remove intro.asm, transfer to house_tag event

This commit is contained in:
scawful
2023-03-11 20:53:54 -06:00
parent 9c5f076852
commit c16b840345
3 changed files with 99 additions and 99 deletions

View File

@@ -88,11 +88,14 @@ HouseTag_WakeUpPlayer:
STZ $02E4 ; awake from slumber
INC.b StoryState
; TODO: Make it so "uncle" respawns when the player dies
; and experiences a game over
; Make it so Link's uncle never respawns in the house again.
LDA $7EF3C6 : ORA.b #$10 : STA $7EF3C6
; Set the game mode to part 2
LDA #$02 : STA $7ef3C5 ; store "part 2"
; Set the game mode
LDA #$00 : STA $7ef3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$00 : STA $7ef3CC ; disable telepathic message
JSL $00FC41 ; fix monsters
@@ -109,4 +112,94 @@ HouseTag_End:
; ==============================================================================
org $05DF3A
LDA.b #$01 : STA $7EF3CC
LDA.b #$01 : STA $7EF3CC
; =============================================================================
; Intro Modifier
; Skips the intro sequence with the rain
; lorom
; org $05DF12
; JSL $04ECA0
; NOP
; NOP
; org $04ECA0
; STZ $0DD0,x
; STZ $02E4 ; repeat native code overwritten by hook
; LDA #$02
; STA $7ef3C5 ; store "part 2"
; LDA #$00
; STA $7ef3CC ; disable telepathic message
; JSL $00FC41 ; fix monsters
; RTL
; =============================================================================
; SRM Start Modifier
; Credit: Conn, Euclid, MathOnNapkins
org $0cdc5a
JSR $ffb1
org $0cffb1
; =============================================================================
;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)
; $01: Start in the castle on start up.
; $02: Indicates you have completed the first Hyrule Castle dungeon.
; $03: Indicates you have beaten Agahnim and are now searching for crystals.
; $04 and above: meaningless. Though, you could write code using them to expand the event system perhaps.
;$3C6: Progress Flags (bitwise)
; 00 - Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.
; 01 - Indicates that you've touched the dying priest in Sanctuary.
; 02 - Set after you bring Zelda to sanctuary?
; 03 - Unused? (98% certainty)
; 04 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.
; 05 - Set after you obtain the Book of Mudora (this is a guess)
; 06 - Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your "reading".
; In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.
; 07 - Unused? (98% certainty)
; 10 - Start value (in house, bed)
LDA #$0000
STA $7003C5,x
; =============================================================================
;$3C7: Map Icons Indicator 2 (value, not bitwise)
; 00 - start value (cross at Hyrule Castle)
; 01 - cross at Sahasrala's house
; 02 - cross at ruins
; 03 - The Three Pendants
; 04 - Master Sword in Lost Woods
; 05 - Agahnim (skull icon at Hyrule Castle)
; 06 - Just crystal 1 shown (Sahasrala's idea)
; 07 - All crystals shown
; 08 - Agahnim (skull icon at Ganon's Tower)
; All values beyond 8 are invalid, it seems.
;$3C8: Starting Entrance to use. Abbreviations: LH = Link's House - SA = Sanctuary - MC = Mountain Cave - PP = Pyramid of Power in DW
; 00 - Start the game in Link's house always.
; 01 - SA.
; 03 - Secret passage under HC garden (near dying uncle).
; 05 - LH or SA or MC.
LDA #$0000
STA $7003C7,x
; =============================================================================
;$359: Sword you start with
; 00 - No sword
; 01 - Fighter Sword
; 02 - Master Sword
; 03 - Tempered Sword
; 04 - Golden Sword
;$35A: Shield you start with
; 00 - No shield
; 01 - Blue Shield
; 02 - Hero's Shield
; 03 - Mirror Shield
LDA #$0101 ; 01=sword, 02 = shield to start with
STA $700359,x
LDY #$0000
RTS

View File

@@ -1,89 +0,0 @@
; =============================================================================
; Intro Modifier
; Skips the intro sequence with the rain
lorom
org $05DF12
JSL $04ECA0
NOP
NOP
org $04ECA0
STZ $0DD0,x
STZ $02E4 ; repeat native code overwritten by hook
LDA #$02
STA $7ef3C5 ; store "part 2"
LDA #$00
STA $7ef3CC ; disable telepathic message
JSL $00FC41 ; fix monsters
RTL
; =============================================================================
; SRM Start Modifier
; Credit: Conn, Euclid, MathOnNapkins
org $0cdc5a
JSR $ffb1
org $0cffb1
; =============================================================================
;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)
; $01: Start in the castle on start up.
; $02: Indicates you have completed the first Hyrule Castle dungeon.
; $03: Indicates you have beaten Agahnim and are now searching for crystals.
; $04 and above: meaningless. Though, you could write code using them to expand the event system perhaps.
;$3C6: Progress Flags (bitwise)
; 00 - Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.
; 01 - Indicates that you've touched the dying priest in Sanctuary.
; 02 - Set after you bring Zelda to sanctuary?
; 03 - Unused? (98% certainty)
; 04 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.
; 05 - Set after you obtain the Book of Mudora (this is a guess)
; 06 - Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your "reading".
; In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.
; 07 - Unused? (98% certainty)
; 10 - Start value (in house, bed)
LDA #$0000
STA $7003C5,x
; =============================================================================
;$3C7: Map Icons Indicator 2 (value, not bitwise)
; 00 - start value (cross at Hyrule Castle)
; 01 - cross at Sahasrala's house
; 02 - cross at ruins
; 03 - The Three Pendants
; 04 - Master Sword in Lost Woods
; 05 - Agahnim (skull icon at Hyrule Castle)
; 06 - Just crystal 1 shown (Sahasrala's idea)
; 07 - All crystals shown
; 08 - Agahnim (skull icon at Ganon's Tower)
; All values beyond 8 are invalid, it seems.
;$3C8: Starting Entrance to use. Abbreviations: LH = Link's House - SA = Sanctuary - MC = Mountain Cave - PP = Pyramid of Power in DW
; 00 - Start the game in Link's house always.
; 01 - SA.
; 03 - Secret passage under HC garden (near dying uncle).
; 05 - LH or SA or MC.
LDA #$0000
STA $7003C7,x
; =============================================================================
;$359: Sword you start with
; 00 - No sword
; 01 - Fighter Sword
; 02 - Master Sword
; 03 - Tempered Sword
; 04 - Golden Sword
;$35A: Shield you start with
; 00 - No shield
; 01 - Blue Shield
; 02 - Hero's Shield
; 03 - Mirror Shield
LDA #$0101 ; 01=sword, 02 = shield to start with
STA $700359,x
LDY #$0000
RTS

View File

@@ -65,16 +65,12 @@ namespace Oracle
print "End of Menu/menu.asm ", pc
; ---------------------------------------------------------
incsrc "Items/bottle_net.asm"
print "End of Items/bottle_net.asm ", pc
; ---------------------------------------------------------
incsrc "Events/intro.asm"
print "End of Events/intro.asm ", pc
; incsrc "Items/bottle_net.asm"
; print "End of Items/bottle_net.asm ", pc
; ---------------------------------------------------------
incsrc "Events/maku_tree.asm"
print "End of Events/maku_tree.asm ", pc
print "End of Events/maku_tree.asm ", pc
; ---------------------------------------------------------
incsrc "Events/lostsea.asm"