16 Commits

Author SHA1 Message Date
scawful
dff09b5f6b Goldstar item formatting and comments 2024-03-30 12:35:56 -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 1128 additions and 834 deletions

View File

@@ -1,11 +1,13 @@
; =========================================================
; Goldstar ASM disassembly/restoration ; Goldstar ASM disassembly/restoration
; Originally from the all in patch by Conn ; Originally from the all in patch by Conn
; Restored by scawful with help from Zarby ; Restored by scawful with help from Zarby
; ;
; $22XXXX - Denotes the source address from all in patch ; $22XXXX - Denotes the source address from all in patch
; =========================================================
org $07D576 org $07D576
Hookshot_CheckTileCollision: Hookshot_CheckTileCollision:
pullpc pullpc
TransferGFXinRAM: TransferGFXinRAM:
@@ -17,8 +19,7 @@ TransferGFXinRAM:
LDX #$80 LDX #$80
-- --
LDA.l .morningstargfx, X : STA.l $7EA180, X LDA.l .morningstargfx, X : STA.l $7EA180, X
DEX : DEX DEX : DEX : BPL --
BPL --
PLP PLP
PLX PLX
@@ -35,7 +36,8 @@ org $0085C4
pullpc pullpc
; ========================================================= ; =========================================================
; Start Zarby ; Zarby Code
; Handles the layout of OAM tile patterns for the hookshot
pushpc pushpc
org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
@@ -51,12 +53,12 @@ org $008542
dw $A1C0, $A1C0, $A1E0, $A1E0 dw $A1C0, $A1C0, $A1E0, $A1E0
pullpc pullpc
HookMaskCheck: HookMaskCheck:
{ {
LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id ; morning star graphics oam tile pattern id
LDA.w $0109 : AND #$FF00 : ORA.w #$004A
RTL RTL
.not_mask .not_mask
; return hookshot graphics oam tile pattern id ; return hookshot graphics oam tile pattern id
@@ -65,11 +67,6 @@ HookMaskCheck:
RTL RTL
} }
; End Zarby
; =========================================================
; ========================================================= ; =========================================================
; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A ; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
; Call this routine to start the gfx transfer of the handle ; Call this routine to start the gfx transfer of the handle
@@ -120,11 +117,14 @@ BallChain_ExtraCollisionLogic:
TXA TXA
++ ; $22D4F3 ++ ; $22D4F3
CMP #$FF : BEQ +++ CMP #$FF : BEQ +++
JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
JML $08BF10
+++ ; $22D4FB +++ ; $22D4FB
JML $08BF32 ; AncillaDraw_Hookshot_skip JML $08BF32 ; AncillaDraw_Hookshot_skip
} }
; =========================================================
;; 22D520 ;; 22D520
LinkItem_BallChain_GfxTransfer: LinkItem_BallChain_GfxTransfer:
{ {
@@ -174,11 +174,10 @@ LinkItem_BallChain_GfxTransfer:
} }
; 22D5C0 ; Unreached ; 22D5C0 ; Unreached
LDA $8580,Y ; LDA $8580,Y
CMP #$02 ; CMP #$02
BEQ $22D5CA ; BEQ $22D5CA
JMP $DA80 ; JMP $DA80
; Graphics data for transferring the handle oam slot ; Graphics data for transferring the handle oam slot
GoldstarHandleGfx: GoldstarHandleGfx:
@@ -240,9 +239,9 @@ pullpc
; Sets Link state to 0x00 and resets the hookshot timer ; Sets Link state to 0x00 and resets the hookshot timer
BallChain_ResetTimer: BallChain_ResetTimer:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BNE + LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
STZ $7A ; Clear the timer STZ $7A ; Clear the timer
+ .dont_clear_timer
STZ $5D ; Return to LinkState_Default STZ $5D ; Return to LinkState_Default
RTL RTL
} }
@@ -266,7 +265,7 @@ BallChain_DrawChainOrHookshot:
JSR BallChainOrHookshot_Modifier ; $D820 JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$02 ORA.b #$02
RTL RTL
+ ; 22D812 + ; 22D812
LDA #$0E : STA ($90),Y LDA #$0E : STA ($90),Y
JSR BallChainOrHookshot_Modifier ; $D820 JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$04 ; 02 is gray color ORA.b #$04 ; 02 is gray color
@@ -355,40 +354,47 @@ HookshotChain_AncillaDraw:
LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914 LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914
LDA Hookshot_box_size_y, X LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain JML $08BFB5 ; AncillaDraw_HookshotChain
+ ; $22D914 + ; $22D914
CMP #$0000 : BNE ++ ; $22D921 CMP #$0000 : BNE ++ ; $22D921
LDA Hookshot_box_size_y, X LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain JML $08BFB5 ; AncillaDraw_HookshotChain
++ ++
JSR Routine_22E5A0 ; CheckAndClearAncillaId has set the timer in A JSR Routine_22E5A0 ; CheckAndClearAncillaId has set the timer in A
SEP #$30 SEP #$30
; Compare rotation progress ; Compare rotation progress
CLC : CMP #$FB : BNE +++ CLC : CMP #$FB : BNE +++
LDA #$06 : STA $2143 LDA #$06 : STA $2143
+++ ; 22D930
+++ ; 22D930
BCC ++++ BCC ++++
JMP StartChainRotation ; $D960 JMP StartChainRotation ; $D960
++++ ; 22D935
++++ ; 22D935
; Compare rotation progress ; Compare rotation progress
CLC : CMP #$AB : BNE +++++ CLC : CMP #$AB : BNE +++++
LDA #$06 : STA $2143 LDA #$06 : STA $2143
+++++ ;22D93F
+++++ ;22D93F
; Compare rotation progress ; Compare rotation progress
CLC : CMP #$5B : BNE ++++++ CLC : CMP #$5B : BNE ++++++
LDA #$06 : STA $2143 LDA #$06 : STA $2143
++++++ ;22D949
++++++ ;22D949
CLC : CMP #$E6 : BCC +++++++ CLC : CMP #$E6 : BCC +++++++
JMP Routine_22D9A0 ; $D9A0 JMP Routine_22D9A0 ; $D9A0
+++++++ ; 22D951
+++++++ ; 22D951
CLC : CMP #$05 : BCC ++++++++ CLC : CMP #$05 : BCC ++++++++
LDA $F8 : CMP.b #$40 : BEQ + LDA $F8 : CMP.b #$40 : BEQ +
JMP Routine_22D9A0 ; $D9A0 JMP Routine_22D9A0 ; $D9A0
++++++++ ; 22D959
++++++++ ; 22D959
JMP Routine_22DBD0 ; $DBD0 JMP Routine_22DBD0 ; $DBD0
} }
; =========================================================
!RotationState = $7F5803 !RotationState = $7F5803
; 22D960 ; 22D960
@@ -405,6 +411,8 @@ StartChainRotation:
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
} }
; =========================================================
struct Ancilla_GetRadialProjection $0FFBC2 struct Ancilla_GetRadialProjection $0FFBC2
.multiplier_x : skip 64 .multiplier_x : skip 64
.multiplier_y : skip 64 .multiplier_y : skip 64
@@ -417,7 +425,7 @@ Routine_22D9A0:
{ {
LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE + LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE +
STA $7F5803 : CLC : ADC #$02 STA $7F5803 : CLC : ADC #$02
+ ; 22D9B6 + ; 22D9B6
AND #$3F : PHX : TAX AND #$3F : PHX : TAX
LDA Ancilla_GetRadialProjection.multiplier_y, X LDA Ancilla_GetRadialProjection.multiplier_y, X
@@ -446,21 +454,23 @@ Routine_22D9A0:
JSL $08DA17 ; Sparkle_PrepOAMFromRadial JSL $08DA17 ; Sparkle_PrepOAMFromRadial
PLY : PLX PLY : PLX
CPY #$04 : BNE ++ ; $22DA14 CPY #$04 : BNE ++ ; $22DA14
JSR Routine_22DA70 ; $DA70 JSR Routine_22DA70 ; $DA70
NOP #7 NOP #7
JSR BallChain_SpinAncilla ; $22DB90 JSR BallChain_SpinAncilla ; $22DB90
++ ;22DA14
++ ;22DA14
NOP #3 NOP #3
LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
STA $00 STA $00
+++ ; 22DA1F +++ ; 22DA1F
DEC $7A ; Ball Chain Timer DEC $7A ; Ball Chain Timer
SEP #$20 SEP #$20
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
} }
;; 22DA30 ; =========================================================
; 22DA30
Goldstar_GetPlayerPosY: Goldstar_GetPlayerPosY:
{ {
ADC $20 : CLC : ADC #$000C ADC $20 : CLC : ADC #$000C
@@ -474,21 +484,25 @@ Goldstar_GetPlayerPosY:
RTS RTS
} }
; =========================================================
; 22DA50 ; 22DA50
Goldstar_GetPlayerPosX: Goldstar_GetPlayerPosX:
{ {
LDA $22 : CLC : ADC #$0008 LDA $22 : CLC : ADC #$0008
CPX #$04 : BNE + ; $22DA5F CPX #$04 : BNE + ; $22DA5F
SEC : SBC #$000C SEC : SBC #$000C
RTS RTS
+ ; $22DA5F + ; $22DA5F
CPX #$06 : BNE ++ ; $22DA67 CPX #$06 : BNE ++ ; $22DA67
CLC : ADC #$000C CLC : ADC #$000C
++ ;$22DA67 ++ ;$22DA67
RTS RTS
} }
; =========================================================
; 22DA70 ; 22DA70
Routine_22DA70: Routine_22DA70:
{ {
LDY #$00 : LDA $02 ; set sign of projected distance X LDY #$00 : LDA $02 ; set sign of projected distance X
@@ -501,7 +515,9 @@ Routine_22DA70:
RTS RTS
} }
; =========================================================
; 22DA80 Possibly unused ; 22DA80 Possibly unused
Routine_22DA80: Routine_22DA80:
{ {
LDA $7EF34A : CMP #$02 LDA $7EF34A : CMP #$02
@@ -516,7 +532,9 @@ Routine_22DA80:
RTL RTL
} }
; =========================================================
; 22DAA0 ; 22DAA0
Routine_22DAA0: Routine_22DAA0:
{ {
CPY #$04 : BNE .alpha CPY #$04 : BNE .alpha
@@ -546,25 +564,29 @@ Routine_22DAA0:
RTS RTS
} }
; =========================================================
; 22DAD0 ; 22DAD0
Routine_22DAD0: Routine_22DAD0:
{ {
CPX #$00 : BNE + ; $22DAD7 CPX #$00 : BNE + ; $22DAD7
LDA #$2E LDA #$2E
RTS RTS
+ ; 22DAD7 + ; 22DAD7
CPX #$02 : BNE ++ ; $22DADE CPX #$02 : BNE ++ ; $22DADE
LDA #$13 LDA #$13
RTS RTS
++ ; 22DADE ++ ; 22DADE
CPX #$04 : BNE +++ ; $22DAE5 CPX #$04 : BNE +++ ; $22DAE5
LDA #$2B LDA #$2B
RTS RTS
+++ ; 22DAE5 +++ ; 22DAE5
LDA #$09 LDA #$09
RTS RTS
} }
; =========================================================
pushpc pushpc
org $08BF94 org $08BF94
JML BallChain_TryAncillaDraw JML BallChain_TryAncillaDraw
@@ -577,15 +599,16 @@ pullpc
BallChain_TryAncillaDraw: BallChain_TryAncillaDraw:
{ {
; Ball Chain timer should be $FF here on first run ; Ball Chain timer should be $FF here on first run
LDA $7A : AND #$00FF LDA $7A : AND #$00FF :CMP #$0000 : BEQ +
CMP #$0000 : BEQ +
CMP #$0001 : BEQ + CMP #$0001 : BEQ +
SEP #$20 SEP #$20
JML HookshotChain_AncillaDraw ; $22D900 JML HookshotChain_AncillaDraw ; $22D900
+ ; $22DB15
+ ; $22DB15
LDA Hookshot_box_size_y,X : BNE ++ LDA Hookshot_box_size_y,X : BNE ++
JML $08BF99 ; AncillaDraw_HookshotChain JML $08BF99 ; AncillaDraw_HookshotChain
++ ; $22DB1F
++ ; $22DB1F
JML $08BFA1 ; Resume AncillaDraw_HookshotChain JML $08BFA1 ; Resume AncillaDraw_HookshotChain
} }
@@ -605,11 +628,13 @@ BallChain_CheckProximityToLink:
LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44 LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44
LDA.b $00 LDA.b $00
JML $08F7E0 ; Hookshot_CheckProximityToLink continue JML $08F7E0 ; Hookshot_CheckProximityToLink continue
+ ; 22DB44 + ; 22DB44
JML $08F820 ; Hookshot_CheckProximityToLink too_far JML $08F820 ; Hookshot_CheckProximityToLink too_far
} }
; =========================================================
; 22DB50 ; 22DB50
Routine_22DB50: Routine_22DB50:
{ {
; Ball Chain Timer ; Ball Chain Timer
@@ -626,15 +651,15 @@ Routine_22DB50:
RTS RTS
} }
; =========================================================
; $22DB90 ; $22DB90
BallChain_SpinAncilla: BallChain_SpinAncilla:
{ {
REP #$20 REP #$20
LDA $00 : CLC : ADC $E8 : CPX #$02 LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha
BNE .alpha
CLC : ADC #$0010 CLC : ADC #$0010
.alpha .alpha
STA $04 STA $04
LDA $02 : CLC : ADC $E2 : STA $06 LDA $02 : CLC : ADC $E2 : STA $06
SEP #$20 SEP #$20
@@ -645,6 +670,8 @@ BallChain_SpinAncilla:
RTS RTS
} }
; =========================================================
struct AncillaAdd_HookshotData $099AF8 struct AncillaAdd_HookshotData $099AF8
.speed_y: skip 4 .speed_y: skip 4
.speed_x: skip 4 .speed_x: skip 4
@@ -660,16 +687,16 @@ Routine_22DBD0:
; Check Link direction ; Check Link direction
LDA $2F : CMP #$00 : BNE .not_up LDA $2F : CMP #$00 : BNE .not_up
LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity
.not_up .not_up
CMP #$02 : BNE .not_down CMP #$02 : BNE .not_down
LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity
.not_down .not_down
CMP #$04 : BNE .not_left CMP #$04 : BNE .not_left
LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity
.not_left .not_left
CMP #$06 : BNE .not_right CMP #$06 : BNE .not_right
LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity
.not_right .not_right
SEP #$20 SEP #$20
STZ $0C58 ; Ancilla4 Misc STZ $0C58 ; Ancilla4 Misc
STZ $0C62 ; Ancilla4 hookshoot extension STZ $0C62 ; Ancilla4 hookshoot extension
@@ -711,7 +738,9 @@ HookshotOrBallChain_Extending_ignore_collision:
JML $08BEDC ; AncillaDraw_Hookshot JML $08BEDC ; AncillaDraw_Hookshot
} }
; =========================================================
; 22DC70 ; 22DC70
ClearAncillaVariables: ClearAncillaVariables:
{ {
REP #$30 REP #$30
@@ -740,24 +769,29 @@ BallChain_SFX_Control:
LDA $7A : CMP #$00 : BNE + ; $22DC9C LDA $7A : CMP #$00 : BNE + ; $22DC9C
LDA.b #$0A ; SFX2.0A LDA.b #$0A ; SFX2.0A
RTL RTL
+ ;; 22DC9C + ;; 22DC9C
LDA.b #$07 ; Clear SFX2 LDA.b #$07 ; Clear SFX2
RTL RTL
} }
; =========================================================
; 22DCA0 ; 22DCA0
; SFX Pan flags? ; SFX Pan flags?
Routine_22DCA0: Routine_22DCA0:
{ {
LDA $7A : CMP #$00 : BNE + ;$A2DCAB LDA $7A : CMP #$00 : BNE + ;$A2DCAB
LDA $0DBB5B,X LDA $0DBB5B,X
RTL RTL
+ +
LDA #$00 LDA #$00
RTL RTL
} }
;; 22DD90 ; =========================================================
; 22DD90
; TODO: Investigate the purpose of the $7A timer here
CheckAndClearAncillaId: CheckAndClearAncillaId:
{ {
SEP #$30 SEP #$30
@@ -768,49 +802,57 @@ CheckAndClearAncillaId:
LDA $0C4B : CMP #$1F : BEQ ++++ ; $22DDC1 LDA $0C4B : CMP #$1F : BEQ ++++ ; $22DDC1
LDA $7A ; Ball Chain Timer LDA $7A ; Ball Chain Timer
RTS RTS
++ ; 22DDB1 ++ ; 22DDB1
NOP : NOP NOP : NOP
STZ $0C4C : LDA $7A STZ $0C4C : LDA $7A
RTS RTS
+++ ; 22DDB9 +++ ; 22DDB9
NOP : NOP NOP : NOP
STZ $0C4D : LDA $7A STZ $0C4D : LDA $7A
RTS RTS
++++ ; 22DDC1 ++++ ; 22DDC1
NOP : NOP NOP : NOP
STZ $0C4B : LDA $7A STZ $0C4B : LDA $7A
RTS RTS
+ ; 22DDC9 + ; 22DDC9
STZ $0C4A : LDA $7A STZ $0C4A : LDA $7A
RTS RTS
} }
; =========================================================
; 22E5A0 ; 22E5A0
; Checks for the Somaria block before moving on ; Checks for the Somaria block before moving on
; TODO: Replace the JMP $E5DB with the proper code
; to handle the somaria block case.
Routine_22E5A0: Routine_22E5A0:
{ {
SEP #$30 SEP #$30
JMP CheckForSomariaBlast ; $EE80 JMP CheckForSomariaBlast ; $EE80
.22E5A5 ; 22E5A5 .22E5A5 ; 22E5A5
LDA $0C4C : CMP #$2C : BNE + ; $22E5B2 LDA $0C4C : CMP #$2C : BNE + ; $22E5B2
INC $0C4C INC $0C4C
;JMP $E5DB ;JMP $E5DB
+ ; 22E5B2
+ ; 22E5B2
LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF
INC $0C4D INC $0C4D
;JMP $E5DB ;JMP $E5DB
++ ; 22E5BF
++ ; 22E5BF
LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC
INC $0C4E INC $0C4E
;JMP $E5DB ;JMP $E5DB
+++ ; 22E5CC
+++ ; 22E5CC
LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9 LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9
INC $0C4F INC $0C4F
;JMP $E5DB ;JMP $E5DB
++++ ; 22E5D9
++++ ; 22E5D9
BRA +++++ ; $22E5E0 BRA +++++ ; $22E5E0
+++++ ; 22E5E0 +++++ ; 22E5E0
JSR CheckAndClearAncillaId ; $DD90 JSR CheckAndClearAncillaId ; $DD90
RTS RTS
} }
@@ -827,41 +869,52 @@ Routine_22E5F0:
JMP $E108 JMP $E108
} }
; =========================================================
;22EE80 ;22EE80
; TODO: Handle the somaria blast case, these JMPs are invalid. ; TODO: Handle the somaria blast case, these JMPs are invalid.
CheckForSomariaBlast: CheckForSomariaBlast:
{ {
LDA $0300 : BEQ + ; $22EE88 LDA $0300 : BEQ + ; $22EE88
JMP $E5DB ;JMP $E5DB
+ ; 22EE88
+ ; 22EE88
LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92 LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92
JMP $EEC0 ;JMP $EEC0
++ ; 22EE92
++ ; 22EE92
LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C
JMP $EEC0 ;JMP $EEC0
+++ ; 22EE9C
+++ ; 22EE9C
LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6 LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6
JMP $EEC0 ;JMP $EEC0
++++ ; 22EEA6
++++ ; 22EEA6
LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0 LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0
JMP $EEC0 ;JMP $EEC0
+++++ ; 22EEB0
+++++ ; 22EEB0
LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA
JMP $EEC0 ;JMP $EEC0
++++++ ; 22EEBA
++++++ ; 22EEBA
JMP Routine_22E5A0_22E5A5 ; $E5A5 JMP Routine_22E5A0_22E5A5 ; $E5A5
} }
; =========================================================
;; 22EF00 ; 22EF00
; Hooked inside LinkItem_Hookshot @ 07AB5E ; Hooked inside LinkItem_Hookshot @ 07AB5E
BallChain_StartAnimationFlag: BallChain_StartAnimationFlag:
{ {
LDA #$01 : STA $037B ; Restore vanilla code ; Restore vanilla code
LDA #$01 : STA $037B
; Check if we are rotating the goldstar ; Check if we are rotating the goldstar
LDA $037A : CMP #$04 : BNE + LDA $037A : CMP #$04 : BNE +
LDA #$01 : STA $0112 ; Animation flag, prevent menu from opening ; Animation flag, prevent menu from opening
+ LDA #$01 : STA $0112
+
RTL RTL
} }
@@ -884,10 +937,10 @@ BallChain_Finish:
RTL RTL
} }
; =========================================================
; 22EF30 ; 22EF30
; Hooked at $07AC98 ; Hooked at $07AC98
Hookshot_Init: Hookshot_Init:
{ {
; ResetAllAcceleration: ; ResetAllAcceleration:
@@ -912,6 +965,8 @@ Hookshot_Init:
RTL RTL
} }
; =========================================================
Goldstar_Begin: Goldstar_Begin:
{ {
JSL CheckForBallChain JSL CheckForBallChain
@@ -923,30 +978,33 @@ Goldstar_Begin:
RTL RTL
} }
; =========================================================
CheckForSwitchToGoldstar: CheckForSwitchToGoldstar:
{ {
%CheckNewR_ButtonPress() : BEQ .continue %CheckNewR_ButtonPress() : BEQ .continue
LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot
LDA #$01 : STA GoldstarOrHookshot LDA #$01 : STA GoldstarOrHookshot
JMP .continue JMP .continue
.set_hookshot: .set_hookshot:
LDA #$02 : STA GoldstarOrHookshot LDA #$02 : STA GoldstarOrHookshot
.continue: .continue:
; Restore vanilla code LDA.b $3A : AND.b #$40 ; Restore vanilla code
LDA.b $3A : AND.b #$40
RTL RTL
} }
; =========================================================
BeginGoldstarOrHookshot: BeginGoldstarOrHookshot:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
JMP .return JMP .return
.begin_goldstar: .begin_goldstar:
JSL Goldstar_Begin JSL Goldstar_Begin
RTL RTL
.return .return
JSL Hookshot_Init JSL Hookshot_Init
LDA #$13 : STA $5D ; Set hookshot state LDA #$13 : STA $5D ; Set hookshot state
LDA #$01 : STA.w $037B LDA #$01 : STA.w $037B
@@ -956,13 +1014,12 @@ BeginGoldstarOrHookshot:
RTL RTL
} }
; =========================================================
MaybeUploadBirdGraphicsToOam: MaybeUploadBirdGraphicsToOam:
{ {
LDY $037A LDY $037A : CPY #$0104 : BEQ .here
CPY #$0104 LDY #$40E0 : STY $2116
BEQ .here
LDY #$40E0
STY $2116
JML $008B30 JML $008B30
.here .here
JML $008B50 JML $008B50
@@ -970,6 +1027,9 @@ MaybeUploadBirdGraphicsToOam:
pushpc pushpc
; =========================================================
; Main Hookshot/Goldstar hooks
org $07AB25 org $07AB25
JSL CheckForSwitchToGoldstar JSL CheckForSwitchToGoldstar

View File

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

View File

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

View File

@@ -1,5 +1,10 @@
; ========================================================= ; =========================================================
; Twinrova Boss Sprite ; Twinrova Boss Sprite
;
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
;
; ========================================================= ; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX) !SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -37,18 +42,17 @@ Sprite_Twinrova_Long:
{ {
PHB : PHK : PLB PHB : PHK : PLB
JSR Sprite_Twinrova_Draw ; Call the draw code JSR Sprite_Twinrova_Draw
JSL Sprite_DrawShadow JSL Sprite_DrawShadow
JSL Sprite_CheckActive ; Check if game is not paused JSL Sprite_CheckActive : BCC .SpriteIsNotActive
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_Twinrova_CheckIfDead ; Check if sprite is dead JSR Sprite_Twinrova_CheckIfDead
JSR Sprite_Twinrova_Main ; Call the main sprite code JSR Sprite_Twinrova_Main
.SpriteIsNotActive .SpriteIsNotActive
PLB ; Get back the databank we stored previously PLB
RTL ; Go back to original code RTL
} }
; ========================================================= ; =========================================================
@@ -58,10 +62,10 @@ Sprite_Twinrova_CheckIfDead:
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero ; 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 LDA.b #$00 : STA $0E50, X
.healthNotNegative .health_not_negative
LDA $0E50, X : BNE .not_dead LDA $0E50, X : BNE .not_dead
PHX PHX
@@ -70,7 +74,7 @@ Sprite_Twinrova_CheckIfDead:
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage
PLX PLX
.not_dead .not_dead
RTS RTS
} }
@@ -80,10 +84,9 @@ Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
STZ $0D80, X ; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health LDA.b #$40 : STA $0E50, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic) LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15) %SetSpriteSpeedX(15)
@@ -91,13 +94,25 @@ Sprite_Twinrova_Prep:
LDA #$10 : STA $08 LDA #$10 : STA $08
LDA #$10 : STA $09 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 PLB
RTL RTL
} }
; =========================================================
!AnimSpeed = 8 !AnimSpeed = 8
macro Twinrova_Front() macro Twinrova_Front()
@@ -131,6 +146,8 @@ endmacro
; ========================================================= ; =========================================================
; Phase 0: Blind Maiden turns into Twinrova. ; 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 ; Phase 1: Twinrova is one entity, moving around the room
; and shooting fire and ice attacks at Link. ; and shooting fire and ice attacks at Link.
@@ -157,14 +174,14 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09 dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A dw Twinrova_Dead ; 0x0A
; 0x00
Twinrova_Init: Twinrova_Init:
{ {
; %Twinrova_Front()
JSR ApplyTwinrovaGraphics
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
; 0x01
Twinrova_MoveState: Twinrova_MoveState:
{ {
LDA $0E50, X : CMP.b #$20 : BCS .phase_1 LDA $0E50, X : CMP.b #$20 : BCS .phase_1
@@ -210,6 +227,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards: Twinrova_MoveForwards:
{ {
%Twinrova_Front() %Twinrova_Front()
@@ -226,6 +244,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards: Twinrova_MoveBackwards:
{ {
%Twinrova_Back() %Twinrova_Back()
@@ -242,6 +261,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x04
Twinrova_PrepareAttack: Twinrova_PrepareAttack:
{ {
%StartOnFrame(7) %StartOnFrame(7)
@@ -293,6 +313,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x07
Twinrova_Hurt: Twinrova_Hurt:
{ {
%StartOnFrame(10) %StartOnFrame(10)
@@ -311,6 +332,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x08
Twinrova_KoumeMode: Twinrova_KoumeMode:
{ {
%StartOnFrame(8) %StartOnFrame(8)
@@ -330,6 +352,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x09
Twinrova_KotakeMode: Twinrova_KotakeMode:
{ {
%StartOnFrame(9) %StartOnFrame(9)
@@ -349,38 +372,33 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; 0x0A
Twinrova_Dead: Twinrova_Dead:
{ {
%StartOnFrame(10) %StartOnFrame(10)
%Twinrova_Hurt() %Twinrova_Hurt()
RTS RTS
} }
} }
; ========================================================= ; =========================================================
Untitled_Garnish: ; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry:
{ {
LDA $1A : AND.b #$03 : BNE .no_shake LDA $1A : AND.b #$03 : BNE .no_shake
JSL Sprite_IsToRightOfPlayer JSL Sprite_IsToRightOfPlayer
LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake LDA $0D50, X : CMP .x_speed_targets, Y : BEQ .no_shake
CLC : ADC.w $8000, Y : STA $0D50, X CLC : ADC.w $8000, Y : STA $0D50, X
.no_shake: .no_shake
JSL Sprite_CheckTileCollision : BEQ .exit JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer JSL Sprite_BounceTowardPlayer
.exit .exit
RTS RTS
.x_speed_targets .x_speed_targets
db 8, -16 db 8, -16
} }
@@ -388,117 +406,84 @@ Sprite_Twinrova_FireAttack:
{ {
JSL Sprite_CheckTileCollision : BNE .no_collision JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move JSL Sprite_Move
.no_collision .no_collision
JSR Sprite_Twinrova_FireAttack_AddFireGarnish JSR AddFireGarnish
JMP Untitled_Garnish JMP TrinexxBreath_AltEntry
}
.AddFireGarnish ; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
LDA.b #$1D .next_slot
; *$EBDE8 ALTERNATE ENTRY POINT
PHX : TXY
TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8 LDA $00 : STA $0FF8
.use_search_index .use_search_index
LDX $0FF8 LDX $0FF8
.free_slot .free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4 LDA.b #$10 : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X TYA : STA $7FF92C, X
LDA $0D10, Y : STA $7FF83C, X LDA.w SprX, Y : STA $7FF83C, X
LDA $0D30, Y : STA $7FF878, X LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA $0D00, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X LDA.b #$7F : STA $7FF90E, X
STX $00 STX $00
PLX PLX
.return .return
RTS RTS
} }
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2: AddIceGarnishV2:
{ {
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
LDA.b #$1D .next_slot
; *$EBDE8 ALTERNATE ENTRY POINT
PHX : TXY
TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8 LDA.b #$00 : STA $0FF8
.use_search_index .use_search_index
LDX $0FF8 LDX $0FF8
.free_slot .free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4 LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X TYA : STA $7FF92C, X
LDA $0D10, Y : STA $7FF83C, X LDA.w SprX, Y : STA $7FF83C, X
LDA $0D30, Y : STA $7FF878, 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.b #$7F : STA $7FF90E, X : STX $00
LDA $0D20, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX PLX
.return .return
RTS RTS
} }
Sprite_Twinrova_IceAttack: Sprite_Twinrova_IceAttack:
{ {
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move JSL Sprite_Move
.no_collision
JSR AddIceGarnishV2 JSR AddIceGarnishV2
JSR Untitled_Garnish JMP TrinexxBreath_AltEntry
.return
RTS
} }
; ========================================================= ; =========================================================
@@ -539,20 +524,15 @@ org $09B34F
Garnish_TrinexxIce: Garnish_TrinexxIce:
{ {
; special animation 0x0C ; special animation 0x0C
LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY LDA $7FF90E, X : LSR #2 : AND.b #$03 : TAY
LDA TrinexxIce_Pool_properties, Y : STA $04 LDA TrinexxIce_Pool_properties, Y : STA $04
JSR Garnish_PrepOamCoord JSR Garnish_PrepOamCoord
LDA $00 : STA ($90), Y LDA $00 : STA ($90), Y
LDA $02 : INY : STA ($90), Y LDA $02 : INY : STA ($90), Y
LDA $7FF90E, X : LSR #5 : PHX : TAX LDA $7FF90E, X : LSR #5 : PHX : TAX
LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y LDA TrinexxIce_Pool_chr, X : INY : STA ($90), Y
LDA.b #$35 : ORA $04 : PLX LDA.b #$35 : ORA $04 : PLX
JMP Garnish_SetOamPropsAndLargeSize JMP Garnish_SetOamPropsAndLargeSize
@@ -581,7 +561,7 @@ Sprite_Twinrova_Draw:
PHX PHX
LDX .nbr_of_tiles, Y ;amount of tiles -1 LDX .nbr_of_tiles, Y ;amount of tiles -1
LDY.b #$00 LDY.b #$00
.nextTile .nextTile
PHX ; Save current Tile Index? PHX ; Save current Tile Index?
@@ -603,7 +583,7 @@ Sprite_Twinrova_Draw:
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
STA $0E STA $0E
.on_screen_y .on_screen_y
PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore) PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
INY INY
@@ -632,83 +612,85 @@ Sprite_Twinrova_Draw:
; ========================================================= ; =========================================================
.start_index .start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles .nbr_of_tiles
db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3 db 3, 3, 3, 3, 3, 3, 3, 5, 3, 3, 3, 3
.x_offsets .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 -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 -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
dw -8, 8, -8, 8 dw -8, 8, -8, 8
dw -8, 8, -8, 8 dw -8, 8, -8, 8
.y_offsets .y_offsets
dw -8, -8, 8, 8 dw -8, -8, 8, 8
dw -7, -7, 9, 9 dw -7, -7, 9, 9
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 -7, -7, 9, 9 dw -7, -7, 9, 9
dw -6, -6, 10, 10 dw -6, -6, 10, 10
dw -8, -8, -8, 8, 8, 8 dw -8, -8, -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 -7, -7, 9, 9 dw -7, -7, 9, 9
.chr .chr
db $00, $02, $22, $24 db $00, $02, $22, $24
db $04, $06, $24, $26 db $04, $06, $24, $26
db $08, $0A, $28, $2A db $08, $0A, $28, $2A
db $0C, $0E, $28, $2A db $0C, $0E, $28, $2A
db $44, $46, $64, $66 db $44, $46, $64, $66
db $48, $4A, $68, $6A db $48, $4A, $68, $6A
db $4C, $4E, $6C, $6E db $4C, $4E, $6C, $6E
db $88, $8A, $8C, $A8, $AA, $AC db $88, $8A, $8C, $A8, $AA, $AC
db $80, $82, $A0, $A2 db $80, $82, $A0, $A2
db $84, $86, $A4, $A6 db $84, $86, $A4, $A6
db $40, $42, $60, $62 db $40, $42, $60, $62
db $40, $42, $60, $62 db $40, $42, $60, $62
.properties .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
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, $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 db $39, $39, $39, $39
.sizes .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
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, $02, $00
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
} }
; =========================================================
ApplyTwinrovaGraphics: ApplyTwinrovaGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8 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 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 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
@@ -725,8 +707,258 @@ ApplyTwinrovaGraphics:
PLX PLX
RTS RTL
TwinrovaGraphics: TwinrovaGraphics:
incbin twinrova.bin 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 ; Sprite Properties
;============================================================================== ; =========================================================
!SPRID = $9E ; The sprite ID you are overwriting (HEX) !SPRID = $9E ; The sprite ID you are overwriting (HEX)
!NbrTiles = 00 ; Number of tiles used in a frame !NbrTiles = 00 ; Number of tiles used in a frame
!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
@@ -31,7 +31,7 @@
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long) %Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
;============================================================================== ; =========================================================
Sprite_MakuTree_Long: Sprite_MakuTree_Long:
{ {
@@ -47,31 +47,29 @@ Sprite_MakuTree_Long:
PLB ; Get back the databank we stored previously PLB ; Get back the databank we stored previously
RTL ; Go back to original code RTL ; Go back to original code
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Prep: Sprite_MakuTree_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; Check if the intro has executed already.
LDA.l $7EF300 LDA.l $7EF300 : BNE .intro_is_done
BNE .intro_is_done
STZ.w $0DD0, X ; Kill the sprite STZ.w $0DD0, X ; Kill the sprite
.intro_is_done .intro_is_done
PLB PLB
RTL RTL
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Main: Sprite_MakuTree_Main:
{ {
LDA.w SprAction, X ; Load the SprAction LDA.w SprAction, X
JSL UseImplicitRegIndexedLocalJumpTable ; Goto the SprAction we are currently in JSL UseImplicitRegIndexedLocalJumpTable
dw MakuTree_Handler dw MakuTree_Handler
dw MakuTree_MeetLink dw MakuTree_MeetLink
dw MakuTree_GiveBow dw MakuTree_GiveMoonPearl
MakuTree_Handler: MakuTree_Handler:
{ {
@@ -95,7 +93,7 @@ Sprite_MakuTree_Main:
RTS RTS
} }
MakuTree_GiveBow: MakuTree_GiveMoonPearl:
{ {
; Give Link the Moon Pearl ; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem LDY #$1F : JSL Link_ReceiveItem
@@ -105,7 +103,7 @@ Sprite_MakuTree_Main:
} }
;============================================================================== ; =========================================================
Sprite_MakuTree_Draw: Sprite_MakuTree_Draw:
{ {
@@ -163,7 +161,7 @@ Sprite_MakuTree_Draw:
RTS RTS
;============================================================================== ; =========================================================
.start_index .start_index
.nbr_of_tiles .nbr_of_tiles

View File

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