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

133 lines
3.7 KiB
NASM

;================================================================================
; Randomize Tablets
;--------------------------------------------------------------------------------
ItemSet_EtherTablet:
PHA : LDA.l NpcFlags+1 : ORA.b #$01 : STA.l NpcFlags+1 : PLA
RTL
;--------------------------------------------------------------------------------
ItemSet_BombosTablet:
PHA : LDA.l NpcFlags+1 : ORA.b #$02 : STA.l NpcFlags+1 : PLA
RTL
;--------------------------------------------------------------------------------
ItemCheck_EtherTablet:
LDA.l NpcFlags+1 : AND.b #$01
RTL
;--------------------------------------------------------------------------------
ItemCheck_BombosTablet:
LDA.l NpcFlags+1 : AND.b #$02
RTL
;--------------------------------------------------------------------------------
SetTabletItem:
JSL.l GetSpriteID
PHA
LDA.b OverworldIndex : CMP.b #$03 : BEQ .ether ; if we're on the map where ether is, we're the ether tablet
.bombos
JSL.l ItemSet_BombosTablet : BRA .done
.ether
JSL.l ItemSet_EtherTablet
.done
PLA
RTL
;--------------------------------------------------------------------------------
SpawnTabletItem:
JSL.l LoadOutdoorValue
PHA
JSL.l PrepDynamicTile
JSL.l SetTabletItem
LDA.b #$EB
STA.l MiniGameTime
JSL Sprite_SpawnDynamically
PLA : STA.w SpriteItemType, Y ; Store item type
LDA.b LinkPosX : STA.w SpritePosXLow, Y
LDA.b LinkPosX+1 : STA.w SpritePosXHigh, Y
LDA.b LinkPosY : STA.w SpritePosYLow, Y
LDA.b LinkPosY+1 : STA.w SpritePosYHigh, Y
LDA.b #$00 : STA.w $0F20, Y
LDA.b #$7F : STA.w $0F70, Y ; spawn WAY up high
RTL
;--------------------------------------------------------------------------------
MaybeUnlockTabletAnimation:
PHA : PHP
JSL.l IsMedallion : BCC +
STZ.w MedallionFlag ; disable falling-medallion mode
STZ.w ForceSwordUp ; release link from item-up pose
LDA.b #$00 : STA.b LinkState ; set link to ground state
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex : CMP.w #$0030 : BNE ++ ; Desert
SEP #$20 ; set 8-bit accumulator
LDA.b #$02 : STA.b LinkDirection ; face link forward
LDA.b #$3C : STA.b $46 ; lock link for 60f
++
SEP #$20 ; set 8-bit accumulator
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
IsMedallion:
REP #$20 ; set 16-bit accumulator
LDA.b OverworldIndex
CMP.w #$03 : BNE + ; Death Mountain
LDA.b LinkPosX : CMP.w #1890 : !BGE ++
SEC
JMP .done
++
BRA .false
+ CMP.w #$30 : BNE + ; Desert
LDA.b LinkPosX : CMP.w #512 : !BLT ++
SEC
JMP .done
++
+
.false
CLC
.done
SEP #$20 ; set 8-bit accumulator
RTL
;--------------------------------------------------------------------------------
LoadNarrowObject:
LDA.l AddReceivedItemExpanded_wide_item_flag, X : STA.b ($92), Y ; AddReceiveItem.wide_item_flag?
RTL
;--------------------------------------------------------------------------------
DrawNarrowDroppedObject:
; If it's a 16x16 sprite, we'll only draw one, otherwise we'll end up drawing
; two 8x8 sprites stack on top of each other
CMP.b #$02 : BEQ .large_sprite
REP #$20
; Shift Y coordinate 8 pixels down
LDA.b Scrap08 : STA.b Scrap00
SEP #$20
JSL.l Ancilla_SetOam_XY_Long
; always use the same character graphic (0x34)
LDA.b #$34 : STA.b ($90), Y : INY
LDA.l AddReceivedItemExpanded_properties, X : BPL .valid_lower_properties
LDA.b $74
.valid_lower_properties
ASL A : ORA.b #$30 : STA.b ($90), Y
INY : PHY
TYA : !SUB.b #$04 : LSR #2 : TAY
LDA.b #$00 : STA.b ($92), Y
PLY
.large_sprite
RTL
;--------------------------------------------------------------------------------