Refactored normal doors to use a lookup table. Now the door table is <4k
Fixed graphics between HC/Sewers and cross dungeons. Added base work for spiral staircases in HC/Eastern. (More data needed for other dungeons.) Added new region to deal with push blocks in Sewers Secret Room Refactored asm to be in multiple files.
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141
asm/asm_investigations.txt
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141
asm/asm_investigations.txt
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Dungeon_InterRoomTrans 7.2 -> (01) -> Dungeon_LoadRoom
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Dungeon_InitStarTileCh
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**Load and and Prep Here
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Dungeon_ResetSprites
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$028908 (PC: 10908) is the jump tample
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hook points 7.2.1
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22 32 f4 a0
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$028961 (PC: 10961) 22 a4 fd 00
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22 39 d7 00
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e6 b0
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9c 00 02
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a5 a2
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48
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a5 a0
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Modules 04 and 05 skip the PaletteFiltering right above it - moving the pointers slightly might help
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60 a5 b0 c9 07 90 ?? ??
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jsl ?? ?? ??
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jsl ?? ?? ??
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jsl 07 ?? ??
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lda b0
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jsl 00 ?? ??
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pointers!!!
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SpiralStaircase
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(00) 290C6
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(01) 28B7A
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(02) 28FA3 -> Fixed Color see 110A1-$110C6 JUMP LOCATION in Bank02 e944 is PaletteFiltering (Fade out!) (.doFiltering)
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(03) 28BE4 -> Dungeon_LoadRoom, Dungeon_InitStarTileChr, LoadTransAuxGfx, Dungeon_LoadCustomTileAttr
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(04) 28D11 -> PrepTransAuxGfx
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(05) 28D1F -> Sets $17 to #$0A
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(06) 28C12 -> Dungeon_ResetSprites
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- these guys called each other a ton
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c9* b5 ca* b5* ca* b1* b5 c6* ca b1* b5 c6* ca 96---------
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(07) 28FC9 -> 5 jumps in here, sets $a4 floor
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112B1 -> may be related to straight staircase only
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13B7B
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135DC
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10EC9
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10AB3 - right before b5
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(08) 289CA -> calls $113F (above .copyTilemap in Bank 00)
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(09) 289B5 -> calls $11C4 (updates all tiles in a room)
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(0a) 289CA -> go through the tilemap....
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(0b) 289B1 -> runs a filter - new color?, then $11C4 (didn't see call to 289B5)
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(0c) 289C6 -> runs a filter then $113F
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(0d) 289B1 -> repeat last two steps
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(0e) 289C6
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(0f) 28F96 -> Fade in
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(10) 2905D
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(11) 2909D
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(12) 290B7
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(13) 290DF
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SpiralStaircase -> (03) 10CE2 -> Dungeon_LoadRoom
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Dungeon_InitStarTileChr
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LoadTransAuxGfx
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Dungeon_LoadCustomTileAttr
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(04) 10E0F -> PrepTransAuxGfx
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(06) 10D10 -> Dungeon_ResetSprites
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; Upward floor transition
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Dungeon -> x06 -> $10C14 -> 10CE2 -> Dungeon_LoadRoom
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Dungeon_InitStarTileChr
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LoadTransAuxGfx
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Dungeon_LoadCustomTileAttr
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10E0F -> PrepTransAuxGfx
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10D10 -> Dungeon_ResetSprites
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; Downward floor transition
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Dungeon -> x07 -> $10E27 -> 10CE2 -> Dungeon_LoadRoom
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Dungeon_InitStarTileChr
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LoadTransAuxGfx
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Dungeon_LoadCustomTileAttr
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10E0F -> PrepTransAuxGfx
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10D10 -> Dungeon_ResetSprites
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StraightStairs_2 -> Dungeon_LoadRoom
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-> LoadTransAuxGfx
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StraightStairs_3 -> 10E0F -> PrepTransAuxGfx
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StraightStairs_4 -> Dungeon_ResetSprites
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Dungeon_Teleport -> 10CE2 -> Dungeon_LoadRoom
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10CE2 -> LoadTransAuxGfx
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10D10 -> Dungeon_ResetSprites
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Hook points
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org $00d6ae (PC: 56ae)
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LoadTransAuxGfx
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8b 4b ab 64 00
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org $00df5a (PC: 5f5a)
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PrepTransAuxGfx
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a9 7e 85 02 85 05 c2 31
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org $0ffd65 (PC: 07fd65)
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Dungeon_LoadCustomTileAttr
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8b 4b ab c2 30 ad A2 0A 29 FF 00
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Palette_DungBgMain
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c2 21 ae b6 0a bf 1b
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; This is the palette index for a certain background
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LDX $0AB6
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LDA $1BEC4B, X : ADC.w #$D734 : STA $00 : PHA
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REP #$10
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LDA.w #$0042 ; Target BP-2 through BP-7 (full)
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LDX.w #$000E ; (Length - 1) (in words) of the palettes.
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LDY.w #$0005
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Other transition stuff
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Overworld_LoadTransGfx -> LoadTransAuxGfx
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Overworld_LoadTransGfx -> PrepTransAuxGfx
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Module_LoadFile -> Dungeon_ResetSprites
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Module_HoleToDungeon -> 10D10 -> Dungeon_ResetSprites
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Camera work:
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Places where sta $e2 happens
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02ba5d 13A31 -
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028750 Module_Dungeon
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0286ef Module_Dungeon
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