refactor reveal secrets with book code

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scawful
2022-06-08 08:06:03 -04:00
parent 935ac54130
commit b53d21cb93

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@@ -1,44 +1,55 @@
;this is for making BG2 disappear when pressing X+R and having the book of mudora (modified parallel worlds x button secret), i use bank 0x3C for the whole code ;===========================================================
;WRITTEN: by XaserLE ; Reveal Secrets with Book of Mudora
;THANKS TO: -MathOnNapkins' Zelda Doc's ; Makes BG2 Disappear when pressing X+R
; -wiiqwertyuiop for his Zelda Disassembly ; Based on the Parallel Worlds feature
;
; Bank 0x3C used for whole code
; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3) ; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled ; s - Sprite layer enabled
; a - BG4 enabled ; a - BG4 enabled
; b - BG3 enabled ; b - BG3 enabled
; c - BG2 enabled ; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top" ; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
;
; WRITTEN: by XaserLE
; THANKS TO: -MathOnNapkins' Zelda Doc's
; -wiiqwertyuiop for his Zelda Disassembly
;===========================================================
header Reveal_Secrets:
lorom {
header
lorom
ORG $0288FD ; go to the code that branches behind the dungeon map load if player didn't press X
BRA $1C ; make it always branch, so map isn't loaded anymore
ORG $0288FD ; go to the code that branches behind the dungeon map load if player didn't press X ORG $068365 ; go to an originally JSL that is executed every frame
BRA $1C ; make it always branch, so map isn't loaded anymore JSL $3CA600 ; overwrite it (originally JSL $099F91)
ORG $068365 ; go to an originally JSL that is executed every frame ORG $3CA600 ; go to expanded space to write our routine (keep EveryFrame.asm in mind for the right adresses)
JSL $3CA600 ; overwrite it (originally JSL $099F91) LDA $1B ; load data that tells us whether we are in a building or not
AND #$01 ; are we in a building?
BEQ END ; if not, don't use the x-button-secret
ORG $3CA600 ; go to expanded space to write our routine (keep EveryFrame.asm in mind for the right adresses) ; ----------
LDA $1B ; load data that tells us whether we are in a building or not LDA $7EF34D ; load book of mudora slot
AND #$01 ; are we in a building? CMP #$01 ; do we have the moon pearl?
BEQ END_XBUTTONSECRET ; if not, don't use the x-button-secret BNE $0F ; if not, go to enable BG2
;BG2 disable on pressing R LDA $F2 ; load unfiltered joypad 1 register (AXLR|????)
LDA $7EF34D ; load book of mudora slot AND #$50 ; delete all bits except those for X and R
CMP #$01 ; do we have the moon pearl? SEC ; set carry for the following subtraction
BNE $0F ; if not, go to enable BG2 SBC #$50 ; X+R button pressed? (if yes, zero flag is set)
LDA $F2 ; load unfiltered joypad 1 register (AXLR|????) BNE $06 ; if not, go to enable BG2
AND #$50 ; delete all bits except those for X and R LDA $1C ; load layer flags
SEC ; set carry for the following subtraction AND #$FD ; disable BG2 (0xFD = 11111101)
SBC #$50 ; X+R button pressed? (if yes, zero flag is set) BRA $04 ; go to store layer flags
BNE $06 ; if not, go to enable BG2 LDA $1C ; load layer flags
LDA $1C ; load layer flags ORA #$02 ; enable BG2 (0x02 = 00000010)
AND #$FD ; disable BG2 (0xFD = 11111101) STA $1C ; store layer flags
BRA $04 ; go to store layer flags ; ----------
LDA $1C ; load layer flags
ORA #$02 ; enable BG2 (0x02 = 00000010) END:
STA $1C ; store layer flags JSL $099F91 ; at least execute original code
END_XBUTTONSECRET: RTL
JSL $099F91 ; at least execute original code }
RTL