Standing items start

This commit is contained in:
aerinon
2021-10-21 14:11:57 -06:00
parent 319aba5e4d
commit aee5fe506a

209
keydrop/potsanity.asm Normal file
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; hooks
; todo: look up this hook in jpdasm
org $01E6B0
JSL RevealPotItem
RTS
org $06926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
JSL SpriteKeyPrep : NOP #2
org $06d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
JSL SpriteKeyDrawGFX : BRA + : NOP : +
org $06d180
JSL BigKeyGet : BCS $07 : NOP #5
org $06d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F)
JSL KeyGet
org $06f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties)
JSL LoadProperties_PreserveItemMaybe
; refs to other functions
org $06d23a
Sprite_DrawAbsorbable:
org $1eff81
Sprite_DrawRippleIfInWater:
org $0db818
Sprite_LoadProperties:
; defines
SpawnedItemID = $7E0720 ; 0x02
SpawnedItemPotIndex = $7E0722 ; 0x02
SpawnedItemIsMultiWorld = $7E0724 ; 0x02
SpawnedItemFlag = $7E0726 ; 0x02
PotItems = $01DDE7 ;original secret table?
RoomData_PotItems_Pointers = $01DB67
org $AA8000
;tables:
MultiWorldTable:
; Reserve $200 256 * 2
org $A98200
RevealPotItem:
STA.b $04 ; save tilemap coordinates
STZ.w SpawnedItemFlag
LDA.w $0B9C : AND.w #$FF00 : STA.w $0B9C
LDA.b $A0 : ASL : TAX
LDA.l RoomData_PotItems_Pointers,X : STA.b $00 ; we may move this
LDA.w #RoomData_PotItems_Pointers>>16 : STA.b $02
LDY.w #$FFFD : LDX.w #$FFFF
.next_pot
INY : INY : INY
LDA.b [$00],Y
CMP.w #$FFFF : BEQ .exit
INX
STA.w $06 ; remember the exact value
AND.w #$3FFF
CMP.b $04 : BNE .next_pot ; not the correct value
STZ.w SpawnedItemIsMultiWorld
BIT.b $06
BVS LoadMultiWorldPotItem
BMI LoadMajorPotItem
.normal_secret
PLX ; remove the JSL return lower 16 bits
PEA.w $01E6E2-1 ; change return address to go back to the vanilla routine
.exit
RTL
LoadMultiWorldPotItem:
INY : INY
LDA.b [$00],Y : AND.w #$00FF
INC.w SpawnedItemIsMultiWorld
PHX
ASL : TAX
LDA.l MultiWorldTable+1,X : AND.w #$00FF : STA.w !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.l MultiWorldTable+0,X : AND.w #$00FF
PLX
BRA SaveMajorItemDrop
LoadMajorPotItem:
INY : INY
LDA.b [$00],Y : AND.w #$00FF
SaveMajorItemDrop:
; A currently holds the item receipt ID
; X currently holds the pot item index
STA.w SpawnedItemID
STX.w SpawnedItemPotIndex
INC SpawnedItemFlag
LDA.w #$0008 : STA $0B9C ; indicates we should use the key routines
RTL
SpriteKeyPrep:
LDA.w $0B9B : STA.w $0CBA, x ; what we wrote over
PHA
LDA.l SpawnedItemFlag : BEQ +
LDA.l SpawnedItemID : STA $0E80, X
CMP #$24 : BNE ++ ; todo: check how the big key drop flows through this
LDA $A0 : CMP.b #$80 : BNE +
LDA SpawnedItemFlag : BNE +
LDA #$24 ; it's the big key drop?
++ JSL PrepDynamicTile
+ PLA
RTL
SpriteKeyDrawGFX:
JSL Sprite_DrawRippleIfInWater
PHA
BRA +
-
+ LDA $0E80, X
CMP.b #$24 : BNE +
LDA $A0 : CMP #$80 : BNE ++
LDA SpawnedItemFlag : BNE ++
LDA #$24 : BRA +
++ PLA
PHK : PEA.w .jslrtsreturn-1
PEA.w $068014 ; an rtl address - 1 in Bank06
JML Sprite_DrawAbsorbable
.jslrtsreturn
RTL
+ JSL DrawDynamicTile ; see DrawHeartPieceGFX if problems
CMP #$03 : BNE +
PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
+ JSL.l Sprite_DrawShadowLong
PLA : RTL
KeyGet:
LDA $7EF36F ; what we wrote over
PHA
LDY $0E80, X
; todo: may need to check if we are in a dungeon or not $FF
LDA $A0 : CMP #$87 : BNE + ;check for hera cage
LDA SpawnedItemFlag : BNE + ; if it came from a pot, it's fine
JSR ShouldKeyBeCountedForDungeon : BCC ++
JSL CountChestKeyLong
++ PLA : RTL
+ STY $00
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE .receive
PHX
; todo: may need to check if we are in a dungeon or not $FF
LDA $040C : LSR : TAX
LDA $00 : CMP.l KeyTable, X : BNE +
- JSL.l FullInventoryExternal : JSL CountChestKeyLong : PLX : PLA : RTL
+ CMP.b #$AF : beq - ; universal key
CMP.b #$24 : beq - ; small key for this dungeon
PLX
.receive
JSL $0791b3 ; Player_HaltDashAttackLong
JSL.l Link_ReceiveItem
PLA : DEC : RTL
KeyTable:
db $A0, $A0, $A2, $A3, $A4, $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC, $AD
; Input Y - the item type
ShouldKeyBeCountedForDungeon:
PHX
; todo: may need to check if we are in a dungeon or not $FF
LDA $040C : LSR : TAX
TYA : cmp KeyTable, X : BNE +
- PLX : SEC : RTS
+ CMP.B #$24 : BEQ -
PLX : CLC : RTS
BigKeyGet:
LDY $0E80, X
CPY #$32 : BNE +
STZ $02E9 : LDY.b #$32 ; what we wrote over
PHX : JSL Link_ReceiveItem : PLX ; what we wrote over
CLC : RTL
+ SEC : RTL
LoadProperties_PreserveItemMaybe:
LDA $0E80, X : PHA
JSL Sprite_LoadProperties
PLA : STA $0e80, X
RTL
org $01E676
db $14, $14, $07 ; Blue rupee xyz:{ 0x050, 0x140, U }
db $28, $94, $08 ; Blue rupee xyz:{ 0x0A0, 0x140, U }
db $24, $95, $1F ; Blue rupee xyz:{ 0x050, 0x150, U }
db $28, $95, $4E ; Blue rupee xyz:{ 0x0A0, 0x150, U }
db $14, $96, $5E ; Blue rupee xyz:{ 0x050, 0x160, U }
db $28, $96, $64 ; Blue rupee xyz:{ 0x0A0, 0x160, U }
db $18, $98, $4B ; Blue rupee xyz:{ 0x060, 0x180, U }
db $1C, $98, $44 ; Blue rupee xyz:{ 0x070, 0x180, U }
db $20, $98, $07 ; Blue rupee xyz:{ 0x080, 0x180, U }
db $24, $98, $11 ; Blue rupee xyz:{ 0x090, 0x180, U }