# Conflicts: # LTTP_RND_GeneralBugfixes.asm # bookofmudora.asm # build.bat # catfish.asm # compasses.asm # contrib.asm # darkworldspawn.asm # entrances.asm # events.asm # floodgatesoftlock.asm # flute.asm # framehook.asm # goalitem.asm # halfmagicbat.asm # heartpieces.asm # hooks.asm # inventory.asm # invertedmaps.asm # itemtext_lower.asm # lampmantlecone.asm # mantle.asm # msu.asm # music.asm # newhud.asm # newitems.asm # pendantcrystalhud.asm # ram.asm # rngfixes.asm # roomloading.asm # shopkeeper.asm # stats.asm # stats/credits.asm # stats/creditsnew.asm # stats/statConfig.asm # tables.asm # tablets.asm # utilities.asm # zoraking.asm
255 lines
7.9 KiB
NASM
255 lines
7.9 KiB
NASM
;================================================================================
|
|
|
|
;--------------------------------------------------------------------------------
|
|
AssignKiki:
|
|
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
|
|
LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; Name: AllowSQ
|
|
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
|
|
;--------------------------------------------------------------------------------
|
|
AllowSQ:
|
|
LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
|
|
LDA.l BusyItem : EOR.b #$01
|
|
.done
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
|
|
;--------------------------------------------------------------------------------
|
|
;0 = Reset Music
|
|
;1 = Don't Reset Music
|
|
MSMusicReset:
|
|
LDA.b OverworldIndex : CMP.b #$80 : BNE +
|
|
LDA.b LinkPosX+1
|
|
+
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
|
|
;--------------------------------------------------------------------------------
|
|
;0 = Become (Perma)bunny
|
|
DecideIfBunny:
|
|
LDA.l MoonPearlEquipment : BNE .done
|
|
LDA.l CurrentWorld : AND.b #$40
|
|
PHA : LDA.l InvertedMode : BNE .inverted
|
|
.normal
|
|
PLA : EOR.b #$40
|
|
BRA .done
|
|
.inverted
|
|
PLA
|
|
.done
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
;0 = Become (Perma)bunny
|
|
DecideIfBunnyByScreenIndex:
|
|
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
|
|
; superbunny work
|
|
LDA.b IndoorsFlag : BNE .done
|
|
LDA.l MoonPearlEquipment : BNE .done
|
|
LDA.b OverworldIndex : AND.b #$40 : PHA
|
|
LDA.l InvertedMode : BNE .inverted
|
|
.normal
|
|
PLA : EOR #$40
|
|
BRA .done
|
|
.inverted
|
|
PLA
|
|
.done
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
FixBunnyOnExitToLightWorld:
|
|
LDA.w BunnyFlag : BEQ +
|
|
JSL.l DecideIfBunny : BEQ +
|
|
STZ.b LinkState ; set player mode to Normal
|
|
STZ.w BunnyFlag : STZ.b BunnyFlagDP ; return player graphics to normal
|
|
+
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; fix issue where if a player beats aga1 without moon pearl, they don't turn into
|
|
; bunny on the pyramid
|
|
FixAga2Bunny:
|
|
LDA.l FixFakeWorld : BEQ + ; Only use this fix is fakeworld fix is in use
|
|
LDA.l InvertedMode : BEQ +++
|
|
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
|
|
BRA ++
|
|
+++
|
|
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
|
|
++
|
|
JSL DecideIfBunny : BNE +
|
|
JSR MakeBunny
|
|
LDA.b #$04 : STA.w MusicControlRequest ; play bunny music
|
|
BRA .done
|
|
+
|
|
LDA.b #$09 : STA.w MusicControlRequest ; what we wrote over
|
|
.done
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
|
|
;--------------------------------------------------------------------------------
|
|
MakeBunny:
|
|
PHX : PHY
|
|
LDA.b #$17 : STA.b LinkState ; set player mode to permabunny
|
|
LDA.b #$01 : STA.w BunnyFlag : STA.b BunnyFlagDP ; make player look like bunny
|
|
JSL LoadGearPalettes_bunny
|
|
PLY : PLX
|
|
RTS
|
|
;--------------------------------------------------------------------------------
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; fix issue where cross world caves (in Entrance randomizer) don't cause
|
|
; frog to become smith or vice versa.
|
|
FixFrogSmith:
|
|
LDA.l CurrentWorld : BNE .darkWorld
|
|
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done
|
|
LDA.b #$08 ; make frog into smith in light world
|
|
BRA .loadgfx
|
|
.darkWorld
|
|
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done
|
|
LDA.b #$07 ; make smith into frog in dark world
|
|
.loadgfx
|
|
STA.l FollowerIndicator
|
|
JSL Tagalong_LoadGfx
|
|
.done
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; Fix for SQ jumping causing accidental Exploration Glitch
|
|
SQEGFix:
|
|
LDA.l Bugfix_PodEG : BEQ ++
|
|
STZ.w LayerAdjustment ; disarm exploration glitch
|
|
++ RTL
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; Fix crystal not spawning when using somaria vs boss
|
|
TryToSpawnCrystalUntilSuccess:
|
|
STX.w ItemReceiptID ; what we overwrote
|
|
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
|
|
.spawned
|
|
STZ.b RoomTag ; the "trying to spawn crystal" flag
|
|
STZ.b RoomTag+1 ; the "trying to spawn pendant" flag
|
|
.failed
|
|
RTL
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; Fix crystal not spawning when using somaria vs boss
|
|
WallmasterCameraFix:
|
|
STZ.b CameraBoundV ; disable vertical camera scrolling for current room
|
|
REP #$20
|
|
STZ.w CameraScrollN ; something about scrolling, setting these to 0 tricks the game
|
|
STZ.w CameraScrollS ; into thinking we're at the edge of the room so it doesn't scroll.
|
|
SEP #$20
|
|
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; Fix losing glove colors
|
|
LoadActualGearPalettesWithGloves:
|
|
REP #$20
|
|
LDA.l SwordEquipment : STA.b Scrap0C
|
|
LDA.l ArmorEquipment : AND.w #$00FF
|
|
JSL LoadGearPalettes_variable
|
|
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
|
|
RTL
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; Fix Bunny Palette Map Bug
|
|
LoadGearPalette_safe_for_bunny:
|
|
LDA.b GameMode
|
|
CMP.w #$030E : BEQ .new ; opening dungeon map
|
|
CMP.w #$070E : BEQ .new ; opening overworld map
|
|
.original
|
|
-
|
|
LDA.b [Scrap00]
|
|
STA.l PaletteBufferAux, X
|
|
STA.l PaletteBuffer, X
|
|
INC.b Scrap00 : INC.b Scrap00
|
|
INX #2
|
|
DEY
|
|
BPL -
|
|
RTL
|
|
.new
|
|
-
|
|
LDA.b [Scrap00]
|
|
STA.l PaletteBuffer, X
|
|
INC.b Scrap00 : INC.b Scrap00
|
|
INX #2
|
|
DEY
|
|
BPL -
|
|
RTL
|
|
|
|
;--------------------------------------------------------------------------------
|
|
; Fix pedestal pull overlay
|
|
PedestalPullOverlayFix:
|
|
LDA.b #$09 : STA.w AncillaGeneral, X ; the thing we wrote over
|
|
LDA.b IndoorsFlag : BNE +
|
|
LDA.b OverworldIndex : CMP.b #$80 : BNE +
|
|
LDA.b OverlayID : CMP.b #$97
|
|
+
|
|
RTL
|
|
|
|
;--------------------------------------------------------------------------------
|
|
FixJingleGlitch:
|
|
LDA.b GameSubMode
|
|
BEQ .set_doors
|
|
|
|
LDA.l AllowAccidentalMajorGlitch
|
|
BEQ .exit
|
|
|
|
.set_doors
|
|
LDA.b #$05
|
|
STA.b GameSubMode
|
|
|
|
.exit
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
; Fix spawning with more hearts than capacity when less than 3 heart containers
|
|
pushpc
|
|
org $09F4AC ; <- module_death.asm:331
|
|
db $08, $08, $10
|
|
pullpc
|
|
;--------------------------------------------------------------------------------
|
|
SetOverworldTransitionFlags:
|
|
LDA.b #$01
|
|
STA.w OWTransitionFlag
|
|
STA.w RaceGameFlag
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
ParadoxCaveGfxFix:
|
|
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
|
|
LDA.b IndoorsFlag : BEQ .uploadLine
|
|
LDX.b RoomIndex : CPX.w #$00FF : BNE .uploadLine
|
|
LDX.b PreviousRoom : CPX.w #$00EF : BNE .uploadLine
|
|
|
|
;Ignore uploading four specific lines of tiles to VRAM
|
|
LDX.w VRAMUploadAddress
|
|
; Line 1
|
|
CPX.w #$1800 : BEQ .skipMostOfLine
|
|
; Line 2
|
|
CPX.w #$1A00 : BEQ .skipMostOfLine
|
|
; Line 3
|
|
CPX.w #$1C00 : BEQ .uploadLine
|
|
; Line 4
|
|
CPX.w #$1E00 : BEQ .uploadLine
|
|
|
|
.uploadLine
|
|
LDA.b #$01 : STA.w MDMAEN
|
|
|
|
.skipLine
|
|
RTL
|
|
|
|
.skipMostOfLine
|
|
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
|
|
LDX.w #$00C0 : STX.w DAS0L
|
|
BRA .uploadLine
|
|
;--------------------------------------------------------------------------------
|
|
SetItemRiseTimer:
|
|
LDA.w ItemReceiptMethod : CMP #$01 : BNE .not_from_chest
|
|
LDA.b #$38 : STA.w AncillaTimer, X
|
|
RTL
|
|
.not_from_chest
|
|
TYA : STA.w AncillaTimer, X ; What we wrote over
|
|
RTL
|