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
org $018262 ;object id 0x31
dw ExpandedObject
org $018262
dw ExpandedObject ; Object ID 0x31
dw SecretObject ; Object ID 0x32
; #_018650: dw RoomDraw_WeirdUglyPot ID 230
org $018650
dw HeavyPot
; Item ID 22B
; Heavy Pot grahics
; Currently modified to look like normal pot
org $00A9AC
dw $0D28, $0D38, $4D28, $4D38
; org $01B306 ; RoomDraw_WeirdGloveRequiredPot
; LDA.w #$1010
; Bank01 Free Space
org $01B53C
ExpandedObject:
{
JSL NewObjectsCode
RTS
}
SecretObject:
{
JSL HandleSecretObjects
RTS
}
HeavyPot:
{
LDA.w #$1010
PHX : LDX.w $042C
LDA.w #$1111 : STA $0500, X
; Store this object's position in the object buffer to $0520, X
; Store object's position in the object buffer to $0520, X
LDA $BA : STA $0520, X
; Store it's tilemap position.
; Store tilemap position.
TYA : STA $0540, X
JMP $B350
}
warnpc $01B560
; =========================================================
org $2C8000
NewObjectsCode:
{
@@ -132,32 +154,34 @@ NewObjectsCode:
incbin Data/small_statue.bin
}
; May need to make this a table
; This modifies object 0xOE to use the spritesheets for the object
CustomDrawConfig:
{
PHA
LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config
TYA : LSR : AND #$00FF
CMP #$000E : BNE .no_spriteset
LDA #$000E : STA $03
.custom_config
PLA
ORA.w #$0300 : JMP .return
.no_spriteset
.no_spriteset
PLA
.return
.return
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
; 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)
; Interacts with SpecialObject ID 0x32
; Makes objects disappear when using the book
org $07A45E
EXIT_07A45E:
org $07AA6C
Link_PerformDesertPrayer:
; Restored vanilla book of mudora code
; TODO: Update to work with special object
org $07A471
LinkItem_Book:
{
BIT.b $3A : BVS .exit
LDA.b $6C : BNE EXIT_07A45E
JSR Link_CheckNewY_ButtonPress : BCC .exit
LDA.b $3A : AND.b #$BF : STA.b $3A
LDA.w $02ED : BNE .do_prayer
LDA.b #$3C : JSR PlaySFX_Set2 ; SFX2.3C
BRA .exit
.do_prayer
BRL Link_PerformDesertPrayer
.exit
RTS
}
warnpc $07A494
; =========================================================
; Makes BG2 Disappear when holding L in a building
; Based on the Parallel Worlds feature
;
; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
; Layer Flags: xxxsabcd
; (i count BG from 1 to 4
; - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled
; a - BG4 enabled
; b - BG3 enabled
; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
; d - (BG1 disabled) --> only works properly if the room
; uses the feature "BG2 on Top"
;
; Originally by XaserLE, updated by scawful
; Note: No longer used as part of Book of Secrets globally
; Likely will be reused for specific events where we can
; ensure the BG2 will have something secret to show,
; rather than allowing the ability to be used anywhere.
; =========================================================
; long subroutine that is executed every frame
org $068365
JSL LinkItem_SecretsBook ; overwrite it (originally JSL $099F91)
JSL LinkItem_SecretsBook ; hook JSL $099F91
; =========================================================
@@ -28,8 +68,7 @@ LinkItem_SecretsBook:
LDA $1B : AND #$01 : BEQ .end
; ----------
; Check if we have the book of secrets
LDA $7EF34D : CMP #$01 : BNE $0F ; if not, go to enable BG2
; TODO: Add a new condition, such as a RoomTag check
; load unfiltered joypad 1 register (AXLR|????)
; delete all bits except those for L
@@ -46,7 +85,7 @@ LinkItem_SecretsBook:
; ----------
.end
JSL $099F91 ; at least execute original code
JSL $099F91 ; restore original code
RTL
}

View File

@@ -1,13 +1,11 @@
; =========================================================
; Goldstar ASM disassembly/restoration
; Originally from the all in patch by Conn
; Restored by scawful with help from Zarby
;
; $22XXXX - Denotes the source address from all in patch
; =========================================================
org $07D576
Hookshot_CheckTileCollision:
Hookshot_CheckTileCollision:
pullpc
TransferGFXinRAM:
@@ -19,7 +17,8 @@ TransferGFXinRAM:
LDX #$80
--
LDA.l .morningstargfx, X : STA.l $7EA180, X
DEX : DEX : BPL --
DEX : DEX
BPL --
PLP
PLX
@@ -36,8 +35,7 @@ org $0085C4
pullpc
; =========================================================
; Zarby Code
; Handles the layout of OAM tile patterns for the hookshot
; Start Zarby
pushpc
org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
@@ -53,12 +51,12 @@ org $008542
dw $A1C0, $A1C0, $A1E0, $A1E0
pullpc
HookMaskCheck:
{
LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : 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
LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id
RTL
.not_mask
; return hookshot graphics oam tile pattern id
@@ -67,6 +65,11 @@ HookMaskCheck:
RTL
}
; End Zarby
; =========================================================
; =========================================================
; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
; Call this routine to start the gfx transfer of the handle
@@ -117,14 +120,11 @@ BallChain_ExtraCollisionLogic:
TXA
++ ; $22D4F3
CMP #$FF : BEQ +++
; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
JML $08BF10
JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
+++ ; $22D4FB
JML $08BF32 ; AncillaDraw_Hookshot_skip
}
; =========================================================
;; 22D520
LinkItem_BallChain_GfxTransfer:
{
@@ -174,10 +174,11 @@ LinkItem_BallChain_GfxTransfer:
}
; 22D5C0 ; Unreached
; LDA $8580,Y
; CMP #$02
; BEQ $22D5CA
; JMP $DA80
LDA $8580,Y
CMP #$02
BEQ $22D5CA
JMP $DA80
; Graphics data for transferring the handle oam slot
GoldstarHandleGfx:
@@ -239,9 +240,9 @@ pullpc
; Sets Link state to 0x00 and resets the hookshot timer
BallChain_ResetTimer:
{
LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
LDA GoldstarOrHookshot : CMP #$02 : BNE +
STZ $7A ; Clear the timer
.dont_clear_timer
+
STZ $5D ; Return to LinkState_Default
RTL
}
@@ -265,7 +266,7 @@ BallChain_DrawChainOrHookshot:
JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$02
RTL
+ ; 22D812
+ ; 22D812
LDA #$0E : STA ($90),Y
JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$04 ; 02 is gray color
@@ -354,47 +355,40 @@ HookshotChain_AncillaDraw:
LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914
LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain
+ ; $22D914
+ ; $22D914
CMP #$0000 : BNE ++ ; $22D921
LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain
++
++
JSR Routine_22E5A0 ; CheckAndClearAncillaId has set the timer in A
SEP #$30
; Compare rotation progress
CLC : CMP #$FB : BNE +++
LDA #$06 : STA $2143
+++ ; 22D930
+++ ; 22D930
BCC ++++
JMP StartChainRotation ; $D960
++++ ; 22D935
++++ ; 22D935
; Compare rotation progress
CLC : CMP #$AB : BNE +++++
LDA #$06 : STA $2143
+++++ ;22D93F
+++++ ;22D93F
; Compare rotation progress
CLC : CMP #$5B : BNE ++++++
LDA #$06 : STA $2143
++++++ ;22D949
++++++ ;22D949
CLC : CMP #$E6 : BCC +++++++
JMP Routine_22D9A0 ; $D9A0
+++++++ ; 22D951
+++++++ ; 22D951
CLC : CMP #$05 : BCC ++++++++
LDA $F8 : CMP.b #$40 : BEQ +
JMP Routine_22D9A0 ; $D9A0
++++++++ ; 22D959
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

View File

@@ -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

View File

@@ -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