Merge branch 'OWMain' into overworld_kara

This commit is contained in:
2024-02-28 16:29:01 -06:00
11 changed files with 332 additions and 264 deletions

View File

@@ -586,12 +586,12 @@ Overworld_MemorizeMap16Change:
org $04E879
Overworld_CheckForSpecialOverworldTrigger_Direction:
org $058008
Sprite_SpawnSparkleGarnish:
org $05A51D
Sprite_SpawnFallingItem:
org $05AFF1
Sprite_6C_MirrorPortal_dont_do_warp:
org $05DF6C ; 02DF6C - Bank05.asm : 2445
Sprite_DrawMultiple:
@@ -858,6 +858,9 @@ DiggingGameGuy_AttemptPrizeSpawn:
org $1EDE28
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
org $1EDE89
GoldBee_Dormant_exit:
org $1EDE8A
GoldBee_SpawnSelf:

View File

@@ -90,11 +90,11 @@ FixAga2Bunny:
++
JSL DecideIfBunny : BNE +
JSR MakeBunny
LDA.b #$04 : STA.w $012C ; play bunny music
BRA .done
+
LDA.b #$09 : STA.w $012C ; what we wrote over
.done
PHX
JSL Overworld_DetermineMusic : STX !REG_MUSIC_CONTROL_REQUEST
PLX
RTL
;--------------------------------------------------------------------------------

View File

@@ -110,6 +110,15 @@ FakeWorldFix:
+
RTL
;--------------------------------------------------------------------------------
GetCurrentWorldForLoad:
LDA FollowerIndicator : CMP #$04 : BNE .default
LDA InvertedMode : BEQ +
LDA #$40
+ RTL
.default
LDA CurrentWorld
RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA FollowerIndicator
CMP #$0E : BNE .exit ; clear master sword follower

View File

@@ -74,4 +74,17 @@ WalkUpOnOverworld:
RTL
.normal
LDA #$0002 : STA $2F ; what we overwrote
RTL
RTL
;--------------------------------------------------------------------------------
; CheckStairsAdjustment
;--------------------------------------------------------------------------------
CheckStairsAdjustment:
LDA.b $A0
CMP.w #$0124 ; vanilla check, rooms $0124 to $0127 have a lower exit position (currently ER ignores the entrance location)
BCC .done
LDA.w #$FFFF-1
CMP.w $0696 ; tavern back ($0696 == #$FFFF) should always have carry cleared
.done
RTL
; if carry cleared, shift position up

View File

@@ -13,6 +13,9 @@ PHP
SetDefaultWorld:
PHP : SEP #$20
LDA.l FollowerIndicator : CMP #$04 : BNE .default
LDA.l OldManRetrievalWorld : BRA +
.default
LDA.l InvertedMode : BEQ +
LDA.b #$40
+ STA CurrentWorld

View File

@@ -125,32 +125,33 @@ RTL
RTL
;--------------------------------------------------------------------------------
HeartUpgradeSpawnDecision: ; this should return #$00 to make the hp spawn
LDA !FORCE_HEART_SPAWN : BEQ .bonk_prize_check
LDA.l !FORCE_HEART_SPAWN : BEQ .bonk_prize_check
DEC : STA !FORCE_HEART_SPAWN
LDA #$00
LDA.b #$00 : STA.l !FORCE_HEART_SPAWN
RTL
.bonk_prize_check
PHX
LDA 2,S : TAX : LDA.w $0ED0, X : BEQ .normal_behavior-1
LDA.b 5,S : TAX : LDA.w $0ED0, X : BEQ .normal_behavior-1
PLX
LDA.b #$00
RTL
PLX
.normal_behavior
LDA OverworldEventDataWRAM, X
LDA.l OverworldEventDataWRAM, X
RTL
;--------------------------------------------------------------------------------
SaveHeartCollectedStatus:
LDA !SKIP_HEART_SAVE : BEQ .save_flag
DEC : STA !SKIP_HEART_SAVE
LDA #$00 : STA !SKIP_HEART_SAVE
RTL
.save_flag
LDA 4,S : TAY : LDA $0ED0,Y : BEQ .normal_behavior
PHA : LDA OverworldEventDataWRAM, X : ORA 1,S : STA OverworldEventDataWRAM, X
PLA : RTL
PHA
LDA OverworldEventDataWRAM, X : ORA 1,S : STA OverworldEventDataWRAM, X
PLA
RTL
.normal_behavior
LDA OverworldEventDataWRAM, X : ORA.b #$40 : STA OverworldEventDataWRAM, X
@@ -272,7 +273,7 @@ LoadIndoorValue:
%GetPossiblyEncryptedItem(HeartPiece_Graveyard_Warp, HeartPieceIndoorValues)
JMP .done
+ CMP.w #288 : BNE +
LDA.l OWBonkPrizeTable[42].loot
LDA.l UWBonkPrizeData+3
JMP .done
+ CMP.w #294 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Mire_Warp, HeartPieceIndoorValues)
@@ -368,36 +369,36 @@ LoadOutdoorValue:
LDA.l OWBonkPrizeTable[$0F].loot
JMP .done
+ CMP.w #$1B : BNE +
LDA.l OWBonkPrizeTable[$11].loot
LDA.l OWBonkPrizeTable[$10].loot
JMP .done
+ CMP.w #$1D : BNE +
LDA.l OWBonkPrizeTable[$12].loot
LDA.l OWBonkPrizeTable[$11].loot
JMP .done
+ CMP.w #$1E : BNE +
LDA.l OWBonkPrizeTable[$13].loot
LDA.l OWBonkPrizeTable[$12].loot
JMP .done
+ CMP.w #$28 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Maze, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$2A : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$14].loot
LDA.l OWBonkPrizeTable[$13].loot
JMP .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeTable[$15].loot
LDA.l OWBonkPrizeTable[$14].loot
JMP .done
++
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$2B : BNE +
LDA.l OWBonkPrizeTable[$16].loot
LDA.l OWBonkPrizeTable[$15].loot
JMP .done
+ CMP.w #$2E : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$17].loot
LDA.l OWBonkPrizeTable[$16].loot
JMP .done
++
LDA.l OWBonkPrizeTable[$18].loot
LDA.l OWBonkPrizeTable[$17].loot
JMP .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
@@ -408,10 +409,10 @@ LoadOutdoorValue:
JMP .done
+ CMP.w #$32 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$19].loot
LDA.l OWBonkPrizeTable[$18].loot
JMP .done
++
LDA.l OWBonkPrizeTable[$1A].loot
LDA.l OWBonkPrizeTable[$19].loot
JMP .done
+ CMP.w #$35 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Lake, HeartPieceOutdoorValues)
@@ -421,7 +422,7 @@ LoadOutdoorValue:
JMP .done
+ CMP.w #$42 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$1B].loot
LDA.l OWBonkPrizeTable[$1A].loot
JMP .done
++
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
@@ -431,56 +432,56 @@ LoadOutdoorValue:
JMP .done
+ CMP.w #$51 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$1C].loot
LDA.l OWBonkPrizeTable[$1B].loot
JMP .done
++
LDA.l OWBonkPrizeTable[$1D].loot
LDA.l OWBonkPrizeTable[$1C].loot
JMP .done
+ CMP.w #$54 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$1E].loot
LDA.l OWBonkPrizeTable[$1D].loot
JMP .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeTable[$1F].loot
LDA.l OWBonkPrizeTable[$1E].loot
JMP .done
++
LDA.l OWBonkPrizeTable[$20].loot
LDA.l OWBonkPrizeTable[$1F].loot
JMP .done
+ CMP.w #$55 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$21].loot
LDA.l OWBonkPrizeTable[$20].loot
JMP .done
++
LDA.l OWBonkPrizeTable[$22].loot
LDA.l OWBonkPrizeTable[$21].loot
JMP .done
+ CMP.w #$56 : BNE +
LDA.l OWBonkPrizeTable[$23].loot
LDA.l OWBonkPrizeTable[$22].loot
JMP .done
+ CMP.w #$5B : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$24].loot
LDA.l OWBonkPrizeTable[$23].loot
JMP .done
++
%GetPossiblyEncryptedItem(HeartPiece_Pyramid, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$5E : BNE +
LDA.l OWBonkPrizeTable[$25].loot
LDA.l OWBonkPrizeTable[$24].loot
JMP .done
+ CMP.w #$68 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Digging, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$6E : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeTable[$26].loot
LDA.l OWBonkPrizeTable[$25].loot
JMP .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeTable[$27].loot
LDA.l OWBonkPrizeTable[$26].loot
JMP .done
++
LDA.l OWBonkPrizeTable[$28].loot
LDA.l OWBonkPrizeTable[$27].loot
JMP .done
+ CMP.w #$74 : BNE +
LDA.l OWBonkPrizeTable[$29].loot
LDA.l OWBonkPrizeTable[$28].loot
JMP .done
+ CMP.w #$81 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)

View File

@@ -1964,6 +1964,9 @@ NOP #8
org $028B8F ; <- 10B8F - Bank02.asm:2236 (LDA $7EF374 : LSR A)
JSL CheckHeraBossDefeated : NOP
;================================================================================
org $028D6E
JSL FallingMusicFadeOut : BRA + : NOP #2 : +
;================================================================================
org $029090 ; <- 11090 - Bank02.asm:3099 (LDA $7EF374 : LSR A)
JSL CheckHeraBossDefeated : NOP
;================================================================================
@@ -2136,6 +2139,9 @@ PHB : JSL.l DarkWorldSaveFix
org $028046 ; <- 10046 - Bank02.asm : 217 (JSL EnableForceBlank) (Start of Module_LoadFile)
JSL.l OnFileLoad
;--------------------------------------------------------------------------------
org $0280A2
JSL GetCurrentWorldForLoad
;--------------------------------------------------------------------------------
org $09F520 ; <- 4F520 - module_death.asm : 401 (LDA $7EF3C5 : CMP.b #$03 : BCS BRANCH_THETA)
JSL.l OnPlayerDead
JSL.l IncrementDeathCounter
@@ -2434,7 +2440,6 @@ JML MirrorBonk
MirrorBonk_NormalReturn:
org $07A9D1 ; <- 3A9D1 - Bank07.asm:6649 (BRANCH_GAMMA:)
MirrorBonk_BranchGamma:
JML OWMirrorSpriteBonk
;================================================================================
;================================================================================
@@ -3121,5 +3126,9 @@ org $02E297 ; LDA.w #$0002 : STA.b $2F
JSL WalkUpOnOverworld
NOP
org $02E36F
JSL CheckStairsAdjustment
NOP
org $02D7D2 ; BEQ .face_up
NOP #2 ; this fixes Link's direction after mirroring and falling after entering through back of tavern

View File

@@ -151,7 +151,9 @@ GanonTowerAnimation:
STZ $011B
STZ $011C
STZ $011D
LDA.b #$02 : STA $012C
PHX
JSL Overworld_DetermineMusic : STX !REG_MUSIC_CONTROL_REQUEST
PLX
LDA.b #$09 : STA $012D
RTL
.done

17
msu.asm
View File

@@ -244,9 +244,10 @@ CheckMusicLoadRequest:
CMP.b #16 : BEQ .castle
CMP.b #17 : BEQ .dungeon
CMP.b #22 : BEQ .dungeon
CMP.b #21 : BNE .check_fallback
CMP.b #21 : BEQ .boss
JMP .check_fallback
;.boss
.boss
LDA $040C : LSR : !ADD.b #45
BRA .check_fallback-3
.no_change
@@ -269,7 +270,7 @@ CheckMusicLoadRequest:
LDA ProgressIndicator : CMP.b #03 : BNE .no_change ; aga1 killed
BRA -
.darkwoods
LDA.b #15 : PHA
PHA
LDX $8A : LDA.l OWTileWorldAssoc,X : BEQ +
PLA : BRA .darkworld
+ PLA : BRA .lightworld
@@ -277,7 +278,13 @@ CheckMusicLoadRequest:
LDA $040C
CMP.b #$08 : BNE .check_fallback ; Hyrule Castle 2
.dungeon
LDA $040C : LSR : !ADD.b #33 : STA !REG_MUSIC_CONTROL_REQUEST
LDA $040C : CMP.b #$1A : BNE +
PHA : LDA.l DRMode : BEQ ++
LDA.w BigKeyField : AND.b #$04 : BEQ ++
; if door rando and entering GT with BK
PLA : LDA.b #59 : BRA .check_fallback-3
++ PLA
+ LSR : !ADD.b #33 : STA !REG_MUSIC_CONTROL_REQUEST
.check_fallback
LDX !REG_MUSIC_CONTROL_REQUEST
@@ -416,7 +423,7 @@ SpiralStairsPreCheck:
SpiralStairsPostCheck:
LDA.l DRMode : BEQ + ; if door rando enabled
LDA.b $A2 : CMP.w #$0007 : BNE .done
LDX.b #$16 : STX !REG_MUSIC_CONTROL_REQUEST
LDA.l Music_Hera : TAX : STX !REG_MUSIC_CONTROL_REQUEST
BRA .done
+ LDA $A0
CMP.w #$000C : BNE +

View File

@@ -110,7 +110,7 @@ Overworld_DetermineMusic:
LDX.b #$05 ; lost woods theme
BRA .bunny
+ LDA $8A : CMP.b #$40 : BNE +
+ CMP.b #$40 : BNE .bunny
LDX #$0F ; dark woods theme
BRA .bunny
@@ -213,3 +213,10 @@ CheckHeraBossDefeated:
LDA RoomDataWRAM[$07].high : AND.w #$00FF : BEQ +
SEC : RTL
+ CLC : RTL
FallingMusicFadeOut:
CMP.w #$0017 ; what we wrote over
BNE .return
LDA.w $0130 : AND.w #$00FF : CMP.w #$0015 ; if boss music is playing, then fade out
.return
RTL

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@@ -29,6 +29,9 @@ BCS OWDetectTransitionReturn
org $02a999
jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA
org $02aa07
JSL OWMarkVisited : NOP
org $04e8ae
JSL OWDetectSpecialTransition
RTL : NOP
@@ -56,16 +59,17 @@ Link_ResetSwimmingState:
; mirror hooks
org $02FBAB
JSL OWMirrorSpriteRestore : NOP
org $0283DC ; override world check when spawning mirror portal sprite in Crossed OWR
jsl.l OWLightWorldOrCrossed
org $05AF75
Sprite_6C_MirrorPortal:
jsl OWPreserveMirrorSprite : nop #2 ; LDA $7EF3CA : BNE $05AFDF
jsl OWMirrorSpriteDisable ; LDA $7EF3CA
org $05AF88
jsl OWMirrorSpriteSkipDraw : NOP ; LDA.w $0FC6 : CMP.b #$03
org $05AFDF
Sprite_6C_MirrorPortal_missing_mirror:
JML OWMirrorSpriteDelete : NOP ; STZ $0DD0,X : BRA $05AFF1
org $0ABFBF
JSL OWMirrorSpriteOnMap : BRA + : NOP #6 : +
org $0ABFB6
jsl OWMirrorSpriteOnMap : NOP ; LDA.w $008A : CMP.b #$40
; whirlpool shuffle cross world change
org $02b3bd
@@ -100,10 +104,6 @@ jsl OWOldManSpeed
;org $09c957 ; <- 4c957
;dw #$cb5f ; matches value on Central Bonk Rocks screen
; override world check when spawning mirror portal sprite in Crossed OWR
org $0283dc
jsl.l OWLightWorldOrCrossed
; override world check when viewing overworld (incl. title screen portion)
org $0aba6c ; < ? - Bank0a.asm:474 ()
jsl.l OWMapWorldCheck16 : nop
@@ -161,15 +161,22 @@ jsl.l OWWorldCheck16 : nop
org $02b16e ; AND #$3F : ORA 7EF3CA
and #$7f : eor #$40 : nop #2
org $06AD4C
jsl.l OWBonkDrops : nop #4
org $1EDE6F
jsl.l OWBonkGoodBeeDrop : bra +
org $09C3C4
jsl.l OWBonkDropPrepSprite : nop #2
org $09C801
jsl.l OWBonkDropPrepSprite : nop #2
org $06D052
jsl.l OWBonkDropSparkle
org $06AD49
jsl.l OWBonkDropsOverworld : nop
org $1EDE6A
jsl.l OWBonkDropSparkle : BNE GoldBee_Dormant_exit
jsl.l OWBonkDropsUnderworld : bra +
GoldBee_SpawnSelf_SetProperties:
phb : lda.b #$1E : pha : plb ; switch to bank 1E
jsr GoldBee_SpawnSelf+12
plb : rtl
nop #3
nop #2
+
;Code
@@ -257,66 +264,42 @@ OWDestroyItemSprites:
DEX : BPL .nextSprite
PLX : RTL
}
OWMirrorSpriteOnMap:
{
lda.w $1ac0,x : bit.b #$f0 : beq .continue
lda.b #$00 : rtl
.continue
ora.w $1ab0,x
ora.w $1ad0,x
ora.w $1ae0,x
rtl
JSL OWWorldCheck
CMP.b #$40 ; part of what we wrote over
RTL
}
OWPreserveMirrorSprite:
OWMirrorSpriteDisable:
{
lda.l OWMode+1 : and.b #!FLAG_OW_CROSSED : beq .vanilla ; if OW Crossed, skip world check and continue
lda.b $10 : cmp.b #$0f : beq .vanilla ; if performing mirror superbunny
rtl
LDA.b $10 : CMP.b #$0F : BNE + ; avoid rare freeze during mirror superbunny
PLA : PLA : PLA : JML Sprite_6C_MirrorPortal_missing_mirror
+
lda.l OWMode+1 : and.b #!FLAG_OW_CROSSED : beq .vanilla
lda.l InvertedMode : beq +
lda.b #$40
+ rtl
.vanilla
lda.l InvertedMode : beq +
lda.l CurrentWorld : beq .deleteMirror
rtl
+ lda.l CurrentWorld : bne .deleteMirror
rtl
.deleteMirror
lda.b $10 : cmp.b #$0f : bne +
jsr.w OWMirrorSpriteMove ; if performing mirror superbunny
+ pla : pla : pla : jml Sprite_6C_MirrorPortal_missing_mirror
}
OWMirrorSpriteMove:
{
lda.l OWMode+1 : and.b #!FLAG_OW_CROSSED : beq +
lda.w $1acf : ora.b #$40 : sta.w $1acf
+ rts
}
OWMirrorSpriteBonk:
{
jsr.w OWMirrorSpriteMove
lda.b #$2c : jml SetGameModeLikeMirror ; what we wrote over
}
OWMirrorSpriteDelete:
{
stz.w $0dd0,x ; what we wrote over
jsr.w OWMirrorSpriteMove
jml Sprite_6C_MirrorPortal_dont_do_warp
}
OWMirrorSpriteRestore:
{
lda.l OWMode+1 : and.b #!FLAG_OW_CROSSED : beq .return
lda.l InvertedMode : beq +
lda.l CurrentWorld : beq .return
bra .restorePortal
+ lda.l CurrentWorld : bne .return
.restorePortal
lda.w $1acf : and.b #$0f : sta.w $1acf
.return
rep #$30 : lda.w $04AC ; what we wrote over
lda.l CurrentWorld ; what we wrote over
rtl
}
OWMirrorSpriteSkipDraw:
{
lda.l OWMode+1 : and.b #!FLAG_OW_CROSSED : beq .vanilla
lda.l InvertedMode : beq +
lda.l CurrentWorld : eor.b #$40
bra ++
+ lda.l CurrentWorld : ++ beq .vanilla
stz.w $0D90,x ; disables collision
sec : rtl
.vanilla
LDA.w $0FC6 : CMP.b #$03 ; what we wrote over
RTL
}
OWLightWorldOrCrossed:
{
lda.l OWMode+1 : and.b #!FLAG_OW_CROSSED : beq ++
@@ -367,6 +350,16 @@ OWOldManSpeed:
lda #$0c : sta $5e ; what we wrote over
rtl
}
OWMarkVisited:
{
LDX.b $8A : STZ.w $0412 ; what we wrote over
LDA.b $10 : CMP.b #$14 : BCS .return
LDA.l OverworldEventDataWRAM,X
ORA.b #$80 : STA.l OverworldEventDataWRAM,X
.return
RTL
}
LoadMapDarkOrMixed:
{
@@ -422,7 +415,66 @@ LoadMapDarkOrMixed:
dw $0400+$0210 ; bottom right
}
OWBonkGoodBeeDrop:
OWBonkDropPrepSprite:
{
LDA.b $1B : BEQ +
LDA.w $0FB5 ; what we wrote over
PHA
BRA .continue
+
STZ.w $0F20,X : STZ.w $0E30,X ; what we wrote over
PHA
.continue
LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BEQ .return
+ LDA.w $0E20,X : CMP.b #$D9 : BNE +
LDA.b #$03 : STA.w $0F20,X
BRA .prep
+ CMP.b #$B2 : BEQ .prep
PLA : RTL
.prep
STZ.w !SPRITE_REDRAW,X
PHB : PHK : PLB : PHY
TXY : JSR OWBonkDropLookup : BCC .done
; found match ; X = rec + 1
INX : LDA.w OWBonkPrizeData,X : PHA
JSR OWBonkDropCollected : PLA : BCC .done
TYX : LDA.b #$01 : STA.w !SPRITE_REDRAW,X
.done
TYX : PLY : PLB
.return
PLA : RTL
}
OWBonkDropSparkle:
{
LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BEQ .nosparkle
LDA.w $0E90,X : BEQ .nosparkle
LDA.w !SPRITE_REDRAW,X : BNE .nosparkle
JSL Sprite_SpawnSparkleGarnish
; move sparkle down 1 tile
PHX : TYX : PLY
LDA.l $7FF81E,X : CLC : ADC.b #$10 : STA.l $7FF81E,X
LDA.l $7FF85A,X : ADC.b #$00 : STA.l $7FF85A,X
PHY : TXY : PLX
.nosparkle
LDA $0E20,X : CMP.b #$D9 : BEQ .greenrupee
CMP.b #$B2 : BEQ .goodbee
RTL
.goodbee
LDA $0E90,X ; what we wrote over
RTL
.greenrupee
JSL Sprite_DrawRippleIfInWater ; what we wrote over
RTL
}
OWBonkDropsUnderworld:
{
LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE .shuffled
.vanilla ; what we wrote over
@@ -430,20 +482,63 @@ OWBonkGoodBeeDrop:
LDA.l BottleContentsOne : ORA.l BottleContentsTwo
ORA.l BottleContentsThree : ORA.l BottleContentsFour
RTL
.shuffled
LDA.w $0DD0,X : BNE +
JMP .return+1
BRA .return+1
+ PHY : TXY
LDA.l RoomDataWRAM[$0120].high : AND.b #$02 : PHA : BNE + ; check if collected
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
+
LDA.l OWBonkPrizeTable[42].mw_player : BEQ + ; multiworld item
LDA.l OWBonkPrizeTable[42].loot
JMP .spawn_item
+
JSL OWBonkDrops
.determine_type ; S = Collected
LDA.l OWBonkPrizeTable[42].loot ; A = item id
.return
PLY
LDA #$08 ; makes original good bee not spawn
RTL
}
OWBonkDropsOverworld:
{
LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE .shuffled
BRA .vanilla
.shuffled
LDA.w $0DD0,Y : BNE +
BRA .vanilla
+ LDA.w $0E20,Y : CMP.b #$D9 : BEQ +
BRA .vanilla+3
+
LDA.b #$00 : STA.w $0F20,Y ; restore proper layer
JSL OWBonkDrops
.vanilla
LDA.w $0E20,Y : CMP.b #$D8 ; what we wrote over
RTL
}
OWBonkDrops:
{
PHB : PHK : PLB
LDA.b $1B : BEQ +
LDX.b #((UWBonkPrizeData-OWBonkPrizeData)+1)
BRA .found_match
+
JSR OWBonkDropLookup : BCS .found_match
JMP .return+2
.found_match
INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
JSR OWBonkDropCollected : PHA : BCS .load_item_and_mw ; S = Collected, FlagBitmask, X (row + 2)
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
; JSLSpriteSFX_QueueSFX3WithPan
.load_item_and_mw
LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
; multiworld item
DEX : PLA ; A = item id; X = row + 3
JMP .spawn_item
+ DEX : PLA ; A = item id; X = row + 3
.determine_type ; A = item id; X = row + 3; S = Collected, FlagBitmask, X (row + 2)
CMP.b #$B0 : BNE +
LDA.b #$79 : JMP .sprite_transform ; transform to bees
+ CMP.b #$42 : BNE +
@@ -475,140 +570,12 @@ OWBonkGoodBeeDrop:
LDA.b #$AC : BRA .sprite_transform ; transform to apples
+ CMP.b #$B2 : BNE +
LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
+ CMP.b #$B3 : BNE .spawn_item
INX : INX : LDA.l OWBonkPrizeTable[42].vert_offset
CLC : ADC.b #$08 : PHA
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
.sprite_transform
JSL.l OWBonkSpritePrep
.mark_collected ; S = Collected
PLA : BNE +
LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20
+ BRA .return
; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return
+ PHA
LDA.b #$01 : STA !FORCE_HEART_SPAWN
LDA.b #$EB : STA.l $7FFE00
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
LDA.b #$01 : STA.w !SPRITE_REDRAW,Y
PLA : STA.w $0E80,Y
; affects the rate the item moves in the Y/X direction
LDA.b #$00 : STA.w $0D40,Y
LDA.b #$0A : STA.w $0D50,Y
LDA.b #$1A : STA.w $0F80,Y ; amount of force (gives height to the arch)
LDA.b #$FF : STA.w $0B58,Y ; stun timer
LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
; sets the tile type that is underneath the sprite, water
TYX : LDA.b #$09 : STA.l $7FF9C2,X ; TODO: Figure out how to get the game to set this
; sets OW event bitmask flag, uses free RAM
LDA.l OWBonkPrizeTable[42].flag : STA.w $0ED0,Y
; determines the initial spawn point of item
LDA.w $0D00,Y : SEC : SBC.l OWBonkPrizeTable[42].vert_offset : STA.w $0D00,Y
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
.return
PLY
LDA #$08 ; makes original good bee not spawn
RTL
}
; Y = sprite slot index of bonk sprite
OWBonkDrops:
{
CMP.b #$D8 : BEQ +
RTL
+ LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE +
JSL.l Sprite_TransmuteToBomb : RTL
+ LDA.w $0DD0,Y : BNE +
RTL
+
; loop thru rando bonk table to find match
PHB : PHK : PLB
LDA.b $8A
LDX.b #(41*6) ; 41 bonk items, 6 bytes each
- CMP.w OWBonkPrizeData,X : BNE +
INX
LDA.w $0D10,Y : LSR A : LSR A : LSR A : LSR A
EOR.w $0D00,Y : CMP.w OWBonkPrizeData,X : BNE ++ ; X = row + 1
BRA .found_match
++ DEX : LDA.b $8A
+ CPX.b #$00 : BNE +
PLB : RTL
+ DEX : DEX : DEX : DEX : DEX : DEX : BRA -
.found_match
INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 1,S : PHA : BNE + ; S = Collected, FlagBitmask, X (row + 2)
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
+
LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
; multiworld item
DEX : PLA ; X = row + 3
JMP .spawn_item
+ DEX : PLA ; X = row + 3
.determine_type ; A = item id ; S = Collected, FlagBitmask, X (row + 2)
CMP.b #$B0 : BNE +
LDA.b #$79 : JMP .sprite_transform ; transform to bees
+ CMP.b #$42 : BNE +
JSL.l Sprite_TransmuteToBomb ; transform a heart to bomb, vanilla behavior
JMP .mark_collected
+ CMP.b #$34 : BNE +
LDA.b #$D9 : CLC : JMP .sprite_transform ; transform to single rupee
+ CMP.b #$35 : BNE +
LDA.b #$DA : CLC : JMP .sprite_transform ; transform to blue rupee
+ CMP.b #$36 : BNE +
LDA.b #$DB : CLC : BRA .sprite_transform ; transform to red rupee
+ CMP.b #$27 : BNE +
LDA.b #$DC : CLC : BRA .sprite_transform ; transform to 1 bomb
+ CMP.b #$28 : BNE +
LDA.b #$DD : CLC : BRA .sprite_transform ; transform to 4 bombs
+ CMP.b #$31 : BNE +
LDA.b #$DE : CLC : BRA .sprite_transform ; transform to 8 bombs
+ CMP.b #$45 : BNE +
LDA.b #$DF : CLC : BRA .sprite_transform ; transform to small magic
+ CMP.b #$B4 : BNE +
LDA.b #$E0 : CLC : BRA .sprite_transform ; transform to big magic
+ CMP.b #$B5 : BNE +
LDA.b #$79 : JSL.l OWBonkSpritePrep
JSL.l GoldBee_SpawnSelf_SetProperties ; transform to good bee
BRA .mark_collected
+ CMP.b #$44 : BNE +
LDA.b #$E2 : CLC : BRA .sprite_transform ; transform to 10 arrows
+ CMP.b #$B1 : BNE +
LDA.b #$AC : BRA .sprite_transform ; transform to apples
+ CMP.b #$B2 : BNE +
LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
+ CMP.b #$B3 : BNE .spawn_item
INX : INX : LDA.w OWBonkPrizeData,X ; X = row + 5
CLC : ADC.b #$08 : PHA
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
LDA.b #$0B ; BRA .sprite_transform ; transform to chicken
.sprite_transform
JSL.l OWBonkSpritePrep
@@ -616,16 +583,22 @@ OWBonkDrops:
.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BNE + ; S = FlagBitmask, X (row + 2)
TYX : JSL Sprite_IsOnscreen : BCC +
LDA.b $1B : BEQ ++
LDA.l RoomDataWRAM[$0120].high : ORA 1,S : STA.l RoomDataWRAM[$0120].high
LDA.w $0400 : ORA 1,S : STA.w $0400
BRA .increment_collection
++
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
.increment_collection
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20
+ JMP .return
+ BRA .return
; spawn itemget item
.spawn_item ; A = item id ; Y = tree sprite slot ; S = Collected, FlagBitmask, X (row + 2)
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : JMP .return ; S = FlagBitmask, X (row + 2)
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2)
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return ; S = FlagBitmask, X (row + 2)
+ PHA
LDA.b #$01 : STA !FORCE_HEART_SPAWN
@@ -647,18 +620,57 @@ OWBonkDrops:
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
; sets OW event bitmask flag, uses free RAM
LDA.b $1B : BEQ +
; sets the tile type that is underneath the sprite, water
TYX : LDA.b #$09 : STA.l $7FF9C2,X ; TODO: Figure out how to get the game to set this
+
; sets bitmask flag, uses free RAM
PLA : STA.w $0ED0,Y ; S = X (row + 2)
; determines the initial spawn point of item
PLX : INX : INX : INX
LDA.w $0D00,Y : SEC : SBC.w OWBonkPrizeData,X : STA.w $0D00,Y
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
PLB : RTL
BRA .return+2
.return
PLA : PLA : PLB : RTL
PLA : PLA : PLB
RTL
}
; Y = sprite slot; returns X = row + 1
OWBonkDropLookup:
{
; loop thru rando bonk table to find match
LDA.b $8A
LDX.b #((UWBonkPrizeData-OWBonkPrizeData)-sizeof(OWBonkPrizeTable)) ; 41 bonk items, 6 bytes each
- CMP.w OWBonkPrizeData,X : BNE +
INX
LDA.w $0D10,Y : LSR A : LSR A : LSR A : LSR A
EOR.w $0D00,Y : CMP.w OWBonkPrizeData,X : BNE ++ ; X = row + 1
SEC : RTS
++ DEX : LDA.b $8A
+ CPX.b #$00 : BNE +
CLC : RTS
+ DEX : DEX : DEX : DEX : DEX : DEX : BRA -
}
; S = FlagBitmask ; returns SEC if collected
OWBonkDropCollected:
{
; check if collected
CLC
LDA.b $1B : BEQ +
LDA.l RoomDataWRAM[$0120].high : AND.b 3,S : BEQ .return ; S = Collected, FlagBitmask, X (row + 2)
SEC : RTS
+
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 3,S : BEQ .return ; S = Collected, FlagBitmask, X (row + 2)
SEC : RTS
.return
RTS
}
; A = SpriteID, Y = Sprite Slot Index, X = free/overwritten
@@ -1731,7 +1743,7 @@ db $18, $a8, $10, $b2, $00, $20
db $18, $36, $08, $35, $00, $20
db $1a, $8a, $10, $42, $00, $20
db $1a, $1d, $08, $b2, $00, $20
db $ff, $77, $04, $35, $00, $20 ; pre aga ONLY ; hijacked murahdahla bonk tree
;db $1a, $77, $04, $35, $00, $20 ; pre aga ONLY ; hijacked murahdahla bonk tree
db $1b, $46, $10, $b1, $00, $10
db $1d, $6b, $10, $b1, $00, $20
db $1e, $72, $10, $b2, $00, $20
@@ -1742,6 +1754,7 @@ db $2e, $9c, $10, $b2, $00, $20
db $2e, $b4, $08, $b0, $00, $20
db $32, $29, $10, $42, $00, $20
db $32, $9a, $08, $b2, $00, $20
;db $34, $xx, $10, $xx, $00, $1c ; pre aga ONLY
db $42, $66, $10, $b2, $00, $20
db $51, $08, $10, $b2, $00, $04
db $51, $09, $08, $b2, $00, $04
@@ -1757,6 +1770,7 @@ db $6e, $8c, $10, $35, $00, $10
db $6e, $90, $08, $b0, $00, $10
db $6e, $a4, $04, $b1, $00, $10
db $74, $4e, $10, $b1, $00, $1c
UWBonkPrizeData:
db $ff, $00, $02, $b5, $00, $08
; temporary fix - murahdahla replaces one of the bonk tree prizes