Files
alttpr-python/asm/spiral.asm
aerinon c6d85a3f06 --Fixed Aga Tower staircase (Push statue)
--Petting Zoo rename
--Gui fix for repeated options
--Eliminated bad rule - (It Required Desert BK even if wallslide not in desert)
2020-01-10 15:35:54 -07:00

188 lines
5.5 KiB
NASM

RecordStairType: {
sta $a0
lda $0e : sta $045e
lda $063d, x
rtl
}
SpiralWarp: {
lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
.abort
stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out
.gtg
phb : phk : plb : phx : phy ; push stuff
jsr LookupSpiralOffset
rep #$30 : and #$00FF : asl #2 : tax
lda SpiralTable, x : sta $00
lda SpiralTable+2, x : sta $02
sep #$30
lda $00 : sta $a0
; shift quadrant if necessary
stz $07 ; this is a x quad adjuster for those blasted staircase on the edges
lda $01 : and #$01 : !sub $a9
bne .xQuad
lda $0462 : and #$04 : bne .xqCont
inc $07
.xqCont lda $22 : bne .skipXQuad ; this is an edge case
dec $23 : bra .skipXQuad ; need to -1 if $22 is 0
.xQuad sta $06 : !add $a9 : sta $a9
lda $0462 : and #$04 : bne .xCont
inc $07 ; up stairs are going to -1 the quad anyway during transition, need to add this back
.xCont ldy #$00 : jsr ShiftQuadSimple
.skipXQuad
lda $aa : lsr : sta $06 : lda $01 : and #$02 : lsr : !sub $06
beq .skipYQuad
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
lda $01 : and #$04 : lsr : sta $048a ;fix layer calc 0->0 2->1
lda $01 : and #$08 : lsr #2 : sta $0492 ;fix from layer calc 0->0 2->1
; shift lower coordinates
lda $02 : sta $22 : bne .adjY : lda $23 : !add $07 : sta $23
.adjY lda $03 : sta $20 : bne .upDownAdj : inc $21
.upDownAdj ldx #$08
lda $0462 : and #$04 : beq .upStairs
ldx #$fd
lda $01 : and #$80 : bne .set53
; if target is also down adjust by (6,-15)
lda #$06 : !add $20 : sta $20 : lda #$eb : !add $22 : sta $22 : bra .set53
.upStairs
lda $01 : and #$80 : beq .set53
; if target is also up adjust by (-6, 14)
lda #$fa : !add $20 : sta $20 : lda #$14 : !add $22 : sta $22
bne .set53 : inc $23
.set53
txa : !add $22 : sta $53
lda $01 : and #$10 : sta $07 ; zeroHzCam check
ldy #$00 : jsr SetCamera
lda $01 : and #$20 : sta $07 ; zeroVtCam check
ldy #$01 : jsr SetCamera
stz $045e ; clear the staircase flag
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
}
;Sets the offset in A
LookupSpiralOffset: {
;where link currently is in $a2: quad in a8 & #$03
;count doors
stz $00 : ldx #$00 : stz $01
.loop
lda $047e, x : cmp $00 : bcc .continue
sta $00
.continue inx #2
cpx #$08 : bcc .loop
lda $00 : lsr
cmp #$01 : beq .done
; look up the quad
lda $a9 : ora $aa : and #$03 : beq .quad0
cmp #$01 : beq .quad1
cmp #$02 : beq .quad2
cmp #$03 : beq .quad3
.quad0
inc $01 : lda $a2
cmp #$0c : beq .q0diff ;gt ent
cmp #$70 : bne .done ;hc stairwell
.q0diff lda $22 : cmp #$00 : beq .secondDoor
cmp #$98 : bcc .done ;gt ent and hc stairwell
.secondDoor inc $01 : bra .done
.quad1
lda $a2
cmp #$1a : beq .q1diff ;pod compass
cmp #$26 : beq .q1diff ;swamp elbows
cmp #$6a : beq .q1diff ;pod dark basement
cmp #$76 : bne .done ;swamp drain
.q1diff lda $22 : cmp #$98 : bcc .done
inc $01 : bra .done
.quad2
lda #$03 : sta $01 : lda $a2
cmp #$5f : beq .iceu ;ice u room
cmp #$3f : bne .done ;hammer ice exception
stz $01 : bra .done
.iceu lda $22 : cmp #$78 : bcc .done
inc $01 : bra .done
.quad3
lda $a2 : cmp #$40 : beq .done ; top of aga exception
lda #$02 : sta $01 ; always 2
.done
lda $a2 : tax : lda SpiralOffset,x
!add $01 ;add a thing (0 in easy case)
rts
}
ShiftQuadSimple: {
lda CoordIndex,y : tax
lda $20,x : beq .skip
lda $21,x : !add $06 : sta $21,x ; coordinate update
.skip
lda CamQuadIndex,y : tax
lda $0601,x : !add $06 : sta $0601,x
lda $0605,x : !add $06 : sta $0605,x ; high bytes of these guys
rts
}
SetCamera: {
stz $04
tyx : lda $a9,x : bne .nonZeroHalf
lda CamQuadIndex,y : tax : lda $607,x : pha
lda CameraIndex,y : tax : pla : cmp $e3, x : bne .noQuadAdj
dec $e3,x
.noQuadAdj
lda $07 : bne .adj0
lda CoordIndex,y : tax
lda $20,x : beq .oddQuad
cmp #$79 : bcc .adj0
!sub #$78 : sta $04
tya : asl : !add #$04 : tax : jsr AdjCamBounds : bra .done
.oddQuad
lda #$80 : sta $04 : bra .adj1 ; this is such a weird case - quad cross boundary
.adj0
tya : asl : tax : jsr AdjCamBounds : bra .done
.nonZeroHalf ;meaning either right half or bottom half
lda $07 : bne .setQuad
lda CoordIndex,y : tax
lda $20,x : cmp #$78 : bcs .setQuad
!add #$78 : sta $04
lda CamQuadIndex,y : tax : lda $0603, x : pha
lda CameraIndex,y : tax : pla : sta $e3, x
.adj1
tya : asl : !add #$08 : tax : jsr AdjCamBounds : bra .done
.setQuad
lda CamQuadIndex,y : tax : lda $0607, x : pha
lda CameraIndex,y : tax : pla : sta $e3, x
tya : asl : !add #$0c : tax : jsr AdjCamBounds : bra .done
.done
lda CameraIndex,y : tax
lda $04 : sta $e2, x
rts
}
; input, expects X to be an appropriate offset into the CamBoundBaseLine table
; when $04 is 0 no coordinate are added
AdjCamBounds: {
rep #$20 : lda CamBoundBaseLine, x : sta $05
lda $04 : and #$00ff : beq .common
lda CoordIndex,y : tax
lda $20, x : and #$00ff : !add $05 : sta $05
.common
lda OppCamBoundIndex,y : tax
lda $05 : sta $0618, x
inc #2 : sta $061A, x : sep #$20
rts
}