Add GBC Link, update Masks directory

This commit is contained in:
scawful
2023-08-30 21:02:33 -04:00
parent b3ba358f64
commit fad239b5e7
11 changed files with 119 additions and 42 deletions

20
Masks/all_masks.asm Normal file
View File

@@ -0,0 +1,20 @@
; $02B2 - Mask Form
; 00 = Human
; 01 = Deku
; 02 = Zora
; 03 = Wolf
; 04 = Bunny Hood
; 05 = Minish Form
;
; $0AAB - Diving Flag
incsrc "Masks/mask_routines.asm"
incsrc "Masks/bunny_hood.asm"
print "End of Masks/bunny_hood.asm ", pc
incsrc "Masks/minish_form.asm"
incsrc "Masks/deku_mask.asm"
incsrc "Masks/zora_mask.asm"
incsrc "Masks/wolf_mask.asm"
incsrc "Masks/gbc_form.asm"

View File

@@ -1,6 +1,6 @@
; =============================================================================
; Deku Mask
; =============================================================================
; Deku Mask
; =============================================================================
org $358000
incbin gfx/deku_link.bin
@@ -10,7 +10,7 @@ incbin gfx/deku_link.bin
org $07A64B ; formerly Quake
LinkItem_DekuMask:
{
; Check for R button held
; Check for R button held
%CheckNewR_ButtonPress() : BEQ .return
LDA $6C : BNE .return ; in a doorway
@@ -19,19 +19,19 @@ LinkItem_DekuMask:
%PlayerTransform()
LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
JSL Palette_ArmorAndGloves ; set the palette
JSL Palette_ArmorAndGloves ; set the palette
LDA.l $7EF35A : STA $0AAF ; Store the current shield
LDA.b #$00 : STA $7EF35A ; Clear the shield
LDA #$35 : STA $BC ; put the mask on
LDA #$01 : STA $02B2 ; set the deku mask flag
BRA .return
.unequip
STZ $5D
; Restore the shield
; Restore the shield
LDA $0AAF : STA.l $7EF35A
%ResetToLinkGraphics()
@@ -50,9 +50,10 @@ LinkItem_SlingshotPrepare:
{
LDA #$01 : TSB $50
LDA $7EF340
BNE .alpha
JMP $A270
.alpha
JMP .beta ; $A270
.alpha
CMP #$01
BNE .void ; unused afaik (RTS?)
JMP .beta
@@ -71,7 +72,7 @@ LinkItem_SlingshotPrepare:
LDA $7F502E
CMP #$01
BNE .gamma
RTL
RTL
; $A309
.gamma
@@ -115,7 +116,7 @@ LinkItem_SlingshotPrepare:
LDA #$80 : STA $4305 ; Set DMA transfer size (high byte)
LDA #$01 : STA $4300 ; Set DMA mode to 1 (2 registers write once)
STA $420B ; Start DMA on channel 0
RTL ; Return from subroutine long
RTL
}
@@ -128,17 +129,19 @@ org $07811A
pullpc ; Bank 07 Free Space from minish_form
Link_HandleDekuTransformation: ; Link_HandleBunnyTransformation
{
; Check if using Quake Medallion
; Check if using Quake Medallion
LDA $5D : CMP.b #$0A : BEQ .continue
JSR $82DA
.continue
.continue
STZ $03F5
STZ $03F6
; Link can move.
CLC
RTS
}
pushpc
print "End of Masks/deku_mask.asm ", pc
pushpc

48
Masks/gbc_form.asm Normal file
View File

@@ -0,0 +1,48 @@
org $3B8000
incbin gfx/gbc_link.4bpp
UpdateGbcPalette:
{
REP #$30 ; change 16bit mode
LDX #$001E
.loop
LDA.l GameboyLinkPalette, X : STA $7EC6E0, X
DEX : DEX : BPL .loop
SEP #$30 ; go back to 8 bit mode
INC $15 ; update the palette
RTL ; or RTS depending on where you need it
}
GameboyLinkPalette:
{
dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF
dw #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18, #$7FFF
dw #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$7E03
dw #$7691, #$2678, #$435C, #$1199, #$7A18, #$7FFF, #$237E, #$B711
dw #$369E, #$14A5, #$01FF, #$1078, #$46FF, #$147F, #$457E, #$6DF3
dw #$7EB9, #$2A5C, #$2227, #$7A18, #$7FFF, #$237E, #$B711, #$369E
dw #$14A5, #$01FF, #$1078, #$46FF, #$05FF, #$3B68, #$0A4A, #$12EF
dw #$567E, #$1872, #$7A18, #$5276, #$0352
}
LinkState_GameboyForm:
{
CLC
LDA $0FFF : BEQ .return ; not in dark world
; %PlayerTransform()
JSL UpdateGbcPalette
LDA #$3B : STA $BC ; change link's sprite
LDA #$06 : STA $02B2
BRA .return
.return
LDA $BC : CMP.b #$06 : BNE .not_gbc
LDA #$10 : STA $BC
.not_gbc
CLC
RTL
}

View File

@@ -49,7 +49,7 @@ org $008A01
org $1BEDF9
JSL Palette_ArmorAndGloves ; 4bytes
RTL ; 1byte
RTL ; 1byte
NOP #$01
org $1BEE1B
@@ -67,10 +67,10 @@ StartupMasks:
; bring the screen into force blank after NMI
LDA.b #$80 : STA $13
; set links sprite bank
; set links sprite bank
LDA #$10 : STA $BC
RTL
RTL
}
; =============================================================================
@@ -87,7 +87,7 @@ Palette_ArmorAndGloves:
.deku_mask
; Load Deku Mask Location
LDA.b #$35 : STA $BC : JMP .original_palette
.zora_mask
; Load Zora Mask Location
LDA.b #$36 : STA $BC : JMP .original_palette
@@ -113,7 +113,7 @@ Palette_ArmorAndGloves:
.original_palette
REP #$21
LDA $7EF35B ; Link's armor value
LDA $7EF35B ; Link's armor value
JSL $1BEDFF ; Read Original Palette Code
RTL
.part_two
@@ -128,33 +128,32 @@ Palette_ArmorAndGloves:
PHB : PHK : PLB
REP #$20
; Check what Link's armor value is.
LDA $7EF35B : AND.w #$00FF : TAX
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00
REP #$10
LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
LDX.w #$000E ; Palette has 15 colors
TXY : TAX
LDA.b $BC : AND #$00FF : STA $02
.loop
LDA [$00] : STA $7EC300, X : STA $7EC500, X
INC $00 : INC $00
INX #2
DEY : BPL .loop
SEP #$30
PLB
INC $15
PLA : PLY : PLX
@@ -162,20 +161,20 @@ Palette_ArmorAndGloves:
}
; =============================================================================
; Overworld Palette Persist
; Overworld Palette Persist
; =============================================================================
Overworld_CgramAuxToMain_Override:
{
; Copies the auxiliary CGRAM buffer to the main one
; Copies the auxiliary CGRAM buffer to the main one
; Causes NMI to reupload the palette.
REP #$20
LDX.b #$00
.loop
LDA $7EC300, X : STA $7EC500, X
LDA $7EC340, X : STA $7EC540, X
LDA $7EC380, X : STA $7EC580, X
@@ -188,12 +187,12 @@ Overworld_CgramAuxToMain_Override:
.has_mask_palette
INX #2 : CPX.b #$40 : BNE .loop
SEP #$20
; tell NMI to upload new CGRAM data
INC $15
RTL
}
pushpc
@@ -221,6 +220,7 @@ LinkItem_CheckForSwordSwing_Masks:
{
LDA $02B2 : BEQ .return
CMP.b #$02 : BEQ .return ; zora mask can use sword
CMP.b #$06 : BEQ .return
LDA #$01
RTL

View File

@@ -65,5 +65,7 @@ LinkState_CheckMinishTile:
RTS
}
print "End of Masks/minish_form.asm ", pc
pushpc

View File

@@ -50,7 +50,7 @@ LinkItem_ShovelAndFlute:
LDA $0202 : CMP.b #$0D : BNE .use_wolf_mask
BRL LinkItem_Flute
.use_wolf_mask
BRL LinkItem_WolfMask
JMP LinkItem_WolfMask
}
@@ -61,7 +61,7 @@ pullpc
print pc
LinkItem_WolfMask:
{
SEP #$30
; SEP #$30
LDA $02B2 : CMP #$03 : BNE .equip
JSR LinkItem_Shovel
@@ -83,7 +83,10 @@ LinkItem_WolfMask:
%ResetToLinkGraphics()
.return
REP #$30
; REP #$30
RTS
}
}
print "End of Masks/wolf_mask.asm ", pc
pushpc

View File

@@ -282,4 +282,5 @@ LinkState_ResetMaskAnimated:
RTL
}
print "End of Masks/zora_mask.asm ", pc
pushpc