Standardize on JML for long jumps (instead of JMP.l)

This commit is contained in:
Kevin Cathcart
2018-04-21 22:12:51 -04:00
parent 6bbf37110c
commit edb3cbaaeb
7 changed files with 26 additions and 26 deletions

View File

@@ -27,12 +27,12 @@ RTS
SmithDoorCheck:
LDA.l SmithTravelsFreely : AND.w #$00FF : BEQ .orig
;If SmithTravelsFreely is set Frog/Smith can enter multi-entrance overworld doors
JMP.l Overworld_Entrance_BRANCH_RHO
JML.l Overworld_Entrance_BRANCH_RHO
.orig ; The rest is equivlent to what we overwrote
CPX.w #$0076 : !BGE +
JMP.l Overworld_Entrance_BRANCH_LAMBDA
JML.l Overworld_Entrance_BRANCH_LAMBDA
+
JMP.l Overworld_Entrance_BRANCH_RHO
JML.l Overworld_Entrance_BRANCH_RHO
;--------------------------------------------------------------------------------

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@@ -54,8 +54,8 @@ RTL
FluteBoy:
LDA $10 : CMP.b #$1A : BEQ +
LDA.b #$01 : STA $0FDD
JMP.l FluteBoy_Abort
JML.l FluteBoy_Abort
+
LDA $0D80, X : CMP.b #$03 ; thing we wrote over
JMP.l FluteBoy_Continue
JML.l FluteBoy_Continue
;--------------------------------------------------------------------------------

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@@ -408,7 +408,7 @@ dl $080116, $070116; <- E97E
;org $06C9BC ; <- 349BC - sprite_ponds.asm : 1066
;org $06C9C0 ; <- 349C0 - sprite_ponds.asm : 1068
;org $06C926 ; <- 34926 - sprite_ponds.asm : 945
;JMP.l GetFairySword
;JML.l GetFairySword
;NOP #12
org $06C936 ; <- 34936 - sprite_ponds.asm : 952
PyramidFairy_BRANCH_IOTA:
@@ -426,7 +426,7 @@ org $068A14 ; <- 30A14 - sprite_prep.asm : 716
NOP #8 ; fix bomb shop spawn for dwarfless big bomb
;--------------------------------------------------------------------------------
org $06B489 ; <- 33489 - sprite_smithy_bros.asm : 473 (LDA $7EF359 : CMP.b #$03 : BCS .tempered_sword_or_better)
JMP.l GetSmithSword
JML.l GetSmithSword
NOP #4
Smithy_DoesntHaveSword:
org $06B49D ; <- 3349D - sprite_smithy_bros.asm : 485 (.tempered_sword_or_better)
@@ -483,7 +483,7 @@ org $07B57B ; <- 3B57B - Bank07.asm : 8523 (BMI .cantOpen)
NOP #2
;--------------------------------------------------------------------------------
org $00D531 ; 5531 - Bank00.asm:3451 (LDY.b #$5D)
JMP.l GetAnimatedSpriteGfxFile
JML.l GetAnimatedSpriteGfxFile
org $00D547 ; 5547 - Bank00.asm:3467 (JSR Decomp_spr_high)
GetAnimatedSpriteGfxFile_return:
@@ -843,7 +843,7 @@ org $08C6F9 ; 446F9 - ancilla_receive_item.asm : 538 - (LDA AddReceiveItem.prope
LDA AddReceivedItemExpanded_properties, X
;--------------------------------------------------------------------------------
org $08C70F ; 4470F - ancilla_receive_item.asm : 550 - (LDA .wide_item_flag, X : STA ($92), Y ; AddReceiveItem.wide_item_flag? ; LDA.b #$00 : STA ($92), Y in the japanese version)
JMP.l LoadNarrowObject
JML.l LoadNarrowObject
NOP
LoadNarrowObjectReturn:
;--------------------------------------------------------------------------------
@@ -1427,10 +1427,10 @@ org $05ED10 ; <- 2ED10 - sprite_zelda.asm : 233 - (LDA.b #$19 : STA $012C)
NOP #5
;--------------------------------------------------------------------------------
org $1ECE47 ; <- F4E47 - sprite_crystal_maiden.asm : 220
JMP.l MaidenCrystalScript
JML.l MaidenCrystalScript
;--------------------------------------------------------------------------------
org $1ECCEB ; <- F4CEB - sprite_crystal_maiden.asm : 25 ; skip all palette nonsense
JMP.l SkipCrystalPalette
JML.l SkipCrystalPalette
org $1ECD39
SkipCrystalPalette:
;--------------------------------------------------------------------------------
@@ -1830,7 +1830,7 @@ org $06B048 ; <- 33048
JSL.l ItemCheck_TreeKid3
org $06AF59 ; <- 32F59 - sprite_flute_boy.asm : 36 (LDA $0D80, X : CMP.b #$03 : BEQ .invisible)
JMP.l FluteBoy
JML.l FluteBoy
FluteBoy_Abort:
RTS
FluteBoy_Continue:

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@@ -23,5 +23,5 @@ MaidenCrystalScript:
JSL.l MaybeWriteSRAMTrace
JMP $1ECF35 ; <- F4F35 - sprite_crystal_maiden.asm : 426
JML.l $1ECF35 ; <- F4F35 - sprite_crystal_maiden.asm : 426
;--------------------------------------------------------------------------------

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@@ -463,7 +463,7 @@ AddReceivedItemExpanded:
PLX : PLA
PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
JMP.l AddReceivedItem+2
JML.l AddReceivedItem+2
}
;--------------------------------------------------------------------------------
;DATA AddReceivedItemExpanded
@@ -1044,5 +1044,5 @@ RTS
ActivateGoal:
STZ $11
STZ $B0
JMP.l StatsFinalPrep
JML.l StatsFinalPrep
;--------------------------------------------------------------------------------

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@@ -6,18 +6,18 @@
;GetFairySword:
; CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert single fighter sword to low id one
; CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert safe master sword to normal one
; CMP #$04 : !BLT + : JMP.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
; JSL ItemCheck_FairySword : BEQ + : JMP.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
; CMP #$04 : !BLT + : JML.l PyramidFairy_BRANCH_IOTA : + ; for any sword, incl newer
; JSL ItemCheck_FairySword : BEQ + : JML.l PyramidFairy_BRANCH_IOTA : + ; skip if we already flagged getting this
; JSL ItemSet_FairySword ; mark as got
; LDA FairySword : STA $0DC0, X ; whichever sword
; LDA.b #$05 : STA $0EB0, X ; something we overwrote, documentation unclear on purpose
;
;JMP.l PyramidFairy_BRANCH_GAMMA
;JML.l PyramidFairy_BRANCH_GAMMA
;================================================================================
;GetSmithSword:
; JSL ItemCheck_SmithSword : BEQ + : JMP.l Smithy_AlreadyGotSword : + ; check if we're not already done
; JSL ItemCheck_SmithSword : BEQ + : JML.l Smithy_AlreadyGotSword : + ; check if we're not already done
; ;JSL ItemSet_SmithSword - too early
;JMP.l Smithy_DoesntHaveSword
;JML.l Smithy_DoesntHaveSword
;================================================================================
;LoadSwordForDamage:
; LDA $7EF359 : CMP #$04 : BNE .done ; skip if not gold sword
@@ -111,16 +111,16 @@ RTL
RTL
;================================================================================
GetSmithSword:
JSL ItemCheck_SmithSword : BEQ + : JMP.l Smithy_AlreadyGotSword : +
JSL ItemCheck_SmithSword : BEQ + : JML.l Smithy_AlreadyGotSword : +
LDA.l SmithItemMode : BNE +
JMP.l Smithy_DoesntHaveSword ; Classic Smithy
JML.l Smithy_DoesntHaveSword ; Classic Smithy
+
LDA.l SmithItem : TAY
STZ $02E9 ; Item from NPC
PHX : JSL Link_ReceiveItem : PLX
REP #$20 : LDA $7EF360 : !SUB.w #$000A : STA $7EF360 : SEP #$20 ; Take 10 rupees
JSL ItemSet_SmithSword
JMP.l Smithy_AlreadyGotSword
JML.l Smithy_AlreadyGotSword
;================================================================================
CheckMedallionSword:
PHB : PHX : PHY

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@@ -96,7 +96,7 @@ LoadNarrowObject:
LDA AddReceivedItemExpanded_wide_item_flag, X : STA ($92), Y ; AddReceiveItem.wide_item_flag? ; LDA.b #$00 : STA ($92), Y in the japanese version
PLY
;JSL.l DrawNarrowDroppedObject
JMP.l LoadNarrowObjectReturn
JML.l LoadNarrowObjectReturn
;--------------------------------------------------------------------------------
DrawNarrowDroppedObject:
; If it's a 16x16 sprite, we'll only draw one, otherwise we'll end up drawing