cleanup intro modifier
This commit is contained in:
172
Events/intro.asm
172
Events/intro.asm
@@ -1,107 +1,89 @@
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;===========================================================
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; Intro
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; game will Switch to part 1 after your uncle left the house
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;===========================================================
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; =============================================================================
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; Intro Modifier
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; Skips the intro sequence with the rain
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namespace Intro
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{
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Main:
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{
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lorom
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lorom
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ORG $05DF12
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JSL $04ECA0
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NOP
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NOP
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org $05DF12
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JSL $04ECA0
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NOP
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NOP
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org $04ECA0
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STZ $0DD0,x
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STZ $02E4 ; repeat native code overwritten by hook
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LDA #$02
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STA $7ef3C5 ; store "part 2"
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LDA #$00
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STA $7ef3CC ; disable telepathic message
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JSL $00FC41 ; fix monsters
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RTL
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} ; label Main
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org $04ECA0
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STZ $0DD0,x
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STZ $02E4 ; repeat native code overwritten by hook
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LDA #$02
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STA $7ef3C5 ; store "part 2"
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LDA #$00
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STA $7ef3CC ; disable telepathic message
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JSL $00FC41 ; fix monsters
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RTL
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Items:
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{
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; SRM Start Modyfier
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; This ASM was written by Euclid, modified by Conn; thanks to MoN for his banks research
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; This is a ASM FrontEnd Code for Zelda ALTTP (US, no header) to modify the sram on startup
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; the values are included to better distinguish where is what. You need to set your own values. Description at the end.
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; =============================================================================
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; SRM Start Modifier
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; Credit: Conn, Euclid, MathOnNapkins
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lorom
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org $0cdc5a
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JSR $ffb1
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org $0cdc5a
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jsr $ffb1
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org $0cffb1
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; =============================================================================
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;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)
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; $01: Start in the castle on start up.
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; $02: Indicates you have completed the first Hyrule Castle dungeon.
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; $03: Indicates you have beaten Agahnim and are now searching for crystals.
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; $04 and above: meaningless. Though, you could write code using them to expand the event system perhaps.
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org $0cffb1
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;$3C6: Progress Flags (bitwise)
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; 00 - Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.
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; 01 - Indicates that you've touched the dying priest in Sanctuary.
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; 02 - Set after you bring Zelda to sanctuary?
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; 03 - Unused? (98% certainty)
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; 04 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.
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; 05 - Set after you obtain the Book of Mudora (this is a guess)
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; 06 - Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your "reading".
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; In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.
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; 07 - Unused? (98% certainty)
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; 10 - Start value (in house, bed)
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LDA #$0000
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STA $7003C5,x
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LDA #$0000
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STA $7003C5,x
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; =============================================================================
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;$3C7: Map Icons Indicator 2 (value, not bitwise)
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; 00 - start value (cross at Hyrule Castle)
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; 01 - cross at Sahasrala's house
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; 02 - cross at ruins
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; 03 - The Three Pendants
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; 04 - Master Sword in Lost Woods
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; 05 - Agahnim (skull icon at Hyrule Castle)
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; 06 - Just crystal 1 shown (Sahasrala's idea)
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; 07 - All crystals shown
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; 08 - Agahnim (skull icon at Ganon's Tower)
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; All values beyond 8 are invalid, it seems.
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LDA #$0000
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STA $7003C7,x
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;$3C8: Starting Entrance to use. Abbreviations: LH = Link's House - SA = Sanctuary - MC = Mountain Cave - PP = Pyramid of Power in DW
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; 00 - Start the game in Link's house always.
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; 01 - SA.
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; 03 - Secret passage under HC garden (near dying uncle).
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; 05 - LH or SA or MC.
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LDA #$0000
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STA $7003C7,x
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LDA #$0101 ; 01=sword, 02 = shield to start with
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STA $700359,x ; sword/shield save
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; =============================================================================
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;$359: Sword you start with
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; 00 - No sword
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; 01 - Fighter Sword
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; 02 - Master Sword
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; 03 - Tempered Sword
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; 04 - Golden Sword
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LDY #$0000
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RTS
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;$35A: Shield you start with
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; 00 - No shield
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; 01 - Blue Shield
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; 02 - Hero's Shield
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; 03 - Mirror Shield
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LDA #$0101 ; 01=sword, 02 = shield to start with
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STA $700359,x
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;---------------------------------------------------------
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;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)
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; $01: Start in the castle on start up.
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; $02: Indicates you have completed the first Hyrule Castle dungeon.
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; $03: Indicates you have beaten Agahnim and are now searching for crystals.
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; $04 and above: meaningless. Though, you could write code using them to expand the event system perhaps.
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;$3C6: Progress Flags (bitwise)
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; 00 - Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.
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; 01 - Indicates that you've touched the dying priest in Sanctuary.
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; 02 - Set after you bring Zelda to sanctuary?
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; 03 - Unused? (98% certainty)
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; 04 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.
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; 05 - Set after you obtain the Book of Mudora (this is a guess)
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; 06 - Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your "reading".
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; In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.
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; 07 - Unused? (98% certainty)
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; 10 - Start value (in house, bed)
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;$3C7: Map Icons Indicator 2 (value, not bitwise)
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; 00 - start value (cross at Hyrule Castle)
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; 01 - cross at Sahasrala's house
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; 02 - cross at ruins
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; 03 - The Three Pendants
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; 04 - Master Sword in Lost Woods
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; 05 - Agahnim (skull icon at Hyrule Castle)
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; 06 - Just crystal 1 shown (Sahasrala's idea)
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; 07 - All crystals shown
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; 08 - Agahnim (skull icon at Ganon's Tower)
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; All values beyond 8 are invalid, it seems.
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;$3C8: Starting Entrance to use. Abbreviations: LH = Link's House - SA = Sanctuary - MC = Mountain Cave - PP = Pyramid of Power in DW
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; 00 - Start the game in Link's house always.
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; 01 - SA.
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; 03 - Secret passage under HC garden (near dying uncle).
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; 05 - LH or SA or MC.
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;$359: Sword you start with
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; 00 - No sword
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; 01 - Fighter Sword
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; 02 - Master Sword
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; 03 - Tempered Sword
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; 04 - Golden Sword
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;$35A: Shield you start with .
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; 00 - No shield
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; 01 - Blue Shield
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; 02 - Hero's Shield
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; 03 - Mirror Shield
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}
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} ; namespace Intro
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namespace off
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LDY #$0000
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RTS
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