Draw arbitrary layouts on the overworld map
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@@ -73,6 +73,7 @@ function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<
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!FLAG_OW_MIXED = $04
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!FLAG_OW_CROSSED = $02
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!FLAG_OW_BONKDROP = $02
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!FLAG_OW_CUSTOM_MAP = $02
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incsrc hooks.asm
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incsrc spriteswap.asm
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87
owrando.asm
87
owrando.asm
@@ -104,17 +104,17 @@ jsl OWOldManSpeed
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org $8aba6c ; < ? - Bank0a.asm:474 ()
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jsl OWMapWorldCheck16 : nop
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; Mixed Overworld Map
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; Custom Overworld Map
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org $8ABA99
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WorldMap_LoadDarkWorldMap:
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LDA.b GameMode : CMP.b #$14 ; attract module
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BEQ .vanilla_light
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LDA.l OWMode+1 : AND.b #!FLAG_OW_MIXED : BNE .mixed
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LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP : BNE .custom
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LDA.b OverworldIndex : AND.b #$40
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BEQ .vanilla_light
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.mixed
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.custom
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PHB : PHK : PLB
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JSL LoadMapDarkOrMixed
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JSL LoadMapDarkOrCustom
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PLB
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.vanilla_light ; $0ABAB5
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@@ -382,32 +382,49 @@ OWMarkVisited:
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RTL
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}
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LoadMapDarkOrMixed:
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LoadMapDarkOrCustom:
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{
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CMP.b #!FLAG_OW_MIXED : REP #$30 : BEQ .mixed
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CMP.b #!FLAG_OW_CUSTOM_MAP : REP #$30 : BEQ .custom
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LDX.w #$03FE ; draw vanilla Dark World (what we wrote over)
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.copy_next
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LDA.w WorldMap_DarkWorldTilemap,X : STA.w GFXStripes,X
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DEX : DEX : BPL .copy_next
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BRL .end
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.mixed
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.custom
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LDX.b OverworldIndex
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LDA.l OWTileWorldAssoc,X
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AND.w #$0040
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BEQ .draw_lw
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LDA.w #OWMapGridDark
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BRA .draw_dw
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.draw_lw
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LDA.w #OWMapGridLight
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.draw_dw
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STA.b Scrap00
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LDY.w #$139C
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LDX.w #$003F
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.next_screen
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PHX
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LDA.l OWTileWorldAssoc,X
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EOR.b Scrap00
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AND.w #$0040
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LDA.w #$00AA ; current program bank
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STA.b Scrap02
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LDX.w #$139C
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LDY.w #$003F
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.next_cell
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PHY
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LDA.b [Scrap00],Y : AND.w #$0038 : ASL : ASL : ASL : ASL
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STA.b Scrap03
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LDA.b [Scrap00],Y
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BIT.w #$0040
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BEQ .light
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TYX : BRA .copy_screen
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AND.w #$0007
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ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
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BRA .copy_cell
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.light
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TXA : AND.w #$0024 : LSR : TAX
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TYA : SEC : SBC.l LWQuadrantOffsets,X
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TYX : TAY
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.copy_screen ; more efficient to have X on the right side
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PHX
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AND.w #$0024 : LSR : TAX
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LDA.b [Scrap00],Y
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AND.w #$0007
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ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
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SEC : SBC.l LWQuadrantOffsets,X
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PLX
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.copy_cell ; more efficient to have X on the right side
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TAY
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LDA.w $C739+$00,Y : STA.b $00,X
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LDA.w $C739+$02,Y : STA.b $02,X
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LDA.w $C739+$20,Y : STA.b $20,X
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@@ -416,13 +433,13 @@ LoadMapDarkOrMixed:
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LDA.w $C739+$42,Y : STA.b $42,X
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LDA.w $C739+$60,Y : STA.b $60,X
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LDA.w $C739+$62,Y : STA.b $62,X
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TXY : PLX
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DEY : DEY : DEY : DEY ; move one screen left
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TXA : AND.w #$0007 : BNE .same_row
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TYA : SEC : SBC.w #$0060 : TAY ; move one screen row up
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PLY
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DEX : DEX : DEX : DEX ; move one screen left
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TYA : AND.w #$0007 : BNE .same_row
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TXA : SEC : SBC.w #$0060 : TAX ; move one screen row up
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.same_row
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DEX
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BPL .next_screen
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DEY
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BPL .next_cell
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.end
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SEP #$30
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LDA.b #$15 : STA.b NMIINCR ; what we wrote over
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@@ -1835,6 +1852,26 @@ db $74, $4e, $10, $b1, $00, $1c
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UWBonkPrizeData:
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db $ff, $00, $02, $b5, $00, $08
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org $AABC80 ;PC 153C80
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OWMapGridLight:
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db $00, $01, $02, $03, $04, $05, $06, $07
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db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
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db $10, $11, $12, $13, $14, $15, $16, $17
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db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
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db $20, $21, $22, $23, $24, $25, $26, $27
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db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
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db $30, $31, $32, $33, $34, $35, $36, $37
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db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
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OWMapGridDark:
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db $40, $41, $42, $43, $44, $45, $46, $47
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db $48, $49, $4A, $4B, $4C, $4D, $4E, $4F
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db $50, $51, $52, $53, $54, $55, $56, $57
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db $58, $59, $5A, $5B, $5C, $5D, $5E, $5F
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db $60, $61, $62, $63, $64, $65, $66, $67
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db $68, $69, $6A, $6B, $6C, $6D, $6E, $6F
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db $70, $71, $72, $73, $74, $75, $76, $77
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db $78, $79, $7A, $7B, $7C, $7D, $7E, $7F
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; temporary fix - murahdahla replaces one of the bonk tree prizes
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; so we copy the sprite table here and update the pointer
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; longterm solution should be to spawn in murahdahla separately
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