Re-implemented mirror scroll during escape behavior to not affect entrance and include the throne spawn point

This commit is contained in:
aerinon
2022-06-16 12:32:31 -06:00
parent 2579038832
commit 92c155f5c0
2 changed files with 7 additions and 12 deletions

View File

@@ -2439,8 +2439,8 @@ NOP #6 ; remove check
org $068841 ; <- 30841 - sprite_prep.asm:269 (LDA $0D00, X : ADD.b #$03 : STA $0D00, X)
JSL.l Mantle_CorrectPosition : NOP #2
;--------------------------------------------------------------------------------
org $02D6FC ; <- bank02 : Underworld_LoadEntrance.not_a_respawn (LDA.w $010E : AND.w #$00FF)
JSL MirrorScrollSpawnZelda : NOP #2
org $0297FD ; <- bank02 : Module07_19_MirrorFade (STZ.b $11 : STZ.b $14)
JSL MirrorScrollSpawnZelda
;--------------------------------------------------------------------------------
org $0DFA53 ; <- 6FA53 - hud check for lantern
JSL.l LampCheck

View File

@@ -12,16 +12,11 @@ Mantle_CorrectPosition:
LDA $0D00, X : !ADD.b #$03 ; thing we did originally
RTL
;--------------------------------------------------------------------------------
MirrorScrollSpawnZelda:
SEP #$20
LDA.l StartingEntrance : CMP.b #$02 : BNE +
LDA.l MirrorEquipment : CMP.b #$01 : BNE +
REP #$20
PLA ; remove JSL 16 bits
PEA.w Underworld_LoadSpawnEntrance-1
RTL
+ REP #$20
LDA.l MirrorEquipment : CMP.b #$01 : BNE + ;mirror scroll
LDA.l StartingEntrance : CMP.b #$02 : BEQ ++ ; zelda's cell
CMP.b #$04 : BNE +
++ INC $04AA
; what we replaced
LDA.w $010E : AND.w #$00FF
+ STZ.b $11 : STZ.b $14
RTL