Zora Link cleanup, Deku Link ability, Reset Mask

This commit is contained in:
scawful
2023-05-11 23:42:47 -05:00
parent e53369814b
commit 7fd64d89d6
4 changed files with 141 additions and 772 deletions

View File

@@ -30,6 +30,8 @@ Link_HandleDekuTransformation:
RTS
}
print "here", pc
org $07811A
JSR Link_HandleDekuTransformation
@@ -38,6 +40,9 @@ org $07811A
org $07A64B ; formerly Quake
LinkItem_DekuMask:
{
; Check for R button held
LDA $F2 : CMP #$10 : BNE .return
JSR Link_CheckNewY_ButtonPress : BCC .return
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
@@ -50,18 +55,27 @@ LinkItem_DekuMask:
LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
JSL Palette_ArmorAndGloves ; set the palette
LDA #$0A : STA $5D ; set control handler to mode "using quake"
LDA.l $7EF359 : STA $0AA5 ; Store the current sword
LDA.l $7EF35A : STA $0AAF ; Store the current shield
LDA.b #$00 : STA $7EF359 : STA $7EF35A ; Clear the sword and shield
LDA #$02 : STA $7E03FC ; Set the override to Bow (pea shooter)
LDA #$35 : STA $BC ; put the mask on
LDA #$01 : STA $02B2
LDA #$00 : STA $03FC
BRA .return
.unequip
JSL Palette_ArmorAndGloves
STZ $5D
STZ $03FC
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
; Restore the sword and shield
LDA $0AA5 : STA.l $7EF359
LDA $0AAF : STA.l $7EF35A
LDA #$00 : STA $7E03FC ; clear the override
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
.return
RTS
@@ -69,139 +83,104 @@ LinkItem_DekuMask:
; =============================================================================
; LinkItem_UsingQuake is 152 (base10) bytes long
org $07A6D6
LinkItem_UsingQuake:
{
JSR $82DA
JSL LinkItem_UsingDekuMask
org $079CD9
JSL LinkItem_CheckForSwordSwing_Masks
RTS
NOP #149
print pc
}
; end of UsingQuake is at 07A773
org $07A013
JSL LinkItem_SlingshotPrepare
; =============================================================================
org $318000
LinkItem_UsingDekuMask:
LinkItem_CheckForSwordSwing_Masks:
{
JSL CheckIndoorStatus_Long
LDA.b $F5
AND.b #$80
BEQ .dont_toggle_oob
LDA.w $037F
EOR.b #$01
STA.w $037F
.dont_toggle_oob
STZ.w $02CA
LDA $0345 : BNE .recache
LDA $4D : BEQ .recoiling
; LDA $7EF357 : BEQ .recache
STZ $02E0
; *$383C7 LONG BRANCH LOCATION LinkState_Bunny_recache
.recache
LDA $7EF357 : BEQ .no_pearl_a
STZ $56
STZ $4D
.no_pearl_a
STZ $2E ; animation steps
STZ $02E1 ;
STZ $50
JSL Player_ResetSwimState
; Link hit a wall or an enemy hit him, making him go backwards.
LDA.b #$02 : STA $5D
LDA $7EF357 : BEQ .no_pearl_b
; this resets link to default state.
LDA.b #$00 : STA $5D
JSL LoadActualGearPalettes
.no_pearl_b
BRL .exit
.recoiling
LDA $46 : BEQ .wait_maybe_not_recoiling
;BRL $0783A1 ; Permabunny mode.
.wait_maybe_not_recoiling
LDA.b #$FF : STA $24 : STA $25 : STA $29
STZ $02C6
LDA $034A : BEQ .not_moving
LDA.b #$01 : STA $0335 : STA $0337
LDA.b #$80 : STA $0334 : STA $0336
; BRL $9715
.not_moving
JSL Player_ResetSwimCollision_Long
JSL Link_HandleYItems_Long ; $39B0E IN ROM
LDA $49 : AND.b #$0F : BNE .movement
LDA $F0 : AND.b #$0F : BNE .movement
STA $30 : STA $31 : STA $67 : STA $26
STZ $2E
LDA $48 : AND.b #$F6 : STA $48
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
BRA .finish_up
.movement
STA $67 : CMP $26 : BEQ .directions_match
STZ $2A
STZ $2B
STZ $6B
STZ $4B
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
.directions_match
STA $26
.finish_up
JSL Link_HandleDiagonalCollision_Long
JSL Link_HandleVelocity ; $3E245 IN ROM
JSL Link_HandleCardinalCollision_Long
JSL Link_HandleMovingAnimation_FullLongEntry ; $3E6A6 IN ROM
STZ $0302
JSL HandleIndoorCameraAndDoors_Long ; $3E8F0 IN ROM
.exit:
LDA $02B2 : CMP #$01 : BNE .return
LDA #$01
RTL
.return
LDA $3B : AND.b #$10
RTL
}
; =============================================================================
; Hooked @ [$07A013]
; $A200
LinkItem_SlingshotPrepare:
{
LDA #$01 : TSB $50
LDA $7EF340
BNE .alpha
JMP $A270
.alpha
CMP #$01
BNE .void ; unused afaik (RTS?)
JMP .beta
; $A214
.void
; $A270
.beta
LDA $7F1060
CMP #$10
BEQ $20A27B
JMP .theta
; $A300
.theta
LDA $7F502E
CMP #$01
BNE .gamma
RTL
; $A309
.gamma
LDA #$01 ; Load the accumulator with hex value 01
STA $7F502E ; Store the accumulator value at memory address 7F502E
PHB ; Push data bank register on stack
REP #$30 ; Clear 16-bit accumulator and index registers
LDX #$A500 ; Load X register with source address
LDY #$9800 ; Load Y register with destination address
LDA #$00BF ; Load the accumulator with the number of bytes to be moved
MVN $20, $7E ; Block move negative - moves 00BF bytes from $A500 to $9800
SEP #$30 ; Set 8-bit accumulator and index registers
PLB ; Pull data bank register from stack
.loop
LDA $4212 : AND #$80 : BNE .loop ; Wait for VBlank start (beginning of vertical blanking period)
.loop2
LDA $4212 : AND #$80 : BEQ .loop2 ; Wait for VBlank end
REP #$30 ; Clear 16-bit accumulator and index registers
LDA #$A700 : STA $4302 ; Set DMA source address to $A700
LDA #$42A0 : STA $2116 ; Set VRAM (Video RAM) address to $42A0
SEP #$30 ; Set 8-bit accumulator and index registers
LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
STA $420B ; Start DMA on channel 0
REP #$30 ; Clear 16-bit accumulator and index registers
LDA #$43A0 : STA $2116 ; Set VRAM address to $43A0
LDA #$A800 : STA $4302 ; Set DMA source address to $A800
SEP #$30 ; Set 8-bit accumulator and index registers
LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
STA $420B ; Start DMA on channel 0
RTL ; Return from subroutine long
}

View File

@@ -213,4 +213,33 @@ Link_HandleYItems_Long:
JSR Link_HandleYItems
PLB
RTL
}
}
; =============================================================================
org $07FA41
LinkState_ResetMaskAnimated:
{
LDA $02B2 : BEQ .no_mask
CMP #$01 : BNE .transform
; Restore the sword, shield, and bow override
LDA $0AA5 : STA.l $7EF359
LDA $0AAF : STA.l $7EF35A
LDA #$00 : STA $7E03FC
.transform
LDY.b #$04 : LDA.b #$23
JSL AddTransformationCloud
LDA.b #$14 : JSR Player_DoSfx2
JSL Palette_ArmorAndGloves
LDA #$10 : STA $BC : STZ $02B2
.no_mask
RTL
}
print "Next address for jump in bank07: ", pc
; =============================================================================

View File

@@ -224,10 +224,6 @@ LinkState_UsingZoraMask:
; =============================================================================
print "Next address for jump in bank07: ", pc
; End of LinkState_Swimming
org $079781
JSR LinkState_UsingZoraMask
@@ -244,640 +240,3 @@ org $0782D2
org $07C307
JSR LinkState_UsingZoraMask_dungeon_stairs
RTS
; =============================================================================
; Disassembled/Debugged Code of Conn's Zora Flippers
; May God Give Me Strength
; =============================================================================
; 22E0E0
org $348000
FairyFlippers_E0E0:
{
LDA $1B ; 1 if the player is in indoors and 0 otherwise.
BNE .alpha ; we are outdoors
LDA $7F500E ; are we currently underwater?
CMP #$01
BNE .alpha ; we are not underwater
LDA #$01
STA $55 ; activate cape flag (invisible, invincible)
STZ $5D ; reset player to ground state
LDA #$08
STA $5E ; set the player speed
RTL
;-------
.alpha
LDA #$01
STA $4D
RTL
}
; =============================================================================
; 22E100
FairyFlippers_E100:
{
LDA $2F ; The direction the player is currently facing
STA $0323 ; Mirror of $2F
JMP FairyFlippers_E5F0 ; $E5F0
NOP
NOP
NOP
NOP
LDA $0345 ; Set to 1 when we are in deep water, 0 otherwise
CMP #$01 ; Are we in deep water?
BEQ FairyFlippers_E120
LDA $7F500E
CMP #$01
BEQ $22E11C
RTL
}
; =============================================================================
; 22E120
FairyFlippers_E120:
{
LDA $F0 ; Joypad 1 Register
CMP #$40
BEQ .alpha ; $22E12D
LDA #$00
STA $7F500F
RTL
;-------
.alpha
LDA $7F500F
CMP #$01
BNE $22E136
RTL
;-------
LDA #$01
STA $7F500F
JSR $E340
NOP
NOP
LDA $1B
BEQ $22E17D
LDA $7F500E
CMP #$00
BNE $22E163
JMP $E320
}
; =============================================================================
; 22E17D
FairyFlippers_E17D:
{
LDA $7F500E
CMP #$00
BNE $22E1A3
LDA $5D ; Player Handler or "State"
CMP #$04
BEQ $22E18C
RTL
;-------
LDA #$01
STA $7F500E
STZ $5D ; Player Handler or "State"
LDA #$01
STA $55 ; Cape flag
STA $037B
LDA #$08
STA $5E ; Speed setting for link
NOP
NOP
NOP
RTL
;-------
LDA #$00
JSL $22EF80
LDA #$04
STA $5D ; Player Handler or "State"
STZ $55 ; Reset cape flag (invisible invincible)
STZ $5E ; Reset Speed
LDA #$01
STA $0345 ; Set to 1 when we are in deep water. 0 otherwise
STZ $037B
RTL
}
; =============================================================================
; 22E1E0
; Observed behavior: Triggers when entering and exiting water indoors only
; Returns to 3C30B below
; Noted changes added
FairyFlippers_SetFlipperAbilities:
{
LDA $1B ; Flag set to 1 when indoors, 0 otherwise
BNE .set_player_state
LDA $7F500E ;
CMP #$01
BNE .set_player_state
LDA #$01
STA $55 ; Set cape flag (invisible invincible)
STZ $5D ; Player Handler or "State"
LDA #$08
STA $5E ; Set player speed
RTL
;-------
.set_player_state
LDA #$06 ; recoil mode 2
STA $5D ; Player Handler or "State"
RTL
}
; =============================================================================
; *$3C2C3-$3C30B LOCAL
Vanilla_UntitledRoutine:
{
LDA $1B : BNE .alpha ; Set to 1 if indoors, 0 otherwise
LDX #$02
BRA .beta
.alpha
LDX $1D
LDA $047A : BEQ .beta
LDX #$00 ; Modified from vanilla `LDY.b #$00`
.beta
STX $00
LDA $C2BA, X : TAX
LDA $66 : BNE .gamma
TXA : EOR #$FF : INC : TAX
.gamma
STX $27
STZ $28
LDX $00
LDA $C2BD,X
STA $29 ; vertical resistance
STA $02C7 ; countdown timer
STZ $24 ; z coordinate for link
STZ $25 ; ??? No idea
LDA $C2C0,X
JSL $8EFCE0 ; Dungeon Code (Flippers?)
CMP #$02 : BEQ .delta
JSL FairyFlippers_E0E0 ; $22E0E0
STZ $0360
.delta
JSL FairyFlippers_SetFlipperAbilities ; $22E1E0
RTS
}
; =============================================================================
; 22E260
FairyFlippers_E260:
{
LDA $7EF33C ; fairy flippers save ram
AND #$00FF
CMP #$0001
BEQ .has_fairy_flippers ; $22E271
LDA $7EF357
RTL
; -------
; 22E271
.has_fairy_flippers
SEP #$30
LDA #$3C
STA $1613
STA $1615
STA $1653
STA $1655
REP #$30
LDA $7EF357
RTL
}
; =============================================================================
; 22E2A0
;
; Description: routine is hooked at $07:8106, right before the
; Link_ControlHandlerTable jump loop.
;
; Observed behavior of preserving the direction link was facing when diving
; E.g. face left, dive, turn right underwater, and resurface facing left
FairyFlippers_Prepare:
{
JSR FairyFlippers_Main ; $E530
JSL FairyFlippers_HandleMagic ; $22E670
LDA $7F500E : CMP #$01 ; are we currently underwater?
BEQ .underwater
JMP FairyFlippers_RestoreControlHandler ; $E2F0
; if so, restore control
.underwater
LDA $F0 ; Joypad 1 Register (preserves previous press)
SEC : SBC #$0B ; up left right it seems
BCS .beta
JMP FairyFlippers_RestoreControlHandler ; $E2F0
.beta
LDA $F0 ; Joypad 1 Register (preserves previous press)
SEC : SBC #$4B ; probably Y
BCS .gamma
LDA #$40
STA $F0
; TODO: RESTORE ME
; JMP $079657 ; Apart of LinkState_Swimming
.gamma
LDA $F0 ; Joypad 1 Register (preserves previous press)
SEC : SBC #$BB
BCS $22E2D5 ; Unknown?? Possibly dead branch
JMP FairyFlippers_RestoreControlHandler ; $E2F0
}
; =============================================================================
; 22E2F0
FairyFlippers_RestoreControlHandler:
{
LDA $5D ; Player Handler or "State"
ASL
TAX
; TODO: RESTORE ME
; JMP $078106 ; Link_ControlHandler Jump Table Statement
}
; =============================================================================
; 22E300
FairyFlippers_E300:
{
LDA #$00
STA $5D ; Player Handler or "State"
STA $7F500E
STA $7F500F
STA $5E
STA $0345
JSL $00E3FA
RTL
}
; =============================================================================
; 22E340
FairyFlippers_E340:
{
LDA $1B ; 1 if indoors, 0 otherwise
BEQ $22E34E
LDA $0114 ; Value of the type of tile Link is standing on
BEQ $22E34E
CMP #$08
BEQ $22E34E
RTS
;-------
LDA #$24 ; Splash sound effect
STA $012E
RTS
}
; =============================================================================
; 22E460
FairyFlippers_E460:
{
LDA $02E4 ; If flag nonzero, Link cannot move
AND #$00FF
BNE .alpha ; $22E46E
LDA #$0009
LDX $8C
RTL
;-------
.alpha
LDA $0202 ; currently selected item
AND #$00FF
CMP #$000F ; what item is F?
BNE $22E481
LDA $02F0
AND #$00FF
BEQ $22E487
LDA #$0009
LDX $8C
RTL
}
; =============================================================================
; 22E500
FairyFlippers_E500:
{
CMP #$5A
BEQ $22E507
JMP $D00B
}
; =============================================================================
; 22E530
; Seems to always run when you are in the water
FairyFlippers_Main:
{
LDA $7F500E ; are we currently underwater?
CMP #$01
BEQ $22E539
RTS
;-------------
; underwater
LDA $7F500F
CMP #$01
BNE .alpha
LDA $F0 : CMP #$40 ; controller again you shouldn't have
BNE .alpha
LDA $67 : CMP #$00 ; is player facing up ?
BEQ .alpha
STZ $67
.alpha
LDA $1B ; Dungeon/Overworld flag
BNE $22E558
; Set underwater walking speed
LDA #$08
STA $5E ; Link Speed Setting
RTS
}
; =============================================================================
; 22E5F0
FairyFlippers_E5F0:
{
LDA $7EF33C
BNE $22E5F7
RTL
;-------
LDA $4D
BEQ $22E5FC
RTL
;-------
JMP $E108
}
; =============================================================================
; 22E600
; Possibly relevant, unconfirmed
; Referenced at: 0D:E507
FairyFlippers_E600:
{
LDA $7EF34A
AND #$00FF
CMP #$0001
BEQ $22E611
LDA $7EF35C,X
RTL
;-------
LDA $7EF33B
AND #$00FF
CMP #$0001
BNE $22E622
LDA $7EF35C,X
RTL
;-------
SEP #$30
LDA #$3C
STA $139F
STA $13A1
STA $13DF
STA $13E1
REP #$30
LDA $7EF35C,X
RTL
}
; =============================================================================
; 22E670
FairyFlippers_HandleMagic:
{
LDA $7F500E ; probably free ram
CMP #$01
BEQ $22E679
RTL
;-------
; Magic draining loop
LDA $7EF36E ; Load magic
BNE $22E688 ; branch if != 0
LDA #$3C
STA $012E
; TODO: RESTORE ME
; JMP $22E141
LDA $7F500D ; load timer
BNE $22E69E ; branch if != 0
LDA #$18
STA $7F500D ; set timer to 18
LDA $7EF36E ; load magic
DEC ; decrease magic by 1
STA $7EF36E ; store new magic
RTL
;-------
DEC
STA $7F500D ; decrease timer
RTL
}
; =============================================================================
; 22E700
FairyFlippers_E700:
{
STA $F6
STY $FA
REP #$30
LDA $7EE000
DEC
BNE $22E721
LDA $7EF339
INC
CMP #$1770
BCC $22E71A
LDA #$0000
STA $7EF339
LDA #$0E10
STA $7EE000
SEP #$30
RTL
}
; =============================================================================
; 22E760
FairyFlippers_E760:
{
LDA #$0E10
STA $7EE000
LDY #$0000
LDX $00
RTL
}
; =============================================================================
; 22E780
; Jesucristo...
FairyFlippers_E780:
{
REP #$30
LDY #$0000
LDA $7EF339
CMP #$000A
BCC $22E796
SEC
SBC #$000A
INY
INY
BRA $22E789
STA $00
TYA
ASL
ASL
ASL
ORA $00
LDY #$0000
CMP #$0060
BCC $22E7AD
SEC
SBC #$0060
INY
BRA $22E7A1
LDX #$0000
STA $00
AND #$000F
ASL
TAX
LDA $22E860,X
STA $1376
LDA $00
AND #$00F0
LSR
LSR
LSR
TAX
LDA $22E860,X
STA $1374
TYA
LDY #$0000
CMP #$000A
BCC $22E7DF
SEC
SBC #$000A
INY
INY
BRA $22E7D2
STA $00
TYA
ASL
ASL
ASL
ORA $00
STA $00
AND #$000F
ASL
TAX
LDA $22E860,X
STA $1370
LDA $00
AND #$00F0
LSR
LSR
LSR
TAX
LDA $22E860,X
STA $136E
LDA $7E0AE0
AND #$00FF
CMP #$00C0
BNE $22E816
LDA #$2CF5
BRA $22E819
LDA #$241D
STA $1372
SEP #$30
INC $0207
LDA $F0
RTL
}
; =============================================================================
; 22E830
FairyFlippers_E830:
{
ADC #$0020
STA $1CD0
LDA $10
AND #$00FF
CMP #$0012
BEQ $22E841
RTL
;-------
STZ $0223
STZ $1CD8
LDA $7F502E
AND #$00FF
CMP #$0000
BNE $22E854
RTL
}
; =============================================================================
; 22EF50
{
LDA $7EF3CC
CMP #$0D
BEQ $22EF59
RTL
}
; =============================================================================
; 22EF80
{
STA $7F500E ; reset underwater variable
STZ $0372 ; link bounce flag
RTL
}
; =============================================================================
; 22EFA0
{
LDA $5D ; Player Handler or "State"
CMP #$05
BNE $22EFAA
STZ $0351
RTS
;-------
LDA $4D
CMP #$01
BNE $22EFB4
LDA #$04
STA $5D ; Player Handler or "State"
RTS
}

View File

@@ -426,6 +426,8 @@ Menu_CheckBottle:
Menu_Exit:
{
JSL LinkState_ResetMaskAnimated
REP #$20
; reset submodule