Transformation mask refactor, CheckForSwordSwing
This commit is contained in:
@@ -54,52 +54,54 @@ JSR $FD66
|
||||
CLC
|
||||
|
||||
org $87FD66
|
||||
JSL $20AF20
|
||||
JSL LinkState_BunnyHoodRun
|
||||
RTS
|
||||
|
||||
org $20AF20
|
||||
CPX.b #$11 : BCS end ; speed value upper bound check
|
||||
LDA.w $0202 ; check the current item
|
||||
CMP.b #$16 : BNE end ; is it the bunny hood?
|
||||
LDA.w $02B2 ; did you put it on?
|
||||
BEQ end
|
||||
LDA $20AF70,X ; load new speed values
|
||||
CLC
|
||||
RTL
|
||||
LinkState_BunnyHoodRun:
|
||||
{
|
||||
CPX.b #$11 : BCS .end ; speed value upper bound check
|
||||
LDA.w $0202 ; check the current item
|
||||
CMP.b #$16 : BNE .end ; is it the bunny hood?
|
||||
LDA.w !CurrentMask ; did you put it on?
|
||||
BEQ .end
|
||||
LDA.l BunnySpeedTable, X ; load new speed values
|
||||
CLC
|
||||
RTL
|
||||
|
||||
end: {
|
||||
LDA $87E227,X ; load native speed values
|
||||
.end
|
||||
LDA $87E227, X ; load native speed values
|
||||
CLC
|
||||
RTL
|
||||
}
|
||||
|
||||
org $20AF70 ; this selects the new speed values
|
||||
BunnySpeedTable:
|
||||
{
|
||||
db $20, $12, $0a, $18, $10, $08, $08, $04, $0c, $10, $09, $19, $14, $0d, $10, $08, $40
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; Press R to transform into bunny form and run faster.
|
||||
; =============================================================================
|
||||
|
||||
org $07A494
|
||||
LinkItem_Ether:
|
||||
{
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return
|
||||
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
|
||||
|
||||
%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 #$04 : BEQ .unequip ; is the hood already on?
|
||||
JSL UpdateBunnyPalette
|
||||
LDA #$37 : STA $BC ; change link's sprite
|
||||
LDA #$04 : STA $02B2
|
||||
BRA .return
|
||||
|
||||
.unequip
|
||||
STZ $02B2
|
||||
JSL Palette_ArmorAndGloves
|
||||
LDA #$10 : STA $BC ; take the hood off
|
||||
%ResetToLinkGraphics()
|
||||
|
||||
.return
|
||||
CLC
|
||||
|
||||
@@ -2,9 +2,6 @@
|
||||
; Deku Mask
|
||||
; =============================================================================
|
||||
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $358000
|
||||
incbin gfx/deku_link.bin
|
||||
|
||||
@@ -14,69 +11,36 @@ org $07A64B ; formerly Quake
|
||||
LinkItem_DekuMask:
|
||||
{
|
||||
; Check for R button held
|
||||
LDA $F2 : CMP #$10 : BNE .return
|
||||
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return
|
||||
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
|
||||
%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 #$01 : BEQ .unequip ; is the deku mask on?
|
||||
JSL Palette_ArmorAndGloves ; set the palette
|
||||
|
||||
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 #$02 : STA $7E03FC ; Set the override to Bow (pea shooter)
|
||||
LDA.b #$00 : STA $7EF35A ; Clear the shield
|
||||
|
||||
LDA #$35 : STA $BC ; put the mask on
|
||||
LDA #$01 : STA $02B2
|
||||
LDA #$01 : STA $02B2 ; set the deku mask flag
|
||||
|
||||
BRA .return
|
||||
|
||||
.unequip
|
||||
JSL Palette_ArmorAndGloves
|
||||
STZ $5D
|
||||
|
||||
; Restore the sword and shield
|
||||
LDA $0AA5 : STA.l $7EF359
|
||||
; Restore the shield
|
||||
LDA $0AAF : STA.l $7EF35A
|
||||
LDA #$00 : STA $7E03FC ; clear the override
|
||||
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
|
||||
|
||||
%ResetToLinkGraphics()
|
||||
|
||||
.return
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $079CD9
|
||||
JSL LinkItem_CheckForSwordSwing_Masks
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $318000
|
||||
LinkItem_CheckForSwordSwing_Masks:
|
||||
{
|
||||
|
||||
LDA $02B2 : CMP #$01 : BNE .return
|
||||
|
||||
LDA #$01
|
||||
RTL
|
||||
|
||||
.return
|
||||
LDA $3B : AND.b #$10
|
||||
RTL
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
; org $07A013
|
||||
; JSL LinkItem_SlingshotPrepare
|
||||
|
||||
@@ -161,11 +125,10 @@ LinkItem_SlingshotPrepare:
|
||||
org $07811A
|
||||
JSR Link_HandleDekuTransformation
|
||||
|
||||
; Bank 07 Free Space
|
||||
; TODO: CHECK IF THIS ACTUALLY EXECUTES CAUSE I'M NOT SURE IT DOES
|
||||
pullpc
|
||||
Link_HandleDekuTransformation:
|
||||
pullpc ; Bank 07 Free Space from minish_form
|
||||
Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
|
||||
{
|
||||
; Check if using Quake Medallion
|
||||
LDA $5D : CMP.b #$0A : BEQ .continue
|
||||
JSR $82DA
|
||||
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
; =============================================================================
|
||||
; Change Link Sprite with $BC
|
||||
; Oracle of Secrets - Mask Library
|
||||
; =============================================================================
|
||||
|
||||
!CurrentMask = $02B2
|
||||
!LinkGraphics = $BC
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $09912C
|
||||
@@ -11,15 +16,37 @@ org $07B073
|
||||
org $078028
|
||||
Player_DoSfx2:
|
||||
|
||||
; =============================================================================
|
||||
macro PlayerTransform()
|
||||
LDY.b #$04 : LDA.b #$23
|
||||
JSL AddTransformationCloud
|
||||
LDA.b #$14 : JSR Player_DoSfx2
|
||||
endmacro
|
||||
|
||||
; Link Sprite hook
|
||||
org $008A01
|
||||
LDA $BC
|
||||
macro ResetToLinkGraphics()
|
||||
STZ !CurrentMask
|
||||
JSL Palette_ArmorAndGloves
|
||||
LDA.b #$10 : STA !LinkGraphics
|
||||
endmacro
|
||||
|
||||
macro CheckNewR_ButtonPress()
|
||||
LDA.b $F6 : BIT.b #$10
|
||||
endmacro
|
||||
|
||||
; =============================================================================
|
||||
; Change Link's sprite by setting $BC to the bank containing a spritesheet.
|
||||
; =============================================================================
|
||||
|
||||
org $008827
|
||||
JSL StartupMasks
|
||||
|
||||
; Link Sprite hook before game starts
|
||||
org $008A01
|
||||
LDA $BC
|
||||
|
||||
; =============================================================================
|
||||
; Change Link's palette based on $02B2 (mask value)
|
||||
; =============================================================================
|
||||
|
||||
org $1BEDF9
|
||||
JSL Palette_ArmorAndGloves ; 4bytes
|
||||
RTL ; 1byte
|
||||
@@ -29,6 +56,10 @@ org $1BEE1B
|
||||
JSL Palette_ArmorAndGloves_part_two
|
||||
RTL
|
||||
|
||||
; =============================================================================
|
||||
; EXPANDED SPACE
|
||||
; =============================================================================
|
||||
|
||||
org $3A8000
|
||||
StartupMasks:
|
||||
{
|
||||
@@ -54,30 +85,31 @@ Palette_ArmorAndGloves:
|
||||
JMP .original_sprite
|
||||
|
||||
.deku_mask
|
||||
LDA.b #$35 : STA $BC ; Load Deku Mask Location
|
||||
JMP .original_palette
|
||||
; Load Deku Mask Location
|
||||
LDA.b #$35 : STA $BC : JMP .original_palette
|
||||
|
||||
.zora_mask
|
||||
LDA.b #$36 : STA $BC ; Load Zora Mask Location
|
||||
JMP .original_palette
|
||||
; Load Zora Mask Location
|
||||
LDA.b #$36 : STA $BC : JMP .original_palette
|
||||
|
||||
.wolf_mask
|
||||
LDA.b #$38 : STA $BC ; Load Wolf Mask Location
|
||||
JSL $38F000
|
||||
; Load Wolf Mask Location
|
||||
LDA.b #$38 : STA $BC : JSL $38F000
|
||||
RTL
|
||||
|
||||
.bunny_hood
|
||||
LDA.b #$37 : STA $BC ; Load Bunny Hood Location
|
||||
JSL $37F000
|
||||
; Load Bunny Hood Location
|
||||
LDA.b #$37 : STA $BC : JSL $37F000
|
||||
RTL
|
||||
|
||||
.minish_form
|
||||
LDA.b #$39 : STA $BC ; Load Minish Form Location
|
||||
JMP .original_palette
|
||||
RTL
|
||||
; Load Minish Form Location
|
||||
LDA.b #$39 : STA $BC : JMP .original_palette
|
||||
; RTL
|
||||
|
||||
.original_sprite
|
||||
LDA.b #$10 : STA $BC ; Load Original Sprite Location
|
||||
; Load Original Sprite Location
|
||||
LDA.b #$10 : STA $BC
|
||||
|
||||
.original_palette
|
||||
REP #$21
|
||||
@@ -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
|
||||
|
||||
; =============================================================================
|
||||
|
||||
@@ -172,3 +208,26 @@ Overworld_CgramAuxToMain:
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; 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
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
@@ -12,6 +12,8 @@ incbin gfx/minish_link.4bpp
|
||||
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
|
||||
|
||||
@@ -58,20 +58,20 @@ 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
|
||||
%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
|
||||
@@ -80,11 +80,10 @@ LinkItem_WolfMask:
|
||||
BRA .return
|
||||
|
||||
.unequip
|
||||
STZ $02B2
|
||||
JSL Palette_ArmorAndGloves
|
||||
LDA #$10 : STA $BC ; take the mask off
|
||||
%ResetToLinkGraphics()
|
||||
|
||||
.return
|
||||
CLC
|
||||
REP #$30
|
||||
|
||||
RTS
|
||||
}
|
||||
@@ -55,26 +55,21 @@ org $07A569
|
||||
LinkItem_ZoraMask:
|
||||
{
|
||||
; Check for R button held
|
||||
LDA $F2 : CMP #$10 : BNE .return
|
||||
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return
|
||||
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
|
||||
%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 #$02 : BEQ .unequip ; is the zora mask on?
|
||||
JSL UpdateZoraPalette
|
||||
LDA #$36 : STA $BC
|
||||
LDA #$02 : STA $02B2
|
||||
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
|
||||
@@ -265,12 +256,9 @@ LinkState_UsingZoraMask:
|
||||
}
|
||||
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
|
||||
@@ -294,5 +282,4 @@ LinkState_ResetMaskAnimated:
|
||||
RTL
|
||||
}
|
||||
|
||||
print "==> LinkState_ResetMaskAnimated ", pc
|
||||
pushpc
|
||||
|
||||
Reference in New Issue
Block a user