!DynamicDropGFXSlotCount_UW = (FreeUWGraphics_end-FreeUWGraphics)>>1 !DynamicDropGFXSlotCount_OW = (FreeOWGraphics_end-FreeOWGraphics)>>1 ; Come in with ; A = item receipt ID ; X = sprite slot RequestStandingItemVRAMSlot: JSL AttemptItemSubstitution JSL ResolveLootIDLong .resolved STA.w SprItemReceipt, X JSL ResolveBeeTrapLong PHX : PHY PHA LDA.b #$01 : STA.w SprRedrawFlag, X JSL Sprite_IsOnscreen : BCC ++ ; skip sending the request if busy with other things LDA.b GameSubMode : CMP.b #$21 : BCS ++ ; skip if OW is loading Map16 GFX ; TODO: Figure out how to allow submodule 22, check DMA status instead LDA.b LinkState : CMP.b #$14 : BEQ ++ ; skip if we're mid-mirror LDA.b IndoorsFlag : BEQ + ; OW current doesn't occupy any slots that medallion gfx do LDA.w GfxChrHalfSlotVerify : CMP.b #$03 : BCC + ++ PLA : JMP .return + ; setup the palette LDA.b 1,S : PHX : JSL GetSpritePalette_resolved : PLX : STA.w SpriteOAMProp, X PLA ; gfx that are already present in vanilla, use that instead of a new slot CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS + ; if rupees, use animated rupee OAM slot LDA.b IndoorsFlag : BEQ ++ LDA.b #!DynamicDropGFXSlotCount_UW BRA +++ ++ LDA.b #!DynamicDropGFXSlotCount_OW +++ INC : STA.w SprItemGFXSlot,X JMP .success + CMP.b #$A0 : BCC + : CMP.b #$AF+1 : BCS + ; if key, use key OAM slot LDY.b LinkState : CPY.b #$19 : BCC ++ : CPY.b #$1A+1 : BCS ++ ; if getting tablet item, don't use key slot BRA + ++ LDA.b IndoorsFlag : BEQ ++ LDA.b #!DynamicDropGFXSlotCount_UW BRA +++ ++ LDA.b #!DynamicDropGFXSlotCount_OW +++ INC #2 : STA.w SprItemGFXSlot,X JMP .success + CMP.b #$D6 : BNE + ; if good bee, use bee OAM slot LDA.b IndoorsFlag : BEQ ++ LDA.b #!DynamicDropGFXSlotCount_UW BRA +++ ++ LDA.b #!DynamicDropGFXSlotCount_OW +++ INC #3 : STA.w SprItemGFXSlot,X JMP .success + CMP.b #$D2 : BNE + ; if fairy, use fairy OAM slot LDA.b IndoorsFlag : BEQ ++ LDA.b #!DynamicDropGFXSlotCount_UW BRA +++ ++ LDA.b #!DynamicDropGFXSlotCount_OW +++ INC : STA.w SprItemGFXSlot,X JMP .success + CMP.b #$D1 : BNE + ; if apple, use apple OAM slot LDA.b IndoorsFlag : BEQ ++ LDA.b #!DynamicDropGFXSlotCount_UW BRA +++ ++ LDA.b #!DynamicDropGFXSlotCount_OW +++ INC #2 : STA.w SprItemGFXSlot,X JMP .success + PHA ; check if gfx that are already present from previous requests LDY.b #$00 - LDA.w DynamicDropGFXSlots, Y : CMP.b 1,S : BEQ + INY : CPY.b #$0F : !BLT - STZ.w RandoOverworldTargetEdge ; some free ram OWR also uses BRA .newSlot + TYA : STA.w SprItemGFXSlot,X PLA : JMP .success .newSlot PHX LDY.b IndoorsFlag : BEQ + LDA.b #!DynamicDropGFXSlotCount_UW-1 BRA ++ + LDA.b #!DynamicDropGFXSlotCount_OW-1 ++ STA.w DynamicDropGFXIndex .next LDA.w RandoOverworldTargetEdge : BNE + ; on first loop, skip over gfx slots that have some item gfx loaded LDY.w DynamicDropGFXIndex : LDA.w DynamicDropGFXSlots, Y : BNE .slotUsed ; loop thru other sprites, check if any use the same gfx slot + LDY.b #$0F - TYA : CMP.b 1,S : BEQ + ; don't check self LDA.w SpriteAITable,Y : BEQ + LDA.w SprRedrawFlag, Y : BNE + LDA.w SpriteTypeTable,Y ; don't need E5 enemy big key drop and E9 powder item CMP.b #$EB : BEQ ++ ; heart piece CMP.b #$E4 : BEQ ++ ; enemy drop CMP.b #$3B : BEQ ++ ; bonk item CMP.b #$E7 : BEQ ++ ; mushroom BRA + ++ LDA.w SprItemGFXSlot,Y : CMP.w DynamicDropGFXIndex : BNE + ; gfx slot already in use .slotUsed DEC.w DynamicDropGFXIndex : BMI .loopAgain : BRA .next + DEY : BPL - PLX BRA .initRequest .loopAgain LDA.w RandoOverworldTargetEdge : BNE .overflow INC : STA.w RandoOverworldTargetEdge BRA .newSlot+1 .overflow ; slot already in use, use overflow slot STZ.w RandoOverworldTargetEdge LDA.b #$02 : STA.w SprRedrawFlag, X LDA.b IndoorsFlag : BEQ ++ LDA.b #!DynamicDropGFXSlotCount_UW BRA +++ ++ LDA.b #!DynamicDropGFXSlotCount_OW +++ STA.w SprItemGFXSlot,X PLX : PLA : BRA .return .initRequest LDA.b 1,S LDY.w DynamicDropGFXIndex : STA.w DynamicDropGFXSlots, Y TYA : STA.w SprItemGFXSlot, X PLA PHX REP #$30 ASL : TAX LDA.l StandingItemGraphicsOffsets,X : LDX.w ItemStackPtr : STA.l ItemGFXStack,X LDA.w DynamicDropGFXIndex : AND.w #$000F : ASL : TAX LDA.b IndoorsFlag : AND.w #$00FF : BEQ + LDA.l FreeUWGraphics,X : BRA ++ + LDA.l FreeOWGraphics,X ++ LDX.w ItemStackPtr : STA.l ItemTargetStack,X TXA : INC #2 : STA.w ItemStackPtr SEP #$30 PLX .success STZ.w SprRedrawFlag, X .return PLY : PLX RTL ;=================================================================================================== FreeUWGraphics: dw $8800>>1 dw $8840>>1 dw $8980>>1 dw $9960>>1 ; Arghuss Splash apparently dw $9C00>>1 ; dw $9CA0>>1 dw $9DC0>>1 ; add new slots above this line .end dw $0000 ; overflow slot, intentionally blank ; above this line, add slots that we want to draw to specific slots FreeOWGraphics: dw $8180>>1 ; Push Block ;dw $8800>>1 ; Shovel Dirt dw $9960>>1 ; Arghuss/Zora Splash dw $9C00>>1 ; Heart Piece ;dw $9CA0>>1 ; Apple ;dw $9DC0>>1 ; Whirlpool ; add new slots above this line .end dw $0000 ; overflow slot, intentionally blank ; above this line, add slots that we want to draw to specific slots ;=================================================================================================== ; Come in with ; A = item receipt ID ; X = sprite slot ; Returns with Carry flag set if gfx drawing was skipped DrawPotItem: PHA ; TODO: Figure out a better way to stop items during transitions, or figure ; out how to get narrow items to continue drawing narrow during transitions ; This has a side effect of ItemID $00 (unused in rando currently) ; disappearing during various submodule uses, like dialogue/trap door actions CMP.b #$00 : BNE + LDA.b GameSubMode : BEQ + PLA : SEC : RTL ; TODO: allow drawing if gfx are not using a VRAM slot that changes during medallion + LDA.b IndoorsFlag : BEQ + ; OW current doesn't occupy any slots that medallion gfx do LDA.w GfxChrHalfSlotVerify : CMP.b #$03 : BCC + PLA : SEC : RTL + PLA PHX TAX STA.b Scrap07 ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call LDA.l BeeTrapDisguise : BEQ + TAX : STA.b Scrap07 + LDA.l SpriteProperties_standing_width,X : BEQ .narrow ; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into SpriteDynamicOAM ; Do something more like how DrawDynamicTile does it ; Then we won't need all the separate DynamicOAMTile**_** tables .full PLX LDA.b #$01 : STA.b Scrap06 LDA.b #$0C : JSL OAM_AllocateFromRegionC LDA.b #$02 : PHA REP #$20 LDA.b IndoorsFlag : AND.w #$00FF : BEQ + LDA.w #DynamicOAMTileUW_full BRA .transfer + LDA.w #DynamicOAMTileOW_full BRA .transfer .narrow PLX LDA.b #$02 : STA.b Scrap06 LDA.b #$10 : JSL OAM_AllocateFromRegionC LDA.b #$03 : PHA REP #$20 LDA.b IndoorsFlag : AND.w #$00FF : BEQ + LDA.w #DynamicOAMTileUW_thin BRA .transfer + LDA.w #DynamicOAMTileOW_thin .transfer STA.b Scrap08 LDA.w SprItemGFXSlot,X AND.w #$00FF ASL : ASL : ASL : ASL ADC.b Scrap08 STA.b Scrap08 PHK : PLY : STY.b Scrap0A LDY.b #$7E : PHB : PHY : PLB ; transfer fixed table data into WRAM LDY.b #$0E - LDA.b [$08],Y : STA.w SpriteDynamicOAM,Y DEY : DEY : BPL - LDA.w SprItemFlags, X : AND.w #$00FF : BNE .draw LDA.b Scrap06 : LSR : BCC + ; full LDA.w #$0000 STA.w SpriteDynamicOAM : STA.w SpriteDynamicOAM+2 BRA .draw + ; narrow LDA.w SpriteTypeTable, X : AND.w #$00FF : CMP.w #$003B : BEQ .draw ; bonk item LDA.b RoomIndex : CMP.w #$0120 : BNE + LDA.b IndoorsFlag : BEQ .draw ; good bee statue + LDA.b OverworldIndex : AND.w #$00FF : CMP.w #$0018 : BNE + LDA.w SpriteTypeTable, X : AND.w #$00FF : CMP.w #$00E4 : BEQ .draw ; bottle vendor key + LDA.w #$0004 STA.w SpriteDynamicOAM : STA.w SpriteDynamicOAM+8 .draw ; special handling LDY.b Scrap07 : CPY.b #$D2 : BNE + ; fairy LDA.b FrameCounter : AND.w #$0020 : BEQ ++ ; alternate every 32 frames LDA.w SpriteDynamicOAM+4 : CLC : ADC.w #$02 ; use other fairy GFX STA.w SpriteDynamicOAM+4 ++ LDA.b FrameCounter : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames LDA.w SpriteDynamicOAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels STA.w SpriteDynamicOAM+2 + CPY.b #$D6 : BNE + ; good bee LDA.b FrameCounter : AND.w #$0020 : BEQ ++ ; alternate every 32 frames LDA.w SpriteDynamicOAM+12 : SEC : SBC.w #$10 ; use other fairy GFX STA.w SpriteDynamicOAM+12 ++ LDA.b FrameCounter : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames LDA.w SpriteDynamicOAM+10 : SEC : SBC.w #$02 ; move fairy up 2 pixels STA.w SpriteDynamicOAM+10 + LDA.w #SpriteDynamicOAM : STA.b Scrap08 SEP #$20 STZ.b Scrap07 LDA.b #$00 : STA.l SpriteSkipEOR JSL Sprite_DrawMultiple_quantity_preset PLB LDA.b $90 : CLC : ADC.b #$08 : STA.b $90 INC.b $92 : INC.b $92 PLA CLC RTL DynamicOAMTileUW_thin: dw 0, 0 : db $40, $00, $20, $00 dw 0, 8 : db $50, $00, $20, $00 dw 0, 0 : db $42, $00, $20, $00 dw 0, 8 : db $52, $00, $20, $00 dw 0, 0 : db $4C, $00, $20, $00 dw 0, 8 : db $5C, $00, $20, $00 dw 0, 0 : db $CB, $00, $20, $00 dw 0, 8 : db $DB, $00, $20, $00 dw 0, 0 : db $E0, $00, $20, $00 dw 0, 8 : db $F0, $00, $20, $00 dw 0, 0 : db $EE, $00, $20, $00 dw 0, 8 : db $FE, $00, $20, $00 ; add new slots above this line dw 0, 0 : db $E3, $00, $20, $00 ; overflow slot dw 0, 8 : db $F3, $00, $20, $00 ; above this line, add slots that we want to draw to specific slots dw 0, 0 : db $0B, $00, $20, $00 ; animated rupees slot dw 0, 8 : db $1B, $00, $20, $00 dw 0, 0 : db $6B, $00, $20, $00 ; key dw 0, 8 : db $7B, $00, $20, $00 dw 0, 0 : db $7C, $00, $20, $00 ; good bee dw 0, 8 : db $F4, $00, $20, $00 DynamicOAMTileUW_full: dw -4, -1 : db $40, $00, $20, $02 dd 0, 0 dw -4, -1 : db $42, $00, $20, $02 dd 0, 0 dw -4, -1 : db $4C, $00, $20, $02 dd 0, 0 dw -4, -1 : db $CB, $00, $20, $02 dd 0, 0 dw -4, -1 : db $E0, $00, $20, $02 dd 0, 0 dw -4, -1 : db $EE, $00, $20, $02 dd 0, 0 ; add new rotating slots above this line dw -4, -1 : db $A0, $00, $20, $02 ; overflow slot dd 0, 0 ; above this line, add slots that we want to draw to specific slots dw -4, -1 : db $EA, $00, $20, $02 ; fairy dd 0, 0 dw -4, -1 : db $E5, $00, $20, $02 ; apple dd 0, 0 DynamicOAMTileOW_thin: dw 0, 0 : db $0C, $00, $20, $00 dw 0, 8 : db $1C, $00, $20, $00 ; dw 0, 0 : db $40, $00, $20, $00 ; dw 0, 8 : db $50, $00, $20, $00 dw 0, 0 : db $CB, $00, $20, $00 dw 0, 8 : db $DB, $00, $20, $00 dw 0, 0 : db $E0, $00, $20, $00 dw 0, 8 : db $F0, $00, $20, $00 ;dw 0, 0 : db $E5, $00, $20, $00 ;dw 0, 8 : db $F5, $00, $20, $00 ;dw 0, 0 : db $EE, $00, $20, $00 ;dw 0, 8 : db $FE, $00, $20, $00 ; add new slots above this line dw 0, 0 : db $E3, $00, $20, $00 ; overflow slot dw 0, 8 : db $F3, $00, $20, $00 ; above this line, add slots that we want to draw to specific slots dw 0, 0 : db $0B, $00, $20, $00 ; animated rupees slot dw 0, 8 : db $1B, $00, $20, $00 dw 0, 0 : db $6B, $00, $20, $00 ; key dw 0, 8 : db $7B, $00, $20, $00 dw 0, 0 : db $7C, $00, $20, $00 ; good bee dw 0, 8 : db $F4, $00, $20, $00 DynamicOAMTileOW_full: dw 0, 0 : db $0C, $00, $20, $02 dd 0, 0 ; dw 0, 0 : db $40, $00, $20, $02 ; dd 0, 0 dw 0, 0 : db $CB, $00, $20, $02 dd 0, 0 dw 0, 0 : db $E0, $00, $20, $02 dd 0, 0 ;dw 0, 0 : db $E5, $00, $20, $02 ;dd 0, 0 ;dw 0, 0 : db $EE, $00, $20, $02 ;dd 0, 0 ; add new slots above this line dw 0, 0 : db $A0, $00, $20, $02 ; overflow slot dd 0, 0 ; above this line, add slots that we want to draw to specific slots dw 0, 0 : db $EA, $00, $20, $02 ; fairy dd 0, 0 dw 0, 0 : db $E5, $00, $20, $02 ; apple dd 0, 0 DynamicDropGFXClear: PHA : PHX LDX.b #$0E - STZ.w DynamicDropGFXSlots, X : DEX : BPL - PLX : PLA RTL ConditionalPushBlockTransfer: LDA.b IndoorsFlag : BNE + LDA.b #$0F ; don't transfer push block when on the OW BRA .return-3 + LDA.b #$1F : STA.w $420B ; what we wrote over .return RTL pushpc ; fix Arghuss/Zora splash graphics org $868595 db $E7, $E7, $E7, $E7, $E7, $C0, $C0 pullpc