let's dev may 23rd 2017
stats fixes bomb pickup Y-item selection shame chest tracking agahnim crash fix
This commit is contained in:
@@ -35,14 +35,15 @@ db #$00 ; expand file to 2mb
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!NPC_FLAGS = "$7EF410"
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!NPC_FLAGS_2 = "$7EF411"
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!INVENTORY_SWAP = "$7EF412"
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!HUD_FLAG = "$7EF416" ; --h- ----
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!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
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!INVENTORY_SWAP_2 = "$7EF414"
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!MAP_ZOOM = "$7EF415"
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!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
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!HUD_FLAG = "$7EF416" ; --h- ----
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!SHAME_CHEST = "$7EF416" ; ---s ----
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!HAS_GROVE_ITEM = "$7EF416" ; ---- ---g general flags, don't waste these
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!HIGHEST_SWORD_LEVEL = "$7EF417" ; --- -sss
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!FRESH_FILE_MARKER = "$7EF4F0" ; zero if fresh file
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!SRAM_SINK = "$7EF41E" ; <- change this
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!FRESH_FILE_MARKER = "$7EF4F0" ; zero if fresh file
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;$7EF41A[w] - Programmable Item #1
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;$7EF41C[w] - Programmable Item #3
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;$7EF41E[w] - Programmable Item #3
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@@ -401,6 +402,9 @@ DrawProgressIcons: ; this returns short
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org $0DED29
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DrawEquipment: ; this returns short
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org $0DFA78
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HUD_RebuildLong:
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org $0EEE10
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Messaging_Text:
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@@ -369,8 +369,8 @@ LDA.w BottleListExpanded, X
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org $09895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X)
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LDA.w PotionListExpanded, X
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;--------------------------------------------------------------------------------
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;org $06D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work
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;JSL HandleBombAbsorbtion
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org $06D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work
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JSL HandleBombAbsorbtion
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;--------------------------------------------------------------------------------
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;================================================================================
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@@ -773,7 +773,7 @@ org $1ED577 ; <- F5577 - sprite_agahnim.asm:418 (PHX)
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JML.l GetAgahnimPalette
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GetAgahnimPaletteReturn:
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;--------------------------------------------------------------------------------
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org $1ED577 ; <- F5577 - sprite_agahnim.asm:587 (INC $0E30, X)
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org $1ED678 ; <- F5678 - sprite_agahnim.asm:587 (INC $0E30, X)
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NOP #2
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JSL.l GetAgahnimLightning
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;--------------------------------------------------------------------------------
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@@ -176,6 +176,7 @@ FullInventoryExternal:
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LDA !LOCK_STATS : BEQ + : RTL : +
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PHA : PHX : PHP : JMP AddInventory_fullItemCounts
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;--------------------------------------------------------------------------------
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!SHAME_CHEST = "$7EF416" ; ---s ----
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AddInventory:
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PHA : PHX : PHP
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@@ -258,6 +259,15 @@ AddInventory:
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.dungeonCounts
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LDA $1B : BNE + : BRL .fullItemCounts : +
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; ==BEGIN INDOOR-ONLY SECTION
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REP #$20 ; Set 16-bit Accumulator
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LDA $A0 ; load room ID
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CMP.w #$0010 : BNE + ; Ganon Fall Room
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;!SHAME_CHEST = "$7EF416" ; ---s ----
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LDA !SHAME_CHEST : ORA.w #$0010 : STA !SHAME_CHEST
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+
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SEP #$20 ; Set 8-bit Accumulator
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LDA $040C ; get dungeon id
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@@ -315,6 +325,7 @@ AddInventory:
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;BRL .fullItemCounts
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+
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; == END INDOOR-ONLY SECTION
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.fullItemCounts
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CPY.b #$3B : BNE + ; Skip Total Counts for Repeat Silver Arrows
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@@ -459,13 +470,41 @@ AddInventory:
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+ CPY.b #$50 : BNE + ; Master Sword (Safe)
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JSR .incrementSword
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BRL .done
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+ CPY.b #$51 : !BLT + ; Items 4D - 4F - Capacity Upgrades
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+ CPY.b #$51 : !BLT + ; Items 51 - 54 - Capacity Upgrades
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CPY.b #$55 : !BGE +
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JSR .incrementCapacity
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BRL .done
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+ CPY.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
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JSR .incrementBow
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BRL .done
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+ CPY.b #$5E : BNE + ; Progressive Sword
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JSR .incrementSword
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BRL .done
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+ CPY.b #$5F : BNE + ; Progressive Shield
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JSR .incrementShield
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BRL .done
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+ CPY.b #$60 : BNE + ; Progressive Armor
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JSR .incrementMail
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BRL .done
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+ CPY.b #$61 : BNE + ; Progressive Lifting Glove
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JSR .incrementA
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BRL .done
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+ CPY.b #$70 : !BLT + ; Items 70 - 7F - Free Maps
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CPY.b #$80 : !BGE +
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JSR .incrementMap
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BRL .done
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+ CPY.b #$80 : !BLT + ; Items 80 - 8F - Free Compasses
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CPY.b #$90 : !BGE +
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JSR .incrementCompass
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BRL .done
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+ CPY.b #$90 : !BLT + ; Items 90 - 9F - Free Big Keys
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CPY.b #$A0 : !BGE +
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JSR .incrementBigKey
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BRL .done
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+ CPY.b #$A0 : !BLT + ; Items A0 - AF - Free Small Keys
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CPY.b #$B0 : !BGE +
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JSR .incrementKey
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BRL .done
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+
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.done
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PLP : PLX : PLA
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@@ -620,20 +659,14 @@ RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; HandleBombAbsorbtion: ; NOTE CAREFULLY HOW THESE TWO FUNCTIONS ARE PARTIALLY COMMENTED OUT
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; HandleBombAbsorbtion:
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;--------------------------------------------------------------------------------
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HandleBombAbsorbtion:
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STA $7EF375 ; thing we wrote over
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;RTL ; don't return, fall throgh to next function
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; Link_ReceiveItem_PreselectItems:
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;--------------------------------------------------------------------------------
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;Link_ReceiveItem_PreselectItems:
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LDA $0202 : BNE + ; skip if we already have some item selected
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; LDA $7EF343 : BEQ + ; skip if we have no bombs
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LDA $0303 : BNE + ; skip if we already have some item selected
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LDA.b #$04 : STA $0202 ; set selected item to bombs
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LDA.b #$01 : STA $0303 ; set selected item to bombs
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JSL.l HUD_RebuildLong
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+
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RTL
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;--------------------------------------------------------------------------------
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