Files
alttpr-baserom/npcitems.asm

194 lines
4.5 KiB
NASM

;================================================================================
; Randomize NPC Items
;--------------------------------------------------------------------------------
; Old Man - Zora King - Sick Kid - Tree Kid - Sahasrala - Catfish - Rupee NPC
;=SET 1
;OLD_MAN = "#$01"
;ZORA_KING = "#$02"
;SICK_KID = "#$04"
;TREE_KID = "#$08"
;SAHASRALA = "#$10"
;CATFISH = "#$20"
;UNUSED = "#$40"
;BOOK_MUDORA = "#$80"
;=SET 2
;ETHER_TABLET = "#$01"
;BOMBOS_TABLET = "#$02"
;SMITH_SWORD = "#$04"
;FAIRY_SWORD = "#$08"
;MUSHROOM = "#$10"
;POWDER = "#$20"
;UNUSED = "#$40"
;MAGIC_BAT = "#$80"
;--------------------------------------------------------------------------------
ItemCheck_FairySword:
LDA NpcFlags+1 : AND.b #$08
RTL
ItemCheck_SmithSword:
LDA NpcFlags+1 : AND.b #$04
RTL
ItemCheck_MagicBat:
LDA NpcFlags+1 : AND.b #$80
RTL
ItemCheck_OldMan:
LDA NpcFlags : AND.b #$01 : CMP #$01
RTL
ItemCheck_ZoraKing:
LDA NpcFlags : AND.b #$02
RTL
ItemCheck_SickKid:
LDA NpcFlags : AND.b #$04
RTL
ItemCheck_TreeKid:
LDA NpcFlags : AND.b #$08 ; FluteBoy_Chillin - 73: LDA FluteEquipment
RTL
ItemCheck_TreeKid2:
LDA NpcFlags : AND.b #$08 : LSR #$02 ; FluteAardvark_InitialStateFromFluteState - 225: LDA FluteEquipment : AND.b #$03
RTL
ItemCheck_TreeKid3:
JSL $0DD030 ; FluteAardvark_Draw - thing we wrote over
LDA NpcFlags : AND.b #$08
BEQ .normal
BRA .done
LDA.b #$05
.normal
LDA $0D80, X
.done
RTL
ItemCheck_Sahasrala:
LDA NpcFlags : AND.b #$10
RTL
ItemCheck_Library:
LDA NpcFlags : AND.b #$80
RTL
ItemCheck_Mushroom:
LDA NpcFlags+1 : ROL #4 ; does the same thing as below
; LDA NpcFlags+1 : AND.b #$10 : BEQ .clear
; SEC
;RTL
; .clear
; CLC
RTL
ItemCheck_Powder:
LDA NpcFlags+1 : AND.b #$20
RTL
ItemCheck_Catfish:
;LDA CatfishGoodItem : BEQ .junk
;PHX
; LDA CatfishGoodItem+1 : TAX
; LDA BowEquipment-1, X
;PLX
;--
;CMP CatfishGoodItem : !BLT .oursNewer
;.theirsNewer
;LDA #$20 : RTL ; don't give item
;.oursNewers
;LDA #$00 : RTL ; give item
;.junk
LDA NpcFlags : AND.b #$20
RTL
;--------------------------------------------------------------------------------
ItemSet_FairySword:
PHA : LDA NpcFlags+1 : ORA.b #$08 : STA NpcFlags+1 : PLA
RTL
ItemSet_SmithSword:
PHA : LDA NpcFlags+1 : ORA.b #$04 : STA NpcFlags+1 : PLA
RTL
ItemSet_MagicBat:
PHA : LDA NpcFlags+1 : ORA.b #$80 : STA NpcFlags+1 : PLA
RTL
ItemSet_OldMan:
JSL.l Link_ReceiveItem ; thing we wrote over
PHA : LDA NpcFlags : ORA.b #$01 : STA NpcFlags : PLA
RTL
ItemSet_ZoraKing:
;JSL $1DE1AA ; Sprite_SpawnFlippersItem ; thing we wrote over
PHA : LDA NpcFlags : ORA.b #$02 : STA NpcFlags : PLA
RTL
ItemSet_SickKid:
JSL.l Link_ReceiveItem ; thing we wrote over
PHA : LDA NpcFlags : ORA.b #$04 : STA NpcFlags : PLA
RTL
ItemSet_TreeKid:
JSL.l Link_ReceiveItem ; thing we wrote over
PHA : LDA NpcFlags : ORA.b #$08 : STA NpcFlags : PLA
RTL
ItemSet_Sahasrala:
JSL.l Link_ReceiveItem ; thing we wrote over
PHA : LDA NpcFlags : ORA.b #$10 : STA NpcFlags : PLA
RTL
ItemSet_Catfish:
;JSL $00D52D ; GetAnimatedSpriteTile.variable ; thing we wrote over
;JSL.l LoadCatfishItemGFX
PHA : LDA NpcFlags : ORA.b #$20 : STA NpcFlags : PLA
RTL
ItemSet_Library:
JSL.l Link_ReceiveItem ; thing we wrote over
PHA : LDA NpcFlags : ORA.b #$80 : STA NpcFlags : PLA
RTL
ItemSet_Mushroom:
PHA
LDA NpcFlags+1 : ORA.b #$10 : STA NpcFlags+1
LDY $0E80, X ; Retrieve stored item type
BNE +
; if for any reason the item value is 0 reload it, just in case
%GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) : TAY
+
PLA
;LDY.b #$29
STZ $02E9 ; thing we wrote over - the mushroom is an npc for item purposes apparently
RTL
ItemSet_Powder:
PHA : LDA NpcFlags+1 : ORA.b #$20 : STA NpcFlags+1 : PLA
RTL
;================================================================================
;================================================================================
; Randomize 300 Rupee NPC
;--------------------------------------------------------------------------------
Set300RupeeNPCItem:
INC $0D80, X ; thing we wrote over
PHA : PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #291 : BNE +
%GetPossiblyEncryptedItem(RupeeNPC_MoldormCave, SpriteItemValues)
TAY ; load moldorm cave value into Y
BRA .done
+ CMP.w #286 : BNE +
%GetPossiblyEncryptedItem(RupeeNPC_NortheastDarkSwampCave, SpriteItemValues)
TAY ; load northeast dark swamp cave value into Y
BRA .done
+
LDY.b #$46 ; default to a normal 300 rupees
.done
PLP : PLA
RTL
;================================================================================