events.asm: optimized a loop & fixed a bug
icepalacegraphics.asm: commented out a debug sta retro.asm: check for arrows by checking arrows instead of bow tables.asm: change default retro arrow price to match the price set by the randomizer site
This commit is contained in:
16
events.asm
16
events.asm
@@ -120,17 +120,17 @@ OnNewFile:
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LDA.l StartingTime : STA $7EF454
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LDA.l StartingTime : STA $7EF454
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LDA.l StartingTime+2 : STA $7EF454+2
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LDA.l StartingTime+2 : STA $7EF454+2
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LDX.w #$00 : - ; copy over starting equipment
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LDX.w #$004E : - ; copy over starting equipment
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LDA StartingEquipment, X : STA $7EF340, X
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LDA StartingEquipment, X : STA $7EF340, X
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INX : INX
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DEX : DEX
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CPX.w #$004F : !BLT -
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BPL -
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LDA ArrowMode : BEQ .continue ; Customizer Rupee Bow Fix
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LDA $7EF38E : BEQ .continue ; Anything but zero is good
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LDA #$01, X : STA $7EF377, X ; Set Arrows to 1
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.continue
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SEP #$20 ; set 8-bit accumulator
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SEP #$20 ; set 8-bit accumulator
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LDA.l ArrowMode : BEQ + ; Customizer Rupee Bow Fix
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LDA.l !INVENTORY_SWAP_2 : AND.b #$C0 : BEQ + ; check if we're starting with bow and/or silvers
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LDA.b #$01 : STA.l $7EF377 ; Set arrows to 1 so we can shoot
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+
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;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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LDA.l PreopenCurtains : BEQ +
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LDA.l PreopenCurtains : BEQ +
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LDA.b #$80 : STA $7EF061 ; open aga tower curtain
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LDA.b #$80 : STA $7EF061 ; open aga tower curtain
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@@ -25,7 +25,7 @@ BgGraphicsLoading:
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; We're loading the floor tiles in Ice Palace. Instead of the normal file,
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; We're loading the floor tiles in Ice Palace. Instead of the normal file,
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; load another one that replaces the bridge tiles with the Bombos medallion
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; load another one that replaces the bridge tiles with the Bombos medallion
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LDA $FFFFFF
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;LDA $FFFFFF
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LDA.b #IcePalaceFloorGfx>>16
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LDA.b #IcePalaceFloorGfx>>16
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STA $02
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STA $02
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@@ -38,9 +38,7 @@ DecrementArrows:
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DEC : STA $7EF377 : INC
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DEC : STA $7EF377 : INC
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BRA .done
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BRA .done
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.rupees
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.rupees
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LDA $7EF340 : CMP.b #$01 : BNE .has_arrow
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LDA $7EF377 : BEQ .done ; don't have arrows, we're done
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LDA.b #$00 : RTL
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.has_arrow:
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LDA $7EF340 : AND.b #$01 : BEQ +
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LDA $7EF340 : AND.b #$01 : BEQ +
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LDA.b $0B99 : BNE + ; Arrow Game active and has credits left
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LDA.b $0B99 : BNE + ; Arrow Game active and has credits left
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LDA.b $0B9A : BNE + ; Arrow Game active and on last arrow
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LDA.b $0B9A : BNE + ; Arrow Game active and on last arrow
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@@ -795,11 +795,11 @@ db #$01 ; #00 = Fix Off (Default) - #$01 = Fix On
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;================================================================================
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;================================================================================
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org $308175 ; PC 0x180175 - 0x180179
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org $308175 ; PC 0x180175 - 0x180179
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ArrowMode:
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ArrowMode:
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db #$00 ; #00 = Normal (Default) - #$01 = Rupees
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db #$01 ; #00 = Normal (Default) - #$01 = Rupees
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ArrowModeWoodArrowCost: ; keep these together
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ArrowModeWoodArrowCost: ; keep these together
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dw #$0005 ; #$0005 = 5 (Default)
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ArrowModeSilverArrowCost: ; keep these together
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dw #$000A ; #$000A = 10 (Default)
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dw #$000A ; #$000A = 10 (Default)
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ArrowModeSilverArrowCost: ; keep these together
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dw #$0032 ; #$0032 = 50 (Default)
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;================================================================================
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;================================================================================
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org $30817A ; PC 0x18017A ; #$2000 for Eastern Palace
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org $30817A ; PC 0x18017A ; #$2000 for Eastern Palace
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MapReveal_Sahasrahla:
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MapReveal_Sahasrahla:
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