Applied labels and byte designators
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@@ -1,10 +1,10 @@
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CheckDarkWorldSpawn:
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STA $A0 : STA $048E ; what we wrote over
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LDA.l DRFlags : AND #$0200 : BEQ + ; skip if the flag isn't set
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LDA.l MoonPearlEquipment : AND #$00FF : BNE + ; moon pearl?
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LDA.l LinksHouseDarkWorld : CMP $A0 : BEQ ++
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LDA.l SanctuaryDarkWorld : CMP $A0 : BEQ ++
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LDA.l OldManDarkWorld : CMP $A0 : BNE +
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++ SEP #$30 : LDA #$17 : STA $5D
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INC $02E0 : LDA.b #$40 : STA CurrentWorld : REP #$30
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STA.b RoomIndex : STA.w RoomIndexMirror ; what we wrote over
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LDA.l DRFlags : AND.w #$0200 : BEQ + ; skip if the flag isn't set
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LDA.l MoonPearlEquipment : AND.w #$00FF : BNE + ; moon pearl?
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LDA.l LinksHouseDarkWorld : CMP.b RoomIndex : BEQ ++
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LDA.l SanctuaryDarkWorld : CMP.b RoomIndex : BEQ ++
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LDA.l OldManDarkWorld : CMP.b RoomIndex : BNE +
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++ SEP #$30 : LDA.b #$17 : STA.b LinkState
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INC.w BunnyFlag : LDA.b #$40 : STA.l CurrentWorld : REP #$30
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+ RTL
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