deku mask mode, link handler routines

This commit is contained in:
scawful
2022-12-23 19:12:59 -05:00
parent 88f35501da
commit b999c1adf8
2 changed files with 492 additions and 3 deletions

View File

@@ -5,11 +5,31 @@ incsrc "../Sprites/sprite_functions_hooks.asm"
org $008A01
LDA $BC
org $07983A
Player_ResetSwimState:
org $079873
Player_ResetSwimCollision:
org $07E8F0
HandleIndoorCameraAndDoors:
org $0ED6C0
LoadActualGearPalettes:
org $07B64F
Link_HandleDiagonalCollision:
org $07E245
Link_HandleVelocity:
org $07B7C7
Link_HandleCardinalCollision:
org $07E6A6
Link_HandleMovingAnimation_FullLongEntry:
; =============================================================================
org $07A64B
LinkItem_Quake:
org $07A64B ; formerly Quake
LinkItem_DekuMask:
{
JSR Link_CheckNewY_ButtonPress : BCC .return
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
@@ -22,12 +42,14 @@ LinkItem_Quake:
LDA.b #$14 : JSR Player_DoSfx2
LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
JSL Palette_ArmorAndGloves
JSL Palette_ArmorAndGloves ; set the palette
LDA #$0A : STA $5D ; set control handler to mode "using quake"
LDA #$35 : STA $BC ; put the mask on
LDA #$01 : STA $02B2
BRA .return
.unequip
JSL Palette_ArmorAndGloves
STZ $5D
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
.return
@@ -35,6 +57,134 @@ LinkItem_Quake:
RTS
}
org $07A6D6
JML LinkItem_UsingDekuMask
org $228000
incsrc "link_handler.asm"
LinkItem_UsingDekuMask:
{
; SEP #$20
JSL $07F514 ; $3F514 IN ROM
LDA $0345 : BNE .recache
LDA $4D : BEQ .recoiling
LDA $7EF357 : BEQ .recache
STZ $02E0
; *$383C7 LONG BRANCH LOCATION LinkState_Bunny_recache
.recache
STZ $03F7
STZ $03F5
STZ $03F6
LDA $7EF357 : BEQ .no_pearl_a
STZ $56
STZ $4D
.no_pearl_a
STZ $2E
STZ $02E1
STZ $50
JSL Player_ResetSwimState
; Link hit a wall or an enemy hit him, making him go backwards.
LDA.b #$02 : STA $5D
LDA $7EF357 : BEQ .no_pearl_b
; this resets link to default state.
LDA.b #$00 : STA $5D
JSL LoadActualGearPalettes
.no_pearl_b
BRL .exit
.recoiling
LDA $46 : BEQ .wait_maybe_not_recoiling
BRL $83A1 ; Permabunny mode.
.wait_maybe_not_recoiling
LDA.b #$FF : STA $24 : STA $25 : STA $29
STZ $02C6
LDA $034A : BEQ .not_moving
LDA.b #$01 : STA $0335 : STA $0337
LDA.b #$80 : STA $0334 : STA $0336
BRL $9715
.not_moving
JSL Player_ResetSwimCollision
JSL $9B0E ; $39B0E IN ROM
LDA $49 : AND.b #$0F : BNE .movement
LDA $F0 : AND.b #$0F : BNE .movement
STA $30 : STA $31 : STA $67 : STA $26
STZ $2E
LDA $48 : AND.b #$F6 : STA $48
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
BRA .finish_up
.movement
STA $67 : CMP $26 : BEQ .directions_match
STZ $2A
STZ $2B
STZ $6B
STZ $4B
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
.directions_match
STA $26
.finish_up
JSL Link_HandleDiagonalCollision ; $3B64F IN ROM
JSL Link_HandleVelocity ; $3E245 IN ROM
JSL Link_HandleCardinalCollision ; $3B7C7 IN ROM
JSL Link_HandleMovingAnimation_FullLongEntry ; $3E6A6 IN ROM
STZ $0302
JSL HandleIndoorCameraAndDoors ; $3E8F0 IN ROM
.exit:
RTL
}
; =============================================================================
org $358000

339
Masks/link_handler.asm Normal file
View File

@@ -0,0 +1,339 @@
org $07983A
Player_ResetSwimState:
org $079873
Player_ResetSwimCollision:
org $07E8F0
HandleIndoorCameraAndDoors:
org $0ED6C0
LoadActualGearPalettes:
org $07B64F
Link_HandleDiagonalCollision:
org $07E245
Link_HandleVelocity:
org $07B7C7
Link_HandleCardinalCollision:
org $07E6A6
Link_HandleMovingAnimation_FullLongEntry:
; *$3CEC9-$3CF09 LOCAL
Collision_Detection:
{
REP #$20
JSR TileDetect_ResetState
STZ $59
LDA $22 : ADD $CDA3, Y : AND $EC : LSR #3 : STA $02
LDA $20 : ADD $CDAB, Y : AND $EC : STA $00
LDA $20 : ADD $CDB3, Y : AND $EC : STA $04
REP #$10
LDA.w #$0001 : STA $0A
JSR TileDetect_Execute
LDA $04 : STA $00
LDA.w #$0002 : STA $0A
JSR TileDetect_Execute
SEP #$30
RTS
}
; *$3B9B3-$3B9F6 LOCAL
Collision_Uncategorized:
{
LDA $046C : CMP.b #$01 : BEQ .BRANCH_ALPHA
REP #$20
LDA $20 : SUB $0318 : STA $00
LDA $22 : SUB $031A : STA $02
LDA $E8 : SUB $E6 : ADD $20 : STA $20
LDA $E2 : SUB $E0 : ADD $22 : STA $22
SEP #$20
LDA $67 : BEQ .BRANCH_ALPHA
LDA $30 : ADD $00 : STA $30
LDA $31 : ADD $02 : STA $31
.BRANCH_ALPHA:
STZ $EE
RTS
}
Collision_Settings:
{
; Collision settings
LDA $046C : BEQ .oneBg
CMP.b #$04 : BEQ .oneBg ; moving water collision setting
CMP.b #$02 : BCC .twoBgs
CMP.b #$03 : BNE .uselessBranch
; No code here, just us mice!
.uselessBranch
REP #$20
LDA $E6 : SUB $E8 : ADD $20 : STA $20 : STA $0318
LDA $E0 : SUB $E2 : ADD $22 : STA $22 : STA $031A
SEP #$20
.twoBgs
LDA.b #$01 : STA $EE
SEC
RTS
.oneBg
CLC
RTS
}
Link_HandleDiagonalCollision:
{
; $3B97C IN ROM
JSR Collision_Settings : BCC .onlyOneBg
JSR .alt_entry ; $3B660 IN ROM
JSR Collision_Uncategorized ; $3B9B3 IN ROM
.onlyOneBg
LDA $67 : AND.b #$0F : STA $67
; *$3B660 ALTERNATE ENTRY POINT
.alt_entry
LDA.b #$0F : STA $42 : STA $43
STZ $6A
; Checking to see if either up or down was pressed.
; Yeah, one of them was.
LDA $67 : AND.b #$0C : BNE .verticalWalking
; Neither up nor down was pressed.
BRL .BRANCH_ULTIMA
.verticalWalking
INC $6A
LDY.b #$00
; Walking in the up direction?
AND.b #$08 : BNE .walkingUp
; Walking in the down direction
LDY.b #$02
.walkingUp
; $66 = #$0 or #$1. #$1 if the down button, #$0 if the up button was pushed.
TYA : LSR A : STA $66
JSR Collision_Uncategorized ; $3CE85 IN ROM
LDA $0E : AND.b #$30 : BEQ .BRANCH_DELTA
LDA $62 : AND.b #$02 : BNE .BRANCH_DELTA
LDA $0E : AND.b #$30 : LSR #4 : AND $67 : BNE .BRANCH_DELTA
LDY.b #$02
LDA $67
AND.b #$03 : BEQ .BRANCH_DELTA
AND.b #$02 : BNE .BRANCH_EPSILON
LDY.b #$03
BRA .BRANCH_EPSILON
.BRANCH_DELTA:
LDA $046C : BEQ .BRANCH_ZETA
LDA $0E : AND.b #$03 : BNE .BRANCH_THETA
BRA .BRANCH_IOTA
.BRANCH_ZETA:
; If Link is in the ground state, then branch.
LDA $4D : BEQ .BRANCH_THETA
LDA $0C : AND.b #$03 : BEQ .BRANCH_THETA
BRA .BRANCH_MU
.BRANCH_THETA:
LDA $0E : AND.b #$03 : BEQ .BRANCH_IOTA
STZ $6B
LDA $034A : BEQ .BRANCH_MU
LDA $02E8 : AND.b #$03 : BNE .BRANCH_MU
LDA $67 : AND.b #$03 : BEQ .BRANCH_MU
STZ $033C
STZ $033D
STZ $032F
STZ $0330
STZ $032B
STZ $032C
STZ $0334
STZ $0335
.BRANCH_MU:
LDA.b #$01 : STA $0302
LDY $66
.BRANCH_EPSILON:
LDA $B64B, Y : STA $42
.BRANCH_IOTA:
LDA $67 : AND.b #$03 : BNE .BRANCH_LAMBDA
BRL .BRANCH_ULTIMA
.BRANCH_LAMBDA:
INC $6A
LDY.b #$04
AND.b #$02 : BNE .BRANCH_NU
LDY.b #$06
.BRANCH_NU:
TYA : LSR A : STA $66
JSR Collision_Detection ; $3CEC9 IN ROM
LDA $0E : AND.b #$30 : BEQ .BRANCH_XI
LDA $62 : AND.b #$02 : BEQ .BRANCH_XI
LDA $0E : AND.b #$30 : LSR #2 : AND $67 : BNE .BRANCH_XI
LDY.b #$00
LDA $67
AND.b #$0C : BEQ .BRANCH_XI
AND.b #$08 : BNE .BRANCH_OMICRON
LDY.b #$01
BRA .BRANCH_OMICRON
.BRANCH_XI:
; One BG collision
LDA $046C : BEQ .BRANCH_PI
LDA $0E : AND.b #$03 : BNE .BRANCH_RHO
BRA .BRANCH_SIGMA
.BRANCH_PI:
LDA $4D : BEQ .BRANCH_RHO
LDA $0C : AND.b #$03 : BEQ .BRANCH_RHO
BRA .BRANCH_UPSILON
.BRANCH_RHO:
LDA $0E : AND.b #$03 : BEQ .BRANCH_SIGMA
STZ $6B
LDA $034A : BEQ .BRANCH_UPSILON
LDA $02E8 : AND.b #$03 : BNE .BRANCH_UPSILON
; Check if Link is walking in an vertical direction
LDA $67 : AND.b #$0C : BEQ .BRANCH_UPSILON
STZ $033E
STZ $033F
STZ $0331
STZ $0332
STZ $032D
STZ $032E
STZ $0336
STZ $0337
.BRANCH_UPSILON:
LDA.b #$01 : STA $0302
LDY $66
.BRANCH_OMICRON:
LDA $B64B, Y : STA $43
.BRANCH_SIGMA:
LDA $67 : AND $42 : AND $43 : STA $67
.BRANCH_ULTIMA:
LDA $67 : AND.b #$0F : BEQ .BRANCH_PHI
LDA $6B : AND.b #$0F : BEQ .BRANCH_PHI
STA $67
.BRANCH_PHI:
; Is this checking if Link is moving diagonally?
LDA $6A : STZ $6A : CMP.b #$02 : BNE .BRANCH_OMEGA
LDY.b #$01
LDA $2F : AND.b #$04 : BEQ .BRANCH_ALIF
LDY.b #$02
.BRANCH_ALIF:
STY $6A
.BRANCH_OMEGA:
RTS
}