Refactor inventory.asm
Refactor extended save data to use MVN Free small keys can be place in their own dungeon
This commit is contained in:
@@ -5,30 +5,16 @@ HeartPieceGet:
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PHX : PHY
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LDY.w SpriteItemType, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l LoadHeartPieceRoomValue : TAY
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+
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JSL.l MaybeMarkDigSpotCollected
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.skipLoad
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CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
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LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
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BRA .giveItem
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.notHeart
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.giveItem
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CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
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LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter
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.not_heart
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JSL.l $8791B3 ; Player_HaltDashAttackLong
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STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
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JSL.l Link_ReceiveItem
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CLC ; return false
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JMP .done ; finished
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.unfinished_heart
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SEC ; return true
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.done
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JSL MaybeUnlockTabletAnimation
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PLY : PLX
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@@ -36,10 +22,8 @@ RTL
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;--------------------------------------------------------------------------------
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HeartContainerGet:
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PHX : PHY
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JSL.l AddInventory_incrementBossSwordLong
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LDY.w SpriteItemType, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l IncrementBossSword
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LDY.w SpriteItemType, X : BNE +
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JSL.l LoadHeartContainerRoomValue : TAY
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+
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BRA HeartPieceGet_skipLoad
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@@ -1744,7 +1744,7 @@ JSL DialogResetSelectionIndex
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;----------------------------------------------------
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;-- Agahnim 1 Defeated
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org $868475 ; <- 30475 Bank06.asm : 762 - (JSL Sprite_ShowMessageMinimal)
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JSL AddInventory_incrementBossSwordLong
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JSL IncrementBossSword
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;----------------------------------------------------------
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;-- We'll take your sword
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org $86B4F3 ; <- 334F3 sprite_smithy_bros.asm : 556 (JSL Sprite_ShowMessageUnconditional)
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919
inventory.asm
919
inventory.asm
@@ -1,28 +1,6 @@
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;================================================================================
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; Inventory Updates
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;================================================================================
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; InventoryTracking
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; brmpnskf ------oq
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; b = blue boomerang | -
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; r = red boomerang | -
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; m = mushroom current | -
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; p = magic powder | -
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; n = mushroom past | -
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; s = shovel | -
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; k = fake flute | o = any bomb acquired from item location
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; f = working flute | q = quickswap locked
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;--------------------------------------------------------------------------------
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; BowTracking
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; Item Tracking Slot #2
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; -------- bsp-----
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; b = bow
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; s = silver arrow bow
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; p = 2nd progressive bow
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; -
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; -
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; -
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; -
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; -
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;--------------------------------------------------------------------------------
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; ProcessMenuButtons:
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; out: Carry - 0 = No Button, 1 = Yes Button
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@@ -129,10 +107,6 @@ ProcessBottleMenu:
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.no_bottles
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LDA.b #$00 ; pretend like the controller state was 0 from the overridden load
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RTL
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; .y_not_pressed
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; LDA.b Joy1A_New : AND.b #$0C ; thing we wrote over - load controller state
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;RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;OpenBottleMenu:
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@@ -162,520 +136,462 @@ RTL
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;--------------------------------------------------------------------------------
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; AddInventory:
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;--------------------------------------------------------------------------------
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macro TopHalf(address)
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LDA.l <address> : !ADD #$10 : STA.l <address>
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endmacro
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macro BottomHalf(address)
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PHA : PHX
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LDA.l <address> : INC : AND.b #$0F : TAX
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LDA.l <address> : AND.b #$F0 : STA.l <address>
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TXA : ORA.l <address> : STA.l <address>
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PLX : PLA
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endmacro
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;--------------------------------------------------------------------------------
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FullInventoryExternal:
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LDA.l StatsLocked : BEQ + : RTL : +
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PHA : PHX : PHP : JMP AddInventory_incrementCounts
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;--------------------------------------------------------------------------------
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AddInventory:
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PHA : PHX : PHP
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CPY.b #$0C : BNE + ; Blue Boomerang
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LDA.l InventoryTracking : ORA.b #$80 : STA.l InventoryTracking
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JMP .incrementCounts
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+ CPY.b #$2A : BNE + ; Red Boomerang
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LDA.l InventoryTracking : ORA.b #$40 : STA.l InventoryTracking
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JMP .incrementCounts
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+ CPY.b #$29 : BNE + ; Mushroom
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LDA.l InventoryTracking : ORA.b #$28 : STA.l InventoryTracking
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JMP .incrementCounts
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+ CPY.b #$0D : BNE + ; Magic Powder
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LDA.l InventoryTracking : ORA.b #$10 : STA.l InventoryTracking
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JMP .incrementCounts
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+ CPY.b #$13 : BNE + ; Shovel
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LDA.l InventoryTracking : ORA.b #$04 : STA.l InventoryTracking
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JMP .incrementCounts
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+ CPY.b #$14 : BNE + ; Flute (Inactive)
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LDA.l InventoryTracking : ORA.b #$02 : STA.l InventoryTracking
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JMP .incrementCounts
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+ CPY.b #$4A : BNE + ; Flute (Active)
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LDA.l InventoryTracking : ORA.b #$01 : STA.l InventoryTracking
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JMP .incrementCounts
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+ CPY.b #$0B : BNE + ; Bow
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LDA.l ArrowMode : BNE +++
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LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking
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+++
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JMP .incrementCounts
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+ CPY.b #$3A : BNE + ; Bow & Arrows
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LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking
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JMP .incrementCounts
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+ CPY.b #$3B : BNE + ; Bow & Silver Arrows
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LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
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LDA.l ArrowMode : BNE +++
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LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; activate wood arrows when not in rupee bow
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+++
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JMP .incrementCounts
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+ CPY.b #$43 : BNE + ; Single arrow
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LDA.l ArrowMode : BEQ +++
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LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; activate wood arrows in quick-swap
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+++
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JMP .incrementCounts
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+ CPY.b #$58 : BNE + ; Upgrade-Only Silver Arrows
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LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
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; In: Y - Receipt ID
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; Uses $0B-$0D for long absolute addressing
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PHA : PHX : PHY : PHP : PHB
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PHK : PLB
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LDA.l StatsLocked : BNE .done
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JSR.w ShopCheck : BCS .done
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JSR.w DungeonIncrement : BCS .done
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LDA.b #$7E : STA.b Scrap0D
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JSR.w StampItem
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JSR.w IncrementByOne
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SEP #$20
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JSR.w IncrementYAItems
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LDA.w InventoryTable_properties,Y : BIT #$01 : BEQ .done
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REP #$20
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LDA.l TotalItemCounter : INC : TAY
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LDA.l BootsEquipment : BNE +
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TYA : STA.l PreBootsLocations
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+
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.incrementCounts
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LDA.l StatsLocked : BEQ + : JMP .done : +
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; don't count any of this stuff
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CPY.b #$20 : BNE + : JMP .itemCounts : + ; Crystal
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CPY.b #$26 : BNE + : JMP .itemCounts : + ; Heart Piece Completion Heart
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CPY.b #$2E : BNE + : JMP .itemCounts : + ; Red Potion (Refill)
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CPY.b #$2F : BNE + : JMP .itemCounts : + ; Green Potion (Refill)
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CPY.b #$30 : BNE + : JMP .itemCounts : + ; Blue Potion (Refill)
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CPY.b #$37 : BNE + : JMP .itemCounts : + ; Pendant
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CPY.b #$38 : BNE + : JMP .itemCounts : + ; Pendant
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CPY.b #$39 : BNE + : JMP .itemCounts : + ; Pendant
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CPY.b #$04 : !BLT .isSword ; Swords - Skip Shop/Fairy Check for Swords
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CPY.b #$49 : BEQ .isSword
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CPY.b #$50 : BEQ .isSword
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CPY.b #$5E : BEQ .isSword
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BRA +
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.isSword
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JMP .dungeonCounts
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LDA.l MirrorEquipment : BNE +
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TYA : STA.l PreMirrorLocations
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+
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CPY.b #$3B : BNE + : JMP .dungeonCounts : + ; Silver Arrow Bow - Skip Shop/Fairy Check for Silver Arrow Bow
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LDA.l FluteEquipment : BNE +
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TYA : STA.l PreFluteLocations
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+
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TYA
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STA.l TotalItemCounter
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.done
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PLB : PLP : PLY : PLX : PLA
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RTL
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LDA.b IndoorsFlag : BEQ ++ ; skip shop check if outdoors
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LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ ++ ; skip shop check for chests
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PHP : REP #$20 ; set 16-bit accumulator
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ShopCheck:
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LDA.b IndoorsFlag : BEQ .count
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LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ .count
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LDA.w InventoryTable_properties,Y : BIT.b #$02 : BNE .count
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REP #$20
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LDA.b RoomIndex
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CMP.w #274 : BNE + : JMP .shop : + ; dark world death mountain shop, ornamental shield shop
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CMP.w #271 : BNE + : JMP .shop : + ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
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CMP.w #272 : BNE + : JMP .shop : + ; red shield shop
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CMP.w #284 : BNE + : JMP .shop : + ; bomb shop
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;CMP.w #265 : BNE + : JMP .shop : + ; potion shop - commented this out because it's easier to just block potion refills because this one interferes with the powder item being counted
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;CMP.w #271 : BNE + : JMP .shop : + ; lake hylia shop
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CMP.w #287 : BNE + : JMP .shop : + ; kakariko shop
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CMP.w #255 : BNE + : JMP .shop : + ; light world death mountain shop
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CMP.w #276 : BNE + : JMP .shop : + ; waterfall fairy
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CMP.w #277 : BNE + : JMP .shop : + ; upgrade fairy (shop)
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CMP.w #278 : BNE + : JMP .shop : + ; pyramid fairy
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PLP : BRA ++
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.shop
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PLP : JMP .done
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++
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CMP.w #274 : BEQ .nocount ; dark world death mountain shop, ornamental shield shop
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CMP.w #271 : BEQ .nocount ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
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CMP.w #272 : BEQ .nocount ; red shield shop
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CMP.w #284 : BEQ .nocount ; bomb shop
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CMP.w #287 : BEQ .nocount ; kakariko shop
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CMP.w #255 : BEQ .nocount ; light world death mountain shop
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CMP.w #276 : BEQ .nocount ; waterfall fairy
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CMP.w #277 : BEQ .nocount ; upgrade fairy (shop)
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CMP.w #278 : BEQ .nocount ; pyramid fairy
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SEP #$20
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.count
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CLC
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RTS
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.nocount
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SEP #$21
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RTS
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.dungeonCounts
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LDA.b IndoorsFlag : BNE + : JMP .fullItemCounts : +
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SEP #$20 ; Set 8-bit Accumulator
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LDA.w DungeonID ; get dungeon id
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CMP.b #$FF : BEQ .fullItemCounts
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DungeonIncrement:
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LDA.b IndoorsFlag : BEQ .count
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LDA.w DungeonID : CMP.b #$FF : BEQ .count
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CMP.l BallNChainDungeon : BNE +
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CPY.b #$32 : BNE +
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JMP .done
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CPY.b #$32 : BEQ .ballchain_bigkey
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+
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CMP.b #$04 : BCS +
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LDA.l SewersLocations : INC : STA.l SewersLocations
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LDA.l HCLocations : INC : STA.l HCLocations
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BRA .fullItemCounts
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+ LSR : TAX : LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
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++ CPX.b #$0D : BNE +
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LDA.l BigKeyField : AND.b #$04 : BNE ++
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JSR .incrementGTowerPreBigKey
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LDA.l SewersLocations : INC : STA.l SewersLocations : STA.l HCLocations
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BRA .count
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+
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LSR : TAX : LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
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CPX.b #$0D : BNE +
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LDA.l BigKeyField : BIT.b #$04 : BNE ++
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LDA.l PreGTBKLocations : INC : STA.l PreGTBKLocations
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++
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+
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; == END INDOOR-ONLY SECTION
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.fullItemCounts
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LDA.l BootsEquipment : BNE + ; Check for Boots
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LDA.l PreBootsLocations : INC : STA.l PreBootsLocations ; Increment Pre Boots Counter
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+
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LDA.l MirrorEquipment : BNE + ; Check for Mirror
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LDA.l PreMirrorLocations : INC : STA.l PreMirrorLocations ; Increment Pre Mirror Counter
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+
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LDA.l FluteEquipment : BNE + ; Check for Flute
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LDA.l PreFluteLocations : INC : STA.l PreFluteLocations ; Increment Pre Mirror Counter
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+
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REP #$20
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
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SEP #$20
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.itemCounts
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CPY.b #$00 : BNE + ; Fighter's Sword & Fighter's Shield
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LDX.b #$01
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JSR .incrementSword
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JSR .incrementShield
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JMP .done
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+ CPY.b #$01 : BNE + ; Master Sword
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LDX.b #$02
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JSR .incrementSword
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JMP .done
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+ CPY.b #$02 : BNE + ; Tempered Sword
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LDX.b #$03
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JSR .incrementSword
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JMP .done
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+ CPY.b #$03 : BNE + ; Golden Sword
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LDX.b #$04
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JSR .incrementSword
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JMP .done
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+ CPY.b #$04 : BNE + ; Fighter's Shield
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LDX.b #$01
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JSR .incrementShield
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JMP .done
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+ CPY.b #$05 : BNE + ; Red Shield
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LDX.b #$02
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JSR .incrementShield
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JMP .done
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+ CPY.b #$06 : BNE + ; Mirror Shield
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LDX.b #$03
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JSR .incrementShield
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JMP .done
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+ CPY.b #$07 : !BLT + ; Items $07 - $0D
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CPY.b #$0E : !BGE +
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JSR .incrementY
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JMP .done
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+ CPY.b #$14 : BNE + ; Flute (Inactive) - LEAVE THIS ABOVE THE 0F-16 CONDITION - kkat
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JSR .stampFlute
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JSR .incrementY
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JMP .done
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+ CPY.b #$0F : !BLT + ; Items $0F - $16
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CPY.b #$17 : !BGE +
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JSR .incrementY
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JMP .done
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+ CPY.b #$17 : BNE + ; Heart Piece
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JSR .incrementHeartPiece
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JMP .done
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+ CPY.b #$18 : !BLT + ; Items $18 - $19
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CPY.b #$1A : !BGE +
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JSR .incrementY
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JMP .done
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+ CPY.b #$1A : BNE + ; Magic Mirror
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JSR .stampMirror
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JSR .incrementY
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JMP .done
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+ CPY.b #$1D : BNE + ; Book of Mudora - LEAVE THIS ABOVE THE 1B-1F CONDITION - kkat
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JSR .incrementY
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JMP .done
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+ CPY.b #$1B : !BLT + ; Items IndoorsFlag - $1F
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CPY.b #$20 : !BGE +
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JSR .incrementA
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JMP .done
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+ CPY.b #$20 : BNE + ; Crystal
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JSR .incrementCrystal
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JSR .setDungeonCompletion
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JMP .done
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+ CPY.b #$21 : BNE + ; Bug Net
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JSR .incrementY
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JMP .done
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+ CPY.b #$22 : BNE + ; Blue Mail
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LDX.b #$01
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JSR .incrementMail
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+ CPY.b #$23 : BNE + ; Red Mail
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LDX.b #$02
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JSR .incrementMail
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+ CPY.b #$24 : BNE + ; Small Key
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JSR .incrementKey
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JMP .done
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+ CPY.b #$25 : BNE + ; Compass
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JSL MaybeFlagCompassTotalPickup
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JSR .incrementCompass
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JMP .done
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+ CPY.b #$26 : BNE + ; Liar Heart (Container)
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;JSR .incrementHeartContainer
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JMP .done
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+ CPY.b #$27 : BNE + ; 1 Bomb
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JSR .maybeIncrementBombs
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JMP .done
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+ CPY.b #$28 : BNE + ; 3 Bombs
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JSR .maybeIncrementBombs
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JMP .done
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+ CPY.b #$29 : BNE + ; Mushroom
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JSR .incrementY
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JMP .done
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+ CPY.b #$2A : !BLT + ; Items $2A - $2D
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CPY.b #$2E : !BGE +
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JSR .incrementY
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JMP .done
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+ CPY.b #$31 : BNE + ; 10 Bombs
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JSR .maybeIncrementBombs
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JMP .done
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+ CPY.b #$32 : BNE + ; Big Key
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JSR .incrementBigKey
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JMP .done
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+ CPY.b #$33 : BNE + ; Map
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JSR .incrementMap
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JMP .done
|
||||
+ CPY.b #$37 : !BLT + ; Items $37 - $39 - Pendants
|
||||
CPY.b #$3A : !BGE +
|
||||
JSR .incrementPendant
|
||||
JSR .setDungeonCompletion
|
||||
JMP .done
|
||||
+ CPY.b #$3A : !BLT + ; Items $3A - $3B - Bow & Silver Arrows
|
||||
CPY.b #$3C : !BGE +
|
||||
JSR .incrementBow
|
||||
JMP .done
|
||||
+ CPY.b #$3C : BNE + ; Bottle w/Bee
|
||||
JSR .incrementY
|
||||
JMP .done
|
||||
+ CPY.b #$3D : BNE + ; Bottle w/Fairy
|
||||
JSR .incrementY
|
||||
JMP .done
|
||||
+ CPY.b #$3E : !BLT + ; Items $3E - $3F - Heart Containers
|
||||
CPY.b #$40 : !BGE +
|
||||
JSR .incrementHeartContainer
|
||||
JMP .done
|
||||
+ CPY.b #$48 : BNE + ; Bottle w/Gold Bee
|
||||
JSR .incrementY
|
||||
JMP .done
|
||||
+ CPY.b #$49 : BNE + ; Fighter's Sword
|
||||
LDX.b #$01
|
||||
JSR .incrementSword
|
||||
JMP .done
|
||||
+ CPY.b #$4A : BNE + ; Flute (Active)
|
||||
JSR .stampFlute
|
||||
JSR .incrementY
|
||||
JMP .done
|
||||
+ CPY.b #$4B : BNE + ; Pegasus Boots
|
||||
JSR .stampBoots
|
||||
JSR .incrementA
|
||||
JMP .done
|
||||
+ CPY.b #$4C : BNE + ; 50 Bomb Capacity Upgrade
|
||||
JSR .incrementCapacity
|
||||
JSR .maybeIncrementBombs
|
||||
JMP .done
|
||||
+ CPY.b #$4D : !BLT + ; Items $4D - $4F - Capacity Upgrades
|
||||
CPY.b #$50 : !BGE +
|
||||
JSR .incrementCapacity
|
||||
JMP .done
|
||||
+ CPY.b #$50 : BNE + ; Master Sword (Safe)
|
||||
LDX.b #$02
|
||||
JSR .incrementSword
|
||||
JMP .done
|
||||
+ CPY.b #$51 : BNE + ; 5 Bomb Capacity Upgrade
|
||||
LDX.b #$02
|
||||
JSR .maybeIncrementBombs
|
||||
JMP .done
|
||||
+ CPY.b #$52 : BNE + ; 10 Bomb Capacity Upgrade
|
||||
LDX.b #$02
|
||||
JSR .maybeIncrementBombs
|
||||
JMP .done
|
||||
+ CPY.b #$51 : !BLT + ; Items $51 - $54 - Capacity Upgrades
|
||||
CPY.b #$55 : !BGE +
|
||||
JSR .incrementCapacity
|
||||
JMP .done
|
||||
+ CPY.b #$58 : BNE + ; Upgrade-Only Silver Arrows
|
||||
JSR .incrementBow
|
||||
JMP .done
|
||||
+ CPY.b #$5E : BNE + ; Progressive Sword
|
||||
LDA.l SwordEquipment : INC : TAX
|
||||
JSR .incrementSword
|
||||
JMP .done
|
||||
+ CPY.b #$5F : BNE + ; Progressive Shield
|
||||
LDA.l ShieldEquipment : INC : TAX
|
||||
JSR .incrementShield
|
||||
JMP .done
|
||||
+ CPY.b #$60 : BNE + ; Progressive Armor
|
||||
LDA.l ArmorEquipment : INC : TAX
|
||||
JSR .incrementMail
|
||||
JMP .done
|
||||
+ CPY.b #$61 : BNE + ; Progressive Lifting Glove
|
||||
JSR .incrementA
|
||||
JMP .done
|
||||
+ CPY.b #$64 : !BLT + ; Items $64 & $65 - Progressive Bow
|
||||
CPY.b #$66 : !BGE +
|
||||
JSR .incrementBow
|
||||
JMP .done
|
||||
+ CPY.b #$70 : !BLT + ; Items $70 - $7F - Free Maps
|
||||
CPY.b #$80 : !BGE +
|
||||
JSR .incrementMap
|
||||
JMP .done
|
||||
+ CPY.b #$80 : !BLT + ; Items $80 - $8F - Free Compasses
|
||||
CPY.b #$90 : !BGE +
|
||||
JSL MaybeFlagCompassTotalPickup
|
||||
JSR .incrementCompass
|
||||
JMP .done
|
||||
+ CPY.b #$90 : !BLT + ; Items $90 - $9F - Free Big Keys
|
||||
CPY.b #$A0 : !BGE +
|
||||
JSR .incrementBigKey
|
||||
JMP .done
|
||||
+ CPY.b #$A0 : !BLT + ; Items $A0 - $AF - Free Small Keys
|
||||
CPY.b #$B0 : !BGE +
|
||||
JSR .incrementKey
|
||||
JMP .done
|
||||
+
|
||||
.done
|
||||
PLP : PLX : PLA
|
||||
RTL
|
||||
; WHICH BEE IS BOTTLED?
|
||||
; MAKE SURE FAIRY FOUNTAINS DON'T FUCK THE COUNTS UP
|
||||
|
||||
.stampSword
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA.l SwordTime : BNE +
|
||||
LDA.l SwordTime+2 : BNE +
|
||||
LDA.l NMIFrames : STA.l SwordTime
|
||||
LDA.l NMIFrames+2 : STA.l SwordTime+2
|
||||
+
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
.count
|
||||
CLC
|
||||
RTS
|
||||
.ballchain_bigkey
|
||||
LDA.l BigKeysBigChests
|
||||
CLC : ADC.b #$10
|
||||
STA.l BigKeysBigChests
|
||||
SEC
|
||||
RTS
|
||||
|
||||
.stampBoots
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA.l BootsTime : BNE +
|
||||
LDA.l BootsTime+2 : BNE +
|
||||
LDA.l NMIFrames : STA.l BootsTime
|
||||
LDA.l NMIFrames+2 : STA.l BootsTime+2
|
||||
+
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
StampItem:
|
||||
REP #$30
|
||||
TYA : ASL : TAX
|
||||
LDA.w InventoryTable_stamp,X : BEQ .skip
|
||||
STA.b Scrap0B
|
||||
LDA.b [Scrap0B] : BNE .skip
|
||||
LDA.l NMIFrames : STA.b [Scrap0B]
|
||||
INC.b Scrap0B : INC.b Scrap0B
|
||||
LDA.l NMIFrames+2 : STA.b [Scrap0B]
|
||||
.skip
|
||||
RTS
|
||||
|
||||
.stampFlute
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA.l FluteTime : BNE +
|
||||
LDA.l FluteTime+2 : BNE +
|
||||
LDA.l NMIFrames : STA.l FluteTime
|
||||
LDA.l NMIFrames+2 : STA.l FluteTime+2
|
||||
+
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
RTS
|
||||
|
||||
.stampMirror
|
||||
REP #$20 ; set 16-bit accumulator
|
||||
LDA.l MirrorTime : BNE +
|
||||
LDA.l MirrorTime+2 : BNE +
|
||||
LDA.l NMIFrames : STA.l MirrorTime
|
||||
LDA.l NMIFrames+2 : STA.l MirrorTime+2
|
||||
+
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
RTS
|
||||
|
||||
.incrementSword
|
||||
JSR .stampSword
|
||||
LDA.l HighestSword
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better sword
|
||||
TXA : STA.l HighestSword
|
||||
+
|
||||
RTS
|
||||
|
||||
.incrementShield
|
||||
LDA.l HighestShield
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better shield
|
||||
TXA : STA.l HighestShield
|
||||
+
|
||||
RTS
|
||||
|
||||
.incrementBow
|
||||
LDA.l BowEquipment : BNE .dontCount ; Don't increment Y item count for extra bows
|
||||
.incrementY
|
||||
IncrementYAItems:
|
||||
LDA.w InventoryTable_properties,Y
|
||||
BIT.b #$10 : BNE .bomb_check
|
||||
BIT.b #$20 : BNE .bow_check
|
||||
BIT.b #$04 : BEQ .not_y
|
||||
.y_item
|
||||
LDA.l YAItemCounter : !ADD #$08 : STA.l YAItemCounter
|
||||
.dontCount
|
||||
RTS
|
||||
|
||||
.incrementA
|
||||
BRA .done
|
||||
.not_y
|
||||
BIT.b #$08 : BEQ .done
|
||||
.a_item
|
||||
LDA.l YAItemCounter : INC : AND.b #$07 : TAX
|
||||
LDA.l YAItemCounter : AND.b #$F8 : STA.l YAItemCounter
|
||||
TXA : ORA.l YAItemCounter : STA.l YAItemCounter
|
||||
.done
|
||||
RTS
|
||||
|
||||
.incrementPendant
|
||||
LDA.l PendantCounter : INC : STA.l PendantCounter
|
||||
.bow_check
|
||||
LDA.l BowEquipment : BNE +
|
||||
BRA .y_item
|
||||
+
|
||||
RTS
|
||||
|
||||
.incrementCapacity
|
||||
LDA.l CapacityUpgrades : INC : STA.l CapacityUpgrades
|
||||
RTS
|
||||
|
||||
.incrementHeartPiece
|
||||
LDA.l HeartPieceCounter : INC : STA.l HeartPieceCounter
|
||||
RTS
|
||||
|
||||
.incrementHeartContainer
|
||||
LDA.l HeartContainerCounter : INC : STA.l HeartContainerCounter
|
||||
RTS
|
||||
|
||||
.incrementCrystal
|
||||
LDA.l CrystalCounter : INC : STA.l CrystalCounter
|
||||
RTS
|
||||
|
||||
.incrementMail
|
||||
LDA.l HighestMail
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better mail
|
||||
TXA : STA.l HighestMail
|
||||
.bomb_check
|
||||
LDA.l InventoryTracking+1 : BIT.b #$02 : BNE +
|
||||
ORA.b #$02 : STA.l InventoryTracking+1
|
||||
BRA .y_item
|
||||
+
|
||||
RTS
|
||||
|
||||
.incrementKeyLong
|
||||
JSR .incrementKey
|
||||
RTL
|
||||
|
||||
.incrementKey
|
||||
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
|
||||
IncrementByOne:
|
||||
LDA.w InventoryTable_stat,X : BEQ .skip
|
||||
STA.b Scrap0B
|
||||
SEP #$20
|
||||
LDA.b #$01 : ADC.b [Scrap0B] : STA.b [Scrap0B]
|
||||
.skip
|
||||
RTS
|
||||
|
||||
.incrementCompass
|
||||
%BottomHalf(MapsCompasses)
|
||||
RTS
|
||||
; Properties: - - w o a y s t
|
||||
; t = Count for total item counter | s = Count for total in shops
|
||||
; y = Y item | a = A item
|
||||
; o = Bomb item | w = Bow item
|
||||
InventoryTable:
|
||||
.properties : fillbyte $00 : fill 256 ; See above
|
||||
.stamp : fillword $0000 : fill 256*2 ; Address to stamp with 32-bit time (bank $7E)
|
||||
.stat : fillword $0000 : fill 256*2 ; Address to increment by one (bank $7E)
|
||||
|
||||
.incrementBigKey
|
||||
%TopHalf(BigKeysBigChests)
|
||||
RTS
|
||||
macro InventoryItem(id, props, stamp, stat)
|
||||
pushpc
|
||||
org InventoryTable_properties+<id> : db <props>
|
||||
org InventoryTable_stamp+(<id>*2) : dw <stamp>
|
||||
org InventoryTable_stat+(<id>*2) : dw <stat>
|
||||
pullpc
|
||||
endmacro
|
||||
|
||||
.incrementGTowerPreBigKey
|
||||
LDA.l PreGTBKLocations : INC : STA.l PreGTBKLocations
|
||||
RTS
|
||||
%InventoryItem($00, $01, SwordTime, $0000) ; 00 - Fighter sword & Shield
|
||||
%InventoryItem($01, $01, SwordTime, $0000) ; 01 - Master sword
|
||||
%InventoryItem($02, $01, SwordTime, $0000) ; 02 - Tempered sword
|
||||
%InventoryItem($03, $01, SwordTime, $0000) ; 03 - Butter sword
|
||||
%InventoryItem($04, $01, $0000, $0000) ; 04 - Fighter shield
|
||||
%InventoryItem($05, $01, $0000, $0000) ; 05 - Fire shield
|
||||
%InventoryItem($06, $01, $0000, $0000) ; 06 - Mirror shield
|
||||
%InventoryItem($07, $05, $0000, $0000) ; 07 - Fire rod
|
||||
%InventoryItem($08, $05, $0000, $0000) ; 08 - Ice rod
|
||||
%InventoryItem($09, $05, $0000, $0000) ; 09 - Hammer
|
||||
%InventoryItem($0A, $05, $0000, $0000) ; 0A - Hookshot
|
||||
%InventoryItem($0B, $25, $0000, $0000) ; 0B - Bow
|
||||
%InventoryItem($0C, $05, $0000, $0000) ; 0C - Blue Boomerang
|
||||
%InventoryItem($0D, $05, $0000, $0000) ; 0D - Powder
|
||||
%InventoryItem($0E, $01, $0000, $0000) ; 0E - Bottle refill (bee)
|
||||
%InventoryItem($0F, $05, $0000, $0000) ; 0F - Bombos
|
||||
%InventoryItem($10, $05, $0000, $0000) ; 10 - Ether
|
||||
%InventoryItem($11, $05, $0000, $0000) ; 11 - Quake
|
||||
%InventoryItem($12, $05, $0000, $0000) ; 12 - Lamp
|
||||
%InventoryItem($13, $05, $0000, $0000) ; 13 - Shovel
|
||||
%InventoryItem($14, $05, FluteTime, $0000) ; 14 - Flute (inactive)
|
||||
%InventoryItem($15, $05, $0000, $0000) ; 15 - Somaria
|
||||
%InventoryItem($16, $05, $0000, $0000) ; 16 - Bottle
|
||||
%InventoryItem($17, $01, $0000, HeartPieceCounter) ; 17 - Heart piece
|
||||
%InventoryItem($18, $05, $0000, $0000) ; 18 - Byrna
|
||||
%InventoryItem($19, $05, $0000, $0000) ; 19 - Cape
|
||||
%InventoryItem($1A, $05, MirrorTime, $0000) ; 1A - Mirror
|
||||
%InventoryItem($1B, $09, $0000, $0000) ; 1B - Glove
|
||||
%InventoryItem($1C, $09, $0000, $0000) ; 1C - Mitts
|
||||
%InventoryItem($1D, $05, $0000, $0000) ; 1D - Book
|
||||
%InventoryItem($1E, $09, $0000, $0000) ; 1E - Flippers
|
||||
%InventoryItem($1F, $01, $0000, $0000) ; 1F - Pearl
|
||||
%InventoryItem($20, $00, $0000, CrystalCounter) ; 20 - Crystal
|
||||
%InventoryItem($21, $05, $0000, $0000) ; 21 - Net
|
||||
%InventoryItem($22, $01, $0000, $0000) ; 22 - Blue mail
|
||||
%InventoryItem($23, $01, $0000, $0000) ; 23 - Red mail
|
||||
%InventoryItem($24, $01, $0000, SmallKeyCounter) ; 24 - Small key
|
||||
%InventoryItem($25, $01, $0000, $0000) ; 25 - Compass
|
||||
%InventoryItem($26, $00, $0000, $0000) ; 26 - Heart container from 4/4
|
||||
%InventoryItem($27, $15, $0000, $0000) ; 27 - Bomb
|
||||
%InventoryItem($28, $15, $0000, $0000) ; 28 - 3 bombs
|
||||
%InventoryItem($29, $05, $0000, $0000) ; 29 - Mushroom
|
||||
%InventoryItem($2A, $05, $0000, $0000) ; 2A - Red boomerang
|
||||
%InventoryItem($2B, $05, $0000, $0000) ; 2B - Full bottle (red)
|
||||
%InventoryItem($2C, $05, $0000, $0000) ; 2C - Full bottle (green)
|
||||
%InventoryItem($2D, $05, $0000, $0000) ; 2D - Full bottle (blue)
|
||||
%InventoryItem($2E, $00, $0000, $0000) ; 2E - Potion refill (red)
|
||||
%InventoryItem($2F, $00, $0000, $0000) ; 2F - Potion refill (green)
|
||||
%InventoryItem($30, $00, $0000, $0000) ; 30 - Potion refill (blue)
|
||||
%InventoryItem($31, $11, $0000, $0000) ; 31 - 10 bombs
|
||||
%InventoryItem($32, $01, $0000, $0000) ; 32 - Big key
|
||||
%InventoryItem($33, $01, $0000, $0000) ; 33 - Map
|
||||
%InventoryItem($34, $01, $0000, $0000) ; 34 - 1 rupee
|
||||
%InventoryItem($35, $01, $0000, $0000) ; 35 - 5 rupees
|
||||
%InventoryItem($36, $01, $0000, $0000) ; 36 - 20 rupees
|
||||
%InventoryItem($37, $00, $0000, PendantCounter) ; 37 - Green pendant
|
||||
%InventoryItem($38, $00, $0000, PendantCounter) ; 38 - Blue pendant
|
||||
%InventoryItem($39, $00, $0000, PendantCounter) ; 39 - Red pendant
|
||||
%InventoryItem($3A, $25, $0000, $0000) ; 3A - Bow And Arrows
|
||||
%InventoryItem($3B, $25, $0000, $0000) ; 3B - Silver Bow
|
||||
%InventoryItem($3C, $05, $0000, $0000) ; 3C - Full bottle (bee)
|
||||
%InventoryItem($3D, $05, $0000, $0000) ; 3D - Full bottle (fairy)
|
||||
%InventoryItem($3E, $01, $0000, HeartContainerCounter) ; 3E - Boss heart
|
||||
%InventoryItem($3F, $01, $0000, HeartContainerCounter) ; 3F - Sanc heart
|
||||
%InventoryItem($40, $01, $0000, $0000) ; 40 - 100 rupees
|
||||
%InventoryItem($41, $01, $0000, $0000) ; 41 - 50 rupees
|
||||
%InventoryItem($42, $01, $0000, $0000) ; 42 - Heart
|
||||
%InventoryItem($43, $01, $0000, $0000) ; 43 - Arrow
|
||||
%InventoryItem($44, $01, $0000, $0000) ; 44 - 10 arrows
|
||||
%InventoryItem($45, $01, $0000, $0000) ; 45 - Small magic
|
||||
%InventoryItem($46, $01, $0000, $0000) ; 46 - 300 rupees
|
||||
%InventoryItem($47, $01, $0000, $0000) ; 47 - 20 rupees green
|
||||
%InventoryItem($48, $05, $0000, $0000) ; 48 - Full bottle (good bee)
|
||||
%InventoryItem($49, $01, $0000, $0000) ; 49 - Tossed fighter sword
|
||||
%InventoryItem($4A, $05, FluteTime, $0000) ; 4A - Active Flute
|
||||
%InventoryItem($4B, $09, BootsTime, $0000) ; 4B - Boots
|
||||
%InventoryItem($4C, $15, $0000, CapacityUpgrades) ; 4C - Bomb capacity (50)
|
||||
%InventoryItem($4D, $01, $0000, CapacityUpgrades) ; 4D - Arrow capacity (70)
|
||||
%InventoryItem($4E, $01, $0000, CapacityUpgrades) ; 4E - 1/2 magic
|
||||
%InventoryItem($4F, $01, $0000, CapacityUpgrades) ; 4F - 1/4 magic
|
||||
%InventoryItem($50, $01, SwordTime, $0000) ; 50 - Master Sword (safe)
|
||||
%InventoryItem($51, $15, $0000, CapacityUpgrades) ; 51 - Bomb capacity (+5)
|
||||
%InventoryItem($52, $15, $0000, CapacityUpgrades) ; 52 - Bomb capacity (+10)
|
||||
%InventoryItem($53, $01, $0000, CapacityUpgrades) ; 53 - Arrow capacity (+5)
|
||||
%InventoryItem($54, $01, $0000, CapacityUpgrades) ; 54 - Arrow capacity (+10)
|
||||
%InventoryItem($55, $01, $0000, $0000) ; 55 - Programmable item 1
|
||||
%InventoryItem($56, $01, $0000, $0000) ; 56 - Programmable item 2
|
||||
%InventoryItem($57, $01, $0000, $0000) ; 57 - Programmable item 3
|
||||
%InventoryItem($58, $01, $0000, $0000) ; 58 - Upgrade-only Silver Arrows
|
||||
%InventoryItem($59, $01, $0000, $0000) ; 59 - Rupoor
|
||||
%InventoryItem($5A, $01, $0000, $0000) ; 5A - Nothing
|
||||
%InventoryItem($5B, $01, $0000, $0000) ; 5B - Red clock
|
||||
%InventoryItem($5C, $01, $0000, $0000) ; 5C - Blue clock
|
||||
%InventoryItem($5D, $01, $0000, $0000) ; 5D - Green clock
|
||||
%InventoryItem($5E, $01, $0000, $0000) ; 5E - Progressive sword
|
||||
%InventoryItem($5F, $01, $0000, $0000) ; 5F - Progressive shield
|
||||
%InventoryItem($60, $01, $0000, $0000) ; 60 - Progressive armor
|
||||
%InventoryItem($61, $09, $0000, $0000) ; 61 - Progressive glove
|
||||
%InventoryItem($62, $01, $0000, $0000) ; 62 - RNG pool item (single)
|
||||
%InventoryItem($63, $01, $0000, $0000) ; 63 - RNG pool item (multi)
|
||||
%InventoryItem($64, $25, $0000, $0000) ; 64 - Progressive bow
|
||||
%InventoryItem($65, $25, $0000, $0000) ; 65 - Progressive bow
|
||||
%InventoryItem($66, $01, $0000, $0000) ; 66 -
|
||||
%InventoryItem($67, $01, $0000, $0000) ; 67 -
|
||||
%InventoryItem($68, $01, $0000, $0000) ; 68 -
|
||||
%InventoryItem($69, $01, $0000, $0000) ; 69 -
|
||||
%InventoryItem($6A, $01, $0000, $0000) ; 6A - Triforce
|
||||
%InventoryItem($6B, $01, $0000, $0000) ; 6B - Power star
|
||||
%InventoryItem($6C, $01, $0000, $0000) ; 6C - Triforce Piece
|
||||
%InventoryItem($6D, $01, $0000, $0000) ; 6D - Server request item
|
||||
%InventoryItem($6E, $01, $0000, $0000) ; 6E - Server request item (dungeon drop)
|
||||
%InventoryItem($6F, $01, $0000, $0000) ; 6F -
|
||||
%InventoryItem($70, $01, $0000, $0000) ; 70 - Map of Light World
|
||||
%InventoryItem($71, $01, $0000, $0000) ; 71 - Map of Dark World
|
||||
%InventoryItem($72, $01, $0000, $0000) ; 72 - Map of Ganon's Tower
|
||||
%InventoryItem($73, $01, $0000, $0000) ; 73 - Map of Turtle Rock
|
||||
%InventoryItem($74, $01, $0000, $0000) ; 74 - Map of Thieves' Town
|
||||
%InventoryItem($75, $01, $0000, $0000) ; 75 - Map of Tower of Hera
|
||||
%InventoryItem($76, $01, $0000, $0000) ; 76 - Map of Ice Palace
|
||||
%InventoryItem($77, $01, $0000, $0000) ; 77 - Map of Skull Woods
|
||||
%InventoryItem($78, $01, $0000, $0000) ; 78 - Map of Misery Mire
|
||||
%InventoryItem($79, $01, $0000, $0000) ; 79 - Map of Dark Palace
|
||||
%InventoryItem($7A, $01, $0000, $0000) ; 7A - Map of Swamp Palace
|
||||
%InventoryItem($7B, $01, $0000, $0000) ; 7B - Map of Agahnim's Tower
|
||||
%InventoryItem($7C, $01, $0000, $0000) ; 7C - Map of Desert Palace
|
||||
%InventoryItem($7D, $01, $0000, $0000) ; 7D - Map of Eastern Palace
|
||||
%InventoryItem($7E, $01, $0000, $0000) ; 7E - Map of Hyrule Castle
|
||||
%InventoryItem($7F, $01, $0000, $0000) ; 7F - Map of Sewers
|
||||
%InventoryItem($80, $01, $0000, $0000) ; 80 - Compass of Light World
|
||||
%InventoryItem($81, $01, $0000, $0000) ; 81 - Compass of Dark World
|
||||
%InventoryItem($82, $01, $0000, $0000) ; 82 - Compass of Ganon's Tower
|
||||
%InventoryItem($83, $01, $0000, $0000) ; 83 - Compass of Turtle Rock
|
||||
%InventoryItem($84, $01, $0000, $0000) ; 84 - Compass of Thieves' Town
|
||||
%InventoryItem($85, $01, $0000, $0000) ; 85 - Compass of Tower of Hera
|
||||
%InventoryItem($86, $01, $0000, $0000) ; 86 - Compass of Ice Palace
|
||||
%InventoryItem($87, $01, $0000, $0000) ; 87 - Compass of Skull Woods
|
||||
%InventoryItem($88, $01, $0000, $0000) ; 88 - Compass of Misery Mire
|
||||
%InventoryItem($89, $01, $0000, $0000) ; 89 - Compass of Dark Palace
|
||||
%InventoryItem($8A, $01, $0000, $0000) ; 8A - Compass of4Swamp Palace
|
||||
%InventoryItem($8B, $01, $0000, $0000) ; 8B - Compass of Agahnim's Tower
|
||||
%InventoryItem($8C, $01, $0000, $0000) ; 8C - Compass of Desert Palace
|
||||
%InventoryItem($8D, $01, $0000, $0000) ; 8D - Compass of Eastern Palace
|
||||
%InventoryItem($8E, $01, $0000, $0000) ; 8E - Compass of Hyrule Castle
|
||||
%InventoryItem($8F, $01, $0000, $0000) ; 8F - Compass of Sewers
|
||||
%InventoryItem($90, $01, $0000, $0000) ; 90 - Skull key
|
||||
%InventoryItem($91, $01, $0000, $0000) ; 91 - Reserved
|
||||
%InventoryItem($92, $01, $0000, $0000) ; 92 - Big key of Ganon's Tower
|
||||
%InventoryItem($93, $01, $0000, $0000) ; 93 - Big key of Turtle Rock
|
||||
%InventoryItem($94, $01, $0000, $0000) ; 94 - Big key of Thieves' Town
|
||||
%InventoryItem($95, $01, $0000, $0000) ; 95 - Big key of Tower of Hera
|
||||
%InventoryItem($96, $01, $0000, $0000) ; 96 - Big key of Ice Palace
|
||||
%InventoryItem($97, $01, $0000, $0000) ; 97 - Big key of Skull Woods
|
||||
%InventoryItem($98, $01, $0000, $0000) ; 98 - Big key of Misery Mire
|
||||
%InventoryItem($99, $01, $0000, $0000) ; 99 - Big key of Dark Palace
|
||||
%InventoryItem($9A, $01, $0000, $0000) ; 9A - Big key of Swamp Palace
|
||||
%InventoryItem($9B, $01, $0000, $0000) ; 9B - Big key of Agahnim's Tower
|
||||
%InventoryItem($9C, $01, $0000, $0000) ; 9C - Big key of Desert Palace
|
||||
%InventoryItem($9D, $01, $0000, $0000) ; 9D - Big key of Eastern Palace
|
||||
%InventoryItem($9E, $01, $0000, $0000) ; 9E - Big key of Hyrule Castle
|
||||
%InventoryItem($9F, $01, $0000, $0000) ; 9F - Big key of Sewers
|
||||
%InventoryItem($A0, $01, $0000, SmallKeyCounter) ; A0 - Small key of Sewers
|
||||
%InventoryItem($A1, $01, $0000, SmallKeyCounter) ; A1 - Small key of Hyrule Castle
|
||||
%InventoryItem($A2, $01, $0000, SmallKeyCounter) ; A2 - Small key of Eastern Palace
|
||||
%InventoryItem($A3, $01, $0000, SmallKeyCounter) ; A3 - Small key of Desert Palace
|
||||
%InventoryItem($A4, $01, $0000, SmallKeyCounter) ; A4 - Small key of Agahnim's Tower
|
||||
%InventoryItem($A5, $01, $0000, SmallKeyCounter) ; A5 - Small key of Swamp Palace
|
||||
%InventoryItem($A6, $01, $0000, SmallKeyCounter) ; A6 - Small key of Dark Palace
|
||||
%InventoryItem($A7, $01, $0000, SmallKeyCounter) ; A7 - Small key of Misery Mire
|
||||
%InventoryItem($A8, $01, $0000, SmallKeyCounter) ; A8 - Small key of Skull Woods
|
||||
%InventoryItem($A9, $01, $0000, SmallKeyCounter) ; A9 - Small key of Ice Palace
|
||||
%InventoryItem($AA, $01, $0000, SmallKeyCounter) ; AA - Small key of Tower of Hera
|
||||
%InventoryItem($AB, $01, $0000, SmallKeyCounter) ; AB - Small key of Thieves' Town
|
||||
%InventoryItem($AC, $01, $0000, SmallKeyCounter) ; AC - Small key of Turtle Rock
|
||||
%InventoryItem($AD, $01, $0000, SmallKeyCounter) ; AD - Small key of Ganon's Tower
|
||||
%InventoryItem($AE, $01, $0000, $0000) ; AE - Reserved
|
||||
%InventoryItem($AF, $01, $0000, SmallKeyCounter) ; AF - Generic small key
|
||||
%InventoryItem($B0, $01, $0000, $0000) ; B0 -
|
||||
%InventoryItem($B1, $01, $0000, $0000) ; B1 -
|
||||
%InventoryItem($B2, $01, $0000, $0000) ; B2 -
|
||||
%InventoryItem($B3, $01, $0000, $0000) ; B3 -
|
||||
%InventoryItem($B4, $01, $0000, $0000) ; B4 -
|
||||
%InventoryItem($B5, $01, $0000, $0000) ; B5 -
|
||||
%InventoryItem($B6, $01, $0000, $0000) ; B6 -
|
||||
%InventoryItem($B7, $01, $0000, $0000) ; B7 -
|
||||
%InventoryItem($B8, $01, $0000, $0000) ; B8 -
|
||||
%InventoryItem($B9, $01, $0000, $0000) ; B9 -
|
||||
%InventoryItem($BA, $01, $0000, $0000) ; BA -
|
||||
%InventoryItem($BB, $01, $0000, $0000) ; BB -
|
||||
%InventoryItem($BC, $01, $0000, $0000) ; BC -
|
||||
%InventoryItem($BD, $01, $0000, $0000) ; BD -
|
||||
%InventoryItem($BE, $01, $0000, $0000) ; BE -
|
||||
%InventoryItem($BF, $01, $0000, $0000) ; BF -
|
||||
%InventoryItem($C0, $01, $0000, $0000) ; C0 -
|
||||
%InventoryItem($C1, $01, $0000, $0000) ; C1 -
|
||||
%InventoryItem($C2, $01, $0000, $0000) ; C2 -
|
||||
%InventoryItem($C3, $01, $0000, $0000) ; C3 -
|
||||
%InventoryItem($C4, $01, $0000, $0000) ; C4 -
|
||||
%InventoryItem($C5, $01, $0000, $0000) ; C5 -
|
||||
%InventoryItem($C6, $01, $0000, $0000) ; C6 -
|
||||
%InventoryItem($C7, $01, $0000, $0000) ; C7 -
|
||||
%InventoryItem($C8, $01, $0000, $0000) ; C8 -
|
||||
%InventoryItem($C9, $01, $0000, $0000) ; C9 -
|
||||
%InventoryItem($CA, $01, $0000, $0000) ; CA -
|
||||
%InventoryItem($CB, $01, $0000, $0000) ; CB -
|
||||
%InventoryItem($CC, $01, $0000, $0000) ; CC -
|
||||
%InventoryItem($CD, $01, $0000, $0000) ; CD -
|
||||
%InventoryItem($CE, $01, $0000, $0000) ; CE -
|
||||
%InventoryItem($CF, $01, $0000, $0000) ; CF -
|
||||
%InventoryItem($D0, $01, $0000, $0000) ; D0 -
|
||||
%InventoryItem($D1, $01, $0000, $0000) ; D1 -
|
||||
%InventoryItem($D2, $01, $0000, $0000) ; D2 -
|
||||
%InventoryItem($D3, $01, $0000, $0000) ; D3 -
|
||||
%InventoryItem($D4, $01, $0000, $0000) ; D4 -
|
||||
%InventoryItem($D5, $01, $0000, $0000) ; D5 -
|
||||
%InventoryItem($D6, $01, $0000, $0000) ; D6 -
|
||||
%InventoryItem($D7, $01, $0000, $0000) ; D7 -
|
||||
%InventoryItem($D8, $01, $0000, $0000) ; D8 -
|
||||
%InventoryItem($D9, $01, $0000, $0000) ; D9 -
|
||||
%InventoryItem($DA, $01, $0000, $0000) ; DA -
|
||||
%InventoryItem($DB, $01, $0000, $0000) ; DB -
|
||||
%InventoryItem($DC, $01, $0000, $0000) ; DC -
|
||||
%InventoryItem($DD, $01, $0000, $0000) ; DD -
|
||||
%InventoryItem($DE, $01, $0000, $0000) ; DE -
|
||||
%InventoryItem($DF, $01, $0000, $0000) ; DF -
|
||||
%InventoryItem($E0, $01, $0000, $0000) ; E0 -
|
||||
%InventoryItem($E1, $01, $0000, $0000) ; E1 -
|
||||
%InventoryItem($E2, $01, $0000, $0000) ; E2 -
|
||||
%InventoryItem($E3, $01, $0000, $0000) ; E3 -
|
||||
%InventoryItem($E4, $01, $0000, $0000) ; E4 -
|
||||
%InventoryItem($E5, $01, $0000, $0000) ; E5 -
|
||||
%InventoryItem($E6, $01, $0000, $0000) ; E6 -
|
||||
%InventoryItem($E7, $01, $0000, $0000) ; E7 -
|
||||
%InventoryItem($E8, $01, $0000, $0000) ; E8 -
|
||||
%InventoryItem($E9, $01, $0000, $0000) ; E9 -
|
||||
%InventoryItem($EA, $01, $0000, $0000) ; EA -
|
||||
%InventoryItem($EB, $01, $0000, $0000) ; EB -
|
||||
%InventoryItem($EC, $01, $0000, $0000) ; EC -
|
||||
%InventoryItem($ED, $01, $0000, $0000) ; ED -
|
||||
%InventoryItem($EE, $01, $0000, $0000) ; EE -
|
||||
%InventoryItem($EF, $01, $0000, $0000) ; EF -
|
||||
%InventoryItem($F0, $01, $0000, $0000) ; F0 -
|
||||
%InventoryItem($F1, $01, $0000, $0000) ; F1 -
|
||||
%InventoryItem($F2, $01, $0000, $0000) ; F2 -
|
||||
%InventoryItem($F3, $01, $0000, $0000) ; F3 -
|
||||
%InventoryItem($F4, $01, $0000, $0000) ; F4 -
|
||||
%InventoryItem($F5, $01, $0000, $0000) ; F5 -
|
||||
%InventoryItem($F6, $01, $0000, $0000) ; F6 -
|
||||
%InventoryItem($F7, $01, $0000, $0000) ; F7 -
|
||||
%InventoryItem($F8, $01, $0000, $0000) ; F8 -
|
||||
%InventoryItem($F9, $01, $0000, $0000) ; F9 -
|
||||
%InventoryItem($FA, $01, $0000, $0000) ; FA -
|
||||
%InventoryItem($FB, $01, $0000, $0000) ; FB -
|
||||
%InventoryItem($FC, $01, $0000, $0000) ; FC -
|
||||
%InventoryItem($FD, $01, $0000, $0000) ; FD -
|
||||
%InventoryItem($FE, $01, $0000, $0000) ; FE - Server request (async)
|
||||
%InventoryItem($FF, $01, $0000, $0000) ; FF -
|
||||
|
||||
.maybeIncrementBombs
|
||||
LDA.l InventoryTracking+1 : AND.b #$02 : BNE +
|
||||
LDA.l InventoryTracking+1 : ORA.b #$02 : STA.l InventoryTracking+1
|
||||
JSR .incrementY
|
||||
IncrementBossSword:
|
||||
PHX
|
||||
LDA.l SwordEquipment : CMP.b #$FF : BNE +
|
||||
BRA .none
|
||||
+
|
||||
RTS
|
||||
ASL : TAX
|
||||
JMP.w (.vectors,X)
|
||||
|
||||
.incrementMap
|
||||
%TopHalf(MapsCompasses)
|
||||
RTS
|
||||
.vectors
|
||||
dw .none
|
||||
dw .fighter
|
||||
dw .master
|
||||
dw .tempered
|
||||
dw .golden
|
||||
|
||||
.incrementBossSwordLong
|
||||
JSR .incrementBossSword
|
||||
RTL
|
||||
|
||||
.incrementBossSword
|
||||
LDA.l SwordEquipment
|
||||
BNE + : -
|
||||
.none
|
||||
LDA.l SwordlessBossKills : INC : STA.l SwordlessBossKills
|
||||
RTS
|
||||
+ CMP.b #$FF : BEQ -
|
||||
+ CMP.b #$01 : BNE +
|
||||
%TopHalf(SwordBossKills) : RTS
|
||||
+ CMP.b #$02 : BNE +
|
||||
%BottomHalf(SwordBossKills) : RTS
|
||||
+ CMP.b #$03 : BNE +
|
||||
%TopHalf(SwordBossKills+1) : RTS
|
||||
+ CMP.b #$04 : BNE +
|
||||
%BottomHalf(SwordBossKills+1)
|
||||
+
|
||||
RTS
|
||||
PLX
|
||||
RTL
|
||||
.fighter
|
||||
LDA.l SwordBossKills
|
||||
CLC : ADC.b #$10
|
||||
STA.l SwordBossKills
|
||||
PLX
|
||||
RTL
|
||||
.master
|
||||
LDA.l SwordBossKills : INC : AND.b #$0F : TAX
|
||||
LDA.l SwordBossKills : AND.b #$F0 : STA.l SwordBossKills
|
||||
TXA : ORA.l SwordBossKills : STA.l SwordBossKills
|
||||
PLX
|
||||
RTL
|
||||
.tempered
|
||||
LDA.l SwordBossKills+1
|
||||
CLC : ADC.b #$10
|
||||
STA.l SwordBossKills+1
|
||||
PLX
|
||||
RTL
|
||||
.golden
|
||||
LDA.l SwordBossKills+1 : INC : AND.b #$0F : TAX
|
||||
LDA.l SwordBossKills+1 : AND.b #$F0 : STA.l SwordBossKills+1
|
||||
TXA : ORA.l SwordBossKills+1 : STA.l SwordBossKills+1
|
||||
PLX
|
||||
RTL
|
||||
|
||||
.setDungeonCompletion
|
||||
SetDungeonCompletion:
|
||||
; TODO: move this
|
||||
LDX.w DungeonID : BMI +
|
||||
REP #$20 ; 16 bit
|
||||
LDA.l DungeonMask, X
|
||||
ORA.l DungeonsCompleted : STA.l DungeonsCompleted
|
||||
SEP #$20 ; 8 bit
|
||||
REP #$20
|
||||
LDA.l DungeonMask, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
|
||||
SEP #$20
|
||||
+
|
||||
RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
;--------------------------------------------------------------------------------
|
||||
; Link_ReceiveItem_HUDRefresh:
|
||||
;--------------------------------------------------------------------------------
|
||||
Link_ReceiveItem_HUDRefresh:
|
||||
LDA.l BombsEquipment : BNE + ; skip if we have bombs
|
||||
@@ -936,7 +852,6 @@ CollectPowder:
|
||||
+
|
||||
STZ.w ItemReceiptMethod ; item from NPC
|
||||
JSL.l Link_ReceiveItem
|
||||
;JSL.l FullInventoryExternal
|
||||
JSL.l ItemSet_Powder
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
353
newitems.asm
353
newitems.asm
@@ -125,35 +125,6 @@ macro ValueShift()
|
||||
BRA ?start : ?end:
|
||||
endmacro
|
||||
;--------------------------------------------------------------------------------
|
||||
GetDungeonBitByID:
|
||||
LDA.w #$8000
|
||||
CPX.w #$0000 : BEQ .castle
|
||||
DEX
|
||||
-
|
||||
LSR
|
||||
DEX
|
||||
BPL -
|
||||
RTS
|
||||
|
||||
.castle
|
||||
LSR
|
||||
RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
GetDungeonBitByOffset:
|
||||
LDA.w #$0001
|
||||
CPX.w #$000E : BEQ .castle
|
||||
CPX.w #$000F : BEQ .castle
|
||||
DEX
|
||||
-
|
||||
ASL
|
||||
DEX
|
||||
BPL -
|
||||
RTS
|
||||
|
||||
.castle
|
||||
LDA.w #$00C0
|
||||
RTS
|
||||
;--------------------------------------------------------------------------------
|
||||
;carry clear if pass
|
||||
;carry set if caught
|
||||
;incsrc eventdata.asm
|
||||
@@ -221,6 +192,126 @@ ItemBehavior:
|
||||
.skip
|
||||
RTS
|
||||
|
||||
.blue_boomerang
|
||||
LDA.l InventoryTracking : ORA.b #$80
|
||||
BRA .store_inventory_tracking
|
||||
|
||||
.red_boomerang
|
||||
LDA.l InventoryTracking : ORA.b #$40
|
||||
BRA .store_inventory_tracking
|
||||
|
||||
.mushroom
|
||||
LDA.l InventoryTracking : ORA.b #$28
|
||||
BRA .store_inventory_tracking
|
||||
|
||||
.powder
|
||||
LDA.l InventoryTracking : ORA.b #$10
|
||||
BRA .store_inventory_tracking
|
||||
|
||||
.flute_inactive
|
||||
LDA.l InventoryTracking : ORA.b #$02
|
||||
BRA .store_inventory_tracking
|
||||
|
||||
.flute_active
|
||||
LDA.l InventoryTracking : ORA.b #$01
|
||||
BRA .store_inventory_tracking
|
||||
|
||||
.store_inventory_tracking
|
||||
STA.l InventoryTracking
|
||||
RTS
|
||||
|
||||
.fighter_sword_shield
|
||||
SEP #$10
|
||||
LDX.b #$01
|
||||
JSR .increment_sword
|
||||
JSR .increment_shield
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.master_sword
|
||||
SEP #$10
|
||||
LDX.b #$02
|
||||
JSR .increment_sword
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.tempered_sword
|
||||
SEP #$10
|
||||
LDX.b #$03
|
||||
JSR .increment_sword
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.gold_sword
|
||||
SEP #$10
|
||||
LDX.b #$04
|
||||
JSR .increment_sword
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.fighter_shield
|
||||
SEP #$10
|
||||
LDX.b #$01
|
||||
JSR .increment_shield
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.red_shield
|
||||
SEP #$10
|
||||
LDX.b #$02
|
||||
JSR .increment_shield
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.mirror_shield
|
||||
SEP #$10
|
||||
LDX.b #$03
|
||||
JSR .increment_shield
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.blue_mail
|
||||
SEP #$10
|
||||
LDX.b #$01
|
||||
JSR .increment_mail
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.red_mail
|
||||
SEP #$10
|
||||
LDX.b #$02
|
||||
JSR .increment_mail
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.fighter_sword
|
||||
SEP #$10
|
||||
LDX.b #$01
|
||||
JSR .increment_sword
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.prog_sword
|
||||
SEP #$10
|
||||
LDA.l SwordEquipment : INC : TAX
|
||||
JSR .increment_sword
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.prog_shield
|
||||
SEP #$10
|
||||
LDA.l ShieldEquipment : INC : TAX
|
||||
JSR .increment_shield
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.prog_mail
|
||||
SEP #$10
|
||||
LDA.l ArmorEquipment : INC : TAX
|
||||
JSR .increment_mail
|
||||
REP #$10
|
||||
RTS
|
||||
|
||||
.bow
|
||||
LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking
|
||||
BIT #$40 : BNE .silversbow
|
||||
@@ -236,27 +327,34 @@ ItemBehavior:
|
||||
|
||||
.dungeon_compass
|
||||
REP #$20
|
||||
LDA.w DungeonID : LSR : TAX
|
||||
JSR.w GetDungeonBitByID
|
||||
ORA.l CompassField : STA.l CompassField
|
||||
SEP #$20
|
||||
RTS
|
||||
LDA.w DungeonID : CMP.w #$0003 : BCC ..hc_sewers
|
||||
TAX
|
||||
LDA.l DungeonMask,X : ORA.l CompassField : STA.l CompassField
|
||||
JMP.w .increment_compass
|
||||
..hc_sewers
|
||||
LDA.w #$C000 : ORA.l CompassField : STA.l CompassField
|
||||
JMP.w .increment_compass
|
||||
|
||||
|
||||
.dungeon_bigkey
|
||||
REP #$20
|
||||
LDA.w DungeonID : LSR : TAX
|
||||
JSR.w GetDungeonBitByID
|
||||
ORA.l BigKeyField : STA.l BigKeyField
|
||||
SEP #$20
|
||||
RTS
|
||||
LDA.w DungeonID : CMP.w #$0003 : BCC ..hc_sewers
|
||||
TAX
|
||||
LDA.l DungeonMask,X : ORA.l BigKeyField : STA.l BigKeyField
|
||||
JMP.w .increment_bigkey
|
||||
..hc_sewers
|
||||
LDA.w #$C000 : ORA.l BigKeyField : STA.l BigKeyField
|
||||
JMP.w .increment_bigkey
|
||||
|
||||
.dungeon_map
|
||||
REP #$20
|
||||
LDA.w DungeonID : LSR : TAX
|
||||
JSR.w GetDungeonBitByID
|
||||
ORA.l MapField : STA.l MapField
|
||||
SEP #$20
|
||||
RTS
|
||||
LDA.w DungeonID : CMP.w #$0003 : BCC ..hc_sewers
|
||||
TAX
|
||||
LDA.l DungeonMask,X : ORA.l MapField : STA.l MapField
|
||||
JMP.w .increment_map
|
||||
..hc_sewers
|
||||
LDA.w #$C000 : ORA.l MapField : STA.l MapField
|
||||
JMP.w .increment_map
|
||||
|
||||
.bow_and_arrows
|
||||
BIT.b #$40 : BEQ +
|
||||
@@ -302,9 +400,12 @@ ItemBehavior:
|
||||
RTS
|
||||
|
||||
.master_sword_safe
|
||||
SEP #$10
|
||||
LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
|
||||
LDA.b #$02 : STA.l SwordEquipment ; set master sword
|
||||
+
|
||||
LDX.b #$02
|
||||
JSR .increment_sword
|
||||
RTS
|
||||
|
||||
.bombs_5
|
||||
@@ -413,47 +514,54 @@ ItemBehavior:
|
||||
|
||||
.free_map
|
||||
REP #$20
|
||||
AND.w #$000F : LSR : TAX
|
||||
JSR.w GetDungeonBitByOffset
|
||||
ORA.l MapField : STA.l MapField
|
||||
AND.w #$000F : ASL : TAX
|
||||
LDA.w DungeonItemIDMap,X : TAX
|
||||
LDA.l DungeonMask,X : ORA.l MapField : STA.l MapField
|
||||
SEP #$20
|
||||
RTS
|
||||
JMP.w .increment_map
|
||||
|
||||
.hc_map
|
||||
LDA.b #$C0 : ORA.l MapField+1 : STA.l MapField+1
|
||||
RTS
|
||||
JMP.w .increment_map
|
||||
|
||||
.free_compass
|
||||
REP #$20
|
||||
AND.w #$000F : LSR : TAX
|
||||
JSR.w GetDungeonBitByOffset
|
||||
ORA.l CompassField : STA.l CompassField
|
||||
AND.w #$000F : ASL : TAX
|
||||
LDA.w DungeonItemIDMap,X : TAX
|
||||
LDA.l DungeonMask,X : ORA.l CompassField : STA.l CompassField
|
||||
SEP #$20
|
||||
RTS
|
||||
JMP.w .increment_compass
|
||||
|
||||
.hc_compass
|
||||
LDA.b #$C0 : ORA.l CompassField+1 : STA.l CompassField+1
|
||||
RTS
|
||||
JMP.w .increment_compass
|
||||
|
||||
.free_bigkey
|
||||
REP #$20
|
||||
AND.w #$000F : LSR : TAX
|
||||
JSR.w GetDungeonBitByOffset
|
||||
ORA.l BigKeyField : STA.l BigKeyField
|
||||
AND.w #$000F : ASL : TAX
|
||||
LDA.w DungeonItemIDMap,X : TAX
|
||||
LDA.l DungeonMask,X : ORA.l BigKeyField : STA.l BigKeyField
|
||||
SEP #$20
|
||||
RTS
|
||||
JMP.w .increment_bigkey
|
||||
|
||||
.hc_bigkey
|
||||
LDA.b #$C0 : ORA.l BigKeyField+1 : STA.l BigKeyField+1
|
||||
RTS
|
||||
JMP.w .increment_bigkey
|
||||
|
||||
.free_smallkey
|
||||
REP #$20
|
||||
AND.w #$000F : TAX
|
||||
LDA.l DungeonKeys, X : INC : STA.l DungeonKeys, X ; Increment Key Count
|
||||
ASL : CMP.w DungeonID : BEQ .same_dungeon
|
||||
LSR : TAX
|
||||
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
|
||||
RTS
|
||||
.same_dungeon
|
||||
SEP #$20
|
||||
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
|
||||
RTS
|
||||
|
||||
.hc_smallkey
|
||||
LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon
|
||||
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
|
||||
LDA.l SewerKeys : INC : STA.l SewerKeys
|
||||
RTS
|
||||
@@ -464,8 +572,50 @@ ItemBehavior:
|
||||
RTS
|
||||
.normal
|
||||
LDA.w DungeonID : CMP.b #$FF : BEQ .done
|
||||
LSR : TAX
|
||||
LDA.l DungeonKeys, X : INC : STA.l DungeonKeys, X
|
||||
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
|
||||
|
||||
.increment_sword
|
||||
LDA.l HighestSword
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better sword
|
||||
TXA : STA.l HighestSword
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_shield
|
||||
LDA.l HighestShield
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better shield
|
||||
TXA : STA.l HighestShield
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_mail
|
||||
LDA.l HighestMail
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : !BLT + ; don't increment unless we're getting a better mail
|
||||
TXA : STA.l HighestMail
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_bigkey
|
||||
SEP #$30
|
||||
LDA.l BigKeysBigChests
|
||||
CLC : ADC.b #$10
|
||||
STA.l BigKeysBigChests
|
||||
RTS
|
||||
|
||||
.increment_map
|
||||
SEP #$30
|
||||
LDA.l MapsCompasses
|
||||
CLC : ADC.b #$10
|
||||
STA.l MapsCompasses
|
||||
RTS
|
||||
|
||||
.increment_compass
|
||||
SEP #$30
|
||||
LDA.l MapsCompasses : INC : AND.b #$0F : TAX
|
||||
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
|
||||
TXA : ORA.l MapsCompasses : STA.l MapsCompasses
|
||||
JSL MaybeFlagCompassTotalPickup
|
||||
|
||||
.done
|
||||
RTS
|
||||
|
||||
@@ -520,19 +670,21 @@ ResolveLootID:
|
||||
..ids
|
||||
db $4E, $4F, $4F
|
||||
|
||||
.swords
|
||||
LDA.l HighestSword : CMP.l ProgressiveSwordLimit : BCC +
|
||||
.prog_sword
|
||||
LDA.l HighestSword
|
||||
CMP.l ProgressiveSwordLimit : BCC +
|
||||
LDA.l ProgressiveSwordReplacement
|
||||
JMP.w .get_item
|
||||
+
|
||||
TAX
|
||||
LDA.w ResolveLootID_swords_ids,X
|
||||
LDA.w ResolveLootID_prog_sword_ids,X
|
||||
JMP.w .have_item
|
||||
..ids
|
||||
db $49, $01, $02, $03, $03
|
||||
db $49, $50, $02, $03, $03
|
||||
|
||||
.shields
|
||||
LDA.l HighestShield : CMP.l ProgressiveShieldLimit : BCC +
|
||||
LDA.l HighestShield
|
||||
CMP.l ProgressiveShieldLimit : BCC +
|
||||
LDA.l ProgressiveShieldReplacement
|
||||
JMP.w .get_item
|
||||
+
|
||||
@@ -543,7 +695,8 @@ ResolveLootID:
|
||||
db $04, $05, $06, $06
|
||||
|
||||
.armor
|
||||
LDA.l HighestMail : CMP.l ProgressiveArmorLimit : BCC +
|
||||
LDA.l HighestMail
|
||||
CMP.l ProgressiveArmorLimit : BCC +
|
||||
LDA.l ProgressiveArmorReplacement
|
||||
JMP.w .get_item
|
||||
+
|
||||
@@ -552,6 +705,7 @@ ResolveLootID:
|
||||
..ids
|
||||
db $22, $23, $23
|
||||
|
||||
|
||||
.gloves
|
||||
LDA.l GloveEquipment : TAX
|
||||
LDA.w ResolveLootID_gloves_ids,X
|
||||
@@ -565,6 +719,7 @@ ResolveLootID:
|
||||
JMP.w .get_item
|
||||
+
|
||||
TAX
|
||||
LDA.b #$80 : STA.l BowTrackingFlags
|
||||
LDA.w ResolveLootID_bows_ids,X
|
||||
JMP.w .get_item
|
||||
|
||||
@@ -574,6 +729,7 @@ ResolveLootID:
|
||||
JMP.w .get_item
|
||||
+
|
||||
TAX
|
||||
LDA.b #$20 : STA.l BowTrackingFlags
|
||||
LDA.w ResolveLootID_bows_ids,X
|
||||
JMP.w .get_item
|
||||
|
||||
@@ -654,27 +810,27 @@ macro ReceiptProps(id, y, x, gfx, width, pal, sram, value, pal_override, behavio
|
||||
|
||||
endmacro
|
||||
|
||||
%ReceiptProps($00, -5, 0, $06, 2, $02, $F359, $01, $00, skip, skip) ; 00 - Fighter sword & Shield
|
||||
%ReceiptProps($01, -5, 4, $18, 0, $FF, $F359, $02, $00, skip, skip) ; 01 - Master sword - TODO gfx value?
|
||||
%ReceiptProps($02, -5, 4, $18, 0, $05, $F359, $03, $00, skip, skip) ; 02 - Tempered sword - TODO gfx value?
|
||||
%ReceiptProps($03, -5, 4, $18, 0, $05, $F359, $04, $00, skip, skip) ; 03 - Butter sword - TODO gfx value?
|
||||
%ReceiptProps($04, -5, 4, $2D, 0, $05, $F35A, $01, $01, skip, skip) ; 04 - Fighter shield
|
||||
%ReceiptProps($05, -4, 0, $20, 2, $05, $F35A, $02, $01, skip, skip) ; 05 - Fire shield
|
||||
%ReceiptProps($06, -4, 0, $2E, 2, $05, $F35A, $03, $01, skip, skip) ; 06 - Mirror shield
|
||||
%ReceiptProps($00, -5, 0, $06, 2, $02, $F359, $01, $00, fighter_sword_shield, skip) ; 00 - Fighter sword & Shield
|
||||
%ReceiptProps($01, -5, 4, $18, 0, $FF, $F359, $02, $00, master_sword, skip) ; 01 - Master sword
|
||||
%ReceiptProps($02, -5, 4, $18, 0, $05, $F359, $03, $00, tempered_sword, skip) ; 02 - Tempered sword
|
||||
%ReceiptProps($03, -5, 4, $18, 0, $05, $F359, $04, $00, gold_sword, skip) ; 03 - Golden sword
|
||||
%ReceiptProps($04, -5, 4, $2D, 0, $05, $F35A, $01, $01, fighter_shield, skip) ; 04 - Fighter shield
|
||||
%ReceiptProps($05, -4, 0, $20, 2, $05, $F35A, $02, $01, red_shield, skip) ; 05 - Fire shield
|
||||
%ReceiptProps($06, -4, 0, $2E, 2, $05, $F35A, $03, $01, mirror_shield, skip) ; 06 - Mirror shield
|
||||
%ReceiptProps($07, -5, 4, $09, 0, $01, $F345, $01, $00, skip, skip) ; 07 - Fire rod
|
||||
%ReceiptProps($08, -5, 4, $09, 0, $02, $F346, $01, $00, skip, skip) ; 08 - Ice rod
|
||||
%ReceiptProps($09, -4, 4, $0A, 0, $01, $F34B, $01, $00, skip, skip) ; 09 - Hammer
|
||||
%ReceiptProps($0A, -4, 4, $08, 0, $01, $F342, $01, $00, skip, skip) ; 0A - Hookshot
|
||||
%ReceiptProps($0B, -4, 4, $05, 0, $01, $F340, $01, $00, bow, skip) ; 0B - Bow
|
||||
%ReceiptProps($0C, -2, 5, $10, 0, $02, $F341, $01, $00, skip, skip) ; 0C - Blue Boomerang
|
||||
%ReceiptProps($0D, -4, 0, $0B, 2, $02, $F344, $02, $00, skip, skip) ; 0D - Powder
|
||||
%ReceiptProps($0C, -2, 5, $10, 0, $02, $F341, $01, $00, blue_boomerang, skip) ; 0C - Blue Boomerang
|
||||
%ReceiptProps($0D, -4, 0, $0B, 2, $02, $F344, $02, $00, powder, skip) ; 0D - Powder
|
||||
%ReceiptProps($0E, -4, 0, $2C, 2, $02, $F35C, $FF, $00, skip, skip) ; 0E - Bottle refill (bee)
|
||||
%ReceiptProps($0F, -4, 0, $1B, 2, $04, $F347, $01, $00, skip, skip) ; 0F - Bombos
|
||||
%ReceiptProps($10, -4, 0, $1A, 2, $04, $F348, $01, $00, skip, skip) ; 10 - Ether
|
||||
%ReceiptProps($11, -4, 0, $1C, 2, $04, $F349, $01, $00, skip, skip) ; 11 - Quake
|
||||
%ReceiptProps($12, -4, 0, $14, 2, $01, $F34A, $01, $00, skip, skip) ; 12 - Lamp
|
||||
%ReceiptProps($13, -4, 4, $19, 0, $01, $F34C, $01, $00, skip, skip) ; 13 - Shovel
|
||||
%ReceiptProps($14, -4, 0, $0C, 2, $02, $F34C, $02, $00, skip, skip) ; 14 - Flute
|
||||
%ReceiptProps($14, -4, 0, $0C, 2, $02, $F34C, $02, $00, flute_inactive, skip) ; 14 - Flute
|
||||
%ReceiptProps($15, -4, 4, $07, 0, $01, $F350, $01, $00, skip, skip) ; 15 - Somaria
|
||||
%ReceiptProps($16, -4, 0, $1D, 2, $01, $F35C, $FF, $00, skip, bottles) ; 16 - Bottle
|
||||
%ReceiptProps($17, -4, 0, $2F, 2, $01, $F36B, $FF, $00, skip, skip) ; 17 - Heart piece
|
||||
@@ -688,15 +844,15 @@ endmacro
|
||||
%ReceiptProps($1F, -4, 0, $17, 2, $01, $F357, $01, $00, skip, skip) ; 1F - Pearl
|
||||
%ReceiptProps($20, -4, 0, $28, 2, $06, $F37A, $FF, $01, skip, skip) ; 20 - Crystal
|
||||
%ReceiptProps($21, -4, 0, $27, 2, $01, $F34D, $01, $00, skip, skip) ; 21 - Net
|
||||
%ReceiptProps($22, -4, 0, $04, 2, $02, $F35B, $FF, $00, skip, skip) ; 22 - Blue mail
|
||||
%ReceiptProps($23, -5, 0, $04, 2, $01, $F35B, $02, $00, skip, skip) ; 23 - Red mail
|
||||
%ReceiptProps($22, -4, 0, $04, 2, $02, $F35B, $FF, $00, blue_mail, skip) ; 22 - Blue mail
|
||||
%ReceiptProps($23, -5, 0, $04, 2, $01, $F35B, $02, $00, red_mail, skip) ; 23 - Red mail
|
||||
%ReceiptProps($24, -4, 4, $0F, 0, $02, $F36F, $FF, $00, skip, skip) ; 24 - Small key
|
||||
%ReceiptProps($25, -4, 0, $16, 2, $02, $F364, $FF, $00, dungeon_compass, skip) ; 25 - Compass
|
||||
%ReceiptProps($26, -4, 0, $03, 2, $01, $F36C, $FF, $00, skip, skip) ; 26 - Heart container from 4/4
|
||||
%ReceiptProps($27, -4, 0, $13, 2, $02, $F375, $FF, $00, skip, skip) ; 27 - Bomb
|
||||
%ReceiptProps($28, -4, 0, $01, 2, $02, $F375, $FF, $00, skip, skip) ; 28 - 3 bombs
|
||||
%ReceiptProps($29, -4, 0, $1E, 2, $04, $F344, $FF, $00, skip, skip) ; 29 - Mushroom
|
||||
%ReceiptProps($2A, -2, 5, $10, 0, $01, $F341, $02, $00, skip, skip) ; 2A - Red boomerang
|
||||
%ReceiptProps($29, -4, 0, $1E, 2, $04, $F344, $FF, $00, mushroom, skip) ; 29 - Mushroom
|
||||
%ReceiptProps($2A, -2, 5, $10, 0, $01, $F341, $02, $00, red_boomerang, skip) ; 2A - Red boomerang
|
||||
%ReceiptProps($2B, -4, 0, $00, 2, $01, $F35C, $FF, $00, skip, bottles) ; 2B - Full bottle (red)
|
||||
%ReceiptProps($2C, -4, 0, $00, 2, $04, $F35C, $FF, $00, skip, bottles) ; 2C - Full bottle (green)
|
||||
%ReceiptProps($2D, -4, 0, $00, 2, $02, $F35C, $FF, $00, skip, bottles) ; 2D - Full bottle (blue)
|
||||
@@ -727,14 +883,15 @@ endmacro
|
||||
%ReceiptProps($46, -4, 0, $36, 2, $04, $F360, $FF, $00, skip, skip) ; 46 - 300 rupees
|
||||
%ReceiptProps($47, -4, 0, $37, 2, $04, $F360, $FF, $00, skip, skip) ; 47 - 20 rupees green
|
||||
%ReceiptProps($48, -4, 0, $2C, 2, $02, $F35C, $FF, $00, skip, skip) ; 48 - Full bottle (good bee)
|
||||
%ReceiptProps($49, -5, 4, $06, 0, $05, $F359, $01, $00, skip, skip) ; 49 - Tossed fighter sword
|
||||
%ReceiptProps($4A, -4, 0, $0C, 2, $02, $F34C, $03, $00, skip, skip) ; 4A - Active Flute
|
||||
%ReceiptProps($49, -5, 4, $06, 0, $05, $F359, $01, $00, fighter_sword, skip) ; 49 - Tossed fighter sword
|
||||
%ReceiptProps($50, -5, 4, $06, 0, $05, $F359, $01, $00, skip, skip) ; 50 - Master Sword (safe)
|
||||
%ReceiptProps($4A, -4, 0, $0C, 2, $02, $F34C, $03, $00, flute_active, skip) ; 4A - Active Flute
|
||||
%ReceiptProps($4B, -4, 0, $38, 2, $01, $F355, $01, $00, skip, skip) ; 4B - Boots
|
||||
%ReceiptProps($4C, -4, 0, $39, 2, $04, $F375, $32, $00, bombs_50, skip) ; 4C - Bomb capacity (50)
|
||||
%ReceiptProps($4D, -4, 0, $3A, 2, $04, $F376, $46, $00, arrows_70, skip) ; 4D - Arrow capacity (70)
|
||||
%ReceiptProps($4E, -4, 0, $3B, 2, $04, $F373, $80, $00, magic_2, magic) ; 4E - 1/2 magic
|
||||
%ReceiptProps($4F, -4, 0, $3C, 2, $04, $F373, $80, $00, magic_4, magic) ; 4F - 1/4 magic
|
||||
%ReceiptProps($50, -5, 4, $18, 0, $05, $F359, $02, $00, master_sword_safe, skip) ; 50 - Safe master sword - TODO gfx value
|
||||
%ReceiptProps($50, -5, 4, $18, 0, $05, $F359, $02, $00, master_sword_safe, skip) ; 50 - Safe master sword
|
||||
%ReceiptProps($51, -4, 0, $42, 2, $04, $F375, $FF, $00, bombs_5, skip) ; 51 - Bomb capacity (+5)
|
||||
%ReceiptProps($52, -4, 0, $3E, 2, $04, $F375, $FF, $00, bombs_10, skip) ; 52 - Bomb capacity (+10)
|
||||
%ReceiptProps($53, -4, 0, $3F, 2, $04, $F376, $FF, $00, arrows_5, skip) ; 53 - Arrow capacity (+5)
|
||||
@@ -748,9 +905,9 @@ endmacro
|
||||
%ReceiptProps($5B, -4, 0, $4B, 2, $01, $F454, $FF, $00, red_clock, skip) ; 5B - Red clock
|
||||
%ReceiptProps($5C, -4, 0, $4B, 2, $02, $F454, $FF, $00, blue_clock, skip) ; 5C - Blue clock
|
||||
%ReceiptProps($5D, -4, 0, $4B, 2, $04, $F454, $FF, $00, green_clock, skip) ; 5D - Green clock
|
||||
%ReceiptProps($5E, -4, 0, $FE, 2, $FF, $F359, $FF, $00, skip, swords) ; 5E - Progressive sword
|
||||
%ReceiptProps($5F, -4, 0, $FF, 2, $FF, $F35A, $FF, $01, skip, shields) ; 5F - Progressive shield
|
||||
%ReceiptProps($60, -4, 0, $FD, 2, $FF, $F35B, $FF, $00, skip, armor) ; 60 - Progressive armor
|
||||
%ReceiptProps($5E, -4, 0, $FE, 2, $FF, $F359, $FF, $00, prog_sword, prog_sword) ; 5E - Progressive sword
|
||||
%ReceiptProps($5F, -4, 0, $FF, 2, $FF, $F35A, $FF, $01, prog_shield, shields) ; 5F - Progressive shield
|
||||
%ReceiptProps($60, -4, 0, $FD, 2, $FF, $F35B, $FF, $00, prog_mail, armor) ; 60 - Progressive armor
|
||||
%ReceiptProps($61, -4, 0, $0D, 2, $FF, $F354, $FF, $00, skip, gloves) ; 61 - Progressive glove
|
||||
%ReceiptProps($62, -4, 0, $FF, 2, $FF, $F36A, $FF, $00, skip, rng_single) ; 62 - RNG pool item (single)
|
||||
%ReceiptProps($63, -4, 0, $FF, 2, $FF, $F36A, $FF, $00, skip, rng_multi) ; 63 - RNG pool item (multi)
|
||||
@@ -792,7 +949,7 @@ endmacro
|
||||
%ReceiptProps($87, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 87 - Compass of Skull Woods
|
||||
%ReceiptProps($88, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 88 - Compass of Misery Mire
|
||||
%ReceiptProps($89, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 89 - Compass of Dark Palace
|
||||
%ReceiptProps($8A, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 8A - Compass of Swamp Palace
|
||||
%ReceiptProps($8A, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 8A - Compass of4Swamp Palace
|
||||
%ReceiptProps($8B, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 8B - Compass of Agahnim's Tower
|
||||
%ReceiptProps($8C, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 8C - Compass of Desert Palace
|
||||
%ReceiptProps($8D, -4, 0, $16, 2, $02, $F36A, $FF, $00, free_compass, skip) ; 8D - Compass of Eastern Palace
|
||||
@@ -1221,3 +1378,21 @@ MaybeFlagCompassTotalEntrance:
|
||||
.done
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
DungeonItemIDMap: ; Maps lower four bits of our new dungeon items to DungeonID
|
||||
db $FFFF
|
||||
db $FFFF
|
||||
db $001A ; GT
|
||||
db $0018 ; TR
|
||||
db $0016 ; TT
|
||||
db $0014 ; TH
|
||||
db $0012 ; IP
|
||||
db $0010 ; SW
|
||||
db $000E ; MM
|
||||
db $000C ; PD
|
||||
db $000A ; SP
|
||||
db $0008 ; CT
|
||||
db $0006 ; DP
|
||||
db $0004 ; EP
|
||||
db $0002 ; HC
|
||||
db $0000 ; SW
|
||||
|
||||
|
||||
@@ -186,7 +186,7 @@ RTL
|
||||
UpdateKeys:
|
||||
PHX : PHP
|
||||
SEP #$30 ; set 8-bit accumulator & index registers
|
||||
LDA.w DungeonID : CMP.b TSWQ : !BLT .skip
|
||||
LDA.w DungeonID : CMP.b #$1F : !BLT .skip
|
||||
|
||||
LSR : TAX ; get dungeon index and store to X
|
||||
|
||||
@@ -285,7 +285,7 @@ DrawHUDDungeonItems:
|
||||
|
||||
|
||||
.dungeon_bitmasks
|
||||
dw $4000 ; Hyrule Castle
|
||||
dw $C000 ; Hyrule Castle
|
||||
dw $2000 ; Eastern
|
||||
dw $1000 ; Desert
|
||||
dw $0020 ; Hera
|
||||
|
||||
2
ram.asm
2
ram.asm
@@ -477,7 +477,7 @@ BossKills: skip 1 ;
|
||||
LagTime: skip 4 ; Computed during stats preparation for display
|
||||
RupeesCollected: skip 2 ; Computed during stats preparation for display
|
||||
NonChestCounter: skip 2 ; Computed during stats preparation for display
|
||||
skip 2 ; Unused
|
||||
BowTrackingFlags: skip 2 ; Stores tracking bits for progressive bows before resolution to concrete item.
|
||||
TileUploadOffsetOverride: skip 2 ; Offset override for loading sprite gfx
|
||||
skip 3 ;
|
||||
skip 9 ;
|
||||
|
||||
101
save.asm
101
save.asm
@@ -15,10 +15,12 @@ WriteSaveChecksumAndBackup:
|
||||
|
||||
PHB
|
||||
LDA.w #$14FF ; \
|
||||
LDX.w #CartridgeSRAM&$FFFF ; | Copies $1500 bytes from beginning of cart SRAM to
|
||||
LDY.w #SaveBackupSRAM&$FFFF ; | $704000
|
||||
LDX.w #CartridgeSRAM ; | Copies $1500 bytes from beginning of cart SRAM to
|
||||
LDY.w #SaveBackupSRAM ; | $704000
|
||||
MVN !SRAMBank, !SRAMBank ; /
|
||||
PLB
|
||||
TDC
|
||||
TAX
|
||||
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -52,8 +54,8 @@ ValidateSRAM:
|
||||
BRA .goodchecksum : +
|
||||
PHB
|
||||
LDA.w #$14FF ; \
|
||||
LDX.w #SaveBackupSRAM&$FFFF ; | Copies $1500 bytes from backup on cart SRAM to
|
||||
LDY.w #CartridgeSRAM&$FFFF ; | main save location at $700000
|
||||
LDX.w #SaveBackupSRAM ; | Copies $1500 bytes from backup on cart SRAM to
|
||||
LDY.w #CartridgeSRAM ; | main save location at $700000
|
||||
MVN !SRAMBank, !SRAMBank ; /
|
||||
PLB
|
||||
|
||||
@@ -131,88 +133,23 @@ RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
CopyExtendedSaveFileToWRAM:
|
||||
PHA
|
||||
SEP #$30
|
||||
LDA.w DMAP0 : PHA ; preserve DMA parameters
|
||||
LDA.w BBAD0 : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0L : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0H : PHA ; preserve DMA parameters
|
||||
LDA.w A1B0 : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0L : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0H : PHA ; preserve DMA parameters
|
||||
;--------------------------------------------------------------------------------
|
||||
STZ.w NMITIMEN ; Disable NMI, V/H, joypad
|
||||
STZ.w HDMAEN ; Disable HDMA
|
||||
LDA.b #$00 : STA.w DMAP0 ; set DMA transfer direction A -> B, bus A auto increment, single-byte mode
|
||||
|
||||
LDA.b #$80 : STA.w BBAD0 ; set bus B source to WRAM register
|
||||
|
||||
LDA.b #$00 : STA.w WMADDL ; set WRAM register source address
|
||||
LDA.b #$60 : STA.w WMADDH
|
||||
LDA.b #$7F : STA.w WMADDB
|
||||
|
||||
STZ.w A1T0L ; set bus A destination address to SRAM
|
||||
LDA.b #$05 : STA.w A1T0H
|
||||
LDA.b #$70 : STA.w A1B0
|
||||
|
||||
LDA.b #$00 : STA.w DAS0L ; set transfer size to 0x1000
|
||||
LDA.b #$10 : STA.w DAS0H ; STZ DAS0B
|
||||
|
||||
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
|
||||
LDA.b #$81 : STA.w NMITIMEN ; Re-enable NMI and joypad
|
||||
;--------------------------------------------------------------------------------
|
||||
PLA : STA.w DAS0H ; restore DMA parameters
|
||||
PLA : STA.w DAS0L ; restore DMA parameters
|
||||
PLA : STA.w A1B0 ; restore DMA parameters
|
||||
PLA : STA.w A1T0H ; restore DMA parameters
|
||||
PLA : STA.w A1T0L ; restore DMA parameters
|
||||
PLA : STA.w BBAD0 ; restore DMA parameters
|
||||
PLA : STA.w DMAP0 ; restore DMA parameters
|
||||
REP #$30
|
||||
PHB
|
||||
LDA.w #$0FFF
|
||||
LDX.w #ExtendedSaveDataSRAM
|
||||
LDY.w #ExtendedSaveDataWRAM
|
||||
MVN $7F, !SRAMBank
|
||||
PLB
|
||||
PLA
|
||||
STA.l $7EC00D ; what we wrote over
|
||||
STA.l $7EC00D ; What we wrote over. Keep this write last.
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
CopyExtendedWRAMSaveFileToSRAM:
|
||||
PHA
|
||||
PHB
|
||||
SEP #$30
|
||||
LDA.b #$00 : PHA : PLB
|
||||
LDA.w DMAP0 : PHA ; preserve DMA parameters
|
||||
LDA.w BBAD0 : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0L : PHA ; preserve DMA parameters
|
||||
LDA.w A1T0H : PHA ; preserve DMA parameters
|
||||
LDA.w A1B0 : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0L : PHA ; preserve DMA parameters
|
||||
LDA.w DAS0H : PHA ; preserve DMA parameters
|
||||
;--------------------------------------------------------------------------------
|
||||
STZ.w NMITIMEN ; Disable NMI, V/H, joypad
|
||||
STZ.w HDMAEN ; Disable HDMA
|
||||
LDA.b #$80 : STA.w DMAP0 ; set DMA transfer direction B -> A, bus A auto increment, single-byte mode
|
||||
|
||||
STA.w BBAD0 ; set bus B source to WRAM register
|
||||
|
||||
LDA.b #$00 : STA.w WMADDL ; set WRAM register source address
|
||||
LDA.b #$60 : STA.w WMADDH
|
||||
LDA.b #$7F : STA.w WMADDB
|
||||
|
||||
STZ.w A1T0L ; set bus A destination address to SRAM
|
||||
LDA.b #$05 : STA.w A1T0H
|
||||
LDA.b #$70 : STA.w A1B0
|
||||
|
||||
LDA.b #$10 : STA.w DAS0L ; set transfer size to 0xB00
|
||||
LDA.b #$0B : STA.w DAS0H ; STZ DAS0B
|
||||
|
||||
LDA.b #$01 : STA.w MDMAEN ; begin DMA transfer
|
||||
LDA.b #$81 : STA.w NMITIMEN; Re-enable NMI and joypad
|
||||
;--------------------------------------------------------------------------------
|
||||
PLA : STA.w DAS0H ; restore DMA parameters
|
||||
PLA : STA.w DAS0L ; restore DMA parameters
|
||||
PLA : STA.w A1B0 ; restore DMA parameters
|
||||
PLA : STA.w A1T0H ; restore DMA parameters
|
||||
PLA : STA.w A1T0L ; restore DMA parameters
|
||||
PLA : STA.w BBAD0 ; restore DMA parameters
|
||||
PLA : STA.w DMAP0 ; restore DMA parameters
|
||||
REP #$30
|
||||
LDA.w #$0FFF
|
||||
LDX.w #ExtendedSaveDataSRAM
|
||||
LDY.w #ExtendedSaveDataWRAM
|
||||
MVN !SRAMBank, $7F
|
||||
PLB
|
||||
PLA
|
||||
TDC
|
||||
TAX
|
||||
RTL
|
||||
|
||||
4
sram.asm
4
sram.asm
@@ -381,6 +381,7 @@ InverseChecksumWRAM: skip 2 ; Vanilla Inverse Checksum. Don't write unless c
|
||||
; beginning at $700500
|
||||
;--------------------------------------------------------------------------------
|
||||
base $7F6000 ; $1000 byte buffer we place beginning at second save file
|
||||
ExtendedSaveDataWRAM: ;
|
||||
ExtendedFileNameWRAM: skip 24 ; File name, 12 word-length characters.
|
||||
RoomPotData: skip 592 ; Table for expanded pot shuffle. One word per room.
|
||||
SpritePotData: skip 592 ; Table for expanded pot shuffle. One word per room.
|
||||
@@ -413,6 +414,7 @@ FileNameVanillaSRAM: skip 8 ; First four characters of file name
|
||||
FileValiditySRAM: skip 2 ;
|
||||
skip 283 ;
|
||||
InverseChecksumSRAM: skip 2 ;
|
||||
ExtendedSaveDataSRAM: ;
|
||||
ExtendedFileNameSRAM: skip 24 ; We read and write the file name directly from and to SRAM (24 bytes)
|
||||
skip $1AE4 ;
|
||||
RomVersionSRAM: skip 4 ; ALTTPR ROM version. Low byte is the version, high byte writes
|
||||
@@ -654,6 +656,7 @@ endmacro
|
||||
%assertSRAM(GTCollectedKeys, $7EF4ED)
|
||||
%assertSRAM(FileMarker, $7EF4F0)
|
||||
;--------------------------------------------------------------------------------
|
||||
%assertSRAM(ExtendedSaveDataWRAM, $7F6000)
|
||||
%assertSRAM(ExtendedFileNameWRAM, $7F6000)
|
||||
%assertSRAM(RoomPotData, $7F6018)
|
||||
%assertSRAM(SpritePotData, $7F6268)
|
||||
@@ -676,6 +679,7 @@ endmacro
|
||||
%assertSRAM(FileNameVanillaSRAM, $7003D9)
|
||||
%assertSRAM(FileValiditySRAM, $7003E1)
|
||||
%assertSRAM(InverseChecksumSRAM, $7004FE)
|
||||
%assertSRAM(ExtendedSaveDataSRAM, $700500)
|
||||
%assertSRAM(ExtendedFileNameSRAM, $700500)
|
||||
%assertSRAM(RomVersionSRAM, $701FFC)
|
||||
%assertSRAM(RomNameSRAM, $702000)
|
||||
|
||||
22
stats.asm
22
stats.asm
@@ -78,10 +78,10 @@ IncrementSmallKeys:
|
||||
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
|
||||
PHX
|
||||
LDA.l StatsLocked : BNE +
|
||||
JSL AddInventory_incrementKeyLong
|
||||
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
|
||||
+
|
||||
JSL.l UpdateKeys
|
||||
PHY : LDY.b #24 : JSL.l FullInventoryExternal : PLY
|
||||
PHY : LDY.b #24 : JSL.l AddInventory : PLY
|
||||
JSL.l HUD_RebuildLong
|
||||
PLX
|
||||
RTL
|
||||
@@ -90,14 +90,18 @@ IncrementSmallKeysNoPrimary:
|
||||
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
|
||||
PHX
|
||||
LDA.l StatsLocked : BNE +
|
||||
JSL AddInventory_incrementKeyLong
|
||||
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
|
||||
+
|
||||
JSL.l UpdateKeys
|
||||
LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors
|
||||
PHP : REP #$20 ; set 16-bit accumulator
|
||||
LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement
|
||||
PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
|
||||
JSR CountChestKey : PLY : BRA +
|
||||
PLP : PHY
|
||||
LDY.b #$24
|
||||
JSL.l AddInventory
|
||||
JSR CountChestKey
|
||||
PLY
|
||||
BRA +
|
||||
++
|
||||
PLP
|
||||
+
|
||||
@@ -150,7 +154,7 @@ RTL
|
||||
IncrementAgahnim2Sword:
|
||||
PHA
|
||||
LDA.l StatsLocked : BNE +
|
||||
JSL AddInventory_incrementBossSwordLong
|
||||
JSL.l IncrementBossSword
|
||||
+
|
||||
PLA
|
||||
RTL
|
||||
@@ -212,7 +216,9 @@ IncrementBigChestCounter:
|
||||
JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
|
||||
PHA
|
||||
LDA.l StatsLocked : BNE +
|
||||
%BottomHalf(BigKeysBigChests)
|
||||
LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX
|
||||
LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests
|
||||
TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests
|
||||
+
|
||||
PLA
|
||||
RTL
|
||||
@@ -327,7 +333,7 @@ StatsFinalPrep:
|
||||
LDA.l StatsLocked : BNE .ramPostOnly
|
||||
INC : STA.l StatsLocked
|
||||
|
||||
JSL.l AddInventory_incrementBossSwordLong
|
||||
JSL.l IncrementBossSword
|
||||
|
||||
LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
|
||||
|
||||
|
||||
@@ -2555,8 +2555,8 @@ db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
|
||||
; 0x186C00 - 186FFE (unused)
|
||||
;--------------------------------------------------------------------------------
|
||||
org $B0EFFF ; PC 0x186FFF
|
||||
BallNChainDungeon:
|
||||
db $02
|
||||
BallNChainDungeon: ; Dungeon ID where ball n chain guard is located. Write
|
||||
db $02 ; $FF to count ball and chain item for collection stats.
|
||||
|
||||
org $B0F000 ; PC 0x187000-0x18700F
|
||||
CompassTotalsROM:
|
||||
|
||||
Reference in New Issue
Block a user