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

@@ -1,13 +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

@@ -4,7 +4,6 @@
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
;
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -59,20 +58,16 @@ Sprite_Twinrova_Long:
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
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X
LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
.health_not_negative
LDA $0E50, X : BNE .not_dead
LDA SprHealth, X : BNE .not_dead
PHX
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
.not_dead
RTS
@@ -84,9 +79,8 @@ Sprite_Twinrova_Prep:
{
PHB : PHK : PLB
; PrepareBattle
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)
%SetSpriteSpeedX(15)
@@ -174,17 +168,20 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00
; TODO: Separate MoveState phases into action 0 and 1
Twinrova_Init:
{
%GotoAction(01)
RTS
}
; -------------------------------------------------------
; 0x01
Twinrova_MoveState:
{
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
@@ -206,27 +203,27 @@ Sprite_Twinrova_Main:
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC
STZ $AC ; Set the fire attack
%GotoAction(4) ; Prepare Attack
RTS
+
JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC
LDA #$01 : STA $AC ; Set the ice attack
%GotoAction(4) ; Prepare Attack
RTS
++
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2)
JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2) ; MoveForwards
RTS
.MoveBackwards
%GotoAction(3)
%GotoAction(3) ; MoveBackwards
RTS
}
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards:
{
@@ -244,6 +241,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
@@ -261,6 +259,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x04
Twinrova_PrepareAttack:
{
@@ -285,6 +284,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x05
Twinrova_FireAttack:
{
@@ -299,6 +299,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x06
Twinrova_IceAttack:
{
@@ -313,6 +314,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x07
Twinrova_Hurt:
{
@@ -332,6 +334,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x08
Twinrova_KoumeMode:
{
@@ -352,6 +355,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x09
Twinrova_KotakeMode:
{
@@ -372,6 +376,7 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x0A
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.
TrinexxBreath_AltEntry:
@@ -414,68 +422,32 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_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 #$1D : PHX : TXY : TAX : STA $00
.next_slot
LDA $7FF800, X : BEQ .free_slot
LDA $7FF800, X : BEQ .free_slot ; Search for free Garnish slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
LDX $0FF8
.free_slot
LDA.b #$10 : 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
; Set garnish ID, set garnish handled flag, set garnish parent sprite
LDA.b #$10 : 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
}
; $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:
{
@@ -486,8 +458,35 @@ Sprite_Twinrova_IceAttack:
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
; Plays like a simple ice cloud animation now.
@@ -505,19 +504,17 @@ org $09B459
org $09B5D6
Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F
TrinexxIce_Pool:
{
.chr
db $2E
db $2E
db $2C
db $2C
db $2E, $2E, $2C, $2C
.properties
db $35
db $35
db $35
db $35
db $35, $35, $35, $35
}
org $09B34F
@@ -539,10 +536,6 @@ Garnish_TrinexxIce:
}
warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc
; =========================================================
@@ -610,8 +603,6 @@ Sprite_Twinrova_Draw:
RTS
; =========================================================
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
@@ -688,25 +679,19 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics:
{
PHX
REP #$20 ; A = 16, XY = 8
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
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
; "001 => 2 registers write once (2 bytes: p, p+1)"
LDA.w #TwinrovaGraphics : STA $4302 ; Source address where you want gfx from ROM
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 #$0F : STX $2100 ;turn the screen back on
LDX #$0F : STX $2100 ; Turn the screen back on
SEP #$30
PLX
RTL
TwinrovaGraphics:
@@ -811,13 +796,16 @@ Follower_CheckBlindTrigger:
}
; =========================================================
; Called during the BlindMaiden section of Follower_BasicMover
; to spawn Twinrova in the room.
; Called during Blind Maiden section of Follower_BasicMover
; 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
Blind_SpawnFromMaiden:
{
; Load the Twinrova graphics
JSL ApplyTwinrovaGraphics
LDX.b #$00 ; Load the boss into sprite index 0
@@ -897,11 +885,13 @@ SpritePrep_Blind_PrepareBattle:
warnpc $1DA0B1
; =========================================================
; TODO: Decide if we want to use this garnish in the fight.
; Currently unused.
org $1DA0B1
BlindLaser_SpawnTrailGarnish:
{
#_1DA0B1: LDA.w $0E80,X
#_1DA0B1: LDA.w SprDelay,X
#_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit