Cleanup jump feather and sword collect asm

This commit is contained in:
scawful
2024-11-19 13:50:12 -05:00
parent 1cf4935dcf
commit caab7bf1e0
2 changed files with 36 additions and 51 deletions

View File

@@ -1,22 +1,22 @@
; =========================================================
; Zarby Feather
; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet
{
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather
.return
RTS
RTS
}
; =========================================================
; Prevent Link from taking damage while jumping spikes
; The game originally differentiates between your armor
; The game originally differentiates between your armor
; for the damage take, however the table has all the same
; values, so it's effectively useless.
; values, so it's effectively useless.
; TileDetect_MainHandler_no_moon_pearl
; org $07D23D
@@ -36,19 +36,19 @@ LinkItem_JumpFeather:
LDA #$02 : STA $4D ; set jumping state (ledge hop)
; Length of the jump
LDA #$20 : STA $46
LDA #$20 : STA $46
; Height of the jump
LDA #$24
LDA #$24
; Set vertical resistance
; Set vertical resistance
STA $29
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets
; Reset Link movement offsets
STZ $31 : STZ $30
LDA $F4 : AND #$08 : BEQ .noUp
@@ -67,7 +67,7 @@ LinkItem_JumpFeather:
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
.cantuseit
RTL
}
@@ -94,4 +94,4 @@ CheckIfJumpingForSpikeDamage:
}
print "End of Items/jump_feather.asm ", pc
pushpc
pushpc

View File

@@ -5,50 +5,35 @@ org $86F725
pullpc
collectSword:
{
ADC #$00
STA $09
LDA $79
BEQ $01
RTL
ADC #$00 : STA $09
LDA $79 : BEQ $01
RTL
LDA $0E20, x
SEC
SBC #$D8
BCS $01
RTL
LDA $0E20, X : SEC : SBC #$D8 : BCS $01
RTL
LDA $0E20, x
SEC
SBC #$E7
BCC $01
RTL
LDA $0E20, X : SEC : SBC #$E7 : BCC $01
RTL
PHY
LDY $3C
BPL $02
PLY
RTL
PHY
LDY $3C : BPL $02 : PLY
RTL
LDA $F571, y
BEQ $02
PLY
RTL
LDA $F571, Y : BEQ $02
PLY
RTL
PHX
PHX
LDA $2F
ASL A
ASL A
ASL A
CLC
ADC $3C
CLC : ADC $3C
TAX
INX
LDY #$00
LDA $45
CLC
ADC $F46D, x
BPL $01
DEY
INX
LDY #$00 : LDA $45
CLC : ADC $F46D, X : BPL $01
DEY
CLC
ADC $22
STA $00
@@ -61,7 +46,7 @@ collectSword:
ADC $F4EF, x
BPL $01
DEY
CLC
CLC
ADC $20
STA $01
TYA
@@ -72,7 +57,7 @@ collectSword:
LDA $F530, x
STA $03
PLX
PLY
PLY
RTL
}
pushpc