Another WRAM label pass
Deleted compression.asm
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@@ -149,10 +149,10 @@ JML.l AllowStartFromExitReturn
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LDA.l $02D8D3, X : STA.b RoomIndex+1
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; Go to pre-overworld mode
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LDA.b #$08 : STA.b $10
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LDA.b #$08 : STA.b GameMode
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STZ.b $11
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STZ.b $B0
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STZ.b GameSubMode
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STZ.b SubSubModule
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STZ.w $010A
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@@ -168,7 +168,7 @@ CheckHole:
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.nextHoleClassic
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LDA.b Scrap00 : CMP.l $1BB800, X
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BNE .wrongMap16Classic
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LDA.w $040A : CMP.l $1BB826, X
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LDA.b OverworldIndex : CMP.l $1BB826, X
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BEQ .matchedHoleClassic
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.wrongMap16Classic
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DEX #2 : BPL .nextHoleClassic
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@@ -177,7 +177,7 @@ CheckHole:
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.nextHoleExtra
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LDA.b Scrap00 : CMP.l ExtraHole_Map16, X
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BNE .wrongMap16Extra
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LDA.w $040A : CMP.l ExtraHole_Area, X
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LDA.b OverworldIndex : CMP.l ExtraHole_Area, X
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BEQ .matchedHoleExtra
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.wrongMap16Extra
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DEX #2 : BPL .nextHoleExtra
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@@ -194,8 +194,8 @@ JML Overworld_Hole_End
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PreventEnterOnBonk:
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STA.b Scrap00 ; part of what we wrote over
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LDA.l InvertedMode : AND.w #$00FF : BEQ .done
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LDA.l $5D : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
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LDA.b $8A : AND.w #$0040 : CMP.b $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
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LDA.b LinkState : AND.w #$00FF : CMP.w #$0014 : BNE .done ;in mirror mode?
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LDA.b OverworldIndex : AND.w #$0040 : CMP.b $7B : BEQ .done ; Are we bonking, or doing the superbunny glitch?
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; If in inverted, are in mirror mode, and are bonking then do not enter
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JML.l PreventEnterOnBonk_BRANCH_IX
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@@ -206,7 +206,7 @@ JML.l PreventEnterOnBonk_return
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;--------------------------------------------------------------------------------
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TurtleRockEntranceFix:
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LDA.l TurtleRockAutoOpenFix : BEQ .done
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LDA.b $8A : CMP.b #$47 : BNE .done
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LDA.b OverworldIndex : CMP.b #$47 : BNE .done
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;If exiting to turtle rock ensure the entrance is open
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LDA.l OverworldEventDataWRAM+$47 : ORA.b #$20 : STA.l OverworldEventDataWRAM+$47
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.done
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@@ -215,14 +215,14 @@ RTL
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AnimatedEntranceFix: ;when an entrance animation tries to start
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PHA
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LDA.l InvertedMode : BEQ + ;If we are in inverted mode
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LDA.b $8A : AND.b #$40 : BNE + ;and in the light world
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LDA.b OverworldIndex : AND.b #$40 : BNE + ;and in the light world
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PLA
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STZ.w $04C6 ; skip it.
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STZ.w OWEntranceCutscene ; skip it.
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LDA.b #$00
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RTL
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+
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PLA
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STA.w $02E4 ;what we wrote over
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STA.w $0FC1 ;what we wrote over
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STA.w $0710 ;what we wrote over
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STA.w CutsceneFlag ;what we wrote over
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STA.w FreezeSprites ;what we wrote over
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STA.w SkipOAM ;what we wrote over
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RTL
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