Files
alttpr-baserom/trolls.asm

166 lines
2.4 KiB
NASM

IFrameData:
db $00, $14, $28
CalcIFrames:
LDA.l ArmorEquipment
PHX : TAX
LDA.l MaximumHealth : LSR #3
CLC : ADC.l IFrameData, X
EOR.b #$FF
CLC : ADC.b #$3E
PLX
STA.w $031F
RTL
SetBombTimer:
JSL GetRandomInt
STA.w $039F, X
RTL
SetDashTimer:
JSL GetRandomInt
AND.b #$3F
STA.w $0374
RTL
ProcessFlute:
LDA.b $1B
BNE .play_and_leave ; indoors
LDA.b $10
CMP.b #$0B
BEQ .play_and_leave ; special overworld
JSL GetRandomInt
BIT #$08
BNE .cucco
.normal
LDA.b $8A
AND.b #$40
BNE .play_and_leave ; dark world
JSR PlayDuck
SEC : RTL ; light world; play duck sound and resume normal behavior
.cucco
JSR PlayCluck ; outdoors; play cucco sound
LDA.b #$01
STA.l $7F50C5 ; turn on cucco storm
CLC : RTL ; do not summon duck
.play_and_leave
JSR PlayDuck
CLC : RTL
PlayDuck:
LDA.b #$13
STA.w $0CF8
JSL Sound_SetSfxPanWithPlayerCoords
ORA.w $0CF8
STA.w $012E
RTS
PlayCluck:
LDA.b #$30
STA.w $0CF8
JSL Sound_SetSfxPanWithPlayerCoords
ORA.w $0CF8
STA.w $012E
RTS
FluteMap:
LDA.b #$00
STA.l $7F50C5 ; turn off cuccos
LDA.b #$0E
STA.b $10
RTL
UseShovel:
LDA.b $1B
BEQ .normal
.indoors
REP #$20
LDA.w #$0200
STA.w $03F5
SEP #$20
CLC
RTL
.normal
LDA.l $07A310
STA.b $3D
STZ.w $030D
STZ.w $0300
SEC
RTL
BunnyThrowPot:
LDA.b #$02
JSL $068156
LDA.b $3B
AND.b #$7F
STA.b $3B
RTL
SwordSwingDelay:
LDA.l SwordEquipment : CMP.b #$02 : !BLT .normal
CMP.b #$FF : BEQ .normal
CPX.b #$04 : BEQ .section_4
CPX.b #$05 : BEQ .section_5
CPX.b #$06 : BNE .normal
.section_6
LDA.l SwordEquipment : CMP.b #$04 : !BGE .normal
BRA .add_one
.section_5
LDA.l SwordEquipment : CMP.b #$02 : !BGE .normal
BRA .add_one
.section_4
LDA.l SwordEquipment : CMP.b #$03 : !BGE .normal
.add_one
LDA.l $079CAF, X
STA.b $3D
INC
RTL
.normal
LDA.l $079CAF, X
STA.b $3D
RTL
MaybeRecoil:
LDA.w $0E20, Y
CMP.b #$09 ; skip recoil on the giant 'dorm
BEQ .done
LDA.l $088E75, X
STA.w $0F40, Y
LDA.l $088E79, X
STA.w $0F30, Y
.done
RTL
MaybeRecoil2:
LDA.w $0E20, X
CMP.b #$09
BEQ .moldorm
LDA.b $00
EOR.b #$FF
INC
STA.w $0F30, X
LDA.b $01
EOR.b #$FF
INC
STA.w $0F40, X
RTL
.moldorm ; skip recoil on the giant 'dorm and unstun
STZ.w $0B58, X
STZ.w $0D90, X
RTL
CheckMoldormRepel:
CMP.b #$09
BNE .not_moldorm
LDA.w $0D90, X
BEQ .repel
LDA.w $0B58, X
BEQ .repel
.no_repel
LDA.b #$01
SEC : RTL
.repel
LDA.b #$00
SEC : RTL
.not_moldorm
CLC : RTL