Files
alttpr-baserom/heartpieces.asm
cassidoxa 3e2362b7ca Implement initial SRAM table
Data in initialsramtable.asm gets copied to SRAM on save file init
Frontend will be responsible for setting this, requires frontend changes
Changed some label names to disambiguate WRAM and SRAM labels
Deleted open mode
2022-02-03 20:25:32 -05:00

417 lines
12 KiB
NASM

;================================================================================
; Randomize Heart Pieces
;--------------------------------------------------------------------------------
HeartPieceGet:
PHX : PHY
LDY $0E80, X ; load item value into Y register
BNE +
; if for any reason the item value is 0 reload it, just in case
JSL.l LoadHeartPieceRoomValue : TAY
+
JSL.l MaybeMarkDigSpotCollected
.skipLoad
STZ $02E9 ; 0 = Receiving item from an NPC or message
CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
LDA HeartPieceQuarter : INC A : AND.b #$03 : STA HeartPieceQuarter : BNE .unfinished_heart ; add up heart quarters
BRA .giveItem
.notHeart
.giveItem
JSL.l $0791B3 ; Player_HaltDashAttackLong
JSL.l Link_ReceiveItem
CLC ; return false
JMP .done ; finished
.unfinished_heart
SEC ; return true
.done
JSL MaybeUnlockTabletAnimation
PLY : PLX
RTL
;--------------------------------------------------------------------------------
HeartContainerGet:
PHX : PHY
JSL.l AddInventory_incrementBossSwordLong
LDY $0E80, X ; load item value into Y register
BNE +
; if for any reason the item value is 0 reload it, just in case
JSL.l LoadHeartContainerRoomValue : TAY
+
BRA HeartPieceGet_skipLoad
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartPieceGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC .offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l HeartPieceSpritePrep
JMP .done ; don't draw on the init frame
.skipInit
LDA $0E80, X ; Retrieve stored item type
.skipLoad
PHA
JSL.l IsNarrowSprite : BCC +
LDA $0E60, X : ORA.b #$20 : STA $0E60, X
+
;LDA $0E60, X : ORA.b #$10 : STA $0E60, X
PLA
JSL.l DrawDynamicTile
JSL.l Sprite_DrawShadowLong
.done
PLY : PLA
.offscreen
PLP
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartContainerGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l HeartContainerSpritePrep
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
.skipInit
LDA $0E80, X ; Retrieve stored item type
BRA DrawHeartPieceGFX_skipLoad
;--------------------------------------------------------------------------------
HeartContainerSound:
CPY.b #$20 : BEQ + ; Skip for Crystal
CPY.b #$37 : BEQ + ; Skip for Pendants
CPY.b #$38 : BEQ +
CPY.b #$39 : BEQ +
JSL.l CheckIfBossRoom : BCC + ; Skip if not in a boss room
LDA.b #$2E
SEC
RTL
+
CLC
RTL
;--------------------------------------------------------------------------------
NormalItemSkipSound:
LDA $0C5E, X ; thing we wrote over
CPY.b #$20 : BEQ + ; Skip for Crystal
CPY.b #$37 : BEQ + ; Skip for Pendants
CPY.b #$38 : BEQ +
CPY.b #$39 : BEQ +
PHA
JSL.l CheckIfBossRoom
PLA
RTL
+
CLC
RTL
;--------------------------------------------------------------------------------
HeartUpgradeSpawnDecision: ; this should return #$00 to make the hp spawn
LDA !FORCE_HEART_SPAWN : BEQ .normal_behavior
DEC : STA !FORCE_HEART_SPAWN
LDA #$00
RTL
.normal_behavior
LDA OverworldEventDataWRAM, X
RTL
;--------------------------------------------------------------------------------
SaveHeartCollectedStatus:
LDA !SKIP_HEART_SAVE : BEQ .normal_behavior
DEC : STA !SKIP_HEART_SAVE
RTL
.normal_behavior
LDA OverworldEventDataWRAM, X : ORA.b #$40 : STA OverworldEventDataWRAM, X
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartPieceSpritePrep:
PHA
LDA ServerRequestMode : BEQ + : : +
LDA #$01 : STA !REDRAW
LDA $5D : CMP #$14 : BEQ .skip ; skip if we're mid-mirror
LDA #$00 : STA !REDRAW
JSL.l LoadHeartPieceRoomValue ; load item type
STA $0E80, X ; Store item type
JSL.l PrepDynamicTile
.skip
PLA
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartContainerSpritePrep:
PHA
LDA #$00 : STA !REDRAW
JSL.l LoadHeartContainerRoomValue ; load item type
STA $0E80, X ; Store item type
JSL.l PrepDynamicTile
PLA
RTL
;--------------------------------------------------------------------------------
LoadHeartPieceRoomValue:
LDA $1B : BEQ .outdoors ; check if we're indoors or outdoors
.indoors
JSL.l LoadIndoorValue
JMP .done
.outdoors
JSL.l LoadOutdoorValue
.done
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HPItemReset:
JSL $09AD58 ; GiveRupeeGift - thing we wrote over
PHA : LDA #$01 : STA !REDRAW : PLA
RTL
;--------------------------------------------------------------------------------
MaybeMarkDigSpotCollected:
PHA : PHP
LDA $1B : BNE +
REP #$20 ; set 16-bit accumulator
LDA $8A
CMP.w #$2A : BNE +
LDA HasGroveItem : ORA.w #$0001 : STA HasGroveItem
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
LDA IsEncrypted : BNE ?encrypted
LDA.l <ItemLabel>
BRA ?done
?encrypted:
PHX : PHP
REP #$30 ; set 16-bit accumulator & index registers
LDA $00 : PHA : LDA $02 : PHA
LDA.w #<TableLabel> : STA $00
LDA.w #<TableLabel>>>16 : STA $02
LDA.w #<ItemLabel>-<TableLabel>
JSL RetrieveValueFromEncryptedTable
PLX : STX $02 : PLX : STX $01
PLP : PLX
?done:
endmacro
LoadIndoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #225 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Forest_Thieves, HeartPieceIndoorValues)
JMP .done
+ CMP.w #226 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Lumberjack_Tree, HeartPieceIndoorValues)
JMP .done
+ CMP.w #234 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Spectacle_Cave, HeartPieceIndoorValues)
JMP .done
+ CMP.w #283 : BNE +
LDA $22 : XBA : AND.w #$0001 ; figure out where link is
BNE ++
%GetPossiblyEncryptedItem(HeartPiece_Circle_Bushes, HeartPieceIndoorValues)
JMP .done
++
%GetPossiblyEncryptedItem(HeartPiece_Graveyard_Warp, HeartPieceIndoorValues)
JMP .done
+ CMP.w #294 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Mire_Warp, HeartPieceIndoorValues)
JMP .done
+ CMP.w #295 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Smith_Pegs, HeartPieceIndoorValues)
JMP .done
+ CMP.w #135 : BNE +
LDA StandingKey_Hera
JMP .done
+
LDA.w #$0017 ; default to a normal hp
.done
AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
PLP
RTL
;--------------------------------------------------------------------------------
;225 - HeartPiece_Forest_Thieves
;226 - HeartPiece_Lumberjack_Tree
;234 - HeartPiece_Spectacle_Cave
;283 - HeartPiece_Circle_Bushes
;283 - HeartPiece_Graveyard_Warp
;294 - HeartPiece_Mire_Warp
;295 - HeartPiece_Smith_Pegs
;--------------------------------------------------------------------------------
LoadOutdoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $8A
CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
%GetPossiblyEncryptedItem(HeartPiece_Spectacle, HeartPieceOutdoorValues)
JMP .done
++
%GetPossiblyEncryptedItem(EtherItem, SpriteItemValues)
JMP .done
+ CMP.w #$05 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Mountain_Warp, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$28 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Maze, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$2A : BNE +
%GetPossiblyEncryptedItem(HauntedGroveItem, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
%GetPossiblyEncryptedItem(HeartPiece_Desert, HeartPieceOutdoorValues)
JMP .done
++
%GetPossiblyEncryptedItem(BombosItem, SpriteItemValues)
JMP .done
+ CMP.w #$35 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Lake, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$3B : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Swamp, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$42 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$4A : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Cliffside, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$5B : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Pyramid, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$68 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Digging, HeartPieceOutdoorValues)
JMP .done
+ CMP.w #$81 : BNE +
%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
JMP .done
+
LDA.w #$0017 ; default to a normal hp
.done
AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
PLP
RTL
;--------------------------------------------------------------------------------
;$03 - HeartPiece_Spectacle
;$05 - HeartPiece_Mountain_Warp
;$28 - HeartPiece_Maze
;$30 - HeartPiece_Desert
;$35 - HeartPiece_Lake
;$3B - HeartPiece_Swamp
;$42 - HeartPiece_Cliffside - not really but the gfx load weird otherwise
;$4A - HeartPiece_Cliffside
;$5B - HeartPiece_Pyramid
;$68 - HeartPiece_Digging
;$81 - HeartPiece_Zora
;--------------------------------------------------------------------------------
LoadHeartContainerRoomValue:
LoadBossValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_ArmosKnights, HeartContainerBossValues)
JMP .done
+ CMP.w #51 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Lanmolas, HeartContainerBossValues)
JMP .done
+ CMP.w #7 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Moldorm, HeartContainerBossValues)
JMP .done
+ CMP.w #90 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_HelmasaurKing, HeartContainerBossValues)
JMP .done
+ CMP.w #6 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Arrghus, HeartContainerBossValues)
JMP .done
+ CMP.w #41 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Mothula, HeartContainerBossValues)
JMP .done
+ CMP.w #172 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Blind, HeartContainerBossValues)
JMP .done
+ CMP.w #222 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Kholdstare, HeartContainerBossValues)
JMP .done
+ CMP.w #144 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Vitreous, HeartContainerBossValues)
JMP .done
+ CMP.w #164 : BNE +
%GetPossiblyEncryptedItem(HeartContainer_Trinexx, HeartContainerBossValues)
JMP .done
+
LDA.w #$003E ; default to a normal boss heart
.done
AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
PLP
RTL
;--------------------------------------------------------------------------------
CheckIfBossRoom:
;--------------------------------------------------------------------------------
; Carry set if we're in a boss room, unset otherwise.
;--------------------------------------------------------------------------------
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BEQ .done
CMP.w #51 : BEQ .done
CMP.w #7 : BEQ .done
CMP.w #90 : BEQ .done
CMP.w #6 : BEQ .done
CMP.w #41 : BEQ .done
CMP.w #172 : BEQ .done
CMP.w #222 : BEQ .done
CMP.w #144 : BEQ .done
CMP.w #164 : BEQ .done
CLC
.done
+ SEP #$20 ; set 8-bit accumulator
RTL
;--------------------------------------------------------------------------------
;#200 - Eastern Palace - Armos Knights
;#51 - Desert Palace - Lanmolas
;#7 - Tower of Hera - Moldorm
;#32 - Agahnim's Tower - Agahnim I
;#90 - Palace of Darkness - Helmasaur King
;#6 - Swamp Palace - Arrghus
;#41 - Skull Woods - Mothula
;#172 - Thieves' Town - Blind
;#222 - Ice Palace - Kholdstare
;#144 - Misery Mire - Vitreous
;#164 - Turtle Rock - Trinexx
;#13 - Ganon's Tower - Agahnim II
;#0 - Pyramid of Power - Ganon
;--------------------------------------------------------------------------------
;JSL $06DD40 ; DashKey_Draw
;JSL $06DBF8 ; Sprite_PrepAndDrawSingleLargeLong
;JSL $06DC00 ; Sprite_PrepAndDrawSingleSmallLong ; draw first cell correctly
;JSL $00D51B ; GetAnimatedSpriteTile
;JSL $00D52D ; GetAnimatedSpriteTile.variable
;================================================================================