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:
{
; 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
+

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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
; =========================================================