Files
alttpr-baserom/lampmantlecone.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

41 lines
1.5 KiB
NASM

;================================================================================
; Lamp Mantle & Light Cone Fix
;--------------------------------------------------------------------------------
; Output: 0 for darkness, 1 for lamp cone
;--------------------------------------------------------------------------------
LampCheck:
LDA.l LightConeModifier : CMP.b #$01 : BNE + : RTL : +
CMP.b #$FF : BNE + : INC : RTL : +
LDA.l LampEquipment : BNE .done ; skip if we already have lantern
LDA.l CurrentWorld : BNE +
.lightWorld
LDA.w $040C : BNE ++ ; check if we're in sewers
LDA.l LampConeSewers : BRA .done
++
LDA.l LampConeLightWorld : BRA .done
+
.darkWorld
LDA LampConeDarkWorld
.done
RTL
;================================================================================
;--------------------------------------------------------------------------------
; Output: 0 locked, 1 open
;--------------------------------------------------------------------------------
CheckForZelda:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
RTL
;================================================================================
;--------------------------------------------------------------------------------
SetOverlayIfLamp:
JSL.l LampCheck
STA.b $1D ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================