Files
alttpr-baserom/doorrando/entrance_fixes.asm
2024-02-23 11:11:59 -06:00

300 lines
8.5 KiB
NASM

;===================================================================================================
; The only specific concern to keep in mind with this code is that your databank will be $00
; Actually, it should be $80, if you're using my fastrom changes.
;
; Leave all your door data vanilla
; Do not try to adjust doors as I previously suggested (not worth the effort)
; We need a few hooks and some light hardcoding either way
; Might as well just do it in a brute, but reliable, way
;
; In brief, this is the hack we're making:
; 1) Let vanilla routines draw the door normally
; 2) Draw over what vanilla just drew
; 3) Hijack the door tile type routine
; and replace the vanilla value with that of solid collision
; For door dection free RAM at $19EE-$19FF has been co-opted to door each drawn doors position and type bytes
; 19EE is for the "current" door for the IdentifyBlockedEntrance routine
; The array at 19F0 is for the collision routine to retrieve that information as it is no longer
; available by that point
;===================================================================================================
pushpc
org $81B0E6
JSL StoreDoorInfo
org $81892F
DoorDrawJankMove:
JML PrepDoorDraw
.return
JSL AdjustEscapeDoorGraphics
RTS
; we don't want to overwrite the JMP ($000E) that's already there
; Well, we could, but we don't need to
warnpc $818939
org $81BF43
JSL AdjustEscapeDoorCollision
org $81C132 ; ADC.w #$0040 : TAX : LDA.b $00
JSL AdjustEscapeDoorCollision_LowEntrance : NOP #2
pullpc
;===================================================================================================
StoreDoorInfo:
STA.w $1980,X
LDA.b $00 : STA.w $19F0,X
TXA
RTL
PrepDoorDraw:
; first off, we need this routine to return to our jank hook
; otherwise, finding a reliable place to put the graphics change check will be a pin
; so push the address to return to the routine
; It's a lot to explain why this is necessary
; Much easier to just tell you to look at $01890D in the disassembly
; and you should understand the vanilla program flow we need to reject
PEA.w DoorDrawJankMove_return-1
LDA.b Scrap00
STA.w $19EE ; for current routine
; copy vanilla code (but fast rom)
LDA.l $8186F0,X
STA.b Scrap0E
LDX.b Scrap02
LDA.b Scrap04
; and to execute the jump, we'll use the JMP ($000E) we carefully avoided overwriting
JML $818939
;===================================================================================================
; Adjustment stage 1: graphics
AdjustEscapeDoorGraphics:
JSR IdentifyBlockedEntrance
BCS .replace_graphics
JSR IdentifySancEntrance
BCS .fix_sanctuary_entrance
JSR IdentifySwampEntrance
BCS .fix_swamp_entrance
; Do nothing
RTL
;---------------------------------------------------------------------------------------------------
.replace_graphics ; for blocked doors
; using the value in $19A0 should be fine for finding the graphics
; the only caveat is that this appears to locate the tile just above the north-west corner
; so below, I've indicated that offset with a +$xxx after the base tilemap buffer
; The only odd thing I notice with this position is that some bad hardcoded adjust for
; exploding walls that shouldn't affect how we use this value at all!
LDY.w $0460 ; get door index
LDX.w $19A0-2,Y ; get tilemap index
; hardcoded shutter door graphics tile replacement
; the horizontal flips could easily be explicit LDAs
; but it's probably best the door is symmetrical
; using ORA makes your intent more clear
; and gives you fewer values to change if you experiment with other graphics
; row 1
LDA.w #$8838
STA.l TileMapA+$080,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$086,X
; row 2
LDA.w #$8828
STA.l TileMapA+$100,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$106,X
LDA.w #$8829
STA.l TileMapA+$102,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$104,X
JSR IdentifySwampEntrance
BCS .fix_swamp_entrance_alternate
; the state of the A, X, and Y registers is irrelevant when we exit
; they're all subsequently loaded with new values
RTL
.fix_sanctuary_entrance
LDY.w $0460 ; get door index
LDX.w $19A0-2,Y ; get tilemap index
; row 0
LDA.w #$14C4
STA.l TileMapA+$000,X ; sanity check = should calculate to 7e3bbc
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$006,X
LDA.w #$14C5
STA.l TileMapA+$002,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$004,X
; row 1
LDA.w #$14E8
STA.l TileMapA+$082,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$084,X
; row 2
LDA.w #$14F8
STA.l TileMapA+$102,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$104,X
RTL
.fix_swamp_entrance
LDY.w $0460 ; get door index
LDX.w $19A0-2,Y ; get tilemap index
; row 1 - outer section
LDA.w #$0908
STA.l TileMapA+$080,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$086,X
; row 2
LDA.w #$0918
STA.l TileMapA+$100,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$106,X
LDA.w #$14F8
STA.l TileMapA+$102,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$104,X
.fix_swamp_entrance_alternate
; row 0
LDA.w #$9DFC
STA.l TileMapA+$000,X
STA.l TileMapA+$002,X
STA.l TileMapA+$004,X
STA.l TileMapA+$006,X
; row 1 - mid section
LDA.w #$14E8
STA.l TileMapA+$082,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$084,X
; row 3
LDA.w #$A82C
STA.l TileMapA+$180,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$186,X
LDA.w #$A82D
STA.l TileMapA+$182,X
ORA.w #$4000 ; horizontally flip
STA.l TileMapA+$184,X
RTL
IdentifySancEntrance:
LDA.b RoomIndex : CMP.w #$0012 : BNE +
LDA.b Scrap0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
IdentifySwampEntrance:
LDA.b RoomIndex : CMP.w #$0036 : BNE +
LDA.b Scrap0A : CMP.w #$0010 : BNE +
SEC : RTS
+ CLC : RTS
;===================================================================================================
; Leaving this here in case you desire a fully custom door later
; For now, we'll just hardcode the tiles, as I did above
; I put these in column order because that's how they're expected for the vanilla draw routines
; but I changed my mind on redefining things
; and am too lazy to change it to a row-wise listing
BlockedEntrance:
dw $8838, $8828, $A888 ; column 0
dw $14E8, $8829, $C888 ; column 1
dw $14E8, $8829, $A888 ; column 2
dw $C838, $C828, $C888 ; column 3
;===================================================================================================
; Adjustment stage 2: collision
AdjustEscapeDoorCollision:
LSR ; vanilla shift
AdjustEscapeDoorCollisionShared:
; save our parameters
; but one or both of these may not be necessary depending on how you detect these doors
; all that matters is that after identifying blockage, we have:
; Y is the same as what we entered with
; X has A>>1, for whatever A entered with
PHA
LDA.w $19F0, Y ; grab door info (type, position)
STA.w $19EE ; store in temporary variable
JSR IdentifyBlockedEntrance
PLX ; this is a TAX in vanilla, just have X pull A instead
BCS .block_entrance
; vanilla value
LDA.b Scrap00
RTL
.block_entrance
LDA.w #$0101 ; load tile type for solid collision
RTL
AdjustEscapeDoorCollision_LowEntrance:
ADC.w #$0040 ; vanilla add
JMP AdjustEscapeDoorCollisionShared
;===================================================================================================
; Enter with:
; $19EE containing the door information: position and type bytes
; Exit with:
; carry clear - leave door alone
; carry set - block door
IdentifyBlockedEntrance:
LDA.l ProgressIndicator : AND.w #$00FF : CMP.w #$0002 : BCS .leave_alone ; only in rain states (0 or 1)
LDA.l ProgressFlags : AND.w #$0004 : BNE .leave_alone ; zelda's been rescued
LDA.l BlockSanctuaryDoorInRain : BEQ + ;flagged
LDA.b RoomIndex : CMP.w #$0012 : BNE +
; we're in the sanctuary
; this code could be removed because you can't reach sanc without zelda currently
; but that's enforced in the logic, so this is to catch that case in case some mode allows it
LDA.l FollowerIndicator : AND.w #$00FF : CMP.w #$0001 : BEQ .leave_alone ; zelda is following
LDA.b Scrap0A
CMP.w #$000A : BCC .leave_alone
CMP.w #$0014 : BCS .leave_alone
.block_door
SEC : RTS
+ LDA.l BlockCastleDoorsInRain : AND.w #$00FF : BEQ .leave_alone
LDX.w #$FFFE
- INX #2
LDA.l RemoveRainDoorsRoom, X : CMP.w #$FFFF : BEQ .leave_alone
CMP.b RoomIndex : BNE -
LDA.l RainDoorMatch, X
CMP.w $19EE : BNE .leave_alone
BRA .block_door
.continue
BRA -
.leave_alone
CLC : RTS
;===================================================================================================