pushpc org $828C73 JSL EnterRoom NOP org $86C0AB JSL CollectHeartPieceAndUpdate org $86D1A8 JSL SetDeathFlagAndUpdate pullpc SetDeathFlagAndUpdate: JSL UpdateLootHUD JSL Sprite_ManuallySetDeathFlagUW RTL CollectHeartPieceAndUpdate: JSL $85F018 JSL UpdateLootHUD RTL ClearLootHUD: LDA.b GameMode CMP.b #$07 BNE UpdateLootHUD ; PHP REP #$20 LDA.w #!BlankTile : STA.w EnemyDropIndicator PLP RTL EnterRoom: ; what we wrote over STZ.w $0200 STZ.b $B0 ; fall into UpdateLootHUD UpdateLootHUD: PHP REP #$30 PHX : PHY SEP #$30 LDA.l HudItems_enabled : BEQ .setting_off LDA.b IndoorsFlag : BEQ .done REP #$30 LDA.b $00 : PHA LDA.b $02 : PHA LDA.b $04 : PHA LDA.b $06 : PHA LDA.b $08 : PHA LDA.b $0E : PHA ; if if door rando, check for section of supertile LDA.l DRMode BNE + ; if not in door rando, check for section of supertile if we're not in a dungeon LDA.w DungeonID AND.w #$00FF CMP.w #$00FF BEQ + ; just load the room id, we don't care about sections LDA.b RoomIndex BRA .check + ; figure out section before checking JSL DetectLinksSection INC A XBA ASL A : ASL A : ASL A : ASL A ORA.b RoomIndex .check JSL CheckHudLoot ASL A : TAX LDA.l HUDLootTypeIcons, X STA.w EnemyDropIndicator PLA : STA.b $0E PLA : STA.b $08 PLA : STA.b $06 PLA : STA.b $04 PLA : STA.b $02 PLA : STA.b $00 BRA .done .setting_off JSL SetupEnemyDropIndicator .done REP #$30 PLY : PLX PLP RTL