3 Commits

Author SHA1 Message Date
scawful
34334bc30c Prevent Link from taking spike floor damage while jumping 2024-03-30 16:47:46 -04:00
scawful
1cde67578a Rename NewBookCode to LinkItem_JumpFeather and format
Additionally, changes the jump state to use the ledge hop mode rather than the recoil animation
2024-03-30 16:47:18 -04:00
scawful
6480fdbb9e Reformat JumpFeather hook in LinkItem_BugCatchingNet 2024-03-30 16:46:30 -04:00
4 changed files with 113 additions and 105 deletions

21
.gitignore vendored
View File

@@ -1,9 +1,12 @@
*.exe
*.bst
*.bp
*.cht
*.cpu.sym
*.sfc
*.smp.sym
*.srm
*.sym
asar.exe
oos111.sfc
oos111x-1.bst
oos111x-2.bst
oos111x-3.bst
oos111x.bp
oos111x.cht
oos111x.cpu.sym
oos111x.sfc
oos111x.smp.sym
oos111x.srm
oos111x.sym

View File

@@ -1,66 +1,95 @@
; =============================================================================
; =========================================================
; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet
{
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL NewBookCode
.return
RTS
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather
.return
RTS
}
; =============================================================================
; =========================================================
; Prevent Link from taking damage while jumping spikes
; The game originally differentiates between your armor
; for the damage take, however the table has all the same
; values, so it's effectively useless.
; TileDetect_MainHandler_no_moon_pearl
; org $07D23D
org $07D242
JSL CheckIfJumpingForSpikeDamage
NOP #2
warnpc $07D248
; =========================================================
org $2B8000
NewBookCode:
LinkItem_JumpFeather:
{
JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; state recoil
LDA #$01 : STA $4D ; state recoil 2
LDA #$02 : STA $5D ; set link state recoil
LDA #$02 : STA $4D ; set jumping state (ledge hop)
; Length of the jump
LDA #$20
; Length of the jump
LDA #$20 : STA $46
STA $46
; Height of the jump
LDA #$24
; Height of the jump
LDA #$24
; Set vertical resistance
STA $29
STA $02C7
; Set vertical resistance
STA $29
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets
STZ $31
STZ $30
; Reset Link movement offsets
STZ $31 : STZ $30
LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up
STA $27 ; Vertical recoil
.noUp
LDA $F4 : AND #$04 : BEQ .noDown
LDA #8 ; Change that -8 if you want higher speed moving down
STA $27
.noDown
LDA $F4 : AND #$02 : BEQ .noLeft
LDA #-8 ; Change that -8 if you want higher speed moving left
STA $28 ; Horizontal recoil
.noLeft
LDA $F4 : AND #$01 : BEQ .noRight
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up
STA $27 ; Vertical recoil
.noUp
LDA $F4 : AND #$04 : BEQ .noDown
LDA #8 ; Change that -8 if you want higher speed moving down
STA $27
.noDown
LDA $F4 : AND #$02 : BEQ .noLeft
LDA #-8 ; Change that -8 if you want higher speed moving left
STA $28 ; Horizontal recoil
.noLeft
LDA $F4 : AND #$01 : BEQ .noRight
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
.cantuseit
RTL
RTL
}
; =========================================================
; Y contains our armor value
; Currently requires a very close jump and will still
; damage the player midair if you jump from too far away.
CheckIfJumpingForSpikeDamage:
{
PHB : PHK : PLB
LDA $29 : BNE .airborne
LDA.w .spike_floor_damage, Y : STA.w $0373
.airborne
PLB
RTL
.spike_floor_damage
db $08 ; green
db $08 ; blue
db $04 ; red
}
print "End of Items/jump_feather.asm ", pc

View File

@@ -516,7 +516,7 @@ org $0DF811
; =========================================================
; $6FE77-$6FFC0
org $0DFE77
org $0DFE77
HUD_Tilemap:
incbin tilemaps/hud.tilemap
@@ -528,7 +528,7 @@ incbin tilemaps/hud.tilemap
; ==========================================================
; $57CE0 DATA
org $0AFCE0
org $0AFCE0
FloorIndicatorNumberHigh:
{
dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D

View File

@@ -242,75 +242,46 @@ GotoNextItem_Local:
; Load our currently equipped item, and move to the next one
; If we reach our limit (21), set it back to the bow and arrow slot.
LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
LDA.b #$01
LDA.b #$01
.dont_reset
.dont_reset
; Otherwise try to equip the item in the next slot
STA $0202
RTS
}
DoWeHaveThisItem_OverrideLong:
{
PHB : PHK : PLB
JSR DoWeHaveThisItem_Override
PLB
RTL
}
DoWeHaveThisItem_Override:
{
LDY $0202 : LDX.w Menu_AddressLong-1, Y
LDA.l $7EF300, X : BNE .have_this_item
LDY $0202 : LDX.w Menu_AddressLong, Y
LDA.l $7EF33F, X : BNE .have_this_item
CLC
RTS
RTL
.have_this_item
SEC
RTS
RTL
}
TryEquipNextItem_Override:
{
.keep_looking
JSR GotoNextItem_Local
JSR DoWeHaveThisItem_Override : BCC .keep_looking
JSL DoWeHaveThisItem_Override : BCC .keep_looking
RTS
}
SearchForEquippedItem_OverrideLong:
{
PHB : PHK : PLB
JSR SearchForEquippedItem_Override
PLB
RTL
}
SearchForEquippedItem_Override:
{
SEP #$30
LDA.b #$00
LDY.b #$18
.itemCheck
LDX Menu_AddressLong-1, Y
ORA $7EF300, X
DEY : CPY.b #$00 : BNE .itemCheck
CMP.b #$00 : BNE .equippableItemAvailable
SEP #$30
LDY $0202 : LDX.w Menu_AddressLong-1, Y
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
; In this case we have no equippable items
STZ $0202 : STZ $0203 : STZ $0204
.weHaveThatItem
RTS
.equippableItemAvailable
.we_have_that_item
RTL
.item_available
; Is there an item currently equipped (in the HUD slot)?
LDA $0202 : BNE .alreadyEquipped
; If not, set the equipped item to the Bow and Arrow
@@ -319,9 +290,12 @@ SearchForEquippedItem_Override:
.alreadyEquipped
; Checks to see if we actually have that item
; We're done if we have that item
JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
; Checks to see if we actually have that item
; We're done if we have that item
.keep_looking
JSR GotoNextItem_Local
JSL DoWeHaveThisItem_Override : BCC .keep_looking
BCS .we_have_that_item
JMP TryEquipNextItem_Override
}
@@ -331,14 +305,16 @@ pushpc
org $0DDEB0
DoWeHaveThisItem:
{
JSL DoWeHaveThisItem_OverrideLong
JSL DoWeHaveThisItem_Override
RTS
}
org $0DE399
SearchForEquippedItem:
{
JSL SearchForEquippedItem_OverrideLong
PHB : PHK : PLB
JSL SearchForEquippedItem_Override
PLB
RTS
}
warnpc $0DE3C7