; ========================================================= ; Macros macro PlayerTransform() LDY.b #$04 : LDA.b #$23 JSL AddTransformationCloud LDA.b #$14 STA.w $0CF8 JSL $0DBB67 ; Link_CalculateSFXPan ORA.w $0CF8 STA $012E 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 with the gfx ; InitializeMemoryAndSRAM org $008827 JSL StartupMasks ; Link Sprite hook before game starts org $008A01 LDA $BC ; ========================================================= ; Change Link's palette based on $02B2 (mask value) ; Palettes_Load_LinkArmorAndGloves org $1BEDF9 JSL Palette_ArmorAndGloves ; 4bytes RTL ; 1byte NOP #$01 ; Palettes_Load_LinkGloves org $1BEE1B JSL Palette_ArmorAndGloves_part_two RTL ; ========================================================= ; GameOver_DelayBeforeIris org $09F347 JSL ForceResetMask_GameOver ; Module17_SaveAndQuit org $09F7B5 JSL ForceResetMask_SaveAndQuit ; ========================================================= ; 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 } ForceResetMask_GameOver: { LDA $02B2 : BEQ .still_link CMP.b #$06 : BEQ .gbc_link %ResetToLinkGraphics() JMP .still_link .gbc_link JSL UpdateGbcPalette LDA #$3B : STA $BC ; change link's sprite .still_link LDA.b #$30 STA.b $98 RTL } ForceResetMask_SaveAndQuit: { LDA $02B2 : BEQ .still_link %ResetToLinkGraphics() .still_link LDA.b #$0F STA.b $95 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 CMP.b #$06 : BEQ .gbc_form JMP .original_sprite .deku_mask ; Load Deku Mask Location LDA.b #$35 : STA $BC JSL UpdateDekuPalette RTL .zora_mask ; Load Zora Mask Location LDA.b #$36 : STA $BC JSL UpdateZoraPalette RTL .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 .gbc_form ; Load GBC Link Location LDA.b #$3B : STA $BC JSL UpdateGbcPalette 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 } ; ========================================================= LinkState_ResetMaskAnimated: { LDA.w $02B2 : BEQ .no_transform CMP.b #$01 : BEQ .check_item_slot CMP.b #$02 : BEQ .no_transform CMP.b #$03 : BEQ .check_item_slot CMP.b #$04 : BEQ .check_item_slot CMP.b #$05 : BEQ .no_transform CMP.b #$06 : BEQ .gbc_form .check_item_slot LDA.w $0202 : SEC : SBC.b #$13 : BEQ .no_transform .transform %PlayerTransform() %ResetToLinkGraphics() .gbc_form .no_transform RTL } pushpc ; ========================================================= org $02C769 Overworld_CgramAuxToMain: JSL Overworld_CgramAuxToMain_Override RTS ; ========================================================= ; Change which mask forms have access to the sword. ; ========================================================= ; Link_CheckForSwordSwing 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 ; gbc link can use sword LDA #$01 RTL .return LDA $3B : AND.b #$10 ; Restore Link_CheckForSwordSwing RTL } ; ========================================================= ; Common Mask Transformation Routine ; A = Mask ID ; Carry clear = no transform press/cant use mask Link_TransformMask: { PHB : PHK : PLB PHA ; save mask ID %CheckNewR_ButtonPress() : BEQ .return LDA $6C : BNE .return ; in a doorway LDA $0FFC : BNE .return ; can't open menu %PlayerTransform() PLA ; restore mask ID TAY ; LDA $02B2 CPY !CurrentMask : BEQ .unequip ; check if mask is on STA $02B2 : TAX LDA .mask_gfx, X : STA $BC ; set the mask gfx JSL Palette_ArmorAndGloves ; set the palette STA $02F5 ; Somaria platform flag, no dash PLB : CLC : RTL .unequip STZ $5D STZ $02F5 %ResetToLinkGraphics() PLB : CLC : RTL .return PLA : PLB : CLC : RTL .mask_gfx db $00, $35, $36, $38, $37, $39, $3A, $3B } ; ========================================================= ; Modifies the value of the Y register before it indexes the table ; LinkOAM_AnimationStepDataOffsets ; This is used to change the animation during 0x0A (Using Quake Medallion) DekuLink_SpinOrRecoil: { TAY LDA $70 : BEQ .spin TYA LDY.b #$05 ; Recoil JML $0DA435 ; JML $0DA40B .spin TYA LDY.b #$1B ; Spin and die JML $0DA40B } pushpc ; Spin and die, LinkOAM_AnimationStepDataOffsets org $0DA3FD JML DekuLink_SpinOrRecoil pullpc PrepareMagicBubble: { #_07A049: LDA.b $20 #_07A04B: STA.b $72 #_07A04D: LDA.b $21 #_07A04F: STA.b $73 #_07A051: LDA.b $22 #_07A053: STA.b $74 #_07A055: LDA.b $23 #_07A057: STA.b $75 #_07A059: LDX.b $2F #_07A05B: LDY.b #$02 #_07A05D: LDA.b #$09 ; ANCILLA 09 #_07A05F: JSL $0990A4 ; AncillaAdd_Arrow RTL } ; Based on LinkItem_Quake.allow_quake PrepareQuakeSpell: { LDA.b #$0A : STA.b $5D ; Set Link to the hover state LDA.b #$00 : STA.b $3D ; Clear the animation timer LDA #$00 : STA.w $031C ; Clear the spin animation gfx STZ.w $031D ; Clear the spin animation step STZ.w $0324 ; Prevent multiple ancillae from being added STZ.b $46 ; Clear the link damage timer ; Set low and high of HOPVZ2 ; Usually used as the hopping speed for diagonal jumps LDA.b #$28 : STA.w $0362 : STA.w $0363 STZ.w $0364 ; Clear Z-coordinate for the jump STZ $70 ; Clear bomb drop check flag RTL } ; ========================================================= InitCamera: { LDA.b $22 : STA.b $3F LDA.b $23 : STA.b $41 LDA.b $20 : STA.b $3E LDA.b $21 : STA.b $40 RTS } HandleCamera: { JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry JSR InitCamera #_0790BA: JSL $07E3DD ; Link_HandleVelocityAndSandDrag_long LDA $22 : SEC : SBC $3F : STA $31 LDA $20 : SEC : SBC $3E : STA $30 PHX JSL $07E6A6 ; Link_HandleMovingAnimation_FullLongEntry JSL $07F42F ; HandleIndoorCameraAndDoors_Long JSL Player_HaltDashAttack PLX RTS } ; ========================================================= HandleMovement: { ; TODO: Check for collision here and prevent movement LDA $F0 : AND #$08 : BEQ .not_up LDY #$00 LDA.w .drag_y_low, Y : CLC : ADC.w $0B7E : STA.w $0B7E LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F LDA #$01 : STA $031C LDA #$05 : STA $3D STZ $2F .not_up LDA $F0 : AND #$04 : BEQ .not_down LDY #$01 LDA.w .drag_y_low, Y : CLC : ADC.w $0B7E : STA.w $0B7E LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F LDA #$02 : STA $031C LDA #$05 : STA $3D LDA #$02 : STA $2F .not_down LDA $F0 : AND #$02 : BEQ .not_left LDY #$02 LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH LDA #$03 : STA $031C LDA #$05 : STA $3D LDA #$04 : STA $2F .not_left LDA $F0 : AND #$01 : BEQ .not_right LDY #$03 LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH LDA #$04 : STA $031C LDA #$05 : STA $3D LDA #$06 : STA $2F .not_right RTS .drag_x_high db 0, 0, -1, 0 .drag_x_low db 0, 0, -1, 1 .drag_y_low db -1, 1, 0, 0 .drag_y_high db -1, 0, 0, 0 } ; ========================================================= DekuLink_HoverBasedOnInput: { JSR HandleCamera LDA $5C : AND #$1F : BNE .continue_me DEC $24 .continue_me LDA $5C : BEQ .auto_cancel JSR HandleMovement LDA $70 : BEQ .no_bomb_drop LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop LDY.b #$01 : LDA.b #$07 ; ANCILLA 07 JSL $09811F ; AncillaAdd_Bomb .no_bomb_drop LDA $F0 : AND #%10000000 : BEQ .no_cancel .auto_cancel ; Reset LinkState to Default STZ $5D LDA.b #$01 : STA.w $0AAA STZ.w $0324 : STZ.w $031C : STZ.w $031D STZ.b $50 : STZ.b $3D STZ.w $0FC1 STZ.w $011A : STZ.w $011B : STZ.w $011C : STZ.w $011D .no_turtle_rock_trigger LDY.b #$00 LDA.b $3C : BEQ .no_sword_charge LDA.b $F0 : AND.b #$80 : TAY .no_sword_charge STY.b $3A STZ.b $5E : STZ.w $0325 ; Set height at end of hover ; This makes it so the landing animation timer looks correct ; Floating for a bit, then slowly landing on the ground LDA.b #$12 : STA $24 .no_cancel RTL } pushpc LinkOAM_SetEquipmentVRAMOffsets = $0DABE6 LinkOAM_DrawShadow = $0DA857 org $0DA782 JSL LinkOAM_CheckForDrawShield NOP #3 BEQ .no_shield LDA.l $7EF35A AND.w #$00FF BEQ .no_shield JSR LinkOAM_SetEquipmentVRAMOffsets BCC .shield_continue .no_shield BRL LinkOAM_DrawShadow .shield_continue pullpc LinkOAM_CheckForDrawShield: { LDA.w $02B2 : AND.w #$00FF : CMP.w #$0005 : BNE .shield LDA.w #$0000 .shield RTL } pushpc org $07A94F JSL CheckForTwoWayMirror pullpc CheckForTwoWayMirror: { LDA.l $7EF374 : CMP.b #$07 : BNE .vanilla_code LDA.b #$01 RTL .vanilla_code #_07A94F: LDA.b $8A #_07A951: AND.b #$40 RTL } print "End of mask_routines.asm ", pc ; LinkOAM_DrawShield _0DA780