Files
alttpr-baserom/flute.asm
2017-05-17 13:00:32 -04:00

61 lines
1.4 KiB
NASM

;================================================================================
; Randomize Flute Dig Item
;--------------------------------------------------------------------------------
SpawnHauntedGroveItem:
LDA $8A : CMP.b #$2A : BEQ + : RTL : + ; Skip if not the haunted grove
LDA $1B : BEQ + : RTL : + ; Skip if indoors
LDA.l HauntedGroveItem
JSL.l PrepDynamicTile
LDA.b #$EB
STA $7FFE00
JSL Sprite_SpawnDynamically
LDX.b #$00
LDA $2F : CMP.b #$04 : BEQ + : INX : +
LDA .x_speeds, X : STA $0D50, Y
LDA.b #$00 : STA $0D40, Y
LDA.b #$18 : STA $0F80, Y
LDA.b #$FF : STA $0B58, Y
LDA.b #$30 : STA $0F10, Y
LDA $22 : !ADD .x_offsets, X
AND.b #$F0 : STA $0D10, Y
LDA $23 : ADC.b #$00 : STA $0D30, Y
LDA $20 : !ADD.b #$16 : AND.b #$F0 : STA $0D00, Y
LDA $21 : ADC.b #$00 : STA $0D20, Y
LDA.b #$00 : STA $0F20, Y
TYX
LDX $8A ; haunted grove (208D0A)
LDA $7EF280, X : AND.b #$40 : BNE +
LDA.b #$1B : JSL Sound_SetSfx3PanLong
+
RTL
;DATA - Flute Spawn Information
{
.x_speeds
db $F0
db $10
.x_offsets
db $00
db $13
}
;--------------------------------------------------------------------------------
FluteBoy:
LDA $10 : CMP.b #$1A : BEQ +
LDA.b #$01 : STA $0FDD
JMP.l FluteBoy_Abort
+
LDA $0D80, X : CMP.b #$03 ; thing we wrote over
JMP.l FluteBoy_Continue
;--------------------------------------------------------------------------------