;================================================================================ ; Open Mode Uncle Rain State Check ;================================================================================ !INFINITE_ARROWS = "$7F50C8" !INFINITE_BOMBS = "$7F50C9" !INFINITE_MAGIC = "$7F50CA" SetUncleRainState: LDA.l OpenMode : BEQ + : RTL : + ; we're done if open mode is on LDA.b #$01 : STA ProgressIndicator RTL ;-------------------------------------------------------------------------------- InitOpenMode: LDA.l OpenMode : BEQ + ; Skip if not open mode LDA ProgressIndicator : CMP #$02 : !BGE + ; Skip if already past escape LDA.b #$02 : STA ProgressIndicator ; Go to post-escape phase (pre aga1) LDA ProgressFlags : ORA #$14 : STA ProgressFlags ; remove uncle LDA StartingEntrance : CMP #$05 : BEQ ++ : LDA.b #$01 : ++ : STA StartingEntrance ; set spawn points to house+sanc unless already house+sanc+mountain LDA $7EF29B : ORA.b #$20 : STA $7EF29B ; open castle gate JSL MaybeSetPostAgaWorldState + RTL ;-------------------------------------------------------------------------------- MaybeSetPostAgaWorldState: LDA.l InstantPostAgaWorldState : BEQ + ; Skip if not enabled LDA.b #$03 : STA ProgressIndicator ; Go to post-aga phase LDA $7EF282 : ORA.b #$20 : STA $7EF282 ; make lumberjack tree accessible + RTL ;--------------------------------------------------------------------------------