Merge branch 'master' of https://github.com/mmxbass/z3randomizer
This commit is contained in:
@@ -127,6 +127,7 @@ incsrc hardmode.asm
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incsrc goalitem.asm
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incsrc compasses.asm
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incsrc doorframefixes.asm
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incsrc music.asm
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;incsrc shopkeeper.asm
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incsrc cuccostorm.asm
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incsrc roomloading.asm
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@@ -61,6 +61,12 @@ SetDeathWorldChecked:
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PLA
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RTL
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;--------------------------------------------------------------------------------
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FakeWorldFix:
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LDA FixFakeWorld : BEQ +
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LDA $8A : AND.b #$40 : STA $7EF3CA
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+
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RTL
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;--------------------------------------------------------------------------------
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MasterSwordFollowerClear:
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LDA $7EF3CC
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CMP #$0E : BEQ .clear ; clear master sword follower
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@@ -3,17 +3,12 @@
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;================================================================================
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;--------------------------------------------------------------------------------
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; StoreLastEntranceID
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; StoreLastOverworldDoorID
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;--------------------------------------------------------------------------------
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StoreLastEntranceID:
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CPX #$003a : BCC .noStore
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TXA : SBC #$3a
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BRA .done
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.noStore
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LDA #$00
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.done
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STA $7F5099
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LDA $1BBB73, X : STA $010E
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StoreLastOverworldDoorID:
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TXA : INC
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STA $7F5099
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LDA $1BBB73, X : STA $010E
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RTL
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;--------------------------------------------------------------------------------
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@@ -24,13 +19,12 @@ CacheDoorFrameData:
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LDA $7F5099 : BEQ .originalBehaviour
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DEC : ASL : TAX
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LDA EntranceDoorFrameTable, X : STA $0696
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LDA EntranceAltDoorFrameTable, X : STA $0698
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BRA .done
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.originalBehaviour
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LDA $D724, X : STA $0696
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.done
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STZ $0698
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LDA #$00
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STA $7F5099
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.done
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RTL
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;--------------------------------------------------------------------------------
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@@ -39,6 +33,7 @@ RTL
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;--------------------------------------------------------------------------------
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WalkDownIntoTavern:
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LDA $7F5099
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CMP #$08
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; tavern door has index 0x42 (saved off value is incremented by one)
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CMP #$43
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RTL
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;--------------------------------------------------------------------------------
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18
hooks.asm
18
hooks.asm
@@ -1934,12 +1934,12 @@ JSL.l SetOverlayIfLamp
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; Overworld Door Frame Overlay Fix
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;
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; When entering an overworld entrance, if it is an entrance to a simple cave, we
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; store the entrance id, then use that (instead of the cave id) to determine the
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; store the overworld door id, then use that (instead of the cave id) to determine the
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; overlay to draw when leaving the cave again. We also use this value to
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; identify the tavern entrance to determine whether link should walk up or down.
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;--------------------------------------------------------------------------------
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org $1BBD5F ; <- Bank1b.asm:296 (LDA $1BBB73, X : STA $010E)
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JSL.l StoreLastEntranceID
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JSL.l StoreLastOverworldDoorID
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NOP #3
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;--------------------------------------------------------------------------------
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org $02D754 ; <- Bank02.asm:10847 (LDA $D724, X : STA $0696 : STZ $0698)
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@@ -1951,6 +1951,19 @@ JSL.l WalkDownIntoTavern
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NOP #1
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;================================================================================
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;================================================================================
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; Music fixes
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;--------------------------------------------------------------------------------
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org $0282F4 ; <- Bank02.asm:654 (LDY.b #$58 ...)
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JML.l PreOverworld_LoadProperties_ChooseMusic
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org $028389 ; <- Bank02.asm:763
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PreOverworld_LoadProperties_SetSong:
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;--------------------------------------------------------------------------------
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org $05CC58 ; <- Bank05.asm:1307 (LDA $040A : CMP.b #$18)
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JSL PsychoSolder_MusicCheck
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NOP #1
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;================================================================================
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;================================================================================
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; Hooks for roomloading.asm
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;--------------------------------------------------------------------------------
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@@ -1987,4 +2000,3 @@ org $00DF62 ; <- Bank00.asm:4672 (LDX.w #$0000 : LDY.w #$0040)
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org $00DF6E ; <- A few instructions later, right after JSR Do3To4High16Bit
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ReloadingFloorsCancel:
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;================================================================================
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@@ -830,6 +830,7 @@ RTL
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;--------------------------------------------------------------------------------
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ClearOWKeys:
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PHA
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JSL.l FakeWorldFix
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LDA.l GenericKeys : BEQ +
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PLA : LDA $7EF38B : STA $7EF36F
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RTL
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89
music.asm
Normal file
89
music.asm
Normal file
@@ -0,0 +1,89 @@
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;--------------------------------------------------------------------------------
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PreOverworld_LoadProperties_ChooseMusic:
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; A: scratch space (value never used)
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; Y: set to overworld animated tileset
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; X: set to music track/command id
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LDY.b #$58 ; death mountain animated tileset.
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LDX.b #$02 ; Default light world theme
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LDA $8A : ORA #$40 ; check both light and dark world DM at the same time
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CMP.b #$43 : BEQ .endOfLightWorldChecks
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CMP.b #$45 : BEQ .endOfLightWorldChecks
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CMP.b #$47 : BEQ .endOfLightWorldChecks
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LDY.b #$5A ; Main overworld animated tileset
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; Skip village and lost woods checks if entering dark world or a special area
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LDA $8A : CMP.b #$40 : !BGE .notVillageOrWoods
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LDX.b #$07 ; Default village theme
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; Check what phase we're in
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LDA $7EF3C5 : CMP.b #$03 : !BLT +
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LDX.b #$02 ; Default light world theme (phase >=3)
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+
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; Check if we're entering the village
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LDA $8A : CMP.b #$18 : BEQ .endOfLightWorldChecks
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; For NA release would we also branch on indexes #$22 #$28 #$29
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LDX.b #$05 ; Lost woods theme
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; check if we've pulled from the master sword pedestal
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LDA $7EF300 : AND.b #$40 : BEQ +
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LDX.b #$02 ; Default light world theme
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+
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; check if we are entering lost woods
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LDA $8A : BEQ .endOfLightWorldChecks
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.notVillageOrWoods
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; Use the normal overworld (light world) music
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LDX.b #$02
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; Check phase ; In phase >= 2
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LDA $7EF3C5 : CMP.b #$02 : !BGE +
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; If phase < 2, play the legend music
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LDX.b #$03
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+
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.endOfLightWorldChecks
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; if we are in the light world go ahead and set chosen selection
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LDA $7EF3CA : BEQ .lastCheck
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LDX.b #$0D ; dark woods theme
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; This music is used in dark woods, and dark death mountain
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LDA $8A
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CMP.b #$40 : BEQ + : CMP.b #$43 : BEQ + : CMP.b #$45 : BEQ + : CMP.b #$47 : BEQ +
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LDX.b #$09 ; dark overworld theme
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+
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; Does Link have a moon pearl?
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LDA $7EF357 : BNE +
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LDX.b #$04 ; bunny theme
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+
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.lastCheck
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LDA $0132 : CMP.b #$F2 : BNE +
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CPX $0130 : BNE +
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; If the last played command ($0132) was half volume (#$F2)
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; and the actual song playing ($0130) is same as the one for this area (X)
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; then play the full volume command (#F3) instead of restarting the song
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LDX.b #$F3
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+
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JML.l PreOverworld_LoadProperties_SetSong
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;0 = Is Kakariko Overworld
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;1 = Not Kakariko Overworld
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PsychoSolder_MusicCheck:
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LDA $040A : CMP.b #$18 : BNE .done ; thing we overwrote - check if overworld location is Kakariko
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LDA $1B ; Also check that we are outdoors
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.done
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RTL
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;--------------------------------------------------------------------------------
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41
tables.asm
41
tables.asm
@@ -728,6 +728,13 @@ org $308173 ; PC 0x180173
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Bob:
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db #$01 ; #00 = Off - #$01 = On (Default)
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;================================================================================
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org $308174 ; PC 0x180174
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; Flag to fix Fake Light World/Fake Dark World as caused by leaving the underworld
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; to the other world (As can be caused by EG, Certain underworld clips, or Entance Randomizer).
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; Currently, Fake Worlds triggered by other causes like YBA's Fake Flute, are not affected.
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FixFakeWorld:
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db #$00 ; #00 = Fix Off (Default) - #$01 = Fix On
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;================================================================================
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org $308190 ; PC 0x180190
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TimerStyle:
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db #$00 ; #$00 = Off (Default) - #$01 Countdown - #$02 = Stopwatch
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@@ -1288,7 +1295,7 @@ dw #9999 ; Rupee Limit
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; $7F5096 - Dialog Offset Pointer Return (Low)
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; $7F5097 - Dialog Offset Pointer Return (High)
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; $7F5098 - Water Entry Index
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; $7F5099 - Last Entered Entrance
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; $7F5099 - Last Entered Overworld Door ID
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; $7F50A0 - Event Parameter 1
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@@ -1331,8 +1338,18 @@ db $83, $21, $EB, $6E, $0A, $71, $B0, $11, $85, $C7, $A1, $FD, $E5, $16, $48, $F
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db $F2, $23, $2F, $28, $9B, $AA, $AB, $D0, $6A, $9D, $C6, $2D, $00, $FE, $E1, $3F
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db $A0, $4A, $B8, $4E, $74, $1F, $8E, $A9, $F5, $CD, $60, $91, $DB, $D8, $52, $E2
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;================================================================================
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org $30A100 ; PC 0x182100 - 0x18218C
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org $30A100 ; PC 0x182100 - 0x182304
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EntranceDoorFrameTable:
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; data for multi-entrance caves
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dw $0816, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $05cc, $05d4, $0bb6, $0b86
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000
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; simple caves:
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dw $0000, $0000, $0DE8, $0B98, $14CE, $0000, $1C50, $FFFF
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dw $1466, $0000, $1AB6, $0B98, $1AB6, $040E, $9C0C, $1530
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dw $0A98, $0000, $0000, $0000, $0000, $0000, $0000, $0816
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@@ -1342,6 +1359,24 @@ dw $041A, $0000, $091E, $09AC, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0AA8, $07AA, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000
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EntranceAltDoorFrameTable:
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dw $0000, $01aa, $8124, $87be, $8158, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $82be, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
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dw $0000
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;===============================================================================
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org $30B000 ; PC 0x183000 - 0x183054
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StartingEquipment:
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@@ -1371,4 +1406,4 @@ db $FF, $AF, $50, $00
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db $FF, $27, $0A, $00
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db $FF, $12, $F4, $01
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db $FF, $FF, $FF, $FF
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;================================================================================
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;================================================================================
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