Merge branch 'main' into kara
This commit is contained in:
107
events.asm
107
events.asm
@@ -3,8 +3,13 @@ OnPrepFileSelect:
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LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
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RTL
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+
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PHA : PHX
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REP #$10
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JSL.l LoadAlphabetTilemap
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JML.l LoadFullItemTiles
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JSL.l LoadFullItemTiles
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SEP #$10
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PLX : PLA
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RTL
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;--------------------------------------------------------------------------------
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OnDrawHud:
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JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
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@@ -17,6 +22,25 @@ JML.l ReturnFromOnDrawHud
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OnDungeonEntrance:
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STA.l PegColor ; thing we wrote over
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JSL MaybeFlagDungeonTotalsEntrance
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INC.w UpdateHUD
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RTL
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;--------------------------------------------------------------------------------
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OnDungeonBossExit:
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JSL.l StatTransitionCounter
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LDX.w DungeonID : BMI +
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LDA.w RoomIndex : CMP.b #$0D : BEQ .aga2
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LDA.w RoomIndex : CMP.b #$20 : BEQ .aga
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.set_completed
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REP #$20
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LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
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SEP #$20
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+
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RTL
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.aga2
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CPX.b #$1A : BEQ .set_completed
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RTL
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.aga
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CPX.b #$08 : BEQ .set_completed
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RTL
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;--------------------------------------------------------------------------------
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OnPlayerDead:
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@@ -29,16 +53,17 @@ RTL
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;--------------------------------------------------------------------------------
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OnDungeonExit:
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PHA : PHP
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SEP #$20 ; set 8-bit accumulator
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JSL.l SQEGFix
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SEP #$20 ; set 8-bit accumulator
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JSL.l SQEGFix
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PLP : PLA
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STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
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PHA : PHP
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JSL.l HUD_RebuildLong
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JSL.l FloodGateResetInner
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JSL.l SetSilverBowMode
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INC.w UpdateHUD
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JSL.l HUD_RebuildLong
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JSL.l FloodGateResetInner
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JSL.l SetSilverBowMode
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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@@ -77,25 +102,24 @@ RTL
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;--------------------------------------------------------------------------------
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OnAga2Defeated:
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JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
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LDA.b #$FF : STA.w DungeonID
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LDA.b #$01 : STA.l Aga2Duck
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JML.l IncrementAgahnim2Sword
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;--------------------------------------------------------------------------------
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OnFileCreation:
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; Copy initial SRAM state from ROM to cart SRAM
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; If the inital SRAM table is move these addresses must be changed
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PHB
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LDA.w #$03D7 ; \
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LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
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LDY.w #$0000 ; | (exclusively)
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MVN !SRAMBank, !SRAMTableBank ; /
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; Skip file name and validity value
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LDA.w #$010C ; \
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LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
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LDY.w #$03E3 ; |
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MVN !SRAMBank, !SRAMTableBank ; /
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LDA.w #$03D7
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LDX.w #$B000
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LDY.w #$0000
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MVN CartridgeSRAM>>16, InitSRAMTable>>16
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; Skip file name and validity value
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LDA.w #$010C
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LDX.w #$B3E3
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LDY.w #$03E3
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MVN CartridgeSRAM>>16, InitSRAMTable>>16
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PLB
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; resolve instant post-aga if standard
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; Resolve instant post-aga if standard
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SEP #$20
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LDA.l InitProgressIndicator : BIT #$80 : BEQ +
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LDA.b #$00 : STA.l ProgressIndicatorSRAM ; set post-aga after zelda rescue
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@@ -103,13 +127,13 @@ OnFileCreation:
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+
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REP #$20
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; Set validity value and do some cleanup. Jump to checksum.
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; Set validity value and do some cleanup. Jump to checksum done.
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LDA.w #$55AA : STA.l FileValiditySRAM
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JSL.l WriteNewFileChecksum
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JSL.l WriteSaveChecksumAndBackup
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STZ.b Scrap00
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STZ.b Scrap01
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JML.l InitializeSaveFile_done
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JML.l InitializeSaveFile_checksum_done
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;--------------------------------------------------------------------------------
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OnFileLoad:
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REP #$10 ; set 16 bit index registers
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@@ -198,6 +222,7 @@ OnOWTransition:
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PHP
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
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INC.w UpdateHUD
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PLP
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RTL
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;--------------------------------------------------------------------------------
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@@ -216,23 +241,47 @@ PreItemGet:
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RTL
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;--------------------------------------------------------------------------------
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PostItemGet:
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RTL
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;--------------------------------------------------------------------------------
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PostItemAnimation:
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PHB
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LDA.b #$00 : STA.l BusyItem ; mark item as finished
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LDA.l TextBoxDefer : BEQ +
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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JSL.l Main_ShowTextMessage_Alt
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LDA.b #$00 : STA.l TextBoxDefer
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STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
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JSL.l Main_ShowTextMessage_Alt
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LDA.b #$00 : STA.l TextBoxDefer
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+
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LDA.w ItemReceiptMethod : CMP.b #$01 : BNE +
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LDA.b LinkDirection : BEQ +
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JSL.l IncrementChestTurnCounter
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LDA.b LinkDirection : BEQ +
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JSL.l IncrementChestTurnCounter
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+
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REP #$20
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PEA.w $7E00
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PLB : PLB
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LDA.w TransparencyFlag : BNE .SP05
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LDA.l PalettesCustom_off_black+$00 : STA.w PaletteBuffer+$0170 : STA.w PaletteBufferAux+$0170
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LDA.l PalettesCustom_off_black+$02 : STA.w PaletteBuffer+$0172 : STA.w PaletteBufferAux+$0172
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STA.w PaletteBuffer+$0174 : STA.w PaletteBufferAux+$0174
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STA.w PaletteBuffer+$0176 : STA.w PaletteBufferAux+$0176
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STA.w PaletteBuffer+$0178 : STA.w PaletteBufferAux+$0178
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STA.w PaletteBuffer+$017A : STA.w PaletteBufferAux+$017A
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STA.w PaletteBuffer+$017C : STA.w PaletteBufferAux+$017C
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STA.w PaletteBuffer+$017E : STA.w PaletteBufferAux+$017E
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BRA .done
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.SP05
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LDA.l PalettesCustom_off_black+$00 : STA.w PaletteBuffer+$01B0 : STA.w PaletteBufferAux+$01B0
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LDA.l PalettesCustom_off_black+$02 : STA.w PaletteBuffer+$01B2 : STA.w PaletteBufferAux+$01B2
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STA.w PaletteBuffer+$01B4 : STA.w PaletteBufferAux+$01B4
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STA.w PaletteBuffer+$01B6 : STA.w PaletteBufferAux+$01B6
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STA.w PaletteBuffer+$01B8 : STA.w PaletteBufferAux+$01B8
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STA.w PaletteBuffer+$01BA : STA.w PaletteBufferAux+$01BA
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STA.w PaletteBuffer+$01BC : STA.w PaletteBufferAux+$01BC
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STA.w PaletteBuffer+$01BE : STA.w PaletteBufferAux+$01BE
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.done
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INC.b NMICGRAM
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SEP #$20
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STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
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PLB
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RTL
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;--------------------------------------------------------------------------------
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