update crystals and gamestate symbols

This commit is contained in:
scawful
2025-01-11 08:56:56 -05:00
parent e9ff95faf3
commit b09aebc5de
7 changed files with 21 additions and 24 deletions

View File

@@ -6,7 +6,7 @@ org $1AFBC7 : db $0B ; Heart Index
org $1AFBD7 : db $00
; Remove rain sound effects from beginning
org $02838C : LDA.l $7EF3C5 : CMP.b #$00
org $02838C : LDA.l GameState : CMP.b #$00
; RoomTag_GanonDoor
; Replace SprState == 04 -> .exit
@@ -121,7 +121,7 @@ LoadDarkWorldIntro:
LDA.b #$40 : STA.l $7EF3CA
RTL
.not_dw_spawn
LDA.l GAMESTATE : CMP.b #$02 : BNE .intro_sequence
LDA.l GameState : CMP.b #$02 : BNE .intro_sequence
; Check for maku tree progress flag
LDA.l OOSPROG : CMP.b #$02 : BCS .has_pearl
STZ.w $1B
@@ -148,7 +148,7 @@ org $0281E2 : LDA.l $7EF342 : CMP.b #$02
org $0281CD : LDA.l $7EF3D6 : CMP.b #$04
; GameOver_FadeAndRevive
org $09F520 : LDA.l $7EF3C5 : CMP.b #$02
org $09F520 : LDA.l GameState : CMP.b #$02
pullpc
LoadOverworldPitAreas:

View File

@@ -446,11 +446,11 @@ CheckIfNight:
JSR LoadPeacetimeSprites : BCS +
RTL
+
LDA.l $7EF3C5 : CMP.b #$02 : BCC .day_time
LDA.l GameState : CMP.b #$02 : BCC .day_time
LDA $7EE000 : CMP.b #$12 : BCS .night_time
LDA $7EE000 : CMP.b #$06 : BCC .night_time
.day_time
LDA.l $7EF3C5
LDA.l GameState
RTL
.night_time
LDA.b #$03
@@ -487,32 +487,32 @@ CheckIfNight16Bit:
+
REP #$30
; Don't change the spriteset during the intro sequence
LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
LDA.l GameState : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
; 0x12 = 18 hours or 6 pm
LDA $7EE000 : AND.w #$00FF : CMP.w #$0012 : BCS .night_time
; If it's less than 6 am, jump to night time
LDA $7EE000 : AND.w #$00FF : CMP.w #$0006 : BCC .night_time
.day_time
LDA.l $7EF3C5
LDA.l GameState
RTL
.night_time
; Load the gamestate 03 spritesets, but don't change the save ram
LDA.l $7EF3C5 : CLC : ADC #$0001
LDA.l GameState : CLC : ADC #$0001
RTL
}
LoadPeacetimeSprites:
{
; Map 2E, 2F if CRYSTALS && 0x10 == 0
; Map 2E, 2F if Crystals && 0x10 == 0
LDA $8A : CMP.b #$2E : BEQ .tail_palace
CMP.b #$2F : BEQ .tail_palace
CMP.b #$1E : BEQ .zora_sanctuary
JMP +
.tail_palace
LDA.l CRYSTALS : AND #$10 : BNE .load_peacetime
LDA.l Crystals : AND #$10 : BNE .load_peacetime
JMP +
.zora_sanctuary
LDA.l CRYSTALS : AND #$20 : BNE .load_peacetime
LDA.l Crystals : AND #$20 : BNE .load_peacetime
JMP +
.load_peacetime
LDA.b #$01
@@ -526,7 +526,7 @@ LoadPeacetimeSprites:
FixSaveAndQuit:
{
LDA #$08 : STA $7EE000
LDA.l $7EF3C5
LDA.l GameState
RTL
}