More merge labeling
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@@ -57,10 +57,10 @@ boss_move:
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JSL Dungeon_ResetSprites ; Restore the dungeon_resetsprites
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;Close the door if !BLIND_DOOR_FLAG == 1
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LDA.l !BLIND_DOOR_FLAG : BEQ .no_blind_door
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INC.w $0468 ; $0468[0x02] - Flag that is set when trap doors are down.
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STZ.w $068E ; $068E[0x02] - (Dungeon) ???? related to trap doors and if they are open ; possibly bomb doors too? Update: module 0x07.0x4 probably uses this to know whether it's a key door or big key door to open.
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STZ.w $0690 ; $0690[0x02] - (Overworld) Generally is used as an animation step indicator, only for doors that animate when they open, such as the Santuary and Hyrule Castle doors. This variable is incremented up to a value of 3, at which point a logic check kicks in and stops animating the opening of a door.
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INC.w $0CF3 ; $0CF3[0x01] - free ram
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INC.w TrapDoorFlag
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STZ.w TileMapDoorPos
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STZ.w DoorTimer
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INC.w BossSpecialAction
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; ;That must be called after the room load!
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.no_blind_door
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BRL .move_to_bottom_right
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