Files
oracle-of-secrets/Masks/zora_mask.asm
2023-03-12 00:08:41 -06:00

702 lines
13 KiB
NASM

; =============================================================================
; Zora Mask
; Fairy Flippers RAM Position $7EF33C - 01
; Normal Flippers RAM Position $7ef356 - 01
; =============================================================================
org $07A569
LinkItem_ZoraMask:
{
JSR Link_CheckNewY_ButtonPress : BCC .return
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
LDA $6C : BNE .return ; in a doorway
LDA $0FFC : BNE .return ; can't open menu
LDY.b #$04 : LDA.b #$23
JSL AddTransformationCloud
LDA.b #$14 : JSR Player_DoSfx2
LDA $02B2 : CMP #$02 : BEQ .unequip ; is the zora mask on?
JSL UpdateZoraPalette
LDA #$36 : STA $BC
LDA #$02 : STA $02B2
BRA .return
.unequip
JSL Palette_ArmorAndGloves
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
.return
CLC
RTS
}
; =============================================================================
org $368000
incbin gfx/zora_link.4bpp
; =============================================================================
UpdateZoraPalette:
{
REP #$30 ; change 16 bit mode
LDX #$001E
.loop
LDA.l zora_palette, X : STA $7EC6E0, X
DEX : DEX : BPL .loop
SEP #$30 ; go back to 8 bit mode
INC $15 ; update the palette
RTL
}
; TODO: Change from "bunny palette" to blue zora palette colors
zora_palette:
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$19FD, #$14B6
dw #$55BB, #$362A, #$3F4E, #$162B, #$22D0, #$2E5A, #$1970, #$7616
dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357, #$0000
; =============================================================================
; LinkItem_UsingZoraMask:
{
}
; =============================================================================
; Disassembled/Debugged Code of Conn's Zora Flippers
; May God Give Me Strength
; =============================================================================
; 22E0E0
FairyFlippers_E0E0:
{
LDA $1B ; 1 if the player is in indoors and 0 otherwise.
BNE .alpha ; we are outdoors
LDA $7F500E ; are we currently underwater?
CMP #$01
BNE .alpha ; we are not underwater
LDA #$01
STA $55 ; activate cape flag (invisible, invincible)
STZ $5D ; reset player to ground state
LDA #$08
STA $5E ; set the player speed
RTL
;-------
.alpha
LDA #$01
STA $4D
RTL
}
; =============================================================================
; 22E100
FairyFlippers_E100:
{
LDA $2F ; The direction the player is currently facing
STA $0323 ; Mirror of $2F
JMP $E5F0
NOP
NOP
NOP
NOP
LDA $0345 ; Set to 1 when we are in deep water, 0 otherwise
CMP #$01 ; Are we in deep water?
BEQ FairyFlippers_E120
LDA $7F500E
CMP #$01
BEQ $22E11C
RTL
}
; =============================================================================
; 22E120
FairyFlippers_E120:
{
LDA $F0 ; Joypad 1 Register
CMP #$40
BEQ .alpha ; $22E12D
LDA #$00
STA $7F500F
RTL
;-------
.alpha
LDA $7F500F
CMP #$01
BNE $22E136
RTL
;-------
LDA #$01
STA $7F500F
JSR $E340
NOP
NOP
LDA $1B
BEQ $22E17D
LDA $7F500E
CMP #$00
BNE $22E163
JMP $E320
}
; =============================================================================
; 22E17D
FairyFlippers_E17D:
{
LDA $7F500E
CMP #$00
BNE $22E1A3
LDA $5D ; Player Handler or "State"
CMP #$04
BEQ $22E18C
RTL
;-------
LDA #$01
STA $7F500E
STZ $5D ; Player Handler or "State"
LDA #$01
STA $55 ; Cape flag
STA $037B
LDA #$08
STA $5E ; Speed setting for link
NOP
NOP
NOP
RTL
;-------
LDA #$00
JSL $22EF80
LDA #$04
STA $5D ; Player Handler or "State"
STZ $55 ; Reset cape flag (invisible invincible)
STZ $5E ; Reset Speed
LDA #$01
STA $0345 ; Set to 1 when we are in deep water. 0 otherwise
STZ $037B
RTL
}
; =============================================================================
; 22E1E0
; Observed behavior: Triggers when entering and exiting water indoors only
; Returns to 3C30B below
; Noted changes added
FairyFlippers_SetFlipperAbilities:
{
LDA $1B ; Flag set to 1 when indoors, 0 otherwise
BNE $22E1F7
LDA $7F500E
CMP #$01
BNE $22E1F7
LDA #$01
STA $55 ; Set cape flag (invisible invincible)
STZ $5D ; Player Handler or "State"
LDA #$08
STA $5E ; Set player speed
RTL
;-------
LDA #$06 ; recoil mode 2
STA $5D ; Player Handler or "State"
RTL
}
; =============================================================================
; *$3C2C3-$3C30B LOCAL
Vanilla_UntitledRoutine:
{
LDA $1B : BNE .alpha ; Set to 1 if indoors, 0 otherwise
LDX #$02
BRA .beta
.alpha
LDX $1D
LDA $047A : BEQ .beta
LDX #$00 ; Modified from vanilla `LDY.b #$00`
.beta
STX $00
LDA $C2BA, X : TAX
LDA $66 : BNE .gamma
TXA : EOR #$FF : INC : TAX
.gamma
STX $27
STZ $28
LDX $00
LDA $C2BD,X
STA $29 ; vertical resistance
STA $02C7 ; countdown timer
STZ $24 ; z coordinate for link
STZ $25 ; ??? No idea
LDA $C2C0,X
JSL $8EFCE0 ; Dungeon Code (Flippers?)
CMP #$02 : BEQ .delta
JSL $22E0E0
STZ $0360
.delta
JSL $22E1E0
RTS
}
; =============================================================================
; 22E260
FairyFlippers_E260:
{
LDA $7EF33C ; fairy flippers save ram
AND #$00FF
CMP #$0001
BEQ .has_fairy_flippers ; $22E271
LDA $7EF357
RTL
; -------
; 22E271
.has_fairy_flippers
SEP #$30
LDA #$3C
STA $1613
STA $1615
STA $1653
STA $1655
REP #$30
LDA $7EF357
RTL
}
; =============================================================================
; 22E2A0
;
; Description: routine is hooked at $07:8106, right before the
; Link_ControlHandlerTable jump loop.
;
; Observed behavior of preserving the direction link was facing when diving
; E.g. face left, dive, turn right underwater, and resurface facing left
FairyFlippers_Prepare:
{
JSR FairyFlippers_Main ; $E530
JSL FairyFlippers_HandleMagic ; $22E670
LDA $7F500E : CMP #$01 ; are we currently underwater?
BEQ .underwater
JMP FairyFlippers_RestoreControlHandler ; $E2F0
.underwater
LDA $F0 ; Joypad 1 Register (preserves previous press)
SEC : SBC #$0B ; ??? Not sure
BCS .beta
JMP FairyFlippers_RestoreControlHandler ; $E2F0
.beta
LDA $F0 ; Joypad 1 Register (preserves previous press)
SEC : SBC #$4B ; probably Y
BCS .gamma
LDA #$40
STA $F0
; TODO: RESTORE ME
; JMP $079657 ; Apart of LinkState_Swimming
.gamma
LDA $F0 ; Joypad 1 Register (preserves previous press)
SEC : SBC #$BB
BCS $22E2D5 ; Unknown?? Possibly dead branch
JMP FairyFlippers_RestoreControlHandler ; $E2F0
}
; =============================================================================
; 22E2F0
FairyFlippers_RestoreControlHandler:
{
LDA $5D ; Player Handler or "State"
ASL
TAX
; TODO: RESTORE ME
; JMP $078106 ; Link_ControlHandler Jump Table Statement
}
; =============================================================================
; 22E300
FairyFlippers_E300:
{
LDA #$00
STA $5D ; Player Handler or "State"
STA $7F500E
STA $7F500F
STA $5E
STA $0345
JSL $00E3FA
RTL
}
; =============================================================================
; 22E340
FairyFlippers_E340:
{
LDA $1B ; 1 if indoors, 0 otherwise
BEQ $22E34E
LDA $0114 ; Value of the type of tile Link is standing on
BEQ $22E34E
CMP #$08
BEQ $22E34E
RTS
;-------
LDA #$24 ; Splash sound effect
STA $012E
RTS
}
; =============================================================================
; 22E460
FairyFlippers_E460:
{
LDA $02E4 ; If flag nonzero, Link cannot move
AND #$00FF
BNE .alpha ; $22E46E
LDA #$0009
LDX $8C
RTL
;-------
.alpha
LDA $0202 ; currently selected item
AND #$00FF
CMP #$000F ; what item is F?
BNE $22E481
LDA $02F0
AND #$00FF
BEQ $22E487
LDA #$0009
LDX $8C
RTL
}
; =============================================================================
; 22E500
FairyFlippers_E500:
{
CMP #$5A
BEQ $22E507
JMP $D00B
}
; =============================================================================
; 22E530
; Seems to always run when you are in the water
FairyFlippers_Main:
{
LDA $7F500E ; are we currently underwater?
CMP #$01
BEQ $22E539
RTS
;-------------
; underwater
LDA $7F500F
CMP #$01
BNE .alpha
LDA $F0 : CMP #$40 ; controller again you shouldn't have
BNE .alpha
LDA $67 : CMP #$00 ; is player facing up ?
BEQ .alpha
STZ $67
.alpha
LDA $1B ; Dungeon/Overworld flag
BNE $22E558
; Set underwater walking speed
LDA #$08
STA $5E ; Link Speed Setting
RTS
}
; =============================================================================
; 22E5F0
FairyFlippers_E5F0:
{
LDA $7EF33C
BNE $22E5F7
RTL
;-------
LDA $4D
BEQ $22E5FC
RTL
;-------
JMP $E108
}
; =============================================================================
; 22E600
; Possibly relevant, unconfirmed
; Referenced at: 0D:E507
FairyFlippers_E600:
{
LDA $7EF34A
AND #$00FF
CMP #$0001
BEQ $22E611
LDA $7EF35C,X
RTL
;-------
LDA $7EF33B
AND #$00FF
CMP #$0001
BNE $22E622
LDA $7EF35C,X
RTL
;-------
SEP #$30
LDA #$3C
STA $139F
STA $13A1
STA $13DF
STA $13E1
REP #$30
LDA $7EF35C,X
RTL
}
; =============================================================================
; 22E670
FairyFlippers_HandleMagic:
{
LDA $7F500E ; probably free ram
CMP #$01
BEQ $22E679
RTL
;-------
; Magic draining loop
LDA $7EF36E ; Load magic
BNE $22E688 ; branch if != 0
LDA #$3C
STA $012E
; TODO: RESTORE ME
; JMP $22E141
LDA $7F500D ; load timer
BNE $22E69E ; branch if != 0
LDA #$18
STA $7F500D ; set timer to 18
LDA $7EF36E ; load magic
DEC ; decrease magic by 1
STA $7EF36E ; store new magic
RTL
;-------
DEC
STA $7F500D ; decrease timer
RTL
}
; =============================================================================
; 22E700
FairyFlippers_E700:
{
STA $F6
STY $FA
REP #$30
LDA $7EE000
DEC
BNE $22E721
LDA $7EF339
INC
CMP #$1770
BCC $22E71A
LDA #$0000
STA $7EF339
LDA #$0E10
STA $7EE000
SEP #$30
RTL
}
; =============================================================================
; 22E760
FairyFlippers_E760:
{
LDA #$0E10
STA $7EE000
LDY #$0000
LDX $00
RTL
}
; =============================================================================
; 22E780
; Jesucristo...
FairyFlippers_E780:
{
REP #$30
LDY #$0000
LDA $7EF339
CMP #$000A
BCC $22E796
SEC
SBC #$000A
INY
INY
BRA $22E789
STA $00
TYA
ASL
ASL
ASL
ORA $00
LDY #$0000
CMP #$0060
BCC $22E7AD
SEC
SBC #$0060
INY
BRA $22E7A1
LDX #$0000
STA $00
AND #$000F
ASL
TAX
LDA $22E860,X
STA $1376
LDA $00
AND #$00F0
LSR
LSR
LSR
TAX
LDA $22E860,X
STA $1374
TYA
LDY #$0000
CMP #$000A
BCC $22E7DF
SEC
SBC #$000A
INY
INY
BRA $22E7D2
STA $00
TYA
ASL
ASL
ASL
ORA $00
STA $00
AND #$000F
ASL
TAX
LDA $22E860,X
STA $1370
LDA $00
AND #$00F0
LSR
LSR
LSR
TAX
LDA $22E860,X
STA $136E
LDA $7E0AE0
AND #$00FF
CMP #$00C0
BNE $22E816
LDA #$2CF5
BRA $22E819
LDA #$241D
STA $1372
SEP #$30
INC $0207
LDA $F0
RTL
}
; =============================================================================
; 22E830
FairyFlippers_E830:
{
ADC #$0020
STA $1CD0
LDA $10
AND #$00FF
CMP #$0012
BEQ $22E841
RTL
;-------
STZ $0223
STZ $1CD8
LDA $7F502E
AND #$00FF
CMP #$0000
BNE $22E854
RTL
}
; =============================================================================
; 22EF50
{
LDA $7EF3CC
CMP #$0D
BEQ $22EF59
RTL
}
; =============================================================================
; 22EF80
{
STA $7F500E ; reset underwater variable
STZ $0372 ; link bounce flag
RTL
}
; =============================================================================
; 22EFA0
{
LDA $5D ; Player Handler or "State"
CMP #$05
BNE $22EFAA
STZ $0351
RTS
;-------
LDA $4D
CMP #$01
BNE $22EFB4
LDA #$04
STA $5D ; Player Handler or "State"
RTS
}