Big ROM changes
- New Item GFX code - Fixed Bonk Dupe issue - Fixed Bonk Despawn issue
This commit is contained in:
@@ -424,14 +424,16 @@ LoadMapDarkOrMixed:
|
||||
|
||||
OWBonkGoodBeeDrop:
|
||||
{
|
||||
LDA.l OWFlags+1 : AND.b #$02 : BNE .shuffled
|
||||
LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE .shuffled
|
||||
.vanilla ; what we wrote over
|
||||
STZ.w $0DD0,X
|
||||
LDA.l BottleContentsOne : ORA.l BottleContentsTwo
|
||||
ORA.l BottleContentsThree : ORA.l BottleContentsFour
|
||||
RTL
|
||||
.shuffled
|
||||
PHY : TXY
|
||||
LDA.w $0DD0,X : BNE +
|
||||
JMP .return+1
|
||||
+ PHY : TXY
|
||||
LDA.l RoomDataWRAM[$0120].high : AND.b #$02 : PHA : BNE + ; check if collected
|
||||
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
|
||||
+
|
||||
@@ -495,33 +497,37 @@ OWBonkGoodBeeDrop:
|
||||
; spawn itemget item
|
||||
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
|
||||
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return
|
||||
+ LDA.b #$01 : STA !REDRAW
|
||||
+ PHA
|
||||
|
||||
LDA.b #$01 : STA !FORCE_HEART_SPAWN
|
||||
|
||||
LDA.b #$EB : STA.l $7FFE00
|
||||
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
|
||||
|
||||
TYX : STZ.w $0F20,X ; layer the sprite is on
|
||||
|
||||
LDA.b #$01 : STA.w !SPRITE_REDRAW,Y
|
||||
|
||||
PLA : STA.w $0E80,Y
|
||||
|
||||
; affects the rate the item moves in the Y/X direction
|
||||
STZ.w $0D40,X
|
||||
LDA.b #$00 : STA.w $0D40,Y
|
||||
LDA.b #$0A : STA.w $0D50,Y
|
||||
|
||||
LDA.b #$1A : STA.w $0F80,Y ; amount of force (gives height to the arch)
|
||||
LDA.b #$FF : STA.w $0B58,Y ; stun timer
|
||||
LDA.b #$30 : STA.w $0F10,Y ; aux delay timer 4 ?? dunno what that means
|
||||
|
||||
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
|
||||
|
||||
; sets the tile type that is underneath the sprite, water
|
||||
LDA.b #$09 : STA.l $7FF9C2,X ; TODO: Figure out how to get the game to set this
|
||||
TYX : LDA.b #$09 : STA.l $7FF9C2,X ; TODO: Figure out how to get the game to set this
|
||||
|
||||
; sets OW event bitmask flag, uses free RAM
|
||||
LDA.l OWBonkPrizeTable[42].flag : STA.w $0ED0,Y
|
||||
|
||||
|
||||
; determines the initial spawn point of item
|
||||
LDA.w $0D00,Y : SEC : SBC.l OWBonkPrizeTable[42].vert_offset : STA.w $0D00,Y
|
||||
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
|
||||
|
||||
LDA.b #$01 : STA !REDRAW
|
||||
|
||||
.return
|
||||
PLY
|
||||
LDA #$08 ; makes original good bee not spawn
|
||||
@@ -533,8 +539,10 @@ OWBonkDrops:
|
||||
{
|
||||
CMP.b #$D8 : BEQ +
|
||||
RTL
|
||||
+ LDA.l OWFlags+1 : AND.b #!FLAG_OW_CROSSED : BNE +
|
||||
+ LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE +
|
||||
JSL.l Sprite_TransmuteToBomb : RTL
|
||||
+ LDA.w $0DD0,Y : BNE +
|
||||
RTL
|
||||
+
|
||||
|
||||
; loop thru rando bonk table to find match
|
||||
@@ -618,13 +626,17 @@ OWBonkDrops:
|
||||
; spawn itemget item
|
||||
.spawn_item ; A = item id ; Y = tree sprite slot ; S = Collected, FlagBitmask, X (row + 2)
|
||||
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : JMP .return ; S = FlagBitmask, X (row + 2)
|
||||
+ LDA 2,S : TAX : INX
|
||||
+ PHA
|
||||
|
||||
LDA.b #$01 : STA !REDRAW
|
||||
LDA.b #$01 : STA !FORCE_HEART_SPAWN
|
||||
|
||||
LDA.b #$EB : STA.l $7FFE00
|
||||
JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
|
||||
|
||||
LDA.b #$01 : STA.w !SPRITE_REDRAW,Y
|
||||
|
||||
PLA : STA.w $0E80,Y
|
||||
|
||||
; affects the rate the item moves in the Y/X direction
|
||||
LDA.b #$00 : STA.w $0D40,Y
|
||||
LDA.b #$0A : STA.w $0D50,Y
|
||||
@@ -637,14 +649,12 @@ OWBonkDrops:
|
||||
|
||||
; sets OW event bitmask flag, uses free RAM
|
||||
PLA : STA.w $0ED0,Y ; S = X (row + 2)
|
||||
|
||||
|
||||
; determines the initial spawn point of item
|
||||
PLX : INX : INX : INX
|
||||
LDA.w $0D00,Y : SEC : SBC.w OWBonkPrizeData,X : STA.w $0D00,Y
|
||||
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
|
||||
|
||||
LDA.b #$01 : STA !REDRAW
|
||||
|
||||
PLB : RTL
|
||||
|
||||
.return
|
||||
@@ -958,7 +968,9 @@ OWNewDestination:
|
||||
OWLoadSpecialArea:
|
||||
{
|
||||
LDA.l Overworld_LoadSpecialOverworld_RoomId,X : STA.b $A0
|
||||
JSL Overworld_LoadSpecialOverworld ; sets M and X flags
|
||||
CMP.w #$0182 : BNE +
|
||||
JSL ZoraSplashGfxFix
|
||||
+ JSL Overworld_LoadSpecialOverworld ; sets M and X flags
|
||||
TYX
|
||||
LDY.b #$00
|
||||
CPX.b #$01 : BNE + ; check if going to water transition
|
||||
|
||||
Reference in New Issue
Block a user