# 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
53 lines
2.1 KiB
NASM
53 lines
2.1 KiB
NASM
;================================================================================
|
|
; Lamp Mantle & Light Cone Fix
|
|
;--------------------------------------------------------------------------------
|
|
; Output: 0 for darkness, 1 for lamp cone
|
|
;--------------------------------------------------------------------------------
|
|
LampCheck:
|
|
LDA.l LightConeModifier : BNE .lamp
|
|
LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
|
|
LDA.w DungeonID : CMP.b #$04 : BCS + ; are we en HC?
|
|
LDA.l LampConeSewers : RTL
|
|
+ : TDC
|
|
.lamp
|
|
RTL
|
|
;================================================================================
|
|
;--------------------------------------------------------------------------------
|
|
; Output: 0 locked, 1 openA
|
|
;--------------------------------------------------------------------------------
|
|
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 SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
|
|
RTL
|
|
;================================================================================
|
|
; Mantle Object Changes
|
|
;--------------------------------------------------------------------------------
|
|
Mantle_CorrectPosition:
|
|
LDA.l ProgressFlags : AND.b #$04 : BEQ +
|
|
LDA.b #$0A : STA.w SpritePosXLow, X ; just spawn it off to the side where we know it should be
|
|
LDA.b #$03 : STA.w SpritePosXHigh, X
|
|
LDA.b #$90 : STA.w SpriteSpawnStep, X
|
|
+
|
|
LDA.w SpritePosYLow, X : !ADD.b #$03 ; thing we did originally
|
|
RTL
|
|
|
|
;================================================================================
|
|
; Mirror Scroll -> Spawn at Zelda's Cell
|
|
;--------------------------------------------------------------------------------
|
|
MirrorScrollSpawnZelda:
|
|
LDA.l MirrorEquipment : CMP.b #$01 : BNE + ;mirror scroll
|
|
LDA.l StartingEntrance : CMP.b #$02 : BEQ ++ ; zelda's cell
|
|
CMP.b #$04 : BNE +
|
|
++ INC $04AA
|
|
; what we replaced
|
|
+ STZ.b $11 : STZ.b $14
|
|
RTL
|