1 Commits

7 changed files with 151 additions and 221 deletions

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

View File

@@ -1,51 +1,29 @@
; =========================================================
; Dungeon Object Handler
org $018262
dw ExpandedObject ; Object ID 0x31
dw SecretObject ; Object ID 0x32
org $018262 ;object id 0x31
dw ExpandedObject
; #_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
}
SecretObject:
{
JSL HandleSecretObjects
RTS
}
JSL NewObjectsCode
RTS
HeavyPot:
{
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
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
; =========================================================
warnpc $01B560
org $2C8000
NewObjectsCode:
@@ -154,34 +132,32 @@ 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
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
}
PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
; =========================================================
; Secret Object Handler
; Disappears if Link uses the Book of Secrets near them
TYA : LSR : AND #$00FF
HandleSecretObjects:
{
; TODO: Implement the Book of Secrets check
; TODO: Add object draw code
; TODO: Implement the object's disappearance
RTL
CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03
.custom_config
PLA
ORA.w #$0300 : JMP .return
.no_spriteset
PLA
.return
RTS
}
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)
; 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 ; hook JSL $099F91
JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
; =========================================================
@@ -68,7 +28,8 @@ LinkItem_SecretsBook:
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|????)
; delete all bits except those for L
@@ -85,7 +46,7 @@ LinkItem_SecretsBook:
; ----------
.end
JSL $099F91 ; restore original code
JSL $099F91 ; at least execute original code
RTL
}

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@@ -1,95 +1,66 @@
; =========================================================
; =============================================================================
; 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 LinkItem_JumpFeather
.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 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
LinkItem_JumpFeather:
NewBookCode:
{
JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; set link state recoil
LDA #$02 : STA $4D ; set jumping state (ledge hop)
LDA #$02 : STA $5D ; state recoil
LDA #$01 : STA $4D ; state recoil 2
; Length of the jump
LDA #$20 : STA $46
; Length of the jump
LDA #$20
; Height of the jump
LDA #$24
STA $46
; Set vertical resistance
STA $29
STA $02C7
; Height of the jump
LDA #$24
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Set vertical resistance
STA $29
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets
STZ $31 : STZ $30
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
; 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
.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

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@@ -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

View File

@@ -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

View File

@@ -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
SEP #$30
LDY $0202 : LDX.w Menu_AddressLong-1, Y
LDA.l $7EF33F, X : CMP.b #$00 : BNE .item_available
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
.we_have_that_item
RTL
.weHaveThatItem
RTS
.equippableItemAvailable
.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