Farore sprite movement, include organization
This commit is contained in:
156
Events/lost_sea.asm
Normal file
156
Events/lost_sea.asm
Normal file
@@ -0,0 +1,156 @@
|
|||||||
|
;===========================================================
|
||||||
|
; 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
|
||||||
@@ -1,159 +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)
|
|
||||||
;===========================================================
|
|
||||||
|
|
||||||
namespace LostSea
|
|
||||||
{
|
|
||||||
Main:
|
|
||||||
{
|
|
||||||
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 Main
|
|
||||||
} ; namespace LostSea
|
|
||||||
namespace off
|
|
||||||
@@ -4,162 +4,159 @@
|
|||||||
;
|
;
|
||||||
;===========================================================
|
;===========================================================
|
||||||
|
|
||||||
namespace IceRod
|
|
||||||
|
LinkItem_IceRod:
|
||||||
{
|
{
|
||||||
Main:
|
lorom
|
||||||
{
|
|
||||||
lorom
|
|
||||||
|
|
||||||
org $088a5d ; jsl to main code
|
org $088a5d ; jsl to main code
|
||||||
jsl $0efba0
|
jsl $0efba0
|
||||||
|
|
||||||
|
|
||||||
org $0efba0 ; main code
|
org $0efba0 ; main code
|
||||||
STA $03E4,x ; load native value
|
STA $03E4,x ; load native value
|
||||||
TAY
|
TAY
|
||||||
LDA $008C ; check if you're on overworld
|
LDA $008C ; check if you're on overworld
|
||||||
BNE $01
|
BNE $01
|
||||||
RTL
|
RTL
|
||||||
LDA $03A3 ; disable other flying object icing water (boomerang, sword beam)
|
LDA $03A3 ; disable other flying object icing water (boomerang, sword beam)
|
||||||
CMP #$06
|
CMP #$06
|
||||||
BEQ $01
|
BEQ $01
|
||||||
RTL
|
RTL
|
||||||
CPX #$04 ; check if ice shot #1 only is used (disable 2nd shot to ice)
|
CPX #$04 ; check if ice shot #1 only is used (disable 2nd shot to ice)
|
||||||
BEQ $01
|
BEQ $01
|
||||||
RTL
|
RTL
|
||||||
LDA $03E8 ; check if ice shot is on water tiles
|
LDA $03E8 ; check if ice shot is on water tiles
|
||||||
CMP #$08
|
CMP #$08
|
||||||
BEQ $08
|
BEQ $08
|
||||||
LDA $03E8 ; check if ice shot is on native unused, edited blocks
|
LDA $03E8 ; check if ice shot is on native unused, edited blocks
|
||||||
CMP #$03
|
CMP #$03
|
||||||
BEQ $01
|
BEQ $01
|
||||||
RTL
|
RTL
|
||||||
LDA $0303 ; double check if really ice shot is used
|
LDA $0303 ; double check if really ice shot is used
|
||||||
CMP #$06
|
CMP #$06
|
||||||
BEQ $01
|
BEQ $01
|
||||||
RTL
|
RTL
|
||||||
LDA $0304
|
LDA $0304
|
||||||
CMP #$06
|
CMP #$06
|
||||||
BEQ $01
|
BEQ $01
|
||||||
RTL
|
RTL
|
||||||
TXA
|
TXA
|
||||||
STA $7ED004 ; store native x value into ram to regain after code
|
STA $7ED004 ; store native x value into ram to regain after code
|
||||||
LDA $4212 ; wait for vblank to enable dma transfer
|
LDA $4212 ; wait for vblank to enable dma transfer
|
||||||
AND #$80
|
AND #$80
|
||||||
BEQ $F9
|
BEQ $F9
|
||||||
REP #$30
|
REP #$30
|
||||||
LDA $2116
|
LDA $2116
|
||||||
STA $7ED005 ; store native value to regain later
|
STA $7ED005 ; store native value to regain later
|
||||||
LDA $00 ; calculation procedure to get correct x,y coordinates for new tile
|
LDA $00 ; calculation procedure to get correct x,y coordinates for new tile
|
||||||
SEC
|
SEC
|
||||||
SBC $0708
|
SBC $0708
|
||||||
AND $070A
|
AND $070A
|
||||||
ASL A
|
ASL A
|
||||||
ASL A
|
ASL A
|
||||||
ASL A
|
ASL A
|
||||||
STA $06
|
STA $06
|
||||||
LDA $02
|
LDA $02
|
||||||
SEC
|
SEC
|
||||||
SBC $070C
|
SBC $070C
|
||||||
AND $070E
|
AND $070E
|
||||||
ORA $06
|
ORA $06
|
||||||
TAX
|
TAX
|
||||||
LDA #$00B7
|
LDA #$00B7
|
||||||
STA $7E2000,x ; store new 16x16 ice tile into ram (property of tile!)
|
STA $7E2000,x ; store new 16x16 ice tile into ram (property of tile!)
|
||||||
CLC
|
CLC
|
||||||
STZ $02 ; calculation procedure to get 8x8 vram map address (look of tile)
|
STZ $02 ; calculation procedure to get 8x8 vram map address (look of tile)
|
||||||
TXA
|
TXA
|
||||||
AND #$003F
|
AND #$003F
|
||||||
CMP #$0020
|
CMP #$0020
|
||||||
BCC $05
|
BCC $05
|
||||||
LDA #$0400
|
LDA #$0400
|
||||||
STA $02
|
STA $02
|
||||||
TXA
|
TXA
|
||||||
AND #$0FFF
|
AND #$0FFF
|
||||||
CMP #$0800
|
CMP #$0800
|
||||||
BCC $07
|
BCC $07
|
||||||
LDA $02
|
LDA $02
|
||||||
ADC #$07FF
|
ADC #$07FF
|
||||||
STA $02
|
STA $02
|
||||||
TXA
|
TXA
|
||||||
AND #$001F
|
AND #$001F
|
||||||
ADC $02
|
ADC $02
|
||||||
STA $02
|
STA $02
|
||||||
TXA
|
TXA
|
||||||
AND #$0780
|
AND #$0780
|
||||||
LSR A
|
LSR A
|
||||||
ADC $02
|
ADC $02
|
||||||
STA $2116 ; store vram address for upper tile part (8x16) to $2116
|
STA $2116 ; store vram address for upper tile part (8x16) to $2116
|
||||||
STA $7ED007
|
STA $7ED007
|
||||||
LDA #$1D83 ; load new ice tiles
|
LDA #$1D83 ; load new ice tiles
|
||||||
STA $7ED000
|
STA $7ED000
|
||||||
STA $7ED002
|
STA $7ED002
|
||||||
JSR $FD00 ; jsr to dma vram transfer for upper ice tile part
|
JSR $FD00 ; jsr to dma vram transfer for upper ice tile part
|
||||||
REP #$30
|
REP #$30
|
||||||
LDA $7ED007 ; regain vram address
|
LDA $7ED007 ; regain vram address
|
||||||
ADC #$0020 ; add 20 for lower part (8x16) and store to $2116
|
ADC #$0020 ; add 20 for lower part (8x16) and store to $2116
|
||||||
STA $2116
|
STA $2116
|
||||||
JSR $FD00 ; jsr to dma vram transfer for lower ice tile part
|
JSR $FD00 ; jsr to dma vram transfer for lower ice tile part
|
||||||
LDA $7ED005 ; regain native register value
|
LDA $7ED005 ; regain native register value
|
||||||
STA $2116
|
STA $2116
|
||||||
SEP #$30
|
SEP #$30
|
||||||
LDA $7ED004 ; regain native x-value
|
LDA $7ED004 ; regain native x-value
|
||||||
TAX
|
TAX
|
||||||
RTL
|
RTL
|
||||||
|
|
||||||
|
|
||||||
org $0efd00 ; vram dma transfer
|
org $0efd00 ; vram dma transfer
|
||||||
LDA #$007E ; load origin of bytes to transfer (7E/d000)
|
LDA #$007E ; load origin of bytes to transfer (7E/d000)
|
||||||
STA $4304
|
STA $4304
|
||||||
LDA #$D000
|
LDA #$D000
|
||||||
STA $4302
|
STA $4302
|
||||||
SEP #$30
|
SEP #$30
|
||||||
LDA #$18 ; bus
|
LDA #$18 ; bus
|
||||||
STA $4301
|
STA $4301
|
||||||
LDA #$04 ; transfer 4 bytes
|
LDA #$04 ; transfer 4 bytes
|
||||||
STA $4305
|
STA $4305
|
||||||
LDA #$01
|
LDA #$01
|
||||||
STA $4300
|
STA $4300
|
||||||
STA $420B ; make dma transfer
|
STA $420B ; make dma transfer
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
|
|
||||||
; bug fix to not swim through tiles but jump onto them
|
; bug fix to not swim through tiles but jump onto them
|
||||||
|
|
||||||
org $07dc9e
|
org $07dc9e
|
||||||
jsl $0efc80
|
jsl $0efc80
|
||||||
nop
|
nop
|
||||||
|
|
||||||
org $0efc80
|
org $0efc80
|
||||||
LDA $0A
|
LDA $0A
|
||||||
TSB $0343
|
TSB $0343
|
||||||
TSB $0348
|
TSB $0348
|
||||||
RTL
|
RTL
|
||||||
|
|
||||||
; bug fix to stop gliding on shallow water when leaving ice tile
|
; bug fix to stop gliding on shallow water when leaving ice tile
|
||||||
|
|
||||||
org $07dd1b
|
org $07dd1b
|
||||||
jsl $0efc90
|
jsl $0efc90
|
||||||
nop
|
nop
|
||||||
|
|
||||||
org $0efc90
|
org $0efc90
|
||||||
LDA $0A
|
LDA $0A
|
||||||
TSB $0359
|
TSB $0359
|
||||||
LDA $0350
|
LDA $0350
|
||||||
CMP #$0100
|
CMP #$0100
|
||||||
BNE $03
|
BNE $03
|
||||||
STZ $034A
|
STZ $034A
|
||||||
RTL
|
RTL
|
||||||
|
|
||||||
|
|
||||||
org $0e95dc ; get a 0e written here (first byte) to enable gliding on new tiles
|
org $0e95dc ; get a 0e written here (first byte) to enable gliding on new tiles
|
||||||
ASL $5757
|
ASL $5757
|
||||||
|
|
||||||
org $0f85b8 ; get new tile values (83 1d) written 4 times here
|
org $0f85b8 ; get new tile values (83 1d) written 4 times here
|
||||||
STA $1D,s
|
STA $1D,s
|
||||||
STA $1D,s
|
STA $1D,s
|
||||||
STA $1D,s
|
STA $1D,s
|
||||||
STA $1D,s
|
STA $1D,s
|
||||||
}
|
}
|
||||||
} ; namespace IceRod
|
|
||||||
namespace off
|
|
||||||
|
|||||||
114
Oracle_main.asm
114
Oracle_main.asm
@@ -56,71 +56,87 @@ namespace Oracle
|
|||||||
incsrc "Util/ram.asm"
|
incsrc "Util/ram.asm"
|
||||||
incsrc "Util/functions.asm"
|
incsrc "Util/functions.asm"
|
||||||
|
|
||||||
|
; ---------------------------------------------------------
|
||||||
|
; Sprites
|
||||||
|
|
||||||
incsrc "Sprites/farore_and_maku.asm"
|
incsrc "Sprites/farore_and_maku.asm"
|
||||||
print "End of Sprites/farore_and_maku.asm", pc
|
print "End of farore_and_maku.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Sprites/Kydrog/kydrog.asm"
|
||||||
|
print "End of kydrog.asm ", pc
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
; ---------------------------------------------------------
|
||||||
|
; Transformation Masks
|
||||||
|
|
||||||
|
incsrc "Masks/mask_routines.asm"
|
||||||
|
|
||||||
|
incsrc "Masks/deku_mask.asm"
|
||||||
|
print "End of Masks/deku_mask.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Masks/zora_mask.asm"
|
||||||
|
print "End of Masks/zora_mask.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Masks/wolf_mask.asm"
|
||||||
|
print "End of Masks/wolf_mask.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Masks/bunny_hood.asm"
|
||||||
|
print "End of Masks/bunny_hood.asm ", pc
|
||||||
|
|
||||||
|
|
||||||
|
; ---------------------------------------------------------
|
||||||
|
; Items
|
||||||
|
|
||||||
incsrc "Items/jump_feather.asm"
|
incsrc "Items/jump_feather.asm"
|
||||||
print "End of Items/jump_feather.asm ", pc
|
print "End of Items/jump_feather.asm ", pc
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Graphics/boat_gfx.asm"
|
|
||||||
print "End of Graphics/boat_gfx.asm ", pc
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Dungeons/keyblock.asm"
|
|
||||||
print "End of Dungeons/keyblock.asm ", pc
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Events/house_tag.asm"
|
|
||||||
print "End of Events/house_tag.asm ", pc
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Menu/menu.asm"
|
|
||||||
print "End of Menu/menu.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
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Events/lostsea.asm"
|
|
||||||
print "End of Events/lostsea.asm ", pc
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Items/ice_rod.asm"
|
incsrc "Items/ice_rod.asm"
|
||||||
print "End of Items/ice_rod.asm ", pc
|
print "End of Items/ice_rod.asm ", pc
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Items/book_of_secrets.asm"
|
incsrc "Items/book_of_secrets.asm"
|
||||||
print "End of Items/book_of_secrets.asm ", pc
|
print "End of Items/book_of_secrets.asm ", pc
|
||||||
|
|
||||||
|
; incsrc "Items/bottle_net.asm"
|
||||||
|
; print "End of Items/bottle_net.asm ", pc
|
||||||
|
|
||||||
|
|
||||||
|
; ---------------------------------------------------------
|
||||||
|
; Events
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
; ---------------------------------------------------------
|
||||||
|
; Graphics
|
||||||
|
|
||||||
|
incsrc "Graphics/boat_gfx.asm"
|
||||||
|
print "End of Graphics/boat_gfx.asm ", pc
|
||||||
|
|
||||||
|
incsrc "Events/maku_tree.asm"
|
||||||
|
print "End of Events/maku_tree.asm ", pc
|
||||||
|
|
||||||
|
|
||||||
|
; ---------------------------------------------------------
|
||||||
|
; Dungeon
|
||||||
|
|
||||||
|
incsrc "Dungeons/keyblock.asm"
|
||||||
|
print "End of Dungeons/keyblock.asm ", pc
|
||||||
|
|
||||||
|
|
||||||
|
; ---------------------------------------------------------
|
||||||
|
; Custom Menu and HUD
|
||||||
|
|
||||||
|
incsrc "Menu/menu.asm"
|
||||||
|
print "End of Menu/menu.asm ", pc
|
||||||
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
; ---------------------------------------------------------
|
||||||
incsrc "Debug/debug.asm"
|
incsrc "Debug/debug.asm"
|
||||||
print "End of Debug/debug.asm ", pc
|
print "End of Debug/debug.asm ", pc
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Masks/mask_routines.asm"
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Masks/deku_mask.asm"
|
|
||||||
print "End of Masks/deku_mask.asm ", pc
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Masks/zora_mask.asm"
|
|
||||||
print "End of Masks/zora_mask.asm ", pc
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Masks/wolf_mask.asm"
|
|
||||||
print "End of Masks/wolf_mask.asm ", pc
|
|
||||||
|
|
||||||
; ---------------------------------------------------------
|
|
||||||
incsrc "Masks/bunny_hood.asm"
|
|
||||||
print "End of Masks/bunny_hood.asm ", pc
|
|
||||||
|
|
||||||
print ""
|
print ""
|
||||||
print "Finished applying patches"
|
print "Finished applying patches"
|
||||||
|
|||||||
@@ -51,185 +51,227 @@ incsrc sprite_new_functions.asm
|
|||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
; TODO: Setup Sprite Properties for Farore
|
|
||||||
%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
|
%Set_Sprite_Properties(Sprite_Farore_Prep, Sprite_Farore_Long)
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
Sprite_Farore_Long:
|
Sprite_Farore_Long:
|
||||||
PHB : PHK : PLB
|
{
|
||||||
|
PHB : PHK : PLB
|
||||||
|
|
||||||
JSR Sprite_Farore_Draw ; Call the draw code
|
JSR Sprite_Farore_Draw ; Call the draw code
|
||||||
JSL Sprite_CheckActive ; Check if game is not paused
|
JSL Sprite_CheckActive ; Check if game is not paused
|
||||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||||
|
|
||||||
JSR Sprite_Farore_Main ; Call the main sprite code
|
JSR Sprite_Farore_Main ; Call the main sprite code
|
||||||
|
|
||||||
.SpriteIsNotActive
|
.SpriteIsNotActive
|
||||||
PLB ; Get back the databank we stored previously
|
PLB ; Get back the databank we stored previously
|
||||||
RTL ; Go back to original code
|
RTL ; Go back to original code
|
||||||
|
}
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
Sprite_Farore_Prep:
|
Sprite_Farore_Prep:
|
||||||
PHB : PHK : PLB
|
{
|
||||||
|
PHB : PHK : PLB
|
||||||
|
|
||||||
; LDA.l $7EF300
|
; LDA.l $7EF300
|
||||||
; BEQ .PlayIntro
|
; BEQ .PlayIntro
|
||||||
; STZ.w $0DD0, X ; Kill the sprite
|
; STZ.w $0DD0, X ; Kill the sprite
|
||||||
; .PlayIntro
|
; .PlayIntro
|
||||||
|
|
||||||
PLB
|
|
||||||
RTL
|
|
||||||
|
|
||||||
|
PLB
|
||||||
|
RTL
|
||||||
|
}
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
|
; Movement key bitwise ---- udlr
|
||||||
|
|
||||||
Sprite_Farore_Main:
|
Sprite_Farore_Main:
|
||||||
LDA.w SprAction, X; Load the SprAction
|
|
||||||
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
|
|
||||||
dw IntroStart
|
|
||||||
dw MoveUp
|
|
||||||
dw MoveLeft
|
|
||||||
dw WaitAndMessage
|
|
||||||
|
|
||||||
|
|
||||||
IntroStart:
|
|
||||||
{
|
{
|
||||||
RTS
|
LDA.w SprAction, X; Load the SprAction
|
||||||
|
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
|
||||||
|
|
||||||
|
dw IntroStart
|
||||||
|
dw MoveUpTowardsFarore
|
||||||
|
dw MoveLeftTowardsFarore
|
||||||
|
dw WaitAndMessage
|
||||||
|
dw FaroreFollowPlayer
|
||||||
|
|
||||||
|
|
||||||
|
IntroStart:
|
||||||
|
{
|
||||||
|
%GotoAction(1)
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
MoveUpTowardsFarore:
|
||||||
|
{
|
||||||
|
LDA.b #$08 : STA.b $49 ; Auto-movement north
|
||||||
|
|
||||||
|
LDA.b $20 ; Link's Y Position
|
||||||
|
CMP.b #$6C ; Y = 6C
|
||||||
|
BCC .linkistoofar
|
||||||
|
|
||||||
|
%GotoAction(2)
|
||||||
|
|
||||||
|
.linkistoofar
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
MoveLeftTowardsFarore:
|
||||||
|
{
|
||||||
|
; Move Link Left
|
||||||
|
LDA.b #$02 : STA.b $49
|
||||||
|
|
||||||
|
LDA.b $22 ; Link's X position
|
||||||
|
CMP.b #$1E
|
||||||
|
BCS .linkistoofar
|
||||||
|
|
||||||
|
STZ.b $49 ; kill automove
|
||||||
|
LDA.b #$20
|
||||||
|
STA.w SprTimerA, X ; set timer A to 0x10
|
||||||
|
|
||||||
|
%GotoAction(3)
|
||||||
|
|
||||||
|
.linkistoofar
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
WaitAndMessage:
|
||||||
|
{
|
||||||
|
%PlayAnimation(2, 3, 8)
|
||||||
|
%MoveTowardPlayer(15)
|
||||||
|
LDA.w SprTimerA, X : BNE +
|
||||||
|
%ShowUnconditionalMessage($24)
|
||||||
|
LDA.b #$01
|
||||||
|
STA.l $7EF300 ; prevent intro from playing again with sram set
|
||||||
|
; STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
|
||||||
|
%GotoAction(4)
|
||||||
|
+
|
||||||
|
RTS
|
||||||
|
}
|
||||||
|
|
||||||
|
; you could just squeeze it between link and the 1st follower
|
||||||
|
; by reusing the follow code but with lower delay
|
||||||
|
; $1A00[0x14] - (Tagalong)
|
||||||
|
|
||||||
|
; Low bytes of tagalong states' Y coordinates.
|
||||||
|
|
||||||
|
; $1A14[0x14] - (Tagalong)
|
||||||
|
|
||||||
|
; High bytes of tagalong states' Y coordinates.
|
||||||
|
|
||||||
|
; $1A28[0x14] - (Tagalong)
|
||||||
|
|
||||||
|
; Low bytes of tagalong states' X coordinates.
|
||||||
|
|
||||||
|
; $1A3C[0x14] - (Tagalong)
|
||||||
|
|
||||||
|
; High bytes of tagalong states' X coordinates.
|
||||||
|
; load current follower position divide it by 2
|
||||||
|
; and use that as index
|
||||||
|
|
||||||
|
|
||||||
|
FaroreFollowPlayer:
|
||||||
|
{
|
||||||
|
%PlayAnimation(2, 3, 8)
|
||||||
|
%MoveTowardPlayer(10)
|
||||||
|
RTS
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
MoveUp:
|
|
||||||
{
|
|
||||||
LDA #$01 ; make link move up
|
|
||||||
STA $49
|
|
||||||
|
|
||||||
LDA $30 ; Link's Y Position
|
|
||||||
CMP #$C6
|
|
||||||
BCC .linkistoofarleft
|
|
||||||
; Here link reached the X position we want
|
|
||||||
; goto next action
|
|
||||||
%GotoAction(2)
|
|
||||||
|
|
||||||
.linkistoofarleft
|
|
||||||
|
|
||||||
RTS
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
MoveLeft:
|
|
||||||
{
|
|
||||||
LDA.b #$04 ; make link move left
|
|
||||||
STA.b $49
|
|
||||||
|
|
||||||
LDA.b $20 ; Link's Y Position
|
|
||||||
CMP.b #$88
|
|
||||||
BCC .linkistoofarup
|
|
||||||
|
|
||||||
; Here link reached the X position we want
|
|
||||||
; goto next action
|
|
||||||
|
|
||||||
STZ.b $49 ; kill automove
|
|
||||||
LDA.b #$20
|
|
||||||
STA.w SprTimerA, X ; set timer A to 0x10
|
|
||||||
%GotoAction(3)
|
|
||||||
|
|
||||||
.linkistoofarup
|
|
||||||
RTS
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
WaitAndMessage:
|
|
||||||
{
|
|
||||||
LDA.w SprTimerA, X : BNE +
|
|
||||||
%ShowUnconditionalMessage($24)
|
|
||||||
LDA.b #$01
|
|
||||||
STA.l $7EF300 ; prevent intro from playing again with sram set
|
|
||||||
STZ.w $0DD0, X ; Kill the sprite since it's not needed anymore
|
|
||||||
; could goto next action too instead
|
|
||||||
+
|
|
||||||
RTS
|
|
||||||
}
|
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
Sprite_Farore_Draw:
|
Sprite_Farore_Draw:
|
||||||
{
|
{
|
||||||
JSL Sprite_PrepOamCoord
|
JSL Sprite_PrepOamCoord
|
||||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||||
|
|
||||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||||
LDA .start_index, Y : STA $06
|
LDA .start_index, Y : STA $06
|
||||||
|
|
||||||
|
|
||||||
PHX
|
PHX
|
||||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||||
LDY.b #$00
|
LDY.b #$00
|
||||||
.nextTile
|
.nextTile
|
||||||
|
|
||||||
PHX ; Save current Tile Index?
|
PHX ; Save current Tile Index?
|
||||||
|
|
||||||
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
TXA : CLC : ADC $06 ; Add Animation Index Offset
|
||||||
|
|
||||||
PHA ; Keep the value with animation index offset?
|
PHA ; Keep the value with animation index offset?
|
||||||
|
|
||||||
ASL A : TAX
|
ASL A : TAX
|
||||||
|
|
||||||
REP #$20
|
REP #$20
|
||||||
|
|
||||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||||
AND.w #$0100 : STA $0E
|
AND.w #$0100 : STA $0E
|
||||||
INY
|
INY
|
||||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||||
CLC : ADC #$0010 : CMP.w #$0100
|
CLC : ADC #$0010 : CMP.w #$0100
|
||||||
SEP #$20
|
SEP #$20
|
||||||
BCC .on_screen_y
|
BCC .on_screen_y
|
||||||
|
|
||||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||||
STA $0E
|
STA $0E
|
||||||
.on_screen_y
|
.on_screen_y
|
||||||
|
|
||||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||||
INY
|
INY
|
||||||
LDA .chr, X : STA ($90), Y
|
LDA .chr, X : STA ($90), Y
|
||||||
INY
|
INY
|
||||||
LDA .properties, X : STA ($90), Y
|
LDA .properties, X : STA ($90), Y
|
||||||
|
|
||||||
PHY
|
PHY
|
||||||
|
|
||||||
TYA : LSR #2 : TAY
|
TYA : LSR #2 : TAY
|
||||||
|
|
||||||
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||||
|
|
||||||
PLY : INY
|
PLY : INY
|
||||||
|
|
||||||
PLX : DEX : BPL .nextTile
|
PLX : DEX : BPL .nextTile
|
||||||
|
|
||||||
PLX
|
PLX
|
||||||
|
|
||||||
RTS
|
RTS
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|
||||||
.start_index
|
.start_index
|
||||||
db $00, $02
|
db $00, $02, $04, $06
|
||||||
.nbr_of_tiles
|
.nbr_of_tiles
|
||||||
db 1, 1
|
db 1, 1, 1, 1
|
||||||
.x_offsets
|
.x_offsets
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
dw 0, 0
|
dw 0, 0
|
||||||
|
dw 0, 0
|
||||||
|
dw 0, 0
|
||||||
.y_offsets
|
.y_offsets
|
||||||
dw 4, -8
|
dw 4, -8
|
||||||
dw 4, -7
|
dw 4, -7
|
||||||
|
dw 4, -8
|
||||||
|
dw 4, -7
|
||||||
.chr
|
.chr
|
||||||
db $AA, $A8
|
db $AA, $A8
|
||||||
db $AA, $A8
|
db $AA, $A8
|
||||||
|
db $88, $A8
|
||||||
|
db $88, $A8
|
||||||
.properties
|
.properties
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
db $3B, $3B
|
db $3B, $3B
|
||||||
|
db $3B, $3B
|
||||||
|
db $7B, $3B
|
||||||
.sizes
|
.sizes
|
||||||
db $02, $02
|
db $02, $02
|
||||||
db $02, $02
|
db $02, $02
|
||||||
|
db $02, $02
|
||||||
|
db $02, $02
|
||||||
}
|
}
|
||||||
|
|
||||||
;==============================================================================
|
;==============================================================================
|
||||||
|
|||||||
Reference in New Issue
Block a user