Shuffle in-room stairs

This commit is contained in:
Catobat
2021-01-30 00:35:41 +01:00
parent c411f5543c
commit 43b0f95877
21 changed files with 368 additions and 64 deletions

View File

@@ -2,9 +2,10 @@ RecordStairType: {
pha
lda.l DRMode : beq .norm
lda $040c : cmp #$ff : beq .norm
lda $0e : sta $045e
cmp #$26 : beq .norm ; skipping in-floor staircases
pla : bra +
lda $0e
cmp #$25 : bcc ++ ; don't record straight staircases
sta $045e
++ pla : bra +
.norm pla : sta $a0
+ lda $063d, x
rtl
@@ -15,8 +16,13 @@ SpiralWarp: {
lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
cmp #$26 : beq .inroom
.abort
stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
.gtg
phb : phk : plb : phx : phy ; push stuff
@@ -70,6 +76,13 @@ SpiralWarp: {
lda $01 : and #$20 : sta $07 ; zeroVtCam check
ldy #$01 : jsr SetCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
}
StairCleanup: {
stz $045e ; clear the staircase flag
; animated tiles fix
@@ -81,9 +94,7 @@ SpiralWarp: {
jsl DecompDungAnimatedTiles
+
stz $047a
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
rts
}
;Sets the offset in A
@@ -105,7 +116,7 @@ LookupSpiralOffset: {
lda $a9 : ora $aa : and #$03 : beq .quad0
cmp #$01 : beq .quad1
cmp #$02 : beq .quad2
cmp #$03 : beq .quad3
bra .quad3
.quad0
inc $01 : lda $a2
cmp #$0c : beq .q0diff ;gt ent
@@ -138,6 +149,103 @@ LookupSpiralOffset: {
rts
}
InroomStairsWarp: {
phb : phk : plb : phx : phy ; push stuff
; find stairs by room and store index in X
lda $a0 : ldx #$07
.loop
cmp.w InroomStairsRoom,x
beq .found
dex
bne .loop
.found
rep #$30
txa : and #$00ff : asl : tay
lda.w InroomStairsTable,y : sta $00
sep #$30
sta $a0
; set position and everything else based on target door type
txa : and #$01 : eor #$01 : sta $07
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
lda $01 : and #$80 : beq .notEdge
lda $07 : sta $03 : beq +
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$e0
bra ++
+
lda $01 : jsr LoadNorthMidpoint : sta $22 : lda #$1b
++
sta $20
lda $01 : and #$20 : beq +
lda #$01
+
sta $02
stz $07
lda $01 : and #$10 : lsr #4
brl .layer
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $22
lda.w InroomStairsX+1,y : sta $02
lda.w InroomStairsY+1,y : sta $03
lda.w InroomStairsY,y
ldy $07 : beq +
!add #$07
+
sta $20
%StonewallCheck($1b)
inc $07
lda $01 : and #$04 : lsr #2
bra .layer
.normal
lda $01 : sta $fe ; trap door
lda $07 : sta $03 : beq +
lda #$e0
ldy $a0 : cpy #$51 : bne ++ ; special fix for throne room
!sub #$18
bra ++
+
%StonewallCheck($43)
lda #$1b
++
sta $20
inc $07 : stz $02 : lda #$78 : sta $22
lda $01 : and #$03 : beq ++
cmp #$02 : !bge +
lda #$f8 : sta $22 : stz $07 : bra ++
+ inc $02
++
lda $01 : and #$04 : lsr #2
.layer
sta $ee
bne +
stz $0476
+
lda $02 : !sub $a9
beq .skipXQuad
sta $06 : !add $a9 : sta $a9
ldy #$00 : jsr ShiftQuadSimple
.skipXQuad
lda $aa : lsr : sta $06 : lda $03 : !sub $06
beq .skipYQuad
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
ldy #$00 : jsr SetCamera ; horizontal camera
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
lda $20 : cmp #$e0 : bcc +
lda $e8 : bne +
lda #$10 : sta $e8 ; adjust vertical camera at bottom
+
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
rts
}
ShiftQuadSimple: {
lda.w CoordIndex,y : tax
lda $20,x : beq .skip