; Free RAM notes ; Normal doors use $AB-AC for scrolling indicator ; Normal doors use $FE to store the trap door indicator ; Normal doors use $045e to store Y coordinate when transitioning to in-room stairs ; Normal doors use $045f to determine the order in which supertile quadrants are drawn ; Straight stairs use $046d to store X coordinate on animation start ; Spiral doors use $045e to store stair type ; Gfx uses $b1 to for sub-sub-sub-module thing ; Hooks into various routines incsrc drhooks.asm ;Main Code org $A78000 ;138000 db $44, $52 ;DR DRMode: dw 0 ; xxpg rmse ; xxxx xBDM ; x - unused ; p - use the original palette for the dungeon rooms instead of the DR table ; g - fix the EG glitch in more places (should be off for no logic) ; r - The collection rate flag ; m - Whether to display keys Map Info ; s - Start with Mirror Scroll ; e - GT minibosses marked as defeated instead of spawning heart container in all dungeons ; B - Big Key doors can displayed and be opened on the "south" side in addition ; D - Enabled spawning as a bunny in the Dark World underworld ; M - hides the total number in the collection rate DRFlags: dw 0 DRScroll: db 0 OffsetTable: dw -8, 8 org $A78010 DRVersionInfo: dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000 org $A78020 incsrc normal.asm incsrc scroll.asm incsrc spiral.asm incsrc gfx.asm incsrc keydoors.asm incsrc overrides.asm incsrc edges.asm incsrc math.asm incsrc hudadditions.asm incsrc dr_lobby.asm incsrc entrance_fixes.asm incsrc bugfix/kholdstare_shell_collision.asm warnpc $A79C00 incsrc doortables.asm warnpc $A88000