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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@@ -95,8 +95,6 @@ org $06B55C ; PC 0x3355C ; sprite_smithy_bros.asm : 634
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SmithSword:
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db #$02 ; #$02 = Tempered Sword (default)
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;org $05EBD4 ; PC 0x2EBD4 - sprite_zelda.asm:23 - (LDA $7EF359 : CMP.b #$02 : BCS .hasMasterSword) - Zelda Spawnpoint Sword Check
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;db #$05 ; #$02 = Tempered Sword (default) - #$05 = All Swords
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;--------------------------------------------------------------------------------
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; 0x18002B- 0x180030 (Unused)
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;--------------------------------------------------------------------------------
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@@ -1435,7 +1433,7 @@ db $04
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;JSL Sprite_ShowMessageFromPlayerContact ; Inverted uses Sprite_ShowMessageFromPlayerContact
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;;---------------------------------------------------------------------------------
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org $00886e ; <- Bank00.asm : 1050 (LDA Overworld_TileAttr, X)
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LDA Overworld_TileAttr, X ; use "JML InvertedTileAttributeLookup" for inverted
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LDA.l Overworld_TileAttr, X ; use "JML InvertedTileAttributeLookup" for inverted
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Overworld_GetTileAttrAtLocation_continue:
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;================================================================================
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org $0DDBEC ; <- 6DBEC
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