Draw arbitrary layouts on the overworld map

This commit is contained in:
Catobat
2026-01-02 16:04:45 +01:00
parent afa0f95072
commit fe5c936c7c
2 changed files with 63 additions and 25 deletions

View File

@@ -73,6 +73,7 @@ function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<
!FLAG_OW_MIXED = $04
!FLAG_OW_CROSSED = $02
!FLAG_OW_BONKDROP = $02
!FLAG_OW_CUSTOM_MAP = $02
incsrc hooks.asm
incsrc spriteswap.asm

View File

@@ -104,17 +104,17 @@ jsl OWOldManSpeed
org $8aba6c ; < ? - Bank0a.asm:474 ()
jsl OWMapWorldCheck16 : nop
; Mixed Overworld Map
; Custom Overworld Map
org $8ABA99
WorldMap_LoadDarkWorldMap:
LDA.b GameMode : CMP.b #$14 ; attract module
BEQ .vanilla_light
LDA.l OWMode+1 : AND.b #!FLAG_OW_MIXED : BNE .mixed
LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP : BNE .custom
LDA.b OverworldIndex : AND.b #$40
BEQ .vanilla_light
.mixed
.custom
PHB : PHK : PLB
JSL LoadMapDarkOrMixed
JSL LoadMapDarkOrCustom
PLB
.vanilla_light ; $0ABAB5
@@ -382,32 +382,49 @@ OWMarkVisited:
RTL
}
LoadMapDarkOrMixed:
LoadMapDarkOrCustom:
{
CMP.b #!FLAG_OW_MIXED : REP #$30 : BEQ .mixed
CMP.b #!FLAG_OW_CUSTOM_MAP : REP #$30 : BEQ .custom
LDX.w #$03FE ; draw vanilla Dark World (what we wrote over)
.copy_next
LDA.w WorldMap_DarkWorldTilemap,X : STA.w GFXStripes,X
DEX : DEX : BPL .copy_next
BRL .end
.mixed
.custom
LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X
AND.w #$0040
BEQ .draw_lw
LDA.w #OWMapGridDark
BRA .draw_dw
.draw_lw
LDA.w #OWMapGridLight
.draw_dw
STA.b Scrap00
LDY.w #$139C
LDX.w #$003F
.next_screen
PHX
LDA.l OWTileWorldAssoc,X
EOR.b Scrap00
AND.w #$0040
LDA.w #$00AA ; current program bank
STA.b Scrap02
LDX.w #$139C
LDY.w #$003F
.next_cell
PHY
LDA.b [Scrap00],Y : AND.w #$0038 : ASL : ASL : ASL : ASL
STA.b Scrap03
LDA.b [Scrap00],Y
BIT.w #$0040
BEQ .light
TYX : BRA .copy_screen
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
BRA .copy_cell
.light
TXA : AND.w #$0024 : LSR : TAX
TYA : SEC : SBC.l LWQuadrantOffsets,X
TYX : TAY
.copy_screen ; more efficient to have X on the right side
PHX
AND.w #$0024 : LSR : TAX
LDA.b [Scrap00],Y
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
SEC : SBC.l LWQuadrantOffsets,X
PLX
.copy_cell ; more efficient to have X on the right side
TAY
LDA.w $C739+$00,Y : STA.b $00,X
LDA.w $C739+$02,Y : STA.b $02,X
LDA.w $C739+$20,Y : STA.b $20,X
@@ -416,13 +433,13 @@ LoadMapDarkOrMixed:
LDA.w $C739+$42,Y : STA.b $42,X
LDA.w $C739+$60,Y : STA.b $60,X
LDA.w $C739+$62,Y : STA.b $62,X
TXY : PLX
DEY : DEY : DEY : DEY ; move one screen left
TXA : AND.w #$0007 : BNE .same_row
TYA : SEC : SBC.w #$0060 : TAY ; move one screen row up
PLY
DEX : DEX : DEX : DEX ; move one screen left
TYA : AND.w #$0007 : BNE .same_row
TXA : SEC : SBC.w #$0060 : TAX ; move one screen row up
.same_row
DEX
BPL .next_screen
DEY
BPL .next_cell
.end
SEP #$30
LDA.b #$15 : STA.b NMIINCR ; what we wrote over
@@ -1835,6 +1852,26 @@ db $74, $4e, $10, $b1, $00, $1c
UWBonkPrizeData:
db $ff, $00, $02, $b5, $00, $08
org $AABC80 ;PC 153C80
OWMapGridLight:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
OWMapGridDark:
db $40, $41, $42, $43, $44, $45, $46, $47
db $48, $49, $4A, $4B, $4C, $4D, $4E, $4F
db $50, $51, $52, $53, $54, $55, $56, $57
db $58, $59, $5A, $5B, $5C, $5D, $5E, $5F
db $60, $61, $62, $63, $64, $65, $66, $67
db $68, $69, $6A, $6B, $6C, $6D, $6E, $6F
db $70, $71, $72, $73, $74, $75, $76, $77
db $78, $79, $7A, $7B, $7C, $7D, $7E, $7F
; temporary fix - murahdahla replaces one of the bonk tree prizes
; so we copy the sprite table here and update the pointer
; longterm solution should be to spawn in murahdahla separately