Data in initialsramtable.asm gets copied to SRAM on save file init Frontend will be responsible for setting this, requires frontend changes Changed some label names to disambiguate WRAM and SRAM labels Deleted open mode
257 lines
8.1 KiB
NASM
257 lines
8.1 KiB
NASM
;--------------------------------------------------------------------------------
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; OnLoadOW
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;--------------------------------------------------------------------------------
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;OnLoadMap:
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; LDA OverworldEventDataWRAM+$5B ; thing we wrote over
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;RTL
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;--------------------------------------------------------------------------------
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OnPrepFileSelect:
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LDA $11 : CMP.b #$03 : BNE +
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LDA.b #$06 : STA $14 ; thing we wrote over
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RTL
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+
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JSL.l LoadAlphabetTilemap
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JML.l LoadFullItemTiles
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;--------------------------------------------------------------------------------
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OnDrawHud:
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JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
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JSL.l NewDrawHud
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JSL.l SwapSpriteIfNecessary
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JSL.l CuccoStorm
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JSL.l PollService
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JML.l ReturnFromOnDrawHud
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;--------------------------------------------------------------------------------
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OnDungeonEntrance:
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STA $7EC172 ; thing we wrote over
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JSL MaybeFlagCompassTotalEntrance
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RTL
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;--------------------------------------------------------------------------------
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OnPlayerDead:
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PHA
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JSL.l SetDeathWorldChecked
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JSL.l SetSilverBowMode
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JSL.l RefreshRainAmmo
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PLA
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RTL
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;--------------------------------------------------------------------------------
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OnDungeonExit:
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PHA : PHP
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SEP #$20 ; set 8-bit accumulator
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JSL.l SQEGFix
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PLP : PLA
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STA $040C : STZ $04AC ; thing we wrote over
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PHA : PHP
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JSL.l HUD_RebuildLong
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JSL.l FloodGateResetInner
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JSL.l SetSilverBowMode
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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OnQuit:
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JSL.l SQEGFix
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LDA.b #$00 : STA $7F5035 ; bandaid patch bug with mirroring away from text
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LDA.b #$10 : STA $1C ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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OnUncleItemGet:
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PHA
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LDA.l EscapeAssist
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BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
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BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
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BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
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PLA
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JSL.l Link_ReceiveItem
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LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
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LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
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LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
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LDA.b #70 : STA.l ArrowsFiller
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LDA.l ArrowMode : BEQ +
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LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle
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REP #$20 ; set 16-bit accumulator
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LDA.l CurrentRupees : !ADD.l FreeUncleItemAmount : STA.l CurrentRupees ; rupee arrows, so also give the player some money to start
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SEP #$20 ; set 8-bit accumulator
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+
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LDA.l ProgressIndicator : BNE +
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LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
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+
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RTL
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;--------------------------------------------------------------------------------
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OnAga2Defeated:
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JSL.l Dungeon_SaveRoomDataWRAM_justKeys ; thing we wrote over, make sure this is first
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LDA.b #$01 : STA.l Aga2Duck
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JML.l IncrementAgahnim2Sword
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;--------------------------------------------------------------------------------
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OnFileCreation:
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; Copy initial SRAM state from ROM to cart SRAM
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PHB
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LDA.w #$03D7 ; \
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LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
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LDY.w #$0000 ; | (exclusively)
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MVN $70, $30 ; /
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; Skip file name and validity value
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LDA.w #$010C ; \
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LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
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LDY.w #$03E3 ; |
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MVN $70, $30 ; /
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PLB
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; resolve instant post-aga if standard
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SEP #$20
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LDA.l InitProgressIndicator : BIT #$80 : BEQ +
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LDA.b #$00 : STA.l ProgressIndicatorSRAM ; set post-aga after zelda rescue
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LDA.b #$00 : STA.l OverworldEventDataSRAM+$02 ; keep rain state vanilla
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+
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REP #$20
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; Set validity value and do some cleanup. Jump to checksum.
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LDA.w #$55AA : STA.l $7003E1
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STZ $00
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STZ $01
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LDX.b $00
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LDY.w #$0000
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TYA
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JML.l InitializeSaveFile_build_checksum
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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OnFileLoad:
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REP #$10 ; set 16 bit index registers
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JSL.l EnableForceBlank ; what we wrote over
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LDA.b #$07 : STA $210C ; Restore screen 3 to normal tile area
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LDA.l FileMarker : BNE +
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JSL.l OnNewFile
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LDA.b #$FF : STA.l FileMarker
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+
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LDA.w $010A : BNE + ; don't adjust the worlds for "continue" or "save-continue"
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LDA.l $7EC011 : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
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JSL.l DoWorldFix
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+
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JSL.l MasterSwordFollowerClear
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LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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LDA.b #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
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LDA.l GenericKeys : BEQ +
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LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
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+
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JSL.l SetSilverBowMode
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JSL.l RefreshRainAmmo
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JSL.l SetEscapeAssist
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LDA.l IsEncrypted : CMP.b #01 : BNE +
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JSL LoadStaticDecryptionKey
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+
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SEP #$10 ; restore 8 bit index registers
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RTL
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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OnNewFile:
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PHX : PHP
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; reset some values on new file that are otherwise only reset on hard reset
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SEP #$20 ; set 8-bit accumulator
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STZ $03C4 ; ancilla slot index
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STZ $047A ; EG
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STZ $0B08 : STZ $0B09 ; arc variable
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STZ $0CFB ; enemies killed (pull trees)
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STZ $0CFC ; times taken damage (pull trees)
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STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
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LDA #$00 : STA $7EC011 ; mosaic
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JSL InitRNGPointerTable ; boss RNG
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PLP : PLX
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RTL
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;--------------------------------------------------------------------------------
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OnInitFileSelect:
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; LDA.b #$10 : STA $BC ; init sprite pointer - does nothing unless spriteswap.asm is included
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; JSL.l SpriteSwap_SetSprite
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LDA.b #$51 : STA $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
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JSL.l EnableForceBlank
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamaged:
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JSL.l IncrementDamageTakenCounter_Arb
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;JSL.l FlipperKill
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JML.l OHKOTimer
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;--------------------------------------------------------------------------------
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OnEnterWater:
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JSL.l RegisterWaterEntryScreen
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JSL.l MysteryWaterFunction
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LDX.b #$04
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamagedFromPit:
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JSL.l OHKOTimer
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LDA.l AllowAccidentalMajorGlitch
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BEQ ++
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-- LDA.b #$14 : STA $11 ; thing we wrote over
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RTL
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++ LDA.b $10 : CMP.b #$12 : BNE --
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STZ.b $11
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamagedFromPitOutdoors:
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JML.l OHKOTimer ; make sure this is last
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;--------------------------------------------------------------------------------
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!RNG_ITEM_LOCK_IN = "$7F5090"
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OnOWTransition:
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JSL.l FloodGateReset
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JSL.l FlipperFlag
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JSL.l StatTransitionCounter
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PHP
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in
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PLP
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RTL
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;--------------------------------------------------------------------------------
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!DARK_DUCK_TEMP = "$7F509C"
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OnLoadDuckMap:
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LDA !DARK_DUCK_TEMP
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BNE +
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INC : STA !DARK_DUCK_TEMP
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JSL OverworldMap_InitGfx : DEC $0200
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RTL
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+
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LDA.b #$00 : STA !DARK_DUCK_TEMP
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JML OverworldMap_DarkWorldTilemap
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;--------------------------------------------------------------------------------
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PreItemGet:
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LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
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RTL
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;--------------------------------------------------------------------------------
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PostItemGet:
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RTL
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;--------------------------------------------------------------------------------
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PostItemAnimation:
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LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
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LDA $7F509F : BEQ +
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STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
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JSL.l Main_ShowTextMessage_Alt
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LDA.b #$00 : STA $7F509F
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+
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LDA.w $02E9 : CMP.b #$01 : BNE +
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LDA.b $2F : BEQ +
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JSL.l IncrementChestTurnCounter
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+
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STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
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RTL
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;--------------------------------------------------------------------------------
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