diff --git a/Docs/Digging treasure HEX.TXT b/Docs/Digging treasure HEX.TXT
deleted file mode 100644
index 94d2b4e..0000000
--- a/Docs/Digging treasure HEX.TXT
+++ /dev/null
@@ -1,53 +0,0 @@
-Random treasure dig-up by shovel by Conn
-
-Apply on any hacked or native ALTTP (US).
-
-
-
-(1) nop out restriction to only collect treasures in field:
-03/A3B2: ad fc 03 f0 04 -> ea ea ea ea ea (check if treasure hunt game is on)
-0e/fd65: b0 28 -> ea ea (check if you are in field coordinates)
-
-(2) disable random HC-piece dig-up:
-0E/FD7A: 90 FD -> 8F FD
-** you need to place this HC via HM to another location, since it isn't available anymore
-
-(3) explanation how to alter the dig-up treasures; not part of hack...
-every time you dig there is calculated a randomized Y-value which determines whether you find treasure or not.
-There are 8 possibilities.
-Note: Only 4 treasures are alterable with the table, the rest is nothing
-
-pointer table:
-0E/FD72: 8A FD - get treasure
-0E/FD74: 8A FD - get treasure
-0E/FD76: 8A FD - get treasure
-0E/FD78: 8A FD - get treasure
-0E/FD7A: 8F FD - nothing - Before it was 90 FD: get Heart Piece; if 90 FD code will check if you already collected, if yes, you get nothing
-0E/FD7C: 8F FD - nothing
-0E/FD7E: 8F FD - nothing
-0E/FD80: 8F FD - nothing
-
-if you get pointed to a treasure (8A FD), the Y determines which one you get.
-
-Treasure table:
-0e/fd86: DB - 20 ruppees
-0e/fd87: DA - 5 ruppees
-0e/fd88: D9 - 1 ruppee
-0e/fd89: DF - small magic
-
-Treasure Key:
-D8: heart
-D9: 1 ruppee
-DA: 5 ruppees
-DB: 20 ruppees
-DC: 1 bomb
-DD: 4 bombs
-DE: 8 bombs
-DF: small magic
-E0: large magic
-E1: 5 arrows
-E2: 10 arrows
-E3: fairy
-E4... small dungeon, key, big key, sprites, other nonsense...
-
-
diff --git a/Docs/PW shovel HEX.txt b/Docs/PW shovel HEX.txt
deleted file mode 100644
index 1bd3891..0000000
--- a/Docs/PW shovel HEX.txt
+++ /dev/null
@@ -1,144 +0,0 @@
-Parallel Worlds add-on patch by Conn
-
-Get shovel in menu instead of empty space (patch changes empty space used for bottle content to get shovel there)
-
-Bottle content is saved to unused 7E/D100, and 7E/D101 is used to check whether bottle is equipped
-
-Apply on Parallel Worlds-prepatched ALTTP.
-
-
-Still needs to be done:
-- The current version (1.1) does not have a shovel, you must place it in a chest via Hyrule Magic
-- Hide some treasures to dig up ;)
-
-
-ips for rom without header (Parallel_Worlds_shovel.ips)
-or for rom with header (Parallel_Worlds_shovel_header.ips)
-
-
-
-(1) shovel gfx in menu
-
-06/e46f: 51 -> 11
-06/e517: a9 5c 2c 8d 58 14 8d 5a 14 8d 98 14 8d 9a 14 -> ea ea ea ea ea ea ea ea ea ea ea ea ea ea ea
-06/ebb0: ad 02 02 -> 20 a0 ea (hijack code show letters "shovel" in menu)
-06/eaa0:
-ad 02 02
-29 ff 00
-c9 10 00 ; check if position 10 (bottle)
-d0 04
-a9 18 00
-aa ; transfer pointer 18 for shovel to X
-ad 02 02
-60
-
-06/fb60: ea 85 02 -> 20 c0 ea set pointers to show shovel as Y item in box when playing
-06/eac0:
-85 02
-e2 30
-af 01 d1 7e ;check if bottle is equipped
-c9 00
-d0 06 ; if not branch
-e0 10
-d0 02
-a2 0d
-c2 30
-60
-
-
-(2)load/store bottle content to 7E/d100
-
-06/de0c: af f4 f3 7e -> af 00 d1 7e
-06/E59f: 8f 4f f3 7e -> 8f 00 d1 7e
-06/ebbb: af 4f f3 7e -> af 00 d1 7e
-06/fae3: af 4f f3 7e -> af 00 d1 7e
-
-
-
-(3) make bottle selectable item
-
-06/de3d: d0 -> 80
-06/de9d: d0 -> 80
-06/E588: d0 -> 80
-
-
-(4) check if 7e/0202 is bottle or shovel, save 01 to unused 7e/d101 if bottle, 00 if shovel
-
-06/faeb: a9 10 00 -> 20 20 ea (hijack code to unused 06/ea20, executed from menu to game if $0202 > 15 -> bottle)
-06/ea20:
-a9 01 00
-8f 01 d1 7e ; store 01 to 7e/d101 to keep saved that bottle and not shovel is chosen
-a9 10 00 ; store 10 to $0202
-60
-
-06/e5db: af 4f f3 7e 18 69 14-> 20 50 ea ea ea ea ea (hijack code to 06/ea50, executed from game to menu only when $0202 is 10)
-06/ea50:
-af 01 d1 7e
-c9 01 ;check if bottle is in Y button-box (equipped)
-f0 03
-a9 10
-60 ;if not, return
-a9 00
-8f 01 d1 7e ; reset 7e/d101
-af 00 d1 7e ; load bottle number
-18
-69 14 ; add 14 to get to correct bottle in menu
-60
-
-06/fada: 9b aa 80 14 -> 4c 70 ea ea (hijack code to 06/ea70; executed from menu to game to put correct Y item to use)
-06/ea70:
-9b
-aa
-af 01 d1 7e ; check if bottle is chosen
-c9 01 00
-f0 0b ; if yes branch
-af 4f f3 7e ; if not load shovel
-29 ff 00
-bb
-4c fa fa
-af 00 d1 7e ; load bottle number
-29 ff 00
-aa
-bf 5b f3 7e ; load bottle content
-29 ff 00
-bb
-4c fa fa
-
-
-(5) use of items:
-
-04/850E: 4c -> 4f (to store shovel at 7e/f34f) when you get it
-
-03/A166: AF 4F F3 7E -> af 00 d1 7e (enable bottle use (remap))
-
-pointer: 03/9afa 5b a1 -> 13 a3
-
-03/A313: AF 4C F3 7E -> 5c e0 ea 0d (hijack code to distinguish between bottle, flute and shovel)
-06/eae0:
-af 01 d1 7e ; check if bottle is in Y
-c9 00
-F0 04 ; branch if not
-5c 5b a1 07; jump to bottle pointer (overwritten at pointer above)
-ad 02 02
-c9 0d ; check if flute
-d0 08 ; if not branch
-af 4c f3 7e; load flute
-5c 1d a3 07; return to fluteload
-af 4f f3 7e; check status of 7e/f34e
-c9 00
-d0 04
-5c 12 a3 07; if no value return
-c9 01
-d0 04
-5c 2c a3 07; if shovel run execution
-5c 1d a3 07; if any other value return to flute load
-
-
-
-
-(6) further changes
-(don't know when these are executed, but safe is safe, otherwise you may get a shovel with a bottle!)
-06/de29: 8f 4f f3 7E -> 8f 00 d1 7e
-06/e168: 8f 4f f3 7E -> 8f 00 d1 7e (think this is run when you receive a bottle)
-
-
diff --git a/Oracle_main.asm b/Oracle_main.asm
index a2dc779..367e086 100644
--- a/Oracle_main.asm
+++ b/Oracle_main.asm
@@ -18,29 +18,29 @@
; 24 - N/A
; 25 - N/A
; 26 - N/A
-; 27 - Mask Routines(?)
-; 28 - None
-; 29 - Custom Sprite Jump Table
+; 27 - N/A
+; 28 - New Sprite Jump Table
+; 29 - Custom Sprites and New Functions
; 2A - Jump Feather
; 2B - Book of Secrets
-; 2C - Bottle Net
+; 2C - N/A
; 2D - Menu
; 2E - HUD
; 2F - House Tag
-; 30 - Custom Sprite Functions
+; 30 - N/A
; 31 - Deku Link Code
-; 32 - Farore Sprite Code
+; 32 - None
; 33 - None
; 34 - Zora Link Code
; 35 - Deku Link GFX
; 36 - Zora Link GFX
; 37 - Bunny Link GFX
; 38 - Wolf Link GFX
-; 39 - Palette_ArmorAndGloves
-; 3A - None
-; 3B - None
-; 3C - None
-; 3D - None
+; 39 - Minish Link GFX
+; 3A - StartupMasks, Palette_ArmorAndGloves, CgramAuxToMain
+; 3B - N/A
+; 3C - N/A
+; 3D - N/A
; 3F - Boat GFX
;
; Used Free RAM:
@@ -76,15 +76,20 @@ namespace Oracle
incsrc "Music/dungeon_theme.asm"
print "End of Music/dungeon_theme.asm ", pc
+ ; incsrc "Music/boss_theme.asm"
+ ; print "End of Music/boss_theme.asm ", pc
+
+ print ""
+
; ---------------------------------------------------------
; Sprites
- ; org $02ECF8
- ; dw $0029
+ print " -- Sprites -- "
+ print ""
incsrc "Sprites/farore.asm"
- print "End of farore.asm ", pc
+ print "End of farore.asm ", pc
incsrc "Sprites/Kydrog/kydrog.asm"
print "End of kydrog.asm ", pc
@@ -98,6 +103,12 @@ namespace Oracle
incsrc "Sprites/mask_salesman.asm"
print "End of mask_salesman.asm ", pc
+ incsrc "Sprites/deku_scrub.asm"
+ print "End of deku_scrub.asm ", pc
+
+ incsrc "Sprites/anti_kirby.asm"
+ print "End of anti_kirby.asm ", pc
+
print ""
; ---------------------------------------------------------
@@ -151,6 +162,9 @@ namespace Oracle
; ---------------------------------------------------------
; Events
+ print " -- Events -- "
+ print ""
+
incsrc "Events/house_tag.asm"
print "End of Events/house_tag.asm ", pc
@@ -160,33 +174,50 @@ namespace Oracle
incsrc "Events/snow_overlay.asm"
print "End of Events/snow_overlay.asm ", pc
+ print ""
+
; ---------------------------------------------------------
; Graphics
+ print " -- Graphics -- "
+ print ""
+
incsrc "Graphics/boat_gfx.asm"
print "End of Graphics/boat_gfx.asm ", pc
incsrc "Events/maku_tree.asm"
print "End of Events/maku_tree.asm ", pc
+ print ""
; ---------------------------------------------------------
; Dungeon
+ print " -- Dungeon -- "
+ print ""
+
incsrc "Dungeons/keyblock.asm"
print "End of Dungeons/keyblock.asm ", pc
incsrc "Dungeons/entrances.asm"
print "End of Dungeons/entrances.asm ", pc
+ print ""
+
; ---------------------------------------------------------
; Custom Menu and HUD
+ print " -- Menu -- "
+ print ""
+
incsrc "Menu/menu.asm"
print "End of Menu/menu.asm ", pc
+ ; incsrc "Menu/rings/bestiary_hooks.asm"
+ ; incsrc "Menu/rings/bestiary.asm"
+
; ---------------------------------------------------------
incsrc "Debug/debug.asm"
diff --git a/Sprites/farore.asm b/Sprites/farore.asm
index a2cfce6..9b53db6 100644
--- a/Sprites/farore.asm
+++ b/Sprites/farore.asm
@@ -8,12 +8,12 @@ incsrc sprite_functions_hooks.asm
;==============================================================================
-org $298000
+org $288000
incsrc sprite_new_table.asm
;==============================================================================
-org $308000
+org $298000
incsrc sprite_new_functions.asm
;==============================================================================
@@ -106,7 +106,6 @@ Sprite_Farore_Main:
dw FaroreFollowPlayer
dw MakuArea_FaroreFollowPlayer
dw MakuArea_FaroreWaitForKydrog
- ; dw MakuArea_FaroreWalkToPosition
; 00
@@ -248,14 +247,6 @@ Sprite_Farore_Main:
RTS
}
-
- ; ; 09
- ; MakuArea_FaroreWalkToPosition:
- ; {
- ; %PlayAnimation(3, 4, 8)
- ; RTS
- ; }
-
}
;==============================================================================
diff --git a/Sprites/sprite_macros.asm b/Sprites/sprite_macros.asm
index 37335de..a5b7691 100644
--- a/Sprites/sprite_macros.asm
+++ b/Sprites/sprite_macros.asm
@@ -59,6 +59,12 @@ macro PlayAnimation(frame_start, frame_end, frame_wait)
+
endmacro
+macro StartOnFrame(frame)
+ LDA.w SprFrame, x : CMP.b # : BCS +
+ LDA.b # : STA.w SprFrame, x
+ +
+endmacro
+
; Show message if the player is facing toward sprite and pressing A
; Return Carry Set if message is displayed
@@ -195,4 +201,8 @@ endmacro
; Will set the timer F to wait (length) amount of frames
macro SetTimerF(length)
LDA.b # : STA.w SprTimerF, X
+endmacro
+
+macro NextAction()
+INC $0D80, X
endmacro
\ No newline at end of file
diff --git a/Sprites/sprite_new_functions.asm b/Sprites/sprite_new_functions.asm
index 765ed0e..960d547 100644
--- a/Sprites/sprite_new_functions.asm
+++ b/Sprites/sprite_new_functions.asm
@@ -102,7 +102,7 @@ Sprite_MoveAltitude:
; Movement, Collision are handled by this function (height:20 = vitreous)
; $09 = speed, $08 = max height
;===================================================================================================
-Sprite_Bouncetowardplayer:
+Sprite_BounceTowardPlayer:
JSL Sprite_MoveAltitude
DEC.w $0F80,X : DEC.w $0F80,X
@@ -113,7 +113,8 @@ Sprite_Bouncetowardplayer:
LDA.b $08 : STA.w $0F80,X ; set height from 08
- LDA.b $09
+ ;LDA.b $09
+ LDA.b #$20
JSL Sprite_ApplySpeedTowardsPlayer
@@ -136,4 +137,95 @@ Sprite_BounceFromTileCollision:
LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
INC.w $0ED0,X
-++ RTL
\ No newline at end of file
+++ RTL
+
+; ==============================================================================
+
+MovieEffectTimer = $7EF500 ;0x01
+
+;these need to be the same as the next set
+;used to do the HDMA
+MovieEffectArray = $F900 ;0x0F
+MovieEffectBank = $7E
+
+;used to set the actual values
+MovieEffect0 = $7EF900 ;0x01
+MovieEffect1 = $7EF901 ;0x01
+MovieEffect2 = $7EF902 ;0x01
+MovieEffect3 = $7EF903 ;0x01
+MovieEffect4 = $7EF904 ;0x01
+MovieEffect5 = $7EF905 ;0x01
+MovieEffect6 = $7EF906 ;0x01
+MovieEffect7 = $7EF907 ;0x01
+MovieEffect8 = $7EF908 ;0x01
+MovieEffect9 = $7EF909 ;0x01
+MovieEffectA = $7EF90A ;0x01
+MovieEffectB = $7EF90B ;0x01
+MovieEffectC = $7EF90C ;0x01
+MovieEffectD = $7EF90D ;0x01
+MovieEffectE = $7EF90E ;0x01
+
+SetupMovieEffect:
+{
+ ;setup HDMA RAM
+ ;Top Dark Row
+ LDA.b #$01 : STA.l MovieEffect0
+ LDA.b #$00 : STA.l MovieEffect1
+
+ ;Top Dark Row Buffer
+ LDA.b #$1F : STA.l MovieEffect2
+ LDA.b #$0F : STA.l MovieEffect3
+
+ ;Middle Unaffected Area
+ LDA.b #$50 : STA.l MovieEffect4
+ LDA.b #$0F : STA.l MovieEffect5
+ LDA.b #$50 : STA.l MovieEffect6
+ LDA.b #$0F : STA.l MovieEffect7
+
+ ;Bottom Drak Row Buffer
+ LDA.b #$1F : STA.l MovieEffect8
+ LDA.b #$0F : STA.l MovieEffect9
+
+ ;Bottom Dark Row
+ LDA.b #$01 : STA.l MovieEffectA
+ LDA.b #$00 : STA.l MovieEffectB
+
+ ;Below screen
+ LDA.b #$20 : STA.l MovieEffectC
+ LDA.b #$0F : STA.l MovieEffectD
+
+ ;End
+ LDA.b #$00 : STA.l MovieEffectE
+
+ ;start timer
+ LDA.b #$01 : STA.l MovieEffectTimer
+
+ RTS
+}
+
+; ; ==============================================================================
+
+MovieEffect:
+{
+ REP #$20
+ LDX #$00 : STX $4350 ;Set the transfer mode into 1 byte to 1 register
+ LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
+
+ LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
+ LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
+
+ SEP #$20
+ LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
+
+ ; LDA $9B : ORA #$20 : STA $9B
+ ; LDA.b #$02 : STA $13 ;controls the brightness of the screen
+
+ RTS
+
+ HDMATable: ;values cannot go above 80 or it will read as continuous mode
+ db $20, $00 ;for $20 line set screen brightness to 0
+ db $50, $0F ;for $A0 line set screen brightness to 15 full
+ db $50, $0F ;for $A0 line set screen brightness to 15 full
+ db $3F, $00 ;for $20 line set screen brightness to 0
+ db $00 ;end the HDMA
+}
\ No newline at end of file