;-------------------------------------------------------------------------------- ; LockAgahnimDoors: ; Returns: 0=Unlocked - 1=Locked ;-------------------------------------------------------------------------------- LockAgahnimDoors: LDA.l AgahnimDoorStyle : AND.w #$00FF BNE + ;#$0 = Never Locked LDA.w #$0000 : RTL + : CMP.w #$0001 : BNE + LDA.l ProgressIndicator : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip JSR.w LockAgahnimDoorsCore : RTL + : CMP.w #$0002 : BNE + JSR.w LockAgahnimDoorsCore : BEQ .unlock PHX : PHY SEP #$30 JSL.l CheckEnoughCrystalsForTower REP #$30 PLY : PLX !BGE .crystalOrUnlock LDA.w #$0001 : RTL .crystalOrUnlock LDA.l InvertedMode : AND.w #$00FF : BEQ .unlock LDA.l OverworldEventDataWRAM+$43 : AND.w #$0020 : BNE .unlock ; Check if GT overlay is already on or not LDA.w AButtonAct : AND.w #$0080 : BEQ ++ ;If we are holding an item .locked LDA.w #$0001 : RTL ;Keep the door locked ++ SEP #$30 JSL $099B6F ;Add tower break seal REP #$30 LDA.w #$0001 ;Prevent door from opening that frame otherwise it glitchy RTL + .unlock LDA.w #$0000 ; fallback to never locked RTL ;--------------------------------------------------------------------------------- FlagAgahnimDoor: LDA.l InvertedMode : BEQ .vanilla LDA.l OverworldEventDataWRAM+$43 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$43 ; activate GT overlay .vanilla LDA.b #$28 : STA.b ScrapBuffer72 RTL ;-------------------------------------------------------------------------------- LockAgahnimDoorsCore: LDA.b LinkPosX : CMP.w #1992 : !BLT + ; door too far left, skip CMP.w #2088 : !BGE + ; door too rat right, skip LDA.b LinkPosY : CMP.w #1720 : !BGE + ; door too low, skip LDA.w #$0001 RTS + LDA.w #$0000 RTS ;-------------------------------------------------------------------------------- SmithDoorCheck: LDA.l SmithTravelsFreely : AND.w #$00FF : BEQ .orig ;If SmithTravelsFreely is set Frog/Smith can enter multi-entrance overworld doors JML.l Overworld_Entrance_BRANCH_RHO .orig ; The rest is equivlent to what we overwrote CPX.w #$0076 : !BGE + JML.l Overworld_Entrance_BRANCH_LAMBDA + JML.l Overworld_Entrance_BRANCH_RHO ;-------------------------------------------------------------------------------- AllowStartFromSingleEntranceCave: ; 16 Bit A, 16 bit XY ; do not need to preserve A or X or Y LDA.l StartingEntrance : AND.w #$00FF ; What we wrote over PHA TAX LDA.l StartingAreaExitOffset, X AND.w #$00FF BNE + JMP .done + DEC STA.b Scrap00 ASL #2 : !ADD Scrap00 : ASL #2 ; mult by 20 TAX LDA.w #$0016 : STA.l EN_MAINDESQ ; Cache the main screen designation LDA.l StartingAreaExitTable+$05, X : STA.l EN_BG2VERT ; Cache BG1 V scroll LDA.l StartingAreaExitTable+$07, X : STA.l EN_BG2HORZ ; Cache BG1 H scroll LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA.l EN_POSY ; Cache Link's Y coordinate LDA.l StartingAreaExitTable+$0B, X : STA.l EN_POSX ; Cache Link's X coordinate LDA.l StartingAreaExitTable+$0D, X : STA.l EN_SCROLLATN ; Cache Camera Y coord lower bound. LDA.l StartingAreaExitTable+$0F, X : STA.l EN_SCROLLATW ; Cache Camera X coord lower bound. LDA.l StartingAreaExitTable+$03, X : STA.l EN_OWTMAPI ; Cache Link VRAM Location ; Handle the 2 "unknown" bytes, which control what area of the backgound ; relative to the camera? gets loaded with new tile data as the player moves around ; (because some overworld areas like Kak are too big for a single VRAM tilemap) LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend STA.l EN_SCRMODYA LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend STA.l EN_SCRMODXA LDA.w #$0000 : !SUB.l EN_SCRMODYA : STA.l EN_SCRMODYB LDA.w #$0000 : !SUB.l EN_SCRMODXA : STA.l EN_SCRMODXB LDA.l StartingAreaExitTable+$02, X : AND.w #$00FF STA.l EN_OWSCR ; Cache the overworld area number STA.l EN_OWSCR2 ; Cache the aux overworld area number STZ.w TileMapTile32 ;zero out door overlays in case starting overworld door is not set STZ.w TileMapTile32+1 ;zero out door overlays in case starting overworld door is not set SEP #$20 ; set 8-bit accumulator LDA.l StartingEntrance : TAX LDA.l StartingAreaOverworldDoor, X : STA.l PreviousOverworldDoor ;Load overworld door REP #$20 ; reset 16-bit accumulator JSL.l CacheDoorFrameData .done PLA RTL ;-------------------------------------------------------------------------------- AllowStartFromExit: LDX.w MessageCursor LDA.l ShouldStartatExit, X : BNE .doStart LDA.l StartingEntrance ; what we wrote over JML.l AllowStartFromExitReturn .doStart LDA.l $028481, X ;Module_LocationMenu_starting_points ASL : TAX LDA.l $02D8D2, X : STA.b RoomIndex LDA.l $02D8D3, X : STA.b RoomIndex+1 ; Go to pre-overworld mode LDA.b #$08 : STA.b GameMode STZ.b GameSubMode STZ.b SubSubModule STZ.w DeathReloadFlag STZ.w RespawnFlag JSL Equipment_SearchForEquippedItemLong JSL HUD_RebuildLong2 JSL Equipment_UpdateEquippedItemLong RTL ;-------------------------------------------------------------------------------- CheckHole: LDX.w #$0024 .nextHoleClassic LDA.b Scrap00 : CMP.l $1BB800, X BNE .wrongMap16Classic LDA.b OverworldIndex : CMP.l $1BB826, X BEQ .matchedHoleClassic .wrongMap16Classic DEX #2 : BPL .nextHoleClassic LDX.w #$001E .nextHoleExtra LDA.b Scrap00 : CMP.l ExtraHole_Map16, X BNE .wrongMap16Extra LDA.b OverworldIndex : CMP.l ExtraHole_Area, X BEQ .matchedHoleExtra .wrongMap16Extra DEX #2 : BPL .nextHoleExtra JML Overworld_Hole_GotoHoulihan .matchedHoleClassic JML Overworld_Hole_matchedHole .matchedHoleExtra SEP #$30 TXA : LSR A : TAX LDA.l ExtraHole_Entrance, X : STA.w EntranceIndex : STZ.w EntranceIndex+1 JML Overworld_Hole_End ;-------------------------------------------------------------------------------- PreventEnterOnBonk: STA.b Scrap00 ; part of what we wrote over LDA.l InvertedMode : AND.w #$00FF : BEQ .done LDA.b LinkState : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode? LDA.b OverworldIndex : AND.w #$0040 : CMP.b WorldCache : BEQ .done ; Are we bonking, or doing the superbunny glitch? ; If in inverted, are in mirror mode, and are bonking then do not enter JML.l PreventEnterOnBonk_BRANCH_IX .done LDX.w #$0102 ; rest of what we wrote over JML.l PreventEnterOnBonk_return ;-------------------------------------------------------------------------------- TurtleRockEntranceFix: LDA.l TurtleRockAutoOpenFix : BEQ .done LDA.b OverworldIndex : CMP.b #$47 : BNE .done ;If exiting to turtle rock ensure the entrance is open LDA.l OverworldEventDataWRAM+$47 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$47 .done RTL ;-------------------------------------------------------------------------------- AnimatedEntranceFix: ;when an entrance animation tries to start PHA LDA.l InvertedMode : BEQ + ;If we are in inverted mode LDA.b OverworldIndex : AND.b #$40 : BNE + ;and in the light world PLA STZ.w OWEntranceCutscene ; skip it. LDA.b #$00 RTL + PLA STA.w CutsceneFlag ;what we wrote over STA.w FreezeSprites ;what we wrote over STA.w SkipOAM ;what we wrote over RTL