Changing the item you get from the 3 pendants pedestral...

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Changing the item you get from the 3 pendants pedestral... Empty Changing the item you get from the 3 pendants pedestral...

Post by Founder Tue 17 Sep 2013 - 23:00

Is it possible? For example I'd like that the flute (magic harp) be the item you collect on the pedestral once you have three pendants (triforce pieces).

It would be easy to edit it's graphics into the flute but I have no idea how to change the resulting item you can get.

All the info we have regarding the Master Sword sprite are as following:

Changing the item you get from the 3 pendants pedestral... Image7_zps28151bb4

And from MathOnNapkins banks:

Code:

; ==============================================================================

    ; *$288C5-$288D5 JUMP LOCATION
    Sprite_MasterSword:
    {
        LDA $0E80, X
       
        JSL UseImplicitRegIndexedLocalJumpTable
       
        dw MasterSword_Main
        dw Sprite_MasterLightFountain
        dw Sprite_MasterLightBeam
        dw Sprite_MasterSwordPendant
        dw Sprite_MasterLightWell
    }

; ==============================================================================

    ; *$288D6-$28907 JUMP LOCATION
    MasterSword_Main:
    {
        LDA $10 : CMP.b #$1A : BEQ .in_end_sequence
       
        PHX
       
        LDX $8A
       
        LDA $7EF280, X : PLX : AND.b #$40 : BEQ .hasnt_been_taken
       
        JMP MasterSword_Terminate
   
    .hasnt_been_taken
    .in_end_sequence
   
        LDA $0D80, X : CMP.b #$05 : BEQ .skip_routine
       
        JSR MasterSword_Draw
   
    .skip_routine
   
        LDA $0D80, X
       
        JSL UseImplicitRegIndexedLocalJumpTable
       
        dw MasterSword_ReadyAndWaiting
        dw MasterSword_PendantsInTransit
        dw MasterSword_CrankUpLightShow
        dw MasterSword_LightShowIsCrunk
        dw MasterSword_GrantToPlayer
        dw MasterSword_Terminate
    }

; ==============================================================================

    ; *$28908-$2894C JUMP LOCATION
    MasterSword_ReadyAndWaiting:
    {
        ; (Player in unusual pose => fail)
        JSL Sprite_CheckIfPlayerPreoccupied : BCS .cant_pull
       
        ; (Not in contact with the sprite => fail)
        JSL Sprite_CheckDamageToPlayerSameLayerLong : BCC .cant_pull
       
        LDA $2F : CMP.b #$02 : BNE .cant_pull
       
        ; (The 'A' button hasn't been pressed => fail)
        LDA $F6 : BPL .cant_pull
       
        ; (Don't have three pendants => fail)
        LDA $7EF374 : AND.b #$07 : CMP.b #$07 : BNE .cant_pull
       
        ; play "retrieving the master sword" music
        LDA.b #$0A : STA $012C
       
        LDA.b #$01 : STA $037B
       
        ; Spawn each of the pendant helper sprites
        LDA.b #$09 : JSR MasterSword_SpawnPendant
        LDA.b #$0B : JSR MasterSword_SpawnPendant
        LDA.b #$0F : JSR MasterSword_SpawnPendant
       
        JSR MasterSword_SpawnLightWell
       
        INC $0D80, X
       
        LDA.b #$F0 : STA $0DF0, X
   
    .cant_pull
   
        RTS
    }

; ==============================================================================

    ; *$2894D-$28967 JUMP LOCATION
    MasterSword_PendantsInTransit:
    {
        LDA $0DF0, X : BNE .wait
       
        JSR MasterSword_SpawnLightFountain
       
        INC $0D80, X
       
        LDA.b #$C0 : STA $0DF0, X
   
    .wait
   
        ; Special pose for Link?
        LDA.b #$0A : STA $0377
       
        ; Link can't move...
        LDA.b #$01 : STA $02E4
       
        RTS
    }

; ==============================================================================

    ; *$28968-$2899C JUMP LOCATION
    MasterSword_CrankUpLightShow:
    {
        LDA $0DF0, X : BNE .wait
       
        LDY.b #$FF : JSR MasterSword_SpawnLightBeams
       
        INC $0D80, X
       
        LDA.b #$08 : STA $0DF0, X
   
    .wait
   
        LDA.b #$0A
       
        BRA .immobilize_player
   
    ; *$2897E-$2899C JUMP LOCATION
    shared MasterSword_LightShowIsCrunk:
   
        LDA $0DF0, X : BNE .wait_2
       
        LDA.b #$01
        LDY.b #$FF
       
        JSR MasterSword_SpawnLightBeams
       
        INC $0D80, X
       
        LDA.b #$10 : STA $0DF0, X
   
    .wait_2
   
        LDA.b #$0B
   
    .immobilize_player
   
        STA $0377
       
        ; Link can't move...
        LDA.b #$01 : STA $02E4
       
        RTS
    }

; ==============================================================================

    ; *$2899D-$289C5 JUMP LOCATION
    MasterSword_GrantToPlayer:
    {
        LDA $0DF0, X : BNE .wait
       
        PHX
       
        LDX $8A
       
        ; Make it so the Master Sword won't show up again here.
        LDA $7EF280, X : ORA.b #$40 : STA $7EF280, X
       
        LDY.b #$01
       
        STZ $02E9
       
        JSL Link_ReceiveItem
       
        PLX
       
        ; Change Overworld map icon set
        LDA.b #$05 : STA $7EF3C7
       
        ; Disable this shit, whatever it was (probably player oam related).
        STZ $0377
       
        INC $0D80, X
   
    .wait
   
        RTS
    }

; ==============================================================================

    ; *$289C6-$289C9 JUMP LOCATION
    MasterSword_Terminate:
    {
        STZ $0DD0, X
       
        RTS
    }

; ==============================================================================

    ; $289CA-$289DB DATA
    pool Sprite_MasterLightFountain:
    {
   
    .animation_states
        db $00, $01, $01, $02, $02, $02, $01, $01, $00
   
    .unknown
        db $00, $00, $01, $01, $02, $02, $00, $00, $00
    }

; ==============================================================================

    ; *$289DC-$28A15 JUMP LOCATION
    Sprite_MasterLightFountain:
    {
        JSR MasterSword_DrawLightBall
       
        INC $0D90, X : LDA $0D90, X : BNE .alpha
       
        INC $0DB0, X
       
        STZ $0DD0, X
   
    .alpha
   
        LSR #2 : AND.b #$03 : STA $0DE0, X
       
        LDA $0D90, X : LSR #5 : AND.b #$07 : TAY
       
        LDA .animation_states, Y : STA $0DC0, X
       
        LDA .unknown, Y : BEQ .beta
       
        TAY
       
        LDA $0D90, X : LSR #2 : AND.b #$01
       
        JSR MasterSword_SpawnLightBeams
   
    .beta
   
        RTS
    }

; ==============================================================================

    ; *$28A16-$28A33 JUMP LOCATION
    Sprite_MasterLightWell:
    {
        JSR MasterSword_DrawLightBall
       
        INC $0D90, X : LDA $0D90, X : BNE .alpha
       
        INC $0DB0, X
       
        STZ $0DD0, X
   
    .alpha
   
        LSR #2 : AND.b #$03 : STA $0DE0, X
       
        LDA.b #$00 : STA $0DC0, X
       
        RTS
    }

; ==============================================================================

    ; $28A34-$28A93 DATA
    pool MasterSword_DrawLightBall:
    {
   
    .animation_states
        dw -6, 4 : db $82, $00, $00, $02
        dw -6, 4 : db $82, $40, $00, $02
        dw -6, 4 : db $82, $C0, $00, $02
        dw -6, 4 : db $82, $80, $00, $02
        dw -6, 4 : db $A0, $00, $00, $02
        dw -6, 4 : db $A0, $40, $00, $02
        dw -6, 4 : db $A0, $C0, $00, $02
        dw -6, 4 : db $A0, $80, $00, $02
        dw -6, 4 : db $80, $00, $00, $02
        dw -6, 4 : db $80, $40, $00, $02
        dw -6, 4 : db $80, $C0, $00, $02
        dw -6, 4 : db $80, $80, $00, $02
    }

; ==============================================================================

    ; *$28A94-$28AB5 LOCAL
    MasterSword_DrawLightBall:
    {
        ; Generic routine that can draw either the light fountain (bigger)
        ; or the light well (smaller). Technically the light well and fountain
        ; could have been merged into the same sprite, I'm fairly certain of
        ; this.
       
        LDA.b #$04 : JSL OAM_AllocateFromRegionC
       
        LDA $0DC0, X : ASL #2 : ADC $0DE0, X : ASL #3
       
        ADC.b #((.animation_states >> 0) & $FF)              : STA $08
        LDA.b #((.animation_states >> 8) & $FF) : ADC.b #$00 : STA $09
       
        LDA.b #$01
   
    ; *$28AB1 ALTERNATE ENTRY POINT
    shared Sprite_DrawMultipleRedundantCall:
   
        ; The point of the name I chose for this routine is that there's
        ; really no reason why client code couldn't just call
        ; Sprite_DrawMultiple directly, so this is just a waste of cpu time.
       
        JSL Sprite_DrawMultiple
       
        RTS
    }

; ==============================================================================

    ; *$28AB6-$28ACF LOCAL
    MasterSword_SpawnLightWell:
    {
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically
        JSL Sprite_SetSpawnedCoords
       
        LDA.b #$04 : STA $0E80, Y
        LDA.b #$05 : STA $0F50, Y
        LDA.b #$00 : STA $0E40, Y
       
        RTS
    }

; ==============================================================================

    ; *$28AD0-$28AE9 LOCAL
    MasterSword_SpawnLightFountain:
    {
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically
        JSL Sprite_SetSpawnedCoords
       
        LDA.b #$01 : STA $0E80, Y
        LDA.b #$05 : STA $0F50, Y
        LDA.b #$00 : STA $0E40, Y
       
        RTS
    }

; ==============================================================================

    ; *$28AEA-$28B07 JUMP LOCATION
    Sprite_MasterLightBeam:
    {
        JSL Sprite_PrepAndDrawSingleLargeLong
       
        LDA $0D90, X : BEQ .alpha
       
        JSR Sprite2_Move
       
        LDA $1A : AND.b #$03 : BNE .beta
       
        JSR MasterLightBeam_SpawnAnotherBeam
   
    .alpha
   
        DEC $0DA0, X : BNE .beta
       
        STZ $0DD0, X
   
    .beta
   
        RTS
    }

; ==============================================================================

    ; $28B08-$28B1F DATA
    pool MasterSword_SpawnLightBeams:
    {
   
    .x_speeds_1
        db $00, $D0
       
    .x_speeds_2
        db $00, $30
   
    .x_speeds_3
        db $A0, $D0
   
    .x_speeds_4
        db $60, $30
       
    .y_speeds_1
        db $A0, $D0
   
    .y_speeds_2
        db $60, $30
   
    .y_speeds_3
        db $00, $30
   
    .y_speeds_4
        db $00, $D0
       
    .animation_states_1
        db $01, $00
   
    .animation_states_2
        db $03, $02
   
    .oam_properties_1
        db $05, $45
   
    .oam_properties_2
        db $05, $05
    }

; ==============================================================================

    ; *$28B20-$28B61 LOCAL
    MasterLightBeam_SpawnAnotherBeam:
    {
        ; Not sure if the name is 100% accurate, but I can always change it
        ; later.
       
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically : BMI .alpha
       
        LDA $00 : ADD.b #$00 : STA $0D10, Y
        LDA $01 : ADC.b #$00 : STA $0D30, Y
       
        LDA $02 : ADD.b #$00 : STA $0D00, Y
        LDA $03 : ADC.b #$00 : STA $0D20, Y
       
        LDA.b #$02 : STA $0E80, Y
       
        LDA.b #$03 : STA $0DA0, Y
       
        LDA $0DC0, X : STA $0DC0, Y
       
        LDA $0F50, X : STA $0F50, Y
       
        LDA.b #$00 : STA $0E40, Y
   
    .alpha
   
        RTS
    }

; ==============================================================================

    ; *$28B62-$28CD2 LOCAL
    MasterSword_SpawnLightBeams:
    {
        PHY : PHA
       
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically : BPL .success_1
       
        JMP .spawn_failed
   
    .success_1
   
        LDA $00 : SUB.b #$04 : STA $0D10, Y
        LDA $01 : SBC.b #$00 : STA $0D30, Y
       
        LDA $02 : ADD.b #$04 : STA $0D00, Y
        LDA $03 : ADC.b #$00 : STA $0D20, Y
       
        LDA.b #$02 : STA $0E80, Y : STA $0D90, Y
       
        LDA.b #$00 : STA $0E40, Y
       
        PLA
       
        PHX
       
        TAX
       
        LDA .x_speeds_1, X : STA $0D50, Y
       
        LDA .y_speeds_1, X : STA $0D40, Y
       
        LDA .animation_states_1, X : STA $0DC0, Y
       
        LDA .oam_properties_1, X : STA $0F50, Y
       
        TXA
       
        PLX
       
        STA $00
       
        PLA : STA $0DA0, Y : PHA
       
        LDA $00 : PHA
       
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically : BPL .success_2
       
        JMP .spawn_failed
   
    .success_2
   
        LDA $00 : SUB.b #$04 : STA $0D10, Y
        LDA $01 : SBC.b #$00 : STA $0D30, Y
       
        LDA $02 : ADD.b #$04 : STA $0D00, Y
        LDA $03 : ADC.b #$00 : STA $0D20, Y
       
        LDA.b #$02 : STA $0E80, Y : STA $0D90, Y
       
        LDA.b #$00 : STA $0E40, Y
       
        PLA
       
        PHX
       
        TAX
       
        LDA .x_speeds_2, X : STA $0D50, Y
       
        LDA .y_speeds_2, X : STA $0D40, Y
       
        LDA .animation_states_1, X : STA $0DC0, Y
       
        LDA .oam_properties_1, X : STA $0F50, Y
       
        TXA
       
        PLX
       
        STA $00
       
        PLA : STA $0DA0, Y : PHA
       
        LDA $00 : PHA
       
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically : BPL .success_3
       
        JMP .spawn_failed
   
    .success_3
   
        LDA $00 : SUB.b #$04 : STA $0D10, Y
        LDA $01 : SBC.b #$00 : STA $0D30, Y
       
        LDA $02 : ADD.b #$04 : STA $0D00, Y
        LDA $03 : ADC.b #$00 : STA $0D20, Y
       
        LDA.b #$02 : STA $0E80, Y : STA $0D90, Y
       
        LDA.b #$00 : STA $0E40, Y
       
        PLA
       
        PHX
       
        TAX
       
        LDA .x_speeds_3, X : STA $0D50, Y
       
        LDA .y_speeds_3, X : STA $0D40, Y
       
        LDA .animation_states_2, X : STA $0DC0, Y
       
        LDA .oam_properties_2, X : STA $0F50, Y
       
        TXA
       
        PLX
       
        STA $00
       
        PLA : STA $0DA0, Y
       
        PHA
       
        LDA $00 : PHA
       
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically : BMI .spawn_failed
       
        LDA $00 : SUB.b #$04 : STA $0D10, Y
        LDA $01 : SBC.b #$00 : STA $0D30, Y
       
        LDA $02 : ADD.b #$04 : STA $0D00, Y
        LDA $03 : ADC.b #$00 : STA $0D20, Y
       
        LDA.b #$02 : STA $0E80, Y : STA $0D90, Y
       
        LDA.b #$00 : STA $0E40, Y
       
        PLA
       
        PHX
       
        TAX
       
        LDA .x_speeds_4, X : STA $0D50, Y
       
        LDA .y_speeds_4, X : STA $0D40, Y
       
        LDA .animation_states_2, X : STA $0DC0, Y
       
        LDA .oam_properties_2, X : STA $0F50, Y
       
        TXA
       
        PLX
       
        PLA : STA $0DA0, Y
       
        RTS
   
    .spawn_failed
   
        PLA : PLY
       
        RTS
    }

; ==============================================================================

    ; *$28CD3-$28D28 LOCAL
    MasterSword_SpawnPendant:
    {
        PHA
       
        ; Master Sword and beams of light ceremony
        LDA.b #$62
       
        JSL Sprite_SpawnDynamically
       
        PLA : STA $0F50, Y
       
        LDA $22 : STA $0D10, Y
        LDA $23 : STA $0D30, Y
       
        LDA $20 : ADD.b #$08 : STA $0D00, Y
        LDA $21 : ADC.b #$00 : STA $0D20, Y
       
        LDA.b #$04 : STA $0DC0, Y
       
        LDA.b #$03 : STA $0E80, Y
       
        LDA.b #$40 : STA $0E40, Y
       
        LDA.b #$E4 : STA $0DF0, Y
       
        PHX
       
        LDA $0F50, Y : LSR A : AND.b #$03 : TAX
       
        LDA .x_speeds, X : STA $0D50, Y
       
        LDA .y_speeds, X : STA $0D40, Y
       
        PLX
       
        RTS
   
    .x_speeds
        db $FC, $04, $00, $00
   
    .y_speeds
        db $FE, $FE, $FC, $FC
    }

; ==============================================================================

    ; *$28D29-$28D3F JUMP LOCATION
    Sprite_MasterSwordPendant:
    {
        LDA.b #$04 : JSL OAM_AllocateFromRegionB
       
        JSL Sprite_PrepAndDrawSingleLargeLong
       
        LDA $0D80, X
       
        JSL UseImplicitRegIndexedLocalJumpTable
       
        dw MasterSwordPendant_DriftingAway
        dw MasterSwordPendant_Flashing
        dw MasterSwordPendant_FlyAway
    }

; ==============================================================================

    ; *$28D40-$28D56 JUMP LOCATION
    MasterSwordPendant_DriftingAway:
    {
        JSR Sprite2_Move
       
        LDA $0DF0, X : BNE .wait
       
        INC $0D80, X
       
        LDA.b #$D0 : STA $0DF0, X
       
        LDA $0F50, X : STA $0D90, X
   
    .wait
   
        RTS
    }

; ==============================================================================

    ; *$28D57-$28D79 JUMP LOCATION
    MasterSwordPendant_Flashing:
    {
        LDA $0F50, X : AND.b #$F1 : STA $0F50, X
       
        TXA : ASL A : EOR $1A : AND.b #$0E : ORA $0F50, X : STA $0F50, X
       
        LDA $0DF0, X : BNE .wait
       
        INC $0D80, X
       
        ; Restore original palette color (blue, green, or red).
        LDA $0D90, X : STA $0F50, X
   
    .wait
   
        RTS
    }

; ==============================================================================

    ; *$28D7A-$28D95 JUMP LOCATION
    MasterSwordPendant_FlyAway:
    {
        ; This one gives me the impression of being poorly put together.
        ; I could be wrong, but I don't think it works as intended. Will
        ; will have to observe this in real time.
       
        JSR Sprite2_Move
       
        LDA $0DF0, X : BNE .wait
       
        ; double X and Y speed.... but not quite? (negative speeds would be...
        ; reversed)
        ASL $0D50, X
       
        ASL $0D40, X
       
        LDA.b #$06 : STA $0DF0, X
   
    .wait
   
        INC $0E90, X : BNE .beta
       
        STZ $0DD0, X
   
    .beta
   
        RTS
    }

; ==============================================================================

    ; $28D96-$28DA7 DATA
    pool MasterSword_Draw:
    {
   
    .x_offsets
        db -8,  0, -8,  0, -8,  0
   
    .y_offsets
        db -8, -8,  0,  0,  8,  8
   
    .chr
        db $C3, $C4, $D3, $D4, $E0, $F0
    }


; ==============================================================================

    ; *$28DA8-$28DD7 LOCAL
    MasterSword_Draw:
    {
        JSR Sprite2_PrepOamCoord
       
        PHX
       
        LDX.b #$05
   
    .alpha
   
        LDA $00 : ADD .x_offsets, X      : STA ($90), Y
        LDA $02 : ADD .y_offsets, X : INY : STA ($90), Y
        LDA .chr, X                  : INY : STA ($90), Y
       
        INY
       
        LDA $05 : STA ($90), Y
       
        INY
       
        DEX : BPL .alpha
       
        PLX
       
        LDY.b #$00
        LDA.b #$05
       
        JSL Sprite_CorrectOamEntriesLong
       
        RTS
    }

; ==============================================================================
Thanks!

Founder

Changing the item you get from the 3 pendants pedestral... Image212

Since : 2012-06-19

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Post by Conn Wed 18 Sep 2013 - 6:39

quite easy:
change at
02/89b0: 01 -> 14 (to receive and hold up the flute)
04/8594: 02 -> 03 (02 already is the flute, but only with 03 you can call the bird (activated). In case you have the weathervane leave it 02)


I tested it: it also works if you already have the master sword in inventory (cheated to simulate this), and it doesn't give problems if you use my code to have it in chest without freeze (04/87ca: d0 -> 80 ) as far I've seen (this only gives problems if you'd still have the Master Sword at the pedestral, then the item won't show up holding up).

If possible, please do all latest adjustments (feather, digable ground, water block, srm modifier, etc.) and send me the rom when you're done with everything, so I can also take a look over all the latest asm adjustements to work properly (you can also test in advance whether the slippery tiles with icerod and the special treasure heart piece dig up works).
Send me also a to-do list then (like I can fix wiiq's code at this occasion) Smile

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Conn
Conn

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Post by Founder Wed 18 Sep 2013 - 14:39

Thanks this will be perfect! I'll be able to have the flute at a pedestral somewhere and the master sword inside a chest! On my to do list all that remains is to do is add random heart container pieces.. aside that everything is complete aside the icerod ice palette which isn't right (black instead of white).

I've tried applying wiiqwertyuiop's patch but it overwrote other game elements I suppose and didn't worked right.

I haven't improved the space helmet yet as I'll need to edit the palette first and add that shade of purple for the helmet. And then change all the thirty or so positions Razz

Founder

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Post by Conn Wed 18 Sep 2013 - 15:23

First: important update
Somebody at the bszelda forum found out that there's a bug with the pegasus direction hack. During overworld/indoors transition (e.g. leaving a house) when you were using the boots, the sprite was going crazy in vertical postion. I fixed this, so now Link will stop during overworld/indoor transition (but of course keeps running during overworld transitions and indoors transitions).

Everyone who already applied this patch (also PU, SePH), please redownload
http://bszelda.zeldalegends.net/stuff/Con/pegasus_upgrade.zip
and apply the patch. This new code will automatically overwrite the corrupt code with the healthy one and everything is fine.


Nice news, SePH Smile
I'm just curious: is the ice slippery you create with the icerod? Which random treasures did you choose to dig up (you can also make 2 green rupees and so)? Did you try whether the heart piece work yet?

That seems to be only little stuff left to do. I can wait until you're completely done or you can send me the current stage of the rom and try to tinker with the asm (is this the only thing you need me for?) and I'll try my best to get it work... deal? Wink
I need some information like the location of the new gfx you want to have in the title, and what you think what makes the code troublesome, like vram destination and that.
Conn
Conn

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