Initial Prize Shuffle Implementation

This commit is contained in:
codemann8
2024-05-23 18:23:26 -05:00
parent b76d440958
commit f9da730caf
20 changed files with 684 additions and 373 deletions

View File

@@ -188,6 +188,8 @@ ItemReceiptGraphicsROM:
; we need some empty space here so that 0000 can mean nothing
fillbyte $00 : fill 32
incbin "data/customitems.4bpp"
PreloadedGraphicsROM:
incbin "data/preloadedgfx.4bpp"
warnpc $A2B000
org $A2B000
incsrc itemdatatables.asm ; Statically mapped

View File

@@ -13,5 +13,7 @@ dw $0000, $7FFF, $27FF, $5E2D, $4F5F, $1CE7, $2E9C, $14B6
dw $0000, $7E4E, $6F44, $1CF5, $7399, $1CE7, $02F9, $0233
.crystal
dw $7FFF, $7FFF, $0000, $5907, $6E0E, $0000, $7FBB, $7672
.red_crystal
dw $7FFF, $7FFF, $0000, $0C94, $2D99, $0000, $6F3D, $4A3B
.off_black
dw $0000, $14A5, $14A5, $14A5, $14A5, $14A5, $14A5, $14A5

BIN
data/preloadedgfx.4bpp Normal file

Binary file not shown.

BIN
data/preloadedgfx.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

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@@ -1,8 +1,6 @@
!BlankTile = $207F
!SlashTile = $2830
!HyphenTile = $2405
!PTile = $296C
!CTile = $295F
!LTile = $2D68
!DTile = $2D60
!RedSquare = $345E
@@ -114,8 +112,8 @@ dw $0000, $0000, $0000, $0000, $000a, $000a, $000a, $0014, $000a, $0014, $0000,
DrHudDungeonItemsAdditions:
{
jsl DrawHUDDungeonItems
lda.l HUDDungeonItems : and.b #$ff : bne + : rtl : +
lda.l DRMode : cmp.b #$02 : beq + : rtl : +
lda.l DRMode : cmp.b #$02 : beq + : rtl
+
phx : phy : php
rep #$30

View File

@@ -3,9 +3,6 @@
;--------------------------------------------------------------------------------
SpawnDungeonPrize:
PHX : PHB
PHA : LDA.b #$00 : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID : PLA
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w ItemReceiptID
TAX
LDA.b #$29 : LDY.b #$06
@@ -13,7 +10,7 @@ SpawnDungeonPrize:
JSL AddAncillaLong
BCS .failed_spawn
LDA.w ItemReceiptID
STA.w AncillaGet,X : STA.w SprItemReceipt,X
STA.w AncillaGet,X
JSR AddDungeonPrizeAncilla
.failed_spawn
PLB : PLX
@@ -62,15 +59,33 @@ RTS
PrepPrizeTile:
PHA : PHX : PHY
LDA.b #$00 : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.w AncillaGet, X
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SprItemReceipt,X
JSL TransferItemReceiptToBuffer_using_ReceiptID
JSL BossPrizeGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.b #$01 : STA.l SpriteSkipEOR
LDA.w AncillaGet, X
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w AncillaGet, X
JSL RequestStandingItemVRAMSlot
LDA.b #$00 : STA.l SpriteSkipEOR
PLY : PLX : PLA
RTL
PrizeReceiveItem:
PHA
JSL BossPrizeGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
CMP.b #$6A : BNE +
; TODO : This doesn't increment any item counts/stats
JML ActivateTriforceCutscene
+
JSL Link_ReceiveItem
LDA.l TextBoxDefer : BEQ +
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
JSL Main_ShowTextMessage_Alt
LDA.b #$00 : STA.l TextBoxDefer
+
RTL
SetItemPose:
PHA
LDA.w DungeonID : BMI .one_handed
@@ -232,7 +247,6 @@ PrepPrizeOAMCoordinates:
STA.b Scrap02
STA.b Scrap04
REP #$20
LDA.w AncillaZCoord,X
AND.w #$00FF
STA.b ScrapBuffer72
@@ -243,9 +257,35 @@ PrepPrizeOAMCoordinates:
SBC.b ScrapBuffer72
STA.b Scrap00
SEP #$20
JSL PrepAncillaAnimation
TXY
LDA.w AncillaGet,X : TAX
LDA.w AncillaGet,Y : AND.w #$00FF : PHA
REP #$10
ASL : TAX
LDA.l VRAMAddressOffset,X : STA.b Scrap0C
CLC : ADC.w #$0010 : STA.b Scrap0D
PLX
SEP #$10
PHX
; special animation handling
CPX.b #$D2 : BNE + ; fairy
LDX.w AncillaDirection,Y : BEQ ++ : CPX.b #$03 : BEQ ++ ; use other fairy GFX
LDA.b Scrap0C : CLC : ADC.w #$0002 : STA.b Scrap0C
CLC : ADC.w #$0010 : STA.b Scrap0D
++ CPX.b #$02 : BCC .check_width ; move fairy up 2 pixels
LDA.b Scrap00 : SEC : SBC.w #$0002 : STA.b Scrap00
BRA .check_width
+ CPX.b #$D6 : BNE + ; good bee
LDA.b Scrap0C : AND.w #$FF00 : ORA.w #$007C : STA.b Scrap0C ; use blank GFX for high VRAM
LDX.w AncillaDirection,Y : BEQ ++ : CPX.b #$03 : BEQ ++ ; use other bee GFX
LDA.b Scrap0D : SEC : SBC.w #$0010 : STA.b Scrap0D
++ CPX.b #$02 : BCC + ; move bee up 2 pixels
LDA.b Scrap00 : SEC : SBC.w #$0002 : STA.b Scrap00
+
.check_width
PLX
SEP #$20
LDA.l SpriteProperties_chest_width,X : BNE .wide
TYX
LDA.w AncillaID,X : CMP.b #$3E : BEQ .rising_crystal
@@ -267,20 +307,70 @@ PrepPrizeOAMCoordinates:
PLY : PLX
RTL
PrepPrizeVRAMHigh:
PHX
LDX.b #$00
JSL PrepPrizeVRAM : BCS .store
LDA.b #$24
.store
STA.b ($90),Y
PLX
RTL
PrepPrizeVRAMLow:
PHX
LDX.b #$01
JSL PrepPrizeVRAM : BCS .store
LDA.b #$34
.store
STA.b ($90),Y
PLX
RTL
PrepPrizeVRAM:
PHY
LDA.b 9,S : TAY
LDA.w AncillaID,Y : CMP.b #$29 : BEQ +
PLY : CLC : RTL ; not a prize drop ancilla
+ LDA.b Scrap0C,X : CMP.b #$24 : BEQ + : CMP.b #$34 : BEQ +
PLY : SEC : RTL ; in vanilla VRAM
+
; use dynamic VRAM slot
PHX
LDA.w SprItemGFXSlot,Y : ASL : TAX
REP #$20
LDA.l FreeUWGraphics,X : LSR #4
PLX
CPX.b #$01 : BNE +
CLC : ADC.w #$0010
+
SEP #$20
PLY : SEC
RTL
PrepPrizeShadow:
PHX
LDA.w ItemReceiptID : TAX
LDA.b 5,S : TAX : LDA.w AncillaGet,X : TAX
LDA.l SpriteProperties_standing_width,X : BNE .wide
LDA.b Scrap02
SEC : SBC.b #$04
STA.b Scrap02
PLX : LDX.b #$02
BRA .wide+1
.wide
LDA.b #$20 : STA.b Scrap04 ; What we wrote over
PLX
LDA.b #$20 : STA.b Scrap04 ; What we wrote over
RTL
CheckPoseItemCoordinates:
PHX
LDA.w SprRedrawFlag,X : BEQ +
JSL BossPrizeGetPlayer : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.b #$01 : STA.l SpriteSkipEOR
LDA.w AncillaGet,X
JSL RequestStandingItemVRAMSlot
LDA.b #$00 : STA.l SpriteSkipEOR
+
LDA.w ItemReceiptPose : BEQ .done
BIT.b #$02 : BEQ .done
LDA.w AncillaGet,X : TAX
@@ -302,6 +392,9 @@ CrystalOrPendantBehavior:
AND.w #$00FF : ASL : TAX
LDA.l InventoryTable_properties,X : BIT.w #$0080 : BNE .crystal_behavior
SEP #$30
LDA.w ItemReceiptPose : BEQ +
LDA.b #$02 : STA.b LinkDirection
+
PLX : PLA
RTS
.crystal_behavior
@@ -325,3 +418,13 @@ SetDungeonCompleted:
SEP #$20
+
RTS
ClearMultiworldText:
PHP : PHX
SEP #$30
LDA.l !MULTIWORLD_HUD_TIMER : BEQ +
LDA.b #$01 : STA.l !MULTIWORLD_HUD_TIMER
JSL GetMultiworldItem
+
PLX : PLP
RTL

View File

@@ -31,6 +31,7 @@ RTL
;--------------------------------------------------------------------------------
OnDungeonBossExit:
JSL StatTransitionCounter
JSL ClearMultiworldText
JSL DynamicDropGFXClear
RTL
;--------------------------------------------------------------------------------

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@@ -247,7 +247,7 @@ CheckForCrystalBossesDefeated:
LDY.w #10
.next_check
LDA.w CrystalPendantFlags_2-2,Y
LDA.w CrystalPendantFlags_2+2,Y
BIT.w #$0040
BEQ ++

View File

@@ -3,7 +3,7 @@
;--------------------------------------------------------------------------------
HeartPieceGet:
PHX : PHY
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDY.w SprItemReceipt, X : BNE +
LDA.w SprSourceItemId, X : BNE ++
JSL LoadHeartPieceRoomValue
@@ -16,8 +16,9 @@ HeartPieceGet:
+
JSL MaybeMarkDigSpotCollected
.skipLoad
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
LDA.w SprItemMWPlayer, X : BNE .not_heart
CMP.b #$00 : BNE .not_heart
LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter
.not_heart
JSL Player_HaltDashAttackLong
@@ -110,8 +111,8 @@ RTL
;--------------------------------------------------------------------------------
NormalItemSkipSound:
; Out: c - skip sounds if set
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
JSL CheckIfBossRoom : BCS .boss_room
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
TDC
CPY.b #$17 : BEQ .skip
CLC
@@ -816,6 +817,50 @@ HeartPieceGetPlayer:
RTL
}
;--------------------------------------------------------------------------------
BossPrizeGetPlayer:
{
PHP
REP #$20 ; set 16-bit accumulator
LDA.b RoomIndex ; these are all decimal because i got them that way
CMP.w #200 : BNE +
LDA.l Prize_ArmosKnights_Player
BRA .done
+ CMP.w #51 : BNE +
LDA.l Prize_Lanmolas_Player
BRA .done
+ CMP.w #7 : BNE +
LDA.l Prize_Moldorm_Player
BRA .done
+ CMP.w #90 : BNE +
LDA.l Prize_HelmasaurKing_Player
BRA .done
+ CMP.w #6 : BNE +
LDA.l Prize_Arrghus_Player
BRA .done
+ CMP.w #41 : BNE +
LDA.l Prize_Mothula_Player
BRA .done
+ CMP.w #172 : BNE +
LDA.l Prize_Blind_Player
BRA .done
+ CMP.w #222 : BNE +
LDA.l Prize_Kholdstare_Player
BRA .done
+ CMP.w #144 : BNE +
LDA.l Prize_Vitreous_Player
BRA .done
+ CMP.w #164 : BNE +
LDA.l Prize_Trinexx_Player
BRA .done
+
LDA.w #$0000
.done
AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
PLP
RTL
}
;--------------------------------------------------------------------------------
HeartPieceSetRedraw:
PHY
LDY.b #$0F

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@@ -914,6 +914,7 @@ JSL Sprite_ConditionalPrepOAMCoord
org $8799F7 ; 399F7 - Bank07.asm:4107 (JSL AddReceivedItem)
JSL AddReceivedItemExpanded
BRA Link_ReceiveItem_HUDRefresh
org $88C505
JSL Ancilla22_ItemReceipt_ContinueB : NOP #2
@@ -1049,10 +1050,13 @@ BCS Ancilla22_ItemReceipt_is_pendant : BRA Ancilla22_ItemReceipt_wait_for_music
org $88C61D : JSL AnimatePrizeCutscene : NOP
org $88C622 : BCC ItemReceipt_Animate_continue
org $88C6BA : JSL CheckPoseItemCoordinates
org $88C6C3 : JSL PrepPrizeVRAMHigh
org $88C6F4 : JSL PrepPrizeVRAMLow
org $88CAD6 : JSL HandleDropSFX : NOP #2
org $88CADC : BCC Ancilla29_MilestoneItemReceipt_skip_crystal_sfx
org $88CAE9 : JSL PrepPrizeTile
org $88CB23 : JSL PrizeDropSparkle : BCC Ancilla29_MilestoneItemReceipt_no_sparkle : NOP #2
org $88CB6A : JSL PrizeReceiveItem
org $88CB97 : JSL PrepPrizeOAMCoordinates : BRA + : NOP #$12 : +
org $88CBFF : JSL PrepPrizeShadow
org $88CC6C : JSL HandleCrystalsField
@@ -1249,7 +1253,8 @@ org $87A3AB ; 3A3AB - Bank07.asm : 5726 - LDA.b #$12 : JSR Player_DoSfx2
_Bank07_5726:
;--------------------------------------------------------------------------------
org $879A0E ; 39A0E - Bank07.asm : 4117 - JSL HUD.RefreshIconLong
JSL Link_ReceiveItem_HUDRefresh
Link_ReceiveItem_HUDRefresh:
JSL HUDRefresh
;================================================================================
; Swordless Mode
@@ -1693,14 +1698,6 @@ org $82B15C ; <- 1315C - Bank02.asm:7672 - (LDA $7EF3CA : EOR.b #$40 : STA $7EF3
JSL IncrementOWMirror
JSL FlipLWDWFlag : NOP #2
;================================================================================
;org $8AC5BB ; < 545BB - Bank0A.asm:1856 - (LDA $7EF3C7 : CMP.b #$03 : BNE .fail)
;JSL OverworldMap_CheckObject : RTS
;org $8AC5D8 ; < 545D8 - Bank0A.asm:1885 - (LDA $7EF3C7 : CMP.b #$07 : BNE OverworldMap_CheckPendant_fail)
;JSL OverworldMap_CheckObject : RTS
;================================================================================
org $8AC53E ; <- 5453E - Bank0A.asm:1771 - (LDA $0AC50D, X : STA $0D)
LDA.l CrystalNumberTable-1,X
;================================================================================
; EVERY INSTANCE OF STA $7EF3C7 IN THE ENTIRE CODEBASE
org $829D51 : JSL SetLWDWMap
org $8589BB : JSL SetLWDWMap
@@ -1721,9 +1718,6 @@ org $85FF7D : JSL GetMapMode
org $8AC01A : JSL GetMapMode
org $8DC849 : JSL GetMapMode
;================================================================================
org $8AC012 ; <- 54012 - Bank0A.asm:1039 (LDA $7EF2DB : AND.b #$20 : BNE BRANCH_DELTA)
NOP #8
;================================================================================
org $828B8F ; <- 10B8F - Bank02.asm:2236 (LDA $7EF374 : LSR A)
JSL CheckHeraBossDefeated : NOP
;================================================================================

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@@ -365,7 +365,7 @@ IncrementFinalSword:
PLX
RTL
;--------------------------------------------------------------------------------
Link_ReceiveItem_HUDRefresh:
HUDRefresh:
LDA.l BombsEquipment : BNE + ; skip if we have bombs
LDA.l BombCapacity : BEQ + ; skip if we can't have bombs
LDA.l BombsFiller : BEQ + ; skip if we are filling no bombs
@@ -593,6 +593,7 @@ RTL
DrawPowder:
;LDA.w ItemReceiptPose : BNE .defer ; defer if link is buying a potion
LDA.w SprRedrawFlag, X : BEQ +
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.w SprSourceItemId, X
JSL AttemptItemSubstitution
JSL ResolveLootIDLong

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@@ -592,9 +592,9 @@ endmacro
%SpriteProps($AD, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AD - Small key of Ganon's Tower
%SpriteProps($AE, 2, 2, $02, $02, $0000) ; AE - Reserved
%SpriteProps($AF, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; AF - Generic small key
%SpriteProps($B0, 2, 2, $80, $80, PalettesCustom_crystal) ; B0 - Crystal 6
%SpriteProps($B0, 2, 2, $80, $80, PalettesCustom_red_crystal) ; B0 - Crystal 6
%SpriteProps($B1, 2, 2, $80, $80, PalettesCustom_crystal) ; B1 - Crystal 1
%SpriteProps($B2, 2, 2, $80, $80, PalettesCustom_crystal) ; B2 - Crystal 5
%SpriteProps($B2, 2, 2, $80, $80, PalettesCustom_red_crystal) ; B2 - Crystal 5
%SpriteProps($B3, 2, 2, $80, $80, PalettesCustom_crystal) ; B3 - Crystal 7
%SpriteProps($B4, 2, 2, $80, $80, PalettesCustom_crystal) ; B4 - Crystal 2
%SpriteProps($B5, 2, 2, $80, $80, PalettesCustom_crystal) ; B5 - Crystal 4
@@ -1522,8 +1522,8 @@ VRAMAddressOffset:
dw $0024 ; 21 - Net
dw $0024 ; 22 - Blue Mail
dw $0024 ; 23 - Red Mail
dw $0024 ; 24 - Small Key
dw $0024 ; 25 - Compbutt
dw $006B ; 24 - Small Key
dw $0024 ; 25 - Compass
dw $0024 ; 26 - Heart Container from 4/4
dw $0024 ; 27 - Bomb
dw $0024 ; 28 - 3 bombs

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@@ -13,7 +13,8 @@ RequestStandingItemVRAMSlot:
PHX : PHY
PHA
LDA.b #$01 : STA.w SprRedrawFlag, X
JSL Sprite_IsOnscreen : BCC ++
LDA.l SpriteSkipEOR : BNE + ; skips on-screen check for special cases, like for prize ancilla
JSL Sprite_IsOnscreen : BCC ++ : +
; skip sending the request if busy with other things
LDA.b GameSubMode : CMP.b #$21 : BCS ++ ; skip if OW is loading Map16 GFX ; TODO: Figure out how to allow submodule 22, check DMA status instead
LDA.b LinkState : CMP.b #$14 : BEQ ++ ; skip if we're mid-mirror
@@ -357,6 +358,12 @@ PrepItemAnimation:
LDA.b FrameCounter : AND.b #$30 : LSR #4 : STA.w SpriteDirectionTable, X
RTS
PrepAncillaAnimation:
PHP : SEP #$20
LDA.b FrameCounter : AND.b #$30 : LSR #4 : STA.w AncillaDirection, X
PLP
RTL
WaitForNewVBlank:
LDA.b #$00 : STA.w NMITIMEN ; Disable interrupts
- LDA.w RDNMI : BMI - ; Wait until v-blank is over

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@@ -352,7 +352,7 @@ SetupEnemyDropIndicator:
; LDA.w DungeonID : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks
; compass checks
; does compass for dungeon exist?
; LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks
; LSR : TAX : LDA.l CompassExists : AND.l DungeonItemMasks,X : BEQ .skipCompassChecks
; do we have the compass
; sewers? outstanding?
; LDA.l CompassField : LDX.w DungeonID : AND.l DungeonMask, X : BEQ .done

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@@ -1,146 +1,413 @@
pushpc
org $8ABABE : JSL WorldMap_LoadChrHalfSlot
org $8ABDF6
WorldMapIcon_DungeonPointers: ; dungeon idx order
dw WorldMapIcon_pos_hc
dw $0000
dw WorldMapIcon_pos_ep
dw WorldMapIcon_pos_dp
dw WorldMapIcon_pos_at
dw WorldMapIcon_pos_sp
dw WorldMapIcon_pos_pod
dw WorldMapIcon_pos_mm
dw WorldMapIcon_pos_sw
dw WorldMapIcon_pos_ip
dw WorldMapIcon_pos_toh
dw WorldMapIcon_pos_tt
dw WorldMapIcon_pos_tr
dw WorldMapIcon_pos_gt
WorldMapIcon_ExtraPointers: ; dungeon idx order
dw WorldMapIcon_extrapos_hc
dw $0000
dw $0000
dw WorldMapIcon_extrapos_dp
dw $0000
dw $0000
dw $0000
dw $0000
dw WorldMapIcon_extrapos_sw
dw $0000
dw $0000
dw $0000
dw WorldMapIcon_extrapos_tr
dw $0000
warnpc $8ABE2E
org $8ABE2E
; located posx/posy, dislocated posx/posy, prize pox/posy
; located = proper location of icon (default: if you have map)
; dislocated = location of icon if proper location is hidden from player
; highest bit on first posx indicates which world it should show in
; $FFxx on X coord means skip drawing
WorldMapIcon_pos:
.hc
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.ep
dw $0F31, $0620, $FF00, $FF00, $0F31, $0620
.dp
dw $0108, $0D70, $FF00, $FF00, $0108, $0D70
.at
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.sp
dw $8759, $0ED0, $FF00, $FF00, $8759, $0ED0
.pod
dw $8F40, $0620, $FF00, $FF00, $8F40, $0620
.mm
dw $8100, $0CA0, $FF00, $FF00, $8100, $0CA0
.sw
dw $8082, $00B0, $FF00, $FF00, $8082, $00B0
.ip
dw $8CA0, $0DA0, $FF00, $FF00, $8CA0, $0DA0
.toh
dw $08D0, $0080, $FF00, $FF00, $08D0, $0080
.tt
dw $81D0, $0780, $FF00, $FF00, $81D0, $0780
.tr
dw $8F11, $0103, $FF00, $FF00, $8F11, $0103
.gt
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
warnpc $8ABECA
org $8ABECA
; additional icons posx/posy (terminator = $FFxx)
; additional icons only show if located
; highest bit on posx indicates which world it should show in
WorldMapIcon_extrapos:
.hc
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FFFF
.dp
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FFFF
.sw
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FFFF
.tr
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00, $FFFF
warnpc $8ABF36
org $8ABF36
; vhpp ccco tttttttt
; v/h - vert/horiz flip
; p - draw priority
; c - color palette idx
; o - OAM page change
; t - VRAM tile idx
WorldMapIcon_prize_tile:
db $00, $00 ; ; Hyrule Castle
db $00, $00 ; ; Sewers
db $38, $62 ; green pendant ; Eastern Palace
db $34, $60 ; blue pendant ; Desert Palace
db $00, $00 ; ; Agahnim's Tower
db $34, $64 ; crystal ; Swamp Palace
db $34, $64 ; crystal ; Dark Palace
db $32, $64 ; red crystal ; Misery Mire
db $34, $64 ; crystal ; Skull Woods
db $32, $64 ; red crystal ; Ice Palace
db $32, $60 ; red pendant ; Tower of Hera
db $34, $64 ; crystal ; Thieves' Town
db $34, $64 ; crystal ; Turtle Rock
db $00, $00 ; ; Ganon's Tower
warnpc $8ABF52
org $8ABF52
WorldMapIcon_dungeon_tile:
db $22, $7E ; white H ; Hyrule Castle
db $00, $00 ; ; Sewers
db $24, $7F ; blue 1 ; Eastern Palace
db $24, $79 ; blue 2 ; Desert Palace
db $22, $7D ; white A ; Agahnim's Tower
db $22, $79 ; red 2 ; Swamp Palace
db $22, $7F ; red 1 ; Dark Palace
db $22, $6F ; red 6 ; Misery Mire
db $22, $6C ; red 3 ; Skull Woods
db $22, $6E ; red 5 ; Ice Palace
db $24, $6C ; blue 3 ; Tower of Hera
db $22, $6D ; red 4 ; Thieves' Town
db $22, $7C ; red 7 ; Turtle Rock
db $22, $66 ; skull ; Ganon's Tower
; db $22, $68 ; red X
warnpc $8ABF6E
org $8ABF6E
CompassExists:
dw $37F8
; mirror portal fixes
org $8ABF74
db $24, $64, $E4, $A4 ; lowering mirror portal draw priority
org $8ABFFA
db $4C ; use other mirror portal gfx
org $8AC00E
db $01 ; draw in 2nd OAM slot
org $8AC012 ; <- 54012 - Bank0A.asm:1039 (LDA $7EF2DB : AND.b #$20 : BNE BRANCH_DELTA)
BRA + : NOP #6 : + ; skip pyramid open check
; Scrap
; $00/$01 = Dungeon Pointer
; $02/$03 = Extra Pointer
; $04 = Current World
; $05 = Current Dungeon
; $06 = Helper Bitfield
; $0B-$0F = OAM GFX Data
org $8AC02B
DrawPrizesOverride:
LDX.b #$FF
PHB : LDA.b #WorldMapIcon_DungeonPointers>>16 : PHA : PLB
LDA.l CurrentWorld : STA.b Scrap04
REP #$20
LDA.w #$0800+8 : STA.b OAMPtr
LDA.w #$0A20+2 : STA.b OAMPtr+2
LDY.b #$1A
.next_dungeon
STY.b Scrap05
REP #$20
LDA.w WorldMapIcon_DungeonPointers,Y : BNE + : JMP .advance : +
STA.b Scrap00
LDA.w WorldMapIcon_ExtraPointers,Y : STA.b Scrap02
JSR WorldMap_CheckForDungeonState
LDA.w WorldMapIcon_dungeon_tile,Y : BNE + : JMP .advance : +
XBA : STA.b Scrap0C
TAX : CPX.b #$68 : BNE +
; handle red X animation
PHX
LDA.b FrameCounter : LSR #3 : AND.w #$0003 : TAX
LDA.l WorldMap_RedXChars,X : TAX : STX.b Scrap0D
PLX : CPX.b #$68
BRA .do_dungeon
+
LDA.b FrameCounter : AND.w #$0010 : BEQ + : JMP .show_prizes : +
.do_dungeon
; determine tile size
LDX.b #$00 : BCS +
LDX.b #$02
+ STX.b Scrap0B
.loopStart
INX : PHX
JSR OverworldMap_CheckForPrize
BCC + : JMP .skip_draw : +
LDA.l CompassMode : AND.w #$00F0 : ORA.b Scrap06
BIT.w #$0040 : BEQ .main_dungeon_icon
BIT.w #$0003 : BEQ .main_dungeon_icon
; draw additional dungeon icon under prize
LDY.b #$08 ; 8 is located
BIT.w #$0002 : BNE +
LDY.b #$04 ; 4 is dislocated
+
JSR WorldMap_ValidateCoords : BCS .main_dungeon_icon
JSR WorldMap_DrawTile
TXA : ASL A : TAX
LDA.l MapCompassFlag
AND.b #$01 : BNE +
LDA.l WorldMapIcon_posx_vanilla+1, X : STA.l $7EC10B
LDA.l WorldMapIcon_posx_vanilla, X : STA.l $7EC10A
LDA.l WorldMapIcon_posy_vanilla+1, X : STA.l $7EC109
LDA.l WorldMapIcon_posy_vanilla, X : STA.l $7EC108
BRA .adjustment
+ LDA.l WorldMapIcon_posx_located+1, X : STA.l $7EC10B
LDA.l WorldMapIcon_posx_located, X : STA.l $7EC10A
LDA.l WorldMapIcon_posy_located+1, X : STA.l $7EC109
LDA.l WorldMapIcon_posy_located, X : STA.l $7EC108
.adjustment
LDA.l WorldMapIcon_tile, X : CMP.b #$FF : BEQ .skip_draw
LDA.l WorldMapIcon_tile+1, X : BEQ .dont_adjust
CMP.b #$64 : BEQ .is_crystal
LDA.b FrameCounter : AND.b #$10 : BNE .skip_draw
.is_crystal
JSR WorldMapIcon_AdjustCoordinate
.dont_adjust
JSR WorldMap_CalculateOAMCoordinates
BCC .skip_draw
PLX : PHX : TXA : ASL A : TAX
LDA.l WorldMapIcon_tile+1, X : BEQ .is_red_x
LDA.l MapCompassFlag : CMP.b #$01 : BEQ .is_red_x
LDA.l WorldMapIcon_tile+1, X : STA.b Scrap0D
LDA.l WorldMapIcon_tile, X : STA.b Scrap0C
LDA.b #$02 : BRA .continue
.is_red_x
LDA.b FrameCounter : LSR #3 : AND.b #$03 : TAX
LDA.l WorldMap_RedXChars,X : STA.b Scrap0D
LDA.b #$32 : STA.b Scrap0C : LDA.b #$00
.continue
STA.b Scrap0B
PLX : PHX
INX : JSR WorldMap_HandleSpriteBlink
.skip_draw
; end of loop
PLX : CPX.b #12 : BCS + : JMP .loopStart : +
; determine located/dislocated/hidden
.main_dungeon_icon
LDA.l CompassMode : AND.w #$00F0 : ORA.b Scrap06
BIT.w #$0020 : BEQ + : BIT.w #$0004 : BNE .show_dungeon ; compass mode, show dungeon icon if its allowed to
+ BIT.w #$0001 : BNE + : JMP .advance : + ; hidden
.show_dungeon
LDY.b #$00 ; 0 is located
BIT.w #$0004 : BNE + : BIT.w #$0030 : BEQ +
LDY.b #$04 ; 4 is dislocated
+
PLA : STA.l $7EC10B
PLA : STA.l $7EC10A
PLA : STA.l $7EC109
PLA : STA.l $7EC108
RTS
; determine if draw and/or continue
JSR WorldMap_ValidateCoords : BCC +
BNE .extras : BRA .advance
+
JSR WorldMap_DrawTile
; TODO: draw X if prize icon is X?... here?
.extras
CPY.b #$04 : BCS .advance ; dislocated dungeon skips extras
LDA.b Scrap02 : BEQ .advance : STA.b Scrap00
LDY.b #$00
.next_icon
JSR WorldMap_ValidateCoords : BCC +
BEQ .advance : INY #4 : BRA .next_icon
+
JSR WorldMap_DrawTile
BRA .next_icon
.show_prizes
LDA.w WorldMapIcon_prize_tile,Y : BEQ .advance
XBA : STA.b Scrap0C
LDX.b #$02 : STX.b Scrap0B ; all prize icons are wide
; X - the index of the prize marker
OverworldMap_CheckForPrize:
PHX
LDA.b #$00 : STA.l MapCompassFlag
JSR OverworldMap_CheckForCompass
BCC +
LDA.l MapCompassFlag : ORA.b #$01 : STA.l MapCompassFlag
LDA.l CurrentWorld : AND.b #$40 : BNE ++ ; is the compass position on LW or DW?
LDA.l WorldCompassMask, X : BEQ + : JMP .fail
++ LDA.l WorldCompassMask, X : BNE + : JMP .fail
+ JSR OverworldMap_CheckForMap
BCC +
LDA.l MapCompassFlag : ORA.b #$02 : STA.l MapCompassFlag
+
LDA.l MapCompassFlag : BEQ .fail
CMP.b #$02 : BNE .checkIfObtained
LDA.l CurrentWorld : AND.b #$40 : BNE +
CPX.b #3 : BCS .fail : BRA .checkIfObtained
+ CPX.b #10 : BCS .fail
CPX.b #3 : BCC .fail
; determine located/dislocated/unknown
LDA.l CompassMode : AND.w #$00F0 : ORA.b Scrap06
LDY.b #$04 ; 4 is dislocated
BIT.w #$0003 : BEQ .advance
BIT.w #$0002 : BEQ +
LDY.b #$08 ; 8 is located
BIT.w #$0001 : BNE +
; don't know what prize
BIT.w #$0040 : BEQ .advance
; red X
STZ.b Scrap0B
LDA.b FrameCounter : LSR #3 : AND.w #$0003 : TAX
LDA.l WorldMap_RedXChars,X : AND.w #$00FF : ORA.w #$2200 : STA.b Scrap0C
+
.checkIfObtained
LDA.l MC_DungeonIdsForPrize, X
BPL +++ : CLC : BRA .done : +++ ; non-prize flags
CMP.b #$02 : BCC .hyrule_castle
ASL : TAX
REP #$20
LDA.l DungeonsCompleted : AND.l DungeonItemMasks,X : BNE .fail
CLC : BRA .done
; see if hyrule castle has been completely cleared
.hyrule_castle
REP #$20
LDA.l CompassTotalsWRAM, X : SEC : SBC.l DungeonLocationsChecked, X
; determine if draw and/or continue
JSR WorldMap_ValidateCoords : BCS .advance
JSR WorldMap_DrawTile
.advance
LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : +
PLB
PLA : XBA : STA.l $7EC10A
PLA : XBA : STA.l $7EC108
SEP #$20
BEQ .fail
CLC : BRA .done
.fail
SEC
.done
SEP #$20
PLX
RTS
; X - which compass in question
; CLC - should not move indicator
; SEC - yep indicator can move
OverworldMap_CheckForCompass:
LDA.l CompassMode : AND.b #$80 : BEQ .unset ; should I check for compass logic
LDA.l CompassMode : AND.b #$40 : BEQ .set ; compasses/maps aren't shuffled
LDA.l CompassMode : AND.b #$20 : BNE +
JSR OverworldMap_CheckForMap : BCC .unset : BRA .set
+ LDA.l CompassExists, X : BEQ .set ; compass doesn't exist
; returns with C set if we skip drawing
; returns with Z unset if we want to continue loop for this dungeon
WorldMap_ValidateCoords:
; checks if icon is valid
LDA.b (Scrap00),Y : CMP.w #$FF00 : LDX.b #$00 : BCS .fail ; exits with C and Z set
BIT.w #$8000 : BEQ +
LDX.b #$40
+
; checks if icon is for this world
CPX.b Scrap04 : BNE .fail ; exits with C set and Z unset
AND.w #$7FFF : STA.l $7EC10A
INY #2 : LDA.b (Scrap00),Y : STA.l $7EC108
INY #2
CLC : RTS
.fail
SEC : RTS
WorldMap_DrawTile:
SEP #$20
LDX.b Scrap0B : TXA : STA.b (OAMPtr+2)
INC.b OAMPtr+2
LDA.b Scrap00 : PHA
JSR WorldMap_CalculateOAMCoordinates
PLA : STA.b Scrap00
LDX.b Scrap0B : BEQ +
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
+
REP #$20
LDA.b Scrap0E : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr
LDA.b Scrap0C : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr
RTS
; Y - dungeon index
; TODO: This is terribly inefficient and needs to be rewritten someday
; DungeonItemMasks = 16-bit mask for bitfields
; DungeonsCompleted = 16-bit bitfield for beaten bosses
; MapMode = flag is maps are not wild
; MapField = 16-bit bitfield for collected maps
; MapOverlay = 16-bit bitfield for revealed prizes via Saha/Bomb Shop
; CompassMode = (repurposed version of MapMode above)
; 0x80 = flag is compasses are not wild (similar to MapMode)
; 0x10 = Maps reveals location of dungeons
; 0x20 = Compass reveals location of dungeons
; 0x40 = Boss kill reveals location of prize
; CompassField = 16-bit bitfield for collected compasses
WorldMap_CheckForDungeonState:
PHY : TYX
LDY.b #$00 ; used as bitfield
; determine if prize is revealed
LDA.l MapMode : AND.w #$0001 : BEQ .setRevealPrize ; 0 = always show, 1 = requires map
LDA.l MapField : ORA.l MapOverlay : AND.l DungeonItemMasks,X : BEQ +
.setRevealPrize
TYA : ORA.w #$0001 : TAY
+
; determine if prize is located
LDA.l CompassMode : BIT.w #$0040 : BEQ + ; boss defeated
JSR WorldMap_CheckPrizeCollected : BCC ++
TYA : AND.w #$00FC : TAY ; prize collected, hide prize icons
BRA .dungeon_icon
++ LDA.l DungeonsCompleted : AND.l DungeonItemMasks,X : BEQ ++
.setLocatePrize
TYA : ORA.w #$0002 : TAY
BRA .dungeon_icon
++ LDA.l MapOverlay : AND.l DungeonItemMasks,X : BNE .setLocatePrize
BRA .dungeon_icon
+ BIT.w #$0030 : BNE + ; Default ow map
.defaultPrizeCheck
LDA.l MapMode : AND.w #$00FF : BEQ .setLocatePrize ; 0 = always show, 1 = requires map
LDA.l MapField : ORA.l MapOverlay : AND.l DungeonItemMasks,X : BNE .setLocatePrize
BRA .dungeon_icon
+ BIT.w #$0020 : BEQ + ; compass collected
BIT.w #$0080 : BEQ .setLocatePrize ; 0 = always show, 1 = require compass
LDA.l CompassExists : AND.l DungeonItemMasks,X : BEQ .setLocatePrize
LDA.l CompassField : ORA.l MapOverlay : AND.l DungeonItemMasks,X : BNE .setLocatePrize
+ LDA.l CompassMode : BIT.w #$0010 : BNE .defaultPrizeCheck ; map collected
; determine if dungeon is located
.dungeon_icon
LDA.l CompassMode : BIT.w #$0020 : BEQ + ; compass collected
BIT.w #$0080 : BEQ .setLocateDungeon ; 0 = always show, 1 = require compass
LDA.l CompassExists : AND.l DungeonItemMasks,X : BEQ .setLocateDungeon
LDA.l CompassField : AND.l DungeonItemMasks,X : BNE .setLocateDungeon
+ ; Overworld Map: Default or Map option
LDA.l MapMode : AND.w #$00FF : BNE + ; 0 = always show, 1 = requires map
LDA.l MapField : AND.l DungeonItemMasks,X : BEQ +
.setLocateDungeon
TYA : ORA.w #$0004 : TAY
+
.continue
STY.b Scrap06
PLY
RTS
WorldMap_CheckPrizeCollected:
PHX
LDA.l MC_SRAM_Offsets, X : TAX ; put compass offset into X
LDA.l CompassField, X : ORA.l MapOverlay, X
PLX
AND.l MC_Masks, X : BNE .set ; is the compass obtained
.unset
CLC
RTS
.set
SEC
TXA : LSR : TAX
LDA.l CrystalPendantFlags_3,X : AND.w #$00FF : BEQ .prize_not_collected
CMP.w #$0008 : LDA.l CrystalPendantFlags,X : BCS .pendant
AND.l CrystalsField : BRA .check
.pendant
AND.l PendantsField
.check
AND.w #$00FF : BEQ .prize_not_collected
PLX : SEC : RTS
.prize_not_collected
PLX : CLC
RTS
; map - which map in question
; CLC - should not show exact prize
; SEC - yep should show exact prize
OverworldMap_CheckForMap:
LDA.l MapMode : BEQ .set ; obtaining map doesn't change anything
LDA.l CurrentWorld : AND.b #$40 : BNE + ; not really sure on this check
LDA.l MapField : ORA.l MapOverlay : AND.b #$01 : BNE .set : BRA .continue
+ LDA.l MapField : ORA.l MapOverlay : AND.b #$02 : BNE .set
.continue
PHX
LDA.l MC_SRAM_Offsets, X : TAX ; put map offset into X
LDA.l MapField, X : ORA.l MapOverlay, X
PLX
AND.l MC_Masks, X : BNE .set ; is the map obtained?
.unset
CLC
RTS
.set
SEC
RTS
WorldMap_LoadChrHalfSlot:
JSL Graphics_LoadChrHalfSlot ; what we wrote over
PHB : LDA.b #$7F : PHA : PLB
LDA.b #PreloadedGraphicsROM>>16 : STA.b Scrap02
REP #$20
LDX.b GameSubMode : CPX.b #$07 : BEQ .not_flute_menu
LDX.b #(.list_end-.list_flute)-6
.next_flute_group
LDA.l .list_flute+4,X : TAY
LDA.l .list_flute+2,X : STA.b Scrap03
LDA.l .list_flute,X : STA.b Scrap00
- LDA.b [$00],Y : STA.b ($03),Y : DEY #2 : BPL -
TXA : SBC.w #6 : TAX : BPL .next_flute_group ; SEC is always set
BRA .return
.not_flute_menu
LDX.b #(.list_flute-.list)-6
.next_group
LDA.l .list+4,X : TAY
LDA.l .list+2,X : STA.b Scrap03
LDA.l .list,X : STA.b Scrap00
- LDA.b [$00],Y : STA.b ($03),Y : DEY #2 : BPL -
TXA : SBC.w #6 : TAX : BPL .next_group ; SEC is always set
.return
SEP #$20
PLB
RTL
; from (bank $A2 only), to (bank $7F only), length (limited to 8-bit)
.list
dw #PreloadedGraphicsROM+$180, $7F1180, $80-2
dw #PreloadedGraphicsROM+$380, $7F1380, $80-2
dw #PreloadedGraphicsROM+$360, $7F1320, $20-2
.list_flute
dw #PreloadedGraphicsROM+$160, $7F13C0, $20-2
.list_end
warnpc $8AC3B1
pullpc

View File

@@ -177,14 +177,14 @@ NewHUD_DrawPrizeIcon:
BEQ .no_prize
.prize
TYX
LDA.l CrystalPendantFlags_2,X
BIT.w #$0080
BNE .no_icon
BIT.w #$0040
BNE .crystal
TYX
LDA.l CrystalPendantFlags_3,X : AND.w #$00FF
ASL : TAX
LDA.l PrizeIconTiles_Transparent,X : BEQ .no_icon
TAY
BRA .draw_prize
.pendant
LDY.w #!PTile
BRA .draw_prize
@@ -291,6 +291,20 @@ MagicMeterColorMasks:
dw $EBFF ; yellow
dw $E3FF ; orange
;================================================================================
PrizeIconTiles_Transparent:
dw $0000 ; no icon
dw $2978 ; crystal 1
dw $2979 ; crystal 2
dw $297A ; crystal 3
dw $297B ; crystal 4
dw $297C ; crystal 5
dw $297D ; crystal 6
dw $297E ; crystal 7
dw $2963 ; green pendant
dw $295E ; blue pendant
dw $296E ; red pendant
;================================================================================
DrawCompassCounts:
LDA.l CompassMode : AND.b #$0F : BNE .continue
@@ -300,9 +314,9 @@ DrawCompassCounts:
; no compass needed if this bit is set
BIT.b #$02 : BNE .draw_compass_count
TYX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .draw_compass_count
REP #$20
LDX.w DungeonID : LDA.w CompassField : AND.l DungeonItemMasks,X : BEQ .early_exit
LDX.w DungeonID : LDA.l CompassExists : AND.l DungeonItemMasks,X : BEQ .draw_compass_count
LDA.w CompassField : AND.l DungeonItemMasks,X : BEQ .early_exit
.draw_compass_count
LDX.w DungeonID
@@ -387,10 +401,6 @@ DrawMapCounts:
SEP #$20
RTS
; maps from $040C to the odd order used in overworld map
ExistsTransfer:
db $0C, $0C, $00, $02, $0B, $09, $03, $07, $04, $08, $01, $06, $05, $0A
;================================================================================
; Exits with:
; X - ones place tile

View File

@@ -190,7 +190,9 @@ DrawMoonPearlInMenuLocation:
RTL
;--------------------------------------------------------------------------------
DrawHUDDungeonItems:
LDA.l HUDDungeonItems : BNE .continue
LDA.l HUDDungeonItems : BEQ .return
JMP .continue
.return
RTL
.dungeon_positions
@@ -208,6 +210,21 @@ RTL
dw 26 ; Turtle Rock
dw 30 ; Ganon's Tower
.dungeon_reorder ; why was I forced to make this table? smh.
dw 0 ; Hyrule Castle
dw 2 ; Eastern
dw 4 ; Desert
dw 18 ; Hera
dw 6 ; Agahnims Tower
dw 10 ; PoD
dw 8 ; Swamp
dw 14 ; Skull Woods
dw 20 ; Thieves Town
dw 16 ; Ice
dw 12 ; Mire
dw 22 ; Turtle Rock
dw 24 ; Ganon's Tower
.small_key_x_offset
dw HyruleCastleKeys-DungeonKeys ; Hyrule Castle
dw EasternKeys-DungeonKeys ; Eastern
@@ -373,8 +390,16 @@ RTL
BIT.w .dungeon_bitmasks,X
BEQ ..skip_map
PHX : TXA : TAX
LDA.w .dungeon_reorder,X
LSR : TAX
LDA.l CrystalPendantFlags_3+1,X
AND.w #$00FF : ASL : TAX
LDA.w PrizeIconTiles,X : BNE +
LDA.w #$2826
+
PLX
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w GFXStripes+$0686,Y
LDA.l MapField
@@ -412,6 +437,18 @@ RTL
PLP
RTL
;--------------------------------------------------------------------------------
PrizeIconTiles:
dw $0000 ; no icon
dw $2981 ; crystal 1
dw $2982 ; crystal 2
dw $2983 ; crystal 3
dw $2984 ; crystal 4
dw $2985 ; crystal 5
dw $2986 ; crystal 6
dw $2987 ; crystal 7
dw $2990 ; green pendant
dw $298B ; blue pendant
dw $299B ; red pendant
;================================================================================
DrawPendantCrystalDiagram:
PHP : PHB : PHK : PLB

View File

@@ -379,8 +379,9 @@ AncillaID = $7E0C4A ; $0A bytes.
;
AncillaGeneralN = $7E0C54 ; General use buffer for ancillae. $0A bytes.
;
AncillaGet = $7E0C5E ; Used by varius ancilla in various ways. $0F bytes.
AncillaGet = $7E0C5E ; Used by various ancilla in various ways. $0A bytes.
;
AncillaDirection = $7E0C72 ; Used by various ancilla to track its direction. $0A bytes
AncillaLayer = $7E0C7C ;
;
SpriteForceDrop = $7E0CBA ; Forces drops on sprite death. $10 bytes.
@@ -917,6 +918,7 @@ endmacro
%assertRAM(AncillaID, $7E0C4A)
%assertRAM(AncillaGeneralN, $7E0C54)
%assertRAM(AncillaGet, $7E0C5E)
%assertRAM(AncillaDirection, $7E0C72)
%assertRAM(AncillaLayer, $7E0C7C)
%assertRAM(SpriteForceDrop, $7E0CBA)
%assertRAM(SpriteBump, $7E0CD2)

View File

@@ -123,10 +123,14 @@ db #$00 ; #$00 = Off (default) - #$01 = Display Dungeon Count w/Map - #$02 = Dis
MapMode:
db $00 ; #$00 = Always On (default) - #$01 = Require Map Item
CompassMode:
db $00 ; #$00 = Off (default) - #$01 = Display Dungeon Count w/Compass - #$02 = Display Dungeon Count Always
; #$80 = Move prizes to custom position
; #$40 = Compasses or Maps are shuffled and must be obtained to show position if bit on
; #$20 = Use Compass for position, otherwise use Map
;xbcm --ii
;
;x - True CompassMode Check (similar to MapMode): #$00 = Always On (default) - #$01 = Require Compass Item
;b - Boss Reveal - Beating a boss reveals the location of the prize
;c - Compass Reveal - Collecting the compass reveals the location of the dungeon
;m - Map Reveal - Collecting the map reveals the location of the dungeon
;i - Dungeon Item Counts: #$00 = Off (default) - #$01 = Display w/ Compass - #$02 = Always Display
db $00
;--------------------------------------------------------------------------------
org $B0803D ; PC 0x18003D
PersistentFloodgate:
@@ -571,52 +575,6 @@ dw $0190
org $87F52F
dw $0191
;--------------------------------------------------------------------------------
;Map Pendant / Crystal Indicators - DEPRECATED in favor of WorldMapIcon_tile, don't use
org $8ABF2E ; PC 0x53F02
dw $0100 ; #$6234 - Master Sword
org $8ABEF8 ; PC 0x53EF8
MapObject_Eastern:
dw $6238 ; #$6038 - Green Pendant / Courage
org $8ABF1C ; PC 0x53F1C
MapObject_Desert:
dw $6034 ; #$6034 - Blue Pendant / Power
org $8ABF0A ; PC 0x53F0A
MapObject_Hera:
dw $6032 ; #$6032 - Red Pendant / Wisdom
org $8ABF00 ; PC 0x53F00
MapObject_Darkness:
dw $6434 ; #6434 - Crystal
org $8ABF6C ; PC 0x53F6C
MapObject_Swamp:
dw $6434 ; #6434 - Crystal
org $8ABF12 ; PC 0x53F12
MapObject_Skull:
dw $6434 ; #6434 - Crystal
org $8ABF36 ; PC 0x53F36
MapObject_Thieves:
dw $6434 ; #6434 - Crystal
org $8ABF5A ; PC 0x53F5A
MapObject_Ice:
dw $6432 ; #6434 - Crystal 5/6
org $8ABF48 ; PC 0x53F48
MapObject_Mire:
dw $6432 ; #6434 - Crystal 5/6
org $8ABF24 ; PC 0x53F24
MapObject_TRock:
dw $6434 ; #6434 - Crystal
;--------------------------------------------------------------------------------
org $82A09B ; PC 0x1209B - Bank02.asm:5802 - (pool MilestoneItem_Flags:)
CrystalPendantFlags:
@@ -2530,6 +2488,26 @@ TreeKidItem_Player: ; EE2A
db #$00
ChestGameItem_Player: ; EE2B
db #$00
Prize_ArmosKnights_Player: ; EE2C
db #$00
Prize_Lanmolas_Player: ; EE2D
db #$00
Prize_Moldorm_Player: ; EE2E
db #$00
Prize_HelmasaurKing_Player: ; EE2F
db #$00
Prize_Arrghus_Player: ; EE30
db #$00
Prize_Mothula_Player: ; EE31
db #$00
Prize_Blind_Player: ; EE32
db #$00
Prize_Kholdstare_Player: ; EE33
db #$00
Prize_Vitreous_Player: ; EE34
db #$00
Prize_Trinexx_Player: ; EE35
db #$00
;--------------------------------------------------------------------------------
org $B0EE30 ; PC 0x18636C
RemoteItems:
@@ -2623,140 +2601,3 @@ org $B0F0C0 ; PC 0x1870C0
;--------------------------------------------------------------------------------
; 0x1870C0 - 187FFF (unused)
;--------------------------------------------------------------------------------
pushpc
;--------------------------------------------------------------------------------
; Overworld Map Tables
;--------------------------------------------------------------------------------
org $8ABDF6
WorldMapIcon_posx_vanilla:
dw $0F31 ; prize1
dw $08D0 ; prize2
dw $0108
dw $0F40
dw $0082
dw $0F11
dw $01D0
dw $0100
dw $0CA0
dw $0759
dw $FF00
dw $FF00
dw $FF00
dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $8ABE16
WorldMapIcon_posy_vanilla:
dw $0620 ; prize1
dw $0080 ; prize2
dw $0D70
dw $0620
dw $00B0
dw $0103
dw $0780
dw $0CA0
dw $0DA0
dw $0ED0
dw $FF00
dw $FF00
dw $FF00
dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $8ABE36
WorldMapIcon_posx_located:
dw $FF00 ; prize1
dw $FF00 ; prize2
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $8ABE56
WorldMapIcon_posy_located:
dw $FF00 ; prize1
dw $FF00 ; prize2
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FF00
dw $FFFF ; reserved - not used
dw $FFFF
dw $FFFF
org $8ABE76
WorldMapIcon_tile:
db $38, $62 ; green pendant ; Eastern Palace
db $32, $60 ; red pendant ; Hera
db $34, $60 ; blue pendant ; Desert
db $34, $64 ; crystal ; PoD
db $34, $64 ; crystal ; Skull Woods
db $34, $64 ; crystal ; Turtle Rock
db $34, $64 ; crystal ; Thieves Town
db $34, $64 ; crystal ; Misery Mire
db $34, $64 ; crystal ; Ice Palace
db $34, $64 ; crystal ; Swamp Palace
db $32, $66 ; skull looking thing
db $00, $00 ; red x
db $00, $00 ; red x
db $00, $00 ; unused red x's
db $00, $00
db $00, $00
org $8ABE96
CompassExists:
; dw $37FC ; todo: convert to two bytes with masks? so much extra code...
; eastern hera desert pod skull trock thieves mire ice swamp gt at escape
db $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $00, $00, $00, $00, $00
; 0 = light world, 1 = dark world
org $8ABEA6
WorldCompassMask:
; eastern desert hera pod skull trock thieves mire ice swamp gt at escape x1 x2 x3
db $00, $00, $00, $01, $01, $01, $01, $01, $01, $01, $01, $00, $00, $00, $00, $00
; eastern desert hera pod skull trock thieves mire ice swamp gt at escape
MC_DungeonIdsForPrize:
db $02, $0A, $03, $06, $08, $0C, $0B, $07, $09, $05, $00, $04, $01
MC_SRAM_Offsets:
db $01, $00, $01, $01, $00, $00, $00, $01, $00, $01, $00, $01, $01
MC_Masks:
; EP TH DP PD SK TR TT MM
db $20, $20, $10, $02, $80, $08, $10, $01, $40, $04, $04, $08, $40
pullpc

View File

@@ -31,6 +31,7 @@ ReloadPreviouslyLoadedSheets = $80D7C8
Attract_DecompressStoryGfx = $80D84E
InitializeTilesets = $80E1DB
LoadCommonSprites_long = $80E3C4
Graphics_LoadChrHalfSlot = $80E43A
LoadSelectScreenGfx = $80E529
CopyFontToVRAM = $80E596
LoadCommonSprites_in_file_select = $80E784