Difference between revisions of "Crystal Switch"

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(Another Section)
Line 14: Line 14:
 
== Known Bugs ==
 
== Known Bugs ==
  
== Another Section ==
+
== Disassembly ==
 +
 
 +
Todo:
 +
-Make ram addresses link to proper subsection of RAM map.
 +
-Make sub jumps link to proper subsection of bank page.
 +
 
 +
----
 +
 
 +
    ; $338CE-$338CF DATA
 +
    pool Sprite_CrystalSwitch:
 +
    {
 +
   
 +
    .palettes
 +
        db $02, $04
 +
    }
 +
 
 +
----
 +
 
 +
    ; *$338D0-$3394B JUMP LOCATION
 +
    Sprite_CrystalSwitch:
 +
    {
 +
        ; AND the palette value with 0xF1
 +
        LDA $0F50, X : AND.b #$F1 : STA $0F50, X
 +
       
 +
        ; Blue / Orange barrier state
 +
        LDA $7EC172 : AND.b #$01 : TAY
 +
       
 +
        ; Select the palette for the peg switch based on that state.
 +
        LDA .palettes, Y : ORA $0F50, X : STA $0F50, X
 +
       
 +
        JSR OAM_AllocateDeferToPlayer
 +
        JSR Sprite_PrepAndDrawSingleLarge
 +
        JSR Sprite_CheckIfActive
 +
       
 +
        JSR Sprite_CheckDamageToPlayer_same_layer : BCC .no_player_collision
 +
       
 +
        JSL Sprite_NullifyHookshotDrag
 +
       
 +
        STZ $5E
 +
       
 +
        JSL Sprite_RepelDashAttackLong
 +
   
 +
    .no_player_collision
 +
   
 +
        LDA $0DF0, X : BNE .skipSparkleGeneration
 +
       
 +
        LDA $1A : AND.b #$07 : STA $00
 +
                              STZ $01
 +
       
 +
        JSL GetRandomInt : AND.b #$07 : STA $02
 +
                                        STZ $03
 +
       
 +
        ; Attempt to add a sparkle effect
 +
        JSL Sprite_SpawnSimpleSparkleGarnish
 +
       
 +
        ; Restart sparkle countdown timer.
 +
        LDA.b #$1F : STA $0DF0, X
 +
   
 +
    .skipSparkleGeneration
 +
   
 +
        LDA $0EA0, X : BNE .switching_already_scheduled
 +
       
 +
        LDA $3C : DEC A : CMP.b #$08 : BPL .ignore_player_poke_attack
 +
       
 +
        JSR Sprite_CheckDamageFromPlayer
 +
   
 +
    .ignore_player_poke_attack
 +
   
 +
        RTS
 +
   
 +
    .switching_already_scheduled
 +
   
 +
        DEC $0EA0, X : CMP.b #$0B : BNE .dont_switch_state
 +
       
 +
        ; Change the orange/blue barrier state
 +
        LDA $7EC172 : EOR.b #$01 : STA $7EC172
 +
       
 +
        LDA.b #$16 : STA $11
 +
       
 +
        LDA.b #$25 : JSL Sound_SetSfx3PanLong
 +
   
 +
    .dont_switch_state
 +
   
 +
        RTS
 +
    }

Revision as of 04:40, 19 April 2016

Crystal Switch
Sprite ID $1E
HP $00 ($06B191)
Damage $00 ($06B284)
Palette $01 ($06B377)
Found Many Places

Description

Activating a crystal switch raises or lowers colored pillars.

Combat Strategy

Known Bugs

Disassembly

Todo: -Make ram addresses link to proper subsection of RAM map. -Make sub jumps link to proper subsection of bank page.


   ; $338CE-$338CF DATA
   pool Sprite_CrystalSwitch:
   {
   
   .palettes
       db $02, $04
   }

   ; *$338D0-$3394B JUMP LOCATION
   Sprite_CrystalSwitch:
   {
       ; AND the palette value with 0xF1
       LDA $0F50, X : AND.b #$F1 : STA $0F50, X
       
       ; Blue / Orange barrier state
       LDA $7EC172 : AND.b #$01 : TAY
       
       ; Select the palette for the peg switch based on that state.
       LDA .palettes, Y : ORA $0F50, X : STA $0F50, X
       
       JSR OAM_AllocateDeferToPlayer
       JSR Sprite_PrepAndDrawSingleLarge
       JSR Sprite_CheckIfActive
       
       JSR Sprite_CheckDamageToPlayer_same_layer : BCC .no_player_collision
       
       JSL Sprite_NullifyHookshotDrag
       
       STZ $5E
       
       JSL Sprite_RepelDashAttackLong
   
   .no_player_collision
   
       LDA $0DF0, X : BNE .skipSparkleGeneration
       
       LDA $1A : AND.b #$07 : STA $00
                              STZ $01
       
       JSL GetRandomInt : AND.b #$07 : STA $02
                                       STZ $03
       
       ; Attempt to add a sparkle effect
       JSL Sprite_SpawnSimpleSparkleGarnish
       
       ; Restart sparkle countdown timer.
       LDA.b #$1F : STA $0DF0, X
   
   .skipSparkleGeneration
   
       LDA $0EA0, X : BNE .switching_already_scheduled
       
       LDA $3C : DEC A : CMP.b #$08 : BPL .ignore_player_poke_attack
       
       JSR Sprite_CheckDamageFromPlayer
   
   .ignore_player_poke_attack
   
       RTS
   
   .switching_already_scheduled
   
       DEC $0EA0, X : CMP.b #$0B : BNE .dont_switch_state
       
       ; Change the orange/blue barrier state
       LDA $7EC172 : EOR.b #$01 : STA $7EC172
       
       LDA.b #$16 : STA $11
       
       LDA.b #$25 : JSL Sound_SetSfx3PanLong
   
   .dont_switch_state
   
       RTS
   }