Files
alttpr-baserom/flute.asm
2024-04-09 09:26:27 -06:00

109 lines
2.8 KiB
NASM

;================================================================================
; Randomize Flute Dig Item
;--------------------------------------------------------------------------------
SpawnHauntedGroveItem:
LDA.b OverworldIndex : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove
LDA.b IndoorsFlag : BEQ + : RTL : + ; Skip if indoors
; todo - how does this work now?
LDA.l HauntedGroveItem_Player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.b #$EB
JSL Sprite_SpawnDynamically
LDA.b #$01 : STA.w SprRedrawFlag, Y
LDX.b #$00
LDA.b LinkDirection : CMP.b #$04 : BEQ + : INX : +
LDA.l .x_speeds, X : STA.w SpriteVelocityX, Y
LDA.b #$00 : STA.w SpriteVelocityY, Y
LDA.b #$18 : STA.w SpriteVelocityZ, Y
LDA.b #$FF : STA.w EnemyStunTimer, Y
LDA.b #$30 : STA.w SpriteTimerE, Y
LDA.b LinkPosX : !ADD.l .x_offsets, X
AND.b #$F0 : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : ADC.b #$00 : STA.w SpritePosXHigh, Y
LDA.b LinkPosY : !ADD.b #$16 : AND.b #$F0 : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : ADC.b #$00 : STA.w SpritePosYHigh, Y
LDA.b #$00 : STA.w SpriteLayer, Y
TYX
LDX.b OverworldIndex ; haunted grove (208D0A)
LDA.l OverworldEventDataWRAM, X : AND.b #$40 : BNE +
LDA.b #$1B : JSL Sound_SetSfx3PanLong
+
RTL
;DATA - Flute Spawn Information
{
.x_speeds
db $F0
db $10
.x_offsets
db $00
db $13
}
;--------------------------------------------------------------------------------
FluteBoy:
LDA.b GameMode : CMP.b #$1A : BEQ +
LDA.b #$01 : STA.w $0FDD
JML FluteBoy_Abort
+
LDA.w SpriteActivity, X : CMP.b #$03 ; thing we wrote over
JML FluteBoy_Continue
;--------------------------------------------------------------------------------
FreeDuckCheck:
LDA.l OWMode+1 : AND.b #!FLAG_OW_MIXED : BNE .skipInvertedCheck
LDA.l InvertedMode : BEQ .done
.skipInvertedCheck
LDA.l FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active
; check the area, is it #$18 = 30?
LDA.b OverworldIndex : CMP.b #$18 : BNE .done
REP #$20
; Y coordinate boundaries for setting it off.
LDA.b LinkPosY
CMP.w #$0760 : BCC .done
CMP.w #$07E0 : BCS .done
; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
LDA.b LinkPosX
CMP.w #$01CF : BCC .done
CMP.w #$0230 : BCS .done
; do if( (Xcoord >= 0x1cf) && (Xcoord < 0x0230)
SEP #$20
; Apparently a special Overworld mode for doing this?
LDA.b #$2D : STA.b GameSubMode
; Trigger the sequence to start the weathervane explosion.
LDY.b #$00
LDA.b #$37
JSL AddWeathervaneExplosion
BRA .skipSong
.done
SEP #$20
LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
LDA.b #$13
RTL
.skipSong
SEP #$20
LDA.b #$80 : STA.w FluteTimer ; thing we wrote over
LDA.b #$00
RTL
;--------------------------------------------------------------------------------