Update progress flags and world map icon conditions

This commit is contained in:
scawful
2025-01-10 19:40:17 -05:00
parent 9060ecd855
commit cd961b6953
5 changed files with 142 additions and 177 deletions

View File

@@ -44,17 +44,8 @@ SaveRam:
; 0x03 - Agahnim defeated
GAMESTATE = $7EF3C5
; Map icon
; 0x00 - Red X on Maku Tree/Maku Warp
; 0x01 - Red X on Hall of Secrets
; 0x02 - Red X on Kalyxo Pyramid
; 0x03 - Toadstool Woods Crystal
; 0x04 - Kalyxo Crystals All
; 0x05 -
; 0x06 -
; 0x07 -
; 0x08 - Skull on GT | Climb Ganon's Tower
MAPICON = $7EF3C7
; Red X on Hall of Secrets
; Red X on Kalyxo Pyramid
; .fmp h.i.
; f - fortress of secrets
@@ -76,7 +67,19 @@ OOSPROG2 = $7EF3C6
; .... ...m
; m - maku tree has met link (0: no | 1: yes)
OOSPROG3 = $7EF3D4
MakuTreeQuest = $7EF3D4
; Map icon
; 0x00 - Red X on Maku Tree/Maku Warp
; 0x01 - Toadstool Woods Crystal
; 0x02 - Kalyxo All Crystals
; 0x03 -
; 0x04 -
; 0x05 -
; 0x06 -
; 0x07 -
; 0x08 - Skull on GT | Climb Ganon's Tower
MapIcon = $7EF3C7
; Dungeon ID Legend
; Mushroom Grotto ID 0x0C (Palace of Darkness)
@@ -95,11 +98,11 @@ OOSPROG3 = $7EF3D4
; i - Ice Palace
; m - Misery Mire
; t - Turtle Rock
CRYSTALS = $7EF37A
CRYSTALS = $7EF37A
; 01 - Fishing Rod
; 02 - Portal Rod
CUSTOMRODS = $7EF351
CustomRods = $7EF351
; Free SRAM Block 38A-3C4
FishingRod = $7EF38A

View File

@@ -121,18 +121,18 @@ LoadDarkWorldIntro:
LDA.b #$40 : STA.l $7EF3CA
RTL
.not_dw_spawn
LDA.l $7EF3C5 : CMP.b #$02 : BNE .continue
LDA.l GAMESTATE : CMP.b #$02 : BNE .intro_sequence
; Check for maku tree progress flag
LDA.l $7EF3D6 : CMP.b #$02 : BCS .has_pearl
LDA.l OOSPROG : CMP.b #$02 : BCS .has_pearl
STZ.w $1B
LDA.b #$40 : STA.l $7EF3CA
RTL
.continue
.has_pearl
.has_pearl
.intro_sequence
; Check if the player was in a dungeon when they saved
LDA.b $1B : BNE .indoors
LDA.l $7EF3CA
.indoors
.indoors
RTL
}
pushpc
@@ -171,7 +171,7 @@ org $0794D9
JSL LoadOverworldPitAreas : BCC .overworld_pit_transition
JSL $01FFD9 ; TakeDamageFromPit
RTS
.overworld_pit_transition
.overworld_pit_transition
org $1AF5C3 : CMP.b #$5E
@@ -210,8 +210,6 @@ SpawnPointData:
#_02DB78: dw $00D0 ; 0x05 - Old man cave - ROOM 00D0
#_02DB7A: dw $00E4 ; 0x06 - Old man home - ROOM 00E4
; ---------------------------------------------------------
.camera_scroll_boundaries
#_02DB7C: db $21, $20, $21, $21, $09, $09, $09, $0A ; 0x00 - Link's house
#_02DB84: db $02, $02, $02, $03, $04, $04, $04, $05 ; 0x01 - Sanctuary
@@ -221,8 +219,6 @@ SpawnPointData:
#_02DBA4: db $1E, $1E, $1E, $1F, $01, $00, $01, $01 ; 0x05 - Old man cave
#_02DBAC: db $1D, $1C, $1D, $1D, $08, $08, $08, $09 ; 0x06 - Old man home
; ---------------------------------------------------------
.horizontal_scroll
#_02DBB4: dw $0900 ; 0x00 - Link's house
#_02DBB6: dw $0480 ; 0x01 - Sanctuary
@@ -232,8 +228,6 @@ SpawnPointData:
#_02DBBE: dw $0100 ; 0x05 - Old man cave
#_02DBC0: dw $0800 ; 0x06 - Old man home
; ---------------------------------------------------------
.vertical_scroll
#_02DBC2: dw $2110 ; 0x00 - Link's house
#_02DBC4: dw $0231 ; 0x01 - Sanctuary
@@ -243,8 +237,6 @@ SpawnPointData:
#_02DBCC: dw $1E8C ; 0x05 - Old man cave
#_02DBCE: dw $1D10 ; 0x06 - Old man home
; ---------------------------------------------------------
.y_coordinate
#_02DBD0: dw $2178 ; 0x00 - Link's house
#_02DBD2: dw $029C ; 0x01 - Sanctuary
@@ -254,8 +246,6 @@ SpawnPointData:
#_02DBDA: dw $1EF8 ; 0x05 - Old man cave
#_02DBDC: dw $1D98 ; 0x06 - Old man home
; ---------------------------------------------------------
.x_coordinate
#_02DBDE: dw $0978 ; 0x00 - Link's house
#_02DBE0: dw $04F8 ; 0x01 - Sanctuary
@@ -265,19 +255,15 @@ SpawnPointData:
#_02DBE8: dw $01A8 ; 0x05 - Old man cave
#_02DBEA: dw $0878 ; 0x06 - Old man home
; ---------------------------------------------------------
.camera_trigger_y
#_02DBEC: dw $017F ; 0x00 - Link's house
#_02DBEE: dw $00A7 ; 0x01 - Sanctuary
#_02DBF0: dw $0083 ; 0x02 - Prison
#_02DBF2: dw $007B ; 0x03 - Uncle
#_02DBF4: dw $009A ; 0x04 - Throne
#_02DBF6: DW $0103 ; 0x05 - Old man cave
#_02DBF6: dw $0103 ; 0x05 - Old man cave
#_02DBF8: dw $0187 ; 0x06 - Old man home
; ---------------------------------------------------------
.camera_trigger_x
#_02DBFA: dw $017F ; 0x00 - Link's house
#_02DBFC: dw $00FF ; 0x01 - Sanctuary
@@ -287,8 +273,6 @@ SpawnPointData:
#_02DC04: dw $017F ; 0x05 - Old man cave
#_02DC06: dw $007F ; 0x06 - Old man home
; ---------------------------------------------------------
.main_GFX
#_02DC08: db $03 ; 0x00 - Link's house
#_02DC09: db $03 ; 0x01 - Sanctuary
@@ -298,8 +282,6 @@ SpawnPointData:
#_02DC0D: db $06 ; 0x05 - Old man cave
#_02DC0E: db $14 ; 0x06 - Old man home
; ---------------------------------------------------------
.floor
#_02DC0F: db $00 ; 0x00 - Link's house
#_02DC10: db $00 ; 0x01 - Sanctuary
@@ -309,8 +291,6 @@ SpawnPointData:
#_02DC14: db $00 ; 0x05 - Old man cave
#_02DC15: db $00 ; 0x06 - Old man home
; ---------------------------------------------------------
.dungeon_id
#_02DC16: db $FF ; 0x00 - Link's house
#_02DC17: db $00 ; 0x01 - Sanctuary
@@ -320,8 +300,6 @@ SpawnPointData:
#_02DC1B: db $FF ; 0x05 - Old man cave
#_02DC1C: db $FF ; 0x06 - Old man home
; ---------------------------------------------------------
.layer
#_02DC1D: db $00 ; 0x00 - Link's house
#_02DC1E: db $00 ; 0x01 - Sanctuary
@@ -331,8 +309,6 @@ SpawnPointData:
#_02DC22: db $00 ; 0x05 - Old man cave
#_02DC23: db $01 ; 0x06 - Old man home
; ---------------------------------------------------------
.camera_scroll_controller
#_02DC24: db $00 ; 0x00 - Link's house
#_02DC25: db $22 ; 0x01 - Sanctuary
@@ -342,8 +318,6 @@ SpawnPointData:
#_02DC29: db $02 ; 0x05 - Old man cave
#_02DC2A: db $02 ; 0x06 - Old man home
; ---------------------------------------------------------
.quadrant
#_02DC2B: db $02 ; 0x00 - Link's house
#_02DC2C: db $00 ; 0x01 - Sanctuary
@@ -353,8 +327,6 @@ SpawnPointData:
#_02DC30: db $10 ; 0x05 - Old man cave
#_02DC31: db $02 ; 0x06 - Old man home
; ---------------------------------------------------------
.overworld_door_tilemap
#_02DC32: dw $0816 ; 0x00 - Link's house
#_02DC34: dw $0000 ; 0x01 - Sanctuary
@@ -364,8 +336,6 @@ SpawnPointData:
#_02DC3C: dw $0000 ; 0x05 - Old man cave
#_02DC3E: dw $0000 ; 0x06 - Old man home
; ---------------------------------------------------------
.entrance_id
#_02DC40: dw $0000 ; 0x00 - Link's house
#_02DC42: dw $0002 ; 0x01 - Sanctuary
@@ -375,8 +345,6 @@ SpawnPointData:
#_02DC4A: dw $004F ; 0x05 - Old man cave
#_02DC4C: dw $0030 ; 0x06 - Old man home
; ---------------------------------------------------------
.song
#_02DC4E: db $07 ; 0x00 - Link's house - SONG 07
#_02DC4F: db $14 ; 0x01 - Sanctuary - SONG 14

View File

@@ -172,8 +172,6 @@ MapIconDraw:
LDA.l $7EC10A : PHA
LDA.l $7EC10B : PHA
;-----------------------------------
.draw_prizes
LDA.b $8A : AND.b #$40 : BEQ .lwprizes
LDA.l OOSPROG : AND.b #$02 : BNE .check_pendants
@@ -208,156 +206,152 @@ MapIconDraw:
JMP restore_coords_and_exit
.lwprizes
;-----------------------------------
LDA.l $7EF3C7 : CMP.b #$01 : BEQ .hall_of_secrets
CMP.b #$02 : BEQ .draw_secret
CMP.b #$03 : BEQ .draw_crystal_1
CMP.b #$04 : BCS .draw_crystals
JSL DrawEonEscapeIcon
JSR HandleMapDrawIcon
JMP restore_coords_and_exit
.hall_of_secrets
LDA.l OOSPROG : CMP.b #$02 : BNE +
JSL DrawHallOfSecretsIcon
JSR HandleMapDrawIcon
JMP restore_coords_and_exit
.draw_secret ; Pyramid of Power
JMP .main_quest
+
LDA.l OOSPROG : AND.b #$10 : BEQ .main_quest
; Pyramid of Power
JSL DrawPyramidIcon
JSR HandleMapDrawIcon_noflash
JMP .skip_draw_6
.main_quest
LDA.l MapIcon : CMP.b #$01 : BEQ .draw_crystal_1
CMP.b #$02 : BEQ .draw_crystals
JSL DrawEonEscapeIcon
JSR HandleMapDrawIcon
JMP restore_coords_and_exit
.draw_crystal_1
; Draw Crystal 1
LDA.l $7EF37A : AND #$02 : BNE .skip_draw_0
; X position
LDA.b #$00 : STA.l $7EC10B
LDA.b #$87 : STA.l $7EC10A
; Y position
LDA.b #$04 : STA.l $7EC109
LDA.b #$01 : STA.l $7EC108
; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$38 : STA.b $0C
; Tile Size
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0E : STA.l $7EC025 ; OAM Slot used
JSR HandleMapDrawIcon
.skip_draw_0
JMP restore_coords_and_exit
; Draw Crystal 1
LDA.l $7EF37A : AND #$02 : BNE .skip_draw_0
; X position
LDA.b #$00 : STA.l $7EC10B
LDA.b #$87 : STA.l $7EC10A
; Y position
LDA.b #$04 : STA.l $7EC109
LDA.b #$01 : STA.l $7EC108
; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$38 : STA.b $0C
; Tile Size
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0E : STA.l $7EC025 ; OAM Slot used
JSR HandleMapDrawIcon
.skip_draw_0
JMP restore_coords_and_exit
.draw_crystals
; Draw Crystal 2
LDA.l $7EF37A : AND #$10 : BNE .skip_draw_1
; X position (2)
LDA.b #$1E : STA.l $7EC10B
LDA.b #$A0 : STA.l $7EC10A
; Y position (2)
LDA.b #$09 : STA.l $7EC109
LDA.b #$74 : STA.l $7EC108
; Draw Crystal 2
LDA.l $7EF37A : AND #$10 : BNE .skip_draw_1
; X position (2)
LDA.b #$1E : STA.l $7EC10B
LDA.b #$A0 : STA.l $7EC10A
; Y position (2)
LDA.b #$09 : STA.l $7EC109
LDA.b #$74 : STA.l $7EC108
LDA.b #$64 : STA.b $0D
LDA.b #$34 : STA.b $0C ; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$34 : STA.b $0C ; Tile GFX
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$08 : STA.l $7EC025
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$08 : STA.l $7EC025
JSR HandleMapDrawIcon
.skip_draw_1
JSR HandleMapDrawIcon
.skip_draw_1
; Draw Crystal 3
LDA.l $7EF37A : AND #$40 : BNE .skip_draw_2
; X position
LDA.b #$08 : STA.l $7EC10B
LDA.b #$10 : STA.l $7EC10A
; Y position
LDA.b #$04 : STA.l $7EC109
LDA.b #$0E : STA.l $7EC108
; Draw Crystal 3
LDA.l $7EF37A : AND #$40 : BNE .skip_draw_2
; X position
LDA.b #$08 : STA.l $7EC10B
LDA.b #$10 : STA.l $7EC10A
; Y position
LDA.b #$04 : STA.l $7EC109
LDA.b #$0E : STA.l $7EC108
LDA.b #$64 : STA.b $0D
LDA.b #$34 : STA.b $0C ; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$34 : STA.b $0C ; Tile GFX
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0D : STA.l $7EC025
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0D : STA.l $7EC025
JSR HandleMapDrawIcon
.skip_draw_2
JSR HandleMapDrawIcon
.skip_draw_2
; Draw Crystal 4
LDA.l $7EF37A : AND #$20 : BNE .skip_draw_3
; X position
LDA.b #$0E : STA.l $7EC10B
LDA.b #$5E : STA.l $7EC10A
; Y position
LDA.b #$06 : STA.l $7EC109
LDA.b #$68 : STA.l $7EC108
; Draw Crystal 4
LDA.l $7EF37A : AND #$20 : BNE .skip_draw_3
; X position
LDA.b #$0E : STA.l $7EC10B
LDA.b #$5E : STA.l $7EC10A
; Y position
LDA.b #$06 : STA.l $7EC109
LDA.b #$68 : STA.l $7EC108
LDA.b #$64 : STA.b $0D
LDA.b #$3C : STA.b $0C ; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$3C : STA.b $0C ; Tile GFX
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0B : STA.l $7EC025
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0B : STA.l $7EC025
JSR HandleMapDrawIcon
.skip_draw_3
JSR HandleMapDrawIcon
.skip_draw_3
; Draw Crystal 5
LDA.l $7EF37A : AND #$04 : BNE .skip_draw_4
; X position
LDA.b #$0C : STA.l $7EC10B
LDA.b #$34 : STA.l $7EC10A
; Y position
LDA.b #$00 : STA.l $7EC109
LDA.b #$0E : STA.l $7EC108
; Draw Crystal 5
LDA.l $7EF37A : AND #$04 : BNE .skip_draw_4
; X position
LDA.b #$0C : STA.l $7EC10B
LDA.b #$34 : STA.l $7EC10A
; Y position
LDA.b #$00 : STA.l $7EC109
LDA.b #$0E : STA.l $7EC108
LDA.b #$64 : STA.b $0D
LDA.b #$34 : STA.b $0C ; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$34 : STA.b $0C ; Tile GFX
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$09 : STA.l $7EC025
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$09 : STA.l $7EC025
JSR HandleMapDrawIcon
.skip_draw_4
JSR HandleMapDrawIcon
.skip_draw_4
; Draw Crystal 6
LDA.l $7EF37A : AND #$01 : BNE .skip_draw_5
; X position (6)
LDA.b #$0D : STA.l $7EC10B
LDA.b #$05 : STA.l $7EC10A
; Y position (6)
LDA.b #$0D : STA.l $7EC109
LDA.b #$09 : STA.l $7EC108
; Draw Crystal 6
LDA.l $7EF37A : AND #$01 : BNE .skip_draw_5
; X position (6)
LDA.b #$0D : STA.l $7EC10B
LDA.b #$05 : STA.l $7EC10A
; Y position (6)
LDA.b #$0D : STA.l $7EC109
LDA.b #$09 : STA.l $7EC108
LDA.b #$64 : STA.b $0D
LDA.b #$32 : STA.b $0C ; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$32 : STA.b $0C ; Tile GFX
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0A : STA.l $7EC025
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0A : STA.l $7EC025
JSR HandleMapDrawIcon
.skip_draw_5
JSR HandleMapDrawIcon
.skip_draw_5
; Draw Crystal 7
LDA.l $7EF37A : AND #$08 : BNE .skip_draw_6
; X position
LDA.b #$00 : STA.l $7EC10B
LDA.b #$F4 : STA.l $7EC10A
; Y position
LDA.b #$0D : STA.l $7EC109
LDA.b #$0E : STA.l $7EC108
; Draw Crystal 7
LDA.l $7EF37A : AND #$08 : BNE .skip_draw_6
; X position
LDA.b #$00 : STA.l $7EC10B
LDA.b #$F4 : STA.l $7EC10A
; Y position
LDA.b #$0D : STA.l $7EC109
LDA.b #$0E : STA.l $7EC108
LDA.b #$64 : STA.b $0D
LDA.b #$32 : STA.b $0C ; Tile GFX
LDA.b #$64 : STA.b $0D
LDA.b #$32 : STA.b $0C ; Tile GFX
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0C : STA.l $7EC025
LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
LDA.b #$0C : STA.l $7EC025
JSR HandleMapDrawIcon
.skip_draw_6
JSR HandleMapDrawIcon
.skip_draw_6
JMP restore_coords_and_exit
JMP restore_coords_and_exit
}
HandleMapDrawIcon:

View File

@@ -76,7 +76,7 @@ Sprite_MakuTree_Main:
MakuTree_Handler:
{
; Check the progress flags
LDA.l $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
LDA.l MakuTreeQuest : AND.b #$01 : BNE .has_met_link
%GotoAction(1)
RTS
.has_met_link
@@ -92,8 +92,8 @@ Sprite_MakuTree_Main:
LDA.w SprY, X : STA $05
JSL GetDistance8bit_Long : CMP #$28 : BCS .not_too_close
%ShowUnconditionalMessage($20)
LDA.b #$01 : STA.l $7EF3D4
LDA.b #$01 : STA.l $7EF3C7 ; Mark the Hall of Secrets
LDA.b #$01 : STA.l MakuTreeQuest
LDA.b #$01 : STA.l MapIcon ; Mushroom Grotto
LDA.l $7EF3D6 : ORA.b #$02 : STA.l $7EF3D6
%GotoAction(2)
.not_too_close

View File

@@ -179,7 +179,7 @@ endif
STA.l $7EF280,X
LDA.b #$02 : STA $7EF3C5
LDA.b #$01 : STA OOSPROG3
LDA.b #$01 : STA MakuTreeQuest
LDA.b #%00001010 : STA OOSPROG
END: