Files
alttpr-baserom/special_bombs.asm

258 lines
6.9 KiB
NASM

;--------------------------------------------------------------------------------
!ANCILLA_DAMAGE = "$06EC84"
!BOMB_LEVEL = "$7EF4A8"
; start with X = sprite index, A = ancilla type index
;--------------------------------------------------------------------------------
DamageClassCalc:
PHA
LDA GanonVulnerabilityItem : BEQ +
LDA $0E20, X : CMP #$D7 : BNE +
PLA
JSL Ganon_CheckAncillaVulnerability
RTL
+
PLA
CMP #$01 : BEQ .cane
CMP #$2C : BEQ .cane
CMP #$31 : BEQ .cane
BRA .not_cane
.cane
PHA
LDA SpecialBombs : BEQ .normal_cane
LDA $0E20, X : CMP.b #$1E : BEQ .normal_cane ; crystal switch
PLA
.impervious
LDA #$FF
RTL
.normal_cane
PLA
.not_cane
CMP #$07 : BNE .no_change
LDA SpecialBombs : BEQ .normal_bombs
LDA $0E20, X : CMP.b #$D6 : BEQ .unstunned_ganon
CMP.b #$D7 : BEQ .stunned_ganon
CMP.b #$88 : BEQ .mothula
CMP.b #$92 : BEQ .helmasaur_king
.bomb_level
LDA !BOMB_LEVEL : INC A
BRA .done
.mothula
LDA !BOMB_LEVEL : INC A
CMP #$04 : !BGE .fix_mothula
BRA .done
.fix_mothula
LDA #$03
BRA .done
.helmasaur_king
LDA $0DB0, X : CMP #$03 : !BGE .bomb_level
LDA #$08
BRA .done
.unstunned_ganon
LDA $04C5 : CMP.b #$02 : BNE .impervious
LDA $0EE0, X : BNE .impervious
LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
BRA .bomb_level
.stunned_ganon
LDA $0EE0, X : BNE .impervious
LDA #$34 : STA $0EE0, X ; give the poor pig some iframes
LDA #$20 : STA $0F10, X ; knock ganon back or something? idk
LDA #$09
BRA .done
.normal_bombs
LDA #$07
.no_change
PHX : TAX
LDA.l !ANCILLA_DAMAGE, X
PLX
CMP.b #$06 : BNE .done ; not arrows
LDA $7EF340 : CMP.b #$03 : !BGE .actual_silver_arrows
.normal_arrows
LDA #$06
.done
RTL
.actual_silver_arrows
LDA $0E20, X : CMP.b #$D7 : BNE +
LDA SpecialBombs : BNE .normal_arrows
LDA #$20 : STA $0F10, X
+
LDA #$09
RTL
; end with X = sprite index, A = damage class
;--------------------------------------------------------------------------------
!SPRITE_SETUP_HIT_BOX_LONG = "$0683EA"
!UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG = "$0683E6"
; start with X = ancilla index, Y = sprite index
;--------------------------------------------------------------------------------
Utility_CheckAncillaOverlapWithSprite:
LDA $0E20, Y : CMP #$09 : BEQ .giant_moldorm
CMP #$CB : BEQ .trinexx
.not_giant_moldorm ; ordinary collision checking
PHY : PHX
TYX
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX : PLY
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.ignore_collision
CLC
RTL
.giant_moldorm
LDA $0C4A, X : CMP #$07 : BNE .ignore_collision ; don't collide with non-bombs
LDA.l SpecialBombs : BEQ .ignore_collision
LDA $0E10, Y : BNE .ignore_collision ; Moldy can have little a I-Frames, as a treat
JSR SetUpMoldormHitbox
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
.trinexx
LDA $0C4A, X : CMP #$07 : BNE .ignore_collision ; don't collide with non-bombs
LDA.l SpecialBombs : BEQ .ignore_collision
JSR SetUpTrinexxHitbox
JSL !UTILITY_CHECK_IF_HIT_BOXES_OVERLAP_LONG
RTL
; returns carry clear if there was no overlap
;--------------------------------------------------------------------------------
SetUpTrinexxHitbox:
; rearrange trinexx's hitbox to be her middle instead of her head
LDA $0CAA, Y : PHA
LDA $0E60, Y : PHA
LDA $0D10, Y : PHA
LDA $0D30, Y : PHA
LDA $0D00, Y : PHA
LDA $0D20, Y : PHA
LDA #$80 : STA $0CAA, Y
PHX
LDA $0E80, Y : !SUB.l $1DAF28 : AND.b #$7F : TAX
LDA $7FFC00, X : STA $0D10, Y
LDA $7FFC80, X : STA $0D30, Y
LDA $7FFD00, X : STA $0D00, Y
LDA $7FFD80, X : STA $0D20, Y
TYX
STZ $0E60, X
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX
PLA : STA $0D20, Y
PLA : STA $0D00, Y
PLA : STA $0D30, Y
PLA : STA $0D10, Y
PLA : STA $0E60, Y
PLA : STA $0CAA, Y
RTS
;--------------------------------------------------------------------------------
SetUpMoldormHitbox:
; rearrange moldorm's hitbox to be his tail instead of his head
LDA $0D90, Y : PHA
LDA $0F60, Y : PHA
LDA $0D10, Y : PHA
LDA $0D30, Y : PHA
LDA $0D00, Y : PHA
LDA $0D20, Y : PHA
PHY : PHX
LDA $0E80, Y : !SUB.b #$30 : AND.b #$7F : TAX
LDA $7FFC00, X : STA $0D10, Y
LDA $7FFC80, X : STA $0D30, Y
LDA $7FFD00, X : STA $0D00, Y
LDA $7FFD80, X : STA $0D20, Y
LDA #$01 : STA $09D0, Y
TYX
STZ $0F60, X
JSL !SPRITE_SETUP_HIT_BOX_LONG
PLX : PLY
PLA : STA $0D20, Y
PLA : STA $0D00, Y
PLA : STA $0D30, Y
PLA : STA $0D10, Y
PLA : STA $0F60, Y
PLA : STA $0D90, Y
RTS
;--------------------------------------------------------------------------------
; start with X = ancilla index, Y = sprite index
Utility_CheckHelmasaurKingCollision:
LDA $0C4A, X : CMP #$07 : BNE .normal ; normal behavior with non-bombs
LDA.l SpecialBombs : BEQ .normal
CLC
RTL
.normal
LDA $0DB0, Y : CMP.b #$03
RTL
; returns carry set if there is collision immunity
;--------------------------------------------------------------------------------
Utility_CheckHammerHelmasaurKingMask:
LDA.l SpecialBombs : BNE .no_effect
LDA $0301 : AND #$0A
RTL
.no_effect
LDA #$00
RTL
;--------------------------------------------------------------------------------
Utility_CheckImpervious:
LDA $0E20, X : CMP.b #$CB : BEQ .trinexx
.normal
LDA $0E60, X : AND.b #$40 : BNE .impervious
LDA $0CF2 : CMP #$FF : BEQ .impervious ; special "always-impervious" class
LDA $0E20, X : CMP.b #$CC : BEQ .sidenexx : CMP.b #$CD : BEQ .sidenexx
LDA $0301 : AND.b #$0A : BEQ .not_impervious ; normal behavior if not hammer
JSL Ganon_CheckHammerVulnerability : BCS .not_impervious
LDA.l SpecialBombs : BEQ .not_impervious
LDA $0E20, X : CMP.b #$1E : BEQ .not_impervious ; crystal switch
CMP.b #$40 : BEQ .not_impervious ; aga barrier
BRA .impervious
.trinexx
LDA SpecialBombs : BEQ .normal
LDA $0301 : AND.b #$0A : BNE .impervious ; impervious to hammer
BRA .not_impervious
.sidenexx
LDA $0CAA, X : AND.b #$04 : BEQ .vulnerable
LDA SpecialBombs : BEQ .not_impervious
LDA $0CF2 : CMP #$06 : !BLT .impervious ; swords are ineffective
BRA .not_impervious
.vulnerable
LDA SpecialBombs : BEQ .not_impervious
LDA $0CF2 : CMP #$06 : !BGE .impervious ; non-swords are ineffective
BRA .not_impervious
.not_impervious
LDA #$00 : RTL
.impervious
LDA #$01 : RTL
; returns nonzero A if impervious
;--------------------------------------------------------------------------------
!SPRITE_INITIALIZED_SEGMENTED = "$1DD6D1"
; start with X = sprite index
;--------------------------------------------------------------------------------
AllowBombingMoldorm:
LDA SpecialBombs : BNE .no_disable_projectiles
INC $0BA0, X
.no_disable_projectiles
JSL !SPRITE_INITIALIZED_SEGMENTED
RTL
;--------------------------------------------------------------------------------
DrawSwordInMenu:
LDA $7EF359 : AND.w #$00FF : CMP.w #$00FF : BEQ .noSword
.hasSword
STA $02
LDA.w #$F859 : STA $04
RTL
.noSword
LDA SpecialBombs : AND.w #$00FF : BNE .bombSword
LDA.w #$0000 : STA $02
LDA.w #$F859 : STA $04
RTL
.bombSword
LDA $7EF4A8 : AND.w #$00FF : STA $02
LDA.w #$FC51 : STA $04
RTL
;--------------------------------------------------------------------------------