; ============================================================================= ; Oracle of Secrets - Mask Library ; ============================================================================= !CurrentMask = $02B2 !LinkGraphics = $BC ; ============================================================================= org $09912C AddTransformationCloud: org $07B073 Link_CheckNewY_ButtonPress: org $078028 Player_DoSfx2: macro PlayerTransform() LDY.b #$04 : LDA.b #$23 JSL AddTransformationCloud LDA.b #$14 : JSR Player_DoSfx2 endmacro macro ResetToLinkGraphics() STZ !CurrentMask JSL Palette_ArmorAndGloves LDA.b #$10 : STA !LinkGraphics endmacro macro CheckNewR_ButtonPress() LDA.b $F6 : BIT.b #$10 endmacro ; ============================================================================= ; Change Link's sprite by setting $BC to the bank containing a spritesheet. ; ============================================================================= org $008827 JSL StartupMasks ; Link Sprite hook before game starts org $008A01 LDA $BC ; ============================================================================= ; Change Link's palette based on $02B2 (mask value) ; ============================================================================= org $1BEDF9 JSL Palette_ArmorAndGloves ; 4bytes RTL ; 1byte NOP #$01 org $1BEE1B JSL Palette_ArmorAndGloves_part_two RTL ; ============================================================================= ; EXPANDED SPACE ; ============================================================================= org $3A8000 StartupMasks: { ; from vanilla: ; bring the screen into force blank after NMI LDA.b #$80 : STA $13 ; set links sprite bank LDA #$10 : STA $BC RTL } ; ============================================================================= Palette_ArmorAndGloves: { LDA $02B2 : CMP #$01 : BEQ .deku_mask CMP.b #$02 : BEQ .zora_mask CMP.b #$03 : BEQ .wolf_mask CMP.b #$04 : BEQ .bunny_hood CMP.b #$05 : BEQ .minish_form JMP .original_sprite .deku_mask ; Load Deku Mask Location LDA.b #$35 : STA $BC : JMP .original_palette .zora_mask ; Load Zora Mask Location LDA.b #$36 : STA $BC : JMP .original_palette .wolf_mask ; Load Wolf Mask Location LDA.b #$38 : STA $BC : JSL $38F000 RTL .bunny_hood ; Load Bunny Hood Location LDA.b #$37 : STA $BC : JSL $37F000 RTL .minish_form ; Load Minish Form Location LDA.b #$39 : STA $BC : JMP .original_palette ; RTL .original_sprite ; Load Original Sprite Location LDA.b #$10 : STA $BC .original_palette REP #$21 LDA $7EF35B ; Link's armor value JSL $1BEDFF ; Read Original Palette Code RTL .part_two SEP #$30 REP #$30 LDA.w #$0000 ; Ignore glove color modifier $7EF354 JSL $1BEE21 ; Read Original Palette Code RTL PHX : PHY : PHA ; Load armor palette PHB : PHK : PLB REP #$20 ; Check what Link's armor value is. LDA $7EF35B : AND.w #$00FF : TAX LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00 REP #$10 LDA.w #$01E2 ; Target SP-7 (sprite palette 6) LDX.w #$000E ; Palette has 15 colors TXY : TAX LDA.b $BC : AND #$00FF : STA $02 .loop LDA [$00] : STA $7EC300, X : STA $7EC500, X INC $00 : INC $00 INX #2 DEY : BPL .loop SEP #$30 PLB INC $15 PLA : PLY : PLX RTL } ; ============================================================================= ; Overworld Palette Persist ; ============================================================================= Overworld_CgramAuxToMain_Override: { ; Copies the auxiliary CGRAM buffer to the main one ; Causes NMI to reupload the palette. REP #$20 LDX.b #$00 .loop LDA $7EC300, X : STA $7EC500, X LDA $7EC340, X : STA $7EC540, X LDA $7EC380, X : STA $7EC580, X LDA $7EC3C0, X : STA $7EC5C0, X LDA $7EC400, X : STA $7EC600, X LDA $7EC440, X : STA $7EC640, X LDA $7EC480, X : STA $7EC680, X LDA $02B2 : BNE .has_mask_palette LDA $7EC4C0, X : STA $7EC6C0, X .has_mask_palette INX #2 : CPX.b #$40 : BNE .loop SEP #$20 ; tell NMI to upload new CGRAM data INC $15 RTL } pushpc ; ============================================================================= org $02C769 Overworld_CgramAuxToMain: { JSL Overworld_CgramAuxToMain_Override RTS } ; ============================================================================= ; Change which mask forms have access to the sword. ; ============================================================================= org $079CD9 JSL LinkItem_CheckForSwordSwing_Masks ; ============================================================================= pullpc LinkItem_CheckForSwordSwing_Masks: { LDA $02B2 : BEQ .return CMP.b #$02 : BEQ .return ; zora mask can use sword CMP.b #$06 : BEQ .return LDA #$01 RTL .return LDA $3B : AND.b #$10 RTL } ; =============================================================================