86 Commits

Author SHA1 Message Date
079a3ae9a8 Fix max frame count 2026-06-08 16:11:51 -05:00
88d731cf9b Merge branch 'beta' into pikit_mode_merge 2026-06-07 13:39:04 -05:00
6bf2051bab Generic small keys don't despawn from shops 2026-06-07 13:14:39 -05:00
fa8f705bf9 Add map time to credits 2026-06-07 13:08:04 -05:00
66e095306c Minor fixups 2026-06-07 01:28:16 -05:00
dc05aca244 Minor fixups 2026-06-07 01:27:54 -05:00
440beffc94 Merge branch 'beta' into pikit_mode 2026-06-06 12:43:06 -05:00
3c17ec5d48 Implement checking for what maps can be viewed 2026-06-06 12:36:00 -05:00
0264a85511 Add shop shield handling, credits counter, softlock protection 2026-06-05 01:07:17 -05:00
9843d72327 Add NYI indicator to map swap mode 2026-06-04 22:02:43 -05:00
04196daf5f Rework map/hud loot icons to be more independent 2026-06-03 20:50:55 -05:00
6b3a05b9de Fix map/compass icons 2026-05-28 22:34:51 -05:00
4168bdbeb6 Shift item tiers slightly -> map above compass, small keys in dungeon higher 2026-05-28 06:29:14 -05:00
67a1ebb50c Update crystal indicator icons on HUD 2026-05-27 23:16:04 -05:00
85ea4477d2 NPC icon for NPC requiring item turnin; include standing items in loot
HUD as well
2026-05-27 23:01:02 -05:00
05172929a3 Clean up loot icon room transition handling 2026-05-25 00:16:48 -05:00
e749b6d6bc Fix several foutonFindings:
- Dark Palace -> Palace of Darkness
- show dungeon name for multi keys
- fix IP block drop lock
- HUD improvements
2026-05-24 19:09:33 -05:00
333159ac53 Unify standard escape ammo fills 2026-05-19 22:44:21 -05:00
2f404873b8 Fix dungeon indicator not updating on falling into dungeons 2026-05-16 21:27:22 -05:00
fd3f7f4513 Fix loothud on door rando transitions 2026-05-16 21:10:09 -05:00
2477918df9 Bugfixes 2026-05-13 00:58:23 -05:00
a52f0d71fb Fix compass toggle check and eastern palace split room 2026-05-11 22:21:08 -05:00
85a4abbe7b Fix map/icon issues 2026-05-04 17:49:23 -05:00
d7503ad0f3 Add setting to cap hud/cave loot 2026-05-04 08:52:11 -05:00
fbd4efc447 Update version 2026-05-04 00:38:06 -05:00
ec0bb02a53 Merge branch 'codemann_OWMain' into beta 2026-05-04 00:35:52 -05:00
80c0f47b1c Show level of current loot in HUD 2026-05-04 00:14:09 -05:00
b58641ad90 extra keys display 2026-05-03 17:06:30 -05:00
031a444a4a Merge commit '9174bbfba54f94ff51c149ba5d3f9e754dbf61a1' into codemann_OWMain 2026-05-02 23:41:40 -05:00
0f36eca4ab Add more shield logic 2026-05-02 23:22:37 -05:00
codemann8
9174bbfba5 Fix for Kiki unfollowing after certain entrance transition conditions 2026-03-15 16:59:19 -05:00
codemann8
37caff7bcf Fixed bug with MSU-1 GT2 track not falling back to GT track 2026-03-15 14:19:12 -05:00
codemann8
6fb81c0aa8 Fix buffer sword slash when dashing into water 2026-03-15 10:55:57 -05:00
codemann8
6609253059 Merged in DR v1.5.5 2026-03-03 07:59:14 -06:00
aerinon
d0f4651130 fix: skip key counter with universal keys 2026-02-11 10:49:57 -07:00
bd722bef33 Fix dig game 2026-02-08 00:33:19 -06:00
9208d06f3a Fix bonk torches and smithy 2026-02-07 23:52:47 -06:00
2a31b7763b Fix small chest bug 2026-02-07 21:23:01 -06:00
779c9a27ce Shield handling for pots and enemy drops and a few more NPCs 2026-02-07 16:51:21 -06:00
381868c3ce Heart pieces and containers shielding, fix some GFX (swords) 2026-02-05 22:10:53 -06:00
57591e1ef8 Merge in OWRando fixes (#3)
Reviewed-on: #3
2026-02-03 23:48:20 +00:00
f6c0de88fb Make valuable items all look like shields, implement a few NPCs 2026-02-01 23:25:24 -06:00
f609727647 Start link with home-pikit telling him to bring shields 2026-02-01 21:33:44 -06:00
2dcfd8e67a First pass at pikit mode 2026-02-01 00:10:55 -06:00
ed2746a27b Update map coordinates and fix red crystals showing junk 2026-01-31 13:01:14 -06:00
f8917c461a Merge remote-tracking branch 'codemann/OWMain' into codemann_OWMain 2026-01-31 08:47:00 -06:00
5dd62441a8 Pull in OW Fog and Grid Map (#2)
Reviewed-on: #2
2026-01-31 14:41:47 +00:00
ab60e3fd35 Remove error beep from doors map navigation 2026-01-31 08:37:20 -06:00
codemann8
bf2bd1974d Fix buffered sword issue when transitioning to water with sword out 2026-01-29 21:26:19 -06:00
codemann8
c438e9fc3c Merge branch 'OWMain' of https://github.com/codemann8/z3randomizer into OWMain 2026-01-29 20:52:54 -06:00
codemann8
17943f9904 Fix Link sprite using vanilla coords on map check in Special OW 2026-01-29 20:52:25 -06:00
codemann8
41c520fe90 Fix Link sprite using vanilla coords on map check in Special OW 2026-01-28 22:50:20 -06:00
codemann8
9fc26e8710 Fixed palette issue with map checks when Link stands in grass/water 2026-01-28 18:40:33 -06:00
482381fe53 Add lower-layer headers to doors/stairs in IP tile theme 2026-01-27 21:21:23 -06:00
2b3b50fc5c Initialize $72 before loading palette for OW map 2026-01-27 00:19:56 -06:00
b7c32fdfb1 Bump GK Rom version 2026-01-25 21:48:20 -06:00
ec1083a2e5 Fix reference to now-removed UWSpritesPointer 2026-01-25 21:31:39 -06:00
53d2a7606a Merge remote-tracking branch 'codemann/OWMain' into codemann_OWMain 2026-01-25 21:15:13 -06:00
codemann8
781431f633 Fixes issue not able to screen transition if bumped by enemy in water 2026-01-19 15:21:03 -06:00
codemann8
e02f98e6c5 Fixed L/R map swap while in special world 2026-01-17 13:58:18 -06:00
codemann8
7898e2149f Fixed issue with Old Man follower infinite pit fall 2026-01-17 00:51:26 -06:00
aerinon
cc635ddb78 fix: consistency for dungeon counter settings 2026-01-16 15:29:26 -07:00
codemann8
3c41d7ff39 Change key total display based on seen by player 2026-01-16 15:30:06 -06:00
codemann8
ab0f37b7ba Merge branch 'OWMain' of https://github.com/codemann8/z3randomizer into OWMain 2026-01-16 14:30:04 -06:00
codemann8
343d61a976 Fixing key totals marking MapCountDisplay flag 2026-01-16 14:30:01 -06:00
codemann8
804e72395b Fixing key totals marking MapCountDisplay flag 2026-01-16 14:19:48 -06:00
aerinon
c5aaa07f3e feat: king tomb bonk fix 2026-01-15 15:47:23 -07:00
codemann8
e8e6120a9e Some added labeling 2026-01-13 23:51:42 -06:00
codemann8
b0dfcdcae6 Fixed screen drawing issue on Pyramid screen 2026-01-13 15:29:04 -06:00
codemann8
920212d1b8 Removed sprite pointer label since value can shift via generator 2026-01-13 11:26:28 -06:00
codemann8
b7e123a7cf Removed hardcoded sprite data 2026-01-13 11:25:41 -06:00
codemann8
ce7f35ac7b Fixed screen drawing issue on HC screen 2026-01-13 11:24:37 -06:00
codemann8
a090f95659 Hold L/R during Grid OW map check to see opposite world 2026-01-12 22:35:07 -06:00
Catobat
9cbc202b62 Move dynamically positioned sprites on overworld map to match custom layout 2026-01-11 21:45:42 +01:00
Catobat
2ee7be56fc Overworld map fog 2026-01-11 21:45:42 +01:00
Catobat
fe5c936c7c Draw arbitrary layouts on the overworld map 2026-01-11 21:45:42 +01:00
Catobat
afa0f95072 Overworld edges are disabled if the destination is set to 0xFF 2026-01-11 21:45:42 +01:00
codemann8
ead6a30aa5 Fixed boss icons not showing on dungeon map check 2026-01-11 01:59:44 -06:00
codemann8
d532ac2f4a Fixed bonk drops duplicate counting and potentially writing bad values 2026-01-11 00:38:24 -06:00
codemann8
71ebc09270 Fix bonk drops updating HUD on collection 2026-01-11 00:06:52 -06:00
codemann8
0fef82981a Fixed bonk drops double counting and potentially writing bad values 2026-01-11 00:06:19 -06:00
codemann8
7d45a5cf66 Merge branch 'OWMain' of https://github.com/codemann8/z3randomizer into OWMain 2026-01-08 19:47:22 -06:00
codemann8
5af2fdc51e Fix psuedoboots ability to open Kings Tomb 2026-01-08 19:47:06 -06:00
codemann8
bff1da4330 Fix psuedoboots ability to open Kings Tomb 2026-01-08 16:16:33 -06:00
codemann8
0dba4601fc Fix issue with zoomed-in map check displaying icons from off-screen 2026-01-05 23:57:19 -06:00
codemann8
e30e5107c6 Implement more accurate map check coordinates 2026-01-05 22:38:53 -06:00
67 changed files with 2996 additions and 838 deletions

View File

@@ -74,6 +74,8 @@ 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
!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION = $04
incsrc hooks.asm
incsrc spriteswap.asm
@@ -211,6 +213,8 @@ incsrc gk/variable_ganon_vulnerability.asm
incsrc gk/pseudoflute.asm
incsrc gk/fast_junk.asm
incsrc gk/dungeon_maps.asm
incsrc gk/dungeon_indicator.asm
incsrc pikit.asm
print "End of B9: ", pc
warnpc $B9EE00
@@ -332,6 +336,8 @@ DungeonMapDoorConnectors:
incbin "menu/door_connectors.3bppc"
MapSheetD4:
incbin "menu/map_sheet_d4.3bppc"
DRSheet14:
incbin "menu/dr_sheet_14.3bppc"
org $8CD7DF
incsrc data/playernamecharmap.asm

View File

@@ -53,13 +53,24 @@ RTL
GiveBonkItem:
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.w SprSourceItemId, X
PHY : TAY
JSL ShieldCheck
TYA : PLY
BCS +
STZ.w $0DD0, X
PLA : PLA : PLA ; remove the stored return address
JML $85FC9D
+
JSR AbsorbKeyCheck : BCC .notKey
PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL Sound_SetSfx3PanLong
LDA.b #$01 : STA.l UpdateHUDFlag
RTL
.notKey
.notKey
PHY : TAY : JSL Link_ReceiveItem : PLY
RTL
;--------------------------------------------------------------------------------

View File

@@ -28,16 +28,19 @@ AddBonkTremors:
JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over
RTL
;--------------------------------------------------------------------------------
BonkBreakableWall:
PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
ValidDashCheck:
PHP
SEP #$20
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
PLP : PLX : LDA.w #$0000 : RTL
+
PLP : PLX
LDA.w LinkDashing : AND.w #$00FF ; things we wrote over
RTL
LDA.l BootsEquipment : BEQ .exit
+ LDA.w LinkDashing
.exit
BEQ +
PLP : REP #$02
RTL
+
PLP : SEP #$02
RTL
;--------------------------------------------------------------------------------
BonkRockPile:
LDA.l BootsModifier : CMP.b #$01 : BEQ +
@@ -48,10 +51,7 @@ BonkRockPile:
RTL
;--------------------------------------------------------------------------------
GravestoneHook:
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BEQ .done ; Check for Boots
+
LDA.w LinkDashing : BEQ .done ; things we wrote over
JSL ValidDashCheck : BEQ .done ; things we wrote over
JML moveGravestone
.done
JML GravestoneHook_continue

View File

@@ -17,15 +17,14 @@ DoDungeonMapBossIcon:
ASL
TAX
; get sprite pointer table
LDA.l $89C298 : STA.b Scrap00
LDA.w #$0089 : STA.b Scrap02
TXY
; get sprite pointer for room
LDA.l UWSpritesPointers,X
LDA.b [Scrap00], Y
STA.b Scrap00 ; pointer in $00
if !FEATURE_FIX_BASEROM
LDA.w #$0089
else
LDA.w #$0028 ; set the bank to 28 for now
endif
STA.b Scrap02
LDA.w #bank(UWSpritesData) : STA.b Scrap02
LDY.w #$0001 ; to skip the "sort"
; get first byte to make sure it isn't an empty room

View File

@@ -238,6 +238,18 @@ FixJingleGlitch:
.exit
RTL
;--------------------------------------------------------------------------------
FixSwimBump:
LDA.b LinkIncapacitatedTimer : BEQ .normal
LDA.b LinkJumping : BNE .normal
INC.b LinkJumping
BRA .not_diving
.normal
LDA.b LinkJumping : BNE .continue ; what we wrote over
.not_diving
PLA : PLA : PEA.w $87964D ; skip ahead, not diving
.continue
RTL
;--------------------------------------------------------------------------------
; Fix spawning with more hearts than capacity when less than 3 heart containers
pushpc
org $09F4AC ; <- module_death.asm:331

View File

@@ -49,14 +49,14 @@ InvertDPad_DPadLROnly:
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA.b Scrap00
STA.b Scrap01
JML InvertDPadReturn
InvertDPad_DPadUDOnly:
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
STA.b Scrap00
STA.b Scrap01
JML InvertDPadReturn
InvertDPad:

View File

@@ -146,32 +146,57 @@ macro SetMinimum(base,filler,compare)
endmacro
RefreshRainAmmo:
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA.l StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ +++
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle)
+++ BRA .done
+ CMP.b #$02 : BNE + ; Cell
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ .done
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell)
BRA .done
+ CMP.b #$04 : BNE + ; Mantle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ .done
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle)
+
.done
RTL
.rain
LDA.l StartingEntrance : BEQ .uncle
CMP.b #$03 : BNE + ; Uncle
.uncle
LDA.l RainDeathRefillMagic_Uncle : JSR .refillMagic
LDA.l RainDeathRefillBombs_Uncle : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Uncle : JSR .refillArrows
BRA .done
+ CMP.b #$02 : BNE + ; Cell
LDA.l RainDeathRefillMagic_Cell : JSR .refillMagic
LDA.l RainDeathRefillBombs_Cell : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Cell : JSR .refillArrows
BRA .done
+ CMP.b #$04 : BNE + ; Mantle
LDA.l RainDeathRefillMagic_Mantle : JSR .refillMagic
LDA.l RainDeathRefillBombs_Mantle : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Mantle : JSR .refillArrows
BRA .done
+ BRA .done
.rupeeBow
REP #$20
LDA.l RainDeathRefillRupeeBow : JSR .refillRupees
SEP #$20
.done
RTL
.refillMagic
SEC : SBC.l CurrentMagic : BCC +
STA.l MagicFiller
+ RTS
.refillBombs
SEC : SBC.l BombsEquipment : BCC +
STA.l BombsFiller
+ RTS
.refillArrows
SEC : SBC.l CurrentArrows : BCC +
STA.l ArrowsFiller
+ RTS
.refillRupees
CMP.l CurrentRupees : BCC +
STA.l CurrentRupees
+ RTS
;--------------------------------------------------------------------------------
SetEscapeAssist:
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state

View File

@@ -29,3 +29,4 @@ Z=33
'=35
-=36
.=37
*=FF

View File

@@ -78,10 +78,23 @@ JML Dungeon_OpenKeyedObject_nextChest
LDA.l ChestData, X : ASL A : BCC .smallChest
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
PHY
LDY.b Scrap0C
JSL ShieldCheck
STY.b Scrap0C
PLY
BCC .couldntFindChest
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
.smallChest
JML Dungeon_OpenKeyedObject_smallChest
PHY
LDY.b Scrap0C
JSL ShieldCheck
STY.b Scrap0C
PLY
BCC .couldntFindChest
JML Dungeon_OpenKeyedObject_smallChest
.couldntFindChest
JML Dungeon_OpenKeyedObject_couldntFindChest
JML Dungeon_OpenKeyedObject_couldntFindChest
;--------------------------------------------------------------------------------

View File

@@ -61,73 +61,84 @@ LoadDialogAddressIndirect:
RTL
;--------------------------------------------------------------------------------
FreeDungeonItemNotice:
STA.l ScratchBufferV
STA.l ScratchBufferV
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.l ScratchBufferNV : PHA
LDA.l ScratchBufferNV+1 : PHA
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.l ScratchBufferNV : PHA
LDA.l ScratchBufferNV+1 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : JMP .skip : +
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
LDA.b #$2F ; if not from our world, show all dungeon item and crystal notices
+ ORA.l FreeItemText : BNE + : JMP .skip : +
STA.b Scrap00
LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for general small key
LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for general compass
LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for general map
LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for general big key
LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for dungeon map
LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
+ LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys
BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
+ LDA.b Scrap00 : AND.b #$20 : BEQ + ; show message for crystal
LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE +
CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal)
JMP .crystal
+
JMP .skip ; it's not something we are going to give a notice for
+ JMP .skip ; it's not something we are going to give a notice for
.dungeon
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
@@ -139,23 +150,26 @@ FreeDungeonItemNotice:
LDA.b #$0F : !SUB.l ScratchBufferNV+1 : STA.l ScratchBufferNV+1 ; flip the values for small keys
+
LDA.l ScratchBufferNV+1
ASL : TAX
REP #$20
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE +
BRA .self_notice
.hc_sewers
LDA.w DungeonID : CMP.w #$0003 : BCS +
.self_notice
SEP #$20
LDA.l FreeItemText : AND.b #$40 : BEQ ++
LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
JMP .skip
++
%CopyDialog(Notice_Self)
JMP .done
+
SEP #$20
ASL : TAX
REP #$20
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : AND.w #$00FF : BNE +
LDA.l DungeonItemIDMap, X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE +
BRA .self_notice
.hc_sewers
LDA.w DungeonID : CMP.w #$0003 : BCS +
.self_notice
SEP #$20
LDA.l FreeItemText : AND.b #$40 : BEQ ++
LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
JMP .skip
++
%CopyDialog(Notice_Self)
JMP .done
+
SEP #$20
LDA.l ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done
@@ -190,9 +204,9 @@ FreeDungeonItemNotice:
+ : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers)
+
JMP .done
JMP .done
.crystal
.crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.l ScratchBufferV
AND.b #$0F ; looking at low bits only
@@ -210,7 +224,7 @@ FreeDungeonItemNotice:
%CopyDialog(Notice_Four) : JMP .done
+ : CMP.b #$06 : BNE +
%CopyDialog(Notice_Three) : JMP .done
+
+
.done
@@ -220,14 +234,14 @@ FreeDungeonItemNotice:
;--------------------------------
.skip
PLA : STA.l ScratchBufferNV+1
PLA : STA.l ScratchBufferNV
PLA : STA.b Scrap02
REP #$20
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
PLA : STA.l ScratchBufferNV+1
PLA : STA.l ScratchBufferNV
PLA : STA.b Scrap02
REP #$20
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -599,7 +599,7 @@ skip $10
BigKeyStatus: ;27f040 (status 2 indicate BnC guard)
dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0000, $0000
DungeonReminderTable: ;27f060
dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C, $0000, $0000
dw $2DA4, $2DA4, $2DA5, $2DA6, $2DA8, $2DAA, $2DA9, $2DAE, $2DAB, $2DAD, $2DA7, $2DAC, $2DAF, $2DB0, $0000, $0000
TotalLocationsLow: ;27f080
db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07, $00, $00
TotalLocationsHigh: ;27f090
@@ -696,4 +696,4 @@ dw $ffff
OldManDarkWorld:
dw $ffff
OldManRetrievalWorld:
dw $0000
dw $0000

View File

@@ -1,10 +1,12 @@
!BlankTile = $207F
!SlashTile = $2830
!PlusTile = $2404
!HyphenTile = $2405
!LTile = $2D68
!DTile = $2D60
!RedSquare = $345E
!BlueSquare = $2C5E
!BossIcon = $253C
!NPCIcon = $253B
DrHudOverride:
PHB
@@ -29,6 +31,13 @@ DRHUD_DrawIndicators:
LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
DRHUD_BossIndicator:
LDA.w DungeonID : CMP.b #$FF : BNE .in_dungeon
LDA.w NpcItemIndicator : BEQ .early_exit
LDA.l HudItems_enabled : BEQ .early_exit
REP #$10
LDY.w #!NPCIcon : STY.w HUDMultiIndicator
JMP DRHUD_Finished
.in_dungeon
LDA.l DRMode : BNE .continue
.early_exit
REP #$10
@@ -46,7 +55,7 @@ DRHUD_BossIndicator:
SEP #$20
BEQ .draw_indicator
LDA.l CompassBossIndicator, x : CMP.b RoomIndex : BNE .draw_indicator
LDY.w #!RedSquare
LDY.w #!BossIcon
.draw_indicator
STY.w HUDMultiIndicator
BRA DRHUD_DrawCurrentDungeonIndicator
@@ -71,13 +80,12 @@ DRHUD_DrawCurrentDungeonIndicator: ; mX
CMP.b #$06 : BEQ .draw_indicator
.get_indicator
REP #$20 : LDA.l DungeonReminderTable,X : TAY
SEP #$20
LDY.w #$2C28
.draw_indicator
STY.w HUDCurrentDungeonWorld
DRHUD_DrawKeyCounter:
LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
LDA.l DRFlags : AND.b #$04 : BEQ .to_finished
LDA.l CompassMode : BIT.b #$03 : BEQ DRHUD_Finished
REP #$20
BIT.w #$0002 : BNE .skip_map_check
@@ -90,8 +98,17 @@ DRHUD_DrawKeyCounter:
LDA.l GenericKeys : LSR : BCS .total_only
LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
LDA.w #!SlashTile : STA.w HUDKeysSlash
LDA.l ExtraChestKeys, X : AND.w #$00FF : BEQ .total_only
JSR ConvertToDisplay : STA.w HUDKeysExtraCount
LDA.w #!PlusTile : STA.w HUDKeysExtraPlus
.total_only
LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
SEP #$20
LDA.l ChestKeys, X : SEC : SBC.l ExtraChestKeys, X
REP #$20
JSR ConvertToDisplay : STA.w HUDKeysTotal
.to_finished
JMP DRHUD_Finished
OWRHUD_DrawWorldIndicator:
@@ -167,9 +184,7 @@ DrHudDungeonItemsAdditions:
jsr ConvertToDisplay2 : sta.w $1644, y
+ iny #2 : lda.w #$24f5 : sta.w $1644, y
phx : ldx.b Scrap00
LDA.l CompassMode : BIT.w #$0002 : BNE .skip_map_check
LDA.l MapField : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
.skip_map_check
LDA.l MapField : ORA.l MapCountDisplay : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
lda.l GenericKeys : bne +++
lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02
@@ -294,17 +309,29 @@ BossStatus:
; default palette 3 - white
LDA.l DungeonReminderTable, X : RTS
ConvertToDisplay:
and.w #$00ff : cmp.w #$000a : !BLT +
!ADD.w #$2519 : rts
+ !ADD.w #$2490 : rts
ConvertToDisplay: ; transparent background
AND.w #$00FF
CMP.w #$000A : BCC .under10
CMP.w #$000C : BCC .under12
.over11
CLC : ADC.w #$2553 : RTS
.under12
CLC : ADC.w #$2519 : RTS
.under10
CLC : ADC.w #$2490 : RTS
ConvertToDisplay2:
and.w #$00ff : beq ++
cmp.w #$000a : !BLT +
!ADD.w #$2517 : rts ; 2580 with 258A as "A" for non transparent digits
+ !ADD.w #$2816 : rts
++ lda.w #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
ConvertToDisplay2: ; solid background
AND.w #$00FF : BEQ .zero
CMP.w #$000A : BCC .under10
CMP.w #$000C : BCC .under12
.over11
CLC : ADC.w #$2580 : RTS
.under12
CLC : ADC.w #$2517 : RTS
.under10
CLC : ADC.w #$2816 : RTS
.zero
LDA.w #$2827 : RTS
CountAbsorbedKeys:
JML IncrementSmallKeysNoPrimary

View File

@@ -21,14 +21,18 @@ SpiralWarp: {
lda.w $045e : cmp.b #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp.b #$5f : beq .gtg
cmp.b #$26 : beq .inroom
.abort
SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
.inroom
.abort
SEP #$30
stz.w $045e
lda.b PreviousRoom : and.b #$0f
rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl
.gtg
.gtg
phb : phk : plb : phx : phy ; push stuff
jsr LookupSpiralOffset
rep #$30 : and.w #$00FF : asl #2 : tax
@@ -81,6 +85,7 @@ SpiralWarp: {
ldy.b #$01 : jsr SetCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl
@@ -261,6 +266,7 @@ InroomStairsWarp: {
.skipCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
rts
}
@@ -335,4 +341,4 @@ SpiralPriorityHack: {
lda.b #$01 : rtl ; always skip the priority code - until I figure out how to fix it
+ lda.w $0462 : and.b #$04 ; what we wrote over
rtl
}
}

View File

@@ -88,6 +88,7 @@ RTL
PrizeReceiveItem:
PHA
LDA.b #$00 : STA.l BossDropTouched
JSL BossPrizeGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
CMP.b #$6A : BNE +
@@ -105,7 +106,7 @@ RTL
SetItemPose:
PHA
LDA.w DungeonID : BMI .one_handed
LDA.w RoomItemsTaken : BIT.b #$80 : BNE +
JSL CheckBossDropTouched : BNE +
.one_handed
PLA
JML Link_ReceiveItem_not_cool_pose
@@ -134,7 +135,7 @@ SetCutsceneFlag:
PHX
LDY.b #$01 ; wrote over
LDA.w DungeonID : BMI .no_cutscene
LDA.w RoomItemsTaken : BIT.b #$80 : BNE .dungeon_prize
JSL CheckBossDropTouched : BNE .dungeon_prize
.no_cutscene
SEP #$30
PLX
@@ -155,7 +156,7 @@ AnimatePrizeCutscene:
LDA.w ItemReceiptMethod : CMP.b #$03 : BNE +
JSR CrystalOrPendantBehavior : BCC +
LDA.w DungeonID : BMI +
LDA.w RoomItemsTaken : BIT.b #$80 : BEQ +
JSL CheckBossDropTouched : BEQ +
SEC
RTL
+
@@ -172,13 +173,13 @@ PrizeDropSparkle:
RTL
HandleDropSFX:
LDA.w RoomItemsTaken : BIT.b #$80 : BEQ .no_sound
JSR CrystalOrPendantBehavior : BCC .no_sound
SEC
RTL
.no_sound
CLC
RTL
JSL CheckBossDropTouched : BEQ .no_sound
JSR CrystalOrPendantBehavior : BCC .no_sound
SEC
RTL
.no_sound
CLC
RTL
HandleCrystalsField:
TAX
@@ -192,7 +193,7 @@ RTL
MaybeKeepLootID:
PHA
LDA.w DungeonID : BMI .no_prize
LDA.w RoomItemsTaken : BIT.b #$80 : BNE .prize
JSL CheckBossDropTouched : BNE .prize
.no_prize
STZ.w ItemReceiptID
STZ.w ItemReceiptPose
@@ -216,6 +217,15 @@ CheckSpawnPrize:
SEP #$21
RTL
CheckBossDropTouched:
; Out: z - boss drop not touched
LDA.w RoomItemsTaken
AND.b #$80
BNE .done
LDA.l BossDropTouched
.done
RTL
CheckDungeonCompletion:
LDX.w DungeonID
REP #$20

View File

@@ -38,7 +38,7 @@ RTL
OnPlayerDead:
PHA
JSL SetDeathWorldChecked
JSL DynamicDropGFXClear
JSL DynamicDropGFXClear
JSL SetSilverBowMode
JSL RefreshRainAmmo
PLA
@@ -79,30 +79,20 @@ RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
PHA
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
LDA.l UncleItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
LDA.b #70 : STA.l ArrowsFiller
LDA.l ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; set rain state
JSL SetEscapeAssist
JSL RefreshRainAmmo
; grant arrows if we started with a bow in retro mode
LDA.l ArrowMode : BEQ +
LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle
REP #$20 ; set 16-bit accumulator
LDA.l CurrentRupees : !ADD.l FreeUncleItemAmount : STA.l CurrentRupees ; rupee arrows, so also give the player some money to start
SEP #$20 ; set 8-bit accumulator
LDA.l RainDeathRefillRupeeBow : ORA.l RainDeathRefillRupeeBow+1 : BEQ +
LDA.b #$01 : STA.l ArrowsFiller
+
LDA.l ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
+
RTL
;--------------------------------------------------------------------------------
OnAga1Defeated:
@@ -201,12 +191,12 @@ OnNewFile:
STZ.w TreePullKills
STZ.w TreePullHits
STZ.w PrizePackIndexes
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
LDA.b #$00 : STA.l MosaicLevel
JSL InitRNGPointerTable
PLP : PLX

View File

@@ -23,7 +23,7 @@ JSL SpritePrep_OldManFollower : NOP #2 : db $F0 ; BEQ
org $9DFF18
JSL SpriteDraw_OldManFollower
org $9EE9BC
JSL Follower_CheckMessageCollision
JSL OldMan_WaitForCollision
org $9EE9CC
JSL OldMan_BecomeFollower : NOP #2
@@ -631,6 +631,15 @@ SpriteDraw_OldManFollower:
dw 0, 0 : db $AC, $00, $00, $02
dw 0, 8 : db $AE, $00, $00, $02
OldMan_WaitForCollision:
PHA
LDA.w LinkIFrames : BEQ +
PLA : CLC
RTL
+
PLA
JML Follower_CheckMessageCollision
OldMan_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn
PLA : PLA
@@ -848,6 +857,7 @@ RTL
Kiki_DontScareTheMonke:
LDA.b LinkJumping : BEQ .return
CMP.b #$02 : BEQ .no_spook ; needed for quake usage
LDA.b GameMode : CMP.b #$0F : BEQ .no_spook ; needed for entrance transitions
LDA.w NoDamage : BNE .no_spook
LDA.w LinkThud : BNE .no_spook
.spook

View File

@@ -2,21 +2,28 @@
; Frame Hook
;--------------------------------------------------------------------------------
FrameHookAction:
JSL Module_MainRouting
JSL CheckMusicLoadRequest
PHP : REP #$30 : PHA
SEP #$20
LDA.l StatsLocked : BNE ++
REP #$20 ; set 16-bit accumulator
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+
LDA.l GameMode : CMP.w #$010E : BNE ++ ; move this to nmi hook?
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE ++
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
++
REP #$30 : PLA : PLP
JSL Module_MainRouting
JSL CheckMusicLoadRequest
PHP : REP #$30 : PHA
SEP #$20
LDA.l StatsLocked : BNE ++
REP #$20 ; set 16-bit accumulator
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+
; move this to nmi hook?
LDA.l GameMode : CMP.w #$010E : BNE +
; item select menu
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE ++
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
+
LDA.l GameMode : CMP.w #$030E : BEQ .map ; underworld map
LDA.l GameMode : CMP.w #$070E : BNE ++ ; overworld map
.map
LDA.l MapFrames : INC : STA.l MapFrames : BNE ++
LDA.l MapFrames+2 : INC : STA.l MapFrames+2
++
REP #$30 : PLA : PLP
RTL
!NMI_MW = "$7F5047"
@@ -47,37 +54,37 @@ JML NMIHookReturn
;--------------------------------------------------------------------------------
PostNMIHookAction:
LDA.w NMIAux : BEQ +
PHK : PEA.w .return-1 ; push stack for RTL return
JMP.w [NMIAux]
.return
STZ.w NMIAux ; zero bank byte of NMI hook pointer
+
JSR TransferItemGFX
LDA.b INIDISPQ : STA.w INIDISP ; thing we wrote over, turn screen back on
LDA.w NMIAux : BEQ +
PHK : PEA.w .return-1 ; push stack for RTL return
JMP.w [NMIAux]
.return
STZ.w NMIAux ; zero bank byte of NMI hook pointer
+
JSR TransferItemGFX
LDA.b INIDISPQ : STA.w INIDISP ; thing we wrote over, turn screen back on
JML PostNMIHookReturn
;--------------------------------------------------------------------------------
TransferItemGFX:
; Only used for shops now but could be used for anything. We should look at how door rando does this
; and try to unify one approach.
REP #$30
LDX.w ItemStackPtr : BEQ .done
TXA : BIT.w #$0040 : BNE .fail ; Crash if we have more than 16 queued (should never happen.)
DEX #2
-
LDA.l ItemGFXStack,X : STA.w ItemGFXPtr
LDA.l ItemTargetStack,X : STA.w ItemGFXTarget
PHX
JSL TransferItemToVRAM
REP #$10
PLX
DEX #2
BPL -
REP #$30
LDX.w ItemStackPtr : BEQ .done
TXA : BIT.w #$0040 : BNE .fail ; Crash if we have more than 16 queued (should never happen.)
DEX #2
-
LDA.l ItemGFXStack,X : STA.w ItemGFXPtr
LDA.l ItemTargetStack,X : STA.w ItemGFXTarget
PHX
JSL TransferItemToVRAM
REP #$10
PLX
DEX #2
BPL -
STZ.w ItemStackPtr
.done
SEP #$30
STZ.w ItemStackPtr
.done
SEP #$30
RTS
.fail
BRK #$00
.fail
BRK #$00

View File

@@ -1,42 +1,43 @@
; A = room_id
; out A = level of loot
CheckLoot:
CheckMapLoot:
PHP
REP #$30
PHB : PHX : PHY
PHX
STA.b $CA
LDA.b $06 : PHA
LDA.b $0E : PHA
STZ.b $02 ; best item class found
LDA.l ShowItems_default
LDA.l MapItems_default
AND.w #$00FF
STA.b $0E
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
LDA.l SaveDataWRAM, X
AND.w #$000F
BEQ +
LDA.l ShowItems_visited_tile
LDA.l MapItems_visited_tile
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .skip_dungeon_checks
TAX
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l ShowItems_have_map
LDA.l MapItems_have_map
AND.w #$00FF
CMP.b $0E
BCC +
@@ -45,13 +46,93 @@ CheckLoot:
+ LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l ShowItems_have_compass
LDA.l MapItems_have_compass
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+
.skip_dungeon_checks
JMP GetLootLevelAndCleanUp
; A = room_id
; out A = level of loot
CheckHudLoot:
PHP
REP #$30
PHX
STA.b $CA
LDA.b $0E : PHA
+ LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .cave
TAX
LDA.l HudItems_default_dungeon
AND.w #$00FF
STA.b $0E
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l HudItems_have_map
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l HudItems_have_compass
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+
BRA GetLootLevelAndCleanUp
.cave
LDA.l HudItems_cave
AND.w #$00FF
STA.b $0E
; intentional fall-through
GetLootLevelAndCleanUp:
STZ.b $02
LDA.b $0E
AND.w #$00FF
BEQ +
JSL GetLootLevel
+
PLA : STA.b $0E
PLX
PLP
LDA.b $02
RTL
; $CA = room_id
; $0E = level of details to return
; (1 - presence, 2 - compass or presence, 3 - value)
; out $02 = level of loot
GetLootLevel:
PHP
REP #$30
PHB : PHX : PHY
LDA.b $06 : PHA
STZ.b $02 ; best item class found
LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests
+
@@ -65,24 +146,25 @@ CheckLoot:
+
LDA.l ItemSources : BIT.w #$0008 : BEQ +
JSR CheckBoss
JSR CheckMisc
JSR CheckMisc2
+
LDA.l ItemSources : BIT.w #$0010 : BEQ +
JSR CheckPrize
+
JSR CheckNpcs
.done
PLA : STA.b $0E
PLA : STA.b $06
PLY : PLX : PLB
PLP
LDA.b $02
RTL
CheckChests:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
STA.b $00
ASL A
TAX
@@ -127,25 +209,22 @@ CheckChests:
.done
RTS
CheckBoss:
; we assume all bosses are in section 1 of split sections
; mainly to simplify hera cage key and GT torch
; which use the same flow
; and bosses are always in their own section anyway
CheckMisc:
; this includes bosses, bonk torches, and standing items (in caves + hera cage key)
; all dungeon items in this section are in section 1 of split sections
; for cave items we'll always know what section we're in
; but for dungeon items, we won't have a section specified in door rando
; so if we don't have a section, assume it's 1, and it'll match all the dungeon items anyway
LDA.b $CA
AND.w #$F000
XBA
CMP.w #$0020
BCC +
RTS
BIT.w #$F000
BNE +
ORA.w #$1000
+
LDA.b $CA
AND.w #$00FF
AND.w #$F1FF
STA.b $04
LDX.w #$FFFA
.next_boss
.next_misc
INX #6
LDA.l MiscLocations, X
BPL .check
@@ -153,9 +232,10 @@ CheckBoss:
.check
CMP.b $04
BNE .next_boss
BNE .next_misc
TXY
AND.w #$01FF
CMP.b RoomIndex
BEQ .current_room
@@ -180,7 +260,7 @@ CheckBoss:
TYX
BIT.b $04
BNE .next_boss ; continue checking if we already got the item
BNE .next_misc ; continue checking if we already got the item
LDA.l MiscLocations+4, X
STA.b $05
@@ -192,11 +272,28 @@ CheckBoss:
AND.w #$00FF
JSR GetLootClass
BRA .next_boss
BRA .next_misc
CheckMisc2:
; this currently only includes the library and Uncle
; so let's just hard-code them for now
LDA.b $CA
CMP.w #$2107 : BNE +
LDA.l NpcFlags : AND.w #$0080 : BNE +
LDA.l LibraryItem : AND.w #$00FF : JSR GetLootClass
+
LDA.b $CA
CMP.w #$1055 : BNE +
LDA.l ProgressFlags : AND.w #$0001 : BNE +
LDA.l UncleItem : AND.w #$00FF : JSR GetLootClass
+
RTS
CheckPrize:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
STA.b $04
LDX.w #$FFFD
@@ -230,9 +327,44 @@ CheckPrize:
BRA .next_prize
CheckNpcs:
LDA.b $CA
LDX.w #$FFFA
.next_npc
INX #6
LDA.l NpcItems, X
BMI .nope
CMP.b $CA
BNE .next_npc
LDA.l NpcItems+3, X ; get location of data to check
STA.b $05
LDA.l NpcItems+2, X
STA.b $04
LDA.b [$04]
AND.w #$00FF
AND.l NpcItems+5, X
BNE .next_npc
.yep
LDA.w NpcItemIndicator
ORA.w #$0001
STA.w NpcItemIndicator
RTS
.nope
LDA.w NpcItemIndicator
AND.w #$FF00
STA.w NpcItemIndicator
RTS
CheckPots:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
@@ -298,7 +430,7 @@ CheckPots:
+
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
if !FEATURE_FIX_BASEROM
@@ -336,7 +468,7 @@ CheckJunkPot:
+
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
LDA.l PotCollectionRateTable, X
@@ -364,11 +496,17 @@ endif
CheckEnemies:
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
LDA.l UWSpritesPointers, X
; get sprite pointer table
LDA.l $89C298 : STA.b $04
LDA.w #$0089 : STA.b $06
TXY
; get sprite pointer for room
LDA.b [$04], Y
INC A ; skip the layered/unlayered indicator
STA.b $04
LDA.w #bank(UWSpritesData)
@@ -448,7 +586,7 @@ CheckEnemies:
+
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
@@ -478,13 +616,19 @@ GetLootClass:
CMP.w #$0080 : BNE .not_compass
.compass
LDA.l AlwaysShowCompass : BNE .check_value
LDA.b $0E
AND.w #$00FF
CMP.w #$0002
BEQ .check_value
.not_compass
LDA.b $0E
BEQ .done
CMP.w #$0001
BEQ .value_set
CMP.w #$0003
BCS .check_value
LDA.w #$0001
BRA .value_set
.check_value
LDA.l LootTypeMapping, X
@@ -507,9 +651,13 @@ GetPotJunkClass:
LDA.b $0E
BEQ .done
CMP.w #$0001
BEQ .value_set
CMP.w #$0003
BCS .check_value
LDA.w #$0001
BRA .value_set
.check_value
; hardcode as junk for now
LDA.w #$0002
@@ -526,7 +674,7 @@ macro DefineGetFooSection(type, offset)
Get<type>Section:
PHX
LDA.b $CA
AND.w #$00FF
AND.w #$01FF
ASL A
TAX
LDA.l SplitRooms, X
@@ -574,13 +722,13 @@ Check<type>Section:
STA.b $CC
LDA.b $CB
AND.w #$00FF
AND.w #$00F0
BEQ .yes
JSR Get<type>Section
LDA.b $CB
AND.w #$00FF
AND.w #$00F0
LSR A : LSR A : LSR A : LSR A
DEC A
CMP.b $CE

View File

@@ -3,8 +3,8 @@
!TIER_LOW_KEY = $03
!TIER_HEALTH = $05
!TIER_MINOR = $06
!TIER_MAP = $07
!TIER_COMPASS = $08
!TIER_COMPASS = $07
!TIER_MAP = $08
!TIER_SM_KEY = $09
!TIER_BIG_KEY = $0A
!TIER_MAJOR = $0B
@@ -49,7 +49,7 @@ db !TIER_CRYSTAL ; 20 - Crystal
db !TIER_MINOR ; 21 - Net
db !TIER_MINOR ; 22 - Blue Mail
db !TIER_MINOR ; 23 - Red Mail
db !TIER_LOW_KEY ; 24 - Small Key
db !TIER_SM_KEY ; 24 - Small Key
db !TIER_COMPASS ; 25 - Compass
db !TIER_HEALTH ; 26 - Heart Container from 4/4
db !TIER_JUNK ; 27 - Bomb

View File

@@ -61,7 +61,24 @@ SplitRooms:
%d(.no) : %d(.d1) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.d6) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.db) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no)
; E0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; F0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; 100
%d(.no) : %d(.101) : %d(.no) : %d(.103) : %d(.no) : %d(.no) : %d(.106) : %d(.107)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.10c) : %d(.no) : %d(.10e) : %d(.no)
; 110
%d(.no) : %d(.no) : %d(.112) : %d(.no) : %d(.114) : %d(.115) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f)
; 120
%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.127)
.no
db $00
@@ -435,7 +452,7 @@ db $01
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $02, $00, $80, $00, $FF
db $01, $34, $D4, $B8, $FF
db $01, $34, $44, $B4, $FF
db $FF
..doors
db $03, $06
@@ -569,3 +586,344 @@ db $FF
..chests
db $01
db $FF
.101 ; East Snitch House (2) // West Snitch House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $FF
..enemies
db $00
db $FF
.103 ; Man With Beds (3) // Front of Tavern (2) // Back of Tavern (1)
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies3)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(..pots2) : %d(..enemies2)
..areas3
db $03, $80, $FF, $00, $FF
db $FF
..doors3
db $08
db $FF
..enemies3
db $02
db $FF
..areas2
db $03, $00, $7F, $50, $FF
db $FF
..doors2
db $06
db $FF
..pots2
db $02
db $FF
..enemies2
db $00
db $01
db $FF
.106 ; VoO Chest Game (2) // Brewery (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.107 ; Library (2) // Bomb Refill Hut (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
.10c ; Mimic Cave (2) // Hookshot Fairy Pot (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $FF
..enemies
db $04
db $05
db $06
db $07
db $FF
.10e ; Storyteller (2) // Storyteller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $FF
..pots
db $FF
..enemies
db $00
db $FF
.112 ; Dark Chapel (2) // Store (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.114 ; Waterfall Fairy (2) // Hint NPC (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $01
db $FF
..enemies
db $00
db $FF
.115 ; Capacity Fairy (1) // Healing Fairy (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.11b ; Cave 45 (2) // Graveyard Ledge (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $04
db $05
db $FF
..enemies
db $01
db $FF
.11c ; Bomb Shop (2) // C-Shaped House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.11e ; Long Fairy Cave (2) // Hype Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $01
db $02
db $03
db $FF
.11f ; Lumberjack House (1) // Store (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.120 ; Ice Rod Cave (1) // Cool Bee Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $01
db $02
db $FF
.122 ; Fortune Teller (2) // Other Fortune Teller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.124 ; 50-Rupee Cave (1) // Bonk Rocks (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..chests
db $00
db $FF
.125 ; 20-Rupee Cave (2) // Spiky Hint Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $FF
..enemies
db $00
db $FF
.126 ; Bonk Fairy Pool (2) // Checkerboard Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $01
db $02
db $03
db $04
db $FF
.127 ; Hammer Pegs Cave (1) // Fake Dark Lake Hylia Spike Hint Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..pots
db $04
db $05
db $06
db $07
db $FF

View File

@@ -150,7 +150,10 @@ DrawFullRoomTile:
RTL
DrawSingleRoomLoot:
PHX : PHY
LDA.l MapItems_enabled : AND.w #$00FF : BNE +
RTL
+ PHX : PHY
TYX
@@ -172,7 +175,8 @@ DrawSingleRoomLoot:
STA.w GFXStripes+$0C, Y
LDA.b $CA
JSL CheckLoot
AND.w #$F0FF
JSL CheckMapLoot
ASL A : ASL A : ASL A
@@ -687,6 +691,13 @@ GetSpecificRoomVisibility:
STA.b $0A
+
SEP #$20
LDA.b $0A
CMP.b $0B
BCC +
STA.b $0B
+
REP #$20
LDA.b $CA
AND.w #$00FF
@@ -1229,7 +1240,7 @@ DrawDoorsMapBlinker:
AND.w #$01E0
ASL A : ASL A : ASL A
XBA
CLC : ADC.w #$00A4
CLC : ADC.w #$00A5
STA.w OAMBuffer, X
LDA.b LinkPosY
@@ -1453,8 +1464,8 @@ MoveDoorsMapCursor:
BRA .done
.no_move
LDA.b #$3C
STA.w $012E
; LDA.b #$3C
; STA.w $012E
.done
PLP
@@ -1707,10 +1718,13 @@ DoorsMapChangeDungeon:
BNE +
INX
+ LDA.l DungeonMapData.prev, X
STA.w DungeonID
CMP.b $00
BEQ .done
STA.w DungeonID
JSL IsValidDungeonToSwapTo
BCC .next
JSL FindFirstEntrance
CPY.b #$FF
BEQ .next
@@ -2105,6 +2119,13 @@ DrawDoorsStairs:
DetectLinksSection:
LDA.b RoomIndex
CMP.w #$0128
BCC +
LDA.w #$0000
RTL
+
ASL A
TAX
LDA.l SplitRooms, X

View File

@@ -1,4 +1,5 @@
RedrawLoot:
SEP #$20
JSL DrawLoot
; what we wrote over
@@ -32,6 +33,9 @@ DrawLoot:
LDA.l DRMode
BNE .skip
LDA.l MapItems_enabled
BEQ .skip
REP #$30
PHX : PHY
@@ -125,7 +129,7 @@ DrawSingleFloorLoot:
LDA.w #$0000
BRA +
.valid_room
JSL CheckLoot
JSL CheckMapLoot
+
ASL A : ASL A : ASL A

59
gk/dungeon_indicator.asm Normal file
View File

@@ -0,0 +1,59 @@
LoadDungeonIndicator:
; what we wrote over
JSL InitializeTilesets
LDA.w DungeonID
CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done
TAX
; mark dungeon as entered
REP #$20
LDA.w DungeonMask, X
ORA.l DungeonVisited
STA.l DungeonVisited
SEP #$20
; load indicator
LDA.l DungeonIndicatorMap, X
TAX
LDA.b #$80
STA.w $2115
REP #$20
LDA.w #$7140
STA.w $2116
LDY.b #$10
- LDA.l DungeonIndicatorGfx, X
STA.w $2118
INX #2
DEY #2
BNE -
SEP #$20
.done
RTL
DungeonIndicatorMap:
dw $0000
dw $0000
dw $0010
dw $0020
dw $0040
dw $0060
dw $0050
dw $00A0
dw $0070
dw $0090
dw $0030
dw $0080
dw $00B0
dw $00C0
.end
DungeonIndicatorGfx:
incbin "menu/dr_dungeon_indicators.2bpp"
.end

View File

@@ -24,6 +24,8 @@ endmacro
%WriteGFXSheetPointer($62, DungeonMapIcons5)
%WriteGFXSheetPointer($63, DungeonMapIcons6)
%WriteGFXSheetPointer($14, DRSheet14)
pullpc
incsrc doors_dungeon_map.asm
@@ -32,6 +34,7 @@ incsrc map_bg3.asm
incsrc dungeon_switch.asm
incsrc draw_loot.asm
incsrc check_loot.asm
incsrc loot_hud.asm
incsrc blink_loot.asm
incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm

View File

@@ -42,6 +42,8 @@ CheckSwitchMap:
BRA .doors_done
.change_dungeon
LDA.l MapSwapping
BEQ .doors_done
JSL DoorsMapChangeDungeon
BRA .doors_done
@@ -59,10 +61,14 @@ CheckSwitchMap:
.not_fancy_door_map
SEP #$20
LDA.l MapSwapping
BEQ .no_swap
LDA.b $F6
AND.b #$30
BNE +
BNE .do_swap
.no_swap
; what we wrote over
REP #$20
LDA.w DungeonMapFloorCountData, X
@@ -70,15 +76,20 @@ CheckSwitchMap:
CLC : ADC.b $00
RTL
+ PHA
.do_swap
TXA
.try_next
ASL A
TAX
PLA
LDA.b $F6
BIT.b #$20
BNE +
INX
+ LDA.l DungeonMapData.prev, X
+
LDA.l DungeonMapData.prev, X
JSL IsValidDungeonToSwapTo
BCC .try_next
STA.w DungeonID
LDA.b #$04
@@ -87,6 +98,58 @@ CheckSwitchMap:
LDA.w #$0000
RTL
; in A = dungeon ID to check
; out C - CC = not valid, CS = valid
IsValidDungeonToSwapTo:
CMP.l CachedDungeonID ; dungeon we're in is always valid
BNE +
SEC
RTL
+
PHP
REP #$20
PHX : PHA
TAX
LDA.l MapSwapping
BIT.w #$0080
BNE .yes
BIT.w #$0001
BEQ +
; check visited flag
LDA.l SwapMasks, X
AND.l DungeonVisited
BNE .yes
+
LDA.l MapSwapping : BIT.w #$0002
BEQ +
; check map flag
LDA.l SwapMasks, X
AND.l MapField
BNE .yes
+
.no
PLA : PLX
PLP
CLC
RTL
.yes
PLA : PLX
PLP
SEC
RTL
SwapMasks:
dw $C000, $C000, $2000, $1000
dw $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010
dw $0008, $0004, $0002, $0001
DungeonMapSwitch_Submodule:
JSL $80893D
JSL $80833F
@@ -224,39 +287,32 @@ DrawDungeonLabel:
CLC : ADC.w #$0008
TAY
LDA.l MapSwapping
BEQ +
; L/R switch indicators
LDA.w #$E310
LDA.w #$E360
STA.w GFXStripes+$02, Y
LDA.w #$E910
LDA.w #$E960
STA.w GFXStripes+$0A, Y
LDA.w #$E318
STA.w GFXStripes+$12, Y
LDA.w #$E918
STA.w GFXStripes+$1A, Y
LDA.w #$0300
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$0C, Y
STA.w GFXStripes+$14, Y
STA.w GFXStripes+$1C, Y
LDA.w #$49AF
LDA.w #$65BF
STA.w GFXStripes+$06, Y
STA.w GFXStripes+$16, Y
LDA.w #$099E
LDA.w #$25BD
STA.w GFXStripes+$08, Y
STA.w GFXStripes+$18, Y
LDA.w #$099F
LDA.w #$25BE
STA.w GFXStripes+$0E, Y
STA.w GFXStripes+$1E, Y
LDA.w #$09AF
LDA.w #$25BF
STA.w GFXStripes+$10, Y
STA.w GFXStripes+$20, Y
TYA
CLC : ADC.w #$0020
CLC : ADC.w #$0010
TAY
+
LDA.l DRMode
BNE .doors

101
gk/loot_hud.asm Normal file
View File

@@ -0,0 +1,101 @@
pushpc
org $828C73
JSL EnterRoom
NOP
org $86C0AB
JSL CollectHeartPieceAndUpdate
org $86D1A8
JSL SetDeathFlagAndUpdate
pullpc
SetDeathFlagAndUpdate:
JSL UpdateLootHUD
JSL Sprite_ManuallySetDeathFlagUW
RTL
CollectHeartPieceAndUpdate:
JSL $85F018
JSL UpdateLootHUD
RTL
ClearLootHUD:
LDA.b GameMode
CMP.b #$07
BNE UpdateLootHUD
;
PHP
REP #$20
LDA.w #!BlankTile : STA.w EnemyDropIndicator
PLP
RTL
EnterRoom:
; what we wrote over
STZ.w $0200
STZ.b $B0
; fall into UpdateLootHUD
UpdateLootHUD:
PHP
REP #$30
PHX : PHY
SEP #$30
LDA.l HudItems_enabled : BEQ .setting_off
LDA.b IndoorsFlag : BEQ .done
REP #$30
LDA.b $00 : PHA
LDA.b $02 : PHA
LDA.b $04 : PHA
LDA.b $06 : PHA
LDA.b $08 : PHA
LDA.b $0E : PHA
; if if door rando, check for section of supertile
LDA.l DRMode
BNE +
; if not in door rando, check for section of supertile if we're not in a dungeon
LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ +
; just load the room id, we don't care about sections
LDA.b RoomIndex
BRA .check
+ ; figure out section before checking
JSL DetectLinksSection
INC A
XBA
ASL A : ASL A : ASL A : ASL A
ORA.b RoomIndex
.check
JSL CheckHudLoot
ASL A : TAX
LDA.l HUDLootTypeIcons, X
STA.w EnemyDropIndicator
PLA : STA.b $0E
PLA : STA.b $08
PLA : STA.b $06
PLA : STA.b $04
PLA : STA.b $02
PLA : STA.b $00
BRA .done
.setting_off
JSL SetupEnemyDropIndicator
.done
REP #$30
PLY : PLX
PLP
RTL

View File

@@ -52,10 +52,10 @@ dw $2DCB, $6DCB, $ADCB, $EDCB ; 01 - unknown - dot
dw $29EB, $69EB, $29FB, $69FB ; 02 - junk - pot
dw $29CA, $69CA, $29DA, $29DB ; 03 - small key
dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - safety - plus
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - health - plus
dw $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest
dw $29CE, $29CF, $29DE, $29DF ; 07 - map
dw $29E8, $69E8, $29F8, $69F8 ; 08 - compass
dw $29E8, $69E8, $29F8, $69F8 ; 07 - compass
dw $29CE, $29CF, $29DE, $29DF ; 08 - map
dw $29CA, $69CA, $29DA, $29DB ; 09 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key
dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
@@ -73,29 +73,32 @@ warnpc $B9FA00
org $B9FA00
; Room ID mappings to bit to check for presence and address of item drop
MiscLocations:
dw $00C8 : db $04 : dl HeartContainer_ArmosKnights
dw $0033 : db $04 : dl HeartContainer_Lanmolas
dw $0007 : db $04 : dl HeartContainer_Moldorm
dw $10C8 : db $04 : dl HeartContainer_ArmosKnights
dw $1033 : db $04 : dl HeartContainer_Lanmolas
dw $1007 : db $04 : dl HeartContainer_Moldorm
dw $005A : db $04 : dl HeartContainer_HelmasaurKing
dw $0006 : db $04 : dl HeartContainer_Arrghus
dw $0029 : db $04 : dl HeartContainer_Mothula
dw $00AC : db $04 : dl HeartContainer_Blind
dw $00DE : db $04 : dl HeartContainer_Kholdstare
dw $0090 : db $04 : dl HeartContainer_Vitreous
dw $00A4 : db $04 : dl HeartContainer_Trinexx
dw $105A : db $04 : dl HeartContainer_HelmasaurKing
dw $1006 : db $04 : dl HeartContainer_Arrghus
dw $1029 : db $04 : dl HeartContainer_Mothula
dw $10AC : db $04 : dl HeartContainer_Blind
dw $10DE : db $04 : dl HeartContainer_Kholdstare
dw $1090 : db $04 : dl HeartContainer_Vitreous
dw $10A4 : db $04 : dl HeartContainer_Trinexx
dw $0073 : db $05 : dl BonkKey_Desert ; torch
dw $008C : db $05 : dl BonkKey_GTower ; torch
dw $0087 : db $05 : dl StandingKey_Hera
dw $1073 : db $05 : dl BonkKey_Desert ; torch
dw $108C : db $05 : dl BonkKey_GTower ; torch
dw $1087 : db $05 : dl StandingKey_Hera
dw $10E1 : db $06 : dl HeartPiece_Forest_Thieves
dw $10E2 : db $06 : dl HeartPiece_Lumberjack_Tree
dw $10EA : db $05 : dl HeartPiece_Spectacle_Cave
dw $111B : db $06 : dl HeartPiece_Graveyard_Warp
dw $211B : db $05 : dl HeartPiece_Circle_Bushes
dw $111E : db $05 : dl RupeeNPC_NortheastDarkSwampCave
dw $1123 : db $05 : dl RupeeNPC_MoldormCave
dw $1126 : db $06 : dl HeartPiece_Mire_Warp
dw $1127 : db $05 : dl HeartPiece_Smith_Pegs
dw $FFFF : db $FF : dl $FFFFFF ; Placeholders
dw $FFFF : db $FF : dl $FFFFFF
dw $FFFF : db $FF : dl $FFFFFF ; Aga 1? ($0020)
dw $FFFF : db $FF : dl $FFFFFF ; Ice Armos? ($001C)
dw $FFFF : db $FF : dl $FFFFFF ; Lanmolas 2? ($0033)
dw $FFFF : db $FF : dl $FFFFFF ; Moldorm 2? ($004D)
dw $FFFF : db $FF : dl $FFFFFF ; Aga 2? ($000D)
dw $FFFF
warnpc $B9FA9A
@@ -128,7 +131,7 @@ pad $B9FB00
; $B9FB00
DungeonLabels:
dw $2550, $2579 ; Sewers
dw $25A4, $2579 ; Sewers
dw $2564, $255F ; Hyrule Castle
dw $2561, $256C ; Eastern Palace
dw $2560, $256C ; Desert Palace
@@ -146,6 +149,44 @@ dw $25A4, $25A4 ; Reserved
dw $25A4, $25A4 ; Reserved
; $B9FB40
HUDLootTypeIcons:
dw $287F ; 00 - nothing
dw $295C ; 01 - unknown - dot
dw $2954 ; 02 - junk - pot
dw $2950 ; 03 - small key
dw $2952 ; 04 - triforce piece
dw $2955 ; 05 - health - plus
dw $2953 ; 06 - less important item - small chest
dw $2D56 ; 07 - compass
dw $2957 ; 08 - map
dw $2950 ; 09 - small key
dw $2951 ; 0A - big key
dw $295A ; 0B - important inventory item - big chest
dw $2D58 ; 0C - pendant
dw $2D59 ; 0D - crystal
dw $2952 ; 0E - triforce piece
dw $295B ; 0F - triforce
; $B9FB60
NpcItems:
dw $10E3 : dl $7EF411 : db $80 ; Magic Bat
dw $1102 : dl $7EF410 : db $04 ; Sick Kid
dw $1105 : dl $7EF410 : db $10 ; Sahasrahla
dw $1109 : dl $7EF411 : db $20 ; Potion Shop
dw $1121 : dl $7EF411 : db $04 ; Blacksmith
dw $FFFF
warnpc $B9FBA0
padbyte $FF
pad $B9FBA0
; $B9FBA0
; Currently these two are hard-coded checks
; but maybe that will change if more show up someday?
MiscLocations2:
dw $1055 : dw $7EF3C6 : db $01 : dl UncleItem
dw $2107 : dw $7EF410 : db $80 : dl LibraryItem
dw $FFFF
warnpc $B9FE00
org $B9FE00
@@ -179,30 +220,53 @@ warnpc $B9FF08
org $B9FF08
; $00 - do not show anything
; $01 - show presence of unobtained items
; $02 - show category of item
ShowItems:
; $02 - show compass if presence, otherwise presence of unobtained items
; $03 - show category of item
MapItems:
.default
db $00
.have_map
db $00
.have_compass
db $02
db $03
.visited_tile
db $01
db $02
.reserved
skip 4
skip 3
.enabled
db $01
warnpc $B9FF10
org $B9FF10
; ---P bepc
HudItems:
.cave
db $00
.default_dungeon
db $00
.have_map
db $01
.have_compass
db $03
.reserved
skip 3
.enabled
db $01
warnpc $B9FF18
org $B9FF20
; ---P sepc
; P - dungeon prizes
; b - bosses (and torches in GT and desert, plus hera basement standing item)
; s - standing items (plus torches in GT and desert and bosses)
; e - enemy drops
; p - pots
; c - chests
ItemSources:
db $09
; $B9FF11
AlwaysShowCompass:
db $01
; B9FF21
; a--- --mv
; a - always
; m - have map
; v - have visited dungeon
MapSwapping:
db $01 ; NYI

View File

@@ -12,7 +12,9 @@ db $01
GKRomVersion:
; $01 = Dungeon Maps
; .., $01 = Dark rooms don't show on map from visition
db $01, $01, $00
; .., $02 = OW Fog and Grid modes
; .., $03 = Loot level of current supertile in HUD
db $01, $03, $00
;--------------------------------------------------------------------------------
;================================================================================

View File

@@ -70,7 +70,7 @@ GetAgahnimLightning:
;1 = Forbid
AllowJoypadInput:
LDA.l PermitSQFromBosses : BEQ .fullCheck
LDA.w RoomItemsTaken : AND.b #$80 : BEQ .fullCheck
JSL CheckBossDropTouched : BEQ .fullCheck
LDA.w MedallionFlag : ORA.w CutsceneFlag ; we have heart container, do short check
RTL
.fullCheck

View File

@@ -2,13 +2,20 @@
; Randomize Half Magic Bat
;--------------------------------------------------------------------------------
GetMagicBatItem:
JSL ItemSet_MagicBat
%GetPossiblyEncryptedItem(MagicBatItem, SpriteItemValues)
CMP.b #$FF : BEQ .normalLogic
TAY
PHA : LDA.l MagicBatItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .have_shield
LDA.l MagicBatItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSL ItemSet_MagicBat
PLA
STZ.b ItemReceiptMethod ; 0 = Receiving item from an NPC or message
JML Link_ReceiveItem
.have_shield
PLA
RTL
.normalLogic
LDA.l HalfMagic
STA.l MagicConsumption

View File

@@ -5,8 +5,17 @@ HeartPieceGet:
PHX : PHY
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDY.w SprSourceItemId, X
JSL HeartGet
BCC +
JSL MaybeMarkDigSpotCollected
.skipLoad
+
PLY : PLX
RTL
;--------------------------------------------------------------------------------
HeartGet:
JSL ShieldCheck
BCC .skip
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
CMP.b #$00 : BNE .not_heart
@@ -16,15 +25,27 @@ HeartPieceGet:
STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
JSL Link_ReceiveItem
JSL MaybeUnlockTabletAnimation
PLY : PLX
RTL
SEC
RTL
.skip
JSL MaybeFreeLinkFromTablet
CLC
RTL
;--------------------------------------------------------------------------------
HeartContainerGet:
PHX : PHY
JSL IncrementBossSword
LDY.w SprSourceItemId, X
BRA HeartPieceGet_skipLoad
JSL HeartGet
PLY : PLX
BCC +
LDA.w RoomItemsTaken
ORA.b #$80
STA.w RoomItemsTaken
+
LDA.b #$01
STA.l BossDropTouched
RTL
;--------------------------------------------------------------------------------
DrawHeartPieceGFX:
PHP

107
hooks.asm
View File

@@ -120,7 +120,7 @@ JSL AddBonkTremors : NOP #4
; Bonk Breakable Walls
;--------------------------------------------------------------------------------
org $81CF8E ; CF8E <- Bank01.asm : 11641 (LDA $0372 : AND.w #$00FF)
JSL BonkBreakableWall : NOP #2
JSL ValidDashCheck : NOP #2
;--------------------------------------------------------------------------------
;================================================================================
@@ -139,6 +139,11 @@ GravestoneHook_continue:
org $87C106
moveGravestone:
;--------------------------------------------------------------------------------
org $899A30
JSL ValidDashCheck : NOP #2
org $899A3A
JSL ValidDashCheck : NOP #2
;--------------------------------------------------------------------------------
;================================================================================
; Jump Down Ledge
@@ -1048,8 +1053,12 @@ Overworld_Entrance_BRANCH_EPSILON: ; go here to lock doors
org $81C50D : JSL CheckDungeonWorld
org $81C517 : JSL CheckDungeonCompletion
org $81C523 : JSL CheckDungeonCompletion
org $81C710 : JSL CheckSpawnPrize
BCS RoomTag_GetHeartForPrize_spawn_prize : BRA RoomTag_GetHeartForPrize_delete_tag
org $81C709 : JSL CheckBossDropTouched : NOP
org $81C710
JSL CheckSpawnPrize
BCS RoomTag_GetHeartForPrize_spawn_prize
BRA RoomTag_GetHeartForPrize_delete_tag
warnpc $81C731
org $81C742 : JSL SpawnDungeonPrize : PLA : RTS
org $8799EA : JML SetItemPose
org $88C415 : JSL PendantMusicCheck
@@ -1061,6 +1070,7 @@ org $88C622 : BCC ItemReceipt_Animate_continue
org $88C6BA : JSL CheckPoseItemCoordinates
org $88C6C3 : JSL PrepPrizeVRAMHigh
org $88C6F4 : JSL PrepPrizeVRAMLow
org $88CAC4 : JSL CheckBossDropTouched : NOP
org $88CAD6 : JSL HandleDropSFX : NOP #2
org $88CADC : BCC Ancilla29_MilestoneItemReceipt_skip_crystal_sfx
org $88CAE9 : JSL PrepPrizeTile
@@ -1112,7 +1122,8 @@ JSL CompareBombsToMax : NOP #11
org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
JSL GiveBonkItem : NOP #5
org $85FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong)
NOP #6
JSL UpdateLootHUD
NOP #2
;--------------------------------------------------------------------------------
org $868D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X)
JSL LoadBonkItemGFX
@@ -1512,8 +1523,9 @@ JSL DrawHeartPiecesMenu : BRA DrawEquipment_in_a_dungeon
;================================================================================
; 300 Rupee NPC
;--------------------------------------------------------------------------------
org $9EF060 ; <- F7060 - sprite_shopkeeper.asm:242 (INC $0D80, X)
JSL Set300RupeeNPCItem : NOP
org $9EF058 ; <- F7060 - sprite_shopkeeper.asm:242 (INC $0D80, X)
JSL Set300RupeeNPCItem
BCS + : RTS : NOP #6 : +
;================================================================================
; Tree Kid Fix
@@ -1638,7 +1650,8 @@ JSL FixAga2Bunny : NOP
; Open Mode Fixes
;--------------------------------------------------------------------------------
org $85DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5)
NOP #6
JSL UpdateLootHUD
NOP #2
;--------------------------------------------------------------------------------
org $85EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL EndRainState : NOP #2
@@ -2000,7 +2013,7 @@ org $85EE53 ; <- 2EE53 - mushroom.asm : 22
JSL ItemCheck_Mushroom : NOP #2
;--------------------------------------------------------------------------------
org $85EE8C ; <- 2EE8C - mushroom.asm : 69
JSL ItemSet_Mushroom : NOP
JSL ItemSet_Mushroom : NOP #5
;--------------------------------------------------------------------------------
org $85F53E ; <- 2F53E - sprite_potion_shop.asm : 40
JSL ItemCheck_Powder : CMP.b #$20
@@ -2014,8 +2027,15 @@ JSL ItemCheck_MagicBat : BEQ + : RTS : NOP : +
;================================================================================
org $86BD6C ; <- 33D6C - sprite_middle_aged_man.asm:143 (JSL Link_ReceiveItem)
JSL Multiworld_MiddleAgedMan_ReactToSecretKeepingResponse
BRA + : NOP #8 : +
;--------------------------------------------------------------------------------
org $86BE70 ; <- 33E72 - bank_06.asm:11877
BRA + : NOP #10 : +
org $86BE81 ; <- 33E81 - sprite_hobo.asm:150 (JSL Link_ReceiveItem)
JSL Multiworld_Hobo_GrantBottle
BRA + : NOP #8 : +
;--------------------------------------------------------------------------------
org $8589B4 ; <- 289B4 ; sprite_master_sword.asm:183 (JSL Link_ReceiveItem)
JSL Multiworld_MasterSword_GrantToPlayer
;================================================================================
@@ -2028,7 +2048,10 @@ org $85EF79 ; <- 2EF79 - sprite_heart_upgrades.asm:128 (JSL Sprite_PrepAndDrawSi
JSL DrawHeartContainerGFX
;--------------------------------------------------------------------------------
org $85EFCE ; <- 2EFCE - sprite_heart_upgrades.asm:176 (JSL Link_ReceiveItem)
JSL HeartContainerGet
JSL HeartContainerGet ; this also handles setting the boss-killed flag if appropriate
PLX
RTS
warnpc $85EFDC
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
org $8799B1 ; 399B1 - Bank07.asm:4063 (CPY.b #$3E : BNE .notHeartContainer)
@@ -2054,10 +2077,13 @@ JSL HeartPieceSpawnDelayFix
;--------------------------------------------------------------------------------
org $85F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination
JSL HeartPieceGet
PHP
JSL DynamicDrawCleanup
PLP : BCC +
JSL IsMedallion
BCS + : BRA Sprite_EB_HeartPiece_handle_flags : + ; Don't change OW flags if we're
STZ.w SpriteAITable, X : RTS ; getting a tablet item
warnpc $85F0C0
;--------------------------------------------------------------------------------
org $86C0B0 ; <- 340B0 - sprite prep
JSL HeartPieceSpritePrep
@@ -2102,6 +2128,11 @@ JSL FlipperScrollWarp
;--------------------------------------------------------------------------------
;org $878F51 ; <- 38F51 - Bank07.asm:2444 (JSR $AE54 ; $3AE54 IN ROM)
;JSL OnEnterWater : NOP
;--------------------------------------------------------------------------------
; Fixes getting bumped while swimming, unable to screen transition
org $879632
LinkState_Swimming:
JSL FixSwimBump
;================================================================================
; Floodgate Softlock Fix
;--------------------------------------------------------------------------------
@@ -2748,6 +2779,23 @@ JSL MimicDirection
org $828068
JSL AdjustDefaultGraphics
;================================================================================
;--------------------------------------------------------------------------------
; Remove Overwriting HUD gfx on game over
;--------------------------------------------------------------------------------
org $809038
RTS
;================================================================================
;--------------------------------------------------------------------------------
; Dungeon Indicator VRAM overwrite
;--------------------------------------------------------------------------------
org $828190
JSL LoadDungeonIndicator
org $829AA2
JSL LoadDungeonIndicator
;================================================================================
; Special Weapons Modes
;--------------------------------------------------------------------------------
@@ -2818,3 +2866,44 @@ org $8DFB63 ; bank_0D.asm@18092 (LDA.l $7EF33F, X : AND.w #$00FF)
JSL CheckFluteInHUD
NOP #3
;--------------------------------------------------------------------------------
;================================================================================
; Pikit Nonsense
;--------------------------------------------------------------------------------
org $81EC39
JSL SmallChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest+1
org $81EC17
JSL BigChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest
NOP #2
org $9E8D6F
JML PikitSteal
org $9E8CF2
JSL PikitDigest
NOP #2
org $879A52
JSL LinkSnoring
org $879AAD
JSL LinkAwaken
org $879A31
JSL TuckLink
NOP #2
org $80F950
NOP #2
org $81EEB3
JSL MaybeFlagVoOChestGamePrize
BCS ContinueVoOCheck
PLB : RTL
org $81EEC7
ContinueVoOCheck:

View File

@@ -114,14 +114,15 @@ StartingGenericKeys: skip 1 ; PC 0x18338B
InitInventoryTracking: skip 2 ; PC 0x18338C \ Need to set bits here for silver arrows,
InitBowTracking: skip 2 ; PC 0x18338E / boomerangs, powder/mushroom, etc
InitItemLimitCounts: skip 16 ; PC 0x183390
skip 34 ;
skip 32 ;
InitPikitItem: dw $0004 ;
InitFluteBitfield: db $00 ;
InitSpecialWeaponLevel: db $00 ;
InitItemOnB: db $00 ;
InitProgressIndicator: db $02 ; PC 0x1833C5 - Set to $80 for instant post-aga with standard
InitProgressFlags: db $14 ; PC 0x1833C6 - Set to $00 for standard
InitProgressIndicator: db $00 ; PC 0x1833C5 - Set to $80 for instant post-aga with standard
InitProgressFlags: db $04 ; PC 0x1833C6 - Set to $00 for standard
InitMapIcons: skip 1 ; PC 0x1833C7
InitStartingEntrance: db $01 ; PC 0x1833C8 - Set to $00 for standard
InitStartingEntrance: db $00 ; PC 0x1833C8 - Set to $00 for standard
InitNpcFlagsVanilla: skip 1 ; PC 0x1833C9
InitCurrentWorld: skip 1 ; PC 0x1833CA
skip 1 ; PC 0x1833CB

View File

@@ -165,6 +165,7 @@ AddInventory:
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
REP #$30
LDA.l TotalItemCounter : INC : TAY
JSL UpdateLootHUD
LDA.l BootsEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreBootsLocations
+
@@ -648,16 +649,23 @@ RTL
CollectPowder:
LDY.w SprSourceItemId, X ; Retrieve stored item type
BNE +
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+ PHA
LDA.l WitchItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.b #$01 : STA.l ShopEnableCount
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+
PHA
JSL ShieldCheck
BCC .skip
LDA.l WitchItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.b #$01 : STA.l ShopEnableCount
PLA
STZ.w ItemReceiptMethod ; item from NPC
JSL Link_ReceiveItem
PHA : LDA.b #$00 : STA.l ShopEnableCount : STA.l PowderFlag : PLA
PHA : LDA.b #$00 : STA.l ShopEnableCount : STA.l PowderFlag
JSL ItemSet_Powder
.skip
PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -416,40 +416,40 @@ macro SpriteProps(id, chest_width, standing_width, chest_pal, standing_pal, addr
pullpc
endmacro
%SpriteProps($00, 0, 2, $05, $02, PalettesVanilla_blue_ice+$0E) ; 00 - Fighter sword & Shield
%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
%SpriteProps($00, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 00 - Fighter sword & Shield
%SpriteProps($01, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 01 - Master sword
%SpriteProps($02, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 02 - Tempered sword
%SpriteProps($03, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 03 - Golden sword
%SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
%SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield
%SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
%SpriteProps($07, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 07 - Fire rod
%SpriteProps($08, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 08 - Ice rod
%SpriteProps($09, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 09 - Hammer
%SpriteProps($0A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0A - Hookshot
%SpriteProps($0B, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0B - Bow
%SpriteProps($0C, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0C - Blue Boomerang
%SpriteProps($0D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0D - Powder
%SpriteProps($07, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 07 - Fire rod
%SpriteProps($08, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 08 - Ice rod
%SpriteProps($09, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 09 - Hammer
%SpriteProps($0A, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 0A - Hookshot
%SpriteProps($0B, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 0B - Bow
%SpriteProps($0C, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 0C - Blue Boomerang
%SpriteProps($0D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 0D - Powder
%SpriteProps($0E, 2, 0, $02, $03, PalettesVanilla_blue_ice+$0E) ; 0E - Bottle refill (bee)
%SpriteProps($0F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 0F - Bombos
%SpriteProps($10, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 10 - Ether
%SpriteProps($11, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 11 - Quake
%SpriteProps($12, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 12 - Lamp
%SpriteProps($13, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 13 - Shovel
%SpriteProps($14, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 14 - Flute
%SpriteProps($15, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 15 - Somaria
%SpriteProps($16, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 16 - Bottle
%SpriteProps($0F, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 0F - Bombos
%SpriteProps($10, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 10 - Ether
%SpriteProps($11, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 11 - Quake
%SpriteProps($12, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 12 - Lamp
%SpriteProps($13, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 13 - Shovel
%SpriteProps($14, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 14 - Flute
%SpriteProps($15, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 15 - Somaria
%SpriteProps($16, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 16 - Bottle
%SpriteProps($17, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 17 - Heart piece
%SpriteProps($18, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 18 - Byrna
%SpriteProps($19, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 19 - Cape
%SpriteProps($1A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1A - Mirror
%SpriteProps($1B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1B - Glove
%SpriteProps($1C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1C - Mitts
%SpriteProps($1D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1D - Book
%SpriteProps($1E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1E - Flippers
%SpriteProps($1F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1F - Pearl
%SpriteProps($18, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 18 - Byrna
%SpriteProps($19, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 19 - Cape
%SpriteProps($1A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 1A - Mirror
%SpriteProps($1B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 1B - Glove
%SpriteProps($1C, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 1C - Mitts
%SpriteProps($1D, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 1D - Book
%SpriteProps($1E, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 1E - Flippers
%SpriteProps($1F, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 1F - Pearl
%SpriteProps($20, 2, 2, $86, $86, PalettesCustom_crystal) ; 20 - Crystal
%SpriteProps($21, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 21 - Net
%SpriteProps($21, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 21 - Net
%SpriteProps($22, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 22 - Blue mail
%SpriteProps($23, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 23 - Red mail
%SpriteProps($24, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; 24 - Small key
@@ -457,11 +457,11 @@ endmacro
%SpriteProps($26, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 26 - Heart container from 4/4
%SpriteProps($27, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 27 - Bomb
%SpriteProps($28, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 28 - 3 bombs
%SpriteProps($29, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 29 - Mushroom
%SpriteProps($2A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 2A - Red boomerang
%SpriteProps($2B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2B - Full bottle (red)
%SpriteProps($2C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2C - Full bottle (green)
%SpriteProps($2D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 2D - Full bottle (blue)
%SpriteProps($29, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 29 - Mushroom
%SpriteProps($2A, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 2A - Red boomerang
%SpriteProps($2B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 2B - Full bottle (red)
%SpriteProps($2C, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 2C - Full bottle (green)
%SpriteProps($2D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 2D - Full bottle (blue)
%SpriteProps($2E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2E - Potion refill (red)
%SpriteProps($2F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2F - Potion refill (green)
%SpriteProps($30, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 30 - Potion refill (blue)
@@ -474,10 +474,10 @@ endmacro
%SpriteProps($37, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 37 - Green pendant
%SpriteProps($38, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 38 - Red pendant
%SpriteProps($39, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 39 - Blue pendant
%SpriteProps($3A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3A - Bow And Arrows
%SpriteProps($3B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3B - Silver Bow
%SpriteProps($3C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3C - Full bottle (bee)
%SpriteProps($3D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3D - Full bottle (fairy)
%SpriteProps($3A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3A - Bow And Arrows
%SpriteProps($3B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 3B - Silver Bow
%SpriteProps($3C, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3C - Full bottle (bee)
%SpriteProps($3D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3D - Full bottle (fairy)
%SpriteProps($3E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3E - Boss heart
%SpriteProps($3F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3F - Sanc heart
%SpriteProps($40, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 40 - 100 rupees
@@ -488,23 +488,23 @@ endmacro
%SpriteProps($45, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 45 - Small magic
%SpriteProps($46, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 46 - 300 rupees
%SpriteProps($47, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 47 - 20 rupees green
%SpriteProps($48, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 48 - Full bottle (good bee)
%SpriteProps($49, 0, 2, $05, $02, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
%SpriteProps($4A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 4A - Active Flute
%SpriteProps($4B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 4B - Boots
%SpriteProps($48, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 48 - Full bottle (good bee)
%SpriteProps($49, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
%SpriteProps($4A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 4A - Active Flute
%SpriteProps($4B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 4B - Boots
%SpriteProps($4C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4C - Bomb capacity (50)
%SpriteProps($4D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4D - Arrow capacity (70)
%SpriteProps($4E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4E - 1/2 magic
%SpriteProps($4F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4F - 1/4 magic
%SpriteProps($50, 0, 2, $05, $02, PalettesCustom_master_sword) ; 50 - Safe master sword
%SpriteProps($4E, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 4E - 1/2 magic
%SpriteProps($4F, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 4F - 1/4 magic
%SpriteProps($50, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 50 - Safe master sword
%SpriteProps($51, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 51 - Bomb capacity (+5)
%SpriteProps($52, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 52 - Bomb capacity (+10)
%SpriteProps($52, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 52 - Bomb capacity (+10)
%SpriteProps($53, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 53 - Arrow capacity (+5)
%SpriteProps($54, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 54 - Arrow capacity (+10)
%SpriteProps($55, 2, 2, $04, $04, $0000) ; 55 - Programmable item 1
%SpriteProps($56, 2, 2, $04, $04, $0000) ; 56 - Programmable item 2
%SpriteProps($57, 2, 2, $04, $04, $0000) ; 57 - Programmable item 3
%SpriteProps($58, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 58 - Upgrade-only Silver Arrows
%SpriteProps($58, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 58 - Upgrade-only Silver Arrows
%SpriteProps($59, 0, 0, $03, $03, PalettesCustom_off_black) ; 59 - Rupoor
%SpriteProps($5A, 2, 2, $01, $01, $0000) ; 5A - Nothing
%SpriteProps($5B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 5B - Red clock
@@ -696,7 +696,7 @@ endmacro
%InventoryItem($01, $0081, SwordTime, $0000) ; 01 - Master sword
%InventoryItem($02, $0001, SwordTime, $0000) ; 02 - Tempered sword
%InventoryItem($03, $0081, SwordTime, $0000) ; 03 - Butter sword
%InventoryItem($04, $0081, $0000, $0000) ; 04 - Fighter shield
%InventoryItem($04, $0080, $0000, $0000) ; 04 - Fighter shield
%InventoryItem($05, $0081, $0000, $0000) ; 05 - Fire shield
%InventoryItem($06, $0081, $0000, $0000) ; 06 - Mirror shield
%InventoryItem($07, $0085, $0000, $0000) ; 07 - Fire rod
@@ -1220,40 +1220,40 @@ ItemReceiptGraphicsOffsets:
; for receipt and non-receipt drawing.
;===================================================================================================
StandingItemGraphicsOffsets:
dw $0860 ; 00 - Fighter Sword and Shield
dw $00E0 ; 01 - Master Sword
dw $0120 ; 02 - Tempered Sword
dw $0160 ; 03 - Butter Sword
dw BigDecompressionBuffer+$09E0 ; 00 - Fighter Sword and Shield
dw BigDecompressionBuffer+$09E0 ; 01 - Master Sword
dw BigDecompressionBuffer+$09E0 ; 02 - Tempered Sword
dw BigDecompressionBuffer+$09E0 ; 03 - Butter Sword
dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod
dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod
dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer
dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot
dw BigDecompressionBuffer+$1C00 ; 0B - Bow
dw BigDecompressionBuffer+$1DE0 ; 0C - Boomerang
dw BigDecompressionBuffer+$1CC0 ; 0D - Powder
dw BigDecompressionBuffer+$09E0 ; 07 - Fire Rod
dw BigDecompressionBuffer+$09E0 ; 08 - Ice Rod
dw BigDecompressionBuffer+$09E0 ; 09 - Hammer
dw BigDecompressionBuffer+$09E0 ; 0A - Hookshot
dw BigDecompressionBuffer+$09E0 ; 0B - Bow
dw BigDecompressionBuffer+$09E0 ; 0C - Boomerang
dw BigDecompressionBuffer+$09E0 ; 0D - Powder
dw 0 ; 0E - Bottle Refill (bee)
dw BigDecompressionBuffer+$1440 ; 0F - Bombos
dw BigDecompressionBuffer+$1400 ; 10 - Ether
dw BigDecompressionBuffer+$1480 ; 11 - Quake
dw BigDecompressionBuffer+$10C0 ; 12 - Lamp
dw BigDecompressionBuffer+$11E0 ; 13 - Shovel
dw BigDecompressionBuffer+$0C40 ; 14 - Flute
dw BigDecompressionBuffer+$1C40 ; 15 - Somaria
dw BigDecompressionBuffer+$14C0 ; 16 - Bottle
dw BigDecompressionBuffer+$09E0 ; 0F - Bombos
dw BigDecompressionBuffer+$09E0 ; 10 - Ether
dw BigDecompressionBuffer+$09E0 ; 11 - Quake
dw BigDecompressionBuffer+$09E0 ; 12 - Lamp
dw BigDecompressionBuffer+$09E0 ; 13 - Shovel
dw BigDecompressionBuffer+$09E0 ; 14 - Flute
dw BigDecompressionBuffer+$09E0 ; 15 - Somaria
dw BigDecompressionBuffer+$09E0 ; 16 - Bottle
dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece
dw BigDecompressionBuffer+$1C40 ; 18 - Byrna
dw BigDecompressionBuffer+$1100 ; 19 - Cape
dw BigDecompressionBuffer+$1040 ; 1A - Mirror
dw BigDecompressionBuffer+$1D40 ; 1B - Glove
dw BigDecompressionBuffer+$1D40 ; 1C - Mitts
dw BigDecompressionBuffer+$1D80 ; 1D - Book
dw BigDecompressionBuffer+$1000 ; 1E - Flippers
dw BigDecompressionBuffer+$1180 ; 1F - Pearl
dw BigDecompressionBuffer+$09E0 ; 18 - Byrna
dw BigDecompressionBuffer+$09E0 ; 19 - Cape
dw BigDecompressionBuffer+$09E0 ; 1A - Mirror
dw BigDecompressionBuffer+$09E0 ; 1B - Glove
dw BigDecompressionBuffer+$09E0 ; 1C - Mitts
dw BigDecompressionBuffer+$09E0 ; 1D - Book
dw BigDecompressionBuffer+$09E0 ; 1E - Flippers
dw BigDecompressionBuffer+$09E0 ; 1F - Pearl
dw BigDecompressionBuffer+$08A0 ; 20 - Crystal
dw BigDecompressionBuffer+$0860 ; 21 - Net
dw BigDecompressionBuffer+$09E0 ; 21 - Net
dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail
dw BigDecompressionBuffer+$1900 ; 23 - Red Mail
dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key
@@ -1261,11 +1261,11 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4
dw BigDecompressionBuffer+$1080 ; 27 - Bomb
dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs
dw BigDecompressionBuffer+$1540 ; 29 - Mushroom
dw BigDecompressionBuffer+$1DE0 ; 2A - Red boomerang
dw BigDecompressionBuffer+$1500 ; 2B - Full bottle (red)
dw BigDecompressionBuffer+$1500 ; 2C - Full bottle (green)
dw BigDecompressionBuffer+$1500 ; 2D - Full bottle (blue)
dw BigDecompressionBuffer+$09E0 ; 29 - Mushroom
dw BigDecompressionBuffer+$09E0 ; 2A - Red boomerang
dw BigDecompressionBuffer+$09E0 ; 2B - Full bottle (red)
dw BigDecompressionBuffer+$09E0 ; 2C - Full bottle (green)
dw BigDecompressionBuffer+$09E0 ; 2D - Full bottle (blue)
dw $0920 ; 2E - Potion refill (red)
dw $08A0 ; 2F - Potion refill (green)
dw $08E0 ; 30 - Potion refill (blue)
@@ -1278,10 +1278,10 @@ StandingItemGraphicsOffsets:
dw $0820 ; 37 - Green pendant
dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant
dw BigDecompressionBuffer+$0080 ; 39 - Red pendant
dw BigDecompressionBuffer+$0920 ; 3A - Tossed bow
dw BigDecompressionBuffer+$08E0 ; 3B - Silvers
dw BigDecompressionBuffer+$09A0 ; 3C - Full bottle (bee)
dw BigDecompressionBuffer+$0960 ; 3D - Full bottle (fairy)
dw BigDecompressionBuffer+$09E0 ; 3A - Tossed bow
dw BigDecompressionBuffer+$09E0 ; 3B - Silvers
dw BigDecompressionBuffer+$09E0 ; 3C - Full bottle (bee)
dw BigDecompressionBuffer+$09E0 ; 3D - Full bottle (fairy)
dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart
dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart
dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees
@@ -1292,25 +1292,25 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic
dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees
dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green
dw BigDecompressionBuffer+$09A0 ; 48 - Full bottle (good bee)
dw $00A0 ; 49 - Tossed fighter sword
dw BigDecompressionBuffer+$0C40 ; 4A - Active Flute
dw BigDecompressionBuffer+$0040 ; 4B - Boots
dw BigDecompressionBuffer+$09E0 ; 48 - Full bottle (good bee)
dw BigDecompressionBuffer+$09E0 ; 49 - Tossed fighter sword
dw BigDecompressionBuffer+$09E0 ; 4A - Active Flute
dw BigDecompressionBuffer+$09E0 ; 4B - Boots
; Rando items
dw $04A0 ; 4C - Bomb capacity (50)
dw $05A0 ; 4D - Arrow capacity (70)
dw $01A0 ; 4E - 1/2 magic
dw $01E0 ; 4F - 1/4 magic
dw $00E0 ; 50 - Safe master sword
dw BigDecompressionBuffer+$09E0 ; 4E - 1/2 magic
dw BigDecompressionBuffer+$09E0 ; 4F - 1/4 magic
dw BigDecompressionBuffer+$09E0 ; 50 - Safe master sword
dw $0420 ; 51 - Bomb capacity (+5)
dw $0460 ; 52 - Bomb capacity (+10)
dw BigDecompressionBuffer+$09E0 ; 52 - Bomb capacity (+10)
dw $0520 ; 53 - Arrow capacity (+5)
dw $0560 ; 54 - Arrow capacity (+10)
dw $0 ; 55 - Programmable item 1
dw $0 ; 56 - Programmable item 2
dw $0 ; 57 - Programmable item 3
dw $05E0 ; 58 - Upgrade-only silver arrows
dw BigDecompressionBuffer+$09E0 ; 58 - Upgrade-only silver arrows
dw $0 ; 59 - Rupoor
dw $0020 ; 5A - Nothing
dw $0DE0 ; 5B - Red clock

View File

@@ -46,7 +46,7 @@ dw $7F7F
; Ganons Tower
Notice_GTower:
db $76 : dw "Ganons Tower"
db $76 : dw "Ganon's Tower"
dw $7F7F
; Turtle Rock
@@ -81,7 +81,7 @@ dw $7F7F
; Dark Palace
Notice_PoD:
db $76 : dw "Dark Palace"
db $76 : dw "Palace of Darkness"
dw $7F7F
; Swamp Palace

View File

@@ -89,7 +89,8 @@ org $80FDEE
InitializeMirrorHDMA:
org $89D62E
UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
;commenting out since this address can move
;UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
if !FEATURE_FIX_BASEROM
org $81DB67
@@ -220,7 +221,8 @@ RevealPotItem:
STZ.w SpawnedItemIsMultiWorld
BIT.b Scrap08
BVS LoadMultiWorldPotItem
BMI LoadMajorPotItem
BPL .normal_secret
JMP LoadMajorPotItem
.normal_secret
STA.b Scrap08
@@ -241,6 +243,7 @@ RevealPotItem:
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+ REP #$10
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained
PLY : PLX
@@ -340,6 +343,7 @@ IncrementCountsForSubstitute:
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained
SEP #$30 : PLX
@@ -356,7 +360,7 @@ ClearSpriteData:
STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X
STZ.w SprRedrawFlag, X
DEX : BPL .loop
JSR SetupEnemyDropIndicator
JSL ClearLootHUD
PLX
RTL
@@ -403,7 +407,7 @@ SetupEnemyDropIndicator:
.done
SEP #$20
RTS
RTL
; Runs during sprite load of the room
@@ -570,7 +574,7 @@ IncrementCountForMinor:
LDA.l SpriteDropData, X : BIT.b Scrap0A : BNE .obtained
ORA.b Scrap0A : STA.l SpriteDropData, X
SEP #$10
JSR SetupEnemyDropIndicator
JSL UpdateLootHUD
REP #$20
LDX.w DungeonID : CPX.b #$FF : BEQ +
CPX.b #$00 : BNE ++
@@ -626,10 +630,10 @@ MarkSRAMForItem:
TYX
LDA.w SpawnedItemFlag : CMP.w #$0001 : BEQ +
LDA.l SpriteDropData, X : ORA.b Scrap00 : STA.l SpriteDropData, X
SEP #$10 : JSR SetupEnemyDropIndicator
BRA .end
+ LDA.l RoomPotData, X : ORA.b Scrap00 : STA.l RoomPotData, X
.end
JSL UpdateLootHUD
SEP #$30 : PLY : PLX
LDA.w RoomItemsTaken
RTL
@@ -695,6 +699,14 @@ KeyGet:
LDA.l StandingItemsOn : BNE +
PLA : RTL
+ LDY.w SprSourceItemId, X
JSL ShieldCheck
BCS .not_replaced
PLA : PLA : PLA ; remove stored address to jump back to
PLA ; restore the A value going into KeyGet
JML $86D1A8
.not_replaced
LDA.w SprItemIndex, X : STA.w SpawnedItemIndex
LDA.w SprItemFlags, X : STA.w SpawnedItemFlag
STY.b Scrap00

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
menu/dr_sheet_14.3bpp Normal file

Binary file not shown.

BIN
menu/dr_sheet_14.3bppc Normal file

Binary file not shown.

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View File

@@ -9,7 +9,7 @@ UploadMenuOnlyIcons:
REP #$20
LDA.w #MenuOnlyIcons : STA.w $4342
LDA.w #$1801 : STA.w $4340
LDA.w #$0240 : STA.w $4345
LDA.w #$0400 : STA.w $4345
LDA.w #$0F800>>1 : STA.w $2116
SEP #$20
@@ -20,4 +20,4 @@ UploadMenuOnlyIcons:
RTL
MenuOnlyIcons:
incbin "drfont.2bpp"
incbin "drfont.2bpp"

View File

@@ -40,7 +40,7 @@ dw $0000
warnpc $8ABE2E
org $8ABE2E
; located posx/posy, dislocated posx/posy, prize pox/posy
; located posx/posy, dislocated posx/posy, prize posx/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
@@ -49,27 +49,27 @@ WorldMapIcon_pos:
.hc
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.ep
dw $0F31, $0620, $FF00, $FF00, $0F31, $0620
dw $0F40, $0660, $FF00, $FF00, $0F40, $0660
.dp
dw $0108, $0D70, $FF00, $FF00, $0108, $0D70
dw $0140, $0D00, $FF00, $FF00, $0140, $0D00
.at
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.sp
dw $8759, $0ED0, $FF00, $FF00, $8759, $0ED0
dw $8778, $0F50, $FF00, $FF00, $8778, $0F50
.pod
dw $8F40, $0620, $FF00, $FF00, $8F40, $0620
dw $8F40, $0660, $FF00, $FF00, $8F40, $0660
.mm
dw $8100, $0CA0, $FF00, $FF00, $8100, $0CA0
dw $8148, $0D00, $FF00, $FF00, $8148, $0D00
.sw
dw $8082, $00B0, $FF00, $FF00, $8082, $00B0
dw $80B0, $00C0, $FF00, $FF00, $80B0, $00C0
.ip
dw $8CA0, $0DA0, $FF00, $FF00, $8CA0, $0DA0
dw $8CA0, $0E00, $FF00, $FF00, $8CA0, $0E00
.toh
dw $08D0, $0080, $FF00, $FF00, $08D0, $0080
dw $0900, $0100, $FF00, $FF00, $0900, $0100
.tt
dw $81D0, $0780, $FF00, $FF00, $81D0, $0780
dw $81F8, $0800, $FF00, $FF00, $81F8, $0800
.tr
dw $8F11, $0103, $FF00, $FF00, $8F11, $0103
dw $8F20, $0100, $FF00, $FF00, $8F20, $0100
.gt
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
@@ -262,8 +262,8 @@ DrawPrizesOverride:
; determine if draw and/or continue
JSR WorldMap_ValidateCoords : BCS .advance
JSR WorldMap_DrawTileOverlay
JSR WorldMap_DrawTile
JSR WorldMap_DrawTileOverlay
.advance
LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : +
PLB
@@ -321,24 +321,35 @@ RTS
WorldMap_DrawTile:
LDA.b Scrap00 : PHA
SEP #$20
LDA.l $7EC10A : BIT.w #$4000 : SEP #$20 : BNE .raw_coords ; use raw OAM coordinates
JSR WorldMap_CalculateOAMCoordinates
BCS .apply_offsets
REP #$20
BRA .exit
.raw_coords
STA.b Scrap0E
LDA.l $7EC108 : STA.b Scrap0F
.apply_offsets
LDX.b Scrap0A : BNE .aligned ; prize number/overlay: no offset
LDX.b Scrap0B : BEQ +
; 16x16 sprite: -8 pixels
LDA.b Scrap0E : SEC : SBC.b #$08 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$08 : STA.b Scrap0F
BRA .aligned
+
; 8x8 sprite: -4 pixels
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$04 : STA.b Scrap0F
.aligned
LDX.b Scrap0B : TXA : STA.b (OAMPtr+2)
INC.b OAMPtr+2
JSR WorldMap_CalculateOAMCoordinates
LDX.b Scrap0A : BEQ +
LDA.b Scrap0E : CLC : ADC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : CLC : ADC.b #$04 : STA.b Scrap0F
+
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
PLA : STA.b Scrap00
LDA.b Scrap0E : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr
LDA.b Scrap0C : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr
.exit
PLA : STA.b Scrap00
RTS
; Y - dungeon index
@@ -423,6 +434,117 @@ WorldMap_CheckPrizeCollected:
RTS
warnpc $8AC3B1
org $8AC3B6
; ---------------------------------------------------------------------------------------------------
; Y coordinate calculation: Quadratic approximation
; Formula: Y_oam = 0x16 + (Y * 118 >> 12) + ((Y>>4)^2 * 49 >> 8)
; Accurate to within ±1.5 pixels across entire range
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC108 : ASL #4 ; world Y coordinate
PHA
; calculate linear term: (Y * 118) >> 12
SEP #$20
LDA.b #$76
JSR WorldMap_MultiplyAxB ; (Y>>4) * 118
REP #$20
STA.b Scrap00 ; linear term stored at high byte (Scrap01)
; calculate quadratic term: ((Y>>4)^2 * 49) >> 8
LDA.b 1,S
SEP #$20
XBA : TAX : XBA : TXA
JSR WorldMap_MultiplyAxB ; (Y>>4) ^ 2
LDA.b #$31
JSR WorldMap_MultiplyAxB ; multiply by 49
XBA ; quadratic term
; combine: 0x16 + linear_term + quadratic_term
CLC : ADC.b Scrap01 ; add linear term
ADC.b #$16 ; add fixed offset
STA.b Scrap0F
REP #$20
PLA ; world Y coordinate
; ---------------------------------------------------------------------------------------------------
; Calculate half_width for perspective: 91 + (Y_shifted * 28 / 256)
; The world map appears wider at the bottom than at the top, simulating perspective
; Top (Y=0): X range 0x26-0xDC (half-width: 91), Bottom (Y=FFF): X range 0x08-0xF6 (half-width: 119)
; ---------------------------------------------------------------------------------------------------
SEP #$20
LDA.b #$1C ; width increase factor
JSR WorldMap_MultiplyAxB
XBA : CLC : ADC.b #$5B ; add fixed half-width
STA.b Scrap00
; ---------------------------------------------------------------------------------------------------
; Calculate X offset: X_offset = (X_from_center * half_width * 2) / 256
; where X_from_center = (world_X >> 4) - 128
; The center X is at 129 (0x81)
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC10A : LSR #4 ; world X coordinate
SEP #$20
SEC : SBC.b #$80 ; subtract 128 (center point)
PHP ; preserve carry
BPL + : EOR.b #$FF : INC : + ; absolute value
PHA
LDA.b Scrap00 : ASL : XBA ; half-width x 2
PLA
JSR WorldMap_MultiplyAxB
XBA
PLP : BCS +
STA.b Scrap00
LDA.b #$81 : SEC : SBC.b Scrap00 ; center X position - offset
BRA .store_and_exit
+ CLC : ADC.b #$81 ; center X position + offset
.store_and_exit
STA.b Scrap0E
SEP #$30
JMP WorldMap_CalculateOAMCoordinates_exit_successfully
warnpc $8AC433
; most of this function is copied from the original, but rearranged
org $8AB7F3
FluteMenu_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL FluteMenu_MoveLinkSprite ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
JSL OWMapFluteCancelIcon ; override vanilla (LDA.b #$02 : STA.b Scrap0B)
LDX.b #$10 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8AB831
; most of this function is copied from the original, but rearranged
org $8ABF78
WorldMap_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL WorldMap_SkipHandleSprites ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
LDA.b #$02 : STA.b Scrap0B
LDX.b #$00 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8ABFB6
pullpc
WorldMap_LoadChrHalfSlot:

View File

@@ -89,6 +89,9 @@ GetMultiworldItem:
PHP
LDA.l !MULTIWORLD_ITEM : BNE +
LDA.l !MULTIWORLD_HUD_TIMER : BNE +
LDA.l ShieldEquipment : BNE ++
LDA.l PikitItem : CMP.b #$04 : BNE +
++
BRL .return
+
@@ -123,6 +126,39 @@ GetMultiworldItem:
BRL .return
+
LDA.b LinkPushDirection
BEQ +
BRL .return
+
LDA.l ShieldEquipment : BNE +
LDA.l PikitItem : CMP.b #$04 : BEQ +
LDY.b #$10
-
DEY
BMI .restore_shield
LDA.w $0E20, Y
CMP.b #$AA
BNE - ; go to next sprite if this sprite isn't a pikit
LDA.w $0DD0, Y
BEQ - ; go to next sprite if this sprite is dead/inactive
LDA.w $0ED0, Y
CMP.b #$04
BNE - ; go to next sprite if this pikit isn't grabbing a shield
LDA.w $0E90, Y
CMP.b #$04
BNE - ; go to next sprite if this pikit isn't grabbing a shield
BRA + ; active pikit has a shield
.restore_shield
; we have a pikit item, but no shield, and there's no pikit actively
; eating a shield, so return the shield to prevent a softlock
LDA.b #$01
STA.l ShieldEquipment
+
LDA.l !MULTIWORLD_ITEM : BNE +
BRL .return
+
@@ -202,35 +238,69 @@ RTL
Multiworld_BottleVendor_GiveBottle:
{
PHA
JSL ShieldCheck
PLA
BCC .no_take_shield
PHA : PHP
SEP #$20
LDA.l BottleMerchant_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
RTL
.no_take_shield
PLA : PLA : PLA : PLX
JML $85EB3A
}
Multiworld_MiddleAgedMan_ReactToSecretKeepingResponse:
{
PHA
JSL ShieldCheck
PLA
BCC .no_take_shield
PHA : PHP
SEP #$20
LDA.l PurpleChest_Item_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
; what we wrote over
JSL Link_ReceiveItem
LDA.l NpcFlagsVanilla
ORA.b #$10
STA.l NpcFlagsVanilla
.no_take_shield
RTL
}
Multiworld_Hobo_GrantBottle:
{
PHA : PHP
SEP #$20
LDA.l HoboItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
PHA
JSL ShieldCheck
PLA
BCC .no_take_shield
JSL Link_ReceiveItem ; thing we wrote over
RTL
; first bit we wrote over
LDX.b OverworldIndex
LDA.l OverworldEventDataWRAM, X
ORA.b #$20
STA.l OverworldEventDataWRAM, X
LDA.l HoboItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
; second bit we wrote over
JSL Link_ReceiveItem
LDA.l NpcFlagsVanilla
ORA.b #$01
STA.l NpcFlagsVanilla
.no_take_shield
RTL
}
Multiworld_MasterSword_GrantToPlayer:

View File

@@ -309,16 +309,16 @@ MagicMeterColorMasks:
;================================================================================
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
dw $2891 ; crystal 1
dw $2892 ; crystal 2
dw $2893 ; crystal 3
dw $2894 ; crystal 4
dw $2895 ; crystal 5
dw $2896 ; crystal 6
dw $2897 ; crystal 7
dw $2935 ; green pendant
dw $2936 ; blue pendant
dw $2937 ; red pendant
;================================================================================
DrawCompassCounts:
@@ -386,6 +386,7 @@ RTS
;================================================================================
DrawMapCounts:
LDA.l MapHUDMode : BEQ .done
LDA.l GenericKeys : BNE .done ; generator don't have an accurrate count of key doors in this case
; no map needed if this bit is set
BIT.b #$02 : BNE .draw_map_count

View File

@@ -155,8 +155,8 @@ AddReceivedItemExpandedGetItem:
PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
PLA : BRA .done
+ PLA
JSR ItemBehavior
SEP #$30
JSR ItemBehavior
SEP #$30
.done
PLB : PLX
LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over
@@ -229,13 +229,13 @@ ItemBehavior:
JSR .increment_sword
RTS
.fighter_shield
.fighter_shield
.red_shield
.mirror_shield
SEP #$10
LDA.l ProgressiveFlag : BEQ +
LDA.l HighestShield : INC : TAX
JSR .increment_shield
LDA.l HighestShield : INC : TAX
JSR .increment_shield
+ RTS
.blue_mail
@@ -269,7 +269,7 @@ ItemBehavior:
.prog_shield
SEP #$10
LDA.l HighestShield : INC : TAX
JSR .increment_shield
JSR .increment_shield
REP #$10
RTS
@@ -282,13 +282,13 @@ ItemBehavior:
.bow
BIT.b #$40 : BNE .silversbow
LDA.b #$01 : STA.l BowEquipment
LDA.b #$01 : STA.l BowEquipment
RTS
.silversbow
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE +
LDA.b #03 : STA.l BowEquipment ; set bow to silver
LDA.b #03 : STA.l BowEquipment ; set bow to silver
+
LDA.b #$01 : STA.l BowEquipment
RTS
@@ -331,16 +331,16 @@ ItemBehavior:
.bow_and_arrows
LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers
LDA.l SilverArrowsUseRestriction : BNE .no_silvers
LDA.l CurrentArrows : BEQ +
LDA.b #04 : STA.l BowEquipment
BRA .store_bow
+
LDA.b #$03
LDA.l CurrentArrows : BEQ +
LDA.b #04 : STA.l BowEquipment
BRA .store_bow
+
LDA.b #$03
BRA .store_bow
.no_silvers
LDA.l CurrentArrows : BEQ +
LDA.b #02
BRA .store_bow
LDA.b #02
BRA .store_bow
+
LDA.b #$01
.store_bow
@@ -350,13 +350,13 @@ ItemBehavior:
.silver_bow
LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA.l CurrentArrows : BNE + ; check arrows
LDA.b #$03 : BRA ++ ; bow without arrow
+
LDA.b #$04 ; bow with arrow
++
STA.l BowEquipment
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA.l CurrentArrows : BNE + ; check arrows
LDA.b #$03 : BRA ++ ; bow without arrow
+
LDA.b #$04 ; bow with arrow
++
STA.l BowEquipment
.noequip
RTS
@@ -385,7 +385,7 @@ ItemBehavior:
.master_sword_safe
SEP #$10
LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA.l SwordEquipment ; set master sword
LDA.b #$02 : STA.l SwordEquipment ; set master sword
+
LDX.b #$02
JSR .increment_sword
@@ -426,20 +426,20 @@ ItemBehavior:
.silver_arrows
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
+
++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
+
++
LDA.l ArrowMode : BEQ +
LDA.b #$01 : STA.l ArrowsFiller
LDA.b #$01 : STA.l ArrowsFiller
+
RTS
.single_arrow
LDA.l ArrowMode : BEQ +
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
+
RTS
@@ -474,7 +474,7 @@ ItemBehavior:
.triforce
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal
JSL ActivateGoal
+
RTS
@@ -484,10 +484,10 @@ ItemBehavior:
LDA.l GoalCounter : INC : STA.l GoalCounter
CMP.w GoalItemRequirement : BCC +
LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
SEP #$20 ; set 8-bit accumulator
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal
SEP #$20 ; set 8-bit accumulator
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal
+
SEP #$20 ; set 8-bit accumulator
RTS
@@ -559,8 +559,8 @@ ItemBehavior:
LSR
AND.w #$000F : TAX
ASL : CMP.w DungeonID : BEQ .same_dungeon
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
RTS
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
RTS
.same_dungeon
SEP #$20
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X
@@ -575,69 +575,69 @@ ItemBehavior:
.hc_smallkey
LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
LDA.l SewerKeys : INC : STA.l SewerKeys
RTS
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
LDA.l SewerKeys : INC : STA.l SewerKeys
RTS
.generic_smallkey
LDA.l GenericKeys : BEQ .normal
LDA.l CurrentSmallKeys : INC
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
RTS
LDA.l CurrentSmallKeys : INC
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
RTS
.normal
LDA.w DungeonID : BMI +
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
RTS
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
RTS
+
RTS
.increment_sword
LDA.l HighestSword
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better sword
TXA : STA.l HighestSword
TXA : STA.l HighestSword
+
RTS
.increment_shield
LDA.l HighestShield
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better shield
TXA : STA.l HighestShield
TXA : STA.l HighestShield
+
RTS
.increment_mail
LDA.l HighestMail
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better mail
TXA : STA.l HighestMail
TXA : STA.l HighestMail
+
RTS
.increment_bigkey
SEP #$20
LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests
CLC : ADC.b #$10
STA.l BigKeysBigChests
LDA.l BigKeysBigChests
CLC : ADC.b #$10
STA.l BigKeysBigChests
+
RTS
.increment_map
SEP #$20
LDA.l StatsLocked : BNE +
LDA.l MapsCompasses
CLC : ADC.b #$10
STA.l MapsCompasses
JSL MaybeFlagMapTotalPickup
LDA.l MapsCompasses
CLC : ADC.b #$10
STA.l MapsCompasses
JSL MaybeFlagMapTotalPickup
+
RTS
.increment_compass
SEP #$20
LDA.l StatsLocked : BNE +
LDA.l MapsCompasses : INC : AND.b #$0F : TAX
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
TXA : ORA.l MapsCompasses : STA.l MapsCompasses
JSL MaybeFlagCompassTotalPickup
LDA.l MapsCompasses : INC : AND.b #$0F : TAX
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
TXA : ORA.l MapsCompasses : STA.l MapsCompasses
JSL MaybeFlagCompassTotalPickup
+
RTS
@@ -647,7 +647,7 @@ ItemBehavior:
SEC : SBC.b #$37
TAX
LDA.w PendantMasks,X : AND.l PendantsField : BNE +
LDA.l PendantCounter : INC : STA.l PendantCounter
LDA.l PendantCounter : INC : STA.l PendantCounter
+
RTS
@@ -663,15 +663,15 @@ ItemBehavior:
LDA.w #$0000
SEC
-
ROL
DEX
ROL
DEX
BPL -
SEP #$20
TAX
AND.l CrystalsField : BNE +
TXA
ORA.l CrystalsField : STA.l CrystalsField
LDA.l CrystalCounter : INC : STA.l CrystalCounter
TXA
ORA.l CrystalsField : STA.l CrystalsField
LDA.l CrystalCounter : INC : STA.l CrystalCounter
+
.done
RTS
@@ -682,56 +682,56 @@ ItemBehavior:
.bee_trap
SEP #$30
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
+
RTS
.good_bee
SEP #$30
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
JSL GoldBee_SpawnSelf_SetProperties
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
JSL GoldBee_SpawnSelf_SetProperties
+
RTS
.apples
SEP #$30
LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+
RTS
.fairy
SEP #$30
LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+
RTS
.chicken
SEP #$30
LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
+
RTS
@@ -804,7 +804,7 @@ ResolveLootID:
CMP.l ProgressiveSwordLimit : BCC +
LDA.l ProgressiveSwordReplacement
JMP .get_item
++ LDA.l SwordEquipment
++ LDA.l SwordEquipment
+
TAX
LDA.w .prog_sword_ids,X
@@ -820,7 +820,7 @@ ResolveLootID:
CMP.l ProgressiveShieldLimit : BCC +
LDA.l ProgressiveShieldReplacement
JMP .get_item
++ LDA.l HighestShield
++ LDA.l HighestShield
+
TAX
LDA.w .shields_ids,X
@@ -836,7 +836,7 @@ ResolveLootID:
LDA.l ProgressiveArmorReplacement
JMP .get_item
+
++ LDA.l ArmorEquipment
++ LDA.l ArmorEquipment
TAX
LDA.w .armor_ids,X
JMP .have_item
@@ -1159,12 +1159,12 @@ JML StatsFinalPrep
;--------------------------------------------------------------------------------
ChestPrep:
LDA.b #$01 : STA.w ItemReceiptMethod
JSL IncrementChestCounter
JSL IncrementChestCounter
LDA.l ServerRequestMode : BEQ +
JSL ChestItemServiceRequest
RTL
+
LDY.b Scrap0C ; get item value
LDY.b Scrap0C ; get item value
SEC
RTL
@@ -1190,7 +1190,7 @@ MaybeFlagCompassTotalPickup:
RTL
MaybeFlagMapTotalPickup:
; LDA.l MapHUDMode : AND.b #$0F : BEQ .done
LDA.l MapHUDMode : AND.b #$0F : BEQ .done
LDA.w DungeonID : BMI .done
LDA.w ItemReceiptID : CMP.b #$33 : BEQ .set_flag
REP #$20
@@ -1212,7 +1212,7 @@ MaybeFlagDungeonTotalsEntrance:
LDA.l CompassMode : AND.w #$000F : BEQ .maps ; Skip if we're not showing compass counts
JSR FlagCompassCount
.maps
LDA.l MapHUDMode : AND.w #$000F
LDA.l MapHUDMode : AND.w #$000F : BEQ .done
LDX.w DungeonID
JSR FlagMapCount
.done

View File

@@ -90,17 +90,31 @@ ItemSet_FairySword:
RTL
ItemSet_SmithSword:
PHA : LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1 : PLA
PHA
LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
RTL
ItemSet_MagicBat:
PHA : LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1 : PLA
PHA
LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
RTL
ItemSet_OldMan:
PHA : LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags : PLA
PHA
LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags
.skip
PLA
RTL
ItemSet_ZoraKing:
@@ -108,21 +122,47 @@ ItemSet_ZoraKing:
RTL
ItemSet_SickKid:
PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags : PLA
PHA
LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags
JSL UpdateLootHUD
.skip
PLA
RTL
ItemSet_TreeKid:
PHA : LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags : PLA
PHA
LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags
.skip
PLA
RTL
ItemSet_Sahasrala:
PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags : PLA
PHA
LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags
JSL UpdateLootHUD
.skip
PLA
RTL
ItemSet_Catfish:
@@ -130,26 +170,46 @@ ItemSet_Catfish:
RTL
ItemSet_Library:
PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags : PLA
PHA
LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags
JSL UpdateLootHUD
.skip
PLA
RTL
ItemSet_Mushroom:
PHA
LDA.l NpcFlags+1 : ORA.b #$10 : STA.l NpcFlags+1
LDY.w SprSourceItemId, X ; Retrieve stored item type
BNE +
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) : TAY
+
JSL ShieldCheck
BCC .skip
LDA.l MushroomItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
STZ.w ItemReceiptMethod ; thing we wrote over - the mushroom is an npc for item purposes apparently
PLA
JSL Link_ReceiveItem
PHA
LDA.l NpcFlags+1 : ORA.b #$10 : STA.l NpcFlags+1
.skip
PLA
RTL
ItemSet_Powder:
PHA : LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1 : PLA
PHA
LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
RTL
;================================================================================
@@ -175,11 +235,25 @@ Set300RupeeNPCItem:
+
LDA.w #$0000
LDY.b #$46 ; default to a normal 300 rupees
.done
.done
SEP #$20
STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSL ShieldCheck
BCC .cant_take
LDA.w RoomItemsTaken
ORA.b #$40
STA.w RoomItemsTaken
PLP : PLA
RTL
SEC
RTL
.cant_take
PLP : PLA
CLC
RTL
;================================================================================
; Randomize Zora King
@@ -223,16 +297,26 @@ MarkThrownItem:
LDA.b OverworldIndex : CMP.b #$81 : BNE .catfish
.zora
JSL ItemSet_ZoraKing
JSL ShieldCheck
BCC .skip
JSL ItemSet_ZoraKing
LDA.l ZoraItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
BRA .done
.catfish
JSL ItemSet_Catfish
JSL ShieldCheck
BCC .skip
JSL ItemSet_Catfish
LDA.l CatfishItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
.done
PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
RTL
.skip
PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -6,18 +6,18 @@ OWFlags:
dw 0
OWReserved:
dw 0
OWFog:
db 0 ; 0: disabled - 1: fog clears after visiting either world version of a screen - 2: fog clears after visiting the current world version of a screen
org $aa8010
OWVersionInfo:
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;Hooks
org $82a929
OWDetectTransitionReturn:
org $82a92C
JSL OWDetectEdgeTransition ; JSL Link_CheckForEdgeScreenTransition
org $82a939
OverworldHandleTransitions_SpecialTrigger:
JSL OWDetectEdgeTransition
BCS OWDetectTransitionReturn
org $82a936
OverworldHandleTransitions_PerformEdgeTransition:
org $82a999
jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA
@@ -78,8 +78,6 @@ org $8ab7af ;LDA $F2 : ORA $F0 : AND #$C0
jml OWFluteCancel2 : nop
org $8ab90d ;JSL $02E99D
jsl OWFluteCancel
org $8ab816
JSL OWMapFluteCancelIcon
; allows Frog sprite to spawn in LW and also allows his friend to spawn in their house
org $868a76 ; < 30a76 - sprite_prep.asm:785 (LDA $7EF3CA : AND.w #$40)
@@ -106,20 +104,36 @@ jsl OWOldManSpeed
org $8aba6c ; < ? - Bank0a.asm:474 ()
jsl OWMapWorldCheck16 : nop
; Mixed Overworld Map
; Custom Overworld Map
org $8ABA52
JSL OverworldMap_InitGfx_InitScrap
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
PHB : PHK : PLB
JSL LoadMapDarkOrMixed
PLB
.custom
STZ.b ScrapBuffer72 ; clear tile swap flag
JSL LoadMapDarkOrCustom_long
NOP #2
warnpc $8ABAB5
.vanilla_light ; $0ABAB5
org $8ABD12
JSL MoveZoomedInPositionY
org $8ABD2F
JSL MoveZoomedInPositionX
org $8ABB32
JSL LoadMapOppositeWorld
org $8ABFF0
JSL MoveMirrorPortalMapSprite
; Could insert similar hooks at $8AB860 and $8AB8AC for flute spots
;(replacing -> LDA $8A : AND.b #$40)
org $80d8c4 ; < ? - Bank00.asm:4068 ()
jsl OWWorldCheck
@@ -227,6 +241,7 @@ OWMapWorldCheck16:
{
lda.b GameMode : cmp.w #$0014 : beq .return ; attract module, return with Z flag cleared
jsl OWWorldCheck16
eor.b ScrapBuffer72 ; apply tile swap flag
.return
rtl
}
@@ -341,7 +356,7 @@ OWFluteCancel2:
}
OWMapFluteCancelIcon:
{
STA.b Scrap0B : LDX.b #$10 ; what we wrote over
LDA.b #$02 : STA.b Scrap0B ; what we wrote over
LDA.l OWFlags+1 : AND.b #$01 : BEQ .return
LDA.b GameSubMode : CMP.b #$0A : BNE .return
LDA.b FrameCounter : AND.b #$10 : BNE .return
@@ -387,51 +402,110 @@ 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
STA.b Scrap00
LDY.w #$139C
LDX.w #$003F
.next_screen
PHX
LDA.l OWTileWorldAssoc,X
EOR.b Scrap00
AND.w #$0040
BEQ .light
TYX : BRA .copy_screen
.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
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
LDA.w $C739+$22,Y : STA.b $22,X
LDA.w $C739+$40,Y : STA.b $40,X
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
EOR.b ScrapBuffer72 ; apply tile swap flag
BEQ .draw_lw
LDA.w #OWMapGridDark
BRA .draw_dw
.draw_lw
LDA.w #OWMapGridLight
.draw_dw
STA.b Scrap00
LDA.w #OWMapGridLight>>16 ; current program bank
STA.b Scrap02
LDX.w #$139C
LDY.w #$003F
.next_cell
PHY
JSR GetOWMapTilemapOffsetToCopy
.copy_cell ; more efficient to have X on the right side
TAY
LDA.w WorldMap_LightWorldTilemap+$00,Y : STA.b $00,X
LDA.w WorldMap_LightWorldTilemap+$02,Y : STA.b $02,X
LDA.w WorldMap_LightWorldTilemap+$20,Y : STA.b $20,X
LDA.w WorldMap_LightWorldTilemap+$22,Y : STA.b $22,X
LDA.w WorldMap_LightWorldTilemap+$40,Y : STA.b $40,X
LDA.w WorldMap_LightWorldTilemap+$42,Y : STA.b $42,X
LDA.w WorldMap_LightWorldTilemap+$60,Y : STA.b $60,X
LDA.w WorldMap_LightWorldTilemap+$62,Y : STA.b $62,X
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
RTL
RTS
}
GetOWMapTilemapOffsetToCopy:
{
LDA.l OWFog : AND.w #$00FF
CMP.w #$0001 : BEQ .parallel_fog
CMP.w #$0002 : BNE .no_fog
LDA.b [Scrap00],Y : AND.w #$00FF
PHX
TAX
BIT.w #$0040
BEQ .light_fog
LDA.l Overworld_ActualScreenID-$40,X : ORA.w #$0040
BRA .dark_fog
.light_fog
LDA.l Overworld_ActualScreenID,X
.dark_fog
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
.check_visited_flag
PLX
AND.w #$0080 : BNE .no_fog
LDA.w #($D350-$C739)
RTS
.parallel_fog
LDA.b [Scrap00],Y : AND.w #$003F
PHX
TAX
LDA.l Overworld_ActualScreenID,X
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
ORA.l OverworldEventDataWRAM+$40,X
BRA .check_visited_flag
.no_fog
LDA.b [Scrap00],Y : AND.w #$0038 : ASL : ASL : ASL : ASL
STA.b Scrap03
LDA.b [Scrap00],Y
BIT.w #$0040
BEQ .light
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
RTS
.light
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
RTS
LWQuadrantOffsets:
dw $1000-$0210 ; top left
@@ -441,6 +515,143 @@ LoadMapDarkOrMixed:
dw $0400+$0210 ; bottom right
}
OverworldMap_InitGfx_InitScrap:
{
STZ.b ScrapBuffer72 ; clear tile swap flag
LDA.b #$11 : STA.b MAINDESQ ; what we wrote over
RTL
}
LoadMapDarkOrCustom_long:
{
PHB : LDA.b #WorldMap_DarkWorldTilemap>>16 : PHA : PLB
LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP
JSR LoadMapDarkOrCustom
PLB
RTL
}
LoadMapOppositeWorld:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ +
LDA.b Joy1B_All : AND.b #$30 : BNE .vanilla
STZ.b ScrapBuffer72 ; clear tile swap flag
BRA .new_tiles
+ LDA.b Joy1B_New : AND.b #$30 : BEQ .vanilla
LDA.b #$40 : STA.b ScrapBuffer72 ; set tile swap flag
.new_tiles
JSL OverworldMap_InitGfx+$10 ; load palette
DEC.w SubModuleInterface
LDA.b #$0F : STA.b INIDISPQ
JSL LoadMapDarkOrCustom_long
LDA.b #$24 : STA.w SFX3
PLA : PLA : PEA.w $BBAF ; skip everything upon return
.vanilla
LDA.b Joy1B_New : AND.b #$70 ; what we wrote over
RTL
}
FluteMenu_MoveLinkSprite:
{
JSR MoveMapSprite
BRA WorldMap_SkipHandleSprites_vanilla
}
WorldMap_SkipHandleSprites:
{
JSR MoveMapSprite : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ .vanilla ; skip draw if no tile swap
PLA : PLA : PEA.w $C39B ; exit without drawing sprites
RTL
.vanilla
LDA.b FrameCounter : AND.b #$10 ; what we wrote over
RTL
}
MoveMirrorPortalMapSprite:
{
STA.l $7EC109 ; what we overwrote
JSR MoveMapSprite
RTL
}
MoveZoomedInPositionY:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetYCoordHighByte
PHA
REP #$20
LDA.l $7EC108 : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC108 ; what we overwrote
RTL
}
MoveZoomedInPositionX:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte
PHA
REP #$20
LDA.l $7EC10A : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC10A ; what we overwrote
RTL
}
MoveMapSprite:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .return
PHP
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte : STA.l $7EC10B
JSR MoveMapSprite_GetYCoordHighByte : STA.l $7EC109
PLP
.return
RTS
}
MoveMapSprite_Setup:
{
LDA.l $7EC10B : AND.b #$0E : LSR
STA.b Scrap00
LDA.l $7EC109 : AND.b #$0E : ASL : ASL
ADC.b Scrap00
STA.b Scrap00
LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X
LDX.b Scrap00
AND.b #$40
BEQ .light
LDA.l OWMapGridDarkPositionByAbsolutePosition,X
BRA .dark
.light
LDA.l OWMapGridLightPositionByAbsolutePosition,X
.dark
TAX
AND.b #$07 : ASL
STA.b Scrap00
RTS
}
MoveMapSprite_GetXCoordHighByte:
{
LDA.l $7EC10B : AND.b #$01 : ORA.b Scrap00
RTS
}
MoveMapSprite_GetYCoordHighByte:
{
TXA : AND.b #$38 : LSR : LSR : STA.b Scrap00
LDA.l $7EC109 : AND.b #$01 : ORA.b Scrap00
RTS
}
OWBonkDropPrepSprite:
{
LDA.b IndoorsFlag : BEQ +
@@ -609,27 +820,26 @@ OWBonkDrops:
JSL OWBonkSpritePrep
.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BNE + ; S = FlagBitmask, X (row + 2)
TYX : JSL Sprite_IsOnscreen : BCC +
LDA.b IndoorsFlag : BEQ ++
PLA : BEQ + : - : JMP .return : + ; S = FlagBitmask, X (row + 2)
TYX : JSL Sprite_IsOnscreen : BCC -
LDA.b IndoorsFlag : BEQ +
LDA.l RoomDataWRAM[$0120].high : ORA.b 1,S : STA.l RoomDataWRAM[$0120].high
LDA.w $0400 : ORA.b 1,S : STA.w $0400
BRA .increment_collection
++
+
LDA.b OverworldIndex
BIT.b #$40 : BEQ +
LDA.l ProgressIndicator : CMP.b #$02
LDA.b OverworldIndex : BCS ++ : AND.b #$BF
++
LDA.b OverworldIndex : BCS + : AND.b #$BF
+
TAX : LDA.l OverworldEventDataWRAM,X : ORA.b 1,S : STA.l OverworldEventDataWRAM,X
.increment_collection
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
INC.w UpdateHUDFlag
SEP #$20
+ BRA .return
LDA.b #$01 : STA.l UpdateHUDFlag
BRA .return
; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2)
@@ -738,20 +948,29 @@ OWBonkSpritePrep:
org $aa9000
OWDetectEdgeTransition:
{
JSL OWDestroyItemSprites
JSL Link_CheckForEdgeScreenTransition ; what we wrote over
BCS .return
STZ.w RandoOverworldWalkDist
LDA.l OWMode : ORA.l OWMode+1 : BEQ .vanilla
PHY
JSR OWShuffle
LDA.w RandoOverworldTargetEdge : BMI .special
PLY
LDA.w RandoOverworldTargetEdge : BMI .specialOrDisabled
.vanilla
REP #$31 : LDX.b Scrap02 : LDA.b OverworldMap16Buffer ; what we wrote over
CLC ; allow transition
RTL
.specialOrDisabled
CMP.b #$FF : BNE .special
STZ.w RandoOverworldTargetEdge
PHB
JML Link_CheckForEdgeScreenTransition_prevent_transition
.special
REP #$30
AND.w #$0003 : TAY : ASL : TAX
LDA.w #$007F : STA.w RandoOverworldTargetEdge
JSR OWLoadSpecialArea
SEC
.return
RTL
}
OWDetectSpecialTransition:
@@ -761,17 +980,23 @@ OWDetectSpecialTransition:
TXA : AND.w #$0002 : LSR
STA.w RandoOverworldTerrain
LDA.l OWSpecialDestIndex,X : BIT.w #$0080 : BEQ .switch_to_edge
AND.w #$00FF : CMP.w #$00FF : BEQ .disabled
AND.w #$0003 : TAY : ASL : TAX
.normal
JSR OWLoadSpecialArea
.return
RTL
.disabled
SEP #$30
STZ.w RandoOverworldTargetEdge
RTL
.switch_to_edge
STA.w RandoOverworldTargetEdge
LDA.l OWEdgeDataOffset,X : STA.w RandoOverworldEdgeAddr
PLA : SEP #$30 : PLA ; delete 3 bytes from stack
JSL Link_CheckForEdgeScreenTransition : BCS .return ; Link_CheckForEdgeScreenTransition
JSL Link_CheckForEdgeScreenTransition : BCS .return
LDA.l Overworld_CheckForSpecialOverworldTrigger_Direction,X : STA.b Scrap00 : CMP.b #$08 : BNE .hobo
LSR : STA.b LinkPosY : STZ.b BG2V ; move Link and camera to edge
LDA.b #$06 : STA.b Scrap02
@@ -790,16 +1015,15 @@ OWDetectSpecialTransition:
LDA.b #$FF : STA.b LinkRecoilZ : STA.b $C7
STZ.b $3D : STZ.b LinkSpeed : STZ.w $032B : STZ.w LinkDashing : STZ.b LinkState
.not_dashing
PLA : REP #$31 : PLA ; delete 3 bytes from stack
LDX.b Scrap02
LDA.b OverworldMap16Buffer
JML OverworldHandleTransitions_SpecialTrigger+6
PLA : PLA : PLA ; delete 3 bytes from stack
JML OverworldHandleTransitions_PerformEdgeTransition
}
OWEdgeTransition:
{
LDA.l OWMode : ORA.l OWMode+1 : BEQ .unshuffled
LDY.w RandoOverworldTargetEdge : STZ.w RandoOverworldTargetEdge
CPY.b #$7F : BEQ .unshuffled
JSL OWDestroyItemSprites
REP #$10
LDX.w RandoOverworldEdgeAddr
PHB : PHK : PLB
@@ -1117,6 +1341,7 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
STZ.w RandoOverworldForceTrans
CMP.b #$02 : BNE +
DEC : STA.w LinkDeepWater : STZ.w LinkSwimDirection
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : BRA .set_state
+
CMP.b #$03 : BNE ++
@@ -1137,6 +1362,7 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
LDA.b #$01 : STA.w LinkDeepWater
LDA.l FlippersEquipment : BEQ .no_flippers ; check if flippers obtained
LDA.b LinkState : CMP.b #$17 : BEQ .no_flippers ; check if bunny
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : STA.b LinkState : STZ.w LinkSwimDirection : RTS
.no_flippers
PHX
@@ -1488,7 +1714,7 @@ dw $0b28, $0b38, $0010, $0b30, $1515, $1018, $0001, $000e
dw $0b70, $0ba0, $0030, $0b88, $1515, $1020, $0000, $000f
dw $0a40, $0b10, $00d0, $0aa8, $1d1d, $1006, $0000, $0010
dw $0350, $0390, $0040, $0370, $1821, $2060, $0000, $0011
dw $0670, $06a8, $0038, $068c, $1b23, $2002, $0000, $0012
dw $0670, $06a8, $0038, $068c, $1b23, $2004, $0000, $0012
dw $0898, $09b0, $0118, $0924, $1b24, $2054, $0000, $0013
dw $0a40, $0ba0, $0160, $0af0, $2525, $100e, $0000, $0014
dw $0c70, $0c90, $0020, $0c80, $1e26, $2002, $0000, $0015
@@ -1520,7 +1746,7 @@ dw $0b28, $0b38, $0010, $0b30, $5555, $1018, $0001, $002e
dw $0b70, $0ba0, $0030, $0b88, $5555, $1020, $0000, $002f
dw $0a40, $0b10, $00d0, $0aa8, $5d5d, $1006, $0000, $0030
dw $0350, $0390, $0040, $0370, $5861, $2060, $0000, $0031
dw $0670, $06a8, $0038, $068c, $5b63, $2002, $0000, $0032
dw $0670, $06a8, $0038, $068c, $5b63, $2004, $0000, $0032
dw $0898, $09b0, $0118, $0924, $5b64, $2054, $0000, $0033
dw $0a40, $0ba0, $0160, $0af0, $6565, $100e, $0000, $0034
dw $0c70, $0c90, $0020, $0c80, $5e66, $2002, $0000, $0035
@@ -1827,16 +2053,42 @@ db $74, $4e, $10, $b1, $00, $1c
UWBonkPrizeData:
db $ff, $00, $02, $b5, $00, $08
; 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
org $89AE2A
Overworld_Sprites_Screen1A_2:
db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 }
db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 }
db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 }
db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
db $FF ; END
org $89CA55
dw Overworld_Sprites_Screen1A_2&$FFFF
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
org $AABD00 ;PC 153D00
OWMapGridLightPositionByAbsolutePosition:
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
OWMapGridDarkPositionByAbsolutePosition:
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

View File

@@ -291,10 +291,10 @@ RTL
REP #$30
;-------------------------------------------------------------------------------
; dungeon names
LDA.w #$2D50
LDA.w #$2DA4
LDY.w #00
.next_dungeon_name
.next_dungeon_name
LDX.w .dungeon_positions,Y
STA.w GFXStripes+$0646,X
INC
@@ -310,10 +310,10 @@ RTL
STA.w GFXStripes+$0706,X
DEX : DEX
BPL --
BPL --
LDA.l HudFlag : AND.w #$0020 : BEQ +
JMP .maps_and_compasses
JMP .maps_and_compasses
;-------------------------------------------------------------------------------
+
LDA.l HUDDungeonItems : AND.w #$0001 : BNE +

471
pikit.asm Normal file
View File

@@ -0,0 +1,471 @@
pushpc
org $89EB78
db $18, $1A, $AA ; replace uncle with pikit
org $80DCCE
db $1B ; load sprite sheet for pikit in link's house
org $80FC74
NOP #2 ; do not load rain-state sprites
org $8A8029
; move table slightly to center under pikit
db $C9, $C0, $DD
db $D0, $B8, $3C
pullpc
TuckLink:
; what we wrote over
STZ.w $037C
STZ.w $037D
LDA.b #$40 : STA.w $0FC2
LDA.b #$09 : STA.w $0FC3
LDA.b #$5A : STA.w $0FC4
LDA.b #$21 : STA.w $0FC5
RTL
LinkSnoring:
LDA.l ProgressIndicator
BNE +
LDA.b #$02
STA.l ProgressIndicator
LDA.b #$1D
LDY.b #$00
JSL Sprite_ShowMessageUnconditional
BRA ++
+
LDA.b FrameCounter
AND.b #$03
BNE ++
LDA.b $9C
CMP.b #$20
BEQ .lightened
DEC.b $9C
DEC.b $9D
++
; what we wrote over
LDA.b FrameCounter
AND.b #$1F
RTL
.lightened
INC.w $037C
INC.w $037D
RTL
LinkAwaken:
; what we wrote over
LDA.b #$06
STA.b LinkState
LDA.l ProgressFlags
ORA.b #$10
STA.l ProgressFlags
LDA.b #$01
STA.l StartingEntrance
RTL
BigChest_ShieldCheck:
PHY
LDY.b $0C
JSL ShieldCheck
STY.b $0C
PLY
BCC .no_open
LDA.l BigKeyField
AND.l BitMasks, X
.no_open
RTL
SmallChest_ShieldCheck:
PHY
LDY.b $0C
JSL ShieldCheck
STY.b $0C
PLY
BCC .no_open
LDA.w $0402
ORA.w RoomFlagMask, Y
.no_open
RTL
ShieldCheck:
PHP
REP #$30
PHX
TYA
AND.w #$00FF
TAX
LDA.l PikitItemList, X
AND.w #$00FF
BNE .replace
PLX
PLP
SEC
RTL
.replace
LDA.l ShieldEquipment
AND.w #$00FF
BNE .already_have_shield
TXA
STA.l PikitItem
LDY.w #$0004
PLX
PLP
SEC
RTL
.already_have_shield
SEP #$30
LDA.b #$3C
STA.w $012E
PHY
LDA.b #$98
LDY.b #$01
JSL Sprite_ShowMessageUnconditional
PLY
REP #$30
PLX
PLP
CLC
RTL
PikitSteal:
LDA.l ShieldEquipment
BNE .has_shield
JSL GetRandomInt
JML $9E8D73
.has_shield
LDA.b #$04
STA.w $0ED0, X
STA.w $0E90, X
LDA.b #$01
STA.w $0E30, X
STZ.w $012E
JML $9E8DC3
PikitDigest:
LDA.w $0ED0, X
CMP.b #$04
BNE +
STZ.w $0E90, X
LDA.b $6C
BNE + ; link is in a doorway; giving him an item could be scary :<
JSL IncrementPikitCounter
LDA.l PikitItem
CMP.b #$04
BEQ +
TAY
STZ.w ItemReceiptMethod
JSL Link_ReceiveItem
LDA.b #$04
STA.l PikitItem
+
; what we wrote over
STZ.w $0DA0, X
STZ.w $0ED0, X
RTL
MaybeFlagVoOChestGamePrize:
LDA.l $81EDA1, X
TAY
JSL ShieldCheck
BCC .cant_take
LDA.w RoomItemsTaken
ORA.b #$40
STA.w RoomItemsTaken
STX.b $C8
STY.b $0C
SEC
.cant_take
RTL
PikitItemList:
db $01 ; 00 - Fighter Sword and Shield
db $01 ; 01 - Master Sword
db $01 ; 02 - Tempered Sword
db $01 ; 03 - Butter Sword
db $00 ; 04 - Fighter Shield
db $00 ; 05 - Fire Shield
db $00 ; 06 - Mirror Shield
db $01 ; 07 - Fire Rod
db $01 ; 08 - Ice Rod
db $01 ; 09 - Hammer
db $01 ; 0A - Hookshot
db $01 ; 0B - Bow
db $01 ; 0C - Boomerang
db $01 ; 0D - Powder
db $00 ; 0E - Bottle Refill (bee)
db $01 ; 0F - Bombos
db $01 ; 10 - Ether
db $01 ; 11 - Quake
db $01 ; 12 - Lamp
db $01 ; 13 - Shovel
db $01 ; 14 - Flute
db $01 ; 15 - Somaria
db $01 ; 16 - Bottle
db $00 ; 17 - Heartpiece
db $01 ; 18 - Byrna
db $01 ; 19 - Cape
db $01 ; 1A - Mirror
db $01 ; 1B - Glove
db $01 ; 1C - Mitts
db $01 ; 1D - Book
db $01 ; 1E - Flippers
db $01 ; 1F - Pearl
db $00 ; 20 - Crystal
db $01 ; 21 - Net
db $00 ; 22 - Blue Mail
db $00 ; 23 - Red Mail
db $00 ; 24 - Small Key
db $00 ; 25 - Compass
db $00 ; 26 - Heart Container from 4/4
db $00 ; 27 - Bomb
db $00 ; 28 - 3 bombs
db $01 ; 29 - Mushroom
db $01 ; 2A - Red boomerang
db $01 ; 2B - Full bottle (red)
db $01 ; 2C - Full bottle (green)
db $01 ; 2D - Full bottle (blue)
db $00 ; 2E - Potion refill (red)
db $00 ; 2F - Potion refill (green)
db $00 ; 30 - Potion refill (blue)
db $00 ; 31 - 10 bombs
db $00 ; 32 - Big key
db $00 ; 33 - Map
db $00 ; 34 - 1 rupee
db $00 ; 35 - 5 rupees
db $00 ; 36 - 20 rupees
db $00 ; 37 - Green pendant
db $00 ; 38 - Blue pendant
db $00 ; 39 - Red pendant
db $01 ; 3A - Tossed bow
db $01 ; 3B - Silvers
db $01 ; 3C - Full bottle (bee)
db $01 ; 3D - Full bottle (fairy)
db $00 ; 3E - Boss heart
db $00 ; 3F - Sanc heart
db $00 ; 40 - 100 rupees
db $00 ; 41 - 50 rupees
db $00 ; 42 - Heart
db $00 ; 43 - Arrow
db $00 ; 44 - 10 arrows
db $00 ; 45 - Small magic
db $00 ; 46 - 300 rupees
db $00 ; 47 - 20 rupees green
db $01 ; 48 - Full bottle (good bee)
db $01 ; 49 - Tossed fighter sword
db $01 ; 4A - Active Flute
db $01 ; 4B - Boots
db $00 ; 4C - Bomb capacity (50)
db $00 ; 4D - Arrow capacity (70)
db $01 ; 4E - 1/2 magic
db $01 ; 4F - 1/4 magic
db $01 ; 50 - Safe master sword
db $00 ; 51 - Bomb capacity (+5)
db $01 ; 52 - Bomb capacity (+10)
db $00 ; 53 - Arrow capacity (+5)
db $00 ; 54 - Arrow capacity (+10)
db $00 ; 55 - Programmable item 1
db $00 ; 56 - Programmable item 2
db $00 ; 57 - Programmable item 3
db $01 ; 58 - Upgrade-only silver arrows
db $00 ; 59 - Rupoor
db $00 ; 5A - Nothing
db $00 ; 5B - Red clock
db $00 ; 5C - Blue clock
db $00 ; 5D - Green clock
db $01 ; 5E - Progressive sword
db $00 ; 5F - Progressive shield
db $00 ; 60 - Progressive armor
db $01 ; 61 - Progressive glove
db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi)
db $01 ; 64 - Progressive bow
db $01 ; 65 - Progressive bow
db $00 ; 66 -
db $00 ; 67 -
db $00 ; 68 -
db $00 ; 69 -
db $00 ; 6A - Triforce
db $00 ; 6B - Power star
db $00 ; 6C - Triforce Piece
db $00 ; 6D - Server request item
db $00 ; 6E - Server request item (dungeon drop)
db $00 ; 6F -
db $00 ; 70 - Map of Light World
db $00 ; 71 - Map of Dark World
db $00 ; 72 - Map of Ganon's Tower
db $00 ; 73 - Map of Turtle Rock
db $00 ; 74 - Map of Thieves' Town
db $00 ; 75 - Map of Tower of Hera
db $00 ; 76 - Map of Ice Palace
db $00 ; 77 - Map of Skull Woods
db $00 ; 78 - Map of Misery Mire
db $00 ; 79 - Map of Dark Palace
db $00 ; 7A - Map of Swamp Palace
db $00 ; 7B - Map of Agahnim's Tower
db $00 ; 7C - Map of Desert Palace
db $00 ; 7D - Map of Eastern Palace
db $00 ; 7E - Map of Hyrule Castle
db $00 ; 7F - Map of Sewers
db $00 ; 80 - Compass of Light World
db $00 ; 81 - Compass of Dark World
db $00 ; 82 - Compass of Ganon's Tower
db $00 ; 83 - Compass of Turtle Rock
db $00 ; 84 - Compass of Thieves' Town
db $00 ; 85 - Compass of Tower of Hera
db $00 ; 86 - Compass of Ice Palace
db $00 ; 87 - Compass of Skull Woods
db $00 ; 88 - Compass of Misery Mire
db $00 ; 89 - Compass of Dark Palace
db $00 ; 8A - Compass of Swamp Palace
db $00 ; 8B - Compass of Agahnim's Tower
db $00 ; 8C - Compass of Desert Palace
db $00 ; 8D - Compass of Eastern Palace
db $00 ; 8E - Compass of Hyrule Castle
db $00 ; 8F - Compass of Sewers
db $00 ; 90 - Skull key
db $00 ; 91 - Reserved
db $00 ; 92 - Big key of Ganon's Tower
db $00 ; 93 - Big key of Turtle Rock
db $00 ; 94 - Big key of Thieves' Town
db $00 ; 95 - Big key of Tower of Hera
db $00 ; 96 - Big key of Ice Palace
db $00 ; 97 - Big key of Skull Woods
db $00 ; 98 - Big key of Misery Mire
db $00 ; 99 - Big key of Dark Palace
db $00 ; 9A - Big key of Swamp Palace
db $00 ; 9B - Big key of Agahnim's Tower
db $00 ; 9C - Big key of Desert Palace
db $00 ; 9D - Big key of Eastern Palace
db $00 ; 9E - Big key of Hyrule Castle
db $00 ; 9F - Big key of Sewers
db $00 ; A0 - Small key of Sewers
db $00 ; A1 - Small key of Hyrule Castle
db $00 ; A2 - Small key of Eastern Palace
db $00 ; A3 - Small key of Desert Palace
db $00 ; A4 - Small key of Agahnim's Tower
db $00 ; A5 - Small key of Swamp Palace
db $00 ; A6 - Small key of Dark Palace
db $00 ; A7 - Small key of Misery Mire
db $00 ; A8 - Small key of Skull Woods
db $00 ; A9 - Small key of Ice Palace
db $00 ; AA - Small key of Tower of Hera
db $00 ; AB - Small key of Thieves' Town
db $00 ; AC - Small key of Turtle Rock
db $00 ; AD - Small key of Ganon's Tower
db $00 ; AE - Reserved
db $00 ; AF - Generic small key
db $00 ; B0 - Crystal 6
db $00 ; B1 - Crystal 1
db $00 ; B2 - Crystal 5
db $00 ; B3 - Crystal 7
db $00 ; B4 - Crystal 2
db $00 ; B5 - Crystal 4
db $00 ; B6 - Crystal 3
db $00 ; B7 - Reserved
db $00 ; B8 -
db $00 ; B9 -
db $00 ; BA -
db $00 ; BB -
db $00 ; BC -
db $00 ; BD -
db $00 ; BE -
db $00 ; BF -
db $00 ; C0 -
db $00 ; C1 -
db $00 ; C2 -
db $00 ; C3 -
db $00 ; C4 -
db $00 ; C5 -
db $00 ; C6 -
db $00 ; C7 -
db $00 ; C8 -
db $00 ; C9 -
db $00 ; CA -
db $00 ; CB -
db $00 ; CC -
db $00 ; CD -
db $00 ; CE -
db $00 ; CF -
db $00 ; D0 - Bee trap
db $00 ; D1 - Apples
db $00 ; D2 - Fairy
db $00 ; D3 - Chicken
db $00 ; D4 - Big Magic
db $00 ; D5 - 5 Arrows
db $00 ; D6 - Good Bee
db $00 ; D7 -
db $00 ; D8 -
db $00 ; D9 -
db $00 ; DA -
db $00 ; DB -
db $00 ; DC -
db $00 ; DD -
db $00 ; DE -
db $00 ; DF -
db $00 ; E0 -
db $00 ; E1 -
db $00 ; E2 -
db $00 ; E3 -
db $00 ; E4 -
db $00 ; E5 -
db $00 ; E6 -
db $00 ; E7 -
db $00 ; E8 -
db $00 ; E9 -
db $00 ; EA -
db $00 ; EB -
db $00 ; EC -
db $00 ; ED -
db $00 ; EE -
db $00 ; EF -
db $00 ; F0 -
db $00 ; F1 -
db $00 ; F2 -
db $00 ; F3 -
db $00 ; F4 -
db $00 ; F5 -
db $00 ; F6 -
db $00 ; F7 -
db $00 ; F8 -
db $00 ; F9 -
db $00 ; FA -
db $00 ; FB -
db $00 ; FC -
db $00 ; FD -
db $00 ; FE - Server request (async)
db $00 ; FF -

13
ram.asm
View File

@@ -65,6 +65,8 @@ LinkSubPixelVelocty = $7E002A ; Word length
LinkAnimationStep = $7E002E ;
LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right
;
FlagBY = $7E003A ; Bitfield for B and Y buttons.
;
OAMOffsetY = $7E0044 ;
OAMOffsetX = $7E0045 ;
LinkIncapacitatedTimer = $7E0046 ; Countdown when Link takes damage, not same as I-frames
@@ -235,6 +237,8 @@ CurrentYItem = $7E0303 ;
AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull
CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting
;
LinkIFrames = $7E031F ; Countdown for Link's invincibility frames after taking damage.
;
LinkSwimDirection = $7E0340 ; Bitfield for swim direction. (.... udlr)
;
LinkDeepWater = $7E0345 ; Set when Link is in deep water.
@@ -334,6 +338,7 @@ SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02
;
EnemyDropIndicator = $7E072A ; Used by HUD to indicate enemy drops remaining
NpcItemIndicator = $7E072C ; Flag used by HUD to indicate NPC item present
SkipBeeTrapDisguise = $7E072D ; Flag to skip bee trap disguise during draw routine
SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16
@@ -593,6 +598,8 @@ HUDMultiIndicator = $7EC790 ;
HUDKeysObtained = $7EC7A2 ;
HUDKeysSlash = $7EC7A4 ;
HUDKeysTotal = $7EC7A6 ;
HUDKeysExtraPlus = $7EC7E4 ;
HUDKeysExtraCount = $7EC7E6 ;
;
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading.
@@ -615,7 +622,8 @@ HexToDecDigit3: skip 1 ;
HexToDecDigit4: skip 1 ;
HexToDecDigit5: skip 1 ;
SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded
skip $2B ; Unused
skip $2A ; Unused
BossDropTouched: skip 1
AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer
; or from a secondary buffer (used for things like free dungeon item text)
BossKills: skip 1 ;
@@ -777,6 +785,7 @@ endmacro
%assertRAM(LinkRecoilZ, $7E0029)
%assertRAM(LinkAnimationStep, $7E002E)
%assertRAM(LinkDirection, $7E002F)
%assertRAM(FlagBY, $7E003A)
%assertRAM(OAMOffsetY, $7E0044)
%assertRAM(OAMOffsetX, $7E0045)
%assertRAM(LinkIncapacitatedTimer, $7E0046)
@@ -874,6 +883,8 @@ endmacro
%assertRAM(UseY1, $7E0301)
%assertRAM(CurrentYItem, $7E0303)
%assertRAM(AButtonAct, $7E0308)
%assertRAM(CarryAct, $7E0309)
%assertRAM(LinkIFrames, $7E031F)
%assertRAM(LinkSwimDirection, $7E0340)
%assertRAM(LinkDeepWater, $7E0345)
%assertRAM(TileActIce, $7E0348)

View File

@@ -433,10 +433,12 @@ Shopkeeper_BuyItem:
CMP.b #$2E : BEQ .refill ; Red Potion Refill
CMP.b #$2F : BEQ .refill ; Green Potion Refill
CMP.b #$30 : BEQ .refill ; Blue Potion Refill
BRA +
CMP.b #$AF : BEQ .generic_key
BRA +
.refill
JSL Sprite_GetEmptyBottleIndex : BMI .full_bottles
LDA.b #$1 : STA.l ShopkeeperRefill ; If this is on, don't toggle bit to remove from shop
.generic_key
LDA.b #$01 : STA.l ShopkeeperRefill ; If this is on, don't toggle bit to remove from shop
+
LDA.l ShopType : AND.b #$80 : BNE .buy ; don't charge if this is a take-any
@@ -453,6 +455,16 @@ Shopkeeper_BuyItem:
LDA.b #$3C : STA.w SFX2 ; error sound
JMP .done
.buy
LDA.l ShopInventory, X
TAY
JSL ShieldCheck
BCS +
JMP .done
+
; Y now has the (possibly-substituted) item ID
LDA.l ShopType : AND.b #$80 : BNE ++ ; don't charge if this is a take-any
REP #$20 : LDA.l CurrentRupees : !SUB.l ShopInventory+1, X : STA.l CurrentRupees : SEP #$20 ; Take price away
++
@@ -464,9 +476,9 @@ Shopkeeper_BuyItem:
LDA.l EnableShopItemCount, X : STA.l ShopEnableCount ; If so, store the permission to count the item here.
+++
PLX
LDA.l ShopInventory, X
JSL AttemptItemSubstitution
TAY : JSL Link_ReceiveItem
; Y still has item ID
JSL Link_ReceiveItem
LDA.l ShopInventory+3, X : INC : STA.l ShopInventory+3, X
LDA.b #$00 : STA.l ShopEnableCount
TXA : LSR #2 : TAX

View File

@@ -190,7 +190,8 @@ ItemLimitCounts: skip 16 ; Keeps track of limited non-progressive items s
; See: ItemSubstitutionRules in tables.asm
; Right now this is only used for three items but extra space is
; reserved
skip 34 ; Unused
skip 32 ; Unused
PikitItem: skip 2 ; Item stored in shield player is carrying
FluteBitfield: skip 1 ;
SpecialWeaponLevel: skip 1 ; keeps track of level in special weapon modes
ItemOnB: skip 1 ; NYI
@@ -240,7 +241,9 @@ CompassCountDisplay: skip 2 ; Compass count display flags (bitfield)
; High Byte: x c e d a s p m
; x = Sewers | c = Hyrule Castle | e = Eastern Palace | d = Desert Palace
; a = Castle Tower | s = Swamp Palace | p = PoD | m = Mire
skip 10 ;
DungeonVisited: skip 2 ; Whether each dungeon has been entered (bitfield)
; same order of bits as CompassCountDisplay above
skip 8 ;
Aga2Duck: skip 1 ; Used in lieu of pyramid hole for checking if the duck should come
; 0 = Haven't called post-Aga 2 bird | 1 = Have called post-Aga 2 bird
NpcFlags: skip 2 ; l - c s t k z o (bitfield)
@@ -306,7 +309,7 @@ HeartContainerCounter: skip 1 ; Total number of heart containers collected (in
DeathCounter: skip 1 ; Number of deaths (integer)
skip 1 ; Reserved
FluteCounter: skip 1 ; Number of times fluted (integer)
skip 4 ;
MapFrames: skip 4 ; Total map time in frames (32-bit integer)
RNGItem: skip 2 ; RNG Item
SwordlessBossKills: skip 1 ; Number of bosses killed without a sword (integer)
FaerieRevivalCounter: skip 1 ; Number of faerie revivals (integer)
@@ -322,7 +325,7 @@ MagicCounter: skip 2 ; Magic used by player (16-bit integer)
HighestMail: skip 1 ; Highest mail level
SmallKeyCounter: skip 1 ; Total Number of small keys collected (integer)
HeartPieceCounter: skip 1 ; Total Number of heartpieces collected (integer)
skip 1 ; Unused
PikitFed: skip 1 ; Total Number of shields fed to pikit
DungeonsCompleted: skip 2 ; Bitfield indicating whether a dungeon's prize has been collected.
; This has the same shape as the dungeon item bitfields.
MapCountDisplay: skip 2 ;

View File

@@ -5,6 +5,13 @@
;
; See sram.asm for adresses and documentation of stat values
;--------------------------------------------------------------------------------
IncrementPikitCounter:
LDA.l StatsLocked : BNE +
LDA.l PikitFed : INC A : BEQ + ; overflow
STA.l PikitFed
+
RTL
;--------------------------------------------------------------------------------
IncrementBonkCounter:
LDA.l StatsLocked : BNE +
LDA.l BonkCounter : INC : BEQ + ; overflow
@@ -36,7 +43,7 @@ DungeonHoleWarpTransition:
BRA StatTransitionCounter
DungeonHoleEntranceTransition:
JSL EnableForceBlank
LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
LDA.w EntranceIndex : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
@@ -44,7 +51,7 @@ DungeonHoleEntranceTransition:
CMP.b #$03 : !BGE + ; skip if the bow is already silver
!ADD.b #$02 : STA.l BowEquipment ; increase bow to silver
+
BRA StatTransitionCounter
DungeonStairsTransition:
JSL Dungeon_SaveRoomQuadrantData
@@ -88,27 +95,27 @@ IncrementSmallKeys:
RTL
;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary:
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA.l StatsLocked : BNE +
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
+
JSL UpdateKeys
LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator
LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement
LDA.b $A8 : AND.w #$0003 : CMP.w #$0002 : BNE ++ ; must be quadrant 2
LDA.w SprDropsItem, X : AND.w #$00FF : BNE ++ ; must not be a standing item
PLP : PHY
LDY.b #$24
JSL AddInventory
PLY : BRA +
++
PLP
+
LDA.b #$01 : STA.l UpdateHUDFlag
JSL HUD_RebuildLong
PLX
STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX
LDA.l StatsLocked : BNE +
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
+
JSL UpdateKeys
LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator
LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement
LDA.b $A8 : AND.w #$0003 : CMP.w #$0002 : BNE ++ ; must be quadrant 2
LDA.w SprDropsItem, X : AND.w #$00FF : BNE ++ ; must not be a standing item
PLP : PHY
LDY.b #$24
JSL AddInventory
PLY : BRA +
++
PLP
+
LDA.b #$01 : STA.l UpdateHUDFlag
JSL HUD_RebuildLong
PLX
RTL
;--------------------------------------------------------------------------------
DecrementSmallKeys:
@@ -188,9 +195,9 @@ CountAllKey:
;--------------------------------------------------------------------------------
IncrementAgahnim2Sword:
PHA
JSL IncrementBossSword
PLA
PHA
JSL IncrementBossSword
PLA
RTL
;--------------------------------------------------------------------------------
IncrementDeathCounter:
@@ -239,22 +246,22 @@ RTL
DecrementItemCounter:
PHA
LDA.l StatsLocked : BNE +
REP #$20
REP #$20
LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter
SEP #$20
SEP #$20
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementBigChestCounter:
JSL Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA
LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX
LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests
TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests
+
PLA
JSL Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA
LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX
LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests
TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementDamageTakenCounter_Eight:
@@ -338,8 +345,8 @@ IncrementUWMirror:
RTL
;--------------------------------------------------------------------------------
IncrementSpentRupees:
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA.l CurrentRupees
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA.l CurrentRupees
RTL
.subtractRupees
PHA : PHP
@@ -355,18 +362,18 @@ IndoorTileTransitionCounter:
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
IndoorSubtileTransitionCounter:
;JSL HeartPieceSetRedraw ; set redraw flag for items
STZ.w SomariaSwitchFlag ; stuff we wrote over
STZ.w SpriteRoomTag
;JSL HeartPieceSetRedraw ; set redraw flag for items
STZ.w SomariaSwitchFlag ; stuff we wrote over
STZ.w SpriteRoomTag
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
StatsFinalPrep:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA.l StatsLocked : BNE .ramPostOnly
INC : STA.l StatsLocked
JSL IncrementFinalSword
LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
@@ -385,12 +392,12 @@ StatsFinalPrep:
LDA.l RupeesSpent : !ADD.l DisplayRupees : STA.l RupeesCollected
LDA.l RupeesSpent+1 : ADC.l DisplayRupees+1 : STA.l RupeesCollected+1
REP #$20
REP #$20
LDA.l TotalItemCounter : !SUB.l ChestsOpened : STA.l NonChestCounter
.done
PLP : PLX : PLA
LDA.b #$19 : STA.b GameMode ; thing we wrote over, load triforce room
STZ.b GameSubMode
STZ.b SubSubModule
STZ.b GameSubMode
STZ.b SubSubModule
RTL

View File

@@ -504,7 +504,16 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "yellow")
%smallcredits("PIKIT FEEDER", "red")
%blankline()
%bigcredits("KARAFRUIT")
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "green")
%blankline()
@@ -525,7 +534,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("YOUR SPRITE BY", "green")
%smallcredits("YOUR SPRITE BY", "yellow")
%blankline()
@@ -535,7 +544,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("MSU SUPPORT", "yellow")
%smallcredits("MSU SUPPORT", "green")
%blankline()
@@ -544,7 +553,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("PALETTE SHUFFLER", "green")
%smallcredits("PALETTE SHUFFLER", "yellow")
%blankline()
@@ -553,7 +562,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("WEBSITE LOGO", "yellow")
%smallcredits("WEBSITE LOGO", "green")
%blankline()
@@ -623,12 +632,6 @@ endif
%bigcredits("HTTPS://ALTTPR.COM/DISCORD")
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
@@ -752,18 +755,15 @@ endif
%blankline()
%bigcreditsleft("TOTAL MAP TIME")
%blankline()
%bigcreditsleft("TOTAL LAG TIME")
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
%bigcreditsleft("SHIELDS EATEN")
%blankline()

View File

@@ -265,4 +265,6 @@ dw $3D99 ; - ; $FB
dw $0000 ; ;
dw $0000 ; ;
dw $0000 ; ;
dw $0000 ; ;
; yellow dot
dw $2DFA ; ; FF

View File

@@ -25,8 +25,8 @@ PreparePointer:
LDY.w #$0000
RTL
; Regular stat: XXXX X00L LLLL LLLL BBBB SSSS CCC- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
; Time stat: XXXX X01L LLLL LLLL ---- ---- ---- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
; Regular stat: XXXX X00L LLLL LLLL BBBB SSSS CCC- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
; Time stat: XXXX X01L LLLL LLLL ---- ---- ---- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
; End of data: 1111 1111 1111 1111
; X X offset (measured in 8x8 tiles)
@@ -174,7 +174,7 @@ FindLine:
!FRAMES_PER_SECOND = 60
!FRAMES_PER_MINUTE = 60*60
!FRAMES_PER_HOUR = 60*60*60
!MAX_FRAME_COUNT = 59*60+59*60+59*60+99
!MAX_FRAME_COUNT = (99*60*60*60)+(59*60*60)+(59*60)+59
macro CountUnits(framesPerUnit, unitCounter)
STZ.b <unitCounter>
@@ -196,7 +196,7 @@ endmacro
!ColonOffset = $8A
!PeriodOffset = $4D
BlankCreditsTile = $883D
BlankCreditsTile = $3D88
RenderCreditsStatCounter:
PHB
@@ -498,45 +498,45 @@ RenderLineNumber:
RTS
LoadCreditsTiles:
JSL CopyFontToVRAM ; What we wrote over
JSL CopyFontToVRAM ; What we wrote over
REP #$10
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
REP #$10
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
; Item tiles
LDX.w #$8200 : STX.w VMADDL
LDA.b #FileSelectNewGraphics>>16 : STA.w A1B0
LDX.w #FileSelectNewGraphics : STX.w A1T0L
LDX.w #$0C00 : STX.w DAS0L
LDA.b #$01 : STA.w DMAENABLE
; Item tiles
LDX.w #$8200 : STX.w VMADDL
LDA.b #FileSelectNewGraphics>>16 : STA.w A1B0
LDX.w #FileSelectNewGraphics : STX.w A1T0L
LDX.w #$0C00 : STX.w DAS0L
LDA.b #$01 : STA.w DMAENABLE
; Small characters A-Z
LDX.w #$7F00 : STX.w VMADDL
LDA.b #SmallCharacters>>16 : STA.w A1B0
LDX.w #SmallCharacters : STX.w A1T0L
LDX.w #$0200 : STX.w DAS0L
LDA.b #$01 : STA.w DMAENABLE
; Small characters A-Z
LDX.w #$7F00 : STX.w VMADDL
LDA.b #SmallCharacters>>16 : STA.w A1B0
LDX.w #SmallCharacters : STX.w A1T0L
LDX.w #$0200 : STX.w DAS0L
LDA.b #$01 : STA.w DMAENABLE
SEP #$10
SEP #$10
RTL
LoadOverworldCreditsTiles:
JSL CopyFontToVRAM ; What we wrote over
REP #$10
JSL CopyFontToVRAM ; What we wrote over
REP #$10
; Small characters A-Z
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
LDA.b #SmallCharacters>>16 : STA.w A1B0
LDX.w #SmallCharacters : STX.w A1T0L
LDX.w #$0200 : STX.w DAS0L
LDX.w #$7F00 : STX.w VMADDL
LDA.b #$01 : STA.w DMAENABLE
; Small characters A-Z
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
LDA.b #SmallCharacters>>16 : STA.w A1B0
LDX.w #SmallCharacters : STX.w A1T0L
LDX.w #$0200 : STX.w DAS0L
LDX.w #$7F00 : STX.w VMADDL
LDA.b #$01 : STA.w DMAENABLE
SEP #$10
SEP #$10
RTL
CheckFontTable:
@@ -577,23 +577,23 @@ RTS
; Dialog Pointer Override
;--------------------------------------------------------------------------------
EndingSequenceTableOverride:
PHY
PHX
TYX
LDA.l EndingSequenceText, X
PLX
STA.w $1008, X
PLY
PHY
PHX
TYX
LDA.l EndingSequenceText, X
PLX
STA.w $1008, X
PLY
RTL
;--------------------------------------------------------------------------------
EndingSequenceTableLookupOverride:
PHX : PHB
PHK : PLB
TYX
LDA.l EndingSequenceText, X : AND.w #$00FF
ASL
TAY
LDA.w FontTable,Y
PLB : PLX
PHX : PHB
PHK : PLB
TYX
LDA.l EndingSequenceText, X : AND.w #$00FF
ASL A
TAY
LDA.w FontTable,Y
PLB : PLX
RTL
;--------------------------------------------------------------------------------

View File

@@ -30,8 +30,12 @@
!FAERIE_REVIVALS_Y = 361
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364
!TOTAL_MAP_TIME_X = 19
!TOTAL_MAP_TIME_Y = 367
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 367
!TOTAL_LAG_TIME_Y = 370
!PIKIT_FED_X = 26
!PIKIT_FED_Y = 373
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
@@ -62,10 +66,11 @@ CreditsStats:
%AddStat(SaveQuitCounter, 0, 0, 08, 2, !SAVE_AND_QUITS_X, !SAVE_AND_QUITS_Y)
%AddStat(DeathCounter, 0, 0, 08, 2, !DEATHS_X, !DEATHS_Y)
%AddStat(FaerieRevivalCounter, 0, 0, 08, 3, !FAERIE_REVIVALS_X, !FAERIE_REVIVALS_Y)
%AddStat(MenuFrames, 1, 8, 32, 4, !TOTAL_MENU_TIME_X, !TOTAL_MENU_TIME_Y)
%AddStat(MenuFrames, 1, 0, 32, 4, !TOTAL_MENU_TIME_X, !TOTAL_MENU_TIME_Y)
%AddStat(MapFrames, 1, 0, 32, 4, !TOTAL_MAP_TIME_X, !TOTAL_MAP_TIME_Y)
%AddStat(LagTime, 1, 0, 32, 4, !TOTAL_LAG_TIME_X, !TOTAL_LAG_TIME_Y)
%AddStat(PikitFed, 0, 0, 8, 3, !PIKIT_FED_X, !PIKIT_FED_Y)
print "Collection Rate config: ", pc
warnpc $A39864
%AddStat(TotalItemCounter, 0, 0, 16, 3, !COLLECTION_RATE_X, !COLLECTION_RATE_Y)
%AddStat(NMIFrames, 1, 0, 32, 4, !TOTAL_TIME_X, !TOTAL_TIME_Y)

View File

@@ -132,6 +132,12 @@ GetSmithSword:
.buy
LDA.l SmithItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.l SmithItem : TAY
JSL ShieldCheck
BCS +
JML $86B4A5
+
STZ.w ItemReceiptMethod ; Item from NPC
PHX : JSL Link_ReceiveItem : PLX

View File

@@ -237,12 +237,8 @@ db $00
;a - Infinite Arrows
;--------------------------------------------------------------------------------
org $B0804E ; PC 0x18004E
UncleRefill:
UncleRefill_deprecated: ; no longer used
db $00
;---- -mba
;m - Refill Magic
;b - Refill Bombs
;a - Refill Arrows
;--------------------------------------------------------------------------------
org $B0804F ; PC 0x18004F
ByrnaInvulnerability:
@@ -890,8 +886,8 @@ SilverArrowsAutoEquip:
db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon
;================================================================================
org $B08183 ; PC 0x180183
FreeUncleItemAmount:
dw $12C ; 300 rupees (Default)
RainDeathRefillRupeeBow:
dw $012C ; 300 rupees (Default)
;--------------------------------------------------------------------------------
org $B08185 ; PC 0x180185
RainDeathRefillTable:
@@ -1532,7 +1528,7 @@ db $19,$1A,$1B,$1C,$1D,$1E,$1F,$20
db $21,$22,$11,$11,$10,$16,$16,$16
db $16,$16,$11,$16,$16,$16,$15,$15
db $15,$15,$15,$15,$15,$15,$15,$15
db $15,$15,$16,$02,$09,$00,$00,$00
db $15,$15,$2E,$02,$09,$00,$00,$00
MusicShuffleTable:
db $01,$02,$03,$04,$05,$06,$07,$08
@@ -2686,9 +2682,9 @@ org $B0EFFF ; PC 0x186FFF
BallNChainDungeon: ; Dungeon ID where ball n chain guard is located. Write
db $02 ; $FF to count ball and chain item for collection stats.
;--------------------------------------------------------------------------------
; 0x187000 - 18700F (unused)
;--------------------------------------------------------------------------------
org $B0F000
ExtraChestKeys: ; PC 0x187000-0x18700F
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
org $B0F010
ChestKeys: ; PC 0x187010-0x18701F

View File

@@ -57,7 +57,7 @@ RTL
MaybeUnlockTabletAnimation:
PHA : PHP
JSL IsMedallion : BCC +
JSR SetTabletItemFlag
JSR SetTabletItemFlag
STZ.w MedallionFlag ; disable falling-medallion mode
STZ.w ForceSwordUp ; release link from item-up pose
LDA.b #$00 : STA.b LinkState ; set link to ground state
@@ -73,6 +73,26 @@ MaybeUnlockTabletAnimation:
PLP : PLA
RTL
;--------------------------------------------------------------------------------
MaybeFreeLinkFromTablet:
PHA : PHP
JSL IsMedallion : BCC +
STZ.w MedallionFlag ; disable falling-medallion mode
STZ.w ForceSwordUp ; release link from item-up pose
LDA.b #$00 : STA.b LinkState ; set link to ground state
STZ.w CutsceneFlag
STZ.w NoDamage
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex : CMP.w #$0030 : BNE ++ ; Desert
SEP #$20 ; set 8-bit accumulator
LDA.b #$02 : STA.b LinkDirection ; face link forward
LDA.b #$3C : STA.b LinkIncapacitatedTimer ; lock link for 60f
++
SEP #$20 ; set 8-bit accumulator
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
IsMedallion:
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex

View File

@@ -99,6 +99,7 @@ HandleFollowersAfterMirroring = $87AA8B
LinkHop_FindArbitraryLandingSpot = $87E359
Link_HandleMovingAnimation_FullLongEntry = $87E68F
Link_CheckForEdgeScreenTransition = $87F413
Link_CheckForEdgeScreenTransition_prevent_transition = $87F42C
Sprite_CheckIfPlayerPreoccupied = $87F4AA
FlashGanonTowerPalette_next_thunder = $87FA81
FlashGanonTowerPalette_bright_white = $87FAAC
@@ -191,6 +192,7 @@ LoadBackgroundGraphics_arbitrary = $80E64D
RoomTag_GetHeartForPrize = $81C709
RoomTag_GetHeartForPrize_spawn_prize = $81C731
RoomTag_GetHeartForPrize_delete_tag = $81C749
RoomTag_GetHeartForPrize_exit = $81C74D
Underworld_SetBossOrSancMusicUponEntry = $828AD9
ResetThenCacheRoomEntryProperties = $828C73
RecoverPositionAfterDrowning = $829485
@@ -221,6 +223,8 @@ Ancilla29_MilestoneItemReceipt_skip_crystal_sfx = $88CAE5
Ancilla29_MilestoneItemReceipt_no_sparkle = $88CB2E
Ancilla_SetOAM_XY = $88F6F3
Ancilla_AddAncilla = $899CCE
WorldMap_CalculateOAMCoordinates_exit_successfully = $8AC51F
WorldMap_MultiplyAxB = $8AC57F
UpdateHUD = $8DDFA9
UpdateEquippedItem = $8DDFAF
DrawProgressIcons = $8DE9C8
@@ -270,6 +274,7 @@ PalettesVanilla_spraux09 = $9BD47E
; Misc. Data
;===================================================================================================
DungeonMask = $8098C0
RoomFlagMask = $809900
GFXSheetPointers_background_bank = $80CFC0
GFXSheetPointers_background_high = $80D09F
GFXSheetPointers_background_low = $80D17E
@@ -289,12 +294,14 @@ EntranceData_song = $82D592
SpawnPointData_room_id = $82D8D2
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
RoomHeaderPointers = $84F1E2
UncleItem = $85DF45
Sprite_ShowSolicitedMessage_Direction = $85E1A3
FluteMenuNumbers_bits = $8AB7A3
WorldMap_RedXChars = $8ABF70
WorldMap_CalculateOAMCoordinates = $8AC3B1
WorldMap_HandleSpriteBlink = $8AC52E
WorldMapIcon_AdjustCoordinate = $8AC59B
WorldMap_LightWorldTilemap = $8AC739
WorldMap_DarkWorldTilemap = $8AD739
DungeonMapRoomMarkerYBase = $8AE803
DungeonMapBossRooms = $8AE817

View File

@@ -1,10 +1,14 @@
;--------------------------------------------------------------------------------
EndRainState:
LDA.l InitProgressIndicator : BIT.b #$80 : BNE + ; check for instant post-aga
LDA.b #$02 : STA.l ProgressIndicator
RTL
LDA.l InitProgressIndicator : BIT.b #$80 : BEQ + ; check for instant post-aga
LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
LDA.b #$03
BRA ++
+
LDA.b #$03 : STA.l ProgressIndicator
LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
LDA.b #$02
++
STA.l ProgressIndicator
JSL SetEscapeAssist
RTL
;--------------------------------------------------------------------------------