Cleanup Asar warnings with deprecated #$ format in tables
This commit is contained in:
@@ -17,10 +17,10 @@ endwhile
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; ZS does not clear message data when bank is changed
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; So the end of the data bank is not as easily searchable.
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org $0EEE75
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db #$80
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db $80
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org !addr+1
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db #$80
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db $80
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org $0ED436
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JML MessageExpand
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@@ -30,22 +30,22 @@ org $2F8000
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MessageExpand:
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{
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; are we already in expanded bank?
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LDA.b $02 : AND.w #$00FF : CMP.w #$000E : BNE +
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LDA.b $02 : AND.w #$00FF : CMP.w #$000E : BNE +
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LDA.w #MessageExpandedData : STA.b $00
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LDA.w #MessageExpandedData>>16 : STA.b $02
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JML $0ED3FC ; go back to original read message code pointers
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JML $0ED3FC ; go back to original read message code pointers
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+
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; Restore vanilla code
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; Restore vanilla code
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LDA.w #$DF40 : STA.b $00
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LDA.w #$000E : STA.b $02
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JML $0ED3FC ; go back to original read message code pointers
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JML $0ED3FC ; go back to original read message code pointers
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}
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MessageExpandedData:
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Message_18D:
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db $13, $B0, $2C, $59, $B5, $59, $BE, $2C, $2C, $1A
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db $20, $1E, $59, $35, $3C, $03, $59, $A9, $26, $59
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db $1B, $93, $24, $75, $37, $3A, $59, $3C, $34, $36
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db $20, $1E, $59, $35, $3C, $03, $59, $A9, $26, $59
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db $1B, $93, $24, $75, $37, $3A, $59, $3C, $34, $36
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db $3A, $7F
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db $FF ; end of message pointers checks
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@@ -3,18 +3,18 @@
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; Makes Link run quicker when holding
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; Written by Conn (I think)
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; $7EF349 bunny hood RAM slot
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;
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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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; (Default = 18)
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; (Default = 18)
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; db (1) $10 - Diagonal walking speed
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; (Default = 10)
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; (Default = 10)
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; db (2) $0a - Stairs walking speed
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; (Default = 0A)
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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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; (Default = 14)
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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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; (Default = 0D)
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; (Default = 0D)
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; db (10) $40 - Pegasus boots speed (Default = 40)
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;
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; =========================================================
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@@ -36,10 +36,10 @@ UpdateBunnyPalette:
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; =========================================================
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bunny_palette:
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dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
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dw #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616
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dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
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dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
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dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $19FD, $14B6
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dw $55BB, $362A, $3F4E, $162B, $22D0, $2E5A, $1970, $7616
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dw $6565, $7271, $2AB7, $477E, $1997, $14B5, $459B, $69F2
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dw $7AB8, $2609, $19D8, $3D95, $567C, $1890, $52F6, $2357, $0000
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print "End of Bunny Hood GFX ", pc
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@@ -57,6 +57,8 @@ Link_CheckForBunnyRun:
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RTS
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pushpc
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SubVelocityValues = $87E227
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org $20AF20
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LinkState_BunnyHoodRun:
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{
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@@ -64,12 +66,12 @@ LinkState_BunnyHoodRun:
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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 : CMP.b #$04 : BNE .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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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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LDA.l SubVelocityValues, X ; load native speed values
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CLC
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RTL
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}
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@@ -77,7 +79,7 @@ LinkState_BunnyHoodRun:
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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 ; 0x00 - walking on ground
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db $20 ; 0x00 - walking on ground
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db $12 ; 0x01 - walking diagonally
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db $0A ; 0x02 - walking on stairs
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db $18 ; 0x03 - walking on stairs diagonally, impossible to reach
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@@ -103,10 +105,10 @@ BunnySpeedTable:
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db $18 ; 0x17 - slosh dashing diagonally
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db $20 ; 0x18 - dashing on ice
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db $15 ; 0x19 - dashing on ice diagonally
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db $F0 ; 0x1A -
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db $00 ; 0x1B -
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db $F0 ; 0x1C -
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db $01 ; 0x1D -
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db $F0 ; 0x1A -
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db $00 ; 0x1B -
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db $F0 ; 0x1C -
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db $01 ; 0x1D -
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}
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; =========================================================
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@@ -116,7 +118,7 @@ BunnySpeedTable:
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org $07A494
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LinkItem_Ether:
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{
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LDA #$04
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LDA #$04
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JSL Link_TransformMask
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LDA $0114 : CMP.b #$20 : BNE +
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LDA.b #$03 : STA $5B
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@@ -125,4 +127,4 @@ LinkItem_Ether:
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RTS
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}
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assert pc() <= $07A4F6
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assert pc() <= $07A4F6
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@@ -22,8 +22,8 @@ UpdateDekuPalette:
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}
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deku_palette:
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dw #$6739, #$15C5, #$150E, #$26C9, #$17AA, #$21F4, #$17DF, #$42DB
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dw #$14A5, #$14BC, #$14B2, #$14A5, #$7FFF, #$7A18, #$178C
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dw $6739, $15C5, $150E, $26C9, $17AA, $21F4, $17DF, $42DB
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dw $14A5, $14BC, $14B2, $14A5, $7FFF, $7A18, $178C
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print "End of Masks/deku_mask.asm ", pc
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@@ -35,7 +35,7 @@ LinkItem_DekuMask:
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; Don't use magic unless deku form
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LDA.w $02B2 : CMP.b #$01 : BNE .continue
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; Don't shoot while transform is active
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LDA.w $0C4E : BNE .continue
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LDA.w $0C4E : BNE .continue
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JSR Link_CheckNewY_ButtonPress : BCC .continue
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LDA $3A : AND.b #$BF : STA $3A
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LDX.b #$02
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@@ -66,9 +66,9 @@ org $07A6BE
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LinkState_UsingQuake:
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{
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.anim_step
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db #$00, #$01, #$02, #$03
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db #$00, #$01, #$02, #$03
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db #$10, #$10, #$00, #$00 ; 16
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db $00, $01, $02, $03
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db $00, $01, $02, $03
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db $10, $10, $00, $00 ; 16
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.anim_timer
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db 5, 5, 5, 5
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@@ -1,6 +1,6 @@
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; ========================================
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; =========================================================
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; GBC Link
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; ========================================
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; =========================================================
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UpdateGbcPalette:
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{
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@@ -13,46 +13,38 @@ UpdateGbcPalette:
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.loop
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LDA.l GameboyLinkPalette, X : STA $7EC6E0, X
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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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.blue_mail
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.blue_mail
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LDX #$001E
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.loop2
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LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop2
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.loop2
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LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop2
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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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.red_mail
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.red_mail
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LDX #$001E
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.loop3
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LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop3
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.loop3
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LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop3
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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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}
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GameboyLinkPalette:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw $46FF, $22A2, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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GameboyLinkBlueMail:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$4D25, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw $46FF, $4D25, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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GameboyLinkRedMail:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$081D, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw $46FF, $081D, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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LinkState_GameboyInDungeonEntrance:
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{
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@@ -60,12 +52,9 @@ LinkState_GameboyInDungeonEntrance:
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LDA $0FFF : CMP #$00 : BEQ .return
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA $BC : CMP #$06 : BEQ .return
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JSL UpdateGbcPalette
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LDA #$3B : STA $BC ; change link's sprite
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.return
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LDA #$3B : STA $BC ; change link's sprite
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.return
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JSL $0AFE80 ; Underworld_HandleLayerEffect
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RTL
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}
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@@ -76,13 +65,11 @@ LoadOverworld_CheckForGbcLink:
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LDA $0FFF : BEQ .return_lw
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA.b #$06 : STA $02B2
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LDA.b #$3B : STA $BC ; change link's sprite
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LDA.b #$3B : STA $BC ; change link's sprite
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JSL UpdateGbcPalette
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JMP .return
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.return_lw
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STZ.w $02B2
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.return
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JSL Palette_ArmorAndGloves
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STZ.b $B0
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@@ -92,7 +79,7 @@ LoadOverworld_CheckForGbcLink:
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OverworldTransition_CheckForGbcLink:
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{
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LDA $0FFF : BEQ .return
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LDA $0FFF : BEQ .return
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$06 : STA $02B2
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@@ -124,8 +111,7 @@ LinkState_GameboyForm:
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LDA $0FFF : BEQ .return ; not in dark world
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.transform
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%PlayerTransform()
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$06 : STA $02B2
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JSL UpdateGbcPalette
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BRA .return
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@@ -135,9 +121,8 @@ LinkState_GameboyForm:
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LDA #$10 : STA $BC
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STZ $02B2
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JSL Palette_ArmorAndGloves
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.return
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JSL $07F1E6
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JSL $07F1E6
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RTL
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}
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pushpc
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pushpc
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@@ -12,18 +12,15 @@ UpdateMooshPalette:
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RTL ; or RTS depending on where you need it
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}
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MooshPalette:
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{
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dw #$0000, #$7FFF, #$237E, #$46FF, #$369E, #$14A5, #$01FF, #$1078
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dw #$6E25, #$7AEF, #$6759, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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dw $0000, $7FFF, $237E, $46FF, $369E, $14A5, $01FF, $1078
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dw $6E25, $7AEF, $6759, $0A4A, $12EF, $2A5C, $1571, $7A18
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Link_HoverIfMooshWantsToDash:
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{
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LDA.w !CurrentMask : CMP.b #$07 : BNE .return
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JSL PrepareQuakeSpell
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RTL
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RTL
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.return
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JSL Link_HandleMovingAnimation_FullLongEntry
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RTL
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@@ -31,4 +28,4 @@ Link_HoverIfMooshWantsToDash:
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print "End of Masks/moosh.asm ", pc
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org $079093
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JSL Link_HoverIfMooshWantsToDash
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JSL Link_HoverIfMooshWantsToDash
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@@ -1,33 +1,30 @@
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; =========================================================
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; Wolf Mask
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;
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; Talk to animals
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; Wolf Mask
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; Dig for treasure ability (shovel)
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;
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; =========================================================
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UpdateWolfPalette:
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{
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REP #$30 ; change 16bit mode
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LDX #$001E
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REP #$30 ; change 16bit mode
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LDX #$001E
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.loop
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LDA.l WolfPalette, X : STA $7EC6E0, X
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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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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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}
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; =========================================================
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WolfPalette:
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dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$1A3D, #$14B6
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dw #$4650, #$362A, #$3F4E, #$162B, #$318A, #$39CC, #$1CE7, #$76D1
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dw #$6565, #$7271, #$14B5, #$459B, #$3D95, #$22D0, #$567C, #$1890
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dw #$7616, #$0000
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dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $1A3D, $14B6
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dw $4650, $362A, $3F4E, $162B, $318A, $39CC, $1CE7, $76D1
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dw $6565, $7271, $14B5, $459B, $3D95, $22D0, $567C, $1890
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dw $7616, $0000
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; =========================================================
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org $07A3DB
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@@ -51,10 +48,9 @@ LinkItem_ShovelAndFlute:
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{
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; Play flute or use the Wolf Mask
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LDA $0202 : CMP.b #$0D : BNE .use_wolf_mask
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BRL LinkItem_Flute
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.use_wolf_mask
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BRL LinkItem_Flute
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.use_wolf_mask
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JMP LinkItem_WolfMask
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}
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; assert pc() <= $07A31F
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@@ -65,16 +61,15 @@ pullpc
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||||
|
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LinkItem_WolfMask:
|
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{
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LDA $02B2 : CMP #$03 : BNE .equip
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JSR LinkItem_Shovel
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||||
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LDA $02B2 : CMP #$03 : BNE .equip
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JSR LinkItem_Shovel
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.equip
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LDA.b #$03
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JSL Link_TransformMask
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||||
LDA.b #$03
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JSL Link_TransformMask
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.return
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RTS
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||||
RTS
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||||
}
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||||
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print "End of Masks/wolf_mask.asm ", pc
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||||
pushpc
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||||
pushpc
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||||
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
; Based on the Fairy Flippers item by Conn
|
||||
; Special Thanks to Zarby89 for the PaletteArmorAndGloves hook
|
||||
;
|
||||
; Transforms Link into Zora Link
|
||||
; Transforms Link into Zora Link
|
||||
; Allows Link to dive underwater in the overworld and dungeons as Zora Link.
|
||||
;
|
||||
; How To Use:
|
||||
; How To Use:
|
||||
; Press R to transform into Zora Link. Press R again to transform back.
|
||||
; Press Y in deep water to dive. Press Y again to resurface.
|
||||
; =========================================================
|
||||
@@ -22,15 +22,15 @@ UpdateZoraPalette:
|
||||
|
||||
SEP #$30 ; go back to 8 bit mode
|
||||
INC $15 ; update the palette
|
||||
RTL
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
; TODO: Finish the Zora palette
|
||||
zora_palette:
|
||||
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$4E48, #$3582
|
||||
dw #$55BB, #$6EF7, #$7BDE, #$55C7, #$6ECD, #$2E5A, #$1970, #$7616
|
||||
dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $4E48, $3582
|
||||
dw $55BB, $6EF7, $7BDE, $55C7, $6ECD, $2E5A, $1970, $7616
|
||||
; dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
|
||||
; dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357
|
||||
|
||||
@@ -44,7 +44,7 @@ zora_palette:
|
||||
|
||||
org $0998FC
|
||||
AddTransitionSplash:
|
||||
|
||||
|
||||
; =========================================================
|
||||
|
||||
; Replaces Bombos medallion
|
||||
@@ -74,58 +74,58 @@ org $079781
|
||||
pullpc ; Bank07 Free Space from Deku Mask
|
||||
LinkState_UsingZoraMask:
|
||||
{
|
||||
; Check if the mask is equipped
|
||||
; Check if the mask is equipped
|
||||
LDA $02B2 : CMP #$02 : BNE .normal
|
||||
; Check if we are in water or not
|
||||
; Check if we are in water or not
|
||||
LDA $5D : CMP #$04 : BEQ .swimming
|
||||
|
||||
|
||||
.normal
|
||||
; Return to normal state
|
||||
; Return to normal state
|
||||
STZ $55
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $037B
|
||||
STZ $0351
|
||||
JMP .return
|
||||
|
||||
|
||||
.swimming
|
||||
; Check if we are indoors or outdoors
|
||||
LDA $1B : BNE .dungeon ; z flag is 1
|
||||
; Check if we are indoors or outdoors
|
||||
LDA $1B : BNE .dungeon ; z flag is 1
|
||||
|
||||
; OVERWORLD ---------------------------------------------
|
||||
.overworld
|
||||
.overworld
|
||||
{
|
||||
; Check the Y button and clear state if activated
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
|
||||
; Check if already underwater
|
||||
; Check if already underwater
|
||||
LDA !ZoraDiving : BEQ .dive
|
||||
|
||||
STZ $55 ; Reset cape flag
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $55 ; Reset cape flag
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $037B ; Reset invincibility flag
|
||||
LDA #$04 : STA $5D ; Put Link in Swimming State
|
||||
|
||||
JMP .return
|
||||
|
||||
.dive
|
||||
; Handle overworld underwater swimming
|
||||
LDA #$01 : STA $55 ; Set cape flag
|
||||
STA $037B ; Set invincible flag
|
||||
LDA #$08 : STA $5E ; Set underwater speed
|
||||
; Handle overworld underwater swimming
|
||||
LDA #$01 : STA $55 ; Set cape flag
|
||||
STA $037B ; Set invincible flag
|
||||
LDA #$08 : STA $5E ; Set underwater speed
|
||||
LDA #$01 : STA !ZoraDiving ; Set underwater flag
|
||||
STA $0351 ; Set ripple flag
|
||||
|
||||
; Splash visual effect
|
||||
; Splash visual effect
|
||||
LDA.b #$15 : LDY.b #$00
|
||||
JSL AddTransitionSplash
|
||||
|
||||
; Stay in swimming mode
|
||||
; Stay in swimming mode
|
||||
LDA #$04 : STA $5D
|
||||
; Splash sound effect
|
||||
; LDA #$24 : STA $012E
|
||||
|
||||
; Splash sound effect
|
||||
; LDA #$24 : STA $012E
|
||||
|
||||
.return
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
RTS
|
||||
@@ -134,7 +134,7 @@ LinkState_UsingZoraMask:
|
||||
; DUNGEON DIVE ------------------------------------------
|
||||
.dungeon
|
||||
{
|
||||
; Check if we are in water or not
|
||||
; Check if we are in water or not
|
||||
LDA $5D : CMP #$04 : BNE .return_dungeon
|
||||
; Check if already underwater
|
||||
LDA !ZoraDiving : BNE .return_dungeon
|
||||
@@ -143,17 +143,16 @@ LinkState_UsingZoraMask:
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
|
||||
.dive_dungeon
|
||||
; Splash effect
|
||||
; Splash effect
|
||||
LDA.b #$15 : LDY.b #$00
|
||||
JSL AddTransitionSplash
|
||||
|
||||
STZ $5D ; reset player to ground state
|
||||
STZ $5D ; reset player to ground state
|
||||
STZ $EE ; move link to lower level
|
||||
|
||||
LDA #$72 : STA $9A ; Set layer
|
||||
LDA #$08 : STA $5E ; Set the player speed
|
||||
LDA #$72 : STA $9A ; Set layer
|
||||
LDA #$08 : STA $5E ; Set the player speed
|
||||
STZ $0345 ; Reset deep water flag
|
||||
LDA #$01 : STA !ZoraDiving ; Set the player underwater flag
|
||||
LDA #$01 : STA !ZoraDiving ; Set the player underwater flag
|
||||
|
||||
.return_dungeon
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
@@ -163,7 +162,7 @@ LinkState_UsingZoraMask:
|
||||
|
||||
pushpc
|
||||
|
||||
; End of LinkState_Default
|
||||
; End of LinkState_Default
|
||||
org $0782D2
|
||||
JSR LinkState_UsingZoraMask_dungeon_resurface
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
@@ -176,9 +175,9 @@ pullpc
|
||||
|
||||
.dungeon_resurface
|
||||
{
|
||||
LDA $1B : BEQ .return_overworld ; We are in overworld actually
|
||||
LDA $1B : BEQ .return_overworld ; We are in overworld actually
|
||||
|
||||
; Check if the player is actually diving
|
||||
; Check if the player is actually diving
|
||||
LDA !ZoraDiving : BEQ .return_default
|
||||
|
||||
; Check precise tile types for interaction
|
||||
@@ -199,15 +198,15 @@ pullpc
|
||||
LDA.b #$15 : LDY.b #$00 : JSL AddTransitionSplash
|
||||
.remove_dive
|
||||
LDA #$04 : STA $5D ; Set Link to Swimming State
|
||||
|
||||
|
||||
LDA #$01 : STA $EE ; Set Link to upper level
|
||||
STA $0345 ; Set deep water flag
|
||||
STA $0345 ; Set deep water flag
|
||||
|
||||
; Remove Diving Effects
|
||||
.player_is_falling
|
||||
LDA $67 : AND #$01 : STA $2F
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $24 ; Reset z coordinate for link
|
||||
STZ $0372 ; Reset link bounce flag
|
||||
@@ -240,7 +239,7 @@ pullpc
|
||||
{
|
||||
LDA $02B2 : CMP #$02 : BNE .return_hop
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
LDA #$62 : STA $9A ; Reset dungeon layer
|
||||
.return_hop
|
||||
LDA #$06 : STA $5D ; Set Link to Recoil State
|
||||
|
||||
@@ -968,7 +968,6 @@ Sprite_DarkLink_Main:
|
||||
LDA.w SprTimerA, X : BNE +
|
||||
%GotoAction(13)
|
||||
+
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -987,7 +986,6 @@ Sprite_DarkLink_Main:
|
||||
|
||||
Dead:
|
||||
{
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -1000,7 +998,6 @@ Sprite_DarkLink_Main:
|
||||
LDA dlinkPalRed, X : STA $7EC600, X
|
||||
DEX : DEX : BNE --
|
||||
INC $15 ;Refresh Palettes
|
||||
|
||||
SEP #$20
|
||||
PLX
|
||||
|
||||
@@ -1016,7 +1013,7 @@ Sprite_DarkLink_Main:
|
||||
}
|
||||
|
||||
dlinkPalRed:
|
||||
dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$001D, #$6FF4
|
||||
dw $7FFF, $14A5, $2108, $294A, $1CF5, $7E4E, $001D, $6FF4
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
@@ -62,13 +62,13 @@ Follower_Main = $099F91
|
||||
|
||||
org $3CA62A ; Expanded space for our routine
|
||||
{
|
||||
LDA.l $7EF3C5 : CMP.b #$02 : BCS .continue ; Check if in main game
|
||||
LDA.l $7EF3C5 : CMP.b #$02 : BCS .continue ; Check if in main game
|
||||
JSL Follower_Main
|
||||
RTL
|
||||
.continue
|
||||
LDA $F2 : CMP #$70 : BEQ $03 : JMP END ; Check L, R and X button
|
||||
|
||||
if !BetaRelease = 0
|
||||
if !BetaRelease == 0
|
||||
; How many bombs you have. Can exceed 0x50, up to 0xff.
|
||||
LDA #$50 : STA !Bombs
|
||||
|
||||
@@ -77,22 +77,21 @@ if !BetaRelease = 0
|
||||
STA !TitansMitt
|
||||
|
||||
; 0 - nothing. 1 - Fire Rod
|
||||
LDA #$01 : STA !FireRod
|
||||
STA !IceRod
|
||||
LDA #$01 : STA !FireRod
|
||||
STA !IceRod
|
||||
|
||||
LDA #$01 : STA !BunnyMask
|
||||
LDA #$01 : STA !BunnyMask
|
||||
|
||||
LDA #$01 : STA !DekuMask
|
||||
LDA #$01 : STA !ZoraMask
|
||||
LDA #$01 : STA !ZoraMask
|
||||
LDA #$01 : STA !WolfMask
|
||||
LDA #$01 : STA !MagicCape
|
||||
|
||||
; 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated
|
||||
|
||||
LDA #$01 : STA !BookOfMudora
|
||||
LDA #$01 : STA !BookOfMudora
|
||||
LDA #$01 : STA !CaneOfSomaria
|
||||
LDA #$01 : STA !PegasusBoots
|
||||
STA !Flippers
|
||||
LDA #$01 : STA !PegasusBoots
|
||||
STA !Flippers
|
||||
STA !WolfMask
|
||||
|
||||
; 0 - nothing. 1 - Fighter Sword. 2 - Master Sword. 3 - Tempered Sword. 4 - Golden Sword
|
||||
@@ -104,14 +103,14 @@ if !BetaRelease = 0
|
||||
; 0 - nothing. 1 - Green Mail. 2 - Blue Mail. 3 - Red Mail
|
||||
LDA #$02 : STA !Mail
|
||||
|
||||
; 0-No bottle.
|
||||
; 1-Mushroom (no use). 2-Empty bottle.
|
||||
; 3-Red Potion. 4-Green Potion.
|
||||
; 5-Blue Potion. 6-Fairy.
|
||||
; 0-No bottle.
|
||||
; 1-Mushroom (no use). 2-Empty bottle.
|
||||
; 3-Red Potion. 4-Green Potion.
|
||||
; 5-Blue Potion. 6-Fairy.
|
||||
; 7-Bee. 8-Good Bee
|
||||
LDA #$01 : STA !Bottles ; has bottles
|
||||
LDA #$03 : STA !Bottle1
|
||||
LDA #$05 : STA !Bottle2
|
||||
LDA #$01 : STA !Bottles ; has bottles
|
||||
LDA #$03 : STA !Bottle1
|
||||
LDA #$05 : STA !Bottle2
|
||||
LDA #$04 : STA !Bottle3
|
||||
LDA #$06 : STA !Bottle4
|
||||
|
||||
@@ -125,26 +124,26 @@ if !BetaRelease = 0
|
||||
; Pendants: Bit 0 = Courage, Bit 1 = Wisdom, Bit 2 = Power
|
||||
LDA #$07 : STA !Pendants
|
||||
|
||||
; Ability Flags: Bit 0: ----.
|
||||
; Ability Flags: Bit 0: ----.
|
||||
; Bit 1: Swim.
|
||||
; Bit 2: Run / Dash.
|
||||
; Bit 3: Pull. Bit 4: ----.
|
||||
; Bit 5: Talk.
|
||||
; Bit 3: Pull. Bit 4: ----.
|
||||
; Bit 5: Talk.
|
||||
; Bit 6: Read. Bit 7: ----
|
||||
LDA #$6E : STA !AbilityFlags
|
||||
|
||||
; Crystals:
|
||||
; Crystals:
|
||||
; Bit 0 = Misery Mire
|
||||
; Bit 1 = Dark Palace
|
||||
; Bit 2 = Ice Palace
|
||||
; Bit 2 = Ice Palace
|
||||
; Bit 3 = Turtle Rock
|
||||
; Bit 4 = Swamp Palace
|
||||
; Bit 5 = Gargoyle's Domain
|
||||
; Bit 6 = Skull Woods
|
||||
LDA #$00 : STA !Crystals
|
||||
LDA #$00 : STA !Crystals
|
||||
|
||||
; 0 - nothing. 1 - hookshot
|
||||
LDA #$01 : STA !Hookshot
|
||||
LDA #$01 : STA !Hookshot
|
||||
|
||||
; Magic usage: 0: normal consumption. 1: 1/2 consumption. 2: 1/4 consumption
|
||||
LDA #$02 : STA !MagicUsage
|
||||
@@ -160,18 +159,16 @@ endif
|
||||
|
||||
; 0 - nothing. 1 - blue boomerang. 2 - red boomerang
|
||||
LDA #$02 : STA !Boomerang
|
||||
STA !Mirror
|
||||
STA !CaneOfByrna
|
||||
STA !Mirror
|
||||
STA !CaneOfByrna
|
||||
|
||||
; 0 - nothing. 1 - Lamp
|
||||
LDA #$01 : STA !Lamp
|
||||
LDA #$01 : STA !Lamp
|
||||
STA !MagicHammer
|
||||
STA !MoonPearl
|
||||
|
||||
|
||||
; fill all hearts
|
||||
LDA #$A0 : STA !Hearts
|
||||
|
||||
; magic power, maximum is 0x80
|
||||
LDA #$80 : STA !MagicPower
|
||||
|
||||
@@ -179,4 +176,4 @@ END:
|
||||
|
||||
JSL Follower_Main
|
||||
RTL
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user