59 Commits
Author SHA1 Message Date
karafruit 2477918df9 Bugfixes 2026-05-13 00:58:23 -05:00
karafruit a52f0d71fb Fix compass toggle check and eastern palace split room 2026-05-11 22:21:08 -05:00
karafruit 85a4abbe7b Fix map/icon issues 2026-05-04 17:49:23 -05:00
karafruit d7503ad0f3 Add setting to cap hud/cave loot 2026-05-04 08:52:11 -05:00
karafruit fbd4efc447 Update version 2026-05-04 00:38:06 -05:00
karafruit ec0bb02a53 Merge branch 'codemann_OWMain' into beta 2026-05-04 00:35:52 -05:00
karafruit 80c0f47b1c Show level of current loot in HUD 2026-05-04 00:14:09 -05:00
karafruit b58641ad90 extra keys display 2026-05-03 17:06:30 -05:00
karafruit 031a444a4a Merge commit '9174bbfba54f94ff51c149ba5d3f9e754dbf61a1' into codemann_OWMain 2026-05-02 23:41:40 -05:00
codemann8 9174bbfba5 Fix for Kiki unfollowing after certain entrance transition conditions 2026-03-15 16:59:19 -05:00
codemann8 37caff7bcf Fixed bug with MSU-1 GT2 track not falling back to GT track 2026-03-15 14:19:12 -05:00
codemann8 6fb81c0aa8 Fix buffer sword slash when dashing into water 2026-03-15 10:55:57 -05:00
codemann8 6609253059 Merged in DR v1.5.5 2026-03-03 07:59:14 -06:00
aerinon d0f4651130 fix: skip key counter with universal keys 2026-02-11 10:49:57 -07:00
karafruit 57591e1ef8 Merge in OWRando fixes (#3)
Reviewed-on: #3
2026-02-03 23:48:20 +00:00
karafruit ed2746a27b Update map coordinates and fix red crystals showing junk 2026-01-31 13:01:14 -06:00
karafruit f8917c461a Merge remote-tracking branch 'codemann/OWMain' into codemann_OWMain 2026-01-31 08:47:00 -06:00
karafruit 5dd62441a8 Pull in OW Fog and Grid Map (#2)
Reviewed-on: #2
2026-01-31 14:41:47 +00:00
karafruit ab60e3fd35 Remove error beep from doors map navigation 2026-01-31 08:37:20 -06:00
codemann8 bf2bd1974d Fix buffered sword issue when transitioning to water with sword out 2026-01-29 21:26:19 -06:00
codemann8 c438e9fc3c Merge branch 'OWMain' of https://github.com/codemann8/z3randomizer into OWMain 2026-01-29 20:52:54 -06:00
codemann8 17943f9904 Fix Link sprite using vanilla coords on map check in Special OW 2026-01-29 20:52:25 -06:00
codemann8 41c520fe90 Fix Link sprite using vanilla coords on map check in Special OW 2026-01-28 22:50:20 -06:00
codemann8 9fc26e8710 Fixed palette issue with map checks when Link stands in grass/water 2026-01-28 18:40:33 -06:00
karafruit 482381fe53 Add lower-layer headers to doors/stairs in IP tile theme 2026-01-27 21:21:23 -06:00
karafruit 2b3b50fc5c Initialize $72 before loading palette for OW map 2026-01-27 00:19:56 -06:00
karafruit b7c32fdfb1 Bump GK Rom version 2026-01-25 21:48:20 -06:00
karafruit ec1083a2e5 Fix reference to now-removed UWSpritesPointer 2026-01-25 21:31:39 -06:00
karafruit 53d2a7606a Merge remote-tracking branch 'codemann/OWMain' into codemann_OWMain 2026-01-25 21:15:13 -06:00
karafruit 37ee113f9d Merge in dungeon map changes (#1)
known issues:
- in-room stairs in door shuffle draw slightly bugged sometimes
- entrance sprites in non-doors are sometimes drawn on the wrong floor
- in some modes, sanctuary will open HC map instead of sewers/HC2 map

Reviewed-on: #1
Co-authored-by: Kara Alexandra <ardnaxelarak@gmail.com>
Co-committed-by: Kara Alexandra <ardnaxelarak@gmail.com>
2026-01-25 22:43:02 +00:00
codemann8 781431f633 Fixes issue not able to screen transition if bumped by enemy in water 2026-01-19 15:21:03 -06:00
codemann8 e02f98e6c5 Fixed L/R map swap while in special world 2026-01-17 13:58:18 -06:00
codemann8 7898e2149f Fixed issue with Old Man follower infinite pit fall 2026-01-17 00:51:26 -06:00
karafruit 5831117e36 Fix light cone not showing after torches extinguish 2026-01-16 18:28:21 -06:00
aerinon cc635ddb78 fix: consistency for dungeon counter settings 2026-01-16 15:29:26 -07:00
codemann8 3c41d7ff39 Change key total display based on seen by player 2026-01-16 15:30:06 -06:00
codemann8 ab0f37b7ba Merge branch 'OWMain' of https://github.com/codemann8/z3randomizer into OWMain 2026-01-16 14:30:04 -06:00
codemann8 343d61a976 Fixing key totals marking MapCountDisplay flag 2026-01-16 14:30:01 -06:00
codemann8 804e72395b Fixing key totals marking MapCountDisplay flag 2026-01-16 14:19:48 -06:00
aerinon c5aaa07f3e feat: king tomb bonk fix 2026-01-15 15:47:23 -07:00
codemann8 e8e6120a9e Some added labeling 2026-01-13 23:51:42 -06:00
codemann8 b0dfcdcae6 Fixed screen drawing issue on Pyramid screen 2026-01-13 15:29:04 -06:00
codemann8 920212d1b8 Removed sprite pointer label since value can shift via generator 2026-01-13 11:26:28 -06:00
codemann8 b7e123a7cf Removed hardcoded sprite data 2026-01-13 11:25:41 -06:00
codemann8 ce7f35ac7b Fixed screen drawing issue on HC screen 2026-01-13 11:24:37 -06:00
codemann8 a090f95659 Hold L/R during Grid OW map check to see opposite world 2026-01-12 22:35:07 -06:00
Catobat 9cbc202b62 Move dynamically positioned sprites on overworld map to match custom layout 2026-01-11 21:45:42 +01:00
Catobat 2ee7be56fc Overworld map fog 2026-01-11 21:45:42 +01:00
Catobat fe5c936c7c Draw arbitrary layouts on the overworld map 2026-01-11 21:45:42 +01:00
Catobat afa0f95072 Overworld edges are disabled if the destination is set to 0xFF 2026-01-11 21:45:42 +01:00
codemann8 ead6a30aa5 Fixed boss icons not showing on dungeon map check 2026-01-11 01:59:44 -06:00
codemann8 d532ac2f4a Fixed bonk drops duplicate counting and potentially writing bad values 2026-01-11 00:38:24 -06:00
codemann8 71ebc09270 Fix bonk drops updating HUD on collection 2026-01-11 00:06:52 -06:00
codemann8 0fef82981a Fixed bonk drops double counting and potentially writing bad values 2026-01-11 00:06:19 -06:00
codemann8 7d45a5cf66 Merge branch 'OWMain' of https://github.com/codemann8/z3randomizer into OWMain 2026-01-08 19:47:22 -06:00
codemann8 5af2fdc51e Fix psuedoboots ability to open Kings Tomb 2026-01-08 19:47:06 -06:00
codemann8 bff1da4330 Fix psuedoboots ability to open Kings Tomb 2026-01-08 16:16:33 -06:00
codemann8 0dba4601fc Fix issue with zoomed-in map check displaying icons from off-screen 2026-01-05 23:57:19 -06:00
codemann8 e30e5107c6 Implement more accurate map check coordinates 2026-01-05 22:38:53 -06:00
72 changed files with 7888 additions and 422 deletions
+41 -9
View File
@@ -74,6 +74,8 @@ function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<
!FLAG_OW_MIXED = $04 !FLAG_OW_MIXED = $04
!FLAG_OW_CROSSED = $02 !FLAG_OW_CROSSED = $02
!FLAG_OW_BONKDROP = $02 !FLAG_OW_BONKDROP = $02
!FLAG_OW_CUSTOM_MAP = $02
!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION = $04
incsrc hooks.asm incsrc hooks.asm
incsrc spriteswap.asm incsrc spriteswap.asm
@@ -179,7 +181,7 @@ incsrc toast.asm
incsrc fastcredits.asm incsrc fastcredits.asm
incsrc msu.asm incsrc msu.asm
incsrc menu/overworldmap.asm ; Overwrites some code in bank $8A incsrc menu/overworldmap.asm ; Overwrites some code in bank $8A
incsrc dungeonmap.asm incsrc bossicons.asm
incsrc hextodec.asm incsrc hextodec.asm
incsrc multiworld.asm incsrc multiworld.asm
incsrc textrenderer.asm incsrc textrenderer.asm
@@ -203,13 +205,23 @@ incsrc menu/hudalpha.asm
warnpc $A38000 warnpc $A38000
org $B98000 org $B98000
incsrc crystalswitchbook.asm incsrc gk/crystalswitchbook.asm
incsrc mimicdash.asm incsrc gk/mimicdash.asm
incsrc gloom.asm incsrc gk/gloom.asm
incsrc special_weapons.asm incsrc gk/special_weapons.asm
incsrc variable_ganon_vulnerability.asm incsrc gk/variable_ganon_vulnerability.asm
incsrc pseudoflute.asm incsrc gk/pseudoflute.asm
warnpc $BA8000 incsrc gk/fast_junk.asm
incsrc gk/dungeon_maps.asm
incsrc gk/dungeon_indicator.asm
print "End of B9: ", pc
warnpc $B9EE00
org $B9EE00
incsrc gk_meta.asm
org $B9F000
incsrc gk/settings.asm
org $A38000 org $A38000
incsrc stats/credits.asm ; Statically mapped incsrc stats/credits.asm ; Statically mapped
@@ -253,7 +265,7 @@ warnpc $B1A000
org $B1A000 org $B1A000
GFX_HUD_Items: GFX_HUD_Items:
incbin "menu/drsheetdc.2bppc" incbin "menu/dr_sheet_dc.2bppc"
warnpc $B1A800 warnpc $B1A800
org $B1A800 org $B1A800
@@ -306,6 +318,26 @@ NewFontInverted:
incbin "data/newfont_inverted.bin" incbin "data/newfont_inverted.bin"
SmallCharacters: SmallCharacters:
incbin "data/smallchars.2bpp" incbin "data/smallchars.2bpp"
DungeonMapIcons1:
incbin "menu/map_icons_1.3bppc"
DungeonMapIcons2:
incbin "menu/map_icons_2.3bppc"
DungeonMapIcons3:
incbin "menu/map_icons_3.3bppc"
DungeonMapIcons4:
incbin "menu/map_icons_4.3bppc"
DungeonMapIcons5:
incbin "menu/map_icons_5.3bppc"
DungeonMapIcons6:
incbin "menu/map_icons_6.3bppc"
DungeonMapDoorConnectors:
incbin "menu/door_connectors.3bppc"
MapSheetD4:
incbin "menu/map_sheet_d4.3bppc"
DRSheet14:
incbin "menu/dr_sheet_14.3bppc"
org $8CD7DF org $8CD7DF
incsrc data/playernamecharmap.asm incsrc data/playernamecharmap.asm
org $8CE73D org $8CE73D
+13 -13
View File
@@ -28,16 +28,19 @@ AddBonkTremors:
JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
BonkBreakableWall: ValidDashCheck:
PHX : PHP PHP
SEP #$30 ; set 8-bit accumulator and index registers SEP #$20
LDA.l BootsModifier : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots LDA.l BootsEquipment : BEQ .exit
PLP : PLX : LDA.w #$0000 : RTL + LDA.w LinkDashing
+ .exit
PLP : PLX BEQ +
LDA.w LinkDashing : AND.w #$00FF ; things we wrote over PLP : REP #$02
RTL RTL
+
PLP : SEP #$02
RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
BonkRockPile: BonkRockPile:
LDA.l BootsModifier : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
@@ -48,10 +51,7 @@ BonkRockPile:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
GravestoneHook: GravestoneHook:
LDA.l BootsModifier : CMP.b #$01 : BEQ + JSL ValidDashCheck : BEQ .done ; things we wrote over
LDA.l BootsEquipment : BEQ .done ; Check for Boots
+
LDA.w LinkDashing : BEQ .done ; things we wrote over
JML moveGravestone JML moveGravestone
.done .done
JML GravestoneHook_continue JML GravestoneHook_continue
+6 -7
View File
@@ -17,15 +17,14 @@ DoDungeonMapBossIcon:
ASL ASL
TAX TAX
; get sprite pointer table
LDA.l $89C298 : STA.b Scrap00
LDA.w #$0089 : STA.b Scrap02
TXY
; get sprite pointer for room ; get sprite pointer for room
LDA.l UWSpritesPointers,X LDA.b [Scrap00], Y
STA.b Scrap00 ; pointer in $00 STA.b Scrap00 ; pointer in $00
if !FEATURE_FIX_BASEROM LDA.w #bank(UWSpritesData) : STA.b Scrap02
LDA.w #$0089
else
LDA.w #$0028 ; set the bank to 28 for now
endif
STA.b Scrap02
LDY.w #$0001 ; to skip the "sort" LDY.w #$0001 ; to skip the "sort"
; get first byte to make sure it isn't an empty room ; get first byte to make sure it isn't an empty room
+12 -73
View File
@@ -238,6 +238,18 @@ FixJingleGlitch:
.exit .exit
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FixSwimBump:
LDA.b LinkIncapacitatedTimer : BEQ .normal
LDA.b LinkJumping : BNE .normal
INC.b LinkJumping
BRA .not_diving
.normal
LDA.b LinkJumping : BNE .continue ; what we wrote over
.not_diving
PLA : PLA : PEA.w $87964D ; skip ahead, not diving
.continue
RTL
;--------------------------------------------------------------------------------
; Fix spawning with more hearts than capacity when less than 3 heart containers ; Fix spawning with more hearts than capacity when less than 3 heart containers
pushpc pushpc
org $09F4AC ; <- module_death.asm:331 org $09F4AC ; <- module_death.asm:331
@@ -278,76 +290,3 @@ ParadoxCaveGfxFix:
LDX.w #$00C0 : STX.w DAS0L LDX.w #$00C0 : STX.w DAS0L
BRA .uploadLine BRA .uploadLine
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetItemRiseTimer:
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE .not_from_chest
LDA.b #$38 : STA.w AncillaTimer, X
RTL
.not_from_chest
JSL.l ItemIsJunk
BEQ .default
.junk
LDA.l JunkItemTimer : AND.b #$3F : STA.w AncillaTimer, X
RTL
.default
TYA : STA.w AncillaTimer, X ; What we wrote over
RTL
;--------------------------------------------------------------------------------
ItemIsJunk:
PHX
LDA.l JunkItemTimer : BIT.b #$3F : BEQ .not_junk
BIT.b #$80 : BNE .check
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .check
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .check
BRA .not_junk
.check
LDA.l JunkItemTimer : AND.b #$40
BEQ +
LDA.b #JunkItems_triforce_end-JunkItems_end
+
CLC : ADC.b #JunkItems_end-JunkItems-1
LDA.w AncillaGet, X
TAX
-
CMP.l JunkItems, X : BEQ .junk
DEX : BPL -
.not_junk
PLX
LDA.b #$00
RTL
.junk
PLX
LDA.b #$01
RTL
RTL
JunkItems:
db $27 ; Bomb
db $28 ; 3 bombs
db $31 ; 10 bombs
db $34 ; 1 rupee
db $35 ; 5 rupees
db $36 ; 20 rupees
db $40 ; 100 rupees
db $41 ; 50 rupees
db $42 ; Heart
db $43 ; Arrow
db $44 ; 10 arrows
db $45 ; Small magic
db $46 ; 300 rupees
db $47 ; 20 rupees green
db $59 ; Rupoor
db $D1 ; Apples
db $D2 ; Fairy
db $D3 ; Chicken
db $D4 ; Big Magic
db $D5 ; 5 Arrows
db $D6 ; Good Bee
.end
db $6B ; Power Star
db $6C ; Triforce Piece
.triforce_end
;--------------------------------------------------------------------------------
+2 -2
View File
@@ -599,7 +599,7 @@ skip $10
BigKeyStatus: ;27f040 (status 2 indicate BnC guard) BigKeyStatus: ;27f040 (status 2 indicate BnC guard)
dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0000, $0000 dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0000, $0000
DungeonReminderTable: ;27f060 DungeonReminderTable: ;27f060
dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C, $0000, $0000 dw $2DA4, $2DA4, $2DA5, $2DA6, $2DA8, $2DAA, $2DA9, $2DAE, $2DAB, $2DAD, $2DA7, $2DAC, $2DAF, $2DB0, $0000, $0000
TotalLocationsLow: ;27f080 TotalLocationsLow: ;27f080
db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07, $00, $00 db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07, $00, $00
TotalLocationsHigh: ;27f090 TotalLocationsHigh: ;27f090
@@ -696,4 +696,4 @@ dw $ffff
OldManDarkWorld: OldManDarkWorld:
dw $ffff dw $ffff
OldManRetrievalWorld: OldManRetrievalWorld:
dw $0000 dw $0000
+161 -99
View File
@@ -1,10 +1,11 @@
!BlankTile = $207F !BlankTile = $207F
!SlashTile = $2830 !SlashTile = $2830
!PlusTile = $2404
!HyphenTile = $2405 !HyphenTile = $2405
!LTile = $2D68 !LTile = $2D68
!DTile = $2D60 !DTile = $2D60
!RedSquare = $345E
!BlueSquare = $2C5E !BlueSquare = $2C5E
!BossIcon = $253C
DrHudOverride: DrHudOverride:
PHB PHB
@@ -45,10 +46,10 @@ DRHUD_BossIndicator:
LDA.w CompassField : AND.l DungeonMask, x LDA.w CompassField : AND.l DungeonMask, x
SEP #$20 SEP #$20
BEQ .draw_indicator BEQ .draw_indicator
LDA.l CompassBossIndicator, x : CMP.b RoomIndex : BNE .draw_indicator LDA.l CompassBossIndicator, x : CMP.b RoomIndex : BNE .draw_indicator
LDY.w #!RedSquare LDY.w #!BossIcon
.draw_indicator .draw_indicator
STY.w HUDMultiIndicator STY.w HUDMultiIndicator
BRA DRHUD_DrawCurrentDungeonIndicator BRA DRHUD_DrawCurrentDungeonIndicator
DRHUD_EnemyDropIndicator: DRHUD_EnemyDropIndicator:
@@ -59,17 +60,24 @@ DRHUD_EnemyDropIndicator:
SEP #$10 : TAX : REP #$10 SEP #$10 : TAX : REP #$10
DRHUD_DrawCurrentDungeonIndicator: ; mX DRHUD_DrawCurrentDungeonIndicator: ; mX
LDA.l DRMode : BIT.b #$02 : BEQ DRHUD_Finished LDA.l DRMode : BIT.b #$02 : BNE + : JMP DRHUD_Finished : +
LDY.w #!BlankTile LDY.w #!BlankTile
LDA.w CurrentHealth : BEQ .draw_indicator LDA.w CurrentHealth : BEQ .draw_indicator
REP #$20 : LDA.l DungeonReminderTable,X : TAY LDA.b GameMode
SEP #$20 CMP.b #$0E : BNE .get_indicator
LDA.b GameSubMode
CMP.b #$03 : BNE .get_indicator
LDA.w SubModuleInterface
CMP.b #$06 : BEQ .draw_indicator
.get_indicator
LDY.w #$2C28
.draw_indicator .draw_indicator
STY.w HUDCurrentDungeonWorld STY.w HUDCurrentDungeonWorld
DRHUD_DrawKeyCounter: DRHUD_DrawKeyCounter:
LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished LDA.l DRFlags : AND.b #$04 : BEQ .to_finished
LDA.l CompassMode : BIT.b #$03 : BEQ DRHUD_Finished LDA.l CompassMode : BIT.b #$03 : BEQ DRHUD_Finished
REP #$20 REP #$20
BIT.w #$0002 : BNE .skip_map_check BIT.w #$0002 : BNE .skip_map_check
@@ -82,8 +90,17 @@ DRHUD_DrawKeyCounter:
LDA.l GenericKeys : LSR : BCS .total_only LDA.l GenericKeys : LSR : BCS .total_only
LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
LDA.w #!SlashTile : STA.w HUDKeysSlash LDA.w #!SlashTile : STA.w HUDKeysSlash
LDA.l ExtraChestKeys, X : AND.w #$00FF : BEQ .total_only
JSR ConvertToDisplay : STA.w HUDKeysExtraCount
LDA.w #!PlusTile : STA.w HUDKeysExtraPlus
.total_only .total_only
LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal SEP #$20
LDA.l ChestKeys, X : SEC : SBC.l ExtraChestKeys, X
REP #$20
JSR ConvertToDisplay : STA.w HUDKeysTotal
.to_finished
JMP DRHUD_Finished JMP DRHUD_Finished
OWRHUD_DrawWorldIndicator: OWRHUD_DrawWorldIndicator:
@@ -117,101 +134,100 @@ dw $0000, $0000, $0000, $0000, $000a, $000a, $000a, $0014, $000a, $0014, $0000,
DrHudDungeonItemsAdditions: DrHudDungeonItemsAdditions:
{ {
jsl DrawHUDDungeonItems jsl DrawHUDDungeonItems
lda.l DRMode : cmp.b #$02 : beq + : rtl : + lda.l DRMode : cmp.b #$02 : beq + : rtl : +
phx : phy : php phx : phy : php
rep #$30 rep #$30
lda.w #$24f5 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624 lda.w #$24f5 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
sta.w $1644 : sta.w $164a : sta.w $1652 : sta.w $1662 : sta.w $1684 : sta.w $16c4 sta.w $1644 : sta.w $164a : sta.w $1652 : sta.w $1662 : sta.w $1684 : sta.w $16c4
ldx.w #$0000 ldx.w #$0000
- sta.w $1704, x : sta.w $170e, x : sta.w $1718, x - sta.w $1704, x : sta.w $170e, x : sta.w $1718, x
inx #2 : cpx.w #$0008 : !BLT - inx #2 : cpx.w #$0008 : !BLT -
lda.l HudFlag : and.w #$0020 : beq + : JMP ++ : + lda.l HudFlag : and.w #$0020 : beq + : JMP ++ : +
lda.l HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : + lda.l HUDDungeonItems : and.w #$001F : bne + : JMP ++ : +
; bk symbols ; bk symbols
lda.w #$2811 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624 lda.w #$2811 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
; sm symbols ; sm symbols
lda.w #$2810 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4 lda.w #$2810 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4
; blank out stuff ; blank out stuff
lda.w #$24f5 : sta.w $1724 lda.w #$24f5 : sta.w $1724
ldx.w #$0002 ldx.w #$0002
- lda.w #$0000 : !ADD.l RowOffsets,x : !ADD.l ColumnOffsets, x : tay - lda.w #$0000 : !ADD.l RowOffsets,x : !ADD.l ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta.w $1644, y : iny #2 JSR BossStatus : STA.w $1644, Y
lda.w #$24f5 : sta.w $1644, y INY #2
lda.l MapField : and.l DungeonMask, x : beq + ; must have map lda.w #$24f5 : sta.w $1644, y
jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status lda.l MapField : and.l DungeonMask, x : beq + ; must have map
+ lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status
lda.w #$2826 : sta.w $1644, y + lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey
.smallKey lda.w #$2826 : sta.w $1644, y
+ iny #2 .smallKey
+ iny #2
cpx.w #$001a : bne + cpx.w #$001a : bne +
tya : !ADD.w #$003c : tay tya : !ADD.w #$003c : tay
+ stx.b Scrap00 + stx.b Scrap00
txa : lsr : tax txa : lsr : tax
lda.w #$24f5 : sta.w $1644, y lda.w #$24f5 : sta.w $1644, y
lda.l GenericKeys : and.w #$00FF : bne + lda.l GenericKeys : and.w #$00FF : bne +
lda.l DungeonKeys, x : and.w #$00FF : beq + lda.l DungeonKeys, x : and.w #$00FF : beq +
jsr ConvertToDisplay2 : sta.w $1644, y jsr ConvertToDisplay2 : sta.w $1644, y
+ iny #2 : lda.w #$24f5 : sta.w $1644, y + iny #2 : lda.w #$24f5 : sta.w $1644, y
phx : ldx.b Scrap00 phx : ldx.b Scrap00
LDA.l CompassMode : BIT.w #$0002 : BNE .skip_map_check LDA.l MapField : ORA.l MapCountDisplay : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
LDA.l MapField : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
.skip_map_check
plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02 plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
lda.l GenericKeys : bne +++ lda.l GenericKeys : bne +++
lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02 lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02
+++ lda.b Scrap02 +++ lda.b Scrap02
rep #$30 rep #$30
jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals
bra .skipStack bra .skipStack
.key_info_done .key_info_done
plx plx
.skipStack iny #2 .skipStack iny #2
cpx.w #$000d : beq + cpx.w #$000d : beq +
lda.w #$24f5 : sta.w $1644, y lda.w #$24f5 : sta.w $1644, y
+ +
ldx.b Scrap00 ldx.b Scrap00
+ inx #2 : cpx.w #$001b : bcs ++ : JMP - + inx #2 : cpx.w #$001b : bcs ++ : JMP -
++ ++
lda.l HudFlag : and.w #$0020 : bne + : JMP ++ : + lda.l HudFlag : and.w #$0020 : bne + : JMP ++ : +
; map symbols ; map symbols
lda.w #$2821 : sta.w $1606 : sta.w $1610 : sta.w $161a lda.w #$2821 : sta.w $1606 : sta.w $1610 : sta.w $161a
; compass symbols ; compass symbols
lda.w #$2c20 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4 lda.w #$2c20 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4
; blank out a couple thing from old hud ; blank out a couple thing from old hud
lda.w #$24f5 : sta.w $1624 : sta.w $1724 lda.w #$24f5 : sta.w $1624 : sta.w $1724
ldx.w #$0002 ldx.w #$0002
- lda.w #$0000 ; start of hud area - lda.w #$0000 ; start of hud area
!ADD.l RowOffsets, x : !ADD.l ColumnOffsets, x : tay !ADD.l RowOffsets, x : !ADD.l ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta.w $1644, y JSR BossStatus : STA.w $1644, Y
iny #2 INY #2
lda.w #$24f5 : sta.w $1644, y ; blank out map spot lda.w #$24f5 : sta.w $1644, y ; blank out map spot
lda.l MapField : ora.l MapCountDisplay : ora.l MapOverlay lda.l MapField : ora.l MapCountDisplay : ora.l MapOverlay
and.l DungeonMask, x : beq + ; must have map and.l DungeonMask, x : beq + ; must have map
JSR MapIndicatorShort : STA.w $1644, Y JSR MapIndicatorShort : STA.w $1644, Y
+ iny #2 + iny #2
cpx.w #$001a : bne + cpx.w #$001a : bne +
tya : !ADD.w #$003c : tay tya : !ADD.w #$003c : tay
+ lda.l CompassField : ora.l CompassCountDisplay + lda.l CompassField : ora.l CompassCountDisplay
and.l DungeonMask, x : beq + ; must have compass and.l DungeonMask, x : beq + ; must have compass
phx ; total chest counts phx ; total chest counts
LDA.l CompassTotalsWRAM, x : !SUB.l DungeonLocationsChecked, x LDA.l CompassTotalsWRAM, x : !SUB.l DungeonLocationsChecked, x
SEP #$30 : JSR HudHexToDec2DigitCopy : REP #$30 SEP #$30 : JSR HudHexToDec2DigitCopy : REP #$30
lda.b Scrap06 : jsr ConvertToDisplay2 : sta.w $1644, y : iny #2 lda.b Scrap06 : jsr ConvertToDisplay2 : sta.w $1644, y : iny #2
lda.b Scrap07 : jsr ConvertToDisplay2 : sta.w $1644, y lda.b Scrap07 : jsr ConvertToDisplay2 : sta.w $1644, y
plx plx
bra .skipBlanks bra .skipBlanks
+ lda.w #$24f5 : sta.w $1644, y : iny #2 : sta.w $1644, y + lda.w #$24f5 : sta.w $1644, y : iny #2 : sta.w $1644, y
.skipBlanks iny #2 .skipBlanks iny #2
cpx.w #$001a : beq + cpx.w #$001a : beq +
lda.w #$24f5 : sta.w $1644, y ; blank out spot lda.w #$24f5 : sta.w $1644, y ; blank out spot
+ inx #2 : cpx.w #$001b : !BGE ++ : JMP - + inx #2 : cpx.w #$001b : !BGE ++ : JMP -
++ ++
plp : ply : plx : rtl plp : ply : plx : rtl
} }
MapIndicatorLong: MapIndicatorLong:
@@ -251,17 +267,63 @@ BkStatus:
+ lda.w #$24f5 : rts ; black otherwise + lda.w #$24f5 : rts ; black otherwise
+++ lda.w #$2826 : rts ; check mark +++ lda.w #$2826 : rts ; check mark
ConvertToDisplay: BossStatus:
and.w #$00ff : cmp.w #$000a : !BLT + LDA.l HUDDungeonItems : BIT.w #$0010 : BEQ .normal
!ADD.w #$2519 : rts PHX
+ !ADD.w #$2490 : rts LDA.l DungeonMapBossRooms, X
CMP.w #$000F
BEQ .no_boss
ASL A
TAX
LDA.l SaveDataWRAM, X
PLX
BIT.w #$0800
BEQ .boss_alive
ConvertToDisplay2: .boss_dead
and.w #$00ff : beq ++ LDA.l HudFlag : BIT.w #$0020 : BNE .skull
cmp.w #$000a : !BLT + ; palette 3 - white
!ADD.w #$2517 : rts ; 2580 with 258A as "A" for non transparent digits LDA.l DungeonReminderTable, X : AND.w #$E3FF : ORA.w #$0C00 : RTS
+ !ADD.w #$2816 : rts
++ lda.w #$2827 : rts ; 0/O for 0 or placeholder digit ;2483 .skull
LDA.w #$280F : RTS
.no_boss
PLX
; palette 0 - light gray
LDA.l DungeonReminderTable, X : AND.w #$E3FF : RTS
.boss_alive
; palette 4 - gray
LDA.l DungeonReminderTable, X : AND.w #$E3FF : ORA.w #$1000 : RTS
.normal
; default palette 3 - white
LDA.l DungeonReminderTable, X : RTS
ConvertToDisplay: ; transparent background
AND.w #$00FF
CMP.w #$000A : BCC .under10
CMP.w #$000C : BCC .under12
.over11
CLC : ADC.w #$2553 : RTS
.under12
CLC : ADC.w #$2519 : RTS
.under10
CLC : ADC.w #$2490 : RTS
ConvertToDisplay2: ; solid background
AND.w #$00FF : BEQ .zero
CMP.w #$000A : BCC .under10
CMP.w #$000C : BCC .under12
.over11
CLC : ADC.w #$2580 : RTS
.under12
CLC : ADC.w #$2517 : RTS
.under10
CLC : ADC.w #$2816 : RTS
.zero
LDA.w #$2827 : RTS
CountAbsorbedKeys: CountAbsorbedKeys:
JML IncrementSmallKeysNoPrimary JML IncrementSmallKeysNoPrimary
+1 -5
View File
@@ -1,10 +1,6 @@
LoadUnderworldSprites: LoadUnderworldSprites:
STA.b Scrap00 ; part one of what we replaced STA.b Scrap00 ; part one of what we replaced
if !FEATURE_FIX_BASEROM LDA.w #UWSpritesData>>16 ; set the bank to 28 for now
LDA.w #$89
else
LDA.w #UWSpritesData>>16 ; set the bank to 28 for now
endif
STA.b Scrap02 STA.b Scrap02
LDA.w $048E LDA.w $048E
RTL RTL
+11 -1
View File
@@ -23,7 +23,7 @@ JSL SpritePrep_OldManFollower : NOP #2 : db $F0 ; BEQ
org $9DFF18 org $9DFF18
JSL SpriteDraw_OldManFollower JSL SpriteDraw_OldManFollower
org $9EE9BC org $9EE9BC
JSL Follower_CheckMessageCollision JSL OldMan_WaitForCollision
org $9EE9CC org $9EE9CC
JSL OldMan_BecomeFollower : NOP #2 JSL OldMan_BecomeFollower : NOP #2
@@ -631,6 +631,15 @@ SpriteDraw_OldManFollower:
dw 0, 0 : db $AC, $00, $00, $02 dw 0, 0 : db $AC, $00, $00, $02
dw 0, 8 : db $AE, $00, $00, $02 dw 0, 8 : db $AE, $00, $00, $02
OldMan_WaitForCollision:
PHA
LDA.w LinkIFrames : BEQ +
PLA : CLC
RTL
+
PLA
JML Follower_CheckMessageCollision
OldMan_BecomeFollower: OldMan_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn
PLA : PLA PLA : PLA
@@ -848,6 +857,7 @@ RTL
Kiki_DontScareTheMonke: Kiki_DontScareTheMonke:
LDA.b LinkJumping : BEQ .return LDA.b LinkJumping : BEQ .return
CMP.b #$02 : BEQ .no_spook ; needed for quake usage CMP.b #$02 : BEQ .no_spook ; needed for quake usage
LDA.b GameMode : CMP.b #$0F : BEQ .no_spook ; needed for entrance transitions
LDA.w NoDamage : BNE .no_spook LDA.w NoDamage : BNE .no_spook
LDA.w LinkThud : BNE .no_spook LDA.w LinkThud : BNE .no_spook
.spook .spook
+108
View File
@@ -0,0 +1,108 @@
; we want the icons indicating what is left in a room to blink
; but we don't want to redraw to BG1 every few frames
; so we duplicate the left side of BG1 to a lower portion and just toggle vertical scroll
BlinkLoot:
; do not show icons if we're scrolling
LDA.w $0210
BNE .hide
LDA.b FrameCounter
AND.b #$20
BEQ .show
.hide
LDA.b #$01
.show
STZ.b $E6
STA.w $E7
JSL $8AE96B
RTL
StartDoubleWrite:
; what we wrote over
LDA.l DRMode
BEQ .draw
INC.w $020D ; next subsubmode
PLA : PLA : PLA ; pull our jump to here off the stack
PLB
RTL
.draw
REP #$30
STZ.w GFXStripes
STZ.w $021B
RTL
CheckDoubleWrite:
LDA.w $021C
BNE .done
LDA.b #$08
STA.w $021C
REP #$30
JML $8AE20B
.done
; what we wrote over
REP #$10
LDY.w GFXStripes
LDA.b #$FF
JML $8AE2E7
DrawMountain:
LDX.w GFXStripes
PHX
LDY.w #$0000
.next_word
LDA.w $8AEFEF, Y
STA.w GFXStripes+2, X
INX : INX
INY : INY
CPY.w #$002A
BCC .next_word
PLY
LDA.w $021B
BEQ .done
; if second copy of mountain, adjust VRAM addresses
SEP #$20
LDA.w GFXStripes+$02, Y
ORA.w $021C
STA.w GFXStripes+$02, Y
LDA.w GFXStripes+$08, Y
ORA.w $021C
STA.w GFXStripes+$08, Y
LDA.w GFXStripes+$10, Y
ORA.w $021C
STA.w GFXStripes+$10, Y
LDA.w GFXStripes+$20, Y
ORA.w $021C
STA.w GFXStripes+$20, Y
LDA.w GFXStripes+$26, Y
ORA.w $021C
STA.w GFXStripes+$26, Y
REP #$20
.done
RTL
WriteBigEndianAddressX:
ORA.w $021B
XBA
STA.w GFXStripes+2, X
AND.w #$FFF7
RTL
WriteBigEndianAddressY:
ORA.w $021B
XBA
STA.w GFXStripes+2, Y
AND.w #$FFF7
RTL
+659
View File
@@ -0,0 +1,659 @@
; A = room_id
; out A = level of loot
CheckLoot:
PHP
REP #$30
PHB : PHX : PHY
STA.b $CA
LDA.b $06 : PHA
LDA.b $0E : PHA
STZ.b $02 ; best item class found
LDA.l ShowItems_default
AND.w #$00FF
STA.b $0E
LDA.b $CA
AND.w #$01FF
ASL A
TAX
LDA.l SaveDataWRAM, X
AND.w #$000F
BEQ +
LDA.l ShowItems_visited_tile
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .skip_dungeon_checks
TAX
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l ShowItems_have_map
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l ShowItems_have_compass
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+
.skip_dungeon_checks
LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests
+
LDA.l ItemSources : BIT.w #$0002 : BEQ +
JSR CheckPots
+
LDA.l ItemSources : BIT.w #$0004 : BEQ +
JSR CheckEnemies
+
LDA.l ItemSources : BIT.w #$0008 : BEQ +
JSR CheckBoss
+
LDA.l ItemSources : BIT.w #$0010 : BEQ +
JSR CheckPrize
+
.done
PLA : STA.b $0E
PLA : STA.b $06
PLY : PLX : PLB
PLP
LDA.b $02
RTL
CheckChests:
LDA.b $CA
AND.w #$01FF
STA.b $00
ASL A
TAX
LDA.w #($81<<8)
PHA
PLB : PLB
LDA.w #$0008
STA.b $04
STZ.b $06
LDY.w #$FFFD
.increment_mask
LDA.b $04
ASL A
STA.b $04
.next_chest
INY #3
CPY.w #$01F8
BCS .done
LDA.w RoomData_ChestItems, Y
AND.w #$7FFF
CMP.b $00
BNE .next_chest
LDA.b $06
JSR CheckChestSection
INC.b $06
BCC .increment_mask
LDA.l SaveDataWRAM, X
AND.b $04
BNE .increment_mask ; already got item
LDA.w RoomData_ChestItems+2, Y
AND.w #$00FF
JSR GetLootClass
BRA .increment_mask
.done
RTS
CheckBoss:
; we assume all bosses are in section 1 of split sections
; mainly to simplify hera cage key and GT torch
; which use the same flow
; and bosses are always in their own section anyway
LDA.b $CA
AND.w #$F000
XBA
CMP.w #$0020
BCC +
RTS
+
LDA.b $CA
AND.w #$01FF
STA.b $04
LDX.w #$FFFA
.next_boss
INX #6
LDA.l MiscLocations, X
BPL .check
RTS
.check
CMP.b $04
BNE .next_boss
TXY
CMP.b RoomIndex
BEQ .current_room
ASL A
TAX
LDA.l SaveDataWRAM, X
BRA .continue
.current_room
LDA.w RoomItemsTaken ; if checking our current room, $0403 has fresher flags
ASL #4
.continue
STA.b $04
TYX
LDA.l MiscLocations+2, X ; get bit of room data to check
AND.w #$00FF
ASL A
TAX
LDA.l DungeonMask, X
TYX
BIT.b $04
BNE .next_boss ; continue checking if we already got the item
LDA.l MiscLocations+4, X
STA.b $05
LDA.l MiscLocations+3, X
STA.b $04
LDA.b [$04]
AND.w #$00FF
JSR GetLootClass
BRA .next_boss
CheckPrize:
LDA.b $CA
AND.w #$01FF
STA.b $04
LDX.w #$FFFD
.next_prize
INX #3
LDA.l PrizeLocations, X
BPL .check
RTS
.check
CMP.b $04
BNE .next_prize
TXY
ASL A
TAX
LDA.l SaveDataWRAM, X
TYX
BIT.w #$0800
BNE .next_prize
LDA.l PrizeLocations+2, X ; get which prize to look at
AND.w #$00FF
TAX
LDA.l DungeonPrizeReceiptID, X
TYX
AND.w #$00FF
JSR GetLootClass
BRA .next_prize
CheckPots:
LDA.b $CA
AND.w #$01FF
ASL A
TAX
LDA.l UWPotsPointers, X
STA.b $04
LDA.w #bank(UWPotsData)
STA.b $06
LDY.w #$0000
LDX.w #$FFFF
.next_pot
LDA.b [$04], Y
CMP.w #$FFFF : BEQ .done
INX : INY : INY
BIT.w #$4000 : BNE .multi_item ; marked as multi item
BIT.w #$8000 : BNE .major_item ; marked as major item
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$0008 : BEQ .small_key
LDA.l PotCountMode
BEQ +
JSR CheckJunkPot
+
INY
BRA .next_pot
.small_key
LDA.w #$8000 : STA.b $08
LDA.w #$0024
PHA
PHX
INY
BRA .mask_set
.multi_item
LDA.b [$04], Y
PHX
AND.w #$00FF
ASL A
TAX
LDA.l PotMultiWorldTable, X
PLX
BRA .item_id_set
.major_item
LDA.b [$04], Y
.item_id_set
PHA
PHX
INY
TXA : ASL A
TAX
LDA.l DungeonMask, X : STA.b $08
TXA : LSR A : TAX
.mask_set
TXA
JSR CheckPotSection
BCS +
PLX
PLA
BRA .next_pot
+
LDA.b $CA
AND.w #$01FF
ASL A
TAX
if !FEATURE_FIX_BASEROM
LDA.l SpriteDropData, X
else
LDA.l RoomPotData, X
endif
PLX
AND.b $08
BEQ .not_obtained
PLA
BRA .next_pot
.not_obtained
PLA
AND.w #$00FF
JSR GetLootClass
BRA .next_pot
.done
RTS
CheckJunkPot:
LDA.b [$04], Y
PHA
PHX
TXA : ASL A : TAX
LDA.l DungeonMask, X : STA.b $08
TXA : LSR A
JSR CheckPotSection
BCS +
PLX
PLA
RTS
+
LDA.b $CA
AND.w #$01FF
ASL A
TAX
LDA.l PotCollectionRateTable, X
AND.b $08
BEQ .not_important
if !FEATURE_FIX_BASEROM
LDA.l SpriteDropData, X
else
LDA.l RoomPotData, X
endif
AND.b $08
BNE .not_important
PLX
PLA
AND.w #$00FF
JSR GetPotJunkClass
RTS
.not_important
PLX
PLA
RTS
CheckEnemies:
LDA.b $CA
AND.w #$01FF
ASL A
TAX
; get sprite pointer table
LDA.l $89C298 : STA.b $04
LDA.w #$0089 : STA.b $06
TXY
; get sprite pointer for room
LDA.b [$04], Y
INC A ; skip the layered/unlayered indicator
STA.b $04
LDA.w #bank(UWSpritesData)
STA.b $06
LDY.w #$0000
LDX.w #$FFFF
.next_enemy
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$00FF
BNE +
JMP .done
+
LDA.b [$04], Y
AND.w #$E000
CMP.w #$E000
BEQ .overlord
INY : INY
LDA.b [$04], Y
AND.w #$00FF
CMP.w #$00F8 : BEQ .major ; major item
CMP.w #$00F9 : BEQ .major ; major item in other world
CMP.w #$00E4 : BEQ .vanilla_key
INY
INX
BRA .next_enemy
.overlord
INY : INY : INY
BRA .next_enemy
.vanilla_key
DEY : DEY
LDA.w #$8000 : STA.b $08
LDA.b [$04], Y
INY #3
AND.w #$00FF
CMP.w #$00FD ; big key
BEQ .big_key
CMP.w #$00FE ; small key
BEQ .small_key
; false alarm -- probably hera basement key
INX ; since it's an actual sprite it advances the counter
BRA .next_enemy
.small_key
LDA.w #$0024
PHA : PHX
BRA .mask_set
.big_key
LDA.w #$0032
PHA : PHX
BRA .mask_set
.major
DEY : DEY
LDA.b [$04], Y
AND.w #$00FF
.proceed
INY : INY : INY
PHA
PHX
TXA : ASL A
TAX
LDA.l DungeonMask, X : STA.b $08
TXA : LSR A : TAX
.mask_set
TXA
JSR CheckEnemySection
BCS +
PLX
PLA
JMP .next_enemy
+
LDA.b $CA
AND.w #$01FF
ASL A
TAX
LDA.l SpriteDropData, X
PLX
AND.b $08
BEQ .not_obtained
PLA
JMP .next_enemy
.not_obtained
PLA
AND.w #$00FF
JSR GetLootClass
JMP .next_enemy
.done
RTS
; A = item id
; updates "best loot" value if better
GetLootClass:
PHX
TAX
CMP.w #$0025 : BEQ .compass
AND.w #$00F0
CMP.w #$0080 : BNE .not_compass
.compass
LDA.l AlwaysShowCompass
AND.w #$00FF
BNE .check_value
.not_compass
LDA.b $0E
BEQ .done
CMP.w #$0001
BEQ .value_set
.check_value
LDA.l LootTypeMapping, X
AND.w #$00FF
.value_set
CMP.b $02
BCC .done
STA.b $02
.done
PLX
RTS
; A = item id
; updates "best loot" value if better
GetPotJunkClass:
PHX
TAX
LDA.b $0E
BEQ .done
CMP.w #$0001
BEQ .value_set
; hardcode as junk for now
LDA.w #$0002
.value_set
CMP.b $02
BCC .done
STA.b $02
.done
PLX
RTS
macro DefineGetFooSection(type, offset)
Get<type>Section:
PHX
LDA.b $CA
AND.w #$01FF
ASL A
TAX
LDA.l SplitRooms, X
TAX
LDA.l SplitRooms, X
AND.w #$00FF
STA.b $CE
BEQ .found
INX
.check_next_section
PHX
LDA.l SplitRooms+<offset>, X
TAX
-
LDA.l SplitRooms, X
AND.w #$00FF
CMP.w #$00FF
BEQ .not_this_section
CMP.b $CC
BEQ .plx_found
INX
BRA -
.not_this_section
PLX
TXA : CLC : ADC.w #$000D : TAX
DEC.b $CE
BNE .check_next_section
BRA .found
.plx_found
PLX
.found
PLX
LDA.b $CE
RTS
endmacro
macro DefineCheckFooSection(type)
Check<type>Section:
STA.b $CC
LDA.b $CB
AND.w #$00F0
BEQ .yes
JSR Get<type>Section
LDA.b $CB
AND.w #$00F0
LSR A : LSR A : LSR A : LSR A
DEC A
CMP.b $CE
BEQ .yes
.no
CLC
RTS
.yes
SEC
RTS
endmacro
%DefineGetFooSection(Door, 3)
%DefineGetFooSection(Stair, 5)
%DefineGetFooSection(Chest, 7)
%DefineGetFooSection(Pot, 9)
%DefineGetFooSection(Enemy, 11)
%DefineCheckFooSection(Door)
%DefineCheckFooSection(Stair)
%DefineCheckFooSection(Chest)
%DefineCheckFooSection(Pot)
%DefineCheckFooSection(Enemy)
GetIncomingStairSection:
PHX
AND.w #$0300
XBA
ASL A
TAX
LDA.l $8098D8, X
STA.b $CC
LDA.b $CA
AND.w #$00FF
ASL A
TAX
LDA.l SplitRooms, X
TAX
LDA.l SplitRooms, X
AND.w #$00FF
STA.b $CE
BEQ .found
INX
.check_next_section
LDA.l SplitRooms+0, X
AND.w #$00FF
AND.b $CC
BNE .found
TXA : CLC : ADC.w #$000D : TAX
DEC.b $CE
BNE .check_next_section
BRA .found
.found
PLX
LDA.b $CE
RTS
+43
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DoorConnectionTiles:
.vertical
dw $0000, $0000 ; $00
dw $01C0, $0000 ; $01 left -> left
dw $01D0, $01D1 ; $02 left -> middle
dw $81C3, $41C3 ; $03 left -> right
dw $81D0, $81D1 ; $04 middle -> left
dw $01C1, $41C1 ; $05 middle -> middle
dw $C1D1, $C1D0 ; $06 middle -> right
dw $01C3, $C1C3 ; $07 right -> left
dw $41D1, $41D0 ; $08 right -> middle
dw $0000, $01C0 ; $09 right -> right
dw $41C2, $41C1 ; $0A left-middle -> left-middle
dw $81D2, $C1D0 ; $0B left-middle -> left-right
dw $41D3, $81D3 ; $0C left-middle -> middle-right
dw $01D2, $41D0 ; $0D left-right -> left-middle
dw $01C0, $01C0 ; $0E left-right -> left-right
dw $01D0, $41D2 ; $0F left-right -> middle-right
dw $C1D3, $01D3 ; $10 middle-right -> left-middle
dw $81D0, $C1D2 ; $11 middle-right -> left-right
dw $01C1, $01C2 ; $12 middle-right -> middle-right
dw $41C2, $01C2 ; $13 triple -> triple
.horizontal
dw $0300, $0300 ; $00
dw $01C4, $0300 ; $01 top -> top
dw $C1D4, $C1D5 ; $02 top -> middle
dw $81C7, $41C7 ; $03 top -> bottom
dw $81D4, $81D5 ; $04 middle -> top
dw $01C5, $81C5 ; $05 middle -> middle
dw $01D5, $01D4 ; $06 middle -> bottom
dw $C1C7, $01C7 ; $07 bottom -> top
dw $41D5, $41D4 ; $08 bottom -> middle
dw $0300, $01C4 ; $09 bottom -> bottom
dw $41C6, $41C5 ; $0A top-middle -> top-middle
dw $41D6, $01D4 ; $0B top-middle -> top-bottom
dw $41D7, $81D7 ; $0C top-middle -> middle-bottom
dw $01D6, $41D4 ; $0D top-bottom -> top-middle
dw $01C4, $01C4 ; $0E top-bottom -> top-bottom
dw $C1D4, $81D6 ; $0F top-bottom -> middle-bottom
dw $C1D7, $01D7 ; $10 middle-bottom -> top-middle
dw $81D4, $C1D6 ; $11 middle-bottom -> top-bottom
dw $01C5, $01C6 ; $12 middle-bottom -> middle-bottom
dw $81C6, $01C6 ; $13 triple -> triple
+309
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DoorSlotsSprites:
; center
dw $48A8
; north
dw $2090, $20A8, $20C0
dw $2098, $20B8
; west
dw $3080, $4880, $6080
dw $3880, $5880
; south
dw $7090, $70A8, $70C0
dw $7098, $70B8
; east
dw $30D0, $48D0, $60D0
dw $38D0, $58D0
; stairs
dw $B080, $B098, $B0B0
; drop/warp
dw $B0D0
DoorSlotsBG1:
; center
dw $1135
; north
dw $1092, $1095, $1098
dw $1093, $1097
; west
dw $10D0, $1130, $1190
dw $10F0, $1170
; south
dw $11D2, $11D5, $11D8
dw $11D3, $11D7
; east
dw $10DA, $113A, $119A
dw $10FA, $117A
; stairs
dw $12D0, $12D3, $12D6
; drop/warp
dw $12DA
DoorSlotsBG2:
; center
dw $0000
; north
dw $FEBA, $FEC0, $FEC6
dw $FEBC, $FEC4
; west
dw $FF36, $FFF6, $00B6
dw $FF76, $0076
; south
dw $013A, $0140, $0146
dw $013C, $0144
; east
dw $FF4A, $000A, $00CA
dw $FF8A, $008A
; stairs
dw $0336, $033C, $0342
; drop/warp
dw $034A
DoorSlotSides:
db $02, $0C, $16, $20
DoorSlotOffsets:
db $02, $02, $06, $00
; up, left, down, right
NextCursorSlot:
db $80, $81, $82, $83
; top
db $FF, $C1, $00, $04
db $FF, $04, $00, $05
db $FF, $05, $00, $C3
db $FF, $01, $00, $02
db $FF, $02, $00, $03
; left
db $C0, $FF, $09, $00
db $09, $FF, $0A, $00
db $0A, $FF, $C2, $00
db $06, $FF, $07, $00
db $07, $FF, $08, $00
; bottom
db $00, $E1, $85, $0E
db $00, $0E, $85, $0F
db $00, $0F, $85, $E3
db $00, $0B, $85, $0C
db $00, $0C, $85, $0D
; right
db $E0, $00, $13, $FF
db $13, $00, $14, $FF
db $14, $00, $E2, $FF
db $10, $00, $11, $FF
db $11, $00, $12, $FF
; stairs
db $84, $18, $FF, $16
db $84, $15, $FF, $17
db $84, $16, $FF, $18
; drop/warp
db $84, $17, $FF, $15
NextCursorSpecial:
.center
db $02, $04, $05, $01, $03, $FF
db $07, $09, $0A, $06, $08, $FF
db $0C, $0E, $0F, $0B, $0D, $15, $16, $17, $18, $FF
db $11, $13, $14, $10, $12, $FF
db $0C, $0E, $0F, $0B, $0D, $00, $FF
db $17, $16, $15, $18, $FF
.center_offset
db $00, $06, $0C, $16, $1C, $23
.start_index
db $01, $06, $0B, $10, $15
.start_direction
db $03, $02, $03, $02, $03
.end_index
db $03, $08, $0D, $12, $18
.end_direction
db $01, $00, $01, $00, $01
SingleEdgeCurrentRoomConnectors:
.north
dw $01C0, $0300, $01C0, $0300, $01C0, $0300 ; left -> left
dw $01C1, $41C1, $81D0, $81D1, $01C0, $0300 ; left -> middle
dw $41D1, $41D0, $01C1, $41C1, $81D0, $81D1 ; left -> right
dw $01C0, $0300, $01D0, $01D1, $01C1, $41C1 ; middle -> left
dw $01C1, $41C1, $01C1, $41C1, $01C1, $41C1 ; middle -> middle
dw $0300, $01C0, $41D1, $41D0, $01C1, $41C1 ; middle -> right
dw $01D0, $01D1, $01C1, $41C1, $C1D1, $C1D0 ; right -> left
dw $01C1, $41C1, $C1D1, $C1D0, $0300, $01C0 ; right -> middle
dw $0300, $01C0, $0300, $01C0, $0300, $01C0 ; right -> right
.west
dw $01C4, $01C4, $01C4, $0300, $0300, $0300 ; top -> top
dw $01C5, $81D4, $01C4, $C1C5, $81D5, $0300 ; top -> middle
dw $41D5, $01C5, $81D4, $41D4, $C1C5, $81D5 ; top -> bottom
dw $01C4, $C1D4, $01C5, $0300, $C1D5, $C1C5 ; middle -> top
dw $01C5, $01C5, $01C5, $C1C5, $C1C5, $C1C5 ; middle -> middle
dw $0300, $41D5, $01C5, $01C4, $41D4, $C1C5 ; middle -> bottom
dw $C1D4, $01C5, $01D5, $C1D5, $C1C5, $01D4 ; bottom -> top
dw $01C5, $01D5, $0300, $C1C5, $01D4, $01C4 ; bottom -> middle
dw $0300, $0300, $0300, $01C4, $01C4, $01C4 ; bottom -> bottom
.south
dw $01C0, $0300, $01C0, $0300, $01C0, $0300 ; left -> left
dw $01C0, $0300, $01D0, $01D1, $01C1, $41C1 ; left -> middle
dw $01D0, $01D1, $01C1, $41C1, $C1D1, $C1D0 ; left -> right
dw $01C1, $41C1, $81D0, $81D1, $01C0, $0300 ; middle -> left
dw $01C1, $41C1, $01C1, $41C1, $01C1, $41C1 ; middle -> middle
dw $01C1, $41C1, $C1D1, $C1D0, $0300, $01C0 ; middle -> right
dw $41D1, $41D0, $01C1, $41C1, $81D0, $81D1 ; right -> left
dw $0300, $01C0, $41D1, $41D0, $01C1, $41C1 ; right -> middle
dw $0300, $01C0, $0300, $01C0, $0300, $01C0 ; right -> right
.east
dw $01C4, $01C4, $01C4, $0300, $0300, $0300 ; top -> top
dw $01C4, $C1D4, $01C5, $0300, $C1D5, $81C5 ; top -> middle
dw $C1D4, $01C5, $01D5, $C1D5, $81C5, $01D4 ; top -> bottom
dw $01C5, $81D4, $01C4, $81C5, $81D5, $0300 ; middle -> top
dw $01C5, $01C5, $01C5, $81C5, $81C5, $81C5 ; middle -> middle
dw $01C5, $01D5, $0300, $81C5, $01D4, $01C4 ; middle -> bottom
dw $41D5, $01C5, $81D4, $41D4, $81C5, $81D5 ; bottom -> top
dw $0300, $41D5, $01C5, $01C4, $41D4, $81C5 ; bottom -> middle
dw $0300, $0300, $0300, $01C4, $01C4, $01C4 ; bottom -> bottom
QuadrantMasks:
; north
dw $0008, $000C, $0004
; west
dw $0008, $000A, $0002
; south
dw $0002, $0003, $0001
; east
dw $0004, $0005, $0001
EntranceQuadrantMasks:
dw $0002
dw $0003
dw $0001
DropdownQuadrantMasks:
dw $0008
dw $000C
dw $0004
MultiConnectorMapping:
.two
db $02, $00
.three
db $02, $01, $00
MultiConnectorTiles:
.north
..two
dw $41C7, $81C7, $C1C7, $01C7
..three
dw $41C7, $01C4, $81F7, $C1F7, $01C4, $01C7
.west
..two
dw $81C7, $41C7, $C1C7, $01C7
..three
dw $81C7, $01C0, $41E7, $C1E7, $01C0, $01C7
.south
..two
dw $C1C7, $01C7, $41C7, $81C7
..three
dw $C1C7, $01C4, $01F7, $41F7, $01C4, $81C7
.east
..two
dw $C1C7, $01C7, $81C7, $41C7
..three
dw $C1C7, $01C0, $01E7, $81E7, $01C0, $41C7
.direction_index
db $00, $14, $28, $3C
.start_offset
..two
dw $FF7E, $FFBC, $00BE, $FFC6
..three
dw $FF7C, $FF7C, $00BC, $FF86
.increment
db $02, $40
EdgePositions:
.north
db $01, $00 ; HC Basement
db $02 ; Desert West Wing
db $00, $01, $02 ; Desert Lobby
db $00 ; Desert East Wing
db $01, $02 ; TT
db $00, $01 ; different TT
.west
db $02 ; TT Attic
db $02, $02 ; Desert North Hall
db $00, $02 ; HC Basement
db $00 ; Desert East Wing
db $02, $00 ; TT Triple
db $02 ; TT Big Key Chest
.south
db $01, $00 ; HC Basement
db $02 ; Desert West Wing
db $00, $01, $02 ; Desert Lobby
db $00 ; Desert East Wing
db $01, $02 ; TT
db $00, $01 ; different TT
.east
db $02 ; TT Attic
db $02, $02 ; Desert North Hall
db $02, $00 ; HC Basement
db $00 ; Desert East Wing
db $02, $00 ; TT Triple
db $02 ; TT Big Key Chest
EdgeConnectionIndices:
; North
dw $0182, $0000
dw $0082, $0003
dw $0283, $0006
dw $0084, $0009
dw $0184, $000C
dw $0284, $000F
dw $0085, $0012
dw $01DB, $0015
dw $02DB, $0018
dw $00DC, $001B
dw $01DC, $001E
; South
dw $0772, $0021
dw $0672, $0024
dw $0873, $0027
dw $0674, $002A
dw $0774, $002D
dw $0874, $0030
dw $0675, $0033
dw $07CB, $0036
dw $08CB, $0039
dw $06CC, $003C
dw $07CC, $003F
; West
dw $0565, $0042
dw $0574, $0045
dw $0575, $0048
dw $0582, $004B
dw $0382, $004E
dw $0385, $0051
dw $05CC, $0054
dw $03CC, $0057
dw $05DC, $005A
; East
dw $0B64, $005D
dw $0B73, $0060
dw $0B74, $0063
dw $0981, $0066
dw $0B81, $0069
dw $0984, $006C
dw $0BCB, $006F
dw $09CB, $0072
dw $0BDB, $0075
dw $FFFF
InRoomConnectionIndices:
dw $020B, $0000
dw $081B, $0002
dw $023F, $0004
dw $081F, $0006
dw $007E, $0008
dw $065E, $000A
dw $0296, $000C
dw $083D, $000E
dw $FFFF
+26
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@@ -0,0 +1,26 @@
dw $200C
dw $100E
dw $2012
dw $1023
dw $1024
dw $2028
dw $204A
dw $4056
dw $4057
dw $4058
dw $4059
dw $1060
dw $2061
dw $4062
dw $4063
dw $2077
dw $4083
dw $2084
dw $1085
dw $4098
dw $20C9
dw $40D5
dw $10D6
dw $20DB
dw $40E0
dw $FFFF
+38
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@@ -0,0 +1,38 @@
FallTable:
dw $1007, $1017 ; Moldorm Arena
dw $1017, $1027 ; Below Moldorm drop to Big Chest
dw $101E, $103E ; IP first drop
dw $1027, $1031 ; ToH Big Chest drop
dw $1031, $1077 ; Second Floor ToH
dw $1039, $1029 ; Mothula drop
dw $103A, $100A ; Pod front drop
dw $103D, $1096 ; GT Torches drop
dw $104D, $10A6 ; Moldorm 2 drop
dw $1054, $1034 ; Left side Swamp
dw $105E, $107E ; IP drop to tall icy room
dw $107E, $109E ; Freezors drop (to big chest)
dw $208C, $101C ; Ice Armos drop
dw $1097, $10D1 ; Mire Cutscene
dw $109E, $10BE ; IP Big Chest tile (push blocks)
dw $10CE, $10DE ; Kholdstare drop
; db $65, $AC ; TT Attic
; db $77, $A7 ; ToH drop to fairy room (Herapot)
; db $A9, $89 ; EP drop to fairy room
; db $BE, $4F ; IP drop to fairy room
dw $FFFF
WarpTable:
dw $2009, $104B ; PoD Basement (start)
dw $100A, $1009 ; PoD Stalfos Basement
dw $100B, $206A ; PoD Turtle Room to Boss
dw $104B, $2009 ; PoD Basement (mimics)
dw $207B, $209D ; GT post-compass island hardhat
dw $207D, $109B ; GT warp maze
dw $109D, $307B ; GT compass room
dw $109B, $207D ; GT warp maze
dw $10B1, $20B2 ; South of Fishbone warp
dw $10D1, $10B1 ; Mire Big Key Chest warp
; db $89, $A9 ; EP Fairy Room
; db $A7, $17 ; ToH Fairy Room
; db $4F, $BE ; IP Fairy Room
dw $FFFF
+276
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@@ -0,0 +1,276 @@
!TIER_UNKNOWN = $01
!TIER_JUNK = $02
!TIER_LOW_KEY = $03
!TIER_HEALTH = $05
!TIER_MINOR = $06
!TIER_MAP = $07
!TIER_COMPASS = $08
!TIER_SM_KEY = $09
!TIER_BIG_KEY = $0A
!TIER_MAJOR = $0B
!TIER_PENDANT = $0C
!TIER_CRYSTAL = $0D
!TIER_TFP = $0E
!TIER_TFORCE = $0F
db !TIER_MAJOR ; 00 - Fighter Sword and Shield
db !TIER_MAJOR ; 01 - Master Sword
db !TIER_MAJOR ; 02 - Tempered Sword
db !TIER_MAJOR ; 03 - Butter Sword
db !TIER_JUNK ; 04 - Fighter Shield
db !TIER_MINOR ; 05 - Fire Shield
db !TIER_MINOR ; 06 - Mirror Shield
db !TIER_MAJOR ; 07 - Fire Rod
db !TIER_MAJOR ; 08 - Ice Rod
db !TIER_MAJOR ; 09 - Hammer
db !TIER_MAJOR ; 0A - Hookshot
db !TIER_MAJOR ; 0B - Bow
db !TIER_MINOR ; 0C - Boomerang
db !TIER_MINOR ; 0D - Powder
db !TIER_JUNK ; 0E - Bottle Refill (bee)
db !TIER_MAJOR ; 0F - Bombos
db !TIER_MAJOR ; 10 - Ether
db !TIER_MAJOR ; 11 - Quake
db !TIER_MAJOR ; 12 - Lamp
db !TIER_MINOR ; 13 - Shovel
db !TIER_MAJOR ; 14 - Flute
db !TIER_MAJOR ; 15 - Somaria
db !TIER_MINOR ; 16 - Bottle
db !TIER_HEALTH ; 17 - Heartpiece
db !TIER_MINOR ; 18 - Byrna
db !TIER_MINOR ; 19 - Cape
db !TIER_MAJOR ; 1A - Mirror
db !TIER_MAJOR ; 1B - Glove
db !TIER_MAJOR ; 1C - Mitts
db !TIER_MAJOR ; 1D - Book
db !TIER_MAJOR ; 1E - Flippers
db !TIER_MAJOR ; 1F - Pearl
db !TIER_CRYSTAL ; 20 - Crystal
db !TIER_MINOR ; 21 - Net
db !TIER_MINOR ; 22 - Blue Mail
db !TIER_MINOR ; 23 - Red Mail
db !TIER_LOW_KEY ; 24 - Small Key
db !TIER_COMPASS ; 25 - Compass
db !TIER_HEALTH ; 26 - Heart Container from 4/4
db !TIER_JUNK ; 27 - Bomb
db !TIER_JUNK ; 28 - 3 bombs
db !TIER_MINOR ; 29 - Mushroom
db !TIER_MINOR ; 2A - Red boomerang
db !TIER_MINOR ; 2B - Full bottle (red)
db !TIER_MINOR ; 2C - Full bottle (green)
db !TIER_MINOR ; 2D - Full bottle (blue)
db !TIER_HEALTH ; 2E - Potion refill (red)
db !TIER_HEALTH ; 2F - Potion refill (green)
db !TIER_HEALTH ; 30 - Potion refill (blue)
db !TIER_JUNK ; 31 - 10 bombs
db !TIER_BIG_KEY ; 32 - Big key
db !TIER_MAP ; 33 - Map
db !TIER_JUNK ; 34 - 1 rupee
db !TIER_JUNK ; 35 - 5 rupees
db !TIER_JUNK ; 36 - 20 rupees
db !TIER_PENDANT ; 37 - Green pendant
db !TIER_PENDANT ; 38 - Blue pendant
db !TIER_PENDANT ; 39 - Red pendant
db !TIER_MAJOR ; 3A - Tossed bow
db !TIER_MAJOR ; 3B - Silvers
db !TIER_MINOR ; 3C - Full bottle (bee)
db !TIER_MINOR ; 3D - Full bottle (fairy)
db !TIER_HEALTH ; 3E - Boss heart
db !TIER_HEALTH ; 3F - Sanc heart
db !TIER_JUNK ; 40 - 100 rupees
db !TIER_JUNK ; 41 - 50 rupees
db !TIER_JUNK ; 42 - Heart
db !TIER_JUNK ; 43 - Arrow
db !TIER_JUNK ; 44 - 10 arrows
db !TIER_JUNK ; 45 - Small magic
db !TIER_JUNK ; 46 - 300 rupees
db !TIER_JUNK ; 47 - 20 rupees green
db !TIER_MINOR ; 48 - Full bottle (good bee)
db !TIER_MAJOR ; 49 - Tossed fighter sword
db !TIER_MAJOR ; 4A - Active Flute
db !TIER_MAJOR ; 4B - Boots
db !TIER_MINOR ; 4C - Bomb capacity (50)
db !TIER_MINOR ; 4D - Arrow capacity (70)
db !TIER_MINOR ; 4E - 1/2 magic
db !TIER_MINOR ; 4F - 1/4 magic
db !TIER_MAJOR ; 50 - Safe master sword
db !TIER_MINOR ; 51 - Bomb capacity (+5)
db !TIER_MINOR ; 52 - Bomb capacity (+10)
db !TIER_MINOR ; 53 - Arrow capacity (+5)
db !TIER_MINOR ; 54 - Arrow capacity (+10)
db !TIER_JUNK ; 55 - Programmable item 1
db !TIER_JUNK ; 56 - Programmable item 2
db !TIER_JUNK ; 57 - Programmable item 3
db !TIER_MAJOR ; 58 - Upgrade-only silver arrows
db !TIER_JUNK ; 59 - Rupoor
db !TIER_JUNK ; 5A - Nothing
db !TIER_JUNK ; 5B - Red clock
db !TIER_JUNK ; 5C - Blue clock
db !TIER_JUNK ; 5D - Green clock
db !TIER_MAJOR ; 5E - Progressive sword
db !TIER_MINOR ; 5F - Progressive shield
db !TIER_MINOR ; 60 - Progressive armor
db !TIER_MAJOR ; 61 - Progressive glove
db !TIER_JUNK ; 62 - RNG pool item (single)
db !TIER_JUNK ; 63 - RNG pool item (multi)
db !TIER_MAJOR ; 64 - Progressive bow
db !TIER_MAJOR ; 65 - Progressive bow
db !TIER_JUNK ; 66 -
db !TIER_JUNK ; 67 -
db !TIER_JUNK ; 68 -
db !TIER_JUNK ; 69 -
db !TIER_TFORCE ; 6A - Triforce
db !TIER_TFP ; 6B - Power star
db !TIER_TFP ; 6C - Triforce Piece
db !TIER_JUNK ; 6D - Server request item
db !TIER_JUNK ; 6E - Server request item (dungeon drop)
db !TIER_JUNK ; 6F -
db !TIER_MAP ; 70 - Map of Light World
db !TIER_MAP ; 71 - Map of Dark World
db !TIER_MAP ; 72 - Map of Ganon's Tower
db !TIER_MAP ; 73 - Map of Turtle Rock
db !TIER_MAP ; 74 - Map of Thieves' Town
db !TIER_MAP ; 75 - Map of Tower of Hera
db !TIER_MAP ; 76 - Map of Ice Palace
db !TIER_MAP ; 77 - Map of Skull Woods
db !TIER_MAP ; 78 - Map of Misery Mire
db !TIER_MAP ; 79 - Map of Dark Palace
db !TIER_MAP ; 7A - Map of Swamp Palace
db !TIER_MAP ; 7B - Map of Agahnim's Tower
db !TIER_MAP ; 7C - Map of Desert Palace
db !TIER_MAP ; 7D - Map of Eastern Palace
db !TIER_MAP ; 7E - Map of Hyrule Castle
db !TIER_MAP ; 7F - Map of Sewers
db !TIER_COMPASS ; 80 - Compass of Light World
db !TIER_COMPASS ; 81 - Compass of Dark World
db !TIER_COMPASS ; 82 - Compass of Ganon's Tower
db !TIER_COMPASS ; 83 - Compass of Turtle Rock
db !TIER_COMPASS ; 84 - Compass of Thieves' Town
db !TIER_COMPASS ; 85 - Compass of Tower of Hera
db !TIER_COMPASS ; 86 - Compass of Ice Palace
db !TIER_COMPASS ; 87 - Compass of Skull Woods
db !TIER_COMPASS ; 88 - Compass of Misery Mire
db !TIER_COMPASS ; 89 - Compass of Dark Palace
db !TIER_COMPASS ; 8A - Compass of Swamp Palace
db !TIER_COMPASS ; 8B - Compass of Agahnim's Tower
db !TIER_COMPASS ; 8C - Compass of Desert Palace
db !TIER_COMPASS ; 8D - Compass of Eastern Palace
db !TIER_COMPASS ; 8E - Compass of Hyrule Castle
db !TIER_COMPASS ; 8F - Compass of Sewers
db !TIER_BIG_KEY ; 90 - Skull key
db !TIER_BIG_KEY ; 91 - Reserved
db !TIER_BIG_KEY ; 92 - Big key of Ganon's Tower
db !TIER_BIG_KEY ; 93 - Big key of Turtle Rock
db !TIER_BIG_KEY ; 94 - Big key of Thieves' Town
db !TIER_BIG_KEY ; 95 - Big key of Tower of Hera
db !TIER_BIG_KEY ; 96 - Big key of Ice Palace
db !TIER_BIG_KEY ; 97 - Big key of Skull Woods
db !TIER_BIG_KEY ; 98 - Big key of Misery Mire
db !TIER_BIG_KEY ; 99 - Big key of Dark Palace
db !TIER_BIG_KEY ; 9A - Big key of Swamp Palace
db !TIER_BIG_KEY ; 9B - Big key of Agahnim's Tower
db !TIER_BIG_KEY ; 9C - Big key of Desert Palace
db !TIER_BIG_KEY ; 9D - Big key of Eastern Palace
db !TIER_BIG_KEY ; 9E - Big key of Hyrule Castle
db !TIER_BIG_KEY ; 9F - Big key of Sewers
db !TIER_SM_KEY ; A0 - Small key of Sewers
db !TIER_SM_KEY ; A1 - Small key of Hyrule Castle
db !TIER_SM_KEY ; A2 - Small key of Eastern Palace
db !TIER_SM_KEY ; A3 - Small key of Desert Palace
db !TIER_SM_KEY ; A4 - Small key of Agahnim's Tower
db !TIER_SM_KEY ; A5 - Small key of Swamp Palace
db !TIER_SM_KEY ; A6 - Small key of Dark Palace
db !TIER_SM_KEY ; A7 - Small key of Misery Mire
db !TIER_SM_KEY ; A8 - Small key of Skull Woods
db !TIER_SM_KEY ; A9 - Small key of Ice Palace
db !TIER_SM_KEY ; AA - Small key of Tower of Hera
db !TIER_SM_KEY ; AB - Small key of Thieves' Town
db !TIER_SM_KEY ; AC - Small key of Turtle Rock
db !TIER_SM_KEY ; AD - Small key of Ganon's Tower
db !TIER_JUNK ; AE - Reserved
db !TIER_LOW_KEY ; AF - Generic small key
db !TIER_CRYSTAL ; B0 - Crystal 6
db !TIER_CRYSTAL ; B1 - Crystal 1
db !TIER_CRYSTAL ; B2 - Crystal 5
db !TIER_CRYSTAL ; B3 - Crystal 7
db !TIER_CRYSTAL ; B4 - Crystal 2
db !TIER_CRYSTAL ; B5 - Crystal 4
db !TIER_CRYSTAL ; B6 - Crystal 3
db !TIER_JUNK ; B7 - Reserved
db !TIER_JUNK ; B8 -
db !TIER_JUNK ; B9 -
db !TIER_JUNK ; BA -
db !TIER_JUNK ; BB -
db !TIER_JUNK ; BC -
db !TIER_JUNK ; BD -
db !TIER_JUNK ; BE -
db !TIER_JUNK ; BF -
db !TIER_JUNK ; C0 -
db !TIER_JUNK ; C1 -
db !TIER_JUNK ; C2 -
db !TIER_JUNK ; C3 -
db !TIER_JUNK ; C4 -
db !TIER_JUNK ; C5 -
db !TIER_JUNK ; C6 -
db !TIER_JUNK ; C7 -
db !TIER_JUNK ; C8 -
db !TIER_JUNK ; C9 -
db !TIER_JUNK ; CA -
db !TIER_JUNK ; CB -
db !TIER_JUNK ; CC -
db !TIER_JUNK ; CD -
db !TIER_JUNK ; CE -
db !TIER_JUNK ; CF -
db !TIER_JUNK ; D0 - Bee trap
db !TIER_JUNK ; D1 - Apples
db !TIER_JUNK ; D2 - Fairy
db !TIER_JUNK ; D3 - Chicken
db !TIER_JUNK ; D4 - Big Magic
db !TIER_JUNK ; D5 - 5 Arrows
db !TIER_JUNK ; D6 - Good Bee
db !TIER_JUNK ; D7 -
db !TIER_JUNK ; D8 -
db !TIER_JUNK ; D9 -
db !TIER_JUNK ; DA -
db !TIER_JUNK ; DB -
db !TIER_JUNK ; DC -
db !TIER_JUNK ; DD -
db !TIER_JUNK ; DE -
db !TIER_JUNK ; DF -
db !TIER_JUNK ; E0 -
db !TIER_JUNK ; E1 -
db !TIER_JUNK ; E2 -
db !TIER_JUNK ; E3 -
db !TIER_JUNK ; E4 -
db !TIER_JUNK ; E5 -
db !TIER_JUNK ; E6 -
db !TIER_JUNK ; E7 -
db !TIER_JUNK ; E8 -
db !TIER_JUNK ; E9 -
db !TIER_JUNK ; EA -
db !TIER_JUNK ; EB -
db !TIER_JUNK ; EC -
db !TIER_JUNK ; ED -
db !TIER_JUNK ; EE -
db !TIER_JUNK ; EF -
db !TIER_JUNK ; F0 -
db !TIER_JUNK ; F1 -
db !TIER_JUNK ; F2 -
db !TIER_JUNK ; F3 -
db !TIER_JUNK ; F4 -
db !TIER_JUNK ; F5 -
db !TIER_JUNK ; F6 -
db !TIER_JUNK ; F7 -
db !TIER_JUNK ; F8 -
db !TIER_JUNK ; F9 -
db !TIER_JUNK ; FA -
db !TIER_JUNK ; FB -
db !TIER_JUNK ; FC -
db !TIER_JUNK ; FD -
db !TIER_JUNK ; FE - Server request (async)
db !TIER_JUNK ; FF -
+261
View File
@@ -0,0 +1,261 @@
db $00 ; 00 - Fighter Sword and Shield
db $00 ; 01 - Master Sword
db $00 ; 02 - Tempered Sword
db $00 ; 03 - Butter Sword
db $00 ; 04 - Fighter Shield
db $00 ; 05 - Fire Shield
db $00 ; 06 - Mirror Shield
db $00 ; 07 - Fire Rod
db $00 ; 08 - Ice Rod
db $00 ; 09 - Hammer
db $00 ; 0A - Hookshot
db $00 ; 0B - Bow
db $00 ; 0C - Boomerang
db $00 ; 0D - Powder
db $00 ; 0E - Bottle Refill (bee)
db $00 ; 0F - Bombos
db $00 ; 10 - Ether
db $00 ; 11 - Quake
db $00 ; 12 - Lamp
db $00 ; 13 - Shovel
db $00 ; 14 - Flute
db $00 ; 15 - Somaria
db $00 ; 16 - Bottle
db $00 ; 17 - Heartpiece
db $00 ; 18 - Byrna
db $00 ; 19 - Cape
db $00 ; 1A - Mirror
db $00 ; 1B - Glove
db $00 ; 1C - Mitts
db $00 ; 1D - Book
db $00 ; 1E - Flippers
db $00 ; 1F - Pearl
db $00 ; 20 - Crystal
db $00 ; 21 - Net
db $00 ; 22 - Blue Mail
db $00 ; 23 - Red Mail
db $00 ; 24 - Small Key
db $00 ; 25 - Compass
db $00 ; 26 - Heart Container from 4/4
db $01 ; 27 - Bomb
db $01 ; 28 - 3 bombs
db $00 ; 29 - Mushroom
db $00 ; 2A - Red boomerang
db $00 ; 2B - Full bottle (red)
db $00 ; 2C - Full bottle (green)
db $00 ; 2D - Full bottle (blue)
db $00 ; 2E - Potion refill (red)
db $00 ; 2F - Potion refill (green)
db $00 ; 30 - Potion refill (blue)
db $01 ; 31 - 10 bombs
db $00 ; 32 - Big key
db $00 ; 33 - Map
db $01 ; 34 - 1 rupee
db $01 ; 35 - 5 rupees
db $01 ; 36 - 20 rupees
db $00 ; 37 - Green pendant
db $00 ; 38 - Blue pendant
db $00 ; 39 - Red pendant
db $00 ; 3A - Tossed bow
db $00 ; 3B - Silvers
db $00 ; 3C - Full bottle (bee)
db $00 ; 3D - Full bottle (fairy)
db $00 ; 3E - Boss heart
db $00 ; 3F - Sanc heart
db $01 ; 40 - 100 rupees
db $01 ; 41 - 50 rupees
db $01 ; 42 - Heart
db $01 ; 43 - Arrow
db $01 ; 44 - 10 arrows
db $01 ; 45 - Small magic
db $01 ; 46 - 300 rupees
db $01 ; 47 - 20 rupees green
db $00 ; 48 - Full bottle (good bee)
db $00 ; 49 - Tossed fighter sword
db $00 ; 4A - Active Flute
db $00 ; 4B - Boots
db $00 ; 4C - Bomb capacity (50)
db $00 ; 4D - Arrow capacity (70)
db $00 ; 4E - 1/2 magic
db $00 ; 4F - 1/4 magic
db $00 ; 50 - Safe master sword
db $00 ; 51 - Bomb capacity (+5)
db $00 ; 52 - Bomb capacity (+10)
db $00 ; 53 - Arrow capacity (+5)
db $00 ; 54 - Arrow capacity (+10)
db $00 ; 55 - Programmable item 1
db $00 ; 56 - Programmable item 2
db $00 ; 57 - Programmable item 3
db $00 ; 58 - Upgrade-only silver arrows
db $01 ; 59 - Rupoor
db $01 ; 5A - Nothing
db $00 ; 5B - Red clock
db $00 ; 5C - Blue clock
db $00 ; 5D - Green clock
db $00 ; 5E - Progressive sword
db $00 ; 5F - Progressive shield
db $00 ; 60 - Progressive armor
db $00 ; 61 - Progressive glove
db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi)
db $00 ; 64 - Progressive bow
db $00 ; 65 - Progressive bow
db $00 ; 66 -
db $00 ; 67 -
db $00 ; 68 -
db $00 ; 69 -
db $00 ; 6A - Triforce
db $01 ; 6B - Power star
db $01 ; 6C - Triforce Piece
db $00 ; 6D - Server request item
db $00 ; 6E - Server request item (dungeon drop)
db $00 ; 6F -
db $00 ; 70 - Map of Light World
db $00 ; 71 - Map of Dark World
db $00 ; 72 - Map of Ganon's Tower
db $00 ; 73 - Map of Turtle Rock
db $00 ; 74 - Map of Thieves' Town
db $00 ; 75 - Map of Tower of Hera
db $00 ; 76 - Map of Ice Palace
db $00 ; 77 - Map of Skull Woods
db $00 ; 78 - Map of Misery Mire
db $00 ; 79 - Map of Dark Palace
db $00 ; 7A - Map of Swamp Palace
db $00 ; 7B - Map of Agahnim's Tower
db $00 ; 7C - Map of Desert Palace
db $00 ; 7D - Map of Eastern Palace
db $00 ; 7E - Map of Hyrule Castle
db $00 ; 7F - Map of Sewers
db $00 ; 80 - Compass of Light World
db $00 ; 81 - Compass of Dark World
db $00 ; 82 - Compass of Ganon's Tower
db $00 ; 83 - Compass of Turtle Rock
db $00 ; 84 - Compass of Thieves' Town
db $00 ; 85 - Compass of Tower of Hera
db $00 ; 86 - Compass of Ice Palace
db $00 ; 87 - Compass of Skull Woods
db $00 ; 88 - Compass of Misery Mire
db $00 ; 89 - Compass of Dark Palace
db $00 ; 8A - Compass of Swamp Palace
db $00 ; 8B - Compass of Agahnim's Tower
db $00 ; 8C - Compass of Desert Palace
db $00 ; 8D - Compass of Eastern Palace
db $00 ; 8E - Compass of Hyrule Castle
db $00 ; 8F - Compass of Sewers
db $00 ; 90 - Skull key
db $00 ; 91 - Reserved
db $00 ; 92 - Big key of Ganon's Tower
db $00 ; 93 - Big key of Turtle Rock
db $00 ; 94 - Big key of Thieves' Town
db $00 ; 95 - Big key of Tower of Hera
db $00 ; 96 - Big key of Ice Palace
db $00 ; 97 - Big key of Skull Woods
db $00 ; 98 - Big key of Misery Mire
db $00 ; 99 - Big key of Dark Palace
db $00 ; 9A - Big key of Swamp Palace
db $00 ; 9B - Big key of Agahnim's Tower
db $00 ; 9C - Big key of Desert Palace
db $00 ; 9D - Big key of Eastern Palace
db $00 ; 9E - Big key of Hyrule Castle
db $00 ; 9F - Big key of Sewers
db $00 ; A0 - Small key of Sewers
db $00 ; A1 - Small key of Hyrule Castle
db $00 ; A2 - Small key of Eastern Palace
db $00 ; A3 - Small key of Desert Palace
db $00 ; A4 - Small key of Agahnim's Tower
db $00 ; A5 - Small key of Swamp Palace
db $00 ; A6 - Small key of Dark Palace
db $00 ; A7 - Small key of Misery Mire
db $00 ; A8 - Small key of Skull Woods
db $00 ; A9 - Small key of Ice Palace
db $00 ; AA - Small key of Tower of Hera
db $00 ; AB - Small key of Thieves' Town
db $00 ; AC - Small key of Turtle Rock
db $00 ; AD - Small key of Ganon's Tower
db $00 ; AE - Reserved
db $00 ; AF - Generic small key
db $00 ; B0 - Crystal 6
db $00 ; B1 - Crystal 1
db $00 ; B2 - Crystal 5
db $00 ; B3 - Crystal 7
db $00 ; B4 - Crystal 2
db $00 ; B5 - Crystal 4
db $00 ; B6 - Crystal 3
db $00 ; B7 - Reserved
db $00 ; B8 -
db $00 ; B9 -
db $00 ; BA -
db $00 ; BB -
db $00 ; BC -
db $00 ; BD -
db $00 ; BE -
db $00 ; BF -
db $00 ; C0 -
db $00 ; C1 -
db $00 ; C2 -
db $00 ; C3 -
db $00 ; C4 -
db $00 ; C5 -
db $00 ; C6 -
db $00 ; C7 -
db $00 ; C8 -
db $00 ; C9 -
db $00 ; CA -
db $00 ; CB -
db $00 ; CC -
db $00 ; CD -
db $00 ; CE -
db $00 ; CF -
db $01 ; D0 - Bee trap
db $01 ; D1 - Apples
db $01 ; D2 - Fairy
db $01 ; D3 - Chicken
db $01 ; D4 - Big Magic
db $01 ; D5 - 5 Arrows
db $01 ; D6 - Good Bee
db $00 ; D7 -
db $00 ; D8 -
db $00 ; D9 -
db $00 ; DA -
db $00 ; DB -
db $00 ; DC -
db $00 ; DD -
db $00 ; DE -
db $00 ; DF -
db $00 ; E0 -
db $00 ; E1 -
db $00 ; E2 -
db $00 ; E3 -
db $00 ; E4 -
db $00 ; E5 -
db $00 ; E6 -
db $00 ; E7 -
db $00 ; E8 -
db $00 ; E9 -
db $00 ; EA -
db $00 ; EB -
db $00 ; EC -
db $00 ; ED -
db $00 ; EE -
db $00 ; EF -
db $00 ; F0 -
db $00 ; F1 -
db $00 ; F2 -
db $00 ; F3 -
db $00 ; F4 -
db $00 ; F5 -
db $00 ; F6 -
db $00 ; F7 -
db $00 ; F8 -
db $00 ; F9 -
db $00 ; FA -
db $00 ; FB -
db $00 ; FC -
db $00 ; FD -
db $00 ; FE - Server request (async)
db $00 ; FF -
+87
View File
@@ -0,0 +1,87 @@
SpiralPropsIndex:
db $00, $04, $07, $00, $01, $00, $00, $0D, $00, $10, $04, $00, $15, $00, $0A, $00
db $00, $07, $00, $00, $00, $01, $07, $1C, $00, $00, $21, $00, $26, $07, $0A, $00
db $00, $00, $00, $00, $00, $00, $29, $30, $01, $00, $00, $00, $00, $00, $00, $00
db $00, $35, $00, $00, $3A, $00, $00, $00, $01, $00, $04, $00, $00, $00, $00, $3D
db $40, $07, $07, $00, $00, $01, $00, $00, $00, $00, $43, $00, $07, $07, $07, $00
db $00, $00, $00, $01, $48, $00, $00, $00, $00, $00, $00, $00, $07, $07, $00, $4B
db $00, $00, $00, $01, $50, $00, $07, $00, $00, $00, $53, $01, $01, $00, $58, $00
; 0 1 2 3 4 5 6 7 8 9 a b c d e f
db $5B, $01, $04, $00, $00, $00, $60, $67, $00, $00, $00, $00, $00, $00, $00, $6E
db $01, $00, $00, $00, $00, $00, $00, $71, $00, $00, $00, $00, $76, $00, $04, $00
db $00, $07, $00, $04, $00, $00, $00, $01, $7D, $0A, $00, $00, $00, $00, $04, $00
db $01, $00, $04, $00, $00, $01, $07, $00, $00, $00, $00, $0A, $00, $00, $07, $00
db $80, $00, $00, $00, $00, $01, $01, $00, $00, $00, $00, $00, $01, $00, $07, $00
db $85, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
db $8A, $92, $8F, $00, $00, $00, $00, $00, $00, $00, $0A, $00, $00, $00, $00, $00
db $04
SpiralProps:
db $00 ;null row
db $01, $00, $00 ; ($01) Single Top-Left Staircase
db $01, $00, $01 ; ($04) Single Top-Middle Staircase
db $01, $00, $02 ; ($07) Single Top-Right Staircase
db $01, $00, $05 ; ($0A) Single Staircase at Top of Bottom Left Quadrant
db $01, $00, $04 ; ($0D) Moldorm
db $02, $01, $00, $00, $02 ; ($10) Pod Basement
db $03, $01, $0A, $02, $01, $00, $0B ; ($15) GT Entrance
db $02, $01, $03, $00, $04 ; ($1C) Hera Below Moldorm
db $02, $00, $01, $01, $0B ; ($21) PoD Bridge
db $01, $00, $08 ; ($26) GT Ice Armos
db $03, $00, $01, $01, $0B, $02, $09 ; ($29) Swamp Statue
db $02, $01, $03, $00, $04 ; ($30) Hera Big Chest
db $02, $00, $04, $02, $09 ; ($35) Hera Startiles (middle value unused)
db $01, $00, $08 ; ($3A) West Swamp
db $01, $00, $05 ; ($3D) Ice Hamlift
db $01, $00, $07 ; ($40) Aga Guards
db $02, $01, $00, $00, $02 ; ($43) Pod Entrance
db $01, $00, $08 ; ($48) Swamp Attic
db $02, $03, $0C, $04, $06 ; ($4B) Ice U (1st three values unused)
db $01, $00, $05 ; ($50) TT Attic Left
db $02, $00, $01, $01, $0B ; ($53) Pod Rupees
db $01, $00, $04 ; ($58) Ice Gators
db $02, $01, $0A, $02, $01 ; ($5B) HC Tiny (first value placeholder)
db $03, $00, $01, $01, $0B, $02, $09 ; ($60) Swamp Sunken
db $03, $01, $00, $03, $08, $02, $09 ; ($67) Hera Entrance (first value unused)
db $01, $00, $08 ; ($6E) Ice Hookshot
db $02, $01, $00, $03, $08 ; ($71) Hera Basement (first and third values unused)
db $03, $01, $00, $00, $02, $03, $08 ; ($76) GT Circle (third value unused)
db $01, $00, $07 ; ($7D) Mire Entrance
db $02, $00, $02, $02, $09 ; ($80) Tower Usains (2nd value unused)
db $02, $00, $02, $02, $09 ; ($85) Tower Dark2 (2nd value unused)
db $02, $00, $02, $02, $09 ; ($8A) Tower Dark1 (2nd value unused)
db $01, $00, $09 ; ($8F) Mire2
db $01, $00, $0A ; ($92) Mire south of Torch Room
SpiralLabelOffsets:
db 1, -9
db 5, -9
db 9, -9
db -6, -1
db 15, -1
db 1, -1
db 5, -1
db 9, -1
db -6, 7
db 15, 7
db -3, -9
db 13, -9
db -3, -1
db 13, -1
SpiralLabelQuadrantMasks:
dw $0008
dw $000C
dw $0004
dw $0008
dw $0004
dw $0002
dw $0003
dw $0001
dw $0002
dw $0001
dw $0008
dw $0004
dw $0002
dw $0001
+911
View File
@@ -0,0 +1,911 @@
IncomingDoorMap:
; north
db $06, $07, $08
; west
db $09, $0A, $0B
; south
db $00, $01, $02
; east
db $03, $04, $05
macro d(label)
dw <label>-SplitRooms
endmacro
macro sq(byte)
db <byte>
endmacro
SplitRooms:
; 0/8 1/9 2/A 3/B 4/C 5/D 6/E 7/F
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.09) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.14) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.1a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.2a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.35) : %d(.36) : %d(.37)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.57)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.6a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.74) : %d(.75) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.7b) : %d(.7c) : %d(.7d) : %d(.no) : %d(.no)
; 0/8 1/9 2/A 3/B 4/C 5/D 6/E 7/F
%d(.no) : %d(.no) : %d(.82) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.87)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.8c) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.9d) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.a2) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.a9) : %d(.aa) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.b2) : %d(.no) : %d(.no) : %d(.no) : %d(.b6) : %d(.no)
%d(.no) : %d(.b9) : %d(.no) : %d(.no) : %d(.bc) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.c7)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.d1) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.d6) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.db) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; E0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; F0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; 100
%d(.no) : %d(.101) : %d(.no) : %d(.103) : %d(.no) : %d(.no) : %d(.106) : %d(.107)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.10c) : %d(.no) : %d(.10e) : %d(.no)
; 110
%d(.no) : %d(.no) : %d(.112) : %d(.no) : %d(.114) : %d(.115) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f)
; 120
%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.no)
.no
db $00
.no_items
db $FF
.09
db $01
%sq($04)
%d(..areas) : %d(.no_items) : %d(..stairs)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $80
db $FF
..stairs
db $01
db $FF
..enemies
db $02
db $FF
.14
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas3
db $03, $C0, $FF, $00, $50
db $03, $00, $28, $30, $50
db $03, $30, $50, $D0, $FF
db $FF
..doors3
db $03, $06, $09
db $FF
..areas2
db $03, $B0, $D0, $D0, $FF
db $03, $30, $50, $00, $28
db $FF
..doors2
db $00, $08
db $FF
.1a ; PoD Big Chest (2) // Falling bridge and such (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $2C, $70, $98
db $FF
..doors
db $04
db $FF
..chests
db $00
db $FF
.2a ; PoD Arena Right-Side Chest (2) // Arena (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $D8, $FF, $A8, $C8
db $FF
..doors
db $0B
db $FF
..chests
db $00
db $FF
.35 ; Swamp BK Chest (2) // Swamp second trench (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(.no_items)
..areas
db $03, $00, $70, $00, $80
db $FF
..doors
db $03
db $FF
..chests
db $00
db $FF
..pots
db $01, $02, $03, $04, $05
db $FF
.36 ; Swamp Big Lobby (1) // Tiny Top-Right Blocked Corner (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $D4, $FF, $00, $48
db $FF
..doors
db $09
db $FF
..pots
db $00, $01
db $FF
.37 ; Swamp Second Chest (2) // Swamp first trench (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $90, $FF, $00, $80
db $FF
..doors
db $09
db $FF
..chests
db $00
db $FF
..enemies
db $02, $03
db $FF
.57 ; SW pot cage (2) // middle section (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08, $0B
db $FF
..chests
db $01
db $FF
..pots
db $02, $03, $04, $05
db $FF
..enemies
db $08, $09, $0A, $0B
db $FF
.6a ; pre-helmasaur-king (2) // PoD rupee basement (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $B4, $C4, $00, $B4
db $03, $A8, $D0, $B0, $D0
db $FF
..doors
db $02
db $FF
..enemies
db $00, $01, $04, $05
db $FF
.74 ; desert north -- trapped area (2) // everything else (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $4C, $C4, $CC, $FF
db $FF
..doors
db $07
db $FF
..enemies
db $06, $07
db $FF
.75 ; desert cannonball (2) // desert northeast + trap room (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..chests
db $00
db $FF
..enemies
db $06, $07
db $FF
.7b ; GT post-compass (3) // island hardhat (2) // DMs room (1)
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(..pots3) : %d(..enemies3)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies2)
..areas3
db $03, $00, $FF, $00, $80
db $FF
..doors3
db $09
db $FF
..pots3
db $00, $01, $02, $03, $04
db $FF
..enemies3
db $00, $01
db $FF
..areas2
db $03, $80, $FF, $80, $FF
db $FF
..doors2
db $0B
db $FF
..enemies2
db $06, $07
db $FF
.7c ; GT falling bridge // rando room
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $80, $00, $FF
db $FF
..doors
db $03, $05
db $FF
..pots
db $00, $01, $02, $03
db $FF
..enemies
db $01, $02, $03, $04
db $FF
.7d ; GT warp maze (section next to rando room)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $FF, $00, $80
db $03, $00, $80, $80, $FF
db $03, $CA, $DA, $9A, $A6
db $FF
..doors
db $05
db $FF
..chests
db $00
db $FF
..pots
db $00, $01, $02, $03
db $FF
..enemies
db $00, $01, $02, $03, $09
db $FF
.82 ; HC Basement (1) + catwalk (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $20, $00, $50
db $FF
..doors
db $00, $03
db $FF
.87 ; Hera basement: cage (0) // torches (1)
db $01
%sq($08)
%d(..areas) : %d(.no_items) : %d(..stairs)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $FF, $00, $80
db $03, $80, $FF, $80, $FF
db $FF
..stairs
db $00
db $FF
..chests
db $00
db $FF
..pots
db $00, $01, $02, $03, $04, $05, $06, $07
db $FF
..enemies
db $00, $01, $02, $05, $06, $09, $0C
db $FF
.8c
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08
db $FF
..chests
db $03
db $FF
..pots
db $02, $03, $04, $05, $06
db $FF
..enemies
db $06, $07, $09
db $FF
.9d
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $FF, $80, $FF
db $FF
..doors
db $05
db $FF
..enemies
db $06, $07, $08
db $FF
.a2 ; Mire abyss -- EW bridge (2), stairs to basement + hookable chest (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $01, $00, $FF, $70, $84
db $FF
..doors
db $04, $0A
db $FF
.a9
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $00, $40, $70, $FF
db $03, $00, $FF, $A0, $FF
db $03, $C0, $FF, $70, $FF
db $FF
..doors
db $04, $07, $0A
db $FF
..pots
db $04, $05, $06, $07
db $FF
.aa
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $02, $00, $80, $00, $FF
db $01, $34, $44, $B4, $FF
db $FF
..doors
db $03, $06
db $FF
.b2
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $02, $00, $FF, $00, $80
db $03, $60, $A0, $00, $40
db $FF
..doors
db $01, $09
db $FF
..pots
db $00, $01, $02, $03, $04, $05, $06
db $FF
..enemies
db $00, $01, $02, $03, $04
db $FF
.b6
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..pots
db $00
db $FF
..enemies
db $04
db $FF
.b9
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $01, $00, $20, $28, $60
db $01, $E0, $FF, $28, $60
db $01, $00, $FF, $58, $60
db $FF
..doors
db $03, $09
db $FF
.bc
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $2C, $4C, $CA, $FF
db $FF
..doors
db $06
db $FF
..pots
db $0C, $0D
db $FF
.c7 ; TR Torch Maze (1) // Tiny Bottom-Left Blocked Corner (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $00, $1C, $A8, $FF
db $FF
..doors
db $05
db $FF
..pots
db $02, $03
db $FF
.d1
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $A8
db $FF
..doors
db $02
db $FF
..pots
db $02, $03, $04, $05
db $FF
..enemies
db $00, $01, $07
db $FF
.d6
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $80, $00, $FF
db $FF
..doors
db $00
db $FF
..chests
db $00
db $FF
..enemies
db $00, $01, $02
db $FF
.db
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $02, $B0, $FF, $90, $C0
db $FF
..doors
db $0B
db $FF
..chests
db $01
db $FF
.101 ; East Snitch House (2) // West Snitch House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $FF
..enemies
db $00
db $FF
.103 ; Man With Beds (3) // Front of Tavern (2) // Back of Tavern (1)
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies3)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(..pots2) : %d(..enemies2)
..areas3
db $03, $80, $FF, $00, $FF
db $FF
..doors3
db $08
db $FF
..enemies3
db $02
db $FF
..areas2
db $03, $00, $7F, $50, $FF
db $FF
..doors2
db $06
db $FF
..pots2
db $02
db $FF
..enemies2
db $00
db $01
db $FF
.106 ; VoO Chest Game (2) // Brewery (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.107 ; Library (2) // Bomb Refill Hut (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
.10c ; Mimic Cave (2) // Hookshot Fairy Pot (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $FF
..enemies
db $04
db $05
db $06
db $07
db $FF
.10e ; Storyteller (2) // Storyteller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $FF
..pots
db $FF
..enemies
db $00
db $FF
.112 ; Dark Chapel (2) // Store (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.114 ; Waterfall Fairy (2) // Hint NPC (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $01
db $FF
..enemies
db $00
db $FF
.115 ; Capacity Fairy (1) // Healing Fairy (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.11b ; Cave 45 (2) // Graveyard Ledge (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $04
db $05
db $FF
..enemies
db $01
db $FF
.11c ; Bomb Shop (2) // C-Shaped House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.11e ; Long Fairy Cave (2) // Hype Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $01
db $02
db $03
db $FF
.11f ; Lumberjack House (1) // Store (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.120 ; Ice Rod Cave (1) // Cool Bee Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $01
db $02
db $FF
.122 ; Fortune Teller (2) // Other Fortune Teller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.124 ; 50-Rupee Cave (1) // Bonk Rocks (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..chests
db $00
db $FF
.125 ; 20-Rupee Cave (2) // Spiky Hint Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $FF
..enemies
db $00
db $FF
.126 ; Bonk Fairy Pool (2) // Checkerboard Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $01
db $02
db $03
db $04
db $FF
+258
View File
@@ -0,0 +1,258 @@
dw $FFFF, $83A5, $FFFF, $FFFF ; 00
dw $C388, $8388, $FFFF, $FFFF ; 01
dw $4348, $034A, $4342, $0342 ; 02
dw $FFFF, $FFFF, $438F, $FFFF ; 03 - Houlihan
dw $039A, $038F, $4365, $C39B ; 04
dw $FFFF, $FFFF, $FFFF, $FFFF ; 05 - unused
dw $FFFF, $FFFF, $438F, $FFFF ; 06 - Arrghus
dw $0100, $0101, $4111, $0111 ; 07 - Moldorm
dw $FFFF, $FFFF, $43B2, $03B2 ; 08 - useless fairy entrance
dw $C3A6, $837B, $FFFF, $FFFF ; 09
dw $C398, $835F, $FFFF, $FFFF ; 0A
dw $039B, $439C, $839B, $0381 ; 0B
dw $C371, $8371, $4354, $0354 ; 0C
dw $FFFF, $FFFF, $438F, $FFFF ; 0D - Aga 2
dw $FFFF, $FFFF, $8399, $439B ; 0E
dw $FFFF, $FFFF, $FFFF, $FFFF ; 0F - unused and should never be used, treated as non-id
dw $C340, $8340, $4350, $0340 ; 10
dw $83B7, $C3AC, $03B7, $438A ; 11
dw $C354, $8354, $4354, $0354 ; 12
dw $FFFF, $83B7, $FFFF, $03B7 ; 13
dw $012E, $012F, $013E, $013F ; 14
dw $C374, $8340, $4341, $0340 ; 15
dw $0108, $0109, $436B, $036B ; 16
dw $4104, $0104, $4114, $0114 ; 17
dw $C3B5, $FFFF, $43B4, $FFFF ; 18 - useless fairy drop
dw $FFFF, $8369, $FFFF, $035A ; 19
dw $03E7, $03E8, $03F7, $0361 ; 1A
dw $039B, $439C, $4361, $FFFF ; 1B
dw $038F, $038F, $037E, $C39B ; 1C
dw $C3B2, $83A7, $FFFF, $FFFF ; 1D
dw $FFFF, $4391, $0122, $0123 ; 1E
dw $FFFF, $FFFF, $4360, $C399 ; 1F
dw $FFFF, $FFFF, $438F, $FFFF ; 20
dw $4348, $0363, $C348, $8368 ; 21
dw $FFFF, $FFFF, $4368, $0348 ; 22
dw $FFFF, $FFFF, $FFFF, $039B ; 23
dw $4365, $0365, $0132, $0133 ; 24
dw $FFFF, $FFFF, $FFFF, $FFFF ; 25 - unused
dw $039B, $03E4, $4363, $0382 ; 26
dw $4104, $0104, $4114, $0114 ; 27
dw $C3A5, $FFFF, $4358, $0348 ; 28
dw $FFFF, $FFFF, $FFFF, $0396 ; 29 - Mothula
dw $C350, $8352, $4350, $03F8 ; 2A
dw $C36A, $FFFF, $03F9, $C38D ; 2B
dw $C340, $8340, $4350, $0350 ; 2C - hookshot cave back
dw $FFFF, $FFFF, $FFFF, $FFFF ; 2D - unused
dw $FFFF, $838F, $FFFF, $FFFF ; 2E
dw $C3B4, $FFFF, $436E, $03B2 ; 2F - Kakariko well
dw $C361, $FFFF, $839A, $FFFF ; 30 - inset stairs if possible
dw $0124, $0125, $0134, $0135 ; 31
dw $43C4, $03C4, $43D4, $03D4 ; 32
dw $FFFF, $FFFF, $438F, $FFFF ; 33
dw $0129, $012A, $0139, $013A ; 34
dw $C38D, $039B, $43B1, $037D ; 35
dw $0118, $0119, $0128, $4128 ; 36
dw $439B, $838D, $437D, $03B1 ; 37
dw $C3AC, $FFFF, $43B7, $FFFF ; 38
dw $FFFF, $FFFF, $039B, $0381 ; 39
dw $03C2, $03C3, $43D3, $03D3 ; 3A - make bespoke if feasible
dw $C3A5, $FFFF, $43B5, $FFFF ; 3B - inset stairs if feasible
dw $C340, $8350, $4340, $0350 ; 3C - hookshot cave front
dw $039B, $439B, $0361, $838E ; 3D
dw $FFFF, $438F, $43B2, $0373 ; 3E
dw $FFFF, $FFFF, $0130, $C399 ; 3F
dw $C3A5, $FFFF, $4372, $C399 ; 40 - inset stairs if feasible
dw $03C5, $03C6, $03D5, $03D6 ; 41
dw $03E9, $03EA, $FFFF, $FFFF ; 42
dw $C3B2, $03B2, $FFFF, $0361 ; 43
dw $038D, $839F, $838D, $039F ; 44
dw $C3AB, $83B4, $4364, $43B7 ; 45
dw $C375, $8375, $4373, $0373 ; 46
dw $FFFF, $FFFF, $FFFF, $FFFF ; 47 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; 48 - unused
dw $839B, $8372, $039B, $0372 ; 49
dw $03E2, $03E3, $0386, $4386 ; 4A
dw $C361, $4391, $4373, $0373 ; 4B
dw $FFFF, $83A5, $FFFF, $03B7 ; 4C
dw $0102, $0103, $0112, $0113 ; 4D
dw $839B, $439C, $FFFF, $FFFF ; 4E
dw $FFFF, $8396, $838D, $FFFF ; 4F
dw $FFFF, $83B7, $FFFF, $03B5 ; 50
dw $C354, $8354, $4384, $0384 ; 51
dw $C3B7, $FFFF, $4359, $0348 ; 52
dw $039A, $83B5, $839B, $43B7 ; 53
dw $C390, $8390, $4380, $0340 ; 54
dw $C340, $8340, $4350, $0340 ; 55 - secret passage
dw $038F, $83B4, $4365, $039F ; 56
dw $039B, $438D, $0365, $039B ; 57
dw $C372, $439B, $0383, $0365 ; 58 - split
dw $838A, $8372, $03D1, $0372 ; 59
dw $FFFF, $FFFF, $FFFF, $038F ; 5A - Helmasaur King
dw $FFFF, $83B7, $FFFF, $03B5 ; 5B
dw $C3B1, $83AA, $FFFF, $838F ; 5C
dw $039B, $C399, $0361, $FFFF ; 5D
dw $FFFF, $0110, $839C, $0123 ; 5E
dw $FFFF, $FFFF, $43BB, $FFFF ; 5F
dw $FFFF, $8379, $FFFF, $036A ; 60
dw $C387, $8385, $4356, $0356 ; 61
dw $C346, $8354, $4352, $0340 ; 62
dw $039A, $FFFF, $0361, $FFFF ; 63
dw $FFFF, $FFFF, $8399, $0367 ; 64
dw $FFFF, $FFFF, $0367, $0381 ; 65
dw $038F, $039A, $0362, $83B2 ; 66
dw $83B4, $83B5, $03B7, $039F ; 67
dw $C340, $8350, $4341, $0340 ; 68
dw $FFFF, $FFFF, $FFFF, $FFFF ; 69 - unused
dw $FFFF, $03E1, $FFFF, $03F1 ; 6A
dw $039A, $0361, $839B, $C39B ; 6B
dw $039A, $FFFF, $839B, $0360 ; 6C - Lanmolas 2
dw $0361, $FFFF, $C39B, $FFFF ; 6D
dw $FFFF, $838E, $FFFF, $FFFF ; 6E
dw $FFFF, $FFFF, $FFFF, $FFFF ; 6F - unused
dw $43BA, $FFFF, $FFFF, $FFFF ; 70
dw $039A, $FFFF, $4365, $438D ; 71
dw $437A, $037A, $03C1, $0342 ; 72 - slight cheating I guess...
dw $038F, $038F, $839B, $0366 ; 73
dw $43B2, $03B2, $43A8, $03A8 ; 74
dw $038F, $83B4, $0365, $03B5 ; 75
dw $010D, $010E, $011D, $011E ; 76
dw $0126, $0127, $4137, $0137 ; 77
dw $FFFF, $FFFF, $FFFF, $FFFF ; 78 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; 79 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; 7A - unused
dw $0106, $0107, $438F, $4381 ; 7B
dw $C3B7, $83B4, $43B7, $03B7 ; 7C
dw $43B2, $835E, $034C, $0391 ; 7D
dw $FFFF, $83B7, $4393, $438A ; 7E
dw $439B, $FFFF, $838E, $FFFF ; 7F
dw $C3A7, $83B0, $FFFF, $FFFF ; 80
dw $C350, $8341, $4340, $0341 ; 81
dw $C39D, $8354, $4341, $0340 ; 82
dw $038F, $83B5, $4365, $43B7 ; 83
dw $C344, $8345, $4354, $0354 ; 84
dw $C38B, $C39B, $03B7, $439B ; 85
dw $FFFF, $FFFF, $FFFF, $FFFF ; 86 - unused
dw $0136, $0117, $4394, $838F ; 87
dw $FFFF, $FFFF, $FFFF, $FFFF ; 88 - unused
dw $C3B0, $83B0, $FFFF, $FFFF ; 89
dw $FFFF, $FFFF, $FFFF, $FFFF ; 8A - unused
dw $838A, $0360, $038A, $438D ; 8B
dw $83BE, $83BF, $03BD, $0391 ; 8C
dw $0360, $C38A, $038D, $438A ; 8D
dw $FFFF, $838E, $FFFF, $FFFF ; 8E
dw $FFFF, $FFFF, $FFFF, $FFFF ; 8F - unused
dw $FFFF, $FFFF, $438F, $FFFF ; 90
dw $FFFF, $83A5, $FFFF, $03B7 ; 91
dw $03D2, $C3B7, $0364, $039F ; 92
dw $C36C, $836C, $C39B, $838F ; 93
dw $FFFF, $FFFF, $FFFF, $FFFF ; 94 - unused
dw $FFFF, $83B7, $FFFF, $03B5 ; 95
dw $010F, $FFFF, $011F, $C39C ; 96
dw $039A, $83B4, $839B, $036F ; 97
dw $FFFF, $FFFF, $43B2, $0397 ; 98
dw $FFFF, $038F, $434A, $0363 ; 99
dw $FFFF, $FFFF, $FFFF, $FFFF ; 9A - unused
dw $839B, $0381, $435E, $0378 ; 9B
dw $C350, $8350, $4341, $0341 ; 9C
dw $0116, $83B2, $43B1, $035E ; 9D
dw $FFFF, $439A, $838D, $03B9 ; 9E
dw $FFFF, $FFFF, $439B, $FFFF ; 9F
dw $839B, $C39C, $FFFF, $FFFF ; A0
dw $C3B0, $835D, $FFFF, $036A ; A1
dw $03EE, $03EF, $03FE, $03FF ; A2
dw $C35A, $FFFF, $436A, $FFFF ; A3
dw $FFFF, $FFFF, $438F, $FFFF ; A4
dw $039A, $0361, $C3B2, $83B2 ; A5
dw $C340, $8370, $4340, $0340 ; A6
dw $C396, $FFFF, $FFFF, $FFFF ; A7 - ToH fairy basement room
dw $039B, $03E5, $839B, $03F5 ; A8
dw $C357, $8357, $4356, $0356 ; A9
dw $03E6, $439B, $03F6, $C39B ; AA
dw $FFFF, $FFFF, $439A, $FFFF ; AB
dw $FFFF, $FFFF, $FFFF, $038F ; AC - Blind
dw $FFFF, $FFFF, $FFFF, $FFFF ; AD - unused
dw $FFFF, $8399, $FFFF, $FFFF ; AE
dw $C39B, $FFFF, $FFFF, $FFFF ; AF
dw $039B, $C399, $839B, $C399 ; B0
dw $0391, $83B5, $434C, $438A ; B1
dw $C35C, $83A2, $039B, $0366 ; B2
dw $0365, $FFFF, $0365, $FFFF ; B3
dw $03FA, $83FD, $03EC, $03ED ; B4
dw $03EB, $83FD, $83FA, $03FD ; B5
dw $039A, $038F, $0361, $0361 ; B6
dw $C3B4, $FFFF, $43B5, $FFFF ; B7
dw $FFFF, $838A, $FFFF, $03B4 ; B8
dw $43F3, $03F3, $4354, $0354 ; B9
dw $0364, $438D, $FFFF, $FFFF ; BA
dw $838A, $8364, $4372, $0364 ; BB
dw $83BE, $C38A, $03D0, $438A ; BC
dw $FFFF, $FFFF, $FFFF, $FFFF ; BD - unused
dw $FFFF, $439A, $FFFF, $C365 ; BE
dw $FFFF, $FFFF, $438D, $FFFF ; BF
dw $C372, $C399, $4372, $C399 ; C0
dw $039B, $0364, $4365, $8364 ; C1
dw $C351, $8353, $4341, $0353 ; C2
dw $03E0, $C369, $03F0, $4369 ; C3 - show layers
dw $43C0, $03C0, $4340, $0341 ; C4
dw $C3B5, $FFFF, $438A, $FFFF ; C5
dw $03FA, $03FB, $83FA, $83FB ; C6
dw $43FB, $83FD, $03FC, $03FD ; C7
dw $FFFF, $FFFF, $FFFF, $038F ; C8 - Armos Knights
dw $03F2, $43F2, $0386, $4386 ; C9
dw $FFFF, $FFFF, $FFFF, $FFFF ; CA - unused
dw $C340, $8343, $4354, $0347 ; CB
dw $C353, $8350, $4347, $0354 ; CC
dw $FFFF, $FFFF, $FFFF, $FFFF ; CD - unused
dw $FFFF, $8391, $FFFF, $FFFF ; CE - Kholdstare drop
dw $FFFF, $FFFF, $FFFF, $FFFF ; CF - unused
dw $C372, $C399, $4372, $C399 ; D0
dw $C38E, $838F, $4381, $C38D ; D1
dw $FFFF, $83B5, $FFFF, $0395 ; D2
dw $FFFF, $FFFF, $FFFF, $FFFF ; D3 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; D4 - unused
dw $C3B5, $FFFF, $43B5, $FFFF ; D5
dw $C3B5, $010A, $43B4, $011A ; D6
dw $FFFF, $FFFF, $FFFF, $FFFF ; D7 - unused
dw $FFFF, $8361, $FFFF, $839B ; D8
dw $FFFF, $FFFF, $4360, $0360 ; D9
dw $FFFF, $FFFF, $439C, $FFFF ; DA
dw $C354, $8346, $4354, $037F ; DB
dw $C346, $8354, $4343, $0340 ; DC
dw $FFFF, $FFFF, $FFFF, $FFFF ; DD - unused
dw $FFFF, $8396, $FFFF, $FFFF ; DE - Kholdstare
dw $FFFF, $FFFF, $43A0, $0354 ; DF - paradox top
dw $039B, $C399, $0361, $FFFF ; E0
; no more dungeon
dw $C340, $8340, $4350, $0340 ; E1 - lost woods thieves hideout
dw $C340, $8340, $4340, $0350 ; E2 - lumberjack cave
dw $FFFF, $83B4, $43B2, $036E ; E3 - magic bat
dw $C340, $8342, $4350, $0342 ; E4 - old man's house front
dw $C342, $8340, $4356, $0354 ; E5 - old man's house back
dw $C340, $8341, $4350, $0340 ; E6 - death mountain descent left
dw $C341, $8340, $4340, $0350 ; E7 - death mountain descent right
dw $C370, $8370, $4380, $0350 ; E8 - superbunny top
dw $FFFF, $FFFF, $FFFF, $FFFF ; E9 - unused
dw $C3A5, $FFFF, $43B5, $FFFF ; EA - spectacle top
dw $FFFF, $83A6, $FFFF, $03B5 ; EB - bumper top
dw $FFFF, $FFFF, $FFFF, $FFFF ; EC - unused
dw $C370, $8370, $4340, $0350 ; ED - fairy ascension top
dw $C340, $8390, $4340, $0350 ; EE - spiral top
dw $FFFF, $8340, $43A0, $0354 ; EF - paradox top
dw $C340, $8342, $4350, $0342 ; F0 - old man rescue left
dw $C342, $8342, $4340, $0350 ; F1 - old man rescue right
dw $FFFF, $FFFF, $FFFF, $03B2 ; F2 - Sahasrahla's Kakariko house left
dw $FFFF, $FFFF, $43B2, $FFFF ; F3 - Sahasrahla's Kakariko house right
dw $FFFF, $FFFF, $FFFF, $03B2 ; F4 - quarreling brothers left
dw $FFFF, $FFFF, $43B2, $FFFF ; F5 - quarreling brothers right
dw $FFFF, $FFFF, $FFFF, $FFFF ; F6 - unused
dw $FFFF, $FFFF, $FFFF, $FFFF ; F7 - unused
dw $C370, $8370, $43A0, $0354 ; F8 - superbunny bottom
dw $C340, $8341, $4350, $0340 ; F9 - spectacle left
dw $C374, $8340, $4350, $0340 ; FA - spectacle bottom
dw $FFFF, $83A5, $4348, $0358 ; FB - bumper bottom
dw $FFFF, $FFFF, $FFFF, $FFFF ; FC - unused
dw $C370, $8370, $4354, $0354 ; FD - fairy ascension bottom
dw $FFFF, $FFFF, $43B4, $03B5 ; FE - spiral bottom
dw $C3B4, $83B4, $436E, $036D ; FF - paradox bottom
File diff suppressed because it is too large Load Diff
+163
View File
@@ -0,0 +1,163 @@
RedrawLoot:
JSL DrawLoot
; what we wrote over
SEP #$20
STZ.w $0210
RTL
FirstDrawLoot:
LDA.b #$FF
STA.w $0215
LDA.b #$80
STA.w $0216
STA.w $0218
LDA.l DRMode
BEQ +
LDA.w DungeonID
ASL A
TAX
LDA.l DungeonMapData.floor, X
STA.b $A4
+
; what we wrote over
LDA.b #$08
STA.b $17
DrawLoot:
LDA.b $07
STA.w $021B
LDA.l DRMode
BNE .skip
REP #$30
PHX : PHY
STZ.b $0E
LDX.w DungeonID
LDA.l DungeonMapRoomPointers, X
STA.b $72
SEP #$20
LDA.l DungeonMapFloorCountData, X
AND.b #$0F
CLC : ADC.w DungeonMapCurrentFloor
PHA
JSR DrawSingleFloorLoot
INC.b $0F
LDA.b #$80
STA.b $0E
PLA : DEC A
JSR DrawSingleFloorLoot
LDX.w GFXStripes
LDA.b #$FF
STA.w GFXStripes+$02, X
LDA.b #$01
STA.b NMISTRIPES
PLY : PLX
.skip
LDA.b #$00
RTL
DrawSingleFloorLoot:
REP #$20
AND.w #$00FF
ASL A
TAX
LDA.l DungeonMapFloorToDataOffset, X
CLC : ADC.w #$0018 ; get to end of floor
TAY
SEP #$20
LDA.b #$04
STA.b $06
LDA.b #$04
STA.b $07
.next_row
REP #$20
LDA.w GFXStripes
TAX
CLC : ADC.w #$0030
STA.w GFXStripes
SEP #$20
LDA.b $07
CLC : ADC.b $07
REP #$20
AND.w #$00FF
ASL #5
CLC : ADC.w #$1092
ADC.b $0E
XBA
STA.w GFXStripes+$02, X
CLC : ADC.w #$2000
STA.w GFXStripes+$1A, X
LDA.w #$1300
STA.w GFXStripes+$04, X
STA.w GFXStripes+$1C, X
TXA
CLC : ADC.w #$0016
TAX
.next_room
REP #$20
LDA.b ($72), Y ; get room id
PHY
AND.w #$00FF
CMP.w #$000F ; $0F = empty room
BNE .valid_room
LDA.w #$0000
BRA +
.valid_room
JSL CheckLoot
+
ASL A : ASL A : ASL A
TXY
TAX
LDA.l LootTypeIcons+0, X
STA.w GFXStripes+$00, Y
LDA.l LootTypeIcons+2, X
STA.w GFXStripes+$02, Y
LDA.l LootTypeIcons+4, X
STA.w GFXStripes+$18, Y
LDA.l LootTypeIcons+6, X
STA.w GFXStripes+$1A, Y
TYX
PLY
DEY : DEX #4
SEP #$20
DEC.b $06
BPL .next_room
DEC.b $07
BMI .done
LDA.b #$00
XBA
LDA.b #$04
STA.b $06
JMP .next_row
.done
RTS
+275
View File
@@ -0,0 +1,275 @@
DrawNonexistentRoom:
REP #$20
LDA.w #$0F00
STA.l $7F0000, X
STA.l $7F0002, X
STA.l $7F0040, X
STA.l $7F0042, X
JML $8AE7F2
GetVisibilityProps:
PHX
ASL A : ASL A
TAX
LDA.b $0C
AND.l .visibility_props, X
ORA.l .visibility_props+2, X
STA.b $0C
PLX
RTS
.visibility_props:
dw $0000, $0F00
dw $C000, $174F
dw $C000, $174F
dw $0000, $1400
dw $0000, $1000
dw $0000, $0C00
dw $0000, $0800
; A = room shape
; $0C = visibility props
GetQuadrantTile:
PHA
LDA.b $0C
AND.w #$03FF
BNE .square
PLA
ORA.b $0C
RTS
.square
PLA
LDA.b $0C
RTS
NormalDrawDungeonMapRoom:
JSL DrawDungeonMapRoom
JML $8AE7F2
; $CA has room_id
; $0E has quadrant flags
; X has address to draw at
DrawDungeonMapRoom:
REP #$20
PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank
LDA.b $0A : PHA
JSR GetSpecificRoomVisibility
LDA.b $CA
AND.w #$00FF
ASL A : ASL A : ASL A
TAY
macro DrawQuadrant(quadrant, writeOffset)
.draw_quadrant_<quadrant>:
LDA.w #(3-<quadrant>)<<14
STA.b $0C
LDA.b $0E
BIT.w #1<<(3-<quadrant>)
BNE ..visited
LDA.b $0A
BRA ..continue
..visited
LDA.b $0B
..continue
AND.w #$00FF
JSR GetVisibilityProps
LDA.w SupertileRoomShapes+(2*<quadrant>), Y
CMP.w #$FFFF : BNE ..get_quadrant
LDA.b $0A
AND.w #$00FF
CMP.w #$0001
BNE ..empty
..full_square
LDA.b $0C
BRA ..write
..get_quadrant
JSR GetQuadrantTile
BRA ..write
..empty
LDA.w #$0F00
..write
STA.l $7F0000+<writeOffset>, X
endmacro
%DrawQuadrant(0, $00)
%DrawQuadrant(1, $02)
%DrawQuadrant(2, $40)
%DrawQuadrant(3, $42)
.done
PLA : STA.b $0A
PLB
RTL
DrawEntrances:
REP #$30
PHX : PHY
LDA.b $06 : PHA
LDX.w DungeonID
LDA.l DungeonMapRoomPointers, X
STA.b $72
SEP #$20
LDA.l DungeonMapFloorCountData, X
AND.b #$0F
CLC : ADC.w DungeonMapCurrentFloor
REP #$20
AND.w #$00FF
STZ.b $02
PHA
JSR DrawSingleFloorEntrances
INC.b $02
INC.b $02
PLA
DEC A
JSR DrawSingleFloorEntrances
.done
REP #$20
PLA : STA.b $06
PLY : PLX
SEP #$30
RTL
DrawSingleFloorEntrances:
ASL A
TAX
LDA.l DungeonMapFloorToDataOffset, X
TAY
STZ.b $06
.next_room
REP #$20
LDA.b ($72), Y ; get room id
AND.w #$00FF
CMP.w #$000F ; $0F = empty room
BEQ +
JSR DrawSingleRoomEntrances
+
INY
SEP #$20
INC.b $06
LDA.b $06
CMP.b #$05
BCC .next_room
STZ.b $06
- INC.b $07
LDA.b $07
CMP.b #$05
BCC .next_room
.done
REP #$20
RTS
macro DrawSingleEntrance(offset)
LDY.b $00
LDA.b #$00
STA.w OAMBufferAux, Y ; high x-bit and size bit
TYA
ASL #2
TAY
LDA.b $06
CPX.b #$02
BNE ?+
ASL A
?+
CLC : ADC.b $06
ASL #3
CLC : ADC.b #$90+<offset>
STA.w OAMBuffer+0, Y
PHX
LDA.b $07
CPX.b #$02
BNE ?+
ASL A
?+
CLC : ADC.b $07
ASL #3
LDX.b $02
CLC : ADC.l DungeonMapRoomMarkerYBase, X
PLX
CLC : ADC.b #$08
CLC : ADC.w $0213
SEC : SBC.b $E8
STA.w OAMBuffer+1, Y
LDA.b #$33
STA.w OAMBuffer+2, Y
LDA.b #$23
STA.w OAMBuffer+3, Y
INC.b $00
endmacro
DrawSingleRoomEntrances:
STA.b $0E
PHY
SEP #$10
LDX.b #$FE
.next_entry
INX : INX
LDA.l SupertileEntrances, X
BPL +
JMP .done
+
AND.w #$0FFF
CMP.b $0E
BNE .next_entry
SEP #$20
LDA.l SupertileEntrances+1, X
TYX
PHA : PHA
BIT.b #$40
BEQ +
%DrawSingleEntrance(0)
+
PLA
BIT.b #$20
BEQ +
%DrawSingleEntrance(4)
+
PLA
BIT.b #$10
BEQ +
%DrawSingleEntrance(8)
+
.done
REP #$30
PLY
RTS
+50
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@@ -0,0 +1,50 @@
LoadDungeonIndicator:
; what we wrote over
JSL InitializeTilesets
LDA.w DungeonID
CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done
TAX
LDA.l DungeonIndicatorMap, X
TAX
LDA.b #$80
STA.w $2115
REP #$20
LDA.w #$7140
STA.w $2116
LDY.b #$10
- LDA.l DungeonIndicatorGfx, X
STA.w $2118
INX #2
DEY #2
BNE -
SEP #$20
.done
RTL
DungeonIndicatorMap:
dw $0000
dw $0000
dw $0010
dw $0020
dw $0040
dw $0060
dw $0050
dw $00A0
dw $0070
dw $0090
dw $0030
dw $0080
dw $00B0
dw $00C0
.end
DungeonIndicatorGfx:
incbin "menu/dr_dungeon_indicators.2bpp"
.end
+214
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@@ -0,0 +1,214 @@
; move aga boss icon to correct room
org $8AEE75
db $08
; use AA1 = $1C for map stuff
org $80E193
skip 4
db $61, $62, $63, $D6
org $8AE11D
LDA.b #$1C
org $8AE12B
LDA.b #$20
; dungeon map sheets
org $80DDD3 ; slot $8F
db $61, $56, $57, $62
; always use $8F in dungeon map
org $8AE122
NOP #4
LDA.b #$8F
; unused chest data
org $81E9A5
dw $000F ; freezor room, second chest (only one chest in supertile)
org $81EA6E
dw $000F ; mire spike room, second chest (only one chest in supertile)
org $81EAF8
dw $000F ; GT button/switch/bladetrap room (no chest in supertile)
; Dungeon Map Palettes 2-5 left half
org $9BE544
dw $0000, $71E7, $7FFF, $3B5F, $0000, $0000, $7EB5, $1CE7
org $9BE564
dw $0000, $5565, $7FFF, $331C, $0000, $0000, $7E27, $0C63
org $9BE584
dw $0000, $4100, $7FFF, $2656, $4100, $0000, $4100, $4100
org $9BE5A4
dw $0000, $34E0, $7FFF, $34E0, $34E0, $0000, $34E0, $34E0
; move BG1 to main screen in dungeon map screen
org $8AE130
LDA.b #$17 : STA.b $1C
LDA.b #$00 : STA.b $1D
; make skull icon blink opposite our loot icons
org $8AEE2B
AND.b #$10
NOP #2
db $F0 ; BEQ to replace BCS
;================================================================================
; Overhaul of Dungeon Map Screen
;--------------------------------------------------------------------------------
org $8AE64D
PLX
JML NormalDrawDungeonMapRoom
org $8AE606
PLX
JML DrawNonexistentRoom
org $8AE152
JSL LoadLastHUDPalette
org $808BD3
JSL LoadStripes
BRA + : NOP #9 : +
org $8AEAE8 ; vanilla checks number of sprites drawn instead of... counting...
LDA.b $0E
CMP.b #$02
;================================================================================
; Swapping Dungeon in Dungeon Map Screen (L/R)
;--------------------------------------------------------------------------------
org $8AE9A7
JSL CheckSwitchMap
BRA + : NOP #3 : +
org $8AEF06
DEC.b $13
BNE +
JML DungeonMapSwitch_Submodule
+ RTL
warnpc $8AEF29
org $8AEADA
JML SkipMapSprites
org $8AE9C7
JSL RestoreDungeonMapFloorIndex
NOP
org $98BC86
JSL CacheCurrentDungeon
org $8AEFC5
JSL RestoreCurrentDungeon
NOP
org $8AE1EC
PLB
JML DrawDungeonLabel
org $8AE83E
JSL StartCurrentRoomSearch
BRA + : NOP #6 : +
org $8AE86C
JML FindCurrentRoom
padbyte $EA
pad $8AE891
org $8AEBF8
LDA.w $0217
SEC : SBC.b $0F
BMI +
CMP.b #$18
BCS +
skip 7
+
org $8AEB9A
db -8, 8, -8, 8
db -8, -8, 8, 8
;================================================================================
; Show indicators of what is left in each room
;--------------------------------------------------------------------------------
org $8AEABA
JSL RedrawLoot
NOP
org $8AE42B
JSL FirstDrawLoot
;================================================================================
; Blink indicators of what is left in each room
;--------------------------------------------------------------------------------
org $8AE964
JSL BlinkLoot
org $8AE235
JSL WriteBigEndianAddressX
org $8AE290
JSL WriteBigEndianAddressY
org $8AE350
JSL WriteBigEndianAddressY
org $8AE206
JSL StartDoubleWrite
NOP
org $8AE2E0
JML CheckDoubleWrite
NOP
org $8AE21C
JSL DrawMountain
BRA + : NOP #9 : +
;================================================================================
; Draw Wacky Door Rando Layouts
;--------------------------------------------------------------------------------
org $8AE3D7
LDA.l DRMode
BEQ +
JSL DrawWackyDoorRandoStuff
JMP.w $8AE422
NOP
+
warnpc $8AE3EB
org $8AE439
dw $0F19, $4F19, $8F19, $CF19
org $8AE449
dw $0F1A, $8F1A
org $8AE451
dw $0F1B, $4F1B
org $8AE473
NOP #2
org $8AE4A4
NOP #2
org $8AE4DC
NOP #2
org $8AE4F9
dw $0F1E, $0F1F, $0F20, $0F21
dw $0F22, $0F23, $0F24, $0F25
org $8AE539
LDA.w #$0F1C
org $8AE573
LDA.w #$0F1D
org $8AE555
NOP #2
org $8AE576
NOP #2
+43
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@@ -0,0 +1,43 @@
pushpc
incsrc dungeon_map_hooks.asm
macro WriteGFXSheetPointer(sheet, location)
pushpc
org $80CFC0+<sheet>
db <location>>>16
org $80D09F+<sheet>
db <location>>>8
org $80D17E+<sheet>
db <location>>>0
pullpc
endmacro
%WriteGFXSheetPointer($C9, DungeonMapIcons1)
%WriteGFXSheetPointer($CA, DungeonMapIcons2)
%WriteGFXSheetPointer($D5, DungeonMapIcons3)
%WriteGFXSheetPointer($D4, MapSheetD4)
%WriteGFXSheetPointer($D6, DungeonMapDoorConnectors)
%WriteGFXSheetPointer($61, DungeonMapIcons4)
%WriteGFXSheetPointer($62, DungeonMapIcons5)
%WriteGFXSheetPointer($63, DungeonMapIcons6)
%WriteGFXSheetPointer($14, DRSheet14)
pullpc
incsrc doors_dungeon_map.asm
incsrc draw_rooms.asm
incsrc map_bg3.asm
incsrc dungeon_switch.asm
incsrc draw_loot.asm
incsrc check_loot.asm
incsrc loot_hud.asm
incsrc blink_loot.asm
incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm
incsrc data/fall_warps.asm
incsrc data/split_room.asm
incsrc data/doors_connections.asm
+381
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@@ -0,0 +1,381 @@
CheckSwitchMap:
LDA.l DRMode
BEQ .not_fancy_door_map
; fancy door map
SEP #$20
LDA.b $F6
BIT.b #$30
BNE .change_dungeon
BIT.b #$80
BNE .select_new_room
LDA.b $F4
BIT.b #$80
BNE .select_new_room
BIT.b #$20
BNE .next_entrance
BIT.b #$40
BNE .current_room
AND.b #$0F
BEQ .doors_done
BIT.b #$08 : BEQ + : LDA.b #$00 : BRA .doors_move_cursor : +
BIT.b #$04 : BEQ + : LDA.b #$02 : BRA .doors_move_cursor : +
BIT.b #$02 : BEQ + : LDA.b #$01 : BRA .doors_move_cursor : +
LDA.b #$03
.doors_move_cursor
STA.b $00
JSL MoveDoorsMapCursor
BRA .doors_done
.select_new_room
JSL DoorsMapSelectCursor
BRA .doors_done
.next_entrance
JSL DoorsMapNextEntrance
BRA .doors_done
.change_dungeon
JSL DoorsMapChangeDungeon
BRA .doors_done
.current_room
LDA.l CachedDungeonID
CMP.w DungeonID
BNE .doors_done
JSL DoorsMapCurrentRoom
BRA .doors_done
.doors_done
REP #$20
LDA.w #$0002 ; ignore input! nothing to see here!
RTL
.not_fancy_door_map
SEP #$20
LDA.b $F6
AND.b #$30
BNE +
; what we wrote over
REP #$20
LDA.w DungeonMapFloorCountData, X
AND.w #$000F
CLC : ADC.b $00
RTL
+ PHA
TXA
ASL A
TAX
PLA
BIT.b #$20
BNE +
INX
+ LDA.l DungeonMapData.prev, X
STA.w DungeonID
LDA.b #$04
STA.w SubModuleInterface
REP #$20
LDA.w #$0000
RTL
DungeonMapSwitch_Submodule:
JSL $80893D
JSL $80833F
LDA.b #$09
STA.b $14
STA.w $0710
LDA.b #$01
STA.w SubModuleInterface
STA.w $020D
STZ.w $0213
STZ.w $021B
STZ.w $021C
STZ.b $06
STZ.b $07
LDA.w DungeonID
CMP.l CachedDungeonID
BEQ .current_dungeon
ASL A
TAX
LDA.l DungeonMapData.floor, X
STA.b CurrentFloor
BRA .continue
.current_dungeon
LDA.l CachedCurrentFloor
STA.b CurrentFloor
.continue
REP #$20
STZ.b $E0
STZ.b $E2
STZ.b $E4
STZ.b $E6
STZ.b $E8
STZ.b $EA
JML $98BCA1
SkipMapSprites:
STZ.b $00
LDA.b $02 : PHA
LDA.b $03 : PHA
LDA.b $04 : PHA
LDA.l DRMode
BNE +
LDA.w SubModuleInterface
CMP.b #$04
BEQ +
JSL DrawEntrances
+
PLA : STA.b $04
PLA : STA.b $03
PLA : STA.b $02
STZ.b $0E
STZ.b $0F
LDA.w SubModuleInterface
CMP.b #$04
BNE +
JML $8AEAFC
+
LDA.l DRMode
BEQ +
JSL DrawDoorsMapSprites
JML $8AEAFC
+
LDA.l CachedDungeonID
CMP.w DungeonID
BEQ +
JML $8AEAF3
+ JML $8AEADE
CacheCurrentDungeon:
STA.l $7EC206
SEP #$20
LDA.w DungeonID
STA.l CachedDungeonID
LDA.b CurrentFloor
STA.l CachedCurrentFloor
REP #$20
RTL
RestoreCurrentDungeon:
LDA.b #$F3
STA.w $012C ; what we wrote over
LDA.l CachedDungeonID
STA.w DungeonID
LDA.l CachedCurrentFloor
STA.b CurrentFloor
RTL
RestoreDungeonMapFloorIndex:
STZ.w $020F ; first part we wrote over
LDA.w $021B
STA.b $07
STZ.b $06
LDA.b $0A ; the rest of what we wrote over
AND.b #$08
RTL
DrawDungeonLabel:
LDY.b #$00
LDA.w DungeonID
ASL A
TAX
LDA.b NMISTRIPES
BEQ +
LDY.b #$20
+
; Dungeon Label
REP #$20
LDA.w #$E660
STA.w GFXStripes+$02, Y
LDA.w #$0300
STA.w GFXStripes+$04, Y
LDA.l DungeonLabels+0, X
STA.w GFXStripes+$06, Y
LDA.l DungeonLabels+2, X
STA.w GFXStripes+$08, Y
TYA
CLC : ADC.w #$0008
TAY
; L/R switch indicators
LDA.w #$E310
STA.w GFXStripes+$02, Y
LDA.w #$E910
STA.w GFXStripes+$0A, Y
LDA.w #$E318
STA.w GFXStripes+$12, Y
LDA.w #$E918
STA.w GFXStripes+$1A, Y
LDA.w #$0300
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$0C, Y
STA.w GFXStripes+$14, Y
STA.w GFXStripes+$1C, Y
LDA.w #$49AF
STA.w GFXStripes+$06, Y
STA.w GFXStripes+$16, Y
LDA.w #$099E
STA.w GFXStripes+$08, Y
STA.w GFXStripes+$18, Y
LDA.w #$099F
STA.w GFXStripes+$0E, Y
STA.w GFXStripes+$1E, Y
LDA.w #$09AF
STA.w GFXStripes+$10, Y
STA.w GFXStripes+$20, Y
TYA
CLC : ADC.w #$0020
TAY
LDA.l DRMode
BNE .doors
JMP .skip_doors
.doors
; Select for Next Entrance indicator
LDA.w #$E311
STA.w GFXStripes+$02, Y
LDA.w #$E319
STA.w GFXStripes+$16, Y
LDA.w #$0F00
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$18, Y
LDA.w #$09B8
LDX.b #$07
-
STA.w GFXStripes+$06, Y
STA.w GFXStripes+$1A, Y
INC A
INY : INY
DEX
BPL -
TYA
CLC : ADC.w #$0018
TAY
LDA.l CachedDungeonID
AND.w #$00FF
CMP.w DungeonID
BNE .skip_doors
; Y for Current Location indicator
LDA.w #$A411
STA.w GFXStripes+$02, Y
LDA.w #$A419
STA.w GFXStripes+$12, Y
LDA.w #$0B00
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$14, Y
LDA.w #$09A9
LDX.b #$05
-
STA.w GFXStripes+$06, Y
STA.w GFXStripes+$16, Y
INC A
INY : INY
DEX
BPL -
TYA
CLC : ADC.w #$0014
TAY
.skip_doors
SEP #$20
LDA.b #$FF
STA.w GFXStripes+$02, Y
LDA.b #$01
STA.b NMISTRIPES
INC.w $020D ; what we wrote over
RTL
StartCurrentRoomSearch:
LDA.w DungeonMapFloorCountData, X
LSR A : LSR A : LSR A : LSR A
STA.b $00
LDA.w DungeonMapFloorCountData, X
AND.b #$0F
CLC : ADC.b $00
ASL A
TAY
RTL
FindCurrentRoom:
LDA.w DungeonMapFloorToDataOffset, Y
STA.b $0C
LDY.w #$0000
SEP #$20
.next_room_check
CPY.b $0C
BCS .not_found
LDA.b ($04), Y
INY
CMP.b $0E
BEQ .found
LDA.b $00
CMP.b #$40
BCS .next_row
CLC : ADC.b #$10
STA.b $00
BRA .next_room_check
.next_row
STZ.b $00
LDA.b $02
CMP.b #$40
BCS .next_floor
CLC : ADC.b #$10
STA.b $02
BRA .next_room_check
.next_floor
STZ.b $02
BRA .next_room_check
.found
JML $8AE891
.not_found
JML $8AE8CD
+67
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@@ -0,0 +1,67 @@
;--------------------------------------------------------------------------------
SetItemRiseTimer:
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE .not_from_chest
LDA.b #$38 : STA.w AncillaTimer, X
RTL
.not_from_chest
JSL ItemIsJunk
BEQ .default
.junk
LDA.l JunkItemTimer : AND.b #$3F : STA.w AncillaTimer, X
RTL
.default
TYA : STA.w AncillaTimer, X ; What we wrote over
RTL
;--------------------------------------------------------------------------------
ItemIsJunk:
PHX
LDA.l JunkItemTimer : BIT.b #$3F : BEQ .not_junk
BIT.b #$80 : BNE .check
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .check
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .check
BRA .not_junk
.check
LDA.w AncillaGet, X
TAX
LDA.l JunkTable, X
PLX
CMP.b #$00
RTL
.not_junk
PLX
LDA.b #$00
RTL
;--------------------------------------------------------------------------------
; A = item id being collected
ItemGetAlternateSFX:
PEA.w $C567 ; SNES to RTS to in bank 08
LDA.w AncillaGet, X : CMP.b #$4A : BNE +
; collecting pre-activated flute
LDA.b #$13 : JML Ancilla_SFX2_Near
+
JSL ItemIsJunk : BEQ .normal
LDA.b #$3B : JML Ancilla_SFX3_Near
.normal
LDA.b #$0F : JML Ancilla_SFX3_Near
;--------------------------------------------------------------------------------
; A = item id being collected
ItemGetOverworldAlternateSFX:
CPY.b #$4A : BNE +
; pre-activated flute
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$13 : STA.w SFX2
RTL
+
JSL ItemIsJunk : BEQ .normal
.junk
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$3B : STA.w SFX3
RTL
.normal
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$0F : STA.w SFX3
RTL
;--------------------------------------------------------------------------------
View File
+76
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@@ -0,0 +1,76 @@
UpdateLootHUD:
PHP
REP #$30
PHX : PHY
SEP #$30
LDA.l ShowLootInHUD : BEQ .setting_off
LDA.b IndoorsFlag : BEQ .done
REP #$30
LDA.b $00 : PHA
LDA.b $02 : PHA
LDA.b $04 : PHA
LDA.b $06 : PHA
LDA.b $08 : PHA
LDA.b $0E : PHA
; if if door rando, check for section of supertile
LDA.l DRMode
BNE +
; if not in door rando, check for section of supertile if we're not in a dungeon
LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ +
; just load the room id, we don't care about sections
LDA.b RoomIndex
BRA .check
+ ; figure out section before checking
JSL DetectLinksSection
INC A
XBA
ASL A : ASL A : ASL A : ASL A
ORA.b RoomIndex
.check
JSL CheckLoot
SEP #$30
CMP.l ShowItems_hud_cap
BCC +
LDA.l ShowItems_hud_cap
+
LDX.w DungeonID
CPX.b #$FF
BNE +
CMP.l ShowItems_cave_cap
BCC +
LDA.l ShowItems_cave_cap
+
REP #$30
ASL A : TAX
LDA.l HUDLootTypeIcons, X
STA.w EnemyDropIndicator
PLA : STA.b $0E
PLA : STA.b $08
PLA : STA.b $06
PLA : STA.b $04
PLA : STA.b $02
PLA : STA.b $00
BRA .done
.setting_off
JSL SetupEnemyDropIndicator
.done
REP #$30
PLY : PLX
PLP
RTL
+213
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@@ -0,0 +1,213 @@
LoadStripes:
CPY.b #$09
BEQ .dungeon_map
.not_dungeon_map
LDA.w $80937A, Y
STA.b $00
LDA.w $809383,Y
STA.b $01
LDA.w $80938C,Y
STA.b $02
RTL
.dungeon_map
LDA.l DRMode
BNE .6x6
.5x5
LDA.b #BG3DungeonMap5x5Stripes>>0
STA.b $00
LDA.b #BG3DungeonMap5x5Stripes>>8
STA.b $01
LDA.b #BG3DungeonMap5x5Stripes>>16
STA.b $02
RTL
.6x6
LDA.b #BG3DungeonMap6x6Stripes>>0
STA.b $00
LDA.b #BG3DungeonMap6x6Stripes>>8
STA.b $01
LDA.b #BG3DungeonMap6x6Stripes>>16
STA.b $02
RTL
LoadLastHUDPalette:
; what we wrote over
JSL $9BEE52
REP #$20
LDA.l MapHUDPalette
STA.l PaletteBuffer+$3A
LDA.l MapHUDPalette+2
STA.l PaletteBuffer+$3C
LDA.l MapHUDPalette+4
STA.l PaletteBuffer+$3E
SEP #$20
RTL
BG3DungeonMap5x5Stripes:
; vanilla stuff
dw $4260, $0100, $2100
dw $4360, $0E40, $2101
dw $4B60, $0100, $6100
dw $6260, $2EC0, $2110
dw $6B60, $2EC0, $6110
dw $6263, $0100, $A100
dw $6363, $0E40, $A101
dw $6B63, $0100, $E100
dw $8460, $0B00, $2102, $2103, $2104, $2105, $2106, $2107
dw $A460, $0B00, $2112, $2113, $2114, $2115, $2116, $2117
dw $5D60, $0100, $6100
dw $7D60, $2EC0, $6110
dw $7D63, $0100, $E100
dw $0060, $7E40, $2111
dw $8063, $3E41, $2111
dw $0060, $3EC0, $2111
dw $0160, $3EC0, $2111
dw $0C60, $3EC0, $2111
dw $0D60, $3EC0, $2111
dw $1E60, $3EC0, $2111
dw $1F60, $3EC0, $2111
; left edge of map border, from vanilla
dw $4E60, $0100, $2100
dw $4F60, $1A40, $2101
dw $6E60, $2EC0, $2110
dw $6E63, $0100, $A100
dw $6F63, $1A40, $A101
; horizontal borders
dw $7260, $1240, $1D11
dw $D261, $1240, $1D11
dw $F261, $1240, $1D11
dw $5263, $1240, $1D11
; vertical borders
dw $7160, $2EC0, $1D11
dw $7C60, $2EC0, $1D11
macro TopOfSquares(start)
; silly Big Endian
db <start>>>8, <start>, $00, $13
dw $5D4C, $1D4C, $5D4C, $1D4C, $5D4C, $1D4C, $5D4C, $1D4C, $5D4C, $1D4C
endmacro
macro BottomOfSquares(start)
; silly Big Endian
db <start>>>8, <start>, $00, $13
dw $DD4C, $9D4C, $DD4C, $9D4C, $DD4C, $9D4C, $DD4C, $9D4C, $DD4C, $9D4C
endmacro
macro FullRow(start)
%TopOfSquares(<start>)
%BottomOfSquares(<start>+$20)
endmacro
; top grid
%FullRow($6092)
%FullRow($60D2)
%FullRow($6112)
%FullRow($6152)
%FullRow($6192)
%FullRow($6212)
%FullRow($6252)
%FullRow($6292)
%FullRow($62D2)
%FullRow($6312)
db $FF
BG3DungeonMap6x6Stripes:
; vanilla
dw $4260, $0100, $2100
dw $4360, $0E40, $2101
dw $4B60, $0100, $6100
dw $8460, $0B00, $2102, $2103, $2104, $2105, $2106, $2107
dw $A460, $0B00, $2112, $2113, $2114, $2115, $2116, $2117
dw $0060, $7E40, $2111
dw $8063, $3E41, $2111
dw $0060, $3EC0, $2111
dw $0160, $3EC0, $2111
dw $0C60, $3EC0, $2111
dw $0D60, $3EC0, $2111
dw $1E60, $3EC0, $2111
dw $1F60, $3EC0, $2111
; left side border
dw $6260, $1AC0, $2110
dw $6B60, $1AC0, $6110
dw $2262, $0100, $A100
dw $2362, $0E40, $A101
dw $2B62, $0100, $E100
; right side top area border
dw $4E60, $0100, $2100
dw $4F60, $1A40, $2101
dw $5D60, $0100, $6100
dw $6E60, $1AC0, $2110
dw $7D60, $1AC0, $6110
dw $2E62, $0100, $A100
dw $2F62, $1A40, $A101
dw $3D62, $0100, $E100
; right side bottom area border
dw $8E62, $0100, $2100
dw $8F62, $1A40, $2101
dw $9D62, $0100, $6100
dw $AE62, $06C0, $2110
dw $BD62, $06C0, $6110
dw $2E63, $0100, $A100
dw $2F63, $1A40, $A101
dw $3D63, $0100, $E100
; blank below left side
dw $4262, $4440, $2111
dw $6262, $4440, $2111
dw $8262, $1240, $2111
dw $A262, $1240, $2111
dw $C262, $1240, $2111
dw $E262, $1240, $2111
dw $0263, $1240, $2111
dw $2263, $1240, $2111
dw $4263, $4440, $2111
dw $6263, $4440, $2111
; map area inside top area
dw $6F60, $1A40, $1D11
dw $8F60, $1A40, $1D11
dw $AF60, $1A40, $1D11
dw $CF60, $1A40, $1D11
dw $EF60, $1A40, $1D11
dw $0F61, $1A40, $1D11
dw $2F61, $1A40, $1D11
dw $4F61, $1A40, $1D11
dw $6F61, $1A40, $1D11
dw $8F61, $1A40, $1D11
dw $AF61, $1A40, $1D11
dw $CF61, $1A40, $1D11
dw $EF61, $1A40, $1D11
dw $0F62, $1A40, $1D11
; center square
dw $3561, $0300
dw $5D4C, $1D4C
dw $5561, $0300
dw $DD4C, $9D4C
; map area inside bottom area
dw $AF62, $1A40, $1D11
dw $CF62, $1B00
dw $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $1D11, $5D4C, $1D4C, $1D11
dw $EF62, $1B00
dw $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $1D11, $DD4C, $9D4C, $1D11
dw $0F63, $1A40, $1D11
db $FF
View File
+3 -1
View File
@@ -115,7 +115,9 @@ RTL
CheckTransitionOverworld: CheckTransitionOverworld:
STA.b $8A STA.b $8A
STA.w $040A ; what we wrote over STA.w $040A ; what we wrote over
JML MaybeMarkFluteSpotVisited JSL MaybeMarkFluteSpotVisited
LDA.b $8A
RTL
CheckFlute: CheckFlute:
LDA.l FluteBitfield LDA.l FluteBitfield
+235
View File
@@ -0,0 +1,235 @@
org $B9F000
SupertileRoomShapes:
incsrc data/supertile_shapes.asm
warnpc $B9F800
padbyte $FF
pad $B9F800
org $B9F800
DungeonMapData:
db $02, $04, $00, $00 ; Sewers
db $1A, $00, $00, $00 ; Hyrule Castle
db $00, $06, $00, $00 ; Eastern Palace
db $04, $14, $00, $00 ; Desert Palace
db $14, $0C, $01, $00 ; Castle Tower
db $0C, $10, $00, $00 ; Swamp Palace
db $08, $0A, $00, $00 ; Palace of Darkness
db $12, $18, $00, $00 ; Misery Mire
db $0A, $16, $FF, $00 ; Skull Woods
db $16, $0E, $00, $00 ; Ice Palace
db $06, $08, $01, $00 ; Tower of Hera
db $10, $12, $00, $00 ; Thieves Town
db $0E, $1A, $00, $00 ; Turtle Rock
db $18, $02, $01, $00 ; Ganon's Tower
db $1A, $02, $00, $00 ; Extra
db $1A, $02, $00, $00 ; Extra
struct DungeonMapData DungeonMapData
.prev: skip 1
.next: skip 1
.floor: skip 1
.unused: skip 1
endstruct
warnpc $B9F840
org $B9F840
DoorConnectionPointers:
skip $20
warnpc $B9F860
org $B9F860
CustomMapPointers:
skip $20
warnpc $B9F880
org $B9F880
LootTypeIcons:
dw $0B00, $0B00, $0B00, $0B00 ; 00 - nothing
dw $2DCB, $6DCB, $ADCB, $EDCB ; 01 - unknown - dot
dw $29EB, $69EB, $29FB, $69FB ; 02 - junk - pot
dw $29CA, $69CA, $29DA, $29DB ; 03 - small key
dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - safety - plus
dw $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest
dw $29CE, $29CF, $29DE, $29DF ; 07 - map
dw $29E8, $69E8, $29F8, $69F8 ; 08 - compass
dw $29CA, $69CA, $29DA, $29DB ; 09 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key
dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
dw $29CC, $29CD, $29DC, $69DC ; 0C - pendant
dw $2DC9, $69C9, $A9C9, $EDC9 ; 0D - crystal
dw $29E9, $69E9, $29F9, $69F9 ; 0E - triforce piece
dw $29EA, $69EA, $29FA, $69FA ; 0F - triforce
warnpc $B9F900
org $B9F900
LootTypeMapping:
incsrc data/item_mapping.asm
warnpc $B9FA00
org $B9FA00
; Room ID mappings to bit to check for presence and address of item drop
MiscLocations:
dw $00C8 : db $04 : dl HeartContainer_ArmosKnights
dw $0033 : db $04 : dl HeartContainer_Lanmolas
dw $0007 : db $04 : dl HeartContainer_Moldorm
dw $005A : db $04 : dl HeartContainer_HelmasaurKing
dw $0006 : db $04 : dl HeartContainer_Arrghus
dw $0029 : db $04 : dl HeartContainer_Mothula
dw $00AC : db $04 : dl HeartContainer_Blind
dw $00DE : db $04 : dl HeartContainer_Kholdstare
dw $0090 : db $04 : dl HeartContainer_Vitreous
dw $00A4 : db $04 : dl HeartContainer_Trinexx
dw $0073 : db $05 : dl BonkKey_Desert ; torch
dw $008C : db $05 : dl BonkKey_GTower ; torch
dw $0087 : db $05 : dl StandingKey_Hera
dw $FFFF : db $FF : dl $FFFFFF ; Placeholders
dw $FFFF : db $FF : dl $FFFFFF
dw $FFFF : db $FF : dl $FFFFFF ; Aga 1? ($0020)
dw $FFFF : db $FF : dl $FFFFFF ; Ice Armos? ($001C)
dw $FFFF : db $FF : dl $FFFFFF ; Lanmolas 2? ($0033)
dw $FFFF : db $FF : dl $FFFFFF ; Moldorm 2? ($004D)
dw $FFFF : db $FF : dl $FFFFFF ; Aga 2? ($000D)
dw $FFFF
warnpc $B9FA9A
org $B9FA9A
MapHUDPalette:
dw $0000, $3ED8, $2E54
warnpc $B9FAA0
org $B9FAA0
PrizeLocations:
dw $00C8 : db $02 ; Armos Knights
dw $0033 : db $03 ; Lanmolas
dw $0006 : db $05 ; Arrghus
dw $005A : db $06 ; Helmasaur King
dw $0090 : db $07 ; Vitreous
dw $0029 : db $08 ; Mothula
dw $00DE : db $09 ; Kholdstare
dw $0007 : db $0A ; Moldorm
dw $00AC : db $0B ; Blind
dw $00A4 : db $0C ; Trinexx
dw $FFFF
warnpc $B9FAC0
org $B9FAC0
SupertileEntrances:
incsrc data/entrance_tiles.asm
warnpc $B9FB00
padbyte $FF
pad $B9FB00
; $B9FB00
DungeonLabels:
dw $2550, $2579 ; Sewers
dw $2564, $255F ; Hyrule Castle
dw $2561, $256C ; Eastern Palace
dw $2560, $256C ; Desert Palace
dw $255D, $2570 ; Agahnim's Tower
dw $256F, $256C ; Swamp Palace
dw $256C, $2560 ; Palace of Darkness
dw $2569, $2569 ; Misery Mire
dw $256F, $2573 ; Skull Woods
dw $2565, $256C ; Ice Palace
dw $2570, $2564 ; Tower of Hera
dw $2570, $2570 ; Thieves' Town
dw $2570, $256E ; Turtle Rock
dw $2563, $2570 ; Ganon's Tower
dw $25A4, $25A4 ; Reserved
dw $25A4, $25A4 ; Reserved
; $B9FB40
HUDLootTypeIcons:
dw $287F ; 00 - nothing
dw $295C ; 01 - unknown - dot
dw $2954 ; 02 - junk - pot
dw $2950 ; 03 - small key
dw $2952 ; 04 - triforce piece
dw $2955 ; 05 - safety - plus
dw $2953 ; 06 - less important item - small chest
dw $2957 ; 07 - map
dw $2D56 ; 08 - compass
dw $2950 ; 09 - small key
dw $2951 ; 0A - big key
dw $295A ; 0B - important inventory item - big chest
dw $2D58 ; 0C - pendant
dw $2D59 ; 0D - crystal
dw $2952 ; 0E - triforce piece
dw $295B ; 0F - triforce
; $B9FB60
warnpc $B9FE00
org $B9FE00
JunkTable:
incsrc data/junk_items.asm
warnpc $B9FF00
org $B9FF00
; $00 - do not show anything
; $01 - show presence of supertile as dark square
; $02 - show presence of quadrants as dark squares
; $03 - show outline of shape with walls but no interior details (palette 5)
; $04 - show dark with stairs but no hole/internal walls (palette 4)
; $05 - show mostly lit with stairs and holes/internal walls (palette 3)
; $06 - show fully lit with stairs and holes/internal walls (palette 2)
ShowRooms:
.default
db $02
.have_map
db $05
.have_compass
db $03
.visited_tile
db $04
.reserved
skip 3
.dark_room_cap
db $01
warnpc $B9FF08
org $B9FF08
; $00 - do not show anything
; $01 - show presence of unobtained items
; $02 - show category of item
ShowItems:
.default
db $00
.have_map
db $00
.have_compass
db $02
.visited_tile
db $01
.reserved
skip 2
.hud_cap
db $FF
.cave_cap
db $01
warnpc $B9FF10
org $B9FF10
; ---P bepc
; P - dungeon prizes
; b - bosses (and torches in GT and desert, plus hera basement standing item)
; e - enemy drops
; p - pots
; c - chests
ItemSources:
db $09
; $B9FF11
AlwaysShowCompass:
db $01
; $B9FF12
ShowLootInHUD:
db $01
+26
View File
@@ -0,0 +1,26 @@
org $B9EE00
;================================================================================
warnpc $B9EEE0
org $B9EEE0
;--------------------------------------------------------------------------------
B9Source:
; $01 = GK Baserom
; $FF = GK Adjuster Patch
db $01
;--------------------------------------------------------------------------------
GKRomVersion:
; $01 = Dungeon Maps
; .., $01 = Dark rooms don't show on map from visition
; .., $02 = OW Fog and Grid modes
; .., $03 = Loot level of current supertile in HUD
db $01, $03, $00
;--------------------------------------------------------------------------------
;================================================================================
warnpc $B9EEF0
org $B9EEF0
GKRandomizerVersion:
padbyte $00
pad $B9EF00
;--------------------------------------------------------------------------------
+52 -21
View File
@@ -40,14 +40,14 @@ RTL
dw .crystals dw .crystals
dw .pendant_bosses dw .pendant_bosses
dw .crystal_bosses dw .crystal_bosses
dw .bosses dw .prize_bosses
dw .agahnim_defeated dw .agahnim_defeated
dw .agahnim2_defeated dw .agahnim2_defeated
dw .goal_item dw .goal_item
dw .collection_rate dw .collection_rate
dw .custom_goal dw .custom_goal
dw .bingo dw .bingo
dw .success dw .all_bosses
dw .success dw .success
dw .success dw .success
dw .success dw .success
@@ -70,19 +70,24 @@ RTL
CMP.b #$07 : RTS CMP.b #$07 : RTS
.pendant_bosses .pendant_bosses
PHP PHP
LDA.b #$02 LDA.b #$20
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$03 : RTS CMP.b #$03 : RTS
.crystal_bosses .crystal_bosses
PHP PHP
LDA.b #$01 LDA.b #$10
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$07 : RTS CMP.b #$07 : RTS
.bosses .all_bosses
PHP
LDA.b #$30
JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$10 : RTS
.prize_bosses
PHP PHP
LDA.b #$00 LDA.b #$00
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$10 : RTS CMP.b #$0A : RTS
+ CMP.b [Scrap00], Y : INY : RTS + CMP.b [Scrap00], Y : INY : RTS
.agahnim_defeated .agahnim_defeated
LDA.l ProgressIndicator : CMP.b #$03 : RTS LDA.l ProgressIndicator : CMP.b #$03 : RTS
@@ -346,7 +351,7 @@ CheckTowerOpen:
;--------------------------------------------------------------------------------------------------- ;---------------------------------------------------------------------------------------------------
CheckAgaForPed: CheckAgaForPed:
REP #$20 REP #$20
; seems light_speed option to force blue balls is unused for now ; seems light_speed option to force blue balls is unused for now
BRA .vanilla BRA .vanilla
.light_speed .light_speed
@@ -368,12 +373,38 @@ CheckAgaForPed:
RTL RTL
;--------------------------------------------------------------------------------------------------- ;---------------------------------------------------------------------------------------------------
BossPrizeFlags:
; $00 = all prize bosses
db $00
db $01, $01, $01, $01, $01, $01, $01 ; crystals
db $01, $01, $01 ; pendants
db $00, $00, $00, $00, $00 ; padding
; $10 = all crystal bosses
db $00
db $01, $01, $01, $01, $01, $01, $01 ; crystals
db $00, $00, $00 ; pendants
db $00, $00, $00, $00, $00 ; padding
; $20 = all pendant bosses
db $00
db $00, $00, $00, $00, $00, $00, $00 ; crystals
db $01, $01, $01 ; pendants
db $00, $00, $00, $00, $00 ; padding
; $30 = all bosses
db $01 ; agas
db $01, $01, $01, $01, $01, $01, $01 ; crystals
db $01, $01, $01 ; pendants
db $00, $00, $00, $00, $00 ; padding
CheckForBossesDefeated: CheckForBossesDefeated:
PHB : PHX : PHY PHB : PHX : PHY
STA.b Scrap04 ; 0 = check all, 1 = check crystals, 2 = check pendants ; $00 = check prize bosses
; $10 = check crystal bosses
; $20 = check pendant bosses
; $30 = check all bosses
STA.b Scrap04
LDA.b #CrystalPendantFlags_3>>16 LDA.b #bank(CrystalPendantFlags_3)
PHA : PLB PHA : PLB
STZ.b Scrap03 ; count of number of bosses killed STZ.b Scrap03 ; count of number of bosses killed
@@ -381,22 +412,22 @@ CheckForBossesDefeated:
REP #$30 REP #$30
LDY.w #10 LDY.w #11
.next_check .next_check
LDA.w CrystalPendantFlags_3+2,Y : AND.w #$00FF : BEQ .skip SEP #$30
CMP.w #$0008 ; C set = pendant, C clear = crystal LDA.w CrystalPendantFlags_3+2, Y
LDA.b Scrap04 : BEQ .proceed CLC : ADC.b Scrap04
PHP : ROR : BCC + TAX
PLP : BCS .skip : BRA .proceed LDA.l BossPrizeFlags, X
+ PLP : BCC .skip REP #$30
BEQ .skip
.proceed TYA : ASL A : TAX
TYA : ASL : TAX
LDA.l DungeonMapBossRooms+4,X LDA.l DungeonMapBossRooms+4, X
ASL : TAX ASL A : TAX
LDA.l RoomDataWRAM.l,X LDA.l RoomDataWRAM.l, X
AND.w #$0800 : BEQ .skip AND.w #$0800 : BEQ .skip
INC.b Scrap03 INC.b Scrap03
+21 -4
View File
@@ -120,7 +120,7 @@ JSL AddBonkTremors : NOP #4
; Bonk Breakable Walls ; Bonk Breakable Walls
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $81CF8E ; CF8E <- Bank01.asm : 11641 (LDA $0372 : AND.w #$00FF) org $81CF8E ; CF8E <- Bank01.asm : 11641 (LDA $0372 : AND.w #$00FF)
JSL BonkBreakableWall : NOP #2 JSL ValidDashCheck : NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
@@ -139,6 +139,11 @@ GravestoneHook_continue:
org $87C106 org $87C106
moveGravestone: moveGravestone:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $899A30
JSL ValidDashCheck : NOP #2
org $899A3A
JSL ValidDashCheck : NOP #2
;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
; Jump Down Ledge ; Jump Down Ledge
@@ -840,10 +845,10 @@ JSL LoadModifiedIceFloorValue_a01 : NOP
org $83FC16 ; <- 1FC16 ($A8, $B8, $3D, $D0, $B8, $3D) org $83FC16 ; <- 1FC16 ($A8, $B8, $3D, $D0, $B8, $3D)
db $B1, $C6, $F9, $C9, $C6, $F9 ; data insert - 2 chests, fat fairy room db $B1, $C6, $F9, $C9, $C6, $F9 ; data insert - 2 chests, fat fairy room
; unused item receipts ; unused item receipts - moved to pyramid fairy
org $81E97E org $81E97E
dw $0116 : db $08 dw $0116 : db $5E
dw $0116 : db $25 dw $0116 : db $64
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $86B489 ; <- 33489 - sprite_smithy_bros.asm : 473 (LDA $7EF359 : CMP.b #$03 : BCS .tempered_sword_or_better) org $86B489 ; <- 33489 - sprite_smithy_bros.asm : 473 (LDA $7EF359 : CMP.b #$03 : BCS .tempered_sword_or_better)
JML GetSmithSword : NOP #4 JML GetSmithSword : NOP #4
@@ -2102,6 +2107,11 @@ JSL FlipperScrollWarp
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $878F51 ; <- 38F51 - Bank07.asm:2444 (JSR $AE54 ; $3AE54 IN ROM) ;org $878F51 ; <- 38F51 - Bank07.asm:2444 (JSR $AE54 ; $3AE54 IN ROM)
;JSL OnEnterWater : NOP ;JSL OnEnterWater : NOP
;--------------------------------------------------------------------------------
; Fixes getting bumped while swimming, unable to screen transition
org $879632
LinkState_Swimming:
JSL FixSwimBump
;================================================================================ ;================================================================================
; Floodgate Softlock Fix ; Floodgate Softlock Fix
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -2748,6 +2758,13 @@ JSL MimicDirection
org $828068 org $828068
JSL AdjustDefaultGraphics JSL AdjustDefaultGraphics
;================================================================================
;--------------------------------------------------------------------------------
; Dungeon Indicator VRAM overwrite
;--------------------------------------------------------------------------------
org $828190
JSL LoadDungeonIndicator
;================================================================================ ;================================================================================
; Special Weapons Modes ; Special Weapons Modes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
+9 -40
View File
@@ -165,6 +165,7 @@ AddInventory:
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
REP #$30 REP #$30
LDA.l TotalItemCounter : INC : TAY LDA.l TotalItemCounter : INC : TAY
JSL UpdateLootHUD
LDA.l BootsEquipment : AND.w #$00FF : BNE + LDA.l BootsEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreBootsLocations TYA : STA.l PreBootsLocations
+ +
@@ -792,45 +793,13 @@ RTL
} }
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MaybePlaySelectSFX: MaybePlaySelectSFX:
LDA.w DungeonID : BMI .not_dungeon LDA.w DungeonID : BMI .not_dungeon
.play .play
LDA.b #$20 : STA.w SFX3 ; menu select sound 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
;--------------------------------------------------------------------------------
; A = item id being collected
ItemGetAlternateSFX:
PEA.w $C567 ; SNES to RTS to in bank 08
LDA.w AncillaGet, X : CMP.b #$4A : BNE +
; collecting pre-activated flute
LDA.b #$13 : JML Ancilla_SFX2_Near
+ ; not pre-activated flute
JSL.l ItemIsJunk : BEQ .normal
.junk
LDA.b #$3B : JML Ancilla_SFX3_Near ; what we wrote over
.normal
LDA.b #$0F : JML Ancilla_SFX3_Near ; what we wrote over
; A = item id being collected
ItemGetOverworldAlternateSFX:
CPY.b #$4A : BNE +
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$13 : STA.w SFX2
RTL RTL
+ ; normal itemget sfx .not_dungeon
JSL.l ItemIsJunk : BEQ .normal LDA.l HUDDungeonItems : BIT.b #$13 : BEQ .dont_play
BIT.b #$0C : BEQ .dont_play
.junk BRA .play
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$3B : STA.w SFX3 .dont_play
RTL RTL
.normal
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$0F : STA.w SFX3 ; what we wrote over
RTL
;--------------------------------------------------------------------------------
+20 -8
View File
@@ -89,7 +89,8 @@ org $80FDEE
InitializeMirrorHDMA: InitializeMirrorHDMA:
org $89D62E org $89D62E
UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers ;commenting out since this address can move
;UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
if !FEATURE_FIX_BASEROM if !FEATURE_FIX_BASEROM
org $81DB67 org $81DB67
@@ -98,10 +99,18 @@ else
endif endif
UWPotsPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers UWPotsPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
org $89DACE if !FEATURE_FIX_BASEROM
org $01DDE7
else
org $89DACE
endif
UWPotsData: ; variable number of bytes (max 0x11D1) for all pots data UWPotsData: ; variable number of bytes (max 0x11D1) for all pots data
org $A88000 if !FEATURE_FIX_BASEROM
org $89D92E
else
org $A88000
endif
UWSpritesData: ; variable number of bytes (max 0x2800) for all sprites and sprite drop data UWSpritesData: ; variable number of bytes (max 0x2800) for all sprites and sprite drop data
; First $2800 bytes of this bank (28) is reserved for the sprite tables ; First $2800 bytes of this bank (28) is reserved for the sprite tables
@@ -212,7 +221,8 @@ RevealPotItem:
STZ.w SpawnedItemIsMultiWorld STZ.w SpawnedItemIsMultiWorld
BIT.b Scrap08 BIT.b Scrap08
BVS LoadMultiWorldPotItem BVS LoadMultiWorldPotItem
BMI LoadMajorPotItem BPL .normal_secret
JMP LoadMajorPotItem
.normal_secret .normal_secret
STA.b Scrap08 STA.b Scrap08
@@ -233,6 +243,7 @@ RevealPotItem:
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now ; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+ REP #$10 + REP #$10
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained .obtained
PLY : PLX PLY : PLX
@@ -332,6 +343,7 @@ IncrementCountsForSubstitute:
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now ; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+ +
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained .obtained
SEP #$30 : PLX SEP #$30 : PLX
@@ -348,7 +360,7 @@ ClearSpriteData:
STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X
STZ.w SprRedrawFlag, X STZ.w SprRedrawFlag, X
DEX : BPL .loop DEX : BPL .loop
JSR SetupEnemyDropIndicator JSL UpdateLootHUD
PLX PLX
RTL RTL
@@ -395,7 +407,7 @@ SetupEnemyDropIndicator:
.done .done
SEP #$20 SEP #$20
RTS RTL
; Runs during sprite load of the room ; Runs during sprite load of the room
@@ -562,7 +574,7 @@ IncrementCountForMinor:
LDA.l SpriteDropData, X : BIT.b Scrap0A : BNE .obtained LDA.l SpriteDropData, X : BIT.b Scrap0A : BNE .obtained
ORA.b Scrap0A : STA.l SpriteDropData, X ORA.b Scrap0A : STA.l SpriteDropData, X
SEP #$10 SEP #$10
JSR SetupEnemyDropIndicator JSL UpdateLootHUD
REP #$20 REP #$20
LDX.w DungeonID : CPX.b #$FF : BEQ + LDX.w DungeonID : CPX.b #$FF : BEQ +
CPX.b #$00 : BNE ++ CPX.b #$00 : BNE ++
@@ -618,10 +630,10 @@ MarkSRAMForItem:
TYX TYX
LDA.w SpawnedItemFlag : CMP.w #$0001 : BEQ + LDA.w SpawnedItemFlag : CMP.w #$0001 : BEQ +
LDA.l SpriteDropData, X : ORA.b Scrap00 : STA.l SpriteDropData, X LDA.l SpriteDropData, X : ORA.b Scrap00 : STA.l SpriteDropData, X
SEP #$10 : JSR SetupEnemyDropIndicator
BRA .end BRA .end
+ LDA.l RoomPotData, X : ORA.b Scrap00 : STA.l RoomPotData, X + LDA.l RoomPotData, X : ORA.b Scrap00 : STA.l RoomPotData, X
.end .end
JSL UpdateLootHUD
SEP #$30 : PLY : PLX SEP #$30 : PLY : PLX
LDA.w RoomItemsTaken LDA.w RoomItemsTaken
RTL RTL
+10 -7
View File
@@ -34,16 +34,19 @@ RTL
; Output: 0 locked, 1 open ; Output: 0 locked, 1 open
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
CheckForZelda: CheckForZelda:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway LDA.b #$01 ; pretend we have zelda anyway
RTL RTL
+ +
LDA.l FollowerIndicator LDA.l FollowerIndicator
RTL RTL
;================================================================================ ;================================================================================
SetOverlayIfLamp: SetOverlayIfLamp:
JSL LampCheck JSL LampCheck
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all BEQ +
LDA.b #$01
+
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
RTL RTL
;================================================================================ ;================================================================================
; Mantle Object Changes ; Mantle Object Changes
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+2 -2
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@@ -9,7 +9,7 @@ UploadMenuOnlyIcons:
REP #$20 REP #$20
LDA.w #MenuOnlyIcons : STA.w $4342 LDA.w #MenuOnlyIcons : STA.w $4342
LDA.w #$1801 : STA.w $4340 LDA.w #$1801 : STA.w $4340
LDA.w #$0240 : STA.w $4345 LDA.w #$0310 : STA.w $4345
LDA.w #$0F800>>1 : STA.w $2116 LDA.w #$0F800>>1 : STA.w $2116
SEP #$20 SEP #$20
@@ -20,4 +20,4 @@ UploadMenuOnlyIcons:
RTL RTL
MenuOnlyIcons: MenuOnlyIcons:
incbin "drfont.2bpp" incbin "drfont.2bpp"
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+145 -23
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@@ -40,7 +40,7 @@ dw $0000
warnpc $8ABE2E warnpc $8ABE2E
org $8ABE2E org $8ABE2E
; located posx/posy, dislocated posx/posy, prize pox/posy ; located posx/posy, dislocated posx/posy, prize posx/posy
; located = proper location of icon (default: if you have map) ; located = proper location of icon (default: if you have map)
; dislocated = location of icon if proper location is hidden from player ; dislocated = location of icon if proper location is hidden from player
; highest bit on first posx indicates which world it should show in ; highest bit on first posx indicates which world it should show in
@@ -49,27 +49,27 @@ WorldMapIcon_pos:
.hc .hc
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00 dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.ep .ep
dw $0F31, $0620, $FF00, $FF00, $0F31, $0620 dw $0F40, $0660, $FF00, $FF00, $0F40, $0660
.dp .dp
dw $0108, $0D70, $FF00, $FF00, $0108, $0D70 dw $0140, $0D00, $FF00, $FF00, $0140, $0D00
.at .at
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00 dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.sp .sp
dw $8759, $0ED0, $FF00, $FF00, $8759, $0ED0 dw $8778, $0F50, $FF00, $FF00, $8778, $0F50
.pod .pod
dw $8F40, $0620, $FF00, $FF00, $8F40, $0620 dw $8F40, $0660, $FF00, $FF00, $8F40, $0660
.mm .mm
dw $8100, $0CA0, $FF00, $FF00, $8100, $0CA0 dw $8148, $0D00, $FF00, $FF00, $8148, $0D00
.sw .sw
dw $8082, $00B0, $FF00, $FF00, $8082, $00B0 dw $80B0, $00C0, $FF00, $FF00, $80B0, $00C0
.ip .ip
dw $8CA0, $0DA0, $FF00, $FF00, $8CA0, $0DA0 dw $8CA0, $0E00, $FF00, $FF00, $8CA0, $0E00
.toh .toh
dw $08D0, $0080, $FF00, $FF00, $08D0, $0080 dw $0900, $0100, $FF00, $FF00, $0900, $0100
.tt .tt
dw $81D0, $0780, $FF00, $FF00, $81D0, $0780 dw $81F8, $0800, $FF00, $FF00, $81F8, $0800
.tr .tr
dw $8F11, $0103, $FF00, $FF00, $8F11, $0103 dw $8F20, $0100, $FF00, $FF00, $8F20, $0100
.gt .gt
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00 dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
@@ -262,8 +262,8 @@ DrawPrizesOverride:
; determine if draw and/or continue ; determine if draw and/or continue
JSR WorldMap_ValidateCoords : BCS .advance JSR WorldMap_ValidateCoords : BCS .advance
JSR WorldMap_DrawTileOverlay
JSR WorldMap_DrawTile JSR WorldMap_DrawTile
JSR WorldMap_DrawTileOverlay
.advance .advance
LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : + LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : +
PLB PLB
@@ -321,24 +321,35 @@ RTS
WorldMap_DrawTile: WorldMap_DrawTile:
LDA.b Scrap00 : PHA LDA.b Scrap00 : PHA
SEP #$20 LDA.l $7EC10A : BIT.w #$4000 : SEP #$20 : BNE .raw_coords ; use raw OAM coordinates
JSR WorldMap_CalculateOAMCoordinates
BCS .apply_offsets
REP #$20
BRA .exit
.raw_coords
STA.b Scrap0E
LDA.l $7EC108 : STA.b Scrap0F
.apply_offsets
LDX.b Scrap0A : BNE .aligned ; prize number/overlay: no offset
LDX.b Scrap0B : BEQ +
; 16x16 sprite: -8 pixels
LDA.b Scrap0E : SEC : SBC.b #$08 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$08 : STA.b Scrap0F
BRA .aligned
+
; 8x8 sprite: -4 pixels
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$04 : STA.b Scrap0F
.aligned
LDX.b Scrap0B : TXA : STA.b (OAMPtr+2) LDX.b Scrap0B : TXA : STA.b (OAMPtr+2)
INC.b OAMPtr+2 INC.b OAMPtr+2
JSR WorldMap_CalculateOAMCoordinates
LDX.b Scrap0A : BEQ +
LDA.b Scrap0E : CLC : ADC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : CLC : ADC.b #$04 : STA.b Scrap0F
+
LDX.b Scrap0B : BEQ +
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
+
REP #$20 REP #$20
PLA : STA.b Scrap00
LDA.b Scrap0E : STA.b (OAMPtr) LDA.b Scrap0E : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr INC.b OAMPtr : INC.b OAMPtr
LDA.b Scrap0C : STA.b (OAMPtr) LDA.b Scrap0C : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr INC.b OAMPtr : INC.b OAMPtr
.exit
PLA : STA.b Scrap00
RTS RTS
; Y - dungeon index ; Y - dungeon index
@@ -423,6 +434,117 @@ WorldMap_CheckPrizeCollected:
RTS RTS
warnpc $8AC3B1 warnpc $8AC3B1
org $8AC3B6
; ---------------------------------------------------------------------------------------------------
; Y coordinate calculation: Quadratic approximation
; Formula: Y_oam = 0x16 + (Y * 118 >> 12) + ((Y>>4)^2 * 49 >> 8)
; Accurate to within ±1.5 pixels across entire range
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC108 : ASL #4 ; world Y coordinate
PHA
; calculate linear term: (Y * 118) >> 12
SEP #$20
LDA.b #$76
JSR WorldMap_MultiplyAxB ; (Y>>4) * 118
REP #$20
STA.b Scrap00 ; linear term stored at high byte (Scrap01)
; calculate quadratic term: ((Y>>4)^2 * 49) >> 8
LDA.b 1,S
SEP #$20
XBA : TAX : XBA : TXA
JSR WorldMap_MultiplyAxB ; (Y>>4) ^ 2
LDA.b #$31
JSR WorldMap_MultiplyAxB ; multiply by 49
XBA ; quadratic term
; combine: 0x16 + linear_term + quadratic_term
CLC : ADC.b Scrap01 ; add linear term
ADC.b #$16 ; add fixed offset
STA.b Scrap0F
REP #$20
PLA ; world Y coordinate
; ---------------------------------------------------------------------------------------------------
; Calculate half_width for perspective: 91 + (Y_shifted * 28 / 256)
; The world map appears wider at the bottom than at the top, simulating perspective
; Top (Y=0): X range 0x26-0xDC (half-width: 91), Bottom (Y=FFF): X range 0x08-0xF6 (half-width: 119)
; ---------------------------------------------------------------------------------------------------
SEP #$20
LDA.b #$1C ; width increase factor
JSR WorldMap_MultiplyAxB
XBA : CLC : ADC.b #$5B ; add fixed half-width
STA.b Scrap00
; ---------------------------------------------------------------------------------------------------
; Calculate X offset: X_offset = (X_from_center * half_width * 2) / 256
; where X_from_center = (world_X >> 4) - 128
; The center X is at 129 (0x81)
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC10A : LSR #4 ; world X coordinate
SEP #$20
SEC : SBC.b #$80 ; subtract 128 (center point)
PHP ; preserve carry
BPL + : EOR.b #$FF : INC : + ; absolute value
PHA
LDA.b Scrap00 : ASL : XBA ; half-width x 2
PLA
JSR WorldMap_MultiplyAxB
XBA
PLP : BCS +
STA.b Scrap00
LDA.b #$81 : SEC : SBC.b Scrap00 ; center X position - offset
BRA .store_and_exit
+ CLC : ADC.b #$81 ; center X position + offset
.store_and_exit
STA.b Scrap0E
SEP #$30
JMP WorldMap_CalculateOAMCoordinates_exit_successfully
warnpc $8AC433
; most of this function is copied from the original, but rearranged
org $8AB7F3
FluteMenu_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL FluteMenu_MoveLinkSprite ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
JSL OWMapFluteCancelIcon ; override vanilla (LDA.b #$02 : STA.b Scrap0B)
LDX.b #$10 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8AB831
; most of this function is copied from the original, but rearranged
org $8ABF78
WorldMap_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL WorldMap_SkipHandleSprites ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
LDA.b #$02 : STA.b Scrap0B
LDX.b #$00 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8ABFB6
pullpc pullpc
WorldMap_LoadChrHalfSlot: WorldMap_LoadChrHalfSlot:
+25 -15
View File
@@ -152,14 +152,23 @@ NewHUD_DrawDungeonCounters:
;================================================================================ ;================================================================================
NewHUD_DrawPrizeIcon: NewHUD_DrawPrizeIcon:
REP #$10 REP #$10
SEP #$20 SEP #$20
LDA.b GameMode LDA.b GameMode
CMP.b #$12 : BEQ .no_prize CMP.b #$12 : BEQ .no_prize
CMP.b #$0E : BEQ + CMP.b #$0E : BNE .check_hud_flag
LDA.l UpdateHUDFlag : BEQ NewHUD_DrawItemCounter LDA.b GameSubMode
+ CMP.b #$03 : BNE .check_dungeon
LDA.w DungeonID LDA.w SubModuleInterface
CMP.b #$06 : BNE .check_hud_flag
LDA.l $7EC22A
BRA .know_dungeon
.check_hud_flag
LDA.l UpdateHUDFlag : BEQ NewHUD_DrawItemCounter
.check_dungeon
LDA.w DungeonID
.know_dungeon
CMP.b #$1A : BCS .no_prize CMP.b #$1A : BCS .no_prize
CMP.b #$04 : BCC .no_prize CMP.b #$04 : BCC .no_prize
CMP.b #$08 : BNE .dungeon CMP.b #$08 : BNE .dungeon
@@ -176,19 +185,19 @@ NewHUD_DrawPrizeIcon:
LDA.l MapMode LDA.l MapMode
REP #$30 REP #$30
BEQ .prize BEQ .prize
LDA.w MapField LDA.w MapField
AND.l DungeonItemMasks,X AND.l DungeonItemMasks,X
BEQ .no_prize BEQ .no_prize
.prize .prize
TYX TYX
LDA.l CrystalPendantFlags_3,X : AND.w #$00FF LDA.l CrystalPendantFlags_3,X : AND.w #$00FF
ASL : TAX ASL : TAX
LDA.l PrizeIconTiles_Transparent,X : BEQ .no_icon LDA.l PrizeIconTiles_Transparent,X : BEQ .no_icon
TAY TAY
BRA .draw_prize BRA .draw_prize
.pendant .pendant
LDY.w #!PTile LDY.w #!PTile
@@ -377,6 +386,7 @@ RTS
;================================================================================ ;================================================================================
DrawMapCounts: DrawMapCounts:
LDA.l MapHUDMode : BEQ .done LDA.l MapHUDMode : BEQ .done
LDA.l GenericKeys : BNE .done ; generator don't have an accurrate count of key doors in this case
; no map needed if this bit is set ; no map needed if this bit is set
BIT.b #$02 : BNE .draw_map_count BIT.b #$02 : BNE .draw_map_count
+2 -2
View File
@@ -1190,7 +1190,7 @@ MaybeFlagCompassTotalPickup:
RTL RTL
MaybeFlagMapTotalPickup: MaybeFlagMapTotalPickup:
; LDA.l MapHUDMode : AND.b #$0F : BEQ .done LDA.l MapHUDMode : AND.b #$0F : BEQ .done
LDA.w DungeonID : BMI .done LDA.w DungeonID : BMI .done
LDA.w ItemReceiptID : CMP.b #$33 : BEQ .set_flag LDA.w ItemReceiptID : CMP.b #$33 : BEQ .set_flag
REP #$20 REP #$20
@@ -1212,7 +1212,7 @@ MaybeFlagDungeonTotalsEntrance:
LDA.l CompassMode : AND.w #$000F : BEQ .maps ; Skip if we're not showing compass counts LDA.l CompassMode : AND.w #$000F : BEQ .maps ; Skip if we're not showing compass counts
JSR FlagCompassCount JSR FlagCompassCount
.maps .maps
LDA.l MapHUDMode : AND.w #$000F LDA.l MapHUDMode : AND.w #$000F : BEQ .done
LDX.w DungeonID LDX.w DungeonID
JSR FlagMapCount JSR FlagMapCount
.done .done
+330 -78
View File
@@ -6,18 +6,18 @@ OWFlags:
dw 0 dw 0
OWReserved: OWReserved:
dw 0 dw 0
OWFog:
db 0 ; 0: disabled - 1: fog clears after visiting either world version of a screen - 2: fog clears after visiting the current world version of a screen
org $aa8010 org $aa8010
OWVersionInfo: OWVersionInfo:
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000 dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;Hooks ;Hooks
org $82a929 org $82a92C
OWDetectTransitionReturn: JSL OWDetectEdgeTransition ; JSL Link_CheckForEdgeScreenTransition
org $82a939 org $82a936
OverworldHandleTransitions_SpecialTrigger: OverworldHandleTransitions_PerformEdgeTransition:
JSL OWDetectEdgeTransition
BCS OWDetectTransitionReturn
org $82a999 org $82a999
jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA
@@ -78,8 +78,6 @@ org $8ab7af ;LDA $F2 : ORA $F0 : AND #$C0
jml OWFluteCancel2 : nop jml OWFluteCancel2 : nop
org $8ab90d ;JSL $02E99D org $8ab90d ;JSL $02E99D
jsl OWFluteCancel jsl OWFluteCancel
org $8ab816
JSL OWMapFluteCancelIcon
; allows Frog sprite to spawn in LW and also allows his friend to spawn in their house ; allows Frog sprite to spawn in LW and also allows his friend to spawn in their house
org $868a76 ; < 30a76 - sprite_prep.asm:785 (LDA $7EF3CA : AND.w #$40) org $868a76 ; < 30a76 - sprite_prep.asm:785 (LDA $7EF3CA : AND.w #$40)
@@ -106,20 +104,36 @@ jsl OWOldManSpeed
org $8aba6c ; < ? - Bank0a.asm:474 () org $8aba6c ; < ? - Bank0a.asm:474 ()
jsl OWMapWorldCheck16 : nop jsl OWMapWorldCheck16 : nop
; Mixed Overworld Map ; Custom Overworld Map
org $8ABA52
JSL OverworldMap_InitGfx_InitScrap
org $8ABA99 org $8ABA99
WorldMap_LoadDarkWorldMap: WorldMap_LoadDarkWorldMap:
LDA.b GameMode : CMP.b #$14 ; attract module LDA.b GameMode : CMP.b #$14 ; attract module
BEQ .vanilla_light BEQ .vanilla_light
LDA.l OWMode+1 : AND.b #!FLAG_OW_MIXED : BNE .mixed LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP : BNE .custom
LDA.b OverworldIndex : AND.b #$40 LDA.b OverworldIndex : AND.b #$40
BEQ .vanilla_light BEQ .vanilla_light
.mixed .custom
PHB : PHK : PLB STZ.b ScrapBuffer72 ; clear tile swap flag
JSL LoadMapDarkOrMixed JSL LoadMapDarkOrCustom_long
PLB NOP #2
warnpc $8ABAB5
.vanilla_light ; $0ABAB5 .vanilla_light ; $0ABAB5
org $8ABD12
JSL MoveZoomedInPositionY
org $8ABD2F
JSL MoveZoomedInPositionX
org $8ABB32
JSL LoadMapOppositeWorld
org $8ABFF0
JSL MoveMirrorPortalMapSprite
; Could insert similar hooks at $8AB860 and $8AB8AC for flute spots
;(replacing -> LDA $8A : AND.b #$40) ;(replacing -> LDA $8A : AND.b #$40)
org $80d8c4 ; < ? - Bank00.asm:4068 () org $80d8c4 ; < ? - Bank00.asm:4068 ()
jsl OWWorldCheck jsl OWWorldCheck
@@ -227,6 +241,7 @@ OWMapWorldCheck16:
{ {
lda.b GameMode : cmp.w #$0014 : beq .return ; attract module, return with Z flag cleared lda.b GameMode : cmp.w #$0014 : beq .return ; attract module, return with Z flag cleared
jsl OWWorldCheck16 jsl OWWorldCheck16
eor.b ScrapBuffer72 ; apply tile swap flag
.return .return
rtl rtl
} }
@@ -341,7 +356,7 @@ OWFluteCancel2:
} }
OWMapFluteCancelIcon: OWMapFluteCancelIcon:
{ {
STA.b Scrap0B : LDX.b #$10 ; what we wrote over LDA.b #$02 : STA.b Scrap0B ; what we wrote over
LDA.l OWFlags+1 : AND.b #$01 : BEQ .return LDA.l OWFlags+1 : AND.b #$01 : BEQ .return
LDA.b GameSubMode : CMP.b #$0A : BNE .return LDA.b GameSubMode : CMP.b #$0A : BNE .return
LDA.b FrameCounter : AND.b #$10 : BNE .return LDA.b FrameCounter : AND.b #$10 : BNE .return
@@ -387,51 +402,110 @@ OWMarkVisited:
RTL RTL
} }
LoadMapDarkOrMixed: LoadMapDarkOrCustom:
{ {
CMP.b #!FLAG_OW_MIXED : REP #$30 : BEQ .mixed CMP.b #!FLAG_OW_CUSTOM_MAP : REP #$30 : BEQ .custom
LDX.w #$03FE ; draw vanilla Dark World (what we wrote over) LDX.w #$03FE ; draw vanilla Dark World (what we wrote over)
.copy_next .copy_next
LDA.w WorldMap_DarkWorldTilemap,X : STA.w GFXStripes,X LDA.w WorldMap_DarkWorldTilemap,X : STA.w GFXStripes,X
DEX : DEX : BPL .copy_next DEX : DEX : BPL .copy_next
BRL .end BRL .end
.mixed .custom
LDX.b OverworldIndex LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X LDA.l OWTileWorldAssoc,X
STA.b Scrap00
LDY.w #$139C
LDX.w #$003F
.next_screen
PHX
LDA.l OWTileWorldAssoc,X
EOR.b Scrap00
AND.w #$0040 AND.w #$0040
BEQ .light EOR.b ScrapBuffer72 ; apply tile swap flag
TYX : BRA .copy_screen BEQ .draw_lw
.light LDA.w #OWMapGridDark
TXA : AND.w #$0024 : LSR : TAX BRA .draw_dw
TYA : SEC : SBC.l LWQuadrantOffsets,X .draw_lw
TYX : TAY LDA.w #OWMapGridLight
.copy_screen ; more efficient to have X on the right side .draw_dw
LDA.w $C739+$00,Y : STA.b $00,X STA.b Scrap00
LDA.w $C739+$02,Y : STA.b $02,X LDA.w #OWMapGridLight>>16 ; current program bank
LDA.w $C739+$20,Y : STA.b $20,X STA.b Scrap02
LDA.w $C739+$22,Y : STA.b $22,X LDX.w #$139C
LDA.w $C739+$40,Y : STA.b $40,X LDY.w #$003F
LDA.w $C739+$42,Y : STA.b $42,X .next_cell
LDA.w $C739+$60,Y : STA.b $60,X PHY
LDA.w $C739+$62,Y : STA.b $62,X JSR GetOWMapTilemapOffsetToCopy
TXY : PLX .copy_cell ; more efficient to have X on the right side
DEY : DEY : DEY : DEY ; move one screen left TAY
TXA : AND.w #$0007 : BNE .same_row LDA.w WorldMap_LightWorldTilemap+$00,Y : STA.b $00,X
TYA : SEC : SBC.w #$0060 : TAY ; move one screen row up LDA.w WorldMap_LightWorldTilemap+$02,Y : STA.b $02,X
LDA.w WorldMap_LightWorldTilemap+$20,Y : STA.b $20,X
LDA.w WorldMap_LightWorldTilemap+$22,Y : STA.b $22,X
LDA.w WorldMap_LightWorldTilemap+$40,Y : STA.b $40,X
LDA.w WorldMap_LightWorldTilemap+$42,Y : STA.b $42,X
LDA.w WorldMap_LightWorldTilemap+$60,Y : STA.b $60,X
LDA.w WorldMap_LightWorldTilemap+$62,Y : STA.b $62,X
PLY
DEX : DEX : DEX : DEX ; move one screen left
TYA : AND.w #$0007 : BNE .same_row
TXA : SEC : SBC.w #$0060 : TAX ; move one screen row up
.same_row .same_row
DEX DEY
BPL .next_screen BPL .next_cell
.end .end
SEP #$30 SEP #$30
LDA.b #$15 : STA.b NMIINCR ; what we wrote over LDA.b #$15 : STA.b NMIINCR ; what we wrote over
RTL RTS
}
GetOWMapTilemapOffsetToCopy:
{
LDA.l OWFog : AND.w #$00FF
CMP.w #$0001 : BEQ .parallel_fog
CMP.w #$0002 : BNE .no_fog
LDA.b [Scrap00],Y : AND.w #$00FF
PHX
TAX
BIT.w #$0040
BEQ .light_fog
LDA.l Overworld_ActualScreenID-$40,X : ORA.w #$0040
BRA .dark_fog
.light_fog
LDA.l Overworld_ActualScreenID,X
.dark_fog
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
.check_visited_flag
PLX
AND.w #$0080 : BNE .no_fog
LDA.w #($D350-$C739)
RTS
.parallel_fog
LDA.b [Scrap00],Y : AND.w #$003F
PHX
TAX
LDA.l Overworld_ActualScreenID,X
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
ORA.l OverworldEventDataWRAM+$40,X
BRA .check_visited_flag
.no_fog
LDA.b [Scrap00],Y : AND.w #$0038 : ASL : ASL : ASL : ASL
STA.b Scrap03
LDA.b [Scrap00],Y
BIT.w #$0040
BEQ .light
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
RTS
.light
PHX
AND.w #$0024 : LSR : TAX
LDA.b [Scrap00],Y
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
SEC : SBC.l LWQuadrantOffsets,X
PLX
RTS
LWQuadrantOffsets: LWQuadrantOffsets:
dw $1000-$0210 ; top left dw $1000-$0210 ; top left
@@ -441,6 +515,143 @@ LoadMapDarkOrMixed:
dw $0400+$0210 ; bottom right dw $0400+$0210 ; bottom right
} }
OverworldMap_InitGfx_InitScrap:
{
STZ.b ScrapBuffer72 ; clear tile swap flag
LDA.b #$11 : STA.b MAINDESQ ; what we wrote over
RTL
}
LoadMapDarkOrCustom_long:
{
PHB : LDA.b #WorldMap_DarkWorldTilemap>>16 : PHA : PLB
LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP
JSR LoadMapDarkOrCustom
PLB
RTL
}
LoadMapOppositeWorld:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ +
LDA.b Joy1B_All : AND.b #$30 : BNE .vanilla
STZ.b ScrapBuffer72 ; clear tile swap flag
BRA .new_tiles
+ LDA.b Joy1B_New : AND.b #$30 : BEQ .vanilla
LDA.b #$40 : STA.b ScrapBuffer72 ; set tile swap flag
.new_tiles
JSL OverworldMap_InitGfx+$10 ; load palette
DEC.w SubModuleInterface
LDA.b #$0F : STA.b INIDISPQ
JSL LoadMapDarkOrCustom_long
LDA.b #$24 : STA.w SFX3
PLA : PLA : PEA.w $BBAF ; skip everything upon return
.vanilla
LDA.b Joy1B_New : AND.b #$70 ; what we wrote over
RTL
}
FluteMenu_MoveLinkSprite:
{
JSR MoveMapSprite
BRA WorldMap_SkipHandleSprites_vanilla
}
WorldMap_SkipHandleSprites:
{
JSR MoveMapSprite : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ .vanilla ; skip draw if no tile swap
PLA : PLA : PEA.w $C39B ; exit without drawing sprites
RTL
.vanilla
LDA.b FrameCounter : AND.b #$10 ; what we wrote over
RTL
}
MoveMirrorPortalMapSprite:
{
STA.l $7EC109 ; what we overwrote
JSR MoveMapSprite
RTL
}
MoveZoomedInPositionY:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetYCoordHighByte
PHA
REP #$20
LDA.l $7EC108 : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC108 ; what we overwrote
RTL
}
MoveZoomedInPositionX:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte
PHA
REP #$20
LDA.l $7EC10A : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC10A ; what we overwrote
RTL
}
MoveMapSprite:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .return
PHP
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte : STA.l $7EC10B
JSR MoveMapSprite_GetYCoordHighByte : STA.l $7EC109
PLP
.return
RTS
}
MoveMapSprite_Setup:
{
LDA.l $7EC10B : AND.b #$0E : LSR
STA.b Scrap00
LDA.l $7EC109 : AND.b #$0E : ASL : ASL
ADC.b Scrap00
STA.b Scrap00
LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X
LDX.b Scrap00
AND.b #$40
BEQ .light
LDA.l OWMapGridDarkPositionByAbsolutePosition,X
BRA .dark
.light
LDA.l OWMapGridLightPositionByAbsolutePosition,X
.dark
TAX
AND.b #$07 : ASL
STA.b Scrap00
RTS
}
MoveMapSprite_GetXCoordHighByte:
{
LDA.l $7EC10B : AND.b #$01 : ORA.b Scrap00
RTS
}
MoveMapSprite_GetYCoordHighByte:
{
TXA : AND.b #$38 : LSR : LSR : STA.b Scrap00
LDA.l $7EC109 : AND.b #$01 : ORA.b Scrap00
RTS
}
OWBonkDropPrepSprite: OWBonkDropPrepSprite:
{ {
LDA.b IndoorsFlag : BEQ + LDA.b IndoorsFlag : BEQ +
@@ -609,27 +820,26 @@ OWBonkDrops:
JSL OWBonkSpritePrep JSL OWBonkSpritePrep
.mark_collected ; S = Collected, FlagBitmask, X (row + 2) .mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BNE + ; S = FlagBitmask, X (row + 2) PLA : BEQ + : - : JMP .return : + ; S = FlagBitmask, X (row + 2)
TYX : JSL Sprite_IsOnscreen : BCC + TYX : JSL Sprite_IsOnscreen : BCC -
LDA.b IndoorsFlag : BEQ ++ LDA.b IndoorsFlag : BEQ +
LDA.l RoomDataWRAM[$0120].high : ORA.b 1,S : STA.l RoomDataWRAM[$0120].high LDA.l RoomDataWRAM[$0120].high : ORA.b 1,S : STA.l RoomDataWRAM[$0120].high
LDA.w $0400 : ORA.b 1,S : STA.w $0400 LDA.w $0400 : ORA.b 1,S : STA.w $0400
BRA .increment_collection BRA .increment_collection
++ +
LDA.b OverworldIndex LDA.b OverworldIndex
BIT.b #$40 : BEQ + BIT.b #$40 : BEQ +
LDA.l ProgressIndicator : CMP.b #$02 LDA.l ProgressIndicator : CMP.b #$02
LDA.b OverworldIndex : BCS ++ : AND.b #$BF LDA.b OverworldIndex : BCS + : AND.b #$BF
++
+ +
TAX : LDA.l OverworldEventDataWRAM,X : ORA.b 1,S : STA.l OverworldEventDataWRAM,X TAX : LDA.l OverworldEventDataWRAM,X : ORA.b 1,S : STA.l OverworldEventDataWRAM,X
.increment_collection .increment_collection
REP #$20 REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
INC.w UpdateHUDFlag
SEP #$20 SEP #$20
+ BRA .return LDA.b #$01 : STA.l UpdateHUDFlag
BRA .return
; spawn itemget item ; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2) .spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2)
@@ -738,20 +948,29 @@ OWBonkSpritePrep:
org $aa9000 org $aa9000
OWDetectEdgeTransition: OWDetectEdgeTransition:
{ {
JSL OWDestroyItemSprites JSL Link_CheckForEdgeScreenTransition ; what we wrote over
BCS .return
STZ.w RandoOverworldWalkDist STZ.w RandoOverworldWalkDist
LDA.l OWMode : ORA.l OWMode+1 : BEQ .vanilla LDA.l OWMode : ORA.l OWMode+1 : BEQ .vanilla
PHY
JSR OWShuffle JSR OWShuffle
LDA.w RandoOverworldTargetEdge : BMI .special PLY
LDA.w RandoOverworldTargetEdge : BMI .specialOrDisabled
.vanilla .vanilla
REP #$31 : LDX.b Scrap02 : LDA.b OverworldMap16Buffer ; what we wrote over CLC ; allow transition
RTL RTL
.specialOrDisabled
CMP.b #$FF : BNE .special
STZ.w RandoOverworldTargetEdge
PHB
JML Link_CheckForEdgeScreenTransition_prevent_transition
.special .special
REP #$30 REP #$30
AND.w #$0003 : TAY : ASL : TAX AND.w #$0003 : TAY : ASL : TAX
LDA.w #$007F : STA.w RandoOverworldTargetEdge LDA.w #$007F : STA.w RandoOverworldTargetEdge
JSR OWLoadSpecialArea JSR OWLoadSpecialArea
SEC SEC
.return
RTL RTL
} }
OWDetectSpecialTransition: OWDetectSpecialTransition:
@@ -761,17 +980,23 @@ OWDetectSpecialTransition:
TXA : AND.w #$0002 : LSR TXA : AND.w #$0002 : LSR
STA.w RandoOverworldTerrain STA.w RandoOverworldTerrain
LDA.l OWSpecialDestIndex,X : BIT.w #$0080 : BEQ .switch_to_edge LDA.l OWSpecialDestIndex,X : BIT.w #$0080 : BEQ .switch_to_edge
AND.w #$00FF : CMP.w #$00FF : BEQ .disabled
AND.w #$0003 : TAY : ASL : TAX AND.w #$0003 : TAY : ASL : TAX
.normal .normal
JSR OWLoadSpecialArea JSR OWLoadSpecialArea
.return .return
RTL RTL
.disabled
SEP #$30
STZ.w RandoOverworldTargetEdge
RTL
.switch_to_edge .switch_to_edge
STA.w RandoOverworldTargetEdge STA.w RandoOverworldTargetEdge
LDA.l OWEdgeDataOffset,X : STA.w RandoOverworldEdgeAddr LDA.l OWEdgeDataOffset,X : STA.w RandoOverworldEdgeAddr
PLA : SEP #$30 : PLA ; delete 3 bytes from stack PLA : SEP #$30 : PLA ; delete 3 bytes from stack
JSL Link_CheckForEdgeScreenTransition : BCS .return ; Link_CheckForEdgeScreenTransition JSL Link_CheckForEdgeScreenTransition : BCS .return
LDA.l Overworld_CheckForSpecialOverworldTrigger_Direction,X : STA.b Scrap00 : CMP.b #$08 : BNE .hobo LDA.l Overworld_CheckForSpecialOverworldTrigger_Direction,X : STA.b Scrap00 : CMP.b #$08 : BNE .hobo
LSR : STA.b LinkPosY : STZ.b BG2V ; move Link and camera to edge LSR : STA.b LinkPosY : STZ.b BG2V ; move Link and camera to edge
LDA.b #$06 : STA.b Scrap02 LDA.b #$06 : STA.b Scrap02
@@ -790,16 +1015,15 @@ OWDetectSpecialTransition:
LDA.b #$FF : STA.b LinkRecoilZ : STA.b $C7 LDA.b #$FF : STA.b LinkRecoilZ : STA.b $C7
STZ.b $3D : STZ.b LinkSpeed : STZ.w $032B : STZ.w LinkDashing : STZ.b LinkState STZ.b $3D : STZ.b LinkSpeed : STZ.w $032B : STZ.w LinkDashing : STZ.b LinkState
.not_dashing .not_dashing
PLA : REP #$31 : PLA ; delete 3 bytes from stack PLA : PLA : PLA ; delete 3 bytes from stack
LDX.b Scrap02 JML OverworldHandleTransitions_PerformEdgeTransition
LDA.b OverworldMap16Buffer
JML OverworldHandleTransitions_SpecialTrigger+6
} }
OWEdgeTransition: OWEdgeTransition:
{ {
LDA.l OWMode : ORA.l OWMode+1 : BEQ .unshuffled LDA.l OWMode : ORA.l OWMode+1 : BEQ .unshuffled
LDY.w RandoOverworldTargetEdge : STZ.w RandoOverworldTargetEdge LDY.w RandoOverworldTargetEdge : STZ.w RandoOverworldTargetEdge
CPY.b #$7F : BEQ .unshuffled CPY.b #$7F : BEQ .unshuffled
JSL OWDestroyItemSprites
REP #$10 REP #$10
LDX.w RandoOverworldEdgeAddr LDX.w RandoOverworldEdgeAddr
PHB : PHK : PLB PHB : PHK : PLB
@@ -1117,6 +1341,7 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
STZ.w RandoOverworldForceTrans STZ.w RandoOverworldForceTrans
CMP.b #$02 : BNE + CMP.b #$02 : BNE +
DEC : STA.w LinkDeepWater : STZ.w LinkSwimDirection DEC : STA.w LinkDeepWater : STZ.w LinkSwimDirection
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : BRA .set_state LDA.b #$04 : BRA .set_state
+ +
CMP.b #$03 : BNE ++ CMP.b #$03 : BNE ++
@@ -1137,6 +1362,7 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
LDA.b #$01 : STA.w LinkDeepWater LDA.b #$01 : STA.w LinkDeepWater
LDA.l FlippersEquipment : BEQ .no_flippers ; check if flippers obtained LDA.l FlippersEquipment : BEQ .no_flippers ; check if flippers obtained
LDA.b LinkState : CMP.b #$17 : BEQ .no_flippers ; check if bunny LDA.b LinkState : CMP.b #$17 : BEQ .no_flippers ; check if bunny
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : STA.b LinkState : STZ.w LinkSwimDirection : RTS LDA.b #$04 : STA.b LinkState : STZ.w LinkSwimDirection : RTS
.no_flippers .no_flippers
PHX PHX
@@ -1488,7 +1714,7 @@ dw $0b28, $0b38, $0010, $0b30, $1515, $1018, $0001, $000e
dw $0b70, $0ba0, $0030, $0b88, $1515, $1020, $0000, $000f dw $0b70, $0ba0, $0030, $0b88, $1515, $1020, $0000, $000f
dw $0a40, $0b10, $00d0, $0aa8, $1d1d, $1006, $0000, $0010 dw $0a40, $0b10, $00d0, $0aa8, $1d1d, $1006, $0000, $0010
dw $0350, $0390, $0040, $0370, $1821, $2060, $0000, $0011 dw $0350, $0390, $0040, $0370, $1821, $2060, $0000, $0011
dw $0670, $06a8, $0038, $068c, $1b23, $2002, $0000, $0012 dw $0670, $06a8, $0038, $068c, $1b23, $2004, $0000, $0012
dw $0898, $09b0, $0118, $0924, $1b24, $2054, $0000, $0013 dw $0898, $09b0, $0118, $0924, $1b24, $2054, $0000, $0013
dw $0a40, $0ba0, $0160, $0af0, $2525, $100e, $0000, $0014 dw $0a40, $0ba0, $0160, $0af0, $2525, $100e, $0000, $0014
dw $0c70, $0c90, $0020, $0c80, $1e26, $2002, $0000, $0015 dw $0c70, $0c90, $0020, $0c80, $1e26, $2002, $0000, $0015
@@ -1520,7 +1746,7 @@ dw $0b28, $0b38, $0010, $0b30, $5555, $1018, $0001, $002e
dw $0b70, $0ba0, $0030, $0b88, $5555, $1020, $0000, $002f dw $0b70, $0ba0, $0030, $0b88, $5555, $1020, $0000, $002f
dw $0a40, $0b10, $00d0, $0aa8, $5d5d, $1006, $0000, $0030 dw $0a40, $0b10, $00d0, $0aa8, $5d5d, $1006, $0000, $0030
dw $0350, $0390, $0040, $0370, $5861, $2060, $0000, $0031 dw $0350, $0390, $0040, $0370, $5861, $2060, $0000, $0031
dw $0670, $06a8, $0038, $068c, $5b63, $2002, $0000, $0032 dw $0670, $06a8, $0038, $068c, $5b63, $2004, $0000, $0032
dw $0898, $09b0, $0118, $0924, $5b64, $2054, $0000, $0033 dw $0898, $09b0, $0118, $0924, $5b64, $2054, $0000, $0033
dw $0a40, $0ba0, $0160, $0af0, $6565, $100e, $0000, $0034 dw $0a40, $0ba0, $0160, $0af0, $6565, $100e, $0000, $0034
dw $0c70, $0c90, $0020, $0c80, $5e66, $2002, $0000, $0035 dw $0c70, $0c90, $0020, $0c80, $5e66, $2002, $0000, $0035
@@ -1827,16 +2053,42 @@ db $74, $4e, $10, $b1, $00, $1c
UWBonkPrizeData: UWBonkPrizeData:
db $ff, $00, $02, $b5, $00, $08 db $ff, $00, $02, $b5, $00, $08
; temporary fix - murahdahla replaces one of the bonk tree prizes org $AABC80 ;PC 153C80
; so we copy the sprite table here and update the pointer OWMapGridLight:
; longterm solution should be to spawn in murahdahla separately db $00, $01, $02, $03, $04, $05, $06, $07
org $89AE2A db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
Overworld_Sprites_Screen1A_2: db $10, $11, $12, $13, $14, $15, $16, $17
db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 } db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 } db $20, $21, $22, $23, $24, $25, $26, $27
db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 } db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 } db $30, $31, $32, $33, $34, $35, $36, $37
db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 } db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
db $FF ; END OWMapGridDark:
org $89CA55 db $40, $41, $42, $43, $44, $45, $46, $47
dw Overworld_Sprites_Screen1A_2&$FFFF db $48, $49, $4A, $4B, $4C, $4D, $4E, $4F
db $50, $51, $52, $53, $54, $55, $56, $57
db $58, $59, $5A, $5B, $5C, $5D, $5E, $5F
db $60, $61, $62, $63, $64, $65, $66, $67
db $68, $69, $6A, $6B, $6C, $6D, $6E, $6F
db $70, $71, $72, $73, $74, $75, $76, $77
db $78, $79, $7A, $7B, $7C, $7D, $7E, $7F
org $AABD00 ;PC 153D00
OWMapGridLightPositionByAbsolutePosition:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
OWMapGridDarkPositionByAbsolutePosition:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
+4 -4
View File
@@ -291,10 +291,10 @@ RTL
REP #$30 REP #$30
;------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------
; dungeon names ; dungeon names
LDA.w #$2D50 LDA.w #$2DA4
LDY.w #00 LDY.w #00
.next_dungeon_name .next_dungeon_name
LDX.w .dungeon_positions,Y LDX.w .dungeon_positions,Y
STA.w GFXStripes+$0646,X STA.w GFXStripes+$0646,X
INC INC
@@ -310,10 +310,10 @@ RTL
STA.w GFXStripes+$0706,X STA.w GFXStripes+$0706,X
DEX : DEX DEX : DEX
BPL -- BPL --
LDA.l HudFlag : AND.w #$0020 : BEQ + LDA.l HudFlag : AND.w #$0020 : BEQ +
JMP .maps_and_compasses JMP .maps_and_compasses
;------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------
+ +
LDA.l HUDDungeonItems : AND.w #$0001 : BNE + LDA.l HUDDungeonItems : AND.w #$0001 : BNE +
+25
View File
@@ -65,6 +65,8 @@ LinkSubPixelVelocty = $7E002A ; Word length
LinkAnimationStep = $7E002E ; LinkAnimationStep = $7E002E ;
LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right
; ;
FlagBY = $7E003A ; Bitfield for B and Y buttons.
;
OAMOffsetY = $7E0044 ; OAMOffsetY = $7E0044 ;
OAMOffsetX = $7E0045 ; OAMOffsetX = $7E0045 ;
LinkIncapacitatedTimer = $7E0046 ; Countdown when Link takes damage, not same as I-frames LinkIncapacitatedTimer = $7E0046 ; Countdown when Link takes damage, not same as I-frames
@@ -114,6 +116,8 @@ RoomIndex = $7E00A0 ; Underworld room index. Word length. High byt
; Not zeroed on exit to overworld. ; Not zeroed on exit to overworld.
PreviousRoom = $7E00A2 ; Stores previous value of RoomIndex PreviousRoom = $7E00A2 ; Stores previous value of RoomIndex
; ;
CurrentFloor = $7E00A4 ; Current floor in dungeos
;
CameraBoundH = $7E00A6 ; Which set of camera boundaries to use. CameraBoundH = $7E00A6 ; Which set of camera boundaries to use.
CameraBoundV = $7E00A7 ; CameraBoundV = $7E00A7 ;
; ;
@@ -194,6 +198,8 @@ BottleMenuCounter = $7E0205 ; Step counter for opening bottle menu
MenuFrameCounter = $7E0206 ; Incremented every menu frame. Never read. MenuFrameCounter = $7E0206 ; Incremented every menu frame. Never read.
MenuBlink = $7E0207 ; Incremented every frame and masked with $10 to blink cursor MenuBlink = $7E0207 ; Incremented every frame and masked with $10 to blink cursor
; ;
DungeonMapCurrentFloor = $7E020E ;
;
RaceGameFlag = $7E021B ; RaceGameFlag = $7E021B ;
; ;
MessageJunk = $7E0223 ; Zeroed but never used (?) MessageJunk = $7E0223 ; Zeroed but never used (?)
@@ -231,6 +237,8 @@ CurrentYItem = $7E0303 ;
AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull
CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting
; ;
LinkIFrames = $7E031F ; Countdown for Link's invincibility frames after taking damage.
;
LinkSwimDirection = $7E0340 ; Bitfield for swim direction. (.... udlr) LinkSwimDirection = $7E0340 ; Bitfield for swim direction. (.... udlr)
; ;
LinkDeepWater = $7E0345 ; Set when Link is in deep water. LinkDeepWater = $7E0345 ; Set when Link is in deep water.
@@ -347,6 +355,7 @@ DynamicDropGFXSlots = $7E07F1 ; Assume future use of this up to $0E bytes, t
; which item gfx is currently occupying each slot ; which item gfx is currently occupying each slot
OAMBuffer = $7E0800 ; Main OAM buffer sent to OAM. $200 bytes. OAMBuffer = $7E0800 ; Main OAM buffer sent to OAM. $200 bytes.
OAMBuffer2 = $7E0A00 ; OAMBuffer2 = $7E0A00 ;
OAMBufferAux = $7E0A20 ; high X-bit and size bit sent to OAM, one byte per sprite
; ;
TransparencyFlag = $7E0ABD ; Flags transparency effects e.g. in Thieves Town Hellway TransparencyFlag = $7E0ABD ; Flags transparency effects e.g. in Thieves Town Hellway
; ;
@@ -560,6 +569,17 @@ PegColor = $7EC172 ;
; ;
GameOverSongCache = $7EC227 ; GameOverSongCache = $7EC227 ;
; ;
CachedDungeonID = $7EC22A ; Cached while opening dungeon map
CachedCurrentFloor = $7EC22B ; to restore when closing
;
CurrentDisplayedRoom = $7EC22C ; 2 bytes, used by dungeon map
DisplayedRoomDoorIndex = $7EC22E ; 2 bytes, used by dungeon map
;
DoorSlots = $7EC230 ; $32 bytes, used by dungeon map
DoorSlotScratch = $7EC262 ; 6 bytes, used by dungeon map
DoorSlotCursor = $7EC268 ; 2 bytes, used by dungeon map
CurrentDoorEntrance = $7EC26A ; 2 bytes, used by dungeon map
;
LastBGSet = $7EC2F8 ; Lists loaded sheets to check for decompression. 4 bytes. LastBGSet = $7EC2F8 ; Lists loaded sheets to check for decompression. 4 bytes.
; ;
PaletteBufferAux = $7EC300 ; Secondary and main palette buffer. See symbols_wram.asm PaletteBufferAux = $7EC300 ; Secondary and main palette buffer. See symbols_wram.asm
@@ -577,6 +597,8 @@ HUDMultiIndicator = $7EC790 ;
HUDKeysObtained = $7EC7A2 ; HUDKeysObtained = $7EC7A2 ;
HUDKeysSlash = $7EC7A4 ; HUDKeysSlash = $7EC7A4 ;
HUDKeysTotal = $7EC7A6 ; HUDKeysTotal = $7EC7A6 ;
HUDKeysExtraPlus = $7EC7E4 ;
HUDKeysExtraCount = $7EC7E6 ;
; ;
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00) BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading. ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading.
@@ -761,6 +783,7 @@ endmacro
%assertRAM(LinkRecoilZ, $7E0029) %assertRAM(LinkRecoilZ, $7E0029)
%assertRAM(LinkAnimationStep, $7E002E) %assertRAM(LinkAnimationStep, $7E002E)
%assertRAM(LinkDirection, $7E002F) %assertRAM(LinkDirection, $7E002F)
%assertRAM(FlagBY, $7E003A)
%assertRAM(OAMOffsetY, $7E0044) %assertRAM(OAMOffsetY, $7E0044)
%assertRAM(OAMOffsetX, $7E0045) %assertRAM(OAMOffsetX, $7E0045)
%assertRAM(LinkIncapacitatedTimer, $7E0046) %assertRAM(LinkIncapacitatedTimer, $7E0046)
@@ -858,6 +881,8 @@ endmacro
%assertRAM(UseY1, $7E0301) %assertRAM(UseY1, $7E0301)
%assertRAM(CurrentYItem, $7E0303) %assertRAM(CurrentYItem, $7E0303)
%assertRAM(AButtonAct, $7E0308) %assertRAM(AButtonAct, $7E0308)
%assertRAM(CarryAct, $7E0309)
%assertRAM(LinkIFrames, $7E031F)
%assertRAM(LinkSwimDirection, $7E0340) %assertRAM(LinkSwimDirection, $7E0340)
%assertRAM(LinkDeepWater, $7E0345) %assertRAM(LinkDeepWater, $7E0345)
%assertRAM(TileActIce, $7E0348) %assertRAM(TileActIce, $7E0348)
+8 -8
View File
@@ -464,10 +464,9 @@ db $00 ; #$00 = Original Behavior (default) - #$01 = Book can flip crystal switc
; 0x1800A7 - 0x1800AE (unused) ; 0x1800A7 - 0x1800AE (unused)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; 0x1800AF ; 0x1800AF
; mtff ffff ; m-ff ffff
; ;
; m - 0 = only shorten timer on multiworld items, 1 = shorten all items ; m - 0 = only shorten timer on multiworld items, 1 = shorten all items
; t - 0 = triforce pieces considered important, 1 = triforce pieces considered junk
; f - number of frames to show items ; f - number of frames to show items
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B080AF ; PC 0x1800AF org $B080AF ; PC 0x1800AF
@@ -1533,7 +1532,7 @@ db $19,$1A,$1B,$1C,$1D,$1E,$1F,$20
db $21,$22,$11,$11,$10,$16,$16,$16 db $21,$22,$11,$11,$10,$16,$16,$16
db $16,$16,$11,$16,$16,$16,$15,$15 db $16,$16,$11,$16,$16,$16,$15,$15
db $15,$15,$15,$15,$15,$15,$15,$15 db $15,$15,$15,$15,$15,$15,$15,$15
db $15,$15,$16,$02,$09,$00,$00,$00 db $15,$15,$2E,$02,$09,$00,$00,$00
MusicShuffleTable: MusicShuffleTable:
db $01,$02,$03,$04,$05,$06,$07,$08 db $01,$02,$03,$04,$05,$06,$07,$08
@@ -1585,6 +1584,7 @@ dw $0000
; STAIRS3 ; STAIRS3
; STAIRS4 ; STAIRS4
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0DA00
RoomHeaders: RoomHeaders:
org $B0DA00 : RoomHeader_0000: ; pc 0x185A00 org $B0DA00 : RoomHeader_0000: ; pc 0x185A00
db $41, $21, $13, $22, $07, $3D, $00, $00, $00, $10, $C0, $00, $00, $04 db $41, $21, $13, $22, $07, $3D, $00, $00, $00, $10, $C0, $00, $00, $04
@@ -2664,7 +2664,7 @@ db #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00,
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0EFE0 ; PC 0x186FE0-0x186FEF org $B0EFE0 ; PC 0x186FE0-0x186FEF
CrystalPendantFlags_3: CrystalPendantFlags_3:
db $00 ; Sewers db $00 ; Sewers
db $00 ; Hyrule Castle db $00 ; Hyrule Castle
db $08 ; Eastern Palace db $08 ; Eastern Palace
db $09 ; Desert Palace db $09 ; Desert Palace
@@ -2672,7 +2672,7 @@ CrystalPendantFlags_3:
db $02 ; Swamp Palace db $02 ; Swamp Palace
db $01 ; Palace of Darkness db $01 ; Palace of Darkness
db $06 ; Misery Mire db $06 ; Misery Mire
db $03 ; Skull Woods db $03 ; Skull Woods
db $05 ; Ice Palace db $05 ; Ice Palace
db $0A ; Tower of Hera db $0A ; Tower of Hera
db $04 ; Thieves' Town db $04 ; Thieves' Town
@@ -2686,9 +2686,9 @@ org $B0EFFF ; PC 0x186FFF
BallNChainDungeon: ; Dungeon ID where ball n chain guard is located. Write BallNChainDungeon: ; Dungeon ID where ball n chain guard is located. Write
db $02 ; $FF to count ball and chain item for collection stats. db $02 ; $FF to count ball and chain item for collection stats.
;-------------------------------------------------------------------------------- org $B0F000
; 0x187000 - 18700F (unused) ExtraChestKeys: ; PC 0x187000-0x18700F
;-------------------------------------------------------------------------------- db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
org $B0F010 org $B0F010
ChestKeys: ; PC 0x187010-0x18701F ChestKeys: ; PC 0x187010-0x18701F
+15
View File
@@ -99,6 +99,7 @@ HandleFollowersAfterMirroring = $87AA8B
LinkHop_FindArbitraryLandingSpot = $87E359 LinkHop_FindArbitraryLandingSpot = $87E359
Link_HandleMovingAnimation_FullLongEntry = $87E68F Link_HandleMovingAnimation_FullLongEntry = $87E68F
Link_CheckForEdgeScreenTransition = $87F413 Link_CheckForEdgeScreenTransition = $87F413
Link_CheckForEdgeScreenTransition_prevent_transition = $87F42C
Sprite_CheckIfPlayerPreoccupied = $87F4AA Sprite_CheckIfPlayerPreoccupied = $87F4AA
FlashGanonTowerPalette_next_thunder = $87FA81 FlashGanonTowerPalette_next_thunder = $87FA81
FlashGanonTowerPalette_bright_white = $87FAAC FlashGanonTowerPalette_bright_white = $87FAAC
@@ -221,6 +222,8 @@ Ancilla29_MilestoneItemReceipt_skip_crystal_sfx = $88CAE5
Ancilla29_MilestoneItemReceipt_no_sparkle = $88CB2E Ancilla29_MilestoneItemReceipt_no_sparkle = $88CB2E
Ancilla_SetOAM_XY = $88F6F3 Ancilla_SetOAM_XY = $88F6F3
Ancilla_AddAncilla = $899CCE Ancilla_AddAncilla = $899CCE
WorldMap_CalculateOAMCoordinates_exit_successfully = $8AC51F
WorldMap_MultiplyAxB = $8AC57F
UpdateHUD = $8DDFA9 UpdateHUD = $8DDFA9
UpdateEquippedItem = $8DDFAF UpdateEquippedItem = $8DDFAF
DrawProgressIcons = $8DE9C8 DrawProgressIcons = $8DE9C8
@@ -274,22 +277,34 @@ GFXSheetPointers_background_bank = $80CFC0
GFXSheetPointers_background_high = $80D09F GFXSheetPointers_background_high = $80D09F
GFXSheetPointers_background_low = $80D17E GFXSheetPointers_background_low = $80D17E
LayerOfDestination = $81C31F LayerOfDestination = $81C31F
RoomData_ChestItems = $81E96C
AnimatedTileSheets = $82802E AnimatedTileSheets = $82802E
Module1B_SpawnSelect_spawns = $828481 Module1B_SpawnSelect_spawns = $828481
Overworld_ActualScreenID = $82A4E3 Overworld_ActualScreenID = $82A4E3
UnderworldTransitionLandingCoordinate = $82C034 UnderworldTransitionLandingCoordinate = $82C034
Overworld_FinalizeEntryOntoScreen_Data = $82C176 Overworld_FinalizeEntryOntoScreen_Data = $82C176
EntranceData_room_id = $82C577
EntranceData_y_coordinate = $82CCBD
EntranceData_x_coordinate = $82CDC7
EntranceData_dungeon_id = $82D1EF
EntranceData_layer = $82D2F9
EntranceData_song = $82D592 EntranceData_song = $82D592
SpawnPointData_room_id = $82D8D2 SpawnPointData_room_id = $82D8D2
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879 Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
RoomHeaderPointers = $84F1E2
Sprite_ShowSolicitedMessage_Direction = $85E1A3 Sprite_ShowSolicitedMessage_Direction = $85E1A3
FluteMenuNumbers_bits = $8AB7A3 FluteMenuNumbers_bits = $8AB7A3
WorldMap_RedXChars = $8ABF70 WorldMap_RedXChars = $8ABF70
WorldMap_CalculateOAMCoordinates = $8AC3B1 WorldMap_CalculateOAMCoordinates = $8AC3B1
WorldMap_HandleSpriteBlink = $8AC52E WorldMap_HandleSpriteBlink = $8AC52E
WorldMapIcon_AdjustCoordinate = $8AC59B WorldMapIcon_AdjustCoordinate = $8AC59B
WorldMap_LightWorldTilemap = $8AC739
WorldMap_DarkWorldTilemap = $8AD739 WorldMap_DarkWorldTilemap = $8AD739
DungeonMapRoomMarkerYBase = $8AE803
DungeonMapBossRooms = $8AE817 DungeonMapBossRooms = $8AE817
DungeonMapFloorCountData = $8AF5E9
DungeonMapFloorToDataOffset = $8AF605
DungeonMapRoomPointers = $8AF615
DamageSubclassValue = $8DB8F1 DamageSubclassValue = $8DB8F1
TextCharMasks = $8EB844 TextCharMasks = $8EB844
Credits_ScrollScene_target_y = $8EC308 Credits_ScrollScene_target_y = $8EC308