1 Commits

7 changed files with 151 additions and 221 deletions

21
.gitignore vendored
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@@ -1,12 +1,9 @@
asar.exe *.exe
oos111.sfc *.bst
oos111x-1.bst *.bp
oos111x-2.bst *.cht
oos111x-3.bst *.cpu.sym
oos111x.bp *.sfc
oos111x.cht *.smp.sym
oos111x.cpu.sym *.srm
oos111x.sfc *.sym
oos111x.smp.sym
oos111x.srm
oos111x.sym

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@@ -1,51 +1,29 @@
; =========================================================
; Dungeon Object Handler ; Dungeon Object Handler
org $018262 org $018262 ;object id 0x31
dw ExpandedObject ; Object ID 0x31 dw ExpandedObject
dw SecretObject ; Object ID 0x32
; #_018650: dw RoomDraw_WeirdUglyPot ID 230 ; #_018650: dw RoomDraw_WeirdUglyPot ID 230
org $018650 org $018650
dw HeavyPot 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 ; Bank01 Free Space
org $01B53C org $01B53C
ExpandedObject: ExpandedObject:
{ JSL NewObjectsCode
JSL NewObjectsCode RTS
RTS
}
SecretObject:
{
JSL HandleSecretObjects
RTS
}
HeavyPot: HeavyPot:
{ LDA.w #$1010
LDA.w #$1010 PHX : LDX.w $042C
PHX : LDX.w $042C LDA.w #$1111 : STA $0500, X
LDA.w #$1111 : STA $0500, X ; Store this object's position in the object buffer to $0520, X
; Store object's position in the object buffer to $0520, X LDA $BA : STA $0520, X
LDA $BA : STA $0520, X ; Store it's tilemap position.
; Store tilemap position. TYA : STA $0540, X
TYA : STA $0540, X JMP $B350
JMP $B350
}
warnpc $01B560
; ========================================================= warnpc $01B560
org $2C8000 org $2C8000
NewObjectsCode: NewObjectsCode:
@@ -154,34 +132,32 @@ NewObjectsCode:
incbin Data/small_statue.bin incbin Data/small_statue.bin
} }
; May need to make this a table ; May need to make this a table
; This modifies object 0xOE to use the spritesheets for the object ; This modifies object 0xOE to use the spritesheets for the object
CustomDrawConfig: CustomDrawConfig:
{ {
PHA PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config 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
HandleSecretObjects: CMP #$000E : BNE .no_spriteset
{ LDA #$000E : STA $03
; TODO: Implement the Book of Secrets check .custom_config
; TODO: Add object draw code PLA
; TODO: Implement the object's disappearance ORA.w #$0300 : JMP .return
RTL .no_spriteset
PLA
.return
RTS
} }
pushpc pushpc
; Item ID 22B
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010

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@@ -1,62 +1,22 @@
; ========================================================= ; =========================================================
; Book of Secrets (Reveal Secrets with Book of Mudora) ; 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 ; Makes BG2 Disappear when holding L in a building
; Based on the Parallel Worlds feature ; Based on the Parallel Worlds feature
; ;
; Layer Flags: xxxsabcd ; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
; (i count BG from 1 to 4
; - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled ; s - Sprite layer enabled
; a - BG4 enabled ; a - BG4 enabled
; b - BG3 enabled ; b - BG3 enabled
; c - BG2 enabled ; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room ; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
; uses the feature "BG2 on Top"
; ;
; Originally by XaserLE, updated by scawful ; 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 ; long subroutine that is executed every frame
org $068365 org $068365
JSL LinkItem_SecretsBook ; hook JSL $099F91 JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
; ========================================================= ; =========================================================
@@ -68,7 +28,8 @@ LinkItem_SecretsBook:
LDA $1B : AND #$01 : BEQ .end LDA $1B : AND #$01 : BEQ .end
; ---------- ; ----------
; TODO: Add a new condition, such as a RoomTag check ; Check if we have the book of secrets
LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
; load unfiltered joypad 1 register (AXLR|????) ; load unfiltered joypad 1 register (AXLR|????)
; delete all bits except those for L ; delete all bits except those for L
@@ -85,7 +46,7 @@ LinkItem_SecretsBook:
; ---------- ; ----------
.end .end
JSL $099F91 ; restore original code JSL $099F91 ; at least execute original code
RTL RTL
} }

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@@ -1,95 +1,66 @@
; ========================================================= ; =============================================================================
; Zarby Feather ; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet org $07AFF8 ; LinkItem_BugCatchingNet
{ {
BIT $3A : BVS .return ;if Y or B are already pressed 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 LDA $6C : BNE .return ; if we are standing in a dooray or not
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather ; Link_CheckNewY_ButtonPress
.return JSR $B073 : BCC .return ; Check if we just pressed Y Button
RTS JSL NewBookCode
.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 org $2B8000
LinkItem_JumpFeather: NewBookCode:
{ {
JSL $07983A ; Reset swim state JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; set link state recoil LDA #$02 : STA $5D ; state recoil
LDA #$02 : STA $4D ; set jumping state (ledge hop) LDA #$01 : STA $4D ; state recoil 2
; Length of the jump ; Length of the jump
LDA #$20 : STA $46 LDA #$20
; Height of the jump STA $46
LDA #$24
; Set vertical resistance ; Height of the jump
STA $29 LDA #$24
STA $02C7
; Set Links direction to right(?) ; Set vertical resistance
LDA #$08 : STA $0340 : STA $67 STA $29
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets ; 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
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 .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 print "End of Items/jump_feather.asm ", pc

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

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

View File

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