Add Deku Link spin ability WIP, refactor all_masks bank and free space management
This commit is contained in:
@@ -1,20 +1,62 @@
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; $02B2 - Mask Form
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; 00 = Human
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; 01 = Deku
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; 02 = Zora
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; 03 = Wolf
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; 04 = Bunny Hood
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; 05 = Minish Form
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;
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; $0AAB - Diving Flag
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; =========================================================
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; Oracle of Secrets - Mask Library
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; =========================================================
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; 00 = Human
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; 01 = Deku
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; 02 = Zora
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; 03 = Wolf
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; 04 = Bunny Hood
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; 05 = Minish Form
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!CurrentMask = $02B2
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; Indexed by the bank number
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!LinkGraphics = $BC
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!ZoraDiving = $0AAB
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; =========================================================
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org $09912C
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AddTransformationCloud:
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org $07B073
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Link_CheckNewY_ButtonPress:
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org $07B0AB
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LinkItem_EvaluateMagicCost:
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org $078028
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Player_DoSfx2:
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; =========================================================
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incsrc "Masks/mask_routines.asm"
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incsrc "Masks/bunny_hood.asm"
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print "End of Masks/bunny_hood.asm ", pc
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; Start of free space in bank 07
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org $07F89D : pushpc
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incsrc "Masks/minish_form.asm"
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incsrc "Masks/deku_mask.asm"
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incsrc "Masks/zora_mask.asm"
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incsrc "Masks/wolf_mask.asm"
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incsrc "Masks/gbc_form.asm"
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org $378000
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incbin gfx/bunny_link.4bpp
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incsrc "Masks/bunny_hood.asm"
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print "End of Masks/bunny_hood.asm ", pc
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org $398000
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incbin gfx/minish_link.4bpp
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print "End of Minish Form GFX ", pc
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incsrc "Masks/minish_form.asm"
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org $358000
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incbin gfx/deku_link.bin
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incsrc "Masks/deku_mask.asm"
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org $368000
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incbin gfx/zora_link.4bpp
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incsrc "Masks/zora_mask.asm"
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org $388000
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incbin gfx/wolf_link.4bpp
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incsrc "Masks/wolf_mask.asm"
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org $3B8000
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incbin gfx/gbc_link.4bpp
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incsrc "Masks/gbc_form.asm"
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@@ -19,11 +19,6 @@
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;
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; =============================================================================
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org $378000
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incbin gfx/bunny_link.4bpp
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; =============================================================================
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UpdateBunnyPalette:
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{
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REP #$30 ; change 16bit mode
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@@ -2,35 +2,20 @@
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; Deku Mask
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; =========================================================
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org $358000
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incbin gfx/deku_link.bin
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; =========================================================
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org $07B0AB
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LinkItem_EvaluateMagicCost:
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .continue
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LDX.b #$01
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JSR LinkItem_EvaluateMagicCost : BCC .return
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LDA.b #$0A : STA $5D
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LDX.b #$01 : JSR LinkItem_EvaluateMagicCost : BCC .return
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JSL PrepareQuakeSpell
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RTS
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.continue
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; Check for R button held
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%CheckNewR_ButtonPress() : BEQ .return
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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%PlayerTransform()
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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@@ -55,99 +40,7 @@ LinkItem_DekuMask:
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RTS
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}
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; =========================================================
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org $07E370
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LinkHop_FindArbitraryLandingSpot:
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org $07A6D6
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LinkState_UsingQuake:
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{
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}
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warnpc $07A779
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org $348000
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; org $07A013
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; JSL LinkItem_SlingshotPrepare
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; Hooked @ [$07A013]
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; $A200
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LinkItem_SlingshotPrepare:
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{
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LDA #$01 : TSB $50
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LDA $7EF340
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BNE .alpha
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JMP .beta ; $A270
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.alpha
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CMP #$01
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BNE .void ; unused afaik (RTS?)
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JMP .beta
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; $A214
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.void
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; $A270
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.beta
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LDA $7F1060
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CMP #$10
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BEQ $20A27B
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JMP .theta
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; $A300
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.theta
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LDA $7F502E
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CMP #$01
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BNE .gamma
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RTL
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; $A309
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.gamma
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LDA #$01 ; Load the accumulator with hex value 01
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STA $7F502E ; Store the accumulator value at memory address 7F502E
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PHB ; Push data bank register on stack
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDX #$A500 ; Load X register with source address
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LDY #$9800 ; Load Y register with destination address
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LDA #$00BF ; Load the accumulator with the number of bytes to be moved
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MVN $20, $7E ; Block move negative - moves 00BF bytes from $A500 to $9800
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SEP #$30 ; Set 8-bit accumulator and index registers
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PLB ; Pull data bank register from stack
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.loop
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LDA $4212 : AND #$80 : BNE .loop ; Wait for VBlank start (beginning of vertical blanking period)
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.loop2
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LDA $4212 : AND #$80 : BEQ .loop2 ; Wait for VBlank end
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$A700 : STA $4302 ; Set DMA source address to $A700
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LDA #$42A0 : STA $2116 ; Set VRAM (Video RAM) address to $42A0
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SEP #$30 ; Set 8-bit accumulator and index registers
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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REP #$30 ; Clear 16-bit accumulator and index registers
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LDA #$43A0 : STA $2116 ; Set VRAM address to $43A0
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LDA #$A800 : STA $4302 ; Set DMA source address to $A800
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SEP #$30 ; Set 8-bit accumulator and index registers
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LDA #$80 : STA $2115 ; Set VRAM write increment to 2 bytes, and access mode to word access at the specified address
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LDA #$18 : STA $4301 ; Set DMA destination address to $2118 (VRAM data write)
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LDA #$20 : STA $4304 ; Set DMA transfer size to 32 bytes
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LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
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LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
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STA $420B ; Start DMA on channel 0
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RTL
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}
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warnpc $07A6BE
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; =========================================================
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@@ -155,11 +48,11 @@ org $07811A
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JSR Link_HandleDekuTransformation
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pullpc ; Bank 07 Free Space from minish_form
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Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
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Link_HandleDekuTransformation:
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{
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; Check if using Quake Medallion
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LDA $5D : CMP.b #$0A : BEQ .continue
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JSR $82DA
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; JSR $82DA ; Link_HandleBunnyTransformation
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.continue
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STZ $03F5
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@@ -173,3 +66,124 @@ Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
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print "End of Masks/deku_mask.asm ", pc
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pushpc
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org $07E370
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LinkHop_FindArbitraryLandingSpot:
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org $078926
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Link_HandleChangeInZVelocity:
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org $078932
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Link_HandleChangeInZVelocity_preset:
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org $099589
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AncillaAdd_QuakeSpell:
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org $078028
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PlaySFX_Set2:
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org $07802F
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PlaySFX_Set3:
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org $07A6BE
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LinkState_UsingQuake:
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{
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.anim_step
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db #$00, #$01, #$02, #$03
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db #$00, #$01, #$02, #$03
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db #$10, #$10, #$00, #$00 ; 16
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.anim_timer
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db 5, 5, 5, 5
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db 5, 5, 5, 5
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db 5, 5, 5, 19
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; INC.w $0FC1 ; Keep sprites frozen
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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; SPIN STEP CHECK
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LDA.w $031D : CMP.b #$0A : BNE .not_ascending
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LDA.w $0362 : STA.b $29
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LDA.w $0363 : STA.w $02C7
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LDA.w $0364 : STA.b $24
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LDA.b #$02 : STA.b $00 : STA.b $4D
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JSR Link_HandleChangeInZVelocity_preset
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JSL LinkHop_FindArbitraryLandingSpot
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; Link recoil Z value, hop Z value
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LDA.b $29 : STA.w $0362
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LDA.w $02C7 : STA.w $0363
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; Z Position of Link
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LDA.b $24 : STA.w $0364 : BMI .still_ascending
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; End of ASCEND -----------------------------------------
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; Link recoil Z
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LDY.b #$00 : LDA.b $29 : BPL .done_ascending
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LDY.b #$00 ; Thrust Sword Down OAM Frame Set
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.done_ascending
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STY.w $031C : BRA .exit
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; -------------------------------------------------------
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.not_ascending
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DEC.b $3D : BPL .special
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.still_ascending
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INC.w $031D
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; $031D - Spin Step
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LDX.w $031D : CPX.b #$04 : BNE .skip_swish_sfx
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PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
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.skip_swish_sfx
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CPX.b #$0A : BNE .skip_ping_sfx
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; PHX : LDA.b #$2C : JSR PlaySFX_Set2 : PLX
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.skip_ping_sfx
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CPX.b #$0B : BNE .skip_boom_sfx
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; LDA.b #$0C : JSR PlaySFX_Set2
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.skip_boom_sfx
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CPX.b #$0C : BNE .dont_reset_step
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LDA.b #$0B : STA.w $031D
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TAX
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.dont_reset_step
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LDA.w .anim_timer,X : STA.b $3D
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LDA.w .anim_step,X : STA.w $031C
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LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
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CPX.b #$0B : BNE .special ; Animation step check
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; -----------------------------------------------------
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; Prevent repeat spellcast set
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LDA.b #$01 : STA.w $0324
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LDA.b #$12 : STA $24
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LDA.b #$FF : STA $5C
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LDA.b #$01 : STA $70
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; ; Quake Spell, End Quake State happens during Ancilla
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; LDY.b #$00 : LDA.b #$1C ; ANCILLA 1C
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; JSL AncillaAdd_QuakeSpell
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; STZ.b $4D : STZ.w $0046
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; -----------------------------------------------------
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.exit
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RTS
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.special
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DEC $5C
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; JSR $F514 ; CacheCameraPropertiesIfOutdoors
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JSL DekuLink_HoverBasedOnInput
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; JSR $E8F0
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RTS
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}
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warnpc $07A779
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@@ -1,7 +1,7 @@
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org $3B8000
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incbin gfx/gbc_link.4bpp
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; ========================================
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; GBC Link
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; ========================================
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print pc
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UpdateGbcPalette:
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{
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REP #$30 ; change 16bit mode
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@@ -29,19 +29,19 @@ UpdateGbcPalette:
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GameboyLinkPalette:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF
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dw #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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GameboyLinkBlueMail:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF
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dw #$4D25, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$4D25, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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LinkState_GameboyInDungeonEntrance:
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{
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; if link is in the dark world, change his sprite to the gbc one
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LDA $0FFF : CMP #$00 : BEQ .return
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LDA $BC : CMP #$06 : BEQ .return
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@@ -89,7 +89,7 @@ LinkState_GameboyForm:
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.not_gbc
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.return
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JSL $07F1E6
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JSL $07F1E6
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RTL
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}
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pushpc
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@@ -1,20 +1,6 @@
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; =============================================================================
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; Oracle of Secrets - Mask Library
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; =============================================================================
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!CurrentMask = $02B2
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!LinkGraphics = $BC
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; =============================================================================
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org $09912C
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AddTransformationCloud:
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org $07B073
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Link_CheckNewY_ButtonPress:
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org $078028
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Player_DoSfx2:
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; =========================================================
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; Macros
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macro PlayerTransform()
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LDY.b #$04 : LDA.b #$23
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@@ -32,8 +18,8 @@ macro CheckNewR_ButtonPress()
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LDA.b $F6 : BIT.b #$10
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endmacro
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org $02A560
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JSL ForceResetWorldMap : NOP
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; org $02A560
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; JSL ForceResetWorldMap
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; GameOver_DelayBeforeIris
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org $09F347
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@@ -43,9 +29,9 @@ org $09F347
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org $09F7B5
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JSL ForceResetMask_SaveAndQuit
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; =============================================================================
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; =========================================================
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; Change Link's sprite by setting $BC to the bank containing a spritesheet.
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; =============================================================================
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; =========================================================
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||||
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org $008827
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JSL StartupMasks
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@@ -54,9 +40,9 @@ org $008827
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org $008A01
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LDA $BC
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; =============================================================================
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||||
; =========================================================
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; Change Link's palette based on $02B2 (mask value)
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; =============================================================================
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; =========================================================
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||||
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org $1BEDF9
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JSL Palette_ArmorAndGloves ; 4bytes
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@@ -67,9 +53,9 @@ org $1BEE1B
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JSL Palette_ArmorAndGloves_part_two
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||||
RTL
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||||
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||||
; =============================================================================
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||||
; =========================================================
|
||||
; EXPANDED SPACE
|
||||
; =============================================================================
|
||||
; =========================================================
|
||||
|
||||
org $3A8000
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||||
StartupMasks:
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||||
@@ -122,7 +108,7 @@ ForceResetMask_SaveAndQuit:
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||||
RTL
|
||||
}
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||||
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||||
; =============================================================================
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||||
; =========================================================
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||||
|
||||
Palette_ArmorAndGloves:
|
||||
{
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||||
@@ -209,9 +195,9 @@ Palette_ArmorAndGloves:
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||||
RTL
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||||
}
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||||
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||||
; =============================================================================
|
||||
; =========================================================
|
||||
; Overworld Palette Persist
|
||||
; =============================================================================
|
||||
; =========================================================
|
||||
|
||||
Overworld_CgramAuxToMain_Override:
|
||||
{
|
||||
@@ -246,7 +232,7 @@ Overworld_CgramAuxToMain_Override:
|
||||
}
|
||||
pushpc
|
||||
|
||||
; =============================================================================
|
||||
; =========================================================
|
||||
|
||||
org $02C769
|
||||
Overworld_CgramAuxToMain:
|
||||
@@ -255,14 +241,15 @@ Overworld_CgramAuxToMain:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =============================================================================
|
||||
; =========================================================
|
||||
; Change which mask forms have access to the sword.
|
||||
; =============================================================================
|
||||
; =========================================================
|
||||
|
||||
; Link_CheckForSwordSwing
|
||||
org $079CD9
|
||||
JSL LinkItem_CheckForSwordSwing_Masks
|
||||
|
||||
; =============================================================================
|
||||
; =========================================================
|
||||
|
||||
pullpc
|
||||
LinkItem_CheckForSwordSwing_Masks:
|
||||
@@ -275,11 +262,159 @@ LinkItem_CheckForSwordSwing_Masks:
|
||||
RTL
|
||||
|
||||
.return
|
||||
LDA $3B : AND.b #$10
|
||||
LDA $3B : AND.b #$10 ; Restore Link_CheckForSwordSwing
|
||||
RTL
|
||||
}
|
||||
|
||||
; Modifies the value of the Y register before it indexes the table
|
||||
; LinkOAM_AnimationStepDataOffsets
|
||||
; This is used to change the animation during 0x0A (Using Quake Medallion)
|
||||
DekuLink_SpinOrRecoil:
|
||||
{
|
||||
TAY
|
||||
LDA $70 : BEQ .spin
|
||||
TYA
|
||||
LDY.b #$05 ; Recoil
|
||||
JML $0DA435 ;JML $0DA40B
|
||||
.spin
|
||||
TYA
|
||||
LDY.b #$1B ; Spin and die
|
||||
JML $0DA40B
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
; Spin and die, LinkOAM_AnimationStepDataOffsets
|
||||
org $0DA3FD
|
||||
JML DekuLink_SpinOrRecoil
|
||||
|
||||
pullpc
|
||||
|
||||
; Based on LinkItem_Quake.allow_quake
|
||||
PrepareQuakeSpell:
|
||||
{
|
||||
; Ancilla setup stuff, not necessary
|
||||
; #_07A680: LDA.w $0C4A
|
||||
; #_07A683: ORA.w $0C4B
|
||||
; #_07A686: ORA.w $0C4C
|
||||
|
||||
; This would set link to strafe mode
|
||||
; Probably not necessary
|
||||
; #_07A696: LDA.b #$01
|
||||
; #_07A698: TSB.b $50
|
||||
|
||||
; TODO: Set a check for the Deku Flower sprite before activating this ability.
|
||||
|
||||
LDA.b #$0A : STA $5D
|
||||
|
||||
#_07A69A: LDA #$00
|
||||
#_07A69D: STA.b $3D
|
||||
|
||||
#_07A69F: LDA #$00
|
||||
#_07A6A2: STA.w $031C
|
||||
#_07A6A5: STZ.w $031D
|
||||
|
||||
#_07A6A8: STZ.w $0324
|
||||
|
||||
#_07A6AB: STZ.b $46
|
||||
|
||||
; Set the spin and jump animation values.
|
||||
#_07A6AD: LDA.b #$28
|
||||
#_07A6AF: STA.w $0362
|
||||
#_07A6B2: STA.w $0363
|
||||
#_07A6B5: STZ.w $0364
|
||||
|
||||
STZ $70
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
DekuLink_HoverBasedOnInput:
|
||||
{
|
||||
JSL $07E6A6
|
||||
|
||||
LDA $5C : AND #$1F : BNE .continue_me
|
||||
DEC $24
|
||||
.continue_me
|
||||
|
||||
LDA $5C : BEQ .auto_cancel
|
||||
|
||||
|
||||
LDA $F0 : AND #$08 : BEQ .not_up
|
||||
LDA $20 : CLC : ADC #-1 : STA $20
|
||||
LDA #$01 : STA $031C
|
||||
LDA #$05 : STA $3D
|
||||
STZ $2F
|
||||
.not_up
|
||||
LDA $F0 : AND #$04 : BEQ .not_down
|
||||
LDA $20 : CLC : ADC #1 : STA $20
|
||||
LDA #$02 : STA $031C
|
||||
LDA #$05 : STA $3D
|
||||
LDA #$02 : STA $2F
|
||||
.not_down
|
||||
LDA $F0 : AND #$02 : BEQ .not_left
|
||||
LDA $22 : CLC : ADC #-1 : STA $22
|
||||
LDA #$03 : STA $031C
|
||||
LDA #$05 : STA $3D
|
||||
LDA #$04 : STA $2F
|
||||
.not_left
|
||||
LDA $F0 : AND #$01 : BEQ .not_right
|
||||
LDA $22 : CLC : ADC #1 : STA $22
|
||||
LDA #$04 : STA $031C
|
||||
LDA #$05 : STA $3D
|
||||
LDA #$06 : STA $2F
|
||||
.not_right
|
||||
|
||||
LDA $70 : BEQ .no_bomb_drop
|
||||
LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop
|
||||
|
||||
#_07A14F: LDY.b #$01
|
||||
#_07A151: LDA.b #$07 ; ANCILLA 07
|
||||
#_07A153: JSL $09811F ; AncillaAdd_Bomb
|
||||
|
||||
.no_bomb_drop
|
||||
|
||||
LDA $F0 : AND #%10000000 : BEQ .no_cancel
|
||||
|
||||
.auto_cancel
|
||||
|
||||
STZ $5D
|
||||
|
||||
#_08B6A5: LDA.b #$01
|
||||
#_08B6A7: STA.w $0AAA
|
||||
|
||||
#_08B6AA: STZ.w $0324
|
||||
#_08B6AD: STZ.w $031C
|
||||
#_08B6B0: STZ.w $031D
|
||||
|
||||
#_08B6B3: STZ.b $50
|
||||
#_08B6B5: STZ.b $3D
|
||||
|
||||
#_08B6B7: STZ.w $0FC1
|
||||
|
||||
#_08B6BA: STZ.w $011A
|
||||
#_08B6BD: STZ.w $011B
|
||||
#_08B6C0: STZ.w $011C
|
||||
#_08B6C3: STZ.w $011D
|
||||
|
||||
.no_turtle_rock_trigger
|
||||
#_08B6E4: LDY.b #$00
|
||||
|
||||
#_08B6E6: LDA.b $3C
|
||||
#_08B6E8: BEQ .no_sword_charge
|
||||
|
||||
#_08B6EA: LDA.b $F0
|
||||
#_08B6EC: AND.b #$80
|
||||
#_08B6EE: TAY
|
||||
|
||||
.no_sword_charge
|
||||
#_08B6EF: STY.b $3A
|
||||
|
||||
#_08B6F1: STZ.b $5E
|
||||
#_08B6F3: STZ.w $0325
|
||||
.no_cancel
|
||||
|
||||
RTL
|
||||
}
|
||||
|
||||
print "End of mask_routines.asm ", pc
|
||||
|
||||
|
||||
; =============================================================================
|
||||
|
||||
@@ -4,24 +4,17 @@
|
||||
; Reacts to Tile ID 64 to transform into Minish Link
|
||||
; =========================================================
|
||||
|
||||
org $398000
|
||||
incbin gfx/minish_link.4bpp
|
||||
|
||||
print "End of Minish Form GFX ", pc
|
||||
|
||||
; =========================================================
|
||||
org $07DA2A
|
||||
TileDetection_OverworldAttributeJumpTable:
|
||||
|
||||
; org $07DAEB ; Tile ID 61
|
||||
|
||||
org $07DAF2
|
||||
dw LinkState_CheckForMinishForm ; Tile ID 64
|
||||
dw LinkState_CheckMinishTile ; Tile ID 65
|
||||
|
||||
; =========================================================
|
||||
; Start of free space in bank 07
|
||||
org $07F89D
|
||||
|
||||
pullpc
|
||||
LinkState_CheckForMinishForm:
|
||||
{
|
||||
SEP #$30
|
||||
|
||||
@@ -6,11 +6,6 @@
|
||||
;
|
||||
; =============================================================================
|
||||
|
||||
org $388000
|
||||
incbin gfx/wolf_link.4bpp
|
||||
|
||||
; =============================================================================
|
||||
|
||||
UpdateWolfPalette:
|
||||
{
|
||||
REP #$30 ; change 16bit mode
|
||||
|
||||
@@ -9,16 +9,6 @@
|
||||
; How To Use:
|
||||
; Press R to transform into Zora Link. Press R again to transform back.
|
||||
; Press Y in deep water to dive. Press Y again to resurface.
|
||||
;
|
||||
; RAM Used:
|
||||
; $02B2 - Current Form
|
||||
; $0AAB - Diving Flag
|
||||
;
|
||||
; =============================================================================
|
||||
|
||||
org $368000
|
||||
incbin gfx/zora_link.4bpp
|
||||
|
||||
; =============================================================================
|
||||
|
||||
UpdateZoraPalette:
|
||||
@@ -39,10 +29,16 @@ UpdateZoraPalette:
|
||||
|
||||
; TODO: Change from "bunny palette" to blue zora palette colors
|
||||
zora_palette:
|
||||
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
|
||||
dw #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616
|
||||
dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
|
||||
dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
|
||||
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$4E48, #$3582
|
||||
dw #$55BB, #$6EF7, #$7BDE, #$55C7, #$6ECD, #$2E5A, #$1970, #$7616
|
||||
; dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
|
||||
; dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
|
||||
|
||||
; zora_palette:
|
||||
; dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
|
||||
; dw #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616
|
||||
; dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
|
||||
; dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
|
||||
|
||||
; =============================================================================
|
||||
|
||||
@@ -56,7 +52,7 @@ org $07A569
|
||||
LinkItem_ZoraMask:
|
||||
{
|
||||
; No removing the mask whilst diving.
|
||||
LDA $0AAB : BNE .return
|
||||
LDA !ZoraDiving : BNE .return
|
||||
|
||||
; Check for R button held
|
||||
%CheckNewR_ButtonPress() : BEQ .return
|
||||
@@ -120,10 +116,10 @@ LinkState_UsingZoraMask:
|
||||
LDA $3A : AND.b #$BF : STA $3A
|
||||
|
||||
; Check if already underwater
|
||||
LDA $0AAB : BEQ .dive
|
||||
LDA !ZoraDiving : BEQ .dive
|
||||
|
||||
STZ $55 ; Reset cape flag
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $037B ; Reset invincibility flag
|
||||
LDA #$04 : STA $5D ; Put Link in Swimming State
|
||||
@@ -135,7 +131,7 @@ LinkState_UsingZoraMask:
|
||||
LDA #$01 : STA $55 ; Set cape flag
|
||||
STA $037B ; Set invincible flag
|
||||
LDA #$08 : STA $5E ; Set underwater speed
|
||||
LDA #$01 : STA $0AAB ; Set underwater flag
|
||||
LDA #$01 : STA !ZoraDiving ; Set underwater flag
|
||||
STA $0351 ; Set ripple flag
|
||||
|
||||
; Splash visual effect
|
||||
@@ -159,7 +155,7 @@ LinkState_UsingZoraMask:
|
||||
LDA $5D : CMP #$04 : BNE .return_dungeon : CLC
|
||||
|
||||
; Check if already underwater
|
||||
LDA $0AAB : BNE .return_dungeon : CLC
|
||||
LDA !ZoraDiving : BNE .return_dungeon : CLC
|
||||
|
||||
; Check if we are on a proper tile or not
|
||||
;
|
||||
@@ -185,7 +181,7 @@ LinkState_UsingZoraMask:
|
||||
STZ $0345 ; Reset deep water flag
|
||||
|
||||
LDA #$01
|
||||
STA $0AAB ; Set the player underwater flag
|
||||
STA !ZoraDiving ; Set the player underwater flag
|
||||
|
||||
.return_dungeon
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
@@ -198,7 +194,7 @@ pushpc
|
||||
; End of LinkState_Default
|
||||
org $0782D2
|
||||
JSR LinkState_UsingZoraMask_dungeon_resurface
|
||||
JSR $E8F0
|
||||
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
||||
CLC
|
||||
RTS
|
||||
|
||||
@@ -211,7 +207,7 @@ pullpc
|
||||
LDA $1B : BEQ .return_default ; We are in overworld actually
|
||||
|
||||
; Check if the player is actually diving
|
||||
LDA $0AAB : BEQ .return_default
|
||||
LDA !ZoraDiving : BEQ .return_default
|
||||
|
||||
LDA $0114 : CMP #$85 : BEQ .player_is_falling
|
||||
LDA $0114 : CMP #$09 : BEQ .player_is_falling
|
||||
@@ -238,7 +234,7 @@ pullpc
|
||||
.player_is_falling
|
||||
LDA $67 : AND #$01 : STA $2F
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
STZ $0351 ; Reset ripple flag
|
||||
STZ $24 ; Reset z coordinate for link
|
||||
STZ $0372 ; Reset link bounce flag
|
||||
@@ -264,7 +260,7 @@ pullpc
|
||||
{
|
||||
LDA $02B2 : CMP #$02 : BNE .return_hop
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $0AAB ; Reset underwater flag
|
||||
STZ !ZoraDiving ; Reset underwater flag
|
||||
LDA #$62 : STA $9A ; Reset dungeon layer
|
||||
.return_hop
|
||||
LDA #$06 : STA $5D ; Set Link to Recoil State
|
||||
|
||||
Reference in New Issue
Block a user