;================================================================================ ; Randomize Book of Mudora ;-------------------------------------------------------------------------------- LoadLibraryItemGFX: INC.w SkipBeeTrapDisguise LDA.l LibraryItem_Player : STA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID %GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues) STA.w SprSourceItemId, X JML RequestStandingItemVRAMSlot ;-------------------------------------------------------------------------------- DrawLibraryItemGFX: PHA LDA.w SprItemReceipt, X JSL DrawPotItem PLA RTL ;-------------------------------------------------------------------------------- SetLibraryItem: LDY.w SprSourceItemId, X JSL ItemSet_Library ; contains thing we wrote over RTL ;-------------------------------------------------------------------------------- ;0x0087 - Hera Room w/key ;================================================================================ ; Randomize Bonk Keys ;-------------------------------------------------------------------------------- LoadBonkItemGFX: LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over LoadBonkItemGFX_inner: INC.w SkipBeeTrapDisguise JSR LoadBonkItem_Player : STA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID JSR LoadBonkItem STA.w SprSourceItemId, X JSL RequestStandingItemVRAMSlot RTL ;-------------------------------------------------------------------------------- DrawBonkItemGFX: PHA LDA.w SprRedrawFlag, X : BEQ .skipInit JSL LoadBonkItemGFX_inner LDA.w SprRedrawFlag, X : CMP.b #$02 : BEQ .skipInit BRA .done ; don't draw on the init frame .skipInit LDA.w SprItemReceipt,X JSL DrawPotItem .done PLA RTL ;-------------------------------------------------------------------------------- GiveBonkItem: LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID LDA.w SprSourceItemId, X JSR AbsorbKeyCheck : BCC .notKey PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys LDA.b #$2F : JSL Sound_SetSfx3PanLong LDA.b #$01 : STA.l UpdateHUDFlag RTL .notKey PHY : TAY : JSL Link_ReceiveItem : PLY RTL ;-------------------------------------------------------------------------------- LoadBonkItem: LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte CMP.b #$73 : BNE + ; Desert Bonk Key LDA.l BonkKey_Desert BRA ++ + : CMP.b #$8C : BNE + ; GTower Bonk Key LDA.l BonkKey_GTower BRA ++ + LDA.b #$24 ; default to small key ++ RTS ;-------------------------------------------------------------------------------- LoadBonkItem_Player: LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte CMP.b #$73 : BNE + ; Desert Bonk Key LDA.l BonkKey_Desert_Player BRA ++ + : CMP.b #$8C : BNE + ; GTower Bonk Key LDA.l BonkKey_GTower_Player BRA ++ + LDA.b #$00 ++ RTS ;-------------------------------------------------------------------------------- AbsorbKeyCheck: PHA CMP.b #$24 : BEQ .key CMP.b #$A0 : BCC .not_key CMP.b #$B0 : BCS .not_key AND.b #$0F : ASL CMP.w DungeonID : BNE .not_key .key PLA SEC RTS .not_key PLA CLC RTS