Standard + Crossed bug with Hyrule Castle

Big Key logic for standard
Some generation issues with ER
Redesigned Map/Compass section of Keysanity menu
This commit is contained in:
aerinon
2020-10-09 16:02:39 -06:00
parent 38be9e6ec0
commit 7aca24b10f
11 changed files with 230 additions and 205 deletions

View File

@@ -1,4 +1,5 @@
!add = "clc : adc"
!addl = "clc : adc.l"
!sub = "sec : sbc"
!bge = "bcs"
!blt = "bcc"

View File

@@ -13,11 +13,6 @@ HudAdditions:
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
lda $7ef29b : and #$0020 : beq +
lda #$207f : bra .drawthing
+ lda #$345e
.drawthing STA !GOAL_DRAW_ADDRESS+16 ; castle gate indicator
++
ldx $040c : cpx #$ff : bne + : rts : +
@@ -35,35 +30,30 @@ HudAdditions:
.reminder sta $7ec702
+ lda.w DRFlags : and #$0004 : beq .restore
lda $7ef368 : and.l $0098c0, x : beq .restore
; lda #$2811 : sta $7ec740
; lda $7ef366 : and.l $0098c0, x : bne .check
; lda.w BigKeyStatus, x : bne + ; change this, if bk status changes to one byte
; lda #$2574 : bra ++
; + cmp #$0002 : bne +
; lda #$2420 : bra ++
; + lda #$207f : bra ++
; .check lda #$2826
; ++ sta $7ec742
txa : lsr : tax
lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4
lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
; lda #$2871 : sta $7ec780
; lda.w TotalKeys, x
; sep #$20 : !sub $7ef4b0, x : rep #$20 ; todo 4b0 no longer in use
; jsr ConvertToDisplay : sta $7ec782
; todo 4b0 no longer in use
.restore
plb : rts
}
;column distance for BK/Smalls
HudOffsets:
; none hc east desert aga swamp pod mire skull ice hera tt tr gt
dw $fffe, $0000, $0006, $0008, $0002, $0010, $000e, $0018, $0012, $0016, $000a, $0014, $001a, $001e
; offset from 1644
RowOffsets:
dw $0000, $0000, $0040, $0080, $0000, $0080, $0040, $0080, $00c0, $0040, $00c0, $0000, $00c0, $0000
ColumnOffsets:
dw $0000, $0000, $0000, $0000, $000a, $000a, $000a, $0014, $000a, $0014, $0000, $0014, $0014, $001e
DrHudDungeonItemsAdditions:
{
jsl DrawHUDDungeonItems
@@ -75,11 +65,16 @@ DrHudDungeonItemsAdditions:
lda !HUD_FLAG : and.w #$0020 : beq + : bra ++ : +
lda HUDDungeonItems : and.w #$0003 : bne + : bra ++ : +
; blank out stuff
lda.w #$24f5 : sta $1606 : sta $1610 : sta $161a : sta $1624 : sta $1644
sta $164a : sta $1652 : sta $1662
ldy #$0000
- sta $1706, y : iny #2 : cpy #$001c : bcc -
lda.w #$2810 : sta $1684 ; small keys icon
lda.w #$2811 : sta $16c4 ; big key icon
lda.w #$2810 : sta $1704 ; small keys icon
ldx #$0002
- lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
- lda $7ef368 : and.l $0098c0, x : beq + ; must have map
lda.l HudOffsets, x : tay
jsr BkStatus : sta $16C6, y ; big key status
phx
@@ -88,18 +83,34 @@ DrHudDungeonItemsAdditions:
plx
+ inx #2 : cpx #$001b : bcc -
++
lda !HUD_FLAG : and.w #$0020 : bne + : bra ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : bra ++ : +
lda.w #$24f5 : sta $1704 ; blank
lda !HUD_FLAG : and.w #$0020 : bne + : brl ++ : +
lda HUDDungeonItems : and.w #$000f : bne + : brl ++ : +
; map symbols (do I want these) ; note compass symbol is 2c20
lda.w #$2821 : sta $1606 : sta $1610 : sta $161a : sta $1624
; blank out a couple thing from old hud
lda.w #$24f5 : sta $16e4 : sta $1724
ldx #$0002
- lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
lda.l HudOffsets, x : tay
- lda #$0000 ; start of hud area
!addl RowOffsets, x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta $1644, y
iny #2
lda.w #$24f5 : sta $1644, y ; blank out map spot
lda $7ef368 : and.l $0098c0, x : beq + ; must have map
lda #$2826 : sta $1644, y ; check mark
+ iny #2
cpx #$001a : bne +
tya : !add #$003c : tay
+ lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
phx ; total chest counts
txa : lsr : tax
lda.l TotalLocationsLow, x : jsr ConvertToDisplay2 : sta $1706, y
lda.l TotalLocationsHigh, x : jsr ConvertToDisplay2 : sta $16c6, y
lda.l TotalLocationsHigh, x : jsr ConvertToDisplay2 : sta $1644, y : iny #2
lda.l TotalLocationsLow, x : jsr ConvertToDisplay2 : sta $1644, y
plx
+
bra .skipBlanks
+ lda.w #$24f5 : sta $1644, y : iny #2 : sta $1644, y
.skipBlanks iny #2
cpx #$001a : beq +
lda.w #$24f5 : sta $1644, y ; blank out spot
+ inx #2 : cpx #$001b : bcc -
++
plp : ply : plx : rtl
@@ -108,7 +119,7 @@ DrHudDungeonItemsAdditions:
BkStatus:
lda $7ef366 : and.l $0098c0, x : bne +++ ; has the bk already
lda.l BigKeyStatus, x : bne ++
lda #$2482 : rts ; 0/O for no BK
lda #$2827 : rts ; 0/O for no BK
++ cmp #$0002 : bne +
lda #$2420 : rts ; symbol for BnC
+ lda #$24f5 : rts ; black otherwise
@@ -124,29 +135,7 @@ ConvertToDisplay2:
cmp #$000a : !blt +
!add #$2553 : rts
+ !add #$2816 : rts
++ lda #$2483 : rts ; 0/O for 0 or placeholder digit
;CountChestKeys:
; jsl ItemDowngradeFix
; jsr CountChest
; rtl
;CountChest:
; lda !MULTIWORLD_ITEM_PLAYER_ID : bne .end
; cpy #$24 : beq +
; cpy #$a0 : !blt .end
; cpy #$ae : !bge .end
; pha : phx
; tya : and #$0f : bne ++
; inc a
; ++ tax : bra .count
; + pha : phx
; lda $040c : lsr : tax
; .count
; lda $7ef4b0, x : inc : sta $7ef4b0, x
; lda $7ef4e0, x : inc : sta $7ef4e0, x
; .restore plx : pla
; .end rts
++ lda #$2827 : rts ; 0/O for 0 or placeholder digit ;2483
CountAbsorbedKeys:
jsl IncrementSmallKeysNoPrimary : phx
@@ -155,20 +144,6 @@ CountAbsorbedKeys:
lda $7ef4b0, x : inc : sta $7ef4b0, x
+ plx : rtl
;CountBonkItem:
; jsl GiveBonkItem
; lda $a0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
; cmp #115 : bne + ; Desert Bonk Key
; lda.l BonkKey_Desert
; bra ++
; + : cmp #140 : bne + ; GTower Bonk Key
; lda.l BonkKey_GTower
; bra ++
; + lda.b #$24 ; default to small key
; ++ cmp #$24 : bne +
; phy : tay : jsr CountChest : ply
; + rtl
;================================================================================
; 16-bit A, 8-bit X
; in: A(b) - Byte to Convert