Implemented Bonk Drop Shuffle

This commit is contained in:
codemann8
2022-07-24 11:29:28 -05:00
parent 6696f4bc24
commit ed72830397
5 changed files with 515 additions and 22 deletions

View File

@@ -581,6 +581,9 @@ Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
org $06AD58
Sprite_TransmuteToBomb:
org $06DC5C
Sprite_DrawShadowLong:

View File

@@ -140,11 +140,16 @@ RTL
RTL
;--------------------------------------------------------------------------------
SaveHeartCollectedStatus:
LDA !SKIP_HEART_SAVE : BEQ .normal_behavior
LDA !SKIP_HEART_SAVE : BEQ .save_flag
DEC : STA !SKIP_HEART_SAVE
RTL
.save_flag
LDA 4,S : TAY : LDA $0ED0,Y : BEQ .normal_behavior
PHA : LDA OverworldEventDataWRAM, X : ORA 1,S : STA OverworldEventDataWRAM, X
PLA : RTL
.normal_behavior
LDA OverworldEventDataWRAM, X : ORA.b #$40 : STA OverworldEventDataWRAM, X
RTL
@@ -229,7 +234,7 @@ macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
LDA.w #<ItemLabel>-<TableLabel>
JSL RetrieveValueFromEncryptedTable
PLX : STX $02 : PLX : STX $01
PLX : STX $02 : PLX : STX $00
PLP : PLX
?done:
endmacro
@@ -283,7 +288,10 @@ LoadOutdoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $8A
CMP.w #$03 : BNE +
CMP.w #$00 : BNE +
LDA.l OWBonkPrizeData+(0*6)+3
JMP .done
+ CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
JMP .done
@@ -291,14 +299,92 @@ LoadOutdoorValue:
%GetPossiblyEncryptedItem(EtherItem, SpriteItemValues)
JMP .done
+ CMP.w #$05 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(1*6)+3
JMP .done
++
%GetPossiblyEncryptedItem(HeartPiece_Mountain_Warp, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$0A : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(2*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(3*6)+3
JMP .done
+ CMP.w #$10 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(4*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(5*6)+3
JMP .done
+ CMP.w #$11 : BNE +
LDA.l OWBonkPrizeData+(6*6)+3
JMP .done
+ CMP.w #$12 : BNE +
LDA.l OWBonkPrizeData+(7*6)+3
JMP .done
+ CMP.w #$13 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(8*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(9*6)+3
JMP .done
+ CMP.w #$15 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(10*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(11*6)+3
JMP .done
+ CMP.w #$18 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(12*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(13*6)+3
JMP .done
+ CMP.w #$1A : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(14*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(15*6)+3
JMP .done
+ CMP.w #$1B : BNE +
LDA.l OWBonkPrizeData+(16*6)+3
JMP .done
+ CMP.w #$1D : BNE +
LDA.l OWBonkPrizeData+(17*6)+3
JMP .done
+ CMP.w #$1E : BNE +
LDA.l OWBonkPrizeData+(18*6)+3
JMP .done
+ CMP.w #$28 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Maze, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$2A : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(19*6)+3
JMP .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeData+(20*6)+3
JMP .done
++
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$2B : BNE +
LDA.l OWBonkPrizeData+(21*6)+3
JMP .done
+ CMP.w #$2E : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(22*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(23*6)+3
JMP .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
@@ -306,6 +392,13 @@ LoadOutdoorValue:
++
%GetPossiblyEncryptedItem(BombosItem, SpriteItemValues)
JMP .done
+ CMP.w #$32 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(24*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(25*6)+3
JMP .done
+ CMP.w #$35 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Lake, HeartPieceOutdoorValues)
JMP .done
@@ -313,17 +406,68 @@ LoadOutdoorValue:
%GetPossiblyEncryptedItem(HeartPiece_Swamp, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$42 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(26*6)+3
JMP .done
++
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$4A : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$51 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(27*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(28*6)+3
JMP .done
+ CMP.w #$54 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(29*6)+3
JMP .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeData+(30*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(31*6)+3
JMP .done
+ CMP.w #$55 : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(32*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(33*6)+3
JMP .done
+ CMP.w #$56 : BNE +
LDA.l OWBonkPrizeData+(34*6)+3
JMP .done
+ CMP.w #$5B : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(35*6)+3
JMP .done
++
%GetPossiblyEncryptedItem(HeartPiece_Pyramid, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$5E : BNE +
LDA.l OWBonkPrizeData+(36*6)+3
JMP .done
+ CMP.w #$68 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Digging, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$6E : BNE +
LDA.w $0ED0,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(37*6)+3
JMP .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeData+(38*6)+3
JMP .done
++
LDA.l OWBonkPrizeData+(39*6)+3
JMP .done
+ CMP.w #$74 : BNE +
LDA.l OWBonkPrizeData+(40*6)+3
JMP .done
+ CMP.w #$81 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
JMP .done
@@ -502,7 +646,10 @@ HeartPieceGetPlayer:
PHP
REP #$20 ; set 16-bit accumulator
LDA $8A
CMP.w #$03 : BNE +
CMP.w #$00 : BNE +
LDA.l OWBonkPrizeData+(0*6)+4
BRL .done
+ CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
LDA HeartPiece_Spectacle_Player
BRL .done
@@ -510,14 +657,103 @@ HeartPieceGetPlayer:
LDA EtherItem_Player
BRL .done
+ CMP.w #$05 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(1*6)+4
BRL .done
++
LDA HeartPiece_Mountain_Warp_Player
BRL .done
+ CMP.w #$0A : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(2*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(3*6)+4
BRL .done
+ CMP.w #$10 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(4*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(5*6)+4
BRL .done
+ CMP.w #$11 : BNE +
LDA.l OWBonkPrizeData+(6*6)+4
BRL .done
+ CMP.w #$12 : BNE +
LDA.l OWBonkPrizeData+(7*6)+4
BRL .done
+ CMP.w #$13 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(8*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(9*6)+4
BRL .done
+ CMP.w #$15 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(10*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(11*6)+4
BRL .done
+ CMP.w #$18 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(12*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(13*6)+4
BRL .done
+ CMP.w #$1A : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(14*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(15*6)+4
BRL .done
+ CMP.w #$1B : BNE +
LDA.l OWBonkPrizeData+(16*6)+4
BRL .done
+ CMP.w #$1D : BNE +
LDA.l OWBonkPrizeData+(17*6)+4
BRL .done
+ CMP.w #$1E : BNE +
LDA.l OWBonkPrizeData+(18*6)+4
BRL .done
+ CMP.w #$28 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(19*6)+4
BRL .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeData+(20*6)+4
BRL .done
++
LDA HeartPiece_Maze_Player
BRL .done
+ CMP.w #$2A : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(19*6)+4
BRL .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeData+(20*6)+4
BRL .done
++
LDA HauntedGroveItem_Player
BRL .done
+ CMP.w #$2B : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(21*6)+4
BRL .done
++
LDA #$00
BRL .done
+ CMP.w #$2E : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(22*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(23*6)+4
BRL .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
LDA HeartPiece_Desert_Player
@@ -525,6 +761,13 @@ HeartPieceGetPlayer:
++
LDA BombosItem_Player
BRL .done
+ CMP.w #$32 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(24*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(25*6)+4
BRL .done
+ CMP.w #$35 : BNE +
LDA HeartPiece_Lake_Player
BRL .done
@@ -532,17 +775,68 @@ HeartPieceGetPlayer:
LDA HeartPiece_Swamp_Player
BRL .done
+ CMP.w #$42 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(26*6)+4
BRL .done
++
LDA HeartPiece_Cliffside_Player
BRL .done
+ CMP.w #$4A : BNE +
LDA HeartPiece_Cliffside_Player
BRL .done
+ CMP.w #$51 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(27*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(28*6)+4
BRL .done
+ CMP.w #$54 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(29*6)+4
BRL .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeData+(30*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(31*6)+4
BRL .done
+ CMP.w #$55 : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(32*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(33*6)+4
BRL .done
+ CMP.w #$56 : BNE +
LDA.l OWBonkPrizeData+(34*6)+4
BRL .done
+ CMP.w #$5B : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(35*6)+4
BRL .done
++
LDA HeartPiece_Pyramid_Player
BRL .done
+ CMP.w #$5E : BNE +
LDA.l OWBonkPrizeData+(36*6)+4
BRL .done
+ CMP.w #$68 : BNE +
LDA HeartPiece_Digging_Player
BRL .done
+ CMP.w #$6E : BNE +
LDA.w $0ED0,X : CMP.w #$0010 : BNE ++
LDA.l OWBonkPrizeData+(37*6)+4
BRL .done
++ CMP.w #$0008 : BNE ++
LDA.l OWBonkPrizeData+(38*6)+4
BRL .done
++
LDA.l OWBonkPrizeData+(39*6)+4
BRL .done
+ CMP.w #$74 : BNE +
LDA.l OWBonkPrizeData+(40*6)+4
BRL .done
+ CMP.w #$81 : BNE +
LDA HeartPiece_Zora_Player
BRL .done

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@@ -2679,8 +2679,8 @@ JSL NewElderCode
;--------------------------------------------------------------------------------
; Add him to Castle Map post-rain, and post aga1
;--------------------------------------------------------------------------------
org $09D0AC
db #$18, #$0F, #$43, #$FF;remove heart from tree adjancent map [LW1]
org $09D0A9
db #$18, #$0A, #$D8, #$18, #$0F, #$43, #$FF;remove heart from tree adjancent map [LW1]
db #$12, #$19, #$16 ;add sahasrala in castle Y, X, Sprite ID
org $09C937
db #$B0, #$D0 ;change [LW1] map 01C pointers

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@@ -542,6 +542,9 @@ AddInventory:
JSR .incrementMap
JMP .done
+ CPY.b #$80 : !BLT + ; Items $80 - $8F - Free Compasses
; there was a bug for all loot ID's >$7F
LDA.w AddReceivedItemExpanded_item_target_addr+$100, X : STA.b $00
LDA.w AddReceivedItemExpanded_item_target_addr+$101, X : STA.b $01
CPY.b #$90 : !BGE +
JSL MaybeFlagCompassTotalPickup
JSR .incrementCompass

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@@ -143,6 +143,9 @@ jsl.l OWWorldCheck16 : nop
org $02b16e ; AND #$3F : ORA 7EF3CA
and #$7f : eor #$40 : nop #2
org $06AD4C
jsl.l OWBonkDrops : nop #4
;Code
org $aa8800
OWTransitionDirection:
@@ -368,6 +371,136 @@ LoadMapDarkOrMixed:
dw $0400+$0210 ; bottom right
}
; Y = sprite slot index of bonk sprite
OWBonkDrops:
{
CMP.b #$D8 : BEQ +
RTL
+ LDA.l OWFlags+1 : AND.b #$02 : BNE +
JSL.l Sprite_TransmuteToBomb : RTL
+
; loop thru rando bonk table to find match
PHB : PHK : PLB
LDA.b $8A
LDX.b #(40*6) ; 40 bonk items, 6 bytes each
- CMP.w OWBonkPrizeData,X : BNE +
INX
LDA.w $0D10,Y : LSR A : LSR A : LSR A : LSR A
EOR.w $0D00,Y : CMP.w OWBonkPrizeData,X : BNE ++ ; X = row + 1
BRA .found_match
++ DEX : LDA.b $8A
+ CPX.b #$00 : BNE +
PLB : RTL
+ DEX : DEX : DEX : DEX : DEX : DEX : BRA -
.found_match
INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 1,S : PHA : BNE + ; S = Collected, FlagBitmask, X (row + 2)
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
+
LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
; multiworld item
DEX : PLA ; X = row + 3
JMP .spawn_item
+ DEX : PLA ; X = row + 3
.determine_type ; A = item id ; S = Collected, FlagBitmask, X (row + 2)
CMP.b #$B0 : BNE +
LDA.b #$79 : JMP .sprite_transform ; transform to bees
+ CMP.b #$42 : BNE +
JSL.l Sprite_TransmuteToBomb ; transform a heart to bomb, vanilla behavior
JMP .mark_collected
+ CMP.b #$34 : BNE +
LDA.b #$D9 : CLC : JMP .sprite_transform ; transform to single rupee
+ CMP.b #$35 : BNE +
LDA.b #$DA : CLC : BRA .sprite_transform ; transform to blue rupee
+ CMP.b #$36 : BNE +
LDA.b #$DB : CLC : BRA .sprite_transform ; transform to red rupee
+ CMP.b #$27 : BNE +
LDA.b #$DC : CLC : BRA .sprite_transform ; transform to 1 bomb
+ CMP.b #$28 : BNE +
LDA.b #$DD : CLC : BRA .sprite_transform ; transform to 4 bombs
+ CMP.b #$31 : BNE +
LDA.b #$DE : CLC : BRA .sprite_transform ; transform to 8 bombs
+ CMP.b #$45 : BNE +
LDA.b #$DF : CLC : BRA .sprite_transform ; transform to small magic
+ CMP.b #$B4 : BNE +
LDA.b #$E0 : CLC : BRA .sprite_transform ; transform to big magic
+ CMP.b #$B5 : BNE +
LDA.b #$E1 : CLC : BRA .sprite_transform ; transform to 5 arrows
+ CMP.b #$44 : BNE +
LDA.b #$E2 : CLC : BRA .sprite_transform ; transform to 10 arrows
+ CMP.b #$B1 : BNE +
LDA.b #$AC : BRA .sprite_transform ; transform to apples
+ CMP.b #$B2 : BNE +
LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
+ CMP.b #$B3 : BNE .spawn_item
INX : INX : LDA.w OWBonkPrizeData,X ; X = row + 5
CLC : ADC.b #$08 : PHA
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
.sprite_transform
STA.w $0E20,Y
TYX : JSL.l Sprite_LoadProperties
BEQ +
; these are sprite properties that make it fall out of the tree to the east
LDA #$30 : STA $0F80,Y ; amount of force (related to speed)
LDA #$10 : STA $0D50,Y ; eastward rate of speed
LDA #$FF : STA $0B58,Y ; expiration timer
+
.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BNE + ; S = FlagBitmask, X (row + 2)
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
SEP #$20
+ JMP .return
; spawn itemget item
.spawn_item ; A = item id ; Y = tree sprite slot ; S = Collected, FlagBitmask, X (row + 2)
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : JMP .return ; S = FlagBitmask, X (row + 2)
+ LDA 2,S : TAX : INX : INX
LDA.w OWBonkPrizeData,X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
DEX
LDA.b #$01 : STA !REDRAW
LDA.b #$EB
STA.l $7FFE00
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
; affects the rate the item moves in the Y/X direction
LDA.b #$00 : STA.w $0D40,Y
LDA.b #$0A : STA.w $0D50,Y
LDA.b #$20 : STA.w $0F80,Y ; amount of force (gives height to the arch)
LDA.b #$FF : STA.w $0B58,Y ; stun timer
LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
; sets OW event bitmask flag, uses free RAM
PLA : STA.w $0ED0,Y ; S = X (row + 2)
; determines the initial spawn point of item
PLX : INX : INX : INX
LDA.w $0D00,Y : SEC : SBC.w OWBonkPrizeData,X : STA.w $0D00,Y
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
LDA.b #$01 : STA !REDRAW : STA !FORCE_HEART_SPAWN
PLB : RTL
.return
PLA : PLA : PLB : RTL
}
org $aa9000
OWDetectEdgeTransition:
{
@@ -1130,11 +1263,11 @@ dw $0f20, $0f40, $0020, $0f30, $757e, $0000, $0000, $0049
dw $0f70, $0fb8, $0048, $0f94, $757e, $0000, $0000, $004a
dw $0058, $00c0, $0068, $008c, $8080, $0000, $0000, $0017 ;Hobo (unused)
org $aab9e0 ;PC 1539e0
org $aab9a0 ;PC 1539a0
OWSpecialDestIndex:
dw $0080, $0081, $0082
org $aaba00 ;PC 153a00
org $aab9b0 ;PC 1539b0
OWTileWorldAssoc:
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0
@@ -1154,7 +1287,7 @@ db $40, $40, $40, $40, $40, $40, $40, $40
db $40, $40, $40, $40, $40, $40, $40, $40
db $00, $00
org $aabb00 ;PC 153b00
org $aaba70 ;PC 153a70
OWTileMapAlt:
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0
@@ -1175,3 +1308,63 @@ db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0
org $aabb00 ;PC 153b00
OWBonkPrizeData:
; OWID YX Flag Item MW Offset
db $00, $59, $10, $b0, $00, $20
db $05, $04, $10, $b2, $00, $00
db $0a, $4e, $10, $b0, $00, $20
db $0a, $a9, $08, $b1, $00, $20
db $10, $c7, $10, $b1, $00, $20
db $10, $f7, $08, $b4, $00, $20
db $11, $08, $10, $27, $00, $00
db $12, $a4, $10, $b2, $00, $20
db $13, $c7, $10, $31, $00, $20
db $13, $98, $08, $b1, $00, $20
db $15, $a4, $10, $b1, $00, $20
db $15, $fb, $08, $b2, $00, $20
db $18, $a8, $10, $b2, $00, $20
db $18, $36, $08, $35, $00, $20
db $1a, $8a, $10, $42, $00, $20
db $1a, $1d, $08, $b2, $00, $20
;db $1a, $77, $04, $35, $00, $20 ; pre aga ONLY ; hijacked murahdahla bonk tree
db $1b, $46, $10, $b1, $00, $10
db $1d, $6b, $10, $b1, $00, $20
db $1e, $72, $10, $b2, $00, $20
db $2a, $8f, $10, $36, $00, $20
db $2a, $45, $08, $36, $00, $20
db $2b, $d6, $10, $b2, $00, $20
db $2e, $9c, $10, $b2, $00, $20
db $2e, $b4, $08, $b0, $00, $20
db $32, $29, $10, $42, $00, $20
db $32, $9a, $08, $b2, $00, $20
db $42, $66, $10, $b2, $00, $20
db $51, $08, $10, $b2, $00, $00
db $51, $09, $08, $b2, $00, $00
db $54, $b5, $10, $27, $00, $00
db $54, $ef, $08, $b2, $00, $08
db $54, $b9, $04, $36, $00, $00
db $55, $aa, $10, $b0, $00, $20
db $55, $fb, $08, $35, $00, $20
db $56, $e4, $10, $b0, $00, $20
db $5b, $a7, $10, $b2, $00, $20
db $5e, $00, $10, $b2, $00, $20
db $6e, $8c, $10, $35, $00, $10
db $6e, $90, $08, $b0, $00, $10
db $6e, $a4, $04, $b1, $00, $10
db $74, $4e, $10, $b1, $00, $1c
; temporary fix - murahdahla replaces one of the bonk tree prizes
; so we copy the sprite table here and update the pointer
; longterm solution should be to spawn in murahdahla separately
org $09AE2A
Overworld_Sprites_Screen1A_2:
db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 }
db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 }
db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 }
db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
db $FF ; END
org $09CA55
dw Overworld_Sprites_Screen1A_2&$FFFF