1 Commits

4 changed files with 421 additions and 460 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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@@ -1,10 +1,8 @@
; =========================================================
; Goldstar ASM disassembly/restoration ; Goldstar ASM disassembly/restoration
; Originally from the all in patch by Conn ; Originally from the all in patch by Conn
; Restored by scawful with help from Zarby ; Restored by scawful with help from Zarby
; ;
; $22XXXX - Denotes the source address from all in patch ; $22XXXX - Denotes the source address from all in patch
; =========================================================
org $07D576 org $07D576
Hookshot_CheckTileCollision: Hookshot_CheckTileCollision:
@@ -19,7 +17,8 @@ TransferGFXinRAM:
LDX #$80 LDX #$80
-- --
LDA.l .morningstargfx, X : STA.l $7EA180, X LDA.l .morningstargfx, X : STA.l $7EA180, X
DEX : DEX : BPL -- DEX : DEX
BPL --
PLP PLP
PLX PLX
@@ -36,8 +35,7 @@ org $0085C4
pullpc pullpc
; ========================================================= ; =========================================================
; Zarby Code ; Start Zarby
; Handles the layout of OAM tile patterns for the hookshot
pushpc pushpc
org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
@@ -53,12 +51,12 @@ org $008542
dw $A1C0, $A1C0, $A1E0, $A1E0 dw $A1C0, $A1C0, $A1E0, $A1E0
pullpc pullpc
HookMaskCheck: HookMaskCheck:
{ {
LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
; morning star graphics oam tile pattern id LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id
LDA.w $0109 : AND #$FF00 : ORA.w #$004A
RTL RTL
.not_mask .not_mask
; return hookshot graphics oam tile pattern id ; return hookshot graphics oam tile pattern id
@@ -67,6 +65,11 @@ HookMaskCheck:
RTL RTL
} }
; End Zarby
; =========================================================
; ========================================================= ; =========================================================
; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A ; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
; Call this routine to start the gfx transfer of the handle ; Call this routine to start the gfx transfer of the handle
@@ -117,14 +120,11 @@ BallChain_ExtraCollisionLogic:
TXA TXA
++ ; $22D4F3 ++ ; $22D4F3
CMP #$FF : BEQ +++ CMP #$FF : BEQ +++
; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
JML $08BF10
+++ ; $22D4FB +++ ; $22D4FB
JML $08BF32 ; AncillaDraw_Hookshot_skip JML $08BF32 ; AncillaDraw_Hookshot_skip
} }
; =========================================================
;; 22D520 ;; 22D520
LinkItem_BallChain_GfxTransfer: LinkItem_BallChain_GfxTransfer:
{ {
@@ -174,10 +174,11 @@ LinkItem_BallChain_GfxTransfer:
} }
; 22D5C0 ; Unreached ; 22D5C0 ; Unreached
; LDA $8580,Y LDA $8580,Y
; CMP #$02 CMP #$02
; BEQ $22D5CA BEQ $22D5CA
; JMP $DA80 JMP $DA80
; Graphics data for transferring the handle oam slot ; Graphics data for transferring the handle oam slot
GoldstarHandleGfx: GoldstarHandleGfx:
@@ -239,9 +240,9 @@ pullpc
; Sets Link state to 0x00 and resets the hookshot timer ; Sets Link state to 0x00 and resets the hookshot timer
BallChain_ResetTimer: BallChain_ResetTimer:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer LDA GoldstarOrHookshot : CMP #$02 : BNE +
STZ $7A ; Clear the timer STZ $7A ; Clear the timer
.dont_clear_timer +
STZ $5D ; Return to LinkState_Default STZ $5D ; Return to LinkState_Default
RTL RTL
} }
@@ -365,36 +366,29 @@ HookshotChain_AncillaDraw:
; Compare rotation progress ; Compare rotation progress
CLC : CMP #$FB : BNE +++ CLC : CMP #$FB : BNE +++
LDA #$06 : STA $2143 LDA #$06 : STA $2143
+++ ; 22D930 +++ ; 22D930
BCC ++++ BCC ++++
JMP StartChainRotation ; $D960 JMP StartChainRotation ; $D960
++++ ; 22D935 ++++ ; 22D935
; Compare rotation progress ; Compare rotation progress
CLC : CMP #$AB : BNE +++++ CLC : CMP #$AB : BNE +++++
LDA #$06 : STA $2143 LDA #$06 : STA $2143
+++++ ;22D93F +++++ ;22D93F
; Compare rotation progress ; Compare rotation progress
CLC : CMP #$5B : BNE ++++++ CLC : CMP #$5B : BNE ++++++
LDA #$06 : STA $2143 LDA #$06 : STA $2143
++++++ ;22D949 ++++++ ;22D949
CLC : CMP #$E6 : BCC +++++++ CLC : CMP #$E6 : BCC +++++++
JMP Routine_22D9A0 ; $D9A0 JMP Routine_22D9A0 ; $D9A0
+++++++ ; 22D951 +++++++ ; 22D951
CLC : CMP #$05 : BCC ++++++++ CLC : CMP #$05 : BCC ++++++++
LDA $F8 : CMP.b #$40 : BEQ + LDA $F8 : CMP.b #$40 : BEQ +
JMP Routine_22D9A0 ; $D9A0
JMP Routine_22D9A0 ; $D9A0
++++++++ ; 22D959 ++++++++ ; 22D959
JMP Routine_22DBD0 ; $DBD0 JMP Routine_22DBD0 ; $DBD0
} }
; =========================================================
!RotationState = $7F5803 !RotationState = $7F5803
; 22D960 ; 22D960
@@ -411,8 +405,6 @@ StartChainRotation:
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
} }
; =========================================================
struct Ancilla_GetRadialProjection $0FFBC2 struct Ancilla_GetRadialProjection $0FFBC2
.multiplier_x : skip 64 .multiplier_x : skip 64
.multiplier_y : skip 64 .multiplier_y : skip 64
@@ -454,10 +446,10 @@ Routine_22D9A0:
JSL $08DA17 ; Sparkle_PrepOAMFromRadial JSL $08DA17 ; Sparkle_PrepOAMFromRadial
PLY : PLX PLY : PLX
CPY #$04 : BNE ++ ; $22DA14 CPY #$04 : BNE ++ ; $22DA14
JSR Routine_22DA70 ; $DA70 JSR Routine_22DA70 ; $DA70
NOP #7 NOP #7
JSR BallChain_SpinAncilla ; $22DB90 JSR BallChain_SpinAncilla ; $22DB90
++ ;22DA14 ++ ;22DA14
NOP #3 NOP #3
LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
@@ -468,9 +460,7 @@ Routine_22D9A0:
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
} }
; ========================================================= ;; 22DA30
; 22DA30
Goldstar_GetPlayerPosY: Goldstar_GetPlayerPosY:
{ {
ADC $20 : CLC : ADC #$000C ADC $20 : CLC : ADC #$000C
@@ -484,9 +474,7 @@ Goldstar_GetPlayerPosY:
RTS RTS
} }
; =========================================================
; 22DA50 ; 22DA50
Goldstar_GetPlayerPosX: Goldstar_GetPlayerPosX:
{ {
LDA $22 : CLC : ADC #$0008 LDA $22 : CLC : ADC #$0008
@@ -500,9 +488,7 @@ Goldstar_GetPlayerPosX:
RTS RTS
} }
; =========================================================
; 22DA70 ; 22DA70
Routine_22DA70: Routine_22DA70:
{ {
LDY #$00 : LDA $02 ; set sign of projected distance X LDY #$00 : LDA $02 ; set sign of projected distance X
@@ -515,9 +501,7 @@ Routine_22DA70:
RTS RTS
} }
; =========================================================
; 22DA80 Possibly unused ; 22DA80 Possibly unused
Routine_22DA80: Routine_22DA80:
{ {
LDA $7EF34A : CMP #$02 LDA $7EF34A : CMP #$02
@@ -532,9 +516,7 @@ Routine_22DA80:
RTL RTL
} }
; =========================================================
; 22DAA0 ; 22DAA0
Routine_22DAA0: Routine_22DAA0:
{ {
CPY #$04 : BNE .alpha CPY #$04 : BNE .alpha
@@ -564,9 +546,7 @@ Routine_22DAA0:
RTS RTS
} }
; =========================================================
; 22DAD0 ; 22DAD0
Routine_22DAD0: Routine_22DAD0:
{ {
CPX #$00 : BNE + ; $22DAD7 CPX #$00 : BNE + ; $22DAD7
@@ -585,8 +565,6 @@ Routine_22DAD0:
RTS RTS
} }
; =========================================================
pushpc pushpc
org $08BF94 org $08BF94
JML BallChain_TryAncillaDraw JML BallChain_TryAncillaDraw
@@ -599,15 +577,14 @@ pullpc
BallChain_TryAncillaDraw: BallChain_TryAncillaDraw:
{ {
; Ball Chain timer should be $FF here on first run ; Ball Chain timer should be $FF here on first run
LDA $7A : AND #$00FF :CMP #$0000 : BEQ + LDA $7A : AND #$00FF
CMP #$0000 : BEQ +
CMP #$0001 : BEQ + CMP #$0001 : BEQ +
SEP #$20 SEP #$20
JML HookshotChain_AncillaDraw ; $22D900 JML HookshotChain_AncillaDraw ; $22D900
+ ; $22DB15 + ; $22DB15
LDA Hookshot_box_size_y,X : BNE ++ LDA Hookshot_box_size_y,X : BNE ++
JML $08BF99 ; AncillaDraw_HookshotChain JML $08BF99 ; AncillaDraw_HookshotChain
++ ; $22DB1F ++ ; $22DB1F
JML $08BFA1 ; Resume AncillaDraw_HookshotChain JML $08BFA1 ; Resume AncillaDraw_HookshotChain
} }
@@ -632,9 +609,7 @@ BallChain_CheckProximityToLink:
JML $08F820 ; Hookshot_CheckProximityToLink too_far JML $08F820 ; Hookshot_CheckProximityToLink too_far
} }
; =========================================================
; 22DB50 ; 22DB50
Routine_22DB50: Routine_22DB50:
{ {
; Ball Chain Timer ; Ball Chain Timer
@@ -651,13 +626,13 @@ Routine_22DB50:
RTS RTS
} }
; =========================================================
; $22DB90
; $22DB90
BallChain_SpinAncilla: BallChain_SpinAncilla:
{ {
REP #$20 REP #$20
LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha LDA $00 : CLC : ADC $E8 : CPX #$02
BNE .alpha
CLC : ADC #$0010 CLC : ADC #$0010
.alpha .alpha
STA $04 STA $04
@@ -670,8 +645,6 @@ BallChain_SpinAncilla:
RTS RTS
} }
; =========================================================
struct AncillaAdd_HookshotData $099AF8 struct AncillaAdd_HookshotData $099AF8
.speed_y: skip 4 .speed_y: skip 4
.speed_x: skip 4 .speed_x: skip 4
@@ -738,9 +711,7 @@ HookshotOrBallChain_Extending_ignore_collision:
JML $08BEDC ; AncillaDraw_Hookshot JML $08BEDC ; AncillaDraw_Hookshot
} }
; =========================================================
; 22DC70 ; 22DC70
ClearAncillaVariables: ClearAncillaVariables:
{ {
REP #$30 REP #$30
@@ -774,10 +745,8 @@ BallChain_SFX_Control:
RTL RTL
} }
; =========================================================
; 22DCA0 ; 22DCA0
; SFX Pan flags? ; SFX Pan flags?
Routine_22DCA0: Routine_22DCA0:
{ {
LDA $7A : CMP #$00 : BNE + ;$A2DCAB LDA $7A : CMP #$00 : BNE + ;$A2DCAB
@@ -788,10 +757,7 @@ Routine_22DCA0:
RTL RTL
} }
; ========================================================= ;; 22DD90
; 22DD90
; TODO: Investigate the purpose of the $7A timer here
CheckAndClearAncillaId: CheckAndClearAncillaId:
{ {
SEP #$30 SEP #$30
@@ -819,12 +785,8 @@ CheckAndClearAncillaId:
RTS RTS
} }
; =========================================================
; 22E5A0 ; 22E5A0
; Checks for the Somaria block before moving on ; Checks for the Somaria block before moving on
; TODO: Replace the JMP $E5DB with the proper code
; to handle the somaria block case.
Routine_22E5A0: Routine_22E5A0:
{ {
SEP #$30 SEP #$30
@@ -833,22 +795,18 @@ Routine_22E5A0:
LDA $0C4C : CMP #$2C : BNE + ; $22E5B2 LDA $0C4C : CMP #$2C : BNE + ; $22E5B2
INC $0C4C INC $0C4C
;JMP $E5DB ;JMP $E5DB
+ ; 22E5B2 + ; 22E5B2
LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF
INC $0C4D INC $0C4D
;JMP $E5DB ;JMP $E5DB
++ ; 22E5BF ++ ; 22E5BF
LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC
INC $0C4E INC $0C4E
;JMP $E5DB ;JMP $E5DB
+++ ; 22E5CC +++ ; 22E5CC
LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9 LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9
INC $0C4F INC $0C4F
;JMP $E5DB ;JMP $E5DB
++++ ; 22E5D9 ++++ ; 22E5D9
BRA +++++ ; $22E5E0 BRA +++++ ; $22E5E0
@@ -869,51 +827,40 @@ Routine_22E5F0:
JMP $E108 JMP $E108
} }
; =========================================================
;22EE80 ;22EE80
; TODO: Handle the somaria blast case, these JMPs are invalid. ; TODO: Handle the somaria blast case, these JMPs are invalid.
CheckForSomariaBlast: CheckForSomariaBlast:
{ {
LDA $0300 : BEQ + ; $22EE88 LDA $0300 : BEQ + ; $22EE88
;JMP $E5DB JMP $E5DB
+ ; 22EE88 + ; 22EE88
LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92 LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92
;JMP $EEC0 JMP $EEC0
++ ; 22EE92 ++ ; 22EE92
LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C
;JMP $EEC0 JMP $EEC0
+++ ; 22EE9C +++ ; 22EE9C
LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6 LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6
;JMP $EEC0 JMP $EEC0
++++ ; 22EEA6 ++++ ; 22EEA6
LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0 LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0
;JMP $EEC0 JMP $EEC0
+++++ ; 22EEB0 +++++ ; 22EEB0
LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA
;JMP $EEC0 JMP $EEC0
++++++ ; 22EEBA ++++++ ; 22EEBA
JMP Routine_22E5A0_22E5A5 ; $E5A5 JMP Routine_22E5A0_22E5A5 ; $E5A5
} }
; =========================================================
; 22EF00
; Hooked inside LinkItem_Hookshot @ 07AB5E
;; 22EF00
; Hooked inside LinkItem_Hookshot @ 07AB5E
BallChain_StartAnimationFlag: BallChain_StartAnimationFlag:
{ {
; Restore vanilla code LDA #$01 : STA $037B ; Restore vanilla code
LDA #$01 : STA $037B
; Check if we are rotating the goldstar ; Check if we are rotating the goldstar
LDA $037A : CMP #$04 : BNE + LDA $037A : CMP #$04 : BNE +
; Animation flag, prevent menu from opening LDA #$01 : STA $0112 ; Animation flag, prevent menu from opening
LDA #$01 : STA $0112
+ +
RTL RTL
} }
@@ -937,10 +884,10 @@ BallChain_Finish:
RTL RTL
} }
; =========================================================
; 22EF30 ; 22EF30
; Hooked at $07AC98 ; Hooked at $07AC98
Hookshot_Init: Hookshot_Init:
{ {
; ResetAllAcceleration: ; ResetAllAcceleration:
@@ -965,8 +912,6 @@ Hookshot_Init:
RTL RTL
} }
; =========================================================
Goldstar_Begin: Goldstar_Begin:
{ {
JSL CheckForBallChain JSL CheckForBallChain
@@ -978,8 +923,6 @@ Goldstar_Begin:
RTL RTL
} }
; =========================================================
CheckForSwitchToGoldstar: CheckForSwitchToGoldstar:
{ {
%CheckNewR_ButtonPress() : BEQ .continue %CheckNewR_ButtonPress() : BEQ .continue
@@ -989,12 +932,11 @@ CheckForSwitchToGoldstar:
.set_hookshot: .set_hookshot:
LDA #$02 : STA GoldstarOrHookshot LDA #$02 : STA GoldstarOrHookshot
.continue: .continue:
LDA.b $3A : AND.b #$40 ; Restore vanilla code ; Restore vanilla code
LDA.b $3A : AND.b #$40
RTL RTL
} }
; =========================================================
BeginGoldstarOrHookshot: BeginGoldstarOrHookshot:
{ {
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
@@ -1014,12 +956,13 @@ BeginGoldstarOrHookshot:
RTL RTL
} }
; =========================================================
MaybeUploadBirdGraphicsToOam: MaybeUploadBirdGraphicsToOam:
{ {
LDY $037A : CPY #$0104 : BEQ .here LDY $037A
LDY #$40E0 : STY $2116 CPY #$0104
BEQ .here
LDY #$40E0
STY $2116
JML $008B30 JML $008B30
.here .here
JML $008B50 JML $008B50
@@ -1027,9 +970,6 @@ MaybeUploadBirdGraphicsToOam:
pushpc pushpc
; =========================================================
; Main Hookshot/Goldstar hooks
org $07AB25 org $07AB25
JSL CheckForSwitchToGoldstar JSL CheckForSwitchToGoldstar

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@@ -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