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
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@@ -6,20 +6,13 @@
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; MaidenCrystalScript
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;--------------------------------------------------------------------------------
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MaidenCrystalScript:
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LDA.b #$00 : STA $7F5091
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STZ $02D8
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STZ $02DA
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STZ $2E
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LDA #$02 : STA $2F
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; Load the dungeon index. Is it the Dark Palace?
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;LDA $040C : !SUB.b #$0A : TAY : CPY.b #$02 : BNE +
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; LDA MapIcons : CMP.b #$07 : BCS ++ : LDA.b #$07 : STA MapIcons : ++
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;+
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LDA CrystalsField : AND.b #$7F : CMP.b #$7F : BNE + ; check if we have all crystals
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LDA.b #$08 : STA MapIcons ; Update the map icon to just be Ganon's Tower
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LDA.b #$00 : STA.l BusyItem
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STZ.w $02D8
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STZ.w $02DA
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STZ.b $2E
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LDA.b #$02 : STA.w $2F
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LDA.l CrystalsField : AND.b #$7F : CMP.b #$7F : BNE + ; check if we have all crystals
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LDA.b #$08 : STA.l MapIcons ; Update the map icon to just be Ganon's Tower
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+
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JML.l $1ECF35 ; <- F4F35 - sprite_crystal_maiden.asm : 426
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;--------------------------------------------------------------------------------
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