Files
oracle-of-secrets/Masks/mask_routines.asm
2024-05-02 01:47:15 -04:00

428 lines
8.3 KiB
NASM

; =========================================================
; Macros
macro PlayerTransform()
LDY.b #$04 : LDA.b #$23
JSL AddTransformationCloud
LDA.b #$14 : JSR Player_DoSfx2
endmacro
macro ResetToLinkGraphics()
STZ !CurrentMask
JSL Palette_ArmorAndGloves
LDA.b #$10 : STA !LinkGraphics
endmacro
macro CheckNewR_ButtonPress()
LDA.b $F6 : BIT.b #$10
endmacro
; org $02A560
; JSL ForceResetWorldMap
; GameOver_DelayBeforeIris
org $09F347
JSL ForceResetMask_GameOver
; Module17_SaveAndQuit
org $09F7B5
JSL ForceResetMask_SaveAndQuit
; =========================================================
; Change Link's sprite by setting $BC to the bank containing a spritesheet.
; =========================================================
org $008827
JSL StartupMasks
; Link Sprite hook before game starts
org $008A01
LDA $BC
; =========================================================
; Change Link's palette based on $02B2 (mask value)
; =========================================================
org $1BEDF9
JSL Palette_ArmorAndGloves ; 4bytes
RTL ; 1byte
NOP #$01
org $1BEE1B
JSL Palette_ArmorAndGloves_part_two
RTL
; =========================================================
; EXPANDED SPACE
; =========================================================
org $3A8000
StartupMasks:
{
; from vanilla:
; bring the screen into force blank after NMI
LDA.b #$80 : STA $13
; set links sprite bank
LDA #$10 : STA $BC
RTL
}
ForceResetWorldMap:
{
LDA $7EF280 : BNE .openMap
PLA : PLA : PLA ; Pop the RTL
JML $02A571 ; check select button
.openMap
LDA $02B2 : BEQ .still_link
LDY.b #$04 : LDA.b #$23
JSL AddTransformationCloud
%ResetToLinkGraphics()
.still_link
STZ.w $0200
LDA #$07
RTL
}
ForceResetMask_GameOver:
{
LDA $02B2 : BEQ .still_link
%ResetToLinkGraphics()
.still_link
LDA.b #$30
STA.b $98
RTL
}
ForceResetMask_SaveAndQuit:
{
LDA $02B2 : BEQ .still_link
%ResetToLinkGraphics()
.still_link
LDA.b #$0F
STA.b $95
RTL
}
; =========================================================
Palette_ArmorAndGloves:
{
LDA $02B2 : CMP #$01 : BEQ .deku_mask
CMP.b #$02 : BEQ .zora_mask
CMP.b #$03 : BEQ .wolf_mask
CMP.b #$04 : BEQ .bunny_hood
CMP.b #$05 : BEQ .minish_form
JMP .original_sprite
.deku_mask
; Load Deku Mask Location
LDA.b #$35 : STA $BC
JSL UpdateDekuPalette
RTL
.zora_mask
; Load Zora Mask Location
LDA.b #$36 : STA $BC : JMP .original_palette
.wolf_mask
; Load Wolf Mask Location
LDA.b #$38 : STA $BC : JSL $38F000
RTL
.bunny_hood
; Load Bunny Hood Location
LDA.b #$37 : STA $BC : JSL $37F000
RTL
.minish_form
; Load Minish Form Location
LDA.b #$39 : STA $BC : JMP .original_palette
; RTL
.original_sprite
; Load Original Sprite Location
LDA.b #$10 : STA $BC
.original_palette
REP #$21
LDA $7EF35B ; Link's armor value
JSL $1BEDFF ; Read Original Palette Code
RTL
.part_two
SEP #$30
REP #$30
LDA.w #$0000 ; Ignore glove color modifier $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
}
; =========================================================
; Overworld Palette Persist
; =========================================================
Overworld_CgramAuxToMain_Override:
{
; Copies the auxiliary CGRAM buffer to the main one
; Causes NMI to reupload the palette.
REP #$20
LDX.b #$00
.loop
LDA $7EC300, X : STA $7EC500, X
LDA $7EC340, X : STA $7EC540, X
LDA $7EC380, X : STA $7EC580, X
LDA $7EC3C0, X : STA $7EC5C0, X
LDA $7EC400, X : STA $7EC600, X
LDA $7EC440, X : STA $7EC640, X
LDA $7EC480, X : STA $7EC680, X
LDA $02B2 : BNE .has_mask_palette
LDA $7EC4C0, X : STA $7EC6C0, X
.has_mask_palette
INX #2 : CPX.b #$40 : BNE .loop
SEP #$20
; tell NMI to upload new CGRAM data
INC $15
RTL
}
pushpc
; =========================================================
org $02C769
Overworld_CgramAuxToMain:
{
JSL Overworld_CgramAuxToMain_Override
RTS
}
; =========================================================
; Change which mask forms have access to the sword.
; =========================================================
; Link_CheckForSwordSwing
org $079CD9
JSL LinkItem_CheckForSwordSwing_Masks
; =========================================================
pullpc
LinkItem_CheckForSwordSwing_Masks:
{
LDA $02B2 : BEQ .return
CMP.b #$02 : BEQ .return ; zora mask can use sword
CMP.b #$06 : BEQ .return
LDA #$01
RTL
.return
LDA $3B : AND.b #$10 ; Restore Link_CheckForSwordSwing
RTL
}
; Modifies the value of the Y register before it indexes the table
; LinkOAM_AnimationStepDataOffsets
; This is used to change the animation during 0x0A (Using Quake Medallion)
DekuLink_SpinOrRecoil:
{
TAY
LDA $70 : BEQ .spin
TYA
LDY.b #$05 ; Recoil
JML $0DA435 ;JML $0DA40B
.spin
TYA
LDY.b #$1B ; Spin and die
JML $0DA40B
}
pushpc
; Spin and die, LinkOAM_AnimationStepDataOffsets
org $0DA3FD
JML DekuLink_SpinOrRecoil
pullpc
; Based on LinkItem_Quake.allow_quake
PrepareQuakeSpell:
{
; Ancilla setup stuff, not necessary
; #_07A680: LDA.w $0C4A
; #_07A683: ORA.w $0C4B
; #_07A686: ORA.w $0C4C
; This would set link to strafe mode
; Probably not necessary
; #_07A696: LDA.b #$01
; #_07A698: TSB.b $50
; TODO: Set a check for the Deku Flower sprite before activating this ability.
LDA.b #$0A : STA $5D
#_07A69A: LDA #$00
#_07A69D: STA.b $3D
#_07A69F: LDA #$00
#_07A6A2: STA.w $031C
#_07A6A5: STZ.w $031D
#_07A6A8: STZ.w $0324
#_07A6AB: STZ.b $46
; Set the spin and jump animation values.
#_07A6AD: LDA.b #$28
#_07A6AF: STA.w $0362
#_07A6B2: STA.w $0363
#_07A6B5: STZ.w $0364
STZ $70
RTL
}
DekuLink_HoverBasedOnInput:
{
JSL $07E6A6
LDA $5C : AND #$1F : BNE .continue_me
DEC $24
.continue_me
LDA $5C : BEQ .auto_cancel
LDA $F0 : AND #$08 : BEQ .not_up
LDA $20 : CLC : ADC #-1 : STA $20
LDA #$01 : STA $031C
LDA #$05 : STA $3D
STZ $2F
.not_up
LDA $F0 : AND #$04 : BEQ .not_down
LDA $20 : CLC : ADC #1 : STA $20
LDA #$02 : STA $031C
LDA #$05 : STA $3D
LDA #$02 : STA $2F
.not_down
LDA $F0 : AND #$02 : BEQ .not_left
LDA $22 : CLC : ADC #-1 : STA $22
LDA #$03 : STA $031C
LDA #$05 : STA $3D
LDA #$04 : STA $2F
.not_left
LDA $F0 : AND #$01 : BEQ .not_right
LDA $22 : CLC : ADC #1 : STA $22
LDA #$04 : STA $031C
LDA #$05 : STA $3D
LDA #$06 : STA $2F
.not_right
LDA $70 : BEQ .no_bomb_drop
LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop
#_07A14F: LDY.b #$01
#_07A151: LDA.b #$07 ; ANCILLA 07
#_07A153: JSL $09811F ; AncillaAdd_Bomb
.no_bomb_drop
LDA $F0 : AND #%10000000 : BEQ .no_cancel
.auto_cancel
; Reset LinkState to Default
STZ $5D
#_08B6A5: LDA.b #$01
#_08B6A7: STA.w $0AAA
#_08B6AA: STZ.w $0324
#_08B6AD: STZ.w $031C
#_08B6B0: STZ.w $031D
#_08B6B3: STZ.b $50
#_08B6B5: STZ.b $3D
#_08B6B7: STZ.w $0FC1
#_08B6BA: STZ.w $011A
#_08B6BD: STZ.w $011B
#_08B6C0: STZ.w $011C
#_08B6C3: STZ.w $011D
.no_turtle_rock_trigger
#_08B6E4: LDY.b #$00
#_08B6E6: LDA.b $3C
#_08B6E8: BEQ .no_sword_charge
#_08B6EA: LDA.b $F0
#_08B6EC: AND.b #$80
#_08B6EE: TAY
.no_sword_charge
#_08B6EF: STY.b $3A
#_08B6F1: STZ.b $5E
#_08B6F3: STZ.w $0325
; Set height at end of hover
; This makes it so the landing animation timer looks correct
; Floating for a bit, then slowly landing on the ground
LDA.b #$12 : STA $24
.no_cancel
RTL
}
print "End of mask_routines.asm ", pc