Merge pull request #196 from spannerisms/decompressed
Even more v31.2.0
This commit is contained in:
@@ -2,7 +2,7 @@ PalettesCustom:
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.master_sword
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.master_sword
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dw $0000, $7E4E, $6FF4, $1CF5, $7FFF, $1CE7, $7A10, $64A5
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dw $0000, $7E4E, $6FF4, $1CF5, $7FFF, $1CE7, $7A10, $64A5
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.tempered_sword
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.tempered_sword
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dw $0000, $7FFF, $1979, $14B6, $39DC, $14A5, $66F7, $45EF
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dw $7FFF, $093B, $169F, $7E8D, $7FFF, $1CE7, $7A10, $64A5
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.golden_sword
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.golden_sword
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dw $0000, $033F, $7FFF, $2640, $7FFF, $1CE7, $7A10, $64A5
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dw $0000, $033F, $7FFF, $2640, $7FFF, $1CE7, $7A10, $64A5
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.fighter_shield
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.fighter_shield
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11
events.asm
11
events.asm
@@ -28,10 +28,15 @@ RTL
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OnDungeonBossExit:
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OnDungeonBossExit:
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JSL.l StatTransitionCounter
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JSL.l StatTransitionCounter
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LDX.w DungeonID : BMI +
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LDX.w DungeonID : BMI +
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REP #$20
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LDA.w RoomIndex : CMP.b #$0D : BEQ .aga2
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LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
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.set_completed
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SEP #$20
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REP #$20
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LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
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SEP #$20
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+
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+
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RTL
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.aga2
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CPX.b #$1A : BEQ .set_completed
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RTL
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RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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OnPlayerDead:
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OnPlayerDead:
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@@ -1362,11 +1362,11 @@ OverworldMapChangePointers:
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dw !OWW_Stripe|!OWW_Vertical
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dw !OWW_Stripe|!OWW_Vertical
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dw $2422
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dw $2422
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dw $02F3, $00C9, $00E3
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dw $02F3, $00C9, $00E3|!OWW_STOP
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dw !OWW_Stripe|!OWW_Vertical
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dw !OWW_Stripe|!OWW_Vertical
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dw $2424
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dw $2424
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dw $02F3, $00C9, $00E3
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dw $02F3, $00C9, $00E3|!OWW_STOP
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dw !OWW_END
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dw !OWW_END
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@@ -22,10 +22,6 @@
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; resolve to a different one, or to run some custom code on pickup, you will have to use
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; resolve to a different one, or to run some custom code on pickup, you will have to use
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; ItemSubstitutionRules in tables.asm or claim some free space in this bank to put your
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; ItemSubstitutionRules in tables.asm or claim some free space in this bank to put your
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; own code with vectors to it in the appropriate tables.
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; own code with vectors to it in the appropriate tables.
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;
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; Currently our "skip" vectors are located at (SNES address, little-endian):
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; ItemReceipts_behavior: $CDBB
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; ItemReceipts_resolution: $D33F
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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@@ -81,6 +77,8 @@
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; c = palette index | l = load palette from .palette_addr
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; c = palette index | l = load palette from .palette_addr
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; .palette_addr [0x02] - $A2BE00 (0x11CE00 PC)
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; .palette_addr [0x02] - $A2BE00 (0x11CE00 PC)
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; • Pointer to 8-color palette in bank $9B (see custompalettes.asm)
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; • Pointer to 8-color palette in bank $9B (see custompalettes.asm)
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; • If an item has two sprites, this should be the chest sprite for
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; dark rooms.
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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@@ -420,9 +418,9 @@ endmacro
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%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
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%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
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%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
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%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
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%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
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%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
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%SpriteProps($04, 0, 0, $80, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
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%SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
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%SpriteProps($05, 2, 2, $80, $80, PalettesCustom_red_shield) ; 05 - Fire shield
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%SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield
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%SpriteProps($06, 2, 2, $80, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
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%SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
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%SpriteProps($07, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 07 - Fire rod
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%SpriteProps($07, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 07 - Fire rod
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%SpriteProps($08, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 08 - Ice rod
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%SpriteProps($08, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 08 - Ice rod
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%SpriteProps($09, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 09 - Hammer
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%SpriteProps($09, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 09 - Hammer
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@@ -16,7 +16,7 @@ Notice_CompassOf:
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; Oh look! it's
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; Oh look! it's
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; the big key of
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; the big key of
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Notice_BigKeyOf:
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Notice_BigKeyOf:
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db $74, $00, $B8, $00, $D7, $00, $FF, $00, $DB, $00, $DE, $00, $DE, $00, $DA, $00, $C7, $00, $FF, $00, $D8, $00, $E3, $00, $D8, $00, $E2
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db $74, $00, $B8, $00, $D7, $00, $FF, $00, $DB, $00, $DE, $00, $DE, $00, $DA, $00, $C7, $00, $FF, $00, $D8, $00, $E3, $00, $9D, $00, $E2
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db $75, $00, $E3, $00, $D7, $00, $D4, $00, $FF, $00, $D1, $00, $D8, $00, $D6, $00, $FF, $00, $DA, $00, $D4, $00, $E8, $00, $FF, $00, $DE, $00, $D5
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db $75, $00, $E3, $00, $D7, $00, $D4, $00, $FF, $00, $D1, $00, $D8, $00, $D6, $00, $FF, $00, $DA, $00, $D4, $00, $E8, $00, $FF, $00, $DE, $00, $D5
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dw #$7F7F
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dw #$7F7F
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@@ -366,22 +366,22 @@ LoadItemPalette:
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TXA : ASL : TAX
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TXA : ASL : TAX
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LDA.l SpriteProperties_palette_addr,X : STA.b Scrap0A
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LDA.l SpriteProperties_palette_addr,X : STA.b Scrap0A
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LDY.w #$000E
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LDY.w #$000E
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LDA.w RoomIndex : CMP.w #$008C : BEQ .aux
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JSR.w GTTorchCheck : BCS .aux
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LDA.w TransparencyFlag : BNE .SP05
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LDA.w TransparencyFlag : BNE .SP05
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-
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LDA.b [Scrap0A], Y
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STA.w PaletteBuffer+$0170,Y
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DEY #2
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BPL -
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LDA.w #$0003
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BRA .done
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.SP05
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-
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-
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LDA.b [Scrap0A], Y
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LDA.b [Scrap0A], Y
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STA.w PaletteBuffer+$0170,Y
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STA.w PaletteBuffer+$01B0,Y
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DEY #2
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DEY #2
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BPL -
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BPL -
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LDA.w #$0003
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LDA.w #$0005
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BRA .done
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.SP05
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-
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LDA.b [Scrap0A], Y
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STA.w PaletteBuffer+$01B0,Y
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DEY #2
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BPL -
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LDA.w #$0005
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.done
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.done
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SEP #$30
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SEP #$30
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PLB : PLY : PLX
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PLB : PLY : PLX
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@@ -423,3 +423,19 @@ ItemReceiptWidthCheck:
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PLX
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PLX
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LDA.l SpriteProperties_standing_width, X
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LDA.l SpriteProperties_standing_width, X
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RTL
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RTL
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GTTorchCheck:
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PHX
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SEP #$30
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LDA.w RoomIndex : CMP.b #$8C : BNE .done
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LDX.w CurrentSpriteSlot
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LDA.w SpriteTypeTable,X : CMP.b #$3B : BNE .done; Bonk Item
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SEC
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REP #$30
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PLX
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RTS
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.done
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CLC
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REP #$30
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PLX
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RTS
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