Merge branch 'main' into kara

This commit is contained in:
2023-08-31 20:02:10 -05:00
94 changed files with 17935 additions and 7701 deletions

View File

@@ -114,26 +114,45 @@ FreeDungeonItemNotice:
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
BRA .dungeon
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.w ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
LDA.b #$01 : STA.w ScratchBufferNV ; set up a flip for small keys
BRA .dungeon
+
+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
LDA.w ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal)
JMP .crystal
+
JMP .skip ; it's not something we are going to give a notice for
.dungeon
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.w ScratchBufferV
AND.b #$0F ; looking at low bits only
AND.b #$0F
STA.w ScratchBufferNV+1
LDA.w ScratchBufferNV : BEQ +
LDA.w ScratchBufferNV
LDA.b #$0F : !SUB.w ScratchBufferNV+1 : STA.w ScratchBufferNV+1 ; flip the values for small keys
+
LDA.w ScratchBufferNV+1
ASL : TAX
REP #$20
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE +
BRA .self_notice
.hc_sewers
LDA.w DungeonID : CMP.w #$0003 : BCS +
.self_notice
SEP #$20
%CopyDialog(Notice_Self)
JMP.w .done
+
SEP #$20
LDA.w ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done
+ : CMP.b #$01 : BNE + ; ...dark world
@@ -161,12 +180,34 @@ FreeDungeonItemNotice:
+ : CMP.b #$0C : BNE + ; ...desert palace
%CopyDialog(Notice_Desert) : JMP .done
+ : CMP.b #$0D : BNE + ; ...eastern palace
%CopyDialog(Notice_Eastern) : BRA .done
%CopyDialog(Notice_Eastern) : JMP .done
+ : CMP.b #$0E : BNE + ; ...hyrule castle
%CopyDialog(Notice_Castle) : BRA .done
%CopyDialog(Notice_Castle) : JMP .done
+ : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers)
+
JMP .done
.crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.w ScratchBufferV
AND.b #$0F ; looking at low bits only
CMP.b #$00 : BNE +
%CopyDialog(Notice_Six) : JMP .done
+ : CMP.b #$01 : BNE +
%CopyDialog(Notice_One) : JMP .done
+ : CMP.b #$02 : BNE +
%CopyDialog(Notice_Five) : JMP .done
+ : CMP.b #$03 : BNE +
%CopyDialog(Notice_Seven) : JMP .done
+ : CMP.b #$04 : BNE +
%CopyDialog(Notice_Two) : JMP .done
+ : CMP.b #$05 : BNE +
%CopyDialog(Notice_Four) : JMP .done
+ : CMP.b #$06 : BNE +
%CopyDialog(Notice_Three) : JMP .done
+
.done
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
@@ -360,7 +401,7 @@ RTL
;---------------------------------------------------------------------------------------------------
AgahnimAsksAboutPed:
LDA.l InvincibleGanon
LDA.l GanonVulnerableMode
CMP.b #$06 : BNE .vanilla
LDA.l OverworldEventDataWRAM+$80 ; check ped flag
@@ -371,7 +412,7 @@ AgahnimAsksAboutPed:
STA.w TextID
.vanilla
JML $05FA8E ; Sprite_ShowMessageMinimal
JML $85FA8E ; Sprite_ShowMessageMinimal
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
@@ -422,24 +463,24 @@ Main_ShowTextMessage_Alt_already_in_text_mode:
RTL
CalculateSignIndex:
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; with major glitches.
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; with major glitches.
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
TYA : AND.w #$00FF : TAY
LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
TYA : AND.w #$00FF : TAY
.done
RTL
@@ -463,7 +504,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l $05E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PHY
@@ -471,10 +512,10 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
LDY.w TextID+1
; Check what room we're in so we know which npc we're talking to
LDA.b RoomIndex
CMP.b #$05 : BEQ .SahasrahlaDialogs
CMP.b #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
LDA.b RoomIndex
CMP.b #$05 : BEQ .SahasrahlaDialogs
CMP.b #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
.SahasrahlaDialogs
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
@@ -520,7 +561,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l $05E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PLA : XBA : PLA