Files
oracle-of-secrets/Overworld/overworld.asm

159 lines
4.0 KiB
NASM

; Overworld.asm
; Random chance of hearts from bush instead of guards
org $1AFBBF : db $0B ; Heart Index
org $1AFBC7 : db $0B ; Heart Index
org $1AFBD7 : db $00
; Remove rain sound effects from beginning
org $02838C : LDA.l GameState : CMP.b #$00
; RoomTag_GanonDoor
; Replace SprState == 04 -> .exit
org $01C769 : LDA.w SprState, X : CMP.b #$02
; Credits_LoadNextScene_Overworld
; Skip end cutscene until it's ready
org $0E9889 : LDA #$20 : STA $11 : RTS
; =========================================================
; Special Area Properties
org $0EDE29
{
; corresponding warp types that lead to special overworld areas
dw $01EF, $01EF, $00AD, $00B9
; Lost woods, Hyrule Castle Bridge, Entrance to Zora falls, and in Zora Falls...
dw $002A, $0018, $000F, $0081
; Direction Link will face when he enters the special area
dw $0008, $0008, $0008, $0008
; Exit value for the special area. In Hyrule Magic these are those White markers.
dw $0180, $0181, $0182, $0189
}
; =========================================================
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
incsrc "Overworld/entrances.asm"
print "End of Overworld/entrances.asm ", pc
incsrc "Overworld/custom_gfx.asm"
print "End of Overworld/custom_gfx.asm ", pc
pushpc
incsrc "Overworld/world_map.asm"
print "End of world_map.asm ", pc
; =========================================================
; 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
; Module15_0C
; Prevent the game from setting $7EF3C7 to 06
org $029E58 : NOP #6
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 GameState : CMP.b #$02 : BNE .intro_sequence
; Check for maku tree progress flag
LDA.l OOSPROG : CMP.b #$02 : BCS .has_pearl
STZ.w $1B
LDA.b #$40 : STA.l $7EF3CA
RTL
.has_pearl
.intro_sequence
; 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
; GameOver_FadeAndRevive
org $09F520 : LDA.l GameState : CMP.b #$02
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
}
Overworld_GetPitDestination = $1BB860
; DetermineConsequencesOfFalling
org $0794D9
JSL LoadOverworldPitAreas : BCC .overworld_pit_transition
JSL $01FFD9 ; TakeDamageFromPit
RTS
.overworld_pit_transition
org $1AF5C3 : CMP.b #$5E
org $0EF581
EXIT_0EF581:
; 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