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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,3 +1,3 @@
|
||||
tournament.asm
|
||||
/build
|
||||
/.idea
|
||||
/.idea
|
||||
|
||||
@@ -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 $B38000
|
||||
GFX_HUD_Palette:
|
||||
incbin "data/hudpalette.pal"
|
||||
|
||||
@@ -32,9 +32,9 @@ CuccoStorm:
|
||||
LDA.w SpriteAuxTable, X : CMP.b #!CUCCO_ENRAGED : !BLT ++
|
||||
PLA : BRA + ; we found an angry cucco, done
|
||||
++ : INX : BRA -- : .ldone
|
||||
|
||||
|
||||
;==== Create a Cucco
|
||||
|
||||
|
||||
CPY.b #$FF : BNE ++
|
||||
; we didn't find a cucco, so try to create one
|
||||
PLY
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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:
|
||||
|
||||
Binary file not shown.
Binary file not shown.
BIN
data/damage_table_pseudo_sword.bin
Normal file
BIN
data/damage_table_pseudo_sword.bin
Normal file
Binary file not shown.
BIN
data/damage_table_sword_bombs.bin
Normal file
BIN
data/damage_table_sword_bombs.bin
Normal file
Binary file not shown.
140
dialog.asm
140
dialog.asm
@@ -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
|
||||
|
||||
361
fileselect.asm
361
fileselect.asm
@@ -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
74
generate_bomb_table.rb
Normal 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
|
||||
38
generate_pseudo_sword_table.rb
Normal file
38
generate_pseudo_sword_table.rb
Normal 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
|
||||
14
hardmode.asm
14
hardmode.asm
@@ -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
156
hooks.asm
@@ -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
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
532
inventory.asm
532
inventory.asm
@@ -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
98
item_on_b.asm
Normal 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
|
||||
@@ -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 -
|
||||
|
||||
@@ -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
|
||||
;================================================================================
|
||||
|
||||
@@ -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
|
||||
|
||||
471
newhud.asm
471
newhud.asm
@@ -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
1387
newitems.asm
Normal file → Executable file
File diff suppressed because it is too large
Load Diff
@@ -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
|
||||
|
||||
12
retro.asm
12
retro.asm
@@ -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
|
||||
|
||||
@@ -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
599
special_weapons.asm
Normal 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
|
||||
14
sram.asm
14
sram.asm
@@ -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
144
stats.asm
@@ -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:
|
||||
|
||||
@@ -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()
|
||||
|
||||
;---------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
;================================================================================
|
||||
|
||||
61
tables.asm
61
tables.asm
@@ -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)
|
||||
|
||||
57
timer.asm
57
timer.asm
@@ -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
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
468
utilities.asm
468
utilities.asm
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
141
variable_ganon_vulnerability.asm
Normal file
141
variable_ganon_vulnerability.asm
Normal 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
|
||||
;--------------------------------------------------------------------------------
|
||||
10
zelda.asm
10
zelda.asm
@@ -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
|
||||
;--------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user