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https://github.com/notwa/mm
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fix void outs and death warps
This commit is contained in:
parent
f6e0ed6b8e
commit
10d273fe19
1 changed files with 48 additions and 3 deletions
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@ -4,6 +4,8 @@
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[player_name]: 0x2C
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[player_name]: 0x2C
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[scene_flags]: 0x470
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[scene_flags]: 0x470
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[week_event_reg]: 0xEF8
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[week_event_reg]: 0xEF8
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[voidout_type]: 0x3CB0
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[voidout_exit]: 0x3CC4
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[scene_flags_ingame]: 0x3F68
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[scene_flags_ingame]: 0x3F68
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[global_context]: 0x803E6B20
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[global_context]: 0x803E6B20
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@ -24,7 +26,6 @@
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/* TODO:
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/* TODO:
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short term:
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short term:
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test beating each boss and other cutscene stuff (odolwa works)
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test beating each boss and other cutscene stuff (odolwa works)
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fix death warps so they won't spawn you out of bounds
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make sure koume spawns in the woods
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make sure koume spawns in the woods
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allow peeking thru curiosity shop at any time
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allow peeking thru curiosity shop at any time
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set up wallet sizes not unlike mm randomizer
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set up wallet sizes not unlike mm randomizer
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@ -48,6 +49,15 @@ same thing for calling 80132374
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80132338 calls 801322C0 and returns the scene number
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80132338 calls 801322C0 and returns the scene number
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801322C0 returns the entrance value in V0 (and the pointer to it in V1)
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801322C0 returns the entrance value in V0 (and the pointer to it in V1)
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80169E14 sets voidout index to v0
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function begins at 80169DCC, a2 is exit value
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v0 is set by the jal at 80169DF0 to 80130768
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80130768 just reconstructs the exit value :/
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801322C0 jrs twice until it reaches 8016AA9C,
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which calls 800B9170 and eventually calls 80169DCC
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inbetween: 800BB2D0
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*/
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*/
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.word 0xDEADBEEF
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.word 0xDEADBEEF
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@ -59,6 +69,12 @@ hash:
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tunic_color:
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tunic_color:
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.word 0xFFFFFFFF
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.word 0xFFFFFFFF
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old_exit:
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.half 0
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new_exit:
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.half 0
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.align
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.include "crc32.asm"
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.include "crc32.asm"
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.include "entrances.asm"
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.include "entrances.asm"
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@ -318,7 +334,27 @@ set_alt_scene_return:
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shuffle_hook:
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shuffle_hook:
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push 4, s0, ra
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push 4, s0, ra
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// immediately passes a0 to this
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sh a0, old_exit
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li t0, @link_save
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lw t1, @voidout_type(t0)
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// if this was a death warp, don't use coordinates for respawning
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li at, -6
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bne t1, at, +
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nop
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cl t1
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sw t1, @voidout_type(t0)
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+:
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// same for walking between areas in ikana castle
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li at, -2
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bne t1, at, +
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nop
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cl t1
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sw t1, @voidout_type(t0)
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+:
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// if this was a void out, don't shuffle
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bnez t1, +
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mov s0, a0
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// implicitly passes a0
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jal unset_alt_scene
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jal unset_alt_scene
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nop
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nop
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jal shuffle_exit
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jal shuffle_exit
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@ -326,6 +362,7 @@ shuffle_hook:
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jal set_alt_scene
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jal set_alt_scene
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mov a0, v0
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mov a0, v0
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mov s0, v0
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mov s0, v0
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sh v0, new_exit
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// set woodfall temple as raised after beating odolwa
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// set woodfall temple as raised after beating odolwa
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// otherwise the swamp won't be cleansed
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// otherwise the swamp won't be cleansed
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li at, 0x8601
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li at, 0x8601
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@ -340,11 +377,19 @@ shuffle_hook:
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j shuffle_hook_return
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j shuffle_hook_return
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sw a0, 0(sp) // original code
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sw a0, 0(sp) // original code
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set_void_hook:
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lhu v0, new_exit
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jr
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nop
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.org 0x801322C0
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.org 0x801322C0
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j shuffle_hook
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j shuffle_hook
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andi a0, a0, 0xFFFF // original code
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andi a0, a0, 0xFFFF // original code
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shuffle_hook_return:
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shuffle_hook_return:
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.org 0x80169DF0
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jal set_void_hook
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.org @starting_exit
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.org @starting_exit
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li t8, 0xD800
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li t8, 0xD800
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li t4, 0xD800
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li t4, 0xD800
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