Merge branch 'DRUnstable' into Synthesis
This commit is contained in:
@@ -12,7 +12,7 @@ FloodGateReset:
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+
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FloodGateResetInner:
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LDA.l Bugfix_SwampWaterLevel : BEQ .done
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LDA $279004 : BEQ .check_room_35; Only do the check for room 37 if on door rando
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LDA DRMode : BEQ .check_room_35; Only do the check for room 37 if on door rando
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LDA.l SwampDrain1HasItem : BEQ .flipper_check
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LDA $7F666F : AND.b #$80 : BEQ .drain_room_37 ; Check if key in room 37 has been collected.
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.flipper_check
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35
newitems.asm
35
newitems.asm
@@ -869,25 +869,24 @@ org $A08800
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.item_masks ; these are dungeon correlations to $7EF364 - $7EF369 so it knows where to store compasses, etc
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; sewers and castle get 2 bits active so that they can share their items elegantly
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dw $C000, $C000, $2000, $1000, $0800, $0400, $0200, $0100
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dw $0080, $0040, $0020, $0010, $0008, $0004, $0000, $0000
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dw $0080, $0040, $0020, $0010, $0008, $0004, $4B8B, $20AB ; last two can be re-used
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000
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db $00
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dw $0000 ; Caves
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; caves
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dw $9CCE, $0390, $2F82, $AD03, $02E9, $01C9, $06D0, $72A5
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dw $A548, $4873, $01A0, $D8AD, $C902, $D020, $A002, $9802
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dw $E48D, $DA02, $D8AC, $D002, $A215, $BD08, $84E2, $0085
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dw $E3BD, $8584, $A901, $857E, $B902, $857A, $0087, $0A98
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dw $BDAA, $84E2, $0085, $E3BD, $8584, $A901, $857E, $B902
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dw $857A, $0230, $0087, $1FC0, $02D0, $5664, $04A9, $4BC0
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dw $06F0, $1EC0, $0AD0, $02A9, $790F, $7EF3, $798F, $7EF3
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dw $1BC0, $04F0, $1CC0, $07D0, $1B22, $1BEE, $0182, $A201
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dw $C004, $F037, $A20C, $C001, $F038, $A206, $C002, $D039
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dw $8A14, $0007, $0087, $00EE, $2902, $C907, $D007, $A906
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dw $8F04, $F3C7, $C07E, $D022, $A70A, $D000, $A904, $8701
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dw $8000, $C0C9, $F025, $C008, $F032, $C004, $D033, $AE11
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dw $040C, $20C2, $C6BD, $0785, $8700, $E200, $8220, $00B0
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dw $3EC0, $0AD0, $082C, $1003, $A905, $8D02, $0309, $20C0
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dw $44D0
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}
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;--------------------------------------------------------------------------------
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BottleListExpanded:
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4
sram.asm
4
sram.asm
@@ -24,8 +24,8 @@ org 0 ; This module writes no bytes. Asar gives bank cross errors without this.
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; Example: We can use RoomDataWRAM[$37].high to read or write the pot key in the first
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; floodable room in Swamp Palace ($04)
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;--------------------------------------------------------------------------------
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; .high Byte: d d d d b k u r
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; .low Byte: c c c c q q q q
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; .high Byte: d d d d b k u t
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; .low Byte: s e h c q q q q
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;
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; d = Door opened (key, bomb wall, etc)
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; b = Boss kill / Heart Container
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