Files
alttpr-baserom/bookofmudora.asm
cassidoxa 43f753b517 ram.asm initial commit. Replaced all address defines with labels
Value defines styled without quotes, # moved to load/store/cmp site
Added registers.asm (copied from spannerisms JP disassembly)
Added a bunch of length annotations
Deleted old or trivial commented out code
Deleted: ganonfixes.asm, map.asm, seedtag.asm
Replaced obsolete credits.asm with creditsnew.asm
Moved scratch space at $7F5020-3F to mirrored WRAM (7E1E70-8F)
Moved clock RAM to mirrored WRAM (7E1E90-9F)
dialog.asm: FreeDungeonItemNotice preserves callee-preserved scratch RAM
Toast buffer moved to mirrored WRAM (7E1E0E-0F)
servicerequest.asm: long store to $012E converted to word length store
2022-11-05 00:50:25 -04:00

75 lines
2.4 KiB
NASM

;================================================================================
; Randomize Book of Mudora
;--------------------------------------------------------------------------------
LoadLibraryItemGFX:
%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
STA.w $0E80, X ; Store item type
JSL.l PrepDynamicTile
RTL
;--------------------------------------------------------------------------------
DrawLibraryItemGFX:
PHA
LDA $0E80, X ; Retrieve stored item type
JSL.l DrawDynamicTile
PLA
RTL
;--------------------------------------------------------------------------------
SetLibraryItem:
LDY.w $0E80, X ; Retrieve stored item type
JSL.l ItemSet_Library ; contains thing we wrote over
RTL
;--------------------------------------------------------------------------------
;0x0087 - Hera Room w/key
;================================================================================
; Randomize Bonk Keys
;--------------------------------------------------------------------------------
LoadBonkItemGFX:
LDA.b #$08 : STA.w $0F50, X ; thing we wrote over
LoadBonkItemGFX_inner:
LDA.b #$00 : STA.l RedrawFlag
JSR LoadBonkItem
JSL.l PrepDynamicTile
RTL
;--------------------------------------------------------------------------------
DrawBonkItemGFX:
PHA
LDA.l RedrawFlag : BEQ .skipInit ; skip init if already ready
JSL.l LoadBonkItemGFX_inner
BRA .done ; don't draw on the init frame
.skipInit
JSR LoadBonkItem
JSL.l DrawDynamicTileNoShadow
.done
PLA
RTL
;--------------------------------------------------------------------------------
GiveBonkItem:
JSR LoadBonkItem
CMP.b #$24 : BNE .notKey
.key
PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
JSL CountBonkItem
RTL
.notKey
PHY : TAY : JSL.l Link_ReceiveItem : PLY
JSL CountBonkItem
RTL
;--------------------------------------------------------------------------------
LoadBonkItem:
LDA.b $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
CMP.b #115 : BNE + ; Desert Bonk Key
LDA.l BonkKey_Desert
BRA ++
+ : CMP.b #140 : BNE + ; GTower Bonk Key
LDA.l BonkKey_GTower
BRA ++
+
LDA.b #$24 ; default to small key
++
RTS