Compare commits
1 Commits
book-of-se
...
JaredDev1
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
479b8f1f10 |
21
.gitignore
vendored
21
.gitignore
vendored
@@ -1,12 +1,9 @@
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asar.exe
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oos111.sfc
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oos111x-1.bst
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oos111x-2.bst
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oos111x-3.bst
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oos111x.bp
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oos111x.cht
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oos111x.cpu.sym
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oos111x.sfc
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oos111x.smp.sym
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oos111x.srm
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oos111x.sym
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*.exe
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*.bst
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*.bp
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*.cht
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*.cpu.sym
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*.sfc
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*.smp.sym
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*.srm
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*.sym
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@@ -1,51 +1,29 @@
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; =========================================================
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; Dungeon Object Handler
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org $018262
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dw ExpandedObject ; Object ID 0x31
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dw SecretObject ; Object ID 0x32
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org $018262 ;object id 0x31
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dw ExpandedObject
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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org $018650
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dw HeavyPot
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; Item ID 22B
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; Heavy Pot grahics
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; Currently modified to look like normal pot
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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; Bank01 Free Space
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org $01B53C
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ExpandedObject:
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{
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JSL NewObjectsCode
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RTS
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}
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SecretObject:
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{
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JSL HandleSecretObjects
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RTS
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}
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JSL NewObjectsCode
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RTS
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HeavyPot:
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{
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LDA.w #$1010
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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; Store object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store tilemap position.
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TYA : STA $0540, X
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JMP $B350
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}
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warnpc $01B560
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LDA.w #$1010
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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; Store this object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store it's tilemap position.
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TYA : STA $0540, X
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JMP $B350
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; =========================================================
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warnpc $01B560
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org $2C8000
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NewObjectsCode:
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@@ -154,34 +132,32 @@ NewObjectsCode:
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incbin Data/small_statue.bin
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}
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; May need to make this a table
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; This modifies object 0xOE to use the spritesheets for the object
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CustomDrawConfig:
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{
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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TYA : LSR : AND #$00FF
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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.custom_config
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PLA
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ORA.w #$0300 : JMP .return
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.no_spriteset
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PLA
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.return
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RTS
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}
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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; =========================================================
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; Secret Object Handler
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; Disappears if Link uses the Book of Secrets near them
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TYA : LSR : AND #$00FF
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HandleSecretObjects:
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{
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; TODO: Implement the Book of Secrets check
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; TODO: Add object draw code
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; TODO: Implement the object's disappearance
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RTL
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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.custom_config
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PLA
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ORA.w #$0300 : JMP .return
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.no_spriteset
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PLA
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.return
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RTS
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}
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pushpc
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; Item ID 22B
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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@@ -1,62 +1,22 @@
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; =========================================================
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Interacts with SpecialObject ID 0x32
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; Makes objects disappear when using the book
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org $07A45E
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EXIT_07A45E:
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org $07AA6C
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Link_PerformDesertPrayer:
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; Restored vanilla book of mudora code
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; TODO: Update to work with special object
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org $07A471
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LinkItem_Book:
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{
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BIT.b $3A : BVS .exit
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LDA.b $6C : BNE EXIT_07A45E
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JSR Link_CheckNewY_ButtonPress : BCC .exit
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LDA.b $3A : AND.b #$BF : STA.b $3A
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LDA.w $02ED : BNE .do_prayer
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LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
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BRA .exit
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.do_prayer
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BRL Link_PerformDesertPrayer
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.exit
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RTS
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}
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warnpc $07A494
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; =========================================================
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; Makes BG2 Disappear when holding L in a building
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; Based on the Parallel Worlds feature
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;
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; Layer Flags: xxxsabcd
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; (i count BG from 1 to 4
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; - MathOnNapkins RAM-Map counts from 0 to 3)
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; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
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; s - Sprite layer enabled
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; a - BG4 enabled
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; b - BG3 enabled
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; c - BG2 enabled
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; d - (BG1 disabled) --> only works properly if the room
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; uses the feature "BG2 on Top"
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; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
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;
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; Originally by XaserLE, updated by scawful
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; Note: No longer used as part of Book of Secrets globally
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; Likely will be reused for specific events where we can
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; ensure the BG2 will have something secret to show,
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; rather than allowing the ability to be used anywhere.
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; =========================================================
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; long subroutine that is executed every frame
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org $068365
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JSL LinkItem_SecretsBook ; hook JSL $099F91
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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; =========================================================
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@@ -68,7 +28,8 @@ LinkItem_SecretsBook:
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LDA $1B : AND #$01 : BEQ .end
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; ----------
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; TODO: Add a new condition, such as a RoomTag check
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; Check if we have the book of secrets
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LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
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; load unfiltered joypad 1 register (AXLR|????)
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; delete all bits except those for L
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@@ -85,7 +46,7 @@ LinkItem_SecretsBook:
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; ----------
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.end
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JSL $099F91 ; restore original code
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JSL $099F91 ; at least execute original code
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RTL
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}
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@@ -1,95 +1,66 @@
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; =========================================================
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; =============================================================================
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; Zarby Feather
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org $07AFF8 ; LinkItem_BugCatchingNet
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{
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BIT $3A : BVS .return ;if Y or B are already pressed
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL LinkItem_JumpFeather
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.return
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RTS
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BIT $3A : BVS .return ;if Y or B are already pressed
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LDA $6C : BNE .return ; if we are standing in a dooray or not
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; Link_CheckNewY_ButtonPress
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JSR $B073 : BCC .return ; Check if we just pressed Y Button
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JSL NewBookCode
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.return
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RTS
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}
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; =========================================================
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; Prevent Link from taking damage while jumping spikes
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; The game originally differentiates between your armor
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; for the damage take, however the table has all the same
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; values, so it's effectively useless.
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; TileDetect_MainHandler_no_moon_pearl
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; org $07D23D
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org $07D242
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JSL CheckIfJumpingForSpikeDamage
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NOP #2
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warnpc $07D248
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; =========================================================
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; =============================================================================
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org $2B8000
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LinkItem_JumpFeather:
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NewBookCode:
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{
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JSL $07983A ; Reset swim state
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LDA $46 : BNE .cantuseit
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LDA #$02 : STA $5D ; set link state recoil
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LDA #$02 : STA $4D ; set jumping state (ledge hop)
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LDA #$02 : STA $5D ; state recoil
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LDA #$01 : STA $4D ; state recoil 2
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; Length of the jump
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LDA #$20 : STA $46
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; Length of the jump
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LDA #$20
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; Height of the jump
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LDA #$24
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STA $46
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; Set vertical resistance
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STA $29
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STA $02C7
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; Height of the jump
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LDA #$24
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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; Set vertical resistance
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STA $29
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STA $02C7
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; Set Links direction to right(?)
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LDA #$08 : STA $0340 : STA $67
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; Reset Link movement offsets
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STZ $31 : STZ $30
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; Reset Link movement offsets
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STZ $31
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STZ $30
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LDA $F4 : AND #$08 : BEQ .noUp
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LDA #-8 ; Change that -8 if you want higher speed moving up
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STA $27 ; Vertical recoil
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.noUp
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LDA $F4 : AND #$04 : BEQ .noDown
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LDA #8 ; Change that -8 if you want higher speed moving down
|
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STA $27
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.noDown
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LDA $F4 : AND #$02 : BEQ .noLeft
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LDA #-8 ; Change that -8 if you want higher speed moving left
|
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STA $28 ; Horizontal recoil
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.noLeft
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LDA $F4 : AND #$01 : BEQ .noRight
|
||||
LDA #8 ; Change that 8 if you want higher speed moving right
|
||||
STA $28
|
||||
.noRight
|
||||
|
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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
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 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
|
||||
RTL
|
||||
}
|
||||
|
||||
print "End of Items/jump_feather.asm ", pc
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
; portal_rod.asm by scawful
|
||||
; TODO: Make the item an alternative to the FishingRod
|
||||
org $07A471 ; Mudora
|
||||
JSR LinkItem_PortalRod
|
||||
RTS
|
||||
|
||||
; Replace LinkState_UsingEther
|
||||
|
||||
warnpc $07A493
|
||||
|
||||
; *$3A50F-$3A568
|
||||
org $07A50F
|
||||
RodAnimationTimer:
|
||||
db $03, $03, $05
|
||||
@@ -105,7 +109,6 @@ LinkItem_FirePortal:
|
||||
|
||||
STZ $0D60, X
|
||||
STZ $0D70, X
|
||||
LDA #$09 : STA $0DD0, X
|
||||
|
||||
PLX
|
||||
|
||||
@@ -123,8 +126,6 @@ LinkItem_FirePortal:
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
pushpc
|
||||
|
||||
org $02FF6E
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -242,46 +242,75 @@ 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, Y
|
||||
LDA.l $7EF33F, X : BNE .have_this_item
|
||||
LDY $0202 : LDX.w Menu_AddressLong-1, Y
|
||||
LDA.l $7EF300, X : BNE .have_this_item
|
||||
CLC
|
||||
RTL
|
||||
RTS
|
||||
|
||||
.have_this_item
|
||||
SEC
|
||||
RTL
|
||||
RTS
|
||||
}
|
||||
|
||||
TryEquipNextItem_Override:
|
||||
{
|
||||
.keep_looking
|
||||
|
||||
JSR GotoNextItem_Local
|
||||
JSL DoWeHaveThisItem_Override : BCC .keep_looking
|
||||
JSR DoWeHaveThisItem_Override : BCC .keep_looking
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
SearchForEquippedItem_OverrideLong:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
JSR SearchForEquippedItem_Override
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
SearchForEquippedItem_Override:
|
||||
{
|
||||
SEP #$30
|
||||
|
||||
LDY $0202 : LDX.w Menu_AddressLong-1, Y
|
||||
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
|
||||
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
|
||||
; 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
|
||||
@@ -290,12 +319,9 @@ SearchForEquippedItem_Override:
|
||||
|
||||
.alreadyEquipped
|
||||
|
||||
; 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
|
||||
; Checks to see if we actually have that item
|
||||
; We're done if we have that item
|
||||
JSR DoWeHaveThisItem_Override : BCS .weHaveThatItem
|
||||
|
||||
JMP TryEquipNextItem_Override
|
||||
}
|
||||
@@ -305,16 +331,14 @@ pushpc
|
||||
org $0DDEB0
|
||||
DoWeHaveThisItem:
|
||||
{
|
||||
JSL DoWeHaveThisItem_Override
|
||||
JSL DoWeHaveThisItem_OverrideLong
|
||||
RTS
|
||||
}
|
||||
|
||||
org $0DE399
|
||||
SearchForEquippedItem:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
JSL SearchForEquippedItem_Override
|
||||
PLB
|
||||
JSL SearchForEquippedItem_OverrideLong
|
||||
RTS
|
||||
}
|
||||
warnpc $0DE3C7
|
||||
|
||||
Reference in New Issue
Block a user