Files
alttpr-baserom/keydrop/standing_items.asm
2023-08-31 14:22:46 -06:00

822 lines
23 KiB
NASM

; hooks
org $81E6B0
JSL RevealPotItem
RTS
org $829C25
JSL SetTheSceneFix
org $89C2BB
JSL ClearSpriteData
; underworld -> overworld transition
org $8282D1
JSL ClearSpriteData2
org $89C327
JSL LoadSpriteData
org $86F976
JSL RevealSpriteDrop : NOP
org $86E3C4
JSL RevealSpriteDrop2 : NOP
org $86926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
JSL SpriteKeyPrep : NOP #2
org $86d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
JSL SpriteKeyDrawGFX : BRA + : NOP : +
org $86d03d
JSL ShouldSpawnItem : NOP #2
org $86D19F
JSL MarkSRAMForItem : NOP #2
org $86d180
JSL BigKeyGet : BCS $07 : NOP #5
org $86d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F)
JSL KeyGet
org $86f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties)
JSL LoadProperties_PreserveCertainProps
;org $808BAA ; NMI hook
; JSL TransferPotGFX
org $86828A
JSL CheckSprite_Spawn
org $87B169
JSL PreventPotSpawn : NOP
org $87B17D
JSL PreventPotSpawn2
org $868275
JSL SubstitionFlow
org $80A9DC
dw $1928, $1938, $5928, $5938 ; change weird ugly black diagonal pot to blue-ish pot
org $818650
dw $B395 ; change tile type to normal pot
org $81B3D5
JSL CheckIfPotIsSpecial
; refs to other functions
org $8681F4
Sprite_SpawnSecret_pool_ID:
org $868283
Sprite_SpawnSecret_NotRandomBush:
org $86828A
Sprite_SpawnSecret_SpriteSpawnDynamically:
org $86d23a
Sprite_DrawAbsorbable:
org $9eff81
Sprite_DrawRippleIfInWater:
org $8db818
Sprite_LoadProperties:
org $86D038
KeyRoomFlagMasks:
org $80FDEE
InitializeMirrorHDMA:
org $80E3C4
LoadCommonSprites_long:
org $09D62E
UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
org $09D87E
UWPotsPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
org $09DACE
UWPotsData: ; variable number of bytes (max 0x11D1) for all pots data
org $A88000
UWSpritesData: ; variable number of bytes (max 0x2800) for all sprites and sprite drop data
; First $2800 bytes of this bank (28) is reserved for the sprite tables
; $2800 bytes reserved for sprites
org $A8A800
;tables:
PotMultiWorldTable:
; Reserved $250 296 * 2
org $A8AA50
StandingItemsOn: ; 142A50
db 0
MultiClientFlagsROM: ; 142A51-2 -> stored in SRAM at 7ef33d (for now)
dw 0
SwampDrain1HasItem: ; 142A53
db 1
SwampDrain2HasItem: ; 142A54
db 1
StandingItemCounterMask: ; 142A55
db 0 ; if 0x01 is set then pot should be counted, if 0x02 then sprite drops, 0x03 (both bits for both)
PotCountMode: ; 28AA56-7
; 0 is don't count pots
; 1 for check PotCollectionRateTable
dw 0
org $A8AA60
PotCollectionRateTable:
; Reserved $250 296 * 2
org $A8ACB0
UWEnemyItemFlags:
; Reserved $250 296 * 2
org $A8AF00
UWSpecialFlagIndex:
; Reserved $128 (296)
; Initial table indexed by room id
; Special values: $FF indicates the room can use the UWEnemyItemFlags table
; Any other value tell you where to start in the special table
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
org $A8B028
UWSpecialFlag:
; reserved exactly $100 or 256 bytes for now estimated usage is at 159 bytes right now
; Simple mask table, 3 bytes per entry: 1st byte what dungeon it applies, if $FF, then the list is done
; Lists that has even numbers of entries will end with $FF $FF to keep everything 2 byte aligned
; (if not matched, assume mask of value 0)
; 2nd and 3rd bytes are the mask
; For indicator idea:
; EOR between a mask and the equivalent SRAM should result in zero if all items are obtained
; For whether to spawn:
; $FF indicates a spawn without further checking, otherwise need to check the mask in the simple table
; this should be checked in addition to SRAM
org $A8B128
RevealPotItem:
STA.b $04 ; save tilemap coordinates
STZ.w SpawnedItemFlag
STZ.w SpawnedItemMWPlayer
LDA.w $0B9C : AND.w #$FF00 : STA.w $0B9C
LDA.b $A0 : ASL : TAX
LDA.l UWPotsPointers,X : STA.b $00 ; we may move this
LDA.w #UWPotsPointers>>16 : STA.b $02
LDY.w #$FFFD : LDX.w #$FFFF
.next_pot
INY : INY : INY
LDA.b [$00],Y
CMP.w #$FFFF : BEQ .exit
INX
STA.w $08 ; remember the exact value
AND.w #$3FFF
CMP.b $04 : BNE .next_pot ; not the correct value
STZ.w SpawnedItemIsMultiWorld
BIT.b $08
BVS LoadMultiWorldPotItem
BMI LoadMajorPotItem
.normal_secret
STA $08
PHX : PHY
; set bit and count if first time lifting this pot
TXA : ASL : TAX : LDA.l BitFieldMasks, X : STA $0A
LDA.b $A0 : ASL : TAX
JSR ShouldCountNormalPot : BCC .obtained
LDA.l RoomPotData, X : BIT $0A : BNE .obtained
ORA $0A : STA RoomPotData, X
; increment dungeon counts
SEP #$10
LDX.w $040C : CPX.b #$FF : BEQ +
CPX.b #$00 : BNE ++
INX #2 ; treat sewers as HC
++ LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+ REP #$10
LDA TotalItemCounter : INC : STA TotalItemCounter ; Increment Item Total
INC.w UpdateHUD
.obtained
PLY : PLX
PLA ; remove the JSL return lower 16 bits
LDA $08
PEA.w $01E6E2-1 ; change return address to go back to the vanilla routine
.exit
RTL
LoadMultiWorldPotItem:
INY : INY
LDA.b [$00],Y : AND.w #$00FF
INC.w SpawnedItemIsMultiWorld
PHX
ASL : TAX
LDA.l PotMultiWorldTable+1,X : AND.w #$00FF : STA.w SpawnedItemMWPlayer
LDA.l PotMultiWorldTable+0,X : AND.w #$00FF
PLX
BRA SaveMajorItemDrop
MultiItemExit:
LDA.w #$0008 : STA.w $0B9C
RTL
LoadMajorPotItem:
INY : INY
LDA.b [$00],Y : AND.w #$00FF
SaveMajorItemDrop:
; A currently holds the item receipt ID
; X currently holds the pot item index
STA.w SpawnedItemID
STX.w SpawnedItemIndex
INC.w SpawnedItemFlag
TAY
LDA.l SpawnedItemIsMultiWorld : BNE MultiItemExit
LDA.w #$0008
CPY.w #$0036 : BNE + ; Red Rupee
LDA.w #$0016 : BRA .substitute
+ CPY.w #$0044 : BNE + ; 10 pack arrows
LDA.w #$0017 : BRA .substitute
+ CPY.w #$0028 : BNE + ; 3 pack bombs
LDA.w #$0018 : BRA .substitute
+ CPY.w #$0031 : BNE + ; 10 pack bombs
LDA.w #$0019 : BRA .substitute
+ STA $0B9C ; indicates we should use the key routines or a substitute
RTL
.substitute
PHA
TXA : ASL : STA.b $00
LDA.w #$001F : SBC $00
TAX : LDA.l BitFieldMasks, X : STA $00
LDA.b $A0 : ASL : TAX
LDA.l $7EF580, X
AND.b $00
BNE .exit
LDA.l $7EF580, X : ORA $00 : STA.l $7EF580, X
PLA : STA $0B9C
RTL
.exit
PLA : STZ.w $0B9C
RTL
ShouldCountNormalPot:
INY : INY : LDA [$00], Y : AND #$00FF : CMP #$0080 : BCS .clear
LDA.l PotCountMode : BEQ .clear
LDA.l PotCollectionRateTable, X : BIT $0A : BEQ .clear ; don't count if clear
.set
SEC
RTS
.clear
CLC
RTS
IncrementCountsForSubstitute:
PHX : REP #$30
LDA.w SpawnedItemIndex : ASL : TAX : LDA.l BitFieldMasks, X : STA $0A
LDA.b $A0 : ASL : TAX
LDA.l RoomPotData, X : BIT $0A : BNE .obtained
ORA $0A : STA RoomPotData, X
SEP #$10
LDX.w $040C : CPX.b #$FF : BEQ +
CPX.b #$00 : BNE ++
INX #2 ; treat sewers as HC
++ LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+
LDA TotalItemCounter : INC : STA TotalItemCounter ; Increment Item Total
INC.w UpdateHUD
.obtained
SEP #$30 : PLX
RTS
ClearSpriteData:
STZ.b $03 ; what we overrode # we no longer need STZ $02 see underworld_sprite_hooks
.shared:
PHX
LDA #$00 : LDX #$00
.loop
STA SprDropsItem, X : STA SprItemReceipt, X : STA SprItemIndex, X
STA SprItemMWPlayer, X : STA SprItemFlags, X
INX : CPX #$10 : BCC .loop
JSR SetupEnemyDropIndicator
PLX
RTL
ClearSpriteData2:
LDA.b #$82 : STA.b $99
JMP ClearSpriteData_shared
; this routine determines whether enemies still have drops or not
; and sets EnemyDropIndicator appropriately
; uses X register, assumes flags are (MX) but (mX) is fine
SetupEnemyDropIndicator:
REP #$20
LDA.w #!BlankTile : STA.w !EnemyDropIndicator
LDX.b $1B : BEQ .done
; do we have a flag for enemy drops on? could check it here
LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks
; compass checks
; does compass for dungeon exist?
LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks
; doe we have the compass
; todo: sewers?
LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done
.skipCompassChecks
; either we're in a cave ($040C: $FF), compass doesn't exist, or we have the compass
; check if there are enemy drops
LDA.b $02 : PHA : REP #$10 ; store 02/03 for later
LDX.b $A0 : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF ; determine if special case or not
CMP.w #$00FF : BEQ .loadNormalFlags
JSR FetchBitmaskForSpecialCase
PHA : LDA $A0 : ASL : TAX : PLA
BRA .testAgainstMask
.loadNormalFlags
TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
.testAgainstMask
STA.b $02 : LDA.l SpriteDropData, X : AND.b $02 : EOR.b $02
BEQ .cleanup
LDA.w #!BlueSquare : STA.w !EnemyDropIndicator
.cleanup
SEP #$10 : PLA : STA.b $02
.done
SEP #$20
RTS
; Runs during sprite load of the room
LoadSpriteData:
INY : INY
LDA.b [$00], Y
CMP #$F3 : BCC .normal
PHA
DEC.b $03 ; standing items shouldn't consume a sprite slot
LDX.b $03 ; these were changed to $03, for moved sprites
CMP #$F9 : BNE .not_multiworld
DEY : LDA.b [$00], Y : STA.l SprItemMWPlayer, X
LDA.b #$02 : STA.l SprDropsItem, X : BRA .common
.not_multiworld
LDA.b #$00 : STA.l SprItemMWPlayer, X
LDA.b #$01 : STA.l SprDropsItem, X
DEY
.common
DEY : LDA.b [$00], Y : STA.l SprItemReceipt, X
INY : INY
PLA
PLA : PLA ; remove the JSL return lower 16 bits
PEA.w $09C344-1 ; change return address to exit from Underworld_LoadSingleSprite
RTL
.normal
RTL
; Run when a sprite dies ... Sets Flag to #$02 and Index to sprite slot for
RevealSpriteDrop:
LDA.l SprDropsItem, X : BNE CheckIfDropValid
JMP DoNormalDrop
CheckIfDropValid:
REP #$30 : PHX ; save it for later
TXA : ASL : TAX : LDA.l BitFieldMasks, X : STA.b $00 ; stores the bitmask for the specific drop
; check sram, if gotten, run normal
LDA.b $A0 : ASL : TAX : LDA.l SpriteDropData, X : PLX ; restore X in case we're done
BIT.b $00 : BNE DoNormalDrop ; zero indicates the item has not been obtained
PHX ; save it for later
LDX.b $A0 : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF
CMP.w #$00FF : BEQ + ; $FF indicates the EnemyItemFlags are sufficient
JSR FetchBitmaskForSpecialCase
BRA .test
+ TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
.test PLX : BIT.b $00 : BEQ DoNormalDrop ; zero indicates the enemy doesn't drop
SEP #$30
;This section sets up the drop
LDA #$02 : STA.l SpawnedItemFlag
STX.w SpawnedItemIndex
LDA.l SprItemReceipt, X : STA SpawnedItemID
LDA.l SprItemMWPlayer, X : STA SpawnedItemMWPlayer
LDY.b #$01 ; trigger the small key routines
LDA.w SpawnedItemID : STA.b $00 : CMP #$32 : BNE +
LDA.l StandingItemsOn : BNE +
INY ; big key routine
+
PHX
LDA.l SpawnedItemMWPlayer : BNE .done ; abort check for absorbables it belong to someone else
LDX.b #$00 ; see if the item should be replaced by an absorbable
- CPX.b #$1A : BCS .done
LDA.l MinorForcedDrops, X
CMP.b $00 : BNE +
INX : LDA.l MinorForcedDrops, X : STA.b $00
PLX : PLA : PLA : PEA.w $06F9D7-1 ; change call stack for PrepareEnemyDrop
JSR IncrementCountForMinor
LDA.b $00 : RTL
+ INX #2 : BRA -
.done PLX
RTL ; unstun if stunned
DoNormalDrop:
SEP #$30
LDY.w $0CBA, X : BEQ .no_forced_drop
RTL
.no_forced_drop
PLA : PLA ; remove the JSL reswamturn lower 16 bits
PEA.w $06F996-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
RTL
RevealSpriteDrop2:
LDY.w SprDropsItem, X : BEQ .normal
BRA .no_forced_drop
.normal
LDY.w $0CBA, X : BEQ .no_forced_drop
RTL
.no_forced_drop
PLA : PLA ; remove the JSL reswamturn lower 16 bits
PEA.w $06E3CE-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
RTL
; input - A the index from UWSpecialFlagIndex
; uses X for loop, $02 for comparing first byte to dungeon
; output - A the correct bitmask
FetchBitmaskForSpecialCase:
ASL : TAX
LDA.w $040C : BNE + ; could check if we are in a cave here and branch to different function?
INC #2 ; move sewers to HC
+ STA.b $02
- LDA.l UWSpecialFlag, X : AND.w #$00FF
CMP.w #$00FF : BNE + ; if the value is FF we are done, use 0 as bitmask
LDA.w #$0000 : RTS
+ CMP.b $02 : BNE + ; if the value matches the dungeon, use next 2 bytes as bitmasl
INX : LDA.l UWSpecialFlag, X : RTS
+ INX #3 : BRA - ; else move to the next row
MinorForcedDrops:
; Item ID -> Sprite ID
db $27, $DC ; BOMB REFILL 1
db $28, $DD ; BOMB REFILL 4
db $31, $DE ; BOMB REFILL 8
db $34, $D9 ; GREEN RUPEE ($34)
db $35, $DA ; BLUE RUPEE ($35)
db $36, $DB ; RED RUPEE ($36)
db $42, $D8 ; HEART ($42)
db $44, $E2 ; ARROW REFILL 10 ($44)
db $45, $DF ; SMALL MAGIC DECANTER ($45)
db $B2, $E3 ; FAERIE ($B2)
db $B3, $0B ; CUCCO ($B3)
db $B4, $E0 ; LARGE MAGIC DECANTER ($B4)
db $B5, $E1 ; ARROW REFILL 5 (x??)
IncrementCountForMinor:
PHX : REP #$30
LDA.w SpawnedItemIndex : ASL : TAX : LDA.l BitFieldMasks, X : STA $0A
LDA.b $A0 : ASL : TAX
LDA.l SpriteDropData, X : BIT $0A : BNE .obtained
ORA $0A : STA SpriteDropData, X
SEP #$10
JSR SetupEnemyDropIndicator
LDX.w $040C : CPX.b #$FF : BEQ +
CPX.b #$00 : BNE ++
INX #2 ; treat sewers as HC
++ LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
+ REP #$10
LDA TotalItemCounter : INC : STA TotalItemCounter ; Increment Item Total
INC.w UpdateHUD
.obtained
SEP #$30 : PLX
RTS
BitFieldMasks:
dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $0002, $0001
; Runs during Sprite_E4_SmallKey and duning Sprite_E5_BigKey spawns
ShouldSpawnItem:
LDA $048E : CMP.b #$87 : BNE + ; check for hera basement cage
CPX #$0A : BNE + ; the hera basement key is always sprite 0x0A
LDA $A8 : AND.b #$03 : CMP.b #$02 : BNE + ; we're not in that quadrant
LDA.w $0403 : AND.w KeyRoomFlagMasks,Y : RTL
+
; checking our sram table
PHX : PHY
REP #$30
LDA.b $A0 : ASL : TAY
LDA.w SprItemIndex, X : AND #$00FF : ASL
PHX
TAX : LDA.l BitFieldMasks, X : STA $00
PLX ; restore X again
LDA.w SprItemFlags, X : AND #$00FF : CMP #$0001 : BEQ +
TYX : LDA.l SpriteDropData, X : BIT $00 : BEQ .notObtained
BRA .obtained
+ TYX : LDA.l RoomPotData, X : BIT $00 : BEQ .notObtained
.obtained
SEP #$30 : PLY : PLX : LDA #$01 : RTL ; already obtained
.notObtained
SEP #$30 : PLY : PLX
LDA #$00
RTL
MarkSRAMForItem:
LDA $048E : CMP.b #$87 : BNE + ; check for hera basement cage
CPX #$0A : BNE + ; the hera basement key is always sprite 0x0A
LDA $A8 : AND.b #$03 : CMP.b #$02 : BNE +
LDA.w $0403 : ORA.w KeyRoomFlagMasks, Y : RTL
+ PHX : PHY : REP #$30
LDA.b $A0 : ASL : TAY
LDA.l SpawnedItemIndex : ASL
TAX : LDA.l BitFieldMasks, X : STA $00
TYX
LDA.w SpawnedItemFlag : CMP #$0001 : BEQ +
LDA SpriteDropData, X : ORA $00 : STA SpriteDropData, X
SEP #$10 : JSR SetupEnemyDropIndicator
BRA .end
+ LDA RoomPotData, X : ORA $00 : STA RoomPotData, X
.end
SEP #$30 : PLY : PLX
LDA.w $0403
RTL
SpriteKeyPrep:
LDA.w $0B9B : STA.w $0CBA, X ; what we wrote over
PHA
LDA $A0 : CMP #$87 : BNE .continue
CPX #$0A : BNE .continue ; the hera basement key is always sprite 0x0A
LDA $A9 : ORA $AA : AND #$03 : CMP #$02 : BNE .continue
LDA #$00 : STA.w SpawnedItemFlag : STA SprItemFlags, X
LDA #$24 : STA $0E80, X
BRA +
.continue
LDA.w SpawnedItemIndex : STA SprItemIndex, X
LDA.w SpawnedItemMWPlayer : STA SprItemMWPlayer, X : STA.w !MULTIWORLD_SPRITEITEM_PLAYER_ID
LDA.w SpawnedItemFlag : STA SprItemFlags, X : BEQ +
LDA.l SpawnedItemID : STA $0E80, X
PHA : PHY : PHX
JSL.l GetSpritePalette : PLX : STA $0F50, X ; setup the palette
PLY : PLA
CMP #$24 : BNE ++ ;
LDA $A0 : CMP.b #$80 : BNE +
LDA SpawnedItemFlag : BNE +
LDA #$24 ; it's the big key drop?
++ JSL RequestStandingItemVRAMSlot
+ PLA
RTL
SpriteKeyDrawGFX:
JSL Sprite_DrawRippleIfInWater
PHA
LDA $0E80, X
CMP.b #$24 : BNE +
LDA $A0 : CMP #$80 : BNE ++
LDA SpawnedItemFlag : BNE ++
LDA #$24 : BRA +
++ PLA
PHK : PEA.w .jslrtsreturn-1
PEA.w $068014 ; an rtl address - 1 in Bank06
JML Sprite_DrawAbsorbable
.jslrtsreturn
RTL
+ JSL DrawPotItem
CMP #$03 : BNE +
PHA : LDA $0E60, X : ORA.b #$20 : STA $0E60, X : PLA
+ JSL.l Sprite_DrawShadowLong
PLA : RTL
KeyGet:
LDA CurrentSmallKeys ; what we wrote over
PHA
LDA.l StandingItemsOn : BNE +
PLA : RTL
+ LDY $0E80, X
LDA SprItemIndex, X : STA SpawnedItemIndex
LDA SprItemFlags, X : STA SpawnedItemFlag
LDA $A0 : CMP #$87 : BNE + ;check for hera cage
LDA SpawnedItemFlag : BNE + ; if it came from a pot, it's fine
JSR ShouldKeyBeCountedForDungeon : BCC ++
JSL CountChestKeyLong
++ PLA : RTL
+ STY $00
LDA SprItemMWPlayer, X : STA !MULTIWORLD_ITEM_PLAYER_ID : BNE .receive
PHX
LDA $040C : CMP #$FF : BNE +
LDA $00 : CMP.b #$AF : BNE .skip
LDA CurrentGenericKeys : INC : STA CurrentGenericKeys
LDA $00 : BRA .countIt
+ LSR : TAX
LDA $00 : CMP.l KeyTable, X : BNE +
.countIt
LDA.l StandingItemCounterMask : AND SpawnedItemFlag : BEQ ++
JSL.l AddInventory : JSL CountChestKeyLong
++ PLX : PLA : RTL
+ CMP.b #$AF : beq .countIt ; universal key
CMP.b #$24 : beq .countIt ; small key for this dungeon
.skip PLX
.receive
JSL $0791b3 ; Player_HaltDashAttackLong
JSL.l Link_ReceiveItem
PLA : DEC : RTL
KeyTable:
db $A0, $A0, $A2, $A3, $A4, $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC, $AD
; Input Y - the item type
ShouldKeyBeCountedForDungeon:
PHX
LDA $040C : CMP #$FF : BEQ .done
LSR : TAX
TYA : cmp KeyTable, X : BNE +
- PLX : SEC : RTS
+ CMP.B #$24 : BEQ -
.done
PLX : CLC : RTS
BigKeyGet:
LDY $0E80, X
CPY #$32 : BNE +
STZ $02E9 : LDY.b #$32 ; what we wrote over
PHX : JSL Link_ReceiveItem : PLX ; what we wrote over
CLC : RTL
+ SEC : RTL
LoadProperties_PreserveCertainProps:
LDA $0E20, X : CMP #$E4 : BEQ +
CMP #$E5 : BEQ +
JML Sprite_LoadProperties
+ LDA $0F50, X : PHA
LDA $0E80, X : PHA
JSL Sprite_LoadProperties
PLA : STA $0E80, X
PLA : STA $0F50, X
RTL
SubstitionFlow:
CPY.b #$04 : BNE +
RTL ; let enemizer/vanilla take care of it
+ PLA : PLA ; remove JSL stuff
CPY.b #$16 : BCS +
PEA.w Sprite_SpawnSecret_NotRandomBush-1 : RTL ; jump to not_random_bush spot
; jump directly to new code
+ PEA.w Sprite_SpawnSecret_SpriteSpawnDynamically-1
RTL
SubstitionTable:
db $DB ; RED RUPEE - 0x16
db $E2 ; ARROW REFILL 10 - 0x17
db $DD ; BOMB REFILL 4 - 0x18
db $DE ; BOMB REFILL 8 - 0x19
SubstituteSpriteId:
CPY.b #$16 : BCS +
RTS
+ LDA.b #$01
CPY.b #$18 : BCC +
LDA.b #$05
+ STA.b $0D
JSR IncrementCountsForSubstitute
PHB : PHK : PLB
LDA.w SubstitionTable-$16, Y ; Do substitute
PLB
RTS
CheckSprite_Spawn:
JSR SubstituteSpriteId
JSL Sprite_SpawnDynamically
BMI .check
RTL
.check
LDA $0D : CMP #$08 : BNE +
LDA $0372 : BNE .error
LDX #$0F
; loop looking for a Sprite with state 0A (carried by the player)
- LDA $0DD0, X : CMP #$0A : BEQ .foundIt
DEX : BMI .error : BRA -
.foundIt
LDA #$00 : STZ $0DD0, X
LDA #$E4 : JSL Sprite_SpawnDynamically
BMI .error
LDA #$40 : TSB $0308 : RTL
.error
LDA.b #$3C ; SFX2_3C - error beep
STA.w $012E
+ LDA #$FF
RTL
PreventPotSpawn:
LDA #$40 : BIT $0308 : BEQ +
STZ $0308 : RTL
+ LDA.b #$80 : STA.w $0308 ; what we wrote over
RTL
PreventPotSpawn2:
LDA $0308 : BEQ +
LDA.b #$01 : TSB.b $50 ; what we wrote over
+ RTL
CheckIfPotIsSpecial:
TXA ; give index to A so we can do a CMP.l
CMP.l $018550 ; see if our current index is that of object 230
BEQ .specialpot
; Normal pot, so run the vanilla code
LDA.l $7EF3CA ; check for dark world
.specialpot ; zero flag already set, so gtg
RTL
SetTheSceneFix:
STZ.b $6C
JSL InitializeMirrorHDMA
JSL LoadCommonSprites_long
RTL
incsrc dynamic_si_vram.asm
;===================================================================================================
; Pot items
;===================================================================================================
;Vanilla:
; Data starts at $01DDE7 formatted:
; dw aaaa : db i
; aaaa is a 14 bit number: ..tt tttt tttt tttt indicating the tilemap ID
; i is the secrets ID
;Drop shuffle changes:
; normal secrets stay vanilla
; major items (anything not a secret) use the bits 14 and 15 to produce different behavior
; aaaa is now a 16 bit number:
; imtt tttt tttt tttt
; t - is still tilemap id (aaaa & #$3FFF)
; i - flag indicates a major item
; m - indicates a multiworld item
; for major items (non multiworld), i indicates the item receipt ID
; for multi world items, i indicates the multiworld id
; multiworld id indexes a new table of 256 entries of 2 bytes each
; MultiWorldTable:
; db <item receipt ID>, <player ID>
;===================================================================================================
; Sprite items
;===================================================================================================
;Vanilla:
;If this value appears in the sprite table, then the sprite that preceded it is given a key drop
; db $FE, $00, $E4
;Drop shuffle changes:
; db <receipt id>, $00, $F8 ; this denotes the previous sprite is given a major item (non MW)
; db <receipt id>, <player>, $F9 ; this denotes the previous sprite is given a MW item