5 Commits

Author SHA1 Message Date
scawful
436da5736e Add todo for whether to use blind laser garnish 2024-03-30 11:05:45 -04:00
scawful
c4e4564749 Add todo for boss disappearring from blind maiden bug 2024-03-30 11:05:26 -04:00
scawful
622b7d950b Update fire/ice attack garnish formatting and comments 2024-03-30 11:04:38 -04:00
scawful
cc753b9d47 Add todo to create parent sprite for Trinexx garnish attacks 2024-03-30 11:04:04 -04:00
scawful
6cd013e6d6 Reformat sprite actions 2024-03-30 11:03:43 -04:00
2 changed files with 466 additions and 536 deletions

View File

@@ -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

View File

@@ -4,7 +4,6 @@
; Overrides Blind and the Blind Maiden to create a new ; Overrides Blind and the Blind Maiden to create a new
; boss sequence. ; boss sequence.
; ;
;
; ========================================================= ; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX) !SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -59,20 +58,16 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead: Sprite_Twinrova_CheckIfDead:
{ {
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero ; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X LDA.b #$00 : STA SprHealth, X
.health_not_negative .health_not_negative
LDA SprHealth, X : BNE .not_dead
LDA $0E50, X : BNE .not_dead
PHX PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA $0D80, X ; Go to Twinrova_Dead stage LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
PLX PLX
.not_dead .not_dead
RTS RTS
@@ -84,9 +79,8 @@ Sprite_Twinrova_Prep:
{ {
PHB : PHK : PLB PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA $0E50, X ; Health LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic) LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15) %SetSpriteSpeedX(15)
@@ -174,17 +168,20 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09 dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00 ; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init: Twinrova_Init:
{ {
%GotoAction(01) %GotoAction(01)
RTS RTS
} }
; -------------------------------------------------------
; 0x01 ; 0x01
Twinrova_MoveState: Twinrova_MoveState:
{ {
LDA $0E50, X : CMP.b #$20 : BCS .phase_1 LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; ------------------------------------------- ; -------------------------------------------
; Phase 2 ; Phase 2
LDA SprTimerE, X : BNE .kotake LDA SprTimerE, X : BNE .kotake
@@ -206,27 +203,27 @@ Sprite_Twinrova_Main:
JSL GetRandomInt : AND.b #$3F : BNE + JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
STZ $AC STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
+ +
JSL GetRandomInt : AND.b #$3F : BNE ++ JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack %GotoAction(4) ; Prepare Attack
RTS RTS
++ ++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
TYA : BNE .MoveBackwards ; If 1, %GotoAction(2) ; MoveForwards
%GotoAction(2)
RTS RTS
.MoveBackwards .MoveBackwards
%GotoAction(3) %GotoAction(3) ; MoveBackwards
RTS RTS
} }
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards ; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards: Twinrova_MoveForwards:
{ {
@@ -244,6 +241,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards ; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards: Twinrova_MoveBackwards:
{ {
@@ -261,6 +259,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x04 ; 0x04
Twinrova_PrepareAttack: Twinrova_PrepareAttack:
{ {
@@ -285,6 +284,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x05 ; 0x05
Twinrova_FireAttack: Twinrova_FireAttack:
{ {
@@ -299,6 +299,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x06 ; 0x06
Twinrova_IceAttack: Twinrova_IceAttack:
{ {
@@ -313,6 +314,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x07 ; 0x07
Twinrova_Hurt: Twinrova_Hurt:
{ {
@@ -332,6 +334,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x08 ; 0x08
Twinrova_KoumeMode: Twinrova_KoumeMode:
{ {
@@ -352,6 +355,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x09 ; 0x09
Twinrova_KotakeMode: Twinrova_KotakeMode:
{ {
@@ -372,6 +376,7 @@ Sprite_Twinrova_Main:
RTS RTS
} }
; -------------------------------------------------------
; 0x0A ; 0x0A
Twinrova_Dead: Twinrova_Dead:
{ {
@@ -382,6 +387,9 @@ Sprite_Twinrova_Main:
} }
; ========================================================= ; =========================================================
; TODO: Create a new parent sprite for the Twinrova attacks
; so that the velocity and movement aren't applied to the
; parent sprite itself.
; Reused function from TrinexxBreath. ; Reused function from TrinexxBreath.
TrinexxBreath_AltEntry: TrinexxBreath_AltEntry:
@@ -414,68 +422,32 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish ; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish: AddFireGarnish:
{ {
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$2A : JSL Sound_SetSfx2PanLong LDA.b #$2A : JSL Sound_SetSfx2PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00 LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot .next_slot
LDA $7FF800, X : BEQ .free_slot LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8 LDA $00 : STA $0FF8
.use_search_index .use_search_index
LDX $0FF8 LDX $0FF8
.free_slot .free_slot
LDA.b #$10 : STA $7FF800, X : STA $0FB4 ; Set garnish ID, set garnish handled flag, set garnish parent sprite
TYA : STA $7FF92C, X LDA.b #$10 : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprX, Y : STA $7FF83C, X LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprXH, Y : STA $7FF878, X LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
LDA.b #$7F : STA $7FF90E, X
STX $00
PLX PLX
.return .return
RTS RTS
} }
; $1DBD65 - TrinexxBreath_ice_add_ice_garnish ; =========================================================
AddIceGarnishV2:
{
INC $0E80, X : LDA $0E80, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$0C : STA $7FF800, X : STA $0FB4
TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X
LDA.w SprXH, Y : STA $7FF878, X
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X
LDA.b #$7F : STA $7FF90E, X : STX $00
PLX
.return
RTS
}
Sprite_Twinrova_IceAttack: Sprite_Twinrova_IceAttack:
{ {
@@ -486,8 +458,35 @@ Sprite_Twinrova_IceAttack:
JMP TrinexxBreath_AltEntry JMP TrinexxBreath_AltEntry
} }
; ========================================================= ; $1DBD65 - TrinexxBreath_ice_add_ice_garnish
AddIceGarnishV2:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
LDA.b #$14 : JSL Sound_SetSfx3PanLong
LDA.b #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA.b #$00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$0C : STA $7FF800, X : STA $0FB4 : TYA : STA $7FF92C, X
LDA.w SprX, Y : STA $7FF83C, X ; Garnish XL
LDA.w SprXH, Y : STA $7FF878, X ; Garnish XH
LDA.w SprY, Y : CLC : ADC.b #$10 : STA $7FF81E, X ; Garnish YL
LDA.w SprYH, Y : ADC.b #$00 : STA $7FF85A, X ; Garnish YH
LDA.b #$7F : STA $7FF90E, X : STX $00 ; Set garnish timer
PLX
.return
RTS
}
; =========================================================
; Overwrite vanilla Trinexx ice garnish ; Overwrite vanilla Trinexx ice garnish
; Plays like a simple ice cloud animation now. ; Plays like a simple ice cloud animation now.
@@ -505,19 +504,17 @@ org $09B459
org $09B5D6 org $09B5D6
Garnish_SetOamPropsAndSmallSize: Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F org $09B33F
TrinexxIce_Pool: TrinexxIce_Pool:
{ {
.chr .chr
db $2E db $2E, $2E, $2C, $2C
db $2E
db $2C
db $2C
.properties .properties
db $35 db $35, $35, $35, $35
db $35
db $35
db $35
} }
org $09B34F org $09B34F
@@ -539,10 +536,6 @@ Garnish_TrinexxIce:
} }
warnpc $09B3B8 warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc pullpc
; ========================================================= ; =========================================================
@@ -610,8 +603,6 @@ Sprite_Twinrova_Draw:
RTS RTS
; =========================================================
.start_index .start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles .nbr_of_tiles
@@ -688,25 +679,19 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics: ApplyTwinrovaGraphics:
{ {
PHX PHX
REP #$20 ; A = 16, XY = 8 REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required) LDX #$80 : STX $2100 ; turn the screen off (required)
LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1 LDX #$80 : STX $2115 ; Set the video port register every time we write it increase by 1
LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2 LDA #$5000 : STA $2116 ; Destination of the DMA $5800 in vram <- this need to be divided by 2
LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register LDA #$1801 : STA $4300 ; DMA Transfer Mode and destination register
; "001 => 2 registers write once (2 bytes: p, p+1)" ; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
LDX.b #TwinrovaGraphics>>16 : STX $4304 LDX.b #TwinrovaGraphics>>16 : STX $4304
LDA #$2000 : STA $4305 ; size of the transfer 4 sheets of $800 each LDA #$2000 : STA $4305 ; Size of the transfer 4 sheets of $800 each
LDX #$01 : STX $420B ; Do the DMA LDX #$01 : STX $420B ; Do the DMA
LDX #$0F : STX $2100 ; Turn the screen back on
LDX #$0F : STX $2100 ;turn the screen back on
SEP #$30 SEP #$30
PLX PLX
RTL RTL
TwinrovaGraphics: TwinrovaGraphics:
@@ -811,13 +796,16 @@ Follower_CheckBlindTrigger:
} }
; ========================================================= ; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover ; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova in the room. ; to spawn Twinrova from the Blind Maiden.
; TODO: Figure out why the sprite disappears after graphics
; are transferred in. It seems to be unrelated to the
; graphics code, but rather related to the BlindMaiden
; spawn code.
org $1DA03C org $1DA03C
Blind_SpawnFromMaiden: Blind_SpawnFromMaiden:
{ {
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0 LDX.b #$00 ; Load the boss into sprite index 0
@@ -897,11 +885,13 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1 warnpc $1DA0B1
; ========================================================= ; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1 org $1DA0B1
BlindLaser_SpawnTrailGarnish: BlindLaser_SpawnTrailGarnish:
{ {
#_1DA0B1: LDA.w $0E80,X #_1DA0B1: LDA.w SprDelay,X
#_1DA0B4: AND.b #$00 #_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit #_1DA0B6: BNE .exit