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Merge pull request #2 from lordmir/enable-script-editing
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Enable script editing
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lordmir authored Jan 1, 2025
2 parents 45b92ab + 0240d42 commit 7f7e07e
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Showing 160 changed files with 20,557 additions and 20,584 deletions.
4 changes: 2 additions & 2 deletions code/blocks/loadisometricblocks1.asm
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,8 @@
; =============== S U B R O U T I N E =======================================


LoadTopTiles: ; CODE XREF: sub_90C4:loc_9110p
; sub_90C4:loc_913Ep
LoadTopTiles: ; CODE XREF: InitBlocks:loc_9110p
; InitBlocks:loc_913Ep
; DATA XREF: ...
move.b (g_PlayerXFlattened).l,d0
move.b (g_PlayerYFlattened).l,d1
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12 changes: 5 additions & 7 deletions code/blocks/loadisometricblocks2.asm
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ ConvertXYToBlockPtr: ; CODE XREF: LoadTopTiles+20p
move.w Mult148tbl(pc,d1.w),d1
add.w d0,d1
add.w d0,d1
lea (g_BackgroundBlocks).l,a6
lea (g_ForegroundBlocks).l,a6
adda.w d1,a6
rts
; End of function ConvertXYToBlockPtr
Expand All @@ -30,7 +30,7 @@ MultiplyD0By148: ; CODE XREF: CheckForDoorNE+DCp
; =============== S U B R O U T I N E =======================================


MultiplyD1By148: ; CODE XREF: sub_4DECp
MultiplyD1By148: ; CODE XREF: GetMapCoordOffsetp
; DATA XREF: sub_3146+26t ...
add.w d1,d1
move.w Mult148tbl(pc,d1.w),d1
Expand Down Expand Up @@ -78,15 +78,15 @@ Mult148tbl: dc.w 00000, 00148, 00296, 00444, 00592, 00740, 00888, 01036


CheckAndDisplayIntroString: ; CODE XREF: ROM:00008DFEp
; DATA XREF: sub_16DC+82t
; DATA XREF: GameLoop+82t
move.b (g_IntroStringToDisplay).l,d0
beq.s _Return
move.w (g_IntroStringDisplayTime).l,d1
bne.w CheckIntroStringTimer
andi.w #$00FF,d0
lsl.b #$02,d0
lea IntroStringPointers(pc),a2
movea.l loc_C598+2-IntroStringPointers(a2,d0.w),a2
movea.l -0000000004(a2,d0.w),a2
move.w (a2)+,d0
move.w (a2)+,d1
move.w (a2)+,d2
Expand Down Expand Up @@ -214,16 +214,14 @@ LoadIntroStringLine2Sprites: ; CODE XREF: CheckAndDisplayIntroString+44p
loc_C584: ; CODE XREF: LoadIntroStringLine1Sprites+Aj
moveq #$00000003,d7

loc_C586: ; CODE XREF: LoadIntroStringLine1Sprites:loc_C598j
loc_C586: ; CODE XREF: LoadIntroStringLine1Sprites+2Aj
move.w d1,(a0)+ ; Y
move.b #$0D,(a0) ; Size
addq.l #$02,a0
move.w d2,(a0)+ ; TileSource
move.w d0,(a0)+ ; X
addq.w #$08,d2
addi.w #$0020,d0

loc_C598: ; DATA XREF: CheckAndDisplayIntroString+1Cr
dbf d7,loc_C586 ; Y
rts
; End of function LoadIntroStringLine1Sprites
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2 changes: 1 addition & 1 deletion code/ending/endcredits1.asm
Original file line number Diff line number Diff line change
Expand Up @@ -74,7 +74,7 @@ loc_9ECBC: ; CODE XREF: ROM:0009ECA6j
loc_9ECC2: ; CODE XREF: ROM:0009ECB0j
move.w #10799,d0
jsr (j_Sleep).l
jsr (j_WaitForZ80).l
jsr (j_UpdateControllerInputs).l
move.b (g_Controller1State).l,d1
unlk a6
rts
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2 changes: 1 addition & 1 deletion code/ending/endcredits2.asm
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ UpdateCreditScroll: ; CODE XREF: sub_9ECDC:loc_9ECF8p

ScrollCredits1Tile: ; CODE XREF: UpdateCreditScroll+Cj
lea (g_HUD_Row1).l,a0
lea g_HUD_Row2-g_HUD_Row1(a0),a1
lea $00000080(a0),a1
move.w #$013F,d7

loc_9F662: ; CODE XREF: UpdateCreditScroll+20j
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69 changes: 69 additions & 0 deletions code/gamelogic/ai/enemies/bubble1.asm
Original file line number Diff line number Diff line change
@@ -0,0 +1,69 @@
; ---------------------------------------------------------------------------

EnemyAI_Bubble1_B: ; CODE XREF: ROM:001A85CAj
bra.s EnemyAI_Bubble1
; ---------------------------------------------------------------------------

EnemyAI_Bubble1_A: ; CODE XREF: ROM:001A85C6j
btst #$01,Flags2(a5)
bne.s loc_1AB9B4
move.b ChestIndex(a5),d0
beq.s loc_1AB9BA
cmpi.b #$10,d0
beq.s loc_1ABA0C

loc_1AB9B4: ; CODE XREF: ROM:001AB9A6j
bsr.w j_j_OnTick
rts
; ---------------------------------------------------------------------------

loc_1AB9BA: ; CODE XREF: ROM:001AB9ACj
tst.w BehavParam(a5)
bne.s loc_1AB9E2
move.w #01000,d6
jsr (j_GenerateRandomNumber).l
cmpi.b #$01,d7
bcs.s loc_1AB9D8
cmpi.b #$02,d7
bcs.s loc_1AB9E8
rts
; ---------------------------------------------------------------------------

loc_1AB9D8: ; CODE XREF: ROM:001AB9CEj
move.w #$0020,BehaviourLUTIndex(a5)
bsr.w j_j_LoadSpriteBehaviour

loc_1AB9E2: ; CODE XREF: ROM:001AB9BEj
bsr.w j_j_OnTick
rts
; ---------------------------------------------------------------------------

loc_1AB9E8: ; CODE XREF: ROM:001AB9D4j
move.b #$10,ChestIndex(a5)
clr.b Unk0D(a5)
rts
; ---------------------------------------------------------------------------

EnemyAI_Bubble1: ; CODE XREF: ROM:EnemyAI_Bubble1_Bj
move.w #$0000,BehaviourLUTIndex(a5)
bsr.w j_j_LoadSpriteBehaviour
move.b #$00,ChestIndex(a5)
bclr #$01,Flags2(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABA0C: ; CODE XREF: ROM:001AB9B2j
addq.b #$01,Unk0D(a5)
move.b Unk0D(a5),d0
andi.w #$0004,d0
lsl.w #$06,d0
addi.w #$0300,d0
move.w d0,QueuedAction(a5)
cmpi.b #$40,Unk0D(a5)
bcs.s locret_1ABA38
clr.w QueuedAction(a5)
move.w #$FFFF,PrevAction(a5)
clr.b ChestIndex(a5)

locret_1ABA38: ; CODE XREF: ROM:001ABA28j
rts
93 changes: 93 additions & 0 deletions code/gamelogic/ai/enemies/bubble2.asm
Original file line number Diff line number Diff line change
@@ -0,0 +1,93 @@
; ---------------------------------------------------------------------------

EnemyAI_Bubble2_B: ; CODE XREF: ROM:001A85D2j
bra.s EnemyAI_Bubble2
; ---------------------------------------------------------------------------

EnemyAI_Bubble2_A: ; CODE XREF: ROM:001A85CEj
btst #$01,Flags2(a5)
bne.s loc_1ABA52
move.b ChestIndex(a5),d0
beq.s loc_1ABA70
cmpi.b #$10,d0
beq.w loc_1ABAE8

loc_1ABA52: ; CODE XREF: ROM:001ABA42j
bsr.w j_j_OnTick
rts
; ---------------------------------------------------------------------------

EnemyAI_Bubble2: ; CODE XREF: ROM:EnemyAI_Bubble2_Bj
move.w #$0000,BehaviourLUTIndex(a5)
bsr.w j_j_LoadSpriteBehaviour
move.b #$00,ChestIndex(a5)
bclr #$01,Flags2(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABA70: ; CODE XREF: ROM:001ABA48j
tst.w BehavParam(a5)
bne.s loc_1ABAAE
move.w #01000,d6
jsr (j_GenerateRandomNumber).l
cmpi.b #$01,d7
bcs.s loc_1ABA8E
cmpi.b #$02,d7
bcs.s loc_1ABAC4
rts
; ---------------------------------------------------------------------------

loc_1ABA8E: ; CODE XREF: ROM:001ABA84j
move.b #$22,d0
move.w #00100,d6
jsr (j_GenerateRandomNumber).l
cmpi.b #080,d7
bcs.s loc_1ABAA6
move.b #$21,d0

loc_1ABAA6: ; CODE XREF: ROM:001ABAA0j
move.w d0,BehaviourLUTIndex(a5)
bsr.w j_j_LoadSpriteBehaviour

loc_1ABAAE: ; CODE XREF: ROM:001ABA74j
btst #$05,Action1(a5)
bne.s loc_1ABAD0
btst #$04,Action1(a5)
bne.s loc_1ABADC
bsr.w j_j_OnTick
rts
; ---------------------------------------------------------------------------

loc_1ABAC4: ; CODE XREF: ROM:001ABA8Aj
move.b #$10,ChestIndex(a5)
clr.b Unk0D(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABAD0: ; CODE XREF: ROM:001ABAB4j
bsr.w j_j_OnTick
move.w #$0100,QueuedAction(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABADC: ; CODE XREF: ROM:001ABABCj
bsr.w j_j_OnTick
move.w #$0200,QueuedAction(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABAE8: ; CODE XREF: ROM:001ABA4Ej
addq.b #$01,Unk0D(a5)
move.b Unk0D(a5),d0
andi.w #$0004,d0
lsl.w #$06,d0
addi.w #$0300,d0
move.w d0,QueuedAction(a5)
cmpi.b #$40,Unk0D(a5)
bcs.s locret_1ABB14
clr.w QueuedAction(a5)
move.w #$FFFF,PrevAction(a5)
clr.b ChestIndex(a5)

locret_1ABB14: ; CODE XREF: ROM:001ABB04j
rts
103 changes: 103 additions & 0 deletions code/gamelogic/ai/enemies/bubble3.asm
Original file line number Diff line number Diff line change
@@ -0,0 +1,103 @@
; ---------------------------------------------------------------------------

EnemyAI_Bubble3_B: ; CODE XREF: ROM:001A85DAj
; ROM:001A86B2j ...
bra.s EnemyAI_Bubble3
; ---------------------------------------------------------------------------

EnemyAI_Bubble3_A: ; CODE XREF: ROM:001A85D6j
; ROM:001A86AEj ...
btst #$01,Flags2(a5)
bne.s loc_1ABB2E
move.b ChestIndex(a5),d0
beq.s loc_1ABB4C
cmpi.b #$10,d0
beq.w loc_1ABBE6

loc_1ABB2E: ; CODE XREF: ROM:001ABB1Ej
bsr.w j_j_OnTick
rts
; ---------------------------------------------------------------------------

EnemyAI_Bubble3: ; CODE XREF: ROM:EnemyAI_Bubble3_Bj
move.w #$0000,BehaviourLUTIndex(a5)
bsr.w j_j_LoadSpriteBehaviour
move.b #$00,ChestIndex(a5)
bclr #$01,Flags2(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABB4C: ; CODE XREF: ROM:001ABB24j
tst.w BehavParam(a5)
bne.s loc_1ABBAC
move.w CentreX(a5),(word_FF1800).l
move.w CentreY(a5),(dword_FF1804).l
move.w #$0040,d5
move.w #$0040,d6
move.w #$0040,d7
bsr.w sub_1A8964
bcs.s loc_1ABB8C
move.w #01000,d6
jsr (j_GenerateRandomNumber).l
cmpi.b #$01,d7
bcs.s loc_1ABB8C
cmpi.b #$02,d7
bcs.s loc_1ABBC2
rts
; ---------------------------------------------------------------------------

loc_1ABB8C: ; CODE XREF: ROM:001ABB72j
; ROM:001ABB82j
move.b #$22,d0
move.w #00100,d6
jsr (j_GenerateRandomNumber).l
cmpi.b #080,d7
bcs.s loc_1ABBA4
move.b #$21,d0

loc_1ABBA4: ; CODE XREF: ROM:001ABB9Ej
move.w d0,BehaviourLUTIndex(a5)
bsr.w j_j_LoadSpriteBehaviour

loc_1ABBAC: ; CODE XREF: ROM:001ABB50j
btst #$05,Action1(a5)
bne.s loc_1ABBCE
btst #$04,Action1(a5)
bne.s loc_1ABBDA
bsr.w j_j_OnTick
rts
; ---------------------------------------------------------------------------

loc_1ABBC2: ; CODE XREF: ROM:001ABB88j
move.b #$10,ChestIndex(a5)
clr.b Unk0D(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABBCE: ; CODE XREF: ROM:001ABBB2j
bsr.w j_j_OnTick
move.w #$0100,QueuedAction(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABBDA: ; CODE XREF: ROM:001ABBBAj
bsr.w j_j_OnTick
move.w #$0200,QueuedAction(a5)
rts
; ---------------------------------------------------------------------------

loc_1ABBE6: ; CODE XREF: ROM:001ABB2Aj
addq.b #$01,Unk0D(a5)
move.b Unk0D(a5),d0
andi.w #$0004,d0
lsl.w #$06,d0
addi.w #$0300,d0
move.w d0,QueuedAction(a5)
cmpi.b #$40,Unk0D(a5)
bcs.s locret_1ABC12
clr.w QueuedAction(a5)
move.w #$FFFF,PrevAction(a5)
clr.b ChestIndex(a5)

locret_1ABC12: ; CODE XREF: ROM:001ABC02j
rts
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