Experimental no longer pre-opens stone walls

Updated baserom
Fixed a standard bug where the exits to the ledge would be unavailable if the pyramid was pre-opened
DR ASM optimization
Removed Archery Game from Take-Any caves in inverted
Fixed a problem with new YAML parser
This commit is contained in:
aerinon
2021-05-13 12:17:31 -06:00
parent 7764432683
commit f2318b821a
12 changed files with 56 additions and 33 deletions

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@@ -82,8 +82,8 @@ DrHudDungeonItemsAdditions:
- 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 ++ : +
lda !HUD_FLAG : and.w #$0020 : beq + : JMP ++ : +
lda HUDDungeonItems : and.w #$0007 : bne + : JMP ++ : +
; bk symbols
lda.w #$2811 : sta $1606 : sta $1610 : sta $161a : sta $1624
; sm symbols
@@ -125,10 +125,10 @@ DrHudDungeonItemsAdditions:
lda.w #$24f5 : sta $1644, y
+
ldx $00
+ inx #2 : cpx #$001b : bcs ++ : brl -
+ inx #2 : cpx #$001b : bcs ++ : JMP -
++
lda !HUD_FLAG : and.w #$0020 : bne + : brl ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : brl ++ : +
lda !HUD_FLAG : and.w #$0020 : bne + : JMP ++ : +
lda HUDDungeonItems : and.w #$000c : bne + : JMP ++ : +
; 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
@@ -159,7 +159,7 @@ DrHudDungeonItemsAdditions:
.skipBlanks iny #2
cpx #$001a : beq +
lda.w #$24f5 : sta $1644, y ; blank out spot
+ inx #2 : cpx #$001b : !bge ++ : brl -
+ inx #2 : cpx #$001b : !bge ++ : JMP -
++
plp : ply : plx : rtl
}

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@@ -173,7 +173,7 @@ KeyGetPlayer:
LoadProperties_PreserveItemMaybe:
{
lda.l ShuffleKeyDrops : bne +
jsl Sprite_LoadProperties : rtl
JML Sprite_LoadProperties
+ lda $0e80, x : pha
jsl Sprite_LoadProperties
pla : sta $0e80, x

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@@ -399,8 +399,7 @@ StraightStairsTrapDoor:
lda #$05 : sta $11
inc $0468 : stz $068e : stz $0690
++ rtl
+ jsl Dungeon_ApproachFixedColor ; what we wrote over
rtl
+ JML Dungeon_ApproachFixedColor ; what we wrote over
}
InroomStairsTrapDoor:

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@@ -64,8 +64,7 @@ FixShopCode:
VitreousKeyReset:
lda.l DRMode : beq +
stz $0cba, x
+ jsl $0db818 ;restore old code
rtl
+ JML $0db818 ;restore old code
GuruguruFix:
lda $a0 : cmp #$df : !bge +
@@ -134,7 +133,7 @@ RainPrevention:
LDA.l $7EF3CC : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
LDA $00 : CMP #$02A1 : BNE .done
PLA : LDA #$0008 : RTL
+ LDA.l BlockCastleDoorsInRain : BEQ .done ;flagged
+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
LDX #$FFFE
- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
CMP $A0 : BNE -

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@@ -209,12 +209,10 @@ QuadrantLoadOrderBeforeScroll:
lda $045f : beq .end
lda #$08 : sta $045c ; start with opposite quadrant row
.end
jsl $0091c4 ; what we overwrote
rtl
JML $0091c4 ; what we overwrote
QuadrantLoadOrderAfterScroll:
lda $045f : beq .end
stz $045c : stz $045f ; draw other row and clear flag
.end
jsl $0091c4 ; what we overwrote
rtl
JML $0091c4 ; what we overwrote

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@@ -182,7 +182,7 @@ InroomStairsWarp: {
sta $02
stz $07
lda $01 : and #$10 : lsr #4
brl .layer
JMP .layer
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
txa : and #$06 : sta $07