; ========================================================= ; Portal Rod Item ; LinkState_UsingEther org $07A50F RodAnimationTimer: db $03, $03, $05 LinkItem_PortalRod: { BIT $3A : BVS .y_button_held LDA $6C : BNE .return JSR Link_CheckNewY_ButtonPress : BCC .return LDX.b #$00 JSR LinkItem_EvaluateMagicCost : BCC .insufficient_mp LDA.b #$30 : JSR $802F ; Sfx3 JSL LinkItem_FirePortal .y_button_held JSR $AE65 ; HaltLinkWhenUsingItems DEC $3D : BPL .return LDA $0300 : INC A : STA $0300 : TAX LDA RodAnimationTimer, X : STA $3D CPX.b #$03 : BNE .return STZ $0300 STZ $5E STZ $3D LDA $0301 : AND.b #$FE : STA $0301 .insufficient_mp LDA $3A : AND.b #$BF : STA $3A .return RTS } warnpc $07A568 ; Ancilla_CheckSpriteCollision org $088DC3 JSL Ancilla_HandlePortalCollision : NOP pullpc Ancilla_HandlePortalCollision: { LDA.w $0E20, Y : CMP.b #$03 : BNE .not_portal_arrow ; Check if Y is the orange or blue portal LDA.w SprSubtype, Y : CMP.b #$02 : BEQ .blue_portal CMP.b #$01 : BEQ .orange_portal .orange_portal PHY LDY.w $0632 ; Blue Sprite ID LDA.w SprX, Y : CLC : ADC.b #$10 : STA.w ANC0XL, X LDA.w SprY, Y : STA.w ANC0YL, X LDA.w SprXH, Y : STA.w ANC0XH, X LDA.w SprYH, Y : STA.w ANC0YH, X PLY JMP .continue .blue_portal PHY LDY.w $0633 ; Orange Sprite ID LDA.w SprX, Y : STA.w ANC0XL, X LDA.w SprY, Y : CLC : ADC.b #$10 : STA.w ANC0YL, X LDA.w SprXH, Y : STA.w ANC0XH, X LDA.w SprYH, Y : STA.w ANC0YH, X PLY .continue LDA.b #$08 RTL .not_portal_arrow ; Restore arrow deflection sprite code from $088DC3 LDA.w $0B6B,Y : AND.b #$08 RTL } macro SpawnPortal(x_offset, y_offset) REP #$20 LDA $22 : CLC : ADC.w # SEP #$20 STA.w SprX, Y ; SprX XBA : STA.w SprXH, Y ; SprXH REP #$20 LDA $20 : CLC : ADC.w # SEP #$20 STA.w SprY, Y ; SprY XBA : STA.w SprYH, Y ; SprYH endmacro LinkItem_FirePortal: { LDA.b #$03 JSL Sprite_SpawnDynamically : BPL .continue RTS .continue PHX LDA $7E0FA6 : BEQ .spawn_blue STZ.w $0FA6 JMP .check_direction .spawn_blue LDA #$01 : STA $7E0FA6 .check_direction LDA $2F : CMP.b #$00 : BEQ .facing_up LDA $2F : CMP.b #$02 : BEQ .facing_down LDA $2F : CMP.b #$04 : BEQ .facing_left LDA $2F : CMP.b #$06 : BEQ .facing_right ; Portal Spawn Location .facing_up %SpawnPortal($0000, -0020) JMP .finish .facing_down %SpawnPortal($0000, $001F) JMP .finish .facing_left %SpawnPortal(-0020, $0000) JMP .finish .facing_right %SpawnPortal(0020, $0000) .finish TYX STZ $0D60, X : STZ $0D70, X PLX .return ; Delay the spin attack for some amount of time? LDA RodAnimationTimer : STA $3D STZ $2E STZ $0300 : STZ $0301 LDA.b #$01 : TSB $0301 RTL } pushpc org $02FF6E Overworld_OperateCameraScroll_Long: { PHB : PHK : PLB JSR $BB90 PLB RTL } Overworld_ScrollMap_Long: { PHB : PHK : PLB JSR $F273 PLB RTL } pullpc ScrollToPortal: { REP #$20 STZ $00 STZ $02 LDA $22 : CMP $7EC186 : BEQ .set_x : BCC .x_low DEC $02 DEC A : CMP $7EC186 : BEQ .set_x DEC $02 DEC A BRA .set_x .x_low INC $02 INC A : CMP $7EC186 : BEQ .set_x INC $02 INC A .set_x STA $22 LDA $20 : CMP $7EC184 : BEQ .set_y : BCC .y_low DEC $00 DEC A : CMP $7EC184 : BEQ .set_y DEC $00 DEC A BRA .set_y .y_low INC $00 INC A : CMP $7EC184 : BEQ .set_y INC $00 INC A .set_y STA $20 CMP $7EC184 : BNE .delay_advance LDA $22 : CMP $7EC186 : BNE .delay_advance INC $B0 STZ $46 .delay_advance SEP #$20 LDA $00 : STA $30 LDA $02 : STA $31 JSL Overworld_OperateCameraScroll_Long ; $13B90 IN ROM LDA $0416 : BEQ .exit JSL Overworld_ScrollMap_Long ; $17273 IN ROM .exit RTL } print "End of Items/portal_rod.asm ", pc pushpc ; ; Portal Rod logic based on Fire Rod ; Ancilla_PortalShot: ; { ; LDA $0C54, X : BEQ .traveling_shot ; JMP Ancilla_ConsumingFire ; .traveling_shot ; LDA $11 : BNE .just_draw ; STZ $0385, X ; JSR Ancilla_MoveHoriz ; JSR Ancilla_MoveVert ; JSR Ancilla_CheckSpriteCollision : BCS .collided ; LDA $0C72, X : ORA.b #$08 : STA $0C72, X ; JSR Ancilla_CheckTileCollision ; PHP ; LDA $03E4, X : STA $0385, X ; PLP : BCS .collided ; LDA $0C72, X : ORA.b #$0C : STA $0C72, X ; LDA $028A, X : STA $74 ; JSR Ancilla_CheckTileCollision ; PHP ; LDA $74 : STA $028A, X ; PLP : BCC .no_collision ; .collided ; INC $0C54, X ; ; Check if it's blue or orange portal ; LDA $0C68, X ; CMP.b #$1F ; BEQ .blue_portal ; JMP .orange_portal ; .blue_portal ; LDA.b #$20 : STA $0C68, X ; LDA.b #$08 : STA $0C90, X ; LDA.b #$2B : JSR Ancilla_DoSfx2 ; Different sound effect for blue portal ; JMP .portal_created ; .orange_portal ; LDA.b #$21 : STA $0C68, X ; LDA.b #$08 : STA $0C90, X ; LDA.b #$2C : JSR Ancilla_DoSfx2 ; Different sound effect for orange portal ; .portal_created ; ; CLC : ADC portal creation logic here if necessary ; .no_collision ; INC $0C5E, X ; LDA $0C72, X : AND.b #$F3 : STA $0C72, X ; LDA $0385, X : STA $0333 ; AND.b #$F0 : CMP.b #$C0 : BNE .just_draw ; LDA $03E4, X : STA $0333 ; AND.b #$F0 : CMP.b #$C0 : BNE .just_draw ; .just_draw ; JSR PortalShot_Draw ; RTS ; } ; ; *$4077C-$407CA LOCAL ; PortalShot_Draw: ; { ; JSR Ancilla_BoundsCheck ; LDA $0280, X : BEQ .default_priority ; LDA.b #$30 : TSB $04 ; .default_priority ; LDA $0C5E, X : AND.b #$0C : STA $02 ; PHX ; LDX.b #$02 ; LDY.b #$00 ; .next_oam_entry ; STX $03 ; TXA : ORA $02 : TAX ; LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y ; LDA $01 : CLC : ADC .y_offsets, X : INY : STA ($90), Y ; LDX $03 ; LDA .chr, X : INY : STA ($90), Y ; LDA $04 : ORA.b #$02 : INY : STA ($90), Y ; PHY ; TYA : LSR #2 : TAY ; LDA.b #$00 : STA ($92), Y ; PLY : INY ; DEX : BPL .next_oam_entry ; PLX ; RTS ; .x_offsets ; db 7, 0, 8, 0, 8, 4, 0, 0 ; db 2, 8, 0, 0, 1, 4, 9, 0 ; .y_offsets ; db 1, 4, 9, 0, 7, 0, 8, 0 ; db 8, 4, 0, 0, 2, 8, 0, 0 ; .chr ; db $8D, $9D, $9C ; }