update crystals and gamestate symbols
This commit is contained in:
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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:
|
||||||
|
|||||||
@@ -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
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -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 +
|
||||||
+++
|
+++
|
||||||
|
|||||||
Reference in New Issue
Block a user