diff --git a/doorrando/hudadditions.asm b/doorrando/hudadditions.asm index 1314563..928b645 100644 --- a/doorrando/hudadditions.asm +++ b/doorrando/hudadditions.asm @@ -62,9 +62,8 @@ DRHUD_BossIndicator: DRHUD_EnemyDropIndicator: REP #$30 - LDA.l DRFlags : BIT #$0800 : BEQ + LDA.w !EnemyDropIndicator : STA.w !IndicatorAddress - + SEP #$20 + SEP #$20 LDA.w $040C : CMP.b #$1B : BCS DRHUD_Finished SEP #$10 : TAX : REP #$10 diff --git a/keydrop/standing_items.asm b/keydrop/standing_items.asm index ce2d7f0..6970f7a 100644 --- a/keydrop/standing_items.asm +++ b/keydrop/standing_items.asm @@ -356,16 +356,19 @@ SetupEnemyDropIndicator: REP #$20 LDA.w #!BlankTile : STA.w !EnemyDropIndicator LDX.b $1B : BEQ .done + LDA.l DRFlags : BIT #$0800 : BEQ .done + +; Skipping the compass checks, could make this a toggle later? ; do we have a flag for enemy drops on? could check it here - LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks +; LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks ; compass checks ; does compass for dungeon exist? - LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks +; LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks ; do we have the compass - ; todo: sewers? - LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done + ; sewers? outstanding? +; LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done -.skipCompassChecks +;.skipCompassChecks ; either we're in a cave ($040C: $FF), compass doesn't exist, or we have the compass ; check if there are enemy drops LDA.b $02 : PHA : REP #$10 ; store 02/03 for later