25 Commits

Author SHA1 Message Date
5e892ca283 Fix orange potion overwrite 2026-06-15 16:58:18 -05:00
bf2b0fc6c8 Remove backup file accidentally created 2026-06-09 10:32:30 -05:00
84a5fd3969 Merge branch 'beta' 2026-06-09 10:31:48 -05:00
1092f1bc85 Text updates and orange refill box 2026-06-08 22:57:41 -05:00
fa33a3d24b Fix max frame count 2026-06-08 16:11:28 -05:00
7d3a3a54e3 Fix max frame count 2026-06-08 16:10:55 -05:00
99d426bc1e Bitflag to block silverless damage on phase 4 ganon 2026-06-08 00:11:01 -05:00
82ce1628e6 Make infinite magic bar blue instead of flashy 2026-06-07 21:43:56 -05:00
43515851c1 orange potion 2026-06-07 21:35:34 -05:00
d7ff034884 Unmark MapSwapping as NYI 2026-06-07 13:46:23 -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
3c17ec5d48 Implement checking for what maps can be viewed 2026-06-06 12:36:00 -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
56 changed files with 1053 additions and 584 deletions

View File

@@ -206,6 +206,7 @@ warnpc $A38000
org $B98000 org $B98000
incsrc gk/crystalswitchbook.asm incsrc gk/crystalswitchbook.asm
incsrc gk/orange_potion.asm
incsrc gk/mimicdash.asm incsrc gk/mimicdash.asm
incsrc gk/gloom.asm incsrc gk/gloom.asm
incsrc gk/special_weapons.asm incsrc gk/special_weapons.asm

View File

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

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@@ -146,32 +146,57 @@ macro SetMinimum(base,filler,compare)
endmacro endmacro
RefreshRainAmmo: RefreshRainAmmo:
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state 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 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: SetEscapeAssist:
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state

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

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@@ -61,73 +61,84 @@ LoadDialogAddressIndirect:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FreeDungeonItemNotice: FreeDungeonItemNotice:
STA.l ScratchBufferV STA.l ScratchBufferV
PHA : PHX : PHY PHA : PHX : PHY
PHP PHP
PHB : PHK : PLB PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers REP #$10 ; set 16-bit index registers
PEI.b (Scrap00) PEI.b (Scrap00)
LDA.b Scrap02 : PHA LDA.b Scrap02 : PHA
LDA.l ScratchBufferNV : PHA LDA.l ScratchBufferNV : PHA
LDA.l ScratchBufferNV+1 : 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.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 LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf) %CopyDialog(Notice_SmallKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done 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 LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf) %CopyDialog(Notice_CompassOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done 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 LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf) %CopyDialog(Notice_MapOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done 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 LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf) %CopyDialog(Notice_BigKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done 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 LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of... CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf) %CopyDialog(Notice_MapOf)
JMP .dungeon 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 #$80 : BNE + ; compass of... LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf) %CopyDialog(Notice_CompassOf)
JMP .dungeon 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 #$90 : BNE + ; big key of... LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf) %CopyDialog(Notice_BigKeyOf)
JMP .dungeon 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 #$A0 : BNE + ; small key of... LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++ LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf) %CopyDialog(Notice_SmallKeyOf)
LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys
BRA .dungeon 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 # LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE + CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal) %CopyDialog(Notice_Crystal)
JMP .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 .dungeon
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer 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.b #$0F : !SUB.l ScratchBufferNV+1 : STA.l ScratchBufferNV+1 ; flip the values for small keys
+ +
LDA.l ScratchBufferNV+1 LDA.l ScratchBufferNV+1
ASL : TAX ASL : TAX
REP #$20 REP #$20
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE + LDA.l !MULTIWORLD_ITEM_PLAYER_ID : AND.w #$00FF : BNE +
BRA .self_notice
.hc_sewers LDA.l DungeonItemIDMap, X : CMP.w #$0003 : BCC .hc_sewers
LDA.w DungeonID : CMP.w #$0003 : BCS + CMP.w DungeonID : BNE +
.self_notice BRA .self_notice
SEP #$20 .hc_sewers
LDA.l FreeItemText : AND.b #$40 : BEQ ++ LDA.w DungeonID : CMP.w #$0003 : BCS +
LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1 .self_notice
JMP .skip SEP #$20
++ LDA.l FreeItemText : AND.b #$40 : BEQ ++
%CopyDialog(Notice_Self) LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
JMP .done JMP .skip
+ ++
SEP #$20 %CopyDialog(Notice_Self)
JMP .done
+
SEP #$20
LDA.l ScratchBufferNV+1 LDA.l ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done %CopyDialog(Notice_LightWorld) : JMP .done
@@ -190,9 +204,9 @@ FreeDungeonItemNotice:
+ : CMP.b #$0F : BNE + ; ...sewers + : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers) %CopyDialog(Notice_Sewers)
+ +
JMP .done JMP .done
.crystal .crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.l ScratchBufferV LDA.l ScratchBufferV
AND.b #$0F ; looking at low bits only AND.b #$0F ; looking at low bits only
@@ -210,7 +224,7 @@ FreeDungeonItemNotice:
%CopyDialog(Notice_Four) : JMP .done %CopyDialog(Notice_Four) : JMP .done
+ : CMP.b #$06 : BNE + + : CMP.b #$06 : BNE +
%CopyDialog(Notice_Three) : JMP .done %CopyDialog(Notice_Three) : JMP .done
+ +
.done .done
@@ -220,14 +234,14 @@ FreeDungeonItemNotice:
;-------------------------------- ;--------------------------------
.skip .skip
PLA : STA.l ScratchBufferNV+1 PLA : STA.l ScratchBufferNV+1
PLA : STA.l ScratchBufferNV PLA : STA.l ScratchBufferNV
PLA : STA.b Scrap02 PLA : STA.b Scrap02
REP #$20 REP #$20
PLA : STA.b Scrap00 PLA : STA.b Scrap00
PLB PLB
PLP PLP
PLY : PLX : PLA PLY : PLX : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -238,10 +252,14 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DialogItemReceive: DialogItemReceive:
BCS .nomessage ; if doubling the item value overflowed it must be a rando item BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY.b #$CC : BEQ .orange_potion
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
.nomessage .nomessage
LDA.w #$FFFF LDA.w #$FFFF
BRA .done
.orange_potion
LDA.w #$0198
BRA .done BRA .done
++ LDA.w Ancilla_ReceiveItem_item_messages, Y ++ LDA.w Ancilla_ReceiveItem_item_messages, Y
@@ -290,7 +308,7 @@ DialogGanon2:
BCS + BCS +
LDA.w #$018D : JMP .done LDA.w #$018D : JMP .done
+ +
LDA.l GanonVulnerabilityItem : AND.w #$00FF LDA.l GanonVulnerabilityItem : AND.w #$007F
BEQ .silver_arrows BEQ .silver_arrows
CMP.w #$0001 : BEQ .silver_arrows CMP.w #$0001 : BEQ .silver_arrows
CMP.w #$0004 : BEQ .bombs CMP.w #$0004 : BEQ .bombs

View File

@@ -6,6 +6,7 @@
!DTile = $2D60 !DTile = $2D60
!BlueSquare = $2C5E !BlueSquare = $2C5E
!BossIcon = $253C !BossIcon = $253C
!NPCIcon = $253B
DrHudOverride: DrHudOverride:
PHB PHB
@@ -30,6 +31,13 @@ DRHUD_DrawIndicators:
LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
DRHUD_BossIndicator: DRHUD_BossIndicator:
LDA.w DungeonID : CMP.b #$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 LDA.l DRMode : BNE .continue
.early_exit .early_exit
REP #$10 REP #$10

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

View File

@@ -1,14 +1,14 @@
OnPrepFileSelect: OnPrepFileSelect:
LDA.b GameSubMode : CMP.b #$03 : BNE + LDA.b GameSubMode : CMP.b #$03 : BNE +
LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
RTL RTL
+ +
PHA : PHX PHA : PHX
REP #$10 REP #$10
JSL LoadAlphabetTilemap JSL LoadAlphabetTilemap
JSL LoadFullItemTiles JSL LoadFullItemTiles
SEP #$10 SEP #$10
PLX : PLA PLX : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnDrawHud: OnDrawHud:
@@ -22,87 +22,81 @@ JML ReturnFromOnDrawHud
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnDungeonEntrance: OnDungeonEntrance:
STA.l PegColor ; thing we wrote over STA.l PegColor ; thing we wrote over
JSL MaybeFlagDungeonTotalsEntrance JSL MaybeFlagDungeonTotalsEntrance
LDA.w #$0001 : STA.l UpdateHUDFlag LDA.w #$0001 : STA.l UpdateHUDFlag
SEP #$30 SEP #$30
JSL DynamicDropGFXClear JSL DynamicDropGFXClear
REP #$30 REP #$30
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnDungeonBossExit: OnDungeonBossExit:
JSL StatTransitionCounter JSL StatTransitionCounter
JSL ClearMultiworldText JSL ClearMultiworldText
JSL DynamicDropGFXClear JSL DynamicDropGFXClear
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnPlayerDead: OnPlayerDead:
PHA PHA
JSL SetDeathWorldChecked JSL SetDeathWorldChecked
JSL DynamicDropGFXClear JSL DynamicDropGFXClear
JSL SetSilverBowMode JSL SetSilverBowMode
JSL RefreshRainAmmo JSL RefreshRainAmmo
LDA.b #$00
STA.l InfiniteMagic
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnDungeonExit: OnDungeonExit:
PHA : PHP PHA : PHP
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
JSL SQEGFix JSL SQEGFix
JSL DynamicDropGFXClear JSL DynamicDropGFXClear
PLP : PLA PLP : PLA
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
PHA : PHP PHA : PHP
LDA.w #$0001 : STA.l UpdateHUDFlag LDA.w #$0001 : STA.l UpdateHUDFlag
JSL HUD_RebuildLong JSL HUD_RebuildLong
JSL FloodGateResetInner JSL FloodGateResetInner
JSL SetSilverBowMode JSL SetSilverBowMode
PLP : PLA PLP : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnSave: OnSave:
LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change
JSL DarkWorldSaveFix JSL DarkWorldSaveFix
JML MSUResumeReset JML MSUResumeReset
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnQuit: OnQuit:
JSL SQEGFix JSL SQEGFix
LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over
LDA.b #$00
STA.l InfiniteMagic
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnDeathNoSave: OnDeathNoSave:
JSL MSUResumeReset JSL MSUResumeReset
LDA.b #$05 : STA.b $10 ; what we wrote over LDA.b #$05 : STA.b $10 ; what we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnUncleItemGet: OnUncleItemGet:
PHA 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 LDA.l UncleItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA PLA
JSL Link_ReceiveItem JSL Link_ReceiveItem
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic LDA.l ProgressIndicator : BNE +
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs LDA.b #$01 : STA.l ProgressIndicator ; set rain state
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows JSL SetEscapeAssist
LDA.b #70 : STA.l ArrowsFiller JSL RefreshRainAmmo
; grant arrows if we started with a bow in retro mode
LDA.l ArrowMode : BEQ + LDA.l ArrowMode : BEQ +
LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle LDA.l RainDeathRefillRupeeBow : ORA.l RainDeathRefillRupeeBow+1 : BEQ +
REP #$20 ; set 16-bit accumulator LDA.b #$01 : STA.l ArrowsFiller
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 ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
+
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
OnAga1Defeated: OnAga1Defeated:
@@ -201,12 +195,12 @@ OnNewFile:
STZ.w TreePullKills STZ.w TreePullKills
STZ.w TreePullHits STZ.w TreePullHits
STZ.w PrizePackIndexes STZ.w PrizePackIndexes
STZ.w PrizePackIndexes+1 STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2 STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3 STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4 STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5 STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6 STZ.w PrizePackIndexes+6
LDA.b #$00 : STA.l MosaicLevel LDA.b #$00 : STA.l MosaicLevel
JSL InitRNGPointerTable JSL InitRNGPointerTable
PLP : PLX PLP : PLX

View File

@@ -82,7 +82,10 @@ DrawBottle:
AND.w #$00FF : BNE + AND.w #$00FF : BNE +
LDX.w #FileSelectItems_empty_bottle LDX.w #FileSelectItems_empty_bottle
JMP DrawItemGray JMP DrawItemGray
+ : DEC #2 : BNE + + : DEC : BNE +
LDX.w #FileSelectItems_orange_potion
JMP DrawItem
+ : DEC : BNE +
LDX.w #FileSelectItems_empty_bottle LDX.w #FileSelectItems_empty_bottle
JMP DrawItem JMP DrawItem
+ : DEC : BNE + + : DEC : BNE +
@@ -619,6 +622,8 @@ FileSelectItems:
dw #$0282|!FS_COLOR_GREEN, #$0282|!FS_COLOR_GREEN|!FS_HFLIP, #$0292|!FS_COLOR_GREEN, #$0284|!FS_COLOR_GREEN dw #$0282|!FS_COLOR_GREEN, #$0282|!FS_COLOR_GREEN|!FS_HFLIP, #$0292|!FS_COLOR_GREEN, #$0284|!FS_COLOR_GREEN
.blue_potion .blue_potion
dw #$0282|!FS_COLOR_BLUE, #$0282|!FS_COLOR_BLUE|!FS_HFLIP, #$0292|!FS_COLOR_BLUE, #$0285|!FS_COLOR_BLUE dw #$0282|!FS_COLOR_BLUE, #$0282|!FS_COLOR_BLUE|!FS_HFLIP, #$0292|!FS_COLOR_BLUE, #$0285|!FS_COLOR_BLUE
.orange_potion
dw #$0282|!FS_COLOR_BROWN, #$0282|!FS_COLOR_BROWN|!FS_HFLIP, #$0292|!FS_COLOR_BROWN, #$0286|!FS_COLOR_BROWN
.fairy_bottle .fairy_bottle
dw #$0287|!FS_COLOR_YELLOW|!FS_HFLIP, #$0287|!FS_COLOR_YELLOW, #$0296|!FS_COLOR_BLUE, #$0297|!FS_COLOR_BLUE dw #$0287|!FS_COLOR_YELLOW|!FS_HFLIP, #$0287|!FS_COLOR_YELLOW, #$0296|!FS_COLOR_BLUE, #$0297|!FS_COLOR_BLUE
.bee_bottle .bee_bottle

View File

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

View File

@@ -1,18 +1,15 @@
; A = room_id ; A = room_id
; out A = level of loot ; out A = level of loot
CheckLoot: CheckMapLoot:
PHP PHP
REP #$30 REP #$30
PHB : PHX : PHY PHX
STA.b $CA STA.b $CA
LDA.b $06 : PHA
LDA.b $0E : PHA LDA.b $0E : PHA
STZ.b $02 ; best item class found LDA.l MapItems_default
LDA.l ShowItems_default
AND.w #$00FF AND.w #$00FF
STA.b $0E STA.b $0E
@@ -24,7 +21,7 @@ CheckLoot:
LDA.l SaveDataWRAM, X LDA.l SaveDataWRAM, X
AND.w #$000F AND.w #$000F
BEQ + BEQ +
LDA.l ShowItems_visited_tile LDA.l MapItems_visited_tile
AND.w #$00FF AND.w #$00FF
CMP.b $0E CMP.b $0E
BCC + BCC +
@@ -40,7 +37,7 @@ CheckLoot:
LDA.l MapField LDA.l MapField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
LDA.l ShowItems_have_map LDA.l MapItems_have_map
AND.w #$00FF AND.w #$00FF
CMP.b $0E CMP.b $0E
BCC + BCC +
@@ -49,7 +46,7 @@ CheckLoot:
+ LDA.l CompassField + LDA.l CompassField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
LDA.l ShowItems_have_compass LDA.l MapItems_have_compass
AND.w #$00FF AND.w #$00FF
CMP.b $0E CMP.b $0E
BCC + BCC +
@@ -57,6 +54,84 @@ CheckLoot:
+ +
.skip_dungeon_checks .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 + LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests JSR CheckChests
@@ -71,19 +146,20 @@ CheckLoot:
+ +
LDA.l ItemSources : BIT.w #$0008 : BEQ + LDA.l ItemSources : BIT.w #$0008 : BEQ +
JSR CheckBoss JSR CheckMisc
JSR CheckMisc2
+ +
LDA.l ItemSources : BIT.w #$0010 : BEQ + LDA.l ItemSources : BIT.w #$0010 : BEQ +
JSR CheckPrize JSR CheckPrize
+ +
JSR CheckNpcs
.done .done
PLA : STA.b $0E
PLA : STA.b $06 PLA : STA.b $06
PLY : PLX : PLB PLY : PLX : PLB
PLP PLP
LDA.b $02
RTL RTL
CheckChests: CheckChests:
@@ -133,25 +209,22 @@ CheckChests:
.done .done
RTS RTS
CheckBoss: CheckMisc:
; we assume all bosses are in section 1 of split sections ; this includes bosses, bonk torches, and standing items (in caves + hera cage key)
; mainly to simplify hera cage key and GT torch ; all dungeon items in this section are in section 1 of split sections
; which use the same flow ; for cave items we'll always know what section we're in
; and bosses are always in their own section anyway ; 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 LDA.b $CA
AND.w #$F000 BIT.w #$F000
XBA BNE +
CMP.w #$0020 ORA.w #$1000
BCC +
RTS
+ +
LDA.b $CA AND.w #$F1FF
AND.w #$01FF
STA.b $04 STA.b $04
LDX.w #$FFFA LDX.w #$FFFA
.next_boss .next_misc
INX #6 INX #6
LDA.l MiscLocations, X LDA.l MiscLocations, X
BPL .check BPL .check
@@ -159,9 +232,10 @@ CheckBoss:
.check .check
CMP.b $04 CMP.b $04
BNE .next_boss BNE .next_misc
TXY TXY
AND.w #$01FF
CMP.b RoomIndex CMP.b RoomIndex
BEQ .current_room BEQ .current_room
@@ -186,7 +260,7 @@ CheckBoss:
TYX TYX
BIT.b $04 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 LDA.l MiscLocations+4, X
STA.b $05 STA.b $05
@@ -198,7 +272,24 @@ CheckBoss:
AND.w #$00FF AND.w #$00FF
JSR GetLootClass 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: CheckPrize:
LDA.b $CA LDA.b $CA
@@ -236,6 +327,41 @@ CheckPrize:
BRA .next_prize 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: CheckPots:
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$01FF
@@ -490,15 +616,19 @@ GetLootClass:
CMP.w #$0080 : BNE .not_compass CMP.w #$0080 : BNE .not_compass
.compass .compass
LDA.l AlwaysShowCompass LDA.b $0E
AND.w #$00FF AND.w #$00FF
BNE .check_value CMP.w #$0002
BEQ .check_value
.not_compass .not_compass
LDA.b $0E LDA.b $0E
BEQ .done BEQ .done
CMP.w #$0001 CMP.w #$0003
BEQ .value_set BCS .check_value
LDA.w #$0001
BRA .value_set
.check_value .check_value
LDA.l LootTypeMapping, X LDA.l LootTypeMapping, X
@@ -521,9 +651,13 @@ GetPotJunkClass:
LDA.b $0E LDA.b $0E
BEQ .done BEQ .done
CMP.w #$0001 CMP.w #$0003
BEQ .value_set BCS .check_value
LDA.w #$0001
BRA .value_set
.check_value
; hardcode as junk for now ; hardcode as junk for now
LDA.w #$0002 LDA.w #$0002

View File

@@ -3,8 +3,8 @@
!TIER_LOW_KEY = $03 !TIER_LOW_KEY = $03
!TIER_HEALTH = $05 !TIER_HEALTH = $05
!TIER_MINOR = $06 !TIER_MINOR = $06
!TIER_MAP = $07 !TIER_COMPASS = $07
!TIER_COMPASS = $08 !TIER_MAP = $08
!TIER_SM_KEY = $09 !TIER_SM_KEY = $09
!TIER_BIG_KEY = $0A !TIER_BIG_KEY = $0A
!TIER_MAJOR = $0B !TIER_MAJOR = $0B
@@ -49,7 +49,7 @@ db !TIER_CRYSTAL ; 20 - Crystal
db !TIER_MINOR ; 21 - Net db !TIER_MINOR ; 21 - Net
db !TIER_MINOR ; 22 - Blue Mail db !TIER_MINOR ; 22 - Blue Mail
db !TIER_MINOR ; 23 - Red 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_COMPASS ; 25 - Compass
db !TIER_HEALTH ; 26 - Heart Container from 4/4 db !TIER_HEALTH ; 26 - Heart Container from 4/4
db !TIER_JUNK ; 27 - Bomb db !TIER_JUNK ; 27 - Bomb
@@ -116,7 +116,7 @@ db !TIER_JUNK ; 62 - RNG pool item (single)
db !TIER_JUNK ; 63 - RNG pool item (multi) db !TIER_JUNK ; 63 - RNG pool item (multi)
db !TIER_MAJOR ; 64 - Progressive bow db !TIER_MAJOR ; 64 - Progressive bow
db !TIER_MAJOR ; 65 - Progressive bow db !TIER_MAJOR ; 65 - Progressive bow
db !TIER_JUNK ; 66 - db !TIER_HEALTH ; 66 - Potion refill (orange)
db !TIER_JUNK ; 67 - db !TIER_JUNK ; 67 -
db !TIER_JUNK ; 68 - db !TIER_JUNK ; 68 -
db !TIER_JUNK ; 69 - db !TIER_JUNK ; 69 -

View File

@@ -101,7 +101,7 @@ db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi) db $00 ; 63 - RNG pool item (multi)
db $00 ; 64 - Progressive bow db $00 ; 64 - Progressive bow
db $00 ; 65 - Progressive bow db $00 ; 65 - Progressive bow
db $00 ; 66 - db $00 ; 66 - Potion refill (orange)
db $00 ; 67 - db $00 ; 67 -
db $00 ; 68 - db $00 ; 68 -
db $00 ; 69 - db $00 ; 69 -

View File

@@ -78,7 +78,7 @@ SplitRooms:
%d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f) %d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f)
; 120 ; 120
%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.no) %d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.127)
.no .no
db $00 db $00
@@ -909,3 +909,21 @@ db $02
db $03 db $03
db $04 db $04
db $FF 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 RTL
DrawSingleRoomLoot: DrawSingleRoomLoot:
PHX : PHY LDA.l MapItems_enabled : AND.w #$00FF : BNE +
RTL
+ PHX : PHY
TYX TYX
@@ -173,7 +176,7 @@ DrawSingleRoomLoot:
LDA.b $CA LDA.b $CA
AND.w #$F0FF AND.w #$F0FF
JSL CheckLoot JSL CheckMapLoot
ASL A : ASL A : ASL A ASL A : ASL A : ASL A
@@ -1237,7 +1240,7 @@ DrawDoorsMapBlinker:
AND.w #$01E0 AND.w #$01E0
ASL A : ASL A : ASL A ASL A : ASL A : ASL A
XBA XBA
CLC : ADC.w #$00A4 CLC : ADC.w #$00A5
STA.w OAMBuffer, X STA.w OAMBuffer, X
LDA.b LinkPosY LDA.b LinkPosY
@@ -1715,10 +1718,13 @@ DoorsMapChangeDungeon:
BNE + BNE +
INX INX
+ LDA.l DungeonMapData.prev, X + LDA.l DungeonMapData.prev, X
STA.w DungeonID
CMP.b $00 CMP.b $00
BEQ .done BEQ .done
STA.w DungeonID JSL IsValidDungeonToSwapTo
BCC .next
JSL FindFirstEntrance JSL FindFirstEntrance
CPY.b #$FF CPY.b #$FF
BEQ .next BEQ .next

View File

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

View File

@@ -5,6 +5,15 @@ LoadDungeonIndicator:
LDA.w DungeonID LDA.w DungeonID
CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done
TAX 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 LDA.l DungeonIndicatorMap, X
TAX TAX

View File

@@ -42,6 +42,8 @@ CheckSwitchMap:
BRA .doors_done BRA .doors_done
.change_dungeon .change_dungeon
LDA.l MapSwapping
BEQ .doors_done
JSL DoorsMapChangeDungeon JSL DoorsMapChangeDungeon
BRA .doors_done BRA .doors_done
@@ -59,10 +61,14 @@ CheckSwitchMap:
.not_fancy_door_map .not_fancy_door_map
SEP #$20 SEP #$20
LDA.l MapSwapping
BEQ .no_swap
LDA.b $F6 LDA.b $F6
AND.b #$30 AND.b #$30
BNE + BNE .do_swap
.no_swap
; what we wrote over ; what we wrote over
REP #$20 REP #$20
LDA.w DungeonMapFloorCountData, X LDA.w DungeonMapFloorCountData, X
@@ -70,15 +76,20 @@ CheckSwitchMap:
CLC : ADC.b $00 CLC : ADC.b $00
RTL RTL
+ PHA .do_swap
TXA TXA
.try_next
ASL A ASL A
TAX TAX
PLA LDA.b $F6
BIT.b #$20 BIT.b #$20
BNE + BNE +
INX INX
+ LDA.l DungeonMapData.prev, X +
LDA.l DungeonMapData.prev, X
JSL IsValidDungeonToSwapTo
BCC .try_next
STA.w DungeonID STA.w DungeonID
LDA.b #$04 LDA.b #$04
@@ -87,6 +98,58 @@ CheckSwitchMap:
LDA.w #$0000 LDA.w #$0000
RTL 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: DungeonMapSwitch_Submodule:
JSL $80893D JSL $80893D
JSL $80833F JSL $80833F
@@ -224,39 +287,32 @@ DrawDungeonLabel:
CLC : ADC.w #$0008 CLC : ADC.w #$0008
TAY TAY
LDA.l MapSwapping
BEQ +
; L/R switch indicators ; L/R switch indicators
LDA.w #$E310 LDA.w #$E360
STA.w GFXStripes+$02, Y STA.w GFXStripes+$02, Y
LDA.w #$E910 LDA.w #$E960
STA.w GFXStripes+$0A, Y STA.w GFXStripes+$0A, Y
LDA.w #$E318
STA.w GFXStripes+$12, Y
LDA.w #$E918
STA.w GFXStripes+$1A, Y
LDA.w #$0300 LDA.w #$0300
STA.w GFXStripes+$04, Y STA.w GFXStripes+$04, Y
STA.w GFXStripes+$0C, 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+$06, Y
STA.w GFXStripes+$16, Y LDA.w #$25BD
LDA.w #$099E
STA.w GFXStripes+$08, Y STA.w GFXStripes+$08, Y
STA.w GFXStripes+$18, Y
LDA.w #$099F LDA.w #$25BE
STA.w GFXStripes+$0E, Y STA.w GFXStripes+$0E, Y
STA.w GFXStripes+$1E, Y LDA.w #$25BF
LDA.w #$09AF
STA.w GFXStripes+$10, Y STA.w GFXStripes+$10, Y
STA.w GFXStripes+$20, Y
TYA TYA
CLC : ADC.w #$0020 CLC : ADC.w #$0010
TAY TAY
+
LDA.l DRMode LDA.l DRMode
BNE .doors BNE .doors

View File

@@ -1,10 +1,51 @@
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: UpdateLootHUD:
PHP PHP
REP #$30 REP #$30
PHX : PHY PHX : PHY
SEP #$30 SEP #$30
LDA.l ShowLootInHUD : BEQ .setting_off LDA.l HudItems_enabled : BEQ .setting_off
LDA.b IndoorsFlag : BEQ .done LDA.b IndoorsFlag : BEQ .done
REP #$30 REP #$30
@@ -36,23 +77,7 @@ UpdateLootHUD:
ASL A : ASL A : ASL A : ASL A ASL A : ASL A : ASL A : ASL A
ORA.b RoomIndex ORA.b RoomIndex
.check .check
JSL CheckLoot JSL CheckHudLoot
SEP #$30
CMP.l ShowItems_hud_cap
BCC +
LDA.l ShowItems_hud_cap
+
LDX.w DungeonID
CPX.b #$FF
BNE +
CMP.l ShowItems_cave_cap
BCC +
LDA.l ShowItems_cave_cap
+
REP #$30
ASL A : TAX ASL A : TAX
LDA.l HUDLootTypeIcons, X LDA.l HUDLootTypeIcons, X

31
gk/orange_potion.asm Normal file
View File

@@ -0,0 +1,31 @@
CheckOrangePotion:
LDA.l BottleContents, X
CMP.b #$01
BEQ .orange
; return to vanilla behavior
CMP.b #$00
RTL
.orange
LDA.l InfiniteMagic
BNE .nope
LDA.b #$02
STA.l BottleContents, X
STZ.w $0301
LDA.b #$01
STA.l InfiniteMagic
JSL RebuildHUD_update_long
LDA.b #$00
RTL
.nope
JSL Sound_SetSfxPanWithPlayerCoords
ORA.b #$3C
STA.w SFX2
LDA.b #$00
RTL

View File

@@ -52,10 +52,10 @@ dw $2DCB, $6DCB, $ADCB, $EDCB ; 01 - unknown - dot
dw $29EB, $69EB, $29FB, $69FB ; 02 - junk - pot dw $29EB, $69EB, $29FB, $69FB ; 02 - junk - pot
dw $29CA, $69CA, $29DA, $29DB ; 03 - small key dw $29CA, $69CA, $29DA, $29DB ; 03 - small key
dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece 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 $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest
dw $29CE, $29CF, $29DE, $29DF ; 07 - map dw $29E8, $69E8, $29F8, $69F8 ; 07 - compass
dw $29E8, $69E8, $29F8, $69F8 ; 08 - compass dw $29CE, $29CF, $29DE, $29DF ; 08 - map
dw $29CA, $69CA, $29DA, $29DB ; 09 - small key dw $29CA, $69CA, $29DA, $29DB ; 09 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key
dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
@@ -73,29 +73,32 @@ warnpc $B9FA00
org $B9FA00 org $B9FA00
; Room ID mappings to bit to check for presence and address of item drop ; Room ID mappings to bit to check for presence and address of item drop
MiscLocations: MiscLocations:
dw $00C8 : db $04 : dl HeartContainer_ArmosKnights dw $10C8 : db $04 : dl HeartContainer_ArmosKnights
dw $0033 : db $04 : dl HeartContainer_Lanmolas dw $1033 : db $04 : dl HeartContainer_Lanmolas
dw $0007 : db $04 : dl HeartContainer_Moldorm dw $1007 : db $04 : dl HeartContainer_Moldorm
dw $005A : db $04 : dl HeartContainer_HelmasaurKing dw $105A : db $04 : dl HeartContainer_HelmasaurKing
dw $0006 : db $04 : dl HeartContainer_Arrghus dw $1006 : db $04 : dl HeartContainer_Arrghus
dw $0029 : db $04 : dl HeartContainer_Mothula dw $1029 : db $04 : dl HeartContainer_Mothula
dw $00AC : db $04 : dl HeartContainer_Blind dw $10AC : db $04 : dl HeartContainer_Blind
dw $00DE : db $04 : dl HeartContainer_Kholdstare dw $10DE : db $04 : dl HeartContainer_Kholdstare
dw $0090 : db $04 : dl HeartContainer_Vitreous dw $1090 : db $04 : dl HeartContainer_Vitreous
dw $00A4 : db $04 : dl HeartContainer_Trinexx dw $10A4 : db $04 : dl HeartContainer_Trinexx
dw $0073 : db $05 : dl BonkKey_Desert ; torch dw $1073 : db $05 : dl BonkKey_Desert ; torch
dw $008C : db $05 : dl BonkKey_GTower ; torch dw $108C : db $05 : dl BonkKey_GTower ; torch
dw $0087 : db $05 : dl StandingKey_Hera 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 dw $FFFF
warnpc $B9FA9A warnpc $B9FA9A
@@ -128,7 +131,7 @@ pad $B9FB00
; $B9FB00 ; $B9FB00
DungeonLabels: DungeonLabels:
dw $2550, $2579 ; Sewers dw $25A4, $2579 ; Sewers
dw $2564, $255F ; Hyrule Castle dw $2564, $255F ; Hyrule Castle
dw $2561, $256C ; Eastern Palace dw $2561, $256C ; Eastern Palace
dw $2560, $256C ; Desert Palace dw $2560, $256C ; Desert Palace
@@ -152,10 +155,10 @@ dw $295C ; 01 - unknown - dot
dw $2954 ; 02 - junk - pot dw $2954 ; 02 - junk - pot
dw $2950 ; 03 - small key dw $2950 ; 03 - small key
dw $2952 ; 04 - triforce piece dw $2952 ; 04 - triforce piece
dw $2955 ; 05 - safety - plus dw $2955 ; 05 - health - plus
dw $2953 ; 06 - less important item - small chest dw $2953 ; 06 - less important item - small chest
dw $2957 ; 07 - map dw $2D56 ; 07 - compass
dw $2D56 ; 08 - compass dw $2957 ; 08 - map
dw $2950 ; 09 - small key dw $2950 ; 09 - small key
dw $2951 ; 0A - big key dw $2951 ; 0A - big key
dw $295A ; 0B - important inventory item - big chest dw $295A ; 0B - important inventory item - big chest
@@ -165,6 +168,25 @@ dw $2952 ; 0E - triforce piece
dw $295B ; 0F - triforce dw $295B ; 0F - triforce
; $B9FB60 ; $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 warnpc $B9FE00
org $B9FE00 org $B9FE00
@@ -198,38 +220,53 @@ warnpc $B9FF08
org $B9FF08 org $B9FF08
; $00 - do not show anything ; $00 - do not show anything
; $01 - show presence of unobtained items ; $01 - show presence of unobtained items
; $02 - show category of item ; $02 - show compass if presence, otherwise presence of unobtained items
ShowItems: ; $03 - show category of item
MapItems:
.default .default
db $00 db $00
.have_map .have_map
db $00 db $00
.have_compass .have_compass
db $02 db $03
.visited_tile .visited_tile
db $01 db $02
.reserved .reserved
skip 2 skip 3
.hud_cap .enabled
db $FF
.cave_cap
db $01 db $01
warnpc $B9FF10 warnpc $B9FF10
org $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 ; 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 ; e - enemy drops
; p - pots ; p - pots
; c - chests ; c - chests
ItemSources: ItemSources:
db $09 db $09
; $B9FF11 ; B9FF21
AlwaysShowCompass: ; a--- --mv
db $01 ; a - always
; m - have map
; $B9FF12 ; v - have visited dungeon
ShowLootInHUD: MapSwapping:
db $01 db $01

View File

@@ -1,6 +1,6 @@
DamageClassCalc: DamageClassCalc:
PHA PHA
LDA.l GanonVulnerabilityItem : BEQ + LDA.l GanonVulnerabilityItem : AND.b #$7F : BEQ +
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE + LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE +
PLA PLA
JSL Ganon_CheckAncillaVulnerability JSL Ganon_CheckAncillaVulnerability

View File

@@ -4,12 +4,14 @@ Ganon_CheckAncillaVulnerability:
PLA PLA
PHX : PHA PHX : PHA
LDA.l GanonVulnerabilityItem LDA.l GanonVulnerabilityItem
BMI .no_weakness BVS .no_weakness
AND.b #$7F
TAX : PLA TAX : PLA
CMP.l Ganon_CheckByAncilla, X : BNE + CMP.l Ganon_CheckByAncilla, X : BNE +
PLX : BRA .vulnerable PLX : BRA .vulnerable
+ PLX : PHA + PLX : PHA
LDA.l GanonVulnerabilityItem LDA.l GanonVulnerabilityItem
AND.b #$7F
BEQ .silver_arrows BEQ .silver_arrows
CMP.b #$01 : BEQ .silver_arrows CMP.b #$01 : BEQ .silver_arrows
CMP.b #$11 : BEQ .somaria CMP.b #$11 : BEQ .somaria
@@ -34,6 +36,7 @@ Ganon_CheckAncillaVulnerability:
.vulnerable .vulnerable
PHX PHX
LDA.l GanonVulnerabilityItem LDA.l GanonVulnerabilityItem
AND.b #$7F
TAX TAX
LDA.l Ganon_IFrameDuration, X LDA.l Ganon_IFrameDuration, X
PLX PLX
@@ -52,7 +55,7 @@ Ganon_CheckAncillaVulnerability:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
Ganon_CheckPowderVulnerability: Ganon_CheckPowderVulnerability:
LDA.l GanonVulnerabilityItem : CMP.b #$05 : BNE .normal LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$05 : BNE .normal
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .normal LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .normal
LDA.w $0EE0, X : BNE .normal ; ganon has i-frames LDA.w $0EE0, X : BNE .normal ; ganon has i-frames
LDA.l Ganon_IFrameDuration+$05 LDA.l Ganon_IFrameDuration+$05
@@ -69,7 +72,7 @@ Ganon_CheckPowderVulnerability:
Ganon_CheckBeeVulnerability: Ganon_CheckBeeVulnerability:
; X is bee sprite index ; X is bee sprite index
; Y is target sprite index ; Y is target sprite index
LDA.l GanonVulnerabilityItem : CMP.b #$10 : BNE .normal LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$10 : BNE .normal
LDA.w SpriteTypeTable, Y : CMP.b #$D7 : BNE .normal LDA.w SpriteTypeTable, Y : CMP.b #$D7 : BNE .normal
LDA.w $0EE0, Y : BNE .normal ; ganon has i-frames LDA.w $0EE0, Y : BNE .normal ; ganon has i-frames
LDA.l Ganon_IFrameDuration+$10 LDA.l Ganon_IFrameDuration+$10
@@ -88,14 +91,14 @@ Ganon_CheckInvincible:
LDA.w $04C5 : CMP.b #$02 : BEQ .not_transparent LDA.w $04C5 : CMP.b #$02 : BEQ .not_transparent
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .transparent ; non-stunned ganon LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .transparent ; non-stunned ganon
LDA.w UseY1 : AND.b #$0A : BEQ .transparent ; normal behavior if not hammering LDA.w UseY1 : AND.b #$0A : BEQ .transparent ; normal behavior if not hammering
LDA.l GanonVulnerabilityItem : CMP.b #$0C : BNE .transparent LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$0C : BNE .transparent
.not_transparent .not_transparent
LDA.b #$00 : RTL LDA.b #$00 : RTL
.transparent .transparent
LDA.b #$01 : RTL LDA.b #$01 : RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
Ganon_CheckHammerVulnerability: Ganon_CheckHammerVulnerability:
LDA.l GanonVulnerabilityItem : CMP.b #$0C : BNE .normal LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$0C : BNE .normal
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .normal LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .normal
LDA.w $0EE0, X : BNE .normal ; ganon has i-frames LDA.w $0EE0, X : BNE .normal ; ganon has i-frames
LDA.l Ganon_IFrameDuration+$0C LDA.l Ganon_IFrameDuration+$0C
@@ -108,7 +111,7 @@ Ganon_CheckHammerVulnerability:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CheckBeeBoss: CheckBeeBoss:
; Y is sprite index ; Y is sprite index
LDA.l GanonVulnerabilityItem : CMP.b #$10 : BNE .normal LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$10 : BNE .normal
LDA.w SpriteTypeTable, Y : CMP.b #$D7 : BNE .normal LDA.w SpriteTypeTable, Y : CMP.b #$D7 : BNE .normal
LDA.b #$00 : RTL LDA.b #$00 : RTL
.normal .normal

View File

@@ -1,5 +1,8 @@
GoalItemGanonCheck: GoalItemGanonCheck:
LDA.w SpriteTypeTable, X : CMP.b #$D6 : BNE .success ; skip if not ganon LDA.w SpriteTypeTable, X : CMP.b #$D6 : BNE .success ; skip if not ganon
LDA.l GanonVulnerabilityItem : BPL +
LDA.w SpriteActivity, X : CMP.b #$12 : BEQ .fail
+
LDA.b #$01 : JSL CheckConditionPass LDA.b #$01 : JSL CheckConditionPass
BCS .success BCS .success

View File

@@ -997,6 +997,15 @@ LDA.w BottleListExpanded, X
org $89895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X) org $89895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X)
LDA.w PotionListExpanded, X LDA.w PotionListExpanded, X
org $898946
CMP.b #$00 : BNE + : skip 9 : +
org $89895A
LDX.b #$06
org $89896A
ADC.b #$01
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $86D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work org $86D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work
JSL HandleBombAbsorbtion JSL HandleBombAbsorbtion
@@ -1029,6 +1038,7 @@ JSL RefillHealth
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $80F922 ; <- 7922 - Bank00.asm:8543 - (JSL HUD.RefillMagicPower : BCC .beta) org $80F922 ; <- 7922 - Bank00.asm:8543 - (JSL HUD.RefillMagicPower : BCC .beta)
JSL RefillMagic JSL RefillMagic
;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
; Early Bottle Fix ; Early Bottle Fix
@@ -1117,7 +1127,8 @@ JSL CompareBombsToMax : NOP #11
org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F) org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
JSL GiveBonkItem : NOP #5 JSL GiveBonkItem : NOP #5
org $85FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong) 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) org $868D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X)
JSL LoadBonkItemGFX JSL LoadBonkItemGFX
@@ -1164,6 +1175,8 @@ ORA.w #$8000 : STA.w $007E, Y
ORA.w #$4000 : STA.w $0084, Y ORA.w #$4000 : STA.w $0084, Y
JSL AddYMarker : NOP #2 JSL AddYMarker : NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $8DF779 ; <- 6F779 (not in disassembly) - mushroom bottle hud tile
dw $20D2, $60D2, $20E2, $202D ; (Orig: $2044, $2045, $2046, $2047)
org $8DF789+6 ; <- 6F789+6 (not in disassembly) - red bottle hud tile, lower right org $8DF789+6 ; <- 6F789+6 (not in disassembly) - red bottle hud tile, lower right
dw $2413 ; (Orig: #$24E3) dw $2413 ; (Orig: #$24E3)
org $8DF789+6+8 ; green bottle hud tile, lower right org $8DF789+6+8 ; green bottle hud tile, lower right
@@ -1643,7 +1656,8 @@ JSL FixAga2Bunny : NOP
; Open Mode Fixes ; Open Mode Fixes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $85DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5) 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) org $85EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL EndRainState : NOP #2 JSL EndRainState : NOP #2
@@ -2758,6 +2772,13 @@ JSL MimicDirection
org $828068 org $828068
JSL AdjustDefaultGraphics JSL AdjustDefaultGraphics
;================================================================================
;--------------------------------------------------------------------------------
; Remove Overwriting HUD gfx on game over
;--------------------------------------------------------------------------------
org $809038
RTS
;================================================================================ ;================================================================================
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; Dungeon Indicator VRAM overwrite ; Dungeon Indicator VRAM overwrite
@@ -2765,6 +2786,9 @@ JSL AdjustDefaultGraphics
org $828190 org $828190
JSL LoadDungeonIndicator JSL LoadDungeonIndicator
org $829AA2
JSL LoadDungeonIndicator
;================================================================================ ;================================================================================
; Special Weapons Modes ; Special Weapons Modes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -2835,3 +2859,10 @@ org $8DFB63 ; bank_0D.asm@18092 (LDA.l $7EF33F, X : AND.w #$00FF)
JSL CheckFluteInHUD JSL CheckFluteInHUD
NOP #3 NOP #3
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================
; Orange Potion (Chateau Romani)
;--------------------------------------------------------------------------------
org $87A15C ; bank_07.asm@6963 (LDA.l $7EF35C, X)
JSL CheckOrangePotion
;--------------------------------------------------------------------------------

View File

@@ -239,7 +239,7 @@ endmacro
%ReceiptProps($63, -4, 0, $FF, $F36A, $FF, skip, rng_multi) ; 63 - RNG pool item (multi) %ReceiptProps($63, -4, 0, $FF, $F36A, $FF, skip, rng_multi) ; 63 - RNG pool item (multi)
%ReceiptProps($64, -4, 0, $FF, $F340, $FF, skip, progressive_bow) ; 64 - Progressive bow %ReceiptProps($64, -4, 0, $FF, $F340, $FF, skip, progressive_bow) ; 64 - Progressive bow
%ReceiptProps($65, -4, 0, $FF, $F340, $FF, skip, progressive_bow_2) ; 65 - Progressive bow %ReceiptProps($65, -4, 0, $FF, $F340, $FF, skip, progressive_bow_2) ; 65 - Progressive bow
%ReceiptProps($66, -4, 0, $FF, $F36A, $FF, skip, skip) ; 66 - %ReceiptProps($66, -4, 0, $51, $F36E, $FF, skip, skip) ; 66 - Potion refill (yellow)
%ReceiptProps($67, -4, 0, $FF, $F36A, $FF, skip, skip) ; 67 - %ReceiptProps($67, -4, 0, $FF, $F36A, $FF, skip, skip) ; 67 -
%ReceiptProps($68, -4, 0, $FF, $F36A, $FF, skip, skip) ; 68 - %ReceiptProps($68, -4, 0, $FF, $F36A, $FF, skip, skip) ; 68 -
%ReceiptProps($69, -4, 0, $FF, $F36A, $FF, skip, skip) ; 69 - %ReceiptProps($69, -4, 0, $FF, $F36A, $FF, skip, skip) ; 69 -
@@ -518,7 +518,7 @@ endmacro
%SpriteProps($63, 2, 2, $FF, $FF, $0000) ; 63 - RNG pool item (multi) %SpriteProps($63, 2, 2, $FF, $FF, $0000) ; 63 - RNG pool item (multi)
%SpriteProps($64, 2, 2, $FF, $FF, $0000) ; 64 - Progressive bow %SpriteProps($64, 2, 2, $FF, $FF, $0000) ; 64 - Progressive bow
%SpriteProps($65, 2, 2, $FF, $FF, $0000) ; 65 - Progressive bow %SpriteProps($65, 2, 2, $FF, $FF, $0000) ; 65 - Progressive bow
%SpriteProps($66, 2, 2, $00, $00, $0000) ; 66 - %SpriteProps($66, 2, 2, $02, $02, $0000) ; 66 - Potion refill (yellow)
%SpriteProps($67, 2, 2, $00, $00, $0000) ; 67 - %SpriteProps($67, 2, 2, $00, $00, $0000) ; 67 -
%SpriteProps($68, 2, 2, $00, $00, $0000) ; 68 - %SpriteProps($68, 2, 2, $00, $00, $0000) ; 68 -
%SpriteProps($69, 2, 2, $00, $00, $0000) ; 69 - %SpriteProps($69, 2, 2, $00, $00, $0000) ; 69 -
@@ -794,7 +794,7 @@ endmacro
%InventoryItem($63, $0001, $0000, $0000) ; 63 - RNG pool item (multi) %InventoryItem($63, $0001, $0000, $0000) ; 63 - RNG pool item (multi)
%InventoryItem($64, $00A5, $0000, $0000) ; 64 - Progressive bow %InventoryItem($64, $00A5, $0000, $0000) ; 64 - Progressive bow
%InventoryItem($65, $00A5, $0000, $0000) ; 65 - Progressive bow %InventoryItem($65, $00A5, $0000, $0000) ; 65 - Progressive bow
%InventoryItem($66, $0001, $0000, $0000) ; 66 - %InventoryItem($66, $0081, $0000, $0000) ; 66 - Potion refill (yellow)
%InventoryItem($67, $0001, $0000, $0000) ; 67 - %InventoryItem($67, $0001, $0000, $0000) ; 67 -
%InventoryItem($68, $0001, $0000, $0000) ; 68 - %InventoryItem($68, $0001, $0000, $0000) ; 68 -
%InventoryItem($69, $0001, $0000, $0000) ; 69 - %InventoryItem($69, $0001, $0000, $0000) ; 69 -
@@ -1054,7 +1054,7 @@ ItemReceiptGraphicsOffsets:
dw $0 ; 63 - RNG pool item (multi) dw $0 ; 63 - RNG pool item (multi)
dw $0 ; 64 - Progressive bow dw $0 ; 64 - Progressive bow
dw $0 ; 65 - Progressive bow dw $0 ; 65 - Progressive bow
dw $0 ; 66 - dw $0CE0 ; 66 - Potion refill (yellow)
dw $0 ; 67 - dw $0 ; 67 -
dw $0 ; 68 - dw $0 ; 68 -
dw $0 ; 69 - dw $0 ; 69 -
@@ -1324,7 +1324,7 @@ StandingItemGraphicsOffsets:
dw $0 ; 63 - RNG pool item (multi) dw $0 ; 63 - RNG pool item (multi)
dw $0 ; 64 - Progressive bow dw $0 ; 64 - Progressive bow
dw $0 ; 65 - Progressive bow dw $0 ; 65 - Progressive bow
dw $0 ; 66 - dw $0CA0 ; 66 - Potion refill (yellow)
dw $0 ; 67 - dw $0 ; 67 -
dw $0 ; 68 - dw $0 ; 68 -
dw $0 ; 69 - dw $0 ; 69 -
@@ -1590,7 +1590,7 @@ VRAMAddressOffset:
dw $0024 ; 63 - RNG pool item (multi) dw $0024 ; 63 - RNG pool item (multi)
dw $0024 ; 64 - Progressive bow dw $0024 ; 64 - Progressive bow
dw $0024 ; 65 - Progressive bow dw $0024 ; 65 - Progressive bow
dw $0024 ; 66 - dw $0024 ; 66 - Potion refill (yellow)
dw $0024 ; 67 - dw $0024 ; 67 -
dw $0024 ; 68 - dw $0024 ; 68 -
dw $0024 ; 69 - dw $0024 ; 69 -

View File

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

View File

@@ -360,7 +360,7 @@ ClearSpriteData:
STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X
STZ.w SprRedrawFlag, X STZ.w SprRedrawFlag, X
DEX : BPL .loop DEX : BPL .loop
JSL UpdateLootHUD JSL ClearLootHUD
PLX PLX
RTL RTL

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -9,7 +9,7 @@ UploadMenuOnlyIcons:
REP #$20 REP #$20
LDA.w #MenuOnlyIcons : STA.w $4342 LDA.w #MenuOnlyIcons : STA.w $4342
LDA.w #$1801 : STA.w $4340 LDA.w #$1801 : STA.w $4340
LDA.w #$0310 : STA.w $4345 LDA.w #$0400 : STA.w $4345
LDA.w #$0F800>>1 : STA.w $2116 LDA.w #$0F800>>1 : STA.w $2116
SEP #$20 SEP #$20

View File

@@ -123,6 +123,11 @@ GetMultiworldItem:
BRL .return BRL .return
+ +
LDA.b LinkPushDirection
BEQ +
BRL .return
+
LDA.l !MULTIWORLD_ITEM : BNE + LDA.l !MULTIWORLD_ITEM : BNE +
BRL .return BRL .return
+ +

View File

@@ -273,10 +273,15 @@ NewHUD_DrawMagicMeter:
STA.w CurrentMagic STA.w CurrentMagic
TAY TAY
LDA.b FrameCounter
REP #$30 REP #$30
AND.w #$000C LDA.w #$0002
LSR
; ; cycle through colors
; LDA.b FrameCounter
; REP #$30
; AND.w #$000C
; LSR
BRA .recolor BRA .recolor
.set_index ; this branch is always 0000 when taken .set_index ; this branch is always 0000 when taken
@@ -309,16 +314,16 @@ MagicMeterColorMasks:
;================================================================================ ;================================================================================
PrizeIconTiles_Transparent: PrizeIconTiles_Transparent:
dw $0000 ; no icon dw $0000 ; no icon
dw $2978 ; crystal 1 dw $2891 ; crystal 1
dw $2979 ; crystal 2 dw $2892 ; crystal 2
dw $297A ; crystal 3 dw $2893 ; crystal 3
dw $297B ; crystal 4 dw $2894 ; crystal 4
dw $297C ; crystal 5 dw $2895 ; crystal 5
dw $297D ; crystal 6 dw $2896 ; crystal 6
dw $297E ; crystal 7 dw $2897 ; crystal 7
dw $2963 ; green pendant dw $2935 ; green pendant
dw $295E ; blue pendant dw $2936 ; blue pendant
dw $296E ; red pendant dw $2937 ; red pendant
;================================================================================ ;================================================================================
DrawCompassCounts: DrawCompassCounts:

View File

@@ -155,8 +155,8 @@ AddReceivedItemExpandedGetItem:
PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ + PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
PLA : BRA .done PLA : BRA .done
+ PLA + PLA
JSR ItemBehavior JSR ItemBehavior
SEP #$30 SEP #$30
.done .done
PLB : PLX PLB : PLX
LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over
@@ -229,13 +229,13 @@ ItemBehavior:
JSR .increment_sword JSR .increment_sword
RTS RTS
.fighter_shield .fighter_shield
.red_shield .red_shield
.mirror_shield .mirror_shield
SEP #$10 SEP #$10
LDA.l ProgressiveFlag : BEQ + LDA.l ProgressiveFlag : BEQ +
LDA.l HighestShield : INC : TAX LDA.l HighestShield : INC : TAX
JSR .increment_shield JSR .increment_shield
+ RTS + RTS
.blue_mail .blue_mail
@@ -269,7 +269,7 @@ ItemBehavior:
.prog_shield .prog_shield
SEP #$10 SEP #$10
LDA.l HighestShield : INC : TAX LDA.l HighestShield : INC : TAX
JSR .increment_shield JSR .increment_shield
REP #$10 REP #$10
RTS RTS
@@ -282,13 +282,13 @@ ItemBehavior:
.bow .bow
BIT.b #$40 : BNE .silversbow BIT.b #$40 : BNE .silversbow
LDA.b #$01 : STA.l BowEquipment LDA.b #$01 : STA.l BowEquipment
RTS RTS
.silversbow .silversbow
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE + 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 LDA.b #$01 : STA.l BowEquipment
RTS RTS
@@ -331,16 +331,16 @@ ItemBehavior:
.bow_and_arrows .bow_and_arrows
LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers
LDA.l SilverArrowsUseRestriction : BNE .no_silvers LDA.l SilverArrowsUseRestriction : BNE .no_silvers
LDA.l CurrentArrows : BEQ + LDA.l CurrentArrows : BEQ +
LDA.b #04 : STA.l BowEquipment LDA.b #04 : STA.l BowEquipment
BRA .store_bow
+
LDA.b #$03
BRA .store_bow BRA .store_bow
+
LDA.b #$03
BRA .store_bow
.no_silvers .no_silvers
LDA.l CurrentArrows : BEQ + LDA.l CurrentArrows : BEQ +
LDA.b #02 LDA.b #02
BRA .store_bow BRA .store_bow
+ +
LDA.b #$01 LDA.b #$01
.store_bow .store_bow
@@ -350,13 +350,13 @@ ItemBehavior:
.silver_bow .silver_bow
LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE .noequip LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA.l CurrentArrows : BNE + ; check arrows LDA.l CurrentArrows : BNE + ; check arrows
LDA.b #$03 : BRA ++ ; bow without arrow LDA.b #$03 : BRA ++ ; bow without arrow
+ +
LDA.b #$04 ; bow with arrow LDA.b #$04 ; bow with arrow
++ ++
STA.l BowEquipment STA.l BowEquipment
.noequip .noequip
RTS RTS
@@ -385,7 +385,7 @@ ItemBehavior:
.master_sword_safe .master_sword_safe
SEP #$10 SEP #$10
LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword 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 LDX.b #$02
JSR .increment_sword JSR .increment_sword
@@ -426,20 +426,20 @@ ItemBehavior:
.silver_arrows .silver_arrows
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE ++ LDA.l SilverArrowsUseRestriction : BNE ++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++ LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE + LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow !ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
+ +
++ ++
LDA.l ArrowMode : BEQ + LDA.l ArrowMode : BEQ +
LDA.b #$01 : STA.l ArrowsFiller LDA.b #$01 : STA.l ArrowsFiller
+ +
RTS RTS
.single_arrow .single_arrow
LDA.l ArrowMode : BEQ + LDA.l ArrowMode : BEQ +
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address 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.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
+ +
RTS RTS
@@ -474,7 +474,7 @@ ItemBehavior:
.triforce .triforce
LDA.b OverworldIndex : CMP.b #$80 : BNE + LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE + LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal JSL ActivateGoal
+ +
RTS RTS
@@ -484,10 +484,10 @@ ItemBehavior:
LDA.l GoalCounter : INC : STA.l GoalCounter LDA.l GoalCounter : INC : STA.l GoalCounter
CMP.w GoalItemRequirement : BCC + CMP.w GoalItemRequirement : BCC +
LDA.l TurnInGoalItems : AND.w #$00FF : BNE + LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b OverworldIndex : CMP.b #$80 : BNE + LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE + LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal JSL ActivateGoal
+ +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
RTS RTS
@@ -559,8 +559,8 @@ ItemBehavior:
LSR LSR
AND.w #$000F : TAX AND.w #$000F : TAX
ASL : CMP.w DungeonID : BEQ .same_dungeon ASL : CMP.w DungeonID : BEQ .same_dungeon
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
RTS RTS
.same_dungeon .same_dungeon
SEP #$20 SEP #$20
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X
@@ -575,69 +575,69 @@ ItemBehavior:
.hc_smallkey .hc_smallkey
LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
LDA.l SewerKeys : INC : STA.l SewerKeys LDA.l SewerKeys : INC : STA.l SewerKeys
RTS RTS
.generic_smallkey .generic_smallkey
LDA.l GenericKeys : BEQ .normal LDA.l GenericKeys : BEQ .normal
LDA.l CurrentSmallKeys : INC LDA.l CurrentSmallKeys : INC
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
RTS RTS
.normal .normal
LDA.w DungeonID : BMI + LDA.w DungeonID : BMI +
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
RTS RTS
+ +
RTS RTS
.increment_sword .increment_sword
LDA.l HighestSword LDA.l HighestSword
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better sword 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 RTS
.increment_shield .increment_shield
LDA.l HighestShield LDA.l HighestShield
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better shield 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 RTS
.increment_mail .increment_mail
LDA.l HighestMail LDA.l HighestMail
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better mail 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 RTS
.increment_bigkey .increment_bigkey
SEP #$20 SEP #$20
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests LDA.l BigKeysBigChests
CLC : ADC.b #$10 CLC : ADC.b #$10
STA.l BigKeysBigChests STA.l BigKeysBigChests
+ +
RTS RTS
.increment_map .increment_map
SEP #$20 SEP #$20
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l MapsCompasses LDA.l MapsCompasses
CLC : ADC.b #$10 CLC : ADC.b #$10
STA.l MapsCompasses STA.l MapsCompasses
JSL MaybeFlagMapTotalPickup JSL MaybeFlagMapTotalPickup
+ +
RTS RTS
.increment_compass .increment_compass
SEP #$20 SEP #$20
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l MapsCompasses : INC : AND.b #$0F : TAX LDA.l MapsCompasses : INC : AND.b #$0F : TAX
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
TXA : ORA.l MapsCompasses : STA.l MapsCompasses TXA : ORA.l MapsCompasses : STA.l MapsCompasses
JSL MaybeFlagCompassTotalPickup JSL MaybeFlagCompassTotalPickup
+ +
RTS RTS
@@ -647,7 +647,7 @@ ItemBehavior:
SEC : SBC.b #$37 SEC : SBC.b #$37
TAX TAX
LDA.w PendantMasks,X : AND.l PendantsField : BNE + LDA.w PendantMasks,X : AND.l PendantsField : BNE +
LDA.l PendantCounter : INC : STA.l PendantCounter LDA.l PendantCounter : INC : STA.l PendantCounter
+ +
RTS RTS
@@ -663,15 +663,15 @@ ItemBehavior:
LDA.w #$0000 LDA.w #$0000
SEC SEC
- -
ROL ROL
DEX DEX
BPL - BPL -
SEP #$20 SEP #$20
TAX TAX
AND.l CrystalsField : BNE + AND.l CrystalsField : BNE +
TXA TXA
ORA.l CrystalsField : STA.l CrystalsField ORA.l CrystalsField : STA.l CrystalsField
LDA.l CrystalCounter : INC : STA.l CrystalCounter LDA.l CrystalCounter : INC : STA.l CrystalCounter
+ +
.done .done
RTS RTS
@@ -682,56 +682,56 @@ ItemBehavior:
.bee_trap .bee_trap
SEP #$30 SEP #$30
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee 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 : 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 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 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 LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
+ +
RTS RTS
.good_bee .good_bee
SEP #$30 SEP #$30
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee 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 : 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 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 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 LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
JSL GoldBee_SpawnSelf_SetProperties JSL GoldBee_SpawnSelf_SetProperties
+ +
RTS RTS
.apples .apples
SEP #$30 SEP #$30
LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI + LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y 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 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 : 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 LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+ +
RTS RTS
.fairy .fairy
SEP #$30 SEP #$30
LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI + LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y 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 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 : 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 LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+ +
RTS RTS
.chicken .chicken
SEP #$30 SEP #$30
LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI + LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y 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 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 : 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 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 LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
+ +
RTS RTS
@@ -804,7 +804,7 @@ ResolveLootID:
CMP.l ProgressiveSwordLimit : BCC + CMP.l ProgressiveSwordLimit : BCC +
LDA.l ProgressiveSwordReplacement LDA.l ProgressiveSwordReplacement
JMP .get_item JMP .get_item
++ LDA.l SwordEquipment ++ LDA.l SwordEquipment
+ +
TAX TAX
LDA.w .prog_sword_ids,X LDA.w .prog_sword_ids,X
@@ -820,7 +820,7 @@ ResolveLootID:
CMP.l ProgressiveShieldLimit : BCC + CMP.l ProgressiveShieldLimit : BCC +
LDA.l ProgressiveShieldReplacement LDA.l ProgressiveShieldReplacement
JMP .get_item JMP .get_item
++ LDA.l HighestShield ++ LDA.l HighestShield
+ +
TAX TAX
LDA.w .shields_ids,X LDA.w .shields_ids,X
@@ -836,7 +836,7 @@ ResolveLootID:
LDA.l ProgressiveArmorReplacement LDA.l ProgressiveArmorReplacement
JMP .get_item JMP .get_item
+ +
++ LDA.l ArmorEquipment ++ LDA.l ArmorEquipment
TAX TAX
LDA.w .armor_ids,X LDA.w .armor_ids,X
JMP .have_item JMP .have_item
@@ -935,7 +935,7 @@ BottleListExpanded:
db $16, $2B, $2C, $2D, $3D, $3C, $48 db $16, $2B, $2C, $2D, $3D, $3C, $48
PotionListExpanded: PotionListExpanded:
db $2E, $2F, $30, $FF, $0E db $66, $FF, $2E, $2F, $30, $FF, $0E
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
HandleBowTracking: HandleBowTracking:
; In: A - Item Receipt ID ; In: A - Item Receipt ID

View File

@@ -90,11 +90,17 @@ ItemSet_FairySword:
RTL RTL
ItemSet_SmithSword: 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 RTL
ItemSet_MagicBat: 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 RTL
ItemSet_OldMan: ItemSet_OldMan:
@@ -110,7 +116,10 @@ RTL
ItemSet_SickKid: ItemSet_SickKid:
PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over 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
PLA
RTL RTL
ItemSet_TreeKid: ItemSet_TreeKid:
@@ -122,7 +131,10 @@ RTL
ItemSet_Sahasrala: ItemSet_Sahasrala:
PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over 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
PLA
RTL RTL
ItemSet_Catfish: ItemSet_Catfish:
@@ -132,7 +144,10 @@ RTL
ItemSet_Library: ItemSet_Library:
PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over 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
PLA
RTL RTL
ItemSet_Mushroom: ItemSet_Mushroom:
@@ -149,7 +164,10 @@ ItemSet_Mushroom:
RTL RTL
ItemSet_Powder: 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 RTL
;================================================================================ ;================================================================================

View File

@@ -338,6 +338,7 @@ SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02 SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02
; ;
EnemyDropIndicator = $7E072A ; Used by HUD to indicate enemy drops remaining 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 SkipBeeTrapDisguise = $7E072D ; Flag to skip bee trap disguise during draw routine
SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16 SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16

View File

@@ -433,9 +433,12 @@ Shopkeeper_BuyItem:
CMP.b #$2E : BEQ .refill ; Red Potion Refill CMP.b #$2E : BEQ .refill ; Red Potion Refill
CMP.b #$2F : BEQ .refill ; Green Potion Refill CMP.b #$2F : BEQ .refill ; Green Potion Refill
CMP.b #$30 : BEQ .refill ; Blue Potion Refill CMP.b #$30 : BEQ .refill ; Blue Potion Refill
BRA + CMP.b #$66 : BEQ .refill ; Orange Potion Refill
CMP.b #$AF : BEQ .generic_key
BRA +
.refill .refill
JSL Sprite_GetEmptyBottleIndex : BMI .full_bottles JSL Sprite_GetEmptyBottleIndex : BMI .full_bottles
.generic_key
LDA.b #$1 : STA.l ShopkeeperRefill ; If this is on, don't toggle bit to remove from shop LDA.b #$1 : STA.l ShopkeeperRefill ; If this is on, don't toggle bit to remove from shop
+ +

View File

@@ -240,7 +240,9 @@ CompassCountDisplay: skip 2 ; Compass count display flags (bitfield)
; High Byte: x c e d a s p m ; High Byte: x c e d a s p m
; x = Sewers | c = Hyrule Castle | e = Eastern Palace | d = Desert Palace ; x = Sewers | c = Hyrule Castle | e = Eastern Palace | d = Desert Palace
; a = Castle Tower | s = Swamp Palace | p = PoD | m = Mire ; 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 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 ; 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) NpcFlags: skip 2 ; l - c s t k z o (bitfield)
@@ -306,7 +308,7 @@ HeartContainerCounter: skip 1 ; Total number of heart containers collected (in
DeathCounter: skip 1 ; Number of deaths (integer) DeathCounter: skip 1 ; Number of deaths (integer)
skip 1 ; Reserved skip 1 ; Reserved
FluteCounter: skip 1 ; Number of times fluted (integer) 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 RNGItem: skip 2 ; RNG Item
SwordlessBossKills: skip 1 ; Number of bosses killed without a sword (integer) SwordlessBossKills: skip 1 ; Number of bosses killed without a sword (integer)
FaerieRevivalCounter: skip 1 ; Number of faerie revivals (integer) FaerieRevivalCounter: skip 1 ; Number of faerie revivals (integer)

View File

@@ -88,27 +88,27 @@ IncrementSmallKeys:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary: IncrementSmallKeysNoPrimary:
STA.l CurrentSmallKeys ; thing we wrote over, write small key count STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX PHX
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
+ +
JSL UpdateKeys JSL UpdateKeys
LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator PHP : REP #$20 ; set 16-bit accumulator
LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement
LDA.b $A8 : AND.w #$0003 : CMP.w #$0002 : BNE ++ ; must be quadrant 2 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 LDA.w SprDropsItem, X : AND.w #$00FF : BNE ++ ; must not be a standing item
PLP : PHY PLP : PHY
LDY.b #$24 LDY.b #$24
JSL AddInventory JSL AddInventory
PLY : BRA + PLY : BRA +
++ ++
PLP PLP
+ +
LDA.b #$01 : STA.l UpdateHUDFlag LDA.b #$01 : STA.l UpdateHUDFlag
JSL HUD_RebuildLong JSL HUD_RebuildLong
PLX PLX
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DecrementSmallKeys: DecrementSmallKeys:
@@ -188,9 +188,9 @@ CountAllKey:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementAgahnim2Sword: IncrementAgahnim2Sword:
PHA PHA
JSL IncrementBossSword JSL IncrementBossSword
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementDeathCounter: IncrementDeathCounter:
@@ -239,22 +239,22 @@ RTL
DecrementItemCounter: DecrementItemCounter:
PHA PHA
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$20 REP #$20
LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter
SEP #$20 SEP #$20
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementBigChestCounter: IncrementBigChestCounter:
JSL Dungeon_SaveRoomQuadrantData ; thing we wrote over JSL Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA PHA
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX
LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests
TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementDamageTakenCounter_Eight: IncrementDamageTakenCounter_Eight:
@@ -338,8 +338,8 @@ IncrementUWMirror:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementSpentRupees: IncrementSpentRupees:
DEC A : BPL .subtractRupees DEC A : BPL .subtractRupees
LDA.w #$0000 : STA.l CurrentRupees LDA.w #$0000 : STA.l CurrentRupees
RTL RTL
.subtractRupees .subtractRupees
PHA : PHP PHA : PHP
@@ -355,9 +355,9 @@ IndoorTileTransitionCounter:
JMP StatTransitionCounter JMP StatTransitionCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IndoorSubtileTransitionCounter: IndoorSubtileTransitionCounter:
;JSL HeartPieceSetRedraw ; set redraw flag for items ;JSL HeartPieceSetRedraw ; set redraw flag for items
STZ.w SomariaSwitchFlag ; stuff we wrote over STZ.w SomariaSwitchFlag ; stuff we wrote over
STZ.w SpriteRoomTag STZ.w SpriteRoomTag
JMP StatTransitionCounter JMP StatTransitionCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
StatsFinalPrep: StatsFinalPrep:
@@ -385,12 +385,12 @@ StatsFinalPrep:
LDA.l RupeesSpent : !ADD.l DisplayRupees : STA.l RupeesCollected LDA.l RupeesSpent : !ADD.l DisplayRupees : STA.l RupeesCollected
LDA.l RupeesSpent+1 : ADC.l DisplayRupees+1 : STA.l RupeesCollected+1 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 LDA.l TotalItemCounter : !SUB.l ChestsOpened : STA.l NonChestCounter
.done .done
PLP : PLX : PLA PLP : PLX : PLA
LDA.b #$19 : STA.b GameMode ; thing we wrote over, load triforce room LDA.b #$19 : STA.b GameMode ; thing we wrote over, load triforce room
STZ.b GameSubMode STZ.b GameSubMode
STZ.b SubSubModule STZ.b SubSubModule
RTL RTL

View File

@@ -504,7 +504,16 @@ CreditsLineBlank:
%blankline() %blankline()
%blankline() %blankline()
%smallcredits("SPRITE DEVELOPMENT", "yellow") %smallcredits("GWAAKIWI * DUNGEON MAPS", "yellow")
%blankline()
%bigcredits("KARAFRUIT")
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "green")
%blankline() %blankline()
@@ -525,7 +534,7 @@ CreditsLineBlank:
%blankline() %blankline()
%blankline() %blankline()
%smallcredits("YOUR SPRITE BY", "green") %smallcredits("YOUR SPRITE BY", "yellow")
%blankline() %blankline()
@@ -535,7 +544,7 @@ CreditsLineBlank:
%blankline() %blankline()
%blankline() %blankline()
%smallcredits("MSU SUPPORT", "yellow") %smallcredits("MSU SUPPORT", "green")
%blankline() %blankline()
@@ -544,7 +553,7 @@ CreditsLineBlank:
%blankline() %blankline()
%blankline() %blankline()
%smallcredits("PALETTE SHUFFLER", "green") %smallcredits("PALETTE SHUFFLER", "yellow")
%blankline() %blankline()
@@ -553,7 +562,7 @@ CreditsLineBlank:
%blankline() %blankline()
%blankline() %blankline()
%smallcredits("WEBSITE LOGO", "yellow") %smallcredits("WEBSITE LOGO", "green")
%blankline() %blankline()
@@ -623,12 +632,6 @@ endif
%bigcredits("HTTPS://ALTTPR.COM/DISCORD") %bigcredits("HTTPS://ALTTPR.COM/DISCORD")
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline() %emptyline()
%emptyline() %emptyline()
@@ -752,14 +755,13 @@ endif
%blankline() %blankline()
%bigcreditsleft("TOTAL MAP TIME")
%blankline()
%bigcreditsleft("TOTAL LAG TIME") %bigcreditsleft("TOTAL LAG TIME")
%blankline() %blankline()
%blankline()
%blankline()
%blankline()
%blankline() %blankline()

View File

@@ -263,6 +263,10 @@ dw $3D9E ; ~ ;
dw $3D98 ; , ; dw $3D98 ; , ;
dw $3D99 ; - ; $FB dw $3D99 ; - ; $FB
dw $0000 ; ; dw $0000 ; ;
dw $0000 ; ;
dw $0000 ; ; ; green ellipsis ;
dw $0000 ; ; dw $293F ; ; $FD
; green period
dw $29FE ; ; $FE
; yellow dot
dw $2DFA ; ; $FF

View File

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

View File

@@ -30,8 +30,10 @@
!FAERIE_REVIVALS_Y = 361 !FAERIE_REVIVALS_Y = 361
!TOTAL_MENU_TIME_X = 19 !TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364 !TOTAL_MENU_TIME_Y = 364
!TOTAL_MAP_TIME_X = 19
!TOTAL_MAP_TIME_Y = 367
!TOTAL_LAG_TIME_X = 19 !TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 367 !TOTAL_LAG_TIME_Y = 370
!COLLECTION_RATE_X = 22 !COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380 !COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19 !TOTAL_TIME_X = 19
@@ -62,10 +64,10 @@ CreditsStats:
%AddStat(SaveQuitCounter, 0, 0, 08, 2, !SAVE_AND_QUITS_X, !SAVE_AND_QUITS_Y) %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(DeathCounter, 0, 0, 08, 2, !DEATHS_X, !DEATHS_Y)
%AddStat(FaerieRevivalCounter, 0, 0, 08, 3, !FAERIE_REVIVALS_X, !FAERIE_REVIVALS_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(LagTime, 1, 0, 32, 4, !TOTAL_LAG_TIME_X, !TOTAL_LAG_TIME_Y)
print "Collection Rate config: ", pc print "Collection Rate config: ", pc
warnpc $A39864
%AddStat(TotalItemCounter, 0, 0, 16, 3, !COLLECTION_RATE_X, !COLLECTION_RATE_Y) %AddStat(TotalItemCounter, 0, 0, 16, 3, !COLLECTION_RATE_X, !COLLECTION_RATE_Y)
%AddStat(NMIFrames, 1, 0, 32, 4, !TOTAL_TIME_X, !TOTAL_TIME_Y) %AddStat(NMIFrames, 1, 0, 32, 4, !TOTAL_TIME_X, !TOTAL_TIME_Y)

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@@ -101,7 +101,7 @@ CheckGanonHammerDamage:
LDA.w SpriteTypeTable, X : CMP.b #$D8 ; original behavior except ganon LDA.w SpriteTypeTable, X : CMP.b #$D8 ; original behavior except ganon
RTL RTL
+ +
LDA.l GanonVulnerabilityItem : CMP.b #$0C : BEQ .hammer_silvers LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$0C : BEQ .hammer_silvers
LDA.w SpriteTypeTable, X : CMP.b #$D6 ; original behavior LDA.w SpriteTypeTable, X : CMP.b #$D6 ; original behavior
RTL RTL

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@@ -105,6 +105,10 @@ db $00
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0802E org $B0802E
GanonVulnerabilityItem: GanonVulnerabilityItem:
; sn-i iiii
; s - immune to sword spins in phase 4
; n - immune to all items
; i - index of item vulnerability
db $00 ; $00 = default behavior (silver arrows) db $00 ; $00 = default behavior (silver arrows)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0902F org $B0902F
@@ -237,12 +241,8 @@ db $00
;a - Infinite Arrows ;a - Infinite Arrows
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0804E ; PC 0x18004E org $B0804E ; PC 0x18004E
UncleRefill: UncleRefill_deprecated: ; no longer used
db $00 db $00
;---- -mba
;m - Refill Magic
;b - Refill Bombs
;a - Refill Arrows
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0804F ; PC 0x18004F org $B0804F ; PC 0x18004F
ByrnaInvulnerability: ByrnaInvulnerability:
@@ -890,8 +890,8 @@ SilverArrowsAutoEquip:
db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon
;================================================================================ ;================================================================================
org $B08183 ; PC 0x180183 org $B08183 ; PC 0x180183
FreeUncleItemAmount: RainDeathRefillRupeeBow:
dw $12C ; 300 rupees (Default) dw $012C ; 300 rupees (Default)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B08185 ; PC 0x180185 org $B08185 ; PC 0x180185
RainDeathRefillTable: RainDeathRefillTable:

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@@ -368,7 +368,7 @@ FontProperties:
dw $8001, $06C0 ; C7 ; ! dw $8001, $06C0 ; C7 ; !
dw $8001, $02D0 ; C8 ; , dw $8001, $02D0 ; C8 ; ,
dw $8001, $02B0 ; C9 ; - dw $8001, $02B0 ; C9 ; -
dw $8000, $0000 ; CA ; 🡄" dw $8000, $0000 ; CA ; 🡄
dw $8000, $0000 ; CB ; 🡆 dw $8000, $0000 ; CB ; 🡆
dw $0000, $0000 ; CC ; Blank char dw $0000, $0000 ; CC ; Blank char
dw $8001, $02C0 ; CD ; . dw $8001, $02C0 ; CD ; .

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@@ -292,6 +292,7 @@ EntranceData_song = $82D592
SpawnPointData_room_id = $82D8D2 SpawnPointData_room_id = $82D8D2
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879 Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
RoomHeaderPointers = $84F1E2 RoomHeaderPointers = $84F1E2
UncleItem = $85DF45
Sprite_ShowSolicitedMessage_Direction = $85E1A3 Sprite_ShowSolicitedMessage_Direction = $85E1A3
FluteMenuNumbers_bits = $8AB7A3 FluteMenuNumbers_bits = $8AB7A3
WorldMap_RedXChars = $8ABF70 WorldMap_RedXChars = $8ABF70

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