Door pairing system initial pass complete

Sucessfully de-coupling of Big Key doors with dumb small key doors behind
Added a bit to trap door fixer so that we can hit the 3rd door in the door list
Added door list position info
This commit is contained in:
aerinon
2019-10-01 11:26:10 -06:00
parent f12659af9d
commit 8719a4919d
13 changed files with 321 additions and 173 deletions

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@@ -10,76 +10,12 @@
; Hooks into various routines
incsrc drhooks.asm
org $02b5c4 ; -- moving right routine 135c4
jsl WarpRight
org $02b665 ; -- moving left routine
jsl WarpLeft
org $02b713 ; -- moving down routine
jsl WarpDown
org $02b7b4 ; -- moving up routine
jsl WarpUp
org $02bd80
jsl AdjustTransition
nop
;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
org $02b5a6
bra NotLinkDoor1
org $02b5b6
NotLinkDoor1:
org $02b647
bra NotLinkDoor2
org $02b657
NotLinkDoor2:
; Staircase routine
org $01c3d4 ;(PC: c3d4)
jsl RecordStairType : nop
org $02a1e7 ;(PC: 121e7)
jsl SpiralWarp
; Graphics fix
org $02895d
Splicer:
jsl GfxFixer
lda $b1 : beq .done
rts
nop #5
.done
org $00fda4
Dungeon_InitStarTileCh:
org $00d6ae ;(PC: 56ae)
LoadTransAuxGfx:
org $00df5a ;(PC: 5f5a)
PrepTransAuxGfx:
;org $0ffd65 ;(PC: 07fd65)
;Dungeon_LoadCustomTileAttr:
;org $01fec1
;Dungeon_ApproachFixedColor_variable:
;org $a0f972 ; Rando version
;LoadRoomHook:
org $1bee74 ;(PC: 0dee74)
Palette_DungBgMain:
org $1bec77
Palette_SpriteAux3:
org $1becc5
Palette_SpriteAux2:
org $1bece4
Palette_SpriteAux1:
incsrc keydoors.asm
;Kill big key (1e) check for south doors - not that easy unfortunately
;org $1aa90
;nop #5
;Main Code
org $278000 ;138000
incsrc normal.asm
incsrc spiral.asm
incsrc gfx.asm
incsrc keydoors.asm
; Data Section
org $279000

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@@ -216,6 +216,7 @@ dw $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000, $8000,
org $27B000
SpiralTable:
dw $0203, $8080 ;null row
dw $0203, $8080 ;HC Backhallway
dw $0203, $8080 ;Sewer Pull
dw $0203, $8080 ;Crystaroller
@@ -367,7 +368,7 @@ dw $0000 ; this is the odd extra room - shouldn't be used
dw $0000,$0000
dw $0000,$0000
dw $0000,$0000,$0000
dw $0000,$0000,$2053
dw $0000,$0000,$2043
dw $0000,$0000,$0000,$0000
dw $0000,$0000,$4058,$0000,$0000,$0000
dw $0000,$2057,$4068,$0000,$0000,$0000

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@@ -1,3 +1,78 @@
org $02b5c4 ; -- moving right routine 135c4
jsl WarpRight
org $02b665 ; -- moving left routine
jsl WarpLeft
org $02b713 ; -- moving down routine
jsl WarpDown
org $02b7b4 ; -- moving up routine
jsl WarpUp
org $02bd80
jsl AdjustTransition
nop
;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
org $02b5a6
bra NotLinkDoor1
org $02b5b6
NotLinkDoor1:
org $02b647
bra NotLinkDoor2
org $02b657
NotLinkDoor2:
; Staircase routine
org $01c3d4 ;(PC: c3d4)
jsl RecordStairType : nop
org $02a1e7 ;(PC: 121e7)
jsl SpiralWarp
; Graphics fix
org $02895d
Splicer:
jsl GfxFixer
lda $b1 : beq .done
rts
nop #5
.done
org $00fda4
Dungeon_InitStarTileCh:
org $00d6ae ;(PC: 56ae)
LoadTransAuxGfx:
org $00df5a ;(PC: 5f5a)
PrepTransAuxGfx:
;org $0ffd65 ;(PC: 07fd65)
;Dungeon_LoadCustomTileAttr:
;org $01fec1
;Dungeon_ApproachFixedColor_variable:
;org $a0f972 ; Rando version
;LoadRoomHook:
org $1bee74 ;(PC: 0dee74)
Palette_DungBgMain:
org $1bec77
Palette_SpriteAux3:
org $1becc5
Palette_SpriteAux2:
org $1bece4
Palette_SpriteAux1:
; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds
;Kill big key (1e) check for south doors
;org $1aa90
;DontCheck:
;bra .done
;nop #3
;.done
;Enable south facing bk graphic
;org $4e24
;dw $2ac8
org $01b714 ; PC: b714
OpenableDoors:

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@@ -1,20 +1,3 @@
; This is the reverse side of various key doors
org $1ff8cc ;(PC: 0ff8cc) GT 0x5b (Spikes & Switch)
dw $0081
org $0a972a ;(PC: 05172a) Eastern Darkness 0x99
dw $2060, $1e71
org $1fb759 ;(PC: 0fb759) Mire Bridges 0xa2
dw $0071
org $0a9887 ;(PC: 051887) Eastern Compass Area 0xa8
dw $3882, $3660, $1e81
org $1fd974 ;(PC: 0fd974) TT Bossway 0xbc
dw $1c82, $0081
; code to un-pair or re-pair doors
; doorlist is loaded into 19A0 but no terminator
@@ -29,19 +12,20 @@ dw $1c82, $0081
CheckIfDoorsOpen: {
jsr TrapDoorFixer ; see normal.asm
; note we are 16bit mode right now
lda $040c : cmp #$00ff ;: bne .gtg
lda $040c : cmp #$00ff : bne .gtg
lda $a0 : dec : tax : and #$000f ; hijacked code
sec : rtl ; set carry to indicate normal behavior
.gtg
phb : phk : plb
stx $00 : ldy #$00 : stz $03
stx $00 : ldy #$0000
.nextDoor
lda $a0 : asl : tax
lda KeyDoorOffset, x : beq .skipDoor
asl : sty $05 : !add $05 : tax
lda PairedDoorTable, x : beq .skipDoor
sta $02 : and #$00ff : asl a : tax
lda $02 : and #$ff00 : sta $03
lda $7ef000, x : and #$f000 : and $03 : beq .skipDoor
tyx : lda $068c : ora $0098c0,x : sta $068c
.skipDoor
@@ -53,5 +37,5 @@ CheckIfDoorsOpen: {
; how to indicate opening for other (non-first four doors?)
; Bank01 Door Register stores the 4 bits in 068c to 400 (depending on type)
; Key collision and others depend on F0-F3 attribute not sure if extendable to other numbers
; Dungeon_ProcessTorchAndDoorInteractives.isOpenableDoor is the likely culprit fo collision problems
; Dungeon_ProcessTorchAndDoorInteractives.isOpenableDoor is the likely culprit for collision problems
; Saving open status to other unused rooms is tricky -- Bank 2 13947 (line 8888)

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@@ -39,8 +39,8 @@ WarpDown:
rtl
TrapDoorFixer:
lda $ab : and #$0018 : beq .end
xba : asl #3 : sta $00
lda $ab : and #$0038 : beq .end
xba : asl #2 : sta $00
stz $0468 : lda $068c : ora $00 : sta $068c
.end
stz $ab ; clear our ab here because we don't need it anymore