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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47
asm/gfx.asm
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47
asm/gfx.asm
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@@ -0,0 +1,47 @@
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GfxFixer:
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{
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lda $b1 : bne .stage2
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jsl Dungeon_InitStarTileCh
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jsl LoadTransAuxGfx
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;jsl Dungeon_LoadCustomTileAttr
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jsl PrepTransAuxGfx
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lda #$09 : sta $17 : sta $0710
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inc $b1
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rtl
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.stage2
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cmp #$01 : bne .stage3
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lda #$0a : sta $17 : sta $0710
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inc $b1
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rtl
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.stage3
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jsl Palette_SpriteAux3
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jsl Palette_SpriteAux2
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jsl Palette_SpriteAux1
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jsl Palette_DungBgMain
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jsr CgramAuxToMain
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stz $b1 : inc $b0
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rtl
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}
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CgramAuxToMain: ; ripped this from bank02 because it ended with rts
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{
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rep #$20
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ldx.b #$00
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.loop
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lda $7EC300, X : sta $7EC500, x
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lda $7EC340, x : sta $7EC540, x
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lda $7EC380, x : sta $7EC580, x
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lda $7EC3C0, x : sta $7EC5C0, x
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lda $7EC400, x : sta $7EC600, x
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lda $7EC440, x : sta $7EC640, x
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lda $7EC480, x : sta $7EC680, x
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lda $7EC4C0, x : sta $7EC6C0, x
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inx #2 : cpx.b #$40 : bne .loop
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sep #$20
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; tell NMI to upload new CGRAM data
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inc $15
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rts
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}
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