216 lines
6.4 KiB
NASM
216 lines
6.4 KiB
NASM
;--------------------------------------------------------------------------------
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; LockAgahnimDoors:
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; Returns: 0=Unlocked - 1=Locked
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;--------------------------------------------------------------------------------
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LockAgahnimDoors:
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LDA.l AgahnimDoorStyle : AND.w #$00FF
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BNE +
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;#$0 = Never Locked
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LDA.w #$0000 : RTL
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+ : CMP.w #$0001 : BNE +
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LDA $7EF3C5 : AND.w #$000F : CMP.w #$0002 : !BGE .unlock ; if we rescued zelda, skip
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JSR.w LockAgahnimDoorsCore : RTL
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+ : CMP.w #$0002 : BNE +
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JSR.w LockAgahnimDoorsCore : BEQ .unlock
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SEP #$30
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JSL.l CheckEnoughCrystalsForTower
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REP #$30
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BEQ .crystalOrUnlock
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LDA #$0001 : RTL
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.crystalOrUnlock
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LDA InvertedMode : AND.w #$00FF : BEQ .unlock
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LDA $7EF2C3 : AND.w #$0020 : BNE .unlock ; Check if GT overlay is already on or not
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LDA $0308 : AND.w #$0080 : BEQ + ;If we are holding an item
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LDA #$0001 : RTL ;Keep the door locked
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+
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SEP #$30
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JSL $099B6F ;Add tower break seal
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LDA $7EF2C3 : ORA #$20 : STA $7EF2C3 ; activate GT overlay
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REP #$30
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LDA #$0001 ;Prevent door from opening that frame otherwise it glitchy
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RTL
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+
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.unlock
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LDA.w #$0000 ; fallback to never locked
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RTL
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;--------------------------------------------------------------------------------
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LockAgahnimDoorsCore:
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LDA $22 : CMP.w #1992 : !BLT + ; door too far left, skip
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CMP.w #2088 : !BGE + ; door too rat right, skip
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LDA $20 : CMP.w #1720 : !BGE + ; door too low, skip
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LDA.w #$0001
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RTS
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+
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LDA.w #$0000
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RTS
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;--------------------------------------------------------------------------------
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SmithDoorCheck:
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LDA.l SmithTravelsFreely : AND.w #$00FF : BEQ .orig
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;If SmithTravelsFreely is set Frog/Smith can enter multi-entrance overworld doors
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JML.l Overworld_Entrance_BRANCH_RHO
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.orig ; The rest is equivlent to what we overwrote
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CPX.w #$0076 : !BGE +
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JML.l Overworld_Entrance_BRANCH_LAMBDA
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+
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JML.l Overworld_Entrance_BRANCH_RHO
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;--------------------------------------------------------------------------------
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AllowStartFromSingleEntranceCave:
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; 16 Bit A, 16 bit XY
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; do not need to preserve A or X or Y
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LDA $7EF3C8 : AND.w #$00FF ; What we wrote over
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PHA
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TAX
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LDA.l StartingAreaExitOffset, X
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BNE +
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BRL .done
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+
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DEC
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STA $00
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LSR #2 : !ADD $00 : LSR #2 ; mult by 20
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TAX
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LDA #$0016 : STA $7EC142 ; Cache the main screen designation
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LDA.l StartingAreaExitTable+$05, X : STA $7EC144 ; Cache BG1 V scroll
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LDA.l StartingAreaExitTable+$07, X : STA $7EC146 ; Cache BG1 H scroll
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LDA.l StartingAreaExitTable+$09, X : !ADD.w #$0010 : STA $7EC148 ; Cache Link's Y coordinate
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LDA.l StartingAreaExitTable+$0B, X : STA $7EC14A ; Cache Link's X coordinate
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LDA.l StartingAreaExitTable+$0D, X : STA $7EC150 ; Cache Camera Y coord lower bound.
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LDA.l StartingAreaExitTable+$0F, X : STA $7EC152 ; Cache Camera X coord lower bound.
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LDA.l StartingAreaExitTable+$03, X : STA $7EC14E ; Cache Link VRAM Location
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; Handle the 2 "unknown" bytes, which control what area of the backgound
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; relative to the camera? gets loaded with new tile data as the player moves around
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; (because some overworld areas like Kak are too big for a single VRAM tilemap)
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LDA.l StartingAreaExitTable+$11, X : AND.w #$00FF
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BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend
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STA.l $7EC16A
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LDA.l StartingAreaExitTable+$12, X : AND.w #$00FF
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BIT.w #$0080 : BEQ + : ORA #$FF00 : + ; Sign extend
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STA.l $7EC16E
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LDA.w #$0000 : !SUB.l $7EC16A : STA $7EC16C
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LDA.w #$0000 : !SUB.l $7EC16E : STA $7EC170
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LDA.l StartingAreaExitTable+$02, X : AND.w #$00FF
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STA $7EC14C ; Cache the overworld area number
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STA $7EC140 ; Cache the aux overworld area number
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STZ $0698 ;zero out door overlays in case starting overworld door is not set
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STZ $0699 ;zero out door overlays in case starting overworld door is not set
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SEP #$20 ; set 8-bit accumulator
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LDX $00
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LDA.l StartingAreaOverworldDoor, X : STA.l $7F5099 ;Load overworld door
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REP #$20 ; reset 16-bit accumulator
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.done
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PLA
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RTL
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;--------------------------------------------------------------------------------
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AllowStartFromExit:
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LDX $1CE8
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LDA.l ShouldStartatExit, X : BNE .doStart
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LDA.l $7EF3C8 ; what we wrote over
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JML.l AllowStartFromExitReturn
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.doStart
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LDA.l $028481, X ;Module_LocationMenu_starting_points
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ASL : TAX
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LDA.l $02D8D2, X : STA $A0
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LDA.l $02D8D3, X : STA $A1
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; Go to pre-overworld mode
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LDA.b #$08 : STA $10
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STZ $11
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STZ $B0
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STZ $010A
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STZ $04AA
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JSL Equipment_SearchForEquippedItemLong
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JSL HUD_RebuildLong2
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JSL $0DDD32 ; Equipment_UpdateEquippedItemLong
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RTL
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;--------------------------------------------------------------------------------
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CheckHole:
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LDX.w #$0024
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.nextHoleClassic
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LDA.b $00 : CMP.l $1BB800, X
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BNE .wrongMap16Classic
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LDA.w $040A : CMP.l $1BB826, X
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BEQ .matchedHoleClassic
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.wrongMap16Classic
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DEX #2 : BPL .nextHoleClassic
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LDX.w #$001E
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.nextHoleExtra
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LDA.b $00 : CMP.l ExtraHole_Map16, X
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BNE .wrongMap16Extra
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LDA.w $040A : CMP.l ExtraHole_Area, X
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BEQ .matchedHoleExtra
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.wrongMap16Extra
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DEX #2 : BPL .nextHoleExtra
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JML Overworld_Hole_GotoHoulihan
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.matchedHoleClassic
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JML Overworld_Hole_matchedHole
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.matchedHoleExtra
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SEP #$30
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TXA : LSR A : TAX
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LDA.l ExtraHole_Entrance, X : STA.w $010E : STZ.w $010F
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JML Overworld_Hole_End
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;--------------------------------------------------------------------------------
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PreventEnterOnBonk:
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STA $00 ; part of what we wrote over
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LDA.l InvertedMode : AND.w #$00FF : BEQ .done
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LDA.l $5D : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
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LDA.b $8A : AND.w #$0040 : CMP $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
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; If in inverted, are in mirror mode, and are bonking then do not enter
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JML.l PreventEnterOnBonk_BRANCH_IX
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.done
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LDX.w #$0102 ; rest of what we wrote over
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JML.l PreventEnterOnBonk_return
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;--------------------------------------------------------------------------------
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TurtleRockEntranceFix:
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LDA TurtleRockAutoOpenFix : BEQ .done
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LDA $8A : CMP.b #$47 : BNE .done
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;If exiting to turtle rock ensure the entrance is open
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LDA.l $7EF2C7 : ORA.b #$20 : STA.l $7EF2C7
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.done
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RTL
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;--------------------------------------------------------------------------------
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AnimatedEntranceFix: ;when an entrance animation tries to start
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PHA
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LDA.l InvertedMode : BEQ + ;If we are in inverted mode
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LDA $8A : AND.b #$40 : BNE + ;and in the light world
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PLA
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STZ $04C6 ; skip it.
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LDA #$00
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RTL
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+
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PLA
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STA $02E4 ;what we wrote over
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STA $0FC1 ;what we wrote over
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STA $0710 ;what we wrote over
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RTL
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