22 Commits

Author SHA1 Message Date
scawful
d12e9ee5a6 Add todo for reusing xaserle reveal secrets effect using room tag 2024-04-11 18:28:44 -04:00
scawful
8f94711e9a Restore vanilla book of mudora behavior
Add todo for special object interaction
2024-04-11 18:28:20 -04:00
scawful
8639b8525b Remove LinkItem_PortalRod override from Book of Secrets 2024-04-11 18:26:48 -04:00
scawful
33cec3b1d2 Add SecretObject to object_handler
To be used with Book of Secrets to allow for special objects which react to the item
2024-03-30 23:14:19 -04:00
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
13 changed files with 889 additions and 564 deletions

View File

@@ -1,30 +1,52 @@
; =========================================================
; Dungeon Object Handler
org $018262 ;object id 0x31
dw ExpandedObject
org $018262
dw ExpandedObject ; Object ID 0x31
dw SecretObject ; Object ID 0x32
; #_018650: dw RoomDraw_WeirdUglyPot ID 230
org $018650
dw HeavyPot
; Item ID 22B
; Heavy Pot grahics
; Currently modified to look like normal pot
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010
; Bank01 Free Space
org $01B53C
ExpandedObject:
JSL NewObjectsCode
RTS
{
JSL NewObjectsCode
RTS
}
SecretObject:
{
JSL HandleSecretObjects
RTS
}
HeavyPot:
LDA.w #$1010
PHX : LDX.w $042C
LDA.w #$1111 : STA $0500, X
; Store this object's position in the object buffer to $0520, X
LDA $BA : STA $0520, X
; Store it's tilemap position.
TYA : STA $0540, X
JMP $B350
{
LDA.w #$1010
PHX : LDX.w $042C
LDA.w #$1111 : STA $0500, X
; Store object's position in the object buffer to $0520, X
LDA $BA : STA $0520, X
; Store tilemap position.
TYA : STA $0540, X
JMP $B350
}
warnpc $01B560
; =========================================================
org $2C8000
NewObjectsCode:
{
@@ -132,32 +154,34 @@ NewObjectsCode:
incbin Data/small_statue.bin
}
; May need to make this a table
; This modifies object 0xOE to use the spritesheets for the object
CustomDrawConfig:
{
PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
TYA : LSR : AND #$00FF
CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03
.custom_config
PLA
ORA.w #$0300 : JMP .return
.no_spriteset
PLA
.return
RTS
}
TYA : LSR : AND #$00FF
; =========================================================
; Secret Object Handler
; Disappears if Link uses the Book of Secrets near them
CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03
.custom_config
PLA
ORA.w #$0300 : JMP .return
.no_spriteset
PLA
.return
RTS
HandleSecretObjects:
{
; TODO: Implement the Book of Secrets check
; TODO: Add object draw code
; TODO: Implement the object's disappearance
RTL
}
pushpc
; Item ID 22B
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010

View File

@@ -1,22 +1,62 @@
; =========================================================
; Book of Secrets (Reveal Secrets with Book of Mudora)
; Interacts with SpecialObject ID 0x32
; Makes objects disappear when using the book
org $07A45E
EXIT_07A45E:
org $07AA6C
Link_PerformDesertPrayer:
; Restored vanilla book of mudora code
; TODO: Update to work with special object
org $07A471
LinkItem_Book:
{
BIT.b $3A : BVS .exit
LDA.b $6C : BNE EXIT_07A45E
JSR Link_CheckNewY_ButtonPress : BCC .exit
LDA.b $3A : AND.b #$BF : STA.b $3A
LDA.w $02ED : BNE .do_prayer
LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
BRA .exit
.do_prayer
BRL Link_PerformDesertPrayer
.exit
RTS
}
warnpc $07A494
; =========================================================
; Makes BG2 Disappear when holding L in a building
; Based on the Parallel Worlds feature
;
; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
; Layer Flags: xxxsabcd
; (i count BG from 1 to 4
; - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled
; a - BG4 enabled
; b - BG3 enabled
; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
; d - (BG1 disabled) --> only works properly if the room
; uses the feature "BG2 on Top"
;
; Originally by XaserLE, updated by scawful
; Note: No longer used as part of Book of Secrets globally
; Likely will be reused for specific events where we can
; ensure the BG2 will have something secret to show,
; rather than allowing the ability to be used anywhere.
; =========================================================
; long subroutine that is executed every frame
org $068365
JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
JSL LinkItem_SecretsBook ; hook JSL $099F91
; =========================================================
@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
LDA $1B : AND #$01 : BEQ .end
; ----------
; Check if we have the book of secrets
LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
; TODO: Add a new condition, such as a RoomTag check
; load unfiltered joypad 1 register (AXLR|????)
; delete all bits except those for L
@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
; ----------
.end
JSL $099F91 ; at least execute original code
JSL $099F91 ; restore original code
RTL
}

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

@@ -1,11 +1,7 @@
org $07A471 ; Mudora
JSR LinkItem_PortalRod
RTS
; portal_rod.asm by scawful
; TODO: Make the item an alternative to the FishingRod
warnpc $07A493
; *$3A50F-$3A568
; Replace LinkState_UsingEther
org $07A50F
RodAnimationTimer:
db $03, $03, $05
@@ -109,6 +105,7 @@ LinkItem_FirePortal:
STZ $0D60, X
STZ $0D70, X
LDA #$09 : STA $0DD0, X
PLX
@@ -126,6 +123,8 @@ LinkItem_FirePortal:
}
; =========================================================
pushpc
org $02FF6E

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

File diff suppressed because it is too large Load Diff

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
@@ -31,81 +31,79 @@
%Set_Sprite_Properties(Sprite_MakuTree_Prep, Sprite_MakuTree_Long)
;==============================================================================
; =========================================================
Sprite_MakuTree_Long:
{
PHB : PHK : PLB
PHB : PHK : PLB
JSR Sprite_MakuTree_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_MakuTree_Draw ; Call the draw code
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
JSR Sprite_MakuTree_Main ; Call the main sprite code
JSR Sprite_MakuTree_Main ; Call the main sprite code
.SpriteIsNotActive
PLB ; Get back the databank we stored previously
RTL ; Go back to original code
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
PHB : PHK : PLB
; 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
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:
{
; Check the progress flags
LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
; Check the progress flags
LDA $7EF3D4 : CMP.b #$01 : BEQ .has_met_link
%GotoAction(1)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
.has_met_link
%ShowSolicitedMessage($22)
RTS
}
MakuTree_MeetLink:
{
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3D4
LDA #$06 : STA $7EF3C7
%GotoAction(2)
.no_talk
RTS
%ShowSolicitedMessage($20) : BCC .no_talk
LDA #$01 : STA $7EF3D4
LDA #$06 : STA $7EF3C7
%GotoAction(2)
.no_talk
RTS
}
MakuTree_GiveBow:
MakuTree_GiveMoonPearl:
{
; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem
%GotoAction(0)
RTS
; Give Link the Moon Pearl
LDY #$1F : JSL Link_ReceiveItem
%GotoAction(0)
RTS
}
}
;==============================================================================
; =========================================================
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