diff --git a/Items/fishing_rod.asm b/Items/fishing_rod.asm index 0277a97..651a2d2 100644 --- a/Items/fishing_rod.asm +++ b/Items/fishing_rod.asm @@ -359,12 +359,12 @@ SpritePrep_Floater: Sprite_Floater: { ; Floater Draw, allocate 4 tiles to use for the hud - LDA SprMiscG, X : BEQ + + LDA.w SprMiscG, X : BEQ + JSL Sprite_DrawWaterRipple + JSR Sprite_Floater_Draw - LDA SprMiscG, X : BNE + + LDA.w SprMiscG, X : BNE + JSL Sprite_DrawShadow + diff --git a/Items/goldstar.asm b/Items/goldstar.asm index a1ea6d2..17fb479 100644 --- a/Items/goldstar.asm +++ b/Items/goldstar.asm @@ -52,7 +52,7 @@ pullpc HookMaskCheck: { - LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask + LDA.w GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask ; morning star graphics oam tile pattern id LDA.w $0109 : AND #$FF00 : ORA.w #$004A @@ -88,7 +88,7 @@ pullpc ; $22D4C0 - Hooked into AncillaDraw_Hookshot @ _08BF2D BallChain_DrawOrReturn: { - LDA GoldstarOrHookshot : CMP #$02 : BEQ + + LDA.w GoldstarOrHookshot : CMP #$02 : BEQ + LDA #$00 : STA ($92),Y RTL + ; $22D4CD @@ -107,7 +107,7 @@ pullpc BallChain_ExtraCollisionLogic: { TAX - LDA GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar + LDA.w GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar TXA : CMP #$0A : BNE ++ LDA #$FF : BRA ++ + ; $22D4F2 @@ -236,7 +236,7 @@ pullpc ; Sets Link state to 0x00 and resets the hookshot timer BallChain_ResetTimer: { - LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer + LDA.w GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer STZ $7A ; Clear the timer .dont_clear_timer STZ $5D ; Return to LinkState_Default @@ -257,7 +257,7 @@ pullpc ; Natively NOPs out the bytes 08BFDA - 08BFEA BallChain_DrawChainOrHookshot: { - LDA GoldstarOrHookshot : CMP #$02 : BEQ + + LDA.w GoldstarOrHookshot : CMP #$02 : BEQ + LDA #$19 : STA ($90),Y JSR BallChainOrHookshot_Modifier ; $D820 ORA.b #$02 @@ -295,7 +295,7 @@ pullpc ; $22D850 - Modify the palette Goldstar_SetChainProperties: { - LDA GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain + LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain LDA HookshotSpriteData.prop, X ORA.b #$02 : ORA.b $65 RTL @@ -951,7 +951,7 @@ Hookshot_Init: BeginGoldstarOrHookshot: { - LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar + LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar JMP .begin_hookshot .begin_goldstar: @@ -987,9 +987,9 @@ ApplyGoldstarDamageClass: { PHA ; If the hookshot is active - LDA $0202 : CMP.b #$03 : BNE .return + LDA.w $0202 : CMP.b #$03 : BNE .return ; If the goldstar is active, swap in the damage class - LDA GoldstarOrHookshot : CMP #$02 : BNE .return + LDA.w GoldstarOrHookshot : CMP.b #$02 : BNE .return PLA LDA #$02 JMP .apply @@ -1005,11 +1005,11 @@ ApplyGoldstarDamageClass: CheckForSwitchToGoldstar: { %CheckNewR_ButtonPress() : BEQ .continue - LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot - LDA #$01 : STA GoldstarOrHookshot + LDA.w GoldstarOrHookshot : CMP.b #$01 : BEQ .set_hookshot + LDA.b #$01 : STA.w GoldstarOrHookshot JMP .continue .set_hookshot: - LDA #$02 : STA GoldstarOrHookshot + LDA.b #$02 : STA.w GoldstarOrHookshot .continue: LDA.b $3A : AND.b #$40 ; Restore vanilla code RTL diff --git a/Masks/deku_mask.asm b/Masks/deku_mask.asm index 7fc6b22..24fff9c 100644 --- a/Masks/deku_mask.asm +++ b/Masks/deku_mask.asm @@ -127,9 +127,9 @@ LinkState_UsingQuake: ; ------------------------------------------------- ; Prevent repeat spellcast set LDA.b #$01 : STA.w $0324 - LDA.b #$12 : STA LinkZ - LDA.b #$FF : STA FallTimer - LDA.b #$01 : STA DekuFloating + LDA.b #$12 : STA.w LinkZ + LDA.b #$FF : STA.w FallTimer + LDA.b #$01 : STA.w DekuFloating ; ------------------------------------------------- .exit diff --git a/Masks/mask_routines.asm b/Masks/mask_routines.asm index b10bf41..21ac76e 100644 --- a/Masks/mask_routines.asm +++ b/Masks/mask_routines.asm @@ -353,7 +353,7 @@ Link_TransformMoosh: ; This is used to change the animation during 0x0A (Using Quake Medallion) DekuLink_SpinOrRecoil: { - LDA DekuFloating : BEQ .spin + LDA.w DekuFloating : BEQ .spin LDA.w !CurrentMask : CMP.b #$07 : BNE + LDY.b #$1C JML $0DA435 ; JML $0DA40B @@ -423,25 +423,25 @@ HandleMovement: LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F LDA #$02 : STA $031C LDA #$05 : STA $3D - LDA #$02 : STA LinkFaceDir + LDA #$02 : STA.w LinkFaceDir .not_down LDA $F0 : AND #$02 : BEQ .not_left LDY #$02 LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL - LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH + LDA.w .drag_x_high, Y : ADC.w DragYH : STA.w DragYH LDA #$03 : STA $031C LDA #$05 : STA $3D - LDA #$04 : STA LinkFaceDir + LDA #$04 : STA.w LinkFaceDir .not_left LDA $F0 : AND #$01 : BEQ .not_right LDY #$03 LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL - LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH + LDA.w .drag_x_high, Y : ADC.w DragYH : STA.w DragYH LDA #$04 : STA $031C LDA #$05 : STA $3D - LDA #$06 : STA LinkFaceDir + LDA #$06 : STA.w LinkFaceDir .not_right RTS @@ -482,8 +482,8 @@ DekuLink_HoverBasedOnInput: JSL Link_CancelDash ; Pos - Cache Pos = difference - LDA LinkX : SEC : SBC $3F : STA $31 - LDA LinkY : SEC : SBC $3E : STA $30 + LDA.w LinkX : SEC : SBC $3F : STA $31 + LDA.w LinkY : SEC : SBC $3E : STA $30 LDA $5C : AND #$1F : BNE .continue_me DEC $24 @@ -491,7 +491,7 @@ DekuLink_HoverBasedOnInput: LDA $5C : BEQ .auto_cancel - LDA DekuFloating : BEQ .no_bomb_drop + LDA.w DekuFloating : BEQ .no_bomb_drop LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop LDY.b #$01 : LDA.b #$07 ; ANCILLA 07 JSL $09811F ; AncillaAdd_Bomb diff --git a/Menu/menu_text.asm b/Menu/menu_text.asm index c54129a..3a9ccdb 100644 --- a/Menu/menu_text.asm +++ b/Menu/menu_text.asm @@ -234,7 +234,7 @@ Menu_DrawItemName: RTS .goldstar - LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item + LDA.w GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item JSR DrawGoldstarName RTS diff --git a/Overworld/time_system.asm b/Overworld/time_system.asm index 7216ada..ded9a02 100644 --- a/Overworld/time_system.asm +++ b/Overworld/time_system.asm @@ -498,7 +498,7 @@ org $00FC6A ;$0B/FEBE 8F 40 C5 7E STA $7EC540 ;$0B/FEC2 8F 40 C3 7E STA $7EC340 -if ZS_CUSTOM_OW_V2 = 0 +if ZS_CUSTOM_OW_V2 == 0 ; Custom BG Color Mosaic Background Color fix org $028464 NOP #6 @@ -517,7 +517,7 @@ org $02AE92 ; org $0BFEB6 VANILLA DAY/NIGHT HOOK ; ZS OW - ReplaceBGColor -if ZS_CUSTOM_OW_V2 = 0 +if ZS_CUSTOM_OW_V2 == 0 org $2886B4 STA !pal_color JSL BackgroundFix @@ -525,7 +525,7 @@ org $2886B4 endif ; ZS OW - CheckForChangeGraphicsTransitionLoad -if ZS_CUSTOM_OW_V2 = 1 +if ZS_CUSTOM_OW_V2 == 1 org $289447 JSL SubAreasFix else diff --git a/Sprites/Bosses/dark_link.asm b/Sprites/Bosses/dark_link.asm index ccde4fd..8dbbfe9 100644 --- a/Sprites/Bosses/dark_link.asm +++ b/Sprites/Bosses/dark_link.asm @@ -119,7 +119,7 @@ Sprite_DarkLink_Prep: } DarkLink_Palette: - dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4 + dw $7FFF, $14A5, $2108, $294A, $1CF5, $7E4E, $3DEF, $6FF4 ; =========================================================