; ========================================================= ; Goldstar ASM disassembly/restoration ; Originally from the all in patch by Conn ; Restored by scawful with help from Zarby ; ; $22XXXX - Denotes the source address from all in patch ; ========================================================= pullpc TransferGFXinRAM: { PHX ; keep X PHP ; keep processor byte REP #$20 ; 16bit is a bit faster LDX #$80 -- LDA.l .morningstargfx, X : STA.l $7EA180, X DEX : DEX : BPL -- PLP PLX RTL .morningstargfx incbin morningstar.bin } pushpc ; OAM Draw Pattern for spikeball gfx org $0085C4 dw $0040 ; ========================================================= ; Zarby Code ; Handles the layout of OAM tile patterns for the hookshot org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets JSL HookMaskCheck BRA LinkOAM_SetWeaponVRAMOffsets_not_rod_hook org $0DABB0 LinkOAM_SetWeaponVRAMOffsets_not_rod_hook: ; dw $A180, $A1A0, $A1C0, $A1E0 org $008542 dw $A180, $A1A0, $A180, $A1A0 dw $A1C0, $A1C0, $A1E0, $A1E0 pullpc HookMaskCheck: { LDA.w GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask ; morning star graphics oam tile pattern id LDA.w $0109 : AND #$FF00 : ORA.w #$004A RTL .not_mask ; return hookshot graphics oam tile pattern id TYA : AND.w #$00FF : STA.b $0A LDA.w $0109 : AND.w #$FF00 : ORA.b $0A RTL } ; ========================================================= ; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A ; Call this routine to start the gfx transfer of the handle ; based on the direction you are facing. CheckForBallChain: { LDA #$13 : STA $5D ; Set hookshot state LDA #$FF : STA $7A ; Start the rotation Timer JMP LinkItem_BallChain_GfxTransfer ; $D520 RTL } ; ========================================================= pushpc org $08BF2D JSL BallChain_DrawOrReturn assert pc() <= $08BF32 pullpc ; $22D4C0 - Hooked into AncillaDraw_Hookshot @ _08BF2D BallChain_DrawOrReturn: { LDA.w GoldstarOrHookshot : CMP #$02 : BEQ + LDA #$00 : STA ($92),Y RTL + ; $22D4CD LDA #$02 : STA ($92),Y RTL } ; ========================================================= pushpc org $08BF0C JML BallChain_ExtraCollisionLogic pullpc ; $22D4E0 - Hooked into Hookshot_ExtraCollisionLogic @ 08BF0C BallChain_ExtraCollisionLogic: { TAX LDA.w GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar TXA : CMP #$0A : BNE ++ LDA #$FF : BRA ++ + ; $22D4F2 TXA ++ ; $22D4F3 CMP #$FF : BEQ +++ ; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char JML $08BF10 +++ ; $22D4FB JML $08BF32 ; AncillaDraw_Hookshot_skip } ; ========================================================= ;; 22D520 LinkItem_BallChain_GfxTransfer: { PHB ; Check link direction LDA $2F : CMP #$04 : BEQ .transfer_gfx_sideways CMP #$06 : BEQ .transfer_gfx_sideways REP #$30 LDA #$0040 : LDX #GFX_D600 : LDY #$9AC0 MVN $2B, $7E LDA #$0040 : LDX #GFX_D640 : LDY #$9B40 MVN $2B, $7E PLB : LDA #GFX_D6A0 : STA $4302 JMP .transfer_handle_and_links ; D574 .transfer_gfx_sideways ; $22D553 REP #$30 LDA #$0040 : LDX #GFX_D600 : LDY #$9B00 MVN $2B, $7E LDA #$0040 : LDX #GFX_D640 : LDY #$9B80 MVN $2B, $7E PLB : LDA #GFX_D6C0 : STA $4302 .transfer_handle_and_links ; $22D574 LDA #$41E0 : STA $2116 LDA #$1801 : STA $4300 SEP #$30 LDA #$80 : STA $2115 .transfer_loop LDA $4212 : AND #$80 BEQ .transfer_loop LDA #$2B : STA $4304 LDA #$20 : STA $4305 LDA #$01 : STA $420B REP #$30 LDA #$40E0 : STA $2116 LDA #GFX_D680 : STA $4302 SEP #$30 LDA #$20 : STA $4305 LDA #$2B : STA $4304 LDA #$01 : STA $420B RTL } ; 22D5C0 ; Unreached ; LDA $8580,Y ; CMP #$02 ; BEQ $22D5CA ; JMP $DA80 ; Graphics data for transferring the handle oam slot GoldstarHandleGfx: { ; 22D600 GFX_D600: db $00, $00, $00, $00, $21, $00, $7B, $00 db $37, $0B, $3F, $14, $1D, $0A, $1F, $0B db $00, $00, $00, $00, $21, $00, $5B, $00 db $2F, $0B, $3F, $14, $1E, $0A, $1F, $0B GFX_D620: db $00, $00, $80, $00, $40, $80, $F8, $00 db $EC, $D0, $BC, $E8, $FC, $50, $D8, $60 db $00, $00, $80, $00, $C0, $80, $F8, $00 db $F4, $D0, $FC, $E8, $DC, $50, $F8, $60 ; 22D640 GFX_D640: db $1F, $04, $1F, $07, $2F, $19, $2F, $18 db $7B, $01, $21, $00, $00, $00, $00, $00 db $1F, $04, $1F, $07, $3F, $19, $3F, $18 db $5B, $01, $21, $00, $00, $00, $00, $00 ; 22D660 GFX_D660: db $AC, $D0, $72, $DC, $FC, $C0, $F8, $10 db $E8, $30, $34, $08, $08, $00, $00, $00 db $FC, $D0, $FE, $DC, $FC, $C0, $F8, $10 db $F8, $30, $3C, $08, $08, $00, $00, $00 ; 22D680 GFX_D680: db $00, $00, $18, $00, $24, $18, $5A, $24 db $7E, $24, $3C, $18, $18, $00, $00, $00 db $00, $00, $18, $00, $3C, $18, $7E, $24 db $7E, $24, $3C, $18, $18, $00, $00, $00 ; 22D6A0 GFX_D6A0: db $18, $00, $3C, $18, $2C, $08, $34, $10 db $34, $10, $34, $00, $24, $00, $18, $00 db $18, $18, $24, $3C, $34, $3C, $2C, $18 db $2C, $18, $2C, $08, $3C, $18, $18, $00 ; 22D6C0 GFX_D6C0: db $00, $00, $00, $00, $7E, $00, $BB, $1A db $87, $06, $7E, $00, $00, $00, $00, $00 db $00, $00, $00, $00, $7E, $00, $C5, $5E db $F9, $7E, $7E, $00, $00, $00, $00, $00 } ; ========================================================= pushpc org $07ABAF JSL BallChain_ResetTimer pullpc ; 7F5F02 ; 22D700 ; Hooked into LinkState_Hookshotting @ _07ABAF ; Sets Link state to 0x00 and resets the hookshot timer BallChain_ResetTimer: { LDA.w GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer STZ $7A ; Clear the timer .dont_clear_timer STZ $5D ; Return to LinkState_Default RTL } ; ========================================================= pushpc org $08BFDA JSL BallChain_DrawChainOrHookshot NOP #8 NOP #5 pullpc ; 22D800 ; Hooked into AncillaDraw_HookshotChain @ 08BFDA ; Natively NOPs out the bytes 08BFDA - 08BFEA BallChain_DrawChainOrHookshot: { LDA.w GoldstarOrHookshot : CMP #$02 : BEQ + LDA #$19 : STA ($90),Y JSR BallChainOrHookshot_Modifier ; $D820 ORA.b #$02 RTL + ; 22D812 LDA #$0E : STA ($90),Y JSR BallChainOrHookshot_Modifier ; $D820 ORA.b #$04 ; 02 is gray color RTL } ; 22D820 BallChainOrHookshot_Modifier: { INY : LDA.b $1A : AND.b #$02 ASL #6 ; six times RTS } ; ========================================================= struct HookshotSpriteData $08BD4C .char: skip 12 .prop: skip 12 .box_size_y: skip 8 .box_size_x: skip 8 endstruct pushpc org $08BF1B ; AncillaDraw_HookshotChain JSL Goldstar_SetChainProperties NOP #3 pullpc ; $22D850 - Modify the palette Goldstar_SetChainProperties: { LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain LDA HookshotSpriteData.prop, X ORA.b #$02 : ORA.b $65 RTL .ball_chain ; 22D860 LDA HookshotSpriteData.prop, X ORA.b #$02 ORA.b $65 RTL } ; ========================================================= pushpc org $0DA6E3 JSL LinkOAM_GoldstarWeaponTiles NOP pullpc LinkOAM_WeaponTiles = $0D839B ; 22D880 LinkOAM_GoldstarWeaponTiles: { REP #$20 LDA.w $0202 : AND.w #$00FF : CMP.w #$0003 : BEQ + LDA.w LinkOAM_WeaponTiles, Y RTL + ; $22D892 LDA.w LinkOAM_WeaponTiles, Y : CMP.w #$221A : BEQ ++ RTL ++ ; $22D89B LDA.w GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BEQ +++ LDA.w LinkOAM_WeaponTiles, Y RTL +++ ; $22D8AA LDA.w #$241E RTL } ; ========================================================= pushpc org $08BFB0 JML HookshotChain_AncillaDraw org $08BD64 Hookshot_box_size_y: pullpc ; 22D900 - AncillaDraw_HookshotChain_next_object @ 08BFB0 HookshotChain_AncillaDraw: { REP #$20 ; Ball Chain Timer LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914 LDA Hookshot_box_size_y, X JML $08BFB5 ; AncillaDraw_HookshotChain + ; $22D914 CMP #$0000 : BNE ++ ; $22D921 LDA Hookshot_box_size_y, X JML $08BFB5 ; AncillaDraw_HookshotChain ++ JSR CheckForSomariaBlock ; CheckAndClearAncillaId has set the timer in A SEP #$30 ; Compare rotation progress CLC : CMP #$FB : BNE +++ LDA #$06 : STA $2143 +++ ; 22D930 BCC ++++ JMP StartChainRotation ; $D960 ++++ ; 22D935 ; Compare rotation progress CLC : CMP #$AB : BNE +++++ LDA #$06 : STA $2143 +++++ ;22D93F ; Compare rotation progress CLC : CMP #$5B : BNE ++++++ LDA #$06 : STA $2143 ++++++ ;22D949 CLC : CMP #$E6 : BCC +++++++ JMP Routine_22D9A0 ; $D9A0 +++++++ ; 22D951 CLC : CMP #$05 : BCC ++++++++ LDA $F8 : CMP.b #$40 : BEQ + JMP Routine_22D9A0 ; $D9A0 ++++++++ ; 22D959 JMP Routine_22DBD0 ; $DBD0 } ; ========================================================= !RotationState = $7F5803 ; 22D960 StartChainRotation: { REP #$20 LDA #$0000 : EOR #$FFFF : INC : CLC JSR Goldstar_GetPlayerPosY : STA $7F5810 ; en center y-pos JSR Goldstar_GetPlayerPosX : STA $7F580E ; en center x-pos SEP #$30 JSR Routine_22DAD0 : STA $7F5803 ; Set rotation state DEC $7A ; Ball Chain Timer SEP #$20 JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink } ; ========================================================= struct Ancilla_GetRadialProjection $0FFBC2 .multiplier_x : skip 64 .multiplier_y : skip 64 .meta_sign_y : skip 64 .meta_sign_x : skip 64 endstruct ; $22D9A0 Routine_22D9A0: { LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE + STA $7F5803 : CLC : ADC #$02 + ; 22D9B6 AND #$3F : PHX : TAX LDA Ancilla_GetRadialProjection.multiplier_y, X STA $4202 : JSR Routine_22DAA0 : STA $4203 ; Sign of the projected distance. LDA Ancilla_GetRadialProjection.meta_sign_y, X STA $02 : STZ $03 ; Get Y of projected distance LDA $4216 : ASL LDA $4217 : ADC #$00 : STA $00 : STZ $01 LDA Ancilla_GetRadialProjection.multiplier_x, X STA $4202 : JSR Routine_22DAA0 : STA $4203 ; Sign of the projected distance. LDA Ancilla_GetRadialProjection.meta_sign_x, X STA $06 : STZ $07 ; Get X of projected distance LDA $4216 : ASL LDA $4217 : ADC #$00 : STA $04 : STZ $05 PHY JSL $08DA17 ; Sparkle_PrepOAMFromRadial PLY : PLX CPY #$04 : BNE ++ ; $22DA14 JSR Routine_22DA70 ; $DA70 NOP #7 JSR BallChain_SpinAncilla ; $22DB90 ++ ;22DA14 NOP #3 LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F STA $00 +++ ; 22DA1F DEC $7A ; Ball Chain Timer SEP #$20 JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink } ; ========================================================= ; 22DA30 Goldstar_GetPlayerPosY: { ADC $20 : CLC : ADC #$000C CPX #$00 : BNE + SEC : SBC #$000C RTS + ; $22DA3F CPX #$02 : BNE ++ CLC : ADC #$000C ++ ; $22DA47 RTS } ; ========================================================= ; 22DA50 Goldstar_GetPlayerPosX: { LDA $22 : CLC : ADC #$0008 CPX #$04 : BNE + ; $22DA5F SEC : SBC #$000C RTS + ; $22DA5F CPX #$06 : BNE ++ ; $22DA67 CLC : ADC #$000C ++ ;$22DA67 RTS } ; ========================================================= ; 22DA70 Routine_22DA70: { LDY #$00 : LDA $02 ; set sign of projected distance X STA ($90),Y LDY #$01 : LDA $00 ; set sign of projected distance y STA ($90),Y LDY #$04 RTS } ; ========================================================= ; 22DA80 Possibly unused Routine_22DA80: { LDA $7EF34A : CMP #$02 : BNE + ; $22DA89 RTL + CMP #$01 : BEQ ++ ; $22DA93 LDA $8580,Y : STA [$00] RTL ++ LDA #$8F01 : TSC : SBC ($7E,S),Y RTL } ; ========================================================= ; 22DAA0 Routine_22DAA0: { CPY #$04 : BNE .alpha JMP Routine_22DB50 ; $DB50 .alpha ; 22DAA7 CPY #$08 : BNE + LDA #$00 RTS + ; 22DAAE CPY #$0C : BNE ++ LDA #$04 RTS ++ ; 22DAB5 CPY #$10 : BNE +++ LDA #$08 RTS +++ ; 22DABC CPY #$14 : BNE ++++ LDA #$0C RTS ++++ ; 22DAC3 CPY #$18 : BNE +++++ ; $22DACA LDA #$10 RTS +++++ ; 22DACA LDA #$02 RTS } ; ========================================================= ; 22DAD0 Routine_22DAD0: { CPX #$00 : BNE + ; $22DAD7 LDA #$2E RTS + ; 22DAD7 CPX #$02 : BNE ++ ; $22DADE LDA #$13 RTS ++ ; 22DADE CPX #$04 : BNE +++ ; $22DAE5 LDA #$2B RTS +++ ; 22DAE5 LDA #$09 RTS } ; ========================================================= pushpc org $08BF94 JML BallChain_TryAncillaDraw NOP pullpc ; 22DB00 ; Hooks into AncillaDraw_HookshotChain @ 08BF94 ; Hookshot box size BallChain_TryAncillaDraw: { ; Ball Chain timer should be $FF here on first run LDA $7A : AND #$00FF : CMP #$0000 : BEQ + CMP #$0001 : BEQ + SEP #$20 JML HookshotChain_AncillaDraw ; $22D900 + ; $22DB15 LDA Hookshot_box_size_y,X : BNE ++ JML $08BF99 ; AncillaDraw_HookshotChain ++ ; $22DB1F JML $08BFA1 ; Resume AncillaDraw_HookshotChain } ; ========================================================= pushpc org $08F7DC JML BallChain_CheckProximityToLink pullpc ; 22DB30 ; Hooks into Hookshot_CheckProximityToLink @ 08F7DC BallChain_CheckProximityToLink: { REP #$20 ; Ball Chain Timer LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44 LDA.b $00 JML $08F7E0 ; Hookshot_CheckProximityToLink continue + ; 22DB44 JML $08F820 ; Hookshot_CheckProximityToLink too_far } ; ========================================================= ; 22DB50 Routine_22DB50: { ; Ball Chain Timer LDA $7A : CLC : CMP #$EA : BCC + LDA #$08 RTS + ; 22DB5A CLC : CMP #$16 : BCC ++ LDA #$14 RTS ++ ; 22DB62 CLC LDA #$08 RTS } ; ========================================================= ; $22DB90 BallChain_SpinAncilla: { REP #$20 LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha CLC : ADC #$0010 .alpha STA $04 LDA $02 : CLC : ADC $E2 : STA $06 SEP #$20 LDA $04 : STA $0BFE : LDA $05 : STA $0C12 ; Ancilla4 Y LDA $06 : STA $0C08 : LDA $07 : STA $0C1C ; Ancilla4 X STZ $0C76 ; Ancilla4 direction SEP #$30 RTS } ; ========================================================= struct AncillaAdd_HookshotData $099AF8 .speed_y: skip 4 .speed_x: skip 4 .offset_y: skip 8 .offset_x: skip 8 endstruct ; 22DBD0 Routine_22DBD0: { STZ $7A ; Ball Chain Timer JSR ClearAncillaVariables ; $DC70 ; Check Link direction LDA $2F : CMP #$00 : BNE .not_up LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity .not_up CMP #$02 : BNE .not_down LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity .not_down CMP #$04 : BNE .not_left LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity .not_left CMP #$06 : BNE .not_right LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity .not_right SEP #$20 STZ $0C58 ; Ancilla4 Misc STZ $0C62 ; Ancilla4 hookshoot extension STZ $0C54 ; Ancilla0 Misc REP #$20 LDA $2F : LSR : STA $0C76 ASL : TAX LDA $20 : CLC : ADC AncillaAdd_HookshotData.offset_y, X STA $00 : STA $04 LDA $22 : CLC : ADC AncillaAdd_HookshotData.offset_x, X STA $02 : STA $06 SEP #$30 LDA $00 : STA $0BFE : LDA $01 : STA $0C12 ; Ancilla4 Y LDA $02 : STA $0C08 : LDA $03 : STA $0C1C ; Ancilla4 X LDX #$06 : LDA Hookshot_box_size_y,X ; hookshot box size y table SEP #$20 JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink } ; ========================================================= pushpc org $08BDFD JML HookshotOrBallChain_Extending_ignore_collision pullpc ; 22DC50 HookshotOrBallChain_Extending_ignore_collision: { ; Ball Chain Timer LDA $7A : CMP #$00 : BNE + JSL Hookshot_CheckTileCollision ; $07D576 JML $08BE01 ; Hookshot_Extending_ignore_collision continue + ; 22DC5E JML $08BEDC ; AncillaDraw_Hookshot } ; ========================================================= ; 22DC70 ClearAncillaVariables: { REP #$30 LDA #$0000 STA $7F580E ; en center x-pos STA $7F5810 ; en center y-pos STA $7F5803 ; rotation state SEP #$30 RTS } ; ========================================================= pushpc org $08BD7F JSL BallChain_SFX_Control NOP #1 pullpc ;; 22DC90 ; Hooked into Ancilla1F_Hookshot @ 08BD7F before Ancilla_SFX2_Pan BallChain_SFX_Control: { STA $0C68,X ; Ball Chain Timer LDA $7A : CMP #$00 : BNE + ; $22DC9C LDA.b #$0A ; SFX2.0A RTL + ;; 22DC9C LDA.b #$07 ; Clear SFX2 RTL } ; ========================================================= ; 22DCA0 ; SFX Pan flags? Routine_22DCA0: { LDA $7A : CMP #$00 : BNE + ;$A2DCAB LDA $0DBB5B, X RTL + LDA #$00 RTL } ; ========================================================= ; 22DD90 CheckAndClearAncillaId: { SEP #$30 ; Check if hookshot ancillae in this slot LDA $0C4A : CMP #$1F : BEQ + ; $22DDC9 LDA $0C4C : CMP #$1F : BEQ ++ ; $22DDB1 LDA $0C4D : CMP #$1F : BEQ +++ ; $22DDB9 LDA $0C4B : CMP #$1F : BEQ ++++ ; $22DDC1 LDA $7A ; Ball Chain Timer RTS ++ ; 22DDB1 STZ $0C4C : LDA $7A RTS +++ ; 22DDB9 STZ $0C4D : LDA $7A RTS ++++ ; 22DDC1 STZ $0C4B : LDA $7A RTS + ; 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. CheckForSomariaBlock: { SEP #$30 JMP CheckForSomariaBlast ; $EE80 .22E5A5 ; 22E5A5 LDA $0C4C : CMP #$2C : BNE + ; $22E5B2 INC $0C4C ;JMP $E5DB + ; 22E5B2 LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF INC $0C4D ;JMP $E5DB ++ ; 22E5BF LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC INC $0C4E ;JMP $E5DB +++ ; 22E5CC LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9 INC $0C4F ;JMP $E5DB ++++ ; 22E5D9 BRA +++++ ; $22E5E0 +++++ ; 22E5E0 JSR CheckAndClearAncillaId ; $DD90 RTS } ; ========================================================= ;22EE80 ; TODO: Handle the somaria blast case, these JMPs are invalid. CheckForSomariaBlast: { LDA $0300 : BEQ + ; $22EE88 ;JMP $E5DB + ; 22EE88 LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92 ;JMP $EEC0 ++ ; 22EE92 LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C ;JMP $EEC0 +++ ; 22EE9C LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6 ;JMP $EEC0 ++++ ; 22EEA6 LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0 ;JMP $EEC0 +++++ ; 22EEB0 LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA ;JMP $EEC0 ++++++ ; 22EEBA JMP CheckForSomariaBlock_22E5A5 ; $E5A5 } ; ========================================================= ; 22EF00 ; Hooked inside LinkItem_Hookshot @ 07AB5E BallChain_StartAnimationFlag: { ; Restore vanilla code LDA #$01 : STA $037B ; Check if we are rotating the goldstar LDA $037A : CMP #$04 : BNE + ; Animation flag, prevent menu from opening LDA #$01 : STA $0112 + RTL } ; ========================================================= pushpc org $07AB95 JSL BallChain_Finish NOP #2 pullpc ; 22EF12 ; Hooked inside LinkState_Hookshotting @ 07AB95 BallChain_Finish: { STZ.w $0300 : STZ.w $037B ; Restore vanilla LDA $037A : CMP #$04 : BNE .not_done ; We are hookshotting STZ $0112 ; Clear animation flag .not_done RTL } ; ========================================================= ; 22EF30 ; Hooked at $07AC98 Hookshot_Init: { ; ResetAllAcceleration: REP #$20 STZ.w $032F : STZ.w $0331 STZ.w $0326 : STZ.w $0328 STZ.w $032B : STZ.w $032D STZ.w $033C : STZ.w $033E STZ.w $0334 : STZ.w $0336 SEP #$20 ; Initialize hookshot variables STZ.w $0300 LDA.b #$01 : TSB.b $50 LDA.b #$07 : STA.b $3D STZ.b $2E LDA.b $67 : AND.b #$F0 : STA.b $67 LDA.w $037A : AND.b #$00 : ORA.b #$04 STA.w $037A RTL } ; ========================================================= BeginGoldstarOrHookshot: { LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar JMP .begin_hookshot .begin_goldstar: JSL CheckForBallChain JSL Hookshot_Init JSL BallChain_StartAnimationFlag LDY.b #$03 : LDA.b #$1F ; ANCILLA 1F JSL AncillaAdd_Hookshot JSL TransferGFXinRAM RTL .begin_hookshot JSL Hookshot_Init LDA.b #$13 : STA $5D ; Set hookshot state LDA.b #$01 : STA.w $037B LDY.b #$03 : LDA.b #$1F ; ANCILLA 1F JSL AncillaAdd_Hookshot RTL } ; ========================================================= MaybeUploadBirdGraphicsToOam: { LDY $037A : CPY #$0104 : BEQ .here LDY #$40E0 : STY $2116 JML $008B30 ; NMI_DoUpdates .here JML $008B50 ; NMI_DoUpdates.no_update_swagduck } ApplyGoldstarDamageClass: { PHA ; If the hookshot is active LDA.w $0202 : CMP.b #$03 : BNE .return ; If the goldstar is active, swap in the damage class LDA.w GoldstarOrHookshot : CMP.b #$02 : BNE .return PLA LDA #$02 JMP .apply .return PLA .apply JSL $06ED25 ; Ancilla_CheckDamageToSprite_preset.apply RTL } ; ========================================================= CheckForSwitchToGoldstar: { %CheckNewR_ButtonPress() : BEQ .continue LDA.w GoldstarOrHookshot : CMP.b #$01 : BEQ .set_hookshot LDA.b #$01 : STA.w GoldstarOrHookshot JMP .continue .set_hookshot: LDA.b #$02 : STA.w GoldstarOrHookshot .continue: LDA.b $3A : AND.b #$40 ; Restore vanilla code RTL } Goldstar_GetDragged: { JSL LinkHop_FindArbitraryLandingSpot STZ.w $0112 RTL } pushpc ; ========================================================= ; Main Hookshot/Goldstar hooks ; LinkItem_Hookshot org $07AB25 JSL CheckForSwitchToGoldstar ; Ancilla_CheckDamageToSprite.not_airborne org $06ECF2 JSL ApplyGoldstarDamageClass ; LinkItem_Hookshot org $07AB3A ;$07AB40 JSL BeginGoldstarOrHookshot RTS org $008B2A JML MaybeUploadBirdGraphicsToOam org $07AD49 LinkHookshot_GetDragged: JSL Goldstar_GetDragged