From 42ce2c4ee2acc1a5b9551ae19de40f84ec7f015b Mon Sep 17 00:00:00 2001 From: scawful Date: Sun, 29 Sep 2024 22:01:34 -0400 Subject: [PATCH] Cleanup Asar warnings with deprecated #$ format in tables --- Core/message.asm | 16 +++---- Masks/bunny_hood.asm | 44 ++++++++++--------- Masks/deku_mask.asm | 12 +++--- Masks/gbc_form.asm | 61 ++++++++++---------------- Masks/moosh.asm | 11 ++--- Masks/wolf_mask.asm | 45 +++++++++---------- Masks/zora_mask.asm | 83 ++++++++++++++++++------------------ Sprites/Bosses/dark_link.asm | 5 +-- Util/item_cheat.asm | 57 ++++++++++++------------- 9 files changed, 153 insertions(+), 181 deletions(-) diff --git a/Core/message.asm b/Core/message.asm index 94a7d5b..34ce2cc 100644 --- a/Core/message.asm +++ b/Core/message.asm @@ -17,10 +17,10 @@ endwhile ; ZS does not clear message data when bank is changed ; So the end of the data bank is not as easily searchable. org $0EEE75 - db #$80 + db $80 org !addr+1 - db #$80 + db $80 org $0ED436 JML MessageExpand @@ -30,22 +30,22 @@ org $2F8000 MessageExpand: { ; are we already in expanded bank? - LDA.b $02 : AND.w #$00FF : CMP.w #$000E : BNE + + LDA.b $02 : AND.w #$00FF : CMP.w #$000E : BNE + LDA.w #MessageExpandedData : STA.b $00 LDA.w #MessageExpandedData>>16 : STA.b $02 - JML $0ED3FC ; go back to original read message code pointers + JML $0ED3FC ; go back to original read message code pointers + - ; Restore vanilla code + ; Restore vanilla code LDA.w #$DF40 : STA.b $00 LDA.w #$000E : STA.b $02 - JML $0ED3FC ; go back to original read message code pointers + JML $0ED3FC ; go back to original read message code pointers } MessageExpandedData: Message_18D: db $13, $B0, $2C, $59, $B5, $59, $BE, $2C, $2C, $1A - db $20, $1E, $59, $35, $3C, $03, $59, $A9, $26, $59 - db $1B, $93, $24, $75, $37, $3A, $59, $3C, $34, $36 + db $20, $1E, $59, $35, $3C, $03, $59, $A9, $26, $59 + db $1B, $93, $24, $75, $37, $3A, $59, $3C, $34, $36 db $3A, $7F db $FF ; end of message pointers checks diff --git a/Masks/bunny_hood.asm b/Masks/bunny_hood.asm index 9f10812..bbdee06 100644 --- a/Masks/bunny_hood.asm +++ b/Masks/bunny_hood.asm @@ -3,18 +3,18 @@ ; Makes Link run quicker when holding ; Written by Conn (I think) ; $7EF349 bunny hood RAM slot -; +; ; Adjustable speed table at the end ; db (0) $18: - Horizontal and vertical walking speed -; (Default = 18) +; (Default = 18) ; db (1) $10 - Diagonal walking speed -; (Default = 10) +; (Default = 10) ; db (2) $0a - Stairs walking speed -; (Default = 0A) +; (Default = 0A) ; db (0c) $14 - walking through heavy grass speed (also shallow water) -; (Default = 14) +; (Default = 14) ; db (0d) $0d - walking diagonally through heavy grass speed (also shallow water) -; (Default = 0D) +; (Default = 0D) ; db (10) $40 - Pegasus boots speed (Default = 40) ; ; ========================================================= @@ -36,10 +36,10 @@ UpdateBunnyPalette: ; ========================================================= bunny_palette: - 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 + 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 print "End of Bunny Hood GFX ", pc @@ -57,6 +57,8 @@ Link_CheckForBunnyRun: RTS pushpc +SubVelocityValues = $87E227 + org $20AF20 LinkState_BunnyHoodRun: { @@ -64,12 +66,12 @@ LinkState_BunnyHoodRun: LDA.w $0202 ; check the current item CMP.b #$16 : BNE .end ; is it the bunny hood? LDA.w !CurrentMask : CMP.b #$04 : BNE .end - LDA.l BunnySpeedTable, X ; load new speed values - CLC - RTL + LDA.l BunnySpeedTable, X ; load new speed values + CLC + RTL .end - LDA $87E227, X ; load native speed values + LDA.l SubVelocityValues, X ; load native speed values CLC RTL } @@ -77,7 +79,7 @@ LinkState_BunnyHoodRun: org $20AF70 ; this selects the new speed values BunnySpeedTable: { - db $20 ; 0x00 - walking on ground + db $20 ; 0x00 - walking on ground db $12 ; 0x01 - walking diagonally db $0A ; 0x02 - walking on stairs db $18 ; 0x03 - walking on stairs diagonally, impossible to reach @@ -103,10 +105,10 @@ BunnySpeedTable: db $18 ; 0x17 - slosh dashing diagonally db $20 ; 0x18 - dashing on ice db $15 ; 0x19 - dashing on ice diagonally - db $F0 ; 0x1A - - db $00 ; 0x1B - - db $F0 ; 0x1C - - db $01 ; 0x1D - + db $F0 ; 0x1A - + db $00 ; 0x1B - + db $F0 ; 0x1C - + db $01 ; 0x1D - } ; ========================================================= @@ -116,7 +118,7 @@ BunnySpeedTable: org $07A494 LinkItem_Ether: { - LDA #$04 + LDA #$04 JSL Link_TransformMask LDA $0114 : CMP.b #$20 : BNE + LDA.b #$03 : STA $5B @@ -125,4 +127,4 @@ LinkItem_Ether: RTS } -assert pc() <= $07A4F6 \ No newline at end of file +assert pc() <= $07A4F6 diff --git a/Masks/deku_mask.asm b/Masks/deku_mask.asm index 20aab95..691954e 100644 --- a/Masks/deku_mask.asm +++ b/Masks/deku_mask.asm @@ -22,8 +22,8 @@ UpdateDekuPalette: } deku_palette: - dw #$6739, #$15C5, #$150E, #$26C9, #$17AA, #$21F4, #$17DF, #$42DB - dw #$14A5, #$14BC, #$14B2, #$14A5, #$7FFF, #$7A18, #$178C + dw $6739, $15C5, $150E, $26C9, $17AA, $21F4, $17DF, $42DB + dw $14A5, $14BC, $14B2, $14A5, $7FFF, $7A18, $178C print "End of Masks/deku_mask.asm ", pc @@ -35,7 +35,7 @@ LinkItem_DekuMask: ; Don't use magic unless deku form LDA.w $02B2 : CMP.b #$01 : BNE .continue ; Don't shoot while transform is active - LDA.w $0C4E : BNE .continue + LDA.w $0C4E : BNE .continue JSR Link_CheckNewY_ButtonPress : BCC .continue LDA $3A : AND.b #$BF : STA $3A LDX.b #$02 @@ -66,9 +66,9 @@ org $07A6BE LinkState_UsingQuake: { .anim_step - db #$00, #$01, #$02, #$03 - db #$00, #$01, #$02, #$03 - db #$10, #$10, #$00, #$00 ; 16 + db $00, $01, $02, $03 + db $00, $01, $02, $03 + db $10, $10, $00, $00 ; 16 .anim_timer db 5, 5, 5, 5 diff --git a/Masks/gbc_form.asm b/Masks/gbc_form.asm index 115a7d9..d7ccd16 100644 --- a/Masks/gbc_form.asm +++ b/Masks/gbc_form.asm @@ -1,6 +1,6 @@ -; ======================================== +; ========================================================= ; GBC Link -; ======================================== +; ========================================================= UpdateGbcPalette: { @@ -13,46 +13,38 @@ UpdateGbcPalette: .loop LDA.l GameboyLinkPalette, X : STA $7EC6E0, X 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 - -.blue_mail + .blue_mail LDX #$001E - .loop2 - LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X - DEX : DEX : BPL .loop2 + .loop2 + LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X + DEX : DEX : BPL .loop2 SEP #$30 ; go back to 8 bit mode INC $15 ; update the palette RTL ; or RTS depending on where you need it -.red_mail + .red_mail LDX #$001E - .loop3 - LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X - DEX : DEX : BPL .loop3 + .loop3 + LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X + DEX : DEX : BPL .loop3 SEP #$30 ; go back to 8 bit mode INC $15 ; update the palette RTL ; or RTS depending on where you need it } GameboyLinkPalette: -{ - dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078 - dw #$46FF, #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18 -} + dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078 + dw $46FF, $22A2, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18 GameboyLinkBlueMail: -{ - dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078 - dw #$46FF, #$4D25, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18 -} + dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078 + dw $46FF, $4D25, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18 GameboyLinkRedMail: -{ - dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078 - dw #$46FF, #$081D, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18 -} + dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078 + dw $46FF, $081D, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18 LinkState_GameboyInDungeonEntrance: { @@ -60,12 +52,9 @@ LinkState_GameboyInDungeonEntrance: LDA $0FFF : CMP #$00 : BEQ .return LDA.w !CurrentMask : CMP.b #$05 : BEQ .return LDA $BC : CMP #$06 : BEQ .return - JSL UpdateGbcPalette - LDA #$3B : STA $BC ; change link's sprite - -.return - + LDA #$3B : STA $BC ; change link's sprite + .return JSL $0AFE80 ; Underworld_HandleLayerEffect RTL } @@ -76,13 +65,11 @@ LoadOverworld_CheckForGbcLink: LDA $0FFF : BEQ .return_lw LDA.w !CurrentMask : CMP.b #$05 : BEQ .return LDA.b #$06 : STA $02B2 - LDA.b #$3B : STA $BC ; change link's sprite + LDA.b #$3B : STA $BC ; change link's sprite JSL UpdateGbcPalette JMP .return - .return_lw STZ.w $02B2 - .return JSL Palette_ArmorAndGloves STZ.b $B0 @@ -92,7 +79,7 @@ LoadOverworld_CheckForGbcLink: OverworldTransition_CheckForGbcLink: { - LDA $0FFF : BEQ .return + LDA $0FFF : BEQ .return LDA.w !CurrentMask : CMP.b #$05 : BEQ .return LDA #$3B : STA $BC ; change link's sprite LDA #$06 : STA $02B2 @@ -124,8 +111,7 @@ LinkState_GameboyForm: LDA $0FFF : BEQ .return ; not in dark world .transform %PlayerTransform() - - LDA #$3B : STA $BC ; change link's sprite + LDA #$3B : STA $BC ; change link's sprite LDA #$06 : STA $02B2 JSL UpdateGbcPalette BRA .return @@ -135,9 +121,8 @@ LinkState_GameboyForm: LDA #$10 : STA $BC STZ $02B2 JSL Palette_ArmorAndGloves - .return - JSL $07F1E6 + JSL $07F1E6 RTL } -pushpc \ No newline at end of file +pushpc diff --git a/Masks/moosh.asm b/Masks/moosh.asm index 8ea3377..680a9e0 100644 --- a/Masks/moosh.asm +++ b/Masks/moosh.asm @@ -12,18 +12,15 @@ UpdateMooshPalette: RTL ; or RTS depending on where you need it } - MooshPalette: -{ - dw #$0000, #$7FFF, #$237E, #$46FF, #$369E, #$14A5, #$01FF, #$1078 - dw #$6E25, #$7AEF, #$6759, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18 -} + dw $0000, $7FFF, $237E, $46FF, $369E, $14A5, $01FF, $1078 + dw $6E25, $7AEF, $6759, $0A4A, $12EF, $2A5C, $1571, $7A18 Link_HoverIfMooshWantsToDash: { LDA.w !CurrentMask : CMP.b #$07 : BNE .return JSL PrepareQuakeSpell - RTL + RTL .return JSL Link_HandleMovingAnimation_FullLongEntry RTL @@ -31,4 +28,4 @@ Link_HoverIfMooshWantsToDash: print "End of Masks/moosh.asm ", pc org $079093 - JSL Link_HoverIfMooshWantsToDash \ No newline at end of file + JSL Link_HoverIfMooshWantsToDash diff --git a/Masks/wolf_mask.asm b/Masks/wolf_mask.asm index 2183ea3..d5e10f8 100644 --- a/Masks/wolf_mask.asm +++ b/Masks/wolf_mask.asm @@ -1,33 +1,30 @@ ; ========================================================= -; Wolf Mask -; -; Talk to animals +; Wolf Mask ; Dig for treasure ability (shovel) -; ; ========================================================= UpdateWolfPalette: { - REP #$30 ; change 16bit mode - LDX #$001E + REP #$30 ; change 16bit mode + LDX #$001E .loop LDA.l WolfPalette, X : STA $7EC6E0, X 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 + SEP #$30 ; go back to 8 bit mode + INC $15 ; update the palette + RTL ; or RTS depending on where you need it } ; ========================================================= 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 - + 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 + ; ========================================================= org $07A3DB @@ -51,10 +48,9 @@ LinkItem_ShovelAndFlute: { ; Play flute or use the Wolf Mask LDA $0202 : CMP.b #$0D : BNE .use_wolf_mask - BRL LinkItem_Flute -.use_wolf_mask + BRL LinkItem_Flute + .use_wolf_mask JMP LinkItem_WolfMask - } ; assert pc() <= $07A31F @@ -65,16 +61,15 @@ pullpc LinkItem_WolfMask: { - LDA $02B2 : CMP #$03 : BNE .equip - JSR LinkItem_Shovel - + LDA $02B2 : CMP #$03 : BNE .equip + JSR LinkItem_Shovel .equip - LDA.b #$03 - JSL Link_TransformMask - + LDA.b #$03 + JSL Link_TransformMask .return - RTS + RTS } print "End of Masks/wolf_mask.asm ", pc -pushpc \ No newline at end of file +pushpc + diff --git a/Masks/zora_mask.asm b/Masks/zora_mask.asm index 7562d6b..70d8eff 100644 --- a/Masks/zora_mask.asm +++ b/Masks/zora_mask.asm @@ -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 diff --git a/Sprites/Bosses/dark_link.asm b/Sprites/Bosses/dark_link.asm index 8dbbfe9..e9e7beb 100644 --- a/Sprites/Bosses/dark_link.asm +++ b/Sprites/Bosses/dark_link.asm @@ -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 } ; ========================================================= diff --git a/Util/item_cheat.asm b/Util/item_cheat.asm index fef1462..8d0b9f9 100644 --- a/Util/item_cheat.asm +++ b/Util/item_cheat.asm @@ -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 -} \ No newline at end of file +}