Update Farore Sprite and Sprite Library

This commit is contained in:
scawful
2023-05-31 11:23:05 -05:00
parent 3a42d3d2c8
commit 91be33f0ae
6 changed files with 152 additions and 225 deletions

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@@ -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...

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@@ -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)

View File

@@ -18,29 +18,29 @@
; 24 - N/A ; 24 - N/A
; 25 - N/A ; 25 - N/A
; 26 - N/A ; 26 - N/A
; 27 - Mask Routines(?) ; 27 - N/A
; 28 - None ; 28 - New Sprite Jump Table
; 29 - Custom Sprite Jump Table ; 29 - Custom Sprites and New Functions
; 2A - Jump Feather ; 2A - Jump Feather
; 2B - Book of Secrets ; 2B - Book of Secrets
; 2C - Bottle Net ; 2C - N/A
; 2D - Menu ; 2D - Menu
; 2E - HUD ; 2E - HUD
; 2F - House Tag ; 2F - House Tag
; 30 - Custom Sprite Functions ; 30 - N/A
; 31 - Deku Link Code ; 31 - Deku Link Code
; 32 - Farore Sprite Code ; 32 - None
; 33 - None ; 33 - None
; 34 - Zora Link Code ; 34 - Zora Link Code
; 35 - Deku Link GFX ; 35 - Deku Link GFX
; 36 - Zora Link GFX ; 36 - Zora Link GFX
; 37 - Bunny Link GFX ; 37 - Bunny Link GFX
; 38 - Wolf Link GFX ; 38 - Wolf Link GFX
; 39 - Palette_ArmorAndGloves ; 39 - Minish Link GFX
; 3A - None ; 3A - StartupMasks, Palette_ArmorAndGloves, CgramAuxToMain
; 3B - None ; 3B - N/A
; 3C - None ; 3C - N/A
; 3D - None ; 3D - N/A
; 3F - Boat GFX ; 3F - Boat GFX
; ;
; Used Free RAM: ; Used Free RAM:
@@ -76,15 +76,20 @@ namespace Oracle
incsrc "Music/dungeon_theme.asm" incsrc "Music/dungeon_theme.asm"
print "End of Music/dungeon_theme.asm ", pc print "End of Music/dungeon_theme.asm ", pc
; incsrc "Music/boss_theme.asm"
; print "End of Music/boss_theme.asm ", pc
print ""
; --------------------------------------------------------- ; ---------------------------------------------------------
; Sprites ; Sprites
; org $02ECF8 print " -- Sprites -- "
; dw $0029 print ""
incsrc "Sprites/farore.asm" incsrc "Sprites/farore.asm"
print "End of farore.asm ", pc print "End of farore.asm ", pc
incsrc "Sprites/Kydrog/kydrog.asm" incsrc "Sprites/Kydrog/kydrog.asm"
print "End of kydrog.asm ", pc print "End of kydrog.asm ", pc
@@ -98,6 +103,12 @@ namespace Oracle
incsrc "Sprites/mask_salesman.asm" incsrc "Sprites/mask_salesman.asm"
print "End of mask_salesman.asm ", pc 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 "" print ""
; --------------------------------------------------------- ; ---------------------------------------------------------
@@ -151,6 +162,9 @@ namespace Oracle
; --------------------------------------------------------- ; ---------------------------------------------------------
; Events ; Events
print " -- Events -- "
print ""
incsrc "Events/house_tag.asm" incsrc "Events/house_tag.asm"
print "End of Events/house_tag.asm ", pc print "End of Events/house_tag.asm ", pc
@@ -160,33 +174,50 @@ namespace Oracle
incsrc "Events/snow_overlay.asm" incsrc "Events/snow_overlay.asm"
print "End of Events/snow_overlay.asm ", pc print "End of Events/snow_overlay.asm ", pc
print ""
; --------------------------------------------------------- ; ---------------------------------------------------------
; Graphics ; Graphics
print " -- Graphics -- "
print ""
incsrc "Graphics/boat_gfx.asm" incsrc "Graphics/boat_gfx.asm"
print "End of Graphics/boat_gfx.asm ", pc print "End of Graphics/boat_gfx.asm ", pc
incsrc "Events/maku_tree.asm" incsrc "Events/maku_tree.asm"
print "End of Events/maku_tree.asm ", pc print "End of Events/maku_tree.asm ", pc
print ""
; --------------------------------------------------------- ; ---------------------------------------------------------
; Dungeon ; Dungeon
print " -- Dungeon -- "
print ""
incsrc "Dungeons/keyblock.asm" incsrc "Dungeons/keyblock.asm"
print "End of Dungeons/keyblock.asm ", pc print "End of Dungeons/keyblock.asm ", pc
incsrc "Dungeons/entrances.asm" incsrc "Dungeons/entrances.asm"
print "End of Dungeons/entrances.asm ", pc print "End of Dungeons/entrances.asm ", pc
print ""
; --------------------------------------------------------- ; ---------------------------------------------------------
; Custom Menu and HUD ; Custom Menu and HUD
print " -- Menu -- "
print ""
incsrc "Menu/menu.asm" incsrc "Menu/menu.asm"
print "End of Menu/menu.asm ", pc print "End of Menu/menu.asm ", pc
; incsrc "Menu/rings/bestiary_hooks.asm"
; incsrc "Menu/rings/bestiary.asm"
; --------------------------------------------------------- ; ---------------------------------------------------------
incsrc "Debug/debug.asm" incsrc "Debug/debug.asm"

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@@ -8,12 +8,12 @@ incsrc sprite_functions_hooks.asm
;============================================================================== ;==============================================================================
org $298000 org $288000
incsrc sprite_new_table.asm incsrc sprite_new_table.asm
;============================================================================== ;==============================================================================
org $308000 org $298000
incsrc sprite_new_functions.asm incsrc sprite_new_functions.asm
;============================================================================== ;==============================================================================
@@ -106,7 +106,6 @@ Sprite_Farore_Main:
dw FaroreFollowPlayer dw FaroreFollowPlayer
dw MakuArea_FaroreFollowPlayer dw MakuArea_FaroreFollowPlayer
dw MakuArea_FaroreWaitForKydrog dw MakuArea_FaroreWaitForKydrog
; dw MakuArea_FaroreWalkToPosition
; 00 ; 00
@@ -248,14 +247,6 @@ Sprite_Farore_Main:
RTS RTS
} }
; ; 09
; MakuArea_FaroreWalkToPosition:
; {
; %PlayAnimation(3, 4, 8)
; RTS
; }
} }
;============================================================================== ;==============================================================================

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@@ -59,6 +59,12 @@ macro PlayAnimation(frame_start, frame_end, frame_wait)
+ +
endmacro endmacro
macro StartOnFrame(frame)
LDA.w SprFrame, x : CMP.b #<frame> : BCS +
LDA.b #<frame> : STA.w SprFrame, x
+
endmacro
; Show message if the player is facing toward sprite and pressing A ; Show message if the player is facing toward sprite and pressing A
; Return Carry Set if message is displayed ; Return Carry Set if message is displayed
@@ -195,4 +201,8 @@ endmacro
; Will set the timer F to wait (length) amount of frames ; Will set the timer F to wait (length) amount of frames
macro SetTimerF(length) macro SetTimerF(length)
LDA.b #<length> : STA.w SprTimerF, X LDA.b #<length> : STA.w SprTimerF, X
endmacro
macro NextAction()
INC $0D80, X
endmacro endmacro

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@@ -102,7 +102,7 @@ Sprite_MoveAltitude:
; Movement, Collision are handled by this function (height:20 = vitreous) ; Movement, Collision are handled by this function (height:20 = vitreous)
; $09 = speed, $08 = max height ; $09 = speed, $08 = max height
;=================================================================================================== ;===================================================================================================
Sprite_Bouncetowardplayer: Sprite_BounceTowardPlayer:
JSL Sprite_MoveAltitude JSL Sprite_MoveAltitude
DEC.w $0F80,X : DEC.w $0F80,X 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 $08 : STA.w $0F80,X ; set height from 08
LDA.b $09 ;LDA.b $09
LDA.b #$20
JSL Sprite_ApplySpeedTowardsPlayer JSL Sprite_ApplySpeedTowardsPlayer
@@ -136,4 +137,95 @@ Sprite_BounceFromTileCollision:
LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X LDA.w $0D40,X : EOR.b #$FF : INC : STA.w $0D40,X
INC.w $0ED0,X INC.w $0ED0,X
++ RTL ++ 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
}