9 Commits

52 changed files with 1218 additions and 1256 deletions

View File

@@ -213,7 +213,7 @@ incsrc gk/variable_ganon_vulnerability.asm
incsrc gk/pseudoflute.asm
incsrc gk/fast_junk.asm
incsrc gk/dungeon_maps.asm
incsrc gk/dungeon_indicator.asm
incsrc pikit.asm
print "End of B9: ", pc
warnpc $B9EE00

View File

@@ -53,13 +53,24 @@ RTL
GiveBonkItem:
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.w SprSourceItemId, X
PHY : TAY
JSL ShieldCheck
TYA : PLY
BCS +
STZ.w $0DD0, X
PLA : PLA : PLA ; remove the stored return address
JML $85FC9D
+
JSR AbsorbKeyCheck : BCC .notKey
PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL Sound_SetSfx3PanLong
LDA.b #$01 : STA.l UpdateHUDFlag
RTL
.notKey
.notKey
PHY : TAY : JSL Link_ReceiveItem : PLY
RTL
;--------------------------------------------------------------------------------

View File

@@ -246,7 +246,7 @@ FixSwimBump:
.normal
LDA.b LinkJumping : BNE .continue ; what we wrote over
.not_diving
PLA : PLA : PEA.w $87964D ; skip ahead, not diving
PLA : PLA : PEA.w $87964E ; skip ahead, not diving
.continue
RTL
;--------------------------------------------------------------------------------

View File

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

View File

@@ -146,57 +146,32 @@ macro SetMinimum(base,filler,compare)
endmacro
RefreshRainAmmo:
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
.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:
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state

View File

@@ -78,10 +78,23 @@ JML Dungeon_OpenKeyedObject_nextChest
LDA.l ChestData, X : ASL A : BCC .smallChest
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
PHY
LDY.b Scrap0C
JSL ShieldCheck
STY.b Scrap0C
PLY
BCC .couldntFindChest
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
.smallChest
JML Dungeon_OpenKeyedObject_smallChest
PHY
LDY.b Scrap0C
JSL ShieldCheck
STY.b Scrap0C
PLY
BCC .couldntFindChest
JML Dungeon_OpenKeyedObject_smallChest
.couldntFindChest
JML Dungeon_OpenKeyedObject_couldntFindChest
JML Dungeon_OpenKeyedObject_couldntFindChest
;--------------------------------------------------------------------------------

View File

@@ -61,84 +61,73 @@ LoadDialogAddressIndirect:
RTL
;--------------------------------------------------------------------------------
FreeDungeonItemNotice:
STA.l ScratchBufferV
STA.l ScratchBufferV
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.l ScratchBufferNV : PHA
LDA.l ScratchBufferNV+1 : PHA
PHA : PHX : PHY
PHP
PHB : PHK : PLB
SEP #$20 ; set 8-bit accumulator
REP #$10 ; set 16-bit index registers
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
LDA.l ScratchBufferNV : PHA
LDA.l ScratchBufferNV+1 : PHA
;--------------------------------
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
LDA.b #$2F ; if not from our world, show all dungeon item and crystal notices
+ ORA.l FreeItemText : BNE + : JMP .skip : +
LDA.l FreeItemText : BNE + : JMP .skip : +
STA.b Scrap00
LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch
LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for general small key
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for general compass
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for general map
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for general big key
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
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
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for dungeon compass
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for dungeon big key
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
JMP .dungeon
+ LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for dungeon small key
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys
BRA .dungeon
+ LDA.b Scrap00 : AND.b #$20 : BEQ + ; show message for crystal
+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE +
CMP.b #$B7 : !BGE +
%CopyDialog(Notice_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
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.l ScratchBufferNV+1
ASL : TAX
REP #$20
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : AND.w #$00FF : BNE +
LDA.l DungeonItemIDMap, X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE +
BRA .self_notice
.hc_sewers
LDA.w DungeonID : CMP.w #$0003 : BCS +
.self_notice
SEP #$20
LDA.l FreeItemText : AND.b #$40 : BEQ ++
LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
JMP .skip
++
%CopyDialog(Notice_Self)
JMP .done
+
SEP #$20
ASL : TAX
REP #$20
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE +
BRA .self_notice
.hc_sewers
LDA.w DungeonID : CMP.w #$0003 : BCS +
.self_notice
SEP #$20
LDA.l FreeItemText : AND.b #$40 : BEQ ++
LDA.b #$00 : STA.l DialogOffsetPointer : STA.l DialogOffsetPointer+1
JMP .skip
++
%CopyDialog(Notice_Self)
JMP .done
+
SEP #$20
LDA.l ScratchBufferNV+1
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done
@@ -204,9 +190,9 @@ FreeDungeonItemNotice:
+ : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers)
+
JMP .done
JMP .done
.crystal
.crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.l ScratchBufferV
AND.b #$0F ; looking at low bits only
@@ -224,7 +210,7 @@ FreeDungeonItemNotice:
%CopyDialog(Notice_Four) : JMP .done
+ : CMP.b #$06 : BNE +
%CopyDialog(Notice_Three) : JMP .done
+
+
.done
@@ -234,14 +220,14 @@ FreeDungeonItemNotice:
;--------------------------------
.skip
PLA : STA.l ScratchBufferNV+1
PLA : STA.l ScratchBufferNV
PLA : STA.b Scrap02
REP #$20
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
PLA : STA.l ScratchBufferNV+1
PLA : STA.l ScratchBufferNV
PLA : STA.b Scrap02
REP #$20
PLA : STA.b Scrap00
PLB
PLP
PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -599,7 +599,7 @@ skip $10
BigKeyStatus: ;27f040 (status 2 indicate BnC guard)
dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0000, $0000
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
db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07, $00, $00
TotalLocationsHigh: ;27f090
@@ -696,4 +696,4 @@ dw $ffff
OldManDarkWorld:
dw $ffff
OldManRetrievalWorld:
dw $0000
dw $0000

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@@ -1,12 +1,10 @@
!BlankTile = $207F
!SlashTile = $2830
!PlusTile = $2404
!HyphenTile = $2405
!LTile = $2D68
!DTile = $2D60
!RedSquare = $345E
!BlueSquare = $2C5E
!BossIcon = $253C
!NPCIcon = $253B
DrHudOverride:
PHB
@@ -31,13 +29,6 @@ DRHUD_DrawIndicators:
LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
DRHUD_BossIndicator:
LDA.w DungeonID : CMP.b #$FF : BNE .in_dungeon
LDA.w NpcItemIndicator : BEQ .early_exit
LDA.l ShowLootInHUD : BEQ .early_exit
REP #$10
LDY.w #!NPCIcon : STY.w HUDMultiIndicator
JMP DRHUD_Finished
.in_dungeon
LDA.l DRMode : BNE .continue
.early_exit
REP #$10
@@ -55,7 +46,7 @@ DRHUD_BossIndicator:
SEP #$20
BEQ .draw_indicator
LDA.l CompassBossIndicator, x : CMP.b RoomIndex : BNE .draw_indicator
LDY.w #!BossIcon
LDY.w #!RedSquare
.draw_indicator
STY.w HUDMultiIndicator
BRA DRHUD_DrawCurrentDungeonIndicator
@@ -80,12 +71,13 @@ DRHUD_DrawCurrentDungeonIndicator: ; mX
CMP.b #$06 : BEQ .draw_indicator
.get_indicator
LDY.w #$2C28
REP #$20 : LDA.l DungeonReminderTable,X : TAY
SEP #$20
.draw_indicator
STY.w HUDCurrentDungeonWorld
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
REP #$20
BIT.w #$0002 : BNE .skip_map_check
@@ -98,17 +90,8 @@ DRHUD_DrawKeyCounter:
LDA.l GenericKeys : LSR : BCS .total_only
LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
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
SEP #$20
LDA.l ChestKeys, X : SEC : SBC.l ExtraChestKeys, X
REP #$20
JSR ConvertToDisplay : STA.w HUDKeysTotal
.to_finished
LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
JMP DRHUD_Finished
OWRHUD_DrawWorldIndicator:
@@ -309,29 +292,17 @@ BossStatus:
; 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
ConvertToDisplay:
and.w #$00ff : cmp.w #$000a : !BLT +
!ADD.w #$2519 : rts
+ !ADD.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
ConvertToDisplay2:
and.w #$00ff : beq ++
cmp.w #$000a : !BLT +
!ADD.w #$2517 : rts ; 2580 with 258A as "A" for non transparent digits
+ !ADD.w #$2816 : rts
++ lda.w #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
CountAbsorbedKeys:
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!
cmp.b #$5f : beq .gtg
cmp.b #$26 : beq .inroom
.abort
SEP #$30
stz.w $045e
lda.b PreviousRoom : and.b #$0f
rtl ; clear,run hijacked code and get out
.inroom
.abort
SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl
.gtg
.gtg
phb : phk : plb : phx : phy ; push stuff
jsr LookupSpiralOffset
rep #$30 : and.w #$00FF : asl #2 : tax
@@ -85,7 +81,6 @@ SpiralWarp: {
ldy.b #$01 : jsr SetCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl
@@ -266,7 +261,6 @@ InroomStairsWarp: {
.skipCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
rts
}
@@ -341,4 +335,4 @@ SpiralPriorityHack: {
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
rtl
}
}

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@@ -88,6 +88,7 @@ RTL
PrizeReceiveItem:
PHA
LDA.b #$00 : STA.l BossDropTouched
JSL BossPrizeGetPlayer : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
CMP.b #$6A : BNE +
@@ -105,7 +106,7 @@ RTL
SetItemPose:
PHA
LDA.w DungeonID : BMI .one_handed
LDA.w RoomItemsTaken : BIT.b #$80 : BNE +
JSL CheckBossDropTouched : BNE +
.one_handed
PLA
JML Link_ReceiveItem_not_cool_pose
@@ -134,7 +135,7 @@ SetCutsceneFlag:
PHX
LDY.b #$01 ; wrote over
LDA.w DungeonID : BMI .no_cutscene
LDA.w RoomItemsTaken : BIT.b #$80 : BNE .dungeon_prize
JSL CheckBossDropTouched : BNE .dungeon_prize
.no_cutscene
SEP #$30
PLX
@@ -155,7 +156,7 @@ AnimatePrizeCutscene:
LDA.w ItemReceiptMethod : CMP.b #$03 : BNE +
JSR CrystalOrPendantBehavior : BCC +
LDA.w DungeonID : BMI +
LDA.w RoomItemsTaken : BIT.b #$80 : BEQ +
JSL CheckBossDropTouched : BEQ +
SEC
RTL
+
@@ -172,13 +173,13 @@ PrizeDropSparkle:
RTL
HandleDropSFX:
LDA.w RoomItemsTaken : BIT.b #$80 : BEQ .no_sound
JSR CrystalOrPendantBehavior : BCC .no_sound
SEC
RTL
.no_sound
CLC
RTL
JSL CheckBossDropTouched : BEQ .no_sound
JSR CrystalOrPendantBehavior : BCC .no_sound
SEC
RTL
.no_sound
CLC
RTL
HandleCrystalsField:
TAX
@@ -192,7 +193,7 @@ RTL
MaybeKeepLootID:
PHA
LDA.w DungeonID : BMI .no_prize
LDA.w RoomItemsTaken : BIT.b #$80 : BNE .prize
JSL CheckBossDropTouched : BNE .prize
.no_prize
STZ.w ItemReceiptID
STZ.w ItemReceiptPose
@@ -216,6 +217,15 @@ CheckSpawnPrize:
SEP #$21
RTL
CheckBossDropTouched:
; Out: z - boss drop not touched
LDA.w RoomItemsTaken
AND.b #$80
BNE .done
LDA.l BossDropTouched
.done
RTL
CheckDungeonCompletion:
LDX.w DungeonID
REP #$20

View File

@@ -38,7 +38,7 @@ RTL
OnPlayerDead:
PHA
JSL SetDeathWorldChecked
JSL DynamicDropGFXClear
JSL DynamicDropGFXClear
JSL SetSilverBowMode
JSL RefreshRainAmmo
PLA
@@ -79,20 +79,30 @@ RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
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
PLA
JSL Link_ReceiveItem
LDA.l ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; set rain state
JSL SetEscapeAssist
JSL RefreshRainAmmo
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
LDA.b #70 : STA.l ArrowsFiller
; grant arrows if we started with a bow in retro mode
LDA.l ArrowMode : BEQ +
LDA.l RainDeathRefillRupeeBow : ORA.l RainDeathRefillRupeeBow+1 : BEQ +
LDA.b #$01 : STA.l ArrowsFiller
LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle
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
;--------------------------------------------------------------------------------
OnAga1Defeated:
@@ -191,12 +201,12 @@ OnNewFile:
STZ.w TreePullKills
STZ.w TreePullHits
STZ.w PrizePackIndexes
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
STZ.w PrizePackIndexes+1
STZ.w PrizePackIndexes+2
STZ.w PrizePackIndexes+3
STZ.w PrizePackIndexes+4
STZ.w PrizePackIndexes+5
STZ.w PrizePackIndexes+6
LDA.b #$00 : STA.l MosaicLevel
JSL InitRNGPointerTable
PLP : PLX

View File

@@ -857,7 +857,6 @@ RTL
Kiki_DontScareTheMonke:
LDA.b LinkJumping : BEQ .return
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 LinkThud : BNE .no_spook
.spook

View File

@@ -17,7 +17,7 @@ CheckLoot:
STA.b $0E
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
@@ -31,10 +31,6 @@ CheckLoot:
STA.b $0E
+ LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .skip_dungeon_checks
TAX
LDA.l MapField
@@ -56,8 +52,6 @@ CheckLoot:
STA.b $0E
+
.skip_dungeon_checks
LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests
+
@@ -71,16 +65,13 @@ CheckLoot:
+
LDA.l ItemSources : BIT.w #$0008 : BEQ +
JSR CheckMisc
JSR CheckMisc2
JSR CheckBoss
+
LDA.l ItemSources : BIT.w #$0010 : BEQ +
JSR CheckPrize
+
JSR CheckNpcs
.done
PLA : STA.b $0E
PLA : STA.b $06
@@ -91,7 +82,7 @@ JSR CheckNpcs
CheckChests:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
STA.b $00
ASL A
TAX
@@ -136,22 +127,25 @@ CheckChests:
.done
RTS
CheckMisc:
; this includes bosses, bonk torches, and standing items (in caves + hera cage key)
; all dungeon items in this section are in section 1 of split sections
; for cave items we'll always know what section we're in
; but for dungeon items, we won't have a section specified in door rando
; so if we don't have a section, assume it's 1, and it'll match all the dungeon items anyway
CheckBoss:
; we assume all bosses are in section 1 of split sections
; mainly to simplify hera cage key and GT torch
; which use the same flow
; and bosses are always in their own section anyway
LDA.b $CA
BIT.w #$F000
BNE +
ORA.w #$1000
AND.w #$F000
XBA
CMP.w #$0020
BCC +
RTS
+
AND.w #$F1FF
LDA.b $CA
AND.w #$00FF
STA.b $04
LDX.w #$FFFA
.next_misc
.next_boss
INX #6
LDA.l MiscLocations, X
BPL .check
@@ -159,10 +153,9 @@ CheckMisc:
.check
CMP.b $04
BNE .next_misc
BNE .next_boss
TXY
AND.w #$01FF
CMP.b RoomIndex
BEQ .current_room
@@ -187,7 +180,7 @@ CheckMisc:
TYX
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
STA.b $05
@@ -199,28 +192,11 @@ CheckMisc:
AND.w #$00FF
JSR GetLootClass
BRA .next_misc
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
BRA .next_boss
CheckPrize:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
STA.b $04
LDX.w #$FFFD
@@ -254,44 +230,9 @@ CheckPrize:
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:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
@@ -357,7 +298,7 @@ CheckPots:
+
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
if !FEATURE_FIX_BASEROM
@@ -395,7 +336,7 @@ CheckJunkPot:
+
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
LDA.l PotCollectionRateTable, X
@@ -423,7 +364,7 @@ endif
CheckEnemies:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
@@ -513,7 +454,7 @@ CheckEnemies:
+
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
@@ -543,9 +484,7 @@ GetLootClass:
CMP.w #$0080 : BNE .not_compass
.compass
LDA.l AlwaysShowCompass
AND.w #$00FF
BNE .check_value
LDA.l AlwaysShowCompass : BNE .check_value
.not_compass
LDA.b $0E
@@ -593,7 +532,7 @@ macro DefineGetFooSection(type, offset)
Get<type>Section:
PHX
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
LDA.l SplitRooms, X
@@ -641,13 +580,13 @@ Check<type>Section:
STA.b $CC
LDA.b $CB
AND.w #$00F0
AND.w #$00FF
BEQ .yes
JSR Get<type>Section
LDA.b $CB
AND.w #$00F0
AND.w #$00FF
LSR A : LSR A : LSR A : LSR A
DEC A
CMP.b $CE

View File

@@ -3,8 +3,8 @@
!TIER_LOW_KEY = $03
!TIER_HEALTH = $05
!TIER_MINOR = $06
!TIER_COMPASS = $07
!TIER_MAP = $08
!TIER_MAP = $07
!TIER_COMPASS = $08
!TIER_SM_KEY = $09
!TIER_BIG_KEY = $0A
!TIER_MAJOR = $0B
@@ -49,7 +49,7 @@ db !TIER_CRYSTAL ; 20 - Crystal
db !TIER_MINOR ; 21 - Net
db !TIER_MINOR ; 22 - Blue 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_HEALTH ; 26 - Heart Container from 4/4
db !TIER_JUNK ; 27 - Bomb

View File

@@ -61,24 +61,7 @@ SplitRooms:
%d(.no) : %d(.d1) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.d6) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.db) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; E0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; F0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; 100
%d(.no) : %d(.101) : %d(.no) : %d(.103) : %d(.no) : %d(.no) : %d(.106) : %d(.107)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.10c) : %d(.no) : %d(.10e) : %d(.no)
; 110
%d(.no) : %d(.no) : %d(.112) : %d(.no) : %d(.114) : %d(.115) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f)
; 120
%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.127)
%d(.no)
.no
db $00
@@ -452,7 +435,7 @@ db $01
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $02, $00, $80, $00, $FF
db $01, $34, $44, $B4, $FF
db $01, $34, $D4, $B8, $FF
db $FF
..doors
db $03, $06
@@ -586,344 +569,3 @@ db $FF
..chests
db $01
db $FF
.101 ; East Snitch House (2) // West Snitch House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $FF
..enemies
db $00
db $FF
.103 ; Man With Beds (3) // Front of Tavern (2) // Back of Tavern (1)
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies3)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(..pots2) : %d(..enemies2)
..areas3
db $03, $80, $FF, $00, $FF
db $FF
..doors3
db $08
db $FF
..enemies3
db $02
db $FF
..areas2
db $03, $00, $7F, $50, $FF
db $FF
..doors2
db $06
db $FF
..pots2
db $02
db $FF
..enemies2
db $00
db $01
db $FF
.106 ; VoO Chest Game (2) // Brewery (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.107 ; Library (2) // Bomb Refill Hut (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
.10c ; Mimic Cave (2) // Hookshot Fairy Pot (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $FF
..enemies
db $04
db $05
db $06
db $07
db $FF
.10e ; Storyteller (2) // Storyteller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $FF
..pots
db $FF
..enemies
db $00
db $FF
.112 ; Dark Chapel (2) // Store (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.114 ; Waterfall Fairy (2) // Hint NPC (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $01
db $FF
..enemies
db $00
db $FF
.115 ; Capacity Fairy (1) // Healing Fairy (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.11b ; Cave 45 (2) // Graveyard Ledge (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $04
db $05
db $FF
..enemies
db $01
db $FF
.11c ; Bomb Shop (2) // C-Shaped House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.11e ; Long Fairy Cave (2) // Hype Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $01
db $02
db $03
db $FF
.11f ; Lumberjack House (1) // Store (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.120 ; Ice Rod Cave (1) // Cool Bee Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $01
db $02
db $FF
.122 ; Fortune Teller (2) // Other Fortune Teller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.124 ; 50-Rupee Cave (1) // Bonk Rocks (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..chests
db $00
db $FF
.125 ; 20-Rupee Cave (2) // Spiky Hint Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $FF
..enemies
db $00
db $FF
.126 ; Bonk Fairy Pool (2) // Checkerboard Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $01
db $02
db $03
db $04
db $FF
.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

@@ -150,10 +150,7 @@ DrawFullRoomTile:
RTL
DrawSingleRoomLoot:
LDA.l ShowLootOnMap : AND.w #$00FF : BNE +
RTL
+ PHX : PHY
PHX : PHY
TYX
@@ -175,7 +172,6 @@ DrawSingleRoomLoot:
STA.w GFXStripes+$0C, Y
LDA.b $CA
AND.w #$F0FF
JSL CheckLoot
ASL A : ASL A : ASL A
@@ -691,13 +687,6 @@ GetSpecificRoomVisibility:
STA.b $0A
+
SEP #$20
LDA.b $0A
CMP.b $0B
BCC +
STA.b $0B
+
REP #$20
LDA.b $CA
AND.w #$00FF
@@ -2116,13 +2105,6 @@ DrawDoorsStairs:
DetectLinksSection:
LDA.b RoomIndex
CMP.w #$0128
BCC +
LDA.w #$0000
RTL
+
ASL A
TAX
LDA.l SplitRooms, X

View File

@@ -32,9 +32,6 @@ DrawLoot:
LDA.l DRMode
BNE .skip
LDA.l ShowLootOnMap
BEQ .skip
REP #$30
PHX : PHY

View File

@@ -1,50 +0,0 @@
LoadDungeonIndicator:
; what we wrote over
JSL InitializeTilesets
LDA.w DungeonID
CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done
TAX
LDA.l DungeonIndicatorMap, X
TAX
LDA.b #$80
STA.w $2115
REP #$20
LDA.w #$7140
STA.w $2116
LDY.b #$10
- LDA.l DungeonIndicatorGfx, X
STA.w $2118
INX #2
DEY #2
BNE -
SEP #$20
.done
RTL
DungeonIndicatorMap:
dw $0000
dw $0000
dw $0010
dw $0020
dw $0040
dw $0060
dw $0050
dw $00A0
dw $0070
dw $0090
dw $0030
dw $0080
dw $00B0
dw $00C0
.end
DungeonIndicatorGfx:
incbin "menu/dr_dungeon_indicators.2bpp"
.end

View File

@@ -34,7 +34,6 @@ incsrc map_bg3.asm
incsrc dungeon_switch.asm
incsrc draw_loot.asm
incsrc check_loot.asm
incsrc loot_hud.asm
incsrc blink_loot.asm
incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm

View File

@@ -1,117 +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 ShowLootInHUD : BEQ .setting_off
LDA.b IndoorsFlag : BEQ .done
REP #$30
LDA.b $00 : PHA
LDA.b $02 : PHA
LDA.b $04 : PHA
LDA.b $06 : PHA
LDA.b $08 : PHA
LDA.b $0E : PHA
; if if door rando, check for section of supertile
LDA.l DRMode
BNE +
; if not in door rando, check for section of supertile if we're not in a dungeon
LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ +
; just load the room id, we don't care about sections
LDA.b RoomIndex
BRA .check
+ ; figure out section before checking
JSL DetectLinksSection
INC A
XBA
ASL A : ASL A : ASL A : ASL A
ORA.b RoomIndex
.check
JSL CheckLoot
SEP #$30
CMP.l ShowItems_hud_cap
BCC +
LDA.l ShowItems_hud_cap
+
LDX.w DungeonID
CPX.b #$FF
BNE +
CMP.l ShowItems_cave_cap
BCC +
LDA.l ShowItems_cave_cap
+
REP #$30
ASL A : TAX
LDA.l HUDLootTypeIcons, X
STA.w EnemyDropIndicator
PLA : STA.b $0E
PLA : STA.b $08
PLA : STA.b $06
PLA : STA.b $04
PLA : STA.b $02
PLA : STA.b $00
BRA .done
.setting_off
JSL SetupEnemyDropIndicator
.done
REP #$30
PLY : PLX
PLP
RTL

View File

@@ -54,8 +54,8 @@ dw $29CA, $69CA, $29DA, $29DB ; 03 - small key
dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - safety - plus
dw $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest
dw $29E8, $69E8, $29F8, $69F8 ; 07 - compass
dw $29CE, $29CF, $29DE, $29DF ; 08 - map
dw $29CE, $29CF, $29DE, $29DF ; 07 - map
dw $29E8, $69E8, $29F8, $69F8 ; 08 - compass
dw $29CA, $69CA, $29DA, $29DB ; 09 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key
dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
@@ -73,32 +73,29 @@ warnpc $B9FA00
org $B9FA00
; Room ID mappings to bit to check for presence and address of item drop
MiscLocations:
dw $10C8 : db $04 : dl HeartContainer_ArmosKnights
dw $1033 : db $04 : dl HeartContainer_Lanmolas
dw $1007 : db $04 : dl HeartContainer_Moldorm
dw $00C8 : db $04 : dl HeartContainer_ArmosKnights
dw $0033 : db $04 : dl HeartContainer_Lanmolas
dw $0007 : db $04 : dl HeartContainer_Moldorm
dw $105A : db $04 : dl HeartContainer_HelmasaurKing
dw $1006 : db $04 : dl HeartContainer_Arrghus
dw $1029 : db $04 : dl HeartContainer_Mothula
dw $10AC : db $04 : dl HeartContainer_Blind
dw $10DE : db $04 : dl HeartContainer_Kholdstare
dw $1090 : db $04 : dl HeartContainer_Vitreous
dw $10A4 : db $04 : dl HeartContainer_Trinexx
dw $005A : db $04 : dl HeartContainer_HelmasaurKing
dw $0006 : db $04 : dl HeartContainer_Arrghus
dw $0029 : db $04 : dl HeartContainer_Mothula
dw $00AC : db $04 : dl HeartContainer_Blind
dw $00DE : db $04 : dl HeartContainer_Kholdstare
dw $0090 : db $04 : dl HeartContainer_Vitreous
dw $00A4 : db $04 : dl HeartContainer_Trinexx
dw $1073 : db $05 : dl BonkKey_Desert ; torch
dw $108C : db $05 : dl BonkKey_GTower ; torch
dw $1087 : db $05 : dl StandingKey_Hera ; investigate
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 $0073 : db $05 : dl BonkKey_Desert ; torch
dw $008C : db $05 : dl BonkKey_GTower ; torch
dw $0087 : db $05 : dl StandingKey_Hera
dw $FFFF : db $FF : dl $FFFFFF ; Placeholders
dw $FFFF : db $FF : dl $FFFFFF
dw $FFFF : db $FF : dl $FFFFFF ; Aga 1? ($0020)
dw $FFFF : db $FF : dl $FFFFFF ; Ice Armos? ($001C)
dw $FFFF : db $FF : dl $FFFFFF ; Lanmolas 2? ($0033)
dw $FFFF : db $FF : dl $FFFFFF ; Moldorm 2? ($004D)
dw $FFFF : db $FF : dl $FFFFFF ; Aga 2? ($000D)
dw $FFFF
warnpc $B9FA9A
@@ -131,7 +128,7 @@ pad $B9FB00
; $B9FB00
DungeonLabels:
dw $25A4, $2579 ; Sewers
dw $2550, $2579 ; Sewers
dw $2564, $255F ; Hyrule Castle
dw $2561, $256C ; Eastern Palace
dw $2560, $256C ; Desert Palace
@@ -149,44 +146,6 @@ dw $25A4, $25A4 ; Reserved
dw $25A4, $25A4 ; Reserved
; $B9FB40
HUDLootTypeIcons:
dw $287F ; 00 - nothing
dw $295C ; 01 - unknown - dot
dw $2954 ; 02 - junk - pot
dw $2950 ; 03 - small key
dw $2952 ; 04 - triforce piece
dw $2955 ; 05 - safety - plus
dw $2953 ; 06 - less important item - small chest
dw $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
@@ -231,11 +190,7 @@ ShowItems:
.visited_tile
db $01
.reserved
skip 2
.hud_cap
db $FF
.cave_cap
db $01
skip 4
warnpc $B9FF10
org $B9FF10
@@ -251,11 +206,3 @@ ItemSources:
; $B9FF11
AlwaysShowCompass:
db $01
; $B9FF12
ShowLootOnMap:
db $01
; $B9FF13
ShowLootInHUD:
db $01

View File

@@ -13,8 +13,7 @@ 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
db $01, $02, $00
;--------------------------------------------------------------------------------
;================================================================================

View File

@@ -70,7 +70,7 @@ GetAgahnimLightning:
;1 = Forbid
AllowJoypadInput:
LDA.l PermitSQFromBosses : BEQ .fullCheck
LDA.w RoomItemsTaken : AND.b #$80 : BEQ .fullCheck
JSL CheckBossDropTouched : BEQ .fullCheck
LDA.w MedallionFlag : ORA.w CutsceneFlag ; we have heart container, do short check
RTL
.fullCheck

View File

@@ -2,13 +2,20 @@
; Randomize Half Magic Bat
;--------------------------------------------------------------------------------
GetMagicBatItem:
JSL ItemSet_MagicBat
%GetPossiblyEncryptedItem(MagicBatItem, SpriteItemValues)
CMP.b #$FF : BEQ .normalLogic
TAY
PHA : LDA.l MagicBatItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .have_shield
LDA.l MagicBatItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSL ItemSet_MagicBat
PLA
STZ.b ItemReceiptMethod ; 0 = Receiving item from an NPC or message
JML Link_ReceiveItem
.have_shield
PLA
RTL
.normalLogic
LDA.l HalfMagic
STA.l MagicConsumption

View File

@@ -5,8 +5,17 @@ HeartPieceGet:
PHX : PHY
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDY.w SprSourceItemId, X
JSL HeartGet
BCC +
JSL MaybeMarkDigSpotCollected
.skipLoad
+
PLY : PLX
RTL
;--------------------------------------------------------------------------------
HeartGet:
JSL ShieldCheck
BCC .skip
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
CMP.b #$00 : BNE .not_heart
@@ -16,15 +25,27 @@ HeartPieceGet:
STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
JSL Link_ReceiveItem
JSL MaybeUnlockTabletAnimation
PLY : PLX
RTL
SEC
RTL
.skip
JSL MaybeFreeLinkFromTablet
CLC
RTL
;--------------------------------------------------------------------------------
HeartContainerGet:
PHX : PHY
JSL IncrementBossSword
LDY.w SprSourceItemId, X
BRA HeartPieceGet_skipLoad
JSL HeartGet
PLY : PLX
BCC +
LDA.w RoomItemsTaken
ORA.b #$80
STA.w RoomItemsTaken
+
LDA.b #$01
STA.l BossDropTouched
RTL
;--------------------------------------------------------------------------------
DrawHeartPieceGFX:
PHP

View File

@@ -1053,8 +1053,12 @@ Overworld_Entrance_BRANCH_EPSILON: ; go here to lock doors
org $81C50D : JSL CheckDungeonWorld
org $81C517 : JSL CheckDungeonCompletion
org $81C523 : JSL CheckDungeonCompletion
org $81C710 : JSL CheckSpawnPrize
BCS RoomTag_GetHeartForPrize_spawn_prize : BRA RoomTag_GetHeartForPrize_delete_tag
org $81C709 : JSL CheckBossDropTouched : NOP
org $81C710
JSL CheckSpawnPrize
BCS RoomTag_GetHeartForPrize_spawn_prize
BRA RoomTag_GetHeartForPrize_delete_tag
warnpc $81C731
org $81C742 : JSL SpawnDungeonPrize : PLA : RTS
org $8799EA : JML SetItemPose
org $88C415 : JSL PendantMusicCheck
@@ -1066,6 +1070,7 @@ org $88C622 : BCC ItemReceipt_Animate_continue
org $88C6BA : JSL CheckPoseItemCoordinates
org $88C6C3 : JSL PrepPrizeVRAMHigh
org $88C6F4 : JSL PrepPrizeVRAMLow
org $88CAC4 : JSL CheckBossDropTouched : NOP
org $88CAD6 : JSL HandleDropSFX : NOP #2
org $88CADC : BCC Ancilla29_MilestoneItemReceipt_skip_crystal_sfx
org $88CAE9 : JSL PrepPrizeTile
@@ -1117,8 +1122,7 @@ JSL CompareBombsToMax : NOP #11
org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
JSL GiveBonkItem : NOP #5
org $85FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong)
JSL UpdateLootHUD
NOP #2
NOP #6
;--------------------------------------------------------------------------------
org $868D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X)
JSL LoadBonkItemGFX
@@ -1518,8 +1522,9 @@ JSL DrawHeartPiecesMenu : BRA DrawEquipment_in_a_dungeon
;================================================================================
; 300 Rupee NPC
;--------------------------------------------------------------------------------
org $9EF060 ; <- F7060 - sprite_shopkeeper.asm:242 (INC $0D80, X)
JSL Set300RupeeNPCItem : NOP
org $9EF058 ; <- F7060 - sprite_shopkeeper.asm:242 (INC $0D80, X)
JSL Set300RupeeNPCItem
BCS + : RTS : NOP #6 : +
;================================================================================
; Tree Kid Fix
@@ -1644,8 +1649,7 @@ JSL FixAga2Bunny : NOP
; Open Mode Fixes
;--------------------------------------------------------------------------------
org $85DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5)
JSL UpdateLootHUD
NOP #2
NOP #6
;--------------------------------------------------------------------------------
org $85EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL EndRainState : NOP #2
@@ -2007,7 +2011,7 @@ org $85EE53 ; <- 2EE53 - mushroom.asm : 22
JSL ItemCheck_Mushroom : NOP #2
;--------------------------------------------------------------------------------
org $85EE8C ; <- 2EE8C - mushroom.asm : 69
JSL ItemSet_Mushroom : NOP
JSL ItemSet_Mushroom : NOP #5
;--------------------------------------------------------------------------------
org $85F53E ; <- 2F53E - sprite_potion_shop.asm : 40
JSL ItemCheck_Powder : CMP.b #$20
@@ -2021,8 +2025,15 @@ JSL ItemCheck_MagicBat : BEQ + : RTS : NOP : +
;================================================================================
org $86BD6C ; <- 33D6C - sprite_middle_aged_man.asm:143 (JSL Link_ReceiveItem)
JSL Multiworld_MiddleAgedMan_ReactToSecretKeepingResponse
BRA + : NOP #8 : +
;--------------------------------------------------------------------------------
org $86BE70 ; <- 33E72 - bank_06.asm:11877
BRA + : NOP #10 : +
org $86BE81 ; <- 33E81 - sprite_hobo.asm:150 (JSL Link_ReceiveItem)
JSL Multiworld_Hobo_GrantBottle
BRA + : NOP #8 : +
;--------------------------------------------------------------------------------
org $8589B4 ; <- 289B4 ; sprite_master_sword.asm:183 (JSL Link_ReceiveItem)
JSL Multiworld_MasterSword_GrantToPlayer
;================================================================================
@@ -2035,7 +2046,10 @@ org $85EF79 ; <- 2EF79 - sprite_heart_upgrades.asm:128 (JSL Sprite_PrepAndDrawSi
JSL DrawHeartContainerGFX
;--------------------------------------------------------------------------------
org $85EFCE ; <- 2EFCE - sprite_heart_upgrades.asm:176 (JSL Link_ReceiveItem)
JSL HeartContainerGet
JSL HeartContainerGet ; this also handles setting the boss-killed flag if appropriate
PLX
RTS
warnpc $85EFDC
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
org $8799B1 ; 399B1 - Bank07.asm:4063 (CPY.b #$3E : BNE .notHeartContainer)
@@ -2061,10 +2075,13 @@ JSL HeartPieceSpawnDelayFix
;--------------------------------------------------------------------------------
org $85F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination
JSL HeartPieceGet
PHP
JSL DynamicDrawCleanup
PLP : BCC +
JSL IsMedallion
BCS + : BRA Sprite_EB_HeartPiece_handle_flags : + ; Don't change OW flags if we're
STZ.w SpriteAITable, X : RTS ; getting a tablet item
warnpc $85F0C0
;--------------------------------------------------------------------------------
org $86C0B0 ; <- 340B0 - sprite prep
JSL HeartPieceSpritePrep
@@ -2760,23 +2777,6 @@ JSL MimicDirection
org $828068
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
;--------------------------------------------------------------------------------
@@ -2847,3 +2847,44 @@ org $8DFB63 ; bank_0D.asm@18092 (LDA.l $7EF33F, X : AND.w #$00FF)
JSL CheckFluteInHUD
NOP #3
;--------------------------------------------------------------------------------
;================================================================================
; Pikit Nonsense
;--------------------------------------------------------------------------------
org $81EC39
JSL SmallChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest+1
org $81EC17
JSL BigChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest
NOP #2
org $9E8D6F
JML PikitSteal
org $9E8CF2
JSL PikitDigest
NOP #2
org $879A52
JSL LinkSnoring
org $879AAD
JSL LinkAwaken
org $879A31
JSL TuckLink
NOP #2
org $80F950
NOP #2
org $81EEB3
JSL MaybeFlagVoOChestGamePrize
BCS ContinueVoOCheck
PLB : RTL
org $81EEC7
ContinueVoOCheck:

View File

@@ -114,14 +114,15 @@ StartingGenericKeys: skip 1 ; PC 0x18338B
InitInventoryTracking: skip 2 ; PC 0x18338C \ Need to set bits here for silver arrows,
InitBowTracking: skip 2 ; PC 0x18338E / boomerangs, powder/mushroom, etc
InitItemLimitCounts: skip 16 ; PC 0x183390
skip 34 ;
skip 32 ;
InitPikitItem: dw $0004 ;
InitFluteBitfield: db $00 ;
InitSpecialWeaponLevel: db $00 ;
InitItemOnB: db $00 ;
InitProgressIndicator: db $02 ; PC 0x1833C5 - Set to $80 for instant post-aga with standard
InitProgressFlags: db $14 ; PC 0x1833C6 - Set to $00 for standard
InitProgressIndicator: db $00 ; PC 0x1833C5 - Set to $80 for instant post-aga with standard
InitProgressFlags: db $04 ; PC 0x1833C6 - Set to $00 for standard
InitMapIcons: skip 1 ; PC 0x1833C7
InitStartingEntrance: db $01 ; PC 0x1833C8 - Set to $00 for standard
InitStartingEntrance: db $00 ; PC 0x1833C8 - Set to $00 for standard
InitNpcFlagsVanilla: skip 1 ; PC 0x1833C9
InitCurrentWorld: skip 1 ; PC 0x1833CA
skip 1 ; PC 0x1833CB

View File

@@ -165,7 +165,6 @@ AddInventory:
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
REP #$30
LDA.l TotalItemCounter : INC : TAY
JSL UpdateLootHUD
LDA.l BootsEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreBootsLocations
+
@@ -649,16 +648,23 @@ RTL
CollectPowder:
LDY.w SprSourceItemId, X ; Retrieve stored item type
BNE +
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+ PHA
LDA.l WitchItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.b #$01 : STA.l ShopEnableCount
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+
PHA
JSL ShieldCheck
BCC .skip
LDA.l WitchItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.b #$01 : STA.l ShopEnableCount
PLA
STZ.w ItemReceiptMethod ; item from NPC
JSL Link_ReceiveItem
PHA : LDA.b #$00 : STA.l ShopEnableCount : STA.l PowderFlag : PLA
PHA : LDA.b #$00 : STA.l ShopEnableCount : STA.l PowderFlag
JSL ItemSet_Powder
.skip
PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -416,40 +416,40 @@ macro SpriteProps(id, chest_width, standing_width, chest_pal, standing_pal, addr
pullpc
endmacro
%SpriteProps($00, 0, 2, $05, $02, PalettesVanilla_blue_ice+$0E) ; 00 - Fighter sword & Shield
%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
%SpriteProps($00, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 00 - Fighter sword & Shield
%SpriteProps($01, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 01 - Master sword
%SpriteProps($02, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 02 - Tempered sword
%SpriteProps($03, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 03 - Golden sword
%SpriteProps($04, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 04 - Fighter shield
%SpriteProps($05, 2, 2, $05, $80, PalettesCustom_red_shield) ; 05 - Fire shield
%SpriteProps($06, 2, 2, $05, $80, PalettesCustom_mirror_shield) ; 06 - Mirror shield
%SpriteProps($07, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 07 - Fire rod
%SpriteProps($08, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 08 - Ice rod
%SpriteProps($09, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 09 - Hammer
%SpriteProps($0A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0A - Hookshot
%SpriteProps($0B, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 0B - Bow
%SpriteProps($0C, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0C - Blue Boomerang
%SpriteProps($0D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 0D - Powder
%SpriteProps($07, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 07 - Fire rod
%SpriteProps($08, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 08 - Ice rod
%SpriteProps($09, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 09 - Hammer
%SpriteProps($0A, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 0A - Hookshot
%SpriteProps($0B, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 0B - Bow
%SpriteProps($0C, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 0C - Blue Boomerang
%SpriteProps($0D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 0D - Powder
%SpriteProps($0E, 2, 0, $02, $03, PalettesVanilla_blue_ice+$0E) ; 0E - Bottle refill (bee)
%SpriteProps($0F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 0F - Bombos
%SpriteProps($10, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 10 - Ether
%SpriteProps($11, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 11 - Quake
%SpriteProps($12, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 12 - Lamp
%SpriteProps($13, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 13 - Shovel
%SpriteProps($14, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 14 - Flute
%SpriteProps($15, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 15 - Somaria
%SpriteProps($16, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 16 - Bottle
%SpriteProps($0F, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 0F - Bombos
%SpriteProps($10, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 10 - Ether
%SpriteProps($11, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 11 - Quake
%SpriteProps($12, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 12 - Lamp
%SpriteProps($13, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 13 - Shovel
%SpriteProps($14, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 14 - Flute
%SpriteProps($15, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 15 - Somaria
%SpriteProps($16, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 16 - Bottle
%SpriteProps($17, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 17 - Heart piece
%SpriteProps($18, 0, 0, $02, $02, PalettesVanilla_blue_ice+$0E) ; 18 - Byrna
%SpriteProps($19, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 19 - Cape
%SpriteProps($1A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1A - Mirror
%SpriteProps($1B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1B - Glove
%SpriteProps($1C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1C - Mitts
%SpriteProps($1D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 1D - Book
%SpriteProps($1E, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 1E - Flippers
%SpriteProps($1F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 1F - Pearl
%SpriteProps($18, 0, 0, $02, $80, PalettesCustom_fighter_shield) ; 18 - Byrna
%SpriteProps($19, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 19 - Cape
%SpriteProps($1A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 1A - Mirror
%SpriteProps($1B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 1B - Glove
%SpriteProps($1C, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 1C - Mitts
%SpriteProps($1D, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 1D - Book
%SpriteProps($1E, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 1E - Flippers
%SpriteProps($1F, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 1F - Pearl
%SpriteProps($20, 2, 2, $86, $86, PalettesCustom_crystal) ; 20 - Crystal
%SpriteProps($21, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 21 - Net
%SpriteProps($21, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 21 - Net
%SpriteProps($22, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 22 - Blue mail
%SpriteProps($23, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 23 - Red mail
%SpriteProps($24, 0, 0, $02, $04, PalettesVanilla_blue_ice+$0E) ; 24 - Small key
@@ -457,11 +457,11 @@ endmacro
%SpriteProps($26, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 26 - Heart container from 4/4
%SpriteProps($27, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 27 - Bomb
%SpriteProps($28, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 28 - 3 bombs
%SpriteProps($29, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 29 - Mushroom
%SpriteProps($2A, 0, 0, $01, $01, PalettesVanilla_red_melon+$0E) ; 2A - Red boomerang
%SpriteProps($2B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2B - Full bottle (red)
%SpriteProps($2C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2C - Full bottle (green)
%SpriteProps($2D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 2D - Full bottle (blue)
%SpriteProps($29, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 29 - Mushroom
%SpriteProps($2A, 0, 0, $01, $80, PalettesCustom_fighter_shield) ; 2A - Red boomerang
%SpriteProps($2B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 2B - Full bottle (red)
%SpriteProps($2C, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 2C - Full bottle (green)
%SpriteProps($2D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 2D - Full bottle (blue)
%SpriteProps($2E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 2E - Potion refill (red)
%SpriteProps($2F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 2F - Potion refill (green)
%SpriteProps($30, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 30 - Potion refill (blue)
@@ -474,10 +474,10 @@ endmacro
%SpriteProps($37, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 37 - Green pendant
%SpriteProps($38, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 38 - Red pendant
%SpriteProps($39, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 39 - Blue pendant
%SpriteProps($3A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3A - Bow And Arrows
%SpriteProps($3B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3B - Silver Bow
%SpriteProps($3C, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3C - Full bottle (bee)
%SpriteProps($3D, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 3D - Full bottle (fairy)
%SpriteProps($3A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3A - Bow And Arrows
%SpriteProps($3B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 3B - Silver Bow
%SpriteProps($3C, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3C - Full bottle (bee)
%SpriteProps($3D, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 3D - Full bottle (fairy)
%SpriteProps($3E, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3E - Boss heart
%SpriteProps($3F, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 3F - Sanc heart
%SpriteProps($40, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 40 - 100 rupees
@@ -488,23 +488,23 @@ endmacro
%SpriteProps($45, 0, 0, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 45 - Small magic
%SpriteProps($46, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 46 - 300 rupees
%SpriteProps($47, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 47 - 20 rupees green
%SpriteProps($48, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 48 - Full bottle (good bee)
%SpriteProps($49, 0, 2, $05, $02, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
%SpriteProps($4A, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 4A - Active Flute
%SpriteProps($4B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 4B - Boots
%SpriteProps($48, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 48 - Full bottle (good bee)
%SpriteProps($49, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 49 - Tossed fighter sword
%SpriteProps($4A, 2, 0, $02, $80, PalettesCustom_fighter_shield) ; 4A - Active Flute
%SpriteProps($4B, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 4B - Boots
%SpriteProps($4C, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4C - Bomb capacity (50)
%SpriteProps($4D, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4D - Arrow capacity (70)
%SpriteProps($4E, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4E - 1/2 magic
%SpriteProps($4F, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 4F - 1/4 magic
%SpriteProps($50, 0, 2, $05, $02, PalettesCustom_master_sword) ; 50 - Safe master sword
%SpriteProps($4E, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 4E - 1/2 magic
%SpriteProps($4F, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 4F - 1/4 magic
%SpriteProps($50, 0, 0, $05, $80, PalettesCustom_fighter_shield) ; 50 - Safe master sword
%SpriteProps($51, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 51 - Bomb capacity (+5)
%SpriteProps($52, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 52 - Bomb capacity (+10)
%SpriteProps($52, 2, 0, $04, $80, PalettesCustom_fighter_shield) ; 52 - Bomb capacity (+10)
%SpriteProps($53, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 53 - Arrow capacity (+5)
%SpriteProps($54, 2, 2, $04, $04, PalettesVanilla_green_blue_guard+$0E) ; 54 - Arrow capacity (+10)
%SpriteProps($55, 2, 2, $04, $04, $0000) ; 55 - Programmable item 1
%SpriteProps($56, 2, 2, $04, $04, $0000) ; 56 - Programmable item 2
%SpriteProps($57, 2, 2, $04, $04, $0000) ; 57 - Programmable item 3
%SpriteProps($58, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 58 - Upgrade-only Silver Arrows
%SpriteProps($58, 2, 0, $01, $80, PalettesCustom_fighter_shield) ; 58 - Upgrade-only Silver Arrows
%SpriteProps($59, 0, 0, $03, $03, PalettesCustom_off_black) ; 59 - Rupoor
%SpriteProps($5A, 2, 2, $01, $01, $0000) ; 5A - Nothing
%SpriteProps($5B, 2, 2, $01, $01, PalettesVanilla_red_melon+$0E) ; 5B - Red clock
@@ -1220,40 +1220,40 @@ ItemReceiptGraphicsOffsets:
; for receipt and non-receipt drawing.
;===================================================================================================
StandingItemGraphicsOffsets:
dw $0860 ; 00 - Fighter Sword and Shield
dw $00E0 ; 01 - Master Sword
dw $0120 ; 02 - Tempered Sword
dw $0160 ; 03 - Butter Sword
dw BigDecompressionBuffer+$09E0 ; 00 - Fighter Sword and Shield
dw BigDecompressionBuffer+$09E0 ; 01 - Master Sword
dw BigDecompressionBuffer+$09E0 ; 02 - Tempered Sword
dw BigDecompressionBuffer+$09E0 ; 03 - Butter Sword
dw BigDecompressionBuffer+$09E0 ; 04 - Fighter Shield
dw BigDecompressionBuffer+$1940 ; 05 - Fire Shield
dw BigDecompressionBuffer+$0C80 ; 06 - Mirror Shield
dw BigDecompressionBuffer+$1C80 ; 07 - Fire Rod
dw BigDecompressionBuffer+$1C80 ; 08 - Ice Rod
dw BigDecompressionBuffer+$1CA0 ; 09 - Hammer
dw BigDecompressionBuffer+$1C60 ; 0A - Hookshot
dw BigDecompressionBuffer+$1C00 ; 0B - Bow
dw BigDecompressionBuffer+$1DE0 ; 0C - Boomerang
dw BigDecompressionBuffer+$1CC0 ; 0D - Powder
dw BigDecompressionBuffer+$09E0 ; 07 - Fire Rod
dw BigDecompressionBuffer+$09E0 ; 08 - Ice Rod
dw BigDecompressionBuffer+$09E0 ; 09 - Hammer
dw BigDecompressionBuffer+$09E0 ; 0A - Hookshot
dw BigDecompressionBuffer+$09E0 ; 0B - Bow
dw BigDecompressionBuffer+$09E0 ; 0C - Boomerang
dw BigDecompressionBuffer+$09E0 ; 0D - Powder
dw 0 ; 0E - Bottle Refill (bee)
dw BigDecompressionBuffer+$1440 ; 0F - Bombos
dw BigDecompressionBuffer+$1400 ; 10 - Ether
dw BigDecompressionBuffer+$1480 ; 11 - Quake
dw BigDecompressionBuffer+$10C0 ; 12 - Lamp
dw BigDecompressionBuffer+$11E0 ; 13 - Shovel
dw BigDecompressionBuffer+$0C40 ; 14 - Flute
dw BigDecompressionBuffer+$1C40 ; 15 - Somaria
dw BigDecompressionBuffer+$14C0 ; 16 - Bottle
dw BigDecompressionBuffer+$09E0 ; 0F - Bombos
dw BigDecompressionBuffer+$09E0 ; 10 - Ether
dw BigDecompressionBuffer+$09E0 ; 11 - Quake
dw BigDecompressionBuffer+$09E0 ; 12 - Lamp
dw BigDecompressionBuffer+$09E0 ; 13 - Shovel
dw BigDecompressionBuffer+$09E0 ; 14 - Flute
dw BigDecompressionBuffer+$09E0 ; 15 - Somaria
dw BigDecompressionBuffer+$09E0 ; 16 - Bottle
dw BigDecompressionBuffer+$0C00 ; 17 - Heartpiece
dw BigDecompressionBuffer+$1C40 ; 18 - Byrna
dw BigDecompressionBuffer+$1100 ; 19 - Cape
dw BigDecompressionBuffer+$1040 ; 1A - Mirror
dw BigDecompressionBuffer+$1D40 ; 1B - Glove
dw BigDecompressionBuffer+$1D40 ; 1C - Mitts
dw BigDecompressionBuffer+$1D80 ; 1D - Book
dw BigDecompressionBuffer+$1000 ; 1E - Flippers
dw BigDecompressionBuffer+$1180 ; 1F - Pearl
dw BigDecompressionBuffer+$09E0 ; 18 - Byrna
dw BigDecompressionBuffer+$09E0 ; 19 - Cape
dw BigDecompressionBuffer+$09E0 ; 1A - Mirror
dw BigDecompressionBuffer+$09E0 ; 1B - Glove
dw BigDecompressionBuffer+$09E0 ; 1C - Mitts
dw BigDecompressionBuffer+$09E0 ; 1D - Book
dw BigDecompressionBuffer+$09E0 ; 1E - Flippers
dw BigDecompressionBuffer+$09E0 ; 1F - Pearl
dw BigDecompressionBuffer+$08A0 ; 20 - Crystal
dw BigDecompressionBuffer+$0860 ; 21 - Net
dw BigDecompressionBuffer+$09E0 ; 21 - Net
dw BigDecompressionBuffer+$1900 ; 22 - Blue Mail
dw BigDecompressionBuffer+$1900 ; 23 - Red Mail
dw BigDecompressionBuffer+$1DC0 ; 24 - Small Key
@@ -1261,11 +1261,11 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$18C0 ; 26 - Heart Container from 4/4
dw BigDecompressionBuffer+$1080 ; 27 - Bomb
dw BigDecompressionBuffer+$1840 ; 28 - 3 bombs
dw BigDecompressionBuffer+$1540 ; 29 - Mushroom
dw BigDecompressionBuffer+$1DE0 ; 2A - Red boomerang
dw BigDecompressionBuffer+$1500 ; 2B - Full bottle (red)
dw BigDecompressionBuffer+$1500 ; 2C - Full bottle (green)
dw BigDecompressionBuffer+$1500 ; 2D - Full bottle (blue)
dw BigDecompressionBuffer+$09E0 ; 29 - Mushroom
dw BigDecompressionBuffer+$09E0 ; 2A - Red boomerang
dw BigDecompressionBuffer+$09E0 ; 2B - Full bottle (red)
dw BigDecompressionBuffer+$09E0 ; 2C - Full bottle (green)
dw BigDecompressionBuffer+$09E0 ; 2D - Full bottle (blue)
dw $0920 ; 2E - Potion refill (red)
dw $08A0 ; 2F - Potion refill (green)
dw $08E0 ; 30 - Potion refill (blue)
@@ -1278,10 +1278,10 @@ StandingItemGraphicsOffsets:
dw $0820 ; 37 - Green pendant
dw BigDecompressionBuffer+$0080 ; 38 - Blue pendant
dw BigDecompressionBuffer+$0080 ; 39 - Red pendant
dw BigDecompressionBuffer+$0920 ; 3A - Tossed bow
dw BigDecompressionBuffer+$08E0 ; 3B - Silvers
dw BigDecompressionBuffer+$09A0 ; 3C - Full bottle (bee)
dw BigDecompressionBuffer+$0960 ; 3D - Full bottle (fairy)
dw BigDecompressionBuffer+$09E0 ; 3A - Tossed bow
dw BigDecompressionBuffer+$09E0 ; 3B - Silvers
dw BigDecompressionBuffer+$09E0 ; 3C - Full bottle (bee)
dw BigDecompressionBuffer+$09E0 ; 3D - Full bottle (fairy)
dw BigDecompressionBuffer+$18C0 ; 3E - Boss heart
dw BigDecompressionBuffer+$18C0 ; 3F - Sanc heart
dw BigDecompressionBuffer+$0D20 ; 40 - 100 rupees
@@ -1292,25 +1292,25 @@ StandingItemGraphicsOffsets:
dw BigDecompressionBuffer+$0CE0 ; 45 - Small magic
dw BigDecompressionBuffer+$0DA0 ; 46 - 300 rupees
dw BigDecompressionBuffer+$0000 ; 47 - 20 rupees green
dw BigDecompressionBuffer+$09A0 ; 48 - Full bottle (good bee)
dw $00A0 ; 49 - Tossed fighter sword
dw BigDecompressionBuffer+$0C40 ; 4A - Active Flute
dw BigDecompressionBuffer+$0040 ; 4B - Boots
dw BigDecompressionBuffer+$09E0 ; 48 - Full bottle (good bee)
dw BigDecompressionBuffer+$09E0 ; 49 - Tossed fighter sword
dw BigDecompressionBuffer+$09E0 ; 4A - Active Flute
dw BigDecompressionBuffer+$09E0 ; 4B - Boots
; Rando items
dw $04A0 ; 4C - Bomb capacity (50)
dw $05A0 ; 4D - Arrow capacity (70)
dw $01A0 ; 4E - 1/2 magic
dw $01E0 ; 4F - 1/4 magic
dw $00E0 ; 50 - Safe master sword
dw BigDecompressionBuffer+$09E0 ; 4E - 1/2 magic
dw BigDecompressionBuffer+$09E0 ; 4F - 1/4 magic
dw BigDecompressionBuffer+$09E0 ; 50 - Safe master sword
dw $0420 ; 51 - Bomb capacity (+5)
dw $0460 ; 52 - Bomb capacity (+10)
dw BigDecompressionBuffer+$09E0 ; 52 - Bomb capacity (+10)
dw $0520 ; 53 - Arrow capacity (+5)
dw $0560 ; 54 - Arrow capacity (+10)
dw $0 ; 55 - Programmable item 1
dw $0 ; 56 - Programmable item 2
dw $0 ; 57 - Programmable item 3
dw $05E0 ; 58 - Upgrade-only silver arrows
dw BigDecompressionBuffer+$09E0 ; 58 - Upgrade-only silver arrows
dw $0 ; 59 - Rupoor
dw $0020 ; 5A - Nothing
dw $0DE0 ; 5B - Red clock

View File

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

View File

@@ -221,8 +221,7 @@ RevealPotItem:
STZ.w SpawnedItemIsMultiWorld
BIT.b Scrap08
BVS LoadMultiWorldPotItem
BPL .normal_secret
JMP LoadMajorPotItem
BMI LoadMajorPotItem
.normal_secret
STA.b Scrap08
@@ -243,7 +242,6 @@ RevealPotItem:
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+ REP #$10
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained
PLY : PLX
@@ -343,7 +341,6 @@ IncrementCountsForSubstitute:
; 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
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained
SEP #$30 : PLX
@@ -360,7 +357,7 @@ ClearSpriteData:
STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X
STZ.w SprRedrawFlag, X
DEX : BPL .loop
JSL ClearLootHUD
JSR SetupEnemyDropIndicator
PLX
RTL
@@ -407,7 +404,7 @@ SetupEnemyDropIndicator:
.done
SEP #$20
RTL
RTS
; Runs during sprite load of the room
@@ -574,7 +571,7 @@ IncrementCountForMinor:
LDA.l SpriteDropData, X : BIT.b Scrap0A : BNE .obtained
ORA.b Scrap0A : STA.l SpriteDropData, X
SEP #$10
JSL UpdateLootHUD
JSR SetupEnemyDropIndicator
REP #$20
LDX.w DungeonID : CPX.b #$FF : BEQ +
CPX.b #$00 : BNE ++
@@ -630,10 +627,10 @@ MarkSRAMForItem:
TYX
LDA.w SpawnedItemFlag : CMP.w #$0001 : BEQ +
LDA.l SpriteDropData, X : ORA.b Scrap00 : STA.l SpriteDropData, X
SEP #$10 : JSR SetupEnemyDropIndicator
BRA .end
+ LDA.l RoomPotData, X : ORA.b Scrap00 : STA.l RoomPotData, X
.end
JSL UpdateLootHUD
SEP #$30 : PLY : PLX
LDA.w RoomItemsTaken
RTL
@@ -699,6 +696,14 @@ KeyGet:
LDA.l StandingItemsOn : BNE +
PLA : RTL
+ LDY.w SprSourceItemId, X
JSL ShieldCheck
BCS .not_replaced
PLA : PLA : PLA ; remove stored address to jump back to
PLA ; restore the A value going into KeyGet
JML $86D1A8
.not_replaced
LDA.w SprItemIndex, X : STA.w SpawnedItemIndex
LDA.w SprItemFlags, X : STA.w SpawnedItemFlag
STY.b Scrap00

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View File

@@ -9,7 +9,7 @@ UploadMenuOnlyIcons:
REP #$20
LDA.w #MenuOnlyIcons : STA.w $4342
LDA.w #$1801 : STA.w $4340
LDA.w #$0310 : STA.w $4345
LDA.w #$0240 : STA.w $4345
LDA.w #$0F800>>1 : STA.w $2116
SEP #$20
@@ -20,4 +20,4 @@ UploadMenuOnlyIcons:
RTL
MenuOnlyIcons:
incbin "drfont.2bpp"
incbin "drfont.2bpp"

View File

@@ -123,11 +123,6 @@ GetMultiworldItem:
BRL .return
+
LDA.b LinkPushDirection
BEQ +
BRL .return
+
LDA.l !MULTIWORLD_ITEM : BNE +
BRL .return
+
@@ -207,35 +202,69 @@ RTL
Multiworld_BottleVendor_GiveBottle:
{
PHA
JSL ShieldCheck
PLA
BCC .no_take_shield
PHA : PHP
SEP #$20
LDA.l BottleMerchant_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
RTL
.no_take_shield
PLA : PLA : PLA : PLX
JML $85EB3A
}
Multiworld_MiddleAgedMan_ReactToSecretKeepingResponse:
{
PHA
JSL ShieldCheck
PLA
BCC .no_take_shield
PHA : PHP
SEP #$20
LDA.l PurpleChest_Item_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
; what we wrote over
JSL Link_ReceiveItem
LDA.l NpcFlagsVanilla
ORA.b #$10
STA.l NpcFlagsVanilla
.no_take_shield
RTL
}
Multiworld_Hobo_GrantBottle:
{
PHA : PHP
SEP #$20
LDA.l HoboItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
PHA
JSL ShieldCheck
PLA
BCC .no_take_shield
JSL Link_ReceiveItem ; thing we wrote over
RTL
; first bit we wrote over
LDX.b OverworldIndex
LDA.l OverworldEventDataWRAM, X
ORA.b #$20
STA.l OverworldEventDataWRAM, X
LDA.l HoboItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
; second bit we wrote over
JSL Link_ReceiveItem
LDA.l NpcFlagsVanilla
ORA.b #$01
STA.l NpcFlagsVanilla
.no_take_shield
RTL
}
Multiworld_MasterSword_GrantToPlayer:

View File

@@ -309,13 +309,13 @@ MagicMeterColorMasks:
;================================================================================
PrizeIconTiles_Transparent:
dw $0000 ; no icon
dw $2891 ; crystal 1
dw $2892 ; crystal 2
dw $2893 ; crystal 3
dw $2894 ; crystal 4
dw $2895 ; crystal 5
dw $2896 ; crystal 6
dw $2897 ; crystal 7
dw $2978 ; crystal 1
dw $2979 ; crystal 2
dw $297A ; crystal 3
dw $297B ; crystal 4
dw $297C ; crystal 5
dw $297D ; crystal 6
dw $297E ; crystal 7
dw $2963 ; green pendant
dw $295E ; blue pendant
dw $296E ; red pendant
@@ -386,7 +386,6 @@ RTS
;================================================================================
DrawMapCounts:
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
BIT.b #$02 : BNE .draw_map_count

View File

@@ -155,8 +155,8 @@ AddReceivedItemExpandedGetItem:
PHA : LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
PLA : BRA .done
+ PLA
JSR ItemBehavior
SEP #$30
JSR ItemBehavior
SEP #$30
.done
PLB : PLX
LDA.w ItemReceiptMethod : CMP.b #$01 ; thing we wrote over
@@ -229,13 +229,13 @@ ItemBehavior:
JSR .increment_sword
RTS
.fighter_shield
.fighter_shield
.red_shield
.mirror_shield
SEP #$10
LDA.l ProgressiveFlag : BEQ +
LDA.l HighestShield : INC : TAX
JSR .increment_shield
LDA.l HighestShield : INC : TAX
JSR .increment_shield
+ RTS
.blue_mail
@@ -269,7 +269,7 @@ ItemBehavior:
.prog_shield
SEP #$10
LDA.l HighestShield : INC : TAX
JSR .increment_shield
JSR .increment_shield
REP #$10
RTS
@@ -282,13 +282,13 @@ ItemBehavior:
.bow
BIT.b #$40 : BNE .silversbow
LDA.b #$01 : STA.l BowEquipment
LDA.b #$01 : STA.l BowEquipment
RTS
.silversbow
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
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
RTS
@@ -331,16 +331,16 @@ ItemBehavior:
.bow_and_arrows
LDA.l BowTracking : BIT.b #$40 : BEQ .no_silvers
LDA.l SilverArrowsUseRestriction : BNE .no_silvers
LDA.l CurrentArrows : BEQ +
LDA.b #04 : STA.l BowEquipment
LDA.l CurrentArrows : BEQ +
LDA.b #04 : STA.l BowEquipment
BRA .store_bow
+
LDA.b #$03
BRA .store_bow
+
LDA.b #$03
BRA .store_bow
.no_silvers
LDA.l CurrentArrows : BEQ +
LDA.b #02
BRA .store_bow
LDA.b #02
BRA .store_bow
+
LDA.b #$01
.store_bow
@@ -350,13 +350,13 @@ ItemBehavior:
.silver_bow
LDA.b #$40 : ORA.l BowTracking : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA.l CurrentArrows : BNE + ; check arrows
LDA.b #$03 : BRA ++ ; bow without arrow
+
LDA.b #$04 ; bow with arrow
++
STA.l BowEquipment
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA.l CurrentArrows : BNE + ; check arrows
LDA.b #$03 : BRA ++ ; bow without arrow
+
LDA.b #$04 ; bow with arrow
++
STA.l BowEquipment
.noequip
RTS
@@ -385,7 +385,7 @@ ItemBehavior:
.master_sword_safe
SEP #$10
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
JSR .increment_sword
@@ -426,20 +426,20 @@ ItemBehavior:
.silver_arrows
LDA.l BowTracking : ORA.b #$40 : STA.l BowTracking
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
+
++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ ++
LDA.l BowEquipment : BEQ ++ : CMP.b #$03 : !BGE +
!ADD.b #$02 : STA.l BowEquipment ; switch to silver bow
+
++
LDA.l ArrowMode : BEQ +
LDA.b #$01 : STA.l ArrowsFiller
LDA.b #$01 : STA.l ArrowsFiller
+
RTS
.single_arrow
LDA.l ArrowMode : BEQ +
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.l CurrentArrows : INC : STA.l CurrentArrows ; Should be sole write to this address
LDA.b #$01 : STA.l UpdateHUDFlag ; in retro/rupee bow mode.
+
RTS
@@ -474,7 +474,7 @@ ItemBehavior:
.triforce
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal
JSL ActivateGoal
+
RTS
@@ -484,10 +484,10 @@ ItemBehavior:
LDA.l GoalCounter : INC : STA.l GoalCounter
CMP.w GoalItemRequirement : BCC +
LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
SEP #$20 ; set 8-bit accumulator
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal
SEP #$20 ; set 8-bit accumulator
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1 : BNE +
JSL ActivateGoal
+
SEP #$20 ; set 8-bit accumulator
RTS
@@ -559,8 +559,8 @@ ItemBehavior:
LSR
AND.w #$000F : TAX
ASL : CMP.w DungeonID : BEQ .same_dungeon
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
RTS
LDA.l DungeonKeys,X : INC : STA.l DungeonKeys,X
RTS
.same_dungeon
SEP #$20
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys : STA.l DungeonKeys,X
@@ -575,69 +575,69 @@ ItemBehavior:
.hc_smallkey
LDA.w DungeonID : CMP.b #$03 : BCC .same_dungeon_hc
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
LDA.l SewerKeys : INC : STA.l SewerKeys
RTS
LDA.l HyruleCastleKeys : INC : STA.l HyruleCastleKeys
LDA.l SewerKeys : INC : STA.l SewerKeys
RTS
.generic_smallkey
LDA.l GenericKeys : BEQ .normal
LDA.l CurrentSmallKeys : INC
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
RTS
LDA.l CurrentSmallKeys : INC
STA.l CurrentGenericKeys : STA.l CurrentSmallKeys
RTS
.normal
LDA.w DungeonID : BMI +
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
RTS
LDA.l CurrentSmallKeys : INC : STA.l CurrentSmallKeys
RTS
+
RTS
.increment_sword
LDA.l HighestSword
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
.increment_shield
LDA.l HighestShield
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
.increment_mail
LDA.l HighestMail
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
.increment_bigkey
SEP #$20
LDA.l StatsLocked : BNE +
LDA.l BigKeysBigChests
CLC : ADC.b #$10
STA.l BigKeysBigChests
LDA.l BigKeysBigChests
CLC : ADC.b #$10
STA.l BigKeysBigChests
+
RTS
.increment_map
SEP #$20
LDA.l StatsLocked : BNE +
LDA.l MapsCompasses
CLC : ADC.b #$10
STA.l MapsCompasses
JSL MaybeFlagMapTotalPickup
LDA.l MapsCompasses
CLC : ADC.b #$10
STA.l MapsCompasses
JSL MaybeFlagMapTotalPickup
+
RTS
.increment_compass
SEP #$20
LDA.l StatsLocked : BNE +
LDA.l MapsCompasses : INC : AND.b #$0F : TAX
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
TXA : ORA.l MapsCompasses : STA.l MapsCompasses
JSL MaybeFlagCompassTotalPickup
LDA.l MapsCompasses : INC : AND.b #$0F : TAX
LDA.l MapsCompasses : AND.b #$F0 : STA.l MapsCompasses
TXA : ORA.l MapsCompasses : STA.l MapsCompasses
JSL MaybeFlagCompassTotalPickup
+
RTS
@@ -647,7 +647,7 @@ ItemBehavior:
SEC : SBC.b #$37
TAX
LDA.w PendantMasks,X : AND.l PendantsField : BNE +
LDA.l PendantCounter : INC : STA.l PendantCounter
LDA.l PendantCounter : INC : STA.l PendantCounter
+
RTS
@@ -663,15 +663,15 @@ ItemBehavior:
LDA.w #$0000
SEC
-
ROL
DEX
ROL
DEX
BPL -
SEP #$20
TAX
AND.l CrystalsField : BNE +
TXA
ORA.l CrystalsField : STA.l CrystalsField
LDA.l CrystalCounter : INC : STA.l CrystalCounter
TXA
ORA.l CrystalsField : STA.l CrystalsField
LDA.l CrystalCounter : INC : STA.l CrystalCounter
+
.done
RTS
@@ -682,56 +682,56 @@ ItemBehavior:
.bee_trap
SEP #$30
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+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 LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
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 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
+
RTS
.good_bee
SEP #$30
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+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 LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
JSL GoldBee_SpawnSelf_SetProperties
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 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
JSL GoldBee_SpawnSelf_SetProperties
+
RTS
.apples
SEP #$30
LDA.b #$AC : JSL Sprite_SpawnDynamically : BMI +
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 LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
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 LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+
RTS
.fairy
SEP #$30
LDA.b #$E3 : JSL Sprite_SpawnDynamically : BMI +
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 LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
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 LinkPosY : SEC : SBC.b #$10 : STA.w SpritePosYLow,Y
LDA.b LinkPosY+1 : SBC.b #$00 : STA.w SpritePosYHigh,Y ; move up 16 pixels
LDA.b LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
LDA.b #$FF : STA.w EnemyStunTimer,Y ; allows them to expire
+
RTS
.chicken
SEP #$30
LDA.b #$0B : JSL Sprite_SpawnDynamically : BMI +
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 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 LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
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 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 LinkLayer : STA.w SpriteLayer,Y ; spawns on same layer as link
+
RTS
@@ -804,7 +804,7 @@ ResolveLootID:
CMP.l ProgressiveSwordLimit : BCC +
LDA.l ProgressiveSwordReplacement
JMP .get_item
++ LDA.l SwordEquipment
++ LDA.l SwordEquipment
+
TAX
LDA.w .prog_sword_ids,X
@@ -820,7 +820,7 @@ ResolveLootID:
CMP.l ProgressiveShieldLimit : BCC +
LDA.l ProgressiveShieldReplacement
JMP .get_item
++ LDA.l HighestShield
++ LDA.l HighestShield
+
TAX
LDA.w .shields_ids,X
@@ -836,7 +836,7 @@ ResolveLootID:
LDA.l ProgressiveArmorReplacement
JMP .get_item
+
++ LDA.l ArmorEquipment
++ LDA.l ArmorEquipment
TAX
LDA.w .armor_ids,X
JMP .have_item
@@ -1159,12 +1159,12 @@ JML StatsFinalPrep
;--------------------------------------------------------------------------------
ChestPrep:
LDA.b #$01 : STA.w ItemReceiptMethod
JSL IncrementChestCounter
JSL IncrementChestCounter
LDA.l ServerRequestMode : BEQ +
JSL ChestItemServiceRequest
RTL
+
LDY.b Scrap0C ; get item value
LDY.b Scrap0C ; get item value
SEC
RTL

View File

@@ -90,23 +90,25 @@ ItemSet_FairySword:
RTL
ItemSet_SmithSword:
PHA
LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1 : PLA
RTL
ItemSet_MagicBat:
PHA
LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1 : PLA
RTL
ItemSet_OldMan:
PHA : LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags : PLA
PHA
LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags
.skip
PLA
RTL
ItemSet_ZoraKing:
@@ -114,26 +116,44 @@ ItemSet_ZoraKing:
RTL
ItemSet_SickKid:
PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA
LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags
JSL UpdateLootHUD
.skip
PLA
RTL
ItemSet_TreeKid:
PHA : LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA : LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags : PLA
PHA
LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags
.skip
PLA
RTL
ItemSet_Sahasrala:
PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA
LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags
JSL UpdateLootHUD
.skip
PLA
RTL
@@ -142,32 +162,42 @@ ItemSet_Catfish:
RTL
ItemSet_Library:
PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
PHA
JSL ShieldCheck
BCC .skip
LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA
LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags
JSL UpdateLootHUD
.skip
PLA
RTL
ItemSet_Mushroom:
PHA
LDA.l NpcFlags+1 : ORA.b #$10 : STA.l NpcFlags+1
LDY.w SprSourceItemId, X ; Retrieve stored item type
BNE +
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) : TAY
+
JSL ShieldCheck
BCC .skip
LDA.l MushroomItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
STZ.w ItemReceiptMethod ; thing we wrote over - the mushroom is an npc for item purposes apparently
PLA
JSL Link_ReceiveItem
PHA
LDA.l NpcFlags+1 : ORA.b #$10 : STA.l NpcFlags+1
.skip
PLA
RTL
ItemSet_Powder:
PHA
LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1 : PLA
RTL
;================================================================================
@@ -193,11 +223,25 @@ Set300RupeeNPCItem:
+
LDA.w #$0000
LDY.b #$46 ; default to a normal 300 rupees
.done
.done
SEP #$20
STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSL ShieldCheck
BCC .cant_take
LDA.w RoomItemsTaken
ORA.b #$40
STA.w RoomItemsTaken
PLP : PLA
RTL
SEC
RTL
.cant_take
PLP : PLA
CLC
RTL
;================================================================================
; Randomize Zora King
@@ -241,16 +285,26 @@ MarkThrownItem:
LDA.b OverworldIndex : CMP.b #$81 : BNE .catfish
.zora
JSL ItemSet_ZoraKing
JSL ShieldCheck
BCC .skip
JSL ItemSet_ZoraKing
LDA.l ZoraItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
BRA .done
.catfish
JSL ItemSet_Catfish
JSL ShieldCheck
BCC .skip
JSL ItemSet_Catfish
LDA.l CatfishItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
.done
PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
RTL
.skip
PLA
RTL
;--------------------------------------------------------------------------------

View File

@@ -291,10 +291,10 @@ RTL
REP #$30
;-------------------------------------------------------------------------------
; dungeon names
LDA.w #$2DA4
LDA.w #$2D50
LDY.w #00
.next_dungeon_name
.next_dungeon_name
LDX.w .dungeon_positions,Y
STA.w GFXStripes+$0646,X
INC
@@ -310,10 +310,10 @@ RTL
STA.w GFXStripes+$0706,X
DEX : DEX
BPL --
BPL --
LDA.l HudFlag : AND.w #$0020 : BEQ +
JMP .maps_and_compasses
JMP .maps_and_compasses
;-------------------------------------------------------------------------------
+
LDA.l HUDDungeonItems : AND.w #$0001 : BNE +

466
pikit.asm Normal file
View File

@@ -0,0 +1,466 @@
pushpc
org $89EB78
db $18, $1A, $AA ; replace uncle with pikit
org $80DCCE
db $1B ; load sprite sheet for pikit in link's house
org $80FC74
NOP #2 ; do not load rain-state sprites
org $8A8029
; move table slightly to center under pikit
db $C9, $C0, $DD
db $D0, $B8, $3C
pullpc
TuckLink:
; what we wrote over
STZ.w $037C
STZ.w $037D
LDA.b #$40 : STA.w $0FC2
LDA.b #$09 : STA.w $0FC3
LDA.b #$5A : STA.w $0FC4
LDA.b #$21 : STA.w $0FC5
RTL
LinkSnoring:
LDA.l ProgressIndicator
BNE +
LDA.b #$02
STA.l ProgressIndicator
LDA.b #$1D
LDY.b #$00
JSL Sprite_ShowMessageUnconditional
BRA ++
+
LDA.b FrameCounter
AND.b #$03
BNE ++
LDA.b $9C
CMP.b #$20
BEQ .lightened
DEC.b $9C
DEC.b $9D
++
; what we wrote over
LDA.b FrameCounter
AND.b #$1F
RTL
.lightened
INC.w $037C
INC.w $037D
RTL
LinkAwaken:
; what we wrote over
LDA.b #$06
STA.b LinkState
LDA.l ProgressFlags
ORA.b #$10
STA.l ProgressFlags
LDA.b #$01
STA.l StartingEntrance
RTL
BigChest_ShieldCheck:
PHY
LDY.b $0C
JSL ShieldCheck
STY.b $0C
PLY
BCC .no_open
LDA.l BigKeyField
AND.l BitMasks, X
.no_open
RTL
SmallChest_ShieldCheck:
PHY
LDY.b $0C
JSL ShieldCheck
STY.b $0C
PLY
BCC .no_open
LDA.w $0402
ORA.w RoomFlagMask, Y
.no_open
RTL
ShieldCheck:
PHP
REP #$30
PHX
TYA
AND.w #$00FF
TAX
LDA.l PikitItemList, X
AND.w #$00FF
BNE .replace
PLX
PLP
SEC
RTL
.replace
LDA.l ShieldEquipment
AND.w #$00FF
BNE .already_have_shield
TXA
STA.l PikitItem
LDY.w #$0004
PLX
PLP
SEC
RTL
.already_have_shield
SEP #$30
LDA.b #$3C
STA.w $012E
PHY
LDA.b #$98
LDY.b #$01
JSL Sprite_ShowMessageUnconditional
PLY
REP #$30
PLX
PLP
CLC
RTL
PikitSteal:
LDA.l ShieldEquipment
BNE .has_shield
JSL GetRandomInt
JML $9E8D73
.has_shield
LDA.b #$04
STA.w $0ED0, X
STA.w $0E90, X
LDA.b #$01
STA.w $0E30, X
STZ.w $012E
JML $9E8DC3
PikitDigest:
LDA.w $0ED0, X
CMP.b #$04
BNE +
STZ.w $0E90, X
LDA.l PikitItem
CMP.b #$04
BEQ +
TAY
STZ.w ItemReceiptMethod
JSL Link_ReceiveItem
LDA.b #$04
STA.l PikitItem
+
; what we wrote over
STZ.w $0DA0, X
STZ.w $0ED0, X
RTL
MaybeFlagVoOChestGamePrize:
LDA.l $81EDA1, X
TAY
JSL ShieldCheck
BCC .cant_take
LDA.w RoomItemsTaken
ORA.b #$40
STA.w RoomItemsTaken
STX.b $C8
STY.b $0C
SEC
.cant_take
RTL
PikitItemList:
db $01 ; 00 - Fighter Sword and Shield
db $01 ; 01 - Master Sword
db $01 ; 02 - Tempered Sword
db $01 ; 03 - Butter Sword
db $00 ; 04 - Fighter Shield
db $00 ; 05 - Fire Shield
db $00 ; 06 - Mirror Shield
db $01 ; 07 - Fire Rod
db $01 ; 08 - Ice Rod
db $01 ; 09 - Hammer
db $01 ; 0A - Hookshot
db $01 ; 0B - Bow
db $01 ; 0C - Boomerang
db $01 ; 0D - Powder
db $00 ; 0E - Bottle Refill (bee)
db $01 ; 0F - Bombos
db $01 ; 10 - Ether
db $01 ; 11 - Quake
db $01 ; 12 - Lamp
db $01 ; 13 - Shovel
db $01 ; 14 - Flute
db $01 ; 15 - Somaria
db $01 ; 16 - Bottle
db $00 ; 17 - Heartpiece
db $01 ; 18 - Byrna
db $01 ; 19 - Cape
db $01 ; 1A - Mirror
db $01 ; 1B - Glove
db $01 ; 1C - Mitts
db $01 ; 1D - Book
db $01 ; 1E - Flippers
db $01 ; 1F - Pearl
db $00 ; 20 - Crystal
db $01 ; 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 $00 ; 27 - Bomb
db $00 ; 28 - 3 bombs
db $01 ; 29 - Mushroom
db $01 ; 2A - Red boomerang
db $01 ; 2B - Full bottle (red)
db $01 ; 2C - Full bottle (green)
db $01 ; 2D - Full bottle (blue)
db $00 ; 2E - Potion refill (red)
db $00 ; 2F - Potion refill (green)
db $00 ; 30 - Potion refill (blue)
db $00 ; 31 - 10 bombs
db $00 ; 32 - Big key
db $00 ; 33 - Map
db $00 ; 34 - 1 rupee
db $00 ; 35 - 5 rupees
db $00 ; 36 - 20 rupees
db $00 ; 37 - Green pendant
db $00 ; 38 - Blue pendant
db $00 ; 39 - Red pendant
db $01 ; 3A - Tossed bow
db $01 ; 3B - Silvers
db $01 ; 3C - Full bottle (bee)
db $01 ; 3D - Full bottle (fairy)
db $00 ; 3E - Boss heart
db $00 ; 3F - Sanc heart
db $00 ; 40 - 100 rupees
db $00 ; 41 - 50 rupees
db $00 ; 42 - Heart
db $00 ; 43 - Arrow
db $00 ; 44 - 10 arrows
db $00 ; 45 - Small magic
db $00 ; 46 - 300 rupees
db $00 ; 47 - 20 rupees green
db $01 ; 48 - Full bottle (good bee)
db $01 ; 49 - Tossed fighter sword
db $01 ; 4A - Active Flute
db $01 ; 4B - Boots
db $00 ; 4C - Bomb capacity (50)
db $00 ; 4D - Arrow capacity (70)
db $01 ; 4E - 1/2 magic
db $01 ; 4F - 1/4 magic
db $01 ; 50 - Safe master sword
db $00 ; 51 - Bomb capacity (+5)
db $01 ; 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 $01 ; 58 - Upgrade-only silver arrows
db $00 ; 59 - Rupoor
db $00 ; 5A - Nothing
db $00 ; 5B - Red clock
db $00 ; 5C - Blue clock
db $00 ; 5D - Green clock
db $01 ; 5E - Progressive sword
db $00 ; 5F - Progressive shield
db $00 ; 60 - Progressive armor
db $01 ; 61 - Progressive glove
db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi)
db $01 ; 64 - Progressive bow
db $01 ; 65 - Progressive bow
db $00 ; 66 -
db $00 ; 67 -
db $00 ; 68 -
db $00 ; 69 -
db $00 ; 6A - Triforce
db $00 ; 6B - Power star
db $00 ; 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 $00 ; D0 - Bee trap
db $00 ; D1 - Apples
db $00 ; D2 - Fairy
db $00 ; D3 - Chicken
db $00 ; D4 - Big Magic
db $00 ; D5 - 5 Arrows
db $00 ; 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

@@ -338,7 +338,6 @@ SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02
;
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
SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16
@@ -598,8 +597,6 @@ HUDMultiIndicator = $7EC790 ;
HUDKeysObtained = $7EC7A2 ;
HUDKeysSlash = $7EC7A4 ;
HUDKeysTotal = $7EC7A6 ;
HUDKeysExtraPlus = $7EC7E4 ;
HUDKeysExtraCount = $7EC7E6 ;
;
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading.
@@ -622,7 +619,8 @@ HexToDecDigit3: skip 1 ;
HexToDecDigit4: skip 1 ;
HexToDecDigit5: skip 1 ;
SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded
skip $2B ; Unused
skip $2A ; Unused
BossDropTouched: skip 1
AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer
; or from a secondary buffer (used for things like free dungeon item text)
BossKills: skip 1 ;

View File

@@ -190,7 +190,8 @@ ItemLimitCounts: skip 16 ; Keeps track of limited non-progressive items s
; See: ItemSubstitutionRules in tables.asm
; Right now this is only used for three items but extra space is
; reserved
skip 34 ; Unused
skip 32 ; Unused
PikitItem: skip 2 ; Item stored in shield player is carrying
FluteBitfield: skip 1 ;
SpecialWeaponLevel: skip 1 ; keeps track of level in special weapon modes
ItemOnB: skip 1 ; NYI

View File

@@ -132,6 +132,12 @@ GetSmithSword:
.buy
LDA.l SmithItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.l SmithItem : TAY
JSL ShieldCheck
BCS +
JML $86B4A5
+
STZ.w ItemReceiptMethod ; Item from NPC
PHX : JSL Link_ReceiveItem : PLX

View File

@@ -237,8 +237,12 @@ db $00
;a - Infinite Arrows
;--------------------------------------------------------------------------------
org $B0804E ; PC 0x18004E
UncleRefill_deprecated: ; no longer used
UncleRefill:
db $00
;---- -mba
;m - Refill Magic
;b - Refill Bombs
;a - Refill Arrows
;--------------------------------------------------------------------------------
org $B0804F ; PC 0x18004F
ByrnaInvulnerability:
@@ -886,8 +890,8 @@ SilverArrowsAutoEquip:
db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon
;================================================================================
org $B08183 ; PC 0x180183
RainDeathRefillRupeeBow:
dw $012C ; 300 rupees (Default)
FreeUncleItemAmount:
dw $12C ; 300 rupees (Default)
;--------------------------------------------------------------------------------
org $B08185 ; PC 0x180185
RainDeathRefillTable:
@@ -1528,7 +1532,7 @@ db $19,$1A,$1B,$1C,$1D,$1E,$1F,$20
db $21,$22,$11,$11,$10,$16,$16,$16
db $16,$16,$11,$16,$16,$16,$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:
db $01,$02,$03,$04,$05,$06,$07,$08
@@ -2682,9 +2686,9 @@ org $B0EFFF ; PC 0x186FFF
BallNChainDungeon: ; Dungeon ID where ball n chain guard is located. Write
db $02 ; $FF to count ball and chain item for collection stats.
org $B0F000
ExtraChestKeys: ; PC 0x187000-0x18700F
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
;--------------------------------------------------------------------------------
; 0x187000 - 18700F (unused)
;--------------------------------------------------------------------------------
org $B0F010
ChestKeys: ; PC 0x187010-0x18701F

View File

@@ -57,7 +57,7 @@ RTL
MaybeUnlockTabletAnimation:
PHA : PHP
JSL IsMedallion : BCC +
JSR SetTabletItemFlag
JSR SetTabletItemFlag
STZ.w MedallionFlag ; disable falling-medallion mode
STZ.w ForceSwordUp ; release link from item-up pose
LDA.b #$00 : STA.b LinkState ; set link to ground state
@@ -73,6 +73,26 @@ MaybeUnlockTabletAnimation:
PLP : PLA
RTL
;--------------------------------------------------------------------------------
MaybeFreeLinkFromTablet:
PHA : PHP
JSL IsMedallion : BCC +
STZ.w MedallionFlag ; disable falling-medallion mode
STZ.w ForceSwordUp ; release link from item-up pose
LDA.b #$00 : STA.b LinkState ; set link to ground state
STZ.w CutsceneFlag
STZ.w NoDamage
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex : CMP.w #$0030 : BNE ++ ; Desert
SEP #$20 ; set 8-bit accumulator
LDA.b #$02 : STA.b LinkDirection ; face link forward
LDA.b #$3C : STA.b LinkIncapacitatedTimer ; lock link for 60f
++
SEP #$20 ; set 8-bit accumulator
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
IsMedallion:
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex

View File

@@ -192,6 +192,7 @@ LoadBackgroundGraphics_arbitrary = $80E64D
RoomTag_GetHeartForPrize = $81C709
RoomTag_GetHeartForPrize_spawn_prize = $81C731
RoomTag_GetHeartForPrize_delete_tag = $81C749
RoomTag_GetHeartForPrize_exit = $81C74D
Underworld_SetBossOrSancMusicUponEntry = $828AD9
ResetThenCacheRoomEntryProperties = $828C73
RecoverPositionAfterDrowning = $829485
@@ -273,6 +274,7 @@ PalettesVanilla_spraux09 = $9BD47E
; Misc. Data
;===================================================================================================
DungeonMask = $8098C0
RoomFlagMask = $809900
GFXSheetPointers_background_bank = $80CFC0
GFXSheetPointers_background_high = $80D09F
GFXSheetPointers_background_low = $80D17E
@@ -292,7 +294,6 @@ EntranceData_song = $82D592
SpawnPointData_room_id = $82D8D2
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
RoomHeaderPointers = $84F1E2
UncleItem = $85DF45
Sprite_ShowSolicitedMessage_Direction = $85E1A3
FluteMenuNumbers_bits = $8AB7A3
WorldMap_RedXChars = $8ABF70

View File

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