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Bank07.asm
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; ==============================================================================
; *$38000-$38020 LONG
Player_Main:
{
PHB : PHK : PLB
REP #$20
; Mirror Link's coordinate variables
LDA $22 : STA $0FC2
LDA $20 : STA $0FC4
SEP #$20
STZ $0FC1
; By frozen we generally mean he's not being allowed to move due to some kind of
; cinema scene or something similar
LDA $02E4 : BNE .linkFrozen
JSR $807F ; $3807F IN ROM
.linkFrozen
JSR $8689 ; $38689 IN ROM
PLB
RTL
}
; ==============================================================================
; \unused Much like the Ancilla version of this routine, seems like
; ambient sfx gets no love.
; *$38021-$38027 LOCAL
Player_DoSfx1:
{
JSR Player_SetSfxPan : STA $012D
RTS
}
; ==============================================================================
; *$38028-$3802E LOCAL
Player_DoSfx2:
{
JSR Player_SetSfxPan : STA $012E
RTS
}
; ==============================================================================
; *$3802F-$38035 LOCAL
Player_DoSfx3:
{
JSR Player_SetSfxPan : STA $012F
RTS
}
; ==============================================================================
; *$38036-$38040 LOCAL
Player_SetSfxPan:
{
STA $0CF8
; A will be 0x0, 0x80, or 0x40. (ORed with this address, too.)
JSL Sound_SetSfxPanWithPlayerCoords : ORA $0CF8
RTS
}
; ==============================================================================
; $38041-$3807E JUMP TABLE
{
; Indexed by $5D.
dw $8109 ; = $38109* 0x00 - Ground state (normal mode)
dw $92D3 ; = $392D3* 0x01 - Falling into a hole or getting close to edge of hole
dw $86B5 ; = $386B5* 0x02 - Recoil from hitting a wall (other such movement)
dw $A804 ; = $3A804* 0x03 - Spin Attack Mode
dw $963B ; = $3963B* 0x04 - Swimming Mode
dw $8872 ; = $38872* 0x05 - Turtle Rock Platforms
dw $86B5 ; = $386B5* 0x06 - recoil mode 2
dw Player_Electrocution ; 0x07 - Electrocution Mode
dw $A50F ; = $3A50F* 0x08 - Ether Medallion Mode
dw $A5F7 ; = $3A5F7* 0x09 - Bombos Medallion Mode
dw $A6D6 ; = $3A6D6* 0x0A - Quake Medallion Mode
dw $894E ; = $3894E* 0x0B - Falling into hole by jumping off a ledge
dw $8B74 ; = $38B74* 0x0C - Falling to the left/right off a ledge
dw $8DC6 ; = $38DC6* 0x0D - Jumping off a ledge diagonally up and left/right
dw $8E15 ; = $38E15* 0x0E - Jumping off a ledge diagonally down and left/right
dw $8C69 ; = $38C69* 0x0F - More jumping off a ledge but with dashing maybe + some directions
dw $8C69 ; = $38C69* 0x10 - Same as 0x0F?
dw $8F86 ; = $38F86* 0x11 - Falling off a ledge / Dashing
dw $915E ; = $3915E* 0x12 - Coming out of dash due to button press in the direction we're not going
dw $AB7C ; - $3AB7C* 0x13 - Hookshot
dw $A9B1 ; = $3A9B1* 0x14 - Magic Mirror
dw $99AC ; = $399AC* 0x15 - Holding up an item (RTS)
dw $9A5A ; = $39A5A* 0x16 - Asleep in bed
dw $83A1 ; = $383A1* 0x17 - Permabunny mode
dw $8481 ; = $38481* ; 0x18 - stuck under heavy lifted object
dw Player_EtherSpell ; 0x19 - Receiving Ether Medallion Mode
dw Player_BombosSpell ; 0x1A - Receiving Bombos Medallion Mode
dw $867B ; = $3867B* 0x1B - Opening Desert Palace Mode
dw $8365 ; = $38365* 0x1C - Temp bunny mode
dw $B416 ; = $3B416* 0x1D - Rolling back from Gargoyle gate or PullForRupees
dw $A804 ; = $3A804* 0x1E - Spin attack mode 2
}
; *$3807F-$38108 LOCAL
{
; Is Link being damaged?
LDA $0373 : BEQ .linkNotDamaged
; Is Link in cape mode?
LDA $55 : BEQ .capeNotActivated
STZ $0373 ; Nullify any Damage Link will receive, since he's in cape mode.
STZ $4D
STZ $46 ; Link can receive movement input.
BRA .linkNotDamaged
.capeNotActivated
; Can Link interact with sprites (no, if the Cane of Byrna is being used.)
LDA $037B : BNE .linkNotDamaged
; Otherwise, tell me how much damage it will be.
LDA $0373 : STA $00
STZ $0373
; Is the boomerang effect going on?
LDA $0C4A : CMP.b #$05 : BEQ .delta
; Are we being electrocuted?
LDA $0300 : BEQ .delta
; Is there any delay left in the electrocution step?
LDA $3D : BEQ .delta
; Kill that boomerang effect.
STZ $0C4A
; No idea...
STZ $035F
.delta
LDA $031F : BNE .blinkingFromDamage
LDA.b #$3A : STA $031F
.blinkingFromDamage
; Selects the "Link has been hurt" sound.
LDA.b #$26 : JSR Player_DoSfx2
INC $0CFC
; Link's health variable. Each full heart = #$08.
LDA $7EF36D
; This is damage from enemies/ weapons. Not falls.
; Subtract however much damage from Link.
; If Link's health drops to zero, then he dies
SUB $00 : CMP.b #$00 : BEQ .linkIsDead
; The equivalent of (A * 2 * 8) + 8 => 168 life points => 20 hearts plus another heart.
; If health is >= 21 hearts, Link dies. Wonderful.
CMP.b #$A8 : BCC .linkNotDead
.linkIsDead
LDA $1C : STA $7EC211
LDA $1D : STA $7EC212
; Save the current mode so that the game knows what mode to go to after you've died
LDA $10 : STA $010C
; Enter death mode.
LDA.b #$12 : STA $10
; And in death mode, go to the second submodule.
LDA.b #$01 : STA $11
; Disable heart filling
LDA.b #$00 : STA $031F : STA $7EF372
.linkNotDead
; Change Link's health accordingly
STA $7EF36D
.linkNotDamaged
; Is Link in the ground state?
LDA $5D : BEQ .inGroundState
JSR $AE8F ; $3AE8F IN ROM
.inGroundState
; Link's main handling variable. This determines his actions.
LDA $5D : ASL A : TAX
JMP ($8041, X) ; (38041, X) THAT IS
}
; *$38109-$38364 JUMP LOCATION
{
JSR $F514 ; $3F514 IN ROM
LDA $F5 : AND.b #$80 : BEQ .notDebugWallWalk
; \tcrf(confirmed, submitted) Debug feature where if you pressed the
; second control pad's B button It lets you walk through all walls.
LDA $037F : EOR.b #$01 : STA $037F
.notDebugWallWalk
; $382DA IN ROM; Checks whether Link can move.
; C clear = Link can move. C set = opposite.
JSR $82DA : BCC .linkCanMove
; Link can't move... is Link in the Temp Bunny mode?
; No... so do nothing extra.
LDA $5D : CMP.b #$17 : BNE .notTempBunnyCantMove
; How to handle a permabunny.
BRL BRANCH_$383A1
.notTempBunnyCantMove
RTS
.linkCanMove
STZ $02CA
; Is Link in a ground state? Yes...
LDA $4D : BEQ BRANCH_DELTA
; *$38130 ALTERNATE ENTRY POINT
STZ $0301 ; Link is in some other submode.
STZ $037A
STZ $020B
STZ $0350
STZ $030D
STZ $030E
STZ $030A
STZ $3B
; Ignore calls to the Y button in these submodes.
LDA $3A : AND.b #$BF : STA $3A
STZ $0308
STZ $0309
STZ $0376
STZ $48
JSL Player_ResetSwimState
LDA $50 : AND.b #$FE : STA $50
STZ $25
LDA $0360 : BEQ BRANCH_EPSILON
; Is Link in cape mode?
LDA $55 : BEQ BRANCH_ZETA
JSR $AE54 ; $3AE54 IN ROM; Link's in cape mode.
BRANCH_ZETA:
JSR $9D84 ; $39D84 IN ROM
LDA.b #$01 : STA $037B
STZ $0300
LDA.b #$02 : STA $3D
STZ $2E
LDA $67 : AND.b #$F0 : STA $67
LDA.b #$2B : JSR Player_DoSfx3
; Link got hit with the Agahnim bug zapper
LDA.b #$07 : STA $5D
; GO TO ELECTROCUTION MODE
BRL Player_Electrocution
BRANCH_EPSILON:
; Checking for indoors, but really \optimize Because it's doing nothing
; with this information. (Take out the branch)
LDA $1B : BNE .zero_length_branch
; It is a secret to everybody.
.zero_length_branch
STZ $6B
LDA.b #$02 : STA $5D
BRL BRANCH_$386B5 ; go to recoil mode.
; Pretty much normal mode. Link standing there, ready to do stuff.
BRANCH_DELTA:
LDA.b #$FF : STA $24
STA $25
STA $29
STZ $02C6
; $3B5D6 IN ROM ; If Carry is set on Return, don't read the buttons.
JSR $B5D6 : BCS BRANCH_IOTA
JSR $9BAA ; $39BAA IN ROM
LDA $0308 : ORA $0376 : BNE BRANCH_IOTA
LDA $0377 : BNE BRANCH_IOTA
; Is Link falling off of a ledge? ; Yes...
LDA $5D : CMP.b #$11 : BEQ BRANCH_IOTA
JSR $9B0E ; $39B0E IN ROM ; Handle Y button items?
; \hardcoded This is pretty unfair.
; \item Relates to ability to use the sword if you have one.
LDA $7EF3C5 : BEQ .cant_use_sword
JSR Player_Sword
; Is Link in spin attack mode? No...
LDA $5D : CMP.b #$03 : BNE BRANCH_IOTA
STZ $30
STZ $31
BRL BRANCH_$382D2
.cant_use_sword
BRANCH_IOTA:
JSR $AE88 ; $3AE88 IN ROM
LDA $46 : BEQ BRANCH_KAPPA
LDA $6B : BEQ BRANCH_LAMBDA
STZ $6B
BRANCH_LAMBDA:
STZ $030D
STZ $030E
STZ $030A
STZ $3B
STZ $0309
STZ $0308
STZ $0376
LDA $3A : AND.b #$80 : BNE BRANCH_MU
LDA $50 : AND.b #$FE : STA $50
BRANCH_MU:
BRL BRANCH_$38711
BRANCH_KAPPA:
LDA $0377 : BEQ BRANCH_NU
STZ $67
BRA BRANCH_OMICRON
BRANCH_NU:
LDA $02E1 : BNE BRANCH_OMICRON
LDA $0376 : AND.b #$FD : BNE BRANCH_OMICRON
LDA $0308 : AND.b #$7F : BNE BRANCH_OMICRON
LDA $0308 : AND.b #$80 : BEQ BRANCH_PI
LDA $0309 : AND.b #$01 : BNE BRANCH_OMICRON
BRANCH_PI:
LDA $0301 : BNE BRANCH_OMICRON
LDA $037A : BNE BRANCH_OMICRON
LDA $3C : CMP.b #$09 : BCC BRANCH_RHO
LDA $3A : AND.b #$20 : BNE BRANCH_RHO
LDA $3A : AND.b #$80 : BEQ BRANCH_RHO
BRANCH_OMICRON:
BRA BRANCH_PHI
BRANCH_RHO:
LDA $034A : BEQ BRANCH_TAU
LDA.b #$01 : STA $0335 : STA $0337
LDA.b #$80 : STA $0334 : STA $0336
BRL BRANCH_$39715
BRANCH_TAU:
JSR Player_ResetSwimCollision
LDA $49 : AND.b #$0F : BNE BRANCH_UPSILON
LDA $0376 : AND.b #$02 : BNE BRANCH_PHI
; Branch if there are any directional buttons down.
LDA $F0 : AND.b #$0F : BNE BRANCH_UPSILON
STA $30 : STA $31 : STA $67 : STA $26
STZ $2E
LDA $48 : AND.b #$F0 : STA $48
LDX.b #$20 : STX $0371
; Ledge countdown timer resets here because of lack of directional input...
LDX.b #$13 : STX $0375
BRA BRANCH_PHI
BRANCH_UPSILON:
; Store the directional data at $67. Is it equal to the previous reading?
; Yes, so branch.
STA $67 : CMP $26 : BEQ BRANCH_CHI
; If the reading changed, we have to do all this.
STZ $2A
STZ $2B
STZ $6B
STZ $48
LDX.b #$20 : STX $0371
; Reset ledge timer here because direction of ... (automated?) player
; changed?
LDX.b #$13 : STX $0375
BRANCH_CHI:
STA $26
BRANCH_PHI:
JSR $B64F ; $3B64F IN ROM
JSL $07E245 ; $3E245 IN ROM
JSR $B7C7 ; $3B7C7 IN ROM; Has to do with opening chests.
JSL $07E6A6 ; $3E6A6 IN ROM
LDA $0377 : BEQ BRANCH_PSI
STZ $30
STZ $31
; *$382D2 LONG BRANCH LOCATION
BRANCH_PSI:
STZ $0302
JSR $E8F0 ; $3E8F0 IN ROM
BRANCH_OMEGA:
CLC
RTS
}
; *$382DA ALTERNATE ENTRY POINT
{
; Has the tempbunny timer counted down yet?
LDA $03F5 : ORA $03F6 : BEQ routineabove_return
; Check if Link first needs to be transformed.
LDA $03F7 : BNE .doTransformation
; Is Link a permabunny or tempbunny?
LDA $5D
CMP.b #$17 : BEQ .inBunnyForm
CMP.b #$1C : BEQ .inBunnyForm
LDA $0309 : AND.b #$02 : BEQ .notLiftingAnything
STZ $0308
.notLiftingAnything
LDA $0308 : AND.b #$80 : PHA
JSL Player_ResetState
PLA : STA $0308
LDX.b #$04
.nextObjectSlot
LDA $0C4A, X
CMP.b #$30 : BEQ .killByrnaObject
CMP.b #$31 : BNE .notByrnaObject
.killByrnaObject
STZ $0C4A, X
.notByrnaObject
DEX : BPL .nextObjectSlot
JSR Player_HaltDashAttack
LDY.b #$04
LDA.b #$23
; $4912C IN ROM
JSL AddTransformationCloud
LDA.b #$14 : JSR Player_DoSfx2
; It will take 20 frames for the transformation to finish
LDA.b #$14 : STA $02E2
; Indicate that a transformation is in progress by way of flags
LDA.b #$01 : STA $037B : STA $03F7
; Make Link invisible during the transformation
LDA.b #$0C : STA $4B
.doTransformation
; $02E2 is a timer that counts down when Link changes shape.
DEC $02E2 : BPL .return
; Turn Link into a temporary bunny
LDA.b #$1C : STA $5D
; Change Link's graphics to the bunny set
LDA.b #$01 : STA $02E0 : STA $56
JSL LoadGearPalettes.bunny
STZ $4B
STZ $037B
; Link no longer has to be changed into a bunny.
STZ $03F7
BRA .return
.inBunnyForm
; Set the bunny timer to zero.
STZ $03F5
STZ $03F6
; Link can move.
CLC
RTS
.return
; Link can't move.
SEC
RTS
}
; *$38365-$38480 JUMP LOCATION
{
; This is the tempbunny submodule.
; Check the bunny timer.
LDA $03F5 : ORA $03F6 : BNE BRANCH_ALPHA ; If it is not zero, branch.
LDY.b #$04 ; If time is up, then...
LDA.b #$23
JSL AddTransformationCloud
LDA.b #$15 : JSR Player_DoSfx2
LDA.b #$20 : STA $02E2
LDA.b #$00 : STA $5D
JSL $07F1FA ; $3F1FA IN ROM. Reinstates your abilities.
STZ $03F7
STZ $56
STZ $02E0
JSL LoadActualGearPalettes
STZ $03F7
BRL BRANCH_$38109 ; Return to normal mode.
RTS
BRANCH_ALPHA:
REP #$20
DEC $03F5 ; To access the 16-bit timer, we 16-bit registers
SEP #$20
; *$383A1 LONG BRANCH LOCATION. Jump here directly to handle a permabunny.
JSR $F514 ; $3F514 IN ROM
LDA $F5 : AND.b #$80 : BEQ BRANCH_BETA
; If the number is odd, change it to the closest lower even number.
LDA $037F : EOR.b #$01 : STA $037F
BRANCH_BETA:
STZ $02CA
LDA $0345 : BNE BRANCH_GAMMA
LDA $4D : BEQ BRANCH_DELTA
LDA $7EF357 : BEQ BRANCH_GAMMA
STZ $02E0
; *$383C7 LONG BRANCH LOCATION
BRANCH_GAMMA:
STZ $03F7
STZ $03F5
STZ $03F6
LDA $7EF357 : BEQ BRANCH_EPSILON
STZ $56
STZ $4D
BRANCH_EPSILON:
STZ $2E
STZ $02E1
STZ $50
JSL Player_ResetSwimState
; Link hit a wall or an enemy hit him, making him go backwards.
LDA.b #$02 : STA $5D
LDA $7EF357 : BEQ BRANCH_ZETA
LDA.b #$00 : STA $5D
JSL LoadActualGearPalettes
BRANCH_ZETA:
BRL BRANCH_NU
BRANCH_DELTA:
LDA $46 : BEQ BRANCH_THETA
BRL BRANCH_$383A1 ; Permabunny mode.
BRANCH_THETA:
LDA.b #$FF : STA $24 : STA $25 : STA $29
STZ $02C6
LDA $034A : BEQ BRANCH_IOTA
LDA.b #$01 : STA $0335 : STA $0337
LDA.b #$80 : STA $0334 : STA $0336
BRL BRANCH_$39715
BRANCH_IOTA:
JSR Player_ResetSwimCollision
JSR $9B0E ; $39B0E IN ROM
LDA $49 : AND.b #$0F : BNE BRANCH_KAPPA
LDA $F0 : AND.b #$0F : BNE BRANCH_KAPPA
STA $30 : STA $31 : STA $67 : STA $26
STZ $2E
LDA $48 : AND.b #$F6 : STA $48
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
BRA BRANCH_LAMBDA
BRANCH_KAPPA:
STA $67 : CMP $26 : BEQ BRANCH_MU
STZ $2A
STZ $2B
STZ $6B
STZ $4B
LDX.b #$20 : STX $0371
; Ledge timer is reset here the same way as for normal link (unbunny).
LDX.b #$13 : STX $0375
BRANCH_MU:
STA $26
BRANCH_LAMBDA:
JSR $B64F ; $3B64F IN ROM
JSL $07E245 ; $3E245 IN ROM
JSR $B7C7 ; $3B7C7 IN ROM
JSL $07E6A6 ; $3E6A6 IN ROM
STZ $0302
JSR $E8F0 ; $3E8F0 IN ROM
BRANCH_NU:
RTS
}
; *$38481-$38559 JUMP LOCATION
{
; Mode 0x18 - stuck under heavy lifted object
LDA $4D : BEQ BRANCH_ALPHA
STZ $0301
STZ $037A
STZ $020B
STZ $0350
STZ $030D
STZ $030E
STZ $030A
STZ $3B
STZ $0308
STZ $0309
STZ $0376
STZ $48
LDA $50 : AND.b #$FE : STA $50
STZ $25
LDA $0360 : BEQ BRANCH_BETA
JSR $9D84 ; $39D84 IN ROM
LDA.b #$01 : STA $037B
STZ $0300
LDA.b #$02 : STA $3D
STZ $2E
LDA $67 : AND.b #$F0 : STA $67
LDA.b #$2B : JSR Player_DoSfx3
LDA.b #$07 : STA $5D
BRL Player_Electrocution
BRANCH_BETA:
LDA.b #$02 : STA $5D
BRL BRANCH_$386B5 ; GO TO RECOIL MODE
BRANCH_ALPHA:
LDA.b #$FF : STA $24
STA $25
STA $29
STZ $02C6
LDA $46 : BEQ BRANCH_GAMMA
STZ $030D
STZ $030E
STZ $030A
STZ $3B
STZ $0308
STZ $0309
STZ $0376
LDA $3A : AND.b #$80 : BNE BRANCH_DELTA
LDA $50 : AND.b #$FE : STA $50
BRANCH_DELTA:
BRL BRANCH_$38711
BRANCH_GAMMA:
JSR $9BAA ; $39BAA
LDA $50 : AND.b #$0F : BNE BRANCH_EPSILON
STA $30 : STA $31 : STA $67 : STA $26
STZ $2E
LDA $48 : AND.b #$F6 : STA $48
LDX.b #$20 : STX $0371
LDX.b #$13 : STX $0375
BRA BRANCH_ZETA
BRANCH_EPSILON:
STA $67 : CMP $26 : BEQ BRANCH_THETA
STZ $2A
STZ $2B
STZ $6B
STZ $48
LDX.b #$20 : STX $0371
LDX.b #$13 : STX $0375
BRANCH_THETA:
STA $26
BRANCH_ZETA:
JSL $07E6A6 ; $3E6A6 IN ROM
STZ $0302
JSR $E8F0 ; $3E8F0 IN ROM
RTS
}
; ==============================================================================
; *3855A-$3856F LONG
Player_InitiateFirstEtherSpell:
{
REP #$20
LDA.w #$00C0 : STA $3C
SEP #$20
LDA.b #$19 : STA $5D
LDA.b #$01 : STA $037B : STA $0FFC
RTL
}
; ==============================================================================
; *$38570-$3858D JUMP LOCATION
Player_EtherSpell:
{
STZ $4D
STZ $46
STZ $0373
REP #$20
DEC $3C : LDA $3C : BMI BRANCH_ALPHA
BEQ BRANCH_BETA
CMP.w #$00A0 : BEQ BRANCH_GAMMA
CMP.w #$00BF : BEQ BRANCH_DELTA
SEP #$20
RTS
BRANCH_ALPHA:
SEP #$20
STZ $3C
STZ $3D
RTS
BRANCH_DELTA:
SEP #$20
LDA.b #$01 : STA $03EF
RTS
BRANCH_BETA:
SEP #$20
LDX.b #$00
LDY.b #$04
LDA.b #$29
JSL AddPendantOrCrystal
LDA.b #$01 : STA $02E4
STZ $0FFC
RTS
BRANCH_GAMMA:
SEP #$20
LDA $20 : PHA
LDA $21 : PHA
LDA $22 : PHA
LDA $23 : PHA
LDA.b #$37 : STA $20
LDA.b #$00 : STA $21
LDA.b #$B0 : STA $22
LDA.b #$06 : STA $23
LDY.b #$00
LDA.b #$18
JSL AddEtherSpell
PLA : STA $23
PLA : STA $22
PLA : STA $21
PLA : STA $20
RTS
}
; ==============================================================================