;================================================================================ ; Utility Functions ;================================================================================ !PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ---- ;-------------------------------------------------------------------------------- ; GetSpriteTile ; in: A - Loot ID ; out: A - Sprite GFX ID ;-------------------------------------------------------------------------------- GetSpriteID: JSR AttemptItemSubstitution CMP.b #$16 : BEQ .bottle ; Bottle CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle CMP.b #$3C : BEQ .bottle ; Bee w/bottle CMP.b #$3D : BEQ .bottle ; Fairy w/bottle CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle BRA .notBottle .bottle PHA : JSR.w CountBottles : CMP.l BottleLimit : !BLT + PLA : LDA.l BottleLimitReplacement JSL.l GetSpriteID RTL + PLA : .notBottle PHX PHB : PHK : PLB ;-------- TAX : LDA .gfxSlots, X ; look up item gfx PLB : PLX CMP.b #$F9 : !BGE .specialHandling RTL .specialHandling CMP.b #$F9 : BNE ++ ; Progressive Magic LDA.l $7EF37B : BNE +++ LDA.b #$3B : RTL ; Half Magic +++ LDA.b #$3C : RTL ; Quarter Magic ++ CMP.b #$FA : BNE ++ ; RNG Item (Single) JSL.l GetRNGItemSingle : JMP GetSpriteID ++ CMP.b #$FB : BNE ++ ; RNG Item (Multi) JSL.l GetRNGItemMulti : JMP GetSpriteID ++ CMP.b #$FD : BNE ++ ; Progressive Armor LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit LDA.l ProgressiveArmorReplacement JSL.l GetSpriteID RTL + LDA.b #$04 : RTL ++ CMP.b #$FE : BNE ++ ; Progressive Sword LDA $7EF359 CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit LDA.l ProgressiveSwordReplacement JSL.l GetSpriteID RTL + : CMP.b #$00 : BNE + ; No Sword LDA.b #$43 : RTL + : CMP.b #$01 : BNE + ; Fighter Sword LDA.b #$44 : RTL + : CMP.b #$02 : BNE + ; Master Sword LDA.b #$45 : RTL + ; CMP.b #$03 : BNE + ; Tempered Sword LDA.b #$46 : RTL + ++ : CMP.b #$FF : BNE ++ ; Progressive Shield LDA !PROGRESSIVE_SHIELD : AND #$C0 : LSR #6 CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit LDA.l ProgressiveShieldReplacement JSL.l GetSpriteID RTL + : CMP.b #$00 : BNE + ; No Shield LDA.b #$2D : RTL + : CMP.b #$01 : BNE + ; Fighter Shield LDA.b #$20 : RTL + ; Everything Else LDA.b #$2E : RTL ++ RTL ;DATA - Loot Identifier to Sprite ID { .gfxSlots db $06, $44, $45, $46, $2D, $20, $2E, $09 db $09, $0A, $08, $05, $10, $0B, $2C, $1B db $1A, $1C, $14, $19, $0C, $07, $1D, $2F db $07, $15, $12, $0D, $0D, $0E, $11, $17 db $28, $27, $04, $04, $0F, $16, $03, $13 db $01, $1E, $10, $00, $00, $00, $00, $00 db $00, $30, $22, $21, $24, $24, $24, $23 db $23, $23, $29, $2A, $2C, $2B, $03, $03 db $34, $35, $31, $33, $02, $32, $36, $37 db $2C, $43, $0C, $38, $39, $3A, $F9, $3C ; db $2C, $06, $0C, $38, $FF, $FF, $FF, $FF ;5x db $44 ; Safe Master Sword db $3D, $3E, $3F, $40 ; Bomb & Arrow +5/+10 db $2C, $00, $00 ; 3x Programmable Item db $41 ; Upgrade-Only Silver Arrows db $24 ; 1 Rupoor db $47 ; Null Item db $48, $48, $48 ; Red, Blue & Green Clocks db $FE, $FF ; Progressive Sword & Shield ;6x db $FD, $0D ; Progressive Armor & Gloves db $FA, $FB ; RNG Single & Multi db $FF, $FF, $FF, $FF, $FF, $FF ; Unused db $49, $4A, $49 ; Goal Item Single, Multi & Alt Multi db $FF, $FF, $FF ; Unused ;7x db $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21 ; Free Map ;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT* ;8x db $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16 ; Free Compass ;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT* ;9x db $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22 ; Free Big Key ;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT* ;Ax db $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F ; Free Small Key ;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT* db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused } ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; GetSpritePalette ; in: A - Loot ID ; out: A - Palette ;-------------------------------------------------------------------------------- GetSpritePalette: JSR AttemptItemSubstitution CMP.b #$16 : BEQ .bottle ; Bottle CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle CMP.b #$3C : BEQ .bottle ; Bee w/bottle CMP.b #$3D : BEQ .bottle ; Fairy w/bottle CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle BRA .notBottle .bottle PHA : JSR.w CountBottles : CMP.l BottleLimit : !BLT + PLA : LDA.l BottleLimitReplacement JSL.l GetSpritePalette RTL + PLA : .notBottle PHX PHB : PHK : PLB ;-------- TAX : LDA .gfxPalettes, X ; look up item gfx PLB : PLX CMP.b #$FA : !BGE .specialHandling RTL .specialHandling CMP.b #$FD : BNE ++ ; Progressive Sword LDA $7EF359 CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit LDA.l ProgressiveSwordReplacement JSL.l GetSpritePalette RTL + : CMP.b #$00 : BNE + ; No Sword LDA.b #$04 : RTL + : CMP.b #$01 : BNE + ; Fighter Sword LDA.b #$04 : RTL + : CMP.b #$02 : BNE + ; Master Sword LDA.b #$02 : RTL + ; Everything Else LDA.b #$08 : RTL ++ : CMP.b #$FE : BNE ++ ; Progressive Shield LDA !PROGRESSIVE_SHIELD : AND #$C0 : LSR #6 CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit LDA.l ProgressiveShieldReplacement JSL.l GetSpritePalette RTL + : CMP.b #$00 : BNE + ; No Shield LDA.b #$04 : RTL + : CMP.b #$01 : BNE + ; Fighter Shield LDA.b #$02 : RTL + ; Everything Else LDA.b #$08 : RTL ++ : CMP.b #$FF : BNE ++ ; Progressive Armor LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit LDA.l ProgressiveArmorReplacement JSL.l GetSpritePalette RTL + : CMP.b #$00 : BNE + ; Green Tunic LDA.b #$04 : RTL + ; Everything Else LDA.b #$02 : RTL ++ : CMP.b #$FC : BNE ++ ; Progressive Gloves LDA $7EF354 : BNE + ; No Gloves LDA.b #$02 : RTL + ; Everything Else LDA.b #$08 : RTL ++ : CMP.b #$FA : BNE ++ ; RNG Item (Single) JSL.l GetRNGItemSingle : JMP GetSpritePalette ++ : CMP.b #$FB : BNE ++ ; RNG Item (Multi) JSL.l GetRNGItemMulti : JMP GetSpritePalette ++ RTL ;DATA - Loot Identifier to Sprite Palette { .gfxPalettes db $00, $04, $02, $08, $04, $02, $08, $02 db $04, $02, $02, $02, $04, $04, $04, $08 db $08, $08, $02, $02, $04, $02, $02, $02 db $04, $02, $04, $02, $08, $08, $04, $02 db $0A, $02, $04, $02, $04, $04, $00, $04 db $04, $08, $02, $02, $08, $04, $02, $08 db $04, $04, $08, $08, $08, $04, $02, $08 db $02, $04, $08, $02, $04, $04, $02, $02 db $08, $08, $02, $04, $04, $08, $08, $08 db $04, $04, $04, $02, $08, $08, $08, $08 ; db $04, $0A, $04, $02, $FF, $FF, $FF, $FF db $04 ; Safe Master Sword db $08, $08, $08, $08 ; Bomb & Arrow +5/+10 db $04, $00, $00 ; Programmable Items 1-3 db $02 ; Upgrade-Only Silver Arrows db $06 ; 1 Rupoor db $02 ; Null Item db $02, $04, $08 ; Red, Blue & Green Clocks db $FD, $FE, $FF, $FC ; Progressive Sword, Shield, Armor & Gloves db $FA, $FB ; RNG Single & Multi db $00, $00, $00, $00, $00, $00 ; Unused db $08, $08, $08 ; Goal Item Single, Multi & Alt Multi db $00, $00, $00 ; Unused db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Map db $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04, $04 ; Free Compass ;db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; *EVENT* db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Big Key db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Free Small Key db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused db $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08, $08 ; Unused } ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; IsNarrowSprite ; in: A - Loot ID ; out: Carry - 0 = Full, 1 = Narrow ;-------------------------------------------------------------------------------- IsNarrowSprite: PHA : PHX PHB : PHK : PLB JSR AttemptItemSubstitution ;-------- CMP.b #$16 : BEQ .bottle ; Bottle CMP.b #$2B : BEQ .bottle ; Red Potion w/bottle CMP.b #$2C : BEQ .bottle ; Green Potion w/bottle CMP.b #$2D : BEQ .bottle ; Blue Potion w/bottle CMP.b #$3C : BEQ .bottle ; Bee w/bottle CMP.b #$3D : BEQ .bottle ; Fairy w/bottle CMP.b #$48 : BEQ .bottle ; Gold Bee w/bottle BRA .notBottle .bottle JSR.w CountBottles : CMP.l BottleLimit : !BLT + LDA.l BottleLimitReplacement JSL.l IsNarrowSprite BRL .done + : BRA .continue .notBottle CMP.b #$5E : BNE ++ ; Progressive Sword LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT + ; Progressive Sword Limit LDA.l ProgressiveSwordReplacement JSL.l IsNarrowSprite BRA .done + : BRA .continue ++ : CMP.b #$5F : BNE ++ ; Progressive Shield LDA !PROGRESSIVE_SHIELD : AND #$C0 : BNE + : SEC : BRA .done ; No Shield LSR #6 : CMP.l ProgressiveShieldLimit : !BLT + ; Progressive Shield Limit LDA.l ProgressiveShieldReplacement JSL.l IsNarrowSprite BRA .done + ;LDA $7EF35A : BNE + : SEC : BRA .done : +; No Shield BRA .false ; Everything Else ++ CMP.b #$60 : BNE ++ ; Progressive Armor LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT + ; Progressive Armor Limit LDA.l ProgressiveArmorReplacement JSL.l IsNarrowSprite BRA .done + ++ CMP.b #$62 : BNE ++ ; RNG Item (Single) JSL.l GetRNGItemSingle : BRA .continue ++ CMP.b #$63 : BNE ++ ; RNG Item (Multi) JSL.l GetRNGItemMulti ++ .continue ;-------- LDX.b #$00 ; set index counter to 0 ;---- - CPX.b #$24 : !BGE .false ; finish if we've done the whole list CMP .smallSprites, X : BNE + ; skip to next if we don't match ;-- SEC ; set true state BRA .done ; we're done ;-- + INX ; increment index BRA - ; go back to beginning of loop ;---- .false CLC .done PLB : PLX : PLA RTL ;DATA - Half-Size Sprite Markers { .smallSprites db $04, $07, $08, $09, $0A, $0B, $0C, $13 db $15, $18, $24, $2A, $34, $35, $36, $42 db $43, $45, $59, $A0, $A1, $A2, $A3, $A4 db $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC db $AD, $AE, $AF, $FF, $FF, $FF, $FF, $FF } ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; PrepDynamicTile ; in: A - Loot ID ;-------------------------------------------------------------------------------- 20/8477 PrepDynamicTile: PHA : PHX : PHY JSR.w LoadDynamicTileOAMTable JSL.l GetSpriteID ; convert loot id to sprite id JSL.l GetAnimatedSpriteTile_variable PLY : PLX : PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; LoadDynamicTileOAMTable ; in: A - Loot ID ;-------------------------------------------------------------------------------- 20/847B !SPRITE_OAM = "$7EC025" ;-------------------------------------------------------------------------------- LoadDynamicTileOAMTable: PHA : PHP PHA REP #$20 ; set 16-bit accumulator LDA.w #$0000 : STA.l !SPRITE_OAM STA.l !SPRITE_OAM+2 LDA.w #$0200 : STA.l !SPRITE_OAM+6 SEP #$20 ; set 8-bit accumulator LDA.b #$24 : STA.l !SPRITE_OAM+4 LDA $01,s JSL.l GetSpritePalette STA !SPRITE_OAM+5 : STA !SPRITE_OAM+13 PLA JSL.l IsNarrowSprite : BCS .narrow BRA .done .narrow REP #$20 ; set 16-bit accumulator LDA.w #$0000 : STA.l !SPRITE_OAM+7 STA.l !SPRITE_OAM+14 LDA.w #$0800 : STA.l !SPRITE_OAM+9 LDA.w #$3400 : STA.l !SPRITE_OAM+11 .done PLP : PLA RTS ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; DrawDynamicTile ; in: A - Loot ID ; out: A - OAM Slots Taken ;-------------------------------------------------------------------------------- ; This wastes two OAM slots if you don't want a shadow - fix later - I wrote "fix later" over a year ago and it's still not fixed (Aug 6, 2017) ;-------------------------------------------------------------------------------- 2084B8 !SPRITE_OAM = "$7EC025" !SKIP_EOR = "$7F5008" ;-------------------------------------------------------------------------------- DrawDynamicTile: JSL.l IsNarrowSprite : BCS .narrow .full LDA.b #$01 : STA $06 LDA #$0C : JSL.l OAM_AllocateFromRegionC LDA #$02 : PHA BRA .draw .narrow LDA.b #$02 : STA $06 LDA #$10 : JSL.l OAM_AllocateFromRegionC LDA #$03 : PHA .draw LDA.b #!SPRITE_OAM>>0 : STA $08 LDA.b #!SPRITE_OAM>>8 : STA $09 STZ $07 LDA #$7E : PHB : PHA : PLB LDA.b #$01 : STA.l !SKIP_EOR JSL Sprite_DrawMultiple_quantity_preset LDA.b #$00 : STA.l !SKIP_EOR PLB LDA $90 : !ADD.b #$08 : STA $90 ; leave the pointer in the right spot to draw the shadow, if desired LDA $92 : INC #2 : STA $92 PLA RTL ;-------------------------------------------------------------------------------- DrawDynamicTileNoShadow: JSL.l IsNarrowSprite : BCS .narrow .full LDA.b #$01 : STA $06 LDA #$04 : JSL.l OAM_AllocateFromRegionC BRA .draw .narrow LDA.b #$02 : STA $06 LDA #$08 : JSL.l OAM_AllocateFromRegionC .draw LDA.b #!SPRITE_OAM>>0 : STA $08 LDA.b #!SPRITE_OAM>>8 : STA $09 STZ $07 LDA #$7E : PHB : PHA : PLB LDA.b #$01 : STA.l !SKIP_EOR JSL Sprite_DrawMultiple_quantity_preset LDA Bob : BNE + : LDA.b #$00 : STA.l !SKIP_EOR : + ; Bob fix is conditional PLB LDA $90 : !ADD.b #$08 : STA $90 LDA $92 : INC #2 : STA $92 RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- !TILE_UPLOAD_OFFSET_OVERRIDE = "$7F5042" LoadModifiedTileBufferAddress: PHA LDA !TILE_UPLOAD_OFFSET_OVERRIDE : BEQ + TAX LDY.w #$0002 LDA.w #$0000 : STA !TILE_UPLOAD_OFFSET_OVERRIDE BRA .done + LDX.w #$2D40 LDY.w #$0002 .done PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; Sprite_IsOnscreen ; in: X - Sprite Slot ; out: Carry - 1 = On Screen, 0 = Off Screen ;-------------------------------------------------------------------------------- Sprite_IsOnscreen: JSR _Sprite_IsOnscreen_DoWork BCS + REP #$20 LDA $E2 : PHA : !SUB.w #$0F : STA $E2 LDA $E8 : PHA : !SUB.w #$0F : STA $E8 SEP #$20 JSR _Sprite_IsOnscreen_DoWork REP #$20 PLA : STA $E8 PLA : STA $E2 SEP #$20 + RTL _Sprite_IsOnscreen_DoWork: LDA $0D10, X : CMP $E2 LDA $0D30, X : SBC $E3 : BNE .offscreen LDA $0D00, X : CMP $E8 LDA $0D20, X : SBC $E9 : BNE .offscreen SEC RTS .offscreen CLC RTS ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; Sprite_GetScreenRelativeCoords: ; out: $00.w Sprite Y ; out: $02.w Sprite X ; out: $06.b Sprite Y Relative ; out: $07.b Sprite X Relative ;-------------------------------------------------------------------------------- ; Copied from bank $06 ;-------------------------------------------------------------------------------- !spr_y_lo = $00 !spr_y_hi = $01 !spr_x_lo = $02 !spr_x_hi = $03 !spr_y_screen_rel = $06 !spr_x_screen_rel = $07 ;-------------------------------------------------------------------------------- Sprite_GetScreenRelativeCoords: STY $0B STA $08 LDA $0D00, X : STA $00 !SUB $E8 : STA $06 LDA $0D20, X : STA $01 LDA $0D10, X : STA $02 !SUB $E2 : STA $07 LDA $0D30, X : STA $03 RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; SkipDrawEOR - Shims in Bank05.asm : 2499 ;-------------------------------------------------------------------------------- !SKIP_EOR = "$7F5008" ;-------------------------------------------------------------------------------- SkipDrawEOR: LDA.l !SKIP_EOR : BEQ .normal LDA.w #$0000 : STA.l !SKIP_EOR LDA $04 : AND.w #$F0FF : STA $04 .normal LDA ($08), Y : EOR $04 ; thing we wrote over RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; HexToDec ; in: A(w) - Word to Convert ; out: $7F5003 - $7F5007 (high - low) ;-------------------------------------------------------------------------------- HexToDec: PHA PHA LDA.w #$9090 STA $7F5003 : STA $7F5005 : STA $7F5006 ; clear digit storage PLA - CMP.w #10000 : !BLT + PHA : SEP #$20 : LDA $7F5003 : INC : STA $7F5003 : REP #$20 : PLA !SUB.w #10000 : BRA - + - CMP.w #1000 : !BLT + PHA : SEP #$20 : LDA $7F5004 : INC : STA $7F5004 : REP #$20 : PLA !SUB.w #1000 : BRA - + - CMP.w #100 : !BLT + PHA : SEP #$20 : LDA $7F5005 : INC : STA $7F5005 : REP #$20 : PLA !SUB.w #100 : BRA - + - CMP.w #10 : !BLT + PHA : SEP #$20 : LDA $7F5006 : INC : STA $7F5006 : REP #$20 : PLA !SUB.w #10 : BRA - + - CMP.w #1 : !BLT + PHA : SEP #$20 : LDA $7F5007 : INC : STA $7F5007 : REP #$20 : PLA !SUB.w #1 : BRA - + PLA RTL ;-------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ; NameHash ; out: ; $00 - $07 - 64-bit Seed Hash ;-------------------------------------------------------------------------------- NameHash: PHP SEP #$30 ; set 8-bit accumulator & index registers LDY #$00; ; for (j = 0; j < 8; ++j) { - CPY #$08 : !BGE + LDA $00FFC0 : PHY : !ADD 1,s : STA 1,s : PLX : LDA.l NameHashTable, X ; h = T[(x[0] + j) % 256]; PHY LDY #$01 ; for (i = 1; i < len; ++i) { -- CPY #21 : !BGE ++ ; 21 decimal TYX : EOR $00FFC0, X : TAX : LDA.l NameHashTable, X ; h = T[h ^ x[i]]; INY BRA -- ++ ; } PLY : TYX STA $00, X INY BRA - + ; } PLP RTL ;-------------------------------------------------------------------------------- ;================================================================================