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:
2026-05-24 19:09:33 -05:00
parent 333159ac53
commit e749b6d6bc
8 changed files with 199 additions and 154 deletions
+95 -95
View File
@@ -155,8 +155,8 @@ AddReceivedItemExpandedGetItem:
PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
PLA : BRA .done
+ PLA
JSR ItemBehavior
SEP #$30
JSR ItemBehavior
SEP #$30
.done
PLB : PLX
LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over
@@ -229,13 +229,13 @@ ItemBehavior:
JSR .increment_sword
RTS
.fighter_shield
.fighter_shield
.red_shield
.mirror_shield
SEP #$10
LDA.l ProgressiveFlag : BEQ +
LDA.l HighestShield : INC : TAX
JSR .increment_shield
LDA.l HighestShield : INC : TAX
JSR .increment_shield
+ RTS
.blue_mail
@@ -269,7 +269,7 @@ ItemBehavior:
.prog_shield
SEP #$10
LDA.l HighestShield : INC : TAX
JSR .increment_shield
JSR .increment_shield
REP #$10
RTS
@@ -282,13 +282,13 @@ ItemBehavior:
.bow
BIT.b #$40 : BNE .silversbow
LDA.b #$01 : STA.l BowEquipment
LDA.b #$01 : STA.l BowEquipment
RTS
.silversbow
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE +
LDA.b #03 : STA.l BowEquipment ; set bow to silver
LDA.b #03 : STA.l BowEquipment ; set bow to silver
+
LDA.b #$01 : STA.l BowEquipment
RTS
@@ -331,16 +331,16 @@ ItemBehavior:
.bow_and_arrows
LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers
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
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