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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@@ -39,7 +39,7 @@ DungeonHoleEntranceTransition:
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JSL EnableForceBlank
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LDA.l SilverArrowsAutoEquip : AND.b #$02 : BEQ +
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LDA $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
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LDA.w $010E : CMP.b #$7B : BNE + ; skip unless falling to ganon's room
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LDA.l BowTracking : AND.b #$40 : BEQ + ; skip if we don't have silvers
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LDA.l BowEquipment : BEQ + ; skip if we have no bow
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CMP.b #$03 : !BGE + ; skip if the bow is already silver
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@@ -133,7 +133,7 @@ CountChestKey: ; called by neighbor functions
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RTS
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;--------------------------------------------------------------------------------
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CountBonkItem: ; called from GetBonkItem in bookofmudora.asm
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LDA.b $A0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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LDA.b RoomIndex ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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CMP.b #115 : BNE + ; Desert Bonk Key
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LDA.l BonkKey_Desert : BRA ++
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+ : CMP.b #140 : BNE + ; GTower Bonk Key
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@@ -289,7 +289,7 @@ IncrementUWMirror:
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PHA
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LDA.b #$00 : STA.l $7F5035 ; bandaid patch bug with mirroring away from text
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LDA.l StatsLocked : BNE +
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LDA $040C : CMP #$FF : BEQ + ; skip if we're in a cave or house
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LDA.w $040C : CMP.b #$FF : BEQ + ; skip if we're in a cave or house
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LDA.l UnderworldMirrors : INC : STA.l UnderworldMirrors
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JSL.l StatTransitionCounter
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+
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