Files
oracle-of-secrets/Masks/deku_mask.asm

190 lines
4.2 KiB
NASM

; =========================================================
; Deku Mask
; =========================================================
UpdateDekuPalette:
{
REP #$30 ; change 16bit mode
LDX #$001E
.loop
LDA.l deku_palette, X : STA $7EC6E0, X
DEX : DEX : BPL .loop
SEP #$30 ; go back to 8 bit mode
INC $15 ; update the palette
RTL ; or RTS depending on where you need it
}
deku_palette:
dw #$6739, #$15C5, #$150E, #$26C9, #$17AA, #$21F4, #$17DF, #$42DB
dw #$14A5, #$14BC, #$14B2, #$14A5, #$7FFF, #$7A18, #$178C
org $07A64B ; formerly Quake
LinkItem_DekuMask:
{
JSR Link_CheckNewY_ButtonPress : BCC .continue
LDX.b #$01 : JSR LinkItem_EvaluateMagicCost : BCC .return
JSL PrepareQuakeSpell
RTS
.continue
LDA #$01
JSL Link_TransformMask : BCC .return
STA $02F5 ; Somaria platform flag, no dash.
; .unequip
; STZ $5D
; ; Restore the shield
; LDA $0AAF : STA.l $7EF35A
; STZ $02F5
; %ResetToLinkGraphics()
.return
RTS
}
warnpc $07A6BE
; =========================================================
org $07811A
JSR Link_HandleDekuTransformation
pullpc ; Bank 07 Free Space from minish_form
Link_HandleDekuTransformation:
{
; Check if using Quake Medallion
LDA $5D : CMP.b #$0A : BEQ .continue
.continue
JSR $82DA ; Link_HandleBunnyTransformation
RTS
}
print "End of Masks/deku_mask.asm ", pc
pushpc
org $07E370
LinkHop_FindArbitraryLandingSpot:
org $078926
Link_HandleChangeInZVelocity:
org $078932
Link_HandleChangeInZVelocity_preset:
org $099589
AncillaAdd_QuakeSpell:
org $078028
PlaySFX_Set2:
org $07802F
PlaySFX_Set3:
org $07A6BE
LinkState_UsingQuake:
{
.anim_step
db #$00, #$01, #$02, #$03
db #$00, #$01, #$02, #$03
db #$10, #$10, #$00, #$00 ; 16
.anim_timer
db 5, 5, 5, 5
db 5, 5, 5, 5
db 5, 5, 5, 19
; INC.w $0FC1 ; Keep sprites frozen
JSR $F514 ; CacheCameraPropertiesIfOutdoors
STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
; SPIN STEP CHECK
LDA.w $031D : CMP.b #$0A : BNE .not_ascending
LDA.w $0362 : STA.b $29
LDA.w $0363 : STA.w $02C7
LDA.w $0364 : STA.b $24
LDA.b #$02 : STA.b $00 : STA.b $4D
JSR Link_HandleChangeInZVelocity_preset
JSL LinkHop_FindArbitraryLandingSpot
; Link recoil Z value, hop Z value
LDA.b $29 : STA.w $0362
LDA.w $02C7 : STA.w $0363
; Z Position of Link
LDA.b $24 : STA.w $0364 : BMI .still_ascending
; End of ASCEND -----------------------------------------
; Link recoil Z
LDY.b #$00 : LDA.b $29 : BPL .done_ascending
LDY.b #$00 ; Thrust Sword Down OAM Frame Set
.done_ascending
STY.w $031C : BRA .exit
; -------------------------------------------------------
.not_ascending
DEC.b $3D : BPL .special
.still_ascending
INC.w $031D
; $031D - Spin Step
LDX.w $031D : CPX.b #$04 : BNE .skip_swish_sfx
PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
.skip_swish_sfx
CPX.b #$0A : BNE .skip_ping_sfx
; PHX : LDA.b #$2C : JSR PlaySFX_Set2 : PLX
.skip_ping_sfx
CPX.b #$0B : BNE .skip_boom_sfx
; LDA.b #$0C : JSR PlaySFX_Set2
.skip_boom_sfx
CPX.b #$0C : BNE .dont_reset_step
LDA.b #$0B : STA.w $031D
TAX
.dont_reset_step
LDA.w .anim_timer,X : STA.b $3D
LDA.w .anim_step,X : STA.w $031C
LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
CPX.b #$0B : BNE .special ; Animation step check
; -----------------------------------------------------
; Prevent repeat spellcast set
LDA.b #$01 : STA.w $0324
LDA.b #$12 : STA $24
LDA.b #$FF : STA $5C
LDA.b #$01 : STA $70
; ; Quake Spell, End Quake State happens during Ancilla
; LDY.b #$00 : LDA.b #$1C ; ANCILLA 1C
; JSL AncillaAdd_QuakeSpell
; STZ.b $4D : STZ.w $0046
; -----------------------------------------------------
.exit
RTS
.special
DEC $5C
JSL DekuLink_HoverBasedOnInput
JSR $E8F0 ; HandleIndoorCameraAndDoors
RTS
}
warnpc $07A779