431 lines
10 KiB
NASM
431 lines
10 KiB
NASM
; where we shove the decompressed graphics to send to WRAM
|
|
DynamicDropGFX = $7ECC00
|
|
|
|
; this will just count from 0 to 4 to determine which slot we're using
|
|
; we're expecting 5 items max per room, and order is irrelevant
|
|
; we just need to keep track of where they go
|
|
DynamicDropGFXIndex = $7E1E70
|
|
!DynamicDropGFXSlotCount_UW = (FreeUWGraphics_end-FreeUWGraphics)>>1
|
|
!DynamicDropGFXSlotCount_OW = (FreeOWGraphics_end-FreeOWGraphics)>>1
|
|
|
|
; this will keep track of the above for each item
|
|
SprItemGFX = $7E0780
|
|
|
|
; this is the item requested and a flag (we anticipate no more than 3 requests to be active, but built to support 8)
|
|
DynamicDropRequest = $7E1E71 ; bitfield indicating which request slot to process
|
|
DynamicDropQueue = $7E1E72 ; 0x08 bytes, occupies 1 byte for each slot in the request queue (loot id at first, but stores GFX index)
|
|
|
|
; Come in with
|
|
; A = item receipt ID
|
|
; X = slot
|
|
RequestSlottedTile:
|
|
PHX : PHY
|
|
|
|
PHA
|
|
; skip sending the request if busy with other
|
|
LDA.b $11 : CMP.b #$21 : BCS ++ ; skip if OW is loading Map16 GFX ; TODO: Figure out how to allow submodule 22, check DMA status instead
|
|
LDA.b $5D : CMP.b #$14 : BEQ ++ ; skip if we're mid-mirror
|
|
LDA.b $1B : BEQ + ; OW current doesn't occupy any slots that medallion gfx do
|
|
CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
|
|
++ PLA : JMP .return
|
|
+
|
|
|
|
LDA.w $0E20, X : CMP.b #$C0 : BNE + ; if catfish
|
|
TYX
|
|
+ CMP.b #$52 : BNE + ; if zora
|
|
TYX
|
|
+
|
|
|
|
LDA 1,S : JSL.l GetSpritePalette : STA $0F50, X ; setup the palette
|
|
PLA
|
|
|
|
; gfx that are already present, use that instead of a new slot
|
|
CMP.b #$34 : BCC + : CMP.b #$36+1 : BCS + ; if rupees, use animated rupee OAM slot
|
|
LDA.b $1B : BEQ ++
|
|
LDA.b #!DynamicDropGFXSlotCount_UW
|
|
BRA +++
|
|
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
|
+++ STA.w SprItemGFX,X
|
|
JMP .success
|
|
+ CMP.b #$A0 : BCC + : CMP.b #$AF+1 : BCS + ; if key, use key OAM slot
|
|
LDY.b $5D : CPY.b #$19 : BCC ++ : CPY.b #$1A+1 : BCS ++ ; if getting tablet item, don't use key slot
|
|
BRA +
|
|
++
|
|
LDA.b $1B : BEQ ++
|
|
LDA.b #!DynamicDropGFXSlotCount_UW
|
|
BRA +++
|
|
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
|
+++ INC : STA.w SprItemGFX,X
|
|
JMP .success
|
|
+ CMP.b #$B5 : BNE + ; if good bee, use bee OAM slot
|
|
LDA.b $1B : BEQ ++
|
|
LDA.b #!DynamicDropGFXSlotCount_UW
|
|
BRA +++
|
|
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
|
+++ INC : INC : STA.w SprItemGFX,X
|
|
JMP .success
|
|
+ CMP.b #$B2 : BNE + ; if fairy, use fairy OAM slot
|
|
LDA.b $1B : BEQ ++
|
|
LDA.b #!DynamicDropGFXSlotCount_UW
|
|
BRA +++
|
|
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
|
+++ STA.w SprItemGFX,X
|
|
JMP .success
|
|
+ CMP.b #$B1 : BNE + ; if apple, use apple OAM slot
|
|
LDA.b $1B : BEQ ++
|
|
LDA.b #!DynamicDropGFXSlotCount_UW
|
|
BRA +++
|
|
++ LDA.b #!DynamicDropGFXSlotCount_OW
|
|
+++ INC : STA.w SprItemGFX,X
|
|
JMP .success
|
|
+
|
|
|
|
PHA : PHX
|
|
LDY.b #$00
|
|
LDA.w DynamicDropRequest
|
|
- LSR : INY : BCS -
|
|
CPY.b #$08 : BCC +
|
|
; all request slots occupied, exit without drawing
|
|
PLX : PLA
|
|
LDY.b #$FE ; indicate failure
|
|
BRA .return
|
|
+ TYX
|
|
LDA.b #$00 : SEC
|
|
- ROL : DEX : BNE -
|
|
DEY ; y = slot index, a = new request bit flag
|
|
ORA.w DynamicDropRequest
|
|
STA.w DynamicDropRequest
|
|
PLX : PLA
|
|
STA.w DynamicDropQueue,Y
|
|
|
|
LDA.w DynamicDropGFXIndex
|
|
INC
|
|
PHX
|
|
LDX.b $1B : BEQ +
|
|
CMP.b #!DynamicDropGFXSlotCount_UW : BCC .fine
|
|
BRA ++
|
|
+ CMP.b #!DynamicDropGFXSlotCount_OW : BCC .fine
|
|
|
|
++ LDA.b #$00
|
|
|
|
.fine
|
|
PLX
|
|
STA.w DynamicDropGFXIndex
|
|
STA.w SprItemGFX,X
|
|
|
|
; decompress graphics
|
|
PHX : PHY
|
|
|
|
REP #$20
|
|
LDA.w #DynamicDropGFX-$7E9000
|
|
TYX : BEQ +
|
|
- CLC : ADC.w #$0080 : DEX : BNE -
|
|
+ STA.l !TILE_UPLOAD_OFFSET_OVERRIDE
|
|
SEP #$20
|
|
|
|
LDA.w DynamicDropQueue,Y
|
|
JSL.l GetSpriteID
|
|
JSL.l GetAnimatedSpriteTile_variable
|
|
|
|
SEP #$30
|
|
PLY : PLX
|
|
LDA.w DynamicDropGFXIndex : STA.w DynamicDropQueue,Y
|
|
LDA.w DynamicDropQueue,Y ; we want A to return the loot id
|
|
|
|
.success
|
|
STZ.w !SPRITE_REDRAW, X
|
|
.return
|
|
PLY : PLX
|
|
RTL
|
|
|
|
;===================================================================================================
|
|
|
|
TransferPotGFX:
|
|
SEP #$10
|
|
REP #$20
|
|
LDA.w DynamicDropRequest : AND.w #$00FF
|
|
BEQ .no
|
|
|
|
.next
|
|
LDY.b #$00
|
|
- INY : LSR : BCC -
|
|
|
|
PHY
|
|
LDA.w #$0000
|
|
- ROL : DEY : BNE -
|
|
PLY
|
|
DEY ; y = slot index, a = request bit flag
|
|
|
|
EOR.w DynamicDropRequest : STA.w DynamicDropRequest
|
|
|
|
LDA.w DynamicDropQueue,Y
|
|
ASL
|
|
TAX
|
|
LDA.b $1B : AND.w #$00FF : BEQ +
|
|
LDA.l FreeUWGraphics,X
|
|
BRA ++
|
|
+ LDA.l FreeOWGraphics,X
|
|
++ STA.w $2116
|
|
|
|
; calculate bottom row now
|
|
CLC : ADC.w #$0200>>1 : PHA
|
|
|
|
LDX.b #$7E : STX.w $4314
|
|
LDA.w #DynamicDropGFX
|
|
CPY.b #$00 : BEQ +
|
|
- CLC : ADC.w #$0080 : DEY : BNE -
|
|
+ STA.w $4302
|
|
|
|
LDX.b #$80 : STX.w $2115
|
|
LDA.w #$1801 : STA.w $4300
|
|
|
|
LDA.w #$0040 : STA.w $4305
|
|
LDY.b #$01
|
|
|
|
STY.w $420B
|
|
STA.w $4305
|
|
|
|
PLA
|
|
STA.w $2116
|
|
STY.w $420B
|
|
|
|
LDA.w DynamicDropRequest : AND.w #$00FF
|
|
BNE .next
|
|
|
|
.no
|
|
RTL
|
|
|
|
|
|
FreeUWGraphics:
|
|
dw $8800>>1
|
|
dw $8840>>1
|
|
dw $8980>>1
|
|
; dw $9960>>1 ; Arghuss Splash apparently
|
|
dw $9C00>>1
|
|
; dw $9CA0>>1
|
|
dw $9DC0>>1
|
|
.end
|
|
|
|
FreeOWGraphics:
|
|
dw $8180>>1 ; Push Block
|
|
;dw $8800>>1 ; Shovel Dirt
|
|
dw $9960>>1 ; Arghuss/Zora Splash
|
|
dw $9C00>>1 ; Heart Piece
|
|
;dw $9CA0>>1 ; Apple
|
|
;dw $9DC0>>1 ; Whirlpool
|
|
.end
|
|
|
|
;===================================================================================================
|
|
; Come in with
|
|
; A = item receipt ID
|
|
; X = sprite slot
|
|
; Returns with Carry flag set if gfx drawing was skipped
|
|
DrawSlottedTile:
|
|
PHA
|
|
; TODO: allow drawing if gfx are not using a VRAM slot that changes during medallion
|
|
LDA.b $5D : CMP.b #$08 : BCC + : CMP.b #$0A+1 : BCS + ; skip if we're mid-medallion
|
|
PLA : SEC : RTL
|
|
+
|
|
PLA
|
|
STA.b $07 ; store loot ID temporarily, will get overwritten in Sprite_DrawMultiple_quantity_preset call
|
|
JSL.l IsNarrowSprite : BCS .narrow
|
|
|
|
; TODO: Instead of loading the whole fixed 16 bytes from DynamicOAMTile**_** into !SPRITE_DYNAMIC_OAM
|
|
; Do something more like how DrawDynamicTile does it
|
|
; Then we won't need all the separate DynamicOAMTile**_** tables
|
|
.full
|
|
LDA.b #$01 : STA $06
|
|
LDA #$0C : JSL.l OAM_AllocateFromRegionC
|
|
LDA #$02 : PHA
|
|
REP #$20
|
|
LDA.b $1B : AND.w #$00FF : BEQ +
|
|
LDA.w #DynamicOAMTileUW_full
|
|
BRA .transfer
|
|
+ LDA.w #DynamicOAMTileOW_full
|
|
BRA .transfer
|
|
|
|
.narrow
|
|
LDA.b #$02 : STA $06
|
|
LDA #$10 : JSL.l OAM_AllocateFromRegionC
|
|
LDA #$03 : PHA
|
|
REP #$20
|
|
LDA.b $1B : AND.w #$00FF : BEQ +
|
|
LDA.w #DynamicOAMTileUW_thin
|
|
BRA .transfer
|
|
+ LDA.w #DynamicOAMTileOW_thin
|
|
.transfer
|
|
STA.b $08
|
|
LDA.w SprItemGFX,X
|
|
AND.w #$00FF
|
|
ASL : ASL : ASL : ASL
|
|
ADC.b $08
|
|
STA.b $08
|
|
PHK : PLY : STY.b $0A
|
|
LDY #$7E : PHB : PHY : PLB
|
|
|
|
; transfer fixed table data into WRAM
|
|
LDY.b #$0E
|
|
- LDA.b [$08],Y : STA.w !SPRITE_DYNAMIC_OAM,Y
|
|
DEY : DEY : BPL -
|
|
|
|
LDA.w SprItemFlags, X : AND.w #$00FF : BNE .draw
|
|
LDA.b $06 : LSR : BCC +
|
|
; full
|
|
LDA.w #$0000
|
|
STA.w !SPRITE_DYNAMIC_OAM : STA.w !SPRITE_DYNAMIC_OAM+2
|
|
BRA .draw
|
|
+ ; narrow
|
|
LDA.w $0E20, X : AND.w #$00FF : CMP.w #$003B : BEQ .draw ; bonk item
|
|
LDA.w #$0004
|
|
STA.w !SPRITE_DYNAMIC_OAM : STA.w !SPRITE_DYNAMIC_OAM+8
|
|
|
|
.draw
|
|
; special handling
|
|
LDY.b $07 : CPY.b #$B2 : BNE + ; fairy
|
|
LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
|
|
LDA.w !SPRITE_DYNAMIC_OAM+4 : CLC : ADC.w #$02 ; use other fairy GFX
|
|
STA.w !SPRITE_DYNAMIC_OAM+4
|
|
++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
|
|
LDA.w !SPRITE_DYNAMIC_OAM+2 : SEC : SBC.w #$02 ; move fairy up 2 pixels
|
|
STA.w !SPRITE_DYNAMIC_OAM+2
|
|
+ CPY.b #$B5 : BNE + ; good bee
|
|
LDA.b $1A : AND.w #$0020 : BEQ ++ ; alternate every 32 frames
|
|
LDA.w !SPRITE_DYNAMIC_OAM+12 : SEC : SBC.w #$10 ; use other fairy GFX
|
|
STA.w !SPRITE_DYNAMIC_OAM+12
|
|
++ LDA.b $1A : SEC : SBC.w #$10 : AND.w #$0020 : BEQ + ; alternate every 32 frames
|
|
LDA.w !SPRITE_DYNAMIC_OAM+10 : SEC : SBC.w #$02 ; move fairy up 2 pixels
|
|
STA.w !SPRITE_DYNAMIC_OAM+10
|
|
+
|
|
|
|
LDA.w #!SPRITE_DYNAMIC_OAM : STA.b $08
|
|
SEP #$20
|
|
STZ.b $07
|
|
LDA.b #$00 : STA.l !SKIP_EOR
|
|
JSL Sprite_DrawMultiple_quantity_preset
|
|
PLB
|
|
|
|
LDA.b $90 : CLC : ADC.b #$08 : STA.b $90
|
|
INC.b $92 : INC.b $92
|
|
|
|
PLA
|
|
CLC
|
|
RTL
|
|
|
|
DynamicOAMTileUW_thin:
|
|
dw 0, 0 : db $40, $00, $20, $00
|
|
dw 0, 8 : db $50, $00, $20, $00
|
|
|
|
dw 0, 0 : db $42, $00, $20, $00
|
|
dw 0, 8 : db $52, $00, $20, $00
|
|
|
|
dw 0, 0 : db $4C, $00, $20, $00
|
|
dw 0, 8 : db $5C, $00, $20, $00
|
|
|
|
dw 0, 0 : db $E0, $00, $20, $00
|
|
dw 0, 8 : db $F0, $00, $20, $00
|
|
|
|
dw 0, 0 : db $EE, $00, $20, $00
|
|
dw 0, 8 : db $FE, $00, $20, $00
|
|
|
|
; add new slots above this line
|
|
|
|
dw 0, 0 : db $0B, $00, $20, $00 ; animated rupees slot
|
|
dw 0, 8 : db $1B, $00, $20, $00
|
|
|
|
dw 0, 0 : db $6B, $00, $20, $00 ; key
|
|
dw 0, 8 : db $7B, $00, $20, $00
|
|
|
|
dw 0, 0 : db $7C, $00, $20, $00 ; good bee
|
|
dw 0, 8 : db $F4, $00, $20, $00
|
|
|
|
DynamicOAMTileUW_full:
|
|
dw -4, -1 : db $40, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
dw -4, -1 : db $42, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
dw -4, -1 : db $4C, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
dw -4, -1 : db $E0, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
dw -4, -1 : db $EE, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
; add new slots above this line
|
|
|
|
dw -4, -1 : db $EA, $00, $20, $02 ; fairy
|
|
dd 0, 0
|
|
|
|
dw -4, -1 : db $E5, $00, $20, $02 ; apple
|
|
dd 0, 0
|
|
|
|
DynamicOAMTileOW_thin:
|
|
dw 0, 0 : db $0C, $00, $20, $00
|
|
dw 0, 8 : db $1C, $00, $20, $00
|
|
|
|
; dw 0, 0 : db $40, $00, $20, $00
|
|
; dw 0, 8 : db $50, $00, $20, $00
|
|
|
|
dw 0, 0 : db $CB, $00, $20, $00
|
|
dw 0, 8 : db $DB, $00, $20, $00
|
|
|
|
dw 0, 0 : db $E0, $00, $20, $00
|
|
dw 0, 8 : db $F0, $00, $20, $00
|
|
|
|
;dw 0, 0 : db $E5, $00, $20, $00
|
|
;dw 0, 8 : db $F5, $00, $20, $00
|
|
|
|
;dw 0, 0 : db $EE, $00, $20, $00
|
|
;dw 0, 8 : db $FE, $00, $20, $00
|
|
|
|
; add new slots above this line
|
|
|
|
dw 0, 0 : db $0B, $00, $20, $00 ; animated rupees slot
|
|
dw 0, 8 : db $1B, $00, $20, $00
|
|
|
|
dw 0, 0 : db $6B, $00, $20, $00 ; key
|
|
dw 0, 8 : db $7B, $00, $20, $00
|
|
|
|
dw 0, 0 : db $7C, $00, $20, $00 ; good bee
|
|
dw 0, 8 : db $F4, $00, $20, $00
|
|
|
|
DynamicOAMTileOW_full:
|
|
dw 0, 0 : db $0C, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
; dw 0, 0 : db $40, $00, $20, $02
|
|
; dd 0, 0
|
|
|
|
dw 0, 0 : db $CB, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
dw 0, 0 : db $E0, $00, $20, $02
|
|
dd 0, 0
|
|
|
|
;dw 0, 0 : db $E5, $00, $20, $02
|
|
;dd 0, 0
|
|
|
|
;dw 0, 0 : db $EE, $00, $20, $02
|
|
;dd 0, 0
|
|
|
|
; add new slots above this line
|
|
|
|
dw 0, 0 : db $EA, $00, $20, $02 ; fairy
|
|
dd 0, 0
|
|
|
|
dw 0, 0 : db $E5, $00, $20, $02 ; apple
|
|
dd 0, 0
|
|
|
|
ConditionalPushBlockTransfer:
|
|
LDA.b $1B : BNE +
|
|
LDA.b #$0F ; don't transfer push block when on the OW
|
|
BRA .return-3
|
|
+
|
|
LDA.b #$1F : STA.w $420B ; what we wrote over
|
|
.return
|
|
RTL
|
|
|