Commit Graph
40 Commits
Author SHA1 Message Date
cassidy c09839eb33 Fix sword and shield item downgrade 2021-12-16 17:19:55 -05:00
cassidy be2d59eec8 Fix compass items collected counts on HUD 2021-12-16 17:19:55 -05:00
cassidy c4c9065a79 Fix ROM version location
Remove comments, general cleanup
2021-12-16 17:19:55 -05:00
cassidy c8ea2c6dce Move compass counts to ROM and trackable RAM
Add flag if compass HUD count has been displayed in SRAM
Move low hearts fix from tables.asm to bugfixes.asm
Rearrange dungeon stats in SRAM to match door rando ROM
2021-12-16 17:19:55 -05:00
cassidy 6c9b33ed93 Write macro for SRAM assertions
Change some label names to be clearer
Fix some of the progress flags and dungeon bitfields
2021-12-16 17:19:55 -05:00
cassidy 15d88b19a3 Fix dungeon key and locations checked tables, reserve unused indices
Swap locations checked with absorbed keys to match door rando
2021-12-16 17:19:55 -05:00
cassidy e2bb55c1ba Fix asserts 2021-12-16 17:19:55 -05:00
cassidy 9e2382cbb2 Add absorbed keys
Adjust service request stuff
Change chest keys to "collected" keys
2021-12-16 17:19:55 -05:00
cassidy ae0b57635c Remove defines from LTTP_RND_GeneralBugfixes
Replace more labels
Add ROM version and reserve extra 16 bytes in unused hardware vector in
LTTP_RND_GeneralBugfixes
Move IncrementChestCounter to ChestPrep in newitems.asm
Remove IncrementChestCounter hook which was getting overwritten
More revisions to sram.asm
2021-12-16 17:19:55 -05:00
cassidy 06d0c6e9f9 Removed SRAM trace from tables.asm
Fixed comments related to OpenMode, left open as default
2021-12-16 17:19:54 -05:00
cassidy 7f03cf68e8 Replace labels in fileselect.asm
Full file name has also been moved to the beginning of the new save
space at $7F6000 in WRAM and $700500 in SRAM
2021-12-16 17:19:54 -05:00
cassidy ae82caca45 Replace more labels
Removed mask from rupeelimit.asm as total item counter is now a 16-bit
value
Commented out CountBits in utilities.asm in previous commit as I've
allocated a counter byte in SRAM
2021-12-16 17:19:54 -05:00
cassidy fa76b61df0 Change addresses to labels and remove SRAM trace calls 2021-12-16 17:19:54 -05:00
cassidy 774aeb5e73 Next draft of sram.asm. Save/SRAM changes to save, init, and password
Deleted previewdatacopy.asm which was for SRAM Trace which we no longer
support. Password moved to $703000. 32-bits at $FFE0 in ROM (unused
hardware vector) now burned into $702015 in SRAM with ROM name.
2021-12-16 17:19:54 -05:00
cassidy 640e94153d Refactor inventory code and add more labels
Refactored highest sword, shield, and mail counting
Refactored how heart pieces, heart containers, and crystals are counted
Moved quickswap lock bit to high byte of InventoryTracking
Fixed sword and shield item downgrade
Added PreFluteLocations counter
2021-12-16 17:19:54 -05:00
cassidy e4d917c47c First pass-through adding labels
Added items, equipment, and tracking/indicators
Added playername changes
Removed some defines
2021-12-16 17:19:54 -05:00
cassidy d47dea6123 Initial SRAM module check in
Changes to save.asm and fileselect.asm to account for new WRAM buffer at
$7F6000 saved at $700500, length $1000.
Moves and additions noted at bottom of sram.asm, to be removed later.
2021-12-16 17:19:53 -05:00
cassidy c82edadadd Change version defines to use ?= operator
Now these defines can be set via CLI, otherwise will be what they are in the file
2021-12-07 15:45:22 -05:00
cassidy 5fc5dc13b2 Add ROM version to unused hw vector and before filename in SRAM
Two 16 bit ints located at $FFE0 (0x7FE0 PC) in ROM and burned into SRAM
starting at $701FFC, just before the ROM name
2021-12-07 15:29:30 -05:00
cassidy aca809862d utilities: Rewrite prog bow narrow sprite overflow to check sram
This uses Bonta's method which is more efficient and reliable when it
comes to bow state and potential mixture of progressive,
none-progressive, and silver arrows upgrade.
2021-09-08 01:00:55 -04:00
cassidy c37dcec6ea utilities: refactor some JSL X : RTL into JMP X 2021-09-06 20:20:12 -04:00
cassidy 9f1933d8c0 utilities: Progressive Bow overflow narrow sprites 2021-09-06 20:16:41 -04:00
cassidy bbc8228175 utilities: Fix shields overflowing with narrow sprites 2021-09-06 17:21:48 -04:00
cassidy fd490cab9a rngfixes: make enemy drop rng static during the standard escape sequence
This only applies between picking up the Uncle item and dropping off
zelda, not rain state in general
2021-08-02 21:06:13 -04:00
cassidy ac2aab4044 Additional comments and style cleanup for consistency 2021-06-14 15:55:21 -04:00
cassidy 77f742b25c Rewrite to handle electro palette, leave bunny alone
Should fix bunny issues
Big thank to kara for report, assistance, and testing
2021-06-14 13:14:38 -04:00
cassidy 327f08ce35 Revert "Update entrances.asm"
This reverts commit f4a336db9e.
2021-05-22 12:46:35 -04:00
cassidy 869706e50b Fix bombs count 2021-05-20 20:32:29 -04:00
cassidy 01e894a0b0 Fix S&Q bug on DDM with flashing enabled
Force push to fix dummy Y register. Doesn't make a difference but feels
cleaner if they're the same.
2021-05-09 17:28:54 -04:00
cassidy 3e09808536 Save a byte setting processor flags 2021-05-09 02:46:39 -04:00
cassidy f389a2e737 DisableFlashing now disables electro palette changing
Affects Ether animation and enemies that electrocute Link
2021-05-09 02:17:09 -04:00
cassidy 12e30ba2db Remove flashing ancilla near pedestal item during cutscene 2021-05-08 22:59:09 -04:00
cassidy 8881aa66b1 Save space with a jump to vanilla routine 2021-04-25 22:34:09 -04:00
cassidy ca7eaf3385 Change how Ether flashing is handled
Removed SetEtherFlicker and hooked into new restore palette code instead
2021-04-25 21:13:23 -04:00
cassidy 7b4e3f5c95 Uncomment padding instructions 2021-04-25 16:38:28 -04:00
cassidy fe708fd20f Restore invisible floors when flashing is disabled
Replace Seizure_Safety with FlashingDisabled
2021-04-25 16:09:42 -04:00
cassidy edfecad1b2 Remove extra branch 2021-04-24 02:20:07 -04:00
cassidy 74cb39f666 Refactor whitening bg 2021-04-23 13:59:49 -04:00
cassidy 452a2db03d Aga 2 flashing 2021-04-22 17:05:04 -04:00
cassidy 6a34b5cbc4 Flash toggle rough draft 2021-04-21 13:34:10 -04:00