enemize-rs/assembly/src/bosses_moved.asm

305 lines
12 KiB
NASM

;================================================================================
; Move the bosses to the right screen location depending on the room
;--------------------------------------------------------------------------------
boss_move:
{
; TODO: should probably double check that we don't need to preserve registers (A,X)...
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
LDA $A0 ; load room index (low byte)
LDX $A1 ; (high byte)
CMP #7 : BNE + ; Is is Hera Tower Boss Room
CPX #$00 : BNE +
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_middle
+
CMP #200 : BNE + ; Is is Eastern Palace Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_right
+
CMP #41 : BNE + ; Is is Skull Woods Boss Room
; TODO: Add moving floor sprite
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
LDA #$07 : STA $0B00;Spawn the moving floor sprite
STZ $0B28
INC $0B08
BRL .move_to_bottom_right
+
CMP #51 : BNE + ; Is is Desert Palace Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP #90 : BNE + ; Is is Palace of darkness Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_right
+
CMP #144 : BNE + ; Is is Misery Mire Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP #172 : BNE + ; Is is Thieve Town Boss Room
; IF MAIDEN IS NOT RESCUED -> DO NOTHING
; IF MAIDEN IS ALREADY RESCUED -> spawn sprites normally
JSL Sprite_ResetAll ; removes sprites in thieve town boss room
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
;Close the door if !BLIND_DOOR_FLAG == 1
LDA !BLIND_DOOR_FLAG : BEQ .no_blind_door
INC $0468 ; $0468[0x02] - Flag that is set when trap doors are down.
STZ $068E ; $068E[0x02] - (Dungeon) ???? related to trap doors and if they are open ; possibly bomb doors too? Update: module 0x07.0x4 probably uses this to know whether it's a key door or big key door to open.
STZ $0690 ; $0690[0x02] - (Overworld) Generally is used as an animation step indicator, only for doors that animate when they open, such as the Santuary and Hyrule Castle doors. This variable is incremented up to a value of 3, at which point a logic check kicks in and stops animating the opening of a door.
INC $0CF3 ; $0CF3[0x01] - free ram
; ;That must be called after the room load!
.no_blind_door
BRL .move_to_bottom_right
+
CMP #6 : BNE + ; Is is Swamp Palace Boss Room
CPX #$00 : BNE +
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP #222 : BNE + ; Is is Ice Palace Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_top_right
+
CMP #164 : BNE + ; Is is Turtle Rock Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP #28 : BNE + ; Is is Gtower (Armos2) Boss Room
CPX #$00 : BNE +
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_right
+
CMP #108 : BNE + ; Is is Gtower (Lanmo2) Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_bottom_left
+
CMP #77 : BNE + ; Is is Gtower (Moldorm2) Boss Room
JSL Sprite_ResetAll ; reset sprites twice in that room for some reasons (fix bug with kholdstare)
JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
BRL .move_to_middle
+
BRL .return
; $0D00[0x10] - The lower byte of a sprite's Y - coordinate.
; $0D10[0x10] - The lower byte of a sprite's X - coordinate.
; $0D20[0x10] - The high byte of a sprite's Y - coordinate.
; $0D30[0x10] - The high byte of a sprite's X - coordinate.
; $0B08[0x08] - (Overlord) X coordinate low byte.
; $0B18[0x08] - (Overlord) Y coordinate low byte.
; $0B10[0x08] - (Overlord) X coordinate high byte.
; $0B20[0x08] - (Overlord) Y coordinate high byte.
.move_to_middle
;load all sprite of that room and overlord
LDX #$00
.loop_middle ; move sprites
LDA $0E20, X
CMP #$E3 : BNE + ;is it a fairy?? if not check next
BRA .no_change
+
CMP #$D1 : BNE + ;is it a bunny changer
BRA .no_change
+
CMP #$C5 : BNE + ;is it a medusa head
BRA .no_change
+
LDA $0D10, X : !ADD #$68 : STA $0D10, X
LDA $0D00, X : !ADD #$68 : STA $0D00, X
.no_change
INX : CPX #$10 : BNE .loop_middle
LDX #$00
.loop_middle2 ; move overlords
LDA $0B00, X
CMP #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov
+
LDA $0B08, X : !ADD #$68 : STA $0B08, X
LDA $0B18, X : !ADD #$68 : STA $0B18, X
.no_change_ov
INX : CPX #$08 : BNE .loop_middle2
BRL .return
.move_to_top_right
LDX #$00
.loop_top_right ; move sprites
LDA $0E20, X
CMP #$E3 : BNE + ;is it a fairy?? if not check next
BRA .no_change2
+
CMP #$D1 : BNE + ;is it a bunny changer
BRA .no_change2
+
CMP #$C5 : BNE + ;is it a medusa head
BRA .no_change2
+
LDA $0D20, X : !ADD #$00 : STA $0D20, X
LDA $0D30, X : !ADD #$01 : STA $0D30, X
.no_change2
INX : CPX #$10 : BNE .loop_top_right
LDX #$00
.loop_top_right2 ; move overlords
LDA $0B00, X
CMP #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov2
+
LDA $0B10, X : !ADD #$01 : STA $0B10, X
LDA $0B20, X : !ADD #$00 : STA $0B20, X
.no_change_ov2
INX : CPX #$08 : BNE .loop_top_right2
BRL .return
.move_to_bottom_right
LDX #$00
.loop_bottom_right ; move sprites
LDA $0E20, X
CMP #$E3 : BNE + ;is it a fairy?? if not check next
BRA .no_change3
+
CMP #$D1 : BNE + ;is it a bunny changer
BRA .no_change3
+
CMP #$C5 : BNE + ;is it a medusa head
BRA .no_change3
+
LDA $0D20, X : !ADD #$01 : STA $0D20, X
LDA $0D30, X : !ADD #$01 : STA $0D30, X
.no_change3
INX : CPX #$10 : BNE .loop_bottom_right
LDX #$00
.loop_bottom_right2 ; move overlords
LDA $0B00, X
CMP #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov3
+
LDA $0B10, X : !ADD #$01 : STA $0B10, X
LDA $0B20, X : !ADD #$01 : STA $0B20, X
.no_change_ov3
INX : CPX #$08 : BNE .loop_bottom_right2
BRL .return
.move_to_bottom_left
LDX #$00
.loop_bottom_left ; move sprites
LDA $0E20, X
CMP #$E3 : BNE + ;is it a fairy?? if not check next
BRA .no_change4
+
CMP #$D1 : BNE + ;is it a bunny changer
BRA .no_change4
+
CMP #$C5 : BNE + ;is it a medusa head
BRA .no_change4
+
LDA $0D20, X : !ADD #$01 : STA $0D20, X
LDA $0D30, X : !ADD #$00 : STA $0D30, X
.no_change4
INX : CPX #$10 : BNE .loop_bottom_left
LDX #$00
.loop_bottom_left2 ; move overlords
LDA $0B00, X
CMP #$E3 : BNE + ;is it moving floor?
BRA .no_change_ov4
+
LDA $0B10, X : !ADD #$00 : STA $0B10, X
LDA $0B20, X : !ADD #$01 : STA $0B20, X
.no_change_ov4
INX : CPX #$08 : BNE .loop_bottom_left2
BRL .return
.return
RTL
}
;================================================================================
; Fix the gibdo key drop in skull woods before the boss room - USELESS CODE
;--------------------------------------------------------------------------------
;gibdo_drop_key:
; LDA $A0 : CMP #$39 : BNE .no_key_drop ; Check if the room id is skullwoods before boss
; LDA $0DD0, X : CMP #$09 : BNE .no_key_drop ; Check if the sprite is alive
; LDA #$01 : STA $0CBA, X;set key
;
;.no_key_drop
; JSL $06DC5C ;Restore draw shadow
; RTL
;--------------------------------------------------------------------------------
;================================================================================
; Set a flag to draw kholdstare shell on next NMI
;--------------------------------------------------------------------------------
new_kholdstare_code:
LDA $0CBA : BNE .already_iced
LDA #$01 : STA $0CBA
LDA #$01 : STA !SHELL_DMA_FLAG ; tell our NMI to draw the shell
.already_iced
; restore code
JSL Kholdstare_Draw ; sprite_kholdstare.asm (154) : JSL Kholdstare_Draw
RTL
;--------------------------------------------------------------------------------
;================================================================================
; Set a flag to draw trinexx shell on next NMI
;--------------------------------------------------------------------------------
new_trinexx_code:
LDA $0CBA : BNE .already_rocked
LDA #$01 : STA $0CBA
LDA #$02 : STA !SHELL_DMA_FLAG ; tell our NMI to draw the shell
.already_rocked
; restore code
LDA.b #$03 : STA $0DC0, X ; sprite_trinexx.asm (62) : LDA.b #$03 : STA $0DC0, X
RTL
;--------------------------------------------------------------------------------