More merge labeling

This commit is contained in:
codemann8
2024-04-07 05:09:32 -05:00
parent 9cfeb18fef
commit 27685ac77d
70 changed files with 1386 additions and 1410 deletions

View File

@@ -3,7 +3,7 @@ WarpLeft:
JSR CheckIfCave : BCS .end
lda.b LinkPosY : ldx.b LinkQuadrantV
jsr CalcIndex
!add.b #$06 : ldy.b #$01 ; offsets in A, Y
!ADD.b #$06 : ldy.b #$01 ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
@@ -14,7 +14,7 @@ WarpRight:
JSR CheckIfCave : BCS .end
lda.b LinkPosY : ldx.b LinkQuadrantV
jsr CalcIndex
!add.b #$12 : ldy.b #$ff ; offsets in A, Y
!ADD.b #$12 : ldy.b #$ff ; offsets in A, Y
jsr LoadRoomHorz
.end
jsr Cleanup
@@ -43,7 +43,7 @@ WarpDown:
JSR CheckIfCave : BCS .end
lda.b LinkPosX : ldx.b LinkQuadrantH
jsr CalcIndex
!add.b #$0c : ldy.b #$ff ; offsets in A, Y
!ADD.b #$0c : ldy.b #$ff ; offsets in A, Y
jsr LoadRoomVert
%StonewallCheck($43)
.end
@@ -65,9 +65,9 @@ CheckLinkDoorL:
+ clc : rtl
TrapDoorFixer:
lda.b $fe : and #$0038 : beq .end
lda.b $fe : and.w #$0038 : beq .end
xba : asl #2 : sta.b Scrap00
stz.w $0468 : lda.w $068c : ora.b Scrap00 : sta.w $068c
stz.w TrapDoorFlag : lda.w $068c : ora.b Scrap00 : sta.w $068c
.end
stz.b $fe ; clear our fe here because we don't need it anymore
rts
@@ -113,7 +113,7 @@ LoadRoomHorz:
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda.b RoomIndex : and.b #$0F : asl a : !sub.b LinkPosX+1 : !add.b Scrap06 : sta.b Scrap02
lda.b RoomIndex : and.b #$0F : asl a : !SUB.b LinkPosX+1 : !ADD.b Scrap06 : sta.b Scrap02
ldy.b #$00 : jsr ShiftVariablesMainDir
lda.b Scrap01 : and.b #$80 : beq .normal
@@ -146,7 +146,7 @@ LoadRoomVert:
sta.b RoomIndex : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda.b RoomIndex : and.b #$F0 : lsr #3 : !sub.b LinkPosY+1 : !add.b Scrap06 : sta.b Scrap02
lda.b RoomIndex : and.b #$F0 : lsr #3 : !SUB.b LinkPosY+1 : !ADD.b Scrap06 : sta.b Scrap02
lda.b Scrap01 : and.b #$80 : beq .notEdge
ldy.b #$01 : jsr ShiftVariablesMainDir
@@ -173,12 +173,12 @@ LoadRoomVert:
LookupNewRoom: ; expects data offset to be in A
{
rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte)
rep #$30 : and.w #$00FF ;sanitize A reg (who knows what is in the high byte)
sta.b Scrap00 ; offset in 00
lda.b PreviousRoom : tax ; probably okay loading $a3 in the high byte
lda.w DoorOffset,x : and.w #$00FF ;we only want the low byte
asl #3 : sta.b Scrap02 : !add.b Scrap02 : !add.b Scrap02 ;multiply by 24 (data size)
!add.b Scrap00 ; should now have the offset of the address I want to load
asl #3 : sta.b Scrap02 : !ADD.b Scrap02 : !ADD.b Scrap02 ;multiply by 24 (data size)
!ADD.b Scrap00 ; should now have the offset of the address I want to load
tax : lda.w DoorTable,x : sta.b Scrap00
and.w #$00FF : sta.b RoomIndex ; assign new room
sep #$30
@@ -190,14 +190,14 @@ LookupNewRoom: ; expects data offset to be in A
ShiftVariablesMainDir:
{
lda.w CoordIndex,y : tax
lda.b LinkPosY+1,x : !add.b Scrap02 : sta.b LinkPosY+1,x ; coordinate update
lda.b LinkPosY+1,x : !ADD.b Scrap02 : sta.b LinkPosY+1,x ; coordinate update
lda.w CameraIndex,y : tax
lda.b $e3,x : !add.b Scrap02 : sta.b $e3,x ; scroll register high byte
lda.b $e3,x : !ADD.b Scrap02 : sta.b $e3,x ; scroll register high byte
lda.w CamQuadIndex,y : tax
lda.w $0605,x : !add.b Scrap02 : sta.w $0605,x ; high bytes of these guys
lda.w $0607,x : !add.b Scrap02 : sta.w $0607,x
lda.w $0601,x : !add.b Scrap02 : sta.w $0601,x
lda.w $0603,x : !add.b Scrap02 : sta.w $0603,x
lda.w $0605,x : !ADD.b Scrap02 : sta.w $0605,x ; high bytes of these guys
lda.w $0607,x : !ADD.b Scrap02 : sta.w $0607,x
lda.w $0601,x : !ADD.b Scrap02 : sta.w $0601,x
lda.w $0603,x : !ADD.b Scrap02 : sta.w $0603,x
rts
}
@@ -232,10 +232,10 @@ PrepScrollToInroomStairs:
inc.w $0603 : inc.w $0607
dec.w CameraScrollN+1 : dec.w CameraScrollS+1
+
lda.w InroomStairsY,y : !add.b #$20 : sta.b LinkPosY
!sub.b #$38 : sta.w $045e
lda.w InroomStairsY,y : !ADD.b #$20 : sta.b LinkPosY
!SUB.b #$38 : sta.w $045e
lda.b Scrap01 : and.b #$40 : beq +
lda.b LinkPosY : !add.b #$20 : sta.b LinkPosY
lda.b LinkPosY : !ADD.b #$20 : sta.b LinkPosY
stz.w $045f
+
dec.b LinkPosY+1
@@ -251,10 +251,10 @@ PrepScrollToInroomStairs:
dec.w $0603 : dec.w $0607
inc.w CameraScrollN+1 : inc.w CameraScrollS+1
+
lda.w InroomStairsY,y : !sub.b #$20 : sta.b LinkPosY
!add.b #$38 : sta.w $045e
lda.w InroomStairsY,y : !SUB.b #$20 : sta.b LinkPosY
!ADD.b #$38 : sta.w $045e
lda.b Scrap01 : and.b #$40 : beq +
lda.b LinkPosY : !sub.b #$20 : sta.b LinkPosY
lda.b LinkPosY : !SUB.b #$20 : sta.b LinkPosY
stz.w $045f
+
inc.b LinkPosY+1
@@ -287,7 +287,7 @@ PrepScrollToNormal:
stz.w $0476
+ stz.b Scrap05 : lda.b #$78 : sta.b Scrap04
lda.b Scrap01 : and.b #$03 : beq .end
cmp.b #$02 : !bge +
cmp.b #$02 : !BGE +
lda.b #$f8 : sta.b Scrap04 : bra .end
+ inc.b Scrap05
.end rts
@@ -306,11 +306,11 @@ StraightStairsAdj:
jsr GetTileAttribute : tax
lda.b GameSubMode : cmp.b #$12 : beq .goingNorth
lda.b PreviousRoom : cmp.b #$51 : bne ++
rep #$20 : lda.w #$0018 : !add.b LinkPosY : sta.b LinkPosY : sep #$20 ; special fix for throne room
rep #$20 : lda.w #$0018 : !ADD.b LinkPosY : sta.b LinkPosY : sep #$20 ; special fix for throne room
jsr GetTileAttribute : tax
++ lda.l StepAdjustmentDown, X : bra .end
; lda.b LinkLayer : beq .end
; rep #$20 : lda.w #$ffe0 : !add.b LinkPosY : sta.b LinkPosY : sep #$20
; rep #$20 : lda.w #$ffe0 : !ADD.b LinkPosY : sta.b LinkPosY : sep #$20
.goingNorth
cpx.b #$00 : bne ++
lda.b RoomIndex : cmp.b #$51 : bne ++
@@ -320,8 +320,8 @@ StraightStairsAdj:
++ lda.l StepAdjustmentUp, X
.end
pha : lda.w $0462 : and.b #$04 : bne ++
pla : !add.b #$f6 : pha
++ pla : !add.w $0464 : sta.w $0464
pla : !ADD.b #$f6 : pha
++ pla : !ADD.w $0464 : sta.w $0464
+ rtl
.toInroom
lda.b #$32 : sta.w $0464 : stz.w $045e
@@ -352,7 +352,7 @@ StraightStairsFix:
{
pha
lda.l DRMode : bne +
pla : !add.b LinkPosY : sta.b LinkPosY : rtl ;what we wrote over
pla : !ADD.b LinkPosY : sta.b LinkPosY : rtl ;what we wrote over
+ pla : rtl
}
@@ -405,13 +405,13 @@ StraightStairsTrapDoor:
pea.w $82802c
jml ResetThenCacheRoomEntryProperties ; $10D71 .reset label of Bank02
.jslrtsreturn
lda.w $0468 : bne ++
lda.w TrapDoorFlag : bne ++
lda.b RoomIndex : cmp.b #$ac : bne .animateTraps
lda.w $0403 : and.b #$20 : bne .animateTraps
lda.w $0403 : and.b #$10 : beq ++
.animateTraps
lda.b #$05 : sta.b GameSubMode
inc.w $0468 : stz.w $068e : stz.w $0690
inc.w TrapDoorFlag : stz.w TileMapDoorPos : stz.w DoorTimer
++ JML Underworld_SetBossOrSancMusicUponEntry_long
+ JML Dungeon_ApproachFixedColor ; what we wrote over
}
@@ -443,5 +443,6 @@ HandleSpecialDoorLanding: {
PLA
CMP.b #$34 : BNE + ; inroom stairs
PHA : LDA.b #$26 : STA.w $045E : PLA
+ RTL
+
RTL
}