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events.asm
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events.asm
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;--------------------------------------------------------------------------------
; OnLoadOW
;--------------------------------------------------------------------------------
;OnLoadMap:
; LDA $7EF2DB ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
OnPrepFileSelect:
LDA $11 : CMP.b #$03 : BNE +
LDA.b #$06 : STA $14 ; thing we wrote over
RTL
+
JSL.l LoadAlphabetTilemap
JSL.l LoadFullItemTiles
RTL
;--------------------------------------------------------------------------------
OnDrawHud:
JSL.l DrawChallengeTimer ; this has to come before NewDrawHud because the timer overwrites the compass counter
JSL.l DrHudOverride
JSL.l NewDrawHud
;JSL.l SwapSpriteIfNecissary
JSL.l PollService
JML.l ReturnFromOnDrawHud
;--------------------------------------------------------------------------------
;OnDungeonEntrance:
; STA $7EC172 ; thing we wrote over
;RTL
;--------------------------------------------------------------------------------
OnPlayerDead:
PHA
JSL.l SetDeathWorldChecked
JSL.l SetSilverBowMode
JSL.l RefreshRainAmmo
PLA
RTL
;--------------------------------------------------------------------------------
OnDungeonExit:
PHA : PHP
SEP #$20 ; set 8-bit accumulator
JSL.l PodEGFix
PLP : PLA
STA $040C : STZ $04AC ; thing we wrote over
PHA : PHP
JSL.l HUD_RebuildLong
JSL.l FloodGateResetInner
JSL.l SetSilverBowMode
PLP : PLA
RTL
;--------------------------------------------------------------------------------
OnQuit:
JSL.l PodEGFix
LDA.b #$10 : STA $1C ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
OnUncleItemGet:
PHA
LDA.l EscapeAssist
BIT.b #$04 : BEQ + : STA !INFINITE_MAGIC : +
BIT.b #$02 : BEQ + : STA !INFINITE_BOMBS : +
BIT.b #$01 : BEQ + : STA !INFINITE_ARROWS : +
%GetPossiblyEncryptedItem(UncleItem, SpriteItemValues) : TAY
%GetPossiblyEncryptedPlayerID(UncleItem_Player) : STA !MULTIWORLD_ITEM_PLAYER_ID
PLA
JSL Link_ReceiveItem
LDA.l UncleRefill : BIT.b #$04 : BEQ + : LDA.b #$80 : STA $7EF373 : + ; refill magic
LDA.l UncleRefill : BIT.b #$02 : BEQ + : LDA.b #50 : STA $7EF375 : + ; refill bombs
LDA.l UncleRefill : BIT.b #$01 : BEQ + ; refill arrows
LDA.b #70 : STA $7EF376
LDA.l ArrowMode : BEQ +
LDA !INVENTORY_SWAP_2 : ORA #$80 : STA !INVENTORY_SWAP_2 ; enable bow toggle
REP #$20 ; set 16-bit accumulator
LDA $7EF360 : !ADD.l FreeUncleItemAmount : STA $7EF360 ; rupee arrows, so also give the player some money to start
SEP #$20 ; set 8-bit accumulator
+
RTL
;--------------------------------------------------------------------------------
OnAga2Defeated:
JSL.l Dungeon_SaveRoomData_justKeys ; thing we wrote over, make sure this is first
JSL.l IncrementAgahnim2Sword
RTL
;--------------------------------------------------------------------------------
OnFileCreation:
TAX ; what we wrote over
LDA StartingEquipment+$4C : STA $700340+$4C ; copy starting equipment swaps to file select screen
LDA StartingEquipment+$4E : STA $700340+$4E
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnFileLoad:
REP #$10 ; set 16 bit index registers
JSL.l EnableForceBlank ; what we wrote over
LDA.b #$07 : STA $210c ; Restore screen 3 to normal tile area
LDA !FRESH_FILE_MARKER : BNE +
JSL.l OnNewFile
LDA.b #$FF : STA !FRESH_FILE_MARKER
+
LDA.w $010A : BNE + ; don't adjust the worlds for "continue" or "save-continue"
LDA.l $7EC011 : BNE + ; don't adjust worlds if mosiac is enabled (Read: mirroring in dungeon)
JSL.l DoWorldFix
+
JSL.l MasterSwordFollowerClear
JSL.l InitOpenMode
LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA #$00 : STA $7F5001 ; mark fake flipper softlock as impossible
LDA.l GenericKeys : BEQ +
LDA $7EF38B : STA $7EF36F ; copy generic keys to key counter
+
JSL.l SetSilverBowMode
JSL.l RefreshRainAmmo
JSL.l SetEscapeAssist
LDA.l IsEncrypted : CMP.b #01 : BNE +
JSL LoadStaticDecryptionKey
+
SEP #$10 ; restore 8 bit index registers
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnNewFile:
PHX : PHP
REP #$20 ; set 16-bit accumulator
LDA.l LinkStartingRupees : STA $7EF362 : STA $7EF360
LDA.l StartingTime : STA $7EF454
LDA.l StartingTime+2 : STA $7EF454+2
LDX.w #$004E : - ; copy over starting equipment
LDA StartingEquipment, X : STA $7EF340, X
DEX : DEX
BPL -
LDX #$000E : -
LDA $7EF37C, X : STA $7EF4E0, X
DEX : DEX
BPL -
LDX #$000E : -
LDA $7EF37C, X : STA $7EF4E0, X
DEX : DEX
BPL -
SEP #$20 ; set 8-bit accumulator
;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
LDA.l PreopenCurtains : BEQ +
LDA.b #$80 : STA $7EF061 ; open aga tower curtain
LDA.b #$80 : STA $7EF093 ; open skull woods curtain
+
LDA.l PreopenPyramid : BEQ +
LDA.b #$20 : STA $7EF2DB ; pyramid hole already open
+
LDA.l PreopenGanonsTower : BEQ +
LDA.b #$20 : STA $7EF2C3 ; Ganons Tower already open
+
LDA StartingSword : STA $7EF359 ; set starting sword type
STA !HIGHEST_SWORD_LEVEL
; reset some values on new file that are otherwise only reset on hard reset
STZ $03C4 ; ancilla slot index
STZ $047A ; EG
STZ $0B08 : STZ $0B09 ; arc variable
STZ $0CFB ; enemies killed (pull trees)
STZ $0CFC ; times taken damage (pull trees)
STZ $0FC7 : STZ $0FC8 : STZ $0FC9 : STZ $0FCA : STZ $0FCB : STZ $0FCC : STZ $0FCD ; prize packs
LDA #$00 : STA $7EC011 ; mosaic
JSL InitRNGPointerTable ; boss RNG
PLP : PLX
RTL
;--------------------------------------------------------------------------------
OnInitFileSelect:
; LDA.b #$10 : STA $BC ; init sprite pointer - does nothing unless spriteswap.asm is included
; JSL.l SpriteSwap_SetSprite
LDA.b #$51 : STA $0AA2 ;<-- Line missing from JP1.0, needed to ensure "extra" copy of naming screen graphics are loaded.
JSL.l EnableForceBlank
RTL
;--------------------------------------------------------------------------------
OnLinkDamaged:
JSL.l FlipperKill
JSL.l OHKOTimer
RTL
;--------------------------------------------------------------------------------
OnEnterWater:
JSL.l RegisterWaterEntryScreen
JSL.l MysteryWaterFunction
LDX.b #$04
RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPit:
JSL.l OHKOTimer
LDA.b #$14 : STA $11 ; thing we wrote over
RTL
;--------------------------------------------------------------------------------
OnLinkDamagedFromPitOutdoors:
JSL.l OHKOTimer ; make sure this is last
RTL
;--------------------------------------------------------------------------------
!RNG_ITEM_LOCK_IN = "$7F5090"
OnOWTransition:
JSL.l FloodGateReset
JSL.l FlipperFlag
JSL.l StatTransitionCounter
PHP
SEP #$20 ; set 8-bit accumulator
LDA.b #$FF : STA !RNG_ITEM_LOCK_IN ; clear lock-in
PLP
RTL
;--------------------------------------------------------------------------------
!DARK_DUCK_TEMP = "$7F509C"
OnLoadDuckMap:
LDA !DARK_DUCK_TEMP
BNE +
INC : STA !DARK_DUCK_TEMP
JSL OverworldMap_InitGfx : DEC $0200
RTL
+
LDA.b #$00 : STA !DARK_DUCK_TEMP
JSL OverworldMap_DarkWorldTilemap
RTL
;--------------------------------------------------------------------------------
PreItemGet:
LDA.b #$01 : STA !ITEM_BUSY ; mark item as busy
RTL
;--------------------------------------------------------------------------------
PostItemGet:
JSL.l MaybeWriteSRAMTrace
RTL
;--------------------------------------------------------------------------------
PostItemAnimation:
LDA.b #$00 : STA !ITEM_BUSY ; mark item as finished
LDA $7F509F : BEQ +
STZ $1CF0 : STZ $1CF1 ; reset decompression buffer
JSL.l Main_ShowTextMessage_Alt
LDA.b #$00 : STA $7F509F
+
LDA $1B : BEQ +
REP #$20 : LDA $A0 : STA !MULTIWORLD_ROOMID : SEP #$20
LDA $0403 : STA !MULTIWORLD_ROOMDATA
+
LDA !MULTIWORLD_ITEM_PLAYER_ID : BEQ +
STZ $02E9
LDA #$00 : STA !MULTIWORLD_ITEM_PLAYER_ID
JML.l Ancilla_ReceiveItem_objectFinished
+
STZ $02E9 : LDA $0C5E, X ; thing we wrote over to get here
JML.l Ancilla_ReceiveItem_optimus+6
;--------------------------------------------------------------------------------