Allow moving through doors map
This commit is contained in:
@@ -7,11 +7,19 @@ DrawWackyDoorRandoStuff:
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LDA.b RoomIndex
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AND.w #$00FF
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STA.l CurrentDisplayedRoom
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DrawCurrentSupertile:
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LDA.w #$0000
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STA.l DoorSlotCursor
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LDA.l CurrentDisplayedRoom
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STA.b $CA
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LDX.w #!CenterTile
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JSL DrawFullRoomTile
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JSL ClearDoorSlotsTable
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LDA.l CurrentDisplayedRoom
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STA.l DoorSlots
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; multiply room id by 24 to get index in doors table
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LDA.l CurrentDisplayedRoom
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@@ -28,7 +36,7 @@ DrawWackyDoorRandoStuff:
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RTL
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ClearDoorSlotsTable:
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LDX.w #$0026
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LDX.w #$0028
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LDA.w #$FF0F
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- STA.l DoorSlots, X
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DEX : DEX
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@@ -37,7 +45,7 @@ ClearDoorSlotsTable:
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ClearDoorSlotScratch:
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PHX
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LDX.w #$0006
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LDX.w #$0004
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LDA.w #$FF0F
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- STA.l DoorSlotScratch, X
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DEX : DEX
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@@ -566,7 +574,16 @@ DrawTripleConnector:
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RTS
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DrawBlinkerFancyMode:
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DrawDoorsMapSprites:
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LDA.l CurrentDisplayedRoom
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CMP.b RoomIndex
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BNE +
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JSR DrawDoorsMapBlinker
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+
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JSR DrawDoorsMapCursor
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RTL
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DrawDoorsMapBlinker:
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LDX.b $00
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STZ.w OAMBufferAux, X
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TXA
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@@ -599,4 +616,188 @@ DrawBlinkerFancyMode:
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LDA.w $8AEB58, Y
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STA.w OAMBuffer+3, X
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INC.b $00
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RTS
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DrawDoorsMapCursor:
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LDA.l DoorSlotCursor
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ASL A
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TAX
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LDA.l DoorSlotsSprites, X
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STA.b $0E
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LDA.l DoorSlotsSprites+1, X
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STA.b $0F
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LDY.b #$03
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.next_object
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LDX.b $00
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LDA.b #$02
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STA.w OAMBufferAux, X
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TXA
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ASL A : ASL A
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TAX
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LDA.b $0E
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CLC : ADC.w $8AEB9A, Y
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STA.w OAMBuffer, X
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LDA.b $0F
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CLC : ADC.w $8AEB9E, Y
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DEC A
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STA.w OAMBuffer+1, X
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STZ.w OAMBuffer+2, X
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LDA.b FrameCounter
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AND.b #$04
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BNE +
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LDA.b #$05
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+
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ASL A
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ORA.w $8AEBA2, Y
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STA.w OAMBuffer+3, X
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INC.b $00
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DEY
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BPL .next_object
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RTS
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; $00 - direction to move
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; $01 - current spot
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MoveDoorsMapCursor:
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PHP
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SEP #$30
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LDA.l DoorSlotCursor
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STA.b $01
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.move_again
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LDA.b $01
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ASL A : ASL A
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CLC : ADC.b $00
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TAX
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LDA.l NextCursorSlot, X
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BPL .easy
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CMP.b #$FF
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BEQ .no_move
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BIT.b #$40
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BNE .almost_easy
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LDA.b $00
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TAX
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LDA.l NextCursorSpecial_center_offset, X
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TAX
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DEX
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.try_next
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INX
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LDA.l NextCursorSpecial_center, X
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BMI .no_move
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PHX
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ASL A
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TAX
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LDA.l DoorSlots+1, X
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PLX
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CMP.b #$00
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BMI .try_next
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LDA.l NextCursorSpecial_center, X
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STA.b $01
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BRA .write
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.almost_easy
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BIT.b #$20
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BNE .from_end
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.from_start
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AND.b #$03
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TAX
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LDA.l NextCursorSpecial_start_direction, X
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STA.b $00
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LDA.l NextCursorSpecial_start_index, X
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BRA .easy
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.from_end
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AND.b #$03
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TAX
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LDA.l NextCursorSpecial_end_direction, X
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STA.b $00
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LDA.l NextCursorSpecial_end_index, X
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BRA .easy
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.easy
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STA.b $01
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.check
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LDA.b $01
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ASL A
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TAX
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LDA.l DoorSlots+1, X
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BMI .move_again
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.write
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LDA.b $01
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STA.l DoorSlotCursor
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LDA.b #$20
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STA.w $012F
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BRA .done
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.no_move
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LDA.b #$3C
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STA.w $012E
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.done
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PLP
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RTL
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DoorsMapSelectCursor:
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PHP
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SEP #$30
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LDA.l DoorSlotCursor
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BEQ .done
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ASL A
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TAX
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LDA.l DoorSlots, X
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STA.l CurrentDisplayedRoom
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REP #$30
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JSL ClearDoorsMapBG2
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JSL DrawCurrentSupertile
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SEP #$30
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LDA.b #$08
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STA.b $17
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LDA.b #$20
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STA.w $012F
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.done
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PLP
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RTL
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ClearDoorsMapBG2:
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LDX.w #$0220
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LDA.w #$000B
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STA.b $00
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STA.b $02
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LDA.w #$0300
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.next
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STA.l $7F0000, X
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INX : INX
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DEC.b $02
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BPL .next
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LDA.w #$000B
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STA.b $02
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TXA
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CLC : ADC.w #$0028
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TAX
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LDA.w #$0300
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DEC.b $00
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BPL .next
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RTL
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@@ -26,7 +26,7 @@ DoorConnectionTiles:
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dw $C1D4, $C1D5 ; $02 top -> middle
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dw $81C7, $41C7 ; $03 top -> bottom
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dw $81D4, $81D5 ; $04 middle -> top
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dw $01C5, $41C5 ; $05 middle -> middle
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dw $01C5, $81C5 ; $05 middle -> middle
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dw $01D5, $01D4 ; $06 middle -> bottom
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dw $C1C7, $01C7 ; $07 bottom -> top
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dw $41D5, $41D4 ; $08 bottom -> middle
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@@ -1,4 +1,22 @@
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DoorSlotsSprites:
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; center
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dw $68A8
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; north
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dw $4090, $40A8, $40C0
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dw $4098, $40B8
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; west
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dw $5080, $6880, $8080
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dw $5880, $7880
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; south
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dw $9090, $90A8, $90C0
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dw $9098, $90B8
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; east
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dw $50D0, $68D0, $80D0
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dw $58D0, $78D0
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DoorSlotsBG2:
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; center
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dw $0000
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; north
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dw $FEBA, $FEC0, $FEC6
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dw $FEBC, $FEC4
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@@ -13,11 +31,56 @@ DoorSlotsBG2:
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dw $FF8A, $008A
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DoorSlotSides:
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db $00, $0A, $14, $1E
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db $02, $0C, $16, $20
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DoorSlotOffsets:
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db $02, $02, $06, $00
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; up, left, down, right
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NextCursorSlot:
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db $80, $81, $82, $83
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; top
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db $FF, $C1, $00, $04
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db $FF, $04, $00, $05
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db $FF, $05, $00, $C3
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db $FF, $01, $00, $02
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db $FF, $02, $00, $03
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; left
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db $C0, $FF, $09, $00
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db $09, $FF, $0A, $00
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db $0A, $FF, $C2, $00
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db $06, $FF, $07, $00
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db $07, $FF, $08, $00
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; bottom
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db $00, $E1, $FF, $0E
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db $00, $0E, $FF, $0F
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db $00, $0F, $FF, $E3
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db $00, $0B, $FF, $0C
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db $00, $0C, $FF, $0D
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; right
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db $E0, $00, $13, $FF
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db $13, $00, $14, $FF
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db $14, $00, $E2, $FF
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db $10, $00, $11, $FF
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db $11, $00, $12, $FF
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NextCursorSpecial:
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.center
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db $02, $04, $05, $01, $03, $FF
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db $07, $09, $0A, $06, $08, $FF
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db $0C, $0E, $0F, $0B, $0D, $FF
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db $11, $13, $14, $10, $12, $FF
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.center_offset
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db $00, $06, $0C, $12
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.start_index
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db $01, $06, $0B, $10
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.start_direction
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db $03, $02, $03, $02
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.end_index
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db $03, $08, $0D, $12
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.end_direction
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db $01, $00, $01, $00
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SingleEdgeCurrentRoomConnectors:
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.north
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dw $01C0, $0300, $01C0, $0300, $01C0, $0300 ; left -> left
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@@ -1,14 +1,39 @@
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CheckSwitchMap:
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LDA.l DRMode
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BEQ +
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BEQ .not_fancy_door_map
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LDA.l DungeonMapMode
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BNE +
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BNE .not_fancy_door_map
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; fancy door map, will figure out later
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; fancy door map
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SEP #$20
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LDA.b $F6
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BIT.b #$80
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BNE .select_new_room
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LDA.b $F4
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BIT.b #$80
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BNE .select_new_room
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AND.b #$0F
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BEQ .doors_done
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BIT.b #$08 : BEQ + : LDA.b #$00 : BRA .doors_move_cursor : +
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BIT.b #$04 : BEQ + : LDA.b #$02 : BRA .doors_move_cursor : +
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BIT.b #$02 : BEQ + : LDA.b #$01 : BRA .doors_move_cursor : +
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LDA.b #$03
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.doors_move_cursor
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STA.b $00
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JSL MoveDoorsMapCursor
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BRA .doors_done
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.select_new_room
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JSL DoorsMapSelectCursor
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.doors_done
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REP #$20
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LDA.w #$0002 ; ignore input! nothing to see here!
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RTL
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+
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.not_fancy_door_map
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SEP #$20
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LDA.b $F6
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AND.b #$30
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@@ -113,7 +138,7 @@ SkipMapSprites:
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BEQ .no_vanilla_draw
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JML $8AEADE
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.no_vanilla_draw
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JSL DrawBlinkerFancyMode
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JSL DrawDoorsMapSprites
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JML $8AEAFC
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+
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Binary file not shown.
5
ram.asm
5
ram.asm
@@ -569,8 +569,9 @@ CachedCurrentFloor = $7EC22B ; to restore when closing
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CurrentDisplayedRoom = $7EC22C ; 2 bytes, used by dungeon map
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DisplayedRoomDoorIndex = $7EC22E ; 2 bytes, used by dungeon map
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;
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DoorSlotScratch = $7EC230 ; 8 bytes, used by dungeon map
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DoorSlots = $7EC238 ; $28 bytes, used by dungeon map
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DoorSlots = $7EC230 ; $2A bytes, used by dungeon map
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DoorSlotScratch = $7EC25A ; 6 bytes, used by dungeon map
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DoorSlotCursor = $7EC260 ; 2 bytes, used by dungeon map
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;
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LastBGSet = $7EC2F8 ; Lists loaded sheets to check for decompression. 4 bytes.
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;
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