Files
alttpr-baserom/events.asm
Kevin Cathcart 703cf1518d Many File Select screen improvements.
Expand File Select screen drawable area

Remove Copy File text from Select Screen

Rename HASH to CODE (matches Z1R).

Relocate in vram 2 bpp graphics used for file select screen

Move names and hearts

Extend naming screen to allow for 12 character names
2018-07-21 23:56:50 -04:00

199 lines
6.0 KiB
NASM

;--------------------------------------------------------------------------------
; OnLoadOW
;--------------------------------------------------------------------------------
;OnLoadMap:
; LDA $7EF2DB ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
OnDrawHud:
JSL.l Draw4DigitRupees
JSL.l DrawChallengeTimer
JSL.l DrawGoalIndicator
JSL.l DrawDungeonCompassCounts
JSL.l SwapSpriteIfNecissary
RTL
;--------------------------------------------------------------------------------
;OnDungeonEntrance:
; STA $7EC172 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
OnPlayerDead:
PHA
JSL.l SetDeathWorldChecked
JSL.l SetSilverBowMode
JSL.l RefreshRainAmmo
PLA
RTL
;--------------------------------------------------------------------------------
OnDungeonExit:
PHA : PHP
SEP #$20 ; set 8-bit accumulator
JSL.l PodEGFix
PLP : PLA
STA $040C : STZ $04AC ; thing we wrote over
PHA : PHP
JSL.l HUD_RebuildLong
JSL.l FloodGateResetInner
JSL.l SetSilverBowMode
PLP : PLA
RTL
;--------------------------------------------------------------------------------
OnQuit:
JSL.l PodEGFix
LDA.b #$10 : STA $1C ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
JSL Link_ReceiveItem
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA $7EF373 : + ; refill magic
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA $7EF375 : + ; refill bombs
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
LDA.b #70 : STA $7EF376
LDA.l ArrowMode : BEQ +
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 ; enable bow toggle
REP #$20 ; set 16-bit accumulator
LDA $7EF360 : !ADD.l FreeUncleItemAmount : STA $7EF360 ; rupee arrows, so also give the player some money to start
SEP #$20 ; set 8-bit accumulator
+
RTL
;--------------------------------------------------------------------------------
OnAga2Defeated:
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
JSL.l IncrementAgahnim2Sword
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnFileLoad:
REP #$10 ; set 16 bit index registers
JSL.l EnableForceBlank ; what we wrote over
LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
LDA !FRESH_FILE_MARKER : BNE +
JSL.l OnNewFile
LDA.b #$FF : STA !FRESH_FILE_MARKER
+
JSL.l DoWorldFix
JSL.l MasterSwordFollowerClear
JSL.l InitOpenMode
LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
LDA.l GenericKeys : BEQ +
LDA $7EF38B : STA $7EF36F ; copy generic keys to key counter
+
JSL.l SetSilverBowMode
JSL.l RefreshRainAmmo
JSL.l SetEscapeAssist
LDA.l IsEncrypted : CMP.b #01 : BNE +
JSL LoadStaticDecryptionKey
+
SEP #$10 ; restore 8 bit index registers
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnNewFile:
PHX : PHP
REP #$20 ; set 16-bit accumulator
LDA.l LinkStartingRupees : STA $7EF362 : STA $7EF360
LDA.l StartingTime : STA $7EF454
LDA.l StartingTime+2 : STA $7EF454+2
LDX.w #$00 : - ; copy over starting equipment
LDA StartingEquipment, X : STA $7EF340, X
INX : INX
CPX.w #$004F : !BLT -
SEP #$20 ; set 8-bit accumulator
;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA.l PreopenCurtains : BEQ +
LDA.b #$80 : STA $7EF061 ; open aga tower curtain
LDA.b #$80 : STA $7EF093 ; open skull woods curtain
+
LDA StartingSword : STA $7EF359 ; set starting sword type
PLP : PLX
RTL
;--------------------------------------------------------------------------------
OnInitFileSelect:
; LDA.b #$10 : STA $BC ; init sprite pointer - does nothing unless spriteswap.asm is included
; JSL.l SpriteSwap_SetSprite
JSL.l EnableForceBlank
RTL
;--------------------------------------------------------------------------------
OnLinkDamaged:
JSL.l FlipperKill
JSL.l OHKOTimer
RTL
;--------------------------------------------------------------------------------
OnEnterWater:
JSL.l RegisterWaterEntryScreen
JSL.l MysteryWaterFunction
LDX.b #$04
RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPit:
JSL.l OHKOTimer
LDA.b #$14 : STA $11 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPitOutdoors:
JSL.l OHKOTimer ; make sure this is last
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnOWTransition:
JSL.l FloodGateReset
JSL.l FlipperFlag
JSL.l StatTransitionCounter
PHP
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in
PLP
RTL
;--------------------------------------------------------------------------------
!DARK_DUCK_TEMP = "$7F509C"
OnLoadDuckMap:
LDA !DARK_DUCK_TEMP
BNE +
INC : STA !DARK_DUCK_TEMP
JSL OverworldMap_InitGfx : DEC $0200
RTL
+
LDA.b #$00 : STA !DARK_DUCK_TEMP
JSL OverworldMap_DarkWorldTilemap
RTL
;--------------------------------------------------------------------------------
PreItemGet:
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
RTL
;--------------------------------------------------------------------------------
PostItemGet:
JSL.l MaybeWriteSRAMTrace
RTL
;--------------------------------------------------------------------------------
PostItemAnimation:
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
LDA $7F50A0 : BEQ +
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
JSL.l Main_ShowTextMessage
LDA.b #$00 : STA $7F50A0
+
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
RTL
;--------------------------------------------------------------------------------