Update Sprites and Items
- Add the Portal Rod item (WIP) - Add Twinrova Boss Sprite - Update the Minecart Sprite - Fix the HUD magic meter draw - Fix some Zora Mask bugs (WIP) - General housekeeping
This commit is contained in:
19
Items/all_items.asm
Normal file
19
Items/all_items.asm
Normal file
@@ -0,0 +1,19 @@
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; Inherits Free Space from Bank07
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incsrc "Items/bottle_net.asm"
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print "End of Items/bottle_net.asm ", pc
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incsrc "Items/ocarina.asm"
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print "End of Items/ocarina.asm ", pc
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incsrc "Items/ice_rod.asm"
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print "End of Items/ice_rod.asm ", pc
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; Starts Expanded Bank 0x2B
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incsrc "Items/jump_feather.asm"
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incsrc "Items/book_of_secrets.asm"
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incsrc "Items/portal_rod.asm"
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incsrc "Items/sword_collect.asm"
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print "End of Items/sword_collect.asm ", pc
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@@ -26,10 +26,9 @@ org $068365
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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; =============================================================================
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; =============================================================================
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; go to expanded space to write our routine
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; (keep EveryFrame.asm in mind for the right adresses)
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pullpc
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; org $3CA600
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org $2B8000
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LinkItem_SecretsBook:
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LinkItem_SecretsBook:
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{
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{
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LDA $1B ; load data that tells us whether we are in a building or not
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LDA $1B ; load data that tells us whether we are in a building or not
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@@ -57,6 +56,8 @@ LinkItem_SecretsBook:
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JSL $099F91 ; at least execute original code
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JSL $099F91 ; at least execute original code
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RTL
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RTL
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}
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}
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print "End of Items/book_of_secrets.asm ", pc
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pushpc
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pushpc
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@@ -7,8 +7,6 @@
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LinkItem_IceRod:
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LinkItem_IceRod:
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{
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{
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lorom
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org $088a5d ; jsl to main code
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org $088a5d ; jsl to main code
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jsl $0efba0
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jsl $0efba0
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@@ -1,7 +1,7 @@
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; =============================================================================
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; =============================================================================
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; Zarby Feather
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; Zarby Feather
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org $07AFF8
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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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{
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BIT $3A : BVS .return ;if Y or B are already pressed
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BIT $3A : BVS .return ;if Y or B are already pressed
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@@ -17,7 +17,7 @@ org $07AFF8
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; =============================================================================
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; =============================================================================
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org $2A8000
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org $2B8000
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NewBookCode:
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NewBookCode:
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{
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{
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JSL $07983A ; Reset swim state
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JSL $07983A ; Reset swim state
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@@ -25,20 +25,27 @@ NewBookCode:
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LDA #$02 : STA $5D ; state recoil
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LDA #$02 : STA $5D ; state recoil
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LDA #$01 : STA $4D ; state recoil 2
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LDA #$01 : STA $4D ; state recoil 2
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LDA #$20 ; Change this to change the length of the jump
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; Length of the jump
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LDA #$20
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STA $46
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STA $46
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LDA #$24 ; Change this to change the height of the jump
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; Height of the jump
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LDA #$24
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STA $29 : STA $02C7
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; Set vertical resistance
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STA $29
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STA $02C7
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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STZ $31
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STZ $31
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STZ $30
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STZ $30
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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LDA #-8 ; Change that -8 if you want higher speed moving up
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STA $27
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STA $27 ; Vertical recoil
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.noUp
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.noUp
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LDA $F4 : AND #$04 : BEQ .noDown
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LDA $F4 : AND #$04 : BEQ .noDown
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LDA #8 ; Change that -8 if you want higher speed moving down
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LDA #8 ; Change that -8 if you want higher speed moving down
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@@ -46,7 +53,7 @@ NewBookCode:
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.noDown
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.noDown
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LDA $F4 : AND #$02 : BEQ .noLeft
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LDA $F4 : AND #$02 : BEQ .noLeft
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LDA #-8 ; Change that -8 if you want higher speed moving left
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LDA #-8 ; Change that -8 if you want higher speed moving left
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STA $28
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STA $28 ; Horizontal recoil
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.noLeft
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.noLeft
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LDA $F4 : AND #$01 : BEQ .noRight
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LDA $F4 : AND #$01 : BEQ .noRight
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LDA #8 ; Change that 8 if you want higher speed moving right
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LDA #8 ; Change that 8 if you want higher speed moving right
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@@ -55,3 +62,6 @@ NewBookCode:
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.cantuseit
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.cantuseit
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RTL
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RTL
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}
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}
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print "End of Items/jump_feather.asm ", pc
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pushpc
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581
Items/portal_rod.asm
Normal file
581
Items/portal_rod.asm
Normal file
@@ -0,0 +1,581 @@
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org $07A471 ; Mudora
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JSR LinkItem_PortalRod
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RTS
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warnpc $07A493
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; *$3A50F-$3A568
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org $07A50F
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RodAnimationTimer:
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db $03, $03, $05
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LinkItem_PortalRod:
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{
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BIT $3A : BVS .y_button_held
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LDA $6C : BNE .return
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JSR Link_CheckNewY_ButtonPress : BCC .return
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LDX.b #$00
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JSR LinkItem_EvaluateMagicCost : BCC .insufficient_mp
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LDA.b #$30 : JSR $802F ; Sfx3
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JSL LinkItem_FirePortal
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.y_button_held
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JSR $AE65 ; HaltLinkWhenUsingItems
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; What's the point of this?
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; LDA $67 : AND.b #$F0 : STA $67
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DEC $3D : BPL .return
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LDA $0300 : INC A : STA $0300 : TAX
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LDA RodAnimationTimer, X : STA $3D
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CPX.b #$03 : BNE .return
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STZ $5E
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STZ $0300
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STZ $3D
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LDA $0301 : AND.b #$FE : STA $0301
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.insufficient_mp
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LDA $3A : AND.b #$BF : STA $3A
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.return
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RTS
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}
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warnpc $07A568
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pullpc
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macro SpawnPortal(x_offset, y_offset)
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REP #$20
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LDA $22 : CLC : ADC.w #<x_offset>
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SEP #$20
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STA $0D10, Y ; SprX
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XBA : STA $0D30, Y ; SprXH
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REP #$20
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LDA $20 : CLC : ADC.w #<y_offset>
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SEP #$20
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STA $0D00, Y ; SprY
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XBA : STA $0D20, Y ; SprYH
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endmacro
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LinkItem_FirePortal:
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{
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LDA.b #$B6
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JSL Sprite_SpawnDynamically : BPL .continue
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RTS
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.continue
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PHX
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LDA $7E0FA6 : BEQ .spawn_blue
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STZ.w $0FA6
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JMP .check_direction
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.spawn_blue
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LDA #$01 : STA $7E0FA6
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.check_direction
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LDA $2F : CMP.b #$00 : BEQ .facing_up
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LDA $2F : CMP.b #$02 : BEQ .facing_down
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LDA $2F : CMP.b #$04 : BEQ .facing_left
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LDA $2F : CMP.b #$06 : BEQ .facing_right
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; Portal Spawn Location
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.facing_up
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%SpawnPortal($0000, -0020)
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JMP .finish
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.facing_down
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%SpawnPortal($0000, $001F)
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JMP .finish
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.facing_left
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%SpawnPortal(-0020, $0000)
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JMP .finish
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.facing_right
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%SpawnPortal(0020, $0000)
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JMP .finish
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.finish
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TYX
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STZ $0D60, X
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STZ $0D70, X
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PLX
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.return
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; Delay the spin attack for some amount of time?
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LDA RodAnimationTimer : STA $3D
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STZ $2E
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STZ $0300
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STZ $0301
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LDA.b #$01 : TSB $0301
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RTL
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}
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pushpc
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org $02FF6E
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Overworld_OperateCameraScroll_Long:
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{
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PHB : PHK : PLB
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JSR $BB90
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PLB
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RTL
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}
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Overworld_ScrollMap_Long:
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{
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PHB : PHK : PLB
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JSR $F273
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PLB
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RTL
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|
}
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pullpc
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ScrollToPortal:
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{
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REP #$20
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STZ $00
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STZ $02
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LDA $22 : CMP $7EC186 : BEQ .set_x : BCC .x_low
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DEC $02
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DEC A : CMP $7EC186 : BEQ .set_x
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DEC $02
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DEC A
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BRA .set_x
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.x_low
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INC $02
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|
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INC A : CMP $7EC186 : BEQ .set_x
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|
|
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|
INC $02
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|
|
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|
INC A
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||||||
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|
||||||
|
.set_x
|
||||||
|
|
||||||
|
STA $22
|
||||||
|
|
||||||
|
LDA $20 : CMP $7EC184 : BEQ .set_y : BCC .y_low
|
||||||
|
|
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|
DEC $00
|
||||||
|
|
||||||
|
DEC A : CMP $7EC184 : BEQ .set_y
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||||||
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|
||||||
|
DEC $00
|
||||||
|
|
||||||
|
DEC A
|
||||||
|
|
||||||
|
BRA .set_y
|
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|
|
||||||
|
.y_low
|
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|
|
||||||
|
INC $00
|
||||||
|
|
||||||
|
INC A : CMP $7EC184 : BEQ .set_y
|
||||||
|
|
||||||
|
INC $00
|
||||||
|
|
||||||
|
INC A
|
||||||
|
|
||||||
|
.set_y
|
||||||
|
|
||||||
|
STA $20
|
||||||
|
|
||||||
|
CMP $7EC184 : BNE .delay_advance
|
||||||
|
|
||||||
|
LDA $22 : CMP $7EC186 : BNE .delay_advance
|
||||||
|
|
||||||
|
INC $B0
|
||||||
|
|
||||||
|
STZ $46
|
||||||
|
|
||||||
|
.delay_advance
|
||||||
|
|
||||||
|
SEP #$20
|
||||||
|
|
||||||
|
LDA $00 : STA $30
|
||||||
|
LDA $02 : STA $31
|
||||||
|
|
||||||
|
JSL Overworld_OperateCameraScroll_Long ; $13B90 IN ROM
|
||||||
|
|
||||||
|
LDA $0416 : BEQ .exit
|
||||||
|
|
||||||
|
JSL Overworld_ScrollMap_Long ; $17273 IN ROM
|
||||||
|
|
||||||
|
.exit
|
||||||
|
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Ancilla_MoveXYWithPortal:
|
||||||
|
{
|
||||||
|
; Increments X_reg by 0x0A so that X coordinates will be handled next
|
||||||
|
TXA : CLC : ADC.b #$0A : TAX
|
||||||
|
|
||||||
|
; MoveVertical
|
||||||
|
LDA $0C22, X : ASL #4 : CLC : ADC $0C36, X : STA $0C36, X
|
||||||
|
|
||||||
|
LDY.b #$00
|
||||||
|
|
||||||
|
; upper 4 bits are pixels per frame. lower 4 bits are 1/16ths of a pixel per frame.
|
||||||
|
; store the carry result of adding to $0C36, X
|
||||||
|
; check if the y pixel change per frame is negative
|
||||||
|
LDA $0C22, X : PHP : LSR #4 : PLP : BPL .moving_down
|
||||||
|
|
||||||
|
; sign extend from 4-bits to 8-bits
|
||||||
|
ORA.b #$F0
|
||||||
|
|
||||||
|
DEY
|
||||||
|
|
||||||
|
.moving_down
|
||||||
|
|
||||||
|
; modifies the y coordinates of the special object
|
||||||
|
ADC $0BFA, X : STA $0BFA, X
|
||||||
|
TYA : ADC $0C0E, X : STA $0C0E, X
|
||||||
|
|
||||||
|
LDX.w $0FA0
|
||||||
|
|
||||||
|
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
; #_088087: db $50 ; 0x18 - ETHER SPELL
|
||||||
|
; #_088088: db $00 ; 0x19 - BOMBOS SPELL
|
||||||
|
; LDA.b #$18 ; Ether Spell
|
||||||
|
; LDY.b #$01
|
||||||
|
; JSL Ancilla_PortalShot
|
||||||
|
|
||||||
|
print "End of Items/portal_rod.asm ", pc
|
||||||
|
pushpc
|
||||||
|
|
||||||
|
|
||||||
|
; org $0997DE
|
||||||
|
; AddSilverArrowSparkle:
|
||||||
|
|
||||||
|
; org $088D68
|
||||||
|
; Ancilla_CheckSpriteCollision:
|
||||||
|
|
||||||
|
; org $088981
|
||||||
|
; Ancilla_CheckTileCollision:
|
||||||
|
|
||||||
|
; org $088027
|
||||||
|
; Ancilla_DoSfx2:
|
||||||
|
|
||||||
|
; org $08A121
|
||||||
|
; Ancilla_Arrow:
|
||||||
|
; {
|
||||||
|
; .y_offsets
|
||||||
|
; dw -4, 2, 0, 0
|
||||||
|
|
||||||
|
; .x_offsets
|
||||||
|
; dw 0, 0, -4, 4
|
||||||
|
|
||||||
|
; LDA.b $11 : BEQ .normal_submode
|
||||||
|
|
||||||
|
; BRL .draw
|
||||||
|
|
||||||
|
; .normal_submode
|
||||||
|
|
||||||
|
; DEC.w $0C5E, X : LDA.w $0C5E, X : BMI .timer_elapsed
|
||||||
|
; CMP.b #$04 : BCC .begin_moving
|
||||||
|
|
||||||
|
; ; The object doesn't even start being drawn until this timer counts
|
||||||
|
; ; down.
|
||||||
|
; BRL .do_nothing
|
||||||
|
|
||||||
|
; .timer_elapsed
|
||||||
|
|
||||||
|
; LDA.b #$FF : STA.w $0C5E, X
|
||||||
|
|
||||||
|
; .begin_moving
|
||||||
|
|
||||||
|
; ; JSL Ancilla_MoveXYWithPortal
|
||||||
|
; JSR $908B
|
||||||
|
; JSR $9080
|
||||||
|
|
||||||
|
; LDA.l $7EF340 : AND.b #$04 : BEQ .dont_spawn_sparkle
|
||||||
|
|
||||||
|
; LDA.b $1A : AND.b #$01 : BNE .dont_spawn_sparkle
|
||||||
|
|
||||||
|
; PHX
|
||||||
|
|
||||||
|
; JSL AddSilverArrowSparkle
|
||||||
|
|
||||||
|
; PLX
|
||||||
|
|
||||||
|
; .dont_spawn_sparkle
|
||||||
|
|
||||||
|
; LDA.b #$FF : STA $03A9, X
|
||||||
|
|
||||||
|
; JSR Ancilla_CheckSpriteCollision : BCS .sprite_collision
|
||||||
|
|
||||||
|
; JSR Ancilla_CheckTileCollision : BCS .tile_collision
|
||||||
|
|
||||||
|
; BRL .draw
|
||||||
|
|
||||||
|
; .tile_collision
|
||||||
|
|
||||||
|
; TYA : STA $03C5, X
|
||||||
|
|
||||||
|
; LDA $0C72, X : AND.b #$03 : ASL A : TAY
|
||||||
|
|
||||||
|
; LDA.w .y_offsets+0, Y : CLC : ADC.w $0BFA, X : STA.w $0BFA, X
|
||||||
|
; LDA.w .y_offsets+1, Y : ADC.w $0C0E, X : STA.w $0C0E, X
|
||||||
|
|
||||||
|
; LDA.w .x_offsets+0, Y : CLC : ADC.w $0C04, X : STA.w $0C04, X
|
||||||
|
; LDA.w .x_offsets+1, Y : ADC.w $0C18, X : STA.w $0C18, X
|
||||||
|
|
||||||
|
; STZ.w $0B88
|
||||||
|
|
||||||
|
; BRA .transmute_to_halted_arrow
|
||||||
|
|
||||||
|
; .sprite_collision
|
||||||
|
|
||||||
|
; LDA $0C04, X : SEC : SBC $0D10, Y : STA $0C2C, X
|
||||||
|
|
||||||
|
; LDA $0BFA, X : SEC : SBC $0D00, Y : CLC : ADC $0F70, Y : STA $0C22, X
|
||||||
|
|
||||||
|
; TYA : STA $03A9, X
|
||||||
|
|
||||||
|
; LDA $0E20, Y : CMP.b #$65 : BNE .not_archery_game_sprite
|
||||||
|
|
||||||
|
; LDA $0D90, Y : CMP.b #$01 : BNE .not_archery_target_mop
|
||||||
|
|
||||||
|
; LDA.b #$2D : STA $012F
|
||||||
|
|
||||||
|
; ; Set a delay for the archery game proprietor and set a timer for the
|
||||||
|
; ; target that was hit (indicating it was hit)
|
||||||
|
; LDA.b #$80 : STA $0E10, Y : STA $0F10
|
||||||
|
|
||||||
|
; ; \tcrf In conjunction with the ArcheryGameGuy sprite code, this is
|
||||||
|
; ; another lead the suggested that there were 9 game prize values
|
||||||
|
; ; instead of just the normal 5.
|
||||||
|
; LDA $0B88 : CMP.b #$09 : BCS .prize_index_maxed_out
|
||||||
|
|
||||||
|
; INC $0B88
|
||||||
|
|
||||||
|
; .prize_index_maxed_out
|
||||||
|
|
||||||
|
; LDA $0B88 : STA $0DA0, Y
|
||||||
|
|
||||||
|
; LDA $0ED0, Y : INC A : STA $0ED0, Y
|
||||||
|
|
||||||
|
; BRA .transmute_to_halted_arrow
|
||||||
|
|
||||||
|
; .not_archery_target_mop
|
||||||
|
|
||||||
|
; LDA.b #$04 : STA $0EE0, Y
|
||||||
|
|
||||||
|
; .not_archery_game_sprite
|
||||||
|
|
||||||
|
; STZ $0B88
|
||||||
|
|
||||||
|
; .transmute_to_halted_arrow
|
||||||
|
|
||||||
|
; LDA $0E20, Y : CMP.b #$1B : BEQ .hit_enemy_arrow_no_sfx
|
||||||
|
|
||||||
|
; LDA.b #$08 : JSR Ancilla_DoSfx2
|
||||||
|
|
||||||
|
; .hit_enemy_arrow_no_sfx
|
||||||
|
|
||||||
|
; STZ $0C5E, X
|
||||||
|
|
||||||
|
; LDA.b #$0A : STA $0C4A, X
|
||||||
|
; LDA.b #$01 : STA $03B1, X
|
||||||
|
|
||||||
|
; LDA $03C5, X : BEQ .draw
|
||||||
|
|
||||||
|
; REP #$20
|
||||||
|
|
||||||
|
; LDA $E0 : SEC : SBC $E2 : CLC : ADC $0C04, X : STA $00
|
||||||
|
; LDA $E6 : SEC : SBC $E8 : CLC : ADC $0BFA, X : STA $02
|
||||||
|
|
||||||
|
; SEP #$20
|
||||||
|
|
||||||
|
; LDA $00 : STA $0C04, X
|
||||||
|
; LDA $02 : STA $0BFA, X
|
||||||
|
|
||||||
|
; BRA .draw
|
||||||
|
|
||||||
|
; .do_nothing
|
||||||
|
|
||||||
|
; RTS
|
||||||
|
|
||||||
|
; .draw
|
||||||
|
|
||||||
|
; BRL $09236E ; Arrow_Draw
|
||||||
|
; }
|
||||||
|
; warnpc $08A24E
|
||||||
|
|
||||||
|
; ; Portal Rod logic based on Fire Rod
|
||||||
|
; Ancilla_PortalShot:
|
||||||
|
; {
|
||||||
|
; LDA $0C54, X : BEQ .traveling_shot
|
||||||
|
|
||||||
|
; JMP Ancilla_ConsumingFire
|
||||||
|
|
||||||
|
; .traveling_shot
|
||||||
|
|
||||||
|
; LDA $11 : BNE .just_draw
|
||||||
|
|
||||||
|
; STZ $0385, X
|
||||||
|
|
||||||
|
; JSR Ancilla_MoveHoriz
|
||||||
|
; JSR Ancilla_MoveVert
|
||||||
|
|
||||||
|
; JSR Ancilla_CheckSpriteCollision : BCS .collided
|
||||||
|
|
||||||
|
; LDA $0C72, X : ORA.b #$08 : STA $0C72, X
|
||||||
|
|
||||||
|
; JSR Ancilla_CheckTileCollision
|
||||||
|
|
||||||
|
; PHP
|
||||||
|
|
||||||
|
; LDA $03E4, X : STA $0385, X
|
||||||
|
|
||||||
|
; PLP : BCS .collided
|
||||||
|
|
||||||
|
; LDA $0C72, X : ORA.b #$0C : STA $0C72, X
|
||||||
|
|
||||||
|
; LDA $028A, X : STA $74
|
||||||
|
|
||||||
|
; JSR Ancilla_CheckTileCollision
|
||||||
|
|
||||||
|
; PHP
|
||||||
|
|
||||||
|
; LDA $74 : STA $028A, X
|
||||||
|
|
||||||
|
; PLP : BCC .no_collision
|
||||||
|
|
||||||
|
; .collided
|
||||||
|
|
||||||
|
; INC $0C54, X
|
||||||
|
|
||||||
|
; ; Check if it's blue or orange portal
|
||||||
|
; LDA $0C68, X
|
||||||
|
; CMP.b #$1F
|
||||||
|
; BEQ .blue_portal
|
||||||
|
; JMP .orange_portal
|
||||||
|
|
||||||
|
; .blue_portal
|
||||||
|
; LDA.b #$20 : STA $0C68, X
|
||||||
|
; LDA.b #$08 : STA $0C90, X
|
||||||
|
; LDA.b #$2B : JSR Ancilla_DoSfx2 ; Different sound effect for blue portal
|
||||||
|
; JMP .portal_created
|
||||||
|
|
||||||
|
; .orange_portal
|
||||||
|
; LDA.b #$21 : STA $0C68, X
|
||||||
|
; LDA.b #$08 : STA $0C90, X
|
||||||
|
; LDA.b #$2C : JSR Ancilla_DoSfx2 ; Different sound effect for orange portal
|
||||||
|
|
||||||
|
; .portal_created
|
||||||
|
; ; CLC : ADC portal creation logic here if necessary
|
||||||
|
|
||||||
|
; .no_collision
|
||||||
|
|
||||||
|
; INC $0C5E, X
|
||||||
|
|
||||||
|
; LDA $0C72, X : AND.b #$F3 : STA $0C72, X
|
||||||
|
|
||||||
|
; LDA $0385, X : STA $0333
|
||||||
|
|
||||||
|
; AND.b #$F0 : CMP.b #$C0 : BNE .just_draw
|
||||||
|
|
||||||
|
; LDA $03E4, X : STA $0333
|
||||||
|
|
||||||
|
; AND.b #$F0 : CMP.b #$C0 : BNE .just_draw
|
||||||
|
|
||||||
|
; .just_draw
|
||||||
|
|
||||||
|
; JSR PortalShot_Draw
|
||||||
|
|
||||||
|
; RTS
|
||||||
|
; }
|
||||||
|
|
||||||
|
; ; *$4077C-$407CA LOCAL
|
||||||
|
; PortalShot_Draw:
|
||||||
|
; {
|
||||||
|
; JSR Ancilla_BoundsCheck
|
||||||
|
|
||||||
|
; LDA $0280, X : BEQ .default_priority
|
||||||
|
|
||||||
|
; LDA.b #$30 : TSB $04
|
||||||
|
|
||||||
|
; .default_priority
|
||||||
|
|
||||||
|
; LDA $0C5E, X : AND.b #$0C : STA $02
|
||||||
|
|
||||||
|
; PHX
|
||||||
|
|
||||||
|
; LDX.b #$02
|
||||||
|
; LDY.b #$00
|
||||||
|
|
||||||
|
; .next_oam_entry
|
||||||
|
|
||||||
|
; STX $03
|
||||||
|
|
||||||
|
; TXA : ORA $02 : TAX
|
||||||
|
|
||||||
|
; LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||||
|
; LDA $01 : CLC : ADC .y_offsets, X : INY : STA ($90), Y
|
||||||
|
|
||||||
|
; LDX $03
|
||||||
|
|
||||||
|
; LDA .chr, X : INY : STA ($90), Y
|
||||||
|
; LDA $04 : ORA.b #$02 : INY : STA ($90), Y
|
||||||
|
|
||||||
|
; PHY
|
||||||
|
|
||||||
|
; TYA : LSR #2 : TAY
|
||||||
|
|
||||||
|
; LDA.b #$00 : STA ($92), Y
|
||||||
|
|
||||||
|
; PLY : INY
|
||||||
|
|
||||||
|
; DEX : BPL .next_oam_entry
|
||||||
|
|
||||||
|
; PLX
|
||||||
|
|
||||||
|
; RTS
|
||||||
|
|
||||||
|
; .x_offsets
|
||||||
|
; db 7, 0, 8, 0, 8, 4, 0, 0
|
||||||
|
; db 2, 8, 0, 0, 1, 4, 9, 0
|
||||||
|
|
||||||
|
; .y_offsets
|
||||||
|
; db 1, 4, 9, 0, 7, 0, 8, 0
|
||||||
|
; db 8, 4, 0, 0, 2, 8, 0, 0
|
||||||
|
|
||||||
|
; .chr
|
||||||
|
; db $8D, $9D, $9C
|
||||||
|
; }
|
||||||
@@ -106,4 +106,6 @@ LinkItem_Ether:
|
|||||||
.return
|
.return
|
||||||
CLC
|
CLC
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
|
warnpc $07A4F6
|
||||||
@@ -7,9 +7,23 @@ incbin gfx/deku_link.bin
|
|||||||
|
|
||||||
; =============================================================================
|
; =============================================================================
|
||||||
|
|
||||||
|
org $07B0AB
|
||||||
|
LinkItem_EvaluateMagicCost:
|
||||||
|
|
||||||
org $07A64B ; formerly Quake
|
org $07A64B ; formerly Quake
|
||||||
LinkItem_DekuMask:
|
LinkItem_DekuMask:
|
||||||
{
|
{
|
||||||
|
JSR Link_CheckNewY_ButtonPress : BCC .continue
|
||||||
|
|
||||||
|
LDX.b #$01
|
||||||
|
|
||||||
|
JSR LinkItem_EvaluateMagicCost : BCC .return
|
||||||
|
|
||||||
|
LDA.b #$0A : STA $5D
|
||||||
|
|
||||||
|
RTS
|
||||||
|
|
||||||
|
.continue
|
||||||
; Check for R button held
|
; Check for R button held
|
||||||
%CheckNewR_ButtonPress() : BEQ .return
|
%CheckNewR_ButtonPress() : BEQ .return
|
||||||
|
|
||||||
@@ -26,6 +40,7 @@ LinkItem_DekuMask:
|
|||||||
|
|
||||||
LDA #$35 : STA $BC ; put the mask on
|
LDA #$35 : STA $BC ; put the mask on
|
||||||
LDA #$01 : STA $02B2 ; set the deku mask flag
|
LDA #$01 : STA $02B2 ; set the deku mask flag
|
||||||
|
STA $02F5 ; Somaria platform flag, no dash.
|
||||||
|
|
||||||
BRA .return
|
BRA .return
|
||||||
|
|
||||||
@@ -33,6 +48,7 @@ LinkItem_DekuMask:
|
|||||||
STZ $5D
|
STZ $5D
|
||||||
; Restore the shield
|
; Restore the shield
|
||||||
LDA $0AAF : STA.l $7EF35A
|
LDA $0AAF : STA.l $7EF35A
|
||||||
|
STZ $02F5
|
||||||
|
|
||||||
%ResetToLinkGraphics()
|
%ResetToLinkGraphics()
|
||||||
|
|
||||||
@@ -40,6 +56,19 @@ LinkItem_DekuMask:
|
|||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
org $07E370
|
||||||
|
LinkHop_FindArbitraryLandingSpot:
|
||||||
|
|
||||||
|
org $07A6D6
|
||||||
|
LinkState_UsingQuake:
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
warnpc $07A779
|
||||||
|
|
||||||
org $318000
|
org $318000
|
||||||
; org $07A013
|
; org $07A013
|
||||||
; JSL LinkItem_SlingshotPrepare
|
; JSL LinkItem_SlingshotPrepare
|
||||||
|
|||||||
@@ -17,32 +17,44 @@ UpdateGbcPalette:
|
|||||||
|
|
||||||
GameboyLinkPalette:
|
GameboyLinkPalette:
|
||||||
{
|
{
|
||||||
dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF
|
dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF
|
||||||
dw #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18, #$7FFF
|
dw #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18, #$7FFF
|
||||||
dw #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$7E03
|
dw #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$7E03
|
||||||
dw #$7691, #$2678, #$435C, #$1199, #$7A18, #$7FFF, #$237E, #$B711
|
dw #$7691, #$2678, #$435C, #$1199, #$7A18, #$7FFF, #$237E, #$B711
|
||||||
dw #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$147F, #$457E, #$6DF3
|
dw #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$147F, #$457E, #$6DF3
|
||||||
dw #$7EB9, #$2A5C, #$2227, #$7A18, #$7FFF, #$237E, #$B711, #$369E
|
dw #$7EB9, #$2A5C, #$2227, #$7A18, #$7FFF, #$237E, #$B711, #$369E
|
||||||
dw #$14A5, #$01FF, #$1078, #$46FF, #$05FF, #$3B68, #$0A4A, #$12EF
|
dw #$14A5, #$01FF, #$1078, #$46FF, #$05FF, #$3B68, #$0A4A, #$12EF
|
||||||
dw #$567E, #$1872, #$7A18, #$5276, #$0352
|
dw #$567E, #$1872, #$7A18, #$5276, #$0352
|
||||||
}
|
}
|
||||||
|
|
||||||
|
org $07A9B1
|
||||||
|
LinkMode_MagicMirror:
|
||||||
|
{
|
||||||
|
JSL LinkState_GameboyForm
|
||||||
|
}
|
||||||
|
|
||||||
|
pullpc
|
||||||
LinkState_GameboyForm:
|
LinkState_GameboyForm:
|
||||||
{
|
{
|
||||||
CLC
|
SEP #$30
|
||||||
LDA $0FFF : BEQ .return ; not in dark world
|
LDA $02B2 : CMP.b #$06 : BEQ .already_gbc
|
||||||
|
LDA $7EF357 : BEQ .return ; doesnt have the pearl
|
||||||
; %PlayerTransform()
|
LDA $0FFF : BEQ .return ; not in dark world
|
||||||
|
%PlayerTransform()
|
||||||
|
|
||||||
JSL UpdateGbcPalette
|
JSL UpdateGbcPalette
|
||||||
LDA #$3B : STA $BC ; change link's sprite
|
LDA #$3B : STA $BC ; change link's sprite
|
||||||
LDA #$06 : STA $02B2
|
LDA #$06 : STA $02B2
|
||||||
BRA .return
|
BRA .return
|
||||||
|
|
||||||
.return
|
.already_gbc
|
||||||
LDA $BC : CMP.b #$06 : BNE .not_gbc
|
%PlayerTransform()
|
||||||
LDA #$10 : STA $BC
|
LDA #$10 : STA $BC
|
||||||
|
STZ $02B2
|
||||||
|
|
||||||
.not_gbc
|
.not_gbc
|
||||||
CLC
|
.return
|
||||||
|
JSL $07F1E6
|
||||||
RTL
|
RTL
|
||||||
}
|
}
|
||||||
|
pushpc
|
||||||
@@ -53,6 +53,7 @@ LinkItem_ShovelAndFlute:
|
|||||||
JMP LinkItem_WolfMask
|
JMP LinkItem_WolfMask
|
||||||
|
|
||||||
}
|
}
|
||||||
|
; warnpc $07A31F
|
||||||
|
|
||||||
; =============================================================================
|
; =============================================================================
|
||||||
|
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ UpdateZoraPalette:
|
|||||||
REP #$30 ; change 16 bit mode
|
REP #$30 ; change 16 bit mode
|
||||||
LDX #$001E
|
LDX #$001E
|
||||||
|
|
||||||
.loop
|
.loop
|
||||||
LDA.l zora_palette, X : STA $7EC6E0, X
|
LDA.l zora_palette, X : STA $7EC6E0, X
|
||||||
DEX : DEX : BPL .loop
|
DEX : DEX : BPL .loop
|
||||||
|
|
||||||
@@ -51,9 +51,13 @@ org $0998FC
|
|||||||
|
|
||||||
; =============================================================================
|
; =============================================================================
|
||||||
|
|
||||||
|
; Replaces Bombos medallion
|
||||||
org $07A569
|
org $07A569
|
||||||
LinkItem_ZoraMask:
|
LinkItem_ZoraMask:
|
||||||
{
|
{
|
||||||
|
; No removing the mask whilst diving.
|
||||||
|
LDA $0AAB : BNE .return
|
||||||
|
|
||||||
; Check for R button held
|
; Check for R button held
|
||||||
%CheckNewR_ButtonPress() : BEQ .return
|
%CheckNewR_ButtonPress() : BEQ .return
|
||||||
|
|
||||||
@@ -75,26 +79,17 @@ LinkItem_ZoraMask:
|
|||||||
CLC
|
CLC
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
print pc, " ==> LinkItem_ZoraMask ", pc
|
||||||
|
|
||||||
|
warnpc $07A5CE
|
||||||
|
|
||||||
; =============================================================================
|
; =============================================================================
|
||||||
|
|
||||||
; End of LinkState_Swimming
|
; End of LinkState_Swimming
|
||||||
org $079781
|
org $079781
|
||||||
JSR LinkState_UsingZoraMask
|
JSR LinkState_UsingZoraMask
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
; End of LinkState_Default
|
|
||||||
org $0782D2
|
|
||||||
JSR LinkState_UsingZoraMask_dungeon_resurface
|
|
||||||
JSR $E8F0
|
|
||||||
CLC
|
|
||||||
RTS
|
|
||||||
|
|
||||||
; C2C3
|
|
||||||
org $07C307
|
|
||||||
JSR LinkState_UsingZoraMask_dungeon_stairs
|
|
||||||
RTS
|
|
||||||
|
|
||||||
; =============================================================================
|
; =============================================================================
|
||||||
|
|
||||||
pullpc ; Bank07 Free Space from Deku Mask
|
pullpc ; Bank07 Free Space from Deku Mask
|
||||||
@@ -109,10 +104,9 @@ LinkState_UsingZoraMask:
|
|||||||
.normal
|
.normal
|
||||||
; Return to normal state
|
; Return to normal state
|
||||||
STZ $55
|
STZ $55
|
||||||
|
STZ $5E ; Reset speed to normal
|
||||||
STZ $037B
|
STZ $037B
|
||||||
STZ $0351
|
STZ $0351
|
||||||
LDA #$00 : STA $5E ; Reset speed to normal
|
|
||||||
STA $037B
|
|
||||||
JMP .return
|
JMP .return
|
||||||
|
|
||||||
.swimming
|
.swimming
|
||||||
@@ -189,7 +183,7 @@ LinkState_UsingZoraMask:
|
|||||||
LDA #$08
|
LDA #$08
|
||||||
STA $5E ; Set the player speed
|
STA $5E ; Set the player speed
|
||||||
|
|
||||||
STZ $0345
|
STZ $0345 ; Reset deep water flag
|
||||||
|
|
||||||
LDA #$01
|
LDA #$01
|
||||||
STA $0AAB ; Set the player underwater flag
|
STA $0AAB ; Set the player underwater flag
|
||||||
@@ -200,6 +194,19 @@ LinkState_UsingZoraMask:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pushpc
|
||||||
|
|
||||||
|
; End of LinkState_Default
|
||||||
|
org $0782D2
|
||||||
|
JSR LinkState_UsingZoraMask_dungeon_resurface
|
||||||
|
JSR $E8F0
|
||||||
|
CLC
|
||||||
|
RTS
|
||||||
|
|
||||||
|
warnpc $078364
|
||||||
|
|
||||||
|
pullpc
|
||||||
|
|
||||||
.dungeon_resurface
|
.dungeon_resurface
|
||||||
{
|
{
|
||||||
LDA $1B : BEQ .return_default ; We are in overworld actually
|
LDA $1B : BEQ .return_default ; We are in overworld actually
|
||||||
@@ -214,7 +221,7 @@ LinkState_UsingZoraMask:
|
|||||||
; Check if the ground level is safe
|
; Check if the ground level is safe
|
||||||
; Otherwise, eject the player back to the surface
|
; Otherwise, eject the player back to the surface
|
||||||
LDA $0114 : BNE .remove_dive : CLC
|
LDA $0114 : BNE .remove_dive : CLC
|
||||||
CMP.b #$09 : BEQ .remove_dive
|
; CMP.b #$09 : BEQ .remove_dive
|
||||||
|
|
||||||
; Check the Y button and clear state if activated
|
; Check the Y button and clear state if activated
|
||||||
JSR Link_CheckNewY_ButtonPress : BCC .return_default
|
JSR Link_CheckNewY_ButtonPress : BCC .return_default
|
||||||
@@ -244,6 +251,14 @@ LinkState_UsingZoraMask:
|
|||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pushpc
|
||||||
|
|
||||||
|
; C2C3
|
||||||
|
org $07C307
|
||||||
|
JSR LinkState_UsingZoraMask_dungeon_stairs
|
||||||
|
RTS
|
||||||
|
|
||||||
|
pullpc
|
||||||
|
|
||||||
.dungeon_stairs
|
.dungeon_stairs
|
||||||
{
|
{
|
||||||
@@ -257,19 +272,21 @@ LinkState_UsingZoraMask:
|
|||||||
}
|
}
|
||||||
print "==> LinkState_UsingZoraMask ", pc
|
print "==> LinkState_UsingZoraMask ", pc
|
||||||
|
|
||||||
|
; =============================================================================
|
||||||
|
|
||||||
; TODO: Make this so it does not cancel if $0202 is still the same mask
|
; TODO: Make this so it does not cancel if $0202 is still the same mask
|
||||||
; corresponding to the form the player is in.
|
; corresponding to the form the player is in.
|
||||||
; Also, prevent this from canceling minish form.
|
; Also, prevent this from canceling minish form.
|
||||||
LinkState_ResetMaskAnimated:
|
LinkState_ResetMaskAnimated:
|
||||||
{
|
{
|
||||||
LDA $02B2 : BEQ .no_mask
|
LDA $02B2 : BEQ .no_mask
|
||||||
CMP #$05 : BEQ .no_mask
|
CMP.b #$05 : BEQ .no_mask
|
||||||
CMP #$01 : BNE .transform
|
CMP.b #$06 : BEQ .gbc_form
|
||||||
|
CMP.b #$02 : BEQ .no_mask
|
||||||
|
CMP #$01 : BNE .transform
|
||||||
|
|
||||||
; Restore the sword, shield, and bow override
|
; Restore the sword, shield, and bow override
|
||||||
LDA $0AA5 : STA.l $7EF359
|
|
||||||
LDA $0AAF : STA.l $7EF35A
|
LDA $0AAF : STA.l $7EF35A
|
||||||
LDA #$00 : STA $7E03FC
|
|
||||||
|
|
||||||
.transform
|
.transform
|
||||||
LDY.b #$04 : LDA.b #$23
|
LDY.b #$04 : LDA.b #$23
|
||||||
@@ -280,6 +297,7 @@ LinkState_ResetMaskAnimated:
|
|||||||
JSL Palette_ArmorAndGloves
|
JSL Palette_ArmorAndGloves
|
||||||
LDA #$10 : STA $BC
|
LDA #$10 : STA $BC
|
||||||
.no_mask
|
.no_mask
|
||||||
|
.gbc_form
|
||||||
RTL
|
RTL
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -49,10 +49,7 @@ org $2E8000
|
|||||||
|
|
||||||
HUD_Update:
|
HUD_Update:
|
||||||
{
|
{
|
||||||
; JSL LinkState_GameboyForm
|
|
||||||
|
|
||||||
JSR HUD_UpdateItemBox
|
JSR HUD_UpdateItemBox
|
||||||
|
|
||||||
.ignoreItemBox ; ALTERNATE ENTRY POINT
|
.ignoreItemBox ; ALTERNATE ENTRY POINT
|
||||||
|
|
||||||
SEP #$30
|
SEP #$30
|
||||||
@@ -122,11 +119,10 @@ HUD_Update:
|
|||||||
LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
|
LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
|
||||||
|
|
||||||
; these four writes draw the magic power bar based on how much MP you have
|
; these four writes draw the magic power bar based on how much MP you have
|
||||||
LDA.l (MagicTilemap)+0, X : STA $7EC76A
|
LDA.l (MagicTilemap)+0, X : STA $7EC76C
|
||||||
LDA.l (MagicTilemap)+2, X : STA $7EC76C
|
LDA.l (MagicTilemap)+2, X : STA $7EC76E
|
||||||
LDA.l (MagicTilemap)+4, X : STA $7EC76E
|
LDA.l (MagicTilemap)+4, X : STA $7EC770
|
||||||
LDA.l (MagicTilemap)+6, X : STA $7EC770
|
LDA.l (MagicTilemap)+6, X : STA $7EC772
|
||||||
LDA.l (MagicTilemap)+8, X : STA $7EC772
|
|
||||||
|
|
||||||
; Load how many rupees the player has
|
; Load how many rupees the player has
|
||||||
LDA $7EF362
|
LDA $7EF362
|
||||||
@@ -206,52 +202,31 @@ HUD_Update:
|
|||||||
|
|
||||||
; =============================================================================
|
; =============================================================================
|
||||||
|
|
||||||
Full = $3C5F
|
Full = $3C5F
|
||||||
MostlyFull = $3C4D
|
MostlyFull = $3C4D
|
||||||
KindaFull = $3C4E
|
KindaFull = $3C4E
|
||||||
HalfEmpty = $3C4F
|
HalfEmpty = $3C4F
|
||||||
AlmostEmpty = $3C5E
|
AlmostEmpty = $3C5E
|
||||||
Empty = $3C4C
|
Empty = $3C4C
|
||||||
|
|
||||||
New_MagicTilemap:
|
|
||||||
dw Empty, Empty, Empty, Empty, Empty
|
|
||||||
dw Empty, Empty, Empty, Empty, AlmostEmpty
|
|
||||||
dw Empty, Empty, Empty, Empty, HalfEmpty
|
|
||||||
dw Empty, Empty, Empty, Empty, KindaFull
|
|
||||||
dw Empty, Empty, Empty, Empty, MostlyFull
|
|
||||||
dw Empty, Empty, Empty, HalfEmpty, Full
|
|
||||||
|
|
||||||
MagicTilemap:
|
MagicTilemap:
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
|
dw Empty, Empty, Empty, Empty
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
|
dw Empty, Empty, Empty, AlmostEmpty
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
|
dw Empty, Empty, Empty, HalfEmpty
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4D
|
dw Empty, Empty, Empty, KindaFull
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4E
|
dw Empty, Empty, Empty, MostlyFull
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C5F, $3C5F
|
dw Empty, Empty, AlmostEmpty, Full
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
|
dw Empty, Empty, HalfEmpty, Full
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4D, $3C5F
|
dw Empty, Empty, KindaFull, Full
|
||||||
dw $3C4C, $3C4C, $3C4C, $3C4E, $3C5F
|
dw Empty, Empty, MostlyFull, Full
|
||||||
dw $3C4D, $3C5F, $3C5F, $3C5F, $3C5F
|
dw Empty, AlmostEmpty, Full, Full
|
||||||
dw $3C4E, $3C5F, $3C5F, $3C5F, $3C5F
|
dw Empty, HalfEmpty, Full, Full
|
||||||
dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
|
dw Empty, KindaFull, Full, Full
|
||||||
dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
|
dw Empty, MostlyFull, Full, Full
|
||||||
dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
|
dw AlmostEmpty, Full, Full, Full
|
||||||
; value 0x80 aka 128
|
dw HalfEmpty, Full, Full, Full
|
||||||
|
dw KindaFull, Full, Full, Full
|
||||||
HUD_DrawMagicMeter:
|
dw MostlyFull, Full, Full, Full
|
||||||
{
|
|
||||||
; check player magic (ranges from 0 to 0x7F)
|
|
||||||
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
|
|
||||||
LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
|
|
||||||
|
|
||||||
.draw_magic_meter
|
|
||||||
|
|
||||||
LDA.l (MagicTilemap)+0, X : STA $7EC76A
|
|
||||||
LDA.l (MagicTilemap)+2, X : STA $7EC76C
|
|
||||||
LDA.l (MagicTilemap)+4, X : STA $7EC76E
|
|
||||||
LDA.l (MagicTilemap)+6, X : STA $7EC770
|
|
||||||
LDA.l (MagicTilemap)+8, X : STA $7EC772
|
|
||||||
}
|
|
||||||
|
|
||||||
; ============================================================================
|
; ============================================================================
|
||||||
; *$6FAFD-$6FB90 LOCAL
|
; *$6FAFD-$6FB90 LOCAL
|
||||||
@@ -477,12 +452,11 @@ org $0DF6B1
|
|||||||
|
|
||||||
; Mirror
|
; Mirror
|
||||||
org $0DF7C9
|
org $0DF7C9
|
||||||
dw $20F5, $20F5, $20F5, $20F5 ; No mirror
|
dw $2C62, $2C63, $2C72, $2C73 ; Mirror
|
||||||
dw $2C62, $2C63, $2C72, $2C73 ; Mirror
|
dw $2C62, $2C63, $2C72, $2C73 ; Mirror
|
||||||
|
|
||||||
; Byrna
|
; Byrna
|
||||||
org $0DF7A9
|
org $0DF7A9
|
||||||
dw $20F5, $20F5, $20F5, $20F5 ; No Byrna
|
|
||||||
dw $2CDC, $2CDD, $2CEC, $2CED ; Cane of Byrna
|
dw $2CDC, $2CDD, $2CEC, $2CED ; Cane of Byrna
|
||||||
|
|
||||||
org $0DF731
|
org $0DF731
|
||||||
@@ -517,58 +491,59 @@ org $0DF811
|
|||||||
; =============================================================================
|
; =============================================================================
|
||||||
; $6FE77-$6FFC0
|
; $6FE77-$6FFC0
|
||||||
|
|
||||||
org $0DFE77
|
org $0DFE77
|
||||||
HUD_Tilemap:
|
HUD_Tilemap:
|
||||||
{
|
incbin tilemaps/hud.tilemap
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; {
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
|
; dw $207F, $207F, $207F, $207F
|
||||||
|
|
||||||
; magic bar top part
|
; ; magic bar top part
|
||||||
dw $200B, $200C, $200C, $200C, $200C, $200C
|
; dw $200B, $200C, $200C, $200C, $200C, $200C
|
||||||
; item frame top part
|
; ; item frame top part
|
||||||
dw $206C, $206D, $206E, $206F
|
; dw $206C, $206D, $206E, $206F
|
||||||
|
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F
|
; dw $207F
|
||||||
|
|
||||||
; rupee icon key icon
|
; ; rupee icon key icon
|
||||||
dw $3CA8, $FCA8, $207F, $2071, $207F
|
; dw $3CA8, $FCA8, $207F, $2071, $207F
|
||||||
|
|
||||||
; magic bar
|
; ; magic bar
|
||||||
dw $201B, $344B
|
; dw $201B, $344B
|
||||||
dw $344B, $344B, $344B, $344B
|
; dw $344B, $344B, $344B, $344B
|
||||||
|
|
||||||
; item frame left part
|
; ; item frame left part
|
||||||
dw $20DE, $207F, $207F, $20DF
|
; dw $20DE, $207F, $207F, $20DF
|
||||||
|
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
|
|
||||||
; magic bar bottom part
|
; ; magic bar bottom part
|
||||||
dw $A00B, $A00C
|
; dw $A00B, $A00C
|
||||||
dw $A00C, $A00C, $A00C, $A00C
|
; dw $A00C, $A00C, $A00C, $A00C
|
||||||
|
|
||||||
; item frame right part
|
; ; item frame right part
|
||||||
dw $20EE, $207F, $207F, $20EF
|
; dw $20EE, $207F, $207F, $20EF
|
||||||
|
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F
|
||||||
|
|
||||||
; item frame bottom part
|
; ; item frame bottom part
|
||||||
dw $207C, $207D, $207E, $201D
|
; dw $207C, $207D, $207E, $201D
|
||||||
|
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||||
dw $207F
|
; dw $207F
|
||||||
}
|
; }
|
||||||
|
|
||||||
; ==============================================================================
|
; ==============================================================================
|
||||||
|
|
||||||
@@ -661,4 +636,4 @@ FloorIndicator:
|
|||||||
SEP #$30
|
SEP #$30
|
||||||
|
|
||||||
RTL
|
RTL
|
||||||
}
|
}
|
||||||
@@ -5,61 +5,61 @@
|
|||||||
Menu_ItemIndex:
|
Menu_ItemIndex:
|
||||||
db $00
|
db $00
|
||||||
; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
|
; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
|
||||||
db $03, $02, $0E, $01, $0A, $0B
|
db $03, $02, $0E, $01, $0A, $0B
|
||||||
; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
|
; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
|
||||||
db $04, $09, $05, $06, $14, $0B
|
db $04, $09, $05, $06, $14, $0B
|
||||||
; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
|
; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
|
||||||
db $08, $0C, $12, $0D, $07, $0B
|
db $08, $0C, $12, $0D, $07, $0B
|
||||||
; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
|
; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
|
||||||
db $11, $0F, $08, $10, $13, $0B
|
db $11, $0F, $08, $10, $13, $0B
|
||||||
|
|
||||||
; -----------------------------------------------------------------------------
|
; -----------------------------------------------------------------------------
|
||||||
; Decides which graphics is drawn
|
; Decides which graphics is drawn
|
||||||
Menu_AddressIndex:
|
Menu_AddressIndex:
|
||||||
db $7EF340 ; bow
|
db $7EF340 ; Bow
|
||||||
db $7EF341 ; boom
|
db $7EF341 ; Boomerang
|
||||||
db $7EF342 ; hookshot
|
db $7EF342 ; Hookshot
|
||||||
db $7EF343 ; bombs
|
db $7EF343 ; Bombs
|
||||||
db $7EF344 ; powder
|
db $7EF344 ; Powder
|
||||||
db $7EF35C ; bottle1
|
db $7EF35C ; Bottle 1
|
||||||
|
|
||||||
db $7EF34B ; hammer
|
db $7EF34B ; Hammer
|
||||||
db $7EF34A ; lamp
|
db $7EF34A ; Lamp
|
||||||
db $7EF345 ; firerod
|
db $7EF345 ; Fire Rod
|
||||||
db $7EF346 ; icerod
|
db $7EF346 ; Ice Rod
|
||||||
db $7EF353 ; mirror
|
db $7EF353 ; Magic Mirror
|
||||||
db $7EF35D ; bottle2
|
db $7EF35D ; Bottle 2
|
||||||
|
|
||||||
db $7EF34C ; shovel 7EF34F
|
db $7EF34C ; shovel 7EF34F
|
||||||
db $7EF34E ; book
|
db $7EF34E ; Book
|
||||||
db $7EF350 ; somaria
|
db $7EF350 ; Cane of Somaria
|
||||||
db $7EF351 ; byrna
|
db $7EF351 ; Cane of Byrna
|
||||||
db $7EF34D ; feather
|
db $7EF34D ; Roc's Feather
|
||||||
db $7EF35E ; bottle3
|
db $7EF35E ; Bottle 3
|
||||||
|
|
||||||
db $7EF348 ; deku mask
|
db $7EF349 ; Deku Mask
|
||||||
db $7EF347 ; Zora Mask
|
db $7EF347 ; Zora Mask
|
||||||
db $7EF349 ; Bunny Hood
|
db $7EF358 ; Wolf Mask
|
||||||
db $7EF34C ; ocarina
|
db $7EF348 ; Bunny Hood
|
||||||
db $7EF352 ; stone mask
|
db $7EF352 ; Stone Mask
|
||||||
db $7EF35F ; bottle4
|
db $7EF35F ; Bottle #4
|
||||||
|
|
||||||
; -----------------------------------------------------------------------------
|
; -----------------------------------------------------------------------------
|
||||||
|
|
||||||
Menu_ItemCursorPositions:
|
Menu_ItemCursorPositions:
|
||||||
dw menu_offset(6,2) ; bow
|
dw menu_offset(6,2) ; bow
|
||||||
dw menu_offset(6,5) ; boom
|
dw menu_offset(6,5) ; boom
|
||||||
dw menu_offset(6,8) ; hookshot
|
dw menu_offset(6,8) ; hookshot
|
||||||
dw menu_offset(6,12) ; bombs
|
dw menu_offset(6,12) ; bombs
|
||||||
dw menu_offset(6,15) ; deku mask
|
dw menu_offset(6,15) ; deku mask
|
||||||
dw menu_offset(6,18) ; bottle1
|
dw menu_offset(6,18) ; bottle1
|
||||||
|
|
||||||
dw menu_offset(9,2) ; hammer
|
dw menu_offset(9,2) ; hammer
|
||||||
dw menu_offset(9,5) ; lamp
|
dw menu_offset(9,5) ; lamp
|
||||||
dw menu_offset(9,8) ; firerod
|
dw menu_offset(9,8) ; firerod
|
||||||
dw menu_offset(9,12) ; icerod
|
dw menu_offset(9,12) ; icerod
|
||||||
dw menu_offset(9,15) ; goron
|
dw menu_offset(9,15) ; goron
|
||||||
dw menu_offset(9,18) ; bottle2
|
dw menu_offset(9,18) ; bottle2
|
||||||
|
|
||||||
dw menu_offset(12,2) ; shovel
|
dw menu_offset(12,2) ; shovel
|
||||||
dw menu_offset(12,5) ; feather
|
dw menu_offset(12,5) ; feather
|
||||||
@@ -80,14 +80,14 @@ Menu_ItemCursorPositions:
|
|||||||
|
|
||||||
Menu_FindNextItem:
|
Menu_FindNextItem:
|
||||||
{
|
{
|
||||||
LDY.w $0202 : INY
|
LDY.w $0202 : INY
|
||||||
CPY.b #$19 : BCC .no_reset
|
CPY.b #$19 : BCC .no_reset
|
||||||
LDY.b #$01
|
LDY.b #$01
|
||||||
.no_reset
|
.no_reset
|
||||||
STY.w $0202
|
STY.w $0202
|
||||||
LDX.w Menu_AddressIndex-1, Y
|
LDX.w Menu_AddressIndex-1, Y
|
||||||
LDA.l $7EF300, X
|
LDA.l $7EF300, X
|
||||||
BEQ Menu_FindNextItem
|
BEQ Menu_FindNextItem
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -95,13 +95,13 @@ Menu_FindNextItem:
|
|||||||
|
|
||||||
Menu_FindPrevItem:
|
Menu_FindPrevItem:
|
||||||
{
|
{
|
||||||
LDY.w $0202 : DEY : BNE .no_reset
|
LDY.w $0202 : DEY : BNE .no_reset
|
||||||
LDY.b #$18
|
LDY.b #$18
|
||||||
.no_reset
|
.no_reset
|
||||||
STY.w $0202
|
STY.w $0202
|
||||||
LDX.w Menu_AddressIndex-1, Y
|
LDX.w Menu_AddressIndex-1, Y
|
||||||
LDA.l $7EF300, X
|
LDA.l $7EF300, X
|
||||||
BEQ Menu_FindPrevItem
|
BEQ Menu_FindPrevItem
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -109,14 +109,14 @@ Menu_FindPrevItem:
|
|||||||
|
|
||||||
Menu_FindNextDownItem:
|
Menu_FindNextDownItem:
|
||||||
{
|
{
|
||||||
LDA.w $0202 : CLC : ADC.b #$06
|
LDA.w $0202 : CLC : ADC.b #$06
|
||||||
CMP.b #$19 : BCC .no_reset
|
CMP.b #$19 : BCC .no_reset
|
||||||
SBC.b #$18
|
SBC.b #$18
|
||||||
.no_reset
|
.no_reset
|
||||||
TAY : STY.w $0202
|
TAY : STY.w $0202
|
||||||
LDX.w Menu_AddressIndex-1, Y
|
LDX.w Menu_AddressIndex-1, Y
|
||||||
LDA.l $7EF300, X
|
LDA.l $7EF300, X
|
||||||
BEQ Menu_FindNextItem
|
BEQ Menu_FindNextItem
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -124,14 +124,14 @@ Menu_FindNextDownItem:
|
|||||||
|
|
||||||
Menu_FindNextUpItem:
|
Menu_FindNextUpItem:
|
||||||
{
|
{
|
||||||
LDA.w $0202 : SEC : SBC.b #$06
|
LDA.w $0202 : SEC : SBC.b #$06
|
||||||
BPL .no_reset : BNE .no_reset
|
BPL .no_reset : BNE .no_reset
|
||||||
CLC : ADC.b #$18
|
CLC : ADC.b #$18
|
||||||
.no_reset
|
.no_reset
|
||||||
TAY : STY.w $0202
|
TAY : STY.w $0202
|
||||||
LDX.w Menu_AddressIndex-1, Y
|
LDX.w Menu_AddressIndex-1, Y
|
||||||
LDA.l $7EF300, X
|
LDA.l $7EF300, X
|
||||||
BEQ Menu_FindNextItem
|
BEQ Menu_FindNextItem
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -140,20 +140,20 @@ Menu_FindNextUpItem:
|
|||||||
|
|
||||||
Menu_DeleteCursor:
|
Menu_DeleteCursor:
|
||||||
{
|
{
|
||||||
REP #$30
|
REP #$30
|
||||||
LDX.w Menu_ItemCursorPositions-2, Y
|
LDX.w Menu_ItemCursorPositions-2, Y
|
||||||
|
|
||||||
LDA.w #$20F5
|
LDA.w #$20F5
|
||||||
STA.w $1108, X
|
STA.w $1108, X
|
||||||
STA.w $1148, X
|
STA.w $1148, X
|
||||||
STA.w $114E, X
|
STA.w $114E, X
|
||||||
STA.w $110E, X
|
STA.w $110E, X
|
||||||
STA.w $11C8, X
|
STA.w $11C8, X
|
||||||
STA.w $1188, X
|
STA.w $1188, X
|
||||||
STA.w $118E, X
|
STA.w $118E, X
|
||||||
STA.w $11CE, X
|
STA.w $11CE, X
|
||||||
SEP #$30
|
SEP #$30
|
||||||
STZ $0207
|
STZ $0207
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -161,24 +161,157 @@ Menu_DeleteCursor:
|
|||||||
|
|
||||||
Menu_InitItemScreen:
|
Menu_InitItemScreen:
|
||||||
{
|
{
|
||||||
SEP #$30
|
SEP #$30
|
||||||
LDY.w $0202 : BNE .all_good
|
LDY.w $0202 : BNE .all_good
|
||||||
|
|
||||||
.loop
|
.loop
|
||||||
INY : CPY.b #$25 : BCS .bad
|
INY : CPY.b #$25 : BCS .bad
|
||||||
LDX.w Menu_AddressIndex-1, Y
|
LDX.w Menu_AddressIndex-1, Y
|
||||||
LDA.l $7EF300, X
|
LDA.l $7EF300, X
|
||||||
BEQ .loop
|
BEQ .loop
|
||||||
|
|
||||||
STY.w $0202
|
STY.w $0202
|
||||||
BRA .all_good
|
BRA .all_good
|
||||||
|
|
||||||
.bad
|
.bad
|
||||||
STZ.w $0202
|
STZ.w $0202
|
||||||
|
|
||||||
.all_good
|
.all_good
|
||||||
STZ $0207
|
STZ $0207
|
||||||
LDA.b #$04
|
LDA.b #$04
|
||||||
STA.w $0200
|
STA.w $0200
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
|
; -----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
Menu_AddressLong:
|
||||||
|
dl $7EF340 ; Bow
|
||||||
|
dl $7EF341 ; Boomerang
|
||||||
|
dl $7EF342 ; Hookshot
|
||||||
|
dl $7EF343 ; Bombs
|
||||||
|
dl $7EF344 ; Powder
|
||||||
|
dl $7EF35C ; Bottle 1
|
||||||
|
|
||||||
|
dl $7EF34B ; Hammer
|
||||||
|
dl $7EF34A ; Lamp
|
||||||
|
dl $7EF345 ; Fire Rod
|
||||||
|
dl $7EF346 ; Ice Rod
|
||||||
|
dl $7EF353 ; Magic Mirror
|
||||||
|
dl $7EF35D ; Bottle 2
|
||||||
|
|
||||||
|
dl $7EF34C ; shovel 7EF34F
|
||||||
|
dl $7EF34E ; Book
|
||||||
|
dl $7EF350 ; Cane of Somaria
|
||||||
|
dl $7EF351 ; Cane of Byrna
|
||||||
|
dl $7EF34D ; Roc's Feather
|
||||||
|
dl $7EF35E ; Bottle 3
|
||||||
|
|
||||||
|
dl $7EF349 ; Deku Mask
|
||||||
|
dl $7EF347 ; Zora Mask
|
||||||
|
dl $7EF358 ; Wolf Mask
|
||||||
|
dl $7EF348 ; Bunny Hood
|
||||||
|
dl $7EF352 ; Stone Mask
|
||||||
|
dl $7EF35F ; Bottle #4
|
||||||
|
|
||||||
|
GotoNextItem_Override:
|
||||||
|
{
|
||||||
|
; Load our currently equipped item, and move to the next one
|
||||||
|
; If we reach our limit (21), set it back to the bow and arrow slot.
|
||||||
|
LDA $0202 : INC A : CMP.b #$18 : BCC .dontReset
|
||||||
|
|
||||||
|
LDA.b #$01
|
||||||
|
|
||||||
|
.dontReset
|
||||||
|
|
||||||
|
; Otherwise try to equip the item in the next slot
|
||||||
|
STA $0202
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
DoWeHaveThisItem_Override:
|
||||||
|
{
|
||||||
|
LDY $0202
|
||||||
|
LDX.w Menu_AddressIndex-1, Y
|
||||||
|
LDA.l $7EF300, X
|
||||||
|
BNE .have_this_item
|
||||||
|
CLC
|
||||||
|
RTL
|
||||||
|
.have_this_item
|
||||||
|
SEC
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
TryEquipNextItem_Override:
|
||||||
|
{
|
||||||
|
.keep_looking
|
||||||
|
JSL GotoNextItem_Override
|
||||||
|
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
SearchForEquippedItem_Override:
|
||||||
|
{
|
||||||
|
SEP #$30
|
||||||
|
|
||||||
|
STY.w $0202
|
||||||
|
LDX.w Menu_AddressIndex-1, Y
|
||||||
|
LDA.l $7EF300, X
|
||||||
|
|
||||||
|
CMP.b #$00 : BNE .equippableItemAvailable
|
||||||
|
|
||||||
|
; In this case we have no equippable items
|
||||||
|
STZ $0202
|
||||||
|
STZ $0203
|
||||||
|
STZ $0204
|
||||||
|
|
||||||
|
.weHaveThatItem
|
||||||
|
|
||||||
|
RTL
|
||||||
|
|
||||||
|
.equippableItemAvailable
|
||||||
|
|
||||||
|
; Is there an item currently equipped (in the HUD slot)?
|
||||||
|
LDA $0202
|
||||||
|
BNE .alreadyEquipped
|
||||||
|
|
||||||
|
; If not, set the equipped item to the Bow and Arrow (even if we don't actually have it)
|
||||||
|
LDA.b #$01
|
||||||
|
STA $0202
|
||||||
|
|
||||||
|
.alreadyEquipped
|
||||||
|
|
||||||
|
; Checks to see if we actually have that item
|
||||||
|
; We're done if we have that item
|
||||||
|
JSR DoWeHaveThisItem_Override
|
||||||
|
BCS .weHaveThatItem
|
||||||
|
|
||||||
|
JMP TryEquipNextItem_Override
|
||||||
|
}
|
||||||
|
|
||||||
|
; -----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
pushpc
|
||||||
|
|
||||||
|
org $0DDEB0
|
||||||
|
DoWeHaveThisItem:
|
||||||
|
{
|
||||||
|
JSL DoWeHaveThisItem_Override
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
org $0DDEE2
|
||||||
|
TryEquipNextItem:
|
||||||
|
JSL TryEquipNextItem_Override
|
||||||
|
RTS
|
||||||
|
|
||||||
|
org $0DE399
|
||||||
|
SearchForEquippedItem:
|
||||||
|
{
|
||||||
|
JSL SearchForEquippedItem_Override
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
warnpc $0DE3C7
|
||||||
|
|
||||||
|
pullpc
|
||||||
BIN
Menu/tilemaps/hud.tilemap
Normal file
BIN
Menu/tilemaps/hud.tilemap
Normal file
Binary file not shown.
@@ -19,29 +19,31 @@
|
|||||||
; 25 - N/A
|
; 25 - N/A
|
||||||
; 26 - N/A
|
; 26 - N/A
|
||||||
; 27 - N/A
|
; 27 - N/A
|
||||||
; 28 - Spike Subtype
|
; 28 - ZS Reserved
|
||||||
; 29 - New Sprite Jump Table
|
; 29 - ZSprite Jump Table
|
||||||
; 2A - Jump Feather
|
; 2A - Custom Sprites: Farore, Kydrog, Maku Tree, Mask Salesman
|
||||||
; 2B - Book of Secrets
|
; Deku Scrub, Anti Kirby, Village Dog, Minecart
|
||||||
; 2C - N/A
|
; Impa, Bug Net Kid
|
||||||
|
; 2B - Custom Items: Feather, Book, Sword Collect
|
||||||
|
; 2C - Dungeon Objects, Spike Subtype
|
||||||
; 2D - Menu
|
; 2D - Menu
|
||||||
; 2E - HUD
|
; 2E - HUD
|
||||||
; 2F - House Tag
|
; 2F - House Tag
|
||||||
; 30 - Custom Sprites and New Functions
|
; 30 -
|
||||||
; 31 - Deku Link Code
|
; 31 - Deku Link Code
|
||||||
; 32 - None
|
; 32 - Entrance Music Fix
|
||||||
; 33 - None
|
; 33 - Together Warp Tag
|
||||||
; 34 - Zora Link Code
|
; 34 - N/A
|
||||||
; 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 - Minish Link GFX
|
; 39 - Minish Link GFX
|
||||||
; 3A - StartupMasks, Palette_ArmorAndGloves, CgramAuxToMain
|
; 3A - StartupMasks, Palette_ArmorAndGloves, CgramAuxToMain
|
||||||
; 3B - N/A
|
; 3B - GBC Link GFX
|
||||||
; 3C - N/A
|
; 3C - N/A
|
||||||
; 3D - N/A
|
; 3D - N/A
|
||||||
; 3F - Boat GFX
|
; 3F - Load Custom GFX, Boat GFX
|
||||||
;
|
;
|
||||||
; Used Free RAM:
|
; Used Free RAM:
|
||||||
; $B6 - Cutscene State
|
; $B6 - Cutscene State
|
||||||
@@ -70,6 +72,12 @@ namespace Oracle
|
|||||||
incsrc "Overworld/master_sword.asm"
|
incsrc "Overworld/master_sword.asm"
|
||||||
print "End of master_sword.asm ", pc
|
print "End of master_sword.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Overworld/custom_gfx.asm"
|
||||||
|
print "End of custom_gfx.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Overworld/maku_tree.asm"
|
||||||
|
print "End of Overworld/maku_tree.asm ", pc
|
||||||
|
|
||||||
print ""
|
print ""
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
; ---------------------------------------------------------
|
||||||
@@ -109,9 +117,6 @@ namespace Oracle
|
|||||||
; ---------------------------------------------------------
|
; ---------------------------------------------------------
|
||||||
; Music
|
; Music
|
||||||
|
|
||||||
; incsrc "Music/stone_tower_temple.asm"
|
|
||||||
; print "End of stone_tower_temple.asm ", pc
|
|
||||||
|
|
||||||
incsrc "Music/frozen_hyrule.asm"
|
incsrc "Music/frozen_hyrule.asm"
|
||||||
print "End of Music/frozen_hyrule.asm ", pc
|
print "End of Music/frozen_hyrule.asm ", pc
|
||||||
|
|
||||||
@@ -123,9 +128,6 @@ namespace Oracle
|
|||||||
|
|
||||||
incsrc "Music/entrance_music_fix.asm"
|
incsrc "Music/entrance_music_fix.asm"
|
||||||
|
|
||||||
; incsrc "Music/boss_theme.asm"
|
|
||||||
; print "End of Music/boss_theme.asm ", pc
|
|
||||||
|
|
||||||
print ""
|
print ""
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
; ---------------------------------------------------------
|
||||||
@@ -145,20 +147,6 @@ namespace Oracle
|
|||||||
|
|
||||||
print ""
|
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 ""
|
|
||||||
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
; ---------------------------------------------------------
|
||||||
; Sprites
|
; Sprites
|
||||||
@@ -166,7 +154,7 @@ namespace Oracle
|
|||||||
print " -- Sprites -- "
|
print " -- Sprites -- "
|
||||||
print ""
|
print ""
|
||||||
|
|
||||||
incsrc "Sprites/sprites.asm"
|
incsrc "Sprites/all_sprites.asm"
|
||||||
|
|
||||||
print ""
|
print ""
|
||||||
|
|
||||||
@@ -186,24 +174,7 @@ namespace Oracle
|
|||||||
print " -- Items -- "
|
print " -- Items -- "
|
||||||
print ""
|
print ""
|
||||||
|
|
||||||
incsrc "Items/bottle_net.asm"
|
incsrc "Items/all_items.asm"
|
||||||
print "End of Items/bottle_net.asm ", pc
|
|
||||||
|
|
||||||
incsrc "Items/ocarina.asm"
|
|
||||||
print "End of Items/ocarina.asm ", pc
|
|
||||||
|
|
||||||
incsrc "Items/jump_feather.asm"
|
|
||||||
print "End of Items/jump_feather.asm ", pc
|
|
||||||
|
|
||||||
incsrc "Items/ice_rod.asm"
|
|
||||||
print "End of Items/ice_rod.asm ", pc
|
|
||||||
|
|
||||||
incsrc "Items/book_of_secrets.asm"
|
|
||||||
print "End of Items/book_of_secrets.asm ", pc
|
|
||||||
|
|
||||||
incsrc "Items/sword_collect.asm"
|
|
||||||
print "End of Items/sword_collect.asm ", pc
|
|
||||||
|
|
||||||
|
|
||||||
print ""
|
print ""
|
||||||
|
|
||||||
|
|||||||
@@ -48,7 +48,7 @@ ApplyGraphics1:
|
|||||||
RTS
|
RTS
|
||||||
|
|
||||||
BoatBitmap:
|
BoatBitmap:
|
||||||
incbin boat.bin
|
incbin gfx/boat.bin
|
||||||
}
|
}
|
||||||
|
|
||||||
; ==============================================================================
|
; ==============================================================================
|
||||||
@@ -6,10 +6,10 @@ org $0EDE29
|
|||||||
dw $01EF, $01E4, $00AD, $00B9
|
dw $01EF, $01E4, $00AD, $00B9
|
||||||
|
|
||||||
; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
|
; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
|
||||||
dw $002A, $0000, $000F, $0081
|
dw $002A, $002D, $000F, $0081
|
||||||
|
|
||||||
; Direction Link will face when he enters the special area
|
; Direction Link will face when he enters the special area
|
||||||
dw $0008, $0008, $0008, $0008
|
dw $0008, $0002, $0008, $0008
|
||||||
|
|
||||||
; Exit value for the special area. In Hyrule Magic these are those White markers.
|
; Exit value for the special area. In Hyrule Magic these are those White markers.
|
||||||
dw $0180, $0181, $0182, $0189
|
dw $0180, $0181, $0182, $0189
|
||||||
@@ -189,7 +189,11 @@ Sprite_VillageDog_Main:
|
|||||||
Dog_WagTailLeft:
|
Dog_WagTailLeft:
|
||||||
{
|
{
|
||||||
%PlayAnimation(0,1, 8)
|
%PlayAnimation(0,1, 8)
|
||||||
|
LDA $02B2 : CMP.b #$05 : BNE .not_minish
|
||||||
|
%ShowSolicitedMessage($18) : JMP .continue
|
||||||
|
.not_minish
|
||||||
%ShowSolicitedMessage($1B)
|
%ShowSolicitedMessage($1B)
|
||||||
|
.continue
|
||||||
LDA.w SprTimerD, X : BNE +
|
LDA.w SprTimerD, X : BNE +
|
||||||
%GotoAction(0)
|
%GotoAction(0)
|
||||||
+
|
+
|
||||||
@@ -200,7 +204,11 @@ Sprite_VillageDog_Main:
|
|||||||
Dog_WagTailRight:
|
Dog_WagTailRight:
|
||||||
{
|
{
|
||||||
%PlayAnimation(11,12,8)
|
%PlayAnimation(11,12,8)
|
||||||
|
LDA $02B2 : CMP.b #$05 : BNE .not_minish
|
||||||
|
%ShowSolicitedMessage($18) : JMP .continue
|
||||||
|
.not_minish
|
||||||
%ShowSolicitedMessage($1B)
|
%ShowSolicitedMessage($1B)
|
||||||
|
.continue
|
||||||
LDA.w SprTimerD, X : BNE +
|
LDA.w SprTimerD, X : BNE +
|
||||||
%GotoAction(0)
|
%GotoAction(0)
|
||||||
+
|
+
|
||||||
|
|||||||
@@ -57,6 +57,8 @@ SprXRound = $0D70
|
|||||||
SprCachedX = $0FD8 ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
|
SprCachedX = $0FD8 ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
|
||||||
SprCachedY = $0FDA ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
|
SprCachedY = $0FDA ; This doesn't need to be indexed with X it contains the 16bit position of the sprite
|
||||||
|
|
||||||
|
DungeonMainCheck = $021B ;0x01
|
||||||
|
SpriteRanCheck = $8E ;0x01
|
||||||
|
|
||||||
|
|
||||||
org $09AE64
|
org $09AE64
|
||||||
|
|||||||
@@ -3,39 +3,38 @@
|
|||||||
;=================================================================
|
;=================================================================
|
||||||
Sprite_CheckActive:
|
Sprite_CheckActive:
|
||||||
{
|
{
|
||||||
; Deactivates the sprite in certain situations
|
; Deactivates the sprite in certain situations
|
||||||
|
LDA $0DD0, X : CMP.b #$09 : BNE .inactive
|
||||||
|
|
||||||
|
LDA $0FC1 : BNE .inactive
|
||||||
|
|
||||||
|
LDA $11 : BNE .inactive
|
||||||
|
|
||||||
|
LDA $0CAA, X : BMI .active
|
||||||
|
|
||||||
|
LDA $0F00, X : BEQ .active
|
||||||
|
|
||||||
LDA $0DD0, X : CMP.b #$09 : BNE .inactive
|
.inactive
|
||||||
|
CLC
|
||||||
LDA $0FC1 : BNE .inactive
|
RTL
|
||||||
|
|
||||||
LDA $11 : BNE .inactive
|
.active
|
||||||
|
SEC
|
||||||
LDA $0CAA, X : BMI .active
|
RTL
|
||||||
|
|
||||||
LDA $0F00, X : BEQ .active
|
|
||||||
|
|
||||||
.inactive
|
|
||||||
CLC
|
|
||||||
RTL
|
|
||||||
|
|
||||||
.active
|
|
||||||
SEC
|
|
||||||
RTL
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
; make the sprite move X axis
|
; make the sprite move X axis
|
||||||
;===================================================================================================
|
;==========================================================
|
||||||
Sprite_MoveHoriz:
|
Sprite_MoveHoriz:
|
||||||
LDA.w $0D50,X : BEQ .no_velocity
|
LDA.w $0D50, X : BEQ .no_velocity
|
||||||
ASL : ASL : ASL : ASL
|
ASL : ASL : ASL : ASL
|
||||||
CLC : ADC.w $0D70,X : STA.w $0D70,X
|
CLC : ADC.w $0D70,X : STA.w $0D70,X
|
||||||
|
|
||||||
LDY.b #$00
|
LDY.b #$00
|
||||||
LDA.w $0D50,X
|
LDA.w $0D50, X
|
||||||
PHP : LSR : LSR : LSR : LSR : PLP
|
PHP : LSR : LSR : LSR : LSR : PLP
|
||||||
BPL ++
|
BPL ++
|
||||||
|
|
||||||
ORA.b #$F0
|
ORA.b #$F0
|
||||||
DEY
|
DEY
|
||||||
@@ -59,14 +58,14 @@ Sprite_Move:
|
|||||||
; make the sprite move Y axis
|
; make the sprite move Y axis
|
||||||
;===================================================================================================
|
;===================================================================================================
|
||||||
Sprite_MoveVert:
|
Sprite_MoveVert:
|
||||||
LDA.w $0D40,X : BEQ .no_velocity
|
LDA.w $0D40, X : BEQ .no_velocity
|
||||||
ASL : ASL : ASL : ASL
|
ASL : ASL : ASL : ASL
|
||||||
CLC : ADC.w $0D60,X : STA.w $0D60,X
|
CLC : ADC.w $0D60,X : STA.w $0D60,X
|
||||||
|
|
||||||
LDY.b #$00
|
LDY.b #$00
|
||||||
LDA.w $0D40,X
|
LDA.w $0D40, X
|
||||||
PHP : LSR : LSR : LSR : LSR : PLP
|
PHP : LSR : LSR : LSR : LSR : PLP
|
||||||
BPL ++
|
BPL ++
|
||||||
|
|
||||||
ORA.b #$F0
|
ORA.b #$F0
|
||||||
DEY
|
DEY
|
||||||
@@ -82,12 +81,12 @@ Sprite_MoveVert:
|
|||||||
;===================================================================================================
|
;===================================================================================================
|
||||||
Sprite_MoveZ:
|
Sprite_MoveZ:
|
||||||
Sprite_MoveAltitude:
|
Sprite_MoveAltitude:
|
||||||
LDA.w $0F80,X : ASL : ASL : ASL : ASL
|
LDA.w $0F80, X : ASL : ASL : ASL : ASL
|
||||||
CLC : ADC.w $0F90,X : STA.w $0F90,X
|
CLC : ADC.w $0F90,X : STA.w $0F90,X
|
||||||
|
|
||||||
LDA.w $0F80,X : PHP
|
LDA.w $0F80, X : PHP
|
||||||
LSR : LSR : LSR : LSR
|
LSR : LSR : LSR : LSR
|
||||||
PLP : BPL .positive
|
PLP : BPL .positive
|
||||||
|
|
||||||
ORA.b #$F0
|
ORA.b #$F0
|
||||||
|
|
||||||
@@ -107,11 +106,11 @@ Sprite_BounceTowardPlayer:
|
|||||||
|
|
||||||
DEC.w $0F80,X : DEC.w $0F80,X
|
DEC.w $0F80,X : DEC.w $0F80,X
|
||||||
|
|
||||||
LDA.w $0F70,X : BPL .aloft
|
LDA.w $0F70, X : BPL .aloft
|
||||||
|
|
||||||
STZ.w $0F70,X
|
STZ.w $0F70, X
|
||||||
|
|
||||||
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
|
LDA.b #$20
|
||||||
@@ -121,7 +120,7 @@ Sprite_BounceTowardPlayer:
|
|||||||
LDA.b #$21 : JSL Sound_SetSfx2PanLong
|
LDA.b #$21 : JSL Sound_SetSfx2PanLong
|
||||||
|
|
||||||
.aloft
|
.aloft
|
||||||
LDA.w $0F70,X : BEQ .dontmove
|
LDA.w $0F70, X : BEQ .dontmove
|
||||||
|
|
||||||
JSL Sprite_Move
|
JSL Sprite_Move
|
||||||
|
|
||||||
@@ -129,41 +128,124 @@ Sprite_BounceTowardPlayer:
|
|||||||
RTL
|
RTL
|
||||||
|
|
||||||
Sprite_BounceFromTileCollision:
|
Sprite_BounceFromTileCollision:
|
||||||
JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
|
JSL Sprite_CheckTileCollision : AND.b #$03 : BEQ ++
|
||||||
LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
|
LDA.w $0D50,X : EOR.b #$FF : INC : STA.w $0D50,X
|
||||||
INC.w $0ED0,X
|
INC.w $0ED0, X
|
||||||
|
|
||||||
++ LDA.w $0E70,X : AND.b #$0C : BEQ ++
|
++ LDA.w $0E70, X : AND.b #$0C : BEQ ++
|
||||||
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
|
||||||
|
|
||||||
; ==============================================================================
|
; ==============================================================================
|
||||||
|
|
||||||
|
Intro_Dungeon_Main:
|
||||||
|
{
|
||||||
|
;test to see if we are at a place where a guardian is present
|
||||||
|
LDA $0E20 : CMP.b #$92 : BNE .notGuardian
|
||||||
|
LDA $0E30 : BEQ .notGuardian
|
||||||
|
|
||||||
|
LDA $1C : AND.b #$FE : STA $1C ;turn off BG2 (Body)
|
||||||
|
|
||||||
|
;free ram used to check if the sprite ran this frame, if 0, it didn't run
|
||||||
|
LDA.b SpriteRanCheck : BEQ .didNotRun
|
||||||
|
LDA $1C : ORA.b #$01 : STA $1C ;turn on BG2 (Body)
|
||||||
|
|
||||||
|
.didNotRun
|
||||||
|
|
||||||
|
STZ.b SpriteRanCheck
|
||||||
|
|
||||||
|
.notGuardian
|
||||||
|
|
||||||
|
REP #$21 : LDA.w DungeonMainCheck : BNE .intro ;<- load that free ram you are using if it's not zero then we're doing intro thing
|
||||||
|
LDA $E2 : RTL ;return to normal intro
|
||||||
|
|
||||||
|
.intro
|
||||||
|
|
||||||
|
PLA ;Pop 2byte from stack
|
||||||
|
;skip all the BGs codes
|
||||||
|
|
||||||
|
SEP #$20
|
||||||
|
PLA ;Pop 1 byte from the stack
|
||||||
|
JSL $07F0AC ; $3F0AC IN ROM. Handle the sprites of pushed blocks.
|
||||||
|
JSL $068328 ;Sprite_Main
|
||||||
|
JSL $0DA18E ;PlayerOam_Main
|
||||||
|
JSL $0DDB75 ;HUD.RefillLogicLong
|
||||||
|
|
||||||
|
JML $0AFD0C ;FloorIndicator ; $57D0C IN ROM. Handles HUD floor indicator
|
||||||
|
}
|
||||||
|
|
||||||
|
;uses $00 as the Y coordinate and $02 as the X
|
||||||
|
MoveCamera:
|
||||||
|
{
|
||||||
|
REP #$20
|
||||||
|
|
||||||
|
;move the camera up or down until a point is reached
|
||||||
|
LDA $E8 : CMP $00 : BEQ .dontMoveY ;if equals that point, dont move y
|
||||||
|
|
||||||
|
BCS .CameraBelowPointY
|
||||||
|
;CameraAbovePoint
|
||||||
|
ADC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera down by 1
|
||||||
|
BRA .dontMoveY
|
||||||
|
|
||||||
|
.CameraBelowPointY
|
||||||
|
SEC : SBC.w #$0001 : STA $E8 : STA $E6 : STA $0122 : STA $0124 ;move the camera up by 1
|
||||||
|
|
||||||
|
.dontMoveY
|
||||||
|
|
||||||
|
;move the camera right or left until a point is reached
|
||||||
|
LDA $E2 : CMP.w $02 : BEQ .dontMoveX ;if equals that point, dont move x
|
||||||
|
|
||||||
|
BCS .CameraBelowPointX ;left
|
||||||
|
;CameraAbovePoint ;right
|
||||||
|
ADC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera right by 1
|
||||||
|
BRA .dontMoveX
|
||||||
|
|
||||||
|
.CameraBelowPointX
|
||||||
|
SEC : SBC.w #$0001 : STA $E2 : STA $E0 : STA $011E : STA $0120 ;move the camera left by 1
|
||||||
|
|
||||||
|
.dontMoveX
|
||||||
|
|
||||||
|
;if link is outside of a certain range of the camera, make him dissapear so he doesnt appear on the other side
|
||||||
|
LDA $20 : SEC : SBC $E8 : CMP.w #$00E0 : BCS .MakeLinkInvisible
|
||||||
|
LDA $22 : SEC : SBC $E2 : CMP.w #$00E0 : BCS .MakeLinkInvisible
|
||||||
|
|
||||||
|
SEP #$20
|
||||||
|
LDA.b #$00 : STA $4B ;make link visible
|
||||||
|
RTS
|
||||||
|
|
||||||
|
.MakeLinkInvisible
|
||||||
|
|
||||||
|
SEP #$20
|
||||||
|
LDA.b #$0C : STA $4B ;make link invisible
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
MovieEffectTimer = $7EF500 ;0x01
|
MovieEffectTimer = $7EF500 ;0x01
|
||||||
|
|
||||||
;these need to be the same as the next set
|
;these need to be the same as the next set
|
||||||
;used to do the HDMA
|
;used to do the HDMA
|
||||||
MovieEffectArray = $F900 ;0x0F
|
MovieEffectArray = $F900 ;0x0F
|
||||||
MovieEffectBank = $7E
|
MovieEffectBank = $7E
|
||||||
|
|
||||||
;used to set the actual values
|
;used to set the actual values
|
||||||
MovieEffect0 = $7EF900 ;0x01
|
MovieEffect0 = $7EF900 ;0x01
|
||||||
MovieEffect1 = $7EF901 ;0x01
|
MovieEffect1 = $7EF901 ;0x01
|
||||||
MovieEffect2 = $7EF902 ;0x01
|
MovieEffect2 = $7EF902 ;0x01
|
||||||
MovieEffect3 = $7EF903 ;0x01
|
MovieEffect3 = $7EF903 ;0x01
|
||||||
MovieEffect4 = $7EF904 ;0x01
|
MovieEffect4 = $7EF904 ;0x01
|
||||||
MovieEffect5 = $7EF905 ;0x01
|
MovieEffect5 = $7EF905 ;0x01
|
||||||
MovieEffect6 = $7EF906 ;0x01
|
MovieEffect6 = $7EF906 ;0x01
|
||||||
MovieEffect7 = $7EF907 ;0x01
|
MovieEffect7 = $7EF907 ;0x01
|
||||||
MovieEffect8 = $7EF908 ;0x01
|
MovieEffect8 = $7EF908 ;0x01
|
||||||
MovieEffect9 = $7EF909 ;0x01
|
MovieEffect9 = $7EF909 ;0x01
|
||||||
MovieEffectA = $7EF90A ;0x01
|
MovieEffectA = $7EF90A ;0x01
|
||||||
MovieEffectB = $7EF90B ;0x01
|
MovieEffectB = $7EF90B ;0x01
|
||||||
MovieEffectC = $7EF90C ;0x01
|
MovieEffectC = $7EF90C ;0x01
|
||||||
MovieEffectD = $7EF90D ;0x01
|
MovieEffectD = $7EF90D ;0x01
|
||||||
MovieEffectE = $7EF90E ;0x01
|
MovieEffectE = $7EF90E ;0x01
|
||||||
|
|
||||||
SetupMovieEffect:
|
SetupMovieEffect:
|
||||||
{
|
{
|
||||||
@@ -212,9 +294,9 @@ MovieEffect:
|
|||||||
LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
|
LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
|
||||||
|
|
||||||
LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
|
LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
|
||||||
LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
|
LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
|
||||||
|
|
||||||
SEP #$20
|
SEP #$20
|
||||||
LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
|
LDA.b #$20 : STA $9B ;Do the HDMA instead of $420C
|
||||||
|
|
||||||
; LDA $9B : ORA #$20 : STA $9B
|
; LDA $9B : ORA #$20 : STA $9B
|
||||||
@@ -227,5 +309,5 @@ MovieEffect:
|
|||||||
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 $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 $3F, $00 ;for $20 line set screen brightness to 0
|
||||||
db $00 ;end the HDMA
|
db $00 ;end the HDMA
|
||||||
}
|
}
|
||||||
@@ -25,7 +25,7 @@ incsrc ZSpriteLib/sprite_new_table.asm
|
|||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
org $308000
|
org $2A8000
|
||||||
incsrc ZSpriteLib/sprite_new_functions.asm
|
incsrc ZSpriteLib/sprite_new_functions.asm
|
||||||
|
|
||||||
incsrc "Sprites/farore.asm"
|
incsrc "Sprites/farore.asm"
|
||||||
@@ -52,5 +52,18 @@ print "End of anti_kirby.asm ", pc
|
|||||||
incsrc "Sprites/VillageDog/village_dog.asm"
|
incsrc "Sprites/VillageDog/village_dog.asm"
|
||||||
print "End of village_dog.asm ", pc
|
print "End of village_dog.asm ", pc
|
||||||
|
|
||||||
incsrc "Sprites/Minecart/minecart.asm"
|
incsrc "Sprites/minecart.asm"
|
||||||
print "End of minecart.asm ", pc
|
print "End of minecart.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Sprites/twinrova.asm"
|
||||||
|
|
||||||
|
incsrc "Sprites/portal_sprite.asm"
|
||||||
|
|
||||||
|
incsrc "Sprites/impa.asm"
|
||||||
|
print "End of impa.asm ", pc
|
||||||
|
|
||||||
|
|
||||||
|
incsrc "Sprites/bug_net_kid.asm"
|
||||||
|
|
||||||
|
|
||||||
|
warnpc $2B8000
|
||||||
56
Sprites/bug_net_kid.asm
Normal file
56
Sprites/bug_net_kid.asm
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
org $07F4D0
|
||||||
|
Sprite_CheckIfPlayerPreoccupied:
|
||||||
|
|
||||||
|
org $06F154
|
||||||
|
Sprite_CheckDamageToPlayer_same_layer:
|
||||||
|
|
||||||
|
org $06B962
|
||||||
|
BugNetKid_Resting:
|
||||||
|
{
|
||||||
|
JSL Sprite_CheckIfPlayerPreoccupied : BCS .dont_awaken
|
||||||
|
|
||||||
|
JSR Sprite_CheckDamageToPlayer_same_layer : BCC .dont_awaken
|
||||||
|
|
||||||
|
LDA $7EF34C
|
||||||
|
|
||||||
|
CMP.b #$01 : BCC .no_ocarina
|
||||||
|
|
||||||
|
INC $0D80, X
|
||||||
|
|
||||||
|
INC $02E4
|
||||||
|
|
||||||
|
.dont_awaken
|
||||||
|
|
||||||
|
RTS
|
||||||
|
|
||||||
|
.no_ocarina
|
||||||
|
|
||||||
|
; "... Do you have a bottle to keep a bug in? ... I see. You don't..."
|
||||||
|
LDA.b #$04
|
||||||
|
LDY.b #$01
|
||||||
|
|
||||||
|
JSL Sprite_ShowSolicitedMessageIfPlayerFacing
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
org $06B9C6
|
||||||
|
BugNetKid_GrantBugNet:
|
||||||
|
{
|
||||||
|
; Give Link the Boots
|
||||||
|
LDY.b #$4B
|
||||||
|
|
||||||
|
STZ $02E9
|
||||||
|
|
||||||
|
PHX
|
||||||
|
|
||||||
|
JSL Link_ReceiveItem
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
||||||
|
INC $0D80, X
|
||||||
|
|
||||||
|
STZ $02E4
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
5
Sprites/impa.asm
Normal file
5
Sprites/impa.asm
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
; Impa Fix
|
||||||
|
org $05EBCF
|
||||||
|
LDA $7EF359 : CMP.b #$04
|
||||||
|
|
||||||
|
|
||||||
@@ -29,8 +29,6 @@
|
|||||||
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||||
|
|
||||||
!HVelocity = $06
|
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
|
%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
|
||||||
@@ -59,21 +57,27 @@ Sprite_Minecart_Prep:
|
|||||||
{
|
{
|
||||||
PHB : PHK : PLB
|
PHB : PHK : PLB
|
||||||
|
|
||||||
|
; Adjust the Y position so it aligns with the tracks.
|
||||||
|
LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X
|
||||||
|
|
||||||
PLB
|
PLB
|
||||||
RTL
|
RTL
|
||||||
}
|
}
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
|
!MinecartSpeed = 10
|
||||||
|
|
||||||
|
print "Minecart: ", pc
|
||||||
Sprite_Minecart_Main:
|
Sprite_Minecart_Main:
|
||||||
{
|
{
|
||||||
LDA.w SprAction, X ; Load the SprAction
|
LDA.w SprAction, X ; Load the SprAction
|
||||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
||||||
|
|
||||||
dw Minecart_Adjust
|
dw Minecart_Adjust
|
||||||
dw Minecart_Waiting
|
dw Minecart_Waiting
|
||||||
dw Minecart_Moving
|
dw Minecart_MoveHorizontal
|
||||||
dw Minecart_Moving2
|
dw Minecart_MoveVertical
|
||||||
|
|
||||||
Minecart_Adjust:
|
Minecart_Adjust:
|
||||||
{
|
{
|
||||||
@@ -86,7 +90,6 @@ Sprite_Minecart_Main:
|
|||||||
LDA #$00 : STA $0CD2, X
|
LDA #$00 : STA $0CD2, X
|
||||||
LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
|
LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
|
||||||
LDA #$40 : STA $0E00, X
|
LDA #$40 : STA $0E00, X
|
||||||
LDA #$FF : STA $021B
|
|
||||||
|
|
||||||
INC $0D80, X
|
INC $0D80, X
|
||||||
|
|
||||||
@@ -99,151 +102,173 @@ Sprite_Minecart_Main:
|
|||||||
JSR CheckIfPlayerIsOn : BCC .not_on_platform
|
JSR CheckIfPlayerIsOn : BCC .not_on_platform
|
||||||
;Cancel Falling
|
;Cancel Falling
|
||||||
JSL Player_HaltDashAttack
|
JSL Player_HaltDashAttack
|
||||||
LDA #$00 : STA $5D : STA $5B : STA $57 : STA $5E
|
LDA #$02 : STA $02F5
|
||||||
STA $59
|
LDA $0FDA : SEC : SBC #$0B : STA $20
|
||||||
|
; LDA #$01 : STA DungeonMainCheck
|
||||||
|
%GotoAction(2)
|
||||||
|
RTS
|
||||||
|
|
||||||
.not_on_platform
|
.not_on_platform
|
||||||
LDA $0E00, X : BNE + ;wait before moving
|
LDA $0E00, X : BNE + ;wait before moving
|
||||||
LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
|
LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
|
||||||
INC $0D80, X
|
INC $0D80, X
|
||||||
|
|
||||||
|
|
||||||
LDA.b #$01 : STA $041A
|
LDA.b #$01 : STA $041A
|
||||||
+
|
+
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
Minecart_Moving: ;Check for pixel X+24, Y+16 if tileid = 0D41
|
print pc
|
||||||
|
Minecart_MoveHorizontal:
|
||||||
{
|
{
|
||||||
JSL Sprite_Move
|
%PlayAnimation(0,1,8)
|
||||||
LDA $5D : CMP #$02 : BNE +
|
LDA.b #-!MinecartSpeed : STA $0D50, X
|
||||||
RTS
|
JSL Sprite_MoveHoriz
|
||||||
+
|
|
||||||
|
|
||||||
LDA $021B : CMP #$FF : BEQ .NoPlatformSetted ;if == FF then go check if we're on this platform
|
|
||||||
CPX $021B : BNE .DoNotCheckThisPlatform ;Is the platform the one we're currently standing on?
|
|
||||||
LDA #$FF : STA $021B
|
|
||||||
|
|
||||||
.NoPlatformSetted
|
|
||||||
|
|
||||||
JSR CheckIfPlayerIsOn : BCC .NotOnPlatform
|
|
||||||
STX $021B ;We are on that platform so put that in
|
|
||||||
|
|
||||||
|
; Make Link move with the minecart
|
||||||
|
LDA SprX, X : STA $22
|
||||||
|
|
||||||
LDY $039D ;Load Hookshot slot
|
JSR DragPlayer
|
||||||
LDA $0C4A, Y : CMP #$1F : BNE .noHookshot
|
|
||||||
LDA #$13 : STA $5D ;we're in hookshot mode then!!
|
; Set Minecart sprite coords to look for tile attributes
|
||||||
.noHookshot
|
LDA.w $0D00, X : STA.b $00
|
||||||
|
LDA.w $0D20, X : STA.b $01
|
||||||
LDA $5D : CMP #$13 : BNE .dontstopPlatform ;Hookshotting!! stop the platform
|
|
||||||
;Prevent platform from moving
|
LDA.w $0D10, X : STA.b $02
|
||||||
STZ $0D50, X : STZ $0D40, X
|
LDA.w $0D30, X : STA.b $03
|
||||||
REP #$20
|
|
||||||
STZ $0B7E : STZ $0B7C
|
LDA.b #$00 : JSL $06E87B
|
||||||
SEP #$20
|
|
||||||
;Prevent timers from going down as well
|
; Check for Top Right Corner Tile
|
||||||
INC $0E10, X
|
LDA $0FA5 : CMP.b #$B1 : BNE .continue
|
||||||
INC $0E00, X
|
%StartOnFrame(2)
|
||||||
|
LDA #$00 : STA $0D50, X ; Reset X Speed
|
||||||
|
INC $0D80, X
|
||||||
RTS
|
RTS
|
||||||
.dontstopPlatform
|
.continue
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
|
||||||
|
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
|
||||||
JSL Player_HaltDashAttack
|
JSL Player_HaltDashAttack
|
||||||
;Cancel Falling
|
PLX
|
||||||
STZ $5D : STZ $5B : STZ $57 : STZ $5E : STZ $59
|
|
||||||
|
|
||||||
LDA $0E10, X : BNE .Waiting
|
|
||||||
|
|
||||||
JSR CheckPlayerDirection
|
|
||||||
|
|
||||||
.DoNotCheckThisPlatform
|
|
||||||
.NotOnPlatform
|
|
||||||
LDA $5B : CMP #$02 : BEQ .Check5D ;IF $5B == 2 then we're falling!
|
|
||||||
BRA .skip5D
|
|
||||||
.Check5D
|
|
||||||
LDA $5D : CMP #$01 : BEQ .Falling ;Branch if we're falling!
|
|
||||||
|
|
||||||
.skip5D
|
|
||||||
LDA $0E10, X : BNE .Waiting
|
|
||||||
STZ $0D50, X : STZ $0D40, X ;Not Needed probably
|
|
||||||
LDY $0DB0, X ;Load Directtion
|
|
||||||
LDA SpeedTableX, Y : STA $0D50, X
|
|
||||||
LDA SpeedTableY, Y : STA $0D40, X
|
|
||||||
|
|
||||||
JSR Sprite_Move
|
|
||||||
JSR GetTileIDAtPosition
|
|
||||||
+
|
|
||||||
|
|
||||||
.Waiting
|
|
||||||
RTS
|
|
||||||
.Falling
|
|
||||||
;Keep Timer incremented
|
|
||||||
INC $0E10, X
|
|
||||||
INC $0E00, X
|
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
Minecart_Moving2: ;Check for pixel X+24, Y+16 if tileid = 0D41 ;04
|
Minecart_MoveVertical:
|
||||||
{
|
{
|
||||||
LDY $0DB0, X ;Load Directtion
|
%PlayAnimation(2,3,8)
|
||||||
LDA SpeedTableX, Y : STA $0D50, X
|
LDA.b #-!MinecartSpeed : STA $0D40, X
|
||||||
LDA SpeedTableY, Y : STA $0D40, X
|
|
||||||
|
|
||||||
JSR Sprite_Move
|
JSL Sprite_MoveVert
|
||||||
JSR GetTileIDAtPosition
|
LDA SprY, X : SEC : SBC #$04 : STA $20
|
||||||
|
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
|
||||||
|
|
||||||
REP #$20
|
JSR DragPlayer
|
||||||
LDA $0FD8 : CLC : ADC #$0010 : STA $00
|
|
||||||
LDA $0FDA : CLC : ADC #$0008 : STA $02
|
|
||||||
SEP #$20
|
|
||||||
DEX
|
|
||||||
LDA $00 : STA $0D10, X ;X low
|
|
||||||
LDA $01 : STA $0D30, X ;X High
|
|
||||||
|
|
||||||
LDA $02 : STA $0D00, X ;Y low
|
|
||||||
LDA $03 : STA $0D20, X ;Y high
|
|
||||||
INX
|
LDA.w $0D00, X : STA.b $00
|
||||||
RTS
|
LDA.w $0D20, X : STA.b $01
|
||||||
|
|
||||||
|
LDA.w $0D10, X : STA.b $02
|
||||||
|
LDA.w $0D30, X : STA.b $03
|
||||||
|
|
||||||
|
LDA.b #$00 : JSL $06E87B
|
||||||
|
LDA $0FA5 : CMP.b #$B4 : BNE .continue
|
||||||
|
LDA $0FDA : SEC : SBC #$0B : STA $20
|
||||||
|
%GotoAction(2)
|
||||||
|
RTS
|
||||||
|
.continue
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
|
||||||
|
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
|
||||||
|
JSL Player_HaltDashAttack
|
||||||
|
PLX
|
||||||
|
|
||||||
|
RTS
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
;Up, Right, Down, Left
|
DragPlayer:
|
||||||
SpeedTableX:
|
|
||||||
db 00, 16, 00, -16
|
|
||||||
SpeedTableY:
|
|
||||||
db -16, 00, 16, 00
|
|
||||||
|
|
||||||
SpeedTableWordX:
|
|
||||||
dw 00, 01, 00, -01
|
|
||||||
SpeedTableWordY:
|
|
||||||
dw -01, 00, 01, 00
|
|
||||||
|
|
||||||
|
|
||||||
CheckPlayerDirection:
|
|
||||||
{
|
{
|
||||||
REP #$20
|
LDY.w $0DE0, X
|
||||||
STZ $0B7E : STZ $0B7C ; Not needed propbably
|
LDA.w DragPlayer_drag_x_low, Y : CLC : ADC.w $0B7C : STA $0B7C
|
||||||
|
LDA.w DragPlayer_drag_x_high, Y : ADC.w $0B7D : STA $0B7D
|
||||||
|
|
||||||
LDA $0DB0, X : AND #$00FF : ASL : TAY ;Load Direction*2
|
LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E
|
||||||
LDA SpeedTableWordX, Y : STA $0B7C
|
LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F
|
||||||
LDA SpeedTableWordY, Y : STA $0B7E
|
|
||||||
|
|
||||||
SEP #$20
|
.SomariaPlatform_DragLink
|
||||||
|
REP #$20
|
||||||
|
|
||||||
|
LDA $0FD8 : SEC : SBC.w #$0008 : CMP $22 : BEQ .x_done
|
||||||
|
BPL .x_too_low
|
||||||
|
|
||||||
|
DEC $0B7C
|
||||||
|
|
||||||
|
BRA .x_done
|
||||||
|
|
||||||
|
.x_too_low
|
||||||
|
|
||||||
|
INC $0B7C
|
||||||
|
|
||||||
|
.x_done
|
||||||
|
; Changing the modifier adjusts links position in the cart
|
||||||
|
LDA $0FDA : SEC : SBC.w #$0008 : CMP $20 : BEQ .y_done
|
||||||
|
BPL .y_too_low
|
||||||
|
|
||||||
|
DEC $0B7E
|
||||||
|
|
||||||
|
BRA .y_done
|
||||||
|
|
||||||
|
.y_too_low
|
||||||
|
|
||||||
|
INC $0B7E
|
||||||
|
|
||||||
|
.y_done
|
||||||
|
|
||||||
|
SEP #$30
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
|
; .drag_x_high
|
||||||
|
; db 0, 0, -1, 0, -1
|
||||||
|
|
||||||
|
; .drag_x_low
|
||||||
|
; db 0, 0, -1, 1, -1, 1, 1
|
||||||
|
|
||||||
|
; .drag_y_low
|
||||||
|
; db -1, 1, 0, 0, -1, 1, -1, 1
|
||||||
|
|
||||||
|
; .drag_y_high
|
||||||
|
; db -1, 0, 0, 0, -1, 0, -1, 0
|
||||||
|
|
||||||
|
.drag_x_high
|
||||||
|
db 0, 0, -1, 0
|
||||||
|
|
||||||
|
.drag_x_low
|
||||||
|
db 0, 0, -1, 1
|
||||||
|
|
||||||
|
.drag_y_low
|
||||||
|
db -1, 1, 0, 0
|
||||||
|
|
||||||
|
.drag_y_high
|
||||||
|
db -1, 0, 0, 0
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
CheckIfPlayerIsOn:
|
CheckIfPlayerIsOn:
|
||||||
{
|
{
|
||||||
REP #$20
|
REP #$20
|
||||||
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
|
LDA $22 : CLC : ADC #$0009 : CMP $0FD8 : BCC .OutsideLeft
|
||||||
LDA $22 : SEC : SBC #$002C : CMP $0FD8 : BCS .OutsideRight
|
LDA $22 : SEC : SBC #$0009 : CMP $0FD8 : BCS .OutsideRight
|
||||||
|
|
||||||
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
LDA $20 : CLC : ADC #$0012 : CMP $0FDA : BCC .OutsideUp
|
||||||
LDA $20 : SEC : SBC #$0016 : CMP $0FDA : BCS .OutsideDown
|
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
|
||||||
SEP #$21
|
SEP #$21
|
||||||
RTS ;Return with carry setted
|
RTS ;Return with carry setted
|
||||||
|
|
||||||
431
Sprites/portal_sprite.asm
Normal file
431
Sprites/portal_sprite.asm
Normal file
@@ -0,0 +1,431 @@
|
|||||||
|
|
||||||
|
; =========================================================
|
||||||
|
; Portal Sprite
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
!SPRID = $B6 ; The sprite ID you are overwriting (HEX)
|
||||||
|
!NbrTiles = 01 ; Number of tiles used in a frame
|
||||||
|
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||||
|
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||||
|
!Health = 00 ; Number of Health the sprite have
|
||||||
|
!Damage = 00 ; (08 is a whole heart), 04 is half heart
|
||||||
|
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
||||||
|
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
||||||
|
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
||||||
|
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||||
|
!Palette = 00 ; Unused in this Portal (can be 0 to 7)
|
||||||
|
!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
|
||||||
|
!Persist = 01 ; 01 = your sprite continue to live offscreen
|
||||||
|
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||||
|
!CollisionLayer = 00 ; 01 = will check both layer for collision
|
||||||
|
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
|
||||||
|
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||||
|
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||||
|
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||||
|
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
|
||||||
|
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||||
|
!Interaction = 00 ; ?? No documentation
|
||||||
|
!Statue = 00 ; 01 = Sprite is statue
|
||||||
|
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||||
|
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||||
|
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||||
|
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||||
|
%Set_Sprite_Properties(Sprite_Portal_Prep, Sprite_Portal_Long)
|
||||||
|
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
; Long Sprite Code
|
||||||
|
; =========================================================
|
||||||
|
Sprite_Portal_Long:
|
||||||
|
{
|
||||||
|
PHB : PHK : PLB
|
||||||
|
|
||||||
|
JSR Sprite_Portal_Draw ; Call the draw code
|
||||||
|
JSL Sprite_CheckActive ; Check if game is not paused
|
||||||
|
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||||
|
|
||||||
|
JSR Sprite_Portal_Main ; Call the main sprite code
|
||||||
|
|
||||||
|
.SpriteIsNotActive
|
||||||
|
PLB ; Get back the databank we stored previously
|
||||||
|
RTL ; Go back to original code
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
; Sprite Initialization code
|
||||||
|
; =========================================================
|
||||||
|
Sprite_Portal_Prep:
|
||||||
|
{
|
||||||
|
PHB : PHK : PLB
|
||||||
|
|
||||||
|
; Persist outside of camera
|
||||||
|
LDA SprHitbox, X : AND.b #$20 : STA SprHitbox, X
|
||||||
|
|
||||||
|
PLB
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
; FREE RAM: 0x08
|
||||||
|
|
||||||
|
BluePortal_X = $7E06F8
|
||||||
|
BluePortal_Y = $7E06F9
|
||||||
|
OrangePortal_X = $7E06FA
|
||||||
|
OrangePortal_Y = $7E06FB
|
||||||
|
|
||||||
|
BlueActive = $7E06FC
|
||||||
|
OrangeActive = $7E06FD
|
||||||
|
; OrangePortal_Y_Low = $7E06FE
|
||||||
|
; OrangePortal_Y_High = $7E06FF
|
||||||
|
|
||||||
|
OrangeSpriteIndex = $7E0633
|
||||||
|
BlueSpriteIndex = $7E0632
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
; Main Sprite Code
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
Sprite_Portal_Main:
|
||||||
|
{
|
||||||
|
LDA.w SprAction, X
|
||||||
|
JSL UseImplicitRegIndexedLocalJumpTable
|
||||||
|
dw StateHandler
|
||||||
|
dw BluePortal
|
||||||
|
dw OrangePortal
|
||||||
|
|
||||||
|
dw BluePortal_WarpDungeon
|
||||||
|
dw OrangePortal_WarpDungeon
|
||||||
|
|
||||||
|
dw BluePortal_WarpOverworld
|
||||||
|
dw OrangePortal_WarpOverworld
|
||||||
|
|
||||||
|
|
||||||
|
StateHandler:
|
||||||
|
{
|
||||||
|
JSR CheckForDismissPortal
|
||||||
|
|
||||||
|
LDA $7E0FA6 : BNE .BluePortal
|
||||||
|
LDA #$01 : STA $0307
|
||||||
|
TXA : STA OrangeSpriteIndex
|
||||||
|
LDA $0D00, X : STA OrangePortal_X
|
||||||
|
LDA $0D10, X : STA OrangePortal_Y
|
||||||
|
|
||||||
|
%GotoAction(2)
|
||||||
|
RTS
|
||||||
|
.BluePortal
|
||||||
|
LDA #$02 : STA $0307
|
||||||
|
TXA : STA BlueSpriteIndex
|
||||||
|
LDA $0D00, X : STA BluePortal_X
|
||||||
|
LDA $0D10, X : STA BluePortal_Y
|
||||||
|
|
||||||
|
%GotoAction(1)
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
BluePortal:
|
||||||
|
{
|
||||||
|
%StartOnFrame(0)
|
||||||
|
%PlayAnimation(0,1,8)
|
||||||
|
|
||||||
|
|
||||||
|
LDA $11 : CMP.b #$2A : BNE .not_warped_yet
|
||||||
|
STZ $11
|
||||||
|
.not_warped_yet
|
||||||
|
CLC
|
||||||
|
|
||||||
|
LDA SprTimerD, X : BNE .NoOverlap
|
||||||
|
|
||||||
|
|
||||||
|
JSR Link_SetupHitBox
|
||||||
|
JSL $0683EA ; Sprite_SetupHitbox_long
|
||||||
|
|
||||||
|
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
|
||||||
|
CLC
|
||||||
|
|
||||||
|
LDA $1B : BEQ .outdoors
|
||||||
|
|
||||||
|
%GotoAction(3) ; BluePortal_WarpDungeon
|
||||||
|
.NoOverlap
|
||||||
|
RTS
|
||||||
|
|
||||||
|
.outdoors
|
||||||
|
|
||||||
|
%GotoAction(5) ; BluePortal_WarpOverworld
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
OrangePortal:
|
||||||
|
{
|
||||||
|
%StartOnFrame(2)
|
||||||
|
%PlayAnimation(2,3,8)
|
||||||
|
LDA $11 : CMP.b #$2A : BNE .not_warped_yet
|
||||||
|
STZ $11
|
||||||
|
.not_warped_yet
|
||||||
|
CLC
|
||||||
|
LDA SprTimerD, X : BNE .NoOverlap
|
||||||
|
|
||||||
|
JSR Link_SetupHitBox
|
||||||
|
JSL $0683EA ; Sprite_SetupHitbox_long
|
||||||
|
|
||||||
|
JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
|
||||||
|
CLC
|
||||||
|
; JSL $01FF28 ; Player_CacheStatePriorToHandler
|
||||||
|
|
||||||
|
LDA $1B : BEQ .outdoors
|
||||||
|
%GotoAction(4) ; OrangePortal_WarpDungeon
|
||||||
|
|
||||||
|
.NoOverlap
|
||||||
|
RTS
|
||||||
|
|
||||||
|
.outdoors
|
||||||
|
%GotoAction(6) ; OrangePortal_WarpOverworld
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
BluePortal_WarpDungeon:
|
||||||
|
{
|
||||||
|
LDA $7EC184 : STA $20
|
||||||
|
LDA $7EC186 : STA $22
|
||||||
|
|
||||||
|
LDA $7EC188 : STA $0600
|
||||||
|
LDA $7EC18A : STA $0604
|
||||||
|
LDA $7EC18C : STA $0608
|
||||||
|
LDA $7EC18E : STA $060C
|
||||||
|
; LDA $7EC190 : STA $0610
|
||||||
|
; LDA $7EC192 : STA $0612
|
||||||
|
; LDA $7EC194 : STA $0614
|
||||||
|
; LDA $7EC196 : STA $0616
|
||||||
|
|
||||||
|
PHX
|
||||||
|
LDA OrangeSpriteIndex : TAX
|
||||||
|
LDA #$40 : STA SprTimerD, X
|
||||||
|
LDA $0D00, X : STA $7EC184
|
||||||
|
STA BluePortal_Y
|
||||||
|
LDA $0D10, X : STA $7EC186
|
||||||
|
STA BluePortal_X
|
||||||
|
PLX
|
||||||
|
|
||||||
|
LDA #$14 : STA $11
|
||||||
|
%GotoAction(1) ; Return to BluePortal
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
OrangePortal_WarpDungeon:
|
||||||
|
{
|
||||||
|
LDA $7EC184 : STA $20
|
||||||
|
LDA $7EC186 : STA $22
|
||||||
|
|
||||||
|
; Camera Scroll Boundaries
|
||||||
|
LDA $7EC188 : STA $0600 ; Small Room North
|
||||||
|
LDA $7EC18A : STA $0604 ; Small Room South
|
||||||
|
LDA $7EC18C : STA $0608 ; Small Room West
|
||||||
|
LDA $7EC18E : STA $060C ; Small Room South
|
||||||
|
; LDA $7EC190 : STA $0610
|
||||||
|
; LDA $7EC192 : STA $0612
|
||||||
|
; LDA $7EC194 : STA $0614
|
||||||
|
; LDA $7EC196 : STA $0616
|
||||||
|
|
||||||
|
PHX
|
||||||
|
LDA BlueSpriteIndex : TAX
|
||||||
|
LDA #$40 : STA SprTimerD, X
|
||||||
|
LDA $0D00, X : STA $7EC184
|
||||||
|
STA OrangePortal_Y
|
||||||
|
LDA $0D10, X : STA $7EC186
|
||||||
|
STA OrangePortal_X
|
||||||
|
PLX
|
||||||
|
|
||||||
|
|
||||||
|
LDA #$14 : STA $11
|
||||||
|
%GotoAction(2) ; Return to OrangePortal
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
BluePortal_WarpOverworld:
|
||||||
|
{
|
||||||
|
LDA OrangePortal_X : STA $20
|
||||||
|
LDA OrangePortal_Y : STA $22
|
||||||
|
LDA $7EC190 : STA $0610
|
||||||
|
LDA $7EC192 : STA $0612
|
||||||
|
LDA $7EC194 : STA $0614
|
||||||
|
LDA $7EC196 : STA $0616
|
||||||
|
|
||||||
|
JSL $07E9D3 ; ApplyLinksMovementToCamera
|
||||||
|
|
||||||
|
PHX ; Infinite loop prevention protocol
|
||||||
|
LDA OrangeSpriteIndex : TAX
|
||||||
|
LDA #$40 : STA SprTimerD, X
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
||||||
|
LDA #$01 : STA $5D
|
||||||
|
;LDA #$2A : STA $11
|
||||||
|
|
||||||
|
%GotoAction(1) ; Return to BluePortal
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
OrangePortal_WarpOverworld:
|
||||||
|
{
|
||||||
|
LDA BluePortal_X : STA $20
|
||||||
|
LDA BluePortal_Y : STA $22
|
||||||
|
LDA $7EC190 : STA $0610
|
||||||
|
LDA $7EC192 : STA $0612
|
||||||
|
LDA $7EC194 : STA $0614
|
||||||
|
LDA $7EC196 : STA $0616
|
||||||
|
|
||||||
|
JSL $07E9D3 ; ApplyLinksMovementToCamera
|
||||||
|
|
||||||
|
PHX
|
||||||
|
LDA BlueSpriteIndex : TAX
|
||||||
|
LDA #$40 : STA SprTimerD, X
|
||||||
|
PLX
|
||||||
|
|
||||||
|
LDA #$01 : STA $5D
|
||||||
|
;LDA #$2A : STA $11
|
||||||
|
|
||||||
|
%GotoAction(2) ; Return to BluePortal
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CheckForDismissPortal:
|
||||||
|
{
|
||||||
|
LDA $06FE : CMP.b #$02 : BCC .return
|
||||||
|
LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
|
||||||
|
|
||||||
|
PHX
|
||||||
|
LDA BlueSpriteIndex : TAX
|
||||||
|
STZ.w $0DD0, X
|
||||||
|
PLX
|
||||||
|
JMP .return
|
||||||
|
|
||||||
|
.DespawnOrange
|
||||||
|
|
||||||
|
PHX
|
||||||
|
LDA OrangeSpriteIndex : TAX
|
||||||
|
STZ.w $0DD0, X
|
||||||
|
PLX
|
||||||
|
|
||||||
|
.return
|
||||||
|
INC $06FE ; This ticker needs to be reset when transitioning rooms and maps.
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
;==========================================================
|
||||||
|
|
||||||
|
|
||||||
|
Sprite_Portal_Draw:
|
||||||
|
{
|
||||||
|
JSL Sprite_PrepOamCoord
|
||||||
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||||
|
|
||||||
|
|
||||||
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||||
|
LDA .start_index, Y : STA $06
|
||||||
|
|
||||||
|
|
||||||
|
PHX
|
||||||
|
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||||
|
LDY.b #$00
|
||||||
|
.nextTile
|
||||||
|
|
||||||
|
PHX ; Save current Tile Index?
|
||||||
|
|
||||||
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||||
|
|
||||||
|
PHA ; Keep the value with animation index offset?
|
||||||
|
|
||||||
|
ASL A : TAX
|
||||||
|
|
||||||
|
REP #$20
|
||||||
|
|
||||||
|
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||||
|
AND.w #$0100 : STA $0E
|
||||||
|
INY
|
||||||
|
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||||
|
CLC : ADC #$0010 : CMP.w #$0100
|
||||||
|
SEP #$20
|
||||||
|
BCC .on_screen_y
|
||||||
|
|
||||||
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||||
|
STA $0E
|
||||||
|
.on_screen_y
|
||||||
|
|
||||||
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||||
|
INY
|
||||||
|
LDA .chr, X : STA ($90), Y
|
||||||
|
INY
|
||||||
|
LDA .properties, X : STA ($90), Y
|
||||||
|
|
||||||
|
PHY
|
||||||
|
|
||||||
|
TYA : LSR #2 : TAY
|
||||||
|
|
||||||
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||||
|
|
||||||
|
PLY : INY
|
||||||
|
|
||||||
|
PLX : DEX : BPL .nextTile
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
||||||
|
RTS
|
||||||
|
|
||||||
|
|
||||||
|
; Draw Data
|
||||||
|
|
||||||
|
.start_index
|
||||||
|
db $00, $01, $02, $03
|
||||||
|
.nbr_of_tiles
|
||||||
|
db 0, 0, 0, 0
|
||||||
|
.x_offsets
|
||||||
|
dw 0
|
||||||
|
dw 0
|
||||||
|
dw 0
|
||||||
|
dw 0
|
||||||
|
.y_offsets
|
||||||
|
dw 0
|
||||||
|
dw 0
|
||||||
|
dw 0
|
||||||
|
dw 0
|
||||||
|
.chr
|
||||||
|
db $EE
|
||||||
|
db $EE
|
||||||
|
db $EE
|
||||||
|
db $EE
|
||||||
|
.properties
|
||||||
|
db $34
|
||||||
|
db $74
|
||||||
|
db $32
|
||||||
|
db $72
|
||||||
|
.sizes
|
||||||
|
db $02
|
||||||
|
db $02
|
||||||
|
db $02
|
||||||
|
db $02
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
; *$37705-$3772E LOCAL
|
||||||
|
Link_SetupHitBox:
|
||||||
|
{
|
||||||
|
; *$3770A ALTERNATE ENTRY POINT
|
||||||
|
|
||||||
|
LDA.b #$08 : STA $02
|
||||||
|
STA $03
|
||||||
|
|
||||||
|
LDA $22 : CLC : ADC.b #$04 : STA $00
|
||||||
|
LDA $23 : ADC.b #$00 : STA $08
|
||||||
|
|
||||||
|
LDA $20 : ADC.b #$08 : STA $01
|
||||||
|
LDA $21 : ADC.b #$00 : STA $09
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
733
Sprites/twinrova.asm
Normal file
733
Sprites/twinrova.asm
Normal file
@@ -0,0 +1,733 @@
|
|||||||
|
; =========================================================
|
||||||
|
; Twinrova Boss Sprite
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
|
||||||
|
!NbrTiles = 06 ; Number of tiles used in a frame
|
||||||
|
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||||
|
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||||
|
!Health = 00 ; Number of Health the sprite have
|
||||||
|
!Damage = 00 ; (08 is a whole heart), 04 is half heart
|
||||||
|
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
||||||
|
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
||||||
|
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
||||||
|
!Shadow = 01 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||||
|
!Palette = 00 ; Unused in this Twinrova (can be 0 to 7)
|
||||||
|
!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool
|
||||||
|
!Persist = 00 ; 01 = your sprite continue to live offscreen
|
||||||
|
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||||
|
!CollisionLayer = 01 ; 01 = will check both layer for collision
|
||||||
|
!CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall
|
||||||
|
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||||
|
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||||
|
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||||
|
!Prize = 00 ; 00-15 = the prize pack the sprite will drop from
|
||||||
|
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||||
|
!Interaction = 00 ; ?? No documentation
|
||||||
|
!Statue = 00 ; 01 = Sprite is statue
|
||||||
|
!DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles
|
||||||
|
!ImperviousArrow = 00 ; 01 = Impervious to arrows
|
||||||
|
!ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks
|
||||||
|
!Boss = 01 ; 00 = normal sprite, 01 = sprite is a boss
|
||||||
|
%Set_Sprite_Properties(Sprite_Twinrova_Prep, Sprite_Twinrova_Long)
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
Sprite_Twinrova_Long:
|
||||||
|
{
|
||||||
|
PHB : PHK : PLB
|
||||||
|
|
||||||
|
JSR Sprite_Twinrova_Draw ; Call the draw code
|
||||||
|
JSL Sprite_DrawShadow
|
||||||
|
|
||||||
|
JSL Sprite_CheckActive ; Check if game is not paused
|
||||||
|
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||||
|
|
||||||
|
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
|
||||||
|
JSR Sprite_Twinrova_Main ; Call the main sprite code
|
||||||
|
|
||||||
|
.SpriteIsNotActive
|
||||||
|
PLB ; Get back the databank we stored previously
|
||||||
|
RTL ; Go back to original code
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
Sprite_Twinrova_CheckIfDead:
|
||||||
|
{
|
||||||
|
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
|
||||||
|
|
||||||
|
; If health is negative, set back to zero
|
||||||
|
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
|
||||||
|
LDA.b #$00 : STA $0E50, X
|
||||||
|
|
||||||
|
.healthNotNegative
|
||||||
|
|
||||||
|
LDA $0E50, X : BNE .not_dead
|
||||||
|
PHX
|
||||||
|
|
||||||
|
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
|
||||||
|
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
|
||||||
|
|
||||||
|
PLX
|
||||||
|
.not_dead
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
Sprite_Twinrova_Prep:
|
||||||
|
{
|
||||||
|
PHB : PHK : PLB
|
||||||
|
|
||||||
|
STZ $0D80, X
|
||||||
|
|
||||||
|
LDA.b #$40 : STA $0E50, X ; Health
|
||||||
|
|
||||||
|
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
|
||||||
|
|
||||||
|
%SetSpriteSpeedX(15)
|
||||||
|
%SetSpriteSpeedX(15)
|
||||||
|
|
||||||
|
LDA #$10 : STA $08
|
||||||
|
LDA #$10 : STA $09
|
||||||
|
|
||||||
|
LDA #$00 : STA $7EF3CC
|
||||||
|
|
||||||
|
PLB
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
|
!AnimSpeed = 8
|
||||||
|
|
||||||
|
macro Twinrova_Front()
|
||||||
|
%PlayAnimation(0,1,!AnimSpeed)
|
||||||
|
endmacro
|
||||||
|
|
||||||
|
macro Twinrova_Back()
|
||||||
|
%PlayAnimation(2,3,!AnimSpeed)
|
||||||
|
endmacro
|
||||||
|
|
||||||
|
macro Twinrova_Ready()
|
||||||
|
%PlayAnimation(4,6,!AnimSpeed)
|
||||||
|
endmacro
|
||||||
|
|
||||||
|
macro Twinrova_Attack()
|
||||||
|
%PlayAnimation(7,7,!AnimSpeed)
|
||||||
|
endmacro
|
||||||
|
|
||||||
|
macro Show_Koume()
|
||||||
|
%PlayAnimation(8,8,!AnimSpeed)
|
||||||
|
endmacro
|
||||||
|
|
||||||
|
macro Show_Kotake()
|
||||||
|
%PlayAnimation(9,9,!AnimSpeed)
|
||||||
|
endmacro
|
||||||
|
|
||||||
|
macro Twinrova_Hurt()
|
||||||
|
%PlayAnimation(10,11,!AnimSpeed)
|
||||||
|
endmacro
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
; Phase 0: Blind Maiden turns into Twinrova.
|
||||||
|
;
|
||||||
|
; Phase 1: Twinrova is one entity, moving around the room
|
||||||
|
; and shooting fire and ice attacks at Link.
|
||||||
|
; Similar to the Trinexx attacks.
|
||||||
|
;
|
||||||
|
; Phase 2: Twinrova alternates between Koume (fire) and
|
||||||
|
; Kotake (ice) forms. Koume changes the arena
|
||||||
|
; to a fire arena. Similar to Ganon fight changes.
|
||||||
|
|
||||||
|
Sprite_Twinrova_Main:
|
||||||
|
{
|
||||||
|
LDA.w SprAction, X
|
||||||
|
JSL UseImplicitRegIndexedLocalJumpTable
|
||||||
|
|
||||||
|
dw Twinrova_Init ; 0x00
|
||||||
|
dw Twinrova_MoveState ; 0x01
|
||||||
|
dw Twinrova_MoveForwards ; 0x02
|
||||||
|
dw Twinrova_MoveBackwards ; 0x03
|
||||||
|
dw Twinrova_PrepareAttack ; 0x04
|
||||||
|
dw Twinrova_FireAttack ; 0x05
|
||||||
|
dw Twinrova_IceAttack ; 0x06
|
||||||
|
dw Twinrova_Hurt ; 0x07
|
||||||
|
dw Twinrova_KoumeMode ; 0x08
|
||||||
|
dw Twinrova_KotakeMode ; 0x09
|
||||||
|
dw Twinrova_Dead ; 0x0A
|
||||||
|
|
||||||
|
Twinrova_Init:
|
||||||
|
{
|
||||||
|
; %Twinrova_Front()
|
||||||
|
JSR ApplyTwinrovaGraphics
|
||||||
|
%GotoAction(01)
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_MoveState:
|
||||||
|
{
|
||||||
|
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
|
||||||
|
; -------------------------------------------
|
||||||
|
; Phase 2
|
||||||
|
LDA SprTimerE, X : BNE .kotake
|
||||||
|
LDA #$70 : STA SprTimerD, X
|
||||||
|
%GotoAction(8) ; Koume Mode
|
||||||
|
RTS
|
||||||
|
.kotake
|
||||||
|
LDA #$70 : STA SprTimerD, X
|
||||||
|
%GotoAction(9) ; Kotake Mode
|
||||||
|
RTS
|
||||||
|
|
||||||
|
; ---------------------------------------------
|
||||||
|
.phase_1
|
||||||
|
LDA $0DA0 : BEQ .not_flashing
|
||||||
|
LDA.b #$20 : STA.w SprTimerD, X
|
||||||
|
%GotoAction(7) ; Goto Twinrova_Hurt
|
||||||
|
RTS
|
||||||
|
.not_flashing
|
||||||
|
|
||||||
|
JSL GetRandomInt : AND.b #$3F : BNE +
|
||||||
|
LDA.b #$20 : STA.w SprTimerD, X
|
||||||
|
STZ $AC
|
||||||
|
%GotoAction(4) ; Prepare Attack
|
||||||
|
RTS
|
||||||
|
+
|
||||||
|
|
||||||
|
JSL GetRandomInt : AND.b #$3F : BNE ++
|
||||||
|
LDA.b #$20 : STA.w SprTimerD, X
|
||||||
|
LDA #$01 : STA $AC
|
||||||
|
%GotoAction(4) ; Prepare Attack
|
||||||
|
RTS
|
||||||
|
++
|
||||||
|
|
||||||
|
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
|
||||||
|
TYA : BNE .MoveBackwards ; If 1,
|
||||||
|
%GotoAction(2)
|
||||||
|
RTS
|
||||||
|
.MoveBackwards
|
||||||
|
%GotoAction(3)
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_MoveForwards:
|
||||||
|
{
|
||||||
|
%Twinrova_Front()
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL Sprite_CheckDamageFromPlayerLong
|
||||||
|
%DoDamageToPlayerSameLayerOnContact()
|
||||||
|
PLX
|
||||||
|
|
||||||
|
JSL Sprite_DamageFlash_Long
|
||||||
|
JSL Sprite_BounceTowardPlayer
|
||||||
|
|
||||||
|
%GotoAction(1)
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_MoveBackwards:
|
||||||
|
{
|
||||||
|
%Twinrova_Back()
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL Sprite_CheckDamageFromPlayerLong
|
||||||
|
%DoDamageToPlayerSameLayerOnContact()
|
||||||
|
PLX
|
||||||
|
|
||||||
|
JSL Sprite_DamageFlash_Long
|
||||||
|
JSL Sprite_BounceTowardPlayer
|
||||||
|
|
||||||
|
%GotoAction(1)
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_PrepareAttack:
|
||||||
|
{
|
||||||
|
%StartOnFrame(7)
|
||||||
|
%Twinrova_Attack()
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL Sprite_CheckDamageFromPlayerLong
|
||||||
|
%DoDamageToPlayerSameLayerOnContact()
|
||||||
|
PLX
|
||||||
|
|
||||||
|
LDA $0CAA : AND.b #$03 : STA $0CAA
|
||||||
|
LDA SprTimerD, X : BNE +
|
||||||
|
LDA $0CAA : ORA.b #$03 : STA $0CAA
|
||||||
|
LDA.b #$40 : STA.w SprTimerD, X
|
||||||
|
LDA $AC : BEQ .fire
|
||||||
|
%GotoAction(6) ; Ice Attack
|
||||||
|
RTS
|
||||||
|
.fire
|
||||||
|
%GotoAction(5)
|
||||||
|
+
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
; 0x05
|
||||||
|
Twinrova_FireAttack:
|
||||||
|
{
|
||||||
|
%StartOnFrame(4)
|
||||||
|
%Twinrova_Ready()
|
||||||
|
|
||||||
|
JSR Sprite_Twinrova_FireAttack
|
||||||
|
|
||||||
|
LDA.w SprTimerD, X : BNE +
|
||||||
|
%GotoAction(1)
|
||||||
|
+
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
; 0x06
|
||||||
|
Twinrova_IceAttack:
|
||||||
|
{
|
||||||
|
%StartOnFrame(4)
|
||||||
|
%Twinrova_Ready()
|
||||||
|
|
||||||
|
JSR Sprite_Twinrova_IceAttack
|
||||||
|
|
||||||
|
LDA.w SprTimerD, X : BNE +
|
||||||
|
%GotoAction(1)
|
||||||
|
+
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_Hurt:
|
||||||
|
{
|
||||||
|
%StartOnFrame(10)
|
||||||
|
%Twinrova_Hurt()
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL Sprite_CheckDamageFromPlayerLong
|
||||||
|
%DoDamageToPlayerSameLayerOnContact()
|
||||||
|
PLX
|
||||||
|
|
||||||
|
JSL Sprite_DamageFlash_Long
|
||||||
|
|
||||||
|
LDA.w SprTimerD, X : BNE +
|
||||||
|
%GotoAction(1)
|
||||||
|
+
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_KoumeMode:
|
||||||
|
{
|
||||||
|
%StartOnFrame(8)
|
||||||
|
%Show_Koume()
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL Sprite_CheckDamageFromPlayerLong
|
||||||
|
%DoDamageToPlayerSameLayerOnContact()
|
||||||
|
PLX
|
||||||
|
|
||||||
|
JSL Sprite_DamageFlash_Long
|
||||||
|
JSL Sprite_BounceTowardPlayer
|
||||||
|
|
||||||
|
LDA SprTimerD, X : BNE +
|
||||||
|
%GotoAction(1)
|
||||||
|
+
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_KotakeMode:
|
||||||
|
{
|
||||||
|
%StartOnFrame(9)
|
||||||
|
%Show_Kotake()
|
||||||
|
|
||||||
|
PHX
|
||||||
|
JSL Sprite_CheckDamageFromPlayerLong
|
||||||
|
%DoDamageToPlayerSameLayerOnContact()
|
||||||
|
PLX
|
||||||
|
|
||||||
|
JSL Sprite_DamageFlash_Long
|
||||||
|
JSL Sprite_BounceTowardPlayer
|
||||||
|
|
||||||
|
LDA SprTimerD, X : BNE +
|
||||||
|
%GotoAction(1)
|
||||||
|
+
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Twinrova_Dead:
|
||||||
|
{
|
||||||
|
%StartOnFrame(10)
|
||||||
|
%Twinrova_Hurt()
|
||||||
|
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
Untitled_Garnish:
|
||||||
|
{
|
||||||
|
LDA $1A : AND.b #$03 : BNE .no_shake
|
||||||
|
|
||||||
|
JSL Sprite_IsToRightOfPlayer
|
||||||
|
|
||||||
|
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
|
||||||
|
|
||||||
|
CLC : ADC.w $8000, Y : STA $0D50, X
|
||||||
|
|
||||||
|
.no_shake:
|
||||||
|
|
||||||
|
JSL Sprite_CheckTileCollision : BEQ .exit
|
||||||
|
|
||||||
|
JSL Sprite_BounceTowardPlayer
|
||||||
|
|
||||||
|
.exit
|
||||||
|
|
||||||
|
RTS
|
||||||
|
|
||||||
|
.x_speed_targets
|
||||||
|
db 8, -16
|
||||||
|
}
|
||||||
|
|
||||||
|
Sprite_Twinrova_FireAttack:
|
||||||
|
{
|
||||||
|
JSL Sprite_CheckTileCollision : BNE .no_collision
|
||||||
|
JSL Sprite_Move
|
||||||
|
.no_collision
|
||||||
|
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
|
||||||
|
JMP Untitled_Garnish
|
||||||
|
|
||||||
|
.AddFireGarnish
|
||||||
|
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||||
|
|
||||||
|
LDA.b #$2A : JSL Sound_SetSfx2PanLong
|
||||||
|
|
||||||
|
LDA.b #$1D
|
||||||
|
|
||||||
|
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||||
|
|
||||||
|
PHX : TXY
|
||||||
|
|
||||||
|
TAX : STA $00
|
||||||
|
|
||||||
|
.next_slot
|
||||||
|
|
||||||
|
LDA $7FF800, X : BEQ .free_slot
|
||||||
|
|
||||||
|
DEX : BPL .next_slot
|
||||||
|
|
||||||
|
DEC $0FF8 : BPL .use_search_index
|
||||||
|
|
||||||
|
LDA $00 : STA $0FF8
|
||||||
|
|
||||||
|
.use_search_index
|
||||||
|
|
||||||
|
LDX $0FF8
|
||||||
|
|
||||||
|
.free_slot
|
||||||
|
|
||||||
|
LDA.b #$10 : STA $7FF800, X : STA $0FB4
|
||||||
|
|
||||||
|
TYA : STA $7FF92C, X
|
||||||
|
|
||||||
|
LDA $0D10, Y : STA $7FF83C, X
|
||||||
|
LDA $0D30, Y : STA $7FF878, X
|
||||||
|
|
||||||
|
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||||
|
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||||
|
|
||||||
|
LDA.b #$7F : STA $7FF90E, X
|
||||||
|
|
||||||
|
STX $00
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
||||||
|
.return
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
AddIceGarnishV2:
|
||||||
|
{
|
||||||
|
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
|
||||||
|
|
||||||
|
LDA.b #$14 : JSL Sound_SetSfx3PanLong
|
||||||
|
|
||||||
|
LDA.b #$1D
|
||||||
|
|
||||||
|
; *$EBDE8 ALTERNATE ENTRY POINT
|
||||||
|
|
||||||
|
PHX : TXY
|
||||||
|
|
||||||
|
TAX : STA $00
|
||||||
|
|
||||||
|
.next_slot
|
||||||
|
|
||||||
|
LDA $7FF800, X : BEQ .free_slot
|
||||||
|
|
||||||
|
DEX : BPL .next_slot
|
||||||
|
|
||||||
|
DEC $0FF8 : BPL .use_search_index
|
||||||
|
|
||||||
|
LDA.b #$00 : STA $0FF8
|
||||||
|
|
||||||
|
.use_search_index
|
||||||
|
|
||||||
|
LDX $0FF8
|
||||||
|
|
||||||
|
.free_slot
|
||||||
|
|
||||||
|
LDA.b #$0C : STA $7FF800, X : STA $0FB4
|
||||||
|
|
||||||
|
TYA : STA $7FF92C, X
|
||||||
|
|
||||||
|
LDA $0D10, Y : STA $7FF83C, X
|
||||||
|
LDA $0D30, Y : STA $7FF878, X
|
||||||
|
|
||||||
|
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
|
||||||
|
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
|
||||||
|
|
||||||
|
LDA.b #$7F : STA $7FF90E, X
|
||||||
|
|
||||||
|
STX $00
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
||||||
|
.return
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
Sprite_Twinrova_IceAttack:
|
||||||
|
{
|
||||||
|
JSL Sprite_Move
|
||||||
|
JSR AddIceGarnishV2
|
||||||
|
JSR Untitled_Garnish
|
||||||
|
.return
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
; Overwrite vanilla Trinexx ice garnish
|
||||||
|
; Plays like a simple ice cloud animation now.
|
||||||
|
|
||||||
|
pushpc
|
||||||
|
|
||||||
|
org $09B5DE
|
||||||
|
Garnish_PrepOamCoord:
|
||||||
|
|
||||||
|
org $09B70C
|
||||||
|
Garnish_SetOamPropsAndLargeSize:
|
||||||
|
|
||||||
|
org $09B459
|
||||||
|
Garnish_CheckPlayerCollision:
|
||||||
|
|
||||||
|
org $09B5D6
|
||||||
|
Garnish_SetOamPropsAndSmallSize:
|
||||||
|
|
||||||
|
org $09B33F
|
||||||
|
TrinexxIce_Pool:
|
||||||
|
{
|
||||||
|
.chr
|
||||||
|
db $2E
|
||||||
|
db $2E
|
||||||
|
db $2C
|
||||||
|
db $2C
|
||||||
|
.properties
|
||||||
|
db $35
|
||||||
|
db $35
|
||||||
|
db $35
|
||||||
|
db $35
|
||||||
|
}
|
||||||
|
|
||||||
|
org $09B34F
|
||||||
|
Garnish_TrinexxIce:
|
||||||
|
{
|
||||||
|
; special animation 0x0C
|
||||||
|
|
||||||
|
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
|
||||||
|
|
||||||
|
LDA TrinexxIce_Pool_properties, Y : STA $04
|
||||||
|
|
||||||
|
JSR Garnish_PrepOamCoord
|
||||||
|
|
||||||
|
LDA $00 : STA ($90), Y
|
||||||
|
LDA $02 : INY : STA ($90), Y
|
||||||
|
|
||||||
|
LDA $7FF90E, X : LSR #5 : PHX : TAX
|
||||||
|
|
||||||
|
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
|
||||||
|
|
||||||
|
LDA.b #$35 : ORA $04 : PLX
|
||||||
|
|
||||||
|
JMP Garnish_SetOamPropsAndLargeSize
|
||||||
|
}
|
||||||
|
warnpc $09B3B8
|
||||||
|
|
||||||
|
; Ice Garnish
|
||||||
|
org $0DB266+$CD
|
||||||
|
db $04
|
||||||
|
|
||||||
|
pullpc
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
|
||||||
|
Sprite_Twinrova_Draw:
|
||||||
|
{
|
||||||
|
JSL Sprite_PrepOamCoord
|
||||||
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||||
|
|
||||||
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||||
|
LDA .start_index, Y : STA $06
|
||||||
|
|
||||||
|
; Store Palette thing
|
||||||
|
LDA $0DA0, X : STA $08
|
||||||
|
|
||||||
|
PHX
|
||||||
|
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||||
|
LDY.b #$00
|
||||||
|
.nextTile
|
||||||
|
|
||||||
|
PHX ; Save current Tile Index?
|
||||||
|
|
||||||
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||||
|
|
||||||
|
PHA ; Keep the value with animation index offset?
|
||||||
|
|
||||||
|
ASL A : TAX
|
||||||
|
|
||||||
|
REP #$20
|
||||||
|
|
||||||
|
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||||
|
AND.w #$0100 : STA $0E
|
||||||
|
INY
|
||||||
|
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||||
|
CLC : ADC #$0010 : CMP.w #$0100
|
||||||
|
SEP #$20
|
||||||
|
BCC .on_screen_y
|
||||||
|
|
||||||
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||||
|
STA $0E
|
||||||
|
.on_screen_y
|
||||||
|
|
||||||
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||||
|
INY
|
||||||
|
LDA .chr, X : STA ($90), Y
|
||||||
|
INY
|
||||||
|
|
||||||
|
; Set palette flash modifier
|
||||||
|
LDA .properties, X : ORA $08 : STA ($90), Y
|
||||||
|
|
||||||
|
PHY
|
||||||
|
|
||||||
|
TYA : LSR #2 : TAY
|
||||||
|
|
||||||
|
SEP #$20 ;set A back to 8bit but not X and Y
|
||||||
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||||
|
|
||||||
|
PLY : INY
|
||||||
|
|
||||||
|
PLX : DEX : BPL .nextTile
|
||||||
|
|
||||||
|
SEP #$30
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
||||||
|
RTS
|
||||||
|
|
||||||
|
|
||||||
|
; =========================================================
|
||||||
|
.start_index
|
||||||
|
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
|
||||||
|
.nbr_of_tiles
|
||||||
|
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
|
||||||
|
.x_offsets
|
||||||
|
dw -8, 8, 8, -8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -16, 0, 16, -16, 0, 16
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
dw -8, 8, -8, 8
|
||||||
|
.y_offsets
|
||||||
|
dw -8, -8, 8, 8
|
||||||
|
dw -7, -7, 9, 9
|
||||||
|
dw -8, -8, 8, 8
|
||||||
|
dw -8, -8, 8, 8
|
||||||
|
dw -8, -8, 8, 8
|
||||||
|
dw -7, -7, 9, 9
|
||||||
|
dw -6, -6, 10, 10
|
||||||
|
dw -8, -8, -8, 8, 8, 8
|
||||||
|
dw -8, -8, 8, 8
|
||||||
|
dw -8, -8, 8, 8
|
||||||
|
dw -8, -8, 8, 8
|
||||||
|
dw -7, -7, 9, 9
|
||||||
|
.chr
|
||||||
|
db $00, $02, $22, $24
|
||||||
|
db $04, $06, $24, $26
|
||||||
|
db $08, $0A, $28, $2A
|
||||||
|
db $0C, $0E, $28, $2A
|
||||||
|
db $44, $46, $64, $66
|
||||||
|
db $48, $4A, $68, $6A
|
||||||
|
db $4C, $4E, $6C, $6E
|
||||||
|
db $88, $8A, $8C, $A8, $AA, $AC
|
||||||
|
db $80, $82, $A0, $A2
|
||||||
|
db $84, $86, $A4, $A6
|
||||||
|
db $40, $42, $60, $62
|
||||||
|
db $40, $42, $60, $62
|
||||||
|
.properties
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
db $39, $39, $39, $39
|
||||||
|
.sizes
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02, $02, $00
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
db $02, $02, $02, $02
|
||||||
|
}
|
||||||
|
|
||||||
|
print "TWINROVA ============ ", pc
|
||||||
|
ApplyTwinrovaGraphics:
|
||||||
|
{
|
||||||
|
PHX
|
||||||
|
|
||||||
|
REP #$20 ; A = 16, XY = 8
|
||||||
|
LDX #$80 : STX $2100 ;turn the screen off (required)
|
||||||
|
|
||||||
|
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
|
||||||
|
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
|
||||||
|
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
|
||||||
|
; "001 => 2 registers write once (2 bytes: p, p+1)"
|
||||||
|
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
|
||||||
|
LDX.b #TwinrovaGraphics>>16 : STX $4304
|
||||||
|
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each
|
||||||
|
LDX #$01 : STX $420B ; Do the DMA
|
||||||
|
|
||||||
|
LDX #$0F : STX $2100 ;turn the screen back on
|
||||||
|
|
||||||
|
SEP #$30
|
||||||
|
|
||||||
|
PLX
|
||||||
|
|
||||||
|
RTS
|
||||||
|
|
||||||
|
TwinrovaGraphics:
|
||||||
|
incbin twinrova.bin
|
||||||
|
}
|
||||||
@@ -17,9 +17,9 @@ lorom
|
|||||||
!MagicPowder = $7EF344
|
!MagicPowder = $7EF344
|
||||||
!FireRod = $7EF345
|
!FireRod = $7EF345
|
||||||
!IceRod = $7EF346
|
!IceRod = $7EF346
|
||||||
!BunnyMask = $7EF347
|
!BunnyMask = $7EF348
|
||||||
!DekuMask = $7EF348
|
!DekuMask = $7EF349
|
||||||
!ZoraMask = $7EF349
|
!ZoraMask = $7EF347
|
||||||
!Lamp = $7EF34A
|
!Lamp = $7EF34A
|
||||||
!MagicHammer = $7EF34B
|
!MagicHammer = $7EF34B
|
||||||
!Flute = $7EF34C
|
!Flute = $7EF34C
|
||||||
@@ -63,7 +63,7 @@ org $3CA62A ; Expanded space for our routine
|
|||||||
; Load items
|
; Load items
|
||||||
|
|
||||||
; 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows
|
; 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows
|
||||||
LDA #$03 : STA !Bow
|
LDA #$02 : STA !Bow
|
||||||
|
|
||||||
; 0 - nothing. 1 - blue boomerang. 2 - red boomerang
|
; 0 - nothing. 1 - blue boomerang. 2 - red boomerang
|
||||||
LDA #$02 : STA !Boomerang
|
LDA #$02 : STA !Boomerang
|
||||||
@@ -115,7 +115,7 @@ org $3CA62A ; Expanded space for our routine
|
|||||||
LDA #$01 : STA !Shield
|
LDA #$01 : STA !Shield
|
||||||
|
|
||||||
; 0 - nothing. 1 - Green Mail. 2 - Blue Mail. 3 - Red Mail
|
; 0 - nothing. 1 - Green Mail. 2 - Blue Mail. 3 - Red Mail
|
||||||
LDA #$00 : STA !Mail
|
LDA #$01 : STA !Mail
|
||||||
|
|
||||||
; 0-No bottle.
|
; 0-No bottle.
|
||||||
; 1-Mushroom (no use). 2-Empty bottle.
|
; 1-Mushroom (no use). 2-Empty bottle.
|
||||||
|
|||||||
Reference in New Issue
Block a user