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bugfixes.asm
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;================================================================================
;--------------------------------------------------------------------------------
AssignKiki:
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
LDA.b #$0A : STA.l FollowerIndicator ; assign kiki as follower
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Name: AllowSQ
; Returns: Accumulator = 0 if S&Q is disallowed, 1 if allowed
;--------------------------------------------------------------------------------
AllowSQ:
LDA.l ProgressIndicator : BEQ .done ; thing we overwrote - check if link is in his bed
LDA.l BusyItem : EOR.b #$01
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;0 = Reset Music
;1 = Don't Reset Music
MSMusicReset:
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b LinkPosX+1
+
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunny:
LDA.l MoonPearlEquipment : BNE .done
LDA.l CurrentWorld : AND.b #$40
PHA : LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR.b #$40
BRA .done
.inverted
PLA
.done
RTL
;--------------------------------------------------------------------------------
;0 = Become (Perma)bunny
DecideIfBunnyByScreenIndex:
; If indoors we don't have a screen index. Return non-bunny to make mirror-based
; superbunny work
LDA.b IndoorsFlag : BNE .done
LDA.l MoonPearlEquipment : BNE .done
LDA.b OverworldIndex : AND.b #$40 : PHA
LDA.l InvertedMode : BNE .inverted
.normal
PLA : EOR #$40
BRA .done
.inverted
PLA
.done
RTL
;--------------------------------------------------------------------------------
FixBunnyOnExitToLightWorld:
LDA.w BunnyFlag : BEQ +
JSL.l DecideIfBunny : BEQ +
STZ.b LinkState ; set player mode to Normal
STZ.w BunnyFlag : STZ.b BunnyFlagDP ; return player graphics to normal
+
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; fix issue where if a player beats aga1 without moon pearl, they don't turn into
; bunny on the pyramid
FixAga2Bunny:
LDA.l FixFakeWorld : BEQ + ; Only use this fix is fakeworld fix is in use
LDA.l InvertedMode : BEQ +++
LDA.b #$00 : STA.l CurrentWorld ; Switch to light world
BRA ++
+++
LDA.b #$40 : STA.l CurrentWorld ; Switch to dark world
++
JSL DecideIfBunny : BNE +
JSR MakeBunny
LDA.b #$04 : STA.w MusicControlRequest ; play bunny music
BRA .done
+
LDA.b #$09 : STA.w MusicControlRequest ; what we wrote over
.done
RTL
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
MakeBunny:
PHX : PHY
LDA.b #$17 : STA.b LinkState ; set player mode to permabunny
LDA.b #$01 : STA.w BunnyFlag : STA.b BunnyFlagDP ; make player look like bunny
JSL LoadGearPalettes_bunny
PLY : PLX
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; fix issue where cross world caves (in Entrance randomizer) don't cause
; frog to become smith or vice versa.
FixFrogSmith:
LDA.l CurrentWorld : BNE .darkWorld
LDA.l FollowerIndicator : CMP.b #$07 : BNE .done
LDA.b #$08 ; make frog into smith in light world
BRA .loadgfx
.darkWorld
LDA.l FollowerIndicator : CMP.b #$08 : BNE .done
LDA.b #$07 ; make smith into frog in dark world
.loadgfx
STA.l FollowerIndicator
JSL Tagalong_LoadGfx
.done
RTS
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
; Fix for SQ jumping causing accidental Exploration Glitch
SQEGFix:
LDA.l Bugfix_PodEG : BEQ ++
STZ.w LayerAdjustment ; disarm exploration glitch
++ RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
TryToSpawnCrystalUntilSuccess:
STX.w ItemReceiptID ; what we overwrote
JSL AddAncillaLong : BCS .failed ; a clear carry flag indicates success
.spawned
STZ.b RoomTag ; the "trying to spawn crystal" flag
STZ.b RoomTag+1 ; the "trying to spawn pendant" flag
.failed
RTL
;--------------------------------------------------------------------------------
; Fix crystal not spawning when using somaria vs boss
WallmasterCameraFix:
STZ.b CameraBoundV ; disable vertical camera scrolling for current room
REP #$20
STZ.w CameraScrollN ; something about scrolling, setting these to 0 tricks the game
STZ.w CameraScrollS ; into thinking we're at the edge of the room so it doesn't scroll.
SEP #$20
JML Sound_SetSfx3PanLong ; what we wrote over, also this will RTL
;--------------------------------------------------------------------------------
; Fix losing glove colors
LoadActualGearPalettesWithGloves:
REP #$20
LDA.l SwordEquipment : STA.b Scrap0C
LDA.l ArmorEquipment : AND.w #$00FF
JSL LoadGearPalettes_variable
JSL SpriteSwap_Palette_ArmorAndGloves_part_two
RTL
;--------------------------------------------------------------------------------
; Fix Bunny Palette Map Bug
LoadGearPalette_safe_for_bunny:
LDA.b GameMode
CMP.w #$030E : BEQ .new ; opening dungeon map
CMP.w #$070E : BEQ .new ; opening overworld map
.original
-
LDA.b [Scrap00]
STA.l PaletteBufferAux, X
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTL
.new
-
LDA.b [Scrap00]
STA.l PaletteBuffer, X
INC.b Scrap00 : INC.b Scrap00
INX #2
DEY
BPL -
RTL
;--------------------------------------------------------------------------------
; Fix pedestal pull overlay
PedestalPullOverlayFix:
LDA.b #$09 : STA.w AncillaGeneral, X ; the thing we wrote over
LDA.b IndoorsFlag : BNE +
LDA.b OverworldIndex : CMP.b #$80 : BNE +
LDA.b OverlayID : CMP.b #$97
+
RTL
;--------------------------------------------------------------------------------
FixJingleGlitch:
LDA.b GameSubMode
BEQ .set_doors
LDA.l AllowAccidentalMajorGlitch
BEQ .exit
.set_doors
LDA.b #$05
STA.b GameSubMode
.exit
RTL
;--------------------------------------------------------------------------------
; Fix spawning with more hearts than capacity when less than 3 heart containers
pushpc
org $09F4AC ; <- module_death.asm:331
db $08, $08, $10
pullpc
;--------------------------------------------------------------------------------
SetOverworldTransitionFlags:
LDA.b #$01
STA.w OWTransitionFlag
STA.w RaceGameFlag
RTL
;--------------------------------------------------------------------------------
ParadoxCaveGfxFix:
; Always upload line unless you're moving into paradox cave (0x0FF) from above (0x0EF)
LDA.b IndoorsFlag : BEQ .uploadLine
LDX.b RoomIndex : CPX.w #$00FF : BNE .uploadLine
LDX.b PreviousRoom : CPX.w #$00EF : BNE .uploadLine
;Ignore uploading four specific lines of tiles to VRAM
LDX.w VRAMUploadAddress
; Line 1
CPX.w #$1800 : BEQ .skipMostOfLine
; Line 2
CPX.w #$1A00 : BEQ .skipMostOfLine
; Line 3
CPX.w #$1C00 : BEQ .uploadLine
; Line 4
CPX.w #$1E00 : BEQ .uploadLine
.uploadLine
LDA.b #$01 : STA.w MDMAEN
.skipLine
RTL
.skipMostOfLine
; Set line length to 192 bytes (the first 6 8x8 tiles in the line)
LDX.w #$00C0 : STX.w DAS0L
BRA .uploadLine
;--------------------------------------------------------------------------------
SetItemRiseTimer:
LDA.w ItemReceiptMethod : CMP #$01 : BNE .not_from_chest
LDA.b #$38 : STA.w AncillaTimer, X
RTL
.not_from_chest
TYA : STA.w AncillaTimer, X ; What we wrote over
RTL