; hooks org $01E6B0 JSL RevealPotItem RTS org $09C2BB JSL ClearSpriteData org $09C327 JSL LoadSpriteData org $06EF7A JSL RevealSpriteDrop : NOP org $06926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X) JSL SpriteKeyPrep : NOP #2 org $06d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable) JSL SpriteKeyDrawGFX : BRA + : NOP : + org $06d03d JSL ShouldSpawnItem : NOP #2 org $06D19F JSL MarkSRAMForItem : NOP #2 org $06d180 JSL BigKeyGet : BCS $07 : NOP #5 org $06d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F) JSL KeyGet org $06f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties) JSL LoadProperties_PreserveItemMaybe ; refs to other functions org $06d23a Sprite_DrawAbsorbable: org $1eff81 Sprite_DrawRippleIfInWater: org $0db818 Sprite_LoadProperties: ; defines ; Ram usage SpawnedItemID = $7E0720 ; 0x02 SpawnedItemIndex = $7E0722 ; 0x02 SpawnedItemIsMultiWorld = $7E0724 ; 0x02 SpawnedItemFlag = $7E0726 ; 0x02 - one for pot, 2 for sprite drop SpawnedItemMWPlayer = $7E0728 ; 0x02 ; todo : clear these for any sprite that spawns, maybe should clear all of them in a loop during room load SprDropsItem = $7E0730 ; 0x16 SprItemReceipt = $7E0740 ; 0x16 SprItemIndex = $7E0750 SprItemMWPlayer = $7E0760 ; 0x16 SprItemFlags = $7E0770 ; 0x16 (used for both pots and drops) (combine with SprDropsItem?) ; 70:0600-70:084F ($250 or 592 bytes) for pots and 70:0850-70:0A9F ($250 or 592 bytes) for sprites PotItemSRAM = $7F6600 SpriteItemSRAM = $7F6850 ; todo: move sprites ;org $09D62E ;UWSpritesPointers ; 0x250 bytes for 0x128 rooms' 16-bit pointers ;org $09D87E ;UWPotsPointers ; 0x250 bytes for 0x128 rooms' 16-bit pointers ;org $09DACE ;UWPotsData ; variable number of bytes (max 0x11D1) for all pots data ;org $A88000 ;UWSpritesData ; variable number of bytes (max 0x2800) for all sprites and sprite drop data ; First $2800 bytes of this bank (28) is reserved for the sprite tables ;org $09C297 ;LDA.w UWSpritesPointers,Y ;org $01E6BF ; not sure this code is reachable anymore ;LDA.l UWPotsPointers,X ;STA.b $00 ;LDA.w #UWPotsPointers>>16 ; $2800 bytes reserved for sprites ; temporary pot table until sprites get moved: org $A88000 UWPotsPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers org $A88250 UWPotsData: org $A8A800 ;tables: PotMultiWorldTable: ; Reserve $250 296 * 2 org $A8AA50 ShuffleKeyDrops: ; 142A50 # todo : combine these flags? db 0 StandingItemsOn: ; 142A51 db 0 MultiClientFlags: ; 142A52 -> stored in SRAM at 7ef33d db 0 RevealPotItem: STA.b $04 ; save tilemap coordinates STZ.w SpawnedItemFlag STZ.w SpawnedItemMWPlayer LDA.w $0B9C : AND.w #$FF00 : STA.w $0B9C LDA.b $A0 : ASL : TAX LDA.l UWPotsPointers,X : STA.b $00 ; we may move this LDA.w #UWPotsPointers>>16 : STA.b $02 LDY.w #$FFFD : LDX.w #$FFFF .next_pot INY : INY : INY LDA.b [$00],Y CMP.w #$FFFF : BEQ .exit INX STA.w $08 ; remember the exact value AND.w #$3FFF CMP.b $04 : BNE .next_pot ; not the correct value STZ.w SpawnedItemIsMultiWorld BIT.b $08 BVS LoadMultiWorldPotItem BMI LoadMajorPotItem .normal_secret STA $08 PLA ; remove the JSL return lower 16 bits LDA $08 PEA.w $01E6E2-1 ; change return address to go back to the vanilla routine .exit RTL LoadMultiWorldPotItem: INY : INY LDA.b [$00],Y : AND.w #$00FF INC.w SpawnedItemIsMultiWorld PHX ASL : TAX LDA.l PotMultiWorldTable+1,X : AND.w #$00FF : STA.w SpawnedItemMWPlayer LDA.l PotMultiWorldTable+0,X : AND.w #$00FF PLX BRA SaveMajorItemDrop LoadMajorPotItem: INY : INY LDA.b [$00],Y : AND.w #$00FF SaveMajorItemDrop: ; A currently holds the item receipt ID ; X currently holds the pot item index STA.w SpawnedItemID STX.w SpawnedItemIndex INC SpawnedItemFlag LDA.w #$0008 : STA $0B9C ; indicates we should use the key routines RTL ClearSpriteData: STZ.b $02 : STZ.b $03 ; what we overrode PHX LDA #$00 : LDX #$00 .loop STA SprDropsItem, X : STA SprItemReceipt, X : STA SprItemIndex, X STA SprItemMWPlayer, X : STA SprItemFlags, X INX : CPX #$10 : BCC .loop PLX RTL ; Runs during sprite load of the room LoadSpriteData: INY : INY LDA.b ($00), Y CMP #$F3 : BCC .normal PHA DEC.b $02 ; standing items shouldn't consume a sprite slot LDX.b $02 CMP #$F9 : BNE .not_multiworld DEY : LDA.b ($00), Y : STA.l SprItemMWPlayer, X LDA.b #$02 : STA.l SprDropsItem, X : BRA .common .not_multiworld LDA.b #$00 : STA.l SprItemMWPlayer, X LDA.b #$01 : STA.l SprDropsItem, X DEY .common DEY : LDA.b ($00), Y : STA.l SprItemReceipt, X INY : INY PLA PLA : PLA ; remove the JSL return lower 16 bits PEA.w $09C344-1 ; change return address to exit from Underworld_LoadSingleSprite RTL .normal RTL ; Run when a sprite dies ... Sets Flag to #$02 and Index to sprite slot for RevealSpriteDrop: LDA.l SprDropsItem, X : BEQ .normal LDA #$02 : STA.l SpawnedItemFlag STX SpawnedItemIndex LDA.l SprItemReceipt, X : STA SpawnedItemID LDA.b #$01 : STA $0CBA, X : RTL ; trigger the small key routines .normal LDA.w $0CBA, X : BNE .no_forced_drop RTL .no_forced_drop PLY : PLY ; remove the JSL return lower 16 bits PEA.w $06EF9A-1 ; change return address to .no_forced_drop of (Sprite_ApplyCalculatedDamage) RTL BitFieldMasks: dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100 dw $0080, $0040, $0020, $0010, $0008, $0004, $0002, $0001 KeyRoomFlagMasks: db $40, $20 ; Runs during Sprite_E4_SmallKey and duning Sprite_E5_BigKey spawns ShouldSpawnItem: LDA.l StandingItemsOn : BEQ .normal ; todo: check our sram table PHX : PHY REP #$30 LDA.b $A0 : ASL : TAY LDA.l SpawnedItemIndex : ASL TAX : LDA.l BitFieldMasks, X : STA $00 TYX LDA.w SpawnedItemFlag : CMP #$0001 : BEQ + LDA.l SpriteItemSRAM, X : BIT $00 : BEQ .notObtained BRA .obtained + LDA.l PotItemSRAM, X : BIT $00 : BEQ .notObtained .obtained SEP #$30 : PLY : PLX : LDA #$01 : RTL ; already obtained .notObtained SEP #$30 : PLY : PLX LDA.w SpawnedItemIndex : STA SprItemIndex, X LDA.w SpawnedItemFlag : STA SprItemFlags, X LDA.w SpawnedItemMWPlayer : STA SprItemMWPlayer, X LDA #$00 : RTL .normal LDA.w $0403 AND.w KeyRoomFlagMasks,Y RTL MarkSRAMForItem: LDA.l StandingItemsOn : BEQ .normal PHX : PHY : REP #$30 LDA.b $A0 : ASL : TAY LDA.l SpawnedItemIndex : ASL TAX : LDA.l BitFieldMasks, X : STA $00 TYX LDA.w SpawnedItemFlag : CMP #$01 : BEQ + LDA SpriteItemSRAM, X : ORA $00 : STA SpriteItemSRAM, X + LDA PotItemSRAM, X : ORA $00 : STA PotItemSRAM, X SEP #$30 : PLY : PLX LDA.w $0403 : RTL .normal LDA.w $0403 : ORA.w KeyRoomFlagMasks,Y RTL SpriteKeyPrep: LDA.w $0B9B : STA.w $0CBA, X ; what we wrote over PHA LDA.l SpawnedItemFlag : BEQ + LDA.l SpawnedItemID : STA $0E80, X CMP #$24 : BNE ++ ; todo: check how the big key drop flows through this LDA $A0 : CMP.b #$80 : BNE + LDA SpawnedItemFlag : BNE + LDA #$24 ; it's the big key drop? ++ JSL PrepDynamicTile ; todo: RequestStandingItemVRAMSlot instead? + PLA RTL SpriteKeyDrawGFX: JSL Sprite_DrawRippleIfInWater PHA LDA $0E80, X CMP.b #$24 : BNE + LDA $A0 : CMP #$80 : BNE ++ LDA SpawnedItemFlag : BNE ++ LDA #$24 : BRA + ++ PLA PHK : PEA.w .jslrtsreturn-1 PEA.w $068014 ; an rtl address - 1 in Bank06 JML Sprite_DrawAbsorbable .jslrtsreturn RTL ; todo : SpriteDraw_DynamicStandingItem here? + JSL DrawDynamicTile ; see DrawHeartPieceGFX if problems CMP #$03 : BNE + PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA + JSL.l Sprite_DrawShadowLong PLA : RTL KeyGet: LDA $7EF36F ; what we wrote over PHA LDY $0E80, X LDA SprItemIndex, X : STA SpawnedItemIndex LDA SprItemFlags, X : STA SpawnedItemFlag ; todo: may need to check if we are in a dungeon or not $FF LDA $A0 : CMP #$87 : BNE + ;check for hera cage LDA SpawnedItemFlag : BNE + ; if it came from a pot, it's fine JSR ShouldKeyBeCountedForDungeon : BCC ++ JSL CountChestKeyLong ++ PLA : RTL + STY $00 LDA SprItemMWPlayer, X : STA !MULTIWORLD_ITEM_PLAYER_ID : BNE .receive PHX ; todo: may need to check if we are in a dungeon or not $FF LDA $040C : LSR : TAX LDA $00 : CMP.l KeyTable, X : BNE + - JSL.l FullInventoryExternal : JSL CountChestKeyLong : PLX : PLA : RTL + CMP.b #$AF : beq - ; universal key CMP.b #$24 : beq - ; small key for this dungeon PLX .receive JSL $0791b3 ; Player_HaltDashAttackLong JSL.l Link_ReceiveItem PLA : DEC : RTL KeyTable: db $A0, $A0, $A2, $A3, $A4, $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC, $AD ; Input Y - the item type ShouldKeyBeCountedForDungeon: PHX ; todo: may need to check if we are in a dungeon or not $FF LDA $040C : LSR : TAX TYA : cmp KeyTable, X : BNE + - PLX : SEC : RTS + CMP.B #$24 : BEQ - PLX : CLC : RTS BigKeyGet: LDY $0E80, X CPY #$32 : BNE + STZ $02E9 : LDY.b #$32 ; what we wrote over PHX : JSL Link_ReceiveItem : PLX ; what we wrote over CLC : RTL + SEC : RTL LoadProperties_PreserveItemMaybe: LDA $0E80, X : PHA JSL Sprite_LoadProperties PLA : STA $0e80, X RTL ;=================================================================================================== ; Pot items ;=================================================================================================== ;Vanilla: ; Data starts at $01DDE7 formatted: ; dw aaaa : db i ; aaaa is a 14 bit number: ..tt tttt tttt tttt indicating the tilemap ID ; i is the secrets ID ;Drop shuffle changes: ; normal secrets stay vanilla ; major items (anything not a secret) use the bits 14 and 15 to produce different behavior ; aaaa is now a 16 bit number: ; imtt tttt tttt tttt ; t - is still tilemap id (aaaa & #$3FFF) ; i - flag indicates a major item ; m - indicates a multiworld item ; for major items (non multiworld), i indicates the item receipt ID ; for multi world items, i indicates the multiworld id ; multiworld id indexes a new table of 256 entries of 2 bytes each ; MultiWorldTable: ; db , ;=================================================================================================== ; Sprite items ;=================================================================================================== ;Vanilla: ;If this value appears in the sprite table, then the sprite that preceded it is given a key drop ; db $FE, $00, $E4 ;Drop shuffle changes: ; db , $00, $F8 ; this denotes the previous sprite is given a major item (non MW) ; db , , $F9 ; this denotes the previous sprite is given a MW item