Files
alttpr-baserom/newitems.asm
cassidy 7cc5f802f9 Move compass counts to ROM and trackable RAM
Add flag if compass HUD count has been displayed in SRAM
Move low hearts fix from tables.asm to bugfixes.asm
Rearrange dungeon stats in SRAM to match door rando ROM
2021-12-14 22:52:20 -05:00

1169 lines
41 KiB
NASM
Executable File

;================================================================================
; New Item Handlers
;--------------------------------------------------------------------------------
; REMEMBER TO UPDATE THE TABLES IN UTILITIES.ASM!
;--------------------------------------------------------------------------------
; #$4C - Bomb Capacity (50)
; #$4D - Arrow Capacity (70)
; #$4E - 1/2 Magic
; #$4F - 1/4 Magic
; #$50 - Safe Master Sword
; #$51 - Bomb Capacity (+5)
; #$52 - Bomb Capacity (+10)
; #$53 - Arrow Capacity (+5)
; #$54 - Arrow Capacity (+10)
; #$55 - Programmable Item 1
; #$56 - Programmable Item 2
; #$57 - Programmable Item 3
; #$58 - Upgrade-Only Silver Arrows
; #$59 - Rupoor
; #$5A - Null Item
; #$5B - Red Clock
; #$5C - Blue Clock
; #$5D - Green Clock
; #$5E - Progressive Sword
; #$5F - Progressive Shield
; #$60 - Progressive Armor
; #$61 - Progressive Lifting Glove
; #$62 - RNG Pool Item (Single)
; #$63 - RNG Pool Item (Multi)
; #$64 - Progressive Bow
; #$65 - Progressive Bow
; #$6A - Goal Item (Single/Triforce)
; #$6B - Goal Item (Multi/Power Star)
; #$6C - Goal Item (Multi/Triforce Piece)
; #$6D - Server Request F0 (Hearts / Powder / Mushroom / Bonkable)
; #$6E - Server Request F1 (NPC)
; #$6F - Server Request F2 (Tablets / Pedestal)
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
; #$A0 - Small Keys
; #$FE - Server Request (Asychronous Chest)
; #$FF - Null Chest
;--------------------------------------------------------------------------------
; Service Indexes
; 0x00 - 0x04 - chests
; 0xF0 - freestanding heart / powder / mushroom / bonkable
; 0xF1 - freestanding heart 2 / boss heart / npc
; 0xF3 - tablet/pedestal
;--------------------------------------------------------------------------------
;GetAnimatedSpriteGfxFile:
; LDY.b #$32
; CMP.b #$39 : BCS + ; If tile index >= 0x39, use sprite file 0x32 (Blank file)
;
; LDY.b #$5D
;
; CMP.b #$23 : BEQ + ; If tile index is 0x23 (Pendant)...
; CMP.b #$37 : BCS + ; ...or tile index >= 0x37, use sprite file 0x5D (Pendant, Boots, 20 Rupees)
;
; LDY.b #$5C
;
; CMP.b #$0C : BEQ + ; If tile index is 0x0C (Flute)...
; CMP.b #$24 : BCS + ; ...or tile index >= 24, use sprite file 0x5C (Rupees, Crystal, Heart Piece ... ...)
;
; ; Otherwise, use sprite file 0x5B (Medallions, Mirror, Flippers, Lantern, Compass...)
; LDY.b #$5B
;+
;JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteGfxFile:
CMP.b #$0C : BNE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$23 : BNE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$48 : BNE +
LDY.b #$60 : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$24 : !BGE +
LDY.b #$5B : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$37 : !BGE +
LDY.b #$5C : JML GetAnimatedSpriteGfxFile_return
+
CMP.b #$39 : !BGE +
LDY.b #$5D : JML GetAnimatedSpriteGfxFile_return
+
LDY.b #$32
JML GetAnimatedSpriteGfxFile_return
;--------------------------------------------------------------------------------
GetAnimatedSpriteBufferPointer_table:
; Original data:
dw $09C0, $0030, $0060, $0090, $00C0, $0300, $0318, $0330
dw $0348, $0360, $0378, $0390, $0930, $03F0, $0420, $0450
dw $0468, $0600, $0630, $0660, $0690, $06C0, $06F0, $0720 ; disassembly (incorrectly?) says this is $0270
dw $0750, $0768, $0900, $0930, $0960, $0990, $09F0, $0000
dw $00F0, $0A20, $0A50, $0660, $0600, $0618, $0630, $0648
dw $0678, $06D8, $06A8, $0708, $0738, $0768, $0960, $0900
dw $03C0, $0990, $09A8, $09C0, $09D8, $0A08, $0A38, $0600
dw $0630
; New data:
dw $0600, $0630, $0660, $0690 ; 50 Bombs / 70 Arrows / Half Magic / Quarter Magic
dw $06C0, $06F0, $0720 ; +5/+10 Bomb Arrows
;#$4x
dw $0750 ; +10 Arrows
dw $0900 ; Upgrade-Only Silver Arrows
dw $09D8 ; Unused
dw $0930, $0960, $0990, $09C0 ; Lvl 1/2/3/4 Sword (Freestanding)
dw $09F0 ; Null-Item
dw $09C0 ; Clock
dw $0A20 ; Triforce
dw $0A50 ; Power Star
GetAnimatedSpriteBufferPointer:
;PHB : PHK : PLB
LDA.b $00 : ADC.l GetAnimatedSpriteBufferPointer_table, X
;PLB
RTL
;--------------------------------------------------------------------------------
macro ProgrammableItemLogic(index)
LDA.l ProgrammableItemLogicPointer_<index> : BNE ?jump
LDA.l ProgrammableItemLogicPointer_<index>+1 : BNE ?jump
LDA.l ProgrammableItemLogicPointer_<index>+2 : BNE ?jump
BRA ?end
?jump:
JSL.l ProgrammableItemLogicJump_<index>
?end:
endmacro
macro ValueShift()
TAX : LDA.b #$01
?start:
CPX #$00 : BEQ ?end
ASL
DEX
BRA ?start : ?end:
endmacro
;--------------------------------------------------------------------------------
;carry clear if pass
;carry set if caught
;incsrc eventdata.asm
ProcessEventItems:
;STA $FFFFFF
LDA $00 : PHA
LDA $01 : PHA
LDA $02 : PHA
PHY : PHP
PHB : LDA.b #$AF : PHA : PLB
LDA $02D8
CMP.b #$E0 : BNE +
REP #$30 ; set 16-bit accumulator & index registers
LDA RNGItem : ASL : TAX
LDA.l EventDataOffsets, X : !ADD #EventDataTable : STA $00
SEP #$20 ; set 8-bit accumulator
LDA.b #$AF : STA $02
JSL.l LoadDialogAddressIndirect
LDA RNGItem : INC : STA RNGItem
SEP #$10 ; set 8-bit index registers
LDA GoalItemRequirement : BEQ ++
LDA GoalCounter : INC : STA GoalCounter
CMP GoalItemRequirement : !BLT ++
LDA TurnInGoalItems : BNE ++
JSL.l ActivateGoal
++
LDX.b #$01 : BRA .done
+
LDX.b #$00
.done
PLB
PLP : PLY
PLA : STA $02
PLA : STA $01
PLA : STA $00
RTS
;--------------------------------------------------------------------------------
AddReceivedItemExpandedGetItem:
PHX
;JSR.w ProcessEventItems : CPX.b #$00 : BEQ ++
; ;JSL.l Main_ShowTextMessage_Alt
; LDA GoalCounter : INC : STA GoalCounter
; LDA.b #$01 : STA $7F50XX
; JMP .done
;++
;STA $FFFFFF
LDA $02D8 ; check inventory
JSL.l FreeDungeonItemNotice
CMP.b #$0B : BNE + ; Bow
LDA BowTracking : AND.b #$40 : BEQ ++
LDA.l SilverArrowsUseRestriction : BNE ++
LDA.b #03 : STA BowEquipment ; set bow to silver
++
JMP .done
+ CMP.b #$3B : BNE + ; Silver Bow
LDA.l SilverArrowsUseRestriction : BNE .noequip
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
LDA ArrowsFiller : BNE ++ ; check arrows
LDA.b #$03 : BRA +++ ; bow without arrow
++
LDA.b #$04 ; bow with arrow
+++
STA BowEquipment
.noequip
LDA BowTracking : ORA #$40 : STA BowTracking ; mark silver bow on y-toggle
JMP .done
+ CMP.b #$4C : BNE + ; 50 bombs
;LDA.b #$07 : STA BombCapacityUpgrades ; upgrade bombs
LDA.b #50 : !SUB.l StartingMaxBombs : STA BombCapacityUpgrades ; upgrade bombs
LDA.b #50 : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$4D : BNE + ; 70 arrows
;LDA #$07 : STA ArrowCapacityUpgrades ; upgrade arrows
LDA.b #70 : !SUB.l StartingMaxArrows : STA ArrowCapacityUpgrades ; upgrade arrows
LDA.b #70 : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$4E : BNE + ; 1/2 magic
LDA MagicConsumption : CMP #$02 : !BGE ++
INC : STA MagicConsumption ; upgrade magic
++
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$4F : BNE + ; 1/4 magic
LDA.b #$02 : STA MagicConsumption ; upgrade magic
LDA.b #$80 : STA MagicFiller ; fill magic
JMP .done
+ CMP.b #$50 : BNE + ; Master Sword (Safe)
LDA SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
LDA.b #$02 : STA SwordEquipment ; set master sword
JMP .done
+ CMP.b #$51 : BNE + ; +5 Bombs
LDA BombCapacityUpgrades : !ADD.b #$05 : STA BombCapacityUpgrades ; upgrade bombs +5
LDA.l Upgrade5BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$52 : BNE + ; +10 Bombs
LDA BombCapacityUpgrades : !ADD.b #$0A : STA BombCapacityUpgrades ; upgrade bombs +10
LDA.l Upgrade10BombsRefill : STA BombsFiller ; fill bombs
JMP .done
+ CMP.b #$53 : BNE + ; +5 Arrows
LDA ArrowCapacityUpgrades : !ADD.b #$05 : STA ArrowCapacityUpgrades ; upgrade arrows +5
LDA.l Upgrade5ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$54 : BNE + ; +10 Arrows
LDA ArrowCapacityUpgrades : !ADD.b #$0A : STA ArrowCapacityUpgrades ; upgrade arrows +10
LDA.l Upgrade10ArrowsRefill : STA ArrowsFiller ; fill arrows
JMP .done
+ CMP.b #$55 : BNE + ; Programmable Object 1
%ProgrammableItemLogic(1)
JMP .done
+ CMP.b #$56 : BNE + ; Programmable Object 2
%ProgrammableItemLogic(2)
JMP .done
+ CMP.b #$57 : BNE + ; Programmable Object 3
%ProgrammableItemLogic(3)
JMP .done
+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
LDA.l SilverArrowsUseRestriction : BNE +++
LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
LDA BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
!ADD.b #$02 : STA BowEquipment ; switch to silver bow
++
+++
LDA.l ArrowMode : BEQ ++
LDA.b #$01 : STA ArrowsFiller
++
+ CMP.b #$59 : BNE + ; 1 Rupoor
REP #$20 : LDA CurrentRupees : !SUB RupoorDeduction : STA CurrentRupees : SEP #$20 ; Take 1 rupee
JMP .done
+ CMP.b #$5A : BNE + ; Null Item
JMP .done
+ CMP.b #$5B : BNE + ; Red Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l RedClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l RedClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5C : BNE + ; Blue Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l BlueClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l BlueClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5D : BNE + ; Green Clock
REP #$20 ; set 16-bit accumulator
LDA ChallengeTimer : !ADD.l GreenClockAmount : STA ChallengeTimer
LDA ChallengeTimer+2 : ADC.l GreenClockAmount+2 : STA ChallengeTimer+2
SEP #$20 ; set 8-bit accumulator
JMP .done
+ CMP.b #$5E : BNE + ; Progressive Sword
JMP .done
+ CMP.b #$5F : BNE + ; Progressive Shield
JMP .done
+ CMP.b #$60 : BNE + ; Progressive Armor
JMP .done
+ CMP.b #$61 : BNE + ; Progressive Lifting Glove
JMP .done
+ CMP.b #$62 : BNE + ; RNG Pool Item (Single)
JMP .done
+ CMP.b #$63 : BNE + ; RNG Pool Item (Multi)
JMP .done
+ CMP.b #$64 : BNE + ; Progressive Bow
JMP .done
+ CMP.b #$65 : BNE + ; Progressive Bow
JMP .done
+ CMP.b #$6A : BNE + ; Goal Collectable (Single/Triforce)
JSL.l ActivateGoal
JMP .done
+ CMP.b #$6B : BNE + ; Goal Collectable (Multi/Power Star)
BRA .multi_collect
+ CMP.b #$6C : BNE + ; Goal Collectable (Multi/Power Star) Alternate Graphic
.multi_collect
LDA GoalItemRequirement : BEQ ++
LDA GoalCounter : INC : STA GoalCounter
CMP GoalItemRequirement : !BLT ++
LDA TurnInGoalItems : BNE ++
JSL.l ActivateGoal
++
JMP .done
+ CMP.b #$6D : BNE + ; Server Request F0
JSL.l ItemGetServiceRequest_F0
JMP .done
+ CMP.b #$6E : BNE + ; Server Request F1
JSL.l ItemGetServiceRequest_F1
JMP .done
+ CMP.b #$6F : BNE + ; Server Request F2
JSL.l ItemGetServiceRequest_F2
JMP .done
;+ CMP.b #$FE : BNE + ; Server Request (Null Chest)
; JSL.l ItemGetServiceRequest
; JMP .done
+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA MapField : STA MapField ; Map 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA MapField+1 : STA MapField+1 ; Map 2
JMP .done
+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA CompassField : STA CompassField ; Compass 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA CompassField+1 : STA CompassField+1 ; Compass 2
JMP .done
+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
AND #$0F : CMP #$08 : !BGE ++
%ValueShift()
ORA BigKeyField : STA BigKeyField ; Big Key 1
JMP .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
ORA BigKeyField+1 : STA BigKeyField+1 ; Big Key 2
JMP .done
+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
AND #$0F : TAX
LDA DungeonKeys, X : INC : STA DungeonKeys, X ; Increment Key Count
CPX.b #$00 : BNE ++
STA HyruleCastleKeys ; copy HC to sewers
++ : CPX.b #$01 : BNE ++
STA SewerKeys ; copy sewers to HC
++
LDA.l GenericKeys : BEQ +
.generic
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
JMP .done
.normal
TXA : ASL : CMP $040C : BNE ++
LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
++
JMP .done
+
.done
PLX
LDA $02E9 : CMP.b #$01 ; thing we wrote over
RTL
; #$70 - Maps
; #$80 - Compasses
; #$90 - Big Keys
; #$A0 - Small Keys
;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
!ITEM_BUSY = "$7F5091"
;2B:Bottle Already Filled w/ Red Potion
;2C:Bottle Already Filled w/ Green Potion
;2D:Bottle Already Filled w/ Blue Potion
;3C:Bottle Already Filled w/ Bee
;3D:Bottle Already Filled w/ Fairy
;48:Bottle Already Filled w/ Gold Bee
AddReceivedItemExpanded:
{
PHA : PHX
JSL.l PreItemGet
LDA $02D8 ; Item Value
JSR AttemptItemSubstitution
STA $02D8
JSR IncrementItemCounters
CMP.b #$16 : BNE ++ ; Bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$2B : BNE ++ ; Red Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$2C : BNE ++ ; Green Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$2D : BNE ++ ; Blue Potion w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$3C : BNE ++ ; Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$3D : BNE ++ ; Fairy w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$48 : BNE ++ ; Gold Bee w/bottle
JSR.w CountBottles : CMP.l BottleLimit : !BLT +++
LDA.l BottleLimitReplacement : STA $02D8
+++ : JMP .done
++ : CMP.b #$4E : BNE ++ ; Progressive Magic
LDA MagicConsumption : BEQ +++
LDA.b #$4F : STA $02D8
+++ : JMP .done
++ : CMP.b #$5E : BNE ++ ; Progressive Sword
LDA SwordEquipment : CMP.l ProgressiveSwordLimit : !BLT +
LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Sword
LDA.b #$49 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Sword
LDA.b #$50 : STA $02D8 : JMP .done
+ : CMP.b #$02 : BNE + ; Master Sword
LDA.b #$02 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$03 : STA $02D8 : JMP .done
++ : CMP.b #$5F : BNE ++ ; Progressive Shield
LDA ShieldEquipment : CMP.l ProgressiveShieldLimit : !BLT +
LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Shield
LDA.b #$04 : STA $02D8 : JMP .done
+ : CMP.b #$01 : BNE + ; Fighter Shield
LDA.b #$05 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$06 : STA $02D8 : JMP .done
++ : CMP.b #$60 : BNE ++ ; Progressive Armor
LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT +
LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Armor
LDA.b #$22 : STA $02D8 : JMP .done
+ ; Everything Else
LDA.b #$23 : STA $02D8 : JMP .done
++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
LDA GloveEquipment : BNE + ; No Lift
LDA.b #$1B : STA $02D8 : BRA .done
+ ; Everything Else
LDA.b #$1C : STA $02D8 : BRA .done
++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
LDA BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
+ : CMP.b #$00 : BNE + ; No Bow
LDA.b #$3A : STA $02D8 : BRA .done
+ ; Any Bow
LDA.b #$3B : STA $02D8 : BRA .done
++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
LDA.l BowTracking : ORA #$20 : STA.l BowTracking
BRA --
; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest)
; JSL ChestItemServiceRequest
; BRA .done
++ : CMP.b #$62 : BNE ++ ; RNG Item (Single)
JSL.l GetRNGItemSingle : STA $02D8
XBA : JSR.w MarkRNGItemSingle
LDA #$FF : STA !LOCK_IN ; clear lock-in
BRA .done
++ : CMP.b #$63 : BNE ++ ; RNG Item (Multi)
JSL.l GetRNGItemMulti : STA $02D8
LDA #$FF : STA !LOCK_IN ; clear lock-in
BRA .done
++
.done
PLX : PLA
PHB : PHK ; we're skipping the corresponding instructions to grab the data bank
JML.l AddReceivedItem+2
}
;--------------------------------------------------------------------------------
;DATA AddReceivedItemExpanded
{
; This is a temporary measure for Fish to have consistent addresses
org $A08800
.y_offsets
db -5, -5, -5, -5, -5, -4, -4, -5
db -5, -4, -4, -4, -2, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -4, -5, -4, -4, -4, -4
db -4, -4, -2, -4, -4, -4, -4, -4
db -4, -4, -4, -4, -2, -2, -2, -4
db -4, -4, -4, -4, -4, -4, -4, -4
db -4, -4, -2, -2, -4, -2, -4, -4
db -4, -5, -4, -4
;new
db -4, -4, -4, -4
db -5 ; Master Sword (Safe)
db -4, -4, -4, -4 ; +5/+10 Bomb Arrows
db -4, -4, -4 ; 3x Programmable Item
db -4 ; Upgrade-Only Sivler Arrows
db -4 ; 1 Rupoor
db -4 ; Null Item
db -4, -4, -4 ; Red, Blue & Green Clocks
db -4, -4, -4, -4 ; Progressive Sword, Shield, Armor & Gloves
db -4, -4 ; RNG Single & Multi
db -4, -4 ; Progressive Bow x2
db -4, -4, -4, -4 ; Unused
db -4, -4, -4 ; Goal Item Single, Multi & Alt Multi
db -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Map
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Compass
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Big Key
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Free Small Key
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
db -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 ; Unused
.x_offsets
db 4, 4, 4, 4, 4, 0, 0, 4
db 4, 4, 4, 4, 5, 0, 0, 0
db 0, 0, 0, 4, 0, 4, 0, 0
db 4, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 0, 0, 0
db 0, 0, 5, 0, 0, 0, 0, 0
db 0, 0, 0, 0, 4, 4, 4, 0
db 0, 0, 0, 0, 0, 0, 0, 0
db 0, 0, 4, 4, 0, 4, 0, 0
db 0, 4, 0, 0
;new
db 0, 0, 0, 0
db 4 ; Master Sword (Safe)
db 0, 0, 0, 0 ; +5/+10 Bomb Arrows
db 0, 0, 0 ; 3x Programmable Item
db 0 ; Upgrade-Only Sivler Arrows
db 4 ; 1 Rupoor
db 0 ; Null Item
db 0, 0, 0 ; Red, Blue & Green Clocks
db 0, 0, 0, 0 ; Progressive Sword, Shield, Armor & Gloves
db 0, 0 ; RNG Single & Multi
db 0, 0 ; Progressive Bow x2
db 0, 0, 0, 0 ; Unused
db 0, 0, 0 ; Goal Item Single, Multi & Alt Multi
db 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Map
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Compass
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Free Big Key
;db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; *EVENT*
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
db 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ; Unused
.item_graphics_indices
db $06, $18, $18, $18, $2D, $20, $2E, $09
db $09, $0A, $08, $05, $10, $0B, $2C, $1B
db $1A, $1C, $14, $19, $0C, $07, $1D, $2F
db $07, $15, $12, $0D, $0D, $0E, $11, $17
db $28, $27, $04, $04, $0F, $16, $03, $13
db $01, $1E, $10, $00, $00, $00, $00, $00
db $00, $30, $22, $21, $24, $24, $24, $23
db $23, $23, $29, $2A, $2C, $2B, $03, $03
db $34, $35, $31, $33, $02, $32, $36, $37
db $2C, $06, $0C, $38
;new
db $39, $3A, $3B, $3C
;5x
db $18 ; Master Sword (Safe)
db $3D, $3E, $3F, $40 ; +5/+10 Bomb Arrows
db $00, $00, $00 ; 3x Programmable Item
db $41 ; Upgrade-Only Sivler Arrows
db $24 ; 1 Rupoor
db $47 ; Null Item
db $48, $48, $48 ; Red, Blue & Green Clocks
db $FF, $FF, $04, $0D ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db $FF, $FF ; Progressive Bow x2
db $FF, $FF, $FF, $FF ; Unused
db $49, $4A, $49 ; Goal Item Single, Multi & Alt Multi
db $FF, $FF, $FF ; Unused
db $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21, $21 ; Free Map
db $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16, $16 ; Free Compass
db $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22, $22 ; Free Big Key
db $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F, $0F ; Free Small Key
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
;db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; *EVENT*
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
db $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49, $49 ; Unused
.wide_item_flag
db $00, $00, $00, $00, $00, $02, $02, $00
db $00, $00, $00, $00, $00, $02, $02, $02
db $02, $02, $02, $00, $02, $00, $02, $02
db $00, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $02, $02, $02
db $02, $02, $00, $02, $02, $02, $02, $02
db $02, $02, $02, $02, $00, $00, $00, $02
db $02, $02, $02, $02, $02, $02, $02, $02
db $02, $02, $00, $00, $02, $00, $02, $02
db $02, $00, $02, $02
;new
db $02, $02, $02, $02
db $00 ; Master Sword (Safe)
db $02, $02, $02, $02 ; +5/+10 Bomb Arrows
db $02, $02, $02 ; 3x Programmable Item
db $02 ; Upgrade-Only Sivler Arrows
db $00 ; 1 Rupoor
db $02 ; Null Item
db $02, $02, $02 ; Red, Blue & Green Clocks
db $02, $02, $02, $02 ; Progressive Sword, Shield, Armor & Gloves
db $02, $02 ; RNG Single & Multi
db $02, $02 ; Progressive Bow x2
db $02, $02, $02, $02 ; Unused
db $02, $02, $02 ; Goal Item Single, Multi & Alt Multi
db $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Map
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Compass
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Free Big Key
db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; Free Small Key
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02, $02 ; Unused
.properties
db 5, -1, 5, 5, 5, 5, 5, 1
db 2, 1, 1, 1, 2, 2, 2, 4
db 4, 4, 1, 1, 2, 1, 1, 1
db 2, 1, 2, 1, 4, 4, 2, 1
db 6, 1, 2, 1, 2, 2, 1, 2
db 2, 4, 1, 1, 4, 2, 1, 4
db 2, 2, 4, 4, 4, 2, 1, 4
db 1, 2, 2, 1, 2, 2, 1, 1
db 4, 4, 1, 2, 2, 4, 4, 4
db 2, 5, 2, 1
;new
db 4, 4, 4, 4
db 5 ; Master Sword (Safe)
db 4, 4, 4, 4 ; +5/+10 Bomb Arrows
db 4, 4, 4 ; 3x Programmable Item
db 1 ; Upgrade-Only Sivler Arrows
db 3 ; 1 Rupoor
db 1 ; Null Item
db 1, 2, 4 ; Red, Blue & Green Clocks
db $FF, $FF, $FF, $FF ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db 0, 0 ; Progressive Bow
db 0, 0, 0, 0 ; Unused
db 4, 4, 4 ; Goal Item Single, Multi & Alt Multi
db 0, 0, 0 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Map
db 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 ; Free Compass
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Big Key
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Free Small Key
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
db 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 ; Unused
; \item Target SRAM addresses for items you receive
.item_target_addr
dw $F359, $F359, $F359, $F359, $F35A, $F35A, $F35A, $F345
dw $F346, $F34B, $F342, $F340, $F341, $F344, $F35C, $F347
dw $F348, $F349, $F34A, $F34C, $F34C, $F350, $F35C, $F36B
dw $F351, $F352, $F353, $F354, $F354, $F34E, $F356, $F357
dw $F37A, $F34D, $F35B, $F35B, $F36F, $F364, $F36C, $F375
dw $F375, $F344, $F341, $F35C, $F35C, $F35C, $F36D, $F36E
dw $F36E, $F375, $F366, $F368, $F360, $F360, $F360, $F374
dw $F374, $F374, $F340, $F340, $F35C, $F35C, $F36C, $F36C
dw $F360, $F360, $F372, $F376, $F376, $F373, $F360, $F360
dw $F35C, $F359, $F34C, $F355
;new
dw $F375, $F376, $F373, $F373
dw $F359 ; Master Sword (Safe)
dw $F375, $F375, $F376, $F376 ; +5/+10 Bomb Arrows
dw $F41A, $F41C, $F41E ; 3x Programmable Item
dw $F340 ; Upgrade-Only Silver Arrows
dw $F360 ; 1 Rupoor
dw $F36A ; Null Item
dw $F454, $F454, $F454 ; Red, Blue & Green Clocks
dw $F359, $F35A, $F35B, $F354 ; Progressive Sword, Shield, Armor & Gloves
dw $F36A, $F36A ; RNG Single & Multi
dw $F340, $F340 ; Progressive Bow x2
dw $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A ; Goal Item Single, Multi & Alt Multi
dw $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Map
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Compass
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Big Key
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Small Key
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
}
; DATA Values to write to the above SRAM locations.
{
.item_values
db $01, $02, $03, $04, $01, $02, $03, $01
db $01, $01, $01, $01, $01, $02, $FF, $01
db $01, $01, $01, $01, $02, $01, $FF, $FF
db $01, $01, $02, $01, $02, $01, $01, $01
db $FF, $01, $FF, $02, $FF, $FF, $FF, $FF
db $FF, $FF, $02, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FB, $EC, $FF
db $FF, $FF, $01, $03, $FF, $FF, $FF, $FF
db $9C, $CE, $FF, $01, $0A, $FF, $FF, $FF
db $FF, $01, $03, $01
;new
db $32, $46, $80, $80
db $02 ; Master Sword (Safe)
db $FF, $FF, $FF, $FF ; +5/+10 Bomb Arrows
db $FF, $FF, $FF ; 3x Programmable Item
db $FF ; Upgrade-Only Sivler Arrows
db $FF ; 1 Rupoor
db $FF ; Null Item
db $FF, $FF, $FF ; Red, Blue & Green Clocks
db $FF, $FF, $FF, $FF ; Progressive Sword, Shield, Armor & Gloves
db $FF, $FF ; RNG Single & Multi
db $FF, $FF ; Progressive Bow
db $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF ; Goal Item Single, Multi & Alt Multi
db $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Map
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Compass
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Big Key
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Free Small Key
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF ; Unused
;0x00 - Sewer Passage
;0x02 - Hyrule Castle
;0x04 - Eastern Palace
;0x06 - Desert Palace
;0x08 - Hyrule Castle 2
;0x0A - Swamp Palace
;0x0C - Dark Palace
;0x0E - Misery Mire
;0x10 - Skull Woods
;0x12 - Ice Palace
;0x14 - Tower of Hera
;0x16 - Gargoyle's Domain
;0x18 - Turtle Rock
;0x1A - Ganon's Tower
.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
; sewers and castle get 2 bits active so that they can share their items elegantly
dw $C000, $C000, $2000, $1000, $0800, $0400, $0200, $0100
dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
dw $0000, $0000, $0000, $0000, $0000, $0000, $0000
db $00
dw $0000 ; Caves
}
;--------------------------------------------------------------------------------
BottleListExpanded:
db $16, $2B, $2C, $2D, $3D, $3C, $48
PotionListExpanded:
db $2E, $2F, $30, $FF, $0E
;--------------------------------------------------------------------------------
Link_ReceiveItemAlternatesExpanded:
{
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, -1, -1, $44, -1, -1, -1
db -1, -1, $35, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1 ; db -1, -1, $46, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1, -1, -1, -1, -1
db -1, -1, -1, -1
db -1, -1, -1, -1
db -1 ; Master Sword (Safe)
db -1, -1, -1, -1 ; +5/+10 Bomb Arrows
db -1, -1, -1 ; 3x Programmable Item
db -1 ; Upgrade-Only Silver Arrows
db -1 ; 1 Rupoor
db -1 ; Null Item
db -1, -1, -1 ; Red, Blue & Green Clocks
db -1, -1, -1, -1 ; Progressive Sword, Shield, Armor & Gloves
db -1, -1 ; RNG Single & Multi
db -1, -1 ; Progressive Bow
db -1, -1, -1, -1 ; Unused
db -1, -1 ; Goal Item Single, Multi & Alt Multi
db -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Map
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Compass
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Big Key
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Free Small Key
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
db -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 ; Unused
}
;--------------------------------------------------------------------------------
.loadAlternate
PHB : PHK : PLB
;TYA : JSR IncrementItemCounters
;LDA Link_ReceiveItemAlternatesExpanded, Y : STA $03
TYA : JSR AttemptItemSubstitution : STA $03
CPY $03 : BNE + : LDA.b #$FF : STA $03 : +
PLB
RTL
;--------------------------------------------------------------------------------
;DrawHUDSilverArrows:
; LDA BowEquipment : AND.w #$00FF : BNE +
; LDA BowTracking : AND.w #$0040 : BEQ +
; LDA.w #$2810 : STA $11C8
; LDA.w #$2811 : STA $11CA
; LDA.w #$2820 : STA $1208
; LDA.w #$2821 : STA $120A
; +
; LDA.w #$11CE : STA $00 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
CheckHUDSilverArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
JSL.l DrawHUDArrows
LDA BowEquipment
RTL
.normal
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BEQ ++
JSL.l DrawHUDArrows
++
LDA BowEquipment
+
RTL
;--------------------------------------------------------------------------------
DrawHUDArrows:
LDA.l ArrowMode : BEQ .normal
.rupee_arrows
LDA CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
LDA BowEquipment : BNE +
LDA BowTracking : AND.b #$40 : BNE .silver
BRA .wooden
+ CMP.b #03 : !BGE .silver
.wooden
LDA.b #$A7 : STA $7EC720 ; draw wooden arrow marker
LDA.b #$20 : STA $7EC721
LDA.b #$A9 : STA $7EC722
LDA.b #$20 : STA $7EC723
RTL
.normal ; in normal arrow mode this function is only ever called for silvers
.silver
LDA.b #$86 : STA $7EC720 ; draw silver arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$87 : STA $7EC722
LDA.b #$24 : STA $7EC723
RTL
.none
LDA.b #$7F : STA $7EC720 ; draw no arrow marker
LDA.b #$24 : STA $7EC721
LDA.b #$7F : STA $7EC722
LDA.b #$24 : STA $7EC723
RTL
;--------------------------------------------------------------------------------
!SCRATCH_AREA = "$7F5020"
!SINGLE_INDEX_TEMP = "$7F5020"
!SINGLE_INDEX_OFFSET_TEMP = "$7F5021"
!SINGLE_INDEX_BITMASK_TEMP = "$7F5022"
!LOCK_IN = "$7F5090"
GetRNGItemSingle:
PHY
LDA !LOCK_IN : CMP.b #$FF : BEQ + : TAX : XBA : LDA.l RNGSingleItemTable, X : RTL : +
LDX.b #$00
.single_reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b #$00 : BRA +++ : + ; default to 0 if too many attempts
CMP.l RNGSingleTableSize : !BGE .single_reroll
+++
STA !SINGLE_INDEX_TEMP ; put our index value here
LDX #$00
TAY
.recheck
TYA
JSR.w CheckSingleItem : BEQ .single_unused ; already used
LDA !SINGLE_INDEX_TEMP : INC ; increment index
CMP.l RNGSingleTableSize : !BLT +++ : LDA.b #$00 : +++ ; rollover index if needed
STA !SINGLE_INDEX_TEMP ; store index
INX : TAY : TXA : CMP.l RNGSingleTableSize : !BLT .recheck
LDA.b #$5A ; everything is gone, default to null item - MAKE THIS AN OPTION FOR THIS AND THE OTHER ONE
BRA .single_done
.single_unused
LDA !SINGLE_INDEX_TEMP
.single_done
TAX : LDA.l RNGSingleItemTable, X
XBA : LDA.l !SINGLE_INDEX_TEMP : STA !LOCK_IN : XBA
PLY
RTL
;--------------------------------------------------------------------------------
CheckSingleItem:
LSR #3 : TAX
LDA.l RNGItem, X : STA !SINGLE_INDEX_BITMASK_TEMP ; load value to temporary
PHX
LDA !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA !SINGLE_INDEX_BITMASK_TEMP
---
CPX.b #$00 : BEQ +++
LSR
DEX
BRA ---
+++
PLX
AND.b #$01
RTS
;--------------------------------------------------------------------------------
MarkRNGItemSingle:
;STA !SINGLE_INDEX_TEMP
LSR #3 : STA !SINGLE_INDEX_OFFSET_TEMP : TAX
LDA.l RNGItem, X
STA.l !SINGLE_INDEX_BITMASK_TEMP
LDA.l !SINGLE_INDEX_TEMP : AND #$07 : TAX ; load 0-7 part into X
LDA.b #01
---
CPX.b #$00 : BEQ +++
ASL
DEX
BRA ---
+++
PHA
LDA.l !SINGLE_INDEX_OFFSET_TEMP : TAX
PLA
ORA.l !SINGLE_INDEX_BITMASK_TEMP
STA.l RNGItem, X
RTS
;--------------------------------------------------------------------------------
GetRNGItemMulti:
LDA !LOCK_IN : CMP #$FF : BEQ + : TAX : XBA : LDA.l RNGMultiItemTable, X : RTL : +
LDX.b #$00
- ; reroll
JSL.l GetRandomInt : AND.b #$7F ; select random value
INX : CPX #$7F : !BLT + : LDA.b 00 : BRA .done : + ; default to 0 if too many attempts
CMP.l RNGMultiTableSize : !BGE -
.done
STA !LOCK_IN
TAX : XBA : LDA.l RNGMultiItemTable, X
RTL
;--------------------------------------------------------------------------------
IncrementItemCounters:
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA ItemLimitCounts, X : INC : STA ItemLimitCounts, X
PLX
BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
RTS
;--------------------------------------------------------------------------------
AttemptItemSubstitution:
PHX : PHA
LDX.b #$00
-
LDA.l ItemSubstitutionRules, X
CMP.b #$FF : BEQ .exit
CMP 1,s : BNE .noMatch
.match
PHX
TXA : LSR #2 : TAX
LDA ItemLimitCounts, X
PLX
CMP.l ItemSubstitutionRules+1, X : !BLT +
LDA.l ItemSubstitutionRules+2, X : STA 1,s
+
BEQ .exit
.noMatch
INX #4
BRA -
.exit
PLA : PLX
RTS
;--------------------------------------------------------------------------------
CountBottles:
PHX
LDX.b #$00
LDA BottleContentsOne : BEQ ++ : INX
++ : LDA BottleContentsTwo : BEQ ++ : INX
++ : LDA BottleContentsThree : BEQ ++ : INX
++ : LDA BottleContentsFour : BEQ ++ : INX
++
TXA
PLX
RTS
;--------------------------------------------------------------------------------
ActivateGoal:
STZ $11
STZ $B0
JML.l StatsFinalPrep
;--------------------------------------------------------------------------------
ChestPrep:
LDA.b #$01 : STA $02E9
JSL.l IncrementChestCounter
LDA.l ServerRequestMode : BEQ +
JSL.l ChestItemServiceRequest
RTL
+
LDY $0C ; get item value
SEC
RTL
;--------------------------------------------------------------------------------
; Set a flag in SRAM if we pick up a compass in its own dungeon with HUD compass
; counts on
MaybeFlagCompassTotalPickup:
LDA CompassMode : BEQ .done
LDA $040C : CMP #$FF : BEQ .done
LSR : STA $04 : LDA #$0F : !SUB $04 ; Compute flag "index"
CPY #$25 : BEQ .setFlag ; Set flag if it's a compass for this dungeon
STA $04
TYA : AND #$0F : CMP $04 : BNE .done ; Check if compass is for this dungeon
.setFlag
CMP #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
.done
RTL
;--------------------------------------------------------------------------------
; Set the compass count display flag if we're entering a dungeon and alerady have
; that compass
MaybeFlagCompassTotalEntrance:
LDX $040C : CPX #$FF : BEQ .done ; Skip if we're not entering dungeon
LDA CompassMode : BEQ .done ; Skip if we're not showing compass counts
CMP.w #$0002 : BEQ .countShown
LDA CompassField : AND.l DungeonItemMasks, X : BEQ .done ; skip if we don't have compass
.countShown
SEP #$20
TXA : LSR : STA.b $04 : LDA.b #$0F : !SUB $04 ; Compute flag "index"
CMP #$08 : !BGE ++
%ValueShift()
ORA CompassCountDisplay : STA CompassCountDisplay
REP #$20
BRA .done
++
!SUB #$08
%ValueShift()
BIT.b #$C0 : BEQ + : LDA.b #$C0 : + ; Make Hyrule Castle / Sewers Count for Both
ORA CompassCountDisplay+1 : STA CompassCountDisplay+1
REP #$20
.done
RTL
;--------------------------------------------------------------------------------