multiworld
This commit is contained in:
145
heartpieces.asm
145
heartpieces.asm
@@ -12,9 +12,12 @@ HeartPieceGet:
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.skipLoad
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JSL.l HeartPieceGetPlayer
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STZ $02E9 ; 0 = Receiving item from an NPC or message
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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 !MULTIWORLD_ITEM_PLAYER_ID : BNE .notHeart
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LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .unfinished_heart ; add up heart quarters
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BRA .giveItem
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@@ -94,6 +97,7 @@ DrawHeartContainerGFX:
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BRA DrawHeartPieceGFX_skipLoad
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;--------------------------------------------------------------------------------
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HeartContainerSound:
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LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE +
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CPY.b #$20 : BEQ + ; Skip for Crystal
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CPY.b #$37 : BEQ + ; Skip for Pendants
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CPY.b #$38 : BEQ +
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@@ -107,6 +111,11 @@ HeartContainerSound:
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RTL
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;--------------------------------------------------------------------------------
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NormalItemSkipSound:
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LDA !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
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SEC
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RTL
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+
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LDA $0C5E, X ; thing we wrote over
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CPY.b #$20 : BEQ + ; Skip for Crystal
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@@ -185,7 +194,14 @@ RTL
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;--------------------------------------------------------------------------------
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!REDRAW = "$7F5000"
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HPItemReset:
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JSL $09AD58 ; GiveRupeeGift - thing we wrote over
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PHA
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LDA !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
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PLA
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JSL $09AD58 ; GiveRupeeGift - thing we wrote over
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BRA .done
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.skip
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PLA
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.done
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PHA : LDA #$01 : STA !REDRAW : PLA
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RTL
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;--------------------------------------------------------------------------------
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@@ -425,3 +441,130 @@ RTL
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;JSL $00D51B ; GetAnimatedSpriteTile
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;JSL $00D52D ; GetAnimatedSpriteTile.variable
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;================================================================================
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HeartPieceGetPlayer:
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{
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PHY
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LDA $1B : BNE +
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BRL .outdoors
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+
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PHP
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REP #$20 ; set 16-bit accumulator
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LDA $A0 ; these are all decimal because i got them that way
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CMP.w #135 : BNE +
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LDA StandingKey_Hera_Player
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BRL .done
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+ CMP.w #200 : BNE +
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LDA HeartContainer_ArmosKnights_Player
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BRL .done
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+ CMP.w #51 : BNE +
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LDA HeartContainer_Lanmolas_Player
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BRL .done
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+ CMP.w #7 : BNE +
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LDA HeartContainer_Moldorm_Player
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BRL .done
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+ CMP.w #90 : BNE +
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LDA HeartContainer_HelmasaurKing_Player
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BRL .done
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+ CMP.w #6 : BNE +
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LDA HeartContainer_Arrghus_Player
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BRL .done
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+ CMP.w #41 : BNE +
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LDA HeartContainer_Mothula_Player
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BRL .done
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+ CMP.w #172 : BNE +
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LDA HeartContainer_Blind_Player
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BRL .done
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+ CMP.w #222 : BNE +
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LDA HeartContainer_Kholdstare_Player
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BRL .done
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+ CMP.w #144 : BNE +
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LDA HeartContainer_Vitreous_Player
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BRL .done
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+ CMP.w #164 : BNE +
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LDA HeartContainer_Trinexx_Player
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BRL .done
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+ CMP.w #225 : BNE +
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LDA HeartPiece_Forest_Thieves_Player
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BRL .done
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+ CMP.w #226 : BNE +
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LDA HeartPiece_Lumberjack_Tree_Player
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BRL .done
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+ CMP.w #234 : BNE +
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LDA HeartPiece_Spectacle_Cave_Player
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BRL .done
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+ CMP.w #283 : BNE +
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LDA $22 : XBA : AND.w #$0001 ; figure out where link is
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BNE ++
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LDA HeartPiece_Circle_Bushes_Player
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BRL .done
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++
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LDA HeartPiece_Graveyard_Warp_Player
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BRL .done
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+ CMP.w #294 : BNE +
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LDA HeartPiece_Mire_Warp_Player
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BRL .done
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+ CMP.w #295 : BNE +
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LDA HeartPiece_Smith_Pegs_Player
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BRL .done
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LDA.w #$0000
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BRL .done
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.outdoors
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PHP
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REP #$20 ; set 16-bit accumulator
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LDA $8A
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CMP.w #$03 : BNE +
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LDA $22 : CMP.w #1890 : !BLT ++
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LDA HeartPiece_Spectacle_Player
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BRL .done
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++
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LDA EtherItem_Player
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BRL .done
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+ CMP.w #$05 : BNE +
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LDA HeartPiece_Mountain_Warp_Player
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BRL .done
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+ CMP.w #$28 : BNE +
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LDA HeartPiece_Maze_Player
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BRL .done
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+ CMP.w #$2A : BNE +
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LDA HauntedGroveItem_Player
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BRL .done
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+ CMP.w #$30 : BNE +
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LDA $22 : CMP.w #512 : !BGE ++
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LDA HeartPiece_Desert_Player
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BRL .done
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++
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LDA BombosItem_Player
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BRL .done
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+ CMP.w #$35 : BNE +
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LDA HeartPiece_Lake_Player
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BRL .done
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+ CMP.w #$3B : BNE +
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LDA HeartPiece_Swamp_Player
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BRL .done
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+ CMP.w #$42 : BNE +
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LDA HeartPiece_Cliffside_Player
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BRL .done
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+ CMP.w #$4A : BNE +
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LDA HeartPiece_Cliffside_Player
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BRL .done
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+ CMP.w #$5B : BNE +
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LDA HeartPiece_Pyramid_Player
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BRL .done
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+ CMP.w #$68 : BNE +
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LDA HeartPiece_Digging_Player
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BRL .done
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+ CMP.w #$81 : BNE +
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LDA HeartPiece_Zora_Player
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BRL .done
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+
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LDA.w #$0000
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.done
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AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
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PLP
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STA !MULTIWORLD_ITEM_PLAYER_ID
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PLY
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RTL
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}
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