18 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
Justin Scofield
bbb3b85def Update README.md
Add updated screenshots for Menu and HUD
2024-03-29 00:34:42 -04:00
Justin Scofield
2c058e049e Merge pull request #50 from scawful/JaredMenuFixes 2024-03-25 19:56:06 -04:00
scawful
c6b9541977 Add additional orgs to blind maiden code to prevent breaking existing jumps 2024-03-24 11:59:02 -04:00
scawful
dd68a4929d Update Twinrova_Long and CheckIfDead formatting 2024-03-24 10:53:34 -04:00
scawful
ef7d3af09b cache and handle camera for hover deku link WIP 2024-03-22 12:00:29 -04:00
scawful
3ee5871f86 Setup Twinrova boss fight intro gfx transfer WIP 2024-03-22 11:59:53 -04:00
scawful
ef1540f3f6 Move deku leaf, mineswitch, switch track to Sprites/Objects 2024-03-18 19:24:57 -04:00
scawful
f4ae06bfd1 Format and comment Follower_CheckBlindTrigger 2024-03-17 16:34:31 -04:00
scawful
c3b40b21fb Format and comment Blind_SpawnFromMaiden 2024-03-17 16:26:37 -04:00
scawful
6f4392aa0e Add comments to Follower_BasicMover blind maiden section 2024-03-17 16:11:25 -04:00
scawful
0adc6f17bf Despawn Twinrova when maiden present 2024-03-17 16:10:47 -04:00
scawful
93b63032da Add vanilla blind maiden follower code 2024-03-17 15:47:55 -04:00
scawful
ea00780785 Move maku tree to NPCs, fix Twinrova errors 2024-03-17 14:04:41 -04:00
scawful
2e22114d8a Cleanup Twinrova boss sprite 2024-03-17 01:07:53 -04:00
scawful
4fac78bbba Add TODO for Ocarina Song SRAM values 2024-03-16 16:11:56 -04:00
10 changed files with 781 additions and 518 deletions

View File

@@ -1,34 +1,42 @@
; =============================================================================
; =========================================================
; 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
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
STA $46
LDA #$20 : STA $46
; Height of the jump
LDA #$24
@@ -36,12 +44,12 @@ NewBookCode:
; Set vertical resistance
STA $29
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets
STZ $31
STZ $30
STZ $31 : STZ $30
LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up
@@ -59,9 +67,30 @@ NewBookCode:
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
.cantuseit
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
pushpc

View File

@@ -95,6 +95,7 @@ LinkState_UsingQuake:
db 5, 5, 5, 19
; INC.w $0FC1 ; Keep sprites frozen
JSR $F514 ; CacheCameraPropertiesIfOutdoors
STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
@@ -175,9 +176,8 @@ LinkState_UsingQuake:
.special
DEC $5C
; JSR $F514 ; CacheCameraPropertiesIfOutdoors
JSL DekuLink_HoverBasedOnInput
; JSR $E8F0
JSR $E8F0 ; HandleIndoorCameraAndDoors
RTS
}

View File

@@ -199,6 +199,7 @@ Menu_DrawHeartPieces:
; =========================================================
; TODO: Attach SRAM values to these for progression
Menu_DrawMusicNotes:
{
LDA.w #$02

View File

@@ -10,10 +10,12 @@ Build using [Asar](https://github.com/RPGHacker/asar) with `build.bat`
![oos55001](https://user-images.githubusercontent.com/47263509/175397658-56358685-74fa-42cd-bca7-b03b2909ab9c.png)
![oos55002](https://user-images.githubusercontent.com/47263509/175397677-9199c207-1d8a-4de9-9040-63bf420de49f.png)
## Custom Menu
## Custom Menu and HUD
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/77e12478-127f-4dbd-b9c8-19da12b75ca2)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a02d8d78-b7ed-4085-809e-59d78319e576)
![image](https://github.com/scawful/Oracle-of-Secrets/assets/47263509/a6c7e247-f645-4a1c-954a-6c2d9c864d3e)
![oos69x_004](https://user-images.githubusercontent.com/47263509/175392740-69b44931-298c-4000-b22d-5a2ebf76e1ad.png)
![oos69x_005](https://user-images.githubusercontent.com/47263509/175392746-263801e4-5353-4fb8-b5cf-2d2e7f1c0282.png)
## Custom Sprites

View File

@@ -1,5 +1,10 @@
; =========================================================
; Twinrova Boss Sprite
;
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
;
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -37,18 +42,17 @@ Sprite_Twinrova_Long:
{
PHB : PHK : PLB
JSR Sprite_Twinrova_Draw ; Call the draw code
JSR Sprite_Twinrova_Draw
JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead
JSR Sprite_Twinrova_Main ; Call the main sprite code
JSR Sprite_Twinrova_CheckIfDead
JSR Sprite_Twinrova_Main
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
.SpriteIsNotActive
PLB
RTL
}
; =========================================================
@@ -58,10 +62,10 @@ Sprite_Twinrova_CheckIfDead:
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .healthNotNegative
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X
.healthNotNegative
.health_not_negative
LDA $0E50, X : BNE .not_dead
PHX
@@ -70,7 +74,7 @@ Sprite_Twinrova_CheckIfDead:
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX
.not_dead
.not_dead
RTS
}
@@ -80,10 +84,9 @@ Sprite_Twinrova_Prep:
{
PHB : PHK : PLB
STZ $0D80, X
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15)
@@ -91,13 +94,25 @@ Sprite_Twinrova_Prep:
LDA #$10 : STA $08
LDA #$10 : STA $09
LDA #$0A : STA $0D80, X
LDA #$00 : STA $7EF3CC
LDA.b #$60 : STA.w $0E10, X
LDA.b #$01 : STA.w $0DB0, X
LDA.b #$02 : STA.w $0DE0, X
LDA.b #$04 : STA.w $0EB0, X
LDA.b #$07 : STA.w $0DC0, X
STZ.w $0B69
PLB
RTL
.despawn
STZ.w $0DD0, X
PLB
RTL
}
; =========================================================
!AnimSpeed = 8
macro Twinrova_Front()
@@ -131,6 +146,8 @@ endmacro
; =========================================================
; Phase 0: Blind Maiden turns into Twinrova.
; Initially should be invisible, then
; transfer in Twinrova gfx and run dialogue.
;
; Phase 1: Twinrova is one entity, moving around the room
; and shooting fire and ice attacks at Link.
@@ -157,14 +174,14 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; 0x00
Twinrova_Init:
{
; %Twinrova_Front()
JSR ApplyTwinrovaGraphics
%GotoAction(01)
RTS
}
; 0x01
Twinrova_MoveState:
{
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
@@ -210,6 +227,7 @@ Sprite_Twinrova_Main:
RTS
}
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards:
{
%Twinrova_Front()
@@ -226,6 +244,7 @@ Sprite_Twinrova_Main:
RTS
}
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
%Twinrova_Back()
@@ -242,6 +261,7 @@ Sprite_Twinrova_Main:
RTS
}
; 0x04
Twinrova_PrepareAttack:
{
%StartOnFrame(7)
@@ -293,6 +313,7 @@ Sprite_Twinrova_Main:
RTS
}
; 0x07
Twinrova_Hurt:
{
%StartOnFrame(10)
@@ -311,6 +332,7 @@ Sprite_Twinrova_Main:
RTS
}
; 0x08
Twinrova_KoumeMode:
{
%StartOnFrame(8)
@@ -330,6 +352,7 @@ Sprite_Twinrova_Main:
RTS
}
; 0x09
Twinrova_KotakeMode:
{
%StartOnFrame(9)
@@ -349,38 +372,33 @@ Sprite_Twinrova_Main:
RTS
}
; 0x0A
Twinrova_Dead:
{
%StartOnFrame(10)
%Twinrova_Hurt()
RTS
}
}
; =========================================================
Untitled_Garnish:
; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry:
{
LDA $1A : AND.b #$03 : BNE .no_shake
JSL Sprite_IsToRightOfPlayer
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
CLC : ADC.w $8000, Y : STA $0D50, X
.no_shake:
.no_shake
JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer
.exit
.exit
RTS
.x_speed_targets
.x_speed_targets
db 8, -16
}
@@ -388,117 +406,84 @@ Sprite_Twinrova_FireAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
.no_collision
JSR Sprite_Twinrova_FireAttack_AddFireGarnish
JMP Untitled_Garnish
.no_collision
JSR AddFireGarnish
JMP TrinexxBreath_AltEntry
}
.AddFireGarnish
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
LDA.b #$1D
; *$EBDE8 ALTERNATE ENTRY POINT
PHX : TXY
TAX : STA $00
.next_slot
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
.use_search_index
LDX $0FF8
.free_slot
.free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA $0D10, Y : STA $7FF83C, X
LDA $0D30, Y : STA $7FF878, X
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX
.return
.return
RTS
}
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
LDA.b #$1D
; *$EBDE8 ALTERNATE ENTRY POINT
PHX : TXY
TAX : STA $00
.next_slot
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
.use_search_index
LDX $0FF8
.free_slot
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA $0D10, Y : STA $7FF83C, X
LDA $0D30, Y : STA $7FF878, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X
STX $00
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
.return
RTS
}
Sprite_Twinrova_IceAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
.no_collision
JSR AddIceGarnishV2
JSR Untitled_Garnish
.return
RTS
JMP TrinexxBreath_AltEntry
}
; =========================================================
@@ -539,20 +524,15 @@ org $09B34F
Garnish_TrinexxIce:
{
; special animation 0x0C
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
LDA TrinexxIce_Pool_properties, Y : STA $04
JSR Garnish_PrepOamCoord
LDA $00 : STA ($90), Y
LDA $02 : INY : STA ($90), Y
LDA $7FF90E, X : LSR #5 : PHX : TAX
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
LDA.b #$35 : ORA $04 : PLX
JMP Garnish_SetOamPropsAndLargeSize
@@ -581,7 +561,7 @@ Sprite_Twinrova_Draw:
PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00
.nextTile
.nextTile
PHX ; Save current Tile Index?
@@ -603,7 +583,7 @@ Sprite_Twinrova_Draw:
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E
.on_screen_y
.on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY
@@ -632,83 +612,85 @@ Sprite_Twinrova_Draw:
; =========================================================
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
.x_offsets
dw -8, 8, 8, -8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -16, 0, 16, -16, 0, 16
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
.y_offsets
dw -8, -8, 8, 8
dw -7, -7, 9, 9
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
dw -6, -6, 10, 10
dw -8, -8, -8, 8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
.chr
db $00, $02, $22, $24
db $04, $06, $24, $26
db $08, $0A, $28, $2A
db $0C, $0E, $28, $2A
db $44, $46, $64, $66
db $48, $4A, $68, $6A
db $4C, $4E, $6C, $6E
db $88, $8A, $8C, $A8, $AA, $AC
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $40, $42, $60, $62
db $40, $42, $60, $62
.properties
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02, $02, $00
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
.x_offsets
dw -8, 8, 8, -8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -16, 0, 16, -16, 0, 16
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
dw -8, 8, -8, 8
.y_offsets
dw -8, -8, 8, 8
dw -7, -7, 9, 9
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
dw -6, -6, 10, 10
dw -8, -8, -8, 8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -8, -8, 8, 8
dw -7, -7, 9, 9
.chr
db $00, $02, $22, $24
db $04, $06, $24, $26
db $08, $0A, $28, $2A
db $0C, $0E, $28, $2A
db $44, $46, $64, $66
db $48, $4A, $68, $6A
db $4C, $4E, $6C, $6E
db $88, $8A, $8C, $A8, $AA, $AC
db $80, $82, $A0, $A2
db $84, $86, $A4, $A6
db $40, $42, $60, $62
db $40, $42, $60, $62
.properties
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
db $39, $39, $39, $39
.sizes
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02, $02, $00
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
db $02, $02, $02, $02
}
; =========================================================
ApplyTwinrovaGraphics:
{
PHX
REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ;turn the screen off (required)
LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
@@ -725,8 +707,258 @@ ApplyTwinrovaGraphics:
PLX
RTS
RTL
TwinrovaGraphics:
incbin twinrova.bin
}
pushpc
; =========================================================
; Blind Maiden spawn code
org $0DB818
SpritePrep_LoadProperties:
; Follower_BasicMover.dont_scare_kiki
org $09A1E4
Follower_BasicMover:
{
; Check if the follower is the blind maiden
LDA.l $7EF3CC : CMP.b #$06 : BNE .no_blind_transform
; Check if we are in room 0xAC
REP #$20
LDA.b $A0 : CMP.w #$00AC : BNE .no_blind_transform
; ; Check room flag 0x65
; LDA.l $7EF0CA : AND.w #$0100 : BEQ .no_blind_transform
SEP #$20
JSL Follower_CheckBlindTrigger : BCC .no_blind_transform
.blind_transform
; Load follower animation step index from $02CF
LDX.w $02CF
LDA.w $1A28, X : STA.b $00 ; Follower XL
LDA.w $1A3C, X : STA.b $01 ; Follower XH
LDA.w $1A00, X : STA.b $02 ; Follower YL
LDA.w $1A14, X : STA.b $03 ; Follower YH
; Dismiss the follower and spawn Twinrova
LDA.b #$00 : STA.l $7EF3CC
JSL Blind_SpawnFromMaiden
; Close the shutter door
INC.w $0468
; Clear door tilemap position for some reason
STZ.w $068E : STZ.w $0690
; TODO: Find out what submodule this is.
LDA.b #$05 : STA.b $11
; SONG 15
LDA.b #$15 : STA.w $012C
RTS
org $09A23A
.no_blind_transform
}
; =========================================================
org $099E90
Follower_CheckBlindTrigger:
{
PHB : PHK : PLB
; Cache the follower's position
LDX.w $02CF
LDA.w $1A00, X : STA.b $00
LDA.w $1A14, X : STA.b $01
LDA.w $1A28, X : STA.b $02
LDA.w $1A3C, X : STA.b $03
STZ.b $0B
; Check if the follower is within the trigger area
LDA.w $1A50, X : STA.b $0A : BPL .positive_z
LDA.b #$FF : STA.b $0B
.positive_z
REP #$20
LDA.b $00 : CLC : ADC.b $0A : CLC : ADC.w #$000C : STA.b $00
LDA.b $02 : CLC : ADC.w #$0008 : STA.b $02
LDA.w #$1568 : SEC : SBC.b $00 : BPL .positive_x
EOR.w #$FFFF : INC A
.positive_x
CMP.w #$0018 : BCS .fail
LDA.w #$1980 : SEC : SBC.b $02 : BPL .positive_y
EOR.w #$FFFF : INC A
.positive_y
CMP.w #$0018
BCS .fail
.success
SEP #$20
PLB : SEC
RTL
.fail
SEP #$20
PLB : CLC
RTL
}
; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover
; to spawn Twinrova in the room.
org $1DA03C
Blind_SpawnFromMaiden:
{
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0
; Set the sprite to alive and active
LDA.b #$09 : STA.w $0DD0,X
; SPRITE CE
LDA.b #$CE : STA.w $0E20,X
; Load the position cache from the maiden follower
LDA.b $00 : STA.w $0D10,X
LDA.b $01 : STA.w $0D30,X
LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
LDA.b $03 : STA.w $0D20,X
JSL SpritePrep_LoadProperties
; Set SprTimerC
LDA.b #$C0 : STA.w $0E10,X
; Set SprGfx
; LDA.b #$15 : STA.w $0DC0,X
; Set SprMiscC and bulletproof properties
LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
; Set the 2nd key / heart piece items taken room flag
LDA.w $0403 : ORA.b #$20 : STA.w $0403
; Clear blinds head spin flag
STZ.w $0B69
RTL
}
; =========================================================
; We are using space from this function to insert the
; Twinrova graphics above, since the prep is now handled
; in the custom sprite code.
org $1DA081
SpritePrep_Blind_PrepareBattle:
{
; #_1DA081: LDA.l $7EF3CC
; #_1DA085: CMP.b #$06 ; FOLLOWER 06
; #_1DA087: BEQ .despawn
#_1DA089: LDA.w $0403
#_1DA08C: AND.b #$20
#_1DA08E: BEQ .despawn
#_1DA090: LDA.b #$60
#_1DA092: STA.w $0E10,X
#_1DA095: LDA.b #$01
#_1DA097: STA.w $0DB0,X
#_1DA09A: LDA.b #$02
#_1DA09C: STA.w $0DE0,X
#_1DA09F: LDA.b #$04
#_1DA0A1: STA.w $0EB0,X
#_1DA0A4: LDA.b #$07
#_1DA0A6: STA.w $0DC0,X
#_1DA0A9: STZ.w $0B69
#_1DA0AC: RTL
.despawn
#_1DA0AD: STZ.w $0DD0,X
#_1DA0B0: RTL
}
warnpc $1DA0B1
; =========================================================
org $1DA0B1
BlindLaser_SpawnTrailGarnish:
{
#_1DA0B1: LDA.w $0E80,X
#_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit
#_1DA0B8: PHX
#_1DA0B9: TXY
#_1DA0BA: LDX.b #$1D
.next_slot
#_1DA0BC: LDA.l $7FF800,X
#_1DA0C0: BEQ .free_slot
#_1DA0C2: DEX
#_1DA0C3: BPL .next_slot
#_1DA0C5: DEC.w $0FF8
#_1DA0C8: BPL .use_search_index
#_1DA0CA: LDA.b #$1D
#_1DA0CC: STA.w $0FF8
.use_search_index
#_1DA0CF: LDX.w $0FF8
.free_slot
#_1DA0D2: LDA.b #$0F ; GARNISH 0F
#_1DA0D4: STA.l $7FF800,X
#_1DA0D8: STA.w $0FB4
#_1DA0DB: LDA.w $0DC0,Y
#_1DA0DE: STA.l $7FF9FE,X
#_1DA0E2: TYA
#_1DA0E3: STA.l $7FF92C,X
#_1DA0E7: LDA.w $0D10,Y
#_1DA0EA: STA.l $7FF83C,X
#_1DA0EE: LDA.w $0D30,Y
#_1DA0F1: STA.l $7FF878,X
#_1DA0F5: LDA.w $0D00,Y
#_1DA0F8: CLC
#_1DA0F9: ADC.b #$10
#_1DA0FB: STA.l $7FF81E,X
#_1DA0FF: LDA.w $0D20,Y
#_1DA102: ADC.b #$00
#_1DA104: STA.l $7FF85A,X
#_1DA108: LDA.b #$0A
#_1DA10A: STA.l $7FF90E,X
#_1DA10E: PLX
.exit
#_1DA10F: RTS
}
pullpc

View File

@@ -1,6 +1,6 @@
;==============================================================================
; =========================================================
; Sprite Properties
;==============================================================================
; =========================================================
!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
@@ -31,7 +31,7 @@
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
;==============================================================================
; =========================================================
Sprite_MakuTree_Long:
{
@@ -47,31 +47,29 @@ Sprite_MakuTree_Long:
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
}
;==============================================================================
; =========================================================
Sprite_MakuTree_Prep:
{
PHB : PHK : PLB
LDA.l $7EF300
BNE .intro_is_done
; Check if the intro has executed already.
LDA.l $7EF300 : BNE .intro_is_done
STZ.w $0DD0, X ; Kill the sprite
.intro_is_done
PLB
RTL
}
;==============================================================================
; =========================================================
Sprite_MakuTree_Main:
{
LDA.w SprAction, X ; Load the SprAction
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in
LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable
dw MakuTree_Handler
dw MakuTree_MeetLink
dw MakuTree_GiveBow
dw MakuTree_GiveMoonPearl
MakuTree_Handler:
{
@@ -95,7 +93,7 @@ Sprite_MakuTree_Main:
RTS
}
MakuTree_GiveBow:
MakuTree_GiveMoonPearl:
{
; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem
@@ -105,7 +103,7 @@ Sprite_MakuTree_Main:
}
;==============================================================================
; =========================================================
Sprite_MakuTree_Draw:
{
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
RTS
;==============================================================================
; =========================================================
.start_index
.nbr_of_tiles

View File

@@ -45,7 +45,7 @@ print "End of kydrog.asm ", pc
incsrc "Sprites/Bosses/kydrog_boss.asm"
print "End of kydrog_boss.asm ", pc
incsrc "Sprites/maku_tree.asm"
incsrc "Sprites/NPCs/maku_tree.asm"
print "End of maku_tree.asm ", pc
incsrc "Sprites/NPCs/mask_salesman.asm"
@@ -60,10 +60,10 @@ print "End of anti_kirby.asm ", pc
incsrc "Sprites/Enemies/sea_urchin.asm"
print "End of sea_urchin.asm ", pc
incsrc "Sprites/switch_track.asm"
incsrc "Sprites/Objects/switch_track.asm"
print "End of switch_track.asm ", pc
incsrc "Sprites/mineswitch.asm"
incsrc "Sprites/Objects/mineswitch.asm"
print "End of mineswitch.asm ", pc
incsrc "Sprites/NPCs/village_dog.asm"
@@ -78,7 +78,8 @@ print "End of twinrova.asm ", pc
incsrc "Sprites/Bosses/kydreeok.asm"
incsrc "Sprites/Bosses/kydreeok_head.asm"
incsrc "Sprites/deku_leaf.asm"
incsrc "Sprites/Objects/deku_leaf.asm"
print "End of deku_leaf.asm ", pc
incsrc "Sprites/portal_sprite.asm"
print "End of portal_sprite.asm ", pc