Files
alttpr-baserom/lampmantlecone.asm
2024-02-23 11:11:59 -06:00

53 lines
2.2 KiB
NASM

;================================================================================
; Lamp Mantle & Light Cone Fix
;--------------------------------------------------------------------------------
; Output: 0 for darkness, 1 for lamp cone
;--------------------------------------------------------------------------------
LampCheck:
LDA.l LightConeModifier : BNE .lamp
LDA.l LampEquipment : BNE .lamp ; skip if we already have lantern
LDA.w DungeonID : CMP.b #$04 : BCS + ; are we en HC?
LDA.l LampConeSewers : RTL
+ : TDC
.lamp
RTL
;================================================================================
;--------------------------------------------------------------------------------
; Output: 0 locked, 1 open
;--------------------------------------------------------------------------------
CheckForZelda:
LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
LDA.b #$01 ; pretend we have zelda anyway
RTL
+
LDA.l FollowerIndicator
RTL
;================================================================================
SetOverlayIfLamp:
JSL LampCheck
STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
RTL
;================================================================================
; Mantle Object Changes
;--------------------------------------------------------------------------------
Mantle_CorrectPosition:
LDA.l ProgressFlags : AND.b #$04 : BEQ +
LDA.b #$0A : STA.w SpritePosXLow, X ; just spawn it off to the side where we know it should be
LDA.b #$03 : STA.w SpritePosXHigh, X
LDA.b #$90 : STA.w SpriteSpawnStep, X
+
LDA.w SpritePosYLow, X : !ADD.b #$03 ; thing we did originally
RTL
;================================================================================
; Mirror Scroll -> Spawn at Zelda's Cell
;--------------------------------------------------------------------------------
MirrorScrollSpawnZelda:
LDA.l MirrorEquipment : CMP.b #$01 : BNE + ;mirror scroll
LDA.l StartingEntrance : CMP.b #$02 : BEQ ++ ; zelda's cell
CMP.b #$04 : BNE +
++ INC.w RespawnFlag
; what we replaced
+ STZ.b GameSubMode : STZ.b NMISTRIPES
RTL