Files
alttpr-baserom/multiworld.asm

289 lines
6.5 KiB
NASM

macro Print_Text(hdr, hdr_len, player_id)
PHX : PHY : PHP
REP #$30
LDX.w #$0000
-
CPX.w <hdr_len> : !BGE ++
LDA.l <hdr>, X
STA.l !MULTIWORLD_HUD_CHARACTER_DATA, X
INX #2
BRA -
++
LDY.w <hdr_len>
LDA.l <player_id>
AND.w #$00FF
DEC
CMP.w #$00FF : !BGE .textdone
ASL #5
TAX
-
CPY.w <hdr_len>+$20 : !BGE ++
LDA.l PlayerNames, X
PHX : TYX : STA.l !MULTIWORLD_HUD_CHARACTER_DATA, X : PLX
INX #2 : INY #2
BRA -
++
TYX
-
CPX.w #$0040 : !BGE ++
LDA.w #$007F
STA.l !MULTIWORLD_HUD_CHARACTER_DATA, X
INX #2
BRA -
++
SEP #$20
LDA.b #$01 : STA.l !NMI_MW+1 : STA.l !NMI_MW
LDA.b !MULTIWORLD_HUD_DELAY
STA.l !MULTIWORLD_HUD_TIMER
.textdone
PLP : PLY : PLX
endmacro
WriteText:
{
PHA : PHX : PHP
SEP #$10
LDX.w $4340 : PHX ; preserve DMA parameters
LDX.w $4341 : PHX ; preserve DMA parameters
LDX.w $4342 : PHX ; preserve DMA parameters
LDX.w $4343 : PHX ; preserve DMA parameters
LDX.w $4344 : PHX ; preserve DMA parameters
LDX.w $4345 : PHX ; preserve DMA parameters
LDX.w $4346 : PHX ; preserve DMA parameters
LDX.w $2115 : PHX ; preserve DMA parameters
LDX.w $2116 : PHX ; preserve DMA parameters
LDX.w $2117 : PHX ; preserve DMA parameters
LDX.w $2100 : PHX : LDX.b #$80 : STX.w $2100 ; save screen state & turn screen off
REP #$20
LDX.b #$80 : STX.w $2115
LDA.w #$6000+$0340 : STA.w $2116
LDA.w #!MULTIWORLD_HUD_CHARACTER_DATA : STA.w $4342
LDX.b #!MULTIWORLD_HUD_CHARACTER_DATA>>16 : STX.w $4344
LDA.w #$0040 : STA.w $4345
LDA.w #$1801 : STA.w $4340
LDX.b #$10 : STX.w DMAENABLE
PLX : STX.w $2100 ; put screen back however it was before
PLX : STX.w $2117 ; restore DMA parameters
PLX : STX.w $2116 ; restore DMA parameters
PLX : STX.w $2115 ; restore DMA parameters
PLX : STX.w $4346 ; restore DMA parameters
PLX : STX.w $4345 ; restore DMA parameters
PLX : STX.w $4344 ; restore DMA parameters
PLX : STX.w $4343 ; restore DMA parameters
PLX : STX.w $4342 ; restore DMA parameters
PLX : STX.w $4341 ; restore DMA parameters
PLX : STX.w $4340 ; restore DMA parameters
PLP : PLX : PLA
RTL
}
GetMultiworldItem:
{
PHP
LDA.l !MULTIWORLD_ITEM : BNE +
LDA.l !MULTIWORLD_HUD_TIMER : BNE +
BRL .return
+
LDA.b GameMode
CMP.b #$07 : BEQ +
CMP.b #$09 : BEQ +
CMP.b #$0B : BEQ +
BRL .return
+
LDA.l !MULTIWORLD_HUD_TIMER : BEQ .textend
DEC.b #$01 : STA.l !MULTIWORLD_HUD_TIMER
CMP.b #$00 : BNE .textend
; Clear text
PHP : REP #$30
LDX.w #$0000
-
CPX.w #$0040 : !BGE ++
LDA.w #$007F
STA.l !MULTIWORLD_HUD_CHARACTER_DATA, X
INX #2
BRA -
++
PLP
LDA.b #$01 : STA.l !NMI_MW+1 : STA.l !NMI_MW
.textend
LDA.b LinkState
CMP.b #$00 : BEQ +
CMP.b #$04 : BEQ +
CMP.b #$17 : BEQ +
BRL .return
+
LDA.l !MULTIWORLD_ITEM : BNE +
BRL .return
+
PHA
LDA.b #$22
LDY.b #$04
JSL Ancilla_CheckForAvailableSlot : BPL +
PLA
BRL .return
+
PLA
; Check if we have a key for the dungeon we are currently in
LDX.w DungeonID
; Escape
CMP.b #$A0 : BNE + : CPX.b #$00 : BEQ ++ : CPX.b #$02 : BEQ ++ : BRL .keyend : ++ : BRL .thisdungeon : +
; Eastern
CMP.b #$A2 : BNE + : CPX.b #$04 : BEQ .thisdungeon : BRA .keyend : +
; Desert
CMP.b #$A3 : BNE + : CPX.b #$06 : BEQ .thisdungeon : BRA .keyend : +
; Hera
CMP.b #$AA : BNE + : CPX.b #$14 : BEQ .thisdungeon : BRA .keyend : +
; Aga
CMP.b #$A4 : BNE + : CPX.b #$08 : BEQ .thisdungeon : BRA .keyend : +
; PoD
CMP.b #$A6 : BNE + : CPX.b #$0C : BEQ .thisdungeon : BRA .keyend : +
; Swamp
CMP.b #$A5 : BNE + : CPX.b #$0A : BEQ .thisdungeon : BRA .keyend : +
; SW
CMP.b #$A8 : BNE + : CPX.b #$10 : BEQ .thisdungeon : BRA .keyend : +
; TT
CMP.b #$AB : BNE + : CPX.b #$16 : BEQ .thisdungeon : BRA .keyend : +
; Ice
CMP.b #$A9 : BNE + : CPX.b #$12 : BEQ .thisdungeon : BRA .keyend : +
; Mire
CMP.b #$A7 : BNE + : CPX.b #$0E : BEQ .thisdungeon : BRA .keyend : +
; TR
CMP.b #$AC : BNE + : CPX.b #$18 : BEQ .thisdungeon : BRA .keyend : +
; GT
CMP.b #$AD : BNE + : CPX.b #$1A : BEQ .thisdungeon : BRA .keyend : +
; GT BK
CMP.b #$92 : BNE .keyend : CPX.b #$1A : BNE .keyend : LDA.b #$32 : BRA .keyend
.thisdungeon
LDA.b #$24
.keyend
STA.w ItemReceiptID ;Set Item to receive
TAY
LDA.b #$01 : STA.l !MULTIWORLD_RECEIVING_ITEM
LDA.b #$00 : STA.l !MULTIWORLD_ITEM_PLAYER_ID
STZ.w ItemReceiptMethod
JSL Player_HaltDashAttackLong
JSL Link_ReceiveItem
LDA.b #$00 : STA.l !MULTIWORLD_ITEM : STA.l !MULTIWORLD_RECEIVING_ITEM
%Print_Text(HUD_ReceivedFrom, #$001C, !MULTIWORLD_ITEM_FROM)
.return
PLP
LDA.b LinkState : ASL A : TAX
RTL
}
Multiworld_OpenKeyedObject:
{
PHP
SEP #$20
LDA.l ChestData_Player+2, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP
LDA.l !Dungeon_ChestData+2, X ; thing we wrote over
RTL
}
Multiworld_BottleVendor_GiveBottle:
{
PHA : PHP
SEP #$20
LDA.l BottleMerchant_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
}
Multiworld_MiddleAgedMan_ReactToSecretKeepingResponse:
{
PHA : PHP
SEP #$20
LDA.l PurpleChest_Item_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
}
Multiworld_Hobo_GrantBottle:
{
PHA : PHP
SEP #$20
LDA.l HoboItem_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
JSL Link_ReceiveItem ; thing we wrote over
RTL
}
Multiworld_MasterSword_GrantToPlayer:
{
PHA : PHP
SEP #$20
LDA.l PedestalSword_Player : STA.l !MULTIWORLD_ITEM_PLAYER_ID
PLP : PLA
CPY.b #$6A : BEQ +
JSL Link_ReceiveItem ; thing we wrote over
RTL
+ JSL ActivateGoal
RTL
}
Multiworld_AddReceivedItem_notCrystal:
{
TYA : STA.w CutsceneFlag : PHX ; things we wrote over
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
PHY : LDY.w ItemReceiptID : JSL AddInventory : PLY
%Print_Text(HUD_SentTo, #$0010, !MULTIWORLD_ITEM_PLAYER_ID)
LDA.b #$33 : STA.w SFX3
JML AddReceivedItem_gfxHandling
+
JML AddReceivedItem_notCrystal+5
}
Multiworld_Ancilla_ReceiveItem_stillInMotion:
{
CMP.b #$28 : BNE + ; thing we wrote over
LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE +
JML Ancilla_ReceiveItem_stillInMotion_moveon
+
JML Ancilla_ReceiveItem_dontGiveRupees
}
Multiworld_ConsumingFire_TransmuteToSkullWoodsFire:
{
LDA.b OverworldIndex : AND.b #$40 : BEQ .failed ; things we wrote over
LDA.w AncillaID : CMP.b #$22 : BEQ .failed
LDA.w AncillaID+1 : CMP.b #$22 : BEQ .failed
LDA.w AncillaID+2 : CMP.b #$22 : BEQ .failed
LDA.w AncillaID+3 : CMP.b #$22 : BEQ .failed
LDA.w AncillaID+4 : CMP.b #$22 : BEQ .failed
LDA.w AncillaID+5 : CMP.b #$22 : BEQ .failed
JML ConsumingFire_TransmuteToSkullWoodsFire_continue
.failed
JML AddDoorDebris_spawn_failed
}