Merge branch 'DRMain2' into DRMain

This commit is contained in:
aerinon
2021-02-18 13:13:44 -07:00
7 changed files with 54 additions and 18 deletions

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@@ -1,5 +1,6 @@
CheckDarkWorldSanc:
STA $A0 : STA $048E ; what we wrote over
LDA.l InvertedMode : BNE +
LDA.l SancDarkWorldFlag : BEQ +
SEP #$30
LDA $A0 : CMP #$12 : BNE ++

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@@ -170,6 +170,9 @@ JSL CheckDarkWorldSanc : NOP
org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
JSL RainPrevention : NOP #2
org $1edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
JSL StandardAgaDmg
; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds

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@@ -8,11 +8,21 @@ DrHudOverride:
HudAdditions:
{
lda.l DRFlags : and #$0008 : beq ++
lda $7EF423
LDA.w #$28A4 : STA !GOAL_DRAW_ADDRESS
lda $7EF423
jsr HudHexToDec4DigitCopy
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
LDA.l DRFlags : AND #$0100 : BNE +
lda $7EF33E
jsr HudHexToDec4DigitCopy
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
BRA ++
+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12 : STA !GOAL_DRAW_ADDRESS+14
++
LDX $1B : BNE + : RTS : + ; Skip if outdoors

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@@ -325,7 +325,7 @@ AddInventory:
CMP.l BallNChainDungeon : BNE +
CPY.b #$32 : BNE +
BRL .fullItemCounts
BRL .done
+ LSR : TAX : LDA $7EF4BF, X : INC : STA $7EF4BF, X
CPX.b #$0D : BNE +
LDA $7EF366 : AND #$04 : BNE ++

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@@ -142,3 +142,10 @@ RainPrevention:
PLA : LDA #$0008 : RTL
.done PLA : RTL
; A should be how much dmg to do to Aga when leaving this function
StandardAgaDmg:
LDX.b #$00 ; part of what we wrote over
LDA.l $7EF3C6 : AND #$04 : BEQ + ; zelda's not been rescued
LDA.b #$10 ; hurt him!
+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!

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@@ -170,10 +170,10 @@ InroomStairsWarp: {
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
lda $01 : and #$80 : beq .notEdge
lda $07 : sta $03 : beq +
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$e0
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$f4
bra ++
+
lda $01 : jsr LoadNorthMidpoint : sta $22 : lda #$1b
lda $01 : jsr LoadNorthMidpoint : sta $22 : dec $21 : lda #$f7
++
sta $20
lda $01 : and #$20 : beq +
@@ -185,26 +185,36 @@ InroomStairsWarp: {
brl .layer
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
txa : and #$06 : sta $07
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $22
lda.w InroomStairsX+1,y : sta $02
lda.w InroomStairsY+1,y : sta $03
lda.w InroomStairsY,y
ldy $07 : beq +
!add #$07
+
sta $20
cpy $07 : beq .vanillaTransition
lda.w InroomStairsX,y : sta $22
lda.w InroomStairsY,y
ldy $07 : beq +
!add #$07
+
sta $20
inc $07
bra ++
.vanillaTransition
lda #$c0 : sta $07 ; leave camera
++
%StonewallCheck($1b)
inc $07
lda $01 : and #$04 : lsr #2
bra .layer
.normal
lda $01 : sta $fe ; trap door
lda $07 : sta $03 : beq +
ldy $a0 : cpy #$51 : beq .specialFix ; throne room
cpy #$02 : beq .specialFix ; sewers pull switch
cpy #$71 : beq .specialFix ; castle armory
lda #$e0
ldy $a0 : cpy #$51 : bne ++ ; special fix for throne room
!sub #$18
bra ++
bra ++
.specialFix
lda #$c8
bra ++
+
%StonewallCheck($43)
lda #$1b
@@ -235,12 +245,15 @@ InroomStairsWarp: {
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
lda $07 : bmi .skipCamera
ldy #$00 : jsr SetCamera ; horizontal camera
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
lda $20 : cmp #$e0 : bcc +
lda $e8 : bne +
lda #$10 : sta $e8 ; adjust vertical camera at bottom
+
.skipCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
rts

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@@ -244,7 +244,9 @@ IncrementSmallKeysNoPrimary:
PHP : REP #$20 ; set 16-bit accumulator
LDA $048E : CMP.w #$0087 : BNE ++ ; hera basement
PLP : PHY : LDY.b #$24 : JSL.l FullInventoryExternal
JSR CountChestKey : PLY : BRA +
LDA ShuffleKeyDrops : BNE +++
JSR CountChestKey
+++ PLY : BRA +
++
PLP
+