Merged in DR v1.2.0.12
This commit is contained in:
@@ -12,9 +12,17 @@
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; 2) Draw over what vanilla just drew
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; 3) Hijack the door tile type routine
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; and replace the vanilla value with that of solid collision
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; For door dection free RAM at $19EE-$19FF has been co-opted to door each drawn doors position and type bytes
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; 19EE is for the "current" door for the IdentifyBlockedEntrance routine
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; The array at 19F0 is for the collision routine to retrieve that information as it is no longer
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; available by that point
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;===================================================================================================
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pushpc
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org $01B0E6
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JSL StoreDoorInfo
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org $01892F
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DoorDrawJankMove:
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JML PrepDoorDraw
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@@ -36,6 +44,11 @@ org $01C132 ; ADC.w #$0040 : TAX : LDA.b $00
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pullpc
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;===================================================================================================
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StoreDoorInfo:
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STA.w $1980,X
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LDA.b $00 : STA.w $19F0,X
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TXA
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RTL
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PrepDoorDraw:
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; first off, we need this routine to return to our jank hook
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@@ -46,6 +59,8 @@ PrepDoorDraw:
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; Much easier to just tell you to look at $01890D in the disassembly
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; and you should understand the vanilla program flow we need to reject
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PEA.w DoorDrawJankMove_return-1
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LDA.b $00
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STA.w $19EE ; for current routine
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; copy vanilla code (but fast rom)
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LDA.l $8186F0,X
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@@ -106,6 +121,9 @@ AdjustEscapeDoorGraphics:
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$104,X
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JSR IdentifySwampEntrance
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BCS .fix_swamp_entrance_alternate
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; the state of the A, X, and Y registers is irrelevant when we exit
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; they're all subsequently loaded with new values
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RTL
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@@ -142,24 +160,12 @@ AdjustEscapeDoorGraphics:
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LDY.w $0460 ; get door index
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LDX.w $19A0-2,Y ; get tilemap index
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; row 0
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LDA.w #$9DfC
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STA.l $7E2000+$000,X
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STA.l $7E2000+$002,X
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STA.l $7E2000+$004,X
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STA.l $7E2000+$006,X
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; row 1
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; row 1 - outer section
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LDA.w #$0908
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STA.l $7E2000+$080,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$086,X
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LDA.w #$14E8
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STA.l $7E2000+$082,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$084,X
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; row 2
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LDA.w #$0918
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STA.l $7E2000+$100,X
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@@ -171,6 +177,20 @@ AdjustEscapeDoorGraphics:
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$104,X
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.fix_swamp_entrance_alternate
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; row 0
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LDA.w #$9DFC
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STA.l $7E2000+$000,X
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STA.l $7E2000+$002,X
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STA.l $7E2000+$004,X
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STA.l $7E2000+$006,X
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; row 1 - mid section
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LDA.w #$14E8
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STA.l $7E2000+$082,X
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ORA.w #$4000 ; horizontally flip
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STA.l $7E2000+$084,X
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; row 3
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LDA.w #$A82C
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STA.l $7E2000+$180,X
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@@ -221,9 +241,8 @@ AdjustEscapeDoorCollisionShared:
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; Y is the same as what we entered with
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; X has A>>1, for whatever A entered with
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PHA
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LDA.w $1980, Y ; grab door info (type)
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AND.w #$00FF
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STA.b $0A ; store in temporary variable
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LDA.w $19F0, Y ; grab door info (type, position)
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STA.w $19EE ; store in temporary variable
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JSR IdentifyBlockedEntrance
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PLX ; this is a TAX in vanilla, just have X pull A instead
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@@ -247,8 +266,7 @@ AdjustEscapeDoorCollision_LowEntrance:
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;===================================================================================================
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; Enter with:
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; $0A containing the door information: position and type bytes
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; which should be from $1980, Y or [$B7], Y depending on where in the door process we are
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; $19EE containing the door information: position and type bytes
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; Exit with:
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; carry clear - leave door alone
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; carry set - block door
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@@ -271,9 +289,8 @@ IdentifyBlockedEntrance:
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- INX #2
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LDA.l RemoveRainDoorsRoom, X : CMP.w #$FFFF : BEQ .leave_alone
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CMP $A0 : BNE -
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LDA.b $0A
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CMP.w #$000A : BCC .continue
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CMP.w #$0014 : BCS .continue
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LDA.l RainDoorMatch, X
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CMP.w $19EE : BNE .leave_alone
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BRA .block_door
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.continue
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BRA -
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@@ -131,7 +131,10 @@ BigKeyDoorCheck:
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; FixOvalFadeOutMirror:
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; LDA.b $10 : CMP.b #$0F : BEQ .skip_activation
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; LDA.l CurrentWorld : BNE .skip_activation
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; LDA.l InvertedMode : BNE +
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; LDA.l CurrentWorld : BNE .skip_activation
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; RTL
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; + LDA.l CurrentWorld : BEQ .skip_activation
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; RTL
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; .skip_activation
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; PLA : PLA : PLA : JML Sprite_6C_MirrorPortal_missing_mirror
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