338 lines
11 KiB
NASM
338 lines
11 KiB
NASM
RecordStairType: {
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pha
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lda.l DRMode : beq .norm
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REP #$30 : LDA.b PreviousRoom : CMP.w #$00E1 : BCS .norm
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CMP.w #$00DF : BEQ .norm
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SEP #$30
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lda.b Scrap0E
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cmp.b #$25 : bcc ++ ; don't record straight staircases
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sta.w $045e
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++ pla : bra +
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.norm SEP #$30 : pla : sta.b RoomIndex
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+ lda.w $063d, x
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rtl
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}
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SpiralWarp: {
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lda.l DRMode : beq .abort ; abort if not DR
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REP #$30 : LDA.b PreviousRoom : CMP.w #$00E1 : BCS .abort
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CMP.w #$00DF : BEQ .abort
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SEP #$30
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lda.w $045e : cmp.b #$5e : beq .gtg ; abort if not spiral - intended room is in A!
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cmp.b #$5f : beq .gtg
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cmp.b #$26 : beq .inroom
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.abort
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SEP #$30 : stz.w $045e : lda.b PreviousRoom : and.b #$0f : rtl ; clear,run hijacked code and get out
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.inroom
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jsr InroomStairsWarp
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lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
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rtl
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.gtg
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phb : phk : plb : phx : phy ; push stuff
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jsr LookupSpiralOffset
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rep #$30 : and.w #$00FF : asl #2 : tax
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lda.w SpiralTable, x : sta.b Scrap00
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lda.w SpiralTable+2, x : sta.b Scrap02
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sep #$30
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lda.b Scrap00 : sta.b RoomIndex
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; shift quadrant if necessary
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stz.b Scrap07 ; this is a x quad adjuster for those blasted staircase on the edges
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lda.b Scrap01 : and.b #$01 : !SUB.b LinkQuadrantH
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bne .xQuad
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lda.w $0462 : and.b #$04 : bne .xqCont
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inc.b Scrap07
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.xqCont lda.b LinkPosX : bne .skipXQuad ; this is an edge case
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dec.b LinkPosX+1 : bra .skipXQuad ; need to -1 if $22 is 0
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.xQuad sta.b Scrap06 : !ADD.b LinkQuadrantH : sta.b LinkQuadrantH
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lda.w $0462 : and.b #$04 : bne .xCont
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inc.b Scrap07 ; up stairs are going to -1 the quad anyway during transition, need to add this back
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.xCont ldy.b #$00 : jsr ShiftQuadSimple
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.skipXQuad
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lda.b LinkQuadrantV : lsr : sta.b Scrap06 : lda.b Scrap01 : and.b #$02 : lsr : !SUB.b Scrap06
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beq .skipYQuad
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sta.b Scrap06 : asl : !ADD.b LinkQuadrantV : sta.b LinkQuadrantV
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ldy.b #$01 : jsr ShiftQuadSimple
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.skipYQuad
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lda.b Scrap01 : and.b #$04 : lsr : sta.w $048a ;fix layer calc 0->0 2->1
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lda.b Scrap01 : and.b #$08 : lsr #2 : sta.w $0492 ;fix from layer calc 0->0 2->1
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; shift lower coordinates
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lda.b Scrap02 : sta.b LinkPosX : bne .adjY : lda.b LinkPosX+1 : !ADD.b Scrap07 : sta.b LinkPosX+1
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.adjY lda.b Scrap03 : sta.b LinkPosY : bne .upDownAdj : inc.b LinkPosY+1
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.upDownAdj ldx.b #$08
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lda.w $0462 : and.b #$04 : beq .upStairs
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ldx.b #$fd
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lda.b Scrap01 : and.b #$80 : bne .set53
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; if target is also down adjust by (6,-15)
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lda.b #$06 : !ADD.b LinkPosY : sta.b LinkPosY : lda.b #$eb : !ADD.b LinkPosX : sta.b LinkPosX : bra .set53
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.upStairs
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lda.b Scrap01 : and.b #$80 : beq .set53
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; if target is also up adjust by (-6, 14)
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lda.b #$fa : !ADD.b LinkPosY : sta.b LinkPosY : lda.b #$14 : !ADD.b LinkPosX : sta.b LinkPosX
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bne .set53 : inc.b LinkPosX+1
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.set53
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txa : !ADD.b LinkPosX : sta.b $53
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lda.b Scrap01 : and.b #$10 : sta.b Scrap07 ; zeroHzCam check
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ldy.b #$00 : jsr SetCamera
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lda.b Scrap01 : and.b #$20 : sta.b Scrap07 ; zeroVtCam check
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ldy.b #$01 : jsr SetCamera
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jsr StairCleanup
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ply : plx : plb ; pull the stuff we pushed
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lda.b PreviousRoom : and.b #$0f ; this is the code we are hijacking
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rtl
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}
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StairCleanup: {
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stz.w $045e ; clear the staircase flag
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; animated tiles fix
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lda.l DRMode : cmp.b #$02 : bne + ; only do this in crossed mode
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ldx.b RoomIndex : lda.l TilesetTable, x
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cmp.w $0aa1 : beq + ; already eq no need to decomp
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sta.w $0aa1
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tax : lda.l AnimatedTileSheets, x : tay
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jsl DecompDungAnimatedTiles
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+
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stz.w LayerAdjustment
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rts
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}
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LookupSpiralOffset_long:
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PHB : PHK : PLB
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JSR LookupSpiralOffset
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PLB : RTL
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;Sets the offset in A
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LookupSpiralOffset: {
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;where link currently is in $a2: quad in a8 & #$03
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;count doors
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stz.b Scrap00 : ldx.b #$00 : stz.b Scrap01
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.loop
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lda.w $047e, x : cmp.b Scrap00 : bcc .continue
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sta.b Scrap00
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.continue inx #2
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cpx.b #$08 : bcc .loop
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lda.b Scrap00 : lsr
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cmp.b #$01 : beq .done
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; look up the quad
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lda.b LinkQuadrantH : ora.b LinkQuadrantV : and.b #$03 : beq .quad0
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cmp.b #$01 : beq .quad1
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cmp.b #$02 : beq .quad2
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bra .quad3
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.quad0
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inc.b Scrap01 : lda.b PreviousRoom
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cmp.b #$0c : beq .q0diff ;gt ent
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cmp.b #$70 : bne .done ;hc stairwell
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.q0diff lda.b LinkPosX : cmp.b #$00 : beq .secondDoor
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cmp.b #$98 : bcc .done ;gt ent and hc stairwell
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.secondDoor inc.b Scrap01 : bra .done
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.quad1
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lda.b PreviousRoom
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cmp.b #$1a : beq .q1diff ;pod compass
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cmp.b #$26 : beq .q1diff ;swamp elbows
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cmp.b #$6a : beq .q1diff ;pod dark basement
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cmp.b #$76 : bne .done ;swamp drain
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.q1diff lda.b LinkPosX : cmp.b #$98 : bcc .done
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inc.b Scrap01 : bra .done
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.quad2
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lda.b #$03 : sta.b Scrap01 : lda.b PreviousRoom
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cmp.b #$5f : beq .iceu ;ice u room
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cmp.b #$3f : bne .done ;hammer ice exception
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stz.b Scrap01 : bra .done
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.iceu lda.b LinkPosX : cmp.b #$78 : bcc .done
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inc.b Scrap01 : bra .done
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.quad3
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lda.b PreviousRoom : cmp.b #$40 : beq .done ; top of aga exception
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lda.b #$02 : sta.b Scrap01 ; always 2
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.done
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lda.b PreviousRoom : tax : lda.w SpiralOffset,x
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!ADD.b Scrap01 ;add a thing (0 in easy case)
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rts
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}
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InroomStairsWarp: {
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phb : phk : plb : phx : phy ; push stuff
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; find stairs by room and store index in X
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lda.b RoomIndex : ldx.b #$07
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.loop
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cmp.w InroomStairsRoom,x
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beq .found
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dex
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bne .loop
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.found
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rep #$30
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txa : and.w #$00ff : asl : tay
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lda.w InroomStairsTable,y : sta.b Scrap00
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sep #$30
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sta.b RoomIndex
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; set position and everything else based on target door type
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txa : and.b #$01 : eor.b #$01 : sta.b Scrap07
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; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
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lda.b Scrap01 : and.b #$80 : beq .notEdge
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lda.b Scrap07 : sta.b Scrap03 : beq +
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lda.b Scrap01 : jsr LoadSouthMidpoint : sta.b LinkPosX : lda.b #$f4
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bra ++
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+
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lda.b Scrap01 : jsr LoadNorthMidpoint : sta.b LinkPosX : dec.b LinkPosY+1 : lda.b #$f7
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++
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sta.b LinkPosY
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lda.b Scrap01 : and.b #$20 : beq +
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lda.b #$01
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+
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sta.b Scrap02
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stz.b Scrap07
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lda.b Scrap01 : and.b #$10 : lsr #4
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JMP .layer
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.notEdge
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lda.b Scrap01 : and.b #$03 : cmp.b #$03 : bne .normal
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txa : and.b #$06 : sta.b Scrap07
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lda.b Scrap01 : and.b #$30 : lsr #3 : tay
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lda.w InroomStairsX+1,y : sta.b Scrap02
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lda.w InroomStairsY+1,y : sta.b Scrap03
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cpy.b Scrap07 : beq .vanillaTransition
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lda.w InroomStairsX,y : sta.b LinkPosX
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lda.w InroomStairsY,y
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ldy.b Scrap07 : beq +
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!ADD.b #$07
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+
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sta.b LinkPosY
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inc.b Scrap07
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bra ++
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.vanillaTransition
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lda.b #$c0 : sta.b Scrap07 ; leave camera
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++
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%StonewallCheck($1b)
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lda.b Scrap01 : and.b #$04 : lsr #2
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bra .layer
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.normal
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lda.b Scrap01 : sta.b $fe ; trap door
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lda.b Scrap07 : sta.b Scrap03 : beq +
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lda.b Scrap01 : and.b #$04 : bne .specialFix
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lda.b #$e0 : bra ++
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.specialFix
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lda.b #$c8 : bra ++
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+
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%StonewallCheck($43)
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lda.b Scrap01 : and.b #$04 : bne +
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lda.b #$1b : bra ++
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+ lda.b #$33
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++ sta.b LinkPosY
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inc.b Scrap07 : stz.b Scrap02 : lda.b #$78 : sta.b LinkPosX
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lda.b Scrap01 : and.b #$03 : beq ++
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cmp.b #$02 : !BGE +
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lda.b #$f8 : sta.b LinkPosX : stz.b Scrap07 : bra ++
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+ inc.b Scrap02
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++
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lda.b Scrap01 : and.b #$04 : lsr #2
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.layer
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sta.b LinkLayer
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bne +
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stz.w $0476
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+
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lda.b Scrap02 : !SUB.b LinkQuadrantH
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beq .skipXQuad
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sta.b Scrap06 : !ADD.b LinkQuadrantH : sta.b LinkQuadrantH
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ldy.b #$00 : jsr ShiftQuadSimple
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.skipXQuad
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lda.b LinkQuadrantV : lsr : sta.b Scrap06 : lda.b Scrap03 : !SUB.b Scrap06
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beq .skipYQuad
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sta.b Scrap06 : asl : !ADD.b LinkQuadrantV : sta.b LinkQuadrantV
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ldy.b #$01 : jsr ShiftQuadSimple
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.skipYQuad
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lda.b Scrap07 : bmi .skipCamera
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ldy.b #$00 : jsr SetCamera ; horizontal camera
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ldy.b #$01 : sty.b Scrap07 : jsr SetCamera ; vertical camera
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lda.b LinkPosY : cmp.b #$e0 : bcc +
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lda.b BG2V : bne +
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lda.b #$10 : sta.b BG2V ; adjust vertical camera at bottom
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+
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.skipCamera
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jsr StairCleanup
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ply : plx : plb ; pull the stuff we pushed
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rts
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}
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ShiftQuadSimple: {
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lda.w CoordIndex,y : tax
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lda.b LinkPosY,x : beq .skip
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lda.b LinkPosY+1,x : !ADD.b Scrap06 : sta.b LinkPosY+1,x ; coordinate update
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.skip
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lda.w CamQuadIndex,y : tax
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lda.w $0601,x : !ADD.b Scrap06 : sta.w $0601,x
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lda.w $0605,x : !ADD.b Scrap06 : sta.w $0605,x ; high bytes of these guys
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rts
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}
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SetCamera: {
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stz.b Scrap04
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tyx : lda.b LinkQuadrantH,x : bne .nonZeroHalf
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lda.w CamQuadIndex,y : tax : lda.w $0607,x : pha
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lda.w CameraIndex,y : tax : pla : cmp.b BG2H+1, x : bne .noQuadAdj
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dec.b BG2H+1,x
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.noQuadAdj
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lda.b Scrap07 : bne .adj0
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lda.w CoordIndex,y : tax
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lda.b LinkPosY,x : beq .oddQuad
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cmp.b #$79 : bcc .adj0
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!SUB.b #$78 : sta.b Scrap04
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tya : asl : !ADD.b #$04 : tax : jsr AdjCamBounds : bra .done
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.oddQuad
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lda.b #$80 : sta.b Scrap04 : bra .adj1 ; this is such a weird case - quad cross boundary
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.adj0
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tya : asl : tax : jsr AdjCamBounds : bra .done
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.nonZeroHalf ;meaning either right half or bottom half
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lda.b Scrap07 : bne .setQuad
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lda.w CoordIndex,y : tax
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lda.b LinkPosY,x : cmp.b #$78 : bcs .setQuad
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!ADD.b #$78 : sta.b Scrap04
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lda.w CamQuadIndex,y : tax : lda.w $0603, x : pha
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lda.w CameraIndex,y : tax : pla : sta.b BG2H+1, x
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.adj1
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tya : asl : !ADD.b #$08 : tax : jsr AdjCamBounds : bra .done
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.setQuad
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lda.w CamQuadIndex,y : tax : lda.w $0607, x : pha
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lda.w CameraIndex,y : tax : pla : sta.b BG2H+1, x
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tya : asl : !ADD.b #$0c : tax : jsr AdjCamBounds : bra .done
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.done
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lda.w CameraIndex,y : tax
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lda.b Scrap04 : sta.b BG2H, x
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rts
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}
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; input, expects X to be an appropriate offset into the CamBoundBaseLine table
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; when $04 is 0 no coordinate are added
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AdjCamBounds: {
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rep #$20 : lda.w CamBoundBaseLine, x : sta.b Scrap05
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lda.b Scrap04 : and.w #$00ff : beq .common
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lda.w CoordIndex,y : tax
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lda.b LinkPosY, x : and.w #$00ff : !ADD.b Scrap05 : sta.b Scrap05
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.common
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lda.w OppCamBoundIndex,y : tax
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lda.b Scrap05 : sta.w CameraScrollN, x
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inc #2 : sta.w CameraScrollS, x : sep #$20
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rts
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}
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SpiralPriorityHack: {
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lda.l DRMode : beq +
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lda.b #$01 : rtl ; always skip the priority code - until I figure out how to fix it
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+ lda.w $0462 : and.b #$04 ; what we wrote over
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rtl
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} |