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:
Myramong
2019-02-01 01:05:08 -04:00
parent a1dcd27102
commit ec138f4f98
4 changed files with 13 additions and 15 deletions

View File

@@ -120,17 +120,17 @@ OnNewFile:
LDA.l StartingTime : STA $7EF454 LDA.l StartingTime : STA $7EF454
LDA.l StartingTime+2 : STA $7EF454+2 LDA.l StartingTime+2 : STA $7EF454+2
LDX.w #$00 : - ; copy over starting equipment LDX.w #$004E : - ; copy over starting equipment
LDA StartingEquipment, X : STA $7EF340, X LDA StartingEquipment, X : STA $7EF340, X
INX : INX DEX : DEX
CPX.w #$004F : !BLT - BPL -
LDA ArrowMode : BEQ .continue ; Customizer Rupee Bow Fix
LDA $7EF38E : BEQ .continue ; Anything but zero is good
LDA #$01, X : STA $7EF377, X ; Set Arrows to 1
.continue
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.l ArrowMode : BEQ + ; Customizer Rupee Bow Fix
LDA.l !INVENTORY_SWAP_2 : AND.b #$C0 : BEQ + ; check if we're starting with bow and/or silvers
LDA.b #$01 : STA.l $7EF377 ; Set arrows to 1 so we can shoot
+
;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in ;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA.l PreopenCurtains : BEQ + LDA.l PreopenCurtains : BEQ +
LDA.b #$80 : STA $7EF061 ; open aga tower curtain LDA.b #$80 : STA $7EF061 ; open aga tower curtain

View File

@@ -25,7 +25,7 @@ BgGraphicsLoading:
; We're loading the floor tiles in Ice Palace. Instead of the normal file, ; We're loading the floor tiles in Ice Palace. Instead of the normal file,
; load another one that replaces the bridge tiles with the Bombos medallion ; load another one that replaces the bridge tiles with the Bombos medallion
LDA $FFFFFF ;LDA $FFFFFF
LDA.b #IcePalaceFloorGfx>>16 LDA.b #IcePalaceFloorGfx>>16
STA $02 STA $02

View File

@@ -38,9 +38,7 @@ DecrementArrows:
DEC : STA $7EF377 : INC DEC : STA $7EF377 : INC
BRA .done BRA .done
.rupees .rupees
LDA $7EF340 : CMP.b #$01 : BNE .has_arrow LDA $7EF377 : BEQ .done ; don't have arrows, we're done
LDA.b #$00 : RTL
.has_arrow:
LDA $7EF340 : AND.b #$01 : BEQ + LDA $7EF340 : AND.b #$01 : BEQ +
LDA.b $0B99 : BNE + ; Arrow Game active and has credits left LDA.b $0B99 : BNE + ; Arrow Game active and has credits left
LDA.b $0B9A : BNE + ; Arrow Game active and on last arrow LDA.b $0B9A : BNE + ; Arrow Game active and on last arrow

View File

@@ -795,11 +795,11 @@ db #$01 ; #00 = Fix Off (Default) - #$01 = Fix On
;================================================================================ ;================================================================================
org $308175 ; PC 0x180175 - 0x180179 org $308175 ; PC 0x180175 - 0x180179
ArrowMode: ArrowMode:
db #$00 ; #00 = Normal (Default) - #$01 = Rupees db #$01 ; #00 = Normal (Default) - #$01 = Rupees
ArrowModeWoodArrowCost: ; keep these together ArrowModeWoodArrowCost: ; keep these together
dw #$0005 ; #$0005 = 5 (Default)
ArrowModeSilverArrowCost: ; keep these together
dw #$000A ; #$000A = 10 (Default) dw #$000A ; #$000A = 10 (Default)
ArrowModeSilverArrowCost: ; keep these together
dw #$0032 ; #$0032 = 50 (Default)
;================================================================================ ;================================================================================
org $30817A ; PC 0x18017A ; #$2000 for Eastern Palace org $30817A ; PC 0x18017A ; #$2000 for Eastern Palace
MapReveal_Sahasrahla: MapReveal_Sahasrahla: