Files
alttpr-baserom/newitems.asm
cassidoxa 031e3965b2 Requires frontend changes
Change SRAM ammo capacity upgrades to flatly represent max capacity
2022-08-08 13:42:19 -04:00

1161 lines
41 KiB
NASM
Executable File

;================================================================================
; New Item Handlers
;--------------------------------------------------------------------------------
; REMEMBER TO UPDATE THE TABLES IN UTILITIES.ASM!
;--------------------------------------------------------------------------------
; #$4C - Bomb Capacity (50)
; #$4D - Arrow Capacity (70)
; #$4E - 1/2 Magic
; #$4F - 1/4 Magic
; #$50 - Safe Master Sword
; #$51 - Bomb Capacity (+5)
; #$52 - Bomb Capacity (+10)
; #$53 - Arrow Capacity (+5)
; #$54 - Arrow Capacity (+10)
; #$55 - Programmable Item 1
; #$56 - Programmable Item 2
; #$57 - Programmable Item 3
; #$58 - Upgrade-Only Silver Arrows
; #$59 - Rupoor
; #$5A - Null Item
; #$5B - Red Clock
; #$5C - Blue Clock
; #$5D - Green Clock
; #$5E - Progressive Sword
; #$5F - Progressive Shield
; #$60 - Progressive Armor
; #$61 - Progressive Lifting Glove
; #$62 - RNG Pool Item (Single)
; #$63 - RNG Pool Item (Multi)
; #$64 - Progressive Bow
; #$65 - Progressive Bow
; #$6A - Goal Item (Single/Triforce)
; #$6B - Goal Item (Multi/Power Star)
; #$6C - Goal Item (Multi/Triforce Piece)
; #$6D - Server Request F0 (Hearts / Powder / Mushroom / Bonkable)
; #$6E - Server Request F1 (NPC)
; #$6F - Server Request F2 (Tablets / Pedestal)
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
; #$A0 - Small Keys
; #$FE - Server Request (Asychronous Chest)
; #$FF - Null Chest
;--------------------------------------------------------------------------------
; Service Indexes
; 0x00 - 0x04 - chests
; 0xF0 - freestanding heart / powder / mushroom / bonkable
; 0xF1 - freestanding heart 2 / boss heart / npc
; 0xF3 - tablet/pedestal
;--------------------------------------------------------------------------------
;GetAnimatedSpriteGfxFile:
; LDY.b #$32
; CMP.b #$39 : BCS + ; If tile index >= 0x39, use sprite file 0x32 (Blank file)
;
; LDY.b #$5D
;
; CMP.b #$23 : BEQ + ; If tile index is 0x23 (Pendant)...
; CMP.b #$37 : BCS + ; ...or tile index >= 0x37, use sprite file 0x5D (Pendant, Boots, 20 Rupees)
;
; LDY.b #$5C
;
; CMP.b #$0C : BEQ + ; If tile index is 0x0C (Flute)...
; CMP.b #$24 : BCS + ; ...or tile index >= 24, use sprite file 0x5C (Rupees, Crystal, Heart Piece ... ...)
;
; ; Otherwise, use sprite file 0x5B (Medallions, Mirror, Flippers, Lantern, Compass...)
; LDY.b #$5B
;+
;JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteGfxFile:
CMP.b #$0C : BNE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$23 : BNE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$48 : BNE +
LDY.b #$60 : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$24 : !BGE +
LDY.b #$5B : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$37 : !BGE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$39 : !BGE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
LDY.b #$32
JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteBufferPointer_table:
; Original data:
dw $09C0, $0030, $0060, $0090, $00C0, $0300, $0318, $0330
dw $0348, $0360, $0378, $0390, $0930, $03F0, $0420, $0450
dw $0468, $0600, $0630, $0660, $0690, $06C0, $06F0, $0720 ; disassembly (incorrectly?) says this is $0270
dw $0750, $0768, $0900, $0930, $0960, $0990, $09F0, $0000
dw $00F0, $0A20, $0A50, $0660, $0600, $0618, $0630, $0648
dw $0678, $06D8, $06A8, $0708, $0738, $0768, $0960, $0900
dw $03C0, $0990, $09A8, $09C0, $09D8, $0A08, $0A38, $0600
dw $0630
; New data:
dw $0600, $0630, $0660, $0690 ; 50 Bombs / 70 Arrows / Half Magic / Quarter Magic
dw $06C0, $06F0, $0720 ; +5/+10 Bomb Arrows
;#$4x
dw $0750 ; +10 Arrows
dw $0900 ; Upgrade-Only Silver Arrows
dw $09D8 ; Unused
dw $0930, $0960, $0990, $09C0 ; Lvl 1/2/3/4 Sword (Freestanding)
dw $09F0 ; Null-Item
dw $09C0 ; Clock
dw $0A20 ; Triforce
dw $0A50 ; Power Star
GetAnimatedSpriteBufferPointer:
;PHB : PHK : PLB
LDA.b $00 : ADC.l GetAnimatedSpriteBufferPointer_table, X
;PLB
RTL
;--------------------------------------------------------------------------------
macro ProgrammableItemLogic(index)
LDA.l ProgrammableItemLogicPointer_<index> : BNE ?jump
LDA.l ProgrammableItemLogicPointer_<index>+1 : BNE ?jump
LDA.l ProgrammableItemLogicPointer_<index>+2 : BNE ?jump
BRA ?end
?jump:
JSL.l ProgrammableItemLogicJump_<index>
?end:
endmacro
macro ValueShift()
TAX : LDA.b #$01
?start:
CPX #$00 : BEQ ?end
ASL
DEX
BRA ?start : ?end:
endmacro
;--------------------------------------------------------------------------------
;carry clear if pass
;carry set if caught
;incsrc eventdata.asm
ProcessEventItems:
;STA $FFFFFF
LDA $00 : PHA
LDA $01 : PHA
LDA $02 : PHA
PHY : PHP
PHB : LDA.b #$AF : PHA : PLB
LDA $02D8
CMP.b #$E0 : BNE +
REP #$30 ; set 16-bit accumulator & index registers
LDA RNGItem : ASL : TAX
LDA.l EventDataOffsets, X : !ADD #EventDataTable : STA $00
SEP #$20 ; set 8-bit accumulator
LDA.b #$AF : STA $02
JSL.l LoadDialogAddressIndirect
LDA RNGItem : INC : STA RNGItem
SEP #$10 ; set 8-bit index registers
REP #$20 ; set 16-bit accumulator
LDA GoalItemRequirement : BEQ ++
LDA GoalCounter : INC : STA GoalCounter
CMP GoalItemRequirement : !BLT ++
LDA TurnInGoalItems : AND.w #$00FF : BNE ++
JSL.l ActivateGoal
++
SEP #$20 ; set 8-bit accumulator
LDX.b #$01 : BRA .done
+
LDX.b #$00
.done
PLB
PLP : PLY
PLA : STA $02
PLA : STA $01
PLA : STA $00
RTS
;--------------------------------------------------------------------------------
AddReceivedItemExpandedGetItem:
PHX
LDA $02D8 ; check inventory
JSL.l FreeDungeonItemNotice
CMP.b #$0B : BNE + ; Bow
LDA BowTracking : AND.b #$40 : BEQ ++
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.b #03 : STA BowEquipment ; set bow to silver
++
JMP .done
+ CMP.b #$3B : BNE + ; Silver Bow
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA ArrowsFiller : BNE ++ ; check arrows
LDA.b #$03 : BRA +++ ; bow without arrow
++
LDA.b #$04 ; bow with arrow
+++
STA BowEquipment
.noequip
LDA BowTracking : ORA #$40 : STA BowTracking ; mark silver bow on y-toggle
JMP .done
+ CMP.b #$4C : BNE + ; 50 bombs
LDA.b #50 : STA BombCapacity ; upgrade bombs
LDA.b #50 : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$4D : BNE + ; 70 arrows
LDA.b #70 : STA ArrowCapacity ; upgrade arrows
LDA.b #70 : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$4E : BNE + ; 1/2 magic
LDA MagicConsumption : CMP #$02 : !BGE ++
INC : STA MagicConsumption ; upgrade magic
++
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA MagicConsumption ; upgrade magic
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA SwordEquipment ; set master sword
JMP .done
+ CMP.b #$51 : BNE + ; +5 Bombs
LDA BombCapacity : !ADD.b #$05 : STA BombCapacity ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$52 : BNE + ; +10 Bombs
LDA BombCapacity : !ADD.b #$0A : STA BombCapacity ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$53 : BNE + ; +5 Arrows
LDA ArrowCapacity : !ADD.b #$05 : STA ArrowCapacity ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$54 : BNE + ; +10 Arrows
LDA ArrowCapacity : !ADD.b #$0A : STA ArrowCapacity ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1)
JMP .done
+ CMP.b #$56 : BNE + ; Programmable Object 2
%ProgrammableItemLogic(2)
JMP .done
+ CMP.b #$57 : BNE + ; Programmable Object 3
%ProgrammableItemLogic(3)
JMP .done
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
LDA BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA BowEquipment ; switch to silver bow
++
+++
LDA.l ArrowMode : BEQ ++
LDA.b #$01 : STA ArrowsFiller
++
+ CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA CurrentRupees : !SUB RupoorDeduction : STA CurrentRupees : SEP #$20 ; Take 1 rupee
JMP .done
+ CMP.b #$5A : BNE + ; Null Item
JMP .done
+ CMP.b #$5B : BNE + ; Red Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l RedClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5C : BNE + ; Blue Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l BlueClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5D : BNE + ; Green Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l GreenClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5E : BNE + ; Progressive Sword
JMP .done
+ CMP.b #$5F : BNE + ; Progressive Shield
JMP .done
+ CMP.b #$60 : BNE + ; Progressive Armor
JMP .done
+ CMP.b #$61 : BNE + ; Progressive Lifting Glove
JMP .done
+ CMP.b #$62 : BNE + ; RNG Pool Item (Single)
JMP .done
+ CMP.b #$63 : BNE + ; RNG Pool Item (Multi)
JMP .done
+ CMP.b #$64 : BNE + ; Progressive Bow
JMP .done
+ CMP.b #$65 : BNE + ; Progressive Bow
JMP .done
+ CMP.b #$6A : BNE + ; Goal Collectable (Single/Triforce)
JSL.l ActivateGoal
JMP .done
+ CMP.b #$6B : BNE + ; Goal Collectable (Multi/Power Star)
BRA .multi_collect
+ CMP.b #$6C : BNE + ; Goal Collectable (Multi/Power Star) Alternate Graphic
.multi_collect
REP #$20 ; set 16-bit accumulator
LDA.l GoalItemRequirement : BEQ ++
LDA.l GoalCounter : INC : STA.l GoalCounter
CMP.w GoalItemRequirement : !BLT ++
LDA.l TurnInGoalItems : AND.w #$00FF : BNE ++
JSL.l ActivateGoal
++
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$6D : BNE + ; Server Request F0
JSL.l ItemGetServiceRequest_F0
JMP .done
+ CMP.b #$6E : BNE + ; Server Request F1
JSL.l ItemGetServiceRequest_F1
JMP .done
+ CMP.b #$6F : BNE + ; Server Request F2
JSL.l ItemGetServiceRequest_F2
JMP .done
;+ CMP.b #$FE : BNE + ; Server Request (Null Chest)
; JSL.l ItemGetServiceRequest
; JMP .done
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA MapField : STA MapField ; Map 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA MapField+1 : STA MapField+1 ; Map 2
JMP .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA CompassField : STA CompassField ; Compass 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA CompassField+1 : STA CompassField+1 ; Compass 2
JMP .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA BigKeyField : STA BigKeyField ; Big Key 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA BigKeyField+1 : STA BigKeyField+1 ; Big Key 2
JMP .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX
LDA DungeonKeys, X : INC : STA DungeonKeys, X ; Increment Key Count
CPX.b #$00 : BNE ++
STA HyruleCastleKeys ; copy HC to sewers
++ : CPX.b #$01 : BNE ++
STA SewerKeys ; copy sewers to HC
++
LDA.l GenericKeys : BEQ +
.generic
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
JMP .done
.normal
TXA : ASL : CMP $040C : BNE ++
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
++
JMP .done
+
.done
PLX
LDA $02E9 : CMP.b #$01 ; thing we wrote over
RTL
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
; #$A0 - Small Keys
;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
!ITEM_BUSY = "$7F5091"
;2B:Bottle Already Filled w/ Red Potion
;2C:Bottle Already Filled w/ Green Potion
;2D:Bottle Already Filled w/ Blue Potion
;3C:Bottle Already Filled w/ Bee
;3D:Bottle Already Filled w/ Fairy
;48:Bottle Already Filled w/ Gold Bee
AddReceivedItemExpanded:
{
PHA : PHX
JSL.l PreItemGet
LDA $02D8 ; Item Value
JSR AttemptItemSubstitution
STA $02D8
JSR IncrementItemCounters
CMP.b #$16 : BNE ++ ; Bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$2B : BNE ++ ; Red Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$2C : BNE ++ ; Green Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$2D : BNE ++ ; Blue Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$3C : BNE ++ ; Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$3D : BNE ++ ; Fairy w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$48 : BNE ++ ; Gold Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA MagicConsumption : BEQ +++
LDA.b #$4F : STA $02D8
+++ : JMP .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA SwordEquipment : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$50 : STA $02D8 : JMP .done
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$03 : STA $02D8 : JMP .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA ShieldEquipment : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Shield
LDA.b #$04 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$06 : STA $02D8 : JMP .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$23 : STA $02D8 : JMP .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA GloveEquipment : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : BRA .done
+ ; Everything Else
LDA.b #$1C : STA $02D8 : BRA .done
++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
LDA BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : BRA .done
+ ; Any Bow
LDA.b #$3B : STA $02D8 : BRA .done
++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
LDA.l BowTracking : ORA #$20 : STA.l BowTracking
BRA --
; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest)
; JSL ChestItemServiceRequest
; BRA .done
++ : CMP.b #$62 : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : STA $02D8
XBA : JSR.w MarkRNGItemSingle
LDA #$FF : STA !LOCK_IN ; clear lock-in
BRA .done
++ : CMP.b #$63 : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : STA $02D8
LDA #$FF : STA !LOCK_IN ; clear lock-in
BRA .done
++
.done
PLX : PLA
PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
JML.l AddReceivedItem+2
}
;--------------------------------------------------------------------------------
;DATA AddReceivedItemExpanded
{
; This is a temporary measure for Fish to have consistent addresses
org $A08800
.y_offsets
db -5, -5, -5, -5, -5, -4, -4, -5
db -5, -4, -4, -4, -2, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -5, -4, -4, -4, -4
db -4, -4, -2, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -2, -2, -2, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -2, -2, -4, -2, -4, -4
db -4, -5, -4, -4
;new
db -4, -4, -4, -4
db -5 ; Master Sword (Safe)
db -4, -4, -4, -4 ; +5/+10 Bomb Arrows
db -4, -4, -4 ; 3x Programmable Item
db -4 ; Upgrade-Only Sivler Arrows
db -4 ; 1 Rupoor
db -4 ; Null Item
db -4, -4, -4 ; Red, Blue & Green Clocks
db -4, -4, -4, -4 ; Progressive Sword, Shield, Armor & Gloves
db -4, -4 ; RNG Single & Multi
db -4, -4 ; Progressive Bow x2
db -4, -4, -4, -4 ; Unused
db -4, -4, -4 ; Goal Item Single, Multi & Alt Multi
db -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Map
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Compass
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Big Key
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Small Key
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
.x_offsets
db 4, 4, 4, 4, 4, 0, 0, 4
db 4, 4, 4, 4, 5, 0, 0, 0
db 0, 0, 0, 4, 0, 4, 0, 0
db 4, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 0, 0, 0
db 0, 0, 5, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 4, 4, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 4, 4, 0, 4, 0, 0
db 0, 4, 0, 0
;new
db 0, 0, 0, 0
db 4 ; Master Sword (Safe)
db 0, 0, 0, 0 ; +5/+10 Bomb Arrows
db 0, 0, 0 ; 3x Programmable Item
db 0 ; Upgrade-Only Sivler Arrows
db 4 ; 1 Rupoor
db 0 ; Null Item
db 0, 0, 0 ; Red, Blue & Green Clocks
db 0, 0, 0, 0 ; Progressive Sword, Shield, Armor & Gloves
db 0, 0 ; RNG Single & Multi
db 0, 0 ; Progressive Bow x2
db 0, 0, 0, 0 ; Unused
db 0, 0, 0 ; Goal Item Single, Multi & Alt Multi
db 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Map
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Compass
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Big Key
;db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; *EVENT*
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
.item_graphics_indices
db $06, $18, $18, $18, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $06, $0C, $38
;new
db $39, $3A, $3B, $3C
;5x
db $18 ; Master Sword (Safe)
db $3D, $3E, $3F, $40 ; +5/+10 Bomb Arrows
db $00, $00, $00 ; 3x Programmable Item
db $41 ; Upgrade-Only Sivler Arrows
db $24 ; 1 Rupoor
db $47 ; Null Item
db $48, $48, $48 ; Red, Blue & Green Clocks
db $FF, $FF, $04, $0D ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db $FF, $FF ; Progressive Bow x2
db $FF, $FF, $FF, $FF ; Unused
db $49, $4A, $49 ; Goal Item Single, Multi & Alt Multi
db $FF, $FF, $FF ; Unused
db $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21 ; Free Map
db $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16 ; Free Compass
db $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22 ; Free Big Key
db $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F ; Free Small Key
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
.wide_item_flag
db $00, $00, $00, $00, $00, $02, $02, $00
db $00, $00, $00, $00, $00, $02, $02, $02
db $02, $02, $02, $00, $02, $00, $02, $02
db $00, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $02, $02, $02
db $02, $02, $00, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $00, $00, $02
db $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $00, $00, $02, $00, $02, $02
db $02, $00, $02, $02
;new
db $02, $02, $02, $02
db $00 ; Master Sword (Safe)
db $02, $02, $02, $02 ; +5/+10 Bomb Arrows
db $02, $02, $02 ; 3x Programmable Item
db $02 ; Upgrade-Only Sivler Arrows
db $00 ; 1 Rupoor
db $02 ; Null Item
db $02, $02, $02 ; Red, Blue & Green Clocks
db $02, $02, $02, $02 ; Progressive Sword, Shield, Armor & Gloves
db $02, $02 ; RNG Single & Multi
db $02, $02 ; Progressive Bow x2
db $02, $02, $02, $02 ; Unused
db $02, $02, $02 ; Goal Item Single, Multi & Alt Multi
db $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Map
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Compass
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Big Key
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; Free Small Key
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
.properties
db 5, -1, 5, 5, 5, 5, 5, 1
db 2, 1, 1, 1, 2, 2, 2, 4
db 4, 4, 1, 1, 2, 1, 1, 1
db 2, 1, 2, 1, 4, 4, 2, 1
db 6, 1, 2, 1, 2, 2, 1, 2
db 2, 4, 1, 1, 4, 2, 1, 4
db 2, 2, 4, 4, 4, 2, 1, 4
db 1, 2, 2, 1, 2, 2, 1, 1
db 4, 4, 1, 2, 2, 4, 4, 4
db 2, 5, 2, 1
;new
db 4, 4, 4, 4
db 5 ; Master Sword (Safe)
db 4, 4, 4, 4 ; +5/+10 Bomb Arrows
db 4, 4, 4 ; 3x Programmable Item
db 1 ; Upgrade-Only Sivler Arrows
db 3 ; 1 Rupoor
db 1 ; Null Item
db 1, 2, 4 ; Red, Blue & Green Clocks
db $FF, $FF, $FF, $FF ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db 0, 0 ; Progressive Bow
db 0, 0, 0, 0 ; Unused
db 4, 4, 4 ; Goal Item Single, Multi & Alt Multi
db 0, 0, 0 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Map
db 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 ; Free Compass
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Big Key
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
; \item Target SRAM addresses for items you receive
.item_target_addr
dw $F359, $F359, $F359, $F359, $F35A, $F35A, $F35A, $F345
dw $F346, $F34B, $F342, $F340, $F341, $F344, $F35C, $F347
dw $F348, $F349, $F34A, $F34C, $F34C, $F350, $F35C, $F36B
dw $F351, $F352, $F353, $F354, $F354, $F34E, $F356, $F357
dw $F37A, $F34D, $F35B, $F35B, $F36F, $F364, $F36C, $F375
dw $F375, $F344, $F341, $F35C, $F35C, $F35C, $F36D, $F36E
dw $F36E, $F375, $F366, $F368, $F360, $F360, $F360, $F374
dw $F374, $F374, $F340, $F340, $F35C, $F35C, $F36C, $F36C
dw $F360, $F360, $F372, $F376, $F376, $F373, $F360, $F360
dw $F35C, $F359, $F34C, $F355
;new
dw $F375, $F376, $F373, $F373
dw $F359 ; Master Sword (Safe)
dw $F375, $F375, $F376, $F376 ; +5/+10 Bomb Arrows
dw $F41A, $F41C, $F41E ; 3x Programmable Item
dw $F340 ; Upgrade-Only Silver Arrows
dw $F360 ; 1 Rupoor
dw $F36A ; Null Item
dw $F454, $F454, $F454 ; Red, Blue & Green Clocks
dw $F359, $F35A, $F35B, $F354 ; Progressive Sword, Shield, Armor & Gloves
dw $F36A, $F36A ; RNG Single & Multi
dw $F340, $F340 ; Progressive Bow x2
dw $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A ; Goal Item Single, Multi & Alt Multi
dw $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Map
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Compass
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Big Key
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Small Key
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
}
; DATA Values to write to the above SRAM locations.
{
.item_values
db $01, $02, $03, $04, $01, $02, $03, $01
db $01, $01, $01, $01, $01, $02, $FF, $01
db $01, $01, $01, $01, $02, $01, $FF, $FF
db $01, $01, $02, $01, $02, $01, $01, $01
db $FF, $01, $FF, $02, $FF, $FF, $FF, $FF
db $FF, $FF, $02, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FB, $EC, $FF
db $FF, $FF, $01, $03, $FF, $FF, $FF, $FF
db $9C, $CE, $FF, $01, $0A, $FF, $FF, $FF
db $FF, $01, $03, $01
;new
db $32, $46, $80, $80
db $02 ; Master Sword (Safe)
db $FF, $FF, $FF, $FF ; +5/+10 Bomb Arrows
db $FF, $FF, $FF ; 3x Programmable Item
db $FF ; Upgrade-Only Sivler Arrows
db $FF ; 1 Rupoor
db $FF ; Null Item
db $FF, $FF, $FF ; Red, Blue & Green Clocks
db $FF, $FF, $FF, $FF ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db $FF, $FF ; Progressive Bow
db $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF ; Goal Item Single, Multi & Alt Multi
db $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Map
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Compass
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Big Key
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Small Key
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
;0x00 - Sewer Passage
;0x02 - Hyrule Castle
;0x04 - Eastern Palace
;0x06 - Desert Palace
;0x08 - Hyrule Castle 2
;0x0A - Swamp Palace
;0x0C - Dark Palace
;0x0E - Misery Mire
;0x10 - Skull Woods
;0x12 - Ice Palace
;0x14 - Tower of Hera
;0x16 - Gargoyle's Domain
;0x18 - Turtle Rock
;0x1A - Ganon's Tower
.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
; sewers and castle get 2 bits active so that they can share their items elegantly
dw $C000, $C000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $4B8B, $20AB ; last two can be re-used
; caves
dw $9CCE, $0390, $2F82, $AD03, $02E9, $01C9, $06D0, $72A5
dw $A548, $4873, $01A0, $D8AD, $C902, $D020, $A002, $9802
dw $E48D, $DA02, $D8AC, $D002, $A215, $BD08, $84E2, $0085
dw $E3BD, $8584, $A901, $857E, $B902, $857A, $0087, $0A98
dw $BDAA, $84E2, $0085, $E3BD, $8584, $A901, $857E, $B902
dw $857A, $0230, $0087, $1FC0, $02D0, $5664, $04A9, $4BC0
dw $06F0, $1EC0, $0AD0, $02A9, $790F, $7EF3, $798F, $7EF3
dw $1BC0, $04F0, $1CC0, $07D0, $1B22, $1BEE, $0182, $A201
dw $C004, $F037, $A20C, $C001, $F038, $A206, $C002, $D039
dw $8A14, $0007, $0087, $00EE, $2902, $C907, $D007, $A906
dw $8F04, $F3C7, $C07E, $D022, $A70A, $D000, $A904, $8701
dw $8000, $C0C9, $F025, $C008, $F032, $C004, $D033, $AE11
dw $040C, $20C2, $C6BD, $0785, $8700, $E200, $8220, $00B0
dw $3EC0, $0AD0, $082C, $1003, $A905, $8D02, $0309, $20C0
dw $44D0
}
;--------------------------------------------------------------------------------
BottleListExpanded:
db $16, $2B, $2C, $2D, $3D, $3C, $48
PotionListExpanded:
db $2E, $2F, $30, $FF, $0E
;--------------------------------------------------------------------------------
Link_ReceiveItemAlternatesExpanded:
{
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, -1, -1, $44, -1, -1, -1
db -1, -1, $35, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, $46, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1
db -1, -1, -1, -1
db -1 ; Master Sword (Safe)
db -1, -1, -1, -1 ; +5/+10 Bomb Arrows
db -1, -1, -1 ; 3x Programmable Item
db -1 ; Upgrade-Only Silver Arrows
db -1 ; 1 Rupoor
db -1 ; Null Item
db -1, -1, -1 ; Red, Blue & Green Clocks
db -1, -1, -1, -1 ; Progressive Sword, Shield, Armor & Gloves
db -1, -1 ; RNG Single & Multi
db -1, -1 ; Progressive Bow
db -1, -1, -1, -1 ; Unused
db -1, -1 ; Goal Item Single, Multi & Alt Multi
db -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Map
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Compass
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Big Key
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Small Key
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
}
;--------------------------------------------------------------------------------
.loadAlternate
PHB : PHK : PLB
;TYA : JSR IncrementItemCounters
;LDA Link_ReceiveItemAlternatesExpanded, Y : STA $03
TYA : JSR AttemptItemSubstitution : STA $03
CPY $03 : BNE + : LDA.b #$FF : STA $03 : +
PLB
RTL
;--------------------------------------------------------------------------------
;DrawHUDSilverArrows:
; LDA BowEquipment : AND.w #$00FF : BNE +
; LDA BowTracking : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; +
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
JSL.l DrawHUDArrows
LDA BowEquipment
RTL
.normal
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BEQ ++
JSL.l DrawHUDArrows
++
LDA BowEquipment
+
RTL
;--------------------------------------------------------------------------------
DrawHUDArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
LDA CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BNE .silver
BRA .wooden
+ CMP.b #03 : !BGE .silver
.wooden
LDA.b #$A7 : STA $7EC720 ; draw wooden arrow marker
LDA.b #$20 : STA $7EC721
LDA.b #$A9 : STA $7EC722
LDA.b #$20 : STA $7EC723
RTL
.normal ; in normal arrow mode this function is only ever called for silvers
.silver
LDA.b #$86 : STA $7EC720 ; draw silver arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$87 : STA $7EC722
LDA.b #$24 : STA $7EC723
RTL
.none
LDA.b #$7F : STA $7EC720 ; draw no arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$7F : STA $7EC722
LDA.b #$24 : STA $7EC723
RTL
;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
GetRNGItemSingle:
PHY
LDA !LOCK_IN : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGSingleItemTable, X : RTL : +
LDX.b #$00
.single_reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b #$00 : BRA +++ : + ; default to 0 if too many attempts
CMP.l RNGSingleTableSize : !BGE .single_reroll
+++
STA !SINGLE_INDEX_TEMP ; put our index value here
LDX #$00
TAY
.recheck
TYA
JSR.w CheckSingleItem : BEQ .single_unused ; already used
LDA !SINGLE_INDEX_TEMP : INC ; increment index
CMP.l RNGSingleTableSize : !BLT +++ : LDA.b #$00 : +++ ; rollover index if needed
STA !SINGLE_INDEX_TEMP ; store index
INX : TAY : TXA : CMP.l RNGSingleTableSize : !BLT .recheck
LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE
BRA .single_done
.single_unused
LDA !SINGLE_INDEX_TEMP
.single_done
TAX : LDA.l RNGSingleItemTable, X
XBA : LDA.l !SINGLE_INDEX_TEMP : STA !LOCK_IN : XBA
PLY
RTL
;--------------------------------------------------------------------------------
CheckSingleItem:
LSR #3 : TAX
LDA.l RNGItem, X : STA !SINGLE_INDEX_BITMASK_TEMP ; load value to temporary
PHX
LDA !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA !SINGLE_INDEX_BITMASK_TEMP
---
CPX.b #$00 : BEQ +++
LSR
DEX
BRA ---
+++
PLX
AND.b #$01
RTS
;--------------------------------------------------------------------------------
MarkRNGItemSingle:
;STA !SINGLE_INDEX_TEMP
LSR #3 : STA !SINGLE_INDEX_OFFSET_TEMP : TAX
LDA.l RNGItem, X
STA.l !SINGLE_INDEX_BITMASK_TEMP
LDA.l !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA.b #01
---
CPX.b #$00 : BEQ +++
ASL
DEX
BRA ---
+++
PHA
LDA.l !SINGLE_INDEX_OFFSET_TEMP : TAX
PLA
ORA.l !SINGLE_INDEX_BITMASK_TEMP
STA.l RNGItem, X
RTS
;--------------------------------------------------------------------------------
GetRNGItemMulti:
LDA !LOCK_IN : CMP #$FF : BEQ + : TAX : XBA : LDA.l RNGMultiItemTable, X : RTL : +
LDX.b #$00
- ; reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b 00 : BRA .done : + ; default to 0 if too many attempts
CMP.l RNGMultiTableSize : !BGE -
.done
STA !LOCK_IN
TAX : XBA : LDA.l RNGMultiItemTable, X
RTL
;--------------------------------------------------------------------------------
IncrementItemCounters:
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA ItemLimitCounts, X : INC : STA ItemLimitCounts, X
PLX
BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
RTS
;--------------------------------------------------------------------------------
AttemptItemSubstitution:
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA ItemLimitCounts, X
PLX
CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA 1,s
+
BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
RTS
;--------------------------------------------------------------------------------
CountBottles:
PHX
LDX.b #$00
LDA BottleContentsOne : BEQ ++ : INX
++ : LDA BottleContentsTwo : BEQ ++ : INX
++ : LDA BottleContentsThree : BEQ ++ : INX
++ : LDA BottleContentsFour : BEQ ++ : INX
++
TXA
PLX
RTS
;--------------------------------------------------------------------------------
ActivateGoal:
STZ $11
STZ $B0
JML.l StatsFinalPrep
;--------------------------------------------------------------------------------
ChestPrep:
LDA.b #$01 : STA $02E9
JSL.l IncrementChestCounter
LDA.l ServerRequestMode : BEQ +
JSL.l ChestItemServiceRequest
RTL
+
LDY $0C ; get item value
SEC
RTL
;--------------------------------------------------------------------------------
; Set a flag in SRAM if we pick up a compass in its own dungeon with HUD compass
; counts on
MaybeFlagCompassTotalPickup:
LDA.l CompassMode : AND.b #$0F : BEQ .done
LDA $040C : CMP #$FF : BEQ .done
LSR : STA $04 : LDA #$0F : !SUB $04 ; Compute flag "index"
CPY #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
STA $04
TYA : AND #$0F : CMP $04 : BNE .done ; Check if compass is for this dungeon
.setFlag
CMP #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
.done
RTL
;--------------------------------------------------------------------------------
; Set the compass count display flag if we're entering a dungeon and alerady have
; that compass
MaybeFlagCompassTotalEntrance:
LDX $040C : CPX #$FF : BEQ .done ; Skip if we're not entering dungeon
LDA.l CompassMode : AND.w #$000F : BEQ .done ; Skip if we're not showing compass counts
CMP.w #$0002 : BEQ .countShown
LDA CompassField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have compass
.countShown
SEP #$20
TXA : LSR : STA.b $04 : LDA.b #$0F : !SUB $04 ; Compute flag "index"
CMP #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
REP #$20
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
REP #$20
.done
RTL
;--------------------------------------------------------------------------------