Door pairing system initial pass complete
Sucessfully de-coupling of Big Key doors with dumb small key doors behind Added a bit to trap door fixer so that we can hit the 3rd door in the door list Added door list position info
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@@ -1,20 +1,3 @@
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; This is the reverse side of various key doors
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org $1ff8cc ;(PC: 0ff8cc) GT 0x5b (Spikes & Switch)
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dw $0081
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org $0a972a ;(PC: 05172a) Eastern Darkness 0x99
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dw $2060, $1e71
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org $1fb759 ;(PC: 0fb759) Mire Bridges 0xa2
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dw $0071
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org $0a9887 ;(PC: 051887) Eastern Compass Area 0xa8
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dw $3882, $3660, $1e81
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org $1fd974 ;(PC: 0fd974) TT Bossway 0xbc
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dw $1c82, $0081
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; code to un-pair or re-pair doors
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; doorlist is loaded into 19A0 but no terminator
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@@ -29,19 +12,20 @@ dw $1c82, $0081
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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 $040c : cmp #$00ff ;: bne .gtg
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lda $040c : cmp #$00ff : bne .gtg
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lda $a0 : dec : tax : and #$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 $00 : ldy #$00 : stz $03
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stx $00 : ldy #$0000
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.nextDoor
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lda $a0 : asl : tax
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lda KeyDoorOffset, x : beq .skipDoor
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asl : sty $05 : !add $05 : tax
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lda PairedDoorTable, x : beq .skipDoor
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sta $02 : and #$00ff : asl a : tax
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lda $02 : and #$ff00 : sta $03
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lda $7ef000, x : and #$f000 : and $03 : beq .skipDoor
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tyx : lda $068c : ora $0098c0,x : sta $068c
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.skipDoor
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@@ -53,5 +37,5 @@ CheckIfDoorsOpen: {
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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 fo collision problems
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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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