; hooks ; todo: look up this hook in jpdasm org $01E6B0 JSL RevealPotItem RTS 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 $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 SpawnedItemID = $7E0720 ; 0x02 SpawnedItemPotIndex = $7E0722 ; 0x02 SpawnedItemIsMultiWorld = $7E0724 ; 0x02 SpawnedItemFlag = $7E0726 ; 0x02 PotItems = $01DDE7 ;original secret table? RoomData_PotItems_Pointers = $01DB67 org $AA8000 ;tables: MultiWorldTable: ; Reserve $200 256 * 2 org $A98200 RevealPotItem: STA.b $04 ; save tilemap coordinates STZ.w SpawnedItemFlag LDA.w $0B9C : AND.w #$FF00 : STA.w $0B9C LDA.b $A0 : ASL : TAX LDA.l RoomData_PotItems_Pointers,X : STA.b $00 ; we may move this LDA.w #RoomData_PotItems_Pointers>>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 $06 ; remember the exact value AND.w #$3FFF CMP.b $04 : BNE .next_pot ; not the correct value STZ.w SpawnedItemIsMultiWorld BIT.b $06 BVS LoadMultiWorldPotItem BMI LoadMajorPotItem .normal_secret PLX ; remove the JSL return lower 16 bits 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 MultiWorldTable+1,X : AND.w #$00FF : STA.w !MULTIWORLD_SPRITEITEM_PLAYER_ID LDA.l MultiWorldTable+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 SpawnedItemPotIndex INC SpawnedItemFlag LDA.w #$0008 : STA $0B9C ; indicates we should use the key routines 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 + PLA RTL SpriteKeyDrawGFX: JSL Sprite_DrawRippleIfInWater PHA BRA + - + 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 + 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 ; 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 !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 org $01E676 db $14, $14, $07 ; Blue rupee xyz:{ 0x050, 0x140, U } db $28, $94, $08 ; Blue rupee xyz:{ 0x0A0, 0x140, U } db $24, $95, $1F ; Blue rupee xyz:{ 0x050, 0x150, U } db $28, $95, $4E ; Blue rupee xyz:{ 0x0A0, 0x150, U } db $14, $96, $5E ; Blue rupee xyz:{ 0x050, 0x160, U } db $28, $96, $64 ; Blue rupee xyz:{ 0x0A0, 0x160, U } db $18, $98, $4B ; Blue rupee xyz:{ 0x060, 0x180, U } db $1C, $98, $44 ; Blue rupee xyz:{ 0x070, 0x180, U } db $20, $98, $07 ; Blue rupee xyz:{ 0x080, 0x180, U } db $24, $98, $11 ; Blue rupee xyz:{ 0x090, 0x180, U }