; Does tile modification for... the pyramid of power hole ; after Ganon slams into it in bat form? Overworld_CreatePyramidHoleModified: PHX : LDX.b OverworldIndex : LDA.l OWTileMapAlt, X : PLX : AND.b #$01 : BNE + JMP .originalBehaviour + .invertedBehavior REP #$30 LDX.w #$0440 LDA.w #$0E39 JSL Overworld_DrawPersistentMap16 LDX.w #$04BC LDA.w #$0E3A JSL C9DE_LONG JSL C9DE_LONG JSL C9DE_LONG JSL C9DE_LONG LDX.w #$053C JSL C9DE_LONG JSL C9DE_LONG JSL C9DE_LONG JSL C9DE_LONG LDX.w #$05BE LDA.w #$0490 JSL C9DE_LONG JSL C9DE_LONG LDA.w #$FFFF : STA.w GFXStripes+$12, Y JMP .ending .originalBehaviour REP #$30 LDX.w #$03BC LDA.w #$0E39 JSL Overworld_DrawPersistentMap16 LDX.w #$03BE LDA.w #$0E3A JSL C9DE_LONG JSL C9DE_LONG LDX.w #$043C JSL C9DE_LONG JSL C9DE_LONG JSL C9DE_LONG LDX.w #$04BC JSL C9DE_LONG JSL C9DE_LONG JSL C9DE_LONG LDA.w #$FFFF : STA.w GFXStripes+$12, Y .ending LDA.w #$3515 : STA.w SFX1 SEP #$30 LDA.l OverworldEventDataWRAM+$5B : ORA.b #$20 : STA.l OverworldEventDataWRAM+$5B LDA.b #$03 : STA.w SFX3 LDA.b #$01 : STA.b NMISTRIPES RTL ;------------------------------------------------------------------------------ Draw_PyramidOverlay: PHX : LDA.b OverworldIndex : AND.w #$00FF : TAX : LDA.l OWTileMapAlt, X : PLX : AND.w #$0001 : BNE .done .normal LDA.w #$0E39 : STA.w $23BC INC A : STA.w $23BE INC A : STA.w $23C0 INC A : STA.w $243C INC A : STA.w $243E INC A : STA.w $2440 INC A : STA.w $24BC INC A : STA.w $24BE INC A : STA.w $24C0 .done RTL ;------------------------------------------------------------------------------ Inverted_TR_TileAttributes: db $27, $27, $27, $27, $27, $27, $02, $02, $01, $01, $01, $00, $00, $00, $00, $00 db $27, $01, $01, $01, $01, $01, $02, $02, $27, $27, $27, $00, $00, $00, $00, $00 db $27, $01, $01, $01, $20, $01, $02, $02, $27, $27, $27, $00, $00, $00, $00, $00 db $27, $01, $01, $01, $01, $20, $02, $02, $02, $02, $02, $00, $00, $00, $00, $00 db $01, $01, $01, $01, $1A, $01, $12, $01, $01, $02, $01, $01, $28, $2E, $2A, $2B db $01, $01, $18, $18, $1A, $01, $12, $01, $01, $2C, $02, $2D, $29, $2F, $02, $02 db $01, $01, $01, $01, $01, $01, $02, $01, $02, $2E, $00, $00, $2C, $00, $4E, $4F db $01, $01, $01, $01, $01, $01, $02, $01, $02, $00, $2E, $00, $00, $00, $02, $22 db $01, $01, $02, $00, $00, $00, $18, $12, $02, $02, $00, $48, $00, $00, $00, $00 db $01, $01, $02, $00, $01, $01, $10, $1A, $02, $00, $00, $48, $00, $00, $00, $00 db $10, $10, $02, $00, $01, $01, $01, $01, $00, $00, $48, $00, $00, $09, $00, $00 db $02, $02, $02, $00, $01, $01, $2B, $00, $00, $09, $00, $00, $00, $00, $00, $00 db $01, $01, $01, $01, $01, $01, $02, $02, $02, $02, $02, $02, $02, $00, $00, $00 db $01, $01, $01, $01, $01, $01, $02, $02, $02, $02, $02, $02, $02, $00, $00, $00 db $01, $01, $01, $46, $01, $01, $02, $02, $02, $02, $02, $02, $02, $00, $00, $00 db $01, $01, $01, $01, $01, $01, $02, $02, $02, $02, $02, $02, $02, $00, $00, $00 db $02, $02, $42, $02, $02, $02, $02, $02, $02, $02, $29, $22, $00, $00, $00, $00 db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $29, $22, $00, $00, $00, $00 db $00, $02, $02, $02, $00, $00, $02, $02, $02, $02, $00, $00, $00, $00, $00, $00 db $00, $02, $02, $02, $02, $29, $02, $02, $02, $02, $00, $00, $00, $00, $00, $00 db $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $01, $00, $00, $00, $02, $44 db $01, $01, $01, $01, $01, $01, $01, $01, $02, $02, $02, $00, $00, $00, $02, $44 db $01, $01, $01, $01, $01, $01, $01, $01, $02, $02, $02, $00, $00, $00, $00, $00 db $01, $01, $43, $01, $01, $01, $01, $01, $02, $02, $02, $00, $00, $00, $00, $00 db $50, $02, $54, $51, $57, $57, $56, $56, $27, $27, $27, $00, $40, $40, $48, $48 db $50, $02, $54, $51, $57, $2A, $56, $56, $27, $27, $27, $00, $40, $40, $57, $48 db $27, $02, $52, $53, $02, $01, $12, $18, $55, $55, $00, $00, $48, $02, $02, $00 db $27, $02, $52, $53, $09, $01, $1A, $10, $55, $55, $00, $00, $48, $02, $02, $00 db $02, $02, $18, $08, $08, $08, $09, $09, $08, $08, $29, $02, $02, $02, $1A, $02 db $08, $08, $10, $08, $12, $00, $09, $09, $09, $09, $09, $48, $09, $29, $00, $4B db $02, $02, $02, $00, $08, $02, $02, $00, $00, $00, $00, $01, $00, $00, $20, $00 db $02, $02, $02, $02, $02, $02, $02, $00, $00, $01, $01, $01, $02, $00, $08, $00 Electric_Barrier: LDA.l SwapAgaGanonsTower : BEQ .done LDA.l OverworldEventDataWRAM, X : ORA.b #$40 : STA.l OverworldEventDataWRAM, X ;set barrier dead .done LDA.l OverworldEventDataWRAM, X ; what we wrote over RTL GanonTowerAnimation: LDA.l SwapAgaGanonsTower : BEQ .done LDA.b #$1B : STA.w SFX3 STZ.w OWEntranceCutscene STZ.b SubSubModule STZ.w SkipOAM STZ.w CutsceneFlag STZ.w FreezeSprites STZ.w BG1ShakeV STZ.w BG1ShakeV+1 STZ.w BG1ShakeH STZ.w BG1ShakeH+1 PHX JSL Overworld_DetermineMusic : STX.w MusicControlRequest PLX LDA.b #$09 : STA.w SFX1 RTL .done LDA.b #$05 : STA.w OWEntranceCutscene ; what we wrote over STZ.b SubSubModule ; (continued) STZ.b ScrapBufferBD+$0B ; (continued) RTL GanonTowerInvertedCheck: { LDA.l SwapAgaGanonsTower : BEQ .done LDA.b #$01 ; Load a random value so it doesn't BEQ RTL .done LDA.b OverworldIndex : CMP.b #$43 ;what we wrote over RTL } ;Hard coded rock removed in LW for Inverted mode HardcodedRocks: LDA.b OverworldIndex : AND.w #$00FF : TAX : LDA.l OWTileMapAlt, X : AND.w #$0001 : BEQ .normalrocks BRA .noRock2 .normalrocks LDA.w #$020F : CPX.w #$0033 : BNE .noRock STA.l $7E22A8 .noRock CPX.w #$002F : BNE .noRock2 STA.l $7E2BB2 .noRock2 RTL TurtleRockPegSolved: PHX : LDA.b OverworldIndex : AND.w #$00FF : TAX : LDA.l OWTileMapAlt, X : PLX : AND.w #$0001 : BNE + LDA.l OverworldEventDataWRAM+07 ; What we wrote over (reading flags for this screen) RTL + LDA.w #$0020 ; We always treat puzzle as pre solved (overlay flag set) for inverted mode. RTL MirrorBonk: ; must preserve X/Y, and must preserve $00-$0F PHX : LDX.b OverworldIndex : LDA.l OWTileMapAlt, X : PLX : AND.b #$01 : BEQ .normal ; Goal: use $20 and $22 to decide to force a bonk ; if we want to bonk branch to .forceBonk ; otherwise fall through to .normal PHX : PHP PHB : PHK : PLB LDX.b OverworldIndex : LDA.l OWTileWorldAssoc, X TAX : LDA.l InvertedMode : BEQ + TXA : EOR.b #$40 : TAX + TXA : BNE .endLoop ;World we're in? branch if we are in LW we don't want bonks REP #$30 LDX.w #$0000 .loop LDA.l .bonkRectanglesTable, X ;Load X1 CMP.b LinkPosX : !BGE ++ ;IF X > X1 LDA.l .bonkRectanglesTable+2, X ; Load X2 CMP.b LinkPosX : !BLT ++ ;IF X < X2 LDA.l .bonkRectanglesTable+4, X ;Load Y1 CMP.b LinkPosY : !BGE ++ ;IF Y > Y1 LDA.l .bonkRectanglesTable+6, X ; Load Y2 CMP.b LinkPosY : !BLT ++ ;IF Y < Y2 ;Bonk Here PLB : PLP : PLX BRA .forceBonk ++ TXA : !ADD.w #$0008 : CMP.w #.tableEnd-.bonkRectanglesTable : BEQ .endLoop TAX BRA .loop .endbonkRectanglesTable .endLoop PLB : PLP : PLX .normal ;Not forcing a bonk, so the vanilla bonk detection run. LDA.b Scrap0C : ORA.b Scrap0E JML MirrorBonk_NormalReturn .forceBonk JML MirrorBonk_BranchGamma .bonkRectanglesTable ;X1 X2 Y1 Y2 dw #$0290, #$02C8, #$0CA8, #$0CF8 ;Desert checkerboard cave2 dw #$05F8, #$0A00, #$0600, #$0660 ;Castle Top dw #$05B0, #$06A0, #$0660, #$0830 ;Castle Top dw #$06A0, #$0770, #$0660, #$0680 ;Castle Top dw #$0880, #$0950, #$0660, #$0688 ;Castle Top dw #$0950, #$0A00, #$0660, #$0830 ;Castle Top dw #$07B8, #$0848, #$08E0, #$0970 ;Castle Bridge dw #$02EF, #$0321, #$0C16, #$0CA2 ;Desert (Mazeblock cave) dw #$0048, #$008F, #$0B10, #$0B48 dw #$0358, #$0440, #$0E08, #$0ED0 dw #$03B8, #$0420, #$0ED0, #$0FE8 dw #$0360, #$03C8, #$0EC0, #$0F20 dw #$0C68, #$0D00, #$0D78, #$0DC8 dw #$0F40, #$0F70, #$0618, #$0640 ;Pod/eastern entrance dw #$0E28, #$0E78, #$0298, #$02E8 dw #$0F10, #$0F80, #$01F8, #$0238 dw #$0AA8, #$0B90, #$02C8, #$0320 dw #$0D18, #$0D80, #$0040, #$0070 dw #$0EF0, #$0F30, #$0120, #$0160 dw #$0AD0, #$0B00, #$0B50, #$0B70 ;Bridge Left dw #$0B30, #$0B60, #$0B50, #$0B70 ;Bridge Right dw #$0678, #$06F0, #$0010, #$0040 ;Ether Island dw #$02A8, #$02E8, #$0C90, #$0CC0 ;Desert Checkerboard Cave3 .tableEnd