Fix several foutonFindings:
- Dark Palace -> Palace of Darkness - show dungeon name for multi keys - fix IP block drop lock - HUD improvements
This commit is contained in:
118
dialog.asm
118
dialog.asm
@@ -61,73 +61,84 @@ LoadDialogAddressIndirect:
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RTL
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;--------------------------------------------------------------------------------
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FreeDungeonItemNotice:
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STA.l ScratchBufferV
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STA.l ScratchBufferV
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PHA : PHX : PHY
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PHP
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PHB : PHK : PLB
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SEP #$20 ; set 8-bit accumulator
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REP #$10 ; set 16-bit index registers
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PEI.b (Scrap00)
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LDA.b Scrap02 : PHA
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LDA.l ScratchBufferNV : PHA
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LDA.l ScratchBufferNV+1 : PHA
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PHA : PHX : PHY
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PHP
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PHB : PHK : PLB
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SEP #$20 ; set 8-bit accumulator
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REP #$10 ; set 16-bit index registers
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PEI.b (Scrap00)
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LDA.b Scrap02 : PHA
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LDA.l ScratchBufferNV : PHA
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LDA.l ScratchBufferNV+1 : PHA
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;--------------------------------
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LDA.l FreeItemText : BNE + : JMP .skip : +
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
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LDA.b #$2F ; if not from our world, show all dungeon item and crystal notices
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+ ORA.l FreeItemText : BNE + : JMP .skip : +
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STA.b Scrap00
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LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch
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LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
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LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for general small key
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LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
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%CopyDialog(Notice_SmallKeyOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
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+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for general compass
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LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
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%CopyDialog(Notice_CompassOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
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+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for general map
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LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
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%CopyDialog(Notice_MapOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
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+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for general big key
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LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
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%CopyDialog(Notice_BigKeyOf)
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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%CopyDialog(Notice_Self)
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JMP .done
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+
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LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
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+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for dungeon map
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LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only
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CMP.b #$70 : BNE + ; map of...
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%CopyDialog(Notice_MapOf)
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JMP .dungeon
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+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
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+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for dungeon compass
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LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
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%CopyDialog(Notice_CompassOf)
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JMP .dungeon
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+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
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+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for dungeon big key
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LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
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%CopyDialog(Notice_BigKeyOf)
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JMP .dungeon
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+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
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+ LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for dungeon small key
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LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
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LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
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%CopyDialog(Notice_SmallKeyOf)
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LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys
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BRA .dungeon
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+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
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+ LDA.b Scrap00 : AND.b #$20 : BEQ + ; show message for crystal
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LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
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CMP.b #$B7 : !BGE +
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CMP.b #$B7 : !BGE +
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%CopyDialog(Notice_Crystal)
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JMP .crystal
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+
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JMP .skip ; it's not something we are going to give a notice for
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+ JMP .skip ; it's not something we are going to give a notice for
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.dungeon
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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@@ -139,23 +150,26 @@ FreeDungeonItemNotice:
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LDA.b #$0F : !SUB.l ScratchBufferNV+1 : STA.l ScratchBufferNV+1 ; flip the values for small keys
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+
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LDA.l ScratchBufferNV+1
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ASL : TAX
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REP #$20
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LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
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CMP.w DungeonID : BNE +
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BRA .self_notice
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.hc_sewers
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LDA.w DungeonID : CMP.w #$0003 : BCS +
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.self_notice
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SEP #$20
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LDA.l FreeItemText : AND.b #$40 : BEQ ++
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LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
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JMP .skip
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++
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%CopyDialog(Notice_Self)
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JMP .done
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+
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SEP #$20
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ASL : TAX
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REP #$20
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : AND.w #$00FF : BNE +
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LDA.l DungeonItemIDMap, X : CMP.w #$0003 : BCC .hc_sewers
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CMP.w DungeonID : BNE +
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BRA .self_notice
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.hc_sewers
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LDA.w DungeonID : CMP.w #$0003 : BCS +
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.self_notice
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SEP #$20
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LDA.l FreeItemText : AND.b #$40 : BEQ ++
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LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
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JMP .skip
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++
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%CopyDialog(Notice_Self)
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JMP .done
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+
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SEP #$20
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LDA.l ScratchBufferNV+1
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CMP.b #$00 : BNE + ; ...light world
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%CopyDialog(Notice_LightWorld) : JMP .done
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@@ -190,9 +204,9 @@ FreeDungeonItemNotice:
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+ : CMP.b #$0F : BNE + ; ...sewers
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%CopyDialog(Notice_Sewers)
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+
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JMP .done
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JMP .done
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.crystal
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.crystal
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LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
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LDA.l ScratchBufferV
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AND.b #$0F ; looking at low bits only
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@@ -210,7 +224,7 @@ FreeDungeonItemNotice:
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%CopyDialog(Notice_Four) : JMP .done
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+ : CMP.b #$06 : BNE +
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%CopyDialog(Notice_Three) : JMP .done
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+
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+
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.done
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@@ -220,14 +234,14 @@ FreeDungeonItemNotice:
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;--------------------------------
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.skip
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PLA : STA.l ScratchBufferNV+1
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PLA : STA.l ScratchBufferNV
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PLA : STA.b Scrap02
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REP #$20
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PLA : STA.b Scrap00
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PLB
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PLP
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PLY : PLX : PLA
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PLA : STA.l ScratchBufferNV+1
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PLA : STA.l ScratchBufferNV
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PLA : STA.b Scrap02
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REP #$20
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PLA : STA.b Scrap00
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PLB
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PLP
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PLY : PLX : PLA
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RTL
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;--------------------------------------------------------------------------------
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@@ -21,14 +21,19 @@ SpiralWarp: {
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lda.w $045e : cmp.b #$5e : beq .gtg ; abort if not spiral - intended room is in A!
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cmp.b #$5f : beq .gtg
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cmp.b #$26 : beq .inroom
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.abort
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SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
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.inroom
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.abort
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SEP #$30
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stz.w $045e
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JSL UpdateLootHUD
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lda.b PreviousRoom : and.b #$0f
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rtl ; clear,run hijacked code and get out
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.inroom
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jsr InroomStairsWarp
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lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
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rtl
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.gtg
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.gtg
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phb : phk : plb : phx : phy ; push stuff
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jsr LookupSpiralOffset
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rep #$30 : and.w #$00FF : asl #2 : tax
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@@ -81,6 +86,8 @@ SpiralWarp: {
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ldy.b #$01 : jsr SetCamera
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jsr StairCleanup
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JSL UpdateLootHUD
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ply : plx : plb ; pull the stuff we pushed
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lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
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rtl
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@@ -261,6 +268,8 @@ InroomStairsWarp: {
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.skipCamera
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jsr StairCleanup
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JSL UpdateLootHUD
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ply : plx : plb ; pull the stuff we pushed
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rts
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}
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@@ -335,4 +344,4 @@ SpiralPriorityHack: {
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lda.b #$01 : rtl ; always skip the priority code - until I figure out how to fix it
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+ lda.w $0462 : and.b #$04 ; what we wrote over
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rtl
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}
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}
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@@ -2,8 +2,25 @@ pushpc
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org $82C0C3
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JSL TransitionLinkOutOfDoorEnding
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NOP
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org $87956F
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JSL UpdateHUDAndLandLink
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org $829611
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JSL UpdateHUDAndUpdateQuadrants
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pullpc
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UpdateHUDAndLandLink:
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JSL UpdateLootHUD
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LDA.b $51
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STA.b LinkPosY
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RTL
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UpdateHUDAndUpdateQuadrants:
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JSL UpdateLootHUD
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JSL $82B803
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RTL
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ClearLootHUD:
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LDA.b GameMode
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CMP.b #$07
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@@ -46,7 +46,7 @@ dw $7F7F
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; Ganons Tower
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Notice_GTower:
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db $76 : dw "Ganons Tower"
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db $76 : dw "Ganon's Tower"
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dw $7F7F
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; Turtle Rock
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@@ -81,7 +81,7 @@ dw $7F7F
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; Dark Palace
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Notice_PoD:
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db $76 : dw "Dark Palace"
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db $76 : dw "Palace of Darkness"
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dw $7F7F
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; Swamp Palace
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Binary file not shown.
Binary file not shown.
@@ -123,6 +123,11 @@ GetMultiworldItem:
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BRL .return
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+
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LDA.b LinkPushDirection
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BEQ +
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BRL .return
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+
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LDA.l !MULTIWORLD_ITEM : BNE +
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BRL .return
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+
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190
newitems.asm
190
newitems.asm
@@ -155,8 +155,8 @@ AddReceivedItemExpandedGetItem:
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PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
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PLA : BRA .done
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+ PLA
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JSR ItemBehavior
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SEP #$30
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JSR ItemBehavior
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SEP #$30
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.done
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PLB : PLX
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LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over
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@@ -229,13 +229,13 @@ ItemBehavior:
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JSR .increment_sword
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RTS
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.fighter_shield
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.fighter_shield
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.red_shield
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.mirror_shield
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SEP #$10
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LDA.l ProgressiveFlag : BEQ +
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LDA.l HighestShield : INC : TAX
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JSR .increment_shield
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LDA.l HighestShield : INC : TAX
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JSR .increment_shield
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+ RTS
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.blue_mail
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@@ -269,7 +269,7 @@ ItemBehavior:
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.prog_shield
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SEP #$10
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LDA.l HighestShield : INC : TAX
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JSR .increment_shield
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JSR .increment_shield
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REP #$10
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RTS
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@@ -282,13 +282,13 @@ ItemBehavior:
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.bow
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BIT.b #$40 : BNE .silversbow
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LDA.b #$01 : STA.l BowEquipment
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LDA.b #$01 : STA.l BowEquipment
|
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RTS
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|
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.silversbow
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LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
|
||||
LDA.l SilverArrowsUseRestriction : BNE +
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||||
LDA.b #03 : STA.l BowEquipment ; set bow to silver
|
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LDA.b #03 : STA.l BowEquipment ; set bow to silver
|
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+
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LDA.b #$01 : STA.l BowEquipment
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||||
RTS
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@@ -331,16 +331,16 @@ ItemBehavior:
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.bow_and_arrows
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LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers
|
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LDA.l SilverArrowsUseRestriction : BNE .no_silvers
|
||||
LDA.l CurrentArrows : BEQ +
|
||||
LDA.b #04 : STA.l BowEquipment
|
||||
BRA .store_bow
|
||||
+
|
||||
LDA.b #$03
|
||||
LDA.l CurrentArrows : BEQ +
|
||||
LDA.b #04 : STA.l BowEquipment
|
||||
BRA .store_bow
|
||||
+
|
||||
LDA.b #$03
|
||||
BRA .store_bow
|
||||
.no_silvers
|
||||
LDA.l CurrentArrows : BEQ +
|
||||
LDA.b #02
|
||||
BRA .store_bow
|
||||
LDA.b #02
|
||||
BRA .store_bow
|
||||
+
|
||||
LDA.b #$01
|
||||
.store_bow
|
||||
@@ -350,13 +350,13 @@ ItemBehavior:
|
||||
.silver_bow
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||||
LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking
|
||||
LDA.l SilverArrowsUseRestriction : BNE .noequip
|
||||
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
|
||||
LDA.l CurrentArrows : BNE + ; check arrows
|
||||
LDA.b #$03 : BRA ++ ; bow without arrow
|
||||
+
|
||||
LDA.b #$04 ; bow with arrow
|
||||
++
|
||||
STA.l BowEquipment
|
||||
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
|
||||
LDA.l CurrentArrows : BNE + ; check arrows
|
||||
LDA.b #$03 : BRA ++ ; bow without arrow
|
||||
+
|
||||
LDA.b #$04 ; bow with arrow
|
||||
++
|
||||
STA.l BowEquipment
|
||||
.noequip
|
||||
RTS
|
||||
|
||||
@@ -385,7 +385,7 @@ ItemBehavior:
|
||||
.master_sword_safe
|
||||
SEP #$10
|
||||
LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
|
||||
LDA.b #$02 : STA.l SwordEquipment ; set master sword
|
||||
LDA.b #$02 : STA.l SwordEquipment ; set master sword
|
||||
+
|
||||
LDX.b #$02
|
||||
JSR .increment_sword
|
||||
@@ -426,20 +426,20 @@ ItemBehavior:
|
||||
.silver_arrows
|
||||
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
|
||||
LDA.l SilverArrowsUseRestriction : BNE ++
|
||||
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
|
||||
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
|
||||
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
|
||||
+
|
||||
++
|
||||
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
|
||||
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
|
||||
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
|
||||
+
|
||||
++
|
||||
LDA.l ArrowMode : BEQ +
|
||||
LDA.b #$01 : STA.l ArrowsFiller
|
||||
LDA.b #$01 : STA.l ArrowsFiller
|
||||
+
|
||||
RTS
|
||||
|
||||
.single_arrow
|
||||
LDA.l ArrowMode : BEQ +
|
||||
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
|
||||
LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
|
||||
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
|
||||
LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
|
||||
+
|
||||
RTS
|
||||
|
||||
@@ -474,7 +474,7 @@ ItemBehavior:
|
||||
.triforce
|
||||
LDA.b OverworldIndex : CMP.b #$80 : BNE +
|
||||
LDA.b LinkPosX+1 : BNE +
|
||||
JSL ActivateGoal
|
||||
JSL ActivateGoal
|
||||
+
|
||||
RTS
|
||||
|
||||
@@ -484,10 +484,10 @@ ItemBehavior:
|
||||
LDA.l GoalCounter : INC : STA.l GoalCounter
|
||||
CMP.w GoalItemRequirement : BCC +
|
||||
LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDA.b OverworldIndex : CMP.b #$80 : BNE +
|
||||
LDA.b LinkPosX+1 : BNE +
|
||||
JSL ActivateGoal
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
LDA.b OverworldIndex : CMP.b #$80 : BNE +
|
||||
LDA.b LinkPosX+1 : BNE +
|
||||
JSL ActivateGoal
|
||||
+
|
||||
SEP #$20 ; set 8-bit accumulator
|
||||
RTS
|
||||
@@ -559,8 +559,8 @@ ItemBehavior:
|
||||
LSR
|
||||
AND.w #$000F : TAX
|
||||
ASL : CMP.w DungeonID : BEQ .same_dungeon
|
||||
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
|
||||
RTS
|
||||
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
|
||||
RTS
|
||||
.same_dungeon
|
||||
SEP #$20
|
||||
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X
|
||||
@@ -575,69 +575,69 @@ ItemBehavior:
|
||||
|
||||
.hc_smallkey
|
||||
LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc
|
||||
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
|
||||
LDA.l SewerKeys : INC : STA.l SewerKeys
|
||||
RTS
|
||||
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
|
||||
LDA.l SewerKeys : INC : STA.l SewerKeys
|
||||
RTS
|
||||
|
||||
.generic_smallkey
|
||||
LDA.l GenericKeys : BEQ .normal
|
||||
LDA.l CurrentSmallKeys : INC
|
||||
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
|
||||
RTS
|
||||
LDA.l CurrentSmallKeys : INC
|
||||
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
|
||||
RTS
|
||||
.normal
|
||||
LDA.w DungeonID : BMI +
|
||||
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
|
||||
RTS
|
||||
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
|
||||
RTS
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_sword
|
||||
LDA.l HighestSword
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better sword
|
||||
TXA : STA.l HighestSword
|
||||
TXA : STA.l HighestSword
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_shield
|
||||
LDA.l HighestShield
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better shield
|
||||
TXA : STA.l HighestShield
|
||||
TXA : STA.l HighestShield
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_mail
|
||||
LDA.l HighestMail
|
||||
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better mail
|
||||
TXA : STA.l HighestMail
|
||||
TXA : STA.l HighestMail
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_bigkey
|
||||
SEP #$20
|
||||
LDA.l StatsLocked : BNE +
|
||||
LDA.l BigKeysBigChests
|
||||
CLC : ADC.b #$10
|
||||
STA.l BigKeysBigChests
|
||||
LDA.l BigKeysBigChests
|
||||
CLC : ADC.b #$10
|
||||
STA.l BigKeysBigChests
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_map
|
||||
SEP #$20
|
||||
LDA.l StatsLocked : BNE +
|
||||
LDA.l MapsCompasses
|
||||
CLC : ADC.b #$10
|
||||
STA.l MapsCompasses
|
||||
JSL MaybeFlagMapTotalPickup
|
||||
LDA.l MapsCompasses
|
||||
CLC : ADC.b #$10
|
||||
STA.l MapsCompasses
|
||||
JSL MaybeFlagMapTotalPickup
|
||||
+
|
||||
RTS
|
||||
|
||||
.increment_compass
|
||||
SEP #$20
|
||||
LDA.l StatsLocked : BNE +
|
||||
LDA.l MapsCompasses : INC : AND.b #$0F : TAX
|
||||
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
|
||||
TXA : ORA.l MapsCompasses : STA.l MapsCompasses
|
||||
JSL MaybeFlagCompassTotalPickup
|
||||
LDA.l MapsCompasses : INC : AND.b #$0F : TAX
|
||||
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
|
||||
TXA : ORA.l MapsCompasses : STA.l MapsCompasses
|
||||
JSL MaybeFlagCompassTotalPickup
|
||||
+
|
||||
RTS
|
||||
|
||||
@@ -647,7 +647,7 @@ ItemBehavior:
|
||||
SEC : SBC.b #$37
|
||||
TAX
|
||||
LDA.w PendantMasks,X : AND.l PendantsField : BNE +
|
||||
LDA.l PendantCounter : INC : STA.l PendantCounter
|
||||
LDA.l PendantCounter : INC : STA.l PendantCounter
|
||||
+
|
||||
RTS
|
||||
|
||||
@@ -663,15 +663,15 @@ ItemBehavior:
|
||||
LDA.w #$0000
|
||||
SEC
|
||||
-
|
||||
ROL
|
||||
DEX
|
||||
ROL
|
||||
DEX
|
||||
BPL -
|
||||
SEP #$20
|
||||
TAX
|
||||
AND.l CrystalsField : BNE +
|
||||
TXA
|
||||
ORA.l CrystalsField : STA.l CrystalsField
|
||||
LDA.l CrystalCounter : INC : STA.l CrystalCounter
|
||||
TXA
|
||||
ORA.l CrystalsField : STA.l CrystalsField
|
||||
LDA.l CrystalCounter : INC : STA.l CrystalCounter
|
||||
+
|
||||
.done
|
||||
RTS
|
||||
@@ -682,56 +682,56 @@ ItemBehavior:
|
||||
.bee_trap
|
||||
SEP #$30
|
||||
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
+
|
||||
RTS
|
||||
|
||||
.good_bee
|
||||
SEP #$30
|
||||
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
JSL GoldBee_SpawnSelf_SetProperties
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
JSL GoldBee_SpawnSelf_SetProperties
|
||||
+
|
||||
RTS
|
||||
|
||||
.apples
|
||||
SEP #$30
|
||||
LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI +
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
+
|
||||
RTS
|
||||
|
||||
.fairy
|
||||
SEP #$30
|
||||
LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI +
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
|
||||
+
|
||||
RTS
|
||||
|
||||
.chicken
|
||||
SEP #$30
|
||||
LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI +
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
|
||||
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
|
||||
LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y
|
||||
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels
|
||||
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
|
||||
+
|
||||
RTS
|
||||
|
||||
@@ -804,7 +804,7 @@ ResolveLootID:
|
||||
CMP.l ProgressiveSwordLimit : BCC +
|
||||
LDA.l ProgressiveSwordReplacement
|
||||
JMP .get_item
|
||||
++ LDA.l SwordEquipment
|
||||
++ LDA.l SwordEquipment
|
||||
+
|
||||
TAX
|
||||
LDA.w .prog_sword_ids,X
|
||||
@@ -820,7 +820,7 @@ ResolveLootID:
|
||||
CMP.l ProgressiveShieldLimit : BCC +
|
||||
LDA.l ProgressiveShieldReplacement
|
||||
JMP .get_item
|
||||
++ LDA.l HighestShield
|
||||
++ LDA.l HighestShield
|
||||
+
|
||||
TAX
|
||||
LDA.w .shields_ids,X
|
||||
@@ -836,7 +836,7 @@ ResolveLootID:
|
||||
LDA.l ProgressiveArmorReplacement
|
||||
JMP .get_item
|
||||
+
|
||||
++ LDA.l ArmorEquipment
|
||||
++ LDA.l ArmorEquipment
|
||||
TAX
|
||||
LDA.w .armor_ids,X
|
||||
JMP .have_item
|
||||
|
||||
Reference in New Issue
Block a user