Cleanup Asar warnings with deprecated #$ format in tables

This commit is contained in:
scawful
2024-09-29 22:01:34 -04:00
parent 76d08711f0
commit 42ce2c4ee2
9 changed files with 153 additions and 181 deletions

View File

@@ -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

View File

@@ -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:
{
@@ -69,7 +71,7 @@ LinkState_BunnyHoodRun:
RTL
.end
LDA $87E227, X ; load native speed values
LDA.l SubVelocityValues, X ; load native speed values
CLC
RTL
}

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@@ -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
@@ -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

View File

@@ -1,6 +1,6 @@
; ========================================
; =========================================================
; GBC Link
; ========================================
; =========================================================
UpdateGbcPalette:
{
@@ -13,11 +13,9 @@ 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
LDX #$001E
.loop2
@@ -37,22 +35,16 @@ UpdateGbcPalette:
}
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
JSL $0AFE80 ; Underworld_HandleLayerEffect
RTL
}
@@ -79,10 +68,8 @@ LoadOverworld_CheckForGbcLink:
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
@@ -124,7 +111,6 @@ LinkState_GameboyForm:
LDA $0FFF : BEQ .return ; not in dark world
.transform
%PlayerTransform()
LDA #$3B : STA $BC ; change link's sprite
LDA #$06 : STA $02B2
JSL UpdateGbcPalette
@@ -135,7 +121,6 @@ LinkState_GameboyForm:
LDA #$10 : STA $BC
STZ $02B2
JSL Palette_ArmorAndGloves
.return
JSL $07F1E6
RTL

View File

@@ -12,12 +12,9 @@ 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:
{

View File

@@ -1,9 +1,6 @@
; =========================================================
; Wolf Mask
;
; Talk to animals
; Dig for treasure ability (shovel)
;
; =========================================================
UpdateWolfPalette:
@@ -23,10 +20,10 @@ UpdateWolfPalette:
; =========================================================
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
; =========================================================
@@ -54,7 +51,6 @@ LinkItem_ShovelAndFlute:
BRL LinkItem_Flute
.use_wolf_mask
JMP LinkItem_WolfMask
}
; assert pc() <= $07A31F
@@ -67,14 +63,13 @@ LinkItem_WolfMask:
{
LDA $02B2 : CMP #$03 : BNE .equip
JSR LinkItem_Shovel
.equip
LDA.b #$03
JSL Link_TransformMask
.return
RTS
}
print "End of Masks/wolf_mask.asm ", pc
pushpc

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@@ -29,8 +29,8 @@ UpdateZoraPalette:
; 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
@@ -149,7 +149,6 @@ LinkState_UsingZoraMask:
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
STZ $0345 ; Reset deep water flag

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@@ -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
}
; =========================================================

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@@ -68,7 +68,7 @@ org $3CA62A ; Expanded space for our routine
.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
@@ -88,7 +88,6 @@ if !BetaRelease = 0
LDA #$01 : STA !MagicCape
; 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated
LDA #$01 : STA !BookOfMudora
LDA #$01 : STA !CaneOfSomaria
LDA #$01 : STA !PegasusBoots
@@ -168,10 +167,8 @@ endif
STA !MagicHammer
STA !MoonPearl
; fill all hearts
LDA #$A0 : STA !Hearts
; magic power, maximum is 0x80
LDA #$80 : STA !MagicPower