74 Commits
Author SHA1 Message Date
karafruit 8e53b6cc96 Merge branch 'GKNew' into FancyDoorsMap 2026-01-25 16:24:45 -06:00
karafruit d0d4cbaecb Reserve space for randomizer version 2026-01-25 16:20:51 -06:00
karafruit 95edc6802d Update Hyrule Castle basement supertile to show platform 2026-01-23 03:58:08 -06:00
karafruit 35bb076412 Fix kakariko music transition not happening 2026-01-21 18:23:47 -06:00
karafruit cc88f285f9 Add goal for total bosses including aga 2026-01-21 08:51:51 -06:00
karafruit 03dc7b9d6d Show boss kills if hud bit set in door rando 2026-01-20 22:05:20 -06:00
karafruit 30319ce476 Dark rooms don't show up on map with only visitation 2026-01-19 13:36:33 -06:00
karafruit ccc3e38b97 Fix hera staircase and desert triple connector tile 2026-01-18 18:20:09 -06:00
karafruit 973bf35666 Fix multi pot loot icons, replace ugly slanted 10/11 2026-01-18 16:56:17 -06:00
karafruit ad1860147a More GK refactors 2026-01-18 11:18:56 -06:00
karafruit 0b27d0f477 Big rename of gk files 2026-01-18 10:48:02 -06:00
karafruit 798ee3fdd0 Remove mappable doors stuff 2026-01-18 07:57:41 -06:00
karafruit a3bc7dea0e Print label of end of bank B9 2026-01-18 06:59:46 -06:00
karafruit 94ccbb70dc Fix pot junk not showing as uncollected 2026-01-17 13:56:20 -06:00
karafruit e2614b6f75 Fix check for overlord (which fixes boomerang chest guard) 2026-01-17 13:30:37 -06:00
karafruit 9e2b148a57 Fix light cone not showing after torches extinguish 2026-01-16 18:27:32 -06:00
karafruit f8cc7d2ef8 Fix a chest in incorrect section 2026-01-16 15:44:05 -06:00
karafruit d504e33d52 Show button help on map screen 2026-01-16 14:36:43 -06:00
karafruit 043a2d83b2 Add tier of item value for maps 2026-01-15 19:03:13 -06:00
karafruit 8f75b8ec71 Merge branch 'GKNew' into FancyDoorsMap 2026-01-15 04:07:27 -06:00
karafruit 32e7fe5454 Small bugfixes 2026-01-15 03:28:46 -06:00
karafruit 2c601d2fc7 More split rooms, hide boss icon in HC, fix loot bug 2026-01-14 13:10:12 -06:00
karafruit 902e14b3f4 Bugfixes! 2026-01-13 18:57:55 -06:00
karafruit a011bc9f4a Allow switching dungeons in doors mode 2026-01-13 11:00:31 -06:00
karafruit 633453f386 Press Select for next entrance 2026-01-13 09:34:04 -06:00
karafruit 831e6cc27f SW Pot Prison 2026-01-13 00:38:34 -06:00
karafruit 8e45ef1bd2 Section off drops and warps, add more sections 2026-01-13 00:28:25 -06:00
karafruit 9c5f0dd5f5 More separate-section implementation 2026-01-12 22:28:54 -06:00
karafruit 17939339bc Start tracking separated sections 2026-01-12 20:30:08 -06:00
karafruit 91fab07e5c Clean up CanSeeConnector 2026-01-12 16:39:32 -06:00
karafruit cacc640a4f Draw entrances 2026-01-12 16:24:22 -06:00
karafruit c38b3b6d0a Conditionally draw staircase labels 2026-01-12 15:49:09 -06:00
karafruit fcf17a6dff Fix ordering of several edges and spiral staircases 2026-01-12 14:37:42 -06:00
karafruit 06aa3cb10f Fix some UI infinite loops 2026-01-11 22:25:03 -06:00
karafruit 970d1f5db0 Show stairs, warps, and drops in doors map 2026-01-11 21:42:48 -06:00
karafruit e56b8a55fe Do not show unknown connectors 2026-01-11 06:05:46 -06:00
karafruit 78eb8916fc Show boss icon 2026-01-11 05:04:39 -06:00
karafruit 60c852bfa9 Rearrange gfx slightly 2026-01-11 04:12:07 -06:00
karafruit 36a8eaee89 Handle In-Room staircases 2026-01-11 04:03:52 -06:00
karafruit 527041b81b Show loot in doors map 2026-01-10 21:21:19 -06:00
karafruit 5e7c4a65b8 Allow moving through doors map 2026-01-10 20:17:29 -06:00
karafruit 1776daa43d Draw triple connections correctly 2026-01-10 14:44:15 -06:00
karafruit 610607ece4 Refactor and open edges 2026-01-10 00:48:22 -06:00
karafruit 278e428658 First steps 2026-01-09 13:45:00 -06:00
karafruit 63065e34b7 Update supertile shapes 2026-01-07 20:56:14 -06:00
karafruit ba9f0c7555 Fix incorrect dungeon reminder appearing briefly out of map 2026-01-07 20:21:20 -06:00
karafruit aae220fb46 Update supertiles, fix incorrect linkpoint 2026-01-07 20:09:35 -06:00
karafruit a7c7fc4394 Map tile updates 2026-01-07 13:34:28 -06:00
karafruit b2b23b047f Remove custom sheet d4 2026-01-07 12:04:19 -06:00
karafruit 3964c34658 Move loot icons to sheet with connectors 2026-01-07 12:00:16 -06:00
karafruit 8cf0059f84 compress util takes offset and length parameters 2026-01-07 11:44:26 -06:00
karafruit 0a98db7025 Clear unseen connections in custom map mode 2026-01-07 06:12:43 -06:00
karafruit bdb1272cb2 Clean up macros somewhat 2026-01-07 05:30:49 -06:00
karafruit d5917afb64 Read map data from bank $B9 in custom map mode 2026-01-07 05:12:07 -06:00
karafruit 72e126a1b6 Separate sheet for door connections beginning 2026-01-06 18:16:20 -06:00
karafruit 7764682f95 square connector? idk 2026-01-06 10:33:17 -06:00
karafruit b3f35f274b Draw door connections? prototype??? 2026-01-05 23:25:51 -06:00
karafruit 5574eea4c7 WIP 2026-01-05 20:06:50 -06:00
karafruit d918e571ab Rearrange some tiles 2026-01-05 06:06:02 -06:00
karafruit 23edb9a3e6 Supertile shapes, small fixes 2026-01-04 23:02:21 -06:00
karafruit 21c6d0acfd Many more supertile tweaks 2026-01-04 12:23:56 -06:00
karafruit f75db2cac8 AlwaysShowCompass setting 2026-01-04 09:15:10 -06:00
karafruit fd8852d866 Lots of bugs fixes and supertile updates 2026-01-04 09:03:23 -06:00
karafruit 7fc7c8fe0b Full words in supertile shapes file 2026-01-03 17:12:39 -06:00
karafruit 7a12032067 More supertile shape updates 2026-01-03 13:19:29 -06:00
karafruit 3489af82fa Add dungeon indicator lettering to maps 2026-01-03 09:58:23 -06:00
karafruit fecf9547a5 Sprites for entrances and update supertile shapes 2026-01-03 09:20:51 -06:00
karafruit 688300d21a Tile warps on map 2026-01-02 17:29:57 -06:00
karafruit 9b4d79247f Update supertile shapes 2026-01-02 15:01:12 -06:00
karafruit 1b43799e6e Fix pot shuffle, implement map settings 2026-01-02 03:37:02 -06:00
karafruit 58db28f8bf Check dungeon prizes, tweak gfx 2025-12-31 12:17:43 -06:00
karafruit 443080c482 ShowItems settings 2025-12-31 00:21:40 -06:00
karafruit 10ced3c9c6 Big pass at dungeon item indicators 2025-12-30 21:56:48 -06:00
karafruit 9a40f28a86 Rename dungeonmap.asm -> bossicons.asm 2025-12-30 16:36:55 -06:00
71 changed files with 770 additions and 2182 deletions
-6
View File
@@ -74,8 +74,6 @@ function hexto555(h) = ((((h&$FF)/8)<<10)|(((h>>8&$FF)/8)<<5)|(((h>>16&$FF)/8)<<
!FLAG_OW_MIXED = $04
!FLAG_OW_CROSSED = $02
!FLAG_OW_BONKDROP = $02
!FLAG_OW_CUSTOM_MAP = $02
!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION = $04
incsrc hooks.asm
incsrc spriteswap.asm
@@ -206,7 +204,6 @@ warnpc $A38000
org $B98000
incsrc gk/crystalswitchbook.asm
incsrc gk/orange_potion.asm
incsrc gk/mimicdash.asm
incsrc gk/gloom.asm
incsrc gk/special_weapons.asm
@@ -214,7 +211,6 @@ incsrc gk/variable_ganon_vulnerability.asm
incsrc gk/pseudoflute.asm
incsrc gk/fast_junk.asm
incsrc gk/dungeon_maps.asm
incsrc gk/dungeon_indicator.asm
print "End of B9: ", pc
warnpc $B9EE00
@@ -336,8 +332,6 @@ DungeonMapDoorConnectors:
incbin "menu/door_connectors.3bppc"
MapSheetD4:
incbin "menu/map_sheet_d4.3bppc"
DRSheet14:
incbin "menu/dr_sheet_14.3bppc"
org $8CD7DF
incsrc data/playernamecharmap.asm
+11 -11
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@@ -28,18 +28,15 @@ AddBonkTremors:
JSL AddDashTremor : JSL Player_ApplyRumbleToSprites ; things we wrote over
RTL
;--------------------------------------------------------------------------------
ValidDashCheck:
PHP
SEP #$20
BonkBreakableWall:
PHX : PHP
SEP #$30 ; set 8-bit accumulator and index registers
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BEQ .exit
+ LDA.w LinkDashing
.exit
BEQ +
PLP : REP #$02
RTL
LDA.l BootsEquipment : BNE + ; Check for Boots
PLP : PLX : LDA.w #$0000 : RTL
+
PLP : SEP #$02
PLP : PLX
LDA.w LinkDashing : AND.w #$00FF ; things we wrote over
RTL
;--------------------------------------------------------------------------------
BonkRockPile:
@@ -51,7 +48,10 @@ BonkRockPile:
RTL
;--------------------------------------------------------------------------------
GravestoneHook:
JSL ValidDashCheck : BEQ .done ; things we wrote over
LDA.l BootsModifier : CMP.b #$01 : BEQ +
LDA.l BootsEquipment : BEQ .done ; Check for Boots
+
LDA.w LinkDashing : BEQ .done ; things we wrote over
JML moveGravestone
.done
JML GravestoneHook_continue
+7 -6
View File
@@ -17,14 +17,15 @@ DoDungeonMapBossIcon:
ASL
TAX
; get sprite pointer table
LDA.l $89C298 : STA.b Scrap00
LDA.w #$0089 : STA.b Scrap02
TXY
; get sprite pointer for room
LDA.b [Scrap00], Y
LDA.l UWSpritesPointers,X
STA.b Scrap00 ; pointer in $00
LDA.w #bank(UWSpritesData) : STA.b Scrap02
if !FEATURE_FIX_BASEROM
LDA.w #$0089
else
LDA.w #$0028 ; set the bank to 28 for now
endif
STA.b Scrap02
LDY.w #$0001 ; to skip the "sort"
; get first byte to make sure it isn't an empty room
-12
View File
@@ -238,18 +238,6 @@ FixJingleGlitch:
.exit
RTL
;--------------------------------------------------------------------------------
FixSwimBump:
LDA.b LinkIncapacitatedTimer : BEQ .normal
LDA.b LinkJumping : BNE .normal
INC.b LinkJumping
BRA .not_diving
.normal
LDA.b LinkJumping : BNE .continue ; what we wrote over
.not_diving
PLA : PLA : PEA.w $87964D ; skip ahead, not diving
.continue
RTL
;--------------------------------------------------------------------------------
; Fix spawning with more hearts than capacity when less than 3 heart containers
pushpc
org $09F4AC ; <- module_death.asm:331
+2 -2
View File
@@ -49,14 +49,14 @@ InvertDPad_DPadLROnly:
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$03 : BEQ + : EOR.b #$03 : + ; swap left/right
STA.b Scrap01
STA.b Scrap00
JML InvertDPadReturn
InvertDPad_DPadUDOnly:
LDA.w JOY1L : STA.b Scrap00
LDA.w JOY1H
BIT.b #$0C : BEQ + : EOR.b #$0C : + ; swap up/down
STA.b Scrap01
STA.b Scrap00
JML InvertDPadReturn
InvertDPad:
+19 -44
View File
@@ -148,55 +148,30 @@ RefreshRainAmmo:
LDA.l ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state
RTL
.rain
LDA.l StartingEntrance : BEQ .uncle
CMP.b #$03 : BNE + ; Uncle
.uncle
LDA.l RainDeathRefillMagic_Uncle : JSR .refillMagic
LDA.l RainDeathRefillBombs_Uncle : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Uncle : JSR .refillArrows
BRA .done
LDA.l StartingEntrance
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ +++
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle)
+++ BRA .done
+ CMP.b #$02 : BNE + ; Cell
LDA.l RainDeathRefillMagic_Cell : JSR .refillMagic
LDA.l RainDeathRefillBombs_Cell : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Cell : JSR .refillArrows
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ .done
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell)
BRA .done
+ CMP.b #$04 : BNE + ; Mantle
LDA.l RainDeathRefillMagic_Mantle : JSR .refillMagic
LDA.l RainDeathRefillBombs_Mantle : JSR .refillBombs
LDA.l ArrowMode : BNE .rupeeBow
LDA.l RainDeathRefillArrows_Mantle : JSR .refillArrows
BRA .done
+ BRA .done
.rupeeBow
REP #$20
LDA.l RainDeathRefillRupeeBow : JSR .refillRupees
SEP #$20
%SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle)
%SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle)
LDA.l ArrowMode : BEQ ++
LDA.l BowEquipment : BEQ .done
++ %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle)
+
.done
RTL
.refillMagic
SEC : SBC.l CurrentMagic : BCC +
STA.l MagicFiller
+ RTS
.refillBombs
SEC : SBC.l BombsEquipment : BCC +
STA.l BombsFiller
+ RTS
.refillArrows
SEC : SBC.l CurrentArrows : BCC +
STA.l ArrowsFiller
+ RTS
.refillRupees
CMP.l CurrentRupees : BCC +
STA.l CurrentRupees
+ RTS
;--------------------------------------------------------------------------------
SetEscapeAssist:
LDA.l ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state
BIN
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Binary file not shown.
BIN
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Binary file not shown.
-1
View File
@@ -29,4 +29,3 @@ Z=33
'=35
-=36
.=37
*=FF
Binary file not shown.
BIN
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Binary file not shown.
BIN
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Binary file not shown.
+14 -32
View File
@@ -74,71 +74,60 @@ FreeDungeonItemNotice:
LDA.l ScratchBufferNV+1 : PHA
;--------------------------------
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
LDA.b #$2F ; if not from our world, show all dungeon item and crystal notices
+ ORA.l FreeItemText : BNE + : JMP .skip : +
LDA.l FreeItemText : BNE + : JMP .skip : +
STA.b Scrap00
LDA.b #$00 : STA.l ScratchBufferNV ; initialize scratch
LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for general small key
LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for general small key
LDA.l ScratchBufferV : CMP.b #$24 : BNE + ; general small key
%CopyDialog(Notice_SmallKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for general compass
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for general compass
LDA.l ScratchBufferV : CMP.b #$25 : BNE + ; general compass
%CopyDialog(Notice_CompassOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for general map
+ : LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for general map
LDA.l ScratchBufferV : CMP.b #$33 : BNE + ; general map
%CopyDialog(Notice_MapOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for general big key
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for general big key
LDA.l ScratchBufferV : CMP.b #$32 : BNE + ; general big key
%CopyDialog(Notice_BigKeyOf)
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
%CopyDialog(Notice_Self)
JMP .done
+ LDA.b Scrap00 : AND.b #$04 : BEQ + ; show message for dungeon map
+
LDA.l FreeItemText : AND.b #$04 : BEQ + ; show message for dungeon map
LDA.l ScratchBufferV : AND.b #$F0 ; looking at high bits only
CMP.b #$70 : BNE + ; map of...
%CopyDialog(Notice_MapOf)
JMP .dungeon
+ LDA.b Scrap00 : AND.b #$02 : BEQ + ; show message for dungeon compass
+ : LDA.l FreeItemText : AND.b #$02 : BEQ + ; show message for dungeon compass
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$80 : BNE + ; compass of...
%CopyDialog(Notice_CompassOf)
JMP .dungeon
+ LDA.b Scrap00 : AND.b #$08 : BEQ + ; show message for dungeon big key
+ : LDA.l FreeItemText : AND.b #$08 : BEQ + ; show message for dungeon big key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$90 : BNE + ; big key of...
%CopyDialog(Notice_BigKeyOf)
JMP .dungeon
+ LDA.b Scrap00 : AND.b #$01 : BEQ + ; show message for dungeon small key
+ : LDA.l FreeItemText : AND.b #$01 : BEQ + ; show message for dungeon small key
LDA.l ScratchBufferV : AND.b #$F0 : CMP.b #$A0 : BNE + ; small key of...
LDA.l ScratchBufferV : CMP.b #$AF : BNE ++ : JMP .skip : ++
%CopyDialog(Notice_SmallKeyOf)
LDA.b #$01 : STA.l ScratchBufferNV ; set up a flip for small keys
BRA .dungeon
+ LDA.b Scrap00 : AND.b #$20 : BEQ + ; show message for crystal
+ : LDA.l FreeItemText : AND.b #$20 : BEQ + ; show message for crystal
LDA.l ScratchBufferV : CMP.b #$B0 : !BLT + ; crystal #
CMP.b #$B7 : !BGE +
%CopyDialog(Notice_Crystal)
JMP .crystal
+ JMP .skip ; it's not something we are going to give a notice for
+
JMP .skip ; it's not something we are going to give a notice for
.dungeon
LDA.l DialogReturnPointer : DEC #2 : STA.l DialogOffsetPointer
@@ -152,9 +141,6 @@ FreeDungeonItemNotice:
LDA.l ScratchBufferNV+1
ASL : TAX
REP #$20
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : AND.w #$00FF : BNE +
LDA.l DungeonItemIDMap,X : CMP.w #$0003 : BCC .hc_sewers
CMP.w DungeonID : BNE +
BRA .self_notice
@@ -252,14 +238,10 @@ RTL
;--------------------------------------------------------------------------------
DialogItemReceive:
BCS .nomessage ; if doubling the item value overflowed it must be a rando item
CPY.b #$CC : BEQ .orange_potion
CPY.b #$98 : BCC ++ ;if the item is $4C or greater it must be a rando item
.nomessage
LDA.w #$FFFF
BRA .done
.orange_potion
LDA.w #$0198
BRA .done
++ LDA.w Ancilla_ReceiveItem_item_messages, Y
@@ -308,7 +290,7 @@ DialogGanon2:
BCS +
LDA.w #$018D : JMP .done
+
LDA.l GanonVulnerabilityItem : AND.w #$007F
LDA.l GanonVulnerabilityItem : AND.w #$00FF
BEQ .silver_arrows
CMP.w #$0001 : BEQ .silver_arrows
CMP.w #$0004 : BEQ .bombs
+1 -1
View File
@@ -599,7 +599,7 @@ skip $10
BigKeyStatus: ;27f040 (status 2 indicate BnC guard)
dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0000, $0000
DungeonReminderTable: ;27f060
dw $2DA4, $2DA4, $2DA5, $2DA6, $2DA8, $2DAA, $2DA9, $2DAE, $2DAB, $2DAD, $2DA7, $2DAC, $2DAF, $2DB0, $0000, $0000
dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C, $0000, $0000
TotalLocationsLow: ;27f080
db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07, $00, $00
TotalLocationsHigh: ;27f090
+19 -46
View File
@@ -1,12 +1,10 @@
!BlankTile = $207F
!SlashTile = $2830
!PlusTile = $2404
!HyphenTile = $2405
!LTile = $2D68
!DTile = $2D60
!RedSquare = $345E
!BlueSquare = $2C5E
!BossIcon = $253C
!NPCIcon = $253B
DrHudOverride:
PHB
@@ -31,13 +29,6 @@ DRHUD_DrawIndicators:
LDA.b FrameCounter : AND.b #$10 : BEQ DRHUD_EnemyDropIndicator
DRHUD_BossIndicator:
LDA.w DungeonID : CMP.b #$FF : BNE .in_dungeon
LDA.w NpcItemIndicator : BEQ .early_exit
LDA.l HudItems_enabled : BEQ .early_exit
REP #$10
LDY.w #!NPCIcon : STY.w HUDMultiIndicator
JMP DRHUD_Finished
.in_dungeon
LDA.l DRMode : BNE .continue
.early_exit
REP #$10
@@ -55,7 +46,7 @@ DRHUD_BossIndicator:
SEP #$20
BEQ .draw_indicator
LDA.l CompassBossIndicator, x : CMP.b RoomIndex : BNE .draw_indicator
LDY.w #!BossIcon
LDY.w #!RedSquare
.draw_indicator
STY.w HUDMultiIndicator
BRA DRHUD_DrawCurrentDungeonIndicator
@@ -80,12 +71,13 @@ DRHUD_DrawCurrentDungeonIndicator: ; mX
CMP.b #$06 : BEQ .draw_indicator
.get_indicator
LDY.w #$2C28
REP #$20 : LDA.l DungeonReminderTable,X : TAY
SEP #$20
.draw_indicator
STY.w HUDCurrentDungeonWorld
DRHUD_DrawKeyCounter:
LDA.l DRFlags : AND.b #$04 : BEQ .to_finished
LDA.l DRFlags : AND.b #$04 : BEQ DRHUD_Finished
LDA.l CompassMode : BIT.b #$03 : BEQ DRHUD_Finished
REP #$20
BIT.w #$0002 : BNE .skip_map_check
@@ -98,17 +90,8 @@ DRHUD_DrawKeyCounter:
LDA.l GenericKeys : LSR : BCS .total_only
LDA.w DungeonCollectedKeys, X : JSR ConvertToDisplay : STA.w HUDKeysObtained
LDA.w #!SlashTile : STA.w HUDKeysSlash
LDA.l ExtraChestKeys, X : AND.w #$00FF : BEQ .total_only
JSR ConvertToDisplay : STA.w HUDKeysExtraCount
LDA.w #!PlusTile : STA.w HUDKeysExtraPlus
.total_only
SEP #$20
LDA.l ChestKeys, X : SEC : SBC.l ExtraChestKeys, X
REP #$20
JSR ConvertToDisplay : STA.w HUDKeysTotal
.to_finished
LDA.l ChestKeys, x : JSR ConvertToDisplay : STA.w HUDKeysTotal
JMP DRHUD_Finished
OWRHUD_DrawWorldIndicator:
@@ -184,7 +167,9 @@ DrHudDungeonItemsAdditions:
jsr ConvertToDisplay2 : sta.w $1644, y
+ iny #2 : lda.w #$24f5 : sta.w $1644, y
phx : ldx.b Scrap00
LDA.l MapField : ORA.l MapCountDisplay : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
LDA.l CompassMode : BIT.w #$0002 : BNE .skip_map_check
LDA.l MapField : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
.skip_map_check
plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
lda.l GenericKeys : bne +++
lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02
@@ -309,29 +294,17 @@ BossStatus:
; default palette 3 - white
LDA.l DungeonReminderTable, X : RTS
ConvertToDisplay: ; transparent background
AND.w #$00FF
CMP.w #$000A : BCC .under10
CMP.w #$000C : BCC .under12
.over11
CLC : ADC.w #$2553 : RTS
.under12
CLC : ADC.w #$2519 : RTS
.under10
CLC : ADC.w #$2490 : RTS
ConvertToDisplay:
and.w #$00ff : cmp.w #$000a : !BLT +
!ADD.w #$2519 : rts
+ !ADD.w #$2490 : rts
ConvertToDisplay2: ; solid background
AND.w #$00FF : BEQ .zero
CMP.w #$000A : BCC .under10
CMP.w #$000C : BCC .under12
.over11
CLC : ADC.w #$2580 : RTS
.under12
CLC : ADC.w #$2517 : RTS
.under10
CLC : ADC.w #$2816 : RTS
.zero
LDA.w #$2827 : RTS
ConvertToDisplay2:
and.w #$00ff : beq ++
cmp.w #$000a : !BLT +
!ADD.w #$2517 : rts ; 2580 with 258A as "A" for non transparent digits
+ !ADD.w #$2816 : rts
++ lda.w #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
CountAbsorbedKeys:
JML IncrementSmallKeysNoPrimary
+1 -7
View File
@@ -22,11 +22,7 @@ SpiralWarp: {
cmp.b #$5f : beq .gtg
cmp.b #$26 : beq .inroom
.abort
SEP #$30
stz.w $045e
lda.b PreviousRoom : and.b #$0f
rtl ; clear,run hijacked code and get out
SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
@@ -85,7 +81,6 @@ SpiralWarp: {
ldy.b #$01 : jsr SetCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
rtl
@@ -266,7 +261,6 @@ InroomStairsWarp: {
.skipCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
rts
}
+17 -11
View File
@@ -41,8 +41,6 @@ OnPlayerDead:
JSL DynamicDropGFXClear
JSL SetSilverBowMode
JSL RefreshRainAmmo
LDA.b #$00
STA.l InfiniteMagic
PLA
RTL
;--------------------------------------------------------------------------------
@@ -72,8 +70,6 @@ OnQuit:
JSL SQEGFix
LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over
LDA.b #$00
STA.l InfiniteMagic
RTL
;--------------------------------------------------------------------------------
OnDeathNoSave:
@@ -83,19 +79,29 @@ RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
PHA
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
LDA.l UncleItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem
LDA.l ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; set rain state
JSL SetEscapeAssist
JSL RefreshRainAmmo
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
LDA.b #70 : STA.l ArrowsFiller
; grant arrows if we started with a bow in retro mode
LDA.l ArrowMode : BEQ +
LDA.l RainDeathRefillRupeeBow : ORA.l RainDeathRefillRupeeBow+1 : BEQ +
LDA.b #$01 : STA.l ArrowsFiller
LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle
REP #$20 ; set 16-bit accumulator
LDA.l CurrentRupees : !ADD.l FreeUncleItemAmount : STA.l CurrentRupees ; rupee arrows, so also give the player some money to start
SEP #$20 ; set 8-bit accumulator
+
LDA.l ProgressIndicator : BNE +
LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
+
RTL
;--------------------------------------------------------------------------------
+1 -6
View File
@@ -82,10 +82,7 @@ DrawBottle:
AND.w #$00FF : BNE +
LDX.w #FileSelectItems_empty_bottle
JMP DrawItemGray
+ : DEC : BNE +
LDX.w #FileSelectItems_orange_potion
JMP DrawItem
+ : DEC : BNE +
+ : DEC #2 : BNE +
LDX.w #FileSelectItems_empty_bottle
JMP DrawItem
+ : DEC : BNE +
@@ -622,8 +619,6 @@ FileSelectItems:
dw #$0282|!FS_COLOR_GREEN, #$0282|!FS_COLOR_GREEN|!FS_HFLIP, #$0292|!FS_COLOR_GREEN, #$0284|!FS_COLOR_GREEN
.blue_potion
dw #$0282|!FS_COLOR_BLUE, #$0282|!FS_COLOR_BLUE|!FS_HFLIP, #$0292|!FS_COLOR_BLUE, #$0285|!FS_COLOR_BLUE
.orange_potion
dw #$0282|!FS_COLOR_BROWN, #$0282|!FS_COLOR_BROWN|!FS_HFLIP, #$0292|!FS_COLOR_BROWN, #$0286|!FS_COLOR_BROWN
.fairy_bottle
dw #$0287|!FS_COLOR_YELLOW|!FS_HFLIP, #$0287|!FS_COLOR_YELLOW, #$0296|!FS_COLOR_BLUE, #$0297|!FS_COLOR_BLUE
.bee_bottle
+1 -11
View File
@@ -23,7 +23,7 @@ JSL SpritePrep_OldManFollower : NOP #2 : db $F0 ; BEQ
org $9DFF18
JSL SpriteDraw_OldManFollower
org $9EE9BC
JSL OldMan_WaitForCollision
JSL Follower_CheckMessageCollision
org $9EE9CC
JSL OldMan_BecomeFollower : NOP #2
@@ -631,15 +631,6 @@ SpriteDraw_OldManFollower:
dw 0, 0 : db $AC, $00, $00, $02
dw 0, 8 : db $AE, $00, $00, $02
OldMan_WaitForCollision:
PHA
LDA.w LinkIFrames : BEQ +
PLA : CLC
RTL
+
PLA
JML Follower_CheckMessageCollision
OldMan_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn
PLA : PLA
@@ -857,7 +848,6 @@ RTL
Kiki_DontScareTheMonke:
LDA.b LinkJumping : BEQ .return
CMP.b #$02 : BEQ .no_spook ; needed for quake usage
LDA.b GameMode : CMP.b #$0F : BEQ .no_spook ; needed for entrance transitions
LDA.w NoDamage : BNE .no_spook
LDA.w LinkThud : BNE .no_spook
.spook
+2 -9
View File
@@ -11,19 +11,12 @@ FrameHookAction:
LDA.l LoopFrames : INC : STA.l LoopFrames : BNE +
LDA.l LoopFrames+2 : INC : STA.l LoopFrames+2
+
; move this to nmi hook?
LDA.l GameMode : CMP.w #$010E : BNE +
; item select menu
LDA.l GameMode : CMP.w #$010E : BNE ++ ; move this to nmi hook?
LDA.l MenuFrames : INC : STA.l MenuFrames : BNE ++
LDA.l MenuFrames+2 : INC : STA.l MenuFrames+2
+
LDA.l GameMode : CMP.w #$030E : BEQ .map ; underworld map
LDA.l GameMode : CMP.w #$070E : BNE ++ ; overworld map
.map
LDA.l MapFrames : INC : STA.l MapFrames : BNE ++
LDA.l MapFrames+2 : INC : STA.l MapFrames+2
++
REP #$30 : PLA : PLP
RTL
!NMI_MW = "$7F5047"
+46 -194
View File
@@ -1,43 +1,42 @@
; A = room_id
; out A = level of loot
CheckMapLoot:
CheckLoot:
PHP
REP #$30
PHX
PHB : PHX : PHY
STA.b $CA
LDA.b $06 : PHA
LDA.b $0E : PHA
LDA.l MapItems_default
STZ.b $02 ; best item class found
LDA.l ShowItems_default
AND.w #$00FF
STA.b $0E
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
LDA.l SaveDataWRAM, X
AND.w #$000F
BEQ +
LDA.l MapItems_visited_tile
LDA.l ShowItems_visited_tile
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .skip_dungeon_checks
TAX
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l MapItems_have_map
LDA.l ShowItems_have_map
AND.w #$00FF
CMP.b $0E
BCC +
@@ -46,93 +45,13 @@ CheckMapLoot:
+ LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l MapItems_have_compass
LDA.l ShowItems_have_compass
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+
.skip_dungeon_checks
JMP GetLootLevelAndCleanUp
; A = room_id
; out A = level of loot
CheckHudLoot:
PHP
REP #$30
PHX
STA.b $CA
LDA.b $0E : PHA
+ LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ .cave
TAX
LDA.l HudItems_default_dungeon
AND.w #$00FF
STA.b $0E
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l HudItems_have_map
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+ LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l HudItems_have_compass
AND.w #$00FF
CMP.b $0E
BCC +
STA.b $0E
+
BRA GetLootLevelAndCleanUp
.cave
LDA.l HudItems_cave
AND.w #$00FF
STA.b $0E
; intentional fall-through
GetLootLevelAndCleanUp:
STZ.b $02
LDA.b $0E
AND.w #$00FF
BEQ +
JSL GetLootLevel
+
PLA : STA.b $0E
PLX
PLP
LDA.b $02
RTL
; $CA = room_id
; $0E = level of details to return
; (1 - presence, 2 - compass or presence, 3 - value)
; out $02 = level of loot
GetLootLevel:
PHP
REP #$30
PHB : PHX : PHY
LDA.b $06 : PHA
STZ.b $02 ; best item class found
LDA.l ItemSources : BIT.w #$0001 : BEQ +
JSR CheckChests
+
@@ -146,25 +65,24 @@ GetLootLevel:
+
LDA.l ItemSources : BIT.w #$0008 : BEQ +
JSR CheckMisc
JSR CheckMisc2
JSR CheckBoss
+
LDA.l ItemSources : BIT.w #$0010 : BEQ +
JSR CheckPrize
+
JSR CheckNpcs
.done
PLA : STA.b $0E
PLA : STA.b $06
PLY : PLX : PLB
PLP
LDA.b $02
RTL
CheckChests:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
STA.b $00
ASL A
TAX
@@ -209,22 +127,25 @@ CheckChests:
.done
RTS
CheckMisc:
; this includes bosses, bonk torches, and standing items (in caves + hera cage key)
; all dungeon items in this section are in section 1 of split sections
; for cave items we'll always know what section we're in
; but for dungeon items, we won't have a section specified in door rando
; so if we don't have a section, assume it's 1, and it'll match all the dungeon items anyway
CheckBoss:
; we assume all bosses are in section 1 of split sections
; mainly to simplify hera cage key and GT torch
; which use the same flow
; and bosses are always in their own section anyway
LDA.b $CA
BIT.w #$F000
BNE +
ORA.w #$1000
AND.w #$F000
XBA
CMP.w #$0020
BCC +
RTS
+
AND.w #$F1FF
LDA.b $CA
AND.w #$00FF
STA.b $04
LDX.w #$FFFA
.next_misc
.next_boss
INX #6
LDA.l MiscLocations, X
BPL .check
@@ -232,10 +153,9 @@ CheckMisc:
.check
CMP.b $04
BNE .next_misc
BNE .next_boss
TXY
AND.w #$01FF
CMP.b RoomIndex
BEQ .current_room
@@ -260,7 +180,7 @@ CheckMisc:
TYX
BIT.b $04
BNE .next_misc ; continue checking if we already got the item
BNE .next_boss ; continue checking if we already got the item
LDA.l MiscLocations+4, X
STA.b $05
@@ -272,28 +192,11 @@ CheckMisc:
AND.w #$00FF
JSR GetLootClass
BRA .next_misc
CheckMisc2:
; this currently only includes the library and Uncle
; so let's just hard-code them for now
LDA.b $CA
CMP.w #$2107 : BNE +
LDA.l NpcFlags : AND.w #$0080 : BNE +
LDA.l LibraryItem : AND.w #$00FF : JSR GetLootClass
+
LDA.b $CA
CMP.w #$1055 : BNE +
LDA.l ProgressFlags : AND.w #$0001 : BNE +
LDA.l UncleItem : AND.w #$00FF : JSR GetLootClass
+
RTS
BRA .next_boss
CheckPrize:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
STA.b $04
LDX.w #$FFFD
@@ -327,44 +230,9 @@ CheckPrize:
BRA .next_prize
CheckNpcs:
LDA.b $CA
LDX.w #$FFFA
.next_npc
INX #6
LDA.l NpcItems, X
BMI .nope
CMP.b $CA
BNE .next_npc
LDA.l NpcItems+3, X ; get location of data to check
STA.b $05
LDA.l NpcItems+2, X
STA.b $04
LDA.b [$04]
AND.w #$00FF
AND.l NpcItems+5, X
BNE .next_npc
.yep
LDA.w NpcItemIndicator
ORA.w #$0001
STA.w NpcItemIndicator
RTS
.nope
LDA.w NpcItemIndicator
AND.w #$FF00
STA.w NpcItemIndicator
RTS
CheckPots:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
@@ -430,7 +298,7 @@ CheckPots:
+
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
if !FEATURE_FIX_BASEROM
@@ -468,7 +336,7 @@ CheckJunkPot:
+
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
LDA.l PotCollectionRateTable, X
@@ -496,17 +364,11 @@ endif
CheckEnemies:
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
; get sprite pointer table
LDA.l $89C298 : STA.b $04
LDA.w #$0089 : STA.b $06
TXY
; get sprite pointer for room
LDA.b [$04], Y
LDA.l UWSpritesPointers, X
INC A ; skip the layered/unlayered indicator
STA.b $04
LDA.w #bank(UWSpritesData)
@@ -586,7 +448,7 @@ CheckEnemies:
+
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
@@ -616,19 +478,13 @@ GetLootClass:
CMP.w #$0080 : BNE .not_compass
.compass
LDA.b $0E
AND.w #$00FF
CMP.w #$0002
BEQ .check_value
LDA.l AlwaysShowCompass : BNE .check_value
.not_compass
LDA.b $0E
BEQ .done
CMP.w #$0003
BCS .check_value
LDA.w #$0001
BRA .value_set
CMP.w #$0001
BEQ .value_set
.check_value
LDA.l LootTypeMapping, X
@@ -651,13 +507,9 @@ GetPotJunkClass:
LDA.b $0E
BEQ .done
CMP.w #$0003
BCS .check_value
CMP.w #$0001
BEQ .value_set
LDA.w #$0001
BRA .value_set
.check_value
; hardcode as junk for now
LDA.w #$0002
@@ -674,7 +526,7 @@ macro DefineGetFooSection(type, offset)
Get<type>Section:
PHX
LDA.b $CA
AND.w #$01FF
AND.w #$00FF
ASL A
TAX
LDA.l SplitRooms, X
@@ -722,13 +574,13 @@ Check<type>Section:
STA.b $CC
LDA.b $CB
AND.w #$00F0
AND.w #$00FF
BEQ .yes
JSR Get<type>Section
LDA.b $CB
AND.w #$00F0
AND.w #$00FF
LSR A : LSR A : LSR A : LSR A
DEC A
CMP.b $CE
+39
View File
@@ -0,0 +1,39 @@
File.open("supertile_shapes.asm", "r") do |file|
bytes = []
while line = file.gets
m = line.match(/dw \$(\h+), \$(\h+), \$(\h+), \$(\h+)/)
bytes += m.captures if m
break if bytes.length >= 4 * 0xE0
end
counts = []
for byte in bytes do
value = byte.to_i(16)
next if value == 0xFFFF
value = (value & 0x03FF) - 0x340
if not counts[value]
counts[value] = 0
end
counts[value] += 1
end
print(" ")
for col in 0...16
printf(" x%X", col)
end
puts
for row in 0...0xC
printf("%Xx", row + 4)
for col in 0...16
printf("%4d", counts[row * 16 + col] || 0)
end
puts
end
printf("Unused:")
for i in 0...0x80
printf(" %2X", i) unless counts[i]
end
puts
end
+4 -4
View File
@@ -3,8 +3,8 @@
!TIER_LOW_KEY = $03
!TIER_HEALTH = $05
!TIER_MINOR = $06
!TIER_COMPASS = $07
!TIER_MAP = $08
!TIER_MAP = $07
!TIER_COMPASS = $08
!TIER_SM_KEY = $09
!TIER_BIG_KEY = $0A
!TIER_MAJOR = $0B
@@ -49,7 +49,7 @@ db !TIER_CRYSTAL ; 20 - Crystal
db !TIER_MINOR ; 21 - Net
db !TIER_MINOR ; 22 - Blue Mail
db !TIER_MINOR ; 23 - Red Mail
db !TIER_SM_KEY ; 24 - Small Key
db !TIER_LOW_KEY ; 24 - Small Key
db !TIER_COMPASS ; 25 - Compass
db !TIER_HEALTH ; 26 - Heart Container from 4/4
db !TIER_JUNK ; 27 - Bomb
@@ -116,7 +116,7 @@ db !TIER_JUNK ; 62 - RNG pool item (single)
db !TIER_JUNK ; 63 - RNG pool item (multi)
db !TIER_MAJOR ; 64 - Progressive bow
db !TIER_MAJOR ; 65 - Progressive bow
db !TIER_HEALTH ; 66 - Potion refill (orange)
db !TIER_JUNK ; 66 -
db !TIER_JUNK ; 67 -
db !TIER_JUNK ; 68 -
db !TIER_JUNK ; 69 -
+1 -1
View File
@@ -101,7 +101,7 @@ db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi)
db $00 ; 64 - Progressive bow
db $00 ; 65 - Progressive bow
db $00 ; 66 - Potion refill (orange)
db $00 ; 66 -
db $00 ; 67 -
db $00 ; 68 -
db $00 ; 69 -
+2 -360
View File
@@ -61,24 +61,7 @@ SplitRooms:
%d(.no) : %d(.d1) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.d6) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.db) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; E0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; F0
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
; 100
%d(.no) : %d(.101) : %d(.no) : %d(.103) : %d(.no) : %d(.no) : %d(.106) : %d(.107)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.10c) : %d(.no) : %d(.10e) : %d(.no)
; 110
%d(.no) : %d(.no) : %d(.112) : %d(.no) : %d(.114) : %d(.115) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.11b) : %d(.11c) : %d(.no) : %d(.11e) : %d(.11f)
; 120
%d(.120) : %d(.no) : %d(.122) : %d(.no) : %d(.124) : %d(.125) : %d(.126) : %d(.127)
%d(.no)
.no
db $00
@@ -452,7 +435,7 @@ db $01
%d(..areas) : %d(..doors) : %d(.no_items) : %d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $02, $00, $80, $00, $FF
db $01, $34, $44, $B4, $FF
db $01, $34, $D4, $B8, $FF
db $FF
..doors
db $03, $06
@@ -586,344 +569,3 @@ db $FF
..chests
db $01
db $FF
.101 ; East Snitch House (2) // West Snitch House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $FF
..enemies
db $00
db $FF
.103 ; Man With Beds (3) // Front of Tavern (2) // Back of Tavern (1)
db $02
%sq($00)
%d(..areas3) : %d(..doors3) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies3)
%sq($00)
%d(..areas2) : %d(..doors2) : %d(.no_items)
%d(.no_items) : %d(..pots2) : %d(..enemies2)
..areas3
db $03, $80, $FF, $00, $FF
db $FF
..doors3
db $08
db $FF
..enemies3
db $02
db $FF
..areas2
db $03, $00, $7F, $50, $FF
db $FF
..doors2
db $06
db $FF
..pots2
db $02
db $FF
..enemies2
db $00
db $01
db $FF
.106 ; VoO Chest Game (2) // Brewery (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.107 ; Library (2) // Bomb Refill Hut (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(.no_items)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
.10c ; Mimic Cave (2) // Hookshot Fairy Pot (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $FF
..enemies
db $04
db $05
db $06
db $07
db $FF
.10e ; Storyteller (2) // Storyteller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $FF
..pots
db $FF
..enemies
db $00
db $FF
.112 ; Dark Chapel (2) // Store (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.114 ; Waterfall Fairy (2) // Hint NPC (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..chests
db $00
db $01
db $FF
..enemies
db $00
db $FF
.115 ; Capacity Fairy (1) // Healing Fairy (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $80, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.11b ; Cave 45 (2) // Graveyard Ledge (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $04
db $05
db $FF
..enemies
db $01
db $FF
.11c ; Bomb Shop (2) // C-Shaped House (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.11e ; Long Fairy Cave (2) // Hype Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $01
db $02
db $03
db $FF
.11f ; Lumberjack House (1) // Store (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $FF
.120 ; Ice Rod Cave (1) // Cool Bee Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $80, $FF, $00, $FF
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..enemies
db $00
db $01
db $02
db $FF
.122 ; Fortune Teller (2) // Other Fortune Teller (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $00
db $FF
.124 ; 50-Rupee Cave (1) // Bonk Rocks (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(..chests) : %d(.no_items) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..chests
db $00
db $FF
.125 ; 20-Rupee Cave (2) // Spiky Hint Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..pots
db $00
db $01
db $02
db $03
db $FF
..enemies
db $00
db $FF
.126 ; Bonk Fairy Pool (2) // Checkerboard Cave (1)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(.no_items) : %d(..enemies)
..areas
db $03, $00, $7F, $00, $FF
db $FF
..doors
db $06
db $FF
..enemies
db $01
db $02
db $03
db $04
db $FF
.127 ; Hammer Pegs Cave (1) // Fake Dark Lake Hylia Spike Hint Cave (2)
db $01
%sq($00)
%d(..areas) : %d(..doors) : %d(.no_items)
%d(.no_items) : %d(..pots) : %d(.no_items)
..areas
db $03, $80, $FF, $00, $FF
db $FF
..doors
db $08
db $FF
..pots
db $04
db $05
db $06
db $07
db $FF
+6 -27
View File
@@ -150,10 +150,7 @@ DrawFullRoomTile:
RTL
DrawSingleRoomLoot:
LDA.l MapItems_enabled : AND.w #$00FF : BNE +
RTL
+ PHX : PHY
PHX : PHY
TYX
@@ -175,8 +172,7 @@ DrawSingleRoomLoot:
STA.w GFXStripes+$0C, Y
LDA.b $CA
AND.w #$F0FF
JSL CheckMapLoot
JSL CheckLoot
ASL A : ASL A : ASL A
@@ -691,13 +687,6 @@ GetSpecificRoomVisibility:
STA.b $0A
+
SEP #$20
LDA.b $0A
CMP.b $0B
BCC +
STA.b $0B
+
REP #$20
LDA.b $CA
AND.w #$00FF
@@ -1240,7 +1229,7 @@ DrawDoorsMapBlinker:
AND.w #$01E0
ASL A : ASL A : ASL A
XBA
CLC : ADC.w #$00A5
CLC : ADC.w #$00A4
STA.w OAMBuffer, X
LDA.b LinkPosY
@@ -1464,8 +1453,8 @@ MoveDoorsMapCursor:
BRA .done
.no_move
; LDA.b #$3C
; STA.w $012E
LDA.b #$3C
STA.w $012E
.done
PLP
@@ -1718,13 +1707,10 @@ DoorsMapChangeDungeon:
BNE +
INX
+ LDA.l DungeonMapData.prev, X
STA.w DungeonID
CMP.b $00
BEQ .done
JSL IsValidDungeonToSwapTo
BCC .next
STA.w DungeonID
JSL FindFirstEntrance
CPY.b #$FF
BEQ .next
@@ -2119,13 +2105,6 @@ DrawDoorsStairs:
DetectLinksSection:
LDA.b RoomIndex
CMP.w #$0128
BCC +
LDA.w #$0000
RTL
+
ASL A
TAX
LDA.l SplitRooms, X
+1 -5
View File
@@ -1,5 +1,4 @@
RedrawLoot:
SEP #$20
JSL DrawLoot
; what we wrote over
@@ -33,9 +32,6 @@ DrawLoot:
LDA.l DRMode
BNE .skip
LDA.l MapItems_enabled
BEQ .skip
REP #$30
PHX : PHY
@@ -129,7 +125,7 @@ DrawSingleFloorLoot:
LDA.w #$0000
BRA +
.valid_room
JSL CheckMapLoot
JSL CheckLoot
+
ASL A : ASL A : ASL A
-59
View File
@@ -1,59 +0,0 @@
LoadDungeonIndicator:
; what we wrote over
JSL InitializeTilesets
LDA.w DungeonID
CMP.b #DungeonIndicatorMap_end-DungeonIndicatorMap : BCS .done
TAX
; mark dungeon as entered
REP #$20
LDA.w DungeonMask, X
ORA.l DungeonVisited
STA.l DungeonVisited
SEP #$20
; load indicator
LDA.l DungeonIndicatorMap, X
TAX
LDA.b #$80
STA.w $2115
REP #$20
LDA.w #$7140
STA.w $2116
LDY.b #$10
- LDA.l DungeonIndicatorGfx, X
STA.w $2118
INX #2
DEY #2
BNE -
SEP #$20
.done
RTL
DungeonIndicatorMap:
dw $0000
dw $0000
dw $0010
dw $0020
dw $0040
dw $0060
dw $0050
dw $00A0
dw $0070
dw $0090
dw $0030
dw $0080
dw $00B0
dw $00C0
.end
DungeonIndicatorGfx:
incbin "menu/dr_dungeon_indicators.2bpp"
.end
-3
View File
@@ -24,8 +24,6 @@ endmacro
%WriteGFXSheetPointer($62, DungeonMapIcons5)
%WriteGFXSheetPointer($63, DungeonMapIcons6)
%WriteGFXSheetPointer($14, DRSheet14)
pullpc
incsrc doors_dungeon_map.asm
@@ -34,7 +32,6 @@ incsrc map_bg3.asm
incsrc dungeon_switch.asm
incsrc draw_loot.asm
incsrc check_loot.asm
incsrc loot_hud.asm
incsrc blink_loot.asm
incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm
+21 -77
View File
@@ -42,8 +42,6 @@ CheckSwitchMap:
BRA .doors_done
.change_dungeon
LDA.l MapSwapping
BEQ .doors_done
JSL DoorsMapChangeDungeon
BRA .doors_done
@@ -61,14 +59,10 @@ CheckSwitchMap:
.not_fancy_door_map
SEP #$20
LDA.l MapSwapping
BEQ .no_swap
LDA.b $F6
AND.b #$30
BNE .do_swap
BNE +
.no_swap
; what we wrote over
REP #$20
LDA.w DungeonMapFloorCountData, X
@@ -76,20 +70,15 @@ CheckSwitchMap:
CLC : ADC.b $00
RTL
.do_swap
+ PHA
TXA
.try_next
ASL A
TAX
LDA.b $F6
PLA
BIT.b #$20
BNE +
INX
+
LDA.l DungeonMapData.prev, X
JSL IsValidDungeonToSwapTo
BCC .try_next
+ LDA.l DungeonMapData.prev, X
STA.w DungeonID
LDA.b #$04
@@ -98,58 +87,6 @@ CheckSwitchMap:
LDA.w #$0000
RTL
; in A = dungeon ID to check
; out C - CC = not valid, CS = valid
IsValidDungeonToSwapTo:
CMP.l CachedDungeonID ; dungeon we're in is always valid
BNE +
SEC
RTL
+
PHP
REP #$20
PHX : PHA
TAX
LDA.l MapSwapping
BIT.w #$0080
BNE .yes
BIT.w #$0001
BEQ +
; check visited flag
LDA.l SwapMasks, X
AND.l DungeonVisited
BNE .yes
+
LDA.l MapSwapping : BIT.w #$0002
BEQ +
; check map flag
LDA.l SwapMasks, X
AND.l MapField
BNE .yes
+
.no
PLA : PLX
PLP
CLC
RTL
.yes
PLA : PLX
PLP
SEC
RTL
SwapMasks:
dw $C000, $C000, $2000, $1000
dw $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010
dw $0008, $0004, $0002, $0001
DungeonMapSwitch_Submodule:
JSL $80893D
JSL $80833F
@@ -287,32 +224,39 @@ DrawDungeonLabel:
CLC : ADC.w #$0008
TAY
LDA.l MapSwapping
BEQ +
; L/R switch indicators
LDA.w #$E360
LDA.w #$E310
STA.w GFXStripes+$02, Y
LDA.w #$E960
LDA.w #$E910
STA.w GFXStripes+$0A, Y
LDA.w #$E318
STA.w GFXStripes+$12, Y
LDA.w #$E918
STA.w GFXStripes+$1A, Y
LDA.w #$0300
STA.w GFXStripes+$04, Y
STA.w GFXStripes+$0C, Y
STA.w GFXStripes+$14, Y
STA.w GFXStripes+$1C, Y
LDA.w #$65BF
LDA.w #$49AF
STA.w GFXStripes+$06, Y
LDA.w #$25BD
STA.w GFXStripes+$16, Y
LDA.w #$099E
STA.w GFXStripes+$08, Y
STA.w GFXStripes+$18, Y
LDA.w #$25BE
LDA.w #$099F
STA.w GFXStripes+$0E, Y
LDA.w #$25BF
STA.w GFXStripes+$1E, Y
LDA.w #$09AF
STA.w GFXStripes+$10, Y
STA.w GFXStripes+$20, Y
TYA
CLC : ADC.w #$0010
CLC : ADC.w #$0020
TAY
+
LDA.l DRMode
BNE .doors
-101
View File
@@ -1,101 +0,0 @@
pushpc
org $828C73
JSL EnterRoom
NOP
org $86C0AB
JSL CollectHeartPieceAndUpdate
org $86D1A8
JSL SetDeathFlagAndUpdate
pullpc
SetDeathFlagAndUpdate:
JSL UpdateLootHUD
JSL Sprite_ManuallySetDeathFlagUW
RTL
CollectHeartPieceAndUpdate:
JSL $85F018
JSL UpdateLootHUD
RTL
ClearLootHUD:
LDA.b GameMode
CMP.b #$07
BNE UpdateLootHUD
;
PHP
REP #$20
LDA.w #!BlankTile : STA.w EnemyDropIndicator
PLP
RTL
EnterRoom:
; what we wrote over
STZ.w $0200
STZ.b $B0
; fall into UpdateLootHUD
UpdateLootHUD:
PHP
REP #$30
PHX : PHY
SEP #$30
LDA.l HudItems_enabled : BEQ .setting_off
LDA.b IndoorsFlag : BEQ .done
REP #$30
LDA.b $00 : PHA
LDA.b $02 : PHA
LDA.b $04 : PHA
LDA.b $06 : PHA
LDA.b $08 : PHA
LDA.b $0E : PHA
; if if door rando, check for section of supertile
LDA.l DRMode
BNE +
; if not in door rando, check for section of supertile if we're not in a dungeon
LDA.w DungeonID
AND.w #$00FF
CMP.w #$00FF
BEQ +
; just load the room id, we don't care about sections
LDA.b RoomIndex
BRA .check
+ ; figure out section before checking
JSL DetectLinksSection
INC A
XBA
ASL A : ASL A : ASL A : ASL A
ORA.b RoomIndex
.check
JSL CheckHudLoot
ASL A : TAX
LDA.l HUDLootTypeIcons, X
STA.w EnemyDropIndicator
PLA : STA.b $0E
PLA : STA.b $08
PLA : STA.b $06
PLA : STA.b $04
PLA : STA.b $02
PLA : STA.b $00
BRA .done
.setting_off
JSL SetupEnemyDropIndicator
.done
REP #$30
PLY : PLX
PLP
RTL
-31
View File
@@ -1,31 +0,0 @@
CheckOrangePotion:
LDA.l BottleContents, X
CMP.b #$01
BEQ .orange
; return to vanilla behavior
CMP.b #$00
RTL
.orange
LDA.l InfiniteMagic
BNE .nope
LDA.b #$02
STA.l BottleContents, X
STZ.w $0301
LDA.b #$01
STA.l InfiniteMagic
JSL RebuildHUD_update_long
LDA.b #$00
RTL
.nope
JSL Sound_SetSfxPanWithPlayerCoords
ORA.b #$3C
STA.w SFX2
LDA.b #$00
RTL
+33 -97
View File
@@ -52,10 +52,10 @@ dw $2DCB, $6DCB, $ADCB, $EDCB ; 01 - unknown - dot
dw $29EB, $69EB, $29FB, $69FB ; 02 - junk - pot
dw $29CA, $69CA, $29DA, $29DB ; 03 - small key
dw $29E9, $69E9, $29F9, $69F9 ; 04 - triforce piece
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - health - plus
dw $29DD, $69DD, $A9DD, $E9DD ; 05 - safety - plus
dw $29EC, $69EC, $29FC, $69FC ; 06 - less important item - small chest
dw $29E8, $69E8, $29F8, $69F8 ; 07 - compass
dw $29CE, $29CF, $29DE, $29DF ; 08 - map
dw $29CE, $29CF, $29DE, $29DF ; 07 - map
dw $29E8, $69E8, $29F8, $69F8 ; 08 - compass
dw $29CA, $69CA, $29DA, $29DB ; 09 - small key
dw $29C8, $69C8, $29D8, $29D9 ; 0A - big key
dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
@@ -73,32 +73,29 @@ warnpc $B9FA00
org $B9FA00
; Room ID mappings to bit to check for presence and address of item drop
MiscLocations:
dw $10C8 : db $04 : dl HeartContainer_ArmosKnights
dw $1033 : db $04 : dl HeartContainer_Lanmolas
dw $1007 : db $04 : dl HeartContainer_Moldorm
dw $00C8 : db $04 : dl HeartContainer_ArmosKnights
dw $0033 : db $04 : dl HeartContainer_Lanmolas
dw $0007 : db $04 : dl HeartContainer_Moldorm
dw $105A : db $04 : dl HeartContainer_HelmasaurKing
dw $1006 : db $04 : dl HeartContainer_Arrghus
dw $1029 : db $04 : dl HeartContainer_Mothula
dw $10AC : db $04 : dl HeartContainer_Blind
dw $10DE : db $04 : dl HeartContainer_Kholdstare
dw $1090 : db $04 : dl HeartContainer_Vitreous
dw $10A4 : db $04 : dl HeartContainer_Trinexx
dw $005A : db $04 : dl HeartContainer_HelmasaurKing
dw $0006 : db $04 : dl HeartContainer_Arrghus
dw $0029 : db $04 : dl HeartContainer_Mothula
dw $00AC : db $04 : dl HeartContainer_Blind
dw $00DE : db $04 : dl HeartContainer_Kholdstare
dw $0090 : db $04 : dl HeartContainer_Vitreous
dw $00A4 : db $04 : dl HeartContainer_Trinexx
dw $1073 : db $05 : dl BonkKey_Desert ; torch
dw $108C : db $05 : dl BonkKey_GTower ; torch
dw $1087 : db $05 : dl StandingKey_Hera
dw $10E1 : db $06 : dl HeartPiece_Forest_Thieves
dw $10E2 : db $06 : dl HeartPiece_Lumberjack_Tree
dw $10EA : db $05 : dl HeartPiece_Spectacle_Cave
dw $111B : db $06 : dl HeartPiece_Graveyard_Warp
dw $211B : db $05 : dl HeartPiece_Circle_Bushes
dw $111E : db $05 : dl RupeeNPC_NortheastDarkSwampCave
dw $1123 : db $05 : dl RupeeNPC_MoldormCave
dw $1126 : db $06 : dl HeartPiece_Mire_Warp
dw $1127 : db $05 : dl HeartPiece_Smith_Pegs
dw $0073 : db $05 : dl BonkKey_Desert ; torch
dw $008C : db $05 : dl BonkKey_GTower ; torch
dw $0087 : db $05 : dl StandingKey_Hera
dw $FFFF : db $FF : dl $FFFFFF ; Placeholders
dw $FFFF : db $FF : dl $FFFFFF
dw $FFFF : db $FF : dl $FFFFFF ; Aga 1? ($0020)
dw $FFFF : db $FF : dl $FFFFFF ; Ice Armos? ($001C)
dw $FFFF : db $FF : dl $FFFFFF ; Lanmolas 2? ($0033)
dw $FFFF : db $FF : dl $FFFFFF ; Moldorm 2? ($004D)
dw $FFFF : db $FF : dl $FFFFFF ; Aga 2? ($000D)
dw $FFFF
warnpc $B9FA9A
@@ -131,7 +128,7 @@ pad $B9FB00
; $B9FB00
DungeonLabels:
dw $25A4, $2579 ; Sewers
dw $2550, $2579 ; Sewers
dw $2564, $255F ; Hyrule Castle
dw $2561, $256C ; Eastern Palace
dw $2560, $256C ; Desert Palace
@@ -149,44 +146,6 @@ dw $25A4, $25A4 ; Reserved
dw $25A4, $25A4 ; Reserved
; $B9FB40
HUDLootTypeIcons:
dw $287F ; 00 - nothing
dw $295C ; 01 - unknown - dot
dw $2954 ; 02 - junk - pot
dw $2950 ; 03 - small key
dw $2952 ; 04 - triforce piece
dw $2955 ; 05 - health - plus
dw $2953 ; 06 - less important item - small chest
dw $2D56 ; 07 - compass
dw $2957 ; 08 - map
dw $2950 ; 09 - small key
dw $2951 ; 0A - big key
dw $295A ; 0B - important inventory item - big chest
dw $2D58 ; 0C - pendant
dw $2D59 ; 0D - crystal
dw $2952 ; 0E - triforce piece
dw $295B ; 0F - triforce
; $B9FB60
NpcItems:
dw $10E3 : dl $7EF411 : db $80 ; Magic Bat
dw $1102 : dl $7EF410 : db $04 ; Sick Kid
dw $1105 : dl $7EF410 : db $10 ; Sahasrahla
dw $1109 : dl $7EF411 : db $20 ; Potion Shop
dw $1121 : dl $7EF411 : db $04 ; Blacksmith
dw $FFFF
warnpc $B9FBA0
padbyte $FF
pad $B9FBA0
; $B9FBA0
; Currently these two are hard-coded checks
; but maybe that will change if more show up someday?
MiscLocations2:
dw $1055 : dw $7EF3C6 : db $01 : dl UncleItem
dw $2107 : dw $7EF410 : db $80 : dl LibraryItem
dw $FFFF
warnpc $B9FE00
org $B9FE00
@@ -220,53 +179,30 @@ warnpc $B9FF08
org $B9FF08
; $00 - do not show anything
; $01 - show presence of unobtained items
; $02 - show compass if presence, otherwise presence of unobtained items
; $03 - show category of item
MapItems:
; $02 - show category of item
ShowItems:
.default
db $00
.have_map
db $00
.have_compass
db $03
.visited_tile
db $02
.reserved
skip 3
.enabled
.visited_tile
db $01
.reserved
skip 4
warnpc $B9FF10
org $B9FF10
HudItems:
.cave
db $00
.default_dungeon
db $00
.have_map
db $01
.have_compass
db $03
.reserved
skip 3
.enabled
db $01
warnpc $B9FF18
org $B9FF20
; ---P sepc
; ---P bepc
; P - dungeon prizes
; s - standing items (plus torches in GT and desert and bosses)
; b - bosses (and torches in GT and desert, plus hera basement standing item)
; e - enemy drops
; p - pots
; c - chests
ItemSources:
db $09
; B9FF21
; a--- --mv
; a - always
; m - have map
; v - have visited dungeon
MapSwapping:
; $B9FF11
AlwaysShowCompass:
db $01
+1 -1
View File
@@ -1,6 +1,6 @@
DamageClassCalc:
PHA
LDA.l GanonVulnerabilityItem : AND.b #$7F : BEQ +
LDA.l GanonVulnerabilityItem : BEQ +
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE +
PLA
JSL Ganon_CheckAncillaVulnerability
+6 -9
View File
@@ -4,14 +4,12 @@ Ganon_CheckAncillaVulnerability:
PLA
PHX : PHA
LDA.l GanonVulnerabilityItem
BVS .no_weakness
AND.b #$7F
BMI .no_weakness
TAX : PLA
CMP.l Ganon_CheckByAncilla, X : BNE +
PLX : BRA .vulnerable
+ PLX : PHA
LDA.l GanonVulnerabilityItem
AND.b #$7F
BEQ .silver_arrows
CMP.b #$01 : BEQ .silver_arrows
CMP.b #$11 : BEQ .somaria
@@ -36,7 +34,6 @@ Ganon_CheckAncillaVulnerability:
.vulnerable
PHX
LDA.l GanonVulnerabilityItem
AND.b #$7F
TAX
LDA.l Ganon_IFrameDuration, X
PLX
@@ -55,7 +52,7 @@ Ganon_CheckAncillaVulnerability:
RTL
;--------------------------------------------------------------------------------
Ganon_CheckPowderVulnerability:
LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$05 : BNE .normal
LDA.l GanonVulnerabilityItem : CMP.b #$05 : BNE .normal
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .normal
LDA.w $0EE0, X : BNE .normal ; ganon has i-frames
LDA.l Ganon_IFrameDuration+$05
@@ -72,7 +69,7 @@ Ganon_CheckPowderVulnerability:
Ganon_CheckBeeVulnerability:
; X is bee sprite index
; Y is target sprite index
LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$10 : BNE .normal
LDA.l GanonVulnerabilityItem : CMP.b #$10 : BNE .normal
LDA.w SpriteTypeTable, Y : CMP.b #$D7 : BNE .normal
LDA.w $0EE0, Y : BNE .normal ; ganon has i-frames
LDA.l Ganon_IFrameDuration+$10
@@ -91,14 +88,14 @@ Ganon_CheckInvincible:
LDA.w $04C5 : CMP.b #$02 : BEQ .not_transparent
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .transparent ; non-stunned ganon
LDA.w UseY1 : AND.b #$0A : BEQ .transparent ; normal behavior if not hammering
LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$0C : BNE .transparent
LDA.l GanonVulnerabilityItem : CMP.b #$0C : BNE .transparent
.not_transparent
LDA.b #$00 : RTL
.transparent
LDA.b #$01 : RTL
;--------------------------------------------------------------------------------
Ganon_CheckHammerVulnerability:
LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$0C : BNE .normal
LDA.l GanonVulnerabilityItem : CMP.b #$0C : BNE .normal
LDA.w SpriteTypeTable, X : CMP.b #$D7 : BNE .normal
LDA.w $0EE0, X : BNE .normal ; ganon has i-frames
LDA.l Ganon_IFrameDuration+$0C
@@ -111,7 +108,7 @@ Ganon_CheckHammerVulnerability:
;--------------------------------------------------------------------------------
CheckBeeBoss:
; Y is sprite index
LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$10 : BNE .normal
LDA.l GanonVulnerabilityItem : CMP.b #$10 : BNE .normal
LDA.w SpriteTypeTable, Y : CMP.b #$D7 : BNE .normal
LDA.b #$00 : RTL
.normal
+1 -3
View File
@@ -12,9 +12,7 @@ db $01
GKRomVersion:
; $01 = Dungeon Maps
; .., $01 = Dark rooms don't show on map from visition
; .., $02 = OW Fog and Grid modes
; .., $03 = Loot level of current supertile in HUD
db $01, $03, $00
db $01, $01, $00
;--------------------------------------------------------------------------------
;================================================================================
-3
View File
@@ -1,8 +1,5 @@
GoalItemGanonCheck:
LDA.w SpriteTypeTable, X : CMP.b #$D6 : BNE .success ; skip if not ganon
LDA.l GanonVulnerabilityItem : BPL +
LDA.w SpriteActivity, X : CMP.b #$12 : BEQ .fail
+
LDA.b #$01 : JSL CheckConditionPass
BCS .success
+3 -51
View File
@@ -120,7 +120,7 @@ JSL AddBonkTremors : NOP #4
; Bonk Breakable Walls
;--------------------------------------------------------------------------------
org $81CF8E ; CF8E <- Bank01.asm : 11641 (LDA $0372 : AND.w #$00FF)
JSL ValidDashCheck : NOP #2
JSL BonkBreakableWall : NOP #2
;--------------------------------------------------------------------------------
;================================================================================
@@ -139,11 +139,6 @@ GravestoneHook_continue:
org $87C106
moveGravestone:
;--------------------------------------------------------------------------------
org $899A30
JSL ValidDashCheck : NOP #2
org $899A3A
JSL ValidDashCheck : NOP #2
;--------------------------------------------------------------------------------
;================================================================================
; Jump Down Ledge
@@ -997,15 +992,6 @@ LDA.w BottleListExpanded, X
org $89895C ; 4895C - ancilla_init.asm:1344 (LDA PotionList, X)
LDA.w PotionListExpanded, X
org $898946
CMP.b #$00 : BNE + : skip 9 : +
org $89895A
LDX.b #$06
org $89896A
ADC.b #$01
;--------------------------------------------------------------------------------
org $86D1EB ; 351EB - sprite_absorbable.asm:364 (STA $7EF375) ; bugbug commented out until i figure out why it doesn't work
JSL HandleBombAbsorbtion
@@ -1038,7 +1024,6 @@ JSL RefillHealth
;--------------------------------------------------------------------------------
org $80F922 ; <- 7922 - Bank00.asm:8543 - (JSL HUD.RefillMagicPower : BCC .beta)
JSL RefillMagic
;--------------------------------------------------------------------------------
;================================================================================
; Early Bottle Fix
@@ -1127,8 +1112,7 @@ JSL CompareBombsToMax : NOP #11
org $85FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
JSL GiveBonkItem : NOP #5
org $85FC97 ; <- 2FC97 - sprite_dash_item.asm : 126 (LDA.b #$2F : JSL Sound_SetSfx3PanLong)
JSL UpdateLootHUD
NOP #2
NOP #6
;--------------------------------------------------------------------------------
org $868D39 ; <- 30D39 - sprite_prep.asm : 1435 - (LDA.b #$08 : STA $0F50, X)
JSL LoadBonkItemGFX
@@ -1175,8 +1159,6 @@ ORA.w #$8000 : STA.w $007E, Y
ORA.w #$4000 : STA.w $0084, Y
JSL AddYMarker : NOP #2
;--------------------------------------------------------------------------------
org $8DF779 ; <- 6F779 (not in disassembly) - mushroom bottle hud tile
dw $20D2, $60D2, $20E2, $202D ; (Orig: $2044, $2045, $2046, $2047)
org $8DF789+6 ; <- 6F789+6 (not in disassembly) - red bottle hud tile, lower right
dw $2413 ; (Orig: #$24E3)
org $8DF789+6+8 ; green bottle hud tile, lower right
@@ -1656,8 +1638,7 @@ JSL FixAga2Bunny : NOP
; Open Mode Fixes
;--------------------------------------------------------------------------------
org $85DF65 ; <- 2DF65 - sprite_uncle_and_priest.asm:994 - (LDA.b #$01 : STA $7EF3C5)
JSL UpdateLootHUD
NOP #2
NOP #6
;--------------------------------------------------------------------------------
org $85EDDF ; <- 2EDDF - sprite_zelda.asm:398 - (LDA.b #$02 : STA $7EF3C5)
JSL EndRainState : NOP #2
@@ -2121,11 +2102,6 @@ JSL FlipperScrollWarp
;--------------------------------------------------------------------------------
;org $878F51 ; <- 38F51 - Bank07.asm:2444 (JSR $AE54 ; $3AE54 IN ROM)
;JSL OnEnterWater : NOP
;--------------------------------------------------------------------------------
; Fixes getting bumped while swimming, unable to screen transition
org $879632
LinkState_Swimming:
JSL FixSwimBump
;================================================================================
; Floodgate Softlock Fix
;--------------------------------------------------------------------------------
@@ -2772,23 +2748,6 @@ JSL MimicDirection
org $828068
JSL AdjustDefaultGraphics
;================================================================================
;--------------------------------------------------------------------------------
; Remove Overwriting HUD gfx on game over
;--------------------------------------------------------------------------------
org $809038
RTS
;================================================================================
;--------------------------------------------------------------------------------
; Dungeon Indicator VRAM overwrite
;--------------------------------------------------------------------------------
org $828190
JSL LoadDungeonIndicator
org $829AA2
JSL LoadDungeonIndicator
;================================================================================
; Special Weapons Modes
;--------------------------------------------------------------------------------
@@ -2859,10 +2818,3 @@ org $8DFB63 ; bank_0D.asm@18092 (LDA.l $7EF33F, X : AND.w #$00FF)
JSL CheckFluteInHUD
NOP #3
;--------------------------------------------------------------------------------
;================================================================================
; Orange Potion (Chateau Romani)
;--------------------------------------------------------------------------------
org $87A15C ; bank_07.asm@6963 (LDA.l $7EF35C, X)
JSL CheckOrangePotion
;--------------------------------------------------------------------------------
-1
View File
@@ -165,7 +165,6 @@ AddInventory:
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .done
REP #$30
LDA.l TotalItemCounter : INC : TAY
JSL UpdateLootHUD
LDA.l BootsEquipment : AND.w #$00FF : BNE +
TYA : STA.l PreBootsLocations
+
+6 -6
View File
@@ -239,7 +239,7 @@ endmacro
%ReceiptProps($63, -4, 0, $FF, $F36A, $FF, skip, rng_multi) ; 63 - RNG pool item (multi)
%ReceiptProps($64, -4, 0, $FF, $F340, $FF, skip, progressive_bow) ; 64 - Progressive bow
%ReceiptProps($65, -4, 0, $FF, $F340, $FF, skip, progressive_bow_2) ; 65 - Progressive bow
%ReceiptProps($66, -4, 0, $51, $F36E, $FF, skip, skip) ; 66 - Potion refill (yellow)
%ReceiptProps($66, -4, 0, $FF, $F36A, $FF, skip, skip) ; 66 -
%ReceiptProps($67, -4, 0, $FF, $F36A, $FF, skip, skip) ; 67 -
%ReceiptProps($68, -4, 0, $FF, $F36A, $FF, skip, skip) ; 68 -
%ReceiptProps($69, -4, 0, $FF, $F36A, $FF, skip, skip) ; 69 -
@@ -518,7 +518,7 @@ endmacro
%SpriteProps($63, 2, 2, $FF, $FF, $0000) ; 63 - RNG pool item (multi)
%SpriteProps($64, 2, 2, $FF, $FF, $0000) ; 64 - Progressive bow
%SpriteProps($65, 2, 2, $FF, $FF, $0000) ; 65 - Progressive bow
%SpriteProps($66, 2, 2, $02, $02, $0000) ; 66 - Potion refill (yellow)
%SpriteProps($66, 2, 2, $00, $00, $0000) ; 66 -
%SpriteProps($67, 2, 2, $00, $00, $0000) ; 67 -
%SpriteProps($68, 2, 2, $00, $00, $0000) ; 68 -
%SpriteProps($69, 2, 2, $00, $00, $0000) ; 69 -
@@ -794,7 +794,7 @@ endmacro
%InventoryItem($63, $0001, $0000, $0000) ; 63 - RNG pool item (multi)
%InventoryItem($64, $00A5, $0000, $0000) ; 64 - Progressive bow
%InventoryItem($65, $00A5, $0000, $0000) ; 65 - Progressive bow
%InventoryItem($66, $0081, $0000, $0000) ; 66 - Potion refill (yellow)
%InventoryItem($66, $0001, $0000, $0000) ; 66 -
%InventoryItem($67, $0001, $0000, $0000) ; 67 -
%InventoryItem($68, $0001, $0000, $0000) ; 68 -
%InventoryItem($69, $0001, $0000, $0000) ; 69 -
@@ -1054,7 +1054,7 @@ ItemReceiptGraphicsOffsets:
dw $0 ; 63 - RNG pool item (multi)
dw $0 ; 64 - Progressive bow
dw $0 ; 65 - Progressive bow
dw $0CE0 ; 66 - Potion refill (yellow)
dw $0 ; 66 -
dw $0 ; 67 -
dw $0 ; 68 -
dw $0 ; 69 -
@@ -1324,7 +1324,7 @@ StandingItemGraphicsOffsets:
dw $0 ; 63 - RNG pool item (multi)
dw $0 ; 64 - Progressive bow
dw $0 ; 65 - Progressive bow
dw $0CA0 ; 66 - Potion refill (yellow)
dw $0 ; 66 -
dw $0 ; 67 -
dw $0 ; 68 -
dw $0 ; 69 -
@@ -1590,7 +1590,7 @@ VRAMAddressOffset:
dw $0024 ; 63 - RNG pool item (multi)
dw $0024 ; 64 - Progressive bow
dw $0024 ; 65 - Progressive bow
dw $0024 ; 66 - Potion refill (yellow)
dw $0024 ; 66 -
dw $0024 ; 67 -
dw $0024 ; 68 -
dw $0024 ; 69 -
+2 -2
View File
@@ -46,7 +46,7 @@ dw $7F7F
; Ganons Tower
Notice_GTower:
db $76 : dw "Ganon's Tower"
db $76 : dw "Ganons Tower"
dw $7F7F
; Turtle Rock
@@ -81,7 +81,7 @@ dw $7F7F
; Dark Palace
Notice_PoD:
db $76 : dw "Palace of Darkness"
db $76 : dw "Dark Palace"
dw $7F7F
; Swamp Palace
+6 -10
View File
@@ -89,8 +89,7 @@ org $80FDEE
InitializeMirrorHDMA:
org $89D62E
;commenting out since this address can move
;UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
if !FEATURE_FIX_BASEROM
org $81DB67
@@ -221,8 +220,7 @@ RevealPotItem:
STZ.w SpawnedItemIsMultiWorld
BIT.b Scrap08
BVS LoadMultiWorldPotItem
BPL .normal_secret
JMP LoadMajorPotItem
BMI LoadMajorPotItem
.normal_secret
STA.b Scrap08
@@ -243,7 +241,6 @@ RevealPotItem:
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+ REP #$10
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained
PLY : PLX
@@ -343,7 +340,6 @@ IncrementCountsForSubstitute:
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
JSL UpdateLootHUD
LDA.w #$0001 : STA.l UpdateHUDFlag
.obtained
SEP #$30 : PLX
@@ -360,7 +356,7 @@ ClearSpriteData:
STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X
STZ.w SprRedrawFlag, X
DEX : BPL .loop
JSL ClearLootHUD
JSR SetupEnemyDropIndicator
PLX
RTL
@@ -407,7 +403,7 @@ SetupEnemyDropIndicator:
.done
SEP #$20
RTL
RTS
; Runs during sprite load of the room
@@ -574,7 +570,7 @@ IncrementCountForMinor:
LDA.l SpriteDropData, X : BIT.b Scrap0A : BNE .obtained
ORA.b Scrap0A : STA.l SpriteDropData, X
SEP #$10
JSL UpdateLootHUD
JSR SetupEnemyDropIndicator
REP #$20
LDX.w DungeonID : CPX.b #$FF : BEQ +
CPX.b #$00 : BNE ++
@@ -630,10 +626,10 @@ MarkSRAMForItem:
TYX
LDA.w SpawnedItemFlag : CMP.w #$0001 : BEQ +
LDA.l SpriteDropData, X : ORA.b Scrap00 : STA.l SpriteDropData, X
SEP #$10 : JSR SetupEnemyDropIndicator
BRA .end
+ LDA.l RoomPotData, X : ORA.b Scrap00 : STA.l RoomPotData, X
.end
JSL UpdateLootHUD
SEP #$30 : PLY : PLX
LDA.w RoomItemsTaken
RTL
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
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BIN
View File
Binary file not shown.
+1 -1
View File
@@ -9,7 +9,7 @@ UploadMenuOnlyIcons:
REP #$20
LDA.w #MenuOnlyIcons : STA.w $4342
LDA.w #$1801 : STA.w $4340
LDA.w #$0400 : STA.w $4345
LDA.w #$0240 : STA.w $4345
LDA.w #$0F800>>1 : STA.w $2116
SEP #$20
+23 -145
View File
@@ -40,7 +40,7 @@ dw $0000
warnpc $8ABE2E
org $8ABE2E
; located posx/posy, dislocated posx/posy, prize posx/posy
; located posx/posy, dislocated posx/posy, prize pox/posy
; located = proper location of icon (default: if you have map)
; dislocated = location of icon if proper location is hidden from player
; highest bit on first posx indicates which world it should show in
@@ -49,27 +49,27 @@ WorldMapIcon_pos:
.hc
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.ep
dw $0F40, $0660, $FF00, $FF00, $0F40, $0660
dw $0F31, $0620, $FF00, $FF00, $0F31, $0620
.dp
dw $0140, $0D00, $FF00, $FF00, $0140, $0D00
dw $0108, $0D70, $FF00, $FF00, $0108, $0D70
.at
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.sp
dw $8778, $0F50, $FF00, $FF00, $8778, $0F50
dw $8759, $0ED0, $FF00, $FF00, $8759, $0ED0
.pod
dw $8F40, $0660, $FF00, $FF00, $8F40, $0660
dw $8F40, $0620, $FF00, $FF00, $8F40, $0620
.mm
dw $8148, $0D00, $FF00, $FF00, $8148, $0D00
dw $8100, $0CA0, $FF00, $FF00, $8100, $0CA0
.sw
dw $80B0, $00C0, $FF00, $FF00, $80B0, $00C0
dw $8082, $00B0, $FF00, $FF00, $8082, $00B0
.ip
dw $8CA0, $0E00, $FF00, $FF00, $8CA0, $0E00
dw $8CA0, $0DA0, $FF00, $FF00, $8CA0, $0DA0
.toh
dw $0900, $0100, $FF00, $FF00, $0900, $0100
dw $08D0, $0080, $FF00, $FF00, $08D0, $0080
.tt
dw $81F8, $0800, $FF00, $FF00, $81F8, $0800
dw $81D0, $0780, $FF00, $FF00, $81D0, $0780
.tr
dw $8F20, $0100, $FF00, $FF00, $8F20, $0100
dw $8F11, $0103, $FF00, $FF00, $8F11, $0103
.gt
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
@@ -262,8 +262,8 @@ DrawPrizesOverride:
; determine if draw and/or continue
JSR WorldMap_ValidateCoords : BCS .advance
JSR WorldMap_DrawTile
JSR WorldMap_DrawTileOverlay
JSR WorldMap_DrawTile
.advance
LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : +
PLB
@@ -321,35 +321,24 @@ RTS
WorldMap_DrawTile:
LDA.b Scrap00 : PHA
LDA.l $7EC10A : BIT.w #$4000 : SEP #$20 : BNE .raw_coords ; use raw OAM coordinates
JSR WorldMap_CalculateOAMCoordinates
BCS .apply_offsets
REP #$20
BRA .exit
.raw_coords
STA.b Scrap0E
LDA.l $7EC108 : STA.b Scrap0F
.apply_offsets
LDX.b Scrap0A : BNE .aligned ; prize number/overlay: no offset
LDX.b Scrap0B : BEQ +
; 16x16 sprite: -8 pixels
LDA.b Scrap0E : SEC : SBC.b #$08 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$08 : STA.b Scrap0F
BRA .aligned
+
; 8x8 sprite: -4 pixels
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$04 : STA.b Scrap0F
.aligned
SEP #$20
LDX.b Scrap0B : TXA : STA.b (OAMPtr+2)
INC.b OAMPtr+2
JSR WorldMap_CalculateOAMCoordinates
LDX.b Scrap0A : BEQ +
LDA.b Scrap0E : CLC : ADC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : CLC : ADC.b #$04 : STA.b Scrap0F
+
LDX.b Scrap0B : BEQ +
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
+
REP #$20
PLA : STA.b Scrap00
LDA.b Scrap0E : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr
LDA.b Scrap0C : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr
.exit
PLA : STA.b Scrap00
RTS
; Y - dungeon index
@@ -434,117 +423,6 @@ WorldMap_CheckPrizeCollected:
RTS
warnpc $8AC3B1
org $8AC3B6
; ---------------------------------------------------------------------------------------------------
; Y coordinate calculation: Quadratic approximation
; Formula: Y_oam = 0x16 + (Y * 118 >> 12) + ((Y>>4)^2 * 49 >> 8)
; Accurate to within ±1.5 pixels across entire range
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC108 : ASL #4 ; world Y coordinate
PHA
; calculate linear term: (Y * 118) >> 12
SEP #$20
LDA.b #$76
JSR WorldMap_MultiplyAxB ; (Y>>4) * 118
REP #$20
STA.b Scrap00 ; linear term stored at high byte (Scrap01)
; calculate quadratic term: ((Y>>4)^2 * 49) >> 8
LDA.b 1,S
SEP #$20
XBA : TAX : XBA : TXA
JSR WorldMap_MultiplyAxB ; (Y>>4) ^ 2
LDA.b #$31
JSR WorldMap_MultiplyAxB ; multiply by 49
XBA ; quadratic term
; combine: 0x16 + linear_term + quadratic_term
CLC : ADC.b Scrap01 ; add linear term
ADC.b #$16 ; add fixed offset
STA.b Scrap0F
REP #$20
PLA ; world Y coordinate
; ---------------------------------------------------------------------------------------------------
; Calculate half_width for perspective: 91 + (Y_shifted * 28 / 256)
; The world map appears wider at the bottom than at the top, simulating perspective
; Top (Y=0): X range 0x26-0xDC (half-width: 91), Bottom (Y=FFF): X range 0x08-0xF6 (half-width: 119)
; ---------------------------------------------------------------------------------------------------
SEP #$20
LDA.b #$1C ; width increase factor
JSR WorldMap_MultiplyAxB
XBA : CLC : ADC.b #$5B ; add fixed half-width
STA.b Scrap00
; ---------------------------------------------------------------------------------------------------
; Calculate X offset: X_offset = (X_from_center * half_width * 2) / 256
; where X_from_center = (world_X >> 4) - 128
; The center X is at 129 (0x81)
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC10A : LSR #4 ; world X coordinate
SEP #$20
SEC : SBC.b #$80 ; subtract 128 (center point)
PHP ; preserve carry
BPL + : EOR.b #$FF : INC : + ; absolute value
PHA
LDA.b Scrap00 : ASL : XBA ; half-width x 2
PLA
JSR WorldMap_MultiplyAxB
XBA
PLP : BCS +
STA.b Scrap00
LDA.b #$81 : SEC : SBC.b Scrap00 ; center X position - offset
BRA .store_and_exit
+ CLC : ADC.b #$81 ; center X position + offset
.store_and_exit
STA.b Scrap0E
SEP #$30
JMP WorldMap_CalculateOAMCoordinates_exit_successfully
warnpc $8AC433
; most of this function is copied from the original, but rearranged
org $8AB7F3
FluteMenu_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL FluteMenu_MoveLinkSprite ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
JSL OWMapFluteCancelIcon ; override vanilla (LDA.b #$02 : STA.b Scrap0B)
LDX.b #$10 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8AB831
; most of this function is copied from the original, but rearranged
org $8ABF78
WorldMap_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL WorldMap_SkipHandleSprites ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
LDA.b #$02 : STA.b Scrap0B
LDX.b #$00 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8ABFB6
pullpc
WorldMap_LoadChrHalfSlot:
-5
View File
@@ -123,11 +123,6 @@ GetMultiworldItem:
BRL .return
+
LDA.b LinkPushDirection
BEQ +
BRL .return
+
LDA.l !MULTIWORLD_ITEM : BNE +
BRL .return
+
+13 -19
View File
@@ -273,15 +273,10 @@ NewHUD_DrawMagicMeter:
STA.w CurrentMagic
TAY
LDA.b FrameCounter
REP #$30
LDA.w #$0002
; ; cycle through colors
; LDA.b FrameCounter
; REP #$30
; AND.w #$000C
; LSR
AND.w #$000C
LSR
BRA .recolor
.set_index ; this branch is always 0000 when taken
@@ -314,16 +309,16 @@ MagicMeterColorMasks:
;================================================================================
PrizeIconTiles_Transparent:
dw $0000 ; no icon
dw $2891 ; crystal 1
dw $2892 ; crystal 2
dw $2893 ; crystal 3
dw $2894 ; crystal 4
dw $2895 ; crystal 5
dw $2896 ; crystal 6
dw $2897 ; crystal 7
dw $2935 ; green pendant
dw $2936 ; blue pendant
dw $2937 ; red pendant
dw $2978 ; crystal 1
dw $2979 ; crystal 2
dw $297A ; crystal 3
dw $297B ; crystal 4
dw $297C ; crystal 5
dw $297D ; crystal 6
dw $297E ; crystal 7
dw $2963 ; green pendant
dw $295E ; blue pendant
dw $296E ; red pendant
;================================================================================
DrawCompassCounts:
@@ -391,7 +386,6 @@ RTS
;================================================================================
DrawMapCounts:
LDA.l MapHUDMode : BEQ .done
LDA.l GenericKeys : BNE .done ; generator don't have an accurrate count of key doors in this case
; no map needed if this bit is set
BIT.b #$02 : BNE .draw_map_count
+3 -3
View File
@@ -935,7 +935,7 @@ BottleListExpanded:
db $16, $2B, $2C, $2D, $3D, $3C, $48
PotionListExpanded:
db $66, $FF, $2E, $2F, $30, $FF, $0E
db $2E, $2F, $30, $FF, $0E
;--------------------------------------------------------------------------------
HandleBowTracking:
; In: A - Item Receipt ID
@@ -1190,7 +1190,7 @@ MaybeFlagCompassTotalPickup:
RTL
MaybeFlagMapTotalPickup:
LDA.l MapHUDMode : AND.b #$0F : BEQ .done
; LDA.l MapHUDMode : AND.b #$0F : BEQ .done
LDA.w DungeonID : BMI .done
LDA.w ItemReceiptID : CMP.b #$33 : BEQ .set_flag
REP #$20
@@ -1212,7 +1212,7 @@ MaybeFlagDungeonTotalsEntrance:
LDA.l CompassMode : AND.w #$000F : BEQ .maps ; Skip if we're not showing compass counts
JSR FlagCompassCount
.maps
LDA.l MapHUDMode : AND.w #$000F : BEQ .done
LDA.l MapHUDMode : AND.w #$000F
LDX.w DungeonID
JSR FlagMapCount
.done
+6 -24
View File
@@ -90,17 +90,11 @@ ItemSet_FairySword:
RTL
ItemSet_SmithSword:
PHA
LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$04 : STA.l NpcFlags+1 : PLA
RTL
ItemSet_MagicBat:
PHA
LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$80 : STA.l NpcFlags+1 : PLA
RTL
ItemSet_OldMan:
@@ -116,10 +110,7 @@ RTL
ItemSet_SickKid:
PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA
LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags : PLA
RTL
ItemSet_TreeKid:
@@ -131,10 +122,7 @@ RTL
ItemSet_Sahasrala:
PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA
LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags : PLA
RTL
ItemSet_Catfish:
@@ -144,10 +132,7 @@ RTL
ItemSet_Library:
PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL Link_ReceiveItem ; thing we wrote over
PHA
LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags : PLA
RTL
ItemSet_Mushroom:
@@ -164,10 +149,7 @@ ItemSet_Mushroom:
RTL
ItemSet_Powder:
PHA
LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1
JSL UpdateLootHUD
PLA
PHA : LDA.l NpcFlags+1 : ORA.b #$20 : STA.l NpcFlags+1 : PLA
RTL
;================================================================================
+78 -330
View File
@@ -6,18 +6,18 @@ OWFlags:
dw 0
OWReserved:
dw 0
OWFog:
db 0 ; 0: disabled - 1: fog clears after visiting either world version of a screen - 2: fog clears after visiting the current world version of a screen
org $aa8010
OWVersionInfo:
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;Hooks
org $82a92C
JSL OWDetectEdgeTransition ; JSL Link_CheckForEdgeScreenTransition
org $82a929
OWDetectTransitionReturn:
org $82a936
OverworldHandleTransitions_PerformEdgeTransition:
org $82a939
OverworldHandleTransitions_SpecialTrigger:
JSL OWDetectEdgeTransition
BCS OWDetectTransitionReturn
org $82a999
jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA
@@ -78,6 +78,8 @@ org $8ab7af ;LDA $F2 : ORA $F0 : AND #$C0
jml OWFluteCancel2 : nop
org $8ab90d ;JSL $02E99D
jsl OWFluteCancel
org $8ab816
JSL OWMapFluteCancelIcon
; allows Frog sprite to spawn in LW and also allows his friend to spawn in their house
org $868a76 ; < 30a76 - sprite_prep.asm:785 (LDA $7EF3CA : AND.w #$40)
@@ -104,36 +106,20 @@ jsl OWOldManSpeed
org $8aba6c ; < ? - Bank0a.asm:474 ()
jsl OWMapWorldCheck16 : nop
; Custom Overworld Map
org $8ABA52
JSL OverworldMap_InitGfx_InitScrap
; Mixed Overworld Map
org $8ABA99
WorldMap_LoadDarkWorldMap:
LDA.b GameMode : CMP.b #$14 ; attract module
BEQ .vanilla_light
LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP : BNE .custom
LDA.l OWMode+1 : AND.b #!FLAG_OW_MIXED : BNE .mixed
LDA.b OverworldIndex : AND.b #$40
BEQ .vanilla_light
.custom
STZ.b ScrapBuffer72 ; clear tile swap flag
JSL LoadMapDarkOrCustom_long
NOP #2
warnpc $8ABAB5
.mixed
PHB : PHK : PLB
JSL LoadMapDarkOrMixed
PLB
.vanilla_light ; $0ABAB5
org $8ABD12
JSL MoveZoomedInPositionY
org $8ABD2F
JSL MoveZoomedInPositionX
org $8ABB32
JSL LoadMapOppositeWorld
org $8ABFF0
JSL MoveMirrorPortalMapSprite
; Could insert similar hooks at $8AB860 and $8AB8AC for flute spots
;(replacing -> LDA $8A : AND.b #$40)
org $80d8c4 ; < ? - Bank00.asm:4068 ()
jsl OWWorldCheck
@@ -241,7 +227,6 @@ OWMapWorldCheck16:
{
lda.b GameMode : cmp.w #$0014 : beq .return ; attract module, return with Z flag cleared
jsl OWWorldCheck16
eor.b ScrapBuffer72 ; apply tile swap flag
.return
rtl
}
@@ -356,7 +341,7 @@ OWFluteCancel2:
}
OWMapFluteCancelIcon:
{
LDA.b #$02 : STA.b Scrap0B ; what we wrote over
STA.b Scrap0B : LDX.b #$10 ; what we wrote over
LDA.l OWFlags+1 : AND.b #$01 : BEQ .return
LDA.b GameSubMode : CMP.b #$0A : BNE .return
LDA.b FrameCounter : AND.b #$10 : BNE .return
@@ -402,110 +387,51 @@ OWMarkVisited:
RTL
}
LoadMapDarkOrCustom:
LoadMapDarkOrMixed:
{
CMP.b #!FLAG_OW_CUSTOM_MAP : REP #$30 : BEQ .custom
CMP.b #!FLAG_OW_MIXED : REP #$30 : BEQ .mixed
LDX.w #$03FE ; draw vanilla Dark World (what we wrote over)
.copy_next
LDA.w WorldMap_DarkWorldTilemap,X : STA.w GFXStripes,X
DEX : DEX : BPL .copy_next
BRL .end
.custom
.mixed
LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X
AND.w #$0040
EOR.b ScrapBuffer72 ; apply tile swap flag
BEQ .draw_lw
LDA.w #OWMapGridDark
BRA .draw_dw
.draw_lw
LDA.w #OWMapGridLight
.draw_dw
STA.b Scrap00
LDA.w #OWMapGridLight>>16 ; current program bank
STA.b Scrap02
LDX.w #$139C
LDY.w #$003F
.next_cell
PHY
JSR GetOWMapTilemapOffsetToCopy
.copy_cell ; more efficient to have X on the right side
TAY
LDA.w WorldMap_LightWorldTilemap+$00,Y : STA.b $00,X
LDA.w WorldMap_LightWorldTilemap+$02,Y : STA.b $02,X
LDA.w WorldMap_LightWorldTilemap+$20,Y : STA.b $20,X
LDA.w WorldMap_LightWorldTilemap+$22,Y : STA.b $22,X
LDA.w WorldMap_LightWorldTilemap+$40,Y : STA.b $40,X
LDA.w WorldMap_LightWorldTilemap+$42,Y : STA.b $42,X
LDA.w WorldMap_LightWorldTilemap+$60,Y : STA.b $60,X
LDA.w WorldMap_LightWorldTilemap+$62,Y : STA.b $62,X
PLY
DEX : DEX : DEX : DEX ; move one screen left
TYA : AND.w #$0007 : BNE .same_row
TXA : SEC : SBC.w #$0060 : TAX ; move one screen row up
LDY.w #$139C
LDX.w #$003F
.next_screen
PHX
LDA.l OWTileWorldAssoc,X
EOR.b Scrap00
AND.w #$0040
BEQ .light
TYX : BRA .copy_screen
.light
TXA : AND.w #$0024 : LSR : TAX
TYA : SEC : SBC.l LWQuadrantOffsets,X
TYX : TAY
.copy_screen ; more efficient to have X on the right side
LDA.w $C739+$00,Y : STA.b $00,X
LDA.w $C739+$02,Y : STA.b $02,X
LDA.w $C739+$20,Y : STA.b $20,X
LDA.w $C739+$22,Y : STA.b $22,X
LDA.w $C739+$40,Y : STA.b $40,X
LDA.w $C739+$42,Y : STA.b $42,X
LDA.w $C739+$60,Y : STA.b $60,X
LDA.w $C739+$62,Y : STA.b $62,X
TXY : PLX
DEY : DEY : DEY : DEY ; move one screen left
TXA : AND.w #$0007 : BNE .same_row
TYA : SEC : SBC.w #$0060 : TAY ; move one screen row up
.same_row
DEY
BPL .next_cell
DEX
BPL .next_screen
.end
SEP #$30
LDA.b #$15 : STA.b NMIINCR ; what we wrote over
RTS
}
GetOWMapTilemapOffsetToCopy:
{
LDA.l OWFog : AND.w #$00FF
CMP.w #$0001 : BEQ .parallel_fog
CMP.w #$0002 : BNE .no_fog
LDA.b [Scrap00],Y : AND.w #$00FF
PHX
TAX
BIT.w #$0040
BEQ .light_fog
LDA.l Overworld_ActualScreenID-$40,X : ORA.w #$0040
BRA .dark_fog
.light_fog
LDA.l Overworld_ActualScreenID,X
.dark_fog
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
.check_visited_flag
PLX
AND.w #$0080 : BNE .no_fog
LDA.w #($D350-$C739)
RTS
.parallel_fog
LDA.b [Scrap00],Y : AND.w #$003F
PHX
TAX
LDA.l Overworld_ActualScreenID,X
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
ORA.l OverworldEventDataWRAM+$40,X
BRA .check_visited_flag
.no_fog
LDA.b [Scrap00],Y : AND.w #$0038 : ASL : ASL : ASL : ASL
STA.b Scrap03
LDA.b [Scrap00],Y
BIT.w #$0040
BEQ .light
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
RTS
.light
PHX
AND.w #$0024 : LSR : TAX
LDA.b [Scrap00],Y
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
SEC : SBC.l LWQuadrantOffsets,X
PLX
RTS
RTL
LWQuadrantOffsets:
dw $1000-$0210 ; top left
@@ -515,143 +441,6 @@ GetOWMapTilemapOffsetToCopy:
dw $0400+$0210 ; bottom right
}
OverworldMap_InitGfx_InitScrap:
{
STZ.b ScrapBuffer72 ; clear tile swap flag
LDA.b #$11 : STA.b MAINDESQ ; what we wrote over
RTL
}
LoadMapDarkOrCustom_long:
{
PHB : LDA.b #WorldMap_DarkWorldTilemap>>16 : PHA : PLB
LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP
JSR LoadMapDarkOrCustom
PLB
RTL
}
LoadMapOppositeWorld:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ +
LDA.b Joy1B_All : AND.b #$30 : BNE .vanilla
STZ.b ScrapBuffer72 ; clear tile swap flag
BRA .new_tiles
+ LDA.b Joy1B_New : AND.b #$30 : BEQ .vanilla
LDA.b #$40 : STA.b ScrapBuffer72 ; set tile swap flag
.new_tiles
JSL OverworldMap_InitGfx+$10 ; load palette
DEC.w SubModuleInterface
LDA.b #$0F : STA.b INIDISPQ
JSL LoadMapDarkOrCustom_long
LDA.b #$24 : STA.w SFX3
PLA : PLA : PEA.w $BBAF ; skip everything upon return
.vanilla
LDA.b Joy1B_New : AND.b #$70 ; what we wrote over
RTL
}
FluteMenu_MoveLinkSprite:
{
JSR MoveMapSprite
BRA WorldMap_SkipHandleSprites_vanilla
}
WorldMap_SkipHandleSprites:
{
JSR MoveMapSprite : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ .vanilla ; skip draw if no tile swap
PLA : PLA : PEA.w $C39B ; exit without drawing sprites
RTL
.vanilla
LDA.b FrameCounter : AND.b #$10 ; what we wrote over
RTL
}
MoveMirrorPortalMapSprite:
{
STA.l $7EC109 ; what we overwrote
JSR MoveMapSprite
RTL
}
MoveZoomedInPositionY:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetYCoordHighByte
PHA
REP #$20
LDA.l $7EC108 : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC108 ; what we overwrote
RTL
}
MoveZoomedInPositionX:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte
PHA
REP #$20
LDA.l $7EC10A : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC10A ; what we overwrote
RTL
}
MoveMapSprite:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .return
PHP
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte : STA.l $7EC10B
JSR MoveMapSprite_GetYCoordHighByte : STA.l $7EC109
PLP
.return
RTS
}
MoveMapSprite_Setup:
{
LDA.l $7EC10B : AND.b #$0E : LSR
STA.b Scrap00
LDA.l $7EC109 : AND.b #$0E : ASL : ASL
ADC.b Scrap00
STA.b Scrap00
LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X
LDX.b Scrap00
AND.b #$40
BEQ .light
LDA.l OWMapGridDarkPositionByAbsolutePosition,X
BRA .dark
.light
LDA.l OWMapGridLightPositionByAbsolutePosition,X
.dark
TAX
AND.b #$07 : ASL
STA.b Scrap00
RTS
}
MoveMapSprite_GetXCoordHighByte:
{
LDA.l $7EC10B : AND.b #$01 : ORA.b Scrap00
RTS
}
MoveMapSprite_GetYCoordHighByte:
{
TXA : AND.b #$38 : LSR : LSR : STA.b Scrap00
LDA.l $7EC109 : AND.b #$01 : ORA.b Scrap00
RTS
}
OWBonkDropPrepSprite:
{
LDA.b IndoorsFlag : BEQ +
@@ -820,26 +609,27 @@ OWBonkDrops:
JSL OWBonkSpritePrep
.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BEQ + : - : JMP .return : + ; S = FlagBitmask, X (row + 2)
TYX : JSL Sprite_IsOnscreen : BCC -
LDA.b IndoorsFlag : BEQ +
PLA : BNE + ; S = FlagBitmask, X (row + 2)
TYX : JSL Sprite_IsOnscreen : BCC +
LDA.b IndoorsFlag : BEQ ++
LDA.l RoomDataWRAM[$0120].high : ORA.b 1,S : STA.l RoomDataWRAM[$0120].high
LDA.w $0400 : ORA.b 1,S : STA.w $0400
BRA .increment_collection
+
++
LDA.b OverworldIndex
BIT.b #$40 : BEQ +
LDA.l ProgressIndicator : CMP.b #$02
LDA.b OverworldIndex : BCS + : AND.b #$BF
LDA.b OverworldIndex : BCS ++ : AND.b #$BF
++
+
TAX : LDA.l OverworldEventDataWRAM,X : ORA.b 1,S : STA.l OverworldEventDataWRAM,X
.increment_collection
REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
INC.w UpdateHUDFlag
SEP #$20
LDA.b #$01 : STA.l UpdateHUDFlag
BRA .return
+ BRA .return
; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2)
@@ -948,29 +738,20 @@ OWBonkSpritePrep:
org $aa9000
OWDetectEdgeTransition:
{
JSL Link_CheckForEdgeScreenTransition ; what we wrote over
BCS .return
JSL OWDestroyItemSprites
STZ.w RandoOverworldWalkDist
LDA.l OWMode : ORA.l OWMode+1 : BEQ .vanilla
PHY
JSR OWShuffle
PLY
LDA.w RandoOverworldTargetEdge : BMI .specialOrDisabled
LDA.w RandoOverworldTargetEdge : BMI .special
.vanilla
CLC ; allow transition
REP #$31 : LDX.b Scrap02 : LDA.b OverworldMap16Buffer ; what we wrote over
RTL
.specialOrDisabled
CMP.b #$FF : BNE .special
STZ.w RandoOverworldTargetEdge
PHB
JML Link_CheckForEdgeScreenTransition_prevent_transition
.special
REP #$30
AND.w #$0003 : TAY : ASL : TAX
LDA.w #$007F : STA.w RandoOverworldTargetEdge
JSR OWLoadSpecialArea
SEC
.return
RTL
}
OWDetectSpecialTransition:
@@ -980,23 +761,17 @@ OWDetectSpecialTransition:
TXA : AND.w #$0002 : LSR
STA.w RandoOverworldTerrain
LDA.l OWSpecialDestIndex,X : BIT.w #$0080 : BEQ .switch_to_edge
AND.w #$00FF : CMP.w #$00FF : BEQ .disabled
AND.w #$0003 : TAY : ASL : TAX
.normal
JSR OWLoadSpecialArea
.return
RTL
.disabled
SEP #$30
STZ.w RandoOverworldTargetEdge
RTL
.switch_to_edge
STA.w RandoOverworldTargetEdge
LDA.l OWEdgeDataOffset,X : STA.w RandoOverworldEdgeAddr
PLA : SEP #$30 : PLA ; delete 3 bytes from stack
JSL Link_CheckForEdgeScreenTransition : BCS .return
JSL Link_CheckForEdgeScreenTransition : BCS .return ; Link_CheckForEdgeScreenTransition
LDA.l Overworld_CheckForSpecialOverworldTrigger_Direction,X : STA.b Scrap00 : CMP.b #$08 : BNE .hobo
LSR : STA.b LinkPosY : STZ.b BG2V ; move Link and camera to edge
LDA.b #$06 : STA.b Scrap02
@@ -1015,15 +790,16 @@ OWDetectSpecialTransition:
LDA.b #$FF : STA.b LinkRecoilZ : STA.b $C7
STZ.b $3D : STZ.b LinkSpeed : STZ.w $032B : STZ.w LinkDashing : STZ.b LinkState
.not_dashing
PLA : PLA : PLA ; delete 3 bytes from stack
JML OverworldHandleTransitions_PerformEdgeTransition
PLA : REP #$31 : PLA ; delete 3 bytes from stack
LDX.b Scrap02
LDA.b OverworldMap16Buffer
JML OverworldHandleTransitions_SpecialTrigger+6
}
OWEdgeTransition:
{
LDA.l OWMode : ORA.l OWMode+1 : BEQ .unshuffled
LDY.w RandoOverworldTargetEdge : STZ.w RandoOverworldTargetEdge
CPY.b #$7F : BEQ .unshuffled
JSL OWDestroyItemSprites
REP #$10
LDX.w RandoOverworldEdgeAddr
PHB : PHK : PLB
@@ -1341,7 +1117,6 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
STZ.w RandoOverworldForceTrans
CMP.b #$02 : BNE +
DEC : STA.w LinkDeepWater : STZ.w LinkSwimDirection
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : BRA .set_state
+
CMP.b #$03 : BNE ++
@@ -1362,7 +1137,6 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
LDA.b #$01 : STA.w LinkDeepWater
LDA.l FlippersEquipment : BEQ .no_flippers ; check if flippers obtained
LDA.b LinkState : CMP.b #$17 : BEQ .no_flippers ; check if bunny
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : STA.b LinkState : STZ.w LinkSwimDirection : RTS
.no_flippers
PHX
@@ -1714,7 +1488,7 @@ dw $0b28, $0b38, $0010, $0b30, $1515, $1018, $0001, $000e
dw $0b70, $0ba0, $0030, $0b88, $1515, $1020, $0000, $000f
dw $0a40, $0b10, $00d0, $0aa8, $1d1d, $1006, $0000, $0010
dw $0350, $0390, $0040, $0370, $1821, $2060, $0000, $0011
dw $0670, $06a8, $0038, $068c, $1b23, $2004, $0000, $0012
dw $0670, $06a8, $0038, $068c, $1b23, $2002, $0000, $0012
dw $0898, $09b0, $0118, $0924, $1b24, $2054, $0000, $0013
dw $0a40, $0ba0, $0160, $0af0, $2525, $100e, $0000, $0014
dw $0c70, $0c90, $0020, $0c80, $1e26, $2002, $0000, $0015
@@ -1746,7 +1520,7 @@ dw $0b28, $0b38, $0010, $0b30, $5555, $1018, $0001, $002e
dw $0b70, $0ba0, $0030, $0b88, $5555, $1020, $0000, $002f
dw $0a40, $0b10, $00d0, $0aa8, $5d5d, $1006, $0000, $0030
dw $0350, $0390, $0040, $0370, $5861, $2060, $0000, $0031
dw $0670, $06a8, $0038, $068c, $5b63, $2004, $0000, $0032
dw $0670, $06a8, $0038, $068c, $5b63, $2002, $0000, $0032
dw $0898, $09b0, $0118, $0924, $5b64, $2054, $0000, $0033
dw $0a40, $0ba0, $0160, $0af0, $6565, $100e, $0000, $0034
dw $0c70, $0c90, $0020, $0c80, $5e66, $2002, $0000, $0035
@@ -2053,42 +1827,16 @@ db $74, $4e, $10, $b1, $00, $1c
UWBonkPrizeData:
db $ff, $00, $02, $b5, $00, $08
org $AABC80 ;PC 153C80
OWMapGridLight:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
OWMapGridDark:
db $40, $41, $42, $43, $44, $45, $46, $47
db $48, $49, $4A, $4B, $4C, $4D, $4E, $4F
db $50, $51, $52, $53, $54, $55, $56, $57
db $58, $59, $5A, $5B, $5C, $5D, $5E, $5F
db $60, $61, $62, $63, $64, $65, $66, $67
db $68, $69, $6A, $6B, $6C, $6D, $6E, $6F
db $70, $71, $72, $73, $74, $75, $76, $77
db $78, $79, $7A, $7B, $7C, $7D, $7E, $7F
org $AABD00 ;PC 153D00
OWMapGridLightPositionByAbsolutePosition:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
OWMapGridDarkPositionByAbsolutePosition:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
; temporary fix - murahdahla replaces one of the bonk tree prizes
; so we copy the sprite table here and update the pointer
; longterm solution should be to spawn in murahdahla separately
org $89AE2A
Overworld_Sprites_Screen1A_2:
db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 }
db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 }
db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 }
db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
db $FF ; END
org $89CA55
dw Overworld_Sprites_Screen1A_2&$FFFF
+1 -1
View File
@@ -291,7 +291,7 @@ RTL
REP #$30
;-------------------------------------------------------------------------------
; dungeon names
LDA.w #$2DA4
LDA.w #$2D50
LDY.w #00
.next_dungeon_name
-10
View File
@@ -65,8 +65,6 @@ LinkSubPixelVelocty = $7E002A ; Word length
LinkAnimationStep = $7E002E ;
LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right
;
FlagBY = $7E003A ; Bitfield for B and Y buttons.
;
OAMOffsetY = $7E0044 ;
OAMOffsetX = $7E0045 ;
LinkIncapacitatedTimer = $7E0046 ; Countdown when Link takes damage, not same as I-frames
@@ -237,8 +235,6 @@ CurrentYItem = $7E0303 ;
AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull
CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting
;
LinkIFrames = $7E031F ; Countdown for Link's invincibility frames after taking damage.
;
LinkSwimDirection = $7E0340 ; Bitfield for swim direction. (.... udlr)
;
LinkDeepWater = $7E0345 ; Set when Link is in deep water.
@@ -338,7 +334,6 @@ SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop
SpawnedItemMWPlayer = $7E0728 ; Player Id for spawned item if Multiworld item 0x02
;
EnemyDropIndicator = $7E072A ; Used by HUD to indicate enemy drops remaining
NpcItemIndicator = $7E072C ; Flag used by HUD to indicate NPC item present
SkipBeeTrapDisguise = $7E072D ; Flag to skip bee trap disguise during draw routine
SprDropsItem = $7E0730 ; Array for whether a sprite drops an item 0x16
@@ -598,8 +593,6 @@ HUDMultiIndicator = $7EC790 ;
HUDKeysObtained = $7EC7A2 ;
HUDKeysSlash = $7EC7A4 ;
HUDKeysTotal = $7EC7A6 ;
HUDKeysExtraPlus = $7EC7E4 ;
HUDKeysExtraCount = $7EC7E6 ;
;
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading.
@@ -784,7 +777,6 @@ endmacro
%assertRAM(LinkRecoilZ, $7E0029)
%assertRAM(LinkAnimationStep, $7E002E)
%assertRAM(LinkDirection, $7E002F)
%assertRAM(FlagBY, $7E003A)
%assertRAM(OAMOffsetY, $7E0044)
%assertRAM(OAMOffsetX, $7E0045)
%assertRAM(LinkIncapacitatedTimer, $7E0046)
@@ -882,8 +874,6 @@ endmacro
%assertRAM(UseY1, $7E0301)
%assertRAM(CurrentYItem, $7E0303)
%assertRAM(AButtonAct, $7E0308)
%assertRAM(CarryAct, $7E0309)
%assertRAM(LinkIFrames, $7E031F)
%assertRAM(LinkSwimDirection, $7E0340)
%assertRAM(LinkDeepWater, $7E0345)
%assertRAM(TileActIce, $7E0348)
-3
View File
@@ -433,12 +433,9 @@ Shopkeeper_BuyItem:
CMP.b #$2E : BEQ .refill ; Red Potion Refill
CMP.b #$2F : BEQ .refill ; Green Potion Refill
CMP.b #$30 : BEQ .refill ; Blue Potion Refill
CMP.b #$66 : BEQ .refill ; Orange Potion Refill
CMP.b #$AF : BEQ .generic_key
BRA +
.refill
JSL Sprite_GetEmptyBottleIndex : BMI .full_bottles
.generic_key
LDA.b #$1 : STA.l ShopkeeperRefill ; If this is on, don't toggle bit to remove from shop
+
+2 -4
View File
@@ -240,9 +240,7 @@ CompassCountDisplay: skip 2 ; Compass count display flags (bitfield)
; High Byte: x c e d a s p m
; x = Sewers | c = Hyrule Castle | e = Eastern Palace | d = Desert Palace
; a = Castle Tower | s = Swamp Palace | p = PoD | m = Mire
DungeonVisited: skip 2 ; Whether each dungeon has been entered (bitfield)
; same order of bits as CompassCountDisplay above
skip 8 ;
skip 10 ;
Aga2Duck: skip 1 ; Used in lieu of pyramid hole for checking if the duck should come
; 0 = Haven't called post-Aga 2 bird | 1 = Have called post-Aga 2 bird
NpcFlags: skip 2 ; l - c s t k z o (bitfield)
@@ -308,7 +306,7 @@ HeartContainerCounter: skip 1 ; Total number of heart containers collected (in
DeathCounter: skip 1 ; Number of deaths (integer)
skip 1 ; Reserved
FluteCounter: skip 1 ; Number of times fluted (integer)
MapFrames: skip 4 ; Total map time in frames (32-bit integer)
skip 4 ;
RNGItem: skip 2 ; RNG Item
SwordlessBossKills: skip 1 ; Number of bosses killed without a sword (integer)
FaerieRevivalCounter: skip 1 ; Number of faerie revivals (integer)
+16 -18
View File
@@ -504,16 +504,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("GWAAKIWI * DUNGEON MAPS", "yellow")
%blankline()
%bigcredits("KARAFRUIT")
%blankline()
%blankline()
%smallcredits("SPRITE DEVELOPMENT", "green")
%smallcredits("SPRITE DEVELOPMENT", "yellow")
%blankline()
@@ -534,7 +525,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("YOUR SPRITE BY", "yellow")
%smallcredits("YOUR SPRITE BY", "green")
%blankline()
@@ -544,7 +535,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("MSU SUPPORT", "green")
%smallcredits("MSU SUPPORT", "yellow")
%blankline()
@@ -553,7 +544,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("PALETTE SHUFFLER", "yellow")
%smallcredits("PALETTE SHUFFLER", "green")
%blankline()
@@ -562,7 +553,7 @@ CreditsLineBlank:
%blankline()
%blankline()
%smallcredits("WEBSITE LOGO", "green")
%smallcredits("WEBSITE LOGO", "yellow")
%blankline()
@@ -632,6 +623,12 @@ endif
%bigcredits("HTTPS://ALTTPR.COM/DISCORD")
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
%emptyline()
@@ -755,13 +752,14 @@ endif
%blankline()
%bigcreditsleft("TOTAL MAP TIME")
%blankline()
%bigcreditsleft("TOTAL LAG TIME")
%blankline()
%blankline()
%blankline()
%blankline()
%blankline()
+3 -7
View File
@@ -263,10 +263,6 @@ dw $3D9E ; ~ ;
dw $3D98 ; , ;
dw $3D99 ; - ; $FB
dw $0000 ; ;
; green ellipsis ;
dw $293F ; ; $FD
; green period
dw $29FE ; ; $FE
; yellow dot
dw $2DFA ; ; $FF
dw $0000 ; ;
dw $0000 ; ;
dw $0000 ; ;
+3 -3
View File
@@ -174,7 +174,7 @@ FindLine:
!FRAMES_PER_SECOND = 60
!FRAMES_PER_MINUTE = 60*60
!FRAMES_PER_HOUR = 60*60*60
!MAX_FRAME_COUNT = (99*60*60*60)+(59*60*60)+(59*60)+59
!MAX_FRAME_COUNT = 59*60+59*60+59*60+99
macro CountUnits(framesPerUnit, unitCounter)
STZ.b <unitCounter>
@@ -196,7 +196,7 @@ endmacro
!ColonOffset = $8A
!PeriodOffset = $4D
BlankCreditsTile = $3D88
BlankCreditsTile = $883D
RenderCreditsStatCounter:
PHB
@@ -591,7 +591,7 @@ EndingSequenceTableLookupOverride:
PHK : PLB
TYX
LDA.l EndingSequenceText, X : AND.w #$00FF
ASL A
ASL
TAY
LDA.w FontTable,Y
PLB : PLX
+3 -5
View File
@@ -30,10 +30,8 @@
!FAERIE_REVIVALS_Y = 361
!TOTAL_MENU_TIME_X = 19
!TOTAL_MENU_TIME_Y = 364
!TOTAL_MAP_TIME_X = 19
!TOTAL_MAP_TIME_Y = 367
!TOTAL_LAG_TIME_X = 19
!TOTAL_LAG_TIME_Y = 370
!TOTAL_LAG_TIME_Y = 367
!COLLECTION_RATE_X = 22
!COLLECTION_RATE_Y = 380
!TOTAL_TIME_X = 19
@@ -64,10 +62,10 @@ CreditsStats:
%AddStat(SaveQuitCounter, 0, 0, 08, 2, !SAVE_AND_QUITS_X, !SAVE_AND_QUITS_Y)
%AddStat(DeathCounter, 0, 0, 08, 2, !DEATHS_X, !DEATHS_Y)
%AddStat(FaerieRevivalCounter, 0, 0, 08, 3, !FAERIE_REVIVALS_X, !FAERIE_REVIVALS_Y)
%AddStat(MenuFrames, 1, 0, 32, 4, !TOTAL_MENU_TIME_X, !TOTAL_MENU_TIME_Y)
%AddStat(MapFrames, 1, 0, 32, 4, !TOTAL_MAP_TIME_X, !TOTAL_MAP_TIME_Y)
%AddStat(MenuFrames, 1, 8, 32, 4, !TOTAL_MENU_TIME_X, !TOTAL_MENU_TIME_Y)
%AddStat(LagTime, 1, 0, 32, 4, !TOTAL_LAG_TIME_X, !TOTAL_LAG_TIME_Y)
print "Collection Rate config: ", pc
warnpc $A39864
%AddStat(TotalItemCounter, 0, 0, 16, 3, !COLLECTION_RATE_X, !COLLECTION_RATE_Y)
%AddStat(NMIFrames, 1, 0, 32, 4, !TOTAL_TIME_X, !TOTAL_TIME_Y)
+1 -1
View File
@@ -101,7 +101,7 @@ CheckGanonHammerDamage:
LDA.w SpriteTypeTable, X : CMP.b #$D8 ; original behavior except ganon
RTL
+
LDA.l GanonVulnerabilityItem : AND.b #$7F : CMP.b #$0C : BEQ .hammer_silvers
LDA.l GanonVulnerabilityItem : CMP.b #$0C : BEQ .hammer_silvers
LDA.w SpriteTypeTable, X : CMP.b #$D6 ; original behavior
RTL
+11 -11
View File
@@ -105,10 +105,6 @@ db $00
;--------------------------------------------------------------------------------
org $B0802E
GanonVulnerabilityItem:
; sn-i iiii
; s - immune to sword spins in phase 4
; n - immune to all items
; i - index of item vulnerability
db $00 ; $00 = default behavior (silver arrows)
;--------------------------------------------------------------------------------
org $B0902F
@@ -241,8 +237,12 @@ db $00
;a - Infinite Arrows
;--------------------------------------------------------------------------------
org $B0804E ; PC 0x18004E
UncleRefill_deprecated: ; no longer used
UncleRefill:
db $00
;---- -mba
;m - Refill Magic
;b - Refill Bombs
;a - Refill Arrows
;--------------------------------------------------------------------------------
org $B0804F ; PC 0x18004F
ByrnaInvulnerability:
@@ -890,8 +890,8 @@ SilverArrowsAutoEquip:
db $01 ; #$00 = Off - #$01 = Collection Time (Default) - #$02 = Entering Ganon - #$03 = Collection Time & Entering Ganon
;================================================================================
org $B08183 ; PC 0x180183
RainDeathRefillRupeeBow:
dw $012C ; 300 rupees (Default)
FreeUncleItemAmount:
dw $12C ; 300 rupees (Default)
;--------------------------------------------------------------------------------
org $B08185 ; PC 0x180185
RainDeathRefillTable:
@@ -1532,7 +1532,7 @@ db $19,$1A,$1B,$1C,$1D,$1E,$1F,$20
db $21,$22,$11,$11,$10,$16,$16,$16
db $16,$16,$11,$16,$16,$16,$15,$15
db $15,$15,$15,$15,$15,$15,$15,$15
db $15,$15,$2E,$02,$09,$00,$00,$00
db $15,$15,$16,$02,$09,$00,$00,$00
MusicShuffleTable:
db $01,$02,$03,$04,$05,$06,$07,$08
@@ -2686,9 +2686,9 @@ org $B0EFFF ; PC 0x186FFF
BallNChainDungeon: ; Dungeon ID where ball n chain guard is located. Write
db $02 ; $FF to count ball and chain item for collection stats.
org $B0F000
ExtraChestKeys: ; PC 0x187000-0x18700F
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
;--------------------------------------------------------------------------------
; 0x187000 - 18700F (unused)
;--------------------------------------------------------------------------------
org $B0F010
ChestKeys: ; PC 0x187010-0x18701F
+1 -1
View File
@@ -368,7 +368,7 @@ FontProperties:
dw $8001, $06C0 ; C7 ; !
dw $8001, $02D0 ; C8 ; ,
dw $8001, $02B0 ; C9 ; -
dw $8000, $0000 ; CA ; 🡄
dw $8000, $0000 ; CA ; 🡄"
dw $8000, $0000 ; CB ; 🡆
dw $0000, $0000 ; CC ; Blank char
dw $8001, $02C0 ; CD ; .
-5
View File
@@ -99,7 +99,6 @@ HandleFollowersAfterMirroring = $87AA8B
LinkHop_FindArbitraryLandingSpot = $87E359
Link_HandleMovingAnimation_FullLongEntry = $87E68F
Link_CheckForEdgeScreenTransition = $87F413
Link_CheckForEdgeScreenTransition_prevent_transition = $87F42C
Sprite_CheckIfPlayerPreoccupied = $87F4AA
FlashGanonTowerPalette_next_thunder = $87FA81
FlashGanonTowerPalette_bright_white = $87FAAC
@@ -222,8 +221,6 @@ Ancilla29_MilestoneItemReceipt_skip_crystal_sfx = $88CAE5
Ancilla29_MilestoneItemReceipt_no_sparkle = $88CB2E
Ancilla_SetOAM_XY = $88F6F3
Ancilla_AddAncilla = $899CCE
WorldMap_CalculateOAMCoordinates_exit_successfully = $8AC51F
WorldMap_MultiplyAxB = $8AC57F
UpdateHUD = $8DDFA9
UpdateEquippedItem = $8DDFAF
DrawProgressIcons = $8DE9C8
@@ -292,14 +289,12 @@ EntranceData_song = $82D592
SpawnPointData_room_id = $82D8D2
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
RoomHeaderPointers = $84F1E2
UncleItem = $85DF45
Sprite_ShowSolicitedMessage_Direction = $85E1A3
FluteMenuNumbers_bits = $8AB7A3
WorldMap_RedXChars = $8ABF70
WorldMap_CalculateOAMCoordinates = $8AC3B1
WorldMap_HandleSpriteBlink = $8AC52E
WorldMapIcon_AdjustCoordinate = $8AC59B
WorldMap_LightWorldTilemap = $8AC739
WorldMap_DarkWorldTilemap = $8AD739
DungeonMapRoomMarkerYBase = $8AE803
DungeonMapBossRooms = $8AE817
+5 -9
View File
@@ -1,14 +1,10 @@
;--------------------------------------------------------------------------------
EndRainState:
LDA.l InitProgressIndicator : BIT.b #$80 : BEQ + ; check for instant post-aga
LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
LDA.b #$03
BRA ++
LDA.l InitProgressIndicator : BIT.b #$80 : BNE + ; check for instant post-aga
LDA.b #$02 : STA.l ProgressIndicator
RTL
+
LDA.b #$02
++
STA.l ProgressIndicator
JSL SetEscapeAssist
LDA.b #$03 : STA.l ProgressIndicator
LDA.l InitLumberjackOW : STA.l OverworldEventDataWRAM+$02
RTL
;--------------------------------------------------------------------------------