If sanc if in a DW dungeon because of crossed+ ER, then you start in bunny form Mirroring from sanc to the portal is now in logic Another fix for animated tiles (fairy fountains) GT Big Key stat changed on credits Some standard logic fixes for lobbies (more outstanding)
180 lines
4.8 KiB
NASM
180 lines
4.8 KiB
NASM
org $02b5c4 ; -- moving right routine 135c4
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jsl WarpRight
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org $02b665 ; -- moving left routine
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jsl WarpLeft
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org $02b713 ; -- moving down routine
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jsl WarpDown
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org $02b7b4 ; -- moving up routine
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jsl WarpUp
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org $02bd80
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jsl AdjustTransition
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nop
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;turn off linking doors -- see .notRoomLinkDoor label in Bank02.asm
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org $02b5a8 ; <- 135a8 - Bank02.asm : 8368 (LDA $7EC004 : STA $A0)
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jsl CheckLinkDoorR
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bcc NotLinkDoor1
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org $02b5b6
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NotLinkDoor1:
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org $02b649 ; <- 135a8 - Bank02.asm : 8482 (LDA $7EC004 : STA $A0)
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jsl CheckLinkDoorL
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bcc NotLinkDoor2
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org $02b657
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NotLinkDoor2:
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; Staircase routine
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org $01c3d4 ; <- c3d4 - Bank01.asm : 9762-4 (Dungeon_DetectStaircase-> STA $A0 : LDA $063D, X)
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jsl RecordStairType : nop
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org $02a1e7 ;(PC: 121e7)
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jsl SpiralWarp
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org $0291b3 ; <- Bank02.asm : 3303 (LDA $0462 : AND.b #$04)
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jsl SpiralPriorityHack : nop
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org $0290f9 ; <- Bank02.asm : 3188 (LDA $0462 : AND.b #$04)
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jsl SpiralPriorityHack : nop
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org $029369 ; <- 11369 - Bank02.asm : 3610 (STX $0464 : STY $012E)
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jsl StraightStairsAdj : nop #2
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org $029383 ; <- 11384 - Bank02.asm : 3629 (.walkingDownStaircase-> ADD $20 : STA $20)
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jsl StraightStairsFix : nop
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org $0293aa ; <- 113aa - Bank02.asm : 3653 (ADD $20 : STA $20)
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jsl StraightStairsFix : nop
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org $0293d1 ; <- 113d1 - Bank02.asm : 3683 (ADD $20 : STA $20 BRANCH_IOTA)
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jsl StraightStairsFix : nop
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org $029396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
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jsl StraightStairLayerFix
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org $02c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
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jsl DoorToStraight : nop
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org $02941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
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jsl StraightStairsTrapDoor : rts
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; Graphics fix
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org $02895d ; Bank 02 line 1812 (JSL Dungeon_LoadRoom : JSL Dungeon_InitStarTileChr : JSL $00D6F9 : INC $B0)
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Splicer:
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jsl GfxFixer
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lda $b1 : beq .done
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rts
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nop #5
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.done
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org $01b618 ; Bank01.asm : 7963 Dungeon_LoadHeader (REP #$20 : INY : LDA [$0D], Y)
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nop : jsl OverridePaletteHeader
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org $02817e ; Bank02.asm : 414 (LDA $02811E, X)
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jsl FixAnimatedTiles
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org $028a06 ; Bank02.asm : 1941 Dungeon_ResetTorchBackgroundAndPlayer
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JSL FixWallmasterLamp
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org $00d377 ;Bank 00 line 3185
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DecompDungAnimatedTiles:
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org $00fda4 ;Bank 00 line 8882
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Dungeon_InitStarTileCh:
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org $00d6ae ;(PC: 56ae)
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LoadTransAuxGfx:
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org $00d739 ;
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LoadTransAuxGfx_Alt:
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org $00df5a ;(PC: 5f5a)
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PrepTransAuxGfx:
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org $0ffd65 ;(PC: 07fd65)
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Dungeon_LoadCustomTileAttr:
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org $01feb0
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Dungeon_ApproachFixedColor:
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;org $01fec1
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;Dungeon_ApproachFixedColor_variable:
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;org $a0f972 ; Rando version
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;LoadRoomHook:
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org $1bee74 ;(PC: 0dee74)
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Palette_DungBgMain:
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org $1bec77
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Palette_SpriteAux3:
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org $1becc5
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Palette_SpriteAux2:
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org $1bece4
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Palette_SpriteAux1:
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org $0DFA53
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jsl.l LampCheckOverride
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org $028046 ; <- 10046 - Bank02.asm : 217 (JSL EnableForceBlank) (Start of Module_LoadFile)
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jsl.l OnFileLoadOverride
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org $07A93F ; < 3A93F - Bank07.asm 6548 (LDA $8A : AND.b #$40 - Mirror checks)
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jsl.l MirrorCheckOverride
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org $05ef47
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Sprite_HeartContainer_Override: ;sprite_heart_upgrades.asm : 96-100 (LDA $040C : CMP.b #$1A : BNE .not_in_ganons_tower)
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jsl GtBossHeartCheckOverride : bcs .not_in_ganons_tower
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nop : stz $0dd0, X : rts
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.not_in_ganons_tower
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org $07a955 ; <- Bank07.asm : around 6564 (JP is a bit different) (STZ $05FC : STZ $05FD)
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jsl BlockEraseFix
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nop #2
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org $02b82a
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jsl FixShopCode
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org $1ddeea ; <- Bank1D.asm : 286 (JSL Sprite_LoadProperties)
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jsl VitreousKeyReset
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org $1ed024 ; f5024 sprite_guruguru_bar.asm : 27 (LDA $040C : CMP.b #$12 : INY #2
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jsl GuruguruFix : bra .next
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nop #3
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.next
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org $028fc9
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nop #2 : jsl BlindAtticFix
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org $028409
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jsl SuctionOverworldFix
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org $0ded04 ; <- rando's hooks.asm line 2192 - 6ED04 - equipment.asm : 1963 (REP #$30)
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jsl DrHudDungeonItemsAdditions
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;org $098638 ; rando's hooks.asm line 2192
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;jsl CountChestKeys
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org $06D192 ; rando's hooks.asm line 457
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jsl CountAbsorbedKeys
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; rando's hooks.asm line 1020
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;org $05FC7E ; <- 2FC7E - sprite_dash_item.asm : 118 (LDA $7EF36F : INC A : STA $7EF36F)
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;jsl CountBonkItem
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org $019dbd ; <- Bank01.asm : 4465 of Object_Draw8xN (LDA $9B52, Y : STA $7E2000, X)
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jsl CutoffEntranceRug : bra .nextTile : nop
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.nextTile
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;maybe set 02e2 to 0
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org $0799de ; <- Bank07.asm : 4088 (LDA.b #$15 : STA $5D)
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JSL StoreTempBunnyState
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;
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org $08c450 ; <- ancilla_receive_item.asm : 146-148 (STY $5D : STZ $02D8)
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JSL RetrieveBunnyState : NOP
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org $02d9ce ; <- Bank02.asm : Dungeon_LoadEntrance 10829 (STA $A0 : STA $048E)
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JSL CheckDarkWorldSanc : NOP
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; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
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; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
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; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds
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;Kill big key (1e) check for south doors
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;org $1aa90
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;DontCheck:
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;bra .done
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;nop #3
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;.done
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;Enable south facing bk graphic
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;org $4e24
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;dw $2ac8
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org $01b714 ; PC: b714
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OpenableDoors:
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jsl CheckIfDoorsOpen
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bcs .normal
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rts
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.normal
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