add explicit length suffices

This commit is contained in:
scawful
2024-09-18 18:32:10 -04:00
parent 7489e90092
commit 25085330d1
7 changed files with 31 additions and 31 deletions

View File

@@ -359,12 +359,12 @@ SpritePrep_Floater:
Sprite_Floater: Sprite_Floater:
{ {
; Floater Draw, allocate 4 tiles to use for the hud ; Floater Draw, allocate 4 tiles to use for the hud
LDA SprMiscG, X : BEQ + LDA.w SprMiscG, X : BEQ +
JSL Sprite_DrawWaterRipple JSL Sprite_DrawWaterRipple
+ +
JSR Sprite_Floater_Draw JSR Sprite_Floater_Draw
LDA SprMiscG, X : BNE + LDA.w SprMiscG, X : BNE +
JSL Sprite_DrawShadow JSL Sprite_DrawShadow
+ +

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@@ -52,7 +52,7 @@ pullpc
HookMaskCheck: 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 LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
; morning star graphics oam tile pattern id ; morning star graphics oam tile pattern id
LDA.w $0109 : AND #$FF00 : ORA.w #$004A LDA.w $0109 : AND #$FF00 : ORA.w #$004A
@@ -88,7 +88,7 @@ pullpc
; $22D4C0 - Hooked into AncillaDraw_Hookshot @ _08BF2D ; $22D4C0 - Hooked into AncillaDraw_Hookshot @ _08BF2D
BallChain_DrawOrReturn: BallChain_DrawOrReturn:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BEQ + LDA.w GoldstarOrHookshot : CMP #$02 : BEQ +
LDA #$00 : STA ($92),Y LDA #$00 : STA ($92),Y
RTL RTL
+ ; $22D4CD + ; $22D4CD
@@ -107,7 +107,7 @@ pullpc
BallChain_ExtraCollisionLogic: BallChain_ExtraCollisionLogic:
{ {
TAX TAX
LDA GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar LDA.w GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar
TXA : CMP #$0A : BNE ++ TXA : CMP #$0A : BNE ++
LDA #$FF : BRA ++ LDA #$FF : BRA ++
+ ; $22D4F2 + ; $22D4F2
@@ -236,7 +236,7 @@ pullpc
; Sets Link state to 0x00 and resets the hookshot timer ; Sets Link state to 0x00 and resets the hookshot timer
BallChain_ResetTimer: BallChain_ResetTimer:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer LDA.w GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
STZ $7A ; Clear the timer STZ $7A ; Clear the timer
.dont_clear_timer .dont_clear_timer
STZ $5D ; Return to LinkState_Default STZ $5D ; Return to LinkState_Default
@@ -257,7 +257,7 @@ pullpc
; Natively NOPs out the bytes 08BFDA - 08BFEA ; Natively NOPs out the bytes 08BFDA - 08BFEA
BallChain_DrawChainOrHookshot: BallChain_DrawChainOrHookshot:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BEQ + LDA.w GoldstarOrHookshot : CMP #$02 : BEQ +
LDA #$19 : STA ($90),Y LDA #$19 : STA ($90),Y
JSR BallChainOrHookshot_Modifier ; $D820 JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$02 ORA.b #$02
@@ -295,7 +295,7 @@ pullpc
; $22D850 - Modify the palette ; $22D850 - Modify the palette
Goldstar_SetChainProperties: Goldstar_SetChainProperties:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain
LDA HookshotSpriteData.prop, X LDA HookshotSpriteData.prop, X
ORA.b #$02 : ORA.b $65 ORA.b #$02 : ORA.b $65
RTL RTL
@@ -951,7 +951,7 @@ Hookshot_Init:
BeginGoldstarOrHookshot: BeginGoldstarOrHookshot:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
JMP .begin_hookshot JMP .begin_hookshot
.begin_goldstar: .begin_goldstar:
@@ -987,9 +987,9 @@ ApplyGoldstarDamageClass:
{ {
PHA PHA
; If the hookshot is active ; 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 ; 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 PLA
LDA #$02 LDA #$02
JMP .apply JMP .apply
@@ -1005,11 +1005,11 @@ ApplyGoldstarDamageClass:
CheckForSwitchToGoldstar: CheckForSwitchToGoldstar:
{ {
%CheckNewR_ButtonPress() : BEQ .continue %CheckNewR_ButtonPress() : BEQ .continue
LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot LDA.w GoldstarOrHookshot : CMP.b #$01 : BEQ .set_hookshot
LDA #$01 : STA GoldstarOrHookshot LDA.b #$01 : STA.w GoldstarOrHookshot
JMP .continue JMP .continue
.set_hookshot: .set_hookshot:
LDA #$02 : STA GoldstarOrHookshot LDA.b #$02 : STA.w GoldstarOrHookshot
.continue: .continue:
LDA.b $3A : AND.b #$40 ; Restore vanilla code LDA.b $3A : AND.b #$40 ; Restore vanilla code
RTL RTL

View File

@@ -127,9 +127,9 @@ LinkState_UsingQuake:
; ------------------------------------------------- ; -------------------------------------------------
; Prevent repeat spellcast set ; Prevent repeat spellcast set
LDA.b #$01 : STA.w $0324 LDA.b #$01 : STA.w $0324
LDA.b #$12 : STA LinkZ LDA.b #$12 : STA.w LinkZ
LDA.b #$FF : STA FallTimer LDA.b #$FF : STA.w FallTimer
LDA.b #$01 : STA DekuFloating LDA.b #$01 : STA.w DekuFloating
; ------------------------------------------------- ; -------------------------------------------------
.exit .exit

View File

@@ -353,7 +353,7 @@ Link_TransformMoosh:
; This is used to change the animation during 0x0A (Using Quake Medallion) ; This is used to change the animation during 0x0A (Using Quake Medallion)
DekuLink_SpinOrRecoil: DekuLink_SpinOrRecoil:
{ {
LDA DekuFloating : BEQ .spin LDA.w DekuFloating : BEQ .spin
LDA.w !CurrentMask : CMP.b #$07 : BNE + LDA.w !CurrentMask : CMP.b #$07 : BNE +
LDY.b #$1C LDY.b #$1C
JML $0DA435 ; JML $0DA40B JML $0DA435 ; JML $0DA40B
@@ -423,25 +423,25 @@ HandleMovement:
LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
LDA #$02 : STA $031C LDA #$02 : STA $031C
LDA #$05 : STA $3D LDA #$05 : STA $3D
LDA #$02 : STA LinkFaceDir LDA #$02 : STA.w LinkFaceDir
.not_down .not_down
LDA $F0 : AND #$02 : BEQ .not_left LDA $F0 : AND #$02 : BEQ .not_left
LDY #$02 LDY #$02
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL 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 #$03 : STA $031C
LDA #$05 : STA $3D LDA #$05 : STA $3D
LDA #$04 : STA LinkFaceDir LDA #$04 : STA.w LinkFaceDir
.not_left .not_left
LDA $F0 : AND #$01 : BEQ .not_right LDA $F0 : AND #$01 : BEQ .not_right
LDY #$03 LDY #$03
LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL 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 #$04 : STA $031C
LDA #$05 : STA $3D LDA #$05 : STA $3D
LDA #$06 : STA LinkFaceDir LDA #$06 : STA.w LinkFaceDir
.not_right .not_right
RTS RTS
@@ -482,8 +482,8 @@ DekuLink_HoverBasedOnInput:
JSL Link_CancelDash JSL Link_CancelDash
; Pos - Cache Pos = difference ; Pos - Cache Pos = difference
LDA LinkX : SEC : SBC $3F : STA $31 LDA.w LinkX : SEC : SBC $3F : STA $31
LDA LinkY : SEC : SBC $3E : STA $30 LDA.w LinkY : SEC : SBC $3E : STA $30
LDA $5C : AND #$1F : BNE .continue_me LDA $5C : AND #$1F : BNE .continue_me
DEC $24 DEC $24
@@ -491,7 +491,7 @@ DekuLink_HoverBasedOnInput:
LDA $5C : BEQ .auto_cancel 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 LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop
LDY.b #$01 : LDA.b #$07 ; ANCILLA 07 LDY.b #$01 : LDA.b #$07 ; ANCILLA 07
JSL $09811F ; AncillaAdd_Bomb JSL $09811F ; AncillaAdd_Bomb

View File

@@ -234,7 +234,7 @@ Menu_DrawItemName:
RTS RTS
.goldstar .goldstar
LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item LDA.w GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
JSR DrawGoldstarName JSR DrawGoldstarName
RTS RTS

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@@ -498,7 +498,7 @@ org $00FC6A
;$0B/FEBE 8F 40 C5 7E STA $7EC540 ;$0B/FEBE 8F 40 C5 7E STA $7EC540
;$0B/FEC2 8F 40 C3 7E STA $7EC340 ;$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 ; Custom BG Color Mosaic Background Color fix
org $028464 org $028464
NOP #6 NOP #6
@@ -517,7 +517,7 @@ org $02AE92
; org $0BFEB6 VANILLA DAY/NIGHT HOOK ; org $0BFEB6 VANILLA DAY/NIGHT HOOK
; ZS OW - ReplaceBGColor ; ZS OW - ReplaceBGColor
if ZS_CUSTOM_OW_V2 = 0 if ZS_CUSTOM_OW_V2 == 0
org $2886B4 org $2886B4
STA !pal_color STA !pal_color
JSL BackgroundFix JSL BackgroundFix
@@ -525,7 +525,7 @@ org $2886B4
endif endif
; ZS OW - CheckForChangeGraphicsTransitionLoad ; ZS OW - CheckForChangeGraphicsTransitionLoad
if ZS_CUSTOM_OW_V2 = 1 if ZS_CUSTOM_OW_V2 == 1
org $289447 org $289447
JSL SubAreasFix JSL SubAreasFix
else else

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@@ -119,7 +119,7 @@ Sprite_DarkLink_Prep:
} }
DarkLink_Palette: DarkLink_Palette:
dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4 dw $7FFF, $14A5, $2108, $294A, $1CF5, $7E4E, $3DEF, $6FF4
; ========================================================= ; =========================================================