Files
oracle-of-secrets/Masks/zora_mask.asm
2024-12-08 20:11:58 -05:00

251 lines
6.6 KiB
NASM

; =========================================================
; Zora Mask - by scawful
; Based on the Fairy Flippers item by Conn
; Special Thanks to Zarby89 for the PaletteArmorAndGloves hook
;
; Transforms Link into Zora Link
; Allows Link to dive underwater in the overworld and dungeons as Zora Link.
;
; How To Use:
; Press R to transform into Zora Link. Press R again to transform back.
; Press Y in deep water to dive. Press Y again to resurface.
; =========================================================
UpdateZoraPalette:
{
REP #$30
LDX #$001E
.loop
LDA.l zora_palette, X
PHX
STA.l !pal_color
JSL ColorSubEffect
PLX
STA $7EC6E0, X
DEX : DEX : BPL .loop
SEP #$30
INC $15
RTL
}
; =========================================================
; TODO: Finish the Zora palette
zora_palette:
dw $7BDE, $7FFF, $2F7D, $19B5, $3A9C, $14A5, $4E48, $3582
dw $55BB, $6EF7, $7BDE, $55C7, $6ECD, $2E5A, $1970, $7616
; dw #$6565, #$7271, #$2AB7, #$477E, #$1997, #$14B5, #$459B, #$69F2
; dw #$7AB8, #$2609, #$19D8, #$3D95, #$567C, #$1890, #$52F6, #$2357
; 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
AddTransitionSplash = $0998FC
; =========================================================
; Replaces Bombos medallion
org $07A569
LinkItem_ZoraMask:
{
; No removing the mask whilst diving.
LDA !ZoraDiving : BNE .return
LDA.b #$02
JSL Link_TransformMask
.return
RTS
}
assert pc() <= $07A5CE
; =========================================================
; End of LinkState_Swimming
org $079781
JSR LinkState_UsingZoraMask
RTS
; =========================================================
pullpc ; Bank07 Free Space from Deku Mask
LinkState_UsingZoraMask:
{
; Check if the mask is equipped
LDA $02B2 : CMP #$02 : BNE .normal
; Check if we are in water or not
LDA $5D : CMP #$04 : BEQ .swimming
.normal
; Return to normal state
STZ $55
STZ $5E ; Reset speed to normal
STZ $037B
STZ $0351
JMP .return
.swimming
; Check if we are indoors or outdoors
LDA $1B : BNE .dungeon ; z flag is 1
; OVERWORLD ---------------------------------------------
.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 !ZoraDiving : BEQ .dive
STZ $55 ; Reset cape flag
STZ !ZoraDiving ; Reset underwater flag
STZ $0351 ; Reset ripple flag
STZ $037B ; Reset invincibility flag
LDA #$04 : STA $5D ; Put Link in Swimming State
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 !ZoraDiving ; Set underwater flag
STA $0351 ; Set ripple flag
; 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
RTS
}
; DUNGEON DIVE ------------------------------------------
.dungeon
{
; Check if we are in water or not
LDA $5D : CMP #$04 : BNE .return_dungeon
; Check if already underwater
LDA !ZoraDiving : BNE .return_dungeon
; Check the Y button and clear state if activated
JSR Link_CheckNewY_ButtonPress : BCC .return_dungeon
LDA $3A : AND.b #$BF : STA $3A
.dive_dungeon
; Splash effect
LDA.b #$15 : LDY.b #$00
JSL AddTransitionSplash
STZ $5D ; reset player to ground state
STZ $EE ; move link to lower level
LDA #$72 : STA $9A ; Set layer
LDA #$08 : STA $5E ; Set the player speed
STZ $0345 ; Reset deep water flag
LDA #$01 : STA !ZoraDiving ; Set the player underwater flag
.return_dungeon
JSR $E8F0 ; HandleIndoorCameraAndDoors
RTS
}
}
pushpc
; End of LinkState_Default
org $0782D2
JSR LinkState_UsingZoraMask_dungeon_resurface
JSR $E8F0 ; HandleIndoorCameraAndDoors
CLC
RTS
assert pc() <= $0782DA
pullpc
.dungeon_resurface
{
LDA $1B : BEQ .return_overworld ; We are in overworld actually
; Check if the player is actually diving
LDA !ZoraDiving : BEQ .return_default
; Check precise tile types for interaction
LDA $0114 : CMP #$85 : BEQ .player_is_falling
CMP #$09 : BEQ .player_is_falling
CMP #$20 : BEQ .fall_into_pit
CMP #$23 : BEQ .return_default
; Check if the ground level is safe
; Otherwise, eject the player back to the surface
LDA $0114 : BNE .remove_dive
; Check the Y button and clear state if activated
JSR Link_CheckNewY_ButtonPress : BCC .return_default
LDA $3A : AND.b #$BF : STA $3A
{
; Restore Swimming Effects
LDA.b #$15 : LDY.b #$00 : JSL AddTransitionSplash
.remove_dive
LDA #$04 : STA $5D ; Set Link to Swimming State
LDA #$01 : STA $EE ; Set Link to upper level
STA $0345 ; Set deep water flag
; Remove Diving Effects
.player_is_falling
LDA $67 : AND #$01 : STA $2F
STZ $5E ; Reset speed to normal
STZ !ZoraDiving ; Reset underwater flag
STZ $0351 ; Reset ripple flag
STZ $24 ; Reset z coordinate for link
STZ $0372 ; Reset link bounce flag
LDA #$62 : STA $9A ; Reset dungeon layer
JMP .return_default
}
.return_overworld
STZ !ZoraDiving
.return_default
STZ $0302
RTS
.fall_into_pit
LDA.b #$03 : STA $5B
JSR $9427
JMP .return_default
}
pushpc
; C2C3
; Link_HopInOrOutOfWater_Vertical
org $07C307
JSR LinkState_UsingZoraMask_dungeon_stairs
RTS
pullpc
.dungeon_stairs
{
LDA $02B2 : CMP #$02 : BNE .return_hop
STZ $5E ; Reset speed to normal
STZ !ZoraDiving ; Reset underwater flag
LDA #$62 : STA $9A ; Reset dungeon layer
.return_hop
LDA #$06 : STA $5D ; Set Link to Recoil State
RTS
}
print "End of Masks/zora_mask.asm ", pc
pushpc