Transformation mask refactor, CheckForSwordSwing
This commit is contained in:
@@ -5,28 +5,28 @@
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; $7EF349 bunny hood RAM slot
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;
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; Adjustable speed table at the end
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; db (0) $18: - Horizontal and vertical walking speed
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; db (0) $18: - Horizontal and vertical walking speed
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; (Default = 18)
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; db (1) $10 - Diagonal walking speed
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; db (1) $10 - Diagonal walking speed
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; (Default = 10)
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; db (2) $0a - Stairs walking speed
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; db (2) $0a - Stairs walking speed
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; (Default = 0A)
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; db (0c) $14 - walking through heavy grass speed (also shallow water)
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; db (0c) $14 - walking through heavy grass speed (also shallow water)
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; (Default = 14)
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; db (0d) $0d - walking diagonally through heavy grass speed (also shallow water)
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; db (0d) $0d - walking diagonally through heavy grass speed (also shallow water)
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; (Default = 0D)
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; db (10) $40 - Pegasus boots speed (Default = 40)
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; db (10) $40 - Pegasus boots speed (Default = 40)
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;
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; =============================================================================
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org $378000
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org $378000
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incbin gfx/bunny_link.4bpp
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; =============================================================================
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UpdateBunnyPalette:
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{
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REP #$30 ; change 16bit mode
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REP #$30 ; change 16bit mode
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LDX #$001E
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.loop
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@@ -34,8 +34,8 @@ UpdateBunnyPalette:
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DEX : DEX : BPL .loop
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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}
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; =============================================================================
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@@ -49,57 +49,59 @@ bunny_palette:
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; =============================================================================
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; Bunny Hood Speed Modification
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org $87E330
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org $87E330
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JSR $FD66
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CLC
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org $87FD66
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JSL $20AF20
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JSL LinkState_BunnyHoodRun
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RTS
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org $20AF20
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CPX.b #$11 : BCS end ; speed value upper bound check
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LDA.w $0202 ; check the current item
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CMP.b #$16 : BNE end ; is it the bunny hood?
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LDA.w $02B2 ; did you put it on?
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BEQ end
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LDA $20AF70,X ; load new speed values
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CLC
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RTL
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LinkState_BunnyHoodRun:
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{
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CPX.b #$11 : BCS .end ; speed value upper bound check
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LDA.w $0202 ; check the current item
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CMP.b #$16 : BNE .end ; is it the bunny hood?
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LDA.w !CurrentMask ; did you put it on?
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BEQ .end
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LDA.l BunnySpeedTable, X ; load new speed values
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CLC
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RTL
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end: {
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LDA $87E227,X ; load native speed values
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.end
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LDA $87E227, X ; load native speed values
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CLC
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RTL
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}
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org $20AF70 ; this selects the new speed values
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org $20AF70 ; this selects the new speed values
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BunnySpeedTable:
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{
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db $20, $12, $0a, $18, $10, $08, $08, $04, $0c, $10, $09, $19, $14, $0d, $10, $08, $40
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}
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; =============================================================================
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; Press R to transform into bunny form and run faster.
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; =============================================================================
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org $07A494
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LinkItem_Ether:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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%CheckNewR_ButtonPress() : BEQ .return
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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%PlayerTransform()
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LDA $02B2 : CMP #$04 : BEQ .unequip ; is the hood already on?
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LDA $02B2 : CMP #$04 : BEQ .unequip ; is the hood already on?
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JSL UpdateBunnyPalette
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LDA #$37 : STA $BC ; change link's sprite
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LDA #$37 : STA $BC ; change link's sprite
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LDA #$04 : STA $02B2
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BRA .return
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.unequip
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STZ $02B2
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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC ; take the hood off
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%ResetToLinkGraphics()
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.return
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CLC
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@@ -2,81 +2,45 @@
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; Deku Mask
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; =============================================================================
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; =============================================================================
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org $358000
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org $358000
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incbin gfx/deku_link.bin
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; =============================================================================
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org $07A64B ; formerly Quake
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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; Check for R button held
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LDA $F2 : CMP #$10 : BNE .return
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%CheckNewR_ButtonPress() : BEQ .return
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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%PlayerTransform()
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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LDA.l $7EF359 : STA $0AA5 ; Store the current sword
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
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LDA #$02 : STA $7E03FC ; Set the override to Bow (pea shooter)
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LDA.b #$00 : STA $7EF35A ; Clear the shield
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2 ; set the deku mask flag
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BRA .return
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.unequip
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JSL Palette_ArmorAndGloves
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STZ $5D
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; Restore the sword and shield
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LDA $0AA5 : STA.l $7EF359
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; Restore the shield
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LDA $0AAF : STA.l $7EF35A
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LDA #$00 : STA $7E03FC ; clear the override
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LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
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%ResetToLinkGraphics()
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.return
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RTS
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}
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; =============================================================================
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org $079CD9
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JSL LinkItem_CheckForSwordSwing_Masks
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; =============================================================================
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org $318000
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LinkItem_CheckForSwordSwing_Masks:
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{
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LDA $02B2 : CMP #$01 : BNE .return
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LDA #$01
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RTL
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.return
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LDA $3B : AND.b #$10
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RTL
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}
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; =============================================================================
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; org $07A013
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; JSL LinkItem_SlingshotPrepare
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@@ -111,62 +75,61 @@ LinkItem_SlingshotPrepare:
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; $A309
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.gamma
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LDA #$01 ; Load the accumulator with hex value 01
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STA $7F502E ; Store the accumulator value at memory address 7F502E
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LDA #$01 ; Load the accumulator with hex value 01
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STA $7F502E ; Store the accumulator value at memory address 7F502E
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PHB ; Push data bank register on stack
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDX #$A500 ; Load X register with source address
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LDY #$9800 ; Load Y register with destination address
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LDA #$00BF ; Load the accumulator with the number of bytes to be moved
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MVN $20, $7E ; Block move negative - moves 00BF bytes from $A500 to $9800
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SEP #$30 ; Set 8-bit accumulator and index registers
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PLB ; Pull data bank register from stack
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PHB ; Push data bank register on stack
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDX #$A500 ; Load X register with source address
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LDY #$9800 ; Load Y register with destination address
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LDA #$00BF ; Load the accumulator with the number of bytes to be moved
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MVN $20, $7E ; Block move negative - moves 00BF bytes from $A500 to $9800
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SEP #$30 ; Set 8-bit accumulator and index registers
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PLB ; Pull data bank register from stack
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.loop
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LDA $4212 : AND #$80 : BNE .loop ; Wait for VBlank start (beginning of vertical blanking period)
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LDA $4212 : AND #$80 : BNE .loop ; Wait for VBlank start (beginning of vertical blanking period)
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.loop2
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LDA $4212 : AND #$80 : BEQ .loop2 ; Wait for VBlank end
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LDA $4212 : AND #$80 : BEQ .loop2 ; Wait for VBlank end
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$A700 : STA $4302 ; Set DMA source address to $A700
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LDA #$42A0 : STA $2116 ; Set VRAM (Video RAM) address to $42A0
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SEP #$30 ; Set 8-bit accumulator and index registers
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$A700 : STA $4302 ; Set DMA source address to $A700
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LDA #$42A0 : STA $2116 ; Set VRAM (Video RAM) address to $42A0
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SEP #$30 ; Set 8-bit accumulator and index registers
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$43A0 : STA $2116 ; Set VRAM address to $43A0
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LDA #$A800 : STA $4302 ; Set DMA source address to $A800
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SEP #$30 ; Set 8-bit accumulator and index registers
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$43A0 : STA $2116 ; Set VRAM address to $43A0
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LDA #$A800 : STA $4302 ; Set DMA source address to $A800
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SEP #$30 ; Set 8-bit accumulator and index registers
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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RTL ; Return from subroutine long
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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RTL ; Return from subroutine long
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}
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; =============================================================================
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org $07811A
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org $07811A
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JSR Link_HandleDekuTransformation
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; Bank 07 Free Space
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; TODO: CHECK IF THIS ACTUALLY EXECUTES CAUSE I'M NOT SURE IT DOES
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pullpc
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Link_HandleDekuTransformation:
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pullpc ; Bank 07 Free Space from minish_form
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Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
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{
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LDA $5D : CMP.b #$0A : BEQ .continue
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; Check if using Quake Medallion
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LDA $5D : CMP.b #$0A : BEQ .continue
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JSR $82DA
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.continue
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@@ -1,5 +1,10 @@
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; =============================================================================
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; Change Link Sprite with $BC
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; Oracle of Secrets - Mask Library
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; =============================================================================
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!CurrentMask = $02B2
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!LinkGraphics = $BC
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; =============================================================================
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org $09912C
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@@ -11,24 +16,50 @@ org $07B073
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org $078028
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Player_DoSfx2:
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; =============================================================================
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macro PlayerTransform()
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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endmacro
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; Link Sprite hook
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org $008A01
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LDA $BC
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macro ResetToLinkGraphics()
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STZ !CurrentMask
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JSL Palette_ArmorAndGloves
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LDA.b #$10 : STA !LinkGraphics
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endmacro
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macro CheckNewR_ButtonPress()
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LDA.b $F6 : BIT.b #$10
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endmacro
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; =============================================================================
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; Change Link's sprite by setting $BC to the bank containing a spritesheet.
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; =============================================================================
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org $008827
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JSL StartupMasks
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; Link Sprite hook before game starts
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org $008A01
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LDA $BC
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; =============================================================================
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; Change Link's palette based on $02B2 (mask value)
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; =============================================================================
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org $1BEDF9
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JSL Palette_ArmorAndGloves ; 4bytes
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RTL ; 1byte
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RTL ; 1byte
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NOP #$01
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org $1BEE1B
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JSL Palette_ArmorAndGloves_part_two
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RTL
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; =============================================================================
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; EXPANDED SPACE
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; =============================================================================
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org $3A8000
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StartupMasks:
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{
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@@ -46,49 +77,50 @@ StartupMasks:
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Palette_ArmorAndGloves:
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{
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LDA $02B2 : CMP #$01 : BEQ .deku_mask
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LDA $02B2 : CMP #$01 : BEQ .deku_mask
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CMP.b #$02 : BEQ .zora_mask
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CMP.b #$03 : BEQ .wolf_mask
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CMP.b #$04 : BEQ .bunny_hood
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CMP.b #$05 : BEQ .minish_form
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JMP .original_sprite
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JMP .original_sprite
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.deku_mask
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LDA.b #$35 : STA $BC ; Load Deku Mask Location
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JMP .original_palette
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; Load Deku Mask Location
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LDA.b #$35 : STA $BC : JMP .original_palette
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.zora_mask
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LDA.b #$36 : STA $BC ; Load Zora Mask Location
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JMP .original_palette
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; Load Zora Mask Location
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LDA.b #$36 : STA $BC : JMP .original_palette
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.wolf_mask
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LDA.b #$38 : STA $BC ; Load Wolf Mask Location
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JSL $38F000
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; Load Wolf Mask Location
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LDA.b #$38 : STA $BC : JSL $38F000
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RTL
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.bunny_hood
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LDA.b #$37 : STA $BC ; Load Bunny Hood Location
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JSL $37F000
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; Load Bunny Hood Location
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LDA.b #$37 : STA $BC : JSL $37F000
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RTL
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.minish_form
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LDA.b #$39 : STA $BC ; Load Minish Form Location
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JMP .original_palette
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RTL
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; Load Minish Form Location
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LDA.b #$39 : STA $BC : JMP .original_palette
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; RTL
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.original_sprite
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LDA.b #$10 : STA $BC ; Load Original Sprite Location
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; Load Original Sprite Location
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LDA.b #$10 : STA $BC
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.original_palette
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REP #$21
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LDA $7EF35B ; Link's armor value
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JSL $1BEDFF ; Read Original Palette Code
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LDA $7EF35B ; Link's armor value
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JSL $1BEDFF ; Read Original Palette Code
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RTL
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.part_two
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SEP #$30
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REP #$30
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LDA.w #$0000 ; Ignore glove color modifier $7EF354
|
||||
JSL $1BEE21 ; Read Original Palette Code
|
||||
REP #$30
|
||||
LDA.w #$0000 ; Ignore glove color modifier $7EF354
|
||||
JSL $1BEE21 ; Read Original Palette Code
|
||||
RTL
|
||||
|
||||
PHX : PHY : PHA
|
||||
@@ -131,9 +163,12 @@ Palette_ArmorAndGloves:
|
||||
|
||||
; =============================================================================
|
||||
; Overworld Palette Persist
|
||||
; =============================================================================
|
||||
|
||||
Overworld_CgramAuxToMain_Override:
|
||||
{
|
||||
; copies the auxiliary CGRAM buffer to the main one and causes NMI to reupload the palette.
|
||||
; Copies the auxiliary CGRAM buffer to the main one
|
||||
; Causes NMI to reupload the palette.
|
||||
|
||||
REP #$20
|
||||
|
||||
@@ -161,6 +196,7 @@ Overworld_CgramAuxToMain_Override:
|
||||
|
||||
RTL
|
||||
}
|
||||
pushpc
|
||||
|
||||
; =============================================================================
|
||||
|
||||
@@ -171,4 +207,27 @@ Overworld_CgramAuxToMain:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; =============================================================================
|
||||
; Change which mask forms have access to the sword.
|
||||
; =============================================================================
|
||||
|
||||
org $079CD9
|
||||
JSL LinkItem_CheckForSwordSwing_Masks
|
||||
|
||||
; =============================================================================
|
||||
|
||||
pullpc
|
||||
LinkItem_CheckForSwordSwing_Masks:
|
||||
{
|
||||
LDA $02B2 : BEQ .return
|
||||
CMP.b #$02 : BEQ .return ; zora mask can use sword
|
||||
|
||||
LDA #$01
|
||||
RTL
|
||||
|
||||
.return
|
||||
LDA $3B : AND.b #$10
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
@@ -4,14 +4,16 @@
|
||||
; Reacts to Tile ID 64 to transform into Minish Link
|
||||
; =============================================================================
|
||||
|
||||
org $398000
|
||||
org $398000
|
||||
incbin gfx/minish_link.4bpp
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $07DA2A
|
||||
org $07DA2A
|
||||
TileDetection_OverworldAttributeJumpTable:
|
||||
|
||||
; org $07DAEB ; Tile ID 61
|
||||
|
||||
org $07DAF2
|
||||
dw LinkState_CheckForMinishForm ; Tile ID 64
|
||||
dw LinkState_CheckMinishTile ; Tile ID 65
|
||||
@@ -23,31 +25,25 @@ org $07F89D
|
||||
LinkState_CheckForMinishForm:
|
||||
{
|
||||
SEP #$30
|
||||
|
||||
; Check for the R button (like minish cap)
|
||||
LDA.b $F6 : BIT.b #$10 : BNE .r_button_press
|
||||
BRA .return
|
||||
.r_button_press
|
||||
%CheckNewR_ButtonPress() : BEQ .return
|
||||
|
||||
LDY.b #$04 : LDA.b #$23
|
||||
JSL AddTransformationCloud
|
||||
LDA.b #$14 : JSR Player_DoSfx2
|
||||
LDA !CurrentMask
|
||||
CMP.b #$05 : BEQ .already_minish ; return to human form
|
||||
CMP.b #$00 : BNE .return ; don't transform if not human
|
||||
%PlayerTransform()
|
||||
|
||||
LDA $02B2 : CMP.b #$05 : BEQ .already_minish
|
||||
|
||||
LDA.l $7EF359 : STA $0AA5 ; Store the current sword
|
||||
LDA.l $7EF35A : STA $0AAF ; Store the current shield
|
||||
LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
|
||||
LDA.b #$00 : STA $7EF35A ; Clear the shield
|
||||
|
||||
LDA #$39 : STA $BC ; change link's sprite
|
||||
LDA #$39 : STA $BC ; Change link's sprite
|
||||
LDA #$05 : STA $02B2 ; Set the current mask form
|
||||
BRA .return
|
||||
|
||||
.already_minish
|
||||
STZ $02B2
|
||||
LDA $0AA5 : STA.l $7EF359
|
||||
%PlayerTransform()
|
||||
%ResetToLinkGraphics()
|
||||
LDA $0AAF : STA.l $7EF35A
|
||||
LDA #$10 : STA $BC
|
||||
|
||||
.return
|
||||
REP #$30
|
||||
@@ -58,8 +54,8 @@ LinkState_CheckForMinishForm:
|
||||
|
||||
LinkState_CheckMinishTile:
|
||||
{
|
||||
LDA $02B2 : BEQ .blocked ; no form
|
||||
CMP.b #$05 : BNE .blocked ; not minish
|
||||
LDA $02B2 : BEQ .blocked ; no form
|
||||
CMP.b #$05 : BNE .blocked ; not minish
|
||||
|
||||
LDA $0A : TSB $0343
|
||||
RTS
|
||||
|
||||
@@ -6,14 +6,14 @@
|
||||
;
|
||||
; =============================================================================
|
||||
|
||||
org $388000
|
||||
org $388000
|
||||
incbin gfx/wolf_link.4bpp
|
||||
|
||||
; =============================================================================
|
||||
|
||||
UpdateWolfPalette:
|
||||
{
|
||||
REP #$30 ; change 16bit mode
|
||||
REP #$30 ; change 16bit mode
|
||||
LDX #$001E
|
||||
|
||||
.loop
|
||||
@@ -21,8 +21,8 @@ UpdateWolfPalette:
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
SEP #$30 ; go back to 8 bit mode
|
||||
INC $15 ; update the palette
|
||||
RTL ; or RTS depending on where you need it
|
||||
INC $15 ; update the palette
|
||||
RTL ; or RTS depending on where you need it
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
@@ -58,33 +58,32 @@ LinkItem_ShovelAndFlute:
|
||||
|
||||
; Bank 07 Free Space
|
||||
pullpc
|
||||
print pc
|
||||
LinkItem_WolfMask:
|
||||
{
|
||||
SEP #$30
|
||||
LDA $02B2 : CMP #$03 : BNE .equip
|
||||
JSR LinkItem_Shovel
|
||||
|
||||
.equip
|
||||
; Check for R button press
|
||||
LDA.b $F6 : BIT.b #$10 : BEQ .return
|
||||
LDA $6C : BNE .return ; in a doorway
|
||||
LDA $0FFC : BNE .return ; can't open menu
|
||||
%CheckNewR_ButtonPress() : BEQ .return
|
||||
LDA $6C : BNE .return ; in a doorway
|
||||
LDA $0FFC : BNE .return ; can't open menu
|
||||
|
||||
LDY.b #$04 : LDA.b #$23
|
||||
JSL AddTransformationCloud
|
||||
LDA.b #$14 : JSR Player_DoSfx2
|
||||
%PlayerTransform()
|
||||
|
||||
LDA $02B2 : CMP #$03 : BEQ .unequip ; is the wolf mask already on?
|
||||
JSL UpdateWolfPalette
|
||||
LDA #$38 : STA $BC ; change link's sprite
|
||||
LDA #$38 : STA $BC ; change link's sprite
|
||||
LDA #$03 : STA $02B2
|
||||
BRA .return
|
||||
|
||||
.unequip
|
||||
STZ $02B2
|
||||
JSL Palette_ArmorAndGloves
|
||||
LDA #$10 : STA $BC ; take the mask off
|
||||
%ResetToLinkGraphics()
|
||||
|
||||
.return
|
||||
CLC
|
||||
REP #$30
|
||||
|
||||
RTS
|
||||
}
|
||||
@@ -16,22 +16,22 @@
|
||||
;
|
||||
; =============================================================================
|
||||
|
||||
org $368000
|
||||
org $368000
|
||||
incbin gfx/zora_link.4bpp
|
||||
|
||||
; =============================================================================
|
||||
|
||||
UpdateZoraPalette:
|
||||
{
|
||||
REP #$30 ; change 16 bit mode
|
||||
REP #$30 ; change 16 bit mode
|
||||
LDX #$001E
|
||||
|
||||
.loop
|
||||
LDA.l zora_palette, X : STA $7EC6E0, X
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
SEP #$30 ; go back to 8 bit mode
|
||||
INC $15 ; update the palette
|
||||
SEP #$30 ; go back to 8 bit mode
|
||||
INC $15 ; update the palette
|
||||
RTL
|
||||
}
|
||||
|
||||
@@ -55,26 +55,21 @@ org $07A569
|
||||
LinkItem_ZoraMask:
|
||||
{
|
||||
; Check for R button held
|
||||
LDA $F2 : CMP #$10 : BNE .return
|
||||
%CheckNewR_ButtonPress() : BEQ .return
|
||||
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return
|
||||
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
|
||||
LDA $6C : BNE .return ; in a doorway
|
||||
LDA $0FFC : BNE .return ; can't open menu
|
||||
|
||||
LDA $6C : BNE .return ; in a doorway
|
||||
LDA $0FFC : BNE .return ; can't open menu
|
||||
%PlayerTransform()
|
||||
|
||||
LDY.b #$04 : LDA.b #$23
|
||||
JSL AddTransformationCloud
|
||||
LDA.b #$14 : JSR Player_DoSfx2
|
||||
|
||||
LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
|
||||
JSL UpdateZoraPalette
|
||||
LDA #$36 : STA $BC
|
||||
LDA #$02 : STA $02B2
|
||||
LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
|
||||
JSL UpdateZoraPalette ; change links palette
|
||||
LDA #$36 : STA $BC ; change links graphics
|
||||
LDA #$02 : STA $02B2 ; set the zora mask on
|
||||
BRA .return
|
||||
|
||||
.unequip
|
||||
JSL Palette_ArmorAndGloves
|
||||
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
|
||||
%ResetToLinkGraphics()
|
||||
|
||||
.return
|
||||
CLC
|
||||
@@ -102,11 +97,7 @@ org $07C307
|
||||
|
||||
; =============================================================================
|
||||
|
||||
|
||||
; Bank07 Free Space
|
||||
; Predecessor: Wolf Mask I think
|
||||
; org $07F95D
|
||||
pullpc
|
||||
pullpc ; Bank07 Free Space from Deku Mask
|
||||
LinkState_UsingZoraMask:
|
||||
{
|
||||
; Check if the mask is equipped
|
||||
@@ -133,15 +124,15 @@ LinkState_UsingZoraMask:
|
||||
{
|
||||
; Check the Y button and clear state if activated
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
|
||||
; Check if already underwater
|
||||
LDA $0AAB : BEQ .dive
|
||||
|
||||
STZ $55 ; Reset cape flag
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $037B ; Reset invincibility flag
|
||||
STZ $55 ; Reset cape flag
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $037B ; Reset invincibility flag
|
||||
LDA #$04 : STA $5D ; Put Link in Swimming State
|
||||
|
||||
JMP .return
|
||||
@@ -156,7 +147,7 @@ LinkState_UsingZoraMask:
|
||||
|
||||
; Splash visual effect
|
||||
LDA.b #$15 : LDY.b #$00
|
||||
JSL AddTransitionSplash
|
||||
JSL AddTransitionSplash
|
||||
|
||||
; Stay in swimming mode
|
||||
LDA #$04 : STA $5D
|
||||
@@ -175,33 +166,33 @@ LinkState_UsingZoraMask:
|
||||
LDA $5D : CMP #$04 : BNE .return_dungeon : CLC
|
||||
|
||||
; Check if already underwater
|
||||
LDA $0AAB : BNE .return_dungeon : CLC
|
||||
LDA $0AAB : BNE .return_dungeon : CLC
|
||||
|
||||
; Check if we are on a proper tile or not
|
||||
;
|
||||
|
||||
; Check the Y button and clear state if activated
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return_dungeon
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
|
||||
.dive_dungeon
|
||||
; Splash effect
|
||||
LDA.b #$15 : LDY.b #$00
|
||||
JSL AddTransitionSplash
|
||||
JSL AddTransitionSplash
|
||||
|
||||
STZ $5D ; reset player to ground state
|
||||
STZ $EE ; move link to lower level
|
||||
STZ $5D ; reset player to ground state
|
||||
STZ $EE ; move link to lower level
|
||||
|
||||
LDA #$72
|
||||
STA $9A ; Set layer
|
||||
STA $9A ; Set layer
|
||||
|
||||
LDA #$08
|
||||
STA $5E ; Set the player speed
|
||||
STA $5E ; Set the player speed
|
||||
|
||||
STZ $0345
|
||||
|
||||
LDA #$01
|
||||
STA $0AAB ; Set the player underwater flag
|
||||
STA $0AAB ; Set the player underwater flag
|
||||
|
||||
.return_dungeon
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
@@ -226,7 +217,7 @@ LinkState_UsingZoraMask:
|
||||
|
||||
; Check the Y button and clear state if activated
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return_default
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
{
|
||||
; Restore Swimming Effects
|
||||
LDA.b #$15 : LDY.b #$00 : JSL AddTransitionSplash
|
||||
@@ -238,12 +229,12 @@ LinkState_UsingZoraMask:
|
||||
|
||||
; Remove Diving Effects
|
||||
LDA $67 : AND #$01 : STA $2F
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $24 ; Reset z coordinate for link
|
||||
STZ $0372 ; Reset link bounce flag
|
||||
LDA #$62 : STA $9A ; Reset dungeon layer
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $24 ; Reset z coordinate for link
|
||||
STZ $0372 ; Reset link bounce flag
|
||||
LDA #$62 : STA $9A ; Reset dungeon layer
|
||||
JMP .return_default
|
||||
}
|
||||
|
||||
@@ -256,21 +247,18 @@ LinkState_UsingZoraMask:
|
||||
.dungeon_stairs
|
||||
{
|
||||
LDA $02B2 : CMP #$02 : BNE .return_hop
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
LDA #$62 : STA $9A ; Reset dungeon layer
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
LDA #$62 : STA $9A ; Reset dungeon layer
|
||||
.return_hop
|
||||
LDA #$06 : STA $5D ; Set Link to Recoil State
|
||||
RTS
|
||||
}
|
||||
print "==> LinkState_UsingZoraMask ", pc
|
||||
|
||||
; =============================================================================
|
||||
|
||||
; TODO: Make this so it does not cancel if $0202 is still the same mask
|
||||
; corresponding to the form the player is in.
|
||||
; Also, prevent this from canceling minish form.
|
||||
; org $07FA55
|
||||
LinkState_ResetMaskAnimated:
|
||||
{
|
||||
LDA $02B2 : BEQ .no_mask
|
||||
@@ -284,7 +272,7 @@ LinkState_ResetMaskAnimated:
|
||||
|
||||
.transform
|
||||
LDY.b #$04 : LDA.b #$23
|
||||
JSL AddTransformationCloud
|
||||
JSL AddTransformationCloud
|
||||
LDA.b #$14 : JSR Player_DoSfx2
|
||||
|
||||
STZ $02B2
|
||||
@@ -294,5 +282,4 @@ LinkState_ResetMaskAnimated:
|
||||
RTL
|
||||
}
|
||||
|
||||
print "==> LinkState_ResetMaskAnimated ", pc
|
||||
pushpc
|
||||
|
||||
Reference in New Issue
Block a user