Transformation mask refactor, CheckForSwordSwing
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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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