Files
alttpr-baserom/doorrando/normal.asm
2023-02-01 22:14:38 -06:00

443 lines
11 KiB
NASM

WarpLeft:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
lda $20 : ldx $aa
jsr CalcIndex
!add #$06 : ldy #$01 ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
rtl
WarpRight:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
lda $20 : ldx $aa
jsr CalcIndex
!add #$12 : ldy #$ff ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
rtl
WarpUp:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
lda $22 : ldx $a9
jsr CalcIndex
ldy #$02 ; offsets in A, Y
jsr LoadRoomVert
.end
jsr Cleanup
rtl
; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
macro StonewallCheck(Room)
lda $a0 : cmp.b #<Room> : bne ?end
lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
?end
endmacro
WarpDown:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
lda $22 : ldx $a9
jsr CalcIndex
!add #$0c : ldy #$ff ; offsets in A, Y
jsr LoadRoomVert
%StonewallCheck($43)
.end
jsr Cleanup
rtl
; carry set = use link door like normal
; carry clear = we are in dr mode, never use linking doors
CheckLinkDoorR:
lda.l DRMode : bne +
lda $7ec004 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
CheckLinkDoorL:
lda.l DRMode : bne +
lda $7ec003 : sta $a0 ; what we wrote over
sec : rtl
+ clc : rtl
TrapDoorFixer:
lda $fe : and #$0038 : beq .end
xba : asl #2 : sta $00
stz $0468 : lda $068c : ora $00 : sta $068c
.end
stz $fe ; clear our fe here because we don't need it anymore
rts
Cleanup:
lda.l DRFlags : and #$10 : beq +
stz $047a
+ inc $11
lda $ef
rts
;A needs be to the low coordinate, x needs to be either 0 for left,upper or non-zero for right,down
; This sets A (00,02,04) and stores half that at $04 for later use, (src door)
CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 -> A, DoorOffset -> $04 (vert/horz agnostic)
cpx.b #00 : bne .largeDoor
cmp.b #$d0 : bcc .smallDoor
lda #$01 : bra .done ; Middle Door
.smallDoor lda #$00 : bra .done
.largeDoor lda #$02
.done
sta $04
asl
rts
; Y is an adjustment for main direction of travel
; A is a door table row offset
LoadRoomHorz:
{
phb : phk : plb
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
jsr HorzEdge : pla : bcs .end
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda $a0 : and.b #$0F : asl a : !sub $23 : !add $06 : sta $02
ldy #$00 : jsr ShiftVariablesMainDir
lda $01 : and #$80 : beq .normal
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadEastMidpoint : bra ++
+ lda $01 : jsr LoadWestMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.normal
jsr PrepScrollToNormal
.scroll
lda $01 : and #$40 : pha
jsr ScrollY
pla : beq .end
ldy #$06 : jsr ApplyScroll
.end
plb ; restore db register
rts
}
; Y is an adjustment for main direction of travel (stored at $06)
; A is a door table row offset (stored a $07)
LoadRoomVert:
{
phb : phk : plb
sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
lda $00 : cmp #$03 : bne .gtg
jsr VertEdge : pla : bcs .end
sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
lda $01 : and #$80 : beq .notEdge
ldy #$01 : jsr ShiftVariablesMainDir
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadSouthMidpoint : bra ++
+ lda $01 : jsr LoadNorthMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
jsr ScrollToInroomStairs
stz $046d
bra .end
.normal
ldy #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
.scroll
lda $01 : and #$40 : sta $046d
jsr ScrollX
.end
plb ; restore db register
rts
}
LookupNewRoom: ; expects data offset to be in A
{
rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte)
sta $00 ; offset in 00
lda $a2 : tax ; probably okay loading $a3 in the high byte
lda.w DoorOffset,x : and #$00FF ;we only want the low byte
asl #3 : sta $02 : !add $02 : !add $02 ;multiply by 24 (data size)
!add $00 ; should now have the offset of the address I want to load
tax : lda.w DoorTable,x : sta $00
and #$00FF : sta $a0 ; assign new room
sep #$30
rts
}
; INPUTS-- Y: Direction Index , $02: Shift Value
; Sets high bytes of various registers
ShiftVariablesMainDir:
{
lda.w CoordIndex,y : tax
lda $21,x : !add $02 : sta $21,x ; coordinate update
lda.w CameraIndex,y : tax
lda $e3,x : !add $02 : sta $e3,x ; scroll register high byte
lda.w CamQuadIndex,y : tax
lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
lda $0607,x : !add $02 : sta $0607,x
lda $0601,x : !add $02 : sta $0601,x
lda $0603,x : !add $02 : sta $0603,x
rts
}
; Normal Flags should be in $01
ScrollToInroomStairs:
{
jsr PrepScrollToInroomStairs
ldy #$01 : jsr ShiftVariablesMainDir
jsr ScrollX
ldy #$00 : jsr ApplyScroll
lda $a0 : and #$0f : cmp #$0f : bne +
stz $e0 : stz $e2 ; special case camera fix
lda #$1f : sta $e1 : sta $e3
+
rts
}
; Direction should be in $06, Shift Value (see above) in $02 and other info in $01
; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
PrepScrollToInroomStairs:
{
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $04
lda.w InroomStairsX+1,y : sta $05
lda $06 : cmp #$ff : beq .south
lda.w InroomStairsY+1,y : bne +
inc $045f ; flag indicating special screen transition
dec $02 ; shift variables further
stz $aa
lda $a8 : and #%11111101 : sta $a8
stz $0613 ; North scroll target
inc $0603 : inc $0607
dec $0619 : dec $061b
+
lda.w InroomStairsY,y : !add #$20 : sta $20
!sub #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !add #$20 : sta $20
stz $045f
+
dec $21
%StonewallCheck($1b)
bra ++
.south
lda.w InroomStairsY+1,y : beq +
inc $045f ; flag indicating special screen transition
inc $02 ; shift variables further
lda #$02 : sta $aa
lda $a8 : ora #%00000010 : sta $a8
inc $0611 ; South scroll target
dec $0603 : dec $0607
inc $0619 : inc $061b
+
lda.w InroomStairsY,y : !sub #$20 : sta $20
!add #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !sub #$20 : sta $20
stz $045f
+
inc $21
++
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
stz $0476
+ rts
}
; Target pixel should be in A, other info in $01
; Sets $04 $05 and $ee
PrepScrollToEdge:
{
sta $04 : lda $01 : and #$20 : beq +
lda #01
+ sta $05
lda $01 : and #$10 : beq +
lda #01
+ sta $ee : bne +
stz $0476
+ rts
}
; Normal Flags should be in $01
; Sets $04 $05 and $ee, and $fe
PrepScrollToNormal:
{
lda $01 : sta $fe : and #$04 : lsr #2 : sta $ee ; trap door and layer
bne +
stz $0476
+ stz $05 : lda #$78 : sta $04
lda $01 : and #$03 : beq .end
cmp #$02 : !bge +
lda #$f8 : sta $04 : bra .end
+ inc $05
.end rts
}
StraightStairsAdj:
{
stx $0464 : sty $012e ; what we wrote over
lda.l DRMode : beq +
lda $045e : bne .toInroom
lda $046d : beq .noScroll
sta $22
ldy #$00 : jsr ApplyScroll
stz $046d
.noScroll
jsr GetTileAttribute : tax
lda $11 : cmp #$12 : beq .goingNorth
lda $a2 : cmp #$51 : bne ++
rep #$20 : lda #$0018 : !add $20 : sta $20 : sep #$20 ; special fix for throne room
jsr GetTileAttribute : tax
++ lda.l StepAdjustmentDown, X : bra .end
; lda $ee : beq .end
; rep #$20 : lda #$ffe0 : !add $20 : sta $20 : sep #$20
.goingNorth
cpx #$00 : bne ++
lda $a0 : cmp #$51 : bne ++
lda #$36 : bra .end ; special fix for throne room
++ ldy $ee : cpy #$00 : beq ++
inx
++ lda.l StepAdjustmentUp, X
.end
pha : lda $0462 : and #$04 : bne ++
pla : !add #$f6 : pha
++ pla : !add $0464 : sta $0464
+ rtl
.toInroom
lda #$32 : sta $0464 : stz $045e
rtl
}
GetTileAttribute:
{
phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml CalculateTransitionLanding ; mucks with x/y sets a to Tile Attribute, I think
.jslrtsreturn
rts
}
; 0 open edge
; 1 nrm door high
; 2 straight str
; 3 nrm door low
; 4 trap door high
; 5 trap door low (none of these exist on North direction)
StepAdjustmentUp: ; really North Stairs
db $00, $f6, $1a, $18, $16, $38
StepAdjustmentDown: ; really South Stairs
db $d0, $f6, $10, $1a, $f0, $00
StraightStairsFix:
{
pha
lda.l DRMode : bne +
pla : !add $20 : sta $20 : rtl ;what we wrote over
+ pla : rtl
}
StraightStairLayerFix:
{
lda.l DRMode : beq +
lda $ee : rtl
+ lda $01c322, x : rtl ; what we wrote over
}
DoorToStraight:
{
pha
lda.l DRMode : beq .skip
pla : bne .end
pha
lda $a0 : cmp #$51 : bne .skip
lda #$04 : sta $4e
.skip pla
.end ldx $0418 : cmp #$02 ;what we wrote over
rtl
}
DoorToInroom:
{
ldx $045e : bne .end
sta $0020, y ; what we wrote over
.end
ldx #$00 ; what we wrote over
rtl
}
DoorToInroomEnd:
{
ldy $045e : beq .vanilla
cmp $045e : bne .return
stz $045e ; clear
.return
rtl
.vanilla
cmp $02c034, x ; what we wrote over
rtl
}
StraightStairsTrapDoor:
{
lda $0464 : bne +
; reset function
.reset phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml $028c73 ; $10D71 .reset label of Bank02
.jslrtsreturn
lda $0468 : bne ++
lda $a0 : cmp.b #$ac : bne .animateTraps
lda $0403 : and.b #$20 : bne .animateTraps
lda $0403 : and.b #$10 : beq ++
.animateTraps
lda #$05 : sta $11
inc $0468 : stz $068e : stz $0690
++ JSL Underworld_DoorDown_Call : rtl
+ JML Dungeon_ApproachFixedColor ; what we wrote over
}
InroomStairsTrapDoor:
{
lda $0200 : cmp #$05 : beq .reset
lda $b0 : jml $008781 ; what we wrote over (essentially)
.reset
pla : pla : pla
jsl StraightStairsTrapDoor_reset
jml $028b15 ; just some RTS in bank 02
}
HandleSpecialDoorLanding: {
LDA.l $7F2000,X ; what we wrote over
SEP #$30
JSL HandleIncomingDoorState
CMP #$34 : bne + ; inroom stairs
PHA : LDA #$26 : STA $045E : PLA
+
}
; A = tiletype
HandleIncomingDoorState:
{
PHA
LDA.l DRMode : BEQ .noDoor
PLA : PHA : AND.b #$FA : CMP.b #$80 : bne .noDoor
.setDoorState
LDA.w $0418 : AND.b #$02 : BNE + : INC
+ STA.b $6C
.noDoor
PLA : RTL
}