227 lines
6.2 KiB
NASM
227 lines
6.2 KiB
NASM
NewElderCode:
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{
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LDA $8A : AND.b #$3F : CMP #$1B : BEQ .newCodeContinue
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;Restore Jump we can keep the RTL so JML
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JML $05F0CD
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.newCodeContinue
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PHB : PHK : PLB
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LDA.b #$07 : STA $0F50, X ;Palette
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JSR Elder_Draw
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JSL Sprite_PlayerCantPassThrough
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JSR Elder_Code
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PLB
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RTL
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}
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Elder_Draw:
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{
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LDA.b #$02 : STA $06 : STZ $07 ;Number of Tiles
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LDA $0DC0, X : ASL #04
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ADC.b #.animation_states : STA $08
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LDA.b #.animation_states>>8 : ADC.b #$00 : STA $09
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JSL Sprite_DrawMultiple_player_deferred
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JSL Sprite_DrawShadowLong
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RTS
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.animation_states
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;Frame0
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dw 0, -9 : db $C6, $00, $00, $02
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dw 0, 0 : db $C8, $00, $00, $02
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;Frame1
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dw 0, -8 : db $C6, $00, $00, $02
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dw 0, 0 : db $CA, $40, $00, $02
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}
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Elder_Code:
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{
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REP #$20
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LDA.l GoalItemRequirement : BEQ .despawn
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LDA.l InvincibleGanon : AND.w #$00FF : CMP.w #$0005 : BEQ .despawn
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LDA.l TurnInGoalItems : AND.w #$00FF : BNE +
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.despawn
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SEP #$20
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STZ $0DD0, X ; despawn self
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RTS
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+
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SEP #$20
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LDA.b $11
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BNE .done
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LDA.b #$96
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LDY.b #$01
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JSL Sprite_ShowSolicitedMessageIfPlayerFacing_PreserveMessage : BCC .dont_show
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REP #$20
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LDA.l GoalCounter
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CMP.l GoalItemRequirement : !BLT +
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SEP #$20
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JSL ActivateTriforceCutscene
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+
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.dont_show
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.done
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SEP #$20
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LDA.b $1A : LSR #5 : AND.b #$01 : STA.w $0DC0, X
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RTS
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}
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;--------------------------------------------------------------------------------
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; Triforce (Pedestal) Cutscene
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;--------------------------------------------------------------------------------
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ActivateTriforceCutscene:
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; despawn other sprites
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LDY.b #$0F
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- LDA.w $0E20,Y : CMP.b #$16 : BNE +
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CPY.b #$00 : BEQ .next
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; move Murahdahla to slot 0 for draw priority reasons
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LDA.w $0E20,Y : STA.w $0E20
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LDA.w $0D00,Y : STA.w $0D00
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LDA.w $0D10,Y : STA.w $0D10
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LDA.w $0D20,Y : STA.w $0D20
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LDA.w $0D30,Y : STA.w $0D30
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LDA.w $0D40,Y : STA.w $0D40
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LDA.w $0F50,Y : STA.w $0F50
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LDA.w $0E40,Y : STA.w $0E40
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LDA.w $0E60,Y : STA.w $0E60
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LDA.w $0DD0,Y : STA.w $0DD0
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LDA.b #$02 : STA.w $0F20
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+ LDA.b #$00 : STA.w $0DD0,Y
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.next
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DEY : BPL -
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LDA.b #$62 ; MasterSword Sprite
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JSL Sprite_SpawnDynamically
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; set up coords
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LDA.b $22 : STA.w $0D10,Y
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LDA.b $23 : STA.w $0D30,Y
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LDA.b $20 : CLC : ADC.b #$08 : STA.w $0D00,Y
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LDA.b $21 : ADC.b #$00 : STA.w $0D20,Y
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LDA.b #$01 : STA.w $0D90,Y ; our indicator this is a special cutscene sprite
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INC : STA.b $2F ; makes Link face downward
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; reset modules
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LDA.b $1B : BEQ +
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LDA.b #$07
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BRA ++
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+ LDA.b #$09
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++ STA.b $10
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STZ.b $11 : STZ.b $B0
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RTL
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pushpc
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org $058928
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MasterSword_InPedestal_DoCutscene:
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org $0589B1
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MasterSword_ConditionalHandleReceipt_DoReceipt:
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org $0588DF
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JSL MasterSword_CheckIfPulled : PLX : NOP #2
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db $90 ; BCC instead of BEQ
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org $05890E
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JSL MasterSword_ConditionalActivateCutscene
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org $05895F
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JSL MasterSword_ConditionalGrabPose : NOP
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org $058994
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JSL MasterSword_ConditionalGrabPose : NOP
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org $058D1C
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JML MasterSword_SpawnPendantProp_ChangePalette
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MasterSword_SpawnPendantProp_ChangePalette_return:
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org $0589A3
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JSL MasterSword_ConditionalHandleReceipt : NOP #2
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pullpc
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MasterSword_CheckIfPulled:
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CPX.b #$80 : BEQ +
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- CLC : RTL ; not on pedestal screen, continue with cutscene
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+ LDA.l $7EF280,X : AND.b #$40 ; what we wrote over
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BEQ - : SEC : RTL
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MasterSword_ConditionalActivateCutscene:
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LDA.w $0D90,X : BNE .specialCutscene
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JML Sprite_CheckDamageToPlayerSameLayerLong ; what we wrote over
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.specialCutscene
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LDA.b #$02 : STA.w $02DA ; Link's 2-hands-up pose
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STA.b $EE ; draw Link on top
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LDA.b #$6A : JSL RequestSlottedTile ; draw Triforce piece in VRAM
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PLA : PLA : PLA : JML MasterSword_InPedestal_DoCutscene ; do cutscene
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MasterSword_ConditionalGrabPose:
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PHA
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LDA.w $0D90,X : BNE .specialCutscene
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PLA
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STA.w $0377 : LDA.b #$01 ; what we wrote over
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RTL
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.specialCutscene
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PLA
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LDA.b #$01
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RTL
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MasterSword_SpawnPendantProp_ChangePalette:
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STA.w $0D40,Y : PLX ; what we wrote over
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LDA.w $0D90,X : BNE .specialCutscene
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BRA .done
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.specialCutscene
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LDA.b #$08 : STA.w $0F50,Y ; change palette
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LDA.b #$02 : STA.w $0F20,Y ; change layer
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.done
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JML MasterSword_SpawnPendantProp_ChangePalette_return
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MasterSword_ConditionalHandleReceipt:
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LDA.w $0D90,X : BNE .specialCutscene
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LDX.b $8A : LDA.l $7EF280,X ; what we wrote over
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RTL
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.specialCutscene
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PLA : PLA : PEA.w MasterSword_ConditionalHandleReceipt_DoReceipt-1
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LDA.b 4,S : TAX
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LDY.b #$6A
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RTL
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pushpc
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org $058AB6
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MasterSword_SpawnLightWell:
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org $058AD0
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MasterSword_SpawnLightFountain:
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org $058B62
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MasterSword_SpawnLightBeam:
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org $058941
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JSL MasterSword_ConditionalSpawnLightWell : NOP #2
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MasterSword_SpawnLightWell_return:
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org $058952
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JSL MasterSword_ConditionalSpawnLightFountain : NOP #2
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MasterSword_SpawnLightFountain_return:
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org $058B64
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JSL MasterSword_ConditionalSpawnLightBeam : NOP #2
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pullpc
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MasterSword_ConditionalSpawnLightWell:
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INC.w $0D80,X ; part of what we wrote over
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LDA.w $0D90,X : BNE .specialCutscene
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PLA : PLA : PLA : PEA.w MasterSword_SpawnLightWell_return-1
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JML MasterSword_SpawnLightWell ; part of what we wrote over
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.specialCutscene
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RTL
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MasterSword_ConditionalSpawnLightFountain:
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INC.w $0D80,X ; part of what we wrote over
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LDA.w $0D90,X : BNE .specialCutscene
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PLA : PLA : PLA : PEA.w MasterSword_SpawnLightFountain_return-1
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JML MasterSword_SpawnLightFountain ; part of what we wrote over
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.specialCutscene
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RTL
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MasterSword_ConditionalSpawnLightBeam:
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LDA.w $0D90,X : BNE .specialCutscene
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LDA.b #$62 : JSL Sprite_SpawnDynamically ; what we wrote over
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RTL
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.specialCutscene
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LDY.b #$FF
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RTL
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