Straight Stairs trap doors

Straight Stairs adjustment for different door types
This commit is contained in:
aerinon
2020-04-28 17:05:58 -06:00
parent 45016ed5ce
commit 467507b505
8 changed files with 159 additions and 90 deletions

View File

@@ -22,7 +22,6 @@ incsrc keydoors.asm
incsrc overrides.asm
incsrc edges.asm
incsrc math.asm
incsrc hudadditions.asm
warnpc $279000
; Data Section
@@ -36,26 +35,8 @@ dw 0
DRScroll:
db 0
; Vert 0,6,0 Horz 2,0,8
org $279010
CoordIndex: ; Horizontal 1st
db 2, 0 ; Coordinate Index $20-$23
OppCoordIndex:
db 0, 2 ; Swapped coordinate Index $20-$23 (minor optimization)
CameraIndex: ; Horizontal 1st
db 0, 6 ; Camera Index $e2-$ea
CamQuadIndex: ; Horizontal 1st
db 8, 0 ; Camera quadrants $600-$60f
ShiftQuadIndex:
db 2, 1 ; see ShiftQuad func (relates to $a9,$aa)
CamBoundIndex: ; Horizontal 1st
db 0, 4 ; Camera Bounds $0618-$61f
OppCamBoundIndex: ; Horizontal 1st
db 4, 0 ; Camera Bounds $0618-$61f
CamBoundBaseLine: ; X camera stuff is 1st column todo Y camera needs more testing
dw $007f, $0077 ; Left/Top camera bounds when at edge or layout frozen
dw $0007, $000b ; Left/Top camera bounds when not frozen + appropriate low byte $22/$20 (preadj. by #$78/#$6c)
dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte $20/$22
dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen
org $279030
incsrc hudadditions.asm
warnpc $279700
incsrc doortables.asm

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@@ -1,23 +1,3 @@
org $279500
TilesetTable:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
db $13,$04,$04,$06,$0d,$ff,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$ff
db $13,$04,$04,$0d,$0d,$0d,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$0b
db $04,$04,$04,$0d,$0d,$ff,$08,$05,$08,$09,$07,$07,$06,$ff,$0b,$06
db $04,$05,$04,$12,$08,$08,$08,$08,$08,$09,$07,$07,$06,$0e,$0b,$0b
db $04,$04,$04,$12,$0a,$0a,$08,$ff,$ff,$09,$07,$07,$0e,$0e,$0b,$0b
db $04,$04,$04,$12,$08,$01,$09,$09,$09,$09,$07,$0e,$0e,$0e,$0b,$0b
db $04,$04,$04,$12,$0a,$0a,$08,$09,$09,$ff,$07,$0e,$0e,$0e,$0b,$ff
db $04,$04,$04,$12,$12,$12,$08,$05,$ff,$ff,$ff,$0e,$0e,$0e,$0b,$0b
db $04,$04,$04,$12,$12,$12,$ff,$05,$ff,$05,$ff,$0e,$0e,$0e,$0b,$ff
db $0c,$0c,$0c,$0c,$ff,$0e,$0e,$0c,$0c,$05,$ff,$0e,$0e,$0e,$0b,$0b
db $0c,$0c,$0c,$0c,$0d,$0e,$0e,$05,$05,$05,$05,$0a,$0a,$ff,$0b,$0b
db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$05,$0a,$0a,$ff,$0b,$0b
db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$ff,$0a,$0a,$ff,$0b,$ff
db $04,$0c,$0c,$ff,$ff,$0d,$0d,$ff,$05,$05,$05,$0a,$0a,$ff,$0b,$06
db $04,$06,$06,$06,$06,$06,$06,$06,$06,$ff,$06,$06,$ff,$06,$06,$06
db $06,$06,$03,$03,$03,$03,$ff,$ff,$06,$06,$06,$06,$ff,$06,$06,$06
org $279700
KeyDoorOffset:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
@@ -582,3 +562,47 @@ DungeonReminderTable: ;27f054
dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C
;27f070
; Vert 0,6,0 Horz 2,0,8
org $27f080
CoordIndex: ; Horizontal 1st
db 2, 0 ; Coordinate Index $20-$23
OppCoordIndex:
db 0, 2 ; Swapped coordinate Index $20-$23 (minor optimization)
CameraIndex: ; Horizontal 1st
db 0, 6 ; Camera Index $e2-$ea
CamQuadIndex: ; Horizontal 1st
db 8, 0 ; Camera quadrants $600-$60f
ShiftQuadIndex:
db 2, 1 ; see ShiftQuad func (relates to $a9,$aa)
CamBoundIndex: ; Horizontal 1st
db 0, 4 ; Camera Bounds $0618-$61f
OppCamBoundIndex: ; Horizontal 1st
db 4, 0 ; Camera Bounds $0618-$61f
CamBoundBaseLine: ; X camera stuff is 1st column todo Y camera needs more testing
dw $007f, $0077 ; Left/Top camera bounds when at edge or layout frozen
dw $0007, $000b ; Left/Top camera bounds when not frozen + appropriate low byte $22/$20 (preadj. by #$78/#$6c)
dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte $20/$22
dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen
;27f09e next free byte
org $27f100
TilesetTable:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
db $13,$04,$04,$06,$0d,$ff,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$ff
db $13,$04,$04,$0d,$0d,$0d,$08,$05,$06,$07,$07,$07,$0e,$0e,$0b,$0b
db $04,$04,$04,$0d,$0d,$ff,$08,$05,$08,$09,$07,$07,$06,$ff,$0b,$06
db $04,$05,$04,$12,$08,$08,$08,$08,$08,$09,$07,$07,$06,$0e,$0b,$0b
db $04,$04,$04,$12,$0a,$0a,$08,$ff,$ff,$09,$07,$07,$0e,$0e,$0b,$0b
db $04,$04,$04,$12,$08,$01,$09,$09,$09,$09,$07,$0e,$0e,$0e,$0b,$0b
db $04,$04,$04,$12,$0a,$0a,$08,$09,$09,$ff,$07,$0e,$0e,$0e,$0b,$ff
db $04,$04,$04,$12,$12,$12,$08,$05,$ff,$ff,$ff,$0e,$0e,$0e,$0b,$0b
db $04,$04,$04,$12,$12,$12,$ff,$05,$ff,$05,$ff,$0e,$0e,$0e,$0b,$ff
db $0c,$0c,$0c,$0c,$ff,$0e,$0e,$0c,$0c,$05,$ff,$0e,$0e,$0e,$0b,$0b
db $0c,$0c,$0c,$0c,$0d,$0e,$0e,$05,$05,$05,$05,$0a,$0a,$ff,$0b,$0b
db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$05,$0a,$0a,$ff,$0b,$0b
db $04,$0c,$0c,$0c,$0d,$0d,$0d,$0d,$05,$05,$ff,$0a,$0a,$ff,$0b,$ff
db $04,$0c,$0c,$ff,$ff,$0d,$0d,$ff,$05,$05,$05,$0a,$0a,$ff,$0b,$06
db $04,$06,$06,$06,$06,$06,$06,$06,$06,$ff,$06,$06,$ff,$06,$06,$06
db $06,$06,$03,$03,$03,$03,$ff,$ff,$06,$06,$06,$06,$ff,$06,$06,$06
;27f200

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@@ -29,13 +29,21 @@ jsl RecordStairType : nop
org $02a1e7 ;(PC: 121e7)
jsl SpiralWarp
org $029369 ; <- 11369 - Bank02.asm : 3610 (STX $0464 : STY $012E)
jsl StraightStairsAdj : nop #2
org $029383 ; <- 11384 - Bank02.asm : 3629 (.walkingDownStaircase-> ADD $20 : STA $20)
jsl StraightStairsFix : nop
org $0293aa ; <- 113aa - Bank02.asm : 3653 (ADD $20 : STA $20)
jsl StraightStairsFix : nop
org $029396 ; <- 11384 - Bank02.asm : 3641 (LDA $01C322, X)
org $0293d1 ; <- 113d1 - Bank02.asm : 3683 (ADD $20 : STA $20 BRANCH_IOTA)
jsl StraightStairsFix : nop
org $029396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
jsl StraightStairLayerFix
org $02c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
jsl DoorToStraight : nop
org $02941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
jsl StraightStairsTrapDoor : rts
; Graphics fix
org $02895d ; Bank 02 line 1812 (JSL Dungeon_LoadRoom : JSL Dungeon_InitStarTileChr : JSL $00D6F9 : INC $B0)
@@ -58,6 +66,8 @@ org $00df5a ;(PC: 5f5a)
PrepTransAuxGfx:
org $0ffd65 ;(PC: 07fd65)
Dungeon_LoadCustomTileAttr:
org $01feb0
Dungeon_ApproachFixedColor:
;org $01fec1
;Dungeon_ApproachFixedColor_variable:
;org $a0f972 ; Rando version

View File

@@ -206,10 +206,56 @@ PrepScrollToNormal:
.end rts
}
StraightStairsAdj:
{
stx $0464 : sty $012e ; what we wrote over
lda DRMode : beq +
jsr GetTileAttribute : tax
lda $11 : cmp #$12 : beq .goingNorth
lda $a2 : cmp #$51 : bne ++
rep #$20 : lda #$0018 : !add $20 : sta $20 : sep #$20 ; special fix for throne room
jsr GetTileAttribute : tax
++ lda StepAdjustmentDown, X : bra .end
; lda $ee : beq .end
; rep #$20 : lda #$ffe0 : !add $20 : sta $20 : sep #$20
.goingNorth
cpx #$00 : bne ++
lda $a0 : cmp #$51 : bne ++
lda #$36 : bra .end ; special fix for throne room
++ ldy $ee : cpy #$00 : beq ++
inx
++ lda StepAdjustmentUp, X
.end
pha : lda $0462 : and #$04 : bne ++
pla : !add #$f6 : pha
++ pla : !add $0464 : sta $0464
+ rtl
}
GetTileAttribute:
{
phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml $02c11d ; mucks with x/y sets a to Tile Attribute, I think
.jslrtsreturn
rts
}
; 0 open edge
; 1 nrm door high
; 2 straight str
; 3 nrm door low
; 4 trap door high
; 5 trap door low (none of these exist on North direction)
StepAdjustmentUp: ; really North Stairs
db $00, $f6, $1a, $18, $16, $38
StepAdjustmentDown: ; really South Stairs
db $d0, $f6, $10, $1a, $f0, $00
StraightStairsFix:
{
lda DRMode : bne +
!add $20 : sta $20
!add $20 : sta $20 ;what we wrote over
+ rtl
}
@@ -217,5 +263,38 @@ StraightStairLayerFix:
{
lda DRMode : beq +
lda $ee : rtl
+ lda $01c322, x : rtl
+ lda $01c322, x : rtl ; what we wrote over
}
DoorToStraight:
{
pha
lda DRMode : beq .skip
pla : bne .end
pha
lda $a0 : cmp #$51 : bne .skip
lda #$04 : sta $4e
.skip pla
.end ldx $0418 : cmp #$02 ;what we wrote over
rtl
}
StraightStairsTrapDoor:
{
lda $0464 : bne +
; reset function
phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml $028c73 ; $10D71 .reset label of Bank02
.jslrtsreturn
lda $0468 : bne ++
lda $a0 : cmp.b #$ac : bne .animateTraps
lda $0403 : and.b #$20 : bne .animateTraps
lda $0403 : and.b #$10 : beq ++
.animateTraps
lda #$05 : sta $11
inc $0468 : stz $068e : stz $0690
++ rtl
+ jsl Dungeon_ApproachFixedColor ; what we wrote over
.end rtl
}

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@@ -1,8 +1,12 @@
RecordStairType: {
pha : lda DRMode : beq +
lda $0e : sta $045e : pla : bra .end
+ pla : sta $a0
.end lda $063d, x
pha
lda DRMode : beq .norm
lda $040c : cmp #$ff : beq .norm
lda $0e : sta $045e
cmp #$26 : beq .norm ; skipping in-floor staircases
pla : bra +
.norm pla : sta $a0
+ lda $063d, x
rtl
}