;-------------------------------------------------------------------------------- ; LockAgahnimDoors: ; Returns: 0=Unlocked - 1=Locked ;-------------------------------------------------------------------------------- LockAgahnimDoors: LDA.l AgahnimDoorStyle BNE + ;#$0 = Never Locked LDA.w #$0000 : RTL + : CMP.w #$0001 : BNE + JSR.w OldLockAgahnimDoors : RTL + LDA.w #$0000 ; fallback to never locked RTL ;-------------------------------------------------------------------------------- OldLockAgahnimDoors: LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE + ; if we rescued zelda, skip LDA $22 : CMP.w #1992 : !BLT + ; door too far left, skip CMP.w #2088 : !BGE + ; door too rat right, skip LDA $20 : CMP.w #1720 : !BGE + ; door too low, skip LDA.w #$0001 RTS + LDA.w #$0000 RTS ;-------------------------------------------------------------------------------- SmithDoorCheck: LDA.l SmithTravelsFreely : AND.w #$00FF : BEQ .orig ;If SmithTravelsFreely is set Frog/Smith can enter multi-entrance overworld doors JML.l Overworld_Entrance_BRANCH_RHO .orig ; The rest is equivlent to what we overwrote CPX.w #$0076 : !BGE + JML.l Overworld_Entrance_BRANCH_LAMBDA + JML.l Overworld_Entrance_BRANCH_RHO ;-------------------------------------------------------------------------------- AllowStartFromSingleEntranceCave: ; 16 Bit A, 16 bit XY ; do not need to preserve A or X or Y LDA $7EF3C8 : AND.w #$00FF ; What we wrote over PHA TAX LDA.l StartingAreaExitOffset, X BNE + BRL .done + DEC STA $00 LSR #2 : !ADD $00 : LSR #2 ; mult by 20 TAX LDA #$0016 : STA $7EC142 ; Cache the main screen designation LDA.l StartingAreaExitTable+$05, X : STA $7EC144 ; Cache BG1 V scroll LDA.l StartingAreaExitTable+$07, X : STA $7EC146 ; Cache BG1 H scroll LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA $7EC148 ; Cache Link's Y coordinate LDA.l StartingAreaExitTable+$0B, X : STA $7EC14A ; Cache Link's X coordinate LDA.l StartingAreaExitTable+$0D, X : STA $7EC150 ; Cache Camera Y coord lower bound. LDA.l StartingAreaExitTable+$0F, X : STA $7EC152 ; Cache Camera X coord lower bound. LDA.l StartingAreaExitTable+$03, X : STA $7EC14E ; Cache Link VRAM Location ; Handle the 2 "unknown" bytes, which control what area of the backgound ; relative to the camera? gets loaded with new tile data as the player moves around ; (because some overworld areas like Kak are too big for a single VRAM tilemap) LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend STA.l $7EC16A LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend STA.l $7EC16E LDA.w #$0000 : !SUB.l $7EC16A : STA $7EC16C LDA.w #$0000 : !SUB.l $7EC16E : STA $7EC170 LDA.l StartingAreaExitTable+$02, X : AND.w #$00FF STA $7EC14C ; Cache the overworld area number STA $7EC140 ; Cache the aux overworld area number .done PLA RTL ;--------------------------------------------------------------------------------