Applied labels and byte designators
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@@ -13,7 +13,7 @@ LampCheck:
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RTL
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;================================================================================
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;--------------------------------------------------------------------------------
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; Output: 0 locked, 1 openA
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; Output: 0 locked, 1 open
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;--------------------------------------------------------------------------------
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CheckForZelda:
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LDA.l ProgressIndicator : CMP.b #$02 : !BLT + ; Skip if rain is falling
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@@ -24,7 +24,7 @@ CheckForZelda:
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RTL
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;================================================================================
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SetOverlayIfLamp:
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JSL.l LampCheck
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JSL LampCheck
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STA.b SUBDESQ ; write it directly to the overlay, this isn't a terrible idea at all
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RTL
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;================================================================================
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@@ -46,7 +46,7 @@ MirrorScrollSpawnZelda:
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LDA.l MirrorEquipment : CMP.b #$01 : BNE + ;mirror scroll
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LDA.l StartingEntrance : CMP.b #$02 : BEQ ++ ; zelda's cell
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CMP.b #$04 : BNE +
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++ INC $04AA
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++ INC.w RespawnFlag
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; what we replaced
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+ STZ.b $11 : STZ.b $14
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+ STZ.b GameSubMode : STZ.b NMISTRIPES
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RTL
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