68 Commits

Author SHA1 Message Date
506b0974ff Merge branch 'FancyDoorsMap' into MappableDoors 2026-01-18 07:02:23 -06:00
a3bc7dea0e Print label of end of bank B9 2026-01-18 06:59:46 -06:00
94ccbb70dc Fix pot junk not showing as uncollected 2026-01-17 13:56:20 -06:00
e2614b6f75 Fix check for overlord (which fixes boomerang chest guard) 2026-01-17 13:30:37 -06:00
9e2b148a57 Fix light cone not showing after torches extinguish 2026-01-16 18:27:32 -06:00
f8cc7d2ef8 Fix a chest in incorrect section 2026-01-16 15:44:05 -06:00
d504e33d52 Show button help on map screen 2026-01-16 14:36:43 -06:00
043a2d83b2 Add tier of item value for maps 2026-01-15 19:03:13 -06:00
8f75b8ec71 Merge branch 'GKNew' into FancyDoorsMap 2026-01-15 04:07:27 -06:00
32e7fe5454 Small bugfixes 2026-01-15 03:28:46 -06:00
2c601d2fc7 More split rooms, hide boss icon in HC, fix loot bug 2026-01-14 13:10:12 -06:00
902e14b3f4 Bugfixes! 2026-01-13 18:57:55 -06:00
a011bc9f4a Allow switching dungeons in doors mode 2026-01-13 11:00:31 -06:00
633453f386 Press Select for next entrance 2026-01-13 09:34:04 -06:00
831e6cc27f SW Pot Prison 2026-01-13 00:38:34 -06:00
8e45ef1bd2 Section off drops and warps, add more sections 2026-01-13 00:28:25 -06:00
9c5f0dd5f5 More separate-section implementation 2026-01-12 22:28:54 -06:00
17939339bc Start tracking separated sections 2026-01-12 20:30:08 -06:00
91fab07e5c Clean up CanSeeConnector 2026-01-12 16:39:32 -06:00
cacc640a4f Draw entrances 2026-01-12 16:24:22 -06:00
c38b3b6d0a Conditionally draw staircase labels 2026-01-12 15:49:09 -06:00
fcf17a6dff Fix ordering of several edges and spiral staircases 2026-01-12 14:37:42 -06:00
06aa3cb10f Fix some UI infinite loops 2026-01-11 22:25:03 -06:00
970d1f5db0 Show stairs, warps, and drops in doors map 2026-01-11 21:42:48 -06:00
e56b8a55fe Do not show unknown connectors 2026-01-11 06:05:46 -06:00
78eb8916fc Show boss icon 2026-01-11 05:04:39 -06:00
60c852bfa9 Rearrange gfx slightly 2026-01-11 04:12:07 -06:00
36a8eaee89 Handle In-Room staircases 2026-01-11 04:03:52 -06:00
527041b81b Show loot in doors map 2026-01-10 21:21:19 -06:00
5e7c4a65b8 Allow moving through doors map 2026-01-10 20:17:29 -06:00
6f2b68886f Move unused chest data to room 0F instead of F0 2026-01-10 14:50:47 -06:00
b1cc141154 Merge branch 'DungeonMap' into MappableDoors 2026-01-10 14:50:05 -06:00
4da41410db Move bottles to minor item tier 2026-01-10 14:47:48 -06:00
1776daa43d Draw triple connections correctly 2026-01-10 14:44:15 -06:00
610607ece4 Refactor and open edges 2026-01-10 00:48:22 -06:00
278e428658 First steps 2026-01-09 13:45:00 -06:00
63065e34b7 Update supertile shapes 2026-01-07 20:56:14 -06:00
ba9f0c7555 Fix incorrect dungeon reminder appearing briefly out of map 2026-01-07 20:21:20 -06:00
aae220fb46 Update supertiles, fix incorrect linkpoint 2026-01-07 20:09:35 -06:00
a7c7fc4394 Map tile updates 2026-01-07 13:34:28 -06:00
b2b23b047f Remove custom sheet d4 2026-01-07 12:04:19 -06:00
3964c34658 Move loot icons to sheet with connectors 2026-01-07 12:00:16 -06:00
8cf0059f84 compress util takes offset and length parameters 2026-01-07 11:44:26 -06:00
0a98db7025 Clear unseen connections in custom map mode 2026-01-07 06:12:43 -06:00
bdb1272cb2 Clean up macros somewhat 2026-01-07 05:30:49 -06:00
d5917afb64 Read map data from bank $B9 in custom map mode 2026-01-07 05:12:07 -06:00
e5523473d6 Item category tweaks, fix two phantom chests 2026-01-06 22:40:00 -06:00
72e126a1b6 Separate sheet for door connections beginning 2026-01-06 18:16:20 -06:00
56dd5fbc01 In doors mode, ignore current floor when loading maps 2026-01-06 12:06:04 -06:00
7764682f95 square connector? idk 2026-01-06 10:33:17 -06:00
b3f35f274b Draw door connections? prototype??? 2026-01-05 23:25:51 -06:00
5574eea4c7 WIP 2026-01-05 20:06:50 -06:00
d918e571ab Rearrange some tiles 2026-01-05 06:06:02 -06:00
23edb9a3e6 Supertile shapes, small fixes 2026-01-04 23:02:21 -06:00
21c6d0acfd Many more supertile tweaks 2026-01-04 12:23:56 -06:00
f75db2cac8 AlwaysShowCompass setting 2026-01-04 09:15:10 -06:00
fd8852d866 Lots of bugs fixes and supertile updates 2026-01-04 09:03:23 -06:00
7fc7c8fe0b Full words in supertile shapes file 2026-01-03 17:12:39 -06:00
7a12032067 More supertile shape updates 2026-01-03 13:19:29 -06:00
3489af82fa Add dungeon indicator lettering to maps 2026-01-03 09:58:23 -06:00
fecf9547a5 Sprites for entrances and update supertile shapes 2026-01-03 09:20:51 -06:00
688300d21a Tile warps on map 2026-01-02 17:29:57 -06:00
9b4d79247f Update supertile shapes 2026-01-02 15:01:12 -06:00
1b43799e6e Fix pot shuffle, implement map settings 2026-01-02 03:37:02 -06:00
58db28f8bf Check dungeon prizes, tweak gfx 2025-12-31 12:17:43 -06:00
443080c482 ShowItems settings 2025-12-31 00:21:40 -06:00
10ced3c9c6 Big pass at dungeon item indicators 2025-12-30 21:56:48 -06:00
9a40f28a86 Rename dungeonmap.asm -> bossicons.asm 2025-12-30 16:36:55 -06:00
66 changed files with 1418 additions and 2171 deletions

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_MIXED = $04
!FLAG_OW_CROSSED = $02 !FLAG_OW_CROSSED = $02
!FLAG_OW_BONKDROP = $02 !FLAG_OW_BONKDROP = $02
!FLAG_OW_CUSTOM_MAP = $02
!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION = $04
incsrc hooks.asm incsrc hooks.asm
incsrc spriteswap.asm incsrc spriteswap.asm
@@ -205,23 +203,19 @@ incsrc menu/hudalpha.asm
warnpc $A38000 warnpc $A38000
org $B98000 org $B98000
incsrc gk/crystalswitchbook.asm incsrc crystalswitchbook.asm
incsrc gk/mimicdash.asm incsrc mimicdash.asm
incsrc gk/gloom.asm incsrc gloom.asm
incsrc gk/special_weapons.asm incsrc special_weapons.asm
incsrc gk/variable_ganon_vulnerability.asm incsrc variable_ganon_vulnerability.asm
incsrc gk/pseudoflute.asm incsrc pseudoflute.asm
incsrc gk/fast_junk.asm incsrc dungeon_map/main.asm
incsrc gk/dungeon_maps.asm
incsrc pikit.asm
print "End of B9: ", pc print "End of B9: ", pc
warnpc $B9EE00 warnpc $B9E000 ; $E000 - EFFF reserved for custom door rando map data
org $B9EE00
incsrc gk_meta.asm
org $B9F000 org $B9F000
incsrc gk/settings.asm incsrc dungeon_map/settings.asm
org $A38000 org $A38000
incsrc stats/credits.asm ; Statically mapped incsrc stats/credits.asm ; Statically mapped
@@ -335,8 +329,6 @@ DungeonMapDoorConnectors:
incbin "menu/door_connectors.3bppc" incbin "menu/door_connectors.3bppc"
MapSheetD4: MapSheetD4:
incbin "menu/map_sheet_d4.3bppc" incbin "menu/map_sheet_d4.3bppc"
DRSheet14:
incbin "menu/dr_sheet_14.3bppc"
org $8CD7DF org $8CD7DF
incsrc data/playernamecharmap.asm incsrc data/playernamecharmap.asm

View File

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

View File

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

View File

@@ -17,14 +17,15 @@ DoDungeonMapBossIcon:
ASL ASL
TAX TAX
; get sprite pointer table
LDA.l $89C298 : STA.b Scrap00
LDA.w #$0089 : STA.b Scrap02
TXY
; get sprite pointer for room ; get sprite pointer for room
LDA.b [Scrap00], Y LDA.l UWSpritesPointers,X
STA.b Scrap00 ; pointer in $00 STA.b Scrap00 ; pointer in $00
LDA.w #bank(UWSpritesData) : STA.b Scrap02 if !FEATURE_FIX_BASEROM
LDA.w #$0089
else
LDA.w #$0028 ; set the bank to 28 for now
endif
STA.b Scrap02
LDY.w #$0001 ; to skip the "sort" LDY.w #$0001 ; to skip the "sort"
; get first byte to make sure it isn't an empty room ; get first byte to make sure it isn't an empty room

View File

@@ -238,18 +238,6 @@ FixJingleGlitch:
.exit .exit
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
FixSwimBump:
LDA.b LinkIncapacitatedTimer : BEQ .normal
LDA.b LinkJumping : BNE .normal
INC.b LinkJumping
BRA .not_diving
.normal
LDA.b LinkJumping : BNE .continue ; what we wrote over
.not_diving
PLA : PLA : PEA.w $87964E ; skip ahead, not diving
.continue
RTL
;--------------------------------------------------------------------------------
; Fix spawning with more hearts than capacity when less than 3 heart containers ; Fix spawning with more hearts than capacity when less than 3 heart containers
pushpc pushpc
org $09F4AC ; <- module_death.asm:331 org $09F4AC ; <- module_death.asm:331
@@ -290,3 +278,76 @@ ParadoxCaveGfxFix:
LDX.w #$00C0 : STX.w DAS0L LDX.w #$00C0 : STX.w DAS0L
BRA .uploadLine BRA .uploadLine
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
SetItemRiseTimer:
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE .not_from_chest
LDA.b #$38 : STA.w AncillaTimer, X
RTL
.not_from_chest
JSL.l ItemIsJunk
BEQ .default
.junk
LDA.l JunkItemTimer : AND.b #$3F : STA.w AncillaTimer, X
RTL
.default
TYA : STA.w AncillaTimer, X ; What we wrote over
RTL
;--------------------------------------------------------------------------------
ItemIsJunk:
PHX
LDA.l JunkItemTimer : BIT.b #$3F : BEQ .not_junk
BIT.b #$80 : BNE .check
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .check
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .check
BRA .not_junk
.check
LDA.l JunkItemTimer : AND.b #$40
BEQ +
LDA.b #JunkItems_triforce_end-JunkItems_end
+
CLC : ADC.b #JunkItems_end-JunkItems-1
LDA.w AncillaGet, X
TAX
-
CMP.l JunkItems, X : BEQ .junk
DEX : BPL -
.not_junk
PLX
LDA.b #$00
RTL
.junk
PLX
LDA.b #$01
RTL
RTL
JunkItems:
db $27 ; Bomb
db $28 ; 3 bombs
db $31 ; 10 bombs
db $34 ; 1 rupee
db $35 ; 5 rupees
db $36 ; 20 rupees
db $40 ; 100 rupees
db $41 ; 50 rupees
db $42 ; Heart
db $43 ; Arrow
db $44 ; 10 arrows
db $45 ; Small magic
db $46 ; 300 rupees
db $47 ; 20 rupees green
db $59 ; Rupoor
db $D1 ; Apples
db $D2 ; Fairy
db $D3 ; Chicken
db $D4 ; Big Magic
db $D5 ; 5 Arrows
db $D6 ; Good Bee
.end
db $6B ; Power Star
db $6C ; Triforce Piece
.triforce_end
;--------------------------------------------------------------------------------

View File

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

View File

@@ -125,100 +125,101 @@ dw $0000, $0000, $0000, $0000, $000a, $000a, $000a, $0014, $000a, $0014, $0000,
DrHudDungeonItemsAdditions: DrHudDungeonItemsAdditions:
{ {
jsl DrawHUDDungeonItems jsl DrawHUDDungeonItems
lda.l DRMode : cmp.b #$02 : beq + : rtl : + lda.l DRMode : cmp.b #$02 : beq + : rtl : +
phx : phy : php phx : phy : php
rep #$30 rep #$30
lda.w #$24f5 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624 lda.w #$24f5 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
sta.w $1644 : sta.w $164a : sta.w $1652 : sta.w $1662 : sta.w $1684 : sta.w $16c4 sta.w $1644 : sta.w $164a : sta.w $1652 : sta.w $1662 : sta.w $1684 : sta.w $16c4
ldx.w #$0000 ldx.w #$0000
- sta.w $1704, x : sta.w $170e, x : sta.w $1718, x - sta.w $1704, x : sta.w $170e, x : sta.w $1718, x
inx #2 : cpx.w #$0008 : !BLT - inx #2 : cpx.w #$0008 : !BLT -
lda.l HudFlag : and.w #$0020 : beq + : JMP ++ : + lda.l HudFlag : and.w #$0020 : beq + : JMP ++ : +
lda.l HUDDungeonItems : and.w #$001F : bne + : JMP ++ : + lda.l HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
; bk symbols ; bk symbols
lda.w #$2811 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624 lda.w #$2811 : sta.w $1606 : sta.w $1610 : sta.w $161a : sta.w $1624
; sm symbols ; sm symbols
lda.w #$2810 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4 lda.w #$2810 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4
; blank out stuff ; blank out stuff
lda.w #$24f5 : sta.w $1724 lda.w #$24f5 : sta.w $1724
ldx.w #$0002 ldx.w #$0002
- lda.w #$0000 : !ADD.l RowOffsets,x : !ADD.l ColumnOffsets, x : tay - lda.w #$0000 : !ADD.l RowOffsets,x : !ADD.l ColumnOffsets, x : tay
JSR BossStatus : STA.w $1644, Y lda.l DungeonReminderTable, x : sta.w $1644, y : iny #2
INY #2 lda.w #$24f5 : sta.w $1644, y
lda.w #$24f5 : sta.w $1644, y lda.l MapField : and.l DungeonMask, x : beq + ; must have map
lda.l MapField : and.l DungeonMask, x : beq + ; must have map jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status
jsr BkStatus : sta.w $1644, y : bra .smallKey ; big key status + lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey
+ lda.l BigKeyField : and.l DungeonMask, x : beq .smallKey lda.w #$2826 : sta.w $1644, y
lda.w #$2826 : sta.w $1644, y .smallKey
.smallKey + iny #2
+ iny #2
cpx.w #$001a : bne + cpx.w #$001a : bne +
tya : !ADD.w #$003c : tay tya : !ADD.w #$003c : tay
+ stx.b Scrap00 + stx.b Scrap00
txa : lsr : tax txa : lsr : tax
lda.w #$24f5 : sta.w $1644, y lda.w #$24f5 : sta.w $1644, y
lda.l GenericKeys : and.w #$00FF : bne + lda.l GenericKeys : and.w #$00FF : bne +
lda.l DungeonKeys, x : and.w #$00FF : beq + lda.l DungeonKeys, x : and.w #$00FF : beq +
jsr ConvertToDisplay2 : sta.w $1644, y jsr ConvertToDisplay2 : sta.w $1644, y
+ iny #2 : lda.w #$24f5 : sta.w $1644, y + iny #2 : lda.w #$24f5 : sta.w $1644, y
phx : ldx.b Scrap00 phx : ldx.b Scrap00
LDA.l MapField : ORA.l MapCountDisplay : AND.l DungeonMask, x : BEQ .key_info_done ; must have map LDA.l CompassMode : BIT.w #$0002 : BNE .skip_map_check
LDA.l MapField : AND.l DungeonMask, x : BEQ .key_info_done ; must have map
.skip_map_check
plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02 plx : sep #$30 : lda.l ChestKeys, x : sta.b Scrap02
lda.l GenericKeys : bne +++ lda.l GenericKeys : bne +++
lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02 lda.b Scrap02 : !SUB.l DungeonCollectedKeys, x : sta.b Scrap02
+++ lda.b Scrap02 +++ lda.b Scrap02
rep #$30 rep #$30
jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals jsr ConvertToDisplay2 : sta.w $1644, y ; small key totals
bra .skipStack bra .skipStack
.key_info_done .key_info_done
plx plx
.skipStack iny #2 .skipStack iny #2
cpx.w #$000d : beq + cpx.w #$000d : beq +
lda.w #$24f5 : sta.w $1644, y lda.w #$24f5 : sta.w $1644, y
+ +
ldx.b Scrap00 ldx.b Scrap00
+ inx #2 : cpx.w #$001b : bcs ++ : JMP - + inx #2 : cpx.w #$001b : bcs ++ : JMP -
++ ++
lda.l HudFlag : and.w #$0020 : bne + : JMP ++ : + lda.l HudFlag : and.w #$0020 : bne + : JMP ++ : +
; map symbols ; map symbols
lda.w #$2821 : sta.w $1606 : sta.w $1610 : sta.w $161a lda.w #$2821 : sta.w $1606 : sta.w $1610 : sta.w $161a
; compass symbols ; compass symbols
lda.w #$2c20 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4 lda.w #$2c20 : sta.w $160a : sta.w $1614 : sta.w $161e : sta.w $16e4
; blank out a couple thing from old hud ; blank out a couple thing from old hud
lda.w #$24f5 : sta.w $1624 : sta.w $1724 lda.w #$24f5 : sta.w $1624 : sta.w $1724
ldx.w #$0002 ldx.w #$0002
- lda.w #$0000 ; start of hud area - lda.w #$0000 ; start of hud area
!ADD.l RowOffsets, x : !ADD.l ColumnOffsets, x : tay !ADD.l RowOffsets, x : !ADD.l ColumnOffsets, x : tay
JSR BossStatus : STA.w $1644, Y lda.l DungeonReminderTable, x : sta.w $1644, y
INY #2 iny #2
lda.w #$24f5 : sta.w $1644, y ; blank out map spot lda.w #$24f5 : sta.w $1644, y ; blank out map spot
lda.l MapField : ora.l MapCountDisplay : ora.l MapOverlay lda.l MapField : ora.l MapCountDisplay : ora.l MapOverlay
and.l DungeonMask, x : beq + ; must have map and.l DungeonMask, x : beq + ; must have map
JSR MapIndicatorShort : STA.w $1644, Y JSR MapIndicatorShort : STA.w $1644, Y
+ iny #2 + iny #2
cpx.w #$001a : bne + cpx.w #$001a : bne +
tya : !ADD.w #$003c : tay tya : !ADD.w #$003c : tay
+ lda.l CompassField : ora.l CompassCountDisplay + lda.l CompassField : ora.l CompassCountDisplay
and.l DungeonMask, x : beq + ; must have compass and.l DungeonMask, x : beq + ; must have compass
phx ; total chest counts phx ; total chest counts
LDA.l CompassTotalsWRAM, x : !SUB.l DungeonLocationsChecked, x LDA.l CompassTotalsWRAM, x : !SUB.l DungeonLocationsChecked, x
SEP #$30 : JSR HudHexToDec2DigitCopy : REP #$30 SEP #$30 : JSR HudHexToDec2DigitCopy : REP #$30
lda.b Scrap06 : jsr ConvertToDisplay2 : sta.w $1644, y : iny #2 lda.b Scrap06 : jsr ConvertToDisplay2 : sta.w $1644, y : iny #2
lda.b Scrap07 : jsr ConvertToDisplay2 : sta.w $1644, y lda.b Scrap07 : jsr ConvertToDisplay2 : sta.w $1644, y
plx plx
bra .skipBlanks bra .skipBlanks
+ lda.w #$24f5 : sta.w $1644, y : iny #2 : sta.w $1644, y + lda.w #$24f5 : sta.w $1644, y : iny #2 : sta.w $1644, y
.skipBlanks iny #2 .skipBlanks iny #2
cpx.w #$001a : beq + cpx.w #$001a : beq +
lda.w #$24f5 : sta.w $1644, y ; blank out spot lda.w #$24f5 : sta.w $1644, y ; blank out spot
+ inx #2 : cpx.w #$001b : !BGE ++ : JMP - + inx #2 : cpx.w #$001b : !BGE ++ : JMP -
++ ++
plp : ply : plx : rtl plp : ply : plx : rtl
} }
MapIndicatorLong: MapIndicatorLong:
@@ -258,40 +259,6 @@ BkStatus:
+ lda.w #$24f5 : rts ; black otherwise + lda.w #$24f5 : rts ; black otherwise
+++ lda.w #$2826 : rts ; check mark +++ lda.w #$2826 : rts ; check mark
BossStatus:
LDA.l HUDDungeonItems : BIT.w #$0010 : BEQ .normal
PHX
LDA.l DungeonMapBossRooms, X
CMP.w #$000F
BEQ .no_boss
ASL A
TAX
LDA.l SaveDataWRAM, X
PLX
BIT.w #$0800
BEQ .boss_alive
.boss_dead
LDA.l HudFlag : BIT.w #$0020 : BNE .skull
; palette 3 - white
LDA.l DungeonReminderTable, X : AND.w #$E3FF : ORA.w #$0C00 : RTS
.skull
LDA.w #$280F : RTS
.no_boss
PLX
; palette 0 - light gray
LDA.l DungeonReminderTable, X : AND.w #$E3FF : RTS
.boss_alive
; palette 4 - gray
LDA.l DungeonReminderTable, X : AND.w #$E3FF : ORA.w #$1000 : RTS
.normal
; default palette 3 - white
LDA.l DungeonReminderTable, X : RTS
ConvertToDisplay: ConvertToDisplay:
and.w #$00ff : cmp.w #$000a : !BLT + and.w #$00ff : cmp.w #$000a : !BLT +
!ADD.w #$2519 : rts !ADD.w #$2519 : rts

View File

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

View File

@@ -247,7 +247,6 @@ CheckPots:
LDA.b [$04], Y LDA.b [$04], Y
CMP.w #$FFFF : BEQ .done CMP.w #$FFFF : BEQ .done
INX : INY : INY INX : INY : INY
BIT.w #$4000 : BNE .multi_item ; marked as multi item
BIT.w #$8000 : BNE .major_item ; marked as major item BIT.w #$8000 : BNE .major_item ; marked as major item
LDA.b [$04], Y LDA.b [$04], Y
AND.w #$00FF AND.w #$00FF
@@ -267,19 +266,8 @@ CheckPots:
INY INY
BRA .mask_set BRA .mask_set
.multi_item
LDA.b [$04], Y
PHX
AND.w #$00FF
ASL A
TAX
LDA.l PotMultiWorldTable, X
PLX
BRA .item_id_set
.major_item .major_item
LDA.b [$04], Y LDA.b [$04], Y
.item_id_set
PHA PHA
PHX PHX
INY INY
@@ -368,13 +356,7 @@ CheckEnemies:
ASL A ASL A
TAX TAX
LDA.l UWSpritesPointers, X
; get sprite pointer table
LDA.l $89C298 : STA.b $04
LDA.w #$0089 : STA.b $06
TXY
; get sprite pointer for room
LDA.b [$04], Y
INC A ; skip the layered/unlayered indicator INC A ; skip the layered/unlayered indicator
STA.b $04 STA.b $04
LDA.w #bank(UWSpritesData) LDA.w #bank(UWSpritesData)

View File

@@ -541,9 +541,7 @@ DrawStairs:
LDA.w SpiralProps, Y LDA.w SpiralProps, Y
AND.w #$00FF AND.w #$00FF
STA.b $06 STA.b $06
BNE + BEQ .done
JMP .done
+
STZ.b $02 STZ.b $02
INY INY
@@ -580,14 +578,11 @@ DrawStairs:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE + BNE +
LDA.b $0E LDA.b $0E
AND.w #$000F AND.w #$000F
BEQ .ply_skip BNE +
LDA.b $0B BRA .ply_skip
AND.w #$00FF
BEQ .ply_skip
+ +
TYX TYX
@@ -624,70 +619,32 @@ GetCurrentRoomVisibility:
GetSpecificRoomVisibility: GetSpecificRoomVisibility:
PHX PHX
; figure out if room is dark without lamp
LDA.b $CA
AND.w #$00FF
ASL A
TAX
LDA.l RoomHeaderPointers, X
TAX
LDA.l bank(RoomHeaders)<<16, X
AND.w #$0001
BEQ .not_dark
SEP #$20
JSL LampCheck
REP #$20
BNE .not_dark
LDA.l LampCone
BIT.w #$0020 ; all rooms are lit
BNE .not_dark
LDA.l ShowRooms_dark_room_cap
AND.w #$00FF
CMP.w #$0006
BCS .not_dark
XBA
STA.b $0A
BRA .check_visibility
.not_dark
LDA.w #$0600
STA.b $0A
.check_visibility
SEP #$20
LDA.l ShowRooms_default LDA.l ShowRooms_default
AND.w #$00FF
STA.b $0A STA.b $0A
REP #$20
LDX.w DungeonID LDX.w DungeonID
LDA.l MapField LDA.l MapField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
SEP #$20
LDA.l ShowRooms_have_map LDA.l ShowRooms_have_map
AND.w #$00FF
CMP.b $0A CMP.b $0A
BCC + BCC +
STA.b $0A STA.b $0A
+ +
REP #$20
LDX.w DungeonID LDX.w DungeonID
LDA.l CompassField LDA.l CompassField
AND.l DungeonMask, X AND.l DungeonMask, X
BEQ + BEQ +
SEP #$20
LDA.l ShowRooms_have_compass LDA.l ShowRooms_have_compass
AND.w #$00FF
CMP.b $0A CMP.b $0A
BCC + BCC +
STA.b $0A STA.b $0A
+ +
REP #$20
LDA.b $CA LDA.b $CA
AND.w #$00FF AND.w #$00FF
ASL A ASL A
@@ -696,20 +653,13 @@ GetSpecificRoomVisibility:
AND.w #$000F AND.w #$000F
STA.b $0E STA.b $0E
BEQ + BEQ +
SEP #$20
LDA.l ShowRooms_visited_tile LDA.l ShowRooms_visited_tile
AND.w #$00FF
CMP.b $0A CMP.b $0A
BCC + BCC +
CMP.b $0B
BCS .too_dark
STA.b $0A
BRA +
.too_dark
LDA.b $0B
STA.b $0A STA.b $0A
+ +
REP #$20
PLX PLX
LDA.b $0A LDA.b $0A
RTS RTS
@@ -755,7 +705,6 @@ DrawDropOrWarp:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE + BNE +
LDA.b $0E LDA.b $0E
AND.w #$000F AND.w #$000F
@@ -1453,8 +1402,8 @@ MoveDoorsMapCursor:
BRA .done BRA .done
.no_move .no_move
; LDA.b #$3C LDA.b #$3C
; STA.w $012E STA.w $012E
.done .done
PLP PLP
@@ -1542,9 +1491,8 @@ DoorsMapNextEntrance:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .acceptable BNE .acceptable
JMP .done BEQ .done
+ +
TYX TYX
@@ -1561,7 +1509,6 @@ DoorsMapNextEntrance:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .acceptable BNE .acceptable
LDA.w #$0001 LDA.w #$0001
@@ -1591,9 +1538,6 @@ DoorsMapNextEntrance:
LDA.b $00 LDA.b $00
AND.b $0E AND.b $0E
BEQ .check_next BEQ .check_next
LDA.b $0B
AND.w #$00FF
BEQ .check_next
.acceptable .acceptable
PHX PHX
@@ -1653,7 +1597,6 @@ FindFirstEntrance:
STA.b $CA STA.b $CA
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .acceptable BNE .acceptable
LDA.w #$0001 LDA.w #$0001
@@ -1683,9 +1626,6 @@ FindFirstEntrance:
LDA.b $00 LDA.b $00
AND.b $0E AND.b $0E
BEQ .check_next BEQ .check_next
LDA.b $0B
AND.w #$00FF
BEQ .check_next
.acceptable .acceptable
PLP PLP
@@ -1927,7 +1867,6 @@ DrawDoorsEntrances:
BMI .check_dropdown BMI .check_dropdown
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .draw_entrance BNE .draw_entrance
PHX PHX
@@ -1937,9 +1876,6 @@ DrawDoorsEntrances:
PLX PLX
AND.b $0E AND.b $0E
BEQ .check_dropdown BEQ .check_dropdown
LDA.b $0B
AND.w #$00FF
BEQ .check_dropdown
.draw_entrance .draw_entrance
SEP #$30 SEP #$30
@@ -1970,7 +1906,6 @@ DrawDoorsEntrances:
BMI .next_room BMI .next_room
JSR GetSpecificRoomVisibility JSR GetSpecificRoomVisibility
AND.w #$00FF
BNE .draw_dropdown BNE .draw_dropdown
PHX PHX
@@ -1979,13 +1914,7 @@ DrawDoorsEntrances:
LDA.l DropdownQuadrantMasks, X LDA.l DropdownQuadrantMasks, X
PLX PLX
AND.b $0E AND.b $0E
BEQ .goto_next_room BEQ .next_room
LDA.b $0B
AND.w #$00FF
BNE .draw_dropdown
.goto_next_room
JMP .next_room
.draw_dropdown .draw_dropdown
SEP #$30 SEP #$30
@@ -2035,6 +1964,7 @@ DrawDoorsStairs:
INX : INX INX : INX
LDA.l SpiralProps, X LDA.l SpiralProps, X
PHX PHX
ASL A ASL A
TAX TAX
@@ -2066,10 +1996,6 @@ DrawDoorsStairs:
AND.b $0E AND.b $0E
BEQ .skip BEQ .skip
LDA.b $0B
CMP.b #$04
BCC .skip
.draw .draw
LDY.b $00 LDY.b $00
LDA.b #$00 LDA.b #$00

View File

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

View File

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

View File

@@ -39,7 +39,7 @@ SplitRooms:
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.6a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) %d(.no) : %d(.no) : %d(.6a) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.74) : %d(.75) : %d(.no) : %d(.no) %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.no) : %d(.75) : %d(.no) : %d(.no)
%d(.no) : %d(.no) : %d(.no) : %d(.7b) : %d(.7c) : %d(.7d) : %d(.no) : %d(.no) %d(.no) : %d(.no) : %d(.no) : %d(.7b) : %d(.7c) : %d(.7d) : %d(.no) : %d(.no)
; 0/8 1/9 2/A 3/B 4/C 5/D 6/E 7/F ; 0/8 1/9 2/A 3/B 4/C 5/D 6/E 7/F

View File

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

View File

@@ -30,15 +30,18 @@ DrawLoot:
STA.w $021B STA.w $021B
LDA.l DRMode LDA.l DRMode
BNE .skip BEQ +
LDA.l DungeonMapMode
BNE +
BRA .skip
+
REP #$30 REP #$30
PHX : PHY PHX : PHY
STZ.b $0E STZ.b $0E
LDX.w DungeonID LDX.w DungeonID
LDA.l DungeonMapRoomPointers, X JSL LoadDungeonMapRoomPointer
STA.b $72 STA.b $72
SEP #$20 SEP #$20
@@ -70,52 +73,65 @@ DrawLoot:
DrawSingleFloorLoot: DrawSingleFloorLoot:
REP #$20 REP #$20
AND.w #$00FF AND.w #$00FF
INC A
ASL A ASL A
TAX %ADD_MapMode()
LDA.l DungeonMapFloorToDataOffset, X LDA.l MapDrawingData_floor_data_offset, X
CLC : ADC.w #$0018 ; get to end of floor DEC A
TAY TAY
%LDX_MapMode()
SEP #$20 SEP #$20
LDA.b #$04 LDA.l MapDrawingData_column_count, X
DEC A
STA.b $06 STA.b $06
LDA.b #$04 LDA.l MapDrawingData_row_count, X
DEC A
STA.b $07 STA.b $07
.next_row .next_row
REP #$20 REP #$20
LDA.w GFXStripes LDA.w GFXStripes
TAX TAX
CLC : ADC.w #$0030 CLC : ADC.w #$0034
STA.w GFXStripes STA.w GFXStripes
PHX
%LDX_MapMode()
SEP #$20 SEP #$20
LDA.b $07 LDA.b $07
CPX.w #$0002
BNE +
ASL A
+
CLC : ADC.b $07 CLC : ADC.b $07
REP #$20 REP #$20
AND.w #$00FF AND.w #$00FF
ASL #5 ASL #5
CLC : ADC.w #$1092 CLC : ADC.l MapDrawingData_bg1_grid_start, X
ADC.b $0E ADC.b $0E
XBA XBA
PLX
STA.w GFXStripes+$02, X STA.w GFXStripes+$02, X
CLC : ADC.w #$2000 CLC : ADC.w #$2000
STA.w GFXStripes+$1A, X
LDA.w #$1300
STA.w GFXStripes+$04, X
STA.w GFXStripes+$1C, X STA.w GFXStripes+$1C, X
LDA.w #$1500
STA.w GFXStripes+$04, X
STA.w GFXStripes+$1E, X
TXA TXA
CLC : ADC.w #$0016 CLC : ADC.w #$0018
TAX TAX
.next_room .next_room
REP #$20 REP #$20
LDA.b ($72), Y ; get room id LDA.b [$72], Y ; get room id
PHY PHY
AND.w #$00FF AND.w #$00FF
@@ -137,24 +153,49 @@ DrawSingleFloorLoot:
LDA.l LootTypeIcons+2, X LDA.l LootTypeIcons+2, X
STA.w GFXStripes+$02, Y STA.w GFXStripes+$02, Y
LDA.l LootTypeIcons+4, X LDA.l LootTypeIcons+4, X
STA.w GFXStripes+$18, Y
LDA.l LootTypeIcons+6, X
STA.w GFXStripes+$1A, Y STA.w GFXStripes+$1A, Y
LDA.l LootTypeIcons+6, X
STA.w GFXStripes+$1C, Y
TYX TYX
PLY PLY
DEY : DEX #4 DEY : DEX #4
LDA.l DungeonMapMode
BEQ +
LDA.b $06
AND.w #$00FF
BEQ +
; skip a column if in 4x3 mode and it's not the last column
LDA.w #$0300
STA.w GFXStripes+$02, X
STA.w GFXStripes+$1C, X
DEX : DEX
+
SEP #$20 SEP #$20
DEC.b $06 DEC.b $06
BPL .next_room BPL .next_room
LDA.l DungeonMapMode
BNE +
; draw an extra empty tile at the end to make up for width differences between modes
LDA.b #$03
STZ.w GFXStripes+$02, X
STA.w GFXStripes+$03, X
STZ.w GFXStripes+$1C, X
STA.w GFXStripes+$1D, X
+
DEC.b $07 DEC.b $07
BMI .done BMI .done
LDA.b #$00 LDA.b #$00
XBA XBA
LDA.b #$04 %LDX_MapMode()
LDA.l MapDrawingData_column_count, X
DEC A
STA.b $06 STA.b $06
JMP .next_row JMP .next_row

View File

@@ -5,49 +5,18 @@ DrawNonexistentRoom:
STA.l $7F0002, X STA.l $7F0002, X
STA.l $7F0040, X STA.l $7F0040, X
STA.l $7F0042, X STA.l $7F0042, X
JML $8AE7F2
GetVisibilityProps: FinishRoom:
PHX PHX
ASL A : ASL A %LDX_MapMode()
PLA
CLC : ADC.l MapDrawingData_column_spacing, X
TAX TAX
LDA.b $0C JML $8AE7F6
AND.l .visibility_props, X
ORA.l .visibility_props+2, X
STA.b $0C
PLX
RTS
.visibility_props:
dw $0000, $0F00
dw $C000, $174F
dw $C000, $174F
dw $0000, $1400
dw $0000, $1000
dw $0000, $0C00
dw $0000, $0800
; A = room shape
; $0C = visibility props
GetQuadrantTile:
PHA
LDA.b $0C
AND.w #$03FF
BNE .square
PLA
ORA.b $0C
RTS
.square
PLA
LDA.b $0C
RTS
NormalDrawDungeonMapRoom: NormalDrawDungeonMapRoom:
JSL DrawDungeonMapRoom JSL DrawDungeonMapRoom
JML $8AE7F2 JMP FinishRoom
; $CA has room_id ; $CA has room_id
; $0E has quadrant flags ; $0E has quadrant flags
@@ -57,7 +26,62 @@ DrawDungeonMapRoom:
PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank PHB : PHK : PLB ; need to keep this in same bank as data, or else specify bank
LDA.b $0A : PHA LDA.b $0A : PHA
JSR GetSpecificRoomVisibility LDA.l ShowRooms_default
AND.w #$00FF
STA.b $0A
PHX
LDX.w DungeonID
LDA.l MapField
AND.l DungeonMask, X
BEQ +
LDA.l ShowRooms_have_map
AND.w #$00FF
CMP.b $0A
BCC +
STA.b $0A
+
LDX.w DungeonID
LDA.l CompassField
AND.l DungeonMask, X
BEQ +
LDA.l ShowRooms_have_compass
AND.w #$00FF
CMP.b $0A
BCC +
STA.b $0A
+
LDA.b $0E
AND.w #$000F
BEQ +
LDA.l ShowRooms_visited_tile
AND.w #$00FF
CMP.b $0A
BCC +
STA.b $0A
+
PLX
LDA.l DungeonMapMode
BEQ +
LDA.b $0A
CMP.w #$0003
BCS +
JSL ClearAdjacentConnections
+
LDA.b $0A : BNE + : LDA.w #$0F00 : BRA ++
+ DEC A : BNE + : LDA.w #$174F : BRA ++
+ DEC A : BNE + : LDA.w #$174F : BRA ++
+ DEC A : BNE + : LDA.w #$1400 : BRA ++
+ DEC A : BNE + : LDA.w #$1000 : BRA ++
+ DEC A : BNE + : LDA.w #$0C00 : BRA ++
+ LDA.w #$0800
++ STA.b $0C
LDA.b $CA LDA.b $CA
AND.w #$00FF AND.w #$00FF
@@ -65,44 +89,49 @@ DrawDungeonMapRoom:
TAY TAY
macro DrawQuadrant(quadrant, writeOffset) macro DrawQuadrant(quadrant, writeOffset)
.draw_quadrant_<quadrant>: ?DrawQuadrant:
LDA.w #(3-<quadrant>)<<14 LDA.w SupertileRoomShapes+(2*<quadrant>), Y
STA.b $0C CMP.w #$FFFF : BEQ ?.empty
PHA
LDA.b $0E
AND.w #1<<(3-<quadrant>)
BNE ?.visited
LDA.b $0E ?.unvisited
BIT.w #1<<(3-<quadrant>) LDA.b $0A
BNE ..visited CMP.w #$0003
BCS ?.shape
LDA.b $0A ?.square
BRA ..continue PLA
LDA.b $0C
EOR.w #(3-<quadrant>)<<14
BRA ?.write
..visited ?.shape
LDA.b $0B PLA
ORA.b $0C
BRA ?.write
..continue ?.visited
AND.w #$00FF PLA
JSR GetVisibilityProps ORA.w #$0800
BRA ?.write
LDA.w SupertileRoomShapes+(2*<quadrant>), Y ?.empty
CMP.w #$FFFF : BNE ..get_quadrant LDA.b $0A
LDA.b $0A CMP.w #$0001
AND.w #$00FF BEQ ?.full_square
CMP.w #$0001 LDA.w #$0F00
BNE ..empty BRA ?.write
..full_square ?.full_square
LDA.b $0C LDA.w #$174F
BRA ..write EOR.w #(3-<quadrant>)<<14
..get_quadrant ?.write
JSR GetQuadrantTile STA.l $7F0000+<writeOffset>, X
BRA ..write ?.done
..empty
LDA.w #$0F00
..write
STA.l $7F0000+<writeOffset>, X
endmacro endmacro
%DrawQuadrant(0, $00) %DrawQuadrant(0, $00)
@@ -121,7 +150,7 @@ DrawEntrances:
LDA.b $06 : PHA LDA.b $06 : PHA
LDX.w DungeonID LDX.w DungeonID
LDA.l DungeonMapRoomPointers, X JSL LoadDungeonMapRoomPointer
STA.b $72 STA.b $72
SEP #$20 SEP #$20
@@ -152,18 +181,23 @@ DrawSingleFloorEntrances:
ASL A ASL A
TAX TAX
LDA.l DungeonMapFloorToDataOffset, X %ADD_MapMode()
LDA.l MapDrawingData_floor_data_offset, X
TAY TAY
STZ.b $06 STZ.b $06
%LDX_MapMode()
.next_room .next_room
REP #$20 REP #$20
LDA.b ($72), Y ; get room id LDA.b [$72], Y ; get room id
AND.w #$00FF AND.w #$00FF
CMP.w #$000F ; $0F = empty room CMP.w #$000F ; $0F = empty room
BEQ + BEQ +
PHX
JSR DrawSingleRoomEntrances JSR DrawSingleRoomEntrances
PLX
+ +
INY INY
@@ -171,13 +205,13 @@ DrawSingleFloorEntrances:
SEP #$20 SEP #$20
INC.b $06 INC.b $06
LDA.b $06 LDA.b $06
CMP.b #$05 CMP.l MapDrawingData_column_count, X
BCC .next_room BCC .next_room
STZ.b $06 STZ.b $06
- INC.b $07 - INC.b $07
LDA.b $07 LDA.b $07
CMP.b #$05 CMP.l MapDrawingData_row_count, X
BCC .next_room BCC .next_room
.done .done
@@ -199,7 +233,8 @@ macro DrawSingleEntrance(offset)
?+ ?+
CLC : ADC.b $06 CLC : ADC.b $06
ASL #3 ASL #3
CLC : ADC.b #$90+<offset> CLC : ADC.b #<offset>
CLC : ADC.l MapDrawingData_sprite_offset_x_base, X
STA.w OAMBuffer+0, Y STA.w OAMBuffer+0, Y
PHX PHX
@@ -210,10 +245,13 @@ macro DrawSingleEntrance(offset)
?+ ?+
CLC : ADC.b $07 CLC : ADC.b $07
ASL #3 ASL #3
PHA
LDX.b $02 LDA.b $02
%ADD_MapMode()
CLC : ADC.l DungeonMapRoomMarkerYBase, X PLA
CLC : ADC.l MapDrawingData_sprite_offset_y_base, X
PLX PLX
CLC : ADC.b #$08 CLC : ADC.b #$08
CLC : ADC.w $0213 CLC : ADC.w $0213
@@ -233,6 +271,8 @@ DrawSingleRoomEntrances:
STA.b $0E STA.b $0E
PHY PHY
%LDY_MapMode()
SEP #$10 SEP #$10
LDX.b #$FE LDX.b #$FE

View File

@@ -1,6 +1,8 @@
CheckSwitchMap: CheckSwitchMap:
LDA.l DRMode LDA.l DRMode
BEQ .not_fancy_door_map BEQ .not_fancy_door_map
LDA.l DungeonMapMode
BNE .not_fancy_door_map
; fancy door map ; fancy door map
SEP #$20 SEP #$20
@@ -158,6 +160,10 @@ SkipMapSprites:
LDA.l DRMode LDA.l DRMode
BEQ + BEQ +
LDA.l DungeonMapMode
BEQ .no_vanilla_draw
JML $8AEADE
.no_vanilla_draw
JSL DrawDoorsMapSprites JSL DrawDoorsMapSprites
JML $8AEAFC JML $8AEAFC
+ +
@@ -175,6 +181,19 @@ CacheCurrentDungeon:
STA.l CachedDungeonID STA.l CachedDungeonID
LDA.b CurrentFloor LDA.b CurrentFloor
STA.l CachedCurrentFloor STA.l CachedCurrentFloor
LDA.l DRMode
BEQ +
LDA.w DungeonID
PHX
ASL A
TAX
LDA.l DungeonMapData.floor, X
STA.b $A4
PLX
+
REP #$20 REP #$20
RTL RTL
@@ -259,7 +278,10 @@ DrawDungeonLabel:
TAY TAY
LDA.l DRMode LDA.l DRMode
BNE .doors BEQ .not_doors
LDA.l DungeonMapMode
BEQ .doors
.not_doors
JMP .skip_doors JMP .skip_doors
.doors .doors
@@ -338,25 +360,30 @@ StartCurrentRoomSearch:
RTL RTL
FindCurrentRoom: FindCurrentRoom:
LDA.w DungeonMapFloorToDataOffset, Y PHX
TYA
%ADD_MapMode()
LDA.l MapDrawingData_floor_data_offset, X
STA.b $0C STA.b $0C
LDY.w #$0000 LDY.w #$0000
%LDX_MapMode()
SEP #$20 SEP #$20
.next_room_check .next_room_check
CPY.b $0C CPY.b $0C
BCS .not_found BCS .not_found
LDA.b ($04), Y LDA.b [$72], Y
INY INY
CMP.b $0E CMP.b $0E
BEQ .found BEQ .found
LDA.b $00 LDA.b $00
CMP.b #$40 CMP.l MapDrawingData_floor_pixel_column_wrap, X
BCS .next_row BCS .next_row
CLC : ADC.l MapDrawingData_supertile_pixel_spacing, X
CLC : ADC.b #$10
STA.b $00 STA.b $00
BRA .next_room_check BRA .next_room_check
@@ -364,9 +391,9 @@ FindCurrentRoom:
STZ.b $00 STZ.b $00
LDA.b $02 LDA.b $02
CMP.b #$40 CMP.l MapDrawingData_floor_pixel_row_wrap, X
BCS .next_floor BCS .next_floor
CLC : ADC.b #$10 CLC : ADC.l MapDrawingData_supertile_pixel_spacing, X
STA.b $02 STA.b $02
BRA .next_room_check BRA .next_room_check
@@ -375,7 +402,9 @@ FindCurrentRoom:
BRA .next_room_check BRA .next_room_check
.found .found
PLX
JML $8AE891 JML $8AE891
.not_found .not_found
PLX
JML $8AE8CD JML $8AE8CD

View File

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

View File

@@ -1,5 +1,5 @@
pushpc pushpc
incsrc dungeon_map_hooks.asm incsrc hooks.asm
macro WriteGFXSheetPointer(sheet, location) macro WriteGFXSheetPointer(sheet, location)
pushpc pushpc
@@ -24,11 +24,10 @@ endmacro
%WriteGFXSheetPointer($62, DungeonMapIcons5) %WriteGFXSheetPointer($62, DungeonMapIcons5)
%WriteGFXSheetPointer($63, DungeonMapIcons6) %WriteGFXSheetPointer($63, DungeonMapIcons6)
%WriteGFXSheetPointer($14, DRSheet14)
pullpc pullpc
incsrc doors_dungeon_map.asm incsrc mappable_doors.asm
incsrc current_room_map.asm
incsrc draw_rooms.asm incsrc draw_rooms.asm
incsrc map_bg3.asm incsrc map_bg3.asm
incsrc dungeon_switch.asm incsrc dungeon_switch.asm
@@ -39,4 +38,3 @@ incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm incsrc data/spiral_stairs.asm
incsrc data/fall_warps.asm incsrc data/fall_warps.asm
incsrc data/split_room.asm incsrc data/split_room.asm
incsrc data/doors_connections.asm

View File

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

View File

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

View File

@@ -1,4 +1,4 @@
org $B9F000 ; $B9F000
SupertileRoomShapes: SupertileRoomShapes:
incsrc data/supertile_shapes.asm incsrc data/supertile_shapes.asm
warnpc $B9F800 warnpc $B9F800
@@ -62,7 +62,7 @@ dw $29ED, $69ED, $29FD, $69FD ; 0B - important inventory item - big chest
dw $29CC, $29CD, $29DC, $69DC ; 0C - pendant dw $29CC, $29CD, $29DC, $69DC ; 0C - pendant
dw $2DC9, $69C9, $A9C9, $EDC9 ; 0D - crystal dw $2DC9, $69C9, $A9C9, $EDC9 ; 0D - crystal
dw $29E9, $69E9, $29F9, $69F9 ; 0E - triforce piece dw $29E9, $69E9, $29F9, $69F9 ; 0E - triforce piece
dw $29EA, $69EA, $29FA, $69FA ; 0F - triforce dw $29EA, $69EA, $29EB, $69EB ; 0F - triforce
warnpc $B9F900 warnpc $B9F900
org $B9F900 org $B9F900
@@ -147,12 +147,8 @@ dw $25A4, $25A4 ; Reserved
; $B9FB40 ; $B9FB40
warnpc $B9FE00
org $B9FE00
JunkTable:
incsrc data/junk_items.asm
warnpc $B9FF00 warnpc $B9FF00
org $B9FF00 org $B9FF00
; $00 - do not show anything ; $00 - do not show anything
; $01 - show presence of supertile as dark square ; $01 - show presence of supertile as dark square
@@ -171,9 +167,7 @@ ShowRooms:
.visited_tile .visited_tile
db $04 db $04
.reserved .reserved
skip 3 skip 4
.dark_room_cap
db $01
warnpc $B9FF08 warnpc $B9FF08
org $B9FF08 org $B9FF08
@@ -206,3 +200,9 @@ ItemSources:
; $B9FF11 ; $B9FF11
AlwaysShowCompass: AlwaysShowCompass:
db $01 db $01
; $B9FF12
; $0000 - vanilla 5x5 maps
; $0001 - special DR 4x3 maps
DungeonMapMode:
dw $0000

View File

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

View File

@@ -23,7 +23,7 @@ JSL SpritePrep_OldManFollower : NOP #2 : db $F0 ; BEQ
org $9DFF18 org $9DFF18
JSL SpriteDraw_OldManFollower JSL SpriteDraw_OldManFollower
org $9EE9BC org $9EE9BC
JSL OldMan_WaitForCollision JSL Follower_CheckMessageCollision
org $9EE9CC org $9EE9CC
JSL OldMan_BecomeFollower : NOP #2 JSL OldMan_BecomeFollower : NOP #2
@@ -631,15 +631,6 @@ SpriteDraw_OldManFollower:
dw 0, 0 : db $AC, $00, $00, $02 dw 0, 0 : db $AC, $00, $00, $02
dw 0, 8 : db $AE, $00, $00, $02 dw 0, 8 : db $AE, $00, $00, $02
OldMan_WaitForCollision:
PHA
LDA.w LinkIFrames : BEQ +
PLA : CLC
RTL
+
PLA
JML Follower_CheckMessageCollision
OldMan_BecomeFollower: OldMan_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn
PLA : PLA PLA : PLA

View File

@@ -1,261 +0,0 @@
db $00 ; 00 - Fighter Sword and Shield
db $00 ; 01 - Master Sword
db $00 ; 02 - Tempered Sword
db $00 ; 03 - Butter Sword
db $00 ; 04 - Fighter Shield
db $00 ; 05 - Fire Shield
db $00 ; 06 - Mirror Shield
db $00 ; 07 - Fire Rod
db $00 ; 08 - Ice Rod
db $00 ; 09 - Hammer
db $00 ; 0A - Hookshot
db $00 ; 0B - Bow
db $00 ; 0C - Boomerang
db $00 ; 0D - Powder
db $00 ; 0E - Bottle Refill (bee)
db $00 ; 0F - Bombos
db $00 ; 10 - Ether
db $00 ; 11 - Quake
db $00 ; 12 - Lamp
db $00 ; 13 - Shovel
db $00 ; 14 - Flute
db $00 ; 15 - Somaria
db $00 ; 16 - Bottle
db $00 ; 17 - Heartpiece
db $00 ; 18 - Byrna
db $00 ; 19 - Cape
db $00 ; 1A - Mirror
db $00 ; 1B - Glove
db $00 ; 1C - Mitts
db $00 ; 1D - Book
db $00 ; 1E - Flippers
db $00 ; 1F - Pearl
db $00 ; 20 - Crystal
db $00 ; 21 - Net
db $00 ; 22 - Blue Mail
db $00 ; 23 - Red Mail
db $00 ; 24 - Small Key
db $00 ; 25 - Compass
db $00 ; 26 - Heart Container from 4/4
db $01 ; 27 - Bomb
db $01 ; 28 - 3 bombs
db $00 ; 29 - Mushroom
db $00 ; 2A - Red boomerang
db $00 ; 2B - Full bottle (red)
db $00 ; 2C - Full bottle (green)
db $00 ; 2D - Full bottle (blue)
db $00 ; 2E - Potion refill (red)
db $00 ; 2F - Potion refill (green)
db $00 ; 30 - Potion refill (blue)
db $01 ; 31 - 10 bombs
db $00 ; 32 - Big key
db $00 ; 33 - Map
db $01 ; 34 - 1 rupee
db $01 ; 35 - 5 rupees
db $01 ; 36 - 20 rupees
db $00 ; 37 - Green pendant
db $00 ; 38 - Blue pendant
db $00 ; 39 - Red pendant
db $00 ; 3A - Tossed bow
db $00 ; 3B - Silvers
db $00 ; 3C - Full bottle (bee)
db $00 ; 3D - Full bottle (fairy)
db $00 ; 3E - Boss heart
db $00 ; 3F - Sanc heart
db $01 ; 40 - 100 rupees
db $01 ; 41 - 50 rupees
db $01 ; 42 - Heart
db $01 ; 43 - Arrow
db $01 ; 44 - 10 arrows
db $01 ; 45 - Small magic
db $01 ; 46 - 300 rupees
db $01 ; 47 - 20 rupees green
db $00 ; 48 - Full bottle (good bee)
db $00 ; 49 - Tossed fighter sword
db $00 ; 4A - Active Flute
db $00 ; 4B - Boots
db $00 ; 4C - Bomb capacity (50)
db $00 ; 4D - Arrow capacity (70)
db $00 ; 4E - 1/2 magic
db $00 ; 4F - 1/4 magic
db $00 ; 50 - Safe master sword
db $00 ; 51 - Bomb capacity (+5)
db $00 ; 52 - Bomb capacity (+10)
db $00 ; 53 - Arrow capacity (+5)
db $00 ; 54 - Arrow capacity (+10)
db $00 ; 55 - Programmable item 1
db $00 ; 56 - Programmable item 2
db $00 ; 57 - Programmable item 3
db $00 ; 58 - Upgrade-only silver arrows
db $01 ; 59 - Rupoor
db $01 ; 5A - Nothing
db $00 ; 5B - Red clock
db $00 ; 5C - Blue clock
db $00 ; 5D - Green clock
db $00 ; 5E - Progressive sword
db $00 ; 5F - Progressive shield
db $00 ; 60 - Progressive armor
db $00 ; 61 - Progressive glove
db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi)
db $00 ; 64 - Progressive bow
db $00 ; 65 - Progressive bow
db $00 ; 66 -
db $00 ; 67 -
db $00 ; 68 -
db $00 ; 69 -
db $00 ; 6A - Triforce
db $01 ; 6B - Power star
db $01 ; 6C - Triforce Piece
db $00 ; 6D - Server request item
db $00 ; 6E - Server request item (dungeon drop)
db $00 ; 6F -
db $00 ; 70 - Map of Light World
db $00 ; 71 - Map of Dark World
db $00 ; 72 - Map of Ganon's Tower
db $00 ; 73 - Map of Turtle Rock
db $00 ; 74 - Map of Thieves' Town
db $00 ; 75 - Map of Tower of Hera
db $00 ; 76 - Map of Ice Palace
db $00 ; 77 - Map of Skull Woods
db $00 ; 78 - Map of Misery Mire
db $00 ; 79 - Map of Dark Palace
db $00 ; 7A - Map of Swamp Palace
db $00 ; 7B - Map of Agahnim's Tower
db $00 ; 7C - Map of Desert Palace
db $00 ; 7D - Map of Eastern Palace
db $00 ; 7E - Map of Hyrule Castle
db $00 ; 7F - Map of Sewers
db $00 ; 80 - Compass of Light World
db $00 ; 81 - Compass of Dark World
db $00 ; 82 - Compass of Ganon's Tower
db $00 ; 83 - Compass of Turtle Rock
db $00 ; 84 - Compass of Thieves' Town
db $00 ; 85 - Compass of Tower of Hera
db $00 ; 86 - Compass of Ice Palace
db $00 ; 87 - Compass of Skull Woods
db $00 ; 88 - Compass of Misery Mire
db $00 ; 89 - Compass of Dark Palace
db $00 ; 8A - Compass of Swamp Palace
db $00 ; 8B - Compass of Agahnim's Tower
db $00 ; 8C - Compass of Desert Palace
db $00 ; 8D - Compass of Eastern Palace
db $00 ; 8E - Compass of Hyrule Castle
db $00 ; 8F - Compass of Sewers
db $00 ; 90 - Skull key
db $00 ; 91 - Reserved
db $00 ; 92 - Big key of Ganon's Tower
db $00 ; 93 - Big key of Turtle Rock
db $00 ; 94 - Big key of Thieves' Town
db $00 ; 95 - Big key of Tower of Hera
db $00 ; 96 - Big key of Ice Palace
db $00 ; 97 - Big key of Skull Woods
db $00 ; 98 - Big key of Misery Mire
db $00 ; 99 - Big key of Dark Palace
db $00 ; 9A - Big key of Swamp Palace
db $00 ; 9B - Big key of Agahnim's Tower
db $00 ; 9C - Big key of Desert Palace
db $00 ; 9D - Big key of Eastern Palace
db $00 ; 9E - Big key of Hyrule Castle
db $00 ; 9F - Big key of Sewers
db $00 ; A0 - Small key of Sewers
db $00 ; A1 - Small key of Hyrule Castle
db $00 ; A2 - Small key of Eastern Palace
db $00 ; A3 - Small key of Desert Palace
db $00 ; A4 - Small key of Agahnim's Tower
db $00 ; A5 - Small key of Swamp Palace
db $00 ; A6 - Small key of Dark Palace
db $00 ; A7 - Small key of Misery Mire
db $00 ; A8 - Small key of Skull Woods
db $00 ; A9 - Small key of Ice Palace
db $00 ; AA - Small key of Tower of Hera
db $00 ; AB - Small key of Thieves' Town
db $00 ; AC - Small key of Turtle Rock
db $00 ; AD - Small key of Ganon's Tower
db $00 ; AE - Reserved
db $00 ; AF - Generic small key
db $00 ; B0 - Crystal 6
db $00 ; B1 - Crystal 1
db $00 ; B2 - Crystal 5
db $00 ; B3 - Crystal 7
db $00 ; B4 - Crystal 2
db $00 ; B5 - Crystal 4
db $00 ; B6 - Crystal 3
db $00 ; B7 - Reserved
db $00 ; B8 -
db $00 ; B9 -
db $00 ; BA -
db $00 ; BB -
db $00 ; BC -
db $00 ; BD -
db $00 ; BE -
db $00 ; BF -
db $00 ; C0 -
db $00 ; C1 -
db $00 ; C2 -
db $00 ; C3 -
db $00 ; C4 -
db $00 ; C5 -
db $00 ; C6 -
db $00 ; C7 -
db $00 ; C8 -
db $00 ; C9 -
db $00 ; CA -
db $00 ; CB -
db $00 ; CC -
db $00 ; CD -
db $00 ; CE -
db $00 ; CF -
db $01 ; D0 - Bee trap
db $01 ; D1 - Apples
db $01 ; D2 - Fairy
db $01 ; D3 - Chicken
db $01 ; D4 - Big Magic
db $01 ; D5 - 5 Arrows
db $01 ; D6 - Good Bee
db $00 ; D7 -
db $00 ; D8 -
db $00 ; D9 -
db $00 ; DA -
db $00 ; DB -
db $00 ; DC -
db $00 ; DD -
db $00 ; DE -
db $00 ; DF -
db $00 ; E0 -
db $00 ; E1 -
db $00 ; E2 -
db $00 ; E3 -
db $00 ; E4 -
db $00 ; E5 -
db $00 ; E6 -
db $00 ; E7 -
db $00 ; E8 -
db $00 ; E9 -
db $00 ; EA -
db $00 ; EB -
db $00 ; EC -
db $00 ; ED -
db $00 ; EE -
db $00 ; EF -
db $00 ; F0 -
db $00 ; F1 -
db $00 ; F2 -
db $00 ; F3 -
db $00 ; F4 -
db $00 ; F5 -
db $00 ; F6 -
db $00 ; F7 -
db $00 ; F8 -
db $00 ; F9 -
db $00 ; FA -
db $00 ; FB -
db $00 ; FC -
db $00 ; FD -
db $00 ; FE - Server request (async)
db $00 ; FF -

View File

@@ -1,67 +0,0 @@
;--------------------------------------------------------------------------------
SetItemRiseTimer:
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE .not_from_chest
LDA.b #$38 : STA.w AncillaTimer, X
RTL
.not_from_chest
JSL ItemIsJunk
BEQ .default
.junk
LDA.l JunkItemTimer : AND.b #$3F : STA.w AncillaTimer, X
RTL
.default
TYA : STA.w AncillaTimer, X ; What we wrote over
RTL
;--------------------------------------------------------------------------------
ItemIsJunk:
PHX
LDA.l JunkItemTimer : BIT.b #$3F : BEQ .not_junk
BIT.b #$80 : BNE .check
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .check
LDA.l !MULTIWORLD_RECEIVING_ITEM : BNE .check
BRA .not_junk
.check
LDA.w AncillaGet, X
TAX
LDA.l JunkTable, X
PLX
CMP.b #$00
RTL
.not_junk
PLX
LDA.b #$00
RTL
;--------------------------------------------------------------------------------
; A = item id being collected
ItemGetAlternateSFX:
PEA.w $C567 ; SNES to RTS to in bank 08
LDA.w AncillaGet, X : CMP.b #$4A : BNE +
; collecting pre-activated flute
LDA.b #$13 : JML Ancilla_SFX2_Near
+
JSL ItemIsJunk : BEQ .normal
LDA.b #$3B : JML Ancilla_SFX3_Near
.normal
LDA.b #$0F : JML Ancilla_SFX3_Near
;--------------------------------------------------------------------------------
; A = item id being collected
ItemGetOverworldAlternateSFX:
CPY.b #$4A : BNE +
; pre-activated flute
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$13 : STA.w SFX2
RTL
+
JSL ItemIsJunk : BEQ .normal
.junk
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$3B : STA.w SFX3
RTL
.normal
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$0F : STA.w SFX3
RTL
;--------------------------------------------------------------------------------

View File

@@ -1,25 +0,0 @@
org $B9EE00
;================================================================================
warnpc $B9EEE0
org $B9EEE0
;--------------------------------------------------------------------------------
B9Source:
; $01 = GK Baserom
; $FF = GK Adjuster Patch
db $01
;--------------------------------------------------------------------------------
GKRomVersion:
; $01 = Dungeon Maps
; .., $01 = Dark rooms don't show on map from visition
; .., $02 = OW Fog and Grid modes
db $01, $02, $00
;--------------------------------------------------------------------------------
;================================================================================
warnpc $B9EEF0
org $B9EEF0
GKRandomizerVersion:
padbyte $00
pad $B9EF00
;--------------------------------------------------------------------------------

View File

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

View File

@@ -40,14 +40,14 @@ RTL
dw .crystals dw .crystals
dw .pendant_bosses dw .pendant_bosses
dw .crystal_bosses dw .crystal_bosses
dw .prize_bosses dw .bosses
dw .agahnim_defeated dw .agahnim_defeated
dw .agahnim2_defeated dw .agahnim2_defeated
dw .goal_item dw .goal_item
dw .collection_rate dw .collection_rate
dw .custom_goal dw .custom_goal
dw .bingo dw .bingo
dw .all_bosses dw .success
dw .success dw .success
dw .success dw .success
dw .success dw .success
@@ -70,24 +70,19 @@ RTL
CMP.b #$07 : RTS CMP.b #$07 : RTS
.pendant_bosses .pendant_bosses
PHP PHP
LDA.b #$20 LDA.b #$02
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$03 : RTS CMP.b #$03 : RTS
.crystal_bosses .crystal_bosses
PHP PHP
LDA.b #$10 LDA.b #$01
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$07 : RTS CMP.b #$07 : RTS
.all_bosses .bosses
PHP
LDA.b #$30
JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$10 : RTS
.prize_bosses
PHP PHP
LDA.b #$00 LDA.b #$00
JSR CheckForBossesDefeated : PLP : BCC + JSR CheckForBossesDefeated : PLP : BCC +
CMP.b #$0A : RTS CMP.b #$10 : RTS
+ CMP.b [Scrap00], Y : INY : RTS + CMP.b [Scrap00], Y : INY : RTS
.agahnim_defeated .agahnim_defeated
LDA.l ProgressIndicator : CMP.b #$03 : RTS LDA.l ProgressIndicator : CMP.b #$03 : RTS
@@ -351,7 +346,7 @@ CheckTowerOpen:
;--------------------------------------------------------------------------------------------------- ;---------------------------------------------------------------------------------------------------
CheckAgaForPed: CheckAgaForPed:
REP #$20 REP #$20
; seems light_speed option to force blue balls is unused for now ; seems light_speed option to force blue balls is unused for now
BRA .vanilla BRA .vanilla
.light_speed .light_speed
@@ -373,38 +368,12 @@ CheckAgaForPed:
RTL RTL
;--------------------------------------------------------------------------------------------------- ;---------------------------------------------------------------------------------------------------
BossPrizeFlags:
; $00 = all prize bosses
db $00
db $01, $01, $01, $01, $01, $01, $01 ; crystals
db $01, $01, $01 ; pendants
db $00, $00, $00, $00, $00 ; padding
; $10 = all crystal bosses
db $00
db $01, $01, $01, $01, $01, $01, $01 ; crystals
db $00, $00, $00 ; pendants
db $00, $00, $00, $00, $00 ; padding
; $20 = all pendant bosses
db $00
db $00, $00, $00, $00, $00, $00, $00 ; crystals
db $01, $01, $01 ; pendants
db $00, $00, $00, $00, $00 ; padding
; $30 = all bosses
db $01 ; agas
db $01, $01, $01, $01, $01, $01, $01 ; crystals
db $01, $01, $01 ; pendants
db $00, $00, $00, $00, $00 ; padding
CheckForBossesDefeated: CheckForBossesDefeated:
PHB : PHX : PHY PHB : PHX : PHY
; $00 = check prize bosses STA.b Scrap04 ; 0 = check all, 1 = check crystals, 2 = check pendants
; $10 = check crystal bosses
; $20 = check pendant bosses
; $30 = check all bosses
STA.b Scrap04
LDA.b #bank(CrystalPendantFlags_3) LDA.b #CrystalPendantFlags_3>>16
PHA : PLB PHA : PLB
STZ.b Scrap03 ; count of number of bosses killed STZ.b Scrap03 ; count of number of bosses killed
@@ -412,22 +381,22 @@ CheckForBossesDefeated:
REP #$30 REP #$30
LDY.w #11 LDY.w #10
.next_check .next_check
SEP #$30 LDA.w CrystalPendantFlags_3+2,Y : AND.w #$00FF : BEQ .skip
LDA.w CrystalPendantFlags_3+2, Y CMP.w #$0008 ; C set = pendant, C clear = crystal
CLC : ADC.b Scrap04 LDA.b Scrap04 : BEQ .proceed
TAX PHP : ROR : BCC +
LDA.l BossPrizeFlags, X PLP : BCS .skip : BRA .proceed
REP #$30 + PLP : BCC .skip
BEQ .skip
TYA : ASL A : TAX .proceed
TYA : ASL : TAX
LDA.l DungeonMapBossRooms+4, X LDA.l DungeonMapBossRooms+4,X
ASL A : TAX ASL : TAX
LDA.l RoomDataWRAM.l, X LDA.l RoomDataWRAM.l,X
AND.w #$0800 : BEQ .skip AND.w #$0800 : BEQ .skip
INC.b Scrap03 INC.b Scrap03

View File

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

View File

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

View File

@@ -120,7 +120,7 @@ JSL AddBonkTremors : NOP #4
; Bonk Breakable Walls ; Bonk Breakable Walls
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $81CF8E ; CF8E <- Bank01.asm : 11641 (LDA $0372 : AND.w #$00FF) org $81CF8E ; CF8E <- Bank01.asm : 11641 (LDA $0372 : AND.w #$00FF)
JSL ValidDashCheck : NOP #2 JSL BonkBreakableWall : NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
@@ -139,11 +139,6 @@ GravestoneHook_continue:
org $87C106 org $87C106
moveGravestone: moveGravestone:
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $899A30
JSL ValidDashCheck : NOP #2
org $899A3A
JSL ValidDashCheck : NOP #2
;--------------------------------------------------------------------------------
;================================================================================ ;================================================================================
; Jump Down Ledge ; Jump Down Ledge
@@ -1053,12 +1048,8 @@ Overworld_Entrance_BRANCH_EPSILON: ; go here to lock doors
org $81C50D : JSL CheckDungeonWorld org $81C50D : JSL CheckDungeonWorld
org $81C517 : JSL CheckDungeonCompletion org $81C517 : JSL CheckDungeonCompletion
org $81C523 : JSL CheckDungeonCompletion org $81C523 : JSL CheckDungeonCompletion
org $81C709 : JSL CheckBossDropTouched : NOP org $81C710 : JSL CheckSpawnPrize
org $81C710 BCS RoomTag_GetHeartForPrize_spawn_prize : BRA RoomTag_GetHeartForPrize_delete_tag
JSL CheckSpawnPrize
BCS RoomTag_GetHeartForPrize_spawn_prize
BRA RoomTag_GetHeartForPrize_delete_tag
warnpc $81C731
org $81C742 : JSL SpawnDungeonPrize : PLA : RTS org $81C742 : JSL SpawnDungeonPrize : PLA : RTS
org $8799EA : JML SetItemPose org $8799EA : JML SetItemPose
org $88C415 : JSL PendantMusicCheck org $88C415 : JSL PendantMusicCheck
@@ -1070,7 +1061,6 @@ org $88C622 : BCC ItemReceipt_Animate_continue
org $88C6BA : JSL CheckPoseItemCoordinates org $88C6BA : JSL CheckPoseItemCoordinates
org $88C6C3 : JSL PrepPrizeVRAMHigh org $88C6C3 : JSL PrepPrizeVRAMHigh
org $88C6F4 : JSL PrepPrizeVRAMLow org $88C6F4 : JSL PrepPrizeVRAMLow
org $88CAC4 : JSL CheckBossDropTouched : NOP
org $88CAD6 : JSL HandleDropSFX : NOP #2 org $88CAD6 : JSL HandleDropSFX : NOP #2
org $88CADC : BCC Ancilla29_MilestoneItemReceipt_skip_crystal_sfx org $88CADC : BCC Ancilla29_MilestoneItemReceipt_skip_crystal_sfx
org $88CAE9 : JSL PrepPrizeTile org $88CAE9 : JSL PrepPrizeTile
@@ -2010,7 +2000,7 @@ org $85EE53 ; <- 2EE53 - mushroom.asm : 22
JSL ItemCheck_Mushroom : NOP #2 JSL ItemCheck_Mushroom : NOP #2
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $85EE8C ; <- 2EE8C - mushroom.asm : 69 org $85EE8C ; <- 2EE8C - mushroom.asm : 69
JSL ItemSet_Mushroom : NOP #5 JSL ItemSet_Mushroom : NOP
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $85F53E ; <- 2F53E - sprite_potion_shop.asm : 40 org $85F53E ; <- 2F53E - sprite_potion_shop.asm : 40
JSL ItemCheck_Powder : CMP.b #$20 JSL ItemCheck_Powder : CMP.b #$20
@@ -2038,10 +2028,7 @@ org $85EF79 ; <- 2EF79 - sprite_heart_upgrades.asm:128 (JSL Sprite_PrepAndDrawSi
JSL DrawHeartContainerGFX JSL DrawHeartContainerGFX
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $85EFCE ; <- 2EFCE - sprite_heart_upgrades.asm:176 (JSL Link_ReceiveItem) org $85EFCE ; <- 2EFCE - sprite_heart_upgrades.asm:176 (JSL Link_ReceiveItem)
JSL HeartContainerGet ; this also handles setting the boss-killed flag if appropriate JSL HeartContainerGet
PLX
RTS
warnpc $85EFDC
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $8799B1 ; 399B1 - Bank07.asm:4063 (CPY.b #$3E : BNE .notHeartContainer) org $8799B1 ; 399B1 - Bank07.asm:4063 (CPY.b #$3E : BNE .notHeartContainer)
@@ -2067,13 +2054,10 @@ JSL HeartPieceSpawnDelayFix
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $85F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination org $85F08A ; <- 2F08A - sprite_heart_upgrades.asm : 324 - (LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .got_4_piecese) item determination
JSL HeartPieceGet JSL HeartPieceGet
PHP
JSL DynamicDrawCleanup JSL DynamicDrawCleanup
PLP : BCC +
JSL IsMedallion JSL IsMedallion
BCS + : BRA Sprite_EB_HeartPiece_handle_flags : + ; Don't change OW flags if we're BCS + : BRA Sprite_EB_HeartPiece_handle_flags : + ; Don't change OW flags if we're
STZ.w SpriteAITable, X : RTS ; getting a tablet item STZ.w SpriteAITable, X : RTS ; getting a tablet item
warnpc $85F0C0
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $86C0B0 ; <- 340B0 - sprite prep org $86C0B0 ; <- 340B0 - sprite prep
JSL HeartPieceSpritePrep JSL HeartPieceSpritePrep
@@ -2118,11 +2102,6 @@ JSL FlipperScrollWarp
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;org $878F51 ; <- 38F51 - Bank07.asm:2444 (JSR $AE54 ; $3AE54 IN ROM) ;org $878F51 ; <- 38F51 - Bank07.asm:2444 (JSR $AE54 ; $3AE54 IN ROM)
;JSL OnEnterWater : NOP ;JSL OnEnterWater : NOP
;--------------------------------------------------------------------------------
; Fixes getting bumped while swimming, unable to screen transition
org $879632
LinkState_Swimming:
JSL FixSwimBump
;================================================================================ ;================================================================================
; Floodgate Softlock Fix ; Floodgate Softlock Fix
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -2839,36 +2818,3 @@ org $8DFB63 ; bank_0D.asm@18092 (LDA.l $7EF33F, X : AND.w #$00FF)
JSL CheckFluteInHUD JSL CheckFluteInHUD
NOP #3 NOP #3
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
;================================================================================
; Pikit Nonsense
;--------------------------------------------------------------------------------
org $81EC39
JSL SmallChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest+1
org $81EC17
JSL BigChest_ShieldCheck
BCC Dungeon_OpenKeyedObject_couldntFindChest
NOP #2
org $9E8D6F
JML PikitSteal
org $9E8CF2
JSL PikitDigest
NOP #2
org $879A52
JSL LinkSnoring
org $879AAD
JSL LinkAwaken
org $879A31
JSL TuckLink
NOP #2
org $80F950
NOP #2

View File

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

View File

@@ -648,23 +648,16 @@ RTL
CollectPowder: CollectPowder:
LDY.w SprSourceItemId, X ; Retrieve stored item type LDY.w SprSourceItemId, X ; Retrieve stored item type
BNE + BNE +
; if for any reason the item value is 0 reload it, just in case ; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY %GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
+ + PHA
PHA LDA.l WitchItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
JSL ShieldCheck LDA.b #$01 : STA.l ShopEnableCount
BCC .skip
LDA.l WitchItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
LDA.b #$01 : STA.l ShopEnableCount
PLA PLA
STZ.w ItemReceiptMethod ; item from NPC STZ.w ItemReceiptMethod ; item from NPC
JSL Link_ReceiveItem JSL Link_ReceiveItem
PHA : LDA.b #$00 : STA.l ShopEnableCount : STA.l PowderFlag PHA : LDA.b #$00 : STA.l ShopEnableCount : STA.l PowderFlag : PLA
JSL ItemSet_Powder JSL ItemSet_Powder
.skip
PLA
RTL RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
@@ -799,13 +792,45 @@ RTL
} }
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
MaybePlaySelectSFX: MaybePlaySelectSFX:
LDA.w DungeonID : BMI .not_dungeon LDA.w DungeonID : BMI .not_dungeon
.play .play
LDA.b #$20 : STA.w SFX3 ; menu select sound LDA.b #$20 : STA.w SFX3 ; menu select sound
RTL RTL
.not_dungeon .not_dungeon
LDA.l HUDDungeonItems : BIT.b #$13 : BEQ .dont_play LDA.l HUDDungeonItems : BIT.b #$13 : BEQ .dont_play
BIT.b #$0C : BEQ .dont_play BIT.b #$0C : BEQ .dont_play
BRA .play BRA .play
.dont_play .dont_play
RTL RTL
;--------------------------------------------------------------------------------
; A = item id being collected
ItemGetAlternateSFX:
PEA.w $C567 ; SNES to RTS to in bank 08
LDA.w AncillaGet, X : CMP.b #$4A : BNE +
; collecting pre-activated flute
LDA.b #$13 : JML Ancilla_SFX2_Near
+ ; not pre-activated flute
JSL.l ItemIsJunk : BEQ .normal
.junk
LDA.b #$3B : JML Ancilla_SFX3_Near ; what we wrote over
.normal
LDA.b #$0F : JML Ancilla_SFX3_Near ; what we wrote over
; A = item id being collected
ItemGetOverworldAlternateSFX:
CPY.b #$4A : BNE +
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$13 : STA.w SFX2
RTL
+ ; normal itemget sfx
JSL.l ItemIsJunk : BEQ .normal
.junk
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$3B : STA.w SFX3
RTL
.normal
JSL Sound_SetSfxPanWithPlayerCoords : ORA.b #$0F : STA.w SFX3 ; what we wrote over
RTL
;--------------------------------------------------------------------------------

View File

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

View File

@@ -89,8 +89,7 @@ org $80FDEE
InitializeMirrorHDMA: InitializeMirrorHDMA:
org $89D62E org $89D62E
;commenting out since this address can move UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
;UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
if !FEATURE_FIX_BASEROM if !FEATURE_FIX_BASEROM
org $81DB67 org $81DB67
@@ -696,14 +695,6 @@ KeyGet:
LDA.l StandingItemsOn : BNE + LDA.l StandingItemsOn : BNE +
PLA : RTL PLA : RTL
+ LDY.w SprSourceItemId, X + LDY.w SprSourceItemId, X
JSL ShieldCheck
BCS .not_replaced
PLA : PLA : PLA ; remove stored address to jump back to
PLA ; restore the A value going into KeyGet
JML $86D1A8
.not_replaced
LDA.w SprItemIndex, X : STA.w SpawnedItemIndex LDA.w SprItemIndex, X : STA.w SpawnedItemIndex
LDA.w SprItemFlags, X : STA.w SpawnedItemFlag LDA.w SprItemFlags, X : STA.w SpawnedItemFlag
STY.b Scrap00 STY.b Scrap00

View File

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

Binary file not shown.

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View File

@@ -40,7 +40,7 @@ dw $0000
warnpc $8ABE2E warnpc $8ABE2E
org $8ABE2E org $8ABE2E
; located posx/posy, dislocated posx/posy, prize posx/posy ; located posx/posy, dislocated posx/posy, prize pox/posy
; located = proper location of icon (default: if you have map) ; located = proper location of icon (default: if you have map)
; dislocated = location of icon if proper location is hidden from player ; dislocated = location of icon if proper location is hidden from player
; highest bit on first posx indicates which world it should show in ; highest bit on first posx indicates which world it should show in
@@ -49,27 +49,27 @@ WorldMapIcon_pos:
.hc .hc
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00 dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.ep .ep
dw $0F40, $0660, $FF00, $FF00, $0F40, $0660 dw $0F31, $0620, $FF00, $FF00, $0F31, $0620
.dp .dp
dw $0140, $0D00, $FF00, $FF00, $0140, $0D00 dw $0108, $0D70, $FF00, $FF00, $0108, $0D70
.at .at
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00 dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
.sp .sp
dw $8778, $0F50, $FF00, $FF00, $8778, $0F50 dw $8759, $0ED0, $FF00, $FF00, $8759, $0ED0
.pod .pod
dw $8F40, $0660, $FF00, $FF00, $8F40, $0660 dw $8F40, $0620, $FF00, $FF00, $8F40, $0620
.mm .mm
dw $8148, $0D00, $FF00, $FF00, $8148, $0D00 dw $8100, $0CA0, $FF00, $FF00, $8100, $0CA0
.sw .sw
dw $80B0, $00C0, $FF00, $FF00, $80B0, $00C0 dw $8082, $00B0, $FF00, $FF00, $8082, $00B0
.ip .ip
dw $8CA0, $0E00, $FF00, $FF00, $8CA0, $0E00 dw $8CA0, $0DA0, $FF00, $FF00, $8CA0, $0DA0
.toh .toh
dw $0900, $0100, $FF00, $FF00, $0900, $0100 dw $08D0, $0080, $FF00, $FF00, $08D0, $0080
.tt .tt
dw $81F8, $0800, $FF00, $FF00, $81F8, $0800 dw $81D0, $0780, $FF00, $FF00, $81D0, $0780
.tr .tr
dw $8F20, $0100, $FF00, $FF00, $8F20, $0100 dw $8F11, $0103, $FF00, $FF00, $8F11, $0103
.gt .gt
dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00 dw $FF00, $FF00, $FF00, $FF00, $FF00, $FF00
@@ -262,8 +262,8 @@ DrawPrizesOverride:
; determine if draw and/or continue ; determine if draw and/or continue
JSR WorldMap_ValidateCoords : BCS .advance JSR WorldMap_ValidateCoords : BCS .advance
JSR WorldMap_DrawTile
JSR WorldMap_DrawTileOverlay JSR WorldMap_DrawTileOverlay
JSR WorldMap_DrawTile
.advance .advance
LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : + LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : +
PLB PLB
@@ -321,35 +321,24 @@ RTS
WorldMap_DrawTile: WorldMap_DrawTile:
LDA.b Scrap00 : PHA LDA.b Scrap00 : PHA
LDA.l $7EC10A : BIT.w #$4000 : SEP #$20 : BNE .raw_coords ; use raw OAM coordinates SEP #$20
JSR WorldMap_CalculateOAMCoordinates
BCS .apply_offsets
REP #$20
BRA .exit
.raw_coords
STA.b Scrap0E
LDA.l $7EC108 : STA.b Scrap0F
.apply_offsets
LDX.b Scrap0A : BNE .aligned ; prize number/overlay: no offset
LDX.b Scrap0B : BEQ +
; 16x16 sprite: -8 pixels
LDA.b Scrap0E : SEC : SBC.b #$08 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$08 : STA.b Scrap0F
BRA .aligned
+
; 8x8 sprite: -4 pixels
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SBC.b #$04 : STA.b Scrap0F
.aligned
LDX.b Scrap0B : TXA : STA.b (OAMPtr+2) LDX.b Scrap0B : TXA : STA.b (OAMPtr+2)
INC.b OAMPtr+2 INC.b OAMPtr+2
JSR WorldMap_CalculateOAMCoordinates
LDX.b Scrap0A : BEQ +
LDA.b Scrap0E : CLC : ADC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : CLC : ADC.b #$04 : STA.b Scrap0F
+
LDX.b Scrap0B : BEQ +
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
+
REP #$20 REP #$20
PLA : STA.b Scrap00
LDA.b Scrap0E : STA.b (OAMPtr) LDA.b Scrap0E : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr INC.b OAMPtr : INC.b OAMPtr
LDA.b Scrap0C : STA.b (OAMPtr) LDA.b Scrap0C : STA.b (OAMPtr)
INC.b OAMPtr : INC.b OAMPtr INC.b OAMPtr : INC.b OAMPtr
.exit
PLA : STA.b Scrap00
RTS RTS
; Y - dungeon index ; Y - dungeon index
@@ -434,117 +423,6 @@ WorldMap_CheckPrizeCollected:
RTS RTS
warnpc $8AC3B1 warnpc $8AC3B1
org $8AC3B6
; ---------------------------------------------------------------------------------------------------
; Y coordinate calculation: Quadratic approximation
; Formula: Y_oam = 0x16 + (Y * 118 >> 12) + ((Y>>4)^2 * 49 >> 8)
; Accurate to within ±1.5 pixels across entire range
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC108 : ASL #4 ; world Y coordinate
PHA
; calculate linear term: (Y * 118) >> 12
SEP #$20
LDA.b #$76
JSR WorldMap_MultiplyAxB ; (Y>>4) * 118
REP #$20
STA.b Scrap00 ; linear term stored at high byte (Scrap01)
; calculate quadratic term: ((Y>>4)^2 * 49) >> 8
LDA.b 1,S
SEP #$20
XBA : TAX : XBA : TXA
JSR WorldMap_MultiplyAxB ; (Y>>4) ^ 2
LDA.b #$31
JSR WorldMap_MultiplyAxB ; multiply by 49
XBA ; quadratic term
; combine: 0x16 + linear_term + quadratic_term
CLC : ADC.b Scrap01 ; add linear term
ADC.b #$16 ; add fixed offset
STA.b Scrap0F
REP #$20
PLA ; world Y coordinate
; ---------------------------------------------------------------------------------------------------
; Calculate half_width for perspective: 91 + (Y_shifted * 28 / 256)
; The world map appears wider at the bottom than at the top, simulating perspective
; Top (Y=0): X range 0x26-0xDC (half-width: 91), Bottom (Y=FFF): X range 0x08-0xF6 (half-width: 119)
; ---------------------------------------------------------------------------------------------------
SEP #$20
LDA.b #$1C ; width increase factor
JSR WorldMap_MultiplyAxB
XBA : CLC : ADC.b #$5B ; add fixed half-width
STA.b Scrap00
; ---------------------------------------------------------------------------------------------------
; Calculate X offset: X_offset = (X_from_center * half_width * 2) / 256
; where X_from_center = (world_X >> 4) - 128
; The center X is at 129 (0x81)
; ---------------------------------------------------------------------------------------------------
REP #$20
LDA.l $7EC10A : LSR #4 ; world X coordinate
SEP #$20
SEC : SBC.b #$80 ; subtract 128 (center point)
PHP ; preserve carry
BPL + : EOR.b #$FF : INC : + ; absolute value
PHA
LDA.b Scrap00 : ASL : XBA ; half-width x 2
PLA
JSR WorldMap_MultiplyAxB
XBA
PLP : BCS +
STA.b Scrap00
LDA.b #$81 : SEC : SBC.b Scrap00 ; center X position - offset
BRA .store_and_exit
+ CLC : ADC.b #$81 ; center X position + offset
.store_and_exit
STA.b Scrap0E
SEP #$30
JMP WorldMap_CalculateOAMCoordinates_exit_successfully
warnpc $8AC433
; most of this function is copied from the original, but rearranged
org $8AB7F3
FluteMenu_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL FluteMenu_MoveLinkSprite ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
JSL OWMapFluteCancelIcon ; override vanilla (LDA.b #$02 : STA.b Scrap0B)
LDX.b #$10 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8AB831
; most of this function is copied from the original, but rearranged
org $8ABF78
WorldMap_HandleSprites:
LDA.l $7EC108 : PHA
LDA.l $7EC109 : PHA
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
JSL WorldMap_SkipHandleSprites ; override vanilla (LDA.b $1A : AND.b #$10)
BEQ .continue
JSR WorldMap_CalculateOAMCoordinates : BCC .continue
LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
LDA.b #$00 : STA.b Scrap0D
LDA.b #$3E : STA.b Scrap0C
LDA.b #$02 : STA.b Scrap0B
LDX.b #$00 : JSR WorldMap_HandleSpriteBlink
.continue
warnpc $8ABFB6
pullpc pullpc
WorldMap_LoadChrHalfSlot: WorldMap_LoadChrHalfSlot:

View File

@@ -202,22 +202,13 @@ RTL
Multiworld_BottleVendor_GiveBottle: Multiworld_BottleVendor_GiveBottle:
{ {
PHA
JSL ShieldCheck
PLA
BCC .no_take_shield
PHA : PHP PHA : PHP
SEP #$20 SEP #$20
LDA.l BottleMerchant_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID LDA.l BottleMerchant_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
RTL RTL
.no_take_shield
PLA : PLA : PLA : PLX
JML $85EB3A
} }
Multiworld_MiddleAgedMan_ReactToSecretKeepingResponse: Multiworld_MiddleAgedMan_ReactToSecretKeepingResponse:

View File

@@ -1159,12 +1159,12 @@ JML StatsFinalPrep
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
ChestPrep: ChestPrep:
LDA.b #$01 : STA.w ItemReceiptMethod LDA.b #$01 : STA.w ItemReceiptMethod
JSL IncrementChestCounter JSL IncrementChestCounter
LDA.l ServerRequestMode : BEQ + LDA.l ServerRequestMode : BEQ +
JSL ChestItemServiceRequest JSL ChestItemServiceRequest
RTL RTL
+ +
LDY.b Scrap0C ; get item value LDY.b Scrap0C ; get item value
SEC SEC
RTL RTL
@@ -1190,7 +1190,7 @@ MaybeFlagCompassTotalPickup:
RTL RTL
MaybeFlagMapTotalPickup: MaybeFlagMapTotalPickup:
LDA.l MapHUDMode : AND.b #$0F : BEQ .done ; LDA.l MapHUDMode : AND.b #$0F : BEQ .done
LDA.w DungeonID : BMI .done LDA.w DungeonID : BMI .done
LDA.w ItemReceiptID : CMP.b #$33 : BEQ .set_flag LDA.w ItemReceiptID : CMP.b #$33 : BEQ .set_flag
REP #$20 REP #$20
@@ -1212,7 +1212,7 @@ MaybeFlagDungeonTotalsEntrance:
LDA.l CompassMode : AND.w #$000F : BEQ .maps ; Skip if we're not showing compass counts LDA.l CompassMode : AND.w #$000F : BEQ .maps ; Skip if we're not showing compass counts
JSR FlagCompassCount JSR FlagCompassCount
.maps .maps
LDA.l MapHUDMode : AND.w #$000F : BEQ .done LDA.l MapHUDMode : AND.w #$000F
LDX.w DungeonID LDX.w DungeonID
JSR FlagMapCount JSR FlagMapCount
.done .done

View File

@@ -98,17 +98,9 @@ ItemSet_MagicBat:
RTL RTL
ItemSet_OldMan: ItemSet_OldMan:
PHA PHA : LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL ShieldCheck
BCC .skip
LDA.l OldManItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$01 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_ZoraKing: ItemSet_ZoraKing:
@@ -116,45 +108,21 @@ ItemSet_ZoraKing:
RTL RTL
ItemSet_SickKid: ItemSet_SickKid:
PHA PHA : LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL ShieldCheck
BCC .skip
LDA.l SickKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$04 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_TreeKid: ItemSet_TreeKid:
PHA PHA : LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL ShieldCheck
BCC .skip
LDA.l TreeKidItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$08 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_Sahasrala: ItemSet_Sahasrala:
PHA PHA : LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL ShieldCheck
BCC .skip
LDA.l SahasralaItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$10 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_Catfish: ItemSet_Catfish:
@@ -162,38 +130,22 @@ ItemSet_Catfish:
RTL RTL
ItemSet_Library: ItemSet_Library:
PHA PHA : LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID : PLA
JSL ShieldCheck
BCC .skip
LDA.l LibraryItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
PHA PHA : LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags : PLA
LDA.l NpcFlags : ORA.b #$80 : STA.l NpcFlags
.skip
PLA
RTL RTL
ItemSet_Mushroom: ItemSet_Mushroom:
PHA PHA
LDA.l NpcFlags+1 : ORA.b #$10 : STA.l NpcFlags+1
LDY.w SprSourceItemId, X ; Retrieve stored item type LDY.w SprSourceItemId, X ; Retrieve stored item type
BNE + BNE +
; if for any reason the item value is 0 reload it, just in case ; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) : TAY %GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) : TAY
+ +
JSL ShieldCheck
BCC .skip
LDA.l MushroomItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID LDA.l MushroomItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLA
STZ.w ItemReceiptMethod ; thing we wrote over - the mushroom is an npc for item purposes apparently STZ.w ItemReceiptMethod ; thing we wrote over - the mushroom is an npc for item purposes apparently
PLA
JSL Link_ReceiveItem
PHA
LDA.l NpcFlags+1 : ORA.b #$10 : STA.l NpcFlags+1
.skip
PLA
RTL RTL
ItemSet_Powder: ItemSet_Powder:
@@ -271,26 +223,16 @@ MarkThrownItem:
LDA.b OverworldIndex : CMP.b #$81 : BNE .catfish LDA.b OverworldIndex : CMP.b #$81 : BNE .catfish
.zora .zora
JSL ShieldCheck JSL ItemSet_ZoraKing
BCC .skip
JSL ItemSet_ZoraKing
LDA.l ZoraItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID LDA.l ZoraItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
BRA .done BRA .done
.catfish .catfish
JSL ShieldCheck JSL ItemSet_Catfish
BCC .skip
JSL ItemSet_Catfish
LDA.l CatfishItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID LDA.l CatfishItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
.done .done
PLA PLA
JSL Link_ReceiveItem ; thing we wrote over JSL Link_ReceiveItem ; thing we wrote over
RTL RTL
.skip
PLA
RTL
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------

View File

@@ -6,18 +6,18 @@ OWFlags:
dw 0 dw 0
OWReserved: OWReserved:
dw 0 dw 0
OWFog:
db 0 ; 0: disabled - 1: fog clears after visiting either world version of a screen - 2: fog clears after visiting the current world version of a screen
org $aa8010 org $aa8010
OWVersionInfo: OWVersionInfo:
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000 dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
;Hooks ;Hooks
org $82a92C org $82a929
JSL OWDetectEdgeTransition ; JSL Link_CheckForEdgeScreenTransition OWDetectTransitionReturn:
org $82a936 org $82a939
OverworldHandleTransitions_PerformEdgeTransition: OverworldHandleTransitions_SpecialTrigger:
JSL OWDetectEdgeTransition
BCS OWDetectTransitionReturn
org $82a999 org $82a999
jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA jsl OWEdgeTransition : nop #4 ;LDA $02A4E3,X : ORA $7EF3CA
@@ -78,6 +78,8 @@ org $8ab7af ;LDA $F2 : ORA $F0 : AND #$C0
jml OWFluteCancel2 : nop jml OWFluteCancel2 : nop
org $8ab90d ;JSL $02E99D org $8ab90d ;JSL $02E99D
jsl OWFluteCancel jsl OWFluteCancel
org $8ab816
JSL OWMapFluteCancelIcon
; allows Frog sprite to spawn in LW and also allows his friend to spawn in their house ; allows Frog sprite to spawn in LW and also allows his friend to spawn in their house
org $868a76 ; < 30a76 - sprite_prep.asm:785 (LDA $7EF3CA : AND.w #$40) org $868a76 ; < 30a76 - sprite_prep.asm:785 (LDA $7EF3CA : AND.w #$40)
@@ -104,36 +106,20 @@ jsl OWOldManSpeed
org $8aba6c ; < ? - Bank0a.asm:474 () org $8aba6c ; < ? - Bank0a.asm:474 ()
jsl OWMapWorldCheck16 : nop jsl OWMapWorldCheck16 : nop
; Custom Overworld Map ; Mixed Overworld Map
org $8ABA52
JSL OverworldMap_InitGfx_InitScrap
org $8ABA99 org $8ABA99
WorldMap_LoadDarkWorldMap: WorldMap_LoadDarkWorldMap:
LDA.b GameMode : CMP.b #$14 ; attract module LDA.b GameMode : CMP.b #$14 ; attract module
BEQ .vanilla_light BEQ .vanilla_light
LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP : BNE .custom LDA.l OWMode+1 : AND.b #!FLAG_OW_MIXED : BNE .mixed
LDA.b OverworldIndex : AND.b #$40 LDA.b OverworldIndex : AND.b #$40
BEQ .vanilla_light BEQ .vanilla_light
.custom .mixed
STZ.b ScrapBuffer72 ; clear tile swap flag PHB : PHK : PLB
JSL LoadMapDarkOrCustom_long JSL LoadMapDarkOrMixed
NOP #2 PLB
warnpc $8ABAB5
.vanilla_light ; $0ABAB5 .vanilla_light ; $0ABAB5
org $8ABD12
JSL MoveZoomedInPositionY
org $8ABD2F
JSL MoveZoomedInPositionX
org $8ABB32
JSL LoadMapOppositeWorld
org $8ABFF0
JSL MoveMirrorPortalMapSprite
; Could insert similar hooks at $8AB860 and $8AB8AC for flute spots
;(replacing -> LDA $8A : AND.b #$40) ;(replacing -> LDA $8A : AND.b #$40)
org $80d8c4 ; < ? - Bank00.asm:4068 () org $80d8c4 ; < ? - Bank00.asm:4068 ()
jsl OWWorldCheck jsl OWWorldCheck
@@ -241,7 +227,6 @@ OWMapWorldCheck16:
{ {
lda.b GameMode : cmp.w #$0014 : beq .return ; attract module, return with Z flag cleared lda.b GameMode : cmp.w #$0014 : beq .return ; attract module, return with Z flag cleared
jsl OWWorldCheck16 jsl OWWorldCheck16
eor.b ScrapBuffer72 ; apply tile swap flag
.return .return
rtl rtl
} }
@@ -356,7 +341,7 @@ OWFluteCancel2:
} }
OWMapFluteCancelIcon: OWMapFluteCancelIcon:
{ {
LDA.b #$02 : STA.b Scrap0B ; what we wrote over STA.b Scrap0B : LDX.b #$10 ; what we wrote over
LDA.l OWFlags+1 : AND.b #$01 : BEQ .return LDA.l OWFlags+1 : AND.b #$01 : BEQ .return
LDA.b GameSubMode : CMP.b #$0A : BNE .return LDA.b GameSubMode : CMP.b #$0A : BNE .return
LDA.b FrameCounter : AND.b #$10 : BNE .return LDA.b FrameCounter : AND.b #$10 : BNE .return
@@ -402,110 +387,51 @@ OWMarkVisited:
RTL RTL
} }
LoadMapDarkOrCustom: LoadMapDarkOrMixed:
{ {
CMP.b #!FLAG_OW_CUSTOM_MAP : REP #$30 : BEQ .custom CMP.b #!FLAG_OW_MIXED : REP #$30 : BEQ .mixed
LDX.w #$03FE ; draw vanilla Dark World (what we wrote over) LDX.w #$03FE ; draw vanilla Dark World (what we wrote over)
.copy_next .copy_next
LDA.w WorldMap_DarkWorldTilemap,X : STA.w GFXStripes,X LDA.w WorldMap_DarkWorldTilemap,X : STA.w GFXStripes,X
DEX : DEX : BPL .copy_next DEX : DEX : BPL .copy_next
BRL .end BRL .end
.custom .mixed
LDX.b OverworldIndex LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X LDA.l OWTileWorldAssoc,X
AND.w #$0040
EOR.b ScrapBuffer72 ; apply tile swap flag
BEQ .draw_lw
LDA.w #OWMapGridDark
BRA .draw_dw
.draw_lw
LDA.w #OWMapGridLight
.draw_dw
STA.b Scrap00 STA.b Scrap00
LDA.w #OWMapGridLight>>16 ; current program bank LDY.w #$139C
STA.b Scrap02 LDX.w #$003F
LDX.w #$139C .next_screen
LDY.w #$003F PHX
.next_cell LDA.l OWTileWorldAssoc,X
PHY EOR.b Scrap00
JSR GetOWMapTilemapOffsetToCopy AND.w #$0040
.copy_cell ; more efficient to have X on the right side BEQ .light
TAY TYX : BRA .copy_screen
LDA.w WorldMap_LightWorldTilemap+$00,Y : STA.b $00,X .light
LDA.w WorldMap_LightWorldTilemap+$02,Y : STA.b $02,X TXA : AND.w #$0024 : LSR : TAX
LDA.w WorldMap_LightWorldTilemap+$20,Y : STA.b $20,X TYA : SEC : SBC.l LWQuadrantOffsets,X
LDA.w WorldMap_LightWorldTilemap+$22,Y : STA.b $22,X TYX : TAY
LDA.w WorldMap_LightWorldTilemap+$40,Y : STA.b $40,X .copy_screen ; more efficient to have X on the right side
LDA.w WorldMap_LightWorldTilemap+$42,Y : STA.b $42,X LDA.w $C739+$00,Y : STA.b $00,X
LDA.w WorldMap_LightWorldTilemap+$60,Y : STA.b $60,X LDA.w $C739+$02,Y : STA.b $02,X
LDA.w WorldMap_LightWorldTilemap+$62,Y : STA.b $62,X LDA.w $C739+$20,Y : STA.b $20,X
PLY LDA.w $C739+$22,Y : STA.b $22,X
DEX : DEX : DEX : DEX ; move one screen left LDA.w $C739+$40,Y : STA.b $40,X
TYA : AND.w #$0007 : BNE .same_row LDA.w $C739+$42,Y : STA.b $42,X
TXA : SEC : SBC.w #$0060 : TAX ; move one screen row up LDA.w $C739+$60,Y : STA.b $60,X
LDA.w $C739+$62,Y : STA.b $62,X
TXY : PLX
DEY : DEY : DEY : DEY ; move one screen left
TXA : AND.w #$0007 : BNE .same_row
TYA : SEC : SBC.w #$0060 : TAY ; move one screen row up
.same_row .same_row
DEY DEX
BPL .next_cell BPL .next_screen
.end .end
SEP #$30 SEP #$30
LDA.b #$15 : STA.b NMIINCR ; what we wrote over LDA.b #$15 : STA.b NMIINCR ; what we wrote over
RTS RTL
}
GetOWMapTilemapOffsetToCopy:
{
LDA.l OWFog : AND.w #$00FF
CMP.w #$0001 : BEQ .parallel_fog
CMP.w #$0002 : BNE .no_fog
LDA.b [Scrap00],Y : AND.w #$00FF
PHX
TAX
BIT.w #$0040
BEQ .light_fog
LDA.l Overworld_ActualScreenID-$40,X : ORA.w #$0040
BRA .dark_fog
.light_fog
LDA.l Overworld_ActualScreenID,X
.dark_fog
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
.check_visited_flag
PLX
AND.w #$0080 : BNE .no_fog
LDA.w #($D350-$C739)
RTS
.parallel_fog
LDA.b [Scrap00],Y : AND.w #$003F
PHX
TAX
LDA.l Overworld_ActualScreenID,X
AND.w #$00FF
TAX
LDA.l OverworldEventDataWRAM,X
ORA.l OverworldEventDataWRAM+$40,X
BRA .check_visited_flag
.no_fog
LDA.b [Scrap00],Y : AND.w #$0038 : ASL : ASL : ASL : ASL
STA.b Scrap03
LDA.b [Scrap00],Y
BIT.w #$0040
BEQ .light
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
RTS
.light
PHX
AND.w #$0024 : LSR : TAX
LDA.b [Scrap00],Y
AND.w #$0007
ASL : ASL : ADC.w #$1000 : ADC.b Scrap03
SEC : SBC.l LWQuadrantOffsets,X
PLX
RTS
LWQuadrantOffsets: LWQuadrantOffsets:
dw $1000-$0210 ; top left dw $1000-$0210 ; top left
@@ -515,143 +441,6 @@ GetOWMapTilemapOffsetToCopy:
dw $0400+$0210 ; bottom right dw $0400+$0210 ; bottom right
} }
OverworldMap_InitGfx_InitScrap:
{
STZ.b ScrapBuffer72 ; clear tile swap flag
LDA.b #$11 : STA.b MAINDESQ ; what we wrote over
RTL
}
LoadMapDarkOrCustom_long:
{
PHB : LDA.b #WorldMap_DarkWorldTilemap>>16 : PHA : PLB
LDA.l OWFlags : AND.b #!FLAG_OW_CUSTOM_MAP
JSR LoadMapDarkOrCustom
PLB
RTL
}
LoadMapOppositeWorld:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ +
LDA.b Joy1B_All : AND.b #$30 : BNE .vanilla
STZ.b ScrapBuffer72 ; clear tile swap flag
BRA .new_tiles
+ LDA.b Joy1B_New : AND.b #$30 : BEQ .vanilla
LDA.b #$40 : STA.b ScrapBuffer72 ; set tile swap flag
.new_tiles
JSL OverworldMap_InitGfx+$10 ; load palette
DEC.w SubModuleInterface
LDA.b #$0F : STA.b INIDISPQ
JSL LoadMapDarkOrCustom_long
LDA.b #$24 : STA.w SFX3
PLA : PLA : PEA.w $BBAF ; skip everything upon return
.vanilla
LDA.b Joy1B_New : AND.b #$70 ; what we wrote over
RTL
}
FluteMenu_MoveLinkSprite:
{
JSR MoveMapSprite
BRA WorldMap_SkipHandleSprites_vanilla
}
WorldMap_SkipHandleSprites:
{
JSR MoveMapSprite : BEQ .vanilla
LDA.b ScrapBuffer72 : BEQ .vanilla ; skip draw if no tile swap
PLA : PLA : PEA.w $C39B ; exit without drawing sprites
RTL
.vanilla
LDA.b FrameCounter : AND.b #$10 ; what we wrote over
RTL
}
MoveMirrorPortalMapSprite:
{
STA.l $7EC109 ; what we overwrote
JSR MoveMapSprite
RTL
}
MoveZoomedInPositionY:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetYCoordHighByte
PHA
REP #$20
LDA.l $7EC108 : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC108 ; what we overwrote
RTL
}
MoveZoomedInPositionX:
{
LDA.l OWFlags : AND.w #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .vanilla
SEP #$20
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte
PHA
REP #$20
LDA.l $7EC10A : XBA
SEP #$20
PLA : XBA
REP #$20
RTL
.vanilla
LDA.l $7EC10A ; what we overwrote
RTL
}
MoveMapSprite:
{
LDA.l OWFlags : AND.b #!FLAG_OW_ADJUST_DYNAMIC_MAP_SPRITE_POSITION : BEQ .return
PHP
JSR MoveMapSprite_Setup
JSR MoveMapSprite_GetXCoordHighByte : STA.l $7EC10B
JSR MoveMapSprite_GetYCoordHighByte : STA.l $7EC109
PLP
.return
RTS
}
MoveMapSprite_Setup:
{
LDA.l $7EC10B : AND.b #$0E : LSR
STA.b Scrap00
LDA.l $7EC109 : AND.b #$0E : ASL : ASL
ADC.b Scrap00
STA.b Scrap00
LDX.b OverworldIndex
LDA.l OWTileWorldAssoc,X
LDX.b Scrap00
AND.b #$40
BEQ .light
LDA.l OWMapGridDarkPositionByAbsolutePosition,X
BRA .dark
.light
LDA.l OWMapGridLightPositionByAbsolutePosition,X
.dark
TAX
AND.b #$07 : ASL
STA.b Scrap00
RTS
}
MoveMapSprite_GetXCoordHighByte:
{
LDA.l $7EC10B : AND.b #$01 : ORA.b Scrap00
RTS
}
MoveMapSprite_GetYCoordHighByte:
{
TXA : AND.b #$38 : LSR : LSR : STA.b Scrap00
LDA.l $7EC109 : AND.b #$01 : ORA.b Scrap00
RTS
}
OWBonkDropPrepSprite: OWBonkDropPrepSprite:
{ {
LDA.b IndoorsFlag : BEQ + LDA.b IndoorsFlag : BEQ +
@@ -820,26 +609,27 @@ OWBonkDrops:
JSL OWBonkSpritePrep JSL OWBonkSpritePrep
.mark_collected ; S = Collected, FlagBitmask, X (row + 2) .mark_collected ; S = Collected, FlagBitmask, X (row + 2)
PLA : BEQ + : - : JMP .return : + ; S = FlagBitmask, X (row + 2) PLA : BNE + ; S = FlagBitmask, X (row + 2)
TYX : JSL Sprite_IsOnscreen : BCC - TYX : JSL Sprite_IsOnscreen : BCC +
LDA.b IndoorsFlag : BEQ + LDA.b IndoorsFlag : BEQ ++
LDA.l RoomDataWRAM[$0120].high : ORA.b 1,S : STA.l RoomDataWRAM[$0120].high LDA.l RoomDataWRAM[$0120].high : ORA.b 1,S : STA.l RoomDataWRAM[$0120].high
LDA.w $0400 : ORA.b 1,S : STA.w $0400 LDA.w $0400 : ORA.b 1,S : STA.w $0400
BRA .increment_collection BRA .increment_collection
+ ++
LDA.b OverworldIndex LDA.b OverworldIndex
BIT.b #$40 : BEQ + BIT.b #$40 : BEQ +
LDA.l ProgressIndicator : CMP.b #$02 LDA.l ProgressIndicator : CMP.b #$02
LDA.b OverworldIndex : BCS + : AND.b #$BF LDA.b OverworldIndex : BCS ++ : AND.b #$BF
++
+ +
TAX : LDA.l OverworldEventDataWRAM,X : ORA.b 1,S : STA.l OverworldEventDataWRAM,X TAX : LDA.l OverworldEventDataWRAM,X : ORA.b 1,S : STA.l OverworldEventDataWRAM,X
.increment_collection .increment_collection
REP #$20 REP #$20
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
INC.w UpdateHUDFlag
SEP #$20 SEP #$20
LDA.b #$01 : STA.l UpdateHUDFlag + BRA .return
BRA .return
; spawn itemget item ; spawn itemget item
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2) .spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2)
@@ -948,29 +738,20 @@ OWBonkSpritePrep:
org $aa9000 org $aa9000
OWDetectEdgeTransition: OWDetectEdgeTransition:
{ {
JSL Link_CheckForEdgeScreenTransition ; what we wrote over JSL OWDestroyItemSprites
BCS .return
STZ.w RandoOverworldWalkDist STZ.w RandoOverworldWalkDist
LDA.l OWMode : ORA.l OWMode+1 : BEQ .vanilla LDA.l OWMode : ORA.l OWMode+1 : BEQ .vanilla
PHY
JSR OWShuffle JSR OWShuffle
PLY LDA.w RandoOverworldTargetEdge : BMI .special
LDA.w RandoOverworldTargetEdge : BMI .specialOrDisabled
.vanilla .vanilla
CLC ; allow transition REP #$31 : LDX.b Scrap02 : LDA.b OverworldMap16Buffer ; what we wrote over
RTL RTL
.specialOrDisabled
CMP.b #$FF : BNE .special
STZ.w RandoOverworldTargetEdge
PHB
JML Link_CheckForEdgeScreenTransition_prevent_transition
.special .special
REP #$30 REP #$30
AND.w #$0003 : TAY : ASL : TAX AND.w #$0003 : TAY : ASL : TAX
LDA.w #$007F : STA.w RandoOverworldTargetEdge LDA.w #$007F : STA.w RandoOverworldTargetEdge
JSR OWLoadSpecialArea JSR OWLoadSpecialArea
SEC SEC
.return
RTL RTL
} }
OWDetectSpecialTransition: OWDetectSpecialTransition:
@@ -980,23 +761,17 @@ OWDetectSpecialTransition:
TXA : AND.w #$0002 : LSR TXA : AND.w #$0002 : LSR
STA.w RandoOverworldTerrain STA.w RandoOverworldTerrain
LDA.l OWSpecialDestIndex,X : BIT.w #$0080 : BEQ .switch_to_edge LDA.l OWSpecialDestIndex,X : BIT.w #$0080 : BEQ .switch_to_edge
AND.w #$00FF : CMP.w #$00FF : BEQ .disabled
AND.w #$0003 : TAY : ASL : TAX AND.w #$0003 : TAY : ASL : TAX
.normal .normal
JSR OWLoadSpecialArea JSR OWLoadSpecialArea
.return .return
RTL RTL
.disabled
SEP #$30
STZ.w RandoOverworldTargetEdge
RTL
.switch_to_edge .switch_to_edge
STA.w RandoOverworldTargetEdge STA.w RandoOverworldTargetEdge
LDA.l OWEdgeDataOffset,X : STA.w RandoOverworldEdgeAddr LDA.l OWEdgeDataOffset,X : STA.w RandoOverworldEdgeAddr
PLA : SEP #$30 : PLA ; delete 3 bytes from stack PLA : SEP #$30 : PLA ; delete 3 bytes from stack
JSL Link_CheckForEdgeScreenTransition : BCS .return JSL Link_CheckForEdgeScreenTransition : BCS .return ; Link_CheckForEdgeScreenTransition
LDA.l Overworld_CheckForSpecialOverworldTrigger_Direction,X : STA.b Scrap00 : CMP.b #$08 : BNE .hobo LDA.l Overworld_CheckForSpecialOverworldTrigger_Direction,X : STA.b Scrap00 : CMP.b #$08 : BNE .hobo
LSR : STA.b LinkPosY : STZ.b BG2V ; move Link and camera to edge LSR : STA.b LinkPosY : STZ.b BG2V ; move Link and camera to edge
LDA.b #$06 : STA.b Scrap02 LDA.b #$06 : STA.b Scrap02
@@ -1015,15 +790,16 @@ OWDetectSpecialTransition:
LDA.b #$FF : STA.b LinkRecoilZ : STA.b $C7 LDA.b #$FF : STA.b LinkRecoilZ : STA.b $C7
STZ.b $3D : STZ.b LinkSpeed : STZ.w $032B : STZ.w LinkDashing : STZ.b LinkState STZ.b $3D : STZ.b LinkSpeed : STZ.w $032B : STZ.w LinkDashing : STZ.b LinkState
.not_dashing .not_dashing
PLA : PLA : PLA ; delete 3 bytes from stack PLA : REP #$31 : PLA ; delete 3 bytes from stack
JML OverworldHandleTransitions_PerformEdgeTransition LDX.b Scrap02
LDA.b OverworldMap16Buffer
JML OverworldHandleTransitions_SpecialTrigger+6
} }
OWEdgeTransition: OWEdgeTransition:
{ {
LDA.l OWMode : ORA.l OWMode+1 : BEQ .unshuffled LDA.l OWMode : ORA.l OWMode+1 : BEQ .unshuffled
LDY.w RandoOverworldTargetEdge : STZ.w RandoOverworldTargetEdge LDY.w RandoOverworldTargetEdge : STZ.w RandoOverworldTargetEdge
CPY.b #$7F : BEQ .unshuffled CPY.b #$7F : BEQ .unshuffled
JSL OWDestroyItemSprites
REP #$10 REP #$10
LDX.w RandoOverworldEdgeAddr LDX.w RandoOverworldEdgeAddr
PHB : PHK : PLB PHB : PHK : PLB
@@ -1341,7 +1117,6 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
STZ.w RandoOverworldForceTrans STZ.w RandoOverworldForceTrans
CMP.b #$02 : BNE + CMP.b #$02 : BNE +
DEC : STA.w LinkDeepWater : STZ.w LinkSwimDirection DEC : STA.w LinkDeepWater : STZ.w LinkSwimDirection
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : BRA .set_state LDA.b #$04 : BRA .set_state
+ +
CMP.b #$03 : BNE ++ CMP.b #$03 : BNE ++
@@ -1362,7 +1137,6 @@ OWWorldTerrainUpdate: ; x = owid of destination screen, y = 1 for land to water,
LDA.b #$01 : STA.w LinkDeepWater LDA.b #$01 : STA.w LinkDeepWater
LDA.l FlippersEquipment : BEQ .no_flippers ; check if flippers obtained LDA.l FlippersEquipment : BEQ .no_flippers ; check if flippers obtained
LDA.b LinkState : CMP.b #$17 : BEQ .no_flippers ; check if bunny LDA.b LinkState : CMP.b #$17 : BEQ .no_flippers ; check if bunny
LDA.b FlagBY : AND.b #$7F : STA.b FlagBY
LDA.b #$04 : STA.b LinkState : STZ.w LinkSwimDirection : RTS LDA.b #$04 : STA.b LinkState : STZ.w LinkSwimDirection : RTS
.no_flippers .no_flippers
PHX PHX
@@ -1714,7 +1488,7 @@ dw $0b28, $0b38, $0010, $0b30, $1515, $1018, $0001, $000e
dw $0b70, $0ba0, $0030, $0b88, $1515, $1020, $0000, $000f dw $0b70, $0ba0, $0030, $0b88, $1515, $1020, $0000, $000f
dw $0a40, $0b10, $00d0, $0aa8, $1d1d, $1006, $0000, $0010 dw $0a40, $0b10, $00d0, $0aa8, $1d1d, $1006, $0000, $0010
dw $0350, $0390, $0040, $0370, $1821, $2060, $0000, $0011 dw $0350, $0390, $0040, $0370, $1821, $2060, $0000, $0011
dw $0670, $06a8, $0038, $068c, $1b23, $2004, $0000, $0012 dw $0670, $06a8, $0038, $068c, $1b23, $2002, $0000, $0012
dw $0898, $09b0, $0118, $0924, $1b24, $2054, $0000, $0013 dw $0898, $09b0, $0118, $0924, $1b24, $2054, $0000, $0013
dw $0a40, $0ba0, $0160, $0af0, $2525, $100e, $0000, $0014 dw $0a40, $0ba0, $0160, $0af0, $2525, $100e, $0000, $0014
dw $0c70, $0c90, $0020, $0c80, $1e26, $2002, $0000, $0015 dw $0c70, $0c90, $0020, $0c80, $1e26, $2002, $0000, $0015
@@ -1746,7 +1520,7 @@ dw $0b28, $0b38, $0010, $0b30, $5555, $1018, $0001, $002e
dw $0b70, $0ba0, $0030, $0b88, $5555, $1020, $0000, $002f dw $0b70, $0ba0, $0030, $0b88, $5555, $1020, $0000, $002f
dw $0a40, $0b10, $00d0, $0aa8, $5d5d, $1006, $0000, $0030 dw $0a40, $0b10, $00d0, $0aa8, $5d5d, $1006, $0000, $0030
dw $0350, $0390, $0040, $0370, $5861, $2060, $0000, $0031 dw $0350, $0390, $0040, $0370, $5861, $2060, $0000, $0031
dw $0670, $06a8, $0038, $068c, $5b63, $2004, $0000, $0032 dw $0670, $06a8, $0038, $068c, $5b63, $2002, $0000, $0032
dw $0898, $09b0, $0118, $0924, $5b64, $2054, $0000, $0033 dw $0898, $09b0, $0118, $0924, $5b64, $2054, $0000, $0033
dw $0a40, $0ba0, $0160, $0af0, $6565, $100e, $0000, $0034 dw $0a40, $0ba0, $0160, $0af0, $6565, $100e, $0000, $0034
dw $0c70, $0c90, $0020, $0c80, $5e66, $2002, $0000, $0035 dw $0c70, $0c90, $0020, $0c80, $5e66, $2002, $0000, $0035
@@ -2053,42 +1827,16 @@ db $74, $4e, $10, $b1, $00, $1c
UWBonkPrizeData: UWBonkPrizeData:
db $ff, $00, $02, $b5, $00, $08 db $ff, $00, $02, $b5, $00, $08
org $AABC80 ;PC 153C80 ; temporary fix - murahdahla replaces one of the bonk tree prizes
OWMapGridLight: ; so we copy the sprite table here and update the pointer
db $00, $01, $02, $03, $04, $05, $06, $07 ; longterm solution should be to spawn in murahdahla separately
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F org $89AE2A
db $10, $11, $12, $13, $14, $15, $16, $17 Overworld_Sprites_Screen1A_2:
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F db $08, $0F, $41 ; yx:{ 0x080, 0x0F0 }
db $20, $21, $22, $23, $24, $25, $26, $27 db $0E, $0C, $41 ; yx:{ 0x0E0, 0x0C0 }
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F db $11, $0D, $E3 ; yx:{ 0x110, 0x0D0 }
db $30, $31, $32, $33, $34, $35, $36, $37 db $18, $0A, $D8 ; yx:{ 0x180, 0x0A0 }
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F db $18, $0F, $45 ; yx:{ 0x180, 0x0F0 }
OWMapGridDark: db $FF ; END
db $40, $41, $42, $43, $44, $45, $46, $47 org $89CA55
db $48, $49, $4A, $4B, $4C, $4D, $4E, $4F dw Overworld_Sprites_Screen1A_2&$FFFF
db $50, $51, $52, $53, $54, $55, $56, $57
db $58, $59, $5A, $5B, $5C, $5D, $5E, $5F
db $60, $61, $62, $63, $64, $65, $66, $67
db $68, $69, $6A, $6B, $6C, $6D, $6E, $6F
db $70, $71, $72, $73, $74, $75, $76, $77
db $78, $79, $7A, $7B, $7C, $7D, $7E, $7F
org $AABD00 ;PC 153D00
OWMapGridLightPositionByAbsolutePosition:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F
OWMapGridDarkPositionByAbsolutePosition:
db $00, $01, $02, $03, $04, $05, $06, $07
db $08, $09, $0A, $0B, $0C, $0D, $0E, $0F
db $10, $11, $12, $13, $14, $15, $16, $17
db $18, $19, $1A, $1B, $1C, $1D, $1E, $1F
db $20, $21, $22, $23, $24, $25, $26, $27
db $28, $29, $2A, $2B, $2C, $2D, $2E, $2F
db $30, $31, $32, $33, $34, $35, $36, $37
db $38, $39, $3A, $3B, $3C, $3D, $3E, $3F

448
pikit.asm
View File

@@ -1,448 +0,0 @@
pushpc
org $89EB78
db $18, $1A, $AA ; replace uncle with pikit
org $80DCCE
db $1B ; load sprite sheet for pikit in link's house
org $80FC74
NOP #2 ; do not load rain-state sprites
org $8A8029
; move table slightly to center under pikit
db $C9, $C0, $DD
db $D0, $B8, $3C
pullpc
TuckLink:
; what we wrote over
STZ.w $037C
STZ.w $037D
LDA.b #$40 : STA.w $0FC2
LDA.b #$09 : STA.w $0FC3
LDA.b #$5A : STA.w $0FC4
LDA.b #$21 : STA.w $0FC5
RTL
LinkSnoring:
LDA.l ProgressIndicator
BNE +
LDA.b #$02
STA.l ProgressIndicator
LDA.b #$1D
LDY.b #$00
JSL Sprite_ShowMessageUnconditional
BRA ++
+
LDA.b FrameCounter
AND.b #$03
BNE ++
LDA.b $9C
CMP.b #$20
BEQ .lightened
DEC.b $9C
DEC.b $9D
++
; what we wrote over
LDA.b FrameCounter
AND.b #$1F
RTL
.lightened
INC.w $037C
INC.w $037D
RTL
LinkAwaken:
; what we wrote over
LDA.b #$06
STA.b LinkState
LDA.l ProgressFlags
ORA.b #$10
STA.l ProgressFlags
LDA.b #$01
STA.l StartingEntrance
RTL
BigChest_ShieldCheck:
PHY
LDY.b $0C
JSL ShieldCheck
STY.b $0C
PLY
BCC .no_open
LDA.l BigKeyField
AND.l BitMasks, X
.no_open
RTL
SmallChest_ShieldCheck:
PHY
LDY.b $0C
JSL ShieldCheck
STY.b $0C
PLY
BCC .no_open
LDA.w $0402
ORA.w RoomFlagMask, Y
.no_open
RTL
ShieldCheck:
PHP
REP #$30
PHX
TYA
AND.w #$00FF
TAX
LDA.l PikitItemList, X
AND.w #$00FF
BNE .replace
PLX
PLP
SEC
RTL
.replace
LDA.l ShieldEquipment
AND.w #$00FF
BNE .already_have_shield
TXA
STA.l PikitItem
LDY.w #$0004
PLX
PLP
SEC
RTL
.already_have_shield
SEP #$30
LDA.b #$3C
STA.w $012E
PHY
LDA.b #$98
LDY.b #$01
JSL Sprite_ShowMessageUnconditional
PLY
REP #$30
PLX
PLP
CLC
RTL
PikitSteal:
LDA.l ShieldEquipment
BNE .has_shield
JSL GetRandomInt
JML $9E8D73
.has_shield
LDA.b #$04
STA.w $0ED0, X
STA.w $0E90, X
LDA.b #$01
STA.w $0E30, X
STZ.w $012E
JML $9E8DC3
PikitDigest:
LDA.w $0ED0, X
CMP.b #$04
BNE +
STZ.w $0E90, X
LDA.l PikitItem
CMP.b #$04
BEQ +
TAY
STZ.w ItemReceiptMethod
JSL Link_ReceiveItem
LDA.b #$04
STA.l PikitItem
+
; what we wrote over
STZ.w $0DA0, X
STZ.w $0ED0, X
RTL
PikitItemList:
db $01 ; 00 - Fighter Sword and Shield
db $01 ; 01 - Master Sword
db $01 ; 02 - Tempered Sword
db $01 ; 03 - Butter Sword
db $00 ; 04 - Fighter Shield
db $00 ; 05 - Fire Shield
db $00 ; 06 - Mirror Shield
db $01 ; 07 - Fire Rod
db $01 ; 08 - Ice Rod
db $01 ; 09 - Hammer
db $01 ; 0A - Hookshot
db $01 ; 0B - Bow
db $01 ; 0C - Boomerang
db $01 ; 0D - Powder
db $00 ; 0E - Bottle Refill (bee)
db $01 ; 0F - Bombos
db $01 ; 10 - Ether
db $01 ; 11 - Quake
db $01 ; 12 - Lamp
db $01 ; 13 - Shovel
db $01 ; 14 - Flute
db $01 ; 15 - Somaria
db $01 ; 16 - Bottle
db $00 ; 17 - Heartpiece
db $01 ; 18 - Byrna
db $01 ; 19 - Cape
db $01 ; 1A - Mirror
db $01 ; 1B - Glove
db $01 ; 1C - Mitts
db $01 ; 1D - Book
db $01 ; 1E - Flippers
db $01 ; 1F - Pearl
db $00 ; 20 - Crystal
db $01 ; 21 - Net
db $00 ; 22 - Blue Mail
db $00 ; 23 - Red Mail
db $00 ; 24 - Small Key
db $00 ; 25 - Compass
db $00 ; 26 - Heart Container from 4/4
db $00 ; 27 - Bomb
db $00 ; 28 - 3 bombs
db $01 ; 29 - Mushroom
db $01 ; 2A - Red boomerang
db $01 ; 2B - Full bottle (red)
db $01 ; 2C - Full bottle (green)
db $01 ; 2D - Full bottle (blue)
db $00 ; 2E - Potion refill (red)
db $00 ; 2F - Potion refill (green)
db $00 ; 30 - Potion refill (blue)
db $00 ; 31 - 10 bombs
db $00 ; 32 - Big key
db $00 ; 33 - Map
db $00 ; 34 - 1 rupee
db $00 ; 35 - 5 rupees
db $00 ; 36 - 20 rupees
db $00 ; 37 - Green pendant
db $00 ; 38 - Blue pendant
db $00 ; 39 - Red pendant
db $01 ; 3A - Tossed bow
db $01 ; 3B - Silvers
db $01 ; 3C - Full bottle (bee)
db $01 ; 3D - Full bottle (fairy)
db $00 ; 3E - Boss heart
db $00 ; 3F - Sanc heart
db $00 ; 40 - 100 rupees
db $00 ; 41 - 50 rupees
db $00 ; 42 - Heart
db $00 ; 43 - Arrow
db $00 ; 44 - 10 arrows
db $00 ; 45 - Small magic
db $00 ; 46 - 300 rupees
db $00 ; 47 - 20 rupees green
db $01 ; 48 - Full bottle (good bee)
db $01 ; 49 - Tossed fighter sword
db $01 ; 4A - Active Flute
db $01 ; 4B - Boots
db $00 ; 4C - Bomb capacity (50)
db $00 ; 4D - Arrow capacity (70)
db $01 ; 4E - 1/2 magic
db $01 ; 4F - 1/4 magic
db $01 ; 50 - Safe master sword
db $00 ; 51 - Bomb capacity (+5)
db $01 ; 52 - Bomb capacity (+10)
db $00 ; 53 - Arrow capacity (+5)
db $00 ; 54 - Arrow capacity (+10)
db $00 ; 55 - Programmable item 1
db $00 ; 56 - Programmable item 2
db $00 ; 57 - Programmable item 3
db $01 ; 58 - Upgrade-only silver arrows
db $00 ; 59 - Rupoor
db $00 ; 5A - Nothing
db $00 ; 5B - Red clock
db $00 ; 5C - Blue clock
db $00 ; 5D - Green clock
db $01 ; 5E - Progressive sword
db $00 ; 5F - Progressive shield
db $00 ; 60 - Progressive armor
db $01 ; 61 - Progressive glove
db $00 ; 62 - RNG pool item (single)
db $00 ; 63 - RNG pool item (multi)
db $01 ; 64 - Progressive bow
db $01 ; 65 - Progressive bow
db $00 ; 66 -
db $00 ; 67 -
db $00 ; 68 -
db $00 ; 69 -
db $00 ; 6A - Triforce
db $00 ; 6B - Power star
db $00 ; 6C - Triforce Piece
db $00 ; 6D - Server request item
db $00 ; 6E - Server request item (dungeon drop)
db $00 ; 6F -
db $00 ; 70 - Map of Light World
db $00 ; 71 - Map of Dark World
db $00 ; 72 - Map of Ganon's Tower
db $00 ; 73 - Map of Turtle Rock
db $00 ; 74 - Map of Thieves' Town
db $00 ; 75 - Map of Tower of Hera
db $00 ; 76 - Map of Ice Palace
db $00 ; 77 - Map of Skull Woods
db $00 ; 78 - Map of Misery Mire
db $00 ; 79 - Map of Dark Palace
db $00 ; 7A - Map of Swamp Palace
db $00 ; 7B - Map of Agahnim's Tower
db $00 ; 7C - Map of Desert Palace
db $00 ; 7D - Map of Eastern Palace
db $00 ; 7E - Map of Hyrule Castle
db $00 ; 7F - Map of Sewers
db $00 ; 80 - Compass of Light World
db $00 ; 81 - Compass of Dark World
db $00 ; 82 - Compass of Ganon's Tower
db $00 ; 83 - Compass of Turtle Rock
db $00 ; 84 - Compass of Thieves' Town
db $00 ; 85 - Compass of Tower of Hera
db $00 ; 86 - Compass of Ice Palace
db $00 ; 87 - Compass of Skull Woods
db $00 ; 88 - Compass of Misery Mire
db $00 ; 89 - Compass of Dark Palace
db $00 ; 8A - Compass of Swamp Palace
db $00 ; 8B - Compass of Agahnim's Tower
db $00 ; 8C - Compass of Desert Palace
db $00 ; 8D - Compass of Eastern Palace
db $00 ; 8E - Compass of Hyrule Castle
db $00 ; 8F - Compass of Sewers
db $00 ; 90 - Skull key
db $00 ; 91 - Reserved
db $00 ; 92 - Big key of Ganon's Tower
db $00 ; 93 - Big key of Turtle Rock
db $00 ; 94 - Big key of Thieves' Town
db $00 ; 95 - Big key of Tower of Hera
db $00 ; 96 - Big key of Ice Palace
db $00 ; 97 - Big key of Skull Woods
db $00 ; 98 - Big key of Misery Mire
db $00 ; 99 - Big key of Dark Palace
db $00 ; 9A - Big key of Swamp Palace
db $00 ; 9B - Big key of Agahnim's Tower
db $00 ; 9C - Big key of Desert Palace
db $00 ; 9D - Big key of Eastern Palace
db $00 ; 9E - Big key of Hyrule Castle
db $00 ; 9F - Big key of Sewers
db $00 ; A0 - Small key of Sewers
db $00 ; A1 - Small key of Hyrule Castle
db $00 ; A2 - Small key of Eastern Palace
db $00 ; A3 - Small key of Desert Palace
db $00 ; A4 - Small key of Agahnim's Tower
db $00 ; A5 - Small key of Swamp Palace
db $00 ; A6 - Small key of Dark Palace
db $00 ; A7 - Small key of Misery Mire
db $00 ; A8 - Small key of Skull Woods
db $00 ; A9 - Small key of Ice Palace
db $00 ; AA - Small key of Tower of Hera
db $00 ; AB - Small key of Thieves' Town
db $00 ; AC - Small key of Turtle Rock
db $00 ; AD - Small key of Ganon's Tower
db $00 ; AE - Reserved
db $00 ; AF - Generic small key
db $00 ; B0 - Crystal 6
db $00 ; B1 - Crystal 1
db $00 ; B2 - Crystal 5
db $00 ; B3 - Crystal 7
db $00 ; B4 - Crystal 2
db $00 ; B5 - Crystal 4
db $00 ; B6 - Crystal 3
db $00 ; B7 - Reserved
db $00 ; B8 -
db $00 ; B9 -
db $00 ; BA -
db $00 ; BB -
db $00 ; BC -
db $00 ; BD -
db $00 ; BE -
db $00 ; BF -
db $00 ; C0 -
db $00 ; C1 -
db $00 ; C2 -
db $00 ; C3 -
db $00 ; C4 -
db $00 ; C5 -
db $00 ; C6 -
db $00 ; C7 -
db $00 ; C8 -
db $00 ; C9 -
db $00 ; CA -
db $00 ; CB -
db $00 ; CC -
db $00 ; CD -
db $00 ; CE -
db $00 ; CF -
db $00 ; D0 - Bee trap
db $00 ; D1 - Apples
db $00 ; D2 - Fairy
db $00 ; D3 - Chicken
db $00 ; D4 - Big Magic
db $00 ; D5 - 5 Arrows
db $00 ; D6 - Good Bee
db $00 ; D7 -
db $00 ; D8 -
db $00 ; D9 -
db $00 ; DA -
db $00 ; DB -
db $00 ; DC -
db $00 ; DD -
db $00 ; DE -
db $00 ; DF -
db $00 ; E0 -
db $00 ; E1 -
db $00 ; E2 -
db $00 ; E3 -
db $00 ; E4 -
db $00 ; E5 -
db $00 ; E6 -
db $00 ; E7 -
db $00 ; E8 -
db $00 ; E9 -
db $00 ; EA -
db $00 ; EB -
db $00 ; EC -
db $00 ; ED -
db $00 ; EE -
db $00 ; EF -
db $00 ; F0 -
db $00 ; F1 -
db $00 ; F2 -
db $00 ; F3 -
db $00 ; F4 -
db $00 ; F5 -
db $00 ; F6 -
db $00 ; F7 -
db $00 ; F8 -
db $00 ; F9 -
db $00 ; FA -
db $00 ; FB -
db $00 ; FC -
db $00 ; FD -
db $00 ; FE - Server request (async)
db $00 ; FF -

View File

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

10
ram.asm
View File

@@ -65,8 +65,6 @@ LinkSubPixelVelocty = $7E002A ; Word length
LinkAnimationStep = $7E002E ; LinkAnimationStep = $7E002E ;
LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right
; ;
FlagBY = $7E003A ; Bitfield for B and Y buttons.
;
OAMOffsetY = $7E0044 ; OAMOffsetY = $7E0044 ;
OAMOffsetX = $7E0045 ; OAMOffsetX = $7E0045 ;
LinkIncapacitatedTimer = $7E0046 ; Countdown when Link takes damage, not same as I-frames LinkIncapacitatedTimer = $7E0046 ; Countdown when Link takes damage, not same as I-frames
@@ -237,8 +235,6 @@ CurrentYItem = $7E0303 ;
AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull
CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting
; ;
LinkIFrames = $7E031F ; Countdown for Link's invincibility frames after taking damage.
;
LinkSwimDirection = $7E0340 ; Bitfield for swim direction. (.... udlr) LinkSwimDirection = $7E0340 ; Bitfield for swim direction. (.... udlr)
; ;
LinkDeepWater = $7E0345 ; Set when Link is in deep water. LinkDeepWater = $7E0345 ; Set when Link is in deep water.
@@ -619,8 +615,7 @@ HexToDecDigit3: skip 1 ;
HexToDecDigit4: skip 1 ; HexToDecDigit4: skip 1 ;
HexToDecDigit5: skip 1 ; HexToDecDigit5: skip 1 ;
SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded
skip $2A ; Unused skip $2B ; Unused
BossDropTouched: skip 1
AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer
; or from a secondary buffer (used for things like free dungeon item text) ; or from a secondary buffer (used for things like free dungeon item text)
BossKills: skip 1 ; BossKills: skip 1 ;
@@ -782,7 +777,6 @@ endmacro
%assertRAM(LinkRecoilZ, $7E0029) %assertRAM(LinkRecoilZ, $7E0029)
%assertRAM(LinkAnimationStep, $7E002E) %assertRAM(LinkAnimationStep, $7E002E)
%assertRAM(LinkDirection, $7E002F) %assertRAM(LinkDirection, $7E002F)
%assertRAM(FlagBY, $7E003A)
%assertRAM(OAMOffsetY, $7E0044) %assertRAM(OAMOffsetY, $7E0044)
%assertRAM(OAMOffsetX, $7E0045) %assertRAM(OAMOffsetX, $7E0045)
%assertRAM(LinkIncapacitatedTimer, $7E0046) %assertRAM(LinkIncapacitatedTimer, $7E0046)
@@ -880,8 +874,6 @@ endmacro
%assertRAM(UseY1, $7E0301) %assertRAM(UseY1, $7E0301)
%assertRAM(CurrentYItem, $7E0303) %assertRAM(CurrentYItem, $7E0303)
%assertRAM(AButtonAct, $7E0308) %assertRAM(AButtonAct, $7E0308)
%assertRAM(CarryAct, $7E0309)
%assertRAM(LinkIFrames, $7E031F)
%assertRAM(LinkSwimDirection, $7E0340) %assertRAM(LinkSwimDirection, $7E0340)
%assertRAM(LinkDeepWater, $7E0345) %assertRAM(LinkDeepWater, $7E0345)
%assertRAM(TileActIce, $7E0348) %assertRAM(TileActIce, $7E0348)

View File

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

View File

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

View File

@@ -464,9 +464,10 @@ db $00 ; #$00 = Original Behavior (default) - #$01 = Book can flip crystal switc
; 0x1800A7 - 0x1800AE (unused) ; 0x1800A7 - 0x1800AE (unused)
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
; 0x1800AF ; 0x1800AF
; m-ff ffff ; mtff ffff
; ;
; m - 0 = only shorten timer on multiworld items, 1 = shorten all items ; m - 0 = only shorten timer on multiworld items, 1 = shorten all items
; t - 0 = triforce pieces considered important, 1 = triforce pieces considered junk
; f - number of frames to show items ; f - number of frames to show items
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B080AF ; PC 0x1800AF org $B080AF ; PC 0x1800AF
@@ -1584,7 +1585,6 @@ dw $0000
; STAIRS3 ; STAIRS3
; STAIRS4 ; STAIRS4
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0DA00
RoomHeaders: RoomHeaders:
org $B0DA00 : RoomHeader_0000: ; pc 0x185A00 org $B0DA00 : RoomHeader_0000: ; pc 0x185A00
db $41, $21, $13, $22, $07, $3D, $00, $00, $00, $10, $C0, $00, $00, $04 db $41, $21, $13, $22, $07, $3D, $00, $00, $00, $10, $C0, $00, $00, $04
@@ -2664,7 +2664,7 @@ db #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00, #$00,
;-------------------------------------------------------------------------------- ;--------------------------------------------------------------------------------
org $B0EFE0 ; PC 0x186FE0-0x186FEF org $B0EFE0 ; PC 0x186FE0-0x186FEF
CrystalPendantFlags_3: CrystalPendantFlags_3:
db $00 ; Sewers db $00 ; Sewers
db $00 ; Hyrule Castle db $00 ; Hyrule Castle
db $08 ; Eastern Palace db $08 ; Eastern Palace
db $09 ; Desert Palace db $09 ; Desert Palace
@@ -2672,7 +2672,7 @@ CrystalPendantFlags_3:
db $02 ; Swamp Palace db $02 ; Swamp Palace
db $01 ; Palace of Darkness db $01 ; Palace of Darkness
db $06 ; Misery Mire db $06 ; Misery Mire
db $03 ; Skull Woods db $03 ; Skull Woods
db $05 ; Ice Palace db $05 ; Ice Palace
db $0A ; Tower of Hera db $0A ; Tower of Hera
db $04 ; Thieves' Town db $04 ; Thieves' Town

View File

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

View File

@@ -99,7 +99,6 @@ HandleFollowersAfterMirroring = $87AA8B
LinkHop_FindArbitraryLandingSpot = $87E359 LinkHop_FindArbitraryLandingSpot = $87E359
Link_HandleMovingAnimation_FullLongEntry = $87E68F Link_HandleMovingAnimation_FullLongEntry = $87E68F
Link_CheckForEdgeScreenTransition = $87F413 Link_CheckForEdgeScreenTransition = $87F413
Link_CheckForEdgeScreenTransition_prevent_transition = $87F42C
Sprite_CheckIfPlayerPreoccupied = $87F4AA Sprite_CheckIfPlayerPreoccupied = $87F4AA
FlashGanonTowerPalette_next_thunder = $87FA81 FlashGanonTowerPalette_next_thunder = $87FA81
FlashGanonTowerPalette_bright_white = $87FAAC FlashGanonTowerPalette_bright_white = $87FAAC
@@ -192,7 +191,6 @@ LoadBackgroundGraphics_arbitrary = $80E64D
RoomTag_GetHeartForPrize = $81C709 RoomTag_GetHeartForPrize = $81C709
RoomTag_GetHeartForPrize_spawn_prize = $81C731 RoomTag_GetHeartForPrize_spawn_prize = $81C731
RoomTag_GetHeartForPrize_delete_tag = $81C749 RoomTag_GetHeartForPrize_delete_tag = $81C749
RoomTag_GetHeartForPrize_exit = $81C74D
Underworld_SetBossOrSancMusicUponEntry = $828AD9 Underworld_SetBossOrSancMusicUponEntry = $828AD9
ResetThenCacheRoomEntryProperties = $828C73 ResetThenCacheRoomEntryProperties = $828C73
RecoverPositionAfterDrowning = $829485 RecoverPositionAfterDrowning = $829485
@@ -223,8 +221,6 @@ Ancilla29_MilestoneItemReceipt_skip_crystal_sfx = $88CAE5
Ancilla29_MilestoneItemReceipt_no_sparkle = $88CB2E Ancilla29_MilestoneItemReceipt_no_sparkle = $88CB2E
Ancilla_SetOAM_XY = $88F6F3 Ancilla_SetOAM_XY = $88F6F3
Ancilla_AddAncilla = $899CCE Ancilla_AddAncilla = $899CCE
WorldMap_CalculateOAMCoordinates_exit_successfully = $8AC51F
WorldMap_MultiplyAxB = $8AC57F
UpdateHUD = $8DDFA9 UpdateHUD = $8DDFA9
UpdateEquippedItem = $8DDFAF UpdateEquippedItem = $8DDFAF
DrawProgressIcons = $8DE9C8 DrawProgressIcons = $8DE9C8
@@ -274,7 +270,6 @@ PalettesVanilla_spraux09 = $9BD47E
; Misc. Data ; Misc. Data
;=================================================================================================== ;===================================================================================================
DungeonMask = $8098C0 DungeonMask = $8098C0
RoomFlagMask = $809900
GFXSheetPointers_background_bank = $80CFC0 GFXSheetPointers_background_bank = $80CFC0
GFXSheetPointers_background_high = $80D09F GFXSheetPointers_background_high = $80D09F
GFXSheetPointers_background_low = $80D17E GFXSheetPointers_background_low = $80D17E
@@ -293,16 +288,13 @@ EntranceData_layer = $82D2F9
EntranceData_song = $82D592 EntranceData_song = $82D592
SpawnPointData_room_id = $82D8D2 SpawnPointData_room_id = $82D8D2
Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879 Overworld_CheckForSpecialOverworldTrigger_Direction = $84E879
RoomHeaderPointers = $84F1E2
Sprite_ShowSolicitedMessage_Direction = $85E1A3 Sprite_ShowSolicitedMessage_Direction = $85E1A3
FluteMenuNumbers_bits = $8AB7A3 FluteMenuNumbers_bits = $8AB7A3
WorldMap_RedXChars = $8ABF70 WorldMap_RedXChars = $8ABF70
WorldMap_CalculateOAMCoordinates = $8AC3B1 WorldMap_CalculateOAMCoordinates = $8AC3B1
WorldMap_HandleSpriteBlink = $8AC52E WorldMap_HandleSpriteBlink = $8AC52E
WorldMapIcon_AdjustCoordinate = $8AC59B WorldMapIcon_AdjustCoordinate = $8AC59B
WorldMap_LightWorldTilemap = $8AC739
WorldMap_DarkWorldTilemap = $8AD739 WorldMap_DarkWorldTilemap = $8AD739
DungeonMapRoomMarkerYBase = $8AE803
DungeonMapBossRooms = $8AE817 DungeonMapBossRooms = $8AE817
DungeonMapFloorCountData = $8AF5E9 DungeonMapFloorCountData = $8AF5E9
DungeonMapFloorToDataOffset = $8AF605 DungeonMapFloorToDataOffset = $8AF605