Files
oracle-of-secrets/Overworld/lost_woods.asm

207 lines
5.0 KiB
NASM

;===========================================================
; Lost Woods Hack
;
; Area: 29
; East Exit 2A
; North Exit 21
; South is 31
; West is 28
;
; combo is N(21), W(28), S(31), W(28)
;===========================================================
!NorthArea = #$21
!WestArea = #$28
!SouthArea = #$31
!EastArea = #$2A
!ComboCounter = $1CF7 ; ram address to store combo counter
!RestoreCam = $1CF8
; ==========================================================
; Gets the small/large map true ID of the current screen
Overworld_ActualScreenID = $02A5EC
; At this stage the accumulator contains area currently in
; X contains the area you're moving to.
org $A0F000
LostWoods:
{
; If currently in Lost Woods, execute puzzle logic
LDA.b $8A : CMP.b #$29 : BEQ begincode
; Else, return standard area ID (Allow entry)
LDA.l Pool_Overworld_ActualScreenID_New, X
STZ !ComboCounter
RTL
normalfinish:
JSL LostWoods_ResetCoordinates
LDA.l Pool_Overworld_ActualScreenID_New, X
STZ !ComboCounter
RTL
begincode:
; Return from where we came from
CPX !EastArea : BEQ normalfinish
; from here onwards, use the ram address to determine which combo you're up to
; this code is pretty repeatable
LDA !ComboCounter : CMP #$00 : BNE combo1
; did you get it right?
CPX !NorthArea : BEQ UP_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
combo1:
CMP #$01 : BNE combo2
CPX !WestArea : BEQ LEFT_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
combo2:
CMP #$02 : BNE combo3
CPX !SouthArea : BEQ DOWN_CORRECT
STZ !ComboCounter
BRA RESOLVE_INCORRECT
combo3:
; we want to load the down area, since we complete the combos
CPX !WestArea : BNE RESOLVE_INCORRECT
LDA #$1B : STA $012F ; play fanfare
BRA normalfinish
RESOLVE_INCORRECT:
CPX !NorthArea : BEQ CASE_UP
CPX !WestArea : BEQ CASE_LEFT
BRA CASE_DOWN
DOWN_CORRECT:
{
INC !ComboCounter
CASE_DOWN:
DEC $21
DEC $21
DEC $E7
DEC $E7
DEC $E9
DEC $E9
DEC $611
DEC $611
DEC $613
DEC $613
LDA $700
SEC
SBC #$10
STA $700
BRA all
} ; label DOWN_CORRECT
UP_CORRECT:
{
INC !ComboCounter
CASE_UP:
INC $21
INC $21
INC $E7
INC $E7
INC $E9
INC $E9
INC $611
INC $611
INC $613
INC $613
LDA $700
CLC
ADC #$10
STA $700
LDA.b #$01 : STA !RestoreCam
BRA all
} ; label UP_CORRECT
LEFT_CORRECT:
{
INC !ComboCounter
CASE_LEFT:
INC $23
INC $23
INC $E1
INC $E1
INC $E3
INC $E3
INC $615
INC $615
INC $617
INC $617
INC $700
INC $700
} ; label LEFT_CORRECT
all:
{
LDA #$29 ; load the same area.
RTL
}
} ; label LOST_WOOD_HOOK
LostWoods_ResetCoordinates:
{
; Only run if we are in area 0x29
LDA.b $8A : CMP.b #$29 : BNE .done
REP #$20
; Check Target Area (in X register)
CPX !EastArea : BEQ .snap_east
CPX !WestArea : BEQ .snap_west
CPX !NorthArea : BEQ .snap_north
CPX !SouthArea : BEQ .snap_south
BRA .done_coords ; Fallback if unknown exit
.snap_east ; Target 0x2A (Right)
; Snap X to Right Edge of 0x29 (0x0400)
LDA.w #$0400 : STA.b $22
; Modulo Y to 0x29 Base (0x0A00)
LDA.b $20 : AND.w #$01FF : ORA.w #$0A00 : STA.b $20
BRA .reset_scroll
.snap_west ; Target 0x28 (Left)
; Snap X to Left Edge of 0x29 (0x0200)
LDA.w #$0200 : STA.b $22
; Modulo Y to 0x29 Base (0x0A00)
LDA.b $20 : AND.w #$01FF : ORA.w #$0A00 : STA.b $20
BRA .reset_scroll
.snap_north ; Target 0x21 (Up)
; Snap Y to Top Edge of 0x29 (0x0A00)
LDA.w #$0A00 : STA.b $20
; Modulo X to 0x29 Base (0x0200)
LDA.b $22 : AND.w #$01FF : ORA.w #$0200 : STA.b $22
BRA .reset_scroll
.snap_south ; Target 0x31 (Down)
; Snap Y to Bottom Edge of 0x29 (0x0C00)
LDA.w #$0C00 : STA.b $20
; Modulo X to 0x29 Base (0x0200)
LDA.b $22 : AND.w #$01FF : ORA.w #$0200 : STA.b $22
BRA .reset_scroll
.done_coords
; If we didn't match an exit, fallback to just modulo-ing both
LDA.b $20 : AND.w #$01FF : ORA.w #$0A00 : STA.b $20
LDA.b $22 : AND.w #$01FF : ORA.w #$0200 : STA.b $22
.reset_scroll
SEP #$20
; Reset Overlay Scroll Drifts introduced by puzzle
STZ.b $E1
STZ.b $E3
STZ.b $E7
STZ.b $E9
.done
RTL
}