; Dungeon Object Handler org $018262 ; Object ID 0x31 dw ExpandedObject org $018264 ; Object ID 0x32 dw ExpandedObject2 org $0182A8 ; Object ID 0x54 dw SpriteBodyObjects ; RoomDraw_WeirdUglyPot org $018650 ; Object ID 230 dw HeavyPot org $07DC54 TileBehavior_Nothing: org $07D938 #_07D938: dw TileBehavior_Nothing ; 0xB0 UW #_07D93A: dw TileBehavior_Nothing ; 0xB1 UW #_07D93C: dw TileBehavior_Nothing ; 0xB2 UW #_07D93E: dw TileBehavior_Nothing ; 0xB3 UW #_07D940: dw TileBehavior_Nothing ; 0xB4 UW #_07D942: dw TileBehavior_Nothing ; 0xB5 UW #_07D944: dw TileBehavior_Nothing ; 0xB6 UW #_07D946: dw TileBehavior_Nothing ; 0xB7 UW #_07D948: dw TileBehavior_Nothing ; 0xB8 UW #_07D94A: dw TileBehavior_Nothing ; 0xB9 UW #_07D94C: dw TileBehavior_Nothing ; 0xBA UW #_07D94E: dw TileBehavior_Nothing ; 0xBB UW #_07D950: dw TileBehavior_Nothing ; 0xBC UW #_07D952: dw TileBehavior_Nothing ; Bank01 Free Space org $01B53C ExpandedObject: JSL NewObjectsCode RTS ExpandedObject2: JSL NewObjectsCode2 RTS SpriteBodyObjects: JSL SpriteObjectsDraw RTS HeavyPot: JSL InitHeavyPot JMP $B350 warnpc $01B560 org $2C8000 NewObjectsCode: { PHB : PHK : PLB PHX STZ $03 ; 03 will be used to store the object ID for custom config LDA $00 : PHA LDA $02 : PHA ; $00 Will be used for tile count and tile to skip LDA $B2 : ASL #2 : ORA $B4 ;get the offset for the object data based on the object height ASL : TAX LDA .ObjOffset, X TAX .lineLoop LDA .ObjData, X : BNE .continue ;break BRA .Done .continue PHY ; Keep current position in the buffer STA $00 ; we save the tile count + tile to skip -- ;Tiles Loop INX : INX ; Vhopppcc cccccccc LDA .ObjData, X : BEQ + JSR CustomDrawConfig STA [$BF], Y + INY : INY LDA $00 : DEC : STA $00 : AND #$001F : BNE + LDA $00 : XBA : AND #$00FF : STA $00 PLA ;Pull back position CLC : ADC $00 : TAY INX : INX BRA .lineLoop + BRA -- .Done PLA : STA $02 PLA : STA $00 ;Not sure if needed PLX PLB RTL .ObjOffset dw .LeftRight-.ObjData ; 00 dw .UpDown-.ObjData ; 01 dw .TopLeft-.ObjData ; 02 dw .TopRight-.ObjData ; 03 dw .Bottomleft-.ObjData ; 04 dw .BottomRight-.ObjData ; 05 dw .UpDownFloor-.ObjData ; 06 dw .LeftRightFloor-.ObjData ; 07 dw .TopLeftFloor-.ObjData ; 08 dw .TopRightFloor-.ObjData ; 09 dw .BottomleftFloor-.ObjData ; 10 dw .BottomRightFloor-.ObjData ; 11 dw .FloorAny-.ObjData ; 12 dw .WallSwordHouse-.ObjData ; 13 dw .KydreeokBody-.ObjData ; 14 dw .SmallStatue-.ObjData ; 15 .ObjData .LeftRight incbin Data/track_LR.bin .UpDown incbin Data/track_UD.bin .TopLeft incbin Data/track_corner_TL.bin .TopRight incbin Data/track_corner_TR.bin .Bottomleft incbin Data/track_corner_BL.bin .BottomRight incbin Data/track_corner_BR.bin .UpDownFloor incbin Data/track_floor_UD.bin .LeftRightFloor incbin Data/track_floor_LR.bin .TopLeftFloor incbin Data/track_floor_corner_TL.bin .TopRightFloor incbin Data/track_floor_corner_TR.bin .BottomleftFloor incbin Data/track_floor_corner_BL.bin .BottomRightFloor incbin Data/track_floor_corner_BR.bin .FloorAny incbin Data/track_floor_any.bin .WallSwordHouse incbin Data/wall_sword_house.bin .KydreeokBody incbin Data/kydreeok_body.bin .SmallStatue incbin Data/small_statue.bin } ; May need to make this a table ; This modifies object 0xOE to use the spritesheets for the object print "CustomDrawConfig ", pc CustomDrawConfig: { PHA ; ObjectData LDA $03 : AND #$00FF : CMP.w #$000E : BEQ .custom_config TYA : LSR : AND #$00FF CMP #$000E : BNE .no_spriteset LDA #$000E : STA $03 .custom_config PLA ORA.w #$0300 : JMP .return .no_spriteset PLA .return RTS } InitHeavyPot: { LDA.w #$1010 PHX : LDX.w $042C LDA.w #$1111 : STA $0500, X ; Store this object's position in the object buffer to $0520, X LDA $BA : STA $0520, X ; Store it's tilemap position. TYA : STA $0540, X RTL } SpriteObjectsDraw: { PHB : PHK : PLB PHX STZ $03 ; 03 will be used to store the object ID for custom config LDA $00 : PHA LDA $02 : PHA ; $00 Will be used for tile count and tile to skip LDA $B2 : ASL #2 : ORA $B4 ;get the offset for the object data based on the object height ASL : TAX LDA .ObjOffset, X TAX .lineLoop LDA .ObjData, X : BNE .continue ;break BRA .Done .continue PHY ; Keep current position in the buffer STA $00 ; we save the tile count + tile to skip -- ;Tiles Loop INX : INX ; Vhopppcc cccccccc LDA .ObjData, X : BEQ + ORA.w #$0300 STA [$BF], Y + INY : INY LDA $00 : DEC : STA $00 : AND #$001F : BNE + LDA $00 : XBA : AND #$00FF : STA $00 PLA ;Pull back position CLC : ADC $00 : TAY INX : INX BRA .lineLoop + BRA -- .Done PLA : STA $02 PLA : STA $00 ;Not sure if needed PLX PLB RTL .ObjOffset dw .KydreeokBody-.ObjData ; 00 dw .ManhandlaBody1-.ObjData ; 01 .ObjData .KydreeokBody incbin Data/kydreeok_body.bin .ManhandlaBody1 incbin Data/manhandla_body1.bin } NewObjectsCode2: { PHB : PHK : PLB PHX STZ $03 ; 03 will be used to store the object ID for custom config LDA $00 : PHA LDA $02 : PHA ; $00 Will be used for tile count and tile to skip LDA $B2 : ASL #2 : ORA $B4 ;get the offset for the object data based on the object height ASL : TAX LDA .ObjOffset, X TAX .lineLoop LDA .ObjData, X : BNE .continue ;break BRA .Done .continue PHY ; Keep current position in the buffer STA $00 ; we save the tile count + tile to skip -- ;Tiles Loop INX : INX ; Vhopppcc cccccccc LDA .ObjData, X : BEQ + STA [$BF], Y + INY : INY LDA $00 : DEC : STA $00 : AND #$001F : BNE + LDA $00 : XBA : AND #$00FF : STA $00 PLA ;Pull back position CLC : ADC $00 : TAY INX : INX BRA .lineLoop + BRA -- .Done PLA : STA $02 PLA : STA $00 ;Not sure if needed PLX PLB RTL .ObjOffset dw .IceFurnace-.ObjData ; 00 dw .Firewood-.ObjData ; 01 dw .IceChair-.ObjData ; 02 .ObjData .IceFurnace incbin Data/furnace.bin .Firewood incbin Data/firewood.bin .IceChair incbin Data/ice_chair.bin } pushpc ; Item ID 22B org $00A9AC dw $0D28, $0D38, $4D28, $4D38 ; org $01B306 ; RoomDraw_WeirdGloveRequiredPot ; LDA.w #$1010