Files
alttpr-baserom/pendantcrystalhud.asm
cassidoxa 09d15f3294 Another WRAM label pass
Deleted compression.asm
2022-11-22 00:36:39 -05:00

662 lines
16 KiB
NASM

;================================================================================
; Pendant / Crystal HUD Fix
;--------------------------------------------------------------------------------
;================================================================================
FlipLWDWFlag:
PHP
SEP #$20 ; set 8-bit accumulator
LDA.l CurrentWorld : EOR.b #$40 : STA.l CurrentWorld
BEQ +
LDA.b #07 : BRA ++ ; dark world - crystals
+
LDA.b #03 ; light world - pendants
++
STA.l MapIcons
PLP
RTL
;================================================================================
HUDRebuildIndoorHole:
PHA
LDA.l GenericKeys : BEQ .normal
.generic
PLA
LDA.l CurrentGenericKeys ; generic key count
JSL.l HUD_RebuildIndoor_Palace
RTL
.normal
PLA
JSL.l HUD_RebuildIndoor_Palace
RTL
;================================================================================
HUDRebuildIndoor:
LDA.l GenericKeys : BEQ .normal
.generic
LDA.b #$00 : STA.l $7EC017
LDA.l CurrentGenericKeys ; generic key count
RTL
.normal
LDA.b #$00 : STA.l $7EC017
LDA.b #$FF ; don't show keys
RTL
;================================================================================
GetCrystalNumber:
PHX
TXA : ASL : TAX
LDA.l CurrentWorld : EOR.b #$40 : BNE +
INX
+
LDA.l CrystalNumberTable-16, X
PLX
RTL
;================================================================================
OverworldMap_CheckObject:
PHX
;CPX.b #$01 : BNE + : JMP ++ : + : JMP .fail
LDA.l CurrentWorld : AND.b #$40 : BNE +
;LW Map
LDA.l MapMode : BEQ +++
LDA.l MapField : ORA.l MapOverlay : AND.b #$01 : BNE +++
PHX
LDA.l .lw_map_offsets, X : TAX ; put map offset into X
LDA.l MapField, X : ORA.l MapOverlay, X
PLX
AND.l .lw_map_masks, X : BNE +++
JMP .fail
+++
LDA.l .lw_offsets, X
BPL +++ : CLC : BRA .done : +++ ; don't display master sword
TAX : BRA ++
+
;DW Map
LDA.l MapMode : BEQ +++
LDA.l MapField : ORA.l MapOverlay : AND.b #$02 : BNE +++
PHX
LDA.l .dw_map_offsets, X : TAX ; put map offset into X
LDA.l MapField, X : ORA MapOverlay, X
PLX
AND.l .dw_map_masks, X : BNE +++
JMP .fail
+++
LDA.l .dw_offsets, X
TAX : BRA ++
SEC
PLX
RTL
++
LDA.l CrystalPendantFlags_2, X
AND.b #$40 : BNE .checkCrystal
.checkPendant
LDA.l PendantsField : AND.l CrystalPendantFlags, X : BNE .fail
CLC : BRA .done
.checkCrystal
LDA.l CrystalsField : AND.l CrystalPendantFlags, X : BNE .fail
CLC : BRA .done
.fail
SEC
.done
PLX
RTL
.lw_offsets
db $02, $0A, $03, $FF
.dw_offsets
db $06, $08, $0C, $0B, $07, $09, $05
.lw_map_offsets
db $01, $00, $01
; pod skull trock thieves mire ice swamp
.dw_map_offsets
db $01, $00, $00, $00, $01, $00, $01
.lw_map_masks
db $20, $20, $10, $00
.dw_map_masks
db $02, $80, $08, $10, $01, $40, $04
;================================================================================
SetLWDWMap:
PHP
SEP #$20 ; set 8-bit accumulator
LDA.l CurrentWorld : EOR.b #$40
BNE +
LDA.b #07 : BRA ++ ; dark world - crystals
+
LDA.b #03 ; light world - pendants
++
STA.l MapIcons
PLP
RTL
;================================================================================
GetMapMode:
LDA.l CurrentWorld : AND.b #$40 : BEQ +
LDA.b #07 ; dark world - crystals
RTL
+
LDA.b #03 ; light world - pendants
RTL
;================================================================================
BringMenuDownEnhanced:
REP #$20 ; set 16-bit accumulator
LDA.l TournamentSeed : AND.w #$00FF
BEQ +
LDA.w #$0008 : BRA ++ ; use default speed on tournament seeds
+
LDA.l MenuSpeed
++
EOR.w #$FFFF : !ADD.w #$0001 ; negate menu speed
!ADD BG3VOFSQL : CMP.w #$FF18 : !BGE .noOvershoot
LDA.w #$FF18 ; if we went past the limit, go to the limit
.noOvershoot
STA.b BG3VOFSQL : CMP.w #$FF18
SEP #$20 ; set 8-bit accumulator
BNE .notDoneScrolling
INC.w SubModuleInterface
.notDoneScrolling
RTL
;================================================================================
RaiseHudMenu:
LDA.l TournamentSeed : AND.w #$00FF
BEQ +
LDA.w #$0008 : BRA ++ ; use default speed on tournament seeds
+
LDA.l MenuSpeed : AND.w #$00FF
++
!ADD BG3VOFSQL : BMI .noOvershoot
LDA.w #$0000 ; if we went past the limit, go to the limit
.noOvershoot
STA.b BG3VOFSQL
RTL
;================================================================================
CheckCloseItemMenu:
LDA.l MenuCollapse : BNE +
LDA.b Joy1A_New : AND.b #$10 : RTL
+
LDA.b Joy1A_All : AND.b #$10 : EOR.b #$10
RTL
;================================================================================
ShowDungeonItems:
LDA.w DungeonID : AND.w #$00FF : CMP.w #$00FF : BNE + : RTL : + ; return normal result if outdoors or in a cave
LDA.l HudFlag : AND.w #$0020 ; check hud flag
BEQ + : LDA.w #$0000 : RTL : + ; if set, send the zero onwards
LDA.w DungeonID : AND.w #$00FF : CMP.w #$00FF ; original logic
RTL
;--------------------------------------------------------------------------------
UpdateKeys:
PHX : PHP
SEP #$30 ; set 8-bit accumulator & index registers
LDA.w DungeonID : CMP.b $1F : !BLT .skip
LSR : TAX ; get dungeon index and store to X
LDA.l CurrentSmallKeys ; load current key count
STA.l DungeonKeys, X ; save to main counts
CPX.b #$00 : BNE +
STA.l HyruleCastleKeys ; copy HC to sewers
+ : CPX.b #$01 : BNE +
STA.l SewerKeys ; copy sewers to HC
+
.skip
JSL.l PostItemGet
PLP : PLX
RTL
;$37C = Sewer Passage
;$37D = Hyrule Castle
;$37E = Eastern Palace
;$37F = Desert Palace
;$380 = Hyrule Castle 2
;$381 = Swamp Palace
;$382 = Dark Palace
;$383 = Misery Mire
;$384 = Skull Woods
;$385 = Ice Palace
;$386 = Tower of Hera
;$387 = Gargoyle's Domain
;$388 = Turtle Rock
;$389 = Ganon's Tower
;--------------------------------------------------------------------------------
DrawBootsInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1608 : STA.b $00
RTL
+
LDA.w #$1588 : STA.b $00
RTL
;--------------------------------------------------------------------------------
DrawGlovesInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1610 : STA.b $00
RTL
+
LDA.w #$1590 : STA.b $00
RTL
;--------------------------------------------------------------------------------
DrawFlippersInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1618 : STA.b $00
RTL
+
LDA.w #$1598 : STA.b $00
RTL
;--------------------------------------------------------------------------------
DrawMoonPearlInMenuLocation:
LDA.l HUDDungeonItems : BNE +
LDA.w #$1620 : STA.b $00
RTL
+
LDA.w #$15A0 : STA.b $00
RTL
;--------------------------------------------------------------------------------
DrawHUDDungeonItems:
LDA.l HUDDungeonItems : BNE .continue
RTL
.dungeon_positions
dw 0 ; Hyrule Castle
dw 6 ; Eastern
dw 8 ; Desert
dw 10 ; Hera
dw 2 ; Agahnims Tower
dw 14 ; PoD
dw 16 ; Swamp
dw 18 ; Skull Woods
dw 20 ; Thieves Town
dw 22 ; Ice
dw 24 ; Mire
dw 26 ; Turtle Rock
dw 30 ; Ganon's Tower
.small_key_x_offset
dw HyruleCastleKeys-DungeonKeys ; Hyrule Castle
dw EasternKeys-DungeonKeys ; Eastern
dw DesertKeys-DungeonKeys ; Desert
dw HeraKeys-DungeonKeys ; Hera
dw CastleTowerKeys-DungeonKeys ; Agahnims Tower
dw PalaceOfDarknessKeys-DungeonKeys ; PoD
dw SwampKeys-DungeonKeys ; Swamp
dw SkullWoodsKeys-DungeonKeys ; Skull Woods
dw ThievesTownKeys-DungeonKeys ; Thieves Town
dw IcePalaceKeys-DungeonKeys ; Ice
dw MireKeys-DungeonKeys ; Mire
dw TurtleRockKeys-DungeonKeys ; Turtle Rock
dw GanonsTowerKeys-DungeonKeys ; Ganon's Tower
.dungeon_bitmasks
dw $4000 ; Hyrule Castle
dw $2000 ; Eastern
dw $1000 ; Desert
dw $0020 ; Hera
dw $0800 ; Agahnims Tower
dw $0200 ; PoD
dw $0400 ; Swamp
dw $0080 ; Skull Woods
dw $0010 ; Thieves Town
dw $0040 ; Ice
dw $0100 ; Mire
dw $0008 ; Turtle Rock
dw $0004 ; Ganon's Tower
.boss_room_ids
dw $80*2 ; ; Hyrule Castle (BNC)
dw $C8*2 ; ; Eastern
dw $33*2 ; ; Desert
dw $07*2 ; ; Hera
dw $20*2 ; ; Agahnim
dw $5A*2 ; ; PoD
dw $06*2 ; ; Swamp
dw $29*2 ; ; Skull Woods
dw $AC*2 ; ; Thieves Town
dw $DE*2 ; ; Ice
dw $90*2 ; ; Mire
dw $A4*2 ; ; Turtle Rock
dw $0D*2 ; ; Ganon's Tower
.continue
PHP
PHB
PHK
PLB
REP #$30
;-------------------------------------------------------------------------------
; dungeon names
LDA.w #$2D50
LDY.w #0
.next_dungeon_name
LDX.w .dungeon_positions,Y
STA.w $1646,X
INC
INY : INY
CPY.w #26 : BCC .next_dungeon_name
; write black
LDX.w #$001E
LDA.w #$24F5
-- STA.w $1686,X
STA.w $16C6,X
STA.w $1706,X
DEX : DEX : BPL --
LDA.l HudFlag : AND.w #$0020 : BEQ +
JMP .maps_and_compasses
+
;-------------------------------------------------------------------------------
LDA.l HUDDungeonItems : AND.w #$0001 : BEQ .skip_small_keys
.draw_small_keys
LDA.w #$2810 : STA.w $1684 ; small keys icon
LDY.w #0
; Clear the carry only once
; it will be cleared by looping condition afterwards
CLC
.next_small_key
LDX.w .small_key_x_offset,Y
LDA.l DungeonKeys,X
AND.w #$00FF
LDX.w .dungeon_positions,Y
ADC.w #$2816
STA.w $1686,X
INY : INY
CPY.w #26 : BCC .next_small_key
;-------------------------------------------------------------------------------
.skip_small_keys
; Big Keys
LDA.l HUDDungeonItems : AND.w #$0002 : BEQ .skip_big_keys
LDA.w #$2811 : STA.w $16C4 ; big key icon
; use X so we can BIT
LDX.w #0
; load once and test multiple times
LDA.l BigKeyField
.next_big_key
BIT.w .dungeon_bitmasks,X
BEQ ..skip_key
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $16C6,Y
; reload
LDA.l BigKeyField
..skip_key
INX : INX
CPX.w #26 : BCC .next_big_key
;-------------------------------------------------------------------------------
.skip_big_keys
LDA.l HUDDungeonItems : AND.w #$0010 : BEQ .skip_boss_kills
LDA.w #$280F : STA.w $1704 ; skull icon
LDY.w #0
.next_boss_kill
LDX.w .boss_room_ids,Y
LDA.l RoomDataWRAM.l,X
AND.w #$0800
BEQ ..skip_boss_kill
LDA.w #$2826
LDX.w .dungeon_positions,Y
STA.w $1706,X
..skip_boss_kill
INY : INY
CPY.w #26 : BCC .next_boss_kill
;-------------------------------------------------------------------------------
.skip_boss_kills
JMP .exit
;-------------------------------------------------------------------------------
; This should only display if select is pressed in hud
.maps_and_compasses
; Maps
LDA.l HUDDungeonItems : AND.w #$0004 : BEQ .skip_maps
LDA.w #$2821 : STA.w $1684 ; map icon
; use X so we can BIT
LDX.w #0
; load once and test multiple times
LDA.l MapField
.next_map
BIT.w .dungeon_bitmasks,X
BEQ ..skip_map
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $1686,Y
; reload
LDA.l MapField
..skip_map
INX : INX
CPX.w #26 : BCC .next_map
;-------------------------------------------------------------------------------
.skip_maps
; Compasses
LDA.l HUDDungeonItems : AND.w #$0008 : BEQ .skip_compasses
LDA.w #$2C20 : STA.w $16C4 ; compass icon
; use X so we can BIT
LDX.w #0
; load once and test multiple times
LDA.l CompassField
.next_compass
BIT.w .dungeon_bitmasks,X
BEQ ..skip_compass
LDY.w .dungeon_positions,X
LDA.w #$2826
STA.w $16C6,Y
; reload
LDA.l CompassField
..skip_compass
INX : INX
CPX.w #26 : BCC .next_compass
;-------------------------------------------------------------------------------
.skip_compasses
.exit
PLB
PLP
RTL
;--------------------------------------------------------------------------------
;================================================================================
DrawPendantCrystalDiagram:
PHP : PHB : PHK : PLB
REP #$30 ; Set 16-bit accumulator & index registers
LDX.w #$0000 ; Paint entire box black & draw empty pendants and crystals
-
LDA.l .row0, X : STA.w $12EA, X
LDA.l .row1, X : STA.w $132A, X
LDA.l .row2, X : STA.w $136A, X
LDA.l .row3, X : STA.w $13AA, X
LDA.l .row4, X : STA.w $13EA, X
LDA.l .row5, X : STA.w $142A, X
LDA.l .row6, X : STA.w $146A, X
LDA.l .row7, X : STA.w $14AA, X
LDA.l .row8, X : STA.w $14EA, X
INX #2 : CPX.w #$0014 : BCC -
; pendants
LDA.l PendantsField
LSR : BCC + ; pendant of wisdom (red)
LDX.w #$252B
STX.w $13B6
INX : STX.w $13B8
INX : STX.w $13F6
INX : STX.w $13F8
+ LSR : BCC + ; pendant of power (blue)
LDX.w #$2D2B
STX.w $13AE
INX : STX.w $13B0
INX : STX.w $13EE
INX : STX.w $13F0
+ LSR : BCC + ; pendant of courage (green)
LDX.w #$3D2B
STX.w $1332
INX : STX.w $1334
INX : STX.w $1372
INX : STX.w $1374
+
; crystals
LDA.l CrystalsField
LDX.w #$2D44
LDY.w #$2D45
BIT.w #$0002 : BEQ + ; crystal 1
STX.w $14AC
STY.w $14AE
+ BIT.w #$0010 : BEQ + ; crystal 2
STX.w $146E
STY.w $1470
+ BIT.w #$0040 : BEQ + ; crystal 3
STX.w $14B0
STY.w $14B2
+ BIT.w #$0020 : BEQ + ; crystal 4
STX.w $1472
STY.w $1474
+ BIT.w #$0008 : BEQ + ; crystal 7
STX.w $14B8
STY.w $14BA
+
LDX.w #$2544
LDY.w #$2545
BIT.w #$0004 : BEQ + ; crystal 5
STX.w $14B4
STY.w $14B6
+ BIT.w #$0001 : BEQ + ; crystal 6
STX.w $1476
STY.w $1478
+
PLB : PLP
RTL
;================================================================================
.row0 dw $28FB, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $68FB
.row1 dw $28FC, $24F5, $24F5, $24F5, $312B, $312C, $24F5, $24F5, $24F5, $68FC
.row2 dw $28FC, $24F5, $24F5, $24F5, $313D, $312E, $24F5, $24F5, $24F5, $68FC
.row3 dw $28FC, $24F5, $312B, $312C, $24F5, $24F5, $312B, $312C, $24F5, $68FC
.row4 dw $28FC, $24F5, $313D, $312E, $24F5, $24F5, $313D, $312E, $24F5, $68FC
.row5 dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
.row6 dw $28FC, $24F5, $3146, $3147, $3146, $3147, $3146, $3147, $24F5, $68FC
.row7 dw $28FC, $3146, $3147, $3146, $3147, $3146, $3147, $3146, $3147, $68FC
.row8 dw $A8FB, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $E8FB
;================================================================================
;Crystal 1: $02
;Crystal 2: $10
;Crystal 3: $40
;Crystal 4: $20
;Crystal 5: $04
;Crystal 6: $01
;Crystal 7: $08
;;blank pendant
;db $2B, $31, $2C, $31, $3D, $31, $2E, $31
;
;;red pendant
;db $2B, $25, $2C, $25, $2D, $25, $2E, $25
;
;;blue pendant
;db $2B, $2D, $2C, $2D, $2D, $2D, $2E, $2D
;
;;green pendant
;db $2B, $3D, $2C, $3D, $2D, $3D, $2E, $3D
;================================================================================
.pendants
dw $28FB, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $68FB
dw $28FC, $2521, $2522, $2523, $2524, $253F, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $24F5, $213B, $213C, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $24F5, $213D, $213E, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $213B, $213C, $24F5, $24F5, $213B, $213C, $24F5, $68FC
dw $28FC, $24F5, $213D, $213E, $24F5, $24F5, $213D, $213E, $24F5, $68FC
dw $A8FB, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $E8FB
.crystals
dw $28FB, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $28F9, $68FB
dw $28FC, $252F, $2534, $2535, $2536, $2537, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $3146, $3147, $3146, $3147, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $3146, $3147, $3146, $3147, $3146, $3147, $24F5, $68FC
dw $28FC, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $24F5, $68FC
dw $28FC, $24F5, $24F5, $3146, $3147, $3146, $3147, $24F5, $24F5, $68FC
dw $A8FB, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $A8F9, $E8FB
;================================================================================
; DATA - Dungeon Worlds
;.dungeon_worlds
;db $00, $00, $00, $00, $00, $40, $40, $40
;db $40, $40, $00, $40, $40, $40, $FF, $FF
;================================================================================
;0x00 - Sewer Passage
;0x02 - Hyrule Castle
;0x04 - Eastern Palace
;0x06 - Desert Palace
;0x08 - Hyrule Castle 2
;0x0A - Swamp Palace
;0x0C - Palace of Darkness
;0x0E - Misery Mire
;0x10 - Skull Woods
;0x12 - Ice Palace
;0x14 - Tower of Hera
;0x16 - Thieves' Town
;0x18 - Turtle Rock
;0x1A - Ganon's Tower
;0x1C - ??? possibly unused. (Were they planning two extra dungeons perhaps?)
;0x1E - ??? possibly unused.
;================================================================================