Added sparkles to Bonk Drop locations
This commit is contained in:
52
Regions.py
52
Regions.py
@@ -1287,32 +1287,32 @@ bonk_prize_table = {
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'Forgotten Forest Southwest Tree': (0x0e, 0x10, False, '', 'Forgotten Forest Area', 'in a tree'),
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'Forgotten Forest Southwest Tree': (0x0e, 0x10, False, '', 'Forgotten Forest Area', 'in a tree'),
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'Forgotten Forest Central Tree': (0x0f, 0x08, False, '', 'Forgotten Forest Area', 'in a tree'),
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'Forgotten Forest Central Tree': (0x0f, 0x08, False, '', 'Forgotten Forest Area', 'in a tree'),
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#'Forgotten Forest Southeast Tree': (0x10, 0x04, False, '', 'Forgotten Forest Area', 'in a tree'),
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#'Forgotten Forest Southeast Tree': (0x10, 0x04, False, '', 'Forgotten Forest Area', 'in a tree'),
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'Hyrule Castle Tree': (0x11, 0x10, False, '', 'Hyrule Castle Courtyard', 'in a tree'),
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'Hyrule Castle Tree': (0x10, 0x10, False, '', 'Hyrule Castle Courtyard', 'in a tree'),
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'Wooden Bridge Tree': (0x12, 0x10, False, '', 'Wooden Bridge Area', 'in a tree'),
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'Wooden Bridge Tree': (0x11, 0x10, False, '', 'Wooden Bridge Area', 'in a tree'),
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'Eastern Palace Tree': (0x13, 0x10, True, '', 'Eastern Palace Area', 'in a tree'),
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'Eastern Palace Tree': (0x12, 0x10, True, '', 'Eastern Palace Area', 'in a tree'),
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'Flute Boy South Tree': (0x14, 0x10, True, '', 'Flute Boy Area', 'in a tree'),
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'Flute Boy South Tree': (0x13, 0x10, True, '', 'Flute Boy Area', 'in a tree'),
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'Flute Boy East Tree': (0x15, 0x08, True, '', 'Flute Boy Area', 'in a tree'),
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'Flute Boy East Tree': (0x14, 0x08, True, '', 'Flute Boy Area', 'in a tree'),
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'Central Bonk Rocks Tree': (0x16, 0x10, False, '', 'Central Bonk Rocks Area', 'in a tree'),
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'Central Bonk Rocks Tree': (0x15, 0x10, False, '', 'Central Bonk Rocks Area', 'in a tree'),
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'Tree Line Tree 2': (0x17, 0x10, True, '', 'Tree Line Area', 'in a tree'),
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'Tree Line Tree 2': (0x16, 0x10, True, '', 'Tree Line Area', 'in a tree'),
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'Tree Line Tree 4': (0x18, 0x08, True, '', 'Tree Line Area', 'in a tree'),
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'Tree Line Tree 4': (0x17, 0x08, True, '', 'Tree Line Area', 'in a tree'),
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'Flute Boy Approach South Tree': (0x19, 0x10, False, '', 'Flute Boy Approach Area', 'in a tree'),
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'Flute Boy Approach South Tree': (0x18, 0x10, False, '', 'Flute Boy Approach Area', 'in a tree'),
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'Flute Boy Approach North Tree': (0x1a, 0x08, False, '', 'Flute Boy Approach Area', 'in a tree'),
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'Flute Boy Approach North Tree': (0x19, 0x08, False, '', 'Flute Boy Approach Area', 'in a tree'),
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'Dark Lumberjack Tree': (0x1b, 0x10, False, '', 'Dark Lumberjack Area', 'in a tree'),
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'Dark Lumberjack Tree': (0x1a, 0x10, False, '', 'Dark Lumberjack Area', 'in a tree'),
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'Dark Fortune Bonk Rocks (Drop 1)': (0x1c, 0x10, False, '', 'Dark Fortune Area', 'encased in stone'),
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'Dark Fortune Bonk Rocks (Drop 1)': (0x1b, 0x10, False, '', 'Dark Fortune Area', 'encased in stone'),
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'Dark Fortune Bonk Rocks (Drop 2)': (0x1d, 0x08, False, '', 'Dark Fortune Area', 'encased in stone'),
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'Dark Fortune Bonk Rocks (Drop 2)': (0x1c, 0x08, False, '', 'Dark Fortune Area', 'encased in stone'),
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'Dark Graveyard West Bonk Rocks': (0x1e, 0x10, False, '', 'Dark Graveyard Area', 'encased in stone'),
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'Dark Graveyard West Bonk Rocks': (0x1d, 0x10, False, '', 'Dark Graveyard Area', 'encased in stone'),
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'Dark Graveyard North Bonk Rocks': (0x1f, 0x08, False, '', 'Dark Graveyard North', 'encased in stone'),
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'Dark Graveyard North Bonk Rocks': (0x1e, 0x08, False, '', 'Dark Graveyard North', 'encased in stone'),
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'Dark Graveyard Tomb Bonk Rocks': (0x20, 0x04, False, '', 'Dark Graveyard North', 'encased in stone'),
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'Dark Graveyard Tomb Bonk Rocks': (0x1f, 0x04, False, '', 'Dark Graveyard North', 'encased in stone'),
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'Qirn Jump West Tree': (0x21, 0x10, False, '', 'Qirn Jump Area', 'in a tree'),
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'Qirn Jump West Tree': (0x20, 0x10, False, '', 'Qirn Jump Area', 'in a tree'),
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'Qirn Jump East Tree': (0x22, 0x08, False, '', 'Qirn Jump East Bank', 'in a tree'),
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'Qirn Jump East Tree': (0x21, 0x08, False, '', 'Qirn Jump East Bank', 'in a tree'),
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'Dark Witch Tree': (0x23, 0x10, False, '', 'Dark Witch Area', 'in a tree'),
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'Dark Witch Tree': (0x22, 0x10, False, '', 'Dark Witch Area', 'in a tree'),
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'Pyramid Tree': (0x24, 0x10, False, '', 'Pyramid Area', 'in a tree'),
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'Pyramid Tree': (0x23, 0x10, False, '', 'Pyramid Area', 'in a tree'),
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'Palace of Darkness Tree': (0x25, 0x10, False, '', 'Palace of Darkness Area', 'in a tree'),
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'Palace of Darkness Tree': (0x24, 0x10, False, '', 'Palace of Darkness Area', 'in a tree'),
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'Dark Tree Line Tree 2': (0x26, 0x10, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Dark Tree Line Tree 2': (0x25, 0x10, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Dark Tree Line Tree 3': (0x27, 0x08, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Dark Tree Line Tree 3': (0x26, 0x08, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Dark Tree Line Tree 4': (0x28, 0x04, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Dark Tree Line Tree 4': (0x27, 0x04, False, '', 'Dark Tree Line Area', 'in a tree'),
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'Hype Cave Statue': (0x29, 0x10, False, '', 'Hype Cave Area', 'encased in stone'),
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'Hype Cave Statue': (0x28, 0x10, False, '', 'Hype Cave Area', 'encased in stone'),
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'Cold Fairy Statue': (0x2a, 0x02, False, '', 'Good Bee Cave', 'encased in stone')
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'Cold Fairy Statue': (0x29, 0x02, False, '', 'Good Bee Cave', 'encased in stone')
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}
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}
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bonk_table_by_location_id = {0x2ABB00+(data[0]*6)+3: name for name, data in bonk_prize_table.items()}
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bonk_table_by_location_id = {0x2ABB00+(data[0]*6)+3: name for name, data in bonk_prize_table.items()}
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8
Rom.py
8
Rom.py
@@ -38,7 +38,7 @@ from source.dungeon.RoomList import Room0127
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JAP10HASH = '03a63945398191337e896e5771f77173'
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = 'fe9e7870071daa40829c1072829bf30b'
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RANDOMIZERBASEHASH = '3f08ebba5a2c79b373dbd0c9151ade9b'
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class JsonRom(object):
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class JsonRom(object):
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@@ -802,10 +802,10 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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# setting spriteID to D8, a placeholder sprite we use to inform ROM to spawn a dynamic item
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# setting spriteID to D8, a placeholder sprite we use to inform ROM to spawn a dynamic item
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#for address in bonk_addresses:
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#for address in bonk_addresses:
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for address in [b for b in bonk_addresses if b != 0x4D0AE]: # temp fix for screen 1A murahdahla sprite replacement
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for address in [b for b in bonk_addresses if b != 0x4D0AE]: # temp fix for screen 1A murahdahla sprite replacement
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rom.write_byte(address, 0xD8)
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rom.write_byte(address, 0xD9)
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# temporary fix for screen 1A
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# temporary fix for screen 1A
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rom.write_byte(snes_to_pc(0x09AE32), 0xD8)
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rom.write_byte(snes_to_pc(0x09AE32), 0xD9)
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rom.write_byte(snes_to_pc(0x09AE35), 0xD8)
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rom.write_byte(snes_to_pc(0x09AE35), 0xD9)
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rom.write_byte(snes_to_pc(0x06918E), 0x80) # skip good bee bottle check
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rom.write_byte(snes_to_pc(0x06918E), 0x80) # skip good bee bottle check
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334
asm/owrando.asm
334
asm/owrando.asm
@@ -161,15 +161,22 @@ jsl.l OWWorldCheck16 : nop
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org $02b16e ; AND #$3F : ORA 7EF3CA
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org $02b16e ; AND #$3F : ORA 7EF3CA
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and #$7f : eor #$40 : nop #2
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and #$7f : eor #$40 : nop #2
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org $06AD4C
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org $09C3C4
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jsl.l OWBonkDrops : nop #4
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jsl.l OWBonkDropPrepSprite : nop #2
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org $1EDE6F
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org $09C801
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jsl.l OWBonkGoodBeeDrop : bra +
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jsl.l OWBonkDropPrepSprite : nop #2
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org $06D052
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jsl.l OWBonkDropSparkle
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org $06AD49
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jsl.l OWBonkDropsOverworld : nop
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org $1EDE6A
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jsl.l OWBonkDropSparkle : BNE GoldBee_Dormant_exit
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jsl.l OWBonkDropsUnderworld : bra +
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GoldBee_SpawnSelf_SetProperties:
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GoldBee_SpawnSelf_SetProperties:
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phb : lda.b #$1E : pha : plb ; switch to bank 1E
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phb : lda.b #$1E : pha : plb ; switch to bank 1E
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jsr GoldBee_SpawnSelf+12
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jsr GoldBee_SpawnSelf+12
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plb : rtl
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plb : rtl
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nop #3
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nop #2
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+
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+
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;Code
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;Code
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@@ -408,7 +415,66 @@ LoadMapDarkOrMixed:
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dw $0400+$0210 ; bottom right
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dw $0400+$0210 ; bottom right
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}
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}
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OWBonkGoodBeeDrop:
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OWBonkDropPrepSprite:
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{
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LDA.b $1B : BEQ +
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LDA.w $0FB5 ; what we wrote over
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PHA
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BRA .continue
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+
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STZ.w $0F20,X : STZ.w $0E30,X ; what we wrote over
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PHA
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.continue
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LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BEQ .return
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+ LDA.w $0E20,X : CMP.b #$D9 : BNE +
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LDA.b #$03 : STA.w $0F20,X
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BRA .prep
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+ CMP.b #$B2 : BEQ .prep
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PLA : RTL
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.prep
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STZ.w !SPRITE_REDRAW,X
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PHB : PHK : PLB : PHY
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TXY : JSR OWBonkDropLookup : BCC .done
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; found match ; X = rec + 1
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INX : LDA.w OWBonkPrizeData,X : PHA
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JSR OWBonkDropCollected : PLA : BCC .done
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TYX : LDA.b #$01 : STA.w !SPRITE_REDRAW,X
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.done
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TYX : PLY : PLB
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.return
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PLA : RTL
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}
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OWBonkDropSparkle:
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{
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LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BEQ .nosparkle
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LDA.w $0E90,X : BEQ .nosparkle
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LDA.w !SPRITE_REDRAW,X : BNE .nosparkle
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JSL Sprite_SpawnSparkleGarnish
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; move sparkle down 1 tile
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PHX : TYX : PLY
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LDA.l $7FF81E,X : CLC : ADC.b #$10 : STA.l $7FF81E,X
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LDA.l $7FF85A,X : ADC.b #$00 : STA.l $7FF85A,X
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PHY : TXY : PLX
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.nosparkle
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LDA $0E20,X : CMP.b #$D9 : BEQ .greenrupee
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CMP.b #$B2 : BEQ .goodbee
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RTL
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.goodbee
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LDA $0E90,X ; what we wrote over
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RTL
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.greenrupee
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JSL Sprite_DrawRippleIfInWater ; what we wrote over
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RTL
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}
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OWBonkDropsUnderworld:
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{
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{
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LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE .shuffled
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LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE .shuffled
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.vanilla ; what we wrote over
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.vanilla ; what we wrote over
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@@ -416,20 +482,63 @@ OWBonkGoodBeeDrop:
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LDA.l BottleContentsOne : ORA.l BottleContentsTwo
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LDA.l BottleContentsOne : ORA.l BottleContentsTwo
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ORA.l BottleContentsThree : ORA.l BottleContentsFour
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ORA.l BottleContentsThree : ORA.l BottleContentsFour
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RTL
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RTL
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.shuffled
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.shuffled
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LDA.w $0DD0,X : BNE +
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LDA.w $0DD0,X : BNE +
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JMP .return+1
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BRA .return+1
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+ PHY : TXY
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+ PHY : TXY
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LDA.l RoomDataWRAM[$0120].high : AND.b #$02 : PHA : BNE + ; check if collected
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JSL OWBonkDrops
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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
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+
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LDA.l OWBonkPrizeTable[42].mw_player : BEQ + ; multiworld item
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LDA.l OWBonkPrizeTable[42].loot
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JMP .spawn_item
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+
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.determine_type ; S = Collected
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.return
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LDA.l OWBonkPrizeTable[42].loot ; A = item id
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PLY
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LDA #$08 ; makes original good bee not spawn
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RTL
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}
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OWBonkDropsOverworld:
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{
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LDA.l OWFlags+1 : AND.b #!FLAG_OW_BONKDROP : BNE .shuffled
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BRA .vanilla
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.shuffled
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LDA.w $0DD0,Y : BNE +
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BRA .vanilla
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+ LDA.w $0E20,Y : CMP.b #$D9 : BEQ +
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BRA .vanilla+3
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+
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LDA.b #$00 : STA.w $0F20,Y ; restore proper layer
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JSL OWBonkDrops
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.vanilla
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LDA.w $0E20,Y : CMP.b #$D8 ; what we wrote over
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RTL
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}
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OWBonkDrops:
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{
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PHB : PHK : PLB
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LDA.b $1B : BEQ +
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LDX.b #((UWBonkPrizeData-OWBonkPrizeData)+1)
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BRA .found_match
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+
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JSR OWBonkDropLookup : BCS .found_match
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JMP .return+2
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.found_match
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INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
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JSR OWBonkDropCollected : PHA : BCS .load_item_and_mw ; S = Collected, FlagBitmask, X (row + 2)
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LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
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; JSLSpriteSFX_QueueSFX3WithPan
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.load_item_and_mw
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LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
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PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
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; multiworld item
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DEX : PLA ; A = item id; X = row + 3
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JMP .spawn_item
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+ DEX : PLA ; A = item id; X = row + 3
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.determine_type ; A = item id; X = row + 3; S = Collected, FlagBitmask, X (row + 2)
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CMP.b #$B0 : BNE +
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CMP.b #$B0 : BNE +
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LDA.b #$79 : JMP .sprite_transform ; transform to bees
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LDA.b #$79 : JMP .sprite_transform ; transform to bees
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+ CMP.b #$42 : BNE +
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+ CMP.b #$42 : BNE +
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@@ -461,140 +570,12 @@ OWBonkGoodBeeDrop:
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LDA.b #$AC : BRA .sprite_transform ; transform to apples
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LDA.b #$AC : BRA .sprite_transform ; transform to apples
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+ CMP.b #$B2 : BNE +
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+ CMP.b #$B2 : BNE +
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LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
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LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
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+ CMP.b #$B3 : BNE .spawn_item
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INX : INX : LDA.l OWBonkPrizeTable[42].vert_offset
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CLC : ADC.b #$08 : PHA
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LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
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LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
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LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
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.sprite_transform
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JSL.l OWBonkSpritePrep
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.mark_collected ; S = Collected
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PLA : BNE +
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LDA.l RoomDataWRAM[$0120].high : ORA.b #$02 : STA.l RoomDataWRAM[$0120].high
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REP #$20
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LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
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SEP #$20
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+ BRA .return
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; spawn itemget item
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.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
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PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return
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+ PHA
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LDA.b #$01 : STA !FORCE_HEART_SPAWN
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|
||||||
LDA.b #$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
|
|
||||||
|
|
||||||
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
|
|
||||||
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
|
|
||||||
|
|
||||||
.return
|
|
||||||
PLY
|
|
||||||
LDA #$08 ; makes original good bee not spawn
|
|
||||||
RTL
|
|
||||||
}
|
|
||||||
|
|
||||||
; Y = sprite slot index of bonk sprite
|
|
||||||
OWBonkDrops:
|
|
||||||
{
|
|
||||||
CMP.b #$D8 : BEQ +
|
|
||||||
RTL
|
|
||||||
+ 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
|
|
||||||
PHB : PHK : PLB
|
|
||||||
LDA.b $8A
|
|
||||||
LDX.b #(41*6) ; 41 bonk items, 6 bytes each
|
|
||||||
- CMP.w OWBonkPrizeData,X : BNE +
|
|
||||||
INX
|
|
||||||
LDA.w $0D10,Y : LSR A : LSR A : LSR A : LSR A
|
|
||||||
EOR.w $0D00,Y : CMP.w OWBonkPrizeData,X : BNE ++ ; X = row + 1
|
|
||||||
BRA .found_match
|
|
||||||
++ DEX : LDA.b $8A
|
|
||||||
+ CPX.b #$00 : BNE +
|
|
||||||
PLB : RTL
|
|
||||||
+ DEX : DEX : DEX : DEX : DEX : DEX : BRA -
|
|
||||||
|
|
||||||
.found_match
|
|
||||||
INX : LDA.w OWBonkPrizeData,X : PHX : PHA ; S = FlagBitmask, X (row + 2)
|
|
||||||
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 1,S : PHA : BNE + ; S = Collected, FlagBitmask, X (row + 2)
|
|
||||||
LDA.b #$1B : STA $12F ; JSL Sound_SetSfx3PanLong ; seems that when you bonk, there is a pending bonk sfx, so we clear that out and replace with reveal secret sfx
|
|
||||||
+
|
|
||||||
LDA 3,S : TAX : INX : LDA.w OWBonkPrizeData,X
|
|
||||||
PHA : INX : LDA.w OWBonkPrizeData,X : BEQ +
|
|
||||||
; multiworld item
|
|
||||||
DEX : PLA ; X = row + 3
|
|
||||||
JMP .spawn_item
|
|
||||||
+ DEX : PLA ; X = row + 3
|
|
||||||
|
|
||||||
.determine_type ; A = item id ; S = Collected, FlagBitmask, X (row + 2)
|
|
||||||
CMP.b #$B0 : BNE +
|
|
||||||
LDA.b #$79 : JMP .sprite_transform ; transform to bees
|
|
||||||
+ CMP.b #$42 : BNE +
|
|
||||||
JSL.l Sprite_TransmuteToBomb ; transform a heart to bomb, vanilla behavior
|
|
||||||
JMP .mark_collected
|
|
||||||
+ CMP.b #$34 : BNE +
|
|
||||||
LDA.b #$D9 : CLC : JMP .sprite_transform ; transform to single rupee
|
|
||||||
+ CMP.b #$35 : BNE +
|
|
||||||
LDA.b #$DA : CLC : JMP .sprite_transform ; transform to blue rupee
|
|
||||||
+ CMP.b #$36 : BNE +
|
|
||||||
LDA.b #$DB : CLC : BRA .sprite_transform ; transform to red rupee
|
|
||||||
+ CMP.b #$27 : BNE +
|
|
||||||
LDA.b #$DC : CLC : BRA .sprite_transform ; transform to 1 bomb
|
|
||||||
+ CMP.b #$28 : BNE +
|
|
||||||
LDA.b #$DD : CLC : BRA .sprite_transform ; transform to 4 bombs
|
|
||||||
+ CMP.b #$31 : BNE +
|
|
||||||
LDA.b #$DE : CLC : BRA .sprite_transform ; transform to 8 bombs
|
|
||||||
+ CMP.b #$45 : BNE +
|
|
||||||
LDA.b #$DF : CLC : BRA .sprite_transform ; transform to small magic
|
|
||||||
+ CMP.b #$B4 : BNE +
|
|
||||||
LDA.b #$E0 : CLC : BRA .sprite_transform ; transform to big magic
|
|
||||||
+ CMP.b #$B5 : BNE +
|
|
||||||
LDA.b #$79 : JSL.l OWBonkSpritePrep
|
|
||||||
JSL.l GoldBee_SpawnSelf_SetProperties ; transform to good bee
|
|
||||||
BRA .mark_collected
|
|
||||||
+ CMP.b #$44 : BNE +
|
|
||||||
LDA.b #$E2 : CLC : BRA .sprite_transform ; transform to 10 arrows
|
|
||||||
+ CMP.b #$B1 : BNE +
|
|
||||||
LDA.b #$AC : BRA .sprite_transform ; transform to apples
|
|
||||||
+ CMP.b #$B2 : BNE +
|
|
||||||
LDA.b #$E3 : BRA .sprite_transform ; transform to fairy
|
|
||||||
+ CMP.b #$B3 : BNE .spawn_item
|
+ CMP.b #$B3 : BNE .spawn_item
|
||||||
INX : INX : LDA.w OWBonkPrizeData,X ; X = row + 5
|
INX : INX : LDA.w OWBonkPrizeData,X ; X = row + 5
|
||||||
CLC : ADC.b #$08 : PHA
|
CLC : ADC.b #$08 : PHA
|
||||||
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
|
LDA.w $0D00,Y : SEC : SBC.b 1,S : STA.w $0D00,Y
|
||||||
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
|
LDA.w $0D20,Y : SBC.b #$00 : STA.w $0D20,Y : PLX
|
||||||
LDA.b #$0B : SEC ; BRA .sprite_transform ; transform to chicken
|
LDA.b #$0B ; BRA .sprite_transform ; transform to chicken
|
||||||
|
|
||||||
.sprite_transform
|
.sprite_transform
|
||||||
JSL.l OWBonkSpritePrep
|
JSL.l OWBonkSpritePrep
|
||||||
@@ -602,16 +583,22 @@ OWBonkDrops:
|
|||||||
.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
|
.mark_collected ; S = Collected, FlagBitmask, X (row + 2)
|
||||||
PLA : BNE + ; S = FlagBitmask, X (row + 2)
|
PLA : BNE + ; S = FlagBitmask, X (row + 2)
|
||||||
TYX : JSL Sprite_IsOnscreen : BCC +
|
TYX : JSL Sprite_IsOnscreen : BCC +
|
||||||
|
LDA.b $1B : BEQ ++
|
||||||
|
LDA.l RoomDataWRAM[$0120].high : ORA 1,S : STA.l RoomDataWRAM[$0120].high
|
||||||
|
LDA.w $0400 : ORA 1,S : STA.w $0400
|
||||||
|
BRA .increment_collection
|
||||||
|
++
|
||||||
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
|
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : ORA 1,S : STA.l OverworldEventDataWRAM,X
|
||||||
|
|
||||||
|
.increment_collection
|
||||||
REP #$20
|
REP #$20
|
||||||
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
|
LDA.l TotalItemCounter : INC : STA.l TotalItemCounter
|
||||||
SEP #$20
|
SEP #$20
|
||||||
+ JMP .return
|
+ BRA .return
|
||||||
|
|
||||||
; spawn itemget item
|
; spawn itemget item
|
||||||
.spawn_item ; A = item id ; Y = tree sprite slot ; S = Collected, FlagBitmask, X (row + 2)
|
.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected, FlagBitmask, X (row + 2)
|
||||||
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : JMP .return ; S = FlagBitmask, X (row + 2)
|
PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return ; S = FlagBitmask, X (row + 2)
|
||||||
+ PHA
|
+ PHA
|
||||||
|
|
||||||
LDA.b #$01 : STA !FORCE_HEART_SPAWN
|
LDA.b #$01 : STA !FORCE_HEART_SPAWN
|
||||||
@@ -633,18 +620,57 @@ OWBonkDrops:
|
|||||||
|
|
||||||
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
|
LDA.b #$00 : STA.w $0F20,Y ; layer the sprite is on
|
||||||
|
|
||||||
; sets OW event bitmask flag, uses free RAM
|
LDA.b $1B : BEQ +
|
||||||
|
; sets the tile type that is underneath the sprite, water
|
||||||
|
TYX : LDA.b #$09 : STA.l $7FF9C2,X ; TODO: Figure out how to get the game to set this
|
||||||
|
+
|
||||||
|
|
||||||
|
; sets bitmask flag, uses free RAM
|
||||||
PLA : STA.w $0ED0,Y ; S = X (row + 2)
|
PLA : STA.w $0ED0,Y ; S = X (row + 2)
|
||||||
|
|
||||||
; determines the initial spawn point of item
|
; determines the initial spawn point of item
|
||||||
PLX : INX : INX : INX
|
PLX : INX : INX : INX
|
||||||
LDA.w $0D00,Y : SEC : SBC.w OWBonkPrizeData,X : STA.w $0D00,Y
|
LDA.w $0D00,Y : SEC : SBC.w OWBonkPrizeData,X : STA.w $0D00,Y
|
||||||
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
|
LDA.w $0D20,Y : SBC #$00 : STA.w $0D20,Y
|
||||||
|
|
||||||
PLB : RTL
|
BRA .return+2
|
||||||
|
|
||||||
.return
|
.return
|
||||||
PLA : PLA : PLB : RTL
|
PLA : PLA : PLB
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
; Y = sprite slot; returns X = row + 1
|
||||||
|
OWBonkDropLookup:
|
||||||
|
{
|
||||||
|
; loop thru rando bonk table to find match
|
||||||
|
LDA.b $8A
|
||||||
|
LDX.b #((UWBonkPrizeData-OWBonkPrizeData)-sizeof(OWBonkPrizeTable)) ; 41 bonk items, 6 bytes each
|
||||||
|
- CMP.w OWBonkPrizeData,X : BNE +
|
||||||
|
INX
|
||||||
|
LDA.w $0D10,Y : LSR A : LSR A : LSR A : LSR A
|
||||||
|
EOR.w $0D00,Y : CMP.w OWBonkPrizeData,X : BNE ++ ; X = row + 1
|
||||||
|
SEC : RTS
|
||||||
|
++ DEX : LDA.b $8A
|
||||||
|
+ CPX.b #$00 : BNE +
|
||||||
|
CLC : RTS
|
||||||
|
+ DEX : DEX : DEX : DEX : DEX : DEX : BRA -
|
||||||
|
}
|
||||||
|
|
||||||
|
; S = FlagBitmask ; returns SEC if collected
|
||||||
|
OWBonkDropCollected:
|
||||||
|
{
|
||||||
|
; check if collected
|
||||||
|
CLC
|
||||||
|
LDA.b $1B : BEQ +
|
||||||
|
LDA.l RoomDataWRAM[$0120].high : AND.b 3,S : BEQ .return ; S = Collected, FlagBitmask, X (row + 2)
|
||||||
|
SEC : RTS
|
||||||
|
+
|
||||||
|
LDX.b $8A : LDA.l OverworldEventDataWRAM,X : AND 3,S : BEQ .return ; S = Collected, FlagBitmask, X (row + 2)
|
||||||
|
SEC : RTS
|
||||||
|
|
||||||
|
.return
|
||||||
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
; A = SpriteID, Y = Sprite Slot Index, X = free/overwritten
|
; A = SpriteID, Y = Sprite Slot Index, X = free/overwritten
|
||||||
@@ -1717,7 +1743,7 @@ db $18, $a8, $10, $b2, $00, $20
|
|||||||
db $18, $36, $08, $35, $00, $20
|
db $18, $36, $08, $35, $00, $20
|
||||||
db $1a, $8a, $10, $42, $00, $20
|
db $1a, $8a, $10, $42, $00, $20
|
||||||
db $1a, $1d, $08, $b2, $00, $20
|
db $1a, $1d, $08, $b2, $00, $20
|
||||||
db $ff, $77, $04, $35, $00, $20 ; pre aga ONLY ; hijacked murahdahla bonk tree
|
;db $1a, $77, $04, $35, $00, $20 ; pre aga ONLY ; hijacked murahdahla bonk tree
|
||||||
db $1b, $46, $10, $b1, $00, $10
|
db $1b, $46, $10, $b1, $00, $10
|
||||||
db $1d, $6b, $10, $b1, $00, $20
|
db $1d, $6b, $10, $b1, $00, $20
|
||||||
db $1e, $72, $10, $b2, $00, $20
|
db $1e, $72, $10, $b2, $00, $20
|
||||||
@@ -1728,6 +1754,7 @@ db $2e, $9c, $10, $b2, $00, $20
|
|||||||
db $2e, $b4, $08, $b0, $00, $20
|
db $2e, $b4, $08, $b0, $00, $20
|
||||||
db $32, $29, $10, $42, $00, $20
|
db $32, $29, $10, $42, $00, $20
|
||||||
db $32, $9a, $08, $b2, $00, $20
|
db $32, $9a, $08, $b2, $00, $20
|
||||||
|
;db $34, $xx, $10, $xx, $00, $1c ; pre aga ONLY
|
||||||
db $42, $66, $10, $b2, $00, $20
|
db $42, $66, $10, $b2, $00, $20
|
||||||
db $51, $08, $10, $b2, $00, $04
|
db $51, $08, $10, $b2, $00, $04
|
||||||
db $51, $09, $08, $b2, $00, $04
|
db $51, $09, $08, $b2, $00, $04
|
||||||
@@ -1743,6 +1770,7 @@ db $6e, $8c, $10, $35, $00, $10
|
|||||||
db $6e, $90, $08, $b0, $00, $10
|
db $6e, $90, $08, $b0, $00, $10
|
||||||
db $6e, $a4, $04, $b1, $00, $10
|
db $6e, $a4, $04, $b1, $00, $10
|
||||||
db $74, $4e, $10, $b1, $00, $1c
|
db $74, $4e, $10, $b1, $00, $1c
|
||||||
|
UWBonkPrizeData:
|
||||||
db $ff, $00, $02, $b5, $00, $08
|
db $ff, $00, $02, $b5, $00, $08
|
||||||
|
|
||||||
; temporary fix - murahdahla replaces one of the bonk tree prizes
|
; temporary fix - murahdahla replaces one of the bonk tree prizes
|
||||||
|
|||||||
Binary file not shown.
Reference in New Issue
Block a user