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1 Commits
kydreeok-b
...
goldstar-i
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
dff09b5f6b |
@@ -1,11 +1,13 @@
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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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@@ -17,8 +19,7 @@ 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
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BPL --
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DEX : DEX : BPL --
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PLP
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PLX
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@@ -35,7 +36,8 @@ org $0085C4
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pullpc
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; =========================================================
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; Start Zarby
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; Zarby Code
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; Handles the layout of OAM tile patterns for the hookshot
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pushpc
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org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
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@@ -51,12 +53,12 @@ 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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LDA.w $0109 : AND #$FF00 : ORA.w #$004A ; morning star graphics oam tile pattern id
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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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RTL
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.not_mask
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; return hookshot graphics oam tile pattern id
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@@ -65,11 +67,6 @@ 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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@@ -120,11 +117,14 @@ BallChain_ExtraCollisionLogic:
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TXA
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++ ; $22D4F3
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CMP #$FF : BEQ +++
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JML $08BF10 ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
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JML $08BF10
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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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@@ -174,11 +174,10 @@ 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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@@ -240,9 +239,9 @@ 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 +
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LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
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STZ $7A ; Clear the timer
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+
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.dont_clear_timer
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STZ $5D ; Return to LinkState_Default
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RTL
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}
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@@ -266,7 +265,7 @@ 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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@@ -355,40 +354,47 @@ 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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+++ ; 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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+++++ ;22D93F
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+++++ ;22D93F
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; Compare rotation progress
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CLC : CMP #$5B : BNE ++++++
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LDA #$06 : STA $2143
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++++++ ;22D949
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++++++ ;22D949
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CLC : CMP #$E6 : BCC +++++++
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JMP Routine_22D9A0 ; $D9A0
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+++++++ ; 22D951
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+++++++ ; 22D951
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CLC : CMP #$05 : BCC ++++++++
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LDA $F8 : CMP.b #$40 : BEQ +
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JMP Routine_22D9A0 ; $D9A0
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++++++++ ; 22D959
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++++++++ ; 22D959
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JMP Routine_22DBD0 ; $DBD0
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}
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; =========================================================
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!RotationState = $7F5803
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; 22D960
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@@ -405,6 +411,8 @@ StartChainRotation:
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JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
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}
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; =========================================================
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struct Ancilla_GetRadialProjection $0FFBC2
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.multiplier_x : skip 64
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.multiplier_y : skip 64
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@@ -417,7 +425,7 @@ Routine_22D9A0:
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{
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LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE +
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STA $7F5803 : CLC : ADC #$02
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+ ; 22D9B6
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+ ; 22D9B6
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AND #$3F : PHX : TAX
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LDA Ancilla_GetRadialProjection.multiplier_y, X
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@@ -446,21 +454,23 @@ Routine_22D9A0:
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JSL $08DA17 ; Sparkle_PrepOAMFromRadial
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PLY : PLX
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CPY #$04 : BNE ++ ; $22DA14
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JSR Routine_22DA70 ; $DA70
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NOP #7
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JSR BallChain_SpinAncilla ; $22DB90
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++ ;22DA14
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++ ;22DA14
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NOP #3
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LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
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STA $00
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+++ ; 22DA1F
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+++ ; 22DA1F
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DEC $7A ; Ball Chain Timer
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SEP #$20
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JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
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}
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;; 22DA30
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; =========================================================
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; 22DA30
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Goldstar_GetPlayerPosY:
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{
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ADC $20 : CLC : ADC #$000C
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@@ -474,21 +484,25 @@ Goldstar_GetPlayerPosY:
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RTS
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}
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; =========================================================
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; 22DA50
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Goldstar_GetPlayerPosX:
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{
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LDA $22 : CLC : ADC #$0008
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CPX #$04 : BNE + ; $22DA5F
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SEC : SBC #$000C
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RTS
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+ ; $22DA5F
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+ ; $22DA5F
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CPX #$06 : BNE ++ ; $22DA67
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CLC : ADC #$000C
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++ ;$22DA67
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++ ;$22DA67
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RTS
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}
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; =========================================================
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; 22DA70
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Routine_22DA70:
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{
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LDY #$00 : LDA $02 ; set sign of projected distance X
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@@ -501,7 +515,9 @@ Routine_22DA70:
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RTS
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}
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; =========================================================
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; 22DA80 Possibly unused
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Routine_22DA80:
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{
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LDA $7EF34A : CMP #$02
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@@ -516,7 +532,9 @@ Routine_22DA80:
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RTL
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}
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; =========================================================
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; 22DAA0
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Routine_22DAA0:
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{
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CPY #$04 : BNE .alpha
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@@ -546,25 +564,29 @@ Routine_22DAA0:
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RTS
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}
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; =========================================================
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; 22DAD0
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Routine_22DAD0:
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{
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CPX #$00 : BNE + ; $22DAD7
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LDA #$2E
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RTS
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+ ; 22DAD7
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+ ; 22DAD7
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CPX #$02 : BNE ++ ; $22DADE
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LDA #$13
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RTS
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++ ; 22DADE
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++ ; 22DADE
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CPX #$04 : BNE +++ ; $22DAE5
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LDA #$2B
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RTS
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+++ ; 22DAE5
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+++ ; 22DAE5
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LDA #$09
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RTS
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}
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; =========================================================
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pushpc
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org $08BF94
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JML BallChain_TryAncillaDraw
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@@ -577,15 +599,16 @@ pullpc
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BallChain_TryAncillaDraw:
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{
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; Ball Chain timer should be $FF here on first run
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LDA $7A : AND #$00FF
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CMP #$0000 : BEQ +
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LDA $7A : AND #$00FF :CMP #$0000 : BEQ +
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CMP #$0001 : BEQ +
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SEP #$20
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JML HookshotChain_AncillaDraw ; $22D900
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+ ; $22DB15
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+ ; $22DB15
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LDA Hookshot_box_size_y,X : BNE ++
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JML $08BF99 ; AncillaDraw_HookshotChain
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++ ; $22DB1F
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++ ; $22DB1F
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JML $08BFA1 ; Resume AncillaDraw_HookshotChain
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}
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@@ -605,11 +628,13 @@ BallChain_CheckProximityToLink:
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LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44
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LDA.b $00
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JML $08F7E0 ; Hookshot_CheckProximityToLink continue
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+ ; 22DB44
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+ ; 22DB44
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JML $08F820 ; Hookshot_CheckProximityToLink too_far
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}
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; =========================================================
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; 22DB50
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Routine_22DB50:
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{
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; Ball Chain Timer
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@@ -626,15 +651,15 @@ Routine_22DB50:
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RTS
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}
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; =========================================================
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; $22DB90
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BallChain_SpinAncilla:
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{
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REP #$20
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LDA $00 : CLC : ADC $E8 : CPX #$02
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BNE .alpha
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LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha
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CLC : ADC #$0010
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.alpha
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.alpha
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STA $04
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LDA $02 : CLC : ADC $E2 : STA $06
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SEP #$20
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@@ -645,6 +670,8 @@ BallChain_SpinAncilla:
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RTS
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}
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; =========================================================
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struct AncillaAdd_HookshotData $099AF8
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.speed_y: skip 4
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.speed_x: skip 4
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@@ -660,16 +687,16 @@ Routine_22DBD0:
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; Check Link direction
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LDA $2F : CMP #$00 : BNE .not_up
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LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity
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.not_up
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.not_up
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CMP #$02 : BNE .not_down
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LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity
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.not_down
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.not_down
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CMP #$04 : BNE .not_left
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LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity
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.not_left
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.not_left
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CMP #$06 : BNE .not_right
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LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity
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.not_right
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.not_right
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SEP #$20
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STZ $0C58 ; Ancilla4 Misc
|
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STZ $0C62 ; Ancilla4 hookshoot extension
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@@ -711,7 +738,9 @@ HookshotOrBallChain_Extending_ignore_collision:
|
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JML $08BEDC ; AncillaDraw_Hookshot
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}
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; =========================================================
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; 22DC70
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ClearAncillaVariables:
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{
|
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REP #$30
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||||
@@ -740,24 +769,29 @@ BallChain_SFX_Control:
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LDA $7A : CMP #$00 : BNE + ; $22DC9C
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LDA.b #$0A ; SFX2.0A
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RTL
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+ ;; 22DC9C
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+ ;; 22DC9C
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LDA.b #$07 ; Clear SFX2
|
||||
RTL
|
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}
|
||||
|
||||
; =========================================================
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; 22DCA0
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; SFX Pan flags?
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|
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Routine_22DCA0:
|
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{
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LDA $7A : CMP #$00 : BNE + ;$A2DCAB
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LDA $0DBB5B,X
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||||
RTL
|
||||
+
|
||||
+
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||||
LDA #$00
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||||
RTL
|
||||
}
|
||||
|
||||
;; 22DD90
|
||||
; =========================================================
|
||||
; 22DD90
|
||||
; TODO: Investigate the purpose of the $7A timer here
|
||||
|
||||
CheckAndClearAncillaId:
|
||||
{
|
||||
SEP #$30
|
||||
@@ -768,49 +802,57 @@ 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
|
||||
}
|
||||
@@ -827,41 +869,52 @@ 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
|
||||
; =========================================================
|
||||
; 22EF00
|
||||
; Hooked inside LinkItem_Hookshot @ 07AB5E
|
||||
|
||||
BallChain_StartAnimationFlag:
|
||||
{
|
||||
LDA #$01 : STA $037B ; Restore vanilla code
|
||||
; Restore vanilla code
|
||||
LDA #$01 : STA $037B
|
||||
; Check if we are rotating the goldstar
|
||||
LDA $037A : CMP #$04 : BNE +
|
||||
LDA #$01 : STA $0112 ; Animation flag, prevent menu from opening
|
||||
+
|
||||
; Animation flag, prevent menu from opening
|
||||
LDA #$01 : STA $0112
|
||||
+
|
||||
RTL
|
||||
}
|
||||
|
||||
@@ -884,10 +937,10 @@ BallChain_Finish:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; 22EF30
|
||||
; Hooked at $07AC98
|
||||
|
||||
|
||||
Hookshot_Init:
|
||||
{
|
||||
; ResetAllAcceleration:
|
||||
@@ -912,6 +965,8 @@ Hookshot_Init:
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Goldstar_Begin:
|
||||
{
|
||||
JSL CheckForBallChain
|
||||
@@ -923,30 +978,33 @@ 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:
|
||||
; Restore vanilla code
|
||||
LDA.b $3A : AND.b #$40
|
||||
.continue:
|
||||
LDA.b $3A : AND.b #$40 ; Restore vanilla code
|
||||
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
|
||||
@@ -956,13 +1014,12 @@ 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
|
||||
@@ -970,6 +1027,9 @@ MaybeUploadBirdGraphicsToOam:
|
||||
|
||||
pushpc
|
||||
|
||||
; =========================================================
|
||||
; Main Hookshot/Goldstar hooks
|
||||
|
||||
org $07AB25
|
||||
JSL CheckForSwitchToGoldstar
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
; =========================================================
|
||||
; Sprite Properties
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $7A ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 10 ; Number of tiles used in a frame
|
||||
!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
|
||||
@@ -37,9 +36,11 @@ Sprite_Kydreeok_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
JSR Sprite_Kydreeok_Draw
|
||||
JSL Sprite_CheckActive : BCC .SpriteIsNotActive
|
||||
JSR Sprite_Kydreeok_Main
|
||||
JSR Sprite_Kydreeok_Draw ; Call the draw code
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
|
||||
|
||||
JSR Sprite_Kydreeok_Main ; Call the main sprite code
|
||||
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
@@ -47,30 +48,33 @@ Sprite_Kydreeok_Long:
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; TODO: Handle boss death based on left and right head health
|
||||
|
||||
Sprite_Kydreeok_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
LDA #$40 : STA SprTimerA, X
|
||||
LDA.b #$08 : STA $36 ; Stores initial movement speeds
|
||||
LDA.b #$06 : STA $0428 ; Allows BG1 to move
|
||||
LDA.b #$08 : STA $36 ;stores initial movement speeds
|
||||
LDA.b #$06 : STA $0428 ;allows BG1 to move
|
||||
|
||||
; Cache the origin position of the sprite.
|
||||
LDA SprX, X : STA SprMiscA, X
|
||||
LDA SprY, X : STA SprMiscB, X
|
||||
|
||||
JSR SpawnLeftHead : JSR SpawnRightHead
|
||||
JSR SpawnLeftHead
|
||||
JSR SpawnRightHead
|
||||
|
||||
STZ.w Neck1_OffsetX : STZ.w Neck1_OffsetY
|
||||
STZ.w Neck2_OffsetX : STZ.w Neck2_OffsetY
|
||||
STZ.w Neck1_OffsetX
|
||||
STZ.w Neck1_OffsetY
|
||||
STZ.w Neck2_OffsetX
|
||||
STZ.w Neck2_OffsetY
|
||||
|
||||
PLB
|
||||
RTL
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; =============================================================================
|
||||
|
||||
|
||||
Sprite_Kydreeok_Main:
|
||||
{
|
||||
@@ -83,8 +87,7 @@ Sprite_Kydreeok_Main:
|
||||
dw Kydreeok_MoveXorY ; 03
|
||||
dw Kydreeok_KeepWalking ; 04
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x00
|
||||
|
||||
Kydreeok_Start:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
@@ -102,8 +105,6 @@ Sprite_Kydreeok_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x01
|
||||
Kydreeok_StageControl:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
@@ -126,8 +127,6 @@ Sprite_Kydreeok_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x02
|
||||
Kydreeok_MoveXandY:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
@@ -151,15 +150,16 @@ Sprite_Kydreeok_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x03
|
||||
|
||||
Kydreeok_MoveXorY:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
%PlayAnimation(0, 2, 10)
|
||||
|
||||
PHX
|
||||
LDA $36 : STA $00
|
||||
PHX ;saves X so we can use it later
|
||||
|
||||
LDA $36
|
||||
STA $00
|
||||
JSR Sprite_ApplySpeedTowardsPlayerXOrY
|
||||
JSL Sprite_BounceFromTileCollision ; JSR StopIfOutOfBounds
|
||||
JSR StopIfOutOfBounds
|
||||
@@ -167,14 +167,14 @@ Sprite_Kydreeok_Main:
|
||||
|
||||
JSL Sprite_CheckDamageFromPlayerLong
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
PLX
|
||||
|
||||
PLX ;restores X
|
||||
|
||||
%GotoAction(4)
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x04
|
||||
Kydreeok_KeepWalking:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
@@ -220,8 +220,6 @@ Sprite_Kydreeok_Main:
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
SpawnLeftHead:
|
||||
{
|
||||
LDA #$CF
|
||||
@@ -232,16 +230,19 @@ SpawnLeftHead:
|
||||
LDA.b #$00 : STA $0E30, Y
|
||||
|
||||
PHX
|
||||
|
||||
; code that controls where to spawn the offspring.
|
||||
REP #$20
|
||||
LDA $0FD8 : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA $0D10, Y : XBA : STA $0D30, Y
|
||||
STA $0D10, Y
|
||||
XBA : STA $0D30, Y
|
||||
|
||||
REP #$20
|
||||
LDA $0FDA : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA $0D00, Y : XBA : STA $0D20, Y
|
||||
STA $0D00, Y
|
||||
XBA : STA $0D20, Y
|
||||
|
||||
LDA.w SprX, Y
|
||||
STA.w SprMiscA, Y : STA.w $19EA : STA.w $19EC : STA.w $19EE
|
||||
@@ -252,14 +253,14 @@ SpawnLeftHead:
|
||||
|
||||
STZ $0D60, X
|
||||
STZ $0D70, X
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
SpawnRightHead:
|
||||
{
|
||||
LDA #$CF
|
||||
@@ -271,16 +272,19 @@ SpawnRightHead:
|
||||
LDA.b #$01 : STA $0E30, Y
|
||||
|
||||
PHX
|
||||
|
||||
; code that controls where to spawn the offspring.
|
||||
REP #$20
|
||||
LDA $0FD8 : CLC : ADC.w #$000C
|
||||
SEP #$20
|
||||
STA $0D10, Y : XBA : STA $0D30, Y
|
||||
STA $0D10, Y
|
||||
XBA : STA $0D30, Y
|
||||
|
||||
REP #$20
|
||||
LDA $0FDA : SEC : SBC.w #$000F
|
||||
SEP #$20
|
||||
STA $0D00, Y : XBA : STA $0D20, Y
|
||||
STA $0D00, Y
|
||||
XBA : STA $0D20, Y
|
||||
|
||||
LDA.w SprX, Y : STA.w SprX, Y
|
||||
STA.w SprMiscA, Y : STA.w $19F0 : STA.w $19F2 : STA.w $19F4
|
||||
@@ -291,62 +295,95 @@ SpawnRightHead:
|
||||
|
||||
STZ $0D60, X
|
||||
STZ $0D70, X
|
||||
|
||||
PLX
|
||||
|
||||
.return
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Originally from Trinexx_MoveBody $1DB2E5
|
||||
|
||||
; ==============================================================================
|
||||
MoveBody:
|
||||
{
|
||||
; Handle the shell bg movement
|
||||
; Trinexx_MoveBody
|
||||
LDA.w $0D10, X : PHA
|
||||
LDA.w $0D00, X : PHA
|
||||
#_1DB2E5: LDA.w $0D10, X
|
||||
#_1DB2E8: PHA
|
||||
|
||||
JSL Sprite_Move
|
||||
#_1DB2E9: LDA.w $0D00, X
|
||||
#_1DB2EC: PHA
|
||||
|
||||
PLA
|
||||
LDY.b #$00 : SEC : SBC.w $0D00, X : STA.w $0310
|
||||
BPL .pos_y_low
|
||||
DEY
|
||||
#_1DB2ED: JSL Sprite_Move
|
||||
|
||||
#_1DB2F0: PLA
|
||||
#_1DB2F1: LDY.b #$00
|
||||
|
||||
#_1DB2F3: SEC
|
||||
#_1DB2F4: SBC.w $0D00, X
|
||||
#_1DB2F7: STA.w $0310
|
||||
#_1DB2FA: BPL .pos_y_low
|
||||
|
||||
#_1DB2FC: DEY
|
||||
|
||||
.pos_y_low
|
||||
STY.w $0311
|
||||
#_1DB2FD: STY.w $0311
|
||||
|
||||
; -----------------------------------------------------
|
||||
|
||||
PLA
|
||||
LDY.b #$00 : SEC : SBC.w $0D10, X : STA.w $0312
|
||||
BPL .pos_x_low
|
||||
#_1DB300: PLA
|
||||
#_1DB301: LDY.b #$00
|
||||
|
||||
DEY
|
||||
#_1DB303: SEC
|
||||
#_1DB304: SBC.w $0D10, X
|
||||
#_1DB307: STA.w $0312
|
||||
#_1DB30A: BPL .pos_x_low
|
||||
|
||||
#_1DB30C: DEY
|
||||
|
||||
.pos_x_low
|
||||
STY.w $0313
|
||||
#_1DB30D: STY.w $0313
|
||||
|
||||
; -----------------------------------------------------
|
||||
|
||||
LDA.b #$01 : STA.w $0428
|
||||
#_1DB310: LDA.b #$01
|
||||
#_1DB312: STA.w $0428
|
||||
|
||||
LDA.w $0D00, X : SEC : SBC.b #$0C : STA.w $0DB0, X
|
||||
|
||||
LDA.w $0B08 : SEC : SBC.w $0D10, X
|
||||
CLC : ADC.b #$02
|
||||
CMP.b #$04 : BCS .not_at_target
|
||||
#_1DB318: LDA.w $0D00, X
|
||||
#_1DB31B: SEC
|
||||
#_1DB31C: SBC.b #$0C
|
||||
#_1DB31E: STA.w $0DB0, X
|
||||
|
||||
LDA.w $0B09 : SEC : SBC.w $0D00, X
|
||||
CLC : ADC.b #$02
|
||||
CMP.b #$04 : BCS .not_at_target
|
||||
#_1DB321: LDA.w $0B08
|
||||
#_1DB324: SEC
|
||||
#_1DB325: SBC.w $0D10, X
|
||||
#_1DB328: CLC
|
||||
#_1DB329: ADC.b #$02
|
||||
|
||||
.adjust_phase ; Unused?
|
||||
STZ.w $0D80, X
|
||||
LDA.b #$30 : STA.w $0DF0, X
|
||||
#_1DB32B: CMP.b #$04
|
||||
#_1DB32D: BCS .not_at_target
|
||||
|
||||
#_1DB32F: LDA.w $0B09
|
||||
#_1DB332: SEC
|
||||
#_1DB333: SBC.w $0D00, X
|
||||
#_1DB336: CLC
|
||||
#_1DB337: ADC.b #$02
|
||||
|
||||
#_1DB339: CMP.b #$04
|
||||
#_1DB33B: BCS .not_at_target
|
||||
|
||||
.adjust_phase
|
||||
#_1DB33D: STZ.w $0D80, X
|
||||
|
||||
#_1DB340: LDA.b #$30
|
||||
#_1DB342: STA.w $0DF0, X
|
||||
|
||||
.not_at_target
|
||||
|
||||
; JSR AdjustChildrenPos
|
||||
|
||||
; LayerEffect_Trinexx $0AFEF0
|
||||
REP #$20
|
||||
LDA.w $0422 : CLC : ADC.w $0312 : STA.w $0422
|
||||
@@ -354,10 +391,11 @@ MoveBody:
|
||||
STZ.w $0312 : STZ.w $0310
|
||||
SEP #$20
|
||||
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; ==============================================================================
|
||||
|
||||
StopIfOutOfBounds:
|
||||
{
|
||||
@@ -432,7 +470,6 @@ StopIfOutOfBounds:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_ApplySpeedTowardsPlayerXOrY:
|
||||
{
|
||||
@@ -527,8 +564,6 @@ Sprite_ApplySpeedTowardsPlayerXOrY:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
ApplyPalette:
|
||||
{
|
||||
REP #$20 ;Set A in 16bit mode
|
||||
@@ -554,20 +589,20 @@ ApplyPalette:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; =============================================================================
|
||||
|
||||
Sprite_Kydreeok_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
JSL Sprite_OAM_AllocateDeferToPlayer
|
||||
|
||||
LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
|
||||
LDA .start_index, Y : STA $06
|
||||
|
||||
|
||||
PHX
|
||||
LDX .nbr_of_tiles, Y ;amount of tiles -1
|
||||
LDY.b #$00
|
||||
.next_tile
|
||||
.nextTile
|
||||
|
||||
PHX ; Save current Tile Index?
|
||||
|
||||
@@ -605,7 +640,7 @@ Sprite_Kydreeok_Draw:
|
||||
|
||||
PLY : INY
|
||||
|
||||
PLX : DEX : BPL .next_tile
|
||||
PLX : DEX : BPL .nextTile
|
||||
|
||||
PLX
|
||||
|
||||
@@ -636,4 +671,3 @@ Sprite_Kydreeok_Draw:
|
||||
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||
db $02, $02, $02, $02, $02, $02, $02, $02, $02, $02
|
||||
}
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
; =========================================================
|
||||
; Kydreeok Head sprite
|
||||
; Child sprite of the Kydreeok boss
|
||||
; =========================================================
|
||||
|
||||
!SPRID = $CF ; The sprite ID you are overwriting (HEX)
|
||||
!NbrTiles = 06 ; Number of tiles used in a frame
|
||||
@@ -37,14 +34,15 @@
|
||||
Sprite_KydreeokHead_Long:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
LDA SprAction, X : CMP #$02 : BEQ .no_head
|
||||
JSR Sprite_KydreeokHead_Draw
|
||||
|
||||
.no_head
|
||||
JSL Sprite_CheckActive : BCC .not_active
|
||||
JSR Sprite_KydreeokHead_Main
|
||||
LDA $0D80, X : CMP #$02 : BEQ .no_head
|
||||
JSR Sprite_KydreeokHead_Draw ; Call the draw code
|
||||
.no_head
|
||||
JSL Sprite_CheckActive ; Check if game is not paused
|
||||
BCC .SpriteIsNotActive
|
||||
JSR Sprite_KydreeokHead_Main ; Call the main sprite code
|
||||
|
||||
.not_active
|
||||
.SpriteIsNotActive
|
||||
PLB ; Get back the databank we stored previously
|
||||
RTL ; Go back to original code
|
||||
}
|
||||
@@ -55,8 +53,8 @@ Sprite_KydreeokHead_Prep:
|
||||
{
|
||||
PHB : PHK : PLB
|
||||
|
||||
; TODO: Set sprite properties for damage and health
|
||||
; TODO: Handle head death in conjunction with Kydreeok
|
||||
; Add more code here to initialize data
|
||||
|
||||
|
||||
PLB
|
||||
RTL
|
||||
@@ -64,21 +62,17 @@ Sprite_KydreeokHead_Prep:
|
||||
|
||||
; =========================================================
|
||||
|
||||
SpeedTable:
|
||||
db $00, $02, $04, $06, $07, $01, $06, $03
|
||||
db 0, -2, -4, -6, -7, -1, -6, -3
|
||||
|
||||
Sprite_KydreeokHead_Main:
|
||||
{
|
||||
LDA.w SprAction, X
|
||||
JSL UseImplicitRegIndexedLocalJumpTable
|
||||
|
||||
dw KydreeokHead_ForwardAnim ; 0x00
|
||||
dw KydreeokHead_SideAnim ; 0x01
|
||||
dw KydreeokHead_SummonFire ; 0x02
|
||||
dw KydreeokHead_ForwardAnim
|
||||
dw KydreeokHead_SideAnim
|
||||
|
||||
dw KydreeokHead_SummonFire
|
||||
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x00
|
||||
KydreeokHead_ForwardAnim:
|
||||
{
|
||||
%StartOnFrame(0)
|
||||
@@ -91,9 +85,9 @@ Sprite_KydreeokHead_Main:
|
||||
|
||||
LDA.w SprTimerA, X : BNE .noSpeedChange
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
|
||||
; LDA #$40 : STA.w SprTimerA, X
|
||||
.noSpeedChange
|
||||
|
||||
@@ -125,11 +119,10 @@ Sprite_KydreeokHead_Main:
|
||||
JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
|
||||
%GotoAction(1)
|
||||
.not_right
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x01
|
||||
KydreeokHead_SideAnim:
|
||||
{
|
||||
%StartOnFrame(3)
|
||||
@@ -142,9 +135,9 @@ Sprite_KydreeokHead_Main:
|
||||
|
||||
LDA.w SprTimerA, X : BNE .noSpeedChange
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprXSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprXSpeed, X
|
||||
JSL GetRandomInt : AND #$0F : TAY
|
||||
LDA.w SpeedTable, Y : STA.w SprYSpeed, X
|
||||
LDA.w tableSpeed, Y : STA.w SprYSpeed, X
|
||||
; LDA #$40 : STA.w SprTimerA, X
|
||||
.noSpeedChange
|
||||
JSL Sprite_Move
|
||||
@@ -163,8 +156,6 @@ Sprite_KydreeokHead_Main:
|
||||
RTS
|
||||
}
|
||||
|
||||
; -------------------------------------------------------
|
||||
; 0x02
|
||||
KydreeokHead_SummonFire:
|
||||
{
|
||||
; %StartOnFrame(5)
|
||||
@@ -175,18 +166,18 @@ Sprite_KydreeokHead_Main:
|
||||
%DoDamageToPlayerSameLayerOnContact()
|
||||
|
||||
JSR Sprite_Twinrova_FireAttack
|
||||
|
||||
JSL Sprite_Move
|
||||
|
||||
LDA SprTimerA, X : BNE .not_done
|
||||
LDA #$00 : STA $0DD0, X
|
||||
|
||||
.not_done
|
||||
RTS
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
CoordinateBasedRotation:
|
||||
{
|
||||
LDA Neck_Index : TAY
|
||||
@@ -209,15 +200,11 @@ CoordinateBasedRotation:
|
||||
|
||||
; Table for X coordinates (based on a radius of 8)
|
||||
X_Coords:
|
||||
db 8, 11, 8, 3, -4, -9, -12, -9
|
||||
db -4, 3, 8, 11, 8, 3, -4, -9
|
||||
db 8, 11, 8, 3, -4, -9, -12, -9, -4, 3, 8, 11, 8, 3, -4, -9 ; X values
|
||||
|
||||
; Table for Y coordinates (based on a radius of 8)
|
||||
Y_Coords:
|
||||
db 0, -3, -8, -11, -15, -15, -11, -8
|
||||
db -3, 0, 3, 8, 11, 15, 15, 11
|
||||
|
||||
; =========================================================
|
||||
db 0, -3, -8, -11, -15, -15, -11, -8, -3, 0, 3, 8, 11, 15, 15, 11 ; Y values
|
||||
|
||||
RotateHeadUsingSpeedValues:
|
||||
{
|
||||
@@ -236,29 +223,22 @@ RotateHeadUsingSpeedValues:
|
||||
}
|
||||
|
||||
XSpeedSin:
|
||||
{
|
||||
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
|
||||
db 27, 28, 30, 31, 31, 32
|
||||
}
|
||||
|
||||
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
|
||||
db 27, 28, 30, 31, 31, 32
|
||||
YSpeedSin:
|
||||
{
|
||||
db 32, 32, 31, 31
|
||||
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
|
||||
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
|
||||
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
|
||||
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
|
||||
db -12, -9, -6, -3
|
||||
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
|
||||
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
|
||||
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
|
||||
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
|
||||
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
|
||||
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
|
||||
db -12, -9, -6, -3
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
db 32, 32, 31, 31
|
||||
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
|
||||
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
|
||||
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
|
||||
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
|
||||
db -12, -9, -6, -3
|
||||
db 0, 3, 6, 9, 12, 15, 18, 20, 23, 25
|
||||
db 27, 28, 30, 31, 31, 32, 32, 32, 31, 31
|
||||
db 30, 28, 27, 25, 23, 20, 18, 15, 12, 9
|
||||
db 6, 3, 0, -3, -6, -9, -12, -15, -18, -20
|
||||
db -23, -25, -27, -28, -30, -31, -31, -32, -32, -32
|
||||
db -31, -31, -30, -28, -27, -25, -23, -20, -18, -15
|
||||
db -12, -9, -6, -3
|
||||
|
||||
RandomlyAttack:
|
||||
{
|
||||
@@ -268,15 +248,14 @@ RandomlyAttack:
|
||||
LDA #$CF
|
||||
JSL Sprite_SpawnDynamically
|
||||
JSL Sprite_SetSpawnedCoords
|
||||
;JSL $09B020 ; Fireball_SpawnTrailGarnish
|
||||
LDA.b #$02 : STA.w SprAction, Y
|
||||
;JSL $09B020
|
||||
LDA.b #$02 : STA $0D80, Y
|
||||
LDA #$10 : STA.w SprTimerA, Y
|
||||
.no_attack
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Offspring1_Neck1_X = $19EA
|
||||
Offspring1_Neck2_X = $19EC
|
||||
Offspring1_Neck3_X = $19EE
|
||||
@@ -335,10 +314,6 @@ MoveWithBody:
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Adjusts the movement speed of the sprite based on its
|
||||
; position. This came from Zarby's Gleeok code and causes
|
||||
; some weird movement with the current implementation.
|
||||
|
||||
AdjustMovementSpeed:
|
||||
{
|
||||
@@ -347,25 +322,30 @@ AdjustMovementSpeed:
|
||||
LDA #-8 : STA.w SprXSpeed, X
|
||||
.biggerthanorigin
|
||||
|
||||
|
||||
LDA.w SprX, X : CLC : ADC #$16 ; X+32
|
||||
CMP.w SprMiscA, X : BCS .lowerthanorigin
|
||||
LDA #$08 : STA.w SprXSpeed, X
|
||||
.lowerthanorigin
|
||||
|
||||
|
||||
LDA.w SprY, X : SEC : SBC #$00 ; X-32
|
||||
CMP.w SprMiscB, X : BCC .biggerthanorigin2
|
||||
LDA #-8 : STA.w SprYSpeed, X
|
||||
.biggerthanorigin2
|
||||
|
||||
|
||||
LDA.w SprY, X : CLC : ADC #$20 ; X+32
|
||||
CMP.w SprMiscB, X : BCS .lowerthanorigin2
|
||||
LDA #$08 : STA.w SprYSpeed, X
|
||||
.lowerthanorigin2
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; Based on Zarby Gleeok code
|
||||
tableSpeed:
|
||||
db $00, $02, $04, $06, $07, $01, $06, $03
|
||||
db 0, -2, -4, -6, -7, -1, -6, -3
|
||||
|
||||
KydreeokHead_NeckControl:
|
||||
{
|
||||
@@ -559,13 +539,14 @@ KydreeokHead_NeckControl:
|
||||
LDA.b $08 : STA.w SprXSpeed, X
|
||||
LDA.b $09 : STA.w SprYSpeed, X
|
||||
|
||||
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
; This is here for reference.
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck_Data:
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck:
|
||||
{
|
||||
.start_index
|
||||
db $12
|
||||
@@ -585,71 +566,6 @@ Sprite_KydreeokHead_DrawNeck_Data:
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_DrawNeck:
|
||||
{
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : BNE .neck2
|
||||
LDA.w $19EA : STA.w $0FD8
|
||||
LDA.w $19EB : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EC : STA.w $0FD8
|
||||
LDA.w $19ED : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EE : STA.w $0FD8
|
||||
LDA.w $19EF : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
; Dumb draw neck code
|
||||
LDA.w $19F0 : STA.w $0FD8
|
||||
LDA.w $19F1 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F2 : STA.w $0FD8
|
||||
LDA.w $19F3 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F4 : STA.w $0FD8
|
||||
LDA.w $19F5 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
.skipNeck
|
||||
LDA.b $08 : STA.w $0FD8
|
||||
LDA.b $09 : STA.w $0FDA
|
||||
.skipNeck2
|
||||
RTS
|
||||
|
||||
.DrawNeckPart
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
|
||||
REP #$20
|
||||
LDA $00 : STA ($90), Y : AND.w #$0100 : STA $0E : INY
|
||||
LDA $02 : STA ($90), Y : CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
LDA.b #$F0 : STA ($90), Y ; Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y
|
||||
INY
|
||||
LDA #$39 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
TYA : LSR #2 : TAY
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
; =========================================================
|
||||
|
||||
Sprite_KydreeokHead_Draw:
|
||||
{
|
||||
JSL Sprite_PrepOamCoord
|
||||
@@ -697,7 +613,83 @@ Sprite_KydreeokHead_Draw:
|
||||
|
||||
PLX
|
||||
|
||||
JMP Sprite_KydreeokHead_DrawNeck
|
||||
{
|
||||
; Dumb draw neck code
|
||||
LDA.w SprSubtype, X : BNE .neck2
|
||||
|
||||
LDA.w $19EA : STA.w $0FD8
|
||||
LDA.w $19EB : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
|
||||
LDA.w $19EC : STA.w $0FD8
|
||||
LDA.w $19ED : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19EE : STA.w $0FD8
|
||||
LDA.w $19EF : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
BRA .skipNeck
|
||||
.neck2
|
||||
; Dumb draw neck code
|
||||
LDA.w $19F0 : STA.w $0FD8
|
||||
LDA.w $19F1 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F2 : STA.w $0FD8
|
||||
LDA.w $19F3 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
LDA.w $19F4 : STA.w $0FD8
|
||||
LDA.w $19F5 : STA.w $0FDA
|
||||
JSR .DrawNeckPart
|
||||
|
||||
.skipNeck
|
||||
|
||||
LDA.b $08 : STA.w $0FD8
|
||||
LDA.b $09 : STA.w $0FDA
|
||||
.skipNeck2
|
||||
RTS
|
||||
|
||||
|
||||
|
||||
.DrawNeckPart
|
||||
PHY
|
||||
JSL Sprite_PrepOamCoord
|
||||
PLY
|
||||
|
||||
REP #$20
|
||||
|
||||
LDA $00 : STA ($90), Y
|
||||
AND.w #$0100 : STA $0E
|
||||
INY
|
||||
LDA $02 : STA ($90), Y
|
||||
CLC : ADC #$0010 : CMP.w #$0100
|
||||
SEP #$20
|
||||
BCC .on_screen_y2
|
||||
|
||||
LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
|
||||
STA $0E
|
||||
.on_screen_y2
|
||||
|
||||
INY
|
||||
LDA #$2E : STA ($90), Y
|
||||
INY
|
||||
LDA #$39 : STA ($90), Y
|
||||
|
||||
PHY
|
||||
|
||||
TYA : LSR #2 : TAY
|
||||
|
||||
LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
|
||||
|
||||
PLY : INY
|
||||
|
||||
RTS
|
||||
}
|
||||
|
||||
RTS
|
||||
|
||||
.start_index
|
||||
db $00, $02, $04, $06, $0A, $0E
|
||||
|
||||
Reference in New Issue
Block a user