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

View File

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