Files
Grinch-AP/worlds/lufia2ac/basepatch/basepatch.asm
el-u 1c4303cce6 lufia2ac: add shops to the cave (#2103)
This PR adds a new, optional aspect to the Ancient Cave experience:
During their run, players can have the opportunity to purchase some additional items or spells to improve their party. If enabled, a shop will appear everytime a certain (configurable) number of floors in the dungeon has been completed. The shop inventories are generated randomly (taking into account player preference as well as a system to ensure that more expensive items can only become available deeper into the run).

For customization, 3 new options are introduced: 
- `shop_interval`: Determines by how many floors the shops are separated (or keeps them turned off entirely)
- `shop_inventory`: Determines what's possible to be for sale. (Players can specify weights for general categories of things such as "weapon" or "spell" or even adjust the probabilities of individual items)
- `gold_modifier`: Determines how much gold is dropped by enemies. This is the player's only source of income and thus controls how much money they will have available to spend in shops
2023-10-21 23:27:30 +02:00

1197 lines
33 KiB
NASM

lorom
org $DFFFFD ; expand ROM to 3MB
DB "EOF"
org $80FFD8 ; expand SRAM to 32KB
DB $05 ; overwrites DB $03
org $80809A ; patch copy protection
CMP $710000 ; overwrites CMP $702000
org $8080A6 ; patch copy protection
CMP $710000 ; overwrites CMP $702000
org $8AEAA3 ; skip gruberik intro dialogue
DB $1C,$86,$03 ; L2SASM JMP $8AE784+$0386
org $8AEC82 ; skip gruberik save dialogue
DB $1C,$93,$01 ; L2SASM JMP $8AEB1C+$0193
org $8AECFE ; skip gruberik abandon dialogue
DB $1C,$32,$02 ; L2SASM JMP $8AEB1C+$0232
org $8AF4E1 ; skip gruberik selan dialogue
DB $1C,$D8,$09 ; L2SASM JMP $8AEB1C+$09D8
org $8AF528 ; skip gruberik guy dialogue
DB $1C,$1E,$0A ; L2SASM JMP $8AEB1C+$0A1E
org $8AF55F ; skip gruberik arty dialogue
DB $1C,$67,$0A ; L2SASM JMP $8AEB1C+$0A67
org $8AF5B2 ; skip gruberik tia dialogue
DB $1C,$C3,$0A ; L2SASM JMP $8AEB1C+$0AC3
org $8AF61A ; skip gruberik dekar dialogue
DB $1C,$23,$0B ; L2SASM JMP $8AEB1C+$0B23
org $8AF681 ; skip gruberik lexis dialogue
DB $1C,$85,$0B ; L2SASM JMP $8AEB1C+$0B85
org $8EA349 ; skip ancient cave entrance dialogue
DB $1C,$B0,$01 ; L2SASM JMP $8EA1AD+$01B0
org $8EA384 ; reset architect mode, skip ancient cave exit dialogue
DB $1B,$E1,$1C,$2B,$02 ; clear flag $E1, L2SASM JMP $8EA1AD+$022B
org $8EA565 ; skip ancient cave leaving dialogue
DB $1C,$E9,$03 ; L2SASM JMP $8EA1AD+$03E9
org $8EA653 ; skip master intro dialogue
DB $1C,$0F,$01 ; L2SASM JMP $8EA5FA+$010F
org $8EA721 ; skip master fight dialogue
DB $1C,$45,$01 ; L2SASM JMP $8EA5FA+$0145
org $8EA74B ; skip master victory dialogue
DB $1C,$AC,$01 ; L2SASM JMP $8EA5FA+$01AC
org $8EA7AA ; skip master key dialogue and animation
DB $1C,$EE,$01 ; L2SASM JMP $8EA5FA+$01EE
org $8EA7F4 ; skip master goodbye dialogue
DB $1C,$05,$02 ; L2SASM JMP $8EA5FA+$0205
org $8EA807 ; skip master not fight dialogue
DB $1C,$18,$02 ; L2SASM JMP $8EA5FA+$0218
org $94AC45 ; connect ancient cave exit stairs to gruberik entrance
DB $67,$09,$18,$68
org $948DE1 ; connect gruberik west border to ancient cave entrance
DB $07,$08,$14,$F0
org $948DEA ; connect gruberik south border to ancient cave entrance
DB $07,$08,$14,$F0
org $948DF3 ; connect gruberik north border to ancient cave entrance
DB $07,$08,$14,$F0
; archipelago item
org $96F9AD ; properties
DB $00,$00,$00,$E4,$00,$00,$00,$00,$00,$00,$00,$00,$00
org $9EDD60 ; name
DB "AP item " ; overwrites "Key30 "
org $9FA900 ; sprite
incbin "ap_logo/ap_logo.bin"
warnpc $9FA980
; sold out item
org $96F9BA ; properties
DB $00,$00,$00,$10,$00,$00,$00,$00,$00,$00,$00,$00,$00
org $9EDD6C ; name
DB "SOLD OUT " ; overwrites "Crown "
org $D08000 ; signature, start of expanded data area
DB "ArchipelagoLufia"
org $D09800 ; start of expanded code area
; initialize
pushpc
org $808046
; DB=$80, x=1, m=1
JSL Init ; overwrites JSL $809037
pullpc
Init:
; check signature
LDX.b #$0F
-: LDA $D08000,X
CMP $F02000,X
BNE +
DEX
BPL -
BRA ++
; set up DMA to clear expanded SRAM
+: STZ $211C ; force multiplication results (MPYx) to zero
REP #$10
LDA.b #$80
STA $4300 ; transfer B-bus to A-bus, with A-bus increment
LDA.b #$34
STA $4301 ; B-bus source register $2134 (MPYL)
LDX.w #$2000
STX $4302 ; A-bus destination address $F02000 (SRAM)
LDA.b #$F0
STA $4304
LDX.w #$6000
STX $4305 ; transfer 24kB
LDA.b #$01
STA $420B ; start DMA channel 1
; sign expanded SRAM
PHB
TDC
LDA.b #$3F
LDX.w #$8000
LDY.w #$2000
MVN $F0,$D0 ; copy 64B from $D08000 to $F02000
PLB
++: SEP #$30
JSL $809037 ; (overwritten instruction)
RTL
; transmit checks from chests
pushpc
org $8EC1EB
JML TX ; overwrites JSL $83F559
pullpc
TX:
JSL $83F559 ; (overwritten instruction) chest opening animation
REP #$20
LDA $7FD4EF ; read chest item ID
BIT.w #$0200 ; test for iris item flag
BEQ +
JSR ReportLocationCheck
SEP #$20
JML $8EC331 ; skip item get process
+: BIT.w #$4200 ; test for blue chest flag
BEQ +
LDA $F02048 ; load total blue chests checked
CMP $D08010 ; compare against max AP item number
BPL +
LDA $F02040 ; load check counter
INC ; increment check counter
STA $F02040 ; store check counter
SEP #$20
JML $8EC331 ; skip item get process
+: SEP #$20
JML $8EC1EF ; continue item get process
; transmit checks from script events
pushpc
org $80A435
; DB=$8E, x=0, m=1
JML ScriptTX ; overwrites STA $7FD4F1
pullpc
ScriptTX:
STA $7FD4F1 ; (overwritten instruction)
REP #$20
LDA $7FD4EF ; read script item id
CMP.w #$01C2 ; test for ancient key
BNE +
JSR ReportLocationCheck
SEP #$20
JML $80A47F ; skip item get process
+: SEP #$20
JML $80A439 ; continue item get process
ReportLocationCheck:
PHA ; remember item id
LDA $F0204A ; load other locations count
INC ; increment check counter
STA $F0204A ; store other locations count
DEC
ASL
TAX
PLA
STA $F02060,X ; store item id in checked locations list
RTS
; report event flag based goal completion
Goal:
TDC
LDA $0797 ; load EV flags $C8-$CF (iris sword, iris shield, ..., iris pot)
TAX
LDA $0798 ; load EV flags $D0-$D7 (iris tiara, boss, others...)
TAY
AND.b #$02 ; test boss victory
LSR
STA $F02031 ; report boss victory goal
TYA
AND.b #$01 ; test iris tiara
ADC $97B418,X ; test remaining iris items via predefined lookup table for number of bits set in a byte
CMP $D08017 ; compare with number of treasures required
BMI +
LDA.b #$01
STA $F02032 ; report iris treasures goal
AND $F02031
STA $F02033 ; report boss victory + iris treasures goal
+: RTS
; receive items
RX:
REP #$20
LDA $F02802 ; load snes side received items processed counter
CMP $F02800 ; compare with client side received items counter
BPL +
INC
STA $F02802 ; increase received items processed counter
ASL
TAX
LDA $F02802,X ; load received item ID
BRA ++
+: LDA $F02046 ; load snes side found AP items processed counter
CMP $F02044 ; compare with client side found AP items counter
BPL +
LDA $F02044
STA $F02046 ; increase AP items processed counter
LDA.w #$01CA ; load "AP item" ID
++: STA $7FD4EF ; store it as a "chest"
JSR SpecialItemGet
SEP #$20
JSL $8EC1EF ; call chest opening routine (but without chest opening animation)
STZ $A7 ; cleanup
JSL $83AB4F ; cleanup
+: SEP #$20
RTS
SpecialItemGet:
BPL + ; spells have high bit set
JSR LearnSpell
+: BIT.w #$0200 ; iris items
BEQ +
SEC
SBC.w #$039C
ASL
TAX
LDA $8ED8C3,X ; load predefined bitmask with a single bit set
ORA $0797
STA $0797 ; set iris item EV flag ($C8-$D0)
BRA ++
+: CMP.w #$01C2 ; ancient key
BNE +
LDA.w #$0200
ORA $0797
STA $0797 ; set boss item EV flag ($D1)
BRA ++
+: CMP.w #$01BF ; capsule monster items range from $01B8 to $01BE
BPL ++
SBC.w #$01B1 ; party member items range from $01B2 to $01B7
BMI ++
ASL
TAX
LDA $8ED8C7,X ; load predefined bitmask with a single bit set
ORA $F02018 ; set unlock bit for party member/capsule monster
STA $F02018
++: RTS
LearnSpell:
STA $0A0B
SEP #$20
LDA.b #$06
-: PHA
JSL $82FD3D ; teach spell in $0A0B to character determined by A
PLA
DEC
BPL -
REP #$20
LDA $0A0B
RTS
; use items
pushpc
org $82AE6F
; DB=$83, x=0, m=1
JSL SpecialItemUse ; overwrites JSL $81EFDF
org $8EFD2E ; unused region at the end of bank $8E
DB $1E,$0B,$01,$2B,$01,$1A,$02,$00 ; add selan
DB $1E,$0B,$01,$2B,$02,$1A,$03,$00 ; add guy
DB $1E,$0B,$01,$2B,$03,$1A,$04,$00 ; add arty
DB $1E,$0B,$01,$2B,$05,$1A,$05,$00 ; add dekar
DB $1E,$0B,$01,$2B,$04,$1A,$06,$00 ; add tia
DB $1E,$0B,$01,$2B,$06,$1A,$07,$00 ; add lexis
pullpc
SpecialItemUse:
JSL $81EFDF ; (overwritten instruction)
REP #$20
LDA $0A06 ; get ID of item being used
CMP.w #$01B8
BPL +
SBC.w #$01B1 ; party member items range from $01B2 to $01B7
BMI +
ASL
TAX
ASL
ASL
ADC.w #$FD2E
STA $09B7 ; set pointer to L2SASM join script
SEP #$20
LDA $8ED8C7,X ; load predefined bitmask with a single bit set
BIT $077E ; check against EV flags $02 to $07 (party member flags)
BNE + ; abort if character already present
LDA $07A9 ; load EV register $11 (party counter)
CMP.b #$03
BPL + ; abort if party full
LDA.b #$8E
STA $09B9
PHK
PEA ++
PEA $8DD8
JML $83BB76 ; initialize parser variables
++: NOP
JSL $809CB8 ; call L2SASM parser
JSL $81F034 ; consume the item
TSX
INX #13
TXS
JML $82A45E ; leave menu
+: SEP #$20
RTL
; main loop
pushpc
org $83BC16
; DB=$83, x=0, m=1
JSL MainLoop ; overwrites LDA $09A7 : BIT.b #$01
NOP
pullpc
MainLoop:
JSR RX
JSR Goal
JSR Unlocks
LDA $09A7 ; (overwritten instruction)
BIT.b #$01 ; (overwritten instruction)
RTL
Unlocks:
LDA $F02018 ; load party member unlocks from SRAM
STA $0780 ; transfer to flags (WRAM)
LDA $F02019 ; load capsule monster unlocks from SRAM
TAY
LDX.w #$0000
-: TYA
LSR
TAY
BCC +
LDA $82C33C
CMP $11BB,X
BMI +++
BRA ++
+: LDA.b #$00
++: STA $11BB,X ; unlock/lock capsule monster #X
+++ INX
CPX.w #$0007
BNE -
LDA $F02019
TAY
BNE +
LDA.b #$FF
STA $0A7F ; lock capsule menu
BRA ++
+: LDA.b #$07
STA $0A7F ; unlock capsule menu
LDA $F02019
BIT.b #$80 ; track whether one-time setup has been done before
BNE ++
ORA.b #$80
STA $F02019
CMP.b #$FF
BEQ ++ ; all capsule monsters available; don't overwrite starting capsule
LDX.w #$FFFF
TYA
-: LSR
INX
BCC -
TXA
STA $11A3 ; activate first unlocked capsule monster
STA $7FB5FB
STA $F02016
JSL $82C2FD ; run setup routine for capsule monsters
++: RTS
; lock party members
pushpc
org $8AEC3E
DB $15,$C4,$A4,$01 ; L2SASM JMP $8AEB1C+$01A4 if flag $C4 set
org $8AECC0
DB $6C,$65,$00,$FA ; (overwritten instruction)
DB $15,$12,$AE,$01,$2E,$66 ; remove selan if flag $12 clear
DB $15,$13,$B4,$01,$2E,$67 ; remove guy if flag $13 clear
DB $15,$14,$BA,$01,$2E,$68 ; remove arty if flag $14 clear
DB $15,$15,$C0,$01,$2E,$6A ; remove dekar if flag $15 clear
DB $15,$16,$C6,$01,$2E,$69 ; remove tia if flag $16 clear
DB $15,$17,$CC,$01,$2E,$6B ; remove lexis if flag $17 clear
DB $00
pullpc
; party member items (IDs $01B2 - $01B7)
pushpc
org $96F875 ; properties
DB $40,$00,$00,$E9,$64,$00,$00,$00,$00,$00,$00,$00,$00
DB $40,$00,$00,$E0,$64,$00,$00,$00,$00,$00,$00,$00,$00
DB $40,$00,$00,$EB,$64,$00,$00,$00,$00,$00,$00,$00,$00
DB $40,$00,$00,$ED,$64,$00,$00,$00,$00,$00,$00,$00,$00
DB $40,$00,$00,$E8,$64,$00,$00,$00,$00,$00,$00,$00,$00
DB $40,$00,$00,$EF,$64,$00,$00,$00,$00,$00,$00,$00,$00
org $979EC6 ; descriptions
DB "Parcelyte commander. " : DB $00
DB "A guy named Guy. " : DB $00
DB "(Or was it Artea?) " : DB $00
DB "Strongest warrior. " : DB $00
DB "Elcid shopkeeper. " : DB $00
DB "Great inventor." : DB $00
org $97FDAC ; remove from scenario item list
DW $0000,$0000,$0000,$0000,$0000,$0000
org $9EDC40 ; names
DB "Selan " ; overwrites "Wind key "
DB "Guy " ; overwrites "Cloud key "
DB "Arty " ; overwrites "Light key "
DB "Dekar " ; overwrites "Sword key "
DB "Tia " ; overwrites "Tree key "
DB "Lexis " ; overwrites "Flower key "
pullpc
; capsule monster items (IDs $01B8 - $01BE)
pushpc
org $96F8C3 ; properties
DB $00,$00,$00,$EE,$12,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$EE,$12,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$EE,$12,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$EE,$12,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$EE,$12,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$EE,$12,$00,$00,$00,$00,$00,$00,$00,$00
DB $00,$00,$00,$EE,$12,$00,$00,$00,$00,$00,$00,$00,$00
org $979F47 ; descriptions
DB "NEUTRAL " : DB $00
DB "LIGHT " : DB $00
DB "WIND " : DB $00
DB "WATER " : DB $00
DB "DARK " : DB $00
DB "SOIL " : DB $00
DB "FIRE " : DB $00
org $9EDC88 ; names
DB "JELZE " ; overwrites "Magma key "
DB "FLASH " ; overwrites "Heart key "
DB "GUSTO " ; overwrites "Ghost key "
DB "ZEPPY " ; overwrites "Trial key "
DB "DARBI " ; overwrites "Dankirk key "
DB "SULLY " ; overwrites "Basement key"
DB "BLAZE " ; overwrites "Narcysus key"
pullpc
; receive death link
pushpc
org $83BC91
; DB=$83, x=0, m=1
JSL DeathLinkRX ; overwrites LDA $7FD0AE
pullpc
DeathLinkRX:
LDA $F0203F ; check death link trigger
BEQ +
TDC
STA $F0203F ; reset death link trigger
LDA $F0203D ; check death link enabled
BEQ +
LDA.b #$04
STA $0BBC ; kill maxim
STA $0C7A ; kill selan
STA $0D38 ; kill guy
STA $0DF6 ; kill arty
STA $0EB4 ; kill tia
STA $0F72 ; kill dekar
STA $1030 ; kill lexis
LDA.b #$FE
STA $7FF8A3 ; select normal enemy battle
LDA.b #$82
STA $7FF8A4 ; select a formation containing only demise
JSL $8383EB ; force battle
+: LDA $7FD0AE ; (overwritten instruction)
RTL
DeathLinkTX:
LDA $F0203D ; check death link enabled
BEQ +
LDA $7FF8A4 ; load formation number
CMP.b #$82 ; did we die from a death link?
BEQ +
STA $004202
LDA.b #$0A
STA $004203 ; multiply by 10 to get formation offset
TDC
NOP
LDA $004216
TAX
LDA $7FF756,X ; read first monster in formation
INC
STA $F0203E ; send death link by monster id + 1
+: RTL
; clear receiving counters when starting new game; force "GIFT" mode
pushpc
org $83AD83
; DB=$83, x=0, m=1
JSL ClearRX ; overwrites BIT #$02 : BEQ $83ADAB
pullpc
ClearRX:
REP #$20
TDC
STA $F02800 ; clear received count
STA $F02802 ; clear processed count
SEP #$20
; absence of the overwritten instructions automatically leads to "GIFT" mode code path
RTL
; store receiving counters when saving game
pushpc
org $82EB61
; DB=$8A, x=0, m=1
JSL SaveRX ; overwrites JSL $8090C9
pullpc
SaveRX:
JSL $8090C9 ; (overwritten instruction) write save slot A to SRAM
SEP #$10
REP #$20
ASL
ASL
TAX
LDA $F02800 ;
STA $F027E0,X ; save received count
LDA $F02802 ;
STA $F027E2,X ; save processed count
SEP #$20
REP #$10
RTL
; restore receiving counters when loading game
pushpc
org $82EAD5
; DB=$83, x=0, m=1
JSL LoadRX ; overwrites JSL $809099
pullpc
LoadRX:
JSL $809099 ; (overwritten instruction) load save slot A from SRAM
SEP #$10
REP #$20
ASL
ASL
TAX
LDA $F027E0,X ;
STA $F02800 ; restore received count
LDA $F027E2,X ;
STA $F02802 ; restore processed count
SEP #$20
REP #$10
RTL
; keep inventory after defeat
pushpc
org $848B9C
; DB=$7E, x=0, m=1
NOP #5 ; overwrites LDA.b #$FF : STA $7FE759 : JSR $8888
JSL DeathLinkTX
pullpc
; set initial floor number
pushpc
org $8487A9
JSL InitialFloor ; overwrites TDC : STA $7FE696
NOP
pullpc
InitialFloor:
LDA $D08015 ; read initial floor number
STA $7FE696 ; (overwritten instruction)
TDC ; (overwritten instruction)
RTL
; report final floor goal completion
pushpc
org $839E87
JSL FinalFloor ; overwrites STA $0005B0
pullpc
FinalFloor:
STA $0005B0 ; (overwritten instruction)
LDA.b #$01
STA $F02034 ; report final floor goal
RTL
; start with Providence
pushpc
org $8488BB
; DB=$84, x=0, m=0
JSL Providence ; overwrites LDX.w #$1402 : STX $0A8D
NOP #2
pullpc
Providence:
LDX.w #$1402 ; (overwritten instruction)
STX $0A8D ; (overwritten instruction) add Potion x10
LDX.w #$022D
STX $0A8F ; add Providence
RTL
; start inventory
pushpc
org $848901
; DB=$84, x=0, m=1
JSL StartInventory ; overwrites JSL $81ED35
pullpc
StartInventory:
JSL $81ED35 ; (overwritten instruction)
REP #$20
LDA $F02802 ; number of items to process
DEC
BMI ++ ; skip if empty
ASL
TAX
-: LDA $F02804,X ; item ID
BPL + ; spells have high bit set
PHX
JSR LearnSpell
PLX
+: BIT.w #$C200 ; ignore spells, blue chest items, and iris items
BNE +
PHX
STA $09CF ; specify item ID
TDC
INC
STA $09CD ; specify quantity as 1
JSL $82E80C ; add item to inventory
REP #$20
PLX
+: DEX
DEX
BPL -
++: SEP #$20
RTL
; architect mode
pushpc
org $8EA1E7
base = $8EA1AD ; ancient cave entrance script base
DB $15,$E1 : DW .locked-base ; L2SASM JMP .locked if flag $E1 set
DB $08,"Did you like the layout",$03, \
"of the last cave? I can",$03, \
"lock it down and prevent",$03, \
"the cave from changing.",$01
DB $08,"Do you want to lock",$03, \
"the cave layout?",$01
DB $10,$02 : DW .cancel-base,.lock-base ; setup 2 choices: .cancel and .lock
DB $08,"Cancel",$0F,"LOCK IT DOWN!",$0B
.cancel:
DB $4C,$54,$00 ; play sound $54, END
.lock:
DB $5A,$05,$03,$7F,$37,$28,$56,$4C,$6B,$1A,$E1 ; shake, delay $28 f, stop shake, play sound $6B, set flag $E1
.locked:
DB $08,"It's locked down.",$00
warnpc $8EA344
org $839018
; DB=$83, x=0, m=1
JSL ArchitectMode ; overwrites LDA.b #$7E : PHA : PLB
pullpc
ArchitectMode:
; check current mode
LDA $079A
BIT.b #$02
BEQ + ; go to write mode if flag $E1 (i.e., bit $02 in $079A) not set
; read mode (replaying the locked down layout)
JSR ArchitectBlockAddress
LDA $F00000,X ; check if current block is marked as filled
BEQ + ; go to write mode if block unused
TDC
LDA.b #$36
LDY.w #$0521
INX
MVN $7E,$F0 ; restore 55 RNG values from $F00000,X to $7E0521
INX
LDA $F00000,X
STA $0559 ; restore current RNG index from $F00000,X to $7E0559
BRA ++
; write mode (recording the layout)
+: JSR ArchitectClearBlocks
JSR ArchitectBlockAddress
LDA $7FE696
STA $F00000,X ; mark block as used
TDC
LDA.b #$36
LDX.w #$0521
INY
MVN $F0,$7E ; backup 55 RNG values from $7E0521 to $F00000,Y
INY
LDA $7E0559
STA $0000,Y ; backup current RNG index from $7E0559 to $F00000,Y
LDA.b #$7E ; (overwritten instruction) set DB=$7E
PHA ; (overwritten instruction)
PLB ; (overwritten instruction)
++: RTL
ArchitectClearBlocks:
LDA $7FE696 ; read next floor number
CMP $D08015 ; compare initial floor number
BEQ +
BRL ++ ; skip if not initial floor
+: LDA.b #$F0
PHA
PLB
!floor = 1
while !floor < 99 ; mark all blocks as unused
STZ !floor*$40+$6000
!floor #= !floor+1
endwhile
++: RTS
ArchitectBlockAddress:
; calculate target SRAM address
TDC
LDA $7FE696 ; read next floor number
REP #$20
ASL #6
ADC.w #$6000 ; target SRAM address = next_floor * $40 + $6000
TAX
TAY
SEP #$20
RTS
; for architect mode: make red chest behavior for iris treasure replacements independent of current inventory
; by ensuring the same number of RNG calls, no matter if you have the iris item already or not
; (done by prefilling *all* chests first and potentially overwriting one of them with an iris item afterwards,
; instead of checking the iris item first and then potentially filling *one fewer* regular chest)
pushpc
org $8390C9
; DB=$96, x=0, m=1
NOP ; overwrites LDY.w #$0000
BRA + ; go to regular red chest generation
-: ; iris treasure handling happens below
org $839114
; DB=$7F, x=0, m=1
NOP #36 ; overwrites all of providence handling
LDA.b #$83 ; (overwritten instruction from org $8391E9) set DB=$83 for floor layout generation
PHA ; (overwritten instruction from org $8391E9)
PLB ; (overwritten instruction from org $8391E9)
BRL ++ ; go to end
+: LDY.w #$0000 ; (overwritten instruction from org $8390C9) initialize chest index
; red chests are filled below
org $8391E9
; DB=$7F, x=0, m=1
NOP ; overwrites LDA.b #$83 : PHA : PLB
BRL - ; go to iris treasure handling
++: ; floor layout generation happens below
pullpc
; for architect mode: make red chest behavior for spell replacements independent of currently learned spells
; by ensuring the same number of RNG calls, no matter if you have the spell already or not
pushpc
org $8391A6
; DB=$7F, x=0, m=1
JSL SpellRNG ; overwrites LDA.b #$80 : STA $E747,Y
NOP
pullpc
SpellRNG:
LDA.b #$80 ; (overwritten instruction) mark chest item as spell
STA $E747,Y ; (overwritten instruction)
JSL $8082C7 ;
JSL $8082C7 ; advance RNG twice
RTL
; shops
pushpc
org $83B442
; DB=$83, x=1, m=1
JSL Shop ; overwrites STA $7FD0BF
pullpc
Shop:
STA $7FD0BF ; (overwritten instruction)
LDY $05AC ; load map number
CPY.b #$F0 ; check if ancient cave
BCC +
LDA $05B4 ; check if going to ancient cave entrance
BEQ +
LDA $7FE696 ; load next to next floor number
DEC
CPY.b #$F1 ; check if going to final floor
BCS ++ ; skip a decrement because next floor number is not incremented on final floor
DEC
++: CMP $D08015 ; check if past initial floor
BCC +
STA $4204 ; WRDIVL; dividend = floor number
STZ $4205 ; WRDIVH
TAX
LDA $D0801A
STA $4206 ; WRDIVB; divisor = shop_interval
STA $211C ; M7B; second factor = shop_interval
JSL $8082C7 ; advance RNG (while waiting for division to complete)
LDY $4216 ; RDMPYL; skip if remainder (i.e., floor number mod shop_interval) is not 0
BNE +
STA $211B
STZ $211B ; M7A; first factor = random number from 0 to 255
TXA
CLC
SBC $2135 ; MPYM; calculate (floor number) - (random number from 0 to shop_interval-1) - 1
STA $30 ; set shop id
STZ $05A8 ; initialize variable for sold out item tracking
STZ $05A9
PHB
PHP
JML $80A33A ; open shop menu
+: RTL
; shop item select
pushpc
org $82DF50
; DB=$83, x=0, m=1
JML ShopItemSelected ; overwrites JSR $8B08 : CMP.b #$01
pullpc
ShopItemSelected:
LDA $1548 ; check inventory free space
BEQ +
JSR LoadShopSlotAsFlag
BIT $05A8 ; test item not already sold
BNE +
JML $82DF79 ; skip quantity selection and go directly to buy/equip
+: JML $82DF80 ; abort and go back to item selection
; track bought shop items
pushpc
org $82E084
; DB=$83, x=0, m=1
JSL ShopBuy ; overwrites LDA.b #$05 : LDX.w #$0007
NOP
org $82E10E
; DB=$83, x=0, m=1
JSL ShopEquip ; overwrites SEP #$10 : LDX $14DC
NOP
pullpc
ShopBuy:
JSR LoadShopSlotAsFlag
TSB $05A8 ; mark item as sold
LDA.b #$05 ; (overwritten instruction)
LDX.w #$0007 ; (overwritten instruction)
RTL
ShopEquip:
JSR LoadShopSlotAsFlag
TSB $05A8 ; mark item as sold
SEP #$10 ; (overwritten instruction)
LDX $14DC ; (overwritten instruction)
RTL
LoadShopSlotAsFlag:
TDC
LDA $14EC ; load currently selected shop slot number
ASL
TAX
LDA $8ED8C3,X ; load predefined bitmask with a single bit set
RTS
; mark bought items as sold out
pushpc
org $8285EA
; DB=$83, x=0, m=0
JSL SoldOut ; overwrites LDA [$FC],Y : AND #$01FF
NOP
pullpc
SoldOut:
LDA $8ED8C3,X ; load predefined bitmask with a single bit set
BIT $05A8 ; test sold items
BEQ +
LDA.w #$01CB ; load sold out item id
BRA ++
+: LDA [$FC],Y ; (overwritten instruction)
AND #$01FF ; (overwritten instruction)
++: RTL
; increase variety of red chest gear after B9
pushpc
org $839176
; DB=$7F, x=0, m=1
CLC ; {carry clear = disable this feature, carry set = enable this feature}
JSL RedChestGear ; overwrites LDX.w #$1000 : LDA $60
org $83917D
; DB=$7F, x=0, m=1
JSL RunEquipmentRNG ; overwrites LSR : JSR $9E11
pullpc
RedChestGear:
BCC +
REP #$20 ; support more than 127 items
+: LDX.w #$1000 ; (overwritten instruction)
LDA $60 ; (overwritten instruction)
RTL
RunEquipmentRNG:
BCS +
SEP #$20
PHK
PEA ++
PEA $8DD8
LSR
JML $839E11
+: LSR ; (overwritten instruction) divide by 2 (translates max item offset to max item number)
SEP #$20 ; (the max item number fits in 8bits since there are always fewer than 256 eligible items)
STA $004202 ; run RNG: fill WRMPYA multiplicand register with max item number
JSL $8082C7 ; run RNG: load 8bit accumulator with 1st random number from PRNG
STA $004203 ; run RNG: fill WRMPYB multiplier register with 1st random number and start multiplication
NOP
REP #$20
LDA $004216 ; run RNG: read RDMPYL+H multiplication result
STA $E746,Y ; save it for later
SEP #$20
JSL $8082C7 ; run RNG: load 8bit accumulator with 2nd random number from PRNG
STA $004203 ; run RNG: fill WRMPYB multiplier register with 2nd random number and start multiplication
CLC
TDC
LDA $004217 ; run RNG: read RDMPYH multiplication result
REP #$20
ADC $E746,Y
AND.w #$FF00
XBA
ASL ; multiply by 2 (translates selected item number to selected item offset)
++: TAX ; store result in 16bit X register
RTL
; relocate capsule cravings table
pushpc
org $82C55A
LDA $D09200,X ; overwrites LDA $95FF16,X
org $82C55F
LDA $D09202,X ; overwrites LDA $95FF18,X
org $82C572
LDA $D09200,X ; overwrites LDA $95FF16,X
pullpc
; set capsule monster starting xp
pushpc
org $82C313
; DB=$84, x=0, m=1
JSL CapsuleStartingXp ; overwrites LDX.w #$0000 : LDA.b #$00 : STA $7FF1AA,X : INX : CPX.w #$0015 : BNE $82C318
NOP #11
pullpc
CapsuleStartingXp:
PHB
REP #$20
LDA $D08012
STA $7FF1AA ; store low word of starting XP for first capsule monster
SEP #$20
LDA $D08014
STA $7FF1AC ; store highest byte of starting XP for first capsule monster
TDC
LDA.b #$11
LDX.w #$F1AA
LDY.w #$F1AD
MVN $7F,$7F ; pattern fill the remaining six capsule monster slots
PLB
RTL
; set starting capsule monster
pushpc
org $82C36A
; DB=$83, x=0, m=1
JSL StartingCapsule ; overwrites STZ $11A3 : LDA.b #$01
NOP
pullpc
StartingCapsule:
LDA $F02016 ; read starting capsule monster id
STA $11A3
LDA.b #$01 ; (overwritten instruction)
RTL
; enter ancient cave as if coming from the world map
pushpc
org $83B773
; DB=$7E, x=0, m=1
JSL CaveEntrance ; overwrites LDA $05AC : STA $05B4
NOP #2
pullpc
CaveEntrance:
LDA $05AC ; (overwritten instruction)
CMP.b #$68
BNE + ; when leaving gruberik, act as if leaving world map
TDC
+: STA $05B4 ; (overwritten instruction)
RTL
; enable run button
; directional input item crash fix
pushpc
org $83FC6C
REP #$10 ; overwrites BEQ $83FC8A : LDA.b #$80
LDA.b #$40
pullpc
; mid-turn death fix
pushpc
org $85B544
JSL MidTurnDeathFix ; overwrites JSL $85CCCE
pullpc
MidTurnDeathFix:
JSL $85CCCE ; (overwritten instruction) clear shared battle registers after attack
LDY.w #$000F ; offset to status effect byte
LDA ($BE),Y ; offset to stat block of attacker
BIT.b #$04 ; check death
BEQ +
TSX ; attacker died; abort script
INX #3
TXS
JML $85B476
+: RTL ; attacker still alive; continue script
; poison death fix
pushpc
org $818959
JSL PoisonDeathFix ; overwrites JSL $859DD4
pullpc
PoisonDeathFix:
JSL $859DD4 ; (overwritten instruction)
JSL $8593B7
RTL
; single-node room fix
pushpc
org $839C64
; DB=$7F, x=0, m=1
BNE + ; overwrites BNE $17
org $839C7B
; DB=$7F, x=0, m=1
JMP $9BE7 ; overwrites BRA $22 : LDX.w #$00FF
+: TDC
TAX
org $839C99
; DB=$7F, x=0, m=1
INX ; overwrites DEX : CPX.w #$0010 : BCS $E1
CPX.w #$0100
BCC $E1
pullpc
; equipment text fix
pushpc
org $81F2E3
; DB=$9E, x=0, m=1
NOP #2 ; overwrites BPL $81F2D6
pullpc
; music menu fix
pushpc
org $82BF44
; DB=$83, x=0, m=1
BNE $12 ; overwrites BNE $06
pullpc
; logo skip
pushpc
org $80929A
; DB=$80, x=0, m=1
LDA.b #$00 ; overwrites LDA.b #$80
pullpc
; intro skip
pushpc
org $8080CF
; DB=$80, x=1, m=1
JML $8383BD ; overwrites JML $808281
pullpc
; SRAM map
; $F02000 16 signature
; $F02010 2 blue chest count
; $F02012 3 capsule starting xp
; $F02015 1 initial floor
; $F02016 1 starting capsule
; $F02017 1 iris treasures required
; $F02018 1 party members available
; $F02019 1 capsule monsters available
; $F0201A 1 shop interval
; $F02030 1 selected goal
; $F02031 1 goal completion: boss
; $F02032 1 goal completion: iris_treasure_hunt
; $F02033 1 goal completion: master_iris_treasure_hunt
; $F02034 1 goal completion: final_floor
; $F0203D 1 death link enabled
; $F0203E 1 death link sent (monster id + 1)
; $F0203F 1 death link received
; $F02040 2 check counter for this save file (snes_blue_chests_checked)
; $F02042 2 RESERVED
; $F02044 2 check counter (client_ap_items_found)
; $F02046 2 check counter (snes_ap_items_found)
; $F02048 2 check counter for the slot (total_blue_chests_checked)
; $F0204A 2 check counter for this save file (snes_other_locations_checked)
; $F02050 16 coop uuid
; $F02060 var list of checked locations
; $F027E0 16 saved RX counters
; $F02800 2 received counter
; $F02802 2 processed counter
; $F02804 var list of received items
; $F06000 var architect mode RNG state backups