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follower.asm
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965 lines (903 loc) · 28.2 KB
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pushpc
; follower hooks
org $81EBB6
JSL MaybeSetZeldaCheckpoint
org $899FA1
db $FF, $FF, $FF ; disable timed follower messages
org $89A647
JSL MaybeSkipFollowerTrigger : NOP
org $89F544
JSL MaybeDeleteFollowersOnDeath
org $85EBCF
JSL SpritePrep_ZeldaFollower : NOP #2
org $85EC9E
JSL SpriteDraw_ZeldaMaiden
org $85ECD9
JSL Zelda_WaitingInCell
org $85ED46
JSL Zelda_BecomeFollower : NOP #2
org $9EE902
JSL SpritePrep_OldManFollower : NOP #2 : db $F0 ; BEQ
org $9DFF18
JSL SpriteDraw_OldManFollower
org $9EE9BC
JSL OldMan_WaitForCollision
org $9EE9CC
JSL OldMan_BecomeFollower : NOP #2
org $86899C
JSL SpritePrep_BlindMaiden : NOP #2
org $8689A7
JSL BlindZeldaDespawnFix : NOP #2
org $9EE8B0
JSL SpriteDraw_ZeldaMaiden
org $9EE8CD
JSL Follower_CheckCollision
org $9EE8D7
JSL BlindMaiden_BecomeFollower : NOP
org $868A7E
JSL SpritePrep_SmithyFrog : BRA + : NOP #8 : +
org $86B2AA
JSL Follower_CheckMessageCollision
org $86B2B4
JSL Frog_BecomeFollower : NOP #2
org $86B341
JSL SpriteDraw_FrogFollower
org $868A53
JSL SpritePrep_PurpleChest : NOP #2
org $9EE0D7
JSL SpriteDraw_PurpleChest
org $9EE0E7
JSL Follower_CheckMessageCollision
org $9EE0ED
JSL PurpleChest_FollowCheck
org $9EE0F7
JSL PurpleChest_BecomeFollower : NOP
org $868A0A
JSL SpritePrep_SuperBomb
org $868A4A
SuperBomb_BecomeFollower_exit:
org $9EE16E
BRA + : NOP #6 : + ; fix bomb shop dialog for dwarfless big bomb
org $9EE1E8
JSL SuperBomb_FollowCheck
org $9EE1F1
JSL SuperBomb_BecomeFollower : NOP #2
org $9EE2C0
JSL SpriteDraw_SuperBomb
org $868D51
JSL SpritePrep_Kiki : NOP #2
org $9EE3E6
JSL Kiki_OfferToFollow
org $9EE495
JSL Kiki_FollowCheck : BRA + : NOP #12 : +
org $9EE4AF
JSL Kiki_BecomeFollower : NOP #2
org $9EE4F7
JSL Kiki_FixTeleportOnExit
org $89A1B2
JSL Kiki_DontScareTheMonke : NOP #3
org $89A69D
JSL Kiki_ActivateEntranceOpening
org $868D63
JSL SpritePrep_Locksmith : NOP #2 : db $90 ; BCC
org $868D7E
db $80 ; BRA
org $86BCD9
JML Locksmith_Chillin_PostMessage
org $86BD09
JSL Locksmith_BecomeFollower : NOP #2
org $86BD7A ; allow follower pickup after purple chest item
LDA.b #$00 : STA.w SpriteActivity, X
JSL Locksmith_RespondToAnswer_PostItem
org $86BDB4
JSL SpriteDraw_LocksmithFollower
pullpc
MaybeSkipFollowerTrigger:
LDA.b GameMode : AND.w #$00FF : CMP.w #$0010 : BNE .normal
.no_trigger
INC : RTL
.normal
LDA.w $02F2 : AND.b Scrap06 ; what we wrote over
RTL
MaybeDeleteFollowersOnDeath:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
; s+q = favor keeping current follower
; death = favor replacing with unfulfilled starting followers
; during escape = always favor keeping zelda
LDA.b GameMode : CMP.b #$17 : BEQ .keep
LDA.w DungeonID : NOP #2 : BPL .keep
LDA.l InitFollowerIndicator : BEQ .keep
JSL DetermineFollowerSpawn_check_resolved : BCS .keep
LDA.l ProgressIndicator : CMP.b #$02 : BCS .delete
LDA.l FollowerIndicator : CMP.b #$01 : BEQ .keep
.delete
PLA : PLA : PEA.w $89F558-1
RTL
.keep
PLA : PLA : PEA.w $89F55E-1
RTL
.vanilla
LDA.l FollowerIndicator ; what we wrote over
RTL
StartingFollower:
LDA.l InitFollowerIndicator : BEQ .return
PHA
REP #$20
; possible spawn points
LDA.b RoomIndex : CMP.w #$0104 : BEQ + ; links house
CMP.w #$0012 : BEQ + ; sanc
CMP.w #$00E4 : BEQ + ; old man
CMP.w #$0112 : BEQ + ; dark sanc
CMP.w #$011C : BEQ + ; bomb shop
SEP #$20 : PLA : RTL
+
SEP #$20
LDA.l FollowerIndicator : BEQ +
LDA.l FollowerDropped : CMP.b #$80 : PLA : BCC .return : PHA
+ LDA.l ProgressIndicator : CMP.b #$02 : PLA : BCC .escape_check
PHA
JSL DetermineFollowerSpawn_check_resolved
PLA
BCC .issue_follower
BRA .return
.escape_check
CMP.b #$01 : BNE .return
PHA : LDA.l ProgressFlags : AND.b #$04 : CMP.b #$04 : PLA : BCS .return
.issue_follower
STA.l FollowerIndicator
LDA.b #$00 : STA.l FollowerDropped
.return
RTL
MaybeSetZeldaCheckpoint:
AND.w #$7FFF : TAX ; what we wrote over
SEP #$20
LDA.l ProgressFlags : AND.b #$04 : BNE .return ; zelda rescued
LDA.l StartingEntrance : CMP.b #$02 : BEQ .return ; cell checkpoint set
CMP.b #$04 : BEQ .return ; throne room checkpoint set
LDA.l FollowerIndicator : CMP.b #$01 : BNE .return ; zelda following
LDA.b RoomIndex : CMP.b #$80 : BNE + ;zelda cell
LDA.l Follower_Zelda : CMP.b #$01 : BNE .return
BRA .set_checkpoint
+ CMP.b #$45 : BNE .return ; maiden cell
CPX.w #$0964 : BNE .return ; top big lock
LDA.l Follower_Maiden : CMP.b #$01 : BNE .return
.set_checkpoint
LDA.b #$02 : STA.l StartingEntrance
PHX
SEP #$10
JSL SaveDeathCount
JSL Dungeon_SaveRoomQuadrantData
REP #$10
PLX
.return
REP #$30
RTL
FollowerGfxRedraw:
PHP : SEP #$30
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .return
PHY
LDY.b #$0F
.next
LDA.w SpriteAITable,Y : BEQ ++
LDA.w SpriteTypeTable,Y : CMP.b #$76 : BEQ + ; zelda
CMP.b #$AD : BEQ + ; old man
CMP.b #$B7 : BEQ + ; maiden
CMP.b #$1A : BEQ + ; frog
CMP.b #$39 : BEQ + ; locksmith
CMP.b #$B6 : BEQ + ; kiki
CMP.b #$B4 : BEQ + ; purple chest
CMP.b #$B5 : BNE ++ ; big bomb
LDA.w SpriteJumpIndex,Y : CMP.b #$02 : BEQ +
BRA ++
+ LDA.b #$01 : STA.w SprRedrawFlag,Y
++ DEY : BPL .next
PLY
.return
PLP
RTL
; A = 2 byte VRAM position in OAM2 for head/body
; Scrap06/07/08 = address to OAM group
; Returns with carry flag set if draw occurred
TransferAndDrawFollowerGfx:
PHA
LDA.w SpriteTimerE, X : AND.w #$0008 : BNE .skip_draw ; skip drawing every other frame
LDA.b 1,S
JSR TransferFollowerSpriteGfx ; returns with SEP #$20
LDA.w SpriteTypeTable, X : CMP.b #$39 : BNE +
; locksmith location flicker if quest completed but purple chest remains
LDA.w SpriteAux, X : BNE .continue
JSL DetermineFollowerSpawn : BCS .flicker
+ BRA .continue
.flicker
LDA.w SpriteTimerE, X : NOP #2 : BNE .continue
LDA.b #$0C : STA.w SpriteTimerE, X
.continue
PLA : XBA : PLA : XBA
JSL SpriteDraw_Follower
SEC
RTL
.skip_draw
PLA
SEP #$20
CLC
RTL
; A = 2 byte VRAM position in OAM2 for head/body
TransferFollowerSpriteGfx_skip_transfer:
PLA : PLA
RTS
TransferFollowerSpriteGfx:
PHA : SEP #$20
LDA.w SprRedrawFlag, X : BEQ .skip_transfer
.redraw
STZ.w SprRedrawFlag, X
JSL DetermineFollower
CMP.b #$01 : BNE +
PLA : XBA : LDA.b #$83 ; zelda body
JSR QueueFollowerSpriteGfx
PLA : XBA : LDA.b #$82 ; zelda head
JMP QueueFollowerSpriteGfx
+ CMP.b #$04 : BNE +
PLA : XBA : LDA.b #$84 ; old man body
JSR QueueFollowerSpriteGfx
PLA : XBA : LDA.b #$85 ; old man head
JMP QueueFollowerSpriteGfx
+ CMP.b #$06 : BNE +
PLA : XBA : LDA.b #$81 ; maiden body
JSR QueueFollowerSpriteGfx
PLA : XBA : LDA.b #$80 ; maiden head
JMP QueueFollowerSpriteGfx
+ CMP.b #$07 : BNE +
PLA : XBA : PLA : LDA.b #$11 ; frog
JMP QueueFollowerSpriteGfx
+ CMP.b #$08 : BNE +
PLA : XBA : PLA : LDA.b #$16 ; smith
JMP QueueFollowerSpriteGfx
+ CMP.b #$09 : BNE +
PLA : XBA : LDA.b #$87 ; locksmith body
JSR QueueFollowerSpriteGfx
PLA : XBA : LDA.b #$86 ; locksmith head
JMP QueueFollowerSpriteGfx
+ CMP.b #$0A : BNE +
PLA : XBA : LDA.b #$13 ; kiki body
JSR QueueFollowerSpriteGfx
PLA : XBA : LDA.b #$12 ; kiki head
JMP QueueFollowerSpriteGfx
+ CMP.b #$0C : BNE +
PLA : XBA : PLA : LDA.b #$14 ; purple chest
JMP QueueFollowerSpriteGfx
+ PLA : XBA : PLA : LDA.b #$15 ; super bomb
JMP QueueFollowerSpriteGfx
; A = 2 bytes, dest/src
QueueFollowerSpriteGfx:
PHX : REP #$20
PHA
AND.w #$00FF : CMP.w #$00FF : BEQ +
ASL #6 : EOR.w #$8000 : BRA .write_src
+ LDA.w #$0020 ; blank tile
.write_src
LDX.w ItemStackPtr : STA.l ItemGFXStack,X
PLA : XBA
AND.w #$00FF : ASL #4 : EOR.w #$5000
STA.l ItemTargetStack,X
TXA : INC #2 : STA.w ItemStackPtr
SEP #$20 : PLX
RTS
; A = 2 byte VRAM position in OAM2 for head/body
; Scrap06/07/08 = address to OAM group
; Scrap09/0A = address to palette data
SpriteDraw_Follower:
PHB : LDY.b #$7E : PHY : PLB
REP #$20
PHA
LDY.b #$0E
- LDA.b [Scrap06], Y : STA.w SpriteDynamicOAM, Y
DEY #2 : BPL -
LDA.b Scrap09 : STA.b Scrap06
PLA
SEP #$20
STA.w SpriteDynamicOAM+$0C : XBA : STA.w SpriteDynamicOAM+$04
JSL DetermineFollower : PHA
PHX
TAX : DEX
LDA.b Scrap06 : ORA.b Scrap07 : BEQ +
TXY
LDA.b [Scrap06], Y
BRA .set_palette
+
LDA.l .palette_data, X
.set_palette
STA.w SpriteDynamicOAM+$05 : STA.w SpriteDynamicOAM+$0D
PLX
REP #$20
LDA.w #$0002 : STA.b Scrap06
LDA.w #SpriteDynamicOAM : STA.b Scrap08
SEP #$20
PLA : CMP.b #$07 : BCC + : CMP.b #$09 : BEQ + : CMP.b #$0A : BEQ +
; only draw body
PHA
LDA.b #$01 : STA.b Scrap06
LDA.b #SpriteDynamicOAM+8 : STA.b Scrap08
PLA
+
; follower specific adjustments
CMP.b #$04 : BNE +
LDA.w SpriteDynamicOAM+$0A : SEC : SBC.b #8 : STA.w SpriteDynamicOAM+$02 ; old man coords
+
CMP.b #$0A : BNE +
LDA.w SpriteDynamicOAM+$0A : SEC : SBC.b #6 : STA.w SpriteDynamicOAM+$02 ; kiki coords
LDA.w SpriteTypeTable, X : CMP.b #$1A : BEQ ++ : CMP.b #$B4 : BCS ++ : BRA .draw
++ LDA.w SpriteDynamicOAM+$05 : ORA.b #$40
STA.w SpriteDynamicOAM+$05 : STA.w SpriteDynamicOAM+$0D ; kiki horiz flip
+
.draw
JSL Sprite_DrawMultiple_player_deferred
PLB
RTL
.palette_data
; 01 04 06 07 08 09 0A 0C 0D
db $00, $00, $00, $00, $00, $06, $00, $00, $06, $00, $00, $00, $00
DetermineFollower:
LDA.w SpriteAux, X : BEQ .skip_stored : RTL ; stored follower
.skip_stored
+ LDA.w SpriteTypeTable, X : CMP.b #$1A : BNE +
LDA.l Follower_Frog : BRA .finalize
+ CMP.b #$39 : BNE +
LDA.l Follower_Locksmith : BRA .finalize
+ CMP.b #$AD : BNE +
LDA.l Follower_OldMan : BRA .finalize
+ CMP.b #$B6 : BNE +
LDA.l Follower_Kiki : BRA .finalize
+ CMP.b #$B7 : BNE +
LDA.l Follower_Maiden : BRA .finalize
+ CMP.b #$76 : BNE +
LDA.l Follower_Zelda : BRA .finalize
+ CMP.b #$B4 : BNE +
LDA.l Follower_PurpleChest : BRA .finalize
+ LDA.l Follower_SuperBomb
.finalize
PHA
CMP.b #$07 : BNE +
LDA.l CurrentWorld : BNE +
PLA : LDA.b #$08 : RTL
+
PLA
RTL
SetAndLoadFollower:
LDA.l FollowerIndicator
.skip_current
PHA
LDA.b #$00 : STA.l FollowerDropped
JSL DetermineFollower : STA.l FollowerIndicator
CMP.b #$01 : BNE +
JSL DetermineFollower_skip_stored : CMP.b #$01 : BNE +
LDA.b #$02 : STA.l StartingEntrance
JSL SaveDeathCount
PHX
JSL Dungeon_SaveRoomQuadrantData
PLX
+ CMP.b #$09 : BNE +
LDA.b #$40 : STA.w $02CD : STZ.w $02CE ; locksmith timed message
+
PHX
JSL Tagalong_LoadGfx
PLX
PLA : BNE +
JSL Follower_Initialize
JML Sprite_BecomeFollower
+
RTL
StoreAndLoadFollower:
LDA.l FollowerDropped : BNE .no_storage
LDA.l FollowerIndicator : BEQ .no_storage
PHA
JSL SetAndLoadFollower_skip_current
PLA : STA.w SpriteAux, X
LDA.b #$13 : JSL Sound_SetSfx3PanLong
LDA.b #$01 : STA.w SprRedrawFlag, X
STZ.w SpriteActivity, X
LDA.b #$90 : STA.w SpriteTimerE, X
SEC : RTL
.no_storage
JSL SetAndLoadFollower_skip_current
CLC : RTL
; return SEC if destination resolved
DetermineFollowerSpawn_locksmith_check:
; locksmith location needs to spawn if purple chest reward not acquired
LDA.l FollowerIndicator : CMP.b #$0C : BEQ .always_spawn
JSL DetermineFollower_skip_stored : CMP.l FollowerIndicator : BEQ .matched_following
LDA.l NpcFlagsVanilla : AND.b #$10 : BEQ .always_spawn
BRA DetermineFollowerSpawn
.always_spawn
CLC : RTL
.matched_following
SEC : RTL
DetermineFollowerSpawn_include_stored:
JSL DetermineFollower
BRA DetermineFollowerSpawn_byof
DetermineFollowerSpawn:
JSL DetermineFollower_skip_stored
.byof
CMP.l FollowerIndicator : BEQ .matched_following
.skip_match_check
PHA
; despawn if pre-requisite not met
LDA.w SpriteTypeTable, X : CMP.b #$B4 : BNE +
LDA.l NpcFlagsVanilla : AND.b #$20 : EOR.b #$20 : CMP.b #$20
BRA .prereq_check
+ CMP.b #$B5 : BNE +
LDA.l CrystalsField : AND.b #$05 : CMP.b #$05
LDA.b #$FF : ADC.b #$00 : ROR ; flip carry flag
.prereq_check
PLA : BCC .check_resolved
RTL
+
PLA
.check_resolved
CMP.b #$01 : BNE +
LDA.l ProgressFlags : AND.b #$04 : CMP.b #$04 : RTL
+ CMP.b #$04 : BNE +
JML ItemCheck_OldMan
+ CMP.b #$06 : BNE +
LDA.l RoomDataWRAM[$AC].high : AND.b #$08 : CMP.b #$08 : BCS ++
LDA.l EnemizerFlags_close_blind_door : CMP.b #$01
++
RTL
+ CMP.b #$09 : BCS + ; if frog or smith
LDA.l NpcFlagsVanilla : AND.b #$20 : CMP.b #$20 : RTL
+ CMP.b #$0A : BNE +
LDA.l OverworldEventDataWRAM+$5E : AND.b #$20 : CMP.b #$20 : RTL
+ CMP.b #$0C : BNE +
LDA.l NpcFlagsVanilla : AND.b #$10 : CMP.b #$10 : RTL
+
.always_spawn
CLC : RTL ; big bomb and locksmith have no completion condition in code
.matched_following
SEC : RTL
Follower_CheckMessageCollision:
PHA
LDA.w SpriteTimerE, X : BNE .skip_collision_check
PLA
JML Sprite_ShowMessageFromPlayerContact ; what we wrote over
.skip_collision_check
PLA
CLC : RTL
Follower_CheckTileCollision:
LDA.w SpriteTimerE, X : BNE .skip_collision_check
JML Sprite_CheckTileCollisionLong ; what we wrote over
.skip_collision_check
RTL
Follower_CheckCollision:
LDA.w SpriteTimerE, X : BNE .skip_collision_check
JML Sprite_CheckDamageToPlayerSameLayerLong ; what we wrote over
.skip_collision_check
CLC : RTL
SpritePrep_ZeldaFollower:
LDA.b RoomIndex : CMP.b #$12 : BEQ .no_follower_shuffle_sanc
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .no_follower_shuffle
JSL DetermineFollowerSpawn : BCC + : RTL : +
LDA.b #$01 : STA.w SprRedrawFlag, X
PLA : PLA : PEA.w $EC4B-1 ; return to spawn
RTL
.no_follower_shuffle
LDA.l FollowerIndicator : CMP.b #$01
RTL
.no_follower_shuffle_sanc
LDA.l FollowerIndicator : CMP.b #$02
RTL
Zelda_WaitingInCell:
JSL Follower_CheckCollision ; what we wrote over, kinda
BCC .return
PHP
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE +
INC.w SpriteActivity, X
PLP
PLA : PLA : PEA.w $ECF9-1 : RTL ; skip sprite movement
+
PLP
.return
RTL
Zelda_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
PLA : PLA
JSL StoreAndLoadFollower : BCC +
PEA.w $ED68-1 : RTL ; jump to avoid sprite despawn
+
PEA.w $ED60-1 ; jump to despawn
RTL
.vanilla
LDA.b #$02 : STA.l StartingEntrance ; what we wrote over
RTL
SpritePrep_BlindMaiden:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
JSL DetermineFollowerSpawn : BCC +
LDA.b #$01 : RTL
+
LDA.b #$01 : STA.w SprRedrawFlag, X
INC.w SpriteAncillaInteract, X
STZ.w FollowerNoDraw
PLA : PLA : PEA.w $89C8-1 ; return to spawn
RTL
.vanilla
LDA.l RoomDataWRAM[$AC].high : AND.b #$08 ; what we wrote over
RTL
; Prevent followers from causing blind/maiden to despawn:
; Door rando: let zelda despawn the maiden.
BlindZeldaDespawnFix:
LDA.l FollowerIndicator ; what we wrote over
CMP.b #06 : BEQ +
LDA.w SpritePosYLow,X : BEQ +
LDA.b #$00 : RTL ; don't despawn follower if maiden isn't "present"
+
LDA.b #$01 : RTL
SpriteDraw_ZeldaMaiden:
LDA.b RoomIndex : CMP.b #$12 : BEQ .vanilla
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.b #.oam_group>>16 : STA.b Scrap08
LDA.w SpriteTypeTable, X : CMP.b #$76 : BNE +
REP #$20
LDA.w #.oam_group : STA.b Scrap06
LDA.w #0000 : STA.b Scrap09
LDA.l Follower_Zelda_vram
BRA .transfer
+
REP #$20
LDA.w #.oam_group : STA.b Scrap06
LDA.w #.palette_data_maiden : STA.b Scrap09
LDA.l Follower_Maiden_vram
.transfer
JML TransferAndDrawFollowerGfx
.skip_draw
RTL
.vanilla:
JML SpriteDraw_Maiden
.oam_group:
dw 1, -7 : db $20, $00, $00, $02
dw 1, 3 : db $22, $00, $00, $02
.palette_data_maiden
; 01 04 06 07 08 09 0A 0C 0D
db $02, $00, $00, $02, $00, $04, $02, $02, $04, $02, $00, $02, $02
BlindMaiden_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
PLA : PLA
JSL StoreAndLoadFollower : BCS .return
STZ.w SpriteAITable, X
.return
PEA.w $E8EA-1 ; jump ahead on return
RTL
.vanilla
STZ.w SpriteAITable, X : LDA.b #$06 ; what we wrote over
RTL
SpritePrep_OldManFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .no_follower_shuffle
PLA : PLA
JSL DetermineFollowerSpawn : BCC +
PEA.w $E928-1 ; return to despawn
RTL
+
LDA.b #$01 : STA.w SprRedrawFlag, X
PEA.w $E927-1 ; return to spawn
RTL
.no_follower_shuffle
LDA.l FollowerIndicator : CMP.b #$04
RTL
SpriteDraw_OldManFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.w SpriteJumpIndex, X : CMP.b #$01 : BEQ .vanilla
LDA.b #.oam_group>>16 : STA.b Scrap08
REP #$20
LDA.w #.oam_group : STA.b Scrap06
LDA.w #0000 : STA.b Scrap09
PLA : PEA.w $FF45-1 ; skip vanilla draw
LDA.l Follower_OldMan_vram
JML TransferAndDrawFollowerGfx
.vanilla
LDA.b #$02 : STA.b Scrap06 ; what we wrote over
RTL
.oam_group
dw 0, 0 : db $AC, $00, $00, $02
dw 0, 8 : db $AE, $00, $00, $02
OldMan_WaitForCollision:
PHA
LDA.w LinkIFrames : BEQ +
PLA : CLC
RTL
+
PLA
JML Follower_CheckMessageCollision
OldMan_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn
PLA : PLA
JSL StoreAndLoadFollower : BCC +
PEA.w $E9DF-1 : RTL ; jump to avoid sprite despawn
+
PEA.w $E9DC-1 ; jump to despawn
RTL
.set_follower_and_despawn
JSL SetAndLoadFollower
PLA : PLA : PEA.w $E9D6-1
SpritePrep_SmithyFrog:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .no_follower_shuffle
JSL DetermineFollowerSpawn : BCC +
LDA.b #$01 ; return to despawn
RTL
+
LDA.b #$01 : STA.w SprRedrawFlag, X
DEC ; return to spawn
RTL
.no_follower_shuffle
LDA.l FollowerIndicator : BNE + ; what we wrote over
LDA.l NpcFlagsVanilla : AND.b #$20 ; what we wrote over
+ RTL
SpriteDraw_FrogFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.b #.oam_group>>16 : STA.b Scrap08
REP #$20
LDA.w #.oam_group : STA.b Scrap06
LDA.w #0000 : STA.b Scrap09
PLA : PEA.w $DCD6-1
LDA.l Follower_Frog_vram
JML TransferAndDrawFollowerGfx
.vanilla
LDA.b #$01 : STA.b Scrap06 ; what we wrote over
RTL
.oam_group:
dw 1, -8 : db $FF, $00, $00, $02
dw 1, 0 : db $C8, $00, $00, $02
Frog_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BCC .set_follower_and_despawn
PLA : PLA
JSL StoreAndLoadFollower : BCC +
PEA.w $B2C7-1 : RTL ; jump to avoid sprite despawn
+
PEA.w $B2C4-1 ; jump to despawn
RTL
.set_follower_and_despawn
JSL SetAndLoadFollower
PLA : PLA : PEA.w $B2C4-1 ; jump to despawn
RTL
SpritePrep_PurpleChest:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
JSL DetermineFollowerSpawn : BCC +
LDA.b #$00 ; return to despawn
RTL
+
PLA : PLA : PEA.w $8A69-1 ; return to spawn
LDA.b #$01 : STA.w SprRedrawFlag, X
RTL
.vanilla
LDA.l FollowerIndicator : CMP.b #$0C
RTL
SpriteDraw_PurpleChest:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.b #.oam_group>>16 : STA.b Scrap08
REP #$20
LDA.w #.oam_group : STA.b Scrap06
LDA.w #0000 : STA.b Scrap09
LDA.l Follower_PurpleChest_vram
JML TransferAndDrawFollowerGfx
.vanilla
JML Sprite_PrepAndDrawSingleLargeLong ; what we wrote over
.oam_group:
dw 0, -8 : db $C8, $00, $00, $02
dw 0, 0 : db $EE, $00, $00, $02
PurpleChest_FollowCheck:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.b #$00
RTL
.vanilla
LDA.l FollowerIndicator ; what we wrote over
RTL
PurpleChest_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
PLA : PLA
JSL StoreAndLoadFollower : BCS .return
STZ.w SpriteAITable, X
.return
PEA.w $E10A-1 ; jump ahead on return
RTL
.vanilla
STZ.w SpriteAITable, X : LDA.b #$0C ; what we wrote over
RTL
SpritePrep_SuperBomb:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
JSL DetermineFollowerSpawn : BCC +
LDA.b #$00 ; despawn on exit
RTL
+
LDA.b #$05
RTL
.vanilla
LDA.l CrystalsField ; what we wrote over
RTL
SpriteDraw_SuperBomb:
LDA.w SpriteJumpIndex, X : CMP.b #$02 : BNE .vanilla
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.b #.oam_group>>16 : STA.b Scrap08
REP #$20
LDA.w #.oam_group : STA.b Scrap06
LDA.w #.palette_data : STA.b Scrap09
PLA : PEA.w $E2E2-1 ; skip vanilla draw
LDA.l Follower_SuperBomb_vram
JML TransferAndDrawFollowerGfx
.vanilla
LDA.b #$01 : STA.b Scrap06 ; what we wrote over
RTL
.oam_group:
dw 0, -8 : db $AE, $08, $00, $02
dw 0, 0 : db $4E, $08, $00, $02
.palette_data
; 01 04 06 07 08 09 0A 0C 0D
db $08, $00, $00, $08, $00, $06, $08, $08, $06, $08, $00, $08, $08
SuperBomb_FollowCheck:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.w SpriteTimerE, X : BNE .skip_follow
LDA.w SpriteAux, X : BEQ .vanilla
PLA : PLA : PEA.w $E1F1-1 ; jump to skip cost, no double charge
RTL
.skip_follow
PLA : PLA : PEA.w $E20C-1 ; jump to exit
RTL
.vanilla
LDA.b #$64 : LDY.b #$00 ; what we wrote over
RTL
SuperBomb_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
PLA : PLA
JSL StoreAndLoadFollower : BCC +
PEA.w $E20C-1 : RTL ; jump to exit
+
PEA.w $E201-1 ; jump to despawn
RTL
.vanilla
LDA.b #$0D : STA.l FollowerIndicator ; what we wrote over
RTL
pushpc
org $868A14
NOP #3 ; fix bomb shop spawn for dwarfless big bomb
LDA.b #$B5 : JSL Sprite_SpawnDynamically
BMI SuperBomb_BecomeFollower_exit
LDA.b #$01 : STA.w SprRedrawFlag, Y ; force redraw for super bomb gfx
pullpc
SpritePrep_Kiki:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
JSL DetermineFollowerSpawn : BCC +
LDA.b #$20 : RTL ; despawn on exit
+
LDA.b #$00
RTL
.vanilla
LDX.b OverworldIndex : LDA.l OverworldEventDataWRAM,X ; what we wrote over
RTL
Kiki_OfferToFollow:
PHA
LDA.w SpriteTimerE, X : BNE .skip_collision_check
PLA
JML Sprite_ShowMessageUnconditional ; what we wrote over
.skip_collision_check
PLA
CLC : RTL
Kiki_FollowCheck:
JSL DetermineFollowerSpawn_include_stored : BCS .skip_follow
LDA.w SpriteTimerE, X
RTL
.skip_follow
LDA.b #$20
RTL
Kiki_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .no_follower_shuffle
PLA : PLA : PEA.w $E4C2-1 ; jump to exit
STZ.w FollowerNoDraw
JML StoreAndLoadFollower
.no_follower_shuffle
LDA.b #$00 : STA.l FollowerDropped ; defuse bomb
LDA.b #$0A : STA.l FollowerIndicator
RTL
Kiki_FixTeleportOnExit:
REP #$30
LDA.b LinkPosX : STA.w LinkPosXCache
LDA.b LinkPosY : STA.w LinkPosYCache
SEP #$30
LDA.b #$19 : LDY.b #$01 ; what we wrote over
RTL
; on return it checks BEQ and if non-zero, kiki get spook
Kiki_DontScareTheMonke:
LDA.b LinkJumping : BEQ .return
CMP.b #$02 : BEQ .no_spook ; needed for quake usage
LDA.b GameMode : CMP.b #$0F : BEQ .no_spook ; needed for entrance transitions
LDA.w NoDamage : BNE .no_spook
LDA.w LinkThud : BNE .no_spook
.spook
LDA.b #$01 : RTL
.no_spook
LDA.b #$00
.return
RTL
Kiki_ActivateEntranceOpening:
PHA
LDA.b LinkDirection : CMP.b #$02 : BNE .continue
LDA.b LinkStrafe : BEQ .exit
.continue
PLA
JML Kiki_RevertToSprite ; what we wrote over
.exit
PLA
RTL
SpritePrep_Locksmith:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
JSL DetermineFollowerSpawn_locksmith_check : BCS +
LDA.b #$01 : STA.w SprRedrawFlag, X
+
LDA.l FollowerIndicator
RTL
.vanilla
LDA.l FollowerIndicator : CMP.b #$09 ; what we wrote over
BEQ +
CLC : RTL
+
SEC : RTL
SpriteDraw_LocksmithFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
LDA.b #.oam_group>>16 : STA.b Scrap08
REP #$20
LDA.w #.oam_group : STA.b Scrap06
LDA.w #.palette_data : STA.b Scrap09
PLA : PEA.w $DCD6-1 ; skip draw on exit
LDA.l Follower_Locksmith_vram
JML TransferAndDrawFollowerGfx
.vanilla
LDA.b #$02 : STA.b Scrap06 ; what we wrote over
RTL
.oam_group:
dw 0, -8 : db $EA, $00, $00, $02
dw 0, 0 : db $EC, $00, $00, $02
.palette_data
; 01 04 06 07 08 09 0A 0C 0D
db $00, $00, $00, $0E, $00, $00, $0E, $0E, $00, $0E, $00, $0E, $0E
Locksmith_Chillin_PostMessage:
LDA.w SpriteAux, X : BEQ +
; when a follower is stored, merely walk near them
LDA.w SpritePosXLow, X : PHA
JSL Follower_CheckCollision : BCC .return
BRA .continue
+
LDA.w SpritePosXLow, X : PHA
SEC : SBC.b #$10 : STA.w SpritePosXLow, X
LDA.b #$01 : STA.w SpriteVelocityX, X
JSL Sprite_Get16BitCoords_long
JSL Follower_CheckTileCollision : BNE .return
.continue
INC.w SpriteActivity, X ; award follower
LDA.l FollowerIndicator : CMP.b #$0C : BEQ .purple_chest_prize
LDA.l FollowerTravelAllowed : CMP.b #$02 : BEQ .return
LDA.l FollowerIndicator : CMP.b #$00 : BEQ .return
LDA.b #$05 : STA.w SpriteActivity, X ; forever do nothing
BRA .return
.purple_chest_prize
INC.w SpriteActivity, X ; prep for purple chest prize
.return
PLA : STA.w SpritePosXLow, X
JML $86BD08 ; jump back to immediately RTS
Locksmith_BecomeFollower:
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .vanilla
STZ.w FollowerNoDraw
PLA : PLA
JSL StoreAndLoadFollower : BCS +
LDA.l FollowerIndicator : CMP.b #$0C : BEQ +
PEA.w $BD24-1 : RTL ; jump to despawn
+
PEA.w $BD27-1 ; jump to exit
RTL
.vanilla
LDA.b #$09 : STA.l FollowerIndicator
RTL
Locksmith_RespondToAnswer_PostItem:
STA.l FollowerIndicator ; what we wrote over
LDA.l FollowerTravelAllowed : CMP.b #$02 : BNE .no_despawn
LDA.w SpriteAux, X : CMP.b #$0C : BEQ .despawn
CMP.b #$00 : BNE .no_despawn
LDA.l Follower_Locksmith : CMP.b #$0C : BEQ .despawn
JSL DetermineFollowerSpawn_include_stored : BCC .no_despawn
.despawn
STZ.w SpriteAITable, X
.no_despawn
RTL