Files
oracle-of-secrets/Overworld/overworld.asm
scawful 16f5dc7014 feat: Update master sword behavior and dialogue
- Make the pedestal sword the lv4 sword
- Change the dialogue for the sword pull
2024-08-22 22:05:35 -04:00

342 lines
9.3 KiB
NASM

; Overworld.asm
; Spawn Point 03 - Room 0005
org $02DB74
dw $0005
org $02DC51
db $14
; Remove rain sound effects from beginning
org $02838C
LDA.l $7EF3C5
CMP.b #$00
org $0EF581
EXIT_0EF581:
org $01C769
#_01C769: LDA.w $0DD0,X
#_01C76C: CMP.b #$02
; Credits_LoadNextScene_Overworld
; Skip end cutscene until it's ready
org $0E9889
LDA #$20 : STA $11
RTS
; FlashGanonTowerPalette
org $0EF587
LDA.b $8A
CMP.b #$73
BEQ .on_dark_dm
CMP.b #$75
BEQ .on_dark_dm
CMP.b #$7D
BNE EXIT_0EF581
.on_dark_dm
org $0EF531
Palettes_GanonTowerFlash:
dw $7FFF, $0884, $1CC8, $1DCE, $3694, $4718, $1D4A, $18AC
dw $7FFF, $1908, $2D2F, $3614, $4EDA, $471F, $1D4A, $390F
dw $7FFF, $34CD, $5971, $5635, $7F1B, $7FFF, $1D4A, $3D54
dw $7FFF, $1908, $2D2F, $3614, $4EDA, $471F, $1D4A, $390F
dw $7FFF, $0884, $052A, $21EF, $3AB5, $4B39, $1D4C, $18AC
; dw $7FFF, $0C63, $40A5, $5D67, $7EAE, $7F18, $7A6B, $7B5C
incsrc "Overworld/maku_tree.asm"
print "End of Overworld/maku_tree.asm ", pc
incsrc "Overworld/lost_woods.asm"
print "End of Overworld/lost_woods.asm ", pc
org $348000 ; Free space
pushpc
incsrc "Overworld/time_system.asm"
print "End of Overworld/time_system.asm ", pc
incsrc "Overworld/overlays.asm"
print "End of Overworld/overlays.asm ", pc
pushpc
incsrc "Overworld/world_map.asm"
print "End of world_map.asm ", pc
pullpc
incsrc "Overworld/entrances.asm"
print "End of Overworld/entrances.asm ", pc
pushpc
; =========================================================
; Get Lv2 Sword from chest
; Get Lv4 Sword from pedestal
; =========================================================
; At 04/87CA, change D0 into 80
org $0987CA
db $80
; Disable wind blowing sfx:
; At 04/45D4, change 09 into 00
org $08C5D4
db $00
; MasterSword_HandleReceipt
org $0589AF
LDY.b #$03 ; ITEMGET 03
pullpc
LoadDarkWorldIntro:
{
; If we have the old man, set us indoors and dark world
LDA.l $7EF3C8 : CMP.b #$05 : BNE .not_dw_spawn
LDA.b #$01 : STA.b $1B
LDA.b #$40 : STA.l $7EF3CA
RTL
.not_dw_spawn
LDA.l $7EF3C5 : CMP.b #$02 : BNE .continue
; Check for maku tree progress flag
LDA.l $7EF3D6 : CMP.b #$02 : BCS .has_pearl
STZ.w $1B
LDA.b #$40 : STA.l $7EF3CA
RTL
.continue
.has_pearl
; Check if the player was in a dungeon when they saved
LDA.b $1B : BNE .indoors
LDA.l $7EF3CA
.indoors
RTL
}
pushpc
; Module05_LoadFile
org $028192
JSL LoadDarkWorldIntro
; Module05_LoadFile
; Check for goldstar instead of mirror for mountain spawn option
org $0281E2
LDA.l $7EF342 : CMP.b #$02
; Check for hall of secrets spawn pt flag
org $0281CD
LDA.l $7EF3D6 : CMP.b #$04
pullpc
LoadOverworldPitAreas:
{
LDA $8A : CMP.b #$0F : BEQ .allow_transition
CMP.b #$11 : BEQ .allow_transition
CMP.b #$23 : BEQ .allow_transition
CMP.b #$57 : BEQ .allow_transition
SEC ; fall in the pit
RTL
.allow_transition
CLC ; allow transition
RTL
}
pushpc
incsrc "Overworld/special_areas.asm"
Overworld_GetPitDestination = $1BB860
; DetermineConsequencesOfFalling
org $0794D9
JSL LoadOverworldPitAreas : BCC .overworld_pit_transition
JSL $01FFD9 ; TakeDamageFromPit
RTS
.overworld_pit_transition
; TODO: Fix camera scroll boundaries so sprites appear for 0x05
org $02DB6E
SpawnPointData:
.room_id
#_02DB6E: dw $0104 ; 0x00 - Link's house - ROOM 0104
#_02DB70: dw $0012 ; 0x01 - Sanctuary - ROOM 0012
#_02DB72: dw $0080 ; 0x02 - Prison - ROOM 0080
#_02DB74: dw $0055 ; 0x03 - Uncle - ROOM 0055
#_02DB76: dw $0051 ; 0x04 - Throne - ROOM 0051
#_02DB78: dw $00D0 ; 0x05 - Old man cave - ROOM 00D0
#_02DB7A: dw $00E4 ; 0x06 - Old man home - ROOM 00E4
; ---------------------------------------------------------
.camera_scroll_boundaries
#_02DB7C: db $21, $20, $21, $21, $09, $09, $09, $0A ; 0x00 - Link's house
#_02DB84: db $02, $02, $02, $03, $04, $04, $04, $05 ; 0x01 - Sanctuary
#_02DB8C: db $10, $10, $10, $11, $01, $00, $01, $01 ; 0x02 - Prison
#_02DB94: db $0A, $0A, $0A, $0B, $0B, $0A, $0B, $0B ; 0x03 - Uncle
#_02DB9C: db $0A, $0A, $0A, $0B, $02, $02, $02, $03 ; 0x04 - Throne
#_02DBA4: db $1E, $1E, $1E, $1F, $01, $00, $01, $01 ; 0x05 - Old man cave
#_02DBAC: db $1D, $1C, $1D, $1D, $08, $08, $08, $09 ; 0x06 - Old man home
; ---------------------------------------------------------
.horizontal_scroll
#_02DBB4: dw $0900 ; 0x00 - Link's house
#_02DBB6: dw $0480 ; 0x01 - Sanctuary
#_02DBB8: dw $00DB ; 0x02 - Prison
#_02DBBA: dw $0A8E ; 0x03 - Uncle
#_02DBBC: dw $0280 ; 0x04 - Throne
#_02DBBE: dw $0100 ; 0x05 - Old man cave
#_02DBC0: dw $0800 ; 0x06 - Old man home
; ---------------------------------------------------------
.vertical_scroll
#_02DBC2: dw $2110 ; 0x00 - Link's house
#_02DBC4: dw $0231 ; 0x01 - Sanctuary
#_02DBC6: dw $1000 ; 0x02 - Prison
#_02DBC8: dw $0A03 ; 0x03 - Uncle
#_02DBCA: dw $0A22 ; 0x04 - Throne
#_02DBCC: dw $1E8C ; 0x05 - Old man cave
#_02DBCE: dw $1D10 ; 0x06 - Old man home
; ---------------------------------------------------------
.y_coordinate
#_02DBD0: dw $2178 ; 0x00 - Link's house
#_02DBD2: dw $029C ; 0x01 - Sanctuary
#_02DBD4: dw $1041 ; 0x02 - Prison
#_02DBD6: dw $0A70 ; 0x03 - Uncle
#_02DBD8: dw $0A8F ; 0x04 - Throne
#_02DBDA: dw $1EF8 ; 0x05 - Old man cave
#_02DBDC: dw $1D98 ; 0x06 - Old man home
; ---------------------------------------------------------
.x_coordinate
#_02DBDE: dw $0978 ; 0x00 - Link's house
#_02DBE0: dw $04F8 ; 0x01 - Sanctuary
#_02DBE2: dw $0160 ; 0x02 - Prison
#_02DBE4: dw $0B06 ; 0x03 - Uncle
#_02DBE6: dw $02F8 ; 0x04 - Throne
#_02DBE8: dw $01A8 ; 0x05 - Old man cave
#_02DBEA: dw $0878 ; 0x06 - Old man home
; ---------------------------------------------------------
.camera_trigger_y
#_02DBEC: dw $017F ; 0x00 - Link's house
#_02DBEE: dw $00A7 ; 0x01 - Sanctuary
#_02DBF0: dw $0083 ; 0x02 - Prison
#_02DBF2: dw $007B ; 0x03 - Uncle
#_02DBF4: dw $009A ; 0x04 - Throne
#_02DBF6: dw $0103 ; 0x05 - Old man cave
#_02DBF8: dw $0187 ; 0x06 - Old man home
; ---------------------------------------------------------
.camera_trigger_x
#_02DBFA: dw $017F ; 0x00 - Link's house
#_02DBFC: dw $00FF ; 0x01 - Sanctuary
#_02DBFE: dw $0167 ; 0x02 - Prison
#_02DC00: dw $010D ; 0x03 - Uncle
#_02DC02: dw $00FF ; 0x04 - Throne
#_02DC04: dw $017F ; 0x05 - Old man cave
#_02DC06: dw $007F ; 0x06 - Old man home
; ---------------------------------------------------------
.main_GFX
#_02DC08: db $03 ; 0x00 - Link's house
#_02DC09: db $03 ; 0x01 - Sanctuary
#_02DC0A: db $04 ; 0x02 - Prison
#_02DC0B: db $01 ; 0x03 - Uncle
#_02DC0C: db $04 ; 0x04 - Throne
#_02DC0D: db $06 ; 0x05 - Old man cave
#_02DC0E: db $14 ; 0x06 - Old man home
; ---------------------------------------------------------
.floor
#_02DC0F: db $00 ; 0x00 - Link's house
#_02DC10: db $00 ; 0x01 - Sanctuary
#_02DC11: db $FD ; 0x02 - Prison
#_02DC12: db $FF ; 0x03 - Uncle
#_02DC13: db $01 ; 0x04 - Throne
#_02DC14: db $00 ; 0x05 - Old man cave
#_02DC15: db $00 ; 0x06 - Old man home
; ---------------------------------------------------------
.dungeon_id
#_02DC16: db $FF ; 0x00 - Link's house
#_02DC17: db $00 ; 0x01 - Sanctuary
#_02DC18: db $02 ; 0x02 - Prison
#_02DC19: db $FF ; 0x03 - Uncle
#_02DC1A: db $02 ; 0x04 - Throne
#_02DC1B: db $FF ; 0x05 - Old man cave
#_02DC1C: db $FF ; 0x06 - Old man home
; ---------------------------------------------------------
.layer
#_02DC1D: db $00 ; 0x00 - Link's house
#_02DC1E: db $00 ; 0x01 - Sanctuary
#_02DC1F: db $00 ; 0x02 - Prison
#_02DC20: db $01 ; 0x03 - Uncle
#_02DC21: db $00 ; 0x04 - Throne
#_02DC22: db $00 ; 0x05 - Old man cave
#_02DC23: db $01 ; 0x06 - Old man home
; ---------------------------------------------------------
.camera_scroll_controller
#_02DC24: db $00 ; 0x00 - Link's house
#_02DC25: db $22 ; 0x01 - Sanctuary
#_02DC26: db $20 ; 0x02 - Prison
#_02DC27: db $20 ; 0x03 - Uncle
#_02DC28: db $22 ; 0x04 - Throne
#_02DC29: db $02 ; 0x05 - Old man cave
#_02DC2A: db $02 ; 0x06 - Old man home
; ---------------------------------------------------------
.quadrant
#_02DC2B: db $02 ; 0x00 - Link's house
#_02DC2C: db $00 ; 0x01 - Sanctuary
#_02DC2D: db $10 ; 0x02 - Prison
#_02DC2E: db $10 ; 0x03 - Uncle
#_02DC2F: db $00 ; 0x04 - Throne
#_02DC30: db $10 ; 0x05 - Old man cave
#_02DC31: db $02 ; 0x06 - Old man home
; ---------------------------------------------------------
.overworld_door_tilemap
#_02DC32: dw $0816 ; 0x00 - Link's house
#_02DC34: dw $0000 ; 0x01 - Sanctuary
#_02DC36: dw $0000 ; 0x02 - Prison
#_02DC38: dw $0000 ; 0x03 - Uncle
#_02DC3A: dw $0000 ; 0x04 - Throne
#_02DC3C: dw $0000 ; 0x05 - Old man cave
#_02DC3E: dw $0000 ; 0x06 - Old man home
; ---------------------------------------------------------
.entrance_id
#_02DC40: dw $0000 ; 0x00 - Link's house
#_02DC42: dw $0002 ; 0x01 - Sanctuary
#_02DC44: dw $0002 ; 0x02 - Prison
#_02DC46: dw $0032 ; 0x03 - Uncle
#_02DC48: dw $0004 ; 0x04 - Throne
#_02DC4A: dw $004F ; 0x05 - Old man cave
#_02DC4C: dw $0030 ; 0x06 - Old man home
; ---------------------------------------------------------
.song
#_02DC4E: db $07 ; 0x00 - Link's house - SONG 07
#_02DC4F: db $14 ; 0x01 - Sanctuary - SONG 14
#_02DC50: db $10 ; 0x02 - Prison - SONG 10
#_02DC51: db $03 ; 0x03 - Uncle - SONG 03
#_02DC52: db $10 ; 0x04 - Throne - SONG 10
#_02DC53: db $12 ; 0x05 - Old man cave - SONG 12
#_02DC54: db $12 ; 0x06 - Old man home - SONG 12