Add color fade in modification to house_tag

This commit is contained in:
scawful
2024-03-07 17:40:07 -05:00
parent 9831d0d6aa
commit e60e0a6d15

View File

@@ -1,5 +1,5 @@
; ============================================================================== ; =========================================================
; NEW: Custom Room Tag to initialize the game without the Uncle sprite. ; Room tag to initialize the game without the Uncle sprite.
; ;
StoryState = $7C StoryState = $7C
@@ -23,7 +23,7 @@ HouseTag:
JML HouseTag_Return JML HouseTag_Return
} }
; ============================================================================== ; =========================================================
HouseTag_Main: HouseTag_Main:
{ {
@@ -36,7 +36,7 @@ HouseTag_Main:
dw HouseTag_End dw HouseTag_End
} }
; ============================================================================== ; =========================================================
HouseTag_TelepathicPlea: HouseTag_TelepathicPlea:
{ {
@@ -52,13 +52,13 @@ HouseTag_TelepathicPlea:
; "Accept our quest, Link!" ; "Accept our quest, Link!"
LDA.b #$1F : LDY.b #$00 LDA.b #$1F : LDY.b #$00
JSL $05E219 JSL $05E219 ; Sprite_ShowMessageUnconditional
INC.b StoryState INC.b StoryState
RTS RTS
} }
; ============================================================================== ; =========================================================
HouseTag_WakeUpPlayer: HouseTag_WakeUpPlayer:
{ {
@@ -95,13 +95,13 @@ HouseTag_WakeUpPlayer:
; Set the game mode ; Set the game mode
LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals) LDA #$00 : STA $7EF3C5 ; (0 - intro, 1 - pendants, 2 - crystals)
LDA #$00 : STA $7EF3CC ; disable telepathic message LDA #$00 : STA $7EF3CC ; disable telepathic message
LDA #$01 : STA $7EE00E LDA #$01 : STA $7EE00E ; Make it rain
JSL $00FC41 ; fix monsters JSL $00FC41 ; fix monsters
RTS RTS
} }
; ============================================================================== ; =========================================================
HouseTag_End: HouseTag_End:
{ {
@@ -114,14 +114,33 @@ HouseTag_End:
pushpc pushpc
; ============================================================================== ; =========================================================
; Fixed color fade-in effect
; TODO: Investigate if this is the best way to fix this.
org $028364
#_028364: LDA.b #$00 ; Fixed color RGB: #808000
#_028366: STA.b $9C
#_028368: LDA.b #$00
#_02836A: STA.b $9D
#_02836C: LDA.b #$00
#_02836E: STA.b $9E
#_028370: LDA.b #$00
#_028372: STA.l $7EC005
#_028376: STA.l $7EC006
#_02837A: JSL $079A2C ; Link_TuckIntoBed
; =========================================================
; Dying Uncle Code Hook ; Dying Uncle Code Hook
; Uncle won't remove tagalong when interacting ; Uncle won't remove tagalong when interacting
org $05DF3A org $05DF3A
LDA.b #$01 : STA $7EF3CC LDA.b #$01 : STA $7EF3CC
; ============================================================================= ; =========================================================
; SRM Start Modifier ; SRM Start Modifier
; Credit: Conn, Euclid, MathOnNapkins ; Credit: Conn, Euclid, MathOnNapkins
@@ -129,7 +148,7 @@ org $0cdc5a
JSR $ffb1 JSR $ffb1
org $0cffb1 org $0cffb1
; ============================================================================= ; =========================================================
;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield) ;$3C5: $00: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)
; $01: Start in the castle on start up. ; $01: Start in the castle on start up.
; $02: Indicates you have completed the first Hyrule Castle dungeon. ; $02: Indicates you have completed the first Hyrule Castle dungeon.
@@ -150,7 +169,7 @@ org $0cffb1
LDA #$0000 LDA #$0000
STA $7003C5,x STA $7003C5,x
; ============================================================================= ; =========================================================
;$3C7: Map Icons Indicator 2 (value, not bitwise) ;$3C7: Map Icons Indicator 2 (value, not bitwise)
; 00 - start value (cross at Hyrule Castle) ; 00 - start value (cross at Hyrule Castle)
; 01 - cross at Sahasrala's house ; 01 - cross at Sahasrala's house
@@ -171,7 +190,7 @@ STA $7003C5,x
LDA #$0000 LDA #$0000
STA $7003C7,x STA $7003C7,x
; ============================================================================= ; =========================================================
;$359: Sword you start with ;$359: Sword you start with
; 00 - No sword ; 00 - No sword
; 01 - Fighter Sword ; 01 - Fighter Sword