Continue labeling and documentation in ram.asm, main rando block

Deleted several unused modules and some commented code
Reorganized some routines to clean up modules
Moved some memory into mirrored WRAM
Refactored NMI hook aux routine
Removed old fake flipper fix
This commit is contained in:
cassidoxa
2022-11-16 21:38:28 -05:00
parent 43f753b517
commit 788cceaab9
67 changed files with 962 additions and 2127 deletions

View File

@@ -5,21 +5,21 @@ FloodGateAndMasterSwordFollowerReset:
JSL.l MasterSwordFollowerClear
FloodGateReset:
LDA.l PersistentFloodgate : BNE +
LDA OverworldEventDataWRAM+$3B : AND.b #$DF : STA OverworldEventDataWRAM+$3B ; reset water outside floodgate
LDA OverworldEventDataWRAM+$7B : AND.b #$DF : STA OverworldEventDataWRAM+$7B ; reset water outside swamp palace
LDA RoomDataWRAM[$010B].low : AND.b #$7F : STA RoomDataWRAM[$010B].low ; clear water inside floodgate
LDA RoomDataWRAM[$28].high : AND.b #$FE : STA RoomDataWRAM[$28].high ; clear water front room (room 40)
LDA.l OverworldEventDataWRAM+$3B : AND.b #$DF : STA.l OverworldEventDataWRAM+$3B ; reset water outside floodgate
LDA.l OverworldEventDataWRAM+$7B : AND.b #$DF : STA.l OverworldEventDataWRAM+$7B ; reset water outside swamp palace
LDA.l RoomDataWRAM[$010B].low : AND.b #$7F : STA.l RoomDataWRAM[$010B].low ; clear water inside floodgate
LDA.l RoomDataWRAM[$28].high : AND.b #$FE : STA.l RoomDataWRAM[$28].high ; clear water front room (room 40)
+
FloodGateResetInner:
LDA.l Bugfix_SwampWaterLevel : BEQ +++
LDA RoomDataWRAM[$37].low : AND.b #$04 : BEQ + ; Check if key in room 55 has been collected.
LDA FlippersEquipment : AND.b #$01 : BNE ++ ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
LDA.l RoomDataWRAM[$37].low : AND.b #$04 : BEQ + ; Check if key in room 55 has been collected.
LDA.l FlippersEquipment : AND.b #$01 : BNE ++ ; Check for flippers. This can otherwise softlock doors if flooded without flippers and no way to reset.
+
LDA RoomDataWRAM[$37].low : AND.b #$7F : STA RoomDataWRAM[$37].low ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
LDA.l RoomDataWRAM[$37].low : AND.b #$7F : STA.l RoomDataWRAM[$37].low ; clear water room 55 - outer room you shouldn't be able to softlock except in major glitches
++
LDA RoomDataWRAM[$35].high : AND.b #$04 : BNE +++ ; Check if key in room 53 has been collected.
LDA.l RoomDataWRAM[$35].high : AND.b #$04 : BNE +++ ; Check if key in room 53 has been collected.
; no need to check for flippers on the inner room, as you can't get to the west door no matter what, without flippers.
LDA RoomDataWRAM[$35].low : AND.b #$7F : STA RoomDataWRAM[$35].low ; clear water room 53 - inner room with the easy key flood softlock
LDA.l RoomDataWRAM[$35].low : AND.b #$7F : STA.l RoomDataWRAM[$35].low ; clear water room 53 - inner room with the easy key flood softlock
+++
RTL
;================================================================================