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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; =============================================================================
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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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; org $3CA600
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org $2B8000
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pullpc
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LinkItem_SecretsBook:
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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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@@ -57,6 +56,8 @@ LinkItem_SecretsBook:
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JSL $099F91 ; at least execute original code
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RTL
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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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@@ -7,8 +7,6 @@
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LinkItem_IceRod:
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{
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lorom
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org $088a5d ; jsl to main code
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jsl $0efba0
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@@ -1,7 +1,7 @@
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; =============================================================================
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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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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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org $2A8000
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org $2B8000
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NewBookCode:
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{
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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 #$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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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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; Reset Link movement offsets
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STZ $31
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STZ $30
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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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STA $27
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STA $27 ; Vertical recoil
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.noUp
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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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@@ -46,7 +53,7 @@ NewBookCode:
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.noDown
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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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STA $28
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STA $28 ; Horizontal recoil
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.noLeft
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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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@@ -55,3 +62,6 @@ NewBookCode:
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.cantuseit
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RTL
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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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INC A : CMP $7EC186 : BEQ .set_x
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INC $02
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INC A
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.set_x
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STA $22
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LDA $20 : CMP $7EC184 : BEQ .set_y : BCC .y_low
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DEC $00
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DEC A : CMP $7EC184 : BEQ .set_y
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DEC $00
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DEC A
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BRA .set_y
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.y_low
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INC $00
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INC A : CMP $7EC184 : BEQ .set_y
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INC $00
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INC A
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.set_y
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STA $20
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CMP $7EC184 : BNE .delay_advance
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LDA $22 : CMP $7EC186 : BNE .delay_advance
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INC $B0
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STZ $46
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.delay_advance
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SEP #$20
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LDA $00 : STA $30
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LDA $02 : STA $31
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JSL Overworld_OperateCameraScroll_Long ; $13B90 IN ROM
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LDA $0416 : BEQ .exit
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JSL Overworld_ScrollMap_Long ; $17273 IN ROM
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.exit
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RTL
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}
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Ancilla_MoveXYWithPortal:
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{
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; Increments X_reg by 0x0A so that X coordinates will be handled next
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TXA : CLC : ADC.b #$0A : TAX
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; MoveVertical
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LDA $0C22, X : ASL #4 : CLC : ADC $0C36, X : STA $0C36, X
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LDY.b #$00
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; upper 4 bits are pixels per frame. lower 4 bits are 1/16ths of a pixel per frame.
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; store the carry result of adding to $0C36, X
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; check if the y pixel change per frame is negative
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LDA $0C22, X : PHP : LSR #4 : PLP : BPL .moving_down
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; sign extend from 4-bits to 8-bits
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ORA.b #$F0
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DEY
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.moving_down
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; modifies the y coordinates of the special object
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ADC $0BFA, X : STA $0BFA, X
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TYA : ADC $0C0E, X : STA $0C0E, X
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LDX.w $0FA0
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RTL
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}
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; #_088087: db $50 ; 0x18 - ETHER SPELL
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; #_088088: db $00 ; 0x19 - BOMBOS SPELL
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; LDA.b #$18 ; Ether Spell
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; LDY.b #$01
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; JSL Ancilla_PortalShot
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print "End of Items/portal_rod.asm ", pc
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pushpc
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; org $0997DE
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; AddSilverArrowSparkle:
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; org $088D68
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; Ancilla_CheckSpriteCollision:
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; org $088981
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; Ancilla_CheckTileCollision:
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; org $088027
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; Ancilla_DoSfx2:
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; org $08A121
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; Ancilla_Arrow:
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; {
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; .y_offsets
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; dw -4, 2, 0, 0
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; .x_offsets
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; dw 0, 0, -4, 4
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; LDA.b $11 : BEQ .normal_submode
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; BRL .draw
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; .normal_submode
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; DEC.w $0C5E, X : LDA.w $0C5E, X : BMI .timer_elapsed
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; CMP.b #$04 : BCC .begin_moving
|
||||
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; ; The object doesn't even start being drawn until this timer counts
|
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; ; down.
|
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; BRL .do_nothing
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|
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; .timer_elapsed
|
||||
|
||||
; LDA.b #$FF : STA.w $0C5E, X
|
||||
|
||||
; .begin_moving
|
||||
|
||||
; ; JSL Ancilla_MoveXYWithPortal
|
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; JSR $908B
|
||||
; JSR $9080
|
||||
|
||||
; LDA.l $7EF340 : AND.b #$04 : BEQ .dont_spawn_sparkle
|
||||
|
||||
; LDA.b $1A : AND.b #$01 : BNE .dont_spawn_sparkle
|
||||
|
||||
; PHX
|
||||
|
||||
; JSL AddSilverArrowSparkle
|
||||
|
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; PLX
|
||||
|
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; .dont_spawn_sparkle
|
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|
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; LDA.b #$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
|
||||
CLC
|
||||
RTS
|
||||
}
|
||||
}
|
||||
|
||||
warnpc $07A4F6
|
||||
@@ -7,9 +7,23 @@ incbin gfx/deku_link.bin
|
||||
|
||||
; =============================================================================
|
||||
|
||||
org $07B0AB
|
||||
LinkItem_EvaluateMagicCost:
|
||||
|
||||
org $07A64B ; formerly Quake
|
||||
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
|
||||
%CheckNewR_ButtonPress() : BEQ .return
|
||||
|
||||
@@ -26,6 +40,7 @@ LinkItem_DekuMask:
|
||||
|
||||
LDA #$35 : STA $BC ; put the mask on
|
||||
LDA #$01 : STA $02B2 ; set the deku mask flag
|
||||
STA $02F5 ; Somaria platform flag, no dash.
|
||||
|
||||
BRA .return
|
||||
|
||||
@@ -33,6 +48,7 @@ LinkItem_DekuMask:
|
||||
STZ $5D
|
||||
; Restore the shield
|
||||
LDA $0AAF : STA.l $7EF35A
|
||||
STZ $02F5
|
||||
|
||||
%ResetToLinkGraphics()
|
||||
|
||||
@@ -40,6 +56,19 @@ LinkItem_DekuMask:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
org $07E370
|
||||
LinkHop_FindArbitraryLandingSpot:
|
||||
|
||||
org $07A6D6
|
||||
LinkState_UsingQuake:
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
warnpc $07A779
|
||||
|
||||
org $318000
|
||||
; org $07A013
|
||||
; JSL LinkItem_SlingshotPrepare
|
||||
|
||||
@@ -17,32 +17,44 @@ UpdateGbcPalette:
|
||||
|
||||
GameboyLinkPalette:
|
||||
{
|
||||
dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF
|
||||
dw #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18, #$7FFF
|
||||
dw #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$7E03
|
||||
dw #$7691, #$2678, #$435C, #$1199, #$7A18, #$7FFF, #$237E, #$B711
|
||||
dw #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$147F, #$457E, #$6DF3
|
||||
dw #$7EB9, #$2A5C, #$2227, #$7A18, #$7FFF, #$237E, #$B711, #$369E
|
||||
dw #$14A5, #$01FF, #$1078, #$46FF, #$05FF, #$3B68, #$0A4A, #$12EF
|
||||
dw #$567E, #$1872, #$7A18, #$5276, #$0352
|
||||
dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF
|
||||
dw #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18, #$7FFF
|
||||
dw #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$7E03
|
||||
dw #$7691, #$2678, #$435C, #$1199, #$7A18, #$7FFF, #$237E, #$B711
|
||||
dw #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$147F, #$457E, #$6DF3
|
||||
dw #$7EB9, #$2A5C, #$2227, #$7A18, #$7FFF, #$237E, #$B711, #$369E
|
||||
dw #$14A5, #$01FF, #$1078, #$46FF, #$05FF, #$3B68, #$0A4A, #$12EF
|
||||
dw #$567E, #$1872, #$7A18, #$5276, #$0352
|
||||
}
|
||||
|
||||
org $07A9B1
|
||||
LinkMode_MagicMirror:
|
||||
{
|
||||
JSL LinkState_GameboyForm
|
||||
}
|
||||
|
||||
pullpc
|
||||
LinkState_GameboyForm:
|
||||
{
|
||||
CLC
|
||||
LDA $0FFF : BEQ .return ; not in dark world
|
||||
|
||||
; %PlayerTransform()
|
||||
|
||||
SEP #$30
|
||||
LDA $02B2 : CMP.b #$06 : BEQ .already_gbc
|
||||
LDA $7EF357 : BEQ .return ; doesnt have the pearl
|
||||
LDA $0FFF : BEQ .return ; not in dark world
|
||||
%PlayerTransform()
|
||||
|
||||
JSL UpdateGbcPalette
|
||||
LDA #$3B : STA $BC ; change link's sprite
|
||||
LDA #$3B : STA $BC ; change link's sprite
|
||||
LDA #$06 : STA $02B2
|
||||
BRA .return
|
||||
|
||||
.return
|
||||
LDA $BC : CMP.b #$06 : BNE .not_gbc
|
||||
.already_gbc
|
||||
%PlayerTransform()
|
||||
LDA #$10 : STA $BC
|
||||
STZ $02B2
|
||||
|
||||
.not_gbc
|
||||
CLC
|
||||
.return
|
||||
JSL $07F1E6
|
||||
RTL
|
||||
}
|
||||
}
|
||||
pushpc
|
||||
@@ -53,6 +53,7 @@ LinkItem_ShovelAndFlute:
|
||||
JMP LinkItem_WolfMask
|
||||
|
||||
}
|
||||
; warnpc $07A31F
|
||||
|
||||
; =============================================================================
|
||||
|
||||
|
||||
@@ -26,7 +26,7 @@ UpdateZoraPalette:
|
||||
REP #$30 ; change 16 bit mode
|
||||
LDX #$001E
|
||||
|
||||
.loop
|
||||
.loop
|
||||
LDA.l zora_palette, X : STA $7EC6E0, X
|
||||
DEX : DEX : BPL .loop
|
||||
|
||||
@@ -51,9 +51,13 @@ org $0998FC
|
||||
|
||||
; =============================================================================
|
||||
|
||||
; Replaces Bombos medallion
|
||||
org $07A569
|
||||
LinkItem_ZoraMask:
|
||||
{
|
||||
; No removing the mask whilst diving.
|
||||
LDA $0AAB : BNE .return
|
||||
|
||||
; Check for R button held
|
||||
%CheckNewR_ButtonPress() : BEQ .return
|
||||
|
||||
@@ -75,26 +79,17 @@ LinkItem_ZoraMask:
|
||||
CLC
|
||||
RTS
|
||||
}
|
||||
print pc, " ==> LinkItem_ZoraMask ", pc
|
||||
|
||||
warnpc $07A5CE
|
||||
|
||||
; =============================================================================
|
||||
|
||||
; End of LinkState_Swimming
|
||||
org $079781
|
||||
org $079781
|
||||
JSR LinkState_UsingZoraMask
|
||||
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
|
||||
@@ -109,10 +104,9 @@ LinkState_UsingZoraMask:
|
||||
.normal
|
||||
; Return to normal state
|
||||
STZ $55
|
||||
STZ $5E ; Reset speed to normal
|
||||
STZ $037B
|
||||
STZ $0351
|
||||
LDA #$00 : STA $5E ; Reset speed to normal
|
||||
STA $037B
|
||||
JMP .return
|
||||
|
||||
.swimming
|
||||
@@ -189,7 +183,7 @@ LinkState_UsingZoraMask:
|
||||
LDA #$08
|
||||
STA $5E ; Set the player speed
|
||||
|
||||
STZ $0345
|
||||
STZ $0345 ; Reset deep water flag
|
||||
|
||||
LDA #$01
|
||||
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
|
||||
{
|
||||
LDA $1B : BEQ .return_default ; We are in overworld actually
|
||||
@@ -214,7 +221,7 @@ LinkState_UsingZoraMask:
|
||||
; Check if the ground level is safe
|
||||
; Otherwise, eject the player back to the surface
|
||||
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
|
||||
JSR Link_CheckNewY_ButtonPress : BCC .return_default
|
||||
@@ -244,6 +251,14 @@ LinkState_UsingZoraMask:
|
||||
RTS
|
||||
}
|
||||
|
||||
pushpc
|
||||
|
||||
; C2C3
|
||||
org $07C307
|
||||
JSR LinkState_UsingZoraMask_dungeon_stairs
|
||||
RTS
|
||||
|
||||
pullpc
|
||||
|
||||
.dungeon_stairs
|
||||
{
|
||||
@@ -257,19 +272,21 @@ LinkState_UsingZoraMask:
|
||||
}
|
||||
print "==> LinkState_UsingZoraMask ", pc
|
||||
|
||||
; =============================================================================
|
||||
|
||||
; TODO: Make this so it does not cancel if $0202 is still the same mask
|
||||
; corresponding to the form the player is in.
|
||||
; Also, prevent this from canceling minish form.
|
||||
LinkState_ResetMaskAnimated:
|
||||
{
|
||||
LDA $02B2 : BEQ .no_mask
|
||||
CMP #$05 : BEQ .no_mask
|
||||
CMP #$01 : BNE .transform
|
||||
LDA $02B2 : BEQ .no_mask
|
||||
CMP.b #$05 : BEQ .no_mask
|
||||
CMP.b #$06 : BEQ .gbc_form
|
||||
CMP.b #$02 : BEQ .no_mask
|
||||
CMP #$01 : BNE .transform
|
||||
|
||||
; Restore the sword, shield, and bow override
|
||||
LDA $0AA5 : STA.l $7EF359
|
||||
LDA $0AAF : STA.l $7EF35A
|
||||
LDA #$00 : STA $7E03FC
|
||||
|
||||
.transform
|
||||
LDY.b #$04 : LDA.b #$23
|
||||
@@ -280,6 +297,7 @@ LinkState_ResetMaskAnimated:
|
||||
JSL Palette_ArmorAndGloves
|
||||
LDA #$10 : STA $BC
|
||||
.no_mask
|
||||
.gbc_form
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
@@ -49,10 +49,7 @@ org $2E8000
|
||||
|
||||
HUD_Update:
|
||||
{
|
||||
; JSL LinkState_GameboyForm
|
||||
|
||||
JSR HUD_UpdateItemBox
|
||||
|
||||
.ignoreItemBox ; ALTERNATE ENTRY POINT
|
||||
|
||||
SEP #$30
|
||||
@@ -122,11 +119,10 @@ HUD_Update:
|
||||
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
|
||||
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
|
||||
LDA.l (MagicTilemap)+0, X : STA $7EC76C
|
||||
LDA.l (MagicTilemap)+2, X : STA $7EC76E
|
||||
LDA.l (MagicTilemap)+4, X : STA $7EC770
|
||||
LDA.l (MagicTilemap)+6, X : STA $7EC772
|
||||
|
||||
; Load how many rupees the player has
|
||||
LDA $7EF362
|
||||
@@ -206,52 +202,31 @@ HUD_Update:
|
||||
|
||||
; =============================================================================
|
||||
|
||||
Full = $3C5F
|
||||
Full = $3C5F
|
||||
MostlyFull = $3C4D
|
||||
KindaFull = $3C4E
|
||||
HalfEmpty = $3C4F
|
||||
KindaFull = $3C4E
|
||||
HalfEmpty = $3C4F
|
||||
AlmostEmpty = $3C5E
|
||||
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
|
||||
Empty = $3C4C
|
||||
|
||||
MagicTilemap:
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4C
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4D
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C4E
|
||||
dw $3C4C, $3C4C, $3C4C, $3C5F, $3C5F
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4C, $3C5F
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4D, $3C5F
|
||||
dw $3C4C, $3C4C, $3C4C, $3C4E, $3C5F
|
||||
dw $3C4D, $3C5F, $3C5F, $3C5F, $3C5F
|
||||
dw $3C4E, $3C5F, $3C5F, $3C5F, $3C5F
|
||||
dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
|
||||
dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
|
||||
dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
|
||||
; value 0x80 aka 128
|
||||
|
||||
HUD_DrawMagicMeter:
|
||||
{
|
||||
; 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
|
||||
}
|
||||
dw Empty, Empty, Empty, Empty
|
||||
dw Empty, Empty, Empty, AlmostEmpty
|
||||
dw Empty, Empty, Empty, HalfEmpty
|
||||
dw Empty, Empty, Empty, KindaFull
|
||||
dw Empty, Empty, Empty, MostlyFull
|
||||
dw Empty, Empty, AlmostEmpty, Full
|
||||
dw Empty, Empty, HalfEmpty, Full
|
||||
dw Empty, Empty, KindaFull, Full
|
||||
dw Empty, Empty, MostlyFull, Full
|
||||
dw Empty, AlmostEmpty, Full, Full
|
||||
dw Empty, HalfEmpty, Full, Full
|
||||
dw Empty, KindaFull, Full, Full
|
||||
dw Empty, MostlyFull, Full, Full
|
||||
dw AlmostEmpty, Full, Full, Full
|
||||
dw HalfEmpty, Full, Full, Full
|
||||
dw KindaFull, Full, Full, Full
|
||||
dw MostlyFull, Full, Full, Full
|
||||
|
||||
; ============================================================================
|
||||
; *$6FAFD-$6FB90 LOCAL
|
||||
@@ -477,12 +452,11 @@ org $0DF6B1
|
||||
|
||||
; Mirror
|
||||
org $0DF7C9
|
||||
dw $20F5, $20F5, $20F5, $20F5 ; No mirror
|
||||
dw $2C62, $2C63, $2C72, $2C73 ; Mirror
|
||||
dw $2C62, $2C63, $2C72, $2C73 ; Mirror
|
||||
|
||||
; Byrna
|
||||
org $0DF7A9
|
||||
dw $20F5, $20F5, $20F5, $20F5 ; No Byrna
|
||||
dw $2CDC, $2CDD, $2CEC, $2CED ; Cane of Byrna
|
||||
|
||||
org $0DF731
|
||||
@@ -517,58 +491,59 @@ org $0DF811
|
||||
; =============================================================================
|
||||
; $6FE77-$6FFC0
|
||||
|
||||
org $0DFE77
|
||||
org $0DFE77
|
||||
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
|
||||
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
|
||||
|
||||
; magic bar top part
|
||||
dw $200B, $200C, $200C, $200C, $200C, $200C
|
||||
; item frame top part
|
||||
dw $206C, $206D, $206E, $206F
|
||||
; ; magic bar top part
|
||||
; dw $200B, $200C, $200C, $200C, $200C, $200C
|
||||
; ; item frame top part
|
||||
; 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
|
||||
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
; dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
; dw $207F
|
||||
|
||||
; rupee icon key icon
|
||||
dw $3CA8, $FCA8, $207F, $2071, $207F
|
||||
; ; rupee icon key icon
|
||||
; dw $3CA8, $FCA8, $207F, $2071, $207F
|
||||
|
||||
; magic bar
|
||||
dw $201B, $344B
|
||||
dw $344B, $344B, $344B, $344B
|
||||
; ; magic bar
|
||||
; dw $201B, $344B
|
||||
; dw $344B, $344B, $344B, $344B
|
||||
|
||||
; item frame left part
|
||||
dw $20DE, $207F, $207F, $20DF
|
||||
; ; item frame left part
|
||||
; 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
|
||||
; 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
|
||||
|
||||
; magic bar bottom part
|
||||
dw $A00B, $A00C
|
||||
dw $A00C, $A00C, $A00C, $A00C
|
||||
; ; magic bar bottom part
|
||||
; dw $A00B, $A00C
|
||||
; dw $A00C, $A00C, $A00C, $A00C
|
||||
|
||||
; item frame right part
|
||||
dw $20EE, $207F, $207F, $20EF
|
||||
; ; item frame right part
|
||||
; 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
|
||||
; 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
|
||||
|
||||
; item frame bottom part
|
||||
dw $207C, $207D, $207E, $201D
|
||||
; ; item frame bottom part
|
||||
; 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
|
||||
}
|
||||
; 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
|
||||
; }
|
||||
|
||||
; ==============================================================================
|
||||
|
||||
@@ -661,4 +636,4 @@ FloorIndicator:
|
||||
SEP #$30
|
||||
|
||||
RTL
|
||||
}
|
||||
}
|
||||
@@ -5,61 +5,61 @@
|
||||
Menu_ItemIndex:
|
||||
db $00
|
||||
; 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
|
||||
db $04, $09, $05, $06, $14, $0B
|
||||
db $04, $09, $05, $06, $14, $0B
|
||||
; 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
|
||||
db $11, $0F, $08, $10, $13, $0B
|
||||
db $11, $0F, $08, $10, $13, $0B
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
; Decides which graphics is drawn
|
||||
Menu_AddressIndex:
|
||||
db $7EF340 ; bow
|
||||
db $7EF341 ; boom
|
||||
db $7EF342 ; hookshot
|
||||
db $7EF343 ; bombs
|
||||
db $7EF344 ; powder
|
||||
db $7EF35C ; bottle1
|
||||
db $7EF340 ; Bow
|
||||
db $7EF341 ; Boomerang
|
||||
db $7EF342 ; Hookshot
|
||||
db $7EF343 ; Bombs
|
||||
db $7EF344 ; Powder
|
||||
db $7EF35C ; Bottle 1
|
||||
|
||||
db $7EF34B ; hammer
|
||||
db $7EF34A ; lamp
|
||||
db $7EF345 ; firerod
|
||||
db $7EF346 ; icerod
|
||||
db $7EF353 ; mirror
|
||||
db $7EF35D ; bottle2
|
||||
db $7EF34B ; Hammer
|
||||
db $7EF34A ; Lamp
|
||||
db $7EF345 ; Fire Rod
|
||||
db $7EF346 ; Ice Rod
|
||||
db $7EF353 ; Magic Mirror
|
||||
db $7EF35D ; Bottle 2
|
||||
|
||||
db $7EF34C ; shovel 7EF34F
|
||||
db $7EF34E ; book
|
||||
db $7EF350 ; somaria
|
||||
db $7EF351 ; byrna
|
||||
db $7EF34D ; feather
|
||||
db $7EF35E ; bottle3
|
||||
db $7EF34E ; Book
|
||||
db $7EF350 ; Cane of Somaria
|
||||
db $7EF351 ; Cane of Byrna
|
||||
db $7EF34D ; Roc's Feather
|
||||
db $7EF35E ; Bottle 3
|
||||
|
||||
db $7EF348 ; deku mask
|
||||
db $7EF349 ; Deku Mask
|
||||
db $7EF347 ; Zora Mask
|
||||
db $7EF349 ; Bunny Hood
|
||||
db $7EF34C ; ocarina
|
||||
db $7EF352 ; stone mask
|
||||
db $7EF35F ; bottle4
|
||||
db $7EF358 ; Wolf Mask
|
||||
db $7EF348 ; Bunny Hood
|
||||
db $7EF352 ; Stone Mask
|
||||
db $7EF35F ; Bottle #4
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
|
||||
Menu_ItemCursorPositions:
|
||||
dw menu_offset(6,2) ; bow
|
||||
dw menu_offset(6,5) ; boom
|
||||
dw menu_offset(6,8) ; hookshot
|
||||
dw menu_offset(6,12) ; bombs
|
||||
dw menu_offset(6,15) ; deku mask
|
||||
dw menu_offset(6,18) ; bottle1
|
||||
dw menu_offset(6,2) ; bow
|
||||
dw menu_offset(6,5) ; boom
|
||||
dw menu_offset(6,8) ; hookshot
|
||||
dw menu_offset(6,12) ; bombs
|
||||
dw menu_offset(6,15) ; deku mask
|
||||
dw menu_offset(6,18) ; bottle1
|
||||
|
||||
dw menu_offset(9,2) ; hammer
|
||||
dw menu_offset(9,5) ; lamp
|
||||
dw menu_offset(9,8) ; firerod
|
||||
dw menu_offset(9,12) ; icerod
|
||||
dw menu_offset(9,15) ; goron
|
||||
dw menu_offset(9,18) ; bottle2
|
||||
dw menu_offset(9,2) ; hammer
|
||||
dw menu_offset(9,5) ; lamp
|
||||
dw menu_offset(9,8) ; firerod
|
||||
dw menu_offset(9,12) ; icerod
|
||||
dw menu_offset(9,15) ; goron
|
||||
dw menu_offset(9,18) ; bottle2
|
||||
|
||||
dw menu_offset(12,2) ; shovel
|
||||
dw menu_offset(12,5) ; feather
|
||||
@@ -80,14 +80,14 @@ Menu_ItemCursorPositions:
|
||||
|
||||
Menu_FindNextItem:
|
||||
{
|
||||
LDY.w $0202 : INY
|
||||
CPY.b #$19 : BCC .no_reset
|
||||
LDY.b #$01
|
||||
LDY.w $0202 : INY
|
||||
CPY.b #$19 : BCC .no_reset
|
||||
LDY.b #$01
|
||||
.no_reset
|
||||
STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -95,13 +95,13 @@ Menu_FindNextItem:
|
||||
|
||||
Menu_FindPrevItem:
|
||||
{
|
||||
LDY.w $0202 : DEY : BNE .no_reset
|
||||
LDY.w $0202 : DEY : BNE .no_reset
|
||||
LDY.b #$18
|
||||
.no_reset
|
||||
STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindPrevItem
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindPrevItem
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -109,14 +109,14 @@ Menu_FindPrevItem:
|
||||
|
||||
Menu_FindNextDownItem:
|
||||
{
|
||||
LDA.w $0202 : CLC : ADC.b #$06
|
||||
LDA.w $0202 : CLC : ADC.b #$06
|
||||
CMP.b #$19 : BCC .no_reset
|
||||
SBC.b #$18
|
||||
.no_reset
|
||||
TAY : STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
TAY : STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -124,14 +124,14 @@ Menu_FindNextDownItem:
|
||||
|
||||
Menu_FindNextUpItem:
|
||||
{
|
||||
LDA.w $0202 : SEC : SBC.b #$06
|
||||
BPL .no_reset : BNE .no_reset
|
||||
CLC : ADC.b #$18
|
||||
LDA.w $0202 : SEC : SBC.b #$06
|
||||
BPL .no_reset : BNE .no_reset
|
||||
CLC : ADC.b #$18
|
||||
.no_reset
|
||||
TAY : STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
TAY : STY.w $0202
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ Menu_FindNextItem
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -140,20 +140,20 @@ Menu_FindNextUpItem:
|
||||
|
||||
Menu_DeleteCursor:
|
||||
{
|
||||
REP #$30
|
||||
REP #$30
|
||||
LDX.w Menu_ItemCursorPositions-2, Y
|
||||
|
||||
LDA.w #$20F5
|
||||
STA.w $1108, X
|
||||
STA.w $1148, X
|
||||
STA.w $114E, X
|
||||
STA.w $110E, X
|
||||
STA.w $11C8, X
|
||||
STA.w $114E, X
|
||||
STA.w $110E, X
|
||||
STA.w $11C8, X
|
||||
STA.w $1188, X
|
||||
STA.w $118E, X
|
||||
STA.w $11CE, X
|
||||
SEP #$30
|
||||
STZ $0207
|
||||
STA.w $118E, X
|
||||
STA.w $11CE, X
|
||||
SEP #$30
|
||||
STZ $0207
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -161,24 +161,157 @@ Menu_DeleteCursor:
|
||||
|
||||
Menu_InitItemScreen:
|
||||
{
|
||||
SEP #$30
|
||||
SEP #$30
|
||||
LDY.w $0202 : BNE .all_good
|
||||
|
||||
.loop
|
||||
INY : CPY.b #$25 : BCS .bad
|
||||
INY : CPY.b #$25 : BCS .bad
|
||||
LDX.w Menu_AddressIndex-1, Y
|
||||
LDA.l $7EF300, X
|
||||
BEQ .loop
|
||||
LDA.l $7EF300, X
|
||||
BEQ .loop
|
||||
|
||||
STY.w $0202
|
||||
BRA .all_good
|
||||
BRA .all_good
|
||||
|
||||
.bad
|
||||
STZ.w $0202
|
||||
|
||||
.all_good
|
||||
STZ $0207
|
||||
STZ $0207
|
||||
LDA.b #$04
|
||||
STA.w $0200
|
||||
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
|
||||
; 26 - N/A
|
||||
; 27 - N/A
|
||||
; 28 - Spike Subtype
|
||||
; 29 - New Sprite Jump Table
|
||||
; 2A - Jump Feather
|
||||
; 2B - Book of Secrets
|
||||
; 2C - N/A
|
||||
; 28 - ZS Reserved
|
||||
; 29 - ZSprite Jump Table
|
||||
; 2A - Custom Sprites: Farore, Kydrog, Maku Tree, Mask Salesman
|
||||
; Deku Scrub, Anti Kirby, Village Dog, Minecart
|
||||
; Impa, Bug Net Kid
|
||||
; 2B - Custom Items: Feather, Book, Sword Collect
|
||||
; 2C - Dungeon Objects, Spike Subtype
|
||||
; 2D - Menu
|
||||
; 2E - HUD
|
||||
; 2F - House Tag
|
||||
; 30 - Custom Sprites and New Functions
|
||||
; 30 -
|
||||
; 31 - Deku Link Code
|
||||
; 32 - None
|
||||
; 33 - None
|
||||
; 34 - Zora Link Code
|
||||
; 32 - Entrance Music Fix
|
||||
; 33 - Together Warp Tag
|
||||
; 34 - N/A
|
||||
; 35 - Deku Link GFX
|
||||
; 36 - Zora Link GFX
|
||||
; 37 - Bunny Link GFX
|
||||
; 38 - Wolf Link GFX
|
||||
; 39 - Minish Link GFX
|
||||
; 3A - StartupMasks, Palette_ArmorAndGloves, CgramAuxToMain
|
||||
; 3B - N/A
|
||||
; 3B - GBC Link GFX
|
||||
; 3C - N/A
|
||||
; 3D - N/A
|
||||
; 3F - Boat GFX
|
||||
; 3F - Load Custom GFX, Boat GFX
|
||||
;
|
||||
; Used Free RAM:
|
||||
; $B6 - Cutscene State
|
||||
@@ -70,6 +72,12 @@ namespace Oracle
|
||||
incsrc "Overworld/master_sword.asm"
|
||||
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 ""
|
||||
|
||||
; ---------------------------------------------------------
|
||||
@@ -109,9 +117,6 @@ namespace Oracle
|
||||
; ---------------------------------------------------------
|
||||
; Music
|
||||
|
||||
; incsrc "Music/stone_tower_temple.asm"
|
||||
; print "End of stone_tower_temple.asm ", pc
|
||||
|
||||
incsrc "Music/frozen_hyrule.asm"
|
||||
print "End of Music/frozen_hyrule.asm ", pc
|
||||
|
||||
@@ -123,9 +128,6 @@ namespace Oracle
|
||||
|
||||
incsrc "Music/entrance_music_fix.asm"
|
||||
|
||||
; incsrc "Music/boss_theme.asm"
|
||||
; print "End of Music/boss_theme.asm ", pc
|
||||
|
||||
print ""
|
||||
|
||||
; ---------------------------------------------------------
|
||||
@@ -145,20 +147,6 @@ namespace Oracle
|
||||
|
||||
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
|
||||
@@ -166,7 +154,7 @@ namespace Oracle
|
||||
print " -- Sprites -- "
|
||||
print ""
|
||||
|
||||
incsrc "Sprites/sprites.asm"
|
||||
incsrc "Sprites/all_sprites.asm"
|
||||
|
||||
print ""
|
||||
|
||||
@@ -186,24 +174,7 @@ namespace Oracle
|
||||
print " -- Items -- "
|
||||
print ""
|
||||
|
||||
incsrc "Items/bottle_net.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
|
||||
|
||||
incsrc "Items/all_items.asm"
|
||||
|
||||
print ""
|
||||
|
||||
|
||||
@@ -48,7 +48,7 @@ ApplyGraphics1:
|
||||
RTS
|
||||
|
||||
BoatBitmap:
|
||||
incbin boat.bin
|
||||
incbin gfx/boat.bin
|
||||
}
|
||||
|
||||
; ==============================================================================
|
||||
@@ -6,10 +6,10 @@ org $0EDE29
|
||||
dw $01EF, $01E4, $00AD, $00B9
|
||||
|
||||
; 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
|
||||
dw $0008, $0008, $0008, $0008
|
||||
dw $0008, $0002, $0008, $0008
|
||||
|
||||
; Exit value for the special area. In Hyrule Magic these are those White markers.
|
||||
dw $0180, $0181, $0182, $0189
|
||||
@@ -189,7 +189,11 @@ Sprite_VillageDog_Main:
|
||||
Dog_WagTailLeft:
|
||||
{
|
||||
%PlayAnimation(0,1, 8)
|
||||
LDA $02B2 : CMP.b #$05 : BNE .not_minish
|
||||
%ShowSolicitedMessage($18) : JMP .continue
|
||||
.not_minish
|
||||
%ShowSolicitedMessage($1B)
|
||||
.continue
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%GotoAction(0)
|
||||
+
|
||||
@@ -200,7 +204,11 @@ Sprite_VillageDog_Main:
|
||||
Dog_WagTailRight:
|
||||
{
|
||||
%PlayAnimation(11,12,8)
|
||||
LDA $02B2 : CMP.b #$05 : BNE .not_minish
|
||||
%ShowSolicitedMessage($18) : JMP .continue
|
||||
.not_minish
|
||||
%ShowSolicitedMessage($1B)
|
||||
.continue
|
||||
LDA.w SprTimerD, X : BNE +
|
||||
%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
|
||||
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
|
||||
|
||||
@@ -3,39 +3,38 @@
|
||||
;=================================================================
|
||||
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
|
||||
|
||||
LDA $0FC1 : BNE .inactive
|
||||
|
||||
LDA $11 : BNE .inactive
|
||||
|
||||
LDA $0CAA, X : BMI .active
|
||||
|
||||
LDA $0F00, X : BEQ .active
|
||||
|
||||
.inactive
|
||||
CLC
|
||||
RTL
|
||||
|
||||
.active
|
||||
SEC
|
||||
RTL
|
||||
.inactive
|
||||
CLC
|
||||
RTL
|
||||
|
||||
.active
|
||||
SEC
|
||||
RTL
|
||||
}
|
||||
|
||||
|
||||
; make the sprite move X axis
|
||||
;===================================================================================================
|
||||
;==========================================================
|
||||
Sprite_MoveHoriz:
|
||||
LDA.w $0D50,X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
LDA.w $0D50, X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w $0D70,X : STA.w $0D70,X
|
||||
|
||||
LDY.b #$00
|
||||
LDA.w $0D50,X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
LDA.w $0D50, X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
|
||||
ORA.b #$F0
|
||||
DEY
|
||||
@@ -59,14 +58,14 @@ Sprite_Move:
|
||||
; make the sprite move Y axis
|
||||
;===================================================================================================
|
||||
Sprite_MoveVert:
|
||||
LDA.w $0D40,X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
LDA.w $0D40, X : BEQ .no_velocity
|
||||
ASL : ASL : ASL : ASL
|
||||
CLC : ADC.w $0D60,X : STA.w $0D60,X
|
||||
|
||||
LDY.b #$00
|
||||
LDA.w $0D40,X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
LDA.w $0D40, X
|
||||
PHP : LSR : LSR : LSR : LSR : PLP
|
||||
BPL ++
|
||||
|
||||
ORA.b #$F0
|
||||
DEY
|
||||
@@ -82,12 +81,12 @@ Sprite_MoveVert:
|
||||
;===================================================================================================
|
||||
Sprite_MoveZ:
|
||||
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
|
||||
|
||||
LDA.w $0F80,X : PHP
|
||||
LSR : LSR : LSR : LSR
|
||||
PLP : BPL .positive
|
||||
LDA.w $0F80, X : PHP
|
||||
LSR : LSR : LSR : LSR
|
||||
PLP : BPL .positive
|
||||
|
||||
ORA.b #$F0
|
||||
|
||||
@@ -107,11 +106,11 @@ Sprite_BounceTowardPlayer:
|
||||
|
||||
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 #$20
|
||||
@@ -121,7 +120,7 @@ Sprite_BounceTowardPlayer:
|
||||
LDA.b #$21 : JSL Sound_SetSfx2PanLong
|
||||
|
||||
.aloft
|
||||
LDA.w $0F70,X : BEQ .dontmove
|
||||
LDA.w $0F70, X : BEQ .dontmove
|
||||
|
||||
JSL Sprite_Move
|
||||
|
||||
@@ -129,41 +128,124 @@ Sprite_BounceTowardPlayer:
|
||||
RTL
|
||||
|
||||
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
|
||||
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
|
||||
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
|
||||
|
||||
;these need to be the same as the next set
|
||||
;used to do the HDMA
|
||||
MovieEffectArray = $F900 ;0x0F
|
||||
MovieEffectBank = $7E
|
||||
MovieEffectArray = $F900 ;0x0F
|
||||
MovieEffectBank = $7E
|
||||
|
||||
;used to set the actual values
|
||||
MovieEffect0 = $7EF900 ;0x01
|
||||
MovieEffect1 = $7EF901 ;0x01
|
||||
MovieEffect2 = $7EF902 ;0x01
|
||||
MovieEffect3 = $7EF903 ;0x01
|
||||
MovieEffect4 = $7EF904 ;0x01
|
||||
MovieEffect5 = $7EF905 ;0x01
|
||||
MovieEffect6 = $7EF906 ;0x01
|
||||
MovieEffect7 = $7EF907 ;0x01
|
||||
MovieEffect8 = $7EF908 ;0x01
|
||||
MovieEffect9 = $7EF909 ;0x01
|
||||
MovieEffectA = $7EF90A ;0x01
|
||||
MovieEffectB = $7EF90B ;0x01
|
||||
MovieEffectC = $7EF90C ;0x01
|
||||
MovieEffectD = $7EF90D ;0x01
|
||||
MovieEffectE = $7EF90E ;0x01
|
||||
MovieEffect0 = $7EF900 ;0x01
|
||||
MovieEffect1 = $7EF901 ;0x01
|
||||
MovieEffect2 = $7EF902 ;0x01
|
||||
MovieEffect3 = $7EF903 ;0x01
|
||||
MovieEffect4 = $7EF904 ;0x01
|
||||
MovieEffect5 = $7EF905 ;0x01
|
||||
MovieEffect6 = $7EF906 ;0x01
|
||||
MovieEffect7 = $7EF907 ;0x01
|
||||
MovieEffect8 = $7EF908 ;0x01
|
||||
MovieEffect9 = $7EF909 ;0x01
|
||||
MovieEffectA = $7EF90A ;0x01
|
||||
MovieEffectB = $7EF90B ;0x01
|
||||
MovieEffectC = $7EF90C ;0x01
|
||||
MovieEffectD = $7EF90D ;0x01
|
||||
MovieEffectE = $7EF90E ;0x01
|
||||
|
||||
SetupMovieEffect:
|
||||
{
|
||||
@@ -212,9 +294,9 @@ MovieEffect:
|
||||
LDX #$00 : STX $4351 ;Set register to 00 ($21 00)
|
||||
|
||||
LDA.w #MovieEffectArray : STA $4352 ;set address of the hdma table
|
||||
LDX.b #MovieEffectBank : STX $4354 ;set the bank of HDMA table
|
||||
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 $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 $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 "Sprites/farore.asm"
|
||||
@@ -52,5 +52,18 @@ print "End of anti_kirby.asm ", pc
|
||||
incsrc "Sprites/VillageDog/village_dog.asm"
|
||||
print "End of village_dog.asm ", pc
|
||||
|
||||
incsrc "Sprites/Minecart/minecart.asm"
|
||||
print "End of minecart.asm ", pc
|
||||
incsrc "Sprites/minecart.asm"
|
||||
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
|
||||
!Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss
|
||||
|
||||
!HVelocity = $06
|
||||
|
||||
;==============================================================================
|
||||
|
||||
%Set_Sprite_Properties(Sprite_Minecart_Prep, Sprite_Minecart_Long)
|
||||
@@ -59,21 +57,27 @@ Sprite_Minecart_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; Adjust the Y position so it aligns with the tracks.
|
||||
LDA $0D00, X : SEC : SBC.b #$04 : STA $0D00, X
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
!MinecartSpeed = 10
|
||||
|
||||
print "Minecart: ", pc
|
||||
Sprite_Minecart_Main:
|
||||
{
|
||||
LDA.w SprAction, X ; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
||||
|
||||
dw Minecart_Adjust
|
||||
dw Minecart_Waiting
|
||||
dw Minecart_Moving
|
||||
dw Minecart_Moving2
|
||||
dw Minecart_Adjust
|
||||
dw Minecart_Waiting
|
||||
dw Minecart_MoveHorizontal
|
||||
dw Minecart_MoveVertical
|
||||
|
||||
Minecart_Adjust:
|
||||
{
|
||||
@@ -86,7 +90,6 @@ Sprite_Minecart_Main:
|
||||
LDA #$00 : STA $0CD2, X
|
||||
LDA #$00 : STA $0B6B, X ;Set interactive hitbox?
|
||||
LDA #$40 : STA $0E00, X
|
||||
LDA #$FF : STA $021B
|
||||
|
||||
INC $0D80, X
|
||||
|
||||
@@ -99,151 +102,173 @@ Sprite_Minecart_Main:
|
||||
JSR CheckIfPlayerIsOn : BCC .not_on_platform
|
||||
;Cancel Falling
|
||||
JSL Player_HaltDashAttack
|
||||
LDA #$00 : STA $5D : STA $5B : STA $57 : STA $5E
|
||||
STA $59
|
||||
LDA #$02 : STA $02F5
|
||||
LDA $0FDA : SEC : SBC #$0B : STA $20
|
||||
; LDA #$01 : STA DungeonMainCheck
|
||||
%GotoAction(2)
|
||||
RTS
|
||||
|
||||
.not_on_platform
|
||||
LDA $0E00, X : BNE + ;wait before moving
|
||||
LDA #$10 : STA $0E00, X ;Wait before checking first tile on ground!
|
||||
INC $0D80, X
|
||||
|
||||
|
||||
LDA.b #$01 : STA $041A
|
||||
+
|
||||
RTS
|
||||
}
|
||||
|
||||
Minecart_Moving: ;Check for pixel X+24, Y+16 if tileid = 0D41
|
||||
|
||||
print pc
|
||||
Minecart_MoveHorizontal:
|
||||
{
|
||||
JSL Sprite_Move
|
||||
LDA $5D : CMP #$02 : BNE +
|
||||
RTS
|
||||
+
|
||||
|
||||
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
|
||||
%PlayAnimation(0,1,8)
|
||||
LDA.b #-!MinecartSpeed : STA $0D50, X
|
||||
JSL Sprite_MoveHoriz
|
||||
|
||||
; Make Link move with the minecart
|
||||
LDA SprX, X : STA $22
|
||||
|
||||
LDY $039D ;Load Hookshot slot
|
||||
LDA $0C4A, Y : CMP #$1F : BNE .noHookshot
|
||||
LDA #$13 : STA $5D ;we're in hookshot mode then!!
|
||||
.noHookshot
|
||||
|
||||
LDA $5D : CMP #$13 : BNE .dontstopPlatform ;Hookshotting!! stop the platform
|
||||
;Prevent platform from moving
|
||||
STZ $0D50, X : STZ $0D40, X
|
||||
REP #$20
|
||||
STZ $0B7E : STZ $0B7C
|
||||
SEP #$20
|
||||
;Prevent timers from going down as well
|
||||
INC $0E10, X
|
||||
INC $0E00, X
|
||||
|
||||
JSR DragPlayer
|
||||
|
||||
; Set Minecart sprite coords to look for tile attributes
|
||||
LDA.w $0D00, X : STA.b $00
|
||||
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
|
||||
|
||||
; Check for Top Right Corner Tile
|
||||
LDA $0FA5 : CMP.b #$B1 : BNE .continue
|
||||
%StartOnFrame(2)
|
||||
LDA #$00 : STA $0D50, X ; Reset X Speed
|
||||
INC $0D80, X
|
||||
RTS
|
||||
.dontstopPlatform
|
||||
|
||||
.continue
|
||||
|
||||
PHX
|
||||
JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry
|
||||
JSL $07F42F ; HandleIndoorCameraAndDoors_Long
|
||||
JSL Player_HaltDashAttack
|
||||
;Cancel Falling
|
||||
STZ $5D : STZ $5B : STZ $57 : STZ $5E : STZ $59
|
||||
|
||||
LDA $0E10, X : BNE .Waiting
|
||||
PLX
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
Minecart_Moving2: ;Check for pixel X+24, Y+16 if tileid = 0D41 ;04
|
||||
Minecart_MoveVertical:
|
||||
{
|
||||
LDY $0DB0, X ;Load Directtion
|
||||
LDA SpeedTableX, Y : STA $0D50, X
|
||||
LDA SpeedTableY, Y : STA $0D40, X
|
||||
%PlayAnimation(2,3,8)
|
||||
LDA.b #-!MinecartSpeed : STA $0D40, X
|
||||
|
||||
JSR Sprite_Move
|
||||
JSR GetTileIDAtPosition
|
||||
JSL Sprite_MoveVert
|
||||
LDA SprY, X : SEC : SBC #$04 : STA $20
|
||||
LDA $0FD8 : CLC : ADC #$02 : STA $22 ; X
|
||||
|
||||
REP #$20
|
||||
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
|
||||
JSR DragPlayer
|
||||
|
||||
LDA $02 : STA $0D00, X ;Y low
|
||||
LDA $03 : STA $0D20, X ;Y high
|
||||
INX
|
||||
RTS
|
||||
|
||||
|
||||
LDA.w $0D00, X : STA.b $00
|
||||
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
|
||||
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:
|
||||
DragPlayer:
|
||||
{
|
||||
REP #$20
|
||||
STZ $0B7E : STZ $0B7C ; Not needed propbably
|
||||
LDY.w $0DE0, X
|
||||
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 SpeedTableWordX, Y : STA $0B7C
|
||||
LDA SpeedTableWordY, Y : STA $0B7E
|
||||
LDA.w DragPlayer_drag_y_low, Y : CLC : ADC.w $0B7E : STA $0B7E
|
||||
LDA.w DragPlayer_drag_y_high, Y : ADC.w $0B7F : STA $0B7F
|
||||
|
||||
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
|
||||
|
||||
; .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:
|
||||
{
|
||||
REP #$20
|
||||
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 : SEC : SBC #$0016 : CMP $0FDA : BCS .OutsideDown
|
||||
LDA $20 : SEC : SBC #$0012 : CMP $0FDA : BCS .OutsideDown
|
||||
SEP #$21
|
||||
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
|
||||
!FireRod = $7EF345
|
||||
!IceRod = $7EF346
|
||||
!BunnyMask = $7EF347
|
||||
!DekuMask = $7EF348
|
||||
!ZoraMask = $7EF349
|
||||
!BunnyMask = $7EF348
|
||||
!DekuMask = $7EF349
|
||||
!ZoraMask = $7EF347
|
||||
!Lamp = $7EF34A
|
||||
!MagicHammer = $7EF34B
|
||||
!Flute = $7EF34C
|
||||
@@ -63,7 +63,7 @@ org $3CA62A ; Expanded space for our routine
|
||||
; Load items
|
||||
|
||||
; 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
|
||||
LDA #$02 : STA !Boomerang
|
||||
@@ -115,7 +115,7 @@ org $3CA62A ; Expanded space for our routine
|
||||
LDA #$01 : STA !Shield
|
||||
|
||||
; 0 - nothing. 1 - Green Mail. 2 - Blue Mail. 3 - Red Mail
|
||||
LDA #$00 : STA !Mail
|
||||
LDA #$01 : STA !Mail
|
||||
|
||||
; 0-No bottle.
|
||||
; 1-Mushroom (no use). 2-Empty bottle.
|
||||
|
||||
Reference in New Issue
Block a user