fix: dungeon indicator changes
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@@ -356,16 +356,19 @@ SetupEnemyDropIndicator:
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REP #$20
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LDA.w #!BlankTile : STA.w !EnemyDropIndicator
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LDX.b $1B : BEQ .done
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LDA.l DRFlags : BIT #$0800 : BEQ .done
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; Skipping the compass checks, could make this a toggle later?
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; do we have a flag for enemy drops on? could check it here
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LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks
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; LDA.w $040C : AND.w #$00FF : CMP.w #$00FF : BEQ .skipCompassChecks
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; compass checks
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; does compass for dungeon exist?
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LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks
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; LSR : TAX : LDA.l ExistsTransfer, X : TAX : LDA.l CompassExists, X : BEQ .skipCompassChecks
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; do we have the compass
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; todo: sewers?
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LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done
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; sewers? outstanding?
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; LDA.l CompassField : LDX.w $040C : AND.l DungeonMask, X : BEQ .done
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.skipCompassChecks
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;.skipCompassChecks
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; either we're in a cave ($040C: $FF), compass doesn't exist, or we have the compass
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; check if there are enemy drops
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LDA.b $02 : PHA : REP #$10 ; store 02/03 for later
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