Introduce bound to QS loop to prevent infinite loop on last bomb loss
Move !INFINITE_BOMB define to ram.asm, replace with labels
This commit is contained in:
@@ -131,19 +131,18 @@ RefreshRainAmmo:
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
!INFINITE_ARROWS = "$7F50C8"
|
||||
!INFINITE_BOMBS = "$7F50C9"
|
||||
!INFINITE_MAGIC = "$7F50CA"
|
||||
SetEscapeAssist:
|
||||
LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
|
||||
.rain
|
||||
LDA.l EscapeAssist
|
||||
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
|
||||
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
|
||||
BIT.b #$02 : BEQ + : STA InfiniteBombs : +
|
||||
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 #$02 : BEQ + : LDA.b #$00 : STA InfiniteBombs : +
|
||||
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
|
||||
++
|
||||
RTL
|
||||
|
||||
@@ -60,7 +60,7 @@ OnUncleItemGet:
|
||||
|
||||
LDA.l EscapeAssist
|
||||
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
|
||||
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
|
||||
BIT.b #$02 : BEQ + : STA InfiniteBombs : +
|
||||
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
|
||||
|
||||
PLA
|
||||
|
||||
@@ -3,10 +3,9 @@ SEP #$30
|
||||
;================================================================================
|
||||
; Draw bomb count
|
||||
!BOMBCOUNT_DRAW_ADDRESS = "$7EC75A"
|
||||
!INFINITE_BOMBS = "$7F50C9"
|
||||
;================================================================================
|
||||
|
||||
LDA !INFINITE_BOMBS : BNE .infinite_bombs
|
||||
LDA.l InfiniteBombs : BNE .infinite_bombs
|
||||
.finite_bombs
|
||||
LDA.l BombsEquipment ; bombs
|
||||
JSR HudHexToDec2Digit ;requires 8 bit registers!
|
||||
|
||||
@@ -11,6 +11,7 @@ QuickSwap:
|
||||
LDA.l QuickSwapFlag : BEQ .done
|
||||
LDA.w $0202 : BEQ .done ; Skip everything if we don't have any items
|
||||
|
||||
LDY.b #$14
|
||||
PHX
|
||||
XBA ; restore the stashed value
|
||||
CMP.b #$30 : BNE +
|
||||
@@ -58,8 +59,10 @@ RCode:
|
||||
-
|
||||
+ CPX.b #$14 : BNE + : LDX.b #$00 ;will wrap around to 1
|
||||
+ INX
|
||||
DEY : BEQ +
|
||||
.nextItem
|
||||
JSL.l IsItemAvailable : BEQ -
|
||||
+
|
||||
RTS
|
||||
|
||||
LCode:
|
||||
@@ -73,6 +76,17 @@ LCode:
|
||||
-
|
||||
+ CPX.b #$01 : BNE + : LDX.b #$15 ; will wrap around to $14
|
||||
+ DEX
|
||||
DEY : BEQ +
|
||||
.nextItem
|
||||
JSL.l IsItemAvailable : BEQ -
|
||||
+
|
||||
RTS
|
||||
|
||||
IsItemAvailable:
|
||||
LDA.l InfiniteBombs : BEQ .finite
|
||||
.infinite
|
||||
CPX.b #$04 : BNE .finite
|
||||
LDA.b #$01 : RTL
|
||||
.finite
|
||||
LDA.l EquipmentWRAM-1, X
|
||||
RTL
|
||||
|
||||
2
ram.asm
2
ram.asm
@@ -6,6 +6,7 @@
|
||||
;--------------------------------------------------------------------------------
|
||||
; Placeholder and for compass item max count allocations, still WIP
|
||||
;--------------------------------------------------------------------------------
|
||||
InfiniteBombs = $7F50C9
|
||||
CompassTotalsWRAM = $7F5410
|
||||
|
||||
;================================================================================
|
||||
@@ -15,4 +16,5 @@ macro assertRAM(label, address)
|
||||
assert <label> = <address>, "<label> labeled at incorrect address."
|
||||
endmacro
|
||||
|
||||
%assertRAM(InfiniteBombs, $7F50C9)
|
||||
%assertRAM(CompassTotalsWRAM, $7F5410)
|
||||
|
||||
45
retro.asm
45
retro.asm
@@ -1,47 +1,38 @@
|
||||
!INFINITE_BOMBS = "$7F50C9"
|
||||
IsItemAvailable:
|
||||
LDA !INFINITE_BOMBS : BEQ .finite
|
||||
.infinite
|
||||
CPX.b #$04 : BNE .finite
|
||||
LDA.b #$01 : RTL
|
||||
.finite
|
||||
LDA EquipmentWRAM-1, X
|
||||
RTL
|
||||
LoadBombCount:
|
||||
LDA !INFINITE_BOMBS : BNE .infinite
|
||||
LDA.l InfiniteBombs : BNE .infinite
|
||||
.finite
|
||||
LDA BombsEquipment
|
||||
LDA.l BombsEquipment
|
||||
.infinite
|
||||
RTL
|
||||
LoadBombCount16:
|
||||
LDA !INFINITE_BOMBS : AND.w #$00FF : BNE .infinite
|
||||
LDA.l InfiniteBombs : AND.w #$00FF : BNE .infinite
|
||||
.finite
|
||||
LDA BombsEquipment
|
||||
LDA.l BombsEquipment
|
||||
.infinite
|
||||
RTL
|
||||
StoreBombCount:
|
||||
PHA : LDA !INFINITE_BOMBS : BEQ .finite
|
||||
PHA : LDA.l InfiniteBombs : BEQ .finite
|
||||
.infinite
|
||||
PLA : LDA.b #$01 : RTL
|
||||
.finite
|
||||
PLA : STA BombsEquipment
|
||||
PLA : STA.l BombsEquipment
|
||||
RTL
|
||||
SearchForEquippedItem:
|
||||
LDA !INFINITE_BOMBS : BEQ +
|
||||
LDA.l InfiniteBombs : BEQ +
|
||||
LDA.b #$01 : LDX.b #$00 : RTL
|
||||
+
|
||||
LDA BowEquipment ; thing we wrote over
|
||||
LDA.l BowEquipment ; thing we wrote over
|
||||
RTL
|
||||
|
||||
!INFINITE_ARROWS = "$7F50C8"
|
||||
DecrementArrows:
|
||||
LDA !INFINITE_ARROWS : BNE .infinite
|
||||
LDA.l !INFINITE_ARROWS : BNE .infinite
|
||||
LDA.l ArrowMode : BNE .rupees : BRA .normal
|
||||
.infinite
|
||||
LDA.b #$01 : RTL
|
||||
.normal
|
||||
LDA CurrentArrows : BEQ .done
|
||||
DEC : STA CurrentArrows : INC
|
||||
LDA.l CurrentArrows : BEQ .done
|
||||
DEC : STA.l CurrentArrows : INC
|
||||
BRA .done
|
||||
.rupees
|
||||
REP #$20
|
||||
@@ -57,11 +48,11 @@ DecrementArrows:
|
||||
.shoot_arrow
|
||||
PHX
|
||||
REP #$20
|
||||
LDA CurrentRupees : BEQ +
|
||||
PHA : LDA BowEquipment : DEC : AND #$0002 : TAX : PLA
|
||||
LDA.l CurrentRupees : BEQ +
|
||||
PHA : LDA.l BowEquipment : DEC : AND.w #$0002 : TAX : PLA
|
||||
!SUB.l ArrowModeWoodArrowCost, X ; CMP.w #$0000
|
||||
BMI .not_enough_money
|
||||
STA CurrentRupees : LDA.w #$0001 : BRA +
|
||||
STA.l CurrentRupees : LDA.w #$0001 : BRA +
|
||||
.not_enough_money
|
||||
LDA.w #$0000
|
||||
+
|
||||
@@ -72,17 +63,17 @@ DecrementArrows:
|
||||
RTL
|
||||
|
||||
ArrowGame:
|
||||
LDA $0B99 : BEQ +
|
||||
LDA.w $0B99 : BEQ +
|
||||
DEC $0B99 ; reduce minigame arrow count
|
||||
LDA.l ArrowMode : BNE .rupees
|
||||
.normal
|
||||
LDA CurrentArrows : INC #2 : STA CurrentArrows ; increment arrow count (by 2 for some reason)
|
||||
LDA.l CurrentArrows : INC #2 : STA.l CurrentArrows ; increment arrow count (by 2 for some reason)
|
||||
RTL
|
||||
.rupees
|
||||
PHX
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA BowEquipment : DEC : AND #$0002 : TAX
|
||||
LDA CurrentRupees : !ADD.l ArrowModeWoodArrowCost, X : STA CurrentRupees
|
||||
LDA.l BowEquipment : DEC : AND #$0002 : TAX
|
||||
LDA.l CurrentRupees : !ADD.l ArrowModeWoodArrowCost, X : STA.l CurrentRupees
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
PLX
|
||||
+
|
||||
|
||||
Reference in New Issue
Block a user