; Does tile modification for... the pyramid of power hole ; after Ganon slams into it in bat form? Overworld_CreatePyramidHoleModified: LDA.l InvertedMode : BNE + BRL .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 $1012, Y BRL .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 $1012, Y .ending LDA.w #$3515 : STA $012D SEP #$30 LDA $7EF2DB : ORA.b #$20 : STA $7EF2DB LDA.b #$03 : STA $012F LDA.b #$01 : STA $14 RTL ;------------------------------------------------------------------------------ Draw_PyramidOverlay: LDA.l InvertedMode : BNE .done .normal LDA.w #$0E39 : STA $23BC INC A : STA $23BE INC A : STA $23C0 INC A : STA $243C INC A : STA $243E INC A : STA $2440 INC A : STA $24BC INC A : STA $24BE INC A : STA $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 InvertedMode : BEQ .done LDA $7EF280, X : ORA #$40 : STA $7EF280, X ;set barrier dead .done LDA $7EF280, X ; what we wrote over RTL GanonTowerAnimation: LDA InvertedMode : BEQ .done LDA.b #$1B : STA $012F STZ $04C6 STZ $B0 STZ $0710 STZ $02E4 STZ $0FC1 STZ $011A STZ $011B STZ $011C STZ $011D LDA.b #$02 : STA $012C LDA.b #$09 : STA $012D RTL .done LDA.b #$05 : STA $04C6 ;what we wrote over STZ $B0 ; (continued) STZ $C8 ; (continued) RTL GanonTowerInvertedCheck: { LDA InvertedMode : BEQ .done LDA #$01 ; Load a random value so it doesn't BEQ RTL .done LDA $8A : CMP.b #$43 ;what we wrote over RTL } ;Hard coded rock removed in LW for Inverted mode HardcodedRocks: LDA InvertedMode : BEQ .normalrocks BRA .noRock2 .normalrocks LDA.w #$020F : LDX $8A : CPX.w #$0033 : BNE .noRock STA $7E22A8 .noRock CPX.w #$002F : BNE .noRock2 STA $7E2BB2 .noRock2 RTL TurtleRockPegSolved: LDA.l InvertedMode : BNE + LDA.l $7ef287 ; 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 LDA.l InvertedMode : 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 REP #$30 LDX #$0000 .loop LDA .bonkRectanglesTable, X ;Load X1 CMP $22 : !BGE ++ ;IF X > X1 LDA .bonkRectanglesTable+2, X ; Load X2 CMP $22 : !BLT ++ ;IF X < X2 LDA .bonkRectanglesTable+4, X ;Load Y1 CMP $20 : !BGE ++ ;IF Y > Y1 LDA .bonkRectanglesTable+6, X ; Load Y2 CMP $20 : !BLT ++ ;IF Y < Y2 ;Bonk Here PLB : PLP : PLX BRA .forceBonk ++ TXA : !ADD #$0008 : CMP #$0038 : BEQ .endLoop TAX BRA .loop .endbonkRectanglesTable .endLoop PLB : PLP : PLX .normal ;Not forcing a bonk, so the vanilla bonk detection run. LDA $0C : ORA $0E JML.l MirrorBonk_NormalReturn .forceBonk JML.l MirrorBonk_BranchGamma .bonkRectanglesTable ;X1 X2 Y1 Y2 dw #$0876, #$09E4, #$0632, #$06C5 ;CastleTopRight dw #$062A, #$0769, #$0616, #$067C ;CastleTopLeft dw #$071C, #$082F, #$08D6, #$094D ;Castle Bridge dw #$02EF, #$0321, #$0C16, #$0CA2 ;Desert (Mazeblock cave) dw #$033B, #$041A, #$0E3E, #$0EE2 ;Desert1 dw #$03B6, #$041A, #$0EB8, #$0FB0 ;Desert2 dw #$0386, #$03C5, #$0EE5, #$0F2A ;Desert3