81 Commits
GKNew ... kara

Author SHA1 Message Date
13e558b8eb Merge branch 'main' into kara 2023-09-09 11:06:13 -05:00
468d1e3ec4 Merge branch 'main' into kara 2023-09-05 14:46:57 -05:00
826f6f6795 Move non-swords not damaging enemies to high bit of special weapons 2023-09-04 14:46:34 -05:00
52c3033282 Fix bugnet on aga not reflecting balls 2023-09-03 23:27:06 -05:00
ae8020642b Show B indicator in menu when can switch item to B button 2023-09-03 18:22:25 -05:00
754928b231 Changes to special weapon modes:
- allow killing red baris with fire rod/bombos
- allow medallions to kill bunny beams
2023-09-03 17:10:16 -05:00
5a3277dbaf Generalize item-on-B approach 2023-09-02 12:59:15 -05:00
2fad63d6af Better icon on bugnet-on-B 2023-09-02 04:07:44 -05:00
38606030a5 Allow toggling strafe/bugnet-on-B 2023-09-01 19:25:40 -05:00
a587bf29ae Add toggle of bugnet-on-B 2023-09-01 16:55:45 -05:00
7a56ce4cb7 Fix gold bugnet mothula, bugnet on B 2023-09-01 16:32:39 -05:00
d71ffe0d9a Merge branch 'main' into kara 2023-08-31 20:02:10 -05:00
dca8486b1a Bug net mode, hopefully 2023-08-30 16:58:24 -05:00
e1643698f0 Merge branch 'main' into kara 2023-03-19 15:36:48 -05:00
2a9b098dac Merge branch 'main' into kara 2023-03-13 21:33:27 -05:00
ad44b610fb Fix conflict between hammer-on-B code with bunny-pressing-A code 2022-11-19 10:11:10 -08:00
98b13507f1 Merge branch 'main' into kara 2022-11-16 14:52:02 -08:00
7d0ce859a3 Fix bomb on file select screen in swordless 2022-11-12 08:29:39 -08:00
a4962b3b8b Add Hammer-On-B mode 2022-11-11 13:30:51 -08:00
9d079dbd0f Revert "Fix mixing progressive/non-progressive swords and shields"
This reverts commit 9bcb72f7bc.
2022-10-12 15:55:18 -07:00
9bcb72f7bc Fix mixing progressive/non-progressive swords and shields 2022-10-08 15:38:20 -07:00
bfc361ad3e Remove non-progressive bomb/cane upgrades 2022-09-18 15:02:37 -07:00
f7070dd30f Merge branch 'main' into kara 2022-07-23 17:33:34 -07:00
9d485e86cd Merge branch 'main' into kara 2022-07-23 16:47:01 -07:00
ba660409bf Bees in beemode only target enemies they can actually affect 2022-05-21 17:50:20 -07:00
3d93b0160f Golden Bee fix 2022-05-21 15:34:44 -07:00
bb35409bc8 Fix checking tablets in bee mode 2022-05-14 11:45:38 -07:00
ffdb5e837a Fix Trinexx 2022-05-12 12:53:29 -07:00
4d4ae6b894 Fix Arrghus 2022-04-30 21:21:21 -07:00
4f4f46352d More improvement to bee mode? 2022-04-30 14:04:22 -07:00
103c41ae94 Bee Mode WIP 2022-04-29 15:23:47 -07:00
90a4c50a01 unscramble lowercase letters for new font 2022-04-02 10:07:03 -07:00
3acc2a3f45 Merge branch 'main' into kara 2022-01-24 13:58:12 -08:00
5fd285c767 Make non-seeded rng a rom flag instead of compile flag 2022-01-24 13:53:03 -08:00
7f551ad1a4 Fix boomerang instakilling Armos Knights 2022-01-24 13:50:44 -08:00
Thomas Prescott
96e3427868 update credits 2022-01-03 12:27:15 -08:00
f629bcb15a Merge branch 'main' into kara 2021-12-29 18:56:36 -08:00
02ea894a40 Add permanent ice physics bit 2021-12-29 18:52:38 -08:00
ac81fcbf0f Fix bee damage 2021-12-27 14:05:28 -08:00
265089cedb Fix moldorm/somaria issue and add both-canes mode 2021-12-22 00:29:56 -08:00
6279f32fe3 Fix width of special cane freestanding sprites 2021-12-21 02:10:16 -08:00
843f1cad6f Prevent hitting stunned ganon in cane-mode with default vulnerability 2021-12-21 01:40:23 -08:00
c23b4ad5b2 Fix mothula/ganon breaking things (hopefully) 2021-12-20 19:02:02 -08:00
22b9c17f09 Remove bomb damage in cane modes 2021-12-20 17:37:49 -08:00
e210c85710 Add cane-only modes 2021-12-20 16:10:11 -08:00
e50641db11 Merge branch 'main' into kara 2021-12-20 01:35:56 -08:00
1ec9f22cea Shorten duration of boomerang stun 2021-11-10 00:08:57 -08:00
18a2214b23 Make boomerang in bomb-only mode stun enemies it would normally damage 2021-11-08 16:37:22 -08:00
f2a0cfc098 Fix bomb icons on file select/endgame screens 2021-11-07 23:58:06 -08:00
6565fbfd65 Show bomb level on file select screen in bomb-only mode 2021-11-07 19:32:57 -08:00
ae0a5c685a Unify handling of bomb colors in bomb-only mode 2021-11-07 00:28:28 -07:00
c323a71340 Merge branch 'main' into kara 2021-10-30 16:37:59 -07:00
f3e0def5a2 Allow early detonation of bombs and add build flag to remove static RNG 2021-10-30 09:02:57 -07:00
1fcde00d09 Merge remote-tracking branch 'kara/pseudoswords' into kara 2021-10-12 13:31:37 -07:00
123dcddc94 Merge branch 'main' into kara 2021-09-21 11:50:40 -07:00
7c8ef3afce Merge branch 'main' into kara 2021-08-26 08:39:23 -07:00
74e2f96e0a Merge branch 'fix_ohko' into kara 2021-08-09 15:32:51 -07:00
dafef001be Merge branch 'main' into kara 2021-08-02 18:59:58 -07:00
3f4db583f5 Add pseudo-sword mode 2021-07-24 16:06:01 -07:00
44f3f10bc1 Merge branch 'main' into kara 2021-07-22 12:05:40 -07:00
2bb5ec87b0 Fix Stalfos Knights in bomb-mode to have bombs instakill while collapsed 2021-07-20 20:33:28 -07:00
86a1f82d23 Color bombs in the HUD according to bomb level in bomb-only mode 2021-07-16 03:48:23 -07:00
1071b834cd Adjust things for replacing sword stats with bomb stats 2021-07-15 13:14:49 -07:00
2693e73a21 move storage of BOMB_LEVEL to make it play nicely with starting equipment 2021-07-13 11:15:07 -07:00
6d52427696 Fix bomb downgrades and track bomb stats in bomb-mode 2021-07-11 13:58:04 -07:00
374abe7e88 Merge branch 'kara' of github.com:ardnaxelarak/z3randomizer into kara 2021-07-11 13:56:01 -07:00
1b698808c3 Add L-1 bombs as separate from no bombs in bomb-only mode 2021-07-11 12:52:20 -07:00
62c81f2cf3 Fix extra space in credits 2021-07-11 02:14:01 -07:00
08166fe669 Allow bombing barrier and getting tablet checks with L2+ bombs 2021-07-10 17:40:08 -07:00
70ec318204 Fix junk graphics appearing during GAME OVER screen 2021-07-10 11:32:33 -07:00
081411a448 Merge branch 'main' into kara 2021-07-08 19:26:55 -07:00
55fd818f55 Merge branch 'main' into kara 2021-07-07 10:27:58 -07:00
37b90894e3 Show bombs placed in credits 2021-07-05 17:57:12 -07:00
f6983cee35 Fix quake not blobbing some enemies in bomb-only mode 2021-07-05 15:40:25 -07:00
642205bc68 Fix hookshot and armos knights
- hookshot now stuns enemies it would normally damage
- armos knights with L-2 bombs now take same damage as L-1 or L-3
2021-07-04 18:28:46 -07:00
a8bc95bd1f NO BOMBOS DAMAGE 2021-07-04 15:43:02 -07:00
0dcef701df Merge commit 'f403ca10da9e009599a531be8cdcd20a61b4801c' of github.com:spannerisms/z3randomizer into kara 2021-07-03 18:25:27 -07:00
1dafb620b0 Merge branch 'main' into kara 2021-07-03 18:23:05 -07:00
828a9df7d9 Allow Ganon to be vulnerable to arbitrary item 2021-06-29 16:28:19 -07:00
ea72d70b1b Implement always-allowed medallions 2021-06-29 16:24:21 -07:00
bf953e7953 Add bomb-only mode 2021-06-29 16:23:15 -07:00
37 changed files with 3301 additions and 1818 deletions

2
.gitignore vendored
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@@ -1,3 +1,3 @@
tournament.asm
/build
/.idea
/.idea

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@@ -155,6 +155,9 @@ incsrc toast.asm
incsrc fastcredits.asm
incsrc msu.asm
incsrc dungeonmap.asm
incsrc special_weapons.asm
incsrc variable_ganon_vulnerability.asm
incsrc item_on_b.asm
incsrc hextodec.asm
incsrc textrenderer.asm
warnpc $A58000
@@ -239,6 +242,16 @@ InvertedCastleHole: ;address used by front end. DO NOT MOVE!
incbin "data/sheet73.gfx"
warnpc $B1E501
org $B1E800
Damage_Table_Bombs:
incbin "data/damage_table_sword_bombs.bin"
warnpc $B1F000
org $B1F000
Damage_Table_Pseudo:
incbin "data/damage_table_pseudo_sword.bin"
warnpc $B1F800
org $B38000
GFX_HUD_Palette:
incbin "data/hudpalette.pal"

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@@ -32,9 +32,9 @@ CuccoStorm:
LDA.w SpriteAuxTable, X : CMP.b #!CUCCO_ENRAGED : !BLT ++
PLA : BRA + ; we found an angry cucco, done
++ : INX : BRA -- : .ldone
;==== Create a Cucco
CPY.b #$FF : BNE ++
; we didn't find a cucco, so try to create one
PLY

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@@ -5,6 +5,8 @@ dw $0000, $7E4E, $6FF4, $1CF5, $7FFF, $1CE7, $7A10, $64A5
dw $7FFF, $093B, $169F, $7E8D, $7FFF, $1CE7, $7A10, $64A5
.golden_sword
dw $0000, $033F, $7FFF, $2640, $7FFF, $1CE7, $7A10, $64A5
.golden_bombs
dw $0000, $7FFF, $27FF, $02BC, $4F5F, $1CE7, $2E9C, $14B6
.fighter_shield
dw $0000, $7FFF, $27FF, $5E2D, $7FFF, $1CE7, $7A10, $64A5
.red_shield

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@@ -143,6 +143,11 @@ SetEscapeAssist:
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA.l InfiniteBombs : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA.l InfiniteArrows : +
++
LDA.l SpecialWeapons : AND.b #$7F : CMP #$01 : BNE +
LDA.l SpecialWeaponLevel : BEQ +
LDA #$01 : STA InfiniteBombs
+
RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:

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@@ -248,8 +248,11 @@ RTL
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA.l BottleContentsOne
ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
ORA.l BottleContentsTwo
ORA.l BottleContentsThree
ORA.l BottleContentsFour
BNE .normal
.noInventory
LDA.w SpriteActivity, X : !ADD #$08 : STA.w SpriteActivity, X
LDA.b #$51
@@ -280,31 +283,64 @@ RTL
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL.l CheckGanonVulnerability
JSL.l CheckGanonVulnerability
REP #$20
BCS +
LDA.w #$018D : BRA ++
+
LDA.l BowTracking
REP #$20
BCS +
LDA.w #$018D : JMP .done
+
LDA.l GanonVulnerabilityItem : AND #$00FF : BNE .special_item
LDA.l SpecialWeapons : AND.w #$007F
CMP.w #$0001 : BEQ .bombs ; bombs if special bomb mode
.silver_arrows
LDA.l BowTracking
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
+
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : BRA ++
+
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : BRA ++
+
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : BRA ++
+
LDA.w #$016E
++
STA.w TextID
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : JMP .done
+
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : JMP .done
+
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : JMP .done
+
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : JMP .done
+
LDA.w #$016E : JMP .done
.special_item
CMP.w #$0001 : BEQ .silver_arrows
CMP.w #$0004 : BEQ .bombs
CMP.w #$0005 : BEQ .powder
CMP.w #$0010 : BEQ .bee
PHX : TAX
LDA.l EquipmentWRAM-1, X : PLX : AND #$00FF : BNE +
LDA.w #$0192 : JMP .done
+
LDA.w #$0195 : BRA .done
.bombs
LDA.l BombsEquipment : AND #$00FF : BNE +
LDA.l InfiniteBombs : AND #$00FF : BNE + ; check for infinite bombs
LDA.w #$0192 : BRA .done
+
LDA.w #$0195 : BRA .done
.powder
LDA.l InventoryTracking : AND #$0010 : BNE + ; check for powder
LDA.w #$0192 : BRA .done
+
LDA.w #$0195 : BRA .done
.bee
LDA.l BottleContentsOne : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.l BottleContentsTwo : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.l BottleContentsThree : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.l BottleContentsFour : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.w #$0192 : BRA .done
+
LDA.w #$0195 : BRA .done
.done
STA.w TextID
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
@@ -314,11 +350,8 @@ DialogEtherTablet:
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
;++
JSL CheckTabletSword : BMI .yesText
CMP.b #$02 : !BGE .noText
.yesText
PLA
LDA.b #$0C
@@ -336,13 +369,10 @@ DialogBombosTablet:
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
JSL CheckTabletSword : BMI .yesText
CMP.b #$02 : !BGE .noText
.yesText
PLA
PLA
LDA.b #$0D
LDY.b #$01
JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
@@ -354,7 +384,7 @@ RTL
DialogSahasrahla:
LDA.l PendantsField : AND.b #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
LDY.b #$00
JML Sprite_ShowMessageUnconditional
+
RTL
@@ -433,24 +463,24 @@ Main_ShowTextMessage_Alt_already_in_text_mode:
RTL
CalculateSignIndex:
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; with major glitches.
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; with major glitches.
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
TYA : AND.w #$00FF : TAY
LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
TYA : AND.w #$00FF : TAY
.done
RTL
@@ -482,10 +512,10 @@ Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
LDY.w TextID+1
; Check what room we're in so we know which npc we're talking to
LDA.b RoomIndex
CMP.b #$05 : BEQ .SahasrahlaDialogs
CMP.b #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
LDA.b RoomIndex
CMP.b #$05 : BEQ .SahasrahlaDialogs
CMP.b #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
.SahasrahlaDialogs
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20

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@@ -308,15 +308,16 @@ DrawPlayerFileShared:
%fs_drawBottle(EquipmentSRAM+$1F,9,23)
; Sword
LDA.l SpecialWeapons : AND.w #$007F : CMP #$0001 : BEQ .bombSword
LDA.l EquipmentSRAM+$19 : AND.w #$00FF : BNE +
%fs_drawItemGray(3,26,FileSelectItems_fighters_sword)
BRA ++
JMP ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_fighters_sword)
BRA ++
JMP ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_master_sword)
BRA ++
JMP ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_tempered_sword)
BRA ++
@@ -326,6 +327,29 @@ DrawPlayerFileShared:
+
; a sword value above 4 is either corrupted or 0xFF (a.k.a. swordless)
%fs_drawItemGray(3,26,FileSelectItems_fighters_sword)
BRA ++
.bombSword
LDA.l SpecialWeaponLevelSRAM : AND.w #$00FF : BNE +
%fs_drawItemGray(3,26,FileSelectItems_fighters_bombs)
BRA ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_fighters_bombs)
BRA ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_master_bombs)
BRA ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_tempered_bombs)
BRA ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_gold_bombs)
BRA ++
+ : DEC : BNE +
%fs_drawItem(3,26,FileSelectItems_extra_gold_bombs)
BRA ++
+
; a bomb value above 5 is... who knows, let's just pretend it's 5
%fs_drawItem(3,26,FileSelectItems_extra_gold_bombs)
++
; Shield
@@ -604,105 +628,136 @@ FileSelectItems:
.good_bee_bottle
dw #$0280|!FS_COLOR_BW, #$0281|!FS_COLOR_BW, #$0294|!FS_COLOR_YELLOW, #$0286|!FS_COLOR_YELLOW
.fighters_bombs
dw #$024C|!FS_COLOR_GREEN, #$024D|!FS_COLOR_GREEN, #$025C|!FS_COLOR_GREEN, #$02E1|!FS_COLOR_GREEN
.master_bombs
dw #$024C|!FS_COLOR_BLUE, #$024D|!FS_COLOR_BLUE, #$025C|!FS_COLOR_BLUE, #$02E2|!FS_COLOR_BLUE
.tempered_bombs
dw #$024C|!FS_COLOR_RED, #$024D|!FS_COLOR_RED, #$025C|!FS_COLOR_RED, #$02E3|!FS_COLOR_RED
.gold_bombs
dw #$024C|!FS_COLOR_YELLOW, #$024D|!FS_COLOR_YELLOW, #$025C|!FS_COLOR_YELLOW, #$02E4|!FS_COLOR_YELLOW
.extra_gold_bombs
dw #$024C|!FS_COLOR_YELLOW, #$024D|!FS_COLOR_YELLOW, #$025C|!FS_COLOR_YELLOW, #$02E5|!FS_COLOR_YELLOW
;--------------------------------------------------------------------------------
FileSelectDrawHudBar:
LDA.w #$02DB|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA.l DisplayRupeesSRAM
JSL.l HUDHex4Digit_Long
LDA.b Scrap04 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,9)
LDA.b Scrap05 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,10)
LDA.b Scrap06 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,11)
LDA.b Scrap07 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,12)
LDA.w #$02DB|!FS_COLOR_GREEN : %fs_draw16x8(0,10)
LDA.l DisplayRupeesSRAM
JSL.l HUDHex4Digit_Long
LDA.b Scrap04 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,9)
LDA.b Scrap05 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,10)
LDA.b Scrap06 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,11)
LDA.b Scrap07 : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,12)
LDA.w #$02CB|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA.l BombsEquipmentSRAM : AND.w #$00FF
JSL.l HUDHex2Digit_Long
TYA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,14)
TXA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,15)
LDA.l SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BEQ .colorBombs
LDA.w #$02CB|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
LDA.l BombsEquipmentSRAM : AND.w #$00FF
JSL.l HUDHex2Digit_Long
TYA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,14)
TXA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,15)
BRA ++
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA.w #$02D9|!FS_COLOR_RED : %fs_draw16x8(0,17)
BRA ++
+
LDA.w #$02C9|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
++
LDA.l CurrentArrowsSRAM : AND.w #$00FF
JSL.l HUDHex2Digit_Long
TYA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,17)
TXA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,18)
.colorBombs
LDA.l SpecialWeaponLevelSRAM : AND.w #$00FF : BNE +
; no bombs, draw no icon
BRA ++
+ : DEC : BNE +
LDA.w #$02CB|!FS_COLOR_GREEN : %fs_draw16x8(0,14)
BRA ++
+ : DEC : BNE +
LDA.w #$02CB|!FS_COLOR_BLUE : %fs_draw16x8(0,14)
BRA ++
+ : DEC : BNE +
LDA.w #$02CB|!FS_COLOR_RED : %fs_draw16x8(0,14)
BRA ++
+
LDA.w #$02CB|!FS_COLOR_YELLOW : %fs_draw16x8(0,14)
++
LDA.l BowTrackingSRAM : AND.w #$0040 : BEQ +
LDA.w #$02D9|!FS_COLOR_RED : %fs_draw16x8(0,17)
BRA ++
+
LDA.w #$02C9|!FS_COLOR_BROWN : %fs_draw16x8(0,17)
++
LDA.l CurrentArrowsSRAM : AND.w #$00FF
JSL.l HUDHex2Digit_Long
TYA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,17)
TXA : AND.w #$00FF : !ADD.w #$0250+!FS_COLOR_BW : %fs_draw8x8(1,18)
RTS
;--------------------------------------------------------------------------------
AltBufferTable:
LDA.b #$02 : STA.w BG34NBA ; Have Screen 3 use same tile area as screens 1
.noScreen3Change
REP #$20
LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header)
;fill with the blank character
LDA.w #$0188
-
STA.w GFXStripes, X
DEX : DEX : BNE -
LDA.b #$02 : STA.w BG34NBA ; Have Screen 3 use same tile area as screens 1
.noScreen3Change
REP #$20
LDX.w #$0400 ; 14 rows with 64 bytes (30 tiles * 2 + 4 byte header)
;fill with the blank character
LDA.w #$0188
-
STA.w GFXStripes, X
DEX : DEX : BNE -
; set vram offsets
LDA.w #$0161 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$2161 : STA.w GFXStripes+$42 ;file 1 bottom row
; set vram offsets
LDA.w #$0161 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$2161 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$4161 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$6161 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$4161 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$6161 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$8161 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$A161 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$8161 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$A161 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$C161 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$E161 : STA.w GFXStripes+$01C2 ;gap row bottom
LDA.w #$C161 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$E161 : STA.w GFXStripes+$01C2 ;gap row bottom
LDA.w #$0162 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$2162 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$0162 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$2162 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$4162 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$6162 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$4162 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$6162 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$8162 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$A162 : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$8162 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$A162 : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$C162 : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$E162 : STA.w GFXStripes+$03C2 ;extra gap row bottom
LDA.w #$C162 : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$E162 : STA.w GFXStripes+$03C2 ;extra gap row bottom
; set lengths
LDA.w #$3B00
STA.w GFXStripes+$04 ;file 1 top row
STA.w GFXStripes+$44 ;file 1 bottom row
STA.w GFXStripes+$84 ;gap row top
STA.w GFXStripes+$C4 ;gap row bottom
STA.w GFXStripes+$0104 ;file 2 top row
STA.w GFXStripes+$0144 ;file 2 bottom row
STA.w GFXStripes+$0184 ;gap row top
STA.w GFXStripes+$01C4 ;gap row bottom
STA.w GFXStripes+$0204 ;file 3 top row
STA.w GFXStripes+$0244 ;file 3 bottom row
STA.w GFXStripes+$0284 ;extra gap row top
STA.w GFXStripes+$02C4 ;extra gap row bottom
STA.w GFXStripes+$0304 ;extra gap row top
STA.w GFXStripes+$0344 ;extra gap row bottom
STA.w GFXStripes+$0384 ;extra gap row top
STA.w GFXStripes+$03C4 ;extra gap row bottom
; set lengths
LDA.w #$3B00
STA.w GFXStripes+$04 ;file 1 top row
STA.w GFXStripes+$44 ;file 1 bottom row
STA.w GFXStripes+$84 ;gap row top
STA.w GFXStripes+$C4 ;gap row bottom
STA.w GFXStripes+$0104 ;file 2 top row
STA.w GFXStripes+$0144 ;file 2 bottom row
STA.w GFXStripes+$0184 ;gap row top
STA.w GFXStripes+$01C4 ;gap row bottom
STA.w GFXStripes+$0204 ;file 3 top row
STA.w GFXStripes+$0244 ;file 3 bottom row
STA.w GFXStripes+$0284 ;extra gap row top
STA.w GFXStripes+$02C4 ;extra gap row bottom
STA.w GFXStripes+$0304 ;extra gap row top
STA.w GFXStripes+$0344 ;extra gap row bottom
STA.w GFXStripes+$0384 ;extra gap row top
STA.w GFXStripes+$03C4 ;extra gap row bottom
; Set last packet marker
LDA.w #$00FF : STA.w GFXStripes+$0402
; Set last packet marker
LDA.w #$00FF : STA.w GFXStripes+$0402
; Draw Unlock option if applicable
LDA.b GameMode : AND.w #$00FF : CMP.w #$0001 : BNE +
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
AND.w #$00FF : BNE +
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
+
SEP #$20
; Draw Unlock option if applicable
LDA.b GameMode : AND.w #$00FF : CMP.w #$0001 : BNE +
LDA.l IsEncrypted : AND.w #$00FF : CMP.w #$0002 : BNE +
PHP : SEP #$30 : PHX : PHY : JSL ValidatePassword : PLY : PLX : PLP
AND.w #$00FF : BNE +
LDA.w #!FSTILE_U_TOP : %fs_draw8x16(14,5)
LDA.w #!FSTILE_N_TOP : %fs_draw8x16(14,6)
LDA.w #!FSTILE_L_TOP : %fs_draw8x16(14,7)
LDA.w #!FSTILE_O_TOP : %fs_draw8x16(14,8)
LDA.w #!FSTILE_C_TOP : %fs_draw8x16(14,9)
LDA.w #!FSTILE_K_TOP : %fs_draw8x16(14,10)
+
SEP #$20
RTL
;--------------------------------------------------------------------------------
@@ -710,31 +765,31 @@ AltBufferTable_credits:
JSL AltBufferTable_noScreen3Change
REP #$20
LDA.w #$6168 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$8168 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$6168 : STA.w GFXStripes+$02 ;file 1 top row
LDA.w #$8168 : STA.w GFXStripes+$42 ;file 1 bottom row
LDA.w #$A168 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$C168 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$A168 : STA.w GFXStripes+$82 ;gap row top
LDA.w #$C168 : STA.w GFXStripes+$C2 ;gap row bottom
LDA.w #$E168 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$0169 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$E168 : STA.w GFXStripes+$0102 ;file 2 top row
LDA.w #$0169 : STA.w GFXStripes+$0142 ;file 2 bottom row
LDA.w #$2169 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$4169 : STA.w GFXStripes+$01c2 ;gap row bottom
LDA.w #$2169 : STA.w GFXStripes+$0182 ;gap row top
LDA.w #$4169 : STA.w GFXStripes+$01c2 ;gap row bottom
LDA.w #$6169 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$8169 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$6169 : STA.w GFXStripes+$0202 ;file 3 top row
LDA.w #$8169 : STA.w GFXStripes+$0242 ;file 3 bottom row
LDA.w #$A169 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$C169 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$A169 : STA.w GFXStripes+$0282 ;extra gap row top
LDA.w #$C169 : STA.w GFXStripes+$02C2 ;extra gap row bottom
LDA.w #$E169 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$016A : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$E169 : STA.w GFXStripes+$0302 ;extra gap row top
LDA.w #$016A : STA.w GFXStripes+$0342 ;extra gap row bottom
LDA.w #$216A : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$416A : STA.w GFXStripes+$03C2 ;extra gap row bottom
LDA.w #$216A : STA.w GFXStripes+$0382 ;extra gap row top
LDA.w #$416A : STA.w GFXStripes+$03C2 ;extra gap row bottom
SEP #$20
SEP #$20
RTL
;--------------------------------------------------------------------------------
macro LayoutPriority(address)
@@ -764,14 +819,14 @@ RTL
;--------------------------------------------------------------------------------
LoadFullItemTiles:
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
LDX.w #$3200 : STX.w VMADDL
LDA.b #FileSelectNewGraphics>>16 : STA.w A1B0
LDX.w #FileSelectNewGraphics : STX.w A1T0L
LDX.w #$0C00 : STX.w DAS0L
LDA.b #$01 : STA.w MDMAEN
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
LDX.w #$3200 : STX.w VMADDL
LDA.b #FileSelectNewGraphics>>16 : STA.w A1B0
LDX.w #FileSelectNewGraphics : STX.w A1T0L
LDX.w #$0C00 : STX.w DAS0L
LDA.b #$01 : STA.w MDMAEN
RTL
;--------------------------------------------------------------------------------
; z colon @
@@ -779,44 +834,44 @@ RTL
; target vram $6C00
; NewFont+$400
LoadLowerCaseLettersSymbols:
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
; Lower case letters
LDA.b #NewFont>>16 : STA.w A1B0
LDX.w #NewFont+$400 : STX.w A1T0L
LDX.w #$0400 : STX.w DAS0L
LDX.w #$2D00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
; Lower case letters
LDA.b #NewFont>>16 : STA.w A1B0
LDX.w #NewFont+$400 : STX.w A1T0L
LDX.w #$0400 : STX.w DAS0L
LDX.w #$2D00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
; : @ #
LDA.b #NewFont>>16 : STA.w A1B0
LDX.w #NewFont+$A80 : STX.w A1T0L
LDA.b #NewFont>>16 : STA.w A1B1
LDX.w #NewFont+$B80 : STX.w A1T1L
LDX.w #$0030 : STX.w DAS0L : STX.w DAS1L
; : @ #
LDA.b #NewFont>>16 : STA.w A1B0
LDX.w #NewFont+$A80 : STX.w A1T0L
LDA.b #NewFont>>16 : STA.w A1B1
LDX.w #NewFont+$B80 : STX.w A1T1L
LDX.w #$0030 : STX.w DAS0L : STX.w DAS1L
LDX.w #$2E50 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
LDX.w #$2ED0 : STX.w VMADDL
LDA.b #$02 : STA.w MDMAEN
LDX.w #$2E50 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
LDX.w #$2ED0 : STX.w VMADDL
LDA.b #$02 : STA.w MDMAEN
RTL
;--------------------------------------------------------------------------------
LoadFileSelectVanillaItems:
REP #$10
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
REP #$10
LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0
; Lower case letters
LDA.b #DecompBuffer2>>16 : STA.w A1B0
LDX.w #DecompBuffer2 : STX.w A1T0L
LDX.w #$0600 : STX.w DAS0L
LDX.w #$2F00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
; Lower case letters
LDA.b #DecompBuffer2>>16 : STA.w A1B0
LDX.w #DecompBuffer2 : STX.w A1T0L
LDX.w #$0600 : STX.w DAS0L
LDX.w #$2F00 : STX.w VMADDL
LDA.b #$01 : STA.w MDMAEN
SEP #$10
SEP #$10
RTL
;--------------------------------------------------------------------------------
SetFileSelectPalette:
@@ -932,20 +987,20 @@ JML FSSelectFile_continue
JML FSSelectFile_return
;--------------------------------------------------------------------------------
MaybeForceFileName:
LDA.l ForceFileName : BEQ +
REP #$20
LDX.b #$FE
-
INX : INX
LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X
CPX.b #$16 : BEQ .done
CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X
BRA -
.done
SEP #$20
JML.l InitializeSaveFile
LDA.l ForceFileName : BEQ +
REP #$20
LDX.b #$FE
-
INX : INX
LDA.l StaticFileName, X : STA.l ExtendedFileNameSRAM, X
CPX.b #$16 : BEQ .done
CPX.b #$08 : BCS -
STA.l FileNameVanillaSRAM, X
BRA -
.done
SEP #$20
JML.l InitializeSaveFile
+
+
JML.l NameFile_MakeScreenVisible
;--------------------------------------------------------------------------------

74
generate_bomb_table.rb Normal file
View File

@@ -0,0 +1,74 @@
def process_values(sprite, values)
ret = values.clone
if [1, 2].include?(ret[0]) # boomerang
if sprite == 0x53 # armos knight
ret[0] = 0 # do nothing
else
ret[0] = 5 # stun very briefly instead of damage
end
end
if ret[6] > 0 && sprite != 0x84 # bow and not red eyegore/mimic
ret[6] = 0
end
if ret[7] == 2 # hookshot
ret[7] = 1 # still want to stun
end
if [1, 2, 7].include?(ret[8]) && sprite != 0x92 # bomb and not helmasaur king
ret[8] = 0
end
if ret[9] > 0 && sprite != 0x84 # silver bow and not red eyegore/mimic
ret[9] = 0
end
if ret[10] == 4 # powder
ret[10] = 0
end
if ret[11] > 0 && ![0x23, 0xA1, 0xA3, 0xCD].include?(sprite) # fire rod
ret[11] = 0
end
if ret[12] != 3 && sprite != 0xCC # ice rod
ret[12] = 0
end
if ret[13] > 0 && ![0x23, 0xA1, 0xA3, 0xD1].include?(sprite) # bombos
ret[13] = 0
end
if ret[14] != 1 && ![0xD1].include?(sprite) # ether
ret[14] = 0
end
if [1, 2].include?(ret[15]) && ![0xD1].include?(sprite) # quake
ret[15] = 0
end
if sprite == 0x53 and ret[2] == 3
ret[2] = 1 # armos knight? let's make class 2 not suck
end
return ret
end
def split_value(byte)
return [byte >> 4, byte & 0x0F]
end
def join_values(value1, value2)
return (value1 & 0x0F) << 4 | (value2 & 0x0F)
end
File.open("data/damage_table.bin") do |input|
File.open("data/damage_table_sword_bombs.bin", "w") do |output|
i_enum = input.each_byte
(0...0xD7).each do |sprite|
values = []
(0...8).each do
values += split_value(i_enum.next)
end
v_enum = process_values(sprite, values).to_enum
(0...8).each do
output.putc(join_values(v_enum.next, v_enum.next))
end
end
begin
while true
output.putc(i_enum.next)
end
rescue StopIteration
end
end
end

View File

@@ -0,0 +1,38 @@
def process_values(sprite, values)
ret = values.clone
if (ret[1] == 0 && sprite != 0x40) || sprite == 0xCE
# fighter sword does no damage and it's not the evil barrier, or it's Blind
ret[5] = 0
end
return ret
end
def split_value(byte)
return [byte >> 4, byte & 0x0F]
end
def join_values(value1, value2)
return (value1 & 0x0F) << 4 | (value2 & 0x0F)
end
File.open("data/damage_table.bin") do |input|
File.open("data/damage_table_pseudo_sword.bin", "w") do |output|
i_enum = input.each_byte
(0...0xD7).each do |sprite|
values = []
(0...8).each do
values += split_value(i_enum.next)
end
v_enum = process_values(sprite, values).to_enum
(0...8).each do
output.putc(join_values(v_enum.next, v_enum.next))
end
end
begin
while true
output.putc(i_enum.next)
end
rescue StopIteration
end
end
end

View File

@@ -76,12 +76,18 @@ GetItemDamageValue:
CPX.b #$04 : BEQ .boomerang
CPX.b #$05 : BEQ .boomerang
CPX.b #$39 : BEQ .hookshot
CPX.b #$3b : BEQ .hookshot
CPX.b #$3c : BEQ .hookshot
CPX.b #$3d : BEQ .hookshot
CPX.b #$3B : BEQ .hookshot
CPX.b #$3C : BEQ .hookshot
CPX.b #$3D : BEQ .hookshot
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$02 : BNE .normal
TXA : AND.b #$78 : CMP.b #$28 : BNE .normal
LDA.l $8DB8F1, X : BEQ .noDamage
LDA.b #$01
RTL
.normal
LDA.l $8DB8F1,x ;what we wrote over
LDA.l $8DB8F1, X ; what we wrote over
RTL
.boomerang
LDA.l StunItemAction : AND.b #$01 : BNE .normal

156
hooks.asm
View File

@@ -1396,10 +1396,11 @@ org $8DED04 ; <- 6ED04 - equipment.asm : 1963 (REP #$30)
JSL DrawHUDDungeonItems
;--------------------------------------------------------------------------------
; Insert our version of the hud tilemap
org $8DFA96 ; <- 6FA96 - headsup_display.asm : 626 (LDX.w #.hud_tilemap)
LDX.w #HUD_TileMap
org $8DFA9C ; <- 6FA9C - headsup_display.asm : 629 (MVN $0D, $7E ; $Transfer 0x014A bytes from $6FE77 -> $7EC700)
MVN $A17E
; Commented out because incorporated in hook in special_weapons.asm
; org $8DFA96 ; <- 6FA96 - headsup_display.asm : 626 (LDX.w #.hud_tilemap)
; LDX.w #HUD_TileMap
; org $8DFA9C ; <- 6FA9C - headsup_display.asm : 629 (MVN $0D, $7E ; $Transfer 0x014A bytes from $6FE77 -> $7EC700)
; MVN $A17E
;--------------------------------------------------------------------------------
org $8DFB1F : JSL CheckHUDSilverArrows
org $8DFB29 : BRA UpdateHUDBuffer_update_item_check_arrows
@@ -2449,6 +2450,153 @@ JSL FixJingleGlitch
org $81C65F
JSL FixJingleGlitch
;================================================================================
; Bomb-Only Mode
;--------------------------------------------------------------------------------
org $86ECC3 ; Bank06.asm@4704 (PHX : TAX : LDA.l .damage_classes, X : PLX)
JSL DamageClassCalc
BRA + : NOP #29 : +
;--------------------------------------------------------------------------------
org $8882D4 ; Bank08.asm@445 (PHX : TYX : ... )
JSL Utility_CheckAncillaOverlapWithSprite
BRA + : NOP #5 : +
;--------------------------------------------------------------------------------
org $888DB1 ; Bank08.asm@1207 (PHY : PHX : TYX : ... )
JSL Utility_CheckAncillaOverlapWithSprite
BRA + : NOP #7 : +
;--------------------------------------------------------------------------------
org $88E252 ; Bank08.asm@1770 (PHY : PHX : TYX : ... )
JSL Utility_CheckAncillaOverlapWithSprite
BRA + : NOP #7 : +
;--------------------------------------------------------------------------------
org $8882E8 ; Bank08.asm@456 (LDA $0DB0, Y : CMP.b #$03)
JSL Utility_CheckHelmasaurKingCollision
NOP
;--------------------------------------------------------------------------------
org $86ED94 ; Bank06.asm@4866 (LDA $0E60, X : AND.b #$40)
JSL Utility_CheckImpervious
NOP
;--------------------------------------------------------------------------------
org $868F94 ; sprite_prep.asm@1984 (INC $0BA0, X : JSL Sprite_InitializedSegmented)
JSL AllowBombingMoldorm
BRA + : NOP : +
;--------------------------------------------------------------------------------
org $86892F ; sprite_prep.asm@548 (LDA $0D00, X : SUB #$0C : STA $0D00, X : ...)
JSL AllowBombingBarrier
RTS : NOP #7
;--------------------------------------------------------------------------------
org $8DE4BF ; equipment.asm@1247 (LDA $7EF343 : AND.w #$00FF : BEQ .gotNoBombs : ...)
JSL DrawBombInMenu
BRA + : NOP #13 : +
;--------------------------------------------------------------------------------
org $8DFB6A ; headsup_display@727 (CPX #$0004 : BNE .bombsNotEquipped : LDA #$0001)
JSL DrawBombInYBox
BRA + : NOP #2 : +
;--------------------------------------------------------------------------------
org $8DEE05 ; equipment.asm@2065 (LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : ...)
JSL DrawSwordInMenu
BRA + : NOP #16 : +
;--------------------------------------------------------------------------------
org $8DFA92 ; headsup_display.asm@622 (PDB : LDA.w #$0149 : ...)
JSL DrawBombOnHud
BRA + : NOP #8 : +
;--------------------------------------------------------------------------------
org $889EF8 ; ancilla_bomb@1438 (LDA.w #$04 : STA $0B)
JSL SetBombSpriteColor
;--------------------------------------------------------------------------------
; bomb icons with numbers
org $8DFC51 ; we freed this up earlier in hooks; probably shouldn't use it but *shrug*
db $F5, $20, $F5, $20, $F5, $20, $F5, $20
db $B2, $3C, $B3, $3C, $C2, $3C, $17, $3C
db $B2, $2C, $B3, $2C, $C2, $2C, $18, $2C
db $B2, $24, $B3, $24, $C2, $24, $19, $24
db $B2, $28, $B3, $28, $C2, $28, $1A, $28
db $B2, $28, $B3, $28, $C2, $28, $1B, $28
; bomb icons without numbers
; $8DFC81
db $F5, $20, $F5, $20, $F5, $20, $F5, $20
db $B2, $3C, $B3, $3C, $C2, $3C, $C2, $7C
db $B2, $2C, $B3, $2C, $C2, $2C, $C2, $6C
db $B2, $24, $B3, $24, $C2, $24, $C2, $64
db $B2, $28, $B3, $28, $C2, $28, $C2, $68
db $B2, $28, $B3, $28, $C2, $28, $C2, $68
warnpc $8DFC51+197 ; we only filled in 197 NOPs so don't overwrite past that
;--------------------------------------------------------------------------------
org $1EDCF8 ; bank_1E.asm@16086 (LDX $0202 : ...)
JSL SetBeeType
BRA + : NOP #15 : +
;--------------------------------------------------------------------------------
org $1EB5E8 ; bank_1E.asm@9387 (LDA #$03 : STA $0D80, X)
JSL ArrghusBoing
;--------------------------------------------------------------------------------
org $1EDFAF ; bank_1E.asm@16607 (.next_sprite)
JSL BeeCheckTarget
BCS .bee_valid_target
BRA .bee_unsuitable_target
NOP #48
.bee_unsuitable_target
skip 11
.bee_valid_target
;--------------------------------------------------------------------------------
org $87F889 ; free rom from F877 - F88F; the starting part of this is used in quadrant glitch fix in overworld fork, however.
Link_UseItemLong:
PER .done-1
JMP.w ($0000)
.done
RTL
warnpc $87F890
;--------------------------------------------------------------------------------
org $86F2DC ; bank_06.asm@22763 (LDA.w $037A : AND.b #$10)
JSL CheckBugNet : NOP
org $86EB91 ; bank_06.asm@21178 (LDA.w $037A : AND.b #$10)
JSL CheckBugNet : NOP
;--------------------------------------------------------------------------------
org $86ED77 ; bank_06.asm@21597 (LDA.w $0301 : AND.b #$0A : ...)
JSL SetHammerClass
BRA + : NOP #7 : +
;================================================================================
; Variable Ganon Vulnerability
;--------------------------------------------------------------------------------
org $88BBD4 ; ancilla_magic_powder.asm@253 (LDA #$0A : JSL Ancilla_CheckSpriteDamage.preset_class)
JSL Ganon_CheckPowderVulnerability
NOP #2
;--------------------------------------------------------------------------------
org $9D8F4E ; sprite_ganon.asm@325 (LDA $04C5 : CMP #$02)
JSL Ganon_CheckInvincible
NOP
;--------------------------------------------------------------------------------
org $8DD628 ; Bank0D.asm@1266 (LDA $0B6B, Y : AND #$02)
JSL CheckBeeBoss
NOP
;--------------------------------------------------------------------------------
org $8DD676 ; Bank0D.asm@1303 (TYX : JSL Ancilla_CheckSpriteDamage.preset_class)
JSL Ganon_CheckBeeVulnerability
NOP
;--------------------------------------------------------------------------------
;================================================================================
; Pseudo-Sword Mode
;--------------------------------------------------------------------------------
org $86ED70 ; Bank06.asm@4842 (LDA $06ED39, X : STA $0CF2)
JSL StoreSwordDamage
;================================================================================
; Item-On-B
;--------------------------------------------------------------------------------
org $8DEB3C
JSL DrawBIndicator : BRA + : NOP #3 : +
;--------------------------------------------------------------------------------
org $879CE6 ; Bank07.asm@4632 (LDA #$80 : TSB $3A : ...)
JSL UseItem
BCC + : RTS : +
JSR $9C56
NOP #1
;--------------------------------------------------------------------------------
;================================================================================
; Text Renderer
;--------------------------------------------------------------------------------

View File

@@ -7,12 +7,13 @@
;--------------------------------------------------------------------------------
ProcessMenuButtons:
LDA.b Joy1A_New : BIT.b #$40 : BNE .y_pressed ; check for P1 Y-button
BIT.b #$20 : BNE .sel_pressed ; check for P1 Select button
BIT.b #$20 : BNE .sel_pressed ; check for P1 Select button
BIT.b #$80 : BNE .b_pressed ; check for P1 B-button
LDA.b Joy1A_All : BIT.b #$20 : BNE .sel_held
.sel_unheld
LDA.l HudFlag : AND.b #$60 : BEQ +
LDA.b #$00 : STA.l HudFlag
JSL.l MaybePlaySelectSFX
JSL.l MaybePlaySelectSFX
+
JSL.l ResetEquipment
+
@@ -20,15 +21,27 @@ ProcessMenuButtons:
CLC ; no buttons
RTL
.sel_pressed
LDA.l HUDDungeonItems : BIT.b #$0C : BNE +
LDA.b #$40
BRA .store_flag
+
LDA.l HUDDungeonItems : BIT.b #$0C : BNE +
LDA.b #$40
BRA .store_flag
+
LDA.b #$60
.store_flag
STA.l HudFlag
JSL.l MaybePlaySelectSFX
.store_flag
STA.l HudFlag
JSL.l MaybePlaySelectSFX
JSL.l ResetEquipment
RTL
.b_pressed
JSR CanPressB : BCC .b_error
LDA.w ItemCursor : CMP.l ItemOnB : BNE .set_b
LDA.b #$00
.set_b
STA.l ItemOnB
BRA .b_done
.b_error
LDA.b #$3C : STA.w SFX2 ; error sound
.b_done
SEC
RTL
.y_pressed ; Note: used as entry point by quickswap code. Must preserve X.
LDA.b #$10 : STA.w MenuBlink
@@ -95,6 +108,27 @@ RTL
SEC
RTL
;--------------------------------------------------------------------------------
CanPressB:
PHY : PHP : SEP #$30
LDA.l AllowedItemOnB : BEQ .no
CMP.b #$FF : BEQ .skip_allow_check
CMP.w ItemCursor : BNE .no
.skip_allow_check
PHX
LDA.w ItemCursor : TAX
LDA.l ValidItemOnB, X : BNE .plx_and_no
PLX
PLP : PLY
SEC
RTS
.plx_and_no
PLX
.no
PLP : PLY
CLC
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;ProcessBottleMenu:
@@ -119,7 +153,7 @@ RTL
OpenBottleMenu:
LDA.b Joy1B_New : AND.b #$40 : BEQ .x_not_pressed ; skip if X is not down
LDA.b #$10 : STA.w MenuBlink ; set 16 frame cool off
LDA.b #$20 : STA.w SFX3 ; make menu sound
LDA.b #$20 : STA.w SFX3 ; make menu sound
LDA.b #$07 : STA.w SubModuleInterface ; thing we wrote over - opens bottle menu
.x_not_pressed
RTL
@@ -127,16 +161,16 @@ RTL
;CloseBottleMenu:
;--------------------------------------------------------------------------------
CloseBottleMenu:
LDA.b Joy1B_New : AND.b #$40 : BEQ .x_not_pressed ; skip if X is not down
LDA.b #$10 : STA.w MenuBlink ; set 16 frame cool off
LDA.b #$20 : STA.w SFX3 ; make menu sound
LDA.b Joy1B_New : AND.b #$40 : BEQ .x_not_pressed ; skip if X is not down
LDA.b #$10 : STA.w MenuBlink ; set 16 frame cool off
LDA.b #$20 : STA.w SFX3 ; make menu sound
INC.w SubModuleInterface ; return to normal menu
STZ.w BottleMenuCounter
LDA.b #$00
INC.w SubModuleInterface ; return to normal menu
STZ.w BottleMenuCounter
LDA.b #$00
RTL
.x_not_pressed
LDA.b Joy1A_New : AND.b #$0C ; thing we wrote over (probably)
.x_not_pressed
LDA.b Joy1A_New : AND.b #$0C ; thing we wrote over (probably)
RTL
;--------------------------------------------------------------------------------
; AddInventory:
@@ -145,8 +179,8 @@ AddInventory:
; In: Y - Receipt ID
; Uses $0B-$0D for long absolute addressing
PHA : PHX : PHY : PHP : PHB
PHK : PLB
LDA.b #$7E : STA.b Scrap0D
PHK : PLB
LDA.b #$7E : STA.b Scrap0D
LDA.l StatsLocked : BNE .done
REP #$30
@@ -154,25 +188,25 @@ AddInventory:
SEP #$20
LDA.w InventoryTable_properties,X : BIT.b #$01 : BEQ .done
JSR.w ShopCheck : BCS .done
JSR.w DungeonIncrement : BCS .done
JSR.w IncrementByOne
JSR.w StampItem
JSR.w IncrementYAItems
JSR.w ShopCheck : BCS .done
JSR.w DungeonIncrement : BCS .done
JSR.w IncrementByOne
JSR.w StampItem
JSR.w IncrementYAItems
REP #$30
LDA.l TotalItemCounter : INC : TAY
LDA.l TotalItemCounter : INC : TAY
LDA.l BootsEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreBootsLocations
+
TYA : STA.l PreBootsLocations
+
LDA.l MirrorEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreMirrorLocations
+
TYA : STA.l PreMirrorLocations
+
LDA.l FluteEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreFluteLocations
+
TYA
STA.l TotalItemCounter
.done
TYA : STA.l PreFluteLocations
+
TYA
STA.l TotalItemCounter
.done
SEP #$30
PLB : PLP : PLY : PLX : PLA
RTL
@@ -181,27 +215,27 @@ ShopCheck:
; In: X - Receipt ID << 1
; TODO: If we write all shops, we can use the ShopPurchase flag instead of this
PHX
LDA.b IndoorsFlag : BEQ .count
LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ .count
LDA.b IndoorsFlag : BEQ .count
LDA.w ItemReceiptMethod : CMP.b #$01 : BEQ .count
LDA.w InventoryTable_properties,X : BIT.b #$02 : BNE .count
REP #$20
LDA.b RoomIndex
CMP.w #274 : BEQ .nocount ; dark world death mountain shop, ornamental shield shop
CMP.w #271 : BEQ .nocount ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
CMP.w #272 : BEQ .nocount ; red shield shop
CMP.w #284 : BEQ .nocount ; bomb shop
CMP.w #287 : BEQ .nocount ; kakariko shop
CMP.w #255 : BEQ .nocount ; light world death mountain shop
CMP.w #276 : BEQ .nocount ; waterfall fairy
CMP.w #277 : BEQ .nocount ; upgrade fairy (shop)
CMP.w #278 : BEQ .nocount ; pyramid fairy
SEP #$20
.count
CLC
REP #$20
LDA.b RoomIndex
CMP.w #274 : BEQ .nocount ; dark world death mountain shop, ornamental shield shop
CMP.w #271 : BEQ .nocount ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop
CMP.w #272 : BEQ .nocount ; red shield shop
CMP.w #284 : BEQ .nocount ; bomb shop
CMP.w #287 : BEQ .nocount ; kakariko shop
CMP.w #255 : BEQ .nocount ; light world death mountain shop
CMP.w #276 : BEQ .nocount ; waterfall fairy
CMP.w #277 : BEQ .nocount ; upgrade fairy (shop)
CMP.w #278 : BEQ .nocount ; pyramid fairy
SEP #$20
.count
CLC
PLX
RTS
.nocount
SEP #$21
.nocount
SEP #$21
PLX
RTS
@@ -209,151 +243,161 @@ DungeonIncrement:
; In: X - Receipt ID << 1
PHX
LDA.w InventoryTable_properties,X : BIT.b #$40 : BEQ +
JSL.l CountChestKeyLong
+
JSL.l CountChestKeyLong
+
SEP #$10
LDA.b IndoorsFlag : BEQ .done
LDA.w DungeonID : BMI .done
CMP.l BallNChainDungeon : BNE +
CPY.b #$32 : BEQ .ballchain_bigkey
+
CMP.b #$04 : BCS +
LDA.l SewersLocations : INC : STA.l SewersLocations : STA.l HCLocations
BRA .done
+
LDA.w DungeonID : BMI .done
CMP.l BallNChainDungeon : BNE +
CPY.b #$32 : BEQ .ballchain_bigkey
+
CMP.b #$04 : BCS +
LDA.l SewersLocations : INC : STA.l SewersLocations : STA.l HCLocations
BRA .done
+
LSR : TAX
LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
CPX.b #$0D : BNE +
LDA.l BigKeyField : BIT.b #$04 : BNE ++
LDA.l PreGTBKLocations : INC : STA.l PreGTBKLocations
++
+
.done
CPX.b #$0D : BNE +
LDA.l BigKeyField : BIT.b #$04 : BNE ++
LDA.l PreGTBKLocations : INC : STA.l PreGTBKLocations
++
+
.done
REP #$11
PLX
RTS
.ballchain_bigkey
.ballchain_bigkey
REP #$10
PLX
SEC
SEC
RTS
StampItem:
REP #$30
LDA.w InventoryTable_stamp,X : BEQ .skip
STA.b Scrap0B
LDA.b [Scrap0B] : BNE .skip
REP #$30
LDA.w InventoryTable_stamp,X : BEQ .skip
STA.b Scrap0B
LDA.b [Scrap0B] : BNE .skip
INC.b Scrap0B : INC.b Scrap0B
LDA.b [Scrap0B] : BNE .skip
DEC.b Scrap0B : DEC.b Scrap0B
LDA.l NMIFrames : STA.b [Scrap0B]
INC.b Scrap0B : INC.b Scrap0B
LDA.l NMIFrames+2 : STA.b [Scrap0B]
.skip
LDA.l NMIFrames : STA.b [Scrap0B]
INC.b Scrap0B : INC.b Scrap0B
LDA.l NMIFrames+2 : STA.b [Scrap0B]
.skip
SEP #$20
RTS
IncrementYAItems:
PHX
LDA.w InventoryTable_properties,X
BIT.b #$10 : BNE .bomb_check
BIT.b #$20 : BNE .bow_check
BIT.b #$04 : BEQ .not_y
.y_item
LDA.l YAItemCounter : !ADD #$08 : STA.l YAItemCounter
BRA .done
.not_y
BIT.b #$08 : BEQ .done
.a_item
LDA.l YAItemCounter : INC : AND.b #$07 : TAX
LDA.l YAItemCounter : AND.b #$F8 : STA.l YAItemCounter
TXA : ORA.l YAItemCounter : STA.l YAItemCounter
.done
BIT.b #$10 : BNE .bomb_check
BIT.b #$20 : BNE .bow_check
BIT.b #$04 : BEQ .not_y
.y_item
LDA.l YAItemCounter : !ADD #$08 : STA.l YAItemCounter
BRA .done
.not_y
BIT.b #$08 : BEQ .done
.a_item
LDA.l YAItemCounter : INC : AND.b #$07 : TAX
LDA.l YAItemCounter : AND.b #$F8 : STA.l YAItemCounter
TXA : ORA.l YAItemCounter : STA.l YAItemCounter
.done
PLX
RTS
.bow_check
LDA.l BowEquipment : BNE +
BRA .y_item
.bomb_check
LDA.l InventoryTracking+1 : BIT.b #$02 : BNE +
ORA.b #$02 : STA.l InventoryTracking+1
BRA .y_item
+
.bow_check
LDA.l BowEquipment : BNE +
BRA .y_item
.bomb_check
LDA.l InventoryTracking+1 : BIT.b #$02 : BNE +
ORA.b #$02 : STA.l InventoryTracking+1
BRA .y_item
+
PLX
RTS
IncrementByOne:
PHX
REP #$20
LDA.w InventoryTable_stat,X : BEQ .skip
STA.b Scrap0B
SEP #$21
LDA.b #$00 : ADC.b [Scrap0B] : STA.b [Scrap0B]
.skip
SEP #$20
REP #$20
LDA.w InventoryTable_stat,X : BEQ .skip
STA.b Scrap0B
SEP #$21
LDA.b #$00 : ADC.b [Scrap0B] : STA.b [Scrap0B]
.skip
SEP #$20
PLX
RTS
IncrementBossSword:
PHX
LDA.l StatsLocked : BNE .done
LDA.l SwordEquipment : CMP.b #$FF : BNE +
BRA .none
+
ASL : TAX
JMP.w (.vectors,X)
PHX
LDA.l StatsLocked : BNE .done
.vectors
dw .none
dw .fighter
dw .master
dw .tempered
dw .golden
.start
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .check_special_weapon
CMP.b #$03 : BEQ .check_special_weapon
CMP.b #$04 : BEQ .check_special_weapon
CMP.b #$05 : BEQ .check_special_weapon
CMP.b #$08 : BEQ .check_special_weapon
.none
LDA.l SwordlessBossKills : INC : STA.l SwordlessBossKills
.done
PLX
RTL
.fighter
LDA.l SwordBossKills
CLC : ADC.b #$10
STA.l SwordBossKills
PLX
RTL
.master
LDA.l SwordBossKills : INC : AND.b #$0F : TAX
LDA.l SwordBossKills : AND.b #$F0 : STA.l SwordBossKills
TXA : ORA.l SwordBossKills : STA.l SwordBossKills
PLX
RTL
.tempered
LDA.l SwordBossKills+1
CLC : ADC.b #$10
STA.l SwordBossKills+1
PLX
RTL
.golden
LDA.l SwordBossKills+1 : INC : AND.b #$0F : TAX
LDA.l SwordBossKills+1 : AND.b #$F0 : STA.l SwordBossKills+1
TXA : ORA.l SwordBossKills+1 : STA.l SwordBossKills+1
PLX
RTL
.check_sword
LDA.l SwordEquipment : CMP.b #$FF : BNE +
BRA .none
+
ASL : TAX
JMP.w (.vectors,X)
.check_special_weapon
LDA.l SpecialWeaponLevel
ASL : TAX
JMP.w (.vectors,X)
.vectors
dw .none
dw .fighter
dw .master
dw .tempered
dw .golden
dw .golden
.none
LDA.l SwordlessBossKills : INC : STA.l SwordlessBossKills
.done
PLX
RTL
.fighter
LDA.l SwordBossKills
CLC : ADC.b #$10
STA.l SwordBossKills
PLX
RTL
.master
LDA.l SwordBossKills : INC : AND.b #$0F : TAX
LDA.l SwordBossKills : AND.b #$F0 : STA.l SwordBossKills
TXA : ORA.l SwordBossKills : STA.l SwordBossKills
PLX
RTL
.tempered
LDA.l SwordBossKills+1
CLC : ADC.b #$10
STA.l SwordBossKills+1
PLX
RTL
.golden
LDA.l SwordBossKills+1 : INC : AND.b #$0F : TAX
LDA.l SwordBossKills+1 : AND.b #$F0 : STA.l SwordBossKills+1
TXA : ORA.l SwordBossKills+1 : STA.l SwordBossKills+1
PLX
RTL
;--------------------------------------------------------------------------------
IncrementFinalSword:
PHX
REP #$20
LDA.w RoomIndex : BNE .done
SEP #$20
LDA.l SwordEquipment : CMP.b #$FF : BNE +
BRA IncrementBossSword_none
+
ASL : TAX
JMP.w (IncrementBossSword_vectors,X)
.done
SEP #$20
PLX
PHX
REP #$20
LDA.w RoomIndex : BNE .done
SEP #$20
JMP IncrementBossSword_start
.done
SEP #$20
PLX
RTL
;--------------------------------------------------------------------------------
Link_ReceiveItem_HUDRefresh:
@@ -403,6 +447,7 @@ AddYMarker:
+ CMP.w #$10 : BEQ .drawJarMarker
.drawNormal
JSR CanPressB : BCS .drawBBubble
LDA.w #$7C60
BRA .drawTile
@@ -410,12 +455,20 @@ AddYMarker:
LDA.w MenuBlink : AND.w #$0020 : BNE .drawXBubble
.drawYBubble
JSR CanPressB : BCC .drawY
LDA.w MenuBlink : AND.w #$0020 : BNE .drawBBubble
.drawY
LDA.w #$3D4F
BRA .drawTile
.drawXBubble
JSR MakeCircleBlue
LDA.w #$2D3E
BRA .drawTile
.drawBBubble
JSR MakeCircleRed
LDA.w #$293F
.drawTile
STA.w $FFC4, Y
@@ -427,22 +480,40 @@ RTL
; this is horrible, make it better
;--------------------------------------------------------------------------------
MakeCircleBlue:
LDA.w $FFC0, Y : AND.w #$EFFF : STA.w $FFC0, Y
LDA.w $FFC2, Y : AND.w #$EFFF : STA.w $FFC2, Y
LDA.w $FFC0, Y : AND.w #$EFFF : STA.w $FFC0, Y
LDA.w $FFC2, Y : AND.w #$EFFF : STA.w $FFC2, Y
LDA.w $FFFE, Y : AND.w #$EFFF : STA.w $FFFE, Y
LDA.w $0004, Y : AND.w #$EFFF : STA.w $0004, Y
LDA.w $003E, Y : AND.w #$EFFF : STA.w $003E, Y
LDA.w $0044, Y : AND.w #$EFFF : STA.w $0044, Y
LDA.w $0080, Y : AND.w #$EFFF : STA.w $0080, Y
LDA.w $0082, Y : AND.w #$EFFF : STA.w $0082, Y
LDA.w $FFFE, Y : AND.w #$EFFF : STA.w $FFFE, Y
LDA.w $0004, Y : AND.w #$EFFF : STA.w $0004, Y
LDA.w $FFBE, Y : AND.w #$EFFF : STA.w $FFBE, Y
LDA.w $FFC4, Y : AND.w #$EFFF : STA.w $FFC4, Y
LDA.w $0084, Y : AND.w #$EFFF : STA.w $0084, Y
LDA.w $007E, Y : AND.w #$EFFF : STA.w $007E, Y
LDA.w $003E, Y : AND.w #$EFFF : STA.w $003E, Y
LDA.w $0044, Y : AND.w #$EFFF : STA.w $0044, Y
LDA.w $0080, Y : AND.w #$EFFF : STA.w $0080, Y
LDA.w $0082, Y : AND.w #$EFFF : STA.w $0082, Y
LDA.w $FFBE, Y : AND.w #$EFFF : STA.w $FFBE, Y
LDA.w $FFC4, Y : AND.w #$EFFF : STA.w $FFC4, Y
LDA.w $0084, Y : AND.w #$EFFF : STA.w $0084, Y
LDA.w $007E, Y : AND.w #$EFFF : STA.w $007E, Y
RTS
MakeCircleRed:
LDA.w $FFC0, Y : AND.w #$EBFF : STA.w $FFC0, Y
LDA.w $FFC2, Y : AND.w #$EBFF : STA.w $FFC2, Y
LDA.w $FFFE, Y : AND.w #$EBFF : STA.w $FFFE, Y
LDA.w $0004, Y : AND.w #$EBFF : STA.w $0004, Y
LDA.w $003E, Y : AND.w #$EBFF : STA.w $003E, Y
LDA.w $0044, Y : AND.w #$EBFF : STA.w $0044, Y
LDA.w $0080, Y : AND.w #$EBFF : STA.w $0080, Y
LDA.w $0082, Y : AND.w #$EBFF : STA.w $0082, Y
LDA.w $FFBE, Y : AND.w #$EBFF : STA.w $FFBE, Y
LDA.w $FFC4, Y : AND.w #$EBFF : STA.w $FFC4, Y
LDA.w $0084, Y : AND.w #$EBFF : STA.w $0084, Y
LDA.w $007E, Y : AND.w #$EBFF : STA.w $007E, Y
RTS
;--------------------------------------------------------------------------------
@@ -489,18 +560,18 @@ RTL
; SaveKeys:
;--------------------------------------------------------------------------------
SaveKeys:
PHA
LDA.l GenericKeys : BEQ +
PLA : STA.l CurrentGenericKeys
RTL
+
PLA : STA.l DungeonKeys, X
CPX.b #$00 : BNE +
STA.l HyruleCastleKeys ; copy HC to sewers
+
CPX.b #$01 : BNE +
STA.l SewerKeys ; copy sewers to HC
+
PHA
LDA.l GenericKeys : BEQ +
PLA : STA.l CurrentGenericKeys
RTL
+
PLA : STA.l DungeonKeys, X
CPX.b #$00 : BNE +
STA.l HyruleCastleKeys ; copy HC to sewers
+
CPX.b #$01 : BNE +
STA.l SewerKeys ; copy sewers to HC
+
RTL
;--------------------------------------------------------------------------------
@@ -525,8 +596,8 @@ RTL
; PrepItemScreenBigKey:
;--------------------------------------------------------------------------------
PrepItemScreenBigKey:
STZ.b Scrap02
STZ.b Scrap03
STZ.b Scrap02
STZ.b Scrap03
REP #$30 ; thing we wrote over - set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
@@ -535,15 +606,15 @@ RTL
; LoadPowder:
;--------------------------------------------------------------------------------
LoadPowder:
PHX
PHX
JSL.l Sprite_SpawnDynamically ; thing we wrote over
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues)
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
STA.w SpriteID, Y
TYX
TYX
JSL.l PrepDynamicTile_loot_resolved
PLX
PLX
RTL
;--------------------------------------------------------------------------------
@@ -623,14 +694,14 @@ RTL
; CollectPowder:
;--------------------------------------------------------------------------------
CollectPowder:
LDY.w SpriteID, X ; Retrieve stored item type
BNE +
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+
STZ.w ItemReceiptMethod ; item from NPC
JSL.l Link_ReceiveItem
JSL.l ItemSet_Powder
LDY.w SpriteID, X ; Retrieve stored item type
BNE +
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+
STZ.w ItemReceiptMethod ; item from NPC
JSL.l Link_ReceiveItem
JSL.l ItemSet_Powder
RTL
;--------------------------------------------------------------------------------
@@ -653,14 +724,14 @@ RTL
DrawMagicHeader:
LDA.l MagicConsumption : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic
.halfMagic
LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
LDA.w #$2851 : STA.l HUDTileMapBuffer+$06
LDA.w #$28FA : STA.l HUDTileMapBuffer+$08
RTL
.quarterMagic
LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
LDA.w #$2800 : STA.l HUDTileMapBuffer+$06
LDA.w #$2801 : STA.l HUDTileMapBuffer+$08
LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
LDA.w #$2851 : STA.l HUDTileMapBuffer+$06
LDA.w #$28FA : STA.l HUDTileMapBuffer+$08
RTL
.quarterMagic
LDA.w #$28F7 : STA.l HUDTileMapBuffer+$04
LDA.w #$2800 : STA.l HUDTileMapBuffer+$06
LDA.w #$2801 : STA.l HUDTileMapBuffer+$08
RTL
;--------------------------------------------------------------------------------
@@ -694,8 +765,8 @@ RTL
SpawnShovelItem:
LDA.b #$01 : STA.l RedrawFlag
LDA.w YButtonOverride : BEQ +
JSL DiggingGameGuy_AttemptPrizeSpawn
LDA.w YButtonOverride : BEQ +
JSL DiggingGameGuy_AttemptPrizeSpawn
JMP .skip
+
@@ -707,8 +778,8 @@ SpawnShovelItem:
LDA.b IndoorsFlag : BEQ + : JMP .no_drop : + ; skip if indoors
LDA.b OverworldIndex : CMP.b #$2A : BEQ .no_drop ; don't drop in the haunted grove
CMP.b #$68 : BEQ .no_drop ; don't drop in the digging game area
LDA.b OverworldIndex : CMP.b #$2A : BEQ .no_drop ; don't drop in the haunted grove
CMP.b #$68 : BEQ .no_drop ; don't drop in the digging game area
JSL GetRandomInt : BIT.b #$03 : BNE .no_drop ; drop with 1/4 chance
@@ -732,11 +803,12 @@ SpawnShovelItem:
LDA.b #$30 : STA.w SpriteTimerE, Y
LDA.b LinkPosX : !ADD.l .x_offsets, X
AND.b #$F0 : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
AND.b #$F0 : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
LDA.b LinkPosY : !ADD.b #$16
AND.b #$F0 : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
LDA.b #$00 : STA.w SpriteLayer, Y
TYX
@@ -753,23 +825,23 @@ RTL
{
.x_speeds
db $F0
db $10
db $F0
db $10
.x_offsets
db $00
db $13
db $00
db $13
}
;--------------------------------------------------------------------------------
MaybePlaySelectSFX:
LDA.w DungeonID : BMI .not_dungeon
.play
LDA.w DungeonID : BMI .not_dungeon
.play
LDA.b #$20 : STA.w SFX3 ; menu select sound
RTL
.not_dungeon
LDA.l HUDDungeonItems : BIT.b #$13 : BEQ .dont_play
BIT.b #$0C : BEQ .dont_play
BRA .play
.dont_play
RTL
.not_dungeon
LDA.l HUDDungeonItems : BIT.b #$13 : BEQ .dont_play
BIT.b #$0C : BEQ .dont_play
BRA .play
.dont_play
RTL

98
item_on_b.asm Normal file
View File

@@ -0,0 +1,98 @@
;--------------------------------------------------------------------------------
ItemMenuLocations:
dw $11C8 ; Bow
dw $11CE ; Boomerang
dw $11D4 ; Hookshot
dw $11DA ; Bombs
dw $11E0 ; Powder / Mushroom
dw $1288 ; Fire Rod
dw $128E ; Ice Rod
dw $1294 ; Bombos
dw $129A ; Ether
dw $12A0 ; Quake
dw $1348 ; Lamp
dw $134E ; Hammer
dw $1354 ; Flute / Shovel
dw $135A ; Bug Net
dw $1360 ; Book
dw $1408 ; Bottles
dw $140E ; Somaria
dw $1414 ; Byrna
dw $141A ; Cape
dw $1420 ; Mirror
DrawBIndicator:
LDA.l ItemOnB : AND.w #$00FF : BEQ .done
DEC : ASL : TAX
LDA.l ItemMenuLocations, X : TAX
LDA.w #$3D3B
STA.w $0042, X
.done ; what we wrote over
LDA.w $0202
AND.w #$00FF
DEC
ASL
TAX
RTL
;--------------------------------------------------------------------------------
ItemHandlerLocs:
dw $A003 ; Bow
dw $A0B8 ; Boomerang
dw $AB23 ; Hookshot
dw $A139 ; Bombs
dw $FFFF ; Powder / Mushroom
dw $9EEC ; Fire Rod
dw $9EEC ; Ice Rod
dw $A55E ; Bombos
dw $A489 ; Ether
dw $A640 ; Quake
dw $A246 ; Lamp
dw $9F82 ; Hammer
dw $FFFF ; Flute / Shovel
dw $AFEE ; Bug Net
dw $A46E ; Book
dw $FFFF ; Bottles
dw $AEBB ; Somaria
dw $FFFF ; Byrna
dw $FFFF ; Cape
dw $A913 ; Mirror
ValidItemOnB:
db $FF
db $00, $00, $00, $00, $FF
db $00, $00, $00, $00, $00
db $00, $00, $FF, $00, $00
db $FF, $00, $FF, $FF, $00
UseItem:
JSL CheckDetonateBomb : BCS .normal
LDA.l ItemOnB : BEQ .normal
TAX
LDA.b $6C : BNE .prevent_swing
CPX.b #$11 : BNE .not_somaria
LDA.w $02F5 : BNE .prevent_swing
.not_somaria
LDA.l ValidItemOnB, X : BNE .normal
LDA.b $3A : ORA.b #$40 : STA.b $3A
LDA.l $8DFA35, X : STA.w $0304
CPX.b #$06 : BEQ .fire_rod
CPX.b #$07 : BNE .not_rod
.ice_rod
LDA.b #$02 : STA.w $0307
BRA .not_rod
.fire_rod
LDA.b #$01 : STA.w $0307
.not_rod
TXA : DEC : ASL : TAX
LDA.l ItemHandlerLocs+1, X : STA.b $01
LDA.l ItemHandlerLocs, X : STA.b $00
JSL Link_UseItemLong
.prevent_swing
SEC
RTL
.normal
LDA.b #$80 : TSB.b $3A
LDA.b #$01 : TSB.b $50
CLC
RTL

View File

@@ -238,10 +238,10 @@ endmacro
%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($65, -4, 0, $FF, $F340, $FF, skip, progressive_bow_2) ; 65 - Progressive bow
%ReceiptProps($66, -4, 0, $FF, $F36A, $FF, skip, skip) ; 66 -
%ReceiptProps($67, -4, 0, $FF, $F36A, $FF, skip, skip) ; 67 -
%ReceiptProps($68, -4, 0, $FF, $F36A, $FF, skip, skip) ; 68 -
%ReceiptProps($69, -4, 0, $FF, $F36A, $FF, skip, skip) ; 69 -
%ReceiptProps($66, -4, 0, $FF, $F36A, $FF, skip, skip) ; 66 -
%ReceiptProps($67, -4, 0, $FF, $F36A, $FF, skip, skip) ; 67 -
%ReceiptProps($68, -4, 0, $FF, $F36A, $FF, skip, skip) ; 68 -
%ReceiptProps($69, -4, 0, $FF, $F36A, $FF, skip, skip) ; 69 -
%ReceiptProps($6A, -4, 0, $49, $F36A, $FF, triforce, skip) ; 6A - Triforce
%ReceiptProps($6B, -4, 0, $50, $F36A, $FF, goal_item, skip) ; 6B - Power star
%ReceiptProps($6C, -4, 0, $49, $F36A, $FF, goal_item, skip) ; 6C - Triforce Piece
@@ -328,9 +328,9 @@ endmacro
%ReceiptProps($BD, -4, 0, $49, $F36A, $FF, skip, skip) ; BD -
%ReceiptProps($BE, -4, 0, $49, $F36A, $FF, skip, skip) ; BE -
%ReceiptProps($BF, -4, 0, $49, $F36A, $FF, skip, skip) ; BF -
%ReceiptProps($C0, -4, 0, $49, $F36A, $FF, skip, skip) ; C0 -
%ReceiptProps($C1, -4, 0, $49, $F36A, $FF, skip, skip) ; C1 -
%ReceiptProps($C2, -4, 0, $49, $F36A, $FF, skip, skip) ; C2 -
%ReceiptProps($C0, -4, 0, $13, $F36A, $FF, prog_weapon, skip) ; C0 - Progressive Bombs
%ReceiptProps($C1, -4, 4, $07, $F36A, $FF, prog_weapon, skip) ; C1 - Progressive Cane
%ReceiptProps($C2, -4, 0, $27, $F36A, $FF, prog_weapon, skip) ; C2 - Progressive Bug Net
%ReceiptProps($C3, -4, 0, $49, $F36A, $FF, skip, skip) ; C3 -
%ReceiptProps($C4, -4, 0, $49, $F36A, $FF, skip, skip) ; C4 -
%ReceiptProps($C5, -4, 0, $49, $F36A, $FF, skip, skip) ; C5 -
@@ -397,11 +397,11 @@ endmacro
; Palettes: l - - - - c c c
; c = Color Index | l = Load palette data from ROM
SpriteProperties:
.chest_width : fillbyte $00 : fill 256
.standing_width : fillbyte $00 : fill 256
.chest_palette : fillbyte $00 : fill 256
.standing_palette : fillbyte $00 : fill 256
.palette_addr : fillword $0000 : fill 256*2 ; bank $9B
.chest_width : fillbyte $00 : fill 256
.standing_width : fillbyte $00 : fill 256
.chest_palette : fillbyte $00 : fill 256
.standing_palette : fillbyte $00 : fill 256
.palette_addr : fillword $0000 : fill 256*2 ; bank $9B
macro SpriteProps(id, chest_width, standing_width, chest_pal, standing_pal, addr)
pushpc
@@ -607,9 +607,9 @@ endmacro
%SpriteProps($BD, 2, 2, $04, $04, $0000) ; BD -
%SpriteProps($BE, 2, 2, $04, $04, $0000) ; BE -
%SpriteProps($BF, 2, 2, $04, $04, $0000) ; BF -
%SpriteProps($C0, 2, 2, $04, $04, $0000) ; C0 -
%SpriteProps($C1, 2, 2, $04, $04, $0000) ; C1 -
%SpriteProps($C2, 2, 2, $04, $04, $0000) ; C2 -
%SpriteProps($C0, 2, 2, $FF, $FF, PalettesVanilla_blue_ice+$0E) ; C0 - Progressive Bombs
%SpriteProps($C1, 0, 0, $05, $05, PalettesCustom_red_shield) ; C1 - Progressive Cane
%SpriteProps($C2, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; C2 - Progressive Bug Net
%SpriteProps($C3, 2, 2, $04, $04, $0000) ; C3 -
%SpriteProps($C4, 2, 2, $04, $04, $0000) ; C4 -
%SpriteProps($C5, 2, 2, $04, $04, $0000) ; C5 -
@@ -686,8 +686,8 @@ InventoryTable:
macro InventoryItem(id, props, stamp, stat)
pushpc
org InventoryTable_properties+<id>+<id> : dw <props>
org InventoryTable_stamp+<id>+<id> : dw <stamp>
org InventoryTable_stat+<id>+<id> : dw <stat>
org InventoryTable_stamp+<id>+<id> : dw <stamp>
org InventoryTable_stat+<id>+<id> : dw <stat>
pullpc
endmacro
@@ -883,9 +883,9 @@ endmacro
%InventoryItem($BD, $0001, $0000, $0000) ; BD -
%InventoryItem($BE, $0001, $0000, $0000) ; BE -
%InventoryItem($BF, $0001, $0000, $0000) ; BF -
%InventoryItem($C0, $0001, $0000, $0000) ; C0 -
%InventoryItem($C1, $0001, $0000, $0000) ; C1 -
%InventoryItem($C2, $0001, $0000, $0000) ; C2 -
%InventoryItem($C0, $0015, SwordTime, $0000) ; C0 - Progressive Bombs
%InventoryItem($C1, $0085, SwordTime, $0000) ; C1 - Progressive Cane
%InventoryItem($C2, $0085, SwordTime, $0000) ; C2 - Progressive Bug Net
%InventoryItem($C3, $0001, $0000, $0000) ; C3 -
%InventoryItem($C4, $0001, $0000, $0000) ; C4 -
%InventoryItem($C5, $0001, $0000, $0000) ; C5 -
@@ -1147,9 +1147,9 @@ ItemReceiptGraphicsOffsets:
dw $0 ; BD -
dw $0 ; BE -
dw $0 ; BF -
dw $0 ; C0 -
dw $0 ; C1 -
dw $0 ; C2 -
dw BigDecompressionBuffer+$1080 ; C0 - Progressive Bombs
dw BigDecompressionBuffer+$1C40 ; C1 - Progressive Cane
dw BigDecompressionBuffer+$0860 ; C2 - Progressive Bug Net
dw $0 ; C3 -
dw $0 ; C4 -
dw $0 ; C5 -
@@ -1417,9 +1417,9 @@ StandingItemGraphicsOffsets:
dw $0 ; BD -
dw $0 ; BE -
dw $0 ; BF -
dw $0 ; C0 -
dw $0 ; C1 -
dw $0 ; C2 -
dw BigDecompressionBuffer+$1080 ; C0 - Progressive Bombs
dw BigDecompressionBuffer+$1C40 ; C1 - Progressive Cane
dw BigDecompressionBuffer+$0860 ; C2 - Progressive Bug Net
dw $0 ; C3 -
dw $0 ; C4 -
dw $0 ; C5 -

View File

@@ -4,29 +4,29 @@
ItemDowngradeFix:
JSL.l AddInventory
BMI .dontWrite ; thing we wrote over part 1
CPY.b #$1B : BEQ .isPowerGloves ; Power Gloves
CPY.b #$05 : BEQ .isRedShield ; Red Shield
CPY.b #$04 : BEQ .isBlueShield ; Blue Shield
CPY.b #$0C : BEQ .isBlueBoomerang ; Blue Boomerang
CPY.b #$0B : BEQ .isBow ; Bow
CPY.b #$3A : BEQ .isBowAndArrows ; Bow
CPY.b #$49 : BEQ .isSword ; Fighter's Sword
CPY.b #$01 : BEQ .isSword ; Master Sword
CPY.b #$50 : BEQ .isSword ; Master Sword (Safe)
CPY.b #$02 : BEQ .isSword ; Tempered Sword
CPY.b #$3B : BEQ .isSilverArrowBow ; Silver Arrow Bow
CPY.b #$2A : BEQ .isRedBoomerang ; Red Boomerang
CPY.b #$0D : BEQ .isMagicPowder ; Magic Powder
CPY.b #$14 : BEQ .isFlute ; Flute
CPY.b #$13 : BEQ .isShovel ; Shovel
CPY.b #$29 : BEQ .isMushroom ; Mushroom
CPY.b #$00 : BEQ .isUncleSwordShield ; Fighter's Sword & Shield
.done
.done
STA.b [Scrap00] ; thing we wrote over part 2
.dontWrite
RTL
@@ -55,7 +55,7 @@ RTL
RTL
.isSword
PHA
LDA.l HighestSword : STA.b Scrap04
LDA.l HighestSword : STA.b Scrap04
TYA ; load sword item
CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter's sword to normal one
CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one
@@ -66,11 +66,11 @@ RTL
+
PLA
JMP .done
.isUncleSwordShield
.isUncleSwordShield
PHA
LDA.l HighestSword : STA.b [Scrap00] ; already set to 1 if we had no sword, always keep highest
INC.b Scrap00
LDA.l HighestShield : STA.b [Scrap00]
LDA.l HighestSword : STA.b [Scrap00] ; already set to 1 if we had no sword, always keep highest
INC.b Scrap00
LDA.l HighestShield : STA.b [Scrap00]
PLA
RTL
;================================================================================

View File

@@ -5,28 +5,28 @@
;--------------------------------------------------------------------------------
LampCheck:
LDA.l LightConeModifier : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
LDA.w DungeonID : BNE + ; check if we're in sewers
LDA.l LampConeSewers : RTL
+ : TDC
.lamp
CMP.b #$FF : BNE + : INC : RTL : +
LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
LDA.w DungeonID : BNE + ; check if we're in sewers
LDA.l LampConeSewers : RTL
+ : TDC
.lamp
RTL
;================================================================================
;--------------------------------------------------------------------------------
; Output: 0 locked, 1 open
;--------------------------------------------------------------------------------
CheckForZelda:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
RTL
;================================================================================
SetOverlayIfLamp:
JSL.l LampCheck
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
JSL.l LampCheck
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================
; Mantle Object Changes

View File

@@ -5,151 +5,158 @@
!CTile = $295F
NewDrawHud:
PHB
PHB
SEP #$30
REP #$10
SEP #$30
REP #$10
LDA.b #$7E
PHA : PLB
LDA.b #$7E
PHA : PLB
;================================================================================
NewHUD_DrawBombs:
LDA.l InfiniteBombs : BEQ .finite
LDA.l InfiniteBombs : BNE .infinite
LDA.l SpecialWeapons : AND.b #$7F : CMP #$01 : BNE .normal
LDA.l SpecialWeaponLevel : BEQ .no_bombs
.infinite
LDY.w #!InfiniteTile+0
LDX.w #!InfiniteTile+1
BRA .draw
LDY.w #!InfiniteTile+0
LDX.w #!InfiniteTile+1
BRA .draw
.finite
LDA.w BombsEquipment
JSR HUDHex2Digit
.no_bombs
LDY.w #!BlankTile
LDX.w #!BlankTile
BRA .draw
.normal
LDA.w BombsEquipment
JSR HUDHex2Digit
.draw
STY.w HUDBombCount+0
STX.w HUDBombCount+2
STY.w HUDBombCount+0
STX.w HUDBombCount+2
;================================================================================
NewHUD_DrawRupees:
REP #$20
REP #$20
LDA.w DisplayRupees
JSR HUDHex4Digit
LDA.w DisplayRupees
JSR HUDHex4Digit
LDA.b Scrap04 : TAX : STX.w HUDRupees+0 ; 1000s
LDA.b Scrap05 : TAX : STX.w HUDRupees+2 ; 100s
LDA.b Scrap06 : TAX : STX.w HUDRupees+4 ; 10s
LDA.b Scrap07 : TAX : STX.w HUDRupees+6 ; 1s
LDA.b Scrap04 : TAX : STX.w HUDRupees+0 ; 1000s
LDA.b Scrap05 : TAX : STX.w HUDRupees+2 ; 100s
LDA.b Scrap06 : TAX : STX.w HUDRupees+4 ; 10s
LDA.b Scrap07 : TAX : STX.w HUDRupees+6 ; 1s
;================================================================================
NewHUD_DrawArrows:
SEP #$20
SEP #$20
LDA.l ArrowMode : BNE NewHUD_DrawGoal
LDA.l InfiniteArrows : BEQ .finite
LDA.l ArrowMode : BNE NewHUD_DrawGoal
LDA.l InfiniteArrows : BEQ .finite
.infinite
LDY.w #!InfiniteTile+0
LDX.w #!InfiniteTile+1
BRA .draw
LDY.w #!InfiniteTile+0
LDX.w #!InfiniteTile+1
BRA .draw
.finite
LDA.w CurrentArrows
JSR HUDHex2Digit
LDA.w CurrentArrows
JSR HUDHex2Digit
.draw
STY.w HUDArrowCount+0
STX.w HUDArrowCount+2
STY.w HUDArrowCount+0
STX.w HUDArrowCount+2
;================================================================================
NewHUD_DrawGoal:
REP #$20
REP #$20
LDA.w UpdateHUDFlag : BEQ .no_goal
LDA.l GoalItemRequirement : BEQ .no_goal
LDA.l GoalItemRequirement : BEQ .no_goal
LDA.l GoalItemIcon : STA.w HUDGoalIndicator
LDA.w #!SlashTile : STA.w HUDGoalIndicator+8
LDA.l GoalCounter
JSR HUDHex4Digit
LDA.l GoalItemIcon : STA.w HUDGoalIndicator
LDA.w #!SlashTile : STA.w HUDGoalIndicator+8
LDA.l GoalCounter
JSR HUDHex4Digit
LDA.b Scrap05 : TAX : STX.w HUDGoalIndicator+2 ; draw 100's digit
LDA.b Scrap06 : TAX : STX.w HUDGoalIndicator+4 ; draw 10's digit
LDA.b Scrap07 : TAX : STX.w HUDGoalIndicator+6 ; draw 1's digit
LDA.b Scrap05 : TAX : STX.w HUDGoalIndicator+2 ; draw 100's digit
LDA.b Scrap06 : TAX : STX.w HUDGoalIndicator+4 ; draw 10's digit
LDA.b Scrap07 : TAX : STX.w HUDGoalIndicator+6 ; draw 1's digit
REP #$20
REP #$20
LDA.l GoalItemRequirement : CMP.w #$FFFF : BNE .real_goal
LDA.l GoalItemRequirement : CMP.w #$FFFF : BNE .real_goal
LDX.w #!BlankTile
STX.w HUDGoalIndicator+10
STX.w HUDGoalIndicator+12
STX.w HUDGoalIndicator+14
LDX.w #!BlankTile
STX.w HUDGoalIndicator+10
STX.w HUDGoalIndicator+12
STX.w HUDGoalIndicator+14
.no_goal
SEP #$20
BRA NewHUD_DrawKeys
SEP #$20
BRA NewHUD_DrawKeys
.real_goal
JSR HUDHex4Digit
JSR HUDHex4Digit
LDA.b Scrap05 : TAX : STX.w HUDGoalIndicator+10 ; draw 100's digit
LDA.b Scrap06 : TAX : STX.w HUDGoalIndicator+12 ; draw 10's digit
LDA.b Scrap07 : TAX : STX.w HUDGoalIndicator+14 ; draw 1's digit
LDA.b Scrap05 : TAX : STX.w HUDGoalIndicator+10 ; draw 100's digit
LDA.b Scrap06 : TAX : STX.w HUDGoalIndicator+12 ; draw 10's digit
LDA.b Scrap07 : TAX : STX.w HUDGoalIndicator+14 ; draw 1's digit
;================================================================================
NewHUD_DrawKeys:
LDA.l CurrentSmallKeys
CMP.b #$FF
BNE .in_dungeon
LDA.l CurrentSmallKeys
CMP.b #$FF
BNE .in_dungeon
LDY.w #!BlankTile
STY.w HUDKeyIcon
STY.w HUDKeyDigits+0
STY.w HUDKeyDigits+2
BRA NewHUD_DrawDungeonCounters
LDY.w #!BlankTile
STY.w HUDKeyIcon
STY.w HUDKeyDigits+0
STY.w HUDKeyDigits+2
BRA NewHUD_DrawDungeonCounters
.in_dungeon
JSR HUDHex2Digit
CPY.w #$2490
BNE .real_10s
JSR HUDHex2Digit
CPY.w #$2490
BNE .real_10s
LDY.w #!BlankTile
LDY.w #!BlankTile
.real_10s
STY.w HUDKeyDigits+0
STX.w HUDKeyDigits+2
STY.w HUDKeyDigits+0
STX.w HUDKeyDigits+2
;================================================================================
NewHUD_DrawDungeonCounters:
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawPrizeIcon
LDA.l CompassMode : ORA.l MapHUDMode : BIT.b #$03 : BEQ NewHUD_DrawPrizeIcon
LDX.b IndoorsFlag : BNE +
JMP.w NewHUD_DrawMagicMeter
+
SEP #$30
; extra hard safeties for getting dungeon ID to prevent crashes
LDA.w DungeonID
CMP.b #$1B : BCS NewHUD_DrawPrizeIcon ; Skip if not in a valid dungeon ID
AND.b #$FE : TAX
LSR : TAY
PHX : PHY
LDA.l CompassMode : ORA.l MapHUDMode : BIT.b #$03 : BEQ NewHUD_DrawPrizeIcon
LDX.b IndoorsFlag : BNE +
JMP.w NewHUD_DrawMagicMeter
+
SEP #$30
; extra hard safeties for getting dungeon ID to prevent crashes
LDA.w DungeonID
CMP.b #$1B : BCS NewHUD_DrawPrizeIcon ; Skip if not in a valid dungeon ID
AND.b #$FE : TAX
LSR : TAY
PHX : PHY
JSR.w DrawCompassCounts
SEP #$10
PLY : PLX
JSR.w DrawMapCounts
JSR.w DrawCompassCounts
SEP #$10
PLY : PLX
JSR.w DrawMapCounts
;================================================================================
NewHUD_DrawPrizeIcon:
REP #$10
SEP #$20
REP #$10
SEP #$20
LDA.b GameMode
CMP.b #$12 : BEQ .no_prize
CMP.b #$0E : BEQ +
CMP.b #$12 : BEQ .no_prize
CMP.b #$0E : BEQ +
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawItemCounter
+
LDA.w DungeonID
LDA.w DungeonID
CMP.b #$1A : BCS .no_prize
CMP.b #$04 : BCC .no_prize
CMP.b #$08 : BNE .dungeon
@@ -166,17 +173,17 @@ NewHUD_DrawPrizeIcon:
LDA.l MapMode
REP #$30
BEQ .prize
BEQ .prize
LDA.l MapField
AND.l DungeonItemMasks,X
BEQ .no_prize
.prize
.prize
TYX
LDA.l CrystalPendantFlags_2,X
BIT.w #$0080
BNE .no_icon
BIT.w #$0080
BNE .no_icon
BIT.w #$0040
BNE .crystal
@@ -186,159 +193,159 @@ NewHUD_DrawPrizeIcon:
.crystal
LDY.w #!CTile
BRA .draw_prize
BRA .draw_prize
.no_icon
LDY.w #!BlankTile
LDY.w #!BlankTile
.draw_prize
STY.w HUDPrizeIcon
;================================================================================
NewHUD_DrawItemCounter:
REP #$20
REP #$20
LDA.w UpdateHUDFlag : BEQ NewHUD_DrawMagicMeter
LDA.l ItemCounterHUD : AND.w #$00FF : BEQ NewHUD_DrawMagicMeter
LDA.w #!SlashTile : STA.w HUDGoalIndicator+$08
LDA.l TotalItemCount : CMP.w #1000 : BCS .item_four_digits
LDA.w TotalItemCountTiles+$02 : STA.w HUDGoalIndicator+$0A
LDA.w TotalItemCountTiles+$04 : STA.w HUDGoalIndicator+$0C
LDA.w TotalItemCountTiles+$06 : STA.w HUDGoalIndicator+$0E
LDA.l ItemCounterHUD : AND.w #$00FF : BEQ NewHUD_DrawMagicMeter
LDA.w #!SlashTile : STA.w HUDGoalIndicator+$08
LDA.l TotalItemCount : CMP.w #1000 : BCS .item_four_digits
LDA.w TotalItemCountTiles+$02 : STA.w HUDGoalIndicator+$0A
LDA.w TotalItemCountTiles+$04 : STA.w HUDGoalIndicator+$0C
LDA.w TotalItemCountTiles+$06 : STA.w HUDGoalIndicator+$0E
LDA.w TotalItemCounter
JSR.w HUDHex4Digit
LDA.b $05 : TAX : STX.w HUDGoalIndicator+$02
LDA.b $06 : TAX : STX.w HUDGoalIndicator+$04
LDA.b $07 : TAX : STX.w HUDGoalIndicator+$06
BRA NewHUD_DrawMagicMeter
LDA.w TotalItemCounter
JSR.w HUDHex4Digit
LDA.b $05 : TAX : STX.w HUDGoalIndicator+$02
LDA.b $06 : TAX : STX.w HUDGoalIndicator+$04
LDA.b $07 : TAX : STX.w HUDGoalIndicator+$06
BRA NewHUD_DrawMagicMeter
.item_four_digits
LDA.w TotalItemCountTiles+$00 : STA.w HUDGoalIndicator+$0A
LDA.w TotalItemCountTiles+$02 : STA.w HUDGoalIndicator+$0C
LDA.w TotalItemCountTiles+$04 : STA.w HUDGoalIndicator+$0E
LDA.w TotalItemCountTiles+$06 : STA.w HUDGoalIndicator+$10
.item_four_digits
LDA.w TotalItemCountTiles+$00 : STA.w HUDGoalIndicator+$0A
LDA.w TotalItemCountTiles+$02 : STA.w HUDGoalIndicator+$0C
LDA.w TotalItemCountTiles+$04 : STA.w HUDGoalIndicator+$0E
LDA.w TotalItemCountTiles+$06 : STA.w HUDGoalIndicator+$10
LDA.w TotalItemCounter
JSR.w HUDHex4Digit
LDA.b $04 : TAX : STX.w HUDGoalIndicator+$00
LDA.b $05 : TAX : STX.w HUDGoalIndicator+$02
LDA.b $06 : TAX : STX.w HUDGoalIndicator+$04
LDA.b $07 : TAX : STX.w HUDGoalIndicator+$06
LDA.w TotalItemCounter
JSR.w HUDHex4Digit
LDA.b $04 : TAX : STX.w HUDGoalIndicator+$00
LDA.b $05 : TAX : STX.w HUDGoalIndicator+$02
LDA.b $06 : TAX : STX.w HUDGoalIndicator+$04
LDA.b $07 : TAX : STX.w HUDGoalIndicator+$06
;================================================================================
DrawMagicMeter_mp_tilemap = $0DFE0F
NewHUD_DrawMagicMeter:
SEP #$31
LDA.l CurrentMagic
ADC.b #$06 ; carry set by above for +1 to get +7
AND.b #$F8
TAY
SEP #$31
LDA.l CurrentMagic
ADC.b #$06 ; carry set by above for +1 to get +7
AND.b #$F8
TAY
LDA.l InfiniteMagic
BEQ .set_index
LDA.l InfiniteMagic
BEQ .set_index
.infinite_magic
LDA.b #$80
STA.w CurrentMagic
TAY
LDA.b #$80
STA.w CurrentMagic
TAY
LDA.b FrameCounter
REP #$30
AND.w #$000C
LSR
BRA .recolor
LDA.b FrameCounter
REP #$30
AND.w #$000C
LSR
BRA .recolor
.set_index ; this branch is always 0000 when taken
REP #$30
TDC
.recolor
TAX
LDA.l MagicMeterColorMasks,X
REP #$30
TDC
.recolor
TAX
LDA.l MagicMeterColorMasks,X
TYX
TAY : AND.l DrawMagicMeter_mp_tilemap+0,X : STA.w HUDTileMapBuffer+$046
TYA : AND.l DrawMagicMeter_mp_tilemap+2,X : STA.w HUDTileMapBuffer+$086
TYA : AND.l DrawMagicMeter_mp_tilemap+4,X : STA.w HUDTileMapBuffer+$0C6
TYA : AND.l DrawMagicMeter_mp_tilemap+6,X : STA.w HUDTileMapBuffer+$106
TYX
TAY : AND.l DrawMagicMeter_mp_tilemap+0,X : STA.w HUDTileMapBuffer+$046
TYA : AND.l DrawMagicMeter_mp_tilemap+2,X : STA.w HUDTileMapBuffer+$086
TYA : AND.l DrawMagicMeter_mp_tilemap+4,X : STA.w HUDTileMapBuffer+$0C6
TYA : AND.l DrawMagicMeter_mp_tilemap+6,X : STA.w HUDTileMapBuffer+$106
;================================================================================
NewHUD_DoneDrawing:
STZ.w UpdateHUDFlag
PLB
PLB
RTL
;================================================================================
MagicMeterColorMasks:
dw $FFFF ; green - KEEP GREEN FIRST
dw $EFFF ; blue
dw $E7FF ; red
dw $EBFF ; yellow
dw $E3FF ; orange
dw $FFFF ; green - KEEP GREEN FIRST
dw $EFFF ; blue
dw $E7FF ; red
dw $EBFF ; yellow
dw $E3FF ; orange
;================================================================================
DrawCompassCounts:
LDA.l CompassMode : BEQ .done
LDA.l CompassMode : BEQ .done
; no compass needed if this bit is set
BIT.b #$02 : BNE .draw_compass_count
REP #$20
LDA.l CompassField : AND.l DungeonItemMasks,X : BEQ .done
; no compass needed if this bit is set
BIT.b #$02 : BNE .draw_compass_count
REP #$20
LDA.l CompassField : AND.l DungeonItemMasks,X : BEQ .done
.draw_compass_count
SEP #$20
TYX : BNE .not_sewers
INX
SEP #$20
TYX : BNE .not_sewers
INX
.not_sewers
LDA.l DungeonLocationsChecked, X
PHA
LDA.l DungeonLocationsChecked, X
PHA
LDA.l CompassTotalsWRAM,X
LDA.l CompassTotalsWRAM,X
JSR HUDHex2Digit
STY.w HUDTileMapBuffer+$9A : STX.w HUDTileMapBuffer+$9C
JSR HUDHex2Digit
STY.w HUDTileMapBuffer+$9A : STX.w HUDTileMapBuffer+$9C
LDX.w #!BlankTile : STX.w HUDTileMapBuffer+$92
LDX.w #!SlashTile : STX.w HUDTileMapBuffer+$98
LDX.w #!BlankTile : STX.w HUDTileMapBuffer+$92
LDX.w #!SlashTile : STX.w HUDTileMapBuffer+$98
PLA
JSR HUDHex2Digit
STY.w HUDTileMapBuffer+$94 : STX.w HUDTileMapBuffer+$96
PLA
JSR HUDHex2Digit
STY.w HUDTileMapBuffer+$94 : STX.w HUDTileMapBuffer+$96
.done
SEP #$20
SEP #$20
RTS
;================================================================================
DrawMapCounts:
LDA.l MapHUDMode : BEQ .done
LDA.l MapHUDMode : BEQ .done
; no map needed if this bit is set
BIT.b #$02 : BNE .draw_map_count
REP #$20
LDA.l MapField : AND.l DungeonItemMasks,X : BEQ .done
; no map needed if this bit is set
BIT.b #$02 : BNE .draw_map_count
REP #$20
LDA.l MapField : AND.l DungeonItemMasks,X : BEQ .done
.draw_map_count
SEP #$20
TYX : BNE .not_sewers
INX
SEP #$20
TYX : BNE .not_sewers
INX
.not_sewers
LDA.l DungeonCollectedKeys, X
PHA
LDA.l DungeonCollectedKeys, X
PHA
LDA.l MapTotalsWRAM,X
LDA.l MapTotalsWRAM,X
JSR HUDHex2Digit
STX.w HUDTileMapBuffer+$A6
JSR HUDHex2Digit
STX.w HUDTileMapBuffer+$A6
LDX.w #!SlashTile : STX.w HUDTileMapBuffer+$A4
LDX.w #!SlashTile : STX.w HUDTileMapBuffer+$A4
PLA
JSR HUDHex2Digit
STX.w HUDTileMapBuffer+$A2
PLA
JSR HUDHex2Digit
STX.w HUDTileMapBuffer+$A2
.done
SEP #$20
SEP #$20
RTS
;================================================================================
@@ -348,41 +355,41 @@ RTS
;===================================================================================================
HUDHex2Digit:
SEP #$30 ; clear high byte of X and Y and make it so they don't get B
ASL : TAX
ASL : TAX
REP #$10
REP #$10
LDA.b #$24 : XBA ; tile props in high byte
LDA.b #$24 : XBA ; tile props in high byte
LDA.l FastHexTable,X : LSR #4 : ORA.b #$90
TAY
LDA.l FastHexTable,X : LSR #4 : ORA.b #$90
TAY
LDA.l FastHexTable,X : AND.b #$0F : ORA.b #$90
TAX
LDA.l FastHexTable,X : AND.b #$0F : ORA.b #$90
TAX
RTS
RTS
HUDHex4Digit:
JSL HexToDec
JSL HexToDec
REP #$30
REP #$30
LDA.l HexToDecDigit2 : ORA.w #$9090 : STA.b Scrap04
LDA.l HexToDecDigit4 : ORA.w #$9090 : STA.b Scrap06
LDA.l HexToDecDigit2 : ORA.w #$9090 : STA.b Scrap04
LDA.l HexToDecDigit4 : ORA.w #$9090 : STA.b Scrap06
LDA.w #$2400
LDA.w #$2400
SEP #$20
RTS
SEP #$20
RTS
HUDHex2Digit_Long:
JSR HUDHex2Digit
REP #$20
JSR HUDHex2Digit
REP #$20
RTL
HUDHex4Digit_Long:
JSR HUDHex4Digit
REP #$20
JSR HUDHex4Digit
REP #$20
RTL
;================================================================================
@@ -414,11 +421,11 @@ UpdateHearts:
CPX.b #$01
BMI .done_hearts
PHX
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
PLX
ORA.w #$20A0
PHX
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
PLX
ORA.w #$20A0
CPY.b #$01
BPL .add_heart
@@ -460,16 +467,16 @@ UpdateHearts:
CMP.w #$0005
BCS .more_than_half
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
ORA.w #$20A1
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
ORA.w #$20A1
STA.b ($09)
BRA .skip_partial
BRA .skip_partial
.more_than_half
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
ORA.w #$20A0
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
ORA.w #$20A0
STA.b ($09)
.skip_partial
@@ -479,29 +486,29 @@ UpdateHearts:
RTL
CheckHeartPaletteFileSelect:
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_file_select,X
ORA.w #$0200
LDX.w #$000A
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_file_select,X
ORA.w #$0200
LDX.w #$000A
RTL
CheckHeartPalette:
PHX
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
ORA.w #$20A0
PLX
PHX
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
ORA.w #$20A0
PLX
RTS
ColorAnimatedHearts:
PHX
REP #$20
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
PLX
ORA.l HeartFramesBaseTiles,X
STA.b [Scrap00],Y
SEP #$20
PHX
REP #$20
LDA.l HUDHeartColors_index : ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
PLX
ORA.l HeartFramesBaseTiles,X
STA.b [Scrap00],Y
SEP #$20
RTL
HeartFramesBaseTiles:

1387
newitems.asm Normal file → Executable file

File diff suppressed because it is too large Load Diff

View File

@@ -34,6 +34,7 @@ QuickSwap:
CPX.b #$01 : BEQ + ; bow
CPX.b #$05 : BEQ + ; powder
CPX.b #$0D : BEQ + ; flute
CPX.b #$0E : BEQ + ; bug net
CPX.b #$10 : BEQ + ; bottle
BRA .store
+ STX.w ItemCursor : JSL ProcessMenuButtons_y_pressed
@@ -59,10 +60,10 @@ RCode:
-
+ CPX.b #$14 : BNE + : LDX.b #$00 ;will wrap around to 1
+ INX
DEY : BEQ +
DEY : BEQ +
.nextItem
JSL.l IsItemAvailable : BEQ -
+
+
RTS
LCode:
@@ -76,17 +77,17 @@ LCode:
-
+ CPX.b #$01 : BNE + : LDX.b #$15 ; will wrap around to $14
+ DEX
DEY : BEQ +
DEY : BEQ +
.nextItem
JSL.l IsItemAvailable : BEQ -
+
+
RTS
IsItemAvailable:
LDA.l InfiniteBombs : BEQ .finite
.infinite
CPX.b #$04 : BNE .finite
LDA.b #$01 : RTL
.finite
LDA.l EquipmentWRAM-1, X
LDA.l InfiniteBombs : BEQ .finite
.infinite
CPX.b #$04 : BNE .finite
LDA.b #$01 : RTL
.finite
LDA.l EquipmentWRAM-1, X
RTL

View File

@@ -11,12 +11,18 @@ LoadBombCount16:
.infinite
RTL
StoreBombCount:
INC.w UpdateHUDFlag
JSL IncrementBombsPlacedCounter
INC.w UpdateHUDFlag
PHA : LDA.l InfiniteBombs : BEQ .finite
.infinite
PLA : LDA.b #$01 : RTL
.finite
PLA : STA.l BombsEquipment
BNE .done
LDA.l ItemOnB : CMP #$04 : BNE .done
LDA.b #$00 : STA.l ItemOnB
.done
LDA.l BombsEquipment
RTL
SearchForEquippedItem:
LDA.l InfiniteBombs : BEQ +
@@ -40,11 +46,11 @@ DecrementArrows:
LDA.b IndoorsFlag : BEQ .not_archery_game ; in overworld
LDA.w $0B9A : BEQ .shoot_arrow ; arrow game active
LDA.b #$00 : BRA .done
.not_archery_game
LDA.l CurrentArrows : BNE .shoot_arrow ; check if we have arrows
BRA .done
.shoot_arrow
PHX
REP #$20

View File

@@ -107,6 +107,10 @@ RTL
; Out: A = RNG Result
;--------------------------------------------------------------------------------
GetStaticRNG:
LDA.l SeededRNG : BNE .seeded
JML GetRandomInt
RTL
.seeded
PHX : PHP
REP #$30 ; set 16-bit accumulator and index registers
AND.w #$000F

599
special_weapons.asm Normal file
View File

@@ -0,0 +1,599 @@
;--------------------------------------------------------------------------------
!ANCILLA_DAMAGE = "$86EC84"
; start with X = sprite index, A = ancilla type index
;--------------------------------------------------------------------------------
DamageClassCalc:
PHA
LDA GanonVulnerabilityItem : BEQ +
LDA $0E20, X : CMP #$D7 : BNE +
PLA
JSL Ganon_CheckAncillaVulnerability
RTL
+
LDA SpecialWeapons : AND.b #$7F : CMP #$06 : BEQ .cane_immune ; only crystal switches in bee mode
PLA
CMP #$01 : BEQ .red_cane
CMP #$2C : BEQ .red_cane
CMP #$31 : BEQ .blue_cane
CMP #$0C : BEQ .beam
BRA .not_cane_or_beam
.red_cane
PHA
LDA SpecialWeapons : AND.b #$7F : CMP.b #$04 : BEQ .special_cane
CMP.b #$05 : BEQ .special_cane
LDA SpecialWeapons : AND.b #$80 : BNE .cane_immune
BRA .normal
.blue_cane
PHA
LDA SpecialWeapons : AND.b #$7F : CMP.b #$03 : BEQ .special_cane
CMP.b #$05 : BEQ .special_cane
LDA SpecialWeapons : AND.b #$80 : BNE .cane_immune
BRA .normal
.cane_immune
LDA $0E20, X : CMP.b #$1E : BEQ .normal ; crystal switch
PLA
BRA .impervious
.special_cane
PLA
LDA $0E20, X : CMP.b #$D6 : BEQ .unstunned_ganon
CMP.b #$88 : BEQ .mothula
BRA .special_level
.impervious
LDA #$FF
RTL
.beam
PHA
LDA SpecialWeapons : AND.b #$7F : CMP.b #$02 : BNE .normal
PLA
LDA #$05
RTL
.normal
PLA
.not_cane_or_beam
CMP #$07 : BNE .no_change
LDA SpecialWeapons : AND.b #$7F : CMP #$01 : BNE .normal_bombs
LDA SpecialWeaponLevel : BEQ .normal_bombs
LDA $0E20, X : CMP.b #$D6 : BEQ .unstunned_ganon
CMP.b #$D7 : BEQ .stunned_ganon
CMP.b #$88 : BEQ .mothula
CMP.b #$91 : BEQ .stalfos_knight
CMP.b #$92 : BEQ .helmasaur_king
.special_level
LDA SpecialWeaponLevel
BRA .done
.mothula
LDA SpecialWeaponLevel
CMP #$04 : !BGE .fix_mothula
BRA .done
.fix_mothula
LDA #$03
BRA .done
.stalfos_knight
LDA StalfosBombDamage : BEQ .special_level
LDA #$08
BRA .done
.helmasaur_king
LDA $0DB0, X : CMP #$03 : !BGE .special_level
LDA #$08
BRA .done
.unstunned_ganon
LDA $04C5 : CMP.b #$02 : BNE .impervious
LDA $0EE0, X : BNE .impervious
LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
BRA .special_level
.stunned_ganon
LDA $0EE0, X : BNE .impervious
LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
LDA #$20 : STA $0F10, X ; knock ganon back or something? idk
LDA #$09
BRA .done
.normal_bombs
LDA #$07
.no_change
PHX : TAX
LDA.l !ANCILLA_DAMAGE, X
PLX
CMP.b #$06 : BNE .done ; not arrows
LDA BowEquipment : CMP.b #$03 : !BGE .actual_silver_arrows
.normal_arrows
LDA #$06
.done
RTL
.actual_silver_arrows
LDA $0E20, X : CMP.b #$D7 : BNE +
LDA SpecialWeapons : AND.b #$7F : CMP #$01 : BEQ .normal_arrows
LDA #$20 : STA $0F10, X
+
LDA #$09
RTL
; end with X = sprite index, A = damage class
;--------------------------------------------------------------------------------
!SPRITE_SETUP_HIT_BOX_LONG = "$8683EA"
!UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG = "$8683E6"
; start with X = ancilla index, Y = sprite index
;--------------------------------------------------------------------------------
Utility_CheckAncillaOverlapWithSprite:
LDA $0E20, Y : CMP #$09 : BEQ .giant_moldorm
CMP #$CB : BEQ .trinexx
.not_giant_moldorm ; ordinary collision checking
PHY : PHX
TYX
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX : PLY
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.giant_moldorm
LDA.w $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE ++
LDA.w $0C4A, X : CMP.b #$07 : BEQ .check_collision_moldorm
BRA .ignore_collision ; don't collide with non-bombs
++ : CMP.b #$03 : BNE ++
LDA.w $0C4A, X : CMP.b #$31 : BEQ .check_collision_moldorm
BRA .ignore_collision ; don't collide with non-byrna
++ : CMP.b #$04 : BNE ++
LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_moldorm
CMP.b #$2C : BEQ .check_collision_moldorm
BRA .ignore_collision ; don't collide with non-somaria
++ : CMP.b #$05 : BNE .ignore_collision
LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_moldorm
CMP.b #$2C : BEQ .check_collision_moldorm
CMP.b #$31 : BEQ .check_collision_moldorm
BRA .ignore_collision ; don't collide with non-canes
.check_collision_moldorm
JSR SetUpMoldormHitbox
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.ignore_collision
CLC
RTL
.trinexx
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE ++
LDA.w $0C4A, X : CMP.b #$07 : BEQ .check_collision_trinexx
BRA .ignore_collision ; don't collide with non-bombs
++ : CMP.b #$03 : BNE ++
LDA.w $0C4A, X : CMP.b #$31 : BEQ .check_collision_trinexx
JMP .ignore_collision ; don't collide with non-byrna
++ : CMP.b #$04 : BNE ++
LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_trinexx
CMP.b #$2C : BEQ .check_collision_trinexx
JMP .ignore_collision ; don't collide with non-somaria
++ : CMP #$05 : BNE .ignore_collision
LDA.w $0C4A, X : CMP.b #$01 : BEQ .check_collision_trinexx
CMP.b #$2C : BEQ .check_collision_trinexx
CMP.b #$31 : BEQ .check_collision_trinexx
JMP .ignore_collision ; don't collide with non-canes
.check_collision_trinexx
JSR SetUpTrinexxHitbox
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
; returns carry clear if there was no overlap
;--------------------------------------------------------------------------------
SetUpTrinexxHitbox:
; rearrange trinexx's hitbox to be her middle instead of her head
LDA $0CAA, Y : PHA
LDA $0E60, Y : PHA
LDA $0D10, Y : PHA
LDA $0D30, Y : PHA
LDA $0D00, Y : PHA
LDA $0D20, Y : PHA
LDA #$80 : STA $0CAA, Y
PHX
LDA $0E80, Y : !SUB.l $9DAF28 : AND.b #$7F : TAX
LDA $7FFC00, X : STA $0D10, Y
LDA $7FFC80, X : STA $0D30, Y
LDA $7FFD00, X : STA $0D00, Y
LDA $7FFD80, X : STA $0D20, Y
TYX
STZ $0E60, X
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX
PLA : STA $0D20, Y
PLA : STA $0D00, Y
PLA : STA $0D30, Y
PLA : STA $0D10, Y
PLA : STA $0E60, Y
PLA : STA $0CAA, Y
RTS
;--------------------------------------------------------------------------------
SetUpMoldormHitbox:
; rearrange moldorm's hitbox to be his tail instead of his head
LDA $0D90, Y : PHA
LDA $0F60, Y : PHA
LDA $0D10, Y : PHA
LDA $0D30, Y : PHA
LDA $0D00, Y : PHA
LDA $0D20, Y : PHA
PHY : PHX
LDA $0E80, Y : !SUB.b #$30 : AND.b #$7F : TAX
LDA $7FFC00, X : STA $0D10, Y
LDA $7FFC80, X : STA $0D30, Y
LDA $7FFD00, X : STA $0D00, Y
LDA $7FFD80, X : STA $0D20, Y
LDA #$01 : STA $09D0, Y
TYX
STZ $0F60, X
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX : PLY
PLA : STA $0D20, Y
PLA : STA $0D00, Y
PLA : STA $0D30, Y
PLA : STA $0D10, Y
PLA : STA $0F60, Y
PLA : STA $0D90, Y
RTS
;--------------------------------------------------------------------------------
; start with X = ancilla index, Y = sprite index
Utility_CheckHelmasaurKingCollision:
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE ++
LDA.w $0C4A, X : CMP.b #$07 : BEQ .collide
BRA .normal ; normal behavior with non-bombs
++ : CMP.b #$03 : BNE ++
LDA.w $0C4A, X : CMP.b #$31 : BEQ .collide
BRA .normal ; normal behavior with non-byrna
++ : CMP.b #$04 : BNE ++
LDA.w $0C4A, X : CMP.b #$01 : BEQ .collide
CMP.b #$2C : BEQ .collide
BRA .normal ; normal behavior with non-somaria
++ : CMP.b #$05 : BNE .normal
LDA.w $0C4A, X : CMP.b #$01 : BEQ .collide
CMP.b #$2C : BEQ .collide
CMP.b #$31 : BEQ .collide
BRA .normal ; normal behavior with non-canes
.collide
CLC
RTL
.normal
LDA.w $0DB0, Y : CMP.b #$03
RTL
; returns carry set if there is collision immunity
;--------------------------------------------------------------------------------
Utility_CheckImpervious:
LDA $0E20, X : CMP.b #$CB : BNE .normal
.trinexx
LDA SpecialWeapons : AND.b #$7F : CMP.b #$06 : BEQ .check_sidenexx
LDA SpecialWeapons : AND.b #$80 : BNE +
BRA .normal
+
LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
.check_sidenexx
LDA.w $0DD1 : ORA.w $0DD2 : BNE .impervious ; at least one sidenexx alive
LDA.w $0D80, X : CMP.b #$02 : BCS .impervious ; at least one sidenexx alive
BRA .not_impervious
.normal
LDA $0E60, X : AND.b #$40 : BNE .impervious
LDA $0CF2 : CMP #$FF : BEQ .impervious ; special "always-impervious" class
LDA $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
LDA $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
JSL Ganon_CheckHammerVulnerability : BCS .not_impervious
LDA SpecialWeapons : AND.b #$80 : BEQ .not_impervious
LDA $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
CMP.b #$40 : BEQ .not_impervious ; aga barrier
BRA .impervious
.not_impervious
LDA #$00 : RTL
.impervious
LDA #$01 : RTL
.sidenexx
LDA $0CAA, X : AND.b #$04 : BEQ .vulnerable
LDA.l SpecialWeapons : AND.b #$80 : BEQ .not_impervious
LDA $0CF2 : CMP #$06 : !BLT .impervious ; swords are ineffective
BRA .not_impervious
.vulnerable
LDA.l SpecialWeapons : AND.b #$80 : BEQ .not_impervious
LDA $0CF2 : CMP #$06 : !BGE .impervious ; non-swords are ineffective
BRA .not_impervious
; returns nonzero A if impervious
;--------------------------------------------------------------------------------
!SPRITE_INITIALIZED_SEGMENTED = "$1DD6D1"
; start with X = sprite index
;--------------------------------------------------------------------------------
AllowBombingMoldorm:
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .no_disable_projectiles
CMP.b #$03 : BEQ .no_disable_projectiles
CMP.b #$04 : BEQ .no_disable_projectiles
CMP.b #$05 : BEQ .no_disable_projectiles
CMP.b #$06 : BEQ .no_disable_projectiles
INC $0BA0, X
.no_disable_projectiles
JSL !SPRITE_INITIALIZED_SEGMENTED
RTL
;--------------------------------------------------------------------------------
AllowBombingBarrier:
; what we wrote over
LDA $0D00, X : !SUB.b #$0C : STA $0D00, X
LDA $0E20, X : CMP #$40 : BNE .disable_projectiles
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .no_disable_projectiles
CMP.b #$03 : BEQ .no_disable_projectiles
CMP.b #$04 : BEQ .no_disable_projectiles
CMP.b #$05 : BEQ .no_disable_projectiles
CMP.b #$06 : BEQ .no_disable_projectiles
.disable_projectiles
INC $0BA0, X
.no_disable_projectiles
RTL
;--------------------------------------------------------------------------------
DrawBombInMenu:
JSL LoadBombCount16 : AND.w #$00FF : BEQ .noBombs
LDA SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BNE .vanillaBombs
LDA.l SpecialWeaponLevel : AND.w #$00FF : BEQ .noBombs : STA $02
LDA.w #$FC81 : STA $04
BRA .done
.vanillaBombs
LDA.w #$0001 : STA $02
LDA.w #$F699 : STA $04
BRA .done
.noBombs
LDA.w #$0000 : STA $02
LDA.w #$F699 : STA $04
.done
RTL
;--------------------------------------------------------------------------------
DrawSwordInMenu:
LDA SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BEQ .specialSword
CMP.w #$0003 : BEQ .specialSword
CMP.w #$0004 : BEQ .specialSword
CMP.w #$0005 : BEQ .specialSword
CMP.w #$0008 : BEQ .specialSword
LDA SwordEquipment : AND.w #$00FF : CMP.w #$00FF : BEQ .noSword
.hasSword
STA $02
LDA.w #$F859 : STA $04
RTL
.noSword
LDA.w #$0000 : STA $02
LDA.w #$F859 : STA $04
RTL
.specialSword
LDA SpecialWeaponLevel : AND.w #$00FF : STA $02
LDA.w #$FC51 : STA $04
RTL
;--------------------------------------------------------------------------------
DrawBombInYBox:
CPX.w #$0004 : BNE .done
LDA SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BNE .vanilla
LDA SpecialWeaponLevel : AND.w #$00FF : CLC : ADC.w #$00BD : BRA .done
.vanilla
LDA.w #$0001
.done
RTL
;--------------------------------------------------------------------------------
BombIcon:
dw $207F, $207F, $3C88, $3C89, $2C88, $2C89, $2488, $2489, $2888, $2889,$2888, $2889
DrawBombOnHud:
PHB
LDA.w #$0149
LDX.w #HUD_TileMap
LDY.w #$C700
MVN $A17E
PLB
LDA.l SpecialWeapons : AND.w #$007F : CMP.w #$0001 : BNE .regularBombs
LDA.l SpecialWeaponLevel : AND.w #$00FF : ASL #2 : TAX
LDA.l BombIcon, X : STA.l $7EC71A
LDA.l BombIcon+2, X : STA.l $7EC71C
.regularBombs
RTL
;--------------------------------------------------------------------------------
BombSpriteColor:
db $04, $08, $04, $02, $0A, $0A
SetBombSpriteColor:
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BNE .normal
PHX
LDA.l SpecialWeaponLevel
TAX
LDA.l BombSpriteColor, X
STA $0B
PLX
RTL
.normal
LDA #$04 : STA $0B
RTL
;--------------------------------------------------------------------------------
StoreSwordDamage:
LDA.l SpecialWeapons : AND.b #$7F : CMP #$02 : BEQ +
LDA.l $06ED39, X : RTL
+
LDA #$05
RTL
;--------------------------------------------------------------------------------
BeeDamageClass:
db $FF
db $06, $00, $07, $08, $0A
db $0B, $0C, $0D, $0E, $0F
db $FF, $03, $FF, $FF, $FF
db $FF, $01, $01, $FF, $FF
;--------------------------------------------------------------------------------
CheckDetonateBomb:
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .detonate_bombs
CMP.b #$06 : BEQ .release_bee
CLC : RTL
.detonate_bombs
LDX.b #09
.check_ancilla
LDA.w $0C4A, X
CMP.b #$07
BNE .next_ancilla
LDA.b #03
STA.w $039F, X
.next_ancilla
DEX
BPL .check_ancilla
JMP .done
.release_bee
LDX.w $0202
LDA.l BeeDamageClass, X : CMP.b #$FF : BEQ .nope
JSL $1EDCC9
BMI .nope
LDX.w $0202
LDA.l BeeDamageClass, X
CMP.b #$06 : BNE .set_bee_class
LDA.l BowEquipment : CMP.b #$03 : !BGE .silver_arrows
LDA.b #$06
BRA .set_bee_class
.silver_arrows
LDA.b #$09
.set_bee_class
STA.w $0ED0, Y
BRA .done
.nope
LDA.b #$3C
STA.w $0CF8
JSL $0DBB67
ORA.w $0CF8
STA.w $012E
.done
SEC
RTL
;--------------------------------------------------------------------------------
SetBeeType:
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BEQ .bee_mode
LDX.w $0202
.check_bee_type
LDA.l EquipmentWRAM-1, X
TAX
LDA.l BottleContents-1, X
CMP.b #$08
BNE .regular_bee
LDA.b #$01
STA.w $0EB0, Y
.regular_bee
LDA.b #$01
STA.w $0ED0, Y
RTL
.bee_mode
LDX.w $0202
CPX.b #$10 : BEQ .check_bee_type
BRA .regular_bee
;--------------------------------------------------------------------------------
ArrghusBoing:
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BNE .done
LDA.w $0F60, X : AND.b #$BF : STA.w $0F60, X
.done
; what we wrote over
LDA.b #$03
STA.w $0D80, X
RTL
;--------------------------------------------------------------------------------
BeeCheckTarget:
CPY.w $0FA0
BEQ .unsuitable_target
LDA.w $0DD0,Y
CMP.b #$09
BCC .unsuitable_target
LDA.w $0F00,Y
BNE .unsuitable_target
; in bee-mode skip targets that the bee can't hurt
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BNE +
JSR BeeCheckDamage
CMP.b #$00 : BEQ .unsuitable_target
+
LDA.w $0E40,Y
BMI .potential_target
LDA.w $0F20,Y
CMP.w $0F20,X
BNE .unsuitable_target
LDA.w $0F60,Y
AND.b #$40
BEQ +
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BNE .unsuitable_target
; in bee mode, allow targetting anti-fairies, bunny beams, and keese
LDA.w $0E20,Y
CMP.b #$15 : BEQ + ; anti-fairy
CMP.b #$6F : BEQ + ; keese
CMP.b #$D1 : BEQ + ; bunny beam
BRA .unsuitable_target
+
LDA.w $0BA0,Y
BEQ .valid_target
BRA .unsuitable_target
.potential_target
LDA.w $0EB0,X
BEQ .unsuitable_target
LDA.w $0CD2,Y
AND.b #$40
BNE .valid_target
.unsuitable_target
CLC : RTL
.valid_target
SEC : RTL
;--------------------------------------------------------------------------------
BeeCheckDamage:
PHX : PHP
REP #$20
LDA.w $0E20,Y : AND.w #$00FF
ASL #4
SEP #$20
ORA.w $0ED0,X
REP #$30
TAX
SEP #$20
JSL LookupDamageLevel
SEP #$10
PLP : PLX
RTS
;--------------------------------------------------------------------------------
CheckBugNet:
LDA.w $037A : AND.b #$10 : BEQ .done ; normal behavior if not bugnet
PHP ; we want to preserve the carry bit
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$08 : BNE .return_10 ; normal behavior if not bugnet mode
.bugnet_mode
LDA.w $0E20, X : CMP.b #$E3 : BEQ .return_10 ; normal behavior if fairy
CMP.b #$79 : BEQ .return_10 ; normal behavior if bee
CMP.b #$B2 : BEQ .return_10 ; normal behavior if bee
PLP : LDA.b #$00 : RTL
.return_10
PLP : LDA.b #$10
.done
RTL
;--------------------------------------------------------------------------------
SetHammerClass:
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$08 : BNE .normal ; normal behavior if not bugnet mode
LDA.w $037A : AND.b #$10 : BEQ .normal ; normal behavior if not bugnet
LDA 4, S : TAX ; get sprite index off of stack
LDA.w $0E20, X : CMP.b #$88 : BNE .not_mothula
LDA.l SpecialWeaponLevel
CMP #$04 : !BGE .fix_mothula
BRA .done
.fix_mothula
LDA #$03
BRA .done
.not_mothula
LDA.l SpecialWeaponLevel
.done
STA.w $0CF2
RTL
.normal
LDA.w $0301
AND.b #$0A
BEQ .not_hammer
LDA.b #$03
STA.w $0CF2
.not_hammer
RTL

View File

@@ -187,7 +187,9 @@ ItemLimitCounts: skip 16 ; Keeps track of limited non-progressive items s
; See: ItemSubstitutionRules in tables.asm
; Right now this is only used for three items but extra space is
; reserved
skip 37 ; Unused
skip 35 ; Unused
SpecialWeaponLevel: skip 1 ; Keeps track of level of weapon in item modes
ItemOnB: skip 1 ; same table as $0202; $01 = arrows .. $14 = mirror
ProgressIndicator: skip 1 ; $00 = Pre-Uncle | $01 = Post-Uncle item | $02 = Zelda Rescued
; $03 = Agahnim 1 defeated
; $04 and above don't do anything. $00-$02 used in standard mode
@@ -321,7 +323,8 @@ DungeonsCompleted: skip 2 ; Bitfield indicating whether a dungeon's prize
; This has the same shape as the dungeon item bitfields.
MapCountDisplay: skip 2 ;
CrystalCounter: skip 2 ; Total Number of crystals collected (integer)
skip 40 ; Unused
BombsPlaced: skip 2 ; Total Number of bombs placed (16-bit integer)
skip 38 ; Unused
ServiceSequence: ; See servicerequest.asm
ServiceSequenceRx: skip 8 ; Service sequence receive
ServiceSequenceTx: skip 8 ; Service sequence transmit
@@ -411,7 +414,9 @@ DisplayRupeesSRAM: skip 21 ;
CurrentArrowsSRAM: skip 21 ;
InventoryTrackingSRAM: skip 2 ;
BowTrackingSRAM: skip 2 ;
skip 53 ;
skip 51 ;
SpecialWeaponLevelSRAM: skip 1 ;
ItemOnBSRAM: skip 1 ;
ProgressIndicatorSRAM: skip 1 ;
skip 19 ;
FileNameVanillaSRAM: skip 8 ; First four characters of file name
@@ -540,6 +545,8 @@ endmacro
;--------------------------------------------------------------------------------
%assertSRAM(InventoryTracking, $7EF38C)
%assertSRAM(BowTracking, $7EF38E)
%assertSRAM(SpecialWeaponLevel, $7EF3C3)
%assertSRAM(ItemOnB, $7EF3C4)
%assertSRAM(ItemLimitCounts, $7EF390)
;--------------------------------------------------------------------------------
%assertSRAM(GameCounter, $7EF3FF)
@@ -671,6 +678,7 @@ endmacro
%assertSRAM(CurrentArrowsSRAM, $700377)
%assertSRAM(InventoryTrackingSRAM, $70038C)
%assertSRAM(BowTrackingSRAM, $70038E)
%assertSRAM(SpecialWeaponLevelSRAM, $7003C3)
%assertSRAM(ProgressIndicatorSRAM, $7003C5)
%assertSRAM(FileNameVanillaSRAM, $7003D9)
%assertSRAM(FileValiditySRAM, $7003E1)

144
stats.asm
View File

@@ -124,51 +124,51 @@ CountChestKeyLong:
RTL
;--------------------------------------------------------------------------------
CountChestKey:
PHA : PHX
LDA.l StatsLocked : BNE .done
CPY.b #$24 : BEQ .this_dungeon
TYA
AND.b #$0F : CMP.b #$02 : BCC .hc_sewers
TAX
LDA.l DungeonCollectedKeys,X : INC : STA.l DungeonCollectedKeys,X
BRA .done
.this_dungeon
LDA.w DungeonID : CMP.b #$03 : BCC .hc_sewers
LSR : TAX
LDA.l DungeonCollectedKeys,X : INC : STA.l DungeonCollectedKeys,X
BRA .done
PHA : PHX
LDA.l StatsLocked : BNE .done
CPY.b #$24 : BEQ .this_dungeon
TYA
AND.b #$0F : CMP.b #$02 : BCC .hc_sewers
TAX
LDA.l DungeonCollectedKeys,X : INC : STA.l DungeonCollectedKeys,X
BRA .done
.this_dungeon
LDA.w DungeonID : CMP.b #$03 : BCC .hc_sewers
LSR : TAX
LDA.l DungeonCollectedKeys,X : INC : STA.l DungeonCollectedKeys,X
BRA .done
.hc_sewers
LDA.l SewerCollectedKeys : INC
STA.l SewerCollectedKeys : STA.l HCCollectedKeys
.hc_sewers
LDA.l SewerCollectedKeys : INC
STA.l SewerCollectedKeys : STA.l HCCollectedKeys
.done
PLX : PLA
.done
PLX : PLA
RTS
;--------------------------------------------------------------------------------
CountBonkItem: ; called from GetBonkItem in bookofmudora.asm
LDA.b RoomIndex
CMP.b #115 : BNE +
LDA.l BonkKey_Desert
BRA ++
+
CMP.b #140 : BNE +
LDA.l BonkKey_GTower : BRA ++
+
LDA.b #$24
++
CMP.b #$24 : BNE +
PHY
TAY
JSR CountChestKey
PLY
+
LDA.b RoomIndex
CMP.b #115 : BNE +
LDA.l BonkKey_Desert
BRA ++
+
CMP.b #140 : BNE +
LDA.l BonkKey_GTower : BRA ++
+
LDA.b #$24
++
CMP.b #$24 : BNE +
PHY
TAY
JSR CountChestKey
PLY
+
RTL
;--------------------------------------------------------------------------------
IncrementAgahnim2Sword:
PHA
JSL.l IncrementBossSword
PLA
PHA
JSL.l IncrementBossSword
PLA
RTL
;--------------------------------------------------------------------------------
IncrementDeathCounter:
@@ -197,6 +197,16 @@ IncrementChestTurnCounter:
PLA
RTL
;--------------------------------------------------------------------------------
IncrementBombsPlacedCounter:
PHA
LDA StatsLocked : BNE +
PHP : REP #$20
LDA BombsPlaced : INC : STA BombsPlaced
PLP
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementChestCounter:
LDA.b #$01 : STA.w ItemReceiptMethod ; thing we wrote over
PHA
@@ -217,22 +227,22 @@ RTL
DecrementItemCounter:
PHA
LDA.l StatsLocked : BNE +
REP #$20
REP #$20
LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter
SEP #$20
SEP #$20
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementBigChestCounter:
JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA
LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX
LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests
TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests
+
PLA
JSL.l Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA
LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX
LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests
TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests
+
PLA
RTL
;--------------------------------------------------------------------------------
IncrementDamageTakenCounter_Eight:
@@ -294,13 +304,13 @@ IncrementMagicUseCounterOne:
;--------------------------------------------------------------------------------
IncrementOWMirror:
PHA
LDA.b #$08 : STA.w RaceGameFlag ; fail race game
LDA.l StatsLocked : BNE +
LDA.l CurrentWorld : BEQ + ; only do this for DW->LW
LDA.l OverworldMirrors : INC : STA.l OverworldMirrors
+
PLA
PHA
LDA.b #$08 : STA.w RaceGameFlag ; fail race game
LDA.l StatsLocked : BNE +
LDA.l CurrentWorld : BEQ + ; only do this for DW->LW
LDA.l OverworldMirrors : INC : STA.l OverworldMirrors
+
PLA
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
IncrementUWMirror:
@@ -316,8 +326,8 @@ IncrementUWMirror:
RTL
;--------------------------------------------------------------------------------
IncrementSpentRupees:
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA.l CurrentRupees
DEC A : BPL .subtractRupees
LDA.w #$0000 : STA.l CurrentRupees
RTL
.subtractRupees
PHA : PHP
@@ -333,28 +343,28 @@ IndoorTileTransitionCounter:
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
IndoorSubtileTransitionCounter:
LDA.b #$01 : STA.l RedrawFlag ; set redraw flag for items
STZ.w SomariaSwitchFlag ; stuff we wrote over
STZ.w SpriteRoomTag
LDA.b #$01 : STA.l RedrawFlag ; set redraw flag for items
STZ.w SomariaSwitchFlag ; stuff we wrote over
STZ.w SpriteRoomTag
JMP StatTransitionCounter
;--------------------------------------------------------------------------------
StatsFinalPrep:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA.l StatsLocked : BNE .ramPostOnly
INC : STA.l StatsLocked
JSL.l IncrementFinalSword
LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
LDA.l ScreenTransitions : DEC : STA.l ScreenTransitions ; remove extra transition from exiting gtower via duck
.ramPostOnly
LDA.l SwordBossKills : LSR #4 : !ADD SwordBossKills : STA.l BossKills
LDA.l SwordBossKills+1 : LSR #4 : !ADD SwordBossKills+1 : !ADD BossKills : AND.b #$0F : STA.l BossKills
LDA.l NMIFrames : !SUB LoopFrames : STA.l LagTime
LDA.l NMIFrames+1 : SBC LoopFrames+1 : STA.l LagTime+1
LDA.l NMIFrames+2 : SBC LoopFrames+2 : STA.l LagTime+2
@@ -363,14 +373,14 @@ StatsFinalPrep:
LDA.l RupeesSpent : !ADD DisplayRupees : STA.l RupeesCollected
LDA.l RupeesSpent+1 : ADC DisplayRupees+1 : STA.l RupeesCollected+1
REP #$20
REP #$20
LDA.l TotalItemCounter : !SUB ChestsOpened : STA.l NonChestCounter
.done
PLP : PLX : PLA
LDA.b #$19 : STA.b GameMode ; thing we wrote over, load triforce room
STZ.b GameSubMode
STZ.b SubSubModule
STZ.b GameSubMode
STZ.b SubSubModule
RTL
;--------------------------------------------------------------------------------
; Notes:

View File

@@ -3,15 +3,59 @@
;===================================================================================================
table "data/creditscharmapbighi.txt"
YourSpriteCreditsHi:
db 2
db 55
db " " ; $238002
db 2, 55, " " ; $238002
table "data/creditscharmapbiglo.txt"
YourSpriteCreditsLo:
db 2
db 55
db " " ; $238020
db 2, 55, " " ; $238020
table "data/creditscharmapbighi.txt"
FirstSwordStatsHi:
db 2, 55, "FIRST SWORD " ; $23803E
table "data/creditscharmapbiglo.txt"
FirstSwordStatsLo:
db 2, 55, "FIRST SWORD " ; $23805C
table "data/creditscharmapbighi.txt"
SwordlessKillsHi:
db 2, 55, "SWORDLESS /13" ; $23807A
table "data/creditscharmapbiglo.txt"
SwordlessKillsLo:
db 2, 55, "SWORDLESS /13" ; $238098
table "data/creditscharmapbighi.txt"
FighterSwordKillsHi:
db 2, 55, "FIGHTER'S SWORD /13" ; $2380B6
table "data/creditscharmapbiglo.txt"
FighterSwordKillsLo:
db 2, 55, "FIGHTER'S SWORD /13" ; $2380D4
table "data/creditscharmapbighi.txt"
MasterSwordKillsHi:
db 2, 55, "MASTER SWORD /13" ; $2380F2
table "data/creditscharmapbiglo.txt"
MasterSwordKillsLo:
db 2, 55, "MASTER SWORD /13" ; $238110
table "data/creditscharmapbighi.txt"
TemperedSwordKillsHi:
db 2, 55, "TEMPERED SWORD /13" ; $23812E
table "data/creditscharmapbiglo.txt"
TemperedSwordKillsLo:
db 2, 55, "TEMPERED SWORD /13" ; $23814C
table "data/creditscharmapbighi.txt"
GoldSwordKillsHi:
db 2, 55, "GOLD SWORD /13" ; $23816A
table "data/creditscharmapbiglo.txt"
GoldSwordKillsLo:
db 2, 55, "GOLD SWORD /13" ; $238188
;===================================================================================================
@@ -596,7 +640,8 @@ endif
%blankline()
%blankline()
%bigcreditsleft("FIRST SWORD")
%addarbline(FirstSwordStatsHi)
%addarbline(FirstSwordStatsLo)
%blankline()
@@ -619,23 +664,28 @@ endif
%blankline()
%blankline()
%bigcreditsleft("SWORDLESS /13")
%addarbline(SwordlessKillsHi)
%addarbline(SwordlessKillsLo)
%blankline()
%bigcreditsleft("FIGHTER'S SWORD /13")
%addarbline(FighterSwordKillsHi)
%addarbline(FighterSwordKillsLo)
%blankline()
%bigcreditsleft("MASTER SWORD /13")
%addarbline(MasterSwordKillsHi)
%addarbline(MasterSwordKillsLo)
%blankline()
%bigcreditsleft("TEMPERED SWORD /13")
%addarbline(TemperedSwordKillsHi)
%addarbline(TemperedSwordKillsLo)
%blankline()
%bigcreditsleft("GOLD SWORD /13")
%addarbline(GoldSwordKillsHi)
%addarbline(GoldSwordKillsLo)
%blankline()
%blankline()
@@ -657,6 +707,10 @@ endif
%blankline()
%bigcreditsleft("BOMBS PLACED")
%blankline()
%bigcreditsleft("SAVE AND QUITS")
%blankline()
@@ -676,11 +730,6 @@ endif
%bigcreditsleft("TOTAL LAG TIME")
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
@@ -709,5 +758,3 @@ endif
%emptyline()
%emptyline()
%emptyline()
;---------------------------------------------------------------------------------------------------

View File

@@ -22,16 +22,18 @@
!MAGICUSED_Y = 349
!BONKS_X = 26
!BONKS_Y = 352
!BOMBS_X = 26
!BOMBS_Y = 355
!SAVE_AND_QUITS_X = 26
!SAVE_AND_QUITS_Y = 355
!SAVE_AND_QUITS_Y = 358
!DEATHS_X = 26
!DEATHS_Y = 358
!DEATHS_Y = 361
!FAERIE_REVIVALS_X = 26
!FAERIE_REVIVALS_Y = 361
!FAERIE_REVIVALS_Y = 364
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364
!TOTAL_MENU_TIME_Y = 367
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 367
!TOTAL_LAG_TIME_Y = 370
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
@@ -59,6 +61,7 @@ CreditsStats:
%AddStat(DamageCounter, 0, 0, 16, 5, !DAMAGETAKEN_X, !DAMAGETAKEN_Y)
%AddStat(MagicCounter, 0, 0, 16, 5, !MAGICUSED_X, !MAGICUSED_Y)
%AddStat(BonkCounter, 0, 0, 08, 3, !BONKS_X, !BONKS_Y)
%AddStat(BombsPlaced, 0, 0, 16, 4, !BOMBS_X, !BOMBS_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(FaerieRevivalCounter, 0, 0, 08, 3, !FAERIE_REVIVALS_X, !FAERIE_REVIVALS_Y)

View File

@@ -12,24 +12,33 @@ LoadSwordForDamage:
JSR.w LoadModifiedSwordLevel ; load normal sword value
RTL
;================================================================================
macro LookupDamageSubclass(table_address)
PHP
REP #$20 ; set 16-bit accumulator
TXA : LSR : TAX : BCS +
PLP
LDA.l <table_address>, X
LSR #4
BRA ++
+
PLP
LDA.l <table_address>, X
AND.b #$0F
++
endmacro
;================================================================================
LookupDamageLevel:
CPX.w #$0918 : BNE +
LDA.l StalfosBombDamage
RTL
+
PHP
REP #$20 ; set 16-bit accumulator
TXA : LSR : TAX : BCS .lower
.upper
PLP
LDA.l Damage_Table, X
LSR #4
RTL
.lower
PLP
LDA.l Damage_Table, X
AND.b #$0F
RTL
LDA SpecialWeapons : AND.b #$7F : CMP.b #$02 : BEQ .pseudo_table
LDA SpecialWeapons : AND.b #$80 : BNE .bomb_table
%LookupDamageSubclass(Damage_Table) : RTL
.bomb_table
%LookupDamageSubclass(Damage_Table_Bombs) : RTL
.pseudo_table
%LookupDamageSubclass(Damage_Table_Pseudo) : RTL
;================================================================================
LoadModifiedSwordLevel: ; returns short
LDA.l SwordModifier : BEQ +
@@ -63,29 +72,39 @@ LoadModifiedMagicLevel:
LDA.l MagicConsumption ; load normal magic value
RTL
;================================================================================
; $7E0348 - Ice Value
LoadModifiedIceFloorValue_a11:
LDA.b RoomIndex : CMP.b #$91 : BEQ + : CMP.b #$92 : BEQ + : CMP.b #$93 : BEQ + ; mire basement currently broken - not sure why
LDA.b LinkState : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA.b LinkSpeed : CMP.b #$02 : BEQ +
LDA.b LinkSlipping : BNE +
LDA.w TileActIce : ORA.l IceModifier : AND.b #$11 : RTL
+ : LDA.w TileActIce : AND.b #$11
RTL
LoadModifiedIceFloorValue_a01:
; ChallengeModes - Permanent Ice Modifier ($01 bit)
LoadModifiedIceFloorValue:
LDA.b RoomIndex : CMP.b #$91 : BEQ + : CMP.b #$92 : BEQ + : CMP.b #$93 : BEQ + ; mire basement currently broken - not sure why
LDA.b LinkState : CMP.b #$01 : BEQ + : CMP.b #$17 : BEQ + : CMP.b #$1C : BEQ +
LDA.b LinkSpeed : CMP.b #$02 : BEQ +
LDA.b LinkSlipping : BNE +
LDA.w TileActIce : ORA.l IceModifier : AND.b #$01 : RTL
+ : LDA.w TileActIce : AND.b #$01
RTL
LDA.l ChallengeModes : BIT #$01 : BEQ ++
LDA.l RoomIndex : CMP #$16 : BEQ ++ ; swamp supertile with current -- fine for temporary physics but impossible without boots for permanent
LDA.w TileActIce : ORA.l IceModifier : ORA.b #$10 : RTS
++ : LDA.w TileActIce : ORA.l IceModifier : RTS
+ : LDA.w TileActIce
RTS
LoadModifiedIceFloorValue_a11:
JSR LoadModifiedIceFloorValue : AND.b #$11 : RTL
LoadModifiedIceFloorValue_a01:
JSR LoadModifiedIceFloorValue : AND.b #$01 : RTL
;================================================================================
CheckTabletSword:
LDA.l AllowHammerTablets : BEQ +
LDA.l HammerEquipment : BEQ + ; check for hammer
LDA.b #$02 : RTL
LDA.l HammerEquipment : BNE .allow ; check for hammer
+
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$01 : BEQ .check_special
CMP.b #$03 : BEQ .check_special
CMP.b #$04 : BEQ .check_special
CMP.b #$05 : BEQ .check_special
CMP.b #$06 : BEQ .allow
CMP.b #$08 : BEQ .check_special
BRA .normal
.allow
LDA.b #$02 : RTL
.check_special
LDA.l SpecialWeaponLevel : CMP.b #$02 : !BGE .allow ; check for master bombs
.normal
LDA.l SwordEquipment ; get actual sword value
RTL
;================================================================================
@@ -93,15 +112,27 @@ GetSwordLevelForEvilBarrier:
LDA.l AllowHammerEvilBarrierWithFighterSword : BEQ +
LDA.b #$FF : RTL
+
LDA.l SwordEquipment
RTL
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$08 : BEQ +
LDA.l SwordEquipment : RTL
+
LDA.l SpecialWeaponLevel : RTL
;================================================================================
CheckGanonHammerDamage:
LDA.l HammerableGanon : BEQ +
LDA.w SpriteTypeTable, X : CMP.b #$D8 ; original behavior except ganon
RTL
+
LDA.l GanonVulnerabilityItem : CMP.b #$0C : BEQ +
LDA.w SpriteTypeTable, X : CMP.b #$D6 ; original behavior
RTL
+
LDA $0E20, X : CMP.b #$D8 : BCC +
RTL
+
CMP.b #$D6 : BNE +
RTL
+
CLC
RTL
;================================================================================
GetSmithSword:
@@ -127,7 +158,7 @@ GetSmithSword:
REP #$20 : LDA.l CurrentRupees : !SUB.w #$000A : STA.l CurrentRupees : SEP #$20 ; Take 10 rupees
JSL ItemSet_SmithSword
.done
JML.l Smithy_AlreadyGotSword
;================================================================================

View File

@@ -92,7 +92,44 @@ SmithSword:
db $02 ; #$02 = Tempered Sword (default)
;--------------------------------------------------------------------------------
; 0x18002B- 0x180030 (Unused)
; 0x18002B (Unused)
;--------------------------------------------------------------------------------
org $B0802C ; PC 0x18002C
AllowedItemOnB:
db #$00
; $00 = None (default)
; $01 - $20 = Only selected item
; $FF = Any valid
;--------------------------------------------------------------------------------
org $B0802D ; PC 0x18002D
ChallengeModes:
; ---- ---i
; i: Permanent Ice Physics
db #$00 ; #$00 = Default behavior;
;--------------------------------------------------------------------------------
org $B0802E ; PC 0x18002E
GanonVulnerabilityItem:
db #$00 ; #$00 = Default behavior (silver arrows)
;--------------------------------------------------------------------------------
org $B0802F ; PC 0x18002F
SpecialWeapons:
db #$00
; s - - - m m m m (bitfield)
; s - only swords damage can hurt enemies
; m - special weapon mode
; $00 = Off (default)
; $01 = Bomb mode
; $02 = Pseudosword
; $03 = Byrna mode
; $04 = Somaria mode
; $05 = Canes mode
; $06 = Bee mode
; $07 = Unused
; $08 = Bugnet mode
;--------------------------------------------------------------------------------
org $B08030 ; PC 0x180030
EnableSRAMTrace:
db #$00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------
org $B08031 ; PC 0x180031
EnableEasterEggs:
@@ -212,7 +249,7 @@ db $01 ; #$00 = Off - #$01 = On (default)
;--------------------------------------------------------------------------------
org $B08050 ; PC 0x180050 - 0x18005C
CrystalPendantFlags_2:
db $02 ; Ganons Tower - because 5D is not available right now - sewers doesn't get one
db $02 ; Ganons Tower - because 5D is not available right now - sewers doesn't get one
db $00 ; Hyrule Castle
db $00 ; Eastern Palace
db $00 ; Desert Palace
@@ -220,7 +257,7 @@ CrystalPendantFlags_2:
db $40 ; Swamp Palace
db $40 ; Palace of Darkness
db $40 ; Misery Mire
db $40 ; Skull Woods
db $40 ; Skull Woods
db $40 ; Ice Palace
.hera
db $00 ; Tower of Hera
@@ -350,7 +387,9 @@ org $B0808E ; PC 0x18008E
FakeBoots:
db $00 ; #$00 = Off (default) - #$01 = On
;--------------------------------------------------------------------------------
; 0x18008F (unused)
org $30808F ; PC 0x18008F
SeededRNG:
db $01 ; #$00 = Off - #$01 = Seeded RNG (default for rando)
;--------------------------------------------------------------------------------
org $B08090 ; PC 0x180090 - 0x180097
ProgressiveSwordLimit:
@@ -610,7 +649,7 @@ dw $6434 ; #6434 - Crystal
;--------------------------------------------------------------------------------
org $82A09B ; PC 0x1209B - Bank02.asm:5802 - (pool MilestoneItem_Flags:)
CrystalPendantFlags:
db $00 ; Sewers
db $00 ; Sewers
db $00 ; Hyrule Castle
db $04 ; Eastern Palace
db $02 ; Desert Palace
@@ -618,7 +657,7 @@ CrystalPendantFlags:
db $10 ; Swamp Palace
db $02 ; Palace of Darkness
db $01 ; Misery Mire
db $40 ; Skull Woods
db $40 ; Skull Woods
db $04 ; Ice Palace
.hera
db $01 ; Tower of Hera
@@ -1419,6 +1458,16 @@ db $04
;AD - Small Key of Ganon's Tower
;AE - Reserved
;AF - Generic Small Key
;B0 - reserved for bee traps
;B1 - reserved for bonk shuffle
;B2 - reserved for bonk shuffle
;B3 - reserved for bonk shuffle
;B4 - reserved for bonk shuffle
;B5 - reserved for bonk shuffle
;B6 - Progressive Bomb
;B7 - Progressive Cane
;B8 - Progressive Bug Net
;================================================================================
;;Residual Portal
;org $8283E0 ; PC 0x103E0 (Bank02.asm:816) (BNE)

View File

@@ -110,22 +110,23 @@ dw #$003C, #$0000
dw #$FFFF, #$7FFF
;--------------------------------------------------------------------------------
DrawChallengeTimer:
JSR.w CheckOHKO : BCC ++
AND.w #$00FF : BEQ +
LDA.w #$2807 : STA.l HUDTileMapBuffer+$90
LDA.w #$280A : STA.l HUDTileMapBuffer+$92
LDA.w #$280B : STA.l HUDTileMapBuffer+$94
LDA.w #$280C : STA.l HUDTileMapBuffer+$96
RTL
+
LDA.w #$247F : STA.l HUDTileMapBuffer+$90
STA.l HUDTileMapBuffer+$92
STA.l HUDTileMapBuffer+$94
STA.l HUDTileMapBuffer+$96
++
LDA.l TimerStyle : BNE + : RTL : + ; Hud Timer
LDA.w #$2807 : STA.l HUDTileMapBuffer+$92
LDA.l ClockStatus : AND.w #$0002 : BEQ + ; DNF / OKHO
JSR.w CheckOHKO : BCC ++
AND.w #$00FF : BEQ +
LDA.w #$2807 : STA.l HUDTileMapBuffer+$90
LDA.w #$280A : STA.l HUDTileMapBuffer+$92
LDA.w #$280B : STA.l HUDTileMapBuffer+$94
LDA.w #$280C : STA.l HUDTileMapBuffer+$96
RTL
+
LDA.w #$247F : STA.l HUDTileMapBuffer+$90
STA.l HUDTileMapBuffer+$92
STA.l HUDTileMapBuffer+$94
STA.l HUDTileMapBuffer+$96
++
LDA.l TimerStyle : BNE + : RTL : + ; Hud Timer
LDA.w #$2807 : STA.l HUDTileMapBuffer+$92
LDA.l ClockStatus : AND.w #$0002 : BEQ + ; DNF / OKHO
LDA.l TimeoutBehavior : AND.w #$00FF : BNE ++ ; DNF
LDA.w #$2808 : STA.l HUDTileMapBuffer+$94
@@ -147,13 +148,13 @@ DrawChallengeTimer:
LDA.l TimerRestart : BNE +++ : RTL : +++
BRA ++
+ ; Show Timer
LDA.l ClockStatus : AND.w #$0001 : !ADD.w #$2804 : STA.l HUDTileMapBuffer+$94
LDA.l ClockStatus : AND.w #$0001 : !ADD.w #$2804 : STA.l HUDTileMapBuffer+$94
LDA.w ClockHours+2 : STA.l HUDTileMapBuffer+$96
LDA.w ClockHours : STA.l HUDTileMapBuffer+$98
LDA.w #$2806 : STA.l HUDTileMapBuffer+$9A
LDA.w #$2806 : STA.l HUDTileMapBuffer+$9A
LDA.w ClockMinutes+2 : STA.l HUDTileMapBuffer+$9C
LDA.w ClockMinutes : STA.l HUDTileMapBuffer+$9E
LDA.w #$2806 : STA.l HUDTileMapBuffer+$A0
LDA.w #$2806 : STA.l HUDTileMapBuffer+$A0
LDA.w ClockSeconds+2 : STA.l HUDTileMapBuffer+$A2
LDA.w ClockSeconds : STA.l HUDTileMapBuffer+$A4
++
@@ -172,15 +173,15 @@ OHKOTimer:
RTL
;--------------------------------------------------------------------------------
CheckOHKO:
SEP #$20
LDA.l OHKOFlag : CMP.l OHKOCached : BNE .change
REP #$20
CLC
RTS
.change
STA.l OHKOCached
SEP #$20
LDA.l OHKOFlag : CMP.l OHKOCached : BNE .change
REP #$20
CLC
RTS
.change
STA.l OHKOCached
INC.w UpdateHUDFlag
REP #$20
SEC
REP #$20
SEC
RTS
;--------------------------------------------------------------------------------

View File

@@ -8,15 +8,15 @@
GetSpriteID:
JSL.l AttemptItemSubstitution
JSR.w ResolveLootID
CMP.b #$6D : BEQ .server_F0 ; Server Request F0
CMP.b #$6E : BEQ .server_F1 ; Server Request F1
CMP.b #$6F : BEQ .server_F2 ; Server Request F2
CMP.b #$6D : BEQ .server_F0 ; Server Request F0
CMP.b #$6E : BEQ .server_F1 ; Server Request F1
CMP.b #$6F : BEQ .server_F2 ; Server Request F2
BRA .normal
.server_F0
JSL.l ItemVisualServiceRequest_F0
BRA .normal
.server_F1
JSL.l ItemVisualServiceRequest_F1
.server_F0
JSL.l ItemVisualServiceRequest_F0
BRA .normal
.server_F1
JSL.l ItemVisualServiceRequest_F1
BRA .normal
.server_F2
JSL.l ItemVisualServiceRequest_F2
@@ -32,18 +32,17 @@ RTL
; out: A - Palette
;--------------------------------------------------------------------------------
GetSpritePalette:
JSL.l AttemptItemSubstitution
JSR.w ResolveLootID
.resolved
TAX
LDA.l SpriteProperties_standing_palette, X : BIT #$80 : BNE .load_palette
ASL
JSL.l AttemptItemSubstitution
JSR.w ResolveLootID
.resolved
TAX
LDA.l SpriteProperties_standing_palette, X : BIT #$80 : BNE .load_palette
ASL
RTL
.load_palette
JSL.l LoadItemPalette
ASL
.load_palette
JSL.l LoadItemPalette
ASL
RTL
;--------------------------------------------------------------------------------
; PrepDynamicTile
; in: SpriteID,X - Loot ID
@@ -51,15 +50,15 @@ RTL
PrepDynamicTile:
PHX : PHY : PHB
JSR.w ResolveLootID
-
-
JSR.w LoadDynamicTileOAMTable
JSL TransferItemReceiptToBuffer_using_ReceiptID
SEP #$30
SEP #$30
PLB : PLY : PLX
RTL
.loot_resolved
.loot_resolved
PHX : PHY : PHB
BRA -
BRA -
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
@@ -68,34 +67,34 @@ RTL
; out: A - Loot ID
;-------------------------------------------------------------------------------- 20/847B
LoadDynamicTileOAMTable:
PHP
REP #$20
LDA.w #$0000 : STA.l SpriteOAM : STA.l SpriteOAM+2
LDA.w #$0200 : STA.l SpriteOAM+6
SEP #$20
LDA.b #$24 : STA.l SpriteOAM+4
PHP
REP #$20
LDA.w #$0000 : STA.l SpriteOAM : STA.l SpriteOAM+2
LDA.w #$0200 : STA.l SpriteOAM+6
SEP #$20
LDA.b #$24 : STA.l SpriteOAM+4
LDA.w SpriteID,X
JSL.l GetSpritePalette_resolved
STA.l SpriteOAM+5 : STA.l SpriteOAM+13
PHX
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
BRA .done
LDA.w SpriteID,X
JSL.l GetSpritePalette_resolved
STA.l SpriteOAM+5 : STA.l SpriteOAM+13
PHX
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
BRA .done
.narrow
REP #$20
LDA.w #$0400 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
LDA.w #$0000 : STA.l SpriteOAM+14
LDA.w #$0800 : STA.l SpriteOAM+9
LDA.w #$3400 : STA.l SpriteOAM+11
.narrow
REP #$20
LDA.w #$0400 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
LDA.w #$0000 : STA.l SpriteOAM+14
LDA.w #$0800 : STA.l SpriteOAM+9
LDA.w #$3400 : STA.l SpriteOAM+11
SEP #$20
LDA.b #$04 : STA.l SpriteOAM
SEP #$20
LDA.b #$04 : STA.l SpriteOAM
.done
TXA
PLX
PLP
.done
TXA
PLX
PLP
RTS
;--------------------------------------------------------------------------------
; DrawDynamicTile
@@ -105,66 +104,66 @@ RTS
; This wastes two OAM slots if you don't want a shadow - fix later - I wrote "fix later" over a year ago and it's still not fixed (Aug 6, 2017) - lol (May 25th, 2019)
;-------------------------------------------------------------------------------- 2084B8
DrawDynamicTile:
PHX
TAX
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
PHX
TAX
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
.full
PLX
LDA.b #$01 : STA.b Scrap06
LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
LDA.b #$02 : PHA
BRA .draw
.full
PLX
LDA.b #$01 : STA.b Scrap06
LDA.b #$0C : JSL.l OAM_AllocateFromRegionC
LDA.b #$02 : PHA
BRA .draw
.narrow
PLX
LDA.b #$02 : STA.b Scrap06
LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
LDA.b #$03 : PHA
.narrow
PLX
LDA.b #$02 : STA.b Scrap06
LDA.b #$10 : JSL.l OAM_AllocateFromRegionC
LDA.b #$03 : PHA
.draw
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.b #$00 : STA.l SpriteSkipEOR
PLB
.draw
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.b #$00 : STA.l SpriteSkipEOR
PLB
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr ; leave the pointer in the right spot to draw the shadow, if desired
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
PLA
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr ; leave the pointer in the right spot to draw the shadow, if desired
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
PLA
RTL
;--------------------------------------------------------------------------------
DrawDynamicTileNoShadow:
PHX
TAX
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
PHX
TAX
LDA.l SpriteProperties_standing_width,X : BEQ .narrow
.full
PLX
LDA.b #$01 : STA.b Scrap06
LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
BRA .draw
.full
PLX
LDA.b #$01 : STA.b Scrap06
LDA.b #$04 : JSL.l OAM_AllocateFromRegionC
BRA .draw
.narrow
PLX
LDA.b #$02 : STA.b Scrap06
LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
.narrow
PLX
LDA.b #$02 : STA.b Scrap06
LDA.b #$08 : JSL.l OAM_AllocateFromRegionC
.draw
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
PLB
.draw
LDA.b #SpriteOAM>>0 : STA.b Scrap08
LDA.b #SpriteOAM>>8 : STA.b Scrap09
STZ.b Scrap07
LDA.b #$7E : PHB : PHA : PLB
LDA.b #$01 : STA.l SpriteSkipEOR
JSL Sprite_DrawMultiple_quantity_preset
LDA.l Bob : BNE + : LDA.b #$00 : STA.l SpriteSkipEOR : + ; Bob fix is conditional
PLB
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
LDA.b OAMPtr : !ADD.b #$08 : STA.b OAMPtr
LDA.b OAMPtr+2 : INC #2 : STA.b OAMPtr+2
RTL
;--------------------------------------------------------------------------------
@@ -173,12 +172,12 @@ LoadModifiedTileBufferAddress:
PHA
LDA.l TileUploadOffsetOverride : BEQ +
TAX
LDY.w #$0002
LDY.w #$0002
LDA.w #$0000 : STA.l TileUploadOffsetOverride
BRA .done
+
LDX.w #$2D40
LDY.w #$0002
LDX.w #$2D40
LDY.w #$0002
.done
PLA
RTL
@@ -190,30 +189,30 @@ RTL
; out: Carry - 1 = On Screen, 0 = Off Screen
;--------------------------------------------------------------------------------
Sprite_IsOnscreen:
JSR .check_sprite
BCS +
REP #$20
LDA.b BG2H : PHA : !SUB.w #$0F : STA.b BG2H
LDA.b BG2V : PHA : !SUB.w #$0F : STA.b BG2V
SEP #$20
JSR .check_sprite
REP #$20
PLA : STA.b BG2V
PLA : STA.b BG2H
SEP #$20
+
JSR .check_sprite
BCS +
REP #$20
LDA.b BG2H : PHA : !SUB.w #$0F : STA.b BG2H
LDA.b BG2V : PHA : !SUB.w #$0F : STA.b BG2V
SEP #$20
JSR .check_sprite
REP #$20
PLA : STA.b BG2V
PLA : STA.b BG2H
SEP #$20
+
RTL
.check_sprite
LDA.w SpritePosXLow, X : CMP.b BG2H
LDA.w SpritePosXHigh, X : SBC.b BG2H+1 : BNE .offscreen
LDA.w SpritePosXLow, X : CMP.b BG2H
LDA.w SpritePosXHigh, X : SBC.b BG2H+1 : BNE .offscreen
LDA.w SpritePosYLow, X : CMP.b BG2V
LDA.w SpritePosYHigh, X : SBC.b BG2V+1 : BNE .offscreen
SEC
LDA.w SpritePosYLow, X : CMP.b BG2V
LDA.w SpritePosYHigh, X : SBC.b BG2V+1 : BNE .offscreen
SEC
RTS
.offscreen
CLC
.offscreen
CLC
RTS
;--------------------------------------------------------------------------------
@@ -279,27 +278,27 @@ RTL
; in: Y(w) - Address of Data to Copy
;--------------------------------------------------------------------------------
WriteVRAMBlock:
PHX
LDX.w GFXStripes ; get pointer
AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA.w GFXStripes+2, X : INX #2 ; set length
PHX
LDX.w GFXStripes ; get pointer
AND.w #$7F : STA.w GFXStripes+2, X : INX #2 ; set destination
PLA : ASL : AND.w #$3FFF : STA.w GFXStripes+2, X : INX #2 ; set length
PHX
TYX ; set X to source
PHA
TXA : !ADD #$1002 : TAY ; set Y to dest
PLA
;A is already the value we need for mvn
MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
PHX
TYX ; set X to source
PHA
TXA : !ADD #$1002 : TAY ; set Y to dest
PLA
;A is already the value we need for mvn
MVN $7F7E ; currently we transfer from our buffers in 7F to the vram buffer in 7E
!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
!ADD 1, s ; add the length in A to the stack pointer on the top of the stack
PLX : TAX ; pull and promptly ignore, copying the value we just got over it
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w GFXStripes+$02, X
STX.w GFXStripes
LDA.b #01 : STA.w NMISTRIPES
REP #$20 ; set 16-bit accumulator
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA.w GFXStripes+$02, X
STX.w GFXStripes
LDA.b #01 : STA.w NMISTRIPES
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
;Byte 1 byte 2 Byte 3 byte 4
@@ -319,109 +318,126 @@ RTL
;================================================================================
DynamicDrawCleanup:
PHA
REP #$20
LDA.w #$F000
STA.w OAMBuffer
STA.w OAMBuffer+$04
STA.w OAMBuffer+$08
STA.w OAMBuffer+$0C
STZ.w OAMBuffer+$02
STZ.w OAMBuffer+$06
STZ.w OAMBuffer+$0A
STZ.w OAMBuffer+$0E
SEP #$20
PLA
PHA
REP #$20
LDA.w #$F000
STA.w OAMBuffer
STA.w OAMBuffer+$04
STA.w OAMBuffer+$08
STA.w OAMBuffer+$0C
STZ.w OAMBuffer+$02
STZ.w OAMBuffer+$06
STZ.w OAMBuffer+$0A
STZ.w OAMBuffer+$0E
SEP #$20
PLA
RTL
;------------------------------------------------------------------------------
CheckReceivedItemPropertiesBeforeLoad:
PHX
LDX.w CurrentSpriteSlot
LDA.w AncillaID,X : CMP.b #$29 : BEQ .falling_sprite
PLX
LDA.b RoomIndex : BEQ .normalCode
LDA.l RoomFade : BNE .load_palette
.normalCode
LDA.l SpriteProperties_chest_palette,X : BIT #$80 : BNE .load_palette
RTL
.load_palette
JSL.l LoadItemPalette
RTL
.falling_sprite
PLX
LDA.l SpriteProperties_standing_palette,X : BIT #$80 : BNE .load_palette
PHX
LDX.w CurrentSpriteSlot
LDA.w AncillaID,X : CMP.b #$29 : BEQ .falling_sprite
PLX
LDA.b RoomIndex : BEQ .normalCode
LDA.l RoomFade : BNE .load_palette
.normalCode
LDA.l SpriteProperties_chest_palette,X : BIT #$80 : BNE .load_palette
RTL
.load_palette
JSL.l LoadItemPalette
RTL
.falling_sprite
PLX
LDA.l SpriteProperties_standing_palette,X : BIT #$80 : BNE .load_palette
RTL
;------------------------------------------------------------------------------
LoadItemPalette:
; In: X - Loot ID
; Out: A - Sprite palette index
PHX : PHY : PHB
LDA.b #PalettesVanillaBank>>16 : STA.b Scrap0C
PEA $7E00
PLB : PLB
REP #$30
TXA : ASL : TAX
LDA.l SpriteProperties_palette_addr,X : STA.b Scrap0A
LDY.w #$000E
PHX : PHY : PHB
LDA.b #PalettesVanillaBank>>16 : STA.b Scrap0C
PEA $7E00
PLB : PLB
REP #$30
CPX.w #$00C0 : BNE .not_prog_bombs
LDA.l SpecialWeaponLevel : AND.w #$00FF : BNE +
LDA.w #PalettesVanilla_blue_ice+$0E : BRA .continue ; none
+ DEC : BNE +
LDA.w #PalettesVanilla_green_blue_guard+$0E : BRA .continue ; fighter
+ DEC : BNE +
LDA.w #PalettesVanilla_blue_ice+$0E : BRA .continue ; master
+ DEC : BNE +
LDA.w #PalettesVanilla_red_melon+$0E : BRA .continue ; tempered
+ LDA.w #PalettesCustom_golden_bombs : BRA .continue ; gold
.not_prog_bombs
TXA : ASL : TAX
LDA.l SpriteProperties_palette_addr, X
.continue
STA.b Scrap0A
LDY.w #$000E
JSR.w AuxPaletteCheck : BCS .aux
LDA.w TransparencyFlag : BNE .SP05
-
LDA.b [Scrap0A], Y
STA.w PaletteBuffer+$0170,Y
DEY #2
BPL -
LDA.w #$0003
BRA .done
.SP05
-
LDA.b [Scrap0A], Y
STA.w PaletteBuffer+$01B0,Y
DEY #2
BPL -
LDA.w #$0005
.done
SEP #$30
PLB : PLY : PLX
INC.b NMICGRAM
LDA.w TransparencyFlag : BNE .SP05
-
LDA.b [Scrap0A], Y
STA.w PaletteBuffer+$0170,Y
DEY #2
BPL -
LDA.w #$0003
BRA .done
.SP05
-
LDA.b [Scrap0A], Y
STA.w PaletteBuffer+$01B0,Y
DEY #2
BPL -
LDA.w #$0005
.done
SEP #$30
PLB : PLY : PLX
INC.b NMICGRAM
RTL
.aux
LDA.w TransparencyFlag : BNE .SP05_aux
-
LDA.b [Scrap0A], Y
STA.w PaletteBufferAux+$0170,Y
DEY #2
BPL -
LDA.w #$0003
BRA .done
.SP05_aux
-
LDA.b [Scrap0A], Y
STA.w PaletteBufferAux+$01B0,Y
DEY #2
BPL -
LDA.w #$0005
BRA .done
.aux
LDA.w TransparencyFlag : BNE .SP05_aux
-
LDA.b [Scrap0A], Y
STA.w PaletteBufferAux+$0170,Y
DEY #2
BPL -
LDA.w #$0003
BRA .done
.SP05_aux
-
LDA.b [Scrap0A], Y
STA.w PaletteBufferAux+$01B0,Y
DEY #2
BPL -
LDA.w #$0005
BRA .done
TransferVRAMStripes:
JSL.l TransferNewNameStripes
JSL.l DoDungeonMapBossIcon
LDA.b NMISTRIPES : CMP.b #$01 ; What we wrote over
JSL.l TransferNewNameStripes
JSL.l DoDungeonMapBossIcon
LDA.b NMISTRIPES : CMP.b #$01 ; What we wrote over
RTL
ItemReceiptWidthCheck:
PHX
LDX.w CurrentSpriteSlot
LDA.w AncillaID,X : CMP.b #$29 : BEQ .falling_sprite
PLX
LDA.l SpriteProperties_chest_width, X
RTL
.falling_sprite
PLX
LDA.l SpriteProperties_standing_width, X
PHX
LDX.w CurrentSpriteSlot
LDA.w AncillaID,X : CMP.b #$29 : BEQ .falling_sprite
PLX
LDA.l SpriteProperties_chest_width, X
RTL
.falling_sprite
PLX
LDA.l SpriteProperties_standing_width, X
RTL
AuxPaletteCheck:
@@ -430,17 +446,17 @@ AuxPaletteCheck:
; We have to put an item's palette in the aux buffer in rooms where standing
; item gfx are loaded in the middle of a fade-in/out such as the spiral staircase
; fade for GT torch room and the Hera cage.
PHX
SEP #$30
PHX
SEP #$30
LDA.w ItemReceiptMethod : BNE .main_buffer ; Never use aux if we're actually receiving an item
LDA.w RoomIndex : CMP.b #$8C : BEQ .aux_buffer ; GT torch/Hope room
LDA.w RoomIndex : CMP.b #$87 : BEQ .aux_buffer ; Hera cage/basement
.main_buffer
REP #$31
PLX
RTS
PLX
RTS
.aux_buffer
SEC
REP #$30
PLX
REP #$30
PLX
RTS

View File

@@ -139,6 +139,8 @@ RoomTag_GetHeartForPrize = $81C709
RoomTag_GetHeartForPrize_spawn_prize = $81C731
RoomTag_GetHeartForPrize_delete_tag = $81C749
Chicken_SpawnAvengerChicken = $86A7DB
Link_UseHammer = $879F82
Link_UseBugNet = $87AFEE
Link_PerformOpenChest_no_replacement = $87B59F
Sprite_EA_HeartContainer_main = $85EF47
Ancilla_ExecuteAll = $88832B

View File

@@ -0,0 +1,141 @@
;--------------------------------------------------------------------------------
!ANCILLA_DAMAGE = "$06EC84"
; start with X = sprite index, A = ancilla type index
;--------------------------------------------------------------------------------
Ganon_CheckAncillaVulnerability:
PHA
LDA $0EE0, X : BNE .not_vulnerable_pla
PLA
PHX : PHA
LDA.l GanonVulnerabilityItem
TAX : PLA
CMP.l Ganon_CheckByAncilla, X : BNE +
PLX : BRA .vulnerable
+
PLX : PHA
LDA.l GanonVulnerabilityItem
CMP #$01 : BEQ .silver_arrows
CMP #$11 : BEQ .somaria
BRA .not_vulnerable_pla
.silver_arrows
PLA : CMP #$09 : BNE .not_vulnerable
LDA BowEquipment : CMP.b #$03 : !BGE +
LDA #$09 : BRA .not_vulnerable
+
BRA .vulnerable
.hammer
BRA .not_vulnerable_pla ; NYI
.golden_bee
BRA .not_vulnerable_pla ; NYI
.somaria
PLA : CMP #$01 : BEQ .vulnerable
CMP #$2C : BEQ .vulnerable
BRA .vulnerable
.vulnerable
PHX
LDA.l GanonVulnerabilityItem
TAX
LDA.l Ganon_IFrameDuration, X
PLX
STA $0EE0, X ; give the poor pig some iframes
LDA #$20 : STA $0F10, X
LDA #$09
RTL
.not_vulnerable_pla
PLA
.not_vulnerable
PHX : TAX
LDA.l !ANCILLA_DAMAGE, X
PLX
RTL
; end with X = sprite index, A = damage class
;--------------------------------------------------------------------------------
!ANCILLA_CHECK_SPRITE_DAMAGE_PRESET_CLASS = "$06ECE6"
;--------------------------------------------------------------------------------
Ganon_CheckPowderVulnerability: ; we know it's powder
LDA.l GanonVulnerabilityItem : CMP #$05 : BNE .normal ; ganon not vulnerable to powder
LDA $0E20, X : CMP #$D7 : BNE .normal ; not stunned ganon
LDA $0EE0, X : BNE .normal ; ganon has iframes
LDA.l Ganon_IFrameDuration+$05
STA $0EE0, X ; give the poor pig some iframes
LDA #$20 : STA $0F10, X
LDA #$09
BRA .done
.normal
LDA.b #$0A
.done
JSL.l !ANCILLA_CHECK_SPRITE_DAMAGE_PRESET_CLASS
RTL
;--------------------------------------------------------------------------------
Ganon_CheckBeeVulnerability: ; we know it's a bee
; X is bee sprite index
; Y is target sprite index
LDA.l GanonVulnerabilityItem : CMP #$10 : BNE .normal ; ganon not vulnerable to bee
LDA $0E20, Y : CMP #$D7 : BNE .normal ; not stunned ganon
LDA $0EE0, Y : BNE .normal ; ganon has iframes
LDA.l Ganon_IFrameDuration+$10
STA $0EE0, Y ; give the poor pig some iframes
LDA #$20 : STA $0F10, Y
LDA #$09
BRA .done
.normal
LDA.l SpecialWeapons : AND.b #$7F : CMP.b #$06 : BNE .regular_bee
LDA.w $0ED0, X
BRA .done
.regular_bee
LDA.b #$01
.done
TYX
JSL.l !ANCILLA_CHECK_SPRITE_DAMAGE_PRESET_CLASS
RTL
;--------------------------------------------------------------------------------
Ganon_CheckInvincible:
LDA $04C5 : CMP.b #$02 : BEQ .not_transparent
LDA $0E20, X : CMP #$D7 : BNE .transparent ; non-stunned ganon
LDA $0301 : AND.b #$0A : BEQ .transparent ; normal behavior if not hammer
LDA.l GanonVulnerabilityItem : CMP #$0C : BNE .transparent ; ganon not vulnerable to hammer
.not_transparent
LDA #$00 : RTL
.transparent
LDA #$01 : RTL
; return non-zero A if ganon should be invincible
;--------------------------------------------------------------------------------
Ganon_CheckHammerVulnerability: ; we know it's hammer
LDA.l GanonVulnerabilityItem : CMP #$0C : BNE .normal ; ganon not vulnerable to hammer
LDA $0E20, X : CMP #$D7 : BNE .normal ; not stunned ganon
LDA $0EE0, X : BNE .normal ; ganon has iframes
LDA.l Ganon_IFrameDuration+$0C
STA $0EE0, X ; give the poor pig some iframes
LDA #$20 : STA $0F10, X
LDA #$09 : STA $0CF2 ; set damage class to silver
SEC : RTL
.normal
CLC : RTL
; return carry set bit if stunned Ganon and Ganon vulnerable to hammer
;--------------------------------------------------------------------------------
CheckBeeBoss:
; Y is sprite index
LDA.l SpecialWeapons : AND.b #$7F : CMP #$06 : BNE .not_bee_mode
LDA #$00 : RTL
.not_bee_mode
LDA.l GanonVulnerabilityItem : CMP #$10 : BNE .normal ; ganon not vulnerable to bee
LDA $0E20, Y : CMP #$D7 : BNE .normal ; not stunned ganon
LDA #$00 : RTL
.normal
LDA $0B6B, Y : AND.b #$02
RTL
; return non-zero A if entity is a boss (and bee should not attack)
;--------------------------------------------------------------------------------
Ganon_CheckByAncilla:
db #$00 ; default behavior--we shouldn't be checking the table here anyway
db #$00, #$05, #$1F, #$07, #$00
db #$02, #$0B, #$19, #$18, #$1C
db #$00, #$00, #$00, #$00, #$00
db #$00, #$00, #$31, #$00, #$00
Ganon_IFrameDuration:
db #$00 ; default behavior--we shouldn't be here anyway
db #$00, #$00, #$00, #$34, #$00
db #$00, #$00, #$00, #$00, #$00
db #$00, #$00, #$00, #$00, #$00
db #$00, #$00, #$00, #$00, #$00
;--------------------------------------------------------------------------------

View File

@@ -9,11 +9,11 @@ SpawnZelda:
+ RTL
;--------------------------------------------------------------------------------
EndRainState:
LDA.l InitProgressIndicator : BIT.b #$80 : BNE + ; check for instant post-aga
LDA.b #$02 : STA.l ProgressIndicator
RTL
LDA.l InitProgressIndicator : BIT.b #$80 : BNE + ; check for instant post-aga
LDA.b #$02 : STA.l ProgressIndicator
RTL
+
LDA.b #$03 : STA.l ProgressIndicator
LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
LDA.b #$03 : STA.l ProgressIndicator
LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
RTL
;--------------------------------------------------------------------------------