Add bomb-only mode

This commit is contained in:
2021-06-26 08:03:24 -07:00
parent b9193d2fbf
commit b3d649a0fb
15 changed files with 665 additions and 221 deletions

2
.gitignore vendored
View File

@@ -2,4 +2,4 @@ tournament.asm
/build
/.idea
/__pycache__
/.vscode
/.vscode

View File

@@ -58,6 +58,7 @@ db #$20, #$19, #$08, #$31 ; year/month/day
;$7EF420 - $7EF466 - Stat Tracking Bank 1 (overlaps with RNG Item Flags)
;$7EF450 - $7EF45F - RNG Item (Single) Flags
;$7EF4A0 - $7EF4A7 - Service Request Block
!PROGRESSIVE_BOMBS = "$7EF4A8"
!FRESH_FILE_MARKER = "$7EF4F0" ; zero if fresh file
;$700500 - $70050F - Extended File Name
;$701000 - $70100F - Password (incorporate into log header)
@@ -221,6 +222,7 @@ incsrc fastcredits.asm
incsrc msu.asm
incsrc multiworld.asm
incsrc terrorpin.asm
incsrc special_bombs.asm
warnpc $A58000
;org $228000 ; contrib area
@@ -300,6 +302,11 @@ InvertedCastleHole: ;address used by front end. DO NOT MOVE!
incbin sheet73.gfx
warnpc $31E501
org $31E800
Damage_Table_Alt:
incbin damage_table_sword_bombs.bin
warnpc $31F001
org $338000
GFX_HUD_Palette:
incbin hudpalette.pal

Binary file not shown.

View File

@@ -142,9 +142,10 @@ SetEscapeAssist:
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
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 #$40 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$20 : BEQ + : STA !INFINITE_BOMBS : +
BIT.b #$10 : BEQ + : STA !INFINITE_ARROWS : +
++
RTL
;--------------------------------------------------------------------------------

View File

@@ -268,7 +268,7 @@ RTL
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA $7EF35C : ORA $7EF35D : ORA $7EF35E : ORA $7EF35F : BNE .normal
.noInventory
LDA $0D80, X : !ADD #$08 : STA $0D80, X
LDA.b #$51
@@ -299,31 +299,35 @@ RTL
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability
JSL.l CheckGanonVulnerability
REP #$20
BCS +
LDA.w #$018D : BRA ++
+
LDA.w #$018D : BRA ++
+
LDA.l SpecialBombs
AND.w #$00FF : BEQ + ; branch if not special bomb mode
LDA.w #$0195 : BRA ++
+
LDA.l $7EF38E
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
+
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : BRA ++
+
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : BRA ++
+
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : BRA ++
+
LDA.w #$016E
++
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
+
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : BRA ++
+
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : BRA ++
+
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : BRA ++
+
LDA.w #$016E
++
STA $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
@@ -361,7 +365,7 @@ DialogBombosTablet:
LDA $7EF359 : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
.yesText
PLA
PLA
LDA.b #$0D
LDY.b #$01
JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
@@ -373,7 +377,7 @@ RTL
DialogSahasrahla:
LDA.l $7EF374 : AND #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
LDY.b #$00
JML Sprite_ShowMessageUnconditional
+
RTL
@@ -454,7 +458,7 @@ RTL
CalculateSignIndex:
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; 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
@@ -463,13 +467,13 @@ CalculateSignIndex:
LDA $21 : AND.w #$0002 : ASL #2 : EOR $8A : 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 +
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:
TYA : AND.w #$00FF : TAY
TYA : AND.w #$00FF : TAY
.done
RTL

View File

@@ -143,7 +143,7 @@ OnNewFile:
BPL -
LDX #$000E : -
LDA $7EF37C, X : STA $7EF4E0, X
LDA $7EF37C, X : STA $7EF4E0, X
DEX : DEX
BPL -
@@ -256,6 +256,6 @@ PostItemAnimation:
JML.l Ancilla_ReceiveItem_objectFinished
+
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
JML.l Ancilla_ReceiveItem_optimus+6
;--------------------------------------------------------------------------------

64
generate_bomb_table.rb Normal file
View File

@@ -0,0 +1,64 @@
def process_values(sprite, values)
ret = values.clone
if [1, 2].include?(ret[0]) # boomerang
ret[0] = 0
end
if ret[6] > 0 && sprite != 0x84 # bow and not red eyegore/mimic
ret[6] = 0
end
if ret[7] == 2 # hookshot
ret[7] = 0
end
if ret[9] > 0 && sprite != 0x84 # silver bow and not red eyegore/mimic
ret[9] = 0
end
if ret[10] == 4 # powder
ret[10] = 0
end
if ret[11] > 0 && ![0xA1, 0xA3, 0xCD].include?(sprite) # fire rod
ret[11] = 0
end
if ret[12] != 3 && sprite != 0xCC # ice rod
ret[12] = 0
end
if ret[13] != 3 && ![0xA3, 0xA1].include?(sprite) # bombos
ret[13] = 0
end
if ret[14] != 1 # ether
ret[14] = 0
end
if ret[15] != 3 # quake
ret[15] = 0
end
return ret
end
def split_value(byte)
return [byte >> 4, byte & 0x0F]
end
def join_values(value1, value2)
return (value1 & 0x0F) << 4 | (value2 & 0x0F)
end
File.open("damage_table.bin") do |input|
File.open("damage_table_sword_bombs.bin", "w") do |output|
i_enum = input.each_byte
(0...0xD7).each do |sprite|
values = []
(0...8).each do
values += split_value(i_enum.next)
end
v_enum = process_values(sprite, values).to_enum
(0...8).each do
output.putc(join_values(v_enum.next, v_enum.next))
end
end
begin
while true
output.putc(i_enum.next)
end
rescue StopIteration
end
end
end

View File

@@ -326,6 +326,12 @@ JSL.l LoadBombCount16
org $0DDEB3 ; <- 6DEB3 - equipment.asm : 328 (LDA $7EF33F, X)
JSL.l IsItemAvailable
;--------------------------------------------------------------------------------
org $0DDDE8 ; <- 6DDE8 - equipment.asm : 148 (LDA $7EF340)
JSL.l SearchForEquippedItem
;--------------------------------------------------------------------------------
org $0DDE70 ; <- 6DE70 - equipment.asm : 273 (LDA $7EF340)
JSL.l SearchForEquippedItem
;--------------------------------------------------------------------------------
org $0DE39D ; <- 6E39D - equipment.asm : 1109 (LDA $7EF340)
JSL.l SearchForEquippedItem
;--------------------------------------------------------------------------------
@@ -922,12 +928,9 @@ LDA.w AddReceivedItemExpanded_item_target_addr+1, X
org $09861F ; 4861F - ancilla_init.asm:724 (LDA .item_values, Y)
LDA.w AddReceivedItemExpanded_item_values, Y
org $098627 ; 48627 - ancilla_init.asm:731 (LDA .item_target_addr+0, X)
LDA.w AddReceivedItemExpanded_item_target_addr+0, X
org $09862C ; 4862C - ancilla_init.asm:722 (LDA .item_target_addr+1, X)
LDA.w AddReceivedItemExpanded_item_target_addr+1, X
org $098635 ; 48635 - ancilla_init.asm:727 (LDA .item_values, Y)
LDA.w AddReceivedItemExpanded_item_values, Y
org $098624 ; 48624 - ancilla_init.asm:728 (TYA : ASL A : TAX)
JSL.l UpdateInventoryLocationExpanded
BRA + : NOP #18 : +
org $0986AA ; 486AA - ancilla_init.asm:848 (LDA .item_masks, X)
LDA.w AddReceivedItemExpanded_item_masks, X
@@ -2335,9 +2338,6 @@ NOP #6
;--------------------------------------------------------------------------------
org $09865E ; <- 4865E
JSL.l $1BEE1B ; fix something i wrote over i shouldn't have
;--------------------------------------------------------------------------------
org $098638 ; <- 48638 - ancilla_init.asm:737 - LDA .item_values, Y : BMI .dontWrite (BMI)
JSL.l ItemDowngradeFix
;================================================================================
;================================================================================
@@ -2719,3 +2719,44 @@ JSL FixTerrorpin ; 4 bytes
NOP ; 1 byte
;--------------------------------------------------------------------------------
;================================================================================
; Bomb-Only Mode
;--------------------------------------------------------------------------------
org $06ECC3 ; Bank06.asm@4704 (PHX : TAX : LDA.l .damage_classes, X : PLX)
JSL DamageClassCalc
BRA + : NOP #29 : +
;--------------------------------------------------------------------------------
org $0882D4 ; Bank08.asm@445 (PHX : TYX : ... )
JSL Utility_CheckAncillaOverlapWithSprite
BRA + : NOP #5 : +
;--------------------------------------------------------------------------------
org $088DB1 ; Bank08.asm@1207 (PHY : PHX : TYX : ... )
JSL Utility_CheckAncillaOverlapWithSprite
BRA + : NOP #7 : +
--------------------------------------------------------------------------------
org $0882E8 ; Bank08.asm@456 (LDA $0DB0, Y : CMP.b #$03)
JSL Utility_CheckHelmasaurKingCollision
NOP
;--------------------------------------------------------------------------------
org $1E838C ; sprite_helmasaur_king.asm@522 (LDA $0301 : AND.b #$0A)
JSL Utility_CheckHammerHelmasaurKingMask
NOP
;--------------------------------------------------------------------------------
org $06ED94 ; Bank06.asm@4866 (LDA $0E60, X : AND.b #$40)
JSL Utility_CheckImpervious
NOP
;--------------------------------------------------------------------------------
org $068F94 ; sprite_prep.asm@1984 (INC $0BA0, X : JSL Sprite_InitializedSegmented)
JSL AllowBombingMoldorm
BRA + : NOP : +
;--------------------------------------------------------------------------------
org $0DEE05 ; equipment.asm@2065 (LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : ...)
JSL DrawSwordInMenu
BRA + : NOP #16 : +
;--------------------------------------------------------------------------------
org $0DFC51 ; is this being used? I hope not! let's find out if anything breaks!
db $B2, $3C, $B3, $3C, $C2, $3C, $17, $3C
db $B2, $2C, $B3, $2C, $C2, $2C, $18, $2C
db $B2, $24, $B3, $24, $C2, $24, $19, $24
db $B2, $28, $B3, $28, $C2, $28, $1A, $28
db $B2, $28, $B3, $28, $C2, $28, $1B, $28

View File

@@ -58,4 +58,4 @@ Init_PostRAMClear:
JSL MSUInit
JSL InitRNGPointerTable
JML $00D463 ; The original target of the jump table that we hijacked
JML $00D463 ; The original target of the jump table that we hijacked

View File

@@ -40,6 +40,11 @@
; #$90 - Big Keys
; #$A0 - Small Keys
; #$B0 - Bee Trap
; #$B1 - L-2 Bombs
; #$B2 - L-3 Bombs
; #$B3 - L-4 Bombs
; #$B4 - L-5 Bombs
; #$B5 - Progressive Bombs
; #$FE - Server Request (Asychronous Chest)
; #$FF - Null Chest
;--------------------------------------------------------------------------------
@@ -69,23 +74,23 @@
;JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteGfxFile:
CMP.b #$0C : BNE +
CMP.b #$0C : BNE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$23 : BNE +
CMP.b #$23 : BNE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$48 : BNE +
CMP.b #$48 : BNE +
LDY.b #$60 : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$24 : !BGE +
CMP.b #$24 : !BGE +
LDY.b #$5B : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$37 : !BGE +
CMP.b #$37 : !BGE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$39 : !BGE +
CMP.b #$39 : !BGE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
LDY.b #$32
@@ -276,7 +281,7 @@ AddReceivedItemExpandedGetItem:
+ CMP.b #$57 : BNE + ; Programmable Object 3
%ProgrammableItemLogic(3)
JMP .done
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
+ CMP.b #$58 : BNE + ; Upgrade-Only Silver Arrows
LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
LDA $7EF340 : BEQ ++ : CMP.b #$03 : !BGE ++
@@ -412,6 +417,7 @@ AddReceivedItemExpandedGetItem:
PLX
LDA $02E9 : CMP.b #$01 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
@@ -529,9 +535,9 @@ AddReceivedItemExpanded:
LDA $7EF340 : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
+ LDA $7EF340 : INC : LSR : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : BRA .done
LDA.b #$3A : STA $02D8 : JMP .done
+ ; Any Bow
LDA.b #$3B : STA $02D8 : BRA .done
LDA.b #$3B : STA $02D8 : JMP .done
++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +++
LDA.l !INVENTORY_SWAP_2 : ORA #$20 : STA.l !INVENTORY_SWAP_2
@@ -552,40 +558,51 @@ AddReceivedItemExpanded:
LDA !MULTIWORLD_ITEM_PLAYER_ID : BEQ +++
LDA.b #$0E : STA $02D8 : BRA .done ; Bee in a bottle
+++
++ : CMP.b #$B5 : BNE ++ ; Progressive Bombs
LDA $7EF4A8
CMP.b #$00 : BNE + ; L-1 Bombs
LDA.b #$B1 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; L-2 Bombs
LDA.b #$B2 : STA $02D8 : JMP .done
+ : CMP.b #$02 : BNE + ; L-3 Bombs
LDA.b #$B3 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$B4 : STA $02D8 : JMP .done
++
.done
PLX : PLA
PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
JML.l AddReceivedItem+2
}
;--------------------------------------------------------------------------------
;DATA AddReceivedItemExpanded
{
; This is a temporary measure for Fish to have consistent addresses
warnpc $A08800
org $A08800
.y_offsets
db -5, -5, -5, -5, -5, -4, -4, -5
db -5, -4, -4, -4, -2, -4, -4, -4
db -5, -5, -5, -5, -5, -4, -4, -5
db -5, -4, -4, -4, -2, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -5, -4, -4, -4, -4
db -4, -4, -2, -4, -4, -4, -4, -4
db -4, -4, -4, -5, -4, -4, -4, -4
db -4, -4, -2, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -2, -2, -2, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -2, -2, -2, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -2, -2, -4, -2, -4, -4
db -4, -5, -4, -4
db -4, -4, -2, -2, -4, -2, -4, -4
db -4, -5, -4, -4
;new
db -4, -4, -4, -4
db -5 ; Master Sword (Safe)
db -4, -4, -4, -4 ; +5/+10 Bomb Arrows
db -4, -4, -4 ; 3x Programmable Item
db -4 ; Upgrade-Only Sivler Arrows
db -4 ; Upgrade-Only Silver Arrows
db -4 ; 1 Rupoor
db -4 ; Null Item
db -4, -4, -4 ; Red, Blue & Green Clocks
@@ -600,32 +617,33 @@ org $A08800
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Big Key
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Small Key
db -4 ; Bee Trap
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4 ; Bomb Upgrades
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
.x_offsets
db 4, 4, 4, 4, 4, 0, 0, 4
db 4, 4, 4, 4, 5, 0, 0, 0
db 4, 4, 4, 4, 4, 0, 0, 4
db 4, 4, 4, 4, 5, 0, 0, 0
db 0, 0, 0, 4, 0, 4, 0, 0
db 4, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 4, 0, 4, 0, 0
db 4, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 0, 0, 0
db 0, 0, 5, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 0, 0, 0
db 0, 0, 5, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 4, 4, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 4, 4, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 4, 4, 0, 4, 0, 0
db 0, 4, 0, 0
db 0, 0, 4, 4, 0, 4, 0, 0
db 0, 4, 0, 0
;new
db 0, 0, 0, 0
db 4 ; Master Sword (Safe)
db 0, 0, 0, 0 ; +5/+10 Bomb Arrows
db 0, 0, 0 ; 3x Programmable Item
db 0 ; Upgrade-Only Sivler Arrows
db 0 ; Upgrade-Only Silver Arrows
db 4 ; 1 Rupoor
db 0 ; Null Item
db 0, 0, 0 ; Red, Blue & Green Clocks
@@ -641,33 +659,34 @@ org $A08800
;db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; *EVENT*
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 0 ; Bee Trap
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0 ; Bomb Upgrades
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
.item_graphics_indices
db $06, $18, $18, $18, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $06, $18, $18, $18, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $06, $0C, $38
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $06, $0C, $38
;new
db $39, $3A, $3B, $3C
;5x
db $18 ; Master Sword (Safe)
db $3D, $3E, $3F, $40 ; +5/+10 Bomb Arrows
db $00, $00, $00 ; 3x Programmable Item
db $41 ; Upgrade-Only Sivler Arrows
db $41 ; Upgrade-Only Silver Arrows
db $24 ; 1 Rupoor
db $47 ; Null Item
db $48, $48, $48 ; Red, Blue & Green Clocks
@@ -687,32 +706,33 @@ org $A08800
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
db $47 ; Bee Trap
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $13, $13, $13, $13, $13 ; Bomb Upgrades
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
.wide_item_flag
db $00, $00, $00, $00, $00, $02, $02, $00
db $00, $00, $00, $00, $00, $02, $02, $02
db $00, $00, $00, $00, $00, $02, $02, $00
db $00, $00, $00, $00, $00, $02, $02, $02
db $02, $02, $02, $00, $02, $00, $02, $02
db $00, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $00, $02, $00, $02, $02
db $00, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $02, $02, $02
db $02, $02, $00, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $02, $02, $02
db $02, $02, $00, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $00, $00, $02
db $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $00, $00, $02
db $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $00, $00, $02, $00, $02, $02
db $02, $00, $02, $02
db $02, $02, $00, $00, $02, $00, $02, $02
db $02, $00, $02, $02
;new
db $02, $02, $02, $02
db $00 ; Master Sword (Safe)
db $02, $02, $02, $02 ; +5/+10 Bomb Arrows
db $02, $02, $02 ; 3x Programmable Item
db $02 ; Upgrade-Only Sivler Arrows
db $02 ; Upgrade-Only Silver Arrows
db $00 ; 1 Rupoor
db $02 ; Null Item
db $02, $02, $02 ; Red, Blue & Green Clocks
@@ -727,34 +747,34 @@ org $A08800
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Big Key
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; Free Small Key
db $02 ; Bee Trap
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02 ; Bomb Upgrades
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
.properties
db 5, -1, 5, 5, 5, 5, 5, 1
db 2, 1, 1, 1, 2, 2, 2, 4
db 5, -1, 5, 5, 5, 5, 5, 1
db 2, 1, 1, 1, 2, 2, 2, 4
db 4, 4, 1, 1, 2, 1, 1, 1
db 2, 1, 2, 1, 4, 4, 2, 1
db 4, 4, 1, 1, 2, 1, 1, 1
db 2, 1, 2, 1, 4, 4, 2, 1
db 6, 1, 2, 1, 2, 2, 1, 2
db 2, 4, 1, 1, 4, 2, 1, 4
db 6, 1, 2, 1, 2, 2, 1, 2
db 2, 4, 1, 1, 4, 2, 1, 4
db 2, 2, 4, 4, 4, 2, 1, 4
db 1, 2, 2, 1, 2, 2, 1, 1
db 2, 2, 4, 4, 4, 2, 1, 4
db 1, 2, 2, 1, 2, 2, 1, 1
db 4, 4, 1, 2, 2, 4, 4, 4
db 2, 5, 2, 1
db 4, 4, 1, 2, 2, 4, 4, 4
db 2, 5, 2, 1
;new
db 4, 4, 4, 4
db 5 ; Master Sword (Safe)
db 4, 4, 4, 4 ; +5/+10 Bomb Arrows
db 4, 4, 4 ; 3x Programmable Item
db 1 ; Upgrade-Only Sivler Arrows
db 1 ; Upgrade-Only Silver Arrows
db 3 ; 1 Rupoor
db 1 ; Null Item
db 1, 2, 4 ; Red, Blue & Green Clocks
@@ -769,7 +789,8 @@ org $A08800
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Big Key
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 1 ; Bee Trap
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 5, 5, 5, 5, 5 ; Bomb Upgrades
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
@@ -777,26 +798,26 @@ org $A08800
; \item Target SRAM addresses for items you receive
.item_target_addr
dw $F359, $F359, $F359, $F359, $F35A, $F35A, $F35A, $F345
dw $F346, $F34B, $F342, $F340, $F341, $F344, $F35C, $F347
dw $F359, $F359, $F359, $F359, $F35A, $F35A, $F35A, $F345
dw $F346, $F34B, $F342, $F340, $F341, $F344, $F35C, $F347
dw $F348, $F349, $F34A, $F34C, $F34C, $F350, $F35C, $F36B
dw $F351, $F352, $F353, $F354, $F354, $F34E, $F356, $F357
dw $F348, $F349, $F34A, $F34C, $F34C, $F350, $F35C, $F36B
dw $F351, $F352, $F353, $F354, $F354, $F34E, $F356, $F357
dw $F37A, $F34D, $F35B, $F35B, $F36F, $F364, $F36C, $F375
dw $F375, $F344, $F341, $F35C, $F35C, $F35C, $F36D, $F36E
dw $F37A, $F34D, $F35B, $F35B, $F36F, $F364, $F36C, $F375
dw $F375, $F344, $F341, $F35C, $F35C, $F35C, $F36D, $F36E
dw $F36E, $F375, $F366, $F368, $F360, $F360, $F360, $F374
dw $F374, $F374, $F340, $F340, $F35C, $F35C, $F36C, $F36C
dw $F36E, $F375, $F366, $F368, $F360, $F360, $F360, $F374
dw $F374, $F374, $F340, $F340, $F35C, $F35C, $F36C, $F36C
dw $F360, $F360, $F372, $F376, $F376, $F373, $F360, $F360
dw $F35C, $F359, $F34C, $F355
dw $F360, $F360, $F372, $F376, $F376, $F373, $F360, $F360
dw $F35C, $F359, $F34C, $F355
;new
dw $F375, $F376, $F373, $F373
dw $F359 ; Master Sword (Safe)
dw $F375, $F375, $F376, $F376 ; +5/+10 Bomb Arrows
dw $F41A, $F41C, $F41E ; 3x Programmable Item
dw $F340 ; Upgrade-Only Sivler Arrows
dw $F340 ; Upgrade-Only Silver Arrows
dw $F360 ; 1 Rupoor
dw $F36A ; Null Item
dw $F454, $F454, $F454 ; Red, Blue & Green Clocks
@@ -811,7 +832,8 @@ org $A08800
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Big Key
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Small Key
dw $F36A ; Bee Trap
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F4A8, $F4A8, $F4A8, $F4A8, $F4A8 ; Bomb Upgrades
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
@@ -821,26 +843,26 @@ org $A08800
; DATA Values to write to the above SRAM locations.
{
.item_values
db $01, $02, $03, $04, $01, $02, $03, $01
db $01, $01, $01, $01, $01, $02, $FF, $01
db $01, $02, $03, $04, $01, $02, $03, $01
db $01, $01, $01, $01, $01, $02, $FF, $01
db $01, $01, $01, $01, $02, $01, $FF, $FF
db $01, $01, $02, $01, $02, $01, $01, $01
db $01, $01, $01, $01, $02, $01, $FF, $FF
db $01, $01, $02, $01, $02, $01, $01, $01
db $FF, $01, $FF, $02, $FF, $FF, $FF, $FF
db $FF, $FF, $02, $FF, $FF, $FF, $FF, $FF
db $FF, $01, $FF, $02, $FF, $FF, $FF, $FF
db $FF, $FF, $02, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FB, $EC, $FF
db $FF, $FF, $01, $03, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FB, $EC, $FF
db $FF, $FF, $01, $03, $FF, $FF, $FF, $FF
db $9C, $CE, $FF, $01, $0A, $FF, $FF, $FF
db $FF, $01, $03, $01
db $9C, $CE, $FF, $01, $0A, $FF, $FF, $FF
db $FF, $01, $03, $01
;new
db $32, $46, $80, $80
db $02 ; Master Sword (Safe)
db $FF, $FF, $FF, $FF ; +5/+10 Bomb Arrows
db $FF, $FF, $FF ; 3x Programmable Item
db $FF ; Upgrade-Only Sivler Arrows
db $FF ; Upgrade-Only Silver Arrows
db $FF ; 1 Rupoor
db $FF ; Null Item
db $FF, $FF, $FF ; Red, Blue & Green Clocks
@@ -855,31 +877,32 @@ org $A08800
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Big Key
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Small Key
db $FF ; Bee Trap
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $01, $02, $03, $04, $FF ; Bomb Upgrades
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
;0x00 - Sewer Passage
;0x02 - Hyrule Castle
;0x04 - Eastern Palace
;0x06 - Desert Palace
;0x08 - Hyrule Castle 2
;0x0A - Swamp Palace
;0x0C - Dark Palace
;0x0E - Misery Mire
;0x10 - Skull Woods
;0x12 - Ice Palace
;0x14 - Tower of Hera
;0x16 - Gargoyle's Domain
;0x18 - Turtle Rock
;0x1A - Ganon's Tower
;0x00 - Sewer Passage
;0x02 - Hyrule Castle
;0x04 - Eastern Palace
;0x06 - Desert Palace
;0x08 - Hyrule Castle 2
;0x0A - Swamp Palace
;0x0C - Dark Palace
;0x0E - Misery Mire
;0x10 - Skull Woods
;0x12 - Ice Palace
;0x14 - Tower of Hera
;0x16 - Gargoyle's Domain
;0x18 - Turtle Rock
;0x1A - Ganon's Tower
.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
; sewers and castle get 2 bits active so that they can share their items elegantly
dw $C000, $C000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
dw $C000, $C000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
@@ -901,27 +924,27 @@ org $A08800
}
;--------------------------------------------------------------------------------
BottleListExpanded:
db $16, $2B, $2C, $2D, $3D, $3C, $48
db $16, $2B, $2C, $2D, $3D, $3C, $48
PotionListExpanded:
db $2E, $2F, $30, $FF, $0E
db $2E, $2F, $30, $FF, $0E
;--------------------------------------------------------------------------------
Link_ReceiveItemAlternatesExpanded:
{
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, -1, -1, $44, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, -1, -1, $44, -1, -1, -1
db -1, -1, $35, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, $35, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, $46, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, $46, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1
db -1, -1, -1, -1
db -1 ; Master Sword (Safe)
@@ -942,7 +965,8 @@ Link_ReceiveItemAlternatesExpanded:
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Big Key
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Small Key
db -1 ; Bee Trap
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1 ; Bomb Upgrades
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
@@ -968,10 +992,10 @@ RTL
;DrawHUDSilverArrows:
; LDA $7EF340 : AND.w #$00FF : BNE +
; LDA !INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; +
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
@@ -1152,20 +1176,20 @@ AttemptItemSubstitution:
RTS
;--------------------------------------------------------------------------------
CountBottles:
PHX
LDX.b #$00
LDA $7EF35C : BEQ ++ : INX
++ : LDA $7EF35D : BEQ ++ : INX
++ : LDA $7EF35E : BEQ ++ : INX
++ : LDA $7EF35F : BEQ ++ : INX
++
TXA
PLX
PHX
LDX.b #$00
LDA $7EF35C : BEQ ++ : INX
++ : LDA $7EF35D : BEQ ++ : INX
++ : LDA $7EF35E : BEQ ++ : INX
++ : LDA $7EF35F : BEQ ++ : INX
++
TXA
PLX
RTS
;--------------------------------------------------------------------------------
ActivateGoal:
STZ $11
STZ $B0
STZ $11
STZ $B0
JML.l StatsFinalPrep
;--------------------------------------------------------------------------------
ChestPrep:
@@ -1174,7 +1198,23 @@ ChestPrep:
JSL.l ChestItemServiceRequest
RTL
+
LDY $0C ; get item value
LDY $0C ; get item value
SEC
RTL
;--------------------------------------------------------------------------------
UpdateInventoryLocationExpanded:
{
REP #$30
TYA : AND #$00FF : ASL A : TAX
; Tells what inventory location to write to.
LDA.w AddReceivedItemExpanded_item_target_addr, X : STA $00
SEP #$30
LDA.b #$7E : STA $02
LDA.w AddReceivedItemExpanded_item_values, Y
JSL ItemDowngradeFix
RTL
}

246
special_bombs.asm Normal file
View File

@@ -0,0 +1,246 @@
;--------------------------------------------------------------------------------
!ANCILLA_DAMAGE = "$06EC84"
!BOMB_LEVEL = "$7EF4A8"
; start with X = sprite index, A = ancilla index
;--------------------------------------------------------------------------------
DamageClassCalc:
CMP #$01 : BEQ .cane
CMP #$2C : BEQ .cane
CMP #$31 : BEQ .cane
BRA .not_cane
.cane
PHA
LDA SpecialBombs : BEQ .normal_cane
LDA $0E20, X : CMP.b #$1E : BEQ .normal_cane ; crystal switch
PLA
.impervious
LDA #$FF
RTL
.normal_cane
PLA
.not_cane
CMP #$07 : BNE .no_change
LDA SpecialBombs : BEQ .normal_bombs
LDA $0E20, X : CMP.b #$D6 : BEQ .unstunned_ganon
CMP.b #$D7 : BEQ .stunned_ganon
CMP.b #$88 : BEQ .mothula
CMP.b #$92 : BEQ .helmasaur_king
.bomb_level
LDA !BOMB_LEVEL : INC A
BRA .done
.mothula
LDA !BOMB_LEVEL : INC A
CMP #$04 : !BGE .fix_mothula
BRA .done
.fix_mothula
LDA #$03
BRA .done
.helmasaur_king
LDA $0DB0, X : CMP #$03 : !BGE .bomb_level
LDA #$08
BRA .done
.unstunned_ganon
LDA $04C5 : CMP.b #$02 : BNE .impervious
LDA $0EE0, X : BNE .impervious
LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
BRA .bomb_level
.stunned_ganon
LDA $0EE0, X : BNE .impervious
LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
LDA #$20 : STA $0F10, X ; knock ganon back or something? idk
LDA #$09
BRA .done
.normal_bombs
LDA #$07
.no_change
PHX : TAX
LDA.l !ANCILLA_DAMAGE, X
PLX
CMP.b #$06 : BNE .done ; not arrows
LDA $7EF340 : CMP.b #$03 : !BGE .actual_silver_arrows
LDA #$06
.done
RTL
.actual_silver_arrows
LDA $0E20, X : CMP.b #$D7 : BNE +
LDA #$20 : STA $0F10, X
+
LDA #$09
RTL
; end with X = sprite index, A = damage class
;--------------------------------------------------------------------------------
!SPRITE_SETUP_HIT_BOX_LONG = "$0683EA"
!UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG = "$0683E6"
; start with X = ancilla index, Y = sprite index
;--------------------------------------------------------------------------------
Utility_CheckAncillaOverlapWithSprite:
LDA $0E20, Y : CMP #$09 : BEQ .giant_moldorm
CMP #$CB : BEQ .trinexx
.not_giant_moldorm ; ordinary collision checking
PHY : PHX
TYX
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX : PLY
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.ignore_collision
CLC
RTL
.giant_moldorm
LDA $0C4A, X : CMP #$07 : BNE .ignore_collision ; don't collide with non-bombs
LDA.l SpecialBombs : BEQ .ignore_collision
LDA $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
JSR SetUpMoldormHitbox
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.trinexx
LDA $0C4A, X : CMP #$07 : BNE .ignore_collision ; don't collide with non-bombs
LDA.l SpecialBombs : BEQ .ignore_collision
JSR SetUpTrinexxHitbox
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
; returns carry clear if there was no overlap
;--------------------------------------------------------------------------------
SetUpTrinexxHitbox:
; rearrange trinexx's hitbox to be her middle instead of her head
LDA $0CAA, Y : PHA
LDA $0E60, Y : PHA
LDA $0D10, Y : PHA
LDA $0D30, Y : PHA
LDA $0D00, Y : PHA
LDA $0D20, Y : PHA
LDA #$80 : STA $0CAA, Y
PHX
LDA $0E80, Y : !SUB.l $1DAF28 : AND.b #$7F : TAX
LDA $7FFC00, X : STA $0D10, Y
LDA $7FFC80, X : STA $0D30, Y
LDA $7FFD00, X : STA $0D00, Y
LDA $7FFD80, X : STA $0D20, Y
TYX
STZ $0E60, X
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX
PLA : STA $0D20, Y
PLA : STA $0D00, Y
PLA : STA $0D30, Y
PLA : STA $0D10, Y
PLA : STA $0E60, Y
PLA : STA $0CAA, Y
RTS
;--------------------------------------------------------------------------------
SetUpMoldormHitbox:
; rearrange moldorm's hitbox to be his tail instead of his head
LDA $0D90, Y : PHA
LDA $0F60, Y : PHA
LDA $0D10, Y : PHA
LDA $0D30, Y : PHA
LDA $0D00, Y : PHA
LDA $0D20, Y : PHA
PHY : PHX
LDA $0E80, Y : !SUB.b #$30 : AND.b #$7F : TAX
LDA $7FFC00, X : STA $0D10, Y
LDA $7FFC80, X : STA $0D30, Y
LDA $7FFD00, X : STA $0D00, Y
LDA $7FFD80, X : STA $0D20, Y
LDA #$01 : STA $09D0, Y
TYX
STZ $0F60, X
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX : PLY
PLA : STA $0D20, Y
PLA : STA $0D00, Y
PLA : STA $0D30, Y
PLA : STA $0D10, Y
PLA : STA $0F60, Y
PLA : STA $0D90, Y
RTS
;--------------------------------------------------------------------------------
; start with X = ancilla index, Y = sprite index
Utility_CheckHelmasaurKingCollision:
LDA $0C4A, X : CMP #$07 : BNE .normal ; normal behavior with non-bombs
LDA.l SpecialBombs : BEQ .normal
CLC
RTL
.normal
LDA $0DB0, Y : CMP.b #$03
RTL
; returns carry set if there is collision immunity
;--------------------------------------------------------------------------------
Utility_CheckHammerHelmasaurKingMask:
LDA.l SpecialBombs : BNE .no_effect
LDA $0301 : AND #$0A
RTL
.no_effect
LDA #$00
RTL
;--------------------------------------------------------------------------------
Utility_CheckImpervious:
LDA $0E20, X : CMP.b #$CB : BEQ .trinexx
.normal
LDA $0E60, X : AND.b #$40 : BNE .impervious
LDA $0CF2 : CMP #$FF : BEQ .impervious ; special "always-impervious" class
LDA $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
LDA $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
LDA.l SpecialBombs : BEQ .not_impervious
LDA $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
CMP.b #$40 : BEQ .not_impervious ; aga barrier
BRA .impervious
.trinexx
LDA SpecialBombs : BEQ .normal
LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
BRA .not_impervious
.sidenexx
LDA $0CAA, X : AND.b #$04 : BEQ .vulnerable
LDA SpecialBombs : BEQ .not_impervious
LDA $0CF2 : CMP #$06 : !BLT .impervious ; swords are ineffective
BRA .not_impervious
.vulnerable
LDA SpecialBombs : BEQ .not_impervious
LDA $0CF2 : CMP #$06 : !BGE .impervious ; non-swords are ineffective
BRA .not_impervious
.not_impervious
LDA #$00 : RTL
.impervious
LDA #$01 : RTL
; returns nonzero A if impervious
;--------------------------------------------------------------------------------
!SPRITE_INITIALIZED_SEGMENTED = "$1DD6D1"
; start with X = sprite index
;--------------------------------------------------------------------------------
AllowBombingMoldorm:
LDA SpecialBombs : BNE .no_disable_projectiles
INC $0BA0, X
.no_disable_projectiles
JSL !SPRITE_INITIALIZED_SEGMENTED
RTL
;--------------------------------------------------------------------------------
DrawSwordInMenu:
LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : BEQ .noSword
.hasSword
STA $02
LDA.w #$F859 : STA $04
RTL
.noSword
LDA SpecialBombs : AND.w #$00FF : BNE .bombSword
LDA.w #$0000 : STA $02
LDA.w #$F859 : STA $04
RTL
.bombSword
LDA $7EF4A8 : AND.w #$00FF : STA $02
LDA.w #$FC51 : STA $04
RTL
;--------------------------------------------------------------------------------

View File

@@ -6,11 +6,11 @@
;GetFairySword:
; CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert single fighter sword to low id one
; CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert safe master sword to normal one
; CMP #$04 : !BLT + : JML.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
; JSL ItemCheck_FairySword : BEQ + : JML.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
; CMP #$04 : !BLT + : JML.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
; JSL ItemCheck_FairySword : BEQ + : JML.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
; JSL ItemSet_FairySword ; mark as got
; LDA FairySword : STA $0DC0, X ; whichever sword
; LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
; LDA FairySword : STA $0DC0, X ; whichever sword
; LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
;
;JML.l PyramidFairy_BRANCH_GAMMA
;================================================================================
@@ -45,6 +45,7 @@ LookupDamageLevel:
LDA.l !StalfosBombDamage
RTL
+
LDA SpecialBombs : BNE .alt_table
PHP
REP #$20 ; set 16-bit accumulator
TXA : LSR : TAX : BCS .lower
@@ -58,6 +59,20 @@ RTL
LDA.l Damage_Table, X
AND.b #$0F
RTL
.alt_table
PHP
REP #$20 ; set 16-bit accumulator
TXA : LSR : TAX : BCS .alt_lower
.alt_upper
PLP
LDA.l Damage_Table_Alt, X
LSR #4
RTL
.alt_lower
PLP
LDA.l Damage_Table_Alt, X
AND.b #$0F
RTL
;================================================================================
; $7F50C0 - Sword Modifier
LoadModifiedSwordLevel: ; returns short
@@ -146,22 +161,22 @@ GetSmithSword:
REP #$20 : LDA $7EF360 : CMP #$000A : SEP #$20 : !BGE .buy
.cant_afford
REP #$10
LDA.b #$7A
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
LDA.b #$7A
LDY.b #$01
JSL.l Sprite_ShowMessageUnconditional
LDA.b #$3C : STA $012E ; error sound
SEP #$10
BRA .done
.buy
LDA SmithItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
LDA.l SmithItem : TAY
STZ $02E9 ; Item from NPC
LDA.l SmithItem : TAY
STZ $02E9 ; Item from NPC
PHX : JSL Link_ReceiveItem : PLX
REP #$20 : LDA $7EF360 : !SUB.w #$000A : STA $7EF360 : SEP #$20 ; Take 10 rupees
JSL ItemSet_SmithSword
.done
JML.l Smithy_AlreadyGotSword
;================================================================================

View File

@@ -98,7 +98,11 @@ db #$02 ; #$02 = Tempered Sword (default)
;org $05EBD4 ; PC 0x2EBD4 - sprite_zelda.asm:23 - (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) - Zelda Spawnpoint Sword Check
;db #$05 ; #$02 = Tempered Sword (default) - #$05 = All Swords
;--------------------------------------------------------------------------------
; 0x18002B- 0x18002F (Unused)
; 0x18002B- 0x18002E (Unused)
;--------------------------------------------------------------------------------
org $30802F ; PC 0x18003F
SpecialBombs:
db #$00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------
org $308030 ; PC 0x180030
EnableSRAMTrace:
@@ -223,10 +227,13 @@ db #$00 ; #$00 = Off (default) - #$01 = On (frog/smith can enter multi-entrance
org $30804D ; PC 0x18004D
EscapeAssist: ; ScrubMode:
db #$00
;---- -mba
;m - Infinite Magic
;b - Infinite Bombs
;a - Infinite Arrows
;-MBA -mba
;M - Infinite Magic (after escape)
;B - Infinite Bombs (after escape)
;A - Infinite Arrows (after escape)
;m - Infinite Magic (during escape)
;b - Infinite Bombs (during escape)
;a - Infinite Arrows (during escape)
;--------------------------------------------------------------------------------
org $30804E ; PC 0x18004E
UncleRefill:
@@ -242,7 +249,7 @@ db #$01 ; #$00 = Off - #$01 = On (default)
;--------------------------------------------------------------------------------
org $308050 ; PC 0x180050 - 0x18005C
CrystalPendantFlags_2:
db $00 ; Sewers
db $00 ; Sewers
db $00 ; Hyrule Castle
db $00 ; Eastern Palace
db $00 ; Desert Palace
@@ -250,7 +257,7 @@ CrystalPendantFlags_2:
db $40 ; Swamp Palace
db $40 ; Palace of Darkness
db $40 ; Misery Mire
db $40 ; Skull Woods
db $40 ; Skull Woods
db $40 ; Ice Palace
.hera
db $00 ; Tower of Hera
@@ -630,7 +637,7 @@ dw $6434 ; #6434 - Crystal
;--------------------------------------------------------------------------------
org $02A09B ; PC 0x1209B - Bank02.asm:5802 - (pool MilestoneItem_Flags:)
CrystalPendantFlags:
db $00 ; Sewers
db $00 ; Sewers
db $00 ; Hyrule Castle
db $04 ; Eastern Palace
db $02 ; Desert Palace
@@ -638,7 +645,7 @@ CrystalPendantFlags:
db $10 ; Swamp Palace
db $02 ; Palace of Darkness
db $01 ; Misery Mire
db $40 ; Skull Woods
db $40 ; Skull Woods
db $04 ; Ice Palace
.hera
db $01 ; Tower of Hera
@@ -1377,6 +1384,13 @@ db $04
;AD - Small Key of Ganon's Tower
;AE - Reserved
;AF - Generic Small Key
;B0 - reserved for bee traps
;B1 - L-2 Bombs
;B2 - L-3 Bombs
;B3 - L-4 Bombs
;B4 - L-5 Bombs
;B5 - Progressive Bombs
;================================================================================
;;Residual Portal
;org $0283E0 ; PC 0x103E0 (Bank02.asm:816) (BNE)

View File

@@ -114,19 +114,19 @@ RTL
;DATA - Loot Identifier to Sprite ID
{
.gfxSlots
db $06, $44, $45, $46, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $06, $44, $45, $46, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $43, $0C, $38, $39, $3A, $F9, $3C
; db $2C, $06, $0C, $38, $FF, $FF, $FF, $FF
@@ -160,8 +160,11 @@ RTL
;Ax
db $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F ; Free Small Key
;Bx
db $2C ; Bee Trap
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $13, $13, $13, $13, $13 ; Bomb Upgrades
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
@@ -196,7 +199,7 @@ GetSpritePalette:
;--------
TAX : LDA.l .gfxPalettes, X ; look up item gfx
PLB : PLX
CMP.b #$F8 : !BGE .specialHandling
CMP.b #$F7 : !BGE .specialHandling
RTL
.specialHandling
CMP.b #$FD : BNE ++ ; Progressive Sword
@@ -290,7 +293,8 @@ RTL
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Big Key
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Small Key
db $04 ; Bee Trap
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $0A, $0A, $0A, $0A, $0A; Bomb Upgrades
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused
@@ -549,12 +553,12 @@ LoadModifiedTileBufferAddress:
PHA
LDA !TILE_UPLOAD_OFFSET_OVERRIDE : BEQ +
TAX
LDY.w #$0002
LDY.w #$0002
LDA.w #$0000 : STA !TILE_UPLOAD_OFFSET_OVERRIDE
BRA .done
+
LDX.w #$2D40
LDY.w #$0002
LDX.w #$2D40
LDY.w #$0002
.done
PLA
RTL
@@ -566,7 +570,7 @@ RTL
; out: Carry - 1 = On Screen, 0 = Off Screen
;--------------------------------------------------------------------------------
Sprite_IsOnscreen:
JSR _Sprite_IsOnscreen_DoWork
JSR _Sprite_IsOnscreen_DoWork
BCS +
REP #$20
LDA $E2 : PHA : !SUB.w #$0F : STA $E2
@@ -581,11 +585,11 @@ Sprite_IsOnscreen:
RTL
_Sprite_IsOnscreen_DoWork:
LDA $0D10, X : CMP $E2
LDA $0D30, X : SBC $E3 : BNE .offscreen
LDA $0D10, X : CMP $E2
LDA $0D30, X : SBC $E3 : BNE .offscreen
LDA $0D00, X : CMP $E8
LDA $0D20, X : SBC $E9 : BNE .offscreen
LDA $0D00, X : CMP $E8
LDA $0D20, X : SBC $E9 : BNE .offscreen
SEC
RTS
.offscreen

View File

@@ -10,7 +10,15 @@ SpawnZelda:
;--------------------------------------------------------------------------------
EndRainState:
LDA $7EF3C5 : CMP.b #$02 : !BGE + ; skip if past escape already
LDA.b #$00 : STA !INFINITE_ARROWS : STA !INFINITE_BOMBS : STA !INFINITE_MAGIC
LDA.l EscapeAssist : AND #$44
CMP #$04 : BNE + : LDA #$00 : STA !INFINITE_MAGIC : +
CMP #$40 : BNE + : STA !INFINITE_MAGIC : +
LDA.l EscapeAssist : AND #$22
CMP #$02 : BNE + : LDA #$00 : STA !INFINITE_BOMBS : +
CMP #$20 : BNE + : STA !INFINITE_BOMBS : +
LDA.l EscapeAssist : AND #$11
CMP #$01 : BNE + : LDA #$00 : STA !INFINITE_ARROWS : +
CMP #$10 : BNE + : STA !INFINITE_ARROWS : +
LDA.b #$02 : STA $7EF3C5 ; end rain state
JSL MaybeSetPostAgaWorldState
+