; Dungeon Object Handler ; Tile types TileBehavior_Nothing = $07DC54 TileBehavior_Pit = $07DC8B TileBehavior_Door = $07DD0A ; Minecart Track tile types org $07D938 dw TileBehavior_Nothing ; 0xB0 UW LR dw TileBehavior_Nothing ; 0xB1 UW UD dw TileBehavior_Nothing ; 0xB2 UW TL dw TileBehavior_Nothing ; 0xB3 UW BL dw TileBehavior_Nothing ; 0xB4 UW TR dw TileBehavior_Nothing ; 0xB5 UW BR dw TileBehavior_Nothing ; 0xB6 UW Any dw TileBehavior_Nothing ; 0xB7 UW Stop Top dw TileBehavior_Nothing ; 0xB8 UW Stop Bottom dw TileBehavior_Nothing ; 0xB9 UW Stop Left dw TileBehavior_Nothing ; 0xBA UW Stop Right dw TileBehavior_Pit ; 0xBB UW Pit LR dw TileBehavior_Pit ; 0xBC UW Pit UD dw TileBehavior_Pit ; 0xBD UW Any 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 ; Heavy rock object draw code DrawBigGraySegment_hook = $01B350 ; Bank01 Free Space org $01B53C ExpandedObject: JSL CustomObjectHandler RTS ExpandedObject2: JSL CustomObjectHandler2 RTS SpriteBodyObjects: JSL SpriteObjectsDraw RTS HeavyPot: JSL InitHeavyPot JMP DrawBigGraySegment_hook warnpc $01B560 org $2C8000 ; TODO: Fix the graphics used for the heavy pot in game InitHeavyPot: { LDA.w #$1010 PHX LDX.w $042C ; MANIPINDEX LDA.w #$1111 : STA $0500, X ; M16BUFF500 ; 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 } CustomObjectHandler: { 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 .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 .TrackAny-.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 .TrackAny incbin Data/track_any.bin .SmallStatue incbin Data/small_statue.bin } 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_body_1a.bin } CustomObjectHandler2: { 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 ; Normal Door ; #obj2716: ; dw $2888, $0808, $0818, $2889 ; dw $09EF, $0878, $6889, $09EF ; dw $4878, $6888, $4808, $4818 ; Unused door 3A ; #obj2866: org $00C3B8 dw $2888, $0808, $0818, $2889 ; 09 dw $282C, $082D, $6889, $682C ; 10 dw $482D, $6888, $4808, $4818 ; 282D ; 682D ; $682C ; #obj2866: ; dw $282C, $0808, $080D, $282D ; dw $09EF, $0878, $682D, $09EF ; dw $4878, $682C, $4808, $480D