7 Commits

Author SHA1 Message Date
scawful
d12e9ee5a6 Add todo for reusing xaserle reveal secrets effect using room tag 2024-04-11 18:28:44 -04:00
scawful
8f94711e9a Restore vanilla book of mudora behavior
Add todo for special object interaction
2024-04-11 18:28:20 -04:00
scawful
8639b8525b Remove LinkItem_PortalRod override from Book of Secrets 2024-04-11 18:26:48 -04:00
scawful
33cec3b1d2 Add SecretObject to object_handler
To be used with Book of Secrets to allow for special objects which react to the item
2024-03-30 23:14:19 -04:00
scawful
34334bc30c Prevent Link from taking spike floor damage while jumping 2024-03-30 16:47:46 -04:00
scawful
1cde67578a Rename NewBookCode to LinkItem_JumpFeather and format
Additionally, changes the jump state to use the ledge hop mode rather than the recoil animation
2024-03-30 16:47:18 -04:00
scawful
6480fdbb9e Reformat JumpFeather hook in LinkItem_BugCatchingNet 2024-03-30 16:46:30 -04:00
5 changed files with 543 additions and 512 deletions

View File

@@ -1,30 +1,52 @@
; =========================================================
; Dungeon Object Handler ; Dungeon Object Handler
org $018262 ;object id 0x31 org $018262
dw ExpandedObject dw ExpandedObject ; Object ID 0x31
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:
{ {
@@ -132,32 +154,34 @@ 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 TYA : LSR : AND #$00FF
CMP #$000E : BNE .no_spriteset CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03 LDA #$000E : STA $03
.custom_config .custom_config
PLA PLA
ORA.w #$0300 : JMP .return ORA.w #$0300 : JMP .return
.no_spriteset .no_spriteset
PLA PLA
.return .return
RTS RTS
} }
; =========================================================
; Secret Object Handler
; Disappears if Link uses the Book of Secrets near them
HandleSecretObjects:
{
; TODO: Implement the Book of Secrets check
; TODO: Add object draw code
; TODO: Implement the object's disappearance
RTL
}
pushpc pushpc
; Item ID 22B
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010

View File

@@ -1,22 +1,62 @@
; ========================================================= ; =========================================================
; 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 (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 ; 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 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 ; 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 ; overwrite it (originally JSL $099F91) JSL LinkItem_SecretsBook ; hook JSL $099F91
; ========================================================= ; =========================================================
@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
LDA $1B : AND #$01 : BEQ .end LDA $1B : AND #$01 : BEQ .end
; ---------- ; ----------
; Check if we have the book of secrets ; TODO: Add a new condition, such as a RoomTag check
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
@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
; ---------- ; ----------
.end .end
JSL $099F91 ; at least execute original code JSL $099F91 ; restore original code
RTL RTL
} }

View File

@@ -1,13 +1,11 @@
; =========================================================
; 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:
pullpc pullpc
TransferGFXinRAM: TransferGFXinRAM:
@@ -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
} }
@@ -265,7 +266,7 @@ BallChain_DrawChainOrHookshot:
JSR BallChainOrHookshot_Modifier ; $D820 JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$02 ORA.b #$02
RTL RTL
+ ; 22D812 + ; 22D812
LDA #$0E : STA ($90),Y LDA #$0E : STA ($90),Y
JSR BallChainOrHookshot_Modifier ; $D820 JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$04 ; 02 is gray color ORA.b #$04 ; 02 is gray color
@@ -354,47 +355,40 @@ HookshotChain_AncillaDraw:
LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914 LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914
LDA Hookshot_box_size_y, X LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain JML $08BFB5 ; AncillaDraw_HookshotChain
+ ; $22D914 + ; $22D914
CMP #$0000 : BNE ++ ; $22D921 CMP #$0000 : BNE ++ ; $22D921
LDA Hookshot_box_size_y, X LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain JML $08BFB5 ; AncillaDraw_HookshotChain
++ ++
JSR Routine_22E5A0 ; CheckAndClearAncillaId has set the timer in A JSR Routine_22E5A0 ; CheckAndClearAncillaId has set the timer in A
SEP #$30 SEP #$30
; Compare rotation progress ; Compare rotation progress
CLC : CMP #$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
++++++++ ; 22D959 JMP Routine_22D9A0 ; $D9A0
++++++++ ; 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
@@ -425,7 +417,7 @@ Routine_22D9A0:
{ {
LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE + LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE +
STA $7F5803 : CLC : ADC #$02 STA $7F5803 : CLC : ADC #$02
+ ; 22D9B6 + ; 22D9B6
AND #$3F : PHX : TAX AND #$3F : PHX : TAX
LDA Ancilla_GetRadialProjection.multiplier_y, X LDA Ancilla_GetRadialProjection.multiplier_y, X
@@ -454,23 +446,21 @@ 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
STA $00 STA $00
+++ ; 22DA1F +++ ; 22DA1F
DEC $7A ; Ball Chain Timer DEC $7A ; Ball Chain Timer
SEP #$20 SEP #$20
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
@@ -484,25 +474,21 @@ Goldstar_GetPlayerPosY:
RTS RTS
} }
; =========================================================
; 22DA50 ; 22DA50
Goldstar_GetPlayerPosX: Goldstar_GetPlayerPosX:
{ {
LDA $22 : CLC : ADC #$0008 LDA $22 : CLC : ADC #$0008
CPX #$04 : BNE + ; $22DA5F CPX #$04 : BNE + ; $22DA5F
SEC : SBC #$000C SEC : SBC #$000C
RTS RTS
+ ; $22DA5F + ; $22DA5F
CPX #$06 : BNE ++ ; $22DA67 CPX #$06 : BNE ++ ; $22DA67
CLC : ADC #$000C CLC : ADC #$000C
++ ;$22DA67 ++ ;$22DA67
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
@@ -564,29 +546,25 @@ Routine_22DAA0:
RTS RTS
} }
; =========================================================
; 22DAD0 ; 22DAD0
Routine_22DAD0: Routine_22DAD0:
{ {
CPX #$00 : BNE + ; $22DAD7 CPX #$00 : BNE + ; $22DAD7
LDA #$2E LDA #$2E
RTS RTS
+ ; 22DAD7 + ; 22DAD7
CPX #$02 : BNE ++ ; $22DADE CPX #$02 : BNE ++ ; $22DADE
LDA #$13 LDA #$13
RTS RTS
++ ; 22DADE ++ ; 22DADE
CPX #$04 : BNE +++ ; $22DAE5 CPX #$04 : BNE +++ ; $22DAE5
LDA #$2B LDA #$2B
RTS RTS
+++ ; 22DAE5 +++ ; 22DAE5
LDA #$09 LDA #$09
RTS RTS
} }
; =========================================================
pushpc pushpc
org $08BF94 org $08BF94
JML BallChain_TryAncillaDraw JML BallChain_TryAncillaDraw
@@ -599,16 +577,15 @@ 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
} }
@@ -628,13 +605,11 @@ BallChain_CheckProximityToLink:
LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44 LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44
LDA.b $00 LDA.b $00
JML $08F7E0 ; Hookshot_CheckProximityToLink continue JML $08F7E0 ; Hookshot_CheckProximityToLink continue
+ ; 22DB44 + ; 22DB44
JML $08F820 ; Hookshot_CheckProximityToLink too_far JML $08F820 ; Hookshot_CheckProximityToLink too_far
} }
; =========================================================
; 22DB50 ; 22DB50
Routine_22DB50: Routine_22DB50:
{ {
; Ball Chain Timer ; Ball Chain Timer
@@ -651,15 +626,15 @@ 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
LDA $02 : CLC : ADC $E2 : STA $06 LDA $02 : CLC : ADC $E2 : STA $06
SEP #$20 SEP #$20
@@ -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
@@ -687,16 +660,16 @@ Routine_22DBD0:
; Check Link direction ; Check Link direction
LDA $2F : CMP #$00 : BNE .not_up LDA $2F : CMP #$00 : BNE .not_up
LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity
.not_up .not_up
CMP #$02 : BNE .not_down CMP #$02 : BNE .not_down
LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity
.not_down .not_down
CMP #$04 : BNE .not_left CMP #$04 : BNE .not_left
LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity
.not_left .not_left
CMP #$06 : BNE .not_right CMP #$06 : BNE .not_right
LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity
.not_right .not_right
SEP #$20 SEP #$20
STZ $0C58 ; Ancilla4 Misc STZ $0C58 ; Ancilla4 Misc
STZ $0C62 ; Ancilla4 hookshoot extension STZ $0C62 ; Ancilla4 hookshoot extension
@@ -738,9 +711,7 @@ HookshotOrBallChain_Extending_ignore_collision:
JML $08BEDC ; AncillaDraw_Hookshot JML $08BEDC ; AncillaDraw_Hookshot
} }
; =========================================================
; 22DC70 ; 22DC70
ClearAncillaVariables: ClearAncillaVariables:
{ {
REP #$30 REP #$30
@@ -769,29 +740,24 @@ BallChain_SFX_Control:
LDA $7A : CMP #$00 : BNE + ; $22DC9C LDA $7A : CMP #$00 : BNE + ; $22DC9C
LDA.b #$0A ; SFX2.0A LDA.b #$0A ; SFX2.0A
RTL RTL
+ ;; 22DC9C + ;; 22DC9C
LDA.b #$07 ; Clear SFX2 LDA.b #$07 ; Clear SFX2
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
LDA $0DBB5B,X LDA $0DBB5B,X
RTL RTL
+ +
LDA #$00 LDA #$00
RTL RTL
} }
; ========================================================= ;; 22DD90
; 22DD90
; TODO: Investigate the purpose of the $7A timer here
CheckAndClearAncillaId: CheckAndClearAncillaId:
{ {
SEP #$30 SEP #$30
@@ -802,57 +768,49 @@ CheckAndClearAncillaId:
LDA $0C4B : CMP #$1F : BEQ ++++ ; $22DDC1 LDA $0C4B : CMP #$1F : BEQ ++++ ; $22DDC1
LDA $7A ; Ball Chain Timer LDA $7A ; Ball Chain Timer
RTS RTS
++ ; 22DDB1 ++ ; 22DDB1
NOP : NOP NOP : NOP
STZ $0C4C : LDA $7A STZ $0C4C : LDA $7A
RTS RTS
+++ ; 22DDB9 +++ ; 22DDB9
NOP : NOP NOP : NOP
STZ $0C4D : LDA $7A STZ $0C4D : LDA $7A
RTS RTS
++++ ; 22DDC1 ++++ ; 22DDC1
NOP : NOP NOP : NOP
STZ $0C4B : LDA $7A STZ $0C4B : LDA $7A
RTS RTS
+ ; 22DDC9 + ; 22DDC9
STZ $0C4A : LDA $7A STZ $0C4A : LDA $7A
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
JMP CheckForSomariaBlast ; $EE80 JMP CheckForSomariaBlast ; $EE80
.22E5A5 ; 22E5A5 .22E5A5 ; 22E5A5
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
+++++ ; 22E5E0 +++++ ; 22E5E0
JSR CheckAndClearAncillaId ; $DD90 JSR CheckAndClearAncillaId ; $DD90
RTS RTS
} }
@@ -869,52 +827,41 @@ 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
@@ -978,33 +923,30 @@ Goldstar_Begin:
RTL RTL
} }
; =========================================================
CheckForSwitchToGoldstar: CheckForSwitchToGoldstar:
{ {
%CheckNewR_ButtonPress() : BEQ .continue %CheckNewR_ButtonPress() : BEQ .continue
LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot
LDA #$01 : STA GoldstarOrHookshot LDA #$01 : STA GoldstarOrHookshot
JMP .continue JMP .continue
.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
JMP .return JMP .return
.begin_goldstar: .begin_goldstar:
JSL Goldstar_Begin JSL Goldstar_Begin
RTL RTL
.return .return
JSL Hookshot_Init JSL Hookshot_Init
LDA #$13 : STA $5D ; Set hookshot state LDA #$13 : STA $5D ; Set hookshot state
LDA #$01 : STA.w $037B LDA #$01 : STA.w $037B
@@ -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

View File

@@ -1,34 +1,42 @@
; ============================================================================= ; =========================================================
; 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 NewBookCode JSL LinkItem_JumpFeather
.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
NewBookCode: LinkItem_JumpFeather:
{ {
JSL $07983A ; Reset swim state JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; state recoil LDA #$02 : STA $5D ; set link state recoil
LDA #$01 : STA $4D ; state recoil 2 LDA #$02 : STA $4D ; set jumping state (ledge hop)
; Length of the jump ; Length of the jump
LDA #$20 LDA #$20 : STA $46
STA $46
; Height of the jump ; Height of the jump
LDA #$24 LDA #$24
@@ -36,12 +44,12 @@ NewBookCode:
; 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 $31 : STZ $30
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
@@ -59,9 +67,30 @@ NewBookCode:
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

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