LoadRoomHook: JSL.l IndoorTileTransitionCounter .noStats JSL Dungeon_LoadRoom REP #$10 ; 16 bit XY LDX $A0 ; Room ID LDA.l RoomCallbackTable, X SEP #$10 ; 8 bit XY JSL UseImplicitRegIndexedLongJumpTable ; Callback routines: dl NoCallback ; 00 dl IcePalaceBombosSE ; 01 dl IcePalaceBombosSW ; 02 dl IcePalaceBombosNE ; 03 dl CastleEastEntrance ; 04 dl CastleWestEntrance ; 05 NoCallback: RTL !RL_TILE = 2 !RL_LINE = 128 macro setTilePointer(roomX, roomY, quadX, quadY) ; Left-to-right math. Should be equivalent to 0x7e2000+(roomX*2)+(roomY*128)+(quadX*64)+(quadY*4096) LDX.w #*32+*2+*32+*2 endmacro macro writeTile() STA.l $7E2000,x INX #2 endmacro macro writeTileAt(roomX, roomY, quadX, quadY) STA.l *32+*2+*32+*2+$7E2000 endmacro !BOMBOS_BORDER = #$08D0 !BOMBOS_ICON_1 = #$0CCA !BOMBOS_ICON_2 = #$0CCB !BOMBOS_ICON_3 = #$0CDA !BOMBOS_ICON_4 = #$0CDB macro DrawBombosPlatform(roomX, roomY, quadX, quadY) REP #$30 ; 16 AXY %setTilePointer(, , , ) LDA.w !BOMBOS_BORDER %writeTile() %writeTile() %writeTile() %writeTile() %setTilePointer(, +1, , ) %writeTile() LDA.w !BOMBOS_ICON_1 : %writeTile() LDA.w !BOMBOS_ICON_2 : %writeTile() LDA.w !BOMBOS_BORDER : %writeTile() %setTilePointer(, +2, , ) %writeTile() LDA.w !BOMBOS_ICON_3 : %writeTile() LDA.w !BOMBOS_ICON_4 : %writeTile() LDA.w !BOMBOS_BORDER : %writeTile() %setTilePointer(, +3, , ) %writeTile() %writeTile() %writeTile() %writeTile() SEP #$30 ; 8 AXY endMacro IcePalaceBombosSE: LDA AllowSwordlessMedallionUse : CMP #$01 : BEQ + : RTL : + %DrawBombosPlatform(14, 18, 1, 1) RTL IcePalaceBombosSW: LDA AllowSwordlessMedallionUse : CMP #$01 : BEQ + : RTL : + %DrawBombosPlatform(14, 18, 0, 1) RTL IcePalaceBombosNE: LDA AllowSwordlessMedallionUse : CMP #$01 : BEQ + : RTL : + %DrawBombosPlatform(14, 18, 1, 0) RTL CastleEastEntrance: LDA $7EF3C5 : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1) LDA.l BlockCastleDoorsInRain : BNE + : RTL : + REP #$20 ; 16 A LDA.w #$08e1 ; square peg %writeTileAt(11,21,0,1) %writeTileAt(11,26,0,1) %writeTileAt(20,21,0,1) %writeTileAt(20,26,0,1) INC ;horizontal rail %writeTileAt(12,21,0,1) %writeTileAt(13,21,0,1) %writeTileAt(14,21,0,1) %writeTileAt(15,21,0,1) %writeTileAt(16,21,0,1) %writeTileAt(17,21,0,1) %writeTileAt(18,21,0,1) %writeTileAt(19,21,0,1) INC ;vertical rail %writeTileAt(11,22,0,1) %writeTileAt(11,23,0,1) %writeTileAt(11,24,0,1) %writeTileAt(11,25,0,1) %writeTileAt(20,22,0,1) %writeTileAt(20,23,0,1) %writeTileAt(20,24,0,1) %writeTileAt(20,25,0,1) SEP #$20 ; 8 A RTL CastleWestEntrance: LDA $7EF3C5 : CMP.b #$02 : !BLT + : RTL : + ; only apply in rain states (0 or 1) LDA.l BlockCastleDoorsInRain : BNE + : RTL : + REP #$20 ; 16 A LDA.w #$08e1 ; square peg %writeTileAt(11,21,1,1) %writeTileAt(11,26,1,1) %writeTileAt(20,21,1,1) %writeTileAt(20,26,1,1) INC ;horizontal rail %writeTileAt(12,21,1,1) %writeTileAt(13,21,1,1) %writeTileAt(14,21,1,1) %writeTileAt(15,21,1,1) %writeTileAt(16,21,1,1) %writeTileAt(17,21,1,1) %writeTileAt(18,21,1,1) %writeTileAt(19,21,1,1) INC ;vertical rail %writeTileAt(11,22,1,1) %writeTileAt(11,23,1,1) %writeTileAt(11,24,1,1) %writeTileAt(11,25,1,1) %writeTileAt(20,22,1,1) %writeTileAt(20,23,1,1) %writeTileAt(20,24,1,1) %writeTileAt(20,25,1,1) SEP #$20 ; 8 A RTL RoomCallbackTable: db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $01, $00 ; 00x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 01x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 02x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 03x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 04x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 05x db $05, $00, $04, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 06x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $02, $00 ; 07x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 08x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 09x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Ax db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Bx db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Cx db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $03, $00 ; 0Dx db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Ex db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Fx db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 0Fx db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 10x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 11x db $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00, $00 ; 12x