removed entrance randomizer support due to bad commit
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@@ -127,8 +127,7 @@ incsrc hardmode.asm
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incsrc goalitem.asm
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incsrc compasses.asm
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incsrc doorframefixes.asm
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incsrc music.asm
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;incsrc shopkeeper.asm
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;incsrc music.asm
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incsrc cuccostorm.asm
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incsrc roomloading.asm
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incsrc icepalacegraphics.asm
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46
hooks.asm
46
hooks.asm
@@ -1061,14 +1061,14 @@ JSL.l GetMagicBatItem
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;================================================================================
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; Replacement Shopkeeper
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;--------------------------------------------------------------------------------
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;org $068BEB ; <- 30BEB - Bank07.asm:1125 - (INC $0BA0, X)
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;JSL.l SpritePrep_ShopKeeper : RTS
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org $068BEB ; <- 30BEB - Bank07.asm:1125 - (INC $0BA0, X)
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JSL.l SpritePrep_ShopKeeper : RTS
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;--------------------------------------------------------------------------------
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;org $1EEEE3 ; <- F6EE3 - sprite_shopkeeper.asm:7 - (LDA $0E80, X)
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;JSL.l Sprite_ShopKeeper : RTS
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org $1EEEE3 ; <- F6EE3 - sprite_shopkeeper.asm:7 - (LDA $0E80, X)
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JSL.l Sprite_ShopKeeper : RTS
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;--------------------------------------------------------------------------------
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;org $00D55E ; <- 555E - Bank00.asm:3491 (LDX.w #$2D40)
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;JSL.l LoadModifiedTileBufferAddress : NOP #2
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org $00D55E ; <- 555E - Bank00.asm:3491 (LDX.w #$2D40)
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JSL.l LoadModifiedTileBufferAddress : NOP #2
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;--------------------------------------------------------------------------------
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;================================================================================
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@@ -1934,34 +1934,21 @@ JSL.l SetOverlayIfLamp
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; Overworld Door Frame Overlay Fix
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;
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; When entering an overworld entrance, if it is an entrance to a simple cave, we
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; store the overworld door id, then use that (instead of the cave id) to determine the
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; store the entrance id, then use that (instead of the cave id) to determine the
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; overlay to draw when leaving the cave again. We also use this value to
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; identify the tavern entrance to determine whether link should walk up or down.
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;--------------------------------------------------------------------------------
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org $1BBD5F ; <- Bank1b.asm:296 (LDA $1BBB73, X : STA $010E)
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JSL.l StoreLastOverworldDoorID
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NOP #3
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;org $1BBD5F ; <- Bank1b.asm:296 (LDA $1BBB73, X : STA $010E)
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;JSL.l StoreLastEntranceID
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;NOP #3
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;--------------------------------------------------------------------------------
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org $02D754 ; <- Bank02.asm:10847 (LDA $D724, X : STA $0696 : STZ $0698)
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JSL.l CacheDoorFrameData
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NOP #5
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;org $02D754 ; <- Bank02.asm:10847 (LDA $D724, X : STA $0696 : STZ $0698)
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;JSL.l CacheDoorFrameData
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;NOP #5
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;--------------------------------------------------------------------------------
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org $0298AD ; <- Bank02.asm:4495 (LDA $010E : CMP.b #$43)
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JSL.l WalkDownIntoTavern
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NOP #1
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;================================================================================
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;================================================================================
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; Music fixes
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;--------------------------------------------------------------------------------
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org $0282F4 ; <- Bank02.asm:654 (LDY.b #$58 ...)
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JML.l PreOverworld_LoadProperties_ChooseMusic
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org $028389 ; <- Bank02.asm:763
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PreOverworld_LoadProperties_SetSong:
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;--------------------------------------------------------------------------------
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org $05CC58 ; <- Bank05.asm:1307 (LDA $040A : CMP.b #$18)
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JSL PsychoSolder_MusicCheck
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NOP #1
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;org $0298AD ; <- Bank02.asm:4495 (LDA $010E : CMP.b #$43)
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;JSL.l WalkDownIntoTavern
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;NOP #1
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;================================================================================
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;================================================================================
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@@ -2000,3 +1987,4 @@ org $00DF62 ; <- Bank00.asm:4672 (LDX.w #$0000 : LDY.w #$0040)
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org $00DF6E ; <- A few instructions later, right after JSR Do3To4High16Bit
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ReloadingFloorsCancel:
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;================================================================================
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