944 lines
27 KiB
NASM
944 lines
27 KiB
NASM
; hooks
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org $81DB19
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JSL MaybeSkipSmashTerrain : BCS $81DB11
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org $81E6B0
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JSL RevealPotItem
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RTS
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org $829C25
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JSL SetTheSceneFix
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org $89C2BB
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JSL ClearSpriteData
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org $89C327
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JSL LoadSpriteData
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org $86F976
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JSL RevealSpriteDrop : NOP
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org $86E3C4
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JSL RevealSpriteDrop2 : NOP
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org $86F933
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JSL PikitOverride
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org $86926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
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JSL SpriteKeyPrep : NOP #2
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org $86d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
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JSL SpriteKeyDrawGFX : BRA + : NOP : +
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org $86d03d
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JSL ShouldSpawnItem : NOP #2
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org $86D19F
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JSL MarkSRAMForItem : NOP #2
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org $86d180
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JSL BigKeyGet : BCS $07 : NOP #5
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org $86d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F)
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JSL KeyGet
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org $86E24A
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JSR MaybeSkipTerrainDebris
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org $86f9f3 ; bank06.asm : 6732 (JSL SpritePrep_LoadProperties)
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JSL LoadProperties_PreserveCertainProps
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org $86828A
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Sprite_SpawnSecret_SpriteSpawnDynamically:
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JSL CheckSprite_Spawn
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org $87B114
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JSL MaybeUnableToLiftPotSfx
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NOP #4
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db $30 ; BMI
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org $87B169
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JSL PreventPotSpawn : NOP
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org $87B17D
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JSL PreventPotSpawn2
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org $868275
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JSL SubstitionFlow
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org $80A9DC
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dw $1928, $1938, $5928, $5938 ; change weird ugly black diagonal pot to blue-ish pot
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org $818650
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dw $B395 ; change tile type to normal pot
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org $81B3D5
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JSL CheckIfPotIsSpecial
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; refs to other functions
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org $8681F4
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Sprite_SpawnSecret_pool_ID:
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org $868283
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Sprite_SpawnSecret_NotRandomBush:
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org $86d23a
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Sprite_DrawAbsorbable:
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org $86D038
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KeyRoomFlagMasks:
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org $80FDEE
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InitializeMirrorHDMA:
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org $89D62E
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UWSpritesPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
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org $89D87E
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UWPotsPointers: ; 0x250 bytes for 0x128 rooms' 16-bit pointers
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org $89DACE
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UWPotsData: ; variable number of bytes (max 0x11D1) for all pots data
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org $A88000
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UWSpritesData: ; variable number of bytes (max 0x2800) for all sprites and sprite drop data
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; First $2800 bytes of this bank (28) is reserved for the sprite tables
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; $2800 bytes reserved for sprites
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org $A8A800
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;tables:
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PotMultiWorldTable:
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; Reserved $250 296 * 2
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org $A8AA50
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StandingItemsOn: ; 142A50
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db 0
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MultiClientFlagsROM: ; 142A51-2 -> stored in SRAM at 7ef33d (for now)
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dw 0
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SwampDrain1HasItem: ; 142A53
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db 1
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SwampDrain2HasItem: ; 142A54
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db 1
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StandingItemCounterMask: ; 142A55
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db 0 ; if 0x01 is set then pot should be counted, if 0x02 then sprite drops, 0x03 (both bits for both)
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PotCountMode: ; 28AA56-7
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; 0 is don't count pots
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; 1 for check PotCollectionRateTable
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dw 0
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org $A8AA60
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PotCollectionRateTable:
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; Reserved $250 296 * 2
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org $A8ACB0
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UWEnemyItemFlags:
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; Reserved $250 296 * 2
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org $A8AF00
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UWSpecialFlagIndex:
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; Reserved $128 (296)
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; Initial table indexed by room id
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; Special values: $FF indicates the room can use the UWEnemyItemFlags table
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; Any other value tell you where to start in the special table
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
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org $A8B028
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UWSpecialFlag:
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; reserved exactly $100 or 256 bytes for now estimated usage is at 159 bytes right now
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; Simple mask table, 3 bytes per entry: 1st byte what dungeon it applies, if $FF, then the list is done
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; Lists that has even numbers of entries will end with $FF $FF to keep everything 2 byte aligned
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; (if not matched, assume mask of value 0)
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; 2nd and 3rd bytes are the mask
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; For indicator idea:
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; EOR between a mask and the equivalent SRAM should result in zero if all items are obtained
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; For whether to spawn:
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; $FF indicates a spawn without further checking, otherwise need to check the mask in the simple table
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; this should be checked in addition to SRAM
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org $A8B128
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RevealPotItem:
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STA.b Scrap04 ; save tilemap coordinates
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STZ.w SpawnedItemFlag
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STZ.w SpawnedItemMWPlayer
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LDA.w $0B9C : AND.w #$FF00 : STA.w $0B9C
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LDA.b RoomIndex : ASL : TAX
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LDA.l UWPotsPointers,X : STA.b Scrap00 ; we may move this
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LDA.w #UWPotsPointers>>16 : STA.b Scrap02
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LDY.w #$FFFD : LDX.w #$FFFF
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.next_pot
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INY : INY : INY
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LDA.b [Scrap00],Y
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CMP.w #$FFFF : BEQ .exit
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INX
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STA.w Scrap08 ; remember the exact value
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AND.w #$3FFF
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CMP.b Scrap04 : BNE .next_pot ; not the correct value
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STZ.w SpawnedItemIsMultiWorld
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BIT.b Scrap08
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BVS LoadMultiWorldPotItem
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BMI LoadMajorPotItem
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.normal_secret
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STA.b Scrap08
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PHX : PHY
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; set bit and count if first time lifting this pot
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TXA : ASL : TAX : LDA.l BitFieldMasks, X : STA.b Scrap0A
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LDA.b RoomIndex : ASL : TAX
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JSR ShouldCountNormalPot : BCC .obtained
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LDA.l RoomPotData, X : BIT.b Scrap0A : BNE .obtained
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ORA.b Scrap0A : STA.l RoomPotData, X
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; increment dungeon counts
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SEP #$10
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LDX.w DungeonID : CPX.b #$FF : BEQ +
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CPX.b #$00 : BNE ++
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INX #2 ; treat sewers as HC
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++ LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
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; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
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+ REP #$10
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
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LDA.w #$0001 : STA.l UpdateHUDFlag
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.obtained
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PLY : PLX
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PLA ; remove the JSL return lower 16 bits
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LDA.b Scrap08
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PEA.w RevealPotItem_found_match-1 ; return to vanilla routine
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.exit
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RTL
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LoadMultiWorldPotItem:
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INY : INY
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LDA.b [Scrap00],Y : AND.w #$00FF
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INC.w SpawnedItemIsMultiWorld
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PHX
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ASL : TAX
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LDA.l PotMultiWorldTable+1,X : AND.w #$00FF : STA.w SpawnedItemMWPlayer
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LDA.l PotMultiWorldTable+0,X : AND.w #$00FF
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PLX
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BRA SaveMajorItemDrop
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MultiItemExit:
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LDA.w #$0008 : STA.w $0B9C
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RTL
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LoadMajorPotItem:
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INY : INY
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LDA.b [Scrap00],Y : AND.w #$00FF
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SaveMajorItemDrop:
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; A currently holds the item receipt ID
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; X currently holds the pot item index
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STA.w SpawnedItemID
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STX.w SpawnedItemIndex
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INC.w SpawnedItemFlag
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TAY
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LDA.l SpawnedItemIsMultiWorld : BNE MultiItemExit
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LDA.w #$0008
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CPY.w #$0036 : BNE + ; Red Rupee
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LDA.w #$0016 : BRA .substitute
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+ CPY.w #$0044 : BNE + ; 10 pack arrows
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LDA.w #$0017 : BRA .substitute
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+ CPY.w #$0028 : BNE + ; 3 pack bombs
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LDA.w #$0018 : BRA .substitute
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+ CPY.w #$0031 : BNE + ; 10 pack bombs
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LDA.w #$0019 : BRA .substitute
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+ CPY.w #$00D1 : BNE + ; Apples
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LDA.w #$001A : BRA .substitute
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+ CPY.w #$00D0 : BNE + ; Bee Trap
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LDA.w #$001B : BRA .substitute
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+ CPY.w #$00D6 : BNE + ; Good Bee
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LDA.w #$001C : BRA .substitute
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+ STA.w $0B9C ; indicates we should use the key routines or a substitute
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RTL
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.substitute
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PHA
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TXA : ASL : STA.b Scrap00
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LDA.w #$001F : SBC.b Scrap00
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TAX : LDA.l BitFieldMasks, X : STA.b Scrap00
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LDA.b RoomIndex : ASL : TAX
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LDA.l $7EF580, X
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AND.b Scrap00
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BNE .exit
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LDA.l $7EF580, X : ORA.b Scrap00 : STA.l $7EF580, X
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PLA : STA.w $0B9C
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RTL
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.exit
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PLA : STZ.w $0B9C
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RTL
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ShouldCountNormalPot:
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INY : INY : LDA.b [Scrap00], Y : AND.w #$00FF : CMP.w #$0080 : BCS .clear
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LDA.l PotCountMode : BEQ .clear
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LDA.l PotCollectionRateTable, X : BIT.b Scrap0A : BEQ .clear ; don't count if clear
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.set
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SEC
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RTS
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.clear
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CLC
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RTS
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IncrementCountsForSubstitute:
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PHX : REP #$30
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LDA.w SpawnedItemIndex : ASL : TAX : LDA.l BitFieldMasks, X : STA.b Scrap0A
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LDA.b RoomIndex : ASL : TAX
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LDA.l RoomPotData, X : BIT.b Scrap0A : BNE .obtained
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ORA.b Scrap0A : STA.l RoomPotData, X
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SEP #$10
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LDX.w DungeonID : CPX.b #$FF : BEQ +
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CPX.b #$00 : BNE ++
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INX #2 ; treat sewers as HC
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++ LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
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; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
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+
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
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LDA.w #$0001 : STA.l UpdateHUDFlag
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.obtained
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SEP #$30 : PLX
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RTS
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ClearSpriteData:
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STZ.b Scrap03 ; what we overrode # we no longer need STZ $02 see underworld_sprite_hooks
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.shared:
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PHX
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LDX.b #$0F
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.loop
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STZ.w SprDropsItem, X : STZ.w SprItemIndex, X : STZ.w SprItemFlags, X
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STZ.w SprSourceItemId, X : STZ.w SprItemReceipt, X : STZ.w SprItemMWPlayer, X
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STZ.w SprRedrawFlag, X
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DEX : BPL .loop
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JSR SetupEnemyDropIndicator
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PLX
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RTL
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; this routine determines whether enemies still have drops or not
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; and sets EnemyDropIndicator appropriately
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; uses X register, assumes flags are (MX) but (mX) is fine
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SetupEnemyDropIndicator:
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REP #$20
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LDA.w #!BlankTile : STA.w EnemyDropIndicator
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LDX.b IndoorsFlag : BEQ .done
|
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LDA.l DRFlags : BIT.w #$0800 : BEQ .done
|
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|
|
; Skipping the compass checks, could make this a toggle later?
|
|
; do we have a flag for enemy drops on? could check it here
|
|
; LDA.w DungeonID : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks
|
|
; compass checks
|
|
; does compass for dungeon exist?
|
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; LSR : TAX : LDA.l CompassExists : AND.l DungeonItemMasks,X : BEQ .skipCompassChecks
|
|
; do we have the compass
|
|
; sewers? outstanding?
|
|
; LDA.l CompassField : LDX.w DungeonID : AND.l DungeonMask, X : BEQ .done
|
|
|
|
;.skipCompassChecks
|
|
; either we're in a cave ($040C: $FF), compass doesn't exist, or we have the compass
|
|
; check if there are enemy drops
|
|
LDA.b Scrap02 : PHA : REP #$10 ; store 02/03 for later
|
|
LDX.b RoomIndex : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF ; determine if special case or not
|
|
CMP.w #$00FF : BEQ .loadNormalFlags
|
|
JSR FetchBitmaskForSpecialCase
|
|
PHA : LDA.b RoomIndex : ASL : TAX : PLA
|
|
BRA .testAgainstMask
|
|
|
|
.loadNormalFlags
|
|
TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
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|
|
|
.testAgainstMask
|
|
STA.b Scrap02 : LDA.l SpriteDropData, X : AND.b Scrap02 : EOR.b Scrap02
|
|
BEQ .cleanup
|
|
LDA.w #!BlueSquare : STA.w EnemyDropIndicator
|
|
|
|
.cleanup
|
|
SEP #$10 : PLA : STA.b Scrap02
|
|
|
|
.done
|
|
SEP #$20
|
|
RTS
|
|
|
|
|
|
; Runs during sprite load of the room
|
|
LoadSpriteData:
|
|
INY : INY
|
|
LDA.b [Scrap00], Y
|
|
CMP.b #$F3 : BCC .normal
|
|
PHA
|
|
DEC.b Scrap03 ; standing items shouldn't consume a sprite slot
|
|
LDX.b Scrap03 ; these were changed to $03, for moved sprites
|
|
CMP.b #$F9 : BNE .not_multiworld
|
|
DEY : LDA.b [Scrap00], Y : STA.w SprItemMWPlayer, X
|
|
LDA.b #$02 : STA.w SprDropsItem, X : BRA .common
|
|
.not_multiworld
|
|
LDA.b #$00 : STA.w SprItemMWPlayer, X
|
|
LDA.b #$01 : STA.w SprDropsItem, X
|
|
DEY
|
|
.common
|
|
DEY : LDA.b [Scrap00], Y : STA.w SprSourceItemId, X
|
|
STA.b Scrap0E
|
|
LDA.w SprItemMWPlayer, X : BNE + ; skip if multiworld
|
|
PHX
|
|
LDX.b #$00 ; see if the item should be replaced by an absorbable
|
|
- CPX.b #$1A : BCS .done
|
|
LDA.l MinorForcedDrops, X
|
|
CMP.b Scrap0E : BEQ ++
|
|
INX #2 : BRA -
|
|
++ PLX : LDA.w SprItemFlags, X : ORA.b #$80 : STA.w SprItemFlags, X : PHX
|
|
.done PLX
|
|
+
|
|
INY : INY
|
|
PLA
|
|
PLA : PLA ; remove the JSL return lower 16 bits
|
|
PEA.w $89C344-1 ; change return address to exit from Underworld_LoadSingleSprite
|
|
RTL
|
|
.normal
|
|
RTL
|
|
|
|
; Run when a sprite dies ... Sets Flag to #$02 and Index to sprite slot for
|
|
RevealSpriteDrop:
|
|
LDA.w SprDropsItem, X : BNE CheckIfDropValid
|
|
JMP DoNormalDrop
|
|
|
|
CheckIfDropValid:
|
|
JSR CheckIfDropsInThisLocation : BCC DoNormalDrop
|
|
;This section sets up the drop
|
|
LDA.b #$02 : STA.w SpawnedItemFlag
|
|
STX.w SpawnedItemIndex
|
|
LDA.w SprSourceItemId, X : STA.w SpawnedItemID
|
|
LDA.w SprItemMWPlayer, X : STA.w SpawnedItemMWPlayer
|
|
LDY.b #$01 ; trigger the small key routines
|
|
LDA.w SpawnedItemID : STA.b Scrap00 : CMP.b #$32 : BNE +
|
|
LDA.l StandingItemsOn : BNE +
|
|
INY ; big key routine
|
|
+
|
|
PHX
|
|
LDA.w SpawnedItemMWPlayer : BNE .done ; abort check for absorbables it belong to someone else
|
|
LDX.b #$00 ; see if the item should be replaced by an absorbable
|
|
- CPX.b #$1A : BCS .done
|
|
LDA.l MinorForcedDrops, X
|
|
CMP.b Scrap00 : BNE +
|
|
INX : LDA.l MinorForcedDrops, X : STA.b Scrap00
|
|
PLX : PLA : PLA : PEA.w PrepareEnemyDrop-1 ; change call stack for PrepareEnemyDrop
|
|
JSR IncrementCountForMinor
|
|
LDA.b Scrap00 : RTL
|
|
+ INX #2 : BRA -
|
|
.done PLX
|
|
RTL ; unstun if stunned
|
|
|
|
DoNormalDrop:
|
|
SEP #$30
|
|
LDY.w SpriteForceDrop, X : BEQ .no_forced_drop
|
|
RTL
|
|
.no_forced_drop
|
|
PLA : PLA ; remove the JSL return lower 16 bits
|
|
PEA.w $86F996-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
|
|
RTL
|
|
|
|
RevealSpriteDrop2:
|
|
LDY.w SprDropsItem, X : BEQ .normal
|
|
BRA .no_forced_drop
|
|
.normal
|
|
LDY.w SpriteForceDrop, X : BEQ .no_forced_drop
|
|
RTL
|
|
.no_forced_drop
|
|
PLA : PLA ; remove the JSL return lower 16 bits
|
|
PEA.w $86E3CE-1 ; change return address to .no_forced_drop of (Sprite_DoTheDeath)
|
|
RTL
|
|
|
|
PikitOverride:
|
|
CMP.b #$AA : BNE .no_pikit_drop
|
|
LDY.w $0E90,X : BEQ .no_pikit_drop
|
|
CPY.b #$04 : BEQ .normal_pikit
|
|
LDA.w SprDropsItem, X : BEQ .normal_pikit
|
|
JSR CheckIfDropsInThisLocation : BCC .normal_pikit
|
|
.no_pikit_drop
|
|
PLA : PLA : PEA.w Sprite_DoTheDeath_NotAPikitDrop-1
|
|
RTL
|
|
.normal_pikit
|
|
PLA : PLA : PEA.w Sprite_DoTheDeath_PikitDrop-1
|
|
RTL
|
|
|
|
; output - carry clear if the enemy doesn't drop, set if it does
|
|
CheckIfDropsInThisLocation:
|
|
REP #$30 : PHX ; save it for later
|
|
TXA : ASL : TAX : LDA.l BitFieldMasks, X : STA.b Scrap00 ; stores the bitmask for the specific drop
|
|
; check sram, if gotten, run normal
|
|
LDA.b RoomIndex : ASL : TAX : LDA.l SpriteDropData, X : PLX ; restore X in case we're done
|
|
BIT.b Scrap00 : BNE .normal_drop ; zero indicates the item has not been obtained
|
|
PHX ; save it for later
|
|
LDX.b RoomIndex : LDA.l UWSpecialFlagIndex, X : AND.w #$00FF
|
|
CMP.w #$00FF : BEQ + ; $FF indicates the EnemyItemFlags are sufficient
|
|
JSR FetchBitmaskForSpecialCase
|
|
BRA .test
|
|
+ TXA : ASL : TAX : LDA.l UWEnemyItemFlags, X
|
|
.test PLX : BIT.b Scrap00 : BEQ .normal_drop ; zero indicates the enemy doesn't drop
|
|
.valid
|
|
SEP #$30 : SEC
|
|
RTS
|
|
.normal_drop
|
|
SEP #$30 : CLC
|
|
RTS
|
|
|
|
; input - A the index from UWSpecialFlagIndex
|
|
; uses X for loop, $02 for comparing first byte to dungeon
|
|
; output - A the correct bitmask
|
|
FetchBitmaskForSpecialCase:
|
|
ASL : TAX
|
|
LDA.w DungeonID : BNE + ; here and branch to different function?
|
|
INC #2 ; move sewers to HC
|
|
+ CMP.w #$00FF : BNE + ; check if we are in a cave
|
|
LDA.l PreviousOverworldDoor : AND.w #$00FF ; use this instead of dungeon id
|
|
+ STA.b Scrap02
|
|
- LDA.l UWSpecialFlag, X : AND.w #$00FF
|
|
CMP.w #$00FF : BNE + ; if the value is FF we are done, use 0 as bitmask
|
|
LDA.w #$0000 : RTS
|
|
+ CMP.b Scrap02 : BNE + ; if the value matches the dungeon, use next 2 bytes as bitmask
|
|
INX : LDA.l UWSpecialFlag, X : RTS
|
|
+ INX #3 : BRA - ; else move to the next row
|
|
|
|
MinorForcedDrops:
|
|
; Item ID -> Sprite ID
|
|
db $27, $DC ; BOMB REFILL 1
|
|
db $28, $DD ; BOMB REFILL 4
|
|
db $31, $DE ; BOMB REFILL 8
|
|
db $34, $D9 ; GREEN RUPEE ($34)
|
|
db $35, $DA ; BLUE RUPEE ($35)
|
|
db $36, $DB ; RED RUPEE ($36)
|
|
db $42, $D8 ; HEART ($42)
|
|
db $44, $E2 ; ARROW REFILL 10 ($44)
|
|
db $45, $DF ; SMALL MAGIC DECANTER ($45)
|
|
db $D1, $AC ; APPLES ($D1)
|
|
db $D2, $E3 ; FAERIE ($D2)
|
|
db $D3, $0B ; CUCCO ($D3)
|
|
db $D4, $E0 ; LARGE MAGIC DECANTER ($D4)
|
|
db $D5, $E1 ; ARROW REFILL 5 ($D5)
|
|
db $D6, $79 ; GOOD BEE ($D6)
|
|
|
|
|
|
IncrementCountForMinor:
|
|
PHX : REP #$30
|
|
LDA.w SpawnedItemIndex : ASL : TAX : LDA.l BitFieldMasks, X : STA.b Scrap0A
|
|
LDA.b RoomIndex : ASL : TAX
|
|
LDA.l SpriteDropData, X : BIT.b Scrap0A : BNE .obtained
|
|
ORA.b Scrap0A : STA.l SpriteDropData, X
|
|
SEP #$10
|
|
JSR SetupEnemyDropIndicator
|
|
REP #$20
|
|
LDX.w DungeonID : CPX.b #$FF : BEQ +
|
|
CPX.b #$00 : BNE ++
|
|
INX #2 ; treat sewers as HC
|
|
++ LDA.l DungeonLocationsChecked, X : INC : STA.l DungeonLocationsChecked, X
|
|
; Could increment GT Tower Pre Big Key but we aren't showing that stat right now
|
|
+
|
|
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter ; Increment Item Total
|
|
LDA.w #$0001 : STA.l UpdateHUDFlag
|
|
.obtained
|
|
SEP #$30 : PLX
|
|
RTS
|
|
|
|
BitFieldMasks:
|
|
dw $8000, $4000, $2000, $1000, $0800, $0400, $0200, $0100
|
|
dw $0080, $0040, $0020, $0010, $0008, $0004, $0002, $0001
|
|
|
|
; Runs during Sprite_E4_SmallKey and during Sprite_E5_BigKey spawns
|
|
ShouldSpawnItem:
|
|
LDA.w RoomIndexMirror : CMP.b #$87 : BNE + ; check for hera basement cage
|
|
CPX.b #$0A : BNE + ; the hera basement key is always sprite 0x0A
|
|
LDA.b $A8 : AND.b #$03 : CMP.b #$02 : BNE + ; we're not in that quadrant
|
|
LDA.w RoomItemsTaken : AND.w KeyRoomFlagMasks,Y : RTL
|
|
+
|
|
; checking our sram table
|
|
PHX : PHY
|
|
REP #$30
|
|
LDA.b RoomIndex : ASL : TAY
|
|
LDA.w SprItemIndex, X : AND.w #$00FF : ASL
|
|
PHX
|
|
TAX : LDA.l BitFieldMasks, X : STA.b Scrap00
|
|
PLX ; restore X again
|
|
LDA.w SprItemFlags, X : BIT.w #$0001 : BNE +
|
|
TYX : LDA.l SpriteDropData, X : BIT.b Scrap00 : BEQ .notObtained
|
|
BRA .obtained
|
|
+ TYX : LDA.l RoomPotData, X : BIT.b Scrap00 : BEQ .notObtained
|
|
.obtained
|
|
SEP #$30 : PLY : PLX : LDA.b #$01 : RTL ; already obtained
|
|
.notObtained
|
|
SEP #$30 : PLY : PLX
|
|
LDA.b #$00
|
|
RTL
|
|
|
|
MarkSRAMForItem:
|
|
LDA.b RoomIndex : CMP.b #$87 : BNE + ; check for hera basement cage
|
|
CPX.b #$0A : BNE + ; the hera basement key is always sprite 0x0A
|
|
LDA.b $A8 : AND.b #$03 : CMP.b #$02 : BNE +
|
|
LDA.w RoomItemsTaken : ORA.w KeyRoomFlagMasks, Y : RTL
|
|
+ PHX : PHY : REP #$30
|
|
LDA.b RoomIndex : ASL : TAY
|
|
LDA.w SpawnedItemIndex : ASL
|
|
TAX : LDA.l BitFieldMasks, X : STA.b Scrap00
|
|
TYX
|
|
LDA.w SpawnedItemFlag : CMP.w #$0001 : BEQ +
|
|
LDA.l SpriteDropData, X : ORA.b Scrap00 : STA.l SpriteDropData, X
|
|
SEP #$10 : JSR SetupEnemyDropIndicator
|
|
BRA .end
|
|
+ LDA.l RoomPotData, X : ORA.b Scrap00 : STA.l RoomPotData, X
|
|
.end
|
|
SEP #$30 : PLY : PLX
|
|
LDA.w RoomItemsTaken
|
|
RTL
|
|
|
|
SpriteKeyPrep:
|
|
LDA.w $0B9B : STA.w SpriteForceDrop, X ; what we wrote over
|
|
PHA
|
|
LDA.b RoomIndex : CMP.b #$87 : BNE .continue
|
|
CPX.b #$0A : BNE .continue ; the hera basement key is always sprite 0x0A
|
|
LDA.b LinkQuadrantH : ORA.b LinkQuadrantV : AND.b #$03 : CMP.b #$02 : BNE .continue
|
|
LDA.b #$00 : STA.w SpawnedItemFlag : STA.w SprItemFlags, X
|
|
LDA.b #$24 : STA.w SprSourceItemId, X : STA.w SprItemReceipt, X
|
|
BRA +
|
|
.continue
|
|
LDA.w SpawnedItemIndex : STA.w SprItemIndex, X
|
|
LDA.w SpawnedItemMWPlayer : STA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
|
|
LDA.w SpawnedItemFlag : STA.w SprItemFlags, X : BEQ +
|
|
LDA.w SpawnedItemID : STA.w SprSourceItemId, X
|
|
INC.w ItemReceiptMethod
|
|
JSL RequestStandingItemVRAMSlot
|
|
STZ.w ItemReceiptMethod
|
|
+ PLA
|
|
RTL
|
|
|
|
SpriteKeyDrawGFX:
|
|
JSL Sprite_DrawRippleIfInWater
|
|
PHA
|
|
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
|
|
LDA.w SprRedrawFlag, X : BEQ +
|
|
LDA.w SprSourceItemId, X
|
|
JSL RequestStandingItemVRAMSlot
|
|
LDA.w SprRedrawFlag, X : CMP.b #$02 : BEQ +
|
|
BRA .skipDraw
|
|
+ LDA.w SprItemReceipt, X
|
|
CMP.b #$24 : BNE +
|
|
LDA.b RoomIndex : CMP.b #$80 : BNE ++
|
|
LDA.w SpawnedItemFlag : BNE ++
|
|
LDA.b #$24 : BRA +
|
|
++ PLA
|
|
PHK : PEA.w .jslrtsreturn-1
|
|
PEA.w $868014 ; an rtl address - 1 in Bank06
|
|
JML Sprite_DrawAbsorbable
|
|
.jslrtsreturn
|
|
RTL
|
|
+ JSL DrawPotItem : BCS .skipDraw
|
|
; draw shadow
|
|
CMP.b #$02 : BNE +
|
|
PHA
|
|
LDA.w SpriteControl, X : AND.b #$DF : STA.w SpriteControl, X
|
|
REP #$20
|
|
LDA.b Scrap00 : SEC : SBC.w #$0004 : STA.b Scrap00
|
|
SEP #$20
|
|
PLA
|
|
+ CMP.b #$03 : BNE +
|
|
PHA : LDA.w SpriteControl, X : ORA.b #$20 : STA.w SpriteControl, X : PLA
|
|
+ JSL Sprite_DrawShadowLong
|
|
.skipDraw
|
|
PLA : RTL
|
|
|
|
KeyGet:
|
|
LDA.l CurrentSmallKeys ; what we wrote over
|
|
PHA
|
|
LDA.l StandingItemsOn : BNE +
|
|
PLA : RTL
|
|
+ LDY.w SprSourceItemId, X
|
|
LDA.w SprItemIndex, X : STA.w SpawnedItemIndex
|
|
LDA.w SprItemFlags, X : STA.w SpawnedItemFlag
|
|
STY.b Scrap00
|
|
LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
|
|
STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID : BNE .receive
|
|
PHX
|
|
LDA.w DungeonID : CMP.b #$FF : BNE +
|
|
LDA.b Scrap00 : CMP.b #$AF : BNE .skip
|
|
LDA.l CurrentGenericKeys : INC : STA.l CurrentGenericKeys
|
|
LDA.b Scrap00 : BRA .countIt
|
|
+ LSR : TAX
|
|
LDA.b Scrap00 : CMP.l KeyTable, X : BNE +
|
|
.countIt
|
|
LDA.l StandingItemCounterMask : AND.w SpawnedItemFlag : BEQ ++
|
|
JSL AddInventory
|
|
++ PLX : PLA : RTL
|
|
+ CMP.b #$AF : beq .countIt ; universal key
|
|
CMP.b #$24 : beq .countIt ; small key for this dungeon
|
|
.skip PLX
|
|
.receive
|
|
JSL Player_HaltDashAttackLong
|
|
TYA : JSL AttemptItemSubstitution : TAY
|
|
JSL Link_ReceiveItem
|
|
PLA : DEC : RTL
|
|
|
|
KeyTable:
|
|
db $A0, $A0, $A2, $A3, $A4, $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC, $AD
|
|
|
|
BigKeyGet:
|
|
LDY.w SprSourceItemId, X
|
|
CPY.b #$32 : BNE +
|
|
STZ.w ItemReceiptMethod : LDY.b #$32 ; what we wrote over
|
|
PHX : JSL Link_ReceiveItem : PLX ; what we wrote over
|
|
CLC : RTL
|
|
+ SEC : RTL
|
|
|
|
LoadProperties_PreserveCertainProps:
|
|
LDA.w SpriteTypeTable, X : CMP.b #$E4 : BEQ +
|
|
CMP.b #$E5 : BEQ +
|
|
JML SpritePrep_LoadProperties
|
|
+ LDA.w SpriteOAMProp, X : PHA
|
|
JSL SpritePrep_LoadProperties
|
|
PLA : STA.w SpriteOAMProp, X
|
|
RTL
|
|
|
|
SubstitionFlow:
|
|
CPY.b #$04 : BNE +
|
|
RTL ; let enemizer/vanilla take care of it
|
|
+ PLA : PLA ; remove JSL stuff
|
|
CPY.b #$16 : BCS +
|
|
PEA.w Sprite_SpawnSecret_NotRandomBush-1 : RTL ; jump to not_random_bush spot
|
|
; jump directly to new code
|
|
+ PEA.w Sprite_SpawnSecret_SpriteSpawnDynamically-1
|
|
RTL
|
|
|
|
SubstitionTable:
|
|
db $DB ; RED RUPEE - 0x16
|
|
db $E2 ; ARROW REFILL 10 - 0x17
|
|
db $DD ; BOMB REFILL 4 - 0x18
|
|
db $DE ; BOMB REFILL 8 - 0x19
|
|
db $AC ; APPLES - 0x1A
|
|
db $79 ; BEE TRAP - 0x1B
|
|
db $79 ; GOOD BEE - 0x1C
|
|
|
|
|
|
SubstituteSpriteId:
|
|
CPY.b #$16 : BCS +
|
|
RTS
|
|
+ LDA.b #$01
|
|
CPY.b #$18 : BCC +
|
|
LDA.b #$05
|
|
+ STA.b Scrap0D
|
|
JSR IncrementCountsForSubstitute
|
|
PHB : PHK : PLB
|
|
LDA.w SubstitionTable-$16, Y ; Do substitute
|
|
PLB
|
|
RTS
|
|
|
|
CheckSprite_Spawn:
|
|
JSR SubstituteSpriteId
|
|
CPY.b #$1C : BNE + ; good bee handling
|
|
JSL Sprite_SpawnDynamically
|
|
BMI .check
|
|
PHX
|
|
TYX : JSL SpritePrep_LoadProperties
|
|
PLX
|
|
JSL GoldBee_SpawnSelf_SetProperties
|
|
PLA : PLA : PLA ; pop the return address
|
|
PHX : LDX.b #$03
|
|
JML Sprite_SpawnSecret_SetCoords
|
|
+ CPY.b #$1A : BCC + ; all other non-normal pot sprite spawns
|
|
JSL Sprite_SpawnDynamically
|
|
BMI .check
|
|
LDA.b #$10 : STA.b Scrap0D ; lets the outside code treat this sprite like a Stal (most normal table values)
|
|
RTL
|
|
+
|
|
JSL Sprite_SpawnDynamically
|
|
BMI .check
|
|
RTL
|
|
.check
|
|
LDA.b Scrap0D : CMP.b #$08 : BNE +
|
|
LDX.b #$0F
|
|
|
|
; loop looking for a Sprite with state 0A (carried by the player)
|
|
- LDA.w SpriteAITable, X : CMP.b #$0A : BEQ .foundIt
|
|
DEX : BMI .error : BRA -
|
|
|
|
.foundIt
|
|
LDA.b #$00 : STZ.w SpriteAITable, X
|
|
LDA.b #$E4 : JSL Sprite_SpawnDynamically
|
|
BMI .error
|
|
LDA.w UseY1 : AND.b #$02 : BNE ++
|
|
LDA.b #$40 : TSB.w AButtonAct
|
|
++ RTL
|
|
|
|
.error
|
|
LDA.b #$3C ; SFX2_3C - error beep
|
|
STA.w SFX2
|
|
+ LDA.b #$FF
|
|
RTL
|
|
|
|
PreventPotSpawn:
|
|
LDA.b #$40 : BIT.w AButtonAct : BEQ +
|
|
STZ.w AButtonAct : RTL
|
|
+ LDA.b #$80 : STA.w AButtonAct ; what we wrote over
|
|
RTL
|
|
|
|
PreventPotSpawn2:
|
|
LDA.w AButtonAct : BEQ +
|
|
LDA.b #$01 : TSB.b LinkStrafe ; what we wrote over
|
|
+ RTL
|
|
|
|
MaybeSkipTerrainDebris_long:
|
|
STZ.w SecretId ; what we wrote over
|
|
LDA.w SpriteTypeTable, X : CMP.b #$EC
|
|
BEQ .return
|
|
PLA : PLA : PLA : PLA : PLA
|
|
LDA.b #Sprite_ScheduleForBreakage_exit>>16 : PHA
|
|
PEA.w Sprite_ScheduleForBreakage_exit-1
|
|
.return
|
|
RTL
|
|
|
|
MaybeSkipSmashTerrain:
|
|
STY.w ManipIndex : LDA.w ManipTileMapX, Y ; what we wrote over
|
|
PHA
|
|
SEP #$30
|
|
LDX.b #$0F
|
|
- LDA.w SpriteAITable, X : BEQ .continue
|
|
DEX
|
|
BPL -
|
|
.skip
|
|
PLA : PLA
|
|
LDA.b #$3C : STA.w SFX2 ; error beep
|
|
SEC
|
|
RTL
|
|
.continue
|
|
REP #$30
|
|
PLA
|
|
CLC
|
|
RTL
|
|
|
|
MaybeUnableToLiftPotSfx:
|
|
- LDA.w SpriteAITable,X : BEQ .return
|
|
DEX
|
|
BPL -
|
|
LDA.b #$3C : STA.w SFX2 ; error beep
|
|
LDA.b #$FF
|
|
.return
|
|
RTL
|
|
|
|
CheckIfPotIsSpecial:
|
|
TXA ; give index to A so we can do a CMP.l
|
|
CMP.l $018550 ; see if our current index is that of object 230
|
|
BEQ .specialpot
|
|
|
|
; Normal pot, so run the vanilla code
|
|
LDA.l CurrentWorld ; check for dark world
|
|
.specialpot ; zero flag already set, so gtg
|
|
RTL
|
|
|
|
SetTheSceneFix:
|
|
STZ.b $6C
|
|
JSL InitializeMirrorHDMA
|
|
JSL WaitForNewVBlank
|
|
JSL TransferCommonToVRAM
|
|
RTL
|
|
|
|
pushpc
|
|
org $868072
|
|
JSL SetBottleVendorKey : NOP #4
|
|
pullpc
|
|
SetBottleVendorKey:
|
|
LDA.w SpriteTypeTable,Y : CMP.b #$E4 : BNE +
|
|
; small key from bottle vendor
|
|
LDA.b #$AF : STA.w SprSourceItemId,Y
|
|
LDA.b #$01 : STA.w SprRedrawFlag, Y
|
|
BRA .shift
|
|
+ CMP.b #$DE : BEQ .return
|
|
CMP.b #$E2 : BEQ .return
|
|
; shift narrow sprite to left by 4
|
|
.shift
|
|
LDA.b Scrap00 : CLC : ADC.b #$04 : STA.w SpritePosXLow,Y ; what we wrote over
|
|
.return
|
|
RTL
|
|
|
|
ConditionalLoadCommonSprites_Do3To4Low:
|
|
LDA.b GameMode : CMP.b #$01 : BEQ + ; what we wrote over
|
|
CMP.b #$0E : BEQ ++
|
|
JML LoadCommonSprites_Prep3To4Low
|
|
+ JML LoadCommonSprites_in_file_select
|
|
++ LDA.b #$50 : STA.w $2117 ; skip over some DMA bytes
|
|
JML Sound_LoadLightWorldSongBank-1 ; just some RTS in Bank 00
|
|
|
|
incsrc dynamic_si_vram.asm
|
|
|
|
;===================================================================================================
|
|
; Pot items
|
|
;===================================================================================================
|
|
;Vanilla:
|
|
; Data starts at $01DDE7 formatted:
|
|
; dw aaaa : db i
|
|
|
|
; aaaa is a 14 bit number: ..tt tttt tttt tttt indicating the tilemap ID
|
|
; i is the secrets ID
|
|
|
|
;Drop shuffle changes:
|
|
; normal secrets stay vanilla
|
|
|
|
; major items (anything not a secret) use the bits 14 and 15 to produce different behavior
|
|
|
|
; aaaa is now a 16 bit number:
|
|
; imtt tttt tttt tttt
|
|
|
|
; t - is still tilemap id (aaaa & #$3FFF)
|
|
; i - flag indicates a major item
|
|
; m - indicates a multiworld item
|
|
|
|
; for major items (non multiworld), i indicates the item receipt ID
|
|
|
|
; for multi world items, i indicates the multiworld id
|
|
; multiworld id indexes a new table of 256 entries of 2 bytes each
|
|
|
|
; MultiWorldTable:
|
|
; db <item receipt ID>, <player ID>
|
|
|
|
|
|
|
|
;===================================================================================================
|
|
; Sprite items
|
|
;===================================================================================================
|
|
;Vanilla:
|
|
;If this value appears in the sprite table, then the sprite that preceded it is given a key drop
|
|
; db $FE, $00, $E4
|
|
|
|
;Drop shuffle changes:
|
|
; db <receipt id>, $00, $F8 ; this denotes the previous sprite is given a major item (non MW)
|
|
|
|
; db <receipt id>, <player>, $F9 ; this denotes the previous sprite is given a MW item
|