diff --git a/doorrando/overrides.asm b/doorrando/overrides.asm index 8d09c62..bf50c16 100644 --- a/doorrando/overrides.asm +++ b/doorrando/overrides.asm @@ -70,14 +70,14 @@ CutoffEntranceRug: LDA $04 : cmp #$000A : BEQ + ; only affect A & C objects cmp #$000C : BNE .norm + LDX #$0000 : LDA !CutoffTable, x - - CMP.W $A0 : BEQ .check + - CMP.b $A0 : BEQ .check INX #2 : LDA !CutoffTable, x : CMP.w #$FFFF : BNE - .norm PLX : PLA : LDA $9B52, y : STA $7E2000, x ; what we wrote over RTL .check LDA $0c : CMP #$0004 : !BGE .skip LDA $0e : CMP #$0008 : !BGE .skip - CMP.l #$0004 : !BLT .skip + CMP.w #$0004 : !BLT .skip BRA .norm .skip PLX : PLA : RTL diff --git a/hooks.asm b/hooks.asm index fb5b386..c9fb6f1 100644 --- a/hooks.asm +++ b/hooks.asm @@ -504,8 +504,10 @@ PreventEnterOnBonk_BRANCH_IX: ;================================================================================ ; Crystals Mode ;-------------------------------------------------------------------------------- +org $899B6D +AncillaAdd_GTCutscene_Exit: org $899B7F ; <- ancilla_init.asm : 4136 (LDA $7EF37A : AND.b #$7F : CMP.b #$7F) -JSL CheckTowerOpen : BCC $899B6D +JSL CheckTowerOpen : BCC AncillaAdd_GTCutscene_Exit ;-------------------------------------------------------------------------------- org $88CE0C ; <- 44E0C - ancilla_break_tower_seal.asm : 168 (BEQ #$03 : JSR GTCutscene_SparkleALot : LDX.b #$06) JML.l GTCutscene_AnimateCrystals_Prep : NOP @@ -2391,7 +2393,7 @@ org $80D17E+178 : db ExpandedTrinexx>>0 ; Use above sheet in Hyrule castle courtyard after rain state. org $80DB9E ; Hyrule Castle GFX Sprite Sheet 4 on [LW1] db $3F -db $80DBA2 ; Hyrule Castle GFX Sprite Sheet 4 on [RainState] +org $80DBA2 ; Hyrule Castle GFX Sprite Sheet 4 on [RainState] db $3F org $80DC0A ; Hyrule Castle GFX Sprite Sheet 4 on [LW2] db $3F diff --git a/newitems.asm b/newitems.asm index dff195e..e5c0db4 100644 --- a/newitems.asm +++ b/newitems.asm @@ -1207,27 +1207,4 @@ dw $0000 ; Sewers PendantMasks: db $04, 01, 02 -NewItemsChecks: - CMP.b #$B2 : BNE + ; Fairy - LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI .done - LDA $22 : CLC : ADC.b #$03 : AND.b #$F8 : STA $0D10,Y - LDA $23 : ADC.b #$00 : STA $0D30,Y ; round X to nearest 8 - LDA.b $20 : SEC : SBC.b #$10 : STA.w $0D00,Y - LDA.b $21 : SBC.b #$00 : STA.w $0D20,Y ; move up 16 pixels - LDA.b $EE : STA.w $0F20,Y ; spawns on same layer as link - LDA.b #$FF : STA.w $0B58,Y ; allows them to expire - BRA .done - + CMP.b #$B3 : BNE + ; Chicken - LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI .done - LDA $22 : CLC : ADC.b #$03 : AND.b #$F8 : STA $0D10,Y - LDA $23 : ADC.b #$00 : STA $0D30,Y ; round X to nearest 8 - LDA.b $20 : SEC : SBC.b #$08 : STA.w $0D00,Y - LDA.b $21 : SBC.b #$00 : STA.w $0D20,Y ; move up 8 pixels - LDA.b $EE : STA.w $0F20,Y ; spawns on same layer as link - BRA .done - + CMP.b #$B4 : BNE .done ; Big Magic - LDA.b #$80 : STA MagicFiller ; fill magic - .done -RTS -