3 Commits

Author SHA1 Message Date
scawful
34334bc30c Prevent Link from taking spike floor damage while jumping 2024-03-30 16:47:46 -04:00
scawful
1cde67578a Rename NewBookCode to LinkItem_JumpFeather and format
Additionally, changes the jump state to use the ledge hop mode rather than the recoil animation
2024-03-30 16:47:18 -04:00
scawful
6480fdbb9e Reformat JumpFeather hook in LinkItem_BugCatchingNet 2024-03-30 16:46:30 -04:00
2 changed files with 189 additions and 150 deletions

View File

@@ -1,66 +1,95 @@
; =============================================================================
; =========================================================
; Zarby Feather
org $07AFF8 ; LinkItem_BugCatchingNet
{
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL NewBookCode
.return
RTS
BIT $3A : BVS .return ;if Y or B are already pressed
LDA $6C : BNE .return ; if we are standing in a dooray or not
; Link_CheckNewY_ButtonPress
JSR $B073 : BCC .return ; Check if we just pressed Y Button
JSL LinkItem_JumpFeather
.return
RTS
}
; =============================================================================
; =========================================================
; Prevent Link from taking damage while jumping spikes
; The game originally differentiates between your armor
; for the damage take, however the table has all the same
; values, so it's effectively useless.
; TileDetect_MainHandler_no_moon_pearl
; org $07D23D
org $07D242
JSL CheckIfJumpingForSpikeDamage
NOP #2
warnpc $07D248
; =========================================================
org $2B8000
NewBookCode:
LinkItem_JumpFeather:
{
JSL $07983A ; Reset swim state
LDA $46 : BNE .cantuseit
LDA #$02 : STA $5D ; state recoil
LDA #$01 : STA $4D ; state recoil 2
LDA #$02 : STA $5D ; set link state recoil
LDA #$02 : STA $4D ; set jumping state (ledge hop)
; Length of the jump
LDA #$20
; Length of the jump
LDA #$20 : STA $46
STA $46
; Height of the jump
LDA #$24
; Height of the jump
LDA #$24
; Set vertical resistance
STA $29
STA $02C7
; Set vertical resistance
STA $29
STA $02C7
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Set Links direction to right(?)
LDA #$08 : STA $0340 : STA $67
; Reset Link movement offsets
STZ $31
STZ $30
; Reset Link movement offsets
STZ $31 : STZ $30
LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up
STA $27 ; Vertical recoil
.noUp
LDA $F4 : AND #$04 : BEQ .noDown
LDA #8 ; Change that -8 if you want higher speed moving down
STA $27
.noDown
LDA $F4 : AND #$02 : BEQ .noLeft
LDA #-8 ; Change that -8 if you want higher speed moving left
STA $28 ; Horizontal recoil
.noLeft
LDA $F4 : AND #$01 : BEQ .noRight
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
LDA $F4 : AND #$08 : BEQ .noUp
LDA #-8 ; Change that -8 if you want higher speed moving up
STA $27 ; Vertical recoil
.noUp
LDA $F4 : AND #$04 : BEQ .noDown
LDA #8 ; Change that -8 if you want higher speed moving down
STA $27
.noDown
LDA $F4 : AND #$02 : BEQ .noLeft
LDA #-8 ; Change that -8 if you want higher speed moving left
STA $28 ; Horizontal recoil
.noLeft
LDA $F4 : AND #$01 : BEQ .noRight
LDA #8 ; Change that 8 if you want higher speed moving right
STA $28
.noRight
.cantuseit
RTL
RTL
}
; =========================================================
; Y contains our armor value
; Currently requires a very close jump and will still
; damage the player midair if you jump from too far away.
CheckIfJumpingForSpikeDamage:
{
PHB : PHK : PLB
LDA $29 : BNE .airborne
LDA.w .spike_floor_damage, Y : STA.w $0373
.airborne
PLB
RTL
.spike_floor_damage
db $08 ; green
db $08 ; blue
db $04 ; red
}
print "End of Items/jump_feather.asm ", pc

View File

@@ -4,6 +4,7 @@
; Overrides Blind and the Blind Maiden to create a new
; boss sequence.
;
;
; =========================================================
!SPRID = $CE ; The sprite ID you are overwriting (HEX)
@@ -58,17 +59,21 @@ Sprite_Twinrova_Long:
Sprite_Twinrova_CheckIfDead:
{
LDA SprAction, X : CMP.b #$0A : BEQ .not_dead
; If health is negative, set back to zero
LDA SprHealth, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA SprHealth, X
LDA $0D80, X : CMP.b #$0A : BEQ .not_dead
.health_not_negative
LDA SprHealth, X : BNE .not_dead
PHX
LDA.b #$04 : STA $0DD0, X ; Kill sprite boss style
LDA.b #$0A : STA SprAction, X ; Go to Twinrova_Dead stage
PLX
; If health is negative, set back to zero
LDA $0E50, X : CMP.b #$44 : BCC .health_not_negative
LDA.b #$00 : STA $0E50, X
.health_not_negative
LDA $0E50, 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
PLX
.not_dead
RTS
}
@@ -79,8 +84,9 @@ Sprite_Twinrova_Prep:
{
PHB : PHK : PLB
; PrepareBattle
LDA.l $7EF3CC : CMP.b #$06 : BEQ .despawn
LDA.b #$40 : STA SprHealth, X ; Health
LDA.b #$40 : STA $0E50, X ; Health
LDA.b #$04 : STA $0CD2, X ; Bump damage type (4 hearts, green tunic)
%SetSpriteSpeedX(15)
@@ -168,62 +174,59 @@ Sprite_Twinrova_Main:
dw Twinrova_KotakeMode ; 0x09
dw Twinrova_Dead ; 0x0A
; -------------------------------------------------------
; 0x00
; TODO: Separate MoveState phases into action 0 and 1
; 0x00
Twinrova_Init:
{
%GotoAction(01)
RTS
}
; -------------------------------------------------------
; 0x01
Twinrova_MoveState:
{
LDA SprHealth, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode
RTS
.kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode
RTS
LDA $0E50, X : CMP.b #$20 : BCS .phase_1
; -------------------------------------------
; Phase 2
LDA SprTimerE, X : BNE .kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(8) ; Koume Mode
RTS
.kotake
LDA #$70 : STA SprTimerD, X
%GotoAction(9) ; Kotake Mode
RTS
; ---------------------------------------------
.phase_1
LDA $0DA0 : BEQ .not_flashing
LDA.b #$20 : STA.w SprTimerD, X
%GotoAction(7) ; Goto Twinrova_Hurt
RTS
RTS
.not_flashing
JSL GetRandomInt : AND.b #$3F : BNE +
LDA.b #$20 : STA.w SprTimerD, X
STZ $AC ; Set the fire attack
STZ $AC
%GotoAction(4) ; Prepare Attack
RTS
+
JSL GetRandomInt : AND.b #$3F : BNE ++
LDA.b #$20 : STA.w SprTimerD, X
LDA #$01 : STA $AC ; Set the ice attack
LDA #$01 : STA $AC
%GotoAction(4) ; Prepare Attack
RTS
++
JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2) ; MoveForwards
JSL Sprite_IsBelowPlayer ; Check if sprite is below player
TYA : BNE .MoveBackwards ; If 1,
%GotoAction(2)
RTS
.MoveBackwards
%GotoAction(3) ; MoveBackwards
%GotoAction(3)
RTS
}
; -------------------------------------------------------
; 0x02 - TODO: Implement Twinrova_MoveForwards
Twinrova_MoveForwards:
{
@@ -241,7 +244,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x03 - TODO: Implement Twinrova_MoveBackwards
Twinrova_MoveBackwards:
{
@@ -259,7 +261,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x04
Twinrova_PrepareAttack:
{
@@ -284,7 +285,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x05
Twinrova_FireAttack:
{
@@ -299,7 +299,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x06
Twinrova_IceAttack:
{
@@ -314,7 +313,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x07
Twinrova_Hurt:
{
@@ -334,7 +332,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x08
Twinrova_KoumeMode:
{
@@ -355,7 +352,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x09
Twinrova_KotakeMode:
{
@@ -376,7 +372,6 @@ Sprite_Twinrova_Main:
RTS
}
; -------------------------------------------------------
; 0x0A
Twinrova_Dead:
{
@@ -387,9 +382,6 @@ 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:
@@ -401,7 +393,7 @@ TrinexxBreath_AltEntry:
.no_shake
JSL Sprite_CheckTileCollision : BEQ .exit
JSL Sprite_BounceTowardPlayer
JSL Sprite_BounceTowardPlayer
.exit
RTS
@@ -413,7 +405,7 @@ TrinexxBreath_AltEntry:
Sprite_Twinrova_FireAttack:
{
JSL Sprite_CheckTileCollision : BNE .no_collision
JSL Sprite_Move
JSL Sprite_Move
.no_collision
JSR AddFireGarnish
JMP TrinexxBreath_AltEntry
@@ -422,32 +414,68 @@ Sprite_Twinrova_FireAttack:
; $1DBDD6 - TrinexxFire_AddFireGarnish
AddFireGarnish:
{
INC.w SprDelay, X : LDA SprDelay, X : AND.b #$07 : BNE .return
INC $0E80, X : LDA $0E80, 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 ; Search for free Garnish slot
LDA $7FF800, X : BEQ .free_slot
DEX : BPL .next_slot
DEC $0FF8 : BPL .use_search_index
LDA $00 : STA $0FF8
.use_search_index
LDX $0FF8
.use_search_index
LDX $0FF8
.free_slot
; 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
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
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:
{
@@ -458,35 +486,8 @@ 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.
@@ -504,17 +505,19 @@ org $09B459
org $09B5D6
Garnish_SetOamPropsAndSmallSize:
; SpriteData_Bump - Ice Garnish
org $0DB266+$CD
db $04
org $09B33F
TrinexxIce_Pool:
{
.chr
db $2E, $2E, $2C, $2C
db $2E
db $2E
db $2C
db $2C
.properties
db $35, $35, $35, $35
db $35
db $35
db $35
db $35
}
org $09B34F
@@ -536,6 +539,10 @@ Garnish_TrinexxIce:
}
warnpc $09B3B8
; Ice Garnish
org $0DB266+$CD
db $04
pullpc
; =========================================================
@@ -603,6 +610,8 @@ Sprite_Twinrova_Draw:
RTS
; =========================================================
.start_index
db $00, $04, $08, $0C, $10, $14, $18, $1C, $22, $26, $2A, $2E
.nbr_of_tiles
@@ -679,19 +688,25 @@ Sprite_Twinrova_Draw:
ApplyTwinrovaGraphics:
{
PHX
REP #$20 ; A = 16, XY = 8
LDX #$80 : STX $2100 ; turn the screen off (required)
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:
@@ -796,16 +811,13 @@ Follower_CheckBlindTrigger:
}
; =========================================================
; Called during Blind Maiden section of Follower_BasicMover
; to spawn Twinrova from the Blind Maiden.
; Called during the BlindMaiden section of Follower_BasicMover
; to spawn Twinrova in the room.
; 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
@@ -885,13 +897,11 @@ 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 SprDelay,X
#_1DA0B1: LDA.w $0E80,X
#_1DA0B4: AND.b #$00
#_1DA0B6: BNE .exit