Files
oracle-of-secrets/Book/reveal_secrets.asm
2022-05-30 23:12:35 -04:00

44 lines
1.8 KiB
NASM

;this is for making BG2 disappear when pressing X+R and having the book of mudora (modified parallel worlds x button secret), i use bank 0x3C for the whole code
;WRITTEN: by XaserLE
;THANKS TO: -MathOnNapkins' Zelda Doc's
; -wiiqwertyuiop for his Zelda Disassembly
; Layer Flags: xxxsabcd (i count BG from 1 to 4 - MathOnNapkins RAM-Map counts from 0 to 3)
; s - Sprite layer enabled
; a - BG4 enabled
; b - BG3 enabled
; c - BG2 enabled
; d - (BG1 disabled) --> only works properly if the room uses the feature "BG2 on Top"
header
lorom
ORG $0288FD ; go to the code that branches behind the dungeon map load if player didn't press X
BRA $1C ; make it always branch, so map isn't loaded anymore
ORG $068365 ; go to an originally JSL that is executed every frame
JSL $3CA600 ; overwrite it (originally JSL $099F91)
ORG $3CA600 ; go to expanded space to write our routine (keep EveryFrame.asm in mind for the right adresses)
LDA $1B ; load data that tells us whether we are in a building or not
AND #$01 ; are we in a building?
BEQ END_XBUTTONSECRET ; if not, don't use the x-button-secret
;BG2 disable on pressing R
LDA $7EF34D ; load book of mudora slot
CMP #$01 ; do we have the moon pearl?
BNE $0F ; if not, go to enable BG2
LDA $F2 ; load unfiltered joypad 1 register (AXLR|????)
AND #$50 ; delete all bits except those for X and R
SEC ; set carry for the following subtraction
SBC #$50 ; X+R button pressed? (if yes, zero flag is set)
BNE $06 ; if not, go to enable BG2
LDA $1C ; load layer flags
AND #$FD ; disable BG2 (0xFD = 11111101)
BRA $04 ; go to store layer flags
LDA $1C ; load layer flags
ORA #$02 ; enable BG2 (0x02 = 00000010)
STA $1C ; store layer flags
END_XBUTTONSECRET:
JSL $099F91 ; at least execute original code
RTL