Files
alttpr-baserom/entrances.asm

228 lines
7.2 KiB
NASM

;--------------------------------------------------------------------------------
; LockAgahnimDoors:
; Returns: 0=Unlocked - 1=Locked
;--------------------------------------------------------------------------------
LockAgahnimDoors:
LDA.l AgahnimDoorStyle : AND.w #$00FF
BNE +
;#$0 = Never Locked
LDA.w #$0000 : RTL
+ : CMP.w #$0001 : BNE +
LDA.l ProgressIndicator : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
JSR LockAgahnimDoorsCore : RTL
+ : CMP.w #$0002 : BNE +
JSR LockAgahnimDoorsCore : BEQ .unlock
PHX : PHY
SEP #$30
JSL CheckTowerOpen
REP #$30
PLY : PLX
!BGE .crystalOrUnlock
LDA.w #$0001 : RTL
.crystalOrUnlock
LDA.l InvertedMode : AND.w #$00FF : BEQ .unlock
LDA.l OverworldEventDataWRAM+$43 : AND.w #$0020 : BNE .unlock ; Check if GT overlay is already on or not
LDA.w AButtonAct : AND.w #$0080 : BEQ ++ ;If we are holding an item
.locked
LDA.w #$0001 : RTL ;Keep the door locked
++
SEP #$30
JSL AncillaAdd_GTCutscene ;Add tower break seal
REP #$30
LDA.w #$0001 ;Prevent door from opening that frame otherwise it glitchy
RTL
+
.unlock
LDA.w #$0000 ; fallback to never locked
RTL
;---------------------------------------------------------------------------------
FlagAgahnimDoor:
LDA.l InvertedMode : BEQ .vanilla
LDA.l OverworldEventDataWRAM+$43 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$43 ; activate GT overlay
.vanilla
LDA.b #$28 : STA.b ScrapBuffer72
RTL
;--------------------------------------------------------------------------------
LockAgahnimDoorsCore:
LDA.b LinkPosX : CMP.w #1992 : !BLT + ; door too far left, skip
CMP.w #2088 : !BGE + ; door too rat right, skip
LDA.b LinkPosY : 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 Overworld_Entrance_BRANCH_RHO
.orig ; The rest is equivlent to what we overwrote
CPX.w #$0076 : !BGE +
JML Overworld_Entrance_BRANCH_LAMBDA
+
JML Overworld_Entrance_BRANCH_RHO
;--------------------------------------------------------------------------------
AllowStartFromSingleEntranceCave:
; 16 Bit A, 16 bit XY
; do not need to preserve A or X or Y
LDA.l StartingEntrance : AND.w #$00FF ; What we wrote over
PHA
TAX
LDA.l StartingAreaExitOffset, X : AND.w #$00FF
BNE +
JMP .done
+
DEC
STA.b Scrap00
ASL #2 : !ADD.l Scrap00 : ASL #2 ; mult by 20
TAX
LDA.w #$0016 : STA.l EN_MAINDESQ ; Cache the main screen designation
LDA.l StartingAreaExitTable+$05, X : STA.l EN_BG2VERT ; Cache BG1 V scroll
LDA.l StartingAreaExitTable+$07, X : STA.l EN_BG2HORZ ; Cache BG1 H scroll
LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA.l EN_POSY ; Cache Link's Y coordinate
LDA.l StartingAreaExitTable+$0B, X : STA.l EN_POSX ; Cache Link's X coordinate
LDA.l StartingAreaExitTable+$0D, X : STA.l EN_SCROLLATN ; Cache Camera Y coord lower bound.
LDA.l StartingAreaExitTable+$0F, X : STA.l EN_SCROLLATW ; Cache Camera X coord lower bound.
LDA.l StartingAreaExitTable+$03, X : STA.l EN_OWTMAPI ; 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 #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l EN_SCRMODYA
LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF
BIT.w #$0080 : BEQ + : ORA.w #$FF00 : + ; Sign extend
STA.l EN_SCRMODXA
LDA.w #$0000 : !SUB.l EN_SCRMODYA : STA.l EN_SCRMODYB
LDA.w #$0000 : !SUB.l EN_SCRMODXA : STA.l EN_SCRMODXB
LDA.l StartingAreaExitTable+$02, X : AND.w #$00FF
STA.l EN_OWSCR ; Cache the overworld area number
STA.l EN_OWSCR2 ; Cache the aux overworld area number
STZ.w TileMapTile32 ;zero out door overlays in case starting overworld door is not set
STZ.w TileMapTile32+1 ;zero out door overlays in case starting overworld door is not set
SEP #$20 ; set 8-bit accumulator
LDA.l StartingEntrance : TAX
LDA.l StartingAreaOverworldDoor, X : STA.l PreviousOverworldDoor ;Load overworld door
REP #$20 ; reset 16-bit accumulator
JSL CacheDoorFrameData
.done
PLA
RTL
;--------------------------------------------------------------------------------
AllowStartFromExit:
LDX.w MessageCursor
LDA.l ShouldStartatExit, X : BNE .doStart
LDA.l StartingEntrance ; what we wrote over
JML AllowStartFromExitReturn
.doStart
LDA.l Module1B_SpawnSelect_spawns, X
ASL : TAX
LDA.l SpawnPointData_room_id, X : STA.b RoomIndex
LDA.l SpawnPointData_room_id+1, X : STA.b RoomIndex+1
; Go to pre-overworld mode
LDA.b #$08 : STA.b GameMode
STZ.b GameSubMode
STZ.b SubSubModule
STZ.w DeathReloadFlag
STZ.w RespawnFlag
LDA.b #$01 : STA.l UpdateHUDFlag
JSL Equipment_SearchForEquippedItemLong
JSL HUD_RebuildIndoor_Palace
JSL Equipment_UpdateEquippedItemLong
RTL
;--------------------------------------------------------------------------------
CheckHole:
LDX.w #$0024
.nextHoleClassic
LDA.b Scrap00 : CMP.l Overworld_GetPitDestination_map16, X
BNE .wrongMap16Classic
LDA.b OverworldIndex : CMP.l Overworld_GetPitDestination_screen, X
BEQ .matchedHoleClassic
.wrongMap16Classic
DEX #2 : BPL .nextHoleClassic
LDX.w #$001E
.nextHoleExtra
LDA.b Scrap00 : CMP.l ExtraHole_Map16, X
BNE .wrongMap16Extra
LDA.b OverworldIndex : CMP.l ExtraHole_Area, X
BEQ .matchedHoleExtra
.wrongMap16Extra
DEX #2 : BPL .nextHoleExtra
JML Overworld_Hole_GotoHoulihan
.matchedHoleClassic
JML Overworld_Hole_matchedHole
.matchedHoleExtra
SEP #$30
TXA : LSR A : TAX
LDA.l ExtraHole_Entrance, X : STA.w EntranceIndex : STZ.w EntranceIndex+1
JML Overworld_Hole_End
;--------------------------------------------------------------------------------
PreventEnterOnBonk:
STA.b Scrap00 ; part of what we wrote over
LDA.l InvertedMode : AND.w #$00FF : BEQ .done
LDA.b LinkState : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
LDA.b OverworldIndex : AND.w #$0040 : CMP.b WorldCache : BEQ .done ; Are we bonking, or doing the superbunny glitch?
; If in inverted, are in mirror mode, and are bonking then do not enter
JML PreventEnterOnBonk_BRANCH_IX
.done
LDX.w #$0102 ; rest of what we wrote over
JML PreventEnterOnBonk_return
;--------------------------------------------------------------------------------
TurtleRockEntranceFix:
LDA.l TurtleRockAutoOpenFix : BEQ .done
LDA.b OverworldIndex : CMP.b #$47 : BNE .done
;If exiting to turtle rock ensure the entrance is open
LDA.l OverworldEventDataWRAM+$47 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$47
.done
RTL
;--------------------------------------------------------------------------------
AnimatedEntranceFix: ;when an entrance animation tries to start
PHA
LDA.l InvertedMode : BEQ + ;If we are in inverted mode
LDA.b OverworldIndex : AND.b #$40 : BNE + ;and in the light world
PLA
STZ.w OWEntranceCutscene ; skip it.
LDA.b #$00
RTL
+
PLA
STA.w CutsceneFlag ;what we wrote over
STA.w FreezeSprites ;what we wrote over
STA.w SkipOAM ;what we wrote over
RTL