Files
oracle-of-secrets/Items/portal_rod.asm

578 lines
9.4 KiB
NASM

; =========================================================
; Portal Rod Item
; LinkState_UsingEther
org $07A50F
RodAnimationTimer:
db $03, $03, $05
LinkItem_PortalRod:
{
BIT $3A : BVS .y_button_held
LDA $6C : BNE .return
JSR Link_CheckNewY_ButtonPress : BCC .return
LDX.b #$00
JSR LinkItem_EvaluateMagicCost : BCC .insufficient_mp
LDA.b #$30 : JSR $802F ; Sfx3
JSL LinkItem_FirePortal
.y_button_held
JSR $AE65 ; HaltLinkWhenUsingItems
; What's the point of this?
; LDA $67 : AND.b #$F0 : STA $67
DEC $3D : BPL .return
LDA $0300 : INC A : STA $0300 : TAX
LDA RodAnimationTimer, X : STA $3D
CPX.b #$03 : BNE .return
STZ $5E
STZ $0300
STZ $3D
LDA $0301 : AND.b #$FE : STA $0301
.insufficient_mp
LDA $3A : AND.b #$BF : STA $3A
.return
RTS
}
warnpc $07A568
pullpc
macro SpawnPortal(x_offset, y_offset)
REP #$20
LDA $22 : CLC : ADC.w #<x_offset>
SEP #$20
STA $0D10, Y ; SprX
XBA : STA $0D30, Y ; SprXH
REP #$20
LDA $20 : CLC : ADC.w #<y_offset>
SEP #$20
STA $0D00, Y ; SprY
XBA : STA $0D20, Y ; SprYH
endmacro
LinkItem_FirePortal:
{
LDA.b #$03
JSL Sprite_SpawnDynamically : BPL .continue
RTS
.continue
PHX
LDA $7E0FA6 : BEQ .spawn_blue
STZ.w $0FA6
JMP .check_direction
.spawn_blue
LDA #$01 : STA $7E0FA6
.check_direction
LDA $2F : CMP.b #$00 : BEQ .facing_up
LDA $2F : CMP.b #$02 : BEQ .facing_down
LDA $2F : CMP.b #$04 : BEQ .facing_left
LDA $2F : CMP.b #$06 : BEQ .facing_right
; Portal Spawn Location
.facing_up
%SpawnPortal($0000, -0020)
JMP .finish
.facing_down
%SpawnPortal($0000, $001F)
JMP .finish
.facing_left
%SpawnPortal(-0020, $0000)
JMP .finish
.facing_right
%SpawnPortal(0020, $0000)
JMP .finish
.finish
TYX
STZ $0D60, X
STZ $0D70, X
PLX
.return
; Delay the spin attack for some amount of time?
LDA RodAnimationTimer : STA $3D
STZ $2E
STZ $0300
STZ $0301
LDA.b #$01 : TSB $0301
RTL
}
pushpc
org $02FF6E
Overworld_OperateCameraScroll_Long:
{
PHB : PHK : PLB
JSR $BB90
PLB
RTL
}
Overworld_ScrollMap_Long:
{
PHB : PHK : PLB
JSR $F273
PLB
RTL
}
pullpc
ScrollToPortal:
{
REP #$20
STZ $00
STZ $02
LDA $22 : CMP $7EC186 : BEQ .set_x : BCC .x_low
DEC $02
DEC A : CMP $7EC186 : BEQ .set_x
DEC $02
DEC A
BRA .set_x
.x_low
INC $02
INC A : CMP $7EC186 : BEQ .set_x
INC $02
INC A
.set_x
STA $22
LDA $20 : CMP $7EC184 : BEQ .set_y : BCC .y_low
DEC $00
DEC A : CMP $7EC184 : BEQ .set_y
DEC $00
DEC A
BRA .set_y
.y_low
INC $00
INC A : CMP $7EC184 : BEQ .set_y
INC $00
INC A
.set_y
STA $20
CMP $7EC184 : BNE .delay_advance
LDA $22 : CMP $7EC186 : BNE .delay_advance
INC $B0
STZ $46
.delay_advance
SEP #$20
LDA $00 : STA $30
LDA $02 : STA $31
JSL Overworld_OperateCameraScroll_Long ; $13B90 IN ROM
LDA $0416 : BEQ .exit
JSL Overworld_ScrollMap_Long ; $17273 IN ROM
.exit
RTL
}
Ancilla_MoveXYWithPortal:
{
; Increments X_reg by 0x0A so that X coordinates will be handled next
TXA : CLC : ADC.b #$0A : TAX
; MoveVertical
LDA $0C22, X : ASL #4 : CLC : ADC $0C36, X : STA $0C36, X
LDY.b #$00
; upper 4 bits are pixels per frame. lower 4 bits are 1/16ths of a pixel per frame.
; store the carry result of adding to $0C36, X
; check if the y pixel change per frame is negative
LDA $0C22, X : PHP : LSR #4 : PLP : BPL .moving_down
; sign extend from 4-bits to 8-bits
ORA.b #$F0
DEY
.moving_down
; modifies the y coordinates of the special object
ADC $0BFA, X : STA $0BFA, X
TYA : ADC $0C0E, X : STA $0C0E, X
LDX.w $0FA0
RTL
}
; #_088087: db $50 ; 0x18 - ETHER SPELL
; #_088088: db $00 ; 0x19 - BOMBOS SPELL
; LDA.b #$18 ; Ether Spell
; LDY.b #$01
; JSL Ancilla_PortalShot
print "End of Items/portal_rod.asm ", pc
pushpc
; org $0997DE
; AddSilverArrowSparkle:
; org $088D68
; Ancilla_CheckSpriteCollision:
; org $088981
; Ancilla_CheckTileCollision:
; org $088027
; Ancilla_DoSfx2:
; org $08A121
; Ancilla_Arrow:
; {
; .y_offsets
; dw -4, 2, 0, 0
; .x_offsets
; dw 0, 0, -4, 4
; LDA.b $11 : BEQ .normal_submode
; BRL .draw
; .normal_submode
; DEC.w $0C5E, X : LDA.w $0C5E, X : BMI .timer_elapsed
; CMP.b #$04 : BCC .begin_moving
; ; The object doesn't even start being drawn until this timer counts
; ; down.
; BRL .do_nothing
; .timer_elapsed
; LDA.b #$FF : STA.w $0C5E, X
; .begin_moving
; ; JSL Ancilla_MoveXYWithPortal
; JSR $908B
; JSR $9080
; LDA.l $7EF340 : AND.b #$04 : BEQ .dont_spawn_sparkle
; LDA.b $1A : AND.b #$01 : BNE .dont_spawn_sparkle
; PHX
; JSL AddSilverArrowSparkle
; PLX
; .dont_spawn_sparkle
; LDA.b #$FF : STA $03A9, X
; JSR Ancilla_CheckSpriteCollision : BCS .sprite_collision
; JSR Ancilla_CheckTileCollision : BCS .tile_collision
; BRL .draw
; .tile_collision
; TYA : STA $03C5, X
; LDA $0C72, X : AND.b #$03 : ASL A : TAY
; LDA.w .y_offsets+0, Y : CLC : ADC.w $0BFA, X : STA.w $0BFA, X
; LDA.w .y_offsets+1, Y : ADC.w $0C0E, X : STA.w $0C0E, X
; LDA.w .x_offsets+0, Y : CLC : ADC.w $0C04, X : STA.w $0C04, X
; LDA.w .x_offsets+1, Y : ADC.w $0C18, X : STA.w $0C18, X
; STZ.w $0B88
; BRA .transmute_to_halted_arrow
; .sprite_collision
; LDA $0C04, X : SEC : SBC $0D10, Y : STA $0C2C, X
; LDA $0BFA, X : SEC : SBC $0D00, Y : CLC : ADC $0F70, Y : STA $0C22, X
; TYA : STA $03A9, X
; LDA $0E20, Y : CMP.b #$65 : BNE .not_archery_game_sprite
; LDA $0D90, Y : CMP.b #$01 : BNE .not_archery_target_mop
; LDA.b #$2D : STA $012F
; ; Set a delay for the archery game proprietor and set a timer for the
; ; target that was hit (indicating it was hit)
; LDA.b #$80 : STA $0E10, Y : STA $0F10
; ; \tcrf In conjunction with the ArcheryGameGuy sprite code, this is
; ; another lead the suggested that there were 9 game prize values
; ; instead of just the normal 5.
; LDA $0B88 : CMP.b #$09 : BCS .prize_index_maxed_out
; INC $0B88
; .prize_index_maxed_out
; LDA $0B88 : STA $0DA0, Y
; LDA $0ED0, Y : INC A : STA $0ED0, Y
; BRA .transmute_to_halted_arrow
; .not_archery_target_mop
; LDA.b #$04 : STA $0EE0, Y
; .not_archery_game_sprite
; STZ $0B88
; .transmute_to_halted_arrow
; LDA $0E20, Y : CMP.b #$1B : BEQ .hit_enemy_arrow_no_sfx
; LDA.b #$08 : JSR Ancilla_DoSfx2
; .hit_enemy_arrow_no_sfx
; STZ $0C5E, X
; LDA.b #$0A : STA $0C4A, X
; LDA.b #$01 : STA $03B1, X
; LDA $03C5, X : BEQ .draw
; REP #$20
; LDA $E0 : SEC : SBC $E2 : CLC : ADC $0C04, X : STA $00
; LDA $E6 : SEC : SBC $E8 : CLC : ADC $0BFA, X : STA $02
; SEP #$20
; LDA $00 : STA $0C04, X
; LDA $02 : STA $0BFA, X
; BRA .draw
; .do_nothing
; RTS
; .draw
; BRL $09236E ; Arrow_Draw
; }
; warnpc $08A24E
; ; Portal Rod logic based on Fire Rod
; Ancilla_PortalShot:
; {
; LDA $0C54, X : BEQ .traveling_shot
; JMP Ancilla_ConsumingFire
; .traveling_shot
; LDA $11 : BNE .just_draw
; STZ $0385, X
; JSR Ancilla_MoveHoriz
; JSR Ancilla_MoveVert
; JSR Ancilla_CheckSpriteCollision : BCS .collided
; LDA $0C72, X : ORA.b #$08 : STA $0C72, X
; JSR Ancilla_CheckTileCollision
; PHP
; LDA $03E4, X : STA $0385, X
; PLP : BCS .collided
; LDA $0C72, X : ORA.b #$0C : STA $0C72, X
; LDA $028A, X : STA $74
; JSR Ancilla_CheckTileCollision
; PHP
; LDA $74 : STA $028A, X
; PLP : BCC .no_collision
; .collided
; INC $0C54, X
; ; Check if it's blue or orange portal
; LDA $0C68, X
; CMP.b #$1F
; BEQ .blue_portal
; JMP .orange_portal
; .blue_portal
; LDA.b #$20 : STA $0C68, X
; LDA.b #$08 : STA $0C90, X
; LDA.b #$2B : JSR Ancilla_DoSfx2 ; Different sound effect for blue portal
; JMP .portal_created
; .orange_portal
; LDA.b #$21 : STA $0C68, X
; LDA.b #$08 : STA $0C90, X
; LDA.b #$2C : JSR Ancilla_DoSfx2 ; Different sound effect for orange portal
; .portal_created
; ; CLC : ADC portal creation logic here if necessary
; .no_collision
; INC $0C5E, X
; LDA $0C72, X : AND.b #$F3 : STA $0C72, X
; LDA $0385, X : STA $0333
; AND.b #$F0 : CMP.b #$C0 : BNE .just_draw
; LDA $03E4, X : STA $0333
; AND.b #$F0 : CMP.b #$C0 : BNE .just_draw
; .just_draw
; JSR PortalShot_Draw
; RTS
; }
; ; *$4077C-$407CA LOCAL
; PortalShot_Draw:
; {
; JSR Ancilla_BoundsCheck
; LDA $0280, X : BEQ .default_priority
; LDA.b #$30 : TSB $04
; .default_priority
; LDA $0C5E, X : AND.b #$0C : STA $02
; PHX
; LDX.b #$02
; LDY.b #$00
; .next_oam_entry
; STX $03
; TXA : ORA $02 : TAX
; LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
; LDA $01 : CLC : ADC .y_offsets, X : INY : STA ($90), Y
; LDX $03
; LDA .chr, X : INY : STA ($90), Y
; LDA $04 : ORA.b #$02 : INY : STA ($90), Y
; PHY
; TYA : LSR #2 : TAY
; LDA.b #$00 : STA ($92), Y
; PLY : INY
; DEX : BPL .next_oam_entry
; PLX
; RTS
; .x_offsets
; db 7, 0, 8, 0, 8, 4, 0, 0
; db 2, 8, 0, 0, 1, 4, 9, 0
; .y_offsets
; db 1, 4, 9, 0, 7, 0, 8, 0
; db 8, 4, 0, 0, 2, 8, 0, 0
; .chr
; db $8D, $9D, $9C
; }