Files
alttpr-baserom/fairyfixes.asm
Kevin Cathcart 8dc6429530 Fix Bizarre Pyramid/Waterfall fairy glitches
This will hopefully fixes those weird glitches. The core issue being that the CLC was needed for the no-inventory case, or the game will increment $0D80 again, and put us in the "Link just lied the first time" state instead of the end state like we wanted.
2018-03-16 12:30:48 -04:00

57 lines
1.9 KiB
NASM

;================================================================================
; Fairy Changes & Fixes
;--------------------------------------------------------------------------------
RefillHealthPlusMagic:
LDA BigFairyHealth : STA $7EF372
RTL
;--------------------------------------------------------------------------------
RefillHealthPlusMagic8bit:
LDA BigFairyHealth : STA $7EF372
LDA BigFairyMagic : STA $7EF373
RTL
;--------------------------------------------------------------------------------
CheckFullHealth:
LDA BigFairyHealth : BEQ +
LDA $7EF36D : CMP $7EF36C : BNE .player_hp_not_full_yet
+
LDA BigFairyMagic : BEQ +
LDA $7EF36E : CMP.b #$80 : BNE .player_mp_not_full_yet
+
LDA.b #$00
RTL
.player_hp_not_full_yet
.player_mp_not_full_yet
LDA.b #$01
RTL
;--------------------------------------------------------------------------------
FairyPond_Init:
LDA.l Restrict_Ponds : BNE +
LDA.b #$48
JSL.l Sprite_ShowMessageFromPlayerContact
RTL
+
PHY : JSL.l Sprite_CheckDamageToPlayerSameLayerLong : BCC +
LDA $7EF35C : CMP.b #$02 : BNE ++ : LDA.b #$1C : PHA : BRA .emptyBottle : ++
LDA $7EF35D : CMP.b #$02 : BNE ++ : LDA.b #$1D : PHA : BRA .emptyBottle : ++
LDA $7EF35E : CMP.b #$02 : BNE ++ : LDA.b #$1E : PHA : BRA .emptyBottle : ++
LDA $7EF35F : CMP.b #$02 : BNE ++ : LDA.b #$1F : PHA : BRA .emptyBottle : ++
.noInventory
LDA.b #$0A : STA $0D80, X
LDA.b #$51
LDY.b #$01
JSL.l Sprite_ShowMessageFromPlayerContact
JMP ++
.emptyBottle
LDA.b #$02 : STA $0D80, X
;JSL Player_ResetState ; If we continue to have issues, add this in too. (After determining the address for it)
STZ $2F
LDA.b #$01 : STA $02E4
PLA : STA $1CE8
.cleanup
STZ $0EB0, X ; Clear the sprite's item-given variable
CLC ; skip rest of original function
+ : PLY
RTL
;--------------------------------------------------------------------------------