;================================================================================ ; Inventory Updates ;================================================================================ !INVENTORY_SWAP = "$7EF412" ; Item Tracking Slot ; brmp-skf ; b = blue boomerang ; r = red boomerang ; m = mushroom ; p = magic powder ; - ; s = shovel ; k = fake flute ; f = working flute ;-------------------------------------------------------------------------------- !INVENTORY_SWAP_2 = "$7EF414" ; Item Tracking Slot #2 ; bs------ ; b = bow ; s = silver arrow bow ; - ; - ; - ; - ; - ; - ;-------------------------------------------------------------------------------- ; ProcessMenuButtons: ; out: Carry - 0 = No Button, 1 = Yes Button ;-------------------------------------------------------------------------------- ProcessMenuButtons: ;LDA #$FD : STA !INVENTORY_SWAP ; DEBUG MODE ;LDA $F6 : BIT #$20 : BNE .l_pressed ; check for P1 L-button LDA $F4 : BIT #$40 : BNE .y_pressed ; check for P1 Y-button BIT #$20 : BNE .sel_pressed ; check for P1 Select button LDA $F0 : BIT #$20 : BNE .sel_held .sel_unheld LDA !HUD_FLAG : AND #$20 : BEQ + LDA !HUD_FLAG : AND #$DF : STA !HUD_FLAG ; select is released, unset hud flag LDA $1B : BEQ + ; skip if outdoors LDA.b #$20 : STA $012F ; menu select sound + JSL.l ResetEquipment + .sel_held CLC ; no buttons RTL ;.l_pressed ;JSL.l SpawnAngryCucco ;RTL .sel_pressed LDA !HUD_FLAG : ORA #$20 : STA !HUD_FLAG ; set hud flag LDA.b #$20 : STA $012F ; menu select sound JSL.l ResetEquipment RTL .y_pressed LDA.b #$10 : STA $0207 LDA $0202 ; check selected item CMP #$02 : BNE + ; boomerang LDA !INVENTORY_SWAP : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both boomerangs LDA $7EF341 : EOR #$03 : STA $7EF341 ; swap blue & red boomerang LDA.b #$20 : STA $012F ; menu select sound BRL .captured + CMP #$01 : BNE + ; bow LDA !INVENTORY_SWAP_2 : AND #$C0 : CMP #$C0 : BNE .errorJump ; make sure we have both bows LDA $7EF340 : !SUB #$01 : EOR #$02 : !ADD #$01 : STA $7EF340 ; swap bows LDA.b #$20 : STA $012F ; menu select sound BRL .captured + CMP #$05 : BNE + ; powder LDA !INVENTORY_SWAP : AND #$30 : CMP #$30 : BNE .errorJump ; make sure we have mushroom & magic powder LDA $7EF344 : EOR #$03 : STA $7EF344 ; swap mushroom & magic powder LDA.b #$20 : STA $012F ; menu select sound BRL .captured ;+ BRA + .errorJump BRA .error + CMP #$0D : BNE + ; flute LDA $037A : CMP #$01 : BEQ .midShovel ; inside a shovel animation, force the shovel & make error sound LDA !INVENTORY_SWAP : BIT #$04 : BEQ .error ; make sure we have shovel AND #$03 : BEQ .error ; make sure we have one of the flutes LDA $7EF34C : CMP #01 : BNE .toShovel ; not shovel LDA !INVENTORY_SWAP : AND #$01 : BEQ .toFakeFlute ; check for real flute LDA #$03 ; set real flute BRA .fluteSuccess .toFakeFlute LDA #$02 ; set fake flute BRA .fluteSuccess .toShovel LDA #$01 ; set shovel .fluteSuccess STA $7EF34C ; store set item LDA.b #$20 : STA $012F ; menu select sound BRA .captured + CMP #$10 : BNE .error : JSL.l ProcessBottleMenu : BRA .captured : + CLC RTL .midShovel LDA #$01 : STA $7EF34C ; set shovel .error LDA.b #$3C : STA $012E ; error sound .captured SEC RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;ProcessBottleMenu: ;-------------------------------------------------------------------------------- ProcessBottleMenu: LDA $F4 : AND #$40 : BEQ .y_not_pressed ; skip if Y is not down LDA $7EF34F ; check bottle state BEQ .no_bottles ; skip if we have no bottles PHX INC : CMP #$05 : !BLT + : LDA #$01 : + ;increment and wrap 1-4 TAX : LDA $7EF35C-1, X ; check bottle BNE + : LDX #$01 : + ; wrap if we reached the last bottle TXA : STA $7EF34F ; set bottle index LDA.b #$20 : STA $012F ; menu select sound PLX .no_bottles LDA #$00 ; pretend like the controller state was 0 from the overridden load RTL .y_not_pressed LDA $F4 : AND.b #$0C ; thing we wrote over - load controller state RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;OpenBottleMenu: ;-------------------------------------------------------------------------------- OpenBottleMenu: LDA $F6 : AND #$40 : BEQ .x_not_pressed ; skip if X is not down LDA.b #$10 : STA $0207 ; set 16 frame cool off LDA.b #$20 : STA $012F ; make menu sound LDA.b #$07 : STA $0200 ; thing we wrote over - opens bottle menu .x_not_pressed RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;CloseBottleMenu: ;-------------------------------------------------------------------------------- CloseBottleMenu: LDA $F6 : AND #$40 : BEQ .x_not_pressed ; skip if X is not down LDA.b #$10 : STA $0207 ; set 16 frame cool off LDA.b #$20 : STA $012F ; make menu sound INC $0200 ; return to normal menu STZ $0205 LDA #$00 RTL .x_not_pressed LDA $F4 : AND.b #$0C ; thing we wrote over (probably) RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; AddInventory: ;-------------------------------------------------------------------------------- !LOCK_STATS = "$7EF443" macro TopHalf(address) LDA
: !ADD #$10 : STA
endmacro macro BottomHalf(address) PHA : PHX LDA
: INC : AND #$0F : TAX LDA
: AND #$F0 : STA
TXA : ORA
: STA
PLX : PLA endmacro ;-------------------------------------------------------------------------------- ;FullInventoryExternal: ; LDA !LOCK_STATS : BEQ + : RTL : + ; PHA : PHX : PHP : JMP AddInventory_fullItemCounts ;-------------------------------------------------------------------------------- FullInventoryExternal: LDA !LOCK_STATS : BEQ + : RTL : + PHA : PHX : PHP : JMP AddInventory_incrementCounts ;-------------------------------------------------------------------------------- !SHAME_CHEST = "$7EF416" ; ---s ---- AddInventory: PHA : PHX : PHP CPY.b #$0C : BNE + ; Blue Boomerang LDA !INVENTORY_SWAP : ORA #$80 : STA !INVENTORY_SWAP BRL .incrementCounts + CPY.b #$2A : BNE + ; Red Boomerang LDA !INVENTORY_SWAP : ORA #$40 : STA !INVENTORY_SWAP BRL .incrementCounts + CPY.b #$29 : BNE + ; Mushroom LDA !INVENTORY_SWAP : ORA #$20 : STA !INVENTORY_SWAP BRL .incrementCounts + CPY.b #$0D : BNE + ; Magic Powder LDA !INVENTORY_SWAP : ORA #$10 : STA !INVENTORY_SWAP BRL .incrementCounts + CPY.b #$13 : BNE + ; Shovel LDA !INVENTORY_SWAP : ORA #$04 : STA !INVENTORY_SWAP BRL .incrementCounts + CPY.b #$14 : BNE + ; Flute (Inactive) LDA !INVENTORY_SWAP : ORA #$02 : STA !INVENTORY_SWAP BRL .incrementCounts + CPY.b #$4A : BNE + ; Flute (Active) LDA !INVENTORY_SWAP : ORA #$01 : STA !INVENTORY_SWAP BRL .incrementCounts + CPY.b #$0B : BNE + ; Bow LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 BRL .incrementCounts + CPY.b #$3A : BNE + ; Bow & Arrows LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 BRL .incrementCounts + CPY.b #$3B : BNE + ; Bow & Silver Arrows LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2 BRL .incrementCounts + CPY.b #$58 : BNE + ; Upgrade-Only Silver Arrows LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2 + .incrementCounts LDA !LOCK_STATS : BEQ + : BRL .done : + ; don't count any of this stuff CPY.b #$20 : BNE + : BRL .itemCounts : + ; Crystal CPY.b #$26 : BNE + : BRL .itemCounts : + ; Heart Piece Completion Heart CPY.b #$2E : BNE + : BRL .itemCounts : + ; Red Potion (Refill) CPY.b #$2F : BNE + : BRL .itemCounts : + ; Green Potion (Refill) CPY.b #$30 : BNE + : BRL .itemCounts : + ; Blue Potion (Refill) CPY.b #$37 : BNE + : BRL .itemCounts : + ; Pendant CPY.b #$38 : BNE + : BRL .itemCounts : + ; Pendant CPY.b #$39 : BNE + : BRL .itemCounts : + ; Pendant CPY.b #$00 : BNE + : BRL .itemCounts : + ; Uncle Sword & Shield CPY.b #$04 : !BLT .isSword ; Swords - Skip Shop/Fairy Check for Swords CPY.b #$50 : BEQ .isSword BRA + .isSword BRL .dungeonCounts + CPY.b #$3B : BNE + : BRL .dungeonCounts : + ; Silver Arrow Bow - Skip Shop/Fairy Check for Silver Arrow Bow LDA $1B : BEQ ++ ; skip shop check if outdoors LDA $02E9 : CMP.b #$01 : BEQ ++ ; skip shop check for chests PHP : REP #$20 ; set 16-bit accumulator LDA $048E CMP.w #274 : BNE + : BRL .shop : + ; dark world death mountain shop, ornamental shield shop CMP.w #271 : BNE + : BRL .shop : + ; villiage of outcasts shop, lumberjack shop, lake hylia shop, dark world magic shop CMP.w #272 : BNE + : BRL .shop : + ; red shield shop CMP.w #284 : BNE + : BRL .shop : + ; bomb shop ;CMP.w #265 : BNE + : BRL .shop : + ; potion shop - commented this out because it's easier to just block potion refills because this one interferes with the powder item being counted ;CMP.w #271 : BNE + : BRL .shop : + ; lake hylia shop CMP.w #287 : BNE + : BRL .shop : + ; kakariko shop CMP.w #255 : BNE + : BRL .shop : + ; light world death mountain shop CMP.w #276 : BNE + : BRL .shop : + ; waterfall fairy CMP.w #278 : BNE + : BRL .shop : + ; pyramid fairy PLP : BRA ++ .shop PLP : BRL .done ++ .dungeonCounts LDA $1B : BNE + : BRL .fullItemCounts : + ; ==BEGIN INDOOR-ONLY SECTION ;REP #$20 ; Set 16-bit Accumulator ;LDA $A0 ; load room ID ;CMP.w #$0010 : BNE + ; Ganon Fall Room - I think this got taken out ;!SHAME_CHEST = "$7EF416" ; ---s ---- ;LDA !SHAME_CHEST : ORA.w #$0010 : STA !SHAME_CHEST ;+ SEP #$20 ; Set 8-bit Accumulator LDA $040C ; get dungeon id CMP.b #$00 : BNE + ; Sewers (Escape) BRA ++ + CMP.b #$02 : BNE + ; Hyrule Castle (Escape) ++ CPY.b #$32 : BNE ++ : BRL .itemCounts : ++ ; Ball & Chain Guard's Big Key %TopHalf($7EF434) BRL .fullItemCounts + CMP.b #$04 : BNE + ; Eastern Palace LDA $7EF436 : INC : AND #$07 : TAX LDA $7EF436 : AND #$F8 : STA $7EF436 TXA : ORA $7EF436 : STA $7EF436 BRL .fullItemCounts + CMP.b #$06 : BNE + ; Desert Palace LDA $7EF435 : !ADD #$20 : STA $7EF435 BRL .fullItemCounts + CMP.b #$08 : BNE + ; Agahnim's Tower LDA $7EF435 : INC : AND #$03 : TAX LDA $7EF435 : AND #$FC : STA $7EF435 TXA : ORA $7EF435 : STA $7EF435 BRL .fullItemCounts + CMP.b #$0A : BNE + ; Swamp Palace %BottomHalf($7EF439) BRL .fullItemCounts + CMP.b #$0C : BNE + ; Palace of Darkness %BottomHalf($7EF434) BRL .fullItemCounts + CMP.b #$0E : BNE + ; Misery Mire %BottomHalf($7EF438) BRL .fullItemCounts + CMP.b #$10 : BNE + ; Skull Woods %TopHalf($7EF437) BRL .fullItemCounts + CMP.b #$12 : BNE + ; Ice Palace %TopHalf($7EF438) BRL .fullItemCounts + CMP.b #$14 : BNE + ; Tower of Hera LDA $7EF435 : !ADD #$04 : AND #$1C : TAX LDA $7EF435 : AND #$E3 : STA $7EF435 TXA : ORA $7EF435 : STA $7EF435 BRL .fullItemCounts + CMP.b #$16 : BNE + ; Thieves' Town %BottomHalf($7EF437) BRL .fullItemCounts + CMP.b #$18 : BNE + ; Turtle Rock %TopHalf($7EF439) BRL .fullItemCounts + CMP.b #$1A : BNE + ; Ganon's Tower LDA $7EF436 : !ADD #$08 : STA $7EF436 LDA $7EF366 : AND #$04 : BNE ++ JSR .incrementGTowerPreBigKey ++ ;BRL .fullItemCounts + ; == END INDOOR-ONLY SECTION .fullItemCounts CPY.b #$3B : BNE + ; Skip Total Counts for Repeat Silver Arrows LDA $7EF42A : BIT #$20 : BEQ + : BRA .itemCounts + LDA $7EF355 : BNE + ; Check for Boots LDA $7EF432 : INC : STA $7EF432 ; Increment Pre Boots Counter + LDA $7EF353 : BNE + ; Check for Mirror LDA $7EF433 : INC : STA $7EF433 ; Increment Pre Mirror Counter + LDA $7EF423 : INC : STA $7EF423 ; Increment Item Total .itemCounts CPY.b #$00 : BNE + ; Fighter's Sword & Fighter's Shield JSR .incrementSword JSR .incrementShield BRL .done + CPY.b #$01 : BNE + ; Master Sword JSR .incrementSword BRL .done + CPY.b #$02 : BNE + ; Tempered Sword JSR .incrementSword BRL .done + CPY.b #$03 : BNE + ; Golden Sword JSR .incrementSword BRL .done + CPY.b #$04 : BNE + ; Fighter's Shield JSR .incrementShield BRL .done + CPY.b #$05 : BNE + ; Red Shield JSR .incrementShield BRL .done + CPY.b #$06 : BNE + ; Mirror Shield JSR .incrementShield BRL .done + CPY.b #$07 : !BLT + ; Items 7 - D CPY.b #$0E : !BGE + JSR .incrementY BRL .done + CPY.b #$0F : !BLT + ; Items F - 16 CPY.b #$17 : !BGE + JSR .incrementY BRL .done + CPY.b #$17 : BNE + ; Heart Piece JSR .incrementHeartPiece BRL .done + CPY.b #$18 : !BLT + ; Items 18 - 1A CPY.b #$1B : !BGE + JSR .incrementY BRL .done + CPY.b #$1D : BNE + ; Book of Mudora - leave this above the 1B-1F condition JSR .incrementY BRL .done + CPY.b #$1B : !BLT + ; Items 1B - 1F CPY.b #$20 : !BGE + JSR .incrementA BRL .done + CPY.b #$20 : BNE + ; Crystal JSR .incrementCrystal BRL .done + CPY.b #$21 : BNE + ; Bug Net JSR .incrementY BRL .done + CPY.b #$22 : !BLT + ; Items 22 - 23 CPY.b #$24 : !BGE + JSR .incrementMail BRL .done + CPY.b #$24 : BNE + ; Small Key JSR .incrementKey BRL .done + CPY.b #$25 : BNE + ; Compass JSR .incrementCompass BRL .done + CPY.b #$26 : BNE + ; Liar Heart (Container) ;JSR .incrementHeartContainer BRL .done + CPY.b #$27 : BNE + ; 1 Bomb JSR .maybeIncrementBombs BRL .done + CPY.b #$28 : BNE + ; 3 Bombs JSR .maybeIncrementBombs BRL .done + CPY.b #$29 : BNE + ; Musoroom JSR .incrementY BRL .done + CPY.b #$2A : !BLT + ; Items 2A - 2D CPY.b #$2E : !BGE + JSR .incrementY BRL .done + CPY.b #$31 : BNE + ; 10 Bombs JSR .maybeIncrementBombs BRL .done + CPY.b #$32 : BNE + ; Big Key JSR .incrementBigKey BRL .done + CPY.b #$33 : BNE + ; Map JSR .incrementMap BRL .done + CPY.b #$37 : !BLT + ; Items 37 - 39 - Pendants CPY.b #$3A : !BGE + JSR .incrementPendant BRL .done + CPY.b #$3A : !BLT + ; Items 3A - 3B - Bow & Silver Arrows CPY.b #$3C : !BGE + JSR .incrementBow BRL .done + CPY.b #$3C : BNE + ; Bottle w/Bee JSR .incrementY BRL .done + CPY.b #$3D : BNE + ; Bottle w/Fairy JSR .incrementY BRL .done + CPY.b #$3E : !BLT + ; Items 3E - 3F - Heart Containers CPY.b #$40 : !BGE + JSR .incrementHeartContainer BRL .done + CPY.b #$48 : BNE + ; Bottle w/Gold Bee JSR .incrementY BRL .done + CPY.b #$49 : BNE + ; Fighter's Sword JSR .incrementSword BRL .done + CPY.b #$4A : BNE + ; Flute (Active) JSR .incrementY BRL .done + CPY.b #$4B : BNE + ; Pegasus Boots JSR .incrementA BRL .done + CPY.b #$4C : BNE + ; Bomb Capacity Upgrade JSR .incrementCapacity JSR .maybeIncrementBombs BRL .done + CPY.b #$4D : !BLT + ; Items 4D - 4F - Capacity Upgrades CPY.b #$50 : !BGE + JSR .incrementCapacity BRL .done + CPY.b #$50 : BNE + ; Master Sword (Safe) JSR .incrementSword BRL .done + CPY.b #$51 : !BLT + ; Items 51 - 54 - Capacity Upgrades CPY.b #$55 : !BGE + JSR .incrementCapacity BRL .done + CPY.b #$58 : BNE + ; Upgrade-Only Sivler Arrows JSR .incrementBow BRL .done + CPY.b #$5E : BNE + ; Progressive Sword JSR .incrementSword BRL .done + CPY.b #$5F : BNE + ; Progressive Shield JSR .incrementShield BRL .done + CPY.b #$60 : BNE + ; Progressive Armor JSR .incrementMail BRL .done + CPY.b #$61 : BNE + ; Progressive Lifting Glove JSR .incrementA BRL .done + CPY.b #$70 : !BLT + ; Items 70 - 7F - Free Maps CPY.b #$80 : !BGE + JSR .incrementMap BRL .done + CPY.b #$80 : !BLT + ; Items 80 - 8F - Free Compasses CPY.b #$90 : !BGE + JSR .incrementCompass BRL .done + CPY.b #$90 : !BLT + ; Items 90 - 9F - Free Big Keys CPY.b #$A0 : !BGE + JSR .incrementBigKey BRL .done + CPY.b #$A0 : !BLT + ; Items A0 - AF - Free Small Keys CPY.b #$B0 : !BGE + JSR .incrementKey BRL .done + .done PLP : PLX : PLA RTL ; WHICH BEE IS BOTTLED? ; MAKE SURE FAIRY FOUNTAINS DON'T FUCK THE COUNTS UP .incrementSword ; CHECK FOR DUPLICATE SWORDS TYA ; load sword item CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter sword to normal one INC : CMP !HIGHEST_SWORD_LEVEL : !BLT + ; skip if highest is higher PHA LDA !HIGHEST_SWORD_LEVEL : AND #$F8 : ORA 1,s : STA !HIGHEST_SWORD_LEVEL PLA + LDA $7EF422 : !ADD #$20 : STA $7EF422 ; increment sword counter RTS .incrementShield ; CHECK FOR DUPLICATE SHIELDS LDA $7EF422 : !ADD #$08 : AND #$18 : TAX LDA $7EF422 : AND #$E7 : STA $7EF422 TXA : ORA $7EF422 : STA $7EF422 RTS .incrementBow CPY.b #$3B : BNE ++ LDA $7EF42A : BIT #$20 : BEQ + : RTS : + ORA #$20 : STA $7EF42A ++ .incrementY LDA $7EF421 : !ADD #$08 : STA $7EF421 RTS .incrementA LDA $7EF421 : INC : AND #$07 : TAX LDA $7EF421 : AND #$F8 : STA $7EF421 TXA : ORA $7EF421 : STA $7EF421 RTS .incrementPendant LDA $7EF429 : INC : AND #$03 : TAX LDA $7EF429 : AND #$FC : STA $7EF429 TXA : ORA $7EF429 : STA $7EF429 JSR .incrementBossSword RTS .incrementCapacity %BottomHalf($7EF452) RTS .incrementHeartPiece LDA $7EF448 : INC : AND #$1F : TAX LDA $7EF448 : AND #$E0 : STA $7EF448 TXA : ORA $7EF448 : STA $7EF448 RTS .incrementHeartContainer %TopHalf($7EF429) RTS .incrementCrystal LDA $7EF422 : INC : AND #$07 : TAX LDA $7EF422 : AND #$F8 : STA $7EF422 TXA : ORA $7EF422 : STA $7EF422 JSR .incrementBossSword RTS .incrementMail LDA $7EF424 : !ADD #$40 : STA $7EF424 RTS .incrementKeyLong JSR .incrementKey RTL .incrementKey PHA : PHX LDA $7EF424 : INC : AND #$3F : TAX LDA $7EF424 : AND #$C0 : STA $7EF424 TXA : ORA $7EF424 : STA $7EF424 PLX : PLA RTS .incrementCompass %BottomHalf($7EF428) RTS .incrementBigKey LDA $7EF427 : !ADD #$10 : STA $7EF427 RTS .incrementGTowerPreBigKey LDA $7EF42A : INC : AND #$1F : TAX LDA $7EF42A : AND #$E0 : STA $7EF42A TXA : ORA $7EF42A : STA $7EF42A RTS .maybeIncrementBombs LDA $7EF42A : AND #$80 : BNE + LDA $7EF42A : ORA #$80 : STA $7EF42A JSR .incrementY + RTS .incrementMap LDA $7EF428 : !ADD #$10 : STA $7EF428 RTS .incrementBossSwordLong JSR .incrementBossSword RTL .incrementBossSword LDA $7EF359 BNE + : - %TopHalf($7EF452) : RTS + CMP #$FF : BEQ - + CMP #$01 : BNE + %TopHalf($7EF425) : RTS + CMP #$02 : BNE + %BottomHalf($7EF425) : RTS + CMP #$03 : BNE + %TopHalf($7EF426) : RTS + CMP #$04 : BNE + %BottomHalf($7EF426) + RTS ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; Link_ReceiveItem_HUDRefresh: ;-------------------------------------------------------------------------------- Link_ReceiveItem_HUDRefresh: LDA $7EF343 : BNE + ; skip if we have bombs LDA $7EF375 : BEQ + ; skip if we are filling no bombs DEC : STA $7EF375 ; decrease bomb fill count LDA.b #$01 : STA $7EF343 ; increase actual bomb count + JSL.l HUD_RefreshIconLong ; thing we wrote over JSL.l PostItemGet RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; HandleBombAbsorbtion: ;-------------------------------------------------------------------------------- HandleBombAbsorbtion: STA $7EF375 ; thing we wrote over LDA $0303 : BNE + ; skip if we already have some item selected LDA.b #$04 : STA $0202 ; set selected item to bombs LDA.b #$01 : STA $0303 ; set selected item to bombs JSL.l HUD_RebuildLong + RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; AddYMarker: ;-------------------------------------------------------------------------------- ;!JAR_STATUS = "$7F5030"; AddYMarker: LDA $0202 : AND.w #$FF ; load item value CMP.w #$02 : BNE + ; boomerang LDA !INVENTORY_SWAP : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$01 : BNE + ; bow LDA !INVENTORY_SWAP_2 : AND.w #$C0 : CMP.w #$C0 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$05 : BNE + ; powder LDA !INVENTORY_SWAP : AND.w #$30 : CMP.w #$30 : BEQ .drawYBubble : BRA .drawNormal + CMP.w #$0D : BNE + ; flute LDA !INVENTORY_SWAP : BIT.w #$04 : BEQ .drawNormal ; make sure we have shovel AND.w #$03 : BNE .drawYBubble ; make sure we have one of the flutes BRA .drawNormal + CMP.w #$10 : BEQ .drawJarMarker .drawNormal LDA.w #$7C60 BRA .drawTile .drawJarMarker ;SEP #$20 : LDA !JAR_STATUS : INC : AND.b #$01 : STA !JAR_STATUS : REP #$20 : BEQ .drawXBubble LDA $0207 : AND.w #$0020 : BNE .drawXBubble .drawYBubble LDA.w #$3D4F BRA .drawTile .drawXBubble JSR MakeCircleBlue LDA.w #$2D3E .drawTile STA $FFC4, Y RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; MakeCircleBlue ; this is horrible, make it better ;-------------------------------------------------------------------------------- MakeCircleBlue: LDA $FFC0, Y : AND.w #$EFFF : STA $FFC0, Y LDA $FFC2, Y : AND.w #$EFFF : STA $FFC2, Y LDA $FFFE, Y : AND.w #$EFFF : STA $FFFE, Y LDA $0004, Y : AND.w #$EFFF : STA $0004, Y LDA $003E, Y : AND.w #$EFFF : STA $003E, Y LDA $0044, Y : AND.w #$EFFF : STA $0044, Y LDA $0080, Y : AND.w #$EFFF : STA $0080, Y LDA $0082, Y : AND.w #$EFFF : STA $0082, Y LDA $FFBE, Y : AND.w #$EFFF : STA $FFBE, Y LDA $FFC4, Y : AND.w #$EFFF : STA $FFC4, Y LDA $0084, Y : AND.w #$EFFF : STA $0084, Y LDA $007E, Y : AND.w #$EFFF : STA $007E, Y RTS ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; UpgradeFlute: ;-------------------------------------------------------------------------------- UpgradeFlute: LDA !INVENTORY_SWAP : AND #$FC : ORA #$01 : STA !INVENTORY_SWAP ; switch to the working flute LDA.b #$03 : STA $7EF34C ; upgrade primary inventory RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; LoadKeys: ;-------------------------------------------------------------------------------- LoadKeys: LDA.l GenericKeys : BEQ + LDA $7EF38B RTL + LDA $7EF37C, X RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SaveKeys: ;-------------------------------------------------------------------------------- SaveKeys: PHA LDA.l GenericKeys : BEQ + PLA : STA $7EF38B RTL + PLA : STA $7EF37C, X RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; ClearOWKeys: ;-------------------------------------------------------------------------------- ClearOWKeys: PHA LDA.l GenericKeys : BEQ + PLA : LDA $7EF38B : STA $7EF36F RTL + PLA : STA $7EF36F, X RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; GetWitchLootOAMTableIndex ; in: A - Loot ID ; out: A - Loot OAM Table Index ; check if this is even still referenced anywhere ;-------------------------------------------------------------------------------- GetWitchLootOAMTableIndex: PHX PHB : PHK : PLB ;-------- TAX : LDA .gfxSlots, X ; look up item gfx PLB : PLX RTL ;DATA - Loot Identifier to Sprite ID { .gfxSlots db $FF, $FF, $FF, $FF, $05, $06, $FF, $0C db $0B, $0D, $0A, $07, $13, $0E, $FF, $FF db $FF, $FF, $FF, $FF, $FF, $09, $FF, $FF db $08, $FF, $FF, $10, $11, $12, $FF, $FF db $FF, $FF, $03, $04, $FF, $FF, $02, $FF db $FF, $FF, $14, $15, $17, $16, $15, $17 db $16, $0F, $FF, $FF, $FF, $FF, $FF, $FF db $FF, $FF, $FF, $FF, $FF, $FF, $02, $02 db $FF, $FF, $FF, $FF, $01, $FF, $FF, $FF db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF } ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; PrepItemScreenBigKey: ;-------------------------------------------------------------------------------- PrepItemScreenBigKey: STZ $02 STZ $03 REP #$30 ; thing we wrote over - set 16-bit accumulator RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; LoadPowder: ;-------------------------------------------------------------------------------- LoadPowder: JSL.l Sprite_SpawnDynamically ; thing we wrote over LDA WitchItem JSL.l PrepDynamicTile RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; InitializeBottles: ;-------------------------------------------------------------------------------- InitializeBottles: STA $7EF35C, X ; thing we wrote over PHA LDA $7EF34F : BNE + TXA : INC : STA $7EF34F ; write bottle index to menu properly + PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawPowder: ;-------------------------------------------------------------------------------- !REDRAW = "$7F5000" ;-------------------------------------------------------------------------------- DrawPowder: LDA $02DA : BNE .defer ; defer if link is buying a potion LDA.l !REDRAW : BEQ + LDA WitchItem JSL.l PrepDynamicTile LDA #$00 : STA.l !REDRAW ; reset redraw flag BRA .defer + LDA WitchItem JSL.l DrawDynamicTile .defer RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; LoadMushroom: ;-------------------------------------------------------------------------------- LoadMushroom: LDA.b #$00 : STA $0DC0, X ; thing we wrote over .justGFX ;LDA MushroomItem ;JSL.l PrepDynamicTile PHA LDA #$01 : STA !REDRAW LDA $5D : CMP #$14 : BEQ .skip ; skip if we're mid-mirror LDA #$00 : STA !REDRAW LDA MushroomItem JSL.l PrepDynamicTile .skip PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawMushroom: ;-------------------------------------------------------------------------------- !REDRAW = "$7F5000" ;-------------------------------------------------------------------------------- DrawMushroom: PHA : PHY LDA !REDRAW : BEQ .skipInit ; skip init if already ready JSL.l LoadMushroom_justGFX BRA .done ; don't draw on the init frame .skipInit LDA MushroomItem JSL.l DrawDynamicTile .done PLY : PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; CollectPowder: ;-------------------------------------------------------------------------------- CollectPowder: LDA.l WitchItem : TAY ; load witch item STZ $02E9 ; item from NPC JSL.l Link_ReceiveItem ;JSL.l FullInventoryExternal JSL.l ItemSet_Powder RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; RemoveMushroom: ;-------------------------------------------------------------------------------- RemoveMushroom: LDA !INVENTORY_SWAP : AND #$DF : STA !INVENTORY_SWAP ; remove the mushroom AND #$10 : BEQ .empty ; check if we have powder LDA.b #$02 : STA $7EF344 ; give powder if we have it RTL .empty LDA.b #$00 : STA $7EF344 ; clear the inventory slot if we don't have powder RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawMagicHeader: ;-------------------------------------------------------------------------------- DrawMagicHeader: LDA $7EF37B : AND.w #$00FF : CMP.w #$0002 : BEQ .quarterMagic .halfMagic LDA.w #$28F7 : STA $7EC704 LDA.w #$2851 : STA $7EC706 LDA.w #$28FA : STA $7EC708 RTL .quarterMagic LDA.w #$28F7 : STA $7EC704 LDA.w #$2800 : STA $7EC706 LDA.w #$2801 : STA $7EC708 RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; FixShovelLock: ;-------------------------------------------------------------------------------- ;FixShovelLock: ; LDA $037A : CMP #$01 : BEQ + ; skip if link is shoveling ; LDA $7EF34C ; load shovel/flute item ID ; + ; CMP #$00 ;RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnShovelGamePrizeSFX: ;-------------------------------------------------------------------------------- SpawnShovelGamePrizeSFX: STA $7FFE00 ; thing we wrote over PHA LDA.b #$1B : STA $012F ; play puzzle sound PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnChestGamePrizeSFX: ;-------------------------------------------------------------------------------- SpawnChestGamePrizeSFX: ORA.b #$40 : STA $0403 ; thing we wrote over PHA LDA.b #$1B : STA $012F ; play puzzle sound PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SpawnShovelItem: ;-------------------------------------------------------------------------------- !REDRAW = "$7F5000" SpawnShovelItem: LDA.b #$01 : STA !REDRAW LDA $03FC : BEQ + JSL DiggingGameGuy_AttemptPrizeSpawn BRL .skip + LDA $035B : AND.b #$01 : BNE + : BRL .skip : + ; corner dig fix PHY : PHP PHB : PHK : PLB SEP #$30 ; set 8-bit accumulator and index registers LDA $1B : BEQ + : JMP .no_drop : + ; skip if indoors LDA $8A : CMP #$2A : BEQ .no_drop ; don't drop in the haunted grove CMP #$68 : BEQ .no_drop ; don't drop in the digging game area JSL GetRandomInt : BIT #$03 : BNE .no_drop ; drop with 1/4 chance LSR #2 : TAX ; clobber lower 2 bis - we have 64 slots now LDA.l ShovelSpawnTable, X ; look up the drop on the table ;most of this part below is copied from the digging game STA $7FFE00 JSL Sprite_SpawnDynamically LDX.b #$00 LDA $2F : CMP.b #$04 : BEQ + : INX : + LDA .x_speeds, X : STA $0D50, Y LDA.b #$00 : STA $0D40, Y LDA.b #$18 : STA $0F80, Y LDA.b #$FF : STA $0B58, Y LDA.b #$30 : STA $0F10, Y LDA $22 : !ADD .x_offsets, X AND.b #$F0 : STA $0D10, Y LDA $23 : ADC.b #$00 : STA $0D30, Y LDA $20 : !ADD.b #$16 : AND.b #$F0 : STA $0D00, Y LDA $21 : ADC.b #$00 : STA $0D20, Y LDA.b #$00 : STA $0F20, Y TYX LDA.b #$30 : JSL Sound_SetSfx3PanLong .no_drop PLB PLP : PLY .skip RTL ;DATA - Shovel Spawn Information { .x_speeds db $F0 db $10 .x_offsets db $00 db $13 } ;--------------------------------------------------------------------------------