let's dev 2/27/18
updates to floodgate softlock protection nerfed byrna invulnerability for hard modes add uncle refill switches for standard+random swords
This commit is contained in:
@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$18, #$02, #$23 ; year/month/day
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db #$20, #$18, #$02, #$27 ; year/month/day
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;================================================================================
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22
events.asm
22
events.asm
@@ -23,15 +23,21 @@ OnDungeonExit:
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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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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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OnUncleItemGet:
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JSL Link_ReceiveItem
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LDA.l EscapeAssist
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BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
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BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
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AND.b #$01 : STA !INFINITE_ARROWS
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BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
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LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA $7EF373 : + ; refill magic
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LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA $7EF375 : + ; refill bombs
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LDA.l UncleRefill : BIT.b #$01 : BEQ + : LDA.b #70 : STA $7EF376 : + ; refill arrows
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RTL
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;--------------------------------------------------------------------------------
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OnAga2Defeated:
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@@ -53,6 +59,20 @@ OnFileLoad:
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LDA.l GenericKeys : BEQ +
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LDA $7EF38B : STA $7EF36F ; copy generic keys to key counter
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+
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STA $FFFFFF
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LDA $7EF3C5 : CMP.b #$01 : BNE .notrain ; check if we're in rain state
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.rain
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LDA.l EscapeAssist
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BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
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BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
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BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
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BRA ++
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.notrain
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LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
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LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : +
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LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
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++
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RTL
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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@@ -4,15 +4,16 @@
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FloodGateAndMasterSwordFollowerReset:
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JSL.l MasterSwordFollowerClear
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FloodGateReset:
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LDA.l Bugfix_SwampWaterLevel : BEQ +
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LDA $7EF06E : AND.b #$7F : STA $7EF06E ; clear water room 55
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LDA $7EF06A : AND.b #$7F : STA $7EF06A ; clear water room 53
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+
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LDA.l PersistentFloodgate : BNE +
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LDA $7EF2BB : AND.b #$DF : STA $7EF2BB ; reset water outside floodgate
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LDA $7EF2FB : AND.b #$DF : STA $7EF2FB ; reset water outside swamp palace
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LDA $7EF216 : AND.b #$7F : STA $7EF216 ; clear water inside floodgate
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LDA $7EF051 : AND.b #$FE : STA $7EF051 ; clear water room 40
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LDA $7EF051 : AND.b #$FE : STA $7EF051 ; clear water front room (room 40)
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+
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FloodGateResetInner:
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LDA.l Bugfix_SwampWaterLevel : BEQ +
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; LDA $7EF06E : AND.b #$7F : STA $7EF06E ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
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LDA $7EF06A : AND.b #$7F : STA $7EF06A ; clear water room 53 - inner room with the easy key flood softlock
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+
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RTL
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;================================================================================
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18
hardmode.asm
18
hardmode.asm
@@ -54,3 +54,21 @@ CalculateCapeUsage:
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LDA $7EF36E ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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ActivateInvulnerabilityOrDont:
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LDA $1B : BEQ .nowhere_special
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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 #95 : BEQ .somewhere_cool ; Ice Palace Spike Room
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CMP.w #179 : BEQ .somewhere_cool ; Room in Misery Mire
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CMP.w #213 : BEQ .somewhere_cool ; Laser Bridge
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CMP.w #279 : BEQ .somewhere_cool ; Spike Cave
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SEP #$20 ; set 8-bit accumulator
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BRA .nowhere_special
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.somewhere_cool
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$01 : STA $037B : RTL
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.nowhere_special
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LDA.l ByrnaInvulnerability : STA $037B
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RTL
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;--------------------------------------------------------------------------------
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@@ -277,6 +277,9 @@ JSL.l CalculateCapeUsage
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org $07AE98 ; <- 3AE98 - Bank07.asm : 7380 (LDA $7EF36E)
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JSL.l CalculateCapeUsage
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;--------------------------------------------------------------------------------
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org $08DCA7 ; <- 45CA7 - ancilla_cane_spark.asm : 256 (LDA.b #$01 : STA $037B)
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JSL.l ActivateInvulnerabilityOrDont : NOP
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;--------------------------------------------------------------------------------
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;================================================================================
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; Misc Stats
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14
tables.asm
14
tables.asm
@@ -206,13 +206,25 @@ SmithTravelsFreely:
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db #$00 ; #$00 = Off (default) - #$01 = On (frog/smith can enter multi-entrance doors)
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;--------------------------------------------------------------------------------
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org $30804D ; PC 0x18004D
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EscapeAssist:
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EscapeAssist: ; ScrubMode:
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db #$00
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;---- -mba
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;m - Infinite Magic
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;b - Infinite Bombs
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;a - Infinite Arrows
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;--------------------------------------------------------------------------------
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org $30804E ; PC 0x18004E
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UncleRefill:
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db #$00
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;---- -mba
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;m - Refill Magic
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;b - Refill Bombs
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;a - Refill Arrows
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;--------------------------------------------------------------------------------
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org $30804F ; PC 0x18004F
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ByrnaInvulnerability:
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db #$00 ; #$00 = Off - #$01 = On (default)
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;--------------------------------------------------------------------------------
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org $308080 ; PC 0x180080
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Upgrade5BombsRefill:
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db #$00
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