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

@@ -3,7 +3,7 @@
;================================================================================
CalculateSpikeFloorDamage:
REP #$20 ; set 16-bit accumulator
LDA.b $A0 ; these are all decimal because i got them that way
LDA.b RoomIndex ; these are all decimal because i got them that way
CMP.w #279
SEP #$20 ; set 8-bit accumulator
BNE +
@@ -18,7 +18,7 @@ RTL
CalculateByrnaUsage:
LDA.b $1B : BEQ ++
REP #$20 ; set 16-bit accumulator
LDA.b $A0 ; these are all decimal because i got them that way
LDA.b RoomIndex ; these are all decimal because i got them that way
CMP.w #95 : BEQ + ; Ice Palace Spike Room
CMP.w #172 : BEQ + ; Blind Boss Room
CMP.w #179 : BEQ + ; Room in Misery Mire
@@ -38,7 +38,7 @@ CalculateByrnaUsage:
CalculateCapeUsage:
LDA.b $1B : BEQ ++
REP #$20 ; set 16-bit accumulator
LDA.b $A0 ; these are all decimal because i got them that way
LDA.b RoomIndex ; these are all decimal because i got them that way
CMP.w #95 : BEQ + ; Ice Palace Spike Room
CMP.w #179 : BEQ + ; Room in Misery Mire
CMP.w #213 : BEQ + ; Laser Bridge
@@ -56,7 +56,7 @@ CalculateCapeUsage:
ActivateInvulnerabilityOrDont:
LDA.b $1B : BEQ .nowhere_special
REP #$20 ; set 16-bit accumulator
LDA.b $A0 ; these are all decimal because i got them that way
LDA.b RoomIndex ; these are all decimal because i got them that way
CMP.w #95 : BEQ .somewhere_cool ; Ice Palace Spike Room
CMP.w #179 : BEQ .somewhere_cool ; Room in Misery Mire
CMP.w #213 : BEQ .somewhere_cool ; Laser Bridge
@@ -81,7 +81,7 @@ GetItemDamageValue:
CPX.b #$3d : BEQ .hookshot
.normal
lda $0db8f1,x ;what we wrote over
LDA.l $0db8f1,x ;what we wrote over
RTL
.boomerang
LDA.l StunItemAction : AND #$01 : BNE .normal