Rename lost sea to lost woods, change area/combo

This commit is contained in:
scawful
2023-08-11 22:45:04 -04:00
parent 6342168529
commit b5c055cb54
3 changed files with 163 additions and 158 deletions

View File

@@ -1,156 +0,0 @@
;===========================================================
; Lost Sea Hack
;
; Area: 3A
; East Exit 3B (or 33)
; North Exit 32
; South is 42
; West is 39
; combo is N (32),W (39),S (42),N (32)
;===========================================================
Event_LostSeaCombo:
{
lorom
org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to.
LOST_WOOD_HOOK:
{
CMP #$3A ; are we in the right area?
BEQ begincode
normalfinish:
{
LDA $02A5EC,x ; not right area so return.
STZ $1CF7
RTL
} ; label normalfinish
begincode:
{
CPX #$3B
BEQ normalfinish
; from here onwards, use the ram address to determine which combo you're up to
; this code is pretty repeatable
LDA $1CF7
CMP #$00
BNE combo1
CPX #$32 ; did you get it right?
BEQ UP_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label begincode
combo1:
{
CMP #$01
BNE combo2
CPX #$39 ; did you get it right?
BEQ LEFT_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label comb1
combo2:
{
CMP #$02
BNE combo3
CPX #$42 ; did you get it right?
BEQ DOWN_CORRECT
STZ $1CF7
BRA RESOLVE_INCORRECT
} ; label comb2
combo3:
{
CPX #$32; did you get it right?
BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
LDA #$1B
STA $012F ; play fanfare
BRA normalfinish
RESOLVE_INCORRECT:
CPX #$39
BEQ CASE_LEFT
CPX #$32
BEQ CASE_UP
BRA CASE_DOWN
} ; label combo3
DOWN_CORRECT:
{
INC $1CF7
CASE_DOWN:
DEC $21
DEC $21
DEC $E7
DEC $E7
DEC $E9
DEC $E9
DEC $611
DEC $611
DEC $613
DEC $613
LDA $700
SEC
SBC #$10
STA $700
BRA all
} ; label DOWN_CORRECT
UP_CORRECT:
{
INC $1CF7
CASE_UP:
INC $21
INC $21
INC $E7
INC $E7
INC $E9
INC $E9
INC $611
INC $611
INC $613
INC $613
LDA $700
CLC
ADC #$10
STA $700
BRA all
} ; label UP_CORRECT
LEFT_CORRECT:
{
INC $1CF7
CASE_LEFT:
INC $23
INC $23
INC $E1
INC $E1
INC $E3
INC $E3
INC $615
INC $615
INC $617
INC $617
INC $700
INC $700
} ; label LEFT_CORRECT
all:
{
LDA #$3A ; load the same area.
RTL
}
.end
ORG $02AA7D
JSL LOST_WOOD_HOOK
} ; label LOST_WOOD_HOOK
} ; label Event_LostSeaCombo

161
Events/lost_woods.asm Normal file
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@@ -0,0 +1,161 @@
;===========================================================
; Lost Woods Hack
;
; Area: 29
; East Exit 2A
; North Exit 21
; South is 31
; West is 28
;
; combo is N(21), W(28), S(31), W(28)
;===========================================================
!NorthArea = #$21
!WestArea = #$28
!SouthArea = #$31
!EastArea = #$2A
!ComboCounter = $1CF7 ; ram address to store combo counter
; ==========================================================
org $02AA7D
JSL LOST_WOOD_HOOK
; At this stage the accumulator contains area currently in
; X contains the area you're moving to.
org $A0F000
LOST_WOOD_HOOK:
{
CMP #$29 ; are we in the right area?
BEQ begincode
normalfinish:
{
LDA $02A5EC, x ; not right area so return.
STZ !ComboCounter
RTL
} ; label normalfinish
begincode:
{
CPX !EastArea
BEQ normalfinish
; from here onwards, use the ram address to determine which combo you're up to
; this code is pretty repeatable
LDA !ComboCounter
CMP #$00
BNE combo1
CPX !NorthArea ; did you get it right?
BEQ UP_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
} ; label begincode
combo1:
{
CMP #$01
BNE combo2
CPX !WestArea ; did you get it right?
BEQ LEFT_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
} ; label comb1
combo2:
{
CMP #$02
BNE combo3
CPX !SouthArea ; did you get it right?
BEQ DOWN_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
} ; label comb2
combo3:
{
CPX !WestArea ; did you get it right?
BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
LDA #$1B
STA $012F ; play fanfare
BRA normalfinish
RESOLVE_INCORRECT:
CPX !NorthArea
BEQ CASE_UP
CPX !WestArea
BEQ CASE_LEFT
BRA CASE_DOWN
} ; label combo3
DOWN_CORRECT:
{
INC !ComboCounter
CASE_DOWN:
DEC $21
DEC $21
DEC $E7
DEC $E7
DEC $E9
DEC $E9
DEC $611
DEC $611
DEC $613
DEC $613
LDA $700
SEC
SBC #$10
STA $700
BRA all
} ; label DOWN_CORRECT
UP_CORRECT:
{
INC !ComboCounter
CASE_UP:
INC $21
INC $21
INC $E7
INC $E7
INC $E9
INC $E9
INC $611
INC $611
INC $613
INC $613
LDA $700
CLC
ADC #$10
STA $700
BRA all
} ; label UP_CORRECT
LEFT_CORRECT:
{
INC !ComboCounter
CASE_LEFT:
INC $23
INC $23
INC $E1
INC $E1
INC $E3
INC $E3
INC $615
INC $615
INC $617
INC $617
INC $700
INC $700
} ; label LEFT_CORRECT
all:
{
LDA #$29 ; load the same area.
RTL
}
} ; label LOST_WOOD_HOOK

View File

@@ -172,8 +172,8 @@ namespace Oracle
incsrc "Events/house_tag.asm"
print "End of Events/house_tag.asm ", pc
incsrc "Events/lost_sea.asm"
print "End of Events/lost_sea.asm ", pc
incsrc "Events/lost_woods.asm"
print "End of Events/lost_woods.asm ", pc
incsrc "Events/snow_overlay.asm"
print "End of Events/snow_overlay.asm ", pc