Initial trolls:
- random dash timer - random bomb timer - flute sometimes summons chickens - ice physics while carrying things - lowered i-frames with increased hearts/armor - Blind impervious (TODO: allow hitting with bunny pots)
This commit is contained in:
@@ -158,6 +158,7 @@ incsrc msu.asm
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incsrc dungeonmap.asm
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incsrc special_weapons.asm
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incsrc variable_ganon_vulnerability.asm
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incsrc trolls.asm
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if !FEATURE_NEW_TEXT
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incsrc textrenderer.asm
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endif
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@@ -9,7 +9,11 @@ CuccoStorm:
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SEP #$30 ; set 8-bit accumulator index registers
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LDA.l CuccoStormer : BEQ + ; only if storm is on
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LDA.b GameMode : CMP.b #$09 : BNE + ; only if outdoors
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LDA.b GameMode : CMP.b #$09 : BNE .check ; only if outdoors
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.indoors
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LDA.b #$00 : STA.l CuccoStormer ; turn off cucco storm if indoors
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BRA +
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.check
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LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames
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-
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Binary file not shown.
33
hooks.asm
33
hooks.asm
@@ -2014,11 +2014,11 @@ JSL.l Overworld_LoadNewTiles : NOP #$02
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org $02EC2E ;<- 016C2E
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JSL.l Overworld_LoadNewTiles : NOP #$02
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;================================================================================
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org $07A3E2 ;<- 3A3E2 Bank07.asm:5764 (LDA.b #$80 : STA $03F0)
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JSL.l FreeDuckCheck : BEQ +
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NOP
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skip 3 ; a JSR we need to keep
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+
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; org $07A3E2 ;<- 3A3E2 Bank07.asm:5764 (LDA.b #$80 : STA $03F0)
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; JSL.l FreeDuckCheck : BEQ +
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; NOP
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; skip 3 ; a JSR we need to keep
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; +
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;================================================================================
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org $07A9AC ; <- 3A9AC - Bank07.asm:6628 (LDA $0C : ORA $0E : STA $00 : AND.b #$0C : BEQ BRANCH_BETA)
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JML.l MirrorBonk
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@@ -2623,3 +2623,26 @@ JSL.l TransferVRAMStripes
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;===================================================================================================
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org $9BF029+1 : db $10
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;--------------------------------------------------------------------------------
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; Various nonsense
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;--------------------------------------------------------------------------------
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org $0780B9 ; LDA.b #$3A : STA.w $031F
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JSL CalcIFrames
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NOP
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org $09814E ; LDA.w Bomb_timer : STA.w $039F, X
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JSL SetBombTimer
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NOP #2
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org $07B282 ; LDA.b #$1D : STA.w $0374
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JSL SetDashTimer
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NOP
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org $07A3E7 ; LDA.b #$13 : JSR PlaySFX_Set2 : ...
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JSL ProcessFlute
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BCS +
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RTS
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NOP #14 : +
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org $08E073 ; LDA.b #$0E : STA.b $10
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JSL FluteMap
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@@ -274,7 +274,8 @@ Utility_CheckHammerHelmasaurKingMask:
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RTL
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;--------------------------------------------------------------------------------
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Utility_CheckImpervious:
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LDA $0E20, X : CMP.b #$CB : BNE .normal
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LDA $0E20, X : CMP.b #$CE : BEQ .blind
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CMP.b #$CB : BNE .normal
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.trinexx
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LDA SpecialWeapons : CMP #$01 : BEQ +
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CMP #$03 : BEQ +
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@@ -282,6 +283,9 @@ Utility_CheckImpervious:
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CMP #$05 : BEQ +
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CMP #$06 : BEQ .check_sidenexx
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BRA .normal
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.blind
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LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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BRA .normal
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+
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LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
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.check_sidenexx
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@@ -9,6 +9,10 @@ LoadSwordForDamage:
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CMP.b #$04 : !BLT + : DEC : + ; if it's gold sword, change it to tempered
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RTL
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.notMoth
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CMP.b #$CE : BNE .notBlind
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LDA.b #$01
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RTL
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.notBlind
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JSR.w LoadModifiedSwordLevel ; load normal sword value
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RTL
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;================================================================================
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@@ -81,8 +85,10 @@ LoadModifiedIceFloorValue:
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LDA.b LinkState : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
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LDA.b LinkSpeed : CMP.b #$02 : BEQ +
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LDA.b LinkSlipping : BNE +
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LDA.w $0308 : BIT #$80 : BNE .yes
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LDA.l ChallengeModes : BIT #$01 : BEQ ++
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LDA.l RoomIndex : CMP #$16 : BEQ ++ ; swamp supertile with current -- fine for temporary physics but impossible without boots for permanent
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.yes
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LDA.w TileActIce : ORA.l IceModifier : ORA.b #$10 : RTS
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++ : LDA.w TileActIce : ORA.l IceModifier : RTS
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+ : LDA.w TileActIce
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70
trolls.asm
Normal file
70
trolls.asm
Normal file
@@ -0,0 +1,70 @@
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IFrameData:
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db $00, $14, $28
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CalcIFrames:
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LDA.l ArmorEquipment
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PHX : TAX
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LDA.l MaximumHealth : LSR #3
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CLC : ADC.l IFrameData, X
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EOR.b #$FF
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CLC : ADC.b #$3E
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PLX
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STA.w $031F
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RTL
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SetBombTimer:
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JSL GetRandomInt
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STA.w $039F, X
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RTL
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SetDashTimer:
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JSL GetRandomInt
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AND.b #$3F
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STA.w $0374
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RTL
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ProcessFlute:
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LDA.b $1B
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BNE .play_and_leave ; indoors
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LDA.b $10
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CMP.b #$0B
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BEQ .play_and_leave ; special overworld
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JSL GetRandomInt
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BIT #$08
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BNE .cucco
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.normal
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LDA.b $8A
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AND.b #$40
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BNE .play_and_leave ; dark world
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JSR PlayDuck
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SEC : RTL ; light world; play duck sound and resume normal behavior
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.cucco
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JSR PlayCluck ; outdoors; play cucco sound
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LDA.b #$01
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STA.l $7F50C5 ; turn on cucco storm
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CLC : RTL ; do not summon duck
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.play_and_leave
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JSR PlayDuck
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CLC : RTL
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PlayDuck:
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LDA.b #$13
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STA.w $0CF8
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JSL Sound_SetSfxPanWithPlayerCoords
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ORA.w $0CF8
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STA.w $012E
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RTS
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PlayCluck:
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LDA.b #$30
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STA.w $0CF8
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JSL Sound_SetSfxPanWithPlayerCoords
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ORA.w $0CF8
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STA.w $012E
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RTS
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FluteMap:
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LDA.b #$00
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STA.l $7F50C5 ; turn off cuccos
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LDA.b #$0E
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STA.b $10
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RTL
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