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TODO
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* General:
- Why on earth am I using python 2?
- Expand hardware.s with values for registers
- Go over linking code properly
* Graphics:
- Get gfx compression working perfectly (same as original compression).
* Investigate compression:
- Each room layout group ("plane") has $4000 bytes for its data (pointers use 14
bits). Uncompressed small rooms can use up to $5000 bytes. Investigate further.
- Large layout groups should have $10000 bytes. However, in Seasons this
number is only $8000 bytes? The seasons version of the
"loadRoomLayout" function should be modified to match the ages version
when making rom hacks!
* Objects:
- Should be possible to have object ids greater than $ef, not supported yet
though
- Use constant names in the objects folder instead of just numbers?
- Decide on a good way to define variables per-object, instead of using generic
"varXX" variable names?
* Scripts:
- Place scripts next to their interaction code. Should be possible with "section
append" feature in wla.
* Text:
- Document some of the esoteric stuff (cmd8, empty text blocks)
- Change naming scheme so ages and seasons text have distinct names; also make a nice
way to rename precompressed text
- Fix tokay island script (https://github.com/Drenn1/ages-disasm/issues/10)
* QOL stuff (in a different branch):
* Allow usage of banks $40+ for graphics. Currently not possible due to using only
6 bits for bank number. Check what the european version does for this.
* Make chest items always have the correct spawn mode
* Allow moving down a screen in sidescrolling areas
* Have a completely separate tileset for each area (like ZOLE)
* Expand possible number of enemies
* Come up with a better way to manage "treasure" subids?
* See if "extraEnemyData" table can be simplified with creative macro use
* Allow up to 256 collisionReactionSets, or label the ones in use so we know which
ones can be overwritten. (Only 3 slots are unused, which may not be enough to add
new enemies.)
* VWF:
* Fix spacing in file select, farore's memory
* Scroll text smoothly in the inventory screen
* Calculate newlines within the code?
* Bugfixes:
* "calculateRoomEdge" function flawed?
* The "_checkPositionValidForEnemySpawn" is inconsistent? (see note)
* Fix the "_mapleCheckLinkCanDropItem" function (faulty checks for whether Link
has obtained bombs, seeds; certain seeds never drop from maple).
* Tweak seed tree refills so that they don't reset when you visit the tree screen.
(Questionable if this is a bug)
* interactionLoadExtraGraphics (2781): see comment there... needs investigation.
* Fix initializeRoom (30fe) (doesn't save bank number properly)
* Game enhancements:
* Allow multiple "bullets" with seed shooter
* Repair deku scrub code for Bombs and Ember Seeds (half-broken Seasons leftovers)
* Scripts:
* Fix potential issue where, in bank $15, you think you're jumping to a script in
bank $0c, but you're actually jumping to one in $15. (Happens in the rare case
where the script in bank $0c is within $100 bytes of where you're at in bank
$15.)
* Make system more flexible, so we don't need to use "loadscript" to copy to $c300
* Add better opcodes. Scripting language kind of sucks. ie:
* Run assembly in any bank
* Comparison opcodes
* TODO: Check if getting biggoron's sword with empty item slot causes issues?