16 Commits

Author SHA1 Message Date
802188c906 Update credits 2025-03-26 15:57:04 -05:00
086ec3f6c1 Fix credits spacing for sprite name 2025-03-08 12:21:26 -06:00
612db53323 Update credits 2025-03-06 13:00:28 -06:00
785bd05f58 Add mirror scroll 2025-03-05 18:12:28 -06:00
89cf2e29ff Minor bug fixes:
- single-entrance teleporting was borked
- glove palettes
- updating HUD on changing item
2024-11-28 03:04:46 -06:00
7a21eaa62a 50 rupees at start, show mirror message only on second mirror 2024-11-27 16:21:03 -06:00
2d1b5116ec Open GT by killing deadrocks 2024-11-25 12:28:08 -06:00
ae54371cdb Show crossed-out glove for no glove 2024-11-25 04:48:38 -06:00
f0d76f9918 Upgradeable mirror can mirror from light world 2024-11-25 02:23:13 -06:00
30122cfa3d Per-Item improved magic consumption 2024-11-25 00:03:09 -06:00
a949230f34 Variable I-Frames 2024-11-24 22:08:05 -06:00
00487370b3 Zoom on carry, slip on sword, crystal switch changes 2024-11-24 14:37:23 -06:00
799e47443d Mess with mothula 2024-11-23 00:51:10 -06:00
8477fbe623 Show correct glove icon on file select 2024-11-23 00:50:46 -06:00
07af59720f Rewind -> warp 2024-11-22 07:40:40 -06:00
87249343ed Add weak glove and rewind clocks 2024-11-21 20:53:42 -06:00
28 changed files with 902 additions and 107 deletions

31
2waymirror.asm Normal file
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@@ -0,0 +1,31 @@
pushpc
org $8DF7E9
dw $28DE, $28DF, $28EE, $28EF ; Scroll
dw $2C62, $2C63, $2C72, $2C73 ; Mirror
dw $2C62, $2C63, $2C72, $2D11 ; 2-Way Mirror
org $87A93F
JSL.l CheckMirrorWorld
org $87A955
JSL.l BlockEraseFix
NOP #2
pullpc
CheckMirrorWorld:
LDA.l MirrorEquipment
BEQ + ; just scroll, so don't allow
DEC
BNE +
LDA.b $8A
AND.b #$40
+ RTL
BlockEraseFix:
LDA.l MirrorEquipment
BEQ +
STZ.w $05FC
STZ.w $05FD
+ RTL

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@@ -157,6 +157,15 @@ incsrc msu.asm
incsrc dungeonmap.asm
incsrc hextodec.asm
incsrc textrenderer.asm
incsrc rewind.asm
incsrc lift.asm
; incsrc mothula.asm
incsrc switches.asm
incsrc zoom_on_carry.asm
incsrc iframes.asm
incsrc improve_items.asm
incsrc 2waymirror.asm
incsrc deadrocks.asm
warnpc $A58000
org $A28000

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50
deadrocks.asm Normal file
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@@ -0,0 +1,50 @@
pushpc
org $86EDD1
JSL CheckTransform
BRA + : NOP : +
org $86EF9A
JSL SpriteDeath
NOP
pullpc
CheckTransform:
CMP.b #$8F
BNE .skip
LDA.w $0E20, X
PHA
LDA.b #$8F
STA.w $0E20, X
JSL.l $8DB818
PLA
STA.w $0DE0, X
LDA.b #$8F
RTL
.skip
STA.w $0E20, X
JSL.l $8DB818
RTL
SpriteDeath:
LDA.w $0E20, X
CMP.b #$8F
BNE .done; not blob
LDA.w $0DE0, X
CMP.b #$27
BNE .done; blob that was formerly not a deadrock
LDA.l DeadrockCounter
CMP.b #$FF
BEQ .done ; deadrock counter maxed
INC
STA.l DeadrockCounter
.done
; what we wrote over
LDY.w $0E20, X
CPY.b #$1B
RTL

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@@ -234,7 +234,12 @@ RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
CPY.b #$98 : BCS .nomessage ; if the item is $4C or greater it must be a rando item
CPY.b #$34 : BEQ .mirror
BRA ++
.mirror
LDA.l MirrorEquipment : AND.w #$00FF
CMP.w #$0002 : BEQ ++
.nomessage
LDA.w #$FFFF

View File

@@ -123,6 +123,12 @@ OnFileCreation:
MVN CartridgeSRAM>>16, InitSRAMTable>>16
PLB
; initialize rewind table and IFrames
LDA.w #$0014
STA.l IFramesSRAM ; low byte i-frames, high byte rewind trigger
LDA.w #$FFFF
STA.l RewindRoomIdSRAM
; Resolve instant post-aga if standard
SEP #$20
LDA.l InitProgressIndicator : BIT #$80 : BEQ +
@@ -163,6 +169,15 @@ OnFileLoad:
JSL.l RefreshRainAmmo
JSL.l SetEscapeAssist
REP #$20
LDA.l CurrentRupees
CMP.w #50
BCS +
LDA.w #50
STA.l CurrentRupees
+
SEP #$20
LDA.l IsEncrypted : CMP.b #01 : BNE +
JSL LoadStaticDecryptionKey
+
@@ -290,6 +305,16 @@ PostItemAnimation:
INC.b NMICGRAM
SEP #$20
LDA.l RewindTrigger
BEQ +
LDA.b #$19
STA.b $11
STZ.b $B0
LDA.b #$33
STA.w $012E
+
STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
PLB
RTL

View File

@@ -299,7 +299,15 @@ DrawPlayerFileShared:
%fs_drawItemBasic(EquipmentSRAM+$12,9,18,FileSelectItems_cape)
; Mirror
%fs_drawItemBasic(EquipmentSRAM+$13,9,20,FileSelectItems_mirror)
LDA.l EquipmentSRAM+$13 : AND.w #$00FF : BNE +
%fs_drawItemGray(9,20,FileSelectItems_mirror)
BRA ++
+ : DEC : BNE +
%fs_drawItem(9,20,FileSelectItems_mirror)
BRA ++
+
%fs_drawItem(9,20,FileSelectItems_mirror_2)
++
; Bottles
%fs_drawBottle(EquipmentSRAM+$1C,3,23)
@@ -402,6 +410,9 @@ DrawPlayerFileShared:
LDA.l EquipmentSRAM+$14 : AND.w #$00FF : BNE +
%fs_drawItemGray(5,28,FileSelectItems_gloves)
BRA ++
+ : DEC : BNE +
%fs_drawItem(5,28,FileSelectItems_weak_gloves)
BRA ++
+ : DEC : BNE +
%fs_drawItem(5,28,FileSelectItems_gloves)
BRA ++
@@ -543,6 +554,8 @@ FileSelectItems:
dw #$0288|!FS_COLOR_RED, #$0289|!FS_COLOR_RED, #$0298|!FS_COLOR_RED, #$0299|!FS_COLOR_RED
.mirror
dw #$028A|!FS_COLOR_BLUE, #$028B|!FS_COLOR_BLUE, #$029A|!FS_COLOR_BLUE, #$029B|!FS_COLOR_BLUE
.mirror_2
dw #$028A|!FS_COLOR_BLUE, #$028B|!FS_COLOR_BLUE, #$029A|!FS_COLOR_BLUE, #$02E2|!FS_COLOR_BLUE
.flippers
dw #$024E|!FS_COLOR_BLUE, #$024F|!FS_COLOR_BLUE, #$025F|!FS_COLOR_BLUE|!FS_HFLIP, #$025F|!FS_COLOR_BLUE
@@ -564,6 +577,8 @@ FileSelectItems:
.red_pendant
dw #$02C5|!FS_COLOR_RED, #$02C6|!FS_COLOR_RED, #$02D5|!FS_COLOR_RED, #$02D6|!FS_COLOR_RED
.weak_gloves
dw #$02A0|!FS_COLOR_GREEN, #$02A1|!FS_COLOR_GREEN, #$02B0|!FS_COLOR_GREEN, #$02B1|!FS_COLOR_GREEN
.gloves
dw #$028E|!FS_COLOR_BROWN, #$028F|!FS_COLOR_BROWN, #$029E|!FS_COLOR_BROWN, #$029F|!FS_COLOR_BROWN
.mitts

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@@ -1385,9 +1385,9 @@ ReturnFromOnDrawHud:
SEP #$30
LDX.b #$FF ; vanilla hud code ends with #$FF in X, and it's required for unknown reasons.
org $8DFC37 ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7)
org $8DFC2B ; <- 6FC37 - headsup_display.asm : 828 (LDA.w #$28F7)
JSL DrawMagicHeader
BRA + : NOP #15 : +
BRA + : NOP #27 : +
;--------------------------------------------------------------------------------
org $81CF67 ; <- CF67 - Bank01.asm : 11625 (STA $7EF36F)
JSL DecrementSmallKeys
@@ -1487,8 +1487,9 @@ JSL SpiralStairsPreCheck
org $829069 ; <- A21C A5A0 - Bank02.asm:3081 (LDX.b #$1C : LDA $A0)
JSL SpiralStairsPostCheck
org $82D6E8 ; <- 9C0A01 - Bank02.asm:10811 (STZ $010A)
NOP #3
; this is covered by a hook in rewind.asm
; org $82D6E8 ; <- 9C0A01 - Bank02.asm:10811 (STZ $010A)
; NOP #3
org $88C421 ; <- AD4021 F005 - ancilla_receive_item.asm:108 (LDA $2140 : BEQ .wait_for_music)
JML PendantFanfareWait : NOP

45
iframes.asm Normal file
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@@ -0,0 +1,45 @@
pushpc
org $8780B9
JSL CalcIFrames
NOP
pullpc
CalcIFrames:
LDA.l IFrames
STA.w $031F
RTL
DrawIFrames:
LDA.l IFrames
AND.w #$00FF
JSL HexToDec
LDY.w #$16EE
LDA.w #$253B
STA.w $0000, Y
LDA.w #$253C
STA.w $0002, Y
LDA.l HexToDecDigit3
AND.w #$00FF
BEQ +
CLC : ADC.w #$2416
STA.w $003E, Y
+
LDA.l HexToDecDigit4
AND.w #$00FF
BNE +
LDA.w #$0011
+ CLC : ADC.w #$2416
STA.w $0040, Y
LDA.l HexToDecDigit5
AND.w #$00FF
BNE +
LDA.w #$0011
+ CLC : ADC.w #$2416
STA.w $0042, Y
RTL

116
improve_items.asm Normal file
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@@ -0,0 +1,116 @@
pushpc
org $8DE4FE
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE514
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE52A
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE540
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE556
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE56C
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE5FF
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE615
JSR.w ItemMenu_DrawEnhanced_Short
org $8DE62B
JSR.w ItemMenu_DrawEnhanced_Short
org $8DFB63
JSL.l GetItemLevelForHud
org $8DFFFB
ItemMenu_DrawEnhanced_Short:
JSL.l ItemMenu_DrawEnhanced
RTS
pullpc
ItemMenu_DrawEnhanced:
LDA.b $02
BEQ +
LDA.w #$0008
+ TAY
LDX.b $00
LDA.b ($04),Y
STA.w $0000,X
INY : INY
LDA.b ($04),Y
STA.w $0002,X
INY : INY
LDA.b ($04),Y
STA.w $0040,X
INY : INY
LDA.b ($04),Y
STA.w $0042,X
RTL
AddMagicMarker:
LDA.w ItemCursor : AND.w #$00FF ; load item value
PHX
TAX
LDA.l CanReduceMagic, X : AND.w #$00FF
BEQ .done
LDA.l EquipmentWRAM-1, X : AND.w #$00FF
DEC : DEC
BMI .done
BEQ .half
.quarter
LDA.w #$3D4C
BRA .write
.half
LDA.w #$3D3F
.write
STA.w $FFC2, Y
LDA.w #$3D37
STA.w $FFC0, Y
.done
PLX
RTL
GetItemLevelForHud:
LDA.l CanReduceMagic, X : AND.w #$00FF
BNE + ; it's already $0001, so we can return
LDA.l EquipmentWRAM-1, X ; normal, what we wrote over
+ RTL
CheckMagicLevel:
PHP : SEP #$30
LDA.w ItemCursor ; load item value
TAX
LDA.l CanReduceMagic, X
BEQ .normal
LDA.l EquipmentWRAM-1, X
DEC : DEC
BMI .normal
BEQ .half
.quarter
LDA.b #$02
BRA .write
.half
LDA.b #$01
BRA .write
.normal
LDA.b #$00
.write
STA.l MagicConsumption
PLP
RTL
CanReduceMagic:
db $00
db $00, $00, $00, $00, $00
db $01, $01, $01, $01, $01
db $01, $00, $00, $00, $00
db $00, $01, $01, $01, $00

View File

@@ -418,6 +418,8 @@ AddYMarker:
.drawTile
STA.w $FFC4, Y
JSL AddMagicMarker
RTL
;--------------------------------------------------------------------------------
@@ -650,16 +652,24 @@ RTL
; DrawMagicHeader:
;--------------------------------------------------------------------------------
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.l MagicConsumption : AND.w #$00FF
CMP.w #$0000 : BEQ .normalMagic
CMP.w #$0001 : BEQ .halfMagic
BRA .quarterMagic
.normalMagic
LDA.w #$2850 : STA.l HUDTileMapBuffer+$04
LDA.w #$A856 : STA.l HUDTileMapBuffer+$06
LDA.w #$2852 : STA.l HUDTileMapBuffer+$08
RTL
.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
RTL
;--------------------------------------------------------------------------------

View File

@@ -143,28 +143,28 @@ endmacro
%ReceiptProps($04, -5, 4, $2D, $F35A, $01, fighter_shield, skip) ; 04 - Fighter shield
%ReceiptProps($05, -4, 0, $20, $F35A, $02, red_shield, skip) ; 05 - Fire shield
%ReceiptProps($06, -4, 0, $2E, $F35A, $03, mirror_shield, skip) ; 06 - Mirror shield
%ReceiptProps($07, -5, 4, $09, $F345, $01, skip, skip) ; 07 - Fire rod
%ReceiptProps($08, -5, 4, $09, $F346, $01, skip, skip) ; 08 - Ice rod
%ReceiptProps($07, -5, 4, $09, $F345, $FF, magic_item, skip) ; 07 - Fire rod
%ReceiptProps($08, -5, 4, $09, $F346, $FF, magic_item, skip) ; 08 - Ice rod
%ReceiptProps($09, -4, 4, $0A, $F34B, $01, skip, skip) ; 09 - Hammer
%ReceiptProps($0A, -4, 4, $08, $F342, $01, skip, skip) ; 0A - Hookshot
%ReceiptProps($0B, -4, 4, $05, $F340, $01, bow, skip) ; 0B - Bow
%ReceiptProps($0C, -2, 5, $10, $F341, $01, blue_boomerang, skip) ; 0C - Blue Boomerang
%ReceiptProps($0D, -4, 0, $0B, $F344, $02, powder, skip) ; 0D - Powder
%ReceiptProps($0E, -4, 0, $2C, $F35C, $FF, skip, skip) ; 0E - Bottle refill (bee)
%ReceiptProps($0F, -4, 0, $1B, $F347, $01, skip, skip) ; 0F - Bombos
%ReceiptProps($10, -4, 0, $1A, $F348, $01, skip, skip) ; 10 - Ether
%ReceiptProps($11, -4, 0, $1C, $F349, $01, skip, skip) ; 11 - Quake
%ReceiptProps($12, -4, 0, $14, $F34A, $01, skip, skip) ; 12 - Lamp
%ReceiptProps($0F, -4, 0, $1B, $F347, $FF, magic_item, skip) ; 0F - Bombos
%ReceiptProps($10, -4, 0, $1A, $F348, $FF, magic_item, skip) ; 10 - Ether
%ReceiptProps($11, -4, 0, $1C, $F349, $FF, magic_item, skip) ; 11 - Quake
%ReceiptProps($12, -4, 0, $14, $F34A, $FF, magic_item, skip) ; 12 - Lamp
%ReceiptProps($13, -4, 4, $19, $F34C, $01, shovel, skip) ; 13 - Shovel
%ReceiptProps($14, -4, 0, $0C, $F34C, $02, flute_inactive, skip) ; 14 - Flute
%ReceiptProps($15, -4, 4, $07, $F350, $01, skip, skip) ; 15 - Somaria
%ReceiptProps($15, -4, 4, $07, $F350, $FF, magic_item, skip) ; 15 - Somaria
%ReceiptProps($16, -4, 0, $1D, $F35C, $FF, skip, bottles) ; 16 - Bottle
%ReceiptProps($17, -4, 0, $2F, $F36B, $FF, skip, skip) ; 17 - Heart piece
%ReceiptProps($18, -4, 4, $07, $F351, $01, skip, skip) ; 18 - Byrna
%ReceiptProps($19, -4, 0, $15, $F352, $01, skip, skip) ; 19 - Cape
%ReceiptProps($1A, -4, 0, $12, $F353, $02, skip, skip) ; 1A - Mirror
%ReceiptProps($1B, -4, 0, $0D, $F354, $01, skip, skip) ; 1B - Glove
%ReceiptProps($1C, -4, 0, $0D, $F354, $02, skip, skip) ; 1C - Mitts
%ReceiptProps($18, -4, 4, $07, $F351, $FF, magic_item, skip) ; 18 - Byrna
%ReceiptProps($19, -4, 0, $15, $F352, $FF, magic_item, skip) ; 19 - Cape
%ReceiptProps($1A, -4, 0, $12, $F353, $FF, mirror, skip) ; 1A - Mirror
%ReceiptProps($1B, -4, 0, $0D, $F354, $02, skip, skip) ; 1B - Glove
%ReceiptProps($1C, -4, 0, $0D, $F354, $03, skip, skip) ; 1C - Mitts
%ReceiptProps($1D, -4, 0, $0E, $F34E, $01, skip, skip) ; 1D - Book
%ReceiptProps($1E, -4, 0, $11, $F356, $01, skip, skip) ; 1E - Flippers
%ReceiptProps($1F, -4, 0, $17, $F357, $01, skip, skip) ; 1F - Pearl
@@ -238,7 +238,7 @@ 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($66, -4, 0, $51, $F354, $01, skip, skip) ; 66 - Weak Glove
%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, $FF, skip, skip) ; 69 -
@@ -320,8 +320,8 @@ endmacro
%ReceiptProps($B5, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B5 - Crystal 4
%ReceiptProps($B6, -4, 0, $28, $F36A, $FF, free_crystal, skip) ; B6 - Crystal 3
%ReceiptProps($B7, -4, 0, $49, $F36A, $FF, skip, skip) ; B7 - Reserved
%ReceiptProps($B8, -4, 0, $49, $F36A, $FF, skip, skip) ; B8 -
%ReceiptProps($B9, -4, 0, $49, $F36A, $FF, skip, skip) ; B9 -
%ReceiptProps($B8, -4, 0, $52, $F36A, $FF, teleporter, skip) ; B8 - Teleporter
%ReceiptProps($B9, -4, 0, $53, $F36A, $FF, i_frames, skip) ; B9 - 10 IFrames
%ReceiptProps($BA, -4, 0, $49, $F36A, $FF, skip, skip) ; BA -
%ReceiptProps($BB, -4, 0, $49, $F36A, $FF, skip, skip) ; BB -
%ReceiptProps($BC, -4, 0, $49, $F36A, $FF, skip, skip) ; BC -
@@ -517,7 +517,7 @@ endmacro
%SpriteProps($63, 2, 2, $FF, $FF, $0000) ; 63 - RNG pool item (multi)
%SpriteProps($64, 2, 2, $FF, $FF, $0000) ; 64 - Progressive bow
%SpriteProps($65, 2, 2, $FF, $FF, $0000) ; 65 - Progressive bow
%SpriteProps($66, 2, 2, $00, $00, $0000) ; 66 -
%SpriteProps($66, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 66 - Weak Glove
%SpriteProps($67, 2, 2, $00, $00, $0000) ; 67 -
%SpriteProps($68, 2, 2, $00, $00, $0000) ; 68 -
%SpriteProps($69, 2, 2, $00, $00, $0000) ; 69 -
@@ -599,8 +599,8 @@ endmacro
%SpriteProps($B5, 2, 2, $80, $80, PalettesCustom_crystal) ; B5 - Crystal 4
%SpriteProps($B6, 2, 2, $80, $80, PalettesCustom_crystal) ; B6 - Crystal 3
%SpriteProps($B7, 2, 2, $80, $80, $0000) ; B7 - Reserved
%SpriteProps($B8, 2, 2, $04, $04, $0000) ; B8 -
%SpriteProps($B9, 2, 2, $04, $04, $0000) ; B9 -
%SpriteProps($B8, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; B8 - Teleporter
%SpriteProps($B9, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; B9 - 10 IFrames
%SpriteProps($BA, 2, 2, $04, $04, $0000) ; BA -
%SpriteProps($BB, 2, 2, $04, $04, $0000) ; BB -
%SpriteProps($BC, 2, 2, $04, $04, $0000) ; BC -
@@ -793,7 +793,7 @@ endmacro
%InventoryItem($63, $0001, $0000, $0000) ; 63 - RNG pool item (multi)
%InventoryItem($64, $00A5, $0000, $0000) ; 64 - Progressive bow
%InventoryItem($65, $00A5, $0000, $0000) ; 65 - Progressive bow
%InventoryItem($66, $0001, $0000, $0000) ; 66 -
%InventoryItem($66, $0089, $0000, $0000) ; 66 - Weak Glove
%InventoryItem($67, $0001, $0000, $0000) ; 67 -
%InventoryItem($68, $0001, $0000, $0000) ; 68 -
%InventoryItem($69, $0001, $0000, $0000) ; 69 -
@@ -875,8 +875,8 @@ endmacro
%InventoryItem($B5, $0080, $0000, $0000) ; B5 - Crystal 4
%InventoryItem($B6, $0080, $0000, $0000) ; B6 - Crystal 3
%InventoryItem($B7, $0000, $0000, $0000) ; B7 - Reserved
%InventoryItem($B8, $0001, $0000, $0000) ; B8 -
%InventoryItem($B9, $0001, $0000, $0000) ; B9 -
%InventoryItem($B8, $0081, $0000, $0000) ; B8 - Teleporter
%InventoryItem($B9, $0081, $0000, $0000) ; B9 - 10 IFrames
%InventoryItem($BA, $0001, $0000, $0000) ; BA -
%InventoryItem($BB, $0001, $0000, $0000) ; BB -
%InventoryItem($BC, $0001, $0000, $0000) ; BC -
@@ -1053,7 +1053,7 @@ ItemReceiptGraphicsOffsets:
dw $0 ; 63 - RNG pool item (multi)
dw $0 ; 64 - Progressive bow
dw $0 ; 65 - Progressive bow
dw $0 ; 66 -
dw $0C60 ; 66 - Weak Glove
dw $0 ; 67 -
dw $0 ; 68 -
dw $0 ; 69 -
@@ -1139,8 +1139,8 @@ ItemReceiptGraphicsOffsets:
dw BigDecompressionBuffer+$08A0 ; B5 - Crystal 4
dw BigDecompressionBuffer+$08A0 ; B6 - Crystal 3
dw $0 ; B7 - Reserved
dw $0 ; B8 -
dw $0 ; B9 -
dw $0CE0 ; B8 - Teleporter
dw $0CA0 ; B9 - 10 IFrames
dw $0 ; BA -
dw $0 ; BB -
dw $0 ; BC -
@@ -1323,7 +1323,7 @@ StandingItemGraphicsOffsets:
dw $0 ; 63 - RNG pool item (multi)
dw $0 ; 64 - Progressive bow
dw $0 ; 65 - Progressive bow
dw $0 ; 66 -
dw $0C60 ; 66 - Weak Glove
dw $0 ; 67 -
dw $0 ; 68 -
dw $0 ; 69 -
@@ -1409,8 +1409,8 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$08A0 ; B5 - Crystal 4
dw BigDecompressionBuffer+$08A0 ; B6 - Crystal 3
dw $0 ; B7 - Reserved
dw $0 ; B8 -
dw $0 ; B9 -
dw $0CE0 ; B8 - Teleporter
dw $0CA0 ; B9 - 10 IFrames
dw $0 ; BA -
dw $0 ; BB -
dw $0 ; BC -

51
lift.asm Normal file
View File

@@ -0,0 +1,51 @@
pushpc
org $87D35E
db $01, $02, $01, $01, $03, $02, $03
org $8DF809
MenuEquipmentIcons:
.gloves
dw $2121, $2122, $2123, $2124 ; No glove
dw $3CDA, $3CDB, $3CEA, $3CEB ; Weak glove
dw $2130, $2131, $2140, $2141 ; Power glove
dw $28DA, $28DB, $28EA, $28EB ; Titan's mitt
.boots
dw $20F5, $20F5, $20F5, $20F5 ; No boots
dw $3429, $342A, $342B, $342C ; Pegasus boots
.flippers
dw $20F5, $20F5, $20F5, $20F5 ; No flippers
dw $2C9A, $2C9B, $2C9D, $2C9E ; Flippers
.pearl
dw $20F5, $20F5, $20F5, $20F5 ; No pearl
dw $2433, $2434, $2435, $2436 ; Moon pearl
org $8DE7C7
LDA.w #MenuEquipmentIcons_gloves
org $8DE7DD
LDA.w #MenuEquipmentIcons_boots
org $8DE7F3
LDA.w #MenuEquipmentIcons_flippers
org $8DECF9
LDA.w #MenuEquipmentIcons_pearl
org $8DFADB
dw MenuEquipmentIcons_gloves
dw MenuEquipmentIcons_boots
dw MenuEquipmentIcons_flippers
dw MenuEquipmentIcons_pearl
pullpc
LoadModifiedGloveValue:
LDA.l GloveEquipment : AND.w #$00FF
BEQ .done
DEC
.done
RTL

17
mothula.asm Normal file
View File

@@ -0,0 +1,17 @@
pushpc
org $9EBF01 ; z_speed
db 2, -2
org $9EBF03 ; y_speed and x_speed
db -32, -24, 0, 24, 32, 24, 0, -24, -32, -24
org $9EBFD3 ; beam speeds
db -24, 0, 24
db 36, 48, 36
org $9EBD6E ; spike max speed and acceleration
db 64, -64, 0, 0, 64, -64
db 2, -2, 0, 0, 2, -2
pullpc

View File

@@ -360,6 +360,27 @@ ItemBehavior:
LDA.b #70 : STA.l ArrowsFiller ; fill arrows
RTS
.magic_item
LDA.b #$7E
STA.b $02
REP #$30
LDA.w ItemReceipts_target, X
STA.b $00
SEP #$30
LDA.b [$00]
CMP.b #$03
BCS +
INC
STA.b [$00]
+
RTS
.mirror
LDA.l MirrorEquipment : CMP.b #$02 : !BGE +
INC : STA.l MirrorEquipment ; upgrade mirror
+
RTS
.magic_2
LDA.l MagicConsumption : CMP.b #$02 : !BGE +
INC : STA.l MagicConsumption ; upgrade magic
@@ -660,6 +681,28 @@ ItemBehavior:
.done
RTS
.teleporter
REP #$20 ; set 16-bit accumulator
LDA.l RewindRoomId
CMP.w #$FFFF
BEQ +
; restore
SEP #$20
LDA.b #$01
STA.l RewindTrigger
RTS
; save
+
JSL.l SaveRewind
SEP #$20
RTS
.i_frames
LDA.l IFrames
CLC : ADC.b #10
STA.l IFrames
RTS
ResolveReceipt:
PHA : PHX
PHK : PLB
@@ -765,7 +808,7 @@ ResolveLootID:
LDA.w .gloves_ids,X
JMP.w .have_item
..ids
db $1B, $1C, $1C
db $66, $1B, $1C, $1C
.progressive_bow
; For non-chest progressive bows we assign the tracking bits to SpriteMetaData,X
@@ -881,6 +924,8 @@ RTS
;--------------------------------------------------------------------------------
;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows:
JSL.l CheckMagicLevel
LDA.l ArrowMode : BNE .rupee_bow
LDA.l BowEquipment : TAX : BEQ .nobow
JSL.l DrawHUDArrows_normal

View File

@@ -602,6 +602,8 @@ RestoreMenu_SetSubModule:
RTL
;-------------------------------------------------------------------------------
DrawHeartPiecesMenu:
JSL DrawIFrames
LDA.l HUDHeartColors_index : AND.w #$00FF
ASL : TAX
LDA.l HUDHeartColors_masks_game_hud,X
@@ -609,7 +611,7 @@ DrawHeartPiecesMenu:
LDA.l HeartPieceQuarter : AND.w #$00FF
ASL #3 : TAX
LDY.w #$16F2
LDY.w #$16F6
LDA.l HeartPieceMenuBaseTiles,X
ORA.b Scrap0D

View File

@@ -83,10 +83,13 @@ LCode:
RTS
IsItemAvailable:
LDA.l InfiniteBombs : BEQ .finite
.infinite
CPX.b #$04 : BNE .finite
LDA.b #$01 : RTL
.finite
LDA.l EquipmentWRAM-1, X
CPX.b #$14 : BNE .not_mirror
LDA.b #$01 : RTL
.not_mirror
LDA.l InfiniteBombs : BEQ .finite
.infinite
CPX.b #$04 : BNE .finite
LDA.b #$01 : RTL
.finite
LDA.l EquipmentWRAM-1, X
RTL

View File

@@ -20,10 +20,11 @@ StoreBombCount:
PLA : STA.l BombsEquipment
RTL
SearchForEquippedItem:
LDA.l InfiniteBombs : BEQ +
LDA.b #$01 : LDX.b #$00 : RTL
+
LDA.l BowEquipment ; thing we wrote over
LDA.b #$01 : LDX.b #$00 : RTL
; LDA.l InfiniteBombs : BEQ +
; LDA.b #$01 : LDX.b #$00 : RTL
; +
; LDA.l BowEquipment ; thing we wrote over
RTL
DecrementArrows:

281
rewind.asm Normal file
View File

@@ -0,0 +1,281 @@
pushpc
org $82D6E2
JSL CheckLoadRewind
BCC +
JMP.w $D83F
+
pullpc
CheckLoadRewind:
; what we wrote over
STZ.w $011A
STZ.w $011C
; STZ.w $010A ; removed for MSU patch anyway
LDA.l RewindTrigger
AND.w #$00FF
BEQ .no_state
JSR.w LoadRewind
SEC
RTL
.no_state
LDA.l $7EF3CC ; rest of what we wrote over
CLC
RTL
LoadRewind:
LDA.l RewindDungeonEntrance
STA.w $010E
LDA.l RewindRoomId
STA.b $A0
STA.w $048E
LDA.l RewindVerticalScroll
STA.b $E8
STA.b $E6
STA.w $0122
STA.w $0124
LDA.l RewindHorizontalScroll
STA.b $E2
STA.b $E0
STA.w $011E
STA.w $0120
LDA.l RewindYCoordinate
STA.b $20
LDA.l RewindXCoordinate
STA.b $22
LDA.l RewindCameraTriggerY
STA.w $0618
INC A
INC A
STA.w $061A
LDA.l RewindCameraTriggerX
STA.w $061C
INC A
INC A
STA.w $061E
LDA.w #$01F8
STA.b $EC
LDA.l RewindOverworldDoorTilemap
STA.w $0696
STZ.w $0698
LDA.w #$0000
STA.w $0610
LDA.w #$0110
STA.w $0612
LDA.w #$0000
STA.w $0614
LDA.w #$0100
STA.w $0616
SEP #$20
LDA.l RewindCameraScrollBoundaries
STA.w $0601
LDA.l RewindCameraScrollBoundaries+1
STA.w $0603
LDA.l RewindCameraScrollBoundaries+2
STA.w $0605
LDA.l RewindCameraScrollBoundaries+3
STA.w $0607
LDA.l RewindCameraScrollBoundaries+4
STA.w $0609
LDA.l RewindCameraScrollBoundaries+5
STA.w $060B
LDA.l RewindCameraScrollBoundaries+6
STA.w $060D
LDA.l RewindCameraScrollBoundaries+7
STA.w $060F
STZ.w $0600
STZ.w $0602
LDA.b #$10
STA.w $0604
STA.w $0606
STZ.w $0608
STZ.w $060A
STZ.w $060C
STZ.w $060E
LDA.l RewindLinkFacing
STA.b $2F
LDA.l RewindMainGFX
STA.w $0AA1
LDA.l RewindSong
STA.w $0132
LDA.l RewindFloor
STA.b $A4
LDA.l RewindDungeonId
STA.w $040C
LDA.l Rewind_6C
STA.b $6C
LDA.l Rewind_EE
STA.b $EE
LDA.l Rewind_0476
STA.w $0476
LDA.l Rewind_A6
STA.b $A6
LDA.l Rewind_A7
STA.b $A7
LDA.l Rewind_A9
STA.b $A9
LDA.l Rewind_AA
STA.b $AA
STZ.w $02E4
PHP
REP #$30
LDA.w #$0000
STA.l RewindTrigger
LDA.w #$FFFF
STA.l RewindRoomId
PHB
LDX.w #RewindEntranceCache
LDY.w #$C140
LDA.w #$27
MVN $7E, RewindEntranceCache>>16
PLB
PLP
RTS
SaveRewind:
PHP
REP #$20
LDA.w $010E
STA.l RewindDungeonEntrance
LDA.b $A0
STA.l RewindRoomId
LDA.b $E8
STA.l RewindVerticalScroll
LDA.b $E2
STA.l RewindHorizontalScroll
LDA.b $20
STA.l RewindYCoordinate
LDA.b $22
STA.l RewindXCoordinate
LDA.w $0618
STA.l RewindCameraTriggerY
LDA.w $061C
STA.l RewindCameraTriggerX
LDA.w $0696
STA.l RewindOverworldDoorTilemap
SEP #$20
LDA.w $0601
STA.l RewindCameraScrollBoundaries
LDA.w $0603
STA.l RewindCameraScrollBoundaries+1
LDA.w $0605
STA.l RewindCameraScrollBoundaries+2
LDA.w $0607
STA.l RewindCameraScrollBoundaries+3
LDA.w $0609
STA.l RewindCameraScrollBoundaries+4
LDA.w $060B
STA.l RewindCameraScrollBoundaries+5
LDA.w $060D
STA.l RewindCameraScrollBoundaries+6
LDA.w $060F
STA.l RewindCameraScrollBoundaries+7
LDA.b $2F
STA.l RewindLinkFacing
LDA.w $0AA1
STA.l RewindMainGFX
LDA.w $0132
STA.l RewindSong
LDA.b $A4
STA.l RewindFloor
LDA.w $040C
STA.l RewindDungeonId
LDA.b $6C
STA.l Rewind_6C
LDA.b $EE
STA.l Rewind_EE
LDA.w $0476
STA.l Rewind_0476
LDA.b $A6
STA.l Rewind_A6
LDA.b $A7
STA.l Rewind_A7
LDA.b $A9
STA.l Rewind_A9
LDA.b $AA
STA.l Rewind_AA
PHB
REP #$30
LDX.w #$C140
LDY.w #RewindEntranceCache
LDA.w #$27
MVN RewindEntranceCache>>16, $7E
PLB
PLP
RTL

View File

@@ -37,8 +37,8 @@ SpriteSwap_Palette_ArmorAndGloves:
SEP #$30
LDA.l SpriteSwapper : BNE .continue
REP #$30
LDA.l GloveEquipment
JSL $9BEE21 ; Read Original Palette Code
JSL.l LoadModifiedGloveValue
JSL $9BEE24 ; Read Original Palette Code
RTL
.continue

View File

@@ -321,7 +321,8 @@ 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
DeadrockCounter: skip 2 ; Number of deadrocks killed
skip 38 ; Unused
ServiceSequence: ; See servicerequest.asm
ServiceSequenceRx: skip 8 ; Service sequence receive
ServiceSequenceTx: skip 8 ; Service sequence transmit
@@ -390,7 +391,34 @@ ExtendedFileNameWRAM: skip 24 ; File name, 12 word-length characters.
RoomPotData: skip 592 ; Table for expanded pot shuffle. One word per room.
SpritePotData: skip 592 ; Table for expanded pot shuffle. One word per room.
PurchaseCounts: skip 96 ; Keeps track of shop purchases
PrivateBlockPersistent: skip 513 ; Reserved for 3rd party developers
PrivateBlockPersistent: ; Reserved for 3rd party developers
IFrames: skip 1
RewindTrigger: skip 1
RewindRoomId: skip 2
RewindDungeonEntrance: skip 2
RewindVerticalScroll: skip 2
RewindHorizontalScroll: skip 2
RewindYCoordinate: skip 2
RewindXCoordinate: skip 2
RewindCameraTriggerY: skip 2
RewindCameraTriggerX: skip 2
RewindOverworldDoorTilemap: skip 2
RewindCameraScrollBoundaries: skip 8
RewindLinkFacing: skip 1
RewindMainGFX: skip 1
RewindSong: skip 1
RewindFloor: skip 1
RewindDungeonId: skip 1
Rewind_6C: skip 1
Rewind_EE: skip 1
Rewind_0476: skip 1
Rewind_A6: skip 1
Rewind_A7: skip 1
Rewind_A9: skip 1
Rewind_AA: skip 1
RewindEntranceCache: skip $28
skip 433
;================================================================================
; Direct SRAM Assignments ($700000 - $7080000)
@@ -420,7 +448,11 @@ skip 283 ;
InverseChecksumSRAM: skip 2 ;
ExtendedSaveDataSRAM: ;
ExtendedFileNameSRAM: skip 24 ; We read and write the file name directly from and to SRAM (24 bytes)
skip $1AE4 ;
skip $500
IFramesSRAM: skip 1
RewindTriggerSRAM: skip 1
RewindRoomIdSRAM: skip 2
skip $15E0 ;
RomVersionSRAM: skip 4 ; ALTTPR ROM version. Low byte is the version, high byte writes
; $01 for now (32-bits total)
RomNameSRAM: skip 21 ; ROM name from $FFC0, burned in during init (21 bytes)

View File

@@ -477,6 +477,24 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("APRIL SILLIES RANDOMIZER", "green")
%blankline()
%bigcredits("KARAFRUIT")
%blankline()
%blankline()
%smallcredits("APRIL SILLIES BETA TESTERS", "yellow")
%blankline()
%bigcredits("WILLOW")
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "green")
%blankline()
@@ -503,6 +521,8 @@ CreditsLineBlank:
%smallcredits("YOUR SPRITE BY", "yellow")
%blankline()
%addarbline(YourSpriteCreditsHi)
%addarbline(YourSpriteCreditsLo)
@@ -536,24 +556,6 @@ CreditsLineBlank:
%blankline()
%blankline()
if !FEATURE_PATREON_SUPPORTERS
%smallcredits("PATREON SUPPORTERS", "yellow")
%addarbline(PatronCredit1Hi)
%addarbline(PatronCredit1Lo)
%blankline()
%addarbline(PatronCredit2Hi)
%addarbline(PatronCredit2Lo)
%blankline()
%addarbline(PatronCredit3Hi)
%addarbline(PatronCredit3Lo)
%blankline()
%blankline()
endif
%smallcredits("SPECIAL THANKS", "red")
%blankline()
@@ -609,22 +611,6 @@ endif
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
if !FEATURE_PATREON_SUPPORTERS == 0
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
endif
;===================================================================================================

56
switches.asm Normal file
View File

@@ -0,0 +1,56 @@
pushpc
org $87A46E
JSL CheckBookTriggerSwitch
BCS +
skip 15
+
org $8296A8
JSL FinishPegChange
org $86B93F
BRA + : NOP #8 : +
LDA.b #$19
STA.b $11
LDA.b #$33
JSL $8DBB7C
pullpc
FinishPegChange:
LDA.b #$20
TRB.w $037A
STZ.b $B0
STZ.b $11
RTL
CheckBookTriggerSwitch:
LDA.b $10
CMP.b #$07
BNE +
LDA.l $7EC172
EOR.b #$01
STA.l $7EC172
LDA.b #$16
STA.b $11
LDA.b #$20
TSB.w $037A
LDA.b #$25
JSL $8DBB8A
SEC
BRA .done
+ CLC
.done
; what we wrote over
LDA.b $3A
AND.b #$BF
STA.b $3A
RTL

View File

@@ -64,22 +64,23 @@ LoadModifiedMagicLevel:
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:
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.b $3C : AND.b #$0F : CMP.b #$09 : BNE ++
LDA.w $0372 : BNE ++
.yes
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 +

View File

@@ -922,7 +922,7 @@ dw $00D8 ; 216
org $B08198 ; PC 0x180198-0x1801A9
GanonsTowerOpenAddress: ; 0x180198-0x180199
dw CrystalCounter ; Target address for GT open check
dw DeadrockCounter ; Target address for GT open check
GanonsTowerOpenTarget: ; 0x18019A-0x18019B
dw $0007 ; Target amount for GT open modes to compare
GanonsTowerOpenMode: ; 0x18019C-0x18019D

13
zoom_on_carry.asm Normal file
View File

@@ -0,0 +1,13 @@
pushpc
org $87E294
JSL.l CheckSpeed
pullpc
CheckSpeed:
LDA.w $0308 : BIT.b #$80 : BNE .zoom
LDA.b $5E : STA.b $00 ; what we wrote over
RTL
.zoom
LDA.b #$10 : STA.b $00 : RTL