795 lines
15 KiB
NASM
795 lines
15 KiB
NASM
; =============================================================================
|
|
; Zora Mask
|
|
; Fairy Flippers RAM Position $7EF33C - 01
|
|
; Normal Flippers RAM Position $7EF356 - 01
|
|
;
|
|
; Underwater Flag RAM Position $7F500E
|
|
; =============================================================================
|
|
|
|
org $0998FC
|
|
AddTransitionSplash:
|
|
|
|
org $07A569
|
|
LinkItem_ZoraMask:
|
|
{
|
|
; Check for R button held
|
|
LDA $F2 : CMP #$10 : BNE .return
|
|
|
|
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
|
|
|
|
; =============================================================================
|
|
|
|
org $07F93F
|
|
LinkState_UsingZoraMask:
|
|
{
|
|
; Check if the mask is equipped
|
|
LDA $02B2 : CMP #$02 : BNE .normal
|
|
|
|
CLC
|
|
|
|
; Check if we are in water or not
|
|
LDA $5D : CMP #$04 : BEQ .swimming
|
|
|
|
.normal
|
|
; Return to normal state
|
|
STZ $55
|
|
STZ $037B
|
|
STZ $0351
|
|
LDA #$00 : STA $5E ; Reset speed to normal
|
|
STA $037B
|
|
JMP .return
|
|
|
|
.swimming
|
|
; ---------------------------------------------------------------------------
|
|
|
|
; Check if we are indoors or outdoors
|
|
LDA $1B : BEQ .overworld ; z flag is 1
|
|
|
|
; Check if already underwater
|
|
LDA $0AAB : BEQ .dive_dungeon
|
|
|
|
; Handle dungeon swimming (hard)
|
|
.dive_dungeon
|
|
|
|
LDA #$01 : STA $5D
|
|
; Else, restore to normal swimming state
|
|
LDA.b #$15 : LDY.b #$00
|
|
JSL AddTransitionSplash
|
|
LDA.b #$00 : STA $EE
|
|
|
|
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
|
RTS
|
|
|
|
; ---------------------------------------------------------------------------
|
|
|
|
.overworld
|
|
; Check the Y button and clear state if activated
|
|
JSR Link_CheckNewY_ButtonPress : BCC .return
|
|
LDA $3A : AND.b #$BF : STA $3A
|
|
|
|
; Check if already underwater
|
|
LDA $0AAB : BEQ .dive
|
|
|
|
STZ $55 ; Reset cape flag
|
|
STZ $0AAB ; Reset underwater flag
|
|
STZ $0351 ; Reset ripple flag
|
|
LDA #$00 : STA $037B ; Reset invincibility flag
|
|
LDA #$04 : STA $5D
|
|
|
|
JMP .return
|
|
|
|
.dive
|
|
; Handle overworld underwater swimming
|
|
LDA #$01 : STA $55 ; Set cape flag
|
|
STA $037B ; Set invincible flag
|
|
LDA #$08 : STA $5E ; Set underwater speed
|
|
LDA #$01 : STA $0AAB ; Set underwater flag
|
|
STA $0351 ; Water ripples around sprite
|
|
|
|
; Splash visual effect
|
|
LDA.b #$15 : LDY.b #$00
|
|
JSL AddTransitionSplash
|
|
|
|
; Stay in swimming mode
|
|
LDA #$04 : STA $5D
|
|
; Splash sound effect
|
|
; LDA #$24 : STA $012E
|
|
|
|
.return
|
|
JSR $E8F0 ; HandleIndoorCameraAndDoors
|
|
}
|
|
|
|
print "Next address for jump in bank07: ", pc
|
|
|
|
; =============================================================================
|
|
|
|
; End of LinkState_Swimming
|
|
org $079781
|
|
JSR LinkState_UsingZoraMask
|
|
RTS
|
|
|
|
; =============================================================================
|
|
; Disassembled/Debugged Code of Conn's Zora Flippers
|
|
; May God Give Me Strength
|
|
|
|
; =============================================================================
|
|
; 22E0E0
|
|
|
|
org $348000
|
|
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 FairyFlippers_E5F0 ; $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 .set_player_state
|
|
|
|
LDA $7F500E ;
|
|
CMP #$01
|
|
BNE .set_player_state
|
|
|
|
LDA #$01
|
|
STA $55 ; Set cape flag (invisible invincible)
|
|
STZ $5D ; Player Handler or "State"
|
|
LDA #$08
|
|
STA $5E ; Set player speed
|
|
RTL
|
|
;-------
|
|
.set_player_state
|
|
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 FairyFlippers_E0E0 ; $22E0E0
|
|
STZ $0360
|
|
|
|
.delta
|
|
JSL FairyFlippers_SetFlipperAbilities ; $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
|
|
|
|
; if so, restore control
|
|
.underwater
|
|
LDA $F0 ; Joypad 1 Register (preserves previous press)
|
|
SEC : SBC #$0B ; up left right it seems
|
|
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
|
|
} |