189 lines
4.2 KiB
NASM
189 lines
4.2 KiB
NASM
; =========================================================
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; Deku Mask
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; =========================================================
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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JSR Link_CheckNewY_ButtonPress : BCC .continue
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LDX.b #$01 : JSR LinkItem_EvaluateMagicCost : BCC .return
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JSL PrepareQuakeSpell
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RTS
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.continue
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%CheckNewR_ButtonPress() : BEQ .return
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LDA $6C : BNE .return ; in a doorway
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LDA $0FFC : BNE .return ; can't open menu
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%PlayerTransform()
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LDA $02B2 : CMP #$01 : BEQ .unequip ; is the deku mask on?
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JSL Palette_ArmorAndGloves ; set the palette
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LDA.l $7EF35A : STA $0AAF ; Store the current shield
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LDA.b #$00 : STA $7EF35A ; Clear the shield
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LDA #$35 : STA $BC ; put the mask on
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LDA #$01 : STA $02B2 ; set the deku mask flag
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STA $02F5 ; Somaria platform flag, no dash.
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BRA .return
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.unequip
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STZ $5D
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; Restore the shield
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LDA $0AAF : STA.l $7EF35A
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STZ $02F5
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%ResetToLinkGraphics()
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.return
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RTS
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}
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warnpc $07A6BE
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; =========================================================
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org $07811A
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JSR Link_HandleDekuTransformation
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pullpc ; Bank 07 Free Space from minish_form
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Link_HandleDekuTransformation:
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{
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; Check if using Quake Medallion
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LDA $5D : CMP.b #$0A : BEQ .continue
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; JSR $82DA ; Link_HandleBunnyTransformation
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.continue
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STZ $03F5
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STZ $03F6
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; Link can move.
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CLC
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RTS
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}
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print "End of Masks/deku_mask.asm ", pc
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pushpc
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org $07E370
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LinkHop_FindArbitraryLandingSpot:
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org $078926
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Link_HandleChangeInZVelocity:
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org $078932
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Link_HandleChangeInZVelocity_preset:
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org $099589
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AncillaAdd_QuakeSpell:
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org $078028
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PlaySFX_Set2:
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org $07802F
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PlaySFX_Set3:
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org $07A6BE
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LinkState_UsingQuake:
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{
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.anim_step
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db #$00, #$01, #$02, #$03
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db #$00, #$01, #$02, #$03
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db #$10, #$10, #$00, #$00 ; 16
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.anim_timer
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db 5, 5, 5, 5
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db 5, 5, 5, 5
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db 5, 5, 5, 19
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; INC.w $0FC1 ; Keep sprites frozen
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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; SPIN STEP CHECK
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LDA.w $031D : CMP.b #$0A : BNE .not_ascending
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LDA.w $0362 : STA.b $29
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LDA.w $0363 : STA.w $02C7
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LDA.w $0364 : STA.b $24
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LDA.b #$02 : STA.b $00 : STA.b $4D
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JSR Link_HandleChangeInZVelocity_preset
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JSL LinkHop_FindArbitraryLandingSpot
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; Link recoil Z value, hop Z value
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LDA.b $29 : STA.w $0362
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LDA.w $02C7 : STA.w $0363
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; Z Position of Link
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LDA.b $24 : STA.w $0364 : BMI .still_ascending
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; End of ASCEND -----------------------------------------
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; Link recoil Z
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LDY.b #$00 : LDA.b $29 : BPL .done_ascending
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LDY.b #$00 ; Thrust Sword Down OAM Frame Set
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.done_ascending
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STY.w $031C : BRA .exit
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; -------------------------------------------------------
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.not_ascending
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DEC.b $3D : BPL .special
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.still_ascending
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INC.w $031D
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; $031D - Spin Step
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LDX.w $031D : CPX.b #$04 : BNE .skip_swish_sfx
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PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
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.skip_swish_sfx
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CPX.b #$0A : BNE .skip_ping_sfx
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; PHX : LDA.b #$2C : JSR PlaySFX_Set2 : PLX
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.skip_ping_sfx
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CPX.b #$0B : BNE .skip_boom_sfx
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; LDA.b #$0C : JSR PlaySFX_Set2
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.skip_boom_sfx
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CPX.b #$0C : BNE .dont_reset_step
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LDA.b #$0B : STA.w $031D
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TAX
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.dont_reset_step
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LDA.w .anim_timer,X : STA.b $3D
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LDA.w .anim_step,X : STA.w $031C
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LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
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CPX.b #$0B : BNE .special ; Animation step check
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; -----------------------------------------------------
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; Prevent repeat spellcast set
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LDA.b #$01 : STA.w $0324
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LDA.b #$12 : STA $24
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LDA.b #$FF : STA $5C
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LDA.b #$01 : STA $70
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; ; Quake Spell, End Quake State happens during Ancilla
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; LDY.b #$00 : LDA.b #$1C ; ANCILLA 1C
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; JSL AncillaAdd_QuakeSpell
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; STZ.b $4D : STZ.w $0046
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; -----------------------------------------------------
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.exit
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RTS
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.special
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DEC $5C
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; JSR $F514 ; CacheCameraPropertiesIfOutdoors
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JSL DekuLink_HoverBasedOnInput
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; JSR $E8F0
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RTS
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}
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warnpc $07A779 |