mirror of
https://github.com/notwa/mm
synced 2024-11-05 05:59:04 -08:00
477 lines
12 KiB
NASM
477 lines
12 KiB
NASM
[link_save]: 0x801EF670
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[has_completed_intro]: 0x5
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[have_tatl]: 0x22
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[player_name]: 0x2C
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[scene_flags]: 0x470
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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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[exit_mod_setter]: 0x3F4A
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[scene_flags_ingame]: 0x3F68
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[global_context]: 0x803E6B20
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[link_actor]: 0x803FFDB0
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[starting_exit]: 0x8014533C
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[default_save]: 0x801C6898
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[link_object_ptr]: 0x803FFFF4 // actually just an offset of link_actor?
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[scene_record_size]: 0x14
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// do nothing per-frame
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jr
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nop
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/* TODO:
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short term:
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test beating each boss and other cutscene stuff (odolwa works)
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randomize being kicked out of deku palace (cutscene 0000) same for pirates
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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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allow buying of biggest bomb bag without an existing bomb bag
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set skull kid termina field tree crap as watched
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set clock town first time as being watched
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set deku mask being worn once
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long term:
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maybe skip zora/goron mask cutscenes (1C00 FFF3 -> 6890 0000, 1C00 FFF4 -> 9610 0000)
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skip giants cutscenes; give oath when any mask is acquired (0xCC00 fyi)
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disable save file checksum checking
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only require 3 eggs for NWBN
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add/fix generic grottos
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import jp deku palace
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make death warps work like in mzx's hack
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boss warps take you to a duplicate of an existing exit (0x3010, ?, ?, ?)
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add deku princess prison back to list without breaking everything
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really long term:
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make bombers' code etc. a function of the filename (if it isn't already)
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maybe make shuffling more random (reduce rng bias)
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*/
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/* notes:
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8016A708 breakpoint hit for reading entrance mod (gets summed immediately after)
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then calls 80132338 -> 801322C0
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same thing for calling 80132374
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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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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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80167058 writes exit value
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*/
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.word 0xDEADBEEF
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whatever: // debugging stuff
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.word 0
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.word 0xDEADBEEF
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hash:
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tunic_color:
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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 "entrances.asm"
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set_scene_flag:
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// a0: scene number
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// a1: scene word (0-4)
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// a2: bit to set (0-31)
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// v0: new scene flag word
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li t0, @link_save
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addiu t1, t0, @scene_flags_ingame
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li t2, @scene_record_size
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multu a0, t2
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mflo t2
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addu t3, t1, t2
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sll t4, a1, 2 // t4 = a1*sizeof(word)
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addu t3, t3, t4
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lw v0, (t3) // load scene flag word
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li t6, 1
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sllv t6, t6, a2
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or v0, v0, t6 // set flag
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jr
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sw v0, (t3) // write it back
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get_event_flag:
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// a0: event flag offset
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// a1: byte offset
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// a2: bit to set (0-7)
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// v0: 1 if set, else 0
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li t0, @link_save
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addu t1, t0, a0
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addu t2, t1, a1
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lb v0, (t2)
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li t6, 1
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sllv t6, t6, a2
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and v0, v0, t6
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beqz v0, +
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cl v0
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li v0, 1
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+:
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jr
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nop
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set_event_flag:
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// a0: event flag offset
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// a1: byte offset
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// a2: bit to set (0-7)
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// v0: new event flag value
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li t0, @link_save
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addu t1, t0, a0
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addu t2, t1, a1
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lb v0, (t2)
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li t6, 1
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sllv t6, t6, a2
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or v0, v0, t6
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jr
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sb v0, (t2)
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tunic_color_hook:
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// copypasta from CloudMax's old hack
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// registers available for use without blowing up: at, t3, t4, a0
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lw t3, @link_object_ptr
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lui t4, 0x0001
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sub t3, t3, t4 // t3 -= 0x10000
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lw t4, tunic_color
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sw t4, 0xF184(t3)
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sw t4, 0xEFFC(t3)
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sw t4, 0xECB4(t3)
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sw t4, 0xEB2C(t3)
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sw t4, 0xE8F4(t3)
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sw t4, 0xE47C(t3)
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sw t4, 0xDE74(t3)
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sw t4, 0xDDB4(t3)
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sw t4, 0xDBDC(t3)
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sw t4, 0xD6D4(t3)
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sw t4, 0xD1AC(t3)
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j tunic_color_hook_return
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lhu v0, 0xF6DC(v0) // original code
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load_hook:
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push 4, s0, s1, ra, 1
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li s0, @link_save
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lb t0, @has_completed_intro(s0)
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bnez t0, +
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li t0, 1
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// first time setup
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sb t0, @has_completed_intro(s0)
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sb t0, @have_tatl(s0)
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li a0, 0x001A // deku intro area
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li a1, 2
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jal set_scene_flag
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li a2, 2 // "Hey, you! C'mon! Press Z and talk to me!"
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li a0, 0x0063 // inside clock tower
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li a1, 1 // second word
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jal set_scene_flag
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li a2, 0 // first bit ("You've met with a terrible fate")
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li a0, @week_event_reg
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li a1, 31
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jal set_event_flag
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li a2, 2 // Tatl reminding you about the four directions
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li a0, @week_event_reg
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li a1, 93
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jal set_event_flag
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li a2, 3 // woken turtle once (shortens cutscene)
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li a0, @week_event_reg
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li a1, 53
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jal set_event_flag
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li a2, 6 // taken turtle once (skips pirates getting wrekt)
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+:
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addi a0, s0, @player_name
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li a2, 0xFFFFFFFF
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jal crc32
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li a1, 8
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not v0, v0
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sw v0, hash
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sw v0, rng_seed
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jal shuffle_all
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nop
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jpop 4, s0, s1, ra, 1
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prng:
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// just a reimplementation of the PRNG the game uses.
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// it's from Numerical Recipes in C, by the way.
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// random = random*0x19660D + 0x3C6EF35F;
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lw t0, rng_seed
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li t1, 0x19660D
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multu t0, t1
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li t2, 0x3C6EF35F
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mflo t3
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addu v0, t3, t2
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sw v0, rng_seed
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jr
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nop
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rng_seed:
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.word 0
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randint:
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// v0 = random integer from 0 to a0; a0 >= 0
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push 4, s0, ra
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jal prng
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addi s0, a0, 1
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divu v0, s0
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mfhi v0
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jpop 4, s0, ra
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shuffle_all:
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push 4, s0, s1, s2, ra
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// https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle#The_.22inside-out.22_algorithm
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li s0, 0
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li s1, @entries
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la s2, shuffles
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-:
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jal randint
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mov a0, s0
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// s0 is i, v0 is j
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sll t0, s0, 2 // 1<<2 == 2*sizeof(half)
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sll t1, v0, 2 // likewise
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addu t0, s2, t0 // [i]
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addu t1, s2, t1 // [j]
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// a[i] = a[j]
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lhu t3, 2(t1)
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sh t3, 2(t0)
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// a[j] = source[i]
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lhu t4, 0(t0)
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sh t4, 2(t1)
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// iterate
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addi s0, s0, 1
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bne s0, s1, -
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nop
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+:
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jpop 4, s0, s1, s2, ra
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shuffle_get:
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// a0: exit value
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// v0: shuffled exit value
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push 4, ra, 1
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mov v0, a0
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li t0, @entries
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li t1, 0
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la t3, shuffles
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mov t4, t3
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-:
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lhu t5, (t4)
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beq a0, t5, +
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nop
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addi t1, t1, 1
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beq t1, t0, shuffle_get_return
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nop
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b -
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addi t4, t4, 4 // 2*sizeof(halfword)
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+:
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lhu v0, 2(t4)
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shuffle_get_return:
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jpop 4, ra, 1
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unset_alt_scene:
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andi t9, a0, 0x01FF
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andi t0, a0, 0xFE00
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// use poisoned swamp
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li at, 0x0C00
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bne t0, at, +
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li at, 0x8400
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addu a0, t9, at
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+:
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// use frozen mountain
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li at, 0x8A00
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bne t0, at, +
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li at, 0x9400
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addu s0, t9, at
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+:
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li at, 0xAE00
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bne t0, at, +
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li at, 0x9A00
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addu s0, t9, at
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+:
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li at, 0xB600
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bne t0, at, +
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li at, 0xB400
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addu s0, t9, at
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+:
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jr
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mov v0, a0
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set_alt_scene:
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push 4, s0, ra
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mov s0, a0
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// use clean swamp when odolwa is beaten
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li a0, @week_event_reg
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li a1, 20
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jal get_event_flag
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li a2, 1
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beqz v0, +
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nop
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andi t9, s0, 0x01FF
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andi t0, s0, 0xFE00
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// can't actually use bnei here because unsignedness, oops
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li at, 0x8400
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bne t0, at, +
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li at, 0x0C00
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addu s0, t9, at
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+:
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// use unfrozen mountain when goht is beaten
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li a0, @week_event_reg
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li a1, 33
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jal get_event_flag
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li a2, 7
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beqz v0, set_alt_scene_return
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nop
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andi t9, s0, 0x01FF
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andi t0, s0, 0xFE00
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li at, 0x9400
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bne t0, at, +
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li at, 0x8A00
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addu s0, t9, at
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+:
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li at, 0x9A00
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bne t0, at, +
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li at, 0xAE00
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addu s0, t9, at
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+:
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li at, 0xB400
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bne t0, at, +
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li at, 0xB600
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addu s0, t9, at
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+:
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set_alt_scene_return:
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mov v0, s0
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jpop 4, s0, ra
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shuffle_exit:
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push 4, s0, ra
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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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// if this is a cutscene, don't shuffle
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lh t2, @exit_mod_setter(t0)
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bnei t2, 0xFFEF, +
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nop
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// implicitly passes a0
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jal unset_alt_scene
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nop
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jal shuffle_get
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mov a0, v0
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jal set_alt_scene
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mov a0, 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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// otherwise the swamp won't be cleansed
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li at, 0x8601
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bne s0, at, +
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li a1, 20
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li a0, @week_event_reg
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jal set_event_flag
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li a2, 0
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+:
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mov v0, s0
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jpop 4, s0, ra
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setup_hook:
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push 4, a0, ra
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lw a0, @link_save
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jal shuffle_exit
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andi a0, a0, 0xFFFF
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sw v0, @link_save
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pop 4, a0, ra
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addiu sp, sp, 0xFF58 // original code
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j setup_return
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sw s1, 0x30(sp) // original code
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.org 0x8016A2C8
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j setup_hook
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nop
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setup_return:
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.org @starting_exit
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li t8, 0xD800 // modified code
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li t4, 0xD800 // modified code
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.org 0x80145464 // JR of starting_exit's function
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j load_hook // tail call
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.org @default_save
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.ascii "\0\0\0\0\0\0" // ZELDA3
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.half 1 // SoT count
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.ascii ">>>>>>>>" // player name
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.half 0x30 // hearts
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.half 0x30 // max hearts
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.byte 1 // magic level
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.byte 0x30 // magic amount
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.half 0 // rupees
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.word 0 // navi timer
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.byte 1 // has normal magic
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.byte 0 // has double magic
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.half 0 // double defense
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.half 0xFF00 // unknown
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.half 0x0000 // owls hit
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.word 0xFF000008 // unknown
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.word 0x4DFFFFFF // human buttons
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.word 0x4DFFFFFF // goron buttons
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.word 0x4DFFFFFF // zora buttons
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.word 0xFDFFFFFF // deku buttons
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.word 0x00FFFFFF // equipped slots
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.word 0xFFFFFFFF // unknown
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.word 0xFFFFFFFF // unknown
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.word 0xFFFFFFFF // unknown
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.half 0x0011 // tunic & boots
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.half 0 // unknown
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// inventory items
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.byte 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF // ocarina, nothing else
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.byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
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.byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
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.byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
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// mask items
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.byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x32 // deku mask, nothing else
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.byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
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.byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
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.byte 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
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// item quantities
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.byte 0, 0, 0, 0, 0, 0
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.byte 0, 0, 0, 0, 0, 0
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.byte 0, 0, 0, 0, 0, 0
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.byte 0, 0, 0, 0, 0, 0
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//
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.word 0 // upgrades
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.word 0x00003000 // quest status (set song of time and song of healing)
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.org 0x801261D0
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j tunic_color_hook
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lhu t1, 0x1DB0(t1)// original code
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tunic_color_hook_return:
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