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

@@ -42,7 +42,7 @@ SaveRam:
; 0x01 - Uncle reached ; 0x01 - Uncle reached
; 0x02 - Zelda rescued ; 0x02 - Zelda rescued
; 0x03 - Agahnim defeated ; 0x03 - Agahnim defeated
GAMESTATE = $7EF3C5 GameState = $7EF3C5
; Red X on Hall of Secrets ; Red X on Hall of Secrets
; Red X on Kalyxo Pyramid ; Red X on Kalyxo Pyramid
@@ -98,7 +98,7 @@ MapIcon = $7EF3C7
; i - Ice Palace ; i - Ice Palace
; m - Misery Mire ; m - Misery Mire
; t - Turtle Rock ; t - Turtle Rock
CRYSTALS = $7EF37A Crystals = $7EF37A
; 01 - Fishing Rod ; 01 - Fishing Rod
; 02 - Portal Rod ; 02 - Portal Rod

View File

@@ -39,23 +39,20 @@ HouseTag_Main:
LDA.b #$08 : STA $7EE000 ; Set the time to 8:00am LDA.b #$08 : STA $7EE000 ; Set the time to 8:00am
LDA.b #$03 : STA.w $012C ; Play the deku tree music LDA.b #$03 : STA.w $012C ; Play the deku tree music
; -------------------------------
; Set Link's coordinates to this specific position. ; Set Link's coordinates to this specific position.
LDA.b #$40 : STA $0FC2 LDA.b #$40 : STA $0FC2
LDA.b #$09 : STA $0FC3 LDA.b #$09 : STA $0FC3
LDA.b #$5A : STA $0FC4 LDA.b #$5A : STA $0FC4
LDA.b #$21 : STA $0FC5 LDA.b #$21 : STA $0FC5
; "Accept our quest, Link!" ; "Accept our quest, Link!"
LDA.b #$1F : LDY.b #$00 LDA.b #$1F : LDY.b #$00
JSL $05E219 ; Sprite_ShowMessageUnconditional JSL Sprite_ShowMessageUnconditional
INC.b StoryState INC.b StoryState
RTS RTS
} }
HouseTag_WakeUpPlayer: HouseTag_WakeUpPlayer:
{ {
; Lighten the screen gradually and then wake Link up partially ; Lighten the screen gradually and then wake Link up partially
@@ -80,7 +77,7 @@ HouseTag_Main:
LDA $7EF3C6 : ORA.b #$10 : STA $7EF3C6 LDA $7EF3C6 : ORA.b #$10 : STA $7EF3C6
; Set the game mode ; Set the game mode
LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals) LDA #$00 : STA GameState ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$00 : STA $7EF3CC ; disable telepathic message LDA #$00 : STA $7EF3CC ; disable telepathic message
JSL Sprite_LoadGfxProperties JSL Sprite_LoadGfxProperties
RTS RTS

View File

@@ -337,8 +337,8 @@ CheckRealTable:
ResetOcarinaFlag: ResetOcarinaFlag:
{ {
LDA $7EF3C5 : BEQ .continue LDA.l GameState : BEQ .continue
CMP #$01 : BEQ .continue CMP #$01 : BEQ .continue
REP #$30 REP #$30
LDA #$0000 : STA.l $7EE00E LDA #$0000 : STA.l $7EE00E
SEP #$30 SEP #$30
@@ -416,7 +416,7 @@ RainAnimation_Overridden:
JSL CheckRealTable : BEQ .rainOverlaySet JSL CheckRealTable : BEQ .rainOverlaySet
; LDA.b $8C : CMP.b #$9F : ; LDA.b $8C : CMP.b #$9F :
; Check the progress indicator ; Check the progress indicator
LDA.l $7EF3C5 : CMP.b #$02 : BRA .skipMovement LDA.l GameState : CMP.b #$02 : BRA .skipMovement
.rainOverlaySet .rainOverlaySet
; If misery mire has been opened already, we're done. ; If misery mire has been opened already, we're done.

View File

@@ -21,7 +21,7 @@ pullpc
LinkState_CheckForMinishForm: LinkState_CheckForMinishForm:
{ {
SEP #$30 SEP #$30
LDA.l GAMESTATE : BEQ .return LDA.l GameState : BEQ .return
JSL $0FF979 ; AncillaSpawn_SwordChargeSparkle JSL $0FF979 ; AncillaSpawn_SwordChargeSparkle
; Check for the R button (like minish cap) ; Check for the R button (like minish cap)

View File

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

View File

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

View File

@@ -105,7 +105,7 @@ Zora_TrackHeadToPlayer:
Zora_HandleDialogue: Zora_HandleDialogue:
{ {
LDA.l CRYSTALS : AND.b #$20 : BEQ +++ LDA.l Crystals : AND.b #$20 : BEQ +++
%ShowSolicitedMessage($01A6) %ShowSolicitedMessage($01A6)
JMP + JMP +
+++ +++