403 Commits

Author SHA1 Message Date
dacae98439 Merge branch 'OWMain' into overworld_kara 2024-02-28 16:29:01 -06:00
codemann8
3b3a153ebe Adding sparkles to Bonk Drop locations 2023-12-31 03:11:25 -06:00
codemann8
81f0270ca4 Consolidated Bonk Drop to use shared codebase 2023-12-31 03:07:33 -06:00
codemann8
00352cc52a Merge branch 'DRUnstable' into OWMain 2023-11-18 14:44:10 -06:00
codemann8
3cbc1ab42e Marking OW screens as visited 2023-11-08 13:50:03 -06:00
codemann8
3dfae76275 Play GT2 track in DR if GTBK is collected 2023-11-05 08:44:19 -06:00
codemann8
6de8dc606c Fix issue with incorrect track playing on DDM 2023-11-05 08:39:54 -06:00
codemann8
84992d010f Fix for playing correct track after Agas and GT cutscene 2023-11-05 08:39:13 -06:00
codemann8
43552d1a64 Fix Hera music to play correct dungeon track following a floor change 2023-10-24 07:38:06 -05:00
codemann8
a6507eea6d Fix for Hera boss music fadeout when falling 2023-10-22 16:23:43 -05:00
codemann8
68af5f735e Minor formatting and bug prevention 2023-10-10 01:29:50 -05:00
codemann8
766cc67dcd Fix heart piece dupe respawn issue 2023-10-10 01:28:20 -05:00
codemann8
70badade72 Fix for Hera boss music fadeout when falling 2023-10-10 01:26:30 -05:00
codemann8
edad66a5a8 New solution for mirror portal disabling in Crossed OWR 2023-10-01 06:12:18 -05:00
codemann8
47ce48a31a Fixed mirror sprite shown on map check in Crossed OWR 2023-10-01 06:11:27 -05:00
codemann8
f3b2719a5b Merge branch 'DRUnstable' into OWMain 2023-09-29 15:00:36 -05:00
codemann8
fdd8fedaef New solution for mirror portal disabling in Crossed OWR 2023-09-28 22:01:18 -05:00
Catobat
4c1433464e Fix issue with rooms $0124-$0127 at Tavern Back 2023-09-27 16:15:20 -05:00
codemann8
8e9b4c234b Fix Old Man death putting you on Pyramid 2023-09-27 16:09:45 -05:00
63f0f8002f Fix crash on bugnet upgrade acquisition 2023-09-26 16:53:20 -05:00
4b8de58460 Move SpecialWeaponLevel location to not overlap bow tracking 2023-09-09 11:13:51 -05:00
93e1cfa361 Add missing hook 2023-09-04 20:29:13 -05:00
fa484ec987 Fix picked up items not going in inventory 2023-09-04 17:59:42 -05:00
256f0fa270 Move non-swords not damaging enemies to high bit of special weapons 2023-09-04 17:05:25 -05:00
5ad699f731 Fix bugnet on aga not reflecting balls 2023-09-04 16:57:15 -05:00
0b01f75f80 Show B indicator in menu when can switch item to B button 2023-09-04 16:54:36 -05:00
f076566dca Changes to special weapon modes:
- allow killing red baris with fire rod/bombos
- allow medallions to kill bunny beams
2023-09-04 16:52:31 -05:00
4815c9971a Generalize item-on-B approach 2023-09-04 16:49:28 -05:00
723d359b0a Better icon on bugnet-on-B 2023-09-04 16:37:48 -05:00
ed85faaab5 Allow toggling strafe/bugnet-on-B 2023-09-04 16:36:51 -05:00
13ccba90c3 Add toggle of bugnet-on-B 2023-09-04 16:35:07 -05:00
b52404469b Fix gold bugnet mothula, bugnet on B 2023-09-04 16:32:12 -05:00
cd1a1f4288 First pass at bugnet mode 2023-09-04 16:23:19 -05:00
25c44cd2bb Merge branch 'OWMain' into overworld_kara 2023-09-04 15:03:18 -05:00
codemann8
173b474b9d Merge branch 'DRUnstable' into OWMain 2023-08-07 15:10:13 -05:00
codemann8
2f8daa3903 Merge branch 'DRUnstable' into OWMain 2023-07-19 14:28:55 -05:00
codemann8
ffe7985139 Adjusting bottle vendor fish prizes to be centered and display key GFX correctly 2023-07-11 12:44:50 -05:00
codemann8
f51df3e6eb Fixed issue with Kakariko music playing when killing Aggro Guards in enemizer 2023-07-03 15:54:59 -05:00
codemann8
144817fe90 Fixed issue where Aga Door flag prevented TF Cutscene 2023-06-29 19:28:49 -05:00
codemann8
cac3ecf4ef Using new overflow GFX slot and redraw after item get 2023-06-29 19:26:36 -05:00
codemann8
e8a0697829 Fixed issue where items spawning off screen might not redraw 2023-06-16 20:40:01 -05:00
codemann8
1235357531 Using new overflow GFX slot and redraw after item get 2023-06-15 11:12:40 -05:00
codemann8
6dab19d38f Reversed earlier change and targeting Good Bee bonk item instead
Change reversed: Fixed issue where bonk drops were drawing narrow sprites 4 pixels to the
2023-06-14 00:28:25 -05:00
codemann8
c5d7f3291a Minor change to Inverted map terrain of Mimic Cave Ledge 2023-05-16 04:31:44 -05:00
codemann8
b170620285 Fixed issue where bonk drops were drawing narrow sprites 4 pixels to the right 2023-05-14 17:55:14 -05:00
codemann8
9c08588d92 Added a TF Cutscene when getting the TF item 2023-05-13 02:07:40 -05:00
codemann8
3497bd6514 Fixed issue with enemy key drops using wrong palette/GFX sheet 2023-05-12 23:57:13 -05:00
codemann8
71916fb320 Fixed Hera boss music playing after boss defeated 2023-05-12 20:37:33 -05:00
codemann8
81a3fcf773 Fixed 99 bonk limit in stats counters 2023-05-12 20:14:36 -05:00
codemann8
0933392e6d Rearranged new rotating slotted GFX code to allow drawing to specific slots 2023-05-12 20:14:02 -05:00
codemann8
0803e6e290 Allow Murahdahla to act like Murah at Pyramid in rainstate 2023-05-12 20:08:15 -05:00
codemann8
38fa9c3902 Fix for avoiding Arrghus/Zora splash GFX issues 2023-05-10 23:12:42 -05:00
codemann8
1b564d99fc Fixed Apple GFX by using other VRAM slots in the rotation 2023-05-09 21:27:00 -05:00
codemann8
06d22255ef Added Chicken GFX to GFX tables 2023-05-09 16:41:17 -05:00
codemann8
8e48df8c12 Good Bees now spawn automatically under pots 2023-05-09 02:53:08 -05:00
codemann8
5c640a05f1 Fixed issue with menu not allowing DPad input during menus if standing item is visible 2023-05-09 00:10:07 -05:00
codemann8
c002b974f9 Fixed issue with key gfx not drawing correctly during tablet animation 2023-05-09 00:09:16 -05:00
codemann8
9651f9fb1d Added better GFX for fairy and good bee 2023-05-08 07:48:48 -05:00
codemann8
09d93ae5f2 Apples and Bee Traps now spawn automatically under pots 2023-05-08 05:01:44 -05:00
codemann8
bae7457961 Fix bonk dupe and bonk despawn issues 2023-05-05 22:13:38 -05:00
codemann8
9500800c3c Minor formatting and small optimization 2023-05-05 22:11:19 -05:00
codemann8
48b2238109 Animate rupee items in shops 2023-05-05 22:09:37 -05:00
codemann8
20f8ef457e Converting item GFX drawing to use pottery draw method 2023-05-05 20:54:36 -05:00
codemann8
90396136d3 Fixed issue with Bonk Drops not spawning due to OW flags 2023-04-24 00:08:54 -05:00
codemann8
40d301b3e0 Animate standing rupees instead of drawing new OAM slot 2023-04-20 20:32:18 -05:00
codemann8
3d9b76eda0 Fix pottery to retain gfx during map check 2023-04-16 04:34:55 -05:00
codemann8
bd2ebd7827 Animate standing rupees for enemy drops 2023-04-15 05:17:22 -05:00
codemann8
8a9b138d55 Animate standing rupees instead of drawing new OAM slot 2023-04-15 01:09:38 -05:00
codemann8
480372f7a5 Merged in DR v1.2.0.16 2023-04-14 15:30:35 -05:00
codemann8
7da838d1fc Changed bonk drops to not set flag if sprite is off screen 2023-04-13 15:00:57 -05:00
codemann8
12691a0c4a Fixed issue with bonk drops causing other duplicate spawns 2023-04-09 11:07:39 -05:00
codemann8
511cc1af51 Fix for Hera music silence 2023-04-07 15:42:34 -05:00
codemann8
f89802a74e Symmetrical GTCutscene Crystals 2023-04-05 08:31:30 -05:00
codemann8
dd29578c0a Temporary fix for avoiding VRAM issues in non-layout OWR modes 2023-04-03 08:21:16 -05:00
codemann8
25dc4217c6 Fixed Old Man Death causing fake world in glitched 2023-04-02 07:39:02 -05:00
codemann8
d97f5fd23e Set up code structure for future OW palette changes and return to safer changes 2023-03-22 16:06:47 -05:00
codemann8
1bdcbf5b62 Fixed issue with no Woods mosiac on exit in vanilla OW 2023-03-19 12:21:22 -05:00
codemann8
d4e792a71f Fixed issue with MW Player ID on Bonk Locations 2023-03-19 11:00:22 -05:00
codemann8
cb1a4cbb69 Update owrando.asm 2023-03-18 19:14:10 -05:00
codemann8
84b3c1ad50 Correcting OW screen palette on transition 2023-03-18 19:13:04 -05:00
codemann8
8522968c1b Correcting OW screen palette on transition 2023-03-18 05:46:34 -05:00
codemann8
ee4fce4010 Moving some hijacked DR code to new location 2023-03-17 20:06:56 -05:00
codemann8
8d3e084c1d Load correct Link/Bunny palette on transition 2023-03-16 22:21:39 -05:00
codemann8
92e04bde55 Adjusting Bonk Sprite landing position and water ripple 2023-03-15 05:43:39 -05:00
codemann8
1316477771 Reserving space for OWR Version 2023-03-14 17:34:42 -05:00
codemann8
49c486a2cc Merged in DR v.1.2.0.13 2023-03-14 17:25:37 -05:00
codemann8
726b9441b7 Merge branch 'DRUnstable' into OWMain 2023-03-14 17:18:06 -05:00
codemann8
11e815bd96 Fixed item duping issue on OW 2023-03-14 06:20:04 -05:00
codemann8
fb1f7ad907 Fixed Desert Pass WS edge coordinates 2023-03-13 21:53:36 -05:00
codemann8
eeebe58819 Fixing issue with forced HP on Good Bee Bonk Location 2023-03-12 21:45:16 -05:00
codemann8
8e8c195fa9 Minor label reference change for Good Bee Bonk Location 2023-03-12 20:21:16 -05:00
codemann8
8102b75b0c Added Cold Fairy Statue to bonkable locations 2023-03-09 20:28:18 -06:00
codemann8
a1fb6ea1af Add new Good Bee item 2023-03-08 21:26:25 -06:00
codemann8
f8602a74cb Remove 5 Arrow Item 2023-03-08 20:38:34 -06:00
codemann8
f703dcaba7 Merged in DR v1.2.0.12 2023-03-08 16:12:42 -06:00
codemann8
67f2164caf Merge branch 'DRUnstable' into OWMain 2023-03-07 18:46:25 -06:00
codemann8
1453dd12a7 Merged in DR v1.2.0.10 2023-03-02 18:57:26 -06:00
015f769521 Move kara-branch code to bank A2 so there's space 2023-02-26 14:31:51 -06:00
bfbc180ff3 Merge branch 'OWMain' into overworld_kara 2023-02-26 14:30:05 -06:00
codemann8
750c412f59 Minor comment change 2023-02-25 21:37:44 -06:00
codemann8
b1f23151a2 Disable flute in rain state 2023-02-25 21:37:25 -06:00
codemann8
09b75c3bf6 Merged in DR v1.2.0.9 2023-02-24 16:00:54 -06:00
codemann8
2136de4928 Merge pull request #9 from Catobat/HoboFix 2023-02-24 10:46:32 -06:00
Catobat
aa5c3b63a2 Fix swim state when leaving Hobo area 2023-02-24 13:14:19 +01:00
codemann8
3f13cee945 Improved door landing 2023-02-18 10:36:40 -06:00
codemann8
bfb131be81 Merged in DR v1.2.0.8 2023-02-17 18:47:36 -06:00
codemann8
7fdc59bb08 Improved door landing 2023-02-01 22:14:38 -06:00
ec6231955d Merge remote-tracking branch 'codemann/OWMain' into overworld_kara 2023-01-30 19:47:34 -06:00
codemann8
fd53cea697 Merge branch 'DRUnstable' into OWMain 2023-01-30 11:59:05 -06:00
codemann8
468fe5f2af Improved door landing 2023-01-30 10:34:48 -06:00
codemann8
bae7c6175c Merge branch 'DRUnstable' into OWMain 2023-01-06 21:20:56 -06:00
codemann8
782f18d9d9 Merge branch 'DRUnstable' into OWMain 2022-12-16 17:16:08 -06:00
codemann8
4af93256a5 Merged DR v1.2.0.0 2022-12-01 14:10:35 -06:00
9699c4d731 Fix swordless boss counter 2022-11-19 21:09:34 -08:00
846ad798cf Fix conflict between hammer-on-B code with bunny-pressing-A code 2022-11-19 10:06:37 -08:00
44e2ccf7f7 Fix bomb on file select screen in swordless 2022-11-16 14:39:47 -08:00
5d4e7fa62d Add Hammer-On-B mode 2022-11-16 14:39:05 -08:00
be81787446 Bee Mode 2022-11-16 14:37:42 -08:00
682583c215 Merge branch 'OWMain' into overworld_kara 2022-11-16 14:24:25 -08:00
codemann8
1e2a0c7774 Remove the sprite spawn delay when bonking prizes 2022-11-08 18:52:11 -06:00
codemann8
0174e5dbf5 Fixed fake world handling for IB transitions 2022-10-26 13:45:19 -05:00
codemann8
01475f313a Fixed fake world handling for IB transitions 2022-10-26 07:54:05 -05:00
codemann8
74b01030e0 Fixed Murahduhla freeze issue 2022-10-24 17:56:32 -05:00
codemann8
bf034c0f7c Setting World flag on initial spawn 2022-10-22 09:12:20 -05:00
codemann8
43448cc5b6 Fixed OOB transition behavior in Mixed OWR 2022-10-21 00:11:45 -05:00
codemann8
33cfd010a0 Renamed/used some labels 2022-10-20 10:25:08 -05:00
codemann8
3ed0ec0835 Merge pull request #8 from Catobat/Terrain 2022-10-12 21:18:18 -05:00
3cec56c5d8 Revert "Fix mixing progressive/non-progressive swords and shields"
This reverts commit d05169d5e2.
2022-10-12 15:55:48 -07:00
Catobat
d8e11838c1 Fix direction Link is facing 2022-10-13 00:55:20 +02:00
Catobat
304cb34478 Consistent handling of glitched states 2022-10-13 00:46:24 +02:00
codemann8
36feaff153 Merge pull request #7 from Catobat/Terrain 2022-10-08 18:56:47 -05:00
d05169d5e2 Fix mixing progressive/non-progressive swords and shields 2022-10-08 15:43:28 -07:00
Catobat
10567536a1 Add free RAM notes 2022-10-08 18:18:50 +02:00
Catobat
4ccca38888 Implement forced transitions 2022-10-08 18:09:44 +02:00
f93a817ed3 Show chest keys count always 2022-09-18 23:21:55 -07:00
d6f3aee02b Remove non-progressive bomb/cane upgrades 2022-09-18 18:18:12 -07:00
4817fa2013 Fix up labels
still WIP

still do not use
2022-09-18 18:11:21 -07:00
6f138825d9 Merge remote-tracking branch 'codemann/OWMain' into overworld_kara
WIP, Broken, Do Not Use
2022-09-18 17:36:49 -07:00
codemann8
f0a15dce36 Fixed incorrect comment 2022-09-07 19:41:39 -05:00
codemann8
3c6c089323 Added warning if overworld map code exceeds original bounds 2022-09-07 19:41:01 -05:00
codemann8
223c086c82 Merge branch 'DRUnstable' into OWMain 2022-09-07 19:38:34 -05:00
codemann8
ee7e08f46c Merge branch 'DRUnstable' into OWMain 2022-08-25 16:14:08 -05:00
codemann8
348da3ac99 Chickens now spawn on same layer as Link 2022-08-25 00:27:25 -05:00
codemann8
93b1949c71 Merged DR v1.0.1.1 2022-08-18 20:51:22 -05:00
codemann8
bfa105fd62 Minor MSU change for bunny music 2022-08-18 20:48:51 -05:00
codemann8
f60b03ba42 Fixed TR Peg Puzzle Not Spawning Portal Overlay 2022-07-31 21:46:54 -05:00
codemann8
c029de9cdc Fixed disappearing mirror portal in Inverted 2022-07-31 21:12:54 -05:00
codemann8
25761a1aa6 Changed MSU-1 in Inverted to flip the triggers for the secondary OW tracks 2022-07-31 21:11:40 -05:00
codemann8
c209abd2a5 Fixed Sprite Author in credits to have same gap as other groups 2022-07-31 09:06:35 -05:00
codemann8
bbc7197933 Adding print statements to help with Credits Debugging 2022-07-29 16:10:36 -05:00
codemann8
8aeeb5efa3 Changed to spawn sprites in chests to nearest 8 pixel boundary 2022-07-29 13:13:03 -05:00
codemann8
9cca3adb8e Reserving space for the excluded Murahduhla tree sprite in Bonk Drop shuffle 2022-07-28 19:23:43 -05:00
codemann8
324014bb54 Added struct for OW Bonk Prize data table 2022-07-28 18:53:01 -05:00
codemann8
6f58eb7c2c Update OW Event Data documentation for newly occupied Bonk Drop Shuffle bitflag slots 2022-07-28 16:54:02 -05:00
codemann8
5d65ae09da Fixed SP floodgate issue 2022-07-28 16:53:17 -05:00
codemann8
da85032de2 Fixed disappearing mirror portal in Inverted+CrossedOWR 2022-07-28 16:03:53 -05:00
codemann8
959f5ce5ab Fixed all goals requiring Aga2 to look at the Aga2 boss flag instead of pyramid hole 2022-07-27 17:53:15 -05:00
codemann8
b107297705 Moving some of the bonk sprite offsets up so the item is collectable without boots 2022-07-26 18:43:06 -05:00
codemann8
cce3594532 Fixed issue with Inverted Aga portal not displaying tile correctly pre-Aga 2022-07-26 18:30:04 -05:00
codemann8
b25c477958 Bonk Trees will revert color after collection 2022-07-26 18:13:20 -05:00
codemann8
1be10e5e12 Fixed issue with Inverted Aga portal not displaying tile correctly pre-Aga 2022-07-26 17:51:15 -05:00
codemann8
2cee6ea4ee Fixed issue with Inverted Aga portal not displaying tile correctly pre-Aga 2022-07-26 17:34:59 -05:00
codemann8
fff99a2f6b Fixed issue with bonk prize on screen 2B 2022-07-24 14:56:03 -05:00
codemann8
1716b4583c Fixed wrong loot ID reference 2022-07-24 13:55:39 -05:00
codemann8
5e6038b464 Shift AddReceivedItemExpanded data section down, sorry Fish 2022-07-24 13:44:11 -05:00
codemann8
8ccf8ecd66 Adding alternate tree colors for Bonk Drops 2022-07-24 11:30:46 -05:00
codemann8
ed72830397 Implemented Bonk Drop Shuffle 2022-07-24 11:29:28 -05:00
codemann8
6696f4bc24 Add new items from Bonk/Pot pool 2022-07-24 11:23:48 -05:00
codemann8
ac934dde3b Formatting improvements 2022-07-19 14:08:22 -05:00
codemann8
c64d0266d5 Move owrando hook out of DR and into main rando 2022-07-18 07:10:49 -05:00
codemann8
7ae2102a16 Revert "Merged DR v1.0.1.0"
This reverts commit 7ddca582e5.
2022-07-08 10:25:00 -05:00
codemann8
7ddca582e5 Merged DR v1.0.1.0 2022-07-08 10:15:00 -05:00
codemann8
7c7664224e Merged DR v1.0.1.0 2022-07-08 05:32:08 -05:00
codemann8
2298148206 Added new DPad invert options for just L/R and just U/D 2022-05-25 14:52:50 -05:00
codemann8
f86780913f Fixed issue with mirror portals showing up in DW in Crossed OW 2022-05-21 20:53:00 -05:00
codemann8
9b846498a2 Moved some mirror code out to new function 2022-05-21 20:51:54 -05:00
codemann8
9b48477418 Adding explicit notation to ASM commands for asar 2022-05-21 20:48:44 -05:00
codemann8
5842cecf0d Replacing hardcoded jumps and references to labels 2022-05-21 20:47:01 -05:00
codemann8
74f66abf51 Replacing hardcoded jumps and references to labels 2022-05-21 20:44:38 -05:00
codemann8
c157708769 For moving mirror portals in Crossed OW, changing EOR to ORA 2022-05-21 17:46:29 -05:00
codemann8
478d4fc7f3 Fix issue with mirror portals showing up on map checks when they shouldn't 2022-05-21 14:55:42 -05:00
codemann8
57bc6a1f59 Fixed crash in Crossed OW when performing mirror superbunny 2022-05-21 11:04:15 -05:00
codemann8
04948c72f6 Adding Catobat to OWR credits 2022-05-17 08:04:37 -05:00
codemann8
a62fcff30a Add lowercase letters to credits end screen 2022-05-05 23:24:32 -05:00
codemann8
31e98903bc Unscramble lowercase letters for new font 2022-05-05 18:26:11 -05:00
codemann8
34f4b72524 Adding labels and rearrange some of the Special Transition code 2022-05-04 16:31:32 -05:00
codemann8
e1a17fa945 Merge pull request #6 from Catobat/Special
Randomize Special Transitions
2022-05-04 15:58:45 -05:00
Catobat
c62b69d1a8 Randomize Special Transitions 2022-05-01 01:25:21 +02:00
codemann8
a26b128b52 Merge remote-tracking branch 'upstream/DRUnstable' into OWMain 2022-04-21 13:11:31 -05:00
codemann8
405edc51b5 Merge pull request #5 from Catobat/MixedMap
Implement new overworld map draw routine for Mixed
2022-04-20 16:51:23 -05:00
Catobat
d1a874cd7f Implement new overworld map draw routine for Mixed 2022-04-20 23:38:20 +02:00
codemann8
0a7b886978 Merge remote-tracking branch 'upstream/DRUnstable' into OWMain 2022-04-19 21:32:47 -05:00
codemann8
0a57153762 Changed OW map in attract mode to show LW map always 2022-04-15 10:48:33 -05:00
codemann8
436ecbb17d Merged DR v1.0.0.3 2022-04-15 10:34:10 -05:00
codemann8
ed03692bef Fix from Aerinon for map/compass dungeon locations on map check 2022-04-10 19:16:24 -05:00
codemann8
c7f9b5c3a0 Fixed map check for GT skull icon to check if Aga2 defeated rather than pyramid hole opened 2022-04-05 11:29:46 -05:00
6400a563ea unscramble lowercase letters for new font 2022-04-02 10:07:39 -07:00
9c30e3cdf9 Merge commit '697a742e0937780d3e6d1193876c8096ef1e2200' into HEAD 2022-04-01 18:28:29 -07:00
codemann8
7dabea9f8b Update events.asm 2022-03-26 07:03:54 -05:00
codemann8
da788dadcd Merge remote-tracking branch 'upstream/DRUnstable' into OWMain 2022-03-26 07:00:13 -05:00
codemann8
697a742e09 Minor fix to flute SFX for pre-activated flute 2022-03-18 23:21:45 -05:00
codemann8
eb30242920 Fixed mirror bonk issue incorrectly leaving a mirror portal behind 2022-03-07 20:12:32 -06:00
codemann8
bd8b79ae5c Fixed issue with mirror portal not spawning when entering OW from the DW in Crossed OWR 2022-03-07 19:03:52 -06:00
codemann8
4958d43d71 Some additional changes to lowercase dungeon text 2022-02-24 06:05:23 -06:00
codemann8
cb48137fa7 Fixed issue with mirror portal deleting after mirror bonk in Crossed OW 2022-02-22 19:55:02 -06:00
7da5e6257a Merge branch 'OWMain' of github.com:codemann8/z3randomizer into overworld_kara 2022-02-11 13:36:00 -08:00
codemann8
e01e8569d7 Fixed issue with TR Peg Puzzle Portal not working 2022-02-07 19:20:32 -06:00
codemann8
ea8f4dbc57 Fixed issue with TR Peg Puzzle Portal not working 2022-02-07 18:00:10 -06:00
codemann8
ece66e38df Added lowercase version of dungeon item text 2022-02-06 01:00:16 -06:00
codemann8
ba8a9aeb90 Merged in Upstream ER changes 2022-02-04 06:04:26 -06:00
codemann8
98949be9bc Changed GT/AT swap in Mixed OW to prioritize leaving AT vanilla unless GT is the only one in the starting world 2022-02-03 06:13:13 -06:00
codemann8
ddd86a96cf Minor code improvement 2022-02-02 20:00:49 -06:00
8dfdd3ee87 Merge branch 'main' into overworld_kara 2022-01-24 14:07:50 -08:00
ede8760b5c Make non-seeded rng a rom flag instead of compile flag 2022-01-24 13:55:29 -08:00
2a15f39e65 Fix boomerang instakilling Armos Knights 2022-01-24 13:55:19 -08:00
codemann8
c7718e7a47 Fixed Hera boss music to correctly read boss defeated flag 2022-01-19 14:39:19 -06:00
codemann8
335744f7b6 Restored vanilla Ice Palace terrain for Inverted 2022-01-19 03:18:31 -06:00
codemann8
7633c8b586 Fixed Hera boss music to correctly read boss defeated flag 2022-01-19 02:31:38 -06:00
codemann8
1677b95744 Restoring vanilla terrain for glitched Inverted modes 2022-01-19 01:42:16 -06:00
codemann8
14748b7788 Fixed world flag on Mountain Cave start 2022-01-19 01:39:24 -06:00
codemann8
bfbc7f16b1 Fixed issue with spawning on Pyramid/HC Ledge with old man 2022-01-19 00:23:24 -06:00
codemann8
c79863aad2 Fixed issue with Inverted Mirror Bonks not getting applied appropriately 2022-01-18 03:14:09 -06:00
codemann8
b72f89ff87 Made flute SFX louder for preactivated flute item get 2022-01-15 20:56:16 -06:00
codemann8
51d7f663c3 Restored vanilla ladder to Dark Graveyard in Inverted 2022-01-15 13:28:45 -06:00
codemann8
49b0cf0669 Inverted TR Peg screen terrain changes 2022-01-15 12:40:51 -06:00
codemann8
cbc4bbd6f3 Removed ladder from DDM 2022-01-15 12:22:01 -06:00
codemann8
3e9f598fe1 Added flute SFX to itemget if collecting a pre-activated flute 2022-01-15 04:07:27 -06:00
codemann8
f2a03f0bda Reorganized and reserved new starting data section 2022-01-14 12:59:14 -06:00
codemann8
fdea61fbf3 Added Starting OW Flag Table 2022-01-13 22:09:01 -06:00
codemann8
b5e313d709 Added Starting OW Flag Table 2022-01-13 21:56:03 -06:00
codemann8
5589127f81 ER Fix by cassidy 2022-01-13 21:54:56 -06:00
codemann8
d71e873d72 Extended Spiral/Mimic Ledge in Inverted 2022-01-06 12:45:27 -06:00
codemann8
c5ff897be6 Inverted TR Peg screen terrain changes 2022-01-06 11:39:21 -06:00
codemann8
b20f9ddd67 Merged DR v0.5.1.7 2022-01-06 02:13:05 -06:00
codemann8
67b96b3051 Extended Spiral/Mimic Ledge in Inverted 2022-01-06 01:52:58 -06:00
Thomas Prescott
c416bfa917 update credits 2022-01-03 12:29:04 -08:00
b2043ef15e Adjust credits to match layout of base randomizer fork 2022-01-03 12:26:15 -08:00
74c55cf048 Merge remote-tracking branch 'codemann/OWMain' into overworld_kara 2022-01-01 15:30:19 -08:00
spannerisms
e78c41ef38 match expected usage 2021-12-29 18:58:15 -08:00
6db6733d80 Add permanent ice physics bit 2021-12-29 18:51:42 -08:00
8ffef89fb8 Fix bee damage 2021-12-27 14:04:20 -08:00
8c6d2ac26d Fix moldorm/somaria issue and add both-canes mode 2021-12-23 22:13:30 -08:00
0f26e5aaa5 Fix width of special cane freestanding sprites 2021-12-23 22:13:30 -08:00
8a25dc9d52 Prevent hitting stunned ganon in cane-mode with default vulnerability 2021-12-23 22:13:30 -08:00
d2ad452170 Fix mothula/ganon breaking things (hopefully) 2021-12-23 22:13:30 -08:00
b1e3a7999c Remove bomb damage in cane modes 2021-12-23 22:13:30 -08:00
53792aea25 Add cane-only modes 2021-12-23 22:13:26 -08:00
codemann8
d75325e1c5 Move mirror portal off screen during mirror bonk in Crossed OW 2021-12-22 10:51:26 -06:00
codemann8
0a4c624f2f Move mirror portal off screen during mirror bonk in Crossed OW 2021-12-22 10:49:12 -06:00
codemann8
9c3d85e360 Improvement to FF damage fix to insta-warp Link to destination once Link has exceeded the bounds of the current screen 2021-12-13 23:16:29 -06:00
codemann8
c3df5f6cb1 Fixed mirror portals showing in DW 2021-12-06 07:43:04 -06:00
0ab9095222 Merge branch 'OWMain' into overworld_kara 2021-11-29 00:04:13 -08:00
codemann8
a1fff4ff76 Fix mirror portals getting erased when changing worlds 2021-11-24 15:58:39 -06:00
codemann8
10ad8ab834 Fix mirror portals getting erased when changing worlds 2021-11-22 09:07:38 -06:00
codemann8
3262c6ff1a Fix mirror portals getting erased when changing worlds 2021-11-20 00:34:57 -06:00
codemann8
9094d118df Fixed Inverted Double-Swap issue 2021-11-14 17:08:06 -06:00
e96d802ed1 Shorten duration of boomerang stun 2021-11-10 00:08:35 -08:00
b515b59a38 Make boomerang in bomb-only mode stun enemies it would normally damage 2021-11-08 16:38:03 -08:00
69a669e16e Merge branch 'OWMain' into overworld_kara 2021-11-08 00:09:02 -08:00
4896985493 Fix bomb icons on file select/endgame screens 2021-11-07 23:58:40 -08:00
2fd459d8ca Show bomb level on file select screen in bomb-only mode 2021-11-07 19:32:27 -08:00
918eefc3bd Minor fixes 2021-11-07 19:31:53 -08:00
codemann8
7d80b8087a Allow normal Link speed with Old Man if not in his cave or on WDM 2021-11-07 16:24:45 -06:00
2b241b2340 Unify handling of bomb colors in bomb-only mode 2021-11-07 12:47:13 -08:00
codemann8
15a381769c Merge branch 'DRMain' into OWMain 2021-11-02 17:20:03 -05:00
codemann8
582abf3d32 Fixed boss music 2021-11-02 17:17:37 -05:00
codemann8
ff6a553a0d Fake flipper autokill reversal 2021-11-01 10:59:37 -05:00
codemann8
dd57b4be79 Preserve Sanc music change in Standard 2021-11-01 02:09:05 -05:00
codemann8
4bcc76e83b Play Sanc music on arrival in Sanc in Standard 2021-10-31 20:56:27 -05:00
0c6ba20470 Merge branch 'main' into overworld_kara 2021-10-30 16:38:09 -07:00
82c5190f63 Merge branch 'OWMain' into overworld_kara 2021-10-30 11:55:08 -07:00
aeec3fe6c6 Allow early detonation of bombs and add build flag to remove static RNG 2021-10-30 09:11:36 -07:00
codemann8
2e9f4c5abb Fixed issue with whirlpools not changing world in Crossed OW 2021-10-28 21:40:51 -05:00
codemann8
86212c8d25 Adding cross-world behavior for Whirlpool Shuffle 2021-10-27 01:09:53 -05:00
codemann8
4e67ebd959 Make Smith deletion on S+Q dependent of a new flag 2021-10-22 00:21:22 -05:00
codemann8
7819e80051 Fixed portal to match grass in Inverted 2021-10-21 22:18:23 -05:00
codemann8
2215b16240 Merge branch 'DRMain' into OWMain 2021-10-21 21:26:38 -05:00
825d4a1ead Merge branch 'overworld_kara' of github.com:ardnaxelarak/z3randomizer into overworld_kara 2021-10-02 21:19:06 -07:00
6d9cbc85b7 Merge branch 'OWMain' of github.com:codemann8/z3randomizer into overworld_kara 2021-10-02 20:46:14 -07:00
f6f6383913 Merge remote-tracking branch 'codemann/OWMain' into overworld_kara 2021-09-21 14:10:23 -07:00
fb4068a3e1 Merge branch 'main' into overworld_kara 2021-09-21 11:55:33 -07:00
codemann8
a30e459dbb Merge branch 'DRMain' into OWMain 2021-09-17 10:54:00 -05:00
codemann8
200c1ff334 Merge branch 'DRMain' into OWMain 2021-08-31 19:21:19 -05:00
42002ae839 Merge branch 'main' into overworld_kara 2021-08-26 08:44:15 -07:00
codemann8
53dd7ba820 Fix for TR Pegs issue when fluting direct to TR from a screen with hammerpegs 2021-08-26 00:53:02 -05:00
codemann8
5d6d509bd9 Update Crossed OW to only perform Link/Bunny state changes when world changes 2021-08-26 00:51:41 -05:00
codemann8
fe24f6f865 Play SFX on crossworld transition in Crossed OW 2021-08-25 02:21:56 -05:00
codemann8
9b48a88df6 Retain Link state on transition unless bunny in Crossed OW 2021-08-21 18:02:59 -05:00
codemann8
aed1506114 Fixed issue with waterwalking in Crossed 2021-08-21 15:16:21 -05:00
codemann8
11be05c65a Fix Bunny/Lonk issues in Crossed OW 2021-08-20 22:47:17 -05:00
codemann8
f7525866c7 Fixed Flute crash 2021-08-20 20:43:48 -05:00
codemann8
a8e119285e Actually fixed Mixed flag problems 2021-08-19 21:53:26 -05:00
codemann8
58bf92ba04 Moved OW flag checks to global variable 2021-08-19 20:01:48 -05:00
codemann8
94a987f23f Fixed missing OW flag check changes 2021-08-19 18:47:29 -05:00
codemann8
ad8c4e8e70 ROM changes to support Crossed OW changes 2021-08-16 22:52:04 -05:00
codemann8
1210264294 Changed LW2 track in MSU-1 to play after Aga1 kill instead of ped pull 2021-08-11 06:04:09 -05:00
codemann8
c399f8c77b Separated ambient SFX from music track selection
Fixes issue with ambient SFX stopping and starting
2021-08-11 05:53:27 -05:00
0816bb7cab Merge branch 'fix_ohko' into overworld_kara 2021-08-09 15:33:03 -07:00
a12b5a9188 Merge branch 'OWMain' into overworld_kara 2021-08-02 19:00:33 -07:00
f14fea3699 Merge branch 'main' into overworld_kara 2021-08-02 19:00:13 -07:00
codemann8
06a7b7bead Fixed SW MSU track to play regardless of world 2021-08-02 04:20:02 -05:00
codemann8
677ad64419 Rewrote music calculation 2021-08-01 23:41:24 -05:00
codemann8
634764d4fc Merge branch 'DRMain' into OWMain 2021-07-28 16:24:02 -05:00
07f0ee9962 Merge branch 'OWMain' into overworld_kara 2021-07-28 12:54:14 -07:00
codemann8
6e721fb069 Fix for boss music not playing in non-DR modes 2021-07-27 02:40:12 -05:00
7aac3970d1 Add pseudo-sword mode 2021-07-25 01:42:21 -07:00
b663bb982f Merge branch 'OWMain' into overworld_kara 2021-07-23 15:42:41 -07:00
73ac8d8c25 Merge branch 'main' into overworld_kara 2021-07-23 15:28:30 -07:00
codemann8
11099f53b0 Merging DRMain 2021-07-23 15:49:10 -05:00
6df8dca127 Fix Stalfos Knights in bomb-mode to have bombs instakill while collapsed 2021-07-20 20:34:08 -07:00
faf05fb9a9 Merge branch 'OWMain' into overworld_kara 2021-07-17 12:19:56 -07:00
6da1227578 Color bombs in the HUD according to bomb level in bomb-only mode 2021-07-17 12:11:25 -07:00
59affe8b93 Adjust things for replacing sword stats with bomb stats 2021-07-17 12:11:25 -07:00
codemann8
b06492d419 Merge branch 'DRMain' into OWMain 2021-07-16 01:15:39 -05:00
codemann8
0cd7986318 Merge branch 'DRMain' into OWMain 2021-07-14 00:06:51 -05:00
bdd665db24 move storage of BOMB_LEVEL to make it play nicely with starting equipment 2021-07-13 11:28:04 -07:00
codemann8
a05b148261 Fixed boss music when boss room entered thru Straight Stairs in DR 2021-07-12 20:59:47 -05:00
codemann8
dc2a468acb Suppressed awkward/abrupt music changes in dungeons when DR is enabled 2021-07-12 19:22:57 -05:00
codemann8
9209153643 Supressed awkward/abrupt music changes in dungeons when DR is enabled 2021-07-12 16:44:03 -05:00
e81905a517 Fix bomb downgrades and track bomb stats in bomb-mode 2021-07-12 02:35:24 -07:00
da14e440c7 Add L-1 bombs as separate from no bombs in bomb-only mode 2021-07-12 02:34:57 -07:00
8d92e39451 Fix extra space in credits 2021-07-12 02:13:08 -07:00
2c221dfa37 Allow bombing barrier and getting tablet checks with L2+ bombs 2021-07-10 23:47:27 -07:00
codemann8
ec04d05c37 Merge branch 'DRMain' into OWMain 2021-07-10 13:46:57 -05:00
a6a8cda041 Fix junk graphics appearing during GAME OVER screen 2021-07-10 11:32:48 -07:00
2c931527e9 Merge branch 'DRMain' into overworld_kara 2021-07-08 19:39:10 -07:00
codemann8
195fd74e0b Reverting Dark Bonk Rocks rain state sprite fix 2021-07-08 20:26:18 -05:00
codemann8
a474212475 Added Rain state guards for Dark Bonk Rocks 2021-07-08 14:08:34 -05:00
8b173ac27b Fix printing damage and magic to stat counters in credits 2021-07-08 01:57:12 -07:00
codemann8
6cd0d15abf Merge branch 'DRMain' into OWMain 2021-07-07 19:11:36 -05:00
d960103e86 Merge branch 'main' into overworld_kara 2021-07-07 09:15:29 -07:00
7022b8768a Merge branch 'OWMain' of github.com:codemann8/z3randomizer into overworld_kara 2021-07-06 19:00:52 -07:00
codemann8
e5ec4f8393 Fixed Stumpy 2021-07-06 14:44:55 -05:00
codemann8
a87ae37eab Minor reformatting comments 2021-07-06 14:29:48 -05:00
codemann8
7f4d783870 Fixed Stumpy sprite loading 2021-07-06 14:29:10 -05:00
codemann8
17b7a23550 Fixed Frogsmith spawning as a bad sprite 2021-07-06 11:57:34 -05:00
d4e1337471 Add bombs-placed counter to stat screen 2021-07-05 17:56:56 -07:00
b8545ca055 Fix quake not blobbifying certain enemies 2021-07-05 16:15:26 -07:00
f4e7d412ed Fix hookshot and armos knights:
- hookshot now stuns enemies it would normally damage
- armos knights now take same damage from L-2 bombs as L-1/L-3
2021-07-04 18:34:10 -07:00
28b84484e0 NO BOMBOS DAMAGE 2021-07-04 15:40:57 -07:00
codemann8
6f7f9d2a39 Adding OW Rando credits 2021-07-04 11:38:24 -05:00
codemann8
f2f53e8999 Adding OW Rando credits 2021-07-04 11:29:21 -05:00
2fec3f7484 Merge commit 'f403ca10da9e009599a531be8cdcd20a61b4801c' of github.com:spannerisms/z3randomizer into overworld_kara 2021-07-01 23:05:48 -07:00
01abf889d7 Merge branch 'main' into overworld_kara 2021-07-01 23:02:23 -07:00
b8dc86d7c5 Allow Ganon to be vulnerable to arbitrary item 2021-06-29 16:43:01 -07:00
8b0f0464f8 Implement always-allowed medallions 2021-06-29 16:43:01 -07:00
b3d649a0fb Add bomb-only mode 2021-06-29 16:43:01 -07:00
codemann8
b9193d2fbf Added ability to cancel out of flute menu by pressing X 2021-06-27 19:02:19 -05:00
codemann8
8df468840f Added ability to cancel out of flute menu by pressing X 2021-06-27 14:49:28 -05:00
codemann8
7e615bc033 Fixed Aga portal mirror bonk issue 2021-06-25 13:02:40 -05:00
codemann8
3bb6f78491 Fixed VRAM issue 2021-06-24 14:47:40 -05:00
codemann8
7ba76d4a5c Partial revert of VRAM adjustment 2021-06-24 14:35:31 -05:00
codemann8
92c3448ac2 Merge branch 'DRMain' into OWMain 2021-06-23 10:58:18 -05:00
codemann8
04ffd3a00d Fixed horizontal VRAM loading glitch on megatiles 2021-06-23 08:41:43 -05:00
codemann8
5d06322bd3 Whoops 2021-06-23 05:33:43 -05:00
codemann8
17eb8073ab Initial Mixed/Crossed OW shuffle implementation 2021-06-23 03:05:13 -05:00
codemann8
b03283efd2 Various inverted map changes, including adding correct tiles to GT entrance 2021-06-22 23:09:22 -05:00
codemann8
da0b2c62e2 Added default music track to avoid game crash 2021-06-22 22:52:14 -05:00
codemann8
6f0d52f70e Merge pull request #4 from m0zes/OWMain
Cherry Picked Bank fixes
2021-06-21 20:29:10 -05:00
qwertymodo
b0b65f2131 More robust bank fix
Shouldn't crash on crystal/pendant anymore
2021-06-21 20:25:05 -05:00
qwertymodo
18422922e2 Set DB/DP to 0 in frame hook
Possible fix for hole transition crashes
2021-06-21 20:24:53 -05:00
codemann8
5a7bcfe9f5 Renamed inverted map subroutines to be consistent with OWID 2021-06-19 04:06:34 -05:00
codemann8
a6dafc5fa6 Add HUD indicator if LW/DW in Mixed OW mode 2021-06-13 12:17:51 -05:00
codemann8
c1ecc4c891 Merge branch 'DRMain' into OWMain 2021-06-04 21:49:55 -05:00
codemann8
4846bcbb58 Merge branch 'DRMain' into OWMain 2021-06-03 10:56:15 -05:00
codemann8
22f761a6c5 Added map terrain changes specific to OW Shuffle 2021-06-03 10:54:30 -05:00
codemann8
5cb8b68e8a Added convenient portals on WDM for OW Shuffle 2021-06-03 08:05:41 -05:00
codemann8
53d3fc3737 Added convenient portals on WDM for OW Shuffle 2021-06-03 07:36:59 -05:00
codemann8
6c616a20b2 Made world checks table-based rather than based on OW ID 2021-06-03 00:50:25 -05:00
codemann8
ff87b09d4b Minor reorganization of code/data placement 2021-05-30 06:44:34 -05:00
codemann8
dd2110f91d Moved Inverted Pyramid Entrance to HC Ledge 2021-05-26 21:07:16 -05:00
codemann8
1f37695fe0 Merge branch 'DRMain' into OWMain 2021-05-24 17:52:01 -05:00
codemann8
60ab0fcae2 Merge branch 'MSUMuteFix' into OWMain 2021-05-19 04:32:10 -05:00
codemann8
2e91981a1e Merge branch 'MSUMuteFix' into OWMain 2021-05-19 04:30:05 -05:00
codemann8
89881f3bee Merge remote-tracking branch 'upstream/DRMain' into OWMain 2021-05-16 04:51:57 -05:00
codemann8
99a695c1a2 Removed unnecessary data 2021-05-02 20:28:55 -05:00
codemann8
fd3f27adb1 Minor formatting changes 2021-05-02 19:16:02 -05:00
codemann8
a0b731ffbd Moved VRAM adjustment back to original spot 2021-05-02 19:15:42 -05:00
codemann8
fd3aed6d60 Preserve Link's position if within incoming gap 2021-05-02 18:30:49 -05:00
codemann8
ff08965ce5 Minor efficiency improvements 2021-05-01 19:50:46 -05:00
codemann8
e1a763c29f Minor formatting/labeling 2021-04-29 01:18:10 -05:00
codemann8
42f77472c5 Merge pull request #3 from Catobat/OWFix3
Fix camera unlocking
2021-04-28 18:39:32 -05:00
codemann8
8be83d6f94 Merge pull request #2 from Catobat/OWFix2
Fix transitions for real
2021-04-28 18:37:44 -05:00
Catobat
0abda3e210 Fix camera unlocking 2021-04-27 22:41:32 +02:00
codemann8
e8cba03156 Updated gitignore 2021-04-26 23:15:59 -05:00
codemann8
340a3c1c9d Catobat fix for transition bugs 2021-04-26 18:06:01 -05:00
Catobat
2b65123802 Fix transitions for real 2021-04-26 21:52:06 +02:00
codemann8
7333bf7f92 Minor efficiency 2021-04-24 15:25:17 -05:00
codemann8
619185e1e0 Fixed vanilla/ID-0 transition bug 2021-04-24 15:09:13 -05:00
codemann8
cd4949ce65 Disabled setting LW/DW flag on trans 2021-04-24 15:08:39 -05:00
codemann8
e72193a6be Fixed incorrect data for special areas 2021-04-21 00:11:20 -05:00
codemann8
de637242fc Fixed bad transition data 2021-04-21 00:11:00 -05:00
codemann8
f294773832 Fixed issue with DW transitions causing hardlocking mapwrap crashes 2021-04-21 00:10:45 -05:00
codemann8
5062da19d4 Fixed visual issue with megatiles with VRAM 2021-04-21 00:09:43 -05:00
codemann8
b242f6ae9d Fixed DW hardlocks 2021-04-20 02:14:46 -05:00
codemann8
c43fb64878 Fixed incorrect transition data 2021-04-20 02:14:28 -05:00
codemann8
eb11bb455d Milestone update, all transitions work, megatiles have a visual issue 2021-04-18 13:57:57 -05:00
codemann8
9089a9eb40 Merge remote-tracking branch 'upstream/DRMain' into OWMain 2021-04-12 13:33:04 -05:00
codemann8
9a5448e1bb Fixed bad data 2021-04-12 12:13:27 -05:00
codemann8
174b17d9a2 Not quite accurate transitions, opposite coordinate incorrect still 2021-04-11 21:10:30 -05:00
codemann8
deccdfb630 Milestone successful transition to midpoint 2021-04-07 12:17:03 -05:00
codemann8
fd13889f68 Merge remote-tracking branch 'upstream/DRMain' into DRMain 2021-02-18 22:45:56 -06:00
codemann8
3dd2e7892d Initial OW Shuffle Hook 2021-02-18 09:57:54 -06:00
254 changed files with 23426 additions and 29251 deletions

2
.gitignore vendored
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@@ -2,4 +2,4 @@ tournament.asm
/build
/.idea
/__pycache__
build.sh
/.vscode

0
data/99ff1_bombos.gfx → 99ff1_bombos.gfx Normal file → Executable file
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0
data/99ff1_quake.gfx → 99ff1_quake.gfx Normal file → Executable file
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@@ -3,53 +3,81 @@
;================================================================================
lorom
;===================================================================================================
; THIS NEEDS TO BE THE FIRST INCLUDE BECAUSE IT CHANGES THINGS EVERYWHERE
; If this were to be included later, it would almost certainly overwrite other changes
incsrc "fastrom.asm"
;================================================================================
;org $80FFC0 ; <- 7FC0 - Bank00.asm : 9173 (db "THE LEGEND OF ZELDA " ; 21 bytes)
;db $23, $4E
;org $00FFC0 ; <- 7FC0 - Bank00.asm : 9173 (db "THE LEGEND OF ZELDA " ; 21 bytes)
;db #$23, $4E
org $80FFD5 ; <- 7FD5 - Bank00.asm : 9175 (db $20 ; rom layout)
db $30 ; set fast lorom
org $00FFD5 ; <- 7FD5 - Bank00.asm : 9175 (db $20 ; rom layout)
db #$30 ; set fast lorom
;org $80FFD6 ; <- 7FD6 - Bank00.asm : 9176 (db $02 ; cartridge type)
;db $55 ; enable S-RTC
;org $00FFD6 ; <- 7FD6 - Bank00.asm : 9176 (db $02 ; cartridge type)
;db #$55 ; enable S-RTC
org $80FFD7 ; <- 7FD7 - Bank00.asm : 9177 (db $0A ; rom size)
db $0B ; mark rom as 16mbit
org $00FFD7 ; <- 7FD7 - Bank00.asm : 9177 (db $0A ; rom size)
db #$0B ; mark rom as 16mbit
org $80FFD8 ; <- 7FD8 - Bank00.asm : 9178 (db $03 ; ram size (sram size))
db $05 ; mark sram as 32k
org $00FFD8 ; <- 7FD8 - Bank00.asm : 9178 (db $03 ; ram size (sram size))
db #$05 ; mark sram as 32k
org $BFFFFF ; <- 1FFFFF
db $00 ; expand file to 2mb
org $3FFFFF ; <- 1FFFFF
db #$00 ; expand file to 2mb
org $9FFFF8 ; <- FFFF8 timestamp rom
db $20, $19, $08, $31 ; year/month/day
org $1FFFF8 ; <- FFFF8 timestamp rom
db #$20, #$19, #$08, #$31 ; year/month/day
;================================================================================
!ROM_VERSION_LOW ?= 1 ; ROM version (two 16-bit integers)
!ROM_VERSION_HIGH ?= 5 ;
!ROM_VERSION_HIGH ?= 2 ;
org $80FFE0 ; Unused hardware vector
org $00FFE0 ; Unused hardware vector
RomVersion:
dw !ROM_VERSION_LOW
dw !ROM_VERSION_HIGH
;================================================================================
!ADD = "CLC : ADC"
!SUB = "SEC : SBC"
!BLT = "BCC"
!BGE = "BCS"
!MS_GOT = "$7F5031"
;!REDRAW = "$7F5000"
!SPRITE_REDRAW = "$7E0790" ; 16 bytes
!SPRITE_OAM = "$7EC025" ; 16 bytes
!SPRITE_DYNAMIC_OAM = "$7EC035" ; 16 bytes
!GANON_WARP_CHAIN = "$7F5032";
!TILE_UPLOAD_BUFFER = "$7EA180";
!FORCE_HEART_SPAWN = "$7F5033";
!SKIP_HEART_SAVE = "$7F5034";
; MSU-1
!REG_MSU_FALLBACK_TABLE = $7F50A0 ; 8 bytes
!REG_MSU_DELAYED_COMMAND = $7F50A9
!REG_MSU_PACK_COUNT = $7F50AA
!REG_MSU_PACK_CURRENT = $7F50AB
!REG_MSU_PACK_REQUEST = $7F50AC
!REG_MSU_LOADED_TRACK = $7F50AD ; 2 bytes
!REG_SPC_LOADING = $7F50AF
!MSU_LOADED_TRACK = $7F5400
!MSU_RESUME_TRACK = $7F5401
!MSU_RESUME_TIME = $7F5402 ; 4 bytes
!MSU_RESUME_CONTROL = $7F5406
!REG_MUSIC_CONTROL = $012B
;!REG_MUSIC_CONTROL = $012C
!REG_MUSIC_CONTROL_REQUEST = $012C
!ONEMIND_ID = $7F5072
!ONEMIND_TIMER = $7F5073
function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<0))
; Feature flags, run asar with -DFEATURE_X=1 to enable
!FEATURE_NEW_TEXT ?= 1
;================================================================================
@@ -70,17 +98,21 @@ function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<
!MULTIWORLD_ITEM_ID = "$7EC09B" ; for lua scripts?
!Dungeon_ChestData = "$01E96C"
!FLAG_OW_MIXED = $04
!FLAG_OW_CROSSED = $02
!FLAG_OW_BONKDROP = $02
incsrc hooks.asm
incsrc treekid.asm
incsrc spriteswap.asm
incsrc hashalphabethooks.asm
incsrc sharedplayerpalettefix.asm
incsrc ram.asm
incsrc sram.asm
incsrc registers.asm
incsrc vanillalabels.asm
incsrc menu/overworldmap.asm ; Overwrites some code in bank $8A
org $A08000 ; bank $20
;org $208000 ; bank #$20
org $A08000 ; bank #$A0
incsrc newitems.asm ; LEAVE THIS AS FIRST
incsrc itemdowngrade.asm
incsrc bugfixes.asm
incsrc darkworldspawn.asm
@@ -88,6 +120,7 @@ incsrc lampmantlecone.asm
incsrc floodgatesoftlock.asm
incsrc heartpieces.asm
incsrc npcitems.asm
incsrc utilities.asm
incsrc flipperkill.asm
incsrc pendantcrystalhud.asm
incsrc potions.asm
@@ -98,28 +131,30 @@ incsrc tablets.asm
incsrc fairyfixes.asm
incsrc rngfixes.asm
incsrc medallions.asm
incsrc inventory.asm
incsrc ganonfixes.asm
incsrc zelda.asm
incsrc maidencrystals.asm
incsrc zoraking.asm
incsrc catfish.asm
incsrc flute.asm
incsrc dungeondrops.asm
incsrc halfmagicbat.asm
incsrc mantle.asm
incsrc swordswap.asm
incsrc stats.asm
incsrc scratchpad.asm
incsrc map.asm
incsrc dialog.asm
incsrc entrances.asm
incsrc clock.asm
incsrc accessibility.asm
incsrc heartbeep.asm
incsrc capacityupgrades.asm
incsrc timer.asm
incsrc doorframefixes.asm
incsrc music.asm
incsrc roomloading.asm
incsrc icepalacegraphics.asm
warnpc $A18000
org $9C8000 ; text tables for translation
incbin "data/i18n_en.bin"
warnpc $9CF356
org $1C8000 ; text tables for translation
incbin i18n_en.bin
warnpc $1CF356
org $A18000 ; static mapping area
incsrc framehook.asm
@@ -130,7 +165,7 @@ incsrc hud.asm
warnpc $A18800
org $A18800 ; static mapping area
incsrc zsnes.asm
warnpc $A19000
org $A1A000 ; static mapping area. Referenced by front end. Do not move.
@@ -146,11 +181,19 @@ org $A1FF00 ; static mapping area
incsrc init.asm
org $A48000 ; code bank - PUT NEW CODE HERE
incsrc timer.asm
incsrc doorframefixes.asm
incsrc music.asm
incsrc roomloading.asm
incsrc icepalacegraphics.asm
incsrc firebarlayer.asm
incsrc glitched.asm
incsrc hardmode.asm
incsrc goalitem.asm
incsrc quickswap.asm
incsrc endingsequence.asm
incsrc cuccostorm.asm
incsrc compression.asm
incsrc retro.asm
incsrc controllerjank.asm
incsrc boots.asm
@@ -161,157 +204,166 @@ incsrc decryption.asm
incsrc hashalphabet.asm
incsrc inverted.asm
incsrc invertedmaps.asm
incsrc bonktreemaps.asm
incsrc newhud.asm
incsrc compasses.asm
incsrc save.asm
incsrc password.asm
incsrc enemy_adjustments.asm
incsrc stats.asm
;incsrc hudtext.asm
incsrc servicerequest.asm
incsrc elder.asm
incsrc toast.asm
incsrc darkroomitems.asm
incsrc fastcredits.asm
incsrc msu.asm
incsrc dungeonmap.asm
incsrc hextodec.asm
incsrc multiworld.asm
incsrc textrenderer.asm
incsrc terrorpin.asm
if !FEATURE_NEW_TEXT
incsrc textrenderer.asm
endif
warnpc $A58000
org $A28000
ItemReceiptGraphicsROM:
; we need some empty space here so that 0000 can mean nothing
fillbyte $00 : fill 32
incbin "data/customitems.4bpp"
warnpc $A2B000
org $A2B000
incsrc itemdatatables.asm ; Statically mapped
incsrc decompresseditemgraphics.asm
incsrc newitems.asm
incsrc utilities.asm
incsrc inventory.asm
incsrc menu/hudalpha.asm
;org $228000 ; contrib area
org $A28000 ; contrib area
incsrc contrib.asm
incsrc special_weapons.asm
incsrc item_on_b.asm
incsrc variable_ganon_vulnerability.asm
warnpc $A38000
org $A38000
incsrc stats/credits.asm ; Statically mapped
incsrc stats/main.asm
incsrc stats/statConfig.asm
FontTable:
incsrc stats/fonttable.asm
incsrc doorrando/doorrando.asm ; bank 27/A7
incsrc menu/overworldmap.asm ; overwrites some code in bank 0A
incsrc doorrando/doorrando.asm ; bank 27 likely A7 in the future
;bank 28/A8 for keydropshuffle / standing items
incsrc keydrop/standing_items.asm ; bank 28/A8
incsrc enemizer/main.asm ; bank 36/B6
incsrc keydrop/standing_items.asm
incsrc owrando.asm ; bank AA
incsrc enemizer/main.asm ; this is originally in bank 36, but is currently in migratory status in bank 37
org $B08000 ; bank #$30
org $308000 ; bank #$30
incsrc tables.asm
warnpc $B18000
warnpc $318000
org $B48000
org $348000
incsrc spc.asm
org $B18000 ; bank $31
; uncomment for inverted adjustments
;incsrc sandbox.asm
org $318000 ; bank #$31
GFX_Mire_Bombos:
incbin "data/99ff1_bombos.gfx"
warnpc $B18800
incbin 99ff1_bombos.gfx
warnpc $318800
org $B18800
org $318800
GFX_Mire_Quake:
incbin "data/99ff1_quake.gfx"
warnpc $B19000
incbin 99ff1_quake.gfx
warnpc $319000
org $B19000
org $319000
GFX_TRock_Bombos:
incbin "data/a6fc4_bombos.gfx"
warnpc $B19800
incbin a6fc4_bombos.gfx
warnpc $319800
org $B19800
org $319800
GFX_TRock_Ether:
incbin "data/a6fc4_ether.gfx"
warnpc $B1A000
incbin a6fc4_ether.gfx
warnpc $31A000
org $B1A000
org $31A000
GFX_HUD_Items:
incbin "menu/drsheetdc.2bppc"
warnpc $B1A800
incbin c2807_v4.gfx
warnpc $31A800
org $B1A800
org $31A800
GFX_New_Items:
incbin newitems.gfx
;incbin eventitems.gfx ; *EVENT*
warnpc $31B000
warnpc $B1B000
org $B1B000
org $31B000
GFX_HUD_Main:
incbin "data/c2e3e.gfx"
warnpc $B1B800
incbin c2e3e.gfx
warnpc $31B800
org $B1C000
org $31C000
IcePalaceFloorGfx:
incbin "data/ice_palace_floor.bin"
warnpc $B1C801
incbin ice_palace_floor.bin
warnpc $31C801
org $B1C800
org $31C800
Damage_Table:
incbin "data/damage_table.bin"
warnpc $B1D001
incbin damage_table.bin
warnpc $31D001
org $B1D000
org $31D000
FileSelectNewGraphics:
incbin "data/fileselectgfx.2bpp"
warnpc $B1E001
incbin fileselect.chr.gfx
warnpc $31E001
org $B1E000
org $31E000
InvertedCastleHole: ;address used by front end. DO NOT MOVE!
incbin "data/sheet73.gfx"
warnpc $B1E501
incbin sheet73.gfx
warnpc $31E501
org $B38000
org $31E800
Damage_Table_Bombs:
incbin damage_table_sword_bombs.bin
warnpc $31F000
org $31F000
Damage_Table_Pseudo:
incbin damage_table_pseudo_sword.bin
warnpc $31F800
org $338000
GFX_HUD_Palette:
incbin "data/hudpalette.pal"
warnpc $B38041
incbin hudpalette.pal
warnpc $338041
org $B39000
ExpandedTrinexx:
incbin "data/sheet178.gfx"
warnpc $B39600
org $339000
incbin sheet178.gfx
warnpc $339600
org $B39600
org $339600
BossMapIconGFX:
incbin "data/bossicons.4bpp"
incbin bossicons.4bpp
org $B39C00
NewFont:
incbin "data/newfont.bin"
NewFontInverted:
incbin "data/newfont_inverted.bin"
SmallCharacters:
incbin "data/smallchars.2bpp"
org $8CD7DF
incsrc data/playernamecharmap.asm
org $8CE73D
incbin data/playernamestripes_1.bin
org $8CE911
incbin data/playernamestripes_2.bin
incsrc data/kanjireplacements.asm ; Overwrites text gfx data and masks in bank $8E
if !FEATURE_NEW_TEXT
org $339C00
NewFont:
incbin newfont.bin
NewFontInverted:
incbin newfont_inverted.bin
org $B28000
org $0CD7DF
incbin text_unscramble1.bin
org $0CE4D5
incbin text_unscramble2.bin
endif
org $328000
Extra_Text_Table:
incsrc itemtext.asm
warnpc $B2E000
if !FEATURE_NEW_TEXT
incsrc itemtext_lower.asm
else
incsrc itemtext.asm
endif
warnpc $32E000
org $B2DFD0 ; PC 0x195FD0
org $32DFD0 ; PC 0x195FD0
incsrc multiworldplayernames.asm
warnpc $B30000
warnpc $330000
incsrc externalhooks.asm
;================================================================================
org $919100 ; PC 0x89100
incbin "data/map_icons.gfx"
warnpc $919401
;================================================================================
org $9BB1E0
incsrc custompalettes.asm
warnpc $9BB880
org $119100 ; PC 0x89100
incbin map_icons.gfx
warnpc $119401
;================================================================================
org $AF8000 ; PC 0x178000
Static_RNG: ; each line below is 512 bytes of rng
@@ -326,15 +378,14 @@ warnpc $B08000
;Bank Map
;$20 Code Bank
;$21 Reserved (Frame Hook & Init)
;$22 Unused
;$22 Contrib Code
;$23 Stats & Credits
;$24 Code Bank
;$26 Multiworld data
;$27 DR Code Bank
;$28 Keydrop / Standing Items Code bank
;$29 External hooks (rest of bank not used)
;$2A Reserved for OWR
;$2B Reserved for "outlet data" ~5.8k
;$2B Room Data migration
;$2E Reserved for Tournament Use
;$2F Static RNG (rest is reserved for tournament use)
;$30 Main Configuration Table
@@ -342,24 +393,23 @@ warnpc $B08000
;$32 Text Bank
;$33 Graphics Bank
;$36 reserved for Enemizer
;$37 Room data if needed for DR/Pottery/Enemizer
;$3A reserved for downstream use
;$3B reserved for downstream use
;$3F reserved for internal debugging
;================================================================================
;RAM
;See ram.asm for label assignments
;$7EC900[0x1F00]: BigRAM buffer
;$7E021B[0x1]: Used by race game instead of $0ABF to avoid witch item conflict
;$7EC900[0x1F00]: BIGRAM buffer
;$7EF000[0x500]: SRAM mirror First 0x500 bytes of SRAM
; See sram.asm for labels and assignments
;$7F5000[0x800]: Rando's main free ram region
; See ram.asm for specific assignments
; See tables.asm for specific assignments
;$7F6000[0x1000]: SRAM buffer mapped to vanilla save slots 1 and 2
; See sram.asm for labels and assignments
;$7F7667[0x6719] - free ram
;================================================================================
;SRAM Map
;See sram.asm for label assignments and documentation
;See sram.asm for rando-specific assignments
;$70:0000 (5K) Game state
; 0000-04FF Vanilla Slot 1 (mirrored at $7EF000)
; 0500-14FF Ext Slot 1 (mirrored at $7F6000)
@@ -367,19 +417,453 @@ warnpc $B08000
;$70:3000 (0x16) Password
;$70:6000 (8K) Scratch buffers
;================================================================================
;org $0080DC ; <- 0xDC - Bank00.asm:179 - Kill Music
;db #$A9, #$00, #$EA
;LDA.b #$00 : NOP
;================================================================================
;org $0AC53E ; <- 5453E - Bank0A.asm:1103 - (LDA $0AC51F, X) - i have no idea what this is for anymore
;LDA.b #$7F
;NOP #2
;================================================================================
;org $05DF8B ; <- 2DF8B - Bank05.asm : 2483
;AND.w #$0100 ; allow Sprite_DrawMultiple to access lower half of sprite tiles
;================================================================================
;org $0DF8F1 ; this is required for the X-indicator in the HUD except not anymore obviously
;
;;red pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $25, $2C, $25, $2D, $25, $2E, $25
;
;;blue pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $2D, $2C, $2D, $2D, $2D, $2E, $2D
;
;;green pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;db $2B, $3D, $2C, $3D, $2D, $3D, $2E, $3D
;================================================================================
;org $00CFF2 ; 0x4FF2 - Mire H
;db GFX_Mire_Bombos>>16
;org $00D0D1 ; 0x50D1 - Mire M
;db GFX_Mire_Bombos>>8
;org $00D1B0 ; 0x51B0 - Mire L
;db GFX_Mire_Bombos
org $80D09C ; 0x509C - HUD Items H
;org $00D020 ; 0x5020 - Trock H
;db GFX_TRock_Bombos>>16
;org $00D0FF ; 0x50FF - Trock M
;db GFX_TRock_Bombos>>8
;org $00D1DE ; 0x51DE - Trock L
;db GFX_TRock_Bombos
org $00D09C ; 0x509C - HUD Items H
db GFX_HUD_Items>>16
org $80D17B ; 0x517B - HUD Items M
org $00D17B ; 0x517B - HUD Items M
db GFX_HUD_Items>>8
org $80D25A ; 0x525A - HUD Items L
org $00D25A ; 0x525A - HUD Items L
db GFX_HUD_Items
org $80D09D ; 0x509D - HUD Main H
db GFX_HUD_Main>>16
org $80D17C ; 0x517C - HUD Main M
db GFX_HUD_Main>>8
org $80D25B ; 0x525B - HUD Main L
db GFX_HUD_Main
; this used to be a pointer to a dummy file
org $00D065 ; 005065 - New Items H
db GFX_New_Items>>16
org $00D144 ; 005114 - New Items M
db GFX_New_Items>>8
org $00D223 ; 005223 - New Items L
db GFX_New_Items
org $00D09D ; 0x509D - HUD Main H
db GFX_HUD_Main>>16
org $00D17C ; 0x517C - HUD Main M
db GFX_HUD_Main>>8
org $00D25B ; 0x525B - HUD Main L
db GFX_HUD_Main
;================================================================================
org $008781
UseImplicitRegIndexedLocalJumpTable:
org $00879c
UseImplicitRegIndexedLongJumpTable:
org $008333
Vram_EraseTilemaps_triforce:
org $008913
Sound_LoadLightWorldSongBank:
org $00891D
.do_load
org $00893D
EnableForceBlank:
DungeonMask = $0098C0
org $00D308
DecompSwordGfx:
org $00D348
DecompShieldGfx:
org $00D463
Tagalong_LoadGfx:
org $00D51B
GetAnimatedSpriteTile:
org $00D52D
GetAnimatedSpriteTile_variable:
org $00D84E
Attract_DecompressStoryGfx:
org $00E529
LoadSelectScreenGfx:
org $00E784
LoadCommonSprites_in_file_select:
org $00F945
PrepDungeonExit:
org $00FDEE
Mirror_InitHdmaSettings:
org $01873A
Dungeon_LoadRoom:
org $02821E
Module_PreDungeon:
org $028296
.setAmbientSfx
org $828AD9
Underworld_SetBossOrSancMusicUponEntry:
org $02A0A8
Dungeon_SaveRoomData:
org $02A0BE
Dungeon_SaveRoomData_justKeys:
org $02A4E3
Overworld_ActualScreenID:
org $02A9F3
OverworldHandleTransitions_change_palettes:
org $02B861
Dungeon_SaveRoomQuadrantData:
org $02C11D
CalculateTransitionLanding:
org $02C176
Overworld_FinalizeEntryOntoScreen_Data:
org $82C3F2
OverworldLoadScreensPaletteSet_long:
org $02D9B9
Underworld_LoadSpawnEntrance:
org $02E99D
FluteMenu_LoadTransport:
org $02FD6D
LoadGearPalettes_link:
org $02FD8A ; 17D8A - Bank0E.asm: 3732 Note: Different bank
LoadGearPalettes_bunny:
org $02FD95 ; 17D95 - Bank0E.asm: 3742 Note: Different bank
LoadGearPalettes_variable:
org $02FEAB
Filter_Majorly_Whiten_Color:
org $04E780
Overworld_MemorizeMap16Change:
org $04E879
Overworld_CheckForSpecialOverworldTrigger_Direction:
org $058008
Sprite_SpawnSparkleGarnish:
org $05A51D
Sprite_SpawnFallingItem:
org $05DF6C ; 02DF6C - Bank05.asm : 2445
Sprite_DrawMultiple:
org $05DF70 ; 02DF70 - Bank05.asm : 2454
Sprite_DrawMultiple_quantity_preset:
org $05DF75 ; 02DF75 - Bank05.asm : 2461
Sprite_DrawMultiple_player_deferred:
org $05E1A7 ; 02E1A7 - Bank05.asm : 2592
Sprite_ShowSolicitedMessageIfPlayerFacing:
org $05E1F0
Sprite_ShowMessageFromPlayerContact:
org $05E219
Sprite_ShowMessageUnconditional:
org $05EC96
Sprite_ZeldaLong:
org $0680FA
Player_ApplyRumbleToSprites:
org $0683E6
Utility_CheckIfHitBoxesOverlapLong:
org $06A7DB
Chicken_SpawnAvengerChicken: ; returns short
org $06AD58
Sprite_TransmuteToBomb:
org $06DC5C
Sprite_DrawShadowLong:
org $06DD40
DashKey_Draw:
org $06DBF8
Sprite_PrepAndDrawSingleLargeLong:
org $06DC00
Sprite_PrepAndDrawSingleSmallLong:
org $06E41C
Sprite_PrepOAMCoordLong:
org $06EA18
Sprite_ApplySpeedTowardsPlayerLong:
org $06EAA6
Sprite_DirectionToFacePlayerLong:
org $06F12F
Sprite_CheckDamageToPlayerSameLayerLong:
org $06F86A
OAM_AllocateDeferToPlayerLong:
org $0791B3
Player_HaltDashAttackLong:
org $07999D
Link_ReceiveItem:
org $079F82
Link_UseHammer:
org $07AFEE
Link_UseBugNet:
org $07A985
SetGameModeLikeMirror:
org $07E68F
Unknown_Method_0: ; In US version disassembly simply called "$3E6A6 IN ROM"
org $07F413
Link_CheckForEdgeScreenTransition:
org $07F4AA
Sprite_CheckIfPlayerPreoccupied:
org $08C3AE
Ancilla_ReceiveItem:
org $08C505
Ancilla_ReceiveItem_objectFinished:
org $08CE2E
GTCutscene_AnimateCrystals_NoRotate:
org $08CEB6
GTCutscene_DrawSingleCrystal_SkipCrystal:
org $08CEC3
GTCutscene_DrawSingleCrystal_SkipSparkle:
org $08CF59
GTCutscene_SparkleALot:
org $08F710
Ancilla_SetOam_XY_Long:
org $0985E2 ; (break on $0985E4)
AddReceivedItem:
org $098605
AddReceivedItem_notCrystal:
org $098766
AddReceivedItem_gfxHandling:
org $098BAD
AddPendantOrCrystal:
org $098CFD
AddWeathervaneExplosion:
org $0993DF
AddDashTremor:
org $099D04
AddAncillaLong:
org $099D1A
Ancilla_CheckIfAlreadyExistsLong:
org $09AC57
Ancilla_TerminateSelectInteractives:
org $09AE64
Sprite_SetSpawnedCoords:
org $09AD58
GiveRupeeGift:
org $0AB7BD
FluteMenu_HandleSelection_NoSelection:
org $0ABA4F
OverworldMap_InitGfx:
org $0ABA99
OverworldMap_DarkWorldTilemap:
org $0ABAB9
OverworldMap_LoadSprGfx:
org $8AE817
DungeonMapBossRooms:
org $0CD7D1
NameFile_MakeScreenVisible:
org $0CDB3E
InitializeSaveFile:
org $0CDBC0
InitializeSaveFile_build_checksum:
org $0DBA71
GetRandomInt:
org $0DBA80
OAM_AllocateFromRegionA:
org $0DBA84
OAM_AllocateFromRegionB:
org $0DBA88
OAM_AllocateFromRegionC:
org $0DBA8C
OAM_AllocateFromRegionD:
org $0DBA90
OAM_AllocateFromRegionE:
org $0DBA94
OAM_AllocateFromRegionF:
org $0DBB67
Sound_SetSfxPanWithPlayerCoords:
org $0DBB6E
Sound_SetSfx1PanLong:
org $0DBB7C
Sound_SetSfx2PanLong:
org $0DBB8A
Sound_SetSfx3PanLong:
org $0DDB7F
HUD_RefreshIconLong:
org $0DDD32
Equipment_UpdateEquippedItemLong:
org $0DE01E ; 6E10E - equipment.asm : 787
BottleMenu_movingOn:
org $0DE346
RestoreNormalMenu:
org $0DE395
Equipment_SearchForEquippedItemLong:
org $0DE9C8
DrawProgressIcons: ; this returns short
org $0DED29
DrawEquipment: ; this returns short
org $0DFA78
HUD_RebuildLong:
org $0DFA88
HUD_RebuildIndoor_Palace:
org $0DFA88
HUD_RebuildLong2:
org $0EEE10
Messaging_Text:
org $0FFD94
Overworld_TileAttr:
org $1BC97C
Overworld_DrawPersistentMap16:
org $1BED03
Palette_Sword:
org $1BED29
Palette_Shield:
org $1BEDF9
Palette_ArmorAndGloves:
org $1BEE52
Palette_Hud:
org $1BEF96
Palette_SelectScreen:
org $1CFAAA
ShopKeeper_RapidTerminateReceiveItem:
org $1CF500
Sprite_NullifyHookshotDrag:
org $1CF537
Ancilla_CheckForAvailableSlot:
org $1DE9B6
Filter_MajorWhitenMain:
org $1DF65D
Sprite_SpawnDynamically:
org $1DF65F
Sprite_SpawnDynamically_arbitrary:
org $1DFD4B
DiggingGameGuy_AttemptPrizeSpawn:
org $1EDE28
Sprite_GetEmptyBottleIndex: ; this is totally in sprite_bees.asm
org $1EDE89
GoldBee_Dormant_exit:
org $1EDE8A
GoldBee_SpawnSelf:
org $1EF4E7
Sprite_PlayerCantPassThrough:
;================================================================================

0
data/a6fc4_bombos.gfx → a6fc4_bombos.gfx Normal file → Executable file
View File

0
data/a6fc4_ether.gfx → a6fc4_ether.gfx Normal file → Executable file
View File

View File

@@ -1,118 +1,127 @@
;================================================================================
; Accessibility Fixes
;================================================================================
FlipGreenPendant:
LDA $0C : CMP #$38 : BNE + ; check if we have green pendant
ORA #$40 : STA $0C ; flip it
+
LDA $0D : STA $0802, X ; stuff we wrote over "Set CHR, palette, and priority of the sprite"
LDA $0C : STA $0803, X
RTL
;================================================================================
ConditionalLightning:
CMP.b #$05 : BEQ ++
CMP.b #$2C : BEQ ++
CMP.b #$5A : BEQ ++
LDA.l DisableFlashing : BNE ++
LDA.b #$32 : STA.w CGADSUBQ
LDA.b #$32 : STA.w $9A
RTL
++
LDA.b #$72
STA.b CGADSUBQ
STA $9A
RTL
;================================================================================
ConditionalWhitenBg:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.b Scrap00,X
LDA $00,X
JSR WhitenLoopReal
RTL
+
LDA.b Scrap00
LDA $00
JSR WhitenLoopDummy
RTL
;================================================================================
WhitenLoopReal:
-
LDA.l PaletteBufferAux+$40, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$E0, X
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : STA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : STA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : STA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : STA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : STA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : STA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : STA $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA.l PaletteBufferAux+$F0 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F0
LDA.l PaletteBufferAux+$F2 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F2
LDA.l PaletteBufferAux+$F4 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F4
LDA.b GameMode : CMP.w #$0007 : BNE +
LDA.b RoomIndex
CMP.w #$003C : BEQ ++
CMP.w #$009D : BEQ ++
CMP.w #$009C : BEQ ++
CMP.w #$00A5 : BEQ ++
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F4
LDA $10 : CMP.w #$07 : BNE +
LDA $048E
CMP.w #$3C : BEQ ++
CMP.w #$9D : BEQ ++
CMP.w #$9C : BEQ ++
CMP.w #$A5 : BEQ ++
+
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
BRA +++
++
LDA.l PaletteBuffer+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
LDA.l PaletteBuffer+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
BRA +++
+++
LDA.l PaletteBufferAux+$FA : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FA
LDA.l PaletteBufferAux+$FC : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FC
LDA.l PaletteBufferAux+$FE : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$FE
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : STA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : STA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : STA $7EC5FE
REP #$10
LDA.l PaletteBuffer+$40 : TAY
LDA.l PaletteBufferAux : BNE +
LDA $7EC540 : TAY
LDA $7EC300 : BNE +
TAY
+
TYA : STA.l PaletteBuffer
TYA : STA $7EC500
SEP #$30
RTS
;================================================================================
WhitenLoopDummy:
-
LDA.l PaletteBufferAux+$40, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$E0, X
LDA $7EC340, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC540, X
LDA $7EC350, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC550, X
LDA $7EC360, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC560, X
LDA $7EC370, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC570, X
LDA $7EC380, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC580, X
LDA $7EC390, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC590, X
LDA $7EC3A0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5A0, X
LDA $7EC3B0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5B0, X
LDA $7EC3C0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5C0, X
LDA $7EC3D0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5D0, X
LDA $7EC3E0, X : JSL Filter_Majorly_Whiten_Color : LDA $7EC5E0, X
INX #2 : CPX.b #$10 : BEQ +
JMP -
+
LDA.l PaletteBufferAux+$F0 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F0
LDA.l PaletteBufferAux+$F2 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F2
LDA.l PaletteBufferAux+$F4 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F4
LDA.b GameMode : CMP.w #$0007 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA.b RoomIndex
CMP.w #$003C : BEQ ++ ; hookshot cave
CMP.w #$009D : BEQ ++ ; gt right
CMP.w #$009C : BEQ ++ ; gt big room
CMP.w #$00A5 : BEQ ++ ; wizzrobes 1
LDA $7EC3F0 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F0
LDA $7EC3F2 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F2
LDA $7EC3F4 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F4
LDA $10 : CMP.w #$07 : BNE + ; only light invisifloor if we're in dungeon submodule
LDA $048E
CMP.w #$3C : BEQ ++ ; hookshot cave
CMP.w #$9D : BEQ ++ ; gt right
CMP.w #$9C : BEQ ++ ; gt big room
CMP.w #$A5 : BEQ ++ ; wizzrobes 1
+
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F6
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$F8
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : LDA $7EC5F8
BRA +++
++
LDA.l PaletteBufferAux+$F6 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F6
LDA.l PaletteBufferAux+$F8 : JSL Filter_Majorly_Whiten_Color : STA.l PaletteBuffer+$F8
LDA $7EC3F6 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F6
LDA $7EC3F8 : JSL Filter_Majorly_Whiten_Color : STA $7EC5F8
BRA +++
+++
LDA.l PaletteBufferAux+$FA : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FA
LDA.l PaletteBufferAux+$FC : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FC
LDA.l PaletteBufferAux+$FE : JSL Filter_Majorly_Whiten_Color : LDA.l PaletteBuffer+$FE
LDA $7EC3FA : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FA
LDA $7EC3FC : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FC
LDA $7EC3FE : JSL Filter_Majorly_Whiten_Color : LDA $7EC5FE
REP #$10
LDA.l PaletteBuffer+$40 : TAY
LDA.l PaletteBufferAux : BNE +
LDA $7EC540 : TAY
LDA $7EC300 : BNE +
TAY
+
TYA : STA.l PaletteBuffer
TYA : STA $7EC500
SEP #$30
RTS
;================================================================================
@@ -120,144 +129,144 @@ RestoreBgEther:
LDX.b #$00
LDA.l DisableFlashing : REP #$20 : BNE +
-
LDA.b Scrap00,X
LDA.l PaletteBufferAux+$40, X : STA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : STA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : STA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : STA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : STA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : STA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : STA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : STA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : STA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : STA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : STA.l PaletteBuffer+$E0, X
LDA.l PaletteBufferAux+$F0, X : STA.l PaletteBuffer+$F0, X
LDA $00,X
LDA $7EC340, X : STA $7EC540, X
LDA $7EC350, X : STA $7EC550, X
LDA $7EC360, X : STA $7EC560, X
LDA $7EC370, X : STA $7EC570, X
LDA $7EC380, X : STA $7EC580, X
LDA $7EC390, X : STA $7EC590, X
LDA $7EC3A0, X : STA $7EC5A0, X
LDA $7EC3B0, X : STA $7EC5B0, X
LDA $7EC3C0, X : STA $7EC5C0, X
LDA $7EC3D0, X : STA $7EC5D0, X
LDA $7EC3E0, X : STA $7EC5E0, X
LDA $7EC3F0, X : STA $7EC5F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
+
-
LDA.b Scrap00
LDA.l PaletteBufferAux+$40, X : LDA.l PaletteBuffer+$40, X
LDA.l PaletteBufferAux+$50, X : LDA.l PaletteBuffer+$50, X
LDA.l PaletteBufferAux+$60, X : LDA.l PaletteBuffer+$60, X
LDA.l PaletteBufferAux+$70, X : LDA.l PaletteBuffer+$70, X
LDA.l PaletteBufferAux+$80, X : LDA.l PaletteBuffer+$80, X
LDA.l PaletteBufferAux+$90, X : LDA.l PaletteBuffer+$90, X
LDA.l PaletteBufferAux+$A0, X : LDA.l PaletteBuffer+$A0, X
LDA.l PaletteBufferAux+$B0, X : LDA.l PaletteBuffer+$B0, X
LDA.l PaletteBufferAux+$C0, X : LDA.l PaletteBuffer+$C0, X
LDA.l PaletteBufferAux+$D0, X : LDA.l PaletteBuffer+$D0, X
LDA.l PaletteBufferAux+$E0, X : LDA.l PaletteBuffer+$E0, X
LDA.l PaletteBufferAux+$F0, X : LDA.l PaletteBuffer+$F0, X
LDA $00
LDA $7EC340, X : LDA $7EC540, X
LDA $7EC350, X : LDA $7EC550, X
LDA $7EC360, X : LDA $7EC560, X
LDA $7EC370, X : LDA $7EC570, X
LDA $7EC380, X : LDA $7EC580, X
LDA $7EC390, X : LDA $7EC590, X
LDA $7EC3A0, X : LDA $7EC5A0, X
LDA $7EC3B0, X : LDA $7EC5B0, X
LDA $7EC3C0, X : LDA $7EC5C0, X
LDA $7EC3D0, X : LDA $7EC5D0, X
LDA $7EC3E0, X : LDA $7EC5E0, X
LDA $7EC3F0, X : LDA $7EC5F0, X
INX #2 : CPX.b #$10 : BNE -
BRA ++
++
JML Palette_RestoreFixedColor-7 ; Bank0E.asm : 3936 vanilla restore routine after loop which RTLs
JML $02FF51 ; Bank0E.asm : 3936 vanilla restore routine after loop which RTLs
;================================================================================
DDMConditionalLightning:
LDA.l DisableFlashing
REP #$20
BNE +
LDA.w Scrap
LDA.w $0000
LDX.b #$02
JML FlashGanonTowerPalette_next_thunder-2 ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00
JML $07FA7F ; Bank0E.asm : 4738 vanilla loop equivalent to below beginning at LDY #$00
+
LDA.b Scrap00 : LDX.b #$02 : LDY.b #$00
LDA.b $00 : LDX.b #$02 : LDY #$00
-
LDA.w $F4EB, Y : LDA.l PaletteBuffer+$60, X
LDA.w $F4F9, Y : LDA.l PaletteBuffer+$70, X
LDA.w $F507, Y : LDA.l PaletteBuffer+$90, X
LDA.w $F515, Y : LDA.l PaletteBuffer+$E0, X
LDA.w $F523, Y : LDA.l PaletteBuffer+$F0, X
LDA $F4EB, Y : LDA $7EC560, X
LDA $F4F9, Y : LDA $7EC570, X
LDA $F507, Y : LDA $7EC590, X
LDA $F515, Y : LDA $7EC5E0, X
LDA $F523, Y : LDA $7EC5F0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
JML FlashGanonTowerPalette_bright_white ; Bank0E.asm : 4754 both branches converge here
JML $07FAAC ; Bank0E.asm : 4754 both branches converge here
;================================================================================
ConditionalGTFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.w Scrap
LDA $0000
-
LDA.w $F9C1, Y : STA.l PaletteBuffer+$D0, X
LDA $F9C1, Y : STA $7EC5D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
+
LDA.b Scrap00
LDA $00
-
LDA.w $F9C1, Y : LDA.l PaletteBuffer+$D0, X
LDA $F9C1, Y : LDA $7EC5D0, X
INY #2
INX #2 : CPX.b #$10 : BNE -
RTL
;================================================================================
ConditionalRedFlash:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.b Scrap,X
LDA.w #$1D59 : STA.l PaletteBuffer+$DA
LDA.w #$25FF : STA.l PaletteBuffer+$DC
LDA $00,X
LDA.w #$1D59 : STA $7EC5DA
LDA.w #$25FF : STA $7EC5DC
LDA.w #$001A
RTL
+
LDA.b Scrap00
LDA.w #$1D59 : LDA.l PaletteBuffer+$DA
LDA.w #$25FF : LDA.l PaletteBuffer+$DC
LDA $00
LDA.w #$1D59 : LDA $7EC5DA
LDA.w #$25FF : LDA $7EC5DC
LDA.w #$0000
RTL
;================================================================================
ConditionalPedAncilla:
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.b Scrap,X
LDA.b Scrap00 : STA.b Scrap04
LDA.b Scrap02 : STA.b Scrap06
LDA $00,X
LDA $00 : STA $04
LDA $02 : STA $06
RTL
+
LDA.b Scrap
LDA.b Scrap00 : LDA.b Scrap04
LDA.b Scrap02 : LDA.b Scrap06
LDA $00
LDA $00 : LDA $04
LDA $02 : LDA $06
RTL
;================================================================================
LoadElectroPalette:
REP #$20
LDA.w #$0202 : STA.b Scrap0C
LDA.w #$0404 : STA.b Scrap0E
LDA.w #$001B : STA.b Scrap02
LDA.w #$0202 : STA $0C
LDA.w #$0404 : STA $0E
LDA.w #$001B : STA $02
SEP #$10
LDX.b Scrap0C : LDA.l SwordPaletteOffsets, X : AND.w #$00FF : ADC.w #$D630
LDX $0C : LDA $1BEBB4, X : AND.w #$00FF : ADC #$D630
REP #$10 : LDX.w #$01B2 : LDY.w #$0002
JSR ConditionalLoadGearPalette
SEP #$10
LDX.b Scrap0D
LDA.l ShieldPaletteOffsets, X : AND.w #$00FF : ADC.w #$D648
LDX $0D
LDA $1BEBC1, X : AND.w #$00FF : ADC #$D648
REP #$10 : LDX.w #$01B8 : LDY.w #$0003
JSR ConditionalLoadGearPalette
SEP #$10
LDX.b Scrap0E
LDA.l LinkMailPalettesOffsets, X : AND.w #$00FF : ASL A : ADC.w #$D308
LDX $0E
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC #$D308
REP #$10 : LDX.w #$01E2 : LDY.w #$000E
JSR ConditionalLoadGearPalette
SEP #$30
INC.b NMICGRAM
INC $15
RTL
;================================================================================
ConditionalLoadGearPalette:
STA.b Scrap00
STA $00
SEP #$20
LDA.l DisableFlashing : REP #$20 : BNE +
LDA.b Scrap,X
LDA $00,X
-
LDA.b [Scrap00]
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
LDA [$00]
STA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
RTS
+
LDA.b Scrap
LDA $00
-
LDA.b [Scrap00]
LDA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
LDA [$00]
LDA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
@@ -272,13 +281,13 @@ RestoreElectroPalette:
LDX.w #$01E2 : LDY.w #$000E
JSR FillPaletteBufferFromAux
SEP #$30
INC.b NMICGRAM
INC $15
RTL
;================================================================================
FillPaletteBufferFromAux:
-
LDA.l PaletteBufferAux, X
STA.l PaletteBuffer, X
LDA $7EC300, X
STA $7EC500, X
INX #2
DEY
BPL -

BIN
asar Executable file

Binary file not shown.

Binary file not shown.

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1021
bonktreemaps.asm Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -2,24 +2,21 @@
; Randomize Book of Mudora
;--------------------------------------------------------------------------------
LoadLibraryItemGFX:
LDA.l LibraryItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID, X
JSL PrepDynamicTile_loot_resolved
RTL
LDA.l LibraryItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
STA $0E80, X ; Store item type
JML RequestSlottedTile
;--------------------------------------------------------------------------------
DrawLibraryItemGFX:
PHA
LDA.w SpriteID, X
JSL DrawDynamicTile
PLA
PHA
LDA $0E80, X ; Retrieve stored item type
JSL.l DrawSlottedTile
PLA
RTL
;--------------------------------------------------------------------------------
SetLibraryItem:
LDY.w SpriteID, X
JSL ItemSet_Library ; contains thing we wrote over
LDY $0E80, X ; Retrieve stored item type
JSL.l ItemSet_Library ; contains thing we wrote over
RTL
;--------------------------------------------------------------------------------
@@ -28,89 +25,64 @@ RTL
; Randomize Bonk Keys
;--------------------------------------------------------------------------------
LoadBonkItemGFX:
LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over
LDA.b #$08 : STA $0F50, X ; thing we wrote over
LoadBonkItemGFX_inner:
LDA.b #$00 : STA.l RedrawFlag
JSR LoadBonkItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSR LoadBonkItem
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w $0E80, X
STA.w SpriteID, X
JSL PrepDynamicTile
PHA : PHX
LDA.w SpriteID,X : TAX
LDA.l SpriteProperties_standing_width,X : BNE +
LDA.b #$00 : STA.l SpriteOAM : STA.l SpriteOAM+8
+
PLX : PLA
RTL
JSR LoadBonkItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
JSR LoadBonkItem
JML RequestSlottedTile
;--------------------------------------------------------------------------------
DrawBonkItemGFX:
PHA
LDA.l RedrawFlag : BEQ .skipInit
JSL LoadBonkItemGFX_inner
BRA .done ; don't draw on the init frame
.skipInit
LDA.w SpriteID,X
JSL DrawDynamicTileNoShadow
.done
PLA
PHA
LDA.w !SPRITE_REDRAW, X : BEQ .skipInit ; skip init if already ready
JSL.l LoadBonkItemGFX_inner
LDA.w !SPRITE_REDRAW, X : CMP.b #$02 : BEQ .skipInit
BRA .done ; don't draw on the init frame
.skipInit
JSR LoadBonkItem
JSL DrawSlottedTile
.done
PLA
RTL
;--------------------------------------------------------------------------------
GiveBonkItem:
JSR LoadBonkItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSR LoadBonkItem
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
JSR LoadBonkItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
JSR LoadBonkItem
CMP #$24 : BNE .notKey
.key
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
LDA CurrentSmallKeys : INC A : STA CurrentSmallKeys
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
JSL CountBonkItem
RTL
.notKey
PHY : TAY : JSL Link_ReceiveItem : PLY
PHY : TAY : JSL.l Link_ReceiveItem : PLY
JSL CountBonkItem
RTL
;--------------------------------------------------------------------------------
LoadBonkItem:
LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #$73 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert
BRA ++
+ : CMP.b #$8C : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower
BRA ++
+
LDA.b #$24 ; default to small key
++
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert
BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower
BRA ++
+
LDA.b #$24 ; default to small key
++
RTS
;--------------------------------------------------------------------------------
LoadBonkItem_Player:
LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #$73 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert_Player
BRA ++
+ : CMP.b #$8C : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower_Player
BRA ++
+
LDA.b #$00
++
RTS
;--------------------------------------------------------------------------------
AbsorbKeyCheck:
PHA
CMP.b #$24 : BEQ .key
CMP.b #$A0 : BCC .not_key
CMP.b #$B0 : BCS .not_key
AND.b #$0F : ASL
CMP.w DungeonID : BNE .not_key
.key
PLA
SEC
RTS
.not_key
PLA
CLC
LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert_Player
BRA ++
+ : CMP #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower_Player
BRA ++
+
LDA.b #$00
++
RTS

View File

@@ -1,76 +1,77 @@
;================================================================================
; Boots State Modifier
;--------------------------------------------------------------------------------
!BOOTS_MODIFIER = "$7F50CE"
ModifyBoots:
PHA
LDA.l BootsModifier : CMP.b #$01 : BNE +
PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots
LDA !BOOTS_MODIFIER : CMP.b #$01 : BNE +
PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots
+ : CMP.b #$02 : BNE +
PLA : AND.l AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA.l FakeBoots : CMP.b #$01 : BNE +
LDA.b LinkSlipping : BEQ ++ : LDA.b PitTileActField : BNE + ; hover check
++ : PLA : AND.l AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
PLA : AND AbilityFlags : AND.b #$FB : RTL ; no boots
+ : LDA FakeBoots : CMP.b #$01 : BNE +
LDA $5B : BEQ ++ : LDA $59 : BNE + ; hover check
++ : PLA : AND AbilityFlags : ORA.b #$04 : RTL ; yes boots, not hovering
+
PLA
AND.l AbilityFlags ; regular boots
AND AbilityFlags ; regular boots
RTL
;--------------------------------------------------------------------------------
AddBonkTremors:
PHA
LDA.b LinkIncapacitatedTimer : BNE + ; Check for incapacitated Link
JSL IncrementBonkCounter
LDA $46 : BNE + ; Check for incapacitated Link
JSL.l IncrementBonkCounter
+
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
PLA : RTL
+
PLA
JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over
JSL.l AddDashTremor : JSL.l Player_ApplyRumbleToSprites ; things we wrote over
RTL
;--------------------------------------------------------------------------------
BonkBreakableWall:
PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
PLP : PLX : LDA.w #$0000 : RTL
+
PLP : PLX
LDA.w LinkDashing : AND.w #$00FF ; things we wrote over
LDA $0372 : AND.w #$00FF ; things we wrote over
RTL
;--------------------------------------------------------------------------------
BonkRockPile:
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.b #$00 : RTL
+
LDA.w TileActBE : AND.b #$70 ; things we wrote over
LDA $02EF : AND.b #$70 ; things we wrote over
RTL
;--------------------------------------------------------------------------------
GravestoneHook:
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BEQ .done ; Check for Boots
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BEQ .done ; Check for Boots
+
LDA.w LinkDashing : BEQ .done ; things we wrote over
JML moveGravestone
LDA $0372 : BEQ .done ; things we wrote over
JML.l moveGravestone
.done
JML GravestoneHook_continue
JML.l GravestoneHook_continue
;--------------------------------------------------------------------------------
JumpDownLedge:
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
; Disarm Waterwalk
LDA.b LinkSlipping : CMP.b #$01 : BNE +
STZ.b LinkSlipping
LDA $5B : CMP.b #$01 : BNE +
STZ $5B
+
LDA.b IndoorsFlag : BNE .done : LDA.b #$02 : STA.b LinkLayer ; things we wrote over
LDA $1B : BNE .done : LDA.b #$02 : STA $EE ; things we wrote over
.done
RTL
;--------------------------------------------------------------------------------
BonkRecoil:
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA.b LinkRecoilZ : RTL
LDA !BOOTS_MODIFIER : CMP.b #$01 : BEQ +
LDA BootsEquipment : BNE + ; Check for Boots
LDA.b #$16 : STA $29 : RTL
+
LDA.b #$24 : STA.b LinkRecoilZ ; things we wrote over
LDA.b #$24 : STA $29 ; things we wrote over
RTL

View File

@@ -2,8 +2,8 @@
;--------------------------------------------------------------------------------
AssignKiki:
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
LDA.b #$00 : STA FollowerDropped ; defuse bomb
LDA.b #$0A : STA FollowerIndicator ; assign kiki as follower
RTL
;--------------------------------------------------------------------------------
@@ -11,9 +11,10 @@ RTL
; Name: AllowSQ
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
;--------------------------------------------------------------------------------
!ITEM_BUSY = "$7F5091"
AllowSQ:
LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA.l BusyItem : EOR.b #$01
LDA ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA !ITEM_BUSY : EOR #$01
.done
RTL
;--------------------------------------------------------------------------------
@@ -22,8 +23,8 @@ RTL
;0 = Reset Music
;1 = Don't Reset Music
MSMusicReset:
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1
LDA $8A : CMP.b #$80 : BNE +
LDA $23
+
RTL
;--------------------------------------------------------------------------------
@@ -31,11 +32,11 @@ RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA.l MoonPearlEquipment : BNE .done
LDA.l CurrentWorld : AND.b #$40
LDA MoonPearlEquipment : BNE .done
LDA CurrentWorld : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR.b #$40
PLA : EOR #$40
BRA .done
.inverted
PLA
@@ -46,25 +47,34 @@ RTL
DecideIfBunnyByScreenIndex:
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
; superbunny work
LDA.b IndoorsFlag : BNE .done
LDA.l MoonPearlEquipment : BNE .done
LDA.b OverworldIndex : AND.b #$40 : PHA
LDA $1B : BNE .done
LDA MoonPearlEquipment : BNE .done
PHX : LDX $8A : LDA.l OWTileWorldAssoc, X : PLX : PHA
LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR.b #$40
PLA : EOR #$40
BRA .done
.inverted
PLA
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;ReadInventoryPond:
; CPX.b #$1B : BNE + : LDA.b #$01 : RTL : +
; LDA EquipmentWRAM, X
;RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
FixBunnyOnExitToLightWorld:
LDA.w BunnyFlag : BEQ +
JSL DecideIfBunny : BEQ +
STZ.b LinkState ; set player mode to Normal
STZ.w BunnyFlag : STZ.b BunnyFlagDP ; return player graphics to normal
LDA.w $02E0 : BEQ +
JSL.l DecideIfBunny : BEQ +
STZ $5D ; set player mode to Normal
STZ $02E0 : STZ $56 ; return player graphics to normal
+
RTL
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
@@ -73,26 +83,26 @@ RTL
FixAga2Bunny:
LDA.l FixFakeWorld : BEQ + ; Only use this fix is fakeworld fix is in use
LDA.l InvertedMode : BEQ +++
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
LDA.b #$00 : STA CurrentWorld ; Switch to light world
BRA ++
+++
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
LDA.b #$40 : STA CurrentWorld ; Switch to dark world
++
JSL DecideIfBunny : BNE +
JSR MakeBunny
LDA.b #$04 : STA.w MusicControlRequest ; play bunny music
BRA .done
+
LDA.b #$09 : STA.w MusicControlRequest ; what we wrote over
.done
PHX
JSL Overworld_DetermineMusic : STX !REG_MUSIC_CONTROL_REQUEST
PLX
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
MakeBunny:
PHX : PHY
LDA.b #$17 : STA.b LinkState ; set player mode to permabunny
LDA.b #$01 : STA.w BunnyFlag : STA.b BunnyFlagDP ; make player look like bunny
LDA.b #$17 : STA $5D ; set player mode to permabunny
LDA.b #$01 : STA $02E0 : STA $56 ; make player look like bunny
JSL LoadGearPalettes_bunny
PLY : PLX
RTS
@@ -120,27 +130,27 @@ RTL
; Fix for SQ jumping causing accidental Exploration Glitch
SQEGFix:
LDA.l Bugfix_PodEG : BEQ ++
STZ.w LayerAdjustment ; disarm exploration glitch
STZ.w $047A ; disarm exploration glitch
++ RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess:
STX.w ItemReceiptID ; what we overwrote
STX $02D8 ; what we overwrote
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ.b RoomTag ; the "trying to spawn crystal" flag
STZ.b RoomTag+1 ; the "trying to spawn pendant" flag
STZ $AE ; the "trying to spawn crystal" flag
STZ $AF ; the "trying to spawn pendant" flag
.failed
RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
WallmasterCameraFix:
STZ.b CameraBoundV ; disable vertical camera scrolling for current room
STZ $A7 ; disable vertical camera scrolling for current room
REP #$20
STZ.w CameraScrollN ; something about scrolling, setting these to 0 tricks the game
STZ.w CameraScrollS ; into thinking we're at the edge of the room so it doesn't scroll.
STZ $0618 ; something about scrolling, setting these to 0 tricks the game
STZ $061A ; into thinking we're at the edge of the room so it doesn't scroll.
SEP #$20
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
@@ -148,8 +158,8 @@ WallmasterCameraFix:
; Fix losing glove colors
LoadActualGearPalettesWithGloves:
REP #$20
LDA.l SwordEquipment : STA.b Scrap0C
LDA.l ArmorEquipment : AND.w #$00FF
LDA SwordEquipment : STA $0C
LDA ArmorEquipment : AND.w #$00FF
JSL LoadGearPalettes_variable
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
@@ -157,24 +167,24 @@ RTL
;--------------------------------------------------------------------------------
; Fix Bunny Palette Map Bug
LoadGearPalette_safe_for_bunny:
LDA.b GameMode
LDA $10
CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
LDA.b [Scrap00]
STA.l PaletteBufferAux, X
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
LDA [$00]
STA $7EC300, X
STA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
RTL
.new
-
LDA.b [Scrap00]
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
LDA [$00]
STA $7EC500, X
INC $00 : INC $00
INX #2
DEY
BPL -
@@ -183,16 +193,37 @@ RTL
;--------------------------------------------------------------------------------
; Fix pedestal pull overlay
PedestalPullOverlayFix:
LDA.b #$09 : STA.w AncillaGeneralF, X ; the thing we wrote over
LDA.b IndoorsFlag : BNE +
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b OverlayID : CMP.b #$97
LDA.b #$09 : STA $039F, X ; the thing we wrote over
LDA $1B : BNE +
LDA $8A : CMP.b #$80 : BNE +
LDA $8C : CMP.b #$97
+
RTL
;--------------------------------------------------------------------------------
; Fix losing VRAM gfx when using quake
PostNMIUpdateBGCharHalf:
STA.w $420B : SEP #$10 ; what we wrote over
LDA.w $0116 : CMP.b #$46 : BNE .return ; checks to see if this is the last VRAM write
LDA.b $5D : CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
RTL
+ JSL HeartPieceSetRedraw ; set redraw flag for items
.return
RTL
; Force redraws of items following map checks
PostOverworldGfxLoad:
INC.b $11 : STZ.b $13 ; what we wrote over
JSL HeartPieceSetRedraw
RTL
PostUnderworldMap:
JSL HeartPieceSetRedraw
LDA.l $7EC229 ; what we wrote over
RTL
;--------------------------------------------------------------------------------
FixJingleGlitch:
LDA.b GameSubMode
LDA.b $11
BEQ .set_doors
LDA.l AllowAccidentalMajorGlitch
@@ -200,7 +231,7 @@ FixJingleGlitch:
.set_doors
LDA.b #$05
STA.b GameSubMode
STA.b $11
.exit
RTL
@@ -212,43 +243,7 @@ pushpc
pullpc
;--------------------------------------------------------------------------------
SetOverworldTransitionFlags:
LDA.b #$01
STA.w OWTransitionFlag
STA.w RaceGameFlag
LDA #$01
STA $0ABF ; used by witch
STA $021B ; used by race game
RTL
;--------------------------------------------------------------------------------
ParadoxCaveGfxFix:
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
LDA.b IndoorsFlag : BEQ .uploadLine
LDX.b RoomIndex : CPX.w #$00FF : BNE .uploadLine
LDX.b PreviousRoom : CPX.w #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM
LDX.w VRAMUploadAddress
; Line 1
CPX.w #$1800 : BEQ .skipMostOfLine
; Line 2
CPX.w #$1A00 : BEQ .skipMostOfLine
; Line 3
CPX.w #$1C00 : BEQ .uploadLine
; Line 4
CPX.w #$1E00 : BEQ .uploadLine
.uploadLine
LDA.b #$01 : STA.w DMAENABLE
.skipLine
RTL
.skipMostOfLine
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
LDX.w #$00C0 : STX.w DAS0L
BRA .uploadLine
;--------------------------------------------------------------------------------
SetItemRiseTimer:
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE .not_from_chest
LDA.b #$38 : STA.w AncillaTimer, X
RTL
.not_from_chest
TYA : STA.w AncillaTimer, X ; What we wrote over
RTL

View File

@@ -1,4 +1,2 @@
del ..\working.sfc
copy ..\alttp.sfc ..\working.sfc
%~dp0bin\windows\asar.exe LTTP_RND_GeneralBugfixes.asm ..\working.sfc
cmd /k
py -3 build.py
@echo %cmdcmdline%|find /i """%~f0""">nul && cmd /k

View File

@@ -1,8 +1,5 @@
#!/bin/bash
rm ../alttp.sfc
cp ~/dev/kwyn/orig/z3.sfc ../alttp.sfc
asar --symbols=wla LTTP_RND_GeneralBugfixes.asm ../alttp.sfc
flips ~/dev/kwyn/orig/z3.sfc ../alttp.sfc ../base2current.bps
md5sum ../alttp.sfc | tee /dev/tty | cut -d ' ' -f 1 | xargs -I '{}' sed -i "s/RANDOMIZERBASEHASH = '.\+'/RANDOMIZERBASEHASH = '{}'/g" ~/dev/kwyn/doors/Rom.py
cp ../base2current.bps ~/dev/kwyn/doors/data
rm ../working.sfc
cp ../alttp.sfc ../working.sfc
./asar LTTP_RND_GeneralBugfixes.asm ../working.sfc

View File

@@ -2,4 +2,4 @@
rm ../working.sfc
cp ../alttp.sfc ../working.sfc
./bin/linux/asar -DFEATURE_PATREON_SUPPORTERS=1 LTTP_RND_GeneralBugfixes.asm ../working.sfc
asar LTTP_RND_GeneralBugfixes.asm ../working.sfc

0
data/c2807_v3.gfx → c2807_v3.gfx Normal file → Executable file
View File

Binary file not shown.

BIN
c2807_v4.gfx Normal file

Binary file not shown.

View File

@@ -2,26 +2,36 @@
; Capacity Logic
;================================================================================
IncrementBombs:
LDA.l BombCapacity : BEQ + ; Skip if we can't have bombs
DEC
CMP.l BombsEquipment : !BLT +
LDA.l BombsEquipment
CMP.b #99 : !BGE +
INC : STA.l BombsEquipment
+
LDA BombCapacityUpgrades ; get bomb upgrades
!ADD.l StartingMaxBombs : BEQ + ; Skip if we can't have bombs
DEC
CMP BombsEquipment
!BLT +
LDA BombsEquipment
CMP.b #99 : !BGE +
INC : STA BombsEquipment
+
RTL
;--------------------------------------------------------------------------------
IncrementArrows:
LDA.l ArrowCapacity : DEC
CMP.l CurrentArrows : !BLT +
LDA.l CurrentArrows
CMP.b #99 : !BGE +
INC : STA.l CurrentArrows
+
LDA ArrowCapacityUpgrades ; get arrow upgrades
!ADD.l StartingMaxArrows : DEC
CMP CurrentArrows
!BLT +
LDA CurrentArrows
CMP.b #99 : !BGE +
INC : STA CurrentArrows
+
RTL
;--------------------------------------------------------------------------------
CompareBombsToMax:
LDA.l BombCapacity
CMP.l BombsEquipment
LDA BombCapacityUpgrades ; get bomb upgrades
!ADD.l StartingMaxBombs
CMP BombsEquipment
RTL
;--------------------------------------------------------------------------------

40
catfish.asm Normal file
View File

@@ -0,0 +1,40 @@
;================================================================================
; Randomize Catfish
;--------------------------------------------------------------------------------
LoadCatfishItemGFX:
LDA.l CatfishItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.l $1DE185 ; location randomizer writes catfish item to
JML RequestSlottedTile
;--------------------------------------------------------------------------------
DrawThrownItem:
LDA $8A : CMP.b #$81 : BNE .catfish
.zora
LDA.l $1DE1C3 ; location randomizer writes zora item to
BRA .draw
.catfish
LDA.l $1DE185 ; location randomizer writes catfish item to
.draw
JML DrawSlottedTile
;--------------------------------------------------------------------------------
MarkThrownItem:
PHA
LDA $8A : CMP.b #$81 : BNE .catfish
.zora
JSL.l ItemSet_ZoraKing
LDA ZoraItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
BRA .done
.catfish
JSL.l ItemSet_Catfish
LDA CatfishItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
.done
PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
;--------------------------------------------------------------------------------

248
clock.asm Normal file
View File

@@ -0,0 +1,248 @@
;--------------------------------------------------------------------------------
; http://problemkaputt.de/fullsnes.htm
; 2800h-2801h S-RTC Real Time Clock I/O Ports
; cartridge type change from #$02 to #$55 to enable S-RTC
; SNES Cart S-RTC (Realtime Clock) (1 game)
;
; PCB "SHVC-LJ3R-01" with 24pin "Sharp S-RTC" chip. Used only by one japanese game:
; Dai Kaiju Monogatari 2 (1996) Birthday/Hudson Soft (JP)
;
; S-RTC I/O Ports
; 002800h S-RTC Read (R)
; 002801h S-RTC Write (W)
; Both registers are 4bits wide. When writing: Upper 4bit should be zero. When reading: Upper 4bit should be masked-off (they do possibly contain garbage, eg. open-bus).
;
; S-RTC Communication
; The sequence for setting, and then reading the time is:
; Send <0Eh,04h,0Dh,0Eh,00h,Timestamp(12 digits),0Dh> to [002801h]
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; If ([002800h] AND 0F)=0Fh then read <Timestamp(13 digits)>
; etc.
; The exact meaning of the bytes is unknown. 0Eh/0Dh seems to invoke/terminate commands, 04h might be some configuration stuff (like setting 24-hour mode). 00h is apparently the set-time command. There might be further commands (such like setting interrupts, alarm, 12-hour mode, reading battery low & error flags, etc.). When reading, 0Fh seems to indicate sth like "time available".
; The 12/13-digit "SSMMHHDDMYYY(D)" Timestamps are having the following format:
; Seconds.lo (BCD, 0..9)
; Seconds.hi (BCD, 0..5)
; Minutes.lo (BCD, 0..9)
; Minutes.hi (BCD, 0..5)
; Hours.lo (BCD, 0..9)
; Hours.hi (BCD, 0..2)
; Day.lo (BCD, 0..9)
; Day.hi (BCD, 0..3)
; Month (HEX, 01h..0Ch)
; Year.lo (BCD, 0..9)
; Year.hi (BCD, 0..9)
; Century (HEX, 09h..0Ah for 19xx..20xx)
; When READING the time, there is one final extra digit (the existing software doesn't transmit that extra digit on WRITING, though maybe it's possible to do writing, too):
; Day of Week? (0..6) (unknown if RTC assigns sth like 0=Sunday or 0=Monday)
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
macro A_x10()
ASL #1 : PHA
ASL #2 : !ADD 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
macro A_x24()
ASL #3 : PHA
ASL #1 : !ADD 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
macro A_x60()
ASL #2 : PHA
ASL #4 : !SUB 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
macro Clock_ReadBCD()
LDA $002800 : PHA
LDA $002800 : %A_x10() : !ADD 1,s
STA 1,s : PLA
endmacro
;--------------------------------------------------------------------------------
Clock_Test:
JSL.l Clock_Init
JML.l Clock_IsSupported
;--------------------------------------------------------------------------------
; Clock_Init
;--------------------------------------------------------------------------------
Clock_Init:
LDA.b #$0E : STA $002801
LDA.b #$04 : STA $002801
LDA.b #$0D : STA $002801
LDA.b #$0E : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$01 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$01 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$00 : STA $002801
LDA.b #$0A : STA $002801
LDA.b #$0D : STA $002801
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Clock_IsSupported
;--------------------------------------------------------------------------------
; Input: None (8-bit accumulator)
;--------------------------------------------------------------------------------
; Output:
; Carry - unset if unsupported, set if supported
; Zero - Undefined
;--------------------------------------------------------------------------------
; Side Effects:
; S-RTC is ready for reading upon exit if supported
;--------------------------------------------------------------------------------
Clock_IsSupported:
PHA : PHX
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .done ; check for clock chip ready signal
CPX.b #$0E : BCC ++ : CLC : BRA .done ; if we've read 14 bytes with no success, unset carry and exit
++ INX
BRA -
.done
PLX : PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Clock_QuickStamp
;--------------------------------------------------------------------------------
; Input: None
;--------------------------------------------------------------------------------
; Output:
; $00.b - 24-bit timestamp (low)
; $01.b - 24-bit timestamp (mid)
; $02.b - 24-bit timestamp (high)
; $03.b - zero
; Carry - Unset if error, Set if success
; Zero - Undefined
;--------------------------------------------------------------------------------
; Side Effects:
; Requires Mode-7 Matrix Registers
;--------------------------------------------------------------------------------
Clock_QuickStamp:
PHA : PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA -
SEC ; indicate success
.ready
%Clock_ReadBCD() : STA $00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours
%Clock_ReadBCD() : STA $03 ; days
REP $20 ; set 16-bit accumulator
LDA $01 : AND #$00FF : %A_x60() ; convert minutes to seconds
STZ $01 : !ADD $00 : STA $00 ; store running total seconds to $00
LDA $03 : AND #$00FF : %A_x24() ; convert days to hours
STZ $03 : !ADD $02 ; get total hours
%A_x60() ; get total minutes
LDY #$60
JSL.l Multiply_A16Y8
STY $02 : STZ $03
!ADD $00 : BCC + : INC $02 : +
.done
PLP : PLX : PLA
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Multiply_A16Y8:
;--------------------------------------------------------------------------------
; Expects:
; Accumulator - 16-bit
; Index Registers - 8-bit
;--------------------------------------------------------------------------------
; Notes:
; Found a (wrong) version of this on wikibooks. This is cleaned up and fixed.
;--------------------------------------------------------------------------------
Multiply_A16Y8:
SEP #$20 ; set 8-bit accumulator
STY $4202
STA $4203
NOP #4
LDA $4216
LDY $4217
XBA
STA $4203
NOP #2
TYA
CLC
ADC $4216
LDY $4217
BCC .carry_bit
INY
.carry_bit:
XBA
REP #$20 ; set 16-bit accumulator
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Clock_GetTime
;--------------------------------------------------------------------------------
; Input: None
;--------------------------------------------------------------------------------
; Output:
; $00.b - Seconds
; $01.b - Minutes
; $02.b - Hours
; $03.b - Days
; $04.b - Months
; $05.w - Years
; Carry - Unset if error, Set if success
; Zero - Undefined
;--------------------------------------------------------------------------------
Clock_GetTime:
PHA : PHX : PHY : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDX #$00;
-
LDA $002800 : AND.b #$0F : CMP #$0F : BEQ .ready ; check for clock chip ready signal
CPX.b #$0E : !BLT ++ : CLC : JMP .done : ++ ; if we've read 14 bytes with no success, unset carry and exit
INX
BRA -
SEC ; indicate success
.ready
%Clock_ReadBCD() : STA $00 ; seconds
%Clock_ReadBCD() : STA $01 ; minutes
%Clock_ReadBCD() : STA $02 ; hours
%Clock_ReadBCD() : STA $03 ; days
LDA $002800 : STA $04 ; months
%Clock_ReadBCD() : STA $05 ; years
LDA $002800 : STA $06 ; century
REP $20 ; set 16-bit accumulator
STA $06 : AND #$00FF : %A_x10() : %A_x10() : !ADD #1000 ; multiply century digit by 100 and add 1000
STZ $06 : !ADD $05 : STA $05 ; add lower 2 digits of the year and store
.done
PLP : PLY : PLX : PLA
RTL
;--------------------------------------------------------------------------------

72
compasses.asm Normal file
View File

@@ -0,0 +1,72 @@
;--------------------------------------------------------------------------------
; $7F5010 - Scratch Space
;--------------------------------------------------------------------------------
DrawDungeonCompassCounts:
SEP #$10
LDX $1B : BNE + : RTL : + ; Skip if outdoors
; extra hard safeties for getting dungeon ID to prevent crashes
PHA
LDA.w $040C : AND.w #$00FE : TAX ; force dungeon ID to be multiple of 2
PLA
CPX.b #$1B : BCC + ; Skip if not in a valid dungeon ID
JMP .done
+
BIT.w #$0002 : BNE ++ ; if CompassMode==2, we don't check for the compass
TXY : TXA : LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA CompassExists, X : BEQ ++
TYX : LDA CompassField : AND.l DungeonItemMasks, X ; Load compass values to A, mask with dungeon item masks
BNE ++
JMP .done ; skip if we don't have compass
++
LDA $040C : LSR
BNE +
INC
+ TAX : LDA.l CompassTotalsWRAM, X : AND #$00FF
PHX
PHA
JSL HexToDec_fast
PLA : CMP.w #100 : !BLT .two_digit
LDX.b $05 : TXA : ORA #$2490 : STA $7EC79A
LDX.b $06 : TXA : ORA #$2490 : STA $7EC79C
LDX.b $07 : TXA : ORA #$2490 : STA $7EC79E
BRA .end_total
.two_digit
LDX.b $06 : TXA : ORA #$2490 : STA $7EC79A
LDX.b $07 : TXA : ORA #$2490 : STA $7EC79C
.end_total
PLX
LDA DungeonLocationsChecked, X : AND #$00FF
PHA
JSL HexToDec_fast
PLA : CMP.w #100 : !BLT +
LDX.b $05 : TXA : ORA #$2490 : STA $7EC792 ; Draw the 100's digit
+
LDX.b $06 : TXA : ORA #$2490 : STA $7EC794 ; Draw the item count
LDX.b $07 : TXA : ORA #$2490 : STA $7EC796
LDA.w #$2830 : STA $7EC798 ; draw the slash
.done
RTL
DungeonItemMasks: ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004
; maps from $040C to the odd order used in overworld map
ExistsTransfer:
db $0C, $0C, $00, $02, $0B, $09, $03, $07, $04, $08, $01, $06, $05, $0A
;--------------------------------------------------------------------------------
; $7EF4C0-7EF4CF - item locations checked indexed by $040C >> 1
;--------------------------------------------------------------------------------
InitCompassTotalsRAM:
LDX #$00
-
LDA CompassTotalsROM, X : STA CompassTotalsWRAM, X
INX
CPX #$0F : !BLT -
RTL

29
compression.asm Normal file
View File

@@ -0,0 +1,29 @@
;--------------------------------------------------------------------------------
ParadoxCaveGfxFix:
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
LDA $1B : BEQ .uploadLine
LDX $A0 : CPX #$00FF : BNE .uploadLine
LDX $A2 : CPX #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM
LDX $0118
; Line 1
CPX #$1800 : BEQ .skipMostOfLine
; Line 2
CPX #$1A00 : BEQ .skipMostOfLine
; Line 3
CPX #$1C00 : BEQ .uploadLine
; Line 4
CPX #$1E00 : BEQ .uploadLine
.uploadLine
LDA.b #$01 : STA $420B
.skipLine
RTL
.skipMostOfLine
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
LDX.w #$00C0 : STX $4305
BRA .uploadLine
;--------------------------------------------------------------------------------

185
contrib.asm Normal file
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@@ -0,0 +1,185 @@
;================================================================
; Contributor: Myramong
;================================================================
;Sprite_ShowMessageFromPlayerContact_Edit:
;{
; STZ $1CE8
; JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC .dont_show
;
; LDA $4D : CMP.b #$02 : BEQ .dont_show
;
; JSL.l Sprite_DirectionToFacePlayerLong : TYA : EOR.b #$03
; SEC
;RTL
;.dont_show
; LDA $0DE0, X
; CLC
;RTL
;}
;================================================================
;Sprite_ShowSolicitedMessageIfPlayerFacing_Edit:
;{
; JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
; JSL.l Sprite_CheckIfPlayerPreoccupied : BCS .alpha
; LDA $F6 : BPL .alpha
; LDA $0F10, X : BNE .alpha
;
; LDA $4D : CMP.b #$02 : BEQ .alpha
;
; STZ $1CE8 ; set text choice to 1st option (usually yes/confirm/etc)
; JSL.l Sprite_DirectionToFacePlayerLong : PHX : TYX
;
; ; Make sure that the sprite is facing towards the player, otherwise
; ; talking can't happen. (What sprites actually use this???)
; LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
; PHY
; LDA.b #$40 : STA $0F10, X
; PLA : EOR.b #$03
; SEC
;RTL
;.not_facing_each_other
;.alpha
; LDA $0DE0, X
; CLC
;RTL
;}
;================================================================
;OldMountainMan_TransitionFromTagalong_Edit:
;{
; PHA
;
; LDA.b #$AD : JSL Sprite_SpawnDynamically
;
; PLA : PHX : TAX
;
; LDA $1A64, X : AND.b #$03 : STA $0EB0, Y
; STA $0DE0, Y
;
; LDA $1A00, X : CLC : ADC.b #$02 : STA $0D00, Y
; LDA $1A14, X : ADC.b #$00 : STA $0D20, Y
;
; LDA $1A28, X : CLC : ADC.b #$02 : STA $0D10, Y
; LDA $1A3C, X : ADC.b #$00 : STA $0D30, Y
;
; LDA $EE : STA $0F20, Y
;
; LDA.b #$01 : STA $0BA0, Y
; STA $0E80, Y
;
; LDA.b #$01 : STA $02E4 ; OldMountainMan_FreezePlayer
; STA $037B ; ^
;
; PLX
;
; LDA.b #$00 : STA FollowerIndicator
;
; STZ $5E
;
; JML $09A6B6 ; <- 4A6B6 tagalong.asm:1194 (SEP #$30 : RTS)
;}
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
{
STA $1CF0
STY $1CF1
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA $F6 : BPL .alpha
LDA $0F10, X : BNE .alpha
LDA $4D : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
PHY
LDA $1CF0
LDY $1CF1
; Check what room we're in so we know which npc we're talking to
LDA.b $A0 : CMP #$05 : BEQ .SahasrahlaDialogs
CMP #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
.SahasrahlaDialogs
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA MapOverlay : STA MapOverlay : SEP #$20
JSL DialogSahasrahla : BRA .SayNothing
.BombShopGuyDialog
REP #$20 : LDA.l MapReveal_BombShop : ORA MapOverlay : STA MapOverlay : SEP #$20
JSL DialogBombShopGuy
.SayNothing
LDA.b #$40 : STA $0F10, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
LDA $0DE0, X
CLC
RTL
}
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
{
PHY
PHA
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA $F6 : BPL .alpha
LDA $0F10, X : BNE .alpha
LDA $4D : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA $05E1A3, X : PLX : CMP $2F : BNE .not_facing_each_other
PLA : XBA : PLA
PHY
TAY : XBA
JSL Sprite_ShowMessageUnconditional
LDA.b #$40 : STA $0F10, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
PLY
PLA
LDA $0DE0, X
CLC
RTL
}
;================================================================
incsrc menu/hudalpha.asm
incsrc util/utils.asm

View File

@@ -4,76 +4,106 @@
;--------------------------------------------------------------------------------
; Filtered Joypad 1 Register: [AXLR | ????]
; Filtered Joypad 1 Register: [BYST | udlr] [AXLR | ????]
!INVERT_DPAD = "$7F50CB"
InvertDPad_DPadOnly:
LDA $4218 : STA $00
LDA $4219
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA $01
JML.l InvertDPadReturn
InvertDPad_ButtonsOnly:
REP #$20 ; set 16-bit accumulator
LDA $4218
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
STA $00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
InvertDPad_Both:
REP #$20 ; set 16-bit accumulator
LDA $4218
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
STA $00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
InvertDPad_SwapSides:
REP #$20 ; set 16-bit accumulator
LDA $4218
BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
STA $00
SEP #$20 ; set 8-bit accumulator
JML.l InvertDPadReturn
InvertDPad_DPadLROnly:
LDA $4218 : STA $00
LDA $4219
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA $01
JML.l InvertDPadReturn
InvertDPad_DPadUDOnly:
LDA $4218 : STA $00
LDA $4219
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
STA $01
JML.l InvertDPadReturn
InvertDPad:
LDA.l OneMindPlayerCount : BEQ .crowd_control
LDA.l OneMindId
LDA.l !ONEMIND_ID
AND.b #$03
TAX
LDA.l .onemind_controller_offset, X
TAX
LDA.w JOY1L,X : STA.w Scrap00
LDA.w JOY1H,X : STA.w Scrap01
LDA.w $4218,X : STA.w $00
LDA.w $4219,X : STA.w $01
LDA.b #$80 : STA.w WRIO ; reset this so latch can read it, otherwise RNG breaks
LDA #$80 : STA $4201 ; reset this so latch can read it, otherwise RNG breaks
JML InvertDPadReturn
JML.l InvertDPadReturn
.crowd_control
LDA.l ControllerInverter : BNE +
LDA !INVERT_DPAD : BNE +
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H : STA.b Scrap01
JML InvertDPadReturn
LDA $4218 : STA $00
LDA $4219 : STA $01
JML.l InvertDPadReturn
+ DEC : BNE +
JMP.w InvertDPad_DPadOnly
+ DEC : BNE +
JMP.w InvertDPad_ButtonsOnly
+ DEC : BNE +
JMP.w InvertDPad_Both
+ DEC : BNE +
JMP.w InvertDPad_SwapSides
+ DEC : BNE +
JMP.w InvertDPad_DPadLROnly
+ JMP.w InvertDPad_DPadUDOnly
+ DEC : BEQ .dpadOnly
DEC : BEQ .buttonsOnly
DEC : BEQ .invertBoth
.swapSides
REP #$20 ; set 16-bit accumulator
LDA.w JOY1L
BIT.w #$0840 : BEQ + : EOR.w #$0840 : + ; swap X/up
BIT.w #$0180 : BEQ + : EOR.w #$0180 : + ; swap A/right
BIT.w #$4200 : BEQ + : EOR.w #$4200 : + ; swap Y/left
BIT.w #$8400 : BEQ + : EOR.w #$8400 : + ; swap B/down
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML InvertDPadReturn
.invertBoth
REP #$20 ; set 16-bit accumulator
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
BIT.w #$0C00 : BEQ + : EOR.w #$0C00 : + ; swap up/down
BIT.w #$0300 : BEQ + : EOR.w #$0300 : + ; swap left/right
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML InvertDPadReturn
.buttonsOnly
REP #$20 ; set 16-bit accumulator
LDA.w JOY1L
BIT.w #$8040 : BEQ + : EOR.w #$8040 : + ; swap X/B
BIT.w #$4080 : BEQ + : EOR.w #$4080 : + ; swap Y/A
STA.b Scrap00
SEP #$20 ; set 8-bit accumulator
JML InvertDPadReturn
.dpadOnly
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA.b Scrap01
JML InvertDPadReturn
.onemind_controller_offset
db 0 ; player 0 - JOY1L - joy1d1
db 0 ; player 1 - JOY1L - joy1d1
db 2 ; player 2 - JOY2L - joy2d1
db 6 ; player 3 - JOY4L - joy2d2
db 2 ; player 4 - JOY2L - joy2d1
db 6 ; player 5 - JOY4L - joy2d2
db 0 ; player 0 - $4218 - joy1d1
db 0 ; player 1 - $4218 - joy1d1
db 2 ; player 2 - $421A - joy2d1
db 6 ; player 3 - $421E - joy2d2
db 2 ; player 4 - $421A - joy2d1
db 6 ; player 5 - $421E - joy2d2
;--------------------------------------------------------------------------------
@@ -83,12 +113,12 @@ HandleOneMindController:
REP #$20
LDA.l OneMindTimerRAM
LDA.l !ONEMIND_TIMER
DEC
BPL .no_switch
SEP #$20
LDA.l OneMindId
LDA.l !ONEMIND_ID
INC
CMP.l OneMindPlayerCount
BCC .no_wrap
@@ -96,26 +126,29 @@ HandleOneMindController:
LDA.b #$01 ; reset to player 1
.no_wrap
STA.l OneMindId
STA.l !ONEMIND_ID
REP #$20
LDA.l OneMindTimerInit
LDA.l OneMindTimer
.no_switch
STA.l OneMindTimerRAM
STA.l !ONEMIND_TIMER
SEP #$20
LDA.l OneMindId
LDA.l !ONEMIND_ID
CMP.b #$04 ; is it player 4 or 5?
BCC .no_multitap_switch
STZ.w WRIO
STZ.w $4201
.no_multitap_switch
.no_onemind
STZ.b NMIDoneFlag
STZ.b $12
JML $008034 ; reset frame loop
JML MainGameLoop ; reset frame loop

42
creditscharmapbighi.txt Normal file
View File

@@ -0,0 +1,42 @@
=9F
0=53
1=54
2=55
3=56
4=57
5=58
6=59
7=5A
8=5B
9=5C
A=5D
B=5E
C=5F
D=60
E=61
F=62
G=63
H=64
I=65
J=66
K=67
L=68
M=69
N=6A
O=6B
P=6C
Q=6D
R=6E
S=6F
T=70
U=71
V=72
W=73
X=74
Y=75
Z=76
'=77
.=A0
/=A2
:=A3
_=A6

42
creditscharmapbiglo.txt Normal file
View File

@@ -0,0 +1,42 @@
=9F
0=79
1=7A
2=7B
3=7C
4=7D
5=7E
6=7F
7=80
8=81
9=82
A=83
B=84
C=85
D=86
E=87
F=88
G=89
H=8A
I=8B
J=8C
K=8D
L=8E
M=8F
N=90
O=91
P=92
Q=93
R=94
S=95
T=96
U=97
V=98
W=99
X=9A
Y=9B
Z=9C
'=9d
.=C0
/=C2
:=C3
_=C6

View File

@@ -24,5 +24,4 @@ V=4D
W=4E
X=4F
Y=50
Z=51
.=52
Z=51

View File

@@ -24,8 +24,4 @@ V=2F
W=30
X=31
Y=32
Z=33
,=34
'=35
-=36
.=37
Z=33

View File

@@ -1,6 +1,21 @@
; Scrap04 used for n
; Scrap06 used for rounds
; Scrap08 use for dpScratch/MXResult (lower 32 of dpScratch)
; $7F50D0 - $7F50FF - Block Cypher Parameters
; $7F5100 - $7F51FF - Block Cypher Buffer
!v = "$7F5100"
!n = "$04"
!MXResult = "$08" ; an alternate name for the lower 32 bits of dpScratch
!dpScratch = "$08"
!keyBase = "$7F50D0"
!y = "$7F50E0"
!z = "$7F50E4"
!sum = "$7F50E8"
!p = "$7F50EC"
!rounds = "$06"
!e = "$7F50F0"
!upperScratch = "$7F50F2"
CryptoDelta:
dd #$9e3779b9
@@ -20,144 +35,164 @@ macro ASL32Single(value)
; ROL handles the carry from the lower byte for us
endmacro
;macro LSR32(value,k)
; LDX.b <k>
; ?loop:
; %LSR32Single(<value>,<k>)
; DEX : CPX.b #$00 : BNE ?loop
;endmacro
;macro ASL32(value,k)
; LDX.b <k>
; ?loop:
; %LSR32Single(<value>,<k>)
; DEX : CPX.b #$00 : BNE ?loop
;endmacro
CryptoMX:
PHX
; upperScratch = (z>>5 ^ y <<2)
LDA.w z : STA.b Scrap08
LDA.w z+2 : STA.b Scrap08+2
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
%LSR32Single(Scrap08)
;%LSR32(Scrap08,#$05)
LDA.w !z : STA.b !dpScratch
LDA.w !z+2 : STA.b !dpScratch+2
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
%LSR32Single(!dpScratch)
;%LSR32(!dpScratch,#$05)
LDA.w y : STA.b Scrap08+4
LDA.w y+2 : STA.b Scrap08+6
%ASL32Single(Scrap08+4)
%ASL32Single(Scrap08+4)
;%ASL32(Scrap08+4,#$02)
LDA.w !y : STA.b !dpScratch+4
LDA.w !y+2 : STA.b !dpScratch+6
%ASL32Single(!dpScratch+4)
%ASL32Single(!dpScratch+4)
;%ASL32(!dpScratch+4,#$02)
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+2
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+2
;================================
; upperscratch2 = (y>>3^z<<4)
LDA.w z : STA.b Scrap08
LDA.w z+2 : STA.b Scrap08+2
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
%ASL32Single(Scrap08)
;%ASL32(Scrap08,#$04)
LDA.w !z : STA.b !dpScratch
LDA.w !z+2 : STA.b !dpScratch+2
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
%ASL32Single(!dpScratch)
;%ASL32(!dpScratch,#$04)
LDA.w y : STA.b Scrap08+4
LDA.w y+2 : STA.b Scrap08+6
%LSR32Single(Scrap08+4)
%LSR32Single(Scrap08+4)
%LSR32Single(Scrap08+4)
;%LSR32(Scrap08+4,#$03)
LDA.w !y : STA.b !dpScratch+4
LDA.w !y+2 : STA.b !dpScratch+6
%LSR32Single(!dpScratch+4)
%LSR32Single(!dpScratch+4)
%LSR32Single(!dpScratch+4)
;%LSR32(!dpScratch+4,#$03)
LDA.b Scrap08 : EOR.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b Scrap08+2 : EOR.b Scrap08+6 : STA.w CryptoScratch+6
LDA.b !dpScratch : EOR.b !dpScratch+4 : STA.w !upperScratch+4
LDA.b !dpScratch+2 : EOR.b !dpScratch+6 : STA.w !upperScratch+6
;================================
; upperscratch = upperscratch + upperscratch2 ( == (z>>5^y<<2) + (y>>3^z<<4) )
LDA.w CryptoScratch : !ADD.w CryptoScratch+4 : STA.w CryptoScratch
LDA.w CryptoScratch+2 : ADC.w CryptoScratch+6 : STA.w CryptoScratch+2
LDA.w !upperScratch : !ADD.w !upperScratch+4 : STA.w !upperScratch
LDA.w !upperScratch+2 : ADC.w !upperScratch+6 : STA.w !upperScratch+2
;================================
; dpscratch = sum^y
LDA.w Sum : EOR.w y : STA.b Scrap08
LDA.w Sum+2 : EOR.w y+2 : STA.b Scrap08+2
LDA.w !sum : EOR.w !y : STA.b !dpScratch
LDA.w !sum+2 : EOR.w !y+2 : STA.b !dpScratch+2
;================================
; dpscratch2 = (k[p&3^e]^z)
LDA.w p : AND.w #$0003 : EOR.w e : ASL #2 : TAX ; put (p&3)^e into X
LDA.w KeyBase, X : EOR.w z : STA.b Scrap08+4
LDA.w KeyBase+2, X : EOR.w z+2 : STA.b Scrap08+6
LDA.w !p : AND.w #$0003 : EOR.w !e : ASL #2 : TAX ; put (p&3)^e into X
LDA.w !keyBase, X : EOR.w !z : STA.b !dpScratch+4
LDA.w !keyBase+2, X : EOR.w !z+2 : STA.b !dpScratch+6
;================================
; upperscratch2 = dpscratch + dpscratch2 (== (sum^y) + (k[p&3^e]^z))
LDA.b Scrap08 : !ADD.b Scrap08+4 : STA.w CryptoScratch+4
LDA.b Scrap08+2 : ADC.b Scrap08+6 : STA.w CryptoScratch+6
LDA.b !dpScratch : !ADD.b !dpScratch+4 : STA.w !upperScratch+4
LDA.b !dpScratch+2 : ADC.b !dpScratch+6 : STA.w !upperScratch+6
;================================
; MXResult = uppserscratch ^ upperscratch2
LDA.w CryptoScratch : EOR.w CryptoScratch+4 : STA.b Scrap08
LDA.w CryptoScratch+2 : EOR.w CryptoScratch+6 : STA.b Scrap08+2
LDA.w !upperScratch : EOR.w !upperScratch+4 : STA.b !MXResult
LDA.w !upperScratch+2 : EOR.w !upperScratch+6 : STA.b !MXResult+2
PLX
RTS
;!DIVIDEND_LOW = $4204
;!DIVIDEND_HIGH = $4205
;!DIVISOR = $4206
;!QUOTIENT_LOW = $4214
;!QUOTIENT_HIGH = $4215
XXTEA_Decode:
PHP : PHB
SEP #$30 ; set 8-bit accumulator and index
LDA.b #$7F : PHA : PLB
STZ.b Scrap04+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
STZ.b !n+1 ; set upper byte of n to be zero, so it can safely be accessed in 16-bit mode
; search for lookup table index to avoid division and multiplication
LDX.b #0
-
LDA.l .n_lookup, X
CMP.b Scrap04 : !BLT +
CMP.b !n : !BLT +
INX
BRA -
+
; rounds = 6 + 52/n;
LDA.l .round_counts, X : STA.b Scrap06 : STZ.b Scrap06+1
LDA.l .round_counts, X : STA.b !rounds : STZ.b !rounds+1
REP #$20 ; set 16-bit accumulator
; sum = rounds*DELTA;
TXA : ASL #2 : TAX
LDA.l .initial_sums, X : STA.w Sum
LDA.l .initial_sums+2, X : STA.w Sum+2
LDA.l .initial_sums, X : STA.w !sum
LDA.l .initial_sums+2, X : STA.w !sum+2
; y = v[0];
LDA.w v : STA.w y
LDA.w v+2 : STA.w y+2
LDA.w !v : STA.w !y
LDA.w !v+2 : STA.w !y+2
---
LDA.w Sum : LSR #2 : AND.w #$0003 : STA.w e ; e = (sum >> 2) & 3;
LDA.w !sum : LSR #2 : AND.w #$0003 : STA.w !e ; e = (sum >> 2) & 3;
LDA.b Scrap04 : DEC : STA.w p
LDA.b !n : DEC : STA.w !p
-- BEQ + ; for (p=n-1; p>0; p--) {
; z = v[p-1];
ASL #2 : TAX
LDA.w v-4, X : STA.w z
LDA.w v-4+2, X : STA.w z+2
LDA.w !v-4, X : STA.w !z
LDA.w !v-4+2, X : STA.w !z+2
; y = v[p] -= MX;
JSR CryptoMX
LDA.w p : ASL #2 : TAX
LDA.w v, X : !SUB.b Scrap08 : STA.w v, X : STA.w y
LDA.w v+2, X : SBC.b Scrap08+2 : STA.w v+2, X : STA.w y+2
LDA.w !p : ASL #2 : TAX
LDA.w !v, X : !SUB.b !MXResult : STA.w !v, X : STA.w !y
LDA.w !v+2, X : SBC.b !MXResult+2 : STA.w !v+2, X : STA.w !y+2
LDA.w p : DEC : STA.w p : BRA -- ; }
LDA.w !p : DEC : STA.w !p : BRA -- ; }
+
; z = v[n-1];
LDA.b Scrap04 : DEC : ASL #2 : TAX
LDA.w v, X : STA.w z
LDA.w v+2, X : STA.w z+2
LDA.b !n : DEC : ASL #2 : TAX
LDA.w !v, X : STA.w !z
LDA.w !v+2, X : STA.w !z+2
; y = v[0] -= MX;
JSR CryptoMX
LDA.w v : !SUB.b Scrap08 : STA.w v : STA.w y
LDA.w v+2 : SBC.b Scrap08+2 : STA.w v+2 : STA.w y+2
LDA.w !v : !SUB.b !MXResult : STA.w !v : STA.w !y
LDA.w !v+2 : SBC.b !MXResult+2 : STA.w !v+2 : STA.w !y+2
; sum -= DELTA;
LDA.w Sum : !SUB.l CryptoDelta : STA.w Sum
LDA.w Sum+2 : SBC.l CryptoDelta+2 : STA.w Sum+2
LDA.w !sum : !SUB.l CryptoDelta : STA.w !sum
LDA.w !sum+2 : SBC.l CryptoDelta+2 : STA.w !sum+2
DEC.b Scrap06 : BEQ + : JMP --- : + ; } while (--rounds);
DEC !rounds : BEQ + : JMP --- : + ; } while (--rounds);
PLB : PLP
RTL
@@ -208,3 +243,69 @@ db 32 ; n is 2
;dd (23*$9e3779b9)&$ffffffff ; n is 3
dd (32*$9e3779b9)&$ffffffff ; n is 2
;void btea(uint32_t *v, int n, uint32_t const key[4]) {
; uint32_t y, z, sum;
; unsigned p, rounds, e;
; } else if (n < -1) { /* Decoding Part */
; n = -n;
; rounds = 6 + 52/n;
; sum = rounds*DELTA;
; y = v[0];
; do {
; e = (sum >> 2) & 3;
; for (p=n-1; p>0; p--) {
; z = v[p-1];
; y = v[p] -= MX;
; }
; z = v[n-1];
; y = v[0] -= MX;
; sum -= DELTA;
; } while (--rounds);
; }
;BTEA will encode or decode n words as a single block where n > 1
;
;v is the n word data vector
;k is the 4 word key
;n is negative for decoding
;if n is zero result is 1 and no coding or decoding takes place, otherwise the result is zero
;assumes 32 bit 'long' and same endian coding and decoding
;#include <stdint.h>
;#define DELTA 0x9e3779b9
;#define MX ((((z>>5)^(y<<2)) + ((y>>3)^(z<<4))) ^ ((sum^y) + (key[(p&3)^e] ^ z)))
;
;void btea(uint32_t *v, int n, uint32_t const key[4]) {
; uint32_t y, z, sum;
; unsigned p, rounds, e;
; if (n > 1) { /* Coding Part */
; rounds = 6 + 52/n;
; sum = 0;
; z = v[n-1];
; do {
; sum += DELTA;
; e = (sum >> 2) & 3;
; for (p=0; p<n-1; p++) {
; y = v[p+1];
; z = v[p] += MX;
; }
; y = v[0];
; z = v[n-1] += MX;
; } while (--rounds);
; } else if (n < -1) { /* Decoding Part */
; n = -n;
; rounds = 6 + 52/n;
; sum = rounds*DELTA;
; y = v[0];
; do {
; e = (sum >> 2) & 3;
; for (p=n-1; p>0; p--) {
; z = v[p-1];
; y = v[p] -= MX;
; }
; z = v[n-1];
; y = v[0] -= MX;
; sum -= DELTA;
; } while (--rounds);
; }
;}

View File

@@ -1,35 +1,49 @@
;================================================================================
!CUCCO = $0B
!INERT = $00
!INIT = $08
!ALIVE = $09
!CUCCO_ENRAGED = $23
!CUCCO_STORM = "$7F50C5"
!IS_INDOORS = "$7E001B"
!ENEMY_STATE_TABLE = "$7E0DD0"
!ENEMY_TYPE_TABLE = "$7E0E20"
!ENEMY_AUX1_TABLE = "$7E0DA0"
!ENEMY_AUX2_TABLE = "$7E0DB0"
!ENEMY_DIRECTION_TABLE = "$7E0EB0"
!CUCCO = "#$0B"
!INERT = "#$00"
!INIT = "#$08"
!ALIVE = "#$09"
!CUCCO_ENRAGED = "#$23"
!LINK_POS_Y_LOW = "$20"
!LINK_POS_Y_HIGH = "$21"
!LINK_POS_X_LOW = "$22"
!LINK_POS_X_HIGH = "$23"
!ENEMY_POS_Y_LOW = "$7E0D00"
!ENEMY_POS_X_LOW = "$7E0D10"
!ENEMY_POS_Y_HIGH = "$7E0D20"
!ENEMY_POS_X_HIGH = "$7E0D30"
CuccoStorm:
SEP #$30 ; set 8-bit accumulator index registers
LDA.l CuccoStormer : BEQ + ; only if storm is on
LDA.b GameMode : CMP.b #$09 : BNE + ; only if outdoors
LDA.l !CUCCO_STORM : BEQ + ; only if storm is on
LDA.b $10 : CMP.b #$09 : BNE + ; only if outdoors
LDA.l LoopFrames : AND.b #$7F : BNE + ; check every 128 frames
-
;==== Find a Cucco
LDY.b #$FF : PHY ; push "cucco not found"
LDX.b #$00 : -- : CPX.b #$10 : !BGE .ldone
LDA.w SpriteAITable, X : CMP.b #!ALIVE : BEQ +++
LDA.w !ENEMY_STATE_TABLE, X : CMP.b !ALIVE : BEQ +++
; enemy not found
CMP.b #!INERT : BNE ++
CMP.b !INERT : BNE ++
; log inert enemy slot
PLA : PHX
BRA ++
+++
; found an enemy
LDA.l SpriteTypeTable, X : CMP.b #!CUCCO : BNE ++
LDA.l !ENEMY_TYPE_TABLE, X : CMP.b !CUCCO : BNE ++
; it's a cucco
TXY ; record where we found the living cucco in case we don't find any angry ones
LDA.w SpriteAuxTable, X : CMP.b #!CUCCO_ENRAGED : !BLT ++
LDA.w !ENEMY_AUX1_TABLE, X : CMP.b !CUCCO_ENRAGED : !BLT ++
PLA : BRA + ; we found an angry cucco, done
++ : INX : BRA -- : .ldone
@@ -39,22 +53,22 @@ CuccoStorm:
; we didn't find a cucco, so try to create one
PLY
CPY.b #$FF : BEQ + ; fail if no slots found
LDA.b #!CUCCO : STA.w SpriteTypeTable, Y
LDA.b #!INIT : STA.w SpriteAITable, Y
LDA.b LinkPosY : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b LinkPosX : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
LDA.b !CUCCO : STA.w !ENEMY_TYPE_TABLE, Y
LDA.b !INIT : STA.w !ENEMY_STATE_TABLE, Y
LDA.b !LINK_POS_Y_LOW : STA.w !ENEMY_POS_Y_LOW, Y
LDA.b !LINK_POS_Y_HIGH : STA.w !ENEMY_POS_Y_HIGH, Y
LDA.b !LINK_POS_X_LOW : STA.w !ENEMY_POS_X_LOW, Y
LDA.b !LINK_POS_X_HIGH : STA.w !ENEMY_POS_X_HIGH, Y
BRA +++
++
PLA
+++
;==== Enrage a Cucco
LDA.b #!CUCCO_ENRAGED : STA.w SpriteAuxTable, Y ; enrage the cucco
LDA.b #$00 : STA.w SpriteAuxTable+$10, Y : STA.w SpriteDirectionTable, Y
LDA.b !CUCCO_ENRAGED : STA.w !ENEMY_AUX1_TABLE, Y ; enrage the cucco
LDA.b #$00 : STA.w !ENEMY_AUX2_TABLE, Y : STA.w !ENEMY_DIRECTION_TABLE, Y
;====
+
RTL

View File

@@ -1,17 +0,0 @@
PalettesCustom:
.master_sword
dw $0000, $7E4E, $6FF4, $1CF5, $7FFF, $1CE7, $7A10, $64A5
.tempered_sword
dw $7FFF, $093B, $169F, $7E8D, $7FFF, $1CE7, $7A10, $64A5
.golden_sword
dw $0000, $033F, $7FFF, $2640, $7FFF, $1CE7, $7A10, $64A5
.fighter_shield
dw $0000, $7FFF, $27FF, $5E2D, $7FFF, $1CE7, $7A10, $64A5
.red_shield
dw $0000, $7FFF, $27FF, $5E2D, $4F5F, $1CE7, $2E9C, $14B6
.mirror_shield
dw $0000, $7E4E, $6F44, $1CF5, $7399, $1CE7, $02F9, $0233
.crystal
dw $7FFF, $7FFF, $0000, $5907, $6E0E, $0000, $7FBB, $7672
.off_black
dw $0000, $14A5, $14A5, $14A5, $14A5, $14A5, $14A5, $14A5

Binary file not shown.

Binary file not shown.

27
darkroomitems.asm Normal file
View File

@@ -0,0 +1,27 @@
CheckReceivedItemPropertiesBeforeLoad:
LDA $A0 : BEQ .normalCode
LDA $7EC005 : BNE .lightOff
.normalCode
JSL LoadReceivedItemExpandedProperties ; get palette
RTL
.lightOff
PHX : PHY : PHB
JSL LoadReceivedItemExpandedProperties ; get palette
REP #$30
AND #$0007 ; mask out palette
ASL #5 ; multiply by 32
ADC #$C610 ; offset to latter half
TAX ; give to destination
LDY #$C610 ; target palette SP0 colors 8-F
LDA #$000F ; 16 bytes
MVN $7E, $7E ; move palette
SEP #$30
PLB : PLY : PLX
INC $15
LDA #$00
RTL

View File

@@ -3,85 +3,99 @@
;--------------------------------------------------------------------------------
DarkWorldSaveFix:
LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change
JSL MasterSwordFollowerClear
JML StatSaveCounter
JSL.l MasterSwordFollowerClear
JML.l StatSaveCounter
;--------------------------------------------------------------------------------
DoWorldFix:
LDA.l InvertedMode : BEQ +
LDA InvertedMode : BEQ +
JMP DoWorldFix_Inverted
+
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setLightWorld ; check if old man is following
LDA.l MirrorEquipment : AND.b #$02 : BEQ .noMirror ; check if we have the mirror
LDA FollowerIndicator : CMP #$04 : BNE + ; if old man following, skip mirror/aga check
LDA.l OldManRetrievalWorld
BRA .noMirror
+ LDA MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.setLightWorld
LDA.b #$00
LDA #$00
.noMirror
STA.l CurrentWorld ; set flag to light world
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done : INC : STA.l FollowerIndicator ; convert frog to dwarf
STA CurrentWorld ; set flag to light world
LDA.l SmithDeleteOnSave : BEQ .transform
LDA FollowerIndicator
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
.clear
LDA.b #$00 : STA FollowerIndicator : BRA .done ; clear follower
.transform
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked:
LDA.l InvertedMode : BEQ +
LDA InvertedMode : BEQ +
JMP SetDeathWorldChecked_Inverted
+
LDA.b IndoorsFlag : BEQ .outdoors
LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
LDA.l GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
JMP DoWorldFix
.dungeon
LDA.l MosaicLevel : BNE .dontfix ; this is a sanc & quit
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
.dontfix
JMP DoWorldFix_skip_mirror_check
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_skip_mirror_check
.pyramid
LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done : DEC : STA.l FollowerIndicator : + ; convert dwarf to frog
LDA #$40 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog
.done
RTL
;================================================================================
DoWorldFix_Inverted:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA.l FollowerIndicator : CMP.b #$04 : BEQ .setDarkWorld ; check if old man is following
LDA.l MirrorEquipment : AND.b #$02 : BEQ .setDarkWorld ; check if we have the mirror
LDA FollowerIndicator : CMP #$04 : BNE + ; if old man following, skip mirror/aga check
LDA.l OldManRetrievalWorld
BRA .setWorld
+ LDA.l MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA.l ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive
.noMirror
.setDarkWorld
LDA.b #$40 : STA.l CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator
CMP.b #$07 : BEQ .clear ; clear frog
CMP.b #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
.clear
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
LDA #$40
.setWorld
STA CurrentWorld ; set flag to dark world
LDA.l SmithDeleteOnSave : BEQ .transform
LDA FollowerIndicator
CMP #$07 : BEQ .clear ; clear frog
CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
BRA .done
.clear
LDA.b #$00 : STA FollowerIndicator : BRA .done ; clear follower
.transform
LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked_Inverted:
LDA.b IndoorsFlag : BEQ .outdoors
LDA.w DungeonID : CMP.b #$FF : BNE .dungeon
LDA.b RoomIndex : ORA.b RoomIndex+1 : BNE ++
LDA.l GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : ORA $A1 : BNE ++
LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
JMP DoWorldFix
JMP DoWorldFix_Inverted
.dungeon
LDA.l MosaicLevel : BNE .dontfix ; this is a sanc & quit
LDA.l Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
.dontfix
JMP DoWorldFix_Inverted_skip_mirror_check
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_Inverted_skip_mirror_check
.castle
LDA.b #$00 : STA.l CurrentWorld ; set flag to dark world
LDA.l FollowerIndicator : CMP.b #$07 : BNE + : LDA.b #$08 : STA.l FollowerIndicator : + ; convert frog to dwarf
LDA #$00 : STA CurrentWorld ; set flag to dark world
LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf
.done
RTL
;================================================================================
@@ -89,20 +103,31 @@ RTL
;--------------------------------------------------------------------------------
FakeWorldFix:
LDA.l FixFakeWorld : BEQ +
LDA.b OverworldIndex : AND.b #$40 : STA.l CurrentWorld
LDA FixFakeWorld : BEQ +
PHX
LDX $8A : LDA.l OWTileWorldAssoc, X : STA CurrentWorld
PLX
+
RTL
;--------------------------------------------------------------------------------
GetCurrentWorldForLoad:
LDA FollowerIndicator : CMP #$04 : BNE .default
LDA InvertedMode : BEQ +
LDA #$40
+ RTL
.default
LDA CurrentWorld
RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA.l FollowerIndicator
CMP.b #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
LDA FollowerIndicator
CMP #$0E : BNE .exit ; clear master sword follower
LDA.b #$00 : STA FollowerIndicator ; clear follower
.exit
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA.l FollowerIndicator ; clear follower
LDA.b #$00 : STA FollowerIndicator ; clear follower
JML PrepDungeonExit ; thing we wrote over
;--------------------------------------------------------------------------------
@@ -112,10 +137,10 @@ macro SetMinimum(base,filler,compare)
?done:
endmacro
RefreshRainAmmo:
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA.l StartingEntrance
LDA StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
@@ -141,24 +166,30 @@ RefreshRainAmmo:
RTL
;--------------------------------------------------------------------------------
SetEscapeAssist:
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
.rain
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA.l InfiniteArrows : +
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
BIT.b #$04 : BEQ + : STA InfiniteMagicModifier : +
BIT.b #$02 : BEQ + : STA InfiniteBombsModifier : +
BIT.b #$01 : BEQ + : STA InfiniteArrowsModifier : +
BRA ++
.no_train ; choo choo
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA.l InfiniteMagic : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA.l InfiniteBombs : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA.l InfiniteArrows : +
LDA.l EscapeAssist
BIT.b #$40 : BEQ + : STA InfiniteMagicModifier : +
BIT.b #$20 : BEQ + : STA InfiniteBombsModifier : +
BIT.b #$10 : BEQ + : STA InfiniteArrowsModifier : +
++
LDA.l SpecialWeapons : AND.b #$7F : CMP #$01 : BNE +
LDA.l SpecialWeaponLevel : BEQ +
LDA #$01 : STA InfiniteBombsModifier
+
RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:
LDA.l SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA.l BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA.l BowEquipment
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA BowEquipment : CMP.b #$3 : BCC +
SBC.b #$02 : STA BowEquipment
+
RTL
;================================================================================

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@@ -1,79 +0,0 @@
=9F
0=53
1=54
2=55
3=56
4=57
5=58
6=59
7=5A
8=5B
9=5C
A=5D
B=5E
C=5F
D=60
E=61
F=62
G=63
H=64
I=65
J=66
K=67
L=68
M=69
N=6A
O=6B
P=6C
Q=6D
R=6E
S=6F
T=70
U=71
V=72
W=73
X=74
Y=75
Z=76
a=A0
b=A1
c=A2
d=A3
e=A4
f=A5
g=A6
h=A7
i=A8
j=A9
k=AA
l=AB
m=AC
n=AD
o=AE
p=AF
q=B0
r=B1
s=B2
t=B3
u=B4
v=B5
w=B6
x=B7
y=B8
z=B9
'=D9
"=DA
/=DB
.=DC
:=DD
_=DE
^=DF
&=E0
#=E1
@=E2
>=E3
?=E4
!=E5
~=E6
,=E7
-=E8

View File

@@ -1,79 +0,0 @@
=9F
0=79
1=7A
2=7B
3=7C
4=7D
5=7E
6=7F
7=80
8=81
9=82
A=83
B=84
C=85
D=86
E=87
F=88
G=89
H=8A
I=8B
J=8C
K=8D
L=8E
M=8F
N=90
O=91
P=92
Q=93
R=94
S=95
T=96
U=97
V=98
W=99
X=9A
Y=9B
Z=9C
a=BB
b=BC
c=BD
d=BE
e=BF
f=C0
g=C1
h=C2
i=C3
j=C4
k=C5
l=C6
m=C7
n=C8
o=C9
p=CA
q=CB
r=CC
s=CD
t=CE
u=CF
v=D0
w=D1
x=D2
y=D3
z=D4
'=EC
"=ED
/=EE
.=EF
:=F0
_=F1
^=F2
&=F3
#=F4
@=F5
>=F6
?=F7
!=F8
~=F9
,=FA
-=FB

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@@ -1,55 +0,0 @@
; Kanji replacement characters
org $8E9AC9
;.charDD ; 𓄿
db $FB, $8C, $73, $CB, $30, $4B, $30, $54
db $2B, $5B, $24, $2D, $12, $13, $61, $1E
db $36, $09, $1B, $04, $14, $0B, $15, $0A
db $15, $0A, $21, $1E, $1E, $48, $30, $38
;.charDE ; ☥
db $1E, $33, $0C, $2D, $12, $2D, $12, $2D
db $12, $F3, $0C, $01, $01, $BF, $40, $C0
db $3F, $BF, $40, $F2, $0C, $12, $0C, $12
db $0C, $12, $0C, $1E, $50, $A0, $F0
;.charDF ; ≈
db $01, $3B, $6E, $11, $C4, $3B, $91, $6E
db $BB, $44, $26, $18, $3C, $E7, $3B, $6E
db $11, $C4, $3B, $91, $6E, $BB, $44, $EE
db $98, $60, $F0
;.charE0 ; 🡅
db $0C, $12, $0C, $21, $1E, $40, $3F, $80
db $7F, $02, $01, $01, $E1, $1E, $21, $1E
db $21, $1E, $21, $1E, $21, $1E, $21, $1E
db $21, $1E, $3F, $80, $80
;.charE1 ; 🡇
db $3F, $21, $1E, $21, $1E, $21, $1E, $21
db $1E, $21, $1E, $21, $1E, $E1, $1E, $80
db $7F, $40, $3F, $21, $1E, $12, $0C, $0C
db $28, $10, $30
;.charE2 ; 🡆
db $18, $14, $08, $12, $0C, $F1, $0E, $80
db $7F, $01, $80, $7F, $80, $7F, $80, $7F
db $F1, $0E, $12, $0C, $14, $08, $18, $20
db $C0, $C0
;.charE3 ; 🡄
db $06, $0A, $04, $12, $0C, $23, $1C, $40
db $3F, $02, $01, $03, $80, $7F, $80, $7F
db $40, $3F, $23, $1C, $12, $0C, $0A, $04
db $06, $10, $E0, $F0
org $8EBD94
;.charDD ; 𓄿
db $BF, $FE, $3F, $FF, $B8 ; 10111111 11111110 00111111 11111111 10111000
;.charDE ; ☥
db $BF, $FA, $3F, $FF, $B8 ; 10111111 11111010 00111111 11111111 10111000
;.charDF ; ≈
db $AF, $FE, $2B, $FE, $38 ; 10101111 11111110 00101011 11111110 00111000
;.charE0 ; 🡅
db $2F, $FE, $3F, $FF, $A8 ; 00101111 11111110 00111111 11111111 10101000
;.charE1 ; 🡇
db $2F, $F0, $3F, $FF, $B8 ; 00101111 11110000 00111111 11111111 10111000
;.charE2 ; 🡆
db $2F, $F8, $3F, $FE, $38 ; 00101111 11111000 00111111 11111110 00111000
;.charE3 ; 🡄
db $2F, $FE, $3F, $FE, $38 ; 00101111 11111110 00111111 11111110 00111000

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@@ -1,59 +0,0 @@
db $00, $01, $02, $03, $04, $CC, $CC ; あ い う え お ⎵ ⎵
db $15, $16, $17, $1D, $1E, $CC ; が ぎ ぐ げ ご ⎵
db $50, $51, $52, $53, $54, $CC, $CC ; ア イ ウ エ オ ⎵ ⎵
db $D0, $D1, $D2, $D3, $D4, $CC ; a b c d e ⎵
db $AA, $AB, $AC, $AD, $CC, $CC ; A B C D ⎵ ⎵
db $08, $09, $0A, $0B, $0C, $CC, $CC ; か き く け こ ⎵ ⎵
db $1F, $25, $26, $27, $2D, $CC ; ざ じ ず ぜ ぞ ⎵
db $58, $59, $5A, $5B, $5C, $CC, $CC ; カ キ ク ケ コ ⎵ ⎵
db $D5, $D6, $D7, $D8, $D9, $CC ; ザ ジ ズ ゼ ゾ ⎵
db $AE, $AF, $B0, $B1, $CC, $CC ; E F G H ⎵ ⎵
db $10, $11, $12, $13, $14, $CC, $CC ; さ し す せ そ ⎵ ⎵
db $2E, $2F, $35, $36, $37, $CC ; だ ぢ づ で ど ⎵
db $60, $61, $62, $63, $64, $CC, $CC ; サ シ ス セ ソ ⎵ ⎵
db $DA, $DB, $DC, $DD, $DE, $CC ; ダ ヂ ヅ デ ド ⎵
db $B2, $B3, $B4, $B5, $CC, $CC ; I J K L ⎵ ⎵
db $18, $19, $1A, $1B, $1C, $CC, $CC ; た ち つ て と ⎵ ⎵
db $3D, $3E, $3F, $40, $41, $CC ; ば び ぶ べ ぼ ⎵
db $68, $69, $6A, $6B, $6C, $CC, $CC ; タ チ ツ テ ト ⎵ ⎵
db $DF, $E0, $E1, $E2, $E3, $CC ; バ ビ ブ ベ ボ ⎵
db $B6, $B7, $B8, $B9, $CC, $CC ; M N O P ⎵ ⎵
db $20, $21, $22, $23, $24, $CC, $CC ; な に ぬ ね の ⎵ ⎵
db $42, $43, $44, $45, $46, $CC ; ぱ ぴ ぷ ぺ ぽ ⎵
db $70, $71, $72, $73, $74, $CC, $CC ; ナ ニ ヌ ネ ⎵ ⎵
db $E4, $E5, $E6, $E7, $E8, $CC ; パ ピ プ ペ ポ ⎵
db $BA, $BB, $BC, $BD, $CC, $CC ; Q R S T ⎵ ⎵
db $28, $29, $2A, $2B, $2C, $CC, $CC ; は ひ ふ へ ほ ⎵ ⎵
db $65, $66, $67, $6D, $6E, $CC
db $78, $79, $7A, $7B, $7C, $CC, $CC ; ハ ヒ フ ヘ ホ ⎵ ⎵
db $E9, $EA, $EB, $EC, $C6, $CC ; ァ ィ ゥ ェ ォ ⎵
db $BE, $BF, $C0, $C1, $CC, $CC ; U V W X ⎵ ⎵
db $30, $31, $32, $33, $34, $CC, $CC ; ま み む め も ⎵ ⎵
db $6F, $75, $76, $77, $7D, $CC ; ザ ジ ズ ゼ ゾ ⎵
db $80, $81, $82, $83, $84, $CC, $CC ; マ ミ ム メ モ ⎵ ⎵
db $CC, $CC, $CC, $CC, $9A, $CC ; ャ ュ ョ ⎵ ッ ⎵
db $C2, $C3, $C9, $CE, $CC, $CC ; Y Z 〜 ⎵ ⎵
db $05, $CC, $06, $CC, $07, $CC, $CC ; や ⎵ ゆ ⎵ よ ⎵ ⎵
db $7E, $7F, $85, $86, $87, $CC ; ダ ヂ ヅ デ ド ⎵
db $55, $CC, $56, $CC, $57, $CC, $CC ; ヤ ⎵ ユ ⎵ ヨ ⎵ ⎵
db $A0, $A1, $A2, $A3, $A4, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $CC, $CC, $CC, $CC, $CC, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $38, $39, $3A, $3B, $3C, $CC, $CC ; ら り る れ ろ ⎵ ⎵
db $8D, $8E, $8F, $90, $91, $CC ; バ ビ ブ ベ ボ ⎵
db $88, $89, $8A, $8B, $8C, $CC, $CC ; ラ リ ル レ ロ ⎵ ⎵
db $A5, $A6, $A7, $A8, $A9, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $CA, $CB, $CD, $CD, $CC, $CC ; 🡄 🡆 END ⎵ ⎵
db $0D, $0E, $0F, $CC, $C9, $CC, $CC ; わ を ん ⎵ ⎵ ⎵
db $92, $93, $94, $95, $96, $CC ; パ ピ プ ペ ポ ⎵
db $5D, $5E, $5F, $CC, $C9, $CC, $CC ; ワ ヲ ン ⎵ ⎵ ⎵
db $CC, $CC, $CC, $CC, $CC, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵
db $CC, $CC, $CC, $CC, $CC, $CC ; ⎵ ⎵ ⎵ ⎵ ⎵ ⎵

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@@ -1,72 +0,0 @@
dw $E164, $3900 ; VRAM $C9C2 | 58 bytes | Horizontal
dw $1CA2, $0188, $1CA3, $0188, $1CA4, $0188, $0188, $0188
dw $0188, $0188, $1DA0, $0188, $1DA1, $0188, $1DA2, $0188
dw $1DA3, $0188, $1DA4, $0188, $0188, $0188, $1D4A, $0188
dw $1D4B, $0188, $1D4C, $0188, $1D4D
dw $0165, $3900 ; VRAM $CA02 | 58 bytes | Horizontal
dw $1CB2, $0188, $1CB3, $0188, $1CB4, $0188, $0188, $0188
dw $0188, $0188, $1DB0, $0188, $1DB1, $0188, $1DB2, $0188
dw $1DB3, $0188, $1DB4, $0188, $0188, $0188, $1D5A, $0188
dw $1D5B, $0188, $1D5C, $0188, $1D5D
dw $2165, $3900 ; VRAM $CA42 | 58 bytes | Horizontal
dw $1CAA, $0188, $1CAB, $0188, $1CAC, $0188, $0188, $0188
dw $0188, $0188, $1DA5, $0188, $1DA6, $0188, $1DA7, $0188
dw $1DA8, $0188, $1DA9, $0188, $0188, $0188, $1D4E, $0188
dw $1D4F, $0188, $1D60, $0188, $1D61
dw $4165, $3900 ; VRAM $CA82 | 58 bytes | Horizontal
dw $1CBA, $0188, $1CBB, $0188, $1CBC, $0188, $0188, $0188
dw $0188, $0188, $1DB5, $0188, $1DB6, $0188, $1DB7, $0188
dw $1DB8, $0188, $1DB9, $0188, $0188, $0188, $1D5E, $0188
dw $1D5F, $0188, $1D70, $0188, $1D71
dw $6165, $3900 ; VRAM $CAC2 | 58 bytes | Horizontal
dw $1CC2, $0188, $1CC3, $0188, $1CC4, $0188, $0188, $0188
dw $0188, $0188, $1DAA, $0188, $1DAB, $0188, $1DAC, $0188
dw $1DAD, $0188, $1DAE, $0188, $0188, $0188, $1D62, $0188
dw $1D63, $0188, $1D64, $0188, $1D65
dw $8165, $3900 ; VRAM $CB02 | 58 bytes | Horizontal
dw $1CD2, $0188, $1CD3, $0188, $1CD4, $0188, $0188, $0188
dw $0188, $0188, $1DBA, $0188, $1DBB, $0188, $1DBC, $0188
dw $1DBD, $0188, $1DBE, $0188, $0188, $0188, $1D72, $0188
dw $1D73, $0188, $1D74, $0188, $1D75
dw $A165, $3900 ; VRAM $CB42 | 58 bytes | Horizontal
dw $1CCA, $0188, $1CCB, $0188, $1CCC, $0188, $0188, $0188
dw $0188, $0188, $1DAF, $0188, $1DC0, $0188, $1DC1, $0188
dw $1DC2, $0188, $1DC3, $0188, $0188, $0188, $1D66, $0188
dw $1D67, $0188, $1D68, $0188, $1D69
dw $C165, $3900 ; VRAM $CB82 | 58 bytes | Horizontal
dw $1CDA, $0188, $1CDB, $0188, $1CDC, $0188, $0188, $0188
dw $0188, $0188, $1DBF, $0188, $1DD0, $0188, $1DD1, $0188
dw $1DD2, $0188, $1DD3, $0188, $0188, $0188, $1D76, $0188
dw $1D77, $0188, $1D78, $0188, $1D79
dw $E165, $3900 ; VRAM $CBC2 | 58 bytes | Horizontal
dw $1CE2, $0188, $1CE3, $0188, $1CE4, $0188, $0188, $0188
dw $0188, $0188, $1DC4, $0188, $1DC5, $0188, $1DC6, $0188
dw $1DC7, $0188, $1DC8, $0188, $0188, $0188, $1D6A, $0188
dw $1D6B, $0188, $1D6C, $0188, $1D6D
dw $0166, $3900 ; VRAM $CC02 | 58 bytes | Horizontal
dw $1CF2, $0188, $1CF3, $0188, $1CF4, $0188, $0188, $0188
dw $0188, $0188, $1DD4, $0188, $1DD5, $0188, $1DD6, $0188
dw $1DD7, $0188, $1DD8, $0188, $0188, $0188, $1D7A, $0188
dw $1D7B, $0188, $1D7C, $0188, $1D7D
; dw $2166, $3900 ; VRAM $CC42 | 58 bytes | Horizontal
; dw $1CEA, $0188, $1CEB, $0188, $1CEC, $0188, $0188, $0188
; dw $0188, $0188, $1DC9, $0188, $1DCA, $0188, $1DCB, $0188
; dw $1DCC, $0188, $1D86, $0188, $0188, $0188, $1D6E, $0188
; dw $1D6F, $0188, $1D80, $0188, $1D81
;
; dw $4166, $3900 ; VRAM $CC82 | 58 bytes | Horizontal
; dw $1CFA, $0188, $1CFB, $0188, $1CFC, $0188, $0188, $0188
; dw $0188, $0188, $1DD9, $0188, $1DDA, $0188, $1DDB, $0188
; dw $1DDC, $0188, $1D96, $0188, $0188, $0188, $1D7E, $0188
; dw $1D7F, $0188, $1D90, $0188, $1D91

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@@ -1,72 +0,0 @@
dw $E164, $3900 ; VRAM $C9C2 | 58 bytes | Horizontal
dw $1CA2, $0188, $1CA3, $0188, $1CA4, $0188, $0188, $0188
dw $0188, $0188, $1DA0, $0188, $1DA1, $0188, $1DA2, $0188
dw $1DA3, $0188, $1DA4, $0188, $0188, $0188, $1D4A, $0188
dw $1D4B, $0188, $1D4C, $0188, $1D4D
dw $0165, $3900 ; VRAM $CA02 | 58 bytes | Horizontal
dw $1CB2, $0188, $1CB3, $0188, $1CB4, $0188, $0188, $0188
dw $0188, $0188, $1DB0, $0188, $1DB1, $0188, $1DB2, $0188
dw $1DB3, $0188, $1DB4, $0188, $0188, $0188, $1D5A, $0188
dw $1D5B, $0188, $1D5C, $0188, $1D5D
dw $2165, $3900 ; VRAM $CA42 | 58 bytes | Horizontal
dw $1CAA, $0188, $1CAB, $0188, $1CAC, $0188, $0188, $0188
dw $0188, $0188, $1DA5, $0188, $1DA6, $0188, $1DA7, $0188
dw $1DA8, $0188, $1DA9, $0188, $0188, $0188, $1D4E, $0188
dw $1D4F, $0188, $1D60, $0188, $1D61
dw $4165, $3900 ; VRAM $CA82 | 58 bytes | Horizontal
dw $1CBA, $0188, $1CBB, $0188, $1CBC, $0188, $0188, $0188
dw $0188, $0188, $1DB5, $0188, $1DB6, $0188, $1DB7, $0188
dw $1DB8, $0188, $1DB9, $0188, $0188, $0188, $1D5E, $0188
dw $1D5F, $0188, $1D70, $0188, $1D71
dw $6165, $3900 ; VRAM $CAC2 | 58 bytes | Horizontal
dw $1CC2, $0188, $1CC3, $0188, $1CC4, $0188, $0188, $0188
dw $0188, $0188, $1DAA, $0188, $1DAB, $0188, $1DAC, $0188
dw $1DAD, $0188, $1DAE, $0188, $0188, $0188, $1D62, $0188
dw $1D63, $0188, $1D64, $0188, $1D65
dw $8165, $3900 ; VRAM $CB02 | 58 bytes | Horizontal
dw $1CD2, $0188, $1CD3, $0188, $1CD4, $0188, $0188, $0188
dw $0188, $0188, $1DBA, $0188, $1DBB, $0188, $1DBC, $0188
dw $1DBD, $0188, $1DBE, $0188, $0188, $0188, $1D72, $0188
dw $1D73, $0188, $1D74, $0188, $1D75
dw $A165, $3900 ; VRAM $CB42 | 58 bytes | Horizontal
dw $1CCA, $0188, $1CCB, $0188, $1CCC, $0188, $0188, $0188
dw $0188, $0188, $1DAF, $0188, $1DC0, $0188, $1DC1, $0188
dw $1DC2, $0188, $1DC3, $0188, $0188, $0188, $1D66, $0188
dw $1D67, $0188, $1D68, $0188, $1D69
dw $C165, $3900 ; VRAM $CB82 | 58 bytes | Horizontal
dw $1CDA, $0188, $1CDB, $0188, $1CDC, $0188, $0188, $0188
dw $0188, $0188, $1DBF, $0188, $1DD0, $0188, $1DD1, $0188
dw $1DD2, $0188, $1DD3, $0188, $0188, $0188, $1D76, $0188
dw $1D77, $0188, $1D78, $0188, $1D79
dw $E165, $3900 ; VRAM $CBC2 | 58 bytes | Horizontal
dw $1CE2, $0188, $1CE3, $0188, $1CE4, $0188, $0188, $0188
dw $0188, $0188, $1DC4, $0188, $1DC5, $0188, $1DC6, $0188
dw $1DC7, $0188, $1DC8, $0188, $0188, $0188, $1D6A, $0188
dw $1D6B, $0188, $1D6C, $0188, $1D6D
dw $0166, $3900 ; VRAM $CC02 | 58 bytes | Horizontal
dw $1CF2, $0188, $1CF3, $0188, $1CF4, $0188, $0188, $0188
dw $0188, $0188, $1DD4, $0188, $1DD5, $0188, $1DD6, $0188
dw $1DD7, $0188, $1DD8, $0188, $0188, $0188, $1D7A, $0188
dw $1D7B, $0188, $1D7C, $0188, $1D7D
dw $2166, $3900 ; VRAM $CC42 | 58 bytes | Horizontal
dw $1CEA, $0188, $1CEB, $0188, $1CEC, $0188, $0188, $0188
dw $0188, $0188, $1DC9, $0188, $1DCA, $0188, $1DCB, $0188
dw $1DCC, $0188, $1D86, $0188, $0188, $0188, $1D6E, $0188
dw $1D6F, $0188, $1D80, $0188, $1D81
dw $4166, $3900 ; VRAM $CC82 | 58 bytes | Horizontal
dw $1CFA, $0188, $1CFB, $0188, $1CFC, $0188, $0188, $0188
dw $0188, $0188, $1DD9, $0188, $1DDA, $0188, $1DDB, $0188
dw $1DDC, $0188, $1D96, $0188, $0188, $0188, $1D7E, $0188
dw $1D7F, $0188, $1D90, $0188, $1D91

View File

@@ -1,25 +0,0 @@
dw $2362, $3900 ; VRAM $C446 | 58 bytes | Horizontal
dw $1C48, $0188, $1C49, $0188, $1C4A, $0188, $1C4B, $0188
dw $1C4C, $0188, $0188, $0188, $0188, $0188, $1CC5, $0188
dw $1CC6, $0188, $1CC7, $0188, $1CCD, $0188, $1CCE, $0188
dw $0188, $0188, $1CE8, $0188, $1CE9
dw $4362, $3900 ; VRAM $C486 | 58 bytes | Horizontal
dw $1C58, $0188, $1C59, $0188, $1C5A, $0188, $1C5B, $0188
dw $1C5C, $0188, $0188, $0188, $0188, $0188, $1CD5, $0188
dw $1CD6, $0188, $1CD7, $0188, $1CDD, $0188, $1CDE, $0188
dw $0188, $0188, $1CF8, $0188, $1CF9
dw $6362, $3900 ; VRAM $C4C6 | 58 bytes | Horizontal
dw $1C60, $0188, $1C61, $0188, $1C62, $0188, $1C63, $0188
dw $1C64, $0188, $0188, $0188, $0188, $0188, $1CCF, $0188
dw $1CE5, $0188, $1CE6, $0188, $1CE7, $0188, $1CED, $0188
dw $0188, $0188, $1D00, $0188, $1D01
dw $8362, $3900 ; VRAM $C506 | 58 bytes | Horizontal
dw $1C70, $0188, $1C71, $0188, $1C72, $0188, $1C73, $0188
dw $1C74, $0188, $0188, $0188, $0188, $0188, $1CDF, $0188
dw $1CF5, $0188, $1CF6, $0188, $1CF7, $0188, $1CFD, $0188
dw $0188, $0188, $1D10, $0188, $1D11

Binary file not shown.

View File

@@ -1,61 +0,0 @@
'=9D
A=AA
B=AB
C=AC
D=AD
E=AE
F=AF
G=B0
H=B1
I=B2
J=B3
K=B4
L=B5
M=B6
N=B7
O=B8
P=B9
Q=BA
R=BB
S=BC
T=BD
U=BE
V=BF
W=C0
X=C1
Y=C2
Z=C3
?=C6
!=C7
,=C8
-=C9
.=CD
~=CE
a=D0
b=D1
c=D2
d=D3
e=D4
f=D5
g=D6
h=D7
i=D8
j=D9
k=DA
l=DB
m=DC
n=DD
o=DE
p=DF
q=E0
r=E1
s=E2
t=E3
u=E4
v=E5
w=E6
x=E7
y=E8
z=E9
:=EA
=FF

View File

@@ -1,61 +0,0 @@
'=9D00
A=AA00
B=AB00
C=AC00
D=AD00
E=AE00
F=AF00
G=B000
H=B100
I=B200
J=B300
K=B400
L=B500
M=B600
N=B700
O=B800
P=B900
Q=BA00
R=BB00
S=BC00
T=BD00
U=BE00
V=BF00
W=C000
X=C100
Y=C200
Z=C300
?=C600
!=C700
,=C800
-=C900
.=CD00
~=CE00
a=D000
b=D100
c=D200
d=D300
e=D400
f=D500
g=D600
h=D700
i=D800
j=D900
k=DA00
l=DB00
m=DC00
n=DD00
o=DE00
p=DF00
q=E000
r=E100
s=E200
t=E300
u=E400
v=E500
w=E600
x=E700
y=E800
z=E900
:=EA00
=FF00

View File

@@ -1,539 +0,0 @@
;===================================================================================================
; Get the item's graphic from WRAM/ROM
; Bit 7 set indicates an explicit WRAM address
; Bit 7 reset indicates an offset into the ROM buffer
;===================================================================================================
;---------------------------------------------------------------------------------------------------
; Enters with A for parameter
;---------------------------------------------------------------------------------------------------
TransferItemReceiptToBuffer_using_GraphicsID:
PHP
PHB
REP #$30
PHX
PHY
SEP #$30
LDX.b #$00
.find_reverse
CMP.l ItemReceipts_graphics,X
BEQ .found
INX
BNE .find_reverse
.found
TXA
REP #$30
BRA ++
;===================================================================================================
TransferRupeesProperly:
PHP
PHB
REP #$31
PHX
PHY
AND.w #$00FF
SBC.w #$0023
XBA
LSR
LSR
LSR
ADC.w #BigDecompressionBuffer+$800
BRA TransferItemReceiptToBuffer_using_ExplicitBufferAddress
;===================================================================================================
TransferItemReceiptToBuffer_using_ReceiptID:
PHP : PHB
REP #$30
PHX : PHY
++ AND.w #$00FF
ASL : TAX
LDA.l BusyItem : BNE +
LDA.l StandingItemGraphicsOffsets,X
BRA .have_address
+
LDA.l ItemReceiptGraphicsOffsets,X
.have_address
BMI TransferItemReceiptToBuffer_using_ExplicitBufferAddress
.rom_address
ADC.w #ItemReceiptGraphicsROM
PHK
BRA .continue
#TransferItemReceiptToBuffer_using_ExplicitBufferAddress:
PEA.w $7F7F
PLB
.continue
PLB
TAY
LDX.w #62
.next_write
LDA.w $003E,Y
STA.l ItemGetGFX+$00,X
LDA.w $023E,Y
STA.l ItemGetGFX+$40,X
DEY
DEY
DEX
DEX
BPL .next_write
REP #$30
PLY
PLX
PLB
PLP
RTL
;===================================================================================================
TransferItemToVRAM:
REP #$21
SEP #$10
LDA.w ItemGFXPtr
BEQ .exit
BMI .wram_address
.rom_address
ADC.w #ItemReceiptGraphicsROM
LDX.b #ItemReceiptGraphicsROM>>16
.set_address
STA.w $4302
ADC.w #$0200
STA.w $4312
STX.w $4304
STX.w $4314
LDX.b #$80
STX.w $2115
LDA.w #$1801
STA.w $4300
STA.w $4310
LDA.w #$0040
STA.w $4305
STA.w $4315
LDA.w ItemGFXTarget
STA.w $2116
LDX.b #$01
STX.w DMAENABLE
ADC.w #$0100
STA.w $2116
INX
STX.w DMAENABLE
STZ.w ItemGFXPtr
STZ.w ItemGFXTarget
.exit
RTL
.wram_address
LDX.b #$7F
BRA .set_address
;===================================================================================================
; Decompress everything at the start of the game
;===================================================================================================
DecompBufferOffset = $18
DecompTestByte = $04
DecompCommand = $02
DecompSize = $00
DecompTileCount = $1A
DecompSaveY = $1A
Decomp3BPPScratch = $20
;===================================================================================================
DecompressAllItemGraphics:
PHP
PHB
PHD
REP #$38
; Stack change for safety
TSX
LDA.w #$1400
TCS
PHX
; direct page change for speed
LDA.w #$1200
TCD
STZ.b DecompBufferOffset
SEP #$34
STA.l $4200 ; already 0 from the LDA above
LDX.b #$5D+$73 : JSR FastSpriteDecomp
LDX.b #$5C+$73 : JSR FastSpriteDecomp
LDX.b #$5B+$73 : JSR FastSpriteDecomp
LDX.b #$5A+$73 : JSR FastSpriteDecomp
REP #$30
PLX
TXS
SEP #$20
LDA.b #$81
STA.l $4200
PLD
PLB
PLP
RTL
;===================================================================================================
; I normally hate macros like this... but I don't feel like constantly rewriting this
;===================================================================================================
macro GetNextByte()
LDA.w $0000,Y
INY
BNE ?++
; Y pulls more than it needs, but that's fine
; the high byte should only be affected if we somehow have FF as our bank
; and if that happens, we have other problems
PHB
PLY
INY
PHY
PLB
LDY.w #$8000
?++
endmacro
;===================================================================================================
; There's no long vanilla routine, and we're going to make heavy use of this
; so might as well rewrite it to be fast
;===================================================================================================
FastSpriteDecomp:
SEP #$30
LDA.l GFXSheetPointers_background_bank,X : PHA : PLB
LDA.l GFXSheetPointers_background_high,X : XBA
LDA.l GFXSheetPointers_background_low,X
REP #$10
TAY
LDX.w #$0000
.next_command
%GetNextByte()
CMP.b #$FF
BNE .continue
;---------------------------------------------------------------------------------------------------
JMP Unrolled3BPPConvert
;---------------------------------------------------------------------------------------------------
.continue
CMP.b #$E0
BCS .expanded
STA.b DecompTestByte
REP #$20
AND.w #$001F
BRA .normal
;---------------------------------------------------------------------------------------------------
; Putting some commands up here for branch distance
;---------------------------------------------------------------------------------------------------
.nonrepeating
REP #$21
TYA
ADC.b DecompSize
ORA.w #$8000
STA.b DecompSize
SEP #$20
.next_nonrepeating
%GetNextByte()
STA.l DecompBuffer2,X
INX
CPY.b DecompSize
BNE .next_nonrepeating
BRA .next_command
;---------------------------------------------------------------------------------------------------
.repeating
%GetNextByte()
STY.b DecompSaveY
LDY.b DecompSize
.next_repeating
STA.l DecompBuffer2,X
INX
DEY
BNE .next_repeating
LDY.b DecompSaveY
BRA .next_command
;---------------------------------------------------------------------------------------------------
; Rest of command handling
;---------------------------------------------------------------------------------------------------
.expanded
STA.b DecompCommand
ASL
ASL
ASL
STA.b DecompTestByte
LDA.b DecompCommand
AND.b #$03
XBA
%GetNextByte()
REP #$20
;---------------------------------------------------------------------------------------------------
.normal
INC
STA.b DecompSize
SEP #$20
LDA.b DecompTestByte
AND.b #$E0
BEQ .nonrepeating
BMI .copy
ASL
BPL .repeating
ASL
BPL .repeating_word
;---------------------------------------------------------------------------------------------------
.incremental
%GetNextByte()
STY.b DecompSaveY
LDY.b DecompSize
.next_incremental
STA.l DecompBuffer2,X
INC
INX
DEY
BNE .next_incremental
LDY.b DecompSaveY
JMP .next_command
;---------------------------------------------------------------------------------------------------
.repeating_word
JSR .get_next_word
REP #$20
STY.b DecompSaveY
LDY.b DecompSize
DEY
.next_word
STA.l DecompBuffer2,X
INX
INX
DEY
DEY
BPL .next_word
INY
BEQ .not_too_far
DEX
.not_too_far
SEP #$20
LDY.b DecompSaveY
JMP .next_command
;---------------------------------------------------------------------------------------------------
.copy
JSR .get_next_word
STY.b DecompSaveY
TAY
LDA.b DecompSize
BNE ++
DEC.b DecompSize+1
++ PHB
LDA.b #$7F
PHA
PLB
.next_copy
LDA.w DecompBuffer2,Y
STA.w DecompBuffer2,X
INX
INY
DEC.b DecompSize+0
BNE .next_copy
DEC.b DecompSize+1
BPL .next_copy
PLB
LDY.b DecompSaveY
JMP .next_command
;---------------------------------------------------------------------------------------------------
; These are only used once per command, so I'm fine with letting them be a JSR I guess
;---------------------------------------------------------------------------------------------------
.get_next_word
%GetNextByte()
XBA
%GetNextByte()
XBA
RTS
;===================================================================================================
; More macros, because lazy
;===================================================================================================
macro DoPlanesA(offset)
LDA.w DecompBuffer2+<offset>+<offset>,Y
STA.w BigDecompressionBuffer+<offset>+<offset>,X
ORA.w DecompBuffer2+<offset>+<offset>-1,Y
AND.w #$FF00
STA.b Decomp3BPPScratch
LDA.w DecompBuffer2+$10+<offset>,Y
AND.w #$00FF
TSB.b Decomp3BPPScratch
XBA
ORA.b Decomp3BPPScratch
STA.w BigDecompressionBuffer+$10+<offset>+<offset>,X
endmacro
;===================================================================================================
Unrolled3BPPConvert:
LDA.b #$7F
PHA
PLB
REP #$21
LDY.w #$0000
LDX.b DecompBufferOffset
.next_3bpp_tile
%DoPlanesA(0) ; 8 times
%DoPlanesA(1)
%DoPlanesA(2)
%DoPlanesA(3)
%DoPlanesA(4)
%DoPlanesA(5)
%DoPlanesA(6)
%DoPlanesA(7)
; carry will always be clear
; don't worry
TXA
ADC.w #32
TAX
; just trust me
TYA
ADC.w #24
TAY
CMP.w #24*64
BCS .done
JMP .next_3bpp_tile
.done
STX.b DecompBufferOffset
SEP #$30
RTS
;===================================================================================================

View File

@@ -1,10 +1,13 @@
!CryptoBuffer = "$7F5100"
;!keyBase = "$7F50D0"
;--------------------------------------------------------------------------------
LoadStaticDecryptionKey:
PHB : PHA : PHX : PHY : PHP
REP #$30 ; set 16-bit accumulator & index registers
LDX.w #StaticDecryptionKey ; Source
LDY.w #KeyBase ; Target
LDY.w #!keyBase ; Target
LDA.w #$000F ; Length
MVN $307F
@@ -20,68 +23,70 @@ RetrieveValueFromEncryptedTable:
;Returns result in A
PHX : PHY
PHA
LDY.b Scrap04 : PHY : LDY.b Scrap06 : PHY : LDY.b Scrap08 : PHY
LDY.b Scrap0A : PHY : LDY.b Scrap0C : PHY : LDY.b Scrap0E : PHY
LDY $04 : PHY : LDY $06 : PHY : LDY $08 : PHY
LDY $0A : PHY : LDY $0C : PHY : LDY $0E : PHY
AND.w #$FFF8 : TAY
LDA.b [Scrap00], Y : STA.l CryptoBuffer : INY #2
LDA.b [Scrap00], Y : STA.l CryptoBuffer+2 : INY #2
LDA.b [Scrap00], Y : STA.l CryptoBuffer+4 : INY #2
LDA.b [Scrap00], Y : STA.l CryptoBuffer+6
LDA [$00], Y : STA.l !CryptoBuffer : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+2 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+4 : INY #2
LDA [$00], Y : STA.l !CryptoBuffer+6
LDA.w #$0002 : STA.b Scrap04 ;set block size
LDA.w #$0002 : STA $04 ;set block size
JSL XXTEA_Decode
JSL.l XXTEA_Decode
PLA : STA.b Scrap0E : PLA : STA.b Scrap0C : PLA : STA.b Scrap0A
PLA : STA.b Scrap08 : PLA : STA.b Scrap06 : PLA : STA.b Scrap04
PLA : STA $0E : PLA : STA $0C : PLA : STA $0A
PLA : STA $08 : PLA : STA $06 : PLA : STA $04
PLA : AND.w #$0007 : TAX
LDA.l CryptoBuffer, X
LDA.l !CryptoBuffer, X
PHA
LDA.w #$0000
STA.l CryptoBuffer
STA.l CryptoBuffer+2
STA.l CryptoBuffer+4
STA.l CryptoBuffer+6
STA.l !CryptoBuffer
STA.l !CryptoBuffer+2
STA.l !CryptoBuffer+4
STA.l !CryptoBuffer+6
PLA
PLY : PLX
RTL
;--------------------------------------------------------------------------------
ChestData = $01E96C
ChestDataPayload = $01EABC ; ChestData+$0150
!ChestData = "$01E96C"
!ChestData_Payload = "$1EABC" ; !ChestData+$0150
;--------------------------------------------------------------------------------
GetChestData:
LDA.l IsEncrypted : BNE .encrypted
INC.b Scrap0E : LDX.w #$FFFD ; what we wrote over
JML Dungeon_OpenKeyedObject_nextChest
INC $0E : LDX.w #$FFFD ; what we wrote over
JML.l Dungeon_OpenKeyedObject_nextChest
.encrypted
INC.b Scrap0E : LDX.w #$FFFE
INC $0E : LDX.w #$FFFE
.nextChest
INX #2 : CPX.w #$0150 : BEQ .couldntFindChest
LDA.l ChestData, X : AND.w #$7FFF : CMP.b RoomIndex : BNE .nextChest
LDA !ChestData, X : AND.w #$7FFF : CMP $A0 : BNE .nextChest
DEC.b Scrap0E : BNE .nextChest
DEC $0E : BNE .nextChest
LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
LDA $00 : PHA : LDA $02 : PHA
LDA.w #ChestDataPayload : STA.b Scrap00
LDA.w #ChestDataPayload>>16 : STA.b Scrap02
LDA.w #!ChestData_Payload : STA $00
LDA.w #!ChestData_Payload>>16 : STA $02
TXA : LSR
JSL RetrieveValueFromEncryptedTable
STA.b Scrap0C
STA $0C
PLA : STA.b Scrap02 : PLA : STA.b Scrap00
PLA : STA $02 : PLA : STA $00
LDA.l ChestData, X : ASL A : BCC .smallChest
LDA !ChestData, X : ASL A : BCC .smallChest
JML Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
JML.l Dungeon_OpenKeyedObject_bigChest ;(bank01.asm line #13783)
.smallChest
JML Dungeon_OpenKeyedObject_smallChest
JML.l Dungeon_OpenKeyedObject_smallChest
.couldntFindChest
JML Dungeon_OpenKeyedObject_couldntFindChest
JML.l Dungeon_OpenKeyedObject_couldntFindChest
;--------------------------------------------------------------------------------

View File

@@ -2,157 +2,200 @@
; Dialog Pointer Override
;--------------------------------------------------------------------------------
DialogOverride:
LDA.l AltTextFlag : BEQ .skip
LDA.l DialogBuffer, X ; use alternate buffer
LDA $7F5035 : BEQ .skip
LDA $7F5700, X ; use alternate buffer
RTL
.skip
LDA.l DecompressionBuffer+$1200, X
LDA $7F1200, X
RTL
;--------------------------------------------------------------------------------
; $7F5035 - Alternate Text Pointer Flag ; 0=Disable
; $7F5036 - Padding Byte (Must be Zero)
; $7F5700 - $7F57FF - Dialog Buffer
;--------------------------------------------------------------------------------
ResetDialogPointer:
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$00 : STA.l AltTextFlag ; zero out the alternate flag
LDA.b #$1C : STA.w DelayTimer ; thing we wrote over
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$00 : STA $7F5035 ; zero out the alternate flag
LDA.b #$1C : STA $1CE9 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
;macro LoadDialog(index,table)
; PHA : PHX : PHY
; PHB : PHK : PLB
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA <index> : ASL : !ADD.l <index> : TAX ; get quote offset *3, move to X
; LDA <table>, X : STA $00 ; write pointer to direct page
; LDA <table>+1, X : STA $01
; LDA <table>+2, X : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
;macro LoadDialogAddress(address)
; PHA : PHX : PHY
; PHP
; PHB : PHK : PLB
; SEP #$30 ; set 8-bit accumulator and index registers
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; LDA.b #$01 : STA $7F5035 ; set flag
;
; LDA.b #<address> : STA $00 ; write pointer to direct page
; LDA.b #<address>>>8 : STA $01
; LDA.b #<address>>>16 : STA $02
;
; LDX.b #$00 : LDY.b #$00
; -
; LDA [$00], Y ; load the next character from the pointer
; STA $7F5700, X ; write to the buffer
; INX : INY
; CMP.b #$7F : BNE -
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
; PLB
; PLP
; PLY : PLX : PLA
;endmacro
;--------------------------------------------------------------------------------
!OFFSET_POINTER = "$7F5094"
!OFFSET_RETURN = "$7F5096"
!DIALOG_BUFFER = "$7F5700"
macro LoadDialogAddress(address)
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
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set flag
PEI ($00)
LDA $02 : PHA
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialog(<address>)
PLA : STA.b Scrap02
PLA : STA $02
REP #$20
PLA : STA.b Scrap00
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
endmacro
;--------------------------------------------------------------------------------
macro CopyDialog(address)
LDA.b #<address> : STA.b Scrap00 ; write pointer to direct page
LDA.b #<address>>>8 : STA.b Scrap01
LDA.b #<address>>>16 : STA.b Scrap02
LDA.b #<address> : STA $00 ; write pointer to direct page
LDA.b #<address>>>8 : STA $01
LDA.b #<address>>>16 : STA $02
%CopyDialogIndirect()
endmacro
;--------------------------------------------------------------------------------
macro CopyDialogIndirect()
REP #$20 : LDA.l DialogOffsetPointer : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
REP #$20 : LDA !OFFSET_POINTER : TAX : LDY.w #$0000 : SEP #$20 ; copy 2-byte offset pointer to X and set Y to 0
?loop:
LDA.b [Scrap00], Y ; load the next character from the pointer
STA.l DialogBuffer, X ; write to the buffer
LDA [$00], Y ; load the next character from the pointer
STA !DIALOG_BUFFER, X ; write to the buffer
INX : INY
CMP.b #$7F : BNE ?loop
REP #$20 ; set 16-bit accumulator
TXA : INC : STA.l DialogReturnPointer ; copy out X into
LDA.w #$0000 : STA.l DialogOffsetPointer
TXA : INC : STA !OFFSET_RETURN ; copy out X into
LDA.w #$0000 : STA !OFFSET_POINTER
SEP #$20 ; set 8-bit accumulator
endmacro
;--------------------------------------------------------------------------------
LoadDialogAddressIndirect:
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set flag
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set flag
%CopyDialogIndirect()
;%LoadDialogAddress(UncleText)
RTL
;--------------------------------------------------------------------------------
!ITEM_TEMPORARY = "$7F5040"
FreeDungeonItemNotice:
STA.l ScratchBufferV
STA !ITEM_TEMPORARY
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 ($00)
LDA $02 : PHA
;--------------------------------
LDA.l FreeItemText : BNE + : JMP .skip : +
LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch
LDA #$00 : STA $7F5010 ; initialize scratch
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
LDA !ITEM_TEMPORARY : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
LDA !ITEM_TEMPORARY : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
LDA !ITEM_TEMPORARY : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
LDA !ITEM_TEMPORARY : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
%CopyDialog(Notice_Self)
JMP .done
+
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only
LDA !ITEM_TEMPORARY : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
JMP .dungeon
+ : 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.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal)
JMP .crystal
+
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA !ITEM_TEMPORARY : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA !ITEM_TEMPORARY : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
PLA : AND.b #$0F : STA $7F5020 : LDA.b #$0F : !SUB $7F5020 : PHA
LDA #$01 : STA $7F5010 ; set up a flip for small keys
BRA .dungeon
+
JMP .skip ; it's not something we are going to give a notice for
.dungeon
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.l ScratchBufferV
AND.b #$0F
STA.l ScratchBufferNV+1
LDA.l ScratchBufferNV : BEQ +
LDA.l ScratchBufferNV
LDA.b #$0F : !SUB.l ScratchBufferNV+1 : STA.l ScratchBufferNV+1 ; flip the values for small keys
LDA !OFFSET_RETURN : DEC #2 : STA !OFFSET_POINTER
LDA !ITEM_TEMPORARY
AND.b #$0F ; looking at low bits only
STA $7F5011
LDA $7F5010 : BEQ +
LDA $7F5010
LDA #$0F : !SUB $7F5011 : STA $7F5011 ; flip the values for small keys
+
LDA.l ScratchBufferNV+1
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
%CopyDialog(Notice_Self)
JMP .done
+
SEP #$20
LDA.l ScratchBufferNV+1
LDA $7F5011
CMP.b #$00 : BNE + ; ...light world
%CopyDialog(Notice_LightWorld) : JMP .done
+ : CMP.b #$01 : BNE + ; ...dark world
@@ -180,61 +223,38 @@ FreeDungeonItemNotice:
+ : CMP.b #$0C : BNE + ; ...desert palace
%CopyDialog(Notice_Desert) : JMP .done
+ : CMP.b #$0D : BNE + ; ...eastern palace
%CopyDialog(Notice_Eastern) : JMP .done
%CopyDialog(Notice_Eastern) : BRA .done
+ : CMP.b #$0E : BNE + ; ...hyrule castle
%CopyDialog(Notice_Castle) : JMP .done
%CopyDialog(Notice_Castle) : BRA .done
+ : CMP.b #$0F : BNE + ; ...sewers
%CopyDialog(Notice_Sewers)
+
JMP .done
.crystal
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
LDA.l ScratchBufferV
AND.b #$0F ; looking at low bits only
CMP.b #$00 : BNE +
%CopyDialog(Notice_Six) : JMP .done
+ : CMP.b #$01 : BNE +
%CopyDialog(Notice_One) : JMP .done
+ : CMP.b #$02 : BNE +
%CopyDialog(Notice_Five) : JMP .done
+ : CMP.b #$03 : BNE +
%CopyDialog(Notice_Seven) : JMP .done
+ : CMP.b #$04 : BNE +
%CopyDialog(Notice_Two) : JMP .done
+ : CMP.b #$05 : BNE +
%CopyDialog(Notice_Four) : JMP .done
+ : CMP.b #$06 : BNE +
%CopyDialog(Notice_Three) : JMP .done
+
.done
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
LDA.b #$01 : STA.l AltTextFlag ; set alternate dialog flag
STA.l TextBoxDefer
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
LDA.b #$01 : STA $7F5035 ; set alternate dialog flag
STA $7F509F
;--------------------------------
.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 $02
REP #$20
PLA : STA $00
PLB
PLP
PLY : PLX : PLA
;JSL.l Main_ShowTextMessage_Alt ; .skip can be here so long as this line remains commented out
RTL
;--------------------------------------------------------------------------------
DialogResetSelectionIndex:
JSL Attract_DecompressStoryGfx ; what we wrote over
STZ.w MessageCursor
JSL.l Attract_DecompressStoryGfx ; what we wrote over
STZ $1CE8
RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
CPY #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
.nomessage
LDA.w #$FFFF
@@ -247,11 +267,10 @@ RTL
;--------------------------------------------------------------------------------
DialogFairyThrow:
LDA.l Restrict_Ponds : BEQ .normal
LDA.l BottleContentsOne
ORA.l BottleContentsTwo : ORA.l BottleContentsThree : ORA.l BottleContentsFour : BNE .normal
LDA BottleContentsOne
ORA BottleContentsTwo : ORA BottleContentsThree : ORA BottleContentsFour : BNE .normal
.noInventory
LDA.w SpriteActivity, X : !ADD.b #$08 : STA.w SpriteActivity, X
LDA $0D80, X : !ADD #$08 : STA $0D80, X
LDA.b #$51
LDY.b #$01
RTL
@@ -261,14 +280,14 @@ RTL
RTL
;--------------------------------------------------------------------------------
DialogGanon1:
JSL CheckGanonVulnerability
JSL.l CheckGanonVulnerability
REP #$20
LDA.w #$018C
BCC +
LDA.w #$016D
+ STA.w TextID
+ STA $1CF0
SEP #$20
JSL Sprite_ShowMessageMinimal_Alt
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
; #$0192 - no bow
@@ -280,45 +299,75 @@ RTL
; s = silver arrow bow
; p = 2nd progressive bow
DialogGanon2:
JSL CheckGanonVulnerability
JSL.l CheckGanonVulnerability
REP #$20
BCS +
LDA.w #$018D : BRA ++
+
LDA.l BowTracking
REP #$20
BCS +
LDA.w #$018D : JMP .done
+
LDA.l GanonVulnerabilityItem : AND #$00FF : BNE .special_item
LDA.l SpecialWeapons : AND.w #$007F
CMP.w #$0001 : BEQ .bombs ; bombs if special bomb mode
.silver_arrows
LDA.l BowTracking
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : BRA ++
+
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : BRA ++
+
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : BRA ++
+
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : BRA ++
+
LDA.w #$016E
++
STA.w TextID
SEP #$20
JSL Sprite_ShowMessageMinimal_Alt
BIT.w #$0080 : BNE + ; branch if bow
LDA.w #$0192 : JMP .done
+
BIT.w #$0040 : BEQ + ; branch if no silvers
LDA.w #$0195 : JMP .done
+
BIT.w #$0020 : BNE + ; branch if p bow
LDA.w #$0194 : JMP .done
+
BIT.w #$0080 : BEQ + ; branch if no bow
LDA.w #$0193 : JMP .done
+
LDA.w #$016E : JMP .done
.special_item
CMP.w #$0001 : BEQ .silver_arrows
CMP.w #$0004 : BEQ .bombs
CMP.w #$0005 : BEQ .powder
CMP.w #$0010 : BEQ .bee
PHX : TAX
LDA.l EquipmentWRAM-1, X : PLX : AND #$00FF : BNE +
LDA.w #$0192 : JMP .done
+
LDA.w #$0195 : BRA .done
.bombs
LDA.l BombsEquipment : AND #$00FF : BNE +
LDA.l InfiniteBombsModifier : AND #$00FF : BNE + ; check for infinite bombs
LDA.w #$0192 : BRA .done
+
LDA.w #$0195 : BRA .done
.powder
LDA.l InventoryTracking : AND #$0010 : BNE + ; check for powder
LDA.w #$0192 : BRA .done
+
LDA.w #$0195 : BRA .done
.bee
LDA.l BottleContentsOne : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.l BottleContentsTwo : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.l BottleContentsThree : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.l BottleContentsFour : AND #$00FF : CMP.w #$0007 : BEQ + : CMP.w #$0008 : BEQ +
LDA.w #$0192 : BRA .done
+
LDA.w #$0195 : BRA .done
.done
STA $1CF0
SEP #$20
JSL.l Sprite_ShowMessageMinimal_Alt
RTL
;--------------------------------------------------------------------------------
DialogEtherTablet:
PHA
LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : BCS .noText
;++
BIT $F4 : BVC - ; Show normal text if Y is not pressed
JSL CheckTabletSword : BMI .yesText
CMP.b #$02 : !BGE .noText
.yesText
PLA
LDA.b #$0C
@@ -331,18 +380,15 @@ RTL
;--------------------------------------------------------------------------------
DialogBombosTablet:
PHA
LDA.w ItemCursor : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
LDA $0202 : CMP.b #$0F : BEQ + ; Show normal text if book is not equipped
-
PLA : JML Sprite_ShowMessageUnconditional ; Wacky Hylian Text
+
BIT.b Joy1A_New : BVC - ; Show normal text if Y is not pressed
LDA.l AllowHammerTablets : BEQ ++
LDA.l HammerEquipment : BEQ .yesText : BRA .noText
++
LDA.l SwordEquipment : CMP.b #$FF : BEQ .yesText : CMP.b #$02 : !BGE .noText
;++
BIT $F4 : BVC - ; Show normal text if Y is not pressed
JSL CheckTabletSword : BMI .yesText
CMP.b #$02 : !BGE .noText
.yesText
PLA
PLA
LDA.b #$0D
LDY.b #$01
JML Sprite_ShowMessageUnconditional ; Text From MSPedestalText (tables.asm)
@@ -352,26 +398,26 @@ DialogBombosTablet:
RTL
;--------------------------------------------------------------------------------
DialogSahasrahla:
LDA.l PendantsField : AND.b #$04 : BEQ + ;Check if player has green pendant
LDA.l PendantsField : AND #$04 : BEQ + ;Check if player has green pendant
LDA.b #$2F
LDY.b #$00
LDY.b #$00
JML Sprite_ShowMessageUnconditional
+
RTL
;--------------------------------------------------------------------------------
DialogBombShopGuy:
LDY.b #$15
LDA.l CrystalsField : AND.b #$05 : CMP.b #$05 : BNE + ;Check if player has crystals 5 & 6
LDA.l CrystalsField : AND #$05 : CMP #$05 : BNE + ;Check if player has crystals 5 & 6
INY ; from 15 to 16
+
TYA
LDY.b #$01
JSL Sprite_ShowMessageUnconditional
JSL.l Sprite_ShowMessageUnconditional
RTL
;---------------------------------------------------------------------------------------------------
AgahnimAsksAboutPed:
LDA.l GanonVulnerableMode
LDA.l InvincibleGanon
CMP.b #$06 : BNE .vanilla
LDA.l OverworldEventDataWRAM+$80 ; check ped flag
@@ -379,54 +425,54 @@ AgahnimAsksAboutPed:
BNE .vanilla
LDA.b #$8C ; message 018C for no ped
STA.w TextID
STA.w $1CF0
.vanilla
JML Sprite_ShowMessageMinimal
JML $05FA8E ; Sprite_ShowMessageMinimal
;--------------------------------------------------------------------------------
Main_ShowTextMessage_Alt:
; Are we in text mode? If so then end the routine.
LDA.b GameMode : CMP.b #$0E : BEQ .already_in_text_mode
LDA $10 : CMP.b #$0E : BEQ .already_in_text_mode
Sprite_ShowMessageMinimal_Alt:
STZ.b GameSubMode
STZ $11
PHX : PHY
PEI.b (Scrap00)
LDA.b Scrap02 : PHA
PEI ($00)
LDA.b $02 : PHA
LDA.b #$1C : STA.b Scrap02
LDA.b #$1C : STA.b $02
REP #$30
LDA.w TextID : ASL : TAX
LDA.w $1CF0 : ASL : TAX
LDA.l $7F71C0, X
STA.b Scrap00
STA.b $00
SEP #$30
LDY.b #$00
LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$6E : BNE +
INY : LDA.b [Scrap00], Y : : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$FE : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$6B : BNE +
INY : LDA.b [Scrap00], Y : CMP.b #$04 : BNE +
STZ.w MessageCursor
LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6E : BNE +
INY : LDA [$00], Y : : BNE +
INY : LDA [$00], Y : CMP.b #$FE : BNE +
INY : LDA [$00], Y : CMP.b #$6B : BNE +
INY : LDA [$00], Y : CMP.b #$04 : BNE +
STZ $1CE8
JMP .end
+
STZ.w MessageJunk ; Otherwise set it so we are in text mode.
STZ.w MessageSubModule
STZ $0223 ; Otherwise set it so we are in text mode.
STZ $1CD8 ; Initialize the step in the submodule
; Go to text display mode (as opposed to maps, etc)
LDA.b #$02 : STA.b GameSubMode
LDA.b #$02 : STA $11
; Store the current module in the temporary location.
LDA.b GameMode : STA.w GameModeCache
LDA $10 : STA $010C
; Switch the main module ($10) to text mode.
LDA.b #$0E : STA.b GameMode
LDA.b #$0E : STA $10
.end
PLA : STA.b Scrap02
PLA : STA.b Scrap01
PLA : STA.b Scrap00
PLA : STA.b $02
PLA : STA.b $01
PLA : STA.b $00
PLY : PLX
Main_ShowTextMessage_Alt_already_in_text_mode:
@@ -435,132 +481,26 @@ RTL
CalculateSignIndex:
; for the big 1024x1024 screens we are calculating link's effective
; screen area, as though the screen was 4 different 512x512 screens.
; And we do this in a way that will likely give the right value even
; And we do this in a way that will likely give the right value even
; with major glitches.
LDA.b OverworldIndex : ASL A : TAY ;what we wrote over
LDA $8A : ASL A : TAY ;what we wrote over
LDA.w OWScreenSize : BEQ .done ; If a small map, we can skip these calculations.
LDA $0712 : BEQ .done ; If a small map, we can skip these calculations.
LDA.b LinkPosY+1 : AND.w #$0002 : ASL #2 : EOR.b OverworldIndex : AND.w #$0008 : BEQ +
LDA $21 : AND.w #$0002 : ASL #2 : EOR $8A : AND.w #$0008 : BEQ +
TYA : !ADD.w #$0010 : TAY ;add 16 if we are in lower half of big screen.
+
+
LDA.b LinkPosX+1 : AND.w #$0002 : LSR : EOR.b OverworldIndex : AND.w #$0001 : BEQ +
LDA $23 : AND.w #$0002 : LSR : EOR $8A : AND.w #$0001 : BEQ +
TYA : INC #2 : TAY ;add 16 if we are in lower half of big screen.
+
; ensure even if things go horribly wrong, we don't read the sign out of bounds and crash:
TYA : AND.w #$00FF : TAY
TYA : AND.w #$00FF : TAY
.done
RTL
;================================================================
; Contributor: Myramong
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_Alt:
{
STA.w TextID
STY.w TextID+1
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA.b Joy1B_New : BPL .alpha
LDA.w SpriteTimerE, X : BNE .alpha
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PHY
LDA.w TextID
LDY.w TextID+1
; Check what room we're in so we know which npc we're talking to
LDA.b RoomIndex
CMP.b #$05 : BEQ .SahasrahlaDialogs
CMP.b #$1C : BEQ .BombShopGuyDialog
BRA .SayNothing
.SahasrahlaDialogs
REP #$20 : LDA.l MapReveal_Sahasrahla : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
JSL DialogSahasrahla : BRA .SayNothing
.BombShopGuyDialog
REP #$20 : LDA.l MapReveal_BombShop : ORA.l MapOverlay : STA.l MapOverlay : SEP #$20
JSL DialogBombShopGuy
.SayNothing
LDA.b #$40 : STA.w SpriteTimerE, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
LDA.w SpriteMoveDirection, X
CLC
RTL
}
;================================================================
Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage:
{
PHY
PHA
JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .alpha
JSL Sprite_CheckIfPlayerPreoccupied : BCS .alpha
LDA.b Joy1B_New : BPL .alpha
LDA.w SpriteTimerE, X : BNE .alpha
LDA.b LinkJumping : CMP.b #$02 : BEQ .alpha
JSL Sprite_DirectionToFacePlayerLong : PHX : TYX
; Make sure that the sprite is facing towards the player, otherwise
; talking can't happen. (What sprites actually use this???)
LDA.l Sprite_ShowSolicitedMessage_Direction, X : PLX : CMP.b LinkDirection : BNE .not_facing_each_other
PLA : XBA : PLA
PHY
TAY : XBA
JSL Sprite_ShowMessageUnconditional
LDA.b #$40 : STA.w SpriteTimerE, X
PLA : EOR.b #$03
SEC
RTL
.not_facing_each_other
.alpha
PLY
PLA
LDA.w SpriteMoveDirection, X
CLC
RTL
}
;--------------------------------------------------------------------------------
; A0 - A9 - 0 - 9
; AA - C3 - A - Z

View File

@@ -7,8 +7,8 @@
;--------------------------------------------------------------------------------
StoreLastOverworldDoorID:
TXA : INC
STA.l PreviousOverworldDoor
LDA.l Overworld_Entrance_ID, X : STA.w EntranceIndex
STA $7F5099
LDA $1BBB73, X : STA $010E
RTL
;--------------------------------------------------------------------------------
@@ -16,14 +16,14 @@ RTL
; CacheDoorFrameData
;--------------------------------------------------------------------------------
CacheDoorFrameData:
LDA.l PreviousOverworldDoor : BEQ .originalBehaviour
LDA $7F5099 : BEQ .originalBehaviour
DEC : ASL : TAX
LDA.l EntranceDoorFrameTable, X : STA.w TileMapEntranceDoors
LDA.l EntranceAltDoorFrameTable, X : STA.w TileMapTile32
LDA EntranceDoorFrameTable, X : STA $0696
LDA EntranceAltDoorFrameTable, X : STA $0698
BRA .done
.originalBehaviour
LDA.w $D724, X : STA.w TileMapEntranceDoors
STZ.w TileMapTile32
LDA $D724, X : STA $0696
STZ $0698
.done
RTL
;--------------------------------------------------------------------------------
@@ -32,9 +32,9 @@ RTL
; WalkDownIntoTavern
;--------------------------------------------------------------------------------
WalkDownIntoTavern:
LDA.l PreviousOverworldDoor
LDA $7F5099
; tavern door has index 0x42 (saved off value is incremented by one)
CMP.b #$43
CMP #$43
RTL
;--------------------------------------------------------------------------------
@@ -42,49 +42,49 @@ RTL
; TurnAroundOnUnderworld
;--------------------------------------------------------------------------------
TurnAroundOnUnderworld:
LDA.b LinkPushDirection : BEQ .done
LDA $26 : BEQ .done
; turn around if ($010E == #$43) != ($7F5099 == #$43)
LDX.b #$00
LDA.b #$43 : CMP.w EntranceIndex : BEQ +
LDX #$00
LDA #$43 : CMP $010E : BEQ +
INX
+
CMP.l PreviousOverworldDoor : BEQ +
CMP $7F5099 : BEQ +
DEX
+
CPX.b #$00 : BEQ .done
LDA.b LinkPushDirection : EOR.b #$0C : STA.b LinkPushDirection
CPX #$00 : BEQ .done
LDA $26 : EOR #$0C : STA $26
.done
JML Underworld_LoadCustomTileAttributes ; what we overwrote
JML $0FFD65 ; what we overwrote
;--------------------------------------------------------------------------------
; TurnUpOnOverworld
;--------------------------------------------------------------------------------
TurnUpOnOverworld:
LDA.l EntranceTavernBack : CMP.b #$43 : BEQ .done
LDA.b #$08 : STA.b LinkPushDirection ; only fix this glitch if exit not vanilla
LDA.l EntranceTavernBack : CMP #$43 : BEQ .done
LDA #$08 : STA $26 ; only fix this glitch if exit not vanilla
.done
JML Link_HandleMovingAnimation_FullLongEntry ; what we overwrote
JML $07E68F ; what we overwrote
;--------------------------------------------------------------------------------
; WalkUpOnOverworld
;--------------------------------------------------------------------------------
WalkUpOnOverworld:
LDA.b LinkPosY : CMP.w #$091B : BNE .normal ; hardcoded Y coordinate
STZ.b LinkDirection
LDA $20 : CMP #$091B : BNE .normal ; hardcoded Y coordinate
STZ $2F
RTL
.normal
LDA.w #$0002 : STA.b LinkDirection ; what we overwrote
LDA #$0002 : STA $2F ; what we overwrote
RTL
;--------------------------------------------------------------------------------
; CheckStairsAdjustment
;--------------------------------------------------------------------------------
CheckStairsAdjustment:
LDA.b RoomIndex
LDA.b $A0
CMP.w #$0124 ; vanilla check, rooms $0124 to $0127 have a lower exit position (currently ER ignores the entrance location)
BCC .done
LDA.w #$FFFF-1
CMP.w TileMapEntranceDoors ; tavern back ($0696 == #$FFFF) should always have carry cleared
CMP.w $0696 ; tavern back ($0696 == #$FFFF) should always have carry cleared
.done
RTL
; if carry cleared, shift position up

View File

@@ -13,31 +13,31 @@ pullpc
CheckKholdShellCoordinates:
LDA.w SpritePosXHigh, X
LDA.w $0D30, X
XBA
LDA.w SpritePosXLow, X ; full 16 bit X coordinate of sprite
LDA.w $0D10, X ; full 16 bit X coordinate of sprite
REP #$21 ; carry is guaranteed clear
REP #$21
SBC.w #$0020
CMP.b LinkPosX
CMP.b $22
BCS .not_colliding
ADC.w #$0040 ; carry is guaranteed clear
CMP.b LinkPosX
ADC.w #$0040
CMP.b $22
BCC .not_colliding
SEP #$20
LDA.w SpritePosYHigh, X
LDA.w $0D20, X
XBA
LDA.w SpritePosYLow, X ; full 16 bit Y coordinate of sprite
LDA.w $0D00, X ; full 16 bit Y coordinate of sprite
REP #$21 ; carry is guaranteed clear
SBC.w #$001F ; could go to 27 and still let link squeeze in
CMP.b LinkPosY
REP #$21
SBC.w #$001F ; could go to 27 and let link squeeze in at Lanmo 2 (please adjust the following one)
CMP.b $20
BCS .not_colliding
ADC.w #$0037 ; carry is guaranteed clear
CMP.b LinkPosY
ADC.w #$0037
CMP.b $20
BCC .not_colliding
SEP #$20 ; collision detected

View File

@@ -1,3 +1,9 @@
!add = "clc : adc"
!addl = "clc : adc.l"
!sub = "sec : sbc"
!bge = "bcs"
!blt = "bcc"
; Free RAM notes
; Normal doors use $AB-AC for scrolling indicator
; Normal doors use $FE to store the trap door indicator

View File

@@ -593,9 +593,8 @@ CompassBossIndicator:
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
TotalKeys: ;27f020
db $04, $04, $02, $04, $04, $06, $06, $06, $05, $06, $01, $03, $06, $08, $00, $00
skip $10
;ChestKeys: ;27f030 - moved to B0F010
;db $01, $01, $00, $01, $02, $01, $06, $03, $03, $02, $01, $01, $04, $04, $00, $00
ChestKeys: ;27f030
db $01, $01, $00, $01, $02, $01, $06, $03, $03, $02, $01, $01, $04, $04, $00, $00
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
@@ -694,4 +693,6 @@ dw $ffff
SanctuaryDarkWorld:
dw $ffff
OldManDarkWorld:
dw $ffff
dw $ffff
OldManRetrievalWorld:
dw $0000

View File

@@ -1,10 +1,22 @@
CheckDarkWorldSpawn:
STA.b RoomIndex : STA.w RoomIndexMirror ; what we wrote over
LDA.l DRFlags : AND.w #$0200 : BEQ + ; skip if the flag isn't set
LDA.l MoonPearlEquipment : AND.w #$00FF : BNE + ; moon pearl?
LDA.l LinksHouseDarkWorld : CMP.b RoomIndex : BEQ ++
LDA.l SanctuaryDarkWorld : CMP.b RoomIndex : BEQ ++
LDA.l OldManDarkWorld : CMP.b RoomIndex : BNE +
++ SEP #$30 : LDA.b #$17 : STA.b LinkState
INC.w BunnyFlag : LDA.b #$40 : STA.l CurrentWorld : REP #$30
+ RTL
PHP
STA $A0 : STA $048E ; what we wrote over
JSL SetDefaultWorld
LDA.l LinksHouseDarkWorld : CMP.b $A0 : BEQ ++
LDA.l SanctuaryDarkWorld : CMP.b $A0 : BEQ ++
LDA.l OldManDarkWorld : CMP.b $A0 : BNE +
++ SEP #$20 : LDA CurrentWorld : EOR.b #$40 : STA CurrentWorld
LDA.l DRFlags+1 : AND #$02 : BEQ + ; skip if the flag isn't set
LDA.l MoonPearlEquipment : BNE + ; moon pearl?
LDA #$17 : STA $5D : INC $02E0
+ PLP : RTL
SetDefaultWorld:
PHP : SEP #$20
LDA.l FollowerIndicator : CMP #$04 : BNE .default
LDA.l OldManRetrievalWorld : BRA +
.default
LDA.l InvertedMode : BEQ +
LDA.b #$40
+ STA CurrentWorld
PLP : RTL

View File

@@ -67,7 +67,7 @@ jsl QuadrantLoadOrderAfterScroll
org $82895d ; Bank 02 line 1812 (JSL Dungeon_LoadRoom : JSL Dungeon_InitStarTileChr : JSL $00D6F9 : INC $B0)
Splicer:
jsl GfxFixer
lda.b $b1 : beq .done
lda $b1 : beq .done
rts
nop #5
.done
@@ -98,7 +98,7 @@ org $8ffd65 ;(PC: 07fd65)
Dungeon_LoadCustomTileAttr:
org $81feb0
Dungeon_ApproachFixedColor:
;org $81fec1
;org $01fec1
;Dungeon_ApproachFixedColor_variable:
;org $a0f972 ; Rando version
;LoadRoomHook:
@@ -120,7 +120,7 @@ jsl MirrorCheckOverride
org $85ef47
Sprite_HeartContainer_Override: ;sprite_heart_upgrades.asm : 96-100 (LDA $040C : CMP.b #$1A : BNE .not_in_ganons_tower)
jsl GtBossHeartCheckOverride : bcs .not_in_ganons_tower
nop : stz.w SpriteAITable, X : rts
nop : stz $0dd0, X : rts
.not_in_ganons_tower
@@ -136,7 +136,7 @@ jsl EGFixOnMirror
org $82b82a
jsl FixShopCode
org $9ddeea ; <- Bank1D.asm : 286 (JSL SpritePrep_LoadProperties)
org $9ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties)
jsl VitreousKeyReset
org $9ed024 ; f5024 sprite_guruguru_bar.asm : 27 (LDA $040C : CMP.b #$12 : INY #2
@@ -169,8 +169,8 @@ jsl CutoffEntranceRug : bra .nextTile : nop
org $8799de ; <- Bank07.asm : 4088 (LDA.b #$15 : STA $5D)
JSL StoreTempBunnyState
;
org $88C450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
JSL RetrieveBunnyState : JMP.w + : NOP : +
org $88c450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
JSL RetrieveBunnyState : NOP
org $82d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
JSL CheckDarkWorldSpawn : NOP
@@ -188,7 +188,7 @@ Main_ShowTextMessage:
; Conditionally disable UW music changes in Door Rando
org $828ADB ; <- Bank02.asm:2088-2095 (LDX.b #$14 : LDA $A0 ...)
JSL Underworld_DoorDown_Entry : CPX.b #$FF
JSL.l Underworld_DoorDown_Entry : CPX #$FF
BEQ + : db $80, $1C ; BRA $028B04
NOP #6 : +
@@ -217,8 +217,12 @@ org $82C157
JSL AlwaysPushThroughFDoors
; Modified from OWR - will need to remove once merged
org $85AF75
Sprite_6C_MirrorPortal:
JSL FixOvalFadeOutMirror : NOP #2 ; LDA $7EF3CA : BNE $05AFDF
org $85AFDF
Sprite_6C_MirrorPortal_missing_mirror:
; org $85AF75
; Sprite_6C_MirrorPortal:
; JSL FixOvalFadeOutMirror : NOP #2 ; LDA $7EF3CA : BNE $05AFDF
; org $85AFDF
; Sprite_6C_MirrorPortal_missing_mirror:
org $80E766
JML ConditionalLoadCommonSprites_Do3To4Low : NOP #2
LoadCommonSprites_Prep3To4Low:

View File

@@ -2,12 +2,12 @@
; Ram usage
HorzEdge:
cpy.b #$ff : beq +
jsr DetectWestEdge : ldy.b #$02 : bra ++
cpy #$ff : beq +
jsr DetectWestEdge : ldy #$02 : bra ++
+ jsr DetectEastEdge
++ cmp.b #$ff : beq +
sta.b Scrap00 : asl : !ADD.b Scrap00 : tax
cpy.b #$ff : beq ++
++ cmp #$ff : beq +
sta $00 : asl : !add $00 : tax
cpy #$ff : beq ++
jsr LoadWestData : bra .main
++ jsr LoadEastData
.main
@@ -16,12 +16,12 @@ HorzEdge:
+ clc : rts
VertEdge:
cpy.b #$ff : beq +
cpy #$ff : beq +
jsr DetectNorthEdge : bra ++
+ jsr DetectSouthEdge
++ cmp.b #$ff : beq +
sta.b Scrap00 : asl : !ADD.b Scrap00 : tax
cpy.b #$ff : beq ++
++ cmp #$ff : beq +
sta $00 : asl : !add $00 : tax
cpy #$ff : beq ++
jsr LoadNorthData : bra .main
++ jsr LoadSouthData
.main
@@ -30,20 +30,20 @@ VertEdge:
+ clc : rts
LoadEdgeRoomHorz:
lda.b Scrap03 : sta.b RoomIndex
sty.b Scrap06
and.b #$0f : asl a : !SUB.b LinkPosX+1 : !ADD.b Scrap06 : sta.b Scrap02
ldy.b #$00 : jsr ShiftVariablesMainDir
lda $03 : sta $a0
sty $06
and.b #$0f : asl a : !sub $23 : !add $06 : sta $02
ldy #$00 : jsr ShiftVariablesMainDir
lda.b Scrap04 : and.b #$80 : bne .edge
lda.b Scrap04 : sta.b Scrap01 ; load up flags in $01
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
jsr PrepScrollToNormal
bra .scroll
.edge
lda.b Scrap04 : and.b #$10 : beq +
lda.b #$01
+ sta.b LinkLayer ; layer stuff
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff
jsr MathHorz
@@ -52,14 +52,14 @@ LoadEdgeRoomHorz:
rts
LoadEdgeRoomVert:
lda.b Scrap03 : sta.b RoomIndex
sty.b Scrap06
and.b #$f0 : lsr #3 : !SUB.b LinkPosY+1 : !ADD.b Scrap06 : sta.b Scrap02
lda $03 : sta $a0
sty $06
and.b #$f0 : lsr #3 : !sub $21 : !add $06 : sta $02
lda.b Scrap04 : and.b #$80 : bne .edge
lda.b Scrap04 : sta.b Scrap01 ; load up flags in $01
and.b #$03 : cmp.b #$03 : beq .inroom
ldy.b #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
and #$03 : cmp #$03 : beq .inroom
ldy #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
bra .scroll
@@ -68,13 +68,13 @@ LoadEdgeRoomVert:
rts
.edge
ldy.b #$01 : jsr ShiftVariablesMainDir
lda.b Scrap04 : and.b #$10 : beq +
lda.b #$01
+ sta.b LinkLayer ; layer stuff
ldy #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff
jsr MathVert
lda.b Scrap03
lda $03
.scroll
jsr ScrollX
@@ -82,220 +82,220 @@ LoadEdgeRoomVert:
MathHorz:
jsr MathStart : lda.b LinkPosY
jsr MathMid : and.w #$0040
jsr MathStart : lda $20
jsr MathMid : and #$0040
jsr MathEnd
rts
MathVert:
jsr MathStart : lda.b LinkPosX
jsr MathMid : and.w #$0020
jsr MathStart : lda $22
jsr MathMid : and #$0020
jsr MathEnd
rts
MathStart:
rep #$30
lda.b Scrap08 : and.w #$00ff : sta.b Scrap00
lda $08 : and #$00ff : sta $00
rts
MathMid:
and.w #$01ff : !SUB.b Scrap00 : and.w #$00ff : sta.b Scrap00
and #$01ff : !sub $00 : and #$00ff : sta $00
; nothing should be bigger than $a0 at this point
lda.b Scrap05 : and.w #$00f0 : lsr #4 : tax
lda.w MultDivInfo, x : and.w #$00ff : tay
lda.b Scrap00 : jsr MultiplyByY : sta.b Scrap02
lda $05 : and #$00f0 : lsr #4 : tax
lda MultDivInfo, x : and #$00ff : tay
lda $00 : jsr MultiplyByY : sta $02
lda.b Scrap07 : and.w #$00ff : jsr MultiplyByY : tax
lda $07 : and #$00ff : jsr MultiplyByY : tax
lda.b Scrap05 : and.w #$000f : tay
lda.w MultDivInfo, y : and.w #$00ff : tay
lda.b Scrap02 : jsr DivideByY : sta.b Scrap00
lda.b Scrap0C : and.w #$00ff : sta.b Scrap02
lda.b Scrap04
lda $05 : and #$000f : tay
lda MultDivInfo, y : and #$00ff : tay
lda $02 : jsr DivideByY : sta $00
lda $0c : and #$00ff : sta $02
lda $04
rts
MathEnd:
beq +
lda.w #$0100
+ !ADD.b Scrap02 : !ADD.b Scrap00
sta.b Scrap04
lda #$0100
+ !add $02 : !add $00
sta $04
sep #$30
rts
; don't need midpoint of edge Link is leaving (formerly in $06 - used by dir indicator)
; don't need width of edge Link is going to (currently in $0b)
LoadNorthData:
lda.w NorthOpenEdge, x : sta.b Scrap03 : inx ; target room
lda.w NorthEdgeInfo, x : sta.b Scrap07 ; needed for maths - (divide by 2 anyway)
lda.w NorthOpenEdge, x : sta.b Scrap04 : inx ; bit field
lda.w NorthEdgeInfo, x : sta.b Scrap08 ; needed for maths
lda.w NorthOpenEdge, x : sta.b Scrap05 ; ratio
lda.b Scrap04 : jsr LoadSouthMidpoint : inx ; needed now, and for nrml transition
lda.w SouthEdgeInfo, x : sta.b Scrap0B : inx ; probably not needed todo: remove
lda.w SouthEdgeInfo, x : sta.b Scrap0C ; needed for maths
lda NorthOpenEdge, x : sta $03 : inx ; target room
lda NorthEdgeInfo, x : sta $07 ; needed for maths - (divide by 2 anyway)
lda NorthOpenEdge, x : sta $04 : inx ; bit field
lda NorthEdgeInfo, x : sta $08 ; needed for maths
lda NorthOpenEdge, x : sta $05 ; ratio
lda $04 : jsr LoadSouthMidpoint : inx ; needed now, and for nrml transition
lda SouthEdgeInfo, x : sta $0b : inx ; probably not needed todo: remove
lda SouthEdgeInfo, x : sta $0c ; needed for maths
rts
LoadSouthMidpoint:
and.b #$0f : sta.b Scrap00 : asl : !ADD.b Scrap00 : tax
lda.w SouthEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
and #$0f : sta $00 : asl : !add $00 : tax
lda SouthEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
LoadSouthData:
lda.w SouthOpenEdge, x : sta.b Scrap03 : inx
lda.w SouthEdgeInfo, x : sta.b Scrap07
lda.w SouthOpenEdge, x : sta.b Scrap04 : inx
lda.w SouthEdgeInfo, x : sta.b Scrap08
lda.w SouthOpenEdge, x : sta.b Scrap05
lda.b Scrap04 : jsr LoadNorthMidpoint : inx
lda.w NorthEdgeInfo, x : sta.b Scrap0B : inx
lda.w NorthEdgeInfo, x : sta.b Scrap0C
lda SouthOpenEdge, x : sta $03 : inx
lda SouthEdgeInfo, x : sta $07
lda SouthOpenEdge, x : sta $04 : inx
lda SouthEdgeInfo, x : sta $08
lda SouthOpenEdge, x : sta $05
lda $04 : jsr LoadNorthMidpoint : inx
lda NorthEdgeInfo, x : sta $0b : inx
lda NorthEdgeInfo, x : sta $0c
rts
LoadNorthMidpoint:
and.b #$0f : sta.b Scrap00 : asl : !ADD.b Scrap00 : tax
lda.w NorthEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
and #$0f : sta $00 : asl : !add $00 : tax
lda NorthEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
LoadWestData:
lda.w WestOpenEdge, x : sta.b Scrap03 : inx
lda.w WestEdgeInfo, x : sta.b Scrap07
lda.w WestOpenEdge, x : sta.b Scrap04 : inx
lda.w WestEdgeInfo, x : sta.b Scrap08
lda.w WestOpenEdge, x : sta.b Scrap05
lda.b Scrap04 : jsr LoadEastMidpoint : inx
lda.w EastEdgeInfo, x : sta.b Scrap0B : inx
lda.w EastEdgeInfo, x : sta.b Scrap0C
lda WestOpenEdge, x : sta $03 : inx
lda WestEdgeInfo, x : sta $07
lda WestOpenEdge, x : sta $04 : inx
lda WestEdgeInfo, x : sta $08
lda WestOpenEdge, x : sta $05
lda $04 : jsr LoadEastMidpoint : inx
lda EastEdgeInfo, x : sta $0b : inx
lda EastEdgeInfo, x : sta $0c
rts
LoadEastMidpoint:
and.b #$0f : sta.b Scrap00 : asl : !ADD.b Scrap00 : tax
lda.w EastEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
and #$0f : sta $00 : asl : !add $00 : tax
lda EastEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
LoadEastData:
lda.w EastOpenEdge, x : sta.b Scrap03 : inx
lda.w EastEdgeInfo, x : sta.b Scrap07
lda.w EastOpenEdge, x : sta.b Scrap04 : inx
lda.w EastEdgeInfo, x : sta.b Scrap08
lda.w EastOpenEdge, x : sta.b Scrap05
lda.b Scrap04 : jsr LoadWestMidpoint : inx
lda.w WestEdgeInfo, x : sta.b Scrap0B : inx
lda.w WestEdgeInfo, x : sta.b Scrap0C
lda EastOpenEdge, x : sta $03 : inx
lda EastEdgeInfo, x : sta $07
lda EastOpenEdge, x : sta $04 : inx
lda EastEdgeInfo, x : sta $08
lda EastOpenEdge, x : sta $05
lda $04 : jsr LoadWestMidpoint : inx
lda WestEdgeInfo, x : sta $0b : inx
lda WestEdgeInfo, x : sta $0c
LoadWestMidpoint:
and.b #$0f : sta.b Scrap00 : asl : !ADD.b Scrap00 : tax
lda.w WestEdgeInfo, x : sta.b Scrap0A ; needed now, and for nrml transition
and #$0f : sta $00 : asl : !add $00 : tax
lda WestEdgeInfo, x : sta $0a ; needed now, and for nrml transition
rts
DetectNorthEdge:
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$82 : bne +
lda.b LinkPosX : cmp.b #$50 : bcs ++
ldx.b #$01 : bra .end
++ ldx.b #$00 : bra .end
+ cmp.b #$83 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$84 : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : cmp.b #$78 : bcs +++
ldx.b #$04 : bra .end
+++ ldx.b #$05 : bra .end
++ lda.b LinkPosX : cmp.b #$78 : bcs ++
ldx.b #$03 : bra .end
++ ldx.b #$04 : bra .end
+ cmp.b #$85 : bne +
ldx.b #$06 : bra .end
+ cmp.b #$db : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : beq ++
ldx.b #$08 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$dc : bne .end
lda.b $a9 : bne ++
lda.b LinkPosX : cmp.b #$b0 : bcs ++
ldx.b #$09 : bra .end
++ ldx.b #$0a
ldx #$ff
lda $a2
cmp #$82 : bne +
lda $22 : cmp #$50 : bcs ++
ldx #$01 : bra .end
++ ldx #$00 : bra .end
+ cmp #$83 : bne +
ldx #$02 : bra .end
+ cmp #$84 : bne +
lda $a9 : beq ++
lda $22 : cmp #$78 : bcs +++
ldx #$04 : bra .end
+++ ldx #$05 : bra .end
++ lda $22 : cmp #$78 : bcs ++
ldx #$03 : bra .end
++ ldx #$04 : bra .end
+ cmp #$85 : bne +
ldx #$06 : bra .end
+ cmp #$db : bne +
lda $a9 : beq ++
lda $22 : beq ++
ldx #$08 : bra .end
++ ldx #$07 : bra .end
+ cmp #$dc : bne .end
lda $a9 : bne ++
lda $22 : cmp #$b0 : bcs ++
ldx #$09 : bra .end
++ ldx #$0a
.end txa : rts
DetectSouthEdge:
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$72 : bne +
lda.b LinkPosX : cmp.b #$50 : bcs ++
ldx.b #$01 : bra .end
++ ldx.b #$00 : bra .end
+ cmp.b #$73 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$74 : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : cmp.b #$78 : bcs +++
ldx.b #$04 : bra .end
+++ ldx.b #$05 : bra .end
++ lda.b LinkPosX : cmp.b #$78 : bcs ++
ldx.b #$03 : bra .end
++ ldx.b #$04 : bra .end
+ cmp.b #$75 : bne +
ldx.b #$06 : bra .end
+ cmp.b #$cb : bne +
lda.b $a9 : beq ++
lda.b LinkPosX : beq ++
ldx.b #$08 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$cc : bne .end
lda.b $a9 : bne ++
lda.b LinkPosX : cmp.b #$b0 : bcs ++
ldx.b #$09 : bra .end
++ ldx.b #$0a
ldx #$ff
lda $a2
cmp #$72 : bne +
lda $22 : cmp #$50 : bcs ++
ldx #$01 : bra .end
++ ldx #$00 : bra .end
+ cmp #$73 : bne +
ldx #$02 : bra .end
+ cmp #$74 : bne +
lda $a9 : beq ++
lda $22 : cmp #$78 : bcs +++
ldx #$04 : bra .end
+++ ldx #$05 : bra .end
++ lda $22 : cmp #$78 : bcs ++
ldx #$03 : bra .end
++ ldx #$04 : bra .end
+ cmp #$75 : bne +
ldx #$06 : bra .end
+ cmp #$cb : bne +
lda $a9 : beq ++
lda $22 : beq ++
ldx #$08 : bra .end
++ ldx #$07 : bra .end
+ cmp #$cc : bne .end
lda $a9 : bne ++
lda $22 : cmp #$b0 : bcs ++
ldx #$09 : bra .end
++ ldx #$0a
.end txa : rts
DetectWestEdge:
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$65 : bne +
ldx.b #$00 : bra .end
+ cmp.b #$74 : bne +
ldx.b #$01 : bra .end
+ cmp.b #$75 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$82 : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$03 : bra .end
++ ldx.b #$04 : bra .end
+ cmp.b #$85 : bne +
ldx.b #$05 : bra .end
+ cmp.b #$cc : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$06 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$dc : bne .end
ldx.b #$08
ldx #$ff
lda $a2
cmp #$65 : bne +
ldx #$00 : bra .end
+ cmp #$74 : bne +
ldx #$01 : bra .end
+ cmp #$75 : bne +
ldx #$02 : bra .end
+ cmp #$82 : bne +
lda $aa : beq ++
ldx #$03 : bra .end
++ ldx #$04 : bra .end
+ cmp #$85 : bne +
ldx #$05 : bra .end
+ cmp #$cc : bne +
lda $aa : beq ++
ldx #$06 : bra .end
++ ldx #$07 : bra .end
+ cmp #$dc : bne .end
ldx #$08
.end txa : rts
DetectEastEdge:
ldx.b #$ff
lda.b PreviousRoom
cmp.b #$64 : bne +
ldx.b #$00 : bra .end
+ cmp.b #$73 : bne +
ldx.b #$01 : bra .end
+ cmp.b #$74 : bne +
ldx.b #$02 : bra .end
+ cmp.b #$81 : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$04 : bra .end
++ ldx.b #$03 : bra .end
+ cmp.b #$84 : bne +
ldx.b #$05 : bra .end
+ cmp.b #$cb : bne +
lda.b LinkQuadrantV : beq ++
ldx.b #$06 : bra .end
++ ldx.b #$07 : bra .end
+ cmp.b #$db : bne .end
ldx.b #$08
ldx #$ff
lda $a2
cmp #$64 : bne +
ldx #$00 : bra .end
+ cmp #$73 : bne +
ldx #$01 : bra .end
+ cmp #$74 : bne +
ldx #$02 : bra .end
+ cmp #$81 : bne +
lda $aa : beq ++
ldx #$04 : bra .end
++ ldx #$03 : bra .end
+ cmp #$84 : bne +
ldx #$05 : bra .end
+ cmp #$cb : bne +
lda $aa : beq ++
ldx #$06 : bra .end
++ ldx #$07 : bra .end
+ cmp #$db : bne .end
ldx #$08
.end txa : rts
AlwaysPushThroughFDoors:

View File

@@ -20,10 +20,10 @@
;===================================================================================================
pushpc
org $81B0E6
org $01B0E6
JSL StoreDoorInfo
org $81892F
org $01892F
DoorDrawJankMove:
JML PrepDoorDraw
@@ -33,12 +33,12 @@ DoorDrawJankMove:
; we don't want to overwrite the JMP ($000E) that's already there
; Well, we could, but we don't need to
warnpc $818939
warnpc $018939
org $81BF43
org $01BF43
JSL AdjustEscapeDoorCollision
org $81C132 ; ADC.w #$0040 : TAX : LDA.b $00
org $01C132 ; ADC.w #$0040 : TAX : LDA.b $00
JSL AdjustEscapeDoorCollision_LowEntrance : NOP #2
pullpc
@@ -46,7 +46,7 @@ pullpc
;===================================================================================================
StoreDoorInfo:
STA.w $1980,X
LDA.b Scrap00 : STA.w $19F0,X
LDA.b $00 : STA.w $19F0,X
TXA
RTL
@@ -59,18 +59,18 @@ PrepDoorDraw:
; Much easier to just tell you to look at $01890D in the disassembly
; and you should understand the vanilla program flow we need to reject
PEA.w DoorDrawJankMove_return-1
LDA.b Scrap00
LDA.b $00
STA.w $19EE ; for current routine
; copy vanilla code (but fast rom)
LDA.l $8186F0,X
STA.b Scrap0E
STA.b $0E
LDX.b Scrap02
LDA.b Scrap04
LDX.b $02
LDA.b $04
; and to execute the jump, we'll use the JMP ($000E) we carefully avoided overwriting
JML $818939
JML.l $818939
;===================================================================================================
@@ -106,20 +106,20 @@ AdjustEscapeDoorGraphics:
; row 1
LDA.w #$8838
STA.l TileMapA+$080,X
STA.l $7E2000+$080,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$086,X
STA.l $7E2000+$086,X
; row 2
LDA.w #$8828
STA.l TileMapA+$100,X
STA.l $7E2000+$100,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$106,X
STA.l $7E2000+$106,X
LDA.w #$8829
STA.l TileMapA+$102,X
STA.l $7E2000+$102,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$104,X
STA.l $7E2000+$104,X
JSR IdentifySwampEntrance
BCS .fix_swamp_entrance_alternate
@@ -134,26 +134,26 @@ AdjustEscapeDoorGraphics:
; row 0
LDA.w #$14C4
STA.l TileMapA+$000,X ; sanity check = should calculate to 7e3bbc
STA.l $7E2000+$000,X ; sanity check = should calculate to 7e3bbc
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$006,X
STA.l $7E2000+$006,X
LDA.w #$14C5
STA.l TileMapA+$002,X
STA.l $7E2000+$002,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$004,X
STA.l $7E2000+$004,X
; row 1
LDA.w #$14E8
STA.l TileMapA+$082,X
STA.l $7E2000+$082,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$084,X
STA.l $7E2000+$084,X
; row 2
LDA.w #$14F8
STA.l TileMapA+$102,X
STA.l $7E2000+$102,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$104,X
STA.l $7E2000+$104,X
RTL
.fix_swamp_entrance
@@ -162,56 +162,56 @@ AdjustEscapeDoorGraphics:
; row 1 - outer section
LDA.w #$0908
STA.l TileMapA+$080,X
STA.l $7E2000+$080,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$086,X
STA.l $7E2000+$086,X
; row 2
LDA.w #$0918
STA.l TileMapA+$100,X
STA.l $7E2000+$100,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$106,X
STA.l $7E2000+$106,X
LDA.w #$14F8
STA.l TileMapA+$102,X
STA.l $7E2000+$102,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$104,X
STA.l $7E2000+$104,X
.fix_swamp_entrance_alternate
; row 0
LDA.w #$9DFC
STA.l TileMapA+$000,X
STA.l TileMapA+$002,X
STA.l TileMapA+$004,X
STA.l TileMapA+$006,X
STA.l $7E2000+$000,X
STA.l $7E2000+$002,X
STA.l $7E2000+$004,X
STA.l $7E2000+$006,X
; row 1 - mid section
LDA.w #$14E8
STA.l TileMapA+$082,X
STA.l $7E2000+$082,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$084,X
STA.l $7E2000+$084,X
; row 3
LDA.w #$A82C
STA.l TileMapA+$180,X
STA.l $7E2000+$180,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$186,X
STA.l $7E2000+$186,X
LDA.w #$A82D
STA.l TileMapA+$182,X
STA.l $7E2000+$182,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$184,X
STA.l $7E2000+$184,X
RTL
IdentifySancEntrance:
LDA.b RoomIndex : CMP.w #$0012 : BNE +
LDA.b Scrap0A : CMP.w #$0010 : BNE +
LDA.b $A0 : CMP.w #$0012 : BNE +
LDA.b $0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
IdentifySwampEntrance:
LDA.b RoomIndex : CMP.w #$0036 : BNE +
LDA.b Scrap0A : CMP.w #$0010 : BNE +
LDA.b $A0 : CMP.w #$0036 : BNE +
LDA.b $0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
@@ -250,7 +250,7 @@ AdjustEscapeDoorCollisionShared:
BCS .block_entrance
; vanilla value
LDA.b Scrap00
LDA.b $00
RTL
@@ -274,21 +274,21 @@ IdentifyBlockedEntrance:
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002 : BCS .leave_alone ; only in rain states (0 or 1)
LDA.l ProgressFlags : AND.w #$0004 : BNE .leave_alone ; zelda's been rescued
LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
LDA.b RoomIndex : CMP.w #$0012 : BNE +
LDA.b $A0 : CMP.w #$0012 : BNE +
; we're in the sanctuary
; this code could be removed because you can't reach sanc without zelda currently
; but that's enforced in the logic, so this is to catch that case in case some mode allows it
LDA.l FollowerIndicator : AND.w #$00FF : CMP.w #$0001 : BEQ .leave_alone ; zelda is following
LDA.b Scrap0A
LDA.b $0A
CMP.w #$000A : BCC .leave_alone
CMP.w #$0014 : BCS .leave_alone
.block_door
SEC : RTS
+ LDA.l BlockCastleDoorsInRain : AND.w #$00FF : BEQ .leave_alone
LDX.w #$FFFE
LDX #$FFFE
- INX #2
LDA.l RemoveRainDoorsRoom, X : CMP.w #$FFFF : BEQ .leave_alone
CMP.b RoomIndex : BNE -
CMP $A0 : BNE -
LDA.l RainDoorMatch, X
CMP.w $19EE : BNE .leave_alone
BRA .block_door

View File

@@ -4,60 +4,60 @@ GfxFixer:
jsl LoadRoomHook ;this is the code we overwrote
jsl Dungeon_InitStarTileCh
jsl LoadTransAuxGfx_Alt
inc.b SubSubModule
inc $b0
rtl
+ lda.b $b1 : bne .stage2
+ lda $b1 : bne .stage2
jsl LoadRoomHook ; this is the rando version - let's only call this guy once - may fix star tiles and slower loads
jsl Dungeon_InitStarTileCh
jsl LoadTransAuxGfx
jsl Dungeon_LoadCustomTileAttr
jsl PrepTransAuxGfx
lda.l DRMode : cmp.b #$02 : bne + ; only do this in crossed mode
ldx.b RoomIndex : lda.l TilesetTable, x
cmp.w $0aa1 : beq + ; already eq no need to decomp
sta.w $0aa1
tax : lda.l AnimatedTileSheets, x : tay
lda.l DRMode : cmp #$02 : bne + ; only do this in crossed mode
ldx $a0 : lda.l TilesetTable, x
cmp $0aa1 : beq + ; already eq no need to decomp
sta $0aa1
tax : lda $02802e, x : tay
jsl DecompDungAnimatedTiles
+
lda.b #$09 : sta.b NMIINCR : sta.w SkipOAM
lda #$09 : sta $17 : sta $0710
jsl Palette_SpriteAux3
jsl Palette_SpriteAux2
jsl Palette_SpriteAux1
jsl Palette_DungBgMain
jsr CgramAuxToMain
inc.b $b1
inc $b1
rtl
.stage2
lda.b #$0a : sta.b NMIINCR : sta.w SkipOAM
stz.b $b1 : inc.b SubSubModule
lda #$0a : sta $17 : sta $0710
stz $b1 : inc $b0
rtl
}
FixAnimatedTiles:
LDA.l DRMode : CMP.b #$02 : BNE +
LDA.w DungeonID : CMP.b #$FF : BEQ +
LDA.L DRMode : CMP #$02 : BNE +
LDA $040C : CMP.b #$FF : BEQ +
PHX
LDX.b RoomIndex : LDA.l TilesetTable, x
CMP.w $0AA1 : beq ++
LDX $A0 : LDA.l TilesetTable, x
CMP $0AA1 : beq ++
TAX : PLA : BRA +
++
PLX
+ LDA.l AnimatedTileSheets, X ; what we wrote over
+ LDA $02802E, X ; what we wrote over
RTL
FixCloseDungeonMap:
LDA.l DRMode : CMP.b #$02 : BNE .vanilla
LDA.w DungeonID : BMI .vanilla
LDA.l DRMode : CMP #$02 : BNE .vanilla
LDA $040C : BMI .vanilla
LSR : TAX
LDA.l DungeonTilesets,x
RTL
.vanilla
LDA.l $7EC20E
LDA $7EC20E
RTL
FixWallmasterLamp:
ORA.w $0458
STY.b MAINDESQ : STA.b SUBDESQ : RTL ; what we wrote over
ORA $0458
STY $1C : STA $1D : RTL ; what we wrote over
CgramAuxToMain: ; ripped this from bank02 because it ended with rts
@@ -66,30 +66,39 @@ CgramAuxToMain: ; ripped this from bank02 because it ended with rts
ldx.b #$00
.loop
lda.l $7EC300, X : sta.l $7EC500, x
lda.l $7EC340, x : sta.l $7EC540, x
lda.l $7EC380, x : sta.l $7EC580, x
lda.l $7EC3C0, x : sta.l $7EC5C0, x
lda.l $7EC400, x : sta.l $7EC600, x
lda.l $7EC440, x : sta.l $7EC640, x
lda.l $7EC480, x : sta.l $7EC680, x
lda.l $7EC4C0, x : sta.l $7EC6C0, x
lda $7EC300, X : sta $7EC500, x
lda $7EC340, x : sta $7EC540, x
lda $7EC380, x : sta $7EC580, x
lda $7EC3C0, x : sta $7EC5C0, x
lda $7EC400, x : sta $7EC600, x
lda $7EC440, x : sta $7EC640, x
lda $7EC480, x : sta $7EC680, x
lda $7EC4C0, x : sta $7EC6C0, x
inx #2 : cpx.b #$40 : bne .loop
sep #$20
; tell NMI to upload new CGRAM data
inc.b NMICGRAM
inc $15
rts
}
OverridePaletteHeader:
lda.l DRMode : cmp.b #$02 : bne +
lda.l DRFlags : and.b #$20 : bne +
cpx.w #$01c2 : !BGE +
lda.l DRMode : cmp #$02 : bne +
lda.l DRFlags : and #$20 : bne +
cpx #$01c2 : !bge +
rep #$20
txa : lsr : tax
lda.l PaletteTable, x
iny : rtl
+ rep #$20 : iny : lda.b [Scrap0D], Y ; what we wrote over
rtl
+ rep #$20 : iny : lda [$0D], Y ; what we wrote over
rtl
Sprite_ConditionalPrepOAMCoord:
LDA.w $0E20,X : CMP.b #$62 : BNE .notMasterSword
LDA.w $0D90,X : BNE .specialCutscene
.notMasterSword
JML Sprite_PrepOAMCoordLong ; what we wrote over
.specialCutscene
SEC ; this prevents MasterSword sprite from drawing if it is a special cutscene
RTL

View File

@@ -1,88 +1,80 @@
!BlankTile = $207F
!SlashTile = $2830
!HyphenTile = $2405
!PTile = $296C
!CTile = $295F
!RedSquare = $345E
!BlueSquare = $2C5E
DrHudOverride:
PHB
SEP #$30
LDA.b #$7E
PHA
PLB
{
jsl.l NewDrawHud
jsr HudAdditions
rtl
}
DRHUD_DrawItemCounter:
; hides total for mystery seeds
LDA.l ItemCounterHUD : BEQ DRHUD_DrawIndicators
LDA.l DRFlags+1 : LSR : BCC DRHUD_DrawIndicators
REP #$30
LDY.w #!HyphenTile : STY.w HUDGoalIndicator+$0A : STY.w HUDGoalIndicator+$0C
STY.w HUDGoalIndicator+$0E : STY.w HUDGoalIndicator+$10
SEP #$30
HudAdditions:
{
SEP #$10
LDA.l DRFlags : AND #$0008 : BNE + : JMP .end_item_count : +
LDA.l TotalItemCounter : PHA : CMP #1000 : !BLT +
JSL HexToDec4Digit_fast
LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS ; draw 1000's digit
BRA .skip
+ JSL HexToDec_fast
.skip
LDA #$207F : STA !GOAL_DRAW_ADDRESS+2 : STA !GOAL_DRAW_ADDRESS+4
LDA.b 1,S : CMP.w #100 : !BLT +
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
+ PLA : CMP.w #10 : !BLT +
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
+ LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
LDA.l DRFlags : AND #$0100 : BNE +
LDA.l MultiClientFlagsWRAM+1 : CMP #1000 : !BLT .three_digit_goal
JSL HexToDec4Digit_fast
LDX.b $04 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 1000's digit
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+16 ; draw 1's digit
BRA .end_item_count
.three_digit_goal
JSL HexToDec_fast
LDX.b $05 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2490 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
BRA .end_item_count
+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12
STA !GOAL_DRAW_ADDRESS+14 : STA !GOAL_DRAW_ADDRESS+16
.end_item_count
DRHUD_DrawIndicators:
LDA.b IndoorsFlag : BNE .continue
JMP DRHUD_Finished
.continue
LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
LDX $1B : BNE + ; if outdoors
lda.l OWMode : and.w #((!FLAG_OW_CROSSED+!FLAG_OW_MIXED)<<8)+$ff : bne ++ : rts ; Skip if vanilla ow rando
++ lda CurrentHealth : and #$00ff : beq ++
lda CurrentWorld : and #$00ff : beq +++
lda #$2d60 : bra .owdisplay
+++ lda #$2d68 : bra .owdisplay
++ lda #$207f
.owdisplay sta $7ec702 : rts
+ ldx $040c : cpx #$ff : bne + : rts : + ; Skip if not in dungeon
lda.l DRMode : bne + : rts : + ; Skip if not door rando
phb : phk : plb
lda CompassField : and.l $0098c0, x : beq +
lda.w CompassBossIndicator, x : and #$00ff : cmp $a0 : bne +
lda $1a : and #$0010 : beq +
lda #$345e : sta $7ec790 : bra .next
+ lda #$207f : sta $7ec790
.next lda.w DRMode : and #$0002 : bne + : plb : rts : +
lda CurrentHealth : and #$00ff : beq +
lda.w DungeonReminderTable, x : bra .reminder
+ lda #$207f
.reminder sta $7ec702
+ lda.w DRFlags : and #$0004 : beq .restore
; lda MapField : and.l $0098c0, x : beq .restore
txa : lsr : tax
DRHUD_BossIndicator:
LDA.l DRMode : BNE .continue
.early_exit
REP #$10
LDY.w #!BlankTile : STY.w HUDMultiIndicator
JMP DRHUD_Finished
.continue
LDA.w DungeonID : CMP.b #$1B : BCS .early_exit
lda.l GenericKeys : and #$00ff : bne +
lda DungeonCollectedKeys, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4
+
lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
; todo 4b0 no longer in use
SEP #$10 ; clears the high byte of X and prevents it from getting B register
TAX
REP #$30
LDY.w #!BlankTile
LDA.w CompassField : AND.l DungeonMask, x
SEP #$20
BEQ .draw_indicator
LDA.l CompassBossIndicator, x : CMP.b RoomIndex : BNE .draw_indicator
LDY.w #!RedSquare
.draw_indicator
STY.w HUDMultiIndicator
BRA DRHUD_DrawCurrentDungeonIndicator
DRHUD_EnemyDropIndicator:
REP #$30
LDA.w EnemyDropIndicator : STA.w HUDMultiIndicator
SEP #$20
LDA.w DungeonID : CMP.b #$1B : BCS DRHUD_Finished
SEP #$10 : TAX : REP #$10
DRHUD_DrawCurrentDungeonIndicator: ; mX
LDA.l DRMode : BIT.b #$02 : BEQ DRHUD_Finished
LDY.w #!BlankTile
LDA.w CurrentHealth : BEQ .draw_indicator
REP #$20 : LDA.l DungeonReminderTable,X : TAY
SEP #$20
.draw_indicator
STY.w HUDCurrentDungeonWorld
DRHUD_DrawKeyCounter:
LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
REP #$20
LDA.w MapField : AND.l DungeonMask, X : BEQ DRHUD_Finished
TXA : LSR : TAX
LDA.l GenericKeys : AND.w #$00FF : BNE .total_only
LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
LDA.w #!SlashTile : STA.w HUDKeysSlash
.total_only
LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
DRHUD_Finished:
PLB : RTL
;===================================================================================================
.restore
plb : rts
}
;column distance for BK/Smalls
HudOffsets:
@@ -100,94 +92,96 @@ dw $0000, $0000, $0000, $0000, $000a, $000a, $000a, $0014, $000a, $0014, $0000,
DrHudDungeonItemsAdditions:
{
jsl DrawHUDDungeonItems
lda.l HUDDungeonItems : and.b #$ff : bne + : rtl : +
lda.l DRMode : cmp.b #$02 : beq + : rtl : +
lda.l HUDDungeonItems : and #$ff : bne + : rtl : +
lda.l DRMode : cmp #$02 : beq + : rtl : +
phx : phy : php
rep #$30
lda.w #$24f5 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
sta.w $1644 : sta.w $164a : sta.w $1652 : sta.w $1662 : sta.w $1684 : sta.w $16c4
ldx.w #$0000
- sta.w $1704, x : sta.w $170e, x : sta.w $1718, x
inx #2 : cpx.w #$0008 : !BLT -
lda.w #$24f5 : sta $1606 : sta $1610 : sta $161a : sta $1624
sta $1644 : sta $164a : sta $1652 : sta $1662 : sta $1684 : sta $16c4
ldx #$0000
- sta $1704, x : sta $170e, x : sta $1718, x
inx #2 : cpx #$0008 : !blt -
lda.l HudFlag : and.w #$0020 : beq + : JMP ++ : +
lda.l HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
lda HudFlag : and.w #$0020 : beq + : JMP ++ : +
lda HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
; bk symbols
lda.w #$2811 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
lda.w #$2811 : sta $1606 : sta $1610 : sta $161a : sta $1624
; sm symbols
lda.w #$2810 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4
lda.w #$2810 : sta $160a : sta $1614 : sta $161e : sta $16e4
; blank out stuff
lda.w #$24f5 : sta.w $1724
lda.w #$24f5 : sta $1724
ldx.w #$0002
- lda.w #$0000 : !ADD.l RowOffsets,x : !ADD.l ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta.w $1644, y : iny #2
lda.w #$24f5 : sta.w $1644, y
lda.l MapField : and.l DungeonMask, x : beq + ; must have map
jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status
+ lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey
lda.w #$2826 : sta.w $1644, y
ldx #$0002
- lda #$0000 : !addl RowOffsets,x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta $1644, y : iny #2
lda.w #$24f5 : sta $1644, y
lda MapField : and.l $0098c0, x : beq + ; must have map
jsr BkStatus : sta $1644, y : bra .smallKey ; big key status
+ lda BigKeyField : and.l $0098c0, x : beq .smallKey
lda.w #$2826 : sta $1644, y
.smallKey
+ iny #2
cpx.w #$001a : bne +
tya : !ADD.w #$003c : tay
+ stx.b Scrap00
cpx #$001a : bne +
tya : !add #$003c : tay
+ stx $00
txa : lsr : tax
lda.w #$24f5 : sta.w $1644, y
lda.l GenericKeys : and.w #$00FF : bne +
lda.l DungeonKeys, x : and.w #$00FF : beq +
jsr ConvertToDisplay2 : sta.w $1644, y
+ iny #2 : lda.w #$24f5 : sta.w $1644, y
phx : ldx.b Scrap00
lda.l MapField : and.l DungeonMask, x : beq + ; must have map
plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
lda.w #$24f5 : sta $1644, y
lda.l GenericKeys : and #$00FF : bne +
lda.l DungeonKeys, x : and #$00FF : beq +
jsr ConvertToDisplay2 : sta $1644, y
+ iny #2 : lda.w #$24f5 : sta $1644, y
phx : ldx $00
; lda MapField : and.l $0098c0, x : beq + ; must have map
plx : sep #$30 : lda.l ChestKeys, x : sta $02
lda.l GenericKeys : bne +++
lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02
+++ lda.b Scrap02
lda $02 : !sub DungeonCollectedKeys, x : sta $02
+++ lda $02
rep #$30
jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals
jsr ConvertToDisplay2 : sta $1644, y ; small key totals
bra .skipStack
+ plx
.skipStack iny #2
cpx.w #$000d : beq +
lda.w #$24f5 : sta.w $1644, y
cpx #$000d : beq +
lda.w #$24f5 : sta $1644, y
+
ldx.b Scrap00
+ inx #2 : cpx.w #$001b : bcs ++ : JMP -
ldx $00
+ inx #2 : cpx #$001b : bcs ++ : JMP -
++
lda.l HudFlag : and.w #$0020 : bne + : JMP ++ : +
lda.l HUDDungeonItems : and.w #$000c : bne + : JMP ++ : +
lda HudFlag : and.w #$0020 : bne + : JMP ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : JMP ++ : +
; map symbols (do I want these) ; note compass symbol is 2c20
lda.w #$2821 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
lda.w #$2821 : sta $1606 : sta $1610 : sta $161a : sta $1624
; blank out a couple thing from old hud
lda.w #$24f5 : sta.w $16e4 : sta.w $1724
sta.w $160a : sta.w $1614 : sta.w $161e ; blank out sm key indicators
ldx.w #$0002
- lda.w #$0000 ; start of hud area
!ADD.l RowOffsets, x : !ADD.l ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta.w $1644, y
lda.w #$24f5 : sta $16e4 : sta $1724
sta $160a : sta $1614 : sta $161e ; blank out sm key indicators
ldx #$0002
- lda #$0000 ; start of hud area
!addl RowOffsets, x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta $1644, y
iny #2
lda.w #$24f5 : sta.w $1644, y ; blank out map spot
lda.l MapField : and.l DungeonMask, x : beq + ; must have map
JSR MapIndicatorShort : STA.w $1644, Y
lda.w #$24f5 : sta $1644, y ; blank out map spot
lda MapField : and.l $0098c0, x : beq + ; must have map
JSR MapIndicatorShort : STA $1644, Y
+ iny #2
cpx.w #$001a : bne +
tya : !ADD.w #$003c : tay
+ lda.l CompassField : and.l DungeonMask, x : beq + ; must have compass
cpx #$001a : bne +
tya : !add #$003c : tay
+ lda CompassField : and.l $0098c0, x : beq + ; must have compass
phx ; total chest counts
LDA.l CompassTotalsWRAM, x : !SUB.l DungeonLocationsChecked, x
SEP #$30 : JSR HudHexToDec2DigitCopy : REP #$30
lda.b Scrap06 : jsr ConvertToDisplay2 : sta.w $1644, y : iny #2
lda.b Scrap07 : jsr ConvertToDisplay2 : sta.w $1644, y
txa : lsr : tax
sep #$30
lda.l TotalLocations, x : !sub DungeonLocationsChecked, x : JSR HudHexToDec2DigitCopy
rep #$30
lda $06 : jsr ConvertToDisplay2 : sta $1644, y : iny #2
lda $07 : jsr ConvertToDisplay2 : sta $1644, y
plx
bra .skipBlanks
+ lda.w #$24f5 : sta.w $1644, y : iny #2 : sta.w $1644, y
+ lda.w #$24f5 : sta $1644, y : iny #2 : sta $1644, y
.skipBlanks iny #2
cpx.w #$001a : beq +
lda.w #$24f5 : sta.w $1644, y ; blank out spot
+ inx #2 : cpx.w #$001b : !BGE ++ : JMP -
cpx #$001a : beq +
lda.w #$24f5 : sta $1644, y ; blank out spot
+ inx #2 : cpx #$001b : !bge ++ : JMP -
++
plp : ply : plx : rtl
}
@@ -214,35 +208,72 @@ IndicatorCharacters:
dw $2426, $2817, $2818, $2819, $281A, $281B, $281C, $281D, $2590, $258B, $259B
MapIndicator:
LDA.l CrystalPendantFlags_3, X : AND.w #$00FF
LDA.l CrystalPendantFlags_3, X : AND #$00FF
PHX
ASL : TAX : LDA.l IndicatorCharacters, X
PLX
RTS
BkStatus:
lda.l BigKeyField : and.l DungeonMask, x : bne +++ ; has the bk already
lda BigKeyField : and.l $0098c0, x : bne +++ ; has the bk already
lda.l BigKeyStatus, x : bne ++
lda.w #$2827 : rts ; 0/O for no BK
++ cmp.w #$0002 : bne +
lda.w #$2420 : rts ; symbol for BnC
+ lda.w #$24f5 : rts ; black otherwise
+++ lda.w #$2826 : rts ; check mark
lda #$2827 : rts ; 0/O for no BK
++ cmp #$0002 : bne +
lda #$2420 : rts ; symbol for BnC
+ lda #$24f5 : rts ; black otherwise
+++ lda #$2826 : rts ; check mark
ConvertToDisplay:
and.w #$00ff : cmp.w #$000a : !BLT +
!ADD.w #$2553 : rts
+ !ADD.w #$2490 : rts
and.w #$00ff : cmp #$000a : !blt +
!add #$2553 : rts
+ !add #$2490 : rts
ConvertToDisplay2:
and.w #$00ff : beq ++
cmp.w #$000a : !BLT +
!ADD.w #$2553 : 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
cmp #$000a : !blt +
!add #$2553 : rts ; 2580 with 258A as "A" for non transparent digits
+ !add #$2816 : rts
++ lda #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
CountAbsorbedKeys:
JML IncrementSmallKeysNoPrimary
jsl IncrementSmallKeysNoPrimary : phx
lda $040c : cmp #$ff : beq +
lsr : tax
lda DungeonAbsorbedKeys, x : inc : sta DungeonAbsorbedKeys, x
+ plx : rtl
;================================================================================
; 16-bit A, 8-bit X
; in: A(b) - Byte to Convert
; out: $04 - $07 (high - low)
;================================================================================
HudHexToDec4DigitCopy:
LDY.b #$90
-
CMP.w #1000 : !BLT +
INY
SBC.w #1000 : BRA -
+
STY $04 : LDY #$90 ; Store 1000s digit & reset Y
-
CMP.w #100 : !BLT +
INY
SBC.w #100 : BRA -
+
STY $05 : LDY #$90 ; Store 100s digit & reset Y
-
CMP.w #10 : !BLT +
INY
SBC.w #10 : BRA -
+
STY $06 : LDY #$90 ; Store 10s digit & reset Y
CMP.w #1 : !BLT +
-
INY
DEC : BNE -
+
STY $07 ; Store 1s digit
RTS
;================================================================================
; 8-bit registers
@@ -257,12 +288,12 @@ HudHexToDec2DigitCopy: ; modified
INY
SBC.b #10 : BRA -
+
STY.b Scrap06 : LDY.b #$00 ; Store 10s digit and reset Y
STY $06 : LDY #$00 ; Store 10s digit and reset Y
CMP.b #1 : !BLT +
-
INY
DEC : BNE -
+
STY.b Scrap07 ; Store 1s digit
STY $07 ; Store 1s digit
PLY
RTS

View File

@@ -13,24 +13,24 @@ CheckIfDoorsOpen: {
jsr TrapDoorFixer ; see normal.asm
; note we are 16bit mode right now
lda.l DRMode : beq +
lda.w DungeonID : cmp.w #$00ff : bne .gtg
+ lda.b RoomIndex : dec : tax : and.w #$000f ; hijacked code
lda $040c : cmp #$00ff : bne .gtg
+ lda $a0 : dec : tax : and #$000f ; hijacked code
sec : rtl ; set carry to indicate normal behavior
.gtg
phb : phk : plb
stx.b Scrap00 : ldy.w #$0000
stx $00 : ldy #$0000
.nextDoor
lda.b RoomIndex : asl : tax
lda $a0 : asl : tax
lda.w KeyDoorOffset, x : beq .skipDoor
asl : sty.b Scrap05 : !ADD.b Scrap05 : tax
asl : sty $05 : !add $05 : tax
lda.w PairedDoorTable, x : beq .skipDoor
sta.b Scrap02 : and.w #$00ff : asl a : tax
lda.b Scrap02 : and.w #$ff00 : sta.b Scrap03
lda.l RoomDataWRAM.l, X : and.w #$f000 : and.b Scrap03 : beq .skipDoor
tyx : lda.w $068c : ora.l DungeonMask,x : sta.w $068c
sta $02 : and #$00ff : asl a : tax
lda $02 : and #$ff00 : sta $03
lda RoomDataWRAM.l, X : and #$f000 : and $03 : beq .skipDoor
tyx : lda $068c : ora $0098c0,x : sta $068c
.skipDoor
iny #2 : cpy.b Scrap00 : bne .nextDoor
iny #2 : cpy $00 : bne .nextDoor
plb : clc : rtl
}

View File

@@ -7,60 +7,60 @@
;00 00 01 01 01 02 02 02 03 03 03 04 04 04 05 05 05 06 06 06 07 07 07 08 08
MultiplyByY:
.loop cpy.w #$0001 : beq .done
cpy.w #$0003 : bne ++
.loop cpy #$0001 : beq .done
cpy #$0003 : bne ++
jsr MultiBy3 : bra .done
++ cpy.w #$0005 : bne ++
++ cpy #$0005 : bne ++
jsr MultiBy5 : bra .done
++ asl : sta.b Scrap00 : tya : lsr : tay : lda.b Scrap00 : bra .loop
++ asl : sta $00 : tya : lsr : tay : lda $00 : bra .loop
.done rts
;Divisor in Y. Width of division is in X for rounding toward middle
DivideByY:
.loop
cpy.w #$0000 : beq .done
cpy.w #$0001 : beq .done
cpy.w #$0003 : bne ++
cpy #$0000 : beq .done
cpy #$0001 : beq .done
cpy #$0003 : bne ++
jsr DivideBy3 : bra .done
++ cpy.w #$0005 : bne ++
++ cpy #$0005 : bne ++
jsr DivideBy5 : bra .done
++ jsr DivideBy2 : sta.b Scrap00
++ jsr DivideBy2 : sta $00
tya : lsr : tay
txa : lsr : tax
lda.b Scrap00 : bra .loop
lda $00 : bra .loop
.done rts
MultiBy3:
sta.b Scrap00 : asl : !ADD.b Scrap00
sta $00 : asl : !add $00
rts
MultiBy5:
sta.b Scrap00 : asl #2 : !ADD.b Scrap00
sta $00 : asl #2 : !add $00
rts
;width of divison in x: rounds toward X/2
DivideBy2:
sta.b Scrap00
sta $00
lsr : bcc .done
sta.b Scrap02 : txa : lsr : cmp.b Scrap00 : !BLT +
lda.b Scrap02 : inc : bra .done
+ lda.b Scrap02
sta $02 : txa : lsr : cmp $00 : !blt +
lda $02 : inc : bra .done
+ lda $02
.done rts
DivideBy3:
sta.b Scrap00
ldx.w #$0000
lda.w #$0002
.loop cmp.b Scrap00 : !BGE .store
inx : !ADD.w #$0003 : bra .loop
sta $00
ldx #$0000
lda #$0002
.loop cmp $00 : !bge .store
inx : !add #$0003 : bra .loop
.store txa
rts
DivideBy5:
sta.b Scrap00
ldx.w #$0000
lda.w #$0003
.loop cmp.b Scrap00 : !BGE .store
inx : !ADD.w #$0005 : bra .loop
sta $00
ldx #$0000
lda #$0003
.loop cmp $00 : !bge .store
inx : !add #$0005 : bra .loop
.store txa
rts

View File

@@ -1,9 +1,9 @@
WarpLeft:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda.b LinkPosY : ldx.b LinkQuadrantV
lda $20 : ldx $aa
jsr CalcIndex
!ADD.b #$06 : ldy.b #$01 ; offsets in A, Y
!add #$06 : ldy #$01 ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
@@ -12,9 +12,9 @@ WarpLeft:
WarpRight:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda.b LinkPosY : ldx.b LinkQuadrantV
lda $20 : ldx $aa
jsr CalcIndex
!ADD.b #$12 : ldy.b #$ff ; offsets in A, Y
!add #$12 : ldy #$ff ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
@@ -23,9 +23,9 @@ WarpRight:
WarpUp:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda.b LinkPosX : ldx.b LinkQuadrantH
lda $22 : ldx $a9
jsr CalcIndex
ldy.b #$02 ; offsets in A, Y
ldy #$02 ; offsets in A, Y
jsr LoadRoomVert
.end
jsr Cleanup
@@ -33,17 +33,17 @@ WarpUp:
; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
macro StonewallCheck(Room)
lda.b RoomIndex : cmp.b #<Room> : bne ?end
lda.l <Room>*2+$7ef000 : ora.b #$80 : sta.l <Room>*2+$7ef000
lda $a0 : cmp.b #<Room> : bne ?end
lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
?end
endmacro
WarpDown:
lda.l DRMode : beq .end
JSR CheckIfCave : BCS .end
lda.b LinkPosX : ldx.b LinkQuadrantH
lda $22 : ldx $a9
jsr CalcIndex
!ADD.b #$0c : ldy.b #$ff ; offsets in A, Y
!add #$0c : ldy #$ff ; offsets in A, Y
jsr LoadRoomVert
%StonewallCheck($43)
.end
@@ -54,35 +54,35 @@ WarpDown:
; carry clear = we are in dr mode, never use linking doors
CheckLinkDoorR:
lda.l DRMode : bne +
lda.l $7ec004 : sta.b RoomIndex ; what we wrote over
lda $7ec004 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
CheckLinkDoorL:
lda.l DRMode : bne +
lda.l $7ec003 : sta.b RoomIndex ; what we wrote over
lda $7ec003 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
TrapDoorFixer:
lda.b $fe : and.w #$0038 : beq .end
xba : asl #2 : sta.b Scrap00
stz.w TrapDoorFlag : lda.w $068c : ora.b Scrap00 : sta.w $068c
lda $fe : and #$0038 : beq .end
xba : asl #2 : sta $00
stz $0468 : lda $068c : ora $00 : sta $068c
.end
stz.b $fe ; clear our fe here because we don't need it anymore
stz $fe ; clear our fe here because we don't need it anymore
rts
Cleanup:
lda.l DRFlags : and.b #$10 : beq +
stz.w LayerAdjustment
+ inc.b GameSubMode
lda.b $ef
lda.l DRFlags : and #$10 : beq +
stz $047a
+ inc $11
lda $ef
rts
; carry set if cave, clear otherwise
CheckIfCave:
REP #$30
LDA.b PreviousRoom : CMP.w #$00E1 : BCS .invalid
LDA.b $A2 : CMP.w #$00E1 : BCS .invalid
SEP #$30 : CLC : RTS
.invalid
SEP #$30 : SEC : RTS
@@ -92,11 +92,11 @@ CheckIfCave:
CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 -> A, DoorOffset -> $04 (vert/horz agnostic)
cpx.b #00 : bne .largeDoor
cmp.b #$d0 : bcc .smallDoor
lda.b #$01 : bra .done ; Middle Door
.smallDoor lda.b #$00 : bra .done
.largeDoor lda.b #$02
lda #$01 : bra .done ; Middle Door
.smallDoor lda #$00 : bra .done
.largeDoor lda #$02
.done
sta.b Scrap04
sta $04
asl
rts
@@ -105,30 +105,30 @@ CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 ->
LoadRoomHorz:
{
phb : phk : plb
sty.b Scrap06 : sta.b Scrap07 : lda.b RoomIndex : pha ; Store normal room on stack
lda.b Scrap07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda.b Scrap00 : cmp.b #$03 : bne .gtg
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
jsr HorzEdge : pla : bcs .end
sta.b RoomIndex : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda.b RoomIndex : and.b #$0F : asl a : !SUB.b LinkPosX+1 : !ADD.b Scrap06 : sta.b Scrap02
ldy.b #$00 : jsr ShiftVariablesMainDir
lda $a0 : and.b #$0F : asl a : !sub $23 : !add $06 : sta $02
ldy #$00 : jsr ShiftVariablesMainDir
lda.b Scrap01 : and.b #$80 : beq .normal
ldy.b Scrap06 : cpy.b #$ff : beq +
lda.b Scrap01 : jsr LoadEastMidpoint : bra ++
+ lda.b Scrap01 : jsr LoadWestMidpoint
lda $01 : and #$80 : beq .normal
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadEastMidpoint : bra ++
+ lda $01 : jsr LoadWestMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.normal
jsr PrepScrollToNormal
.scroll
lda.b Scrap01 : and.b #$40 : pha
lda $01 : and #$40 : pha
jsr ScrollY
pla : beq .end
ldy.b #$06 : jsr ApplyScroll
ldy #$06 : jsr ApplyScroll
.end
plb ; restore db register
rts
@@ -139,32 +139,32 @@ LoadRoomHorz:
LoadRoomVert:
{
phb : phk : plb
sty.b Scrap06 : sta.b Scrap07 : lda.b RoomIndex : pha ; Store normal room on stack
lda.b Scrap07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda.b Scrap00 : cmp.b #$03 : bne .gtg
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
jsr VertEdge : pla : bcs .end
sta.b RoomIndex : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda.b RoomIndex : and.b #$F0 : lsr #3 : !SUB.b LinkPosY+1 : !ADD.b Scrap06 : sta.b Scrap02
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
lda.b Scrap01 : and.b #$80 : beq .notEdge
ldy.b #$01 : jsr ShiftVariablesMainDir
ldy.b Scrap06 : cpy.b #$ff : beq +
lda.b Scrap01 : jsr LoadSouthMidpoint : bra ++
+ lda.b Scrap01 : jsr LoadNorthMidpoint
lda $01 : and #$80 : beq .notEdge
ldy #$01 : jsr ShiftVariablesMainDir
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadSouthMidpoint : bra ++
+ lda $01 : jsr LoadNorthMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.notEdge
lda.b Scrap01 : and.b #$03 : cmp.b #$03 : bne .normal
lda $01 : and #$03 : cmp #$03 : bne .normal
jsr ScrollToInroomStairs
stz.w $046d
stz $046d
bra .end
.normal
ldy.b #$01 : jsr ShiftVariablesMainDir
ldy #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
.scroll
lda.b Scrap01 : and.b #$40 : sta.w $046d
lda $01 : and #$40 : sta $046d
jsr ScrollX
.end
plb ; restore db register
@@ -173,14 +173,14 @@ LoadRoomVert:
LookupNewRoom: ; expects data offset to be in A
{
rep #$30 : and.w #$00FF ;sanitize A reg (who knows what is in the high byte)
sta.b Scrap00 ; offset in 00
lda.b PreviousRoom : tax ; probably okay loading $a3 in the high byte
lda.w DoorOffset,x : and.w #$00FF ;we only want the low byte
asl #3 : sta.b Scrap02 : !ADD.b Scrap02 : !ADD.b Scrap02 ;multiply by 24 (data size)
!ADD.b Scrap00 ; should now have the offset of the address I want to load
tax : lda.w DoorTable,x : sta.b Scrap00
and.w #$00FF : sta.b RoomIndex ; assign new room
rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte)
sta $00 ; offset in 00
lda $a2 : tax ; probably okay loading $a3 in the high byte
lda.w DoorOffset,x : and #$00FF ;we only want the low byte
asl #3 : sta $02 : !add $02 : !add $02 ;multiply by 24 (data size)
!add $00 ; should now have the offset of the address I want to load
tax : lda.w DoorTable,x : sta $00
and #$00FF : sta $a0 ; assign new room
sep #$30
rts
}
@@ -190,14 +190,14 @@ LookupNewRoom: ; expects data offset to be in A
ShiftVariablesMainDir:
{
lda.w CoordIndex,y : tax
lda.b LinkPosY+1,x : !ADD.b Scrap02 : sta.b LinkPosY+1,x ; coordinate update
lda $21,x : !add $02 : sta $21,x ; coordinate update
lda.w CameraIndex,y : tax
lda.b $e3,x : !ADD.b Scrap02 : sta.b $e3,x ; scroll register high byte
lda $e3,x : !add $02 : sta $e3,x ; scroll register high byte
lda.w CamQuadIndex,y : tax
lda.w $0605,x : !ADD.b Scrap02 : sta.w $0605,x ; high bytes of these guys
lda.w $0607,x : !ADD.b Scrap02 : sta.w $0607,x
lda.w $0601,x : !ADD.b Scrap02 : sta.w $0601,x
lda.w $0603,x : !ADD.b Scrap02 : sta.w $0603,x
lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
lda $0607,x : !add $02 : sta $0607,x
lda $0601,x : !add $02 : sta $0601,x
lda $0603,x : !add $02 : sta $0603,x
rts
}
@@ -205,12 +205,12 @@ ShiftVariablesMainDir:
ScrollToInroomStairs:
{
jsr PrepScrollToInroomStairs
ldy.b #$01 : jsr ShiftVariablesMainDir
ldy #$01 : jsr ShiftVariablesMainDir
jsr ScrollX
ldy.b #$00 : jsr ApplyScroll
lda.b RoomIndex : and.b #$0f : cmp.b #$0f : bne +
stz.b BG1H : stz.b BG2H ; special case camera fix
lda.b #$1f : sta.b BG1H+1 : sta.b BG2H+1
ldy #$00 : jsr ApplyScroll
lda $a0 : and #$0f : cmp #$0f : bne +
stz $e0 : stz $e2 ; special case camera fix
lda #$1f : sta $e1 : sta $e3
+
rts
}
@@ -219,48 +219,48 @@ ScrollToInroomStairs:
; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
PrepScrollToInroomStairs:
{
lda.b Scrap01 : and.b #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta.b Scrap04
lda.w InroomStairsX+1,y : sta.b Scrap05
lda.b Scrap06 : cmp.b #$ff : beq .south
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $04
lda.w InroomStairsX+1,y : sta $05
lda $06 : cmp #$ff : beq .south
lda.w InroomStairsY+1,y : bne +
inc.w $045f ; flag indicating special screen transition
dec.b Scrap02 ; shift variables further
stz.b LinkQuadrantV
lda.b $a8 : and.b #%11111101 : sta.b $a8
stz.w CameraTargetS+1 ; North scroll target
inc.w $0603 : inc.w $0607
dec.w CameraScrollN+1 : dec.w CameraScrollS+1
inc $045f ; flag indicating special screen transition
dec $02 ; shift variables further
stz $aa
lda $a8 : and #%11111101 : sta $a8
stz $0613 ; North scroll target
inc $0603 : inc $0607
dec $0619 : dec $061b
+
lda.w InroomStairsY,y : !ADD.b #$20 : sta.b LinkPosY
!SUB.b #$38 : sta.w $045e
lda.b Scrap01 : and.b #$40 : beq +
lda.b LinkPosY : !ADD.b #$20 : sta.b LinkPosY
stz.w $045f
lda.w InroomStairsY,y : !add #$20 : sta $20
!sub #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !add #$20 : sta $20
stz $045f
+
dec.b LinkPosY+1
dec $21
%StonewallCheck($1b)
bra ++
.south
lda.w InroomStairsY+1,y : beq +
inc.w $045f ; flag indicating special screen transition
inc.b Scrap02 ; shift variables further
lda.b #$02 : sta.b LinkQuadrantV
lda.b $a8 : ora.b #%00000010 : sta.b $a8
inc.w CameraTargetN+1 ; South scroll target
dec.w $0603 : dec.w $0607
inc.w CameraScrollN+1 : inc.w CameraScrollS+1
inc $045f ; flag indicating special screen transition
inc $02 ; shift variables further
lda #$02 : sta $aa
lda $a8 : ora #%00000010 : sta $a8
inc $0611 ; South scroll target
dec $0603 : dec $0607
inc $0619 : inc $061b
+
lda.w InroomStairsY,y : !SUB.b #$20 : sta.b LinkPosY
!ADD.b #$38 : sta.w $045e
lda.b Scrap01 : and.b #$40 : beq +
lda.b LinkPosY : !SUB.b #$20 : sta.b LinkPosY
stz.w $045f
lda.w InroomStairsY,y : !sub #$20 : sta $20
!add #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !sub #$20 : sta $20
stz $045f
+
inc.b LinkPosY+1
inc $21
++
lda.b Scrap01 : and.b #$04 : lsr #2 : sta.b LinkLayer : bne +
stz.w $0476
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
stz $0476
+ rts
}
@@ -268,13 +268,13 @@ PrepScrollToInroomStairs:
; Sets $04 $05 and $ee
PrepScrollToEdge:
{
sta.b Scrap04 : lda.b Scrap01 : and.b #$20 : beq +
lda.b #01
+ sta.b Scrap05
lda.b Scrap01 : and.b #$10 : beq +
lda.b #01
+ sta.b LinkLayer : bne +
stz.w $0476
sta $04 : lda $01 : and #$20 : beq +
lda #01
+ sta $05
lda $01 : and #$10 : beq +
lda #01
+ sta $ee : bne +
stz $0476
+ rts
}
@@ -282,56 +282,56 @@ PrepScrollToEdge:
; Sets $04 $05 and $ee, and $fe
PrepScrollToNormal:
{
lda.b Scrap01 : sta.b $fe : and.b #$04 : lsr #2 : sta.b LinkLayer ; trap door and layer
lda $01 : sta $fe : and #$04 : lsr #2 : sta $ee ; trap door and layer
bne +
stz.w $0476
+ stz.b Scrap05 : lda.b #$78 : sta.b Scrap04
lda.b Scrap01 : and.b #$03 : beq .end
cmp.b #$02 : !BGE +
lda.b #$f8 : sta.b Scrap04 : bra .end
+ inc.b Scrap05
stz $0476
+ stz $05 : lda #$78 : sta $04
lda $01 : and #$03 : beq .end
cmp #$02 : !bge +
lda #$f8 : sta $04 : bra .end
+ inc $05
.end rts
}
StraightStairsAdj:
{
stx.w $0464 : sty.w SFX2 ; what we wrote over
stx $0464 : sty $012e ; what we wrote over
lda.l DRMode : beq +
lda.w $045e : bne .toInroom
lda.w $046d : beq .noScroll
sta.b LinkPosX
ldy.b #$00 : jsr ApplyScroll
stz.w $046d
lda $045e : bne .toInroom
lda $046d : beq .noScroll
sta $22
ldy #$00 : jsr ApplyScroll
stz $046d
.noScroll
jsr GetTileAttribute : tax
lda.b GameSubMode : cmp.b #$12 : beq .goingNorth
lda.b PreviousRoom : cmp.b #$51 : bne ++
rep #$20 : lda.w #$0018 : !ADD.b LinkPosY : sta.b LinkPosY : sep #$20 ; special fix for throne room
lda $11 : cmp #$12 : beq .goingNorth
lda $a2 : cmp #$51 : bne ++
rep #$20 : lda #$0018 : !add $20 : sta $20 : sep #$20 ; special fix for throne room
jsr GetTileAttribute : tax
++ lda.l StepAdjustmentDown, X : bra .end
; lda.b LinkLayer : beq .end
; rep #$20 : lda.w #$ffe0 : !ADD.b LinkPosY : sta.b LinkPosY : sep #$20
; lda $ee : beq .end
; rep #$20 : lda #$ffe0 : !add $20 : sta $20 : sep #$20
.goingNorth
cpx.b #$00 : bne ++
lda.b RoomIndex : cmp.b #$51 : bne ++
lda.b #$36 : bra .end ; special fix for throne room
++ ldy.b LinkLayer : cpy.b #$00 : beq ++
cpx #$00 : bne ++
lda $a0 : cmp #$51 : bne ++
lda #$36 : bra .end ; special fix for throne room
++ ldy $ee : cpy #$00 : beq ++
inx
++ lda.l StepAdjustmentUp, X
.end
pha : lda.w $0462 : and.b #$04 : bne ++
pla : !ADD.b #$f6 : pha
++ pla : !ADD.w $0464 : sta.w $0464
pha : lda $0462 : and #$04 : bne ++
pla : !add #$f6 : pha
++ pla : !add $0464 : sta $0464
+ rtl
.toInroom
lda.b #$32 : sta.w $0464 : stz.w $045e
lda #$32 : sta $0464 : stz $045e
rtl
}
GetTileAttribute:
{
phk : pea.w .jslrtsreturn-1
pea.w $82802c
pea.w $02802c
jml CalculateTransitionLanding ; mucks with x/y sets a to Tile Attribute, I think
.jslrtsreturn
rts
@@ -352,15 +352,15 @@ StraightStairsFix:
{
pha
lda.l DRMode : bne +
pla : !ADD.b LinkPosY : sta.b LinkPosY : rtl ;what we wrote over
pla : !add $20 : sta $20 : rtl ;what we wrote over
+ pla : rtl
}
StraightStairLayerFix:
{
lda.l DRMode : beq +
lda.b LinkLayer : rtl
+ lda.l LayerOfDestination+3, x : rtl ; what we wrote over
lda $ee : rtl
+ lda $01c322, x : rtl ; what we wrote over
}
DoorToStraight:
@@ -369,61 +369,61 @@ DoorToStraight:
lda.l DRMode : beq .skip
pla : bne .end
pha
lda.b RoomIndex : cmp.b #$51 : bne .skip
lda.b #$04 : sta.b $4e
lda $a0 : cmp #$51 : bne .skip
lda #$04 : sta $4e
.skip pla
.end LDX.w TransitionDirection : CMP.b #$02 ; what we wrote over
.end LDX.w $0418 : CMP.b #$02 ; what we wrote over
rtl
}
DoorToInroom:
{
ldx.w $045e : bne .end
sta.w $0020, y ; what we wrote over
ldx $045e : bne .end
sta $0020, y ; what we wrote over
.end
ldx.b #$00 ; what we wrote over
ldx #$00 ; what we wrote over
rtl
}
DoorToInroomEnd:
{
ldy.w $045e : beq .vanilla
cmp.w $045e : bne .return
stz.w $045e ; clear
ldy $045e : beq .vanilla
cmp $045e : bne .return
stz $045e ; clear
.return
rtl
.vanilla
cmp.l UnderworldTransitionLandingCoordinate, x ; what we wrote over
cmp $02c034, x ; what we wrote over
rtl
}
StraightStairsTrapDoor:
{
lda.w $0464 : bne +
lda $0464 : bne +
; reset function
.reset phk : pea.w .jslrtsreturn-1
pea.w $82802c
jml ResetThenCacheRoomEntryProperties ; $10D71 .reset label of Bank02
pea.w $02802c
jml $028c73 ; $10D71 .reset label of Bank02
.jslrtsreturn
lda.w TrapDoorFlag : bne ++
lda.b RoomIndex : cmp.b #$ac : bne .animateTraps
lda.w $0403 : and.b #$20 : bne .animateTraps
lda.w $0403 : and.b #$10 : beq ++
lda $0468 : bne ++
lda $a0 : cmp.b #$ac : bne .animateTraps
lda $0403 : and.b #$20 : bne .animateTraps
lda $0403 : and.b #$10 : beq ++
.animateTraps
lda.b #$05 : sta.b GameSubMode
inc.w TrapDoorFlag : stz.w TileMapDoorPos : stz.w DoorTimer
lda #$05 : sta $11
inc $0468 : stz $068e : stz $0690
++ JML Underworld_SetBossOrSancMusicUponEntry_long
+ JML Dungeon_ApproachFixedColor ; what we wrote over
}
InroomStairsTrapDoor:
{
lda.w SubModuleInterface : cmp.b #$05 : beq .reset
lda.b SubSubModule : jml JumpTableLocal ; what we wrote over (essentially)
lda $0200 : cmp #$05 : beq .reset
lda $b0 : jml $008781 ; what we wrote over (essentially)
.reset
pla : pla : pla
jsl StraightStairsTrapDoor_reset
jml $828b15 ; just some RTS in bank 02
jml $028b15 ; just some RTS in bank 02
}
HandleSpecialDoorLanding: {
@@ -436,13 +436,12 @@ HandleSpecialDoorLanding: {
LDA.b 1,S : AND.b #$FA : CMP.b #$80 : bne .noDoor
.setDoorState
LDA.w TransitionDirection : AND.b #$02 : BNE + : INC
LDA.w $0418 : AND.b #$02 : BNE + : INC
+ STA.b $6C
.noDoor
PLA
CMP.b #$34 : BNE + ; inroom stairs
PHA : LDA.b #$26 : STA.w $045E : PLA
+
RTL
+ RTL
}

View File

@@ -1,9 +1,9 @@
GtBossHeartCheckOverride:
lda.b RoomIndex : cmp.b #$1c : beq ++
cmp.b #$6c : beq ++
cmp.b #$4d : bne +
++ lda.l DRFlags : and.b #$01 : bne ++ ;skip if flag on
lda.w RoomItemsTaken : ora.b #$80 : sta.w RoomItemsTaken
lda $a0 : cmp #$1c : beq ++
cmp #$6c : beq ++
cmp #$4d : bne +
++ lda.l DRFlags : and #$01 : bne ++ ;skip if flag on
lda $403 : ora #$80 : sta $403
++ clc
rtl
+ sec
@@ -11,101 +11,99 @@ rtl
OnFileLoadOverride:
jsl OnFileLoad ; what I wrote over
+ lda.l DRFlags : and.b #$02 : beq + ; Mirror Scroll
lda.l MirrorEquipment : bne +
lda.b #$01 : sta.l MirrorEquipment
+ lda.l DRFlags : and #$02 : beq + ; Mirror Scroll
lda MirrorEquipment : bne +
lda #$01 : sta MirrorEquipment
+ rtl
MirrorCheckOverride:
lda.l DRFlags : and.b #$02 : beq ++
lda.l MirrorEquipment : cmp.b #$01 : beq +
++ lda.b OverworldIndex : and.b #$40 ; what I wrote over
lda.l DRFlags : and #$02 : beq ++
lda MirrorEquipment : cmp #$01 : beq +
;++ lda $8A : and #$40 ; what I wrote over
++ phx : ldx $8A : lda.l OWTileWorldAssoc,x : plx : and.b #$ff
rtl
+ lda.l DRScroll : rtl
EGFixOnMirror:
lda.l DRFlags : and.b #$10 : beq +
stz.w LayerAdjustment
lda.l DRFlags : and #$10 : beq +
stz $047a
+ jsl Mirror_SaveRoomData
rtl
BlockEraseFix:
lda.l MirrorEquipment : and.b #$02 : beq +
stz.w $05fc : stz.w $05fd
lda MirrorEquipment : and #$02 : beq +
stz $05fc : stz $05fd
+ rtl
FixShopCode:
cpx.w #$0300 : !BGE +
sta.l RoomDataWRAM[$00].l, x
cpx #$300 : !bge +
sta RoomDataWRAM[$00].l, x
+ rtl
VitreousKeyReset:
LDA.l FixPrizeOnTheEyes : BEQ +
STZ.w SpriteForceDrop, X
+ JML SpritePrep_LoadProperties ; what we wrote over
lda.l DRMode : beq +
stz $0cba, x
+ JML $0db818 ;restore old code
GuruguruFix:
lda.b RoomIndex : cmp.b #$df : !BGE +
and.b #$0f : cmp.b #$0e : !BLT +
lda $a0 : cmp #$df : !bge +
and #$0f : cmp #$0e : !blt +
iny #2
+ rtl
BlindAtticFix:
lda.l DRMode : beq +
lda.b #$01 : rtl
+ lda.l FollowerIndicator : cmp.b #$06
lda #$01 : rtl
+ lda FollowerIndicator : cmp.b #$06
rtl
SuctionOverworldFix:
stz.b LinkStrafe : stz.b LinkSpeed
stz $50 : stz $5e
lda.l DRMode : beq +
stz.b ForceMove
stz $49
+ rtl
!CutoffTable = "$27E000"
CutoffEntranceRug:
PHA : PHX
LDA.l DRMode : BEQ .norm
LDA.b Scrap04 : CMP.w #$000A : BEQ + ; only affect A & C objects
CMP.w #$000C : BNE .norm
+ LDX.w #$0000 : LDA.l CutoffRooms, x
- CMP.b RoomIndex : BEQ .check
INX #2 : LDA.l CutoffRooms, x : CMP.w #$FFFF : BNE -
.norm
PLX : PLA : LDA.w $9B52, Y : STA.l TileMapA, X ; what we wrote over
RTL
.check
LDA.b Scrap0C : CMP.w #$0004 : !BGE .skip
LDA.b Scrap0E : CMP.w #$0008 : !BGE .skip
CMP.w #$0004 : !BLT .skip
BRA .norm
.skip
PLX : PLA : RTL
LDA $04 : cmp #$000A : BEQ + ; only affect A & C objects
cmp #$000C : BNE .norm
+ LDX #$0000 : LDA !CutoffTable, x
- CMP.W $A0 : BEQ .check
INX #2 : LDA !CutoffTable, x : CMP.w #$FFFF : BNE -
.norm PLX : PLA : LDA $9B52, y : STA $7E2000, x ; what we wrote over
RTL
.check
LDA $0c : CMP #$0004 : !BGE .skip
LDA $0e : CMP #$0008 : !BGE .skip
CMP.l #$0004 : !BLT .skip
BRA .norm
.skip PLX : PLA : RTL
StoreTempBunnyState:
LDA.b LinkState : CMP.b #$1C : BNE +
STA.b ManipTileField
+ LDA.b #$15 : STA.b LinkState ; what we wrote over
LDA $5D : CMP #$1C : BNE +
STA $5F
+ LDA #$15 : STA $5D ; what we wrote over
RTL
RetrieveBunnyState:
STY.b LinkState : STZ.w ItemReceiptID ; what we wrote over
LDA.b ManipTileField : BEQ +
STA.b LinkState
+ JML MaybeKeepLootID
STY $5D : STZ $02D8 ; what we wrote over
LDA $5F : BEQ +
STA $5D
+ RTL
; A should be how much dmg to do to Aga when leaving this function, 0 if prevented
; A should be how much dmg to do to Aga when leaving this function
StandardAgaDmg:
LDX.b #$00 ; part of what we wrote over
LDA.l ProgressFlags : AND.b #$04 : BNE .enableDamage ; zelda's been rescued, no further checks needed
; zelda's not been rescued
LDA.l AllowAgaDamageBeforeZeldaRescued : BEQ + ; zelda needs to be rescued if not allowed
.enableDamage
LDA.l ProgressFlags : AND #$04 : BEQ + ; zelda's not been rescued
LDA.b #$10 ; hurt him!
+ RTL
+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
StandardSaveAndQuit:
LDA.b #$0F : STA.b MOSAICQ ; what we wrote over
LDA.l ProgressFlags : AND.b #$04 : BNE +
LDA.b #$0F : STA.b $95 ; what we wrote over
LDA.l ProgressFlags : AND #$04 : BNE +
LDA.l DRMode : BEQ +
LDA.l StartingEntrance : CMP.b #$02 : BCC +
LDA.b #$03 : STA.l StartingEntrance ; set spawn to uncle if >=
@@ -115,28 +113,28 @@ StandardSaveAndQuit:
BlindsAtticHint:
REP #$20
CMP.w #$0122 : BNE +
LDA.l RoomDataWRAM[$65].low : AND.w #$0100 : BEQ +
LDA RoomDataWRAM[$65].low : AND.w #$0100 : BEQ +
SEP #$20 : RTL ; skip the dialog box if the hole is already open
+ SEP #$20 : JML Main_ShowTextMessage
BlindZeldaDespawnFix:
CMP.b #06 : BEQ +
LDA.w SpritePosYLow,X : BEQ + ; don't despawn follower if maiden isn't "present"
LDA.w $0D00,X : BEQ + ; don't despawn follower if maiden isn't "present"
PLA : PLA : PEA.w SpritePrep_BlindMaiden_despawn_follower-1 : RTL
+ PLA : PLA : PEA.w SpritePrep_BlindMaiden_kill_the_girl-1 : RTL
BigKeyDoorCheck:
CPY.w #$001E : BNE + ; skip if it isn't a BK door
LDA.l DRFlags : AND.w #$0400 : BNE + ; skip if the flag is set - bk doors can be double-sided
PLA : PEA.w RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door-1
LDA.l DRFlags : AND #$0400 : BNE + ; skip if the flag is set - bk doors can be double-sided
PLA : PEA.w RoomDraw_OneSidedShutters_South_onesided_shutter_or_big_key_door-1
+ LDA.w #$0000 : RTL
FixOvalFadeOutMirror:
LDA.b $10 : CMP.b #$0F : BEQ .skip_activation
LDA.l InvertedMode : BNE +
LDA.l CurrentWorld : BNE .skip_activation
RTL
+ LDA.l CurrentWorld : BEQ .skip_activation
RTL
.skip_activation
PLA : PLA : PLA : JML Sprite_6C_MirrorPortal_missing_mirror
; FixOvalFadeOutMirror:
; LDA.b $10 : CMP.b #$0F : BEQ .skip_activation
; LDA.l InvertedMode : BNE +
; LDA.l CurrentWorld : BNE .skip_activation
; RTL
; + LDA.l CurrentWorld : BEQ .skip_activation
; RTL
; .skip_activation
; PLA : PLA : PLA : JML Sprite_6C_MirrorPortal_missing_mirror

View File

@@ -1,98 +1,98 @@
AdjustTransition:
{
lda.b $ab : and.w #$01ff : beq .reset
phy : ldy.b #$06 ; operating on vertical registers during horizontal trans
lda $ab : and #$01ff : beq .reset
phy : ldy #$06 ; operating on vertical registers during horizontal trans
cpx.b #$02 : bcs .horizontalScrolling
ldy.b #$00 ; operate on horizontal regs during vert trans
ldy #$00 ; operate on horizontal regs during vert trans
.horizontalScrolling
cmp.w #$0008 : bcs +
pha : lda.b $ab : and.w #$0200 : beq ++
cmp #$0008 : bcs +
pha : lda $ab : and #$0200 : beq ++
pla : bra .add
++ pla : eor.w #$ffff : inc ; convert to negative
++ pla : eor #$ffff : inc ; convert to negative
.add jsr AdjustCamAdd : ply : bra .reset
+ lda.b $ab : and.w #$0200 : xba : tax
+ lda $ab : and #$0200 : xba : tax
lda.l OffsetTable,x : jsr AdjustCamAdd
lda.b $ab : !SUB.w #$0008 : sta.b $ab
lda $ab : !sub #$0008 : sta $ab
ply : bra .done
.reset ; clear the $ab variable so to not disturb intra-tile doors
stz.b $ab
stz $ab
.done
lda.b Scrap00 : and.w #$01fc
lda $00 : and #$01fc
rtl
}
AdjustCamAdd:
!ADD.w $00E2,y : pha
and.w #$01ff : cmp.w #$0111 : !BLT +
cmp.w #$01f8 : !BGE ++
pla : and.w #$ff10 : pha : bra +
++ pla : and.w #$ff00 : !ADD.w #$0100 : pha
+ pla : sta.w $00E2,y : sta.w $00E0,y : rts
!add $00E2,y : pha
and #$01ff : cmp #$0111 : !blt +
cmp #$01f8 : !bge ++
pla : and #$ff10 : pha : bra +
++ pla : and #$ff00 : !add #$0100 : pha
+ pla : sta $00E2,y : sta $00E0,y : rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; $06 is either $ff or $01/02
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollY: ;change the Y offset variables
lda.b RoomIndex : and.b #$f0 : lsr #3 : sta.w $0603 : inc : sta.w $0607
lda $a0 : and.b #$f0 : lsr #3 : sta $0603 : inc : sta $0607
lda.b Scrap05 : bne +
lda.w $0603 : sta.b Scrap00 : stz.b Scrap01 : bra ++
+ lda.w $0607 : sta.b Scrap00 : lda.b #$02 : sta.b Scrap01
lda $05 : bne +
lda $603 : sta $00 : stz $01 : bra ++
+ lda $607 : sta $00 : lda #$02 : sta $01
++ ; $01 now contains 0 or 2 and $00 contains the correct lat
stz.b Scrap0E
stz $0e
rep #$30
lda.b Scrap00 : pha
lda $00 : pha
lda.b BG2V : and.w #$01ff : sta.b Scrap02
lda.b Scrap04 : jsr LimitYCamera : sta.b Scrap00
lda $e8 : and #$01ff : sta $02
lda $04 : jsr LimitYCamera : sta $00
jsr CheckRoomLayoutY : bcc +
lda.b Scrap00 : cmp.w #$0080 : !BGE ++
cmp.w #$0010 : !BLT .cmpSrll
lda.w #$0010 : bra .cmpSrll
++ cmp.w #$0100 : !BGE .cmpSrll
lda.w #$0100
.cmpSrll sta.b Scrap00
lda $00 : cmp #$0080 : !bge ++
cmp #$0010 : !blt .cmpSrll
lda #$0010 : bra .cmpSrll
++ cmp #$0100 : !bge .cmpSrll
lda #$0100
.cmpSrll sta $00
; figures out scroll amt
+ lda.b Scrap00 : cmp.b Scrap02 : bne +
lda.w #$0000 : bra .next
+ !BLT +
!SUB.b Scrap02 : inc.b Scrap0E : bra .next
+ lda.b Scrap02 : !SUB.b Scrap00
+ lda $00 : cmp $02 : bne +
lda #$0000 : bra .next
+ !blt +
!sub $02 : inc $0e : bra .next
+ lda $02 : !sub $00
.next
sta.b $ab
sta $ab
jsr AdjustCameraBoundsY
pla : sta.b Scrap00
pla : sta $00
sep #$30
lda.b Scrap04 : sta.b $20
lda.b Scrap00 : sta.b $21 : sta.w $0601 : sta.w $0605
lda.b Scrap01 : sta.b $aa
lda.b Scrap0E : asl : ora.b $ac : sta.b $ac
lda.b BG2V+1 : and.b #$01 : asl #2 : tax : lda.w $0603, x : sta.b BG2V+1
lda $04 : sta $20
lda $00 : sta $21 : sta $0601 : sta $0605
lda $01 : sta $aa
lda $0e : asl : ora $ac : sta $ac
lda $e9 : and #$01 : asl #2 : tax : lda $0603, x : sta $e9
rts
LimitYCamera:
cmp.w #$006c : !BGE +
lda.w #$0000 : bra .end
+ cmp.w #$017d : !BLT +
lda.w #$0110 : bra .end
+ !SUB.w #$006c
cmp #$006c : !bge +
lda #$0000 : bra .end
+ cmp #$017d : !blt +
lda #$0110 : bra .end
+ !sub #$006c
.end rts
CheckRoomLayoutY:
jsr LoadRoomLayout ;switches to 8-bit
cmp.b #$00 : beq .lock
cmp.b #$07 : beq .free
cmp.b #$01 : beq .free
cmp.b #$04 : !BGE .lock
cmp.b #$02 : bne +
lda.b Scrap06 : cmp.b #$ff : beq .lock
+ cmp.b #$03 : bne .free
lda.b Scrap06 : cmp.b #$ff : bne .lock
cmp #$00 : beq .lock
cmp #$07 : beq .free
cmp #$01 : beq .free
cmp #$04 : !bge .lock
cmp #$02 : bne +
lda $06 : cmp #$ff : beq .lock
+ cmp #$03 : bne .free
lda $06 : cmp #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
@@ -100,123 +100,123 @@ AdjustCameraBoundsY:
jsr CheckRoomLayoutY : bcc .free
; layouts that are camera locked (quads only)
lda.b Scrap04 : and.w #$00ff : cmp.w #$007d : !BLT +
lda.w #$0088 : bra ++
+ cmp.w #$006d : !BGE +
lda.w #$0078 : bra ++
+ !ADD.w #$000b
lda $04 : and #$00ff : cmp #$007d : !blt +
lda #$0088 : bra ++
+ cmp #$006d : !bge +
lda #$0078 : bra ++
+ !add #$000b
; I think we no longer need the $02 variable
++ sta.b Scrap02 : lda.b Scrap04 : and.w #$0100 : !ADD.b Scrap02 : bra .setBounds
++ sta $02 : lda $04 : and #$0100 : !add $02 : bra .setBounds
; layouts where the camera is free
.free lda.b Scrap04 : cmp.w #$006c : !BGE +
lda.w #$0077 : bra .setBounds
+ cmp.w #$017c : !BLT +
lda.w #$0187 : bra .setBounds
+ !ADD.w #$000b
.setBounds sta.w $0618 : inc #2 : sta.w $061a
.free lda $04 : cmp #$006c : !bge +
lda #$0077 : bra .setBounds
+ cmp #$017c : !blt +
lda #$0187 : bra .setBounds
+ !add #$000b
.setBounds sta $0618 : inc #2 : sta $061a
rts
LoadRoomLayout:
lda.b RoomIndex : asl : !ADD.b RoomIndex : tax
lda.l RoomData_ObjectDataPointers+1, x : sta.b $b8
lda.l RoomData_ObjectDataPointers, x : sta.b $b7
lda $a0 : asl : !add $a0 : tax
lda $1f8001, x : sta $b8
lda $1f8000, x : sta $b7
sep #$30
ldy.b #$01 : lda.b [$b7], y : and.b #$1c : lsr #2
ldy #$01 : lda [$b7], y : and #$1c : lsr #2
rts
; expects target quad in $05 (either 0 or 1) and target pixel in $04, target room should be in $a0
; uses $00-$03 and $0e for calculation
; also set up $ac
ScrollX: ;change the X offset variables
lda.b RoomIndex : and.b #$0f : asl : sta.w $060b : inc : sta.w $060f
lda $a0 : and.b #$0f : asl : sta $060b : inc : sta $060f
lda.b Scrap05 : bne +
lda.w $060b : sta.b Scrap00 : stz.b Scrap01 : bra ++
+ lda.w $060f : sta.b Scrap00 : lda.b #$01 : sta.b Scrap01
lda $05 : bne +
lda $60b : sta $00 : stz $01 : bra ++
+ lda $60f : sta $00 : lda #$01 : sta $01
++ ; $01 now contains 0 or 1 and $00 contains the correct long
stz.b Scrap0E ; pos/neg indicator
stz $0e ; pos/neg indicator
rep #$30
lda.b Scrap00 : pha
lda $00 : pha
lda.b BG2H : and.w #$01ff : sta.b Scrap02
lda.b Scrap04 : jsr LimitXCamera : sta.b Scrap00
lda $e2 : and #$01ff : sta $02
lda $04 : jsr LimitXCamera : sta $00
jsr CheckRoomLayoutX : bcc +
lda.b Scrap00 : cmp.w #$0080 : !BGE ++
lda.w #$0000 : bra .cmpSrll
++ lda.w #$0100
.cmpSrll sta.b Scrap00
lda $00 : cmp #$0080 : !bge ++
lda #$0000 : bra .cmpSrll
++ lda #$0100
.cmpSrll sta $00
;figures out scroll amt
+ lda.b Scrap00 : cmp.b Scrap02 : bne +
lda.w #$0000 : bra .next
+ !BLT +
!SUB.b Scrap02 : inc.b Scrap0E : bra .next
+ lda.b Scrap02 : !SUB.b Scrap00
+ lda $00 : cmp $02 : bne +
lda #$0000 : bra .next
+ !blt +
!sub $02 : inc $0e : bra .next
+ lda $02 : !sub $00
.next
sta.b $ab : lda.b Scrap04
sta $ab : lda $04
cmp.w #$0078 : !BGE +
lda.w #$007f : bra ++
+ cmp.w #$0178 : !BLT +
lda.w #$017f : bra ++
+ !ADD.w #$0007
++ sta.w $061c : inc #2 : sta.w $061e
cmp #$0078 : !bge +
lda #$007f : bra ++
+ cmp #$0178 : !blt +
lda #$017f : bra ++
+ !add #$0007
++ sta $061c : inc #2 : sta $061e
pla : sta.b Scrap00
pla : sta $00
sep #$30
lda.b Scrap04 : ldx.w $046d : bne .straight
sta.b LinkPosX : bra +
lda $04 : ldx $046d : bne .straight
sta $22 : bra +
.straight
sta.w $046d ; set X position later
sta $046d ; set X position later
+
lda.b Scrap00 : sta.b LinkPosX+1 : sta.w $0609 : sta.w $060d
lda.b Scrap01 : sta.b LinkQuadrantH
lda.b Scrap0E : asl : ora.b $ac : sta.b $ac
lda.b BG2H+1 : and.b #$01 : asl #2 : tax : lda.w $060b, x : sta.b BG2H+1
lda $00 : sta $23 : sta $0609 : sta $060d
lda $01 : sta $a9
lda $0e : asl : ora $ac : sta $ac
lda $e3 : and #$01 : asl #2 : tax : lda $060b, x : sta $e3
rts
LimitXCamera:
cmp.w #$0079 : !BGE +
lda.w #$0000 : bra .end
+ cmp.w #$0178 : !BLT +
lda.w #$0178
+ !SUB.w #$0078
cmp #$0079 : !bge +
lda #$0000 : bra .end
+ cmp #$0178 : !blt +
lda #$0178
+ !sub #$0078
.end rts
CheckRoomLayoutX:
jsr LoadRoomLayout ;switches to 8-bit
cmp.b #$04 : !BLT .lock
cmp.b #$05 : bne +
lda.b Scrap06 : cmp.b #$ff : beq .lock
+ cmp.b #$06 : bne .free
lda.b Scrap06 : cmp.b #$ff : bne .lock
cmp #$04 : !blt .lock
cmp #$05 : bne +
lda $06 : cmp #$ff : beq .lock
+ cmp #$06 : bne .free
lda $06 : cmp #$ff : bne .lock
.free rep #$30 : clc : rts
.lock rep #$30 : sec : rts
ApplyScroll:
rep #$30
lda.b $ab : and.w #$01ff : sta.b Scrap00
lda.b $ab : and.w #$0200 : beq +
lda.w $00e2, y : !ADD.b Scrap00 : bra .end
+ lda.w $00e2, y : !SUB.b Scrap00
lda $ab : and #$01ff : sta $00
lda $ab : and #$0200 : beq +
lda $00e2, y : !add $00 : bra .end
+ lda $00e2, y : !sub $00
.end
sta.w $00e2, y
sta.w $00e0, y
stz.b $ab : sep #$30 : rts
sta $00e2, y
sta $00e0, y
stz $ab : sep #$30 : rts
QuadrantLoadOrderBeforeScroll:
lda.w $045f : beq .end
lda.b #$08 : sta.w $045c ; start with opposite quadrant row
lda $045f : beq .end
lda #$08 : sta $045c ; start with opposite quadrant row
.end
JML WaterFlood_BuildOneQuadrantForVRAM ; what we overwrote
JML $0091c4 ; what we overwrote
QuadrantLoadOrderAfterScroll:
lda.w $045f : beq .end
stz.w $045c : stz.w $045f ; draw other row and clear flag
lda $045f : beq .end
stz $045c : stz $045f ; draw other row and clear flag
.end
JML WaterFlood_BuildOneQuadrantForVRAM ; what we overwrote
JML $0091c4 ; what we overwrote

View File

@@ -1,103 +1,103 @@
RecordStairType: {
pha
lda.l DRMode : beq .norm
REP #$30 : LDA.b PreviousRoom : CMP.w #$00E1 : BCS .norm
CMP.w #$00DF : BEQ .norm
REP #$30 : LDA.b $A2 : CMP.w #$00E1 : BCS .norm
CMP #$00DF : BEQ .norm
SEP #$30
lda.b Scrap0E
cmp.b #$25 : bcc ++ ; don't record straight staircases
sta.w $045e
lda $0e
cmp #$25 : bcc ++ ; don't record straight staircases
sta $045e
++ pla : bra +
.norm SEP #$30 : pla : sta.b RoomIndex
+ lda.w $063d, x
.norm SEP #$30 : pla : sta $a0
+ lda $063d, x
rtl
}
SpiralWarp: {
lda.l DRMode : beq .abort ; abort if not DR
REP #$30 : LDA.b PreviousRoom : CMP.w #$00E1 : BCS .abort
CMP.w #$00DF : BEQ .abort
REP #$30 : LDA.b $A2 : CMP.w #$00E1 : BCS .abort
CMP #$00DF : BEQ .abort
SEP #$30
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
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
cmp #$26 : beq .inroom
.abort
SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
SEP #$30 : stz $045e : lda $a2 : 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
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
.gtg
phb : phk : plb : phx : phy ; push stuff
jsr LookupSpiralOffset
rep #$30 : and.w #$00FF : asl #2 : tax
lda.w SpiralTable, x : sta.b Scrap00
lda.w SpiralTable+2, x : sta.b Scrap02
rep #$30 : and #$00FF : asl #2 : tax
lda.w SpiralTable, x : sta $00
lda.w SpiralTable+2, x : sta $02
sep #$30
lda.b Scrap00 : sta.b RoomIndex
lda $00 : sta $a0
; shift quadrant if necessary
stz.b Scrap07 ; this is a x quad adjuster for those blasted staircase on the edges
lda.b Scrap01 : and.b #$01 : !SUB.b LinkQuadrantH
stz $07 ; this is a x quad adjuster for those blasted staircase on the edges
lda $01 : and #$01 : !sub $a9
bne .xQuad
lda.w $0462 : and.b #$04 : bne .xqCont
inc.b Scrap07
.xqCont lda.b LinkPosX : bne .skipXQuad ; this is an edge case
dec.b LinkPosX+1 : bra .skipXQuad ; need to -1 if $22 is 0
.xQuad sta.b Scrap06 : !ADD.b LinkQuadrantH : sta.b LinkQuadrantH
lda.w $0462 : and.b #$04 : bne .xCont
inc.b Scrap07 ; up stairs are going to -1 the quad anyway during transition, need to add this back
.xCont ldy.b #$00 : jsr ShiftQuadSimple
lda $0462 : and #$04 : bne .xqCont
inc $07
.xqCont lda $22 : bne .skipXQuad ; this is an edge case
dec $23 : bra .skipXQuad ; need to -1 if $22 is 0
.xQuad sta $06 : !add $a9 : sta $a9
lda $0462 : and #$04 : bne .xCont
inc $07 ; up stairs are going to -1 the quad anyway during transition, need to add this back
.xCont ldy #$00 : jsr ShiftQuadSimple
.skipXQuad
lda.b LinkQuadrantV : lsr : sta.b Scrap06 : lda.b Scrap01 : and.b #$02 : lsr : !SUB.b Scrap06
lda $aa : lsr : sta $06 : lda $01 : and #$02 : lsr : !sub $06
beq .skipYQuad
sta.b Scrap06 : asl : !ADD.b LinkQuadrantV : sta.b LinkQuadrantV
ldy.b #$01 : jsr ShiftQuadSimple
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
lda.b Scrap01 : and.b #$04 : lsr : sta.w $048a ;fix layer calc 0->0 2->1
lda.b Scrap01 : and.b #$08 : lsr #2 : sta.w $0492 ;fix from layer calc 0->0 2->1
lda $01 : and #$04 : lsr : sta $048a ;fix layer calc 0->0 2->1
lda $01 : and #$08 : lsr #2 : sta $0492 ;fix from layer calc 0->0 2->1
; shift lower coordinates
lda.b Scrap02 : sta.b LinkPosX : bne .adjY : lda.b LinkPosX+1 : !ADD.b Scrap07 : sta.b LinkPosX+1
.adjY lda.b Scrap03 : sta.b LinkPosY : bne .upDownAdj : inc.b LinkPosY+1
.upDownAdj ldx.b #$08
lda.w $0462 : and.b #$04 : beq .upStairs
ldx.b #$fd
lda.b Scrap01 : and.b #$80 : bne .set53
lda $02 : sta $22 : bne .adjY : lda $23 : !add $07 : sta $23
.adjY lda $03 : sta $20 : bne .upDownAdj : inc $21
.upDownAdj ldx #$08
lda $0462 : and #$04 : beq .upStairs
ldx #$fd
lda $01 : and #$80 : bne .set53
; if target is also down adjust by (6,-15)
lda.b #$06 : !ADD.b LinkPosY : sta.b LinkPosY : lda.b #$eb : !ADD.b LinkPosX : sta.b LinkPosX : bra .set53
lda #$06 : !add $20 : sta $20 : lda #$eb : !add $22 : sta $22 : bra .set53
.upStairs
lda.b Scrap01 : and.b #$80 : beq .set53
lda $01 : and #$80 : beq .set53
; if target is also up adjust by (-6, 14)
lda.b #$fa : !ADD.b LinkPosY : sta.b LinkPosY : lda.b #$14 : !ADD.b LinkPosX : sta.b LinkPosX
bne .set53 : inc.b LinkPosX+1
lda #$fa : !add $20 : sta $20 : lda #$14 : !add $22 : sta $22
bne .set53 : inc $23
.set53
txa : !ADD.b LinkPosX : sta.b $53
txa : !add $22 : sta $53
lda.b Scrap01 : and.b #$10 : sta.b Scrap07 ; zeroHzCam check
ldy.b #$00 : jsr SetCamera
lda.b Scrap01 : and.b #$20 : sta.b Scrap07 ; zeroVtCam check
ldy.b #$01 : jsr SetCamera
lda $01 : and #$10 : sta $07 ; zeroHzCam check
ldy #$00 : jsr SetCamera
lda $01 : and #$20 : sta $07 ; zeroVtCam check
ldy #$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
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
}
StairCleanup: {
stz.w $045e ; clear the staircase flag
stz $045e ; clear the staircase flag
; animated tiles fix
lda.l DRMode : cmp.b #$02 : bne + ; only do this in crossed mode
ldx.b RoomIndex : lda.l TilesetTable, x
cmp.w $0aa1 : beq + ; already eq no need to decomp
sta.w $0aa1
tax : lda.l AnimatedTileSheets, x : tay
lda.l DRMode : cmp #$02 : bne + ; only do this in crossed mode
ldx $a0 : lda.l TilesetTable, x
cmp $0aa1 : beq + ; already eq no need to decomp
sta $0aa1
tax : lda $02802e, x : tay
jsl DecompDungAnimatedTiles
+
stz.w LayerAdjustment
stz $047a
rts
}
@@ -110,58 +110,58 @@ LookupSpiralOffset_long:
LookupSpiralOffset: {
;where link currently is in $a2: quad in a8 & #$03
;count doors
stz.b Scrap00 : ldx.b #$00 : stz.b Scrap01
stz $00 : ldx #$00 : stz $01
.loop
lda.w $047e, x : cmp.b Scrap00 : bcc .continue
sta.b Scrap00
lda $047e, x : cmp $00 : bcc .continue
sta $00
.continue inx #2
cpx.b #$08 : bcc .loop
cpx #$08 : bcc .loop
lda.b Scrap00 : lsr
cmp.b #$01 : beq .done
lda $00 : lsr
cmp #$01 : beq .done
; look up the quad
lda.b LinkQuadrantH : ora.b LinkQuadrantV : and.b #$03 : beq .quad0
cmp.b #$01 : beq .quad1
cmp.b #$02 : beq .quad2
lda $a9 : ora $aa : and #$03 : beq .quad0
cmp #$01 : beq .quad1
cmp #$02 : beq .quad2
bra .quad3
.quad0
inc.b Scrap01 : lda.b PreviousRoom
cmp.b #$0c : beq .q0diff ;gt ent
cmp.b #$70 : bne .done ;hc stairwell
.q0diff lda.b LinkPosX : cmp.b #$00 : beq .secondDoor
cmp.b #$98 : bcc .done ;gt ent and hc stairwell
.secondDoor inc.b Scrap01 : bra .done
inc $01 : lda $a2
cmp #$0c : beq .q0diff ;gt ent
cmp #$70 : bne .done ;hc stairwell
.q0diff lda $22 : cmp #$00 : beq .secondDoor
cmp #$98 : bcc .done ;gt ent and hc stairwell
.secondDoor inc $01 : bra .done
.quad1
lda.b PreviousRoom
cmp.b #$1a : beq .q1diff ;pod compass
cmp.b #$26 : beq .q1diff ;swamp elbows
cmp.b #$6a : beq .q1diff ;pod dark basement
cmp.b #$76 : bne .done ;swamp drain
.q1diff lda.b LinkPosX : cmp.b #$98 : bcc .done
inc.b Scrap01 : bra .done
lda $a2
cmp #$1a : beq .q1diff ;pod compass
cmp #$26 : beq .q1diff ;swamp elbows
cmp #$6a : beq .q1diff ;pod dark basement
cmp #$76 : bne .done ;swamp drain
.q1diff lda $22 : cmp #$98 : bcc .done
inc $01 : bra .done
.quad2
lda.b #$03 : sta.b Scrap01 : lda.b PreviousRoom
cmp.b #$5f : beq .iceu ;ice u room
cmp.b #$3f : bne .done ;hammer ice exception
stz.b Scrap01 : bra .done
.iceu lda.b LinkPosX : cmp.b #$78 : bcc .done
inc.b Scrap01 : bra .done
lda #$03 : sta $01 : lda $a2
cmp #$5f : beq .iceu ;ice u room
cmp #$3f : bne .done ;hammer ice exception
stz $01 : bra .done
.iceu lda $22 : cmp #$78 : bcc .done
inc $01 : bra .done
.quad3
lda.b PreviousRoom : cmp.b #$40 : beq .done ; top of aga exception
lda.b #$02 : sta.b Scrap01 ; always 2
lda $a2 : cmp #$40 : beq .done ; top of aga exception
lda #$02 : sta $01 ; always 2
.done
lda.b PreviousRoom : tax : lda.w SpiralOffset,x
!ADD.b Scrap01 ;add a thing (0 in easy case)
lda $a2 : tax : lda.w SpiralOffset,x
!add $01 ;add a thing (0 in easy case)
rts
}
InroomStairsWarp: {
phb : phk : plb : phx : phy ; push stuff
; find stairs by room and store index in X
lda.b RoomIndex : ldx.b #$07
lda $a0 : ldx #$07
.loop
cmp.w InroomStairsRoom,x
beq .found
@@ -169,94 +169,94 @@ InroomStairsWarp: {
bne .loop
.found
rep #$30
txa : and.w #$00ff : asl : tay
lda.w InroomStairsTable,y : sta.b Scrap00
txa : and #$00ff : asl : tay
lda.w InroomStairsTable,y : sta $00
sep #$30
sta.b RoomIndex
sta $a0
; set position and everything else based on target door type
txa : and.b #$01 : eor.b #$01 : sta.b Scrap07
txa : and #$01 : eor #$01 : sta $07
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
lda.b Scrap01 : and.b #$80 : beq .notEdge
lda.b Scrap07 : sta.b Scrap03 : beq +
lda.b Scrap01 : jsr LoadSouthMidpoint : sta.b LinkPosX : lda.b #$f4
lda $01 : and #$80 : beq .notEdge
lda $07 : sta $03 : beq +
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$f4
bra ++
+
lda.b Scrap01 : jsr LoadNorthMidpoint : sta.b LinkPosX : dec.b LinkPosY+1 : lda.b #$f7
lda $01 : jsr LoadNorthMidpoint : sta $22 : dec $21 : lda #$f7
++
sta.b LinkPosY
lda.b Scrap01 : and.b #$20 : beq +
lda.b #$01
sta $20
lda $01 : and #$20 : beq +
lda #$01
+
sta.b Scrap02
stz.b Scrap07
lda.b Scrap01 : and.b #$10 : lsr #4
sta $02
stz $07
lda $01 : and #$10 : lsr #4
JMP .layer
.notEdge
lda.b Scrap01 : and.b #$03 : cmp.b #$03 : bne .normal
txa : and.b #$06 : sta.b Scrap07
lda.b Scrap01 : and.b #$30 : lsr #3 : tay
lda.w InroomStairsX+1,y : sta.b Scrap02
lda.w InroomStairsY+1,y : sta.b Scrap03
cpy.b Scrap07 : beq .vanillaTransition
lda.w InroomStairsX,y : sta.b LinkPosX
lda $01 : and #$03 : cmp #$03 : bne .normal
txa : and #$06 : sta $07
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX+1,y : sta $02
lda.w InroomStairsY+1,y : sta $03
cpy $07 : beq .vanillaTransition
lda.w InroomStairsX,y : sta $22
lda.w InroomStairsY,y
ldy.b Scrap07 : beq +
!ADD.b #$07
ldy $07 : beq +
!add #$07
+
sta.b LinkPosY
inc.b Scrap07
sta $20
inc $07
bra ++
.vanillaTransition
lda.b #$c0 : sta.b Scrap07 ; leave camera
lda #$c0 : sta $07 ; leave camera
++
%StonewallCheck($1b)
lda.b Scrap01 : and.b #$04 : lsr #2
lda $01 : and #$04 : lsr #2
bra .layer
.normal
lda.b Scrap01 : sta.b $fe ; trap door
lda.b Scrap07 : sta.b Scrap03 : beq +
lda.b Scrap01 : and.b #$04 : bne .specialFix
lda.b #$e0 : bra ++
lda $01 : sta $fe ; trap door
lda $07 : sta $03 : beq +
lda $01 : and #$04 : bne .specialFix
lda #$e0 : bra ++
.specialFix
lda.b #$c8 : bra ++
lda #$c8 : bra ++
+
%StonewallCheck($43)
lda.b Scrap01 : and.b #$04 : bne +
lda.b #$1b : bra ++
+ lda.b #$33
++ sta.b LinkPosY
inc.b Scrap07 : stz.b Scrap02 : lda.b #$78 : sta.b LinkPosX
lda.b Scrap01 : and.b #$03 : beq ++
cmp.b #$02 : !BGE +
lda.b #$f8 : sta.b LinkPosX : stz.b Scrap07 : bra ++
+ inc.b Scrap02
lda $01 : and #$04 : bne +
lda #$1b : bra ++
+ lda #$33
++ sta $20
inc $07 : stz $02 : lda #$78 : sta $22
lda $01 : and #$03 : beq ++
cmp #$02 : !bge +
lda #$f8 : sta $22 : stz $07 : bra ++
+ inc $02
++
lda.b Scrap01 : and.b #$04 : lsr #2
lda $01 : and #$04 : lsr #2
.layer
sta.b LinkLayer
sta $ee
bne +
stz.w $0476
stz $0476
+
lda.b Scrap02 : !SUB.b LinkQuadrantH
lda $02 : !sub $a9
beq .skipXQuad
sta.b Scrap06 : !ADD.b LinkQuadrantH : sta.b LinkQuadrantH
ldy.b #$00 : jsr ShiftQuadSimple
sta $06 : !add $a9 : sta $a9
ldy #$00 : jsr ShiftQuadSimple
.skipXQuad
lda.b LinkQuadrantV : lsr : sta.b Scrap06 : lda.b Scrap03 : !SUB.b Scrap06
lda $aa : lsr : sta $06 : lda $03 : !sub $06
beq .skipYQuad
sta.b Scrap06 : asl : !ADD.b LinkQuadrantV : sta.b LinkQuadrantV
ldy.b #$01 : jsr ShiftQuadSimple
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
lda.b Scrap07 : bmi .skipCamera
ldy.b #$00 : jsr SetCamera ; horizontal camera
ldy.b #$01 : sty.b Scrap07 : jsr SetCamera ; vertical camera
lda.b LinkPosY : cmp.b #$e0 : bcc +
lda.b BG2V : bne +
lda.b #$10 : sta.b BG2V ; adjust vertical camera at bottom
lda $07 : bmi .skipCamera
ldy #$00 : jsr SetCamera ; horizontal camera
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
lda $20 : cmp #$e0 : bcc +
lda $e8 : bne +
lda #$10 : sta $e8 ; adjust vertical camera at bottom
+
.skipCamera
@@ -267,72 +267,72 @@ InroomStairsWarp: {
ShiftQuadSimple: {
lda.w CoordIndex,y : tax
lda.b LinkPosY,x : beq .skip
lda.b LinkPosY+1,x : !ADD.b Scrap06 : sta.b LinkPosY+1,x ; coordinate update
lda $20,x : beq .skip
lda $21,x : !add $06 : sta $21,x ; coordinate update
.skip
lda.w CamQuadIndex,y : tax
lda.w $0601,x : !ADD.b Scrap06 : sta.w $0601,x
lda.w $0605,x : !ADD.b Scrap06 : sta.w $0605,x ; high bytes of these guys
lda $0601,x : !add $06 : sta $0601,x
lda $0605,x : !add $06 : sta $0605,x ; high bytes of these guys
rts
}
SetCamera: {
stz.b Scrap04
tyx : lda.b LinkQuadrantH,x : bne .nonZeroHalf
lda.w CamQuadIndex,y : tax : lda.w $0607,x : pha
lda.w CameraIndex,y : tax : pla : cmp.b BG2H+1, x : bne .noQuadAdj
dec.b BG2H+1,x
stz $04
tyx : lda $a9,x : bne .nonZeroHalf
lda.w CamQuadIndex,y : tax : lda $607,x : pha
lda.w CameraIndex,y : tax : pla : cmp $e3, x : bne .noQuadAdj
dec $e3,x
.noQuadAdj
lda.b Scrap07 : bne .adj0
lda $07 : bne .adj0
lda.w CoordIndex,y : tax
lda.b LinkPosY,x : beq .oddQuad
cmp.b #$79 : bcc .adj0
!SUB.b #$78 : sta.b Scrap04
tya : asl : !ADD.b #$04 : tax : jsr AdjCamBounds : bra .done
lda $20,x : beq .oddQuad
cmp #$79 : bcc .adj0
!sub #$78 : sta $04
tya : asl : !add #$04 : tax : jsr AdjCamBounds : bra .done
.oddQuad
lda.b #$80 : sta.b Scrap04 : bra .adj1 ; this is such a weird case - quad cross boundary
lda #$80 : sta $04 : bra .adj1 ; this is such a weird case - quad cross boundary
.adj0
tya : asl : tax : jsr AdjCamBounds : bra .done
.nonZeroHalf ;meaning either right half or bottom half
lda.b Scrap07 : bne .setQuad
lda $07 : bne .setQuad
lda.w CoordIndex,y : tax
lda.b LinkPosY,x : cmp.b #$78 : bcs .setQuad
!ADD.b #$78 : sta.b Scrap04
lda.w CamQuadIndex,y : tax : lda.w $0603, x : pha
lda.w CameraIndex,y : tax : pla : sta.b BG2H+1, x
lda $20,x : cmp #$78 : bcs .setQuad
!add #$78 : sta $04
lda.w CamQuadIndex,y : tax : lda $0603, x : pha
lda.w CameraIndex,y : tax : pla : sta $e3, x
.adj1
tya : asl : !ADD.b #$08 : tax : jsr AdjCamBounds : bra .done
tya : asl : !add #$08 : tax : jsr AdjCamBounds : bra .done
.setQuad
lda.w CamQuadIndex,y : tax : lda.w $0607, x : pha
lda.w CameraIndex,y : tax : pla : sta.b BG2H+1, x
tya : asl : !ADD.b #$0c : tax : jsr AdjCamBounds : bra .done
lda.w CamQuadIndex,y : tax : lda $0607, x : pha
lda.w CameraIndex,y : tax : pla : sta $e3, x
tya : asl : !add #$0c : tax : jsr AdjCamBounds : bra .done
.done
lda.w CameraIndex,y : tax
lda.b Scrap04 : sta.b BG2H, x
lda $04 : sta $e2, x
rts
}
; input, expects X to be an appropriate offset into the CamBoundBaseLine table
; when $04 is 0 no coordinate are added
AdjCamBounds: {
rep #$20 : lda.w CamBoundBaseLine, x : sta.b Scrap05
lda.b Scrap04 : and.w #$00ff : beq .common
rep #$20 : lda.w CamBoundBaseLine, x : sta $05
lda $04 : and #$00ff : beq .common
lda.w CoordIndex,y : tax
lda.b LinkPosY, x : and.w #$00ff : !ADD.b Scrap05 : sta.b Scrap05
lda $20, x : and #$00ff : !add $05 : sta $05
.common
lda.w OppCamBoundIndex,y : tax
lda.b Scrap05 : sta.w CameraScrollN, x
inc #2 : sta.w CameraScrollS, x : sep #$20
lda $05 : sta $0618, x
inc #2 : sta $061A, x : sep #$20
rts
}
SpiralPriorityHack: {
lda.l DRMode : beq +
lda.b #$01 : rtl ; always skip the priority code - until I figure out how to fix it
+ lda.w $0462 : and.b #$04 ; what we wrote over
lda #$01 : rtl ; always skip the priority code - until I figure out how to fix it
+ lda $0462 : and #$04 ; what we wrote over
rtl
}

View File

@@ -1,331 +1,9 @@
;================================================================================
; Dungeon & Boss Drop Fixes
;--------------------------------------------------------------------------------
SpawnDungeonPrize:
PHX : PHB
TAX
LDA.b $06,S : STA.b ScrapBuffer72 ; Store current RoomTag index
TXA
JSL.l AttemptItemSubstitution
JSL.l ResolveLootIDLong
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w ItemReceiptID
TAX
LDA.b #$29 : LDY.b #$06
JSL AddAncillaLong
BCS .failed_spawn
LDA.w ItemReceiptID
STA.w AncillaGet,X : STA.w SpriteID,X
JSR AddDungeonPrizeAncilla
LDX.b ScrapBuffer72 : STZ.b RoomTag,X
.failed_spawn
PLB : PLX
DropSafeDungeon:
LDA $040C : CMP #$08 : BEQ +
LDA $01C6FC, X : JML Sprite_SpawnFallingItem
+
RTL
AddDungeonPrizeAncilla:
LDY.w ItemReceiptID
STZ.w AncillaVelocityY,X
STZ.w AncillaVelocityX,X
STZ.w AncillaGeneralF,X
STZ.w AncillaGeneralA,X
STZ.w AncillaGeneralN,X
LDA.b #$D0 : STA.w AncillaVelocityZ,X
LDA.b #$80 : STA.w AncillaZCoord,X
LDA.b #$09 : STA.w AncillaTimer,X
LDA.b #$00 : STA.w AncillaGeneralD,X
LDA.w AncillaGet,X : STA.w ItemReceiptID
LDA.w DungeonID : CMP.b #$14 : BNE .not_hera
LDA.b LinkPosY+1 : AND.b #$FE
INC A
STA.b Scrap01
STZ.b Scrap00
LDA.b LinkPosX+1 : AND.b #$FE
INC A
STA.b Scrap03
STZ.b Scrap02
BRA .set_coords_exit
.not_hera
TYA : ASL : TAY
REP #$20
LDA.w #$0078
CLC : ADC.b BG2V
STA.b Scrap00
LDA.w #$0078
CLC : ADC.b BG2H
STA.b Scrap02
SEP #$20
.set_coords_exit
LDA.b Scrap00 : STA.w AncillaCoordYLow,X
LDA.b Scrap01 : STA.w AncillaCoordYHigh,X
LDA.b Scrap02 : STA.w AncillaCoordXLow,X
LDA.b Scrap03 : STA.w AncillaCoordXHigh,X
RTS
PrepPrizeTile:
PHA : PHX : PHY
LDA.w AncillaGet, X
JSL AttemptItemSubstitution
JSL ResolveLootIDLong
STA.w SpriteID,X
JSL TransferItemReceiptToBuffer_using_ReceiptID
PLY : PLX : PLA
RTL
SetItemPose:
PHA
LDA.w DungeonID : BMI .one_handed
LDA.w RoomItemsTaken : BIT.b #$80 : BNE +
.one_handed
PLA
JML Link_ReceiveItem_not_cool_pose
+
JSR CrystalOrPendantBehavior : BCC .one_handed
.two_handed
PLA
JML Link_ReceiveItem_cool_pose
SetPrizeCoords:
PHX : PHY
STZ.b Scrap03
LDA.w ItemReceiptMethod : CMP.b #$03 : BEQ +
.regular_coords
PLY : PLX
LDY.w AncillaGet,X
RTL
+
JSR CrystalOrPendantBehavior : BCC .regular_coords
PLY : PLX
LDY.b #$20 ; Treat as crystal
RTL
SetCutsceneFlag:
; Out: c - Cutscene flag $02 if set, $01 if unset.
PHX
LDY.b #$01 ; wrote over
LDA.w DungeonID : BMI .no_cutscene
LDA.w RoomItemsTaken : BIT.b #$80 : BNE .dungeon_prize
.no_cutscene
SEP #$30
PLX
CLC
RTL
.dungeon_prize
LDA.w ItemReceiptMethod : CMP.b #$03 : BCC .no_cutscene
JSR SetDungeonCompleted
LDA.w ItemReceiptID
REP #$30
AND.w #$00FF : ASL : TAX
LDA.l InventoryTable_properties,X : BIT.w #$0080 : BEQ .no_cutscene
SEP #$31
PLX
RTL
AnimatePrizeCutscene:
LDA.w ItemReceiptMethod : CMP.b #$03 : BNE +
JSR CrystalOrPendantBehavior : BCC +
LDA.w DungeonID : BMI +
LDA.w RoomItemsTaken : BIT.b #$80 : BEQ +
SEC
RTL
+
CLC
RTL
PrizeDropSparkle:
LDA.w AncillaID,X : CMP.b #$29 : BNE .no_sparkle
JSR CrystalOrPendantBehavior : BCC .no_sparkle
SEC
RTL
.no_sparkle
CLC
RTL
HandleDropSFX:
LDA.w RoomItemsTaken : BIT.b #$80 : BEQ .no_sound
JSR CrystalOrPendantBehavior : BCC .no_sound
SEC
RTL
.no_sound
CLC
RTL
HandleCrystalsField:
TAX
LDA.w ItemReceiptID : CMP.b #$20 : BNE .not_crystal
TXA
STA.l CrystalsField
RTL
.not_crystal
RTL
MaybeKeepLootID:
PHA
LDA.w DungeonID : BMI .no_prize
LDA.w RoomItemsTaken : BIT.b #$80 : BNE .prize
.no_prize
STZ.w ItemReceiptID
STZ.w ItemReceiptPose
PLA
RTL
.prize
STZ.w ItemReceiptPose
PLA
RTL
CheckSpawnPrize:
; In: A - DungeonID
; Out: c - Spawn prize if set
REP #$20
LDX.w DungeonID
LDA.l DungeonItemMasks,X : AND.l DungeonsCompleted : BEQ .spawn
SEP #$20
CLC
RTL
.spawn
SEP #$21
RTL
CheckDungeonCompletion:
LDX.w DungeonID
REP #$20
LDA.l DungeonItemMasks,X : AND.l DungeonsCompleted
SEP #$20
RTL
PendantMusicCheck:
; In: A - Item receipt ID
PHX
TAY
LDA.w ItemReceiptMethod : CMP.b #$03 : BNE .dont_wait
TYA
REP #$30
AND.w #$00FF : ASL : TAX
LDA.l InventoryTable_properties,X : BIT.w #$0080 : BNE .dont_wait
SEP #$31
PLX
RTL
.dont_wait
SEP #$30
PLX
CLC
RTL
PrepPrizeOAMCoordinates:
PHX : PHY
LDY.w AncillaLayer,X
LDA.w $F67F,Y : STA.b $65
STZ.b $64
LDA.w AncillaCoordYLow,X : STA.b Scrap00
LDA.w AncillaCoordYHigh,X : STA.b Scrap01
LDA.w AncillaCoordXLow,X : STA.b Scrap02
LDA.w AncillaCoordXHigh,X : STA.b Scrap03
REP #$20
LDA.b Scrap00
SEC : SBC.w $0122
STA.b Scrap00
LDA.b Scrap02
SEC : SBC.w $011E
STA.b Scrap02
STA.b Scrap04
REP #$20
LDA.w AncillaZCoord,X
AND.w #$00FF
STA.b ScrapBuffer72
LDA.b Scrap00
STA.b Scrap06
SEC
SBC.b ScrapBuffer72
STA.b Scrap00
SEP #$20
TXY
LDA.w AncillaGet,X : TAX
LDA.l SpriteProperties_chest_width,X : BNE .wide
TYX
LDA.w AncillaID,X : CMP.b #$3E : BEQ .rising_crystal
REP #$20
LDA.b Scrap00
CLC : ADC.w #$0008
STA.b Scrap08
LDA.b Scrap02
CLC : ADC.w #$0004
STA.b Scrap02 : STA.b Scrap0A
BRA .wide
.rising_crystal
REP #$20
LDA.b Scrap00
CLC : ADC.w #$0008 : STA.b Scrap08
LDA.b Scrap02 : STA.b Scrap0A
.wide
SEP #$20
PLY : PLX
RTL
PrepPrizeShadow:
PHX
LDA.w ItemReceiptID : TAX
LDA.l SpriteProperties_standing_width,X : BNE .wide
LDA.b Scrap02
SEC : SBC.b #$04
STA.b Scrap02
.wide
LDA.b #$20 : STA.b Scrap04 ; What we wrote over
PLX
RTL
CheckPoseItemCoordinates:
PHX
LDA.w ItemReceiptPose : BEQ .done
BIT.b #$02 : BEQ .done
LDA.w AncillaGet,X : TAX
LDA.l SpriteProperties_chest_width,X : BNE .done
LDA.b Scrap02
CLC : ADC.b #$04
STA.b Scrap02
.done
PLX
LDA.w AncillaGet,X
TAX
RTL
CrystalOrPendantBehavior:
; Out: c - Crystal Behavior if set, pendant if unset
PHA : PHX
LDA.w AncillaGet,X
REP #$31
AND.w #$00FF : ASL : TAX
LDA.l InventoryTable_properties,X : BIT.w #$0080 : BNE .crystal_behavior
SEP #$30
PLX : PLA
RTS
.crystal_behavior
SEP #$31
PLX : PLA
RTS
CheckDungeonWorld:
; Maintain vanilla door opening behavior with dungeon prizes
TXA : CMP.b #$05 : BCS .dark_world
REP #$02
RTL
.dark_world
SEP #$02
RTL
SetDungeonCompleted:
LDX.w DungeonID : BMI +
REP #$20
LDA.l DungeonItemMasks, X : ORA.l DungeonsCompleted : STA.l DungeonsCompleted
SEP #$20
+
RTS
;--------------------------------------------------------------------------------

View File

@@ -1,16 +1,24 @@
DoDungeonMapBossIcon:
LDA.b NMISTRIPES
LDA.b $14
CMP.b #$09
BEQ .dungeonmap
.cave
CMP.b #$01
RTL
.dungeonmap
LDX.w DungeonID
LDX.w $040C
BMI .cave
; LDA.l DungeonMapIcons
; AND.b #$01
; BNE ++
;
; INC ; so it's not equal to $01
; BRA .cave
; get dungeon boss room
++ REP #$30
LDA.l DungeonMapBossRooms, X
@@ -18,14 +26,13 @@ DoDungeonMapBossIcon:
TAX
; get sprite pointer for room
LDA.l UWSpritesPointers,X
STA.b Scrap00 ; pointer in $00
LDA.w #$0028 : STA.b Scrap02 ; set the bank to 28 for now
LDY.w #$0001 ; to skip the "sort"
LDA.l $89D62E,X
INC ; to skip the "sort"
TAX
; get first byte to make sure it isn't an empty room
SEP #$20
LDA.b [Scrap00], Y
LDA.l $890000,X
CMP.b #$FF
BNE ++
@@ -33,8 +40,7 @@ DoDungeonMapBossIcon:
BRA .cave
; check first sprite
++ INY #2
LDA.b [Scrap00], Y
++ LDA.l $890002,X
SEP #$10
; match boss id
@@ -51,7 +57,7 @@ DoDungeonMapBossIcon:
.match
LDA.b #$80
STA.w CGADD
STA.w $2121
REP #$30
@@ -68,14 +74,14 @@ DoDungeonMapBossIcon:
ASL ; x128 for graphics
ASL
ADC.w #BossMapIconGFX
STA.w A1T1L
STA.w $4312
PHY
LDY.w #32
SEP #$20
-- LDA.l .boss_palettes,X
STA.w CGDATA
STA.w $2122
INX
DEY
BNE --
@@ -88,24 +94,24 @@ DoDungeonMapBossIcon:
SEP #$10
LDA.w #$1801
STA.w DMAP1
STA.w $4310
LDX.b #BossMapIconGFX>>16
STX.w A1B1
STX.w $4314
LDA.w #$A060>>1
STA.w VMADDL
STA.w $2116
LDA.w #$0040
STA.w DAS1L
STA.w $4315
LDX.b #$02
STX.w DMAENABLE
STX.w $420B
STA.w DAS1L
STA.w $4315
LDA.w #$A260>>1
STA.w VMADDL
STA.w $2116
STX.w DMAENABLE
STX.w $420B
; done
SEP #$30

180
elder.asm
View File

@@ -1,11 +1,11 @@
NewElderCode:
{
LDA.b OverworldIndex : CMP.b #$1B : BEQ .newCodeContinue
LDA $8A : AND.b #$3F : CMP #$1B : BEQ .newCodeContinue
;Restore Jump we can keep the RTL so JML
JML Sprite_16_Elder
JML $05F0CD
.newCodeContinue
PHB : PHK : PLB
LDA.b #$07 : STA.w SpriteOAMProp, X ; Palette
LDA.b #$07 : STA $0F50, X ;Palette
JSR Elder_Draw
JSL Sprite_PlayerCantPassThrough
JSR Elder_Code
@@ -16,12 +16,13 @@ RTL
Elder_Draw:
{
LDA.b #$02 : STA.b Scrap06 : STZ.b Scrap07 ;Number of Tiles
LDA.b #$02 : STA $06 : STZ $07 ;Number of Tiles
LDA.w SpriteGFXControl, X : ASL #04
LDA $0DC0, X : ASL #04
ADC.b #.animation_states : STA.b Scrap08
LDA.b #.animation_states>>8 : ADC.b #$00 : STA.b Scrap09
ADC.b #.animation_states : STA $08
LDA.b #.animation_states>>8 : ADC.b #$00 : STA $09
JSL Sprite_DrawMultiple_player_deferred
JSL Sprite_DrawShadowLong
@@ -41,15 +42,15 @@ RTL
{
REP #$20
LDA.l GoalItemRequirement : BEQ .despawn
LDA.l GanonVulnerableMode : AND.w #$00FF : CMP.w #$0005 : BEQ .despawn
LDA.l InvincibleGanon : AND.w #$00FF : CMP.w #$0005 : BEQ .despawn
LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
.despawn
SEP #$20
STZ.w SpriteAITable, X ; despawn self
STZ $0DD0, X ; despawn self
RTS
+
SEP #$20
LDA.b GameSubMode
LDA.b $11
BNE .done
LDA.b #$96
LDY.b #$01
@@ -59,12 +60,167 @@ RTL
LDA.l GoalCounter
CMP.l GoalItemRequirement : !BLT +
SEP #$20
JSL ActivateGoal
JSL ActivateTriforceCutscene
+
.dont_show
.done
SEP #$20
LDA.b FrameCounter : LSR #5 : AND.b #$01 : STA.w SpriteGFXControl, X
LDA.b $1A : LSR #5 : AND.b #$01 : STA.w $0DC0, X
RTS
}
;--------------------------------------------------------------------------------
; Triforce (Pedestal) Cutscene
;--------------------------------------------------------------------------------
ActivateTriforceCutscene:
; despawn other sprites
LDY.b #$0F
- LDA.w $0E20,Y : CMP.b #$16 : BNE +
CPY.b #$00 : BEQ .next
; move Murahdahla to slot 0 for draw priority reasons
LDA.w $0E20,Y : STA.w $0E20
LDA.w $0D00,Y : STA.w $0D00
LDA.w $0D10,Y : STA.w $0D10
LDA.w $0D20,Y : STA.w $0D20
LDA.w $0D30,Y : STA.w $0D30
LDA.w $0D40,Y : STA.w $0D40
LDA.w $0F50,Y : STA.w $0F50
LDA.w $0E40,Y : STA.w $0E40
LDA.w $0E60,Y : STA.w $0E60
LDA.w $0DD0,Y : STA.w $0DD0
LDA.b #$02 : STA.w $0F20
+ LDA.b #$00 : STA.w $0DD0,Y
.next
DEY : BPL -
LDA.b #$62 ; MasterSword Sprite
JSL Sprite_SpawnDynamically
; set up coords
LDA.b $22 : STA.w $0D10,Y
LDA.b $23 : STA.w $0D30,Y
LDA.b $20 : CLC : ADC.b #$08 : STA.w $0D00,Y
LDA.b $21 : ADC.b #$00 : STA.w $0D20,Y
LDA.b #$01 : STA.w $0D90,Y ; our indicator this is a special cutscene sprite
INC : STA.b $2F ; makes Link face downward
; reset modules
LDA.b $1B : BEQ +
LDA.b #$07
BRA ++
+ LDA.b #$09
++ STA.b $10
STZ.b $11 : STZ.b $B0
RTL
pushpc
org $058928
MasterSword_InPedestal_DoCutscene:
org $0589B1
MasterSword_ConditionalHandleReceipt_DoReceipt:
org $0588DF
JSL MasterSword_CheckIfPulled : PLX : NOP #2
db $90 ; BCC instead of BEQ
org $05890E
JSL MasterSword_ConditionalActivateCutscene
org $05895F
JSL MasterSword_ConditionalGrabPose : NOP
org $058994
JSL MasterSword_ConditionalGrabPose : NOP
org $058D1C
JML MasterSword_SpawnPendantProp_ChangePalette
MasterSword_SpawnPendantProp_ChangePalette_return:
org $0589A3
JSL MasterSword_ConditionalHandleReceipt : NOP #2
pullpc
MasterSword_CheckIfPulled:
CPX.b #$80 : BEQ +
- CLC : RTL ; not on pedestal screen, continue with cutscene
+ LDA.l $7EF280,X : AND.b #$40 ; what we wrote over
BEQ - : SEC : RTL
MasterSword_ConditionalActivateCutscene:
LDA.w $0D90,X : BNE .specialCutscene
JML Sprite_CheckDamageToPlayerSameLayerLong ; what we wrote over
.specialCutscene
LDA.b #$02 : STA.w $02DA ; Link's 2-hands-up pose
STA.b $EE ; draw Link on top
LDA.b #$6A : JSL RequestSlottedTile ; draw Triforce piece in VRAM
PLA : PLA : PLA : JML MasterSword_InPedestal_DoCutscene ; do cutscene
MasterSword_ConditionalGrabPose:
PHA
LDA.w $0D90,X : BNE .specialCutscene
PLA
STA.w $0377 : LDA.b #$01 ; what we wrote over
RTL
.specialCutscene
PLA
LDA.b #$01
RTL
MasterSword_SpawnPendantProp_ChangePalette:
STA.w $0D40,Y : PLX ; what we wrote over
LDA.w $0D90,X : BNE .specialCutscene
BRA .done
.specialCutscene
LDA.b #$08 : STA.w $0F50,Y ; change palette
LDA.b #$02 : STA.w $0F20,Y ; change layer
.done
JML MasterSword_SpawnPendantProp_ChangePalette_return
MasterSword_ConditionalHandleReceipt:
LDA.w $0D90,X : BNE .specialCutscene
LDX.b $8A : LDA.l $7EF280,X ; what we wrote over
RTL
.specialCutscene
PLA : PLA : PEA.w MasterSword_ConditionalHandleReceipt_DoReceipt-1
LDA.b 4,S : TAX
LDY.b #$6A
RTL
pushpc
org $058AB6
MasterSword_SpawnLightWell:
org $058AD0
MasterSword_SpawnLightFountain:
org $058B62
MasterSword_SpawnLightBeam:
org $058941
JSL MasterSword_ConditionalSpawnLightWell : NOP #2
MasterSword_SpawnLightWell_return:
org $058952
JSL MasterSword_ConditionalSpawnLightFountain : NOP #2
MasterSword_SpawnLightFountain_return:
org $058B64
JSL MasterSword_ConditionalSpawnLightBeam : NOP #2
pullpc
MasterSword_ConditionalSpawnLightWell:
INC.w $0D80,X ; part of what we wrote over
LDA.w $0D90,X : BNE .specialCutscene
PLA : PLA : PLA : PEA.w MasterSword_SpawnLightWell_return-1
JML MasterSword_SpawnLightWell ; part of what we wrote over
.specialCutscene
RTL
MasterSword_ConditionalSpawnLightFountain:
INC.w $0D80,X ; part of what we wrote over
LDA.w $0D90,X : BNE .specialCutscene
PLA : PLA : PLA : PEA.w MasterSword_SpawnLightFountain_return-1
JML MasterSword_SpawnLightFountain ; part of what we wrote over
.specialCutscene
RTL
MasterSword_ConditionalSpawnLightBeam:
LDA.w $0D90,X : BNE .specialCutscene
LDA.b #$62 : JSL Sprite_SpawnDynamically ; what we wrote over
RTL
.specialCutscene
LDY.b #$FF
RTL

22
endingsequence.asm Normal file
View File

@@ -0,0 +1,22 @@
;================================================================================
; Dialog Pointer Override
;--------------------------------------------------------------------------------
EndingSequenceTableOverride:
PHY
PHX
TYX
LDA.l EndingSequenceText, X
PLX
STA $1008, X
PLY
RTL
;--------------------------------------------------------------------------------
EndingSequenceTableLookupOverride:
PHY
PHX
TYX
LDA.l EndingSequenceText, X : AND #$00FF
PLX
PLY
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,72 +0,0 @@
!DISP_REG = $2100 ; Screen Display Register
!VMAIN_REG = $2115 ; Video Port Control Register
!VRAM_LOW_REG = $2116 ; VRAM Address Registers (Low)
!VRAM_HIGH_REG = $2117 ; VRAM Address Registers (High)
!VRAM_WRITE_REG = #$18 ; VRAM Data Write Registers (Low) (you always store it to the dest register so no need for the actual address)
!DMA0_REG = $4300 ; DMA Control Register - channel 0
!DMA0_DEST_REG = $4301 ; DMA Destination Register
!DMA0_SRC_LOW_REG = $4302 ; DMA Source Address Register (Low)
!DMA0_SRC_HIGH_REG = $4303 ; DMA Source Address Register (High)
!DMA0_SRC_BANK_REG = $4304 ; DMA Source Address Register (Bank)
!DMA0_SIZE_LOW_REG = $4305 ; DMA Size Registers (Low)
!DMA0_SIZE_HIGH_REG = $4306 ; DMA Size Registers (Low)
!DMA_ENABLE_REG = $420B ; DMA Enable Register
macro DMA_VRAM(VRAM_HIGH,VRAM_LOW,SRC_BANK,SRC_HIGH,SRC_LOW,LENGTH_HIGH,LENGTH_LOW)
PHA
; --- preserve DMA registers ----------------------------------------------------
LDA.w !DMA0_REG : PHA
LDA.w !DMA0_DEST_REG : PHA
LDA.w !DMA0_SRC_LOW_REG : PHA
LDA.w !DMA0_SRC_HIGH_REG : PHA
LDA.w !DMA0_SRC_BANK_REG : PHA
LDA.w !DMA0_SIZE_LOW_REG : PHA
LDA.w !DMA0_SIZE_HIGH_REG : PHA
; -------------------------------------------------------------------------------
;LDA.b #$80 : STA.w !DISP_REG ; force vblank
LDA.b #$80 : STA.w !VMAIN_REG
; write to vram at $<VRAM_HIGH><VRAM_LOW>
LDA.b <VRAM_LOW> : STA.w !VRAM_LOW_REG ; Set VRAM destination address low byte
LDA.b <VRAM_HIGH> : STA.w !VRAM_HIGH_REG ; Set VRAM destination address high byte
; Set DMA0 to write a word at a time.
LDA.b #$01
STA.w !DMA0_REG
; Write to $2118 & $2119 - VRAM Data Write Registers (Low) & VRAM Data Write Registers (High)
; setting word write mode on DMA0_REG causes a write to $2118 and then $2119
; $21xx is assumed
LDA.b !VRAM_WRITE_REG
STA.w !DMA0_DEST_REG
; Read from $<SRC_BANK>:<SRC_HIGH><SRC_LOW>.
LDA.b <SRC_LOW>
STA.w !DMA0_SRC_LOW_REG ; set src address low byte
LDA.b <SRC_HIGH>
STA.w !DMA0_SRC_HIGH_REG ; set src address high byte
LDA.b <SRC_BANK>
STA.w !DMA0_SRC_BANK_REG ; set src address bank byte
; total bytes to copy: #$1000 bytes.
LDA.b <LENGTH_LOW> : STA.w !DMA0_SIZE_LOW_REG ; length low byte
LDA.b <LENGTH_HIGH> : STA.w !DMA0_SIZE_HIGH_REG ; length high byte
; start DMA on channel 0
LDA.b #$01 ; channel select bitmask
STA.w !DMA_ENABLE_REG
; --- restore DMA registers -----------------------------------------------------
PLA : STA.w !DMA0_SIZE_HIGH_REG
PLA : STA.w !DMA0_SIZE_LOW_REG
PLA : STA.w !DMA0_SRC_BANK_REG
PLA : STA.w !DMA0_SRC_HIGH_REG
PLA : STA.w !DMA0_SRC_LOW_REG
PLA : STA.w !DMA0_DEST_REG
PLA : STA.w !DMA0_REG
; -------------------------------------------------------------------------------
PLA
endmacro

View File

@@ -1,53 +0,0 @@
;-------------
NMIHookActionEnemizer:
{
;-----------------------------------------
; do our shell stuff
PHA
PHP
SEP #$20 ; get into 8-bit mode
LDA.l !SHELL_DMA_FLAG : BEQ .return ; check our draw flag
AND.b #$01 : BNE .loadKholdstare
LDA.l !SHELL_DMA_FLAG : AND.b #$02 : BNE .loadTrinexx
BRA .return ; just in case
;BIT.b #$01 : BEQ .loadKholdstare
;BIT.b #$02 : BEQ .loadTrinexx
.loadKholdstare
JSL DMAKholdstare
LDA.b #$00 : STA.l !SHELL_DMA_FLAG ; clear our draw flag
BRA .return
.loadTrinexx
JSL DMATrinexx
LDA.b #$00 : STA.l !SHELL_DMA_FLAG ; clear our draw flag
.return
PLP
PLA
;-----------------------------------------
; restore code Bank00.asm (164-167)
PHB
; Sets DP to $0000
LDA.w #$0000 : TCD
JML NMIHookReturnEnemizer
}
DMAKholdstare:
{
;#GFX_Kholdstare_Shell>>16
%DMA_VRAM(#$34,#$00,#GFX_Kholdstare_Shell>>16&$FF,#GFX_Kholdstare_Shell>>8&$FF,#GFX_Kholdstare_Shell&$FF,#$10,#$00)
RTL
}
DMATrinexx:
{
; TODO: change this to trinexx gfx
%DMA_VRAM(#$34,#$00,#GFX_Trinexx_Shell>>16,#GFX_Trinexx_Shell>>8&$FF,#GFX_Trinexx_Shell&$FF,#$08,#$00)
%DMA_VRAM(#$3A,#$A0,#GFX_Trinexx_Shell2>>16,#GFX_Trinexx_Shell2>>8&$FF,#GFX_Trinexx_Shell2&$FF,#$00,#$C0)
RTL
}

View File

@@ -2,22 +2,12 @@
; Blind Boss fight
;--------------------------------------------------------------------------------
pushpc
org $9DA081 ; Original Code
JML check_blind_boss_room
Check_for_Blind_Fight:
org $9DA090
Initialize_Blind_Fight:
pullpc
print "Blind Spawn Code Check: ", pc
check_blind_boss_room:
LDA.b RoomIndex ; load room index (low byte)
CMP.b #$AC : BNE + ; Is is Thieves Town Boss Room
LDA.l !BLIND_DOOR_FLAG : BNE + ; Blind maiden does not need rescuing
LDA $A0 ; load room index (low byte)
CMP #172 : BNE + ; Is is Thieve Town Boss Room
LDA $09DE81 : BEQ + ; Blind maiden does not need rescuing
LDA.l FollowerIndicator : JML Check_for_Blind_Fight
LDA FollowerIndicator : JML Check_for_Blind_Fight
+
JML Initialize_Blind_Fight

View File

@@ -0,0 +1,13 @@
;================================================================================
; Blind Boss fight
;--------------------------------------------------------------------------------
org $9DA081 ; Original Code
JML check_blind_boss_room
Check_for_Blind_Fight:
org $9DA090
Initialize_Blind_Fight:

View File

@@ -1,23 +0,0 @@
;================================================================================
; Fix boss item drop position to 'center' of screen
;================================================================================
change_heartcontainer_position:
{
PHA
LDA.l !CENTER_BOSS_DROP_FLAG : BEQ .not_moldorm_room
LDA.b #$78 : STA.w SpritePosXLow, X
STA.w SpritePosYLow, X
LDA.b LinkPosX+1 : STA.w SpritePosXHigh, X
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, X
LDA.b RoomIndex : CMP.b #$07 : BNE .not_moldorm_room ; not moldorm room
LDA.b LinkPosX : STA.w SpritePosXLow, X
LDA.b LinkPosY : STA.w SpritePosYLow, X
.not_moldorm_room
PLA
JSL Sprite_Get16BitCoords_long
RTL
}

View File

@@ -1,289 +0,0 @@
;================================================================================
; Move the bosses to the right screen location depending on the room
;--------------------------------------------------------------------------------
boss_move:
{
; TODO: should probably double check that we don't need to preserve registers (A,X)...
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
LDA.b RoomIndex ; load room index (low byte)
LDX.b RoomIndex+1 ; (high byte)
CMP.b #7 : BNE + ; Is it Hera Tower Boss Room
CPX.b #$00 : BNE +
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_middle
+
CMP.b #200 : BNE + ; Is it Eastern Palace Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_right
+
CMP.b #41 : BNE + ; Is it Skull Woods Boss Room
; TODO: Add moving floor sprite
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
LDA.b #$07 : STA.w $0B00 ;Spawn the moving floor sprite
STZ.w $0B28
INC.w OverlordXLow
BRL .move_to_bottom_right
+
CMP.b #51 : BNE + ; Is it Desert Palace Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP.b #90 : BNE + ; Is it Palace of darkness Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_right
+
CMP.b #144 : BNE + ; Is it Misery Mire Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP.b #172 : BNE + ; Is it Thieve Town Boss Room
; IF MAIDEN IS NOT RESCUED -> DO NOTHING
; IF MAIDEN IS ALREADY RESCUED -> spawn sprites normally
JSL Sprite_ResetAll ; removes sprites in thieve town boss room
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
;Close the door if !BLIND_DOOR_FLAG == 1
LDA.l !BLIND_DOOR_FLAG : BEQ .no_blind_door
INC.w TrapDoorFlag
STZ.w TileMapDoorPos
STZ.w DoorTimer
INC.w BossSpecialAction
; ;That must be called after the room load!
.no_blind_door
BRL .move_to_bottom_right
+
CMP.b #6 : BNE + ; Is it Swamp Palace Boss Room
CPX.b #$00 : BNE +
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP.b #222 : BNE + ; Is it Ice Palace Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_top_right
+
CMP.b #164 : BNE + ; Is it Turtle Rock Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP.b #28 : BNE + ; Is it Gtower (Armos2) Boss Room
CPX.b #$00 : BNE +
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_right
+
CMP.b #108 : BNE + ; Is it Gtower (Lanmo2) Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP.b #77 : BNE + ; Is it Gtower (Moldorm2) Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_middle
+
BRL .return
; $0D00[0x10] - The lower byte of a sprite's Y - coordinate.
; $0D10[0x10] - The lower byte of a sprite's X - coordinate.
; $0D20[0x10] - The high byte of a sprite's Y - coordinate.
; $0D30[0x10] - The high byte of a sprite's X - coordinate.
; $0B08[0x08] - (Overlord) X coordinate low byte.
; $0B18[0x08] - (Overlord) Y coordinate low byte.
; $0B10[0x08] - (Overlord) X coordinate high byte.
; $0B20[0x08] - (Overlord) Y coordinate high byte.
.move_to_middle
;load all sprite of that room and overlord
LDX.b #$00
.loop_middle ; move sprites
LDA.w SpriteTypeTable, X
JSR ShouldMoveSprite : BCC .no_change
LDA.w SpritePosXLow, X : !ADD.b #$68 : STA.w SpritePosXLow, X
LDA.w SpritePosYLow, X : !ADD.b #$68 : STA.w SpritePosYLow, X
.no_change
INX : CPX.b #$10 : BNE .loop_middle
LDX.b #$00
.loop_middle2 ; move overlords
LDA.w $0B00, X
CMP.b #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov
+
LDA.w OverlordXLow, X : !ADD.b #$68 : STA.w OverlordXLow, X
LDA.w OverlordYLow, X : !ADD.b #$68 : STA.w OverlordYLow, X
.no_change_ov
INX : CPX.b #$08 : BNE .loop_middle2
BRL .return
.move_to_top_right
LDX.b #$00
.loop_top_right ; move sprites
LDA.w SpriteTypeTable, X
JSR ShouldMoveSprite : BCC .no_change2
LDA.w SpritePosYHigh, X : !ADD.b #$00 : STA.w SpritePosYHigh, X
LDA.w SpritePosXHigh, X : !ADD.b #$01 : STA.w SpritePosXHigh, X
.no_change2
INX : CPX.b #$10 : BNE .loop_top_right
LDX.b #$00
.loop_top_right2 ; move overlords
LDA.w $0B00, X
CMP.b #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov2
+
LDA.w OverlordXHigh, X : !ADD.b #$01 : STA.w OverlordXHigh, X
LDA.w OverlordYHigh, X : !ADD.b #$00 : STA.w OverlordYHigh, X
.no_change_ov2
INX : CPX.b #$08 : BNE .loop_top_right2
BRL .return
.move_to_bottom_right
LDX.b #$00
.loop_bottom_right ; move sprites
LDA.w SpriteTypeTable, X
JSR ShouldMoveSprite : BCC .no_change3
LDA.w SpritePosYHigh, X : !ADD.b #$01 : STA.w SpritePosYHigh, X
LDA.w SpritePosXHigh, X : !ADD.b #$01 : STA.w SpritePosXHigh, X
.no_change3
INX : CPX.b #$10 : BNE .loop_bottom_right
LDX.b #$00
.loop_bottom_right2 ; move overlords
LDA.w $0B00, X
CMP.b #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov3
+
LDA.w OverlordXHigh, X : !ADD.b #$01 : STA.w OverlordXHigh, X
LDA.w OverlordYHigh, X : !ADD.b #$01 : STA.w OverlordYHigh, X
.no_change_ov3
INX : CPX.b #$08 : BNE .loop_bottom_right2
BRL .return
.move_to_bottom_left
LDX.b #$00
.loop_bottom_left ; move sprites
LDA.w SpriteTypeTable, X
JSR ShouldMoveSprite : BCC .no_change4
LDA.w SpritePosYHigh, X : !ADD.b #$01 : STA.w SpritePosYHigh, X
LDA.w SpritePosXHigh, X : !ADD.b #$00 : STA.w SpritePosXHigh, X
.no_change4
INX : CPX.b #$10 : BNE .loop_bottom_left
LDX.b #$00
.loop_bottom_left2 ; move overlords
LDA.w $0B00, X
CMP.b #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov4
+
LDA.w OverlordXHigh, X : !ADD.b #$00 : STA.w OverlordXHigh, X
LDA.w OverlordYHigh, X : !ADD.b #$01 : STA.w OverlordYHigh, X
.no_change_ov4
INX : CPX.b #$08 : BNE .loop_bottom_left2
BRL .return
.return
RTL
}
; A - sprite id from E20, X
; X - sprite index - should be preserved
; sets or clears carry flag, set if sprite should be moved
ShouldMoveSprite:
PHX
LDX.b #$FF
- INX : CPX.b #$0F : BCS .done
CMP.l BossIds, X : BNE -
; match found, move it
PLX : SEC : RTS
.done ; don't move it
PLX : CLC : RTS
BossIds:
db $53, $54, $09, $92, $8c, $8d, $88, $ce
db $a2, $a3, $a4, $bd, $cb, $cc, $cd, $ff
;================================================================================
; Fix the gibdo key drop in skull woods before the boss room - USELESS CODE
;--------------------------------------------------------------------------------
;gibdo_drop_key:
; LDA.b RoomIndex : CMP.b #$39 : BNE .no_key_drop ; Check if the room id is skullwoods before boss
; LDA.w SpriteAITable, X : CMP.b #$09 : BNE .no_key_drop ; Check if the sprite is alive
; LDA.b #$01 : STA.w SpriteForceDrop, X;set key
;
;.no_key_drop
; JSL $86DC5C ;Restore draw shadow
; RTL
;--------------------------------------------------------------------------------
;================================================================================
; Set a flag to draw kholdstare shell on next NMI
;--------------------------------------------------------------------------------
new_kholdstare_code:
LDA.w SpriteForceDrop : BNE .already_iced
LDA.b #$01 : STA.w SpriteForceDrop
LDA.b #$01 : STA.l !SHELL_DMA_FLAG ; tell our NMI to draw the shell
.already_iced
; restore code
JSL Kholdstare_Draw ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Set a flag to draw trinexx shell on next NMI
;--------------------------------------------------------------------------------
new_trinexx_code:
LDA.w SpriteForceDrop : BNE .already_rocked
LDA.b #$01 : STA.w SpriteForceDrop
LDA.b #$02 : STA.l !SHELL_DMA_FLAG ; tell our NMI to draw the shell
.already_rocked
; restore code
LDA.b #$03 : STA.w SpriteGFXControl, X ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,45 +0,0 @@
sprite_bush_spawn:
{
STY.b Scrap0D ; restored code
LDA.l !BUSHES_FLAG ; That byte is the flag to activate random enemies under bush
BNE .continue
CPY.b #$04 : BNE .not_random_old
JSL GetRandomInt : AND.b #$03 : !ADD.b #$13 : TAY
.not_random_old
LDA.w $81F3, Y;restored code
RTL
.continue
PHX : PHY ; save x,y just to be safe
PHB : PHK : PLB ; setbank to 40
CPY.b #$04 : BNE .not_random
JSL GetRandomInt : AND.b #$03 : TAY
LDA.w sprite_bush_spawn_table_random_sprites, Y
BRL .return
.not_random
CPY.b #$0F : BEQ .newSpriteSpawn
CPY.b #$11 : BEQ .newSpriteSpawn
CPY.b #$10 : BEQ .newSpriteSpawn
;CPY.b #$0E : BEQ .newSpriteSpawn
LDA.w item_drop_table_override, Y
BRA .return
.newSpriteSpawn
LDA.l OverworldIndexMirror : TAY ; load the area ID
LDA.l ProgressIndicator : CMP.b #$03 : !BLT .dontGoPhase2 ; check if agahnim 1 is alive
; aga1 is dead
LDA.l OverworldIndexMirror : CMP.b #$40 : !BGE .dontGoPhase2 ; check if we are in DW, if so we can skip shifting table index
!ADD.b #$90 : TAY ; agahnim 1 is dead, so we need to go to the 2nd phase table for LW
.dontGoPhase2
LDA.w sprite_bush_spawn_table_overworld, Y ;LDA 408000 + area id
.return
PLB ; restore bank to where it was
PLY : PLX ; restore x,y
RTL
}

View File

@@ -1,21 +0,0 @@
sprite_bush_spawn_table:
{
; SPRITE DATA TABLE GENERATED BY ENEMIZER
.overworld
; Skip 0x128(overworld [way overkill]) + 0x128 (dungeons)
skip $128
.dungeons
skip $128
;Old sprite table - Could be changed as well (for the item id 04)
.random_sprites ; if item == 04
db #$00, #$D8, #$E3, #$D8
}
warnpc $B68374
; the drop table has $E1 at B6837D which needs to be #$DA with retro bow
item_drop_table_override:
db #$00, #$D9, #$3E, #$79, #$D9, #$DC, #$D8, #$DA, #$E4, #$E1, #$DC
db #$D8, #$DF, #$E0, #$0B, #$42, #$D3, #$41, #$D4, #$D9, #$E3, #$D8

View File

@@ -1,11 +0,0 @@
CheckIfLinkShouldDie:
; before this we should have:
; LDA $7EF36D - this gets hooked, but we should have LDA at the end of it
CMP.b Scrap00 : BCC .dead
SEC : SBC.b Scrap00
BRA .done
.dead
LDA.b #$00
.done
RTL

View File

@@ -1,3 +0,0 @@
enemizer_info_table:
skip $100
; contains information about settings and enemizer version used to generate rom

View File

@@ -1,45 +0,0 @@
; ;Enemizer Flags
EnemizerFlags:
.randomize_bushes
db #$00 ;368100 ; Enable random enemy under bushes
.close_blind_door
db #$00 ;408101 : 200101 ; Enable blind's door closing for other bosses
.moldorm_eye_count
db #$01 ;408102 : 200102 ; Moldorm eye count, default to 2 eyes (1)
EnemizerFlag_Randomize_Sprites:
db #$00 ;408103 : 200103 ; Randomize Sprites.
.agahnim_fun_balls
db #$00 ;408104 : 200104 ; make Agahnim balls deflect back
.enable_mimic_override
db #$00 ;408105 : 200105 ; toggle mimic code between new and old
; free byte ;408106 : 200106
db #$00
.center_boss_drops
db #$00 ;368107
.killable_theives_id ; must be set to C4 to make thieves killable...
db #$B8 ;368108
.enemies_live_upon_falling
db #$00 ; 368109 ; when set to 1 enemies don't die when falling into a hole
db #$00 ;40810A : 20010A
db #$00 ;40810B : 20010B
db #$00 ;40810C : 20010C
db #$00 ;40810D : 20010D
db #$00 ;40810E : 20010E
db #$00 ;40810F : 20010F
db #$00 ;408110 : 200110
db #$00 ;408111 : 200111
db #$00 ;408112 : 200112
db #$00 ;408113 : 200113
db #$00 ;408114 : 200114
db #$00 ;408115 : 200115
db #$00 ;408116 : 200116
db #$00 ;408117 : 200117
db #$00 ;408118 : 200118
db #$00 ;408119 : 200119
db #$00 ;40811A : 20011A
db #$00 ;40811B : 20011B
db #$00 ;40811C : 20011C
db #$00 ;40811D : 20011D
db #$00 ;40811E : 20011E
db #$00 ;40811F : 20011F

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