152 lines
3.8 KiB
NASM
152 lines
3.8 KiB
NASM
; =========================================================
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; Deku Mask
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; Press R to transform into Deku Link
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; Press Y to perform a spin and jump, allowing you to hover
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; for a short period of time, as well as drop bombs while
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; hovering with the Y button, and cancelling the hover with
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; the B button.
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; =========================================================
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UpdateDekuPalette:
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{
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REP #$30 ; change 16bit mode
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LDX #$001E
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.loop
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LDA.l deku_palette, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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}
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deku_palette:
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dw #$6739, #$15C5, #$150E, #$26C9, #$17AA, #$21F4, #$17DF, #$42DB
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dw #$14A5, #$14BC, #$14B2, #$14A5, #$7FFF, #$7A18, #$178C
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print "End of Masks/deku_mask.asm ", pc
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; =========================================================
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org $07A64B ; formerly Quake
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LinkItem_DekuMask:
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{
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; Don't use magic unless deku form
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LDA.w $02B2 : CMP.b #$01 : BNE .continue
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; Don't shoot while transform is active
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LDA.w $0C4E : BNE .continue
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JSR Link_CheckNewY_ButtonPress : BCC .continue
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LDA $3A : AND.b #$BF : STA $3A
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LDX.b #$02
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JSR LinkItem_EvaluateMagicCost : BCC .return
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JSL DekuLink_ShootBubbleOrStartHover
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RTS
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.continue
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; Don't transform while shooting
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LDA.w $0C52 : CMP.b #$0E : BEQ .return
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LDA.b #$01
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JSL Link_TransformMask
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.return
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RTS
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}
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assert pc() <= $07A6BE
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; =========================================================
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Link_HandleChangeInZVelocity = $078926
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Link_HandleChangeInZVelocity_preset = $078932
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PlaySFX_Set2 = $078028
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PlaySFX_Set3 = $07802F
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org $07A6BE
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LinkState_UsingQuake:
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{
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.anim_step
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db #$00, #$01, #$02, #$03
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db #$00, #$01, #$02, #$03
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db #$10, #$10, #$00, #$00 ; 16
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.anim_timer
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db 5, 5, 5, 5
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db 5, 5, 5, 5
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db 5, 5, 5, 19
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JSR $F514 ; CacheCameraPropertiesIfOutdoors
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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; SPIN STEP CHECK
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LDA.w LinkSpinStep : CMP.b #$0A : BNE .not_ascending
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LDA.w $0362 : STA.b $29
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LDA.w $0363 : STA.w $02C7
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LDA.w $0364 : STA.b $24
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LDA.b #$02 : STA.b $00 : STA.b $4D
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JSR Link_HandleChangeInZVelocity_preset
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JSL LinkHop_FindArbitraryLandingSpot
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; Link recoil Z value, hop Z value
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LDA.b LinkRecoilZ : STA.w $0362
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LDA.w $02C7 : STA.w $0363
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; Z Position of Link
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LDA.b $24 : STA.w $0364 : BMI .still_ascending
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; End of ASCEND -------------------------------------
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LDY.b #$00 : LDA.b LinkRecoilZ : BPL .done_ascending
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LDY.b #$00 ; Thrust Sword Down OAM Frame Set
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.done_ascending
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STY.w $031C : BRA .exit
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; ---------------------------------------------------
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.not_ascending
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DEC.b $3D : BPL .special
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.still_ascending
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INC.w LinkSpinStep
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LDX.w LinkSpinStep
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CPX.b #$04 : BNE .skip_swish_sfx
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PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
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.skip_swish_sfx
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CPX.b #$0C : BNE .dont_reset_step
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LDA.b #$0B : STA.w LinkSpinStep
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TAX
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.dont_reset_step
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LDA.w .anim_timer,X : STA.b $3D
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LDA.w .anim_step,X : STA.w $031C
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LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
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CPX.b #$0B : BNE .special ; Animation step check
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; -------------------------------------------------
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; Prevent repeat spellcast set
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LDA.b #$01 : STA.w $0324
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LDA.b #$12 : STA LinkZ
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LDA.b #$FF : STA FallTimer
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LDA.b #$01 : STA DekuFloating
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; -------------------------------------------------
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.exit
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RTS
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.special
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LDA.b DekuFloating : BEQ +
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DEC $5C
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JSL DekuLink_HoverBasedOnInput
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+
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RTS
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}
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assert pc() <= $07A779
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; LinkHop_FindArbitraryLandingSpot
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; Allow LinkState 0x0A to use velocity
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; Previously would skip velocity for LinkState 0x0A
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org $07E38B
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LDA.b $5D : CMP.b #$09 |