Compare commits
7 Commits
goldstar-i
...
book-of-se
| Author | SHA1 | Date | |
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d12e9ee5a6 | ||
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8f94711e9a | ||
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8639b8525b | ||
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33cec3b1d2 | ||
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34334bc30c | ||
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1cde67578a | ||
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6480fdbb9e |
@@ -1,30 +1,52 @@
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; =========================================================
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; Dungeon Object Handler
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org $018262 ;object id 0x31
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dw ExpandedObject
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org $018262
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dw ExpandedObject ; Object ID 0x31
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dw SecretObject ; Object ID 0x32
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; #_018650: dw RoomDraw_WeirdUglyPot ID 230
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org $018650
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dw HeavyPot
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; Item ID 22B
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; Heavy Pot grahics
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; Currently modified to look like normal pot
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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; Bank01 Free Space
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org $01B53C
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ExpandedObject:
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{
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JSL NewObjectsCode
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RTS
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}
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SecretObject:
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{
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JSL HandleSecretObjects
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RTS
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}
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HeavyPot:
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{
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LDA.w #$1010
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PHX : LDX.w $042C
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LDA.w #$1111 : STA $0500, X
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; Store this object's position in the object buffer to $0520, X
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; Store object's position in the object buffer to $0520, X
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LDA $BA : STA $0520, X
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; Store it's tilemap position.
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; Store tilemap position.
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TYA : STA $0540, X
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JMP $B350
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}
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warnpc $01B560
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; =========================================================
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org $2C8000
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NewObjectsCode:
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{
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@@ -132,32 +154,34 @@ NewObjectsCode:
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incbin Data/small_statue.bin
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}
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; May need to make this a table
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; This modifies object 0xOE to use the spritesheets for the object
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CustomDrawConfig:
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{
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PHA
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LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
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TYA : LSR : AND #$00FF
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CMP #$000E : BNE .no_spriteset
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LDA #$000E : STA $03
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.custom_config
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PLA
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ORA.w #$0300 : JMP .return
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.no_spriteset
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.no_spriteset
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PLA
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.return
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.return
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RTS
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}
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; =========================================================
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; Secret Object Handler
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; Disappears if Link uses the Book of Secrets near them
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HandleSecretObjects:
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{
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; TODO: Implement the Book of Secrets check
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; TODO: Add object draw code
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; TODO: Implement the object's disappearance
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RTL
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}
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pushpc
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; Item ID 22B
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org $00A9AC
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dw $0D28, $0D38, $4D28, $4D38
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; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
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; LDA.w #$1010
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@@ -1,22 +1,62 @@
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; =========================================================
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; Book of Secrets (Reveal Secrets with Book of Mudora)
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; Interacts with SpecialObject ID 0x32
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; Makes objects disappear when using the book
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org $07A45E
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EXIT_07A45E:
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org $07AA6C
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Link_PerformDesertPrayer:
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; Restored vanilla book of mudora code
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; TODO: Update to work with special object
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org $07A471
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LinkItem_Book:
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{
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BIT.b $3A : BVS .exit
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LDA.b $6C : BNE EXIT_07A45E
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JSR Link_CheckNewY_ButtonPress : BCC .exit
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LDA.b $3A : AND.b #$BF : STA.b $3A
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LDA.w $02ED : BNE .do_prayer
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LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
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BRA .exit
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.do_prayer
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BRL Link_PerformDesertPrayer
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.exit
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RTS
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}
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warnpc $07A494
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; =========================================================
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; Makes BG2 Disappear when holding L in a building
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; Based on the Parallel Worlds feature
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;
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; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
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; Layer Flags: xxxsabcd
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; (i count BG from 1 to 4
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; - MathOnNapkins RAM-Map counts from 0 to 3)
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; s - Sprite layer enabled
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; a - BG4 enabled
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; b - BG3 enabled
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; c - BG2 enabled
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; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
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; d - (BG1 disabled) --> only works properly if the room
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; uses the feature "BG2 on Top"
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;
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; Originally by XaserLE, updated by scawful
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; Note: No longer used as part of Book of Secrets globally
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; Likely will be reused for specific events where we can
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; ensure the BG2 will have something secret to show,
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; rather than allowing the ability to be used anywhere.
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; =========================================================
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; long subroutine that is executed every frame
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org $068365
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JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
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JSL LinkItem_SecretsBook ; hook JSL $099F91
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; =========================================================
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@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
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LDA $1B : AND #$01 : BEQ .end
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; ----------
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; Check if we have the book of secrets
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LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
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; TODO: Add a new condition, such as a RoomTag check
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; load unfiltered joypad 1 register (AXLR|????)
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; delete all bits except those for L
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@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
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; ----------
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.end
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JSL $099F91 ; at least execute original code
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JSL $099F91 ; restore original code
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RTL
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}
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@@ -1,13 +1,11 @@
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; =========================================================
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; Goldstar ASM disassembly/restoration
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; Originally from the all in patch by Conn
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; Restored by scawful with help from Zarby
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;
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; $22XXXX - Denotes the source address from all in patch
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; =========================================================
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org $07D576
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Hookshot_CheckTileCollision:
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Hookshot_CheckTileCollision:
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pullpc
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TransferGFXinRAM:
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@@ -19,7 +17,8 @@ TransferGFXinRAM:
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LDX #$80
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--
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LDA.l .morningstargfx, X : STA.l $7EA180, X
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DEX : DEX : BPL --
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DEX : DEX
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BPL --
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PLP
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PLX
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@@ -36,8 +35,7 @@ org $0085C4
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pullpc
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; =========================================================
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; Zarby Code
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; Handles the layout of OAM tile patterns for the hookshot
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; Start Zarby
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pushpc
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org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
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@@ -53,12 +51,12 @@ org $008542
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dw $A1C0, $A1C0, $A1E0, $A1E0
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pullpc
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HookMaskCheck:
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{
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LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
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LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
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; morning star graphics oam tile pattern id
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LDA.w $0109 : AND #$FF00 : ORA.w #$004A
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LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id
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RTL
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.not_mask
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; return hookshot graphics oam tile pattern id
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@@ -67,6 +65,11 @@ HookMaskCheck:
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RTL
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}
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; End Zarby
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; =========================================================
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; =========================================================
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; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
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; Call this routine to start the gfx transfer of the handle
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@@ -117,14 +120,11 @@ BallChain_ExtraCollisionLogic:
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TXA
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++ ; $22D4F3
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CMP #$FF : BEQ +++
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; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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JML $08BF10
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JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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+++ ; $22D4FB
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JML $08BF32 ; AncillaDraw_Hookshot_skip
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}
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; =========================================================
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;; 22D520
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LinkItem_BallChain_GfxTransfer:
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{
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@@ -174,10 +174,11 @@ LinkItem_BallChain_GfxTransfer:
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}
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; 22D5C0 ; Unreached
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; LDA $8580,Y
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; CMP #$02
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; BEQ $22D5CA
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; JMP $DA80
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LDA $8580,Y
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CMP #$02
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BEQ $22D5CA
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JMP $DA80
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; Graphics data for transferring the handle oam slot
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GoldstarHandleGfx:
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@@ -239,9 +240,9 @@ pullpc
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; Sets Link state to 0x00 and resets the hookshot timer
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BallChain_ResetTimer:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
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LDA GoldstarOrHookshot : CMP #$02 : BNE +
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STZ $7A ; Clear the timer
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.dont_clear_timer
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+
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STZ $5D ; Return to LinkState_Default
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RTL
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}
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@@ -265,7 +266,7 @@ BallChain_DrawChainOrHookshot:
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JSR BallChainOrHookshot_Modifier ; $D820
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ORA.b #$02
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RTL
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+ ; 22D812
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+ ; 22D812
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LDA #$0E : STA ($90),Y
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JSR BallChainOrHookshot_Modifier ; $D820
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ORA.b #$04 ; 02 is gray color
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@@ -354,47 +355,40 @@ HookshotChain_AncillaDraw:
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LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914
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LDA Hookshot_box_size_y, X
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JML $08BFB5 ; AncillaDraw_HookshotChain
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+ ; $22D914
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+ ; $22D914
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CMP #$0000 : BNE ++ ; $22D921
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LDA Hookshot_box_size_y, X
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JML $08BFB5 ; AncillaDraw_HookshotChain
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++
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++
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JSR Routine_22E5A0 ; CheckAndClearAncillaId has set the timer in A
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SEP #$30
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; Compare rotation progress
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CLC : CMP #$FB : BNE +++
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LDA #$06 : STA $2143
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||||
|
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+++ ; 22D930
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+++ ; 22D930
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BCC ++++
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JMP StartChainRotation ; $D960
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++++ ; 22D935
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++++ ; 22D935
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; Compare rotation progress
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CLC : CMP #$AB : BNE +++++
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LDA #$06 : STA $2143
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|
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+++++ ;22D93F
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+++++ ;22D93F
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; Compare rotation progress
|
||||
CLC : CMP #$5B : BNE ++++++
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LDA #$06 : STA $2143
|
||||
|
||||
++++++ ;22D949
|
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++++++ ;22D949
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||||
CLC : CMP #$E6 : BCC +++++++
|
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JMP Routine_22D9A0 ; $D9A0
|
||||
|
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+++++++ ; 22D951
|
||||
+++++++ ; 22D951
|
||||
CLC : CMP #$05 : BCC ++++++++
|
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LDA $F8 : CMP.b #$40 : BEQ +
|
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JMP Routine_22D9A0 ; $D9A0
|
||||
|
||||
++++++++ ; 22D959
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||||
JMP Routine_22D9A0 ; $D9A0
|
||||
++++++++ ; 22D959
|
||||
JMP Routine_22DBD0 ; $DBD0
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
!RotationState = $7F5803
|
||||
|
||||
; 22D960
|
||||
@@ -411,8 +405,6 @@ StartChainRotation:
|
||||
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
struct Ancilla_GetRadialProjection $0FFBC2
|
||||
.multiplier_x : skip 64
|
||||
.multiplier_y : skip 64
|
||||
@@ -425,7 +417,7 @@ Routine_22D9A0:
|
||||
{
|
||||
LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE +
|
||||
STA $7F5803 : CLC : ADC #$02
|
||||
+ ; 22D9B6
|
||||
+ ; 22D9B6
|
||||
AND #$3F : PHX : TAX
|
||||
|
||||
LDA Ancilla_GetRadialProjection.multiplier_y, X
|
||||
@@ -454,23 +446,21 @@ Routine_22D9A0:
|
||||
JSL $08DA17 ; Sparkle_PrepOAMFromRadial
|
||||
PLY : PLX
|
||||
CPY #$04 : BNE ++ ; $22DA14
|
||||
|
||||
JSR Routine_22DA70 ; $DA70
|
||||
NOP #7
|
||||
JSR BallChain_SpinAncilla ; $22DB90
|
||||
|
||||
++ ;22DA14
|
||||
++ ;22DA14
|
||||
NOP #3
|
||||
LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
|
||||
STA $00
|
||||
+++ ; 22DA1F
|
||||
+++ ; 22DA1F
|
||||
DEC $7A ; Ball Chain Timer
|
||||
SEP #$20
|
||||
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DA30
|
||||
|
||||
;; 22DA30
|
||||
Goldstar_GetPlayerPosY:
|
||||
{
|
||||
ADC $20 : CLC : ADC #$000C
|
||||
@@ -484,25 +474,21 @@ Goldstar_GetPlayerPosY:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DA50
|
||||
|
||||
Goldstar_GetPlayerPosX:
|
||||
{
|
||||
LDA $22 : CLC : ADC #$0008
|
||||
CPX #$04 : BNE + ; $22DA5F
|
||||
SEC : SBC #$000C
|
||||
RTS
|
||||
+ ; $22DA5F
|
||||
+ ; $22DA5F
|
||||
CPX #$06 : BNE ++ ; $22DA67
|
||||
CLC : ADC #$000C
|
||||
++ ;$22DA67
|
||||
++ ;$22DA67
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DA70
|
||||
|
||||
Routine_22DA70:
|
||||
{
|
||||
LDY #$00 : LDA $02 ; set sign of projected distance X
|
||||
@@ -515,9 +501,7 @@ Routine_22DA70:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DA80 Possibly unused
|
||||
|
||||
Routine_22DA80:
|
||||
{
|
||||
LDA $7EF34A : CMP #$02
|
||||
@@ -532,9 +516,7 @@ Routine_22DA80:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DAA0
|
||||
|
||||
Routine_22DAA0:
|
||||
{
|
||||
CPY #$04 : BNE .alpha
|
||||
@@ -564,29 +546,25 @@ Routine_22DAA0:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DAD0
|
||||
|
||||
Routine_22DAD0:
|
||||
{
|
||||
CPX #$00 : BNE + ; $22DAD7
|
||||
LDA #$2E
|
||||
RTS
|
||||
+ ; 22DAD7
|
||||
+ ; 22DAD7
|
||||
CPX #$02 : BNE ++ ; $22DADE
|
||||
LDA #$13
|
||||
RTS
|
||||
++ ; 22DADE
|
||||
++ ; 22DADE
|
||||
CPX #$04 : BNE +++ ; $22DAE5
|
||||
LDA #$2B
|
||||
RTS
|
||||
+++ ; 22DAE5
|
||||
+++ ; 22DAE5
|
||||
LDA #$09
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
pushpc
|
||||
org $08BF94
|
||||
JML BallChain_TryAncillaDraw
|
||||
@@ -599,16 +577,15 @@ pullpc
|
||||
BallChain_TryAncillaDraw:
|
||||
{
|
||||
; 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 +
|
||||
SEP #$20
|
||||
JML HookshotChain_AncillaDraw ; $22D900
|
||||
|
||||
+ ; $22DB15
|
||||
+ ; $22DB15
|
||||
LDA Hookshot_box_size_y,X : BNE ++
|
||||
JML $08BF99 ; AncillaDraw_HookshotChain
|
||||
|
||||
++ ; $22DB1F
|
||||
++ ; $22DB1F
|
||||
JML $08BFA1 ; Resume AncillaDraw_HookshotChain
|
||||
}
|
||||
|
||||
@@ -628,13 +605,11 @@ BallChain_CheckProximityToLink:
|
||||
LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44
|
||||
LDA.b $00
|
||||
JML $08F7E0 ; Hookshot_CheckProximityToLink continue
|
||||
+ ; 22DB44
|
||||
+ ; 22DB44
|
||||
JML $08F820 ; Hookshot_CheckProximityToLink too_far
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DB50
|
||||
|
||||
Routine_22DB50:
|
||||
{
|
||||
; Ball Chain Timer
|
||||
@@ -651,15 +626,15 @@ Routine_22DB50:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; $22DB90
|
||||
|
||||
; $22DB90
|
||||
BallChain_SpinAncilla:
|
||||
{
|
||||
REP #$20
|
||||
LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha
|
||||
LDA $00 : CLC : ADC $E8 : CPX #$02
|
||||
BNE .alpha
|
||||
CLC : ADC #$0010
|
||||
.alpha
|
||||
.alpha
|
||||
STA $04
|
||||
LDA $02 : CLC : ADC $E2 : STA $06
|
||||
SEP #$20
|
||||
@@ -670,8 +645,6 @@ BallChain_SpinAncilla:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
struct AncillaAdd_HookshotData $099AF8
|
||||
.speed_y: skip 4
|
||||
.speed_x: skip 4
|
||||
@@ -687,16 +660,16 @@ Routine_22DBD0:
|
||||
; Check Link direction
|
||||
LDA $2F : CMP #$00 : BNE .not_up
|
||||
LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity
|
||||
.not_up
|
||||
.not_up
|
||||
CMP #$02 : BNE .not_down
|
||||
LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity
|
||||
.not_down
|
||||
.not_down
|
||||
CMP #$04 : BNE .not_left
|
||||
LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity
|
||||
.not_left
|
||||
.not_left
|
||||
CMP #$06 : BNE .not_right
|
||||
LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity
|
||||
.not_right
|
||||
.not_right
|
||||
SEP #$20
|
||||
STZ $0C58 ; Ancilla4 Misc
|
||||
STZ $0C62 ; Ancilla4 hookshoot extension
|
||||
@@ -738,9 +711,7 @@ HookshotOrBallChain_Extending_ignore_collision:
|
||||
JML $08BEDC ; AncillaDraw_Hookshot
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DC70
|
||||
|
||||
ClearAncillaVariables:
|
||||
{
|
||||
REP #$30
|
||||
@@ -769,29 +740,24 @@ BallChain_SFX_Control:
|
||||
LDA $7A : CMP #$00 : BNE + ; $22DC9C
|
||||
LDA.b #$0A ; SFX2.0A
|
||||
RTL
|
||||
+ ;; 22DC9C
|
||||
+ ;; 22DC9C
|
||||
LDA.b #$07 ; Clear SFX2
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DCA0
|
||||
; SFX Pan flags?
|
||||
|
||||
Routine_22DCA0:
|
||||
{
|
||||
LDA $7A : CMP #$00 : BNE + ;$A2DCAB
|
||||
LDA $0DBB5B,X
|
||||
RTL
|
||||
+
|
||||
+
|
||||
LDA #$00
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22DD90
|
||||
; TODO: Investigate the purpose of the $7A timer here
|
||||
|
||||
;; 22DD90
|
||||
CheckAndClearAncillaId:
|
||||
{
|
||||
SEP #$30
|
||||
@@ -802,57 +768,49 @@ CheckAndClearAncillaId:
|
||||
LDA $0C4B : CMP #$1F : BEQ ++++ ; $22DDC1
|
||||
LDA $7A ; Ball Chain Timer
|
||||
RTS
|
||||
++ ; 22DDB1
|
||||
++ ; 22DDB1
|
||||
NOP : NOP
|
||||
STZ $0C4C : LDA $7A
|
||||
RTS
|
||||
+++ ; 22DDB9
|
||||
+++ ; 22DDB9
|
||||
NOP : NOP
|
||||
STZ $0C4D : LDA $7A
|
||||
RTS
|
||||
++++ ; 22DDC1
|
||||
++++ ; 22DDC1
|
||||
NOP : NOP
|
||||
STZ $0C4B : LDA $7A
|
||||
RTS
|
||||
+ ; 22DDC9
|
||||
+ ; 22DDC9
|
||||
STZ $0C4A : LDA $7A
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22E5A0
|
||||
; 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:
|
||||
{
|
||||
SEP #$30
|
||||
JMP CheckForSomariaBlast ; $EE80
|
||||
.22E5A5 ; 22E5A5
|
||||
.22E5A5 ; 22E5A5
|
||||
LDA $0C4C : CMP #$2C : BNE + ; $22E5B2
|
||||
INC $0C4C
|
||||
;JMP $E5DB
|
||||
|
||||
+ ; 22E5B2
|
||||
+ ; 22E5B2
|
||||
LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF
|
||||
INC $0C4D
|
||||
;JMP $E5DB
|
||||
|
||||
++ ; 22E5BF
|
||||
++ ; 22E5BF
|
||||
LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC
|
||||
INC $0C4E
|
||||
;JMP $E5DB
|
||||
|
||||
+++ ; 22E5CC
|
||||
+++ ; 22E5CC
|
||||
LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9
|
||||
INC $0C4F
|
||||
;JMP $E5DB
|
||||
|
||||
++++ ; 22E5D9
|
||||
++++ ; 22E5D9
|
||||
BRA +++++ ; $22E5E0
|
||||
|
||||
+++++ ; 22E5E0
|
||||
+++++ ; 22E5E0
|
||||
JSR CheckAndClearAncillaId ; $DD90
|
||||
RTS
|
||||
}
|
||||
@@ -869,52 +827,41 @@ Routine_22E5F0:
|
||||
JMP $E108
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
;22EE80
|
||||
; TODO: Handle the somaria blast case, these JMPs are invalid.
|
||||
|
||||
CheckForSomariaBlast:
|
||||
{
|
||||
LDA $0300 : BEQ + ; $22EE88
|
||||
;JMP $E5DB
|
||||
|
||||
+ ; 22EE88
|
||||
JMP $E5DB
|
||||
+ ; 22EE88
|
||||
LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92
|
||||
;JMP $EEC0
|
||||
|
||||
++ ; 22EE92
|
||||
JMP $EEC0
|
||||
++ ; 22EE92
|
||||
LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C
|
||||
;JMP $EEC0
|
||||
|
||||
+++ ; 22EE9C
|
||||
JMP $EEC0
|
||||
+++ ; 22EE9C
|
||||
LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6
|
||||
;JMP $EEC0
|
||||
|
||||
++++ ; 22EEA6
|
||||
JMP $EEC0
|
||||
++++ ; 22EEA6
|
||||
LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0
|
||||
;JMP $EEC0
|
||||
|
||||
+++++ ; 22EEB0
|
||||
JMP $EEC0
|
||||
+++++ ; 22EEB0
|
||||
LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA
|
||||
;JMP $EEC0
|
||||
|
||||
++++++ ; 22EEBA
|
||||
JMP $EEC0
|
||||
++++++ ; 22EEBA
|
||||
JMP Routine_22E5A0_22E5A5 ; $E5A5
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22EF00
|
||||
; Hooked inside LinkItem_Hookshot @ 07AB5E
|
||||
|
||||
;; 22EF00
|
||||
; Hooked inside LinkItem_Hookshot @ 07AB5E
|
||||
BallChain_StartAnimationFlag:
|
||||
{
|
||||
; Restore vanilla code
|
||||
LDA #$01 : STA $037B
|
||||
LDA #$01 : STA $037B ; Restore vanilla code
|
||||
; Check if we are rotating the goldstar
|
||||
LDA $037A : CMP #$04 : BNE +
|
||||
; Animation flag, prevent menu from opening
|
||||
LDA #$01 : STA $0112
|
||||
+
|
||||
LDA #$01 : STA $0112 ; Animation flag, prevent menu from opening
|
||||
+
|
||||
RTL
|
||||
}
|
||||
|
||||
@@ -937,10 +884,10 @@ BallChain_Finish:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22EF30
|
||||
; Hooked at $07AC98
|
||||
|
||||
|
||||
Hookshot_Init:
|
||||
{
|
||||
; ResetAllAcceleration:
|
||||
@@ -965,8 +912,6 @@ Hookshot_Init:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Goldstar_Begin:
|
||||
{
|
||||
JSL CheckForBallChain
|
||||
@@ -978,33 +923,30 @@ Goldstar_Begin:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CheckForSwitchToGoldstar:
|
||||
{
|
||||
%CheckNewR_ButtonPress() : BEQ .continue
|
||||
LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot
|
||||
LDA #$01 : STA GoldstarOrHookshot
|
||||
JMP .continue
|
||||
.set_hookshot:
|
||||
.set_hookshot:
|
||||
LDA #$02 : STA GoldstarOrHookshot
|
||||
.continue:
|
||||
LDA.b $3A : AND.b #$40 ; Restore vanilla code
|
||||
.continue:
|
||||
; Restore vanilla code
|
||||
LDA.b $3A : AND.b #$40
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
BeginGoldstarOrHookshot:
|
||||
{
|
||||
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
|
||||
JMP .return
|
||||
|
||||
.begin_goldstar:
|
||||
.begin_goldstar:
|
||||
JSL Goldstar_Begin
|
||||
RTL
|
||||
|
||||
.return
|
||||
.return
|
||||
JSL Hookshot_Init
|
||||
LDA #$13 : STA $5D ; Set hookshot state
|
||||
LDA #$01 : STA.w $037B
|
||||
@@ -1014,12 +956,13 @@ BeginGoldstarOrHookshot:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
MaybeUploadBirdGraphicsToOam:
|
||||
{
|
||||
LDY $037A : CPY #$0104 : BEQ .here
|
||||
LDY #$40E0 : STY $2116
|
||||
LDY $037A
|
||||
CPY #$0104
|
||||
BEQ .here
|
||||
LDY #$40E0
|
||||
STY $2116
|
||||
JML $008B30
|
||||
.here
|
||||
JML $008B50
|
||||
@@ -1027,9 +970,6 @@ MaybeUploadBirdGraphicsToOam:
|
||||
|
||||
pushpc
|
||||
|
||||
; =========================================================
|
||||
; Main Hookshot/Goldstar hooks
|
||||
|
||||
org $07AB25
|
||||
JSL CheckForSwitchToGoldstar
|
||||
|
||||
|
||||
@@ -1,34 +1,42 @@
|
||||
; =============================================================================
|
||||
; =========================================================
|
||||
; 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 NewBookCode
|
||||
|
||||
.return
|
||||
JSL LinkItem_JumpFeather
|
||||
.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
|
||||
NewBookCode:
|
||||
LinkItem_JumpFeather:
|
||||
{
|
||||
JSL $07983A ; Reset swim state
|
||||
LDA $46 : BNE .cantuseit
|
||||
LDA #$02 : STA $5D ; state recoil
|
||||
LDA #$01 : STA $4D ; state recoil 2
|
||||
LDA #$02 : STA $5D ; set link state recoil
|
||||
LDA #$02 : STA $4D ; set jumping state (ledge hop)
|
||||
|
||||
; Length of the jump
|
||||
LDA #$20
|
||||
|
||||
STA $46
|
||||
LDA #$20 : STA $46
|
||||
|
||||
; Height of the jump
|
||||
LDA #$24
|
||||
@@ -36,12 +44,12 @@ NewBookCode:
|
||||
; 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
|
||||
STZ $31 : STZ $30
|
||||
|
||||
LDA $F4 : AND #$08 : BEQ .noUp
|
||||
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
|
||||
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
|
||||
}
|
||||
|
||||
print "End of Items/jump_feather.asm ", pc
|
||||
pushpc
|
||||
@@ -1,11 +1,7 @@
|
||||
org $07A471 ; Mudora
|
||||
JSR LinkItem_PortalRod
|
||||
RTS
|
||||
; portal_rod.asm by scawful
|
||||
; TODO: Make the item an alternative to the FishingRod
|
||||
|
||||
|
||||
warnpc $07A493
|
||||
|
||||
; *$3A50F-$3A568
|
||||
; Replace LinkState_UsingEther
|
||||
org $07A50F
|
||||
RodAnimationTimer:
|
||||
db $03, $03, $05
|
||||
@@ -109,6 +105,7 @@ LinkItem_FirePortal:
|
||||
|
||||
STZ $0D60, X
|
||||
STZ $0D70, X
|
||||
LDA #$09 : STA $0DD0, X
|
||||
|
||||
PLX
|
||||
|
||||
@@ -126,6 +123,8 @@ LinkItem_FirePortal:
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
pushpc
|
||||
|
||||
org $02FF6E
|
||||
|
||||
Reference in New Issue
Block a user