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DrawChanges.asm
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DrawChanges.asm
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; ==============================================================================
pushpc
org $05FFAC ; Spiderman
db $08
org $05FFBC
db $08
org $05FFCC
db $08
org $05FFDC
db $08
; ==============================================================================
org $05E9DA ; Mario
db $0E
org $05E9EA
db $4E
org $05E9FA
db $0E
org $05EA0A
db $4E
org $05EA1A
db $0E
org $05EA2A
db $0E
org $05EA3A
db $4E
org $05EA4A
db $4E
; ==============================================================================
org $0DDAA8 ; Archer Guy
db $08
org $0DDAAA
db $08
org $0DDAAE
db $08
org $0DDAB1
db $08
org $0DDAB4
db $08
; ==============================================================================
org $1AF861 ; Drink Guy
db $08
org $1AF871
db $08
org $1AF879
db $08
org $1AF889
db $08
; ==============================================================================
org $0DB457 ; Chicken Fix
db $40
org $05E3D1
db $0C
org $05E3D9
db $0C
; ==============================================================================
org $1EB214
Pool_Zol_DrawMultiple:
{
.oam_groups
dw 0, 8 : db $6C, $03, $00, $00
dw 8, 8 : db $6D, $03, $00, $00
dw 0, 8 : db $6D, $00, $00, $00
dw 8, 8 : db $7D, $00, $00, $00
dw 0, 8 : db $7D, $40, $00, $00
dw 8, 8 : db $6D, $40, $00, $00
dw 0, 0 : db $40, $00, $00, $02
dw 0, 0 : db $40, $00, $00, $02
}
; ==============================================================================
org $08EDF9 ; Gravestones moved to sheet00 instead of 03
db $08, $08, $18, $18
org $0DB393 ; Half Magic Fix
db $59
org $05FBA2
NOP #$0B
; ==============================================================================
; Causes the intro uncle to flicker.
org $05DE2C
JSL NewUncleDraw
;-------------------------------------------------------------------------------------
;Uncle No Sword or Shield
;-------------------------------------------------------------------------------------
org $0DD203
dw 0, -10 : db $00, $0E, $00, $02 ; head
dw 0, 0 : db $06, $0C, $00, $02 ; body sit
dw 0, -10 : db $00, $0E, $00, $02 ; head
dw 0, 0 : db $06, $0C, $00, $02 ; body sit
dw 0, -10 : db $00, $0E, $00, $02 ; head
dw 0, 0 : db $06, $0C, $00, $02 ; body sit
dw 0, -10 : db $02, $0E, $00, $02 ; head left
dw 0, 0 : db $06, $0C, $00, $02 ; body sit
dw 0, -10 : db $02, $0E, $00, $02 ; head left
dw 0, 0 : db $06, $0C, $00, $02 ; body sit
dw 0, -10 : db $02, $0E, $00, $02 ; head left
dw 0, 0 : db $06, $0C, $00, $02 ; body sit
dw 0, -10 : db $00, $0E, $00, $02 ; head
dw 0, 0 : db $04, $0C, $00, $02 ; body
dw 0, -10 : db $00, $0E, $00, $02 ; head
dw 0, 0 : db $04, $0C, $00, $02 ; body
dw 0, -10 : db $00, $0E, $00, $02 ; head
dw 0, 0 : db $04, $0C, $00, $02 ; body
dw 0, -9 : db $00, $0E, $00, $02 ; head
dw 0, 1 : db $04, $4C, $00, $02 ; body walking
dw 0, -9 : db $00, $0E, $00, $02 ; head
dw 0, 1 : db $04, $4C, $00, $02 ; body walking
dw 0, -9 : db $00, $0E, $00, $02 ; head
dw 0, 1 : db $04, $4C, $00, $02 ; body walking
dw 0, -10 : db $02, $0E, $00, $02 ; head
dw 0, -10 : db $02, $0E, $00, $02 ; head
dw 0, -10 : db $02, $0E, $00, $02 ; head
dw 0, 0 : db $23, $0C, $00, $02 ; body left
dw 0, 0 : db $23, $0C, $00, $02 ; body left
dw 0, 0 : db $23, $0C, $00, $02 ; body left
dw 0, -9 : db $02, $0E, $00, $02 ; head
dw 0, -9 : db $02, $0E, $00, $02 ; head
dw 0, -9 : db $02, $0E, $00, $02 ; head
dw 0, 1 : db $25, $0C, $00, $02 ; body left walking
dw 0, 1 : db $25, $0C, $00, $02 ; body left walking
dw 0, 1 : db $25, $0C, $00, $02 ; body left walking
dw -10, -17 : db $07, $0D, $00, $02 ; shield
dw 15, -12 : db $15, $8D, $00, $00 ; sword
dw 15, -4 : db $05, $8D, $00, $00 ; sword
dw 0, -28 : db $08, $0E, $00, $02 ; dead uncle head
dw -8, -19 : db $20, $0C, $00, $02 ; dead uncle body
dw 8, -19 : db $20, $4C, $00, $02 ; dead uncle body mirrored
dw 0, -28 : db $08, $0E, $00, $02 ; dead uncle head
dw 0, -28 : db $08, $0E, $00, $02 ; dead uncle head
dw -8, -19 : db $20, $0C, $00, $02 ; dead uncle body
dw 8, -19 : db $20, $4C, $00, $02 ; dead uncle body mirrored
dw -8, -19 : db $20, $0C, $00, $02 ; dead uncle body
dw 8, -19 : db $20, $4C, $00, $02 ; dead uncle body mirrored
pullpc
NewUncleDraw:
{
LDA $1A : AND #$08 : BEQ + ; Change 03 to 01 if too slow
JSL $0DD391 ; Draw Uncle Sprite
+
RTL
}
; ==============================================================================
; Fixes a bug with the stalfos OAM layering.
pushpc
org $0DC246
db $80 ; BRA
pullpc
; org $0DC25C
; JSL StalfosCheckLayered
; NOP
; pullpc
; StalfosCheckLayered:
; AND #$8F : PHA ; keep that
; LDA $0FB3 : BEQ +
; PLA : ORA.l .head_properties_layered, X
; RTL
; +
; PLA : ORA.l .head_properties, X
; RTL
; .head_properties_layered
; db $40, $00, $00, $00
; .head_properties
; db $70, $30, $30, $30
; ==============================================================================
pushpc
; Lumberjacks palette to blue
org $0DB359+$2C
db $49
; Bird palette
org $08D331
ORA #$36
org $08DFE8
ORA #$36
; ==============================================================================
; Pikachu draw
org $06AECA
{
dw 0, 0 : db $4A, $0A, $00, $02
dw 0, 0 : db $6E, $4A, $00, $02
dw 0, 0 : db $24, $0A, $00, $02
dw 0, 0 : db $24, $4A, $00, $02
dw 0, 0 : db $04, $08, $00, $02
dw 0, 0 : db $04, $48, $00, $02
dw 0, 0 : db $6A, $02, $00, $02
dw 0, 0 : db $6C, $02, $00, $02
dw 0, 0 : db $0E, $0A, $00, $02
dw 0, 0 : db $2E, $0A, $00, $02
}
warnpc $06AF1A
pullpc
; ==============================================================================