Merge branch 'main' into kara
This commit is contained in:
95
dialog.asm
95
dialog.asm
@@ -114,26 +114,45 @@ FreeDungeonItemNotice:
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+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
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LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
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%CopyDialog(Notice_BigKeyOf)
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BRA .dungeon
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JMP .dungeon
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+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
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LDA.w ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
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LDA.w ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
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%CopyDialog(Notice_SmallKeyOf)
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LDA.b #$01 : STA.w ScratchBufferNV ; set up a flip for small keys
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BRA .dungeon
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+
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+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
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LDA.w ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
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CMP.b #$B7 : !BGE +
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%CopyDialog(Notice_Crystal)
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JMP .crystal
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+
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JMP .skip ; it's not something we are going to give a notice for
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.dungeon
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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LDA.w ScratchBufferV
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AND.b #$0F ; looking at low bits only
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AND.b #$0F
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STA.w ScratchBufferNV+1
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LDA.w ScratchBufferNV : BEQ +
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LDA.w ScratchBufferNV
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LDA.b #$0F : !SUB.w ScratchBufferNV+1 : STA.w ScratchBufferNV+1 ; flip the values for small keys
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+
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LDA.w ScratchBufferNV+1
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ASL : TAX
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REP #$20
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LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
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CMP.w DungeonID : BNE +
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BRA .self_notice
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.hc_sewers
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LDA.w DungeonID : CMP.w #$0003 : BCS +
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.self_notice
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SEP #$20
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%CopyDialog(Notice_Self)
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JMP.w .done
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+
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SEP #$20
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LDA.w ScratchBufferNV+1
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CMP.b #$00 : BNE + ; ...light world
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%CopyDialog(Notice_LightWorld) : JMP .done
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+ : CMP.b #$01 : BNE + ; ...dark world
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@@ -161,12 +180,34 @@ FreeDungeonItemNotice:
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+ : CMP.b #$0C : BNE + ; ...desert palace
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%CopyDialog(Notice_Desert) : JMP .done
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+ : CMP.b #$0D : BNE + ; ...eastern palace
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%CopyDialog(Notice_Eastern) : BRA .done
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%CopyDialog(Notice_Eastern) : JMP .done
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+ : CMP.b #$0E : BNE + ; ...hyrule castle
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%CopyDialog(Notice_Castle) : BRA .done
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%CopyDialog(Notice_Castle) : JMP .done
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+ : CMP.b #$0F : BNE + ; ...sewers
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%CopyDialog(Notice_Sewers)
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+
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JMP .done
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.crystal
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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LDA.w ScratchBufferV
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AND.b #$0F ; looking at low bits only
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CMP.b #$00 : BNE +
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%CopyDialog(Notice_Six) : JMP .done
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+ : CMP.b #$01 : BNE +
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%CopyDialog(Notice_One) : JMP .done
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+ : CMP.b #$02 : BNE +
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%CopyDialog(Notice_Five) : JMP .done
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+ : CMP.b #$03 : BNE +
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%CopyDialog(Notice_Seven) : JMP .done
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+ : CMP.b #$04 : BNE +
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%CopyDialog(Notice_Two) : JMP .done
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+ : CMP.b #$05 : BNE +
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%CopyDialog(Notice_Four) : JMP .done
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+ : CMP.b #$06 : BNE +
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%CopyDialog(Notice_Three) : JMP .done
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+
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.done
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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@@ -360,7 +401,7 @@ RTL
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;---------------------------------------------------------------------------------------------------
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AgahnimAsksAboutPed:
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LDA.l InvincibleGanon
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LDA.l GanonVulnerableMode
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CMP.b #$06 : BNE .vanilla
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LDA.l OverworldEventDataWRAM+$80 ; check ped flag
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@@ -371,7 +412,7 @@ AgahnimAsksAboutPed:
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STA.w TextID
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.vanilla
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JML $05FA8E ; Sprite_ShowMessageMinimal
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JML $85FA8E ; Sprite_ShowMessageMinimal
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;--------------------------------------------------------------------------------
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Main_ShowTextMessage_Alt:
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; Are we in text mode? If so then end the routine.
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@@ -422,24 +463,24 @@ Main_ShowTextMessage_Alt_already_in_text_mode:
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RTL
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CalculateSignIndex:
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; for the big 1024x1024 screens we are calculating link's effective
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; screen area, as though the screen was 4 different 512x512 screens.
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; And we do this in a way that will likely give the right value even
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; with major glitches.
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; for the big 1024x1024 screens we are calculating link's effective
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; screen area, as though the screen was 4 different 512x512 screens.
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; And we do this in a way that will likely give the right value even
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; with major glitches.
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LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
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LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
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LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
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LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
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LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
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TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
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+
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LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
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TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
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+
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LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
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TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
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+
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; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
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TYA : AND.w #$00FF : TAY
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LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
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TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
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+
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; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
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TYA : AND.w #$00FF : TAY
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.done
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RTL
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@@ -463,7 +504,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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LDA.l $05E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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PHY
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@@ -471,10 +512,10 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
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LDY.w TextID+1
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; Check what room we're in so we know which npc we're talking to
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LDA.b RoomIndex
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CMP.b #$05 : BEQ .SahasrahlaDialogs
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CMP.b #$1C : BEQ .BombShopGuyDialog
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BRA .SayNothing
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LDA.b RoomIndex
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CMP.b #$05 : BEQ .SahasrahlaDialogs
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CMP.b #$1C : BEQ .BombShopGuyDialog
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BRA .SayNothing
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.SahasrahlaDialogs
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REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
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@@ -520,7 +561,7 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
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; Make sure that the sprite is facing towards the player, otherwise
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; talking can't happen. (What sprites actually use this???)
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LDA.l $05E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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LDA.l $85E1A3, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
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PLA : XBA : PLA
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