153 lines
4.0 KiB
NASM
153 lines
4.0 KiB
NASM
;================================================================================
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; Lamp Mantle & Light Cone Fix
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;--------------------------------------------------------------------------------
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; Output: 0 for darkness, 1 for lamp cone
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;--------------------------------------------------------------------------------
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LampCheckOverride:
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LDA $7F50C4 : CMP.b #$01 : BNE + : RTL : +
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CMP.b #$FF : BNE + : INC : RTL : +
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LDA $7EF34A : BNE .done ; skip if we already have lantern
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LDA $7EF3CA : BNE +
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.lightWorld
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LDA $040C : CMP.b #$04 : !BGE ++ ; check if we're in HC
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LDA LampConeSewers : BRA .done
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++
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LDA LampConeLightWorld : BRA .done
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+
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.darkWorld
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LDA LampConeDarkWorld
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.done
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;BNE + : STZ $1D : + ; remember to turn cone off after a torch
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RTL
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GtBossHeartCheckOverride:
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lda $a0 : cmp #$1c : beq ++
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cmp #$6c : beq ++
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cmp #$4d : bne +
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++ lda.l DRFlags : and #$01 : bne ++ ;skip if flag on
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lda $403 : ora #$80 : sta $403
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++ clc
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rtl
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+ sec
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rtl
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OnFileLoadOverride:
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jsl OnFileLoad ; what I wrote over
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+ lda.l DRFlags : and #$02 : beq + ; Mirror Scroll
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lda $7ef353 : bne +
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lda #$01 : sta $7ef353
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+ rtl
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MirrorCheckOverride:
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lda.l DRFlags : and #$02 : beq ++
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lda $7ef353 : cmp #$01 : beq +
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++ lda $8A : and #$40 ; what I wrote over
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rtl
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+ lda.l DRScroll : rtl
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EGFixOnMirror:
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lda.l DRFlags : and #$10 : beq +
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stz $047a
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+ jsl Mirror_SaveRoomData
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rtl
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BlockEraseFix:
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lda $7ef353 : and #$02 : beq +
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stz $05fc : stz $05fd
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+ rtl
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FixShopCode:
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cpx #$300 : !bge +
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sta $7ef000, x
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+ rtl
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VitreousKeyReset:
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lda.l DRMode : beq +
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stz $0cba, x
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+ JML $0db818 ;restore old code
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GuruguruFix:
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lda $a0 : cmp #$df : !bge +
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and #$0f : cmp #$0e : !blt +
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iny #2
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+ rtl
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BlindAtticFix:
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lda.l DRMode : beq +
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lda #$01 : rtl
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+ lda $7EF3CC : cmp.b #$06
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rtl
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SuctionOverworldFix:
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stz $50 : stz $5e
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lda.l DRMode : beq +
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stz $49
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+ rtl
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!CutoffTable = "$27E000"
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CutoffEntranceRug:
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PHA : PHX
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LDA.l DRMode : BEQ .norm
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LDA $04 : cmp #$000A : BEQ + ; only affect A & C objects
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cmp #$000C : BNE .norm
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+ LDX #$0000 : LDA !CutoffTable, x
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- CMP.W $A0 : BEQ .check
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INX #2 : LDA !CutoffTable, x : CMP.w #$FFFF : BNE -
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.norm PLX : PLA : LDA $9B52, y : STA $7E2000, x ; what we wrote over
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RTL
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.check
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LDA $0c : CMP #$0004 : !BGE .skip
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LDA $0e : CMP #$0008 : !BGE .skip
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CMP.l #$0004 : !BLT .skip
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BRA .norm
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.skip PLX : PLA : RTL
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StoreTempBunnyState:
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LDA $5D : CMP #$1C : BNE +
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STA $5F
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+ LDA #$15 : STA $5D ; what we wrote over
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RTL
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RetrieveBunnyState:
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STY $5D : STZ $02D8 ; what we wrote over
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LDA $5F : BEQ +
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STA $5D
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+ RTL
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RainPrevention:
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LDA $00 : XBA : AND #$00FF ; what we wrote over
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PHA
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LDA $7EF3C5 : AND #$00FF : CMP #$0002 : !BGE .done ; only in rain states (0 or 1)
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LDA.l $7EF3C6 : AND #$0004 : BNE .done ; zelda's been rescued
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LDA.l BlockSanctuaryDoorInRain : BEQ .done ;flagged
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LDA $A0 : CMP #$0012 : BNE + ;we're in the sanctuary
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LDA.l $7EF3CC : AND #$00FF : CMP #$0001 : BEQ .done ; zelda is following
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LDA $00 : AND #$00FF : CMP #$00A1 : BNE .done ; position is a1
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PLA : LDA #$0008 : RTL
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+ LDA.l BlockCastleDoorsInRain : AND #$00FF : BEQ .done ;flagged
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LDX #$FFFE
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- INX #2 : LDA.l RemoveRainDoorsRoom, X : CMP #$FFFF : BEQ .done
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CMP $A0 : BNE -
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LDA.l RainDoorMatch, X : CMP $00 : BNE -
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PLA : LDA #$0008 : RTL
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.done PLA : RTL
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; A should be how much dmg to do to Aga when leaving this function
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StandardAgaDmg:
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LDX.b #$00 ; part of what we wrote over
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LDA.l $7EF3C6 : AND #$04 : BEQ + ; zelda's not been rescued
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LDA.b #$10 ; hurt him!
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+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
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; note: this skips both maiden dialog triggers if the hole is open
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BlindsAtticHint:
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REP #$20
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CMP.w #$0122 : BNE +
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LDA $7EF0CA : AND.w #$0100 : BEQ +
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SEP #$20 : RTL ; skip the dialog box if the hole is already open
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+ SEP #$20 : JML Main_ShowTextMessage
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