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 @@
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;===========================================================
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; Lost Sea Hack
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;
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; Area: 3A
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; East Exit 3B (or 33)
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; North Exit 32
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; South is 42
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; West is 39
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; combo is N (32),W (39),S (42),N (32)
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;===========================================================
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Event_LostSeaCombo:
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{
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lorom
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org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to.
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LOST_WOOD_HOOK:
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{
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CMP #$3A ; are we in the right area?
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BEQ begincode
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normalfinish:
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{
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LDA $02A5EC,x ; not right area so return.
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STZ $1CF7
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RTL
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} ; label normalfinish
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begincode:
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{
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CPX #$3B
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BEQ normalfinish
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; from here onwards, use the ram address to determine which combo you're up to
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; this code is pretty repeatable
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LDA $1CF7
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CMP #$00
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BNE combo1
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CPX #$32 ; did you get it right?
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BEQ UP_CORRECT
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STZ $1CF7
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BRA RESOLVE_INCORRECT
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} ; label begincode
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combo1:
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{
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CMP #$01
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BNE combo2
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CPX #$39 ; did you get it right?
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BEQ LEFT_CORRECT
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STZ $1CF7
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BRA RESOLVE_INCORRECT
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} ; label comb1
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combo2:
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{
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CMP #$02
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BNE combo3
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CPX #$42 ; did you get it right?
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BEQ DOWN_CORRECT
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STZ $1CF7
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BRA RESOLVE_INCORRECT
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} ; label comb2
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combo3:
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{
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CPX #$32; did you get it right?
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BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
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LDA #$1B
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STA $012F ; play fanfare
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BRA normalfinish
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RESOLVE_INCORRECT:
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CPX #$39
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BEQ CASE_LEFT
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CPX #$32
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BEQ CASE_UP
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BRA CASE_DOWN
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} ; label combo3
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DOWN_CORRECT:
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{
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INC $1CF7
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CASE_DOWN:
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DEC $21
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DEC $21
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DEC $E7
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DEC $E7
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DEC $E9
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DEC $E9
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DEC $611
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DEC $611
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DEC $613
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DEC $613
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LDA $700
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SEC
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SBC #$10
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STA $700
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BRA all
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} ; label DOWN_CORRECT
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UP_CORRECT:
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{
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INC $1CF7
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CASE_UP:
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INC $21
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INC $21
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INC $E7
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INC $E7
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INC $E9
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INC $E9
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INC $611
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INC $611
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INC $613
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INC $613
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LDA $700
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CLC
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ADC #$10
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STA $700
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BRA all
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} ; label UP_CORRECT
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LEFT_CORRECT:
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{
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INC $1CF7
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CASE_LEFT:
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INC $23
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INC $23
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INC $E1
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INC $E1
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INC $E3
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INC $E3
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INC $615
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INC $615
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INC $617
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INC $617
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INC $700
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INC $700
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} ; label LEFT_CORRECT
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all:
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{
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LDA #$3A ; load the same area.
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RTL
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}
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.end
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ORG $02AA7D
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JSL LOST_WOOD_HOOK
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} ; label LOST_WOOD_HOOK
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} ; label Event_LostSeaCombo
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@@ -1,159 +0,0 @@
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;===========================================================
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; Lost Sea Hack
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;
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; Area: 3A
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; East Exit 3B (or 33)
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; North Exit 32
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; South is 42
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; West is 39
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; combo is N (32),W (39),S (42),N (32)
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;===========================================================
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namespace LostSea
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{
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Main:
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{
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lorom
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org $A0F000 ; Note at this stage the accumulator contains area currently in, and X contains the area you're moving to.
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LOST_WOOD_HOOK:
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{
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CMP #$3A ; are we in the right area?
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BEQ begincode
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normalfinish:
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{
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LDA $02A5EC,x ; not right area so return.
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STZ $1CF7
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RTL
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} ; label normalfinish
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begincode:
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{
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CPX #$3B
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BEQ normalfinish
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; from here onwards, use the ram address to determine which combo you're up to
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; this code is pretty repeatable
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LDA $1CF7
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CMP #$00
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BNE combo1
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CPX #$32 ; did you get it right?
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BEQ UP_CORRECT
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STZ $1CF7
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BRA RESOLVE_INCORRECT
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} ; label begincode
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combo1:
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{
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CMP #$01
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BNE combo2
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CPX #$39 ; did you get it right?
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BEQ LEFT_CORRECT
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STZ $1CF7
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BRA RESOLVE_INCORRECT
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} ; label comb1
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combo2:
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{
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CMP #$02
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BNE combo3
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CPX #$42 ; did you get it right?
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BEQ DOWN_CORRECT
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STZ $1CF7
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BRA RESOLVE_INCORRECT
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} ; label comb2
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combo3:
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{
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CPX #$32; did you get it right?
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BNE RESOLVE_INCORRECT ; we want to load the down area, since we complete the combos
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LDA #$1B
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STA $012F ; play fanfare
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BRA normalfinish
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RESOLVE_INCORRECT:
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CPX #$39
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BEQ CASE_LEFT
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CPX #$32
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BEQ CASE_UP
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BRA CASE_DOWN
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} ; label combo3
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DOWN_CORRECT:
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{
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INC $1CF7
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CASE_DOWN:
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DEC $21
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DEC $21
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DEC $E7
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DEC $E7
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DEC $E9
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DEC $E9
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DEC $611
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DEC $611
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DEC $613
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DEC $613
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LDA $700
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SEC
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SBC #$10
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STA $700
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BRA all
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} ; label DOWN_CORRECT
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UP_CORRECT:
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{
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INC $1CF7
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CASE_UP:
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INC $21
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INC $21
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INC $E7
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INC $E7
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INC $E9
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INC $E9
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INC $611
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INC $611
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INC $613
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INC $613
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LDA $700
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CLC
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ADC #$10
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STA $700
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BRA all
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} ; label UP_CORRECT
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LEFT_CORRECT:
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{
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INC $1CF7
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CASE_LEFT:
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INC $23
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INC $23
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INC $E1
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INC $E1
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INC $E3
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INC $E3
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INC $615
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INC $615
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INC $617
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INC $617
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INC $700
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INC $700
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} ; label LEFT_CORRECT
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all:
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{
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LDA #$3A ; load the same area.
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RTL
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}
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.end
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ORG $02AA7D
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JSL LOST_WOOD_HOOK
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} ; label LOST_WOOD_HOOK
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} ; label Main
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} ; namespace LostSea
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namespace off
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@@ -4,162 +4,159 @@
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;
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;===========================================================
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namespace IceRod
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LinkItem_IceRod:
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{
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Main:
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{
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lorom
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lorom
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org $088a5d ; jsl to main code
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jsl $0efba0
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org $088a5d ; jsl to main code
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jsl $0efba0
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org $0efba0 ; main code
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STA $03E4,x ; load native value
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TAY
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LDA $008C ; check if you're on overworld
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BNE $01
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RTL
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LDA $03A3 ; disable other flying object icing water (boomerang, sword beam)
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CMP #$06
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BEQ $01
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RTL
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CPX #$04 ; check if ice shot #1 only is used (disable 2nd shot to ice)
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BEQ $01
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RTL
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LDA $03E8 ; check if ice shot is on water tiles
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CMP #$08
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BEQ $08
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LDA $03E8 ; check if ice shot is on native unused, edited blocks
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CMP #$03
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BEQ $01
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RTL
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LDA $0303 ; double check if really ice shot is used
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CMP #$06
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BEQ $01
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RTL
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LDA $0304
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CMP #$06
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BEQ $01
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RTL
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TXA
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STA $7ED004 ; store native x value into ram to regain after code
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LDA $4212 ; wait for vblank to enable dma transfer
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AND #$80
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BEQ $F9
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REP #$30
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LDA $2116
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STA $7ED005 ; store native value to regain later
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LDA $00 ; calculation procedure to get correct x,y coordinates for new tile
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SEC
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SBC $0708
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AND $070A
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ASL A
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ASL A
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ASL A
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STA $06
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LDA $02
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SEC
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SBC $070C
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AND $070E
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ORA $06
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TAX
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LDA #$00B7
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STA $7E2000,x ; store new 16x16 ice tile into ram (property of tile!)
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CLC
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STZ $02 ; calculation procedure to get 8x8 vram map address (look of tile)
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TXA
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AND #$003F
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CMP #$0020
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BCC $05
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LDA #$0400
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STA $02
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TXA
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AND #$0FFF
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CMP #$0800
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BCC $07
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LDA $02
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ADC #$07FF
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STA $02
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TXA
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AND #$001F
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ADC $02
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STA $02
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TXA
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AND #$0780
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LSR A
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ADC $02
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STA $2116 ; store vram address for upper tile part (8x16) to $2116
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STA $7ED007
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LDA #$1D83 ; load new ice tiles
|
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STA $7ED000
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STA $7ED002
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JSR $FD00 ; jsr to dma vram transfer for upper ice tile part
|
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REP #$30
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LDA $7ED007 ; regain vram address
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ADC #$0020 ; add 20 for lower part (8x16) and store to $2116
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STA $2116
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JSR $FD00 ; jsr to dma vram transfer for lower ice tile part
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||||
LDA $7ED005 ; regain native register value
|
||||
STA $2116
|
||||
SEP #$30
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LDA $7ED004 ; regain native x-value
|
||||
TAX
|
||||
RTL
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org $0efba0 ; main code
|
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STA $03E4,x ; load native value
|
||||
TAY
|
||||
LDA $008C ; check if you're on overworld
|
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BNE $01
|
||||
RTL
|
||||
LDA $03A3 ; disable other flying object icing water (boomerang, sword beam)
|
||||
CMP #$06
|
||||
BEQ $01
|
||||
RTL
|
||||
CPX #$04 ; check if ice shot #1 only is used (disable 2nd shot to ice)
|
||||
BEQ $01
|
||||
RTL
|
||||
LDA $03E8 ; check if ice shot is on water tiles
|
||||
CMP #$08
|
||||
BEQ $08
|
||||
LDA $03E8 ; check if ice shot is on native unused, edited blocks
|
||||
CMP #$03
|
||||
BEQ $01
|
||||
RTL
|
||||
LDA $0303 ; double check if really ice shot is used
|
||||
CMP #$06
|
||||
BEQ $01
|
||||
RTL
|
||||
LDA $0304
|
||||
CMP #$06
|
||||
BEQ $01
|
||||
RTL
|
||||
TXA
|
||||
STA $7ED004 ; store native x value into ram to regain after code
|
||||
LDA $4212 ; wait for vblank to enable dma transfer
|
||||
AND #$80
|
||||
BEQ $F9
|
||||
REP #$30
|
||||
LDA $2116
|
||||
STA $7ED005 ; store native value to regain later
|
||||
LDA $00 ; calculation procedure to get correct x,y coordinates for new tile
|
||||
SEC
|
||||
SBC $0708
|
||||
AND $070A
|
||||
ASL A
|
||||
ASL A
|
||||
ASL A
|
||||
STA $06
|
||||
LDA $02
|
||||
SEC
|
||||
SBC $070C
|
||||
AND $070E
|
||||
ORA $06
|
||||
TAX
|
||||
LDA #$00B7
|
||||
STA $7E2000,x ; store new 16x16 ice tile into ram (property of tile!)
|
||||
CLC
|
||||
STZ $02 ; calculation procedure to get 8x8 vram map address (look of tile)
|
||||
TXA
|
||||
AND #$003F
|
||||
CMP #$0020
|
||||
BCC $05
|
||||
LDA #$0400
|
||||
STA $02
|
||||
TXA
|
||||
AND #$0FFF
|
||||
CMP #$0800
|
||||
BCC $07
|
||||
LDA $02
|
||||
ADC #$07FF
|
||||
STA $02
|
||||
TXA
|
||||
AND #$001F
|
||||
ADC $02
|
||||
STA $02
|
||||
TXA
|
||||
AND #$0780
|
||||
LSR A
|
||||
ADC $02
|
||||
STA $2116 ; store vram address for upper tile part (8x16) to $2116
|
||||
STA $7ED007
|
||||
LDA #$1D83 ; load new ice tiles
|
||||
STA $7ED000
|
||||
STA $7ED002
|
||||
JSR $FD00 ; jsr to dma vram transfer for upper ice tile part
|
||||
REP #$30
|
||||
LDA $7ED007 ; regain vram address
|
||||
ADC #$0020 ; add 20 for lower part (8x16) and store to $2116
|
||||
STA $2116
|
||||
JSR $FD00 ; jsr to dma vram transfer for lower ice tile part
|
||||
LDA $7ED005 ; regain native register value
|
||||
STA $2116
|
||||
SEP #$30
|
||||
LDA $7ED004 ; regain native x-value
|
||||
TAX
|
||||
RTL
|
||||
|
||||
|
||||
org $0efd00 ; vram dma transfer
|
||||
LDA #$007E ; load origin of bytes to transfer (7E/d000)
|
||||
STA $4304
|
||||
LDA #$D000
|
||||
STA $4302
|
||||
SEP #$30
|
||||
LDA #$18 ; bus
|
||||
STA $4301
|
||||
LDA #$04 ; transfer 4 bytes
|
||||
STA $4305
|
||||
LDA #$01
|
||||
STA $4300
|
||||
STA $420B ; make dma transfer
|
||||
RTS
|
||||
org $0efd00 ; vram dma transfer
|
||||
LDA #$007E ; load origin of bytes to transfer (7E/d000)
|
||||
STA $4304
|
||||
LDA #$D000
|
||||
STA $4302
|
||||
SEP #$30
|
||||
LDA #$18 ; bus
|
||||
STA $4301
|
||||
LDA #$04 ; transfer 4 bytes
|
||||
STA $4305
|
||||
LDA #$01
|
||||
STA $4300
|
||||
STA $420B ; make dma transfer
|
||||
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
|
||||
jsl $0efc80
|
||||
nop
|
||||
org $07dc9e
|
||||
jsl $0efc80
|
||||
nop
|
||||
|
||||
org $0efc80
|
||||
LDA $0A
|
||||
TSB $0343
|
||||
TSB $0348
|
||||
RTL
|
||||
org $0efc80
|
||||
LDA $0A
|
||||
TSB $0343
|
||||
TSB $0348
|
||||
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
|
||||
jsl $0efc90
|
||||
nop
|
||||
org $07dd1b
|
||||
jsl $0efc90
|
||||
nop
|
||||
|
||||
org $0efc90
|
||||
LDA $0A
|
||||
TSB $0359
|
||||
LDA $0350
|
||||
CMP #$0100
|
||||
BNE $03
|
||||
STZ $034A
|
||||
RTL
|
||||
org $0efc90
|
||||
LDA $0A
|
||||
TSB $0359
|
||||
LDA $0350
|
||||
CMP #$0100
|
||||
BNE $03
|
||||
STZ $034A
|
||||
RTL
|
||||
|
||||
|
||||
org $0e95dc ; get a 0e written here (first byte) to enable gliding on new tiles
|
||||
ASL $5757
|
||||
org $0e95dc ; get a 0e written here (first byte) to enable gliding on new tiles
|
||||
ASL $5757
|
||||
|
||||
org $0f85b8 ; get new tile values (83 1d) written 4 times here
|
||||
STA $1D,s
|
||||
STA $1D,s
|
||||
STA $1D,s
|
||||
STA $1D,s
|
||||
}
|
||||
} ; namespace IceRod
|
||||
namespace off
|
||||
org $0f85b8 ; get new tile values (83 1d) written 4 times here
|
||||
STA $1D,s
|
||||
STA $1D,s
|
||||
STA $1D,s
|
||||
STA $1D,s
|
||||
}
|
||||
|
||||
114
Oracle_main.asm
114
Oracle_main.asm
@@ -56,71 +56,87 @@ namespace Oracle
|
||||
incsrc "Util/ram.asm"
|
||||
incsrc "Util/functions.asm"
|
||||
|
||||
; ---------------------------------------------------------
|
||||
; Sprites
|
||||
|
||||
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"
|
||||
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"
|
||||
print "End of Items/ice_rod.asm ", pc
|
||||
|
||||
; ---------------------------------------------------------
|
||||
incsrc "Items/book_of_secrets.asm"
|
||||
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"
|
||||
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 "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)
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Sprite_Farore_Long:
|
||||
PHB : PHK : PLB
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Farore_Draw ; Call the draw code
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
JSR Sprite_Farore_Draw ; Call the draw code
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
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
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
Sprite_Farore_Prep:
|
||||
PHB : PHK : PLB
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; LDA.l $7EF300
|
||||
; BEQ .PlayIntro
|
||||
; STZ.w $0DD0, X ; Kill the sprite
|
||||
; .PlayIntro
|
||||
|
||||
PLB
|
||||
RTL
|
||||
; LDA.l $7EF300
|
||||
; BEQ .PlayIntro
|
||||
; STZ.w $0DD0, X ; Kill the sprite
|
||||
; .PlayIntro
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
;==============================================================================
|
||||
|
||||
; Movement key bitwise ---- udlr
|
||||
|
||||
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:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.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
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
LDA .properties, X : STA ($90), Y
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
INY
|
||||
LDA .chr, X : STA ($90), Y
|
||||
INY
|
||||
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
|
||||
db $00, $02
|
||||
db $00, $02, $04, $06
|
||||
.nbr_of_tiles
|
||||
db 1, 1
|
||||
db 1, 1, 1, 1
|
||||
.x_offsets
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
dw 0, 0
|
||||
.y_offsets
|
||||
dw 4, -8
|
||||
dw 4, -7
|
||||
dw 4, -8
|
||||
dw 4, -7
|
||||
dw 4, -8
|
||||
dw 4, -7
|
||||
.chr
|
||||
db $AA, $A8
|
||||
db $AA, $A8
|
||||
db $AA, $A8
|
||||
db $AA, $A8
|
||||
db $88, $A8
|
||||
db $88, $A8
|
||||
.properties
|
||||
db $3B, $3B
|
||||
db $3B, $3B
|
||||
db $3B, $3B
|
||||
db $3B, $3B
|
||||
db $3B, $3B
|
||||
db $7B, $3B
|
||||
.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