; ;================================================================================ ; ; insert kholdstare & trinexx shell gfx file ; ;-------------------------------------------------------------------------------- ; ; pc file address = 0x123000 ; org $24B000 ; GFX_Kholdstare_Shell: ; incbin shell.gfx ; warnpc $24C001 ; should have written 0x1000 bytes and apparently we need to go 1 past that or it'll yell at us ; org $24C000 ; GFX_Trinexx_Shell: ; incbin rocks.gfx ; warnpc $24C801 ; GFX_Trinexx_Shell2: ; incbin rocks2.gfx ; warnpc $24C8C1 ; ;-------------------------------------------------------------------------------- ; ; *$4C290-$4C2D4 LOCAL ; Dungeon_LoadSprites: ; *$4C114-$4C174 LONG org $9C114 Dungeon_ResetSprites: ; Bank09.asm(822) ; *$4C44E-$4C498 LONG org $9C44E Sprite_ResetAll: ; Bank09.asm(1344) ;================================================================================ ; fix skull woods gibdo key drop ;-------------------------------------------------------------------------------- ;Gibdo key drop hardcoded in skullwoods to fix problems ;some bosses are dropping a key when there's a key drop avaiable in ;the previous room ; org $09DD74 ; Gibdo draw code (JSL Sprite_DrawShadowLong) ; db #$00, #$00 ; Remove key drop in skull woods ; org $1EBB37 ; Gibdo draw code (JSL Sprite_DrawShadowLong) ; JSL gibdo_drop_key ;-------------------------------------------------------------------------------- ; todo make the boss data change dynamic ;================================================================================ ; Move All Bosses Sprites in Top Left Quadrant ;-------------------------------------------------------------------------------- ; sprite values for rooms, with coordinates changed ;Trinexx org $09E5BA ; 0x4E5BA ; [0xB] db $00 ; "Sort Spr" in Hyrule Magic db $05, $07, $CB ; trinexx body? ; 15 07 CB db $05, $07, $CC ; trinexx ice head? ; 15 07 CC db $05, $07, $CD ; trinexx fire head? ; 15 07 CD db $FF ; terminator ;Armos - Eastern org $09E887 ; 0x4E887 ; [0x17] db $00 ; "Sort Spr" in Hyrule Magic db $05, $04, $53 ; armos ;15 14 53 db $05, $07, $53 ; armos ;15 17 53 db $05, $0A, $53 ; armos ;15 1A 53 db $08, $0A, $53 ; armos ;18 1A 53 db $08, $07, $53 ; armos ;18 17 53 db $08, $04, $53 ; armos ;18 14 53 db $08, $E7, $19 ; armos overlord ;18 F7 19 db $FF ; terminator ;Kholdstare org $09EA01 ; 0x4EA01 ; [0xB] db $00 ; "Sort Spr" in Hyrule Magic db $05, $07, $A3 ; kholdstare shell ;05 17 A3 db $05, $07, $A4 ; fallling ice ;05 17 A4 db $05, $07, $A2 ; kholdstare ;05 17 A2 db $FF ; terminator ;Arrghus org $09D997 ; 0x4D997 ; [0x2C] db $00 ; "Sort Spr" in Hyrule Magic db $07, $07, $8C ; arrghus ;17 07 8C db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $07, $07, $8D ; spawn ;17 07 8D db $FF ; terminator ;Moldorm - ToH org $09D9C3 ; 0x4D9C3 ; [0x5] db $00 ; "Sort Spr" in Hyrule Magic db $09, $09, $09 ; moldorm ;0E 12 09 db $FF ; terminator ;Mothula org $09DC31 ; 0x4DC31 ; [0x5] (really [0x8]) db $00 ; "Sort Spr" in Hyrule Magic db $06, $08, $88 ; mothula ;16 18 88 ; truncated moving floor overlord ;16 E7 07 db $FF ; terminator ;Lanmolas - Desert org $09DCCB ; 0x4DCCB ; [0xB] db $00 ; "Sort Spr" in Hyrule Magic db $07, $06, $54 ; lanmolas ;17 06 54 db $07, $09, $54 ; lanmolas ;17 09 54 db $09, $07, $54 ; lanmolas ;19 07 54 db $FF ; terminator ;Helmasaure org $09E049 ; 0x4E049 ; [0x5] db $00 ; "Sort Spr" in Hyrule Magic db $06, $07, $92 ; helmasaur ;16 17 92 db $FF ; terminator ;Vitreous org $09E457 ; 0x4E457 ; [0x5] db $00 ; "Sort Spr" in Hyrule Magic db $05, $07, $BD ; vitreous ;15 07 BD db $FF ; terminator ;Blind org $09E654 ; 0x4E654 ; [0x5] db $00 ; "Sort Spr" in Hyrule Magic db $05, $09, $CE ; blind ;15 19 CE db $FF ; terminator ; Armos - GT ; this shouldn't get used unless boss randomization is turned off org $09DB23 ; 0x4DB23 ; [0x23] // need 0x38 to fit arrghus+spawn and fairies (use 0x4D87E-) db $00 db $05, $04, $53 ; armos ;15 14 53 db $05, $07, $53 ; armos ;15 17 53 db $05, $0A, $53 ; armos ;15 1A 53 db $08, $0A, $53 ; armos ;18 1A 53 db $08, $07, $53 ; armos ;18 17 53 db $08, $04, $53 ; armos ;18 14 53 db $08, $E7, $19 ; armos overlord ;18 F7 19 db $07, $07, $E3 ; fairy ;07 07 E3 db $07, $08, $E3 ; fairy ;07 08 E3 db $08, $07, $E3 ; fairy ;08 07 E3 db $08, $08, $E3 ; fairy ;08 08 E3 db $FF ; Lanmola - GT ; this shouldn't get used unless boss randomization is turned off org $09E1BE ; 0x4E1BE ; [0x11] // need 0x32 to fit arrghus+spawn and bunny beam+medusa (use 0x4D8B6-) db $00 db $07, $06, $54 ; lanmolas ;17 06 54 db $07, $09, $54 ; lanmolas ;17 09 54 db $09, $07, $54 ; lanmolas ;19 07 54 db $18, $17, $D1 ; bunny beam ;18 17 D1 db $1C, $03, $C5 ; medusa ;1C 03 C5 db $FF ; Moldorm - GT ; this shouldn't get used unless boss randomization is turned off org $09DF1E ; 0x4DF1E ; [0x5] db $00 ; "Sort Spr" in Hyrule Magic db $09, $09, $09 ; moldorm ;0E 12 09 db $FF ; terminator ;-------------------------------------------------------------------------------- ;================================================================================ ; On Room Transition -> Move Sprite depending on the room loaded ;-------------------------------------------------------------------------------- org $028979 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114 JSL boss_move org $028C16 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114 JSL boss_move org $029338 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114 JSL boss_move org $028256 ; JSL Dungeon_ResetSprites ; REPLACE THAT (Sprite initialization) original jsl : $09C114 JSL boss_move ;-------------------------------------------------------------------------------- ; todo make arghuss room change dynamic ;================================================================================ ; water tiles removed in arrghus room ;-------------------------------------------------------------------------------- org $1FA15C db $FF, $FF, $FF, $FF, $F0, $FF, $61, $18, $FF, $FF ; Arrghus can stand on ground org $0DB6BE db $00 ;-------------------------------------------------------------------------------- ;================================================================================ ; Draw kholdstare shell ;-------------------------------------------------------------------------------- org $0DD97F ; jump point Kholdstare_Draw: org $1E9518 ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw JSL new_kholdstare_code ; Write new gfx in the vram ;-------------------------------------------------------------------------------- ;================================================================================ ; Draw trinexx shell ;-------------------------------------------------------------------------------- org $1DAD67 ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X JSL new_trinexx_code ;--------------------------------------------------------------------------------