Files
oracle-of-secrets/Items/fishing_rod.asm
2025-01-09 02:35:38 -05:00

519 lines
10 KiB
NASM

;=====================================================
; Fishing system for alttp V1.0
;-----------------------------------------------------
; Made by someone, somewhere, something
;-----------------------------------------------------
; Important infos
; Use the address $021B - 16bit (can be changed)
; $7F5BA0 RAM for fishing power
; $7F5BA2 RAM for fishing mode - 1 = rod out, 2 = pull
; $7F5BA3 RAM Index for the fishing floater
; Modify the code of the sprite "RunningBoy" 0x74
; ====================================================
; Sprite_2D_NecklessMan_bounce
org $06C0B2
{
JSL FloaterBoySpriteCheck
RTS
}
org $07AF3E ; Cane of Byrna
LinkItem_FishingRodAndPortalRod:
{
; If the sram slot is 02, we can swap between the fishing rod and the portal rod
LDA.l $7EF351 : CMP.b #$02 : BEQ +
JSL LinkItem_FishingRod
RTS
+
LDA.w FishingOrPortalRod : BNE .portal_rod
JSL LinkItem_FishingRod
JMP ++
.portal_rod
JSR LinkItem_PortalRod
++
LDA.b $F6
BIT.b #$20 : BNE .left ; pressed left
BIT.b #$10 : BNE .right ; pressed right
RTS
; Swap the ram variable FishingOrPortalRod based on left or right
; 00 = fishing rod, 01 = portal rod
.left
LDA.w FishingOrPortalRod : CMP #$00 : BEQ .right
LDA.b #$00 : STA.w FishingOrPortalRod
RTS
.right
LDA.w FishingOrPortalRod : CMP #$01 : BEQ .left
LDA.b #$01 : STA.w FishingOrPortalRod
RTS
}
assert pc() <= $07AFB4
pullpc
FishingRodExit:
PLB
RTL
LinkItem_FishingRod:
{
PHB : PHK : PLB
BIT.b $3A : BVS .holding_y
LDA.b $6C : BNE FishingRodExit
JSR CheckYButtonPress : BCC FishingRodExit
LDA.b $67 : AND.b #$F0 : STA.b $67
JSL FishingSwapCaneBlockHammerGfx
STZ.b $69
STZ.b $68
LDA.b #$08
TSB.w $037A
STZ.b $2E
STZ.w $0300
STZ.w $0301
LDA.w RodAndCaneAnimationTimer : STA.b $3D
.holding_y
JSR HaltLinkWhenUsingItems
LDA.b #$26 : STA.w $0107 ; Sword DMA to Floater Hammer
LDA.w $0300 : CMP #$02 : BEQ +
DEC.b $3D ; decrease timer
BPL FishingRodExit
+
LDA.l $7F5BA2 : CMP #$02 : BNE +
JMP EndFishing
+
CMP #$01 : BEQ .waitforend
LDA.w $0300 ; animation state
INC A
STA.w $0300
TAX
; load timer for current frame animation state
LDA.w RodAndCaneAnimationTimer, X : STA.b $3D ; timer
CPX.b #$01 : BNE +
; spawn floaters
PHX
LDA.b #$2D
JSL Sprite_SpawnDynamically
LDA.b $22 : STA.w SprX, Y
LDA.b $23 : STA.w SprXH, Y
LDA.b $20 : STA.w SprY, Y
LDA.b $21 : STA.w SprYH, Y
LDA.b #$01 : STA.w SprCollision, Y ; is floater
TYA : STA.l $7F5BA3 ; keep the index of the sprite
TYX
JSL SpritePrep_Floater ; just call it there
PLX
+
CPX.b #$02 : BCC .exit
LDA #$01 : STA.l $7F5BA2 ; set fishing rod state to rod is out
LDA.b #$FE : STA $3D ;set timer to 8 frames
; wait for Y press
.waitforend
LDA.b $F4 : AND #$40 : BEQ .exit
LDA.b #$08 : STA $3D ;set timer to 8 frames
STZ.w $0300 ; set animation frame to 0 (pull back)
LDA.l $7F5BA3 : TAX
LDY.b $66
LDA.w DirSpeedsY, Y : STA.w SprYSpeed, X ; YSpeed
LDA.w DirSpeedsX, Y : STA.w SprXSpeed, X ; YSpeed
.BringBackFloater
LDA.b #$10 : STA.w $0F80, X ; Gravity
; =======================================================
; We got something spawn it and pull it at us
LDA.w SprMiscB, X : BEQ .noPrize
JSL GetRandomInt : AND #$0F : TAY : LDA Prizes, Y : BEQ .noPrize
JSL Sprite_SpawnDynamically
JSL Sprite_SetSpawnedCoordinates
LDA.w $0E20, Y : CMP.b #$D2 : BNE .notafish
LDA #$04 : STA.w SprHeight, Y
LDA #$01 : STA.w $0D80, Y
.notafish
PHX
LDX.b $66
LDA.w DirSpeedsY, X : STA.w SprYSpeed, Y ; YSpeed
LDA.w DirSpeedsX, X : STA.w SprXSpeed, Y ; YSpeed
PLX
LDA.b #$FF : STA.w SprTimerD, Y
LDA.b #$20 : STA.w $0F80, Y ; Gravity
;LDA.b #$06 : STA.w SprHeight, Y
.noPrize
LDA.b #$02 : STA.l $7F5BA2 ; set fishing rod state to pulling back
.exit
PLB
RTL
}
EndFishing:
{
LDA #$00
STA.l $7F5BA2
LDA.l $7F5BA3 : TAX
STZ.w SprState, X
STZ.b $5E
STZ.w $0300
STZ.b $3D
STZ.w $0350
STZ.w $037A
LDA.b $3A
AND.b #$BF
STA.b $3A
JSL RestoreCaneBlockHammerGfx
PLB
RTL
}
RodAndCaneAnimationTimer:
db $0A, $05, $2A
DirSpeedsX:
db $00, $00, $20, $DF
DirSpeedsY:
db $20, $DF, $00, $00
Prizes:
db $D8, $D2, $D2, $D2, $D9, $DA, $DB, $DC, $DF, $E0, $E1, $D9, $D9, $DA, $D9, $DA
;assert pc() <= $07A64A
fishingrodgfx:
incbin gfx/fishingrod.bin
blockgfx:
incbin gfx/blockgfx.bin
canegfx:
incbin gfx/canegfx.bin
floatergfx:
incbin gfx/floatergfx.bin
hammergfx:
incbin gfx/hammergfx.bin
CheckYButtonPress:
{
BIT.b $3A : BVS .fail
LDA.b $46 : BNE .fail
LDA.b $F4 : AND.b #$40 : BEQ .fail
TSB.b $3A
SEC
RTS
.fail
CLC
RTS
}
HaltLinkWhenUsingItems:
{
LDA.b $AD : CMP.b #$02 : BNE .skip
LDA.w $0322 : AND.b #$03 : CMP.b #$03 : BNE .skip
STZ.b $30
STZ.b $31
STZ.b $67
STZ.b $2A
STZ.b $2B
STZ.b $6B
.skip
LDA.w $02F5 : BEQ .return
STZ.b $67
.return
RTS
}
FishingSwapCaneBlockHammerGfx:
{
PHX ; keep X
PHP ; keep processor byte
REP #$30 ; 16bit is a bit faster
LDX #$01BE
--
LDA.l fishingrodgfx, X : STA.l $7E9F40, X
LDA.l floatergfx, X : STA.l $7EA480, X
DEX : DEX
BPL --
PLP
PLX
RTL
}
RestoreCaneBlockHammerGfx:
{
PHX ; keep X
PHP ; keep processor byte
REP #$30 ; 16bit is a bit faster
LDX #$01BE
--
LDA.l canegfx, X : STA.l $7E9F40, X
LDA.l blockgfx, X : STA.l $7EA480, X
LDA.l hammergfx, X : STA.l $7E9640, X
DEX : DEX
BPL --
PLP
PLX
RTL
}
FloaterBoySpriteCheck:
{
PHB : PHK : PLB
JSR Sprite_Floater
PLB
RTL
}
Sprite_CheckIfActive:
{
LDA.w SprFreeze ; Remove that if want to be able to pause all other sprites
BNE .inactive
LDA.b $11
BNE .inactive
LDA.w SprDefl, X
BMI .active
LDA.w $0F00, X
BEQ .active
.inactive
PLA
PLA
.active
RTS
}
; =========================================================
; Floater sprite code
SpritePrep_Floater:
{
LDA.b $66 : CMP.b #$03 : BNE .notRight
LDA.b #$12 : STA.w SprXSpeed, X ; XSpeed
BRA .DoInitFloater
.notRight
CMP.b #$02 : BNE .notLeft
LDA.b #$ED : STA.w SprXSpeed, X ; XSpeed
BRA .DoInitFloater
.notLeft
CMP.b #$01 : BNE .notDown
LDA.b #$12 : STA.w SprYSpeed, X ; YSpeed
BRA .DoInitFloater
.notDown
CMP.b #$00 : BNE .notUp
LDA.b #$ED : STA.w SprYSpeed, X ; YSpeed
BRA .DoInitFloater
.notUp
.DoInitFloater
LDA.b #$08 : STA.w SprHeight, X ; Height
LDA.b #$10 : STA.w $0F80, X ; Gravity
LDA.b #$00 : STA.w SprMiscG, X ; is it in water?
LDA.b #$00 : STA.w SprMiscE, X ; Wiggling Velocity index
LDA.b #$00 : STA.w SprMiscD, X ; just for a check
LDA.b #$00 : STA.w SprMiscB, X ; if we have a fish on line
;SprTimerD Timer for when floater is in water waiting for a fish to catch
RTL
}
; ---------------------------------------------------------
Sprite_Floater:
{
; Floater Draw, allocate 4 tiles to use for the hud
LDA.w SprMiscG, X : BEQ +
JSL Sprite_DrawWaterRipple
+
JSR Sprite_Floater_Draw
LDA.w SprMiscG, X : BNE +
JSL Sprite_DrawShadow
+
JSR Sprite_CheckIfActive
LDA.w SprMiscG, X : BEQ .noFishOnLine ; is the floater in water?
LDA.w SprTimerD, X : BNE .noWigglingYet ; timerD wait until fish is on line
LDA.w SprMiscB, X : BNE .fishOnlineWait
; start another random timer for the time it'll last
JSL GetRandomInt : AND #$3F
CLC : ADC.b #$0F : STA.w SprTimerA, X ; wiggling timer
INC.w SprMiscB, X ; we have a fish on line
.noWigglingYet
LDA.w SprMiscB, X : BEQ .noFishOnLine ; do we already have a fish on line?
.fishOnlineWait
LDA.w SprTimerA, X : BNE .still_wiggling
STZ.w SprMiscB, X ; no more fish on line took too much time
JSL GetRandomInt : AND.b #$7F
CLC : ADC.b #$7F : STA.w SprTimerD, X ; reset timer wait until fish is on line
STZ.w SprXSpeed, X
STZ.w SprYSpeed, X
BRA .noFishOnLine
.still_wiggling
LDY.w SprTimerC, X
LDA.w WigglingTable, Y : STA.w SprXSpeed, X
LDA.w WigglingTable, Y : STA.w SprYSpeed, X
LDY.w SprTimerC, X : BNE + ; use timer to do wiggling
; if = 0 then put it back to F
LDA.b #$0F : STA.w SprTimerC, X ; wiggling timer
+
.noFishOnLine
JSL Sprite_MoveLong
JSL Sprite_MoveAltitude
LDA.w $0F80, X : SEC : SBC.b #$01 : STA.w $0F80, X
LDA.w SprHeight, X : BPL .aloft
STZ.w SprHeight, X
LDA.w SprXSpeed, X : ASL A : ROR.w SprXSpeed, X
LDA.w SprYSpeed, X : ASL A : ROR.w SprYSpeed, X
LDA.w $0F80, X : EOR.b #$FF : INC A
LSR A
CMP.b #$09
BCS .no_bounce
LDA.w SprMiscD, X : BNE .not_water_tile_last
INC.w SprMiscD, X
JSL Sprite_CheckTileCollision
LDA.w $0FA5
CMP.b #$08 : BEQ .water_tile_last
CMP.b #$09 : BNE .not_water_tile_last
.water_tile_last
INC.w SprMiscG, X ; Set that so we know floater is in water!
JSL Sprite_SpawnSmallSplash
JSL GetRandomInt : AND #$3F
CLC : ADC #$3F : STA.w SprTimerD, X
.not_water_tile_last
STZ.w $0F80, X
STZ.w SprXSpeed, X
STZ.w SprYSpeed, X
BRA .aloft
.no_bounce
STA.w $0F80, X
JSL Sprite_CheckTileCollision
LDA.w $0FA5
CMP.b #$08 : BEQ .water_tile
CMP.b #$09 : BNE .not_water_tile
.water_tile
;STZ.w $0F80, X
JSL Sprite_SpawnSmallSplash
.not_water_tile
.aloft
LDA.b #$01 : STA.w SprCollision, X ; restore floater sprite seems to be overwriten
RTS
}
Sprite_Floater_Draw:
{
LDA.b #$4 ; 1 oam slots
JSL $0DBA88 ; SpriteDraw_AllocateOAMFromRegionC
JSL $06E416 ; Sprite_PrepOamCoord
REP #$20
LDA.b $00 : STA.b ($90),Y
CLC : AND.w #$0100 : STA.b $0E
LDA.b $02 : INY
STA.b ($90),Y
CMP.w #$0100
SEP #$20
BCC .on_screen
LDA.b #$F0 : STA.b ($90),Y
.on_screen
LDA.b #$0C : INY : STA.b ($90),Y
LDA.b #$32 : INY : STA.b ($90),Y
LDA.b #$02 : STA.b ($92)
RTS
}
WigglingTable:
db 08, -10, 06, -8, 12, -14, 18, -20
db 10, -12, 04, -6, 08,-10, 14,-16, 08
db -10, 06, -8, 12, -14, 18, -20, 10
db -12, 04, -6, 08,-10, 14,-16
DismissRodFromMenu:
{
STZ.w $0300
STZ.b $3D
LDA #$00
STA.l $7F5BA2
LDA.l $7F5BA3 : TAX
STZ.w SprState, X
STZ.b $5E
STZ.w $0300
STZ.b $3D
STZ.w $0350
STZ.w $037A
LDA.b $3A
AND.b #$BF
STA.b $3A
RTL
}
print "End of Items/fishing_rod.asm ", pc