Files
alttpr-baserom/roomloading.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

166 lines
5.6 KiB
NASM

LoadRoomHook:
JSL.l IndoorTileTransitionCounter
.noStats
JSL Dungeon_LoadRoom
REP #$10 ; 16 bit XY
LDX.b RoomIndex ; Room ID
LDA.l RoomCallbackTable, X
SEP #$10 ; 8 bit XY
JSL UseImplicitRegIndexedLongJumpTable
; Callback routines:
dl NoCallback ; 00
dl IcePalaceBombosSE ; 01
dl IcePalaceBombosSW ; 02
dl IcePalaceBombosNE ; 03
dl CastleEastEntrance ; 04
dl CastleWestEntrance ; 05
NoCallback:
RTL
macro setTilePointer(roomX, roomY, quadX, quadY)
; Left-to-right math. Should be equivalent to 0x7e2000+(roomX*2)+(roomY*128)+(quadX*64)+(quadY*4096)
LDX.w #<quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2
endmacro
macro writeTile()
STA.l $7E2000,x
INX #2
endmacro
macro writeTileAt(roomX, roomY, quadX, quadY)
STA.l <quadY>*32+<roomY>*2+<quadX>*32+<roomX>*2+$7E2000
endmacro
!BOMBOS_BORDER = $08D0
!BOMBOS_ICON_1 = $0CCA
!BOMBOS_ICON_2 = $0CCB
!BOMBOS_ICON_3 = $0CDA
!BOMBOS_ICON_4 = $0CDB
macro DrawBombosPlatform(roomX, roomY, quadX, quadY)
REP #$30 ; 16 AXY
%setTilePointer(<roomX>, <roomY>, <quadX>, <quadY>)
LDA.w #!BOMBOS_BORDER
%writeTile()
%writeTile()
%writeTile()
%writeTile()
%setTilePointer(<roomX>, <roomY>+1, <quadX>, <quadY>)
%writeTile()
LDA.w #!BOMBOS_ICON_1 : %writeTile()
LDA.w #!BOMBOS_ICON_2 : %writeTile()
LDA.w #!BOMBOS_BORDER : %writeTile()
%setTilePointer(<roomX>, <roomY>+2, <quadX>, <quadY>)
%writeTile()
LDA.w #!BOMBOS_ICON_3 : %writeTile()
LDA.w #!BOMBOS_ICON_4 : %writeTile()
LDA.w #!BOMBOS_BORDER : %writeTile()
%setTilePointer(<roomX>, <roomY>+3, <quadX>, <quadY>)
%writeTile()
%writeTile()
%writeTile()
%writeTile()
SEP #$30 ; 8 AXY
endMacro
IcePalaceBombosSE:
LDA.l AllowSwordlessMedallionUse : CMP.b #$01 : BEQ + : RTL : +
%DrawBombosPlatform(14, 18, 1, 1)
RTL
IcePalaceBombosSW:
LDA.l AllowSwordlessMedallionUse : CMP.b #$01 : BEQ + : RTL : +
%DrawBombosPlatform(14, 18, 0, 1)
RTL
IcePalaceBombosNE:
LDA.l AllowSwordlessMedallionUse : CMP.b #$01 : BEQ + : RTL : +
%DrawBombosPlatform(14, 18, 1, 0)
RTL
CastleEastEntrance:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1)
LDA.l BlockCastleDoorsInRain : BNE + : RTL : +
REP #$20 ; 16 A
LDA.w #$08e1 ; square peg
%writeTileAt(11,21,0,1)
%writeTileAt(11,26,0,1)
%writeTileAt(20,21,0,1)
%writeTileAt(20,26,0,1)
INC ;horizontal rail
%writeTileAt(12,21,0,1)
%writeTileAt(13,21,0,1)
%writeTileAt(14,21,0,1)
%writeTileAt(15,21,0,1)
%writeTileAt(16,21,0,1)
%writeTileAt(17,21,0,1)
%writeTileAt(18,21,0,1)
%writeTileAt(19,21,0,1)
INC ;vertical rail
%writeTileAt(11,22,0,1)
%writeTileAt(11,23,0,1)
%writeTileAt(11,24,0,1)
%writeTileAt(11,25,0,1)
%writeTileAt(20,22,0,1)
%writeTileAt(20,23,0,1)
%writeTileAt(20,24,0,1)
%writeTileAt(20,25,0,1)
SEP #$20 ; 8 A
RTL
CastleWestEntrance:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1)
LDA.l BlockCastleDoorsInRain : BNE + : RTL : +
REP #$20 ; 16 A
LDA.w #$08e1 ; square peg
%writeTileAt(11,21,1,1)
%writeTileAt(11,26,1,1)
%writeTileAt(20,21,1,1)
%writeTileAt(20,26,1,1)
INC ;horizontal rail
%writeTileAt(12,21,1,1)
%writeTileAt(13,21,1,1)
%writeTileAt(14,21,1,1)
%writeTileAt(15,21,1,1)
%writeTileAt(16,21,1,1)
%writeTileAt(17,21,1,1)
%writeTileAt(18,21,1,1)
%writeTileAt(19,21,1,1)
INC ;vertical rail
%writeTileAt(11,22,1,1)
%writeTileAt(11,23,1,1)
%writeTileAt(11,24,1,1)
%writeTileAt(11,25,1,1)
%writeTileAt(20,22,1,1)
%writeTileAt(20,23,1,1)
%writeTileAt(20,24,1,1)
%writeTileAt(20,25,1,1)
SEP #$20 ; 8 A
RTL
RoomCallbackTable:
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $01, $00 ; 00x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 01x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 02x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 03x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 04x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 05x
db $05, $00, $04, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 06x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $02, $00 ; 07x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 08x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 09x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Ax
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Bx
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Cx
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $03, $00 ; 0Dx
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Ex
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Fx
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Fx
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 10x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 11x
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 12x