Files
alttpr-baserom/darkworldspawn.asm
Kevin Cathcart 29b44e4167 Create a flag to toggle off Fake Worlds
Add a new rom flag to disable fake Light/Dark worlds from occurring as a
result of underworld travel. (Other methods of fake worlds like YBA Fake
Flute are not changed).

Entrance Randomizer intends to use this flag to fix the Fake Light world
from traveling though sewers when Hyrule Castle is in the dark world, as
well as to implement new shuffle modes that involve deliberate
cross-world caves without needing to grant pearl and mirror like the
current insanity mode does.
2018-01-20 13:42:10 -05:00

84 lines
3.2 KiB
NASM

;================================================================================
; Dark World Spawn Location Fix & Master Sword Grove Fix
;--------------------------------------------------------------------------------
DarkWorldSaveFix:
LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change
JSL.l DarkWorldFlagSet
JSL.l MasterSwordFollowerClear
JSL.l StatSaveCounter
RTL
;--------------------------------------------------------------------------------
DarkWorldLoadFix:
SEP #$20 ; set 8 bit accumulator
JSL.l OnFileLoad
REP #$20 ; restore 16 bit accumulator
LDA.w #$0007 : STA $7EC00D : STA $7EC013 ; thing we wrote over - sets up some graphics timers
RTL
;--------------------------------------------------------------------------------
DarkWorldFlagSet:
PHA
LDA !FORCE_PYRAMID : AND.b #$08 : BNE .pyramid
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BEQ +
LDA $10 : CMP #$12 : BEQ .done ; don't do anything in death mode
+
LDA $1B : BEQ + ; skip this unless indoors - THIS PART FIXES THE OTHER FUCKUP WITH THE PYRAMID SPAWN IN GLITCHED
LDA $A0 : BEQ .done ; skip if we died in ganon's room
+
LDA.l Bugfix_MirrorlessSQToLW : BEQ +
LDA $7EF353 : BEQ .noMirror ; check if we have the mirror
+
LDA $7EF3C5 : CMP.b #$03 : !BLT .aga1Alive ; check if agahnim 1 is alive
BRA .done
.noMirror
.aga1Alive
LDA #$00 : STA $7EF3CA ; set flag to light world
LDA $7EF3CC : CMP #$07 : BNE + : LDA.b #$08 : STA $7EF3CC : + ; convert frog to dwarf
.done
PLA
RTL
.pyramid
LDA !FORCE_PYRAMID : AND.b #$F7 : STA !FORCE_PYRAMID ; clear pyramid flag
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC : CMP #$08 : BNE + : LDA.b #$07 : STA $7EF3CC : + ; convert dwarf to frog
PLA
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked:
PHA
LDA $1B : BEQ + ; skip this for indoors
LDA $040C : CMP #$FF : BNE .done ; unless it's a cave
+
LDA $7EF3C5 : CMP.b #$03 : !BGE .done; thing we originally did - skip if agahnim 1 is dead
LDA $1B : BEQ + : LDA $A0 : BNE + : LDA GanonPyramidRespawn : BEQ + ; check if we died in ganon's room and pyramid respawn is enabled
LDA !FORCE_PYRAMID : ORA.b #$08 : STA !FORCE_PYRAMID ; set pyramid flag
BRL DarkWorldFlagSet_pyramid
+
LDA.b #$00 : STA $7EF3CA : STA $7E0FFF ; set the world to the light world if he's still alive
LDA $7EF3CC : CMP #$07 : BNE .done : LDA.b #$08 : STA $7EF3CC ; convert frog to dwarf
.done
PLA
RTL
;--------------------------------------------------------------------------------
FakeWorldFix:
LDA FixFakeWorld : BEQ +
LDA $8A : AND.b #$40 : STA $7EF3CA
+
RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA $7EF3CC
CMP #$0E : BEQ .clear ; clear master sword follower
;CMP #$07 : BEQ .clear ; clear frog
;CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
RTL
.clear
LDA.b #$00 : STA $7EF3CC ; clear follower
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA $7EF3CC ; clear follower
JSL PrepDungeonExit ; thing we wrote over
RTL
;================================================================================