209 lines
4.0 KiB
NASM
209 lines
4.0 KiB
NASM
; =============================================================================
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; Change Link Sprite with $BC
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; =============================================================================
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org $09912C
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AddTransformationCloud:
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org $07B073
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Link_CheckNewY_ButtonPress:
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org $078028
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Player_DoSfx2:
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; =============================================================================
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org $008827
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JSL StartupMasks
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org $278000
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StartupMasks:
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{
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; from vanilla:
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; bring the screen into force blank after NMI
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LDA.b #$80 : STA $13
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; set links sprite bank
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LDA #$10 : STA $BC
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RTL
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}
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; =============================================================================
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org $1BEDF9
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JSL Palette_ArmorAndGloves ; 4bytes
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RTL ; 1byte
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NOP #$01
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org $1BEE1B
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JSL Palette_ArmorAndGloves_part_two
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RTL
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org $398000
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Palette_ArmorAndGloves:
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{
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LDA $02B2 : CMP #$01 : BEQ .deku_mask
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CMP.b #$02 : BEQ .zora_mask
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CMP.b #$03 : BEQ .wolf_mask
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CMP.b #$04 : BEQ .bunny_hood
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JMP .original_sprite
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.deku_mask
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LDA.b #$35 : STA $BC ; Load Deku Mask Location
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JMP .original_palette
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.zora_mask
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LDA.b #$36 : STA $BC ; Load Zora Mask Location
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JMP .original_palette
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.wolf_mask
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LDA.b #$38 : STA $BC ; Load Wolf Mask Location
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JSL $38F000
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RTL
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.bunny_hood
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LDA.b #$37 : STA $BC ; Load Bunny Hood Location
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JSL $37F000
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RTL
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.original_sprite
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LDA.b #$10 : STA $BC ; Load Original Sprite Location
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.original_palette
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REP #$21
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LDA $7EF35B ; Link's armor value
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JSL $1BEDFF ; Read Original Palette Code
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RTL
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.part_two
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SEP #$30
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REP #$30
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LDA.w #$0000 ; Ignore glove color modifier $7EF354
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JSL $1BEE21 ; Read Original Palette Code
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RTL
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PHX : PHY : PHA
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; Load armor palette
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PHB : PHK : PLB
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REP #$20
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; Check what Link's armor value is.
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LDA $7EF35B : AND.w #$00FF : TAX
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LDA $1BEC06, X : AND.w #$00FF : ASL A : ADC.w #$F000 : STA $00
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REP #$10
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LDA.w #$01E2 ; Target SP-7 (sprite palette 6)
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LDX.w #$000E ; Palette has 15 colors
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TXY : TAX
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LDA.b $BC : AND #$00FF : STA $02
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.loop
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LDA [$00] : STA $7EC300, X : STA $7EC500, X
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INC $00 : INC $00
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INX #2
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DEY : BPL .loop
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SEP #$30
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PLB
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INC $15
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PLA : PLY : PLX
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RTL
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}
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; =============================================================================
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; Overworld Palette Persist
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Overworld_CgramAuxToMain_Override:
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{
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; copies the auxiliary CGRAM buffer to the main one and causes NMI to reupload the palette.
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REP #$20
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LDX.b #$00
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.loop
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LDA $7EC300, X : STA $7EC500, X
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LDA $7EC340, X : STA $7EC540, X
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LDA $7EC380, X : STA $7EC580, X
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LDA $7EC3C0, X : STA $7EC5C0, X
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LDA $7EC400, X : STA $7EC600, X
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LDA $7EC440, X : STA $7EC640, X
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LDA $7EC480, X : STA $7EC680, X
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LDA $02B2 : BNE .has_mask_palette
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LDA $7EC4C0, X : STA $7EC6C0, X
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.has_mask_palette
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INX #2 : CPX.b #$40 : BNE .loop
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SEP #$20
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; tell NMI to upload new CGRAM data
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INC $15
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RTL
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}
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org $02C769
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Overworld_CgramAuxToMain:
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{
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JSL Overworld_CgramAuxToMain_Override
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RTS
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}
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; no glove color (don't think this does anything?)
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org $0DEE24
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db $80
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; =============================================================================
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; extra free space in bank07 for longs (no longer used)
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org $07F89D
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org $07F8A6
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org $07F8AE
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org $07F8B7
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org $07F8C0
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org $07F8C9
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; =============================================================================
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org $07FA41
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LinkState_ResetMaskAnimated:
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{
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LDA $02B2 : BEQ .no_mask
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CMP #$01 : BNE .transform
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; Restore the sword, shield, and bow override
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LDA $0AA5 : STA.l $7EF359
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LDA $0AAF : STA.l $7EF35A
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LDA #$00 : STA $7E03FC
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.transform
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LDY.b #$04 : LDA.b #$23
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JSL AddTransformationCloud
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LDA.b #$14 : JSR Player_DoSfx2
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STZ $02B2
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JSL Palette_ArmorAndGloves
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LDA #$10 : STA $BC
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.no_mask
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RTL
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}
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; ============================================================================= |