Files
oracle-of-secrets/Items/goldstar.asm
2024-05-17 22:50:50 -04:00

1055 lines
22 KiB
NASM

; =========================================================
; Goldstar ASM disassembly/restoration
; Originally from the all in patch by Conn
; Restored by scawful with help from Zarby
;
; $22XXXX - Denotes the source address from all in patch
; =========================================================
org $07D576
Hookshot_CheckTileCollision:
pullpc
TransferGFXinRAM:
{
PHX ; keep X
PHP ; keep processor byte
REP #$20 ; 16bit is a bit faster
LDX #$80
--
LDA.l .morningstargfx, X : STA.l $7EA180, X
DEX : DEX : BPL --
PLP
PLX
RTL
.morningstargfx
incbin morningstar.bin
}
pushpc
; OAM Draw Pattern for spikeball gfx
org $0085C4
dw $0040
pullpc
; =========================================================
; Zarby Code
; Handles the layout of OAM tile patterns for the hookshot
pushpc
org $0DABA2 ; LinkOAM_SetWeaponVRAMOffsets
JSL HookMaskCheck
BRA LinkOAM_SetWeaponVRAMOffsets_not_rod_hook
org $0DABB0
LinkOAM_SetWeaponVRAMOffsets_not_rod_hook:
; dw $A180, $A1A0, $A1C0, $A1E0
org $008542
dw $A180, $A1A0, $A180, $A1A0
dw $A1C0, $A1C0, $A1E0, $A1E0
pullpc
HookMaskCheck:
{
LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
; morning star graphics oam tile pattern id
LDA.w $0109 : AND #$FF00 : ORA.w #$004A
RTL
.not_mask
; return hookshot graphics oam tile pattern id
TYA : AND.w #$00FF : STA.b $0A
LDA.w $0109 : AND.w #$FF00 : ORA.b $0A
RTL
}
; =========================================================
; $22D4A0 - Hooked into LinkItem_Hookshot @ _07AB5A
; Call this routine to start the gfx transfer of the handle
; based on the direction you are facing.
CheckForBallChain:
{
LDA #$13 : STA $5D ; Set hookshot state
LDA #$FF : STA $7A ; Start the rotation Timer
JMP LinkItem_BallChain_GfxTransfer ; $D520
RTL
}
; =========================================================
pushpc
org $08BF2D
JSL BallChain_DrawOrReturn
warnpc $08BF32
pullpc
; $22D4C0 - Hooked into AncillaDraw_Hookshot @ _08BF2D
BallChain_DrawOrReturn:
{
LDA GoldstarOrHookshot : CMP #$02 : BEQ +
LDA #$00 : STA ($92),Y
RTL
+ ; $22D4CD
LDA #$02 : STA ($92),Y
RTL
}
; =========================================================
pushpc
org $08BF0C
JML BallChain_ExtraCollisionLogic
pullpc
; $22D4E0 - Hooked into Hookshot_ExtraCollisionLogic @ 08BF0C
BallChain_ExtraCollisionLogic:
{
TAX
LDA GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar
TXA : CMP #$0A : BNE ++
LDA #$FF : BRA ++
+ ; $22D4F2
TXA
++ ; $22D4F3
CMP #$FF : BEQ +++
; AncillaDraw_Hookshot - JSR Ancilla_SetOAM_XY, skips hookshot char
JML $08BF10
+++ ; $22D4FB
JML $08BF32 ; AncillaDraw_Hookshot_skip
}
; =========================================================
;; 22D520
LinkItem_BallChain_GfxTransfer:
{
PHB
; Check link direction
LDA $2F : CMP #$04 : BEQ .transfer_gfx_sideways
CMP #$06 : BEQ .transfer_gfx_sideways
REP #$30
LDA #$0040 : LDX #GFX_D600 : LDY #$9AC0
MVN $2B, $7E
LDA #$0040 : LDX #GFX_D640 : LDY #$9B40
MVN $2B, $7E
PLB : LDA #GFX_D6A0 : STA $4302
JMP .transfer_handle_and_links ; D574
.transfer_gfx_sideways ; $22D553
REP #$30
LDA #$0040 : LDX #GFX_D600 : LDY #$9B00
MVN $2B, $7E
LDA #$0040 : LDX #GFX_D640 : LDY #$9B80
MVN $2B, $7E
PLB : LDA #GFX_D6C0 : STA $4302
.transfer_handle_and_links ; $22D574
LDA #$41E0 : STA $2116
LDA #$1801 : STA $4300
SEP #$30
LDA #$80 : STA $2115
.transfer_loop
LDA $4212 : AND #$80
BEQ .transfer_loop
LDA #$2B : STA $4304
LDA #$20 : STA $4305
LDA #$01 : STA $420B
REP #$30
LDA #$40E0 : STA $2116
LDA #GFX_D680 : STA $4302
SEP #$30
LDA #$20 : STA $4305
LDA #$2B : STA $4304
LDA #$01 : STA $420B
RTL
}
; 22D5C0 ; Unreached
; LDA $8580,Y
; CMP #$02
; BEQ $22D5CA
; JMP $DA80
; Graphics data for transferring the handle oam slot
GoldstarHandleGfx:
{
; 22D600
GFX_D600:
db $00, $00, $00, $00, $21, $00, $7B, $00
db $37, $0B, $3F, $14, $1D, $0A, $1F, $0B
db $00, $00, $00, $00, $21, $00, $5B, $00
db $2F, $0B, $3F, $14, $1E, $0A, $1F, $0B
GFX_D620:
db $00, $00, $80, $00, $40, $80, $F8, $00
db $EC, $D0, $BC, $E8, $FC, $50, $D8, $60
db $00, $00, $80, $00, $C0, $80, $F8, $00
db $F4, $D0, $FC, $E8, $DC, $50, $F8, $60
; 22D640
GFX_D640:
db $1F, $04, $1F, $07, $2F, $19, $2F, $18
db $7B, $01, $21, $00, $00, $00, $00, $00
db $1F, $04, $1F, $07, $3F, $19, $3F, $18
db $5B, $01, $21, $00, $00, $00, $00, $00
; 22D660
GFX_D660:
db $AC, $D0, $72, $DC, $FC, $C0, $F8, $10
db $E8, $30, $34, $08, $08, $00, $00, $00
db $FC, $D0, $FE, $DC, $FC, $C0, $F8, $10
db $F8, $30, $3C, $08, $08, $00, $00, $00
; 22D680
GFX_D680:
db $00, $00, $18, $00, $24, $18, $5A, $24
db $7E, $24, $3C, $18, $18, $00, $00, $00
db $00, $00, $18, $00, $3C, $18, $7E, $24
db $7E, $24, $3C, $18, $18, $00, $00, $00
; 22D6A0
GFX_D6A0:
db $18, $00, $3C, $18, $2C, $08, $34, $10
db $34, $10, $34, $00, $24, $00, $18, $00
db $18, $18, $24, $3C, $34, $3C, $2C, $18
db $2C, $18, $2C, $08, $3C, $18, $18, $00
; 22D6C0
GFX_D6C0:
db $00, $00, $00, $00, $7E, $00, $BB, $1A
db $87, $06, $7E, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $7E, $00, $C5, $5E
db $F9, $7E, $7E, $00, $00, $00, $00, $00
}
; =========================================================
pushpc
org $07ABAF
JSL BallChain_ResetTimer
pullpc
; 7F5F02
; 22D700
; Hooked into LinkState_Hookshotting @ _07ABAF
; Sets Link state to 0x00 and resets the hookshot timer
BallChain_ResetTimer:
{
LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
STZ $7A ; Clear the timer
.dont_clear_timer
STZ $5D ; Return to LinkState_Default
RTL
}
; =========================================================
pushpc
org $08BFDA
JSL BallChain_DrawChainOrHookshot
NOP #8
NOP #5
pullpc
; 22D800
; Hooked into AncillaDraw_HookshotChain @ 08BFDA
; Natively NOPs out the bytes 08BFDA - 08BFEA
BallChain_DrawChainOrHookshot:
{
LDA GoldstarOrHookshot : CMP #$02 : BEQ +
LDA #$19 : STA ($90),Y
JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$02
RTL
+ ; 22D812
LDA #$0E : STA ($90),Y
JSR BallChainOrHookshot_Modifier ; $D820
ORA.b #$04 ; 02 is gray color
RTL
}
; 22D820
BallChainOrHookshot_Modifier:
{
INY : LDA.b $1A : AND.b #$02
ASL #6 ; six times
RTS
}
; =========================================================
struct HookshotSpriteData $08BD4C
.char: skip 12
.prop: skip 12
.box_size_y: skip 8
.box_size_x: skip 8
endstruct
pushpc
org $08BF1B ; AncillaDraw_HookshotChain
JSL Goldstar_SetChainProperties
NOP #3
pullpc
; $22D850 - Modify the palette
Goldstar_SetChainProperties:
{
LDA GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain
LDA HookshotSpriteData.prop, X
ORA.b #$02 : ORA.b $65
RTL
.ball_chain ; 22D860
LDA HookshotSpriteData.prop, X
ORA.b #$02
ORA.b $65
RTL
}
; =========================================================
pushpc
org $0DA6E3
JSL Link_OAM_Actually
NOP
pullpc
; 22D880
Link_OAM_Actually:
{
REP #$20
LDA.w $0202 : AND.w #$00FF : CMP.w #$0003 : BEQ +
LDA $839B,Y ; LinkOAM_WeaponTiles
RTL
+ ; $22D892
LDA $839B,Y : CMP.w #$221A : BEQ ++
RTL
++ ; $22D89B
LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BEQ +++
LDA $839B,Y ; LinkOAM_WeaponTiles
RTL
+++ ; $22D8AA
LDA.w #$241E
RTL
}
; =========================================================
pushpc
org $08BFB0
JML HookshotChain_AncillaDraw
org $08BD64
Hookshot_box_size_y:
pullpc
; 22D900 - AncillaDraw_HookshotChain_next_object @ 08BFB0
HookshotChain_AncillaDraw:
{
REP #$20
; Ball Chain Timer
LDA $7A : AND #$00FF : CMP #$0001 : BNE + ; $22D914
LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain
+ ; $22D914
CMP #$0000 : BNE ++ ; $22D921
LDA Hookshot_box_size_y, X
JML $08BFB5 ; AncillaDraw_HookshotChain
++
JSR CheckForSomariaBlock ; CheckAndClearAncillaId has set the timer in A
SEP #$30
; Compare rotation progress
CLC : CMP #$FB : BNE +++
LDA #$06 : STA $2143
+++ ; 22D930
BCC ++++
JMP StartChainRotation ; $D960
++++ ; 22D935
; Compare rotation progress
CLC : CMP #$AB : BNE +++++
LDA #$06 : STA $2143
+++++ ;22D93F
; Compare rotation progress
CLC : CMP #$5B : BNE ++++++
LDA #$06 : STA $2143
++++++ ;22D949
CLC : CMP #$E6 : BCC +++++++
JMP Routine_22D9A0 ; $D9A0
+++++++ ; 22D951
CLC : CMP #$05 : BCC ++++++++
LDA $F8 : CMP.b #$40 : BEQ +
JMP Routine_22D9A0 ; $D9A0
++++++++ ; 22D959
JMP Routine_22DBD0 ; $DBD0
}
; =========================================================
!RotationState = $7F5803
; 22D960
StartChainRotation:
{
REP #$20
LDA #$0000 : EOR #$FFFF : INC : CLC
JSR Goldstar_GetPlayerPosY : STA $7F5810 ; en center y-pos
JSR Goldstar_GetPlayerPosX : STA $7F580E ; en center x-pos
SEP #$30
JSR Routine_22DAD0 : STA $7F5803 ; Set rotation state
DEC $7A ; Ball Chain Timer
SEP #$20
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
}
; =========================================================
struct Ancilla_GetRadialProjection $0FFBC2
.multiplier_x : skip 64
.multiplier_y : skip 64
.meta_sign_y : skip 64
.meta_sign_x : skip 64
endstruct
; $22D9A0
Routine_22D9A0:
{
LDA $7F5803 : CLC : ADC #$02 : AND #$3F : CPY #$04 : BNE +
STA $7F5803 : CLC : ADC #$02
+ ; 22D9B6
AND #$3F : PHX : TAX
LDA Ancilla_GetRadialProjection.multiplier_y, X
STA $4202 : JSR Routine_22DAA0 : STA $4203
; Sign of the projected distance.
LDA Ancilla_GetRadialProjection.meta_sign_y, X
STA $02 : STZ $03
; Get Y of projected distance
LDA $4216 : ASL
LDA $4217 : ADC #$00 : STA $00 : STZ $01
LDA Ancilla_GetRadialProjection.multiplier_x, X
STA $4202 : JSR Routine_22DAA0 : STA $4203
; Sign of the projected distance.
LDA Ancilla_GetRadialProjection.meta_sign_x, X
STA $06 : STZ $07
; Get X of projected distance
LDA $4216 : ASL
LDA $4217 : ADC #$00 : STA $04 : STZ $05
PHY
JSL $08DA17 ; Sparkle_PrepOAMFromRadial
PLY : PLX
CPY #$04 : BNE ++ ; $22DA14
JSR Routine_22DA70 ; $DA70
NOP #7
JSR BallChain_SpinAncilla ; $22DB90
++ ;22DA14
NOP #3
LDA #$F0 : CPY #$1C : BNE +++ ; $22DA1F
STA $00
+++ ; 22DA1F
DEC $7A ; Ball Chain Timer
SEP #$20
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
}
; =========================================================
; 22DA30
Goldstar_GetPlayerPosY:
{
ADC $20 : CLC : ADC #$000C
CPX #$00 : BNE +
SEC : SBC #$000C
RTS
+ ; $22DA3F
CPX #$02 : BNE ++
CLC : ADC #$000C
++ ; $22DA47
RTS
}
; =========================================================
; 22DA50
Goldstar_GetPlayerPosX:
{
LDA $22 : CLC : ADC #$0008
CPX #$04 : BNE + ; $22DA5F
SEC : SBC #$000C
RTS
+ ; $22DA5F
CPX #$06 : BNE ++ ; $22DA67
CLC : ADC #$000C
++ ;$22DA67
RTS
}
; =========================================================
; 22DA70
Routine_22DA70:
{
LDY #$00 : LDA $02 ; set sign of projected distance X
STA ($90),Y
LDY #$01 : LDA $00 ; set sign of projected distance y
STA ($90),Y
LDY #$04
RTS
}
; =========================================================
; 22DA80 Possibly unused
Routine_22DA80:
{
LDA $7EF34A : CMP #$02
BNE + ; $22DA89
RTL
+
CMP #$01 : BEQ ++ ; $22DA93
LDA $8580,Y : STA [$00]
RTL
++
LDA #$8F01 : TSC : SBC ($7E,S),Y
RTL
}
; =========================================================
; 22DAA0
Routine_22DAA0:
{
CPY #$04 : BNE .alpha
JMP Routine_22DB50 ; $DB50
.alpha ; 22DAA7
CPY #$08 : BNE +
LDA #$00
RTS
+ ; 22DAAE
CPY #$0C : BNE ++
LDA #$04
RTS
++ ; 22DAB5
CPY #$10 : BNE +++
LDA #$08
RTS
+++ ; 22DABC
CPY #$14 : BNE ++++
LDA #$0C
RTS
++++ ; 22DAC3
CPY #$18 : BNE +++++ ; $22DACA
LDA #$10
RTS
+++++ ; 22DACA
LDA #$02
RTS
}
; =========================================================
; 22DAD0
Routine_22DAD0:
{
CPX #$00 : BNE + ; $22DAD7
LDA #$2E
RTS
+ ; 22DAD7
CPX #$02 : BNE ++ ; $22DADE
LDA #$13
RTS
++ ; 22DADE
CPX #$04 : BNE +++ ; $22DAE5
LDA #$2B
RTS
+++ ; 22DAE5
LDA #$09
RTS
}
; =========================================================
pushpc
org $08BF94
JML BallChain_TryAncillaDraw
NOP
pullpc
; 22DB00
; Hooks into AncillaDraw_HookshotChain @ 08BF94
; Hookshot box size
BallChain_TryAncillaDraw:
{
; Ball Chain timer should be $FF here on first run
LDA $7A : AND #$00FF : CMP #$0000 : BEQ +
CMP #$0001 : BEQ +
SEP #$20
JML HookshotChain_AncillaDraw ; $22D900
+ ; $22DB15
LDA Hookshot_box_size_y,X : BNE ++
JML $08BF99 ; AncillaDraw_HookshotChain
++ ; $22DB1F
JML $08BFA1 ; Resume AncillaDraw_HookshotChain
}
; =========================================================
pushpc
org $08F7DC
JML BallChain_CheckProximityToLink
pullpc
; 22DB30
; Hooks into Hookshot_CheckProximityToLink @ 08F7DC
BallChain_CheckProximityToLink:
{
REP #$20
; Ball Chain Timer
LDA $7A : AND #$00FF : CMP #$0000 : BNE + ; $22DB44
LDA.b $00
JML $08F7E0 ; Hookshot_CheckProximityToLink continue
+ ; 22DB44
JML $08F820 ; Hookshot_CheckProximityToLink too_far
}
; =========================================================
; 22DB50
Routine_22DB50:
{
; Ball Chain Timer
LDA $7A : CLC : CMP #$EA : BCC +
LDA #$08
RTS
+ ; 22DB5A
CLC : CMP #$16 : BCC ++
LDA #$14
RTS
++ ; 22DB62
CLC
LDA #$08
RTS
}
; =========================================================
; $22DB90
BallChain_SpinAncilla:
{
REP #$20
LDA $00 : CLC : ADC $E8 : CPX #$02 : BNE .alpha
CLC : ADC #$0010
.alpha
STA $04
LDA $02 : CLC : ADC $E2 : STA $06
SEP #$20
LDA $04 : STA $0BFE : LDA $05 : STA $0C12 ; Ancilla4 Y
LDA $06 : STA $0C08 : LDA $07 : STA $0C1C ; Ancilla4 X
STZ $0C76 ; Ancilla4 direction
SEP #$30
RTS
}
; =========================================================
struct AncillaAdd_HookshotData $099AF8
.speed_y: skip 4
.speed_x: skip 4
.offset_y: skip 8
.offset_x: skip 8
endstruct
; 22DBD0
Routine_22DBD0:
{
STZ $7A ; Ball Chain Timer
JSR ClearAncillaVariables ; $DC70
; Check Link direction
LDA $2F : CMP #$00 : BNE .not_up
LDA #$C0 : STA $0C26 ; Ancilla4 Y Axis Velocity
.not_up
CMP #$02 : BNE .not_down
LDA #$40 : STA $0C26 ; Ancilla4 Y Axis Velocity
.not_down
CMP #$04 : BNE .not_left
LDA #$C0 : STA $0C30 ; Ancilla4 X Axis Velocity
.not_left
CMP #$06 : BNE .not_right
LDA #$40 : STA $0C30 ; Ancilla4 X Axis Velocity
.not_right
SEP #$20
STZ $0C58 ; Ancilla4 Misc
STZ $0C62 ; Ancilla4 hookshoot extension
STZ $0C54 ; Ancilla0 Misc
REP #$20
LDA $2F : LSR : STA $0C76
ASL : TAX
LDA $20 : CLC : ADC AncillaAdd_HookshotData.offset_y, X
STA $00 : STA $04
LDA $22 : CLC : ADC AncillaAdd_HookshotData.offset_x, X
STA $02 : STA $06
SEP #$30
LDA $00 : STA $0BFE : LDA $01 : STA $0C12 ; Ancilla4 Y
LDA $02 : STA $0C08 : LDA $03 : STA $0C1C ; Ancilla4 X
LDX #$06 : LDA Hookshot_box_size_y,X ; hookshot box size y table
SEP #$20
JML $08BFD0 ; AncillaDraw_HookshotChain before Hookshot_CheckProximityToLink
}
; =========================================================
pushpc
org $08BDFD
JML HookshotOrBallChain_Extending_ignore_collision
pullpc
; 22DC50
HookshotOrBallChain_Extending_ignore_collision:
{
; Ball Chain Timer
LDA $7A : CMP #$00 : BNE +
JSL Hookshot_CheckTileCollision ; $07D576
JML $08BE01 ; Hookshot_Extending_ignore_collision continue
+ ; 22DC5E
JML $08BEDC ; AncillaDraw_Hookshot
}
; =========================================================
; 22DC70
ClearAncillaVariables:
{
REP #$30
LDA #$0000
STA $7F580E ; en center x-pos
STA $7F5810 ; en center y-pos
STA $7F5803 ; rotation state
SEP #$30
RTS
}
; =========================================================
pushpc
org $08BD7F
JSL BallChain_SFX_Control
NOP #1
pullpc
;; 22DC90
; Hooked into Ancilla1F_Hookshot @ 08BD7F before Ancilla_SFX2_Pan
BallChain_SFX_Control:
{
STA $0C68,X
; Ball Chain Timer
LDA $7A : CMP #$00 : BNE + ; $22DC9C
LDA.b #$0A ; SFX2.0A
RTL
+ ;; 22DC9C
LDA.b #$07 ; Clear SFX2
RTL
}
; =========================================================
; 22DCA0
; SFX Pan flags?
Routine_22DCA0:
{
LDA $7A : CMP #$00 : BNE + ;$A2DCAB
LDA $0DBB5B,X
RTL
+
LDA #$00
RTL
}
; =========================================================
; 22DD90
; TODO: Investigate the purpose of the $7A timer here
CheckAndClearAncillaId:
{
SEP #$30
; Check if hookshot ancillae in this slot
LDA $0C4A : CMP #$1F : BEQ + ; $22DDC9
LDA $0C4C : CMP #$1F : BEQ ++ ; $22DDB1
LDA $0C4D : CMP #$1F : BEQ +++ ; $22DDB9
LDA $0C4B : CMP #$1F : BEQ ++++ ; $22DDC1
LDA $7A ; Ball Chain Timer
RTS
++ ; 22DDB1
NOP : NOP
STZ $0C4C : LDA $7A
RTS
+++ ; 22DDB9
NOP : NOP
STZ $0C4D : LDA $7A
RTS
++++ ; 22DDC1
NOP : NOP
STZ $0C4B : LDA $7A
RTS
+ ; 22DDC9
STZ $0C4A : LDA $7A
RTS
}
; =========================================================
; 22E5A0
; Checks for the Somaria block before moving on
; TODO: Replace the JMP $E5DB with the proper code
; to handle the somaria block case.
CheckForSomariaBlock:
{
SEP #$30
JMP CheckForSomariaBlast ; $EE80
.22E5A5 ; 22E5A5
LDA $0C4C : CMP #$2C : BNE + ; $22E5B2
INC $0C4C
;JMP $E5DB
+ ; 22E5B2
LDA $0C4D : CMP #$2C : BNE ++ ; $22E5BF
INC $0C4D
;JMP $E5DB
++ ; 22E5BF
LDA $0C4E : CMP #$2C : BNE +++ ; $22E5CC
INC $0C4E
;JMP $E5DB
+++ ; 22E5CC
LDA $0C4F : CMP #$2C : BNE ++++ ; $22E5D9
INC $0C4F
;JMP $E5DB
++++ ; 22E5D9
BRA +++++ ; $22E5E0
+++++ ; 22E5E0
JSR CheckAndClearAncillaId ; $DD90
RTS
}
; 22E5F0 doesnt execute?
Routine_22E5F0:
{
LDA $7EF33C : BNE + ;$22E5F7
RTL
+ ; 22E5F7
LDA $4D : BEQ ++ ; $22E5FC
RTL
++ ; 22E5FC
JMP $E108
}
; =========================================================
;22EE80
; TODO: Handle the somaria blast case, these JMPs are invalid.
CheckForSomariaBlast:
{
LDA $0300 : BEQ + ; $22EE88
;JMP $E5DB
+ ; 22EE88
LDA $0C4A : CMP #$01 : BNE ++ ; $22EE92
;JMP $EEC0
++ ; 22EE92
LDA $0C4B : CMP #$01 : BNE +++ ; $22EE9C
;JMP $EEC0
+++ ; 22EE9C
LDA $0C4C : CMP #$01 : BNE ++++ ; $22EEA6
;JMP $EEC0
++++ ; 22EEA6
LDA $0C4D : CMP #$01 : BNE +++++ ; $22EEB0
;JMP $EEC0
+++++ ; 22EEB0
LDA $0C4E : CMP #$01 : BNE ++++++ ; $22EEBA
;JMP $EEC0
++++++ ; 22EEBA
JMP CheckForSomariaBlock_22E5A5 ; $E5A5
}
; =========================================================
; 22EF00
; Hooked inside LinkItem_Hookshot @ 07AB5E
BallChain_StartAnimationFlag:
{
; Restore vanilla code
LDA #$01 : STA $037B
; Check if we are rotating the goldstar
LDA $037A : CMP #$04 : BNE +
; Animation flag, prevent menu from opening
LDA #$01 : STA $0112
+
RTL
}
; =========================================================
pushpc
org $07AB95
JSL BallChain_Finish
NOP #2
pullpc
; 22EF12
; Hooked inside LinkState_Hookshotting @ 07AB95
BallChain_Finish:
{
STZ.w $0300 : STZ.w $037B ; Restore vanilla
LDA $037A : CMP #$04 : BNE .not_done ; We are hookshotting
STZ $0112 ; Clear animation flag
.not_done
RTL
}
; =========================================================
; 22EF30
; Hooked at $07AC98
Hookshot_Init:
{
; ResetAllAcceleration:
REP #$20
STZ.w $032F : STZ.w $0331
STZ.w $0326 : STZ.w $0328
STZ.w $032B : STZ.w $032D
STZ.w $033C : STZ.w $033E
STZ.w $0334 : STZ.w $0336
SEP #$20
; Initialize hookshot variables
STZ.w $0300
LDA.b #$01 : TSB.b $50
LDA.b #$07 : STA.b $3D
STZ.b $2E
LDA.b $67 : AND.b #$F0 : STA.b $67
LDA.w $037A : AND.b #$00 : ORA.b #$04
STA.w $037A
RTL
}
; =========================================================
Goldstar_Begin:
{
JSL CheckForBallChain
JSL Hookshot_Init
JSL BallChain_StartAnimationFlag
LDY.b #$03 : LDA.b #$1F ; ANCILLA 1F
JSL $099B10 ; AncillaAdd_Hookshot
JSL TransferGFXinRAM
RTL
}
; =========================================================
CheckForSwitchToGoldstar:
{
%CheckNewR_ButtonPress() : BEQ .continue
LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot
LDA #$01 : STA GoldstarOrHookshot
JMP .continue
.set_hookshot:
LDA #$02 : STA GoldstarOrHookshot
.continue:
LDA.b $3A : AND.b #$40 ; Restore vanilla code
RTL
}
; =========================================================
BeginGoldstarOrHookshot:
{
LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
JMP .return
.begin_goldstar:
JSL Goldstar_Begin
RTL
.return
JSL Hookshot_Init
LDA #$13 : STA $5D ; Set hookshot state
LDA #$01 : STA.w $037B
LDY.b #$03
LDA.b #$1F ; ANCILLA 1F
JSL $099B10 ; AncillaAdd_Hookshot
RTL
}
; =========================================================
MaybeUploadBirdGraphicsToOam:
{
LDY $037A : CPY #$0104 : BEQ .here
LDY #$40E0 : STY $2116
JML $008B30
.here
JML $008B50
}
ApplyGoldstarDamageClass:
{
; If the goldstar is active swap in the damage class
LDA GoldstarOrHookshot : CMP #$02 : BNE .return
LDA #$03
.return
JSL $06ED25 ; .apply
RTL
}
pushpc
; =========================================================
; Main Hookshot/Goldstar hooks
org $07AB25
JSL CheckForSwitchToGoldstar
org $06ECF2
JSL ApplyGoldstarDamageClass
org $07AB3A ;$07AB40
JSL BeginGoldstarOrHookshot
RTS
org $008B2A
JML MaybeUploadBirdGraphicsToOam