Refactor book code, close namespaces, housekeeping
This commit is contained in:
@@ -120,3 +120,4 @@ namespace Debug
|
||||
RTL
|
||||
}
|
||||
}
|
||||
namespace off
|
||||
@@ -156,3 +156,4 @@ namespace LostSea
|
||||
} ; label LOST_WOOD_HOOK
|
||||
} ; label Main
|
||||
} ; namespace LostSea
|
||||
namespace off
|
||||
@@ -1,10 +1,57 @@
|
||||
;===========================================================
|
||||
; Book of Secrets
|
||||
; =============================================================================
|
||||
; Book of Secrets (Reveal Secrets with Book of Mudora)
|
||||
; Makes BG2 Disappear when pressing X+R
|
||||
; Based on the Parallel Worlds feature
|
||||
;
|
||||
; Bank 0x3C used for whole code
|
||||
; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
|
||||
; s - Sprite layer enabled
|
||||
; a - BG4 enabled
|
||||
; b - BG3 enabled
|
||||
; c - BG2 enabled
|
||||
; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
|
||||
;
|
||||
;===========================================================
|
||||
; Written by XaserLE
|
||||
; Edited by scawful
|
||||
; =============================================================================
|
||||
|
||||
namespace Book
|
||||
{
|
||||
incsrc "reveal_secrets.asm"
|
||||
} ; namespace Book
|
||||
; =============================================================================
|
||||
; code that branches behind the dungeon map load if player didn't press X
|
||||
org $0288FD
|
||||
BRA $1C ; make it always branch, so map isn't loaded anymore
|
||||
|
||||
; =============================================================================
|
||||
; long subroutine that is executed every frame
|
||||
org $068365
|
||||
JSL $3CA600 ; overwrite it (originally JSL $099F91)
|
||||
|
||||
; =============================================================================
|
||||
; go to expanded space to write our routine
|
||||
; (keep EveryFrame.asm in mind for the right adresses)
|
||||
org $3CA600
|
||||
LDA $1B ; load data that tells us whether we are in a building or not
|
||||
AND #$01 ; are we in a building?
|
||||
BEQ END ; if not, don't use the x-button-secret
|
||||
|
||||
; ----------
|
||||
LDA $7EF34D ; load book of mudora slot
|
||||
CMP #$01 ; do we have the moon pearl?
|
||||
BNE $0F ; if not, go to enable BG2
|
||||
LDA $F2 ; load unfiltered joypad 1 register (AXLR|????)
|
||||
AND #$50 ; delete all bits except those for X and R
|
||||
SEC ; set carry for the following subtraction
|
||||
SBC #$50 ; X+R button pressed? (if yes, zero flag is set)
|
||||
BNE $06 ; if not, go to enable BG2
|
||||
LDA $1C ; load layer flags
|
||||
AND #$FD ; disable BG2 (0xFD = 11111101)
|
||||
BRA $04 ; go to store layer flags
|
||||
LDA $1C ; load layer flags
|
||||
ORA #$02 ; enable BG2 (0x02 = 00000010)
|
||||
STA $1C ; store layer flags
|
||||
; ----------
|
||||
|
||||
END:
|
||||
JSL $099F91 ; at least execute original code
|
||||
RTL
|
||||
|
||||
; =============================================================================
|
||||
@@ -162,3 +162,4 @@ namespace IceRod
|
||||
STA $1D,s
|
||||
}
|
||||
} ; namespace IceRod
|
||||
namespace off
|
||||
@@ -1,53 +0,0 @@
|
||||
;===========================================================
|
||||
; Reveal Secrets with Book of Mudora
|
||||
; Makes BG2 Disappear when pressing X+R
|
||||
; Based on the Parallel Worlds feature
|
||||
;
|
||||
; Bank 0x3C used for whole code
|
||||
; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
|
||||
; s - Sprite layer enabled
|
||||
; a - BG4 enabled
|
||||
; b - BG3 enabled
|
||||
; c - BG2 enabled
|
||||
; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
|
||||
;
|
||||
; Written by XaserLE
|
||||
; Edited by scawful
|
||||
;===========================================================
|
||||
|
||||
Reveal_Secrets:
|
||||
{
|
||||
lorom
|
||||
|
||||
ORG $0288FD ; go to the code that branches behind the dungeon map load if player didn't press X
|
||||
BRA $1C ; make it always branch, so map isn't loaded anymore
|
||||
|
||||
ORG $068365 ; go to an originally JSL that is executed every frame
|
||||
JSL $3CA600 ; overwrite it (originally JSL $099F91)
|
||||
|
||||
ORG $3CA600 ; go to expanded space to write our routine (keep EveryFrame.asm in mind for the right adresses)
|
||||
LDA $1B ; load data that tells us whether we are in a building or not
|
||||
AND #$01 ; are we in a building?
|
||||
BEQ END ; if not, don't use the x-button-secret
|
||||
|
||||
; ----------
|
||||
LDA $7EF34D ; load book of mudora slot
|
||||
CMP #$01 ; do we have the moon pearl?
|
||||
BNE $0F ; if not, go to enable BG2
|
||||
LDA $F2 ; load unfiltered joypad 1 register (AXLR|????)
|
||||
AND #$50 ; delete all bits except those for X and R
|
||||
SEC ; set carry for the following subtraction
|
||||
SBC #$50 ; X+R button pressed? (if yes, zero flag is set)
|
||||
BNE $06 ; if not, go to enable BG2
|
||||
LDA $1C ; load layer flags
|
||||
AND #$FD ; disable BG2 (0xFD = 11111101)
|
||||
BRA $04 ; go to store layer flags
|
||||
LDA $1C ; load layer flags
|
||||
ORA #$02 ; enable BG2 (0x02 = 00000010)
|
||||
STA $1C ; store layer flags
|
||||
; ----------
|
||||
|
||||
END:
|
||||
JSL $099F91 ; at least execute original code
|
||||
RTL
|
||||
}
|
||||
@@ -17,37 +17,31 @@
|
||||
; HM x and y value of the position of the key block must end with: 0, 2, 4, 6, 8, A, C, E.
|
||||
;===========================================================
|
||||
|
||||
namespace KeyBlock
|
||||
{
|
||||
Main: {
|
||||
lorom
|
||||
lorom
|
||||
|
||||
ORG $01EB8C ; go to the code that loads the big key holding variable
|
||||
LDA $7EF36F ; load the small key counter
|
||||
AND #$00FF ; check if we have at least one small key (AND will not be zero)
|
||||
BEQ $4C ; if not (AND is zero), don't do anything and especially don't give this "Eh? It's locked..." - message
|
||||
ORG $01EB8C ; go to the code that loads the big key holding variable
|
||||
LDA $7EF36F ; load the small key counter
|
||||
AND #$00FF ; check if we have at least one small key (AND will not be zero)
|
||||
BEQ $4C ; if not (AND is zero), don't do anything and especially don't give this "Eh? It's locked..." - message
|
||||
; otherwise we will decrement the small key counter and branch to the code that opens the prison door
|
||||
LDA $7EF36F ; reload small key counter
|
||||
DEC A ; remove one key
|
||||
STA $7EF36F ; save the new value at small key counter position
|
||||
BRA $05 ; branch to the code that opens the prison door
|
||||
LDA $7EF36F ; reload small key counter
|
||||
DEC A ; remove one key
|
||||
STA $7EF36F ; save the new value at small key counter position
|
||||
BRA $05 ; branch to the code that opens the prison door
|
||||
|
||||
; now correct a drawing bug in the original game that causes the floor tile under the door drawed odd
|
||||
ORG $01EBC8
|
||||
LDA.w $9B5A,y
|
||||
ORG $01EBD1
|
||||
LDA.w $9B54,y
|
||||
ORG $01EBDA
|
||||
LDA.w $9B5C,y
|
||||
; draw values representation
|
||||
; 50- /
|
||||
; 52- normal
|
||||
; 54- x mirror
|
||||
; 56- normal
|
||||
; 58- x mirror
|
||||
; 5A- y mirror
|
||||
; 5C- xy mirror
|
||||
; 5E- y mirror
|
||||
} ; label Main
|
||||
} ; namespace KeyBlock
|
||||
namespace off
|
||||
; now correct a drawing bug in the original game that causes the floor tile under the door drawed odd
|
||||
ORG $01EBC8
|
||||
LDA.w $9B5A,y
|
||||
ORG $01EBD1
|
||||
LDA.w $9B54,y
|
||||
ORG $01EBDA
|
||||
LDA.w $9B5C,y
|
||||
; draw values representation
|
||||
; 50- /
|
||||
; 52- normal
|
||||
; 54- x mirror
|
||||
; 56- normal
|
||||
; 58- x mirror
|
||||
; 5A- y mirror
|
||||
; 5C- xy mirror
|
||||
; 5E- y mirror
|
||||
@@ -1,4 +1,4 @@
|
||||
;===========================================================
|
||||
; =============================================================================
|
||||
; Bunny Hood Item
|
||||
; Makes Link run quicker when holding
|
||||
; Written by Conn (I think)
|
||||
@@ -17,7 +17,7 @@
|
||||
; (Default = 0D)
|
||||
; db (10) $40 - Pegasus boots speed (Default = 40)
|
||||
;
|
||||
;===========================================================
|
||||
; =============================================================================
|
||||
|
||||
org $07A494
|
||||
LinkItem_Ether:
|
||||
@@ -46,9 +46,13 @@ LinkItem_Ether:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $378000
|
||||
incbin gfx/bunny_link.4bpp
|
||||
|
||||
; =============================================================================
|
||||
|
||||
UpdateBunnyPalette:
|
||||
{
|
||||
REP #$30 ; change 16bit mode
|
||||
@@ -65,8 +69,13 @@ UpdateBunnyPalette:
|
||||
|
||||
|
||||
bunny_palette:
|
||||
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6, #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616, #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2, #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
|
||||
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
|
||||
dw #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616
|
||||
dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
|
||||
dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
|
||||
|
||||
; =============================================================================
|
||||
; Bunny Hood Speed Modification
|
||||
|
||||
org $87E330
|
||||
JSR $FD66
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
; Hooks
|
||||
incsrc "../Sprites/sprite_functions_hooks.asm"
|
||||
; =============================================================================
|
||||
; Deku Mask
|
||||
|
||||
; =============================================================================
|
||||
; Hooks
|
||||
|
||||
incsrc "../Sprites/sprite_functions_hooks.asm"
|
||||
|
||||
org $008A01
|
||||
LDA $BC
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
; =============================================================================
|
||||
; Wolf Mask
|
||||
|
||||
org $07A3DB
|
||||
LinkItem_Flute:
|
||||
@@ -58,7 +59,7 @@ UpdateWolfPalette:
|
||||
LDX #$001E
|
||||
|
||||
.loop
|
||||
LDA.l mypalette, X : STA $7EC6E0, X
|
||||
LDA.l WolfPalette, X : STA $7EC6E0, X
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
SEP #$30 ; go back to 8 bit mode
|
||||
@@ -68,13 +69,10 @@ UpdateWolfPalette:
|
||||
|
||||
; =============================================================================
|
||||
|
||||
mypalette:
|
||||
dw #$7BDE, #$7FFF, #$2F7D, #$19B5
|
||||
dw #$3A9C, #$14A5, #$1A3D, #$14B6
|
||||
dw #$4650, #$362A, #$3F4E, #$162B
|
||||
dw #$318A, #$39CC, #$1CE7, #$76D1
|
||||
dw #$6565, #$7271, #$14B5, #$459B
|
||||
dw #$3D95, #$22D0, #$567C, #$1890
|
||||
WolfPalette:
|
||||
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$1A3D, #$14B6
|
||||
dw #$4650, #$362A, #$3F4E, #$162B, #$318A, #$39CC, #$1CE7, #$76D1
|
||||
dw #$6565, #$7271, #$14B5, #$459B, #$3D95, #$22D0, #$567C, #$1890
|
||||
dw #$7616, #$0000
|
||||
|
||||
; =============================================================================
|
||||
@@ -26,5 +26,9 @@ LinkItem_ZoraMask:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $368000
|
||||
incbin gfx/zora_link.4bpp
|
||||
|
||||
; =============================================================================
|
||||
@@ -11,7 +11,7 @@
|
||||
; Significant thanks to Kan for helping me craft this menu!
|
||||
;
|
||||
; =============================================================================
|
||||
incsrc "Util/ram.asm"
|
||||
|
||||
|
||||
pushpc
|
||||
; update in game hud colors
|
||||
|
||||
Reference in New Issue
Block a user