Key Hud redesign continued

Keydropshuffle prototype
This commit is contained in:
aerinon
2020-10-23 12:59:18 -06:00
parent 7aca24b10f
commit d89801c72c
18 changed files with 429 additions and 129 deletions

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@@ -37,3 +37,7 @@ incsrc hudadditions.asm
warnpc $279700
incsrc doortables.asm
warnpc $288000
; deals with own hooks
incsrc keydropshuffle.asm

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@@ -32,8 +32,10 @@ HudAdditions:
lda $7ef368 : and.l $0098c0, x : beq .restore
txa : lsr : tax
lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4
lda.l GenericKeys : bne +
lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2
lda #$2830 : sta $7ec7a4
+
lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
; todo 4b0 no longer in use
@@ -63,32 +65,58 @@ DrHudDungeonItemsAdditions:
phx : phy : php
rep #$30
lda !HUD_FLAG : and.w #$0020 : beq + : bra ++ : +
lda HUDDungeonItems : and.w #$0003 : bne + : bra ++ : +
lda.w #$24f5 : sta $1606 : sta $1610 : sta $161a : sta $1624
sta $1644 : sta $164a : sta $1652 : sta $1662 : sta $1684 : sta $16c4
ldx #$0000
- sta $1704, x : sta $170e, x : sta $1718, x
inx #2 : cpx #$0008 : !blt -
lda !HUD_FLAG : and.w #$0020 : beq + : brl ++ : +
lda HUDDungeonItems : and.w #$0007 : bne + : brl ++ : +
; bk symbols
lda.w #$2811 : sta $1606 : sta $1610 : sta $161a : sta $1624
; sm symbols
lda.w #$2810 : sta $160a : sta $1614 : sta $161e : sta $16e4
; 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
lda.w #$24f5 : sta $1724
ldx #$0002
- lda $7ef368 : and.l $0098c0, x : beq + ; must have map
lda.l HudOffsets, x : tay
jsr BkStatus : sta $16C6, y ; big key status
phx
txa : lsr : tax
lda.l ChestKeys, x : jsr ConvertToDisplay2 : sta $1706, y ; small key totals
plx
+ inx #2 : cpx #$001b : bcc -
- lda #$0000 : !addl RowOffsets,x : !addl ColumnOffsets, x : tay
lda.l DungeonReminderTable, x : sta $1644, y : iny #2
lda.w #$24f5 : sta $1644, y
lda $7ef368 : and.l $0098c0, x : beq + ; must have map
jsr BkStatus : sta $1644, y : bra .smallKey ; big key status
+ lda $7ef366 : and.l $0098c0, x : beq .smallKey
lda.w #$2826 : sta $1644, y
.smallKey
+ iny #2
cpx #$001a : bne +
tya : !add #$003c : tay
+ stx $00
txa : lsr : tax
lda.w #$24f5 : sta $1644, y
lda.l $7ef37c, x : beq +
jsr ConvertToDisplay2 : sta $1644, y
+ iny #2 : lda.w #$24f5 : sta $1644, y
phx : ldx $00
lda $7ef368 : and.l $0098c0, x : beq + ; must have map
plx : lda.l ChestKeys, x : jsr ConvertToDisplay2 : sta $1644, y ; small key totals
bra .skipStack
+ plx
.skipStack iny #2
cpx #$000d : beq +
lda.w #$24f5 : sta $1644, y
+
ldx $00
+ inx #2 : cpx #$001b : bcs ++ : brl -
++
lda !HUD_FLAG : and.w #$0020 : bne + : brl ++ : +
lda HUDDungeonItems : and.w #$000f : bne + : brl ++ : +
lda HUDDungeonItems : and.w #$000c : 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
sta $160a : sta $1614 : sta $161e ; blank out sm key indicators
ldx #$0002
- lda #$0000 ; start of hud area
!addl RowOffsets, x : !addl ColumnOffsets, x : tay

167
asm/keydropshuffle.asm Normal file
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@@ -0,0 +1,167 @@
org $06926e ; <- 3126e - sprite_prep.asm : 2664 (LDA $0B9B : STA $0CBA, X)
jsl SpriteKeyPrep : nop #2
org $06d049 ; <- 35049 sprite_absorbable : 31-32 (JSL Sprite_DrawRippleIfInWater : JSR Sprite_DrawAbsorbable)
jsl SpriteKeyDrawGFX : bra + : nop : +
org $06d180
jsl BigKeyGet : bcs $07
org $06d18d ; <- 3518D - sprite_absorbable.asm : 274 (LDA $7EF36F : INC A : STA $7EF36F)
jsl KeyGet
org $06f9f3 ; bank06.asm : 6732 (JSL Sprite_LoadProperties)
jsl LoadProperties_PreserveItemMaybe
org $06d23a
Sprite_DrawAbsorbable:
org $1eff81
Sprite_DrawRippleIfInWater:
org $0db818
Sprite_LoadProperties:
org $288000 ;140000
ShuffleKeyDrops:
db 0
ShuffleKeyDropsReserved:
db 0
LootTable: ;PC: 140002
db $0e, $00, $24 ;; ice jelly key
db $13, $00, $24 ;; pokey 2
db $16, $00, $24 ;; swamp waterway pot
db $21, $00, $24 ;; key rat
db $35, $00, $24 ;; swamp trench 2 pot
db $36, $00, $24 ;; hookshot pot
db $37, $00, $24 ;; trench 1 pot
db $38, $00, $24 ;; pot row pot
db $39, $00, $24 ;; skull gibdo
db $3d, $00, $24 ;; gt minihelma
db $3e, $00, $24 ;; ice conveyor
db $3f, $00, $24 ;; ice hammer block ??? is this a dungeon secret?
db $43, $00, $24 ;; tiles 2 pot
db $53, $00, $24 ;; beamos hall pot
db $56, $00, $24 ;; skull west lobby pot
db $63, $00, $24 ;; desert tiles 1 pot
db $71, $00, $24 ;; boomerang guard
db $72, $00, $24 ;; hc map guard
db $7b, $00, $24 ;; gt star pits pot
db $80, $00, $32 ;; a big key (for the current dungeon)
db $8b, $00, $24 ;; gt conv cross block
db $9b, $00, $24 ;; gt dlb switch pot
db $9f, $00, $24 ;; ice many pots
db $99, $00, $24 ;; eastern eyegore
db $a1, $00, $24 ;; mire fishbone pot
db $ab, $00, $24 ;; tt spike switch pot
db $b0, $00, $24 ;; tower circle of pots usain
db $b3, $00, $24 ;; mire spikes pot
db $b6, $00, $24 ;; pokey 1
db $ba, $00, $24 ;; eastern dark pot
db $bc, $00, $24 ;; tt hallway pot
db $c0, $00, $24 ;; tower dark archer
db $c1, $00, $24 ;; mire glitchy jelly
db $ff, $00, $ff
;140068
KeyTable:
db $a0, $a0, $a2, $a3, $a4, $a5, $a6, $a7, $a8, $a9, $aa, $ab, $ac, $ad
SpriteKeyPrep:
{
lda $0b9b : sta $0cba, x ; what we wrote over
pha
lda.l ShuffleKeyDrops : beq +
phx
ldx #$fd
- inx #3 : lda.l LootTable, x : cmp #$ff : beq ++ : cmp $a0 : bne -
inx : lda.l LootTable, x : sta !MULTIWORLD_SPRITEITEM_PLAYER_ID
inx : lda.l LootTable, x
plx : sta $0e80, x
cmp #$24 : beq +
jsl PrepDynamicTile : bra +
++ plx : lda #$24 : sta $0e80, x
+ pla
rtl
}
SpriteKeyDrawGFX:
{
jsl Sprite_DrawRippleIfInWater
pha
lda.l ShuffleKeyDrops : bne +
- pla
phk : pea.w .jslrtsreturn-1
pea.w $068014 ; an rtl address - 1 in Bank06
jml Sprite_DrawAbsorbable
.jslrtsreturn
rtl
+ lda $0e80, x
cmp #$24 : beq -
jsl DrawDynamicTile ; see DrawHeartPieceGFX if problems
cmp #$03 : bne +
pha : lda $0e60, x : ora.b #$20 : sta $0E60, x : pla
+
jsl.l Sprite_DrawShadowLong
pla : rtl
}
KeyGet:
{
lda $7ef36f ; what we wrote over
pha
lda.l ShuffleKeyDrops : bne +
pla : rtl
+
ldy $0e80, x
phy
jsr KeyGetPlayer : sta !MULTIWORLD_ITEM_PLAYER_ID
jsl.l $0791b3 ; Player_HaltDashAttackLong
jsl.l Link_ReceiveItem
pla : sta $00
lda !MULTIWORLD_ITEM_PLAYER_ID : bne .end
phx
lda $040c : lsr : tax
lda $00 : cmp KeyTable, x : bne +
- plx : pla : rtl
+ cmp #$af : beq - ; universal key
cmp #$24 : beq - ; small key for this dungeon
plx
.end
pla : dec : rtl
}
BigKeyGet:
{
lda.l ShuffleKeyDrops : bne +
- stz $02e9 : ldy.b #$32 : phx ; what we wrote over
clc : rtl
+
ldy $0e80, x
cpy #$32 : beq -
+ sec : rtl
}
KeyGetPlayer:
{
phx
ldx #$fd
- inx #3 : lda.l LootTable, x : cmp #$ff : beq ++ : cmp $a0 : bne -
++ inx : lda.l LootTable, x
plx
rts
}
LoadProperties_PreserveItemMaybe:
{
lda.l ShuffleKeyDrops : bne +
jsl Sprite_LoadProperties : rtl
+ lda $0e80, x : pha
jsl Sprite_LoadProperties
pla : sta $0e80, x
rtl
}