clear frog
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.done
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PLA
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@@ -41,7 +42,8 @@ SetDeathWorldChecked:
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LDA $7EF3C5 : CMP.b #$03 : !BGE .done; thing we originally did - skip if agahnim 1 is dead
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LDA $A0 : CMP.b #$00 : BEQ .done ; skip if we died in ganon's room
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LDA.b #$00 : STA $7EF3CA : STA $7E0FFF ; set the world to the light world if he's still alive
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;LDA $7EF3CC : CMP #$07 : BNE .done : LDA.b #$00 : STA $7EF3CC ; clear dwarf tagalong
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LDA $7EF3CC : CMP #$07 : BNE .done : LDA.b #$08 : STA $7EF3CC ; convert frog to dwarf
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;LDA $7EF3CC : CMP #$07 : BNE .done : LDA.b #$00 : STA $7EF3CC ; clear frog
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.done
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PLA
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RTL
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@@ -49,7 +51,7 @@ RTL
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MasterSwordFollowerClear:
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LDA $7EF3CC
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CMP #$0E : BEQ .clear ; clear master sword follower
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CMP #$07 : BEQ .clear ; clear frog
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;CMP #$07 : BEQ .clear ; clear frog
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;CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
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RTL
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.clear
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@@ -25,3 +25,10 @@ DrawGoalIndicator:
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PLX
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RTL
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;--------------------------------------------------------------------------------
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GoalItemGanonCheck:
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LDA $0E20, X : CMP.b #$D6 : BNE .normal ; skip if not ganon
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LDA InvincibleGanon : CMP #$01 : BNE + : RTL : +
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.normal
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LDA $44 : CMP.b #$80 ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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18
hooks.asm
18
hooks.asm
@@ -43,6 +43,24 @@ org $1ED6EF ; <- F56EF - sprite_agahnim.asm : 636 (JSL GetRandomInt : AND.b #$01
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NOP #18
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;--------------------------------------------------------------------------------
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;================================================================================
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; Zelda Sprite Fixes
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;--------------------------------------------------------------------------------
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org $05EBCF ; <- 2EBCF - sprite_zelda.asm : 23 (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword)
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NOP #8
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;--------------------------------------------------------------------------------
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;org $06C06F ; <- 3406F - Bank06.asm : 1794 (JSL Sprite_ZeldaLong)
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;JSL.l SpawnZelda
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;--------------------------------------------------------------------------------
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;================================================================================
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; Alternate Goal
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;--------------------------------------------------------------------------------
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;Invincible Ganon
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org $06F2C8 ; <- 372C8 - Bank06.asm : 5776 (LDA $44 : CMP.b #$80 : BEQ .no_collision)
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JSL.l GoalItemGanonCheck
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;--------------------------------------------------------------------------------
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;================================================================================
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; Stat Hooks
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;--------------------------------------------------------------------------------
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@@ -137,6 +137,10 @@ org $30803D ; PC 0x18003D
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PersistentFloodgate:
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db #$00 ; #$00 = Off (default) - #$01 = On
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;--------------------------------------------------------------------------------
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org $30803E ; PC 0x18003E
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InvincibleGanon:
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db #$00 ; #$00 = Off (default) - #$01 = On
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;--------------------------------------------------------------------------------
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org $308080 ; PC 0x180080
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Upgrade5BombsRefill:
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db #$00
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9
zelda.asm
Normal file
9
zelda.asm
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@@ -0,0 +1,9 @@
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;================================================================================
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; Spawn Zelda (or not)
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;--------------------------------------------------------------------------------
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;SpawnZelda:
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; LDA.l $7EF3CC : CMP #$08 : BEQ .skip
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; JSL.l Sprite_ZeldaLong
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; .skip
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;RTL
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;--------------------------------------------------------------------------------
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