Fix Bow item always shooting silver arrows
This commit is contained in:
@@ -13,7 +13,7 @@ NothingGFX:
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BowsGFX:
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dw $28BA, $28E9, $28E8, $28CB ; Empty bow
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dw $28BA, $284A, $2849, $28CB ; Bow and arrows
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dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
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dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
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dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
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@@ -4,7 +4,7 @@
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; ==============================================================================
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; Vanilla HUD Hijack
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; Vanilla HUD Hijack
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org $0DFB91
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JSL HUD_Update
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@@ -32,15 +32,15 @@ org $0DFDAB
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JSL HUD_UpdateHearts
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RTS
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; Partial hearts draw position
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; Partial hearts draw position
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org $0DF14F
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SEP #$30
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SEP #$30
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LDA.b #$44 : STA $00
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LDA.b #$C7 : STA $01
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LDA.b #$7E : STA $02
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; ==============================================================================
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; New Code Region Starts Here
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; New Code Region Starts Here
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org $2E8000
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@@ -49,42 +49,44 @@ org $2E8000
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HUD_Update:
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{
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; JSL LinkState_GameboyForm
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JSR HUD_UpdateItemBox
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.ignoreItemBox ; ALTERNATE ENTRY POINT
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SEP #$30
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; need to draw partial heart still though.
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; need to draw partial heart still though.
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LDA.b #$FD : STA $0A
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LDA.b #$F9 : STA $0B
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LDA.b #$0D : STA $0C
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LDA.b #$44 : STA $07
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LDA.b #$C7 : STA $08
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LDA.b #$7E : STA $09
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REP #$30
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; Load Capacity health.
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LDA $7EF36C : AND.w #$00FF : STA $00 : STA $02 : STA $04
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; First, just draw all the empty hearts (capacity health)
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JSR HUD_UpdateHearts
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SEP #$30
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LDA.b #$03 : STA $0A
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LDA.b #$FA : STA $0B
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LDA.b #$0D : STA $0C
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LDA.b #$44 : STA $07
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LDA.b #$C7 : STA $08
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LDA.b #$7E : STA $09
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; Branch if at full health
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LDA $7EF36C : CMP $7EF36D : BEQ .healthUpdated
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; Seems absurd to have a branch of zero bytes, right?
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SEC : SBC #$04 : CMP $7EF36D : BCS .healthUpdated
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@@ -92,24 +94,24 @@ HUD_Update:
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; A = actual health + 0x03;
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LDA $7EF36D : CLC : ADC.b #$03
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REP #$30
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AND.w #$00FC : STA $00 : STA $04
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LDA $7EF36C : AND.w #$00FF : STA $02
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; filling in the full and partially filled hearts (actual health)
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JSR HUD_UpdateHearts
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.ignoreHealth ; *$6FC09 ALTERNATE ENTRY POINT ; reentry hook
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REP #$30
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; Magic amount indicator (normal, 1/2, or 1/4)
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LDA $7EF37B : AND.w #$00FF : CMP.w #$0001 : BCC .normalMagicMeter
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; draw 1/2 magic meter
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; draw 1/2 magic meter
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LDA.w #$2851 : STA $7EC730
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LDA.w #$28FA : STA $7EC732
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@@ -118,8 +120,8 @@ HUD_Update:
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; check player magic (ranges from 0 to 0x7F)
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; X = ((MP & 0xFF)) + 7) & 0xFFF8)
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LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
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; these four writes draw the magic power bar based on how much MP you have
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; these four writes draw the magic power bar based on how much MP you have
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LDA.l (MagicTilemap)+0, X : STA $7EC76A
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LDA.l (MagicTilemap)+2, X : STA $7EC76C
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LDA.l (MagicTilemap)+4, X : STA $7EC76E
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@@ -128,27 +130,27 @@ HUD_Update:
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; Load how many rupees the player has
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LDA $7EF362
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JSR HexToDecimal
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REP #$30
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; The tile index for the first rupee digit
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LDA $03 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79C
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; The tile index for the second rupee digit
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LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC79E
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; The tile index for the third rupee digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A0
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; Clear digit tiles
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; Clear digit tiles
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LDA #$A00C : STA $7EC7B0
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LDA #$A00C : STA $7EC7B2
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; Check if the user has bombs equipped
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0004 : BNE .not_bombs
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0004 : BNE .not_bombs
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; Number of bombs Link has.
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LDA $7EF343 : AND.w #$00FF
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@@ -163,20 +165,20 @@ HUD_Update:
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.not_bombs
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; Check if the user has arrows equipped
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0001 : BNE .not_arrows
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LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0001 : BNE .not_arrows
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; Number of Arrows Link has.
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LDA $7EF377 : AND.w #$00FF
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; converts hex to up to 3 decimal digits
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JSR HexToDecimal
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REP #$30
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; The tile index for the first arrow digit
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; The tile index for the first arrow digit
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LDA $04 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B0
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; The tile index for the second arrow digit
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; The tile index for the second arrow digit
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7B2
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.not_arrows
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@@ -190,7 +192,7 @@ HUD_Update:
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; The key digit, which is optionally drawn.
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; Also check to see if the key spot is blank
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
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LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
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CMP.w #$247F : BNE .dontBlankKeyIcon
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; If the key digit is blank, also blank out the key icon.
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@@ -204,12 +206,12 @@ HUD_Update:
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; =============================================================================
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Full = $3C5F
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MostlyFull = $3C4D
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KindaFull = $3C4E
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HalfEmpty = $3C4F
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AlmostEmpty = $3C5E
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Empty = $3C4C
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Full = $3C5F
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MostlyFull = $3C4D
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KindaFull = $3C4E
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HalfEmpty = $3C4F
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AlmostEmpty = $3C5E
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Empty = $3C4C
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New_MagicTilemap:
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dw Empty, Empty, Empty, Empty, Empty
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@@ -232,9 +234,9 @@ MagicTilemap:
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dw $3C4D, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4E, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
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; value 80
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dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
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; value 0x80 aka 128
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HUD_DrawMagicMeter:
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{
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@@ -242,8 +244,6 @@ HUD_DrawMagicMeter:
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; X = ((MP & 0xFF)) + 7) & 0xFFF8)
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LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
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.draw_magic_meter
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LDA.l (MagicTilemap)+0, X : STA $7EC76A
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@@ -253,19 +253,29 @@ HUD_DrawMagicMeter:
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LDA.l (MagicTilemap)+8, X : STA $7EC772
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}
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; ============================================================================
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; ============================================================================
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; *$6FAFD-$6FB90 LOCAL
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HUD_UpdateItemBox:
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{
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SEP #$30
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; Dost thou haveth the the bow?
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LDA $7EF340 : BEQ .havethNoBow
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LDX.b #$04
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LDA $7EF340 : BEQ .no_bow
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CMP.b #$03 : BCC .no_silver_arrows
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; check how many arrows the player has
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LDA $7EF377 : BNE .drawBowItemIcon
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LDA $7EF377 : BNE .drawBowItemIcon
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LDX.b #$03
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BRA .drawBowItemIcon
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BRA .drawBowItemIcon
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.no_silver_arrows
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LDX.b #$02
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LDA $7EF377 : BNE .drawBowItemIcon
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LDX.b #$01
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.drawBowItemIcon
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; values of X correspond to how the icon will end up drawn:
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@@ -275,34 +285,34 @@ HUD_UpdateItemBox:
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; 0x04 - silver bow with silver arrows
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TXA : STA $7EF340
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.havethNoBow
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REP #$30
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LDX $0202 : BEQ .noEquippedItem
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LDA $7EF33F, X : AND.w #$00FF
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.no_bow
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REP #$30
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LDX $0202 : BEQ .noEquippedItem
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LDA $7EF33F, X : AND.w #$00FF
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CPX.w #$0004 : BNE .bombsNotEquipped
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LDA.w #$0001
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.bombsNotEquipped
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CPX.w #$0006 : BNE .bottle1NotEquipped
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JMP .loadBottleContent
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JMP .loadBottleContent
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.bottle1NotEquipped
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CPX.w #$000C : BNE .bottle2NotEquipped
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LDA.w #$0002
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JMP .loadBottleContent
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JMP .loadBottleContent
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.bottle2NotEquipped
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CPX.w #$0012 : BNE .bottle3NotEquipped
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LDA.w #$0003
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JMP .loadBottleContent
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JMP .loadBottleContent
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.bottle3NotEquipped
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CPX.w #$0018 : BNE .bottleNotEquipped
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LDA.w #$0004
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.loadBottleContent
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TXY : TAX : LDA $7EF35B, X : AND.w #$00FF : TYX
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.bottleNotEquipped
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.bottleNotEquipped
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CPX.w #$000D : BNE .fluteNotEquipped
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LDA $030F
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LDA $030F
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.fluteNotEquipped
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@@ -310,7 +320,7 @@ HUD_UpdateItemBox:
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TXA : DEC A : ASL A : TAX
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LDA $FA93, X : STA $04
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LDA $02 : ASL #3 : TAY
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; These addresses form the item box graphics.
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LDA ($04), Y : STA $7EC776 : INY #2
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LDA ($04), Y : STA $7EC778 : INY #2
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@@ -334,19 +344,19 @@ HUD_UpdateHearts:
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; Notice no SEC was needed since carry is assumedly set.
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SBC.w #$0008 : STA.b $00
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LDY.w #$0004
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JSR .drawHeart
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INX #2
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BRA .nextHeart
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JSR .drawHeart
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INX #2
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BRA .nextHeart
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.lessThanOneHeart
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CMP.w #$0005 : BCC .halfHeartOrLess
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LDY.w #$0004
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BRA .drawHeart
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BRA .drawHeart
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.halfHeartOrLess
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CMP.w #$0001 : BCC .emptyHeart
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LDY.w #$0002
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BRA .drawHeart
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BRA .drawHeart
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.emptyHeart
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RTS
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@@ -367,30 +377,30 @@ HUD_UpdateHearts:
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HexToDecimal:
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{
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REP #$30
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STZ $0003
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REP #$30
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STZ $0003
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LDX.w #$0000
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LDY.w #$0002
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.nextDigit
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CMP $F9F9, Y : BCC .nextLowest10sPlace
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CMP $F9F9, Y : BCC .nextLowest10sPlace
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SEC : SBC $F9F9, Y
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INC $03, X
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INC $03, X
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BRA .nextDigit
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.nextLowest10sPlace
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INX : DEY #2
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BPL .nextDigit
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STA $05
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SEP #$30
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INX : DEY #2
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BPL .nextDigit
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STA $05
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SEP #$30
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LDX.b #$02
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.setNextDigitTile
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LDA $03, X : CMP.b #$7F
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BEQ .blankDigit
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LDA $03, X : CMP.b #$7F
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BEQ .blankDigit
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ORA.b #$90
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.blankDigit
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STA $03, X
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DEX : BPL .setNextDigitTile
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RTS
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}
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}
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; =============================================================================
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@@ -404,15 +414,23 @@ HudItems:
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dw $F701, $F6F1, $F6A1, $F6B1, $F7C9, $F751
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; flute, book, somaria, byrna, feather, bottle3
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dw $F859, $F741, $F799, $F7A9, $F731, $F751
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; deku, zora, wolf, bunny, stne
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; deku, zora, wolf, bunny, stone, bottle4
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dw $F6E1, $F821, $F6D1, $F7B9, $F811, $F751
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}
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; F711
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org $0DF629
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dw $20F5, $20F5, $20F5, $20F5 ; No bow
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dw $28BA, $28E9, $28E8, $28CB ; Empty bow
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dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
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dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
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dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
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; Ocarina
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org $0DF859
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dw $2CD4, $2CD5, $2CE4, $2CE5
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dw $2CD4, $2CD5, $2CE4, $2CE5 ; Blue
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dw $2CD4, $2CD5, $2CE4, $2CE5
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dw $2CD4, $2CD5, $2CE4, $2CE5 ; Blue
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dw $3CD4, $3CD5, $3CE4, $3CE5 ; Green
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dw $24D4, $24D5, $24E4, $24E5 ; Red
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@@ -428,13 +446,13 @@ org $0DF751
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dw $2837, $2838, $2839, $283A ; Bee
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dw $2837, $2838, $2839, $283A ; Good bee
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; Boomerang
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; Boomerang
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org $0DF651
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dw $20F5, $20F5, $20F5, $20F5 ; No boomerang
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dw $2CB8, $2CB9, $2CC9, $ACB9 ; Blue boomerang
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dw $24B8, $24B9, $24C9, $A4B9 ; Red boomerang
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; Powder
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; Powder
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org $0DF689
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dw $20F5, $20F5, $20F5, $20F5 ; No powder
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dw $2444, $2445, $2446, $2447 ; Mushroom
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@@ -456,9 +474,8 @@ org $0DF6A1
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; Fire Rod
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org $0DF6B1
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dw $2CB0, $2CBE, $2CC0, $2CC1
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; Mirror
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; Mirror
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org $0DF7C9
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dw $20F5, $20F5, $20F5, $20F5 ; No mirror
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dw $2C62, $2C63, $2C72, $2C73 ; Mirror
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@@ -477,28 +494,28 @@ org $0DF6E1
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; Zora
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org $0DF821
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dw $20F5, $20F5, $20F5, $20F5
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dw $2C88, $6C88, $2C89, $6C89
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dw $20F5, $20F5, $20F5, $20F5
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dw $2C88, $6C88, $2C89, $6C89
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dw $2C88, $6C88, $2C89, $6C89
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; Wolf
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; Wolf
|
||||
org $0DF6D1
|
||||
dw $3086, $7086, $3087, $7087
|
||||
dw $3086, $7086, $3087, $7087
|
||||
dw $3086, $7086, $3087, $7087
|
||||
|
||||
; Bunny
|
||||
; Bunny
|
||||
org $0DF7B9
|
||||
dw $3469, $7469, $3479, $7479
|
||||
dw $3469, $7469, $3479, $7479
|
||||
|
||||
; Stone Mask
|
||||
org $0DF811
|
||||
dw $20F5, $20F5, $20F5, $20F5
|
||||
dw $20F5, $20F5, $20F5, $20F5
|
||||
dw $30B4, $30B5, $30C4, $30C5
|
||||
|
||||
; =============================================================================
|
||||
; $6FE77-$6FFC0
|
||||
; $6FE77-$6FFC0
|
||||
|
||||
org $0DFE77
|
||||
HUD_Tilemap:
|
||||
@@ -506,11 +523,11 @@ HUD_Tilemap:
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F
|
||||
|
||||
|
||||
; magic bar top part
|
||||
dw $200B, $200C, $200C, $200C, $200C, $200C
|
||||
; item frame top part
|
||||
dw $206C, $206D, $206E, $206F
|
||||
; item frame top part
|
||||
dw $206C, $206D, $206E, $206F
|
||||
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
@@ -518,30 +535,30 @@ HUD_Tilemap:
|
||||
|
||||
; rupee icon key icon
|
||||
dw $3CA8, $FCA8, $207F, $2071, $207F
|
||||
|
||||
|
||||
; magic bar
|
||||
dw $201B, $344B
|
||||
dw $344B, $344B, $344B, $344B
|
||||
|
||||
; item frame left part
|
||||
|
||||
; item frame left part
|
||||
dw $20DE, $207F, $207F, $20DF
|
||||
|
||||
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F
|
||||
|
||||
; magic bar bottom part
|
||||
; magic bar bottom part
|
||||
dw $A00B, $A00C
|
||||
dw $A00C, $A00C, $A00C, $A00C
|
||||
|
||||
; item frame right part
|
||||
; item frame right part
|
||||
dw $20EE, $207F, $207F, $20EF
|
||||
|
||||
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
|
||||
dw $207F, $207F, $207F, $207F
|
||||
|
||||
|
||||
; item frame bottom part
|
||||
dw $207C, $207D, $207E, $201D
|
||||
|
||||
@@ -578,30 +595,30 @@ FloorIndicatorNumberLow:
|
||||
; *$57D0C-$57DA7 JUMP LOCATION (LONG)
|
||||
org $0AFD0C
|
||||
FloorIndicator:
|
||||
{
|
||||
REP #$30
|
||||
LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
|
||||
INC A : CMP.w #$00C0 : BNE .dontDisable
|
||||
{
|
||||
REP #$30
|
||||
LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
|
||||
INC A : CMP.w #$00C0 : BNE .dontDisable
|
||||
; if the count up timer reaches 0x00BF frames, disable the floor indicator during the next frame.
|
||||
LDA.w #$0000
|
||||
.dontDisable
|
||||
STA $04A0
|
||||
PHB : PHK : PLB
|
||||
STA $04A0
|
||||
PHB : PHK : PLB
|
||||
LDA.w #$251E : STA $7EC7F0
|
||||
INC A : STA $7EC832
|
||||
INC A : STA $7EC830
|
||||
INC A : STA $7EC832
|
||||
INC A : STA $7EC830
|
||||
LDA.w #$250F : STA $7EC7F2
|
||||
LDX.w #$0000
|
||||
|
||||
|
||||
; this confused me at first, but it's actually looking at whether $A4[1]
|
||||
; has a negative value $A3 has nothing to do with $A4
|
||||
LDA $A3 : BMI .basementFloor
|
||||
LDA $A3 : BMI .basementFloor
|
||||
; check which floor Link is on.
|
||||
LDA $A4 : BNE .notFloor1F
|
||||
LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
|
||||
SEP #$20
|
||||
LDA $A4 : BNE .notFloor1F
|
||||
LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
|
||||
SEP #$20
|
||||
; Check the world state
|
||||
LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
|
||||
LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
|
||||
; cause the ambient rain sound to occur (indoor version)
|
||||
LDA.b #$03 : STA $012D
|
||||
.noRainSound
|
||||
@@ -611,37 +628,37 @@ FloorIndicator:
|
||||
LDA $A4 : AND.w #$00FF
|
||||
BRA .setFloorIndicatorNumber
|
||||
.basementFloor
|
||||
SEP #$20
|
||||
SEP #$20
|
||||
; turn off any ambient sound effects
|
||||
LDA.b #$05 : STA $012D
|
||||
REP #$20
|
||||
INX #2
|
||||
LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
|
||||
REP #$20
|
||||
INX #2
|
||||
LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
|
||||
.setFloorIndicatorNumber
|
||||
|
||||
ASL A : TAY
|
||||
|
||||
|
||||
LDA FloorIndicatorNumberHigh, Y : STA $7EC7F0, X
|
||||
LDA FloorIndicatorNumberLow, Y : STA $7EC830, X
|
||||
|
||||
|
||||
SEP #$30
|
||||
|
||||
|
||||
PLB
|
||||
|
||||
|
||||
; send a signal indicating that bg3 needs updating
|
||||
INC $16
|
||||
|
||||
|
||||
RTL
|
||||
|
||||
; *$57D90 ALTERNATE ENTRY POINT
|
||||
.hideIndicator
|
||||
|
||||
REP #$20
|
||||
|
||||
|
||||
; disable the display of the floor indicator.
|
||||
LDA.w #$007F : STA $7EC7F0 : STA $7EC830 : STA $7EC7F2 : STA $7EC832
|
||||
|
||||
|
||||
SEP #$30
|
||||
|
||||
|
||||
RTL
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ Menu_ItemIndex:
|
||||
; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
|
||||
db $08, $0C, $12, $0D, $07, $0B
|
||||
; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
|
||||
db $11, $0F, $08, $10, $13, $0B
|
||||
db $11, $0F, $08, $10, $13, $0B
|
||||
|
||||
; -----------------------------------------------------------------------------
|
||||
; Decides which graphics is drawn
|
||||
|
||||
@@ -1,18 +1,18 @@
|
||||
;==============================================================================
|
||||
; Sprite Properties
|
||||
;==============================================================================
|
||||
!SPRID = $9E; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 00 ; Number of tiles used in a frame
|
||||
!SPRID = $9E ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 00 ; Number of tiles used in a frame
|
||||
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
|
||||
!Health = 0 ; Number of Health the sprite have
|
||||
!Damage = 0 ; (08 is a whole heart), 04 is half heart
|
||||
!Health = 0 ; Number of Health the sprite have
|
||||
!Damage = 0 ; (08 is a whole heart), 04 is half heart
|
||||
!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
|
||||
!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
|
||||
!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
|
||||
!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
|
||||
!Palette = 0 ; Unused in this template (can be 0 to 7)
|
||||
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Palette = 0 ; Unused in this template (can be 0 to 7)
|
||||
!Hitbox = 0 ; 00 to 31, can be viewed in sprite draw tool
|
||||
!Persist = 00 ; 01 = your sprite continue to live offscreen
|
||||
!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
|
||||
!CollisionLayer = 00 ; 01 = will check both layer for collision
|
||||
@@ -20,7 +20,7 @@
|
||||
!DeflectArrow = 00 ; 01 = deflect arrows
|
||||
!WaterSprite = 00 ; 01 = can only walk shallow water
|
||||
!Blockable = 00 ; 01 = can be blocked by link's shield?
|
||||
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
|
||||
!Prize = 0 ; 00-15 = the prize pack the sprite will drop from
|
||||
!Sound = 00 ; 01 = Play different sound when taking damage
|
||||
!Interaction = 00 ; ?? No documentation
|
||||
!Statue = 00 ; 01 = Sprite is statue
|
||||
@@ -53,7 +53,10 @@ Sprite_MakuTree_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
|
||||
LDA.l $7EF300
|
||||
BNE .intro_is_done
|
||||
STZ.w $0DD0, X ; Kill the sprite
|
||||
.intro_is_done
|
||||
|
||||
PLB
|
||||
RTL
|
||||
@@ -63,14 +66,39 @@ Sprite_MakuTree_Prep:
|
||||
|
||||
Sprite_MakuTree_Main:
|
||||
{
|
||||
LDA.w SprAction, X; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
|
||||
LDA.w SprAction, X ; Load the SprAction
|
||||
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
|
||||
|
||||
dw MakuTree_Speak
|
||||
dw MakuTree_Handler
|
||||
dw MakuTree_MeetLink
|
||||
dw MakuTree_GiveBow
|
||||
|
||||
MakuTree_Speak:
|
||||
MakuTree_Handler:
|
||||
{
|
||||
%ShowSolicitedMessage($20)
|
||||
; Check the progress flags
|
||||
LDA $7EF3CB : CMP.b #$01 : BEQ .has_met_link
|
||||
%GotoAction(1)
|
||||
RTS
|
||||
|
||||
.has_met_link
|
||||
%ShowSolicitedMessage($22)
|
||||
RTS
|
||||
}
|
||||
|
||||
MakuTree_MeetLink:
|
||||
{
|
||||
%ShowSolicitedMessage($20) : BCC .no_talk
|
||||
LDA #$01 : STA $7EF3CB
|
||||
%GotoAction(2)
|
||||
.no_talk
|
||||
RTS
|
||||
}
|
||||
|
||||
MakuTree_GiveBow:
|
||||
{
|
||||
; Give Link the Bow
|
||||
LDY #$0B : JSL Link_ReceiveItem
|
||||
%GotoAction(0)
|
||||
RTS
|
||||
}
|
||||
|
||||
@@ -88,7 +116,7 @@ Sprite_MakuTree_Draw:
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.nextTile
|
||||
|
||||
@@ -98,20 +126,20 @@ Sprite_MakuTree_Draw:
|
||||
|
||||
PHA ; Keep the value with animation index offset?
|
||||
|
||||
ASL A : TAX
|
||||
ASL A : TAX
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
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
|
||||
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
|
||||
STA $0E
|
||||
.on_screen_y
|
||||
|
||||
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
|
||||
|
||||
Reference in New Issue
Block a user