Disable experiment overworld entrance, area, cleanup lost woods cam

This commit is contained in:
scawful
2024-11-10 18:48:28 -05:00
parent 526ed5b20a
commit 6044a92a3a
5 changed files with 141 additions and 218 deletions

View File

@@ -1,4 +1,3 @@
Map16Definitions = $0F8000
Overworld_DrawMap16_Persist = $1BC97C
Overworld_DrawMap16_Anywhere = $1BC983

View File

@@ -15,6 +15,7 @@
!SouthArea = #$31
!EastArea = #$2A
!ComboCounter = $1CF7 ; ram address to store combo counter
!RestoreCam = $1CF8
; ==========================================================
@@ -22,77 +23,57 @@
org $02AA7D
JSL LOST_WOOD_HOOK
; Gets the small/large map true ID of the current screen
Overworld_ActualScreenID = $02A5EC
; At this stage the accumulator contains area currently in
; X contains the area you're moving to.
org $A0F000
LOST_WOOD_HOOK:
{
CMP #$29 ; are we in the right area?
BEQ begincode
; are we in the right area?
CMP #$29 : BEQ begincode
; not right area so return.
normalfinish:
{
; Overworld_ActualScreenID
; Gets the small/large map true ID of the current screen
LDA $02A5EC, x ; not right area so return.
LDA !RestoreCam : BEQ +
+
LDA Overworld_ActualScreenID, X
STZ !ComboCounter
RTL
} ; label normalfinish
begincode:
{
CPX !EastArea
BEQ normalfinish
; Return from where we came from
CPX !EastArea : BEQ normalfinish
; from here onwards, use the ram address to determine which combo you're up to
; this code is pretty repeatable
LDA !ComboCounter
CMP #$00
BNE combo1
CPX !NorthArea ; did you get it right?
BEQ UP_CORRECT
LDA !ComboCounter : CMP #$00 : BNE combo1
; did you get it right?
CPX !NorthArea : BEQ UP_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
} ; label begincode
combo1:
{
CMP #$01
BNE combo2
CPX !WestArea ; did you get it right?
BEQ LEFT_CORRECT
CMP #$01 : BNE combo2
CPX !WestArea : BEQ LEFT_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
} ; label comb1
combo2:
{
CMP #$02
BNE combo3
CPX !SouthArea ; did you get it right?
BEQ DOWN_CORRECT
CMP #$02 : BNE combo3
CPX !SouthArea : BEQ DOWN_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
} ; label comb2
combo3:
{
CPX !WestArea ; did you get it right?
BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
LDA #$1B
STA $012F ; play fanfare
; we want to load the down area, since we complete the combos
CPX !WestArea : BNE RESOLVE_INCORRECT
LDA #$1B : STA $012F ; play fanfare
BRA normalfinish
RESOLVE_INCORRECT:
CPX !NorthArea
BEQ CASE_UP
CPX !WestArea
BEQ CASE_LEFT
CPX !NorthArea : BEQ CASE_UP
CPX !WestArea : BEQ CASE_LEFT
BRA CASE_DOWN
} ; label combo3
DOWN_CORRECT:
{
@@ -134,6 +115,7 @@ LOST_WOOD_HOOK:
CLC
ADC #$10
STA $700
LDA.b #$01 : STA !RestoreCam
BRA all
} ; label UP_CORRECT
@@ -161,38 +143,4 @@ LOST_WOOD_HOOK:
LDA #$29 ; load the same area.
RTL
}
; TODO: Restore camera values on invalid combinations.
RestoreCameraNorth:
{
LDA $700
SEC
SBC #$10
STA $700
RTS
}
RestoreCameraSouth:
{
LDA $700
CLC
ADC #$10
STA $700
RTS
}
RestoreCameraWest:
{
DEC $700
DEC $700
RTS
}
RestoreCameraEast:
{
INC $700
INC $700
RTS
}
} ; label LOST_WOOD_HOOK

View File

@@ -1,4 +1,3 @@
org $0EDE29
; $75E29-$75E48 DATA
{

View File

@@ -25,7 +25,7 @@ org $07866D
; 01 - Zora Temple (OW 1E)
; 02 - Castle Bridge (OW 1B)
; 03 - Tail Palace (OW 2F)
; 04 - TODO: Goron Mines Entrance
; 04 - Goron Mines Entrance (OW 36)
; 05 - TODO: Fortress of Secrets (OW 5E)
CameraCache = $0632
@@ -89,23 +89,13 @@ pullpc
ShakeScreen:
{
REP #$20
LDA.b $1A
AND.w #$0001
ASL A
TAX
LDA.l $01C961, X
STA.w $011A
LDA.l $01C965, X
STA.w $011C
.exit
LDA.b $1A : AND.w #$0001 : ASL A : TAX
LDA.l $01C961, X : STA.w $011A
LDA.l $01C965, X : STA.w $011C
SEP #$20
RTS
}
; =========================================================
; Zora Temple Hidden Waterfall
@@ -129,10 +119,8 @@ ZoraTemple_EntranceAnimation:
SEP #$20
.do_anim
LDA.b $B0 ; Get animation state
ASL A
TAX ; x2
; Get animation state
LDA.b $B0 : ASL A : TAX ; x2
JSR.w (.AnimationFrames, X)
RTL
@@ -662,13 +650,9 @@ Castle_EntranceAnimation:
+
SEP #$20
.last_frame
LDA.b $B0 ; Get animation state
ASL A
TAX ; x2
; Get animation state
LDA.b $B0 : ASL A : TAX ; x2
JSR.w (.AnimationFrames, X)
RTL
.AnimationFrames
@@ -778,8 +762,8 @@ Castle_Frame0:
Castle_Frame1:
{
#_1BCC21: LDA.b #$16 ; SFX3.16
#_1BCC23: STA.w $012F
LDA.b #$16 ; SFX3.16
STA.w $012F
LDA.b $C8 : BEQ .doInit ; Load the timer
JMP .notfirstframe
.doInit
@@ -935,13 +919,8 @@ Castle_Frame3:
TailPalace_EntranceAnimation:
{
LDA.b $B0 ; Get animation state
ASL A
TAX ; x2
LDA.b $B0 : ASL A : TAX ; x2
JSR.w (.AnimationFrames, X)
RTL
.AnimationFrames
@@ -1033,12 +1012,10 @@ TailPalace_EntranceAnimation:
Goron_EntranceAnimation:
{
LDA.b $B0 ; Get animation state
ASL A
TAX ; x2
LDA.b $B0 : ASL A : TAX ; x2
JSR.w (.AnimationFrames, X)
RTL
.AnimationFrames
dw Goron_Frame0
dw Goron_Frame1

View File

@@ -66,9 +66,9 @@ pushpc
incsrc "Overworld/world_map.asm"
print "End of world_map.asm ", pc
pullpc
incsrc "Overworld/entrances.asm"
print "End of Overworld/entrances.asm ", pc
;pullpc
;incsrc "Overworld/entrances.asm"
;print "End of Overworld/entrances.asm ", pc
; =========================================================
; Get Lv2 Sword from chest
@@ -145,9 +145,9 @@ LoadOverworldPitAreas:
CLC ; allow transition
RTL
}
pushpc
;pushpc
incsrc "Overworld/special_areas.asm"
; incsrc "Overworld/special_areas.asm"
Overworld_GetPitDestination = $1BB860