Files
oracle-of-secrets/Masks/deku_mask.asm
2023-05-03 21:00:20 -05:00

207 lines
3.9 KiB
NASM

; =============================================================================
; Deku Mask
; =============================================================================
; Link Sprite hook
org $008A01
LDA $BC
; =============================================================================
org $358000
incbin gfx/deku_link.bin
; =============================================================================
org $07F8D1
Link_HandleDekuTransformation:
{
LDA $5D : CMP.b #$0A : BEQ .continue
JSR $82DA
.continue
STZ $03F5
STZ $03F6
; Link can move.
CLC
RTS
}
org $07811A
JSR Link_HandleDekuTransformation
; =============================================================================
org $07A64B ; formerly Quake
LinkItem_DekuMask:
{
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 #$01 : BEQ .unequip ; is the deku mask on?
JSL Palette_ArmorAndGloves ; set the palette
LDA #$0A : STA $5D ; set control handler to mode "using quake"
LDA #$35 : STA $BC ; put the mask on
LDA #$01 : STA $02B2
LDA #$00 : STA $03FC
BRA .return
.unequip
JSL Palette_ArmorAndGloves
STZ $5D
STZ $03FC
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
.return
RTS
}
; =============================================================================
; LinkItem_UsingQuake is 152 (base10) bytes long
org $07A6D6
LinkItem_UsingQuake:
{
JSR $82DA
JSL LinkItem_UsingDekuMask
RTS
NOP #149
print pc
}
; end of UsingQuake is at 07A773
; =============================================================================
org $318000
LinkItem_UsingDekuMask:
{
JSL CheckIndoorStatus_Long
LDA.b $F5
AND.b #$80
BEQ .dont_toggle_oob
LDA.w $037F
EOR.b #$01
STA.w $037F
.dont_toggle_oob
STZ.w $02CA
LDA $0345 : BNE .recache
LDA $4D : BEQ .recoiling
; LDA $7EF357 : BEQ .recache
STZ $02E0
; *$383C7 LONG BRANCH LOCATION LinkState_Bunny_recache
.recache
LDA $7EF357 : BEQ .no_pearl_a
STZ $56
STZ $4D
.no_pearl_a
STZ $2E ; animation steps
STZ $02E1 ;
STZ $50
JSL Player_ResetSwimState
; Link hit a wall or an enemy hit him, making him go backwards.
LDA.b #$02 : STA $5D
LDA $7EF357 : BEQ .no_pearl_b
; this resets link to default state.
LDA.b #$00 : STA $5D
JSL LoadActualGearPalettes
.no_pearl_b
BRL .exit
.recoiling
LDA $46 : BEQ .wait_maybe_not_recoiling
;BRL $0783A1 ; Permabunny mode.
.wait_maybe_not_recoiling
LDA.b #$FF : STA $24 : STA $25 : STA $29
STZ $02C6
LDA $034A : BEQ .not_moving
LDA.b #$01 : STA $0335 : STA $0337
LDA.b #$80 : STA $0334 : STA $0336
; BRL $9715
.not_moving
JSL Player_ResetSwimCollision_Long
JSL Link_HandleYItems_Long ; $39B0E IN ROM
LDA $49 : AND.b #$0F : BNE .movement
LDA $F0 : AND.b #$0F : BNE .movement
STA $30 : STA $31 : STA $67 : STA $26
STZ $2E
LDA $48 : AND.b #$F6 : STA $48
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
BRA .finish_up
.movement
STA $67 : CMP $26 : BEQ .directions_match
STZ $2A
STZ $2B
STZ $6B
STZ $4B
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
.directions_match
STA $26
.finish_up
JSL Link_HandleDiagonalCollision_Long
JSL Link_HandleVelocity ; $3E245 IN ROM
JSL Link_HandleCardinalCollision_Long
JSL Link_HandleMovingAnimation_FullLongEntry ; $3E6A6 IN ROM
STZ $0302
JSL HandleIndoorCameraAndDoors_Long ; $3E8F0 IN ROM
.exit:
RTL
}