housekeeping brackets

This commit is contained in:
Justin Scofield
2022-06-08 05:50:11 -04:00
parent 0d8b37314d
commit 935ac54130
5 changed files with 32 additions and 16 deletions

View File

@@ -22,7 +22,8 @@
namespace BunnyHood namespace BunnyHood
{ {
Main: { Main:
{
lorom lorom
org $87E330 org $87E330
JSR $FD66 JSR $FD66

View File

@@ -4,7 +4,8 @@
namespace FortuneTeller namespace FortuneTeller
{ {
Main: { Main:
{
} ; label Main } ; label Main
} ; namespace FortuneTeller } ; namespace FortuneTeller

View File

@@ -6,7 +6,8 @@
namespace IceRod namespace IceRod
{ {
Main: { Main:
{
lorom lorom
org $088a5d ; jsl to main code org $088a5d ; jsl to main code

View File

@@ -5,7 +5,8 @@
namespace Intro namespace Intro
{ {
Main: { Main:
{
lorom lorom
ORG $05DF12 ORG $05DF12
@@ -24,7 +25,8 @@ namespace Intro
RTL RTL
} ; label Main } ; label Main
Items: { Items:
{
; SRM Start Modyfier ; SRM Start Modyfier
; This ASM was written by Euclid, modified by Conn; thanks to MoN for his banks research ; This ASM was written by Euclid, modified by Conn; thanks to MoN for his banks research
; This is a ASM FrontEnd Code for Zelda ALTTP (US, no header) to modify the sram on startup ; This is a ASM FrontEnd Code for Zelda ALTTP (US, no header) to modify the sram on startup

View File

@@ -11,21 +11,25 @@
namespace LostSea namespace LostSea
{ {
Main: { Main:
{
lorom lorom
org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to. org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to.
LOST_WOOD_HOOK: { LOST_WOOD_HOOK:
{
CMP #$3A ; are we in the right area? CMP #$3A ; are we in the right area?
BEQ begincode BEQ begincode
normalfinish: { normalfinish:
{
LDA $02A5EC,x ; not right area so return. LDA $02A5EC,x ; not right area so return.
STZ $1CF7 STZ $1CF7
RTL RTL
} ; label normalfinish } ; label normalfinish
begincode: { begincode:
{
CPX #$3B CPX #$3B
BEQ normalfinish BEQ normalfinish
@@ -41,7 +45,8 @@ namespace LostSea
BRA RESOLVE_INCORRECT BRA RESOLVE_INCORRECT
} ; label begincode } ; label begincode
combo1: { combo1:
{
CMP #$01 CMP #$01
BNE combo2 BNE combo2
CPX #$39 ; did you get it right? CPX #$39 ; did you get it right?
@@ -51,7 +56,8 @@ namespace LostSea
} ; label comb1 } ; label comb1
combo2: { combo2:
{
CMP #$02 CMP #$02
BNE combo3 BNE combo3
CPX #$42 ; did you get it right? CPX #$42 ; did you get it right?
@@ -61,7 +67,8 @@ namespace LostSea
} ; label comb2 } ; label comb2
combo3: { combo3:
{
CPX #$32; did you get it right? CPX #$32; did you get it right?
BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
LDA #$1B LDA #$1B
@@ -75,7 +82,8 @@ namespace LostSea
BRA CASE_DOWN BRA CASE_DOWN
} ; label combo3 } ; label combo3
DOWN_CORRECT: { DOWN_CORRECT:
{
INC $1CF7 INC $1CF7
CASE_DOWN: CASE_DOWN:
DEC $21 DEC $21
@@ -96,7 +104,8 @@ namespace LostSea
} ; label DOWN_CORRECT } ; label DOWN_CORRECT
UP_CORRECT: { UP_CORRECT:
{
INC $1CF7 INC $1CF7
CASE_UP: CASE_UP:
INC $21 INC $21
@@ -117,7 +126,8 @@ namespace LostSea
} ; label UP_CORRECT } ; label UP_CORRECT
LEFT_CORRECT: { LEFT_CORRECT:
{
INC $1CF7 INC $1CF7
CASE_LEFT: CASE_LEFT:
INC $23 INC $23
@@ -134,7 +144,8 @@ namespace LostSea
INC $700 INC $700
} ; label LEFT_CORRECT } ; label LEFT_CORRECT
all: { all:
{
LDA #$3A ; load the same area. LDA #$3A ; load the same area.
RTL RTL
} }