1 Commits

4 changed files with 105 additions and 113 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

View File

@@ -1,42 +1,34 @@
; ========================================================= ; =============================================================================
; 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 LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress ; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather JSL NewBookCode
.return .return
RTS 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
STA $46
; Height of the jump ; Height of the jump
LDA #$24 LDA #$24
@@ -44,12 +36,12 @@ LinkItem_JumpFeather:
; Set vertical resistance ; Set vertical resistance
STA $29 STA $29
STA $02C7 STA $02C7
; Set Links direction to right(?) ; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67 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 $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up LDA #-8 ; Change that -8 if you want higher speed moving up
@@ -67,30 +59,9 @@ LinkItem_JumpFeather:
LDA #8 ; Change that 8 if you want higher speed moving right LDA #8 ; Change that 8 if you want higher speed moving right
STA $28 STA $28
.noRight .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
pushpc pushpc

View File

@@ -250,38 +250,67 @@ GotoNextItem_Local:
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
@@ -292,10 +321,7 @@ SearchForEquippedItem_Override:
; 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