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heartpieces.asm
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;================================================================================
; Randomize Heart Pieces
;--------------------------------------------------------------------------------
HeartPieceGet:
PHX : PHY
JSL.l LoadHeartPieceRoomValue : TAY ; load item value into Y register
JSL.l MaybeMarkDigSpotCollected
.skipLoad
STZ $02E9 ; 0 = Receiving item from an NPC or message
CPY.b #$26 : BNE .notHeart ; don't add a 1/4 heart if it's not a heart piece
LDA $7EF36B : INC A : AND.b #$03 : STA $7EF36B : BNE .unfinished_heart ; add up heart quarters
BRA .giveItem
.notHeart
.giveItem
JSL.l $0791B3 ; Player_HaltDashAttackLong
JSL.l Link_ReceiveItem
CLC ; return false
BRL .done ; finished
.unfinished_heart
SEC ; return true
.done
JSL MaybeUnlockTabletAnimation
PLY : PLX
RTL
;--------------------------------------------------------------------------------
HeartContainerGet:
PHX : PHY
JSL.l LoadHeartContainerRoomValue : TAY ; load item value into Y register
BRA HeartPieceGet_skipLoad
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartPieceGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC .offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l HeartPieceSpritePrep
BRL .done ; don't draw on the init frame
.skipInit
JSL.l LoadHeartPieceRoomValue
.skipLoad
PHA
JSL.l IsNarrowSprite : BCC +
LDA $0E60, X : ORA.b #$20 : STA $0E60, X
+
;LDA $0E60, X : ORA.b #$10 : STA $0E60, X
PLA
JSL.l DrawDynamicTile
JSL.l Sprite_DrawShadowLong
.done
PLY : PLA
.offscreen
PLP
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
DrawHeartContainerGFX:
PHP
JSL.l Sprite_IsOnscreen : BCC DrawHeartPieceGFX_offscreen
PHA : PHY
LDA !REDRAW : BEQ .skipInit ; skip init if already ready
JSL.l HeartContainerSpritePrep
BRA DrawHeartPieceGFX_done ; don't draw on the init frame
.skipInit
JSL.l LoadHeartContainerRoomValue
BRA DrawHeartPieceGFX_skipLoad
;--------------------------------------------------------------------------------
HeartContainerSound:
CPY.b #$20 : BEQ + ; Skip for Crystal
CPY.b #$37 : BEQ + ; Skip for Pendants
CPY.b #$38 : BEQ +
CPY.b #$39 : BEQ +
JSL.l CheckIfBossRoom : BCC + ; Skip if not in a boss room
LDA.b #$2E
SEC
RTL
+
CLC
RTL
;--------------------------------------------------------------------------------
NormalItemSkipSound:
LDA $0C5E, X ; thing we wrote over
CPY.b #$20 : BEQ + ; Skip for Crystal
CPY.b #$37 : BEQ + ; Skip for Pendants
CPY.b #$38 : BEQ +
CPY.b #$39 : BEQ +
PHA
JSL.l CheckIfBossRoom
PLA
RTL
+
CLC
RTL
;--------------------------------------------------------------------------------
HeartUpgradeSpawnDecision: ; this should return #$00 to make the hp spawn
LDA !FORCE_HEART_SPAWN : BEQ .normal_behavior
DEC : STA !FORCE_HEART_SPAWN
LDA #$00
RTL
.normal_behavior
LDA $7EF280, X
RTL
;--------------------------------------------------------------------------------
SaveHeartCollectedStatus:
LDA !SKIP_HEART_SAVE : BEQ .normal_behavior
DEC : STA !SKIP_HEART_SAVE
RTL
.normal_behavior
LDA $7EF280, X : ORA.b #$40 : STA $7EF280, X
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartPieceSpritePrep:
PHA
LDA #$01 : STA !REDRAW
LDA $5D : CMP #$14 : BEQ .skip ; skip if we're mid-mirror
LDA #$00 : STA !REDRAW
JSL.l LoadHeartPieceRoomValue ; load item type
JSL.l PrepDynamicTile
.skip
PLA
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HeartContainerSpritePrep:
PHA
LDA #$00 : STA !REDRAW
JSL.l LoadHeartContainerRoomValue ; load item type
JSL.l PrepDynamicTile
PLA
RTL
;--------------------------------------------------------------------------------
LoadHeartPieceRoomValue:
LDA $1B : BEQ .outdoors ; check if we're indoors or outdoors
.indoors
JSL.l LoadIndoorValue
BRL .done
.outdoors
JSL.l LoadOutdoorValue
.done
RTL
;--------------------------------------------------------------------------------
!REDRAW = "$7F5000"
HPItemReset:
JSL $09AD58 ; GiveRupeeGift - thing we wrote over
PHA : LDA #$01 : STA !REDRAW : PLA
RTL
;--------------------------------------------------------------------------------
MaybeMarkDigSpotCollected:
PHA : PHP
LDA $1B : BNE +
REP #$20 ; set 16-bit accumulator
LDA $8A
CMP.w #$2A : BNE +
LDA !HAS_GROVE_ITEM : ORA.w #$0001 : STA !HAS_GROVE_ITEM
+
PLP : PLA
RTL
;--------------------------------------------------------------------------------
LoadIndoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #225 : BNE +
LDA HeartPiece_Forest_Thieves
BRL .done
+ CMP.w #226 : BNE +
LDA HeartPiece_Lumberjack_Tree
BRL .done
+ CMP.w #234 : BNE +
LDA HeartPiece_Spectacle_Cave
BRL .done
+ CMP.w #283 : BNE +
LDA $22 : XBA : AND.w #$0001 ; figure out where link is
BNE ++
LDA HeartPiece_Circle_Bushes
BRL .done
++
LDA HeartPiece_Graveyard_Warp
BRL .done
+ CMP.w #294 : BNE +
LDA HeartPiece_Mire_Warp
BRL .done
+ CMP.w #295 : BNE +
LDA HeartPiece_Smith_Pegs
BRL .done
+ CMP.w #135 : BNE +
LDA StandingKey_Hera
BRL .done
+
LDA.w #$0017 ; default to a normal hp
.done
AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
PLP
RTL
;--------------------------------------------------------------------------------
;225 - HeartPiece_Forest_Thieves
;226 - HeartPiece_Lumberjack_Tree
;234 - HeartPiece_Spectacle_Cave
;283 - HeartPiece_Circle_Bushes
;283 - HeartPiece_Graveyard_Warp
;294 - HeartPiece_Mire_Warp
;295 - HeartPiece_Smith_Pegs
;--------------------------------------------------------------------------------
LoadOutdoorValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $8A
CMP.w #$03 : BNE +
LDA $22 : CMP.w #1890 : !BLT ++
LDA HeartPiece_Spectacle
BRL .done
++
LDA EtherItem
BRL .done
+ CMP.w #$05 : BNE +
LDA HeartPiece_Mountain_Warp
BRL .done
+ CMP.w #$28 : BNE +
LDA HeartPiece_Maze
BRL .done
+ CMP.w #$2A : BNE +
LDA HauntedGroveItem
BRL .done
+ CMP.w #$30 : BNE +
LDA $22 : CMP.w #512 : !BGE ++
LDA HeartPiece_Desert
BRL .done
++
LDA BombosItem
BRL .done
+ CMP.w #$35 : BNE +
LDA HeartPiece_Lake
BRL .done
+ CMP.w #$3B : BNE +
LDA HeartPiece_Swamp
BRL .done
+ CMP.w #$42 : BNE +
LDA HeartPiece_Cliffside
BRL .done
+ CMP.w #$4A : BNE +
LDA HeartPiece_Cliffside
BRL .done
+ CMP.w #$5B : BNE +
LDA HeartPiece_Pyramid
BRL .done
+ CMP.w #$68 : BNE +
LDA HeartPiece_Digging
BRL .done
+ CMP.w #$81 : BNE +
LDA HeartPiece_Zora
BRL .done
+
LDA.w #$0017 ; default to a normal hp
.done
AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
PLP
RTL
;--------------------------------------------------------------------------------
;$03 - HeartPiece_Spectacle
;$05 - HeartPiece_Mountain_Warp
;$28 - HeartPiece_Maze
;$30 - HeartPiece_Desert
;$35 - HeartPiece_Lake
;$3B - HeartPiece_Swamp
;$42 - HeartPiece_Cliffside - not really but the gfx load weird otherwise
;$4A - HeartPiece_Cliffside
;$5B - HeartPiece_Pyramid
;$68 - HeartPiece_Digging
;$81 - HeartPiece_Zora
;--------------------------------------------------------------------------------
LoadHeartContainerRoomValue:
LoadBossValue:
PHP
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
LDA HeartContainer_ArmosKnights
BRL .done
+ CMP.w #51 : BNE +
LDA HeartContainer_Lanmolas
BRL .done
+ CMP.w #7 : BNE +
LDA HeartContainer_Moldorm
BRL .done
+ CMP.w #90 : BNE +
LDA HeartContainer_HelmasaurKing
BRL .done
+ CMP.w #6 : BNE +
LDA HeartContainer_Arrghus
BRL .done
+ CMP.w #41 : BNE +
LDA HeartContainer_Mothula
BRL .done
+ CMP.w #172 : BNE +
LDA HeartContainer_Blind
BRL .done
+ CMP.w #222 : BNE +
LDA HeartContainer_Kholdstare
BRL .done
+ CMP.w #144 : BNE +
LDA HeartContainer_Vitreous
BRL .done
+ CMP.w #164 : BNE +
LDA HeartContainer_Trinexx
BRL .done
+
LDA.w #$003E ; default to a normal boss heart
.done
AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
PLP
RTL
;--------------------------------------------------------------------------------
CheckIfBossRoom:
;--------------------------------------------------------------------------------
; Carry set if we're in a boss room, unset otherwise.
;--------------------------------------------------------------------------------
REP #$20 ; set 16-bit accumulator
LDA $A0 ; these are all decimal because i got them that way
CMP.w #200 : BNE +
SEC : BRL .done
+ CMP.w #51 : BNE +
SEC : BRL .done
+ CMP.w #7 : BNE +
SEC : BRL .done
+ CMP.w #90 : BNE +
SEC : BRL .done
+ CMP.w #6 : BNE +
SEC : BRL .done
+ CMP.w #41 : BNE +
SEC : BRL .done
+ CMP.w #172 : BNE +
SEC : BRL .done
+ CMP.w #222 : BNE +
SEC : BRL .done
+ CMP.w #144 : BNE +
SEC : BRL .done
+ CMP.w #164 : BNE +
SEC : BRL .done
+
CLC
.done
SEP #$20 ; set 8-bit accumulator
RTL
;--------------------------------------------------------------------------------
;#200 - Eastern Palace - Armos Knights
;#51 - Desert Palace - Lanmolas
;#7 - Tower of Hera - Moldorm
;#32 - Agahnim's Tower - Agahnim I
;#90 - Palace of Darkness - Helmasaur King
;#6 - Swamp Palace - Arrghus
;#41 - Skull Woods - Mothula
;#172 - Thieves' Town - Blind
;#222 - Ice Palace - Kholdstare
;#144 - Misery Mire - Vitreous
;#164 - Turtle Rock - Trinexx
;#13 - Ganon's Tower - Agahnim II
;#0 - Pyramid of Power - Ganon
;--------------------------------------------------------------------------------
;JSL $06DD40 ; DashKey_Draw
;JSL $06DBF8 ; Sprite_PrepAndDrawSingleLargeLong
;JSL $06DC00 ; Sprite_PrepAndDrawSingleSmallLong ; draw first cell correctly
;JSL $00D51B ; GetAnimatedSpriteTile
;JSL $00D52D ; GetAnimatedSpriteTile.variable
;================================================================================