68 Commits

Author SHA1 Message Date
506b0974ff Merge branch 'FancyDoorsMap' into MappableDoors 2026-01-18 07:02:23 -06:00
a3bc7dea0e Print label of end of bank B9 2026-01-18 06:59:46 -06:00
94ccbb70dc Fix pot junk not showing as uncollected 2026-01-17 13:56:20 -06:00
e2614b6f75 Fix check for overlord (which fixes boomerang chest guard) 2026-01-17 13:30:37 -06:00
9e2b148a57 Fix light cone not showing after torches extinguish 2026-01-16 18:27:32 -06:00
f8cc7d2ef8 Fix a chest in incorrect section 2026-01-16 15:44:05 -06:00
d504e33d52 Show button help on map screen 2026-01-16 14:36:43 -06:00
043a2d83b2 Add tier of item value for maps 2026-01-15 19:03:13 -06:00
8f75b8ec71 Merge branch 'GKNew' into FancyDoorsMap 2026-01-15 04:07:27 -06:00
32e7fe5454 Small bugfixes 2026-01-15 03:28:46 -06:00
2c601d2fc7 More split rooms, hide boss icon in HC, fix loot bug 2026-01-14 13:10:12 -06:00
902e14b3f4 Bugfixes! 2026-01-13 18:57:55 -06:00
a011bc9f4a Allow switching dungeons in doors mode 2026-01-13 11:00:31 -06:00
633453f386 Press Select for next entrance 2026-01-13 09:34:04 -06:00
831e6cc27f SW Pot Prison 2026-01-13 00:38:34 -06:00
8e45ef1bd2 Section off drops and warps, add more sections 2026-01-13 00:28:25 -06:00
9c5f0dd5f5 More separate-section implementation 2026-01-12 22:28:54 -06:00
17939339bc Start tracking separated sections 2026-01-12 20:30:08 -06:00
91fab07e5c Clean up CanSeeConnector 2026-01-12 16:39:32 -06:00
cacc640a4f Draw entrances 2026-01-12 16:24:22 -06:00
c38b3b6d0a Conditionally draw staircase labels 2026-01-12 15:49:09 -06:00
fcf17a6dff Fix ordering of several edges and spiral staircases 2026-01-12 14:37:42 -06:00
06aa3cb10f Fix some UI infinite loops 2026-01-11 22:25:03 -06:00
970d1f5db0 Show stairs, warps, and drops in doors map 2026-01-11 21:42:48 -06:00
e56b8a55fe Do not show unknown connectors 2026-01-11 06:05:46 -06:00
78eb8916fc Show boss icon 2026-01-11 05:04:39 -06:00
60c852bfa9 Rearrange gfx slightly 2026-01-11 04:12:07 -06:00
36a8eaee89 Handle In-Room staircases 2026-01-11 04:03:52 -06:00
527041b81b Show loot in doors map 2026-01-10 21:21:19 -06:00
5e7c4a65b8 Allow moving through doors map 2026-01-10 20:17:29 -06:00
6f2b68886f Move unused chest data to room 0F instead of F0 2026-01-10 14:50:47 -06:00
b1cc141154 Merge branch 'DungeonMap' into MappableDoors 2026-01-10 14:50:05 -06:00
4da41410db Move bottles to minor item tier 2026-01-10 14:47:48 -06:00
1776daa43d Draw triple connections correctly 2026-01-10 14:44:15 -06:00
610607ece4 Refactor and open edges 2026-01-10 00:48:22 -06:00
278e428658 First steps 2026-01-09 13:45:00 -06:00
63065e34b7 Update supertile shapes 2026-01-07 20:56:14 -06:00
ba9f0c7555 Fix incorrect dungeon reminder appearing briefly out of map 2026-01-07 20:21:20 -06:00
aae220fb46 Update supertiles, fix incorrect linkpoint 2026-01-07 20:09:35 -06:00
a7c7fc4394 Map tile updates 2026-01-07 13:34:28 -06:00
b2b23b047f Remove custom sheet d4 2026-01-07 12:04:19 -06:00
3964c34658 Move loot icons to sheet with connectors 2026-01-07 12:00:16 -06:00
8cf0059f84 compress util takes offset and length parameters 2026-01-07 11:44:26 -06:00
0a98db7025 Clear unseen connections in custom map mode 2026-01-07 06:12:43 -06:00
bdb1272cb2 Clean up macros somewhat 2026-01-07 05:30:49 -06:00
d5917afb64 Read map data from bank $B9 in custom map mode 2026-01-07 05:12:07 -06:00
e5523473d6 Item category tweaks, fix two phantom chests 2026-01-06 22:40:00 -06:00
72e126a1b6 Separate sheet for door connections beginning 2026-01-06 18:16:20 -06:00
56dd5fbc01 In doors mode, ignore current floor when loading maps 2026-01-06 12:06:04 -06:00
7764682f95 square connector? idk 2026-01-06 10:33:17 -06:00
b3f35f274b Draw door connections? prototype??? 2026-01-05 23:25:51 -06:00
5574eea4c7 WIP 2026-01-05 20:06:50 -06:00
d918e571ab Rearrange some tiles 2026-01-05 06:06:02 -06:00
23edb9a3e6 Supertile shapes, small fixes 2026-01-04 23:02:21 -06:00
21c6d0acfd Many more supertile tweaks 2026-01-04 12:23:56 -06:00
f75db2cac8 AlwaysShowCompass setting 2026-01-04 09:15:10 -06:00
fd8852d866 Lots of bugs fixes and supertile updates 2026-01-04 09:03:23 -06:00
7fc7c8fe0b Full words in supertile shapes file 2026-01-03 17:12:39 -06:00
7a12032067 More supertile shape updates 2026-01-03 13:19:29 -06:00
3489af82fa Add dungeon indicator lettering to maps 2026-01-03 09:58:23 -06:00
fecf9547a5 Sprites for entrances and update supertile shapes 2026-01-03 09:20:51 -06:00
688300d21a Tile warps on map 2026-01-02 17:29:57 -06:00
9b4d79247f Update supertile shapes 2026-01-02 15:01:12 -06:00
1b43799e6e Fix pot shuffle, implement map settings 2026-01-02 03:37:02 -06:00
58db28f8bf Check dungeon prizes, tweak gfx 2025-12-31 12:17:43 -06:00
443080c482 ShowItems settings 2025-12-31 00:21:40 -06:00
10ced3c9c6 Big pass at dungeon item indicators 2025-12-30 21:56:48 -06:00
9a40f28a86 Rename dungeonmap.asm -> bossicons.asm 2025-12-30 16:36:55 -06:00
90 changed files with 1865 additions and 2974 deletions

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@@ -74,8 +74,6 @@ 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
@@ -205,24 +203,19 @@ incsrc menu/hudalpha.asm
warnpc $A38000 warnpc $A38000
org $B98000 org $B98000
incsrc gk/crystalswitchbook.asm incsrc crystalswitchbook.asm
incsrc gk/orange_potion.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 incsrc dungeon_map/main.asm
incsrc gk/fast_junk.asm
incsrc gk/dungeon_maps.asm
incsrc gk/dungeon_indicator.asm
print "End of B9: ", pc print "End of B9: ", pc
warnpc $B9EE00 warnpc $B9E000 ; $E000 - EFFF reserved for custom door rando map data
org $B9EE00
incsrc gk_meta.asm
org $B9F000 org $B9F000
incsrc gk/settings.asm incsrc dungeon_map/settings.asm
org $A38000 org $A38000
incsrc stats/credits.asm ; Statically mapped incsrc stats/credits.asm ; Statically mapped
@@ -336,8 +329,6 @@ DungeonMapDoorConnectors:
incbin "menu/door_connectors.3bppc" incbin "menu/door_connectors.3bppc"
MapSheetD4: MapSheetD4:
incbin "menu/map_sheet_d4.3bppc" 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

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@@ -28,19 +28,16 @@ AddBonkTremors:
JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ValidDashCheck: BonkBreakableWall:
PHP PHX : PHP
SEP #$20 SEP #$30 ; set 8-bit accumulator and index registers
LDA.l BootsModifier : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BEQ .exit LDA.l BootsEquipment : BNE + ; Check for Boots
+ LDA.w LinkDashing PLP : PLX : LDA.w #$0000 : RTL
.exit +
BEQ + PLP : PLX
PLP : REP #$02 LDA.w LinkDashing : AND.w #$00FF ; things we wrote over
RTL RTL
+
PLP : SEP #$02
RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
BonkRockPile: BonkRockPile:
LDA.l BootsModifier : CMP.b #$01 : BEQ + LDA.l BootsModifier : CMP.b #$01 : BEQ +
@@ -51,7 +48,10 @@ BonkRockPile:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
GravestoneHook: GravestoneHook:
JSL ValidDashCheck : BEQ .done ; things we wrote over LDA.l BootsModifier : CMP.b #$01 : BEQ +
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

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@@ -17,14 +17,15 @@ 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.b [Scrap00], Y LDA.l UWSpritesPointers,X
STA.b Scrap00 ; pointer in $00 STA.b Scrap00 ; pointer in $00
LDA.w #bank(UWSpritesData) : STA.b Scrap02 if !FEATURE_FIX_BASEROM
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

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@@ -238,18 +238,6 @@ 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
@@ -290,3 +278,76 @@ 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
;--------------------------------------------------------------------------------

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

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@@ -146,57 +146,32 @@ macro SetMinimum(base,filler,compare)
endmacro endmacro
RefreshRainAmmo: RefreshRainAmmo:
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA.l StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ +++
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle)
+++ BRA .done
+ CMP.b #$02 : BNE + ; Cell
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ .done
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell)
BRA .done
+ CMP.b #$04 : BNE + ; Mantle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ .done
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle)
+
.done
RTL RTL
.rain
LDA.l StartingEntrance : BEQ .uncle
CMP.b #$03 : BNE + ; Uncle
.uncle
LDA.l RainDeathRefillMagic_Uncle : JSR .refillMagic
LDA.l RainDeathRefillBombs_Uncle : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Uncle : JSR .refillArrows
BRA .done
+ CMP.b #$02 : BNE + ; Cell
LDA.l RainDeathRefillMagic_Cell : JSR .refillMagic
LDA.l RainDeathRefillBombs_Cell : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Cell : JSR .refillArrows
BRA .done
+ CMP.b #$04 : BNE + ; Mantle
LDA.l RainDeathRefillMagic_Mantle : JSR .refillMagic
LDA.l RainDeathRefillBombs_Mantle : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Mantle : JSR .refillArrows
BRA .done
+ BRA .done
.rupeeBow
REP #$20
LDA.l RainDeathRefillRupeeBow : JSR .refillRupees
SEP #$20
.done
RTL
.refillMagic
SEC : SBC.l CurrentMagic : BCC +
STA.l MagicFiller
+ RTS
.refillBombs
SEC : SBC.l BombsEquipment : BCC +
STA.l BombsFiller
+ RTS
.refillArrows
SEC : SBC.l CurrentArrows : BCC +
STA.l ArrowsFiller
+ RTS
.refillRupees
CMP.l CurrentRupees : BCC +
STA.l CurrentRupees
+ RTS
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetEscapeAssist: SetEscapeAssist:
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state

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

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@@ -61,84 +61,73 @@ LoadDialogAddressIndirect:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FreeDungeonItemNotice: FreeDungeonItemNotice:
STA.l ScratchBufferV STA.l ScratchBufferV
PHA : PHX : PHY PHA : PHX : PHY
PHP PHP
PHB : PHK : PLB PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers REP #$10 ; set 16-bit index registers
PEI.b (Scrap00) PEI.b (Scrap00)
LDA.b Scrap02 : PHA LDA.b Scrap02 : PHA
LDA.l ScratchBufferNV : PHA LDA.l ScratchBufferNV : PHA
LDA.l ScratchBufferNV+1 : PHA LDA.l ScratchBufferNV+1 : PHA
;-------------------------------- ;--------------------------------
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ + LDA.l FreeItemText : BNE + : JMP .skip : +
LDA.b #$2F ; if not from our world, show all dungeon item and crystal notices
+ ORA.l FreeItemText : BNE + : JMP .skip : +
STA.b Scrap00
LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for general small key
LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf) %CopyDialog(Notice_SmallKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for general compass
LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf) %CopyDialog(Notice_CompassOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for general map
LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf) %CopyDialog(Notice_MapOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for general big key
LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf) %CopyDialog(Notice_BigKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self) %CopyDialog(Notice_Self)
JMP .done JMP .done
+
+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for dungeon map LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of... CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf) %CopyDialog(Notice_MapOf)
JMP .dungeon JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of... LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf) %CopyDialog(Notice_CompassOf)
JMP .dungeon JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of... LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf) %CopyDialog(Notice_BigKeyOf)
JMP .dungeon JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
+ LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of... LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++ LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf) %CopyDialog(Notice_SmallKeyOf)
LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys
BRA .dungeon BRA .dungeon
+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
+ LDA.b Scrap00 : AND.b #$20 : BEQ + ; show message for crystal
LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal # LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE + CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal) %CopyDialog(Notice_Crystal)
JMP .crystal JMP .crystal
+
+ JMP .skip ; it's not something we are going to give a notice for JMP .skip ; it's not something we are going to give a notice for
.dungeon .dungeon
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
@@ -150,26 +139,23 @@ FreeDungeonItemNotice:
LDA.b #$0F : !SUB.l ScratchBufferNV+1 : STA.l ScratchBufferNV+1 ; flip the values for small keys LDA.b #$0F : !SUB.l ScratchBufferNV+1 : STA.l ScratchBufferNV+1 ; flip the values for small keys
+ +
LDA.l ScratchBufferNV+1 LDA.l ScratchBufferNV+1
ASL : TAX ASL : TAX
REP #$20 REP #$20
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : AND.w #$00FF : BNE + CMP.w DungeonID : BNE +
BRA .self_notice
LDA.l DungeonItemIDMap, X : CMP.w #$0003 : BCC .hc_sewers .hc_sewers
CMP.w DungeonID : BNE + LDA.w DungeonID : CMP.w #$0003 : BCS +
BRA .self_notice .self_notice
.hc_sewers SEP #$20
LDA.w DungeonID : CMP.w #$0003 : BCS + LDA.l FreeItemText : AND.b #$40 : BEQ ++
.self_notice LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
SEP #$20 JMP .skip
LDA.l FreeItemText : AND.b #$40 : BEQ ++ ++
LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1 %CopyDialog(Notice_Self)
JMP .skip JMP .done
++ +
%CopyDialog(Notice_Self) SEP #$20
JMP .done
+
SEP #$20
LDA.l ScratchBufferNV+1 LDA.l ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done %CopyDialog(Notice_LightWorld) : JMP .done
@@ -204,9 +190,9 @@ FreeDungeonItemNotice:
+ : CMP.b #$0F : BNE + ; ...sewers + : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers) %CopyDialog(Notice_Sewers)
+ +
JMP .done JMP .done
.crystal .crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.l ScratchBufferV LDA.l ScratchBufferV
AND.b #$0F ; looking at low bits only AND.b #$0F ; looking at low bits only
@@ -224,7 +210,7 @@ FreeDungeonItemNotice:
%CopyDialog(Notice_Four) : JMP .done %CopyDialog(Notice_Four) : JMP .done
+ : CMP.b #$06 : BNE + + : CMP.b #$06 : BNE +
%CopyDialog(Notice_Three) : JMP .done %CopyDialog(Notice_Three) : JMP .done
+ +
.done .done
@@ -234,14 +220,14 @@ FreeDungeonItemNotice:
;-------------------------------- ;--------------------------------
.skip .skip
PLA : STA.l ScratchBufferNV+1 PLA : STA.l ScratchBufferNV+1
PLA : STA.l ScratchBufferNV PLA : STA.l ScratchBufferNV
PLA : STA.b Scrap02 PLA : STA.b Scrap02
REP #$20 REP #$20
PLA : STA.b Scrap00 PLA : STA.b Scrap00
PLB PLB
PLP PLP
PLY : PLX : PLA PLY : PLX : PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -252,14 +238,10 @@ RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DialogItemReceive: DialogItemReceive:
BCS .nomessage ; if doubling the item value overflowed it must be a rando item BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY.b #$CC : BEQ .orange_potion
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
.nomessage .nomessage
LDA.w #$FFFF LDA.w #$FFFF
BRA .done
.orange_potion
LDA.w #$0198
BRA .done BRA .done
++ LDA.w Ancilla_ReceiveItem_item_messages, Y ++ LDA.w Ancilla_ReceiveItem_item_messages, Y
@@ -308,7 +290,7 @@ DialogGanon2:
BCS + BCS +
LDA.w #$018D : JMP .done LDA.w #$018D : JMP .done
+ +
LDA.l GanonVulnerabilityItem : AND.w #$007F LDA.l GanonVulnerabilityItem : AND.w #$00FF
BEQ .silver_arrows BEQ .silver_arrows
CMP.w #$0001 : BEQ .silver_arrows CMP.w #$0001 : BEQ .silver_arrows
CMP.w #$0004 : BEQ .bombs CMP.w #$0004 : BEQ .bombs

View File

@@ -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 $2DA4, $2DA4, $2DA5, $2DA6, $2DA8, $2DAA, $2DA9, $2DAE, $2DAB, $2DAD, $2DA7, $2DAC, $2DAF, $2DB0, $0000, $0000 dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C, $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

View File

@@ -1,12 +1,10 @@
!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
!NPCIcon = $253B
DrHudOverride: DrHudOverride:
PHB PHB
@@ -31,13 +29,6 @@ DRHUD_DrawIndicators:
LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
DRHUD_BossIndicator: DRHUD_BossIndicator:
LDA.w DungeonID : CMP.b #$FF : BNE .in_dungeon
LDA.w NpcItemIndicator : BEQ .early_exit
LDA.l HudItems_enabled : BEQ .early_exit
REP #$10
LDY.w #!NPCIcon : STY.w HUDMultiIndicator
JMP DRHUD_Finished
.in_dungeon
LDA.l DRMode : BNE .continue LDA.l DRMode : BNE .continue
.early_exit .early_exit
REP #$10 REP #$10
@@ -55,7 +46,7 @@ DRHUD_BossIndicator:
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 #!BossIcon LDY.w #!RedSquare
.draw_indicator .draw_indicator
STY.w HUDMultiIndicator STY.w HUDMultiIndicator
BRA DRHUD_DrawCurrentDungeonIndicator BRA DRHUD_DrawCurrentDungeonIndicator
@@ -80,12 +71,13 @@ DRHUD_DrawCurrentDungeonIndicator: ; mX
CMP.b #$06 : BEQ .draw_indicator CMP.b #$06 : BEQ .draw_indicator
.get_indicator .get_indicator
LDY.w #$2C28 REP #$20 : LDA.l DungeonReminderTable,X : TAY
SEP #$20
.draw_indicator .draw_indicator
STY.w HUDCurrentDungeonWorld STY.w HUDCurrentDungeonWorld
DRHUD_DrawKeyCounter: DRHUD_DrawKeyCounter:
LDA.l DRFlags : AND.b #$04 : BEQ .to_finished LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_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
@@ -98,17 +90,8 @@ 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
SEP #$20 LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
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:
@@ -142,100 +125,101 @@ 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 #$001F : bne + : JMP ++ : + lda.l HUDDungeonItems : and.w #$0007 : 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
JSR BossStatus : STA.w $1644, Y lda.l DungeonReminderTable, x : sta.w $1644, y : iny #2
INY #2 lda.w #$24f5 : sta.w $1644, y
lda.w #$24f5 : sta.w $1644, y lda.l MapField : and.l DungeonMask, x : beq + ; must have map
lda.l MapField : and.l DungeonMask, x : beq + ; must have map jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status
jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status + lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey
+ lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey lda.w #$2826 : sta.w $1644, y
lda.w #$2826 : sta.w $1644, y .smallKey
.smallKey + iny #2
+ 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 MapField : ORA.l MapCountDisplay : AND.l DungeonMask, x : BEQ .key_info_done ; must have map LDA.l CompassMode : BIT.w #$0002 : BNE .skip_map_check
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
JSR BossStatus : STA.w $1644, Y lda.l DungeonReminderTable, x : 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:
@@ -275,63 +259,17 @@ 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
BossStatus: ConvertToDisplay:
LDA.l HUDDungeonItems : BIT.w #$0010 : BEQ .normal and.w #$00ff : cmp.w #$000a : !BLT +
PHX !ADD.w #$2519 : rts
LDA.l DungeonMapBossRooms, X + !ADD.w #$2490 : rts
CMP.w #$000F
BEQ .no_boss
ASL A
TAX
LDA.l SaveDataWRAM, X
PLX
BIT.w #$0800
BEQ .boss_alive
.boss_dead ConvertToDisplay2:
LDA.l HudFlag : BIT.w #$0020 : BNE .skull and.w #$00ff : beq ++
; palette 3 - white cmp.w #$000a : !BLT +
LDA.l DungeonReminderTable, X : AND.w #$E3FF : ORA.w #$0C00 : RTS !ADD.w #$2517 : rts ; 2580 with 258A as "A" for non transparent digits
+ !ADD.w #$2816 : rts
.skull ++ lda.w #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
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

View File

@@ -21,18 +21,14 @@ SpiralWarp: {
lda.w $045e : cmp.b #$5e : beq .gtg ; abort if not spiral - intended room is in A! lda.w $045e : cmp.b #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp.b #$5f : beq .gtg cmp.b #$5f : beq .gtg
cmp.b #$26 : beq .inroom cmp.b #$26 : beq .inroom
.abort .abort
SEP #$30 SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
stz.w $045e .inroom
lda.b PreviousRoom : and.b #$0f
rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp jsr InroomStairsWarp
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl rtl
.gtg .gtg
phb : phk : plb : phx : phy ; push stuff phb : phk : plb : phx : phy ; push stuff
jsr LookupSpiralOffset jsr LookupSpiralOffset
rep #$30 : and.w #$00FF : asl #2 : tax rep #$30 : and.w #$00FF : asl #2 : tax
@@ -85,7 +81,6 @@ SpiralWarp: {
ldy.b #$01 : jsr SetCamera ldy.b #$01 : jsr SetCamera
jsr StairCleanup jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed ply : plx : plb ; pull the stuff we pushed
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl rtl
@@ -266,7 +261,6 @@ InroomStairsWarp: {
.skipCamera .skipCamera
jsr StairCleanup jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed ply : plx : plb ; pull the stuff we pushed
rts rts
} }
@@ -341,4 +335,4 @@ SpiralPriorityHack: {
lda.b #$01 : rtl ; always skip the priority code - until I figure out how to fix it lda.b #$01 : rtl ; always skip the priority code - until I figure out how to fix it
+ lda.w $0462 : and.b #$04 ; what we wrote over + lda.w $0462 : and.b #$04 ; what we wrote over
rtl rtl
} }

View File

@@ -22,6 +22,8 @@ StartDoubleWrite:
; what we wrote over ; what we wrote over
LDA.l DRMode LDA.l DRMode
BEQ .draw BEQ .draw
LDA.l DungeonMapMode
BNE .draw
INC.w $020D ; next subsubmode INC.w $020D ; next subsubmode
PLA : PLA : PLA ; pull our jump to here off the stack PLA : PLA : PLA ; pull our jump to here off the stack

View File

@@ -1,43 +1,42 @@
; A = room_id ; A = room_id
; out A = level of loot ; out A = level of loot
CheckMapLoot: CheckLoot:
PHP PHP
REP #$30 REP #$30
PHX PHB : PHX : PHY
STA.b $CA STA.b $CA
LDA.b $06 : PHA
LDA.b $0E : PHA LDA.b $0E : PHA
LDA.l MapItems_default STZ.b $02 ; best item class found
LDA.l ShowItems_default
AND.w #$00FF AND.w #$00FF
STA.b $0E STA.b $0E
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
ASL A ASL A
TAX TAX
LDA.l SaveDataWRAM, X LDA.l SaveDataWRAM, X
AND.w #$000F AND.w #$000F
BEQ + BEQ +
LDA.l MapItems_visited_tile LDA.l ShowItems_visited_tile
AND.w #$00FF AND.w #$00FF
CMP.b $0E CMP.b $0E
BCC + BCC +
STA.b $0E STA.b $0E
+ LDA.w DungeonID + LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .skip_dungeon_checks
TAX TAX
LDA.l MapField LDA.l MapField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
LDA.l MapItems_have_map LDA.l ShowItems_have_map
AND.w #$00FF AND.w #$00FF
CMP.b $0E CMP.b $0E
BCC + BCC +
@@ -46,93 +45,13 @@ CheckMapLoot:
+ LDA.l CompassField + LDA.l CompassField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
LDA.l MapItems_have_compass LDA.l ShowItems_have_compass
AND.w #$00FF AND.w #$00FF
CMP.b $0E CMP.b $0E
BCC + BCC +
STA.b $0E STA.b $0E
+ +
.skip_dungeon_checks
JMP GetLootLevelAndCleanUp
; A = room_id
; out A = level of loot
CheckHudLoot:
PHP
REP #$30
PHX
STA.b $CA
LDA.b $0E : PHA
+ LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .cave
TAX
LDA.l HudItems_default_dungeon
AND.w #$00FF
STA.b $0E
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l HudItems_have_map
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l HudItems_have_compass
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+
BRA GetLootLevelAndCleanUp
.cave
LDA.l HudItems_cave
AND.w #$00FF
STA.b $0E
; intentional fall-through
GetLootLevelAndCleanUp:
STZ.b $02
LDA.b $0E
AND.w #$00FF
BEQ +
JSL GetLootLevel
+
PLA : STA.b $0E
PLX
PLP
LDA.b $02
RTL
; $CA = room_id
; $0E = level of details to return
; (1 - presence, 2 - compass or presence, 3 - value)
; out $02 = level of loot
GetLootLevel:
PHP
REP #$30
PHB : PHX : PHY
LDA.b $06 : PHA
STZ.b $02 ; best item class found
LDA.l ItemSources : BIT.w #$0001 : BEQ + LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests JSR CheckChests
+ +
@@ -146,25 +65,24 @@ GetLootLevel:
+ +
LDA.l ItemSources : BIT.w #$0008 : BEQ + LDA.l ItemSources : BIT.w #$0008 : BEQ +
JSR CheckMisc JSR CheckBoss
JSR CheckMisc2
+ +
LDA.l ItemSources : BIT.w #$0010 : BEQ + LDA.l ItemSources : BIT.w #$0010 : BEQ +
JSR CheckPrize JSR CheckPrize
+ +
JSR CheckNpcs
.done .done
PLA : STA.b $0E
PLA : STA.b $06 PLA : STA.b $06
PLY : PLX : PLB PLY : PLX : PLB
PLP PLP
LDA.b $02
RTL RTL
CheckChests: CheckChests:
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
STA.b $00 STA.b $00
ASL A ASL A
TAX TAX
@@ -209,22 +127,25 @@ CheckChests:
.done .done
RTS RTS
CheckMisc: CheckBoss:
; this includes bosses, bonk torches, and standing items (in caves + hera cage key) ; we assume all bosses are in section 1 of split sections
; all dungeon items in this section are in section 1 of split sections ; mainly to simplify hera cage key and GT torch
; for cave items we'll always know what section we're in ; which use the same flow
; but for dungeon items, we won't have a section specified in door rando ; and bosses are always in their own section anyway
; so if we don't have a section, assume it's 1, and it'll match all the dungeon items anyway
LDA.b $CA LDA.b $CA
BIT.w #$F000 AND.w #$F000
BNE + XBA
ORA.w #$1000 CMP.w #$0020
BCC +
RTS
+ +
AND.w #$F1FF LDA.b $CA
AND.w #$00FF
STA.b $04 STA.b $04
LDX.w #$FFFA LDX.w #$FFFA
.next_misc .next_boss
INX #6 INX #6
LDA.l MiscLocations, X LDA.l MiscLocations, X
BPL .check BPL .check
@@ -232,10 +153,9 @@ CheckMisc:
.check .check
CMP.b $04 CMP.b $04
BNE .next_misc BNE .next_boss
TXY TXY
AND.w #$01FF
CMP.b RoomIndex CMP.b RoomIndex
BEQ .current_room BEQ .current_room
@@ -260,7 +180,7 @@ CheckMisc:
TYX TYX
BIT.b $04 BIT.b $04
BNE .next_misc ; continue checking if we already got the item BNE .next_boss ; continue checking if we already got the item
LDA.l MiscLocations+4, X LDA.l MiscLocations+4, X
STA.b $05 STA.b $05
@@ -272,28 +192,11 @@ CheckMisc:
AND.w #$00FF AND.w #$00FF
JSR GetLootClass JSR GetLootClass
BRA .next_misc BRA .next_boss
CheckMisc2:
; this currently only includes the library and Uncle
; so let's just hard-code them for now
LDA.b $CA
CMP.w #$2107 : BNE +
LDA.l NpcFlags : AND.w #$0080 : BNE +
LDA.l LibraryItem : AND.w #$00FF : JSR GetLootClass
+
LDA.b $CA
CMP.w #$1055 : BNE +
LDA.l ProgressFlags : AND.w #$0001 : BNE +
LDA.l UncleItem : AND.w #$00FF : JSR GetLootClass
+
RTS
CheckPrize: CheckPrize:
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
STA.b $04 STA.b $04
LDX.w #$FFFD LDX.w #$FFFD
@@ -327,44 +230,9 @@ CheckPrize:
BRA .next_prize BRA .next_prize
CheckNpcs:
LDA.b $CA
LDX.w #$FFFA
.next_npc
INX #6
LDA.l NpcItems, X
BMI .nope
CMP.b $CA
BNE .next_npc
LDA.l NpcItems+3, X ; get location of data to check
STA.b $05
LDA.l NpcItems+2, X
STA.b $04
LDA.b [$04]
AND.w #$00FF
AND.l NpcItems+5, X
BNE .next_npc
.yep
LDA.w NpcItemIndicator
ORA.w #$0001
STA.w NpcItemIndicator
RTS
.nope
LDA.w NpcItemIndicator
AND.w #$FF00
STA.w NpcItemIndicator
RTS
CheckPots: CheckPots:
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
ASL A ASL A
TAX TAX
@@ -379,7 +247,6 @@ CheckPots:
LDA.b [$04], Y LDA.b [$04], Y
CMP.w #$FFFF : BEQ .done CMP.w #$FFFF : BEQ .done
INX : INY : INY INX : INY : INY
BIT.w #$4000 : BNE .multi_item ; marked as multi item
BIT.w #$8000 : BNE .major_item ; marked as major item BIT.w #$8000 : BNE .major_item ; marked as major item
LDA.b [$04], Y LDA.b [$04], Y
AND.w #$00FF AND.w #$00FF
@@ -399,19 +266,8 @@ CheckPots:
INY INY
BRA .mask_set 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 .major_item
LDA.b [$04], Y LDA.b [$04], Y
.item_id_set
PHA PHA
PHX PHX
INY INY
@@ -430,7 +286,7 @@ CheckPots:
+ +
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
ASL A ASL A
TAX TAX
if !FEATURE_FIX_BASEROM if !FEATURE_FIX_BASEROM
@@ -468,7 +324,7 @@ CheckJunkPot:
+ +
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
ASL A ASL A
TAX TAX
LDA.l PotCollectionRateTable, X LDA.l PotCollectionRateTable, X
@@ -496,17 +352,11 @@ endif
CheckEnemies: CheckEnemies:
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
ASL A ASL A
TAX TAX
LDA.l UWSpritesPointers, X
; 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 INC A ; skip the layered/unlayered indicator
STA.b $04 STA.b $04
LDA.w #bank(UWSpritesData) LDA.w #bank(UWSpritesData)
@@ -586,7 +436,7 @@ CheckEnemies:
+ +
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
ASL A ASL A
TAX TAX
@@ -616,19 +466,13 @@ GetLootClass:
CMP.w #$0080 : BNE .not_compass CMP.w #$0080 : BNE .not_compass
.compass .compass
LDA.b $0E LDA.l AlwaysShowCompass : BNE .check_value
AND.w #$00FF
CMP.w #$0002
BEQ .check_value
.not_compass .not_compass
LDA.b $0E LDA.b $0E
BEQ .done BEQ .done
CMP.w #$0003 CMP.w #$0001
BCS .check_value BEQ .value_set
LDA.w #$0001
BRA .value_set
.check_value .check_value
LDA.l LootTypeMapping, X LDA.l LootTypeMapping, X
@@ -651,13 +495,9 @@ GetPotJunkClass:
LDA.b $0E LDA.b $0E
BEQ .done BEQ .done
CMP.w #$0003 CMP.w #$0001
BCS .check_value BEQ .value_set
LDA.w #$0001
BRA .value_set
.check_value
; hardcode as junk for now ; hardcode as junk for now
LDA.w #$0002 LDA.w #$0002
@@ -674,7 +514,7 @@ macro DefineGetFooSection(type, offset)
Get<type>Section: Get<type>Section:
PHX PHX
LDA.b $CA LDA.b $CA
AND.w #$01FF AND.w #$00FF
ASL A ASL A
TAX TAX
LDA.l SplitRooms, X LDA.l SplitRooms, X
@@ -722,13 +562,13 @@ Check<type>Section:
STA.b $CC STA.b $CC
LDA.b $CB LDA.b $CB
AND.w #$00F0 AND.w #$00FF
BEQ .yes BEQ .yes
JSR Get<type>Section JSR Get<type>Section
LDA.b $CB LDA.b $CB
AND.w #$00F0 AND.w #$00FF
LSR A : LSR A : LSR A : LSR A LSR A : LSR A : LSR A : LSR A
DEC A DEC A
CMP.b $CE CMP.b $CE

View File

@@ -150,10 +150,7 @@ DrawFullRoomTile:
RTL RTL
DrawSingleRoomLoot: DrawSingleRoomLoot:
LDA.l MapItems_enabled : AND.w #$00FF : BNE + PHX : PHY
RTL
+ PHX : PHY
TYX TYX
@@ -175,8 +172,7 @@ DrawSingleRoomLoot:
STA.w GFXStripes+$0C, Y STA.w GFXStripes+$0C, Y
LDA.b $CA LDA.b $CA
AND.w #$F0FF JSL CheckLoot
JSL CheckMapLoot
ASL A : ASL A : ASL A ASL A : ASL A : ASL A
@@ -545,9 +541,7 @@ DrawStairs:
LDA.w SpiralProps, Y LDA.w SpiralProps, Y
AND.w #$00FF AND.w #$00FF
STA.b $06 STA.b $06
BNE + BEQ .done
JMP .done
+
STZ.b $02 STZ.b $02
INY INY
@@ -584,14 +578,11 @@ DrawStairs:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE + BNE +
LDA.b $0E LDA.b $0E
AND.w #$000F AND.w #$000F
BEQ .ply_skip BNE +
LDA.b $0B BRA .ply_skip
AND.w #$00FF
BEQ .ply_skip
+ +
TYX TYX
@@ -628,77 +619,32 @@ GetCurrentRoomVisibility:
GetSpecificRoomVisibility: GetSpecificRoomVisibility:
PHX PHX
; figure out if room is dark without lamp
LDA.b $CA
AND.w #$00FF
ASL A
TAX
LDA.l RoomHeaderPointers, X
TAX
LDA.l bank(RoomHeaders)<<16, X
AND.w #$0001
BEQ .not_dark
SEP #$20
JSL LampCheck
REP #$20
BNE .not_dark
LDA.l LampCone
BIT.w #$0020 ; all rooms are lit
BNE .not_dark
LDA.l ShowRooms_dark_room_cap
AND.w #$00FF
CMP.w #$0006
BCS .not_dark
XBA
STA.b $0A
BRA .check_visibility
.not_dark
LDA.w #$0600
STA.b $0A
.check_visibility
SEP #$20
LDA.l ShowRooms_default LDA.l ShowRooms_default
AND.w #$00FF
STA.b $0A STA.b $0A
REP #$20
LDX.w DungeonID LDX.w DungeonID
LDA.l MapField LDA.l MapField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
SEP #$20
LDA.l ShowRooms_have_map LDA.l ShowRooms_have_map
AND.w #$00FF
CMP.b $0A CMP.b $0A
BCC + BCC +
STA.b $0A STA.b $0A
+ +
REP #$20
LDX.w DungeonID LDX.w DungeonID
LDA.l CompassField LDA.l CompassField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
SEP #$20
LDA.l ShowRooms_have_compass LDA.l ShowRooms_have_compass
AND.w #$00FF
CMP.b $0A CMP.b $0A
BCC + BCC +
STA.b $0A STA.b $0A
+ +
SEP #$20
LDA.b $0A
CMP.b $0B
BCC +
STA.b $0B
+
REP #$20
LDA.b $CA LDA.b $CA
AND.w #$00FF AND.w #$00FF
ASL A ASL A
@@ -707,20 +653,13 @@ GetSpecificRoomVisibility:
AND.w #$000F AND.w #$000F
STA.b $0E STA.b $0E
BEQ + BEQ +
SEP #$20
LDA.l ShowRooms_visited_tile LDA.l ShowRooms_visited_tile
AND.w #$00FF
CMP.b $0A CMP.b $0A
BCC + BCC +
CMP.b $0B
BCS .too_dark
STA.b $0A
BRA +
.too_dark
LDA.b $0B
STA.b $0A STA.b $0A
+ +
REP #$20
PLX PLX
LDA.b $0A LDA.b $0A
RTS RTS
@@ -766,7 +705,6 @@ DrawDropOrWarp:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE + BNE +
LDA.b $0E LDA.b $0E
AND.w #$000F AND.w #$000F
@@ -1240,7 +1178,7 @@ DrawDoorsMapBlinker:
AND.w #$01E0 AND.w #$01E0
ASL A : ASL A : ASL A ASL A : ASL A : ASL A
XBA XBA
CLC : ADC.w #$00A5 CLC : ADC.w #$00A4
STA.w OAMBuffer, X STA.w OAMBuffer, X
LDA.b LinkPosY LDA.b LinkPosY
@@ -1464,8 +1402,8 @@ MoveDoorsMapCursor:
BRA .done BRA .done
.no_move .no_move
; LDA.b #$3C LDA.b #$3C
; STA.w $012E STA.w $012E
.done .done
PLP PLP
@@ -1553,9 +1491,8 @@ DoorsMapNextEntrance:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .acceptable BNE .acceptable
JMP .done BEQ .done
+ +
TYX TYX
@@ -1572,7 +1509,6 @@ DoorsMapNextEntrance:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .acceptable BNE .acceptable
LDA.w #$0001 LDA.w #$0001
@@ -1602,9 +1538,6 @@ DoorsMapNextEntrance:
LDA.b $00 LDA.b $00
AND.b $0E AND.b $0E
BEQ .check_next BEQ .check_next
LDA.b $0B
AND.w #$00FF
BEQ .check_next
.acceptable .acceptable
PHX PHX
@@ -1664,7 +1597,6 @@ FindFirstEntrance:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .acceptable BNE .acceptable
LDA.w #$0001 LDA.w #$0001
@@ -1694,9 +1626,6 @@ FindFirstEntrance:
LDA.b $00 LDA.b $00
AND.b $0E AND.b $0E
BEQ .check_next BEQ .check_next
LDA.b $0B
AND.w #$00FF
BEQ .check_next
.acceptable .acceptable
PLP PLP
@@ -1718,13 +1647,10 @@ DoorsMapChangeDungeon:
BNE + BNE +
INX INX
+ LDA.l DungeonMapData.prev, X + LDA.l DungeonMapData.prev, X
STA.w DungeonID
CMP.b $00 CMP.b $00
BEQ .done BEQ .done
JSL IsValidDungeonToSwapTo STA.w DungeonID
BCC .next
JSL FindFirstEntrance JSL FindFirstEntrance
CPY.b #$FF CPY.b #$FF
BEQ .next BEQ .next
@@ -1941,7 +1867,6 @@ DrawDoorsEntrances:
BMI .check_dropdown BMI .check_dropdown
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .draw_entrance BNE .draw_entrance
PHX PHX
@@ -1951,9 +1876,6 @@ DrawDoorsEntrances:
PLX PLX
AND.b $0E AND.b $0E
BEQ .check_dropdown BEQ .check_dropdown
LDA.b $0B
AND.w #$00FF
BEQ .check_dropdown
.draw_entrance .draw_entrance
SEP #$30 SEP #$30
@@ -1984,7 +1906,6 @@ DrawDoorsEntrances:
BMI .next_room BMI .next_room
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .draw_dropdown BNE .draw_dropdown
PHX PHX
@@ -1993,13 +1914,7 @@ DrawDoorsEntrances:
LDA.l DropdownQuadrantMasks, X LDA.l DropdownQuadrantMasks, X
PLX PLX
AND.b $0E AND.b $0E
BEQ .goto_next_room BEQ .next_room
LDA.b $0B
AND.w #$00FF
BNE .draw_dropdown
.goto_next_room
JMP .next_room
.draw_dropdown .draw_dropdown
SEP #$30 SEP #$30
@@ -2049,6 +1964,7 @@ DrawDoorsStairs:
INX : INX INX : INX
LDA.l SpiralProps, X LDA.l SpiralProps, X
PHX PHX
ASL A ASL A
TAX TAX
@@ -2080,10 +1996,6 @@ DrawDoorsStairs:
AND.b $0E AND.b $0E
BEQ .skip BEQ .skip
LDA.b $0B
CMP.b #$04
BCC .skip
.draw .draw
LDY.b $00 LDY.b $00
LDA.b #$00 LDA.b #$00
@@ -2119,13 +2031,6 @@ DrawDoorsStairs:
DetectLinksSection: DetectLinksSection:
LDA.b RoomIndex LDA.b RoomIndex
CMP.w #$0128
BCC +
LDA.w #$0000
RTL
+
ASL A ASL A
TAX TAX
LDA.l SplitRooms, X LDA.l SplitRooms, X

View File

@@ -0,0 +1,39 @@
File.open("supertile_shapes.asm", "r") do |file|
bytes = []
while line = file.gets
m = line.match(/dw \$(\h+), \$(\h+), \$(\h+), \$(\h+)/)
bytes += m.captures if m
break if bytes.length >= 4 * 0xE0
end
counts = []
for byte in bytes do
value = byte.to_i(16)
next if value == 0xFFFF
value = (value & 0x03FF) - 0x340
if not counts[value]
counts[value] = 0
end
counts[value] += 1
end
print(" ")
for col in 0...16
printf(" x%X", col)
end
puts
for row in 0...0xC
printf("%Xx", row + 4)
for col in 0...16
printf("%4d", counts[row * 16 + col] || 0)
end
puts
end
printf("Unused:")
for i in 0...0x80
printf(" %2X", i) unless counts[i]
end
puts
end

View File

@@ -3,8 +3,8 @@
!TIER_LOW_KEY = $03 !TIER_LOW_KEY = $03
!TIER_HEALTH = $05 !TIER_HEALTH = $05
!TIER_MINOR = $06 !TIER_MINOR = $06
!TIER_COMPASS = $07 !TIER_MAP = $07
!TIER_MAP = $08 !TIER_COMPASS = $08
!TIER_SM_KEY = $09 !TIER_SM_KEY = $09
!TIER_BIG_KEY = $0A !TIER_BIG_KEY = $0A
!TIER_MAJOR = $0B !TIER_MAJOR = $0B
@@ -49,7 +49,7 @@ db !TIER_CRYSTAL ; 20 - Crystal
db !TIER_MINOR ; 21 - Net db !TIER_MINOR ; 21 - Net
db !TIER_MINOR ; 22 - Blue Mail db !TIER_MINOR ; 22 - Blue Mail
db !TIER_MINOR ; 23 - Red Mail db !TIER_MINOR ; 23 - Red Mail
db !TIER_SM_KEY ; 24 - Small Key db !TIER_LOW_KEY ; 24 - Small Key
db !TIER_COMPASS ; 25 - Compass db !TIER_COMPASS ; 25 - Compass
db !TIER_HEALTH ; 26 - Heart Container from 4/4 db !TIER_HEALTH ; 26 - Heart Container from 4/4
db !TIER_JUNK ; 27 - Bomb db !TIER_JUNK ; 27 - Bomb
@@ -116,7 +116,7 @@ db !TIER_JUNK ; 62 - RNG pool item (single)
db !TIER_JUNK ; 63 - RNG pool item (multi) db !TIER_JUNK ; 63 - RNG pool item (multi)
db !TIER_MAJOR ; 64 - Progressive bow db !TIER_MAJOR ; 64 - Progressive bow
db !TIER_MAJOR ; 65 - Progressive bow db !TIER_MAJOR ; 65 - Progressive bow
db !TIER_HEALTH ; 66 - Potion refill (orange) db !TIER_JUNK ; 66 -
db !TIER_JUNK ; 67 - db !TIER_JUNK ; 67 -
db !TIER_JUNK ; 68 - db !TIER_JUNK ; 68 -
db !TIER_JUNK ; 69 - db !TIER_JUNK ; 69 -

View File

@@ -26,7 +26,7 @@ db $01, $00, $05 ; ($0A) Single Staircase at Top of Bottom Left Quadrant
db $01, $00, $04 ; ($0D) Moldorm db $01, $00, $04 ; ($0D) Moldorm
db $02, $01, $00, $00, $02 ; ($10) Pod Basement db $02, $01, $00, $00, $02 ; ($10) Pod Basement
db $03, $01, $0A, $02, $01, $00, $0B ; ($15) GT Entrance db $03, $01, $0A, $02, $01, $00, $0B ; ($15) GT Entrance
db $02, $01, $03, $00, $04 ; ($1C) Hera Below Moldorm db $02, $00, $03, $01, $04 ; ($1C) Hera Below Moldorm
db $02, $00, $01, $01, $0B ; ($21) PoD Bridge db $02, $00, $01, $01, $0B ; ($21) PoD Bridge
db $01, $00, $08 ; ($26) GT Ice Armos db $01, $00, $08 ; ($26) GT Ice Armos
db $03, $00, $01, $01, $0B, $02, $09 ; ($29) Swamp Statue db $03, $00, $01, $01, $0B, $02, $09 ; ($29) Swamp Statue

View File

@@ -39,7 +39,7 @@ SplitRooms:
%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(.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(.no) : %d(.no) : %d(.75) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.7b) : %d(.7c) : %d(.7d) : %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 ; 0/8 1/9 2/A 3/B 4/C 5/D 6/E 7/F
@@ -61,24 +61,7 @@ SplitRooms:
%d(.no) : %d(.d1) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.d6) : %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) %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) : %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(.127)
.no .no
db $00 db $00
@@ -452,7 +435,7 @@ db $01
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items) %d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas ..areas
db $02, $00, $80, $00, $FF db $02, $00, $80, $00, $FF
db $01, $34, $44, $B4, $FF db $01, $34, $D4, $B8, $FF
db $FF db $FF
..doors ..doors
db $03, $06 db $03, $06
@@ -586,344 +569,3 @@ db $FF
..chests ..chests
db $01 db $01
db $FF 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
.127 ; Hammer Pegs Cave (1) // Fake Dark Lake Hylia Spike Hint Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..pots
db $04
db $05
db $06
db $07
db $FF

View File

@@ -112,7 +112,7 @@ dw $FFFF, $838E, $FFFF, $FFFF ; 6E
dw $FFFF, $FFFF, $FFFF, $FFFF ; 6F - unused dw $FFFF, $FFFF, $FFFF, $FFFF ; 6F - unused
dw $43BA, $FFFF, $FFFF, $FFFF ; 70 dw $43BA, $FFFF, $FFFF, $FFFF ; 70
dw $039A, $FFFF, $4365, $438D ; 71 dw $039A, $FFFF, $4365, $438D ; 71
dw $437A, $037A, $03C1, $0342 ; 72 - slight cheating I guess... dw $437A, $037A, $8386, $0342 ; 72 - slight cheating I guess...
dw $038F, $038F, $839B, $0366 ; 73 dw $038F, $038F, $839B, $0366 ; 73
dw $43B2, $03B2, $43A8, $03A8 ; 74 dw $43B2, $03B2, $43A8, $03A8 ; 74
dw $038F, $83B4, $0365, $03B5 ; 75 dw $038F, $83B4, $0365, $03B5 ; 75

View File

@@ -1,5 +1,4 @@
RedrawLoot: RedrawLoot:
SEP #$20
JSL DrawLoot JSL DrawLoot
; what we wrote over ; what we wrote over
@@ -31,18 +30,18 @@ DrawLoot:
STA.w $021B STA.w $021B
LDA.l DRMode LDA.l DRMode
BNE .skip BEQ +
LDA.l DungeonMapMode
LDA.l MapItems_enabled BNE +
BEQ .skip BRA .skip
+
REP #$30 REP #$30
PHX : PHY PHX : PHY
STZ.b $0E STZ.b $0E
LDX.w DungeonID LDX.w DungeonID
LDA.l DungeonMapRoomPointers, X JSL LoadDungeonMapRoomPointer
STA.b $72 STA.b $72
SEP #$20 SEP #$20
@@ -74,52 +73,65 @@ DrawLoot:
DrawSingleFloorLoot: DrawSingleFloorLoot:
REP #$20 REP #$20
AND.w #$00FF AND.w #$00FF
INC A
ASL A ASL A
TAX %ADD_MapMode()
LDA.l DungeonMapFloorToDataOffset, X LDA.l MapDrawingData_floor_data_offset, X
CLC : ADC.w #$0018 ; get to end of floor DEC A
TAY TAY
%LDX_MapMode()
SEP #$20 SEP #$20
LDA.b #$04 LDA.l MapDrawingData_column_count, X
DEC A
STA.b $06 STA.b $06
LDA.b #$04 LDA.l MapDrawingData_row_count, X
DEC A
STA.b $07 STA.b $07
.next_row .next_row
REP #$20 REP #$20
LDA.w GFXStripes LDA.w GFXStripes
TAX TAX
CLC : ADC.w #$0030 CLC : ADC.w #$0034
STA.w GFXStripes STA.w GFXStripes
PHX
%LDX_MapMode()
SEP #$20 SEP #$20
LDA.b $07 LDA.b $07
CPX.w #$0002
BNE +
ASL A
+
CLC : ADC.b $07 CLC : ADC.b $07
REP #$20 REP #$20
AND.w #$00FF AND.w #$00FF
ASL #5 ASL #5
CLC : ADC.w #$1092 CLC : ADC.l MapDrawingData_bg1_grid_start, X
ADC.b $0E ADC.b $0E
XBA XBA
PLX
STA.w GFXStripes+$02, X STA.w GFXStripes+$02, X
CLC : ADC.w #$2000 CLC : ADC.w #$2000
STA.w GFXStripes+$1A, X
LDA.w #$1300
STA.w GFXStripes+$04, X
STA.w GFXStripes+$1C, X STA.w GFXStripes+$1C, X
LDA.w #$1500
STA.w GFXStripes+$04, X
STA.w GFXStripes+$1E, X
TXA TXA
CLC : ADC.w #$0016 CLC : ADC.w #$0018
TAX TAX
.next_room .next_room
REP #$20 REP #$20
LDA.b ($72), Y ; get room id LDA.b [$72], Y ; get room id
PHY PHY
AND.w #$00FF AND.w #$00FF
@@ -129,7 +141,7 @@ DrawSingleFloorLoot:
LDA.w #$0000 LDA.w #$0000
BRA + BRA +
.valid_room .valid_room
JSL CheckMapLoot JSL CheckLoot
+ +
ASL A : ASL A : ASL A ASL A : ASL A : ASL A
@@ -141,24 +153,49 @@ DrawSingleFloorLoot:
LDA.l LootTypeIcons+2, X LDA.l LootTypeIcons+2, X
STA.w GFXStripes+$02, Y STA.w GFXStripes+$02, Y
LDA.l LootTypeIcons+4, X LDA.l LootTypeIcons+4, X
STA.w GFXStripes+$18, Y
LDA.l LootTypeIcons+6, X
STA.w GFXStripes+$1A, Y STA.w GFXStripes+$1A, Y
LDA.l LootTypeIcons+6, X
STA.w GFXStripes+$1C, Y
TYX TYX
PLY PLY
DEY : DEX #4 DEY : DEX #4
LDA.l DungeonMapMode
BEQ +
LDA.b $06
AND.w #$00FF
BEQ +
; skip a column if in 4x3 mode and it's not the last column
LDA.w #$0300
STA.w GFXStripes+$02, X
STA.w GFXStripes+$1C, X
DEX : DEX
+
SEP #$20 SEP #$20
DEC.b $06 DEC.b $06
BPL .next_room BPL .next_room
LDA.l DungeonMapMode
BNE +
; draw an extra empty tile at the end to make up for width differences between modes
LDA.b #$03
STZ.w GFXStripes+$02, X
STA.w GFXStripes+$03, X
STZ.w GFXStripes+$1C, X
STA.w GFXStripes+$1D, X
+
DEC.b $07 DEC.b $07
BMI .done BMI .done
LDA.b #$00 LDA.b #$00
XBA XBA
LDA.b #$04 %LDX_MapMode()
LDA.l MapDrawingData_column_count, X
DEC A
STA.b $06 STA.b $06
JMP .next_row JMP .next_row

View File

@@ -5,49 +5,18 @@ DrawNonexistentRoom:
STA.l $7F0002, X STA.l $7F0002, X
STA.l $7F0040, X STA.l $7F0040, X
STA.l $7F0042, X STA.l $7F0042, X
JML $8AE7F2
GetVisibilityProps: FinishRoom:
PHX PHX
ASL A : ASL A %LDX_MapMode()
PLA
CLC : ADC.l MapDrawingData_column_spacing, X
TAX TAX
LDA.b $0C JML $8AE7F6
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: NormalDrawDungeonMapRoom:
JSL DrawDungeonMapRoom JSL DrawDungeonMapRoom
JML $8AE7F2 JMP FinishRoom
; $CA has room_id ; $CA has room_id
; $0E has quadrant flags ; $0E has quadrant flags
@@ -57,7 +26,62 @@ DrawDungeonMapRoom:
PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank
LDA.b $0A : PHA LDA.b $0A : PHA
JSR GetSpecificRoomVisibility LDA.l ShowRooms_default
AND.w #$00FF
STA.b $0A
PHX
LDX.w DungeonID
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l ShowRooms_have_map
AND.w #$00FF
CMP.b $0A
BCC +
STA.b $0A
+
LDX.w DungeonID
LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l ShowRooms_have_compass
AND.w #$00FF
CMP.b $0A
BCC +
STA.b $0A
+
LDA.b $0E
AND.w #$000F
BEQ +
LDA.l ShowRooms_visited_tile
AND.w #$00FF
CMP.b $0A
BCC +
STA.b $0A
+
PLX
LDA.l DungeonMapMode
BEQ +
LDA.b $0A
CMP.w #$0003
BCS +
JSL ClearAdjacentConnections
+
LDA.b $0A : BNE + : LDA.w #$0F00 : BRA ++
+ DEC A : BNE + : LDA.w #$174F : BRA ++
+ DEC A : BNE + : LDA.w #$174F : BRA ++
+ DEC A : BNE + : LDA.w #$1400 : BRA ++
+ DEC A : BNE + : LDA.w #$1000 : BRA ++
+ DEC A : BNE + : LDA.w #$0C00 : BRA ++
+ LDA.w #$0800
++ STA.b $0C
LDA.b $CA LDA.b $CA
AND.w #$00FF AND.w #$00FF
@@ -65,44 +89,49 @@ DrawDungeonMapRoom:
TAY TAY
macro DrawQuadrant(quadrant, writeOffset) macro DrawQuadrant(quadrant, writeOffset)
.draw_quadrant_<quadrant>: ?DrawQuadrant:
LDA.w #(3-<quadrant>)<<14 LDA.w SupertileRoomShapes+(2*<quadrant>), Y
STA.b $0C CMP.w #$FFFF : BEQ ?.empty
PHA
LDA.b $0E
AND.w #1<<(3-<quadrant>)
BNE ?.visited
LDA.b $0E ?.unvisited
BIT.w #1<<(3-<quadrant>) LDA.b $0A
BNE ..visited CMP.w #$0003
BCS ?.shape
LDA.b $0A ?.square
BRA ..continue PLA
LDA.b $0C
EOR.w #(3-<quadrant>)<<14
BRA ?.write
..visited ?.shape
LDA.b $0B PLA
ORA.b $0C
BRA ?.write
..continue ?.visited
AND.w #$00FF PLA
JSR GetVisibilityProps ORA.w #$0800
BRA ?.write
LDA.w SupertileRoomShapes+(2*<quadrant>), Y ?.empty
CMP.w #$FFFF : BNE ..get_quadrant LDA.b $0A
LDA.b $0A CMP.w #$0001
AND.w #$00FF BEQ ?.full_square
CMP.w #$0001 LDA.w #$0F00
BNE ..empty BRA ?.write
..full_square ?.full_square
LDA.b $0C LDA.w #$174F
BRA ..write EOR.w #(3-<quadrant>)<<14
..get_quadrant ?.write
JSR GetQuadrantTile STA.l $7F0000+<writeOffset>, X
BRA ..write ?.done
..empty
LDA.w #$0F00
..write
STA.l $7F0000+<writeOffset>, X
endmacro endmacro
%DrawQuadrant(0, $00) %DrawQuadrant(0, $00)
@@ -121,7 +150,7 @@ DrawEntrances:
LDA.b $06 : PHA LDA.b $06 : PHA
LDX.w DungeonID LDX.w DungeonID
LDA.l DungeonMapRoomPointers, X JSL LoadDungeonMapRoomPointer
STA.b $72 STA.b $72
SEP #$20 SEP #$20
@@ -152,18 +181,23 @@ DrawSingleFloorEntrances:
ASL A ASL A
TAX TAX
LDA.l DungeonMapFloorToDataOffset, X %ADD_MapMode()
LDA.l MapDrawingData_floor_data_offset, X
TAY TAY
STZ.b $06 STZ.b $06
%LDX_MapMode()
.next_room .next_room
REP #$20 REP #$20
LDA.b ($72), Y ; get room id LDA.b [$72], Y ; get room id
AND.w #$00FF AND.w #$00FF
CMP.w #$000F ; $0F = empty room CMP.w #$000F ; $0F = empty room
BEQ + BEQ +
PHX
JSR DrawSingleRoomEntrances JSR DrawSingleRoomEntrances
PLX
+ +
INY INY
@@ -171,13 +205,13 @@ DrawSingleFloorEntrances:
SEP #$20 SEP #$20
INC.b $06 INC.b $06
LDA.b $06 LDA.b $06
CMP.b #$05 CMP.l MapDrawingData_column_count, X
BCC .next_room BCC .next_room
STZ.b $06 STZ.b $06
- INC.b $07 - INC.b $07
LDA.b $07 LDA.b $07
CMP.b #$05 CMP.l MapDrawingData_row_count, X
BCC .next_room BCC .next_room
.done .done
@@ -199,7 +233,8 @@ macro DrawSingleEntrance(offset)
?+ ?+
CLC : ADC.b $06 CLC : ADC.b $06
ASL #3 ASL #3
CLC : ADC.b #$90+<offset> CLC : ADC.b #<offset>
CLC : ADC.l MapDrawingData_sprite_offset_x_base, X
STA.w OAMBuffer+0, Y STA.w OAMBuffer+0, Y
PHX PHX
@@ -210,10 +245,13 @@ macro DrawSingleEntrance(offset)
?+ ?+
CLC : ADC.b $07 CLC : ADC.b $07
ASL #3 ASL #3
PHA
LDX.b $02 LDA.b $02
%ADD_MapMode()
CLC : ADC.l DungeonMapRoomMarkerYBase, X PLA
CLC : ADC.l MapDrawingData_sprite_offset_y_base, X
PLX PLX
CLC : ADC.b #$08 CLC : ADC.b #$08
CLC : ADC.w $0213 CLC : ADC.w $0213
@@ -233,6 +271,8 @@ DrawSingleRoomEntrances:
STA.b $0E STA.b $0E
PHY PHY
%LDY_MapMode()
SEP #$10 SEP #$10
LDX.b #$FE LDX.b #$FE

View File

@@ -1,6 +1,8 @@
CheckSwitchMap: CheckSwitchMap:
LDA.l DRMode LDA.l DRMode
BEQ .not_fancy_door_map BEQ .not_fancy_door_map
LDA.l DungeonMapMode
BNE .not_fancy_door_map
; fancy door map ; fancy door map
SEP #$20 SEP #$20
@@ -42,8 +44,6 @@ CheckSwitchMap:
BRA .doors_done BRA .doors_done
.change_dungeon .change_dungeon
LDA.l MapSwapping
BEQ .doors_done
JSL DoorsMapChangeDungeon JSL DoorsMapChangeDungeon
BRA .doors_done BRA .doors_done
@@ -61,14 +61,10 @@ CheckSwitchMap:
.not_fancy_door_map .not_fancy_door_map
SEP #$20 SEP #$20
LDA.l MapSwapping
BEQ .no_swap
LDA.b $F6 LDA.b $F6
AND.b #$30 AND.b #$30
BNE .do_swap BNE +
.no_swap
; what we wrote over ; what we wrote over
REP #$20 REP #$20
LDA.w DungeonMapFloorCountData, X LDA.w DungeonMapFloorCountData, X
@@ -76,20 +72,15 @@ CheckSwitchMap:
CLC : ADC.b $00 CLC : ADC.b $00
RTL RTL
.do_swap + PHA
TXA TXA
.try_next
ASL A ASL A
TAX TAX
LDA.b $F6 PLA
BIT.b #$20 BIT.b #$20
BNE + BNE +
INX INX
+ + LDA.l DungeonMapData.prev, X
LDA.l DungeonMapData.prev, X
JSL IsValidDungeonToSwapTo
BCC .try_next
STA.w DungeonID STA.w DungeonID
LDA.b #$04 LDA.b #$04
@@ -98,58 +89,6 @@ CheckSwitchMap:
LDA.w #$0000 LDA.w #$0000
RTL RTL
; in A = dungeon ID to check
; out C - CC = not valid, CS = valid
IsValidDungeonToSwapTo:
CMP.l CachedDungeonID ; dungeon we're in is always valid
BNE +
SEC
RTL
+
PHP
REP #$20
PHX : PHA
TAX
LDA.l MapSwapping
BIT.w #$0080
BNE .yes
BIT.w #$0001
BEQ +
; check visited flag
LDA.l SwapMasks, X
AND.l DungeonVisited
BNE .yes
+
LDA.l MapSwapping : BIT.w #$0002
BEQ +
; check map flag
LDA.l SwapMasks, X
AND.l MapField
BNE .yes
+
.no
PLA : PLX
PLP
CLC
RTL
.yes
PLA : PLX
PLP
SEC
RTL
SwapMasks:
dw $C000, $C000, $2000, $1000
dw $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010
dw $0008, $0004, $0002, $0001
DungeonMapSwitch_Submodule: DungeonMapSwitch_Submodule:
JSL $80893D JSL $80893D
JSL $80833F JSL $80833F
@@ -221,6 +160,10 @@ SkipMapSprites:
LDA.l DRMode LDA.l DRMode
BEQ + BEQ +
LDA.l DungeonMapMode
BEQ .no_vanilla_draw
JML $8AEADE
.no_vanilla_draw
JSL DrawDoorsMapSprites JSL DrawDoorsMapSprites
JML $8AEAFC JML $8AEAFC
+ +
@@ -238,6 +181,19 @@ CacheCurrentDungeon:
STA.l CachedDungeonID STA.l CachedDungeonID
LDA.b CurrentFloor LDA.b CurrentFloor
STA.l CachedCurrentFloor STA.l CachedCurrentFloor
LDA.l DRMode
BEQ +
LDA.w DungeonID
PHX
ASL A
TAX
LDA.l DungeonMapData.floor, X
STA.b $A4
PLX
+
REP #$20 REP #$20
RTL RTL
@@ -287,35 +243,45 @@ DrawDungeonLabel:
CLC : ADC.w #$0008 CLC : ADC.w #$0008
TAY TAY
LDA.l MapSwapping
BEQ +
; L/R switch indicators ; L/R switch indicators
LDA.w #$E360 LDA.w #$E310
STA.w GFXStripes+$02, Y STA.w GFXStripes+$02, Y
LDA.w #$E960 LDA.w #$E910
STA.w GFXStripes+$0A, Y STA.w GFXStripes+$0A, Y
LDA.w #$E318
STA.w GFXStripes+$12, Y
LDA.w #$E918
STA.w GFXStripes+$1A, Y
LDA.w #$0300 LDA.w #$0300
STA.w GFXStripes+$04, Y STA.w GFXStripes+$04, Y
STA.w GFXStripes+$0C, Y STA.w GFXStripes+$0C, Y
STA.w GFXStripes+$14, Y
STA.w GFXStripes+$1C, Y
LDA.w #$65BF LDA.w #$49AF
STA.w GFXStripes+$06, Y STA.w GFXStripes+$06, Y
LDA.w #$25BD STA.w GFXStripes+$16, Y
LDA.w #$099E
STA.w GFXStripes+$08, Y STA.w GFXStripes+$08, Y
STA.w GFXStripes+$18, Y
LDA.w #$25BE LDA.w #$099F
STA.w GFXStripes+$0E, Y STA.w GFXStripes+$0E, Y
LDA.w #$25BF STA.w GFXStripes+$1E, Y
LDA.w #$09AF
STA.w GFXStripes+$10, Y STA.w GFXStripes+$10, Y
STA.w GFXStripes+$20, Y
TYA TYA
CLC : ADC.w #$0010 CLC : ADC.w #$0020
TAY TAY
+
LDA.l DRMode LDA.l DRMode
BNE .doors BEQ .not_doors
LDA.l DungeonMapMode
BEQ .doors
.not_doors
JMP .skip_doors JMP .skip_doors
.doors .doors
@@ -394,25 +360,30 @@ StartCurrentRoomSearch:
RTL RTL
FindCurrentRoom: FindCurrentRoom:
LDA.w DungeonMapFloorToDataOffset, Y PHX
TYA
%ADD_MapMode()
LDA.l MapDrawingData_floor_data_offset, X
STA.b $0C STA.b $0C
LDY.w #$0000 LDY.w #$0000
%LDX_MapMode()
SEP #$20 SEP #$20
.next_room_check .next_room_check
CPY.b $0C CPY.b $0C
BCS .not_found BCS .not_found
LDA.b ($04), Y LDA.b [$72], Y
INY INY
CMP.b $0E CMP.b $0E
BEQ .found BEQ .found
LDA.b $00 LDA.b $00
CMP.b #$40 CMP.l MapDrawingData_floor_pixel_column_wrap, X
BCS .next_row BCS .next_row
CLC : ADC.l MapDrawingData_supertile_pixel_spacing, X
CLC : ADC.b #$10
STA.b $00 STA.b $00
BRA .next_room_check BRA .next_room_check
@@ -420,9 +391,9 @@ FindCurrentRoom:
STZ.b $00 STZ.b $00
LDA.b $02 LDA.b $02
CMP.b #$40 CMP.l MapDrawingData_floor_pixel_row_wrap, X
BCS .next_floor BCS .next_floor
CLC : ADC.b #$10 CLC : ADC.l MapDrawingData_supertile_pixel_spacing, X
STA.b $02 STA.b $02
BRA .next_room_check BRA .next_room_check
@@ -431,7 +402,9 @@ FindCurrentRoom:
BRA .next_room_check BRA .next_room_check
.found .found
PLX
JML $8AE891 JML $8AE891
.not_found .not_found
PLX
JML $8AE8CD JML $8AE8CD

View File

@@ -14,13 +14,23 @@ org $8AE12B
LDA.b #$20 LDA.b #$20
; dungeon map sheets ; dungeon map sheets
org $80DDD3 ; slot $8F org $80DD97
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62
db $61, $56, $57, $62 db $61, $56, $57, $62
; always use $8F in dungeon map
org $8AE122
NOP #4
LDA.b #$8F
; unused chest data ; unused chest data
org $81E9A5 org $81E9A5
@@ -167,16 +177,61 @@ org $8AE21C
JSL DrawMountain JSL DrawMountain
BRA + : NOP #9 : + BRA + : NOP #9 : +
;================================================================================
; Custom Door Rando Maps
;--------------------------------------------------------------------------------
org $8AE590
JSL PrepDrawRow
BRA + : NOP #5 : +
org $8AE5F2
JSR LoadDungeonMapRoomPointer_0A
STA.b $72
org $8AE600
LDA.b [$72], Y
org $8AE634
JSR LoadDungeonMapRoomPointer_0A
STA.b $72
org $8AE63B
LDA.b [$72], Y
org $8AE867
JSR LoadDungeonMapRoomPointer_0A
STA.b $72
org $8AE872
LDA.b [$72], Y
org $8AE8DD
JSR LoadDungeonMapRoomPointer_0A
org $8AE8E4
STA.b $72
org $8AE8F9
LDA.b [$72], Y
org $8AEBC6
JSL GetLocationMarkerLeft
NOP
;================================================================================ ;================================================================================
; Draw Wacky Door Rando Layouts ; Draw Wacky Door Rando Layouts
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $8AE3D7 org $8AE3D7
LDA.l DungeonMapMode
BNE .normal
LDA.l DRMode LDA.l DRMode
BEQ + BEQ .normal
JSL DrawWackyDoorRandoStuff
JMP.w $8AE422 JSL DrawWackyDoorRandoStuff
NOP JMP.w $8AE422
+ NOP
.normal
warnpc $8AE3EB warnpc $8AE3EB
org $8AE439 org $8AE439

View File

@@ -1,5 +1,5 @@
pushpc pushpc
incsrc dungeon_map_hooks.asm incsrc hooks.asm
macro WriteGFXSheetPointer(sheet, location) macro WriteGFXSheetPointer(sheet, location)
pushpc pushpc
@@ -24,20 +24,17 @@ endmacro
%WriteGFXSheetPointer($62, DungeonMapIcons5) %WriteGFXSheetPointer($62, DungeonMapIcons5)
%WriteGFXSheetPointer($63, DungeonMapIcons6) %WriteGFXSheetPointer($63, DungeonMapIcons6)
%WriteGFXSheetPointer($14, DRSheet14)
pullpc pullpc
incsrc doors_dungeon_map.asm incsrc mappable_doors.asm
incsrc current_room_map.asm
incsrc draw_rooms.asm incsrc draw_rooms.asm
incsrc map_bg3.asm incsrc map_bg3.asm
incsrc dungeon_switch.asm incsrc dungeon_switch.asm
incsrc draw_loot.asm incsrc draw_loot.asm
incsrc check_loot.asm incsrc check_loot.asm
incsrc loot_hud.asm
incsrc blink_loot.asm incsrc blink_loot.asm
incsrc data/doors_display.asm incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm incsrc data/spiral_stairs.asm
incsrc data/fall_warps.asm incsrc data/fall_warps.asm
incsrc data/split_room.asm incsrc data/split_room.asm
incsrc data/doors_connections.asm

View File

@@ -11,6 +11,8 @@ LoadStripes:
RTL RTL
.dungeon_map .dungeon_map
LDA.l DungeonMapMode
BNE .4x3
LDA.l DRMode LDA.l DRMode
BNE .6x6 BNE .6x6
@@ -23,6 +25,15 @@ LoadStripes:
STA.b $02 STA.b $02
RTL RTL
.4x3
LDA.b #BG3DungeonMap4x3Stripes>>0
STA.b $00
LDA.b #BG3DungeonMap4x3Stripes>>8
STA.b $01
LDA.b #BG3DungeonMap4x3Stripes>>16
STA.b $02
RTL
.6x6 .6x6
LDA.b #BG3DungeonMap6x6Stripes>>0 LDA.b #BG3DungeonMap6x6Stripes>>0
STA.b $00 STA.b $00
@@ -46,30 +57,33 @@ LoadLastHUDPalette:
SEP #$20 SEP #$20
RTL RTL
BG3DungeonMap5x5Stripes: macro VanillaCommonMapStripes()
; vanilla stuff dw $4260, $0100, $2100
dw $4260, $0100, $2100 dw $4360, $0E40, $2101
dw $4360, $0E40, $2101 dw $4B60, $0100, $6100
dw $4B60, $0100, $6100 dw $6260, $2EC0, $2110
dw $6260, $2EC0, $2110 dw $6B60, $2EC0, $6110
dw $6B60, $2EC0, $6110 dw $6263, $0100, $A100
dw $6263, $0100, $A100 dw $6363, $0E40, $A101
dw $6363, $0E40, $A101 dw $6B63, $0100, $E100
dw $6B63, $0100, $E100 dw $8460, $0B00, $2102, $2103, $2104, $2105, $2106, $2107
dw $8460, $0B00, $2102, $2103, $2104, $2105, $2106, $2107 dw $A460, $0B00, $2112, $2113, $2114, $2115, $2116, $2117
dw $A460, $0B00, $2112, $2113, $2114, $2115, $2116, $2117 dw $5D60, $0100, $6100
dw $5D60, $0100, $6100 dw $7D60, $2EC0, $6110
dw $7D60, $2EC0, $6110 dw $7D63, $0100, $E100
dw $7D63, $0100, $E100 dw $0060, $7E40, $2111
dw $0060, $7E40, $2111 dw $8063, $3E41, $2111
dw $8063, $3E41, $2111 dw $0060, $3EC0, $2111
dw $0060, $3EC0, $2111 dw $0160, $3EC0, $2111
dw $0160, $3EC0, $2111 dw $0C60, $3EC0, $2111
dw $0C60, $3EC0, $2111 dw $0D60, $3EC0, $2111
dw $0D60, $3EC0, $2111 dw $1E60, $3EC0, $2111
dw $1E60, $3EC0, $2111 dw $1F60, $3EC0, $2111
dw $1F60, $3EC0, $2111 endmacro
BG3DungeonMap5x5Stripes:
%VanillaCommonMapStripes()
; left edge of map border, from vanilla ; left edge of map border, from vanilla
dw $4E60, $0100, $2100 dw $4E60, $0100, $2100
dw $4F60, $1A40, $2101 dw $4F60, $1A40, $2101
@@ -119,6 +133,59 @@ endmacro
db $FF db $FF
BG3DungeonMap4x3Stripes:
%VanillaCommonMapStripes()
; left edge of map border, adjusted from vanilla
dw $4D60, $0100, $2100
dw $4E60, $1C40, $2101
dw $6D60, $2EC0, $2110
dw $6D63, $0100, $A100
dw $6E63, $1C40, $A101
; horizontal borders
dw $B160, $1440, $1D11
dw $1161, $1440, $1D11
dw $7161, $1440, $1D11
dw $D161, $1440, $1D11
dw $3162, $1440, $1D11
dw $9162, $1440, $1D11
dw $F162, $1440, $1D11
dw $5163, $1440, $1D11
; vertical borders
dw $B060, $12C0, $1D11
dw $BC60, $12C0, $1D11
dw $3062, $12C0, $1D11
dw $3C62, $12C0, $1D11
macro TopOfDoorSquares(start)
; silly Big Endian
db <start>>>8, <start>, $00, $15
dw $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C
endmacro
macro BottomOfDoorSquares(start)
; silly Big Endian
db <start>>>8, <start>, $00, $15
dw $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C
endmacro
macro FullDoorRow(start)
%TopOfDoorSquares(<start>)
%BottomOfDoorSquares(<start>+$20)
endmacro
; top grid
%FullDoorRow($60D1)
%FullDoorRow($6131)
%FullDoorRow($6191)
%FullDoorRow($6251)
%FullDoorRow($62B1)
%FullDoorRow($6311)
db $FF
BG3DungeonMap6x6Stripes: BG3DungeonMap6x6Stripes:
; vanilla ; vanilla
dw $4260, $0100, $2100 dw $4260, $0100, $2100

View File

@@ -0,0 +1,474 @@
MapDrawingData:
.floor_data_offset
dw $0000, $0000
dw $0019, $000C
dw $0032, $0018
dw $004B, $0024
dw $0064, $0030
dw $007D, $003C
dw $0096, $0048
dw $00AF, $0054
dw $00C8, $0060
.row_data_offset
dw $0000, $0000
dw $0005, $0004
dw $000A, $0008
dw $000F, $000C
dw $0014, $0010
.corner_tile_address
dw $00E2, $0160
dw $00F8, $0178
dw $03A2, $03A0
dw $03B8, $03B8
.row_tile_address
dw $00E4, $0162
dw $03A4, $03A2
.row_tile_length
dw $0014, $0016
.column_tile_address
dw $0122, $01A0
dw $0138, $01B8
.column_tile_length
dw $0280, $0200
.floor_label_address
dw $035E, $035C
.row_start_address
dw $0124, $01A2
dw $01A4, $0262
dw $0224, $0322
dw $02A4, $03D2
dw $0324, $04A2
.column_count
dw $0005, $0004
.column_spacing
dw $0004, $0006
.row_count
dw $0005, $0003
.bg1_grid_start
dw $1091, $10D1
.sprite_offset_x_base
dw $0090, $0088
.sprite_offset_y_base
dw $001F, $002F
dw $007F, $008F
.entrance_sprite_offset_y_base
dw $0087, $0097
.supertile_pixel_spacing
dw $0010, $0018
.floor_pixel_column_wrap
dw $0040, $0048
.floor_pixel_row_wrap
dw $0040, $0030
CustomMapDrawingData:
.column_wrap
dw $0003
.column_count
dw $0004
.row_wrap
dw $0002
.floor_connection_data_offset
dw $0000
dw $0011
dw $0022
dw $0033
dw $0044
dw $0055
dw $0066
dw $0077
dw $0088
.row_connection_data_offset
dw $0000
dw $0007
dw $000E
dw $0015
macro LDA_MapMode()
LDA.l DungeonMapMode
ASL A
endmacro
macro LDX_MapMode()
%LDA_MapMode()
TAX
endmacro
macro LDY_MapMode()
%LDA_MapMode()
TAY
endmacro
macro ADD_MapMode()
CLC : ADC.l DungeonMapMode
ASL A
TAX
endmacro
macro Map_LDA(addr, label)
pushpc
org <addr>
JSR LDA_<label>
pullpc
if not(defined("LDA_<label>"))
!LDA_<label> = 1
LDA_<label>:
PHX
%LDX_MapMode()
LDA.l MapDrawingData_<label>, X
PLX
RTS
endif
endmacro
macro Map_LDAY(addr, label)
pushpc
org <addr>
JSR LDA_Y_<label>
pullpc
if not(defined("LDA_Y_<label>"))
!LDA_Y_<label> = 1
LDA_Y_<label>:
PHX
TYA
%ADD_MapMode()
LDA.l MapDrawingData_<label>, X
PLX
RTS
endif
endmacro
macro Map_LDAX(addr, label)
pushpc
org <addr>
JSR LDA_X_<label>
pullpc
if not(defined("LDA_X_<label>"))
!LDA_X_<label> = 1
LDA_X_<label>:
PHX
TXA
%ADD_MapMode()
LDA.l MapDrawingData_<label>, X
PLX
RTS
endif
endmacro
macro Map_CMP(addr, label)
pushpc
org <addr>
JSR CMP_<label>
pullpc
if not(defined("CMP_<label>"))
!CMP_<label> = 1
CMP_<label>:
PHX
PHA
%LDX_MapMode()
PLA
CMP.l MapDrawingData_<label>, X
BEQ .z_flag_set
.z_flag_clear
PLX
REP #$02
RTS
.z_flag_set
PLX
SEP #$02
RTS
endif
endmacro
macro Map_ADD(addr, label)
pushpc
org <addr>
JSR ADD_<label>
pullpc
if not(defined("ADD_<label>"))
!ADD_<label> = 1
ADD_<label>:
PHX
PHA
%LDX_MapMode()
PLA
CLC : ADC.l MapDrawingData_<label>, X
PLX
RTS
endif
endmacro
macro Map_ADDY(addr, label)
pushpc
org <addr>
JSR ADD_Y_<label>
pullpc
if not(defined("ADD_Y_<label>"))
!ADD_Y_<label> = 1
ADD_Y_<label>:
PHX
PHA
TYA
%ADD_MapMode()
PLA
CLC : ADC.l MapDrawingData_<label>, X
PLX
RTS
endif
endmacro
pushpc
org $8AE5DA
ADC.b $02 ; swap position of load and add for ease
org $8AE652 ; steal some space from the old map-drawing code we're no longer using
LoadDungeonMapRoomPointer_0A:
JSL LoadDungeonMapRoomPointer
RTS
%Map_LDAY($8AE45F, corner_tile_address)
%Map_LDAY($8AE489, row_tile_address)
%Map_CMP($8AE4B0, row_tile_length)
%Map_LDAY($8AE4C1, column_tile_address)
%Map_CMP($8AE4EA, column_tile_length)
%Map_LDA($8AE54A, floor_label_address)
%Map_LDAX($8AE5D7, row_data_offset)
%Map_LDAY($8AE5F7, floor_data_offset)
%Map_CMP($8AE5A2, row_count)
%Map_CMP($8AE7FA, column_count)
%Map_ADD($8AE896, sprite_offset_x_base)
%Map_ADDY($8AE8B5, sprite_offset_y_base)
%Map_ADD($8AE952, sprite_offset_y_base)
%Map_ADDY($8AEBDB, sprite_offset_y_base)
warnpc $8AE7F6
padbyte $EA
pad $8AE7F6
pullpc
incsrc data/doors_connections.asm
LoadDungeonMapRoomPointer:
LDA.l DungeonMapMode
BEQ .normal
LDA.w #bank(CustomMapPointers)
STA.b $74
LDA.l CustomMapPointers, X
RTL
.normal
LDA.w #bank(DungeonMapRoomPointers)
STA.b $74
LDA.l DungeonMapRoomPointers, X
RTL
PrepDrawRow:
%ADD_MapMode()
LDA.l MapDrawingData_row_start_address, X
CLC : ADC.b $06
AND.w #$0FFF
TAX
LDA.l DungeonMapMode
BEQ .done
JSR DrawRowOfRoomConnections
.done
RTL
ClearAdjacentConnections:
; Left
LDA.b $02
BEQ +
LDA.b $0E
BIT.w #$000A
BNE +
LDA.w #$0F00
STA.l $7F0000-$02, X
STA.l $7F0040-$02, X
+
; Top
LDA.b $00
BEQ +
LDA.b $0E
BIT.w #$000C
BNE +
LDA.w #$0F00
STA.l $7F0000-$40, X
STA.l $7F0002-$40, X
+
; Right
LDA.b $02
CMP.l CustomMapDrawingData_column_wrap
BCS +
LDA.b $0E
BIT.w #$0005
BNE +
LDA.w #$0F00
STA.l $7F0000+$04, X
STA.l $7F0040+$04, X
+
; Bottom
LDA.b $00
CMP.l CustomMapDrawingData_row_wrap
BCS +
LDA.b $0E
BIT.w #$0003
BNE +
LDA.w #$0F00
STA.l $7F0000+$80, X
STA.l $7F0002+$80, X
+
RTL
DrawRowOfRoomConnections:
PHB : PHK : PLB
PHX
LDX.w DungeonID
LDA.l DoorConnectionPointers, X
STA.b $04
LDA.l DungeonMapFloorCountData, X
AND.w #$000F
CLC : ADC.w DungeonMapCurrentFloor
AND.w #$00FF
ASL A
TAX
LDA.l CustomMapDrawingData_floor_connection_data_offset, X
CLC : ADC.b $04
STA.b $04
LDA.b $00
ASL A
TAX
LDA.l CustomMapDrawingData_row_connection_data_offset, X
CLC : ADC.b $04
STA.b $04
STZ.b $02
PLX : PHX
LDY.w #$0000
.next_horizontal
LDA.b ($04), Y
AND.w #$00FF
JSR DrawHorizontalConnector
INY
INX #6
INC.b $02
LDA.b $02
CMP.l CustomMapDrawingData_column_wrap
BCC .next_horizontal
LDA.b $00
CMP.l CustomMapDrawingData_row_wrap
BCS .done
PLX : PHX
STZ.b $02
.next_vertical
LDA.b ($04), Y
AND.w #$00FF
JSR DrawVerticalConnector
INY
INX #6
INC.b $02
LDA.b $02
CMP.l CustomMapDrawingData_column_count
BCC .next_vertical
.done
PLX
PLB
RTS
; A = connector index
; X = address
DrawHorizontalConnector:
PHY
ASL A : ASL A
TAY
LDA.w DoorConnectionTiles+0, Y
BEQ +
ORA.w #$1404
STA.l $7F0004, X
+
LDA.w DoorConnectionTiles+2, Y
BEQ +
ORA.w #$1404
STA.l $7F0044, X
+
PLY
RTS
; A = connector index
; X = address
DrawVerticalConnector:
PHY
ASL A : ASL A
TAY
LDA.w DoorConnectionTiles+0, Y
BEQ +
ORA.w #$1400
STA.l $7F0080, X
+
LDA.w DoorConnectionTiles+2, Y
BEQ +
ORA.w #$1400
STA.l $7F0082, X
+
PLY
RTS
GetLocationMarkerLeft:
LDA.b LinkQuadrantH
BEQ +
LDA.b #$F8
+
CLC : ADC.w $0215
AND.b #$F8
RTL

View File

@@ -1,4 +1,4 @@
org $B9F000 ; $B9F000
SupertileRoomShapes: SupertileRoomShapes:
incsrc data/supertile_shapes.asm incsrc data/supertile_shapes.asm
warnpc $B9F800 warnpc $B9F800
@@ -52,17 +52,17 @@ dw $2DCB, $6DCB, $ADCB, $EDCB ; 01 - unknown - dot
dw $29EB, $69EB, $29FB, $69FB ; 02 - junk - pot dw $29EB, $69EB, $29FB, $69FB ; 02 - junk - pot
dw $29CA, $69CA, $29DA, $29DB ; 03 - small key dw $29CA, $69CA, $29DA, $29DB ; 03 - small key
dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - health - plus dw $29DD, $69DD, $A9DD, $E9DD ; 05 - safety - plus
dw $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest dw $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest
dw $29E8, $69E8, $29F8, $69F8 ; 07 - compass dw $29CE, $29CF, $29DE, $29DF ; 07 - map
dw $29CE, $29CF, $29DE, $29DF ; 08 - map dw $29E8, $69E8, $29F8, $69F8 ; 08 - compass
dw $29CA, $69CA, $29DA, $29DB ; 09 - small key dw $29CA, $69CA, $29DA, $29DB ; 09 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key
dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
dw $29CC, $29CD, $29DC, $69DC ; 0C - pendant dw $29CC, $29CD, $29DC, $69DC ; 0C - pendant
dw $2DC9, $69C9, $A9C9, $EDC9 ; 0D - crystal dw $2DC9, $69C9, $A9C9, $EDC9 ; 0D - crystal
dw $29E9, $69E9, $29F9, $69F9 ; 0E - triforce piece dw $29E9, $69E9, $29F9, $69F9 ; 0E - triforce piece
dw $29EA, $69EA, $29FA, $69FA ; 0F - triforce dw $29EA, $69EA, $29EB, $69EB ; 0F - triforce
warnpc $B9F900 warnpc $B9F900
org $B9F900 org $B9F900
@@ -73,32 +73,29 @@ warnpc $B9FA00
org $B9FA00 org $B9FA00
; Room ID mappings to bit to check for presence and address of item drop ; Room ID mappings to bit to check for presence and address of item drop
MiscLocations: MiscLocations:
dw $10C8 : db $04 : dl HeartContainer_ArmosKnights dw $00C8 : db $04 : dl HeartContainer_ArmosKnights
dw $1033 : db $04 : dl HeartContainer_Lanmolas dw $0033 : db $04 : dl HeartContainer_Lanmolas
dw $1007 : db $04 : dl HeartContainer_Moldorm dw $0007 : db $04 : dl HeartContainer_Moldorm
dw $105A : db $04 : dl HeartContainer_HelmasaurKing dw $005A : db $04 : dl HeartContainer_HelmasaurKing
dw $1006 : db $04 : dl HeartContainer_Arrghus dw $0006 : db $04 : dl HeartContainer_Arrghus
dw $1029 : db $04 : dl HeartContainer_Mothula dw $0029 : db $04 : dl HeartContainer_Mothula
dw $10AC : db $04 : dl HeartContainer_Blind dw $00AC : db $04 : dl HeartContainer_Blind
dw $10DE : db $04 : dl HeartContainer_Kholdstare dw $00DE : db $04 : dl HeartContainer_Kholdstare
dw $1090 : db $04 : dl HeartContainer_Vitreous dw $0090 : db $04 : dl HeartContainer_Vitreous
dw $10A4 : db $04 : dl HeartContainer_Trinexx dw $00A4 : db $04 : dl HeartContainer_Trinexx
dw $1073 : db $05 : dl BonkKey_Desert ; torch dw $0073 : db $05 : dl BonkKey_Desert ; torch
dw $108C : db $05 : dl BonkKey_GTower ; torch dw $008C : db $05 : dl BonkKey_GTower ; torch
dw $1087 : db $05 : dl StandingKey_Hera dw $0087 : db $05 : dl StandingKey_Hera
dw $10E1 : db $06 : dl HeartPiece_Forest_Thieves
dw $10E2 : db $06 : dl HeartPiece_Lumberjack_Tree
dw $10EA : db $05 : dl HeartPiece_Spectacle_Cave
dw $111B : db $06 : dl HeartPiece_Graveyard_Warp
dw $211B : db $05 : dl HeartPiece_Circle_Bushes
dw $111E : db $05 : dl RupeeNPC_NortheastDarkSwampCave
dw $1123 : db $05 : dl RupeeNPC_MoldormCave
dw $1126 : db $06 : dl HeartPiece_Mire_Warp
dw $1127 : db $05 : dl HeartPiece_Smith_Pegs
dw $FFFF : db $FF : dl $FFFFFF ; Placeholders
dw $FFFF : db $FF : dl $FFFFFF
dw $FFFF : db $FF : dl $FFFFFF ; Aga 1? ($0020)
dw $FFFF : db $FF : dl $FFFFFF ; Ice Armos? ($001C)
dw $FFFF : db $FF : dl $FFFFFF ; Lanmolas 2? ($0033)
dw $FFFF : db $FF : dl $FFFFFF ; Moldorm 2? ($004D)
dw $FFFF : db $FF : dl $FFFFFF ; Aga 2? ($000D)
dw $FFFF dw $FFFF
warnpc $B9FA9A warnpc $B9FA9A
@@ -131,7 +128,7 @@ pad $B9FB00
; $B9FB00 ; $B9FB00
DungeonLabels: DungeonLabels:
dw $25A4, $2579 ; Sewers dw $2550, $2579 ; Sewers
dw $2564, $255F ; Hyrule Castle dw $2564, $255F ; Hyrule Castle
dw $2561, $256C ; Eastern Palace dw $2561, $256C ; Eastern Palace
dw $2560, $256C ; Desert Palace dw $2560, $256C ; Desert Palace
@@ -149,51 +146,9 @@ dw $25A4, $25A4 ; Reserved
dw $25A4, $25A4 ; Reserved dw $25A4, $25A4 ; Reserved
; $B9FB40 ; $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 - health - plus
dw $2953 ; 06 - less important item - small chest
dw $2D56 ; 07 - compass
dw $2957 ; 08 - map
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
NpcItems:
dw $10E3 : dl $7EF411 : db $80 ; Magic Bat
dw $1102 : dl $7EF410 : db $04 ; Sick Kid
dw $1105 : dl $7EF410 : db $10 ; Sahasrahla
dw $1109 : dl $7EF411 : db $20 ; Potion Shop
dw $1121 : dl $7EF411 : db $04 ; Blacksmith
dw $FFFF
warnpc $B9FBA0
padbyte $FF
pad $B9FBA0
; $B9FBA0
; Currently these two are hard-coded checks
; but maybe that will change if more show up someday?
MiscLocations2:
dw $1055 : dw $7EF3C6 : db $01 : dl UncleItem
dw $2107 : dw $7EF410 : db $80 : dl LibraryItem
dw $FFFF
warnpc $B9FE00
org $B9FE00
JunkTable:
incsrc data/junk_items.asm
warnpc $B9FF00 warnpc $B9FF00
org $B9FF00 org $B9FF00
; $00 - do not show anything ; $00 - do not show anything
; $01 - show presence of supertile as dark square ; $01 - show presence of supertile as dark square
@@ -212,61 +167,42 @@ ShowRooms:
.visited_tile .visited_tile
db $04 db $04
.reserved .reserved
skip 3 skip 4
.dark_room_cap
db $01
warnpc $B9FF08 warnpc $B9FF08
org $B9FF08 org $B9FF08
; $00 - do not show anything ; $00 - do not show anything
; $01 - show presence of unobtained items ; $01 - show presence of unobtained items
; $02 - show compass if presence, otherwise presence of unobtained items ; $02 - show category of item
; $03 - show category of item ShowItems:
MapItems:
.default .default
db $00 db $00
.have_map .have_map
db $00 db $00
.have_compass .have_compass
db $03
.visited_tile
db $02 db $02
.reserved .visited_tile
skip 3
.enabled
db $01 db $01
.reserved
skip 4
warnpc $B9FF10 warnpc $B9FF10
org $B9FF10 org $B9FF10
HudItems: ; ---P bepc
.cave
db $00
.default_dungeon
db $00
.have_map
db $01
.have_compass
db $03
.reserved
skip 3
.enabled
db $01
warnpc $B9FF18
org $B9FF20
; ---P sepc
; P - dungeon prizes ; P - dungeon prizes
; s - standing items (plus torches in GT and desert and bosses) ; b - bosses (and torches in GT and desert, plus hera basement standing item)
; e - enemy drops ; e - enemy drops
; p - pots ; p - pots
; c - chests ; c - chests
ItemSources: ItemSources:
db $09 db $09
; B9FF21 ; $B9FF11
; a--- --mv AlwaysShowCompass:
; a - always
; m - have map
; v - have visited dungeon
MapSwapping:
db $01 db $01
; $B9FF12
; $0000 - vanilla 5x5 maps
; $0001 - special DR 4x3 maps
DungeonMapMode:
dw $0000

View File

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

View File

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

View File

@@ -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 OldMan_WaitForCollision JSL Follower_CheckMessageCollision
org $9EE9CC org $9EE9CC
JSL OldMan_BecomeFollower : NOP #2 JSL OldMan_BecomeFollower : NOP #2
@@ -631,15 +631,6 @@ 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
@@ -857,7 +848,6 @@ 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

View File

@@ -2,28 +2,21 @@
; Frame Hook ; Frame Hook
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FrameHookAction: FrameHookAction:
JSL Module_MainRouting JSL Module_MainRouting
JSL CheckMusicLoadRequest JSL CheckMusicLoadRequest
PHP : REP #$30 : PHA PHP : REP #$30 : PHA
SEP #$20 SEP #$20
LDA.l StatsLocked : BNE ++ LDA.l StatsLocked : BNE ++
REP #$20 ; set 16-bit accumulator REP #$20 ; set 16-bit accumulator
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE + LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2 LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+ +
; move this to nmi hook? LDA.l GameMode : CMP.w #$010E : BNE ++ ; move this to nmi hook?
LDA.l GameMode : CMP.w #$010E : BNE + LDA.l MenuFrames : INC : STA.l MenuFrames : BNE ++
; item select menu LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE ++ ++
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2 REP #$30 : PLA : PLP
+
LDA.l GameMode : CMP.w #$030E : BEQ .map ; underworld map
LDA.l GameMode : CMP.w #$070E : BNE ++ ; overworld map
.map
LDA.l MapFrames : INC : STA.l MapFrames : BNE ++
LDA.l MapFrames+2 : INC : STA.l MapFrames+2
++
REP #$30 : PLA : PLP
RTL RTL
!NMI_MW = "$7F5047" !NMI_MW = "$7F5047"
@@ -54,37 +47,37 @@ JML NMIHookReturn
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
PostNMIHookAction: PostNMIHookAction:
LDA.w NMIAux : BEQ + LDA.w NMIAux : BEQ +
PHK : PEA.w .return-1 ; push stack for RTL return PHK : PEA.w .return-1 ; push stack for RTL return
JMP.w [NMIAux] JMP.w [NMIAux]
.return .return
STZ.w NMIAux ; zero bank byte of NMI hook pointer STZ.w NMIAux ; zero bank byte of NMI hook pointer
+ +
JSR TransferItemGFX JSR TransferItemGFX
LDA.b INIDISPQ : STA.w INIDISP ; thing we wrote over, turn screen back on LDA.b INIDISPQ : STA.w INIDISP ; thing we wrote over, turn screen back on
JML PostNMIHookReturn JML PostNMIHookReturn
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
TransferItemGFX: TransferItemGFX:
; Only used for shops now but could be used for anything. We should look at how door rando does this ; Only used for shops now but could be used for anything. We should look at how door rando does this
; and try to unify one approach. ; and try to unify one approach.
REP #$30 REP #$30
LDX.w ItemStackPtr : BEQ .done LDX.w ItemStackPtr : BEQ .done
TXA : BIT.w #$0040 : BNE .fail ; Crash if we have more than 16 queued (should never happen.) TXA : BIT.w #$0040 : BNE .fail ; Crash if we have more than 16 queued (should never happen.)
DEX #2 DEX #2
- -
LDA.l ItemGFXStack,X : STA.w ItemGFXPtr LDA.l ItemGFXStack,X : STA.w ItemGFXPtr
LDA.l ItemTargetStack,X : STA.w ItemGFXTarget LDA.l ItemTargetStack,X : STA.w ItemGFXTarget
PHX PHX
JSL TransferItemToVRAM JSL TransferItemToVRAM
REP #$10 REP #$10
PLX PLX
DEX #2 DEX #2
BPL - BPL -
STZ.w ItemStackPtr STZ.w ItemStackPtr
.done .done
SEP #$30 SEP #$30
RTS RTS
.fail .fail
BRK #$00 BRK #$00

View File

@@ -1,261 +0,0 @@
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 - Potion refill (orange)
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 -

View File

@@ -1,59 +0,0 @@
LoadDungeonIndicator:
; what we wrote over
JSL InitializeTilesets
LDA.w DungeonID
CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done
TAX
; mark dungeon as entered
REP #$20
LDA.w DungeonMask, X
ORA.l DungeonVisited
STA.l DungeonVisited
SEP #$20
; load indicator
LDA.l DungeonIndicatorMap, X
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

View File

@@ -1,67 +0,0 @@
;--------------------------------------------------------------------------------
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

@@ -1,101 +0,0 @@
pushpc
org $828C73
JSL EnterRoom
NOP
org $86C0AB
JSL CollectHeartPieceAndUpdate
org $86D1A8
JSL SetDeathFlagAndUpdate
pullpc
SetDeathFlagAndUpdate:
JSL UpdateLootHUD
JSL Sprite_ManuallySetDeathFlagUW
RTL
CollectHeartPieceAndUpdate:
JSL $85F018
JSL UpdateLootHUD
RTL
ClearLootHUD:
LDA.b GameMode
CMP.b #$07
BNE UpdateLootHUD
;
PHP
REP #$20
LDA.w #!BlankTile : STA.w EnemyDropIndicator
PLP
RTL
EnterRoom:
; what we wrote over
STZ.w $0200
STZ.b $B0
; fall into UpdateLootHUD
UpdateLootHUD:
PHP
REP #$30
PHX : PHY
SEP #$30
LDA.l HudItems_enabled : 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 CheckHudLoot
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

View File

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

View File

@@ -1,26 +0,0 @@
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
;--------------------------------------------------------------------------------

View File

@@ -1,8 +1,5 @@
GoalItemGanonCheck: GoalItemGanonCheck:
LDA.w SpriteTypeTable, X : CMP.b #$D6 : BNE .success ; skip if not ganon LDA.w SpriteTypeTable, X : CMP.b #$D6 : BNE .success ; skip if not ganon
LDA.l GanonVulnerabilityItem : BPL +
LDA.w SpriteActivity, X : CMP.b #$12 : BEQ .fail
+
LDA.b #$01 : JSL CheckConditionPass LDA.b #$01 : JSL CheckConditionPass
BCS .success BCS .success
@@ -43,14 +40,14 @@ RTL
dw .crystals dw .crystals
dw .pendant_bosses dw .pendant_bosses
dw .crystal_bosses dw .crystal_bosses
dw .prize_bosses dw .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 .all_bosses dw .success
dw .success dw .success
dw .success dw .success
dw .success dw .success
@@ -73,24 +70,19 @@ RTL
CMP.b #$07 : RTS CMP.b #$07 : RTS
.pendant_bosses .pendant_bosses
PHP PHP
LDA.b #$20 LDA.b #$02
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$03 : RTS CMP.b #$03 : RTS
.crystal_bosses .crystal_bosses
PHP PHP
LDA.b #$10 LDA.b #$01
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$07 : RTS CMP.b #$07 : RTS
.all_bosses .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 #$0A : RTS CMP.b #$10 : 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
@@ -354,7 +346,7 @@ 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
@@ -376,38 +368,12 @@ 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
; $00 = check prize bosses STA.b Scrap04 ; 0 = check all, 1 = check crystals, 2 = check pendants
; $10 = check crystal bosses
; $20 = check pendant bosses
; $30 = check all bosses
STA.b Scrap04
LDA.b #bank(CrystalPendantFlags_3) LDA.b #CrystalPendantFlags_3>>16
PHA : PLB PHA : PLB
STZ.b Scrap03 ; count of number of bosses killed STZ.b Scrap03 ; count of number of bosses killed
@@ -415,22 +381,22 @@ CheckForBossesDefeated:
REP #$30 REP #$30
LDY.w #11 LDY.w #10
.next_check .next_check
SEP #$30 LDA.w CrystalPendantFlags_3+2,Y : AND.w #$00FF : BEQ .skip
LDA.w CrystalPendantFlags_3+2, Y CMP.w #$0008 ; C set = pendant, C clear = crystal
CLC : ADC.b Scrap04 LDA.b Scrap04 : BEQ .proceed
TAX PHP : ROR : BCC +
LDA.l BossPrizeFlags, X PLP : BCS .skip : BRA .proceed
REP #$30 + PLP : BCC .skip
BEQ .skip
TYA : ASL A : TAX .proceed
TYA : ASL : TAX
LDA.l DungeonMapBossRooms+4, X LDA.l DungeonMapBossRooms+4,X
ASL A : TAX ASL : 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

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 ValidDashCheck : NOP #2 JSL BonkBreakableWall : NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
@@ -139,11 +139,6 @@ 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
@@ -997,15 +992,6 @@ LDA.w BottleListExpanded, X
org $89895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X) org $89895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X)
LDA.w PotionListExpanded, X LDA.w PotionListExpanded, X
org $898946
CMP.b #$00 : BNE + : skip 9 : +
org $89895A
LDX.b #$06
org $89896A
ADC.b #$01
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $86D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work org $86D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work
JSL HandleBombAbsorbtion JSL HandleBombAbsorbtion
@@ -1038,7 +1024,6 @@ JSL RefillHealth
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $80F922 ; <- 7922 - Bank00.asm:8543 - (JSL HUD.RefillMagicPower : BCC .beta) org $80F922 ; <- 7922 - Bank00.asm:8543 - (JSL HUD.RefillMagicPower : BCC .beta)
JSL RefillMagic JSL RefillMagic
;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
; Early Bottle Fix ; Early Bottle Fix
@@ -1127,8 +1112,7 @@ JSL CompareBombsToMax : NOP #11
org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F) org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
JSL GiveBonkItem : NOP #5 JSL GiveBonkItem : NOP #5
org $85FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong) org $85FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong)
JSL UpdateLootHUD NOP #6
NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $868D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X) org $868D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X)
JSL LoadBonkItemGFX JSL LoadBonkItemGFX
@@ -1175,8 +1159,6 @@ ORA.w #$8000 : STA.w $007E, Y
ORA.w #$4000 : STA.w $0084, Y ORA.w #$4000 : STA.w $0084, Y
JSL AddYMarker : NOP #2 JSL AddYMarker : NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $8DF779 ; <- 6F779 (not in disassembly) - mushroom bottle hud tile
dw $20D2, $60D2, $20E2, $202D ; (Orig: $2044, $2045, $2046, $2047)
org $8DF789+6 ; <- 6F789+6 (not in disassembly) - red bottle hud tile, lower right org $8DF789+6 ; <- 6F789+6 (not in disassembly) - red bottle hud tile, lower right
dw $2413 ; (Orig: #$24E3) dw $2413 ; (Orig: #$24E3)
org $8DF789+6+8 ; green bottle hud tile, lower right org $8DF789+6+8 ; green bottle hud tile, lower right
@@ -1656,8 +1638,7 @@ JSL FixAga2Bunny : NOP
; Open Mode Fixes ; Open Mode Fixes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $85DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5) org $85DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5)
JSL UpdateLootHUD NOP #6
NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $85EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5) org $85EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL EndRainState : NOP #2 JSL EndRainState : NOP #2
@@ -2121,11 +2102,6 @@ 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
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -2772,23 +2748,6 @@ JSL MimicDirection
org $828068 org $828068
JSL AdjustDefaultGraphics JSL AdjustDefaultGraphics
;================================================================================
;--------------------------------------------------------------------------------
; Remove Overwriting HUD gfx on game over
;--------------------------------------------------------------------------------
org $809038
RTS
;================================================================================
;--------------------------------------------------------------------------------
; Dungeon Indicator VRAM overwrite
;--------------------------------------------------------------------------------
org $828190
JSL LoadDungeonIndicator
org $829AA2
JSL LoadDungeonIndicator
;================================================================================ ;================================================================================
; Special Weapons Modes ; Special Weapons Modes
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -2859,10 +2818,3 @@ org $8DFB63 ; bank_0D.asm@18092 (LDA.l $7EF33F, X : AND.w #$00FF)
JSL CheckFluteInHUD JSL CheckFluteInHUD
NOP #3 NOP #3
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================
; Orange Potion (Chateau Romani)
;--------------------------------------------------------------------------------
org $87A15C ; bank_07.asm@6963 (LDA.l $7EF35C, X)
JSL CheckOrangePotion
;--------------------------------------------------------------------------------

View File

@@ -165,7 +165,6 @@ 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
+ +
@@ -793,13 +792,45 @@ 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 RTL
.not_dungeon .not_dungeon
LDA.l HUDDungeonItems : BIT.b #$13 : BEQ .dont_play LDA.l HUDDungeonItems : BIT.b #$13 : BEQ .dont_play
BIT.b #$0C : BEQ .dont_play BIT.b #$0C : BEQ .dont_play
BRA .play BRA .play
.dont_play .dont_play
RTL 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
+ ; normal itemget sfx
JSL.l ItemIsJunk : BEQ .normal
.junk
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$3B : STA.w SFX3
RTL
.normal
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$0F : STA.w SFX3 ; what we wrote over
RTL
;--------------------------------------------------------------------------------

View File

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

View File

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

View File

@@ -89,8 +89,7 @@ org $80FDEE
InitializeMirrorHDMA: InitializeMirrorHDMA:
org $89D62E org $89D62E
;commenting out since this address can move UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
;UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
if !FEATURE_FIX_BASEROM if !FEATURE_FIX_BASEROM
org $81DB67 org $81DB67
@@ -221,8 +220,7 @@ RevealPotItem:
STZ.w SpawnedItemIsMultiWorld STZ.w SpawnedItemIsMultiWorld
BIT.b Scrap08 BIT.b Scrap08
BVS LoadMultiWorldPotItem BVS LoadMultiWorldPotItem
BPL .normal_secret BMI LoadMajorPotItem
JMP LoadMajorPotItem
.normal_secret .normal_secret
STA.b Scrap08 STA.b Scrap08
@@ -243,7 +241,6 @@ 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
@@ -343,7 +340,6 @@ 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
@@ -360,7 +356,7 @@ ClearSpriteData:
STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X
STZ.w SprRedrawFlag, X STZ.w SprRedrawFlag, X
DEX : BPL .loop DEX : BPL .loop
JSL ClearLootHUD JSR SetupEnemyDropIndicator
PLX PLX
RTL RTL
@@ -407,7 +403,7 @@ SetupEnemyDropIndicator:
.done .done
SEP #$20 SEP #$20
RTL RTS
; Runs during sprite load of the room ; Runs during sprite load of the room
@@ -574,7 +570,7 @@ 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
JSL UpdateLootHUD JSR SetupEnemyDropIndicator
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 ++
@@ -630,10 +626,10 @@ 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

View File

@@ -43,6 +43,7 @@ RTL
;================================================================================ ;================================================================================
SetOverlayIfLamp: SetOverlayIfLamp:
JSL LampCheck JSL LampCheck
CMP.b #$00
BEQ + BEQ +
LDA.b #$01 LDA.b #$01
+ +

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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 #$0400 : STA.w $4345 LDA.w #$0240 : 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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View File

@@ -40,7 +40,7 @@ dw $0000
warnpc $8ABE2E warnpc $8ABE2E
org $8ABE2E org $8ABE2E
; located posx/posy, dislocated posx/posy, prize posx/posy ; located posx/posy, dislocated posx/posy, prize pox/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 $0F40, $0660, $FF00, $FF00, $0F40, $0660 dw $0F31, $0620, $FF00, $FF00, $0F31, $0620
.dp .dp
dw $0140, $0D00, $FF00, $FF00, $0140, $0D00 dw $0108, $0D70, $FF00, $FF00, $0108, $0D70
.at .at
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00 dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.sp .sp
dw $8778, $0F50, $FF00, $FF00, $8778, $0F50 dw $8759, $0ED0, $FF00, $FF00, $8759, $0ED0
.pod .pod
dw $8F40, $0660, $FF00, $FF00, $8F40, $0660 dw $8F40, $0620, $FF00, $FF00, $8F40, $0620
.mm .mm
dw $8148, $0D00, $FF00, $FF00, $8148, $0D00 dw $8100, $0CA0, $FF00, $FF00, $8100, $0CA0
.sw .sw
dw $80B0, $00C0, $FF00, $FF00, $80B0, $00C0 dw $8082, $00B0, $FF00, $FF00, $8082, $00B0
.ip .ip
dw $8CA0, $0E00, $FF00, $FF00, $8CA0, $0E00 dw $8CA0, $0DA0, $FF00, $FF00, $8CA0, $0DA0
.toh .toh
dw $0900, $0100, $FF00, $FF00, $0900, $0100 dw $08D0, $0080, $FF00, $FF00, $08D0, $0080
.tt .tt
dw $81F8, $0800, $FF00, $FF00, $81F8, $0800 dw $81D0, $0780, $FF00, $FF00, $81D0, $0780
.tr .tr
dw $8F20, $0100, $FF00, $FF00, $8F20, $0100 dw $8F11, $0103, $FF00, $FF00, $8F11, $0103
.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_DrawTile
JSR WorldMap_DrawTileOverlay JSR WorldMap_DrawTileOverlay
JSR WorldMap_DrawTile
.advance .advance
LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : + LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : +
PLB PLB
@@ -321,35 +321,24 @@ RTS
WorldMap_DrawTile: WorldMap_DrawTile:
LDA.b Scrap00 : PHA LDA.b Scrap00 : PHA
LDA.l $7EC10A : BIT.w #$4000 : SEP #$20 : BNE .raw_coords ; use raw OAM coordinates SEP #$20
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
@@ -434,117 +423,6 @@ 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:

View File

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

View File

@@ -273,15 +273,10 @@ NewHUD_DrawMagicMeter:
STA.w CurrentMagic STA.w CurrentMagic
TAY TAY
LDA.b FrameCounter
REP #$30 REP #$30
LDA.w #$0002 AND.w #$000C
LSR
; ; cycle through colors
; LDA.b FrameCounter
; REP #$30
; AND.w #$000C
; LSR
BRA .recolor BRA .recolor
.set_index ; this branch is always 0000 when taken .set_index ; this branch is always 0000 when taken
@@ -314,16 +309,16 @@ MagicMeterColorMasks:
;================================================================================ ;================================================================================
PrizeIconTiles_Transparent: PrizeIconTiles_Transparent:
dw $0000 ; no icon dw $0000 ; no icon
dw $2891 ; crystal 1 dw $2978 ; crystal 1
dw $2892 ; crystal 2 dw $2979 ; crystal 2
dw $2893 ; crystal 3 dw $297A ; crystal 3
dw $2894 ; crystal 4 dw $297B ; crystal 4
dw $2895 ; crystal 5 dw $297C ; crystal 5
dw $2896 ; crystal 6 dw $297D ; crystal 6
dw $2897 ; crystal 7 dw $297E ; crystal 7
dw $2935 ; green pendant dw $2963 ; green pendant
dw $2936 ; blue pendant dw $295E ; blue pendant
dw $2937 ; red pendant dw $296E ; red pendant
;================================================================================ ;================================================================================
DrawCompassCounts: DrawCompassCounts:
@@ -391,7 +386,6 @@ 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

View File

@@ -155,8 +155,8 @@ AddReceivedItemExpandedGetItem:
PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ + PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
PLA : BRA .done PLA : BRA .done
+ PLA + PLA
JSR ItemBehavior JSR ItemBehavior
SEP #$30 SEP #$30
.done .done
PLB : PLX PLB : PLX
LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over
@@ -229,13 +229,13 @@ ItemBehavior:
JSR .increment_sword JSR .increment_sword
RTS RTS
.fighter_shield .fighter_shield
.red_shield .red_shield
.mirror_shield .mirror_shield
SEP #$10 SEP #$10
LDA.l ProgressiveFlag : BEQ + LDA.l ProgressiveFlag : BEQ +
LDA.l HighestShield : INC : TAX LDA.l HighestShield : INC : TAX
JSR .increment_shield JSR .increment_shield
+ RTS + RTS
.blue_mail .blue_mail
@@ -269,7 +269,7 @@ ItemBehavior:
.prog_shield .prog_shield
SEP #$10 SEP #$10
LDA.l HighestShield : INC : TAX LDA.l HighestShield : INC : TAX
JSR .increment_shield JSR .increment_shield
REP #$10 REP #$10
RTS RTS
@@ -282,13 +282,13 @@ ItemBehavior:
.bow .bow
BIT.b #$40 : BNE .silversbow BIT.b #$40 : BNE .silversbow
LDA.b #$01 : STA.l BowEquipment LDA.b #$01 : STA.l BowEquipment
RTS RTS
.silversbow .silversbow
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE + LDA.l SilverArrowsUseRestriction : BNE +
LDA.b #03 : STA.l BowEquipment ; set bow to silver LDA.b #03 : STA.l BowEquipment ; set bow to silver
+ +
LDA.b #$01 : STA.l BowEquipment LDA.b #$01 : STA.l BowEquipment
RTS RTS
@@ -331,16 +331,16 @@ ItemBehavior:
.bow_and_arrows .bow_and_arrows
LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers
LDA.l SilverArrowsUseRestriction : BNE .no_silvers LDA.l SilverArrowsUseRestriction : BNE .no_silvers
LDA.l CurrentArrows : BEQ + LDA.l CurrentArrows : BEQ +
LDA.b #04 : STA.l BowEquipment LDA.b #04 : STA.l BowEquipment
BRA .store_bow
+
LDA.b #$03
BRA .store_bow BRA .store_bow
+
LDA.b #$03
BRA .store_bow
.no_silvers .no_silvers
LDA.l CurrentArrows : BEQ + LDA.l CurrentArrows : BEQ +
LDA.b #02 LDA.b #02
BRA .store_bow BRA .store_bow
+ +
LDA.b #$01 LDA.b #$01
.store_bow .store_bow
@@ -350,13 +350,13 @@ ItemBehavior:
.silver_bow .silver_bow
LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE .noequip LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA.l CurrentArrows : BNE + ; check arrows LDA.l CurrentArrows : BNE + ; check arrows
LDA.b #$03 : BRA ++ ; bow without arrow LDA.b #$03 : BRA ++ ; bow without arrow
+ +
LDA.b #$04 ; bow with arrow LDA.b #$04 ; bow with arrow
++ ++
STA.l BowEquipment STA.l BowEquipment
.noequip .noequip
RTS RTS
@@ -385,7 +385,7 @@ ItemBehavior:
.master_sword_safe .master_sword_safe
SEP #$10 SEP #$10
LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword LDA.l SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA.l SwordEquipment ; set master sword LDA.b #$02 : STA.l SwordEquipment ; set master sword
+ +
LDX.b #$02 LDX.b #$02
JSR .increment_sword JSR .increment_sword
@@ -426,20 +426,20 @@ ItemBehavior:
.silver_arrows .silver_arrows
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE ++ LDA.l SilverArrowsUseRestriction : BNE ++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++ LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE + LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow !ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
+ +
++ ++
LDA.l ArrowMode : BEQ + LDA.l ArrowMode : BEQ +
LDA.b #$01 : STA.l ArrowsFiller LDA.b #$01 : STA.l ArrowsFiller
+ +
RTS RTS
.single_arrow .single_arrow
LDA.l ArrowMode : BEQ + LDA.l ArrowMode : BEQ +
LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address LDA.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode. LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
+ +
RTS RTS
@@ -474,7 +474,7 @@ ItemBehavior:
.triforce .triforce
LDA.b OverworldIndex : CMP.b #$80 : BNE + LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE + LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal JSL ActivateGoal
+ +
RTS RTS
@@ -484,10 +484,10 @@ ItemBehavior:
LDA.l GoalCounter : INC : STA.l GoalCounter LDA.l GoalCounter : INC : STA.l GoalCounter
CMP.w GoalItemRequirement : BCC + CMP.w GoalItemRequirement : BCC +
LDA.l TurnInGoalItems : AND.w #$00FF : BNE + LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
LDA.b OverworldIndex : CMP.b #$80 : BNE + LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE + LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal JSL ActivateGoal
+ +
SEP #$20 ; set 8-bit accumulator SEP #$20 ; set 8-bit accumulator
RTS RTS
@@ -559,8 +559,8 @@ ItemBehavior:
LSR LSR
AND.w #$000F : TAX AND.w #$000F : TAX
ASL : CMP.w DungeonID : BEQ .same_dungeon ASL : CMP.w DungeonID : BEQ .same_dungeon
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
RTS RTS
.same_dungeon .same_dungeon
SEP #$20 SEP #$20
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X
@@ -575,69 +575,69 @@ ItemBehavior:
.hc_smallkey .hc_smallkey
LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
LDA.l SewerKeys : INC : STA.l SewerKeys LDA.l SewerKeys : INC : STA.l SewerKeys
RTS RTS
.generic_smallkey .generic_smallkey
LDA.l GenericKeys : BEQ .normal LDA.l GenericKeys : BEQ .normal
LDA.l CurrentSmallKeys : INC LDA.l CurrentSmallKeys : INC
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
RTS RTS
.normal .normal
LDA.w DungeonID : BMI + LDA.w DungeonID : BMI +
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
RTS RTS
+ +
RTS RTS
.increment_sword .increment_sword
LDA.l HighestSword LDA.l HighestSword
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better sword INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better sword
TXA : STA.l HighestSword TXA : STA.l HighestSword
+ +
RTS RTS
.increment_shield .increment_shield
LDA.l HighestShield LDA.l HighestShield
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better shield INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better shield
TXA : STA.l HighestShield TXA : STA.l HighestShield
+ +
RTS RTS
.increment_mail .increment_mail
LDA.l HighestMail LDA.l HighestMail
INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better mail INC : STA.b Scrap04 : CPX.b Scrap04 : BCC + ; don't increment unless we're getting a better mail
TXA : STA.l HighestMail TXA : STA.l HighestMail
+ +
RTS RTS
.increment_bigkey .increment_bigkey
SEP #$20 SEP #$20
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests LDA.l BigKeysBigChests
CLC : ADC.b #$10 CLC : ADC.b #$10
STA.l BigKeysBigChests STA.l BigKeysBigChests
+ +
RTS RTS
.increment_map .increment_map
SEP #$20 SEP #$20
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l MapsCompasses LDA.l MapsCompasses
CLC : ADC.b #$10 CLC : ADC.b #$10
STA.l MapsCompasses STA.l MapsCompasses
JSL MaybeFlagMapTotalPickup JSL MaybeFlagMapTotalPickup
+ +
RTS RTS
.increment_compass .increment_compass
SEP #$20 SEP #$20
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l MapsCompasses : INC : AND.b #$0F : TAX LDA.l MapsCompasses : INC : AND.b #$0F : TAX
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
TXA : ORA.l MapsCompasses : STA.l MapsCompasses TXA : ORA.l MapsCompasses : STA.l MapsCompasses
JSL MaybeFlagCompassTotalPickup JSL MaybeFlagCompassTotalPickup
+ +
RTS RTS
@@ -647,7 +647,7 @@ ItemBehavior:
SEC : SBC.b #$37 SEC : SBC.b #$37
TAX TAX
LDA.w PendantMasks,X : AND.l PendantsField : BNE + LDA.w PendantMasks,X : AND.l PendantsField : BNE +
LDA.l PendantCounter : INC : STA.l PendantCounter LDA.l PendantCounter : INC : STA.l PendantCounter
+ +
RTS RTS
@@ -663,15 +663,15 @@ ItemBehavior:
LDA.w #$0000 LDA.w #$0000
SEC SEC
- -
ROL ROL
DEX DEX
BPL - BPL -
SEP #$20 SEP #$20
TAX TAX
AND.l CrystalsField : BNE + AND.l CrystalsField : BNE +
TXA TXA
ORA.l CrystalsField : STA.l CrystalsField ORA.l CrystalsField : STA.l CrystalsField
LDA.l CrystalCounter : INC : STA.l CrystalCounter LDA.l CrystalCounter : INC : STA.l CrystalCounter
+ +
.done .done
RTS RTS
@@ -682,56 +682,56 @@ ItemBehavior:
.bee_trap .bee_trap
SEP #$30 SEP #$30
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8 LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
+ +
RTS RTS
.good_bee .good_bee
SEP #$30 SEP #$30
LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee LDA.b #$79 : JSL Sprite_SpawnDynamically : BMI + ; DashBeeHive_SpawnBee
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8 LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y LDA.b LinkPosY : STA.w SpritePosYLow, Y : LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
JSL GoldBee_SpawnSelf_SetProperties JSL GoldBee_SpawnSelf_SetProperties
+ +
RTS RTS
.apples .apples
SEP #$30 SEP #$30
LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI + LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8 LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+ +
RTS RTS
.fairy .fairy
SEP #$30 SEP #$30
LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI + LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8 LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y LDA.b LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+ +
RTS RTS
.chicken .chicken
SEP #$30 SEP #$30
LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI + LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI +
LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y LDA.b LinkPosX : CLC : ADC.b #$03 : AND.b #$F8 : STA.w SpritePosXLow,Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8 LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh,Y ; round X to nearest 8
LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y LDA.b LinkPosY : SEC : SBC.b #$08 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 8 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
+ +
RTS RTS
@@ -804,7 +804,7 @@ ResolveLootID:
CMP.l ProgressiveSwordLimit : BCC + CMP.l ProgressiveSwordLimit : BCC +
LDA.l ProgressiveSwordReplacement LDA.l ProgressiveSwordReplacement
JMP .get_item JMP .get_item
++ LDA.l SwordEquipment ++ LDA.l SwordEquipment
+ +
TAX TAX
LDA.w .prog_sword_ids,X LDA.w .prog_sword_ids,X
@@ -820,7 +820,7 @@ ResolveLootID:
CMP.l ProgressiveShieldLimit : BCC + CMP.l ProgressiveShieldLimit : BCC +
LDA.l ProgressiveShieldReplacement LDA.l ProgressiveShieldReplacement
JMP .get_item JMP .get_item
++ LDA.l HighestShield ++ LDA.l HighestShield
+ +
TAX TAX
LDA.w .shields_ids,X LDA.w .shields_ids,X
@@ -836,7 +836,7 @@ ResolveLootID:
LDA.l ProgressiveArmorReplacement LDA.l ProgressiveArmorReplacement
JMP .get_item JMP .get_item
+ +
++ LDA.l ArmorEquipment ++ LDA.l ArmorEquipment
TAX TAX
LDA.w .armor_ids,X LDA.w .armor_ids,X
JMP .have_item JMP .have_item
@@ -935,7 +935,7 @@ BottleListExpanded:
db $16, $2B, $2C, $2D, $3D, $3C, $48 db $16, $2B, $2C, $2D, $3D, $3C, $48
PotionListExpanded: PotionListExpanded:
db $66, $FF, $2E, $2F, $30, $FF, $0E db $2E, $2F, $30, $FF, $0E
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
HandleBowTracking: HandleBowTracking:
; In: A - Item Receipt ID ; In: A - Item Receipt ID
@@ -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 : BEQ .done LDA.l MapHUDMode : AND.w #$000F
LDX.w DungeonID LDX.w DungeonID
JSR FlagMapCount JSR FlagMapCount
.done .done

View File

@@ -90,17 +90,11 @@ ItemSet_FairySword:
RTL RTL
ItemSet_SmithSword: ItemSet_SmithSword:
PHA PHA : LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1 : PLA
LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
RTL RTL
ItemSet_MagicBat: ItemSet_MagicBat:
PHA PHA : LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1 : PLA
LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
RTL RTL
ItemSet_OldMan: ItemSet_OldMan:
@@ -116,10 +110,7 @@ RTL
ItemSet_SickKid: ItemSet_SickKid:
PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags
JSL UpdateLootHUD
PLA
RTL RTL
ItemSet_TreeKid: ItemSet_TreeKid:
@@ -131,10 +122,7 @@ RTL
ItemSet_Sahasrala: ItemSet_Sahasrala:
PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags
JSL UpdateLootHUD
PLA
RTL RTL
ItemSet_Catfish: ItemSet_Catfish:
@@ -144,10 +132,7 @@ RTL
ItemSet_Library: ItemSet_Library:
PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags
JSL UpdateLootHUD
PLA
RTL RTL
ItemSet_Mushroom: ItemSet_Mushroom:
@@ -164,10 +149,7 @@ ItemSet_Mushroom:
RTL RTL
ItemSet_Powder: ItemSet_Powder:
PHA PHA : LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1 : PLA
LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
RTL RTL
;================================================================================ ;================================================================================

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 $82a92C org $82a929
JSL OWDetectEdgeTransition ; JSL Link_CheckForEdgeScreenTransition OWDetectTransitionReturn:
org $82a936 org $82a939
OverworldHandleTransitions_PerformEdgeTransition: OverworldHandleTransitions_SpecialTrigger:
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
@@ -78,6 +78,8 @@ 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)
@@ -104,36 +106,20 @@ jsl OWOldManSpeed
org $8aba6c ; < ? - Bank0a.asm:474 () org $8aba6c ; < ? - Bank0a.asm:474 ()
jsl OWMapWorldCheck16 : nop jsl OWMapWorldCheck16 : nop
; Custom Overworld Map ; Mixed 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 OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP : BNE .custom LDA.l OWMode+1 : AND.b #!FLAG_OW_MIXED : BNE .mixed
LDA.b OverworldIndex : AND.b #$40 LDA.b OverworldIndex : AND.b #$40
BEQ .vanilla_light BEQ .vanilla_light
.custom .mixed
STZ.b ScrapBuffer72 ; clear tile swap flag PHB : PHK : PLB
JSL LoadMapDarkOrCustom_long JSL LoadMapDarkOrMixed
NOP #2 PLB
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
@@ -241,7 +227,6 @@ 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
} }
@@ -356,7 +341,7 @@ OWFluteCancel2:
} }
OWMapFluteCancelIcon: OWMapFluteCancelIcon:
{ {
LDA.b #$02 : STA.b Scrap0B ; what we wrote over STA.b Scrap0B : LDX.b #$10 ; 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
@@ -402,110 +387,51 @@ OWMarkVisited:
RTL RTL
} }
LoadMapDarkOrCustom: LoadMapDarkOrMixed:
{ {
CMP.b #!FLAG_OW_CUSTOM_MAP : REP #$30 : BEQ .custom CMP.b #!FLAG_OW_MIXED : REP #$30 : BEQ .mixed
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
.custom .mixed
LDX.b OverworldIndex LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X LDA.l OWTileWorldAssoc,X
AND.w #$0040
EOR.b ScrapBuffer72 ; apply tile swap flag
BEQ .draw_lw
LDA.w #OWMapGridDark
BRA .draw_dw
.draw_lw
LDA.w #OWMapGridLight
.draw_dw
STA.b Scrap00 STA.b Scrap00
LDA.w #OWMapGridLight>>16 ; current program bank LDY.w #$139C
STA.b Scrap02 LDX.w #$003F
LDX.w #$139C .next_screen
LDY.w #$003F PHX
.next_cell LDA.l OWTileWorldAssoc,X
PHY EOR.b Scrap00
JSR GetOWMapTilemapOffsetToCopy AND.w #$0040
.copy_cell ; more efficient to have X on the right side BEQ .light
TAY TYX : BRA .copy_screen
LDA.w WorldMap_LightWorldTilemap+$00,Y : STA.b $00,X .light
LDA.w WorldMap_LightWorldTilemap+$02,Y : STA.b $02,X TXA : AND.w #$0024 : LSR : TAX
LDA.w WorldMap_LightWorldTilemap+$20,Y : STA.b $20,X TYA : SEC : SBC.l LWQuadrantOffsets,X
LDA.w WorldMap_LightWorldTilemap+$22,Y : STA.b $22,X TYX : TAY
LDA.w WorldMap_LightWorldTilemap+$40,Y : STA.b $40,X .copy_screen ; more efficient to have X on the right side
LDA.w WorldMap_LightWorldTilemap+$42,Y : STA.b $42,X LDA.w $C739+$00,Y : STA.b $00,X
LDA.w WorldMap_LightWorldTilemap+$60,Y : STA.b $60,X LDA.w $C739+$02,Y : STA.b $02,X
LDA.w WorldMap_LightWorldTilemap+$62,Y : STA.b $62,X LDA.w $C739+$20,Y : STA.b $20,X
PLY LDA.w $C739+$22,Y : STA.b $22,X
DEX : DEX : DEX : DEX ; move one screen left LDA.w $C739+$40,Y : STA.b $40,X
TYA : AND.w #$0007 : BNE .same_row LDA.w $C739+$42,Y : STA.b $42,X
TXA : SEC : SBC.w #$0060 : TAX ; move one screen row up LDA.w $C739+$60,Y : STA.b $60,X
LDA.w $C739+$62,Y : STA.b $62,X
TXY : PLX
DEY : DEY : DEY : DEY ; move one screen left
TXA : AND.w #$0007 : BNE .same_row
TYA : SEC : SBC.w #$0060 : TAY ; move one screen row up
.same_row .same_row
DEY DEX
BPL .next_cell BPL .next_screen
.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
RTS RTL
}
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
@@ -515,143 +441,6 @@ GetOWMapTilemapOffsetToCopy:
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 +
@@ -820,26 +609,27 @@ OWBonkDrops:
JSL OWBonkSpritePrep JSL OWBonkSpritePrep
.mark_collected ; S = Collected, FlagBitmask, X (row + 2) .mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BEQ + : - : JMP .return : + ; S = FlagBitmask, X (row + 2) PLA : BNE + ; 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
LDA.b #$01 : STA.l UpdateHUDFlag + BRA .return
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)
@@ -948,29 +738,20 @@ OWBonkSpritePrep:
org $aa9000 org $aa9000
OWDetectEdgeTransition: OWDetectEdgeTransition:
{ {
JSL Link_CheckForEdgeScreenTransition ; what we wrote over JSL OWDestroyItemSprites
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
PLY LDA.w RandoOverworldTargetEdge : BMI .special
LDA.w RandoOverworldTargetEdge : BMI .specialOrDisabled
.vanilla .vanilla
CLC ; allow transition REP #$31 : LDX.b Scrap02 : LDA.b OverworldMap16Buffer ; what we wrote over
RTL RTL
.specialOrDisabled
CMP.b #$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:
@@ -980,23 +761,17 @@ 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 JSL Link_CheckForEdgeScreenTransition : BCS .return ; Link_CheckForEdgeScreenTransition
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 #$06 : STA.b Scrap02
@@ -1015,15 +790,16 @@ OWDetectSpecialTransition:
LDA.b #$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 : PLA : PLA ; delete 3 bytes from stack PLA : REP #$31 : PLA ; delete 3 bytes from stack
JML OverworldHandleTransitions_PerformEdgeTransition LDX.b Scrap02
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
@@ -1341,7 +1117,6 @@ 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 ++
@@ -1362,7 +1137,6 @@ 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
@@ -1714,7 +1488,7 @@ 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, $2004, $0000, $0012 dw $0670, $06a8, $0038, $068c, $1b23, $2002, $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
@@ -1746,7 +1520,7 @@ 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, $2004, $0000, $0032 dw $0670, $06a8, $0038, $068c, $5b63, $2002, $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
@@ -2053,42 +1827,16 @@ db $74, $4e, $10, $b1, $00, $1c
UWBonkPrizeData: UWBonkPrizeData:
db $ff, $00, $02, $b5, $00, $08 db $ff, $00, $02, $b5, $00, $08
org $AABC80 ;PC 153C80 ; temporary fix - murahdahla replaces one of the bonk tree prizes
OWMapGridLight: ; so we copy the sprite table here and update the pointer
db $00, $01, $02, $03, $04, $05, $06, $07 ; longterm solution should be to spawn in murahdahla separately
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F org $89AE2A
db $10, $11, $12, $13, $14, $15, $16, $17 Overworld_Sprites_Screen1A_2:
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 }
db $20, $21, $22, $23, $24, $25, $26, $27 db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 }
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 }
db $30, $31, $32, $33, $34, $35, $36, $37 db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
OWMapGridDark: db $FF ; END
db $40, $41, $42, $43, $44, $45, $46, $47 org $89CA55
db $48, $49, $4A, $4B, $4C, $4D, $4E, $4F dw Overworld_Sprites_Screen1A_2&$FFFF
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

View File

@@ -291,10 +291,10 @@ RTL
REP #$30 REP #$30
;------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------
; dungeon names ; dungeon names
LDA.w #$2DA4 LDA.w #$2D50
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 +

View File

@@ -115,9 +115,7 @@ RTL
CheckTransitionOverworld: CheckTransitionOverworld:
STA.b $8A STA.b $8A
STA.w $040A ; what we wrote over STA.w $040A ; what we wrote over
JSL MaybeMarkFluteSpotVisited JML MaybeMarkFluteSpotVisited
LDA.b $8A
RTL
CheckFlute: CheckFlute:
LDA.l FluteBitfield LDA.l FluteBitfield

10
ram.asm
View File

@@ -65,8 +65,6 @@ 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
@@ -237,8 +235,6 @@ 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.
@@ -338,7 +334,6 @@ SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02 SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02
; ;
EnemyDropIndicator = $7E072A ; Used by HUD to indicate enemy drops remaining EnemyDropIndicator = $7E072A ; Used by HUD to indicate enemy drops remaining
NpcItemIndicator = $7E072C ; Flag used by HUD to indicate NPC item present
SkipBeeTrapDisguise = $7E072D ; Flag to skip bee trap disguise during draw routine SkipBeeTrapDisguise = $7E072D ; Flag to skip bee trap disguise during draw routine
SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16 SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16
@@ -598,8 +593,6 @@ 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.
@@ -784,7 +777,6 @@ 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)
@@ -882,8 +874,6 @@ 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)

View File

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

View File

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

View File

@@ -240,9 +240,7 @@ CompassCountDisplay: skip 2 ; Compass count display flags (bitfield)
; High Byte: x c e d a s p m ; High Byte: x c e d a s p m
; x = Sewers | c = Hyrule Castle | e = Eastern Palace | d = Desert Palace ; x = Sewers | c = Hyrule Castle | e = Eastern Palace | d = Desert Palace
; a = Castle Tower | s = Swamp Palace | p = PoD | m = Mire ; a = Castle Tower | s = Swamp Palace | p = PoD | m = Mire
DungeonVisited: skip 2 ; Whether each dungeon has been entered (bitfield) skip 10 ;
; same order of bits as CompassCountDisplay above
skip 8 ;
Aga2Duck: skip 1 ; Used in lieu of pyramid hole for checking if the duck should come Aga2Duck: skip 1 ; Used in lieu of pyramid hole for checking if the duck should come
; 0 = Haven't called post-Aga 2 bird | 1 = Have called post-Aga 2 bird ; 0 = Haven't called post-Aga 2 bird | 1 = Have called post-Aga 2 bird
NpcFlags: skip 2 ; l - c s t k z o (bitfield) NpcFlags: skip 2 ; l - c s t k z o (bitfield)
@@ -308,7 +306,7 @@ HeartContainerCounter: skip 1 ; Total number of heart containers collected (in
DeathCounter: skip 1 ; Number of deaths (integer) DeathCounter: skip 1 ; Number of deaths (integer)
skip 1 ; Reserved skip 1 ; Reserved
FluteCounter: skip 1 ; Number of times fluted (integer) FluteCounter: skip 1 ; Number of times fluted (integer)
MapFrames: skip 4 ; Total map time in frames (32-bit integer) skip 4 ;
RNGItem: skip 2 ; RNG Item RNGItem: skip 2 ; RNG Item
SwordlessBossKills: skip 1 ; Number of bosses killed without a sword (integer) SwordlessBossKills: skip 1 ; Number of bosses killed without a sword (integer)
FaerieRevivalCounter: skip 1 ; Number of faerie revivals (integer) FaerieRevivalCounter: skip 1 ; Number of faerie revivals (integer)

View File

@@ -36,7 +36,7 @@ DungeonHoleWarpTransition:
BRA StatTransitionCounter BRA StatTransitionCounter
DungeonHoleEntranceTransition: DungeonHoleEntranceTransition:
JSL EnableForceBlank JSL EnableForceBlank
LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ + LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
LDA.w EntranceIndex : CMP.b #$7B : BNE + ; skip unless falling to ganon's room LDA.w EntranceIndex : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
@@ -44,7 +44,7 @@ DungeonHoleEntranceTransition:
CMP.b #$03 : !BGE + ; skip if the bow is already silver CMP.b #$03 : !BGE + ; skip if the bow is already silver
!ADD.b #$02 : STA.l BowEquipment ; increase bow to silver !ADD.b #$02 : STA.l BowEquipment ; increase bow to silver
+ +
BRA StatTransitionCounter BRA StatTransitionCounter
DungeonStairsTransition: DungeonStairsTransition:
JSL Dungeon_SaveRoomQuadrantData JSL Dungeon_SaveRoomQuadrantData
@@ -88,27 +88,27 @@ IncrementSmallKeys:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementSmallKeysNoPrimary: IncrementSmallKeysNoPrimary:
STA.l CurrentSmallKeys ; thing we wrote over, write small key count STA.l CurrentSmallKeys ; thing we wrote over, write small key count
PHX PHX
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter LDA.l SmallKeyCounter : INC : STA.l SmallKeyCounter
+ +
JSL UpdateKeys JSL UpdateKeys
LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors LDA.b IndoorsFlag : BEQ + ; skip room check if outdoors
PHP : REP #$20 ; set 16-bit accumulator PHP : REP #$20 ; set 16-bit accumulator
LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement LDA.b RoomIndex : CMP.w #$0087 : BNE ++ ; hera basement
LDA.b $A8 : AND.w #$0003 : CMP.w #$0002 : BNE ++ ; must be quadrant 2 LDA.b $A8 : AND.w #$0003 : CMP.w #$0002 : BNE ++ ; must be quadrant 2
LDA.w SprDropsItem, X : AND.w #$00FF : BNE ++ ; must not be a standing item LDA.w SprDropsItem, X : AND.w #$00FF : BNE ++ ; must not be a standing item
PLP : PHY PLP : PHY
LDY.b #$24 LDY.b #$24
JSL AddInventory JSL AddInventory
PLY : BRA + PLY : BRA +
++ ++
PLP PLP
+ +
LDA.b #$01 : STA.l UpdateHUDFlag LDA.b #$01 : STA.l UpdateHUDFlag
JSL HUD_RebuildLong JSL HUD_RebuildLong
PLX PLX
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
DecrementSmallKeys: DecrementSmallKeys:
@@ -188,9 +188,9 @@ CountAllKey:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementAgahnim2Sword: IncrementAgahnim2Sword:
PHA PHA
JSL IncrementBossSword JSL IncrementBossSword
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementDeathCounter: IncrementDeathCounter:
@@ -239,22 +239,22 @@ RTL
DecrementItemCounter: DecrementItemCounter:
PHA PHA
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
REP #$20 REP #$20
LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter LDA.l TotalItemCounter : DEC : STA.l TotalItemCounter
SEP #$20 SEP #$20
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementBigChestCounter: IncrementBigChestCounter:
JSL Dungeon_SaveRoomQuadrantData ; thing we wrote over JSL Dungeon_SaveRoomQuadrantData ; thing we wrote over
PHA PHA
LDA.l StatsLocked : BNE + LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX LDA.l BigKeysBigChests : INC : AND.b #$0F : TAX
LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests LDA.l BigKeysBigChests : AND.b #$F0 : STA.l BigKeysBigChests
TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests TXA : ORA.l BigKeysBigChests : STA.l BigKeysBigChests
+ +
PLA PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementDamageTakenCounter_Eight: IncrementDamageTakenCounter_Eight:
@@ -338,8 +338,8 @@ IncrementUWMirror:
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IncrementSpentRupees: IncrementSpentRupees:
DEC A : BPL .subtractRupees DEC A : BPL .subtractRupees
LDA.w #$0000 : STA.l CurrentRupees LDA.w #$0000 : STA.l CurrentRupees
RTL RTL
.subtractRupees .subtractRupees
PHA : PHP PHA : PHP
@@ -355,18 +355,18 @@ IndoorTileTransitionCounter:
JMP StatTransitionCounter JMP StatTransitionCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
IndoorSubtileTransitionCounter: IndoorSubtileTransitionCounter:
;JSL HeartPieceSetRedraw ; set redraw flag for items ;JSL HeartPieceSetRedraw ; set redraw flag for items
STZ.w SomariaSwitchFlag ; stuff we wrote over STZ.w SomariaSwitchFlag ; stuff we wrote over
STZ.w SpriteRoomTag STZ.w SpriteRoomTag
JMP StatTransitionCounter JMP StatTransitionCounter
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
StatsFinalPrep: StatsFinalPrep:
PHA : PHX : PHP PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers SEP #$30 ; set 8-bit accumulator and index registers
LDA.l StatsLocked : BNE .ramPostOnly LDA.l StatsLocked : BNE .ramPostOnly
INC : STA.l StatsLocked INC : STA.l StatsLocked
JSL IncrementFinalSword JSL IncrementFinalSword
LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count LDA.l HighestMail : INC : STA.l HighestMail ; add green mail to mail count
@@ -385,12 +385,12 @@ StatsFinalPrep:
LDA.l RupeesSpent : !ADD.l DisplayRupees : STA.l RupeesCollected LDA.l RupeesSpent : !ADD.l DisplayRupees : STA.l RupeesCollected
LDA.l RupeesSpent+1 : ADC.l DisplayRupees+1 : STA.l RupeesCollected+1 LDA.l RupeesSpent+1 : ADC.l DisplayRupees+1 : STA.l RupeesCollected+1
REP #$20 REP #$20
LDA.l TotalItemCounter : !SUB.l ChestsOpened : STA.l NonChestCounter LDA.l TotalItemCounter : !SUB.l ChestsOpened : STA.l NonChestCounter
.done .done
PLP : PLX : PLA PLP : PLX : PLA
LDA.b #$19 : STA.b GameMode ; thing we wrote over, load triforce room LDA.b #$19 : STA.b GameMode ; thing we wrote over, load triforce room
STZ.b GameSubMode STZ.b GameSubMode
STZ.b SubSubModule STZ.b SubSubModule
RTL RTL

View File

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

View File

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

View File

@@ -25,8 +25,8 @@ PreparePointer:
LDY.w #$0000 LDY.w #$0000
RTL RTL
; Regular stat: XXXX X00L LLLL LLLL BBBB SSSS CCC- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA ; Regular stat: XXXX X00L LLLL LLLL BBBB SSSS CCC- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
; Time stat: XXXX X01L LLLL LLLL ---- ---- ---- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA ; Time stat: XXXX X01L LLLL LLLL ---- ---- ---- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
; End of data: 1111 1111 1111 1111 ; End of data: 1111 1111 1111 1111
; X X offset (measured in 8x8 tiles) ; X X offset (measured in 8x8 tiles)
@@ -174,7 +174,7 @@ FindLine:
!FRAMES_PER_SECOND = 60 !FRAMES_PER_SECOND = 60
!FRAMES_PER_MINUTE = 60*60 !FRAMES_PER_MINUTE = 60*60
!FRAMES_PER_HOUR = 60*60*60 !FRAMES_PER_HOUR = 60*60*60
!MAX_FRAME_COUNT = (99*60*60*60)+(59*60*60)+(59*60)+59 !MAX_FRAME_COUNT = 59*60+59*60+59*60+99
macro CountUnits(framesPerUnit, unitCounter) macro CountUnits(framesPerUnit, unitCounter)
STZ.b <unitCounter> STZ.b <unitCounter>
@@ -196,7 +196,7 @@ endmacro
!ColonOffset = $8A !ColonOffset = $8A
!PeriodOffset = $4D !PeriodOffset = $4D
BlankCreditsTile = $3D88 BlankCreditsTile = $883D
RenderCreditsStatCounter: RenderCreditsStatCounter:
PHB PHB
@@ -498,45 +498,45 @@ RenderLineNumber:
RTS RTS
LoadCreditsTiles: LoadCreditsTiles:
JSL CopyFontToVRAM ; What we wrote over JSL CopyFontToVRAM ; What we wrote over
REP #$10 REP #$10
LDA.b #$80 : STA.w VMAIN LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0 LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0 LDA.b #$18 : STA.w BBAD0
; Item tiles ; Item tiles
LDX.w #$8200 : STX.w VMADDL LDX.w #$8200 : STX.w VMADDL
LDA.b #FileSelectNewGraphics>>16 : STA.w A1B0 LDA.b #FileSelectNewGraphics>>16 : STA.w A1B0
LDX.w #FileSelectNewGraphics : STX.w A1T0L LDX.w #FileSelectNewGraphics : STX.w A1T0L
LDX.w #$0C00 : STX.w DAS0L LDX.w #$0C00 : STX.w DAS0L
LDA.b #$01 : STA.w DMAENABLE LDA.b #$01 : STA.w DMAENABLE
; Small characters A-Z ; Small characters A-Z
LDX.w #$7F00 : STX.w VMADDL LDX.w #$7F00 : STX.w VMADDL
LDA.b #SmallCharacters>>16 : STA.w A1B0 LDA.b #SmallCharacters>>16 : STA.w A1B0
LDX.w #SmallCharacters : STX.w A1T0L LDX.w #SmallCharacters : STX.w A1T0L
LDX.w #$0200 : STX.w DAS0L LDX.w #$0200 : STX.w DAS0L
LDA.b #$01 : STA.w DMAENABLE LDA.b #$01 : STA.w DMAENABLE
SEP #$10 SEP #$10
RTL RTL
LoadOverworldCreditsTiles: LoadOverworldCreditsTiles:
JSL CopyFontToVRAM ; What we wrote over JSL CopyFontToVRAM ; What we wrote over
REP #$10 REP #$10
; Small characters A-Z ; Small characters A-Z
LDA.b #$80 : STA.w VMAIN LDA.b #$80 : STA.w VMAIN
LDA.b #$01 : STA.w DMAP0 LDA.b #$01 : STA.w DMAP0
LDA.b #$18 : STA.w BBAD0 LDA.b #$18 : STA.w BBAD0
LDA.b #SmallCharacters>>16 : STA.w A1B0 LDA.b #SmallCharacters>>16 : STA.w A1B0
LDX.w #SmallCharacters : STX.w A1T0L LDX.w #SmallCharacters : STX.w A1T0L
LDX.w #$0200 : STX.w DAS0L LDX.w #$0200 : STX.w DAS0L
LDX.w #$7F00 : STX.w VMADDL LDX.w #$7F00 : STX.w VMADDL
LDA.b #$01 : STA.w DMAENABLE LDA.b #$01 : STA.w DMAENABLE
SEP #$10 SEP #$10
RTL RTL
CheckFontTable: CheckFontTable:
@@ -577,23 +577,23 @@ RTS
; Dialog Pointer Override ; Dialog Pointer Override
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
EndingSequenceTableOverride: EndingSequenceTableOverride:
PHY PHY
PHX PHX
TYX TYX
LDA.l EndingSequenceText, X LDA.l EndingSequenceText, X
PLX PLX
STA.w $1008, X STA.w $1008, X
PLY PLY
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
EndingSequenceTableLookupOverride: EndingSequenceTableLookupOverride:
PHX : PHB PHX : PHB
PHK : PLB PHK : PLB
TYX TYX
LDA.l EndingSequenceText, X : AND.w #$00FF LDA.l EndingSequenceText, X : AND.w #$00FF
ASL A ASL
TAY TAY
LDA.w FontTable,Y LDA.w FontTable,Y
PLB : PLX PLB : PLX
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

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

View File

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

View File

@@ -105,10 +105,6 @@ db $00
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0802E org $B0802E
GanonVulnerabilityItem: GanonVulnerabilityItem:
; sn-i iiii
; s - immune to sword spins in phase 4
; n - immune to all items
; i - index of item vulnerability
db $00 ; $00 = default behavior (silver arrows) db $00 ; $00 = default behavior (silver arrows)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0902F org $B0902F
@@ -241,8 +237,12 @@ db $00
;a - Infinite Arrows ;a - Infinite Arrows
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0804E ; PC 0x18004E org $B0804E ; PC 0x18004E
UncleRefill_deprecated: ; no longer used UncleRefill:
db $00 db $00
;---- -mba
;m - Refill Magic
;b - Refill Bombs
;a - Refill Arrows
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0804F ; PC 0x18004F org $B0804F ; PC 0x18004F
ByrnaInvulnerability: ByrnaInvulnerability:
@@ -464,9 +464,10 @@ db $00 ; #$00 = Original Behavior (default) - #$01 = Book can flip crystal switc
; 0x1800A7 - 0x1800AE (unused) ; 0x1800A7 - 0x1800AE (unused)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; 0x1800AF ; 0x1800AF
; m-ff ffff ; mtff 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
@@ -890,8 +891,8 @@ SilverArrowsAutoEquip:
db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon
;================================================================================ ;================================================================================
org $B08183 ; PC 0x180183 org $B08183 ; PC 0x180183
RainDeathRefillRupeeBow: FreeUncleItemAmount:
dw $012C ; 300 rupees (Default) dw $12C ; 300 rupees (Default)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B08185 ; PC 0x180185 org $B08185 ; PC 0x180185
RainDeathRefillTable: RainDeathRefillTable:
@@ -1532,7 +1533,7 @@ 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,$2E,$02,$09,$00,$00,$00 db $15,$15,$16,$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
@@ -1584,7 +1585,6 @@ 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 ;--------------------------------------------------------------------------------
ExtraChestKeys: ; PC 0x187000-0x18700F ; 0x187000 - 18700F (unused)
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

View File

@@ -40,7 +40,7 @@ RenderCharToMapExtended:
sta.b Scrap05 sta.b Scrap05
jml RenderCharToMapExtended_return jml RenderCharToMapExtended_return
.uncompressed .uncompressed
lda.l FontProperties+$2, x lda.l FontProperties+$2, x
plx plx
clc : adc.w #(NewFont&$ffff) clc : adc.w #(NewFont&$ffff)
@@ -92,7 +92,7 @@ RenderCharLookupWidth:
plx : lda.l RenderCharThinTable, x : clc plx : lda.l RenderCharThinTable, x : clc
rtl rtl
.vwf .vwf
and.w #$000f and.w #$000f
plx : cpx.w #$0000 : beq + : lda.l RenderCharThinTable, x plx : cpx.w #$0000 : beq + : lda.l RenderCharThinTable, x
+ clc : rtl + clc : rtl
@@ -140,7 +140,7 @@ RenderCharExtended:
cpx.w #$0010 cpx.w #$0010
bne - bne -
.end .end
plb plb
jml RenderCharExtended_returnUncompressed jml RenderCharExtended_returnUncompressed
@@ -368,7 +368,7 @@ FontProperties:
dw $8001, $06C0 ; C7 ; ! dw $8001, $06C0 ; C7 ; !
dw $8001, $02D0 ; C8 ; , dw $8001, $02D0 ; C8 ; ,
dw $8001, $02B0 ; C9 ; - dw $8001, $02B0 ; C9 ; -
dw $8000, $0000 ; CA ; 🡄 dw $8000, $0000 ; CA ; 🡄"
dw $8000, $0000 ; CB ; 🡆 dw $8000, $0000 ; CB ; 🡆
dw $0000, $0000 ; CC ; Blank char dw $0000, $0000 ; CC ; Blank char
dw $8001, $02C0 ; CD ; . dw $8001, $02C0 ; CD ; .

View File

@@ -99,7 +99,6 @@ 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
@@ -222,8 +221,6 @@ 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
@@ -291,17 +288,13 @@ 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
UncleItem = $85DF45
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 DungeonMapFloorCountData = $8AF5E9
DungeonMapFloorToDataOffset = $8AF605 DungeonMapFloorToDataOffset = $8AF605

View File

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

View File

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