387 lines
12 KiB
NASM
387 lines
12 KiB
NASM
;================================================================================
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; Randomize Heart Pieces
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;--------------------------------------------------------------------------------
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HeartPieceGet:
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PHX : PHY
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LDY.w SpriteItemType, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l LoadHeartPieceRoomValue : TAY
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+
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JSL.l MaybeMarkDigSpotCollected
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.skipLoad
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STZ.w ItemReceiptMethod ; 0 = Receiving item from an NPC or message
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CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
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LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
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BRA .giveItem
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.notHeart
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.giveItem
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JSL.l $0791B3 ; Player_HaltDashAttackLong
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JSL.l Link_ReceiveItem
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CLC ; return false
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JMP .done ; finished
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.unfinished_heart
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SEC ; return true
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.done
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JSL MaybeUnlockTabletAnimation
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PLY : PLX
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RTL
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;--------------------------------------------------------------------------------
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HeartContainerGet:
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PHX : PHY
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JSL.l AddInventory_incrementBossSwordLong
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LDY.w SpriteItemType, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l LoadHeartContainerRoomValue : TAY
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+
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BRA HeartPieceGet_skipLoad
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;--------------------------------------------------------------------------------
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DrawHeartPieceGFX:
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PHP
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JSL.l Sprite_IsOnscreen : BCC .offscreen
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PHA : PHY
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LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
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JSL.l HeartPieceSpritePrep
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JMP .done ; don't draw on the init frame
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.skipInit
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LDA.w SpriteItemType, X ; Retrieve stored item type
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.skipLoad
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PHA
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JSL.l IsNarrowSprite : BCC +
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LDA.w $0E60, X : ORA.b #$20 : STA.w $0E60, X
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+
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PLA
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JSL.l DrawDynamicTile
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JSL.l Sprite_DrawShadowLong
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.done
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PLY : PLA
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.offscreen
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PLP
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RTL
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;--------------------------------------------------------------------------------
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DrawHeartContainerGFX:
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PHP
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JSL.l Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
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PHA : PHY
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LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
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JSL.l HeartContainerSpritePrep
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BRA DrawHeartPieceGFX_done ; don't draw on the init frame
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.skipInit
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LDA.w SpriteItemType, X ; Retrieve stored item type
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BRA DrawHeartPieceGFX_skipLoad
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;--------------------------------------------------------------------------------
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HeartContainerSound:
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CPY.b #$20 : BEQ + ; Skip for Crystal
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CPY.b #$37 : BEQ + ; Skip for Pendants
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CPY.b #$38 : BEQ +
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CPY.b #$39 : BEQ +
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JSL.l CheckIfBossRoom : BCC + ; Skip if not in a boss room
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LDA.b #$2E
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SEC
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RTL
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+
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CLC
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RTL
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;--------------------------------------------------------------------------------
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NormalItemSkipSound:
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LDA.w $0C5E, X ; thing we wrote over
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CPY.b #$20 : BEQ + ; Skip for Crystal
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CPY.b #$37 : BEQ + ; Skip for Pendants
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CPY.b #$38 : BEQ +
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CPY.b #$39 : BEQ +
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PHA
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JSL.l CheckIfBossRoom
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PLA
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RTL
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+
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CLC
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RTL
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;--------------------------------------------------------------------------------
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HeartPieceSpritePrep:
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PHA
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LDA.l ServerRequestMode : BEQ + : : +
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LDA.b #$01 : STA.l RedrawFlag
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LDA.b LinkState : CMP.b #$14 : BEQ .skip ; skip if we're mid-mirror
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LDA.b #$00 : STA.l RedrawFlag
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JSL.l LoadHeartPieceRoomValue ; load item type
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STA.w SpriteItemType, X ; Store item type
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JSL.l PrepDynamicTile
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.skip
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PLA
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RTL
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;--------------------------------------------------------------------------------
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HeartContainerSpritePrep:
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PHA
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LDA.b #$00 : STA.l RedrawFlag
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JSL.l LoadHeartContainerRoomValue ; load item type
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STA.w SpriteItemType, X ; Store item type
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JSL.l PrepDynamicTile
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PLA
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RTL
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;--------------------------------------------------------------------------------
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LoadHeartPieceRoomValue:
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LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
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.indoors
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JSL.l LoadIndoorValue
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JMP .done
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.outdoors
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JSL.l LoadOutdoorValue
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.done
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RTL
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;--------------------------------------------------------------------------------
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HPItemReset:
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JSL $09AD58 ; GiveRupeeGift - thing we wrote over
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PHA : LDA.b #$01 : STA.l RedrawFlag : PLA
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RTL
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;--------------------------------------------------------------------------------
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MaybeMarkDigSpotCollected:
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PHA : PHP
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LDA.b IndoorsFlag : BNE +
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REP #$20 ; set 16-bit accumulator
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LDA.b OverworldIndex
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CMP.w #$2A : BNE +
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LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
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+
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
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LDA.l IsEncrypted : BNE ?encrypted
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LDA.l <ItemLabel>
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BRA ?done
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?encrypted:
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PHX : PHP
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REP #$30 ; set 16-bit accumulator & index registers
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LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
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LDA.w #<TableLabel> : STA.b Scrap00
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LDA.w #<TableLabel>>>16 : STA.b Scrap02
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LDA.w #<ItemLabel>-<TableLabel>
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JSL RetrieveValueFromEncryptedTable
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PLX : STX.b Scrap02 : PLX : STX.b Scrap01
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PLP : PLX
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?done:
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endmacro
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LoadIndoorValue:
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PHP
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REP #$20 ; set 16-bit accumulator
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LDA.b RoomIndex ; these are all decimal because i got them that way
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CMP.w #225 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Forest_Thieves, HeartPieceIndoorValues)
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JMP .done
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+ CMP.w #226 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Lumberjack_Tree, HeartPieceIndoorValues)
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JMP .done
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+ CMP.w #234 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Spectacle_Cave, HeartPieceIndoorValues)
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JMP .done
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+ CMP.w #283 : BNE +
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LDA.b $22 : XBA : AND.w #$0001 ; figure out where link is
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BNE ++
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%GetPossiblyEncryptedItem(HeartPiece_Circle_Bushes, HeartPieceIndoorValues)
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JMP .done
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++
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%GetPossiblyEncryptedItem(HeartPiece_Graveyard_Warp, HeartPieceIndoorValues)
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JMP .done
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+ CMP.w #294 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Mire_Warp, HeartPieceIndoorValues)
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JMP .done
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+ CMP.w #295 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Smith_Pegs, HeartPieceIndoorValues)
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JMP .done
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+ CMP.w #135 : BNE +
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LDA.l StandingKey_Hera
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JMP .done
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+
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LDA.w #$0017 ; default to a normal hp
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.done
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AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
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PLP
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RTL
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;--------------------------------------------------------------------------------
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;225 - HeartPiece_Forest_Thieves
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;226 - HeartPiece_Lumberjack_Tree
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;234 - HeartPiece_Spectacle_Cave
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;283 - HeartPiece_Circle_Bushes
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;283 - HeartPiece_Graveyard_Warp
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;294 - HeartPiece_Mire_Warp
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;295 - HeartPiece_Smith_Pegs
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;--------------------------------------------------------------------------------
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LoadOutdoorValue:
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PHP
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REP #$20 ; set 16-bit accumulator
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LDA.b OverworldIndex
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CMP.w #$03 : BNE +
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LDA.b $22 : CMP.w #1890 : !BLT ++
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%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
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JMP .done
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++
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%GetPossiblyEncryptedItem(EtherItem, SpriteItemValues)
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JMP .done
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+ CMP.w #$05 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Mountain_Warp, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$28 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Maze, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$2A : BNE +
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%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$30 : BNE +
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LDA.b $22 : CMP.w #512 : !BGE ++
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%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
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JMP .done
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++
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%GetPossiblyEncryptedItem(BombosItem, SpriteItemValues)
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JMP .done
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+ CMP.w #$35 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Lake, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$3B : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Swamp, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$42 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$4A : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$5B : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Pyramid, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$68 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Digging, HeartPieceOutdoorValues)
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JMP .done
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+ CMP.w #$81 : BNE +
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%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
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JMP .done
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+
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LDA.w #$0017 ; default to a normal hp
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.done
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AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
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PLP
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RTL
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;--------------------------------------------------------------------------------
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;$03 - HeartPiece_Spectacle
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;$05 - HeartPiece_Mountain_Warp
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;$28 - HeartPiece_Maze
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;$30 - HeartPiece_Desert
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;$35 - HeartPiece_Lake
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;$3B - HeartPiece_Swamp
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;$42 - HeartPiece_Cliffside - not really but the gfx load weird otherwise
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;$4A - HeartPiece_Cliffside
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;$5B - HeartPiece_Pyramid
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;$68 - HeartPiece_Digging
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;$81 - HeartPiece_Zora
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;--------------------------------------------------------------------------------
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LoadHeartContainerRoomValue:
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LoadBossValue:
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PHP
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REP #$20 ; set 16-bit accumulator
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LDA.b RoomIndex ; these are all decimal because i got them that way
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CMP.w #200 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_ArmosKnights, HeartContainerBossValues)
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JMP .done
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+ CMP.w #51 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Lanmolas, HeartContainerBossValues)
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JMP .done
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+ CMP.w #7 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Moldorm, HeartContainerBossValues)
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JMP .done
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+ CMP.w #90 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_HelmasaurKing, HeartContainerBossValues)
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JMP .done
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+ CMP.w #6 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Arrghus, HeartContainerBossValues)
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JMP .done
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+ CMP.w #41 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Mothula, HeartContainerBossValues)
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JMP .done
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+ CMP.w #172 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Blind, HeartContainerBossValues)
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JMP .done
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+ CMP.w #222 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Kholdstare, HeartContainerBossValues)
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JMP .done
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+ CMP.w #144 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Vitreous, HeartContainerBossValues)
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JMP .done
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+ CMP.w #164 : BNE +
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%GetPossiblyEncryptedItem(HeartContainer_Trinexx, HeartContainerBossValues)
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JMP .done
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+
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LDA.w #$003E ; default to a normal boss heart
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.done
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AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
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PLP
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RTL
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;--------------------------------------------------------------------------------
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CheckIfBossRoom:
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;--------------------------------------------------------------------------------
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; Carry set if we're in a boss room, unset otherwise.
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;--------------------------------------------------------------------------------
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REP #$20 ; set 16-bit accumulator
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LDA.b RoomIndex ; these are all decimal because i got them that way
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CMP.w #200 : BEQ .done
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CMP.w #51 : BEQ .done
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CMP.w #7 : BEQ .done
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CMP.w #90 : BEQ .done
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CMP.w #6 : BEQ .done
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CMP.w #41 : BEQ .done
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CMP.w #172 : BEQ .done
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CMP.w #222 : BEQ .done
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CMP.w #144 : BEQ .done
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CMP.w #164 : BEQ .done
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CLC
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.done
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+ SEP #$20 ; set 8-bit accumulator
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RTL
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;--------------------------------------------------------------------------------
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;#200 - Eastern Palace - Armos Knights
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;#51 - Desert Palace - Lanmolas
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;#7 - Tower of Hera - Moldorm
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;#32 - Agahnim's Tower - Agahnim I
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;#90 - Palace of Darkness - Helmasaur King
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;#6 - Swamp Palace - Arrghus
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;#41 - Skull Woods - Mothula
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;#172 - Thieves' Town - Blind
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;#222 - Ice Palace - Kholdstare
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;#144 - Misery Mire - Vitreous
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;#164 - Turtle Rock - Trinexx
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;#13 - Ganon's Tower - Agahnim II
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;#0 - Pyramid of Power - Ganon
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;--------------------------------------------------------------------------------
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;JSL $06DD40 ; DashKey_Draw
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;JSL $06DBF8 ; Sprite_PrepAndDrawSingleLargeLong
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;JSL $06DC00 ; Sprite_PrepAndDrawSingleSmallLong ; draw first cell correctly
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;JSL $00D51B ; GetAnimatedSpriteTile
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;JSL $00D52D ; GetAnimatedSpriteTile.variable
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;================================================================================
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