Files
alttpr-baserom/bugfixes.asm
cassidoxa 788cceaab9 Continue labeling and documentation in ram.asm, main rando block
Deleted several unused modules and some commented code
Reorganized some routines to clean up modules
Moved some memory into mirrored WRAM
Refactored NMI hook aux routine
Removed old fake flipper fix
2022-11-16 21:38:28 -05:00

219 lines
6.6 KiB
NASM

;================================================================================
;--------------------------------------------------------------------------------
AssignKiki:
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Name: AllowSQ
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
;--------------------------------------------------------------------------------
AllowSQ:
LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA.l BusyItem : EOR.b #$01
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;0 = Reset Music
;1 = Don't Reset Music
MSMusicReset:
LDA.b $8A : CMP.b #$80 : BNE +
LDA.b $23
+
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA.l MoonPearlEquipment : BNE .done
LDA.l CurrentWorld : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR.b #$40
BRA .done
.inverted
PLA
.done
RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunnyByScreenIndex:
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
; superbunny work
LDA.b $1B : BNE .done
LDA.l MoonPearlEquipment : BNE .done
LDA.b $8A : AND.b #$40 : PHA
LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR #$40
BRA .done
.inverted
PLA
.done
RTL
;--------------------------------------------------------------------------------
FixBunnyOnExitToLightWorld:
LDA.w $02E0 : BEQ +
JSL.l DecideIfBunny : BEQ +
STZ.b $5D ; set player mode to Normal
STZ.w $02E0 : STZ.b $56 ; return player graphics to normal
+
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; fix issue where if a player beats aga1 without moon pearl, they don't turn into
; bunny on the pyramid
FixAga2Bunny:
LDA.l FixFakeWorld : BEQ + ; Only use this fix is fakeworld fix is in use
LDA.l InvertedMode : BEQ +++
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
BRA ++
+++
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
++
JSL DecideIfBunny : BNE +
JSR MakeBunny
LDA.b #$04 : STA.w $012C ; play bunny music
BRA .done
+
LDA.b #$09 : STA.w $012C ; what we wrote over
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
MakeBunny:
PHX : PHY
LDA.b #$17 : STA.b $5D ; set player mode to permabunny
LDA.b #$01 : STA.w $02E0 : STA.b $56 ; make player look like bunny
JSL LoadGearPalettes_bunny
PLY : PLX
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; fix issue where cross world caves (in Entrance randomizer) don't cause
; frog to become smith or vice versa.
FixFrogSmith:
LDA.l CurrentWorld : BNE .darkWorld
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done
LDA.b #$08 ; make frog into smith in light world
BRA .loadgfx
.darkWorld
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done
LDA.b #$07 ; make smith into frog in dark world
.loadgfx
STA.l FollowerIndicator
JSL Tagalong_LoadGfx
.done
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Fix for SQ jumping causing accidental Exploration Glitch
SQEGFix:
LDA.l Bugfix_PodEG : BEQ ++
STZ.w $047A ; disarm exploration glitch
++ RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess:
STX.w $02D8 ; what we overwrote
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ.b $AE ; the "trying to spawn crystal" flag
STZ.b $AF ; the "trying to spawn pendant" flag
.failed
RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
WallmasterCameraFix:
STZ.b $A7 ; disable vertical camera scrolling for current room
REP #$20
STZ.w $0618 ; something about scrolling, setting these to 0 tricks the game
STZ.w $061A ; into thinking we're at the edge of the room so it doesn't scroll.
SEP #$20
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
;--------------------------------------------------------------------------------
; Fix losing glove colors
LoadActualGearPalettesWithGloves:
REP #$20
LDA.l SwordEquipment : STA.b Scrap0C
LDA.l ArmorEquipment : AND.w #$00FF
JSL LoadGearPalettes_variable
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
;--------------------------------------------------------------------------------
; Fix Bunny Palette Map Bug
LoadGearPalette_safe_for_bunny:
LDA.b $10
CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
LDA.b [Scrap00]
STA.l $7EC300, X
STA.l $7EC500, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTL
.new
-
LDA.b [Scrap00]
STA.l $7EC500, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTL
;--------------------------------------------------------------------------------
; Fix pedestal pull overlay
PedestalPullOverlayFix:
LDA.b #$09 : STA.w $039F, X ; the thing we wrote over
LDA.b $1B : BNE +
LDA.b $8A : CMP.b #$80 : BNE +
LDA.b $8C : CMP.b #$97
+
RTL
;--------------------------------------------------------------------------------
FixJingleGlitch:
LDA.b $11
BEQ .set_doors
LDA.l AllowAccidentalMajorGlitch
BEQ .exit
.set_doors
LDA.b #$05
STA.b $11
.exit
RTL
;--------------------------------------------------------------------------------
; Fix spawning with more hearts than capacity when less than 3 heart containers
pushpc
org $09F4AC ; <- module_death.asm:331
db $08, $08, $10
pullpc
;--------------------------------------------------------------------------------
SetOverworldTransitionFlags:
LDA.b #$01
STA.w $0ABF ; used by witch
STA.w $021B ; used by race game
RTL