Files
oracle-of-secrets/Masks/wolf_mask.asm
2023-03-12 00:08:41 -06:00

276 lines
5.1 KiB
NASM

; =============================================================================
; Wolf Mask
; =============================================================================
org $098F5B
AddShovelDirt:
org $098C73
AddRecoveredFlute:
org $098024
AddHitStars:
org $1DFD5C
DiggingGameGuy_AttemptPrizeSpawn:
; =============================================================================
org $07D077
Link_ShovelTileDetect:
org $07F8D1
Link_ShovelTileDetect_Long:
{
PHB : PHK : PLB
JSR Link_ShovelTileDetect
PLB
RTL
}
org $07802F
Player_DoSfx3:
org $07A772
Player_DoSfx3_Long:
{
PHB : PHK : PLB
JSR Player_DoSfx3
PLB
RTL
}
print "Next address for jump in bank07: ", pc
; =============================================================================
org $07A3DB
LinkItem_Flute:
; =============================================================================
org $07A313
LinkItem_ShovelAndFlute:
{
; Play flute or use the Wolf Mask
LDA $0202 : CMP.b #$0D : BNE LinkItem_WolfMask
BRL LinkItem_Flute
}
; =============================================================================
; TODO: Make sure there's no inaccessible code issues past here
; LinkItem_Shovel
org $07A32C
LinkItem_WolfMask:
{
JSL LinkItem_UsingWolfMask
JSR Link_CheckNewY_ButtonPress : BCC .return
LDA $3A : AND.b #$BF : STA $3A ; clear the Y button state
LDA $6C : BNE .return ; in a doorway
LDA $0FFC : BNE .return ; can't open menu
LDY.b #$04 : LDA.b #$23
JSL AddTransformationCloud
LDA.b #$14 : JSR Player_DoSfx2
LDA $02B2 : CMP #$03 : BEQ .unequip ; is the wolf mask already on?
JSL UpdateWolfPalette
LDA #$38 : STA $BC ; change link's sprite
LDA #$03 : STA $02B2
BRA .return
.unequip
JSL Palette_ArmorAndGloves
LDA #$10 : STA $BC : STZ $02B2 ; take the mask off
.return
CLC
RTS
}
; =============================================================================
org $388000
incbin gfx/wolf_link.4bpp
; =============================================================================
UpdateWolfPalette:
{
REP #$30 ; change 16bit mode
LDX #$001E
.loop
LDA.l WolfPalette, 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
}
; =============================================================================
WolfPalette:
dw #$7BDE, #$7FFF, #$2F7D, #$19B5, #$3A9C, #$14A5, #$1A3D, #$14B6
dw #$4650, #$362A, #$3F4E, #$162B, #$318A, #$39CC, #$1CE7, #$76D1
dw #$6565, #$7271, #$14B5, #$459B, #$3D95, #$22D0, #$567C, #$1890
dw #$7616, #$0000
; =============================================================================
LinkItem_Return:
{
RTL
}
print pc
LinkItem_UsingWolfMask:
{
; Shovel item code
BIT $3A : BVS .in_use
LDA $6C : BNE LinkItem_Return ; .BRANCH_$3A312 ; (RTS, BASICALLY)
LDA $F2 ; load unfiltered joypad 1 register (AXLR|????)
CMP #$10 ; R button pressed?
BEQ $03 ; if yes, branch behind the jump that leads to the end and load items instead
JMP LinkItem_Return
; JSR Link_CheckNewY_ButtonPress : BCC LinkItem_Return ;.BRANCH_$3A312
LDA $A320 : STA $3D
STZ $030D
STZ $0300
LDA.b #$01 : STA $037A
LDA.b #$01 : TSB $50
STZ $2E
.in_use
JSR HaltLinkWhenUsingItems ; $AE65 ; $3AE65 IN ROM
LDA $67 : AND.b #$F0 : STA $67
DEC $3D : BMI .continue
RTL
.continue
LDX $030D : INX : STX $030D
LDA $A320, X : STA $3D
LDA $A326, X : STA $0300 : CMP.b #$01 : BNE .BRANCH_GAMMA
LDY.b #$02
PHX
; JSR $D077 ; $3D077 IN ROM
JSL Link_ShovelTileDetect_Long
PLX
LDA $04B2 : BEQ .not_flute_spot
LDA.b #$1B : JSL Player_DoSfx3_Long
PHX
; Add recovered flute (from digging). Interesting...
LDY.b #$00
LDA.b #$36
JSL AddRecoveredFlute
PLX
.not_flute_spot
LDA $0357 : ORA $035B : AND.b #$01 : BNE .dont_clink
PHX
LDY.b #$00
LDA.b #$16
JSL AddHitStars
PLX
LDA.b #$05 : JSL Player_DoSfx2
BRA .finish_up
.dont_clink
PHX
; Add shovel dirt? what? I thought these were aftermath tiles
LDY.b #$00
LDA.b #$17
JSL AddShovelDirt
LDA $03FC : BEQ .digging_game_inactive
JSL DiggingGameGuy_AttemptPrizeSpawn
.digging_game_inactive
PLX
LDA.b #$12 : JSL Player_DoSfx2
.finish_up
CPX.b #$03 : BNE .return
STZ $030D
STZ $0300
LDA $3A : AND.b #$80 : STA $3A
STZ $037A
LDA $50 : AND.b #$FE : STA $50
.return
RTL
}
; ==============================================================================
; *$3AE65-$3AE87 LOCAL
HaltLinkWhenUsingItems:
{
LDA $AD : CMP.b #$02 : BNE .BRANCH_ALPHA
LDA $0322 : AND.b #$03 : CMP.b #$03 : BNE .BRANCH_ALPHA
STZ $30
STZ $31
STZ $67
STZ $2A
STZ $2B
STZ $6B
.BRANCH_ALPHA:
; Cane of Somaria transit lines?
LDA $02F5 : BEQ .BRANCH_BETA
STZ $67
.BRANCH_BETA:
RTS
}