Files
alttpr-baserom/retro.asm
Myramong ec138f4f98 events.asm: optimized a loop & fixed a bug
icepalacegraphics.asm: commented out a debug sta
retro.asm: check for arrows by checking arrows instead of bow
tables.asm: change default retro arrow price to match the price set by the randomizer site
2019-02-01 01:05:08 -04:00

79 lines
1.7 KiB
NASM

!INFINITE_BOMBS = "$7F50C9"
IsItemAvailable:
LDA !INFINITE_BOMBS : BEQ .finite
.infinite
CPX.b #$04 : BNE .finite
LDA.b #$01 : RTL
.finite
LDA $7EF33F, X
RTL
LoadBombCount:
LDA !INFINITE_BOMBS : BNE .infinite
.finite
LDA $7EF343
.infinite
RTL
LoadBombCount16:
LDA !INFINITE_BOMBS : AND.w #$00FF : BNE .infinite
.finite
LDA $7EF343
.infinite
RTL
StoreBombCount:
PHA : LDA !INFINITE_BOMBS : BEQ .finite
.infinite
PLA : LDA.b #$01 : RTL
.finite
PLA : STA $7EF343
RTL
!INFINITE_ARROWS = "$7F50C8"
DecrementArrows:
LDA !INFINITE_ARROWS : BNE .infinite
LDA.l ArrowMode : BNE .rupees : BRA .normal
.infinite
LDA.b #$01 : RTL
.normal
LDA $7EF377 : BEQ .done
DEC : STA $7EF377 : INC
BRA .done
.rupees
LDA $7EF377 : BEQ .done ; don't have arrows, we're done
LDA $7EF340 : AND.b #$01 : BEQ +
LDA.b $0B99 : BNE + ; Arrow Game active and has credits left
LDA.b $0B9A : BNE + ; Arrow Game active and on last arrow
LDA.b #$00 : RTL
+
PHX
REP #$20 ; set 16-bit accumulator
LDA $7EF360 : BEQ +
PHA : LDA $7EF340 : DEC : AND #$0002 : TAX : PLA
!SUB.l ArrowModeWoodArrowCost, X ; CMP.w #$0000
BMI .not_enough_money
STA $7EF360 : LDA.w #$0001 : BRA +
.not_enough_money
LDA.w #$0000
+
SEP #$20 ; set 8-bit accumulator
PLX
.done
CMP.b #$00
RTL
ArrowGame:
LDA $0B99 : BEQ +
DEC $0B99 ; reduce minigame arrow count
LDA.l ArrowMode : BNE .rupees
.normal
LDA $7EF377 : INC #2 : STA $7EF377 ; increment arrow count (by 2 for some reason)
RTL
.rupees
PHX
REP #$20 ; set 16-bit accumulator
LDA $7EF340 : DEC : AND #$0002 : TAX
LDA $7EF360 : !ADD.l ArrowModeWoodArrowCost, X : STA $7EF360
SEP #$20 ; set 8-bit accumulator
PLX
+
RTL