turn a bunch of addresses into fast rom
bunch of consistency clean ups in hooks
move zsnes to failures
This commit is contained in:
spannerisms
2022-12-30 03:07:15 -05:00
parent 36ca193b75
commit ff88437f8e
36 changed files with 2108 additions and 2133 deletions

View File

@@ -2,23 +2,23 @@ org $008A01 ; 0xA01 - Bank00.asm (LDA.b #$10 : STA $4304 : STA $4314 : STA $4324
LDA.b PlayerSpriteBank
org $1BEDF9
JSL SpriteSwap_Palette_ArmorAndGloves ;4bytes
RTL ;1byte
NOP #$01
JSL SpriteSwap_Palette_ArmorAndGloves ; 4bytes
RTL ; 1byte
NOP
org $1BEE1B
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
!BANK_BASE = $29
!BANK_BASE = $A9
org $BF8000
SwapSpriteIfNecessary:
PHP
SEP #$20 ; set 8-bit accumulator
LDA.l SpriteSwapper : BEQ + : !ADD #!BANK_BASE : CMP.b PlayerSpriteBank : BEQ +
LDA.l SpriteSwapper : BEQ + : CLC : ADC.b #!BANK_BASE : CMP.b PlayerSpriteBank : BEQ +
STA.b PlayerSpriteBank
STZ.w SkipOAM ; Set Normal Sprite NMI
STZ.w SkipOAM ; Set Normal Sprite NMI
JSL.l SpriteSwap_Palette_ArmorAndGloves_part_two
+
PLP
@@ -26,57 +26,57 @@ RTL
SpriteSwap_Palette_ArmorAndGloves:
{
;DEDF9
LDA.l SpriteSwapper : BNE .continue
LDA.b #$10 : STA.b PlayerSpriteBank ; Load Original Sprite Location
REP #$21
LDA.l ArmorEquipment
JSL $1BEDFF ; Read Original Palette Code
RTL
.part_two
SEP #$30
LDA.l SpriteSwapper : BNE .continue
REP #$30
LDA.l GloveEquipment
JSL $1BEE21 ; Read Original Palette Code
RTL
; DEDF9
LDA.l SpriteSwapper : BNE .continue
LDA.b #$10 : STA.b PlayerSpriteBank ; Load Original Sprite Location
REP #$21
LDA.l ArmorEquipment
JSL $9BEDFF ; Read Original Palette Code
RTL
.part_two
SEP #$30
LDA.l SpriteSwapper : BNE .continue
REP #$30
LDA.l GloveEquipment
JSL $9BEE21 ; Read Original Palette Code
RTL
.continue
.continue
PHX : PHY : PHA
; Load armor palette
PHB : PHK : PLB
REP #$20 ; set 16-bit accumulator
; Check what Link's armor value is.
LDA.l ArmorEquipment : AND.w #$00FF : TAX
LDA.l $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA.b Scrap00
;replace D308 by 7000 and search
REP #$10 ; set 16-bit index registers
LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
LDX.w #$000E ; Palette has 15 colors
TXY : TAX
LDA.b PlayerSpriteBank : AND.w #$00FF : STA.b Scrap02
PHX : PHY : PHA
; Load armor palette
PHB : PHK : PLB
REP #$20 ; set 16-bit accumulator
; Check what Link's armor value is.
LDA.l ArmorEquipment : AND.w #$00FF : TAX
LDA.l $9BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA.b Scrap00
; replace D308 by 7000 and search
REP #$10 ; set 16-bit index registers
LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
LDX.w #$000E ; Palette has 15 colors
TXY : TAX
LDA.b PlayerSpriteBank : AND.w #$00FF : STA.b Scrap02
.loop
LDA.b [Scrap00] : STA.l PaletteBufferAux, X : STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY : BPL .loop
LDA.b [Scrap00] : STA.l PaletteBufferAux, X : STA.l PaletteBuffer, X
SEP #$30
PLB
INC.b NMICGRAM
PLA : PLY : PLX
RTL
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY : BPL .loop
SEP #$30
PLB
INC.b NMICGRAM
PLA : PLY : PLX
RTL
}