Show stairs, warps, and drops in doors map

This commit is contained in:
2026-01-11 21:42:48 -06:00
parent e56b8a55fe
commit 970d1f5db0
9 changed files with 480 additions and 123 deletions

View File

@@ -1,8 +1,10 @@
!CenterTile = $036A
!CenterTile = $026A
!ConnectorPalette = $1000
!DoorSlotCount = 25
DrawWackyDoorRandoStuff:
JSL DrawBorder
JSL DrawTopAreaBorder
JSL DrawBottomAreaBorder
STZ.w GFXStripes
@@ -49,7 +51,7 @@ DrawCurrentSupertile:
RTL
ClearDoorSlotsTable:
LDX.w #$0028
LDX.w #2*!DoorSlotCount-2
LDA.w #$FF0F
- STA.l DoorSlots, X
DEX : DEX
@@ -193,6 +195,9 @@ DrawConnectedRooms:
CMP.w #$0004
BCC .next_side
JSR DrawStairs
JSR DrawDropOrWarp
PLB
RTL
@@ -472,6 +477,129 @@ DrawSide:
PLX
RTS
DrawStairs:
PHX
LDA.l CurrentDisplayedRoom
TAX
LDA.w SpiralPropsIndex, X
AND.w #$00FF
TAY
LDA.l SpiralOffset, X
AND.w #$00FF
ASL A : ASL A
STA.b $00
LDA.w SpiralProps, Y
AND.w #$00FF
STA.b $06
BEQ .done
STZ.b $02
INY
.next_room
LDA.w SpiralProps, Y
AND.w #$00FF
ASL A : ASL A
CLC : ADC.b $00
TAX
PHY
LDA.b $02
CLC : ADC.w #$0015
ASL A
TAY
LDA.l SpiralTable, X
AND.w #$00FF
TYX
STA.l DoorSlots, X
STA.b $CA
LDA.w DoorSlotsBG2, Y
CLC : ADC.w #!CenterTile
TAX
LDA.b $02
ASL A
CLC : ADC.w #$0DF0
STA.l $7F0000-$40, X
INC A
STA.l $7F0002-$40, X
JSL DrawFullRoomTile
PLY
INY : INY
INC.b $02
DEC.b $06
BNE .next_room
.done
PLX
RTS
DrawDropOrWarp:
PHX
LDA.l CurrentDisplayedRoom
STA.b $00
LDX.w #$0000
.check_next_drop
LDA.l FallTable, X
AND.w #$00FF
CMP.w #$00FF
BEQ .no_drop
CMP.b $00
BEQ .found_drop
INX : INX
BRA .check_next_drop
.no_drop
LDX.w #$0000
.check_next_warp
LDA.l WarpTable, X
AND.w #$00FF
CMP.w #$00FF
BEQ .done
CMP.b $00
BEQ .found_warp
INX : INX
BRA .check_next_warp
.found_drop
LDA.w #$0DE0
STA.l $7F0574
INC A
STA.l $7F0576
LDA.l FallTable+1, X
AND.w #$00FF
BRA .draw_room
.found_warp
LDA.w #$0DE2
STA.l $7F0574
INC A
STA.l $7F0576
LDA.l WarpTable+1, X
AND.w #$00FF
.draw_room
PHY
LDX.w #$0030
TXY
STA.l DoorSlots, X
STA.b $CA
LDA.w DoorSlotsBG2, X
CLC : ADC.w #!CenterTile
TAX
JSL DrawFullRoomTile
PLY
.done
PLX
RTS
DrawSingleConnectedRoom:
AND.w #$00FF
@@ -722,31 +850,78 @@ DrawSouthConnectors:
PLX
RTS
DrawBorder:
DrawTopAreaBorder:
LDA.w #$0F19
STA.l $7F01DE
STA.l $7F00DE
LDA.w #$4F19
STA.l $7F01F8
STA.l $7F00F8
LDA.w #$8F19
STA.l $7F051E
STA.l $7F041E
LDA.w #$CF19
STA.l $7F0538
STA.l $7F0438
LDX.w #$0016
-
LDA.w #$0F1A
STA.l $7F01E0, X
STA.l $7F00E0, X
LDA.w #$8F1A
STA.l $7F0520, X
STA.l $7F0420, X
DEX : DEX
BPL -
LDX.w #$02C0
-
LDA.w #$0F1B
STA.l $7F021E, X
STA.l $7F011E, X
LDA.w #$4F1B
STA.l $7F0238, X
STA.l $7F0138, X
TXA
SEC : SBC.w #$0040
TAX
BPL -
RTL
DrawBottomAreaBorder:
LDA.w #$0DE4
STA.l $7F055E
STA.l $7F0572
LDA.w #$4DE4
STA.l $7F0570
STA.l $7F0578
LDA.w #$8DE4
STA.l $7F061E
STA.l $7F0632
LDA.w #$CDE4
STA.l $7F0630
STA.l $7F0638
LDX.w #$000E
-
LDA.w #$0DE5
STA.l $7F0560, X
LDA.w #$8DE5
STA.l $7F0620, X
DEX : DEX
BPL -
LDX.w #$0002
-
LDA.w #$0DE5
STA.l $7F0574, X
LDA.w #$8DE5
STA.l $7F0634, X
DEX : DEX
BPL -
LDX.w #$0040
-
LDA.w #$0DE6
STA.l $7F059E, X
STA.l $7F05B2, X
LDA.w #$4DE6
STA.l $7F05B0, X
STA.l $7F05B8, X
TXA
SEC : SBC.w #$0040
TAX
@@ -830,6 +1005,7 @@ DrawDoorsMapSprites:
BNE +
JSR DrawDoorsMapBlinker
+
JSR DrawDoorsStairs
JSR DrawDoorsMapCursor
REP #$20
@@ -868,7 +1044,7 @@ DrawDoorsMapBlinker:
AND.w #$01E0
ASL A : ASL A : ASL A
XBA
CLC : ADC.w #$0064
CLC : ADC.w #$0044
STA.w OAMBuffer+1, X
SEP #$20
@@ -891,7 +1067,7 @@ DrawDoorsMapBossRoom:
LDA.l DungeonMapBossRooms, X
STA.b $0E
LDX.b #$28
LDX.b #!DoorSlotCount*2-2
-
LDA.l DoorSlots, X
AND.w #$00FF
@@ -939,7 +1115,7 @@ DrawDoorsMapBossIcon:
TAY
REP #$20
LDA.w #$3048
LDA.w #$4830
STA.w OAMBuffer, Y
LDA.w #$3103
@@ -1038,7 +1214,7 @@ MoveDoorsMapCursor:
BNE .from_end
.from_start
AND.b #$03
AND.b #$0F
TAX
LDA.l NextCursorSpecial_start_direction, X
STA.b $00
@@ -1046,7 +1222,7 @@ MoveDoorsMapCursor:
BRA .easy
.from_end
AND.b #$03
AND.b #$0F
TAX
LDA.l NextCursorSpecial_end_direction, X
STA.b $00
@@ -1111,11 +1287,11 @@ DoorsMapSelectCursor:
ClearDoorsMapBG1:
LDA.w #$000B
STA.b $00
LDA.w #$1110
LDA.w #$1090
STA.b $02
LDA.w GFXStripes
TAY
CLC : ADC.w #$0048
CLC : ADC.w #$0054
STA.w GFXStripes
.next_row
@@ -1134,19 +1310,30 @@ ClearDoorsMapBG1:
DEC.b $00
BPL .next_row
LDA.w #$D012
STA.w GFXStripes+2, Y
LDA.w #$F012
STA.w GFXStripes+8, Y
LDA.w #$1640
STA.w GFXStripes+4, Y
STA.w GFXStripes+10, Y
LDA.w #$0300
STA.w GFXStripes+6, Y
STA.w GFXStripes+12, Y
RTL
ClearDoorsMapBG2:
LDX.w #$0220
; main area
LDX.w #$0120
LDA.w #$000B
STA.b $00
STA.b $02
LDA.w #$0300
.next
.next_main
STA.l $7F0000, X
INX : INX
DEC.b $02
BPL .next
BPL .next_main
LDA.w #$000B
STA.b $02
@@ -1156,6 +1343,79 @@ ClearDoorsMapBG2:
LDA.w #$0300
DEC.b $00
BPL .next
BPL .next_main
; stairs area
LDX.w #$0560
LDA.w #$0007
STA.b $02
.next_stairs
LDA.w #$0DE5
STA.l $7F0000, X
LDA.w #$0300
STA.l $7F0040, X
STA.l $7F0080, X
INX : INX
DEC.b $02
BPL .next_stairs
; drop area
LDX.w #$0574
LDA.w #$0DE5
STA.l $7F0574
STA.l $7F0576
LDA.w #$0300
STA.l $7F05B4
STA.l $7F05B6
STA.l $7F05F4
STA.l $7F05F6
RTL
DrawDoorsStairs:
LDA.l CurrentDisplayedRoom
TAX
LDA.l SpiralPropsIndex, X
TAX
LDA.l SpiralProps, X
STA.b $0E
STZ.b $0F
BEQ .done
.next_sprite
LDY.b $00
LDA.b #$00
STA.w OAMBufferAux, Y
TYA
ASL A : ASL A
TAY
INX : INX
LDA.l SpiralProps, X
PHX
ASL A
TAX
LDA.l DoorSlotsSprites
CLC : ADC.l SpiralLabelOffsets, X
STA.w OAMBuffer, Y
LDA.l DoorSlotsSprites+1
CLC : ADC.l SpiralLabelOffsets+1, X
STA.w OAMBuffer+1, Y
PLX
LDA.b #$39
CLC : ADC.b $0F
STA.w OAMBuffer+2, Y
LDA.b #$33
STA.w OAMBuffer+3, Y
INC.b $00
INC.b $0F
DEC.b $0E
BNE .next_sprite
.done
RTS

View File

@@ -1,34 +1,42 @@
DoorSlotsSprites:
; center
dw $68A8
dw $48A8
; north
dw $4090, $40A8, $40C0
dw $4098, $40B8
dw $2090, $20A8, $20C0
dw $2098, $20B8
; west
dw $5080, $6880, $8080
dw $5880, $7880
dw $3080, $4880, $6080
dw $3880, $5880
; south
dw $9090, $90A8, $90C0
dw $9098, $90B8
dw $7090, $70A8, $70C0
dw $7098, $70B8
; east
dw $50D0, $68D0, $80D0
dw $58D0, $78D0
dw $30D0, $48D0, $60D0
dw $38D0, $58D0
; stairs
dw $B080, $B098, $B0B0
; drop/warp
dw $B0D0
DoorSlotsBG1:
; center
dw $11B5
dw $1135
; north
dw $1112, $1115, $1118
dw $1113, $1117
dw $1092, $1095, $1098
dw $1093, $1097
; west
dw $1150, $11B0, $1210
dw $1170, $15F0
dw $10D0, $1130, $1190
dw $10F0, $1170
; south
dw $1252, $1255, $1258
dw $1253, $1257
dw $11D2, $11D5, $11D8
dw $11D3, $11D7
; east
dw $115A, $11BA, $121A
dw $117A, $11FA
dw $10DA, $113A, $119A
dw $10FA, $117A
; stairs
dw $12D0, $12D3, $12D6
; drop/warp
dw $12DA
DoorSlotsBG2:
; center
@@ -45,6 +53,10 @@ DoorSlotsBG2:
; east
dw $FF4A, $000A, $00CA
dw $FF8A, $008A
; stairs
dw $0336, $033C, $0342
; drop/warp
dw $034A
DoorSlotSides:
db $02, $0C, $16, $20
@@ -68,34 +80,40 @@ NextCursorSlot:
db $06, $FF, $07, $00
db $07, $FF, $08, $00
; bottom
db $00, $E1, $FF, $0E
db $00, $0E, $FF, $0F
db $00, $0F, $FF, $E3
db $00, $0B, $FF, $0C
db $00, $0C, $FF, $0D
db $00, $E1, $C4, $0E
db $00, $0E, $C4, $0F
db $00, $0F, $C4, $E3
db $00, $0B, $C4, $0C
db $00, $0C, $C4, $0D
; right
db $E0, $00, $13, $FF
db $13, $00, $14, $FF
db $14, $00, $E2, $FF
db $10, $00, $11, $FF
db $11, $00, $12, $FF
; stairs
db $C2, $E1, $FF, $16
db $C2, $15, $FF, $17
db $C2, $16, $FF, $18
; drop/warp
db $C2, $17, $FF, $E3
NextCursorSpecial:
.center
db $02, $04, $05, $01, $03, $FF
db $07, $09, $0A, $06, $08, $FF
db $0C, $0E, $0F, $0B, $0D, $FF
db $0C, $0E, $0F, $0B, $0D, $15, $16, $17, $18, $FF
db $11, $13, $14, $10, $12, $FF
.center_offset
db $00, $06, $0C, $12
db $00, $06, $0C, $16
.start_index
db $01, $06, $0B, $10
db $01, $06, $0B, $10, $15
.start_direction
db $03, $02, $03, $02
db $03, $02, $03, $02, $03
.end_index
db $03, $08, $0D, $12
db $03, $08, $0D, $12, $18
.end_direction
db $01, $00, $01, $00
db $01, $00, $01, $00, $01
SingleEdgeCurrentRoomConnectors:
.north
@@ -233,8 +251,8 @@ EdgeConnectionIndices:
dw $0565, $0042
dw $0574, $0045
dw $0575, $0048
dw $0382, $004B
dw $0582, $004E
dw $0582, $004B
dw $0382, $004E
dw $0385, $0051
dw $03CC, $0054
dw $05CC, $0057

View File

@@ -0,0 +1,38 @@
FallTable:
db $07, $17 ; Moldorm Arena
db $17, $27 ; Below Moldorm drop to Big Chest
db $1E, $3E ; IP first drop
db $27, $31 ; ToH Big Chest drop
db $31, $77 ; Second Floor ToH
db $39, $29 ; Mothula drop
db $3A, $0A ; Pod front drop
db $3D, $96 ; GT Torches drop
db $4D, $A6 ; Moldorm 2 drop
db $54, $34 ; Left side Swamp
db $5E, $7E ; IP drop to tall icy room
db $7E, $9E ; Freezors drop (to big chest)
db $8C, $1C ; Ice Armos drop
db $97, $D1 ; Mire Cutscene
db $9E, $BE ; IP Big Chest tile (push blocks)
db $CE, $DE ; Kholdstare drop
; db $65, $AC ; TT Attic
; db $77, $A7 ; ToH drop to fairy room (Herapot)
; db $A9, $89 ; EP drop to fairy room
; db $BE, $4F ; IP drop to fairy room
db $FF
WarpTable:
db $09, $4B ; PoD Basement (start)
db $0A, $09 ; PoD Stalfos Basement
db $0B, $6A ; PoD Turtle Room to Boss
db $4B, $09 ; PoD Basement (mimics)
db $7B, $9D ; GT post-compass
db $7D, $9B ; GT warp maze
db $9D, $7B ; GT compass room
db $9B, $7D ; GT warp maze
db $B1, $B2 ; South of Fishbone warp
db $D1, $B1 ; Mire Big Key Chest warp
; db $89, $A9 ; EP Fairy Room
; db $A7, $17 ; ToH Fairy Room
; db $4F, $BE ; IP Fairy Room
db $FF

View File

@@ -0,0 +1,66 @@
SpiralPropsIndex:
db $00, $04, $07, $00, $01, $00, $00, $0D, $00, $10, $04, $00, $15, $00, $0A, $00
db $00, $07, $00, $00, $00, $01, $07, $1C, $00, $00, $21, $00, $26, $01, $0A, $00
db $00, $00, $00, $00, $00, $00, $29, $30, $01, $00, $00, $00, $00, $00, $00, $00
db $00, $35, $00, $00, $3A, $00, $00, $00, $01, $00, $04, $00, $00, $00, $00, $3D
db $40, $07, $07, $00, $00, $01, $00, $00, $00, $00, $43, $00, $07, $07, $07, $00
db $00, $00, $00, $01, $48, $00, $00, $00, $00, $00, $00, $00, $07, $07, $00, $4B
db $00, $00, $00, $01, $50, $00, $07, $00, $00, $00, $53, $01, $01, $00, $58, $00
; 0 1 2 3 4 5 6 7 8 9 a b c d e f
db $5B, $01, $04, $00, $00, $00, $60, $67, $00, $00, $00, $00, $00, $00, $00, $6E
db $01, $00, $00, $00, $00, $00, $00, $71, $00, $00, $00, $00, $76, $00, $04, $00
db $00, $07, $00, $04, $00, $00, $00, $01, $7D, $0A, $00, $00, $00, $00, $04, $00
db $01, $00, $04, $00, $00, $01, $07, $00, $00, $00, $00, $0A, $00, $00, $07, $00
db $80, $00, $00, $00, $00, $01, $01, $00, $00, $00, $00, $00, $01, $00, $07, $00
db $85, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00
db $8A, $04, $8F, $00, $00, $00, $00, $00, $00, $00, $0A, $00, $00, $00, $00, $00
db $04
SpiralProps:
db $00 ;null row
db $01, $00, $00 ; ($01) Single Top-Left Staircase
db $01, $00, $01 ; ($04) Single Top-Middle Staircase
db $01, $00, $02 ; ($07) Single Top-Right Staircase
db $01, $00, $05 ; ($0A) Single Staircase at Top of Bottom Left Quadrant
db $01, $00, $04 ; ($0D) Moldorm
db $02, $00, $00, $01, $02 ; ($10) Pod Basement
db $03, $00, $00, $01, $01, $02, $02 ; ($15) GT Entrance
db $02, $00, $03, $01, $04 ; ($1C) Hera Below Moldorm
db $03, $00, $01, $01, $02 ; ($21) PoD Bridge
db $01, $00, $08 ; ($26) GT Ice Armos
db $03, $00, $01, $01, $02, $02, $09 ; ($29) Swamp Statue
db $02, $00, $03, $01, $04 ; ($30) Hera Big Chest
db $02, $00, $04, $02, $09 ; ($35) Hera Startiles (middle value unused)
db $01, $00, $08 ; ($3A) West Swamp
db $01, $00, $05 ; ($3D) Ice Hamlift
db $01, $00, $07 ; ($40) Aga Guards
db $02, $00, $00, $01, $02 ; ($43) Pod Entrance
db $01, $00, $08 ; ($48) Swamp Attic
db $03, $03, $05, $04, $06 ; ($4B) Ice U (1st three values unused)
db $01, $00, $05 ; ($50) TT Attic Left
db $02, $00, $01, $01, $02 ; ($53) Pod Rupees
db $01, $00, $04 ; ($58) Ice Gators
db $02, $01, $00, $02, $01 ; ($5B) HC Tiny (first value placeholder)
db $03, $00, $01, $01, $02, $02, $09 ; ($60) Swamp Sunken
db $03, $01, $00, $02, $08, $03, $09 ; ($67) Hera Entrance (first value unused)
db $01, $00, $08 ; ($6E) Ice Hookshot
db $02, $01, $00, $03, $08 ; ($71) Hera Basement (first and third values unused)
db $03, $00, $00, $01, $02, $03, $08 ; ($76) GT Circle (third value unused)
db $01, $00, $07 ; ($7D) Mire Entrance
db $02, $00, $02, $02, $09 ; ($80) Tower Usains (2nd value unused)
db $02, $00, $02, $02, $09 ; ($85) Tower Dark2 (2nd value unused)
db $02, $00, $02, $02, $09 ; ($8A) Tower Dark1 (2nd value unused)
db $01, $00, $09 ; ($8F) Mire2
SpiralLabelOffsets:
db 1, -8
db 5, -8
db 9, -8
db -6, -1
db 15, -1
db 1, 0
db 5, 0
db 9, 0
db -6, 7
db 15, 7

View File

@@ -35,3 +35,5 @@ incsrc draw_loot.asm
incsrc check_loot.asm
incsrc blink_loot.asm
incsrc data/doors_display.asm
incsrc data/spiral_stairs.asm
incsrc data/fall_warps.asm

View File

@@ -209,31 +209,38 @@ dw $2263, $0100, $A100
dw $2363, $0E40, $A101
dw $2B63, $0100, $E100
; right side border
dw $CE60, $0100, $2100
dw $CF60, $1A40, $2101
dw $DD60, $0100, $6100
dw $EE60, $1AC0, $2110
dw $FD60, $1AC0, $6110
dw $AE62, $0100, $A100
dw $AF62, $1A40, $A101
dw $BD62, $0100, $E100
; right side top area border
dw $4E60, $0100, $2100
dw $4F60, $1A40, $2101
dw $5D60, $0100, $6100
dw $6E60, $1AC0, $2110
dw $7D60, $1AC0, $6110
dw $2E62, $0100, $A100
dw $2F62, $1A40, $A101
dw $3D62, $0100, $E100
; blank above and below
dw $4E60, $1E40, $2111
dw $6E60, $1E40, $2111
dw $8E60, $1E40, $2111
dw $AE60, $1E40, $2111
; right side bottom area border
dw $8E62, $0100, $2100
dw $8F62, $1A40, $2101
dw $9D62, $0100, $6100
dw $AE62, $06C0, $2110
dw $BD62, $06C0, $6110
dw $2E63, $0100, $A100
dw $2F63, $1A40, $A101
dw $3D63, $0100, $E100
dw $CE62, $1E40, $2111
dw $EE62, $1E40, $2111
dw $0E63, $1E40, $2111
dw $2E63, $1E40, $2111
; blank between right side areas
dw $4E62, $1E40, $2111
dw $6E62, $1E40, $2111
dw $4063, $4640, $2111
dw $6063, $4640, $2111
; horizontal borders
; map area inside top area
dw $6F60, $1A40, $1D11
dw $8F60, $1A40, $1D11
dw $AF60, $1A40, $1D11
dw $CF60, $1A40, $1D11
dw $EF60, $1A40, $1D11
dw $0F61, $1A40, $1D11
dw $2F61, $1A40, $1D11
@@ -244,57 +251,23 @@ dw $AF61, $1A40, $1D11
dw $CF61, $1A40, $1D11
dw $EF61, $1A40, $1D11
dw $0F62, $1A40, $1D11
dw $2F62, $1A40, $1D11
dw $4F62, $1A40, $1D11
dw $6F62, $1A40, $1D11
dw $8F62, $1A40, $1D11
dw $B561, $0300
; center square
dw $3561, $0300
dw $5D4C, $1D4C
dw $D561, $0300
dw $5561, $0300
dw $DD4C, $9D4C
; ; horizontal borders
; dw $B160, $1440, $1D11
; dw $1161, $1440, $1D11
; dw $7161, $1440, $1D11
; dw $D161, $1440, $1D11
; dw $3162, $1440, $1D11
; dw $9162, $1440, $1D11
; dw $F162, $1440, $1D11
; dw $5163, $1440, $1D11
;
; ; vertical borders
; dw $B060, $12C0, $1D11
; dw $BC60, $12C0, $1D11
; dw $3062, $12C0, $1D11
; dw $3C62, $12C0, $1D11
;
; macro TopOfDoorSquares(start)
; ; silly Big Endian
; db <start>>>8, <start>, $00, $15
; dw $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C
; endmacro
;
; macro BottomOfDoorSquares(start)
; ; silly Big Endian
; db <start>>>8, <start>, $00, $15
; dw $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C
; endmacro
;
; macro FullDoorRow(start)
; %TopOfDoorSquares(<start>)
; %BottomOfDoorSquares(<start>+$20)
; endmacro
;
; ; top grid
; %FullDoorRow($60D1)
; %FullDoorRow($6131)
; %FullDoorRow($6191)
;
; %FullDoorRow($6251)
; %FullDoorRow($62B1)
; %FullDoorRow($6311)
; map area inside bottom area
dw $AF62, $1A40, $1D11
dw $CF62, $1B00
dw $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $5D4C, $1D4C, $1D11, $1D11, $5D4C, $1D4C, $1D11
dw $EF62, $1B00
dw $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $DD4C, $9D4C, $1D11, $1D11, $DD4C, $9D4C, $1D11
dw $0F63, $1A40, $1D11
db $FF

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@@ -569,9 +569,9 @@ CachedCurrentFloor = $7EC22B ; to restore when closing
CurrentDisplayedRoom = $7EC22C ; 2 bytes, used by dungeon map
DisplayedRoomDoorIndex = $7EC22E ; 2 bytes, used by dungeon map
;
DoorSlots = $7EC230 ; $2A bytes, used by dungeon map
DoorSlotScratch = $7EC25A ; 6 bytes, used by dungeon map
DoorSlotCursor = $7EC260 ; 2 bytes, used by dungeon map
DoorSlots = $7EC230 ; $32 bytes, used by dungeon map
DoorSlotScratch = $7EC262 ; 6 bytes, used by dungeon map
DoorSlotCursor = $7EC268 ; 2 bytes, used by dungeon map
;
LastBGSet = $7EC2F8 ; Lists loaded sheets to check for decompression. 4 bytes.
;