Improve transition animation from straight stairs
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@@ -9,6 +9,7 @@
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; Normal doors use $FE to store the trap door indicator
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; Normal doors use $045e to store Y coordinate when transitioning to in-room stairs
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; Normal doors use $045f to determine the order in which supertile quadrants are drawn
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; Straight stairs use $046d to store X coordinate on animation start
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; Spiral doors use $045e to store stair type
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; Gfx uses $b1 to for sub-sub-sub-module thing
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10
normal.asm
10
normal.asm
@@ -150,15 +150,14 @@ LoadRoomVert:
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.notEdge
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lda $01 : and #$03 : cmp #$03 : bne .normal
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jsr ScrollToInroomStairs
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stz $046d
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bra .end
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.normal
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ldy #$01 : jsr ShiftVariablesMainDir
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jsr PrepScrollToNormal
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.scroll
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lda $01 : and #$40 : pha
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lda $01 : and #$40 : sta $046d
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jsr ScrollX
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pla : beq .end
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ldy #$00 : jsr ApplyScroll
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.end
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plb ; restore db register
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rts
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@@ -291,6 +290,11 @@ StraightStairsAdj:
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stx $0464 : sty $012e ; what we wrote over
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lda.l DRMode : beq +
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lda $045e : bne .toInroom
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lda $046d : beq .noScroll
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sta $22
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ldy #$00 : jsr ApplyScroll
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stz $046d
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.noScroll
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jsr GetTileAttribute : tax
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lda $11 : cmp #$12 : beq .goingNorth
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lda $a2 : cmp #$51 : bne ++
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@@ -168,7 +168,11 @@ ScrollX: ;change the X offset variables
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pla : sta $00
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sep #$30
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lda $04 : sta $22
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lda $04 : ldx $046d : bne .straight
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sta $22 : bra +
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.straight
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sta $046d ; set X position later
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+
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lda $00 : sta $23 : sta $0609 : sta $060d
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lda $01 : sta $a9
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lda $0e : asl : ora $ac : sta $ac
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