; ========================================================= ; Macros 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 ; org $02A560 ; JSL ForceResetWorldMap ; GameOver_DelayBeforeIris org $09F347 JSL ForceResetMask_GameOver ; Module17_SaveAndQuit org $09F7B5 JSL ForceResetMask_SaveAndQuit ; ========================================================= ; 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 } ForceResetWorldMap: { LDA $7EF280 : BNE .openMap PLA : PLA : PLA ; Pop the RTL JML $02A571 ; check select button .openMap LDA $02B2 : BEQ .still_link LDY.b #$04 : LDA.b #$23 JSL AddTransformationCloud %ResetToLinkGraphics() .still_link STZ.w $0200 LDA #$07 RTL } ForceResetMask_GameOver: { LDA $02B2 : BEQ .still_link %ResetToLinkGraphics() .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 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. ; ========================================================= ; 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 LDA #$01 RTL .return LDA $3B : AND.b #$10 ; Restore Link_CheckForSwordSwing RTL } ; 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 ; Based on LinkItem_Quake.allow_quake PrepareQuakeSpell: { ; Ancilla setup stuff, not necessary ; #_07A680: LDA.w $0C4A ; #_07A683: ORA.w $0C4B ; #_07A686: ORA.w $0C4C ; This would set link to strafe mode ; Probably not necessary ; #_07A696: LDA.b #$01 ; #_07A698: TSB.b $50 ; TODO: Set a check for the Deku Flower sprite before activating this ability. LDA.b #$0A : STA $5D #_07A69A: LDA #$00 #_07A69D: STA.b $3D #_07A69F: LDA #$00 #_07A6A2: STA.w $031C #_07A6A5: STZ.w $031D #_07A6A8: STZ.w $0324 #_07A6AB: STZ.b $46 ; Set the spin and jump animation values. #_07A6AD: LDA.b #$28 #_07A6AF: STA.w $0362 #_07A6B2: STA.w $0363 #_07A6B5: STZ.w $0364 STZ $70 RTL } DekuLink_HoverBasedOnInput: { JSL $07E6A6 LDA $5C : AND #$1F : BNE .continue_me DEC $24 .continue_me LDA $5C : BEQ .auto_cancel LDA $F0 : AND #$08 : BEQ .not_up LDA $20 : CLC : ADC #-1 : STA $20 LDA #$01 : STA $031C LDA #$05 : STA $3D STZ $2F .not_up LDA $F0 : AND #$04 : BEQ .not_down LDA $20 : CLC : ADC #1 : STA $20 LDA #$02 : STA $031C LDA #$05 : STA $3D LDA #$02 : STA $2F .not_down LDA $F0 : AND #$02 : BEQ .not_left LDA $22 : CLC : ADC #-1 : STA $22 LDA #$03 : STA $031C LDA #$05 : STA $3D LDA #$04 : STA $2F .not_left LDA $F0 : AND #$01 : BEQ .not_right LDA $22 : CLC : ADC #1 : STA $22 LDA #$04 : STA $031C LDA #$05 : STA $3D LDA #$06 : STA $2F .not_right LDA $70 : BEQ .no_bomb_drop LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop #_07A14F: LDY.b #$01 #_07A151: LDA.b #$07 ; ANCILLA 07 #_07A153: JSL $09811F ; AncillaAdd_Bomb .no_bomb_drop LDA $F0 : AND #%10000000 : BEQ .no_cancel .auto_cancel ; Reset LinkState to Default STZ $5D #_08B6A5: LDA.b #$01 #_08B6A7: STA.w $0AAA #_08B6AA: STZ.w $0324 #_08B6AD: STZ.w $031C #_08B6B0: STZ.w $031D #_08B6B3: STZ.b $50 #_08B6B5: STZ.b $3D #_08B6B7: STZ.w $0FC1 #_08B6BA: STZ.w $011A #_08B6BD: STZ.w $011B #_08B6C0: STZ.w $011C #_08B6C3: STZ.w $011D .no_turtle_rock_trigger #_08B6E4: LDY.b #$00 #_08B6E6: LDA.b $3C #_08B6E8: BEQ .no_sword_charge #_08B6EA: LDA.b $F0 #_08B6EC: AND.b #$80 #_08B6EE: TAY .no_sword_charge #_08B6EF: STY.b $3A #_08B6F1: STZ.b $5E #_08B6F3: 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 } print "End of mask_routines.asm ", pc