Files
alttpr-baserom/darkworldspawn.asm
Kevin Cathcart f573796244 Simplify dark world spawning logic
We now only change spoint points on death and on load, and not on save,
since the only save-and continue option is only available on death, and
in a save-and-quit we can handle everything on load.
2018-06-30 13:05:33 -04:00

122 lines
4.4 KiB
NASM

;================================================================================
; Dark World Spawn Location Fix & Master Sword Grove Fix
;--------------------------------------------------------------------------------
DarkWorldSaveFix:
LDA.b #$70 : PHA : PLB ; thing we wrote over - data bank change
JSL.l MasterSwordFollowerClear
JSL.l StatSaveCounter
RTL
;--------------------------------------------------------------------------------
DarkWorldLoadFix:
SEP #$20 ; set 8 bit accumulator
JSL.l OnFileLoad
REP #$20 ; restore 16 bit accumulator
LDA.w #$0007 : STA $7EC00D : STA $7EC013 ; thing we wrote over - sets up some graphics timers
RTL
;--------------------------------------------------------------------------------
DoWorldFix:
LDA.l Bugfix_MirrorlessSQToLW : BEQ .skip_mirror_check
LDA $7EF353 : BEQ .noMirror ; check if we have the mirror
.skip_mirror_check ; alt entrance point
LDA $7EF3C5 : CMP.b #$03 : !BLT .aga1Alive ; check if agahnim 1 is alive
BRA .done
.noMirror
.aga1Alive
LDA #$00 : STA $7EF3CA ; set flag to light world
LDA $7EF3CC : CMP #$07 : BNE + : LDA.b #$08 : STA $7EF3CC : + ; convert frog to dwarf
.done
RTL
;--------------------------------------------------------------------------------
SetDeathWorldChecked:
LDA $1B : BEQ .outdoors
LDA $040C : CMP #$FF : BNE .dungeon
LDA $A0 : BNE ++
LDA GanonPyramidRespawn : BNE .pyramid ; if flag is set, force respawn at pyramid on death to ganon
++
.outdoors
JMP DoWorldFix
.dungeon
LDA Bugfix_PreAgaDWDungeonDeathToFakeDW : BNE .done ; if the bugfix is enabled, we do nothing on death in dungeon
JMP DoWorldFix_skip_mirror_check
.pyramid
LDA #$40 : STA $7EF3CA ; set flag to dark world
LDA $7EF3CC : CMP #$08 : BNE + : LDA.b #$07 : STA $7EF3CC : + ; convert dwarf to frog
.done
RTL
;--------------------------------------------------------------------------------
FakeWorldFix:
LDA FixFakeWorld : BEQ +
LDA $8A : AND.b #$40 : STA $7EF3CA
+
RTL
;--------------------------------------------------------------------------------
MasterSwordFollowerClear:
LDA $7EF3CC
CMP #$0E : BEQ .clear ; clear master sword follower
;CMP #$07 : BEQ .clear ; clear frog
;CMP #$08 : BEQ .clear ; clear dwarf - consider flute implications
RTL
.clear
LDA.b #$00 : STA $7EF3CC ; clear follower
RTL
;--------------------------------------------------------------------------------
FixAgahnimFollowers:
LDA.b #$00 : STA $7EF3CC ; clear follower
JSL PrepDungeonExit ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
macro SetMinimum(base,filler,compare)
LDA.l <compare> : !SUB.l <base> : !BLT ?done
STA.l <filler>
?done:
endmacro
RefreshRainAmmo:
LDA $7EF3C5 : CMP.b #$01 : BEQ + : RTL : + ; check if we're in rain state
.rain
LDA $7EF3C8
+ CMP.b #$03 : BNE + ; Uncle
%SetMinimum($7EF36E,$7EF373,RainDeathRefillMagic_Uncle)
%SetMinimum($7EF343,$7EF375,RainDeathRefillBombs_Uncle)
%SetMinimum($7EF377,$7EF376,RainDeathRefillArrows_Uncle)
BRA .done
+ CMP.b #$02 : BNE + ; Cell
%SetMinimum($7EF36E,$7EF373,RainDeathRefillMagic_Cell)
%SetMinimum($7EF343,$7EF375,RainDeathRefillBombs_Cell)
%SetMinimum($7EF377,$7EF376,RainDeathRefillArrows_Cell)
BRA .done
+ CMP.b #$04 : BNE + ; Mantle
%SetMinimum($7EF36E,$7EF373,RainDeathRefillMagic_Mantle)
%SetMinimum($7EF343,$7EF375,RainDeathRefillBombs_Mantle)
%SetMinimum($7EF377,$7EF376,RainDeathRefillArrows_Mantle)
+
.done
RTL
;--------------------------------------------------------------------------------
!INFINITE_ARROWS = "$7F50C8"
!INFINITE_BOMBS = "$7F50C9"
!INFINITE_MAGIC = "$7F50CA"
SetEscapeAssist:
LDA $7EF3C5 : CMP.b #$01 : BNE .notrain ; check if we're in rain state
.rain
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
BRA ++
.notrain
LDA.l EscapeAssist : BIT.b #$04 : BEQ + : LDA.b #$00 : STA !INFINITE_MAGIC : +
LDA.l EscapeAssist : BIT.b #$02 : BEQ + : LDA.b #$00 : STA !INFINITE_BOMBS : +
LDA.l EscapeAssist : BIT.b #$01 : BEQ + : LDA.b #$00 : STA !INFINITE_ARROWS : +
++
RTL
;--------------------------------------------------------------------------------
SetSilverBowMode:
LDA SilverArrowsUseRestriction : BEQ + ; fix bow type for restricted arrow mode
LDA $7EF340 : CMP.b #$3 : !BLT +
!SUB.b #$02 : STA $7EF340
+
RTL
;================================================================================