Files
alttpr-baserom/newitems.asm
Karkat 838c85dc07 let's dev 2/23/18
fixed shops disregarding item counts (extra hitbox, etc)
fixed rupee arrows regarding requiring wooden arrows before being able to fire them
finished escape assist mode for ammo management in new game mode
2018-02-23 22:55:44 -05:00

1030 lines
36 KiB
NASM
Executable File

;================================================================================
; New Item Handlers
;--------------------------------------------------------------------------------
; REMEMBER TO UPDATE THE TABLES IN UTILITIES.ASM!
;--------------------------------------------------------------------------------
; #$4C - Bomb Capacity (50)
; #$4D - Arrow Capacity (70)
; #$4E - 1/2 Magic
; #$4F - 1/4 Magic
; #$50 - Safe Master Sword
; #$51 - Bomb Capacity (+5)
; #$52 - Bomb Capacity (+10)
; #$53 - Arrow Capacity (+5)
; #$54 - Arrow Capacity (+10)
; #$55 - Programmable Item 1
; #$56 - Programmable Item 2
; #$57 - Programmable Item 3
; #$58 - Upgrade-Only Silver Arrows
; #$59 - Rupoor
; #$5A - Null Item
; #$5B - Red Clock
; #$5C - Blue Clock
; #$5D - Green Clock
; #$5E - Progressive Sword
; #$5F - Progressive Shield
; #$60 - Progressive Armor
; #$61 - Progressive Lifting Glove
; #$62 - RNG Pool Item (Single)
; #$63 - RNG Pool Item (Multi)
; #$6A - Goal Item (Single/Triforce)
; #$6B - Goal Item (Multi/Power Star)
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
; #$A0 - Small Keys
;--------------------------------------------------------------------------------
;GetAnimatedSpriteGfxFile:
; LDY.b #$32
; CMP.b #$39 : BCS + ; If tile index >= 0x39, use sprite file 0x32 (Blank file)
;
; LDY.b #$5D
;
; CMP.b #$23 : BEQ + ; If tile index is 0x23 (Pendant)...
; CMP.b #$37 : BCS + ; ...or tile index >= 0x37, use sprite file 0x5D (Pendant, Boots, 20 Rupees)
;
; LDY.b #$5C
;
; CMP.b #$0C : BEQ + ; If tile index is 0x0C (Flute)...
; CMP.b #$24 : BCS + ; ...or tile index >= 24, use sprite file 0x5C (Rupees, Crystal, Heart Piece ... ...)
;
; ; Otherwise, use sprite file 0x5B (Medallions, Mirror, Flippers, Lantern, Compass...)
; LDY.b #$5B
;+
;JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteGfxFile:
CMP.b #$0C : BNE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$23 : BNE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$48 : BNE +
LDY.b #$60 : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$24 : !BGE +
LDY.b #$5B : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$37 : !BGE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$39 : !BGE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
LDY.b #$32
JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteBufferPointer_table:
; Original data:
dw $09C0, $0030, $0060, $0090, $00C0, $0300, $0318, $0330
dw $0348, $0360, $0378, $0390, $0930, $03F0, $0420, $0450
dw $0468, $0600, $0630, $0660, $0690, $06C0, $06F0, $0720 ; disassembly (incorrectly?) says this is $0270
dw $0750, $0768, $0900, $0930, $0960, $0990, $09F0, $0000
dw $00F0, $0A20, $0A50, $0660, $0600, $0618, $0630, $0648
dw $0678, $06D8, $06A8, $0708, $0738, $0768, $0960, $0900
dw $03C0, $0990, $09A8, $09C0, $09D8, $0A08, $0A38, $0600
dw $0630
; New data:
dw $0600, $0630, $0660, $0690 ; 50 Bombs / 70 Arrows / Half Magic / Quarter Magic
dw $06C0, $06F0, $0720 ; +5/+10 Bomb Arrows
;#$4x
dw $0750 ; +10 Arrows
dw $0900 ; Upgrade-Only Silver Arrows
dw $09D8 ; Unused
dw $0930, $0960, $0990, $09C0 ; Lvl 1/2/3/4 Sword (Freestanding)
dw $09F0 ; Null-Item
dw $09C0 ; Clock
dw $0A20 ; Triforce
dw $0A50 ; Power Star
GetAnimatedSpriteBufferPointer:
;PHB : PHK : PLB
LDA.b $00 : ADC.l GetAnimatedSpriteBufferPointer_table, X
;PLB
RTL
;--------------------------------------------------------------------------------
macro ProgrammableItemLogic(index)
LDA.l ProgrammableItemLogicPointer_<index> : BNE ?jump
LDA.l ProgrammableItemLogicPointer_<index>+1 : BNE ?jump
LDA.l ProgrammableItemLogicPointer_<index>+2 : BNE ?jump
BRA ?end
?jump:
JSL.l ProgrammableItemLogicJump_<index>
?end:
endmacro
macro ValueShift()
TAX : LDA.b #$01
?start:
CPX #$00 : BEQ ?end
ASL
DEX
BRA ?start : ?end:
endmacro
;--------------------------------------------------------------------------------
!CHALLENGE_TIMER = "$7EF454"
!GOAL_COUNTER = "$7EF460"
!INVENTORY_SWAP_2 = "$7EF38E"
;--------------------------------------------------------------------------------
;carry clear if pass
;carry set if caught
;incsrc eventdata.asm
;ProcessEventItems:
; LDA $00 : PHA
; LDA $01 : PHA
; LDA $02 : PHA
; PHY : PHP
; LDA $02D8
; CMP.b #$70 : !BLT + : CMP.b #$E0 : !BGE + ; Free Item Block
; !SUB #$70
;
; REP #$30 ; set 16-bit accumulator & index registers
; AND.w #$00FF : ASL : TAX
; LDA.l EventDataOffsets, X : !ADD.w #EventDataTable : STA $00
;
; SEP #$20 ; set 8-bit accumulator
; PHK : PLA : STA $02
;
; JSL.l LoadDialogAddressIndirect
;
; SEP #$10 ; set 8-bit index registers
; LDX.b #$01 : BRA .done
; +
; LDX.b #$00
; .done
; PLP : PLY
; PLA : STA $02
; PLA : STA $01
; PLA : STA $00
;RTS
;--------------------------------------------------------------------------------
AddReceivedItemExpandedGetItem:
PHX
;JSR.w ProcessEventItems : CPX.b #$00 : BEQ ++
; ;JSL.l Main_ShowTextMessage
; LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
; LDA.b #$01 : STA $7F50A0
; BRL .done
;++
;STA $FFFFFF
LDA $02D8 ; check inventory
JSL.l FreeDungeonItemNotice
CMP.b #$0B : BNE + ; Bow
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
LDA.b #03 : STA $7EF340 ; set bow to silver
++
BRL .done
+ CMP.b #$4C : BNE + ; 50 bombs
;LDA.b #$07 : STA $7EF370 ; upgrade bombs
LDA.b #50 : !SUB.l StartingMaxBombs : STA $7EF370 ; upgrade bombs
LDA.b #50 : STA $7EF375 ; fill bombs
BRL .done
+ CMP.b #$4D : BNE + ; 70 arrows
;LDA #$07 : STA $7EF371 ; upgrade arrows
LDA.b #70 : !SUB.l StartingMaxArrows : STA $7EF371 ; upgrade arrows
LDA.b #70 : STA $7EF376 ; fill arrows
BRL .done
+ CMP.b #$4E : BNE + ; 1/2 magic
LDA $7EF37B : CMP #$02 : !BGE ++
INC : STA $7EF37B ; upgrade magic
++
LDA.b #$80 : STA $7EF373 ; fill magic
BRL .done
+ CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA $7EF37B ; upgrade magic
LDA.b #$80 : STA $7EF373 ; fill magic
BRL .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA $7EF359 : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA $7EF359 ; set master sword
BRL .done
+ CMP.b #$51 : BNE + ; +5 Bombs
LDA $7EF370 : !ADD.b #$05 : STA $7EF370 ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA $7EF375 ; fill bombs
BRL .done
+ CMP.b #$52 : BNE + ; +10 Bombs
LDA $7EF370 : !ADD.b #$0A : STA $7EF370 ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA $7EF375 ; fill bombs
BRL .done
+ CMP.b #$53 : BNE + ; +5 Arrows
LDA $7EF371 : !ADD.b #$05 : STA $7EF371 ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA $7EF376 ; fill arrows
BRL .done
+ CMP.b #$54 : BNE + ; +10 Arrows
LDA $7EF371 : !ADD.b #$0A : STA $7EF371 ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA $7EF376 ; fill arrows
BRL .done
+ CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1)
BRL .done
+ CMP.b #$56 : BNE + ; Programmable Object 2
%ProgrammableItemLogic(2)
BRL .done
+ CMP.b #$57 : BNE + ; Programmable Object 3
%ProgrammableItemLogic(3)
BRL .done
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
LDA $7EF340 : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA $7EF340 ; switch to silver bow
++
LDA.l ArrowMode : BEQ ++
LDA.b #$01 : STA $7EF376
++
+ CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA $7EF360 : !SUB RupoorDeduction : STA $7EF360 : SEP #$20 ; Take 1 rupee
BRL .done
+ CMP.b #$5A : BNE + ; Null Item
BRL .done
+ CMP.b #$5B : BNE + ; Red Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l RedClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l RedClockAmount+2 : STA !CHALLENGE_TIMER+2
SEP #$20 ; set 8-bit accumulator
BRL .done
+ CMP.b #$5C : BNE + ; Blue Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l BlueClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l BlueClockAmount+2 : STA !CHALLENGE_TIMER+2
SEP #$20 ; set 8-bit accumulator
BRL .done
+ CMP.b #$5D : BNE + ; Green Clock
REP #$20 ; set 16-bit accumulator
LDA !CHALLENGE_TIMER : !ADD.l GreenClockAmount : STA !CHALLENGE_TIMER
LDA !CHALLENGE_TIMER+2 : ADC.l GreenClockAmount+2 : STA !CHALLENGE_TIMER+2
SEP #$20 ; set 8-bit accumulator
BRL .done
+ CMP.b #$5E : BNE + ; Progressive Sword
BRL .done
+ CMP.b #$5F : BNE + ; Progressive Shield
BRL .done
+ CMP.b #$60 : BNE + ; Progressive Armor
BRL .done
+ CMP.b #$61 : BNE + ; Progressive Lifting Glove
BRL .done
+ CMP.b #$62 : BNE + ; RNG Pool Item (Single)
BRL .done
+ CMP.b #$63 : BNE + ; RNG Pool Item (Multi)
BRL .done
+ CMP.b #$6A : BNE + ; Goal Collectable (Single/Triforce)
JSL.l ActivateGoal
BRL .done
+ CMP.b #$6B : BNE + ; Goal Collectable (Multi/Power Star)
BRA .multi_collect
+ CMP.b #$6C : BNE + ; Goal Collectable (Multi/Power Star) Alternate Graphic
.multi_collect
LDA GoalItemRequirement : BEQ ++
LDA !GOAL_COUNTER : INC : STA !GOAL_COUNTER
CMP GoalItemRequirement : !BLT ++ : JSL.l ActivateGoal : ++
BRL .done
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF368 : STA $7EF368 ; Map 1
BRL .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF369 : STA $7EF369 ; Map 2
BRL .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF364 : STA $7EF364 ; Compass 1
BRL .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF365 : STA $7EF365 ; Compass 2
BRL .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA $7EF366 : STA $7EF366 ; Big Key 1
BRL .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA $7EF367 : STA $7EF367 ; Big Key 2
BRL .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX
LDA $7EF37C, X : INC : STA $7EF37C, X ; Increment Key Count
CPX.b #$00 : BNE ++
STA $7EF37D ; copy HC to sewers
++ : CPX.b #$01 : BNE ++
STA $7EF37C ; copy sewers to HC
++
LDA.l GenericKeys : BEQ +
.generic
LDA $7EF36F : INC : STA $7EF36F
BRL .done
.normal
TXA : ASL : CMP $040C : BNE ++
LDA $7EF36F : INC : STA $7EF36F
++
BRL .done
+
.done
PLX
LDA $02E9 : CMP.b #$01 ; thing we wrote over
RTL
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
; #$A0 - Small Keys
;--------------------------------------------------------------------------------
!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
!RNG_ITEM = "$7EF450"
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
!ITEM_BUSY = "$7F5091"
;2B:Bottle Already Filled w/ Red Potion
;2C:Bottle Already Filled w/ Green Potion
;2D:Bottle Already Filled w/ Blue Potion
;3C:Bottle Already Filled w/ Bee
;3D:Bottle Already Filled w/ Fairy
;48:Bottle Already Filled w/ Gold Bee
AddReceivedItemExpanded:
{
PHA : PHX
JSL.l PreItemGet
LDA $02D8 ; Item Value
JSR AttemptItemSubstitution
STA $02D8
JSR IncrementItemCounters
CMP.b #$16 : BNE ++ ; Bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
++ : CMP.b #$2B : BNE ++ ; Red Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
++ : CMP.b #$2C : BNE ++ ; Green Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
++ : CMP.b #$2D : BNE ++ ; Blue Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
++ : CMP.b #$3C : BNE ++ ; Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
++ : CMP.b #$3D : BNE ++ ; Fairy w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
++ : CMP.b #$48 : BNE ++ ; Gold Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : BRL .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA $7EF37B : BEQ +++
LDA.b #$4F : STA $02D8
+++ : BRL .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : BRL .done
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : BRL .done
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$50 : STA $02D8 : BRL .done
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : STA $02D8 : BRL .done
+ ; Everything Else
LDA.b #$03 : STA $02D8 : BRL .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA !PROGRESSIVE_SHIELD : LSR #6 : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : BRL .done
+
LDA !PROGRESSIVE_SHIELD : AND.b #$C0 : BNE + ; No Shield
LDA.b #$04 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : BRL .done
+ : CMP.b #$40 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : BRA .done
+ ; Everything Else
LDA.b #$06 : STA $02D8
LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : BRA .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : BRL .done
+ : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : BRA .done
+ ; Everything Else
LDA.b #$23 : STA $02D8 : BRA .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA $7EF354 : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : BRA .done
+ ; Everything Else
LDA.b #$1C : STA $02D8 : BRA .done
++ : CMP.b #$62 : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : STA $02D8
XBA : JSR.w MarkRNGItemSingle
LDA #$FF : STA !LOCK_IN ; clear lock-in
BRA .done
++ : CMP.b #$63 : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : STA $02D8
LDA #$FF : STA !LOCK_IN ; clear lock-in
BRA .done
++
.done
PLX : PLA
PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
JMP.l AddReceivedItem+2
}
;--------------------------------------------------------------------------------
;DATA AddReceivedItemExpanded
{
.y_offsets
db -5, -5, -5, -5, -5, -4, -4, -5
db -5, -4, -4, -4, -2, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -5, -4, -4, -4, -4
db -4, -4, -2, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -2, -2, -2, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -2, -2, -4, -2, -4, -4
db -4, -5, -4, -4
;new
db -4, -4, -4, -4
db -5 ; Master Sword (Safe)
db -4, -4, -4, -4 ; +5/+10 Bomb Arrows
db -4, -4, -4 ; 3x Programmable Item
db -4 ; Upgrade-Only Sivler Arrows
db -4 ; 1 Rupoor
db -4 ; Null Item
db -4, -4, -4 ; Red, Blue & Green Clocks
db -4, -4, -4, -4 ; Progressive Sword, Shield, Armor & Gloves
db -4, -4 ; RNG Single & Multi
db -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4 ; Goal Item Single, Multi & Alt Multi
db -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Map
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Compass
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Big Key
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Small Key
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
.x_offsets
db 4, 4, 4, 4, 4, 0, 0, 4
db 4, 4, 4, 4, 5, 0, 0, 0
db 0, 0, 0, 4, 0, 4, 0, 0
db 4, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 0, 0, 0
db 0, 0, 5, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 4, 4, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 4, 4, 0, 4, 0, 0
db 0, 4, 0, 0
;new
db 0, 0, 0, 0
db 4 ; Master Sword (Safe)
db 0, 0, 0, 0 ; +5/+10 Bomb Arrows
db 0, 0, 0 ; 3x Programmable Item
db 0 ; Upgrade-Only Sivler Arrows
db 4 ; 1 Rupoor
db 0 ; Null Item
db 0, 0, 0 ; Red, Blue & Green Clocks
db 0, 0, 0, 0 ; Progressive Sword, Shield, Armor & Gloves
db 0, 0 ; RNG Single & Multi
db 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0 ; Goal Item Single, Multi & Alt Multi
db 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Map
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Compass
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Big Key
;db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; *EVENT*
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
.item_graphics_indices
db $06, $18, $18, $18, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $06, $0C, $38
;new
db $39, $3A, $3B, $3C
db $18 ; Master Sword (Safe)
db $3D, $3E, $3F, $40 ; +5/+10 Bomb Arrows
db $00, $00, $00 ; 3x Programmable Item
db $41 ; Upgrade-Only Sivler Arrows
db $24 ; 1 Rupoor
db $47 ; Null Item
db $48, $48, $48 ; Red, Blue & Green Clocks
db $FF, $FF, $04, $0D ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $49, $4A, $49 ; Goal Item Single, Multi & Alt Multi
db $FF, $FF, $FF ; Unused
db $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21 ; Free Map
db $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16 ; Free Compass
db $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22 ; Free Big Key
db $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F ; Free Small Key
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
.wide_item_flag
db $00, $00, $00, $00, $00, $02, $02, $00
db $00, $00, $00, $00, $00, $02, $02, $02
db $02, $02, $02, $00, $02, $00, $02, $02
db $00, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $02, $02, $02
db $02, $02, $00, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $00, $00, $02
db $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $00, $00, $02, $00, $02, $02
db $02, $00, $02, $02
;new
db $02, $02, $02, $02
db $00 ; Master Sword (Safe)
db $02, $02, $02, $02 ; +5/+10 Bomb Arrows
db $02, $02, $02 ; 3x Programmable Item
db $02 ; Upgrade-Only Sivler Arrows
db $00 ; 1 Rupoor
db $02 ; Null Item
db $02, $02, $02 ; Red, Blue & Green Clocks
db $02, $02, $02, $02 ; Progressive Sword, Shield, Armor & Gloves
db $02, $02 ; RNG Single & Multi
db $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02 ; Goal Item Single, Multi & Alt Multi
db $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Map
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Compass
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Big Key
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; Free Small Key
;db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; *EVENT*
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
.properties
db 5, -1, 5, 5, 5, 5, 5, 1
db 2, 1, 1, 1, 2, 2, 2, 4
db 4, 4, 1, 1, 2, 1, 1, 1
db 2, 1, 2, 1, 4, 4, 2, 1
db 6, 1, 2, 1, 2, 2, 1, 2
db 2, 4, 1, 1, 4, 2, 1, 4
db 2, 2, 4, 4, 4, 2, 1, 4
db 1, 2, 2, 1, 2, 2, 1, 1
db 4, 4, 1, 2, 2, 4, 4, 4
db 2, 5, 2, 1
;new
db 4, 4, 4, 4
db 5 ; Master Sword (Safe)
db 4, 4, 4, 4 ; +5/+10 Bomb Arrows
db 4, 4, 4 ; 3x Programmable Item
db 1 ; Upgrade-Only Sivler Arrows
db 3 ; 1 Rupoor
db 1 ; Null Item
db 1, 2, 4 ; Red, Blue & Green Clocks
db $FF, $FF, $FF, $FF ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db 0, 0, 0, 0, 0, 0 ; Unused
db 4, 4, 4 ; Goal Item Single, Multi & Alt Multi
db 0, 0, 0 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Map
db 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 ; Free Compass
;db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; *EVENT*
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Big Key
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
; \item Target SRAM addresses for items you receive
.item_target_addr
dw $F359, $F359, $F359, $F359, $F35A, $F35A, $F35A, $F345
dw $F346, $F34B, $F342, $F340, $F341, $F344, $F35C, $F347
dw $F348, $F349, $F34A, $F34C, $F34C, $F350, $F35C, $F36B
dw $F351, $F352, $F353, $F354, $F354, $F34E, $F356, $F357
dw $F37A, $F34D, $F35B, $F35B, $F36F, $F364, $F36C, $F375
dw $F375, $F344, $F341, $F35C, $F35C, $F35C, $F36D, $F36E
dw $F36E, $F375, $F366, $F368, $F360, $F360, $F360, $F374
dw $F374, $F374, $F340, $F340, $F35C, $F35C, $F36C, $F36C
dw $F360, $F360, $F372, $F376, $F376, $F373, $F360, $F360
dw $F35C, $F359, $F34C, $F355
;new
dw $F375, $F376, $F373, $F373
dw $F359 ; Master Sword (Safe)
dw $F375, $F375, $F376, $F376 ; +5/+10 Bomb Arrows
dw $F41A, $F41C, $F41E ; 3x Programmable Item
dw $F340 ; Upgrade-Only Sivler Arrows
dw $F360 ; 1 Rupoor
dw $F36A ; Null Item
dw $F454, $F454, $F454 ; Red, Blue & Green Clocks
dw $F359, $F35A, $F35B, $F354 ; Progressive Sword, Shield, Armor & Gloves
dw $F36A, $F36A ; RNG Single & Multi
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A ; Goal Item Single, Multi & Alt Multi
dw $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Map
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Compass
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Big Key
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Small Key
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
}
; DATA Values to write to the above SRAM locations.
{
.item_values
db $01, $02, $03, $04, $01, $02, $03, $01
db $01, $01, $01, $01, $01, $02, $FF, $01
db $01, $01, $01, $01, $02, $01, $FF, $FF
db $01, $01, $02, $01, $02, $01, $01, $01
db $FF, $01, $FF, $02, $FF, $FF, $FF, $FF
db $FF, $FF, $02, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FB, $EC, $FF
db $FF, $FF, $01, $03, $FF, $FF, $FF, $FF
db $9C, $CE, $FF, $01, $0A, $FF, $FF, $FF
db $FF, $01, $03, $01
;new
db $32, $46, $80, $80
db $02 ; Master Sword (Safe)
db $FF, $FF, $FF, $FF ; +5/+10 Bomb Arrows
db $FF, $FF, $FF ; 3x Programmable Item
db $FF ; Upgrade-Only Sivler Arrows
db $FF ; 1 Rupoor
db $FF ; Null Item
db $FF, $FF, $FF ; Red, Blue & Green Clocks
db $FF, $FF, $FF, $FF ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF ; Goal Item Single, Multi & Alt Multi
db $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Map
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Compass
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Big Key
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Small Key
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
;0x00 - Sewer Passage
;0x02 - Hyrule Castle
;0x04 - Eastern Palace
;0x06 - Desert Palace
;0x08 - Hyrule Castle 2
;0x0A - Swamp Palace
;0x0C - Dark Palace
;0x0E - Misery Mire
;0x10 - Skull Woods
;0x12 - Ice Palace
;0x14 - Tower of Hera
;0x16 - Gargoyle's Domain
;0x18 - Turtle Rock
;0x1A - Ganon's Tower
.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000
db $00
dw $0000 ; Caves
}
;--------------------------------------------------------------------------------
BottleListExpanded:
db $16, $2B, $2C, $2D, $3D, $3C, $48
PotionListExpanded:
db $2E, $2F, $30, $FF, $0E
;--------------------------------------------------------------------------------
Link_ReceiveItemAlternatesExpanded:
{
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, -1, -1, $44, -1, -1, -1
db -1, -1, $35, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, $46, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1
db -1, -1, -1, -1
db -1 ; Master Sword (Safe)
db -1, -1, -1, -1 ; +5/+10 Bomb Arrows
db -1, -1, -1 ; 3x Programmable Item
db -1 ; Upgrade-Only Silver Arrows
db -1 ; 1 Rupoor
db -1 ; Null Item
db -1, -1, -1 ; Red, Blue & Green Clocks
db -1, -1, -1, -1 ; Progressive Sword, Shield, Armor & Gloves
db -1, -1 ; RNG Single & Multi
db -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1 ; Goal Item Single, Multi & Alt Multi
db -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Map
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Compass
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Big Key
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Small Key
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
}
;--------------------------------------------------------------------------------
.loadAlternate
PHB : PHK : PLB
;TYA : JSR IncrementItemCounters
;LDA Link_ReceiveItemAlternatesExpanded, Y : STA $03
TYA : JSR AttemptItemSubstitution : STA $03
CPY $03 : BNE + : LDA.b #$FF : STA $03 : +
PLB
RTL
;--------------------------------------------------------------------------------
;DrawHUDSilverArrows:
; LDA $7EF340 : AND.w #$00FF : BNE +
; LDA !INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; +
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
;Return $7EF340 but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
JSL.l DrawHUDArrows
LDA $7EF340
RTL
.normal
LDA $7EF340 : BNE +
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
JSL.l DrawHUDArrows
++
LDA $7EF340
+
RTL
;--------------------------------------------------------------------------------
DrawHUDArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
LDA $7EF377 : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA $7EF340 : BNE +
LDA !INVENTORY_SWAP_2 : AND.b #$40 : BNE .silver
BRA .wooden
+ CMP.b #03 : !BGE .silver
.wooden
LDA.b #$A7 : STA $7EC720 ; draw wooden arrow marker
LDA.b #$20 : STA $7EC721
LDA.b #$A9 : STA $7EC722
LDA.b #$20 : STA $7EC723
RTL
.normal ; in normal arrow mode this function is only ever called for silvers
.silver
LDA.b #$86 : STA $7EC720 ; draw silver arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$87 : STA $7EC722
LDA.b #$24 : STA $7EC723
RTL
.none
LDA.b #$7F : STA $7EC720 ; draw no arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$7F : STA $7EC722
LDA.b #$24 : STA $7EC723
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM = "$7EF450"
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
GetRNGItemSingle:
LDA !LOCK_IN : CMP #$FF : BEQ + : TAX : XBA : LDA.l RNGSingleItemTable, X : RTL : +
LDX.b #$00
.single_reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b #$00 : BRA +++ : + ; default to 0 if too many attempts
CMP.l RNGSingleTableSize : !BGE .single_reroll
+++
STA !SINGLE_INDEX_TEMP ; put our index value here
LDX #$00
.recheck
JSR.w CheckSingleItem : BEQ .single_unused ; already used
LDA !SINGLE_INDEX_TEMP : INC ; increment index
CMP.l RNGSingleTableSize : !BLT +++ : LDA.b #$00 : +++ ; rollover index if needed
STA !SINGLE_INDEX_TEMP ; store index
INX : CPX.l RNGSingleTableSize : !BLT .recheck
LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE
BRA .single_done
.single_unused
LDA !SINGLE_INDEX_TEMP
.single_done
TAX : LDA.l RNGSingleItemTable, X
XBA : LDA.l !SINGLE_INDEX_TEMP : STA !LOCK_IN : XBA
RTL
;--------------------------------------------------------------------------------
CheckSingleItem:
LSR #3 : TAX
LDA.l !RNG_ITEM, X : STA !SINGLE_INDEX_BITMASK_TEMP ; load value to temporary
PHX
LDA !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA !SINGLE_INDEX_BITMASK_TEMP
---
CPX.b #$00 : BEQ +++
LSR
DEX
BRA ---
+++
PLX
AND.b #$01
RTS
;--------------------------------------------------------------------------------
MarkRNGItemSingle:
;STA !SINGLE_INDEX_TEMP
LSR #3 : STA !SINGLE_INDEX_OFFSET_TEMP : TAX
LDA.l !RNG_ITEM, X
STA.l !SINGLE_INDEX_BITMASK_TEMP
LDA.l !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA.b #01
---
CPX.b #$00 : BEQ +++
ASL
DEX
BRA ---
+++
PHA
LDA.l !SINGLE_INDEX_OFFSET_TEMP : TAX
PLA
ORA.l !SINGLE_INDEX_BITMASK_TEMP
STA.l !RNG_ITEM, X
RTS
;--------------------------------------------------------------------------------
GetRNGItemMulti:
LDA !LOCK_IN : CMP #$FF : BEQ + : TAX : XBA : LDA.l RNGMultiItemTable, X : RTL : +
LDX.b #$00
- ; reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b 00 : BRA .done : + ; default to 0 if too many attempts
CMP.l RNGMultiTableSize : !BGE -
.done
STA !LOCK_IN
TAX : XBA : LDA.l RNGMultiItemTable, X
RTL
;--------------------------------------------------------------------------------
IncrementItemCounters:
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA !ITEM_LIMIT_COUNTS, X : INC : STA !ITEM_LIMIT_COUNTS, X
PLX
BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
RTS
;--------------------------------------------------------------------------------
AttemptItemSubstitution:
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA !ITEM_LIMIT_COUNTS, X
CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA 2,s
+
PLX
BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
RTS
;--------------------------------------------------------------------------------
CountBottles:
LDX.b #$00
LDA $7EF35C : BEQ ++ : INX
++ : LDA $7EF35D : BEQ ++ : INX
++ : LDA $7EF35E : BEQ ++ : INX
++ : LDA $7EF35F : BEQ ++ : INX
++
TXA
RTS
;--------------------------------------------------------------------------------
ActivateGoal:
STZ $11
STZ $B0
JMP.l StatsFinalPrep
;--------------------------------------------------------------------------------