Files
oracle-of-secrets/Masks/deku_mask.asm

364 lines
6.4 KiB
NASM

; =============================================================================
; Deku Mask
; =============================================================================
; Hooks
incsrc "../Sprites/sprite_functions_hooks.asm"
org $008A01
LDA $BC
org $07983A
Player_ResetSwimState:
org $0ED6C0
LoadActualGearPalettes:
org $07E245
Link_HandleVelocity:
org $07915E
LinkState_ExitingDash:
org $07E6A6
Link_HandleMovingAnimation_FullLongEntry:
org $01FF28
Player_CacheStatePriorToHandler:
; =============================================================================
org $07B64F
Link_HandleDiagonalCollision:
; start of free space in bank07
org $07F89D
Link_HandleDiagonalCollision_Long:
{
PHB : PHK : PLB
JSR Link_HandleDiagonalCollision
PLB
RTL
}
; =============================================================================
org $07B7C7
Link_HandleCardinalCollision:
org $07F8A6
Link_HandleCardinalCollision_Long:
{
PHB : PHK : PLB
JSR Link_HandleCardinalCollision
PLB
RTL
}
; =============================================================================
org $07E8F0
HandleIndoorCameraAndDoors:
org $07F8AE
HandleIndoorCameraAndDoors_Long:
{
PHB : PHK : PLB
JSR HandleIndoorCameraAndDoors
PLB
RTL
}
; =============================================================================
org $07F514
CheckIndoorStatus:
org $07F8B7
CheckIndoorStatus_Long:
{
PHB : PHK : PLB
JSR CheckIndoorStatus
PLB
RTL
}
; =============================================================================
org $079873
Player_ResetSwimCollision:
org $07F8C0
Player_ResetSwimCollision_Long:
{
PHB : PHK : PLB
JSR Player_ResetSwimCollision
PLB
RTL
}
; =============================================================================
org $079B0E
Link_HandleYItems:
org $07F8C9
Link_HandleYItems_Long:
{
PHB : PHK : PLB
JSR Link_HandleYItems
PLB
RTL
}
print pc
; =============================================================================
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
BRA .return
.unequip
JSL Palette_ArmorAndGloves
STZ $5D
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
.return
RTS
}
; =============================================================================
; LinkItem_UsingQuake is 152 (base10) bytes long
org $07A6D6
LinkItem_UsingQuake:
{
JSL LinkItem_UsingDekuMask
NOP #152
; 07A6DB
print pc
}
; end of UsingQuake is at 07A773
; =============================================================================
org $288000
;incsrc "link_handler.asm"
LinkItem_UsingDekuMask:
{
SEP #$20
JSL CheckIndoorStatus_Long
LDA $0345 : BNE .recache
LDA $4D : BEQ .recoiling
LDA $7EF357 : BEQ .recache
STZ $02E0
; *$383C7 LONG BRANCH LOCATION LinkState_Bunny_recache
.recache
STZ $03F7
STZ $03F5
STZ $03F6
LDA $7EF357 : BEQ .no_pearl_a
STZ $56
STZ $4D
.no_pearl_a
STZ $2E
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
}
; =============================================================================
org $358000
incbin gfx/deku_link.bin
; =============================================================================
org $1BEDF9
JSL Palette_ArmorAndGloves ; 4bytes
RTL ; 1byte
NOP #$01
org $1BEE1B
JSL Palette_ArmorAndGloves_part_two
RTL
; =============================================================================
; Code :
org $308000
Palette_ArmorAndGloves:
{
LDA.b #$10
STA $BC ; Load Original Sprite Location
REP #$21
LDA $7EF35B
JSL $1BEDFF ; Read Original Palette Code
RTL
.part_two
SEP #$30
REP #$30
LDA $7EF354
JSL $1BEE21 ; Read Original Palette Code
RTL
PHX : PHY : PHA
; Load armor palette
PHB : PHK : PLB
REP #$20
; Check what Link's armor value is.
LDA $7EF35B : AND.w #$00FF : TAX
LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00
REP #$10
LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
LDX.w #$000E ; Palette has 15 colors
TXY : TAX
LDA.b $BC : AND #$00FF : STA $02
.loop
LDA [$00] : STA $7EC300, X : STA $7EC500, X
INC $00 : INC $00
INX #2
DEY : BPL .loop
SEP #$30
PLB
INC $15
PLA : PLY : PLX
RTL
}
; org $07A666
; Deku_Entry:
; {
; LDA.b #$20 : STA $BC
; STA $7EC178
; JSL Palette_ArmorAndGloves
; STZ $0710
; RTS
; }
; org $06F40C
; JSL change_sprite : NOP #$01 ; LDA $0E20, X : CMP.b #$61