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Author Topic: Zelda 1 level text  (Read 3750 times)

ShadowOne333

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Re: Zelda 1 level text
« Reply #40 on: September 27, 2020, 07:03:03 pm »
@abw sorry I had quite some busy days, and a little health issue yesterday, but I managed to get back to this today.

Just checked the updated code you sent, and damn you really did a lot of work on this.
I don't even know how to thank you for my bothersome nature of me being unable to do a thing on my own in terms of assembly :/

This time I made sure to check everything was in the proper place, checked each opcode in Hex to its corresponding writing, and it seems to be fine.
I also went ahead and tracked down the exact place where the Automap code would be placed, removed some code and added it back, and it seems to work properly with Automap now! First hint was that upon loading, the Automap tiles that I have walked into are still the same as the one I had before the new code, and second hint that it worked properly was that upon discovering a new area, the Automap filled in only the proper square for the current screen Link is in, and not any adjacent ones.

For reference, this is what I modified to make Automap work with your code:

Code: [Select]
// Indirect control flow target
L06_8070:
lda.b $10
asl
tax
lda.w $8014,x
sta.b $00
lda.w $8015,x
sta.b $01
ldy.b #$07
jsr setup_copy_range // Set up copy destination start ($02) and end ($04) variables
jsr L06_80D7 // Read data from ($00) and write it to ($02) through to ($04); exits with Y == #$00
sty.b $13
nop // Maintain original code alignment
L06_8089:
jmp $FFC0 // JMP $FFC0 required by Automap!

I replaced the INC and RTS for the JMP $FFC0, and that did the trick.

So I think this is now properly implemented!
I will make the push into the GitHub, and will credit you for this work in its entirety.

I am even kinda shy to ask this, but I want to ask you @abw, if you are okay with it and are willing to, if I could please ask for your help on the very last thing I want to do for Zelda Redux?
Given how your optimizations on ASM are outstanding, I'm certain that will help to make and close up the very last feature I want to make for it.

Please, let me know if you are interested, and if so, how would you want me to contact you about it.

abw

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Re: Zelda 1 level text
« Reply #41 on: September 27, 2020, 11:43:52 pm »
@abw sorry I had quite some busy days, and a little health issue yesterday, but I managed to get back to this today.

Just checked the updated code you sent, and damn you really did a lot of work on this.
I don't even know how to thank you for my bothersome nature of me being unable to do a thing on my own in terms of assembly :/
Eh, no worries. Stuff happens, and different things come easier to different people. Staying healthy is more important than ROM hacking any day of the week! (...cuz it lets you do more ROM hacking later)

I am even kinda shy to ask this, but I want to ask you @abw, if you are okay with it and are willing to, if I could please ask for your help on the very last thing I want to do for Zelda Redux?
Given how your optimizations on ASM are outstanding, I'm certain that will help to make and close up the very last feature I want to make for it.

Please, let me know if you are interested, and if so, how would you want me to contact you about it.
Possibly. What is this very last thing that you had in mind? I'm guessing it'll be mentioned somewhere in the Redux thread, but I haven't been following that much and don't really want to wade through all 400+ posts to find it :D. Based on the to-do list in the first post, it looks like your next focus is some graphical stuff, which is not exactly my forte, but I can take a look and see if there's anything that sounds easy for me.

ShadowOne333

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Re: Zelda 1 level text
« Reply #42 on: September 30, 2020, 01:33:29 am »
Neat! I sent you a PM with what's left for the project :)

abw

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Re: Zelda 1 level text
« Reply #43 on: September 30, 2020, 09:32:52 pm »
Replied!