Merged in DR v1.4.1.6
This commit is contained in:
@@ -1,9 +1,9 @@
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WarpLeft:
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lda.l DRMode : beq .end
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JSR CheckIfCave : BCS .end
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lda $20 : ldx $aa
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lda.b LinkPosY : ldx.b LinkQuadrantV
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jsr CalcIndex
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!add #$06 : ldy #$01 ; offsets in A, Y
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!add.b #$06 : ldy.b #$01 ; offsets in A, Y
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jsr LoadRoomHorz
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.end
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jsr Cleanup
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@@ -12,9 +12,9 @@ WarpLeft:
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WarpRight:
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lda.l DRMode : beq .end
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JSR CheckIfCave : BCS .end
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lda $20 : ldx $aa
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lda.b LinkPosY : ldx.b LinkQuadrantV
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jsr CalcIndex
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!add #$12 : ldy #$ff ; offsets in A, Y
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!add.b #$12 : ldy.b #$ff ; offsets in A, Y
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jsr LoadRoomHorz
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.end
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jsr Cleanup
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@@ -23,9 +23,9 @@ WarpRight:
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WarpUp:
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lda.l DRMode : beq .end
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JSR CheckIfCave : BCS .end
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lda $22 : ldx $a9
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lda.b LinkPosX : ldx.b LinkQuadrantH
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jsr CalcIndex
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ldy #$02 ; offsets in A, Y
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ldy.b #$02 ; offsets in A, Y
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jsr LoadRoomVert
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.end
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jsr Cleanup
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@@ -33,17 +33,17 @@ WarpUp:
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; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
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macro StonewallCheck(Room)
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lda $a0 : cmp.b #<Room> : bne ?end
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lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
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lda.b RoomIndex : cmp.b #<Room> : bne ?end
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lda.l <Room>*2+$7ef000 : ora.b #$80 : sta.l <Room>*2+$7ef000
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?end
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endmacro
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WarpDown:
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lda.l DRMode : beq .end
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JSR CheckIfCave : BCS .end
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lda $22 : ldx $a9
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lda.b LinkPosX : ldx.b LinkQuadrantH
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jsr CalcIndex
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!add #$0c : ldy #$ff ; offsets in A, Y
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!add.b #$0c : ldy.b #$ff ; offsets in A, Y
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jsr LoadRoomVert
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%StonewallCheck($43)
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.end
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@@ -54,35 +54,35 @@ WarpDown:
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; carry clear = we are in dr mode, never use linking doors
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CheckLinkDoorR:
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lda.l DRMode : bne +
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lda $7ec004 : sta $a0 ; what we wrote over
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lda.l $7ec004 : sta.b RoomIndex ; what we wrote over
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sec : rtl
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+ clc : rtl
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CheckLinkDoorL:
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lda.l DRMode : bne +
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lda $7ec003 : sta $a0 ; what we wrote over
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lda.l $7ec003 : sta.b RoomIndex ; what we wrote over
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sec : rtl
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+ clc : rtl
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TrapDoorFixer:
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lda $fe : and #$0038 : beq .end
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xba : asl #2 : sta $00
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stz $0468 : lda $068c : ora $00 : sta $068c
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lda.b $fe : and #$0038 : beq .end
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xba : asl #2 : sta.b Scrap00
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stz.w $0468 : lda.w $068c : ora.b Scrap00 : sta.w $068c
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.end
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stz $fe ; clear our fe here because we don't need it anymore
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stz.b $fe ; clear our fe here because we don't need it anymore
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rts
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Cleanup:
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lda.l DRFlags : and #$10 : beq +
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stz $047a
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+ inc $11
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lda $ef
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lda.l DRFlags : and.b #$10 : beq +
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stz.w LayerAdjustment
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+ inc.b GameSubMode
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lda.b $ef
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rts
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; carry set if cave, clear otherwise
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CheckIfCave:
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REP #$30
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LDA.b $A2 : CMP.w #$00E1 : BCS .invalid
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LDA.b PreviousRoom : CMP.w #$00E1 : BCS .invalid
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SEP #$30 : CLC : RTS
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.invalid
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SEP #$30 : SEC : RTS
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@@ -92,11 +92,11 @@ CheckIfCave:
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CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 -> A, DoorOffset -> $04 (vert/horz agnostic)
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cpx.b #00 : bne .largeDoor
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cmp.b #$d0 : bcc .smallDoor
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lda #$01 : bra .done ; Middle Door
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.smallDoor lda #$00 : bra .done
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.largeDoor lda #$02
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lda.b #$01 : bra .done ; Middle Door
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.smallDoor lda.b #$00 : bra .done
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.largeDoor lda.b #$02
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.done
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sta $04
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sta.b Scrap04
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asl
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rts
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@@ -105,30 +105,30 @@ CalcIndex: ; A->low byte of Link's Coord, X-> Link's quadrant, DoorOffset x 2 ->
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LoadRoomHorz:
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{
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phb : phk : plb
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sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
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lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
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lda $00 : cmp #$03 : bne .gtg
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sty.b Scrap06 : sta.b Scrap07 : lda.b RoomIndex : pha ; Store normal room on stack
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lda.b Scrap07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
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lda.b Scrap00 : cmp.b #$03 : bne .gtg
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jsr HorzEdge : pla : bcs .end
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sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
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sta.b RoomIndex : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
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.gtg ;Good to Go!
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pla ; Throw away normal room (don't fill up the stack)
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lda $a0 : and.b #$0F : asl a : !sub $23 : !add $06 : sta $02
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ldy #$00 : jsr ShiftVariablesMainDir
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lda.b RoomIndex : and.b #$0F : asl a : !sub.b LinkPosX+1 : !add.b Scrap06 : sta.b Scrap02
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ldy.b #$00 : jsr ShiftVariablesMainDir
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lda $01 : and #$80 : beq .normal
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ldy $06 : cpy #$ff : beq +
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lda $01 : jsr LoadEastMidpoint : bra ++
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+ lda $01 : jsr LoadWestMidpoint
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lda.b Scrap01 : and.b #$80 : beq .normal
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ldy.b Scrap06 : cpy.b #$ff : beq +
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lda.b Scrap01 : jsr LoadEastMidpoint : bra ++
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+ lda.b Scrap01 : jsr LoadWestMidpoint
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++ jsr PrepScrollToEdge : bra .scroll
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.normal
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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.b Scrap01 : and.b #$40 : pha
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jsr ScrollY
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pla : beq .end
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ldy #$06 : jsr ApplyScroll
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ldy.b #$06 : jsr ApplyScroll
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.end
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plb ; restore db register
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rts
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@@ -139,32 +139,32 @@ LoadRoomHorz:
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LoadRoomVert:
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{
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phb : phk : plb
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sty $06 : sta $07 : lda $a0 : pha ; Store normal room on stack
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lda $07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
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lda $00 : cmp #$03 : bne .gtg
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sty.b Scrap06 : sta.b Scrap07 : lda.b RoomIndex : pha ; Store normal room on stack
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lda.b Scrap07 : jsr LookupNewRoom ; New room is in A, Room Data is in $00-$01
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lda.b Scrap00 : cmp.b #$03 : bne .gtg
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jsr VertEdge : pla : bcs .end
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sta $a0 : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
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sta.b RoomIndex : bra .end ; Restore normal room, abort (straight staircases and open edges can get in this routine)
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.gtg ;Good to Go!
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pla ; Throw away normal room (don't fill up the stack)
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lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
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lda.b RoomIndex : and.b #$F0 : lsr #3 : !sub.b LinkPosY+1 : !add.b Scrap06 : sta.b Scrap02
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lda $01 : and #$80 : beq .notEdge
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ldy #$01 : jsr ShiftVariablesMainDir
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ldy $06 : cpy #$ff : beq +
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lda $01 : jsr LoadSouthMidpoint : bra ++
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+ lda $01 : jsr LoadNorthMidpoint
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lda.b Scrap01 : and.b #$80 : beq .notEdge
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ldy.b #$01 : jsr ShiftVariablesMainDir
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ldy.b Scrap06 : cpy.b #$ff : beq +
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lda.b Scrap01 : jsr LoadSouthMidpoint : bra ++
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+ lda.b Scrap01 : jsr LoadNorthMidpoint
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++ jsr PrepScrollToEdge : bra .scroll
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.notEdge
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lda $01 : and #$03 : cmp #$03 : bne .normal
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lda.b Scrap01 : and.b #$03 : cmp.b #$03 : bne .normal
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jsr ScrollToInroomStairs
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stz $046d
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stz.w $046d
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bra .end
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.normal
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ldy #$01 : jsr ShiftVariablesMainDir
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ldy.b #$01 : jsr ShiftVariablesMainDir
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jsr PrepScrollToNormal
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.scroll
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lda $01 : and #$40 : sta $046d
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lda.b Scrap01 : and.b #$40 : sta.w $046d
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jsr ScrollX
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.end
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plb ; restore db register
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@@ -174,13 +174,13 @@ LoadRoomVert:
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LookupNewRoom: ; expects data offset to be in A
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{
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rep #$30 : and #$00FF ;sanitize A reg (who knows what is in the high byte)
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sta $00 ; offset in 00
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lda $a2 : tax ; probably okay loading $a3 in the high byte
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lda.w DoorOffset,x : and #$00FF ;we only want the low byte
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asl #3 : sta $02 : !add $02 : !add $02 ;multiply by 24 (data size)
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!add $00 ; should now have the offset of the address I want to load
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tax : lda.w DoorTable,x : sta $00
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and #$00FF : sta $a0 ; assign new room
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sta.b Scrap00 ; offset in 00
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lda.b PreviousRoom : tax ; probably okay loading $a3 in the high byte
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lda.w DoorOffset,x : and.w #$00FF ;we only want the low byte
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asl #3 : sta.b Scrap02 : !add.b Scrap02 : !add.b Scrap02 ;multiply by 24 (data size)
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!add.b Scrap00 ; should now have the offset of the address I want to load
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tax : lda.w DoorTable,x : sta.b Scrap00
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and.w #$00FF : sta.b RoomIndex ; assign new room
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sep #$30
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rts
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}
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@@ -190,14 +190,14 @@ LookupNewRoom: ; expects data offset to be in A
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ShiftVariablesMainDir:
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{
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lda.w CoordIndex,y : tax
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lda $21,x : !add $02 : sta $21,x ; coordinate update
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lda.b LinkPosY+1,x : !add.b Scrap02 : sta.b LinkPosY+1,x ; coordinate update
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lda.w CameraIndex,y : tax
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lda $e3,x : !add $02 : sta $e3,x ; scroll register high byte
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lda.b $e3,x : !add.b Scrap02 : sta.b $e3,x ; scroll register high byte
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lda.w CamQuadIndex,y : tax
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lda $0605,x : !add $02 : sta $0605,x ; high bytes of these guys
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lda $0607,x : !add $02 : sta $0607,x
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lda $0601,x : !add $02 : sta $0601,x
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lda $0603,x : !add $02 : sta $0603,x
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lda.w $0605,x : !add.b Scrap02 : sta.w $0605,x ; high bytes of these guys
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lda.w $0607,x : !add.b Scrap02 : sta.w $0607,x
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lda.w $0601,x : !add.b Scrap02 : sta.w $0601,x
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lda.w $0603,x : !add.b Scrap02 : sta.w $0603,x
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rts
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}
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@@ -205,12 +205,12 @@ ShiftVariablesMainDir:
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ScrollToInroomStairs:
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{
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jsr PrepScrollToInroomStairs
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ldy #$01 : jsr ShiftVariablesMainDir
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ldy.b #$01 : jsr ShiftVariablesMainDir
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jsr ScrollX
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ldy #$00 : jsr ApplyScroll
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lda $a0 : and #$0f : cmp #$0f : bne +
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stz $e0 : stz $e2 ; special case camera fix
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lda #$1f : sta $e1 : sta $e3
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ldy.b #$00 : jsr ApplyScroll
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lda.b RoomIndex : and.b #$0f : cmp.b #$0f : bne +
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stz.b BG1H : stz.b BG2H ; special case camera fix
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lda.b #$1f : sta.b BG1H+1 : sta.b BG2H+1
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+
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rts
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}
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@@ -219,48 +219,48 @@ ScrollToInroomStairs:
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; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
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PrepScrollToInroomStairs:
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{
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lda $01 : and #$30 : lsr #3 : tay
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lda.w InroomStairsX,y : sta $04
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lda.w InroomStairsX+1,y : sta $05
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lda $06 : cmp #$ff : beq .south
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lda.b Scrap01 : and.b #$30 : lsr #3 : tay
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lda.w InroomStairsX,y : sta.b Scrap04
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lda.w InroomStairsX+1,y : sta.b Scrap05
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lda.b Scrap06 : cmp.b #$ff : beq .south
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lda.w InroomStairsY+1,y : bne +
|
||||
inc $045f ; flag indicating special screen transition
|
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dec $02 ; shift variables further
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stz $aa
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lda $a8 : and #%11111101 : sta $a8
|
||||
stz $0613 ; North scroll target
|
||||
inc $0603 : inc $0607
|
||||
dec $0619 : dec $061b
|
||||
inc.w $045f ; flag indicating special screen transition
|
||||
dec.b Scrap02 ; shift variables further
|
||||
stz.b LinkQuadrantV
|
||||
lda.b $a8 : and.b #%11111101 : sta.b $a8
|
||||
stz.w CameraTargetS+1 ; North scroll target
|
||||
inc.w $0603 : inc.w $0607
|
||||
dec.w CameraScrollN+1 : dec.w CameraScrollS+1
|
||||
+
|
||||
lda.w InroomStairsY,y : !add #$20 : sta $20
|
||||
!sub #$38 : sta $045e
|
||||
lda $01 : and #$40 : beq +
|
||||
lda $20 : !add #$20 : sta $20
|
||||
stz $045f
|
||||
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
|
||||
stz.w $045f
|
||||
+
|
||||
dec $21
|
||||
dec.b LinkPosY+1
|
||||
%StonewallCheck($1b)
|
||||
bra ++
|
||||
.south
|
||||
lda.w InroomStairsY+1,y : beq +
|
||||
inc $045f ; flag indicating special screen transition
|
||||
inc $02 ; shift variables further
|
||||
lda #$02 : sta $aa
|
||||
lda $a8 : ora #%00000010 : sta $a8
|
||||
inc $0611 ; South scroll target
|
||||
dec $0603 : dec $0607
|
||||
inc $0619 : inc $061b
|
||||
inc.w $045f ; flag indicating special screen transition
|
||||
inc.b Scrap02 ; shift variables further
|
||||
lda.b #$02 : sta.b LinkQuadrantV
|
||||
lda.b $a8 : ora.b #%00000010 : sta.b $a8
|
||||
inc.w CameraTargetN+1 ; South scroll target
|
||||
dec.w $0603 : dec.w $0607
|
||||
inc.w CameraScrollN+1 : inc.w CameraScrollS+1
|
||||
+
|
||||
lda.w InroomStairsY,y : !sub #$20 : sta $20
|
||||
!add #$38 : sta $045e
|
||||
lda $01 : and #$40 : beq +
|
||||
lda $20 : !sub #$20 : sta $20
|
||||
stz $045f
|
||||
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
|
||||
stz.w $045f
|
||||
+
|
||||
inc $21
|
||||
inc.b LinkPosY+1
|
||||
++
|
||||
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
|
||||
stz $0476
|
||||
lda.b Scrap01 : and.b #$04 : lsr #2 : sta.b LinkLayer : bne +
|
||||
stz.w $0476
|
||||
+ rts
|
||||
}
|
||||
|
||||
@@ -268,13 +268,13 @@ PrepScrollToInroomStairs:
|
||||
; Sets $04 $05 and $ee
|
||||
PrepScrollToEdge:
|
||||
{
|
||||
sta $04 : lda $01 : and #$20 : beq +
|
||||
lda #01
|
||||
+ sta $05
|
||||
lda $01 : and #$10 : beq +
|
||||
lda #01
|
||||
+ sta $ee : bne +
|
||||
stz $0476
|
||||
sta.b Scrap04 : lda.b Scrap01 : and.b #$20 : beq +
|
||||
lda.b #01
|
||||
+ sta.b Scrap05
|
||||
lda.b Scrap01 : and.b #$10 : beq +
|
||||
lda.b #01
|
||||
+ sta.b LinkLayer : bne +
|
||||
stz.w $0476
|
||||
+ rts
|
||||
}
|
||||
|
||||
@@ -282,56 +282,56 @@ PrepScrollToEdge:
|
||||
; Sets $04 $05 and $ee, and $fe
|
||||
PrepScrollToNormal:
|
||||
{
|
||||
lda $01 : sta $fe : and #$04 : lsr #2 : sta $ee ; trap door and layer
|
||||
lda.b Scrap01 : sta.b $fe : and.b #$04 : lsr #2 : sta.b LinkLayer ; trap door and layer
|
||||
bne +
|
||||
stz $0476
|
||||
+ stz $05 : lda #$78 : sta $04
|
||||
lda $01 : and #$03 : beq .end
|
||||
cmp #$02 : !bge +
|
||||
lda #$f8 : sta $04 : bra .end
|
||||
+ inc $05
|
||||
stz.w $0476
|
||||
+ stz.b Scrap05 : lda.b #$78 : sta.b Scrap04
|
||||
lda.b Scrap01 : and.b #$03 : beq .end
|
||||
cmp.b #$02 : !bge +
|
||||
lda.b #$f8 : sta.b Scrap04 : bra .end
|
||||
+ inc.b Scrap05
|
||||
.end rts
|
||||
}
|
||||
|
||||
StraightStairsAdj:
|
||||
{
|
||||
stx $0464 : sty $012e ; what we wrote over
|
||||
stx.w $0464 : sty.w SFX2 ; what we wrote over
|
||||
lda.l DRMode : beq +
|
||||
lda $045e : bne .toInroom
|
||||
lda $046d : beq .noScroll
|
||||
sta $22
|
||||
ldy #$00 : jsr ApplyScroll
|
||||
stz $046d
|
||||
lda.w $045e : bne .toInroom
|
||||
lda.w $046d : beq .noScroll
|
||||
sta.b LinkPosX
|
||||
ldy.b #$00 : jsr ApplyScroll
|
||||
stz.w $046d
|
||||
.noScroll
|
||||
jsr GetTileAttribute : tax
|
||||
lda $11 : cmp #$12 : beq .goingNorth
|
||||
lda $a2 : cmp #$51 : bne ++
|
||||
rep #$20 : lda #$0018 : !add $20 : sta $20 : sep #$20 ; special fix for throne room
|
||||
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
|
||||
jsr GetTileAttribute : tax
|
||||
++ lda.l StepAdjustmentDown, X : bra .end
|
||||
; lda $ee : beq .end
|
||||
; rep #$20 : lda #$ffe0 : !add $20 : sta $20 : sep #$20
|
||||
; lda.b LinkLayer : beq .end
|
||||
; rep #$20 : lda.w #$ffe0 : !add.b LinkPosY : sta.b LinkPosY : sep #$20
|
||||
.goingNorth
|
||||
cpx #$00 : bne ++
|
||||
lda $a0 : cmp #$51 : bne ++
|
||||
lda #$36 : bra .end ; special fix for throne room
|
||||
++ ldy $ee : cpy #$00 : beq ++
|
||||
cpx.b #$00 : bne ++
|
||||
lda.b RoomIndex : cmp.b #$51 : bne ++
|
||||
lda.b #$36 : bra .end ; special fix for throne room
|
||||
++ ldy.b LinkLayer : cpy.b #$00 : beq ++
|
||||
inx
|
||||
++ lda.l StepAdjustmentUp, X
|
||||
.end
|
||||
pha : lda $0462 : and #$04 : bne ++
|
||||
pla : !add #$f6 : pha
|
||||
++ pla : !add $0464 : sta $0464
|
||||
pha : lda.w $0462 : and.b #$04 : bne ++
|
||||
pla : !add.b #$f6 : pha
|
||||
++ pla : !add.w $0464 : sta.w $0464
|
||||
+ rtl
|
||||
.toInroom
|
||||
lda #$32 : sta $0464 : stz $045e
|
||||
lda.b #$32 : sta.w $0464 : stz.w $045e
|
||||
rtl
|
||||
}
|
||||
|
||||
GetTileAttribute:
|
||||
{
|
||||
phk : pea.w .jslrtsreturn-1
|
||||
pea.w $02802c
|
||||
pea.w $82802c
|
||||
jml CalculateTransitionLanding ; mucks with x/y sets a to Tile Attribute, I think
|
||||
.jslrtsreturn
|
||||
rts
|
||||
@@ -352,15 +352,15 @@ StraightStairsFix:
|
||||
{
|
||||
pha
|
||||
lda.l DRMode : bne +
|
||||
pla : !add $20 : sta $20 : rtl ;what we wrote over
|
||||
pla : !add.b LinkPosY : sta.b LinkPosY : rtl ;what we wrote over
|
||||
+ pla : rtl
|
||||
}
|
||||
|
||||
StraightStairLayerFix:
|
||||
{
|
||||
lda.l DRMode : beq +
|
||||
lda $ee : rtl
|
||||
+ lda $01c322, x : rtl ; what we wrote over
|
||||
lda.b LinkLayer : rtl
|
||||
+ lda.l LayerOfDestination+3, x : rtl ; what we wrote over
|
||||
}
|
||||
|
||||
DoorToStraight:
|
||||
@@ -369,61 +369,61 @@ DoorToStraight:
|
||||
lda.l DRMode : beq .skip
|
||||
pla : bne .end
|
||||
pha
|
||||
lda $a0 : cmp #$51 : bne .skip
|
||||
lda #$04 : sta $4e
|
||||
lda.b RoomIndex : cmp.b #$51 : bne .skip
|
||||
lda.b #$04 : sta.b $4e
|
||||
.skip pla
|
||||
.end LDX.w $0418 : CMP.b #$02 ; what we wrote over
|
||||
.end LDX.w TransitionDirection : CMP.b #$02 ; what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
DoorToInroom:
|
||||
{
|
||||
ldx $045e : bne .end
|
||||
sta $0020, y ; what we wrote over
|
||||
ldx.w $045e : bne .end
|
||||
sta.w $0020, y ; what we wrote over
|
||||
.end
|
||||
ldx #$00 ; what we wrote over
|
||||
ldx.b #$00 ; what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
DoorToInroomEnd:
|
||||
{
|
||||
ldy $045e : beq .vanilla
|
||||
cmp $045e : bne .return
|
||||
stz $045e ; clear
|
||||
ldy.w $045e : beq .vanilla
|
||||
cmp.w $045e : bne .return
|
||||
stz.w $045e ; clear
|
||||
.return
|
||||
rtl
|
||||
.vanilla
|
||||
cmp $02c034, x ; what we wrote over
|
||||
cmp.l UnderworldTransitionLandingCoordinate, x ; what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
StraightStairsTrapDoor:
|
||||
{
|
||||
lda $0464 : bne +
|
||||
lda.w $0464 : bne +
|
||||
; reset function
|
||||
.reset phk : pea.w .jslrtsreturn-1
|
||||
pea.w $02802c
|
||||
jml $028c73 ; $10D71 .reset label of Bank02
|
||||
pea.w $82802c
|
||||
jml ResetThenCacheRoomEntryProperties ; $10D71 .reset label of Bank02
|
||||
.jslrtsreturn
|
||||
lda $0468 : bne ++
|
||||
lda $a0 : cmp.b #$ac : bne .animateTraps
|
||||
lda $0403 : and.b #$20 : bne .animateTraps
|
||||
lda $0403 : and.b #$10 : beq ++
|
||||
lda.w $0468 : bne ++
|
||||
lda.b RoomIndex : cmp.b #$ac : bne .animateTraps
|
||||
lda.w $0403 : and.b #$20 : bne .animateTraps
|
||||
lda.w $0403 : and.b #$10 : beq ++
|
||||
.animateTraps
|
||||
lda #$05 : sta $11
|
||||
inc $0468 : stz $068e : stz $0690
|
||||
lda.b #$05 : sta.b GameSubMode
|
||||
inc.w $0468 : stz.w $068e : stz.w $0690
|
||||
++ JML Underworld_SetBossOrSancMusicUponEntry_long
|
||||
+ JML Dungeon_ApproachFixedColor ; what we wrote over
|
||||
}
|
||||
|
||||
InroomStairsTrapDoor:
|
||||
{
|
||||
lda $0200 : cmp #$05 : beq .reset
|
||||
lda $b0 : jml $008781 ; what we wrote over (essentially)
|
||||
lda.w SubModuleInterface : cmp.b #$05 : beq .reset
|
||||
lda.b SubSubModule : jml JumpTableLocal ; what we wrote over (essentially)
|
||||
.reset
|
||||
pla : pla : pla
|
||||
jsl StraightStairsTrapDoor_reset
|
||||
jml $028b15 ; just some RTS in bank 02
|
||||
jml $828b15 ; just some RTS in bank 02
|
||||
}
|
||||
|
||||
HandleSpecialDoorLanding: {
|
||||
@@ -436,7 +436,7 @@ HandleSpecialDoorLanding: {
|
||||
LDA.b 1,S : AND.b #$FA : CMP.b #$80 : bne .noDoor
|
||||
|
||||
.setDoorState
|
||||
LDA.w $0418 : AND.b #$02 : BNE + : INC
|
||||
LDA.w TransitionDirection : AND.b #$02 : BNE + : INC
|
||||
+ STA.b $6C
|
||||
|
||||
.noDoor
|
||||
|
||||
Reference in New Issue
Block a user