Merge pull request #175 from cassidoxa/quickswap
RAM labels, Length Annotations, and Quickswap Fix
This commit is contained in:
@@ -36,41 +36,11 @@ dw !ROM_VERSION_LOW
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dw !ROM_VERSION_HIGH
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;================================================================================
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!ADD = "CLC : ADC"
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!SUB = "SEC : SBC"
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!BLT = "BCC"
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!BGE = "BCS"
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!MS_GOT = "$7F5031"
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!REDRAW = "$7F5000"
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!GANON_WARP_CHAIN = "$7F5032";
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!TILE_UPLOAD_BUFFER = "$7EA180";
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!FORCE_HEART_SPAWN = "$7F5033";
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!SKIP_HEART_SAVE = "$7F5034";
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; MSU-1
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!REG_MSU_FALLBACK_TABLE = $7F50A0 ; 8 bytes
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!REG_MSU_DELAYED_COMMAND = $7F50A9
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!REG_MSU_PACK_COUNT = $7F50AA
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!REG_MSU_PACK_CURRENT = $7F50AB
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!REG_MSU_PACK_REQUEST = $7F50AC
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!REG_MSU_LOADED_TRACK = $7F50AD ; 2 bytes
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!REG_SPC_LOADING = $7F50AF
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!MSU_LOADED_TRACK = $7F5400
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!MSU_RESUME_TRACK = $7F5401
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!MSU_RESUME_TIME = $7F5402 ; 4 bytes
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!MSU_RESUME_CONTROL = $7F5406
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!REG_MUSIC_CONTROL = $012B
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;!REG_MUSIC_CONTROL = $012C
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!REG_MUSIC_CONTROL_REQUEST = $012C
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!ONEMIND_ID = $7F5072
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!ONEMIND_TIMER = $7F5073
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function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
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; Feature flags, run asar with -DFEATURE_X=1 to enable
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@@ -79,12 +49,13 @@ function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<
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;================================================================================
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incsrc hooks.asm
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incsrc treekid.asm
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incsrc spriteswap.asm
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incsrc hashalphabethooks.asm
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incsrc sharedplayerpalettefix.asm
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incsrc ram.asm
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incsrc sram.asm
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incsrc registers.asm
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incsrc vanillalabels.asm
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;org $208000 ; bank #$20
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org $A08000 ; bank #$A0
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@@ -108,22 +79,15 @@ incsrc fairyfixes.asm
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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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incsrc flute.asm
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incsrc dungeondrops.asm
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incsrc halfmagicbat.asm
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incsrc mantle.asm
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incsrc swordswap.asm
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incsrc stats.asm
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incsrc scratchpad.asm
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incsrc map.asm
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incsrc dialog.asm
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incsrc entrances.asm
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incsrc clock.asm
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incsrc accessibility.asm
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incsrc heartbeep.asm
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incsrc capacityupgrades.asm
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@@ -132,11 +96,10 @@ incsrc doorframefixes.asm
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incsrc music.asm
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incsrc roomloading.asm
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incsrc icepalacegraphics.asm
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incsrc firebarlayer.asm
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warnpc $A18000
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org $1C8000 ; text tables for translation
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incbin i18n_en.bin
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incbin "data/i18n_en.bin"
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warnpc $1CF356
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org $A18000 ; static mapping area
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@@ -170,7 +133,6 @@ incsrc goalitem.asm
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incsrc quickswap.asm
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incsrc endingsequence.asm
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incsrc cuccostorm.asm
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incsrc compression.asm
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incsrc retro.asm
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incsrc controllerjank.asm
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incsrc boots.asm
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@@ -199,9 +161,7 @@ if !FEATURE_NEW_TEXT
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endif
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warnpc $A58000
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;org $228000 ; contrib area
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org $A28000 ; contrib area
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incsrc contrib.asm
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org $A28000
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org $A38000
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incsrc stats/main.asm
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@@ -212,89 +172,86 @@ incsrc tables.asm
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org $348000
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incsrc spc.asm
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; uncomment for inverted adjustments
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;incsrc sandbox.asm
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org $318000 ; bank #$31
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GFX_Mire_Bombos:
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incbin 99ff1_bombos.gfx
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incbin "data/99ff1_bombos.gfx"
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warnpc $318800
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org $318800
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GFX_Mire_Quake:
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incbin 99ff1_quake.gfx
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incbin "data/99ff1_quake.gfx"
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warnpc $319000
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org $319000
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GFX_TRock_Bombos:
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incbin a6fc4_bombos.gfx
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incbin "data/a6fc4_bombos.gfx"
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warnpc $319800
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org $319800
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GFX_TRock_Ether:
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incbin a6fc4_ether.gfx
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incbin "data/a6fc4_ether.gfx"
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warnpc $31A000
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org $31A000
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GFX_HUD_Items:
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incbin c2807_v4.gfx
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incbin "data/c2807_v4.gfx"
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warnpc $31A800
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org $31A800
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GFX_New_Items:
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incbin newitems.gfx
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incbin "data/newitems.gfx"
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;incbin eventitems.gfx ; *EVENT*
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warnpc $31B000
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org $31B000
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GFX_HUD_Main:
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incbin c2e3e.gfx
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incbin "data/c2e3e.gfx"
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warnpc $31B800
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org $31C000
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IcePalaceFloorGfx:
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incbin ice_palace_floor.bin
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incbin "data/ice_palace_floor.bin"
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warnpc $31C801
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org $31C800
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Damage_Table:
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incbin damage_table.bin
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incbin "data/damage_table.bin"
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warnpc $31D001
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org $31D000
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FileSelectNewGraphics:
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incbin fileselect.chr.gfx
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incbin "data/fileselect.chr.gfx"
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warnpc $31E001
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org $31E000
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InvertedCastleHole: ;address used by front end. DO NOT MOVE!
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incbin sheet73.gfx
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incbin "data/sheet73.gfx"
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warnpc $31E501
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org $338000
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GFX_HUD_Palette:
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incbin hudpalette.pal
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incbin "data/hudpalette.pal"
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warnpc $338041
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org $339000
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incbin sheet178.gfx
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incbin "data/sheet178.gfx"
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warnpc $339600
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org $339600
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BossMapIconGFX:
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incbin bossicons.4bpp
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incbin "data/bossicons.4bpp"
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if !FEATURE_NEW_TEXT
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org $339C00
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NewFont:
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incbin newfont.bin
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incbin "data/newfont.bin"
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NewFontInverted:
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incbin newfont_inverted.bin
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incbin "data/newfont_inverted.bin"
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org $0CD7DF
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incbin text_unscramble1.bin
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incbin "data/text_unscramble1.bin"
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org $0CE4D5
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incbin text_unscramble2.bin
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incbin "data/text_unscramble2.bin"
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endif
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org $328000
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@@ -304,7 +261,7 @@ incsrc itemtext.asm
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incsrc externalhooks.asm
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;================================================================================
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org $119100 ; PC 0x89100
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incbin map_icons.gfx
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incbin "data/map_icons.gfx"
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warnpc $119401
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;================================================================================
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org $AF8000 ; PC 0x178000
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@@ -320,7 +277,7 @@ warnpc $B08000
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;Bank Map
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;$20 Code Bank
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;$21 Reserved (Frame Hook & Init)
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;$22 Contrib Code
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;$22 Unused
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;$23 Stats & Credits
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;$24 Code Bank
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;$29 External hooks (rest of bank not used)
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@@ -336,18 +293,18 @@ warnpc $B08000
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;$3F reserved for internal debugging
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;================================================================================
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;RAM
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;$7E021B[0x1]: Used by race game instead of $0ABF to avoid witch item conflict
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;$7EC900[0x1F00]: BIGRAM buffer
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;See ram.asm for label assignments
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;$7EC900[0x1F00]: BigRAM buffer
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;$7EF000[0x500]: SRAM mirror First 0x500 bytes of SRAM
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; See sram.asm for labels and assignments
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;$7F5000[0x800]: Rando's main free ram region
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; See tables.asm for specific assignments
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; See ram.asm for specific assignments
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;$7F6000[0x1000]: SRAM buffer mapped to vanilla save slots 1 and 2
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; See sram.asm for labels and assignments
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;$7F7667[0x6719] - free ram
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;================================================================================
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;SRAM Map
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;See sram.asm for rando-specific assignments
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;See sram.asm for label assignments and documentation
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;$70:0000 (5K) Game state
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; 0000-04FF Vanilla Slot 1 (mirrored at $7EF000)
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; 0500-14FF Ext Slot 1 (mirrored at $7F6000)
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@@ -355,44 +312,6 @@ warnpc $B08000
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;$70:3000 (0x16) Password
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;$70:6000 (8K) Scratch buffers
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;================================================================================
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;org $0080DC ; <- 0xDC - Bank00.asm:179 - Kill Music
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;db #$A9, #$00, #$EA
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;LDA.b #$00 : NOP
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;================================================================================
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;org $0AC53E ; <- 5453E - Bank0A.asm:1103 - (LDA $0AC51F, X) - i have no idea what this is for anymore
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;LDA.b #$7F
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;NOP #2
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;================================================================================
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;org $05DF8B ; <- 2DF8B - Bank05.asm : 2483
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;AND.w #$0100 ; allow Sprite_DrawMultiple to access lower half of sprite tiles
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;================================================================================
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;org $0DF8F1 ; this is required for the X-indicator in the HUD except not anymore obviously
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;
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;;red pendant
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;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
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;db $2B, $25, $2C, $25, $2D, $25, $2E, $25
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;
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;;blue pendant
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;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
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;db $2B, $2D, $2C, $2D, $2D, $2D, $2E, $2D
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;
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;;green pendant
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;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
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;db $2B, $3D, $2C, $3D, $2D, $3D, $2E, $3D
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;================================================================================
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;org $00CFF2 ; 0x4FF2 - Mire H
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;db GFX_Mire_Bombos>>16
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;org $00D0D1 ; 0x50D1 - Mire M
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;db GFX_Mire_Bombos>>8
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;org $00D1B0 ; 0x51B0 - Mire L
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;db GFX_Mire_Bombos
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||||
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;org $00D020 ; 0x5020 - Trock H
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;db GFX_TRock_Bombos>>16
|
||||
;org $00D0FF ; 0x50FF - Trock M
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||||
;db GFX_TRock_Bombos>>8
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||||
;org $00D1DE ; 0x51DE - Trock L
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||||
;db GFX_TRock_Bombos
|
||||
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org $00D09C ; 0x509C - HUD Items H
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||||
db GFX_HUD_Items>>16
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||||
@@ -416,308 +335,3 @@ db GFX_HUD_Main>>8
|
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org $00D25B ; 0x525B - HUD Main L
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||||
db GFX_HUD_Main
|
||||
;================================================================================
|
||||
org $008781
|
||||
UseImplicitRegIndexedLocalJumpTable:
|
||||
|
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org $00879c
|
||||
UseImplicitRegIndexedLongJumpTable:
|
||||
|
||||
org $008333
|
||||
Vram_EraseTilemaps_triforce:
|
||||
|
||||
org $008913
|
||||
Sound_LoadLightWorldSongBank:
|
||||
org $00891D
|
||||
.do_load
|
||||
|
||||
org $00893D
|
||||
EnableForceBlank:
|
||||
|
||||
DungeonMask = $0098C0
|
||||
|
||||
org $00D308
|
||||
DecompSwordGfx:
|
||||
|
||||
org $00D348
|
||||
DecompShieldGfx:
|
||||
|
||||
org $00D463
|
||||
Tagalong_LoadGfx:
|
||||
|
||||
org $00D51B
|
||||
GetAnimatedSpriteTile:
|
||||
|
||||
org $00D52D
|
||||
GetAnimatedSpriteTile_variable:
|
||||
|
||||
org $00D84E
|
||||
Attract_DecompressStoryGfx:
|
||||
|
||||
org $00E529
|
||||
LoadSelectScreenGfx:
|
||||
|
||||
org $00F945
|
||||
PrepDungeonExit:
|
||||
|
||||
org $00FDEE
|
||||
Mirror_InitHdmaSettings:
|
||||
|
||||
org $01873A
|
||||
Dungeon_LoadRoom:
|
||||
|
||||
org $02821E
|
||||
Module_PreDungeon:
|
||||
org $028296
|
||||
.setAmbientSfx
|
||||
|
||||
org $02A0A8
|
||||
Dungeon_SaveRoomData:
|
||||
|
||||
org $02A0BE
|
||||
Dungeon_SaveRoomData_justKeys:
|
||||
|
||||
org $02B861
|
||||
Dungeon_SaveRoomQuadrantData:
|
||||
|
||||
org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
|
||||
LoadGearPalettes_bunny:
|
||||
|
||||
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
|
||||
LoadGearPalettes_variable:
|
||||
|
||||
org $02FEAB
|
||||
Filter_Majorly_Whiten_Color:
|
||||
|
||||
org $05A51D
|
||||
Sprite_SpawnFallingItem:
|
||||
|
||||
org $05DF6C ; 02DF6C - Bank05.asm : 2445
|
||||
Sprite_DrawMultiple:
|
||||
|
||||
org $05DF70 ; 02DF70 - Bank05.asm : 2454
|
||||
Sprite_DrawMultiple_quantity_preset:
|
||||
|
||||
org $05DF75 ; 02DF75 - Bank05.asm : 2461
|
||||
Sprite_DrawMultiple_player_deferred:
|
||||
|
||||
org $05E1A7 ; 02E1A7 - Bank05.asm : 2592
|
||||
Sprite_ShowSolicitedMessageIfPlayerFacing:
|
||||
|
||||
org $05E1F0
|
||||
Sprite_ShowMessageFromPlayerContact:
|
||||
|
||||
org $05E219
|
||||
Sprite_ShowMessageUnconditional:
|
||||
|
||||
org $05EC96
|
||||
Sprite_ZeldaLong:
|
||||
|
||||
org $0680FA
|
||||
Player_ApplyRumbleToSprites:
|
||||
|
||||
org $0683E6
|
||||
Utility_CheckIfHitBoxesOverlapLong:
|
||||
|
||||
org $06A7DB
|
||||
Chicken_SpawnAvengerChicken: ; returns short
|
||||
|
||||
org $06DC5C
|
||||
Sprite_DrawShadowLong:
|
||||
|
||||
org $06DD40
|
||||
DashKey_Draw:
|
||||
|
||||
org $06DBF8
|
||||
Sprite_PrepAndDrawSingleLargeLong:
|
||||
|
||||
org $06DC00
|
||||
Sprite_PrepAndDrawSingleSmallLong:
|
||||
|
||||
org $06EA18
|
||||
Sprite_ApplySpeedTowardsPlayerLong:
|
||||
|
||||
org $06EAA6
|
||||
Sprite_DirectionToFacePlayerLong:
|
||||
|
||||
org $06F12F
|
||||
Sprite_CheckDamageToPlayerSameLayerLong:
|
||||
|
||||
org $06F86A
|
||||
OAM_AllocateDeferToPlayerLong:
|
||||
|
||||
org $0791B3
|
||||
Player_HaltDashAttackLong:
|
||||
|
||||
org $07999D
|
||||
Link_ReceiveItem:
|
||||
|
||||
org $07E68F
|
||||
Unknown_Method_0: ; In US version disassembly simply called "$3E6A6 IN ROM"
|
||||
|
||||
org $07F4AA
|
||||
Sprite_CheckIfPlayerPreoccupied:
|
||||
|
||||
org $08C3AE
|
||||
Ancilla_ReceiveItem:
|
||||
|
||||
org $08CE93
|
||||
Ancilla_BreakTowerSeal_draw_single_crystal:
|
||||
|
||||
org $08CEC3
|
||||
Ancilla_BreakTowerSeal_stop_spawning_sparkles:
|
||||
|
||||
org $08CF59
|
||||
BreakTowerSeal_ExecuteSparkles:
|
||||
|
||||
org $08F710
|
||||
Ancilla_SetOam_XY_Long:
|
||||
|
||||
org $0985E2 ; (break on $0985E4)
|
||||
AddReceivedItem:
|
||||
|
||||
org $098BAD
|
||||
AddPendantOrCrystal:
|
||||
|
||||
org $098CFD
|
||||
AddWeathervaneExplosion:
|
||||
|
||||
org $0993DF
|
||||
AddDashTremor:
|
||||
|
||||
org $099D04
|
||||
AddAncillaLong:
|
||||
|
||||
org $099D1A
|
||||
Ancilla_CheckIfAlreadyExistsLong:
|
||||
|
||||
org $09AE64
|
||||
Sprite_SetSpawnedCoords:
|
||||
|
||||
org $09AD58
|
||||
GiveRupeeGift:
|
||||
|
||||
org $0ABA4F
|
||||
OverworldMap_InitGfx:
|
||||
|
||||
org $0ABA99
|
||||
OverworldMap_DarkWorldTilemap:
|
||||
|
||||
org $0ABAB9
|
||||
OverworldMap_LoadSprGfx:
|
||||
|
||||
org $0CD7D1
|
||||
NameFile_MakeScreenVisible:
|
||||
org $0CDB3E
|
||||
InitializeSaveFile:
|
||||
org $0CDBC0
|
||||
InitializeSaveFile_build_checksum:
|
||||
|
||||
org $0DBA71
|
||||
GetRandomInt:
|
||||
|
||||
org $0DBA80
|
||||
OAM_AllocateFromRegionA:
|
||||
org $0DBA84
|
||||
OAM_AllocateFromRegionB:
|
||||
org $0DBA88
|
||||
OAM_AllocateFromRegionC:
|
||||
org $0DBA8C
|
||||
OAM_AllocateFromRegionD:
|
||||
org $0DBA90
|
||||
OAM_AllocateFromRegionE:
|
||||
org $0DBA94
|
||||
OAM_AllocateFromRegionF:
|
||||
|
||||
org $0DBB67
|
||||
Sound_SetSfxPanWithPlayerCoords:
|
||||
|
||||
org $0DBB6E
|
||||
Sound_SetSfx1PanLong:
|
||||
|
||||
org $0DBB7C
|
||||
Sound_SetSfx2PanLong:
|
||||
|
||||
org $0DBB8A
|
||||
Sound_SetSfx3PanLong:
|
||||
|
||||
org $0DDB7F
|
||||
HUD_RefreshIconLong:
|
||||
|
||||
org $0DDD32
|
||||
Equipment_UpdateEquippedItemLong:
|
||||
|
||||
org $0DE01E ; 6E10E - equipment.asm : 787
|
||||
BottleMenu_movingOn:
|
||||
|
||||
org $0DE346
|
||||
RestoreNormalMenu:
|
||||
|
||||
org $0DE395
|
||||
Equipment_SearchForEquippedItemLong:
|
||||
|
||||
org $0DE9C8
|
||||
DrawProgressIcons: ; this returns short
|
||||
|
||||
org $0DED29
|
||||
DrawEquipment: ; this returns short
|
||||
|
||||
org $0DFA78
|
||||
HUD_RebuildLong:
|
||||
|
||||
org $0DFA88
|
||||
HUD_RebuildIndoor_Palace:
|
||||
|
||||
org $0DFA88
|
||||
HUD_RebuildLong2:
|
||||
|
||||
org $0EEE10
|
||||
Messaging_Text:
|
||||
|
||||
org $0FFD94
|
||||
Overworld_TileAttr:
|
||||
|
||||
org $1BC97C
|
||||
Overworld_DrawPersistentMap16:
|
||||
|
||||
org $1BED03
|
||||
Palette_Sword:
|
||||
|
||||
org $1BED29
|
||||
Palette_Shield:
|
||||
|
||||
org $1BEDF9
|
||||
Palette_ArmorAndGloves:
|
||||
|
||||
org $1BEE52
|
||||
Palette_Hud:
|
||||
|
||||
org $1BEF96
|
||||
Palette_SelectScreen:
|
||||
|
||||
org $1CFAAA
|
||||
ShopKeeper_RapidTerminateReceiveItem:
|
||||
|
||||
org $1CF500
|
||||
Sprite_NullifyHookshotDrag:
|
||||
|
||||
org $1CF537
|
||||
Ancilla_CheckForAvailableSlot:
|
||||
|
||||
org $1DE9B6
|
||||
Filter_MajorWhitenMain:
|
||||
|
||||
org $1DF65D
|
||||
Sprite_SpawnDynamically:
|
||||
|
||||
org $1DF65F
|
||||
Sprite_SpawnDynamically_arbitrary:
|
||||
|
||||
org $1DFD4B
|
||||
DiggingGameGuy_AttemptPrizeSpawn:
|
||||
|
||||
org $1EDE28
|
||||
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
|
||||
|
||||
org $1EF4E7
|
||||
Sprite_PlayerCantPassThrough:
|
||||
;================================================================================
|
||||
|
||||
@@ -1,127 +1,118 @@
|
||||
;================================================================================
|
||||
; Accessibility Fixes
|
||||
;================================================================================
|
||||
FlipGreenPendant:
|
||||
LDA $0C : CMP #$38 : BNE + ; check if we have green pendant
|
||||
ORA #$40 : STA $0C ; flip it
|
||||
+
|
||||
|
||||
LDA $0D : STA $0802, X ; stuff we wrote over "Set CHR, palette, and priority of the sprite"
|
||||
LDA $0C : STA $0803, X
|
||||
RTL
|
||||
;================================================================================
|
||||
ConditionalLightning:
|
||||
CMP.b #$05 : BEQ ++
|
||||
CMP.b #$2C : BEQ ++
|
||||
CMP.b #$5A : BEQ ++
|
||||
LDA.l DisableFlashing : BNE ++
|
||||
LDA.b #$32 : STA.w $9A
|
||||
LDA.b #$32 : STA.w CGADSUBQ
|
||||
RTL
|
||||
++
|
||||
LDA.b #$72
|
||||
STA $9A
|
||||
STA.b CGADSUBQ
|
||||
RTL
|
||||
;================================================================================
|
||||
ConditionalWhitenBg:
|
||||
LDX.b #$00
|
||||
LDA.l DisableFlashing : REP #$20 : BNE +
|
||||
LDA $00,X
|
||||
LDA.b Scrap00,X
|
||||
JSR WhitenLoopReal
|
||||
RTL
|
||||
+
|
||||
LDA $00
|
||||
LDA.b Scrap00
|
||||
JSR WhitenLoopDummy
|
||||
RTL
|
||||
;================================================================================
|
||||
WhitenLoopReal:
|
||||
-
|
||||
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA $7EC540, X
|
||||
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA $7EC550, X
|
||||
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA $7EC560, X
|
||||
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA $7EC570, X
|
||||
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA $7EC580, X
|
||||
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA $7EC590, X
|
||||
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5A0, X
|
||||
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5B0, X
|
||||
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5C0, X
|
||||
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5D0, X
|
||||
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5E0, X
|
||||
LDA.l PaletteBufferAux+$40, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$40, X
|
||||
LDA.l PaletteBufferAux+$50, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$50, X
|
||||
LDA.l PaletteBufferAux+$60, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$60, X
|
||||
LDA.l PaletteBufferAux+$70, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$70, X
|
||||
LDA.l PaletteBufferAux+$80, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$80, X
|
||||
LDA.l PaletteBufferAux+$90, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$90, X
|
||||
LDA.l PaletteBufferAux+$A0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$A0, X
|
||||
LDA.l PaletteBufferAux+$B0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$B0, X
|
||||
LDA.l PaletteBufferAux+$C0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$C0, X
|
||||
LDA.l PaletteBufferAux+$D0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$D0, X
|
||||
LDA.l PaletteBufferAux+$E0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$E0, X
|
||||
INX #2 : CPX.b #$10 : BEQ +
|
||||
JMP -
|
||||
+
|
||||
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F0
|
||||
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F2
|
||||
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F4
|
||||
LDA $10 : CMP.w #$07 : BNE +
|
||||
LDA $048E
|
||||
CMP.w #$3C : BEQ ++
|
||||
CMP.w #$9D : BEQ ++
|
||||
CMP.w #$9C : BEQ ++
|
||||
CMP.w #$A5 : BEQ ++
|
||||
LDA.l PaletteBufferAux+$F0 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F0
|
||||
LDA.l PaletteBufferAux+$F2 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F2
|
||||
LDA.l PaletteBufferAux+$F4 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F4
|
||||
LDA.b GameMode : CMP.w #$0007 : BNE +
|
||||
LDA.b RoomIndex
|
||||
CMP.w #$003C : BEQ ++
|
||||
CMP.w #$009D : BEQ ++
|
||||
CMP.w #$009C : BEQ ++
|
||||
CMP.w #$00A5 : BEQ ++
|
||||
+
|
||||
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
|
||||
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
|
||||
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
|
||||
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
|
||||
BRA +++
|
||||
++
|
||||
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
|
||||
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
|
||||
LDA.l PaletteBuffer+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
|
||||
LDA.l PaletteBuffer+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
|
||||
BRA +++
|
||||
+++
|
||||
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA $7EC5FA
|
||||
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA $7EC5FC
|
||||
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA $7EC5FE
|
||||
LDA.l PaletteBufferAux+$FA : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FA
|
||||
LDA.l PaletteBufferAux+$FC : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FC
|
||||
LDA.l PaletteBufferAux+$FE : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FE
|
||||
REP #$10
|
||||
LDA $7EC540 : TAY
|
||||
LDA $7EC300 : BNE +
|
||||
LDA.l PaletteBuffer+$40 : TAY
|
||||
LDA.l PaletteBufferAux : BNE +
|
||||
TAY
|
||||
+
|
||||
TYA : STA $7EC500
|
||||
TYA : STA.l PaletteBuffer
|
||||
SEP #$30
|
||||
RTS
|
||||
;================================================================================
|
||||
WhitenLoopDummy:
|
||||
-
|
||||
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC540, X
|
||||
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC550, X
|
||||
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC560, X
|
||||
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC570, X
|
||||
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC580, X
|
||||
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC590, X
|
||||
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5A0, X
|
||||
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5B0, X
|
||||
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5C0, X
|
||||
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5D0, X
|
||||
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5E0, X
|
||||
LDA.l PaletteBufferAux+$40, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$40, X
|
||||
LDA.l PaletteBufferAux+$50, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$50, X
|
||||
LDA.l PaletteBufferAux+$60, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$60, X
|
||||
LDA.l PaletteBufferAux+$70, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$70, X
|
||||
LDA.l PaletteBufferAux+$80, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$80, X
|
||||
LDA.l PaletteBufferAux+$90, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$90, X
|
||||
LDA.l PaletteBufferAux+$A0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$A0, X
|
||||
LDA.l PaletteBufferAux+$B0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$B0, X
|
||||
LDA.l PaletteBufferAux+$C0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$C0, X
|
||||
LDA.l PaletteBufferAux+$D0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$D0, X
|
||||
LDA.l PaletteBufferAux+$E0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$E0, X
|
||||
INX #2 : CPX.b #$10 : BEQ +
|
||||
JMP -
|
||||
+
|
||||
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F0
|
||||
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F2
|
||||
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F4
|
||||
LDA $10 : CMP.w #$07 : BNE + ; only light invisifloor if we're in dungeon submodule
|
||||
LDA $048E
|
||||
CMP.w #$3C : BEQ ++ ; hookshot cave
|
||||
CMP.w #$9D : BEQ ++ ; gt right
|
||||
CMP.w #$9C : BEQ ++ ; gt big room
|
||||
CMP.w #$A5 : BEQ ++ ; wizzrobes 1
|
||||
LDA.l PaletteBufferAux+$F0 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F0
|
||||
LDA.l PaletteBufferAux+$F2 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F2
|
||||
LDA.l PaletteBufferAux+$F4 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F4
|
||||
LDA.b GameMode : CMP.w #$0007 : BNE + ; only light invisifloor if we're in dungeon submodule
|
||||
LDA.b RoomIndex
|
||||
CMP.w #$003C : BEQ ++ ; hookshot cave
|
||||
CMP.w #$009D : BEQ ++ ; gt right
|
||||
CMP.w #$009C : BEQ ++ ; gt big room
|
||||
CMP.w #$00A5 : BEQ ++ ; wizzrobes 1
|
||||
+
|
||||
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F6
|
||||
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F8
|
||||
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F6
|
||||
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F8
|
||||
BRA +++
|
||||
++
|
||||
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
|
||||
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
|
||||
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
|
||||
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
|
||||
BRA +++
|
||||
+++
|
||||
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FA
|
||||
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FC
|
||||
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FE
|
||||
LDA.l PaletteBufferAux+$FA : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FA
|
||||
LDA.l PaletteBufferAux+$FC : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FC
|
||||
LDA.l PaletteBufferAux+$FE : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FE
|
||||
REP #$10
|
||||
LDA $7EC540 : TAY
|
||||
LDA $7EC300 : BNE +
|
||||
LDA.l PaletteBuffer+$40 : TAY
|
||||
LDA.l PaletteBufferAux : BNE +
|
||||
TAY
|
||||
+
|
||||
TYA : STA $7EC500
|
||||
TYA : STA.l PaletteBuffer
|
||||
SEP #$30
|
||||
RTS
|
||||
;================================================================================
|
||||
@@ -129,36 +120,36 @@ RestoreBgEther:
|
||||
LDX.b #$00
|
||||
LDA.l DisableFlashing : REP #$20 : BNE +
|
||||
-
|
||||
LDA $00,X
|
||||
LDA $7EC340, X : STA $7EC540, X
|
||||
LDA $7EC350, X : STA $7EC550, X
|
||||
LDA $7EC360, X : STA $7EC560, X
|
||||
LDA $7EC370, X : STA $7EC570, X
|
||||
LDA $7EC380, X : STA $7EC580, X
|
||||
LDA $7EC390, X : STA $7EC590, X
|
||||
LDA $7EC3A0, X : STA $7EC5A0, X
|
||||
LDA $7EC3B0, X : STA $7EC5B0, X
|
||||
LDA $7EC3C0, X : STA $7EC5C0, X
|
||||
LDA $7EC3D0, X : STA $7EC5D0, X
|
||||
LDA $7EC3E0, X : STA $7EC5E0, X
|
||||
LDA $7EC3F0, X : STA $7EC5F0, X
|
||||
LDA.b Scrap00,X
|
||||
LDA.l PaletteBufferAux+$40, X : STA.l PaletteBuffer+$40, X
|
||||
LDA.l PaletteBufferAux+$50, X : STA.l PaletteBuffer+$50, X
|
||||
LDA.l PaletteBufferAux+$60, X : STA.l PaletteBuffer+$60, X
|
||||
LDA.l PaletteBufferAux+$70, X : STA.l PaletteBuffer+$70, X
|
||||
LDA.l PaletteBufferAux+$80, X : STA.l PaletteBuffer+$80, X
|
||||
LDA.l PaletteBufferAux+$90, X : STA.l PaletteBuffer+$90, X
|
||||
LDA.l PaletteBufferAux+$A0, X : STA.l PaletteBuffer+$A0, X
|
||||
LDA.l PaletteBufferAux+$B0, X : STA.l PaletteBuffer+$B0, X
|
||||
LDA.l PaletteBufferAux+$C0, X : STA.l PaletteBuffer+$C0, X
|
||||
LDA.l PaletteBufferAux+$D0, X : STA.l PaletteBuffer+$D0, X
|
||||
LDA.l PaletteBufferAux+$E0, X : STA.l PaletteBuffer+$E0, X
|
||||
LDA.l PaletteBufferAux+$F0, X : STA.l PaletteBuffer+$F0, X
|
||||
INX #2 : CPX.b #$10 : BNE -
|
||||
BRA ++
|
||||
+
|
||||
-
|
||||
LDA $00
|
||||
LDA $7EC340, X : LDA $7EC540, X
|
||||
LDA $7EC350, X : LDA $7EC550, X
|
||||
LDA $7EC360, X : LDA $7EC560, X
|
||||
LDA $7EC370, X : LDA $7EC570, X
|
||||
LDA $7EC380, X : LDA $7EC580, X
|
||||
LDA $7EC390, X : LDA $7EC590, X
|
||||
LDA $7EC3A0, X : LDA $7EC5A0, X
|
||||
LDA $7EC3B0, X : LDA $7EC5B0, X
|
||||
LDA $7EC3C0, X : LDA $7EC5C0, X
|
||||
LDA $7EC3D0, X : LDA $7EC5D0, X
|
||||
LDA $7EC3E0, X : LDA $7EC5E0, X
|
||||
LDA $7EC3F0, X : LDA $7EC5F0, X
|
||||
LDA.b Scrap00
|
||||
LDA.l PaletteBufferAux+$40, X : LDA.l PaletteBuffer+$40, X
|
||||
LDA.l PaletteBufferAux+$50, X : LDA.l PaletteBuffer+$50, X
|
||||
LDA.l PaletteBufferAux+$60, X : LDA.l PaletteBuffer+$60, X
|
||||
LDA.l PaletteBufferAux+$70, X : LDA.l PaletteBuffer+$70, X
|
||||
LDA.l PaletteBufferAux+$80, X : LDA.l PaletteBuffer+$80, X
|
||||
LDA.l PaletteBufferAux+$90, X : LDA.l PaletteBuffer+$90, X
|
||||
LDA.l PaletteBufferAux+$A0, X : LDA.l PaletteBuffer+$A0, X
|
||||
LDA.l PaletteBufferAux+$B0, X : LDA.l PaletteBuffer+$B0, X
|
||||
LDA.l PaletteBufferAux+$C0, X : LDA.l PaletteBuffer+$C0, X
|
||||
LDA.l PaletteBufferAux+$D0, X : LDA.l PaletteBuffer+$D0, X
|
||||
LDA.l PaletteBufferAux+$E0, X : LDA.l PaletteBuffer+$E0, X
|
||||
LDA.l PaletteBufferAux+$F0, X : LDA.l PaletteBuffer+$F0, X
|
||||
INX #2 : CPX.b #$10 : BNE -
|
||||
BRA ++
|
||||
++
|
||||
@@ -168,105 +159,105 @@ DDMConditionalLightning:
|
||||
LDA.l DisableFlashing
|
||||
REP #$20
|
||||
BNE +
|
||||
LDA.w $0000
|
||||
LDA.w Scrap
|
||||
LDX.b #$02
|
||||
JML $07FA7F ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00
|
||||
+
|
||||
LDA.b $00 : LDX.b #$02 : LDY #$00
|
||||
LDA.b Scrap00 : LDX.b #$02 : LDY.b #$00
|
||||
-
|
||||
LDA $F4EB, Y : LDA $7EC560, X
|
||||
LDA $F4F9, Y : LDA $7EC570, X
|
||||
LDA $F507, Y : LDA $7EC590, X
|
||||
LDA $F515, Y : LDA $7EC5E0, X
|
||||
LDA $F523, Y : LDA $7EC5F0, X
|
||||
LDA.w $F4EB, Y : LDA.l PaletteBuffer+$60, X
|
||||
LDA.w $F4F9, Y : LDA.l PaletteBuffer+$70, X
|
||||
LDA.w $F507, Y : LDA.l PaletteBuffer+$90, X
|
||||
LDA.w $F515, Y : LDA.l PaletteBuffer+$E0, X
|
||||
LDA.w $F523, Y : LDA.l PaletteBuffer+$F0, X
|
||||
INY #2
|
||||
INX #2 : CPX.b #$10 : BNE -
|
||||
JML $07FAAC ; Bank0E.asm : 4754 both branches converge here
|
||||
;================================================================================
|
||||
ConditionalGTFlash:
|
||||
LDA.l DisableFlashing : REP #$20 : BNE +
|
||||
LDA $0000
|
||||
LDA.w Scrap
|
||||
-
|
||||
LDA $F9C1, Y : STA $7EC5D0, X
|
||||
LDA.w $F9C1, Y : STA.l PaletteBuffer+$D0, X
|
||||
INY #2
|
||||
INX #2 : CPX.b #$10 : BNE -
|
||||
RTL
|
||||
+
|
||||
LDA $00
|
||||
LDA.b Scrap00
|
||||
-
|
||||
LDA $F9C1, Y : LDA $7EC5D0, X
|
||||
LDA.w $F9C1, Y : LDA.l PaletteBuffer+$D0, X
|
||||
INY #2
|
||||
INX #2 : CPX.b #$10 : BNE -
|
||||
RTL
|
||||
;================================================================================
|
||||
ConditionalRedFlash:
|
||||
LDA.l DisableFlashing : REP #$20 : BNE +
|
||||
LDA $00,X
|
||||
LDA.w #$1D59 : STA $7EC5DA
|
||||
LDA.w #$25FF : STA $7EC5DC
|
||||
LDA.b Scrap,X
|
||||
LDA.w #$1D59 : STA.l PaletteBuffer+$DA
|
||||
LDA.w #$25FF : STA.l PaletteBuffer+$DC
|
||||
LDA.w #$001A
|
||||
RTL
|
||||
+
|
||||
LDA $00
|
||||
LDA.w #$1D59 : LDA $7EC5DA
|
||||
LDA.w #$25FF : LDA $7EC5DC
|
||||
LDA.b Scrap00
|
||||
LDA.w #$1D59 : LDA.l PaletteBuffer+$DA
|
||||
LDA.w #$25FF : LDA.l PaletteBuffer+$DC
|
||||
LDA.w #$0000
|
||||
RTL
|
||||
;================================================================================
|
||||
ConditionalPedAncilla:
|
||||
LDA.l DisableFlashing : REP #$20 : BNE +
|
||||
LDA $00,X
|
||||
LDA $00 : STA $04
|
||||
LDA $02 : STA $06
|
||||
LDA.b Scrap,X
|
||||
LDA.b Scrap00 : STA.b Scrap04
|
||||
LDA.b Scrap02 : STA.b Scrap06
|
||||
RTL
|
||||
+
|
||||
LDA $00
|
||||
LDA $00 : LDA $04
|
||||
LDA $02 : LDA $06
|
||||
LDA.b Scrap
|
||||
LDA.b Scrap00 : LDA.b Scrap04
|
||||
LDA.b Scrap02 : LDA.b Scrap06
|
||||
RTL
|
||||
;================================================================================
|
||||
LoadElectroPalette:
|
||||
REP #$20
|
||||
LDA.w #$0202 : STA $0C
|
||||
LDA.w #$0404 : STA $0E
|
||||
LDA.w #$001B : STA $02
|
||||
LDA.w #$0202 : STA.b Scrap0C
|
||||
LDA.w #$0404 : STA.b Scrap0E
|
||||
LDA.w #$001B : STA.b Scrap02
|
||||
SEP #$10
|
||||
LDX $0C : LDA $1BEBB4, X : AND.w #$00FF : ADC #$D630
|
||||
LDX.b Scrap0C : LDA.l $1BEBB4, X : AND.w #$00FF : ADC.w #$D630
|
||||
REP #$10 : LDX.w #$01B2 : LDY.w #$0002
|
||||
JSR ConditionalLoadGearPalette
|
||||
SEP #$10
|
||||
LDX $0D
|
||||
LDA $1BEBC1, X : AND.w #$00FF : ADC #$D648
|
||||
LDX.b Scrap0D
|
||||
LDA.l $1BEBC1, X : AND.w #$00FF : ADC.w #$D648
|
||||
REP #$10 : LDX.w #$01B8 : LDY.w #$0003
|
||||
JSR ConditionalLoadGearPalette
|
||||
SEP #$10
|
||||
LDX $0E
|
||||
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC #$D308
|
||||
LDX.b Scrap0E
|
||||
LDA.l $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$D308
|
||||
REP #$10 : LDX.w #$01E2 : LDY.w #$000E
|
||||
JSR ConditionalLoadGearPalette
|
||||
SEP #$30
|
||||
INC $15
|
||||
INC.b NMICGRAM
|
||||
RTL
|
||||
;================================================================================
|
||||
ConditionalLoadGearPalette:
|
||||
STA $00
|
||||
STA.b Scrap00
|
||||
SEP #$20
|
||||
LDA.l DisableFlashing : REP #$20 : BNE +
|
||||
LDA $00,X
|
||||
LDA.b Scrap,X
|
||||
-
|
||||
LDA [$00]
|
||||
STA $7EC500, X
|
||||
INC $00 : INC $00
|
||||
LDA.b [Scrap00]
|
||||
STA.l PaletteBuffer, X
|
||||
INC.b Scrap00 : INC.b Scrap00
|
||||
INX #2
|
||||
DEY
|
||||
BPL -
|
||||
RTS
|
||||
+
|
||||
LDA $00
|
||||
LDA.b Scrap
|
||||
-
|
||||
LDA [$00]
|
||||
LDA $7EC500, X
|
||||
INC $00 : INC $00
|
||||
LDA.b [Scrap00]
|
||||
LDA.l PaletteBuffer, X
|
||||
INC.b Scrap00 : INC.b Scrap00
|
||||
INX #2
|
||||
DEY
|
||||
BPL -
|
||||
@@ -281,13 +272,13 @@ RestoreElectroPalette:
|
||||
LDX.w #$01E2 : LDY.w #$000E
|
||||
JSR FillPaletteBufferFromAux
|
||||
SEP #$30
|
||||
INC $15
|
||||
INC.b NMICGRAM
|
||||
RTL
|
||||
;================================================================================
|
||||
FillPaletteBufferFromAux:
|
||||
-
|
||||
LDA $7EC300, X
|
||||
STA $7EC500, X
|
||||
LDA.l PaletteBufferAux, X
|
||||
STA.l PaletteBuffer, X
|
||||
INX #2
|
||||
DEY
|
||||
BPL -
|
||||
|
||||
@@ -2,21 +2,21 @@
|
||||
; Randomize Book of Mudora
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadLibraryItemGFX:
|
||||
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
|
||||
STA $0E80, X ; Store item type
|
||||
JSL.l PrepDynamicTile
|
||||
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
|
||||
STA.w SpriteItemType, X ; Store item type
|
||||
JSL.l PrepDynamicTile
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DrawLibraryItemGFX:
|
||||
PHA
|
||||
LDA $0E80, X ; Retrieve stored item type
|
||||
JSL.l DrawDynamicTile
|
||||
PLA
|
||||
PHA
|
||||
LDA.w SpriteItemType, X ; Retrieve stored item type
|
||||
JSL.l DrawDynamicTile
|
||||
PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
SetLibraryItem:
|
||||
LDY $0E80, X ; Retrieve stored item type
|
||||
JSL.l ItemSet_Library ; contains thing we wrote over
|
||||
LDY.w SpriteItemType, X ; Retrieve stored item type
|
||||
JSL.l ItemSet_Library ; contains thing we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -24,37 +24,34 @@ RTL
|
||||
;================================================================================
|
||||
; Randomize Bonk Keys
|
||||
;--------------------------------------------------------------------------------
|
||||
!REDRAW = "$7F5000"
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadBonkItemGFX:
|
||||
LDA.b #$08 : STA $0F50, X ; thing we wrote over
|
||||
LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over
|
||||
LoadBonkItemGFX_inner:
|
||||
LDA.b #$00 : STA !REDRAW
|
||||
LDA.b #$00 : STA.l RedrawFlag
|
||||
JSR LoadBonkItem
|
||||
JSL.l PrepDynamicTile
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DrawBonkItemGFX:
|
||||
PHA
|
||||
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
|
||||
JSL.l LoadBonkItemGFX_inner
|
||||
BRA .done ; don't draw on the init frame
|
||||
PHA
|
||||
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
|
||||
JSL.l LoadBonkItemGFX_inner
|
||||
BRA .done ; don't draw on the init frame
|
||||
|
||||
.skipInit
|
||||
JSR LoadBonkItem
|
||||
JSL.l DrawDynamicTileNoShadow
|
||||
|
||||
JSR LoadBonkItem
|
||||
JSL.l DrawDynamicTileNoShadow
|
||||
|
||||
.done
|
||||
PLA
|
||||
.done
|
||||
PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
GiveBonkItem:
|
||||
JSR LoadBonkItem
|
||||
CMP #$24 : BNE .notKey
|
||||
CMP.b #$24 : BNE .notKey
|
||||
.key
|
||||
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
|
||||
LDA CurrentSmallKeys : INC A : STA CurrentSmallKeys
|
||||
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
|
||||
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
|
||||
JSL CountBonkItem
|
||||
RTL
|
||||
@@ -64,11 +61,11 @@ RTL
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadBonkItem:
|
||||
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
|
||||
CMP #115 : BNE + ; Desert Bonk Key
|
||||
LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
|
||||
CMP.b #115 : BNE + ; Desert Bonk Key
|
||||
LDA.l BonkKey_Desert
|
||||
BRA ++
|
||||
+ : CMP #140 : BNE + ; GTower Bonk Key
|
||||
+ : CMP.b #140 : BNE + ; GTower Bonk Key
|
||||
LDA.l BonkKey_GTower
|
||||
BRA ++
|
||||
+
|
||||
|
||||
57
boots.asm
57
boots.asm
@@ -1,28 +1,27 @@
|
||||
;================================================================================
|
||||
; Boots State Modifier
|
||||
;--------------------------------------------------------------------------------
|
||||
!BOOTS_MODIFIER = "$7F50CE"
|
||||
ModifyBoots:
|
||||
PHA
|
||||
LDA !BOOTS_MODIFIER : CMP.b #$01 : BNE +
|
||||
PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots
|
||||
LDA.l BootsModifier : CMP.b #$01 : BNE +
|
||||
PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots
|
||||
+ : CMP.b #$02 : BNE +
|
||||
PLA : AND AbilityFlags : AND.b #$FB : RTL ; no boots
|
||||
+ : LDA FakeBoots : CMP.b #$01 : BNE +
|
||||
LDA $5B : BEQ ++ : LDA $59 : BNE + ; hover check
|
||||
++ : PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
|
||||
PLA : AND.l AbilityFlags : AND.b #$FB : RTL ; no boots
|
||||
+ : LDA.l FakeBoots : CMP.b #$01 : BNE +
|
||||
LDA.b LinkSlipping : BEQ ++ : LDA.b $59 : BNE + ; hover check
|
||||
++ : PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
|
||||
+
|
||||
PLA
|
||||
AND AbilityFlags ; regular boots
|
||||
AND.l AbilityFlags ; regular boots
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
AddBonkTremors:
|
||||
PHA
|
||||
LDA $46 : BNE + ; Check for incapacitated Link
|
||||
LDA.b $46 : BNE + ; Check for incapacitated Link
|
||||
JSL.l IncrementBonkCounter
|
||||
+
|
||||
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
|
||||
LDA BootsEquipment : BNE + ; Check for Boots
|
||||
LDA.l BootsModifier : CMP.b #$01 : BEQ +
|
||||
LDA.l BootsEquipment : BNE + ; Check for Boots
|
||||
PLA : RTL
|
||||
+
|
||||
PLA
|
||||
@@ -32,46 +31,46 @@ RTL
|
||||
BonkBreakableWall:
|
||||
PHX : PHP
|
||||
SEP #$30 ; set 8-bit accumulator and index registers
|
||||
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
|
||||
LDA BootsEquipment : BNE + ; Check for Boots
|
||||
LDA.l BootsModifier : CMP.b #$01 : BEQ +
|
||||
LDA.l BootsEquipment : BNE + ; Check for Boots
|
||||
PLP : PLX : LDA.w #$0000 : RTL
|
||||
+
|
||||
PLP : PLX
|
||||
LDA $0372 : AND.w #$00FF ; things we wrote over
|
||||
LDA.w $0372 : AND.w #$00FF ; things we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
BonkRockPile:
|
||||
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
|
||||
LDA BootsEquipment : BNE + ; Check for Boots
|
||||
LDA.l BootsModifier : CMP.b #$01 : BEQ +
|
||||
LDA.l BootsEquipment : BNE + ; Check for Boots
|
||||
LDA.b #$00 : RTL
|
||||
+
|
||||
LDA $02EF : AND.b #$70 ; things we wrote over
|
||||
LDA.w TileActBE : AND.b #$70 ; things we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
GravestoneHook:
|
||||
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
|
||||
LDA BootsEquipment : BEQ .done ; Check for Boots
|
||||
LDA.l BootsModifier : CMP.b #$01 : BEQ +
|
||||
LDA.l BootsEquipment : BEQ .done ; Check for Boots
|
||||
+
|
||||
LDA $0372 : BEQ .done ; things we wrote over
|
||||
LDA.w $0372 : BEQ .done ; things we wrote over
|
||||
JML.l moveGravestone
|
||||
.done
|
||||
JML.l GravestoneHook_continue
|
||||
;--------------------------------------------------------------------------------
|
||||
JumpDownLedge:
|
||||
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
|
||||
LDA BootsEquipment : BNE + ; Check for Boots
|
||||
LDA.l BootsModifier : CMP.b #$01 : BEQ +
|
||||
LDA.l BootsEquipment : BNE + ; Check for Boots
|
||||
; Disarm Waterwalk
|
||||
LDA $5B : CMP.b #$01 : BNE +
|
||||
STZ $5B
|
||||
LDA.b LinkSlipping : CMP.b #$01 : BNE +
|
||||
STZ.b LinkSlipping
|
||||
+
|
||||
LDA $1B : BNE .done : LDA.b #$02 : STA $EE ; things we wrote over
|
||||
LDA.b IndoorsFlag : BNE .done : LDA.b #$02 : STA.b LinkLayer ; things we wrote over
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
BonkRecoil:
|
||||
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
|
||||
LDA BootsEquipment : BNE + ; Check for Boots
|
||||
LDA.b #$16 : STA $29 : RTL
|
||||
LDA.l BootsModifier : CMP.b #$01 : BEQ +
|
||||
LDA.l BootsEquipment : BNE + ; Check for Boots
|
||||
LDA.b #$16 : STA.b LinkRecoilZ : RTL
|
||||
+
|
||||
LDA.b #$24 : STA $29 ; things we wrote over
|
||||
LDA.b #$24 : STA.b LinkRecoilZ ; things we wrote over
|
||||
RTL
|
||||
|
||||
133
bugfixes.asm
133
bugfixes.asm
@@ -2,8 +2,8 @@
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
AssignKiki:
|
||||
LDA.b #$00 : STA FollowerDropped ; defuse bomb
|
||||
LDA.b #$0A : STA FollowerIndicator ; assign kiki as follower
|
||||
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
|
||||
LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -11,10 +11,9 @@ RTL
|
||||
; Name: AllowSQ
|
||||
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
|
||||
;--------------------------------------------------------------------------------
|
||||
!ITEM_BUSY = "$7F5091"
|
||||
AllowSQ:
|
||||
LDA ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
|
||||
LDA !ITEM_BUSY : EOR #$01
|
||||
LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
|
||||
LDA.l BusyItem : EOR.b #$01
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -23,8 +22,8 @@ RTL
|
||||
;0 = Reset Music
|
||||
;1 = Don't Reset Music
|
||||
MSMusicReset:
|
||||
LDA $8A : CMP.b #$80 : BNE +
|
||||
LDA $23
|
||||
LDA.b OverworldIndex : CMP.b #$80 : BNE +
|
||||
LDA.b LinkPosX+1
|
||||
+
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -32,11 +31,11 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
;0 = Become (Perma)bunny
|
||||
DecideIfBunny:
|
||||
LDA MoonPearlEquipment : BNE .done
|
||||
LDA CurrentWorld : AND.b #$40
|
||||
LDA.l MoonPearlEquipment : BNE .done
|
||||
LDA.l CurrentWorld : AND.b #$40
|
||||
PHA : LDA.l InvertedMode : BNE .inverted
|
||||
.normal
|
||||
PLA : EOR #$40
|
||||
PLA : EOR.b #$40
|
||||
BRA .done
|
||||
.inverted
|
||||
PLA
|
||||
@@ -47,9 +46,9 @@ RTL
|
||||
DecideIfBunnyByScreenIndex:
|
||||
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
|
||||
; superbunny work
|
||||
LDA $1B : BNE .done
|
||||
LDA MoonPearlEquipment : BNE .done
|
||||
LDA $8A : AND.b #$40 : PHA
|
||||
LDA.b IndoorsFlag : BNE .done
|
||||
LDA.l MoonPearlEquipment : BNE .done
|
||||
LDA.b OverworldIndex : AND.b #$40 : PHA
|
||||
LDA.l InvertedMode : BNE .inverted
|
||||
.normal
|
||||
PLA : EOR #$40
|
||||
@@ -58,21 +57,12 @@ DecideIfBunnyByScreenIndex:
|
||||
PLA
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
;ReadInventoryPond:
|
||||
; CPX.b #$1B : BNE + : LDA.b #$01 : RTL : +
|
||||
; LDA EquipmentWRAM, X
|
||||
;RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
FixBunnyOnExitToLightWorld:
|
||||
LDA.w $02E0 : BEQ +
|
||||
LDA.w BunnyFlag : BEQ +
|
||||
JSL.l DecideIfBunny : BEQ +
|
||||
STZ $5D ; set player mode to Normal
|
||||
STZ $02E0 : STZ $56 ; return player graphics to normal
|
||||
STZ.b LinkState ; set player mode to Normal
|
||||
STZ.w BunnyFlag : STZ.b BunnyFlagDP ; return player graphics to normal
|
||||
+
|
||||
RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -83,17 +73,17 @@ RTS
|
||||
FixAga2Bunny:
|
||||
LDA.l FixFakeWorld : BEQ + ; Only use this fix is fakeworld fix is in use
|
||||
LDA.l InvertedMode : BEQ +++
|
||||
LDA.b #$00 : STA CurrentWorld ; Switch to light world
|
||||
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
|
||||
BRA ++
|
||||
+++
|
||||
LDA.b #$40 : STA CurrentWorld ; Switch to dark world
|
||||
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
|
||||
++
|
||||
JSL DecideIfBunny : BNE +
|
||||
JSR MakeBunny
|
||||
LDA.b #$04 : STA.w $012C ; play bunny music
|
||||
LDA.b #$04 : STA.w MusicControlRequest ; play bunny music
|
||||
BRA .done
|
||||
+
|
||||
LDA.b #$09 : STA.w $012C ; what we wrote over
|
||||
LDA.b #$09 : STA.w MusicControlRequest ; what we wrote over
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -101,8 +91,8 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
MakeBunny:
|
||||
PHX : PHY
|
||||
LDA.b #$17 : STA $5D ; set player mode to permabunny
|
||||
LDA.b #$01 : STA $02E0 : STA $56 ; make player look like bunny
|
||||
LDA.b #$17 : STA.b LinkState ; set player mode to permabunny
|
||||
LDA.b #$01 : STA.w BunnyFlag : STA.b BunnyFlagDP ; make player look like bunny
|
||||
JSL LoadGearPalettes_bunny
|
||||
PLY : PLX
|
||||
RTS
|
||||
@@ -130,27 +120,27 @@ RTS
|
||||
; Fix for SQ jumping causing accidental Exploration Glitch
|
||||
SQEGFix:
|
||||
LDA.l Bugfix_PodEG : BEQ ++
|
||||
STZ.w $047A ; disarm exploration glitch
|
||||
STZ.w LayerAdjustment ; disarm exploration glitch
|
||||
++ RTL
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Fix crystal not spawning when using somaria vs boss
|
||||
TryToSpawnCrystalUntilSuccess:
|
||||
STX $02D8 ; what we overwrote
|
||||
STX.w ItemReceiptID ; what we overwrote
|
||||
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
|
||||
.spawned
|
||||
STZ $AE ; the "trying to spawn crystal" flag
|
||||
STZ $AF ; the "trying to spawn pendant" flag
|
||||
STZ.b RoomTag ; the "trying to spawn crystal" flag
|
||||
STZ.b RoomTag+1 ; the "trying to spawn pendant" flag
|
||||
.failed
|
||||
RTL
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Fix crystal not spawning when using somaria vs boss
|
||||
WallmasterCameraFix:
|
||||
STZ $A7 ; disable vertical camera scrolling for current room
|
||||
STZ.b CameraBoundV ; disable vertical camera scrolling for current room
|
||||
REP #$20
|
||||
STZ $0618 ; something about scrolling, setting these to 0 tricks the game
|
||||
STZ $061A ; into thinking we're at the edge of the room so it doesn't scroll.
|
||||
STZ.w CameraScrollN ; something about scrolling, setting these to 0 tricks the game
|
||||
STZ.w CameraScrollS ; into thinking we're at the edge of the room so it doesn't scroll.
|
||||
SEP #$20
|
||||
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
|
||||
|
||||
@@ -158,8 +148,8 @@ WallmasterCameraFix:
|
||||
; Fix losing glove colors
|
||||
LoadActualGearPalettesWithGloves:
|
||||
REP #$20
|
||||
LDA SwordEquipment : STA $0C
|
||||
LDA ArmorEquipment : AND.w #$00FF
|
||||
LDA.l SwordEquipment : STA.b Scrap0C
|
||||
LDA.l ArmorEquipment : AND.w #$00FF
|
||||
JSL LoadGearPalettes_variable
|
||||
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
|
||||
RTL
|
||||
@@ -167,24 +157,24 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
; Fix Bunny Palette Map Bug
|
||||
LoadGearPalette_safe_for_bunny:
|
||||
LDA $10
|
||||
LDA.b GameMode
|
||||
CMP.w #$030E : BEQ .new ; opening dungeon map
|
||||
CMP.w #$070E : BEQ .new ; opening overworld map
|
||||
.original
|
||||
-
|
||||
LDA [$00]
|
||||
STA $7EC300, X
|
||||
STA $7EC500, X
|
||||
INC $00 : INC $00
|
||||
LDA.b [Scrap00]
|
||||
STA.l PaletteBufferAux, X
|
||||
STA.l PaletteBuffer, X
|
||||
INC.b Scrap00 : INC.b Scrap00
|
||||
INX #2
|
||||
DEY
|
||||
BPL -
|
||||
RTL
|
||||
.new
|
||||
-
|
||||
LDA [$00]
|
||||
STA $7EC500, X
|
||||
INC $00 : INC $00
|
||||
LDA.b [Scrap00]
|
||||
STA.l PaletteBuffer, X
|
||||
INC.b Scrap00 : INC.b Scrap00
|
||||
INX #2
|
||||
DEY
|
||||
BPL -
|
||||
@@ -193,16 +183,16 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
; Fix pedestal pull overlay
|
||||
PedestalPullOverlayFix:
|
||||
LDA.b #$09 : STA $039F, X ; the thing we wrote over
|
||||
LDA $1B : BNE +
|
||||
LDA $8A : CMP.b #$80 : BNE +
|
||||
LDA $8C : CMP.b #$97
|
||||
LDA.b #$09 : STA.w AncillaGeneral, X ; the thing we wrote over
|
||||
LDA.b IndoorsFlag : BNE +
|
||||
LDA.b OverworldIndex : CMP.b #$80 : BNE +
|
||||
LDA.b OverlayID : CMP.b #$97
|
||||
+
|
||||
RTL
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
FixJingleGlitch:
|
||||
LDA.b $11
|
||||
LDA.b GameSubMode
|
||||
BEQ .set_doors
|
||||
|
||||
LDA.l AllowAccidentalMajorGlitch
|
||||
@@ -210,7 +200,7 @@ FixJingleGlitch:
|
||||
|
||||
.set_doors
|
||||
LDA.b #$05
|
||||
STA.b $11
|
||||
STA.b GameSubMode
|
||||
|
||||
.exit
|
||||
RTL
|
||||
@@ -222,7 +212,36 @@ pushpc
|
||||
pullpc
|
||||
;--------------------------------------------------------------------------------
|
||||
SetOverworldTransitionFlags:
|
||||
LDA #$01
|
||||
STA $0ABF ; used by witch
|
||||
STA $021B ; used by race game
|
||||
LDA.b #$01
|
||||
STA.w OWTransitionFlag
|
||||
STA.w RaceGameFlag
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
ParadoxCaveGfxFix:
|
||||
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
|
||||
LDA.b IndoorsFlag : BEQ .uploadLine
|
||||
LDX.b RoomIndex : CPX.w #$00FF : BNE .uploadLine
|
||||
LDX.b PreviousRoom : CPX.w #$00EF : BNE .uploadLine
|
||||
|
||||
;Ignore uploading four specific lines of tiles to VRAM
|
||||
LDX.w VRAMUploadAddress
|
||||
; Line 1
|
||||
CPX.w #$1800 : BEQ .skipMostOfLine
|
||||
; Line 2
|
||||
CPX.w #$1A00 : BEQ .skipMostOfLine
|
||||
; Line 3
|
||||
CPX.w #$1C00 : BEQ .uploadLine
|
||||
; Line 4
|
||||
CPX.w #$1E00 : BEQ .uploadLine
|
||||
|
||||
.uploadLine
|
||||
LDA.b #$01 : STA.w MDMAEN
|
||||
|
||||
.skipLine
|
||||
RTL
|
||||
|
||||
.skipMostOfLine
|
||||
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
|
||||
LDX.w #$00C0 : STX.w DAS0L
|
||||
BRA .uploadLine
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
34
catfish.asm
34
catfish.asm
@@ -1,34 +0,0 @@
|
||||
;================================================================================
|
||||
; Randomize Catfish
|
||||
;--------------------------------------------------------------------------------
|
||||
!HEART_REDRAW = "$7F5000"
|
||||
LoadCatfishItemGFX:
|
||||
LDA.l $1DE185 ; location randomizer writes catfish item to
|
||||
JML PrepDynamicTile
|
||||
;--------------------------------------------------------------------------------
|
||||
DrawThrownItem:
|
||||
LDA $8A : CMP.b #$81 : BNE .catfish
|
||||
|
||||
.zora
|
||||
LDA.b #$01 : STA !HEART_REDRAW
|
||||
LDA.l $1DE1C3 ; location randomizer writes zora item to
|
||||
BRA .draw
|
||||
|
||||
.catfish
|
||||
LDA.l $1DE185 ; location randomizer writes catfish item to
|
||||
|
||||
.draw
|
||||
JML DrawDynamicTile
|
||||
;--------------------------------------------------------------------------------
|
||||
MarkThrownItem:
|
||||
JSL Link_ReceiveItem ; thing we wrote over
|
||||
|
||||
LDA $8A : CMP.b #$81 : BNE .catfish
|
||||
|
||||
.zora
|
||||
JML ItemSet_ZoraKing
|
||||
|
||||
.catfish
|
||||
JML ItemSet_Catfish
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
248
clock.asm
248
clock.asm
@@ -1,248 +0,0 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
; http://problemkaputt.de/fullsnes.htm
|
||||
; 2800h-2801h S-RTC Real Time Clock I/O Ports
|
||||
; cartridge type change from #$02 to #$55 to enable S-RTC
|
||||
; SNES Cart S-RTC (Realtime Clock) (1 game)
|
||||
;
|
||||
; PCB "SHVC-LJ3R-01" with 24pin "Sharp S-RTC" chip. Used only by one japanese game:
|
||||
; Dai Kaiju Monogatari 2 (1996) Birthday/Hudson Soft (JP)
|
||||
;
|
||||
; S-RTC I/O Ports
|
||||
; 002800h S-RTC Read (R)
|
||||
; 002801h S-RTC Write (W)
|
||||
; Both registers are 4bits wide. When writing: Upper 4bit should be zero. When reading: Upper 4bit should be masked-off (they do possibly contain garbage, eg. open-bus).
|
||||
;
|
||||
; S-RTC Communication
|
||||
; The sequence for setting, and then reading the time is:
|
||||
; Send <0Eh,04h,0Dh,0Eh,00h,Timestamp(12 digits),0Dh> to [002801h]
|
||||
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
|
||||
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
|
||||
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
|
||||
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
|
||||
; etc.
|
||||
; The exact meaning of the bytes is unknown. 0Eh/0Dh seems to invoke/terminate commands, 04h might be some configuration stuff (like setting 24-hour mode). 00h is apparently the set-time command. There might be further commands (such like setting interrupts, alarm, 12-hour mode, reading battery low & error flags, etc.). When reading, 0Fh seems to indicate sth like "time available".
|
||||
; The 12/13-digit "SSMMHHDDMYYY(D)" Timestamps are having the following format:
|
||||
; Seconds.lo (BCD, 0..9)
|
||||
; Seconds.hi (BCD, 0..5)
|
||||
; Minutes.lo (BCD, 0..9)
|
||||
; Minutes.hi (BCD, 0..5)
|
||||
; Hours.lo (BCD, 0..9)
|
||||
; Hours.hi (BCD, 0..2)
|
||||
; Day.lo (BCD, 0..9)
|
||||
; Day.hi (BCD, 0..3)
|
||||
; Month (HEX, 01h..0Ch)
|
||||
; Year.lo (BCD, 0..9)
|
||||
; Year.hi (BCD, 0..9)
|
||||
; Century (HEX, 09h..0Ah for 19xx..20xx)
|
||||
; When READING the time, there is one final extra digit (the existing software doesn't transmit that extra digit on WRITING, though maybe it's possible to do writing, too):
|
||||
; Day of Week? (0..6) (unknown if RTC assigns sth like 0=Sunday or 0=Monday)
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
macro A_x10()
|
||||
ASL #1 : PHA
|
||||
ASL #2 : !ADD 1,s
|
||||
STA 1,s : PLA
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
macro A_x24()
|
||||
ASL #3 : PHA
|
||||
ASL #1 : !ADD 1,s
|
||||
STA 1,s : PLA
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
macro A_x60()
|
||||
ASL #2 : PHA
|
||||
ASL #4 : !SUB 1,s
|
||||
STA 1,s : PLA
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
macro Clock_ReadBCD()
|
||||
LDA $002800 : PHA
|
||||
LDA $002800 : %A_x10() : !ADD 1,s
|
||||
STA 1,s : PLA
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
Clock_Test:
|
||||
JSL.l Clock_Init
|
||||
JML.l Clock_IsSupported
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Clock_Init
|
||||
;--------------------------------------------------------------------------------
|
||||
Clock_Init:
|
||||
LDA.b #$0E : STA $002801
|
||||
LDA.b #$04 : STA $002801
|
||||
LDA.b #$0D : STA $002801
|
||||
LDA.b #$0E : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$01 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$01 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$00 : STA $002801
|
||||
LDA.b #$0A : STA $002801
|
||||
|
||||
LDA.b #$0D : STA $002801
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Clock_IsSupported
|
||||
;--------------------------------------------------------------------------------
|
||||
; Input: None (8-bit accumulator)
|
||||
;--------------------------------------------------------------------------------
|
||||
; Output:
|
||||
; Carry - unset if unsupported, set if supported
|
||||
; Zero - Undefined
|
||||
;--------------------------------------------------------------------------------
|
||||
; Side Effects:
|
||||
; S-RTC is ready for reading upon exit if supported
|
||||
;--------------------------------------------------------------------------------
|
||||
Clock_IsSupported:
|
||||
PHA : PHX
|
||||
LDX #$00;
|
||||
-
|
||||
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .done ; check for clock chip ready signal
|
||||
CPX.b #$0E : BCC ++ : CLC : BRA .done ; if we've read 14 bytes with no success, unset carry and exit
|
||||
++ INX
|
||||
BRA -
|
||||
.done
|
||||
PLX : PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Clock_QuickStamp
|
||||
;--------------------------------------------------------------------------------
|
||||
; Input: None
|
||||
;--------------------------------------------------------------------------------
|
||||
; Output:
|
||||
; $00.b - 24-bit timestamp (low)
|
||||
; $01.b - 24-bit timestamp (mid)
|
||||
; $02.b - 24-bit timestamp (high)
|
||||
; $03.b - zero
|
||||
; Carry - Unset if error, Set if success
|
||||
; Zero - Undefined
|
||||
;--------------------------------------------------------------------------------
|
||||
; Side Effects:
|
||||
; Requires Mode-7 Matrix Registers
|
||||
;--------------------------------------------------------------------------------
|
||||
Clock_QuickStamp:
|
||||
PHA : PHX : PHP
|
||||
SEP #$30 ; set 8-bit accumulator and index registers
|
||||
LDX #$00;
|
||||
-
|
||||
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
|
||||
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
|
||||
INX
|
||||
BRA -
|
||||
SEC ; indicate success
|
||||
|
||||
.ready
|
||||
%Clock_ReadBCD() : STA $00 ; seconds
|
||||
%Clock_ReadBCD() : STA $01 ; minutes
|
||||
%Clock_ReadBCD() : STA $02 ; hours
|
||||
%Clock_ReadBCD() : STA $03 ; days
|
||||
|
||||
REP $20 ; set 16-bit accumulator
|
||||
LDA $01 : AND #$00FF : %A_x60() ; convert minutes to seconds
|
||||
STZ $01 : !ADD $00 : STA $00 ; store running total seconds to $00
|
||||
|
||||
LDA $03 : AND #$00FF : %A_x24() ; convert days to hours
|
||||
STZ $03 : !ADD $02 ; get total hours
|
||||
%A_x60() ; get total minutes
|
||||
|
||||
LDY #$60
|
||||
JSL.l Multiply_A16Y8
|
||||
STY $02 : STZ $03
|
||||
!ADD $00 : BCC + : INC $02 : +
|
||||
|
||||
.done
|
||||
PLP : PLX : PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Multiply_A16Y8:
|
||||
;--------------------------------------------------------------------------------
|
||||
; Expects:
|
||||
; Accumulator - 16-bit
|
||||
; Index Registers - 8-bit
|
||||
;--------------------------------------------------------------------------------
|
||||
; Notes:
|
||||
; Found a (wrong) version of this on wikibooks. This is cleaned up and fixed.
|
||||
;--------------------------------------------------------------------------------
|
||||
Multiply_A16Y8:
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
STY $4202
|
||||
STA $4203
|
||||
NOP #4
|
||||
LDA $4216
|
||||
LDY $4217
|
||||
XBA
|
||||
STA $4203
|
||||
NOP #2
|
||||
TYA
|
||||
CLC
|
||||
ADC $4216
|
||||
LDY $4217
|
||||
BCC .carry_bit
|
||||
INY
|
||||
.carry_bit:
|
||||
XBA
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Clock_GetTime
|
||||
;--------------------------------------------------------------------------------
|
||||
; Input: None
|
||||
;--------------------------------------------------------------------------------
|
||||
; Output:
|
||||
; $00.b - Seconds
|
||||
; $01.b - Minutes
|
||||
; $02.b - Hours
|
||||
; $03.b - Days
|
||||
; $04.b - Months
|
||||
; $05.w - Years
|
||||
; Carry - Unset if error, Set if success
|
||||
; Zero - Undefined
|
||||
;--------------------------------------------------------------------------------
|
||||
Clock_GetTime:
|
||||
PHA : PHX : PHY : PHP
|
||||
SEP #$30 ; set 8-bit accumulator and index registers
|
||||
LDX #$00;
|
||||
-
|
||||
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
|
||||
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
|
||||
INX
|
||||
BRA -
|
||||
SEC ; indicate success
|
||||
|
||||
.ready
|
||||
%Clock_ReadBCD() : STA $00 ; seconds
|
||||
%Clock_ReadBCD() : STA $01 ; minutes
|
||||
%Clock_ReadBCD() : STA $02 ; hours
|
||||
%Clock_ReadBCD() : STA $03 ; days
|
||||
LDA $002800 : STA $04 ; months
|
||||
%Clock_ReadBCD() : STA $05 ; years
|
||||
LDA $002800 : STA $06 ; century
|
||||
|
||||
REP $20 ; set 16-bit accumulator
|
||||
STA $06 : AND #$00FF : %A_x10() : %A_x10() : !ADD #1000 ; multiply century digit by 100 and add 1000
|
||||
STZ $06 : !ADD $05 : STA $05 ; add lower 2 digits of the year and store
|
||||
|
||||
.done
|
||||
PLP : PLY : PLX : PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -1,19 +1,15 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
; $7F5010 - Scratch Space
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
DrawDungeonCompassCounts:
|
||||
LDX $1B : BNE + : RTL : + ; Skip if outdoors
|
||||
LDX.b IndoorsFlag : BNE + : RTL : + ; Skip if outdoors
|
||||
|
||||
; extra hard safeties for getting dungeon ID to prevent crashes
|
||||
PHA
|
||||
LDA.w $040C : AND.w #$00FE : TAX ; force dungeon ID to be multiple of 2
|
||||
LDA.w DungeonID : AND.w #$00FE : TAX ; force dungeon ID to be multiple of 2
|
||||
PLA
|
||||
|
||||
CPX.b #$1B : BCS .done ; Skip if not in a valid dungeon ID
|
||||
|
||||
BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass
|
||||
LDA CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
|
||||
LDA.l CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
|
||||
BEQ .done ; skip if we don't have compass
|
||||
++
|
||||
|
||||
@@ -21,23 +17,23 @@ DrawDungeonCompassCounts:
|
||||
BNE +
|
||||
INC
|
||||
+
|
||||
LDA.l CompassTotalsWRAM, X : AND #$00FF
|
||||
LDA.l CompassTotalsWRAM, X : AND.w #$00FF
|
||||
SEP #$20
|
||||
JSR HudHexToDec2Digit
|
||||
REP #$20
|
||||
PHX
|
||||
LDX.b $06 : TXA : ORA #$2400 : STA $7EC79A
|
||||
LDX.b $07 : TXA : ORA #$2400 : STA $7EC79C
|
||||
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9A
|
||||
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$9C
|
||||
PLX
|
||||
|
||||
LDA DungeonLocationsChecked, X : AND #$00FF
|
||||
LDA.l DungeonLocationsChecked, X : AND.w #$00FF
|
||||
SEP #$20
|
||||
JSR HudHexToDec2Digit
|
||||
REP #$20
|
||||
LDX.b $06 : TXA : ORA #$2400 : STA $7EC794 ; Draw the item count
|
||||
LDX.b $07 : TXA : ORA #$2400 : STA $7EC796
|
||||
LDX.b Scrap06 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$94 ; Draw the item count
|
||||
LDX.b Scrap07 : TXA : ORA.w #$2400 : STA.l HUDTileMapBuffer+$96
|
||||
|
||||
LDA.w #$2830 : STA $7EC798 ; draw the slash
|
||||
LDA.w #$2830 : STA.l HUDTileMapBuffer+$98 ; draw the slash
|
||||
|
||||
.done
|
||||
RTL
|
||||
@@ -47,10 +43,10 @@ DungeonItemMasks: ; these are dungeon correlations to $7EF364 - $7EF369 so it kn
|
||||
dw $0080, $0040, $0020, $0010, $0008, $0004
|
||||
;--------------------------------------------------------------------------------
|
||||
InitCompassTotalsRAM:
|
||||
LDX #$00
|
||||
LDX.b #$00
|
||||
-
|
||||
LDA CompassTotalsROM, X : STA CompassTotalsWRAM, X
|
||||
LDA.l CompassTotalsROM, X : STA.l CompassTotalsWRAM, X
|
||||
INX
|
||||
CPX #$0F : !BLT -
|
||||
CPX.b #$0F : !BLT -
|
||||
RTL
|
||||
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
ParadoxCaveGfxFix:
|
||||
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
|
||||
LDA $1B : BEQ .uploadLine
|
||||
LDX $A0 : CPX #$00FF : BNE .uploadLine
|
||||
LDX $A2 : CPX #$00EF : BNE .uploadLine
|
||||
|
||||
;Ignore uploading four specific lines of tiles to VRAM
|
||||
LDX $0118
|
||||
; Line 1
|
||||
CPX #$1800 : BEQ .skipMostOfLine
|
||||
; Line 2
|
||||
CPX #$1A00 : BEQ .skipMostOfLine
|
||||
; Line 3
|
||||
CPX #$1C00 : BEQ .uploadLine
|
||||
; Line 4
|
||||
CPX #$1E00 : BEQ .uploadLine
|
||||
|
||||
.uploadLine
|
||||
LDA.b #$01 : STA $420B
|
||||
|
||||
.skipLine
|
||||
RTL
|
||||
|
||||
.skipMostOfLine
|
||||
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
|
||||
LDX.w #$00C0 : STX $4305
|
||||
BRA .uploadLine
|
||||
;--------------------------------------------------------------------------------
|
||||
182
contrib.asm
182
contrib.asm
@@ -1,182 +0,0 @@
|
||||
;================================================================
|
||||
; Contributor: Myramong
|
||||
;================================================================
|
||||
;Sprite_ShowMessageFromPlayerContact_Edit:
|
||||
;{
|
||||
; STZ $1CE8
|
||||
; JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC .dont_show
|
||||
;
|
||||
; LDA $4D : CMP.b #$02 : BEQ .dont_show
|
||||
;
|
||||
; JSL.l Sprite_DirectionToFacePlayerLong : TYA : EOR.b #$03
|
||||
; SEC
|
||||
;RTL
|
||||
;.dont_show
|
||||
; LDA $0DE0, X
|
||||
; CLC
|
||||
;RTL
|
||||
;}
|
||||
;================================================================
|
||||
;Sprite_ShowSolicitedMessageIfPlayerFacing_Edit:
|
||||
;{
|
||||
; JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
|
||||
; JSL.l Sprite_CheckIfPlayerPreoccupied : BCS .alpha
|
||||
; LDA $F6 : BPL .alpha
|
||||
; LDA $0F10, X : BNE .alpha
|
||||
;
|
||||
; LDA $4D : CMP.b #$02 : BEQ .alpha
|
||||
;
|
||||
; STZ $1CE8 ; set text choice to 1st option (usually yes/confirm/etc)
|
||||
; JSL.l Sprite_DirectionToFacePlayerLong : PHX : TYX
|
||||
;
|
||||
; ; Make sure that the sprite is facing towards the player, otherwise
|
||||
; ; talking can't happen. (What sprites actually use this???)
|
||||
; LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
|
||||
; PHY
|
||||
; LDA.b #$40 : STA $0F10, X
|
||||
; PLA : EOR.b #$03
|
||||
; SEC
|
||||
;RTL
|
||||
;.not_facing_each_other
|
||||
;.alpha
|
||||
; LDA $0DE0, X
|
||||
; CLC
|
||||
;RTL
|
||||
;}
|
||||
;================================================================
|
||||
;OldMountainMan_TransitionFromTagalong_Edit:
|
||||
;{
|
||||
; PHA
|
||||
;
|
||||
; LDA.b #$AD : JSL Sprite_SpawnDynamically
|
||||
;
|
||||
; PLA : PHX : TAX
|
||||
;
|
||||
; LDA $1A64, X : AND.b #$03 : STA $0EB0, Y
|
||||
; STA $0DE0, Y
|
||||
;
|
||||
; LDA $1A00, X : CLC : ADC.b #$02 : STA $0D00, Y
|
||||
; LDA $1A14, X : ADC.b #$00 : STA $0D20, Y
|
||||
;
|
||||
; LDA $1A28, X : CLC : ADC.b #$02 : STA $0D10, Y
|
||||
; LDA $1A3C, X : ADC.b #$00 : STA $0D30, Y
|
||||
;
|
||||
; LDA $EE : STA $0F20, Y
|
||||
;
|
||||
; LDA.b #$01 : STA $0BA0, Y
|
||||
; STA $0E80, Y
|
||||
;
|
||||
; LDA.b #$01 : STA $02E4 ; OldMountainMan_FreezePlayer
|
||||
; STA $037B ; ^
|
||||
;
|
||||
; PLX
|
||||
;
|
||||
; LDA.b #$00 : STA FollowerIndicator
|
||||
;
|
||||
; STZ $5E
|
||||
;
|
||||
; JML $09A6B6 ; <- 4A6B6 tagalong.asm:1194 (SEP #$30 : RTS)
|
||||
;}
|
||||
;================================================================
|
||||
Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
|
||||
{
|
||||
STA $1CF0
|
||||
STY $1CF1
|
||||
|
||||
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
|
||||
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
|
||||
|
||||
LDA $F6 : BPL .alpha
|
||||
LDA $0F10, X : BNE .alpha
|
||||
LDA $4D : CMP.b #$02 : BEQ .alpha
|
||||
|
||||
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
|
||||
|
||||
; Make sure that the sprite is facing towards the player, otherwise
|
||||
; talking can't happen. (What sprites actually use this???)
|
||||
LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
|
||||
|
||||
PHY
|
||||
|
||||
LDA $1CF0
|
||||
LDY $1CF1
|
||||
|
||||
; Check what room we're in so we know which npc we're talking to
|
||||
LDA.b $A0 : CMP #$05 : BEQ .SahasrahlaDialogs
|
||||
CMP #$1C : BEQ .BombShopGuyDialog
|
||||
BRA .SayNothing
|
||||
|
||||
.SahasrahlaDialogs
|
||||
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA MapOverlay : STA MapOverlay : SEP #$20
|
||||
JSL DialogSahasrahla : BRA .SayNothing
|
||||
|
||||
.BombShopGuyDialog
|
||||
REP #$20 : LDA.l MapReveal_BombShop : ORA MapOverlay : STA MapOverlay : SEP #$20
|
||||
JSL DialogBombShopGuy
|
||||
|
||||
.SayNothing
|
||||
|
||||
LDA.b #$40 : STA $0F10, X
|
||||
|
||||
PLA : EOR.b #$03
|
||||
|
||||
SEC
|
||||
|
||||
RTL
|
||||
|
||||
.not_facing_each_other
|
||||
.alpha
|
||||
|
||||
LDA $0DE0, X
|
||||
|
||||
CLC
|
||||
|
||||
RTL
|
||||
}
|
||||
;================================================================
|
||||
Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
|
||||
{
|
||||
PHY
|
||||
PHA
|
||||
|
||||
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
|
||||
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
|
||||
|
||||
LDA $F6 : BPL .alpha
|
||||
LDA $0F10, X : BNE .alpha
|
||||
LDA $4D : CMP.b #$02 : BEQ .alpha
|
||||
|
||||
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
|
||||
|
||||
; Make sure that the sprite is facing towards the player, otherwise
|
||||
; talking can't happen. (What sprites actually use this???)
|
||||
LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
|
||||
|
||||
PLA : XBA : PLA
|
||||
|
||||
PHY
|
||||
|
||||
TAY : XBA
|
||||
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
|
||||
LDA.b #$40 : STA $0F10, X
|
||||
|
||||
PLA : EOR.b #$03
|
||||
|
||||
SEC
|
||||
|
||||
RTL
|
||||
|
||||
.not_facing_each_other
|
||||
.alpha
|
||||
PLY
|
||||
PLA
|
||||
|
||||
LDA $0DE0, X
|
||||
|
||||
CLC
|
||||
|
||||
RTL
|
||||
}
|
||||
;================================================================
|
||||
@@ -4,29 +4,28 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
; Filtered Joypad 1 Register: [AXLR | ????]
|
||||
; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
|
||||
!INVERT_DPAD = "$7F50CB"
|
||||
|
||||
InvertDPad:
|
||||
LDA.l OneMindPlayerCount : BEQ .crowd_control
|
||||
|
||||
LDA.l !ONEMIND_ID
|
||||
LDA.l OneMindId
|
||||
AND.b #$03
|
||||
TAX
|
||||
LDA.l .onemind_controller_offset, X
|
||||
TAX
|
||||
|
||||
LDA.w $4218,X : STA.w $00
|
||||
LDA.w $4219,X : STA.w $01
|
||||
LDA.w JOY1L,X : STA.w Scrap00
|
||||
LDA.w JOY1H,X : STA.w Scrap01
|
||||
|
||||
LDA #$80 : STA $4201 ; reset this so latch can read it, otherwise RNG breaks
|
||||
LDA.b #$80 : STA.w WRIO ; reset this so latch can read it, otherwise RNG breaks
|
||||
|
||||
JML.l InvertDPadReturn
|
||||
|
||||
.crowd_control
|
||||
LDA !INVERT_DPAD : BNE +
|
||||
LDA.l ControllerInverter : BNE +
|
||||
|
||||
LDA $4218 : STA $00
|
||||
LDA $4219 : STA $01
|
||||
LDA.w JOY1L : STA.b Scrap00
|
||||
LDA.w JOY1H : STA.b Scrap01
|
||||
JML.l InvertDPadReturn
|
||||
|
||||
+ DEC : BEQ .dpadOnly
|
||||
@@ -34,47 +33,47 @@ InvertDPad:
|
||||
DEC : BEQ .invertBoth
|
||||
.swapSides
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA $4218
|
||||
LDA.w JOY1L
|
||||
BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
|
||||
BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
|
||||
BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
|
||||
BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
|
||||
STA $00
|
||||
STA.b Scrap00
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
JML.l InvertDPadReturn
|
||||
.invertBoth
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA $4218
|
||||
LDA.w JOY1L
|
||||
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
|
||||
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
|
||||
BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
|
||||
BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
|
||||
STA $00
|
||||
STA.b Scrap00
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
JML.l InvertDPadReturn
|
||||
.buttonsOnly
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA $4218
|
||||
LDA.w JOY1L
|
||||
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
|
||||
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
|
||||
STA $00
|
||||
STA.b Scrap00
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
JML.l InvertDPadReturn
|
||||
.dpadOnly
|
||||
LDA $4218 : STA $00
|
||||
LDA $4219
|
||||
LDA.w JOY1L : STA.b Scrap00
|
||||
LDA.w JOY1H
|
||||
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
|
||||
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
|
||||
STA $01
|
||||
STA.b Scrap01
|
||||
JML.l InvertDPadReturn
|
||||
|
||||
.onemind_controller_offset
|
||||
db 0 ; player 0 - $4218 - joy1d1
|
||||
db 0 ; player 1 - $4218 - joy1d1
|
||||
db 2 ; player 2 - $421A - joy2d1
|
||||
db 6 ; player 3 - $421E - joy2d2
|
||||
db 2 ; player 4 - $421A - joy2d1
|
||||
db 6 ; player 5 - $421E - joy2d2
|
||||
db 0 ; player 0 - JOY1L - joy1d1
|
||||
db 0 ; player 1 - JOY1L - joy1d1
|
||||
db 2 ; player 2 - JOY2L - joy2d1
|
||||
db 6 ; player 3 - JOY4L - joy2d2
|
||||
db 2 ; player 4 - JOY2L - joy2d1
|
||||
db 6 ; player 5 - JOY4L - joy2d2
|
||||
|
||||
|
||||
|
||||
@@ -86,12 +85,12 @@ HandleOneMindController:
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA.l !ONEMIND_TIMER
|
||||
LDA.l OneMindTimerRAM
|
||||
DEC
|
||||
BPL .no_switch
|
||||
|
||||
SEP #$20
|
||||
LDA.l !ONEMIND_ID
|
||||
LDA.l OneMindId
|
||||
INC
|
||||
CMP.l OneMindPlayerCount
|
||||
BCC .no_wrap
|
||||
@@ -99,29 +98,26 @@ HandleOneMindController:
|
||||
LDA.b #$01 ; reset to player 1
|
||||
|
||||
.no_wrap
|
||||
STA.l !ONEMIND_ID
|
||||
STA.l OneMindId
|
||||
|
||||
REP #$20
|
||||
LDA.l OneMindTimer
|
||||
LDA.l OneMindTimerInit
|
||||
|
||||
.no_switch
|
||||
STA.l !ONEMIND_TIMER
|
||||
STA.l OneMindTimerRAM
|
||||
|
||||
SEP #$20
|
||||
LDA.l !ONEMIND_ID
|
||||
LDA.l OneMindId
|
||||
|
||||
CMP.b #$04 ; is it player 4 or 5?
|
||||
BCC .no_multitap_switch
|
||||
|
||||
STZ.w $4201
|
||||
STZ.w WRIO
|
||||
|
||||
.no_multitap_switch
|
||||
|
||||
.no_onemind
|
||||
STZ.b $12
|
||||
STZ.b NMIDoneFlag
|
||||
|
||||
JML $008034 ; reset frame loop
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
235
crypto.asm
235
crypto.asm
@@ -1,21 +1,6 @@
|
||||
; $7F50D0 - $7F50FF - Block Cypher Parameters
|
||||
; $7F5100 - $7F51FF - Block Cypher Buffer
|
||||
!v = "$7F5100"
|
||||
!n = "$04"
|
||||
!MXResult = "$08" ; an alternate name for the lower 32 bits of dpScratch
|
||||
!dpScratch = "$08"
|
||||
!keyBase = "$7F50D0"
|
||||
|
||||
|
||||
!y = "$7F50E0"
|
||||
!z = "$7F50E4"
|
||||
!sum = "$7F50E8"
|
||||
|
||||
!p = "$7F50EC"
|
||||
!rounds = "$06"
|
||||
!e = "$7F50F0"
|
||||
|
||||
!upperScratch = "$7F50F2"
|
||||
; Scrap04 used for n
|
||||
; Scrap06 used for rounds
|
||||
; Scrap08 use for dpScratch/MXResult (lower 32 of dpScratch)
|
||||
|
||||
CryptoDelta:
|
||||
dd #$9e3779b9
|
||||
@@ -35,164 +20,144 @@ macro ASL32Single(value)
|
||||
; ROL handles the carry from the lower byte for us
|
||||
endmacro
|
||||
|
||||
;macro LSR32(value,k)
|
||||
; LDX.b <k>
|
||||
; ?loop:
|
||||
; %LSR32Single(<value>,<k>)
|
||||
; DEX : CPX.b #$00 : BNE ?loop
|
||||
;endmacro
|
||||
|
||||
;macro ASL32(value,k)
|
||||
; LDX.b <k>
|
||||
; ?loop:
|
||||
; %LSR32Single(<value>,<k>)
|
||||
; DEX : CPX.b #$00 : BNE ?loop
|
||||
;endmacro
|
||||
|
||||
CryptoMX:
|
||||
PHX
|
||||
|
||||
; upperScratch = (z>>5 ^ y <<2)
|
||||
LDA.w !z : STA.b !dpScratch
|
||||
LDA.w !z+2 : STA.b !dpScratch+2
|
||||
%LSR32Single(!dpScratch)
|
||||
%LSR32Single(!dpScratch)
|
||||
%LSR32Single(!dpScratch)
|
||||
%LSR32Single(!dpScratch)
|
||||
%LSR32Single(!dpScratch)
|
||||
;%LSR32(!dpScratch,#$05)
|
||||
LDA.w z : STA.b Scrap08
|
||||
LDA.w z+2 : STA.b Scrap08+2
|
||||
%LSR32Single(Scrap08)
|
||||
%LSR32Single(Scrap08)
|
||||
%LSR32Single(Scrap08)
|
||||
%LSR32Single(Scrap08)
|
||||
%LSR32Single(Scrap08)
|
||||
;%LSR32(Scrap08,#$05)
|
||||
|
||||
LDA.w !y : STA.b !dpScratch+4
|
||||
LDA.w !y+2 : STA.b !dpScratch+6
|
||||
%ASL32Single(!dpScratch+4)
|
||||
%ASL32Single(!dpScratch+4)
|
||||
;%ASL32(!dpScratch+4,#$02)
|
||||
LDA.w y : STA.b Scrap08+4
|
||||
LDA.w y+2 : STA.b Scrap08+6
|
||||
%ASL32Single(Scrap08+4)
|
||||
%ASL32Single(Scrap08+4)
|
||||
;%ASL32(Scrap08+4,#$02)
|
||||
|
||||
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch
|
||||
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+2
|
||||
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch
|
||||
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+2
|
||||
|
||||
;================================
|
||||
; upperscratch2 = (y>>3^z<<4)
|
||||
|
||||
LDA.w !z : STA.b !dpScratch
|
||||
LDA.w !z+2 : STA.b !dpScratch+2
|
||||
%ASL32Single(!dpScratch)
|
||||
%ASL32Single(!dpScratch)
|
||||
%ASL32Single(!dpScratch)
|
||||
%ASL32Single(!dpScratch)
|
||||
;%ASL32(!dpScratch,#$04)
|
||||
LDA.w z : STA.b Scrap08
|
||||
LDA.w z+2 : STA.b Scrap08+2
|
||||
%ASL32Single(Scrap08)
|
||||
%ASL32Single(Scrap08)
|
||||
%ASL32Single(Scrap08)
|
||||
%ASL32Single(Scrap08)
|
||||
;%ASL32(Scrap08,#$04)
|
||||
|
||||
LDA.w !y : STA.b !dpScratch+4
|
||||
LDA.w !y+2 : STA.b !dpScratch+6
|
||||
%LSR32Single(!dpScratch+4)
|
||||
%LSR32Single(!dpScratch+4)
|
||||
%LSR32Single(!dpScratch+4)
|
||||
;%LSR32(!dpScratch+4,#$03)
|
||||
LDA.w y : STA.b Scrap08+4
|
||||
LDA.w y+2 : STA.b Scrap08+6
|
||||
%LSR32Single(Scrap08+4)
|
||||
%LSR32Single(Scrap08+4)
|
||||
%LSR32Single(Scrap08+4)
|
||||
;%LSR32(Scrap08+4,#$03)
|
||||
|
||||
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch+4
|
||||
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+6
|
||||
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch+4
|
||||
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+6
|
||||
|
||||
;================================
|
||||
; upperscratch = upperscratch + upperscratch2 ( == (z>>5^y<<2) + (y>>3^z<<4) )
|
||||
|
||||
LDA.w !upperScratch : !ADD.w !upperScratch+4 : STA.w !upperScratch
|
||||
LDA.w !upperScratch+2 : ADC.w !upperScratch+6 : STA.w !upperScratch+2
|
||||
LDA.w CryptoScratch : !ADD.w CryptoScratch+4 : STA.w CryptoScratch
|
||||
LDA.w CryptoScratch+2 : ADC.w CryptoScratch+6 : STA.w CryptoScratch+2
|
||||
|
||||
;================================
|
||||
; dpscratch = sum^y
|
||||
|
||||
LDA.w !sum : EOR.w !y : STA.b !dpScratch
|
||||
LDA.w !sum+2 : EOR.w !y+2 : STA.b !dpScratch+2
|
||||
LDA.w Sum : EOR.w y : STA.b Scrap08
|
||||
LDA.w Sum+2 : EOR.w y+2 : STA.b Scrap08+2
|
||||
|
||||
;================================
|
||||
; dpscratch2 = (k[p&3^e]^z)
|
||||
|
||||
LDA.w !p : AND.w #$0003 : EOR.w !e : ASL #2 : TAX ; put (p&3)^e into X
|
||||
LDA.w !keyBase, X : EOR.w !z : STA.b !dpScratch+4
|
||||
LDA.w !keyBase+2, X : EOR.w !z+2 : STA.b !dpScratch+6
|
||||
LDA.w p : AND.w #$0003 : EOR.w e : ASL #2 : TAX ; put (p&3)^e into X
|
||||
LDA.w KeyBase, X : EOR.w z : STA.b Scrap08+4
|
||||
LDA.w KeyBase+2, X : EOR.w z+2 : STA.b Scrap08+6
|
||||
|
||||
;================================
|
||||
; upperscratch2 = dpscratch + dpscratch2 (== (sum^y) + (k[p&3^e]^z))
|
||||
LDA.b !dpScratch : !ADD.b !dpScratch+4 : STA.w !upperScratch+4
|
||||
LDA.b !dpScratch+2 : ADC.b !dpScratch+6 : STA.w !upperScratch+6
|
||||
LDA.b Scrap08 : !ADD.b Scrap08+4 : STA.w CryptoScratch+4
|
||||
LDA.b Scrap08+2 : ADC.b Scrap08+6 : STA.w CryptoScratch+6
|
||||
|
||||
;================================
|
||||
; MXResult = uppserscratch ^ upperscratch2
|
||||
|
||||
LDA.w !upperScratch : EOR.w !upperScratch+4 : STA.b !MXResult
|
||||
LDA.w !upperScratch+2 : EOR.w !upperScratch+6 : STA.b !MXResult+2
|
||||
LDA.w CryptoScratch : EOR.w CryptoScratch+4 : STA.b Scrap08
|
||||
LDA.w CryptoScratch+2 : EOR.w CryptoScratch+6 : STA.b Scrap08+2
|
||||
PLX
|
||||
RTS
|
||||
|
||||
;!DIVIDEND_LOW = $4204
|
||||
;!DIVIDEND_HIGH = $4205
|
||||
;!DIVISOR = $4206
|
||||
;!QUOTIENT_LOW = $4214
|
||||
;!QUOTIENT_HIGH = $4215
|
||||
|
||||
XXTEA_Decode:
|
||||
PHP : PHB
|
||||
SEP #$30 ; set 8-bit accumulator and index
|
||||
|
||||
LDA.b #$7F : PHA : PLB
|
||||
|
||||
STZ.b !n+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
|
||||
STZ.b Scrap04+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
|
||||
|
||||
; search for lookup table index to avoid division and multiplication
|
||||
LDX.b #0
|
||||
-
|
||||
LDA.l .n_lookup, X
|
||||
CMP.b !n : !BLT +
|
||||
CMP.b Scrap04 : !BLT +
|
||||
INX
|
||||
BRA -
|
||||
+
|
||||
; rounds = 6 + 52/n;
|
||||
LDA.l .round_counts, X : STA.b !rounds : STZ.b !rounds+1
|
||||
LDA.l .round_counts, X : STA.b Scrap06 : STZ.b Scrap06+1
|
||||
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
|
||||
; sum = rounds*DELTA;
|
||||
TXA : ASL #2 : TAX
|
||||
LDA.l .initial_sums, X : STA.w !sum
|
||||
LDA.l .initial_sums+2, X : STA.w !sum+2
|
||||
LDA.l .initial_sums, X : STA.w Sum
|
||||
LDA.l .initial_sums+2, X : STA.w Sum+2
|
||||
|
||||
; y = v[0];
|
||||
LDA.w !v : STA.w !y
|
||||
LDA.w !v+2 : STA.w !y+2
|
||||
LDA.w v : STA.w y
|
||||
LDA.w v+2 : STA.w y+2
|
||||
---
|
||||
LDA.w !sum : LSR #2 : AND.w #$0003 : STA.w !e ; e = (sum >> 2) & 3;
|
||||
LDA.w Sum : LSR #2 : AND.w #$0003 : STA.w e ; e = (sum >> 2) & 3;
|
||||
|
||||
LDA.b !n : DEC : STA.w !p
|
||||
LDA.b Scrap04 : DEC : STA.w p
|
||||
-- BEQ + ; for (p=n-1; p>0; p--) {
|
||||
; z = v[p-1];
|
||||
ASL #2 : TAX
|
||||
LDA.w !v-4, X : STA.w !z
|
||||
LDA.w !v-4+2, X : STA.w !z+2
|
||||
LDA.w v-4, X : STA.w z
|
||||
LDA.w v-4+2, X : STA.w z+2
|
||||
|
||||
; y = v[p] -= MX;
|
||||
JSR CryptoMX
|
||||
LDA.w !p : ASL #2 : TAX
|
||||
LDA.w !v, X : !SUB.b !MXResult : STA.w !v, X : STA.w !y
|
||||
LDA.w !v+2, X : SBC.b !MXResult+2 : STA.w !v+2, X : STA.w !y+2
|
||||
LDA.w p : ASL #2 : TAX
|
||||
LDA.w v, X : !SUB.b Scrap08 : STA.w v, X : STA.w y
|
||||
LDA.w v+2, X : SBC.b Scrap08+2 : STA.w v+2, X : STA.w y+2
|
||||
|
||||
LDA.w !p : DEC : STA.w !p : BRA -- ; }
|
||||
LDA.w p : DEC : STA.w p : BRA -- ; }
|
||||
+
|
||||
|
||||
; z = v[n-1];
|
||||
LDA.b !n : DEC : ASL #2 : TAX
|
||||
LDA.w !v, X : STA.w !z
|
||||
LDA.w !v+2, X : STA.w !z+2
|
||||
LDA.b Scrap04 : DEC : ASL #2 : TAX
|
||||
LDA.w v, X : STA.w z
|
||||
LDA.w v+2, X : STA.w z+2
|
||||
|
||||
; y = v[0] -= MX;
|
||||
JSR CryptoMX
|
||||
LDA.w !v : !SUB.b !MXResult : STA.w !v : STA.w !y
|
||||
LDA.w !v+2 : SBC.b !MXResult+2 : STA.w !v+2 : STA.w !y+2
|
||||
LDA.w v : !SUB.b Scrap08 : STA.w v : STA.w y
|
||||
LDA.w v+2 : SBC.b Scrap08+2 : STA.w v+2 : STA.w y+2
|
||||
|
||||
; sum -= DELTA;
|
||||
LDA.w !sum : !SUB.l CryptoDelta : STA.w !sum
|
||||
LDA.w !sum+2 : SBC.l CryptoDelta+2 : STA.w !sum+2
|
||||
LDA.w Sum : !SUB.l CryptoDelta : STA.w Sum
|
||||
LDA.w Sum+2 : SBC.l CryptoDelta+2 : STA.w Sum+2
|
||||
|
||||
DEC !rounds : BEQ + : JMP --- : + ; } while (--rounds);
|
||||
DEC.b Scrap06 : BEQ + : JMP --- : + ; } while (--rounds);
|
||||
PLB : PLP
|
||||
RTL
|
||||
|
||||
@@ -243,69 +208,3 @@ db 32 ; n is 2
|
||||
;dd (23*$9e3779b9)&$ffffffff ; n is 3
|
||||
dd (32*$9e3779b9)&$ffffffff ; n is 2
|
||||
|
||||
;void btea(uint32_t *v, int n, uint32_t const key[4]) {
|
||||
; uint32_t y, z, sum;
|
||||
; unsigned p, rounds, e;
|
||||
|
||||
; } else if (n < -1) { /* Decoding Part */
|
||||
; n = -n;
|
||||
; rounds = 6 + 52/n;
|
||||
; sum = rounds*DELTA;
|
||||
; y = v[0];
|
||||
; do {
|
||||
; e = (sum >> 2) & 3;
|
||||
; for (p=n-1; p>0; p--) {
|
||||
; z = v[p-1];
|
||||
; y = v[p] -= MX;
|
||||
; }
|
||||
; z = v[n-1];
|
||||
; y = v[0] -= MX;
|
||||
; sum -= DELTA;
|
||||
; } while (--rounds);
|
||||
; }
|
||||
|
||||
;BTEA will encode or decode n words as a single block where n > 1
|
||||
;
|
||||
;v is the n word data vector
|
||||
;k is the 4 word key
|
||||
;n is negative for decoding
|
||||
;if n is zero result is 1 and no coding or decoding takes place, otherwise the result is zero
|
||||
;assumes 32 bit 'long' and same endian coding and decoding
|
||||
;#include <stdint.h>
|
||||
;#define DELTA 0x9e3779b9
|
||||
;#define MX ((((z>>5)^(y<<2)) + ((y>>3)^(z<<4))) ^ ((sum^y) + (key[(p&3)^e] ^ z)))
|
||||
;
|
||||
;void btea(uint32_t *v, int n, uint32_t const key[4]) {
|
||||
; uint32_t y, z, sum;
|
||||
; unsigned p, rounds, e;
|
||||
; if (n > 1) { /* Coding Part */
|
||||
; rounds = 6 + 52/n;
|
||||
; sum = 0;
|
||||
; z = v[n-1];
|
||||
; do {
|
||||
; sum += DELTA;
|
||||
; e = (sum >> 2) & 3;
|
||||
; for (p=0; p<n-1; p++) {
|
||||
; y = v[p+1];
|
||||
; z = v[p] += MX;
|
||||
; }
|
||||
; y = v[0];
|
||||
; z = v[n-1] += MX;
|
||||
; } while (--rounds);
|
||||
; } else if (n < -1) { /* Decoding Part */
|
||||
; n = -n;
|
||||
; rounds = 6 + 52/n;
|
||||
; sum = rounds*DELTA;
|
||||
; y = v[0];
|
||||
; do {
|
||||
; e = (sum >> 2) & 3;
|
||||
; for (p=n-1; p>0; p--) {
|
||||
; z = v[p-1];
|
||||
; y = v[p] -= MX;
|
||||
; }
|
||||
; z = v[n-1];
|
||||
; y = v[0] -= MX;
|
||||
; sum -= DELTA;
|
||||
; } while (--rounds);
|
||||
; }
|
||||
;}
|
||||
|
||||
@@ -1,29 +1,15 @@
|
||||
;================================================================================
|
||||
!CUCCO_STORM = "$7F50C5"
|
||||
!IS_INDOORS = "$7E001B"
|
||||
!ENEMY_STATE_TABLE = "$7E0DD0"
|
||||
!ENEMY_TYPE_TABLE = "$7E0E20"
|
||||
!ENEMY_AUX1_TABLE = "$7E0DA0"
|
||||
!ENEMY_AUX2_TABLE = "$7E0DB0"
|
||||
!ENEMY_DIRECTION_TABLE = "$7E0EB0"
|
||||
!CUCCO = "#$0B"
|
||||
!INERT = "#$00"
|
||||
!INIT = "#$08"
|
||||
!ALIVE = "#$09"
|
||||
!CUCCO_ENRAGED = "#$23"
|
||||
!LINK_POS_Y_LOW = "$20"
|
||||
!LINK_POS_Y_HIGH = "$21"
|
||||
!LINK_POS_X_LOW = "$22"
|
||||
!LINK_POS_X_HIGH = "$23"
|
||||
!ENEMY_POS_Y_LOW = "$7E0D00"
|
||||
!ENEMY_POS_X_LOW = "$7E0D10"
|
||||
!ENEMY_POS_Y_HIGH = "$7E0D20"
|
||||
!ENEMY_POS_X_HIGH = "$7E0D30"
|
||||
!CUCCO = $0B
|
||||
!INERT = $00
|
||||
!INIT = $08
|
||||
!ALIVE = $09
|
||||
!CUCCO_ENRAGED = $23
|
||||
|
||||
CuccoStorm:
|
||||
|
||||
SEP #$30 ; set 8-bit accumulator index registers
|
||||
LDA.l !CUCCO_STORM : BEQ + ; only if storm is on
|
||||
LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors
|
||||
LDA.l CuccoStormer : BEQ + ; only if storm is on
|
||||
LDA.b GameMode : CMP.b #$09 : BNE + ; only if outdoors
|
||||
LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames
|
||||
|
||||
-
|
||||
@@ -32,18 +18,18 @@ CuccoStorm:
|
||||
LDY.b #$FF : PHY ; push "cucco not found"
|
||||
|
||||
LDX.b #$00 : -- : CPX.b #$10 : !BGE .ldone
|
||||
LDA.w !ENEMY_STATE_TABLE, X : CMP.b !ALIVE : BEQ +++
|
||||
LDA.w SpriteAITable, X : CMP.b #!ALIVE : BEQ +++
|
||||
; enemy not found
|
||||
CMP.b !INERT : BNE ++
|
||||
CMP.b #!INERT : BNE ++
|
||||
; log inert enemy slot
|
||||
PLA : PHX
|
||||
BRA ++
|
||||
+++
|
||||
; found an enemy
|
||||
LDA.l !ENEMY_TYPE_TABLE, X : CMP.b !CUCCO : BNE ++
|
||||
LDA.l SpriteTypeTable, X : CMP.b #!CUCCO : BNE ++
|
||||
; it's a cucco
|
||||
TXY ; record where we found the living cucco in case we don't find any angry ones
|
||||
LDA.w !ENEMY_AUX1_TABLE, X : CMP.b !CUCCO_ENRAGED : !BLT ++
|
||||
LDA.w SpriteAuxTable, X : CMP.b #!CUCCO_ENRAGED : !BLT ++
|
||||
PLA : BRA + ; we found an angry cucco, done
|
||||
++ : INX : BRA -- : .ldone
|
||||
|
||||
@@ -53,12 +39,12 @@ CuccoStorm:
|
||||
; we didn't find a cucco, so try to create one
|
||||
PLY
|
||||
CPY.b #$FF : BEQ + ; fail if no slots found
|
||||
LDA.b !CUCCO : STA.w !ENEMY_TYPE_TABLE, Y
|
||||
LDA.b !INIT : STA.w !ENEMY_STATE_TABLE, Y
|
||||
LDA.b !LINK_POS_Y_LOW : STA.w !ENEMY_POS_Y_LOW, Y
|
||||
LDA.b !LINK_POS_Y_HIGH : STA.w !ENEMY_POS_Y_HIGH, Y
|
||||
LDA.b !LINK_POS_X_LOW : STA.w !ENEMY_POS_X_LOW, Y
|
||||
LDA.b !LINK_POS_X_HIGH : STA.w !ENEMY_POS_X_HIGH, Y
|
||||
LDA.b #!CUCCO : STA.w SpriteTypeTable, Y
|
||||
LDA.b #!INIT : STA.w SpriteAITable, Y
|
||||
LDA.b LinkPosY : STA.w SpritePosYLow, Y
|
||||
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
||||
LDA.b LinkPosX : STA.w SpritePosXLow, Y
|
||||
LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
|
||||
BRA +++
|
||||
++
|
||||
PLA
|
||||
@@ -66,8 +52,8 @@ CuccoStorm:
|
||||
|
||||
;==== Enrage a Cucco
|
||||
|
||||
LDA.b !CUCCO_ENRAGED : STA.w !ENEMY_AUX1_TABLE, Y ; enrage the cucco
|
||||
LDA.b #$00 : STA.w !ENEMY_AUX2_TABLE, Y : STA.w !ENEMY_DIRECTION_TABLE, Y
|
||||
LDA.b #!CUCCO_ENRAGED : STA.w SpriteAuxTable, Y ; enrage the cucco
|
||||
LDA.b #$00 : STA.w SpriteAuxTable+$10, Y : STA.w SpriteDirectionTable, Y
|
||||
|
||||
;====
|
||||
+
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
CheckReceivedItemPropertiesBeforeLoad:
|
||||
LDA $A0 : BEQ .normalCode
|
||||
LDA $7EC005 : BNE .lightOff
|
||||
LDA.b RoomIndex : BEQ .normalCode
|
||||
LDA.l RoomFade : BNE .lightOff
|
||||
.normalCode
|
||||
LDA.l AddReceivedItemExpanded_properties, X ;Restore Rando Code
|
||||
RTL
|
||||
@@ -10,18 +10,18 @@ CheckReceivedItemPropertiesBeforeLoad:
|
||||
LDA.l AddReceivedItemExpanded_properties, X ; get palette
|
||||
|
||||
REP #$30
|
||||
AND #$0007 ; mask out palette
|
||||
AND.w #$0007 ; mask out palette
|
||||
ASL #5 ; multiply by 32
|
||||
ADC #$C610 ; offset to latter half
|
||||
ADC.w #$C610 ; offset to latter half
|
||||
|
||||
TAX ; give to destination
|
||||
LDY #$C610 ; target palette SP0 colors 8-F
|
||||
LDY.w #$C610 ; target palette SP0 colors 8-F
|
||||
|
||||
LDA #$000F ; 16 bytes
|
||||
LDA.w #$000F ; 16 bytes
|
||||
MVN $7E, $7E ; move palette
|
||||
|
||||
SEP #$30
|
||||
PLB : PLY : PLX
|
||||
INC $15
|
||||
LDA #$00
|
||||
INC.b NMICGRAM
|
||||
LDA.b #$00
|
||||
RTL
|
||||
|
||||
@@ -7,77 +7,77 @@ DarkWorldSaveFix:
|
||||
JML.l StatSaveCounter
|
||||
;--------------------------------------------------------------------------------
|
||||
DoWorldFix:
|
||||
LDA InvertedMode : BEQ +
|
||||
LDA.l InvertedMode : BEQ +
|
||||
JMP DoWorldFix_Inverted
|
||||
+
|
||||
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
|
||||
LDA.l FollowerIndicator : CMP #$04 : BEQ .setLightWorld ; check if old man is following
|
||||
LDA MirrorEquipment : BEQ .noMirror ; check if we have the mirror
|
||||
LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setLightWorld ; check if old man is following
|
||||
LDA.l MirrorEquipment : BEQ .noMirror ; check if we have the mirror
|
||||
.skip_mirror_check ; alt entrance point
|
||||
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
|
||||
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
|
||||
.setLightWorld
|
||||
LDA #$00
|
||||
LDA.b #$00
|
||||
.noMirror
|
||||
STA CurrentWorld ; set flag to light world
|
||||
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
|
||||
STA.l CurrentWorld ; set flag to light world
|
||||
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done : INC : STA.l FollowerIndicator ; convert frog to dwarf
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
SetDeathWorldChecked:
|
||||
LDA InvertedMode : BEQ +
|
||||
LDA.l InvertedMode : BEQ +
|
||||
JMP SetDeathWorldChecked_Inverted
|
||||
+
|
||||
LDA $1B : BEQ .outdoors
|
||||
LDA $040C : CMP #$FF : BNE .dungeon
|
||||
LDA $A0 : ORA $A1 : BNE ++
|
||||
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
|
||||
LDA.b IndoorsFlag : BEQ .outdoors
|
||||
LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
|
||||
LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
|
||||
LDA.l GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
|
||||
++
|
||||
.outdoors
|
||||
JMP DoWorldFix
|
||||
|
||||
.dungeon
|
||||
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
|
||||
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
|
||||
JMP DoWorldFix_skip_mirror_check
|
||||
|
||||
.pyramid
|
||||
LDA #$40 : STA CurrentWorld ; set flag to dark world
|
||||
LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog
|
||||
LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
|
||||
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done : DEC : STA.l FollowerIndicator : + ; convert dwarf to frog
|
||||
.done
|
||||
RTL
|
||||
;================================================================================
|
||||
DoWorldFix_Inverted:
|
||||
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
|
||||
LDA.l FollowerIndicator : CMP #$04 : BEQ .setDarkWorld ; check if old man is following
|
||||
LDA MirrorEquipment : BEQ .setDarkWorld ; check if we have the mirror
|
||||
LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setDarkWorld ; check if old man is following
|
||||
LDA.l MirrorEquipment : BEQ .setDarkWorld ; check if we have the mirror
|
||||
.skip_mirror_check ; alt entrance point
|
||||
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
|
||||
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
|
||||
.setDarkWorld
|
||||
LDA #$40 : STA CurrentWorld ; set flag to dark world
|
||||
LDA FollowerIndicator
|
||||
CMP #$07 : BEQ .clear ; clear frog
|
||||
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
|
||||
LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
|
||||
LDA.l FollowerIndicator
|
||||
CMP.b #$07 : BEQ .clear ; clear frog
|
||||
CMP.b #$08 : BEQ .clear ; clear dwarf - consider flute implications
|
||||
BRA .done
|
||||
.clear
|
||||
LDA.b #$00 : STA FollowerIndicator ; clear follower
|
||||
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
SetDeathWorldChecked_Inverted:
|
||||
LDA $1B : BEQ .outdoors
|
||||
LDA $040C : CMP #$FF : BNE .dungeon
|
||||
LDA $A0 : ORA $A1 : BNE ++
|
||||
LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
|
||||
LDA.b IndoorsFlag : BEQ .outdoors
|
||||
LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
|
||||
LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
|
||||
LDA.l GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
|
||||
++
|
||||
.outdoors
|
||||
JMP DoWorldFix
|
||||
|
||||
.dungeon
|
||||
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
|
||||
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
|
||||
JMP DoWorldFix_Inverted_skip_mirror_check
|
||||
|
||||
.castle
|
||||
LDA #$00 : STA CurrentWorld ; set flag to dark world
|
||||
LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
|
||||
LDA.b #$00 : STA.l CurrentWorld ; set flag to dark world
|
||||
LDA.l FollowerIndicator : CMP.b #$07 : BNE + : LDA.b #$08 : STA.l FollowerIndicator : + ; convert frog to dwarf
|
||||
.done
|
||||
RTL
|
||||
;================================================================================
|
||||
@@ -85,20 +85,20 @@ RTL
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
FakeWorldFix:
|
||||
LDA FixFakeWorld : BEQ +
|
||||
LDA $8A : AND.b #$40 : STA CurrentWorld
|
||||
LDA.l FixFakeWorld : BEQ +
|
||||
LDA.b OverworldIndex : AND.b #$40 : STA.l CurrentWorld
|
||||
+
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
MasterSwordFollowerClear:
|
||||
LDA FollowerIndicator
|
||||
CMP #$0E : BNE .exit ; clear master sword follower
|
||||
LDA.b #$00 : STA FollowerIndicator ; clear follower
|
||||
LDA.l FollowerIndicator
|
||||
CMP.b #$0E : BNE .exit ; clear master sword follower
|
||||
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
|
||||
.exit
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
FixAgahnimFollowers:
|
||||
LDA.b #$00 : STA FollowerIndicator ; clear follower
|
||||
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
|
||||
JML PrepDungeonExit ; thing we wrote over
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -108,10 +108,10 @@ macro SetMinimum(base,filler,compare)
|
||||
?done:
|
||||
endmacro
|
||||
RefreshRainAmmo:
|
||||
LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
|
||||
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
|
||||
RTL
|
||||
.rain
|
||||
LDA StartingEntrance
|
||||
LDA.l StartingEntrance
|
||||
+ CMP.b #$03 : BNE + ; Uncle
|
||||
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
|
||||
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
|
||||
@@ -130,28 +130,25 @@ RefreshRainAmmo:
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!INFINITE_ARROWS = "$7F50C8"
|
||||
!INFINITE_BOMBS = "$7F50C9"
|
||||
!INFINITE_MAGIC = "$7F50CA"
|
||||
SetEscapeAssist:
|
||||
LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
|
||||
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
|
||||
.rain
|
||||
LDA.l EscapeAssist
|
||||
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
|
||||
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
|
||||
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
|
||||
BIT.b #$04 : BEQ + : STA.l InfiniteArrows : +
|
||||
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
|
||||
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
|
||||
BRA ++
|
||||
.no_train ; choo choo
|
||||
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
|
||||
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : +
|
||||
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
|
||||
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA.l InfiniteMagic : +
|
||||
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA.l InfiniteBombs : +
|
||||
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA.l InfiniteArrows : +
|
||||
++
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
SetSilverBowMode:
|
||||
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
|
||||
LDA BowEquipment : CMP.b #$3 : BCC +
|
||||
SBC.b #$02 : STA BowEquipment
|
||||
LDA.l SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
|
||||
LDA.l BowEquipment : CMP.b #$3 : BCC +
|
||||
SBC.b #$02 : STA.l BowEquipment
|
||||
+
|
||||
RTL
|
||||
;================================================================================
|
||||
|
||||
@@ -1,13 +1,10 @@
|
||||
|
||||
!CryptoBuffer = "$7F5100"
|
||||
;!keyBase = "$7F50D0"
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadStaticDecryptionKey:
|
||||
PHB : PHA : PHX : PHY : PHP
|
||||
REP #$30 ; set 16-bit accumulator & index registers
|
||||
LDX.w #StaticDecryptionKey ; Source
|
||||
LDY.w #!keyBase ; Target
|
||||
LDY.w #KeyBase ; Target
|
||||
LDA.w #$000F ; Length
|
||||
MVN $307F
|
||||
|
||||
@@ -23,65 +20,63 @@ RetrieveValueFromEncryptedTable:
|
||||
;Returns result in A
|
||||
PHX : PHY
|
||||
PHA
|
||||
LDY $04 : PHY : LDY $06 : PHY : LDY $08 : PHY
|
||||
LDY $0A : PHY : LDY $0C : PHY : LDY $0E : PHY
|
||||
LDY.b Scrap04 : PHY : LDY.b Scrap06 : PHY : LDY.b Scrap08 : PHY
|
||||
LDY.b Scrap0A : PHY : LDY.b Scrap0C : PHY : LDY.b Scrap0E : PHY
|
||||
|
||||
AND.w #$FFF8 : TAY
|
||||
LDA [$00], Y : STA.l !CryptoBuffer : INY #2
|
||||
LDA [$00], Y : STA.l !CryptoBuffer+2 : INY #2
|
||||
LDA [$00], Y : STA.l !CryptoBuffer+4 : INY #2
|
||||
LDA [$00], Y : STA.l !CryptoBuffer+6
|
||||
LDA.b [$00], Y : STA.l CryptoBuffer : INY #2
|
||||
LDA.b [$00], Y : STA.l CryptoBuffer+2 : INY #2
|
||||
LDA.b [$00], Y : STA.l CryptoBuffer+4 : INY #2
|
||||
LDA.b [$00], Y : STA.l CryptoBuffer+6
|
||||
|
||||
LDA.w #$0002 : STA $04 ;set block size
|
||||
LDA.w #$0002 : STA.b Scrap04 ;set block size
|
||||
|
||||
JSL.l XXTEA_Decode
|
||||
|
||||
PLA : STA $0E : PLA : STA $0C : PLA : STA $0A
|
||||
PLA : STA $08 : PLA : STA $06 : PLA : STA $04
|
||||
PLA : STA.b Scrap0E : PLA : STA.b Scrap0C : PLA : STA.b Scrap0A
|
||||
PLA : STA.b Scrap08 : PLA : STA.b Scrap06 : PLA : STA.b Scrap04
|
||||
PLA : AND.w #$0007 : TAX
|
||||
LDA.l !CryptoBuffer, X
|
||||
LDA.l CryptoBuffer, X
|
||||
PHA
|
||||
LDA.w #$0000
|
||||
STA.l !CryptoBuffer
|
||||
STA.l !CryptoBuffer+2
|
||||
STA.l !CryptoBuffer+4
|
||||
STA.l !CryptoBuffer+6
|
||||
STA.l CryptoBuffer
|
||||
STA.l CryptoBuffer+2
|
||||
STA.l CryptoBuffer+4
|
||||
STA.l CryptoBuffer+6
|
||||
PLA
|
||||
PLY : PLX
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
!ChestData = "$01E96C"
|
||||
!ChestData_Payload = "$1EABC" ; !ChestData+$0150
|
||||
|
||||
ChestData = $01E96C
|
||||
ChestDataPayload = $01EABC ; ChestData+$0150
|
||||
;--------------------------------------------------------------------------------
|
||||
GetChestData:
|
||||
LDA.l IsEncrypted : BNE .encrypted
|
||||
INC $0E : LDX.w #$FFFD ; what we wrote over
|
||||
INC.b Scrap0E : LDX.w #$FFFD ; what we wrote over
|
||||
JML.l Dungeon_OpenKeyedObject_nextChest
|
||||
|
||||
.encrypted
|
||||
INC $0E : LDX.w #$FFFE
|
||||
INC.b Scrap0E : LDX.w #$FFFE
|
||||
|
||||
.nextChest
|
||||
|
||||
INX #2 : CPX.w #$0150 : BEQ .couldntFindChest
|
||||
LDA !ChestData, X : AND.w #$7FFF : CMP $A0 : BNE .nextChest
|
||||
LDA.l ChestData, X : AND.w #$7FFF : CMP.b RoomIndex : BNE .nextChest
|
||||
|
||||
DEC $0E : BNE .nextChest
|
||||
DEC.b Scrap0E : BNE .nextChest
|
||||
|
||||
LDA $00 : PHA : LDA $02 : PHA
|
||||
LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
|
||||
|
||||
LDA.w #!ChestData_Payload : STA $00
|
||||
LDA.w #!ChestData_Payload>>16 : STA $02
|
||||
LDA.w #ChestDataPayload : STA.b Scrap00
|
||||
LDA.w #ChestDataPayload>>16 : STA.b Scrap02
|
||||
|
||||
TXA : LSR
|
||||
JSL RetrieveValueFromEncryptedTable
|
||||
STA $0C
|
||||
STA.b Scrap0C
|
||||
|
||||
PLA : STA $02 : PLA : STA $00
|
||||
PLA : STA.b Scrap02 : PLA : STA.b Scrap00
|
||||
|
||||
LDA !ChestData, X : ASL A : BCC .smallChest
|
||||
LDA.l ChestData, X : ASL A : BCC .smallChest
|
||||
|
||||
JML.l Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
|
||||
|
||||
|
||||
389
dialog.asm
389
dialog.asm
@@ -2,200 +2,138 @@
|
||||
; Dialog Pointer Override
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogOverride:
|
||||
LDA $7F5035 : BEQ .skip
|
||||
LDA $7F5700, X ; use alternate buffer
|
||||
LDA.l AltTextFlag : BEQ .skip
|
||||
LDA.l DialogBuffer, X ; use alternate buffer
|
||||
RTL
|
||||
.skip
|
||||
LDA $7F1200, X
|
||||
LDA.l DecompressionBuffer+$1200, X
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
|
||||
; $7F5036 - Padding Byte (Must be Zero)
|
||||
; $7F5700 - $7F57FF - Dialog Buffer
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
ResetDialogPointer:
|
||||
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
|
||||
LDA.b #$00 : STA $7F5035 ; zero out the alternate flag
|
||||
LDA.b #$1C : STA $1CE9 ; thing we wrote over
|
||||
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
|
||||
LDA.b #$00 : STA.l AltTextFlag ; zero out the alternate flag
|
||||
LDA.b #$1C : STA.w DelayTimer ; thing we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
;macro LoadDialog(index,table)
|
||||
; PHA : PHX : PHY
|
||||
; PHB : PHK : PLB
|
||||
; LDA $00 : PHA
|
||||
; LDA $01 : PHA
|
||||
; LDA $02 : PHA
|
||||
; LDA.b #$01 : STA $7F5035 ; set flag
|
||||
;
|
||||
; LDA <index> : ASL : !ADD.l <index> : TAX ; get quote offset *3, move to X
|
||||
; LDA <table>, X : STA $00 ; write pointer to direct page
|
||||
; LDA <table>+1, X : STA $01
|
||||
; LDA <table>+2, X : STA $02
|
||||
;
|
||||
; LDX.b #$00 : LDY.b #$00
|
||||
; -
|
||||
; LDA [$00], Y ; load the next character from the pointer
|
||||
; STA $7F5700, X ; write to the buffer
|
||||
; INX : INY
|
||||
; CMP.b #$7F : BNE -
|
||||
; PLA : STA $02
|
||||
; PLA : STA $01
|
||||
; PLA : STA $00
|
||||
; PLB
|
||||
; PLY : PLX : PLA
|
||||
;endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
;macro LoadDialogAddress(address)
|
||||
; PHA : PHX : PHY
|
||||
; PHP
|
||||
; PHB : PHK : PLB
|
||||
; SEP #$30 ; set 8-bit accumulator and index registers
|
||||
; LDA $00 : PHA
|
||||
; LDA $01 : PHA
|
||||
; LDA $02 : PHA
|
||||
; LDA.b #$01 : STA $7F5035 ; set flag
|
||||
;
|
||||
; LDA.b #<address> : STA $00 ; write pointer to direct page
|
||||
; LDA.b #<address>>>8 : STA $01
|
||||
; LDA.b #<address>>>16 : STA $02
|
||||
;
|
||||
; LDX.b #$00 : LDY.b #$00
|
||||
; -
|
||||
; LDA [$00], Y ; load the next character from the pointer
|
||||
; STA $7F5700, X ; write to the buffer
|
||||
; INX : INY
|
||||
; CMP.b #$7F : BNE -
|
||||
; PLA : STA $02
|
||||
; PLA : STA $01
|
||||
; PLA : STA $00
|
||||
; PLB
|
||||
; PLP
|
||||
; PLY : PLX : PLA
|
||||
;endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
!OFFSET_POINTER = "$7F5094"
|
||||
!OFFSET_RETURN = "$7F5096"
|
||||
!DIALOG_BUFFER = "$7F5700"
|
||||
|
||||
macro LoadDialogAddress(address)
|
||||
PHA : PHX : PHY
|
||||
PHP
|
||||
PHB : PHK : PLB
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
REP #$10 ; set 16-bit index registers
|
||||
PEI ($00)
|
||||
LDA $02 : PHA
|
||||
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
|
||||
LDA.b #$01 : STA $7F5035 ; set flag
|
||||
PEI.b ($00)
|
||||
LDA.b Scrap02 : PHA
|
||||
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
|
||||
LDA.b #$01 : STA.l AltTextFlag ; set flag
|
||||
%CopyDialog(<address>)
|
||||
PLA : STA $02
|
||||
PLA : STA.b Scrap02
|
||||
REP #$20
|
||||
PLA : STA $00
|
||||
PLA : STA.b Scrap00
|
||||
PLB
|
||||
PLP
|
||||
PLY : PLX : PLA
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
macro CopyDialog(address)
|
||||
LDA.b #<address> : STA $00 ; write pointer to direct page
|
||||
LDA.b #<address>>>8 : STA $01
|
||||
LDA.b #<address>>>16 : STA $02
|
||||
LDA.b #<address> : STA.b Scrap00 ; write pointer to direct page
|
||||
LDA.b #<address>>>8 : STA.b Scrap01
|
||||
LDA.b #<address>>>16 : STA.b Scrap02
|
||||
%CopyDialogIndirect()
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
macro CopyDialogIndirect()
|
||||
REP #$20 : LDA !OFFSET_POINTER : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
|
||||
REP #$20 : LDA.l DialogOffsetPointer : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
|
||||
?loop:
|
||||
LDA [$00], Y ; load the next character from the pointer
|
||||
STA !DIALOG_BUFFER, X ; write to the buffer
|
||||
LDA.b [$00], Y ; load the next character from the pointer
|
||||
STA.l DialogBuffer, X ; write to the buffer
|
||||
INX : INY
|
||||
CMP.b #$7F : BNE ?loop
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
TXA : INC : STA !OFFSET_RETURN ; copy out X into
|
||||
LDA.w #$0000 : STA !OFFSET_POINTER
|
||||
TXA : INC : STA.l DialogReturnPointer ; copy out X into
|
||||
LDA.w #$0000 : STA.l DialogOffsetPointer
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadDialogAddressIndirect:
|
||||
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
|
||||
LDA.b #$01 : STA $7F5035 ; set flag
|
||||
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
|
||||
LDA.b #$01 : STA.l AltTextFlag ; set flag
|
||||
%CopyDialogIndirect()
|
||||
;%LoadDialogAddress(UncleText)
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!ITEM_TEMPORARY = "$7F5040"
|
||||
FreeDungeonItemNotice:
|
||||
STA !ITEM_TEMPORARY
|
||||
STA.w ScratchBufferV
|
||||
|
||||
PHA : PHX : PHY
|
||||
PHP
|
||||
PHB : PHK : PLB
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
REP #$10 ; set 16-bit index registers
|
||||
PEI ($00)
|
||||
LDA $02 : PHA
|
||||
PHA : PHX : PHY
|
||||
PHP
|
||||
PHB : PHK : PLB
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
REP #$10 ; set 16-bit index registers
|
||||
PEI.b (Scrap00)
|
||||
LDA.b Scrap02 : PHA
|
||||
LDA.w ScratchBufferNV : PHA
|
||||
LDA.w ScratchBufferNV+1 : PHA
|
||||
;--------------------------------
|
||||
|
||||
LDA.l FreeItemText : BNE + : JMP .skip : +
|
||||
|
||||
LDA #$00 : STA $7F5010 ; initialize scratch
|
||||
LDA.b #$00 : STA.w ScratchBufferNV ; initialize scratch
|
||||
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
|
||||
LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key
|
||||
LDA.w ScratchBufferV : CMP.b #$24 : BNE + ; general small key
|
||||
%CopyDialog(Notice_SmallKeyOf)
|
||||
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
|
||||
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
|
||||
%CopyDialog(Notice_Self)
|
||||
JMP .done
|
||||
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
|
||||
LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass
|
||||
LDA.w ScratchBufferV : CMP.b #$25 : BNE + ; general compass
|
||||
%CopyDialog(Notice_CompassOf)
|
||||
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
|
||||
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
|
||||
%CopyDialog(Notice_Self)
|
||||
JMP .done
|
||||
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
|
||||
LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map
|
||||
LDA.w ScratchBufferV : CMP.b #$33 : BNE + ; general map
|
||||
%CopyDialog(Notice_MapOf)
|
||||
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
|
||||
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
|
||||
%CopyDialog(Notice_Self)
|
||||
JMP .done
|
||||
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
|
||||
LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key
|
||||
LDA.w ScratchBufferV : CMP.b #$32 : BNE + ; general big key
|
||||
%CopyDialog(Notice_BigKeyOf)
|
||||
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
|
||||
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
|
||||
%CopyDialog(Notice_Self)
|
||||
JMP .done
|
||||
+
|
||||
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
|
||||
LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only
|
||||
LDA.w ScratchBufferV : AND.b #$F0 ; looking at high bits only
|
||||
CMP.b #$70 : BNE + ; map of...
|
||||
%CopyDialog(Notice_MapOf)
|
||||
JMP .dungeon
|
||||
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
|
||||
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
|
||||
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
|
||||
%CopyDialog(Notice_CompassOf)
|
||||
JMP .dungeon
|
||||
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
|
||||
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
|
||||
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
|
||||
%CopyDialog(Notice_BigKeyOf)
|
||||
BRA .dungeon
|
||||
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
|
||||
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
|
||||
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : JMP .skip : ++
|
||||
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
|
||||
LDA.w ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
|
||||
%CopyDialog(Notice_SmallKeyOf)
|
||||
PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA
|
||||
LDA #$01 : STA $7F5010 ; set up a flip for small keys
|
||||
LDA.b #$01 : STA.w ScratchBufferNV ; set up a flip for small keys
|
||||
BRA .dungeon
|
||||
+
|
||||
JMP .skip ; it's not something we are going to give a notice for
|
||||
|
||||
.dungeon
|
||||
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
|
||||
LDA !ITEM_TEMPORARY
|
||||
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
|
||||
LDA.w ScratchBufferV
|
||||
AND.b #$0F ; looking at low bits only
|
||||
STA $7F5011
|
||||
LDA $7F5010 : BEQ +
|
||||
LDA $7F5010
|
||||
LDA #$0F : !SUB $7F5011 : STA $7F5011 ; flip the values for small keys
|
||||
STA.w ScratchBufferNV+1
|
||||
LDA.w ScratchBufferNV : BEQ +
|
||||
LDA.w ScratchBufferNV
|
||||
LDA.b #$0F : !SUB.w ScratchBufferNV+1 : STA.w ScratchBufferNV+1 ; flip the values for small keys
|
||||
+
|
||||
LDA $7F5011
|
||||
LDA.w ScratchBufferNV+1
|
||||
CMP.b #$00 : BNE + ; ...light world
|
||||
%CopyDialog(Notice_LightWorld) : JMP .done
|
||||
+ : CMP.b #$01 : BNE + ; ...dark world
|
||||
@@ -231,30 +169,31 @@ FreeDungeonItemNotice:
|
||||
+
|
||||
.done
|
||||
|
||||
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
|
||||
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
|
||||
STA $7F509F
|
||||
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
|
||||
LDA.b #$01 : STA.l AltTextFlag ; set alternate dialog flag
|
||||
STA.l TextBoxDefer
|
||||
|
||||
;--------------------------------
|
||||
.skip
|
||||
PLA : STA $02
|
||||
REP #$20
|
||||
PLA : STA $00
|
||||
PLB
|
||||
PLP
|
||||
PLY : PLX : PLA
|
||||
;JSL.l Main_ShowTextMessage_Alt ; .skip can be here so long as this line remains commented out
|
||||
PLA : STA.w ScratchBufferNV+1
|
||||
PLA : STA.w ScratchBufferNV
|
||||
PLA : STA.b Scrap02
|
||||
REP #$20
|
||||
PLA : STA.b Scrap00
|
||||
PLB
|
||||
PLP
|
||||
PLY : PLX : PLA
|
||||
RTL
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogResetSelectionIndex:
|
||||
JSL.l Attract_DecompressStoryGfx ; what we wrote over
|
||||
STZ $1CE8
|
||||
STZ.w MessageCursor
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogItemReceive:
|
||||
BCS .nomessage ; if doubling the item value overflowed it must be a rando item
|
||||
CPY #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
|
||||
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
|
||||
.nomessage
|
||||
LDA.w #$FFFF
|
||||
|
||||
@@ -267,11 +206,11 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogFairyThrow:
|
||||
LDA.l Restrict_Ponds : BEQ .normal
|
||||
LDA BottleContentsOne
|
||||
ORA BottleContentsTwo : ORA BottleContentsThree : ORA BottleContentsFour : BNE .normal
|
||||
LDA.l BottleContentsOne
|
||||
ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
|
||||
|
||||
.noInventory
|
||||
LDA $0D80, X : !ADD #$08 : STA $0D80, X
|
||||
LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
|
||||
LDA.b #$51
|
||||
LDY.b #$01
|
||||
RTL
|
||||
@@ -286,7 +225,7 @@ DialogGanon1:
|
||||
LDA.w #$018C
|
||||
BCC +
|
||||
LDA.w #$016D
|
||||
+ STA $1CF0
|
||||
+ STA.w TextID
|
||||
SEP #$20
|
||||
JSL.l Sprite_ShowMessageMinimal_Alt
|
||||
RTL
|
||||
@@ -322,22 +261,22 @@ DialogGanon2:
|
||||
+
|
||||
LDA.w #$016E
|
||||
++
|
||||
STA $1CF0
|
||||
STA.w TextID
|
||||
SEP #$20
|
||||
JSL.l Sprite_ShowMessageMinimal_Alt
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogEtherTablet:
|
||||
PHA
|
||||
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
|
||||
LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
|
||||
-
|
||||
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
|
||||
+
|
||||
BIT $F4 : BVC - ; Show normal text if Y is not pressed
|
||||
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
|
||||
LDA.l AllowHammerTablets : BEQ ++
|
||||
LDA HammerEquipment : BEQ .yesText : BRA .noText
|
||||
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
|
||||
++
|
||||
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
|
||||
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
|
||||
;++
|
||||
.yesText
|
||||
PLA
|
||||
@@ -351,15 +290,15 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogBombosTablet:
|
||||
PHA
|
||||
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
|
||||
LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
|
||||
-
|
||||
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
|
||||
+
|
||||
BIT $F4 : BVC - ; Show normal text if Y is not pressed
|
||||
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
|
||||
LDA.l AllowHammerTablets : BEQ ++
|
||||
LDA HammerEquipment : BEQ .yesText : BRA .noText
|
||||
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
|
||||
++
|
||||
LDA SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
|
||||
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
|
||||
;++
|
||||
.yesText
|
||||
PLA
|
||||
@@ -372,7 +311,7 @@ DialogBombosTablet:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogSahasrahla:
|
||||
LDA.l PendantsField : AND #$04 : BEQ + ;Check if player has green pendant
|
||||
LDA.l PendantsField : AND.b #$04 : BEQ + ;Check if player has green pendant
|
||||
LDA.b #$2F
|
||||
LDY.b #$00
|
||||
JML Sprite_ShowMessageUnconditional
|
||||
@@ -381,7 +320,7 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DialogBombShopGuy:
|
||||
LDY.b #$15
|
||||
LDA.l CrystalsField : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
|
||||
LDA.l CrystalsField : AND.b #$05 : CMP.b #$05 : BNE + ;Check if player has crystals 5 & 6
|
||||
INY ; from 15 to 16
|
||||
+
|
||||
TYA
|
||||
@@ -399,54 +338,54 @@ AgahnimAsksAboutPed:
|
||||
BNE .vanilla
|
||||
|
||||
LDA.b #$8C ; message 018C for no ped
|
||||
STA.w $1CF0
|
||||
STA.w TextID
|
||||
|
||||
.vanilla
|
||||
JML $05FA8E ; Sprite_ShowMessageMinimal
|
||||
;--------------------------------------------------------------------------------
|
||||
Main_ShowTextMessage_Alt:
|
||||
; Are we in text mode? If so then end the routine.
|
||||
LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode
|
||||
LDA.b GameMode : CMP.b #$0E : BEQ .already_in_text_mode
|
||||
Sprite_ShowMessageMinimal_Alt:
|
||||
STZ $11
|
||||
STZ.b GameSubMode
|
||||
|
||||
PHX : PHY
|
||||
PEI ($00)
|
||||
LDA.b $02 : PHA
|
||||
PEI.b (Scrap00)
|
||||
LDA.b Scrap02 : PHA
|
||||
|
||||
LDA.b #$1C : STA.b $02
|
||||
LDA.b #$1C : STA.b Scrap02
|
||||
REP #$30
|
||||
LDA.w $1CF0 : ASL : TAX
|
||||
LDA.w TextID : ASL : TAX
|
||||
LDA.l $7F71C0, X
|
||||
STA.b $00
|
||||
STA.b Scrap00
|
||||
SEP #$30
|
||||
|
||||
LDY.b #$00
|
||||
LDA [$00], Y : CMP.b #$FE : BNE +
|
||||
INY : LDA [$00], Y : CMP.b #$6E : BNE +
|
||||
INY : LDA [$00], Y : : BNE +
|
||||
INY : LDA [$00], Y : CMP.b #$FE : BNE +
|
||||
INY : LDA [$00], Y : CMP.b #$6B : BNE +
|
||||
INY : LDA [$00], Y : CMP.b #$04 : BNE +
|
||||
STZ $1CE8
|
||||
LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
|
||||
INY : LDA.b [Scrap00], Y : CMP.b #$6E : BNE +
|
||||
INY : LDA.b [Scrap00], Y : : BNE +
|
||||
INY : LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
|
||||
INY : LDA.b [Scrap00], Y : CMP.b #$6B : BNE +
|
||||
INY : LDA.b [Scrap00], Y : CMP.b #$04 : BNE +
|
||||
STZ.w MessageCursor
|
||||
JMP .end
|
||||
+
|
||||
|
||||
STZ $0223 ; Otherwise set it so we are in text mode.
|
||||
STZ $1CD8 ; Initialize the step in the submodule
|
||||
STZ.w MessageJunk ; Otherwise set it so we are in text mode.
|
||||
STZ.w MessageSubModule
|
||||
|
||||
; Go to text display mode (as opposed to maps, etc)
|
||||
LDA.b #$02 : STA $11
|
||||
LDA.b #$02 : STA.b GameSubMode
|
||||
|
||||
; Store the current module in the temporary location.
|
||||
LDA $10 : STA $010C
|
||||
LDA.b GameMode : STA.w GameModeCache
|
||||
|
||||
; Switch the main module ($10) to text mode.
|
||||
LDA.b #$0E : STA $10
|
||||
LDA.b #$0E : STA.b GameMode
|
||||
.end
|
||||
PLA : STA.b $02
|
||||
PLA : STA.b $01
|
||||
PLA : STA.b $00
|
||||
PLA : STA.b Scrap02
|
||||
PLA : STA.b Scrap01
|
||||
PLA : STA.b Scrap00
|
||||
PLY : PLX
|
||||
|
||||
Main_ShowTextMessage_Alt_already_in_text_mode:
|
||||
@@ -458,15 +397,15 @@ CalculateSignIndex:
|
||||
; And we do this in a way that will likely give the right value even
|
||||
; with major glitches.
|
||||
|
||||
LDA $8A : ASL A : TAY ;what we wrote over
|
||||
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
|
||||
|
||||
LDA $0712 : BEQ .done ; If a small map, we can skip these calculations.
|
||||
LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
|
||||
|
||||
LDA $21 : AND.w #$0002 : ASL #2 : EOR $8A : AND.w #$0008 : BEQ +
|
||||
LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
|
||||
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
|
||||
+
|
||||
|
||||
LDA $23 : AND.w #$0002 : LSR : EOR $8A : AND.w #$0001 : BEQ +
|
||||
LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
|
||||
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
|
||||
+
|
||||
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
|
||||
@@ -475,6 +414,112 @@ CalculateSignIndex:
|
||||
.done
|
||||
RTL
|
||||
|
||||
;================================================================
|
||||
; Contributor: Myramong
|
||||
;================================================================
|
||||
Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
|
||||
{
|
||||
STA.w TextID
|
||||
STY.w TextID+1
|
||||
|
||||
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
|
||||
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
|
||||
|
||||
LDA.b Joy1B_New : BPL .alpha
|
||||
LDA.w SpriteTimerE, X : BNE .alpha
|
||||
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
|
||||
|
||||
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
|
||||
|
||||
; Make sure that the sprite is facing towards the player, otherwise
|
||||
; talking can't happen. (What sprites actually use this???)
|
||||
LDA.l $05E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
|
||||
|
||||
PHY
|
||||
|
||||
LDA.w TextID
|
||||
LDY.w TextID+1
|
||||
|
||||
; Check what room we're in so we know which npc we're talking to
|
||||
LDA.b RoomIndex
|
||||
CMP.b #$05 : BEQ .SahasrahlaDialogs
|
||||
CMP.b #$1C : BEQ .BombShopGuyDialog
|
||||
BRA .SayNothing
|
||||
|
||||
.SahasrahlaDialogs
|
||||
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
|
||||
JSL DialogSahasrahla : BRA .SayNothing
|
||||
|
||||
.BombShopGuyDialog
|
||||
REP #$20 : LDA.l MapReveal_BombShop : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
|
||||
JSL DialogBombShopGuy
|
||||
|
||||
.SayNothing
|
||||
|
||||
LDA.b #$40 : STA.w SpriteTimerE, X
|
||||
|
||||
PLA : EOR.b #$03
|
||||
|
||||
SEC
|
||||
|
||||
RTL
|
||||
|
||||
.not_facing_each_other
|
||||
.alpha
|
||||
|
||||
LDA.w SpriteMoveDirection, X
|
||||
|
||||
CLC
|
||||
|
||||
RTL
|
||||
}
|
||||
;================================================================
|
||||
Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
|
||||
{
|
||||
PHY
|
||||
PHA
|
||||
|
||||
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
|
||||
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
|
||||
|
||||
LDA.b Joy1B_New : BPL .alpha
|
||||
LDA.w SpriteTimerE, X : BNE .alpha
|
||||
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
|
||||
|
||||
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
|
||||
|
||||
; Make sure that the sprite is facing towards the player, otherwise
|
||||
; talking can't happen. (What sprites actually use this???)
|
||||
LDA.l $05E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
|
||||
|
||||
PLA : XBA : PLA
|
||||
|
||||
PHY
|
||||
|
||||
TAY : XBA
|
||||
|
||||
JSL Sprite_ShowMessageUnconditional
|
||||
|
||||
LDA.b #$40 : STA.w SpriteTimerE, X
|
||||
|
||||
PLA : EOR.b #$03
|
||||
|
||||
SEC
|
||||
|
||||
RTL
|
||||
|
||||
.not_facing_each_other
|
||||
.alpha
|
||||
PLY
|
||||
PLA
|
||||
|
||||
LDA.w SpriteMoveDirection, X
|
||||
|
||||
CLC
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; A0 - A9 - 0 - 9
|
||||
; AA - C3 - A - Z
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
StoreLastOverworldDoorID:
|
||||
TXA : INC
|
||||
STA $7F5099
|
||||
LDA $1BBB73, X : STA $010E
|
||||
STA.l PreviousOverworldDoor
|
||||
LDA.l $1BBB73, X : STA.w EntranceIndex
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -16,14 +16,14 @@ RTL
|
||||
; CacheDoorFrameData
|
||||
;--------------------------------------------------------------------------------
|
||||
CacheDoorFrameData:
|
||||
LDA $7F5099 : BEQ .originalBehaviour
|
||||
LDA.l PreviousOverworldDoor : BEQ .originalBehaviour
|
||||
DEC : ASL : TAX
|
||||
LDA EntranceDoorFrameTable, X : STA $0696
|
||||
LDA EntranceAltDoorFrameTable, X : STA $0698
|
||||
LDA.l EntranceDoorFrameTable, X : STA.w TileMapEntranceDoors
|
||||
LDA.l EntranceAltDoorFrameTable, X : STA.w TileMapTile32
|
||||
BRA .done
|
||||
.originalBehaviour
|
||||
LDA $D724, X : STA $0696
|
||||
STZ $0698
|
||||
LDA.w $D724, X : STA.w TileMapEntranceDoors
|
||||
STZ.w TileMapTile32
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -32,8 +32,8 @@ RTL
|
||||
; WalkDownIntoTavern
|
||||
;--------------------------------------------------------------------------------
|
||||
WalkDownIntoTavern:
|
||||
LDA $7F5099
|
||||
LDA.l PreviousOverworldDoor
|
||||
; tavern door has index 0x42 (saved off value is incremented by one)
|
||||
CMP #$43
|
||||
CMP.b #$43
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
; Dungeon & Boss Drop Fixes
|
||||
;--------------------------------------------------------------------------------
|
||||
DropSafeDungeon:
|
||||
LDA $040C : CMP #$08 : BEQ +
|
||||
LDA $01C6FC, X : JML Sprite_SpawnFallingItem
|
||||
LDA.w DungeonID : CMP.b #$08 : BEQ +
|
||||
LDA.l $01C6FC, X : JML Sprite_SpawnFallingItem
|
||||
+
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -1,5 +1,5 @@
|
||||
DoDungeonMapBossIcon:
|
||||
LDA.b $14
|
||||
LDA.b NMISTRIPES
|
||||
CMP.b #$09
|
||||
BEQ .dungeonmap
|
||||
|
||||
@@ -9,16 +9,9 @@ DoDungeonMapBossIcon:
|
||||
|
||||
.dungeonmap
|
||||
|
||||
LDX.w $040C
|
||||
LDX.w DungeonID
|
||||
BMI .cave
|
||||
|
||||
; LDA.l DungeonMapIcons
|
||||
; AND.b #$01
|
||||
; BNE ++
|
||||
;
|
||||
; INC ; so it's not equal to $01
|
||||
; BRA .cave
|
||||
|
||||
; get dungeon boss room
|
||||
++ REP #$30
|
||||
LDA.l $8AE817,X
|
||||
@@ -57,7 +50,7 @@ DoDungeonMapBossIcon:
|
||||
|
||||
.match
|
||||
LDA.b #$80
|
||||
STA.w $2121
|
||||
STA.w CGADD
|
||||
|
||||
REP #$30
|
||||
|
||||
@@ -74,14 +67,14 @@ DoDungeonMapBossIcon:
|
||||
ASL ; x128 for graphics
|
||||
ASL
|
||||
ADC.w #BossMapIconGFX
|
||||
STA.w $4312
|
||||
STA.w A1T1L
|
||||
|
||||
PHY
|
||||
LDY.w #32
|
||||
|
||||
SEP #$20
|
||||
-- LDA.l .boss_palettes,X
|
||||
STA.w $2122
|
||||
STA.w CGDATA
|
||||
INX
|
||||
DEY
|
||||
BNE --
|
||||
@@ -94,24 +87,24 @@ DoDungeonMapBossIcon:
|
||||
SEP #$10
|
||||
|
||||
LDA.w #$1801
|
||||
STA.w $4310
|
||||
STA.w DMAP1
|
||||
|
||||
LDX.b #BossMapIconGFX>>16
|
||||
STX.w $4314
|
||||
STX.w A1B1
|
||||
|
||||
LDA.w #$A060>>1
|
||||
STA.w $2116
|
||||
STA.w VMADDL
|
||||
LDA.w #$0040
|
||||
STA.w $4315
|
||||
STA.w DAS1L
|
||||
|
||||
LDX.b #$02
|
||||
STX.w $420B
|
||||
STX.w MDMAEN
|
||||
|
||||
STA.w $4315
|
||||
STA.w DAS1L
|
||||
LDA.w #$A260>>1
|
||||
STA.w $2116
|
||||
STA.w VMADDL
|
||||
|
||||
STX.w $420B
|
||||
STX.w MDMAEN
|
||||
|
||||
; done
|
||||
SEP #$30
|
||||
|
||||
18
elder.asm
18
elder.asm
@@ -1,11 +1,11 @@
|
||||
NewElderCode:
|
||||
{
|
||||
LDA $8A : CMP #$1B : BEQ .newCodeContinue
|
||||
LDA.b OverworldIndex : CMP.b #$1B : BEQ .newCodeContinue
|
||||
;Restore Jump we can keep the RTL so JML
|
||||
JML $05F0CD
|
||||
.newCodeContinue
|
||||
PHB : PHK : PLB
|
||||
LDA.b #$07 : STA $0F50, X ;Palette
|
||||
LDA.b #$07 : STA.w SpriteOAMProp, X ; Palette
|
||||
JSR Elder_Draw
|
||||
JSL Sprite_PlayerCantPassThrough
|
||||
JSR Elder_Code
|
||||
@@ -17,12 +17,12 @@ RTL
|
||||
Elder_Draw:
|
||||
{
|
||||
|
||||
LDA.b #$02 : STA $06 : STZ $07 ;Number of Tiles
|
||||
LDA.b #$02 : STA.b Scrap06 : STZ.b Scrap07 ;Number of Tiles
|
||||
|
||||
LDA $0DC0, X : ASL #04
|
||||
LDA.w SpriteGFXControl, X : ASL #04
|
||||
|
||||
ADC.b #.animation_states : STA $08
|
||||
LDA.b #.animation_states>>8 : ADC.b #$00 : STA $09
|
||||
ADC.b #.animation_states : STA.b Scrap08
|
||||
LDA.b #.animation_states>>8 : ADC.b #$00 : STA.b Scrap09
|
||||
|
||||
JSL Sprite_DrawMultiple_player_deferred
|
||||
JSL Sprite_DrawShadowLong
|
||||
@@ -46,11 +46,11 @@ RTL
|
||||
LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
|
||||
.despawn
|
||||
SEP #$20
|
||||
STZ $0DD0, X ; despawn self
|
||||
STZ.w SpriteAITable, X ; despawn self
|
||||
RTS
|
||||
+
|
||||
SEP #$20
|
||||
LDA.b $11
|
||||
LDA.b GameSubMode
|
||||
BNE .done
|
||||
LDA.b #$96
|
||||
LDY.b #$01
|
||||
@@ -66,6 +66,6 @@ RTL
|
||||
|
||||
.done
|
||||
SEP #$20
|
||||
LDA.b $1A : LSR #5 : AND.b #$01 : STA.w $0DC0, X
|
||||
LDA.b FrameCounter : LSR #5 : AND.b #$01 : STA.w SpriteGFXControl, X
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -7,7 +7,7 @@ EndingSequenceTableOverride:
|
||||
TYX
|
||||
LDA.l EndingSequenceText, X
|
||||
PLX
|
||||
STA $1008, X
|
||||
STA.w $1008, X
|
||||
PLY
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -15,7 +15,7 @@ EndingSequenceTableLookupOverride:
|
||||
PHY
|
||||
PHX
|
||||
TYX
|
||||
LDA.l EndingSequenceText, X : AND #$00FF
|
||||
LDA.l EndingSequenceText, X : AND.w #$00FF
|
||||
PLX
|
||||
PLY
|
||||
RTL
|
||||
|
||||
@@ -3,21 +3,25 @@
|
||||
; make sure bats always load LW stats
|
||||
;--------------------------------------------------------------------------------
|
||||
NewBatInit:
|
||||
CPY #$00 : BEQ .light_world
|
||||
CPY.b #$00 : BEQ .light_world
|
||||
;check if map id == 240 or 241
|
||||
LDA $A0 : CMP #$F0 : BEQ .light_world ;oldman cave1
|
||||
CMP #$F1 : BEQ .light_world ;oldman cave2
|
||||
CMP #$B0 : BEQ .light_world ;agahnim statue keese
|
||||
CMP #$D0 : BEQ .light_world ;agahnim darkmaze
|
||||
LDA.b RoomIndex : CMP.b #$F0 : BEQ .light_world ;oldman cave1
|
||||
CMP.b #$F1 : BEQ .light_world ;oldman cave2
|
||||
CMP.b #$B0 : BEQ .light_world ;agahnim statue keese
|
||||
CMP.b #$D0 : BEQ .light_world ;agahnim darkmaze
|
||||
|
||||
|
||||
LDA.b #$85 : STA $0CD2, X
|
||||
LDA.b #$04 : STA $0E50, X
|
||||
LDA.b #$85 : STA.w SpriteBump, X
|
||||
LDA.b #$04 : STA.w SpriteHitPoints, X
|
||||
RTL
|
||||
|
||||
.light_world
|
||||
LDA.b #$80 : STA $0CD2, X
|
||||
LDA.b #$01 : STA $0E50, X
|
||||
LDA.b #$80 : STA.w SpriteBump, X
|
||||
LDA.b #$01 : STA.w SpriteHitPoints, X
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
NewFireBarDamage:
|
||||
LDA.w $00EE : CMP.w SpriteLayer, X : BNE .NotSameLayer
|
||||
JSL Sprite_AttemptDamageToPlayerPlusRecoilLong
|
||||
RTL
|
||||
.NotSameLayer
|
||||
RTL
|
||||
|
||||
120
entrances.asm
120
entrances.asm
@@ -8,7 +8,7 @@ LockAgahnimDoors:
|
||||
;#$0 = Never Locked
|
||||
LDA.w #$0000 : RTL
|
||||
+ : CMP.w #$0001 : BNE +
|
||||
LDA ProgressIndicator : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
|
||||
LDA.l ProgressIndicator : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
|
||||
JSR.w LockAgahnimDoorsCore : RTL
|
||||
+ : CMP.w #$0002 : BNE +
|
||||
JSR.w LockAgahnimDoorsCore : BEQ .unlock
|
||||
@@ -18,20 +18,20 @@ LockAgahnimDoors:
|
||||
REP #$30
|
||||
PLY : PLX
|
||||
!BGE .crystalOrUnlock
|
||||
LDA #$0001 : RTL
|
||||
LDA.w #$0001 : RTL
|
||||
.crystalOrUnlock
|
||||
LDA InvertedMode : AND.w #$00FF : BEQ .unlock
|
||||
LDA.l InvertedMode : AND.w #$00FF : BEQ .unlock
|
||||
|
||||
LDA OverworldEventDataWRAM+$43 : AND.w #$0020 : BNE .unlock ; Check if GT overlay is already on or not
|
||||
LDA $0308 : AND.w #$0080 : BEQ ++ ;If we are holding an item
|
||||
LDA.l OverworldEventDataWRAM+$43 : AND.w #$0020 : BNE .unlock ; Check if GT overlay is already on or not
|
||||
LDA.w AButtonAct : AND.w #$0080 : BEQ ++ ;If we are holding an item
|
||||
|
||||
.locked
|
||||
LDA #$0001 : RTL ;Keep the door locked
|
||||
LDA.w #$0001 : RTL ;Keep the door locked
|
||||
++
|
||||
SEP #$30
|
||||
JSL $099B6F ;Add tower break seal
|
||||
REP #$30
|
||||
LDA #$0001 ;Prevent door from opening that frame otherwise it glitchy
|
||||
LDA.w #$0001 ;Prevent door from opening that frame otherwise it glitchy
|
||||
RTL
|
||||
|
||||
+
|
||||
@@ -44,18 +44,18 @@ RTL
|
||||
FlagAgahnimDoor:
|
||||
LDA.l InvertedMode : BEQ .vanilla
|
||||
|
||||
LDA OverworldEventDataWRAM+$43 : ORA #$20 : STA OverworldEventDataWRAM+$43 ; activate GT overlay
|
||||
LDA.l OverworldEventDataWRAM+$43 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$43 ; activate GT overlay
|
||||
|
||||
.vanilla
|
||||
LDA.b #$28 : STA.b $72
|
||||
LDA.b #$28 : STA.b ScrapBuffer72
|
||||
RTL
|
||||
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
LockAgahnimDoorsCore:
|
||||
LDA $22 : CMP.w #1992 : !BLT + ; door too far left, skip
|
||||
LDA.b LinkPosX : CMP.w #1992 : !BLT + ; door too far left, skip
|
||||
CMP.w #2088 : !BGE + ; door too rat right, skip
|
||||
LDA $20 : CMP.w #1720 : !BGE + ; door too low, skip
|
||||
LDA.b LinkPosY : CMP.w #1720 : !BGE + ; door too low, skip
|
||||
LDA.w #$0001
|
||||
RTS
|
||||
+
|
||||
@@ -77,7 +77,7 @@ JML.l Overworld_Entrance_BRANCH_RHO
|
||||
AllowStartFromSingleEntranceCave:
|
||||
; 16 Bit A, 16 bit XY
|
||||
; do not need to preserve A or X or Y
|
||||
LDA StartingEntrance : AND.w #$00FF ; What we wrote over
|
||||
LDA.l StartingEntrance : AND.w #$00FF ; What we wrote over
|
||||
PHA
|
||||
TAX
|
||||
LDA.l StartingAreaExitOffset, X
|
||||
@@ -86,46 +86,45 @@ AllowStartFromSingleEntranceCave:
|
||||
BNE +
|
||||
JMP .done
|
||||
+
|
||||
|
||||
DEC
|
||||
STA $00
|
||||
ASL #2 : !ADD $00 : ASL #2 ; mult by 20
|
||||
STA.b Scrap00
|
||||
ASL #2 : !ADD Scrap00 : ASL #2 ; mult by 20
|
||||
TAX
|
||||
|
||||
LDA #$0016 : STA $7EC142 ; Cache the main screen designation
|
||||
LDA.l StartingAreaExitTable+$05, X : STA $7EC144 ; Cache BG1 V scroll
|
||||
LDA.l StartingAreaExitTable+$07, X : STA $7EC146 ; Cache BG1 H scroll
|
||||
LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA $7EC148 ; Cache Link's Y coordinate
|
||||
LDA.l StartingAreaExitTable+$0B, X : STA $7EC14A ; Cache Link's X coordinate
|
||||
LDA.l StartingAreaExitTable+$0D, X : STA $7EC150 ; Cache Camera Y coord lower bound.
|
||||
LDA.l StartingAreaExitTable+$0F, X : STA $7EC152 ; Cache Camera X coord lower bound.
|
||||
LDA.l StartingAreaExitTable+$03, X : STA $7EC14E ; Cache Link VRAM Location
|
||||
LDA.w #$0016 : STA.l EN_MAINDESQ ; Cache the main screen designation
|
||||
LDA.l StartingAreaExitTable+$05, X : STA.l EN_BG2VERT ; Cache BG1 V scroll
|
||||
LDA.l StartingAreaExitTable+$07, X : STA.l EN_BG2HORZ ; Cache BG1 H scroll
|
||||
LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA.l EN_POSY ; Cache Link's Y coordinate
|
||||
LDA.l StartingAreaExitTable+$0B, X : STA.l EN_POSX ; Cache Link's X coordinate
|
||||
LDA.l StartingAreaExitTable+$0D, X : STA.l EN_SCROLLATN ; Cache Camera Y coord lower bound.
|
||||
LDA.l StartingAreaExitTable+$0F, X : STA.l EN_SCROLLATW ; Cache Camera X coord lower bound.
|
||||
LDA.l StartingAreaExitTable+$03, X : STA.l EN_OWTMAPI ; Cache Link VRAM Location
|
||||
|
||||
; Handle the 2 "unknown" bytes, which control what area of the backgound
|
||||
; relative to the camera? gets loaded with new tile data as the player moves around
|
||||
; (because some overworld areas like Kak are too big for a single VRAM tilemap)
|
||||
|
||||
LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF
|
||||
BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend
|
||||
STA.l $7EC16A
|
||||
BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
|
||||
STA.l EN_SCRMODYA
|
||||
|
||||
LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF
|
||||
BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend
|
||||
STA.l $7EC16E
|
||||
BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
|
||||
STA.l EN_SCRMODXA
|
||||
|
||||
LDA.w #$0000 : !SUB.l $7EC16A : STA $7EC16C
|
||||
LDA.w #$0000 : !SUB.l $7EC16E : STA $7EC170
|
||||
LDA.w #$0000 : !SUB.l EN_SCRMODYA : STA.l EN_SCRMODYB
|
||||
LDA.w #$0000 : !SUB.l EN_SCRMODXA : STA.l EN_SCRMODXB
|
||||
|
||||
LDA.l StartingAreaExitTable+$02, X : AND.w #$00FF
|
||||
STA $7EC14C ; Cache the overworld area number
|
||||
STA $7EC140 ; Cache the aux overworld area number
|
||||
STA.l EN_OWSCR ; Cache the overworld area number
|
||||
STA.l EN_OWSCR2 ; Cache the aux overworld area number
|
||||
|
||||
STZ $0698 ;zero out door overlays in case starting overworld door is not set
|
||||
STZ $0699 ;zero out door overlays in case starting overworld door is not set
|
||||
STZ.w TileMapTile32 ;zero out door overlays in case starting overworld door is not set
|
||||
STZ.w TileMapTile32+1 ;zero out door overlays in case starting overworld door is not set
|
||||
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDA $7EF3C8 : TAX
|
||||
LDA.l StartingAreaOverworldDoor, X : STA.l $7F5099 ;Load overworld door
|
||||
LDA.l StartingEntrance : TAX
|
||||
LDA.l StartingAreaOverworldDoor, X : STA.l PreviousOverworldDoor ;Load overworld door
|
||||
REP #$20 ; reset 16-bit accumulator
|
||||
JSL.l CacheDoorFrameData
|
||||
|
||||
@@ -135,7 +134,7 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
AllowStartFromExit:
|
||||
|
||||
LDX $1CE8
|
||||
LDX.w MessageCursor
|
||||
LDA.l ShouldStartatExit, X : BNE .doStart
|
||||
|
||||
LDA.l StartingEntrance ; what we wrote over
|
||||
@@ -146,39 +145,38 @@ JML.l AllowStartFromExitReturn
|
||||
LDA.l $028481, X ;Module_LocationMenu_starting_points
|
||||
ASL : TAX
|
||||
|
||||
LDA.l $02D8D2, X : STA $A0
|
||||
LDA.l $02D8D3, X : STA $A1
|
||||
LDA.l $02D8D2, X : STA.b RoomIndex
|
||||
LDA.l $02D8D3, X : STA.b RoomIndex+1
|
||||
|
||||
; Go to pre-overworld mode
|
||||
LDA.b #$08 : STA $10
|
||||
LDA.b #$08 : STA.b GameMode
|
||||
|
||||
STZ $11
|
||||
STZ $B0
|
||||
STZ.b GameSubMode
|
||||
STZ.b SubSubModule
|
||||
STZ.w DeathReloadFlag
|
||||
STZ.w RespawnFlag
|
||||
|
||||
STZ $010A
|
||||
|
||||
STZ $04AA
|
||||
JSL Equipment_SearchForEquippedItemLong
|
||||
JSL HUD_RebuildLong2
|
||||
JSL $0DDD32 ; Equipment_UpdateEquippedItemLong
|
||||
JSL Equipment_UpdateEquippedItemLong
|
||||
RTL
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
CheckHole:
|
||||
LDX.w #$0024
|
||||
.nextHoleClassic
|
||||
LDA.b $00 : CMP.l $1BB800, X
|
||||
LDA.b Scrap00 : CMP.l $1BB800, X
|
||||
BNE .wrongMap16Classic
|
||||
LDA.w $040A : CMP.l $1BB826, X
|
||||
LDA.b OverworldIndex : CMP.l $1BB826, X
|
||||
BEQ .matchedHoleClassic
|
||||
.wrongMap16Classic
|
||||
DEX #2 : BPL .nextHoleClassic
|
||||
|
||||
LDX.w #$001E
|
||||
.nextHoleExtra
|
||||
LDA.b $00 : CMP.l ExtraHole_Map16, X
|
||||
LDA.b Scrap00 : CMP.l ExtraHole_Map16, X
|
||||
BNE .wrongMap16Extra
|
||||
LDA.w $040A : CMP.l ExtraHole_Area, X
|
||||
LDA.b OverworldIndex : CMP.l ExtraHole_Area, X
|
||||
BEQ .matchedHoleExtra
|
||||
.wrongMap16Extra
|
||||
DEX #2 : BPL .nextHoleExtra
|
||||
@@ -189,14 +187,14 @@ CheckHole:
|
||||
.matchedHoleExtra
|
||||
SEP #$30
|
||||
TXA : LSR A : TAX
|
||||
LDA.l ExtraHole_Entrance, X : STA.w $010E : STZ.w $010F
|
||||
LDA.l ExtraHole_Entrance, X : STA.w EntranceIndex : STZ.w EntranceIndex+1
|
||||
JML Overworld_Hole_End
|
||||
;--------------------------------------------------------------------------------
|
||||
PreventEnterOnBonk:
|
||||
STA $00 ; part of what we wrote over
|
||||
STA.b Scrap00 ; part of what we wrote over
|
||||
LDA.l InvertedMode : AND.w #$00FF : BEQ .done
|
||||
LDA.l $5D : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
|
||||
LDA.b $8A : AND.w #$0040 : CMP $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
|
||||
LDA.b LinkState : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
|
||||
LDA.b OverworldIndex : AND.w #$0040 : CMP.b WorldCache : BEQ .done ; Are we bonking, or doing the superbunny glitch?
|
||||
|
||||
; If in inverted, are in mirror mode, and are bonking then do not enter
|
||||
JML.l PreventEnterOnBonk_BRANCH_IX
|
||||
@@ -206,8 +204,8 @@ PreventEnterOnBonk:
|
||||
JML.l PreventEnterOnBonk_return
|
||||
;--------------------------------------------------------------------------------
|
||||
TurtleRockEntranceFix:
|
||||
LDA TurtleRockAutoOpenFix : BEQ .done
|
||||
LDA $8A : CMP.b #$47 : BNE .done
|
||||
LDA.l TurtleRockAutoOpenFix : BEQ .done
|
||||
LDA.b OverworldIndex : CMP.b #$47 : BNE .done
|
||||
;If exiting to turtle rock ensure the entrance is open
|
||||
LDA.l OverworldEventDataWRAM+$47 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$47
|
||||
.done
|
||||
@@ -216,14 +214,14 @@ RTL
|
||||
AnimatedEntranceFix: ;when an entrance animation tries to start
|
||||
PHA
|
||||
LDA.l InvertedMode : BEQ + ;If we are in inverted mode
|
||||
LDA $8A : AND.b #$40 : BNE + ;and in the light world
|
||||
LDA.b OverworldIndex : AND.b #$40 : BNE + ;and in the light world
|
||||
PLA
|
||||
STZ $04C6 ; skip it.
|
||||
LDA #$00
|
||||
STZ.w OWEntranceCutscene ; skip it.
|
||||
LDA.b #$00
|
||||
RTL
|
||||
+
|
||||
PLA
|
||||
STA $02E4 ;what we wrote over
|
||||
STA $0FC1 ;what we wrote over
|
||||
STA $0710 ;what we wrote over
|
||||
STA.w CutsceneFlag ;what we wrote over
|
||||
STA.w FreezeSprites ;what we wrote over
|
||||
STA.w SkipOAM ;what we wrote over
|
||||
RTL
|
||||
|
||||
137
events.asm
137
events.asm
@@ -1,13 +1,6 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
; OnLoadOW
|
||||
;--------------------------------------------------------------------------------
|
||||
;OnLoadMap:
|
||||
; LDA OverworldEventDataWRAM+$5B ; thing we wrote over
|
||||
;RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OnPrepFileSelect:
|
||||
LDA $11 : CMP.b #$03 : BNE +
|
||||
LDA.b #$06 : STA $14 ; thing we wrote over
|
||||
LDA.b GameSubMode : CMP.b #$03 : BNE +
|
||||
LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
|
||||
RTL
|
||||
+
|
||||
JSL.l LoadAlphabetTilemap
|
||||
@@ -22,7 +15,7 @@ OnDrawHud:
|
||||
JML.l ReturnFromOnDrawHud
|
||||
;--------------------------------------------------------------------------------
|
||||
OnDungeonEntrance:
|
||||
STA $7EC172 ; thing we wrote over
|
||||
STA.l PegColor ; thing we wrote over
|
||||
JSL MaybeFlagCompassTotalEntrance
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -40,7 +33,7 @@ OnDungeonExit:
|
||||
JSL.l SQEGFix
|
||||
PLP : PLA
|
||||
|
||||
STA $040C : STZ $04AC ; thing we wrote over
|
||||
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
|
||||
|
||||
PHA : PHP
|
||||
JSL.l HUD_RebuildLong
|
||||
@@ -51,17 +44,17 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OnQuit:
|
||||
JSL.l SQEGFix
|
||||
LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text
|
||||
LDA.b #$10 : STA $1C ; thing we wrote over
|
||||
LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
|
||||
LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OnUncleItemGet:
|
||||
PHA
|
||||
|
||||
LDA.l EscapeAssist
|
||||
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
|
||||
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
|
||||
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
|
||||
BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
|
||||
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
|
||||
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
|
||||
|
||||
PLA
|
||||
JSL.l Link_ReceiveItem
|
||||
@@ -91,15 +84,15 @@ OnFileCreation:
|
||||
; Copy initial SRAM state from ROM to cart SRAM
|
||||
; If the inital SRAM table is move these addresses must be changed
|
||||
PHB
|
||||
LDA.w #$03D7 ; \
|
||||
LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
|
||||
LDY.w #$0000 ; | (exclusively)
|
||||
MVN SRAMBank, SRAMTableBank ; /
|
||||
; Skip file name and validity value
|
||||
LDA.w #$010C ; \
|
||||
LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
|
||||
LDY.w #$03E3 ; |
|
||||
MVN SRAMBank, SRAMTableBank ; /
|
||||
LDA.w #$03D7 ; \
|
||||
LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
|
||||
LDY.w #$0000 ; | (exclusively)
|
||||
MVN !SRAMBank, !SRAMTableBank ; /
|
||||
; Skip file name and validity value
|
||||
LDA.w #$010C ; \
|
||||
LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
|
||||
LDY.w #$03E3 ; |
|
||||
MVN !SRAMBank, !SRAMTableBank ; /
|
||||
PLB
|
||||
|
||||
; resolve instant post-aga if standard
|
||||
@@ -111,33 +104,31 @@ OnFileCreation:
|
||||
REP #$20
|
||||
|
||||
; Set validity value and do some cleanup. Jump to checksum.
|
||||
LDA.w #$55AA : STA.l $7003E1
|
||||
STZ $00
|
||||
STZ $01
|
||||
LDX.b $00
|
||||
LDA.w #$55AA : STA.l FileValiditySRAM
|
||||
STZ.b Scrap00
|
||||
STZ.b Scrap01
|
||||
LDX.b Scrap00
|
||||
LDY.w #$0000
|
||||
TYA
|
||||
|
||||
JML.l InitializeSaveFile_build_checksum
|
||||
;--------------------------------------------------------------------------------
|
||||
!RNG_ITEM_LOCK_IN = "$7F5090"
|
||||
OnFileLoad:
|
||||
REP #$10 ; set 16 bit index registers
|
||||
JSL.l EnableForceBlank ; what we wrote over
|
||||
|
||||
LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area
|
||||
LDA.b #$07 : STA.w BG34NBA ; Restore screen 3 to normal tile area
|
||||
|
||||
LDA.l FileMarker : BNE +
|
||||
JSL.l OnNewFile
|
||||
LDA.b #$FF : STA.l FileMarker
|
||||
+
|
||||
LDA.w $010A : BNE + ; don't adjust the worlds for "continue" or "save-continue"
|
||||
LDA.l $7EC011 : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
|
||||
LDA.w DeathReloadFlag : BNE + ; don't adjust the worlds for "continue" or "save-continue"
|
||||
LDA.l MosaicLevel : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
|
||||
JSL.l DoWorldFix
|
||||
+
|
||||
JSL.l MasterSwordFollowerClear
|
||||
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
|
||||
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
|
||||
LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
|
||||
LDA.l GenericKeys : BEQ +
|
||||
LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
|
||||
+
|
||||
@@ -152,86 +143,78 @@ OnFileLoad:
|
||||
SEP #$10 ; restore 8 bit index registers
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!RNG_ITEM_LOCK_IN = "$7F5090"
|
||||
OnNewFile:
|
||||
PHX : PHP
|
||||
; reset some values on new file that are otherwise only reset on hard reset
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
STZ $03C4 ; ancilla slot index
|
||||
STZ $047A ; EG
|
||||
STZ $0B08 : STZ $0B09 ; arc variable
|
||||
STZ $0CFB ; enemies killed (pull trees)
|
||||
STZ $0CFC ; times taken damage (pull trees)
|
||||
STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
|
||||
LDA #$00 : STA $7EC011 ; mosaic
|
||||
JSL InitRNGPointerTable ; boss RNG
|
||||
STZ.w AncillaSearch
|
||||
STZ.w LayerAdjustment ; EG
|
||||
STZ.w ArcVariable : STZ.w ArcVariable+1
|
||||
STZ.w TreePullKills
|
||||
STZ.w TreePullHits
|
||||
STZ.w PrizePackIndexes
|
||||
STZ.w PrizePackIndexes+1
|
||||
STZ.w PrizePackIndexes+2
|
||||
STZ.w PrizePackIndexes+3
|
||||
STZ.w PrizePackIndexes+4
|
||||
STZ.w PrizePackIndexes+5
|
||||
STZ.w PrizePackIndexes+6
|
||||
LDA.b #$00 : STA.l MosaicLevel
|
||||
JSL InitRNGPointerTable
|
||||
PLP : PLX
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OnInitFileSelect:
|
||||
; LDA.b #$10 : STA $BC ; init sprite pointer - does nothing unless spriteswap.asm is included
|
||||
; JSL.l SpriteSwap_SetSprite
|
||||
LDA.b #$51 : STA $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
|
||||
LDA.b #$51 : STA.w $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
|
||||
JSL.l EnableForceBlank
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OnLinkDamaged:
|
||||
JSL.l IncrementDamageTakenCounter_Arb
|
||||
;JSL.l FlipperKill
|
||||
JML.l OHKOTimer
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
OnEnterWater:
|
||||
JSL.l RegisterWaterEntryScreen
|
||||
|
||||
JSL.l MysteryWaterFunction
|
||||
LDX.b #$04
|
||||
RTL
|
||||
;OnEnterWater:
|
||||
; JSL.l UnequipCapeQuiet ; what we wrote over
|
||||
;RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OnLinkDamagedFromPit:
|
||||
JSL.l OHKOTimer
|
||||
|
||||
LDA.l AllowAccidentalMajorGlitch
|
||||
BEQ ++
|
||||
-- LDA.b #$14 : STA $11 ; thing we wrote over
|
||||
-- LDA.b #$14 : STA.b GameSubMode ; thing we wrote over
|
||||
|
||||
RTL
|
||||
|
||||
++ LDA.b $10 : CMP.b #$12 : BNE --
|
||||
++ LDA.b GameMode : CMP.b #$12 : BNE --
|
||||
|
||||
STZ.b $11
|
||||
STZ.b GameSubMode
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
OnLinkDamagedFromPitOutdoors:
|
||||
JML.l OHKOTimer ; make sure this is last
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
!RNG_ITEM_LOCK_IN = "$7F5090"
|
||||
OnOWTransition:
|
||||
JSL.l FloodGateReset
|
||||
JSL.l FlipperFlag
|
||||
JSL.l StatTransitionCounter
|
||||
PHP
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in
|
||||
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
|
||||
PLP
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!DARK_DUCK_TEMP = "$7F509C"
|
||||
OnLoadDuckMap:
|
||||
LDA !DARK_DUCK_TEMP
|
||||
LDA.l DuckMapFlag
|
||||
BNE +
|
||||
INC : STA !DARK_DUCK_TEMP
|
||||
JSL OverworldMap_InitGfx : DEC $0200
|
||||
|
||||
INC : STA.l DuckMapFlag
|
||||
JSL OverworldMap_InitGfx : DEC.w SubModuleInterface
|
||||
RTL
|
||||
+
|
||||
LDA.b #$00 : STA !DARK_DUCK_TEMP
|
||||
LDA.b #$00 : STA.l DuckMapFlag
|
||||
JML OverworldMap_DarkWorldTilemap
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
PreItemGet:
|
||||
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
|
||||
LDA.b #$01 : STA.l BusyItem ; mark item as busy
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
PostItemGet:
|
||||
@@ -239,19 +222,19 @@ PostItemGet:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
PostItemAnimation:
|
||||
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
|
||||
LDA.b #$00 : STA.l BusyItem ; mark item as finished
|
||||
|
||||
LDA $7F509F : BEQ +
|
||||
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
|
||||
LDA.l TextBoxDefer : BEQ +
|
||||
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
|
||||
JSL.l Main_ShowTextMessage_Alt
|
||||
LDA.b #$00 : STA $7F509F
|
||||
LDA.b #$00 : STA.l TextBoxDefer
|
||||
+
|
||||
|
||||
LDA.w $02E9 : CMP.b #$01 : BNE +
|
||||
LDA.b $2F : BEQ +
|
||||
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE +
|
||||
LDA.b LinkDirection : BEQ +
|
||||
JSL.l IncrementChestTurnCounter
|
||||
+
|
||||
|
||||
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
|
||||
STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
158
failure.asm
158
failure.asm
@@ -1,9 +1,9 @@
|
||||
pushtable
|
||||
|
||||
table "bsodencode.txt"
|
||||
table "data/bsodencode.txt"
|
||||
|
||||
; Uncomment this to force a crash to test message
|
||||
;pushpc : org $008132 : db 0 : pullpc
|
||||
; pushpc : org $008132 : db 0 : pullpc
|
||||
|
||||
;===================================================================================================
|
||||
|
||||
@@ -11,29 +11,29 @@ DontUseZSNES:
|
||||
SEP #$35 ; sets carry and I flag too
|
||||
|
||||
LDA.b #$00
|
||||
STA.l $4200 ; disable NMI and IRQ
|
||||
STA.l $420C ; disable HDMA
|
||||
STA.l NMITIMEN ; disable NMI and IRQ
|
||||
STA.l HDMAEN ; disable HDMA
|
||||
|
||||
ROR ; A = 0x80 from carry
|
||||
STA.l $2100
|
||||
STA.l $2115
|
||||
STA.l INIDISP
|
||||
STA.l VMAIN
|
||||
|
||||
; Empty VRAM
|
||||
LDA.b #AllZeros>>16 : STA.l $4304
|
||||
LDA.b #AllZeros>>16 : STA.l A1B0
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA.w #AllZeros
|
||||
STA.l $4302
|
||||
STA.l A1T0L
|
||||
|
||||
LDA.w #$1809
|
||||
STA.l $4300
|
||||
STA.l DMAP0
|
||||
|
||||
LDA.w #$0000
|
||||
STA.l $4305
|
||||
STA.l DAS0L
|
||||
|
||||
LDA.w #$0001
|
||||
STA.l $420B
|
||||
STA.l MDMAEN
|
||||
|
||||
JSR ConfigurePPUForFailureReport
|
||||
JSR ConfigureBSODVWF
|
||||
@@ -43,7 +43,7 @@ DontUseZSNES:
|
||||
JSR DrawVWFMessage
|
||||
|
||||
LDA.w #$0F0F
|
||||
STA.w $2100
|
||||
STA.w INIDISP
|
||||
|
||||
-- BRA --
|
||||
|
||||
@@ -77,29 +77,29 @@ Crashed:
|
||||
SEP #$35 ; sets carry and I flag too
|
||||
|
||||
LDA.b #$00
|
||||
STA.l $4200 ; disable NMI and IRQ
|
||||
STA.l $420C ; disable HDMA
|
||||
STA.l NMITIMEN ; disable NMI and IRQ
|
||||
STA.l HDMAEN ; disable HDMA
|
||||
|
||||
ROR ; A = 0x80 from carry
|
||||
STA.l $2100
|
||||
STA.l $2115
|
||||
STA.l INIDISP
|
||||
STA.l VMAIN
|
||||
|
||||
; Empty VRAM
|
||||
LDA.b #AllZeros>>16 : STA.l $4304
|
||||
LDA.b #AllZeros>>16 : STA.l A1B0
|
||||
|
||||
REP #$38
|
||||
|
||||
LDA.w #AllZeros
|
||||
STA.l $4302
|
||||
STA.l A1T0L
|
||||
|
||||
LDA.w #$1809
|
||||
STA.l $4300
|
||||
STA.l DMAP0
|
||||
|
||||
LDA.w #$0000
|
||||
STA.l $4305
|
||||
STA.l DAS0L
|
||||
|
||||
LDA.w #$0001
|
||||
STA.l $420B
|
||||
STA.l MDMAEN
|
||||
|
||||
;===================================================================================================
|
||||
|
||||
@@ -113,32 +113,32 @@ Crashed:
|
||||
|
||||
; stack pointer
|
||||
LDA.w #$0C38>>1
|
||||
STA.b $2116
|
||||
STA.b VMADDL
|
||||
|
||||
TSC
|
||||
XBA
|
||||
AND.w #$00FF
|
||||
ORA.w #$0100
|
||||
STA.b $2118
|
||||
STA.b VMDATAL
|
||||
|
||||
TSC
|
||||
AND.w #$00FF
|
||||
ORA.w #$0100
|
||||
STA.l $2118
|
||||
STA.l VMDATAL
|
||||
|
||||
; game module
|
||||
LDA.w #$0C78>>1
|
||||
STA.b $2116
|
||||
STA.b VMADDL
|
||||
|
||||
LDA.l $10
|
||||
LDA.l GameMode
|
||||
AND.w #$00FF
|
||||
ORA.w #$0100
|
||||
STA.b $2118
|
||||
STA.b VMDATAL
|
||||
|
||||
LDA.l $11
|
||||
LDA.l GameSubMode
|
||||
AND.w #$00FF
|
||||
ORA.w #$0100
|
||||
STA.b $2118
|
||||
STA.b VMDATAL
|
||||
|
||||
;---------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -176,7 +176,7 @@ Crashed:
|
||||
|
||||
.next_row
|
||||
STA.l $7F0004
|
||||
STA.b $2116
|
||||
STA.b VMADDL
|
||||
|
||||
LDY.w #20
|
||||
|
||||
@@ -194,7 +194,7 @@ Crashed:
|
||||
AND.w #$01FF
|
||||
|
||||
.in_stack
|
||||
STA.b $2118
|
||||
STA.b VMDATAL
|
||||
|
||||
DEX
|
||||
TXA
|
||||
@@ -235,16 +235,10 @@ Crashed:
|
||||
JSR DrawVWFMessage
|
||||
|
||||
LDA.w #$0F0F
|
||||
STA.w $2100
|
||||
STA.w INIDISP
|
||||
|
||||
-- BRA --
|
||||
|
||||
; LDA.w #$0000
|
||||
; TCD
|
||||
;
|
||||
; TSC
|
||||
|
||||
|
||||
BSODMessage:
|
||||
db "A fatal error has occurred and resulted in an", $80
|
||||
db "unrecoverable crash. ?", $80
|
||||
@@ -260,11 +254,11 @@ BSODMessage:
|
||||
;===================================================================================================
|
||||
|
||||
DrawVWFMessage:
|
||||
STA.b $06
|
||||
STA.b Scrap06
|
||||
|
||||
.next
|
||||
LDA.b ($06)
|
||||
INC.b $06
|
||||
LDA.b (Scrap06)
|
||||
INC.b Scrap06
|
||||
AND.w #$00FF
|
||||
CMP.w #$0080
|
||||
BEQ .done_row
|
||||
@@ -284,26 +278,26 @@ DrawVWFMessage:
|
||||
ASL
|
||||
TAX
|
||||
LDA.w .row_offset,X
|
||||
STA.w $2116
|
||||
STA.w VMADDL
|
||||
|
||||
INC.b VWFR
|
||||
|
||||
LDA.w #$1800
|
||||
STA.w $4300
|
||||
STA.w DMAP0
|
||||
|
||||
LDA.w #20*16
|
||||
STA.w $4305
|
||||
STA.w DAS0L
|
||||
|
||||
LDA.w #$1000
|
||||
STA.w $4302
|
||||
STA.w A1T0L
|
||||
|
||||
SEP #$20
|
||||
|
||||
STZ.w $2115
|
||||
STZ.w $4304
|
||||
STZ.w VMAIN
|
||||
STZ.w A1B0
|
||||
|
||||
LDA.b #$01
|
||||
STA.w $420B
|
||||
STA.w MDMAEN
|
||||
|
||||
REP #$20
|
||||
|
||||
@@ -347,7 +341,7 @@ DrawFailureVWFChar:
|
||||
ASL
|
||||
ASL
|
||||
ADC.w #BSODFontGFX
|
||||
STA.b $08
|
||||
STA.b Scrap08
|
||||
|
||||
LDA.b VWFP
|
||||
AND.w #$FFF8
|
||||
@@ -402,23 +396,23 @@ LoadBSODHexFont:
|
||||
REP #$20
|
||||
|
||||
LDA.w #BSODHex
|
||||
STA.w $4302
|
||||
STA.w A1T0L
|
||||
|
||||
LDA.w #$1801
|
||||
STA.w $4300
|
||||
STA.w DMAP0
|
||||
|
||||
LDA.w #$1000
|
||||
STA.w $4305
|
||||
STA.w DAS0L
|
||||
|
||||
LDA.w #$2800
|
||||
STA.w $2116
|
||||
STA.w VMADDL
|
||||
|
||||
SEP #$20
|
||||
LDA.b #BSODHex>>16
|
||||
STA.w $4304
|
||||
STA.w A1B0
|
||||
|
||||
LDA.b #$01
|
||||
STA.w $420B
|
||||
STA.w MDMAEN
|
||||
|
||||
REP #$30
|
||||
|
||||
@@ -437,21 +431,21 @@ ConfigureBSODVWF:
|
||||
LDX.b #$FF
|
||||
LDY.b #$7F
|
||||
|
||||
STZ.b $2121
|
||||
STZ.b $2122 : STZ.b $2122
|
||||
STZ.b CGADD
|
||||
STZ.b CGDATA : STZ.b CGDATA
|
||||
|
||||
STX.b $2122 : STY.b $2122
|
||||
STX.b CGDATA : STY.b CGDATA
|
||||
|
||||
LDA.b #$05
|
||||
STA.b $2121
|
||||
STA.b CGADD
|
||||
|
||||
LDA.b #$11 : STA.b $2122 : STY.b $2122
|
||||
LDA.b #$11 : STA.b CGDATA : STY.b CGDATA
|
||||
|
||||
LDA.b #$21 : STA.b $2121
|
||||
STX.b $2122 : STY.b $2122
|
||||
LDA.b #$21 : STA.b CGADD
|
||||
STX.b CGDATA : STY.b CGDATA
|
||||
|
||||
LDA.b #$25 : STA.b $2121
|
||||
LDA.b #$11 : STA.b $2122 : STY.b $2122
|
||||
LDA.b #$25 : STA.b CGADD
|
||||
LDA.b #$11 : STA.b CGDATA : STY.b CGDATA
|
||||
|
||||
REP #$30
|
||||
|
||||
@@ -473,14 +467,14 @@ ConfigureBSODVWF:
|
||||
|
||||
.start
|
||||
STA.w $20
|
||||
STA.b $2116
|
||||
STA.b VMADDL
|
||||
|
||||
PLA
|
||||
|
||||
LDY.w #30
|
||||
|
||||
.next_char
|
||||
STA.b $2118
|
||||
STA.b VMDATAL
|
||||
INC
|
||||
DEY
|
||||
BNE .next_char
|
||||
@@ -516,39 +510,39 @@ ConfigurePPUForFailureReport:
|
||||
PHK
|
||||
PLB
|
||||
|
||||
STZ.w $2105 ; BG mode 0
|
||||
STZ.w $2106 ; no mosaic
|
||||
STZ.w $2107 ; BG1 tilemap to $0000
|
||||
STZ.w $212D
|
||||
STZ.w BGMODE ; BG mode 0
|
||||
STZ.w MOSAIC ; no mosaic
|
||||
STZ.w BG1SC ; BG1 tilemap to $0000
|
||||
STZ.w TS
|
||||
|
||||
STZ.w $210D : STZ.w $210D
|
||||
STZ.w $210E : STZ.w $210E
|
||||
STZ.w $210F : STZ.w $210F
|
||||
STZ.w $2110 : STZ.w $2110
|
||||
STZ.w BG1HOFS : STZ.w BG1HOFS
|
||||
STZ.w BG1VOFS : STZ.w BG1VOFS
|
||||
STZ.w BG2HOFS : STZ.w BG2HOFS
|
||||
STZ.w BG2VOFS : STZ.w BG2VOFS
|
||||
|
||||
|
||||
STZ.w $2123
|
||||
STZ.w $2131
|
||||
STZ.w $2133
|
||||
STZ.w W12SEL
|
||||
STZ.w CGADSUB
|
||||
STZ.w SETINI
|
||||
|
||||
LDA.b #$04
|
||||
STA.w $2108 ; BG1 tilemap to $0800
|
||||
STA.w BG2SC ; BG1 tilemap to $0800
|
||||
|
||||
LDA.b #$21
|
||||
STA.w $210B
|
||||
STA.w BG12NBA
|
||||
|
||||
LDA.b #$03
|
||||
STA.w $212C
|
||||
STA.w TM
|
||||
|
||||
RTS
|
||||
|
||||
;===================================================================================================
|
||||
|
||||
BSODHex:
|
||||
incbin "bsodhex.2bpp"
|
||||
incbin "data/bsodhex.2bpp"
|
||||
|
||||
BSODFontGFX:
|
||||
incbin "bsodfont.1bpp"
|
||||
incbin "data/bsodfont.1bpp"
|
||||
|
||||
BSODCharWidths:
|
||||
; [space]
|
||||
|
||||
@@ -2,20 +2,20 @@
|
||||
; Fairy Changes & Fixes
|
||||
;--------------------------------------------------------------------------------
|
||||
RefillHealthPlusMagic:
|
||||
LDA BigFairyHealth : STA HeartsFiller
|
||||
LDA.l BigFairyHealth : STA.l HeartsFiller
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
RefillHealthPlusMagic8bit:
|
||||
LDA BigFairyHealth : STA HeartsFiller
|
||||
LDA BigFairyMagic : STA MagicFiller
|
||||
LDA.l BigFairyHealth : STA.l HeartsFiller
|
||||
LDA.l BigFairyMagic : STA.l MagicFiller
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
CheckFullHealth:
|
||||
LDA BigFairyHealth : BEQ +
|
||||
LDA CurrentHealth : CMP MaximumHealth : BNE .player_hp_not_full_yet
|
||||
LDA.l BigFairyHealth : BEQ +
|
||||
LDA.l CurrentHealth : CMP.l MaximumHealth : BNE .player_hp_not_full_yet
|
||||
+
|
||||
LDA BigFairyMagic : BEQ +
|
||||
LDA CurrentMagic : CMP.b #$80 : BNE .player_mp_not_full_yet
|
||||
LDA.l BigFairyMagic : BEQ +
|
||||
LDA.l CurrentMagic : CMP.b #$80 : BNE .player_mp_not_full_yet
|
||||
+
|
||||
LDA.b #$00
|
||||
RTL
|
||||
@@ -30,57 +30,56 @@ FairyPond_Init:
|
||||
JML.l Sprite_ShowMessageFromPlayerContact
|
||||
+
|
||||
PHY : JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC +
|
||||
LDA BottleContentsOne : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++
|
||||
LDA BottleContentsTwo : CMP.b #$02 : BNE ++ : LDA.b #$1D : PHA : BRA .emptyBottle : ++
|
||||
LDA BottleContentsThree : CMP.b #$02 : BNE ++ : LDA.b #$1E : PHA : BRA .emptyBottle : ++
|
||||
LDA BottleContentsFour : CMP.b #$02 : BNE ++ : LDA.b #$1F : PHA : BRA .emptyBottle : ++
|
||||
LDA.l BottleContentsOne : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++
|
||||
LDA.l BottleContentsTwo : CMP.b #$02 : BNE ++ : LDA.b #$1D : PHA : BRA .emptyBottle : ++
|
||||
LDA.l BottleContentsThree : CMP.b #$02 : BNE ++ : LDA.b #$1E : PHA : BRA .emptyBottle : ++
|
||||
LDA.l BottleContentsFour : CMP.b #$02 : BNE ++ : LDA.b #$1F : PHA : BRA .emptyBottle : ++
|
||||
.noInventory
|
||||
LDA.b #$0A : STA $0D80, X
|
||||
LDA.b #$0A : STA.w SpriteActivity, X
|
||||
LDA.b #$51
|
||||
LDY.b #$01
|
||||
JSL.l Sprite_ShowMessageFromPlayerContact
|
||||
JMP .cleanup
|
||||
|
||||
.emptyBottle
|
||||
LDA.b #$02 : STA $0D80, X
|
||||
;JSL Player_ResetState ; If we continue to have issues, add this in too. (After determining the address for it)
|
||||
STZ $2F
|
||||
LDA.b #$01 : STA $02E4
|
||||
PLA : STA $1CE8
|
||||
LDA.b #$02 : STA.w SpriteActivity, X
|
||||
STZ.b LinkDirection
|
||||
LDA.b #$01 : STA.w CutsceneFlag
|
||||
PLA : STA.w MessageCursor
|
||||
.cleanup
|
||||
STZ $0EB0, X ; Clear the sprite's item-given variable
|
||||
STZ.w SpriteDirectionTable, X ; Clear the sprite's item-given variable
|
||||
CLC ; skip rest of original function
|
||||
+ : PLY
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
HappinessPond_Check:
|
||||
LDA $A0 : CMP.b #$15 ;what we wrote over
|
||||
LDA.b RoomIndex : CMP.b #$15 ;what we wrote over
|
||||
BNE .done
|
||||
PHP
|
||||
|
||||
LDA.b #$72
|
||||
JSL Sprite_SpawnDynamically
|
||||
|
||||
LDA $0FD8 : STA $0D10, Y
|
||||
LDA $0FD9 : STA $0D30, Y
|
||||
LDA.w SpriteCoordCacheX : STA.w SpritePosXLow, Y
|
||||
LDA.w SpriteCoordCacheX+1 : STA.w SpritePosXHigh, Y
|
||||
|
||||
LDA $0FDA : !SUB.b #$40 : STA $0D00, Y
|
||||
LDA $0FDB : SBC.b #$00 : STA $0D20, Y
|
||||
LDA.w SpriteCoordCacheY : !SUB.b #$40 : STA.w SpritePosYLow, Y
|
||||
LDA.w SpriteCoordCacheY+1 : SBC.b #$00 : STA.w SpritePosYHigh, Y
|
||||
|
||||
LDA.b #$01 : STA $0DA0, Y
|
||||
LDA.b #$01 : STA.w SpriteAuxTable, Y
|
||||
|
||||
LDA.b #$BB
|
||||
JSL Sprite_SpawnDynamically
|
||||
|
||||
LDA.b #$08 : STA $0DD0, Y ; ensure we run prep for the shopkeeper
|
||||
LDA.b #$08 : STA.w SpriteAITable, Y ; ensure we run prep for the shopkeeper
|
||||
|
||||
LDA $0FD8 : STA $0D10, Y
|
||||
LDA $0FD9 : STA $0D30, Y
|
||||
LDA.w SpriteCoordCacheX : STA.w SpritePosXLow, Y
|
||||
LDA.w SpriteCoordCacheX+1 : STA.w SpritePosXHigh, Y
|
||||
|
||||
LDA $0FDA : !SUB.b #$20 : STA $0D00, Y
|
||||
LDA $0FDB : SBC.b #$00 : STA $0D20, Y
|
||||
LDA.w SpriteCoordCacheY : !SUB.b #$20 : STA.w SpritePosYLow, Y
|
||||
LDA.w SpriteCoordCacheY+1 : SBC.b #$00 : STA.w SpritePosYHigh, Y
|
||||
|
||||
STZ $0DD0, X ; self terminate
|
||||
STZ.w SpriteAITable, X ; self terminate
|
||||
|
||||
PLP
|
||||
.done
|
||||
|
||||
@@ -1,21 +1,21 @@
|
||||
;===================================================================================================
|
||||
|
||||
FastCreditsCutsceneTimer:
|
||||
BIT.b $F2-1 : BVC .slow
|
||||
BIT.b Joy1B_All-1 : BVC .slow
|
||||
|
||||
LDA.w #$0001 : STA.b $50
|
||||
|
||||
LDA.b $C8
|
||||
LDA.b ScrapBufferBD+$0B
|
||||
CLC
|
||||
ADC.w #$0004
|
||||
AND.w #$FFFE
|
||||
STA.b $C8
|
||||
STA.b ScrapBufferBD+$0B
|
||||
SEP #$20
|
||||
RTL
|
||||
|
||||
|
||||
.slow
|
||||
INC.b $C8
|
||||
INC.b ScrapBufferBD+$0B
|
||||
|
||||
SEP #$20
|
||||
RTL
|
||||
@@ -51,16 +51,16 @@ FastCreditsCutsceneScroll:
|
||||
LDA.w $00E2,Y
|
||||
CMP.l $0EC308,X ; compare to target
|
||||
|
||||
ROL.b $00 ; put carry in here
|
||||
ROL.b Scrap00 ; put carry in here
|
||||
LDA.l $0EC348,X ; get movement
|
||||
BPL ++ ; if positive, leave saved carry alone
|
||||
INC.b $00 ; otherwise, flip it
|
||||
++ ROR.b $00 ; recover carry
|
||||
INC.b Scrap00 ; otherwise, flip it
|
||||
++ ROR.b Scrap00 ; recover carry
|
||||
|
||||
BCC ++ ; scroll if carry not set
|
||||
LDA.w #$0000
|
||||
|
||||
++ BIT.b $F2-1 : BVC .slow ; check for X held
|
||||
++ BIT.b Joy1B_All-1 : BVC .slow ; check for X held
|
||||
|
||||
AND.w #$FFFF ; get sign of A
|
||||
BPL .positive
|
||||
@@ -90,8 +90,8 @@ FastCreditsCutsceneScroll:
|
||||
FastCreditsCutsceneUnderworldX:
|
||||
JSR FastCreditsCutsceneScrollX
|
||||
CLC
|
||||
ADC.b $E2
|
||||
STA.b $E2
|
||||
ADC.b BG2H
|
||||
STA.b BG2H
|
||||
|
||||
RTL
|
||||
|
||||
@@ -99,15 +99,15 @@ FastCreditsCutsceneUnderworldX:
|
||||
FastCreditsCutsceneUnderworldY:
|
||||
JSR FastCreditsCutsceneScrollY
|
||||
CLC
|
||||
ADC.b $E8
|
||||
STA.b $E8
|
||||
ADC.b BG2V
|
||||
STA.b BG2V
|
||||
|
||||
RTL
|
||||
|
||||
|
||||
FastTextScroll:
|
||||
LDA.b $1A
|
||||
BIT.b $F2-1 : BVC .slow
|
||||
LDA.b FrameCounter
|
||||
BIT.b Joy1B_All-1 : BVC .slow
|
||||
|
||||
AND.w #$0000
|
||||
RTL
|
||||
|
||||
371
fileselect.asm
371
fileselect.asm
@@ -1,18 +1,17 @@
|
||||
!ValidKeyLoaded = "$7F509E"
|
||||
|
||||
;FS prefix means file_select, since these defines and macros are specific to this screen
|
||||
|
||||
!FS_COLOR_BROWN = "$0000" ;(only used for: Shovel, hammer, powder)
|
||||
!FS_COLOR_RED = "$0400"
|
||||
!FS_COLOR_YELLOW = "$0800"
|
||||
!FS_COLOR_BLUE = "$0C00"
|
||||
!FS_COLOR_GRAY = "$1000" ;(Used to gray out items)
|
||||
!FS_COLOR_BOOTS = "$1400"
|
||||
!FS_COLOR_GREEN = "$1800"
|
||||
!FS_COLOR_BW = "$1C00"
|
||||
!FS_COLOR_BROWN = $0000 ;(only used for: Shovel, hammer, powder)
|
||||
!FS_COLOR_RED = $0400
|
||||
!FS_COLOR_YELLOW = $0800
|
||||
!FS_COLOR_BLUE = $0C00
|
||||
!FS_COLOR_GRAY = $1000 ;(Used to gray out items)
|
||||
!FS_COLOR_BOOTS = $1400
|
||||
!FS_COLOR_GREEN = $1800
|
||||
!FS_COLOR_BW = $1C00
|
||||
|
||||
!FS_HFLIP = "$4000"
|
||||
!FS_VFLIP = "$8000"
|
||||
!FS_HFLIP = $4000
|
||||
!FS_VFLIP = $8000
|
||||
|
||||
macro fs_draw8x8(screenrow,screencol)
|
||||
;Note due to XKAS's screwy math this formula is misleading.
|
||||
@@ -83,45 +82,45 @@ JMP DrawItemGray
|
||||
|
||||
DrawBottle:
|
||||
AND.w #$00FF : BNE +
|
||||
LDX #FileSelectItems_empty_bottle
|
||||
LDX.w #FileSelectItems_empty_bottle
|
||||
JMP DrawItemGray
|
||||
+ : DEC #2 : BNE +
|
||||
LDX #FileSelectItems_empty_bottle
|
||||
LDX.w #FileSelectItems_empty_bottle
|
||||
JMP DrawItem
|
||||
+ : DEC : BNE +
|
||||
LDX #FileSelectItems_red_potion
|
||||
LDX.w #FileSelectItems_red_potion
|
||||
JMP DrawItem
|
||||
+ : DEC : BNE +
|
||||
LDX #FileSelectItems_green_potion
|
||||
LDX.w #FileSelectItems_green_potion
|
||||
JMP DrawItem
|
||||
+ : DEC : BNE +
|
||||
LDX #FileSelectItems_blue_potion
|
||||
LDX.w #FileSelectItems_blue_potion
|
||||
JMP DrawItem
|
||||
+ : DEC : BNE +
|
||||
LDX #FileSelectItems_fairy_bottle
|
||||
LDX.w #FileSelectItems_fairy_bottle
|
||||
JMP DrawItem
|
||||
+ : DEC : BNE +
|
||||
LDX #FileSelectItems_bee_bottle
|
||||
LDX.w #FileSelectItems_bee_bottle
|
||||
JMP DrawItem
|
||||
+
|
||||
LDX #FileSelectItems_good_bee_bottle
|
||||
LDX.w #FileSelectItems_good_bee_bottle
|
||||
JMP DrawItem
|
||||
|
||||
|
||||
DrawPlayerFile:
|
||||
LDA $1A : AND.w #$0001 : BNE .normal
|
||||
LDA.b FrameCounter : AND.w #$0001 : BNE .normal
|
||||
JSR DrawPlayerFileShared
|
||||
INC $0710 ; Suppress animated tile updates for this frame
|
||||
INC.w SkipOAM ; Suppress animated tile updates for this frame
|
||||
|
||||
; re-enable Stripe Image format upload on this frame
|
||||
; Value loaded must match what gets set by AltBufferTable
|
||||
LDA.w #$0161 : STA $1002
|
||||
LDA.w #$0161 : STA.w GFXStripes+2
|
||||
BRA .done
|
||||
.normal
|
||||
STZ $0710 ; ensure core animated tile updates are not suppressed
|
||||
LDA #$FFFF : STA.w $1002 ; Suppress Stripe Image format upload on this frame
|
||||
STZ.w SkipOAM ; ensure core animated tile updates are not suppressed
|
||||
LDA.w #$FFFF : STA.w GFXStripes+2 ; Suppress Stripe Image format upload on this frame
|
||||
.done
|
||||
LDA.w #$0004 : STA $02 ; thing we wrote over
|
||||
LDA.w #$0004 : STA.b Scrap02 ; thing we wrote over
|
||||
RTL
|
||||
|
||||
|
||||
@@ -132,29 +131,29 @@ DrawPlayerFileShared:
|
||||
LDA.b #FileSelectItems>>16 : PHA : PLB
|
||||
REP #$20 ; restore 16 bit accumulator
|
||||
|
||||
LDA ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$08 : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(6,5)
|
||||
LDA ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$0A : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(6,6)
|
||||
LDA ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$0C : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(6,7)
|
||||
LDA ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$0E : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(6,8)
|
||||
|
||||
LDA ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$10 : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(9,5)
|
||||
LDA ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$12 : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(9,6)
|
||||
LDA ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$14 : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(9,7)
|
||||
LDA ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW
|
||||
LDA.l ExtendedFileNameSRAM+$16 : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(9,8)
|
||||
|
||||
JSR FileSelectDrawHudBar
|
||||
|
||||
; Bow
|
||||
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
|
||||
LDA EquipmentSRAM+$00 : AND.w #$00FF : BEQ ++
|
||||
LDA.l EquipmentSRAM+$00 : AND.w #$00FF : BEQ ++
|
||||
%fs_drawItem(3,12,FileSelectItems_silver_bow)
|
||||
BRA .bow_end
|
||||
++
|
||||
@@ -327,10 +326,10 @@ DrawPlayerFileShared:
|
||||
%fs_drawItem(9,26,FileSelectItems_heart_piece_3_of_4)
|
||||
++
|
||||
|
||||
LDA EquipmentSRAM+$0108 : AND.w #$00FF
|
||||
LDA.l EquipmentSRAM+$0108 : AND.w #$00FF
|
||||
JSL.l HexToDec
|
||||
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26)
|
||||
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27)
|
||||
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,26)
|
||||
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(11,27)
|
||||
|
||||
; Boots
|
||||
%fs_drawItemBasic(EquipmentSRAM+$15,3,28,FileSelectItems_boots)
|
||||
@@ -353,21 +352,21 @@ DrawPlayerFileShared:
|
||||
%fs_drawItemBasic(EquipmentSRAM+$17,9,28,FileSelectItems_pearl)
|
||||
|
||||
; Pendants
|
||||
LDA EquipmentSRAM+$34 : AND.w #$0004 : BEQ +
|
||||
LDA.l EquipmentSRAM+$34 : AND.w #$0004 : BEQ +
|
||||
%fs_drawItem(12,12,FileSelectItems_green_pendant)
|
||||
BRA ++
|
||||
+
|
||||
%fs_drawItem(12,12,FileSelectItems_no_pendant)
|
||||
++
|
||||
|
||||
LDA EquipmentSRAM+$34 : AND.w #$0002 : BEQ +
|
||||
LDA.l EquipmentSRAM+$34 : AND.w #$0002 : BEQ +
|
||||
%fs_drawItem(12,14,FileSelectItems_blue_pendant)
|
||||
BRA ++
|
||||
+
|
||||
%fs_drawItem(12,14,FileSelectItems_no_pendant)
|
||||
++
|
||||
|
||||
LDA EquipmentSRAM+$34 : AND.w #$0001 : BEQ +
|
||||
LDA.l EquipmentSRAM+$34 : AND.w #$0001 : BEQ +
|
||||
%fs_drawItem(12,16,FileSelectItems_red_pendant)
|
||||
BRA ++
|
||||
+
|
||||
@@ -375,49 +374,49 @@ DrawPlayerFileShared:
|
||||
++
|
||||
|
||||
; Crystals
|
||||
LDA EquipmentSRAM+$3A : AND.w #$0002 : BEQ +
|
||||
LDA.l EquipmentSRAM+$3A : AND.w #$0002 : BEQ +
|
||||
LDA.w #$0297|!FS_COLOR_BLUE
|
||||
BRA ++
|
||||
+
|
||||
LDA.w #$0287|!FS_COLOR_GRAY
|
||||
++ : %fs_draw16x8(13,18)
|
||||
|
||||
LDA EquipmentSRAM+$3A : AND.w #$0010 : BEQ +
|
||||
LDA.l EquipmentSRAM+$3A : AND.w #$0010 : BEQ +
|
||||
LDA.w #$0297|!FS_COLOR_BLUE
|
||||
BRA ++
|
||||
+
|
||||
LDA.w #$0287|!FS_COLOR_GRAY
|
||||
++ : %fs_draw16x8(12,19)
|
||||
|
||||
LDA EquipmentSRAM+$3A : AND.w #$0040 : BEQ +
|
||||
LDA.l EquipmentSRAM+$3A : AND.w #$0040 : BEQ +
|
||||
LDA.w #$0297|!FS_COLOR_BLUE
|
||||
BRA ++
|
||||
+
|
||||
LDA.w #$0287|!FS_COLOR_GRAY
|
||||
++ : %fs_draw16x8(13,20)
|
||||
|
||||
LDA EquipmentSRAM+$3A : AND.w #$0020 : BEQ +
|
||||
LDA.l EquipmentSRAM+$3A : AND.w #$0020 : BEQ +
|
||||
LDA.w #$0297|!FS_COLOR_BLUE
|
||||
BRA ++
|
||||
+
|
||||
LDA.w #$0287|!FS_COLOR_GRAY
|
||||
++ : %fs_draw16x8(12,21)
|
||||
|
||||
LDA EquipmentSRAM+$3A : AND.w #$0004 : BEQ +
|
||||
LDA.l EquipmentSRAM+$3A : AND.w #$0004 : BEQ +
|
||||
LDA.w #$0297|!FS_COLOR_RED
|
||||
BRA ++
|
||||
+
|
||||
LDA.w #$0287|!FS_COLOR_GRAY
|
||||
++ : %fs_draw16x8(13,22)
|
||||
|
||||
LDA EquipmentSRAM+$3A : AND.w #$0001 : BEQ +
|
||||
LDA.l EquipmentSRAM+$3A : AND.w #$0001 : BEQ +
|
||||
LDA.w #$0297|!FS_COLOR_RED
|
||||
BRA ++
|
||||
+
|
||||
LDA.w #$0287|!FS_COLOR_GRAY
|
||||
++ : %fs_draw16x8(12,23)
|
||||
|
||||
LDA EquipmentSRAM+$3A : AND.w #$0008 : BEQ +
|
||||
LDA.l EquipmentSRAM+$3A : AND.w #$0008 : BEQ +
|
||||
LDA.w #$0297|!FS_COLOR_BLUE
|
||||
BRA ++
|
||||
+
|
||||
@@ -558,104 +557,103 @@ FileSelectItems:
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
FileSelectDrawHudBar:
|
||||
LDA #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
|
||||
LDA EquipmentSRAM+$22
|
||||
LDA.w #$029B|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
|
||||
LDA.l DisplayRupeesSRAM
|
||||
JSL.l HexToDec
|
||||
LDA $7F5004 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9)
|
||||
LDA $7F5005 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10)
|
||||
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11)
|
||||
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12)
|
||||
LDA.l HexToDecDigit2 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,9)
|
||||
LDA.l HexToDecDigit3 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,10)
|
||||
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,11)
|
||||
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,12)
|
||||
|
||||
LDA #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
|
||||
LDA EquipmentSRAM+$03 : AND.w #$00FF
|
||||
LDA.w #$028B|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
|
||||
LDA.l BombsEquipmentSRAM : AND.w #$00FF
|
||||
JSL.l HexToDec
|
||||
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14)
|
||||
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15)
|
||||
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,14)
|
||||
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,15)
|
||||
|
||||
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
|
||||
LDA #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
|
||||
LDA.w #$0299|!FS_COLOR_RED : %fs_draw16x8(0,17)
|
||||
BRA ++
|
||||
+
|
||||
LDA #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
|
||||
LDA.w #$0289|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
|
||||
++
|
||||
LDA EquipmentSRAM+$37 : AND.w #$00FF
|
||||
LDA.l CurrentArrowsSRAM : AND.w #$00FF
|
||||
JSL.l HexToDec
|
||||
LDA $7F5006 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17)
|
||||
LDA $7F5007 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18)
|
||||
LDA.l HexToDecDigit4 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,17)
|
||||
LDA.l HexToDecDigit5 : AND.w #$00FF : !ADD.w #$210+!FS_COLOR_BW : %fs_draw8x8(1,18)
|
||||
RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
AltBufferTable:
|
||||
LDA.b #$02 : STA $210c ; Have Screen 3 use same tile area as screens 1
|
||||
LDA.b #$02 : STA.w BG34NBA ; Have Screen 3 use same tile area as screens 1
|
||||
.noScreen3Change
|
||||
REP #$20
|
||||
LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header)
|
||||
;fill with the blank character
|
||||
LDA.w #$0188
|
||||
-
|
||||
STA $1000, X
|
||||
STA.w GFXStripes, X
|
||||
DEX : DEX : BNE -
|
||||
|
||||
; set vram offsets
|
||||
LDA.w #$0161 : STA $1002 ;file 1 top row
|
||||
LDA.w #$2161 : STA $1042 ;file 1 bottom row
|
||||
LDA.w #$0161 : STA.w GFXStripes+$02 ;file 1 top row
|
||||
LDA.w #$2161 : STA.w GFXStripes+$42 ;file 1 bottom row
|
||||
|
||||
LDA.w #$4161 : STA $1082 ;gap row top
|
||||
LDA.w #$6161 : STA $10C2 ;gap row bottom
|
||||
LDA.w #$4161 : STA.w GFXStripes+$82 ;gap row top
|
||||
LDA.w #$6161 : STA.w GFXStripes+$C2 ;gap row bottom
|
||||
|
||||
LDA.w #$8161 : STA $1102 ;file 2 top row
|
||||
LDA.w #$A161 : STA $1142 ;file 2 bottom row
|
||||
LDA.w #$8161 : STA.w GFXStripes+$0102 ;file 2 top row
|
||||
LDA.w #$A161 : STA.w GFXStripes+$0142 ;file 2 bottom row
|
||||
|
||||
LDA.w #$C161 : STA $1182 ;gap row top
|
||||
LDA.w #$E161 : STA $11c2 ;gap row bottom
|
||||
LDA.w #$C161 : STA.w GFXStripes+$0182 ;gap row top
|
||||
LDA.w #$E161 : STA.w GFXStripes+$01C2 ;gap row bottom
|
||||
|
||||
LDA.w #$0162 : STA $1202 ;file 3 top row
|
||||
LDA.w #$2162 : STA $1242 ;file 3 bottom row
|
||||
LDA.w #$0162 : STA.w GFXStripes+$0202 ;file 3 top row
|
||||
LDA.w #$2162 : STA.w GFXStripes+$0242 ;file 3 bottom row
|
||||
|
||||
LDA.w #$4162 : STA $1282 ;extra gap row top
|
||||
LDA.w #$6162 : STA $12c2 ;extra gap row bottom
|
||||
LDA.w #$4162 : STA.w GFXStripes+$0282 ;extra gap row top
|
||||
LDA.w #$6162 : STA.w GFXStripes+$02C2 ;extra gap row bottom
|
||||
|
||||
LDA.w #$8162 : STA $1302 ;extra gap row top
|
||||
LDA.w #$A162 : STA $1342 ;extra gap row bottom
|
||||
LDA.w #$8162 : STA.w GFXStripes+$0302 ;extra gap row top
|
||||
LDA.w #$A162 : STA.w GFXStripes+$0342 ;extra gap row bottom
|
||||
|
||||
LDA.w #$C162 : STA $1382 ;extra gap row top
|
||||
LDA.w #$E162 : STA $13C2 ;extra gap row bottom
|
||||
LDA.w #$C162 : STA.w GFXStripes+$0382 ;extra gap row top
|
||||
LDA.w #$E162 : STA.w GFXStripes+$03C2 ;extra gap row bottom
|
||||
|
||||
; set lengths
|
||||
LDA.w #$3B00
|
||||
STA $1004 ;file 1 top row
|
||||
STA $1044 ;file 1 bottom row
|
||||
STA $1084 ;gap row top
|
||||
STA $10C4 ;gap row bottom
|
||||
STA $1104 ;file 2 top row
|
||||
STA $1144 ;file 2 bottom row
|
||||
STA $1184 ;gap row top
|
||||
STA $11C4 ;gap row bottom
|
||||
STA $1204 ;file 3 top row
|
||||
STA $1244 ;file 3 bottom row
|
||||
STA $1284 ;extra gap row top
|
||||
STA $12C4 ;extra gap row bottom
|
||||
STA $1304 ;extra gap row top
|
||||
STA $1344 ;extra gap row bottom
|
||||
STA $1384 ;extra gap row top
|
||||
STA $13C4 ;extra gap row bottom
|
||||
STA.w GFXStripes+$04 ;file 1 top row
|
||||
STA.w GFXStripes+$44 ;file 1 bottom row
|
||||
STA.w GFXStripes+$84 ;gap row top
|
||||
STA.w GFXStripes+$C4 ;gap row bottom
|
||||
STA.w GFXStripes+$0104 ;file 2 top row
|
||||
STA.w GFXStripes+$0144 ;file 2 bottom row
|
||||
STA.w GFXStripes+$0184 ;gap row top
|
||||
STA.w GFXStripes+$01C4 ;gap row bottom
|
||||
STA.w GFXStripes+$0204 ;file 3 top row
|
||||
STA.w GFXStripes+$0244 ;file 3 bottom row
|
||||
STA.w GFXStripes+$0284 ;extra gap row top
|
||||
STA.w GFXStripes+$02C4 ;extra gap row bottom
|
||||
STA.w GFXStripes+$0304 ;extra gap row top
|
||||
STA.w GFXStripes+$0344 ;extra gap row bottom
|
||||
STA.w GFXStripes+$0384 ;extra gap row top
|
||||
STA.w GFXStripes+$03C4 ;extra gap row bottom
|
||||
|
||||
; Set last packet marker
|
||||
LDA.w #$00FF : STA $1402
|
||||
LDA.w #$00FF : STA.w GFXStripes+$0402
|
||||
|
||||
; Draw Unlock option if applicable
|
||||
LDA $10 : AND.w #$00FF : CMP.w #$0001 : BNE +
|
||||
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
|
||||
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
|
||||
AND.w #$00FF : BNE +
|
||||
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
|
||||
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
|
||||
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
|
||||
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
|
||||
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
|
||||
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
|
||||
+
|
||||
|
||||
SEP #$20
|
||||
LDA.b GameMode : AND.w #$00FF : CMP.w #$0001 : BNE +
|
||||
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
|
||||
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
|
||||
AND.w #$00FF : BNE +
|
||||
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
|
||||
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
|
||||
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
|
||||
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
|
||||
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
|
||||
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
|
||||
+
|
||||
SEP #$20
|
||||
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -663,36 +661,36 @@ AltBufferTable_credits:
|
||||
JSL AltBufferTable_noScreen3Change
|
||||
|
||||
REP #$20
|
||||
LDA.w #$6168 : STA $1002 ;file 1 top row
|
||||
LDA.w #$8168 : STA $1042 ;file 1 bottom row
|
||||
LDA.w #$6168 : STA.w GFXStripes+$02 ;file 1 top row
|
||||
LDA.w #$8168 : STA.w GFXStripes+$42 ;file 1 bottom row
|
||||
|
||||
LDA.w #$A168 : STA $1082 ;gap row top
|
||||
LDA.w #$C168 : STA $10C2 ;gap row bottom
|
||||
LDA.w #$A168 : STA.w GFXStripes+$82 ;gap row top
|
||||
LDA.w #$C168 : STA.w GFXStripes+$C2 ;gap row bottom
|
||||
|
||||
LDA.w #$E168 : STA $1102 ;file 2 top row
|
||||
LDA.w #$0169 : STA $1142 ;file 2 bottom row
|
||||
LDA.w #$E168 : STA.w GFXStripes+$0102 ;file 2 top row
|
||||
LDA.w #$0169 : STA.w GFXStripes+$0142 ;file 2 bottom row
|
||||
|
||||
LDA.w #$2169 : STA $1182 ;gap row top
|
||||
LDA.w #$4169 : STA $11c2 ;gap row bottom
|
||||
LDA.w #$2169 : STA.w GFXStripes+$0182 ;gap row top
|
||||
LDA.w #$4169 : STA.w GFXStripes+$01c2 ;gap row bottom
|
||||
|
||||
LDA.w #$6169 : STA $1202 ;file 3 top row
|
||||
LDA.w #$8169 : STA $1242 ;file 3 bottom row
|
||||
LDA.w #$6169 : STA.w GFXStripes+$0202 ;file 3 top row
|
||||
LDA.w #$8169 : STA.w GFXStripes+$0242 ;file 3 bottom row
|
||||
|
||||
LDA.w #$A169 : STA $1282 ;extra gap row top
|
||||
LDA.w #$C169 : STA $12c2 ;extra gap row bottom
|
||||
LDA.w #$A169 : STA.w GFXStripes+$0282 ;extra gap row top
|
||||
LDA.w #$C169 : STA.w GFXStripes+$02C2 ;extra gap row bottom
|
||||
|
||||
LDA.w #$E169 : STA $1302 ;extra gap row top
|
||||
LDA.w #$016A : STA $1342 ;extra gap row bottom
|
||||
LDA.w #$E169 : STA.w GFXStripes+$0302 ;extra gap row top
|
||||
LDA.w #$016A : STA.w GFXStripes+$0342 ;extra gap row bottom
|
||||
|
||||
LDA.w #$216A : STA $1382 ;extra gap row top
|
||||
LDA.w #$416A : STA $13C2 ;extra gap row bottom
|
||||
LDA.w #$216A : STA.w GFXStripes+$0382 ;extra gap row top
|
||||
LDA.w #$416A : STA.w GFXStripes+$03C2 ;extra gap row bottom
|
||||
|
||||
SEP #$20
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
macro LayoutPriority(address)
|
||||
LDX.w #$003C
|
||||
- : LDA.w <address>, X : ORA #$2000 : STA.w <address>, X
|
||||
- : LDA.w <address>, X : ORA.w #$2000 : STA.w <address>, X
|
||||
DEX : DEX : BNE -
|
||||
endmacro
|
||||
|
||||
@@ -718,47 +716,47 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadFullItemTiles:
|
||||
PHA : PHX
|
||||
LDA $4300 : PHA ; preserve DMA parameters
|
||||
LDA $4301 : PHA ; preserve DMA parameters
|
||||
LDA $4302 : PHA ; preserve DMA parameters
|
||||
LDA $4303 : PHA ; preserve DMA parameters
|
||||
LDA $4304 : PHA ; preserve DMA parameters
|
||||
LDA $4305 : PHA ; preserve DMA parameters
|
||||
LDA $4306 : PHA ; preserve DMA parameters
|
||||
LDA.w DMAP0 : PHA ; preserve DMA parameters
|
||||
LDA.w BBAD0 : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0L : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0H : PHA ; preserve DMA parameters
|
||||
LDA.w A1B0 : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0L : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0H : PHA ; preserve DMA parameters
|
||||
;--------------------------------------------------------------------------------
|
||||
LDA.b #$80 : STA $2115 ; write read increment on $2119
|
||||
LDA.b #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
|
||||
LDA.b #$18 : STA $4301 ; set bus B destination to VRAM register
|
||||
LDA.b #$80 : STA.w VMAIN ; write read increment on $2119
|
||||
LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
|
||||
LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register
|
||||
|
||||
LDA.b #$00 : STA $2116 ; write VRAM destination address
|
||||
LDA.b #$30 : STA $2117 ; write VRAM destination address
|
||||
LDA.b #$00 : STA.w VMADDL ; write VRAM destination address
|
||||
LDA.b #$30 : STA.w VMADDH ; write VRAM destination address
|
||||
|
||||
LDA.b #$31 : STA $4304 ; set bus A source bank
|
||||
LDA.b #FileSelectNewGraphics : STA $4302 ; set bus A source address to ROM
|
||||
LDA.b #FileSelectNewGraphics>>8 : STA $4303 ; set bus A source address to ROM
|
||||
LDA.b #$31 : STA.w A1B0 ; set bus A source bank
|
||||
LDA.b #FileSelectNewGraphics : STA.w A1T0L ; set bus A source address to ROM
|
||||
LDA.b #FileSelectNewGraphics>>8 : STA.w A1T0H ; set bus A source address to ROM
|
||||
|
||||
LDA $2100 : PHA : LDA.b #$80 : STA $2100 ; save screen state & turn screen off
|
||||
LDA.w INIDISP : PHA : LDA.b #$80 : STA.w INIDISP ; save screen state & turn screen off
|
||||
|
||||
STZ $4305 : LDA.b #$10 : STA $4306 ; set transfer size to 0x1000
|
||||
LDA #$01 : STA $420B ; begin DMA transfer
|
||||
STZ.w DAS0L : LDA.b #$10 : STA.w DAS0H ; set transfer size to 0x1000
|
||||
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
|
||||
|
||||
PLA : STA $2100 ; put screen back however it was before
|
||||
PLA : STA.w INIDISP ; put screen back however it was before
|
||||
;--------------------------------------------------------------------------------
|
||||
PLA : STA $4306 ; restore DMA parameters
|
||||
PLA : STA $4305 ; restore DMA parameters
|
||||
PLA : STA $4304 ; restore DMA parameters
|
||||
PLA : STA $4303 ; restore DMA parameters
|
||||
PLA : STA $4302 ; restore DMA parameters
|
||||
PLA : STA $4301 ; restore DMA parameters
|
||||
PLA : STA $4300 ; restore DMA parameters
|
||||
PLA : STA.w DAS0H ; restore DMA parameters
|
||||
PLA : STA.w DAS0L ; restore DMA parameters
|
||||
PLA : STA.w A1B0 ; restore DMA parameters
|
||||
PLA : STA.w A1T0H ; restore DMA parameters
|
||||
PLA : STA.w A1T0L ; restore DMA parameters
|
||||
PLA : STA.w BBAD0 ; restore DMA parameters
|
||||
PLA : STA.w DMAP0 ; restore DMA parameters
|
||||
PLX : PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
SetFileSelectPalette:
|
||||
LDA $10 : CMP.b #$04 : BNE +
|
||||
LDA.b GameMode : CMP.b #$04 : BNE +
|
||||
; load the vanilla file select screen BG3 palette for naming screen
|
||||
LDA.b #$01 : STA $0AB2
|
||||
LDA.b #$01 : STA.w $0AB2
|
||||
JSL.l Palette_Hud
|
||||
BRA .done
|
||||
+
|
||||
@@ -774,12 +772,12 @@ LoadCustomHudPalette:
|
||||
LDX.b #$40
|
||||
-
|
||||
LDA.l GFX_HUD_Palette, X
|
||||
STA.l $7EC500, X
|
||||
STA.l PaletteBuffer, X
|
||||
DEX : DEX
|
||||
BPL -
|
||||
SEP #$20
|
||||
|
||||
INC $15 ; ensure CGRAM gets updated
|
||||
INC.b NMICGRAM ; ensure CGRAM gets updated
|
||||
PLX : PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -787,16 +785,16 @@ DrawPlayerFile_credits:
|
||||
; see $6563C for drawing first file name and hearts
|
||||
REP #$20 ; set 16 bit accumulator
|
||||
|
||||
LDA EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW
|
||||
LDA.l EquipmentSRAM+$99 : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(3,5)
|
||||
LDA EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW
|
||||
LDA.l EquipmentSRAM+$9B : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(3,6)
|
||||
LDA EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW
|
||||
LDA.l EquipmentSRAM+$9D : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(3,7)
|
||||
LDA EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW
|
||||
LDA.l EquipmentSRAM+$9F : ORA.w #!FS_COLOR_BW
|
||||
%fs_draw8x16(3,8)
|
||||
|
||||
LDA EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA $02
|
||||
LDA.l EquipmentSRAM+$2C : AND.w #$00FF : LSR #3 : STA.b Scrap02
|
||||
%fs_LDY_screenpos(0,20)
|
||||
LDA.w #$028F|!FS_COLOR_RED
|
||||
LDX.w #$000A
|
||||
@@ -810,60 +808,61 @@ DrawPlayerFile_credits:
|
||||
TYA : !ADD.w #$40-$14 : TAY
|
||||
PLA
|
||||
+
|
||||
DEC $02 : BNE .nextHeart
|
||||
DEC.b Scrap02 : BNE .nextHeart
|
||||
|
||||
JSR DrawPlayerFileShared
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
FSCursorUp:
|
||||
LDA $C8 : BNE +
|
||||
LDA #$04 ; up from file becomes delete
|
||||
LDA.b FileSelectPosition : BNE +
|
||||
LDA.b #$04 ; up from file becomes delete
|
||||
BRA .done
|
||||
+ : CMP #$03 : BNE +
|
||||
LDA #$00 ; up from unlock is the file
|
||||
+ : CMP.b #$03 : BNE +
|
||||
LDA.b #$00 ; up from unlock is the file
|
||||
BRA .done
|
||||
+
|
||||
LDA.l IsEncrypted : CMP.b #$02 : BNE +
|
||||
LDA.l !ValidKeyLoaded : BNE +
|
||||
LDA #$03 ; up from delete is unlock for password protected seeds
|
||||
LDA.l ValidKeyLoaded : BNE +
|
||||
LDA.b #$03 ; up from delete is unlock for password protected seeds
|
||||
BRA .done
|
||||
+
|
||||
LDA #$00 ;otherwise up from delete is file
|
||||
LDA.b #$00 ;otherwise up from delete is file
|
||||
.done
|
||||
STA $C8
|
||||
STA.b FileSelectPosition
|
||||
RTL
|
||||
|
||||
FSCursorDown:
|
||||
LDA $C8 : BNE +
|
||||
LDA.b FileSelectPosition : BNE +
|
||||
LDA.l IsEncrypted : CMP.b #$02 : BNE ++
|
||||
LDA.l !ValidKeyLoaded : BNE ++
|
||||
LDA #$03 ; down from file is unlock for password protected seeds
|
||||
LDA.l ValidKeyLoaded : BNE ++
|
||||
LDA.b #$03 ; down from file is unlock for password protected seeds
|
||||
BRA .done
|
||||
++
|
||||
LDA #$04 ;otherwise down from file is delete
|
||||
LDA.b #$04 ;otherwise down from file is delete
|
||||
BRA .done
|
||||
+ : CMP #$03 : BNE +
|
||||
LDA #$04 ; down from unlock is delete
|
||||
+ : CMP.b #$03 : BNE +
|
||||
LDA.b #$04 ; down from unlock is delete
|
||||
BRA .done
|
||||
+
|
||||
LDA #$00 ; down from delete is file
|
||||
LDA.b #$00 ; down from delete is file
|
||||
.done
|
||||
STA $C8
|
||||
STA.b FileSelectPosition
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
FSSelectFile:
|
||||
LDA.l IsEncrypted : CMP.b #$02 : BNE .normal
|
||||
STZ $012E ; temporarily cancel file screen selection sound
|
||||
STZ.w SFX2 ; temporarily cancel file screen selection sound
|
||||
PHX : PHY
|
||||
JSL ValidatePassword : BEQ .must_unlock
|
||||
PLY : PLX
|
||||
LDA.b #$2C : STA $012E ;file screen selection sound
|
||||
LDA.b #$2C : STA.w SFX2 ;file screen selection sound
|
||||
.normal
|
||||
LDA.b #$F1 : STA $012C
|
||||
LDA.b #$F1 : STA.w MusicControlRequest
|
||||
JML FSSelectFile_continue
|
||||
.must_unlock
|
||||
PLY : PLX
|
||||
LDA #$03 : STA $C8 ;set cursor to unlock
|
||||
LDA.b #$3C : STA $012E ; play error sound
|
||||
LDA.b #$03 : STA.b FileSelectPosition ;set cursor to unlock
|
||||
LDA.b #$3C : STA.w SFX2 ; play error sound
|
||||
JML FSSelectFile_return
|
||||
;--------------------------------------------------------------------------------
|
||||
MaybeForceFileName:
|
||||
@@ -873,8 +872,8 @@ MaybeForceFileName:
|
||||
-
|
||||
INX : INX
|
||||
LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X
|
||||
CPX #$16 : BEQ .done
|
||||
CPX #$08 : BCS -
|
||||
CPX.b #$16 : BEQ .done
|
||||
CPX.b #$08 : BCS -
|
||||
STA.l FileNameVanillaSRAM, X
|
||||
BRA -
|
||||
.done
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
NewFireBarDamage:
|
||||
{
|
||||
LDA $00EE : CMP $0F20, X : BNE .NotSameLayer
|
||||
JSL Sprite_AttemptDamageToPlayerPlusRecoilLong
|
||||
RTL
|
||||
.NotSameLayer
|
||||
RTL
|
||||
}
|
||||
100
flipperkill.asm
100
flipperkill.asm
@@ -1,78 +1,14 @@
|
||||
;================================================================================
|
||||
; Fake Flippers Softlock Fix
|
||||
;--------------------------------------------------------------------------------
|
||||
FlipperKill:
|
||||
PHP
|
||||
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming
|
||||
LDA FlippersEquipment : BNE .done ; skip if we have the flippers
|
||||
LDA $7F5001 : BEQ .done ; skip if we're not marked in danger for softlock
|
||||
LDA $8A : CMP $7F5098 : BEQ .done ; skip if we're on the same screen we entered the water on
|
||||
;JSL.l KillFairies ; take away fairies
|
||||
LDA IgnoreFaeries : ORA.b #$04 : STA IgnoreFaeries
|
||||
LDA.b #$00 : STA CurrentHealth ; kill link
|
||||
LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
|
||||
.done
|
||||
PLP
|
||||
LDA CurrentHealth ; thing we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
IgnoreFairyCheck:
|
||||
LDX.b #$00 ; thing we wrote over
|
||||
LDA IgnoreFaeries : BIT.b #$04 : BEQ .normal
|
||||
|
||||
AND.b #$FB : STA IgnoreFaeries ; clear ignore fairy flag
|
||||
LDA.b #$F0 ; set check to invalid entry
|
||||
; Written over and used by OnEnterWater hook.
|
||||
UnequipCapeQuiet:
|
||||
LDA.b #$20 : STA.w PoofTimer
|
||||
STZ.w NoDamage
|
||||
STZ.b CapeOn
|
||||
STZ.w LinkZap
|
||||
RTL
|
||||
.normal
|
||||
LDA.b #$06 ; set check to fairy
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
;KillFairies:
|
||||
; LDA BottleContentsOne : CMP #$06 : BNE +
|
||||
; LDA #$02 : STA BottleContentsOne
|
||||
; + LDA BottleContentsTwo : CMP #$06 : BNE +
|
||||
; LDA #$02 : STA BottleContentsTwo
|
||||
; + LDA BottleContentsThree : CMP #$06 : BNE +
|
||||
; LDA #$02 : STA BottleContentsThree
|
||||
; + LDA BottleContentsFour : CMP #$06 : BNE +
|
||||
; LDA #$02 : STA BottleContentsFour
|
||||
; +
|
||||
;RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
FlipperReset:
|
||||
JSL $0998E8 ; AddTransitionSplash
|
||||
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
FlipperFlag:
|
||||
LDA $5D : CMP #$04 : BNE .done ; skip if we're not swimming
|
||||
LDA FlippersEquipment : BNE .safe ; skip if we have the flippers
|
||||
LDA #$01 : STA $7F5001 ; mark fake flipper softlock as possible
|
||||
BRA .done
|
||||
.safe
|
||||
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
RegisterWaterEntryScreen:
|
||||
PHA
|
||||
LDA $8A : STA $7F5098 ; store ow index
|
||||
PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
MysteryWaterFunction: ; *$3AE54 ALTERNATE ENTRY POINT
|
||||
LDA.b #$20 : STA $02E2
|
||||
STZ $037B
|
||||
STZ $55
|
||||
STZ $0360
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
|
||||
;===================================================================================================
|
||||
; More elegant solution
|
||||
;===================================================================================================
|
||||
|
||||
protectff:
|
||||
LDA.l AllowAccidentalMajorGlitch
|
||||
@@ -83,16 +19,16 @@ protectff:
|
||||
.yes_protect
|
||||
REP #$30
|
||||
|
||||
LDA.b $20
|
||||
LDA.b LinkPosY
|
||||
AND.w #$1E00
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
STA.b $06
|
||||
STA.b Scrap06
|
||||
|
||||
LDA.b $22
|
||||
LDA.b LinkPosX
|
||||
AND.w #$1E00
|
||||
ORA.b $06
|
||||
ORA.b Scrap06
|
||||
|
||||
XBA
|
||||
LSR
|
||||
@@ -103,7 +39,7 @@ protectff:
|
||||
; Remove dark world bit
|
||||
; in game table that converts coordinates to actual screen ID
|
||||
; special case for other areas
|
||||
LDA.b $8A
|
||||
LDA.b OverworldIndex
|
||||
BMI .special_overworld
|
||||
|
||||
AND.b #$3F
|
||||
@@ -112,17 +48,17 @@ protectff:
|
||||
|
||||
.protect
|
||||
LDA.b #$15
|
||||
STA.b $5D
|
||||
STA.b LinkState
|
||||
|
||||
STZ.b $2E
|
||||
STZ.b $67
|
||||
STZ.b LinkAnimationStep
|
||||
STZ.b LinkWalkDirection
|
||||
|
||||
LDA.b #$02
|
||||
STA.b $2F
|
||||
STA.b LinkDirection
|
||||
|
||||
STZ.w $0112
|
||||
STZ.w $02E4
|
||||
STZ.w $0FFC
|
||||
STZ.w MedallionFlag
|
||||
STZ.w CutsceneFlag
|
||||
STZ.w NoMenu
|
||||
|
||||
++ RTL
|
||||
|
||||
|
||||
@@ -5,21 +5,21 @@ FloodGateAndMasterSwordFollowerReset:
|
||||
JSL.l MasterSwordFollowerClear
|
||||
FloodGateReset:
|
||||
LDA.l PersistentFloodgate : BNE +
|
||||
LDA OverworldEventDataWRAM+$3B : AND.b #$DF : STA OverworldEventDataWRAM+$3B ; reset water outside floodgate
|
||||
LDA OverworldEventDataWRAM+$7B : AND.b #$DF : STA OverworldEventDataWRAM+$7B ; reset water outside swamp palace
|
||||
LDA RoomDataWRAM[$010B].low : AND.b #$7F : STA RoomDataWRAM[$010B].low ; clear water inside floodgate
|
||||
LDA RoomDataWRAM[$28].high : AND.b #$FE : STA RoomDataWRAM[$28].high ; clear water front room (room 40)
|
||||
LDA.l OverworldEventDataWRAM+$3B : AND.b #$DF : STA.l OverworldEventDataWRAM+$3B ; reset water outside floodgate
|
||||
LDA.l OverworldEventDataWRAM+$7B : AND.b #$DF : STA.l OverworldEventDataWRAM+$7B ; reset water outside swamp palace
|
||||
LDA.l RoomDataWRAM[$010B].low : AND.b #$7F : STA.l RoomDataWRAM[$010B].low ; clear water inside floodgate
|
||||
LDA.l RoomDataWRAM[$28].high : AND.b #$FE : STA.l RoomDataWRAM[$28].high ; clear water front room (room 40)
|
||||
+
|
||||
FloodGateResetInner:
|
||||
LDA.l Bugfix_SwampWaterLevel : BEQ +++
|
||||
LDA RoomDataWRAM[$37].low : AND.b #$04 : BEQ + ; Check if key in room 55 has been collected.
|
||||
LDA FlippersEquipment : AND.b #$01 : BNE ++ ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
|
||||
LDA.l RoomDataWRAM[$37].low : AND.b #$04 : BEQ + ; Check if key in room 55 has been collected.
|
||||
LDA.l FlippersEquipment : AND.b #$01 : BNE ++ ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
|
||||
+
|
||||
LDA RoomDataWRAM[$37].low : AND.b #$7F : STA RoomDataWRAM[$37].low ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
|
||||
LDA.l RoomDataWRAM[$37].low : AND.b #$7F : STA.l RoomDataWRAM[$37].low ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
|
||||
++
|
||||
LDA RoomDataWRAM[$35].high : AND.b #$04 : BNE +++ ; Check if key in room 53 has been collected.
|
||||
LDA.l RoomDataWRAM[$35].high : AND.b #$04 : BNE +++ ; Check if key in room 53 has been collected.
|
||||
; no need to check for flippers on the inner room, as you can't get to the west door no matter what, without flippers.
|
||||
LDA RoomDataWRAM[$35].low : AND.b #$7F : STA RoomDataWRAM[$35].low ; clear water room 53 - inner room with the easy key flood softlock
|
||||
LDA.l RoomDataWRAM[$35].low : AND.b #$7F : STA.l RoomDataWRAM[$35].low ; clear water room 53 - inner room with the easy key flood softlock
|
||||
+++
|
||||
RTL
|
||||
;================================================================================
|
||||
|
||||
54
flute.asm
54
flute.asm
@@ -2,38 +2,38 @@
|
||||
; Randomize Flute Dig Item
|
||||
;--------------------------------------------------------------------------------
|
||||
SpawnHauntedGroveItem:
|
||||
LDA $8A : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove
|
||||
LDA $1B : BEQ + : RTL : + ; Skip if indoors
|
||||
LDA.b OverworldIndex : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove
|
||||
LDA.b IndoorsFlag : BEQ + : RTL : + ; Skip if indoors
|
||||
|
||||
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
|
||||
JSL.l PrepDynamicTile
|
||||
|
||||
LDA.b #$EB
|
||||
STA $7FFE00
|
||||
STA.l MiniGameTime
|
||||
JSL Sprite_SpawnDynamically
|
||||
|
||||
LDX.b #$00
|
||||
LDA $2F : CMP.b #$04 : BEQ + : INX : +
|
||||
LDA.b LinkDirection : CMP.b #$04 : BEQ + : INX : +
|
||||
|
||||
LDA.l .x_speeds, X : STA $0D50, Y
|
||||
LDA.l .x_speeds, X : STA.w SpriteVelocityX, Y
|
||||
|
||||
LDA.b #$00 : STA $0D40, Y
|
||||
LDA.b #$18 : STA $0F80, Y
|
||||
LDA.b #$FF : STA $0B58, Y
|
||||
LDA.b #$30 : STA $0F10, Y
|
||||
LDA.b #$00 : STA.w SpriteVelocityY, Y
|
||||
LDA.b #$18 : STA.w SpriteVelocityZ, Y
|
||||
LDA.b #$FF : STA.w EnemyStunTimer, Y
|
||||
LDA.b #$30 : STA.w SpriteTimerE, Y
|
||||
|
||||
LDA $22 : !ADD.l .x_offsets, X
|
||||
AND.b #$F0 : STA $0D10, Y
|
||||
LDA $23 : ADC.b #$00 : STA $0D30, Y
|
||||
LDA.b LinkPosX : !ADD.l .x_offsets, X
|
||||
AND.b #$F0 : STA.w SpritePosXLow, Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
|
||||
|
||||
LDA $20 : !ADD.b #$16 : AND.b #$F0 : STA $0D00, Y
|
||||
LDA $21 : ADC.b #$00 : STA $0D20, Y
|
||||
LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
|
||||
LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
|
||||
|
||||
LDA.b #$00 : STA $0F20, Y
|
||||
LDA.b #$00 : STA.w SpriteLayer, Y
|
||||
TYX
|
||||
|
||||
LDX $8A ; haunted grove (208D0A)
|
||||
LDA OverworldEventDataWRAM, X : AND.b #$40 : BNE +
|
||||
LDX.b OverworldIndex ; haunted grove (208D0A)
|
||||
LDA.l OverworldEventDataWRAM, X : AND.b #$40 : BNE +
|
||||
LDA.b #$1B : JSL Sound_SetSfx3PanLong
|
||||
+
|
||||
RTL
|
||||
@@ -52,30 +52,30 @@ RTL
|
||||
}
|
||||
;--------------------------------------------------------------------------------
|
||||
FluteBoy:
|
||||
LDA $10 : CMP.b #$1A : BEQ +
|
||||
LDA.b #$01 : STA $0FDD
|
||||
LDA.b GameMode : CMP.b #$1A : BEQ +
|
||||
LDA.b #$01 : STA.w $0FDD
|
||||
JML.l FluteBoy_Abort
|
||||
+
|
||||
LDA $0D80, X : CMP.b #$03 ; thing we wrote over
|
||||
LDA.w SpriteActivity, X : CMP.b #$03 ; thing we wrote over
|
||||
JML.l FluteBoy_Continue
|
||||
;--------------------------------------------------------------------------------
|
||||
FreeDuckCheck:
|
||||
LDA.l InvertedMode : BEQ .done
|
||||
LDA FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active
|
||||
LDA.l FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active
|
||||
|
||||
; check the area, is it #$18 = 30?
|
||||
LDA $8A : CMP.b #$18 : BNE .done
|
||||
LDA.b OverworldIndex : CMP.b #$18 : BNE .done
|
||||
|
||||
REP #$20
|
||||
|
||||
; Y coordinate boundaries for setting it off.
|
||||
LDA $20
|
||||
LDA.b LinkPosY
|
||||
|
||||
CMP.w #$0760 : BCC .done
|
||||
CMP.w #$07E0 : BCS .done
|
||||
|
||||
; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
|
||||
LDA $22
|
||||
LDA.b LinkPosX
|
||||
|
||||
CMP.w #$01CF : BCC .done
|
||||
CMP.w #$0230 : BCS .done
|
||||
@@ -84,7 +84,7 @@ FreeDuckCheck:
|
||||
SEP #$20
|
||||
|
||||
; Apparently a special Overworld mode for doing this?
|
||||
LDA.b #$2D : STA $11
|
||||
LDA.b #$2D : STA.b GameSubMode
|
||||
|
||||
; Trigger the sequence to start the weathervane explosion.
|
||||
LDY.b #$00
|
||||
@@ -94,12 +94,12 @@ FreeDuckCheck:
|
||||
BRA .skipSong
|
||||
.done
|
||||
SEP #$20
|
||||
LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer
|
||||
LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
|
||||
LDA.b #$13
|
||||
RTL
|
||||
.skipSong
|
||||
SEP #$20
|
||||
LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer
|
||||
LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
|
||||
LDA.b #$00
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -2,58 +2,40 @@
|
||||
; Frame Hook
|
||||
;--------------------------------------------------------------------------------
|
||||
FrameHookAction:
|
||||
JSL $0080B5 ; Module_MainRouting
|
||||
JSL CheckMusicLoadRequest
|
||||
PHP : REP #$30 : PHA
|
||||
JSL $0080B5 ; Module_MainRouting
|
||||
JSL CheckMusicLoadRequest
|
||||
PHP : REP #$30 : PHA
|
||||
SEP #$20
|
||||
LDA.l StatsLocked : BNE ++
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
|
||||
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
|
||||
+
|
||||
LDA.l GameMode : CMP.w #$010E : BNE ++ ; move this to nmi hook?
|
||||
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE ++
|
||||
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
|
||||
++
|
||||
REP #$30 : PLA : PLP
|
||||
|
||||
SEP #$20
|
||||
|
||||
LDA StatsLocked : BNE ++
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA LoopFrames : INC : STA LoopFrames : BNE +
|
||||
LDA LoopFrames+2 : INC : STA LoopFrames+2
|
||||
+
|
||||
LDA $10 : CMP.w #$010E : BNE + ; move this to nmi hook?
|
||||
LDA MenuFrames : INC : STA MenuFrames : BNE +
|
||||
LDA MenuFrames+2 : INC : STA MenuFrames+2
|
||||
+
|
||||
++
|
||||
REP #$30 : PLA : PLP
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
NMIHookAction:
|
||||
PHA : PHX : PHY : PHD ; thing we wrote over, push stuff
|
||||
|
||||
LDA StatsLocked : AND.w #$00FF : BNE ++
|
||||
LDA NMIFrames : INC : STA NMIFrames : BNE +
|
||||
LDA NMIFrames+2 : INC : STA NMIFrames+2
|
||||
+
|
||||
++
|
||||
PHA : PHX : PHY : PHD ; thing we wrote over, push stuff
|
||||
LDA.l StatsLocked : AND.w #$00FF : BNE +
|
||||
LDA.l NMIFrames : INC : STA.l NMIFrames : BNE +
|
||||
LDA.l NMIFrames+2 : INC : STA.l NMIFrames+2
|
||||
+
|
||||
|
||||
JML.l NMIHookReturn
|
||||
;--------------------------------------------------------------------------------
|
||||
!NMI_AUX = "$7F5044"
|
||||
PostNMIHookAction:
|
||||
LDA !NMI_AUX : BEQ +
|
||||
LDA $00 : PHA ; preserve DP ram
|
||||
LDA $01 : PHA
|
||||
LDA $02 : PHA
|
||||
LDA.w NMIAux : BEQ +
|
||||
PHK : PEA .return-1 ; push stack for RTL return
|
||||
JMP.w [NMIAux]
|
||||
.return
|
||||
STZ.w NMIAux ; zero bank byte of NMI hook pointer
|
||||
+
|
||||
LDA.b INIDISPQ : STA.w INIDISP ; thing we wrote over, turn screen back on
|
||||
|
||||
LDA !NMI_AUX+2 : STA $02 ; set up jump pointer
|
||||
LDA !NMI_AUX+1 : STA $01
|
||||
LDA !NMI_AUX+0 : STA $00
|
||||
|
||||
PHK : PER .return-1 ; push stack for RTL return
|
||||
JMP [$0000]
|
||||
|
||||
.return
|
||||
LDA.b #$00 : STA !NMI_AUX ; zero bank byte of NMI hook pointer
|
||||
|
||||
PLA : STA $02
|
||||
PLA : STA $01
|
||||
PLA : STA $00
|
||||
+
|
||||
|
||||
LDA $13 : STA $2100 ; thing we wrote over, turn screen back on
|
||||
JML.l PostNMIHookReturn
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
;================================================================================
|
||||
; Ganon Fixes
|
||||
;================================================================================
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; GanonWarpRNG
|
||||
; out: Accumulator - #$00 or #01 randomly, with no repeated #$01s
|
||||
;--------------------------------------------------------------------------------
|
||||
;GanonWarpRNG:
|
||||
; JSL GetRandomInt : AND.b #$01 : BEQ .zero
|
||||
; LDA !GANON_WARP_CHAIN : EOR #$01 : STA !GANON_WARP_CHAIN
|
||||
;RTL
|
||||
; .zero
|
||||
; STA !GANON_WARP_CHAIN
|
||||
;RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
30
glitched.asm
30
glitched.asm
@@ -2,7 +2,7 @@
|
||||
; Glitched Mode Fixes
|
||||
;================================================================================
|
||||
GetAgahnimPalette:
|
||||
LDA $A0 ; get room id
|
||||
LDA.b RoomIndex ; get room id
|
||||
CMP.b #13 : BNE + ; Agahnim 2 room
|
||||
LDA.b #$07 ; Use Agahnim 2
|
||||
RTL
|
||||
@@ -11,25 +11,25 @@ GetAgahnimPalette:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
GetAgahnimDeath:
|
||||
STA $0BA0, X ; thing we wrote over
|
||||
LDA $A0 ; get room id
|
||||
STA.w $0BA0, X ; thing we wrote over
|
||||
LDA.b RoomIndex ; get room id
|
||||
CMP.b #13 : BNE + ; Agahnim 2 room
|
||||
LDA.l Bugfix_SetWorldOnAgahnimDeath : BEQ ++
|
||||
LDA.l InvertedMode : BEQ +++
|
||||
LDA.b #$00 : STA CurrentWorld ; Switch to light world
|
||||
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
|
||||
BRA ++
|
||||
+++
|
||||
LDA.b #$40 : STA CurrentWorld ; Switch to dark world
|
||||
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
|
||||
++
|
||||
LDA.b #$01 ; Use Agahnim 2
|
||||
RTL
|
||||
+ ; Elsewhere
|
||||
LDA.l Bugfix_SetWorldOnAgahnimDeath : BEQ ++
|
||||
LDA.l InvertedMode : BEQ +++
|
||||
LDA.b #$40 : STA CurrentWorld ; Switch to dark world
|
||||
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
|
||||
BRA ++
|
||||
+++
|
||||
LDA.b #$00 : STA CurrentWorld ; Switch to light world
|
||||
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
|
||||
; (This will later get flipped to DW when Agahnim 1
|
||||
; warps us to the pyramid)
|
||||
++
|
||||
@@ -37,7 +37,7 @@ GetAgahnimDeath:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
GetAgahnimType:
|
||||
LDA $A0 ; get room id
|
||||
LDA.b RoomIndex ; get room id
|
||||
CMP.b #13 : BNE + ; Agahnim 2 room
|
||||
LDA.b #$0006 ; Use Agahnim 2
|
||||
BRA .done
|
||||
@@ -48,7 +48,7 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
GetAgahnimSlot:
|
||||
PHX ; thing we wrote over
|
||||
LDA $A0 ; get room id
|
||||
LDA.b RoomIndex ; get room id
|
||||
CMP.b #13 : BNE + ; Agahnim 2 room
|
||||
LDA.b #$01 ; Use Agahnim 2
|
||||
JML.l GetAgahnimSlotReturn
|
||||
@@ -57,8 +57,8 @@ GetAgahnimSlot:
|
||||
JML.l GetAgahnimSlotReturn
|
||||
;--------------------------------------------------------------------------------
|
||||
GetAgahnimLightning:
|
||||
INC $0E30, X ; thing we wrote over
|
||||
LDA $A0 ; get room id
|
||||
INC.w SpriteAux, X ; thing we wrote over
|
||||
LDA.b RoomIndex ; get room id
|
||||
CMP.b #13 : BNE + ; Agahnim 2 room
|
||||
LDA.b #$01 ; Use Agahnim 2
|
||||
RTL
|
||||
@@ -69,11 +69,11 @@ GetAgahnimLightning:
|
||||
;0 = Allow
|
||||
;1 = Forbid
|
||||
AllowJoypadInput:
|
||||
LDA PermitSQFromBosses : BEQ .fullCheck
|
||||
LDA $0403 : AND.b #$80 : BEQ .fullCheck
|
||||
LDA $0112 : ORA $02E4 ; we have heart container, do short check
|
||||
LDA.l PermitSQFromBosses : BEQ .fullCheck
|
||||
LDA.w ItemsTaken : AND.b #$80 : BEQ .fullCheck
|
||||
LDA.w MedallionFlag : ORA.w CutsceneFlag ; we have heart container, do short check
|
||||
RTL
|
||||
.fullCheck
|
||||
LDA $0112 : ORA $02E4 : ORA $0FFC
|
||||
LDA.w MedallionFlag : ORA.w CutsceneFlag : ORA.w NoMenu
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
29
goalitem.asm
29
goalitem.asm
@@ -1,21 +1,14 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
; $7F5010 - Scratch Space (Callee Preserved)
|
||||
;--------------------------------------------------------------------------------
|
||||
!GOAL_DRAW_ADDRESS = "$7EC72A"
|
||||
;--------------------------------------------------------------------------------
|
||||
; DrawGoalIndicator moved to newhud.asm
|
||||
;--------------------------------------------------------------------------------
|
||||
GoalItemGanonCheck:
|
||||
LDA $0E20, X : CMP.b #$D6 : BNE .success ; skip if not ganon
|
||||
LDA.w SpriteTypeTable, X : CMP.b #$D6 : BNE .success ; skip if not ganon
|
||||
JSL.l CheckGanonVulnerability
|
||||
BCS .success
|
||||
|
||||
.fail
|
||||
LDA $0D80, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
|
||||
LDA.w SpriteActivity, X : CMP.b #17 : !BLT .success ; decmial 17 because Acmlm's chart is decimal
|
||||
LDA.b #$00
|
||||
RTL
|
||||
.success
|
||||
LDA $44 : CMP.b #$80 ; thing we wrote over
|
||||
LDA.b OAMOffsetY : CMP.b #$80 ; thing we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
;Carry clear = ganon invincible
|
||||
@@ -125,12 +118,12 @@ GetRequiredCrystalsInX:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
CheckEnoughCrystalsForGanon:
|
||||
LDA CrystalCounter
|
||||
LDA.l CrystalCounter
|
||||
CMP.l NumberOfCrystalsRequiredForGanon
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
CheckEnoughCrystalsForTower:
|
||||
LDA CrystalCounter
|
||||
LDA.l CrystalCounter
|
||||
CMP.l NumberOfCrystalsRequiredForTower
|
||||
RTL
|
||||
|
||||
@@ -145,13 +138,13 @@ CheckAgaForPed:
|
||||
BEQ .force_blue_ball
|
||||
|
||||
.vanilla ; run vanilla check for phase
|
||||
LDA.w $0E30, X
|
||||
LDA.w SpriteAux, X
|
||||
CMP.b #$02
|
||||
RTL
|
||||
|
||||
.force_blue_ball
|
||||
LDA.b #$01 : STA.w $0DA0, Y
|
||||
LDA.b #$20 : STA.w $0DF0, Y
|
||||
LDA.b #$01 : STA.w SpriteAuxTable, Y
|
||||
LDA.b #$20 : STA.w SpriteTimer, Y
|
||||
CLC ; skip the RNG check
|
||||
RTL
|
||||
|
||||
@@ -182,7 +175,7 @@ CheckForCrystalBossesDefeated:
|
||||
REP #$30
|
||||
|
||||
; count of number of bosses killed
|
||||
STZ.b $00
|
||||
STZ.b Scrap00
|
||||
|
||||
LDY.w #10
|
||||
|
||||
@@ -202,7 +195,7 @@ CheckForCrystalBossesDefeated:
|
||||
AND.w #$0800
|
||||
BEQ ++
|
||||
|
||||
INC.b $00
|
||||
INC.b Scrap00
|
||||
|
||||
++ DEY
|
||||
BPL .next_check
|
||||
@@ -210,7 +203,7 @@ CheckForCrystalBossesDefeated:
|
||||
SEP #$30
|
||||
PLY : PLX : PLB
|
||||
|
||||
LDA.b $00 : CMP.l NumberOfCrystalsRequiredForGanon
|
||||
LDA.b Scrap00 : CMP.l NumberOfCrystalsRequiredForGanon
|
||||
|
||||
|
||||
RTS
|
||||
|
||||
@@ -6,10 +6,10 @@ GetMagicBatItem:
|
||||
%GetPossiblyEncryptedItem(MagicBatItem, SpriteItemValues)
|
||||
CMP.b #$FF : BEQ .normalLogic
|
||||
TAY
|
||||
STZ $02E9 ; 0 = Receiving item from an NPC or message
|
||||
STZ.b ItemReceiptMethod ; 0 = Receiving item from an NPC or message
|
||||
JML.l Link_ReceiveItem
|
||||
.normalLogic
|
||||
LDA HalfMagic
|
||||
STA MagicConsumption
|
||||
LDA.l HalfMagic
|
||||
STA.l MagicConsumption
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
48
hardmode.asm
48
hardmode.asm
@@ -3,22 +3,22 @@
|
||||
;================================================================================
|
||||
CalculateSpikeFloorDamage:
|
||||
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 #279
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
BNE +
|
||||
LDA.l ByrnaCaveSpikeDamage
|
||||
STA $0373
|
||||
STA.w DamageReceived
|
||||
RTL
|
||||
+
|
||||
LDA $D055, Y
|
||||
STA $0373
|
||||
LDA.w $D055, Y
|
||||
STA.w DamageReceived
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
CalculateByrnaUsage:
|
||||
LDA $1B : BEQ ++
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
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 #95 : BEQ + ; Ice Palace Spike Room
|
||||
CMP.w #172 : BEQ + ; Blind Boss Room
|
||||
CMP.w #179 : BEQ + ; Room in Misery Mire
|
||||
@@ -29,16 +29,16 @@ CalculateByrnaUsage:
|
||||
+
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
PHX : TYX
|
||||
LDA.l HardModeExclusionCaneOfByrnaUsage, X : STA $00
|
||||
LDA.l HardModeExclusionCaneOfByrnaUsage, X : STA.b Scrap00
|
||||
PLX
|
||||
++
|
||||
LDA CurrentMagic ; thing we wrote over
|
||||
LDA.l CurrentMagic ; thing we wrote over
|
||||
JML IncrementMagicUseCounterByrna
|
||||
;--------------------------------------------------------------------------------
|
||||
CalculateCapeUsage:
|
||||
LDA $1B : BEQ ++
|
||||
LDA.b IndoorsFlag : BEQ ++
|
||||
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 #95 : BEQ + ; Ice Palace Spike Room
|
||||
CMP.w #179 : BEQ + ; Room in Misery Mire
|
||||
CMP.w #213 : BEQ + ; Laser Bridge
|
||||
@@ -48,15 +48,15 @@ CalculateCapeUsage:
|
||||
+
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
PHX : TYX
|
||||
LDA.l HardModeExclusionCapeUsage, X : STA $4C ; set cape decrement timer
|
||||
LDA.l HardModeExclusionCapeUsage, X : STA.b CapeTimer ; set cape decrement timer
|
||||
PLX
|
||||
++
|
||||
JML IncrementMagicUseCounterOne
|
||||
;--------------------------------------------------------------------------------
|
||||
ActivateInvulnerabilityOrDont:
|
||||
LDA $1B : BEQ .nowhere_special
|
||||
LDA.b IndoorsFlag : BEQ .nowhere_special
|
||||
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 #95 : BEQ .somewhere_cool ; Ice Palace Spike Room
|
||||
CMP.w #179 : BEQ .somewhere_cool ; Room in Misery Mire
|
||||
CMP.w #213 : BEQ .somewhere_cool ; Laser Bridge
|
||||
@@ -66,9 +66,9 @@ ActivateInvulnerabilityOrDont:
|
||||
BRA .nowhere_special
|
||||
.somewhere_cool
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDA.b #$01 : STA $037B : RTL
|
||||
LDA.b #$01 : STA.w NoDamage : RTL
|
||||
.nowhere_special
|
||||
LDA.l ByrnaInvulnerability : STA $037B
|
||||
LDA.l ByrnaInvulnerability : STA.w NoDamage
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
GetItemDamageValue:
|
||||
@@ -81,13 +81,13 @@ GetItemDamageValue:
|
||||
CPX.b #$3d : BEQ .hookshot
|
||||
|
||||
.normal
|
||||
lda $0db8f1,x ;what we wrote over
|
||||
LDA.l $0db8f1,x ;what we wrote over
|
||||
RTL
|
||||
.boomerang
|
||||
LDA.l StunItemAction : AND #$01 : BNE .normal
|
||||
LDA.l StunItemAction : AND.b #$01 : BNE .normal
|
||||
BRA .noDamage
|
||||
.hookshot
|
||||
LDA.l StunItemAction : AND #$02 : BNE .normal
|
||||
LDA.l StunItemAction : AND.b #$02 : BNE .normal
|
||||
.noDamage
|
||||
LDA.b #$00
|
||||
RTL
|
||||
@@ -95,17 +95,17 @@ RTL
|
||||
;Argument : A = id we want to find return 00 if none found, 01 if found
|
||||
SearchAncilla:
|
||||
{
|
||||
STA $05
|
||||
STA.b Scrap05
|
||||
PHX
|
||||
LDX #$00
|
||||
LDX.b #$00
|
||||
.loop
|
||||
LDA $0C4A, X
|
||||
LDA.w AncillaID, X
|
||||
INX : CPX #$0A : BEQ .notFound
|
||||
CMP $05 : BNE .loop
|
||||
LDA #$01
|
||||
CMP.b Scrap05 : BNE .loop
|
||||
LDA.b #$01
|
||||
BRA .return
|
||||
.notFound
|
||||
LDA #$00
|
||||
LDA.b #$00
|
||||
.return
|
||||
PLX
|
||||
RTS
|
||||
|
||||
134
hashalphabet.asm
134
hashalphabet.asm
@@ -1,41 +1,39 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
;Hash Alphabet
|
||||
!ALPHA_BOW = "#$0000"
|
||||
!ALPHA_BOOM = "#$0001"
|
||||
!ALPHA_HOOK = "#$0002"
|
||||
!ALPHA_BOMB = "#$0003"
|
||||
!ALPHA_SHROOM = "#$0004"
|
||||
!ALPHA_POWDER = "#$0005"
|
||||
!ALPHA_ROD = "#$0006"
|
||||
!ALPHA_PENDANT = "#$0007"
|
||||
!ALPHA_BOMBOS = "#$0008"
|
||||
!ALPHA_ETHER = "#$0009"
|
||||
!ALPHA_QUAKE = "#$000A"
|
||||
!ALPHA_LAMP = "#$000B"
|
||||
!ALPHA_HAMMER = "#$000C"
|
||||
!ALPHA_SHOVEL = "#$000D"
|
||||
!ALPHA_FLUTE = "#$000E"
|
||||
!ALPHA_NET = "#$000F"
|
||||
!ALPHA_BOOK = "#$0010"
|
||||
!ALPHA_BOTTLE = "#$0011"
|
||||
!ALPHA_POTION = "#$0012"
|
||||
!ALPHA_CANE = "#$0013"
|
||||
!ALPHA_CAPE = "#$0014"
|
||||
!ALPHA_MIRROR = "#$0015"
|
||||
!ALPHA_BOOTS = "#$0016"
|
||||
!ALPHA_GLOVES = "#$0017"
|
||||
!ALPHA_FLIPPERS = "#$0018"
|
||||
!ALPHA_PEARL = "#$0019"
|
||||
!ALPHA_SHIELD = "#$001A"
|
||||
!ALPHA_TUNIC = "#$001B"
|
||||
!ALPHA_HEART = "#$001C"
|
||||
!ALPHA_MAP = "#$001D"
|
||||
!ALPHA_COMPASS = "#$001E"
|
||||
!ALPHA_KEY = "#$001F"
|
||||
; Hash Alphabet
|
||||
; ALPHA_BOW = $0000
|
||||
; ALPHA_BOOM = $0001
|
||||
; ALPHA_HOOK = $0002
|
||||
; ALPHA_BOMB = $0003
|
||||
; ALPHA_SHROOM = $0004
|
||||
; ALPHA_POWDER = $0005
|
||||
; ALPHA_ROD = $0006
|
||||
; ALPHA_PENDANT = $0007
|
||||
; ALPHA_BOMBOS = $0008
|
||||
; ALPHA_ETHER = $0009
|
||||
; ALPHA_QUAKE = $000A
|
||||
; ALPHA_LAMP = $000B
|
||||
; ALPHA_HAMMER = $000C
|
||||
; ALPHA_SHOVEL = $000D
|
||||
; ALPHA_FLUTE = $000E
|
||||
; ALPHA_NET = $000F
|
||||
; ALPHA_BOOK = $0010
|
||||
; ALPHA_BOTTLE = $0011
|
||||
; ALPHA_POTION = $0012
|
||||
; ALPHA_CANE = $0013
|
||||
; ALPHA_CAPE = $0014
|
||||
; ALPHA_MIRROR = $0015
|
||||
; ALPHA_BOOTS = $0016
|
||||
; ALPHA_GLOVES = $0017
|
||||
; ALPHA_FLIPPERS = $0018
|
||||
; ALPHA_PEARL = $0019
|
||||
; ALPHA_SHIELD = $001A
|
||||
; ALPHA_TUNIC = $001B
|
||||
; ALPHA_HEART = $001C
|
||||
; ALPHA_MAP = $001D
|
||||
; ALPHA_COMPASS = $001E
|
||||
; ALPHA_KEY = $001F
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
!BIGRAM = "$7EC900";
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadAlphabetTilemap:
|
||||
PHB : PHA : PHX : PHY : PHP
|
||||
@@ -45,9 +43,9 @@ LoadAlphabetTilemap:
|
||||
|
||||
LDX.b #$00 : -
|
||||
LDA.w FileSelect_PlayerSelectText_Top, X
|
||||
STA !BIGRAM, X
|
||||
STA.l BigRAM, X
|
||||
INX #2
|
||||
CPX #128 : !BLT -
|
||||
CPX.b #128 : !BLT -
|
||||
|
||||
LDY.b #00
|
||||
LDX.b #$00 : -
|
||||
@@ -55,12 +53,12 @@ LoadAlphabetTilemap:
|
||||
AND.w #$001F ; mask to alphabet of 32
|
||||
|
||||
ASL #3 : PHY : TAY
|
||||
LDA.w HashAlphabetTiles,Y : STA !BIGRAM+24, X
|
||||
LDA.w HashAlphabetTiles+2,Y : STA !BIGRAM+24+2, X
|
||||
LDA.w HashAlphabetTiles+4,Y : STA !BIGRAM+24+64, X
|
||||
LDA.w HashAlphabetTiles+6,Y : STA !BIGRAM+24+64+2, X
|
||||
LDA.w HashAlphabetTiles,Y : STA.l BigRAM+24, X
|
||||
LDA.w HashAlphabetTiles+2,Y : STA.l BigRAM+24+2, X
|
||||
LDA.w HashAlphabetTiles+4,Y : STA.l BigRAM+24+64, X
|
||||
LDA.w HashAlphabetTiles+6,Y : STA.l BigRAM+24+64+2, X
|
||||
PLY : INX #6 : INY
|
||||
CPX #25 : !BLT -
|
||||
CPX.b #25 : !BLT -
|
||||
|
||||
SEP #$20 ; 8-bit accumulator
|
||||
|
||||
@@ -72,38 +70,38 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DMAAlphabetTilemap:
|
||||
PHA : PHX
|
||||
LDA $4300 : PHA ; preserve DMA parameters
|
||||
LDA $4301 : PHA ; preserve DMA parameters
|
||||
LDA $4302 : PHA ; preserve DMA parameters
|
||||
LDA $4303 : PHA ; preserve DMA parameters
|
||||
LDA $4304 : PHA ; preserve DMA parameters
|
||||
LDA $4305 : PHA ; preserve DMA parameters
|
||||
LDA $4306 : PHA ; preserve DMA parameters
|
||||
LDA.w DMAP0 : PHA ; preserve DMA parameters
|
||||
LDA.w BBAD0 : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0L : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0H : PHA ; preserve DMA parameters
|
||||
LDA.w A1B0 : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0L : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0H : PHA ; preserve DMA parameters
|
||||
;--------------------------------------------------------------------------------
|
||||
LDA.b #$01 : STA $4300 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
|
||||
LDA.b #$80 : STA $2115 ; write read increment on $2119
|
||||
LDA.b #$18 : STA $4301 ; set bus B destination to VRAM register
|
||||
LDA.b #$01 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, double-byte mode
|
||||
LDA.b #$80 : STA.w VMAIN ; write read increment on $2119
|
||||
LDA.b #$18 : STA.w BBAD0 ; set bus B destination to VRAM register
|
||||
|
||||
LDA.b #$60 : STA $2116 ; write VRAM destination address
|
||||
STA $2117 ; write VRAM destination address
|
||||
LDA.b #$60 : STA.w VMADDL ; write VRAM destination address
|
||||
STA.w VMADDH ; write VRAM destination address
|
||||
|
||||
LDA.b #!BIGRAM : STA $4302 ; set bus A source address to WRAM
|
||||
LDA.b #!BIGRAM>>8 : STA $4303 ; set bus A source address to WRAM
|
||||
LDA.b #!BIGRAM>>16 : STA $4304 ; set bus A source bank
|
||||
LDA.b #BigRAM : STA.w A1T0L ; set bus A source address to WRAM
|
||||
LDA.b #BigRAM>>8 : STA.w A1T0H ; set bus A source address to WRAM
|
||||
LDA.b #BigRAM>>16 : STA.w A1B0 ; set bus A source bank
|
||||
|
||||
LDA.b #$80 : STA $4305 : STZ $4306 ; set transfer size to 0x40
|
||||
LDA.b #$80 : STA.w DAS0L : STZ.w DAS0H ; set transfer size to 0x40
|
||||
|
||||
LDA $2100 : PHA : LDA.b #$80 : STA $2100 ; save screen state & turn screen off
|
||||
LDA #$01 : STA $420B ; begin DMA transfer
|
||||
PLA : STA $2100 ; put screen back however it was before
|
||||
LDA.w INIDISP : PHA : LDA.b #$80 : STA.w INIDISP ; save screen state & turn screen off
|
||||
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
|
||||
PLA : STA.w INIDISP ; put screen back however it was before
|
||||
;--------------------------------------------------------------------------------
|
||||
PLA : STA $4306 ; restore DMA parameters
|
||||
PLA : STA $4305 ; restore DMA parameters
|
||||
PLA : STA $4304 ; restore DMA parameters
|
||||
PLA : STA $4303 ; restore DMA parameters
|
||||
PLA : STA $4302 ; restore DMA parameters
|
||||
PLA : STA $4301 ; restore DMA parameters
|
||||
PLA : STA $4300 ; restore DMA parameters
|
||||
PLA : STA.w DAS0H ; restore DMA parameters
|
||||
PLA : STA.w DAS0L ; restore DMA parameters
|
||||
PLA : STA.w A1B0 ; restore DMA parameters
|
||||
PLA : STA.w A1T0H ; restore DMA parameters
|
||||
PLA : STA.w A1T0L ; restore DMA parameters
|
||||
PLA : STA.w BBAD0 ; restore DMA parameters
|
||||
PLA : STA.w DMAP0 ; restore DMA parameters
|
||||
PLX : PLA
|
||||
RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -1,106 +1,80 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
!FSTILE_SPACE = "$0188"
|
||||
!FSTILE_SPACE = $0188
|
||||
|
||||
!FSTILE_BRACKET_OPEN_TOP = "$1D8A"
|
||||
!FSTILE_BRACKET_OPEN_BOTTOM = "$1D9A"
|
||||
!FSTILE_BRACKET_OPEN_TOP = $1D8A
|
||||
!FSTILE_BRACKET_OPEN_BOTTOM = $1D9A
|
||||
|
||||
!FSTILE_BRACKET_CLOSE_TOP = "$1D8B"
|
||||
!FSTILE_BRACKET_CLOSE_BOTTOM = "$1D9B"
|
||||
!FSTILE_BRACKET_CLOSE_TOP = $1D8B
|
||||
!FSTILE_BRACKET_CLOSE_BOTTOM = $1D9B
|
||||
|
||||
!FSTILE_A_TOP = "$1D4A"
|
||||
!FSTILE_A_BOTTOM = "$1D5A"
|
||||
!FSTILE_A_TOP = $1D4A
|
||||
!FSTILE_A_BOTTOM = $1D5A
|
||||
|
||||
!FSTILE_C_TOP = "$1D4C"
|
||||
!FSTILE_C_BOTTOM = "$1D5C"
|
||||
!FSTILE_C_TOP = $1D4C
|
||||
!FSTILE_C_BOTTOM = $1D5C
|
||||
|
||||
!FSTILE_D_TOP = "$1D4D"
|
||||
!FSTILE_D_BOTTOM = "$1D5D"
|
||||
!FSTILE_D_TOP = $1D4D
|
||||
!FSTILE_D_BOTTOM = $1D5D
|
||||
|
||||
!FSTILE_E_TOP = "$1D4E"
|
||||
!FSTILE_E_BOTTOM = "$1D5E"
|
||||
!FSTILE_E_TOP = $1D4E
|
||||
!FSTILE_E_BOTTOM = $1D5E
|
||||
|
||||
!FSTILE_F_TOP = "$1D4F"
|
||||
!FSTILE_F_BOTTOM = "$1D5F"
|
||||
!FSTILE_F_TOP = $1D4F
|
||||
!FSTILE_F_BOTTOM = $1D5F
|
||||
|
||||
!FSTILE_H_TOP = "$1D61"
|
||||
!FSTILE_H_BOTTOM = "$1D71"
|
||||
!FSTILE_H_TOP = $1D61
|
||||
!FSTILE_H_BOTTOM = $1D71
|
||||
|
||||
!FSTILE_I_TOP = "$1D62"
|
||||
!FSTILE_I_BOTTOM = "$1D72"
|
||||
!FSTILE_I_TOP = $1D62
|
||||
!FSTILE_I_BOTTOM = $1D72
|
||||
|
||||
!FSTILE_K_TOP = "$1D64"
|
||||
!FSTILE_K_BOTTOM = "$1D74"
|
||||
!FSTILE_K_TOP = $1D64
|
||||
!FSTILE_K_BOTTOM = $1D74
|
||||
|
||||
!FSTILE_L_TOP = "$1D65"
|
||||
!FSTILE_L_BOTTOM = "$1D75"
|
||||
!FSTILE_L_TOP = $1D65
|
||||
!FSTILE_L_BOTTOM = $1D75
|
||||
|
||||
!FSTILE_N_TOP = "$1D67"
|
||||
!FSTILE_N_BOTTOM = "$1D77"
|
||||
!FSTILE_N_TOP = $1D67
|
||||
!FSTILE_N_BOTTOM = $1D77
|
||||
|
||||
!FSTILE_O_TOP = "$1D68"
|
||||
!FSTILE_O_BOTTOM = "$1D78"
|
||||
!FSTILE_O_TOP = $1D68
|
||||
!FSTILE_O_BOTTOM = $1D78
|
||||
|
||||
!FSTILE_P_TOP = "$1D69"
|
||||
!FSTILE_P_BOTTOM = "$1D79"
|
||||
!FSTILE_P_TOP = $1D69
|
||||
!FSTILE_P_BOTTOM = $1D79
|
||||
|
||||
!FSTILE_S_TOP = "$1D6C"
|
||||
!FSTILE_S_BOTTOM = "$1D7C"
|
||||
!FSTILE_S_TOP = $1D6C
|
||||
!FSTILE_S_BOTTOM = $1D7C
|
||||
|
||||
!FSTILE_T_TOP = "$1D6D"
|
||||
!FSTILE_T_BOTTOM = "$1D7D"
|
||||
!FSTILE_T_TOP = $1D6D
|
||||
!FSTILE_T_BOTTOM = $1D7D
|
||||
|
||||
!FSTILE_U_TOP = "$1D6E"
|
||||
!FSTILE_U_BOTTOM = "$1D7E"
|
||||
!FSTILE_U_TOP = $1D6E
|
||||
!FSTILE_U_BOTTOM = $1D7E
|
||||
|
||||
!FSTILE_Y_TOP = "$1D82"
|
||||
!FSTILE_Y_BOTTOM = "$1D92"
|
||||
!FSTILE_Y_TOP = $1D82
|
||||
!FSTILE_Y_BOTTOM = $1D92
|
||||
;--------------------------------------------------------------------------------
|
||||
org $0CDE60 ; <- 65E60
|
||||
FileSelect_CopyFile_Top:
|
||||
db $62, $A5, $00, $15
|
||||
dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE
|
||||
;dw !FSTILE_C_TOP, !FSTILE_SPACE, !FSTILE_O_TOP, !FSTILE_SPACE, !FSTILE_P_TOP, !FSTILE_SPACE, !FSTILE_Y_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw $1CAC, !FSTILE_SPACE, $1D23, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D04, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D07
|
||||
;--------------------------------------------------------------------------------
|
||||
org $0CDE7A ; <- 65E7A
|
||||
FileSelect_CopyFile_Bottom:
|
||||
db $62, $C5, $00, $15
|
||||
dw !FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE,!FSTILE_SPACE
|
||||
;dw !FSTILE_C_BOTTOM, !FSTILE_SPACE, !FSTILE_O_BOTTOM, !FSTILE_SPACE, !FSTILE_P_BOTTOM, !FSTILE_SPACE, !FSTILE_Y_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw $1CBC, !FSTILE_SPACE, $1D33, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D14, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D17
|
||||
;--------------------------------------------------------------------------------
|
||||
org $0CDE94 ; <- 65E94
|
||||
FileSelect_KillFile_Top:
|
||||
db $63, $25, $00, $19
|
||||
dw !FSTILE_D_TOP, !FSTILE_E_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_T_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw !FSTILE_D_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_T_TOP, !FSTILE_SPACE, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw !FSTILE_K_TOP, !FSTILE_SPACE, !FSTILE_I_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw !FSTILE_K_TOP, !FSTILE_SPACE, !FSTILE_I_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, !FSTILE_L_TOP, !FSTILE_SPACE, $1D04, !FSTILE_SPACE, $1D89, !FSTILE_SPACE, $1D07
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
org $0CDEB2 ; <- 65EB2
|
||||
FileSelect_KillFile_Bottom:
|
||||
db $63, $45, $00, $19
|
||||
dw !FSTILE_D_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_T_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_F_BOTTOM, !FSTILE_I_BOTTOM, !FSTILE_L_BOTTOM, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw !FSTILE_D_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_T_BOTTOM, !FSTILE_SPACE, !FSTILE_E_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw !FSTILE_K_BOTTOM, !FSTILE_SPACE, !FSTILE_I_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw !FSTILE_K_BOTTOM, !FSTILE_SPACE, !FSTILE_I_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, !FSTILE_L_BOTTOM, !FSTILE_SPACE, $1D14, !FSTILE_SPACE, $1D99, !FSTILE_SPACE, $1D17
|
||||
;--------------------------------------------------------------------------------
|
||||
;org $0CDDE8 ; <- 65DE8
|
||||
;FileSelect_PlayerSelectText_Top:
|
||||
;db $60, $62, $00, $37
|
||||
;db $8A, $1D, $88, $01, $69, $1D, $88, $01, $65, $1D, $88, $01, $4A, $1D, $88, $01
|
||||
;db $82, $1D, $88, $01, $4E, $1D, $88, $01, $6B, $1D, $88, $01, $88, $01, $6C, $1D
|
||||
;db $88, $01, $4E, $1D, $88, $01, $65, $1D, $88, $01, $4E, $1D, $88, $01, $4C, $1D
|
||||
;db $88, $01, $6D, $1D, $88, $01, $8B, $1D
|
||||
;--------------------------------------------------------------------------------
|
||||
;org $0CDE24 ; <- 65E24
|
||||
;FileSelect_PlayerSelectText_Bottom:
|
||||
;db $60, $82, $00, $37
|
||||
;db $9A, $1D, $88, $01, $79, $1D, $88, $01, $75, $1D, $88, $01, $5A, $1D, $88, $01
|
||||
;db $92, $1D, $88, $01, $5E, $1D, $88, $01, $7B, $1D, $88, $01, $88, $01, $7C, $1D
|
||||
;db $88, $01, $5E, $1D, $88, $01, $75, $1D, $88, $01, $5E, $1D, $88, $01, $5C, $1D
|
||||
;db $88, $01, $7D, $1D, $88, $01, $9B, $1D
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;CopyFile_Header:
|
||||
org $0CE228 ; <- 66228
|
||||
dw !FSTILE_BRACKET_OPEN_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_C_TOP, !FSTILE_O_TOP, !FSTILE_P_TOP, !FSTILE_Y_TOP, !FSTILE_SPACE, !FSTILE_F_TOP, !FSTILE_I_TOP, !FSTILE_L_TOP, !FSTILE_E_TOP, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_BRACKET_CLOSE_TOP
|
||||
@@ -140,10 +114,8 @@ dw !FSTILE_BRACKET_OPEN_BOTTOM, !FSTILE_SPACE, !FSTILE_D_BOTTOM, !FSTILE_E_BOTTO
|
||||
;KillFile_Which:
|
||||
org $0CE04E ; <- 6604E
|
||||
dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw $0D4D, $0D4E, $0D65, $0D4E, $0D6D, $0D4E, !FSTILE_SPACE, $0D80, $0D61, $0D62, $0D4C, $0D61, !FSTILE_SPACE, $0D4F, $0D62, $0D65, $0D4E, $0D86, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
org $0CE084 ; <- 66084
|
||||
dw !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
;dw $0D5D, $0D5E, $0D75, $0D5E, $0D7D, $0D5E, !FSTILE_SPACE, $0D90, $0D71, $0D72, $0D5C, $0D71, !FSTILE_SPACE, $0D5F, $0D72, $0D75, $0D5E, $0D96, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE, !FSTILE_SPACE
|
||||
|
||||
;KillFile_Execute:
|
||||
org $0CD328 ; <- 65328
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
;================================================================================
|
||||
BeepLogic:
|
||||
LDA.l HeartBeep : BEQ +
|
||||
STA $04CA
|
||||
LDA.b #$2B : STA $012E
|
||||
STA.w HeartBeepTimer
|
||||
LDA.b #$2B : STA.w SFX2
|
||||
RTL
|
||||
+
|
||||
LDA.b #$FF : STA $04CA
|
||||
LDA.b #$FF : STA.w HeartBeepTimer
|
||||
RTL
|
||||
;================================================================================
|
||||
142
heartpieces.asm
142
heartpieces.asm
@@ -2,43 +2,41 @@
|
||||
; Randomize Heart Pieces
|
||||
;--------------------------------------------------------------------------------
|
||||
HeartPieceGet:
|
||||
PHX : PHY
|
||||
LDY $0E80, X ; load item value into Y register
|
||||
BNE +
|
||||
; if for any reason the item value is 0 reload it, just in case
|
||||
JSL.l LoadHeartPieceRoomValue : TAY
|
||||
+
|
||||
JSL.l MaybeMarkDigSpotCollected
|
||||
PHX : PHY
|
||||
LDY.w SpriteItemType, X ; load item value into Y register
|
||||
BNE +
|
||||
; if for any reason the item value is 0 reload it, just in case
|
||||
JSL.l LoadHeartPieceRoomValue : TAY
|
||||
+
|
||||
JSL.l MaybeMarkDigSpotCollected
|
||||
|
||||
.skipLoad
|
||||
.skipLoad
|
||||
|
||||
STZ $02E9 ; 0 = Receiving item from an NPC or message
|
||||
STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
|
||||
|
||||
CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
|
||||
LDA HeartPieceQuarter : INC A : AND.b #$03 : STA HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
|
||||
BRA .giveItem
|
||||
CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
|
||||
LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
|
||||
BRA .giveItem
|
||||
|
||||
.notHeart
|
||||
.notHeart
|
||||
.giveItem
|
||||
JSL.l $0791B3 ; Player_HaltDashAttackLong
|
||||
JSL.l Link_ReceiveItem
|
||||
CLC ; return false
|
||||
JMP .done ; finished
|
||||
|
||||
.giveItem
|
||||
JSL.l $0791B3 ; Player_HaltDashAttackLong
|
||||
JSL.l Link_ReceiveItem
|
||||
CLC ; return false
|
||||
JMP .done ; finished
|
||||
.unfinished_heart
|
||||
SEC ; return true
|
||||
.done
|
||||
JSL MaybeUnlockTabletAnimation
|
||||
|
||||
.unfinished_heart
|
||||
SEC ; return true
|
||||
.done
|
||||
|
||||
JSL MaybeUnlockTabletAnimation
|
||||
|
||||
PLY : PLX
|
||||
PLY : PLX
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
HeartContainerGet:
|
||||
PHX : PHY
|
||||
JSL.l AddInventory_incrementBossSwordLong
|
||||
LDY $0E80, X ; load item value into Y register
|
||||
LDY.w SpriteItemType, X ; load item value into Y register
|
||||
BNE +
|
||||
; if for any reason the item value is 0 reload it, just in case
|
||||
JSL.l LoadHeartContainerRoomValue : TAY
|
||||
@@ -46,27 +44,24 @@ HeartContainerGet:
|
||||
|
||||
BRA HeartPieceGet_skipLoad
|
||||
;--------------------------------------------------------------------------------
|
||||
!REDRAW = "$7F5000"
|
||||
DrawHeartPieceGFX:
|
||||
PHP
|
||||
JSL.l Sprite_IsOnscreen : BCC .offscreen
|
||||
|
||||
PHA : PHY
|
||||
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
|
||||
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
|
||||
JSL.l HeartPieceSpritePrep
|
||||
JMP .done ; don't draw on the init frame
|
||||
|
||||
.skipInit
|
||||
LDA $0E80, X ; Retrieve stored item type
|
||||
LDA.w SpriteItemType, X ; Retrieve stored item type
|
||||
|
||||
.skipLoad
|
||||
|
||||
PHA
|
||||
JSL.l IsNarrowSprite : BCC +
|
||||
LDA $0E60, X : ORA.b #$20 : STA $0E60, X
|
||||
LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X
|
||||
+
|
||||
;LDA $0E60, X : ORA.b #$10 : STA $0E60, X
|
||||
|
||||
PLA
|
||||
|
||||
JSL.l DrawDynamicTile
|
||||
@@ -78,18 +73,17 @@ DrawHeartPieceGFX:
|
||||
PLP
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!REDRAW = "$7F5000"
|
||||
DrawHeartContainerGFX:
|
||||
PHP
|
||||
JSL.l Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
|
||||
|
||||
PHA : PHY
|
||||
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
|
||||
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
|
||||
JSL.l HeartContainerSpritePrep
|
||||
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
|
||||
|
||||
.skipInit
|
||||
LDA $0E80, X ; Retrieve stored item type
|
||||
LDA.w SpriteItemType, X ; Retrieve stored item type
|
||||
|
||||
BRA DrawHeartPieceGFX_skipLoad
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -107,7 +101,7 @@ HeartContainerSound:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
NormalItemSkipSound:
|
||||
LDA $0C5E, X ; thing we wrote over
|
||||
LDA.w AncillaGet, X ; thing we wrote over
|
||||
|
||||
CPY.b #$20 : BEQ + ; Skip for Crystal
|
||||
CPY.b #$37 : BEQ + ; Skip for Pendants
|
||||
@@ -115,66 +109,43 @@ NormalItemSkipSound:
|
||||
CPY.b #$39 : BEQ +
|
||||
|
||||
PHA
|
||||
JSL.l CheckIfBossRoom
|
||||
JSL.l CheckIfBossRoom
|
||||
PLA
|
||||
RTL
|
||||
+
|
||||
CLC
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
HeartUpgradeSpawnDecision: ; this should return #$00 to make the hp spawn
|
||||
LDA !FORCE_HEART_SPAWN : BEQ .normal_behavior
|
||||
|
||||
DEC : STA !FORCE_HEART_SPAWN
|
||||
LDA #$00
|
||||
RTL
|
||||
|
||||
.normal_behavior
|
||||
LDA OverworldEventDataWRAM, X
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
SaveHeartCollectedStatus:
|
||||
LDA !SKIP_HEART_SAVE : BEQ .normal_behavior
|
||||
|
||||
DEC : STA !SKIP_HEART_SAVE
|
||||
RTL
|
||||
|
||||
.normal_behavior
|
||||
LDA OverworldEventDataWRAM, X : ORA.b #$40 : STA OverworldEventDataWRAM, X
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!REDRAW = "$7F5000"
|
||||
HeartPieceSpritePrep:
|
||||
PHA
|
||||
|
||||
LDA ServerRequestMode : BEQ + : : +
|
||||
LDA.l ServerRequestMode : BEQ + : : +
|
||||
|
||||
LDA #$01 : STA !REDRAW
|
||||
LDA $5D : CMP #$14 : BEQ .skip ; skip if we're mid-mirror
|
||||
LDA.b #$01 : STA.l RedrawFlag
|
||||
LDA.b LinkState : CMP.b #$14 : BEQ .skip ; skip if we're mid-mirror
|
||||
|
||||
LDA #$00 : STA !REDRAW
|
||||
LDA.b #$00 : STA.l RedrawFlag
|
||||
JSL.l LoadHeartPieceRoomValue ; load item type
|
||||
STA $0E80, X ; Store item type
|
||||
STA.w SpriteItemType, X ; Store item type
|
||||
JSL.l PrepDynamicTile
|
||||
|
||||
.skip
|
||||
PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!REDRAW = "$7F5000"
|
||||
HeartContainerSpritePrep:
|
||||
PHA
|
||||
|
||||
LDA #$00 : STA !REDRAW
|
||||
LDA.b #$00 : STA.l RedrawFlag
|
||||
JSL.l LoadHeartContainerRoomValue ; load item type
|
||||
STA $0E80, X ; Store item type
|
||||
STA.w SpriteItemType, X ; Store item type
|
||||
JSL.l PrepDynamicTile
|
||||
|
||||
PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
LoadHeartPieceRoomValue:
|
||||
LDA $1B : BEQ .outdoors ; check if we're indoors or outdoors
|
||||
LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
|
||||
.indoors
|
||||
JSL.l LoadIndoorValue
|
||||
JMP .done
|
||||
@@ -183,38 +154,37 @@ LoadHeartPieceRoomValue:
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!REDRAW = "$7F5000"
|
||||
HPItemReset:
|
||||
JSL $09AD58 ; GiveRupeeGift - thing we wrote over
|
||||
PHA : LDA #$01 : STA !REDRAW : PLA
|
||||
PHA : LDA.b #$01 : STA.l RedrawFlag : PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
MaybeMarkDigSpotCollected:
|
||||
PHA : PHP
|
||||
LDA $1B : BNE +
|
||||
LDA.b IndoorsFlag : BNE +
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA $8A
|
||||
LDA.b OverworldIndex
|
||||
CMP.w #$2A : BNE +
|
||||
LDA HasGroveItem : ORA.w #$0001 : STA HasGroveItem
|
||||
LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
|
||||
+
|
||||
PLP : PLA
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
|
||||
LDA IsEncrypted : BNE ?encrypted
|
||||
LDA.l IsEncrypted : BNE ?encrypted
|
||||
LDA.l <ItemLabel>
|
||||
BRA ?done
|
||||
?encrypted:
|
||||
PHX : PHP
|
||||
REP #$30 ; set 16-bit accumulator & index registers
|
||||
LDA $00 : PHA : LDA $02 : PHA
|
||||
LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
|
||||
|
||||
LDA.w #<TableLabel> : STA $00
|
||||
LDA.w #<TableLabel>>>16 : STA $02
|
||||
LDA.w #<TableLabel> : STA.b Scrap00
|
||||
LDA.w #<TableLabel>>>16 : STA.b Scrap02
|
||||
LDA.w #<ItemLabel>-<TableLabel>
|
||||
JSL RetrieveValueFromEncryptedTable
|
||||
|
||||
PLX : STX $02 : PLX : STX $01
|
||||
PLX : STX.b Scrap02 : PLX : STX.b Scrap01
|
||||
PLP : PLX
|
||||
?done:
|
||||
endmacro
|
||||
@@ -222,7 +192,7 @@ endmacro
|
||||
LoadIndoorValue:
|
||||
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 #225 : BNE +
|
||||
%GetPossiblyEncryptedItem(HeartPiece_Forest_Thieves, HeartPieceIndoorValues)
|
||||
JMP .done
|
||||
@@ -233,7 +203,7 @@ LoadIndoorValue:
|
||||
%GetPossiblyEncryptedItem(HeartPiece_Spectacle_Cave, HeartPieceIndoorValues)
|
||||
JMP .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 ++
|
||||
%GetPossiblyEncryptedItem(HeartPiece_Circle_Bushes, HeartPieceIndoorValues)
|
||||
JMP .done
|
||||
@@ -247,7 +217,7 @@ LoadIndoorValue:
|
||||
%GetPossiblyEncryptedItem(HeartPiece_Smith_Pegs, HeartPieceIndoorValues)
|
||||
JMP .done
|
||||
+ CMP.w #135 : BNE +
|
||||
LDA StandingKey_Hera
|
||||
LDA.l StandingKey_Hera
|
||||
JMP .done
|
||||
+
|
||||
LDA.w #$0017 ; default to a normal hp
|
||||
@@ -267,9 +237,9 @@ RTL
|
||||
LoadOutdoorValue:
|
||||
PHP
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA $8A
|
||||
LDA.b OverworldIndex
|
||||
CMP.w #$03 : BNE +
|
||||
LDA $22 : CMP.w #1890 : !BLT ++
|
||||
LDA.b LinkPosX : CMP.w #1890 : !BLT ++
|
||||
%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
|
||||
JMP .done
|
||||
++
|
||||
@@ -285,7 +255,7 @@ LoadOutdoorValue:
|
||||
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
|
||||
JMP .done
|
||||
+ CMP.w #$30 : BNE +
|
||||
LDA $22 : CMP.w #512 : !BGE ++
|
||||
LDA.b LinkPosX : CMP.w #512 : !BGE ++
|
||||
%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
|
||||
JMP .done
|
||||
++
|
||||
@@ -335,7 +305,7 @@ LoadHeartContainerRoomValue:
|
||||
LoadBossValue:
|
||||
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 #200 : BNE +
|
||||
%GetPossiblyEncryptedItem(HeartContainer_ArmosKnights, HeartContainerBossValues)
|
||||
JMP .done
|
||||
@@ -378,7 +348,7 @@ CheckIfBossRoom:
|
||||
; Carry set if we're in a boss room, unset otherwise.
|
||||
;--------------------------------------------------------------------------------
|
||||
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 #200 : BEQ .done
|
||||
CMP.w #51 : BEQ .done
|
||||
CMP.w #7 : BEQ .done
|
||||
|
||||
32
hudtext.asm
32
hudtext.asm
@@ -9,17 +9,17 @@ PHP
|
||||
; $7EC026 = When we find an empty item get set on 1
|
||||
; $7EC027 = character data
|
||||
|
||||
LDX #$80 : STX $2100
|
||||
LDX.b #$80 : STX.w INIDISP
|
||||
REP #$20
|
||||
LDA #$6000+$0340 : STA $2116
|
||||
LDA.w #$6000+$0340 : STA.w VMADDL
|
||||
|
||||
LDA.w #$C027 : STA $4342
|
||||
LDX.b #$7E : STX $4344
|
||||
LDA #$0040 : STA $4345
|
||||
LDA #$1801 : STA $4340
|
||||
LDX #$10 : STX $420B
|
||||
LDA.w #$C027 : STA.w A1T4L
|
||||
LDX.b #$7E : STX.w A1B4
|
||||
LDA.w #$0040 : STA.w DAS4L
|
||||
LDA.w #$1801 : STA.w DMAP4
|
||||
LDX.b #$10 : STX.w MDMAEN
|
||||
|
||||
LDX #$0F : STX $2100
|
||||
LDX.b #$0F : STX.w INIDISP
|
||||
PLP
|
||||
RTL
|
||||
}
|
||||
@@ -28,17 +28,17 @@ RTL
|
||||
ClearBG:
|
||||
{
|
||||
PHP
|
||||
LDX #$80 : STX $2100
|
||||
LDX.b #$80 : STX.w INIDISP
|
||||
REP #$20
|
||||
LDA #$6000+$0340 : STA $2116
|
||||
LDA.w #clearTable : STA $4342
|
||||
LDX.b #clearTable>>16 : STX $4344
|
||||
LDA.w #$6000+$0340 : STA.w VMADDL
|
||||
LDA.w #clearTable : STA.w A1T4L
|
||||
LDX.b #clearTable>>16 : STX.w A1B4
|
||||
|
||||
LDA #$0040 : STA $4345
|
||||
LDA #$1801 : STA $4340
|
||||
LDX #$10 : STX $420B
|
||||
LDA.w #$0040 : STA.w DAS4L
|
||||
LDA.w #$1801 : STA.w DMAP4
|
||||
LDX.b #$10 : STX.w MDMAEN
|
||||
|
||||
LDX #$0F : STX $2100
|
||||
LDX.b #$0F : STX.w INIDISP
|
||||
PLP
|
||||
RTL
|
||||
}
|
||||
@@ -3,8 +3,8 @@ ShouldOverrideFileLoad:
|
||||
CPY #$0A ; 0A = Ice/Mire floor file
|
||||
BNE .no
|
||||
|
||||
LDA $040C ; Dungeon number
|
||||
CMP #$12 ; Ice Palace
|
||||
LDA.w DungeonID ; Dungeon number
|
||||
CMP.b #$12 ; Ice Palace
|
||||
BEQ .yes
|
||||
.no
|
||||
CLC : RTS
|
||||
@@ -13,9 +13,9 @@ ShouldOverrideFileLoad:
|
||||
|
||||
BgGraphicsLoading:
|
||||
; Instructions overwritten
|
||||
STZ $00
|
||||
STX $01
|
||||
STA $02
|
||||
STZ.b Scrap00
|
||||
STX.b Scrap01
|
||||
STA.b Scrap02
|
||||
|
||||
JSR ShouldOverrideFileLoad
|
||||
BCS .useSpecialIcePalaceFile
|
||||
@@ -25,24 +25,22 @@ BgGraphicsLoading:
|
||||
; We're loading the floor tiles in Ice Palace. Instead of the normal file,
|
||||
; load another one that replaces the bridge tiles with the Bombos medallion
|
||||
|
||||
;LDA $FFFFFF
|
||||
|
||||
LDA.b #IcePalaceFloorGfx>>16
|
||||
STA $02
|
||||
STA.b Scrap02
|
||||
REP #$20
|
||||
LDA.w #IcePalaceFloorGfx
|
||||
STA $00
|
||||
STA.b Scrap00
|
||||
LDX.b #64*2 ; Tiles to load * 2
|
||||
-
|
||||
; Unrolled loop to upload half a tile
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA [$00] : STA $2118 : INC $00 : INC $00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
LDA.b [$00] : STA.w VMDATAL : INC.b Scrap00 : INC.b Scrap00
|
||||
DEX
|
||||
BNE -
|
||||
|
||||
@@ -51,7 +49,7 @@ BgGraphicsLoading:
|
||||
|
||||
ReloadingFloors:
|
||||
SEP #$30 ; 8 AXY
|
||||
LDA $7EC2F8 ; Floor file that has been decompressed
|
||||
LDA.l LastBGSet ; Floor file that has been decompressed
|
||||
TAY
|
||||
JSR ShouldOverrideFileLoad
|
||||
REP #$30 ; 16 AXY
|
||||
@@ -76,6 +74,6 @@ ReloadingFloors:
|
||||
; Pretend that we ran the original routine
|
||||
LDX.w #$0800
|
||||
LDA.w #$6600
|
||||
STA $03
|
||||
STA.b Scrap03
|
||||
|
||||
JML ReloadingFloorsCancel
|
||||
|
||||
46
init.asm
46
init.asm
@@ -5,57 +5,57 @@
|
||||
; called and it only gets called once ever during RESET.
|
||||
;--------------------------------------------------------------------------------
|
||||
Init_Primary:
|
||||
LDA #$00
|
||||
LDA.b #$00
|
||||
|
||||
LDX #$00 ; initalize our ram
|
||||
LDX.b #$00 ; initalize our ram
|
||||
-
|
||||
STA $7EC025, X
|
||||
STA $7F5000, X
|
||||
STA.l $7EC025, X
|
||||
STA.l $7F5000, X
|
||||
INX
|
||||
CPX #$10 : !BLT -
|
||||
CPX.b #$10 : !BLT -
|
||||
|
||||
LDX #$10 ; initalize more ram
|
||||
LDX.b #$10 ; initalize more ram
|
||||
-
|
||||
STA $7F5000, X
|
||||
STA.l $7F5000, X
|
||||
INX
|
||||
CPX #$FF : !BLT -
|
||||
CPX.b #$FF : !BLT -
|
||||
|
||||
LDX #$00
|
||||
LDX.b #$00
|
||||
-
|
||||
LDA RomNameSRAM, X : CMP $00FFC0, X : BNE .clear
|
||||
LDA.l RomNameSRAM, X : CMP.w $FFC0, X : BNE .clear
|
||||
INX
|
||||
CPX #$15 : !BLT -
|
||||
CPX.b #$15 : !BLT -
|
||||
BRA .done
|
||||
.clear
|
||||
REP #$30 ; set 16-bit accumulator & index registers
|
||||
LDA.w #$0000
|
||||
-
|
||||
STA $700000, X
|
||||
STA.l $700000, X
|
||||
INX
|
||||
CPX #$2000 : !BLT -
|
||||
CPX.w #$2000 : !BLT -
|
||||
SEP #$30 ; set 8-bit accumulator & index registers
|
||||
LDX #$00
|
||||
LDX.b #$00
|
||||
-
|
||||
LDA $00FFC0, X : STA RomNameSRAM, X
|
||||
LDA.w $FFC0, X : STA.l RomNameSRAM, X
|
||||
INX
|
||||
CPX #$15 : !BLT -
|
||||
LDX #$00
|
||||
LDX.b #$00
|
||||
-
|
||||
LDA RomVersion, X : STA RomVersionSRAM, X
|
||||
LDA.w RomVersion, X : STA.l RomVersionSRAM, X
|
||||
INX
|
||||
CPX #$04 : !BLT -
|
||||
CPX.b #$04 : !BLT -
|
||||
.done
|
||||
|
||||
REP #$20
|
||||
LDA.l OneMindTimer : STA.l !ONEMIND_TIMER
|
||||
LDA.l OneMindTimerInit : STA.l OneMindTimerRAM
|
||||
SEP #$20
|
||||
|
||||
LDA.b #$01 : STA $420D ; enable fastrom access on upper banks
|
||||
STA.l !ONEMIND_ID
|
||||
LDA.b #$01 : STA.w MEMSEL ; enable fastrom access on upper banks
|
||||
STA.l OneMindId
|
||||
|
||||
LDA.b #$10 : STA $BC ; set default player sprite bank
|
||||
LDA.b #$10 : STA.b PlayerSpriteBank ; set default player sprite bank
|
||||
|
||||
LDA.b #$81 : STA $4200 ; thing we wrote over, turn on NMI & gamepad
|
||||
LDA.b #$81 : STA.w NMITIMEN ; thing we wrote over, turn on NMI & gamepad
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
; Init_PostRAMClear
|
||||
|
||||
@@ -20,7 +20,7 @@ InitRoomDataWRAM:
|
||||
org $30B060 ; PC 0x183060
|
||||
InitATAltarRoom: dw $0000 ; aga curtains
|
||||
org $30B092 ; PC 0x183092
|
||||
InitSWBackEntryRoom: dw $0000 ; skull woods curtains (?)
|
||||
InitSWBackEntryRoom: dw $0000 ; skull woods curtains
|
||||
|
||||
org $30B20C
|
||||
dw $F000, $F000 ; Pre-open kak bomb hut & brewery
|
||||
|
||||
584
inventory.asm
584
inventory.asm
File diff suppressed because it is too large
Load Diff
127
inverted.asm
127
inverted.asm
@@ -35,7 +35,7 @@ Overworld_CreatePyramidHoleModified:
|
||||
JSL C9DE_LONG
|
||||
JSL C9DE_LONG
|
||||
|
||||
LDA.w #$FFFF : STA $1012, Y
|
||||
LDA.w #$FFFF : STA.w GFXStripes+$12, Y
|
||||
|
||||
JMP .ending
|
||||
.originalBehaviour
|
||||
@@ -64,33 +64,33 @@ Overworld_CreatePyramidHoleModified:
|
||||
JSL C9DE_LONG
|
||||
JSL C9DE_LONG
|
||||
|
||||
LDA.w #$FFFF : STA $1012, Y
|
||||
LDA.w #$FFFF : STA.w GFXStripes+$12, Y
|
||||
|
||||
.ending
|
||||
LDA.w #$3515 : STA $012D
|
||||
LDA.w #$3515 : STA.w SFX1
|
||||
|
||||
SEP #$30
|
||||
|
||||
LDA OverworldEventDataWRAM+$5B : ORA.b #$20 : STA OverworldEventDataWRAM+$5B
|
||||
LDA.l OverworldEventDataWRAM+$5B : ORA.b #$20 : STA.l OverworldEventDataWRAM+$5B
|
||||
|
||||
LDA.b #$03 : STA $012F
|
||||
LDA.b #$03 : STA.w SFX3
|
||||
|
||||
LDA.b #$01 : STA $14
|
||||
LDA.b #$01 : STA.b NMISTRIPES
|
||||
|
||||
RTL
|
||||
;------------------------------------------------------------------------------
|
||||
Draw_PyramidOverlay:
|
||||
LDA.l InvertedMode : AND.w #$00FF : BNE .done
|
||||
.normal
|
||||
LDA.w #$0E39 : STA $23BC
|
||||
INC A : STA $23BE
|
||||
INC A : STA $23C0
|
||||
INC A : STA $243C
|
||||
INC A : STA $243E
|
||||
INC A : STA $2440
|
||||
INC A : STA $24BC
|
||||
INC A : STA $24BE
|
||||
INC A : STA $24C0
|
||||
LDA.w #$0E39 : STA.w $23BC
|
||||
INC A : STA.w $23BE
|
||||
INC A : STA.w $23C0
|
||||
INC A : STA.w $243C
|
||||
INC A : STA.w $243E
|
||||
INC A : STA.w $2440
|
||||
INC A : STA.w $24BC
|
||||
INC A : STA.w $24BE
|
||||
INC A : STA.w $24C0
|
||||
.done
|
||||
RTL
|
||||
;------------------------------------------------------------------------------
|
||||
@@ -130,43 +130,44 @@ db $02, $02, $02, $00, $08, $02, $02, $00, $00, $00, $00, $01, $00, $00, $20, $0
|
||||
db $02, $02, $02, $02, $02, $02, $02, $00, $00, $01, $01, $01, $02, $00, $08, $00
|
||||
|
||||
Electric_Barrier:
|
||||
LDA InvertedMode : BEQ .done
|
||||
LDA OverworldEventDataWRAM, X : ORA #$40 : STA OverworldEventDataWRAM, X ;set barrier dead
|
||||
LDA.l InvertedMode : BEQ .done
|
||||
LDA.l OverworldEventDataWRAM, X : ORA.b #$40 : STA.l OverworldEventDataWRAM, X ;set barrier dead
|
||||
.done
|
||||
LDA OverworldEventDataWRAM, X ; what we wrote over
|
||||
LDA.l OverworldEventDataWRAM, X ; what we wrote over
|
||||
RTL
|
||||
|
||||
|
||||
GanonTowerAnimation:
|
||||
LDA InvertedMode : BEQ .done
|
||||
LDA.b #$1B : STA $012F
|
||||
STZ $04C6
|
||||
STZ $B0
|
||||
STZ $0710
|
||||
STZ $02E4
|
||||
LDA.l InvertedMode : BEQ .done
|
||||
LDA.b #$1B : STA.w SFX3
|
||||
STZ.w OWEntranceCutscene
|
||||
STZ.b SubSubModule
|
||||
STZ.w SkipOAM
|
||||
STZ.w CutsceneFlag
|
||||
|
||||
STZ $0FC1
|
||||
STZ.w FreezeSprites
|
||||
|
||||
STZ $011A
|
||||
STZ $011B
|
||||
STZ $011C
|
||||
STZ $011D
|
||||
LDA.b #$02 : STA $012C
|
||||
LDA.b #$09 : STA $012D
|
||||
RTL
|
||||
.done
|
||||
LDA.b #$05 : STA $04C6 ;what we wrote over
|
||||
STZ $B0 ; (continued)
|
||||
STZ $C8 ; (continued)
|
||||
STZ.w BG1ShakeV
|
||||
STZ.w BG1ShakeV+1
|
||||
STZ.w BG1ShakeH
|
||||
STZ.w BG1ShakeH+1
|
||||
LDA.b #$02 : STA.w MusicControlRequest
|
||||
LDA.b #$09 : STA.w SFX1
|
||||
RTL
|
||||
|
||||
.done
|
||||
LDA.b #$05 : STA.w OWEntranceCutscene ; what we wrote over
|
||||
STZ.b SubSubModule ; (continued)
|
||||
STZ.b ScrapBufferBD+$0B ; (continued)
|
||||
RTL
|
||||
|
||||
GanonTowerInvertedCheck:
|
||||
{
|
||||
LDA InvertedMode : BEQ .done
|
||||
LDA #$01 ; Load a random value so it doesn't BEQ
|
||||
LDA.l InvertedMode : BEQ .done
|
||||
LDA.b #$01 ; Load a random value so it doesn't BEQ
|
||||
RTL
|
||||
.done
|
||||
LDA $8A : CMP.b #$43 ;what we wrote over
|
||||
LDA.b OverworldIndex : CMP.b #$43 ;what we wrote over
|
||||
RTL
|
||||
}
|
||||
|
||||
@@ -174,14 +175,14 @@ GanonTowerInvertedCheck:
|
||||
;Hard coded rock removed in LW for Inverted mode
|
||||
HardcodedRocks:
|
||||
|
||||
LDA InvertedMode : AND.w #$00FF : BEQ .normalrocks
|
||||
LDA.l InvertedMode : AND.w #$00FF : BEQ .normalrocks
|
||||
BRA .noRock2
|
||||
.normalrocks
|
||||
LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock
|
||||
STA $7E22A8
|
||||
LDA.w #$020F : LDX.b OverworldIndex : CPX.w #$0033 : BNE .noRock
|
||||
STA.l $7E22A8
|
||||
.noRock
|
||||
CPX.w #$002F : BNE .noRock2
|
||||
STA $7E2BB2
|
||||
STA.l $7E2BB2
|
||||
.noRock2
|
||||
RTL
|
||||
|
||||
@@ -194,44 +195,44 @@ TurtleRockPegSolved:
|
||||
RTL
|
||||
|
||||
MirrorBonk:
|
||||
; must preserve X/Y, and must preserve $00-$0F
|
||||
LDA.l InvertedMode : BEQ .normal
|
||||
; must preserve X/Y, and must preserve $00-$0F
|
||||
LDA.l InvertedMode : BEQ .normal
|
||||
|
||||
; Goal: use $20 and $22 to decide to force a bonk
|
||||
; if we want to bonk branch to .forceBonk
|
||||
; otherwise fall through to .normal
|
||||
; Goal: use $20 and $22 to decide to force a bonk
|
||||
; if we want to bonk branch to .forceBonk
|
||||
; otherwise fall through to .normal
|
||||
PHX : PHP
|
||||
PHB : PHK : PLB
|
||||
LDA $8A : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
|
||||
LDA.b OverworldIndex : AND.b #$40 : BEQ .endLoop ;World we're in? branch if we are in LW we don't want bonks
|
||||
REP #$30
|
||||
LDX #$0000
|
||||
LDX.w #$0000
|
||||
.loop
|
||||
LDA.l .bonkRectanglesTable, X ;Load X1
|
||||
CMP $22 : !BGE ++
|
||||
CMP.b LinkPosX : !BGE ++
|
||||
;IF X > X1
|
||||
LDA.l .bonkRectanglesTable+2, X ; Load X2
|
||||
CMP $22 : !BLT ++
|
||||
CMP.b LinkPosX : !BLT ++
|
||||
;IF X < X2
|
||||
LDA.l .bonkRectanglesTable+4, X ;Load Y1
|
||||
CMP $20 : !BGE ++
|
||||
CMP.b LinkPosY : !BGE ++
|
||||
;IF Y > Y1
|
||||
LDA.l .bonkRectanglesTable+6, X ; Load Y2
|
||||
CMP $20 : !BLT ++
|
||||
CMP.b LinkPosY : !BLT ++
|
||||
;IF Y < Y2
|
||||
;Bonk Here
|
||||
PLB : PLP : PLX
|
||||
BRA .forceBonk
|
||||
++
|
||||
TXA : !ADD #$0008 : CMP #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
|
||||
TAX
|
||||
BRA .loop
|
||||
.endbonkRectanglesTable
|
||||
++
|
||||
TXA : !ADD #$0008 : CMP.w #.tableEnd-.bonkRectanglesTable : BEQ .endLoop
|
||||
TAX
|
||||
BRA .loop
|
||||
.endbonkRectanglesTable
|
||||
|
||||
.endLoop
|
||||
PLB : PLP : PLX
|
||||
.endLoop
|
||||
PLB : PLP : PLX
|
||||
.normal
|
||||
;Not forcing a bonk, so the vanilla bonk detection run.
|
||||
LDA $0C : ORA $0E
|
||||
;Not forcing a bonk, so the vanilla bonk detection run.
|
||||
LDA.b Scrap0C : ORA.b Scrap0E
|
||||
JML.l MirrorBonk_NormalReturn
|
||||
.forceBonk
|
||||
JML.l MirrorBonk_BranchGamma
|
||||
|
||||
1774
invertedmaps.asm
1774
invertedmaps.asm
File diff suppressed because it is too large
Load Diff
@@ -1,9 +1,9 @@
|
||||
;Statically mapped at $A1A000 Referenced by the front end. Do not move without coordination.
|
||||
InvertedTileAttributeLookup:
|
||||
SEP #$20
|
||||
LDA $8A : CMP.b #$47 : BEQ .turtleRock
|
||||
LDA Overworld_TileAttr, X
|
||||
LDA.b OverworldIndex : CMP.b #$47 : BEQ .turtleRock
|
||||
LDA.l Overworld_TileAttr, X
|
||||
JML.l Overworld_GetTileAttrAtLocation_continue
|
||||
.turtleRock
|
||||
LDA Inverted_TR_TileAttributes, X
|
||||
LDA.l Inverted_TR_TileAttributes, X
|
||||
JML.l Overworld_GetTileAttrAtLocation_continue
|
||||
|
||||
@@ -32,7 +32,7 @@ ItemDowngradeFixMain:
|
||||
CPY.b #$00 : BEQ .isUncleSwordShield ; Fighter's Sword & Shield
|
||||
|
||||
.done
|
||||
STA [$00] ; thing we wrote over part 2
|
||||
STA.b [Scrap00] ; thing we wrote over part 2
|
||||
.dontWrite
|
||||
RTS
|
||||
.isPowerGloves
|
||||
@@ -41,8 +41,8 @@ RTS
|
||||
.isBlueBoomerang
|
||||
.isBow
|
||||
.isBowAndArrows
|
||||
CMP [$00] : !BGE .done ; finished if we're upgrading
|
||||
LDA [$00] ; reload old value
|
||||
CMP.b [$00] : !BGE .done ; finished if we're upgrading
|
||||
LDA.b [$00] ; reload old value
|
||||
RTS
|
||||
.isSilverArrowBow
|
||||
.isRedBoomerang
|
||||
@@ -51,31 +51,31 @@ RTS
|
||||
.isShovel
|
||||
.isMushroom
|
||||
PHA
|
||||
LDA [$00] : BNE + ; don't upgrade if we already have the toggle for it
|
||||
LDA.b [Scrap00] : BNE + ; don't upgrade if we already have the toggle for it
|
||||
PLA
|
||||
STA [$00]
|
||||
STA.b [Scrap00]
|
||||
RTS
|
||||
+
|
||||
PLA
|
||||
RTS
|
||||
.isSword
|
||||
PHA
|
||||
LDA HighestSword : STA $04
|
||||
LDA.l HighestSword : STA.b Scrap04
|
||||
TYA ; load sword item
|
||||
CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter's sword to normal one
|
||||
CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one
|
||||
INC : CMP $04 : !BGE + ; skip if highest is lower (this is an upgrade)
|
||||
LDA $04 : DEC ; convert to item id
|
||||
TAY : PLA : LDA $04 ; put sword id into the thing to write
|
||||
INC : CMP.b Scrap04 : !BGE + ; skip if highest is lower (this is an upgrade)
|
||||
LDA.b Scrap04 : DEC ; convert to item id
|
||||
TAY : PLA : LDA.b Scrap04 ; put sword id into the thing to write
|
||||
JMP .done
|
||||
+
|
||||
PLA
|
||||
JMP .done
|
||||
.isUncleSwordShield
|
||||
PHA
|
||||
LDA HighestSword : STA [$00] ; already set to 1 if we had no sword, always keep highest
|
||||
INC $00
|
||||
LDA HighestShield : STA [$00]
|
||||
LDA.l HighestSword : STA.b [Scrap00] ; already set to 1 if we had no sword, always keep highest
|
||||
INC.b Scrap00
|
||||
LDA.l HighestShield : STA.b [Scrap00]
|
||||
PLA
|
||||
RTS
|
||||
;================================================================================
|
||||
|
||||
@@ -4,39 +4,39 @@
|
||||
; Output: 0 for darkness, 1 for lamp cone
|
||||
;--------------------------------------------------------------------------------
|
||||
LampCheck:
|
||||
LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
|
||||
CMP.b #$FF : BNE + : INC : RTL : +
|
||||
|
||||
LDA LampEquipment : BNE .done ; skip if we already have lantern
|
||||
|
||||
LDA CurrentWorld : BNE +
|
||||
.lightWorld
|
||||
LDA $040C : BNE ++ ; check if we're in sewers
|
||||
LDA LampConeSewers : BRA .done
|
||||
++
|
||||
LDA LampConeLightWorld : BRA .done
|
||||
+
|
||||
.darkWorld
|
||||
LDA LampConeDarkWorld
|
||||
.done
|
||||
;BNE + : STZ $1D : + ; remember to turn cone off after a torch
|
||||
LDA.l LightConeModifier : CMP.b #$01 : BNE + : RTL : +
|
||||
CMP.b #$FF : BNE + : INC : RTL : +
|
||||
LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
|
||||
LDA.w DungeonID : BNE + ; check if we're in sewers
|
||||
LDA.l LampConeSewers : RTL
|
||||
+ : TDC
|
||||
.lamp
|
||||
RTL
|
||||
;================================================================================
|
||||
;--------------------------------------------------------------------------------
|
||||
; Output: 0 locked, 1 open
|
||||
;--------------------------------------------------------------------------------
|
||||
CheckForZelda:
|
||||
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
|
||||
LDA.b #$01 ; pretend we have zelda anyway
|
||||
RTL
|
||||
+
|
||||
LDA FollowerIndicator
|
||||
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
|
||||
LDA.b #$01 ; pretend we have zelda anyway
|
||||
RTL
|
||||
+
|
||||
LDA.l FollowerIndicator
|
||||
RTL
|
||||
;================================================================================
|
||||
;--------------------------------------------------------------------------------
|
||||
SetOverlayIfLamp:
|
||||
JSL.l LampCheck
|
||||
STA $1D ; write it directly to the overlay, this isn't a terrible idea at all
|
||||
JSL.l LampCheck
|
||||
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
|
||||
RTL
|
||||
;================================================================================
|
||||
;LDA CurrentWorld : EOR #$40 : LSR #6 : AND #$01 ; return the same result as having the lantern in the light world
|
||||
; Mantle Object Changes
|
||||
;--------------------------------------------------------------------------------
|
||||
Mantle_CorrectPosition:
|
||||
LDA.l ProgressFlags : AND.b #$04 : BEQ +
|
||||
LDA.b #$0A : STA.w SpritePosXLow, X ; just spawn it off to the side where we know it should be
|
||||
LDA.b #$03 : STA.w SpritePosXHigh, X
|
||||
LDA.b #$90 : STA.w SpriteSpawnStep, X
|
||||
+
|
||||
LDA.w SpritePosYLow, X : !ADD.b #$03 ; thing we did originally
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -6,20 +6,13 @@
|
||||
; MaidenCrystalScript
|
||||
;--------------------------------------------------------------------------------
|
||||
MaidenCrystalScript:
|
||||
LDA.b #$00 : STA $7F5091
|
||||
STZ $02D8
|
||||
STZ $02DA
|
||||
STZ $2E
|
||||
LDA #$02 : STA $2F
|
||||
|
||||
; Load the dungeon index. Is it the Dark Palace?
|
||||
;LDA $040C : !SUB.b #$0A : TAY : CPY.b #$02 : BNE +
|
||||
; LDA MapIcons : CMP.b #$07 : BCS ++ : LDA.b #$07 : STA MapIcons : ++
|
||||
;+
|
||||
|
||||
LDA CrystalsField : AND.b #$7F : CMP.b #$7F : BNE + ; check if we have all crystals
|
||||
LDA.b #$08 : STA MapIcons ; Update the map icon to just be Ganon's Tower
|
||||
LDA.b #$00 : STA.l BusyItem
|
||||
STZ.w ItemReceiptID
|
||||
STZ.w ItemReceiptPose
|
||||
STZ.b LinkAnimationStep
|
||||
LDA.b #$02 : STA.w LinkDirection
|
||||
LDA.l CrystalsField : AND.b #$7F : CMP.b #$7F : BNE + ; check if we have all crystals
|
||||
LDA.b #$08 : STA.l MapIcons ; Update the map icon to just be Ganon's Tower
|
||||
+
|
||||
|
||||
JML.l $1ECF35 ; <- F4F35 - sprite_crystal_maiden.asm : 426
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
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Reference in New Issue
Block a user