;================================================================================ ; Dark World Spawn Location Fix & Master Sword Grove Fix ;-------------------------------------------------------------------------------- DarkWorldSaveFix: LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change JSL.l MasterSwordFollowerClear JML.l StatSaveCounter ;-------------------------------------------------------------------------------- DoWorldFix: LDA InvertedMode : BEQ + JMP DoWorldFix_Inverted + LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check LDA MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror .skip_mirror_check ; alt entrance point LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive .aga1Alive LDA #$00 .noMirror STA CurrentWorld ; set flag to light world LDA FollowerIndicator : CMP #$07 : BNE .done : INC : STA FollowerIndicator ; convert frog to dwarf .done RTL ;-------------------------------------------------------------------------------- SetDeathWorldChecked: LDA InvertedMode : BEQ + JMP SetDeathWorldChecked_Inverted + LDA $1B : BEQ .outdoors LDA $040C : CMP #$FF : BNE .dungeon LDA $A0 : ORA $A1 : BNE ++ LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon ++ .outdoors JMP DoWorldFix .dungeon LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon JMP DoWorldFix_skip_mirror_check .pyramid LDA #$40 : STA CurrentWorld ; set flag to dark world LDA FollowerIndicator : CMP #$08 : BNE .done : DEC : STA FollowerIndicator : + ; convert dwarf to frog .done RTL ;================================================================================ DoWorldFix_Inverted: LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check LDA.l MirrorEquipment : AND #$02 : BEQ .noMirror ; check if we have the mirror .skip_mirror_check ; alt entrance point LDA ProgressIndicator : CMP.b #$03 : BCS .done ; check if agahnim 1 is alive .noMirror .aga1Alive LDA #$40 : STA CurrentWorld ; set flag to dark world LDA FollowerIndicator CMP #$07 : BEQ .clear ; clear frog CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications BRA .done .clear LDA.b #$00 : STA FollowerIndicator ; clear follower .done RTL ;-------------------------------------------------------------------------------- SetDeathWorldChecked_Inverted: LDA $1B : BEQ .outdoors LDA $040C : CMP #$FF : BNE .dungeon LDA $A0 : ORA $A1 : BNE ++ LDA GanonPyramidRespawn : BNE .castle ; if flag is set, force respawn at pyramid on death to ganon ++ .outdoors JMP DoWorldFix .dungeon LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon JMP DoWorldFix_Inverted_skip_mirror_check .castle LDA #$00 : STA CurrentWorld ; set flag to dark world LDA FollowerIndicator : CMP #$07 : BNE + : LDA.b #$08 : STA FollowerIndicator : + ; convert frog to dwarf .done RTL ;================================================================================ ;-------------------------------------------------------------------------------- FakeWorldFix: LDA FixFakeWorld : BEQ + LDA $8A : AND.b #$40 : STA CurrentWorld + RTL ;-------------------------------------------------------------------------------- MasterSwordFollowerClear: LDA FollowerIndicator CMP #$0E : BNE .exit ; clear master sword follower LDA.b #$00 : STA FollowerIndicator ; clear follower .exit RTL ;-------------------------------------------------------------------------------- FixAgahnimFollowers: LDA.b #$00 : STA FollowerIndicator ; clear follower JML PrepDungeonExit ; thing we wrote over ;-------------------------------------------------------------------------------- macro SetMinimum(base,filler,compare) LDA.l : !SUB.l : !BLT ?done STA.l ?done: endmacro RefreshRainAmmo: LDA ProgressIndicator : CMP.b #$01 : BEQ .rain ; check if we're in rain state RTL .rain LDA StartingEntrance + CMP.b #$03 : BNE + ; Uncle %SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Uncle) %SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Uncle) %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Uncle) BRA .done + CMP.b #$02 : BNE + ; Cell %SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Cell) %SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Cell) %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Cell) BRA .done + CMP.b #$04 : BNE + ; Mantle %SetMinimum(CurrentMagic,MagicFiller,RainDeathRefillMagic_Mantle) %SetMinimum(BombsEquipment,BombsFiller,RainDeathRefillBombs_Mantle) %SetMinimum(CurrentArrows,ArrowsFiller,RainDeathRefillArrows_Mantle) + .done RTL ;-------------------------------------------------------------------------------- !INFINITE_ARROWS = "$7F50C8" !INFINITE_BOMBS = "$7F50C9" !INFINITE_MAGIC = "$7F50CA" SetEscapeAssist: LDA ProgressIndicator : CMP.b #$01 : BNE .no_train ; check if we're in rain state .rain LDA.l EscapeAssist BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : + BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : + BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : + BRA ++ .no_train ; choo choo LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : + LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : + LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : + ++ RTL ;-------------------------------------------------------------------------------- SetSilverBowMode: LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode LDA BowEquipment : CMP.b #$3 : BCC + SBC.b #$02 : STA BowEquipment + RTL ;================================================================================