43 lines
1.7 KiB
NASM
43 lines
1.7 KiB
NASM
; code to un-pair or re-pair doors
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; doorlist is loaded into 19A0 but no terminator
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; new room is in A0
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; for "each" door do the following: (each could mean the first four doors?)
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; in lookup table, grab room and corresponding position
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; find the info at 7ef000, x where x is twice the paired room
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; check the corresponding bit (there are only 4)
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; set the bit in 068C
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; Note the carry bit is used to indicate if we should aborted (set) or not
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CheckIfDoorsOpen: {
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jsr TrapDoorFixer ; see normal.asm
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; note we are 16bit mode right now
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lda.l DRMode : beq +
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lda.w DungeonID : cmp.w #$00ff : bne .gtg
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+ lda.b RoomIndex : dec : tax : and.w #$000f ; hijacked code
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sec : rtl ; set carry to indicate normal behavior
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.gtg
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phb : phk : plb
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stx.b Scrap00 : ldy.w #$0000
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.nextDoor
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lda.b RoomIndex : asl : tax
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lda.w KeyDoorOffset, x : beq .skipDoor
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asl : sty.b Scrap05 : !add.b Scrap05 : tax
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lda.w PairedDoorTable, x : beq .skipDoor
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sta.b Scrap02 : and.w #$00ff : asl a : tax
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lda.b Scrap02 : and.w #$ff00 : sta.b Scrap03
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lda RoomDataWRAM.l, X : and.w #$f000 : and.b Scrap03 : beq .skipDoor
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tyx : lda.w $068c : ora.l DungeonMask,x : sta.w $068c
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.skipDoor
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iny #2 : cpy.b Scrap00 : bne .nextDoor
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plb : clc : rtl
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}
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; outstanding issues
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; how to indicate opening for other (non-first four doors?)
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; Bank01 Door Register stores the 4 bits in 068c to 400 (depending on type)
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; Key collision and others depend on F0-F3 attribute not sure if extendable to other numbers
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; Dungeon_ProcessTorchAndDoorInteractives.isOpenableDoor is the likely culprit for collision problems
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; Saving open status to other unused rooms is tricky -- Bank 2 13947 (line 8888)
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