Merge pull request #20 from KevinCathcart/doorframe_update

Update doorframe fixes (Allows Entrance Rando to mix single and multi entrance caves)
This commit is contained in:
Karkat
2018-01-21 21:08:23 -05:00
committed by GitHub
3 changed files with 42 additions and 20 deletions

View File

@@ -3,17 +3,12 @@
;================================================================================
;--------------------------------------------------------------------------------
; StoreLastEntranceID
; StoreLastOverworldDoorID
;--------------------------------------------------------------------------------
StoreLastEntranceID:
CPX #$003a : BCC .noStore
TXA : SBC #$3a
BRA .done
.noStore
LDA #$00
.done
STA $7F5099
LDA $1BBB73, X : STA $010E
StoreLastOverworldDoorID:
TXA : INC
STA $7F5099
LDA $1BBB73, X : STA $010E
RTL
;--------------------------------------------------------------------------------
@@ -24,13 +19,12 @@ CacheDoorFrameData:
LDA $7F5099 : BEQ .originalBehaviour
DEC : ASL : TAX
LDA EntranceDoorFrameTable, X : STA $0696
LDA EntranceAltDoorFrameTable, X : STA $0698
BRA .done
.originalBehaviour
LDA $D724, X : STA $0696
.done
STZ $0698
LDA #$00
STA $7F5099
.done
RTL
;--------------------------------------------------------------------------------
@@ -39,6 +33,7 @@ RTL
;--------------------------------------------------------------------------------
WalkDownIntoTavern:
LDA $7F5099
CMP #$08
; tavern door has index 0x42 (saved off value is incremented by one)
CMP #$43
RTL
;--------------------------------------------------------------------------------

View File

@@ -1926,12 +1926,12 @@ JSL.l SetOverlayIfLamp
; Overworld Door Frame Overlay Fix
;
; When entering an overworld entrance, if it is an entrance to a simple cave, we
; store the entrance id, then use that (instead of the cave id) to determine the
; store the overworld door id, then use that (instead of the cave id) to determine the
; overlay to draw when leaving the cave again. We also use this value to
; identify the tavern entrance to determine whether link should walk up or down.
;--------------------------------------------------------------------------------
org $1BBD5F ; <- Bank1b.asm:296 (LDA $1BBB73, X : STA $010E)
JSL.l StoreLastEntranceID
JSL.l StoreLastOverworldDoorID
NOP #3
;--------------------------------------------------------------------------------
org $02D754 ; <- Bank02.asm:10847 (LDA $D724, X : STA $0696 : STZ $0698)
@@ -1979,4 +1979,3 @@ org $00DF62 ; <- Bank00.asm:4672 (LDX.w #$0000 : LDY.w #$0040)
org $00DF6E ; <- A few instructions later, right after JSR Do3To4High16Bit
ReloadingFloorsCancel:
;================================================================================

View File

@@ -1288,7 +1288,7 @@ dw #9999 ; Rupee Limit
; $7F5096 - Dialog Offset Pointer Return (Low)
; $7F5097 - Dialog Offset Pointer Return (High)
; $7F5098 - Water Entry Index
; $7F5099 - Last Entered Entrance
; $7F5099 - Last Entered Overworld Door ID
; $7F50A0 - Event Parameter 1
@@ -1331,8 +1331,18 @@ db $83, $21, $EB, $6E, $0A, $71, $B0, $11, $85, $C7, $A1, $FD, $E5, $16, $48, $F
db $F2, $23, $2F, $28, $9B, $AA, $AB, $D0, $6A, $9D, $C6, $2D, $00, $FE, $E1, $3F
db $A0, $4A, $B8, $4E, $74, $1F, $8E, $A9, $F5, $CD, $60, $91, $DB, $D8, $52, $E2
;================================================================================
org $30A100 ; PC 0x182100 - 0x18218C
org $30A100 ; PC 0x182100 - 0x182304
EntranceDoorFrameTable:
; data for multi-entrance caves
dw $0816, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $05cc, $05d4, $0bb6, $0b86
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000
; simple caves:
dw $0000, $0000, $0DE8, $0B98, $14CE, $0000, $1C50, $FFFF
dw $1466, $0000, $1AB6, $0B98, $1AB6, $040E, $9C0C, $1530
dw $0A98, $0000, $0000, $0000, $0000, $0000, $0000, $0816
@@ -1342,6 +1352,24 @@ dw $041A, $0000, $091E, $09AC, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0AA8, $07AA, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000
EntranceAltDoorFrameTable:
dw $0000, $01aa, $8124, $87be, $8158, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $82be, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000,
dw $0000
;===============================================================================
org $30B000 ; PC 0x183000 - 0x183054
StartingEquipment:
@@ -1371,4 +1399,4 @@ db $FF, $AF, $50, $00
db $FF, $27, $0A, $00
db $FF, $12, $F4, $01
db $FF, $FF, $FF, $FF
;================================================================================
;================================================================================