Statically assign item data tables Fix some save-related bugs Fix dungeon item notice in "this dungeon" with free dungeon items
242 lines
7.9 KiB
NASM
242 lines
7.9 KiB
NASM
OnPrepFileSelect:
|
|
LDA.b GameSubMode : CMP.b #$03 : BNE +
|
|
LDA.b #$06 : STA.b NMISTRIPES ; thing we wrote over
|
|
RTL
|
|
+
|
|
JSL.l LoadAlphabetTilemap
|
|
JML.l LoadFullItemTiles
|
|
;--------------------------------------------------------------------------------
|
|
OnDrawHud:
|
|
JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
|
|
JSL.l NewDrawHud
|
|
JSL.l SwapSpriteIfNecessary
|
|
JSL.l CuccoStorm
|
|
JSL.l PollService
|
|
JML.l ReturnFromOnDrawHud
|
|
;--------------------------------------------------------------------------------
|
|
OnDungeonEntrance:
|
|
STA.l PegColor ; thing we wrote over
|
|
JSL MaybeFlagCompassTotalEntrance
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnPlayerDead:
|
|
PHA
|
|
JSL.l SetDeathWorldChecked
|
|
JSL.l SetSilverBowMode
|
|
JSL.l RefreshRainAmmo
|
|
PLA
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnDungeonExit:
|
|
PHA : PHP
|
|
SEP #$20 ; set 8-bit accumulator
|
|
JSL.l SQEGFix
|
|
PLP : PLA
|
|
|
|
STA.w DungeonID : STZ.w Map16ChangeIndex ; thing we wrote over
|
|
|
|
PHA : PHP
|
|
JSL.l HUD_RebuildLong
|
|
JSL.l FloodGateResetInner
|
|
JSL.l SetSilverBowMode
|
|
PLP : PLA
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnQuit:
|
|
JSL.l SQEGFix
|
|
LDA.b #$00 : STA.l AltTextFlag ; bandaid patch bug with mirroring away from text
|
|
LDA.b #$10 : STA.b MAINDESQ ; thing we wrote over
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnUncleItemGet:
|
|
PHA
|
|
|
|
LDA.l EscapeAssist
|
|
BIT.b #$04 : BEQ + : STA.l InfiniteMagic : +
|
|
BIT.b #$02 : BEQ + : STA.l InfiniteBombs : +
|
|
BIT.b #$01 : BEQ + : STA.l InfiniteArrows : +
|
|
|
|
PLA
|
|
JSL.l Link_ReceiveItem
|
|
|
|
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA.l MagicFiller : + ; refill magic
|
|
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA.l BombsFiller : + ; refill bombs
|
|
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
|
|
LDA.b #70 : STA.l ArrowsFiller
|
|
|
|
LDA.l ArrowMode : BEQ +
|
|
LDA.l BowTracking : ORA.b #$80 : STA.l BowTracking ; enable bow toggle
|
|
REP #$20 ; set 16-bit accumulator
|
|
LDA.l CurrentRupees : !ADD.l FreeUncleItemAmount : STA.l CurrentRupees ; rupee arrows, so also give the player some money to start
|
|
SEP #$20 ; set 8-bit accumulator
|
|
+
|
|
LDA.l ProgressIndicator : BNE +
|
|
LDA.b #$01 : STA.l ProgressIndicator ; handle rain state
|
|
+
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnAga2Defeated:
|
|
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
|
|
LDA.b #$01 : STA.l Aga2Duck
|
|
JML.l IncrementAgahnim2Sword
|
|
;--------------------------------------------------------------------------------
|
|
OnFileCreation:
|
|
; Copy initial SRAM state from ROM to cart SRAM
|
|
; If the inital SRAM table is move these addresses must be changed
|
|
PHB
|
|
LDA.w #$03D7 ; \
|
|
LDX.w #$B000 ; | Copies from beginning of inital sram table up to file name
|
|
LDY.w #$0000 ; | (exclusively)
|
|
MVN !SRAMBank, !SRAMTableBank ; /
|
|
; Skip file name and validity value
|
|
LDA.w #$010C ; \
|
|
LDX.w #$B3E3 ; | Rando-Specific Assignments & Game Stats block
|
|
LDY.w #$03E3 ; |
|
|
MVN !SRAMBank, !SRAMTableBank ; /
|
|
PLB
|
|
|
|
; resolve instant post-aga if standard
|
|
SEP #$20
|
|
LDA.l InitProgressIndicator : BIT #$80 : BEQ +
|
|
LDA.b #$00 : STA.l ProgressIndicatorSRAM ; set post-aga after zelda rescue
|
|
LDA.b #$00 : STA.l OverworldEventDataSRAM+$02 ; keep rain state vanilla
|
|
+
|
|
REP #$20
|
|
|
|
; Set validity value and do some cleanup. Jump to checksum.
|
|
LDA.w #$55AA : STA.l FileValiditySRAM
|
|
JSL.l WriteSaveChecksumAndBackup_from_sram
|
|
STZ.b Scrap00
|
|
STZ.b Scrap01
|
|
LDX.b Scrap00
|
|
LDY.w #$0000
|
|
TYA
|
|
|
|
JML.l InitializeSaveFile_checksum_done
|
|
;--------------------------------------------------------------------------------
|
|
OnFileLoad:
|
|
REP #$10 ; set 16 bit index registers
|
|
JSL.l EnableForceBlank ; what we wrote over
|
|
|
|
LDA.b #$07 : STA.w BG34NBA ; Restore screen 3 to normal tile area
|
|
|
|
LDA.l FileMarker : BNE +
|
|
JSL.l OnNewFile
|
|
LDA.b #$FF : STA.l FileMarker
|
|
+
|
|
LDA.w DeathReloadFlag : BNE + ; don't adjust the worlds for "continue" or "save-continue"
|
|
LDA.l MosaicLevel : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
|
|
JSL.l DoWorldFix
|
|
+
|
|
JSL.l MasterSwordFollowerClear
|
|
LDA.b #$FF : STA.l RNGLockIn ; reset rng item lock-in
|
|
LDA.l GenericKeys : BEQ +
|
|
LDA.l CurrentGenericKeys : STA.l CurrentSmallKeys ; copy generic keys to key counter
|
|
+
|
|
|
|
JSL.l SetSilverBowMode
|
|
JSL.l RefreshRainAmmo
|
|
JSL.l SetEscapeAssist
|
|
|
|
LDA.l IsEncrypted : CMP.b #01 : BNE +
|
|
JSL LoadStaticDecryptionKey
|
|
+
|
|
SEP #$10 ; restore 8 bit index registers
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnNewFile:
|
|
PHX : PHP
|
|
; reset some values on new file that are otherwise only reset on hard reset
|
|
SEP #$20 ; set 8-bit accumulator
|
|
STZ.w AncillaSearch
|
|
STZ.w LayerAdjustment ; EG
|
|
STZ.w ArcVariable : STZ.w ArcVariable+1
|
|
STZ.w TreePullKills
|
|
STZ.w TreePullHits
|
|
STZ.w PrizePackIndexes
|
|
STZ.w PrizePackIndexes+1
|
|
STZ.w PrizePackIndexes+2
|
|
STZ.w PrizePackIndexes+3
|
|
STZ.w PrizePackIndexes+4
|
|
STZ.w PrizePackIndexes+5
|
|
STZ.w PrizePackIndexes+6
|
|
LDA.b #$00 : STA.l MosaicLevel
|
|
JSL InitRNGPointerTable
|
|
PLP : PLX
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnInitFileSelect:
|
|
LDA.b #$51 : STA.w $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
|
|
JSL.l EnableForceBlank
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnLinkDamaged:
|
|
JSL.l IncrementDamageTakenCounter_Arb
|
|
JML.l OHKOTimer
|
|
;--------------------------------------------------------------------------------
|
|
;OnEnterWater:
|
|
; JSL.l UnequipCapeQuiet ; what we wrote over
|
|
;RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnLinkDamagedFromPit:
|
|
JSL.l OHKOTimer
|
|
|
|
LDA.l AllowAccidentalMajorGlitch
|
|
BEQ ++
|
|
-- LDA.b #$14 : STA.b GameSubMode ; thing we wrote over
|
|
|
|
RTL
|
|
|
|
++ LDA.b GameMode : CMP.b #$12 : BNE --
|
|
|
|
STZ.b GameSubMode
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnLinkDamagedFromPitOutdoors:
|
|
JML.l OHKOTimer ; make sure this is last
|
|
;--------------------------------------------------------------------------------
|
|
OnOWTransition:
|
|
JSL.l FloodGateReset
|
|
JSL.l StatTransitionCounter
|
|
PHP
|
|
SEP #$20 ; set 8-bit accumulator
|
|
LDA.b #$FF : STA.l RNGLockIn ; clear lock-in
|
|
PLP
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
OnLoadDuckMap:
|
|
LDA.l DuckMapFlag
|
|
BNE +
|
|
INC : STA.l DuckMapFlag
|
|
JSL OverworldMap_InitGfx : DEC.w SubModuleInterface
|
|
RTL
|
|
+
|
|
LDA.b #$00 : STA.l DuckMapFlag
|
|
JML OverworldMap_DarkWorldTilemap
|
|
;--------------------------------------------------------------------------------
|
|
PreItemGet:
|
|
LDA.b #$01 : STA.l BusyItem ; mark item as busy
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
PostItemGet:
|
|
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|
|
PostItemAnimation:
|
|
LDA.b #$00 : STA.l BusyItem ; mark item as finished
|
|
|
|
LDA.l TextBoxDefer : BEQ +
|
|
STZ.w TextID : STZ.w TextID+1 ; reset decompression buffer
|
|
JSL.l Main_ShowTextMessage_Alt
|
|
LDA.b #$00 : STA.l TextBoxDefer
|
|
+
|
|
|
|
LDA.w ItemReceiptMethod : CMP.b #$01 : BNE +
|
|
LDA.b LinkDirection : BEQ +
|
|
JSL.l IncrementChestTurnCounter
|
|
+
|
|
|
|
STZ.w ItemReceiptMethod : LDA.w AncillaGet, X ; thing we wrote over to get here
|
|
RTL
|
|
;--------------------------------------------------------------------------------
|