107 lines
2.5 KiB
NASM
107 lines
2.5 KiB
NASM
;================================================================================
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; Randomize Flute Dig Item
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;--------------------------------------------------------------------------------
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SpawnHauntedGroveItem:
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LDA $8A : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove
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LDA $1B : BEQ + : RTL : + ; Skip if indoors
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LDA.l HauntedGroveItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
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JSL.l PrepDynamicTile
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LDA.b #$EB
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STA $7FFE00
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JSL Sprite_SpawnDynamically
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LDX.b #$00
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LDA $2F : CMP.b #$04 : BEQ + : INX : +
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LDA.l .x_speeds, X : STA $0D50, Y
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LDA.b #$00 : STA $0D40, Y
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LDA.b #$18 : STA $0F80, Y
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LDA.b #$FF : STA $0B58, Y
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LDA.b #$30 : STA $0F10, Y
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LDA $22 : !ADD.l .x_offsets, X
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AND.b #$F0 : STA $0D10, Y
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LDA $23 : ADC.b #$00 : STA $0D30, Y
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LDA $20 : !ADD.b #$16 : AND.b #$F0 : STA $0D00, Y
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LDA $21 : ADC.b #$00 : STA $0D20, Y
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LDA.b #$00 : STA $0F20, Y
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TYX
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LDX $8A ; haunted grove (208D0A)
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LDA OverworldEventDataWRAM, X : AND.b #$40 : BNE +
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LDA.b #$1B : JSL Sound_SetSfx3PanLong
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+
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RTL
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;DATA - Flute Spawn Information
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{
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.x_speeds
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db $F0
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db $10
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.x_offsets
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db $00
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db $13
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}
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;--------------------------------------------------------------------------------
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FluteBoy:
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LDA $10 : CMP.b #$1A : BEQ +
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LDA.b #$01 : STA $0FDD
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JML.l FluteBoy_Abort
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+
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LDA $0D80, X : CMP.b #$03 ; thing we wrote over
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JML.l FluteBoy_Continue
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;--------------------------------------------------------------------------------
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FreeDuckCheck:
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LDA.l InvertedMode : BEQ .done
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LDA FluteEquipment : CMP.b #$03 : BEQ .done ; flute is already active
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; check the area, is it #$18 = 30?
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LDA $8A : CMP.b #$18 : BNE .done
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REP #$20
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; Y coordinate boundaries for setting it off.
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LDA $20
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CMP.w #$0760 : BCC .done
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CMP.w #$07E0 : BCS .done
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; do if( (Ycoord >= 0x0760) && (Ycoord < 0x07e0
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LDA $22
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CMP.w #$01CF : BCC .done
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CMP.w #$0230 : BCS .done
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; do if( (Xcoord >= 0x1cf) && (Xcoord < 0x0230)
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SEP #$20
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; Apparently a special Overworld mode for doing this?
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LDA.b #$2D : STA $11
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; Trigger the sequence to start the weathervane explosion.
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LDY.b #$00
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LDA.b #$37
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JSL AddWeathervaneExplosion
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BRA .skipSong
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.done
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SEP #$20
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LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer
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LDA.b #$13
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RTL
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.skipSong
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SEP #$20
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LDA.b #$80 : STA $03F0 ; thing we wrote over, load flute timer
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LDA.b #$00
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RTL
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;--------------------------------------------------------------------------------
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