# Conflicts: # LTTP_RND_GeneralBugfixes.asm # bookofmudora.asm # build.bat # catfish.asm # compasses.asm # contrib.asm # darkworldspawn.asm # entrances.asm # events.asm # floodgatesoftlock.asm # flute.asm # framehook.asm # goalitem.asm # halfmagicbat.asm # heartpieces.asm # hooks.asm # inventory.asm # invertedmaps.asm # itemtext_lower.asm # lampmantlecone.asm # mantle.asm # msu.asm # music.asm # newhud.asm # newitems.asm # pendantcrystalhud.asm # ram.asm # rngfixes.asm # roomloading.asm # shopkeeper.asm # stats.asm # stats/credits.asm # stats/creditsnew.asm # stats/statConfig.asm # tables.asm # tablets.asm # utilities.asm # zoraking.asm
94 lines
2.9 KiB
NASM
94 lines
2.9 KiB
NASM
;================================================================================
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; Randomize Book of Mudora
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;--------------------------------------------------------------------------------
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LoadLibraryItemGFX:
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LDA.l LibraryItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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%GetPossiblyEncryptedItem(LibraryItem, SpriteItemValues)
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JSL.l ResolveLootIDLong
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STA.w SpriteID, X
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JSL.l PrepDynamicTile_loot_resolved
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RTL
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;--------------------------------------------------------------------------------
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DrawLibraryItemGFX:
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PHA
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LDA.w SpriteID, X
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JSL.l DrawDynamicTile
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PLA
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RTL
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;--------------------------------------------------------------------------------
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SetLibraryItem:
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LDY.w SpriteID, X
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JSL.l ItemSet_Library ; contains thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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;0x0087 - Hera Room w/key
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;================================================================================
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; Randomize Bonk Keys
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;--------------------------------------------------------------------------------
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LoadBonkItemGFX:
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LDA.b #$08 : STA.w SpriteOAMProp, X ; thing we wrote over
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LoadBonkItemGFX_inner:
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LDA.b #$00 : STA.l RedrawFlag
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JSR LoadBonkItem_Player : STA !MULTIWORLD_SPRITEITEM_PLAYER_ID
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JSR LoadBonkItem
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STA.w SpriteItemType, X
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STA.w SpriteID, X
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JSL.l PrepDynamicTile
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RTL
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;--------------------------------------------------------------------------------
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DrawBonkItemGFX:
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PHA
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LDA.l RedrawFlag : BEQ .skipInit
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JSL.l LoadBonkItemGFX_inner
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BRA .done ; don't draw on the init frame
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.skipInit
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JSR LoadBonkItem
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JSL.l DrawDynamicTileNoShadow
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.done
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PLA
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RTL
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;--------------------------------------------------------------------------------
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GiveBonkItem:
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JSR LoadBonkItem_Player : STA !MULTIWORLD_ITEM_PLAYER_ID
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JSR LoadBonkItem
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CMP.b #$24 : BNE .notKey
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.key
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PHY : LDY.b #$24 : JSL.l AddInventory : PLY ; do inventory processing for a small key
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LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
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LDA.b #$2F : JSL.l Sound_SetSfx3PanLong
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JSL CountBonkItem
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RTL
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.notKey
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PHY : TAY : JSL.l Link_ReceiveItem : PLY
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JSL CountBonkItem
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RTL
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;--------------------------------------------------------------------------------
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LoadBonkItem:
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LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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CMP.b #115 : BNE + ; Desert Bonk Key
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LDA.l BonkKey_Desert
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BRA ++
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+ : CMP.b #140 : BNE + ; GTower Bonk Key
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LDA.l BonkKey_GTower
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BRA ++
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+
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LDA.b #$24 ; default to small key
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++
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RTS
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;--------------------------------------------------------------------------------
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LoadBonkItem_Player:
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LDA $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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CMP #115 : BNE + ; Desert Bonk Key
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LDA.l BonkKey_Desert_Player
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BRA ++
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+ : CMP #140 : BNE + ; GTower Bonk Key
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LDA.l BonkKey_GTower_Player
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BRA ++
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+
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LDA.b #$00
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++
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RTS
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