Merge branch 'OWMain' into overworld_kara
This commit is contained in:
@@ -52,6 +52,7 @@ incsrc edges.asm
|
||||
incsrc math.asm
|
||||
incsrc hudadditions.asm
|
||||
incsrc dr_lobby.asm
|
||||
incsrc entrance_fixes.asm
|
||||
warnpc $A79C00
|
||||
|
||||
incsrc doortables.asm
|
||||
|
||||
@@ -44,8 +44,6 @@ org $8293d1 ; <- 113d1 - Bank02.asm : 3683 (ADD $20 : STA $20 BRANCH_IOTA)
|
||||
jsl StraightStairsFix : nop
|
||||
org $829396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
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||||
jsl StraightStairLayerFix
|
||||
org $82c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
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||||
jsl DoorToStraight : nop
|
||||
org $82c092 ; STA $0020, Y : LDX #$00
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||||
jsl DoorToInroom : nop
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||||
org $82c0f8 ; CMP $02C034, X
|
||||
@@ -56,11 +54,6 @@ org $828b54 ; <- Bank02.asm : 2200 (JSL UseImplicitRegIndexedLocalJumpTable)
|
||||
jsl InroomStairsTrapDoor
|
||||
org $82c146
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||||
jsl HandleSpecialDoorLanding
|
||||
org $82c23a
|
||||
HandleIncomingDoorStateLocal:
|
||||
jsl HandleIncomingDoorState : rts
|
||||
org $82c172
|
||||
jsr HandleIncomingDoorStateLocal
|
||||
|
||||
org $8289a0 ; JSL $0091C4
|
||||
jsl QuadrantLoadOrderBeforeScroll
|
||||
@@ -180,12 +173,11 @@ JSL RetrieveBunnyState : NOP
|
||||
org $82d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
|
||||
JSL CheckDarkWorldSpawn : NOP
|
||||
|
||||
org $81891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
|
||||
JSL RainPrevention : BCC + : RTS : NOP : +
|
||||
|
||||
org $9edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
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JSL StandardAgaDmg
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|
||||
org $89F7B2 ; 09F7B2 Module17_01 S&Q
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||||
JSL StandardSaveAndQuit
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||||
|
||||
org $89a681 ; < - similar to talalong.asm : 1157 (JSL Main_ShowTextMessage)
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||||
JSL BlindsAtticHint : NOP #2
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@@ -219,3 +211,10 @@ jsl CheckIfDoorsOpen
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bcs .normal
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rts
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.normal
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||||
; fixes an issue with edges -> normal doors (bombable, dashable, keydoor)
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org $82C06A
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JSL TransitionCalculateLanding_Fix : NOP #2
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org $82C157
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JSL AlwaysPushThroughFDoors
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@@ -1,4 +1,9 @@
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; defines
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; Ram usage
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EdgeToNormalFlag = $7E1200
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||||
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HorzEdge:
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LDA.b #$00 : STA.l EdgeToNormalFlag
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cpy #$ff : beq +
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jsr DetectWestEdge : ldy #$02 : bra ++
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+ jsr DetectEastEdge
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||||
@@ -13,6 +18,7 @@ HorzEdge:
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+ clc : rts
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||||
|
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VertEdge:
|
||||
LDA.b #$00 : STA.l EdgeToNormalFlag
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||||
cpy #$ff : beq +
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||||
jsr DetectNorthEdge : bra ++
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||||
+ jsr DetectSouthEdge
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||||
@@ -56,6 +62,7 @@ LoadEdgeRoomVert:
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||||
lda $04 : and #$80 : bne .edge
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lda $04 : sta $01 ; load up flags in $01
|
||||
and #$03 : cmp #$03 : beq .inroom
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||||
LDA.b #$01 : STA.l EdgeToNormalFlag
|
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ldy #$01 : jsr ShiftVariablesMainDir
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jsr PrepScrollToNormal
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bra .scroll
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||||
@@ -296,4 +303,23 @@ DetectEastEdge:
|
||||
.end txa : rts
|
||||
|
||||
|
||||
TransitionCalculateLanding_Fix:
|
||||
LDA.l EdgeToNormalFlag : BEQ +
|
||||
LDX.w $0418 : CPX.b #$01 : BNE +
|
||||
LDA.b $20 : SBC #$08 : STA.b $20
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||||
+ PHK : PEA.w .jslrtsreturn-1
|
||||
PEA.w $02802C
|
||||
JML CalculateTransitionLanding
|
||||
.jslrtsreturn
|
||||
LDX.w $0418 : CPX.b #$01 : BNE .zero ; the LDX is vanilla and needs to always run
|
||||
LDA.l EdgeToNormalFlag : BEQ +
|
||||
LDA.b $20 : ADC #$08 : STA.b $20
|
||||
.zero LDA.b #$00 : STA.l EdgeToNormalFlag
|
||||
+ JSL DoorToStraight
|
||||
RTL
|
||||
|
||||
AlwaysPushThroughFDoors:
|
||||
PHA : AND.b #$F0 : CMP.b #$F0 : BNE +
|
||||
PLA : RTL
|
||||
+ PLA : AND.b #$8E : CMP.b #$80
|
||||
RTL
|
||||
|
||||
274
doorrando/entrance_fixes.asm
Normal file
274
doorrando/entrance_fixes.asm
Normal file
@@ -0,0 +1,274 @@
|
||||
;===================================================================================================
|
||||
; The only specific concern to keep in mind with this code is that your databank will be $00
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||||
; Actually, it should be $80, if you're using my fastrom changes.
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||||
;
|
||||
; Leave all your door data vanilla
|
||||
; Do not try to adjust doors as I previously suggested (not worth the effort)
|
||||
; We need a few hooks and some light hardcoding either way
|
||||
; Might as well just do it in a brute, but reliable, way
|
||||
;
|
||||
; In brief, this is the hack we're making:
|
||||
; 1) Let vanilla routines draw the door normally
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||||
; 2) Draw over what vanilla just drew
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||||
; 3) Hijack the door tile type routine
|
||||
; and replace the vanilla value with that of solid collision
|
||||
;===================================================================================================
|
||||
pushpc
|
||||
|
||||
org $01892F
|
||||
DoorDrawJankMove:
|
||||
JML PrepDoorDraw
|
||||
|
||||
.return
|
||||
JSL AdjustEscapeDoorGraphics
|
||||
RTS
|
||||
|
||||
; we don't want to overwrite the JMP ($000E) that's already there
|
||||
; Well, we could, but we don't need to
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||||
warnpc $018939
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||||
org $01BF43
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JSL AdjustEscapeDoorCollision
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|
||||
pullpc
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|
||||
;===================================================================================================
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||||
|
||||
PrepDoorDraw:
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||||
; first off, we need this routine to return to our jank hook
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||||
; otherwise, finding a reliable place to put the graphics change check will be a pin
|
||||
; so push the address to return to the routine
|
||||
|
||||
; It's a lot to explain why this is necessary
|
||||
; Much easier to just tell you to look at $01890D in the disassembly
|
||||
; and you should understand the vanilla program flow we need to reject
|
||||
PEA.w DoorDrawJankMove_return-1
|
||||
|
||||
; copy vanilla code (but fast rom)
|
||||
LDA.l $8186F0,X
|
||||
STA.b $0E
|
||||
|
||||
LDX.b $02
|
||||
LDA.b $04
|
||||
|
||||
; and to execute the jump, we'll use the JMP ($000E) we carefully avoided overwriting
|
||||
JML.l $818939
|
||||
|
||||
;===================================================================================================
|
||||
|
||||
; Adjustment stage 1: graphics
|
||||
AdjustEscapeDoorGraphics:
|
||||
JSR IdentifyBlockedEntrance
|
||||
BCS .replace_graphics
|
||||
JSR IdentifySancEntrance
|
||||
BCS .fix_sanctuary_entrance
|
||||
JSR IdentifySwampEntrance
|
||||
BCS .fix_swamp_entrance
|
||||
; Do nothing
|
||||
RTL
|
||||
|
||||
;---------------------------------------------------------------------------------------------------
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||||
|
||||
.replace_graphics ; for blocked doors
|
||||
; using the value in $19A0 should be fine for finding the graphics
|
||||
; the only caveat is that this appears to locate the tile just above the north-west corner
|
||||
; so below, I've indicated that offset with a +$xxx after the base tilemap buffer
|
||||
; The only odd thing I notice with this position is that some bad hardcoded adjust for
|
||||
; exploding walls that shouldn't affect how we use this value at all!
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||||
LDY.w $0460 ; get door index
|
||||
|
||||
LDX.w $19A0-2,Y ; get tilemap index
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||||
|
||||
; hardcoded shutter door graphics tile replacement
|
||||
|
||||
; the horizontal flips could easily be explicit LDAs
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||||
; but it's probably best the door is symmetrical
|
||||
; using ORA makes your intent more clear
|
||||
; and gives you fewer values to change if you experiment with other graphics
|
||||
|
||||
; row 1
|
||||
LDA.w #$8838
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||||
STA.l $7E2000+$080,X
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||||
ORA.w #$4000 ; horizontally flip
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||||
STA.l $7E2000+$086,X
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||||
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||||
; row 2
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||||
LDA.w #$8828
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||||
STA.l $7E2000+$100,X
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||||
ORA.w #$4000 ; horizontally flip
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||||
STA.l $7E2000+$106,X
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||||
|
||||
LDA.w #$8829
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||||
STA.l $7E2000+$102,X
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||||
ORA.w #$4000 ; horizontally flip
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||||
STA.l $7E2000+$104,X
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||||
|
||||
; the state of the A, X, and Y registers is irrelevant when we exit
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||||
; they're all subsequently loaded with new values
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RTL
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.fix_sanctuary_entrance
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||||
LDY.w $0460 ; get door index
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||||
LDX.w $19A0-2,Y ; get tilemap index
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||||
|
||||
; row 0
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||||
LDA.w #$14C4
|
||||
STA.l $7E2000+$000,X ; sanity check = should calculate to 7e3bbc
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||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$006,X
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||||
|
||||
LDA.w #$14C5
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||||
STA.l $7E2000+$002,X
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||||
ORA.w #$4000 ; horizontally flip
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||||
STA.l $7E2000+$004,X
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||||
|
||||
; row 1
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||||
LDA.w #$14E8
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||||
STA.l $7E2000+$082,X
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||||
ORA.w #$4000 ; horizontally flip
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||||
STA.l $7E2000+$084,X
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||||
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||||
; row 2
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||||
LDA.w #$14F8
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||||
STA.l $7E2000+$102,X
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||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$104,X
|
||||
|
||||
.fix_swamp_entrance
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||||
LDY.w $0460 ; get door index
|
||||
LDX.w $19A0-2,Y ; get tilemap index
|
||||
|
||||
; row 0
|
||||
LDA.w #$9DfC
|
||||
STA.l $7E2000+$000,X
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||||
STA.l $7E2000+$002,X
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||||
STA.l $7E2000+$004,X
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||||
STA.l $7E2000+$006,X
|
||||
|
||||
; row 1
|
||||
LDA.w #$0908
|
||||
STA.l $7E2000+$080,X
|
||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$086,X
|
||||
|
||||
LDA.w #$14E8
|
||||
STA.l $7E2000+$082,X
|
||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$084,X
|
||||
|
||||
; row 2
|
||||
LDA.w #$0918
|
||||
STA.l $7E2000+$100,X
|
||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$106,X
|
||||
|
||||
LDA.w #$14F8
|
||||
STA.l $7E2000+$102,X
|
||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$104,X
|
||||
|
||||
; row 3
|
||||
LDA.w #$A82C
|
||||
STA.l $7E2000+$180,X
|
||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$186,X
|
||||
|
||||
LDA.w #$A82D
|
||||
STA.l $7E2000+$182,X
|
||||
ORA.w #$4000 ; horizontally flip
|
||||
STA.l $7E2000+$184,X
|
||||
RTL
|
||||
|
||||
IdentifySancEntrance:
|
||||
LDA.b $A0 : CMP.w #$0012 : BNE +
|
||||
LDA.b $0A : CMP.w #$0010 : BNE +
|
||||
SEC : RTS
|
||||
+ CLC : RTS
|
||||
|
||||
IdentifySwampEntrance:
|
||||
LDA.b $A0 : CMP.w #$0036 : BNE +
|
||||
LDA.b $0A : CMP.w #$0010 : BNE +
|
||||
SEC : RTS
|
||||
+ CLC : RTS
|
||||
|
||||
;===================================================================================================
|
||||
|
||||
; Leaving this here in case you desire a fully custom door later
|
||||
; For now, we'll just hardcode the tiles, as I did above
|
||||
; I put these in column order because that's how they're expected for the vanilla draw routines
|
||||
; but I changed my mind on redefining things
|
||||
; and am too lazy to change it to a row-wise listing
|
||||
BlockedEntrance:
|
||||
dw $8838, $8828, $A888 ; column 0
|
||||
dw $14E8, $8829, $C888 ; column 1
|
||||
dw $14E8, $8829, $A888 ; column 2
|
||||
dw $C838, $C828, $C888 ; column 3
|
||||
|
||||
;===================================================================================================
|
||||
|
||||
; Adjustment stage 2: collision
|
||||
AdjustEscapeDoorCollision:
|
||||
LSR ; vanilla shift
|
||||
|
||||
; save our parameters
|
||||
; but one or both of these may not be necessary depending on how you detect these doors
|
||||
; all that matters is that after identifying blockage, we have:
|
||||
; Y is the same as what we entered with
|
||||
; X has A>>1, for whatever A entered with
|
||||
PHA
|
||||
LDA.w $1980, Y ; grab door info (type)
|
||||
AND.w #$00FF
|
||||
STA.b $0A ; store in temporary variable
|
||||
JSR IdentifyBlockedEntrance
|
||||
|
||||
PLX ; this is a TAX in vanilla, just have X pull A instead
|
||||
|
||||
BCS .block_entrance
|
||||
|
||||
; vanilla value
|
||||
LDA.b $00
|
||||
|
||||
RTL
|
||||
|
||||
.block_entrance
|
||||
LDA.w #$0101 ; load tile type for solid collision
|
||||
|
||||
RTL
|
||||
|
||||
;===================================================================================================
|
||||
|
||||
; Enter with:
|
||||
; $0A containing the door information: position and type bytes
|
||||
; which should be from $1980, Y or [$B7], Y depending on where in the door process we are
|
||||
; Exit with:
|
||||
; carry clear - leave door alone
|
||||
; carry set - block door
|
||||
IdentifyBlockedEntrance:
|
||||
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002 : BCS .leave_alone ; only in rain states (0 or 1)
|
||||
LDA.l ProgressFlags : AND.w #$0004 : BNE .leave_alone ; zelda's been rescued
|
||||
LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
|
||||
LDA.b $A0 : CMP.w #$0012 : BNE +
|
||||
; we're in the sanctuary
|
||||
; this code could be removed because you can't reach sanc without zelda currently
|
||||
; but that's enforced in the logic, so this is to catch that case in case some mode allows it
|
||||
LDA.l FollowerIndicator : AND.w #$00FF : CMP.w #$0001 : BEQ .leave_alone ; zelda is following
|
||||
LDA.b $0A
|
||||
CMP.w #$000A : BCC .leave_alone
|
||||
CMP.w #$0014 : BCS .leave_alone
|
||||
.block_door
|
||||
SEC : RTS
|
||||
+ LDA.l BlockCastleDoorsInRain : AND.w #$00FF : BEQ .leave_alone
|
||||
LDX #$FFFE
|
||||
- INX #2
|
||||
LDA.l RemoveRainDoorsRoom, X : CMP.w #$FFFF : BEQ .leave_alone
|
||||
CMP $A0 : BNE -
|
||||
LDA.b $0A
|
||||
CMP.w #$000A : BCC .continue
|
||||
CMP.w #$0014 : BCS .continue
|
||||
BRA .block_door
|
||||
.continue
|
||||
BRA -
|
||||
.leave_alone
|
||||
CLC : RTS
|
||||
|
||||
;===================================================================================================
|
||||
@@ -296,7 +296,6 @@ StraightStairsAdj:
|
||||
stz $046d
|
||||
.noScroll
|
||||
jsr GetTileAttribute : tax
|
||||
jsl HandleIncomingDoorState
|
||||
lda $11 : cmp #$12 : beq .goingNorth
|
||||
lda $a2 : cmp #$51 : bne ++
|
||||
rep #$20 : lda #$0018 : !add $20 : sta $20 : sep #$20 ; special fix for throne room
|
||||
@@ -365,7 +364,8 @@ DoorToStraight:
|
||||
lda $a0 : cmp #$51 : bne .skip
|
||||
lda #$04 : sta $4e
|
||||
.skip pla
|
||||
.end ldx $0418 : cmp #$02 ;what we wrote over
|
||||
; the ldx $0418 is now taken care of by TransitionCalculateLanding_Fix
|
||||
.end cmp #$02 ;what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
@@ -422,20 +422,19 @@ InroomStairsTrapDoor:
|
||||
HandleSpecialDoorLanding: {
|
||||
LDA.l $7F2000,X ; what we wrote over
|
||||
SEP #$30
|
||||
CMP #$34 : bne + ; inroom stairs
|
||||
PHA : LDA #$26 : STA $045E : PLA
|
||||
+
|
||||
}
|
||||
|
||||
; Y = tiletype, also written to $4E
|
||||
HandleIncomingDoorState:
|
||||
{
|
||||
; A = tiletype
|
||||
HandleIncomingDoorState:
|
||||
PHA
|
||||
LDA.l DRMode : BEQ .noDoor
|
||||
CPY.b #$01 : !bge .noDoor
|
||||
LDA.l DRMode : BEQ .noDoor
|
||||
PLA : PHA : AND.b #$FA : CMP.b #$80 : bne .noDoor
|
||||
|
||||
.setDoorState
|
||||
LDA.w $0418 : AND.b #$02 : BNE + : INC
|
||||
+ STA.b $6C
|
||||
.noDoor
|
||||
STY.b $4E : TYA ; what we wrote over
|
||||
PLY : RTL
|
||||
}
|
||||
|
||||
.noDoor
|
||||
PLA
|
||||
CMP #$34 : bne + ; inroom stairs
|
||||
PHA : LDA #$26 : STA $045E : PLA
|
||||
+ RTL
|
||||
}
|
||||
|
||||
@@ -94,26 +94,6 @@ RetrieveBunnyState:
|
||||
STA $5D
|
||||
+ RTL
|
||||
|
||||
RainPrevention:
|
||||
LDA $00 : XBA : AND #$00FF : STA.b $0A ; what we wrote over
|
||||
PHA
|
||||
LDA ProgressIndicator : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
|
||||
LDA.l ProgressFlags : AND #$0004 : BNE .done ; zelda's been rescued
|
||||
LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
|
||||
LDA $A0 : CMP #$0012 : BNE + ;we're in the sanctuary
|
||||
LDA.l FollowerIndicator : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
|
||||
LDA $00 : AND #$00FF : CMP #$00A1 : BNE .done ; position is a1
|
||||
PLA : LDA #$0008 : RTL
|
||||
+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
|
||||
LDX #$FFFE
|
||||
- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
|
||||
CMP $A0 : BNE -
|
||||
SEP #$20 : LDA.l RainDoorMatch, X : CMP $00 : BNE .continue
|
||||
INC.w $0460 : INC.w $0460 : REP #$20 : PLA : SEC : RTL
|
||||
.continue
|
||||
REP #$20 : BRA -
|
||||
.done PLA : CLC : RTL
|
||||
|
||||
; A should be how much dmg to do to Aga when leaving this function
|
||||
StandardAgaDmg:
|
||||
LDX.b #$00 ; part of what we wrote over
|
||||
@@ -121,6 +101,14 @@ StandardAgaDmg:
|
||||
LDA.b #$10 ; hurt him!
|
||||
+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
|
||||
|
||||
StandardSaveAndQuit:
|
||||
LDA.b #$0F : STA.b $95 ; what we wrote over
|
||||
LDA.l ProgressFlags : AND #$04 : BNE +
|
||||
LDA.l DRMode : BEQ +
|
||||
LDA.l StartingEntrance : CMP.b #$02 : BCC +
|
||||
LDA.b #$03 : STA.l StartingEntrance ; set spawn to uncle if >=
|
||||
+ RTL
|
||||
|
||||
; note: this skips both maiden dialog triggers if the hole is open
|
||||
BlindsAtticHint:
|
||||
REP #$20
|
||||
|
||||
@@ -188,6 +188,9 @@ db Password_Tilemap>>16
|
||||
org $0CD527 ; <- 65527 : Bank0C.asm : 2913 (LDA.w #$0004 : STA $02) [LDA.w #$0006 : STA $02]
|
||||
JSL.l DrawPlayerFile : NOP ; hijack hearts draw routine to draw a full inventory
|
||||
|
||||
; Random incredible patch that I should add right now - File Select Fairy
|
||||
org $1BF029+1 : db $10
|
||||
|
||||
org $0ccdd5 ; Bank0C.asm:1881 (LDX.w #$00FD)
|
||||
JSL.l AltBufferTable : NOP #8 ; Selection screen
|
||||
org $0cd393 ; Bank0c.asm:2674 (LDX.w #$00FD)
|
||||
@@ -1290,6 +1293,9 @@ org $08D395 ; <- 45395 - ancilla_bird_travel_intro.asm : 253
|
||||
JSL.l UpgradeFlute
|
||||
NOP #2
|
||||
;--------------------------------------------------------------------------------
|
||||
org $07A408 ; LDA.l $7EF34C
|
||||
JSL.l FluteCallForDuck
|
||||
;--------------------------------------------------------------------------------
|
||||
org $05E4D7 ; <- 2E4D7 - sprite_witch.asm : 213
|
||||
JSL.l RemoveMushroom
|
||||
NOP #2
|
||||
|
||||
@@ -337,9 +337,9 @@ AddInventory:
|
||||
LDA PreMirrorLocations : INC : STA PreMirrorLocations ; Increment Pre Mirror Counter
|
||||
SEP #$20
|
||||
+
|
||||
LDA FluteEquipment : BNE + ; Check for Mirror
|
||||
LDA FluteEquipment : BNE + ; Check for Flute
|
||||
REP #$20
|
||||
LDA PreFluteLocations : INC : STA PreFluteLocations ; Increment Pre Mirror Counter
|
||||
LDA PreFluteLocations : INC : STA PreFluteLocations ; Increment Pre Flute Counter
|
||||
SEP #$20
|
||||
+
|
||||
REP #$20
|
||||
@@ -841,6 +841,22 @@ UpgradeFlute:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; FluteCallForDuck:
|
||||
;--------------------------------------------------------------------------------
|
||||
; sets A to #$02 to ignore summoning the duck
|
||||
FluteCallForDuck:
|
||||
LDA.l WarningFlags : AND.b #$20 : BNE .vanilla ; glitched modes allowed flute in rain state
|
||||
LDA.l ProgressIndicator : CMP.b #$02 : BCS .vanilla ; must rescue Zelda first
|
||||
|
||||
.noDuck
|
||||
LDA.b #$02 : RTL
|
||||
|
||||
.vanilla
|
||||
LDA.l FluteEquipment ; what we wrote over
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; CheckKeys:
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
@@ -229,6 +229,9 @@ LoadMultiWorldPotItem:
|
||||
PLX
|
||||
|
||||
BRA SaveMajorItemDrop
|
||||
MultiItemExit:
|
||||
LDA.w #$0008 : STA.w $0B9C
|
||||
RTL
|
||||
|
||||
LoadMajorPotItem:
|
||||
INY : INY
|
||||
@@ -240,7 +243,9 @@ SaveMajorItemDrop:
|
||||
STA.w SpawnedItemID
|
||||
STX.w SpawnedItemIndex
|
||||
INC.w SpawnedItemFlag
|
||||
TAY : LDA.w #$0008
|
||||
TAY
|
||||
LDA.l SpawnedItemIsMultiWorld : BNE MultiItemExit
|
||||
LDA.w #$0008
|
||||
CPY.w #$0036 : BNE + ; Red Rupee
|
||||
LDA.w #$0016 : BRA .substitute
|
||||
+ CPY.w #$0044 : BNE + ; 10 pack arrows
|
||||
|
||||
22
owrando.asm
22
owrando.asm
@@ -608,16 +608,18 @@ OWEdgeTransition:
|
||||
}
|
||||
OWSpecialExit:
|
||||
{
|
||||
PHY
|
||||
LDY.b #$00
|
||||
LDA.w $0418 : LSR : BNE +
|
||||
LDY.w $0704 : BRA ++
|
||||
+
|
||||
LDA.w $0704 : BNE ++
|
||||
LDY.b #$02
|
||||
++
|
||||
JSR OWWorldTerrainUpdate
|
||||
PLY
|
||||
LDA.l OWMode : ORA.l OWMode+1 : BEQ .vanilla
|
||||
PHY
|
||||
LDY.b #$00
|
||||
LDA.w $0418 : LSR : BNE +
|
||||
LDY.w $0704 : BRA ++
|
||||
+
|
||||
LDA.w $0704 : BNE ++
|
||||
LDY.b #$02
|
||||
++
|
||||
JSR OWWorldTerrainUpdate
|
||||
PLY
|
||||
.vanilla
|
||||
LDA.l $7EFD40,X ; what we wrote over
|
||||
RTL
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user