207 lines
5.0 KiB
NASM
207 lines
5.0 KiB
NASM
;===========================================================
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; Lost Woods Hack
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;
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; Area: 29
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; East Exit 2A
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; North Exit 21
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; South is 31
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; West is 28
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;
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; combo is N(21), W(28), S(31), W(28)
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;===========================================================
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!NorthArea = #$21
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!WestArea = #$28
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!SouthArea = #$31
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!EastArea = #$2A
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!ComboCounter = $1CF7 ; ram address to store combo counter
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!RestoreCam = $1CF8
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; ==========================================================
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; Gets the small/large map true ID of the current screen
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Overworld_ActualScreenID = $02A5EC
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; At this stage the accumulator contains area currently in
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; X contains the area you're moving to.
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org $A0F000
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LostWoods:
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{
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; If currently in Lost Woods, execute puzzle logic
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LDA.b $8A : CMP.b #$29 : BEQ begincode
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; Else, return standard area ID (Allow entry)
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LDA.l Pool_Overworld_ActualScreenID_New, X
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STZ !ComboCounter
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RTL
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normalfinish:
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JSL LostWoods_ResetCoordinates
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LDA.l Pool_Overworld_ActualScreenID_New, X
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STZ !ComboCounter
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RTL
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begincode:
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; Return from where we came from
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CPX !EastArea : BEQ normalfinish
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; from here onwards, use the ram address to determine which combo you're up to
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; this code is pretty repeatable
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LDA !ComboCounter : CMP #$00 : BNE combo1
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; did you get it right?
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CPX !NorthArea : BEQ UP_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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combo1:
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CMP #$01 : BNE combo2
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CPX !WestArea : BEQ LEFT_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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combo2:
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CMP #$02 : BNE combo3
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CPX !SouthArea : BEQ DOWN_CORRECT
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STZ !ComboCounter
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BRA RESOLVE_INCORRECT
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combo3:
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; we want to load the down area, since we complete the combos
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CPX !WestArea : BNE RESOLVE_INCORRECT
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LDA #$1B : STA $012F ; play fanfare
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BRA normalfinish
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RESOLVE_INCORRECT:
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CPX !NorthArea : BEQ CASE_UP
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CPX !WestArea : BEQ CASE_LEFT
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BRA CASE_DOWN
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DOWN_CORRECT:
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{
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INC !ComboCounter
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CASE_DOWN:
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DEC $21
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DEC $21
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DEC $E7
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DEC $E7
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DEC $E9
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DEC $E9
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DEC $611
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DEC $611
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DEC $613
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DEC $613
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LDA $700
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SEC
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SBC #$10
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STA $700
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BRA all
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} ; label DOWN_CORRECT
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UP_CORRECT:
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{
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INC !ComboCounter
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CASE_UP:
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INC $21
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INC $21
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INC $E7
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INC $E7
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INC $E9
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INC $E9
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INC $611
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INC $611
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INC $613
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INC $613
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LDA $700
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CLC
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ADC #$10
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STA $700
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LDA.b #$01 : STA !RestoreCam
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BRA all
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} ; label UP_CORRECT
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LEFT_CORRECT:
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{
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INC !ComboCounter
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CASE_LEFT:
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INC $23
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INC $23
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INC $E1
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INC $E1
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INC $E3
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INC $E3
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INC $615
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INC $615
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INC $617
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INC $617
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INC $700
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INC $700
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} ; label LEFT_CORRECT
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all:
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{
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LDA #$29 ; load the same area.
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RTL
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}
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} ; label LOST_WOOD_HOOK
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LostWoods_ResetCoordinates:
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{
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; Only run if we are in area 0x29
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LDA.b $8A : CMP.b #$29 : BNE .done
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REP #$20
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; Check Target Area (in X register)
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CPX !EastArea : BEQ .snap_east
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CPX !WestArea : BEQ .snap_west
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CPX !NorthArea : BEQ .snap_north
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CPX !SouthArea : BEQ .snap_south
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BRA .done_coords ; Fallback if unknown exit
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.snap_east ; Target 0x2A (Right)
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; Snap X to Right Edge of 0x29 (0x0400)
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LDA.w #$0400 : STA.b $22
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; Modulo Y to 0x29 Base (0x0A00)
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LDA.b $20 : AND.w #$01FF : ORA.w #$0A00 : STA.b $20
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BRA .reset_scroll
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.snap_west ; Target 0x28 (Left)
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; Snap X to Left Edge of 0x29 (0x0200)
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LDA.w #$0200 : STA.b $22
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; Modulo Y to 0x29 Base (0x0A00)
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LDA.b $20 : AND.w #$01FF : ORA.w #$0A00 : STA.b $20
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BRA .reset_scroll
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.snap_north ; Target 0x21 (Up)
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; Snap Y to Top Edge of 0x29 (0x0A00)
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LDA.w #$0A00 : STA.b $20
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; Modulo X to 0x29 Base (0x0200)
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LDA.b $22 : AND.w #$01FF : ORA.w #$0200 : STA.b $22
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BRA .reset_scroll
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.snap_south ; Target 0x31 (Down)
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; Snap Y to Bottom Edge of 0x29 (0x0C00)
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LDA.w #$0C00 : STA.b $20
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; Modulo X to 0x29 Base (0x0200)
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LDA.b $22 : AND.w #$01FF : ORA.w #$0200 : STA.b $22
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BRA .reset_scroll
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.done_coords
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; If we didn't match an exit, fallback to just modulo-ing both
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LDA.b $20 : AND.w #$01FF : ORA.w #$0A00 : STA.b $20
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LDA.b $22 : AND.w #$01FF : ORA.w #$0200 : STA.b $22
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.reset_scroll
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SEP #$20
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; Reset Overlay Scroll Drifts introduced by puzzle
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STZ.b $E1
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STZ.b $E3
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STZ.b $E7
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STZ.b $E9
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.done
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RTL
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}
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