Fix Bow item always shooting silver arrows

This commit is contained in:
scawful
2023-08-30 21:03:50 -04:00
parent 6ed152550c
commit f936a7f895
4 changed files with 200 additions and 155 deletions

View File

@@ -13,7 +13,7 @@ NothingGFX:
BowsGFX:
dw $28BA, $28E9, $28E8, $28CB ; Empty bow
dw $28BA, $284A, $2849, $28CB ; Bow and arrows
dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows

View File

@@ -34,7 +34,7 @@ org $0DFDAB
; Partial hearts draw position
org $0DF14F
SEP #$30
SEP #$30
LDA.b #$44 : STA $00
LDA.b #$C7 : STA $01
LDA.b #$7E : STA $02
@@ -49,6 +49,8 @@ org $2E8000
HUD_Update:
{
; JSL LinkState_GameboyForm
JSR HUD_UpdateItemBox
.ignoreItemBox ; ALTERNATE ENTRY POINT
@@ -147,7 +149,7 @@ HUD_Update:
LDA #$A00C : STA $7EC7B2
; Check if the user has bombs equipped
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0004 : BNE .not_bombs
; Number of bombs Link has.
@@ -163,7 +165,7 @@ HUD_Update:
.not_bombs
; Check if the user has arrows equipped
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
LDX $0202 : LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0001 : BNE .not_arrows
; Number of Arrows Link has.
@@ -190,7 +192,7 @@ HUD_Update:
; The key digit, which is optionally drawn.
; Also check to see if the key spot is blank
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
LDA $05 : AND.w #$00FF : ORA.w #$2400 : STA $7EC7A4
CMP.w #$247F : BNE .dontBlankKeyIcon
; If the key digit is blank, also blank out the key icon.
@@ -204,12 +206,12 @@ HUD_Update:
; =============================================================================
Full = $3C5F
MostlyFull = $3C4D
KindaFull = $3C4E
HalfEmpty = $3C4F
Full = $3C5F
MostlyFull = $3C4D
KindaFull = $3C4E
HalfEmpty = $3C4F
AlmostEmpty = $3C5E
Empty = $3C4C
Empty = $3C4C
New_MagicTilemap:
dw Empty, Empty, Empty, Empty, Empty
@@ -234,7 +236,7 @@ MagicTilemap:
dw $3C4F, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C5E, $3C5F, $3C5F, $3C5F, $3C5F
dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
; value 80
; value 0x80 aka 128
HUD_DrawMagicMeter:
{
@@ -242,8 +244,6 @@ HUD_DrawMagicMeter:
; X = ((MP & 0xFF)) + 7) & 0xFFF8)
LDA $7EF36E : AND.w #$00FF : CLC : ADC #$0007 : AND.w #$FFF8 : TAX
.draw_magic_meter
LDA.l (MagicTilemap)+0, X : STA $7EC76A
@@ -260,12 +260,22 @@ HUD_UpdateItemBox:
{
SEP #$30
; Dost thou haveth the the bow?
LDA $7EF340 : BEQ .havethNoBow
LDX.b #$04
LDA $7EF340 : BEQ .no_bow
CMP.b #$03 : BCC .no_silver_arrows
; check how many arrows the player has
LDA $7EF377 : BNE .drawBowItemIcon
LDA $7EF377 : BNE .drawBowItemIcon
LDX.b #$03
BRA .drawBowItemIcon
BRA .drawBowItemIcon
.no_silver_arrows
LDX.b #$02
LDA $7EF377 : BNE .drawBowItemIcon
LDX.b #$01
.drawBowItemIcon
; values of X correspond to how the icon will end up drawn:
@@ -275,25 +285,25 @@ HUD_UpdateItemBox:
; 0x04 - silver bow with silver arrows
TXA : STA $7EF340
.havethNoBow
REP #$30
LDX $0202 : BEQ .noEquippedItem
LDA $7EF33F, X : AND.w #$00FF
.no_bow
REP #$30
LDX $0202 : BEQ .noEquippedItem
LDA $7EF33F, X : AND.w #$00FF
CPX.w #$0004 : BNE .bombsNotEquipped
LDA.w #$0001
.bombsNotEquipped
CPX.w #$0006 : BNE .bottle1NotEquipped
JMP .loadBottleContent
JMP .loadBottleContent
.bottle1NotEquipped
CPX.w #$000C : BNE .bottle2NotEquipped
LDA.w #$0002
JMP .loadBottleContent
JMP .loadBottleContent
.bottle2NotEquipped
CPX.w #$0012 : BNE .bottle3NotEquipped
LDA.w #$0003
JMP .loadBottleContent
JMP .loadBottleContent
.bottle3NotEquipped
CPX.w #$0018 : BNE .bottleNotEquipped
LDA.w #$0004
@@ -302,7 +312,7 @@ HUD_UpdateItemBox:
.bottleNotEquipped
CPX.w #$000D : BNE .fluteNotEquipped
LDA $030F
LDA $030F
.fluteNotEquipped
@@ -334,19 +344,19 @@ HUD_UpdateHearts:
; Notice no SEC was needed since carry is assumedly set.
SBC.w #$0008 : STA.b $00
LDY.w #$0004
JSR .drawHeart
INX #2
BRA .nextHeart
JSR .drawHeart
INX #2
BRA .nextHeart
.lessThanOneHeart
CMP.w #$0005 : BCC .halfHeartOrLess
LDY.w #$0004
BRA .drawHeart
BRA .drawHeart
.halfHeartOrLess
CMP.w #$0001 : BCC .emptyHeart
LDY.w #$0002
BRA .drawHeart
BRA .drawHeart
.emptyHeart
RTS
@@ -367,24 +377,24 @@ HUD_UpdateHearts:
HexToDecimal:
{
REP #$30
STZ $0003
REP #$30
STZ $0003
LDX.w #$0000
LDY.w #$0002
.nextDigit
CMP $F9F9, Y : BCC .nextLowest10sPlace
CMP $F9F9, Y : BCC .nextLowest10sPlace
SEC : SBC $F9F9, Y
INC $03, X
INC $03, X
BRA .nextDigit
.nextLowest10sPlace
INX : DEY #2
BPL .nextDigit
STA $05
SEP #$30
INX : DEY #2
BPL .nextDigit
STA $05
SEP #$30
LDX.b #$02
.setNextDigitTile
LDA $03, X : CMP.b #$7F
BEQ .blankDigit
LDA $03, X : CMP.b #$7F
BEQ .blankDigit
ORA.b #$90
.blankDigit
STA $03, X
@@ -404,11 +414,19 @@ HudItems:
dw $F701, $F6F1, $F6A1, $F6B1, $F7C9, $F751
; flute, book, somaria, byrna, feather, bottle3
dw $F859, $F741, $F799, $F7A9, $F731, $F751
; deku, zora, wolf, bunny, stne
; deku, zora, wolf, bunny, stone, bottle4
dw $F6E1, $F821, $F6D1, $F7B9, $F811, $F751
}
; F711
org $0DF629
dw $20F5, $20F5, $20F5, $20F5 ; No bow
dw $28BA, $28E9, $28E8, $28CB ; Empty bow
dw $28BA, $28BB, $24CA, $28CB ; Bow and arrows
dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
dw $28BA, $28BB, $24CA, $28CB ; Silver bow and arrows
; Ocarina
org $0DF859
dw $2CD4, $2CD5, $2CE4, $2CE5
@@ -457,7 +475,6 @@ org $0DF6A1
org $0DF6B1
dw $2CB0, $2CBE, $2CC0, $2CC1
; Mirror
org $0DF7C9
dw $20F5, $20F5, $20F5, $20F5 ; No mirror
@@ -579,29 +596,29 @@ FloorIndicatorNumberLow:
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
@@ -611,12 +628,12 @@ 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

View File

@@ -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

View File

@@ -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
@@ -106,12 +134,12 @@ Sprite_MakuTree_Draw:
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)