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
240 lines
7.7 KiB
NASM
240 lines
7.7 KiB
NASM
OnPrepFileSelect:
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LDA.b $11 : CMP.b #$03 : BNE +
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LDA.b #$06 : STA.b $14 ; thing we wrote over
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RTL
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+
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JSL.l LoadAlphabetTilemap
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JML.l LoadFullItemTiles
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;--------------------------------------------------------------------------------
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OnDrawHud:
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JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
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JSL.l NewDrawHud
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JSL.l SwapSpriteIfNecessary
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JSL.l CuccoStorm
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JSL.l PollService
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JML.l ReturnFromOnDrawHud
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;--------------------------------------------------------------------------------
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OnDungeonEntrance:
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STA.l $7EC172 ; thing we wrote over
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JSL MaybeFlagCompassTotalEntrance
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RTL
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;--------------------------------------------------------------------------------
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OnPlayerDead:
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PHA
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JSL.l SetDeathWorldChecked
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JSL.l SetSilverBowMode
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JSL.l RefreshRainAmmo
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PLA
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RTL
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;--------------------------------------------------------------------------------
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OnDungeonExit:
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PHA : PHP
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SEP #$20 ; set 8-bit accumulator
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JSL.l SQEGFix
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PLP : PLA
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STA.w $040C : STZ.w $04AC ; thing we wrote over
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PHA : PHP
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JSL.l HUD_RebuildLong
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JSL.l FloodGateResetInner
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JSL.l SetSilverBowMode
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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OnQuit:
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JSL.l SQEGFix
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LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
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LDA.b #$10 : STA.b $1C ; thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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OnUncleItemGet:
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PHA
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LDA.l EscapeAssist
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BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
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BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
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BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
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PLA
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JSL.l Link_ReceiveItem
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LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
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LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
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LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
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LDA.b #70 : STA.l ArrowsFiller
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LDA.l ArrowMode : BEQ +
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LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle
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REP #$20 ; set 16-bit accumulator
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LDA.l CurrentRupees : !ADD.l FreeUncleItemAmount : STA.l CurrentRupees ; rupee arrows, so also give the player some money to start
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SEP #$20 ; set 8-bit accumulator
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+
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LDA.l ProgressIndicator : BNE +
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LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
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+
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RTL
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;--------------------------------------------------------------------------------
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OnAga2Defeated:
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JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
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LDA.b #$01 : STA.l Aga2Duck
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JML.l IncrementAgahnim2Sword
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;--------------------------------------------------------------------------------
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OnFileCreation:
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; Copy initial SRAM state from ROM to cart SRAM
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; If the inital SRAM table is move these addresses must be changed
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PHB
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LDA.w #$03D7 ; \
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LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
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LDY.w #$0000 ; | (exclusively)
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MVN SRAMBank, SRAMTableBank ; /
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; Skip file name and validity value
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LDA.w #$010C ; \
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LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
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LDY.w #$03E3 ; |
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MVN SRAMBank, SRAMTableBank ; /
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PLB
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; resolve instant post-aga if standard
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SEP #$20
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LDA.l InitProgressIndicator : BIT #$80 : BEQ +
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LDA.b #$00 : STA.l ProgressIndicatorSRAM ; set post-aga after zelda rescue
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LDA.b #$00 : STA.l OverworldEventDataSRAM+$02 ; keep rain state vanilla
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+
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REP #$20
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; Set validity value and do some cleanup. Jump to checksum.
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LDA.w #$55AA : STA.l $7003E1
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STZ.b Scrap00
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STZ.b Scrap01
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LDX.b Scrap00
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LDY.w #$0000
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TYA
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JML.l InitializeSaveFile_build_checksum
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;--------------------------------------------------------------------------------
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OnFileLoad:
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REP #$10 ; set 16 bit index registers
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JSL.l EnableForceBlank ; what we wrote over
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LDA.b #$07 : STA.w BG34NBA ; Restore screen 3 to normal tile area
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LDA.l FileMarker : BNE +
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JSL.l OnNewFile
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LDA.b #$FF : STA.l FileMarker
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+
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LDA.w $010A : BNE + ; don't adjust the worlds for "continue" or "save-continue"
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LDA.l $7EC011 : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
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JSL.l DoWorldFix
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+
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JSL.l MasterSwordFollowerClear
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LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
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LDA.b #$00 : STA.l $7F5001 ; mark fake flipper softlock as impossible
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LDA.l GenericKeys : BEQ +
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LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
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+
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JSL.l SetSilverBowMode
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JSL.l RefreshRainAmmo
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JSL.l SetEscapeAssist
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LDA.l IsEncrypted : CMP.b #01 : BNE +
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JSL LoadStaticDecryptionKey
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+
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SEP #$10 ; restore 8 bit index registers
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RTL
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;--------------------------------------------------------------------------------
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OnNewFile:
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PHX : PHP
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; reset some values on new file that are otherwise only reset on hard reset
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SEP #$20 ; set 8-bit accumulator
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STZ.w $03C4 ; ancilla slot index
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STZ.w $047A ; EG
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STZ.w $0B08 : STZ $0B09 ; arc variable
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STZ.w $0CFB ; enemies killed (pull trees)
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STZ.w $0CFC ; times taken damage (pull trees)
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STZ.w $0FC7 : STZ.w $0FC8 : STZ.w $0FC9 : STZ.w $0FCA : STZ.w $0FCB : STZ.w $0FCC : STZ.w $0FCD ; prize packs
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LDA.b #$00 : STA.l $7EC011 ; mosaic
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JSL InitRNGPointerTable ; boss RNG
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PLP : PLX
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RTL
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;--------------------------------------------------------------------------------
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OnInitFileSelect:
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LDA.b #$51 : STA.w $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
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JSL.l EnableForceBlank
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamaged:
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JSL.l IncrementDamageTakenCounter_Arb
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JML.l OHKOTimer
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;--------------------------------------------------------------------------------
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;OnEnterWater:
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; JSL.l UnequipCapeQuiet ; what we wrote over
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;RTL
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;--------------------------------------------------------------------------------
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OnLinkDamagedFromPit:
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JSL.l OHKOTimer
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LDA.l AllowAccidentalMajorGlitch
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BEQ ++
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-- LDA.b #$14 : STA.b $11 ; thing we wrote over
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RTL
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++ LDA.b $10 : CMP.b #$12 : BNE --
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STZ.b $11
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RTL
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;--------------------------------------------------------------------------------
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OnLinkDamagedFromPitOutdoors:
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JML.l OHKOTimer ; make sure this is last
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;--------------------------------------------------------------------------------
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OnOWTransition:
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JSL.l FloodGateReset
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JSL.l StatTransitionCounter
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PHP
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SEP #$20 ; set 8-bit accumulator
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LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
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PLP
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RTL
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;--------------------------------------------------------------------------------
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OnLoadDuckMap:
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LDA.l DuckMapFlag
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BNE +
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INC : STA.l DuckMapFlag
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JSL OverworldMap_InitGfx : DEC $0200
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RTL
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+
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LDA.b #$00 : STA.l DuckMapFlag
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JML OverworldMap_DarkWorldTilemap
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;--------------------------------------------------------------------------------
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PreItemGet:
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LDA.b #$01 : STA.l BusyItem ; mark item as busy
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RTL
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;--------------------------------------------------------------------------------
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PostItemGet:
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RTL
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;--------------------------------------------------------------------------------
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PostItemAnimation:
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LDA.b #$00 : STA.l BusyItem ; mark item as finished
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LDA.l TextBoxDefer : BEQ +
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STZ.w $1CF0 : STZ.w $1CF1 ; reset decompression buffer
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JSL.l Main_ShowTextMessage_Alt
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LDA.b #$00 : STA.l TextBoxDefer
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+
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LDA.w $02E9 : CMP.b #$01 : BNE +
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LDA.b $2F : BEQ +
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JSL.l IncrementChestTurnCounter
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+
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STZ.w $02E9 : LDA.w $0C5E, X ; thing we wrote over to get here
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RTL
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;--------------------------------------------------------------------------------
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